Fate/stay night REMASTERED - SK

The sequel to Fate/stay night REMASTERED, titled Fate/hollow ataraxia REMASTERED, is officially set to release on August 7, 2025 (JST)!

The store page has been published today, so please don’t forget to add it to your Wishlist!

Fate/hollow ataraxia REMASTERED Store Page

https://store.steampowered.com/app/2396990

ABOUT THE GAME

Set half a year after the end of the Fifth Holy Grail War, the classic visual novel Fate/hollow ataraxia comes remastered to Steam®. Building on the 2014 release, this remaster features English and Simplified Chinese localizations for the first time, in addition to full HD visuals.

Choose your own adventure in colorful scenarios unfolding day and night in the city of Fuyuki as you delve into hidden truths behind the Holy Grail War. You will also unlock a collection of feature-packed minigames as you progress through the story.

Spend your days with familiar characters and explore the world of Fate, all while fighting to survive a new Holy Grail War.

Star Iliad - Quells

The game has evolved a lot from whence it started. For fun, let’s dive into some old concepts. Don’t worry, they won’t be spoilerific since the current story has evolved far away from what will be shown.

Note: Chinese Translation of this blog post is available! (Courtesy of Baojie)

The First Step

It starts with some programmer art:

(the weird trees above are giant hairs)

From the get-go, we knew we wanted the player to feel like a microscopic entity exploring the inside of something colossal. Something about the interplay between the small and the big just fascinates and captures the imagination.

(“Honey, I Shrunk the Kids” – one of my old favorites)

Organs naturally lend themselves to uniquely themed-dungeons, and the body’s internal features fit neatly into the “lock and key” gameplay of a Metroidvania. “Bone blocks” form hard barriers – requiring missiles to break. “Fat blocks” are gooey and resistant to blunt force – they’d need to be frozen first. Swimming through the Lava of the stomach requires the player to don a special suit, and so forth. An elemental system was forming – one perhaps a bit more interesting and exotic than usual flair.

(originally, the stomach had green acid, but the bright green felt too garish and tired the eyes, so we reverted to a lava-themed stomach instead. The tried and true biomes persist for a reason)

Nature vs Metal

“Instead of a metallic ship being taken over by fleshy aliens, what if it was a fleshy ship being taken over by metallic aliens?” Whales with their otherworldly wails (heh) have long storied our literature – they would serve as the flesh ship. The main villain would be a living metal virus – a corruptor that made things metallic.

(For a while, the villain was internally referred to as “SHODAN” from the game System Shock)

The whale’s immune defense response – white blood cells – made for natural enemies. Story ideas started to form about an inner war between the Whale’s immune system and the Metallic Virus’s infected army. The player would be caught in the middle.

Introducing “Skells”

The White Blood Cells were named “Skells” due to its similarity to the words “skellington”, “shell”, and “cell”. The Skells sported bony exterior armor – I liked the gameplay potential of fighting partially armored enemies with clear strong areas to avoid and weak areas to target. It’d require the player to think about their attack angles.

(another early art conceptualized the Skells as ant-like)

As we added more to the skell class monsters, we realized their design was all over the place. Some looked like bugs, others looked like dinosaurs, and one even looked like an otherworldly humanoid 🤔

Skell Rules

We needed to set the rules for what a Skell could and couldn’t be. Like a game of musical chairs, whatever category the Skells occupied, that would rule out that category for others. If the Skells were dinosaurs, non-skell dinosaurs shouldn’t exist. And if the Skells were bugs, non-skell bugs shouldn’t exist. Otherwise, the design language for creatures would get too muddy and the game world’s internal logic would falter. So, some rules were set. Skells would:

  • have no eyes (reinforces they are hive-minded)

  • sport white exoskeletons (and distinct purple skin)

  • generate barrier reefs (think platelets)

  • be Reptilian

We chose Reptiles in the end – they looked cooler. The decision was also aided a little by the fact that we had good dinosaur sound effects on hand.

Bugs still exist in the game – they just won’t be Skells. See this creature before and after “deskellification”.

(You might be thinking – why would a whale have dinosaur-themed white blood cells? Don’t worry, we’ll answer that)

Is there a doctor onboard?

With the game taking place inside a giant ailing whale, it seemed natural to make the game about curing the whale. The whale’s immune defense response was targeting all things metal – the player’s metal space ship was mistakenly targeted as a result – stranding them. Through curing the whale, the player could secure their escape.

