Rem Survival - Immortal Hand Studios

Yep, another small hotfix patch, anymore issue please let me know and thank you to the community for reporting these bugs.

PATCH 0.25.10.24

• Fixed Bringer of Death Quest.

• Added new DLC supporter pack item - Skeleton Torch Holder.

• Glass roof panels now allow sunlight for items like gardens and solar panels.

• Fixed Survival level 1 Attribute not applying.

New DLC supporter pack item - Skeleton Torch Holder.

This also works with the skeleton torch steam skin.

known issues • There is currently a UI bug within the engine which causes the UI to not render correctly, I have been trying to track this issue down but it's very hard to reproduce my end, I am sorry for the inconvenience this issue is causing ːsteamsadː.
• There are currently some known issues with vehicles not always syncing correctly when being dismounted when moving, this seems to be related to chaos physics in Unreal Engine 5, to avoid this issue I would recommend stopping before exiting your vehicle for the time being.
• Local Server - Due to level streaming trees will respawn if a player loads in away from their base location.
• Local Server - Some map stands are showing the incorrect positions for markers.

Localization updates do take time so if there are any missing translations, please be aware these will be translated in future updates.

If you wish to keep up to date with the games progress and current road map, please come join the official Rem Survival discord group.

As always if you find any issues or bugs, please report them in-game or via the discord group, if there’s major issues or you wish to discuss them in more detail feel free to on the discord group, I do try my best to test every update best that I can but at the end of the day I’m only one person :-). Thank you everyone for your support and feedback.

Aotenjo: Infinite Hands - 我不是下地狱了吗怎么还要上班
Hello everyone!

Since the launch of Workshop 1.0, we've seen many passionate mod creators at work. To help you unleash even more creativity, this update enhances several Workshop-related functions and fixes a number of known issues.

You can find the detailed patch notes below for easy reference. If you encounter any problems while playing, please join our official Discord server to share your feedback, and we'll work to fix them as soon as possible.
————————————————
V.0.5.0.3-EA PATCHNOTE

[New]
  1. Added in-game uploading of local mods. You can now upload your mods to the Steam Workshop in the game.
[Adjustments]
  1. Adjusted the sound effects for Boss Greedless to match other money-losing sound effects.
  2. Optimized the description text display for Boss Greedless.
[Fixes]
  1. Fixed an issue where Artifact Wildcard Wind Vane would not trigger effects on Non-Prevalent Wind.
  2. Fixed an issue where Artifact Guided Dart could appear in Scarlet Mahjong.
  3. Fixed an issue where Artifact Jade Mirror would not trigger the extra Luster effect when placed to the right of Artifact Purple Crystal Ball.
  4. Fixed an issue where Artifact Blue Crystal Ball would not trigger the extra Luster effect when placed to the right of Artifact Purple Crystal Ball.
  5. Fixed an issue where 7 Pairs and 13 Orphans Modes could appear in Edict Mahjong.
  6. Fixed an issue where playing Mo Tile when the Wall is empty could cause the game to freeze.
[Mods]
  1. CustomYakuBuilder can now add inheritance entries to existing patterns.
  2. PlayerGadgetEvent now supports referencing target tiles.
  3. Added AnimationEffect code for editing animation effects.
  4. LuaArtifact now supports adding discard effects to custom Artifacts.
  5. Fixed an issue where custom Artifacts could not register designated Tile Sets or Tile Materials.
  6. Fixed an issue where custom Patterns could not register inheritance entries.
The Aotenjo Development Team

Catamyst - bugsaretasty
Catamyst v1.1 is finally here!

Catamyst has received a major update and it's finally yours to play!

To celebrate the release, Catamyst will be 50% off for the next week!

Expect a ton of improvements, polish and some new content to sink your teeth into. I already went over the content of the update in the previous post, so I'll keep the overview brief.

New Content

  • Five brand new tiers of difficult from 0 - 5 titled Enrage.

    • Enrage 3 is the previous version's standard mode

    • Enrage 5 is the previous version's Hard Mode (Agitation Ritual).

