Edge Islands - slages

Hi adventurers,

Here's a first taste for the Trading Update, and even if the changelog is quite small, it required quite a lot of work! v0.900 is now available on the development branch:

  • Added the ability to build constructions on top of water.

  • Added a Trading Boat, unlocking the trading expedition board.

  • Added the ability to send heroes on trading expeditions to sell resources and bring back gold or other resources.

  • Added the ability to schedule expeditions depending on the amount of resources owned by the colony.

  • Added a mood malus dependant on the time spent away from the colony.

Thanks for playing, and please don't forget to leave a review, it helps a lot!

We Escaped a Twisted Game - Deluded Games
Into The Depths
  • Part 2 – Added a second safe space on the opposite side of the first one.
  • General – Adjusted the spawn position to be closer to where the action happens.
Admiral’s Gambit
  • Minor update to a hint description.
The Silent Stalker
  • Gave the candles a proper light source.
  • Fixed an issue causing Chad’s stalker to behave incorrectly in certain scenarios.
General
  • Improved light handling so fewer lights turn off when they’re needed.
Cube Kingdoms - gamingpugsstudios
🛠️ Improvements:
  • Melee units now attack the gatehouse that is closest to the keep and also accessible, instead of simply targeting the nearest one to the unit. This prevents tactics like building all walls out of gatehouses 😉 and makes attackers more efficient.

🐞 Bugfixes:
  • Certain elements in the siege were not being properly deleted, which unnecessarily filled up memory.

Cult 87 - FeralWalrus
  • The door push animation has been updated to only show when a door is not open.

  • There was a game breaking bug which was caused by going through a door and the animation trying to update when an object was null. This has been fixed.

  • I have added more drag to the player so he is not so bouncy. I can add more if needed.

  • When shooting a fireball the explosion sound would go off if the player ran into it while shooting. This has been fixed.

NOTE: Please join the discussion on discord. I am trying to get feedback from players if they would rather have the enemies not respawn when entering the level again. I have the basic code there to make this possible but I would like to know what people are thinking. Thanks for playing.

Plague Alchemist - Ingus

Overview

This week’s goal was to bring the codex system to life. It was implemented in a placeholder state previously, but now we have fleshed out the concept and the visual style.

Details

Codex is a system where all the unique creatures and resources are recorded by the player in the book for more detailed explanation and a nice visual representation.

Currently in the early access release we plan to include Flora, Creature and Mineral categories for the codex.

Mechanics

The original placeholder system intended to unlock a codex entry upon meeting a new entity (which could be entered in the codex) immediately, but the new system will require the player to harvest/defeat/mine/... that entity until a specific card drops. Once this happens, it can be used to unlock the codex entry.

We felt that this would allow us to give more value and more weight to the moment when the player finds a card that he was missing from the collection. Some cards will be rarer than others—like boss entries or uncommon resource types.

Visuals

For the visuals we made countless changes until finally landing on a nice piece of paper with notes and drawings on it. This felt the closest to what an actual doctor/scientist would produce while exploring the world.

This update brings the codex closer to the vision of a living research log within the world of Plague Alchemist.

Next Steps

Next week, we’ll be focusing on polishing the finalized codex visuals, mechanics and populating the cards so that they can be successfully found in-game.

--

Thanks for following the development of Plague Alchemist! If you’d like to stay up to date, follow the page and check back every Thursday for the next devlog.

MindsEye - robertma

Happy Halloween, Everyone! 

Thank you to everyone playing MindsEye, especially those taking the time to share feedback and report any issues. Your input really helps us understand what’s working, what needs improvement, and where to focus next. 

Update 5 is now live on PlayStation 5, Xbox Series X|S, and PC. 

This update introduces the new Launcher Page, making it easy to access the main campaign and browse featured ARCADIA missions. 

Halloween hits Redrock with Going Haywire – Downtown, a fast-paced arcade shooter set on the city’s strip with chaotic Halloween energy as you switch weapons, rack up combos, and fight for the top score. The update also adds new ARCADIA content for both Standard and Deluxe Editions. 

You’ll notice ARCADIA has made its return. Play.MindsEye is now ARCADIA, and Build.MindsEye is now Build.ARCADIA on PC. ARCADIA now functions like a streaming service, meaning you’ll need an internet connection to play, while the main campaign and side missions remain fully playable offline across all platforms.

This update also includes bug fixes, plus a quick note that Free Roam is taking a short break but will return soon. 

