Galdia - Soko
New Content:

Level 7 now available - explore new challenges and adventures!
New monsters added to enhance gameplay variety

Improvements:

Complete visual overhaul of wands and all magical items
Updated graphics bring a fresh look to your magical arsenal

Bug Fixes:

Fixed issue with beds not functioning properly

Enjoy the latest update and happy adventuring!
Predecessor - Steggs

Renna's Hero Overview is here!

Find out how the Crimson Witch of the Rift will shake up the battlefield when she arrives in update v1.7, July 22! 👇

9:46am
Chimera CUSTOM XG - Kole

Two weeks ago we launched Genome Breach inside Chimera C.U.S.T.O.M. XG and nothing has been the same since. The rogue-lite experience was a horde mode born out of a ‘what if’ scenario and within three months it was a polished gameplay loop to entertain players as we finished the rest of the game. There was so much more to be done and we knew playing the same two story levels wasn’t satisfying.

With this new mode we found it faster and easier to fix bugs, to iterate new ideas, and overall it was way more fun to play. When it was pushed out we took measure of both everyday players and content creators’ reactions, and it was unanimous: This was the game.

Now we are putting every aspect of Chimera C.U.S.T.O.M. XG under a microscope, wanting to ensure there was less friction and more adrenaline. Let’s go over what has and will be changed.


Live Changes

  • Campaign: The story and its levels have been yanked out to retrofit into the new style of gameplay, with current dialogue as placeholder since we will need to restructure how NPCs convey information. We’re taking this as an opportunity to inject even more character cadence to really bring them to life.

  • Health Regen: It no longer happens. This was the biggest change for gameplay since it had such a significant impact. Now you can pick up health packs mid-combat, and after clearing each room you gain 30% of your health back. This may be further tuned in the future as we reevaluate all the other systems.

  • Closed Loop: It’s ten rooms then a Boss, then you’re sent back to the start. With over twenty rooms chosen at random there’s plenty of combinations to play through. There’s more biomes, bosses, and loot is on the way.

  • Buffs: The current selection of Buffs is the basic pool with more to come. As of right now there are no caps which can lead to some really crazy movement and game breaking shenanigans.

Future Changes

  • Stats: The names will be simplified so there is less confusion and will only exist on Buffs since Stats have been ripped out of Armor and Weaponry. This makes the learning curve not so steep and loadouts easier to build.

  • Armor: All armor, except for XG, will be cosmetic only. Fashion has always been the endgame, no matter the genre or IP. We’re keeping in the color picker too so you have total palette freedom.

  • Weapons: While stats have been ripped out affixes are staying which can make for unique loadouts and crazy gameplay moments. There’s XG weapons on the way too, which have the craziest action and effects. We’re also exploring ways for your chosen color palettes to be automatically applied when you pick up a weapon.

  • Animal Powers: We found that the Animal Powers needed more juice and a clearer indication when they were ready for use. These abilities are meant to be powerful ‘hell yeah’ moments so we’re rebuilding the system to better fit player expectations.

  • HQ Redesign: There is just too much unnecessary dead space so we’re rearranging what is already there, including the Player barracks that no one has seen yet.


There is currently no fixed timeline of when the future changes will be applied but with this pivot it is far easier for the team to iterate, refine, and push so the next few months will be super exciting. With all the patches and updates we’re working on there has never been a better time to jump into the game and the community Discord \[LINK]. We are always ready for feedback, from casual to hardcore players, and small to large creators, because everyone’s input is valid.

The future of Chimera C.U.S.T.O.M. XG is bright and thrilling, and we cannot wait to see how players C.U.S.T.O.M.-ize with eXtreme Greatness to become the ultimate Chimera.

With Love,

The Volok Team

Oil Refinery - The Simulation - [Polygon Art]

Hello everyone,

It has been a little over a month since we released Update 3 for Oil Refinery: The Simulation. While sales and direct feedback via email, Discord, and Steam discussions have been overwhelmingly positive, we’ve noticed a significant mismatch with the current Steam reviews, which have dropped significantly.

We want to address this directly:

Tutorial Feedback

Some reviews mention a lack of tutorial, which surprises us because the game already includes an extended tutorial to explain the refinery’s systems and mechanics. If you have suggestions on how we can make it clearer or more helpful, please let us know - we are listening.

Gameplay Approach

We understand that Oil Refinery: The Simulation offers a more realistic and technical experience, which might feel less “casual” or “entertaining” compared to other simulators. This is intentional, as we aimed to deliver a game focused on authentic refinery processes rather than arcade-style gameplay.

