Rookie to Master Driver - monstertag

Hey everyone! As an indie developer running a one-person studio, I can’t express how excited I am to finally finish and release this game.

It’s been a long journey — coding, modeling, designing, testing — all done by myself, and seeing it come to life feels amazing.

Players have already started downloading and trying out the game, which honestly makes me super happy.

If you have any feedback or suggestions, please feel free to reach out — I’d really love to hear from you!

From writing the first line of code to building every 3D model, I’ve been taking one step at a time. Looking back now, the game has come such a long way since the very first prototype.

By the way — every level in the game is inspired by real-life truck driving experiences. The first few stages are actually based on the exact routes from my driver training course, and the later ones feature ultra-long, oversized cargo that’s tough to maneuver.

Oh, and yes — I really do have a commercial truck driver’s license!

I still remember struggling to park during training, shouting in my head, “How on earth am I supposed to fit this thing in here?!” So I decided to turn that frustration into fun — by making it part of the game.

Thank you all so much for giving this little indie trucking simulator a try. I hope it brings you the same joy and challenge I felt driving through real cities with a massive trailer behind me.

The Secret of Velmora - pam23

🎃 HALLOWEEN SPECIAL EVENT 🎃

Dive into THE LAST DEPARTURE - a atmospheric horror mini-game

now available in the Game Zone!

FEATURES:

🌫️ Explore an abandoned bayou settlement shrouded in fog

🔦 Navigate with limited visibility - your flashlight is your lifeline

📝 Uncover the dark fate of Suzan, David, and Patrick through notes and items

🎵 Find sanctuary in the safe room - the only place the music plays

👻 Escape the horrors lurking in the mist... if you can

⏱️ intense psychological horror

🌍 Fully localized: English, Czech and French

🎮 First-person survival experience

Play now in the Game Zone and discover why some places

are better left forgotten.

🎃 Happy Halloween... and never stop running. 🎃

Tomb Explorer VR - Architect
Greetings, Adventurers!

New Major Update Just Released + Biggest Sales Discount. Wont be going any cheaper! Get it Now!

🌟 Key Features:

Experimental Next Generation VR Physics
weight / inertia / speed effect your experience
AAA Stunning Environments

6 + Hour Single Player Story Campaign

Immersive Open World Exploration

Interactable Physical Puzzles

Enemies and Bosses

Treasure Hunting

Relaxing Cinematic Musical Scores

Upgrades keep coming!

Embark on an epic archaeological adventure like never before. Uncover ancient secrets, solve intricate puzzles, and seek out legendary artifacts, all while enjoying the immersive experience of virtual reality. Latest Major Update...

https://store.steampowered.com/news/app/1969920/view/509590727168100323?l=english


Previous Major Update...

17時24分
Bleu Bayou - bokoyossgames

Demo 1.0.3 is live!

It features an expanded upgrade pool, a tease of the casino, and new unlocks when paying off bosses instead of battling them. Shrewd!

As we add global features to Bleu Bayou, we'll continue to push them to the demo.

Big thanks to our itch.io and Newgrounds players for your pre-release feedback! It is invaluable as we continue to tune and refine the full game.

Bleu Bayou is coming to you in December. We'll be at Animal Fest, November 10 – 17.

Love,

Bokoyoss

早咲きのくろゆり - kaduishii

We've improved our translation quality!

In celebration, the main game and all DLC are 50% off. We only offer this discount once a year, so if you’ve had this game in your wishlist, now’s the time to act! Sale lasts until the 31th!

―――What is Black Lily’s Tale?

The perfect fusion between Fukahire’s delicate, gorgeous illustrations, and unique gameplay mechanics that will reshape the way you approach your choices.

Pure but not naive, classic but not cliché.

A yuri game that will make you strive toward the best ending.

Experience their story and support a colorful cast of girls.

Catsploration - bemore

It's hard to believe this is finally done. Thank you so much for giving this a try!

WinMon - mutltsnhongoc
Major Demo Update is here.

Hey Player! We’ve just rolled out a big update for the Winmon Demo. Here’s what’s new:

New Features
  • Simplified Chinese and Russian languages are now available!

  • Autosave has been added. Your progress will now be saved automatically.

  • New Winmon: Scorblin! Meet our newest fiery friend!

  • The Sun Tool has been added, it helps you easily modify your game window.

Gameplay Improvements
  • Plantations can now be dragged while being Watered, Seeded, or Lighted.

  • Pig King now has an idle animation and looks more alive than ever.

  • You can now Hold to Self-Use Items and Lock Items to keep your favorites safe.

