Talisman: Digital 5th Edition - Tom Longshaw-Young

Hello, adventurers! ːTalProToadː ːBlueTalismanː

The nights are drawing in, the air has a distinct chill, and there’s a definite feeling of magic (and maybe a little mischief) all around. Here at Nomad, October has been another month of focusing on Talisman, both 5th Edition and Classic. There exciting new developments, and, as always, incredible moments shared with you, our community.

So, grab a pumpkin-spiced potion from the tavern, get comfortable, and let’s take a look back at a truly memorable October!

We are ecstatic to announce that in October, we officially launched the closed beta for the first corner expansion for Talisman: Digital 5th Edition: a remaster of the fan-favourite 4th Edition expansion, The City!

For those who never had the chance to visit, The City is a bustling, high-risk, high-reward region that adds a supplementary game board to your quest for the Crown of Command. It’s a place of immense opportunity and equally great peril. Within its walls, you can visit a host of unique shops to spend your hard-earned gold, including:  

  • The Armoury, for powerful new weapons and armour.

  • The Magic Emporium, for potent spells and enchanted objects.

  • The Pet Shop, where you can acquire exotic followers to aid you on your quest.

  • The Potion Shop, offering a range of magical concoctions with powerful, and sometimes unexpected, effects.

But commerce isn't the only thing driving this metropolis. At the City Gate, you can pick up Wanted Posters, taking on bounties to hunt down specific creatures across the land for a handsome gold reward. Navigating the City itself is a strategic challenge, with one-way streets forcing you to plan your path carefully to reach your destination.

Launching The City first into a closed beta was a deliberate choice on our part - with this being such a fan-favourite expansion, we wanted to make sure that some of the first people to try it were among the most dedicated Talisman fans. They are also the group who know the rules for both 4th and 5th Edition better than everyone, so they’re quick to notice things not working quite as they should be when it happens! Their feedback so far has been invaluable, and this collaborative process ensures the final product is as polished and faithful to the original expansion as possible.

Choosing to remaster a beloved classic like The City for our next 5th Edition expansion is something we hope the wider Talisman community are excited for too. We want to keep showing our deep respect for the game's legacy and our commitment to bringing the best of Talisman's history into its future, with your help!

While our focus is firmly on the future with Talisman: Digital 5th Edition, we know that the classic 4th Edition experience holds a special place in the hearts of many adventurers. We want to reassure our long-time players that we remain deeply committed to Talisman: Digital Classic Edition, and October was a busy month for our team in supporting this beloved classic.

In October, we rolled out a couple of important patches based directly on player reports and our own monitoring. First up, was a patch that introduced a range of performance improvements and bug fixes, both improving how Talisman: Digital Classic Edition

performs and handles things like saving games, but also ironing out some community-reported bugs too. You can read the full patch notes here on Steam: https://store.steampowered.com/news/app/247000/view/497206645180335048Then on October 13th, we released a small but crucial patch that made some behind-the-scenes adjustments to the Nomad Account system. Some of our recent updates had knocked things out of alignment, and this fix ensures that player statistics were once again being tracked correctly, so your hard-earned victories and character progression are properly recorded.  

We also addressed a more disruptive issue that some players were experiencing later in October. Thanks to reports from the community both directly and on the Steam forums, we were able to identify and fix a crash that was occurring for some players during character selection at the start of a game. Getting you into your adventure smoothly is our top priority, and we’re grateful to everyone who helped us pinpoint these problems!

As ever, the most exciting things happening with our games are the things you, the players, are doing with them. October was another incredible month for community-led events and content.

We’ve seen so many of you embarking on your own quests for the Crown of Command in both Talisman: Digital Classic Edition and Talisman: Digital 5th Edition, and exciting things have been happening with the physical game too, as the first players started showing off the new Nemesis: Call of the Hunt expansion in October too.

Check out some of our favourite highlights from October:

https://youtu.be/IvYNHpxAGM0?si=POnzhuYeuvr6Ispr

https://www.youtube.com/watch?v=qI9cBDQlxnM

https://youtu.be/nAyjHj3lh2Q?si=7IcKxuCpQU40UCSuIf you’ve ever thought about streaming your own Talisman adventures, we wholeheartedly encourage you to do it! Share your adventures with us on social media, and you might just see yourself featured in a future round-up.

Last time we sent out a studio round-up, we specifically put out a call for community questions, and you all didn’t disappoint! We’ve featured all of the questions we got in October below, so thank you to everyone who sent questions our way.

