7:11am
Car Dealer Simulator - Garage Monkeys S.A.
🛠 Patch Notes:
  • Reduced the number of elements counted for the washing task on the Aurora Outrider model
  • Minor visual improvements to Aurora Outrider
  • Fixed the paint shop preview - now only the vehicle located in the active zone is displayed correctly
  • Improved the way the tow truck attaches to the tow dolly
  • QoL: Added color labels in the paint shop when hovering over a color square



In the meantime, we invite you to check out the forum thread where we gather your feedback and ideas for future updates:
https://steamcommunity.com/app/2404880/discussions/0/604157805816993720/

I Am Mouse - RatStudios

Good news, everyone!

The big and final update for the demo will be released in November.

The game will participate in two events, so I have tailored the update for them.

I wasn't able to implement everything I wanted for the demo, but there will still be quite a lot changes.

Sorry for the long wait!


Approximate release date.

I settled on a release date of May 2026.

Unfortunately, my search for funding/a game publisher has come to nothing, but I will continue the development on my own.

I heard your feedback and tried to respond to all emails or discussions. I wrote down everything and whatever could not be fixed in the new update, I will work on it until the full release. I updated the game page, it now lists new localizations that I will be working on for the full release.

Some of the animations in the game are only temporary and I will be working on them for the full release.

Thank you very much to everyone who supported the game!

Maze It Out - Bayken

Hi,

Our game is out for everyone to break : )

Ready to Break Our Game? Join the Launch Bounty Hunt!

We're challenging our community to conquer the toughest goals in the game! We're also hosting this event to encourage players to share and stream their experience with others.

PRIZES:

Stroke of genius bounty:
€30
for every unique Pink Star found. This means you have to be the first to beat the developers' highest score on a level to claim the bounty!

Grindmaster prize:

€300 to the first player to reach the final 290 stars and achieve 100% completion.

HOW TO CLAIM YOUR REWARD

Participation is simple, but proof is required!

Post a link to your VOD (Twitch or YouTube) on our Discord channel: #bounty-hunt-launch-event.

EVENT RUNS UNTIL: 01/01/2026

(Note: Rewards will be given as Steam Gift Cards for participants outside the EU.)

Thank you very much, to the players that will experience this game we hope you have an engaging puzzle-solving experience, we are happy to provide a dopamine delivering distraction that does so through reasoning and flexing your brain muscle. We need those to stay fit!

And a message of support for all people suffering from a mental affliction and are enduring with all their courage chronic emotional dislocation.

Cheers,

Theft Runner - Cahit Kemal
  • Reduced Magnets for Spawning.

  • Reduced Coins for Spawning.

  • Added Loading Screen to Begin of the Game.

Glaivestorm - blueglassstar

Added

- New high level boss - Nature's Wrath

- New and dangerous exclusive skills for bosses with visuals for danger zones

- Progressive stat reset cost. Now it's cheap at low level and grows with you

- Added 1 second cooldown for consumables usage. It's one cooldown for all so you're not encouraged to collect 5 different health potion types to drink them at the same time

- New skill \[Maim Spike] to help ranged tree keep distance with enemies

- Loot quality gear affix added for jewelry (can spawn from lvl 10). New lucky hat

- Mana steal gear affix added. Can spawn on same item types as life steal (in-hand, gloves, amulets). Can spawn from lvl 30

- \[Steel Press] now provides physical damage reduction if used with two shields. \[Steel Press] movement is smoother now

- Target dummy was added to safe zone

- Two new maps
Changed

- Buff to \[Rapid Spike] - now it pierces enemies by default

- Opening map now pauses game time

- Better textures for health/mana balls, main panel. Skill buttons are now semi-transparent when not assigned

- Loot quality and experience bonuses gained from map completion/disturbance are now visible in additional stats

- \[Buzzing Fields] map level was increased to 30

- Healing and mana restore now don't show numbers if you're full

- Various sprites were added to most of boss arenas

Fixed

- Chest duplication glitch

- Fixed skill visuals size glitch

- Life steal now shows "%" in stats

- Passives with changeable duration now show it in tooltip

Sunfinity - Scarfel
  • The GUI finally behaves properly on larger screens. Phew! Thanks to Papy George for keeping his patience.

  • Papy George also has more to say: new dialogues and lines have been added to make you laugh… or groan.
Victoria 3 - Pelly_PDX

Salutations Victorians and welcome to the start of the 3rd Anniversary week!

First a message from our Game Director Martin:

Happy anniversary, Victorians! It has now been three years since Victoria 3 released and it has been quite the journey. Taking a look at where we stand now, with a growing and thriving game, makes me want to reflect back a little on my own experience of the years that have passed. Of course, for me it's been far more than three years - in fact, as of 2025, I've spent over half my total time at Paradox as Game Director on Victoria 3. It has never been the easiest or most straightforward game to work with, but I can say with complete certainty that it has been, by far, the most personally fulfilling.

When I started designing this game, it was always with an understanding that there is just nothing quite like the Victoria games out there, and with the personal goal to create the best damn socioeconomic-geopolitical-national-gardening-simulator I possibly could. I made mistakes along the way, and will undoubtedly continue making them, but my goal remains the same. In this I have been helped immensely along the way by you, our wonderful community, with all of your passion, thoughtfulness, feedback and suggestions. I have always felt that you, as a whole, share my overall goal, however much we might disagree about how to get there.

