Ire: A Prologue - anne.hendricks

Thank you to everyone who played our demo during Next Fest and on the Epic Games Store! The team here at ProbablyMonsters was ecstatic to see so many of you enjoying your first loops through Emily’s memories.  

We were also excited to see our articles written about the demo; check out some of our favorites to tide you over (no pun intended) until October 28! 

If you haven’t had a chance to play the demo—or just want to investigate some more before launch—it’ll remain available until the game releases next week.  
 
Finally, go behind the scenes with the first of our Ire: A Prologue Dev Diary series, “Inside the Triangle.” Join Narrative Lead CJ Cowan, Engineering and Design Lead Travis Johnston, and Art Lead Brad Schuber as they unlock the doors behind the development of Ire: A Prologue. 

 

As always, follow us on social media for the latest news and updates, and we can’t wait for you to delve deeper into the mystery of Ire: A Prologue on October 28! 

X: @prblymonsters 

Facebook: prblymonsters 

Instagram: @prblymonsters 

TikTok: @playiregame 

http://www.playire.com style=button buttoncolor=#002b28

 

Land It - ApplePi
New Game Modes
Aerial Refueling Mode

The ultimate test of in-flight precision. Line up your fighter with a refueling tanker and maintain formation for as long as possible. You'll regain fuel while docked, but burn it when you drift away. Fading light and gusts of wind will only make it harder.

Limited Fuel Mode

Like Professional Mode, but with a twist: you have a limited amount of fuel. Each landing still damages your plane, but now you also have a dwindling fuel supply to worry about. How many times can you land before running out of fuel or crashing?

Timed Mode

Another twist on Professional Mode. This time you have a tight schedule to follow. Strike a balance between landing quickly and landing smoothly. With each successful landing your time limit gets tighter as well.

New Achievements/Liveries

-4 new achievements related to Aerial Refueling Mode

-3 new achievements related to Limited Fuel Mode

-4 new achievements related to Timed Mode

-11 new liveries corresponding with the new achievements

Misc.

-Double tap detection for parachute and afterburner abilities has been changed

-More splash texts have been added

-The Halloween event is now available for the entirety of October, as opposed to just a few days

-Extra points will now be awarded based on the number of landings, incentivizing longer runs

-Minor bug fixes

Mabinogi - Elebon



Dear Milletians,

With our next update, “New Rise” in November, significant changes will be made to the core of Mabinogi itself, ranging from dungeons to gear. While we plan to provide more details of this expansive update soon, we’d like to inform you that due to these changes, the Apocalypse Raid - Subject Theta will be removed from the game with the release of this update. Due to the changes made in-game throughout the last few years, the dungeon no longer aligns with the recent balance direction and the structural changes that will be introduced with the New Rise update.

As a result, we have come to the unfortunate conclusion that its removal is necessary. However, we ask for your understanding as this content no longer fits the current game environment and has shown very low usage rates, leading to the decision to remove it.

This also means the following will also be removed from the game, or will be no longer available:

Items that will be deleted:
  • the Shepherd of Lost Souls Journal Achievement (worth 10 points)
  • An Urgent Request Quest
  • Techniques - Guardian Impulse, Dynamis Rush, Steadfast Blessing
Items that can no longer be earned:
  • Subject Theta Enchant Fragments
  • Subject Theta 2nd Title Fragments
  • Subject Theta Bag Fragments
While the sources for obtaining these items will be removed, the items themselves will not be deleted. If you no longer need them, please discard them using the [Destroy] function after the update. Players who have acquired the relevant titles, enchants, or Bag of Darkness prior to the New Rise update will continue to hold onto their rewards.

We apologize to those who enjoyed this dungeon, and those who did not have a chance to experience it, and hope that the numerous other upcoming changes will encourage you to try some of the other great content Mabinogi provides.

- The Mabinogi Team


Dungeon of the Forgotten King - SWN

Hello, everyone!

Some of you may have noticed that Dungeon of the Forgotten King joined Indies Chile Week <3!

Please check out the event page and add every game to your wishlist to support Chilean developers.

Here is the 30-second trailer we made for the event.

We are grateful to the Indie Fest Chile crew for organizing an event that supported every game in the country.

Here, you can see the entire showcase.