From Kevin via Email

  • “I play on the Nintendo Switch. I used to play with people on Steam. Is cross play still working?

Right now, the Nintendo Switch version of Talisman: Digital Classic Edition is running on a slightly older version of the game, before the latest patches we released on Steam this October. Because it’s on an older version, they can’t play online with each other - because of the difference in how the newer version handles interactions and saves, things would quickly fall apart once the two different versions sent conflicting information to each other.

For extra context, we’ve been releasing patches at quite a quick rate last month, and the approval/submission processes for Nintendo takes quite a bit of time to get through. For example, if we’d have submitted a new version of Talisman: Digital Classic Edition to Nintendo at the same time as we launched the first of our October updates, by the time it was released to users, the 2nd patch we released in October would already be out on Steam.

So, instead of going through the process of submitting a new update to Nintendo, our plan is to roll all of the smaller updates we’ve done so far to Talisman: Digital Classic Edition lately into one bigger Nintendo Switch update, to bring it back in-line with the other platforms and re-enable crossplay.

Sadly this does mean that there is a time window where cross-play between the Switch and other platforms doesn’t work, but it’s only temporary - and we know what we need to do to get it back and running again.

We appreciate all the patience people have shown in the meantime!

From Philip Burton via Email

  • “Will you be creating the 5th edition for iPad?

That’s the plan! Once we’ve released the Xbox and PlayStation versions of Talisman: Digital 5th Edition onto the world, we’re going to be taking another step back to look at what we want to do next with 5th Edition.

On our list of ‘official big things to do that are exciting with Talisman: Digital 5th Edition’ is a mobile port, but we’ve not put in a solid date for that yet. Once we have, we’ll let everyone know!

From Anthony Cogan via Email

  • Couple of questions with regards to the Fate Beckons expansion. I have reached trial 4 now and enjoy seeing the card unlocks. Sadly I don't seem to have them available to use in the normal verses version of Talisman. In the physical board game certain revealed cards and spells can get added to the normal Talisman deck. Does this option happen when we complete the last trial on Fate Beckons? Can we have a facility to turn off the extra non-default characters for Talisman if we want to stick to a solid version of the board game. I.e Druid, Jester and Minstrel.

Thanks for the questions Anthony!

First up, adding cards from Alliances back into the base game is something we looked at late during the development of the expansion digitally, however we realised that for the amount of development time it would take to implement the ability to do that would have delayed the launch of the expansion more than we’d be happy with.

So, we ended up launching the expansion without this feature, but that doesn’t mean we can’t add it in the future! We’re constantly looking for ways to improve what already exists in Talisman: Digital 5th Edition, whether in the base game or in any DLC. So, we’ll add this request to our community request database that we’re constantly pulling from when we’re looking at what to work on next.

For your second question, one of the community requests we’ve had and already noted has been for the ability to ‘veto’ or remove certain characters from the pool of available characters in a game, whether that be during character selection or when using random character assignment - so we’ll bump that request a bit higher up the priority list for you!

From GG's Sun via the Nomad Games Discord

  • Hey, thanks for all the work so far on the digital 5e! I personally prefer and enjoy the new visuals, huds and menus. I wanted to ask how progress is on some form of ranking up and unlocks system. These have always been my favourite part of games since I was a kid, and it tends to keep me playing longer than I otherwise would and when trying new things! Aside from the obvious unlocking of player titles and icons, would it be possible to unlock different ‘skins’, or colour palettes for the characters in-game - perhaps even a rare shiny ‘metal’ miniature to use?

Thanks for the question!

To answer this, it’d be best to give a bit of context as to how things have happened behind the scenes here at Nomad since the launch of Talisman: Digital 5th Edition.

You see, before the launch of the game, we put out a roadmap for the game that explained what our future plans were, and one of the features of that roadmap was something called the Character Mastery Update. Our original plan was to bring this update out shortly after the base game was released, however due to a mixture of circumstances (such as needing to adjust our focus to bring up the review scores for the base game, the community demand for expansions to be added sooner and more) we had to put that specific update on the back-burner and adjust our original schedule.

That doesn’t mean the update has been scrapped though - and from the kind of features you’re describing, we’re confident that the Character Mastery Update would fulfill all the desires you’re expressing you’d like to see added to Digital 5th Edition.

So, for now, we appreciate your patience while we continue to make more Talisman: Digital 5th Edition updates, and hope you keep watching this space for the Character Mastery Update!


