Rank: Warmaster Bunker Buster Playtest - lordart
  • Happy Halloween!
  • Added internal cursor support
  • Camera now bound and limited. Can only zoom out so far, and no longer goes through terrain or too high, as well as only being able to look horizontal and down (not flip over)
  • Multi-monitor support along with on the fly change from full screen, to windowed and borderless.
  • Orbital Strike pointer updated to have proper mesh and shader.
  • For Debugging, Ship Info Pop Up shows what the ship is thinking. (ie. Action Won)
  • Better ShipAI so they shoudn't go wondering off, and do what they are supposed to.
  • Known issue: File selector has ghosting cursor outside of window (WIP, will be fixed next release)
  • Various other Fixes
Gah! - DeadPole

Chapter 5 is here!

Patch notes:

  • 3 new Adventures in a new environment, with 3 bosses and dozens of new enemies and pieces of equipment

  • 2 new playable characters (one is voiced by Stealthygolem - thank you!)

  • New NPC to unlock

  • 2 new game modes to unlock

  • Difficulty rescaling - the enemies are weaker at the beginning of an adventure and a bit stronger toward the end of it

  • Added "Too young to die" option (a more casual way of playing)

  • Initial items from permanent passive skill will now always be wearable by character (if possible)

  • 8 new achievements

So, this is the first build with the full game!

Right now I will focus mostly on two things:

  1. Killing bugs and introducing improvements and Quality of Life adjustments (please report your ideas on Discord!)

  2. Translation to other languages.

I plan to release version 1.0 in January, if everything goes smoothly :).

Hope you enjoy the game! :)

Invoker Tactics - Izayoi
  • Adjust effect descriptions for Dualwielder for better clarity.

  • Improve debuff sound effects.

  • Clicking on an empty space de-selects all units.

  • Adjust font for better clarity.

  • Adjust wording for Mage's effect for better clarity.

  • Reduced amount of duplicates required to unlock playable units from 5 to 4.

  • Renamed some menu options to avoid confusion.

  • Fixed some blemishes on the Souleater sprite.

  • Added paralyze vfx.

  • Added visual indicators on Dualwielder's blades that reflect of how many times he's attacked.

  • Adjusted position of the arrow shot by Crossbowmen to better fit his attacking position.

Stash: A Card Looter - Jowhee13

Expected downtime is 2 hours and the game will be up again at 6pm Eastern time.

Warhammer 40,000: Speed Freeks - Chris@CE

OI YOU'Z GITS!

This isn't the spookiest of Halloween updates, but it's certainly an Orky one - Or is it? We're fixing things, not breaking them...


Alright, some big stability updates first:
  • Fixed an issue with vehicle explosions causing crazy forces and lagging the entire server

  • Improved overall stability and fixed crashing associated with some maps. Hopefully this helps disband the fatal error gang for good ːsteamthumbsupː

  • Fixed a crash for systems using an Intel Arc GPU

  • Some performance improvements to various maps


Some extra things in this update:

  • Added a fade function to vehicles so when the camera gets close to it, they don't block the entire view. This is mostly a change to help players aim at Deffkoptas flying around/above them

  • Added updated main menu buttons in preparation for the HUGE upcoming level editor update

  • Fixed issue with Stompa desyncing in Scrap In Da Yard

  • Deffkopta kits now show in the UI even if not unlocked yet

  • Hid some unused Ork animations in Kustomize

  • Some audio optimizations

Steam Deck

We're still figuring out what went wrong here that's causing extreme performance issues, but we think we have a lead on what's happening and can pinpoint the game update that started the issues. Hoping to have a fix soon, apologies for the wait.

DEFFKOPTA 🚁

Most people have been loving piloting this little guy and wreaking havoc from the skies - but some of you gits haven't enjoyed being on the receiving end of the Deffkopta's aerial wrath. Thank you everyone for all the feedback and meta discussion, it's been very fun to read!

We've made some changes that we hope will be received well, with the Deffkopta still being a formidable opponent, but less frustrating to fight against:

  • The Deffkopta now has two primary weapon options: Kopta Rokkits and Kopta Drop Rokkits. The Drop Rokkits are the ability you've already experienced.

