Harem Dungeon - DioRisotto[L9]

We’re excited to share with you the official content roadmap for the upcoming months in Harem Dungeon!

We’ve got three themed events planned, each packed with exclusive content:

📅 15 AUG – Summer Update
☀️ A sunny bonus stage with beach-themed enemies
👙 1 new summer scene for each character

🎃 31 OCT – Halloween Update
🦇 A spooky bonus stage full of monsters in disguise
🧟‍♀️ 1 new Halloween-themed scene for each character

🎄 25 DEC – Christmas Update
🎁 A festive bonus stage with holiday creatures
🎅 1 new Christmas-themed scene for each character

Each event will include:
✔️ A new bonus stage
✔️ Unique enemies
✔️ Exclusive scenes for each character with themed outfits – for a total of 4 new scenes per event

📸 Here's a sneak peek at the roadmap!
🔥 We’re working hard to bring you fun, seasonal content while continuing to improve the game thanks to your feedback. 💬 Join our Discord server to follow development, share ideas, and chat with us directly!

See you in the dungeon! 🗝️

ELDEN RING NIGHTREIGN - [BNE]plt

General balance adjustments
  • Increased the chance of obtaining weapons with the madness status ailment.

 

Bug Fixes
  • Adjusted the Whirlwind skill effect visibility when the Relic Effect  “\[Guardian] Increased duration for Character Skill” is active.

  • Fixed a bug where the Demon Merchant would spawn near the Night's Tide when the Demon Merchant curse event was encountered.

  • Fixed a bug where damage dealt to some enemies when destroying weak points created by Ironeye’s "Marking" skill was higher or lower than expected.

  • Fixed a bug where the Lightning Damage received from enemies would be nullified when affected by the Passive Effect "Power of the Great Ancient Dragon" of the "Bolt of Gransax" weapon.

  • Fixed a bug where the Ultimate Art gauge was filled more than expected when attacking some enemies.

  • Fixed a bug where the Relic Effect “Switching Weapons Adds an Affinity Attack” did not properly reflect the attribute when applied to Bows and Crossbows.

  • Fixed a bug where the amount of Runes needed to purchase Uncommon weapons from merchants incorrectly calculated.

  • Fixed a bug where players would lose a battle after being revived from near death against a Nightlord or other Night bosses.

  • Fixed a bug in some Multiplayer battles against a Nightlord where the camera would not display at the correct angle when not targeting an enemy.

  • Fixed a bug where lingering character phantoms did not appear in Limveld.

  • Added staff information in the game’s credit.

 

Steam-only adjustments
  • Fixed a bug where the game might freeze momentarily or for an extended period in some environments.

 

The version number of this update shown at the lower right corner of the Title Screen will be as follows:

App Ver. 1.01.3
Regulation Ver 1.01.4

Online play requires the player to apply this update. After downloading the update file, please restart the game and apply the update.

 

Further updates will be distributed in the future for you to continue to enjoy ELDEN RING NIGHTREIGN more comfortably.

Thank you for your patience, Nightfarers.
8:22am
TerraScape - Cynth

We're currently focusing on fixes and improvements to the user experience, as well as significant optimizations for higher FPS. The overall size of the game has also been optimized by removing a lot of no longer needed data.

  • Added keyboard keybind for Glossary [G]

  • Added keyboard keybind for previous / next card [Home / Pos1 + End]

  • Improved CPU performance

  • Improved GPU performance

  • Improved memory efficiency

  • Improved some counter visuals

  • Improved water mesh of cells at the edge of the map slightly

  • Improved building bar auto scroll to selected card when using keyboard keybinds

  • Reduced overall game size significantly

  • Fixed a bug where a lot of text-effects went missing. E.g. shadow / outline on Player-Profile level

  • Fixed some missing VFX on buildings

  • Fixed undo of Merged Buildings not correctly working with rivers (Fishing Outpost was adding unwanted river, Lumber Mill was not restoring forest on river)

