BIO Fault Playtest - ikogames384
Demo version uploaded for Ukrainian Game Festival 2025
LoveCraft - pers-krolya
Travel the world, race and win!





RIG Riot Playtest - Superb Television
Wanted to get fixes in for a couple things that have come up since the radar patch. If you hadn't heard- I'm planning to end the playtest on August 18th, though you will still be able to download it from itch. Thanks to everyone who has played and left feedback!

Changes & Balance
  • Moved the central jump pad in the Wastes (again)

Bug Fixes
  • Fixed Shotgun Fiend seemingly no longer existing
  • Possibly fixed weapon firing having issues during [REDACTED] fight
  • Fixed gun and launcher quantity upgrade in Armory not working (fix is not retroactive at this time)
Essence Hunters - milhostudio

The game currently features the following hunters: swordsman, archer, sorceress, warrior, druid, and the recently added spearman.

Since the warrior, druid, and spearmen were the latest additions, let's talk about them.

The warrior would be a hunter with a savage boxing style and moleman shapeshifting abilities. All of their gameplay is converted to boxing skills, as well as the moleman transformation, which enhances their physical abilities.

The druid uses fortification skills and plant skills to fight. You choose your combat style between physical and magical damage.

The spearman, like the druid, has two combat styles: physical with the spear and magical using their wooden arm. The spear style has high physical damage and movement, while the magical style deals area and medium-range damage.

Now begins the development of the last hunter of this first phase; he will be something like a mage.

1:53pm
Cataclysm: The Last Generation - wormywormgirl

It is now slightly easier to hit huge and tiny enemies in ranged combat. This includes bomb shrapnel, guns, arrows, throwing, etc. but not reach attacks.

The HARDTOSHOOT flag now functions identically to crouching, making you count as being 25% smaller than you were for purposes of getting hit in ranged combat. HARDTOSHOOT only goes on monsters in vanilla, and they can't crouch, but if it COULD go on a character in a mod or something, it'd stack with crouching or lying down, which make you 25% and 50% smaller respectively.

It is a bit easier to hit tiny creatures in melee and a bit harder to hit huge creatures, and there's a bit of an RNG component to help prevent infinite misses. This goes for both characters and monsters.

Monsters who dodge multiple times in a turn now have a 50% chance to receive stacking debuffs to their dodge until the end of that turn. Currently the cap is -2. I tried limiting their number of dodges per turn as with characters, but characters just have so many advantages compared to monsters that doing it this way led to them all dying immediately, so this is what I went with. The result is that little guys like dragonflies and wasps who get surrounded by zombies are going to get caught and torn to shreds like a character would.

Mi-go now have a special weakpoint which causes their carapace to crack. This weakpoint is very hard to trigger with anything but a blunt attack. When the carapace cracks, the mi-go temporarily suffers from greatly reduced armor until their carapace regenerates, which can take a few seconds or a few hours, depending on how big the hit that broke it was. The result is that mi-go are no longer town-clearing machines, and will get beaten down and killed if surrounded, much like a survivor would.

The game now draws effect overlays on monsters! This makes it way easier to tell who's downed, stunned, deafened, on fire, etc.

Houses will sometimes have cars crashed into them.

Modernized the phase immersion suit and update damage types.

Removed the ability to put gunmods on a slingshot.

Fixed riot armor and buffed o-yoroi.

Buffed and standardized walk/run speed in skates.

Fixed Sky Island and other mods.

Maepple fixed the bug with chiropterans getting so happy from drinking blood that they become miserable.

Oversized wasps now use hit and run. This might make it easier to get away from them, might not.

Athletics skill now adds 2.5% to your max carry weight per point.

-Bad back and strong back have been tamped down a bit, they were overtuned.

Strong back is now in the insect category. It's still a natural human trait available at chargen, but you can get it from bug mutagen too.

Zombie miners drop fewer lamps.

Fixed a typo in the bush hook's description.

The PTR is an SMG now, so it can support a weapon strap.

Zombie deer can bash.

The smart lamp is no longer linkable and should shut up with its stupid warnings.

Got rid of the debug message when dragging furniture off a ledge

Removed the obsolete sees_player_retro mod

Properly show variant's prefix/suffix in craft menu

Added more generator types

Added a keybind to recast spells (mod only)

Fixed pulping being way too fast.

Made the hiking backpack sheath hold a single item.

Fixed morale bump from relaxing with Alonso.

Fixed display of ablative armor in some menus.

Deleted hardcoded tentacle bracing slowdown effect.

More nut milk and nut butter.

Fixed a freeze when disabling animaions.

Added many more filters to the crafting interface.

Added several kinds of plants and trees.

Improved and updated falling code.

More long sticks in forests.

Revamped the 3x3 hospital map.

Improved special vision code.

Improved mapgen to allow more visual variety.

Added antlers (~50% of the time) to zombie deer and moose.

Updated and improved mansion and apartment tower maps, adding more variety.

Quivers now hold a far more realistic amount of arrows.

Helicopters go fast when they autotravel.

