Antimatter - geoffroypir
Demo III will be released in a few days, on the 21st of October.
Here are some highlights:

The Dynamic Economy

With extensive work done on the production and trade simulation, the economy now feels much more alive, with trade ships, miners, and bustling factories.

The War Machine

A fully self-sufficient supply chain for spacecraft production has been successfully tested over multiple years of in-game simulation.

For Charts Lovers

Charts have been greatly improved, along with detailed accounting across all organizations.

Outposts & Space Stations

Outposts and productive space stations have been revised with new features and major UI improvements.

Production Methods

Production lines can now use multiple recipes to choose from, ranging from primitive methods to advanced ones requiring complex supply chains.

Landing on Planets


The landing UI has been redesigned, alongside new and refined features.
Landing in difficult terrain can now be impossible under certain conditions, forcing you to complete the journey on foot.

Planet Survey

Planet surveying has been improved, both in UI and mechanics.
Basic topographic information is easy to obtain, but uncovering detailed data now requires much more time.

Shipyard UI

A centralized interface now allows you to order spacecraft across all available shipyards.


New construction orders are automatically distributed among production lines with the smallest queue.

Two New Tutorials + Boarding

Two new tutorials are included: one to learn the basics of trading, and another where you must hunt down and capture a target, introducing the close-combat and boarding mechanics.

System Requirements: A Computer

Continuous optimization, especially the work on the background saving system, has led to efficient and tightly managed memory usage.
CPU and RAM requirements are now even lower than before.




Tons of Bug Fixes, Tweaks, and Improvements
Last but certainly not least, this version is far more stable and feature-rich than the previous one.
Arguably, the biggest effort lies not in what is showcased here, but in the overall refinement of the game.
The “4X as a character” aspect is now much clearer in this version, the separation of private assets and money to what is owned by the organization is an aspect that has been refined as well.

I also went through all reported bugs on Discord and fixed most of them. Due to the amount of fixed unreported and reported bugs, I will not list them in the changelog.
No Time For Pants - PixelPushInc

Hello N.O.R.Ms,

This patch to beta should resolve a lot of the bugs that are being reported around scrapping. If you are playing on beta branch and have an issue with scrapping, please reach out to me on the Discord. Your logs might be able to help me. Hopefully I was able to resolve these issues, but just in case:

C:\\Users\\<USERNAME>\\AppData\\LocalLow\\PixelPushInc\\NoTimeForPants\\Player.log

🧩 How to Access Beta Branch

  1. Right-click No Time For Pants in your Steam Library.

  2. Select Properties → Betas.

  3. Enter the code NoTimeForPants1024.

  4. From the drop-down, choose [c]betabranch[/c].

  5. Launch the game.

You can return to the main branch any time by selecting None in the same menu.

⚙ Enemy Behavior Improvements
  • Fixed several issues with ankle biter enemies getting stuck, misreading the ground, getting stuck in the walls etc

  • Improved gravity and ground-detection so enemies fall and land more naturally.

  • Smoother movement overall with reduced jitter and erratic turning.


📦 Loot Drops Behaving Better
  • Loot should no longer fall through the floor or land inside geometry.

  • Fixed issue where ammo crates causing FPS drops.

  • Overall: loot drops feel smoother, more stable, and easier to grab.


🧱 Scrap & Unlock Stability
  • Improved consistency of scrap payouts and unlock tracking.

  • Better detection of edge cases where a payout might fail.

  • Added lightweight diagnostics to help track rare scrap issues.

  • Ensured unlocks always update the UI correctly.


📝 UI & Log System Updates
  • Added new scrap log messages showing totals and items scrapped.

  • Improved reliability of hover/interaction in the inventory UI.


🧠 General Fixes & Polish
  • Small improvements to player animation transitions.

I just want to thank everyone who is playing, wish listing and leaving feedback. I really appreciate the positive reviews and feedback despite the bugs. To everyone reporting bugs and issues, I hear you, I'm on it and I thank you for helping make the game better.

