Witch Way - solidgouki
Version 1.0.2 Released

This small update includes the following:

  • Added display size options to the settings menu: Large (window 3x), Medium (window 2x), and Small (window 1x).

  • Fixed a bug causing the game to freeze.

  • Fixed a bug where the letter "E" would sometimes disappear during the "Sacrifice Villager" tutorial.

  • Corrected several typos in various texts.


We've recorded all your feedback and are discussing how to implement or optimize it. Your suggestions are what drive our progress—thank you!

Skill Legends Royale - 7ana2Na

Hello everyone, we are ZGGAME. We sincerely apologize for the delayed update of our developer's note due to a recent increase in our workload.

We always hope to use these developer's notes to share the game's current development progress and status with our players as transparently as possible. We also hope it serves as a bridge for communication. Therefore, we will continue to actively update this content in our spare time during development. Starting with this note, we are changing the format to two main sections: 【Future Exploration】 and 【Community Hot Topics Response】. If you have any feedback on the current version, you are welcome to discuss and share it with us in this thread.

Future Exploration

  • Match History Function: We have received many suggestions for a match history feature, such as being able to view a specific player's skill details after a match for analysis and learning. We agree this is a very valuable feature, but there are still some technical hurdles to overcome. Therefore, this is a long-term exploratory goal and is difficult to implement in the short term.

  • Prestige of High Ranks / Sense of Achievement for Top Players: Some top players have given feedback that the game's ranks are too easy to achieve. We are therefore considering how to design content to increase the prestige or requirements for these ranks, or to enhance the sense of achievement for top players. This is a systemic project and it's hard to provide a perfect solution in the short term. However, in a near-future update, we will add an Average Placement leaderboard, where only Overking players can be ranked, sorted by their average placement.

  • End-of-Match Animation: The issue of the lengthy end-of-match animation has been repeatedly mentioned by the community. We have this on our records and will look for a suitable opportunity to optimize it in future version iterations.

  • Mechanics of Certain Treasures: Issues regarding the mechanics of the Goblin Rocket and Adsorption Bomb have also been frequently mentioned by the community. We have also recorded these and plan to find a suitable opportunity to optimize the mechanics of these two Treasures in the future.

  • Spending Path for Red Crystals: Some players have reported that there are no ways to spend their Red Crystals, turning them into a useless resource. We have noticed this issue as well, but designing a new and interesting system for a resource takes considerable time. We are currently brainstorming some possible solutions, but this also requires time and is unlikely to be implemented in the short term.

The order of these future development items is not indicative of their priority. Priority will be determined by development difficulty, production capacity, and the impact on the game environment and overall player experience. The specific implementation time for some of these items is yet to be determined. If you have any good suggestions about the content revealed, please feel free to share and discuss them with us.


Community Hot Topics Response

  • Q: Can you develop new modes?

    A: We once launched a speed mode in the Warcraft mod version. Although it was popular for a short time, players quickly grew tired of it. Given the current situation of the standalone Steam version, we are concerned that investing resources into a new mode would lead to two major problems.

    1. The current player base might be further split, leading to longer queue times.

    2. A new mode might fail to keep players engaged long-term and end up being abandoned.

    Therefore, it is difficult for us to implement this in the short term. However, depending on the game's situation, we may still introduce new modes in the future.

  • Q: Can you reward aggressive playstyles with more points to counter players using healing/recovery treasures?

    A: If we explicitly use system mechanics to encourage a specific playstyle, it will inevitably affect the frequency of other playstyles as players are driven by rewards. We will not favor any non-malicious playstyle, as this contradicts our philosophy of encouraging players to try various strategies. Our current thinking is to impose certain limitations on recovery-based playstyles rather than using point rewards to drive player behavior.

  • Q: The random match order affects the use of some treasures. Can you revert to a fixed order or show the next opponent?

    A: We received feedback previously that the information disparity from a fixed order led to unfair situations. That's why we introduced a degree of randomness in the March 17th update to make the combat order difficult to fully predict while maintaining some regularity.

    With the recent addition of actively used Treasures like the Referee's Whistle and Piggy Bank, there have been calls in the community to restore the old match order. We understand this concern. The initial change to random was to solve the information disparity and unfairness of a fixed order. The recent calls are due to active Treasures like the "Whistle," making players miss the predictable order.

    We fully understand why players miss the predictable fixed order. The design philosophy behind some of these active Treasures is to involve a degree of risk and reward. If we were to display the next opponent, the strategic gamble of Treasures like the 'Whistle' (i.e., whether to risk using it) would disappear, making their returns significantly higher and more stable than auto-use Treasures.

    The current match order ensures you won't face the same player two rounds in a row (unless only 3 players remain). However, if you encounter situations like facing the same player 2 or 3 times consecutively, or 3 times within 5 rounds, please save detailed screenshots of the remaining players and match log and contact us through the community. This will help us analyze, locate the issue, and further optimize the matchmaking system.

    Regarding this issue, the current mechanism may have solved some problems, but we admit it might not be the perfect solution. If you have better ideas, please share them with us. We take every reasonable suggestion from our sincere players seriously.