Space Memory TDG Playtest - TDG_Mastermind
Patch1035 CrazyUfos003
1:49pm
Vital Shell Playtest - MarvinWizard
V 7.0.2
  • Reduced the power of Barrage
  • Altered drop rates of each Special
  • Reduced the enemy cap for Island Ruins from 100 enemies to 80 enemies
  • Increased the HP of Corrupt Bloodfang from 5,000 to 25,000
  • Fixed a bug where explosion sizes were getting globally written
  • Fixed a bug where driller type enemies werent correctly despawning when mob limits were reached
  • No longer showing explosion particles on enemy despawn, only when actually destroyed in combat
  • Continued updates to descritpions & tooltips
1:48pm
Project X: Light Years - Project X
- fixed stealth issue when entering underwater part
- fixed lvl 5 islands collisions
- fixed 1992 mode weapon upgrade when max
- decreased P amount on 1992
- restart level only works if game is active. after quit goes to lvl 1 again
- other smaller tweaks
Banquet for Fools - hannahandjosephgames
🌙 Additions
🌱 Added an option to Settings menu to enable half resolution videos for Windows 7 users playing in compatibility mode

🎨 Visuals
🌱Fixed positioning of the bound creature halo on the Brisska to be less on their butt and more their head/beaky area
🌱Fairys (the “little ones”) now have proper death visuals, if you’re inclined

🌸 UI

🌱 Fixed a visual issue when placing a pin and moving it around in windowed mode where it looked like it was popping in and out. These are statically in-place as expected now
🌱 Fixed an issue that happened after purchasing a songbook from dialogue where the dialogue menu could abruptly close before you say” goodbye” or clicking the text option to leave it
🌱Fixed an issue after purchasing songs and immediately going into the inventory could lock the inventory window
🌱Fixed an issue that could trigger when a newly bound creature adds their portrait to the guard’s portrait grid also temporarily replacing a previously created summon portrait from a different guard’s portrait grid. Listen it’s fixed, I don’t know how else to describe it
🌱Fixed text for storekeep item “Fina’s Scepter”
🌱Fixed a bug displaying incorrect XP available for Techniques (in older games)


🌸 Adventuring
🌱Caravans (like captain Remus in the Abandoned Farm) now allow you to rest with them for free (if you’re on speaking terms)
🌱Fixed a potential visual issue with the Lazure guards who help you in the boat collection battle with their quip displaying off screen if you had the combat dome up
🌱Can now resolve the Rozafir storekeep situation smoother with the posted guards becoming non-hostile if evidence is acquired, even in the middle of combat, and they’ll switch sides after the dialogue between your guards opens up about it

🌸 Techniques
🌱In Air Attack no longer grabs support guards with ammunition if they are empty and will prioritize someone else

🌸 Maps
🌱Fixed issue in Rozafir and Garnet Bay where line of sight was revealed incorrectly during first map load
🌱Fixed a map issue when coming from Forten Lazure to a side map that could temporarily uncover the fog of war in the Invinoma map before you crawled it
🌱Fixed a visual issue translating your local map fog of war details to the Invimona Map for areas with very steep cliffs at the top (like Stonebridge and Garnet Bay).
🌱Added a collider on river area under Forten Lazure where spiders are

🌸 Balancing
🌱Armor % progression rate increased for on-hit

🌸 Gameplay
🌱 The combat dome now resizes for spell-range immediately when selecting the spell book itself, not just when clicking on an actual spell
🌱Improved pathfinding for non-hostile critters
🌱Fixed an issue after resolving combat within town limits where a support guard could remain hyped up with combat move speed rather than transitioning to the much more respectable‘in-town speed
🌱Saving after support guards automatically switched weapons during combat (and then loading that save) wouldn’t register that they switched in-combat and would revert to what they were using before. This swap now saves as expected
🌱 Fixed an issue where you could consume multiple stacked items during combat if you clicked fast enough. Now consuming one triggers the action bar reset immediately as expected
🌱 Fixed an issue with some items that drop from enemies (like fangs) getting the restock flag after you have been utilizing the restocking shroom bombs - happened if they got recycled into the pooling system between load/saves

🌸 Controllers
🌱Fixed bug where all menus could be accessed with left and right trigger without bar on top and bottom prompting access, breaking UI
🌱Fixed menu breaking error that could occur when exiting minstrel’s song screen
Long Story Short - TTrickGames
Hey everyone!

V0.10 is finally here! I know it took longer than expected, and I appreciate your patience. My plan is for the next version to arrive much faster.

This update includes the complete V0.10 chapter, a few new improvements, and important bug fixes.

Changes

  • Complete V0.10 chapter.

  • Added missing animation for the Vanessa + Customer scene (hotel).

  • Ann will only give a BJ to one of the motel guys if they actually have sex at the motel.

  • Emily’s relationship can now progress further depending on whether you touched her, not just if you joined her in bed.

  • If you’re not dating Ann, you can now avoid watching her have sex with the motel guys.

  • Pressing O now toggles the text overlay.

  • Added a new Help section in the main menu to see all keybinds.

  • Pressing F12 (default Steam screenshot) will no longer bring back the UI if it’s hidden (by pressing H).

Bug Fixes

  • Fixed an instance where the game jumped to the wrong scene after talking with Vanessa outside.

  • Fixed a freeze when loading during the Vanessa/Customer memory sequence on the bus.

  • Fixed the issue where the game stopped during Ann’s texts instead of showing the game end screen.

  • Fixed an issue where rolling back and then clicking advance sometimes caused the music to change unexpectedly.

cheers 🍻,
TTrick

...

Search news
Archive
2025
Aug   Jul   Jun   May   Apr   Mar  
Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002