Fixer Toolkit – Διαχειριστής Παραθύρων & Διάταξης - EMRE YARDIMCI
Many bug fixes have been made (especially for the ‘Show Border’ feature)
鸿运修仙传 - 老玉米_鸿运

增加队形功能

白影酒馆 Tavern Revisited - KCNlion

Update Notes

This update introduces a new shop type that can consistently and steadily increase the base price of specific types of food or drinks. Additionally, numerous game balance adjustments have been made. Below are the full patch details:


New Features & Changes:

  1. Added a Recipe Promotion Shop, which randomly offers six ad bundles of random types daily. Purchasing a bundle increases the base price of five random recipes of that type by 100.

  2. Guild Privileges are now differentiated between purchase and inspection clearance:

    • Privileges obtained via inspection are more functionally oriented.

    • Privileges obtained via purchase focus more on stat boosts.

  3. Added 8x game speed, further shortening operational time (It’s now at the limit!).

  4. Removed the High-Salary Recruitment guild privilege.

  5. Added a new guild privilege: Premium Milk Source — Drinks containing dairy have their selling price increased by 50%.

  6. Adjusted the Yellow Scorpion Sanction - Pressure: Now increases event hosting costs to three times the original price.

  7. Adjusted the Yellow Scorpion Sanction - Fuel Shortage: Now disables the use of Fireplace and Dragon Scale Stove utensils.

  8. Reworked the legendary utensil Silver Veined Knife: Now treats Exquisite grade as Normal grade.

  9. Reworked the legendary utensil Silver Platter: Now adds one random type to all foods.

  10. Reworked the legendary utensil Golden Platter: Now adds two random types to all foods.

  11. Added a new guild privilege: Expert Marketing — The selling price bonus from Recipe Promotion is additionally increased by 100.

  12. Reverted the Cloaked Figure’s Equipment Reservation skill.

  13. Increased Woodworking Apprentice’s speed by 1 point.

  14. Buffed the guild privilege Premium Poultry Eggs: Recipes containing Forest Duck or Forgefire Feather Chicken now also receive the bonus.

  15. Increased the bonus of the guild privilege Superior Mushrooms from 700 to 800.

  16. From Day 28 onward, passing the Tavern Inspection is mandatory before starting operations.

Bug Fixes:
17. Fixed an issue where Wisteria-level Tavern Quest options were incorrectly increased.
18. Fixed an issue where blank entries appeared when the former Guild Leader re-reserved a legendary utensil after an initial reservation.
19. Fixed an issue where the Dance Flame Festival reminder sometimes did not appear.
20. Fixed an issue where Sachet+ did not display income correctly.
21. Fixed an issue where Silver Fang’s skill bar did not update.
22. Fixed an issue where the Equipment Store Day caused delays in legendary utensil reservations.


What’s Next?
A comprehensive optimization of the UI and tutorials is underway, and the save/load feature will be implemented as soon as possible. Thank you for playing, and we hope you enjoy the update!

Warlordocracy - brianlancaster45

New option to auto-pause after dialogue and targeting only during combat, which is now the default option.

Also fixed a game-breaking script bug in Ch.5 major battle (before finale), added 2nd quest from Beroni the Elder in Ch.2, and made the Murderer, Grave Robber, and Sex Patron reputations have more of an impact on the story. Finally, improved and added a bit of dialogue.

Complete list of changes:

-New options to pause after dialogue and targeting only during combat.

-Fixed major game-breaking bug with Battle of Jadenbury scripts in Ch.5.

-Beroni the Elder now gives a 2nd quest to clear sewers of ratfolk in Ch.2.

-Minax, Oakia, and Shale now all leave the party and refuse to speak to you if you get the Murderer rep.

-You can now ask Durolo about Riverfoot Keep in Ch.2, as well as foolishly give him Tycho's Journal.

-Made the following reputations more meaningful in dialogue: Murderer, Grave Robber, Sex Patron.

-Improved a lot of dialogue in all chapters, finished noble dialogue in Ch.5 (forgot to fill it in).

Carbon - Harwired Studios LTD

Hey Augs,
The city never sleeps, and neither do the corpos watching your every move. Our Kickstarter is down to its last 92 hours. The grids are jammed, the sirens are screaming, and the fate of our world is hanging by a thread of frayed signal.