    To sum up the difference, the Kopta Rokkits are a shorter range, easier to hit weapon that has a bit of bonus damage when used at the limit of its range. The Drop Rokkits can be fired much further, but are more difficult to hit and don't have access to the bonus damage.

  • Drop Rokkit damage reduced to 11 (from 14)

  • Kopta Rokkits (the new default weapon) deal 9 damage in close range, and 14 damage when hitting targets over 50m away. Missile and trail VFX change to show rokkit instability (meaning higher damage) after flying 50 meters.

    14 damage is the original missile damage value, which you now only have access to at a distance. We found that Deffkoptas hovering directly over your head was not that fun to fight, so we've added an incentive to adopt more of a hit and run playstyle: use your bomb and melee coooldowns, and then retreat to a short distance away to get max damage from your rokkits.

  • Kopta Rokkit explodes after 100m (compared to Drop Rokkit 200m)

  • Kopta Rokkit impact radius is 8 (compared to Drop Rokkit 6), and proximity fuse radius is 6 compared to Drop Rokkit 4)

  • Projectile spread/inaccuracy removed from all Deffkopta Rokkits.

  • Increased hit box size slightly, extended it downwards to help with vehicle-on-vehicle body blocking (ie. bomb defense)

  • The Spinning Blades ability now has less ability to change momentum when turning

  • Spinning Blades cooldown increased to 7 seconds (from 5)

  • Shows the correct health value in the help screen (100, not 110)

  • Kopta weight reduced to 4k (from 5k)

    This makes the Deffkopta take more knockback from weapons, and jump higher from its own bomb knockback.

OTHER VEHICLES

  • Scrapjet Combat Rokkit damage reverted to 25 (from 30)

So yeah, this is the first round of DK changes after reading everyone's initial feedback. Our goal is to keep what makes the Deffkopta fun while also improving the experience of fighting against it, and also to simplify things overall but add a bit of complexity for those who want it.

Since you've played the Deffkopta a certain way already, it will feel a bit different at first. Please give these changes a bit of time to sink in, and we look forward to reading everyone's thoughts and opinions on the update.

WOT'Z COMIN'

A reminder that the next big update includes the LEVEL EDITOR (with online workshop support) and a ton of wacky custom maps ready to play.

It will be the biggest, most game-changing update the game has ever seen and we are very excited to watch the community adopt the tools and have a ton of fun making their own maps.

WORKSHOP

The WORKSHOP will have a rating system and we'll highlight player creations in the main menu of the game, too.

Some players will be able to access the level editor ahead of launch to put their creations on the workshop in advance - more details on this in a future post.

Really pumped for this, it's a huge feature for the game and we don't think our players truly understand yet how much it elevates the game :)

Thanks for playin' our Orky game

As always, we appreciate our players and their dedication to Speed Freeks. We're actively trying to get new players in as it's more fun with other gits. Hope to see you ingame!

2:03pm
L`s In Eggs - Lucas Jardeu :)

Hi everyone. A free trial period will be available at the end of November for you to evaluate the start of the project.

God Save Birmingham - ODS_ThorThor

Survivors,

It’s been a little over a month since our pre-alpha test, and we figured it’s a good time to catch you up on what’s happened since then. Our goal for the test was simple–to see if we’re heading in the right direction, find out what clicks, and spot glaring issues that need to be addressed for our next test.

Before talking about the test itself, let’s first talk about who did the testing.

Who Joined the Test?

We received 3,811 signups, but since the game isn’t optimized yet, we invited only those with high-spec PCs and prior survival game experience. 2,329 invites were sent and in the end, 1,497 testers participated, and 395 completed a 31-question survey. All results shared below come from the 395 responses.

Over one weekend — from September 19 to 22 — testers dove into the core gameplay loop, offering detailed feedback that helped us understand what’s resonating and what isn’t.

The test build was identical to the Gamescom and PAX West demo, limited to 30 minutes per session. We figured that if the build was engaging enough, players would naturally play more than 30 minutes, and thankfully, we were right. 66% of testers played for more than 30 minutes, and nearly half played for over an hour.

Is the Game Headed in the Right Direction?

We’re thrilled to report–yes, it is! This was a very early build–it was a pre-alpha test, after all. But even so, the results were encouraging. 

When asked how fun their very first session was, 133 testers rated it 9 or 10 out of 10. That number grew to 145 when asked about their overall experience–meaning the more they played, the more fun they had.

