Unseen Diplomacy 2 - poke50uk
Welcome back Agent

Firstly, thank you to every spy who has saved the world playing Unseen Diplomacy 2, it has been wonderful to see people enjoying our game! We also appreciate all your feedback about the spy experience.

Our next Early Access update!

Patch v0.2 is all about improving your first steps into the world of espionage. Within, you’ll find a brand-new onboarding experience, teaching you how to bring out your best spy impression, a new smoother than silk playspace setup and other updates that bring you closer to the iconic spy fantasy.

Tinker and Tailor

You’ll first notice our new room authoring wizard, which gives you a much smoother experience setting up your playspace. Room mark up has been simplified and refined to be more forgiving to your available space. We’ve also added additional explanations for each locomotion control scheme if you don’t have the available playspace.

No Time to Learn

Have you been stuck in a mission or confused about how to complete it? Our tutorials have been revamped and divided into bite-sized levels to better teach you key spy skills. There are brand new options to learn about movement, gadgets and mission briefings. We’re planning an additional tutorial around enemy AI for a future update.

Inspecting Gadgets

We've updated the inventory system to keep gadgets stuck to where you put them. Gadgets can now be equipped correctly before a mission, staying where they are when deployed. They can also be moved from their default space to another, respawning there if forgotten. We’re still inspecting the inventory system so look out for a future upgrade!

Slipping Past

We’ve added a new slipthrough button for locomotion controls, allowing players using this option to pass through small gaps that were previously inaccessible.

Hungry Work

A good spy delights in luxury, now you can too! More objects have been made edible, though not all of them should be eaten, be careful of that Martini… In addition, new VFX and SFX have been added to make eating more fun.

And much more

As well as the above, there’s a heap of quality of life updates, bug fixes and visual updates. Get the full debrief below!

Interested in seeing what’s next for Unseen Diplomacy 2?

Head over to our Trello Roadmap or join our Discord server to discuss the game.

v0.2 Patch Notes
Quality of Life:
  • Icons and text updates to your platform and control scheme.

  • Adjusted room boundary grid visuals.

  • Improved play space bounds resolution to be more forgiving when generating playspace.

  • Updated control scheme menu to be clearer.

  • There are more translations across the game, although the tutorial is awaiting human translations.

Menus and Inventory:
  • The send evidence to HQ menu now works if the wristwatch is on the right-hand wrist.

  • Various minimap improvements, bug fixes and theming.

  • Fixed small minimap not displaying connection lines correctly.

  • Stat graph improvements.

  • New tutorial wizard menus, with additional help sections.

Bugs:
  • Bots no longer get stuck in stunned animations when shot.

  • Comic panels no longer spawn incorrectly after completing an action.

  • Fixed lasers from playing an on/off noise when connected to junction box.

  • Removed collision on hinges causing issues with double door wardrobes.

  • Moveable climbing holds now work correctly.

  • Finishing a tutorial now shows the correct menu when returning to HQ.

  • Button rollovers in UI are now working

  • Camera viewfinder now highlights key objects correctly

Art:
  • Halftone shadow dots are now triplanar rather than UV based, improving consistency for size and quality.

  • Cave duck maze hole fixed.

  • Texture improvements to numerous props and disguises.

Sound:
  • Added gadget battery depleting and out of charge SFX.

  • Added new damage taken SFX.

  • Added new music.

  • Credits music updated for good and bad endings.

  • Updated Eating and keycard related SFX.

  • Improved mixes.

First Dwarf - Damian
Good day, fellow adventurers!

In this update, we’ve made several optimization improvements, the game should now perform more smoothly and stably. We've also fixed multiple crash issues. In the next few updates, we’ll continue working on further optimizations!

As an expansion to the previous update, we've improved Sursas, now you can tame them! You can build a lair for them, and they’ll produce peat. On top of that, a tamed Sursa will protect its surroundings, helping you defend your base! :)

We’ve also added mushrooms that grow in caves and, in the near future, will become an essential part of your settlers’ diet. But that’s not all, mysterious stone trees can now be found underground too!

If you’ve encountered any issues, check the changelog below, we fixed a lot of stuff! And if your bug isn’t on the list, let us know. We want the gameplay to be as smooth and bug-free as possible!

