FIREFIGHT RELOADED - Bitl

An update for FIREFIGHT RELOADED has been released. The update will be applied when you restart FIREFIGHT RELOADED.

Please report any suggestions in https://steamcommunity.com/app/397680/discussions/1/7073555028226857848/ and report any bugs or crashes in https://steamcommunity.com/app/397680/discussions/3/

- Fixed a physics related crash.
- Reduced the Sniper Rifle's unzoomed bullet spread.
- Fixed a delay when getting the "Killtacular" achievement.
- Fixed a bug where kills with the Crossbow or the Charge Bow sometime show up with a skull kill icon.
- Buffed the Crowbar's player damage from 24 damage to 35.
- Buffed the Crowbar's NPC damage from 5 to 15.
- Improved the MP5's physics model.
- Fixed the OICW icon appearing too wide.
- Improved the functionality of the "Death of a Hero" achievement.
- Added cl_reload_localization_files.
- Added the ability to change the Steam Toast notification position (ValveSoftware/source-sdk-2013 #1332)
- The difficulty selection option will now show the description for each difficulty.
- Fixed a bug where the game reset the level to 1 after death.
- Slightly increased the Friendly Hunter's health and speed.
- Added a proper Hunter material color for Advisor Drones.
- Changed the Mega Gravity Gun's kill icon.
- Improved the fog in firefight_whiteforest.
- Nerfed the NPC Railgun damage from 55 to 40.
- Buffed the Player's base Railgun damage from 75 to 85.
- Improved the Placeable Turret's weapon physics model.
- Fixed VRAD prop indirect lighting regression and implemented -StaticPropIndirectMode (ValveSoftware/source-sdk-2013 #1345)
- Updated custom map prop lighting.
- Fixed a bug where you couldn't overcharge your health with healthkits.
- Fixed "Unknown command" errors in the console on launch.
- This may require the user to delete their config.cfg, since this change affects config_default.cfg
- Fixed "Parent cvar in server.dll not allowed" errors in the console on launch.
- Added a low violence option that toggles low violence mode.
- Fixed low violence being enabled by default for German players.
- Fixed a bug that made Prison Guards appear to have missing textures on low graphics.
- Fixed Combine Soldier texture inconsistencies.
- Improved the quality of UI textures when lowering texture quality.

Be sure to join our Discord server at \http://Invite: https://discord.gg/4MfShzF/ for more future updates!

I KNOW YOUR ADDRESS - Mr. Highway

Hello Address Knowers!

Today marks the 1-year anniversary of I KNOW YOUR ADDRESS! I started this game as a joke for a video, but eventually expanded it into a Steam release. My main goal was to finish it and have it on Steam, but I also thought it'd be cool if I was able to sell 15-20 copies in a year.

Well, it's been a year. We've sold over 300 copies. And so far most people seemed to enjoy it. I'm really thankful for everybody who took a chance on a game as unknown as this. (Bonus shout-out to the people that made fanart and the one who made a detailed walkthrough! Seeing people engage with my game like that really made my day.)

If anything, all this made me wonder where I could go with my next game...

Discord + Other Social Media

I want to share what I'm working on more. I decided a Discord is the best place this. I also plan to use other social media. I'm not sure if I'm allowed to link them here, but you can find them on the store page for I KNOW YOUR ADDRESS now (Screenshot below)!

If you check out any of them, I suggest for it to be the Discord! You can choose what to be notified of instead of only seeing whatever is posted on each website.

(I may update this list with more websites if I'm actively making stuff I can post)

You can also find them at the bottom of any news post, such as this one:

What Have I Been Working On?

A lot of time has passed since I Know Your Address's release, so I'm going to cover a couple things some of you may be interested in:

What's the future of IKYA? Will there be updates?

Kind of? I want to somewhat move on from IKYA for a couple of reasons such as the engine being limited and the collection feeling solid as is.

BUT. There are some things I want to add. So you can expect at least one content update. I don't know when it will come out. Probably alongside the "coming soon" page for my next game. After that, I may make some small updates but my focus will be on other things.

What about a sequel then?

I Know Your Address is pretty much the perfect game to make a sequel to. I have ideas for games to include, for the collection, the "story" itself, and for taking advantage of the new engine I'll be using. I won't commit to anything yet but it's very possible.

Next Blinko Gamehouse game?

I don't want to commit to my next game until I'm far enough to know I'll finish it. As soon as that happens, I'll make a Steam page, trailer, and an announcement to let you know.

Well... What HAVE you been doing then?

