Chains on Sand - ThVaz

Thanks for all the Next Fest love! We’re 10 days from release of Chains on Sand.
Today I’m sharing a few shots from the full version (some never shared before).

What’s new in the full game

  • More arenas & hazards (spikes, fire, blood… lots of blood)

  • Premade contenders with backstories (meet Varros)

  • Fight the killers of your previous contenders

  • Retire your successful contender and meet them again in the arena

  • More Between-fight choices: repair, train, shop, or risk it all

  • Get your freedom back (if you make it…)

  • Improved Steam Leaderboard with National Flags

  • 🎮 Try the demo • 🧡 Wishlist & Follow (helps a solo dev a ton)

PIGEONS - Emperor Pigeon

Everything rework, better PIGEONS overall

Bloobs Adventure Idle - Bloobs_Dev

Version 0.2.6.0 Happy Halloween

Updates:

Grim is back with a vengeance — and he’s brought a friend, Pumpkin Jack!

Visit the brand-new area: Haven Hallows.

How do I participate in the event?

To join the event, simply gain experience!

Our new event system rolls a chance to reward you with Pumpkins every time you gain XP.

What can I gain from the event?

All previous Halloween rewards are available again for players who missed them last time.

Plus, a new Ghost Bloob recolour has been added!

How long will the event last?

This is a permanent event that will be updated each year.

What New cosmetics can I unlock?

Four brand-new hats, including one designed by our community member Pearlie!

Three new wing/back cosmetics.

What Else can I find?

Six brand-new Souls to collect — can you find them all?

Three brand-new rare items have been added to the Item Compendium.

Additional Updates

The Thief’s Log and Bestiary now save automatically when you complete a log.

A Brand New World Map by our community member Brownii.

Bug Fixes:

Fixed the Item Compendium missing the Cape of Hearts.

Fixed Dexterity Boots tooltips displaying incorrectly.

Fixed Forager’s Charm tooltip when equipped.

Fixed an issue where the Thief’s Log did not correctly show the notification upon completing a log.

恋爱音游痴 - 武当山博彩道士
  1. Optimized the spectral surface

  2. Modified the calculation method for music and gaming scores

  3. Optimized the issue of delayed button sound effects

  4. Modified the method of determining hold

Eurekas - JohnsVolition

This update brings significant improvements to the creep growth system and streamlines the UI based on your feedback. The way corruption spreads across your island is now more strategic and visually intuitive.

Major Feature Update

Revised Creep Growth System 🌑 Complete overhaul of how monster corruption spreads across the map. The creep now grows in tendrils toward your three foci, with the Queen leading the advance. This creates more strategic, directional threats rather than random expansion.

Coming Soon: Creeps will gain the ability to capture and corrupt your foci, adding a new layer of strategic defense planning.

UI Improvements & Clarity

Tutorial System Added dedicated tutorial model to support improved onboarding (tutorial content still in active development).

HUD Cleanup Removed the antispirit indicator—this resource operates in the background, and the visible counter was creating confusion without adding meaningful gameplay information.

Embarkation Screen Cleaned up and streamlined the pre-game loadout interface for better clarity and easier decision-making.

Resource Display Update Now shows the current game day for better time tracking and progression awareness.

Demo Improvements

Fair Time Counting Demo timer now starts only after you land your boat on the island, giving you proper time to engage with the actual gameplay without the search for a home eating into your demo period.


What's Next

The creep system will continue evolving with the upcoming foci capture mechanic, allowing corruption to take strategic objectives and force you to reclaim them. Stay tuned!

Thanks for all the continued feedback and bug reports!

Office Perks - amomynousgames

Hello beautiful people! I'm going to start doing monthly Dev Logs here so you can follow along with my progress.

First of all, I want to THANK YOU ALL for your support of Office Perks. I appreciate every last one of you, and I wouldn't be here without your support! The release has exceeded my expectations, and I hope that more and more people hear about my little slice-of-life AVN and join us in the fun.

If you've supported me on Patreon, or are part of the community on Discord, you already know that v021 is available for supporters right now, and I'm working on v022 as we speak. For those of you that don't, let me explain how updates for Office Perks typically work.

Office Perks Updates:

A lot of AVN's release "episodes" or "chapters"; however, Office Perks is not split up like this. It is one long continuation of the game without any chapter breaks. This means that I needed to decide just how much content gets released for each update since there is no natural "stopping" point.

