BURNED HORIZONS - [POE // DVG-98]

// DISPATCH UPDATE

Quick signal check. It’s been a couple weeks since the last Steam dispatch, but that time hasn’t been idle—most of the work has been bringing the core systems into alignment and getting the Closed Early Alpha stable enough to start showing.

We’re lining up the first rounds of gameplay footage now. We could push some of it today, but we want a few more elements tightened before we release clips publicly. The plan is to begin dropping short field-test videos mid to late this week, then continue releasing more as additional systems come online.

Between now and December 15, expect a steady drip of movement tests, basic combat actions, operator reactions, and UI elements as they lock in. December 15 remains the target for the Closed Early Alpha launch. From there through mid/late January, we’ll continue updating and polishing that build as we approach the Kickstarter window.

We’re also including an early look at the Command Wheel mockups—these are rough concepts, not final UI.

  • The inner ring contains persistent toggles and stance-level behaviors.

  • The outer ring contains direct commands.

  • Highlighting a command will pull up its sub-commands or action variants.

Early sketches below.

More updates soon.

Always Forward.

👉 WISHLIST + FOLLOW // Every mark adds weight to the push ahead.

OPN-FULCRUM // PHASE 2 -KICKSTARTER \[JAN 2026] → JAN 2026. Mission-critical funding op to carry Burned Horizons forward. Stay locked in — followers get the deployment notice first.

Join the Discord

This is Normal - slothysunday
Update to Unity 6 to address security issues
Update graphics
Additional minigame and information on privacy
Improved chapter select and menu flow
Bugfixes
The August Before - агент моссада
ITS FIRST DAY PATCH TIME

First of all: YOU ARE WONDERFUL. Thank you so much for playing our game. it warms our lonely indie hearts. NOW TO THE NEWS.

Here are a couple of important fixes that are availiable now:

  • Painting! we have made the process a bit more clear! hope it will help

  • BOOKMARKS/EXLIBRIS/ERASER! is now fixed. you can try again and see that it works and doesn't softlock you!

  • LAPTOP! is more convenient for those with a smaller screen resolution

  • SOME LOCALISATION FIXES/TYPOS


In the next patch: Localisation issues with letter in German, collisions, butterfly in the first room and many other things.

IF YOU ENCOUNTER A BUG please let us know in any possible way. We will fix it ASAP.
IF YOU ARE STUCK IN GAME please feel free to check out our Discord and find answers to all your questions!

IF YOU HAVEN"t PLAYED THE GAME YET please do. It is fun. Promise.

13:14
Dungeon Ward Playtest - DungeonWard
- added Ukrainian language
- bugfixes
13:12
Street Soccer Online - SaqaRRR

Street Soccer Online is a multiplayer street soccer game. It will be released on Thursday with a 30% discount. For more information, you can join our Discord channel.

Rock Simulator 2 - vinoo
Small Patch

Here is a small update that fixes most of the issues from the Ascend update.

Hidewaway (Ascended) Red Light Green Light
• Hideaway (Ascended): Fail timer changed from 3s → 3.8s
• Stage 1: Previous (4–6 seconds) → Now 7 seconds
• Stage 2: Previous (2.8–5 seconds) → Now 6 seconds
• Stage 3: Previous (1.2–4 seconds) → Now 5 seconds
• Failing a stage no longer resets you to Stage 1

Other Challenge Adjustments
• Hideaway (Basic): Fail timer changed from 3s → 3.8s
• Temple Ascended challenge: All stages now easier (longer gaps between clicks)

Weather Settings (Ascended)
•Weather settings now have a wider tolerance to account for rounding issues.
•Example: The number 5 will now accept a range from 4.8 to 6.0 (previously 5.0 to 6.0)

Map & UI Fixes
• Adjusted a hidden rock on Aurora that was difficult to click
• Join Session map images now correctly display the maps
Misgiven - Ancastasia

As an alumni of last year, Misgiven will be part of the AdventureX 2025 Steam Showcase from 19th November through 2nd December! Throughout this time we'll be streaming Misgiven's demo playthrough and we'll be keeping an eye on chat for questions ːreheartː

While the playthrough will be pre-recorded, answering your questions in chat will be live! Use this chance to ask us about Misgiven, studio happenings as well as about Deep Fog Signals, Misgiven's standalone prequel currently in active development and planned to release in early 2026.

See you in Misgiven's chat!

Electronic Market Simulator - lavanta Game Studios

Update Highlights:

  • New Shelves Added: We've introduced 2 new shelf types to the furniture catalog. You now have more variety and space to display your products.

  • In-Game Tutorial: Added a new "Tutorial" section to the Pause Menu. If you ever need a quick reminder on game mechanics, you can now access the guide instantly without leaving the game.

  • Performance Improvements: We have adjusted the LOD (Level of Detail) and Nanite settings for in-game objects. This optimization ensures a smoother gameplay experience and better frame rates.

Thank you for playing and keep the feedback coming!

Sheepherds! - Yahaha Studios

Hey shepherds,

It’s time!

We’re excited to announce that Sheepherds! is officially out now on Steam!

