ASPIS - Dream.Exile

The following changes have been made to the demo version of ASPIS:

Content:

  • One of the previously inaccessible institute rooms has been unlocked.

Sound:

  • Some sound effects have been updated.

  • Added sound for the PEP-01 device.

Gameplay and interface:

  • The PEP-01 now captures X-spheres by pressing the button, without having to hold it down.

  • Reworked the logic of the circular menu for selecting equipment.

  • Visibility in dark areas has been improved, the brightness of the flashlight has been increased.

  • Added a mouse inversion setting for the X and Y axes.

  • The maximum FOV has been increased to 120°.

Screen resolution support:

  • Added 3440x1440 and 3840x1080 resolutions.

Other:

  • Minor bug fixes

海岛寻宝 - danheguo

The game demo version has been released, including 5 levels and 1 boss level in the first chapter. Welcome to try and discuss. The game is still being developed and rich in content. Welcome to discuss~

PHANTOM - HOLLOW

So, if you've been following the game for awhile you probably know development on PHANTOM is paused while I finish up my Free Game, Aftermath. As I wanted to get it out of the way before I started offering PHANTOM as a paid product.

And I'm happy to say I'm working on the Very Last gameplay section for the free game, After that, 100% of my dev time will be on PHANTOM!

Here's what's left before phantom is ready for Early Access, In Order.

1: Player Controller rework
New Player model, Animations, future-proofing, and QoL


2: Finishing the UV Rework
The current UV system is Distance Based, but the new system I'm implementing is Light Based,
Meaning, the Color, and intensity of the light is what shows Handprints, Footprints, etc.

3: UI Rework
For the 'Safe House' I'm wanting to put less emphasis on the Ghost Tab.
Map Selection, and Upgrades will be moved to the Main Monitor,
As well as a better Results/End screen.

4: 2 new maps
I've already concepted the last 2 maps needed for early access,
But...I do have ideas for 2 Bonus maps I could include at Launch, But...Just expect the main 2.

5: Marketing Trailer, and social media posts.

MISC: Game Page rework, discord Rework


For the Total Content available at Launch:
15 Upgrades, 5 Maps, 6 Main Items, 3 Unlockable Items

I'm aiming for a July/August release, But I won't release it until I'm 100% happy with it.

Anyway, I think that's all for now. I'm working on a new Dev Log that'll be going up in the next few weeks, after I finish up the Free game.

Thanks for reading!

If you haven't already, there's an Alpha build you can try out if you'd like.

If you have any other questions, Feel free to comment here, or check out the discord server

Nullstar: Solus Playtest - temp.dev
Hi everyone!

Firstly we want to thank the over 100 of you have joined the early access to the playtest, thanks to your support we have been able to identify some issues, the changes are listed below:

  • Fixed an issue with 1.1 vignette causing issues on larger screens
  • Fixed issues with levels 1.16 - 1.18 breaking sequence and stopping progress
  • Cleaned up some VFX issues in some levels
Thank you again to all those who jumped in early and remember to join our discord (here) to be part of the community!
DEFECT - emanuel.palalic

Hey everyone!

While we’re still a small team committed to sustainable development, we’ve started growing and staying heads-down — focused on pushing combat depth and immersion across the board. Just poking our heads up to say: we’ve got more to share soon, including updates in the pipeline for Single Player, Co-op, and Multiplayer.

Thanks so much for all the support!

Follow us on social and don’t forget to Wishlist to stay in the loop!

Twitter

Instagram

[dynamiclink href="https://store.steampowered.com/app/2470010/DEFECT/"][/dynamiclink]

Exo Mayhem: Evil SuperHero Simulator - Ullr
Hey Players,

I wanted to share what is coming next month(July 2025) with the Story Update and the plans for the update after this one.

Here is what you can expect:

  • NPC Optimizations, everyone should get a 20-40% boost in performance, with older or mobile CPUs benefiting the most.
  • New content with the newly added story mode. The days of trying to find missions and what to do in the game are over. This should increase achievement completion rates as well.
  • Better gamepad support in the weapon and power wheel. You will be able to move the left thumbstick and pick your weapon or power rather than using the clunky cursor.
  • Improved environmental sound design with reverb in the cave and jungle biome and new sound effects.
  • A character redesign for all skins with a cape and cloak matching the colors of the super suit.
  • Faster loading times.
  • Finally the flight is being completely reworked based on player feedback. it now has hover, boost, and better animations. It will look much more heroic with sonic booms, better turning animations, and faster movement.

Finally I want to share what I am planning for the next update in August or September, it will be bigger than this one and address a large issue with the game which is NPCs.

Here are the plans:

  • They will become more intelligent, with the ability to have conversations with them using generative AI tools(it will be good, don't worry), better pathfinding, and smarter behaviors.
  • I also plan to update the shooting animations and add a weather system in the next update.
  • Additionally I am going to revamp the technology behind the NPCs to hopefully be vastly more optimized as they are main limiting factor right now in performance.


Don't forget to wishlist the game if it interests you and give it a follow.

Onimusha: Way of the Sword - capcomjapan_marketing


A new trailer for Onimusha: Way of the Sword has been released, giving us a glimpse of more of the action and formidable foes we can expect when the game releases in 2026. Included is our first look at Sasaki Ganryu, another samurai wielding an Oni Gauntlet.