Roadmap Update

While we have been actively fixing bugs and adding quality-of-life features with every update, we have decided to put Update 4 (Market Forces) on hold for now. We want to evaluate the current state of the game, listen to your feedback, and ensure we are heading in the right direction before moving forward.

Your Feedback Matters

The contrast between strong sales and positive direct feedback vs. low public reviews is confusing for us. We’d love to hear your suggestions on how we can bridge this gap. What improvements would you like to see? What would help you (and new players) enjoy the game more?

Please share your thoughts in the comments or on our Discord. Your input is critical in shaping the future of Oil Refinery: The Simulation.

Thank you for your continued support and for helping us make this game the best it can be.

Skibidi Toilets: Invasion - Quad Dev
Fixed a bug where some achievements were not always granted, and minor collision bug fixes on maps
Fetish Club - Cinemasvaro

Ready to dive into a world where fantasy meets filthy fun? We’re thrilled to announce that Fantasex Chronicles is hitting Steam Early Access today!

Get ready to explore a steamy universe where elves, orcs, ogres, and more take on real-world jobs with a naughty twist. Think elf baristas brewing more than coffee, orc lawyers getting hands-on, and the most twisted deals for a succubus and a businessmanelf . This is your chance to shape the game with your feedback while indulging in spicy comics and immersive gameplay.

🔥 Why Join Early Access?

  • Play the game now and experience the hottest fantasy jobs in action TODAY.

  • Help us craft the ultimate erotic adventure with your input.

  • 25% lower than the full price once released.

So join us HERE!

Let’s make Fantasex Chronicles the naughtiest adventure yet. We'll catch up soon...

Cyber Freeuse Fantasy - Cinemasvaro

Ready to dive into a world where fantasy meets filthy fun? We’re thrilled to announce that Fantasex Chronicles is hitting Steam Early Access today!

Get ready to explore a steamy universe where elves, orcs, ogres, and more take on real-world jobs with a naughty twist. Think elf baristas brewing more than coffee, orc lawyers getting hands-on, and the most twisted deals for a succubus and a businessmanelf . This is your chance to shape the game with your feedback while indulging in spicy comics and immersive gameplay.

🔥 Why Join Early Access?

  • Play the game now and experience the hottest fantasy jobs in action TODAY.

  • Help us craft the ultimate erotic adventure with your input.

  • 25% lower than the full price once released.

So join us HERE!

Let’s make Fantasex Chronicles the naughtiest adventure yet. We'll catch up soon...

9:44am
Nora: In Search of Hidden Ingredients - mkarnicki

Highlights:

- All the reamining stages have been updated with new graphics and better object placement! - Language options have been added! You can now play the game in Chinese, Traditional Chinese, Japanese and Korean in addition to English.

- Improved UI and cutscene scaling on different aspect ratios.

- Improved loading times.

- Removed the "number of objects to find" Free Play setting as most stages couldn't generate enough objects to justify it. Sorry!

Other stuff:

- Various tweaks and adjustments to UI.

- Fixed a bug where the same object could be found twice if you clicked fast enough.

- Fixed several bugs related to stages not resetting properly.

- Fixed the time bonus and penelties doing nothing if time limit wasn't also selected - the timer now defaults to 30 seconds per objects in that case.

KLETKA - Callback

Hey everyone!

Over the past few weeks, we’ve been hard at work overhauling and cleaning up our codebase. It was tough, but we made it through! Along with that, we've shipped a bunch of optimizations, bug fixes, and a brand-new floor — created in collaboration with the composer yungalligator.

If you run into any bugs or if something in the game feels off, don’t hesitate to reach out — text in our Discord or drop a comment below this post. We’ll get on it quickly!

Very soon, we’ll be diving into development of new biomes, enemies, and unique items. Thank you all so much for sticking with us and supporting the project. It bears repeating — KLETKA wouldn’t be nearly as big or bold without our amazing community. And we’re just getting started.

Wishing you a great day!

General

  • Fixed Ignitor causing crash.

  • Adjusted physical materials for some small objects.

  • Improved hit impacts and effects across various surface types.

  • New floor added: Disco — featuring a track by yungalligator!

  • Spray paint now comes in multiple colors!

  • Major CPU performance optimizations.

  • Loot spawn balance reworked.

  • Mimics are way more dangerous now...

Fixes

  • Fixed broken door spawns near Kletka itself on the client side.

