Truck City - MKL

Truck City v0.46 has just been released. This is the change log:

- Feature: added a few icons to Alt mode (WIP)

- Improvement: dependency graph (F1, view all) has been made a bit more legible

- Improvement: when a blueprint is imported, it is automatically selected for edition

- Improvement: WASD movement feels better, especially when combined with other scroll modes (border, middle mouse button, gestures)

- Improvement: minor SFX improvements

- Improvement: when blueprints are deleted until no blueprints exist in the library, the video tutorial is shown on how to add blueprints. Inversely, when a blueprint is imported the video tutorial is hidden.

- Improvement: minor improvements in songs

- Bugfix: price for blueprints was sometimes incorrectly calculated when partially force-building; fixed

- Bugfix: complete log may not correctly scroll to the bottom; fixed

- Bugfix: log may become invisible after switching from complete log to most recent; fixed

- Bugfix: trucks save the list of allowed cargo when the game is saved

- Improvement: truck allowed cargo list is alphabetically sorted now

- Bugfix: added protection against very rare bug related to SFX handling that may occur when reloading a game

- Bugfix: corrected windows handling issue that may cause a window to behave incorrectly

- Bugfix: corrected victory condition check where progress was not correctly calculated

 

 

Changelog for features not included in the demo:

- Feature: Steam achievements implemented

- Feature: New mission mode maps added

- Feature: Map editor: objective editor added

- Bugfix: Map editor: interface was glitchy, fixed

Voyagers of Nera - TH Cheery

🌊 Ahoy Voyagers! 🌊

We are now just over a month away from our initial launch, and we’re here with our first major update!

This update is focused on trying to address as much of the feedback from our launch as we possibly can. Thank you so much for all of your reviews, forum posts, Discord messages, Reddit posts, survey responses, and more! Your feedback has been instrumental in shaping our plans for the rest of the year, and we are excited to continue building the game with you.

As a reminder, we have another patch coming in December that will be more focused on content and expanding the game while still focusing on the areas you’ve told us you want to see most - so look forward to more updates that give you even more things to do!

🎮 Improved Controller Support

We have greatly improved our native Controller Support, including updated controller mappings, controller glyphs displaying in game, and improved game feel for controller mechanics. We are still fixing some bugs with controller support, but we hope this will be a big improvement for players! Currently this only supports XBox-style controllers.

  • Gameplay actions are now supported by controller

  • Game Inputs now display controller glyphs when playing on controller for game actions

  • Controller will work natively without the use of Steam Input

  • Virtual Cursor is now available when navigating menus

  • New Boat: Solo Scouter

    • Features a single station control for speed and steering, 8 storage slots, and faster speed / maneuverability in a small package!

  • Sailing Controls HUD

    • Sailing controls are now displayed on screen for better onboarding

    • Controls can be hidden by using the ‘F’ key

🎒Inventory Improvements

  • Craft from Storage moved earlier into Progression

    • Based off of your feedback, we have moved Crafting from Storage significantly further up in the knowledge tree. Now the first real chest that is unlocked has Craft from Storage capabilities!

  • Named Storages

    • Now you are able to name your storages!

  • Store Like Items from outside of the chest

    • Use the hotkey F while focused on the chest to Store Like Items without opening the inventory

    • The hotkey also works within the inventory too!

  • Sort Inventory

    • A place for everything, and everything in its place. You are now able to sort your inventory!

🛖Building Improvements

  • Resources now no longer respawn underneath buildings or props

  • Square frames can now snap to other square frames

  • New flat roof options so help linked rooms look better together

  • Changed camera-culling for grass so when looking up to build the grass does not occlude the camera

🏄Skimmer Improvements

Y’all love the skimmer and we do too! Hopefully these changes will help you skim your hearts out 🙂

