On the Hunt - Evgenii_A

🚀 ROADMAP: THE ROAD TO FULL RELEASE

Greetings, hunters!

Thank you for your support in the first days of Early Access. The game has found its players, and I am fully focused on living up to your trust.

**My clear plan for exiting Early Access:**

**RELEASE CONTENT:**

• Second location – as detailed as the first

• Boars – a new game species with unique behavior

• Scoped carbine – for true snipers

• Binoculars and terrain map – tools for tactical hunting

• Competition system – compare your skills with other hunters

**Question for you:**

Which of these items are you most interested in? Is there anything you would add to this list?

Your opinion will help me set the right priorities. Together, let's make On the Hunt a game we can be proud of!

Operation Night Strikers - yamada_takushi
Update Report

We’ve updated Operation Night Strikers to Version 1.2.0.
The following fixes and improvements have been implemented:

  • Fixed an issue where sound effects would sometimes not play on the START MENU.

  • Fixed a bug where the Night Striker (MEGA-CD version) could freeze when played with arranged BGM.

  • Corrected inconsistencies between the initial button assignments for “Mouse” control type and the in-game manual.

  • Fixed an issue where changes to cabinet sound volume settings under
    PAUSE MENU > Options > Sound > Cabinet Sounds Volume were not applied correctly.

  • Fixed an issue in Operation Wolf where scores could be mistakenly registered in the ranking board after continuing.

  • Fixed ranking registration logic errors in Operation Wolf.

  • Other minor bug fixes and stability improvements.

Please note that the Operation Wolf ranking board has been reset as part of this update.

We apologize for any inconvenience this may cause and greatly appreciate your continued support for Operation Night Strikers.

Teravit - TERAVIT運営

Hi everyone.
This is the Teravit Operation Team.
Thank you to everyone who participated in the Creators Grand Prix held from October 9, 2025 until October 27, 2025 (JST).
The Development and Operations teams have reviewed all submitted worlds and selected the prize winners.
Warp portals to the winning worlds have been set up within the limited time world "Halloween Busters".
Be sure to visit and explore these collaborative worlds!
Excellence Prize
■I like pumpkins/ウツヅミ

Pumpkin! Pumpkin! Pumpkin! I could really get used to the uniqueness of this pumpkin themed world. The cycle of collecting likes and then using them to earn even more was fascinating. The buildings, motifs, and even the monsters perfectly capture the Halloween spirit, making it a world you want to take your time exploring.
Congratulations on winning the Grand Prix! I think I'll grow some tomatoes in the garden, and harvest a few pumpkins myself.
by Operations Staff
Special Prize from the Development & Operations Team

■Halloween Ghost Party/雨水そら/ÿ*/K^

Full of Halloween spirit!
With its cleverly designed scenario and warp points for progression, we felt this is a world that anyone can enjoy.
by Operations Staff
■Halloween monsters!/トモーン猫ΘΦΘ

We couldn't help but laugh when a pumpkin came out of the gacha. But we enjoyed playing while deciding whether to raise my stats first or collect the pumpkins first.
by Operations Staff
■Monster Battle Stage/なのりん#stp√+


It was impressive how the 2D Game Editor was used for the performance, creating screens that always looked visually appealing! It gradually made us want to challenge the higher difficulties!
by Operations Staff
■Twilight End Believe/瑞希を守護るゆらりん


Each character's personality really comes through, and we were completely immersed. Small details like sound effects in certain rooms were excellent. With all the attention to detail, we're excited to see what's next!
by Developer Staff
■Halloween bike race!/パセリ


The part where the monster in the sandbox jumps over walls was really fun.
And we kept playing it over and over just to learn all the little trivia!
by Developer Staff
■Halloween party venue!/れむ√夜プロ☆√◇μ


You can enjoy a variety of activities all in one world! Racing while thinking about shortcuts was especially fun!
by Operations Staff
Prize Winner
■Halloween's Mysterious Floating Island/Charon_28
■Haunted Party 🤟🎃/儲
■Halloween!/ゆゆ
■Halloween Score Attack!/みゆちゃん
■Welcome to Halloween Village!/月見野こん/yp0期
■[Halloween]/和猫.219
■Halloween/Pixel Art/主/不定期/*k√☆
■Halloween illustrations/風藍クロネコヤマト中
Mistfall Hunter - zhangweixuan.rtft

Gyldhunters, thank you all once again for your enthusiastic participation in BETA 3! In BETA 3, we implemented numerous optimizations and developed a range of new content. From the data we've gathered, BETA 3 has shown significant improvement over the previous test. While the game still has room for improvement, it's clear that we're moving in the right direction. Your passion and constructive feedback during this test have been a tremendous source of motivation for us. Our sincere thanks to all Gyldhunters around the world!