You can tell us about your bugs and experiences:

❤️ Here, below this post

❤️ In Steam discussions

❤️ Via the in-game form

❤️ On Discord

Changelog for Update #31 (ver. 0.8.80)

🌟 HIGHLIGHTS 🌟

🔷 Better optimization

🔷 Sursas can now be tamed

🔷 New Technology: Animal Lair

🔷 New Technology: Sursa Treats

🔷 Tamed Sursas in the Animal Lair will protect your base when enemies enter their detection radius

🔷 New Pickup: Meatshroom

🔷 New Pickup: Highshroom

🔷 New Stone Trees can now be found in caves

🔷 Added a new cutscene for the first encounter with the Archseeker

🛠️IMPROVEMENTS & FIXES 🛠️

🔷 More accurate and context-sensitive hints in RPG menu tabs

🔷 Added an additional hint in Raven Popup when you have a whistle: “Approach the raven and use the Whistle to tame it.”

🔷 Localization fixes (some text was in English even when another language was selected)

🔷 Fixed missing icon for Peat

🔷 Improved Fluffgig AI (sometimes they didn’t eat treats, especially when enclosed by walls with treats inside)

🔷 Added a sound effect for the minecart puzzle in the second island quest “Coal And Stone To The Forge”

🔷 Boosted Sursa attack damage

🔷 Fixed disappearing Bundle recipes from the crafting menu

🔷 Fixed a visual bug where item icons weren’t scaling properly in crafting menus

🔷 Improved animal and settler pathfinding when passing near each other

🔷 Polished sound effect when flying close to the ground with Ragna after a quick teleport to the mech

🔷 Fixed Bamboo Fruit not regrowing in some cases

🔷 HP auto-regen tweaked (now regenerates up to 50 HP at base character level)

🔷 Improved Fluffgig animations

🔷 Monster optimization improvements

🔷 Fixed a bug in the Ancient Hammer quest where the wrong area was highlighted on the map and minimap

🔷 Fixed Fluffgig not showing on the map or in notifications

🔷 Polished island map backgrounds

🔷 Fixed disappearing huge roots on the 5th island

🔷 Fixed missing visual effects at the forge on the second island (client side)

🔷 Fixed Community Hut not unlocking after being researched in the technology tab

🔷 Fixed a bug where the watering can didn’t return to inventory after healing berries

🔷 Fluffgig attacks are now more accurate

🔷 Fixed a bug where leaving the airship healed characters and regenerated mana

🔷 Fixed a bug allowing mana-powered high jumps even without the required mana amount

🔷 Fixed an issue where the crow would get stuck in place after the recruitment cutscene on Canyon Island

🔷 Added sound effect for Tru when walking slowly

🔷 Polished visual effects when animals get sick or turning into monsters

🔷 Environment polish

🔷 Other smaller fixes


Remember to give us your feedback, and see you soon!

See you in the skies of Driftland!

Damian

Clue/Cluedo: Classic Edition - ines.duarte
  • Maintenance and stability improvements
Dreadwinter - Vongy
Welcome

Hey! Welcome to another Dreadwinter blog, this time around it's the spooky edition (not that anything changes). There's a few things that happened that I want to talk about, and I'll also elaborate more on what the next steps are in the game's development, so stick around!

Steam Next Fest

Dreadwinter was part of this years October Steam Next Fest! It's a week long event made to showcase upcoming games and demos, and is very useful for getting eyes on your game.

There have been a lot of people playing the demo, and putting Dreadwinter on their wishlist! Thanks for playing, and/or wishlisting. The demo will still be around, and will get updates when available, so keep an eye out!

Bugs and Improvements

I think one thing that needs to be improved is guiding the player at the start of the game. There were a few comments that players weren't sure what to do or where to go. I wanted to give players a lot of freedom in how they played from the start, but I think it's a good idea to guide players along until the core gameplay is introduced.

For example, when you start the game, you wake up, and from there you can go wherever you want. I expected most people would leave their apartment, see the cafe, and head there first, but it seems some players chose to wander around first, and got a bit lost!

I'll work on streamlining the experience, and making it a bit more obvious as to what you need to do to start off.

