Scourge of the Reptiles - kfrankiw

Well here it is. a little monthly newsletter from your friendly local dev.

Firstly, thank you to all who have wish-listed the game, and followed the community page, Follower growth has been really amazing, especially in the last month. It's so encouraging to see people interested in an RPG set in a prehistoric age - I was a little unsure the idea was going to "hit", but it really has.

Scourge featured in both Turn Based Thursday Fest and Best Indie Games Summer Showcase this month, and the exposure was outstanding. TBTF was on the Steam Front Page for 4 days - I had a hunch it would kick off, but it just exploded. All 400 games in that Fest experienced insane wish-listing, Scourge included.

But this is actually a Dev report, as I am sure at least some of you are keen to know WHEN WILL THIS GAME COME OUT!! I'm proud to say that Dev is coming along at a good pace. Most likely the game will be well completed and polished by the end of this year. Not that long at all right? Scourge will no longer launch Early Access, and will instead do a normal 1.0 release, with a preview demo for Steam Next Fest. I also tightened up the Act 2-3 levels to make a more focused storyline that will be about 35h long instead of 45h. Still plenty long enough, right? Opinions welcome.

Act 1 is now complete, and fully tested. So thats 14 hours of gameplay across 9 scenes and about 40 different monster/animal/dino types to fight. The test run of Act 1 took 3 months to finish! Instead of a content check it turned out to be a really good way to do QA on everything that appears in the game - every spell, skill, npc chat, and UI element, etc. A lot of it was improved, and 900 bugs/changes were fixed/tweaked...

What that means is that Act 2 and 3 will take just 3 months to construct, leaving about 4 months for QA. Trust me, I won't launch Scourge until its super polished, and as fun to play as possible. RPG's are notoriously difficult to polish so be patient and you will be well rewarded! That said, the game is very playable right now, it totally meets my vision of tabletop-rpg style CRPG with a retro look and unique premise (Dinosaurs) - and the hex based party combat is both performant and fun. I keep finding tricks to improve the visuals too. For example, this week I managed to tech-art a nice looking swimmer so you can now swim in freezing cold lakes and rivers to get to tasty secret loot.

Just finished the 6th ridable mount out of about a dozen - 2 new modular armour sets have been rendered and look fantastic - but I can't show those to you due to spoilers! In fact all promotional art will be limited to Act 1 scenes, the back 2/3 of the game will be entirely spoiler free...so stop asking me if your favourite obscure dino is going to be in it :)

See you next month! Scourge is off to Anime and Video Game Convention in Adelaide, South Australia next month, so come play the new demo build if you're local.

If you are thirsty for weekly updates, BlueSky is the best social platform to find it, or X/Twitter, and please join the discord if you want to ask questions.

Heist.exe - purplehippoprod

Greetings, Agents!

The Early Access release of Heist.exe has been put on hold until further notice. Why? Well unfortunately, for the third time Steam was unable to run the review build through the steam client. My attempts at fixing this issue failed.

I believe trust is built on honesty and transparency, so I'm unable to confirm a release date at this time. What I am able to do is take responsibility for not properly configuring the game's launch settings. BUT, with time--hopefully no more than a week or two--I will get this issue fixed, and the heist will begin in earnest! And once the review build gets approved, I will hit the launch button and let you all know it's out.

As excited as I was to release the game today, there's nothing I can do besides fix the problem in front of me. Please wait a little longer until I'm able to fix it. Thank you for your patience.

That's all, Agents. Take care!

Ping Profit - Internet Tycoon - SudoNova

🎮 Ping Profit Live Stream – June 14 & 15 @ 2:30PM ET!

Join the dev team for back-to-back streams during Steam Next Fest!
We'll be playing our new binary build, answering questions, and talking all things hosting tycoon. Don’t miss it!