Due to time constraints, many aspects of the BETA 3 experience have yet to be fully polished, and several planned features remain under development. We've received a great deal of feedback, critiques, and suggestions through various channels. After thorough discussion and review, we've now outlined our future development plans and launch schedule. Thank you for your patience!

I. Key Issues Raised by Players:

  1. Combat Experience & Class Balance:

    1. As a multiplayer online action game, we face many design and technical challenges in areas such as control responsiveness and overall fluidity compared to shooters or single-player action games. We acknowledge that the current combat experience still has plenty of room for improvement, but rest assured, this is an ongoing effort. We'll continue optimizing it in future versions to ensure the experience only gets better over time.

    2. Balance has always been a major concern for everyone, and it's a huge challenge for us as well. While escape rate doesn't fully reflect overall class balance, it remains one of the key metrics for an extraction game like ours. Compared to the previous test, the variance in escape rates among classes in trio mode has become noticeably narrower. However, the improvement in solo mode has been limited, so we'll keep working on it.

    3. Our team is relatively small, and internal testing alone isn't enough to ensure proper balance. We need online testing to gather more data and feedback so we can continuously fine-tune the game. This test period was brief, and we apologize that the balance hasn't yet reached a level everyone is satisfied with. However, the data shows that our several rounds of online balance adjustments have produced positive results. We believe that after the official launch, with ongoing optimization, we'll be able to refine the balance to a level that satisfies everyone.

    4. Additionally, we plan to introduce PvP Practice & Brawl mode in the next update to help players get comfortable with combat mechanics, and to allow practice and experimentation with different playstyles and builds at a minimal cost. This mode will also let us collect more representative PvP balance data, and we hope all Gyldhunters can provide us with additional balance feedback through this new mode.

  2. Steep Learning Curve and Overwhelming Early-Game Pressure

    1. With many new Gyldhunters joining us in BETA 3, we once again received a large volume of feedback regarding the difficulty of getting started in the game. For new Gyldhunters, early matches—whether PvE or PvP—indeed have a steep learning curve.

    2. Therefore, during the BETA 3 test, we repeatedly optimized match mechanics based on player feedback, including loot value, PvP intensity, PvE difficulty, and escape difficulty. This approach will continue in future versions. By introducing more gameplay content and more refined algorithms, we aim to ensure that the overall experience is lootable, beatable, and extractable—without creating a sense of constant frustration or feeling stuck at every turn. After the official launch, we plan to implement a seasonal reset of certain progression elements and resources. This is intended to prevent unchecked inflation of macro resources over time and to maintain a balanced economy where effort and reward remain proportional. The specific details of the reset will be shared in the development log once finalized. We also welcome valuable suggestions through the upcoming Developer FAQs and other feedback channels.

    3. Finally, after further consolidating feedback and detailed discussions, we plan to implement a series of optimizations in three main areas: gameplay tutorials, resource distribution, and early-game PvP pressure. Due to time constraints, crucial combat techniques like "Special Recovery" were only covered in training tasks, and many new Gyldhunters may not have noticed them. There are many similar issues, and we will systematically review and improve gameplay tutorials to ensure both new and veteran Gyldhunters can better familiarize themselves with the game. For resource distribution, the main direction we're going with is to provide more starting Gyldenblod through task rewards, and to introduce features similar to the "equipment set vouchers" found in other games, allowing players to enter matches at a lower cost and with relative ease. We will also continue to reduce early-game PvP pressure to prevent new Gyldhunters from facing overwhelming challenges at the start of their journey.

  3. Unfair Matchmaking

    1. In BETA 3, we incorporated skill-related parameters into matchmaking ratings (MMR), but there are still many matches that weren't well balanced, especially in Chaos mode where player counts are lower. Our current plan for tackling this issue is to tighten the equipment and skill restrictions per match to reduce the gap between Gyldhunters in the same match. We will also further refine the matchmaking algorithm to improve the accuracy and effectiveness of MMR.

    2. At the same time, we will implement a "broaden search to fill teammates" feature to help players find teammates more quickly. As more Gyldhunters join the game in the future, matchmaking fairness and efficiency will continue to improve.