  • Fixed loca 'Händlerangebot' (DE)

  • Fixed missing mountain in puzzle 'Geology'

  • Fixed multiplayer panel not hiding when pressing [H]

  • Fixed keybinds for multiplayer log (keyboard was not working, gamepad was not waiting for hold)

  • Extended analytics in order to improve player experience

(Days in production: 1248) - Original quote: "We should buy a bar! And dude... DUDE, we should call it Building Bar!" ːsteamfacepalmː

PATAPON 1+2 REPLAY - rwaymel
The beat goes on — and it’s better than ever!



Dive into PATAPON 1+2 REPLAY gameplay and see how rhythm, strategy, and style come together in this enhanced classic.

Ready to march to victory on 11th July?

https://store.steampowered.com/app/2383200/PATAPON_12_REPLAY/
Transporter - Solarix
Welcome to Transporter 1.0!

Transporter is a platformer racing game.

Choose among 3 types of vehicles: Classic, Amphibious and Military.

Your goal is to preserve your goods, maintain balance, and overcome obstacles with at least one item left at the finish line.


Launche & Sale

Full release date: Wednesday, June 18, 2025

Launch-week discount: 33% off from June 18 to July 17, 2025

Visit our Steam page to download the full release of Transporter


Thank you to our Early Access community for your feedback!

— The Transporter Development Team

RENNSPORT - Kim RENNSPORT
Changelog - 1.13.0 Early Access

Changes

Open Setups
  • Open setups have now been enabled for all cars
  • Some parameters are purposefully locked or hidden for now, for example
  • Gearing
  • Steer Lock
  • Tire Compound
  • Brake Pressure
  • Radiator, etc.
  • The setup reverts to default whenever you start a new session
  • Setup Tooltips will be added in a future patch

Audio

[h4]Mercedes AMG GT3[/h4]
  • AMG GT3 sound reworked entirely using new RENNSPORT sound implementation technology
  • Added refined upshift and downshift implementation

[h4]Tires[/h4]
  • Implemented V1 of new tire sound
  • Improved audio cues for the sense of speed, grip, load and ground surface
  • Improved sound accuracy by using tire load and its distribution to modulate rolling and skid sounds

[h4]Interior SFX[/h4]
  • New adaptive interior details such as stone hits, chassis sounds, wind and suspension impacts
  • Improved cabin and environmental sound

[h4]Opponents[/h4]
  • Improved existing opponent sounds for races and spectator
  • Added realistic distance attenuation, filtering and reverberation

[h4]Recommended volume balance[/h4]
  • Interface Volume: 100%
  • Ambient Volume: 90%
  • Chassis Volume: 100%
  • Engine Volume: 100%
  • Opponents Volume: 100%
  • Spotter Volume: 100%
  • Tires Volume: 70%

Physics
  • Adjusted physics behavior for multiple non-GT3 cars

Traction Control & Antilock Brake System
  • Implemented a new systemic iteration of TC and ABS systems for all cars
  • Implemented per TC setting Cut Threshold and Cut Power (low TC cuts later and less and vice versa)
  • Implemented per ABS setting Cut Threshold and Cut Power (low ABS cuts later and less and vice versa)

Tracks
  • Reduced grip levels of grass and gravel

Cameras
  • Added the option to be able to tilt your camera angle

Rolling Starts
  • Added a new severity level for cars that aggressively jump the start
  • Those cars will now be DSQd
  • This will prevent the rolling start from starting early if a car chooses to aggressively jump the start

Player Reporting
  • Added the possibility to add comments to player reports in-game
  • Added the ability to report players via the Race History screen

Settings
  • Added Anti-Aliasing quality settings

League Points System
  • A new League Points System has been implemented.
  • Results from all splits are now merged into a single ranking, and points are awarded based on each driver’s position in this combined list.
  • The points for the first (winner of the highest split) and last (last placed player in the lowest split) drivers are determined by the total number of registrations.
  • 3 or fewer registrations: no points are awarded.
  • 4 or more registrations: the winner’s points gradually increase up to a maximum of 200 points, which is reached when there are 18 or more registrations.
  • The last-placed driver always receives 1 point, as long as there are at least 4 entries.
  • Points for every other position are then interpolated between the winner’s and last driver’s points using predefined relative distances, which determine the gaps between positions.
  • Drivers who do not finish the race or get disqualified are ineligible for points.