I haven't been the most productive but I've still been doing some things

  • Learned Godot, a popular and more powerful game engine than GDevelop.

  • Learned FL Studio, a DAW (music software) which is a bit more... of an actual software... than what I was using before. (...It was Soundtrap)

  • Began developing a story and music for what may be my next game.

  • Started the next IKYA update

Conclusion

Before releasing this game, I don't know how determined I'd be about making another game on Steam. But I enjoyed this one enough to want to keep going. Thank you for playing and I hope you stick around for what's to come.

Until next time.

Bunker 9 Playtest - xMysterio
The following items have been either fixed or added:

  • Added a compass to the player's HUD to assist with orientation.
  • Added a 'death' marker to the compass to guide players back to their loot crate after dying.
  • Added world landmarks to improve player orientation.
  • Added a 'safe zone' to the bunker. As long as all players are inside, zombie waves will no longer spawn. Existing zombies will still attempt to attack players in the bunker.
  • Added loot drops to zombies.
  • Added a legend to certain UI screens.
  • Added new objectives to guide players in unlocking specific rooms within the bunker.
  • Added help text indicating where crafted weapons are placed after using the workbench.
  • Added main menu text promoting team play.
  • Reduced the food gauge depletion rate from 1 to 0.5.
  • Reduced the water gauge depletion rate from 1 to 0.5.
  • Increased the zombie horde spawn interval from 120–240 seconds to 300–420 seconds.
  • Removed the 'Craft a Weapon' objective.
  • Fixed an issue where the 'Unknown Transmission' objective would not always appear in the objective list.
  • Fixed an issue where open-world containers would sometimes have no items.
  • Fixed an issue where dead zombie bodies would appear stretched.
  • Fixed an issue where some objectives would not correctly show as 'Failed' in the objectives list.
  • Potentially fixed an issue where zombies would sometimes stand still and stop attacking after a player dies or becomes untargetable.
Your Chronicle - Kazuma
On Father's Day 2025, enter the reward code "Socks" at Your Chronicle to get a Gold Chest!
You will receive it from UTC June 15, 2025 through June 30, 2025. The code is case sensitive.
Why is Father's Day a little overshadowed? When I looked into the difference in market size between Father's Day and Mother's Day, I found that in Japan, the difference is more than double.
Mother's Day is also more popular in other countries, but not by as much as double.
There are also fewer game events on Father's Day...
But Your Chronicle supports all fathers in the world.

Whether you do something special on Father's Day or not, I hope you have a wonderful day!
PARKSIDE: DECAYED SOUL MANIPULATION - banana

Hey folks. This patch is a bit more delayed than I wanted due to some computer issues but thankfully I'm back up and running again.

This patch addresses a number of small bugs and also attempts to fix the bug where the player suddenly can't attack or interact with things at random.

If this bug persists for you, please report it in the discussion board!

Patch notes:

- Updated player control in attempt to fix interaction freezing at higher framerates

- Fixed jumpy fast scrolling in Advancements menu

- Mission 1: Fixed geometry hole in water area, restarting and keeping XP and abilities bug, and Jonas Reeves infinite XP bug (I hope)

- Nightmare: Graphics options in pause menu work again.

- Mission 2: Fixed no collision on building near Discreet Club Sweet, and broken lightmap on nearby wall.

- Main Menu: Fixed bug where you can't click on anything after finishing the demo.

As always, have fun and thanks for playing.

-BananaH

Cold Bed on Route - burikino

This article serves as an announcement that the equation-based adventure game "Cold Bed on Route" will be released on Steam on June 21. It also aims to explain what kind of game this is for first-time players, and how it differs from the mobile version for those who have already played it.

For First-Time Players

This game is an equation-based, roguelite, sci-fi adventure inspired by Tom Godwin’s The Cold Equations. It was first released for iOS in 2021 and later made available on both iOS and Android in 2022. The Steam version is a port of those mobile editions for PC.

The basic gameplay revolves around managing resources while trying to uncover the game’s various endings. Each playthrough tends to be short, and although failure is part of the experience, what you learn carries over to future runs—so feel free to experiment in different ways.


While the story takes initial inspiration from The Cold Equations, as mentioned above, the gameplay system was strongly influenced by Kaichō, the winner of the 5th “Punge” (a free game contest for 3-minute games of Japan)—or at least, that’s what we believe.

For Those Who’ve Already Played the Mobile Version

The core gameplay—where and how you acquire resources, the different endings, and the conditions required to reach them—remains unchanged from the mobile version.