  4. Insufficient Content Variety

    1. Due to tight schedules, many of the features we envisioned were not completed in BETA 3. These include more engaging in-match tasks and unique gameplay features, a greater variety of extraction methods, richer tactical items, and entirely new stage mechanics. With these features and other new content added in future versions, the game's playability will continue to expand!

  5. Pip's Pocket Issues

    1. Restricting high-value items to premium storage is common in extraction games, but our current limitations are indeed too strict. In future updates, we will relax some of these restrictions to make Pip's Pocket more practical. We're also considering whether equipment obtained during matches should be allowed in Pip's Pocket, or if we should implement other alternative solutions. Our ultimate goal is to ensure that the vast majority of in-match loot can be safely secured!

II. Upcoming content that will become available on release:

  1. New Classes

  2. New Maps

  3. New Bosses

  4. Holy Weapons and Legendary Equipment for All Classes

  5. PvP Practice & Brawl Mode: This mode allows players to practice and get familiar with PvP mechanics at no cost, quickly understand the game's PvP systems, and enjoy the pure fun of combat.

  6. New Equipment Affix System: We believe the current equipment affix system isn't engaging enough and makes it difficult to evaluate equipment value or conduct trades effectively. The new affix system will make build customization far more enjoyable.

  7. Expanded Camp Development: The camp system in BETA 3 was still quite basic. In future versions, more NPCs will join the camp, and camp building will feature richer and more interesting content.

Higher-difficulty match modes will also launch alongside the new maps, offering greater rewards but with deadlier enemies. Additionally, new features such as controller support, a skin system, and other exciting content are on the way. For detailed previews of these upcoming additions, please stay tuned to our community announcements!

III. Future Plans:

As mentioned above, we still have a great deal of new content and optimizations we want to complete. Our goal is for Mistfall Hunter to launch in a more complete and polished state when it officially releases. Therefore, we've decided to postpone the original release schedule. Instead, we will participate in the Steam Next Fest on February 23, 2026, and officially launch the game in March 2026. The exact release date and pricing are still being discussed and finalized. We sincerely apologize for not being able to release the game as originally planned, but we believe that these additional three months will allow us to accomplish much more and deliver a significantly better experience at launch.

Finally, thank you all once again for your love and support for Mistfall Hunter! We'll continue working even harder!

11:44pm
Survival on a deserted island - Bláinn
renewal test
Toram Online - Toram Team
We would like to announce the update for the app.
For details, please check the following.

Maintenance Details

  • "Very Hard" Difficulty Added to Halloween Event Chapter 10 Boss!
  • New furniture for Your Land added.
Please check the new furniture from [Menu > House Management > Manage Furniture > HOT after changing] to Edit Mode.

The following improvements have been applied.
  • Improved Trait gain chance on Hard, Nightmare, and Ultimate difficulty level.


  • The user interface for equipment screen has been improved.
The UI has been adjusted to allow owned Upgrade Crystas to be equipped more smoothly.
Choose the Crysta you want to equip eventually, then select "Upgrade Crysta" to equip all Crystas at once, including the one used as material in the upgrade process.



  • Added a new option related to "Traits" to the Auto-Discard Item menu.

Market UI adjustments.

  • Improved item search feature on the Consignment Board.
Equipment search now supports filtering by stats.

The following issues have been fixed.
  • Under certain conditions, the skill "Assault Attack" is not working properly.
  • Under certain conditions, UI display problem occurs.
  • Minor bug fixes.

Notes
* If you cannot start the game, please add the game to the exclusion list of your security software.
For details on how to add it to the exclusion list, please refer to the website of the security software you are using.
沙城霸主 - yek739757
◆ 核心BUG修复——分身系统异常:
  • 问题现象:部分玩家反馈“分身融合”后属性叠加失效,导致伤害输出异常波动。

  • 修复方案:重构分身属性同步算法,确保融合后分身伤害、防御属性100%继承人物本体,

◆ 无限刀速触发异常:
  • 现象:部分玩家反馈“无限刀速+999%”状态触发后,刀速加成未生效或提前消失。

  • 修复方案:重构刀速状态触发逻辑,新增“刀速稳定器”机制,确保状态持续时间内刀速恒定+999%,并修复状态结束后冷却时间计算错误。

绿毒符文叠加失效:
  • 现象:叠加多个“刀刀绿毒”符文时,中毒效果未按预期叠加,导致怪物持续伤害不足。

  • 修复方案:优化符文叠加算法,确保每层绿毒独立计算伤害,并新增“毒爆”触发机制,叠加3层后自动触发范围毒爆。

【透明修复与玩家关怀】
微信搜索公众号/服务号【元获客】玩家可像客服实时提交修复建议,优秀建议将给予专属奖励。

《沙城霸主》始终秉持“无暗坑、无毒点”原则,以玩家体验为核心,持续优化游戏环境。您的每一次反馈,都是我们进步的动力!即刻登录,体验修复后的流畅战斗、稳定经济与丰富剧情,共赴这场公平、透明的传奇之旅!