Updated Race Notifications
  • When you signup for an online race the race notification will now trigger a prompt pulling you into the contest right before it is about to start.
  • This will allow you to hop into a time trial or quick session before the race without having to worry about missing the contest

Hardware SDKs
  • Updated Fanatec SDK to 4.06
  • Updated Logitech SDK to 1.2.3

Fixes
  • Race Results screen now shows Best Time instead of Total Time
  • Fixed an issue where penalties could persist between gameplay stages
  • Fixed an issue with time gained calculations not working correctly. Penalties for big cuts will now be applied correctly.
  • Fixed an issue that caused the opponents car volume to be really loud and not adjustable via the Opponent Audio slider while in the Aston Martin Vantage GT3.
  • Fixed an issue where you had no repair time for aero only damage
  • Fixed an issue where the track map in the pit menu was jittering while cars were driving around the track
  • Fixed an issue where you were unable to navigate Official Contests with a gamepad
  • DSQ/DNF messages in the pit menu are now in sync
  • Arm visibility settings now adjustable again
  • Fixed an issue where you could send yourself a friend request
  • Fixed an issue where spectator navigations and overlays would reset on stage swap
  • Fixed an issue where liveries would be applied to the wrong car in online contests
  • Fixed an issue where sound could be missing when rejoining a contest
  • When you press “Exit Session” in the last gameplay stage the player is now sent to the main menu
  • Fixed an issue where the tracklimit line disappears on Sector 3 on Hockenheim when on low settings
  • A generic pop-up will now be shown when you are trying to join a contest without having the required rating
  • Fixed various client crashes

Known Issues
  • Replays crashing the game - Known Unreal Engine issue fixed in a future Engine upgrade
  • Wheel rim missing in some spectator angles
  • Interior rollcage/sections with in-car camera sometimes not visible
  • Rolling start radar for opponents can sometimes jitter
  • Auto clutch is still engaged if you set up the clutch manually instead of using the setup wizard
  • While the ICM is open, certain input is blocked
  • Using the toggle binding for the ICM does not close it
  • Pit Crew can be clipping on some tracks
  • "Local Contest" button has snuck its way into this release last second - this was not intended. This button will be removed with an upcoming patch. Clicking on this button will do nothing... for now.
Pax Dei - Galathée
Combat XP
  • The combat skill XP requirements and ranges of XP earned for enemies have been comprehensively revamped. The XP for a Tier 1 base level enemy is now 100 XP, with other enemies scaling this number up or down based on the enemy tier and rank. The resulting combat XP requirements are now very close to the crafting skills.

  • The XP gained from hard-to-kill enemies has been increased relative to the easier-to-kill enemies. The XP requirements to level up have been adjusted, so it’s highly beneficial to group up and hunt for harder-to-kill enemies instead of grinding easy kills in Heartlands. With the combination of the two, there’s no more effort to level up to the skill cap if you solely kill easy enemies and less effort if you group up and go after the hard enemies.

  • XP earned when in parties has been tuned. Enemies intended for soloing now distribute the XP across the party in a manner where the total XP earned by the party is the same as if you were soloing the enemy. Enemies intended for parties now give an increasing amount of total XP based on the party size, for up to 3.3x their base XP for a party of 6, so the most effective way to level up should always be to party up.

  • XP gained from animals has been significantly increased to make it easier to level up combat skills related to hunting.

