Old World - Fluffster
Test Branch 1.0.79755 Test 2025-09-17

Design

  • Temporarily hidden units (i.e. Scouts bounced out of Trees) now become visible after 5 turns (or after attacking or moving)

    Temporarily hidden units can no longer occupy territory that they would not be able to occupy if not hidden (i.e. foreign territory while at Truce)

  • Scouts are no longer removed from the map after establishing an Agent Network and instead get a 5 turn cooldown and are hidden for 10 turns

  • Enlightenment now gives +3 Happiness only for Monks in Monasteries of Religions that have that Theology

  • Assault bonus to attack against forts no longer applies when forts give no defensive bonus

  • Disabled some more ambitions in One City Challenge

  • Rightful Heirs can no longer become Missing, Exiled, Imprisoned or Fugitive

  • Added ambitions for building Wonders added in Wonders and Dynasties

  • Delvers have an opinion penalty towards Stewards of the Land. These traits are now mutually exclusive (Wrath of Gods)

Programming

  • Performance optimization for trade network recalculations

  • AI water control improvements and bug fixes

UI

Turn timer changes (MP):

  • There are now 2 warnings that turn time is running out

  • First warning triggers at 30 seconds remaining, turns timer text red and plays audio warning

  • Second warning triggers at 15 seconds remaining, increases timer text size and plays audio warning again

  • These times are configurable using a mod in globalsInt.xml

Other UI changes:

  • Improvement helptext and unit build option prereqs take into account tile owner rather than unit owner

  • Added helptext warning when trying to build Improvement for teammate who doesn't have required Tech

  • Improved some luxury trade help text

  • Yield production graphs also display the total accumulated up until the hovered point (after game is over and for observers)

  • 'Only Show Map Tacks For Worker' option renamed to 'Contextual Map Tacks'. Now shows improvement pings whenever workers, settlers or disciples are selected

Bugs Fixed

  • Fixed potential null reference in Map Editor

  • Fixed some temporary invisibility issues

  • Fixed audio tracks not always being listed in Main Menu audio options

  • Fixed tribal units with a raid target counting towards a tribal camp's defend threshold or raid start threshold

  • Fixed edge case with Carthage3 African Invasion goal not completing

  • Fixed iGovernorCostModifier applying to orders (affects Darius dynasty and mods)

  • Fixed Wrath of Gods scenario map size

Nautikin Adventures - Revmatek
Summary
This is a minor bug fixing build. The next build will include some new features and content.

Changes
  • Fixed a rounding error that caused large 99.99% full fuel tanks to display as 100%
  • Fixed a UI bug where the monster hunt bar could be hidden while objectives are still displayed
  • Fixed a bug with mods that prevented changing material groups
  • Fixed a background error when hovering over flags in build mode
  • Fixed a UI bug with rebinding inputs that prevented rebinding more than 1 control per menu open
  • Fixed some visuals on the anchor parts
  • Fixed a load timing issue with Anchors
  • Fixed some potential drift with changing sea level and Anchors
  • Fixed a UI bug where inputs could animate sometimes when already filled in
  • Fixed a Steam Deck on screen keyboard activation issue with repeat use in toggle groups
  • Fixed a bug where vessels destroyed while on magnets looked weird
  • Blind fix for an issue where autosave could trigger during loading for abnormally large saves
  • Changed the default camera on cranes to be the one that is most used
  • Changed some inventory sounds
  • Moved camera performance settings to the top of the performance tab
  • The raft hull now counts as a sea plane part
  • Additional error handling for manually modified vessel files
Notes
Fuel tanks that are not completely full will now display 99% until they reach 100% and the fueling sound stops. This is similar to a how the fuel UI displays 1% until the fuel tank is completely empty. This matters mostly for large fuel tanks where 1% may be a significant amount of fuel beyond a single digit. While the rounding was technically accurate, it can be confusing for UI purposes since the decimal places are not displayed.

Monster Hunt UI fix also applies to Seek and Destroy.

I was investigating some potential save issues while on the Steam Deck. Apparently the Steam Deck may interrupt an in progress I/O operation at any time and will not resume writing properly causing the data at the interrupt to be invalid. It may do so for various reasons including resource contention. The best way to avoid this is to make sure the Steam Deck is up to date and avoid overloading the game with too much stuff.

I will be looking into ways for improving performance on the Steam Deck in the next build.