I work hard to try to maintain a 3-month release cadence as close as I can. Sometimes it's faster, sometimes it's a little slower depending on the number of scenes in the update (and real-life events). New updates end after the first scene of a given morning, and the next update is as follows:

  • The rest of the day (morning, afternoon, evening, night)

  • The full next day

  • The morning of the third day

Regarding the question "When do Steam players get the new updates?" - I have not yet made a final decision. One of the drawbacks to my release cadence is that if you're on solo-paths, sometimes the updates will feel very short if your chosen love interest doesn't have any scenes in that particular update. I have a few different ways this could go, and would love to hear the community's feedback:

  • Release every update as they become available (less content / faster update cadence)

  • Release two updates worth of content at once (more content / longer update cadence)

  • Wait for the game to be fully finished to release the whole shebang (all the content, long update cadence)

Regardless of the choice I make on this, Steam updates will release after subscribers have a chance to play it. Early access is one of the many benefits of being a subscriber. I am leaning toward option #2 above for Steam releases, but again, community feedback is very important to me, so I would love to hear your thoughts in the comments below!

v021 Details:

Office Perks v021 is currently available for subscribers and includes:

  • 1,062 new renders

  • Ten-ish new scenes (long and short), including 3 new lewd scenes

  • A few render and bug fixes

  • Approximately 30-40 minutes of play time if you're seeing all content

v022 Status:

I am currently working on v022. As of today:

  • 448 new renders

  • Writing / Dialog 100% complete

  • No definitive release date, though I am pushing for a December timeframe

This Dev Log is quite a bit longer than I would normally publish, and I'm looking forward to hearing your thoughts, feedback, and any other comments. Please come join us on Discord to be a part of the conversation! It's a laid back community full of wonderful people who love the game. I do polls, custom renders, and lots more, so come join us!

Review!

One final request: If you are enjoying Office Perks, please consider leaving a review and help spread the word! The more positive reviews the game gets, the more visibility it gets, and the more people can find it and join us for the ride!

Thank you again for all of your support!

- Amom

High Fantasy Idle Playtest - Iconic Interactive Inc.
  • Researcher offline progression now factors in compounding stacks (based on the random research compounding stack value),

  • Running the game in a non 16:9 aspect ratio no longer causes some map icons to be a little off from where they should be,

  • Skill cooldowns no longer get unintentionally reset when rebirthing a different class once class swap is unlocked,

  • The backup timer no longer restarts when you backup your save before the bonus is back,

  • Fixed an issue where rebirthing sometimes shuts off autofarm,

  • Fixed an issue where rebirthing during post battle recovery can lock out the dungeon select dropdown,

  • The Parry Swing and Don't Crit Yourself perks were moved lower in the perk tree so it's clearer that you need Autoskill: Brace for Impact in order to unlock Parry Swing,

  • Fixed a few typos

Space Digger - Sala

As some of you might have seen, there was a recent security breach discovered in Unity3D, for any games built with version 2017.1 and later, which includes Space Digger. Space Digger currently being unsupported, we have to warn that as such the security issue is present in any playable versions of the game bought through Steam. We recommend uninstalling any versions you might have of the game and recommend avoid installing it unless a specific community announcements mentions a patch for this issue. As such, we will also proceed with the removal of the game from the Steam store. If you have this game installed and play it, we have to warn that it would be at your own risks.

Thank you all for having played Space Digger, and keep on the lookout for new games of ours.

Regards,
LysTek & Philllchabbb

Lost Marbles - Hairy Cabbage
Howdy!

Was starting to feel like it had been a little while since I had dropped a new update, and with Halloween just around the corner, I needed to drop one to update this years festive skin into the game. I decided to include a few of the levels that were ready to go into the mix so that it wasn't just a stealth update for the skin... :)

New Levels

As mentioned, we have 3 new levels dropping in this update; one easy, one intermediate and one hard:

Back Through Time

As the name suggests, the level aims to be a more friendly intro into using the rewind powerup, as I was seeing a number of players struggling with this powerup the first time they encounter it.