  • Two new types of Potion to use in runs.

    • Overloading Potion: Deals massive damage after a short timer.

    • Corruption Flask: Applies stacks of Corruption that reduce's enemy damage.

  • Five new Catalysts to enhance your potions.

    • Patient Catalyst: Deals 95% less damage, but every 5th throw deals a massive hit.

    • Stealthy Catalyst: Increases Dodge Chance when holding the potion.

    • Fortunate Catalyst: Has a chance to deal double damage when thrown.

    • Bonded Catalyst: Increases Crit Chance and Crit Damage based on how many unique molecules are in the attached potion.

    • You'll have the find the fifth one in-game... I seemed to have dropped it...

  • Some new Enchantments!

    • \[Special] Molecule Master: Increases Potion Damage, Crit Chance and Crit Damage based on how many unique molecules are in all your potions.

    • \[Novice] Stealth Skills: Increases Dodge Chance by 3%.

    • \[Expert] Stealth Tactics: Increases Dodge Chance by 6%.

    • \[Novice] Protection Ward: Start each wave with +10 Ward Strength.

Reworks & Improvements

  • Status Effects have been reworked to allow multiple effects of the same type (e.g. Burn) from different sources. Status Effect code as a whole have been reworked from the ground up to feel better to use.

  • Damage Reduction and Overheal have been replaced with a new Ward stat.

    • This is shown in a new bar under your Health.

    • Ward Strength reduces damage by 50% and is consumed by the amount reduced.

    • Any Enchantments that used Damage Reduction/Overheal are replaced with Ward-related Enchantments.

  • Catalysts will now be offered in random rarities between Novice, Expert and Master.

    • The Catalyst's base modifier will be improved on higher rarities.

    • Each Catalyst now has the same base chance to be offered.

  • You can now move the position of your Potions on the Potion Bar by dragging them.

    • This, however, does not include Vis Vial as this always sits in Slot #1.

  • "Molecule Imbue" upgrades have been reworked to better represent the idea of collecting Molecules.

    • Read more in-deoth about these in the Patch Notes below.

    • Molecule Imbues are now pooled with all Special Enchantments, and are offered after every miniboss wave (now including Wave 15!)

Now for the Patch Notes! Prepare for a long read...


Patch Notes

General

  • Added an animation for throwing potions.

  • Added dissolve animations to enemies on death.

  • Updated the sprite for Vis currency.

  • Updated all Status Effect sprites.

  • Artifact-related enchantments are no longer offered if you did not select an artifact.

  • Physical contact enemies (such as Barcs) now no longer deal damage when Stunned.

  • A crash when failing a run has been fixed.

  • A situation where the player would die twice and cause a crash has been fixed.

  • Enemy Shield bar now correctly depletes.

  • Projectiles now correctly get removed at the end of the wave.

  • Updated the Credits page.

  • Added a noticeboard to the main menu.

  • The “Run Start” menu has been reworked, and now includes 5 levels of difficulty.

  • Overhauled the “Run Stats” menu, including a complete backend rework and visual redesign.

Balancing

  • Reduced Willow’s hitbox slightly to match their body better.

  • “Respiration Potion” now gives a consistent Movement Speed increase when thrown, rather than a % based chance to get the buff.

  • “Respiration Potion” now increases the Movement Speed buff by 0.25% when leveling up.

  • Enemies can no longer spawn underneath players, and will respawn elsewhere if this occurs.

  • Changed “Extra Life” (now “Orchid’s Blessing”) to a Special tier enchantment.

  • “Master of Attunement” (now “Attunement Master”) no longer grants 75 Inert Essence, but instead increased Vis Collection rate by 15%.

  • Starting Crit Damage increased to 1.5x (150%).

  • Displacement Draught now has a +25% throw distance modifier that increases as the potion levels up.

  • “Potion Mastery” now increases potion start level from 3->5, and increases potion XP gain from 25%->50%.

