Steel Seed - Old Gamer

Hello everyone!

Thank you once again for being a part of the Steel Seed journey. Since launch, we’ve been listening closely to your feedback — and this latest update brings a wide range of improvements that reflect your input.

This patch focuses on refining the overall gameplay experience, with particular attention to narrative clarity, onboarding enhancements, and Koby’s functionality. We’ve revised key dialogue across the game to strengthen storytelling, introduced smarter quest indicators to help you navigate the world more intuitively, and implemented a number of quality-of-life updates to both controller and keyboard/mouse inputs.

Additionally, we’ve resolved several community-reported bugs and polished various systems, from checkpoints and collision to lighting and level streaming.

Let’s dive into the details. 👇

New Features & Improvements
  • The Quest Indicator(s) now moves along the path to the current objective(s), or to the closest S4VI Point when a teleport is required or more efficient.

  • Extensive revisions to the game's dialogue throughout the entire experience. These changes enhance narrative clarity, character development, and overall immersion.

  • The counter for challenges requiring killing multiple enemies in stealth without entering combat is now only displayed after killing at least half of the required enemies.

  • Updated Photo Mode input to not overlap with the new default Koby Flight movement input.

  • Minor tutorial fixes.

  • Minor checkpoint fixes.

  • Minor collision fixes.

  • Minor level streaming fixes.

  • Minor dressup fixes.

  • Minor lighting fixes.

Bug fixes:
  • Koby Tool upgrades had no effect on the equipped tool until it was re-selected.

  • You could skip the post-Shamyr chasing sequence beginning scene if you kept gliding without landing.

  • The fast travel menu indicator ignored the Lower Vertical Garden S4VI Point.

  • Impossible to enter the Photo Mode after some scenes.

Mouse and Keyboard improvements and fixes:
  • The Mouse Wheel can now be used to scroll Koby Tools without the need to open the Selection Wheel.

  • Kamikaze QTEs with keyboard now display arrows instead of WASD, and can be completed using either arrows or WASD.

  • Clicking Zoe or Koby skin previews may break the next keyboard input.

  • Clicking a different tab in the game menu may not switch to the selected tab.

Special thanks to the community for reporting many of these issues. Your support continues to drive our development forward.

📆 Looking Ahead: The Steel Seed Roadmap

Stay tuned as we reveal more details about each upcoming patches. Your feedback is essential as we refine every aspect of the game. In the meantime, feel free to check out our roadmap to see what’s coming next!

🚀 Join the Adventure!

Haven’t played yet? Now’s the perfect time to dive into Steel Seed! Guide Zoe and her drone Koby through a mysterious and dangerous underground facility. Discover secrets, uncover the truth, and fight for humanity’s survival. Follow Steel Seed on our social channels for the latest news and updates. We are looking forward to seeing you in the game! Thank you for your support, and happy playing!

Ancient TD - DXVL

Ancient TD v1.4.60:

  • Moved WaveSpawners to host (this should drastically improve multiplayer performance).

  • Added Artifact content.

  • Fixed Chest of Olympus picture not being found.

  • Fixed Default Night map Lanterns not being visible.

  • Reset tester profiles to the latest file system structure.

Space Memory TDG Playtest - TDG_Mastermind
Patch1008 Ufo-Fix
4:24am
Poetry of Blood: Eclipse - ZeroGameStudio
Adjustments
1. Modification of the shop robbing mechanism: Players can initiate a challenge after consuming more than 7000 modules in this game round. Defeating "Lin" in battle will reward players with 70% of the modules consumed in this game round.
- "Lin" will grant players 1 stack of "Lin's Gaze" every 30 seconds.
- Players cannot initiate another challenge after victory.
2. Merge some plugins.
3. Modify the effects of some plugins in the "Status Switch" series.
4. Shorten the pre - cast time of "Blood. Magic. Law." and "Thunder Core", and increase the attack frequency of "Thunder Core".
5. Increase the damage of "Armor - Piercing Rounds" and "Homing Projectiles" in ammunition consumption.
6. Adjust the attributes of some weapons.
7. Add a module acquisition efficiency bonus in Pure - Blood difficulty.
Bug Fixes
1. Fix the issue where some players are unable to load their game saves.
Village Defenders - UberbaxGaming

[carousel][/carousel]

Here’s what’s new in this pre-release milestone:

👍 Post-Run Stat Upgrades

You can now permanently upgrade your base stats after each run. Build your own meta-progression path and grow stronger with every attempt.

