Physics Lab - Barlow Games
You experimented with physics. Now you control it...


© 2025 Barlow Games Ltd. All Rights Reserved.

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GONE Fishing - Rockstone Golem
Update Summary
Performance & Optimization
Major optimization improvements!

Low settings now run smoothly on lower-end machines.

Medium is now the default for most systems, offering solid performance without sacrificing quality.

Added a Max FPS setting so players can cap their frame rate for better performance or power savings.

Quality of Life Improvements
Added settings for Brightness, Gamma, FPS Limit, Bloom, and Motion Blur.

Prevented accidental casting while the Tackle Box is open.

Minor map adjustments to reduce snaggy movement areas.

Now supports full localization across all major languages.


Gameplay Changes
Introduced an Easy Mode that significantly extends day length for a more relaxed experience.

Bug Fixes
Fixed casting from high cliffs.

Fixed bug where casts reset unexpectedly.

Shad now scales properly in hand display.

Resolved door desync issues in multiplayer.

Fixed fish sometimes staying stuck on the pole.

Fishing pole now unequips correctly after use.

A bunch of smaller fixes as well!

In Progress
Audio settings are being updated to save between sessions — coming soon!
Alchemic Beasts - Yinyamina
Hey everyone!

Welcome to another dev log for Alchemic Beasts! Lately, I've been working on a system that personifies(?) the beasts that you capture. All of the beasts have a personality and come with some traits that make them who they are. They can interact with other beasts and with you! Any time a social event happens it will be displayed in the beast's life log as well as in the menu as their latest social event.

When they interact with other beasts in your party, they may form a bond making it more likely that they breed into something with much better stats and give a better outcome for variants and transmutations if they are compatible for that type of thing. Otherwise they just become friends or enemies.


(Not actual player options, also don't mind all the test stuff! This is my testing room)

These interactions don't happen on the map, as cool as that would be, but they happen in text. The system is in its very early stages, but it is mostly working. Whenever a beast interaction happens, you can choose to acknowledge it which interrupts gameplay or ignore it and continue playing because it ain't your business.

If you acknowledge it, you'll be given some options to affect the beasts even further, like if their feelings got hurt, you can comfort them, or if they were being a jerk, you can discourage them from doing that behavior.

Depending on the beast's personality, you might further upset them or they can have a specific reaction to your meddling. This will be displayed as icons next to the option (current placeholder is a green eyed crazy face). You can only choose one reaction of the bunch, so you'd want to choose carefully.

This is a system I've been dying to put into the game since we started. It gives it such a digimon/tamagotchi feel and I feel like it helps you become attached to the beasts to see their whole journey from capture/birth to death in their life log.

Say the kringle in this scenario pictured above is your best beast. He's been loyal the whole time, has some strong moves and great stats, and he's welcoming to all the other beasts that may join the team. Then this happens and you have jerkface Hookwinger laughing at his misfortune.

Would you high five Hookwinger and commend that behavior or would you join Hookwingal, and offer him encouragement. Tell him he'll get it next time? The choice is yours... And the choice will affect his growth in some way, shape, or form!

It has been so fun making this system and seeing the beasts interact with each other... well not actually SEEING it, but picturing it in my mind.


You get some really funny interactions sometimes, but it can also be because the system is being janky, haha. Those are the things that I need to iron out.

We hope you like it so far!

If you’d like to support us as we continue to forge our world, the Celestial Tear, check out our Patreon! Stay tuned for more!


- Yin & Rell
Astrea: Six-Sided Oracles - Little Leo Games
Hey Oracles!!

I bring really cool news!
Astrea Nintendo Switch Physical Edition is available for preorders NOW!
🥳 :moonie: :cellarius: :hevelius: :austra: :sothis: :orionastrea:🥳

These include a new and exclusive Artwork (featuring Orion :orionastrea: ), Astrea cards (featuring Orion orbs), Guide Book and Nintendo Switch cartridge!

Only 3,000 copies will be made! Right now we have 1290 copies left!

Get it here!!! :moonie:
https://superraregames.com/products/srg-133-astrea-six-sided-oracles-switch


Birb Game - Gregstr
I've came across a problem where players cannot join using the code, because sometimes the host's game doesn't properly set the lobby code, this issue should now be fixed and not a problem anymore.


