Code RAPID - chuchu1515

Welcome back, Pilots!We’re thrilled to announce that Code RAPID has been selected as a Finalist at Indie X 2025!
Code RAPID will be featured in live stream and the official Indie X 2025 showcase!

Live Playthrough & Dev Interview
  • Date/Time: Oct 17 (Fri) | 10–11 AM PT

  • Location: RTP Arena on Twitch

Watch our high-speed mecha combat in action and get behind-the-scenes insights from the dev team!

Showcase Feature

Code RAPID will also appear on the official Indie X 2025 event page, alongside other amazing finalists.

Stay Connected!

Add Code RAPID to your Wishlist to stay updated,
and follow us on social medias for development news!

Thanks again for your amazing support!

- Hitbreak Games
(Code RAPID dev team)

Wishlist on Steam
Watch on Twitch (RTP Arena)
Visit Indie X 2025

ITER-8 - Meg
Attention, Operator!

Your job just got safer a little easier. We've listened to your feedback and made some necessary tweaks and changes to the demo, making your mission to the surface even more streamlined (but unfortunately for you, still just as dangerous).

Play the demo here.

Today's improvements:

Balancing:
- Voxels on lower floors made weaker to increase the initial run speed.
- Voxels in 3D locations are now weaker.
- Brightness increased in 3D locations.
- Defence structure node now moves much faster.
- Weather events trigger less often
- AA turret now rotates much faster.
- All defence structures have 20% more damage.
- Various other balancing changes.
- Numerous bugs fixed.

Settings and accessibility:
- Gamepad is now fully supported
- New graphic and performance settings added in the main menu

Improvements:
- New visuals and audio for fast travel combos
- Various improvements to the tutorial and onboarding

We hope you enjoy these adjustments to your workplace. Thank you for your continued service!
The Bus - laura [aerosoft]

🚌 The Bus DLC – Hamburg City – News from the North

Things are moving forward at full speed!
Work on the new Line 7 for The Bus DLC – Hamburg City is in full swing.

This line will later be released as a free update, expanding the existing network with another exciting route section in the northern part of Hamburg.


🚧 Progress on All Fronts

Development is currently happening in multiple areas at once:
Roads are being newly laid, terrain carefully adjusted, and previously missing sections are being modeled.

The foundation for this work is the Geoportal of the City of Hamburg, which provides precise data on street dimensions, routes, elevations, and building positions.
This ensures the new route is created accurate down to the centimeter for the most realistic result possible.

Line 7 is divided into several segments being developed in parallel.
Step by step, these sections are now coming together – soon the entire route will be fully drivable!


🛠️ The Finishing Touches Begin

Alongside the main road construction, preparations for detailed polish are already underway:

  • Traffic Lights
    While simple intersections can be implemented quickly, complex junctions – which appear several times along Line 7 – require a lot of fine-tuning and attention to detail.

  • Lighting
    Numerous custom Hamburg street lamp variants are currently being integrated to authentically recreate the city’s distinctive atmosphere.

  • Traffic, Street, and Information Signs
    These are being created in many different versions and placed at their real-world locations.

  • AI Paths
    Precision is key here: the paths are continuously fine-tuned during testing to ensure smooth and realistic traffic flow.


📸 A Look Behind the Scenes

We have compiled a few current development screenshots for you.

Please note: this is still a non-final version, so details may change before release.

Even now, it’s clear to see how far development has progressed – and how Hamburg City continues to evolve into a true highlight within The Bus with every new line.


📢 Stay Up to Date

Follow us on **Facebook** or subscribe to our **newsletter** to stay up to date with all the latest news about The Bus and the Hamburg DLC.

For even faster updates, join our **Telegram channel** — you’ll receive all the latest information instantly via push notification on your smartphone.

We wish you lots of fun exploring virtual Hamburg! 🧡

Silly Polly Beast - JB

Hello everyone!