  • Q: Have the probabilities of some heroes been secretly changed?

    A: We often see discussions in the community about whether the probabilities of some Heroes are inaccurate. These questions usually focus on the ultimate abilities of Blade Chief, Frostborne Lord, and Lord Stingy.

    We want to take this opportunity to state clearly: No. We have checked our code multiple times, and all probabilities strictly follow the underlying game design. Making extra probability adjustments for any hero would not only increase our workload but also benefit no one. We understand that players might feel skeptical during a streak of bad luck, but please trust that the backend mechanics are fair and consistent for everyone.

  • Q: Why were the chests in the Battle Pass removed? It seems like the rewards are worse now.

    A: We adjusted the Battle Pass content based on feedback from core players. The overall value of the pass remains the same. We replaced the chests with an equivalent value of Red Crystals and distributed them throughout the reward tracks. The specific reasons for this change are:

    • Players felt that the random draw mechanic in the chests forced them to get content they didn't want.

    • Players wanted more choice and the ability to unlock content based on their preferences, especially since new seasonal content varies in strength, and they didn't want to randomly get weaker items.

    Based on this feedback, we changed the presentation of the Battle Pass rewards, but the value has not changed. You can now use Red Crystals to unlock new season content. We believe this change gives players more freedom and is also more friendly to free-to-play players, as new content is no longer exclusive to the Battle Pass.


Other News
  • We are still working hard on launching the game on the Google Play Store and are optimizing our content to comply with the platform's regulations. Please be patient with us for a while longer.

  • The new season's content is in its final stages and is currently undergoing internal testing. A cute new companion will be joining us temporarily. Stay tuned.

  • Regarding the one-way feedback channels in the game, we have been diligently reviewing content in all languages. We cannot reply to each one due to the one-way nature of the system, but we understand the players' eagerness to see the game improve. Although we cannot have in-depth public discussions on every single suggestion or explain all our internal decisions, please believe that we take every voice from our players seriously.


That's all for this developer's note. We welcome your discussions and will see you next time!

哪吒传奇 - 86238780

Dear Nezha Warriors,

To recreate the passionate legendary experience and create a carnival for all players, Legend of Nezha will launch a full-server update. This update introduces the "Carnival of Gods and Demons" version, featuring core content such as a revolution in 新手福利 (new player benefits), daily zero-charge privileges, and a loot rate surge system. It also optimizes the fairness of trading and competition, helping every warrior enjoy the mythical world to the fullest!

I. New Welfare System: Become a God Without Spending, Resources Galore

New Player Benefits 2.0: Peak at the Start

Log in to receive:

  • Rare title "Descendant of the Spirit Orb" (Attack +5%)

  • Permanent auto-pickup/recycling functions

  • 100-slot large backpack + 50-slot warehouse
    Say goodbye to tedious operations!

Zero-Charge Gift Pack:
Log in on the first day to get 1000 Spirit Talismans (in-game currency), which can be directly exchanged for top-tier beginner equipment "Red Satin of Chaos · Elementary".

Daily Zero-Charge Privileges: Daily Recharge Quota

Online Rewards: Stay online for 1 hour daily to receive a free 50-yuan recharge quota (can be accumulated and used with no thresholds to redeem mall items).

Activity Chests: Complete daily tasks to unlock; there’s a chance to get 10,000-yuan recharge card fragments (10 fragments 合成 (synthesize) 1 card, max 3 cards daily).

Loot Rate Surge: Equipment & Titles Drop from Monsters

First Kill Reward: The player who makes the server-first kill of BOSS "East Sea Dragon King" will exclusively get 10 million Spirit Talismans + exclusive title "Dragon-Slaying Warrior" (All Attributes +10%).

1000x Drop Rate: All 野外 (wild) BOSSes and elite monsters drop super-transformed exclusive equipment (e.g., "Universal Ring・Divine Grade") and cool fashion fragments (collect to redeem permanent appearances).

Title Carnival: Kill a specified number of monsters to unlock premium titles (e.g., "Demon-Slaying Vanguard", "Demon Lord Bane"), with unlimited attribute stacking!

II. Core Feature Upgrades: Playable & Fair, Crafted with Care

No Gimmicks, Truly Playable

Zero Payment Threshold: No first-recharge gift packs, no forced consumption; all content can be obtained through monster-slaying/quests.

Continuous Updates: 3 new featured gameplay modes (e.g., "Fengshen List Cross-Server Battle", "Nezha Disturbs the Sea Dungeon") are added monthly, ensuring long-term engagement without boredom!

Crafted with Passion, Passionate Experience

Team Dedication: 1 year spent optimizing combat feel and visual effects, with 50% improved skill release fluency; combat feedback rivals PC games!

Popularity Guarantee: Large servers with 1000 players on the same screen are available, with "Gods vs. Demons Battle" starting promptly at 20:00 daily—passion never ends!

Three Easier Hunts, Full of Benefits

Currency Easy to Hunt: All monsters drop in-game currency; daily AFK 收益 (rewards) exceed 5 million, making skill upgrades effortless!

Equipment Easy to Hunt: BOSSes guaranteed to drop purple gear, with a chance for orange gear; casual players can collect a full endgame set in 3 days!