Bug Fixes
PirateGate - fablabgames
  • Add 720p
17時17分
HeavenX - happy happy sunshine jerry
In-Universe Software

Designing in-universe software for HeavenX has three core requirements: it needs to look like actual office software, it needs to look cool, and it still has to function as a usable video game UI. Hitting two of those criteria at a time is fairly easy. Hitting all three at once can pose some interesting creative challenges.

In this image, you are the baby!

Balancing Realism and Playability

When making simulated workplace productivity tools, if it looks too real it risks becoming unreadable or unfun. Real enterprise software is often actively hostile to the eye. Layouts are built for tasks more complex than the interactions in our game, and function is typically prioritized over aesthetics. If we mimic that too closely, we just replicate the friction in an environment that is supposed to be a game. On the other hand, if it looks too cool it breaks the fiction. This tension shows up everywhere -- especially when trying to make something intentionally bad without making it unusable.


Our UI inspiration comes from real world software! We used Microsoft Frontpage 2002 to make our company website: https://zhi.cn.com/

The Challenge of Imperfection

Real enterprise software is easy to mimic. What’s harder is resisting the urge to fix it. You can spend hours crafting the perfect layout, only to realize you accidentally made something a little too interesting. The trick is finding the exact line where realism still permits comprehension, and then stopping there. Once something starts to look good, it’s hard to stop. Clean spacing, tighter typography, more consistent color. All of these things improve legibility, but it also pushes the game visually out of its intended time period.

An in progress view of "Shout!", the in-universe equivalent to Slack or Teams.

We’ve settled on a working method that prioritizes authenticity at a glance, then usability in interaction. Modern UX, ancient UI. Subtract polish on purpose. Add back some blue-gray gradients. Fuck up the padding. Push toward bad decisions that feel accurate. Many interface elements are styled like legacy software (bevels, chunky layouts, toolbars) but behave more predictably once the player engages. Cursor states are exaggerated. Hover effects are tuned to feel chunky but not laggy. Drag and drop exists. It’s fake old software with certain modern affordances hidden underneath.

In the case of HeavenX the job isn't just about making it look good -- its about making it look bad in the right way.

XOXO
- Art Team
(its just one person its literally just me)

Manipulation - GreyClouds24

We’ve made a ton of changes and fixes to the game over the past week or so! And we’re confident there’s more bugs to find. If you’ve got time over the next few days we’d love your help. Play the game, fill out a survey, and get a free copy of the game! It’s our only way to compensate for your playtesting time. :)

Playtesting will officially close on 10/31 at 4pm (PT) Here’s a list of changes and fixes that were made. (Possible spoilers ahead):
- players could move at 10x speed after skipping the end of cutscene.
- players were unable to control other character's minds until dying at least once
- players would lose access to learned codenames after interacting with the doctor's door.
- added the ability to leave mind after viewing it without having to walk away.
- fixed 4 typos and removed an issue that would cause "else" from if/else statements to appear in dialogue
- players were unable to progress past the doctor's desk due to a dialogue bug during transition to the facility at night.
- when reading mind and selecting open dialogue, the game would not freeze properly and would allow you to move while inside dialogue ui
-** added a main menu button**
- game would freeze after restarting if you opened the pause menu and pressed enter after dying.
- allowed pause menu to show up in more scenes (press ESC) to pause any time
- made the kitchen doorway opaque (considering simply removing the wall)
- fixed various odd, ui/button mechanics
- added a close button to readable items (you can also just walk out of them any time)
- added a final 20s countdown as you near psychosis
- extended the amount of time you have in each mind, as well as the penalty as mind fortitude increases (to balance increased time)
- fixed some weird, spammy stuff going on with the 40min survey pop up
- overhauled portrait buttons! Hover over them to see the time remaining until psychosis. They’ll also scale up and shake and show time remaining every time your mental condition decreases.
- enhanced a few dialogues to give better hints regarding who might open up to who.
- talking to Linda as Avery will now trigger a different response so she doesn’t gossip about him to his face (fixed a few of these for different characters too)
- character portraits will hide temporarily when you see a characters thoughts and available actions
- psychotic break would continue going off through several different scenes when it wasn’t supposed to.
- fixed lots of typos
- updated collision on all objects for less snagging and awkward navigation overall
- fixed a couple of visual bugs causing assets to show over the character
- pause menu didn’t fully pause while in the mind control game
- update the door security system: door panels now say which character is needed to access, otherwise you just need the security level.
- fixed a handful of dialogue system bugs causing crashes or displaying parts of if else statements
- tracking of mind stability in and out of the server center is now stable and reliable (hopefully)
I think that’s all of it! Thanks again to everyone who found these. I know it was rough at times. You should be able to play through at least the first half of the game (I really hope) almost completely bug free. lol.

...

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