  • Food, Bandages and Potions can now be used while on the Skimmer

  • Skimmer now has both higher base speed and acceleration

  • Skimmer sprint stamina is now equal to land sprint

  • Ocean Form now has no sprint costs

⚖️Encumbrance / Item Weight Improvements

Item Weight Reductions

  • Sharpstone weight reduced from 12 → 8 per item

  • Tidemetal and Amberite Ore weight reduced from 12 → 10 per item

  • Tidemetal Ingot weight reduced from 18 → 15

  • Ancient Fragments weight reduced from 20 → 10

  • Stalker Head weight reduced from 100 → 50

  • Snapper Head weight reduced from 50 → 25

  • There is now a server toggle to Disable Encumbrance

🧩Ruins Improvements

We received a lot of feedback about the variety within the Ruins. We’ve always wanted to add more types of encounters, and have more challenging and interesting variety within the fights as well. We hope to keep expanding this in the future, but hopefully at least this puzzle encounter will add some much needed variety!

  • New Encounter Type: Puzzle

    • We now have a new Encounter type, Puzzle, to offer a new type of challenge in place of only combat

  • Each Biome now has 1 combat challenge, 1 traversal challenge and 1 puzzle challenge

  • Construct now attacks and moves faster, and has more variation on when it will do its ranged or melee attacks

⚔️Combat Improvements

We wanted to add a bit more variation and inputs into the combat system, especially for non-shield players who currently have no access to stuns. Additionally, we wanted to address feedback about animation lock-outs and hit impacts, and make the playspace more even between Bows, Spears and Swords so that they can all feel like viable weapon choices.

  • Stagger Mechanic

    • Enemies now have a stagger bar and stagger defense

    • Attacking or parrying with any weapon applies stagger

    • When the enemies stagger bar is filled, they are stunned

    • Stunned enemies take increase damage

  • Combat Responsiveness Improvements

    • Enhanced VFX / SFX when hitting enemies

    • Reduced over-zealous knockback on enemies when being hit by Spear in multiplayer games

    • Reduced animation lockout times between attacks, and transitioning from attacking to movement

    • Maintain more forward momentum when transitioning from moving to attacking

  • More combat options

    • The sword can now be used underwater

🗒️Dedicated Server Improvements

⚠️ There are some changes in this patch that require port 7778 to be port-forwarded in the modem settings. If you are self-hosting a Dedicated Server, please ensure you have this port forwarded. If you are renting a server, this should not be a concern. ⚠️

  • Server browser now shows more servers at once. No need to continually refresh to find your server!

  • Direct Connect improvements:

    • Better error messaging when failing to join a server.

    • Uses actual IP resolution— now you can get around NAT hairpinning and other network issues.

  • Invite Codes now work more consistently for Dedicated Servers.

🤝Accessibility Improvements and New Settings

We have added new accessibility options based off of community feedback! We want to continue adding more over time, so hopefully these are the first of many

  • Toggle Screen Shake

  • Toggle Sprint

  • FOV settings (available under Advanced Display settings)

  • Toggle Camera Easing

  • Toggle Mouse Smoothing

  • Invert Boat Steering / Sail Controls

  • Camera / ADS Sensitivity

  • Joueurs français, réjouissez-vous! Hotbar is now remappable, and the boat now follows the movement mapping, so it will be remapped as well!

💃 Express Yourself - New Emotes!

We have a new set of emotes available! Hopefully this will give some fun options to express yourself and interact with others.

That's all! We hope you all enjoy these updates and continue to support us through to our next big update to our Spirit Companions in December.

Have fun!

- Treehouse Team

❤️‍🩹Quality of Life / Balance

Type

Description

QoL

Add 'light torch' contextual inputs to HUD

QoL

Resource tooltip pass to include more info for where to find resource locations

QoL

Improve empty areas of the Embrace and fix minor Biome issues

QoL

Add sound cue to quick store like items in chest

QoL

Update the constructable tiles in build menu to use "new dot" instead of text

Balance

Add more clay resources across the Reef

Balance

Adjust resource and loot drop rates and respawn timers for Embrace and Reef

Balance

Re-balance XP pacing for the Embrace and Reef

🐛Bug Fixes

Type

Description

Bug

Fixed an issue where selected servers became deselected when searching in the server browser.

Bug

Added missing Clay Wall variations for connector pieces.