We are extremely excited to announce that Silly Polly Beast releases on October 28th at 11am EDT / 8am PDT / 15:00 UTC on PC, PlayStation, and Xbox. You can find our new trailer in support of said announcement below:

We couldn't be more excited to finally share Silly Polly Beast with the world. See you there on October 28th. In the meantime...want a cracker?

WAKFU - Tyranea

What's a Neo Server?

The Neo Servers are servers where players start the adventure from the very beginning in a world where the rules are different from those of the classic servers. Indeed, you will get up to ~5 times more experience and a +50% drop bonus. These servers will not be alternative versions of existing servers (Ogrest, Pandora and Rubilax) but will contain a special event, called the Neo Raid, which will be available only on these Neo Servers. Plus, there will be lots of rewards to unlock, especially exclusive cosmetics.

However, at the end of the event, the Neo Servers will merge with the historical servers they are linked to: Neo Ogrest with Ogrest, Neo Pandora with Pandora and Neo Rubilax with… Rubilax, yes, that's right, you're following along! This means the characters you've used during your Neo Adventure – and the rewards you've acquired along the way – won't be deleted and you'll be able to continue using them on the historical servers!

For more information about the Neo Servers and the new rules that apply to them, we encourage you to read the article on the topic:

Learn More

How to Preregister

Preregistration is available to let you reserve your nickname and character before registration opens.

Preregistration will open on October 14, at 5 p.m.(Paris time) and close on November 4, at 11:59 p.m. (Paris time still).

Below are the rules that apply to this preregistration:

  • Only one character can be preregistered per server type (multi-account and single-account).

  • When you preregister, you must choose which Neo Server you will play on, as well as your character's nickname, gender and class.

    • This information can be changed at any time before preregistration ends.

    • Your character's gender can also be (re)defined when customizing their look.

    • Once in game, you can change your class as you like up to level 30 by talking to Hooly, the NPC on the Island of Rii.

  • To thank you for preregistering, you will be able to use all the cosmetics already acquired on the matching historical server during your adventure on the Neo Server.

    • For example, you can use the cosmetics you've acquired on Rubilax on the Neo Rubilax server. However, any cosmetics you acquire on Ogrest or Pandora will not be available to this character on Neo Rubilax.

    • This advantage is only available to players who preregister and will not be offered otherwise.

    • The list of cosmetics available will match those saved on your server at the time preregistration ends (November 4 at 11:59 p.m.).

  • Preregistered accounts will also receive a 12-hour regeneration potion, redeemable only on Neo Servers.

Oh! Stretch Goals!

And since good news never arrives on its own, this preregistration includes stretch goals. The idea is simple: the more players who preregister, the more free rewards you'll be able to unlock when the Neo Servers launch!

These rewards will be distributed on the Neo Servers once the Neo Servers are open. Each player who preregisters is guaranteed to start the adventure with a big boost.
Tell your friends about preregistration, and everyone will come out a winner!

Opening Soon!

As previously stated, preregistration will end on November 4. The Neo Servers are scheduled to open and your new adventure is scheduled to begin on November 13.

However, players who have a Neo Pack will get early access three days before the start (on November 10)! These packs have been created for this very occasion, and each one grants early access to the Neo Servers launch.

To be completely transparent with you, the early access will allow us to better manage the influx of players and manage the server traffic by dividing the launch into two "waves." A better gaming experience, for you and for us!

Note: You don't have to have a Neo Pack to preregister or to play on the Neo Servers! These packs are only required for early access to the launch.

Community Announcements - SuperHyphen

Thank you for playing "DEAD OR ALIVE Xtreme Venus Vacation!"

For more information, please check "Official website."

Thanks for your support, and please continue to enjoy "DEAD OR ALIVE Xtreme Venus Vacation!"
Threshold of Awakening - Astrolabe Stories

Astrolabe Stories is not only game-studio, we also work on a comics:

 

New York, 1960s. 

Thomas is a small-time crook who forges documents at the port. The man has never stopped blaming himself for the loss of his son, who was taken by the sea several years ago. One day he gets an unusual assignment, which suddenly reveals a macabre truth...