This build included some quality control and verification for backlog items that did not manifest as changes such as bugs or problems that have already been fixed but needed to be verified.
ROGUE PROTOCOL - MATTO

The major announcement of RP (Rogue Protocol) will be announced here on Steam page. To follow the development more closely, please consider joining Discord or X (@TeamMattoProjek) to keep up with the general progress reports and updates.

This is the placeholder key art of RP as of now.
Close Alpha will be available sometime next year.

Batman™: Arkham Knight - monique.doubet
In honor of Batman Day 2025, WB Games is offering savings of up to 80% on these great DC Comics-themed games from September 17th 10AM PDT through the 24th 10AM PDT!

Batman: Arkham Asylum Game of the Year Edition

Experience what it's like to be Batman and face off against Gotham's greatest villains. Explore every inch of Arkham Asylum and roam freely on the infamous island. The remastered Game of the Year Edition features 4 extra Challenge Maps.

Batman: Arkham City Game of the Year Edition

Batman: Arkham City builds upon the intense, atmospheric foundation of Batman: Arkham Asylum, sending players flying through the expansive Arkham City - five times larger than the game world in Batman: Arkham Asylum - the new maximum security "home" for all of Gotham City's thugs, gangsters and insane criminal masterminds. The Game of the Year Edition includes new content, maps, playable characters and skins.

Batman: Arkham Knight

Batman: Arkham Knight brings the award-winning Arkham trilogy from Rocksteady Studios to its epic conclusion. Developed exclusively for New-Gen platforms, Batman: Arkham Knight introduces Rocksteady's uniquely designed version of the Batmobile.

BRAVE22 -ブレイブ22- - 11PLANNING

Sales of this game will be discontinued soon.

Thank you for your continued patronage.

Sealed In - monsterpfp

Hi everyone!

Thanks to your feedback, i have just released a small patch for the demo.

FIXED: - After you interact with the beggining letter there may be a chance that you can't remove the letter and you remain stuck.

More updates and improvments are coming SOON!

キラーの謎 -QUEST OF KILLER- - 11PLANNING

Sales of this game will be discontinued soon.

Thank you for your continued patronage.

1:20pm
Ember's verge - FerallessGames
Greetings, bushcrafters!

Over the past month, the game has gone through a lot of testing in preparation for one of the most requested features. And now it’s here: the save system is officially enabled in the demo version!

With this addition comes one important note: during development, updates may make older save files incompatible. It’s a necessary step for now, but once the game reaches full release, save files will be stable. Although testing has been extensive, some bugs may still appear. If you encounter any, please share them. The best way is through the discord.

Meanwhile, work continues on the endgame and survival mechanics. These will challenge players to prepare wisely, but ultimately, nature will decide the final outcome. The game is now around 85% complete: the core systems are in place, and the focus is shifting towards the end game, fine-tuning and balancing the mechanics.

Got feedback? Join the Discord and share it! https://discord.gg/8EH6vW94

New Features:
  • Save system enabled
    - Players can now save progress in the demo
    - Note: older save files may come incompatible (will be informed)
  • Medical treatment system
    - New wound types: Wound, deep wound, and infected wound
    - Wound: slowly heals on its own, but healing can be sped up with any bandage
    - Deep wound: Does not heal naturally, can be treated with any bandage
    - Infected wound: Does not heal naturally, requires an antiseptic bandage
  • Player temperature update
    - Perceived temperature now drops below 0 when the player feels cold
    - A neutral zone has been added where the player feels neither cold nor hot
    - If world temperature + gear warmth rise too high, the player begins to overheat. While overheated, hydration decreases much faster
    - Fire warmth doesn't contribute to overheating
  • Set Out Tool for Inventory Items
    - Items in the inventory can now be “Set Out” directly with a right-click, allowing the player to start moving them on the ground immediately
    - Previously, this required dropping the item, closing the inventory, locating it on the ground, and then right-clicking to move


Minor Updates & Fixes:
  • Building placement now highlights colliding items in red
  • Added a quick-access button for the foliage removal tool
  • Tweaked building and some items durability values
  • Few new items added
  • Fixed: rainwater was not filling open pots or rain collectors
  • Added popup descriptions for icons
  • Item add/drop UI info is now shown for most related actions
  • Difficulty levels rebalanced: harder levels now feature faster metabolism, item decay, and building decay.
  • Spawn rates fine-tuned
  • Campfires and fire stands now start with fuel based on the raw materials added
  • Placement controls for roofs, lean-to shelters, and deadwood shelters adjusted
  • Minor UI improvements
  • Minor bug fixes

Thank you for your support, and happy surviving!