  • Fixed a bug related to some enemies giving 0 XP.

  • Fixed a bug related some enemies giving more XP.

Spells / Weapons
  • Bow damage has been increased across all tiers.

    • The arrows provide a stronger progression on damage.

    • Bow damage has been increased throughout the whole itempower range.

    • The bow handling and draw speed increases faster with itempower.

  • Fixed an issue that caused Aura of Life spell to cause lingering particle effects and performance drop

  • Breath of Joy I & II, Surging Stride and Spirit Stride now do not interrupt autorunning once activated.

  • Quiet stand and Sanctified Stance now handle their cooldown properly, consistent with the item slot they are in. They also now correctly forces the other one on cooldown when attempted to overlap their activations.

  • Fix for Divine Intervention applying both the <40% heal and normal heal when it was applied.

  • Divine shield now only reflects damage up to a maximum value described in the spell's description

  • Greatsword weapon special "Guardbreaker" now properly forces a block break in PvP

  • Killmark spell now correctly grants movement speed when the target is killed.

  • Sacrament of Strife healing provided appropriately scales with ItemPower.

  • Fixed an issue where some status effects were not removed with cleanse or revoke.

  • Windlash now correctly shows the duration of the chained status.

  • Fixed an issue with Jester's Flask spell disappearing when throwing at other characters.

  • Fixed revoke not removing divine rapture stacks from the target.

  • Fixed for all non damaging spell projectiles doing damage based on the wieldable damage

Gathering
  • Hold to interact resource gathering will now correctly re-equip offhand wieldables upon completion.

  • Resource node hardness value now matches the tool's tier required to gather it. (0-4)

  • Gathering tool damage progression was rebalanced, significantly increasing the tool damage across the whole range.

  • Skinning hardness of wolves were increased to 1 (in the new range).

  • Skinning health was rebalanced for all skinnable animals

Audio
  • Fixed audio from Water wells being too loud.

  • Polished audio for sitting animations.

  • Fixed an issue with Tempest Command not playing its chain sound on bound enemies.

Crafting
  • Recipe List refresh on level up.

    • When you gain a profession level while crafting and you unlock new recipes, the recipe list now automatically refreshes and you no longer need to manually reopen the crafter.

  • Crafting Time Reduction

    • Crafting timers were very excessive (especially when crafting gear). We've reduced these timers substantially or by roughly 1/2. We will continue to monitor feedback regarding them for future refining of the system.

    • Gear should now take 9-12 rolls to craft, based on recipe complexity (down from a whooping 21 roll afk coffee break).

    • Once fully Mastered, these crafts should only require you 3-4 rolls.

    • Other non-gear recipes should also be slightly faster.

  • Recipe Unlock Progression

    • Many crafting stations — particularly processing crafters — previously had unclear progression paths that often left players confused or blocked. It wasn’t always obvious what each station was for or how to progress in the associated profession, largely due to missing or hidden recipes.

      • To improve this, we’ve made recipe progression more transparent: more recipes are now unlocked by default, and key recipes that were previously gated behind obscure item requirements now unlock through skill progression instead.

      • These changes affect many crafters including Spinning Wheels, Looms, Tanning Racks, Charcoal Kilns, Pottery Kilns, Furnaces, Tailoring Tables and Leatherworking Tables.

  • More crafting stations unlocked by default

    • We wanted to smoothen out some basic progression discovery at the start and therefore the Founder’s Crafting Table, Basic Charcoal Kiln, the Log Workbench and the Basic Furnace are now all unlocked by default in the build menu.

  • Furnace Parts

    • Many of you reported that they couldn't find the recipe for Furnace Parts Sorry!!. The recipe can now be found in the Basic Forge, as it should :)

  • Steel Anvil and other unintended items

    • Quite a few items accidentally made it into the game in the latest creation, same with recipes or items visible in the Journal that shouldn't have. A lot of these were either deprecated items or placeholder items that may or may not be part of future content releases. They've now been properly removed. Example: Steel Anvil.