📍 Watch on our Steam page:

[dynamiclink href="https://store.steampowered.com/app/3605560/Ping_Profit__Internet_Tycoon/"][/dynamiclink]

Vagneria - vagnerdarochasantos
🔧 Bug Fix
Fixed an issue where the volume settings were not being saved properly, causing audio preferences to reset after restarting the game.
Ping Profit - Internet Tycoon - SudoNova

🎮 Ping Profit Live Stream – June 14 & 15 @ 2:30PM ET!

Join the dev team for back-to-back streams during Steam Next Fest!
We'll be playing our new binary build, answering questions, and talking all things hosting tycoon. Don’t miss it!

📍 Watch on our Steam page:

[dynamiclink href="https://store.steampowered.com/app/3605560/Ping_Profit__Internet_Tycoon/"][/dynamiclink]

7:05pm
Nin Online - Ueda

This is mainly a housekeeping update but includes changes requested by new and old players over the last couple of days!

Features
  • Nin Online no longer requires .NET 6 installed to run. It is self-contained. This also means Steamdecks should now be able to run it!

  • OpenGL 3.3 Fallback support for when OpenGL 4.1 is not compatible. This should alleviate the need for third party software to use software rendering for older devices.

Changes
  • Lowered required kills for all early game mob killing missions by about 10-20.

  • Level 30 Arc Mission Giver NPC now appears consistently to other arcs.

  • Talking to Mission Assignment Desk now immediately triggers Welcome to Village Questlines.

  • Tournament UI no longer appears when you are on different maps.

  • Consistently now, you should be able to pass through all players unless combat status is active.

  • Added a "Are you enjoying Nin Online?" notification that appears when you reach level 11 and 20 for Steam Reviews.

  • Added new graphics to be implemented for content soon.

Bug Fixes
  • Fixed logins to use updated method of retrieving server listing (regression).

  • Crafting menu should no longer hang the client when relogged into different character.

  • Fixed login screen 'Register' button sending players to old cash shop store page before registration page.

  • Fixed a hanging issue caused by messenger hawks and reflections.

  • (Developer Only) Changed Stat Scaling option in Jutsu Editor to use Dragging Slider.

  • Fixed Top Up Starter Pack not working.

Zombie Rollerz: The Last Ship - AlphaNav

Hey Survivors!

We have posted a teaser trailer for our game in a super cute, zombie-crushing cinematic fashion. Now as we steamroll to release, we wanted to give you more information regarding the launch of our game!

We are currently taking part in Steam Next Fest, ongoing since June 9th and ending on June 16th. During this time, we are focused on posting promotional content including teasers and short forms of varying gameplay to get everyone excited about the release!

With this participation, our latest Demo and final version is currently playable! Make your way over to the Steam Page to get your taste. For survivors both new or veteran, the moment has never been this fitting to try our apocalyptic roguelite world and see if you can command the last ship in the sea of treasures and zombies.

Now here is what you are really here for, we have finally confirmed a RELEASE/LAUNCH date for our game as well as price!

Our Zombie smashing, ship building, crew inspiring survival game will release on June 24th, 2025 priced at $9.99, but at launch, offered at 10% off, bringing the cost of the game down to $8.99

Surrounding our launch, we will have community contests as well as influencer content events that you, the community can take part in, we highly encourage creating and posting any content that the community puts together for our game!

🌐 Join the community below!

💬 Discord: http://discord.gg/aBEcJpzM

🐦 Twitter: @ZombieRollerz

Thank you so much for your continued support! With the full game almost here, we hope you are excited to try our game in full!

Don’t forget to wishlist Zombie Rollerz and check out our socials for more content and news, that way you don’t miss a thing when the full game launches!

See you all at launch!

“Don’t ask what survival is. Just keep firing!”

— With love from the Zombie Rollerz Dev Team

Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin

Howdy folks!

We've finally reached the Alpha phase of the Update 118 cycle! All reflex sights have been migrated to modern systems (better rendering, consistent UI like Scopes, physical controls, wider zeroing ranges, overriden colors, more realistic reticles, and a bunch of other QOL improvements). Next week we'll be migrating to main branch along with some more Night Vision toys.