The comic is set in the same world in which our games: Last Threshold and Threshold of Awakening (in development). The plot draws from Lovecraft's mythology, but we wouldn't be ourselves if we didn't add something weird from ourselves.

Here are some poster designs. Each of our concepts expose some crucial elements of our plot & dark mood.

Can you guess what should you except?

No, I'm not a Human - Mistalleks
Trioskaz! Open up! We’re here to say thank you to everyone who has supported the game. And we won’t take no for an answer.

No, I’m not a Human has sold over 500 000 copies to date!

It feels surreal to have this many people play your game, draw tons of amazing fan art and discuss it online. Stunning contrast of human connection and a game about isolation. Thank you, truly! We will forever cherish this moment, and every other milestone shared with you.

Of course, we’re not settling down or instantly moving to another project. Our utmost priority right now is to fix all the annoying bugs and make some QoL adjustments. However, be it as important as it is, this might not sound especially interesting. Well, we agree – and plan to add new content as well! For exa~ \[knock-knock-knock]... hold up, someone’s at the door.


Right on cue!

Yup, we’ll be adding new guests! 12 new guests to be precise. All of them being based off of our dear Patreons who have supported No, I’m not a Human all the way back. That’s not all we have planned for the update, though – but we’ll reveal more at a later date.

We’re also working on adding Steam Trading Cards. You might’ve seen the movie cover homages we’ve posted on our socials prior to the game’s release. The plan is to make couple more of those and use them for the trading cards. And yes, we are considering to also make some items for the Point Shop in the future as well.

Speaking of art. Lay your eyes onto these incredible fan artworks!

Faces come out of the Night

(via @pyro_cri on X)

The Uncanny Beauty

(via @Klounbobr on X)

Neverpresent Childhood

(via @sharkker_dude on X)

The Cat-Gremlin

(via @Sherrick_Mads on X)

Portrait of a Widow

(via @irlplasticlamb on X)

By the way, if you’re into narrative-heavy horror games, check out Drowned Lake.

https://store.steampowered.com/app/2601540/Drowned_Lake/

 Thick, grungy narrative and palpable atmosphere will tug you down to the bottom of a sinister mystery behind an infamous lake. Brazilian folklore is only sparsely covered in games, so this alone warrants keeping an eye on the game

And also, definitely check out our next game – Lost in Roots

https://store.steampowered.com/app/2872240/Lost_in_the_Roots/

It's a 2D adventure with a tangled story about guilt, in which a girl is kidnapped and held captive in some unknown attic located somewhere inside a giant living Forest in the countryside. Who and why has taken the girl to such godforsaken place? And what do you do when you have nowhere to run? 

That’s all for today. Thank you once again for all the support, and see you in another post – sooner than you might expect.

“A man would rise from the dead and speak. And people won’t believe him”

Trioskaz & Critical Reflex.

Stronghold Crusader: Definitive Edition - [FIREFLY] Sophie
Stronghold Crusader: Definitive Edition v2.0 - Free Autumn Update

- Update Size: ~330MB -

The time is upon us, my Liege! Autumn has arrived and with it comes the eagerly-awaited Crusader DE Autumn Update! So dust off your armour, sharpen your steel and charge into the fray!

NEW CONTENT:
The Reptilian Regent has arrived! 

Battle this bloodthirsty and bitter Lord of the marshes in Custom Skirmish, or challenge his tyranny in the badlands of the Upper Nile in the new Economic Campaign, The Realm of the Crocodile.

Free Map Pack

In this Update’s Map Pack, we have added three new maps for you to besiege and battle across:

  • On an island split into two halves, band together or descend into Skirmish chaos across the 600x map - Castaways

  • Fight for control over a limited space in the PvP-style 500x Balanced Skirmish Map - Temple Island

  • Enjoy rich resources and lush land in the 700x Freebuild map - The Thirsty Trail


Improved CPU Sieging Behaviour

With this update comes improved CPU Sieging Behaviour! For Multiplayer and Custom Skirmishes, this can be enabled in the advanced options section. In the Classic Trails (and in Sands of Time when the “Remove time requirements for Sands of Time trails” setting is enabled) this new behaviour is enabled when hard and very hard settings are used.