Bug

Shaped Frames built as a second story now properly refund materials when deleted.

Bug

Fixed Imbued Elderbark Chests having flipped stats.

Bug

Fixed a floating coral plant underwater near the lighthouse.

Bug

Adjusted “Shaped Wood Platform - Small” placement so the player no longer clips through it.

Bug

Fixed issue preventing players from exiting the Spirit Anchor radius after placing it.

Bug

Fixed issue where single player games did not show the proper number of players who were allowed when setting it up in the UI.

Bug

Corrected collectible counts for Embrace and Reef Monoliths in the Collectibles widget.

Bug

Fixed misaligned wooden structure north of the Ancient’s Gasp in the Reef.

Bug

Updated Sail tooltip to match custom keybinds and use consistent formatting.

Bug

Removed unintended web decals from Hunter Chanter’s weapon.

Bug

Fixed Hunter’s Necklace not increasing critical chance.

Bug

Added missing textures to bulb kelp bases.

Bug

Fixed missing collisions on porous rocks in the Reef.

Bug

Removed unintended decals from Hunter Chanters.

Bug

Fixed Boat Repair tooltip displaying as “unknown.”

Bug

Fixed Corruption and Cold vignette effects remaining on screen after expiring.

Bug

Fixed softlock where opening the map at the right time during death prevented respawn.

Bug

Anti-aliasing settings now properly switch between methods.

Bug

Fixed poison arrows damaging Constructs without triggering the trial.

Bug

Fixed stuck spot in “The Scar” ruin in the Embrace.

Bug

Prevented players from getting stuck on top of Coralwood trees.

Bug

Fixed gap when placing Clay Walls into wood frames.

Bug

Fixed Spire encounter not completing even after all egg sacs were destroyed.

Bug

Fixed stuck spot east of the Heartroot in the Greatwood.

Bug

Fixed crash caused by the Revive Widget.

Bug

Entering an incorrect Dedicated Server Password no longer forces the game to close.

Bug

Fixed issue preventing deletion of certain buildables after removing connector pieces.

Bug

Fixed player characters appearing bald after toggling helmet display.

Bug

Fixed “Cook meals at the campfire” quest failing to complete if player leaves mid-progress.

Bug

Fixed Abyssal Spire quest waypoint not cleaning up after completion.

Bug

Fixed Mana Flare cast animation requiring two activations before use.

Bug

Fixed T1 Boats not using outriggers for collision.

Bug

Player map markers can now be removed properly on Dedicated Servers.

Bug

Fixed Hobbs not playing spawn-in animations correctly.

Bug

Fixed misaligned VFX on the Abyssal Spire.

Bug

Fixed missing materials in a lake in the South Greatwood.

Bug

Fixed dedicated server issue where map markers couldn’t be removed by the same player after rejoining.

Bug

Fixed Elder Spirit interaction prompt showing the wrong input.

Bug

Fixed duplicate client position markers appearing after rejoining.

Bug

Fixed map marker duplication issue that could prevent players from posting new markers.

Shards of Order - a.zasadny

Hello everyone (❁´◡`❁)

New week, new updates. Demo is now a thing of the past, code is nice and cleaned up, and now, we’re back in business putting out features like there’s no tomorrow. This week we’ve got some actual content to talk about. Starting with:

Le~ crit

So, we decided that we wanna give the players some occasional and sudden surges of dopamine, as well as add a chance to get out of some tough situations, you should’ve never gotten yourself into with pure luck. Therefore we decided that the best way to do that will be adding critical strikes. Some pieces of equipment will have a base crit chance, that will be upgradable via character skill nodes, and special cards. This will exist not only as an additional thing you can do, but also a way you can build your entire deck around. This should give some of you gambling enjoyers a chance (pun intended) to find their playstyle. 

We’re looking for ways to make the crit look extra JUICY by implementing various things, like custom animations, exclusive vfx, time stop and different damage number. Here’s an example result of how that's going:

No Crit: Crit:

We’re really looking forward to what builds we’ll be able to cook up with this feature, share your thoughts with us!