Let me know if you run into any bugs, and I'll see y'all next week!

-Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
  • Right click H3 in Steam

  • Go to Properties

  • Click Betas

  • Click The Dropdown

  • Select Alpha!

Full Changelog - Update 118 - Alpha 1
Additions:
  • Added New Attachment: VUH1 Reflex Sight

  • Added New Attachment: Holosight Long FDE

  • \[Qualification Range] Added Range Attendee Config Panel

  • \[Qualification Range] Added Further Scene Props

Changes:
  • Sustenance Mp7 no longer has reflex sight built in, but spawns with an attachable version

  • Replaced Models on Holosight Short & Long

  • ACOS TA31 Set now has functional fiberoptic driven reticle brightness

  • Ham Comboscope Aux Red Dot migrated to new Reflex Systems

  • G36 and G36 comboscope Reflex module updated to new Reflex Systems

Fixes:
  • Fixed a couple broken Reflex Sights

  • Fixed a whole bunch of missing and incorrect Itemspawner images

  • Fixed Com4 interaction zone placement

  • Fixed EM5 front sight flipping not working

Removed:
  • Removed Old Holosight Short

  • Removed Old Holosight tall

  • Removed Old 3x Magnifier

REMORE: INFESTED KINGDOM - REMORE


Hello, Survivors!

Over the past two weeks, we’ve introduced the narrative and gameplay of the Inquisitor and the Shadow Sister in our Dev Notes. These two playable Characters can be encountered and recruited during your journey through Remore, and for those playing the Early Access version, they may feel like fresh new additions.

So far, including the Pleasure District we've shown, there are a total of five playable Characters. With the Inquisitor and the Shadow Sister already introduced, that leaves three more. The trio many of you have been expecting — Willam the Royal Guard, Edwin the Arbalist, and Diurmuid the Barbarian.


The Rebirth of the Early Access Trio
The Trio who have journeyed with you since the Early Access days have each undergone meaningful changes to better show off their individual identities. Willam, once a versatile wandering knight, has been reimagined as a stalwart guardian — the party’s reliable shield as a Royal Guard. Edwin, formerly a somewhat clumsy recruit, now takes on the role of an Arbalist, intercepting enemies from the backline. And Diurmuid, once a raw embodiment of ferocity, has been reborn as a Barbarian with a more strategic form of aggression.

What we want to emphasize is that these new traits are not departures from their original direction in Early Access. Rather, they are updates made to reinforce the core concepts we always intended for these characters, adjusted to match the evolving gameplay environment. For example, even in the case of Edwin — who arguably saw the biggest shift among the three — while his title changed from recruit to Arbalist, his core role as a reliable backline supporter who disrupts enemies with mid-to-long-range attacks remains intact, and in fact, has been further enhanced.



And following these character updates, a variety of other changes have also been introduced to Remore. There have been major updates to the game’s objectives, overall direction, and tempo. The level system has been removed from character progression and replaced with a range of new growth mechanics. Most importantly, Survivor narratives have once again become a central focus within the game.

With all these shifts, it’s time for the trio to gain new strength to stand against the deepening darkness.

Among them, the first Survivor we’d like to introduce today is none other than the embodiment of brute strength who always holds the front line with unwavering force — Diurmuid the Barbarian.



From a Rampaging War Machine to a Battle-Hardened Veteran
Up until now, Diurmuid has been portrayed as a powerful warrior — a fearless brawler who doesn’t flinch in the face of multiple enemies, a berserker who endures pain and turns crisis into opportunity. It’s a familiar image, drawing on classic “barbarian” stereotypes — a concept that's long been a fan favorite for its straightforward, rugged charm.

However, this direction began to feel somewhat at odds with the newly updated narrative and gameplay of REMORE. The tragedy that has befallen REMORE isn’t something that can be overcome with sheer madness or brute will alone — it’s a darkness that must be faced with the brilliance of human reason and resolve. And so, when trials arise, it won’t be just raw power or courage that carries the player forward, but also hard-earned experience and calculated strategy.

