Nocturia The Game - BrossLab
Camera transition in scene 2 (kitchen) and modification of interactors and triggers in scene 1 (second floor).
5:35pm
Chonkers - Space Llama

The game shouldn't be stuck in fullscreen mode anymore, and it now remembers window size and position between game sessions.

A new video setting window has been added, with different 16:9 resolutions to cycle through. The window can still be resized manually though.

Also, the lantern doesn't block clicking on distractions anymore (only in Chill Mode).

5:34pm
Anomalous Coffee Machine - user
Patch fixes for errors and bugs in the previous update :)
Prehistoric Kingdom - Blue Meridian


Welcome to the October Development Update!

We hope you’ve had a spOoOky month with plenty of park building to go around. In this post, we’ll be exploring more of the new content coming in Update 16 and meeting a particularly cute friend.

As we continue to march forwards, we’ve made good progress on Update 16! Six out of the nine upcoming vivarium species have had their models fully finalized, meaning it’s time to move onto their animations and sound. You might even be able to get an early look at some of them over on the Patreon!

Our original duo, the Archaeopteryx and Microraptor, have seen some adjustments, too. While both have received a new rig and updated proportions, the Micro in particular has been given updated textures to truly make it pop. Those pants have never been fluffier!

In October, we were also able to finally integrate FSR 3.1 into the game. For those unaware, using FSR basically allows the game to render at a lower resolution and then get scaled back up. Depending on the scene, this can greatly increase rendering performance, especially for devices like a Steam Deck. Using FSR’s ‘Native AA’ mode can also make the game look super crisp, though it won’t improve your performance.


We should note that using FSR can come with some caveats, especially in motion (e.g more “ghosting” or smeared guests). Since PK is a simulation game, performance is also more closely tied to the CPU than you may think. Rendering itself is not always the biggest bottleneck!

Regardless, we hope the integration of FSR will help a number of players run the game better than before once U16 releases. There will be various levels of quality to choose from (Native AA, Ultra Quality, Quality, Balanced, Performance, Ultra Performance), as well as regular anti-aliasing options. You can get a broad sense of how the quality levels compare below (click for fullscreen).

Beyond this, the team’s developed the first functional prototypes for the Ferris Wheel and Panoramic Tower rides coming soon. We’re using placeholder art at the moment, but visitors are able to properly board the rides and disembark when finished. Without a cashier, a ride cannot operate!

These “landmark” style attractions have been notably absent in the zoo-sim space, so we’re super excited to finally bring them to the community. After all, who wouldn’t want to see across a dinosaur park?

Update 16
Vivariums
Simosuchus UNLEASHED!!

Coming soon to a park near you is the terrifying, massive-jawed… tiny… Simosuchus? This adorable "pug-nosed crocodile” was originally found in the late Cretaceous floodplains of Madagascar, sharing a formation with popular dinosaurs like the mighty Majungasaurus.

Despite its rugged appearance, Simosuchus was actually a herbivore! It had dozens of tiny, leaf-shaped teeth in its mouth that were perfect for stripping low lying vegetation. Thanks to the fossil record, this is another species our scientists were able to restore with a high degree of genetic accuracy!

Big Leaps for Little Kind

Over the last month, we’ve managed to add leaping and flying to the vivarium locomotion. Perhaps surprisingly, one of these new features can be seen with the Compsognathus! By adding enrichment to their habitat, your Compies can see the world from a whole new perspective, jumping up onto logs or basking rocks. All of this is still very much work in progress, so please keep that in mind!

Of course, aerial species like Archaeopteryx can also leap, fly or walk around their enclosure. Just like the Compy, enabling enrichment such as climbing structures or forage boxes will give your birdies plenty of destinations. Flight as well as their pathing will be smoothed out in the final version.

A Splashing Success

Using a new water rendering system, vivariums will be able to generate their own water volumes on demand. It’s fast, efficient and makes your amphibious habitats look that much more beautiful!

This development extends to the tide pool enrichment, too! Your Spinosaur’s prey will feel much more refreshed, uh, for the moment.

In the future, we’d love to add some fountains or dedicated water pieces that can take advantage of the new tech. It’s really great to see what nice looking water does for the environment.

Vivarium Walls

The art for the vivarium facades, cladding and terrain have now been finished. Come November, we’ll be ready to start populating them with nature and enrichment items.

Whether or not the Terrestrial Vivarium displays burrows depends on the species inside!
The Arboreal Vivarium will also have a tree “shell” enrichment item that makes it look more like the current Mini-Aviary.

Afflictions, Disease & Death

This month we were able to get started on a melancholy but necessary part of the game: disease. Though we’re still working on it, animals will soon be able to grow old, contract afflictions and unfortunately… die.

Animals will be able to develop a variety of issues stemming from things like swimming, bad weather, poor habitats or even contaminated feeders. Most diseases can also evolve into something more extreme if left unchecked by vets, for example, the common cold can go from pneumonia all the way to respiratory failure or a heart attack.