♻️ Recycle Unused Gear

Too much junk in your inventory? Recycle equipment to gain resources and keep your loadout clean and efficient.

🍀 Lucky Affixes

Some gear now rolls with new Luck-based tags — hunt for that perfect drop with extra bonuses or rare effects.

🔁 Item Trading

Found something you don’t need? Trade it with a merchant and roll for something more useful — maybe even legendary!

⚔️ Mixed Randomized Waves

The battlefield just got wilder. Enemy waves now include a mix of unit types, random patterns, and unpredictable chaos. Adapt or get overrun!

This is our last major update before release — and it's your chance to dive in, test everything, and help shape the final version!

🫶🏻 Wishlist Village Defenders now!

Let’s get ready to defend — and evolve.

Dawnmaker - jbera
We’re super happy that Dawnmaker is participating in From Poland With Love 2025 on Steam - a celebration of the finest games made and published in Poland, powered by Untold Tales! 💌🎮

👉 Dawnmaker is 34% off for a limited time, only until August 11th!
https://store.steampowered.com/app/2749100/Dawnmaker/?utm_source=steam&utm_medium=fpwl2025
🛍️ Check out the sale page and explore deals and bundles here: https://store.steampowered.com/sale/FromPolandWithLove2025



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Battlefield™ 2042 - Electronic Arts

Hello everyone,

As we prepare for Battlefield™ 6’s Early Access Beta starting on Thursday, August 7, followed by the Open Beta on August 9, we wanted to take a moment to reflect on our journey so far with Battlefield Labs, how we’ve adapted your feedback, and what you can expect from future play sessions and gameplay iterations as we prepare for launch.

We’ll take a brief pause with Battlefield Labs during the Open Beta period. Once concluded, we’ll resume our commitment to feedback and continuous improvement through this program. We’re proud of the reception that we have seen with Battlefield Labs and we’ll keep monitoring and acting on player feedback and data as we continue our development.

Battlefield Labs Feedback, Changes Made For Open Beta

Closed vs Open Weapons

We recently shared our goal to connect both new and veteran players to the Battlefield experience. There have been ongoing discussions about previous class systems, including interest in reintroducing closed weapons to classes as a playlist option.

To support different playstyles, we’re developing functionality that allows you to choose between closed and open weapon modes, starting with the Open Beta. We’re starting with a Closed Weapon Conquest playlist in Beta. You’ll earn full XP progression in this mode, giving you the freedom to play your way.

With the Open Beta inviting you to our largest play sessions yet, we encourage everyone to try switching between both systems to find out what works best for you.

Maps and Modes

We’ve been closely tracking player behavior and traversal across the different maps played in Battlefield Labs, such as for the below image of Siege of Cairo. Using this and other data, we’ve identified several areas across maps that we’ve zoned in on and changed to better the flow of movement and the pace at which players traverse and fight each other.

Several direct changes have also been made to the layout of objectives, including improved cover, adjusted objective sizes, and tailored designs to support balanced play for both sides. We’ve also updated the visual look of objective boundaries and repositioned turrets across the map to further enhance gameplay.

As we move into the next phase of map testing, our focus will shift even more toward refining these objective layouts and iterating based on player feedback. Expect further adjustments as we approach the final stages of development.

We’ve always loved the fast-paced action of Domination and have been exploring the best way to bring revives into the mode, a core element of Battlefield teamplay that we think really fits. After seeing positive feedback from players, we’re excited to introduce reviving as a new mechanic, adding an extra layer of strategy and teamwork to the experience.

Weapons

Time-to-Kill and Time-to-Death have been frequent topics of community feedback. With your input, we’ve balanced damage across the weapon pool and we’re eager to hear your thoughts on how these changes feel during the Beta.

We’ve also leveled up our weapon customization options. We’ve worked to enhance overall clarity to make the UI more user-friendly so it’s easier to see which weapons synergize best with each class. These improvements are designed to help you make more informed choices when building your loadout, ensuring that you can quickly understand the strengths and intended roles of different weapons.

To further differentiate the classes and provide unique weapon advantages, we’ve introduced signature weapons. Selecting a weapon that aligns with your class now grants exclusive advantages for that weapon that no other classes will benefit from. For example, no other class will be able to utilize a sniper rifle as effectively as a Recon.

The Road To Launch

Adapting and implementing feedback takes time, and while Open Beta will give you an early look at the Class system, it’s not the final adaptation. After the Open Beta has concluded, there will be more opportunities to shape the class experience together before launch through upcoming Battlefield Labs play sessions.