Even more exciting, when asked about the game’s potential heading into Early Access, 219–that’s 55% of the testers–gave it a 9 or 10, showing strong confidence in the game’s future.

To check if our testers understood the game concept as intended, we asked them if they agree God Save Birmingham is a “medieval zombie survival simulator with physics” after playing the game. And once again, we were relieved to see that the majority agreed, with 214 (54%) testers strongly agreeing with either 9 or 10. 

What’s Working, What’s Not?

Since God Save Birmingham aims to be the medieval zombie survival simulator with physics, we wanted to make sure that the core gameplay and presentation are moving in the right direction. And this is how everything netted out in terms of scores.

Component

Avg. Score

Median Score

Physics

7.6

8

Survival

7

7

Combat

6.2

7

Control

7.3

8

UI

6.8

7

Visuals

8.8

9

Animation

7.8

8

The scores matched what we expected–and the lowest scores came from areas we’re already working hard to improve. In the next test, we hope to see improved marks on physics, survival, and combat. 

Many of the top player suggestions are actually in progress!

  • Add co-op mode to the game

    By far the most requested feature, we’re happy to confirm that co-op is indeed coming. It’s already on our roadmap for the Early Access launch. Because it’s such a massive undertaking, it likely won’t appear in the Alpha or Beta tests — but we’re actively designing our systems and content with it in mind. 

  • Add base building

    There will be base building. However, our approach will focus on fortifying existing structures for shelter and zombie defense rather than freeform construction. Think barricades, not new houses.

  • Give more things to do

    We completely agree that the world needs more activities and more depth. In future tests, you can expect to see more craft-able items, more cooking recipes (authentic medieval dishes, no less!) ability to repair items, and more harvesting. We’ve just added picking raspberries to the game last month!

We’ve also heard your feedback on: integrating physics more deeply into gameplay, adding hotkeys for smoother inventory management, improving hitbox accuracy during combat, and more.

We will be sharing our progress on what and how changes are made via the monthly dev blog, so be sure to follow us on Steam and any of our channels below. Announcements for future tests will be posted right here on Steam too when the time comes.

To the 394 testers who said they want to return — we’ll definitely see you in the next one!

Thank you for being part of this early chapter of God Save Birmingham. Your feedback, enthusiasm, and support are helping shape the world we’re building. And we’re just getting started.

-ODS Team

(Accurate depiction of how we limber up to start a long day at work. Highly recommend.)

GNAW - Redstart

Happy Halloween!

A new update for the GNAW demo was just released thanks to your feedback.

Play the demo on Halloween for a small easter egg (Halloween… egg?).

We’ve also made a number of adjustments and fixes generally focused around combat and QoL. The full list is below. Thank you to everyone who has been playing the demo, and providing feedback!

  • Added I-Frames to Scoot

  • Flying enemies will now fall when stunned

  • Rat attacks can be interrupted

  • Improve accuracy of enemy hitboxes and hurtboxes

  • Reduce Chomp warmup timing and increase hitbox size, improved vfx

  • Adjust hit pause and recoil timing and spacing

  • Adjust cloud save configuration

  • Remove mouse locked to center of screen

  • Fix custom control binding not overriding defaults

  • Controls rebinding for Spit Shot is now correctly unlocked after gaining the ability.

  • Added ammo count to HUD.

  • Indicate dialog options that were already visited

  • Improved map to reveal explored areas in smaller chunks.

  • Added map icons for shops, doors and save points.

  • Added cooldown for one-liners so Ripley is a little less chatty.

  • Language menu now appears in the selected language.

  • Fixed multiple localization issues in all languages.

  • Numerous other small fixes and changes

  • Added Halloween easter egg

Perilous Light - dogzone
  1. Fixed an issue where the energy bar of the chargeable emitters did not reset properly.

  2. Fixed a light leakage problem with the 3.1 chargeable emitter.

  3. Fixed an issue where entering the hidden level 4.4 could trigger the save point above (4.5).

Breakfall: Nuclear Winter - pio

Dear Community, a small patch 1.0.5 is now available and contains some bug fixes and changes

Most important Update Notes - Version 1.0.4

- Updated Localization for chinese, japanese, russian, german
- Fixed some minor issues
- Added some visual effects

- New major update expected by the end of November.

...

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