- Feralless games
Hell Clock - Mark-

Hey backlanders,

We’re super excited to share details on our upcoming Crafting system in update 1.1: Clockmaker’s Tools, coming September 29th!

Crafting In Hell Clock

We have two main goals with Crafting in Hell Clock: providing a tool to mitigate RNG during your progress (especially in Ascension); and providing another fun dimension to item progression.

Designing crafting systems in ARPGs is very tricky. If there’s too much RNG, it becomes a full “gambling” experience where you feel little to no control over the outcome. If it’s too deterministic, it becomes the main path to item progression, and the good-old “kill monster, drop loot” system that we all love so much loses a lot of its value.

What we are trying to achieve is a healthy in-between that works in the context of Hell Clock’s quirky structure. We don’t want to have a system as deterministic and as in-depth as Last Epoch, for example, but we also want something that gives you a bit more control than in Path of Exile 2 (pre-0.3, that is).

How Clockmaker’s Tools Work

All crafting in 1.1 is done by using special crafting currency called “Tools”. This currency starts dropping from the middle of Act 1 onwards, with drop rates improving as you progress further into the game.

Besides dropping fully-usable Tools right then and there, you can also drop Fragments - which are useless on their own, but if you gather enough of them you can create a usable crafting Tool.

Using Tools is easy: in your Reliquary back in town, just click on the Tool you want to use to activate it, then click on the Relic you want to use it on - it’s that simple.

There are 9 different types of Tools available in 1.1, so let’s go over each of them:

  • Tool of Tinkering: replaces a random affix on the Relic with a different one

  • Tool of Enhancement: transforms a Common Relic into a Magic with a new random affix

  • Greater Tool of Enhancement: transforms a Magic Relic into a Rare with a new random affix

  • Tool of Locksmithing: locks a random regular affix on the Relic so that it cannot be removed or replaced. Repeated uses of Locksmithing on the same Relic will switch which affix is locked

  • Imbued Tool of Fury: imbues the Relic with a special regular affix (Imbued Affix) related to Fury path (Life, Melee Damage, Life Leech, Fire Damage, Physical Damage, etc). Replaces an Imbued affix if there is one already

  • Imbued Tool of Faith: same as above but Faith (Mana, Conviction, Lightning Damage, Mana Shield, etc)

  • Imbued Tool of Discipline: same as above but Discipline (Evasion, Move Speed, Projectile Amount, Plague Damage, etc)

  • Corrupted Tool: unpredictably modifies the Relic, which become Corrupted and cannot be modified further

  • Divine Tool: improves the values of all Affixes on the Relic

Imbued Relics

With 1.1 we are introducing a new type of implicit affix called “Imbued”. Rarely, you will find Relics in the world which will come already Imbued with one of the three Paths (Fury, Devotion, Discipline) - but as we’ve just shown, there are also specialized Tools that will allow you to craft these powerful affixes into any Relic you want.

To allow for even more control of crafting results, the outcome of the Imbuements are different depending on the size of the Relic. For example, a Small (1x1) Relic that is Imbued with Fury can only roll either Life%, Endurance, or Life Regen.

Combined with the fact that you can re-apply Imbued Tools to Relics as many times as you want to get different results, this helps mitigate RNG significantly.

Corruption

And of course, no fun crafting system in an ARPG would be complete without the inclusion of the ultimate gambler’s gambit: Corruption. To truly get your most powerful items to the next level, you can risk it all and apply a Corrupted Tool to them, with volatile results.

No matter the outcome, after applying the Tool of Corruption to an item for the first time, that item will become Corrupted, which prevents any Tools from being used on it (including Tool of Corruption).

Corrupted Tool’s will have a 25% chance to do absolutely nothing besides Corrupting the item.

They will also have a 25% chance to randomize the existing affixes (which most probably will “brick” it, making it useless for your build).

However, there is also a 25% chance that it will improve all of the affixes on the Relic, similarly to a Divine Tool. The intensity of this effect is also random, but it can be as powerful as using 3 Divine Tools!