Today, we wanted to give you a glimpse of further changes you can expect beyond Open Beta as we head towards launch.

Assault

While Assault has been recognized as the class for frontline-medics, and a favorite among lone-wolf players, we’re now placing greater emphasis on team play. With reworked traits and gadgets, Assault offers passive squad benefits that encourage teamwork and provide a stronger support for the squad.

The Adrenaline Injector, initially offering a self-healing effect, now clears and boosts resistance to flash and stun effects, enhances tolerance to explosive and incendiary damage, and improves movement speed. We feel that this will reduce their self-sustaining perks and differentiate them further from the support class.

Commanding Presence has replaced Enhanced Mobility as the new Signature Trait. This trait speeds up capturing objectives for nearby squad members and takes you and your team out of combat status faster. With this new ability we’re taking another step to provide the Assault class with more team focused abilities.

We’re also making a substantial change to the gadget pool of the Assault class. We've renamed the Spawn Beacon to Deploy Beacon, and it's now part of the Assault class gadget pool, instead of Recon.

Although the Deploy Beacon has traditionally been a staple of the Recon class, it hasn’t been without its challenges, often being used by solo snipers to redeploy in hard-to-reach places. By moving it to the Assault class, we’re intentionally redefining it as a teamplay tool for frontline flanking and coordinated squad movement.

The Deploy Beacon has a finite number of uses per squad and will self-destruct if the Assault player spawns back on it, making it a tactical and limited resource rather than a persistent advantage. We believe this addresses concerns around Assault being too focused on solo-play.

A completely new gadget is being introduced: the Assault Ladder. This versatile tool provides squads with access to previously unreachable areas, functioning as either a ladder or ramp depending on deployment angle. As a powerful teamplay gadget, it enables Assault players to lead not just their squad, but their entire team over obstacles, gain height advantages, or surprise the enemy in new ways.

Engineer
We're pleased to hear balanced feedback on the Engineer class, especially in terms of their core role in vehicle gameplay and explosives. We're eager to learn more about how well the Engineering gadget pool supports and destroys vehicles, and how effective Engineers feel in direct combat. We'll be closely monitoring their toolkit's performance in large-scale battles and are keen to hear your thoughts on whether playing as an Engineer feels impactful and rewarding.

Support

We've received generally positive feedback regarding Support, and we're actively evaluating a few key areas for improvement. We’re focusing on the refresh rate of supply crates and how well the Support’s signature weapon buffs contribute to the flow of the game. We want to ensure that Support players feel essential to their squads, both in keeping teammates supplied and in boosting overall combat efficiency.

Recon

For Recon, we saw the opportunity to strengthen the disinformation and sabotage component of its role. With that in mind, we set out to redefine one of Recon’s Training Paths by removing “Pathfinder” and replacing it with “Spec Ops. A nod to the stealthy, explosive-focused class last seen in Battlefield 2.

This is the path for anyone who wants to take on the stealth function of their squad, providing them with insights on troop movement while quietly operating behind enemy lines:

  • Spec Ops 0: Your base class training, available from the start and allows quieter takedowns, crouch and prone movement.

  • Spec Ops 1: Spots nearby enemy gadgets (except when sprinting).

  • Spec Ops 2: Going prone takes you out of combat much faster and removes the spot on self.

In addition, the Recon class features an Active Ability at Level 3 that lets you call in a UAV to a marked position for passive spotting, further enhancing your squad’s situational awareness.

Together with the Recon Signature Trait, Aim Spotting, which automatically spots enemies while you’re aiming down sights, you’ll be fully equipped to play out the intelligence and counterintelligence role to its full potential.

What’s Next?

Open Beta is your chance to jump in, share your feedback, and help shape the future of Battlefield 6. Check out our Open Beta Readiness article for everything you need to know to get started.

We also invite you to join us on the official Battlefield Discord to get the latest updates, hear from our team, find squad mates to play with, and more.

We’ll return after Open Beta with learnings from the play sessions, and an overview of further changes we’re making on the road towards launch.

We’re looking forward to seeing you on the Battlefield alongside us in the Open Beta!

//The Battlefield Team

These game details are subject to change based on community discussions, player data, and feedback from Battlefield Labs and the Open Beta as we continue developing Battlefield 6 and beyond. We will always strive to keep our community as informed as possible.

https://store.steampowered.com/app/2807960/Battlefield_6/

Granado Espada - GE_imcGAMES

Hello, imcGAMES here.