Here are the main updates and differences:

  • New Bonus Content "Between the Dog and the Wolf" is included. After lighting the lamp, you can switch to this content from the upper-right corner of the start screen. It’s a very short (10–15 minutes) side story, separate from the main game.

  • Adjusted layout for PC’s widescreen aspect ratio. The main information is still centered, but certain screens now display additional information on the sides.

  • Background music in ship mode now loops twice. It plays normally at first, then at half volume, followed by ambient sound.

  • BGM is now in stereo on the PC version. The mobile version had all sound recorded in mono due to file size constraints, but PC allows for larger file sizes, so BGM is upgraded accordingly.

  • A rare save corruption bug seen on mobile (occasionally) has likely been fixed. The problem was assumed to be caused by overly redundant save data not processing in time, so we simplified the save handling and ensured it completes properly.

  • If you’ve purchased the bonus materials DLC on Steam, you can now open it from within the game. It doesn’t open inside the game interface, but rather launches your PDF viewer directly.

  • The English translation has been significantly revised from the ground up. Though the translation is still amateur work, it’s hopefully improved to some extent.

  • Other minor tweaks have been made throughout. While most won’t be visibly noticeable, if anything feels off, feel free to leave a comment somewhere—it might be fixable.

Lastly, the Steam version (v3.X.X) will eventually be updated to the mobile versions as well. While some aspects, like widescreen support, may not carry over, the "Between the Dog and the Wolf" content will be available on mobile in the future.


That’s all for now. Details about future updates will be announced in a post-launch article.

4:45pm
Idol Showdown - retro
Postmatch:
- Fixed bug that hard locked the game when selecting P2 in VS AI
- Fixed bug that displayed the wrong result in post match

Online:
- Fixed issue where quickly rematching would hard lock the game
- Various fixed for online profile viewer
- Fixed ESC button in lobby player listing in profiles

Localization
- Fixed localization for Ina superchat gain
- Adjusted font for lobby profile listing
- Fixed JP localization for “Region Lock” setting

Training
- Fixed bug training mode UI option persisting previous setting
- Fixed super meter 3 bar setting, will now reset to the correct meter

Mainmenu
- Added new slide for news banner section

Shop
- Fixed bug that prevented equip of Shubatomo/スバ友 title

Gameplay
- Pekora 2m hit sound fix
- Fixed Koyori cut in display
CRAST - -=NaimaN=-

The new update adds day and night. Now during the match there will be a cycle of changing day and night.

Flashlight and laser for weapons have been added. Select the flashlight or laser, then press the 4 key to turn it on.

Cross The World - redbeehives
#QOL
  • You can only choose 'Fight' on enemy NPCs now.
  • Followers will no longer cowardly run away from combat.

#BUGFIX - GAMEPLAY
  • Fixed throwing error when hunting is broken while taming.
  • Fixed items in workbench & forge can disappear after save & load.
  • Fixed manually assigned tasks from individual selection didn't respond with player characters in Automatic mode.
Distant Flux: System Initializing - DistantFluxSA
Content changes:
  • NPCs now have a chat flavor dialog in their action list. The dialog won't change over time, and doesn't cost turns to use. Some of the NPCs may be more helpful than others. :)

  • Did some renaming of characters, paths, and skills to be more thematic and shorter.

  • Did some more color work, mainly on projects (they have defaults now).

  • Bugfix for pistol ability proficiency (should be Firearms now).

  • Renamed the Power stat to Charge, to differentiate from the magic/physical/tech power stats.

  • Training for civilian skills no longer requires charge (since right now civilian NPCs have no way to restore it).

  • Adjusted exp requirements for spawner levels by 10x. This doesn't change how fast monsters level, but it will affect the level of new spawns. Overall, this should reduce the difficulty of the demo.

Innate changes:
  • Builders should now follow the construction priority queue order, instead of getting stuck in place on the Pylon. (Specifically, the queue determines what room gets upgraded next, if the resources are available, and a project isn't already started. Once a room upgrade project is started, the room then drops to the bottom of the queue. In practice, this means Builders will appear to be working mid-queue, but that's because mid-queue is where the oldest active upgrade project will usually be.)

  • Bugfix for NPCs not being able to purchase Lore-based stat levels. (This was causing flickering behavior, where an NPC would match for being able to shop, but then not be able to actually buy the thing to remove the flag, and so they'd bounce between shop and work.)

  • Zone labels now have a spotted enemy count, after the label. (Note that it may wrap.)

  • Zone labels now start with an "*" if unvisited by your base.

  • Fixed a couple text overruns for the drone log.

This update shouldn't break saves, but you'll need to start a new game to get the new content changes.

...

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