With that in mind, Diurmuid is no longer a one-dimensional character who simply solves everything through violence. Instead, he’s been reimagined as a complex figure — an outsider who can offer a different perspective on REMORE’s tragedy and propose new paths forward. When others might retreat to wait for the right moment, Diurmuid steps in to create that moment. He possesses the strength to turn the tide even when the situation seems hopeless.

He stands at the front not just out of recklessness, but because of the skill and discipline he’s honed as a warrior from another land — and the unwavering belief in that strength. To the people of REMORE, his methods might seem reckless, even dangerous. But in the face of this crisis, they might just be the one strategy that leads to salvation.


A Mind as Cold and Sharp as Steel
With this shift, strategic play has become a key pillar of how Diurmuid is used in combat, making him a character defined by calculated aggression. His gameplay is still centered around gaining a strategic edge through offensive actions — but now with far more thought behind each move.

His unique trait, "Thrill of Execution," allows him to recover TP based on the number of enemies he defeats. With his unique skill "Swap Positions," he can create formations that let him eliminate multiple enemies in a single strike. After securing ample TP, he can then use another unique skill, "Second Wind," to recover WP and deliver another round of devastating attacks.

This flow creates a playstyle where each aggressive move feeds into the next — not just with brute force, but with a sharp, tactical edge.



Furthermore, with the unique memory trait “Blood Circulation,” Diurmuid can recover HP each time he defeats an enemy. This healing effect activates not only during counterattacks but even while he’s under the effects of Charm. Thanks to this, Diurmuid can endure longer than other Survivors while diving deep into enemy lines — breaking their formation and setting the stage for a counteroffensive.



Blood as Hot as Molten Steel
While Diurmuid’s playstyle has become more strategic than before, his overwhelming strength and aggression haven’t disappeared at all. In fact, this allows for well-designed aggressive play, making offensive tactics even more rewarding and fun.

Diurmuid is the only Strength-based character available from early on, especially in the Pleasure District. Strength affects melee attack damage, so he’s specialized in using close-range weapons. By bonding with certain memories that boost his Strength stat significantly, he can achieve much higher attack power more intuitively than other Survivors. Because of this, Diurmuid sometimes needs to invest in Strength even if it means accepting some weaknesses.

For example, with “Berserker’s Memory”, Diarmuid can gain very high Strength stats quite early on. However, this comes with an old weakness — “Friend or Foe” — meaning he can also deal heavy damage to allies. Of course, since this trait is now tied to a Memory rather than being a unique characteristic of Diurmuid himself, you can choose to sacrifice some stats to pursue more tactical flexibility and stability.



On the other hand, you also need to be careful with the trait “Unleashed Instinct,” which causes Diurmuid to recklessly charge into the midst of enemies in the heat of battle. After defeating an enemy, this trait gives a chance to move toward another nearby enemy. This can either throw your team’s tactics into chaos in an instant or save effort by automatically targeting the next enemy. So, it’s important to carefully manage the battle environment to ensure this trait is used as an opportunity rather than a tactical mistake.



Fortunately, since Diurmuid is a master of close combat, he has a unique trait called “Endure Suffering” that acts as a kind of safety net even in aggressive strategies like this. When attacking enemies in melee range, Diurmuid can reduce the damage from enemy counterattacks and avoid losing Willpower from those counters. It’s as if he’s saying, “If you’re afraid of enemy counters, you can’t really call yourself a warrior.”



So, what do you think about the new look Diurmuid? Amidst the deepening darkness and growing threats, Diurmuid’s “strategic aggression” is a bit more challenging than before, but in turn it can become a more effective weapon.

We’ll be back next week with more news on character updates.
Thank you, Survivors!
REMORE
Pudding Fantasy: Tales of Go and Magic - rerorero
Fixed a bug that was occurring on some maps.
...

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