Thanks,

The MindsEye Team

RELEASE SCHEDULE & PLATFORM INFO:   

Time: October 30th 2025 – 2.00PM GMT / 3:00PM CET / 10.00AM EDT / 7:00AM PDT  

Platforms: PC, PlayStation 5, Xbox Series X|S   

Download size and version information:   

Steam: 28.3 GB (Version #: 5702549)   

Epic Games Store: 28.3 GB (Version #: 5702549)   

PlayStation 5: 28.1 GB (Version #: 1.0.25.7230)   

Xbox Series X|S: 12.9 GB (Version #: 01.012.000)  

 

MINDSEYE PATCH NOTES:  

ARCADIA NEW CONTENT 

 

STANDARD EDITION  

Going Haywire – Downtown: A fast-paced arcade shooter set on Redrock’s lively strip, filled with chaotic Halloween energy. Players choose between two weapons at key moments to gain score or progression boosts while keeping combos high for top scores. 

 

Sky Race - Cruise Control: Introduces a new game mode, a third-person twist on the classic first-person races, using the drone for a wider view of Redrock’s skyline. Race along the city’s rooftops, chase faster times, and climb the global leaderboard. 

Sky Race - Free Bird: Introduces a new drone race set around a high-stakes prison escape. Guide your drone through tight spaces and out to freedom, aiming for speed, precision, and a top spot on the leaderboard.  

 

C.A.R.E.less Survival:  It’s Halloween night in Redrock. Vega shuts down the C.A.R.E. system to hunt a witness. As a special agent, protect the VIP and survive using weapons, allies, and scavenged resources. Can you keep them alive until midnight? 

 

DELUXE EDITION  

Going Haywire - Airport: An arcade-style shooter set in a busy airport. Players pick between two weapons at key points, each offering different advantages and potential score boosts. The goal is accuracy and speed, keep your combo high to earn the best score. Character selection is available at the start. 

 

Sky Race - No Fly Zone: Builds on Cruise Control with the same third-person drone racing gameplay. Navigate the Redrock skyline as the city falls under martial law, pushing for faster times and higher leaderboard scores. 

 

Bug Fixes- PC & Console 

Combat 

  • Fixed an issue where the Drone companion could fly beyond map boundaries. 

  • Fixed an issue where the Hades Drone lock-on missed combat drones, causing targeting failures. 

  • Hand swapping after reloading now behaves correctly. 

 

AI & NPC 

  • Enemies now respond properly and no longer appear to float or freeze during encounters. 

 

Missions & Design 

  • Fixed an issue in The Ziggurat where Morrison would not enter the car if the player exited the Jeep at the same time. 

  • Restarting from a checkpoint in Lights in the Sky no longer causes an infinite loading screen. 

  • Fixed an issue in Pursuit of the Orb where Jacob could get stuck inside the Jeep.  

 

Audio 

  • Various fixes on dialogue where the volume was too quiet or not clear.  

  • Sound effects and dialogue in cinematics now play correctly. 

  • Music during cinematics and ambient scenes now triggers as intended. 

 

UI/UX 

  • Fixed a global issue where armed civilians displayed an objective marker when scanned. 

  • Highlighting tiles and options in the settings menu now works correctly. 

  • Fixed an issue preventing players from skipping cutscenes. 

  • Tooltips now display assigned keys properly. 

  • Icons now behave correctly and show proper visuals. 

  • Fixed an issue where applied settings were not saving correctly. 

 

Art & Visuals 

  • Fixed multiple instances of players getting stuck between objects or falling through terrain. 

  • Environment detail levels now display correctly from a distance. 

  • Fixed an issue where Jacob appeared low-resolution in a cutscene. 

 

Vehicles 

  • Various fixes on vehicle handling and physics.  

  • Fixed issues with entering or exiting vehicles during gameplay. 

  • Various updates to vehicle animations and interactions. 

 

Animation 

  • Fixed an animation issue where the player did not transition correctly from sprinting to walking. 

 

Performance 

  • Fixed a performance issue on PC when vehicles exploded after long sessions. 

  • Resolved a performance drop in the Penthouse Gamble mission. 

 

ARCADIA 

  • Fixed an issue in Survival Horde: Motel Hell where robots would not destroy the second gate if the player didn’t engage them. 

  • Minor bug fixes applied to the following missions: Friendly Fire, Honour Amongst Thieves, Whiskey Tango Foxtrot, Winging It, and Public Service. 

  • Made it easier to see where you’re headed during races, chevrons and gates are brighter and more visible across every race. 

Bug Fixes 

General 

  • Updates have been made to asset icons and searching within the catalogue. 

  • Improved the display of Special Characters. 

