Tezcatlipoca - BecSantus
Hello, dear players! 💀

As many of you know, Tezcatlipoca was originally planned to be released today, but I decided to launch it earlier since the game was already complete.
While I still believe that the original release was the finished version, I’ve continued adding small touches and improvements along the way.

What’s new in this version
Church expansion

The church now has two additional rooms.
The puzzle that unlocks the Tezcatlipoca statue now requires the player to collect three small statues scattered throughout the city and place them inside the church.

New labyrinth

A brand-new larger and more challenging labyrinth has been added.
To avoid confusion, it now features multiple exits, though it’s still being tested—so I’d love to hear your feedback!

New enemy: Ixpuxtequi | The Sack Man

This new enemy unlocks after completing the graveyard puzzle.
He wasn’t planned at all, but a sudden spark of creativity made me realize he would fit perfectly in the world.
Ixpuxtequi relentlessly hunts the player through open areas, and—like all other enemies—his attacks can be dodged.

💡 Hint: he only performs high attacks.

This update also adds a new short cinematic, connecting the story of our protagonist’s family more closely with Gabriel Anxeli’s.


What’s coming next?
  • 2D and 3D designs of the new enemy in the gallery, along with his lore.

  • An official ending guide explaining how to unlock every ending.

Reindeer Story - Azzie

Deer Gamers!

It's approaching the 1st anniversary of Reindeer Story... just two days away I can't believe how quickly it came!

To celebrate I've released a guide on obtain all the endings of Reindeer Story, check it out!

https://steamcommunity.com/sharedfiles/filedetails/?id=3580073995In addition I've released a new version of Reindeer Story. Version 1.151 the key change in this version is a big increase in save slots!

New is a "Next" button which will appear on the title screen load menu and in the pause menu. Pressing Next will cycle through 5 pages of 6 save slots... adding up to 30!

This jump from 7 save slots to 30 should give a lot more flexibility in saving the game and collecting all the games endings.

Functionality Update

  • Increased the number of save slots to 30.

  • A "Next" Option appears on both the title screen's and pause screen Save Menus. This will move through 5 pages of saves with 6 saves on each page (for convenience the autosave slot will appear on all pages).

QoL

  • The Pause menu now shows the date (month - day) in the bottom left hand corner.

As always I hope you continue to enjoy Reindeer Story!

Thanks for Reading!

-Azzie

11: 38am
Lofi Ping Pong - Calvares

Hello everyone!

This update contains some visual enhancements and smaller features that are not quite necessary, but still fun (I hope so). Oh, and a new language as well!
Also there is a poll regarding local co-op

Game design

  • Split balls now appear on every 3rd opponent hit (previously it was on every hit)

Visuals

  • Added Themes for the smartphone, that will change the wallpaper and color of the buttons (you can change them on the Home screen)

  • Added thunder effect to the Attic location when playing with Split mode

Technical

  • Added gamepad vibration

  • Added Italian language (thank you, Davide)

  • Added option to limit the width of UI for wide screens

  • Some minor tweaks and fixes, e.g. I made a Wind SFX quieter

Poll
I know that some of you asked to return local co-op to the game. I started working on it, but it turned out that my code architecture wasn't ready for it, so right now it's on pause. I really need to know if I should do it, because it will consume a lot of my free time and energy. I plan to finally finish working on Lofi Ping Pong by the end of 2025, but I still have a lot of plans, like making a DLC and Nintendo Switch update, also there are mobile versions of the game, oof...
So, I made an anonymous poll in Discord with 3 different answers (yes, idc, no) on whether I should bring back local co-op. I made this poll because I want to know how many people really want it. Right now I have a feeling that it wasn't a popular feature in the OG version and bringing it back will be a waste of time, but I don't want to make this decision just on my guesses.

Thanks for your feedback!

PSYCHO DEAD - mooncatalyst.official

A massive thank you to everyone in our community! Since the demo's release, your incredible support and valuable feedback have propelled PSYCHO DEAD past a huge milestone: 20,000 wishlists on steam!

From the very beginning, our small team has poured everything we have into bringing this vision to life. Your support, feedback, and encouragement have kept us going through every challenge — and this milestone belongs to you as much as it does to us.

Thank you to everyone who has played the demo, shared feedback, and supported us.


We’re also be part of Steam Scream Fest 2025! To celebrate this, we’ve released a major demo update featuring improvements and adjustments based on all your valuable feedback. (Full details can be found in the patch notes!)

Reaching this goal during the month of October feels uniquely fitting. To celebrate this spooky season, we're thrilled to share a sneak peek at a Gothic Outfit for Elixia!