I've also added a very basic leader board that gets shown in the lobby when you finish a race. It's in a testing phase right now, but should be fully functional.
Armored War - raycst
Update now available

- Deployment menu
- New interface
- Character body from the first person
- New animations
- New bullet tracer
- Full minimap
- Improved menu
- Bug fixes
14時28分
FREST - ZeL
- Fixed A bug regarding the 100% achievement on steam.
Primateria - FairFruit
Hey everyone,!

We’ve just taken a big step forward—Primateria: Reburn now has its official Steam page!

https://store.steampowered.com/app/3725470/Primateria_Reburn/

This marks the beginning of the next chapter we’ve been quietly building toward—with your help.




From the heart of the Hollow Lands, a new legend begins.

Primateria: Reburn is more than a collectible card game—it’s a full TCG life simulator where lore, community, and strategy merge.

Rise from cozy card shop duels to world championships in a vibrant magepunk world where cards aren’t just paper—they’re the language of gods, dreams, and destiny.

The Journey: From Card Shop to Legend
  • Local Tournaments: Weekly casuals, Swiss brackets, and shop events earn you rare cards, Rep Points, and Village Prestige.
  • Regionals: Explore Wind, Water, and Fire-themed metas with rotating rules and challenges.
  • Nationals: Duel in floating cities, underwater arenas, and crystalline spires. Face elite NPCs and players.
  • The Reverie Cup: The dream-bound world championship where the battlefield bends to your will.

Real TCG Progression Meets Magical Realism
  • Play casuals, climb ranked, and explore formats like Highlander, Draft, Tag Duels, and Budget.
  • Build dream combos and test them across shops and events.
  • NPC duelists use competitive, hand-tuned decks.
  • Relationships evolve, rivalries grow—your legend is yours to write.

A Real Card Shop Feel
  • Trade cards, talk meta, and spectate duels.
  • Shops are alive with culture—gossips, rivalries, and spontaneous trades.
  • NPCs remember you and unlock new events and tag-team duels.
  • Mid-duel trades, deck lending, and character arcs await.

Systems That Support the Fantasy
  • Pseudo-Smartphone: Tournament standings, events, and social info at a glance.
  • Card Binder: Browse, sort, and filter your entire collection from the duel table.
  • Trade Groups: Arrange meetups and negotiate deals with NPCs.
  • Achievements: Unlock content by defeating bosses and gaining access to rarer formats or legendary cards.




Discord is where this game will grow.
We’ll be running feedback threads, early playtests, and sneak peeks directly with our community.
Your thoughts, your ideas, your decks—they’ve always helped shape Primateria. Now more than ever, they’ll shape what comes next.

We’re building this alongside you, one card at a time.




Thank you for sticking with us, playing the original, sharing feedback, and believing in what this strange little card game could become.
We’re just getting started.






→ Wishlist Primateria: Reburn on Steam
→ Join our Discord for updates and playtests
Shattered Pixel Dungeon - 00-Evan
(For the best viewing experience, please read the original copy of this post on Shatteredpixel.com)

Hey Dungeoneers, v3.1 is ready for beta, just in time to meet the estimate I gave (for once)!

The beta for Shattered v3.1.0 is live right now! To access it on Steam, go to your game library, right click on Shattered and select 'properties' then go to the 'betas' tab and select the beta from the dropdown list.
In this blog post I'm going to go over what's coming in v3.1! This update has a a mini Warrior rework, some new rooms in the dungeon, and an assortment of miscellaneous changes and additions.

A New Warrior Ability


As a quick recap, the Warrior currently has an ability that gives him one passive shielding every 30 turns, which is effectively +33% health regen that works even when hungry. This power is hard to notice and impossible to interact with, but also easy to use and very impactful over the course of a run. This results in the Warrior feeling a lot weaker than he actually is, and I'd like to make the seal's power easier to notice and interact with without making it outright stronger or harder for new players to use.

