Hyperspace Deck Command - sleeper_games

1.0.012 (Launch)

-Improved projector type tech card animations.

-Status icon for intercept mines now animates if they got lethal.

-Fixed a problem with Mass Produced commander unlock condition (sorry).

-Fixed problems with redraw counter modifying effects.

-Fixed Automated Mining Hive sometimes overwriting location SRM drop count.

-Fixed mercenaries no longer showing their deploy cost after retreating.

-Fixed megaship range limit getting disabled by hacking.

-Fixed some problems with how status on hand card resolves.

-Fixed boss phase transition not correctly delaying some other turn progression aspects.

-Fixed some fleet upgrades getting added to loot pool despite still being locked.

-Fixed some effects not resetting correctly on dongle remove.

-Fixed some bad unlock conditions in data cloud.

-Fixed some support affects displaying bad text during inspect.

-Fixed Evolve not being modified by effect power.

-Fixed victory turn not counting towards turn end unlocks.

-Other small fixes.

-Fixed some typos.

The Farmer Was Replaced - Timon
  • A bug that prevented the full number of items from being accounted for in the "Big Bone Farmer" and "Big Maze Farmer" achievements has been fixed.

  • The cactus single leaderboard has been fixed to use the 8x8 size instead of the full farm size.

  • Fixed the Russian не that was in the Portuguese translation for some reason.

  • Fixed a few other small documentation issues.

  • Fixed the issue where the infinite loop achievement would not trigger if the while condition was in brackets.

  • Fixed the cause of one common crash that people were getting.

  • Fixed problems with negative or too large leaderboard speedups.

  • Dead pumpkins now disappear when harvested. There is still no reason to harvest them, but if you do, they will disappear.

  • num_unlocked now also works on hats.

City Defense Z - ba2

Dear Defenders,

We've gone through all the feedback you've given us since the release of Road Map Part 2.

After the release of Road Map Part 2, we released many hotfixes in a short time, taking into account the feedback from you.

We'd really like to thank everyone who played and provided feedback. City Defence Z is getting better and better with your input.

Changes & Fixes

Early-Game Economy Rebalanced

Resources were depleting too quickly during early waves, making it hard to build up defenses.

The starting economy has been adjusted and the growth curve is now more linear, allowing players to establish stable defenses without bottlenecks.

Laboratory Production Increased

Laboratory buildings now generate more Research Points.

Early-game players can progress more consistently, and production efficiency now scales more evenly with building level.

Permanent Upgrade Tree Adjusted

Research Point costs for unlocking permanent upgrades have been reduced.

This allows faster early-game progression and helps players reach strategic diversity sooner.

UI and Visual Improvements

Minor UI adjustments have been made.

Booster visuals have been clarified and are now easier to identify.

Several small alignment and readability issues have also been resolved.

Soldier Transport Bug Fixed

A positioning bug occurred when moving multiple soldiers by quickly dragging across the map.

This issue has been fixed. All selected units now relocate accurately within the defined area.

Font and Language Support Fixed

An issue that caused certain characters to render incorrectly in some languages has been resolved.

All supported languages now display text correctly and consistently.

Achievement System Fixes

Some achievements were not triggering even when their conditions were met.

Trigger conditions were redefined, and the system now synchronizes properly with in-game statistics.

Trade Panel Fix

A bug has been fixed where the Trade Panel would not reopen after all cards were purchased.

Controller Auto Switch

The game now automatically switches between controller and keyboard/mouse input when detected, ensuring a seamless transition without manual toggling.

Zombies Through Walls

Fixed an issue where zombies could occasionally pass through walls under certain conditions.

This hotfix strengthens City Defense Z’s early-game balance and improves overall stability and user experience.
Werner Waffenwerke: Arms Tycoon - Stobi Games
-Further improvement of memory logic
-Minor bugs fixed
Eyes of Hellfire - Demyeria

Hey Early Access players - did you see our spooky news last week? TL;DR: We have a thrilling new update coming THIS HALLOWEEN called the Shifting Lodge Update. But if you do want to read the teaser in full (which we recommend), you can here.

A reminder about this mega update: because we've switched things up quite significantly and there are many changes in-game, your current game save states will not be compatible with the new version.

So if you want to play the game as is for all those memories of tripping Patrick and relish in what certain things used to look like, get your games in soon because once we update… well… you’ll see!

We’ve been thinking about all sorts of things, and being a small team in Ireland, we have different levels of priority and so our focus right now is fine-tuning our upcoming big drop. We're EXCITED and we hope you are too.

By the way, here’s a reminder of who’s who on our core team at Gambrinous!
  • Colm Larkin - Game Director

  • Fred Mangan - Art Director

  • Owen Canavan - Lead Programmer

  • Andrew Hynes - Senior Programmer

  • Angelo Nikolaou - Lead Game Designer

  • Len Cunningham - Lead Writer and Narrative Designer

  • Gary Keane - Composer and Sound Designer

  • Mario Sena - 3D Artist and Animator

  • And me, (Úna-Minh Kavanagh), Lead Producer!

What are you most looking forward to in our new update? Let us know!

Here are some nice things you’ve been saying:

“Very cool game, the gameplay is super fun. The friend's pass is a real plus for the value/price ratio. For now, there is just 1 level, but more is coming! I was already a fan of Guild of Dungeoneering, through which I discover this game. Eyes of Hellfire is completely different but the quality remains very high.”