We would like to announce the details of the maintenance scheduled for August 6, 2025. Make sure to check below for the schedule and patch notes.


MAINTENANCE PERIOD

- [SGT] 13:00 to 15:00 (August 06, 2025)
- [EST] 00:00 to 02:00 (August 06, 2025)
- [CET] 06:00 to 08:00 (August 06, 2025)


Visit here to view the full patch note.

The First Descendant - 123ive

Greetings, this is The First Descendant Sound Team.

 

Many Descendants have sent feedback requesting improvements to gun sounds to enhance battle immersion.

Based on your valuable feedback, we have worked on sound improvements to enhance immersion and enjoyment in various battles (Field, Mission, Intercept Battles, etc.) in The First Descendant.

 

Additionally, we have added the ability to manually adjust sound options to match various playstyles with the improved sounds.

We will continue to listen to Descendants' feedback and strive to provide an enhanced battle experience.

 

The improved sound work will be implemented with the Season 3 Breakthrough Update on 8/7 (Thu).

 

■ Sound Effect Renewal

(1) Weapon Sound Renewal

We have enhanced the overall detail of gun sounds to give each weapon its own unique texture and firing feel.

With weapon improvements, we have finely tuned elements such as feedback when firing bullets, reverberation based on distance, and recoil to provide a more realistic and immersive battle experience.

 

We have renewed the sounds for all weapons, including enhanced motion-related sounds for equipping, aiming, reloading, and gun overheating.

You can check the improved sounds of some weapons in the video below.

https://youtu.be/LC_xY4Rb5uI

(2) Hit Sound Renewal

We have improved weapon feedback by differentiating hit sounds in various situations to provide players with a more immersive experience during monster and Colossus battles.

 

We have enhanced Weak Point hits by applying dedicated hit sounds when striking Colossi's Weak Points.

We have improved hit sounds against Immune enemies to be distinct from regular hits, making it easier for the player to grasp their situation.

 https://youtu.be/n0llQRE-dyo

(3) Item Pick-Up UI Sound Renewal

We have improved the UI sound played when acquiring items to provide a more natural and harmonious audio experience.

Previously, the repetitive sound of item acquisition during Battle could disrupt immersion, but

with this revision, we have redesigned it to match the overall game's audio balance, ensuring it doesn't interrupt the flow of Battle.

 

With the newly revised item acquisition UI sound, you can experience smooth and pleasant feedback even when acquiring items.

 https://youtu.be/3t3YxMVFxdM

(4) Sound Option Refinement

Beyond simple sound quality improvements, we have refined the options to allow for more detailed sound settings, enhancing immersion and control feel during battle.

Now you can adjust sound effects, UI sounds, and voice separately to fine-tune sound settings according to personal preference or play environment.

 

Sound settings can be adjusted in the following categories under the "Options > Audio" tab

- Sound Effect Options: Adjust PC/Weapon/Hit/Vehicle sounds individually

- UI Options: Adjust System/Item/Notification sounds individually

- Voice Options: Adjust PC Voice, Quest Voice individually

Before

After

 

■ Music Renewal

(1) Field Mission Music

We have added a structure for mission-specific themes to play during field missions to enhance battle immersion.

Previously, character themes would loop on the field, but now we have designed dedicated mission themes to play during basic and battlefield missions, making the music more diverse.

 https://youtu.be/mazSa92sVsg

(2) Void Intercept Battle Music

We have improved the score's timing to enhance immersion during Colossus battles in Void Intercept Battle.

Now music starts when a Colossus appears and ends when it dies, creating a more dramatic battle experience.

 https://youtu.be/-2CUNF0M8Hw

(3) Void Erosion Purge Music

For the repeatable farming content of Void Erosion Purge we minimized listening fatigue while maintaining tension

by changing the dedicated theme music for Void Erosion Purge content to ambient music, emphasizing atmosphere.

 https://youtu.be/AtB2Jwf8Fpw

Thank you.

Inkborn - jbera
We’re super happy that Inkborn is participating in From Poland With Love 2025 on Steam - a celebration of the finest games made and published in Poland, powered by Untold Tales! 💌🎮

👉 Inkborn is 10% off for a limited time, only until August 11th!
https://store.steampowered.com/app/2924580/Inkborn/?utm_source=steam&utm_medium=fpwl2025
🛍️ Check out the sale page and explore deals and bundles here: https://store.steampowered.com/sale/FromPolandWithLove2025



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