Burning Cards

Some of the enemies in the new dungeon will be able to set our characters ablaze, this will cause the characters actions to cost them health. This also causes the cards to appear “on fire” while on players hand, here’s how that looks:

Its straight fire🔥🔥🔥, The vfx under the character is subject to change, but we’re very happy with how the effect looks on the cards.

This and other mechanics should add a breath of fresh air to the overall experience of the new dungeon.

New analytics

So, after our last analytics post, we went and analysed some more data from our demo playtest (some of the people on our team are real data freaks). Here’s the things they compiled for us to enjoy.

The First Shrike Fight
The first Shrike battle was attempted 3771 times, and 3153 of those attempts were successful, the rest of them either lost (232) or rage quit the game (386). This is kinda surprising to us, we’re gonna have to make the objective of the battle more clear to try to make sure that no player misses our intention with it.

Legionnaire Fight

538 of all players decided to take on the Legionnaire with only soldier in their team, only 1 person managed to win the fight, though we have no idea how he did it. What an absolute madlad.

The Final Shrike Fight
Out of 1902 people that ran the Shrike fight, 271 of them lost, causing them to start over, 31 of them ragequit, and never finished the fight :(.

Most popular character upgrades

Here’s who upgrades most people chose on each of the characters while leveling up:


Soldier:

  • Judge Card

  • Executioner Upgrade

  • Shielder

  • Impact

  • Overhead Slam

Seems that people liked to play the Soldier a bit more defensively, a fair choice, BUT RAGE, WE NEED MORE ANGER! 

Scholar:

  • WoundCurse Upgrade

  • Drawer

  • Fireball

  • Heal

  • Weakening

Fireball wasn't very popular, but it was the strongest card in the game, it could deal some massive, massive damage. Playing the mage as a support and deck manager is also a really good way to play.

Exile:

  • Barrage Upgrade

  • Expose

  • Healing Rain

  • Load Upgrade

  • Sharpened Arrows

We like to see that, people choosing to upgrade barrage means they understood the value in reloading and topping up your quiver. 

New skill tree visuals

We thought that the skill tree UI looked a little outdated so we gave it some attention and refreshed it:

The Black Wing Legion
We’ve also decided to give you a sneak peak into the visuals of a new enemy faction, The black wing legion:

Wrap upAnother challenging week of work ahead of us, await new updates, follow us on our socials and stay safe. Until then, we’ll see you next week. 

Cheers,
Fardust team

PS.: The next update will be posted on Tuesday (11.11.2025), due to holidays 🙇‍♂️ 

Q&A form:

https://forms.gle/RjVhs3oSfyjRQtrH9[/url][/p][p]Catch us on our socials:[/p][p][u][url="https://www.tiktok.com/@shardsoforder"]TikTok[/url][/u] (yes we have a TikTok now)[/p][p][u][url="https://bsky.app/profile/shardsoforder.bsky.social"]Blue Sky[/url][/u][/p][p][u][url="https://discord.com/invite/X6WNQUUJnx"]Discord[/url][/u][/p][p][url="https://x.com"]x.com[/url][/p][p][/p][p] [/p

Catch us on our socials:

TikTok (yes we have a TikTok now)

Blue Sky

Discord

https://x.com

Dying Light: The Beast - pelikn_techland

Call of the Beast Week 3 is here, and with it comes a brand-new contest! From now until the end of Week 5, show off your best moments on X as you work toward completing the challenge goals.

Post your coolest clips or edits on X with the #CallOfTheBeast hashtag to enter.

So get out there, participate in the community challenge and capture your run-ins with zombies for a chance to win awesome prizes.

Rules available here

https://store.steampowered.com/app/3008130/Dying_Light_The_Beast/

The Majestic - David_S46

After a long stretch of work, The Majestic is back with major updates across nearly every part of development.

In this devlog, I share new progress on the story, voice acting, and worldbuilding. I discuss some of the systems and tools I’ve been using in Unreal Engine 5 to bring everything to life. I also cover the updated production roadmap, localization plans, and performance goals.