This is incredible news for our team, and it motivates us more than ever.

Our goal is to make the full release an experience that lives up to your expectations. We look forward to sharing further development updates in the near future.

If you haven't yet, you can try the demo right here:

https://store.steampowered.com/app/3791840/PSYCHO_DEAD_Demo/If you’ve played the updated demo, please feel free to share your feedback with us. Every comment helps us continue improving PSYCHO DEAD.

Help us reach the next goal by wishlisting and following on Steam!

Your support means everything.

Fields of Mine - Demidos

We’re making steady progress on Fields of Mine! Right now, we’re testing new mechanics, experimenting with different field shapes, and getting closer to the moment when we can finally share the release date with you.

Oh, and we’ve just launched our Bluesky page! That’s where we’ll post updates, devlogs, and behind-the-scenes looks at the game — come follow us!

Little Sim World - Stefan


Hey everyone,

Since the recent security patch update, we've noticed that playing the game in Chinese crashes the game! This was due to a unity error that was recently fixed in their new patch - Unity 6000.0.61.

To address this, we're releasing a small patch update that contains this new Unity patch version to get the Chinese localization working properly again.

We're terribly sorry for the inconvenience it's caused.

Thank you,

Little Sim World Team

Dying Light 2 Stay Human: Reloaded Edition - tech_sfetrovsky
Halloween returns to Villedor with a blend of familiar scares and new surprises. This year’s event combines the open-world experience with the Tower Raid: Halloween Run format introduced last year. Over three weeks, the event will evolve with new challenges, global goals, and rewards.

Halloween Showdown

Halloween returns to Villedor, and this year, it’s bigger, creepier, and packed with plenty of treats! The Halloween-themed decor can be found in various parts of the City once again. Pumpkintiles and seasonal infected roam the streets, dropping Halloween Candies when defeated.

This year’s Halloween event spans three weeks, each built around head-to-head faction contests that challenge players to pick a side and contribute to their faction’s success. Baka the Unfortunate once again serves as the event vendor and guide, distributing bounties, handling trades, and rewarding survivors who embrace the Halloween spirit.

The event runs over three consecutive week-long competitions. Each week presents a new pair of rival factions led by themed characters:

  • Week 1: Plague vs. Scarecrow
  • Week 2: Van Aiden vs. Count Skull
  • Week 3: CyberRaider vs. Cursed Pirate

By completing event activities across Villedor and in the Tower Raid mode, players earn a special event currency: a new type of Halloween Candy. These candies function similarly to previous years’ event tokens, but earning them may vary between weeks:

  • Week 1: you earn them by killing Halloween enemies across Villedor
  • Week 2: you earn them by playing Tower Raid
  • Week 3: you earn them by doing bounties on our Community Maps

Players can exchange these candies with Baka to contribute points toward a chosen faction’s goal. Both factions work toward milestones, and once the target is reached, all participants receive themed weapons corresponding to that matchup. However, the competition continues until the end of the week, encouraging players to keep contributing for a shot at an additional reward.

At the conclusion of each weekly competition, the faction that accrues the most points unlocks an exclusive character-themed charm for all players. These charms are visible in-game through the faction selection screen, allowing everyone to see the competing rewards and decide which team to support. Throughout the event, players can continue to earn candies and reputation by completing bounties, defeating seasonal enemies, exploring the City, and conquering Tower Raid’s haunted variant.

Speaking of Tower Raid, this Halloween features new layout variations, random modifiers, and a specially decorated rooftop arena culminating in a boss fight unique to this event. Long-time favorites Scarecrow, Plague, Van Aiden, and Cursed Pirate (who you will be able to keep after the event ends) return as playable characters. The new competitor, CyberRaider, joins the lineup with a futuristic, high-mobility combat style. To spice things up, each week we’ll be updating weapons and some items of those characters, so each playthrough will be a little different.

But that’s not all! Once the Tower’s doors open for Halloween scares, it will become permanently accessible as part of an update to the game, introducing the CyberRaider as a new playable character, alongside fresh floor layouts, rebalanced modifiers, and an expanded reward track. These additions deepen replayability while retaining the high challenge that defines the Tower Raid experience.