  • Health widgets redesigned.

  • Mines can now be detonated by gunfire.

  • Quickbar item name display fixed.

  • Familiars movement corrected.

  • Familiars are now disabled during Kletka rides and re-enabled when exiting onto a floor.

  • Familiars now attack only aggroed enemies.

  • Gas mines now only damage living entities.

  • Save file health restoration now works as intended — for real this time.

  • Certain doors can now be destroyed by gunfire.

  • If you somehow get stuck in a trap several meters away — don’t worry, it will now instantly release you.

  • Holding Alt in third-person camera mode no longer inverts your movement direction.

  • Enemies can now escape traps properly.

  • Hardcore difficulty can no longer be changed when launching from a save file.

  • Picking up items from meat growths now displays correctly.

  • Living Slimes are not getting any fall damage anymore.

Music

  • New cassette from yungalligatorPressure.

  • New Factory track from crystal lotusKOPTILNYA.

  • New Flood Curse track from EskimoAfalina.

Thumbnail by ❖E Z ᗩ I ᗰ ᗷ O Y❖

Dimraeth - 犹格泡泡子

Hi everyone, Phillip here, Game Director on Dimraeth.

In today’s devlog, I want to dive into the combat of Dimraeth including our inspirations, our design pillars, and how we’re crafting a system that rewards precision, planning, and team synergy.

The Combat of Dimraeth: A Fusion of Tension and Tactics

As a designer, I like to wear my inspirations on my sleeve, so let’s go through some of our inspirations. Dimraeth’s combat is born of numerous inspirations such as Roguelikes like Hades and Ravenwatch, MOBA-style spell systems, and a touch of Soulslike tension. We knew from day one that we didn’t want traditional top-down ARPG combat with endless hordes and ability spam.

Instead, our goal is tactical action that feels good moment-to-moment, with room for creativity and mastery whether you're playing solo or in co-op.

Core Mechanics: Flow and Flexibility

Combat in Dimraeth is built around three central pillars: defense, attacks, and spells. Every character comes equipped with a standard dash and a race-specific guard, each with their own cooldown. At the same time, enemies signal their attacks with readable wind-ups and clear tells. Whether you can react in time—dashing, guarding, or committing to an attack—often determines the outcome of the fight. Unless you’re running a heavy-defense build, every hit you take comes at a cost. And keep in mind: dodging, blocking, casting, and striking all consume stamina, so you’ll need to manage your choices carefully.

Basic Attacks Matter

Basic attacks aren't just filler. Each race has its own combo chain (3-4 hits) that creates a rhythm in combat. Even for magic-heavy builds, these attacks remain useful late-game thanks to on-hit passives and synergies.

Spells and Buildcrafting

Spells are the foundation of your combat identity in Dimraeth. At launch, we aim to offer over 300 spells, designed around chain interactions and status synergy to allow for rich and expressive builds. Though you’ll have many spells to choose from, your equipped slots are limited, so selecting the right set becomes a strategic decision.

Do you ignite enemies with fire and follow up with an inferno? Stack bleed effects with your teammate to trigger an execution finisher? Layer frost on an enemy and then freeze them in place with a javelin of ice? Every spell is part of a greater puzzle—each one a piece of possibility, not a one-off button.

Smarter Enemies, Better Fights

We’ve designed Dimraeth’s enemy AI using a token-based system inspired by God of War and Ghost of Tsushima. This system ensures that enemies fight in waves and with coordination, rather than chaotic mob-rushing. You’ll find genuine openings to react to, not just spam to endure. Whether you’re facing down a giant treant, a spell-casting dryad, or a fast-moving wolf pack—timing and spacing are everything. If you’re planning to cast a long-windup spell, make sure you’ve actually got the window for it.

Boss Battles: Where it All Comes Together

Boss fights are a defining part of the Dimraeth experience. Whether you’re going in alone or as a group, each boss encounter brings intensity, complexity, and a sense of triumph. These fights test your reaction speed, your build decisions, and your grasp of the system as a whole. Each boss is built with unique mechanics and deadly abilities—and what they offer in return isn’t just loot, but the satisfaction of overcoming a challenge. And when you beat a boss alongside friends, it becomes more than just victory—it becomes a memory.

Looking Ahead

This was just a taste of the combat we’re building in Dimraeth. There’s more to come, boss fights, weapon skills, rare modifiers, and more.

If you're curious to try it for yourself, keep an eye on our socials—we’ve got something exciting coming soon.

Until then, Phillip signing off.

...

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