If all this sounds to you like I am about to pass the reins, then you couldn't be more wrong! I haven't gotten to make nearly enough market reworks yet to even start to feel done with Victoria 3, let alone the individual currency system that me and maybe two other people in the entire world are excitedly anticipating (but which sadly will probably have to wait a long while yet...). So, I'm afraid that you're simply stuck with me, and personally, I couldn't be more excited and thrilled for the years to come!

Martin

Schedule of Events

This post will update each day with each different event and so I hope you enjoy and we will see you each day, at 16:00 CEST!

Turnbound - Seraxia

Hello everyone! 

If you see this as this goes live, the servers will be down for 15-30 minutes while we update the demo.

Thank you to everyone who sends over their feedback, bug reports and suggestions, we do listen and take on board, and try to respond to as much as we can as it comes in, so be sure to keep on doing so in the community hub or our Discord!

With that being said, we have a New feature:


Rematch!

Do you believe you should have won a fight you lost due to RNG? Well, put your tokens where your mouth is. Redo the fight with new RNG. If you win, you gain the token that you lost; if you lose, you lose an extra one. 

Onto the patch notes…

Matchmaking:

  • Chamber 3 no longer shares a matchmaking bucket with chambers 4 and 5. As we get more users, we will also split 4 and 5.

  • Reduce the number of bots you encounter later in the tournament.

Connectivity:

  • Fixed an issue where the connection between the client and the server could get corrupted, causing repeated connection loss popups.

  • Fixed an issue where Chinese users could not connect to the servers (this was a server-side hotfix that's already deployed)

  • Improved our alerting system to detect issues with the Chinese servers earlier.

  • Fixed a bug where the game state could get corrupted in case of connection errors.

  • Replaced the Relogin button from the connection error popup with a Quit button because relogin did not always work cleanly.

Balance:

  • Red Silk Sash will no longer apply Stun. Health Increased from 5, 10, 15 to 8, 16, 32. Power reduction on Attacking Tile increased from 5, 10, 15 to 10, 15, 25

  • Buffs from Frenzied Bottled Spirit are now applied in parallel

  • Added Rematch functionality so you can retry a lost battle with new RNG.

  • Item catalogue items are not loaded again every time the pop-up opens.

  • Ironclad Trinket gives health to taunt items now, even if they gain taunt later.

Other Changes:

  • Bug reports will now submit all log files rather than just the session in which the report was sent. This will help us track down bugs that prevented you from reporting (e.g. freezes, crashes).

  • Fixed a bug where the win streak animation would play even when win streaks were still locked by the tutorial.

  • Spillover is now shown in Tile Tooltips.

  • On-Hit effects from attacks are now applied before Damage-Taken effects of the items being hit. This has implications especially when Sleep is involved. An attacker can now prevent damage-taken effects of the target by putting it to sleep. An attacker with "When damaging a Tile, gain a Charge" will now gain the charge even when hitting a tile with "The first time this Tile is hit, it applies Sleep to the attacking Tile."

  • Battles are now limited to 30 turns. If you do not defeat your opponent in 30 turns, you lose the battle. You should not hit this limit in normal play. This is there to ensure that battles between two very defensive builds will not continue forever.

  • Visual changes on Devastator pop-up

Thank you again for following us on this journey so far! Be sure to follow and join our social channels for more info:

Stay spooky and safe.

~ The 1TK Team.

Halloween Harem - HotPinkGames

Hey all you cuties out there waiting for this game to come out.

Thanks for all the wishlists! We've gotten over 2,000 now. That seems pretty good to me for not being on Steam before :) I'm also not really sure how these posts get to you, so also figuring it out as we go lol

But now for the NEWS!

I think you can prob see this in the summary, but I'm locking in our release window between the 22nd and the 28th.

My original goal was the 22nd and we can still be on track for that! We have all the ART done, and I'm working on getting that all ready. But still working on some of the Voice and Music work that will be brand new. So because we want to make sure the release is in it's best possible state I deff wanna get that all wrapped up for once we go fully live. Prob could put it out how it is now, and do an update with some of the new stuff and fix any bug, but I don't make bugs! Well... I have found a few small ones, let's see if they effect anyone first, hahaha.

But yeah that's the goal from the game dev side of things, and I've got everything mostly already polished up but still have to do a few more controller tests to make sure things are possibly Steam Deck optimized ;) With all the art, the file size and memory usage won't be too optimized, but should deff be able to RUN on a deck. Just need to test it. And get used to all the other Steam stuff I prob need to do on release. Which could also delay things to make sure everything is perfect on release in that back end. And also why I won't release on the weekend, so you can count that out within the window, but will a Thursday or Tuesday be better for release... who knows! Just gona go when it's ready :)

So hope you can look forward to then, and I can't wait to see what everyone thinks of all the new stuff we put in this game. I'll be teasing some for sure leading up to the release and afterwards ;)

So now you know all that you can make your Halloween plans!

Thanks for the support

  • HP

Stellar Destiny: The Last Survivor - DoNyS

A presence has been detected within the network.
One of the core operators – a member of the development unit – is online.

They are not observing. They are playing.
Testing systems, shaping the world, leaving traces across Crythar’s surface.

If you sense anomalies, strange activity, or patterns that defy logic –
You are not alone.

The Overseer is watching – and so are we.
(Signal distortion... connection remains unstable.)

...

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