While many afflictions can lead to a more “peaceful” death induced by a coma, not all are that lucky. In the worst case scenario, your animals may suddenly collapse to the ground and eventually pass away if they don’t receive treatment. To do this, we’re actually using some of the combat “knockdown” animations from U17!

Animals that collapse (or that are knocked over once combat is added) will struggle on the ground before they’re able to find their footing again. As you’ll also see below, animals that are too weak will never make a recovery. Despite our budget limitations, we think things like this will set Prehistoric Kingdom apart and offer a more dynamic solution to how animals respond to the gameplay sandbox.

No matter how morbid, we genuinely can’t wait to share more about this part of the game. Diseases tend to be an overlooked aspect of zoo-sims and our planned approach to visualising various conditions and symptoms is something we think you’ll be very interested in! Stay tuned.

Update 18

Jumping ahead to next year, U18 will be the last Early Access update before we hunker down for the full release. While it’ll offer new gameplay in the form of breakouts, security and engineers, it’s also where you’ll finally get the wetland map! 

Alongside this new level and wetland foliage improvements, we are going to replace the painted water rendering system with the one coming to Vivariums in U16. It’ll be quite a lot of work, but it should run faster, look better and finally allow us to render pieces underwater! Builders rejoice. 

This update is still quite a ways off, but we think you’ll truly love it when it arrives. Weird and a little bittersweet to think that PK’s Early Access journey is almost coming to an end! 


Created by Bilaral

Created by CarlosG72

Created by Wither

Created by blu

Thank you for reading October’s dev diary!

If you thought the game looked a little different in all these screenshots, that’s because we’ve been touching up the lighting and post-processing. Along with the addition of FSR, we think U16 will be one of the prettiest updates yet. We’ll be back next month for the final dev diary of the year as the team will be on break at the end of December.

Until next time,

- The PK Team

Backrooms: Escape Together - Tisbury
Happy Halloween everyone!

I am super excited to announce a brand new level has come to B.E.T, Level -1: "The Grayscale Halls". Level -1 is "An expansive, winding system of concrete hallways. This hotel is characterized by its disorienting grayscale color and its rotting wallpaper."

Only One Level?

I can hear many of you shouting at your computer screens... ːsteamhappyː. As of last month, most of the team is back to levels. Ethan has been hard at work cooking this up. To give a rough timeline of this year January-March was 2 new levels released and April-September was scaling the team, overhauling the game (v0.12), fixing bugs, and just polishing things we thought were impacting the experience. It's a lot of work but needed so the game doesn't feel sloppy. In that time, we also ported the game for consoles! (Official announcement coming soon)

What's Next?

The team is super proud with the progress made on -1 in one month and it lays the ground work for delivering content at a faster pace to you all. We are now able to get medium to small levels completed in under a month while also potentially completing larger ones (Like 9, 232, 94, 33, etc) every couple months. The team is still scaling and our rate of getting content out will only be improving! In the mean time we will be chipping away at our roadmap!

Thank You

As always, thank you to everyone who plays BET. It's crazy to think it's been 3 whole years since we released. Since the first day of release, my mission has been to treat every copy sold as an investment into the game's future. I started BET because I saw too many great indie games die off and waste their potential. I am so grateful for everyone's continued support and will guarantee it goes right back into making BET an even better experience. <3

Death Hive - GALVATORRIX

⚙️ Demo Patch 2.0 – Weapon Updates, Merchant & Point System!

Hey everyone!
We’ve just released a brand-new update for the Death Hive Demo, packed with gameplay improvements and fresh new systems that bring more life (and death) to the hive. Here’s what’s new:

🧨 Major Additions
  • New Merchant System – Find the merchant in-game to trade your hard-earned points for weapons, ammo, and other supplies. Manage your resources carefully — survival depends on it.

  • Point System – Enemies now reward points when defeated. Spend them at the merchant or save up for that powerful weapon you’ve been eyeing.

  • Weapon Updates – Adjusted fire rates, recoil, and balance across several weapons for smoother combat and more satisfying gun play.

  • Dynamic zombie movement speeds - Changes the speed of how the main horde move, changing the gameplay to be drastically different per each Difficulty level

  • Core Gameplay Changes - We started to focus on making the game a Survival rather than just an Arcade, we're excited to show you some of what we're doing with the new Demo Update!

  • GAME SIZE IS NOW UNDER 10GB!!!!!

🔧 General Fixes & Improvements
  • Improved zombie visuals and animations.

  • Better hit detection and smoother aiming.

  • Various bug fixes and small optimizations for performance.

We’re thrilled to see all your feedback so far — it’s been incredibly helpful! Please keep sending reports or suggestions either here on Steam or through our Discord

Your feedback helps shape the game: https://discord.gg/2N8KR9bB

Thanks for playing and helping us shape Death Hive! 🧟‍♂️🔥
Stay alive out there…

SSStudios Team

Viper Squad - DemonKira

Overview: Focused improvements to progression clarity, combat consistency, and moment-to-moment readability.