The original designs for NPCs you’d meet on your quest were more doctor-themed. They all sported lab coats. Here’s a look at some early designs:

(Finn, Gort, Irene, and Dewber. One of them only pretends to be a doctor. But who?)

Closing remarks

As these things usually go, the story that we started with has long since evolved into something else entirely. We abandoned the idea of a Metal Virus main villain, and we moved past more literal interpretations of organs – too fleshy and bumpy felt creatively limiting after a point.

(this Titan stomach in Xenoblade 2 shows there’s a lot of ways to interpret what an organ could look like)

We kept the Skell Dinos 💪

Looking back at these early drafts, I’m reminded of how nonlinear game development is. Ideas morph, collide, get tossed, and sometimes circle back in unexpected ways. All part of the journey.

Thanks for reading! The next dev update will land at the end of September.

Bomb Vehicle The Idle Clicker - rimmindgame
Bomb Vehicle The Idle Clicker - Combat Train DLC

Welcome to the storm of steel and explosives! The "Combat Train" DLC for Bomb Vehicle The Idle Clicker is now live, introducing three uniquely designed battle trains — Pioneer, Bomber, and Backer. These machines were not built for speed, but for obliterating everything that stands in your way!

Whether you're charging headfirst into battle or outmaneuvering enemies with tactical precision, the Combat Train DLC delivers the most intense combat experience yet. Each vehicle comes with an extremely powerful unique ability to help you dominate the battlefield.

Key Features:
  • Pioneer: The vanguard of frontline assaults, equipped with a mysterious gravity-controlling device — perfect for breaking through enemy defenses.

  • Bomber: Armed with a high-explosive bomb launcher, it excels at long-range destruction — built specifically to unleash chaos and devastation.

  • Backer: Fitted with auxiliary systems, it can boost allies' attacks and provide critical supply support — an indispensable asset in team battles.

Get the Backer for Free:

Even if you're not ready to purchase the full DLC, you can still claim one of these vehicles for free! Simply watch the official promotional video, enter the displayed gift code, and receive the Backer absolutely free — and experience the thrill of explosive warfare! (We will release the video in the coming days.)

BeatShot - Markoleptic

  • General

    • Updated engine to Unreal Engine 5.6.

    • Updated Nvidia DLSS to 4.0.
Pennon and Battle - Pennon and Battle

Dear Lords,After a year of Early Access updates, the moment to reveal our achievements is finally here! We are thrilled to announce that Pennon and Battle will be leaving Early Access and launching its 1.0 full version on August 7, 2025 (PDT)!

 

During Early Access, we iterated through dozens of versions—some planned in advance, many more added based on community feedback. Thank you to every player who joined us on this journey! Here, we'd like to introduce the major improvements made to Pennon and Battle over the past year:

 

1. Alignment and Town

① Each alignmentSoldier now has 3 promotion branches, allowing direct recruitment of 140 types of soldiers, plus 9 new neutral units.

② Each alignment now features 6 unique alignment buildings, newly added Tier 3 Barracks, and Wonder buildings.

③ Towns have shifted from linear upgrades to a City Level construction system, making construct buildings more flexible.

④ Allied cooperation has been added, allowing you to visit allied towns for certain benefits.

⑤ When constructing a spell academy, you can manually set the school tendency to reduce spell randomness.

2. Battle Optimization

① Mage's normal attack is now ranged; ranged units can manually switch between melee and ranged modes.

② Hero casting timing has been adjusted so that any allied unit's turn can be used, and casting no longer ends the unit's action.

③ Units with area damage and War Machinery can Attack empty tiles, dealing splash damage.

④ In quick battles, you can choose whether the hero advances, better matching player expectations.

3. Hero Updates

① 10 new heroes have been added, bringing the total to 55, with adjustments to skill growth methods.

② The difficulty of hero development outside of battle has been reduced in various ways; the talent tree now unlocks up to Tier 3 by default.

③ Hundreds of artifact effects have been adjusted and updated, with exclusive hero artifacts for each alignment.

④ Heroes' Action Points per turn are no longer affected by soldier'sMovement Points.

4. Spell Factions

① Added two new spell factions: Dark spell and Lightspell, increasing the total number of spells.

② Added corresponding spell artifacts and hero spell mastery, and improved some units' spell casting effects.

5. Game Modes

① Added challenge campaigns and 7 corresponding maps, allowing you to choose from various treaties to challenge enemies.

② Added story campaigns, with multi-chapter campaigns for the Elven Empire and Eternight Councilalignments.

