HexWind - Alan - Charm Games
Hey VR diehards - it's our first update post in a while, but we've been hard at work lately including this week's update bringing new daily run rewards, a completely redesigned HUD, and new environments for fire levels.



Daily Run Rewards & Charms
We've made a handful of changes to daily runs recently including adding a bonus for completing a daily run that applies to Campaign Mode. You can now see the bonus available above the Daily Run slot on the sarcophagus before beginning a run, along with the bonus it provides. We also added three new unlockable charms, available as run rewards, and purchasable from the store between missions. Plus, you can now check out charms in the Codex, as with Tarots and Enemy cards.

New HUD Design
We totally overhauled the combat HUD in this update, aiming to make information easier to understand and way better looking in line with the style of the rest of the game. Your health and stamina bars now change size depending on bonuses or penalties you have to base health, and provide clearer feedback when you take damage or spend stamina. We also added some amazing 2D feedback effects for when you've got a spell charged up to use - a different effect for each element. Our artist Will did awesome work on this, harkening back to some classic magic action games.

We also added a score bar that shows progress on reward tiers in combat, so you can see how close you are to hitting the next target. We're going to bring a few more HUD improvements in Update 38, including to the score bar, plus better integrating the threat indicator with the new HUD.

Fire Environments
Will was on fire in this update! (I'm not sorry) Not just with the HUD changes, but he also wrapped up the first of some big changes to Fire environments we're rolling out. Fire was our earliest elemental map set in HexWind, and they got the job done for amazing gameplay. But the recent work on the Storm and Metal environments raised the bar so high we knew that going back to give some love to the fire environments could really pay off. Check them out and be careful where you step!




We love hearing feedback, so drop us a message on the Community Page or come over to our Discord server to say hi!

The HexWind Team
Click Me Harder - Rust Jesus
Just checking the item buffs slower this time so the game has more time to fetch them first. New menu still coming soon! :)
4:57pm
Heroes For Hire - Guild Micromanagement Simulator - Untouch
0.13.1.0

Additions:
- Global skirmishes are now FULLY asynchronous!
- Searching for a global skirmish now gives you another team, even if the player isn't playing!
- As a result, global guild names no longer show up. Sorry about this, I'm only allowed to store around 256 bytes of information, and if your guild name is too long, you can shoot over this limit quickly.
- Levels are now scaled as well, to the average level of the heroes on your team.

- New Clothing
- Spiked Suit. Slight strength focused tank set. Set bonuses causes enemies who attack the hero to bleed.
- Shogun Armour. Strength focused set. Set bonus makes heroes always crit on the first attack.
- Painter's Set. Dexterity and agility focused healing set. Set bonus heals the team slightly for every status effect on the hero.
- Hiker's Set. Agility focused set. Set bonus gives the hero wearing it a healing and explosive clump when the raid starts.

- New Cursed Relics!
- Voodoo Doll. When carried by a hero, enemies will now start with 4% (per hero) less health.
- Brass Chalice: Functions as a bottomless health vial in raids.
- Smelling Salts: When a hero dies and they are holding this relic, they'll have a 40% chance to be revived with 5% of their health.

- New Relics!
- Torch: Increases the number of enemy encounters you'll get that raid, per hero. Gunpowder, Refined Fabric, Wood
- Mushroom Skewer. Increases the amount of health regenerated outside of battles in raids. Mushroom, Refined Metal, Mushroom
- Dungeon Map: Reduces how long heroes take moving in raids. Tattered Map. Refined Fabric.

Other Changes:
- Improved pathfinding in raids. The game was accidentally set to encourage heroes to go towards the chest before they had the key, when it should have been the opposite.
- Previously, the guild would never recieve raid orders that went to the Enchanted Forest map, it now can.

Balance:
- Tweaked how the Helpful Compass relic works.
- The Blood Diamond relic now increases the effectiveness of gems.
- Hero and Rival gem effects were not consistent and now are.
- Tweaked how the diminishing returns for gem activation works.
- Reduced the healing from the Bear set.
- Increased the healing from the Gardener set effect.

Bug Fixes:
- Fixed an issue with bombs in raids.
- Fixed a bug where the Cave Bear boss would loop using the roar attack.
- The Juggler set was not functioning as intended before. (Was increasing damage, not speed.)
4:51pm
Wireframe: Racing Playtest - vaporcatgamesllc
-Fixed shifting in Automatic issues so cars aren't permanently stuck in clutch mode
-Adjusted player physics
Click Me Harder - Rust Jesus
In-Game Item Indicators:
1. Added item indicators for store bought items, as well as indicator text for the upgrades via store buffs.
2. Fixed the "drop loop" not decreasing when drop buffs are purchased!
3. COMING SOON: An in game menu for all steam items
4:40pm
Upload Labs Playtest - Jorge de Guzman
-Requests have been revamped
-You can now complete multiple requests per file
-You can now hold the upgrade button on components to quickly upgrade
-Improved zoom with mouse
-Performance improvements
-Rendering now fallbacks to OpenGL instead of Dx12 to avoid crashing
-Fixed Automatic Crypto Seller not properly saving its set threshold
-Fixed Luck perk only giving 10% token increase instead of 20%
-Fixed a situation where it was possible to connect to closing nodes, resulting in a crash
Symphorix - sabreking
#New Features
  • Your Personal DJ Set!: Create custom song playlists and let your game DJ through them automatically!

