Kellan Graves: Fallen - Erak

This is the final update for the DEMO version!
We’ve improved stability, visuals, and enemy balance to prepare the game for the Early Access release on October 22.

A huge thank you to everyone who played the demo and shared feedback — your input helped us refine and enhance every part of the experience.

In the Early Access version, you’ll discover:

  • Multiple new locations expanding the world and atmosphere,

  • Improved performance and visual polish,

  • Enhanced AI and combat encounters,

  • New secrets, documents, and lore elements to uncover.

The DEMO chapter closes here, but the real mission begins soon.
See you on October 22 — and thank you for supporting the project! 🚀

Star Scum - toastie
v.0.80.0

Patch Summary

This patch adds adds a wormhole collapse to the singleplayer run that pushes the player forward, reworks the final boss and adjusts difficulty of event battles as well as some bug fixes and visual updates.

Overview

Wormhole Collapse

The first version of Star Scum's singleplayer mode featured an open-world map where you could freely go wherever you pleased at your own pace. Over the course of playtesting, the map was reduced more and more to limit lateral movement and direct players towards the goal. While the map ended up resembling the modern deckbuilder run tree in the end, I still wanted to give players a way to move around the map as freely as possible to create a sense of space and provide more opportunities to loot ships for new cards.

What ended up happening of course is that many players visited EVERY node on the map to maximize their chances of getting the best cards and each run would turn into a slog, taking hours to complete. So, to solve this problem, I decided to not reinvent the wheel and add the tried and true solution: a collapsing ring of difficulty that follows the player, pushing them ever forward.

Now, every time you move on the map, the wormhole collapses behind the player. Battles that take place beyond the edge of the collapse have tougher ships and a Wormhole Storm event card that is played every turn, dealing area damage to random tiles of both ships. These battles are still possible to win, but players take a big risk fighting in the collapsing storm.

The original system preventing you from going backwards (respawning tougher ships after visiting stations) has been removed and ships no longer respawn.

Final Boss Rework

The original final boss was the least playtested area of the game and was probably its weakest and most problematic part. Most players who ended up reaching it were frustrated by its mechanics and the way it nullified some aspects of the player's deck.

So, I decided to rework the final boss from the ground up. The new final boss still plays around with the player's deck, an aspect of the final battle that I wanted to keep, but this time I hope it's a more interesting and less frustrating mechanic. I'm sure that there is still some balancing to be done as other players interact with it, so let me know how it feels if you get to it!

Event Difficulty Changes

Previously, events that had a custom deck battles attached to it were randomly spread through the map without regard for the difficulty of the battle, which led to many run-ending event encounters. This change introduces scaling for the custom decks per sector, so the same event will pick from 3 different custom decks based on which sector it ends up generating in. There is still more balancing to do, but this should go a long way towards making these fights more manageable.

Detailed Change List

Gameplay
  • Added a Wormhole Collapse to the overworld map.

  • Added ability for events to define custom decks per section.

Cards, Ships and Balancing
  • Cards added: Wormhole Storm, Void Rift, Void Core

  • Added new faction type: Voidoid

  • Bioweapon Egg timer is now 3.

  • Reduced Portal Core timer to 7.

  • Updated custom decks for all events to scale difficulty per section.

Graphics and Audio
  • Improved overworld map visuals and added wormhole collapse effect.

  • Updated some card back designs.

  • Explosions now highlight their area damage tiles.

  • Increased core entity sprites slightly.

  • Updated some damage sound effects.

Bug Fixes
  • Fixed fires spawning on fire damage kills not preventing other units from moving and spawning on the same tile.

  • Fixed screenshake when damage is dealt to cores that are immune to that type of damage.

  • Fixed some typos in copy.

  • Fixed nodes not saving their sector and all bosses using sector 1 boss background and music after reload.

Fellowship - joel.rodriguez

Hello Fellows!

Our servers have been struggling with Matchmaking, Chat and Friends List issues this evening. The team is investigating the issue and solving things as we go. We believe it should be more stable now and we're closely monitoring the situation.

Thank you again for your patience!

Cheers,

Chief Rebel

Cooking Live - Italian Kitchen Simulator - Victoria S.
Jane has been invited to showcase her incredible cooking skills on the TV show "Cooking Strike"! To prove she’s ready, she must complete five levels in a row.

As you progress through the challenge, the TV crew will upgrade your kitchen with professional equipment.

Be careful—failing a level resets your progress, and you'll have to start from the beginning. But don’t worry, you can try as many times as you like! The show is covering all the food costs, so your supplies remain untouched.

Complete all five levels to earn a major reward, including booster parts, Coins, Rubies, and blog points!

If you don’t finish before the event ends, no problem—you won’t lose anything, and another TV opportunity will come soon!
11:53am
Unfriendly Friend - betetiro

Hey, friends!

I am here with some great news.

First of all, we will have Spanish localization!!!

The amazing translator facuseghezzo will help us bring the game to both European Spanish and LATAM Spanish. We are really thankful for his help. The Store page and even this announcement were already translated with his assistance.

I am also glad that our team is growing. We now have a musician working with us who is composing the game’s soundtrack. He is very talented, and you may have already heard some of his songs in the demo. Please check out and support his YouTube channel, it really means a lot!