Onimusha: Way of the Sword PV 2


Introducing, the fearsome rival, Sasaki Ganryu (Voice: Tashinga Bepete)


A swordsman, also known by the name Sasaki Kojiro. His fate seems inescapably intertwined with Musashi's. It would appear he also wields an Oni Gauntlet...



How will the clash between these two powerful warriors conclude as the story unfolds?


The trailer also gave us a glimpse of a mysterious woman who materializes following a dazzling burst of light from Musashi's gauntlet. Who is she, and what role does she play?

Dynamic Swordplay Action on Display


Keen eyes likely noticed some previously unseen combat elements. The stunning Issen technique makes a return. Attack just before an enemy's strike is about to connect to unleash these satisfying and devastating counters.


A special skill utilizing a pair of ornate mallet-like weapons deals a bone crunching blow, powerful enough to send cracks through reality itself.

A New Stage and New Genma

In the trailer, Musashi finds himself in a fantastical space, surrounded by floating rocks and fragmented buildings, that stands in contrast to the previously shown Kyoto landmark, Kiyomizu-dera Temple. What awaits in the depths of this place?


A new path forms right before Musashi's eyes, where there was previously only a dead end. Progressing through this area will come with its own unique challenges.

An Imposing Adversary, Daidara (Voice: Abe Jarman)


A towering Genma that revels in wreaking havoc with mighty swings of its intimidating club. Constantly in a state of hunger, he seeks out sustenance with an obsessive fervor.

Kubi Akari


A strange, floating Genma variant, whose skin has a pale-bluish hue. They consume the floating souls that Musashi needs for his gauntlet, and puff up before firing blasts of energy at their prey. Despite their diminutive size, they should not be underestimated.

Notes:
- All media depicts a game still in development.
- Some images and videos were captured with enemy dismemberment death effects disabled.

Onimusha: Way of the Sword will be playable at Gamescom and PAX West this summer.

Onimusha: Way of the Sword Official Website
https://www.capcom-games.com/onimusha/ws/en-us/

Onimusha: Way of the Sword Official X (formerly Twitter) account
https://x.com/OnimushaGame
Petmate - dass90

Petmate finally went live today, June 7th BST! We look forward to all the owners who have been following the game to play the game to their heart's content and have fun.

18:07
Bloody Hell Hotel - Unfold Games

Greetings, fellow Vampires!

Psst… remember that time (like… last update) when we said we’d start posting more often? Surprise - we weren’t lying (rare for vampires)! From now on, expect more frequent updates, whether they’re big or small. This one is small. Tiny. Microscopic. Subatomic. Quantum-level. Nanoliminal.

(Nanoliminal is not a thing, I just made it up)

Bloody Hell Hotel features procedurally generated dungeons - their layout shifts with each in-game day. It’s an ever-changing underworld where you’ll uncover everything from cooking ingredients and ores for forging weapons to lore items and, most importantly, the resources needed to upgrade your hotel, your crypt, your blacksmith workshop, your underground farm, your fangs, your broom, your coffin, your lobby computer, your machine gun, and your kitchen.

OK, the machine gun is not a thing either. Everything else is real.

Side note: Are we slightly obsessed with upgrades? Perhaps. But worry not - our therapist is very good at pretending there’s still hope, so we remain optimistic.

The dungeons are still a work in progress, so no gameplay video just yet. But here's what we're aiming for:

  • Combat is meant to be fun, not frustratingly challenging. For those of you who like a real challenge, go pick a fight with a Vampire Hunter (they're almost undefeatable).

  • Combat is meant to be relaxing - for the most part. Gathering resources, mining, and fighting monsters will feel like a unified experience with no big adrenaline spikes. At its core, Bloody Hell Hotel is merely the most ambitious, most advanced, most polished, most over-engineered, most detailed, most unforgettable simulation game in history, so we're trying to keep things simple. As you might have guessed, "simple" for us still means a pretty feature-rich combat system, but the point is - combat is not what this game is about.

  • Don’t like combat? That’s fine - we still want your money, so we made it optional. The game offers several alternatives for obtaining everything you’d normally find in the dungeons. Some items can be purchased. Others... well, revealing how would be a massive spoiler - but stay tuned. We’ll cover it in an upcoming update.

Some of them would be genuinely offended to be called “monsters.” Some have fragile egos. Others going through an identity crisis and need all the emotional support they can get.

Let’s meet a few of the...emotionally volatile and aesthetically challenged beings (trying not to say "monsters") who exist solely to make your peaceful mining experience unnecessarily dramatic.

[carousel][/carousel]

More details about each of these...violently assertive fans of personal space...will be revealed in a larger update. This is just a sneak peek.

Our Discord has been blowing up lately - I genuinely think Discord might go out of business because of our server. While it’s still operational, you’re invited to join the upcoming AMA with the almighty, all-knowing, eternally feared, magnificently fanged, impossibly handsome Supreme Leader and Dictat...ahem...Director of the Vampiric Council (otherwise known as - me):

  • When? Saturday, June 28th, 6 PM CEST / 9 AM PDT / 12 PM EDT

  • Where? Bloody Hell Hotel Discord (assuming Discord’s servers survive until then)

Poco - micahboursier

Hello all!

The Poco Original Soundtrack is officially publishing on all streaming services, starting today.

It may take a few days for it to appear on some services, but you can find it right now on Spotify, YouTube, and right here on Steam as a DLC!

Thank you so much for your patience. It's been a long, slow process.

Thank you for playing!

Micah

...

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