Bee Simulator - Piotr | Untold Tales
The day has finally arrived - Bee Simulator: The Hive is OUT NOW!

🌻 See the world through the eyes of a honeybee, collect pollen, race, brawl, dance, and learn about many plants and animals! 🦋 Check out the trailer below



🍯 Explore Central Park-inspired map and other locations, now with remastered visuals and flair and enjoy new mechanics and build a hive your colony always dreamed of, the way YOU like it.

https://store.steampowered.com/app/3348910/Bee_Simulator_The_Hive/



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The Good Overlord - Doc

Come watch the NEW version 1.3 broadcast live during the Short Game Showcase Event!

Tons of visual improvements, changes, and more in this new version of the demo, go watch it, or go play the demo itself!

Let us know what you think of our game; we're very excited to be part of this event with our demo :)

Atomic Hamster.

Delta Force - JZ-DFSecurityTeam

Hello Operators,
The Delta Force security team is committed to maintaining a fair gaming experience,and will impose appropriate restrictions on those found to be cheating or in breach of our terms of service.

As developers, we understand the importance of ensuring a safe and fun environment for Delta Force players. As such, we adopt a zero-tolerance policy towards anyone found to be in violation of our game rules.This includes, but is not limited to, the use of plug-ins, illegal software, inappropriate behaviour, malicious use of exploits or bugs, etc.Once such behaviour is discovered, we will immediately launch an investigation and take appropriate action. This includes, but is not limited to, permanent account bans, lP bans notification inside and outside the game, etc.

At the same time, we also invite players to actively report inappropriate behavior in the game through reporting channels provides as well as through the community, in order to maintain a fair and healthy gaming environment.

PC:

This week (July 28 - August 3, 2025), security actions were taken against 69 cheating tools. Our security team took action against 1,229 players, imposing bans of up to 10 years. Specific measures included 273 DMA bans, 747 devices blocked, 9,760 cheating attempts stopped in real time, and 1,623 players forced offline for cheating. Warnings for teaming with cheaters: 1,059 instances; bans and confiscation of unfair gains: 92 instances.

Mobile:

789 players received 10-year bans, and 1,791 cheating attempts were stopped in real time.

Enforcement Actions on Economic Security Violations:

Regarding Delta Coins/Tickets acquired via unauthorized "third-party platform low-price top-ups," our investigations have confirmed these stem from various illicit sources, including transfers from stolen accounts, fraudulent card charges, and other unofficial discounted recharge schemes. Last week alone, we addressed 133 cases, resulting in the forfeiture of illegally obtained Delta Coins/Tickets.

We also cracked down on the use of automated scripts, encompassing, but not limited to, "auto-farming," "auto-extract," and "auto-sell supplies." Last week, we dealt with 2,897 cases, which included 1,437 confiscations and 1,460 account bans.

We hereby confirm that we will continue to take action against all violation accounts in real time.We ask all Operators to abide by the rules of the game, and to help maintain a healthy and fair game environment for everyone!

The following is a list of some of the accounts we have taken action against on this occasion.
*These are listed in no particular order.
Cyber Rats Playtest - Outpost Games
1. Tried to fix the broken tiles that happens now and then, seems to happens when Propeller-Head attacks a toy some times.. Makes no sense.. Sorry if this get's you killed

2. Changed some things in the two rooms with the big chains and big cog wheel
Hunt: Showdown 1896 - CRY_IM

Hunters,

The live servers are back online — Update 2.4.0.2 is now live!

You can find the list of fixes below.

Happy hunting!



  • Fixed an issue where all Charms from the Judgement of the Fool Event were correctly displayed in the Shooting Range but did not appear during normal Bounty Hunt Missions
  • Fixed an exploit where Compact Ammo could be replaced with Buckshot, allowing players to shoot Buckshot at long range while retaining the Compact Ammo count
Fresh Story 2 - wetmelonplay

Dear players,

We are happy to announce that the first two seasons will receive Korean, German, and Turkish localizations. The new, third season will also be released in these languages from the start.

Thank you so much for your interest and support! In the near future, we will update the game, add new languages, and fix some bugs to improve your experience.

The third season’s page is currently under moderation and will be available soon. Stay tuned for updates!

Don’t forget to join our Discord server to keep up with the latest news and connect with other players!

Exanima - Zetheros

Hey Exanimates,

Public testing of role system features has been ongoing, the main focus was how roles can interact with emotional states and dynamic events and behaviours. We encouraged people to try to break Derrin's behaviour by doing unexpected things or manipulating him in various ways with mind powers at any point including during dialogue and seeing if he behaved naturally and dialogue could be resumed with responses appropriate to what transpired and what was said previously. This was a particularly complex role setup to test the limits of the system. People found a couple of isolated issues, but for the most part this has been working well. We've also seen lots of thorough testing of every possible item combination for the new apparel system, which we've been fixing quickly thanks to the new system, and just general bug and issue reporting. We've done a few hotfixes and one big patch to address most of this, with only a couple of rare bugs and mostly minor issues still to resolve. Things are looking pretty good and feedback on all the AI and graphical improvements has been very positive.