Now about the release date. It has changed.
It has been difficult for us to work consistently because of health issues, so we will need more time to deliver the best possible experience.

We want the game to feel right for you, so we gathered playtesters to help us polish it. The game has been split into two parts, and soon our playtesters will get access to Part 1 to share their feedback on what works and what does not.

Part 1 will take around 3–5 hours to complete, depending on how you play.

We are currently full on playtesters for Part 1, but if you would like to help test the full game later, join our Discord and stay tuned for the next announcement: https://discord.gg/QSEMYZTU28

We are now aiming for a late winter release, given all the work that is still ahead. Sorry for any earlier confusion about the date. If we end up needing more time, we will post another announcement. I hope you understand.

In the meantime, here are a few sneak-peek screenshots from development. Thank you all for your patience and support!ːsteamhappyː

Adrenaline Rampage - HollyMolly

After months of battles, community feedback, and polishing, Adrenaline Rampage has fully released on Steam. The game has grown, evolved, and become bigger, faster, and more intense than ever. Expect new challenges, refined systems, and plenty of surprises waiting for you in the full version.

What’s new in the full release:

- Locations: the Laboratory has been reworked with new details and atmosphereand; new location "Greenhouse" added.

- Gameplay balance & fixes: smoother combat flow, adjusted enemy spawns and damage, fixes to weapons and abilities.

- Campaign updates: a proper ending after the final boss and improved progression flow.

- Visual & audio upgrades: improved effects, updated models, refined UI/UX, and brand-new music.

- Optimization & polish: better performance, cleaner navigation, and dozens of quality-of-life improvements.

- Localization & immersion: updated translations, new names for enemies, and more consistent in-game terminology.

A word from the team

Hey everyone,

We’ve been working on Adrenaline Rampage for over four years now, and wow - what a ride it’s been. There were plenty of bumps along the way, but with your feedback and support we kept pushing forward, fixing things, and making the game better step by step.

That’s why today feels so huge for us. This is our first independent release, and honestly, we’re both proud and a little nervous to finally share it with you. We couldn’t have done it without the Early Access community - you kept us motivated and gave us the energy to keep going. ❤️

From the bottom of our hearts: thank you. Now let’s go raise some chaos together!

Sincerely,

The Midhard Games Team

Weeks Till Winter Playtest - r_childress
- controller input cam rotation reset (right thumbstick)
Leenie Boog - AB Developer
Hey! 👋🦊
Sorry for not posting updates for a while... I got sick :(
But I wanted to share a small video for #ScreenshotSaturday

I’m working on an interesting level featuring some gravity anomalies 👀
And by the way, here’s the link to the game:

https://store.steampowered.com/app/3051030/LEENIES_TALE/

Stone Simulator – Just Be a Rock - STFGames

Hello again — it’s me, your stone ːstone_simulator_heartː

While the developers are preparing the co-op mode so I won’t be lonely anymore,
they’ve given me something new to do — collecting memories.

I’m still lying in the same place.
The wind still sings through the grass, and the sun still warms my surface.
But now there’s something new in the air — the scent of collections.

As you play, I begin to dream ːstone_simulator_boulderː

Simple dreams, like life itself: spring meadows, summer skies, autumn winds, and winter silence. Each dream is a card you can discover. Spring Vibes. Summer Vibes. Autumn Vibes. Winter Vibes.
And, of course, my odd forest companion — Weirdo Friend.
He appears whenever reality becomes a little too serious.

And I’ve started to… grow ːstone_simulator_fingerː

Well, not me exactly — my levels on Steam have. If you collect all five cards and craft them into a set, my essence grows stronger, and your collection gains a new level. Pebble, Boulder, Ancient Stone, Crystal Core, Magma Heart…
And if you’re lucky, you’ll reach the final state — Eternal Monolith.

Each level-up may reward you with one of three rare profile backgrounds
or an emoticon — a small but living fragment of my mood.

The world keeps changing, but I remain.
I lie still and listen as everything around me awakens,
as you gather my fragments and turn them into a story.

Varthos - Heir to the Throne - Meister A.

The patch today includes the German translation and several Quality of Life changes. Furthermore, we have all remaining translations prepared for testing. Please help us by signing up for the playtest on the Varthos Steam Store Page to test your favorite language starting tomorrow (19th of October). With your help and input, we can hopefully improve the translation quality before it goes out to the public and release the remaining translations as soon as possible. CHANGES, ADDITIONS AND BUGFIXES

  • 4K resolution option added to screen resolutions,

  • Increased font size for skill tooltip descriptions,

  • To improve readability, the displayed damage numbers are now truncated to avoid decimals (internally they remain floats and are handled as such for calculations),

  • "Cast Fireball" skill can now be executed while running,

  • The "Arrow Barrage" skill now also allows rotation of your character,

  • Pest Crow animations have been polished,

  • Reworked Bloodseeker Hyena textures to reduce excessive shininess,

  • Added first translation set: German. If you find any issues, please provide a screenshot along with a suggestion. This makes it significantly easier for us to find the correct text to change.,

Imagine the word 'left'... it can mean the direction but also how much remains, so we need the context, hence the screenshot. Also, if possible, change the language setting to the English original to see if the translation might be completely out of place. Ideally share your findings on our Discord. We are working hard on releasing more translations in the upcoming days!

...

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