——沙城不灭,霸主永恒!修复不是终点,而是更完美体验的起点!

____________________________________________
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Wireframe: Racing Playtest - vaporcatgamesllc
Greetings Users!

We've got some additions and changes in this small update that were mostly requested items.

Additions

Settings Menu (Video)
There are now 4 working video options in the settings menu on the Home screen. These are Anti-Aliasing, Bloom, Depth of Field and Reflections. These should help some low end computers run the game with more than 5 fps.

In Game Camera Controls
Added the ability to adjust the height of the camera looking over the vehicles. On controller, you are also able to change the camera position to the left and right of the vehicle. These are subject to many changes and will be expanded further in the future. (Height adjustment on the controller isn't smooth and will be fixed by the next update)

Visual Driving Feedback
One of the most asked for features has been visual feedback for drifting. So there is now particle effects for the sideways slip (friction) of the wheels, along with a visual tire marking that will let you know when your wheels have become ungrounded or lost friction (think burning out basically). This system will likely got through several iterations but should help indicate how your vehicle is acting for now.

New Time Trial Track
Yes! A new track! This isn't the most glamourous track but for those who want to put the pedal down and go fast, the new track "To The Bank" will allow you to do just that. A simple, large oval with one side being banked up to 45 degrees, this track will help users test vehicles and their mettle. (Don't look down...)

Changes

Neosis N-800
Yes, the Neosis has once again had some changes, but all for the better. We've dropped the weight on the N-800 default by a staggering 1000kg, leaving it at 1000kg total. Along with the weight reduction we've softened the suspension more to help keep the wheels on the ground.
I'd be remiss to say, the N-800 was looking pretty basic, so it has also received a facelift in the form of a new model with several different color zones and slightly thicker wireframe lines. Ain't it purdy?

WR3K JUMP-3
Yeah, our hatchback hasn't received a lot of love recently. Currently it is still only usable in Multiplayer and wasn't much fun to drive. So we've lowered the mass on the JUMP-3 from 1500kg to 750kg and softened the suspension similarly to the N-800. This has made it way more peppy and honestly, fast. Give it a try in multiplayer! I'm hoping to have it able to run time trials, so fingers crossed we'll get that working.

Visual Tweaks
Playing on our new track, users might have noticed some tweaks to light posts and the addition of barriers on the road side. These newer features will be coming to the "Neon Test" track very soon, along with several new items to enhance the visual of our tracks.

That is all for the moment. With any luck, the next update will bring some larger changes and additions like the garage (vehicle swapping and customization) and the multiplayer race mode.

-Azirin

If you have any questions or feedback on Wireframe: Racing, consider joining our Discord (Vapor Cat Games Discord) or sending an email to VaporCatGamesHelpDesk@gmail.com.
Majogami - INTI CREATES
Dear INTI fans,

We regrettably have encountered a delay in the platform review process on Steam for Majogami's release, intended for 12:00 AM Pacific on October 30th. Releases on other platforms are unaffected.

This is understandably frustrating for players looking forward to the game on Steam, in particular players who have pre-ordered Majogami. We are doing all that we can to release the game as soon as possible.

We will keep you updated on the situation and provide a new release time when possible.

You our sincere apology for this situation, and thanks for your understanding.
Crossout - Faley016

  • Fixed a bug that led to the “Find in battle” button to display a game mode that was currently not available on the world map.

  • Fixed a bug that caused capsules from enemy bases to be picked up after the player no longer was interacting with them.

  • Fixed a bug that caused hubcaps to not be displayed at the Exhibition and in the Blueprints tab.

  • Fixed a bug that caused the “Hadron” cabin perk to not work with the “Artemis” crossbow.

  • Fixed a bug that caused the “Harmonizer” to incorrectly affect the “Parser’s” spread while charging.

  • Fixed a bug that caused the “Statistics” and “Challenges” tabs to not be displayed when pressing “Tab” in battle.

  • Improved the game client stability.

...

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