  • Nightshade Fruit

    • A recipe for the T2 Alchemy Workbench mistakenly called for a “Deadly Nightshade Fruit” — which, tragically, did not exist. It now correctly asks for Nightshade Fruit. Please note: we still do not recommend eating it. Side effects may include confusion, nausea, alchemical mishaps, and/or death.

  • Crafting Blessings at max level

    • When using a profession blessing at level 40 takes you to level 41 but it didn’t effectively increase your skill beyond 40. Now it will! 

Other
  • Fixed an issue in the Construction hammer UI where "Claim a plot to start building crafters" in German and French exceeded its designated space

  • Updated localization in several instances.

  • Clay now spawns in greater density around water, in addition to new spawn locations near cliffs.

  • Hunters have discovered a breakthrough in animal carcass logistics. You can now pile up 20 of them.

  • Game no longer switches to walk mode when opening inventory while stationary or when interacting with crafters.

  • Spirit regain floating text numbers are now only visible to the user.

  • Healing floating text numbers are scaled down when targets are at full health.

  • Arrow recipes (in the crafting menu) now show the intended item description.

  • Fixed an issue where swapping equipped items which share the same base granted spell would lose the ability to determine the granting item (and thus their ItemPower) causing them to fall back to minimum stats.

  • Fixed sprint players being able to sprint without consuming stamina after passing zone boundary

  • The gold amount shown in the top bar and in your inventory will now consistently show you the correct amount.

  • You can no longer open the Redeeming Queue and Redeem items while dead.

  • Consumables now correctly show the cooldown of it instead of the duration of its effect.

  • Fixed some world areas close to the the Province edges that had an unintended non-blocking landscape mesh.

  • Teleporting while wielding a hammer no longer results in an extra cylinder in game view.

Fall in Flowers - Buri

A new trailer for “Fall in Flowers” is now available!

Please take a look at the trailer, which shows the core system, characters, various combat elements, and boss battles newly released and significantly updated from the trailer when the game was first announced!

English subtitles are only partially... Wait a little longer!

I am working hard on this game and look forward to future updates!

Rise and Fall - davewhiffen

Hey everyone!

Just wanted to check in with those following on Steam.

We've been working on some engine improvements we need to finish before we can expand and include more maps w/ unique biomes.

A more detailed breakdown is in our Discord!

Will keep you updated as we have things to share.

Sometimes, we can continue hammering out live updates quickly, and sometimes, we have more long-term groundwork we have to lay before we can add features.

In short TLDR, the Volcano, Desert, Meadow, Snow and Marsh biomes all are formatted for URP (a Unity Render Pipeline), whereas our game is in HDRP.

We switched to HDRP in 2022, since it was the best pipeline for console games at the time, and had features URP did not. But since 2022, URP has become the default pipeline, and has the most support.

So a lot of things have had to be stalled or adjusted to work in HDRP.

After trying all kinds of conversions, we're moving the game's pipeline over to URP instead, which we would need to do anyway to ship to consoles and mobile.

It's almost done, the game runs, we just need to rebuild the materials and textures, and some lighting.

The good news--

The game should run better!

And we should be able to develop faster since more assets are supported in URP.

Talk soon!

8:14am
HELLBREAK - Double Barrel Games
Quick follow-up to today’s FSR support update, this patch fixes a couple of important issues related to how FSR was being applied:

🔧 Fixes:

  • Fixed an issue where FSR would auto-activate on systems without DLSS support, even if players didn’t manually enable it.
  • Fixed an issue where FSR Frame Generation would remain active after disabling FSR.
  • Fixed an issue where the saved DLSS setting would sometimes not activate properly until the player opened the options menu.

Thanks to everyone who reported these quickly!
If you run into anything else, please let us know via Steam Discussions or Discord.

— The HELLBREAK Team
...

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