Game Updates
On top of all the Update 1.25 additions listed above, we’ve introduced the following fixes and improvements:

Co-Op
  • Fixed the issue with ropes being improperly attached when another player is using them
  • Fixed the issue when adding a Steam player to favorites on Epic marks them as offline
  • Fixed the issue with the “Hope Sprouts” quest, where enemies respawn again after killing them when one of the players comes to the quest location

Tower Raid
  • Fixed the issue with “Faulty Provisions” modifier making medkits (military and crafted) heal for nothing
  • Fixed the issue with zombies spawning in front of players after opening various doors

Gameplay
  • Fixed the issue with combat sometimes not consuming stamina
  • Fixed the issue with stamina requirements still being visible for some activities
  • Fixed the issue with Slide Jump still consuming stamina
  • Fixed the issue when, under some conditions, stamina was still consumed while climbing
  • Fixed the issue with Dash and Dart skills not using stamina
  • Fixed the issue with the objective marker in the Prologue failing to load if the player jumps over the fence and gets to the house before Spike
  • Fixed the issue where the interacting prompt appears delayed while searching the roof groves
  • Fixed the issue with the malfunctioning PK cannon in the Colonel’s bunker
  • Fixed the difficulty level of a Quarantine Standoff challenge, where weapon scaling with low level players makes the challenge almost impossible to complete on Hard difficulty
  • Fixed the issue with the flashlight turning off when the Player starts various conversations

Technical
  • Fixed the issue with game crashing after using the Grappling Hook on enemies
  • Fixed various lamps sometimes floating above the ground
  • Fixed the flickering sometimes being present on the ground near VNC Tower in the Garrison region
  • Fixed the issue with no subtitles showing in the starting cutscene of the Prologue
  • Fixed VO and subtitle discrepancies during the Prologue intro
  • Fixed the issue with the very first cutscene in the Prologue being unskippable
Dustgrave: A Sandbox RPG - OwNathan

Another hotfix has been uploaded, this one with a larger changelog!

IMPORTANT: we had to change some code related to how settings work, so starting this version of the game will reset all settings to default.

Changelog

  • Fixed a critical issue happening after dismissing the companion recruited in the Prologue before finishing that storyline. If you have a corrupted savegame because you dismissed the starting companion before finishing the prologue storyline, please get in contact with us at https://staff@innervoid.net and we will try to manually recover your savegame!

  • Fixed some string not showing properly on items.

  • Fixed some other issues blocking fights, we are still working on some other scenario and we will soon fix everything. All the people that sent us bug reports have our heartfelt gratitude!

  • Fixed Canneto's exit point to avoid people spawning on a hill when going back to the world map.

  • The name of hovered characters is now shown on the upper area of the screen, so that it's easier to identify allies and enemies.

  • Improved pathfinding in real-time to reduce player's clicks not being registered. We are actively reworking this aspect and will soon provide a much more performant and reliable fix, so that your characters will no longer stay still instead of moving.

  • Added proper sounds to certain Actions, like unique spells.

  • Reworked a few things in the combat UI so that the Actions bar immediately prevents clicks on the ground as soon as it starts appearing. This was made to prevent accidental movement when trying to select an Action right after finishing another one.

  • Fixed several missing characters in Chinese. They appeared as small squares due to them not being properly set in the font's texture.

  • Fixed several instances in which Chinese dialogues would show an empty string instead of the actual dialogue.

  • Fixed the Panavian Faction Trader never accepting to trade.

  • Fixed some barks showing "Invalid Faction".

  • Improved clarity on the World Map by changing Icons and not showing the name of secondary locations.

  • The name of the current Settlement is now shown in the Journal minimap.

  • Fixed an issue preventing Attacks of Opportunity from resetting at the end of the turn.

  • Fixed a rare issue with civilian AI that could generate null references.

  • Removed legacy code for Traumas that could lead to their appearance in rare circumstances.

  • Fixed a rare issue that could lead to items not being properly removed from the game's data, possibly leading to some bugs of different nature in longer playthroughs.

  • Fixed an issue with a perk modifier being added more than once and stacking until a game reload.

Thank you for your support!

Ship Explorer - Turbine Room Studio

Hello crew! Thank you so much for your continued patience and support as our team has been hard at work on Ship Explorer and its various upcoming updates and DLC. As you know, we have been working to get our next DLC ship, Bismarck, into your hands as soon as possible. As per our last update, this was slated for a late October release, but while the majority of the ship is packed up and ready to go, there remain some outstanding assets which still require attention and additional time to implement. On top of this, we are still waiting on Steam for approval of our DLC store page so that it can go live as intended. As such, we are now looking at a mid-November release, with Patrons receiving the DLC 7 days ahead of the public.

We will keep you all apprised of any updates as they become available. We look forward to you finally getting your hands on this awesome piece of historical content - trust us, it will be well worth the wait! In the meantime, we sincerely thank you all for your support and feedback on the initial release of the game, and for sticking with us as we continue to work to make Ship Explorer the best it can possibly be.