Take your time enjoying the Chilean catalog!

CGS Linktree

Stomp and the Sword of Miracles - Bee Braun

Hey everyone!

Putting out a slightly larger update today, including improvements to the map system. I've implemented custom map markers, which were a feature that were ALMOST complete before the demo launch, but I noticed a bunch of weird bugs popping up, so I didn't want to launch the demo immediately with them. They're in now, so exploring and remembering paths you want to come back to should be much easier!

Patch Notes
  • Added custom map markers

  • Added marker to Portstone menu to indicate the player’s current location

  • Improved map view controls

  • Slighted reduced cost of Freakbeast card pack in Roseville

  • Slightly reduced cutterang damage

  • Slightly reduced blastlet damage

  • Fixed low health overlay of HP UI from not being updated correctly after being healed from a health upgrade

  • Fixed incorrect lighting in some rooms

  • Fixed several niche bugs that could occur when deleting a save file

  • Further prevented music layers from desyncing

  • Various minor adjustments and fixes

Rise Of Transport - Lonewolf_14
  • Changed transition animation coroutines design.

  • Fixed bug where horse walk alone when dismounting while pressing forward key.

  • Changed grass layer and grass placement in Lumen island.

  • Changed horse camera anchoring while riding horse.

  • Adjusted 3rd person view camera anchoring.

14:57
Expansion VR - harra
The long-awaited Campaign Mode has arrived!

For the first time, you can experience Expansion as a full single-player strategy adventure — complete with structured missions, narrative progression, and escalating challenges.

Step into the role of a corporate commander fighting for control of the outer systems. Build your deck, deploy units with your hands, and lead your company through a series of missions where every victory pushes your expansion further.

What’s New

Campaign Mode – A complete single-player experience with unique missions.

Progression & Variety – Missions introduces new units and challenges.

Expanded Lore – Learn more about the universe of Expansion through in-mission briefings and outcomes.

Updated AI & Balancing – Refined encounters for smarter and more engaging battles.

The Campaign Update transforms Expansion from a fast-paced competitive RTS into a full strategic journey — built from the ground up for VR.

Update now and begin your campaign!

Eurekas - JohnsVolition

Hi everyone,

We've been working through a bunch of balance changes and bug fixes this week, and I wanted to walk you through what's changed. Big thanks again to Kozonak and all of you who left a review. This really helped a lot in moving the game forward

Changes:Cleanse actually works now. Its not been removing the visual creep and buildings.

We've also made some adjustments to how corruption behaves. It now reaches out to multiple focus points at once with tendrils, and then captures them strategically. This makes corruption feel less random and more like an actual threat with intent. We're also adding consequences when corruption takes your foci—that part's coming soon. The 24-hour delay before corruption starts appearing is intentional, giving you time to settle and build before things get dangerous. That said, I'm genuinely not sure if that pace is right yet. Does it feel too slow? Does it give you enough breathing room, or does it feel like you're just waiting around? Let me know.

We've tuned some other costs too: raising and lowering land now costs 9 settlers instead of 15, which should make terrain shaping feel less punishing. Roads are cheaper and faster to build as well. And The Verdant Rain finally works—that spell's been half-finished for a while, so it's good to have it functional. (Still need to prevent it from terraforming on focus tiles and map edges, but that's next.)

I also expanded the soundtrack a bit (Different music for daytime and night). More variety should make longer play sessions feel fresher.

Thanks for playing the demo and sending feedback. It's making a real difference.

—Johannes

Gravitee - sightafter

Hi there,

Gravitee has now been translated into Brazillian Portuguese! Thanks a lot to Kotora for doing this.

Best wishes,

sightafter

Luminary - Qwigs

Graphics

  • Added HDR support.

  • Added UVs and materials to internal faces of fractured ore deposit pieces.

Controls & Interface

  • Added native PS4 controller support.

  • Fixed movement rebinding issues with swimming; swimming now uses the same input mapping context as normal movement.

  • Made dodge rebindable and added radial wheel bindings.

  • Added 1, 2, 3, and 4 as secondary keybinds for radial wheels.

  • Added contextual Transfer Item and Transfer All Items buttons in containers.

AI & Combat

  • Melee goblins are now more aggressive, strafing less and charging directly to attack.

...

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