And that’s the end of this month's studio update! Don’t forget, if you’ve got questions you want to ask the Nomad team, you can always send your questions to questions@nomadgames.co.uk, or send us a message in one of the many places we're on the internet.

PurrPlate - Arcus Games

Hello, café managers! ☕🐾

The PurrPlate demo has just been updated to the latest version!This update brings greater stability, fixes a number of key issues, and adds new features including the Mad Cat tutorial, new mission system, and several player-requested improvements.

We warmly invite you to download the new build and continue sharing your café stories with us in the community!


Bug Fixes

This update focuses on resolving several major issues affecting gameplay:

· Fixed a bug where a single staff member could occupy two double-seated positions.

· Fixed an issue where using the scroll wheel in the scene editor caused unwanted zooming.

· Fixed an error where staff stats could overflow and display negative values (especially movement speed).

· Fixed an issue where the easter-egg character Mad Cat could not trigger dialogue.

· Optimized cat pathfinding — cats will now automatically adjust their routes when blocked, completely resolving the stuck issue.

· Fixed an issue where grass in the back area of the scene could not be removed.

· Fixed a bug in the construction interface where pressing ESC could cause UI layering errors or prevent building (this can only occur under extremely rapid repeated inputs).

· Fixed an issue where restarting expeditions could cause duplicated exploration sites.

· Fixed the pause function so it now properly pauses gameplay and closes the staff and exploration UIs.

· Fixed incorrect worker placement on the watchtower (cats now stand on the tower as intended).

· Fixed animation errors and freezes in weather effects.

· Fixed occasional issues where certain buildings could not be constructed.

· Fixed an overlapping UI issue when switching between windows.

· Fixed a rare bug where special character recruitment generated empty objects.


Quality-of-Life Improvements Based on Player Feedback

Thank you all for your valuable feedback! We’ve added several small yet useful updates to make café management smoother:

· Added character skill descriptions to the Management page.

· Added staff details to the Staff Management section of buildings.

· Employee list now shows each staff member’s current position.

· Added staff skill info to the Expedition interface.

· Added hotkey prompts for adjusting game speed.

· New missions now automatically focus the main screen for better visibility.


New Features & System Changes

Mad Cat Arrives! A New “Soft Tutorial” Begins

· Added a new tutorial sequence led by the easter-egg character Mad Cat.

· Mad Cat will now proactively start conversations to introduce features and missions.

· Added the Mad Cat Telephone Booth, allowing players to talk directly with Mad Cat and trigger random tasks.

· Reworked the dialogue and mission structure — each level and mode now features unique conversations and objectives to enhance immersion.

Farm Interaction Update

· Farms can now auto-plant crops even without assigned cats (harvests still need to be done manually).

· When cats are assigned to a farm, crops will now auto-harvest upon maturity and trigger a UI notification.

UI Updates

· Added social media and community hyperlinks to the demo’s main menu for quick access.

· Added an in-game Notice Board for future news and thank-you letters.


Thank You!

A heartfelt thank-you to every café manager supporting PurrPlate!

Your feedback and encouragement mean the world to us ❤️

Please continue sharing your discoveries and adorable cat moments in the comments!

Let’s keep building and caring for this cozy, bustling little café together ☕🐾

The PurrPlate Dev Team

8:34am
Bachelairs - tijmentio

fixed steam achievements

Bzk Ball - ina_09

Hey friends, Bzk Ball playtest as part of DevGAMM Portugal 2025 is LIVE!

When: November 3rd 00:01 → November 9th 23:59 CEST

Where: Steam (PC + Steam Deck)

Bzk Ball is a physics-driven sports shooter where every play revolves around the ball, and precision decides the winner.

WHAT'S INCLUDED

  • Game modes: Bzk Soccer, Bzk Tennis, and a chaotic, random, endlessly fun Tornado Mode that is exclusive to Bzk Soccer

  • Victory Road: Play matches, earn points, advance on the road, and unlock titles, cosmetics, and exclusive skins

  • Online multiplayer 1v1 and 2v2 with an arsenal of strategic primary and secondary gears that define your playstyle

Grab your friends, join the chaos, and show us your best moves!


☑️ Sign up for playtest today. Be ready when the doors open!

💬 Join the conversation on Discord and help shape the future of Bzk Ball.