Here's how that's happening: When the Warrior is about to take damage that would reduce him to 50% health or lower, he will now instantly gain a shield that scales with his armor's tier, with a cooldown of 100 turns. This up-front shield boost is way easier to notice compared to a passive shield that just takes 1 or 2 off most attacks. To start out you'll get 5 shield, and this can go as high as 15 with T5 armor and the iron will talent. Here's how that looks in action:



This means that in theory the Warrior is going from 30 turns per shield to 20 at the start, going as low as 6. That's a huge buff on paper, but it also assumes that the player is constantly fighting at 50% HP or lower. This creates a nice little point of interaction for experienced players, who'll want to try and maximize shield uptime. Newer players don't have to do anything in particular to just use the ability though, as it still triggers automatically whenever the Warrior needs it.

Other Warrior mechanics are getting smaller changes to compensate for this. Several talents are getting shuffled around a bit, and the Berserkser subclass is getting its own separate shield buff instead of piggybacking on the seal's shielding buff. The Berserker's shield still scales with armor level as well, so players who want to dump their upgrades into armor will still have a mechanic that scales with that.

New Terrain and Rooms


(Note that the new visuals shown here are placeholders and will be improved)

v3.1 is going to include a new terrain type in each region and some standard room changes to make use of them! I ended up getting a little carried away with this, and in the end each region is getting a new room type, changes/expansions to some existing rooms, and two new entrance/exit variants!

Firstly, here are some of the entirely new rooms that take advantage of the new terrain:



Next, here are some existing rooms that have been changed around a bit to include new terrain types:



Finally, here are some of the new entrance/exit variants. Some are similar to old ones, but I’ve added a few new ones focused on enclosed starting spaces.



Overall I ended up taking longer making these changes than I initially expected (at first it was just going to be the new terrain), but I'm pretty happy with the result. In particular, with these additions the typical empty rooms that were near universal a few years ago are now entirely gone!

Other Changes and Additions


The Warrior changes and levelgen expansion are the biggest parts of v3.1, but there's a nice assortment of smaller things too:

v3.1 includes one new item: the Ferret Tuft! The tuft is a simpler evasion-boosting trinket with more of a cute aesthetic. It boosts evasion for you and for enemies, but there are lots of ways to counter enemy evasion, so use wands or go for those surprise attacks! The tuft is a little reference to a favorite ferret.



There are also Four New Badges, that range in difficulty from gold-tier to diamond-tier. They're all focused on specific accomplishments, and I expect the two hardest badges to be quite tricky to earn.

There are Two New Rare Enemies, both of which can spawn in the sewers. Gnoll exiles have extra loot, are very tough, and also non-aggressive. Hermit Crabs have substantially boosted defense but reduced movement speed.

I'm also making some Cleric Balance Changes based on gameplay data from v3.1. The Cleric is a bit on the weaker side currently, but not nearly as much as I thought they might be, so I mostly did targeted buffs to various abilities.

I've also made some adjustments to how score is calculated. Rather than exploration score being all or nothing for each floor, it's now instead reduced to 50%/20%/0% if 1/2/3+ rooms are left uncleared. To compensate, quest score is getting a little harder, with ways to lose points just like when fighting bosses.

Lastly, there's the usual assortment of Miscellaneous Changes and Bug Fixes too. In total v3.1 has over 40 of them, including some small improvements for colorblind users, better custom note functionality for items, and hints for unseen items on the catalog.



I expect this beta to last for about one to one and a half weeks. If you'd like more frequent incremental updates on Shattered's development, you can:
- Subscribe to the Shattered Pixel Newsletter
- Follow me on Mastodon
- Follow me on Bluesky

You can discuss this Blog Post here on the Steam Community, or on the Pixel Dungeon Lemmy Community.
Out of the Park Baseball 26 - Portal2Player


It's Rivalry Week in MLB right now - and we've got some superb new Perfect Team cards, Missions, and Mission Rewards to celebrate! Some of the biggest rivalries in baseball - Mets-Yankees, Cubs-White Sox, Reds-Guardians, and more - are on display this weekend and we're all better for it! Check out all the great new content in-game now!



One great way to increase your odds of getting new cards is with all-new Spotlight Packs 6, with details available here! These packs are 39K Perfect Points apiece and are up for 48 hours!

Thanks for playing Out of the Park Baseball 26!

...

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