  • “Sacrificial Power” has been changed to reduce 50% of Current Health, instead of Max Health modifiers.

  • “Slow Learner” wave modifier now reduces Potion XP from 50%->25%.

  • “Sacrificial Crit” now reduced Potion Damage from 50%->30%.

  • “Lights Out” wave modifier has been removed, to be reworked in a future update.

  • “Vis Packs” (now “Coagulated Vis") now also grants 50% of its base healing value, alongside 15 Vis.

Enchantments

  • Added “Stealth Skills” and “Stealth Tactics” Enchantments (Novice/Expert).

  • Added “Molecule Mastery” Special Enchantment.

  • Added “Protection Ward” Novice Enchantment.

  • Reworked all “Molecule Imbue” upgrades to focus on collecting molecules.

    • All: Increases molecule weighting for the imbue picked.

    • Hydrogen: Now increases Potion XP gain by 0.05% per Hydrogen owned.

    • Carbon: Now increases Crit Rate temporarily by 2% per Carbon collected (for 5s, up to 10 stacks).

    • Oxygen: Now increases Movement Speed by 0.02% per Oxygen owned.

    • Iron: Now increases Ward durability by 1 when collecting an Iron molecule.

    • Photon: Now increases Potion Damage by 0.03% per Photon owned.

    • Nitrogen: Increases bleed duration by 0.03% per Nitrogen owned.

    • Gold: Increases Ward Strength when you collect a Gold molecule.

  • Molecule Imbues are now classified as Special Enchantments.

  • Defeating Waves 10/15 now allows players to select a Special Enchantment.

  • “Steelskinned” has been replaced with “Empowered Ward”.

  • Removed “Thick Skin I-II” as Damage Reduction is no longer utilised.

  • Renamed “Master of Attunement” to “Attunement Master”.

  • Renamed “Obelisk Agitation” to “Magic Agitation”.

  • Renamed “Extra Life” to “Orchid’s Blessing”.

Potions

  • Renamed “Respiration” to “Respiration Potion” for consistency.

  • Renamed “Hydrocyanic Acid” to “Hydrogen Peroxide”, as well as changing its recipe to HO2.

Enemies

  • “Berserk Barc” enemies have been reworked, renamed to “Mosscrab”, and given a unique set of sprites.

  • “Mosscrab” enemies are now immune to Status Effects when they have their shield active.

  • “Barc” enemies have had their size reduced by about 25%.

  • The larger Barcs have been given a unique set of sprites, including a cute set of horns and a tail.

  • Enemy Burn effect now deals 1/8th of their damage.

  • Enemy Acid effect now deals 1/10th of their damage.

  • Enemy status effects now display a timer for their duration and a counter for stacks.

  • Mycellius projectile travel speed has been reduced by about 33%.

  • Mycellius attack speed has been slowed by 1s.


That's all for the patch notes. I really hope you enjoy this update. Catamyst has grown alongside me as a developer, so I hope that shows in this new update :D

Any feedback you might have, please send it my way prefarably via Bluesky!

Good luck in the Grove!

bugsaretasty~

Travelling At Night - Arabella Dusk

"'Honneur et Humanité', remember?"

 

OK, OK, Spencer doesn't have to be nice - that's the whole 'roleplay' thing I guess - but when I play him he is. Because I am pathologically unable to play horrible characters without feeling really terrible. But soon, some of you will get to play him however you want! The first pre-alpha build of Travelling At Night will be available to a select few testers at the end of November or early December. AK finished writing the core narrative for the first part of the game last week, and you'll have the full run of the Sanitarium Aujourd'hui. Thank you to everyone who signed up to test: we'll pick 20-30 people at random and get in touch nearer the time if you're one of them.

I thought this would be a good time to (re)introduce your (tbc) three possible companions throughout the game. You'll only be able to recruit the first, Vincent, in this pre-alpha, but will be able to swap him out for Lalla Chaima or Corso Reverte later on.