“Super fun game and excited for more content. This spooky game comes in with fresh ideas, cool puzzles, and increasing danger as time goes on. Plus, a lil bit of sabotage never hurt anyone... too badly. Probably.”

We’ve gotten all sorts of great feedback from players, and we always have them on our topics of discussion. We also do appreciate all the random and very specific lore you've been coming up about Patrick by the way hehe.

Thanks again for all the support! It’s much easier for us to work with you to track bugs through our Discord, rather than the Steam discussion page, because you can send us player logs and other vital information that way. We're here to help!

One last thing:

If you would consider giving us a positive review for our Early Access game, we'd love that too! We're working hard and it means a lot to us to hear what you love and helps us to keep going.

Onwards and upwards.

~ Úna-Minh

GIANT ROBOT GAME Playtest - Democracy Enjoyer
  • Disables self-destruct in tutorial (the tutorial scripting isn't ready for it)
  • Implement trading of both subsystems and resources (completely unbalanced right now, but at least somewhat functional)
  • Remove trader points from the meta map (since you can now trade everywhere)
  • Add `loadout motherlode` dev cheat (awards salvage)
Killing Dead Playtest - Navhkrin
  • Added option for calibrating amount of screen shake

  • Fixed a bug where Sniper Turret was not rotating towards its target

  • Added cooldown icons for buffs/debuffs

  • Improved animation logic slightly

  • All gun damage dealt from shots fired while in ADS mode will now be treated as headshot, and regular shot otherwise.

  • Added "refill all equipped" button to shop to make it easy to refill equipment

  • New random spawn item - gold statue -> Grants 1000 $ when player moves over it

Penny for Your Potion - tzdeVII

Hey alchemist!

Thank you for playing Penny for Your Potion Demo! We're updating Penny for Your Potion Demo to v1.0.1, which includes a host of major updates to the gameplay, balance and quality of life, as well as bug fixes 🌻 Read more below!

Updates
Gameplay Updates
  • The day no longer ends automatically at 23:59; you must now manually end the day by clicking the bed.

  • Customers are now automatically accepted when you talk to them. You can still decline them manually. Talking to a customer now grants 60 extra seconds to serve them.

  • Customer visits are now spaced out, giving players more downtime between interactions.

  • Stirring potions is now significantly easier and provides a smoother player experience.

  • The potion table now only completes potions when the recipe is fully valid, rather than after any stirring is completed.

  • You can now either plant seeds you already own or buy new ones to plant.

  • The player now stops moving when opening the building panel. (Previously, the panel couldn’t be opened while walking.)

  • Save files now create a backup in case something goes wrong.

  • Added load/save functionality to the main menu with multiple save slots.


Content & Feature Additions
  • Added 15 new potion requests.

  • Added a loading screen.

  • Added a settings menu to the main menu.

  • Added demo version text to the main menu.

  • Added control instructions to the building menu.


Visual & Interface Improvements
  • Progression panel icons now display with light yellow borders when achieved (previously all borders were yellow).

  • Improved tutorial UI highlighting.

  • Updated various UI elements for clarity and consistency.

  • The tutorial now appears at the potion table when you first interact with it.

  • The building grid is now hidden when not in building mode.

  • Crop plot tooltips now appear above the plant instead of below it.

  • Updated main menu lighting and post-processing.

  • Disabled the FPS counter text in the top-right corner.


Balance & Optimization
  • Adjusted potion difficulty balance — adding ingredients now slightly reduces brewing difficulty.

  • Increased the sell value and score gain for Poison potions.

  • Decreased starting reputation from 10 to 0.

  • Increased starting money from 25 to 30.

  • Villagers can no longer move inside the Market or Adventurers’ Guild.

  • Optimized performance for low-end PCs.

  • Renamed various in-game objects for consistency.

Bug Fixes
  • Fixed an issue where clicking the bed could sometimes softlock the game.

  • Fixed an issue where the tutorial would not appear for some players.

  • Fixed a save issue preventing some players from loading their most recent save.

  • Fixed an issue where the final tutorial section would not trigger when ending the day.

  • Fixed an issue where potion stirring didn’t work correctly near the cauldron’s edges.

Discord

As usual, join our Discord link below if you'd like to give feedbacks and suggestions, chat with us, or anything else!

https://discord.gg/xn8E5B7gMb

Wishlist to be notified on launch!

https://store.steampowered.com/app/4037870/Penny_for_Your_Potion_Demo/

Last Minute Studios

https://lastminutestudios7@gmail.com

THE CUBE, SAVE US - XLGAMES

🧊 Survive the wrath of the Cube!

We would like to inform you that a temporary maintenance is scheduled to ensure stable game service.

We apologize for any inconvenience this may cause and ask that you refer to the details below.

▶ Maintenance Schedule

- 10/14 18:00 ~ 19:00 PDT

- 10/15 10:00 ~ 11:00 KST

▶ Maintenance Details

- server stabilization

※ Notes

- During the maintenance period, game access will be unavailable.

- To ensure data saving, we advise you top please close the game before maintenance begins.

- The details above may change depending on internal circumstances, and any updates will be announced through this notice.

We will continue to do our best to provide a more stable and enjoyable gaming experience.

Thank you,

The Cube, Save Us Development Team

Dragon survival - acelim3d

Dragon Survival Demo play

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