🎉 Launch week bonus (limited for the launch week):
  • $14.99 USD → $13.49 with 10% launch discount

  • Free Supporter Pack DLC included (1 dog breed + 4 outfits)

🐾 Play solo or with friends (1–4 players, local or online). Game supports 9 different languages.

💡Pre-launch FAQ >>> Click here to read

🎁 Join our community for more fun

We will be hosting some festive launch-week events ^^

Come find your fellow shepherds:

Join our Discord

We couldn't have done it without your support during our demo and playtest phases.

From the bottom of our fluffy hearts — thank you!

https://store.steampowered.com/app/3006280/Sheepherds/

🐶Let the herding begin!

Ultimo Disco

Super Fantasy Kingdom - SuperFantasyKingdom

Hey everyone 👑

Many players wanted more information before buying a new hero, so instead of showing empty statistics, you can now read about how they attack. Next, I will need to improve the descriptions 😂

The scientist cannot be given units of the kingdom you currently play. You cannot start with them anyway, it makes more sense thematically, and it also makes it more likely that he will want a unit you still need to give him. It should be better in every case. I really like such changes.

Similarly, the builder and demolisher visits have been swapped. Now the builder comes first, giving you more build options earlier and more opportunity to use that investment. And the demolisher comes afterwards, opening more strategic plays as you can use it on the builder's building, but also because later on you might not need some of the other buildings anymore. This simple change should make both decisions deeper, and even affect other decisions, on all progression levels. So satisfying!

The caravan's arrival can be skipped instantly, so there is no second wasted anymore. And when selecting fate, the related kingdom's reputation does get highlighted. I'm trying to make everything as easy to handle as possible. The new pirate marker, which is primarily necessary in the undead kingdom, seems to annoy some players. I could remove it from the human kingdom, or only show it once and not daily, but in both cases, it could also lead to people forgetting about it. Any other ideas? At least it vanishes at night now.

The undead kingdom has gotten some QoL upgrades. The timing of when you upgrade a Mausoleum does not matter anymore, they start with another Ooze Pool, so you can go get all related upgrades if you invest into it, and the Blood Bank states that it needs dead rats now.

While Selene is one of the most powerful heroes, I have seen the repeated wishes to make her hit everything. But that is a fine line. I must preserve differences between heroes. Some might be easy to play, others might be great early, or against masses of monsters or against bosses - so that you need to switch up which other units to take and when. If every hero is consistent early, they also cannot differentiate as much later on. At the same time, when people first try a hero they should not hate them either. I'll try to improve it enough, without losing her essence.

Hope you will enjoy the changes!

Steam Reviews

Please make sure to leave a Steam review, sharing your thoughts and feedback about Super Fantasy Kingdom. They're a powerful way to let me know what you think and help out quite a bit! I'll continue to look through them as more patches come out.

Feryaz

New features/QoL:
  • Throne room displays heroes attack description when the hero was not unlocked/played yet

  • Scientist does not accept units of the kingdom you are playing, so its easier to give him the units you want to

  • Builder comes visiting on day 13 now

  • Demolisher comes visiting on 19 now

  • The caravan can be skipped earlier now

  • After beating a boss all negative status effects get removed from your units

  • UI fate selection caravan reputation gets highlighted

  • UI pirate marker vanishes at night

  • Curiosity shop improved description

  • Undead upgrading Mausoleum does not reset its timer anymore

  • Undead start with another ooze pool

  • Undead dead rat is called dead rat now, so it's clear what the bank is missing

Balancing:
  • Mort is categorized as melee now

  • Selene is riding closer to the gate, reducing her deadzone

  • Selene reduced base damage by 1

  • Druid passive increased cooldown 3 > 3.33s

  • Ghoul displays piercing stat

  • Jailer increased damage scaling slightly

  • Monk displays area stat

  • Paladin increased base damage

  • Shaman's summon increased taunt range 40m > 50m

  • Troll evolution increased cooldown 1.5s > 2s

Fixes:
  • Fixed workers taking more jobs than assigned when sending them to work very early first day

  • Fixed game resuming behind pause menu when coming out of any screen

  • Fixed combat events like onkill happening too often

  • Fixed villains standing still in the distance maybe

  • Fixed hunter building sprite door placement

  • Fixed Alaric self heal passive

  • Fixed Bee not displaying it does plant damage

  • Fixed Bee description bounce amount

  • Fixed Endboss getting damaged by monsters hitting units

  • Fixed Endboss getting damaged by thorns

  • Fixed Lich achievement

  • Fixed UI relic catalog economy relics do not appear to be examinable

  • Fixed burn also stacking for enemies

Join the Super Fantasy Kingdom Community

Come be part of the Super Fantasy Kingdom community. Join us on Discord to talk with other players, share your kingdoms, and see what others are building. You can also find updates and discussions on Reddit, follow news and posts on Bluesky and Twitter, and YouTube.

If you'd like to get a leg up on ruling your kingdom, we do have a beginner's guide for you to check out and a free community wiki updated by members like you.

https://steamcommunity.com/sharedfiles/filedetails/?id=3595551008

...

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