The big difficulty we immediately faced was with the AI's emotion system and how they understand and respond to behaviour. Until now we dealt mostly with extreme loyalty, extreme adversity or a sort of chaotic neutrality, but now we are trying to model a much broader and more nuanced spectrum of relationships and behaviours, that are also to be supported by and interact closely with dynamic roles. We intend for this to work in any setting and for any person or group of people where loyalties and intentions are unclear. This could include various civilised settings, like perhaps a town square or a tavern, where there are certain expectations of behaviour even from strangers. NPCs must be able to intelligently read and carefully judge situations and respond accordingly, not simply be provoked to violence indiscriminately. Why is this person acting like this? Who's the target of their behaviour? Why? Whose side am I on? Could they want to harm me or someone I care about? Are they trying to protect us? Should I help them? Should I be concerned, scared, angry? Should I get involved? What would be the consequences?

The new Derrin is a good test case for this, as he can now be quite wary of the player yet still cooperate with them, choose to aid them in combat against targets, while also reserving judgement on those targets and avoiding hostility, being ready should the player seemingly turn on him, and yet forgiving of accidents that could be seen as hostility. On the other hand there are also undead with only perhaps a passing sense of loyalty to each other and who attack recklessly with little regard for who's in their way and will sometimes get angry at each other. This is all a result of constant and careful judgement of actions and balancing of emotions, not a set of simple triggers with set outcomes.

To achieve this we had to make some major revisions to core AI, improve emotional responses and introduce much more sophisticated methods for judging behaviour and intentions over time, particularly in group situations. These are now brand new systems that will need fine tuning, but from the last round of testing we're seeing that we're already very close to a solid baseline for raw core AI. This is all designed to be supported by roles, which can build more complex behaviours, relationships and outcomes, essentially acting as a layer of higher level thinking based on these raw emotions. We've also been revisiting our personality traits, and studying ways in which they can interact more with these systems to produce more varied behaviour at a fundamental level.

As those who have been following us long enough know, dynamic and reactive NPC behaviour has always been critical to our vision and perhaps our most ambitious goal, which like everything else has only grown more ambitious over time. Just like physics, the goal isn't and never was about combat, or about some impressive gameplay moment, but a world that consistently responds plausibly to anything you might do. We design the world, everything in it and how it works to make it feel like a real place, not a game level. We realise this can seem a bit abstract and the path is long and arduous and there are compromises involved, but that's what we're all about. Exanima's currently limited scope may not seem like the best platform for this, but we need the functionality and the tools before we can build the world. There is much to come in Exanima and beyond that will be built on this. There are many years of study, planning and also uncertainty behind this, with problems that only seemed to get more complex the more we tried to tackle them. Finally solving its intricacies and developing it into functionality is a huge accomplishment for us.

We will continue to monitor and patch the test build, with some additions to role interactions here and there, but we will now focus mainly on finalising and polishing the new content for the full update. The main addition will be a large new area, "The Gardens", which is full of new and different content, but we have quite a few things in the works, some of which may come in smaller updates soon after the big one. If you haven't played the test builds, then there are many big improvements, additions and overhauls throughout the game.

We'd also like to remind you that we use Discord to track issues, gather feedback, discuss and provide release notes for patches and hotfixes on the testing branch. If you'd like to contribute to testing and share your thoughts please join our discord server: https://discord.gg/Z5aV2bF

Best,

Bare Mettle

Stellar Witch - 6767anine

Your unwavering passion and feedback for Stellar Witch continue to inspire us! Patch 1.2.0 brings exciting new features and enhancements to elevate your cosmic battles to new heights.

New Features
Endless Mode Ranking Leaderboard
  • Compete with players worldwide! A ranking leaderboard has been added to track your performance in Endless Mode.

Damage Meter
  • Track your combat prowess with a new damage meter, displaying real-time damage output during battles.

Achievements
  • Two new achievements have been added.

Thank you for fueling the magic of Stellar Witch. Your support drives us to make every starlit adventure unforgettable!

3:09am
NEKRO3 - chvdrgames
-The score and death counter is now on the screen instead of pausing
-fixed controls at level 15
-other minor bugs
thanks for your feedback
Fresh Story - wetmelonplay

Dear players,

We are happy to announce that the first two seasons will receive Korean, German, and Turkish localizations. The new, third season will also be released in these languages from the start.

Thank you so much for your interest and support! In the near future, we will update the game, add new languages, and fix some bugs to improve your experience.

The third season’s page is currently under moderation and will be available soon. Stay tuned for updates!

Don’t forget to join our Discord server to keep up with the latest news and connect with other players!

...

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