For weeks, you’ve been running in the shadows, cracking codes, and keeping the lights of this project alive. But now… the final stretch hits. Four days. Four days to ignite the fire, push past the firewall, and make this world ours.

If you’ve been waiting, lurking in the back alleys, or thinking you’ll jump in later - later is gone. Now is the time to pledge, to share, to shove this signal through the neon-smog. Every backer adds another spark. Every share spreads our virus through the city. Every pledge keeps this world breathing.

The streets are burning, the corps are closing in, and only we can fight for the world we want to see.

Jack in. Load your weapons. Light up the skyline.

Terror of the Seven Seas - Terror of the Seven Seas
Release v1.25: 16.11.2025
1. Fixed the ship spawning collision detection.
-No more ships spawning into each other or terrain
-No more flying ships
2. Fixed bug on some quest in which enemy ships respawn too easily after being despawned.
3. Fixed sometimes happening incorrect spawning location and visual glitches when the captain was added to the deck of the ship
4. Fixed bugs with the skills menu,
-Skills no longer disapear if the skill is not fully dragged to the skill bar.
-Skills can be dragged multiple times.
-Fixed a crash that could happen if the skill were left into previous broken state.
5. Refixed the travel hitch (One step forward, two steps back with the previous engine update)
SilhouetteIsComing - proxayazilim
Game mechanics and general bug fixes!
A detector mechanism has been added to the game! (NEW!)
A new section has been added to the map! (NEW!)
New alien entities have been added to the game! (NEW!)
Interface changes have been made.
Character changes have been made.
Fragmented Soul: Blackrock - Cavedwarf
Story 4 – Weapon Factory: COMPLETE!

Story Level 4 is finally ready to roll! This one was a monster — tons of new assets, details, machines, pipes, consoles, you name it. The entire factory is now fully built and only waiting for a last polishing pass before it launches. A massive milestone achieved!

Next stop: Story 5, and we’re going full throttle with it. Buckle up.

Optional Dialogues (Lore Lovers Rejoice!)

Starting with Level 4 (and soon Level 3), you can now discover optional dialogue interactions.
Players who enjoy lore can dive deep, and players who just want BOOM-BOOM gameplay can simply ignore it.
This system will grow a lot in the future — expect secrets, worldbuilding, and weird scientists rambling about questionable experiments.

Karma Level – Massive Collision Debugging

The Karma Level got a huge collision overhaul. Fixes also went into other levels, just not as extreme. You should notice fewer “WHY AM I STUCK IN THIS ROCK?!?“-moments.

Phantom AI Tweaks

Your favorite interdimensional nightmare has received a bit of a brain upgrade.
It now gets stuck in walls far less often and moves more intelligently overall.
This does not make it less terrifying. Good luck.

Squad Patrol Improvements

Bravelings now patrol in a way that looks less awkward, less zig-zaggy, and more intentional. They finally look like trained units... kinda.

Scientist Animation Fix

The scientists in your base no longer moonwalk or freeze like mannequins.
Their animations should now behave normally. No promises about their sanity.

New Music Track for Story 4

Story 4 now has its own dedicated soundtrack, just like all other levels.
Welcome to the factory — enjoy the ambience, and try not to blow it up.

Gamefeel Enhancements

More punch. More boom. More impact.
Improved audio feedback across the board (impact sounds, hit reactions, explosions).
Everything feels juicier now.

Major Damage Bug Fixed

A nasty bug caused enemies to take way more damage than intended sometimes.
This has been fixed!

Result:

  • Difficulty is now slightly higher

  • To compensate, invulnerability frames were tuned and HP values were softened
    A more fair, more consistent experience overall.

Misc & Behind-the-Scenes
  • Tons of internal cleanup as we prepped the Weapon Factory

  • Improved AI pathing in several areas

  • More stability tweaks

  • Preparations for the big Story 5 ramp-up

  • General polish passes nobody will notice but they make me happy

  • Tons of player feedback has been implemented. Thank you for your great ideas!

See you soon,

Joe

...

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