Esoteric Ebb - Snail

Esoteric Ebb lived in limbo for many years. For one reason: I could not find an artstyle. As much as you might imagine the writing acting as the 'main pillar' of Ebb (since it has so much damn text), back in 2018 I couldn't get any real writing done. Not without having a solid visual aesthetic nailed down. The reason for this has entirety to do with my approach: I 'envision' scenes holistically. Like a crazy person, I've got a whole dialog planned up in my head before I write a single word. That 'vision' includes both audio and visuals, both of which are required to exist up there in order for me to be able to set the tone. Obviously I'm able to write without this (I'm a freelancer at heart, I can produce bullshit on command), but I hate having to rewrite stuff because of my own incompetence. As such, I really need to have all the pieces of the concept nailed down, at least in a hypothetical way, before I'm able to write some cool stuff.

For the first four years, I did not have any of this nailed down. Originally, in 2018, the game looked like a VTT, with a top-down 2D perspective - not too dissimilar from playing a session in Foundry. Then I spent a year diving into 3D, experimenting with a ton of different weird styles. At one point the game had dynamic grid-based dungeons with little untextured (unpainted?) minis moving about. I even tried my hand at that HD-2D pixelart trend. Nothing worked. Primarily due to my own shortcomings as an artist. But I kept getting better! As per usual, smashing my face into the keyboard eventually led to dividends.

As you can see I fell into the classic indie dev trap of: if you don't like how it looks, just turn off the lights.

At the start of 2022, I found those basic building blocks of a style. By experimenting in blender, I realized that I could put together a really quick and easy art pipeline by taking some basic geometry, and then painting a texture on top of it- from the perspective of my preferred isometric camera. This allowed me, someone who is not very skilled at painting to begin with, to essentially be able to create something really neat, really quick. Which is a good combo. And more importantly, I saw the potential in it. From the moment I started working on that first official playable build of EBBRPG (as it was called) I knew that if I could toss some money at other, actually proficient line-artists and modellers, it could make for an amazingly looking game. Alas, in the meanwhile, since I unfortunately did not have a pile of cash laying around, I put things together myself. Something good enough. Something that could show off, and hopefully prove my writing/design abilities. Or at very least, I hoped it would prove my hubris wrong so I could kill this prolonged, four-year long prototyping session.

This was the first thing I ever made in blender by the way. Funny how things go.

Instead, I was met with a raging wave of feedback, in the form of 'this is pretty cool, could look better though'-comments. Thus my fate was sealed. I spent the entirely of 2023 attempting to refine my rough playtest into a solid demo, barely scraping by. Then, in 2024, something magical happened. I was handed a large sum of money from Raw Fury, which was neat. For one major reason: I could now throw money at people. Now, technically I'd already been working with Oscar Westberg since mid-2024 on the updated keyart, but it wasn't until these funds came in that I could actually put him to work on in-game assets. Now, Westberg is a prolific artist whom you should follow on your preferred social media site. He is responsible for creating the ~50 incredible portraits you get to look at during dialogs in Ebb, as well as the many pieces of miscenllenius \[sic] Esoteric artwork that you'll get to see more of as we get closer to the game's release.

And while he was busy working on these designs, I was facing the even more important question: who was going to take over the creation of in-game assets? I had come to the realization that it was neither expedient nor sane of me to attempt to create it myself, nor would the result be able to reach anywhere near the artstyle now brought by Westberg. Luckily for me, for months I'd had a local studio in mind...

Gibbet Games (along with several local artists in their sphere of influence) have worked tirelessly for the past two years crafting the backgrounds (3D, line art, coloring) and characters (modelling, rigging, some very neat mocapping, and hand-crafted animations) for Esoteric Ebb. It was honestly a really satisfying process, primarily because my job was so easy: I simply told them to aim towards the Westberg style. And Gibbet, being the amazing group of professional and extremely creative individuals that they are, just made it happen.

A literal painting depicting figurative paintings. Sorry.

Starting off, Olof at Gibbet took on the task of cleaning up my pipeline. I'd been working with a weird grease pencil method for dynamic objects, which, while funky and cool, didn't get a great result. So a few dynamic objects in any given scenes were simply created (the normal way) to match the backgrounds - to which he put in place the many rules of consistency for crafting the backgrounds. Width of lines. Scale of objects. And of course, Olof also created methods to consistently and beautifully adapt Westberg's line art style to the texturing work. The result of which is simply stunning. Together with a team of several artists, they are crafting over THIRTY areas for the game, each with this same level of detail.