And finally, there is a 25% chance to add a brand new kind of implicit affix to the item: a Corrupted Affix. These will be extremely powerful, and the possible Corrupted Affixes are also based on the size of the Relic. For example: Corrupting a Grand Relic (4x1) can result in affixes such as “+1 Max Summons”, or “+50% Projectile Amount”.

Naturally, just as with Imbued Relics, you will be able to drop Relics which are already Corrupted. These will always contain a Corrupted implicit - and if you are REALLY lucky, you can drop a Relic that is both Imbued AND Corrupted.

Why Can’t We Craft on Gear?

As some of you may have already noticed, Gear in Hell Clock is not designed to be build-defining. They are mostly base stats and stat multipliers that amplify what you are building with your Relics and Constellations - putting them into the same category of the Bell skill tree.

The traditional “Gear” from ARPGs in Hell Clock is, and has always been, the Relics. 

The reason why we went with this system in the first place is because of our game’s unique structure: we want you to put together builds on the fly, very fast, and not grind or trade for specific things in order to be successful.

Having Unique effects tied to Gear pieces meant you would have to juggle very limited item slots, which naturally decreases the amount of possible combinations. For example, if both “Powder Bag” and “Blunderbuss” were Gloves, you could not have their effect simultaneously in your build.

This is probably why the Diablo 4 designers chose to have Legendary effects transferable between gear slots, for example - and such a solution would be too cumbersome for a fast-paced game like Hell Clock.

How scarce will the currency be?

Our intention is for the leveling/campaign experience to already offer you a few Crafting options, mostly to help mitigate bad RNG and maybe to offer a few exciting and unexpected “gg” crafts, sporadically. Expect quite a few Tinkering and Enhancement tools to be available, with some Imbued tools here and there, and the Greater Enhancement tools being the rarest drops of them all. Corrupted and Divine drops should be cause for celebration.

In the endgame (both in higher World Tiers and in the upcoming Endless Nightmares), expect a lot more drops, with a Divine drop still feeling like a “gg” moment. You will be able to spam Tinkering, and spend a few Greater Enhancements every session to fish for those perfect Rares.

In general, if you spend enough currency, it should be relatively easy to get the outcomes you want: you can use Locksmithing until you lock your most valuable affix; then use Tinkering until you get a good enough roll on the remaining ones; then your preferred Imbued to get your implicit. Although these seem like extremely powerful tools (and they are!), the amount of items you have in Hell Clock due to the Relic system is larger than in a regular ARPG, so gathering enough tools to min-max ALL of  your inventory will be a true endgame goal.

See you soon!

Clockmaker’s Tools (v1.1) is right around the corner, releasing September 29th. While Crafting is the most exciting feature of this update, it is far from the only one - so stay tuned to our Blog posts and our socials for more information leading up to release!

Cheers,
~Mark and the Hell Clock Team

Just Chess - Tohtori Nuppila

Hello, chess fans!

I'm excited to release integration with Lichess.org!

This update fundamentally transforms the game, connecting the familiar Just Chess experience with the Lichess chess platform.

What does this mean for you?

You can now securely log in to your own Lichess account directly from within the game, opening the door to the world of online chess. For now, the integration supports Standard chess, allowing you to:

  • Challenge your friends or other players from around the globe to real-time matches.

  • Play against Lichess's famous Stockfish AI at various difficulty levels.

  • View and continue all your ongoing Lichess games. Whether it's a rapid game or a correspondence match that lasts for weeks, you can pick up right where you left off.

  • Receive and manage challenges from other Lichess players.

  • Lichess Board API supports games with a base time of 10 minutes or longer (such as Rapid, Classical, and Correspondence chess).

All Lichess games are synchronized in real-time, and you can use in-game actions like offering draws and resigning, which are communicated directly with the Lichess server.

How to get started:

  1. Update Just Chess via Steam to the latest version.

  2. Switch to the Lichess mode and press the new "Login" button.

  3. Authorize the application on the browser page that opens.

  4. You're all set! The main menu will now display your active Lichess games, and you can start creating new challenges.

This has been a massive development effort, and I'm proud to finally bring it to you.

A Note on Pricing

This Lichess update marks a major milestone for Just Chess, and the value of the game has grown significantly. To reflect this, the price of the game will be increased soon.

Thank you for your support!

  • The Just Chess Developer

...

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