Biased opinion here, but I was having a lot of fun messing around with some speedrunning on this level, so I hope you guys also enjoy it... :)

Island Hopping

This is the intermediate level in the update, and revolves around traversing a number of small platforms, though not too small... Another fun level for speedrunning in my totally non-biased opinion, so I cant wait to see what some of you guys do to break the level.

Pillars

We have something a little different in our hard level this time around. You must attempt to travers a maze of jump pads through large spinning laser pillars. There are three gems to collect, and honestly I don't really mind what order you get them in, though there is an intended linear route, so feel free to sequence break...

*Additionally on the topic of levels, some have has some of their medal times and difficulties balanced.

Halloween!

It's that time of year again, and as usual, we have a new seasonal skin to celebrate. This year, if you play the game between the 21st of October and the 11th November, you will find this new skin added to your customisation page.

Achievements

It seems to be a running theme now that I add an achievement or two with each new update, and this one is no different. This time around we have the 2 new achievements outlines below.

Icon

Name

Description

Psychoactive

Something feels off... I swear this looked different last time...

Takin' It Back

Lets take it back to the oldschool...

Full Patch Notes
  • Fixed issue with personal score not showing correct input type when a controller was used

  • Local level play count is now updated from the server when viewing a levels leaderboards

  • Fixed an issue with bad lag in the games menu on Steam Deck

  • Large overhaul of remix level system to integrate it into standard level code. You shouldn't notice any different if all went well... :)

  • Rewind powerup now retains 90% entry velocity upon finishing. Should make using this powerup far more fluid and enjoyable.

Thanks for reading everyone, and I hope you enjoy todays new content! <3
Starbrew Station - Lost Rabbit Digital
New Features

Daily Rewards

  • Added daily rewards button to the bottom bar - claim 5 minutes of progression once every 24 hours

  • Red notification indicator appears when rewards are unclaimed

Unit Morale System

  • Wiggling and giggling with your units now has purpose! Click units 3-5 times to fill their morale bar

  • Inspired units gain a +50% movement speed buff for 20 seconds with a visual effect

  • Tutorial explainer: "Raise morale by interacting with your units, if their morale is happy enough they'll become inspired and move 50% faster!"

Machine Max Count

  • Machine limits are now station-wide instead of per-floor

  • Added tutorial tip when hitting machine max: "If you hit the machine max, your technicians won't be able to place more machines, make sure your baristas can keep up!"

Enhanced Visual & Audio Feedback

  • Boss defeats now feature dramatic visual effects - watch them fall like a cardboard cutout with a geyser of coffee cups!

  • Coffee particle spray erupts from the boss when clicked or hit by fighter units

  • Stronger audio feedback and visual effects when starting deck construction

  • Achievement claims now feature smooth color transitions from grey to colored icons with particle bursts and coffee icon animations

UI Improvements

  • Prestige upgrade benefits are now visible in the token shop

  • Deck buttons redesigned with dynamic creation and vertical separators

  • Deck names in unit list are now clickable to collapse/expand sections

  • Max unit count displayed in unit buy buttons

  • Floor quick select added for easier navigation

Bug Fixes

Prestige & Progression

  • Fixed tokens not being awarded when prestiging

  • Fixed final units (Pick-Up Pup, Mod-Bod) becoming unavailable after prestige

  • Fixed reactor construction issues after first prestige

  • Fixed deck buttons not appearing after prestige or when reloading the game

Deck Construction

  • Fixed Deck 6 construction alert constantly triggering

  • Fixed Deck 4 visibility issues

  • Fixed deck construction progress bar not resetting when resetting game data

  • Fixed deck construction completion notification positioning

UI & Audio

  • Fixed bottom bar losing labels after reaching five floors

  • Fixed Rush Hour and Boss Fight music overlapping

  • Fixed settings apply button logic

  • Fixed pause menu not hiding tutorial overlay

  • Fixed info pop-ups displaying off-screen

  • Fixed token projection showing empty tooltips

  • Fixed health inspector alert styling

Units & Combat

  • Fixed units not returning to squash/stretch animation after wiggling

  • Boss now properly reloads when loading a saved game

  • Rebalanced user clicks and attack units

  • Reduced Health Inspector health to 999,999

Achievements & DLC

  • Fixed achievements not being claimable

  • Fixed achievement notification dots not appearing

  • Fixed DLC icons missing and not being treated as DLC content

...

Prohledat novinky
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