Then for the challenge that I quite honestly didn't know where to even start: turning this highly detailed line art into dynamic 3D characters. Jonathan at Gibbet took on this challenge, starting off early on by translating those early character designs - Agent Viira & Alfoz B.E. - hitting each of them hit right out of the park. Together with several other collaborators, Gibbet managed to translate those Westberg portraits with precision. The emotions, the unique personalities, all shown through intricate details - and of course, through animations.

Gibbet makes use of both handcrafted animations and a really cool mocap pipeline. Jonathan even had me play several of the characters (I was a great zombie). As stylized as Ebb is, the goal of the world has always been that strange sense of realism, and hitting that balance between readability and suitability was always a struggle for me - while Gibbet managed to solve it easily. Characters are instantly readable - whilst their mocap work brings in a natural weight and flow, letting subtle movements breathe life into the characters.

What I love most about working with Gibbet is that they really put so much passion into the world. A random fun idea from one of them easily makes it into the game as a whole new interaction. If you've gotten stuck in that random sandbox in the starting area, or picked up the Wisdom tooth, those and so many more, only exist because of Gibbet's input.

"What kind of animations does the killer croc need?" - "BBQ." - "Of course."

Esoteric Ebb has come far in these few years. From a desperate duct-tape solution to incredible artwork, the world of Ebb has always been - as any good D&D session - an exercise in improvisation. Like I mentioned at the start, I always have a picture in my head that I go off, no matter whatever crazy path that leads me down. But when bringing it to reality, a big chunk of it never works. That's the nature of it, and working with these amazing artists allows me to iterate on that much faster. I'll ask for a mushroom jungle, and what I get is a design much improved from anything I blocked out originally. I might ask for a light-based celestial creature, a young-ish hag, or colorful physical portrayals of the six ability scores - not really sure what any of those should really look like in the end. What I get in return, from both Westberg and Gibbet, are over and over again: funny riffs, great ideas, and constant improvements on that image I had in my crazy head at the start of production.

I love using the word 'collaboration' when referring to our production of Ebb, because that's really the best way I can describe it. Each piece given by these artists make up this strange esoteric puzzle of ours.

Buy Esoteric Ebb! Force Oscar Westberg to paint more sexy goblins for me!

Please check out our collaboration page if you want to read more, and check out our other devlogs. Oh, and wishlist Ebb if you haven't! It really helps a ton!

-Christoffer Bodegård

WW2 Rebuilder - Madnetic Games
Steam Trading Cards are LIVE! 🎴

You can now collect cards while playing WW2 Rebuilder!
Start building your collection today! 🔧✨
9:12
Buggos 2 - IntrepidMarmot
Fixed an issue where some evolutions were not being applied to the buggos.
Survive the Rift - mark
Update Notes for Oct 20th, 2025 - Version 0.9.6

This update incorporates all of the changes added to the demo build.

Changelist
Graphics
  • Added SSAO (screen space ambient occlution). Toggle on/off in Graphics options.

  • Enabled SOFT PARTICLES to remove hard edges where particles intersect terrain.

  • Added custom lighting settings for each level type.

  • Added new geometry to the Pirate platform level.

Controller
  • Added new controls help popup on first time playing.

  • Display Sony controller button glyphs in help text if using a Sony controller.

  • Update Rewired (controller plugin) to version 1.1.59.2.

Bug Fixes
  • Gatling weapon was not firing.

  • Help panel now shows proper icon for left/middle/right mouse buttons.

Mr. Magpie’s Harmless Card Game - Delverino
Visuals:
  • Mr Magpie has been imbued with a spirit, and has found himself a nicer mustache

  • Clearer and juicier animations for cards activating

Rules Changes:
  • Can now remove cards from deck! Just click on the deck and you can pay to shred cards. Deck is also now capped at 24.

Perk Changes:
  • Added Capacity - Uncommon Perk - At the start of a round, gain +1 mult. Then PERMANENTLY increase this by 1 if the board is full.