A Frustrating Bug

There is currently a bug that may occur when moving between levels, such as entering/leaving Dreadwinter, your room, or the furniture store (these seem to be common locations). When you move to another location, there is a chance that your character will warp, but the game does not realise that you have moved to another level, and so the camera will not follow, as well as certain background things not happening.

This makes it seem like you are stuck in a level, and is essentially a soft lock. I have an idea of what's happening, but I don't know what's causing it, and I currently am unable to reproduce the bug myself. It doesn't seem to be a consistent bug, which makes it quite hard to figure out.

For now, as a short term fix, I plan to add a "stuck" button for when this occurs. It seems that you can still access the menus, and the game continues as normal, which makes me believe that you still have control, but the camera is no longer tracking your character. The "stuck" button will warp you to a safe location, which should hopefully reset things.

I plan to add manual saves to the game as well, and have the game autosave after a cafe shift, so you don't lose too much progress if you have to restart. There's a lot of extra data that has to be saved, so I'm not sure how long this will take to add.

What's Next

I outlined my plans in the last blog post, but here it is again:

  • Remaining townspeople in Lunara (Around 10 or so)

  • Interiors for buildings/homes in Lunara

  • Manual saves

  • Functioning Dreadwinter expansions (Being able to unlock the expansions + gameplay features)

  • Automation in Dreadwinter (Via machines)

  • Takeaway mode - Serve orders to go! Seating not required!

  • Adding in the story/stories

I'm currently designing the remaining NPCs in the game, and their homes, as well as any other interiors that aren't finished. Here's a preview of what I did in the last few days:

It's been a while since I designed new characters, so I'm glad to be getting back into it. Afterwards, I'll try to get manual saves into the game, hopefully I don't break it!

That's it for this blog post, thanks for reading, it was a bit of a long one!

-Alex

Becastled - antvelm

Hey everyone, 1.0 is out now!

Thanks everyone who supported us during early access, thanks a lot for your feedback here on Steam and on our Discord server! ːhappy_moodː

1.0 changes:

  • Roads, plan your city in advance also they look cool!

  • Bosses, each lunar tower now hosts unique boss

  • Achievements

  • New UI that looks great and is more intuitive

  • Steam Deck verified and controller support

  • New guided tutorial with cool voiceovers, it's like mini campaign mode

  • Optimizations and bugfixes

  • Trading cards and icons ːfishnadoːːhappy_sheepːːhappy_haloween_pumpkinː

We decided to release one day early on Steam, tomorrow though Becastled will go live on consoles check them out if you would like to play Becastled on Switch or Playstation / Xbox.

As part of porting process we optimized the game and now it runs on Steam Deck pretty smooth, highly recomend to check it out there if you have a Steam Deck.

Let us know what do you think about 1.0 in the commens or on our Discord

Thank you

Pompeii: The Legacy - yeikosu | Pompeii: The Legacy

Thank you all for your patience and support!

I’ve been testing the game on several configurations across Windows 10 and Windows 11, and I’d like to share a few important notes regarding memory usage:

If your system has 16GB of RAM, it’s very important to close all unnecessary applications before launching the game - especially internet browsers like Google Chrome, Microsoft Edge, or Mozilla Firefox.
Windows 11 in particular tends to reserve a significant portion of memory for background processes, which can leave less available for the game.


🛠️ Patch v0.503.2
  • Fixed a bug where a “ghost” selection remained after entering the empire map with a building selected.

  • Optimized several large models and textures.

  • Improved loading performance in late-game cities >> up to 50% faster.

  • Reduced overall memory usage by around 8%, which should help reduce crashes on systems with 16GB RAM.


The next big update arrives on October 27th, bringing even more optimization and hopefully an even smaller memory footprint - along with new content and improvements!

8:31am
Crashlands 2 - BscotchSampy
The "Haunting" quests for The Demon Speeb storyline have been fixed so they can't be accidentally skipped, resulting in a block.
Brawlhalla - ChickenParmageddon

It’s a battle between the creatures of the night! 🦇🐺 Brawlhalloween continues with a new Skirmish live right now. Log in any time during the next 2 weeks to choose your Faction and earn influence and exclusive rewards.