Balanced-Focused Advanced Settings for Custom Skirmish and Multiplayer

So you can Skirmish exactly the way you want, we have added a bunch of hotly requested new Advanced Settings to Custom Skirmish and Multiplayer. Pre-Built Enemy CPU Castles on match start, Uncapped Peasants, Faster Peasant Spawning, Optimised Fletchers, Rebalanced Horse Archers, and more! 

Difficulty Settings across Historical Campaigns, Classic Trails and Sands of Time

Want to experience the Campaigns with more of a challenge, or looking to make things a little easier? Difficulty Levels have been added to most Historical Campaign Missions, the Classic Trails, as well as all Sands of Time Missions. To access the Sands of Time difficulty levels, you need enable the “Remove time requirements for Sands of Time trails” setting

Randomised Custom Skirmish Setup

Want to leave your fate in the hands of the dice in a truly randomised challenge? Look no further! We have added the hotly requested Randomised Setup to Custom Skirmish. You can modify parameters to set the level of randomisation to your liking, for example, limiting the possible map pool to only Official maps, or enabling Random Advanced Options to let RNG decide which troops and buildings you’ll have access to.

Coat of Arms System 

You have been asking, and we have listened: We have added a brand new Coat of Arms editor, available in the settings. This new system will allow you to show the world exactly what type of Lord you are, pledge your allegiance to your favourite Crusader CPU Lords (we see you, Rat fans!), or just look very, very cool.

Co-Op Game Setup in Multiplayer

You can now easily set up Co-Op only games in Multiplayer, where both you and another player are automatically set to be allied against all CPU Lords. This comes with access to all the Advanced Multiplayer Settings and Maps, allowing for a heavily customisable Co-Op experience. When browsing the multiplayer lobbies, look out for the new icon representing Co-Op MP Games!

Multiplayer System Improvements - Less Crashes and Resyncs

We have continued to work at improving multiplayer, and in this update we have found and fixed a cause of crashes that would occur after resyncs. We have also found and fixed a cause of continuous resyncs which would trigger at the start of a game.

Please note that you will only see Multiplayer lobbies of other players on the exact same version of the game as you. People make sure you're on the latest version if you'd like to play Multiplayer.


Hungry for more? Here are all full list of changes coming!

Stronghold Crusader: Definitive Edition - Autumn Update v2.0
- Full Patch Notes

Further Additions, Changes and Fixes (as not mentioned above):
ADDITIONS
  • The Marshal and Emperor Frederick will now purchase weapons in Custom Skirmish, Multiplayer, the Historical Campaigns new to Crusader Definitive Edition, and all Sands of Time missions

  • Added Stance behaviour to the Bedouin Healer Unit: they will now move towards people slightly outside of range on their own. In Defensive Stance they will move a couple of tiles, and in Aggressive Stance they will move several tiles.

  • The Healer can also now heal CPU or player Allies. This will occur by default in Co-Op, and is available as an optional setting in Multiplayer and Custom Skirmish.

  • Added ability for the Co-Op host to swap the starting positions in Co-Op

  • Added disabling use of Moat, as a Buildings setting in the Multiplayer Advanced Settings

  • Added “Attack Here” hotkey

  • Added an option in Freebuild mode, enabling Defeat upon your Lord dying.

  • Added a notification pip to the "talk to allies" button, to show when you have received an ally request

  • Added a new “add random CPU Lord” button when selecting CPU Lords in Custom Skirmish and Multiplayer 

  • Added a notification of when you have hit the unit cap, but try to make more troops

  • Added buttons allowing you to hide Co-Op trail progress with other Players & CPU Lords

  • Added more rollover descriptions to settings in the Advanced Options in Multiplayer Lobbies

  • Added a setting to mute all text from other players, at all points in the game

  • Added a popup to confirm you want to disband your troops, to avoid accidentally disbanding your entire army at critical moments. This popup can be disabled if unwanted.