  • Removed Incubator

  • Removed Hindsight

  • Changed "The Letter _" to count EVERY instance of that letter among the perks you own. It has also been promoted to rare because it's very powerful now.

  • Changed Bandaid to only work when you flip a non-bloodied JERRY (thanks to players in the discord for breaking it and bringing the broken strategy to our attention!)

  • Promoted Group Synergy to Uncommon and changed the name to Group Feedback to fit with the names of other upgrade perks

QoL Features:
  • Right click to de-emphasize a hint once you're done with it (thanks GothicLordUK for the idea)

  • Added settings option to turn off screenshake

  • Changed lose animation to be kinder on the eyes

  • Can move perks by dragging instead of clicking (clicking also still works)

  • Fixed many miscellaneous bugs

Star Trek: Voyager - Across the Unknown - Penta

Heyho everyone,


As you maybe already noticed, we uploaded the announced patch for today.


Unfortunately the combat voice quibs have not made it into this small patch - but we will deliver them as soon as possible in an individual one. In this patch today you can find:


  • Implemented hardware cursor
  • Fixed several rich text formatting issues
  • Replaced Talaxian Stand-in for the quarteless shipmanagement quest - so no more confusion with Neelix!


And now to something completely different:

I already said, you guys are crazy - but I wasn't even beginning to understand how crazy... You downloaded the Demo over 100.000 times in less than a week!




The whole team is so thankful for the warmest welcome we could have wished for! Eventhough we want to make it right for everyone, we know for sure that some expectations won't be met. Being open with what the game is really about is crucial because of that, which is why we want to add one more answer to one of the most frequent questions going around (All information will be summarized in a general FAQ soon):



How free can I be in Star Trek: Voyager - Across the Unknown?

The overall premise of the game is to not just relive the ship's and the crew's story from the TV Series - but to make it your own. This said, the game is no sandbox with almost unlimited possibilities - we are still a small indie developer, that can't really pull this weight. But what you can expect though, is consequences of your own decisions pulling through each of your playthroughs, making them unique in themselves - even when encountering some fixpoints in the story. How you deal with them is up to you - every time anew.


More information will follow soon - don't forget to wishlist and if you can't wait - why don't you join us on our Discord?

Best Regards
gameXcite & Daedalic Entertainment
Dragonero - Drestsi

Heroes of Erondàr,
Over the past months, we’ve been carefully listening to your feedback and working hard to reshape Dragonero – The Rise of Draquir into a more fluid, exciting, and rewarding experience. Today, we’re thrilled to release a major update that focuses on making gameplay smoother, more intuitive and deeply satisfying.
Here’s what’s new:

A Completely Reworked Camping System

Camping has been fully redesigned to improve pacing and immersion.

  1. The old three-phase system, (prepare, cook and post cooking) is gone. Camping is now a streamlined, single-phase experience.

  2. Cooking has been reimagined with a crafting-like system, giving you more control and variety when preparing meals.

  3. Character abilities are now displayed per hero, with a dynamic list that updates in real time.

  4. The camp UI has been overhauled for a cleaner, clearer experience with better summaries and improved navigation.

Complete Gameplay Rebalancing

We’ve rebuilt the core balance of the game from the ground up to ensure every battle feels meaningful and rewarding.

  1. Revised level progression for a smoother growth curve.

  2. Updated skill acquisition system so your heroes gain new powers in a more natural, exciting way.

Autosave in Dungeons

No more losing precious progress! Dungeons now feature an autosave system, now you can decide whether to repeat a lost battle or restart a dungeon from the beginning. This should give you greater flexibility and control over how you manage your adventure.

Side Quests

We noticed that procedural quests weren’t hitting the mark for many of you. Our goal is to make them more exciting, meaningful, and worth exploring so we increased the rewards and reduced the time required to complete them.

Save System Update

With these changes, your game saves will be updated to fit the new parameters. We’re working carefully to ensure this transition is smooth and safe for all players. If you encounter any problem please contact us on Discord or in the Community Hub. All the update details are available in the changelog. \[link] This update marks a big step forward in making Dragonero – The Rise of Draquir a more dynamic and enjoyable experience. Thank you to everyone who shared their thoughts and feedback—this progress wouldn’t be possible without you.

Build optimized

reduced size by 2.5GB and ~45k files for smoother installs.