Tune into our Dev Streams on Twitch or YouTube nearly every Tuesday and Friday, at 1pm ET, and follow us on Discord, Instagram, TikTok, X, and Facebook to keep up with all the latest news!

Which fanged creature of the night has your allegiance? Choose your faction and hop into the brawl for the next 2 weeks!

  • Choose your Faction based on your personal preference. There is no wrong choice!

  • Factions compete against each other by playing online matchmaking games.

  • When you play any Game Mode online, you earn Influence for your Faction.

  • The Faction with the most Influence when the Skirmish ends is the winner.

  • Special “Skirmish Battles” take place when you get matched with a member of the opposing Faction in Ranked. A random Influence multiplier is applied to a Skirmish Battle, which can be seen on the loading screen before the match.

  • Some rewards are granted when you choose your Faction, and extra rewards are granted when the Skirmish ends.

  • Faction Title awarded based on your total personal contribution to your Faction at the end of the Skirmish.

    • Vampire/Werewolf Adept –  5,000 Influence

    • Hero – 50,000 Influence

    • Legend – 150,000 Influence

    • Volkov's Chosen/Pack Leader – 300.000 Influence

  • Each member of the winning Faction will earn an animated version of their Faction’s Avatar. Additionally, any Titles that have been earned from your personal contribution to your Faction’s Influence will be yellow.

  • Titles that have been earned by members of the losing Faction will be white.

  • You can check the status of the ongoing Skirmish, including when the Skirmish ends, in the notifications tab of the Player Menu.

The Vampires vs. Werewolves Skirmish began immediately on October 22, 2025 at 5am ET/9am UTC and will end on November 5, 2025 at 5:00am ET/9am UTC. 

Immediately after the Skirmish ends, Titles will be awarded to everyone who earned them, and the animated Avatar will be given to the members of the winning Faction.

Phase in and out of visibility as you strike your opponents to capture them in bubbles in this intergalactic war! You and your opponents go invisible when not using powers. Bubbled players can't attack and have limited movement, but you can free them by tagging them. Capture the entire enemy team to score a point. The first team to 5 points wins!

  • Bubble Tag Game Mode

  • Ghost Brawl rules - players go invisible when not using powers.

  • Capture your opponents in bubbles by striking them.

  • Bubbles are visible. Free your teammates by attacking or running into them.

  • Bubbled players can even dash to their teammates or away from opponents.

  • First team to 5 points wins.

  • Pro Tip: Companions are always visible, you may want to un-equip yours for this queue!

The free-to-play Legend rotation for this week features: Imugi, Dusk, Asuri, Onyx, Scarlet, Red Raptor, Jiro, Kaya, and Cross.

  • Imugi – Bihui, better known as Imugi, is a giant turtle-dragon who ascended to Valhalla after completing his century-long quest. Whether he's fighting in the arena or chopping ingredients for dinner, the blades of his Greatsword & Axe always strike true!

  • Dusk – Wielding his Spear and a powerful Orb carved from stone and magic, Dusk seeks to spread chaos throughout Valhalla.

  • Asuri – This Night Stalker has claimed the Tournament as her territory and sets upon challengers to her domain using Katars and Sword!

  • Onyx – The powerful Guardian and Protector of Castle Batavia, Onyx has been offered a place in Valhalla and now defends it ruthlessly with her Cannon and Gauntlets.

  • Scarlet – A former women’s boxing champion from England and head of the Royal Airship Navy, Scarlet used her ingenuity and knowledge of steam powered machines to build her own Rocket Lance and Hammer to take into battle.

  • Red Raptor – Armed with Garuda’s Core Orb and Squadron Strikers Battle Boots, The Last Sentai fights in the Grand Tournament, but hopes for a chance to save the souls of his lost teammates.

  • Jiro – Trained as a child by a powerful and secret shinobi family, Jiro comes into the arena with not only Scythe and Sword but shadow clones as well!

  • Kaya – Using her bow, spear and spirit animals, she is ready to try her luck in the Grand Tournament!

  • Cross – For years he has owned New York City, but can he do the same in Valhalla? This charismatic mobster steps into Valhalla with Blasters and Gauntlets.

ADRIFT - connor.cloughley

Hey folks!