    • Hold Ctrl and click songs in the song list to build your perfect playlist - no more same song during long survival sessions.

    • During game sessions, your playlist automatically advances when each song finishes

    • Watch your selected songs light up in the list to see which ones are in your playlist

    • Your first-selected song stays the "main" one for all bonuses and synergies

    • Outside game sessions, single songs loop normally so you can configure your core without interruption

    • The HUD can show you "Currently Playing (2/5): Song Name" so you always know which track is pumping

  • Perfect for building the ultimate gaming soundtrack that keeps you motivated through long sessions!

    #Fixed Issues

  • Secondary Thruster Behavior Fixed: Your secondary thruster particle system now properly syncs with your main thruster! It automatically stops emitting when you stop moving, just like the main thruster. This prevents lingering particle effects when pausing the game, returning to main menu after death, or exiting via the pause menu. Plus, any existing world-space particles gracefully fade out naturally instead of being abruptly cut off. Your thruster effects are now perfectly synchronized and won't haunt your main menu with unwanted visual noise!

Trade Rivals - Goblin Age - rooggamestudio

Hey Goblins,

We know it’s been a little quiet from us these past 2–3 weeks, but rest assured—we haven’t stopped working for a second. Many of you have been asking for it, and we’re excited to finally share that we’re deep in development on the Single Player with Bots mode!

This has been one of the most requested features, and we can’t wait to deliver it to you. Very soon, you’ll be able to enjoy Trade Rivals in a whole new way, even without a full party of players.

We’re aiming to roll this out in a big upcoming update, and we’ll have more details to share soon. Thanks for your patience and for being part of our goblin community—we promise it’ll be worth the wait! 💚

MoteMancer - CyanAvatar
Hexagons have been a core part of MoteMancer’s design from day one. But knowing I wanted hexes and actually understanding all their nuances are two very different things. Today I want to share a little mathemagical discovery that totally blew my mind and shaped how a lot of MoteMancer works behind the scenes.

🧩 Rule Tiles and Hexes

Unity has a super powerful system called Rule Tiles: you can define how a tile should behave based on its neighbors. There are tons of resources for how to leverage this for square tiles, but very little for hexagons.

When I sat down to map out every possible neighbor combination for a hex tile, something uncanny happened: There are exactly 64 unique combinations.

Being an FX Artist for years, this was baffling. We often think in atlases and 4x4 or 8x8 grids, so for this to magically manifest as a perfect atlas set immediately made me think i did something wrong. It turns out there is a super well-established reason for this.




🔺 Pascal’s Triangle

Here’s how all the neighbor connections break down:
  • 1 way to have no neighbors.
  • 1 way to have all 6 neighbors.
  • 6 ways to have exactly 1 or 5 neighbors.
  • 15 ways to have exactly 2 or 4 neighbors (two sets of 6 plus the 3 straight sections).
  • 20 ways to have exactly 3 neighbors (three sets of 6 plus the 2 perfect triangles).
And those values are a perfect match to the 6th row of Pascal’s Triangle.

That means the humble hex grid is hiding binomial coefficients under the hood, and likely has this pattern for any shape, which is a super fun random math fact that I would never have known. It also demonstrates how much more complex hexes are compared to squares for artistic considerations.


⚗️ Where it shows up

Every omni-directional visual in MoteMancer - Mana Roots, Ichor Slicks, Swiftstone, and more - is built on this foundation. Understanding that there’s an orderly backbone beneath the complexity plays a huge part in how to wield the rule tile system into something predictable and fun to work with.

I’ll dig deeper into the layered nuance that have been built atop this in a future musing, but for now I just wanted to share this little piece of hex-shaped serendipity. Next time you’re laying out your alchemical garden, take a moment to stop and bask in the bestagons.

Back to the lab,
~CyanAvatar
250ms - gust1m1goo

Hello everyone,

Thank you to all who have played 250ms. We are pleased to announce that the sequel, 250ms2, is scheduled for release on September 9, 2025.

250ms2 will return with improved features and brand-new themed stages, delivering an even more refined gameplay experience.

We look forward to your continued interest and support, and we invite you to visit the store page for more details.

Thank you for your continued support. — BMSgames

...

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