Stay tuned for more updates coming very soon!

~The Turbine Room Team

Borderlands 4 - erin_2k

Hey Vault Hunters! Welcome to “This Week on Kairos” - a weekly post where we share everything happening across the world of Borderlands 4, from developer updates to community highlights and beyond.

Every Friday, we’ll be here with the latest news, fan creations, dev spotlights, helpful resources, and anything else we think you’ll want to see. Whether you're looking to catch up, dive deeper, or just see what your fellow players are up to, this is the place.

Our Latest Update Notes:

We’ve rolled out several updates since launch, with more coming soon. Here’s what you may have missed:

https://store.steampowered.com/news/app/1285190/view/585031094705848475

A guide on how to submit a ticket can be found here:

https://steamcommunity.com/app/1285190/discussions/2/673972930559959886/

When you submit a ticket, please remember to attach your DxDiag or MSinfo file. If you need assistance with doing that, here’s a walkthrough:

https://support.borderlands.com/hc/en-us/articles/44564441894291-PC-How-do-I-attach-a-DxDiag-and-MSinfo-file

(Note: This section is going to be structured the same each week, so although it looks the same, rest assured it’s being updated weekly!)

Community Spotlight

We love celebrating players and their big wins. Here are a couple community members who unlocked IRL achievements:

This week’s theme: PUMPKINS! You all came up with some great jack-o'-lantern designs, and we want to show off a few of them.

u/lanky_sin

Squamatha

Ghost4Rider

Steam Community Screenshots

As you take screenshots and drop them in Steam, we’ll round up a few of our favorites for your viewing pleasure. Enjoy the beauty of chaos - er, I mean, Kairos!

https://steamcommunity.com/sharedfiles/filedetails/?id=3595937149https://steamcommunity.com/sharedfiles/filedetails/?id=3593946582https://steamcommunity.com/sharedfiles/filedetails/?id=3594439831https://steamcommunity.com/sharedfiles/filedetails/?id=3593790578

Behind the Team: Jeff Mott, Borderlands 4 Test Manager

Every week, we’re spotlighting one of the minds behind the mayhem. You’ll get to learn about folks from both Gearbox and 2K, and how each person who touches the game both influences and is influenced by Borderlands 4. This week, we're talking with Jeff Mott, 2K’s Test Manager:

What does “quality” mean to you beyond the checklist? How do you know when a game feels right?

Jeff:  To me, quality means doing our best to meet customer expectations. It isn't about finding every bug anymore; that's an impossible task. Games are simply too big and they're ever-changing. It's about finding the bugs that matter and advocating on behalf of the customer to get them fixed.

For me, achieving this goal comes down to collaboration and experience. There isn't a single person making this call; it's a discussion, backed up by data from multiple groups, to ultimately decide when something feels ready.

How do you make sure engineering decisions empower (not limit) art and design teams?

Jeff: This is all about finding the right balance. When a tester is new or at least new to a project, they need more guidance. And test cases are great for that. It helps them get familiar with what they're testing and become more comfortable with the game while contributing to vital tests we need to run. Once they're settled in, you start to give them the freedom and encouragement to go out and test with less direction, while still guiding them to try new things. 

I think this is crucial for broad test coverage, as different testers have different talents. One tester might be great at finding issues with balance and enemy behavior, another may be a natural at finding ways to break mission progress. Helping them identify and realize what they're good at, then giving them the freedom and support they need to shine, is how you build a great test team.

How do you personally handle the repetition and rigor of testing without burning out?

Jeff: One of the keys here is to remind yourself that we're all people and that people need breaks. Even if you love your job, you need time to set the work aside and recharge the batteries. At the end of the day, we're making something fun that we get to put into the hands of other people to enjoy, and that's just awesome! 

The other key is to build a team where no single person is a point of failure. No one should feel like if they take some time off, everything will fall apart. If that's true, then you haven't built a strong team. Having a support structure where anyone can take the time off they need and not worry that they'll come back to a disaster is how you avoid burnout. And I'm proud to say I've got that kind of team around me.

Community Creative Corner

Our community members aren’t just gamers—many of you are also artists. Whether it’s cosplay, digital art, or some yet-to-be-invented medium, we’re your biggest fans. Check out this week’s hand-picked fan creations:

hyde4lyfe

rism1223

krotiation

That’s it for this week—with more updates, more chaos, and maybe a few surprises coming next Friday. Until then: keep your ECHOnet tuned and your loot luck high.

Happy Hunting,
The Borderlands Team

https://store.steampowered.com/app/1285190/Borderlands_4/

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