  • The Hotbar has been updated and will remember changes made, saving per ARC. 

  • ARC Settings tooltips have been improved. 

  • When the transform space is set to local, moving or rotating assets with the Tools Panel will now align with the asset's orientation. 

Logic 

  • The arrow lines connecting logic nodes no longer disappear when a logic node is more than 1 km away from a linked asset. 

  • Restart Node outgoing event can now be linked to other nodes. 

  • Minimap Route Node now has a catalogue icon. 

  • Teleport Player Node has been improved, teleporting long distances has less impact on the performance of the node. 

  • Fixed objects attached via the Attach Node to vehicles with collision disabled no longer generate collision in play mode. 

  • Updates to Backpack Nodes to distinguish between standard and deluxe editions. 

  • Drone Ability Target Volume renamed to Drone Ability Target to reflect the node’s function. 

  • Removed the ‘On’ option from UI Text Node in favour of the ‘Node Active’ option. 

  • Changing the Macro Input and Macro Output Nodes icons now shows the change dynamically in the creator. 

  • Replace List Element Node has been updated so its functions and events have consistent icons. 

  • The details and icons of List Variable Events and Functions are now consistent. 

  • Transform Reference Actor no longer appears during play. 

  • Fixed an issue relating to the triggers for the Box Action Restriction Volume. 

  • Fixed an issue affecting damage from the Damage Volume. 

  • Removed the “Function: Remove Shot Target" from the Player Weapon Shot Node 

 

Publishing & Performance 

  • Fixed the Performance Impact Score, which now correctly updates and warns players before publishing if performance could cause playability issues. 

  • Fixed the Performance Impact table for Stamps and Groups which now displays text correctly. 

  • ARCADIA ARC names now save and display correctly. 

  • AI is now counted correctly towards the Performance Impact Score. 

  • Published Version name UI has been improved and updated. 

 

Stamps 

  • Certain Stamps no longer reduce input functionality or change page UI and now display correctly in the catalogue.  

  • Improvements to the Stamp landing page, including ‘Credits’ and ‘Stamps Used’. 

  • The player can now search the featured Stamps folder like the public Stamps folder. 

  • Stamp description character limit increased. 

 

AI 

  • AI behaviour for Robot_01 07 has been fixed and improved. 

  • Individual AIs placed from the NPC catalogue no longer rotate 90 degrees after they spawn. 

 

Art 

  • Added textures to multiple assets that were missing textures. 

  • Military Tent 02 Guide rope length increased to match tent pole length. 

  • Aircon Unit A/Aircon Unit B no longer has a maximum scale to align with other assets. 

  • "AA Coupe Sports 01 Destroyed" catalogue icon updated. 

  • GardenChair_02 no longer has a duplicate with a similar name. 

  • LabFan 01 now rotates in Play mode as it does in Build mode. 

  • WindMill 01 M02 and WindMill 01 M03 catalogue icons and pivots have been updated. 

  • Candle Large 01 no longer bleeds when shot. 

  • Update the collision for SM_RobotPartsTransporter_0. 

  • Two Plant Pot objects no longer have the same name. 

  • Concrete Barrier 04B Object's destructible mesh is now consistent compared to other Concrete Barriers. 

  • More foliage assets should now be available via asset catalogue search. 

  • FlashLight 01’s collision has been updated. 

  • QQ DroneWeaponized 2023 has been removed from the asset catalogue. 

  • RC_Knock_Door_01 now has a corresponding catalogue icon. 

 

Animation 

  • Animation Logic texture improvements. 

 

Lighting 

  • The range attribute of lights now scrolls at the same pace as other scrollable attributes. 

 

Camera 

  • The Camera Preview now shows Jacob’s model. 

  • All Camera Modifier Offsets have been reduced from 300m to 50m. 

  • ARC thumbnail capture has been enhanced to now accurately depict the capture area.  

  • Pressing ‘Shift’ while moving an object and the camera at the same time will no longer ‘drop’ that object. 

  • The Custom Camera will no longer be pointed at a player's feet when set to follow the player.

Thief - Eidos-Montréal

Thief VR: Legacy of Shadow is coming December 4, 2025 to PC VR! Pre-orders are available starting today, with a 10% discount.

The game has been a labor of love from experts in VR games: developed by Maze Theory and brought to you by Vertigo Games (Arizona Sunshine, Metro Awakening), in collaboration with Eidos-Montréal.

https://store.steampowered.com/app/2800080/Thief_VR_Legacy_of_Shadow/That's not all: check out some brand new gameplay showing the cunning, newcomer thief Magpie in action, guided by the master thief himself - Garrett.