Highlights

Attachment unlocks by level - clear, linear progression for weapon mods.

Per-weapon crosshairs - tailored reticles for each firearm.

Combat & Balance

Explosion self-damage restored - consistent risk–reward for explosives.

Grenade kill attribution corrected - proper credit on grenade eliminations.

Bullet penetration tuning - fairer wall-bang behavior and damage falloff.

UI / UX

Grenade proximity icon - immediate awareness of nearby live grenades.

Distance-scaled scan brackets - cleaner target acquisition across ranges.

Overload HUD clarity pass - clearer charge states, alerts, and feedback.

Monochrome minimap - improved legibility during heavy VFX.

Loadout class animations - responsive, unique style transitions.

Cinematic pre-match countdown - sharper presentation and pacing.

Modes & Stability

Overload stabilization fix + resolves edge cases causing post-stabilize explosions.

As always, thanks for playing and sharing feedback, keep it coming so we can continue tightening the experience.

Banana - AestheticSpartan
Banana Spookfest 2025!

Happy (late) Halloween from everyone at Banana!

The spookiest time of the year has returned and so have the cursed bananas...

The game has been updated with everything you need to send chills down your spine and make your screen glow in eerie orange and purple.

Prepare yourself for the Banana Spookfest 2025!

What’s New In-Game?

Full Halloween overhaul , dark, moody, and full of haunting details.

New music to set the perfect creepy vibe.

Spooky animations

A brand new welcome screen to greet you with spooky energy.

Limited-Time Halloween Bananas

This year, three new haunted bananas join the party!

  • Hauntedcemeterynana

Drops alongside your normal bananas for the next week only!

  • Hauntsiclenana

Emerging straight from the Well of the Past for a week while exchanging, don’t miss it!

  • Autumnnana

A seasonal special, dropping naturally until the end of November alongside the normal drops!

Once time’s up, they vanish like ghosts at dawn.

BUT WAIT THERE IS MORE !

Banana Carving Contest 2025: Nightmare Before Christmas Edition

Alright… we messed up the dates a little, but we’re turning it into something even better.

Last year’s carving event started October 1st, this year, we’re fusing Halloween and Christmas into one!

Starts: October 31st

Ends: December 25th

That’s right, carve your bananas through the spooky season and into the holidays! more info about the carving event can be found in our discord

We are aware that people have been asking for the new season collection and we hear you, we're almost done with the Autumn one and have some new special goodies in place for everyone in the meantime :

INFO ABOUT DAILY LOGIN STREAKS AND REWARDS SOON IN GAME!

You read that right, daily login streaks and rewards will be added to the game soon, from then on if you log in to banana daily you are able to get free rewards on top of the already free daily drops , and for those who are dedicated there are even more surprises at the end of each week

Astatos - compymono
To the Crown Mages,

The latest update for Astatos is here! This update includes Timaios’ latest skin, along with engine security updates.


This past month we’ve been busy at work on Chapter II. This month we completed scene scripting for 10 interlude scenes (with 1 remaining) We also completed more 1 background, and 2 CG illustrations along with some additional character expressions. Sound design is also underway for the final 1/4 of the chapter!

Some final revision work remains to update the translations and implement the new artwork, but we hope to begin bug testing the new chapter in the coming month. We hope everyone looks forward to the ventual releas!

For the detailed list of changes implemented with Astatos v0.8.5, please read on below.

- From the team at Studio Klondike

New Content

  • A new Hero Skin has been made available as the monthly reward. The previous month’s Hero Skin has been added to the in-game store.
  • Timaios - Gunslinger of the High Moon

Game Fixes

  • Included recent Unity engine security updates.
Invasion Survivors - Boss Wave Studio
Hey Survivors!

We just released a new update with balance improvements and several gameplay adjustments to make everything feel smoother and more polished.

⚙️ Adjustments & Fixes

  • Adjusted boss HP and damage

  • Buffed Sailor character

  • Adjusted enemy hit react overlay

  • Buffed melee weapons

  • Added new item and item icon

  • Adjusted color of enemy fleeing overlay

  • Adjusted Spring Arm and camera distance

  • Adjusted Zippy color

  • Adjusted text in UI

  • Adjusted weapon tags

  • Adjusted VFX of weapons

  • Adjusted weapon balance

  • Added new weapon to the game

  • Reduced Boss Worm speed

  • General overlay and camera improvements


🌊 Waves Update

  • Adjusted UI for 15 waves

  • Reworked all waves — now there are 15 waves with new timings and pacing

We changed the number of waves and increased their duration to improve the overall flow of the new mechanic currently in development, which will soon be available in the beta.

Thanks for playing! If you have any questions or want to report bugs, feel free to post here or on our Discord.

...

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