Vincent and Chaima both have two outfits (Vincent sports the Sanitariuam Aujourd'hui uniform, then changes into his own clothes; Chaima wears her own clothes first, but changes into a theatrical Berber outfit when she's performing at the Rosa Mundi). The eagle-eyed amongst you will notice that both of them have had a makeover since you first saw them, as I wanted their respective Algerian and Moroccan roots to show more clearly. But I haven't touched a hair on lovely Corso's head partly because a) Adrien drew him and b) he's perfect. The key thing to know is Vincent and Chaima are exes (Chaima: 'I do not recall this man at all. At all.') and this means there is an extremely balanced and healthy relationship between them now, especially because Chaima's Rosa Mundi performance is her throwing knives and Vincent is definitely very happy to be there when she does.

We also have some additional characters you've not officially met yet - whom I've ingeniously dubbed The Blondies:

Meet Mathis, Vincent's laconic colleague at the Sanitarium with a past he's not thrilled for you to find out about. Then there's Maître Argant, representative of a certain power transmarine, with unclear intentions and exquisite tailoring. The next you saw in Dream form in a Reddit post a while back: here is Nina, Witch of Lagasse, in all her glory. And finally, taking her ease, is half-Canadian Bessy Bloom, jazz singer turned cook (to make ends meet) who never seems able to sit still...

You'll meet Vincent, Mathis and Bessy in the pre-alpha, but will have to wait for the others. In the meantime, though, we can share the second floor of the Sanitarium where you'll rootle about in this build in November/December. There's one place you're not allowed to see yet, but here's what the Suppression Bureau are happy to show:

The upstairs is a place for crafting (note the Verdant and Holy Places - with one other opportunity hidden beneath the Suppression Bureau's censored section), dressing (note your gigantic wardrobe) and sleeping. Your room's the middle on the left, decorated with some slightly troll-y touches by Dr Aubière. No prizes for guessing which is the room used by Rodia - the Greek singer-patriot rendered stationary by the Plague of Leaves - but many points if you figured that the largest, plushest room in the bottom right corner is Strathcoyne's, because of course it is. Please make sure to set your alarm for the middle of the night so you can sneak into people's rooms and see him sleep. Creepy? Yes - I told you you didn't have to be nice! But also rewarding because you get to see Strathcoyne look cute:

I leave you with a rapid-fire burst of smol but significant news:

  • Japanese localisation for BOOK OF HOURS now has a launch date and that launch date is Thursday 13th November;

  • French and Spanish localisations for Cultist Simulator's mobile port (App Store / Google Play) are still expected this year, but we are at the mercy of our mobile publisher Playdigious on this one;

  • AK and I are on holiday (!!!) next week (LAZY DEVS) so please forgive us if we are quieter than usual, briefly.

For now, happy Halloween. May the Watchman light your way at this most pervious time of the year.

CLAWPUNK - Megabit Bruce

Hey Clawpunks!

Today during the @GalaxiesShow, we revealed a brand new gameplay trailer for CLAWPUNK!

Play as nine fierce cat heroes and battle villainous gangs to reclaim Feral City in this chaotic 2D action game. CLAWPUNK throws you headfirst into a heart-pounding fighting frenzy where destruction isn’t just encouraged…it’s rewarded.

💥 Unleash Fury | Tear through fully destructible environments and obliterate everything in sight

🐱 Choose Your Fighter | Master nine characters, each with unique weapons, stats, and devastating special attacks

🏙️ Explore Feral City | Fight across five distinct zones, tackling the first four in any order from a central hub

🎴 Collect & Mutate | Discover cards to permanently upgrade and enhance your feline heroes

Get ready for a wild, adrenaline-fueled adventure where every slash, smash, and claw mark takes you closer to liberating Feral City. 🌆

CLAWPUNK launches November, 14th! Follow us on social media and join our Discord server to keep up with all CLAWPUNK news.