Fixed achievement

"It burns, but only a little.” now works as intended.

👉 \[Check out the game and join our heroes]

https://store.steampowered.com/app/2532770/Dragonero/

– The Dragonero Dev Team

TerraTech Worlds - saiwun

Hi there prospectors,

Welcome to another unstable update that <INSERT SUMMARY HERE>.

Thanks as always for the invaluable feedback and bug reporting and we hope you enjoy playing this update.

⚠️Please note: This update is on Steam beta branch ttw_unstable - Work-in-progress version and may be unstable in places.

In the run up to promoting the latest unstable update to the default version of TerraTech Worlds, we want to improve the quality of the build by finding and fixing as many bugs as possible and refining how the game is balanced.

To play the unstable:

  • Right click TerraTech Worlds in your Steam library, then select the "Properties" option from the drop down list.

  • Now select "Betas" and then select the "Beta Participation" drop down box.

  • Select the "ttw_unstable - work-in-progress version" from the drop down list.

  • Your game will now update, and you will be playing on the unstable branch.

To send us your feedback and join the community:

Remember to always back up your save games before switching to the unstable branch.

Improvements to structure blocks attachment
  • The algorithm for determining how structure blocks attach to each other has been improved to provide a more intuitive building experience.

  • This is an ongoing effort to improve the block building process as much as possible and we welcome any feedback that players have.

    • If a structure block isn't attaching as you'd expect it to, please let us know.

Tech placement and allegiance switching
  • In Creative Mode, you can now place additional Techs in the world via Tech snapshots.

    • Select a Tech snapshot, click the "Deploy" button and place new Tech in the world.

  • Techs can be set to be controlled by the player, set to neutral, set as an enemy or packed away.

  • This allows other players to test drive any Tech that isn't controlled by a player.

Camera focus on a Tech or structure block
  • An icon is now displayed when attempting to focus the camera on a Tech or structure block that's too far from the player's Tech.

More Attach Points on blocks
  • Bastion Cargo

    • Added 4 APs to the long sides

    • Added 1 AP to the square side faces

    • Added 4 APs to the underside.

  • Small Concrete Foundation

    • Added 2 APs to each side to have 4 in total per side

  • Large Concrete Foundation

    • Added 8 APs to bottom to match top

    • Added 2 APs on each side for vertical symmetry.

  • Small Platform - Full

    • Added 4 APs to bottom to match top

  • Large Platform - Centre

    • Added 4 APs to bottom to match top

  • Large Platform - Corners

    • Added 4 APs to bottom to match top

  • Large Platform - Cross

    • Added 8 APs to bottom to match top

Improved block filter icons
  • Some of the block filter icons have been updated to improve readability.

Colour text for key words in onboarding text (Work-in-progress)
  • Colour text is now used to bring key words to the attention of the player in the onboarding text.

  • This has been mainly done for English.

  • Colour text for non-English languages still needs adding.

Until next time, Prospectors!

- The TerraTech Worlds Team

Into the Depths of Despair - ioanntza22.dev

We’ve made the difficult decision to officially cancel the development of Into the Depths of Despair.

After much thought, testing, and internal reflection, we at Tzavis Studio have decided to end the project’s development.
While Into the Depths of Despair began with strong creative energy and a lot of effort, as time went on, it became clear that the project no longer represented the vision or standards we want our studio to stand for.

At Tzavis Studio, we believe every game we release should carry genuine inspiration, technical quality, and heart.
When that creative connection fades, forcing it would only lead to something that feels hollow — and that’s not who we are.

We’ve learned a lot through the process, and we’re now channeling that experience into a new project — one that’s very different in tone and design, and much closer to the kind of games we truly want to make.

Thank you to everyone who followed the development, offered feedback, or showed excitement for this game.
Your support keeps us moving forward, and we can’t wait to share what’s next.

With appreciation,
Tzavis Studio

Star Trek Timelines - NancySTT

🖖 Big savings coming your way, Captains! 🖖

Starting tomorrow, enjoy a massive 75% OFF on Dabo roulette spins!

🗓️ Event duration:

From Tuesday, October 21 at 12 PM ET to Tuesday, October 28

Don’t miss your chance to try your luck at the Dabo roulette and win stellar rewards!

...

Знайти новини
Архів