This is my biggest devlog yet and a major step toward release. Thanks to everyone following the journey. Your support, wishlists, and follows truly help keep the project moving forward.

X: https://twitter.com/AtStudio46

YouTube: https://www.youtube.com/@Studio46Games

Web: https://www.studio46.org/majestic

Discord: https://discord.gg/djTQsZn

Wishlist Here:https://store.steampowered.com/app/1897770/The_Majestic/

Horticular: Build a Garden, Attract Wildlife - Tactical_Lich
Hi Keepers!

Winter is fast-approaching – are you ready for the cold? One thing I’d recommend for everyone is to stay indoors and enjoy some pixelated gardening of Horticular. You can even enjoy the sight of snowfall early with Frozen Frontier in the warmth of your own home!

Here’s a picture of Dan from Slug Disco's marketing team playing Horticular in cozy blankets and the company of a good boy.

Ignore the blur, though. Definitely not something you should pay attention to. And no, I can’t talk about it, yet. 😳

Mod Stream

Recently I’ve been checking out more mods on stream, and I've been really enjoying Tiny Magic by the amazing Anubscorpiak.

https://www.youtube.com/watch?v=GdCidQpk1mk

This fantasy and RPG-themed mod has a wide variety of colorful biomes, ranging from the spooky graveyard to the whimsical candy land. There are tons of unique items, animals and tiles to experiment with, and you should try it out too!

Thanks for checking in on our October community update. More news about Horticular will be coming soon so make sure to to follow us on our socials!

Discord X/Twitter YouTube TikTok

Bail Force: Cyberpunk Bounty Hunters - seblaccsoft

We are excited that we are selected to participate in Metroidvania Fusion Festival in 3-11th November. A celebration of exploration, platforming, and progression, we are selected as one of the 170+ titles!

Jump into the free demo today and start your bounty-hunting run!

Check out our title here and other awesome titles from other developers on the event page:

https://store.steampowered.com/curator/41046058/sale/MetroidvaniaFusion

WISHLIST OUR GAME AND OTHER AWESOME TITLES! HAVE FUN!

Distressed - pixelstashllc
Fixed an issue with Books not spawning
Expedition to Madness - terrotide42

Hey Explorers! We’ve just pushed v0.2.26 to Steam. Content creators and testers are hammering on it right now, and these features will land in the November 6 demo build.


Challenges & Difficulty Multiplier

Universe UV01 is fully replayable in the demo, now with selectable challenge layers. Pick your colour and stack the pressure, earn more for risking more:

WHITE – Baseline expedition

YELLOW – Extra hazards & micro-events

RED – Hostile twists, harsher penalties

MAGENTA – “Good luck, explorer.” Biggest rewards

You will unlock the new difficulties according to your Rank and Experience.


HELP & GUIDE Monitors

You’ll now find red-lettered HELP & GUIDE screens around the main HUB and at the Hexeract. They contain the full How to Play manual plus fresh lore notes.


Energyros Pulse + Persistent Highlights

T.O.D.D. is great, but sometimes you need more. Use your Pulse Energyros to ping and highlight all nearby energy-infused objects for easy identification. Once detected, they’ll stay visible in your TACTICAL VISOR so you can come back later. This also applies to Collectibles.


QoL: Hexeract AR Hints

Enable your TACTICAL VISOR in the Hexeract and you'll now see augmented-reality descriptions and hints to guide your next steps. The VISOR is core to gameplay, use it often to uncover evidence and extra context about what you find.


What’s Next

3 days to go and we’re still polishing more quality-of-life tweaks and surprises to make this the expedition of our lives.


How You Can Help

Wishlist & Follow to get the demo the second it drops.

Join the discussion on Discord: https://discord.gg/at9w8U6Mr6

Version: 0.2.26 → Demo release build goes live on Nov 6.

General War Memories - jtggame
During this event, your in-game purchases will become even more enjoyable. The event is limited in time, don't miss your chance to get additional rewards.




*Now we will launch (in the game) an event of 4-5 days, each time before the date specified in the description.


Monthly Bonus


Best regards, JTGGame Team!
...

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