RetroSpace - Bánk B. Varga
Let's start with the most important fact: RetroSpace is alive and well!

What's more, the project is actually mutating at an unprecedented pace!

Sorry for the hiatus on the dev diary front, we are a small team and are working on the game with all our might. So, here's a little status update:

The game is not finished yet - obviously - but it is already in a playable state, with real levels, enemies, progression, NPCs, abilities, weapons, and a miriad of complex, interconnected systems. But of course, we still have a lot to do, a good game takes time, and a good immersive sim game takes even more time. (...and testing, and balancing, and, of course, care. Lots and lots of care!)

You know, in a game like this, every new feature we add affects all the other already existing features, which then need to be retested, rebalanced, and sometimes reworked. Is it hard work? Of course! Do we love it? Absolutely!

Not gonna lie, it's becoming increasingly difficult to show you new things without spoiling the game or giving away too much about its best moments or systems. So, even though it almost phisically hurts, we have to hold back certain—otherwise mind-blowing—information about the gameplay, the story, the cast, enemies, bosses, etc. (You'll thank us later!)

Regardless, of all that - the "mutation" of the game is extremely rapid and spectacular, and we hope you will soon be able to experience it for yourselves. (with a public demo perhaps?) :o

Since we always like to be as transparent as humanly possible, here is the current status of the project:

  • All the 10+1 weapons are working and implemented into the game (some of them still needs sounds or animations)

  • Approx ó0-70% of the levels (areas) of the game are done - the rest are WIP

  • Almost all the enemies are finished, or in a late stage of development

  • Same with NPC's, we need to tweak some of them, but almost all are done (and they are beautiful!)

  • All the mutations - aka Mutamods™ - and gadgets are implemented (some of them needs more fine-tuning and lots of balancing obviously)

  • Some bosses needs more work - we want them to be really memorable and scary (and also totally optional :) )

  • We need more sounds and music (MORE!!!)

  • We need to finish and then test the full progression route/story of the game (that's pretty important, you know...)

  • We need to finish all the endings (scenarios/cutscenes) - there will be a bunch of those

  • We need to record a ton of voice-acting and do localization (the procedure has already started)

  • We need to do a lot of: testing, testing, testing, balancing, balancing, balancing... It's hard work, but that's what we live for!

Hope this gives you a clearer picture on where we are at the moment. :)

And here are some more cool pictures:

Many of you have asked us about a demo or open beta, and yes, we will definitely be releasing a public demo a few months before the full game is released. We will provide more information about this soon, and we will also be releasing a brand new trailer in the near future, featuring lots of awesome new gameplay footage.

So all in all: stay tuned, follow us on social media (especially, but not exclusively on X) and join our Discord server if you would like weekly, often daily, updates on the progress of development. (and exclusive behind-the-scenes insights as well)

In return, we will try to post updates more frequently here on our Steam page so that those who are not so active on social media can also see the progress.

Thank you once again for being with us, following us, and encouraging us.
We are doing our utmost to repay you with the most perfect final product possible!

Have a wonderful day!
Stay groovy, and stay awesome!

The Wild Gentlemen - Team RetroSpace

As We Descend - Box Dragon Kev

[v.452825]

Just another hotfix.

Also, this update will NOT clear your in-progress runs from Update 4 (Patch 0.9.0) and forward.

  • Fixed bug where Exsanguinate did not work
  • Fixed bug where Twisted Light+ did not use the right card art

Mindustry - AnukenDev
The highlight of this release is a new system for patching stats of content on servers and maps. This system will allow players to customize health, requirements, recipes, weapons, bullets, etc. individually. This is not a replacement for modding, as it does not allow adding new assets or content, but it does allow making major changes to the way the game is played and balanced.

Read more about it here: https://mindustrygame.github.io/wiki/contentpatches/

  • Fixed certain campaign maps always resetting after sector loss
  • Fixed unit assembler clogging in certain conditions
  • Fixed overlay floors under liquids not being removed when placed over in the editor
  • Fixed Sublimate not firing correctly at low liquid flow rates
  • Fixed planet normals displaying incorrectly on OpenGL 2 devices
  • Fixed default planet mesh displaying as a mess in mods
  • Updated many different campaign submissions for Serpulo
  • Added a sector attempt counter
  • Added a button to insert instructions between lines in the logic editor
  • Added the core database button to the pause menu on mobile
  • Made rotation of certain buildings stay constant when dragged as a line
  • Buffed Quasar and Pulsar units
  • The Thorium Reactor block now outputs heat (for mixtech)
...

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