Lessaria: Fantasy Kingdom Sim - alyssa
Here is the list of what's new in this patch:
  • The hero panel has been redesigned. Now all heroes are displayed without the need to scroll

  • A mechanism has been created to restore broken saves when attempting to load them

  • Fixed a bug where heroes would get stuck at the portal

  • The number of squads has been increased to 5

  • Fixes for saving progress on maps 5 6 7 and 8

  • Fixed incorrect behavior of the “Delete” and “Load” buttons in the save/load menu

  • Fixed a bug where roads were sometimes not built after loading

  • Fixed previews for some heroes

  • Fixed a bug where builders stopped working

  • Fixed a bug where some units did not respond to being attacked

  • Fixed a bug where units did not leave the tavern

  • Fixed the behavior of heroes in a squad which caused them to converge at a single point

  • Fixed the altar defense stage on map 5

  • Fixed the merchant window on map 5

  • Fixed population recovery after death (Note that the population does not recover immediately but after 30 seconds when the body disappears)

  • Fixed stones disappearing after loading on map 8

  • Fixed defense towers after loading

  • Fixed dinosaur behavior on map 9 now they do not stray from their stones

  • Fixed the function of disbanding a squad

  • Fixed caravan navigation

  • Fixed the removal of the danger flag after loading the game

  • Fixed succubi joining the player on map 10

  • Fixed descriptions of some heroes and enemies

  • Fixed the icon on the tree of life effect

  • Removed outdated voice acting for some phrases

  • Fixed banshee voice acting

  • Set a limit on the number of decorations that can be placed on the map

  • Succubus can now summon imps outside of combat

  • Messages have been moved to the minimap where they are more visible

  • Fixed errors in tooltips

  • Fixed the requirement for building an ogre's lair

  • Increased the sensitivity of scrolls in the UI

  • Slightly weakened the power of the undead in map 14

  • Heroes are more afraid of lairs which reduces the number of reckless deaths

Coal LLC - byebyeocean

Thank you to all 50,000 of you who purchased Coal LLC! Big thank you to my Playtesters for helping it to become the best it could be, and thank you to the YouTubers and Streamers who shared my silly mining game with their audiences.

Big things coming,

Bye Bye Ocean

无休仙途 - 游浮生戏
Dear Immortals, hello~
After a long wait, our new game "StarAbyss Heroes" has officially released its store page!
"StarAbyss Heroes" is a Diablo-like adventure looter action game; players will assume the role of survivors after the "Starfall Cataclysm," gradually uncovering the truth behind the disaster through exploration and combat. Players can embody characters with distinct styles, loot a variety of unique equipment during battles, and utilize diverse in-depth auxiliary features to craft their own unique playstyle!

Our development team consists of avid fans of Diablo-like games. Our previous titles, "Auto Battle Demon" and "Endless Journey," were experiments blending idle gameplay with Diablo-style looting.

https://store.steampowered.com/app/3956120/
If you're interested, feel free to check out the store page. If our vision resonates with you, adding the game to your Wishlist would be the greatest encouragement for us!
Refate: Echoes of Desire - 山与海工作室

Today's Update

1. Fixed a white screen glitch occurring after successful QTE sequences

2. Resolved an issue where some players encountered abnormalities when obtaining the second “Gifted” achievement

PS: Following yesterday's update, several other bugs emerged. Upon receiving player feedback, we immediately rolled back the version. The previously announced updates have been successfully implemented earlier today. We sincerely apologize for any inconvenience caused!

Yes, Your Grace 2: Snowfall - alessio
  • Fix for petitioners being blocked in front of throne in Chapter 3 sometimes

  • Fix for Oleg's quest getting blocked in very specific situations

  • Bunch of UI input and visual fixes for Week End Screen, especially when using controller or keyboard

  • Fix for some interactables having both optional and main marker some times

  • Fix for extra Oleg optional marker remaining active when it shouldn't in Chapter 3

  • Added optional markers for when completing Finan's quests

  • Various fixes for new skip all feature (ie. it wasn't working fully with map and reminders) + added a tutorial for it after it gets unlocked

  • Fix for gold not being awarded in some Chapter 1 map quests

...

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