  • Added a notification when trying to select a military building during peacetime

  • New Map Editor hotkey added: The "Editor Show Connections" hotkey defaults to alt-C, and shows connection zones on the tile map. This allows the map creator to easily see what's connected and what's not.

  • Engineers will now making a digging SFX when digging moats

CHANGES
  • The Abbot no longer destroys his Cathedral when panicking

  • Changes to how moat and walkable vegetation (shrubs/cacti) interacts: In game, moat placement will not remove it, but the pre-moat will go over them. When moat is dug, it will remove walkable veg. In the Map Editor, moat placement will remove walkable veg.

  • Updated the UI of Weapons Buildings, to make it very clear that you can shift+click to change the weapon production output across ALL buildings of that type at once (if you didn’t know, now you know!)

  • Enabling the “Remove time requirements for Sands of Time trails” setting now also allows cheat keys to be used during Sands of Time (note that this setting also disables leaderboard placement/functionality!)

  • Updated the campaign map illustrations for the Historical Campaign “Saladin’s Conquest”, to better represent the factions involved

  • Updated Objectives of Skirmish-Style Historical Campaign Missions

  • Added a sound effect when adding gold in Freebuild

  • Tweaked the Freebuild Setup Panel

  • In a previous update, we fixed a visual Bug when placing rocks over walls - however, this bug could be used by Map Designers to create some very cool visual effects! This is now back in, in a slightly different way: if you hold shift as you place the rock, it will create the 'bug' visual effect

 

BUG FIXES
  • Fixed an issue with the order in which the CPU Lords would sell goods, which would then negatively affect their economy

  • Fixed a bug where the bodies of dead Units would be left on the ground after they were killed, which in some cases caused crashes

  • Fixed a bug where more troops could be hired than intended in non-extreme games, surpassing the Unit Cap

  • Fixed a bug where loading a save made just a few seconds after a mission started, would trigger a defeat

  • Fixed an issue where, when commanding troops, the FPS would drop significantly and the troops would slow down

  • Fixed bug that would cause the game to close when inviting a friend who does not have the game open to a multiplayer match.

  • Fixed visual for Fire Ballista destruction in multiplayer

  • Fixed a gap in the UI of the main HUD

Map Editor Fixes:
  • Fixed a bug in the Map Editor that made it look as though certain very steep slopes were traversable by troops, when they were actually not routable

Campaign & CPU Lord Fixes:
  • Fixed a bug causing Co-Op Mission 5 to crash

  • Fixed a bug where The Kings Crusade Mission 5, “Jaffa Recaptured”, would sometimes not end

  • In Mission 59 of the Classic Trails, the Abbot's Castle would be blocked in when his moat was completed. This has now been fixed.

  • One of the Lionheart’s Castles was missing Ballista, this has now been fixed

  • The Classic Trail Completion Video was not affected by the volume settings. This is now fixed.

  • Fixed a bug where clicking continue on a final mission on Skirmish Masters wouldn’t play the Trail Completion Video

Localisation Fixes:
  • Fixes across multiple Localisations

As always, thank you so much for playing Stronghold Crusader: Definitive Edition!

https://store.steampowered.com/app/3024040/Stronghold_Crusader_Definitive_Edition/

Minesweeper Collector 2 - Minesweeper: Collector

This update took a long time and was difficult for various reasons, but it was necessary before the release of the mobile version of the game. Now I am starting to seriously prepare the game for release on mobile platforms. But this does not mean the end for the Steam version of the game. There are plans for episodes 5 and 6, another new mode, and a goal. But that will be after the release of the mobile version.

What's in the update:
  • Crafting items

  • Items and coins appear on the field

  • 7 items for crafting

  • 2 new scrolls

  • All items and scrolls have 4 qualities

  • Redesigned inventory

  • Redesigned scroll activation panel

  • 3 new achievements, 1 redesigned

...

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