Recharge Easy to Hunt: Participate in events like "Heavenly Trial" and "Peach Banquet" to get free recharge cards (up to 500-yuan quota daily)!

III. Game Highlights: Fair Competition, Free Trading

Fair Growth, Casual Players’ Paradise

Time to Graduate: No VIP level suppression; as long as online time is sufficient, all players can achieve ultimate graduation!

Free Trading: The stall system is fully open; equipment, materials, and Spirit Talismans can be freely priced, letting you earn your first pot of gold!

Super Fun PK, No Instant Kill

Smooth Competition: Network latency optimized, zero lag in skill release; 1000-player team battles run stably at 60 FPS!

Balanced Settings: Removed "One Hit 999" and other over-powered attributes; PK outcomes depend on operation and strategy—anyone can dominate the server!

IV. Popularity Soars, Metrics Maxed

New Player Metric: ★★★★★★★★★★★★★ (User-friendly tutorial, master in 5 minutes)

Fun Metric: ★★★★★★★★★★★★★ (Loot rate, welfare, and combat experience fully upgraded)

Popularity Metric: ★★★★★★★★★★★★★ (Expected 100,000+ players on launch day)

V. Maintenance Compensation & Notes

Compensation Content: All servers will receive 2000 Spirit Talismans + auto-recycling function (7 days) + title "Maintenance Pioneer" (compensation claim deadline: 23:59 on July 27).

Data Retention: Character, equipment, and currency data will be fully retained after the update—feel free to enjoy the new version!

Feedback: If you encounter bugs or have suggestions, submit them via the in-game "Customer Service" button; we will handle them promptly and reward you with 500 Spirit Talismans!

Sincerely,
Legend of Nezha Operation Team
July 21, 2025

Apocalypse Express - llamawaregames
Bugfixes
  • More fixes to infinite black screen after World 1 Boss
  • Fixed some upgrade typos
  • Fixed World 1 Boss missiles exploding early
1:12am
Endor Awakens: Roguelite DRPG - depthsofendor
Added legacy goblin avatars from DoE
Blue Light - 1FOREVERS
- Fixed all animations in cutscenes that broke after the last update.

- The volume of the jumpscares has been reduced significantly, and now their volume can be adjusted through the "effects" in menu.

- The game's performance has been improved by using a less demanding method for rendering shadows.

- The monster's speed has been reduced to avoid creating an imbalance with the player.
Wyrd World - Pizza Cake

This patch comes with a few enhancements but the most important to list is that Wyrd World is now available for purchase on the Steam store. Jump in, bring a friend, discover the island, defeat enemies and dont forget to share the loot!

Thank you for listening, following and playing!

Falling Ever - lucas

-The only 18+ image in the game now contains censorship.

This is an important change, as the hentai genre is not really important for this game, so this leads to greater accessibility for a larger number of players.

Thank you in advance for your understanding.

Novice Dungeon Master - LazyCnD
0.94.0.0 Update

Infinite Mode Addition and Updates

Main contents include graphics and sound updates, and the addition of infinite mode.

  • Graphics Update

    • Title screen image changed

    • Improved visibility of UI button text on title screen

    • Game screen - Ground, sky, background changed

    • Increased animation cycle for status effect animations

  • Sound Update

    • All BGM for title screen, game screen, guild, and ending scenes have been changed to original BGM.

    • Ending-specific BGM has been added.

  • Ending text output has been changed to left alignment.

  • Ending screen transitions have been changed to automatically switch in sync with BGM.

  • Content Update

    • Unit evolution added - Mushboy / Bushmon

    • Installations added - Poison Grass / Thorn Vine / Synthetic Mineral / Toxic Rock

    • Starting effects added

      • Start the dungeon with more resources

      • Start with Underground Floor 4 already unlocked

    • Starting artifacts added

      • Artifact that increases unit's maximum level

    • Infinite Mode added (Beta)

      • Available when starting a new game after clearing once

      • Not affected by difficulty, enemies become stronger as days pass

      • Can continue playing beyond 30 days, but cannot see endings

      • Can check results screen on game over

      • Clear points are added based on maximum turns

  • Bug Fixes and Changes

    • Fixed bug where dialogue appears in Korean when Traditional Chinese is selected

    • Trust Statue effect changed → Changed to gain both mana and gold

    • Added individual delete function for save slots.

    • Fixed bug where game freezes when skipping dialogue with choices.

Please post bug reports and feedback on the Steam discussion board or Discord. Thank you.

Star Conflict - Super Glix

Attention, pilots! The in-game store has been updated with new offers!

New packs are available at the store today:

  • Armor parts bundle at a discount of 40%

  • «Kite-E» components bundle at a discount of 20%

  • «Spiral» components bundle at a discount of 40%

  • «Executor» components bundle at a discount of 40%

  • Space Explorer kit at a discount of 50%

We will be regularly providing you with new offers, trying out different combinations of contents and prices. Stay tuned so you don’t miss out on exclusive and temporary offers that can significantly strengthen your fleet!

Sincerely, Star Conflict team

...

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