It’s not long until I launch ADRIFT so I’m back today with another DevLog focused on one of the other major aspects of the game - Poetry. 

Listen-

It’s never-ending analysis that wounds us.

Why not circle away in the seasons, adrift

A good while into development I had been struggling to come up with a name for my game. It wasn’t until I found myself reading some old Chinese poems by T’ao Ch’ien that ‘ADRIFT’ was staring back at me. 

Throughout ADRIFT you will discover poems hidden across the world whether that’s from entering a new biome or if you decide to explore off the beaten track. Since the beginning of its development, I’ve described ADRIFT as a poem about getting lost in order to find your own way. 

I’d argue that it reflects how I felt after graduating, being not quite sure which way to turn as I tried to find my own way, and that way became ADRIFT.

I’m not exactly preaching anything with ADRIFT - there’s no specific narrative or heavy-handed messaging. The desert is a place of solitude and contemplation, and any messaging you find within will be the result of your own interpretation.

For me, creating ADRIFT as a solo developer has been one hell of a journey, and I hope you enjoy it as much as I did making it. 

Hop into the demo and wishlist ADRIFT before it launches on October 30th!

Yours,

Stefan S.K.9.8

Casting Whispers - Nausicaä

Casting Whispers is out now on Steam! In this first-person psychological horror game, sound is your greatest tool… and your best hope for survival. Step into the shoes of Victoria, a lab assistant working in the field of psychic and mental psychology known as Extra-Sensory Perception (ESP), to investigate the paranormal events that plague the city of Corburgh in 1960s America. Use the Listening mechanic to press forward, solve puzzles, and ultimately uncover the cosmic horror that lies in wait.

https://store.steampowered.com/app/2406880/Casting_Whispers/

I’m Lantern Bay, and I’ve been working on Casting Whispers as a solo developer for the last few years. I used my experience working on sound design for video games to create a unique, atmospheric new entry in one of my favorite genres. When every instinct tells you to run, when shadows encroach, and when your other senses may betray you, do you dare to trust in the darkness and listen for the way out?

Get ready to fall into the darkness of Corburgh this Halloween by buying Casting Whispers today. You can also try the free demo for a taste of terror!

https://www.youtube.com/watch?v=8bu5QAmqrFI

About Casting Whispers
  • First-Person Psychological Horror: Sound is your only hope for survival in this first-person psychological horror game. Investigate the mysteries of an apartment block in 1960s America terrorized by a cosmic horror, as you try to save your lost mentor… and yourself.

  • Enter Corburgh, 1961: Step into an old American city haunted by its past and unexplained entities. The environmental and narrative designs of Casting Whispers are inspired by Americana and Lovecraftian tales. What secrets lie in the shadows of this old industrial city?

  • Investigate Paranormal Phenomena: A malevolent entity stalks the darkness at the Professor’s apartment. Make discoveries, piece together the full mystery of Professor Henry’s disappearance, and survive that which hunts you. 

  • Listen For The Truth, Listen For Survival: Shut your eyes, calm your mind, and listen to the darkness. The Listening feature can be used to eavesdrop on secret conversations behind doors, find hidden mechanisms, and hear that which cannot be seen.

  • Explore Multiple Endings: This single-player linear narrative unfolds across 6–8 hours of gameplay, with multiple endings that can be unlocked depending on chance or your own choices. How many endings will you dare to find?

  • Behold Sounds of Terror: Music by Ed Lima, violin solos by Kim Levin, full voice acting by union talent, and original sound design by Lantern Bay combine to deliver a terrifying soundscape that will keep you on the edge of your seat. Taking inspiration from film noir, Bernard Herman, and 1960s cinema, the soundtrack was recorded with era-appropriate equipment while incorporating modern synthetic elements during more surreal moments.

Thank you to everyone who discovered Casting Whispers through Steam Next Fest, and to all my supporters who’ve played and wishlisted my game over the last few years. I couldn’t have made it without your support, and I can’t wait to hear what you think about the final game. Be sure to share your thoughts on Casting Whispers in the comments, or over on Discord!

There are a few known issues that I’m working on a patch for. Check out Steam Discussions for a list of them, and stay tuned for updates in the very near future.

– Lantern Bay

...

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