③ Added tournaments, where both sides nurture epic heroes under the same campaign requirements, who can be brought into tournament battles.

④ Online lobby: players can create rooms in the multiplayer lobby and enter campaigns as allies or opponents.

⑤ Hotseat mode: up to 8 players can play together on one device, taking turns.

6. Campaign Adjustments

① Campaign maps now feature 10 settings, including difficulty, map generation, guard units, and AI strength adjustments.

② Map editor and workshop are now available, with several large maps added.

③ Treasure map gameplay has been added to campaigns; excavating treasures grants high-level artifact equipment.

④ Increased the yield of campaign development items, soulstones, and the drop rate of rare event cards.

If you are a returning player from earlier versions, we are glad to have your support. As many systems have been reworked, some items and saves may change due to version adjustments. You can claim compensation for these changes via in-game mail. We also recommend starting a new campaign for the best experience.

 

For new players waiting for the full release, we hope Pennon and Battle lives up to your expectations. We recommend purchasing the game at launch, as we will offer a launch discount. With the addition of more content, we plan to increase the price in the future; details will be announced in upcoming news.

 

The full release is not the end, but the beginning of a new journey. We will continue to listen to player feedback as always. Please share your valuable suggestions through our official community, Steam community feedback threads, and other channels. If you encounter issues in-game, please prioritize reporting them via the in-game support center, which helps us locate and resolve problems more quickly. Finally, thank you again for your attention and support!

22.42
Card Collector And Card Girls - kyb0707
  • Battles now begin directly on the field without screen transitions when encountering enemies

  • New stages added and most existing stages have been remade

  • Skills of most card girls have been rebalanced or updated

  • Some card girls have received name or image changes

  • New Actions and puzzle elements have been introduced

Phoenyx: Breaking The Cycle - Laments

Phoenyx: Breaking The Cycle is almost done, and the final version is currently in playtesting stages! It will be released sometime this month for $5! The official release date will be announced very soon!

Bellatores - whcho

Hello, this is BELLATORES.

We will be conducting temporary maintenance to fix in-game bugs and stabilize our servers. Please see the details below.

\[Maintenance Schedule]

- August 2nd, 2025, 14:40 ~ 14:50 KST

\[Maintenance Details]

- Fixes for select bugs

- Server stabilization

Game services will be temporarily unavailable during this period. The maintenance may conclude earlier depending on our progress.

We sincerely apologize for any inconvenience this may cause. We are committed to providing the best possible testing environment.

Thank you.

Deer Hunting - The Season - BMad29
The Tracking Dog is Live! In The Steam Store!
Master of Chess - BRANE

Heya!

I've again waited too long between releases. I hope this one will be worth the wait.

Release Notes
  • ✅ Added Steam Workshop integration (yes, you should be able to share and download DBs and board configurations)

  • 🌐 Added Chinese translations (I really wanted to add these as it's tricky with different fonts and I had to get a freelancer's help. Other translations are done by the community)

  • 🔍 Added player search to World Rankings page (I've redesigned the page altogether)

  • 🧑‍💼 Redesigned Player History page!

  • 🐞 Fixed promotion bug in Analysis window

  • 📧 Polished campaign start email

  • 🗂️ Enabled loading of game start time from DB (this isn't that important right now but I thought it would be cool to one day have a mod that gets you to play in 1970s or something...)

What's next?

Did I tell you I plan to transition to full release in September? That's incredible! It's now well over 3 years I've been working on the game and it's time to say: this is the best I could do. No worries, I do plan to improve on the game even after I exit Early Access, but with no major additions planned this year.

I need to take a step back because with Master of Chess, Confidential Killings (a detective game I'm working on with my artist buddy Lorenzo), a 1 year old kid and a full time job it's becoming hard to keep it all together. But before the full release comes (and a price increase to $19.99!) I plan to add 3 last bigger improvements:

  1. Opening preferences to NPCs - I tried to this couple of times already but I'm optimistic my latest attempt will work.

  2. Calendar overview - check your schedule in depth

  3. Chess games/puzzles straight from the Main Menu - select an opponent and your game settings and just play. No need to go into your career.

  4. I know I said 3, but I really would like to squeeze the "Replay mistakes" feature that online sites have. Not sure if there will be time but I'm positive this gets into the game at some point.

That will make me busy.

If you have any feedback please write on forums, my discord, or leave your thoughts in the reviews. Even a negative review is better than complete silence. I feed off of knowing there's people out there that care. It's hardest to stare at a void.

Cheers!

...

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