👉 Follow us on X/TwitterInstagram, and TikTok to stay updated.

https://store.steampowered.com/app/3871040/Bzk_Ball/

Wreckfest 2 - Lanani
It is time for the fourth content update for the Early Access phase of Wreckfest 2! Watch the trailer here:


Also, if you have not bought Wreckfest 2 yet, or you still have some Wreckfest 1 items on your wishlist, keep an eye on the store tonight, as our Midweek Madness Deal starts soon, with a 20% discount on Wreckfest 2, and 67% on Wreckfest 1!

For now, here are the changes/additions in today's update:

NEW FEATURES

Introducing CRAP-IT™: New unique bodywork tools to customize the appearance of your cars just the way you want. Add rust, damaged paint, dirt, decals and more to your car! Of course your creations are visible to everyone in multiplayer.

NEW CONTENT

  • New track: Crash Canyon 2.0.
  • New car: Buggy.

SYSTEM

  • Crash fixes and stability improvements.
  • Improved shadows.
  • Car loading optimizations.
  • Improved input handling.
  • Support for extreme resolutions (multi-monitor setups).
  • Reduced VRAM usage on low resolutions.
  • Added GPU crash reporting on Nvidia for better crash analysis.

ONLINE

  • Improved multiplayer input handling precision with server jitter buffer and better network time synchronization.
  • Improved matchmaking QoS measurement to reduce chance of players getting matchmaked into wrong region.
  • Cars are no longer unnecessarily reloaded between switching tracks in multiplayer.
  • Quitting a server while track is loading no longer results in incorrect track loading screen being shown.
  • Implemented tire and engine temperature network synchronization for telemetry use.
  • Added dedicated server telemetry support - server can send specified player ID's car data in main packet as well as participant packets.
  • Added sector times to multiplayer telemetry (was already supported in single player).
  • Event rotation config is now saved to the server save folder and is both changeable and configurable at runtime.

GAMEPLAY

  • Increased simulated tire resolution.
  • More precise tire collision, improved deflection and better surface normals.
  • Revised all cars' suspensions for more realistic response and better handling.
  • Increased tire behavior consistency between cars, with light cars in particular now being less twitchy.
  • Fixed a bug which caused stability control to be partially enabled even when fully disabled by user.
  • Reduced throttle sensitivity at low RPMs to make throttle application more fine-grained and less on/off.
  • Improved engine startup in high gear, greatly reducing time it takes.
  • More realistic engine behavior below idle RPMs so it's easier to stall with manual clutch.
  • Fixed player car AI control not using automatic shifting.
  • Improved front shock animation for visual suspension.
  • Increased visual damage (deform) precision, should yield less glitchy results.
  • Fixed a bug which caused lingering damage to the car after restarting an event.
  • Improved driver deformation to keep it inside the cabin.

AI

  • AI now better matches the selected difficulty level so Novice and Amateur AI is easier.
  • AI starts the races more naturally and does not dive into the racing line right away.
  • Various improvements to AI turning and jump preparation.

AUDIO

  • All cars: Exhaust limiter one-shot sounds now become increasingly muffled, the more the pipe exit is pointing away from camera.
  • All cars: Reconfigured response of exhaust sound models against physics throttle pressure (IMEP) for slower rate of change through mid-range throttle. Effectively offsetting sound transitions between partial and full throttle to require slightly more throttle input than previously.
  • All cars: Re-designed all starter motor sounds to track physics simulation throughout the start sequence, to add more dynamic behavior to sound.
  • All cars & manual clutch: Fixed issue on all car sound models where engine idle would go silent while engine is stalling.
  • Bravion & Gizmo: Implemented dynamic effect to car exhaust sound that is applied during partial throttling (constant speed), to more precisely replicate tonal changes that are present in the original source car recordings.
  • Crusader: Fixed pitch tuning issue between engine & exhaust objects which occurred during over-revving (money-shifting).
  • Rammer: Versioned motor start assets for slightly longer duration.
  • Switchback: Fixed minor pitch calibration mismatch between engine & exhaust sound objects.
  • Added a bunch of new starter motor models to pool of shared engine objects.
  • Mixdown, cockpit view: Adjusted track-object-to-car collision mixdown for more dry sound (less cockpit reverb).
  • Mixdown, driver view: Fixed configuration issue that caused car engine sounds to play at a very low volume compared to other camera angles.
  • Target car tire: Added tire roll & slide sounds for Offroad_Foliage and Offroad_Rocks materials.
  • Target car tire, rim (damaged tire): Adjusted lateral slide screech intensity and response on asphalt surface and overall mix levels.

UI

  • Minor UI improvements.
Project Corruption Playtest - HEX: Old Senile Bill
MULTIPLAYER

The next several updates will be small patches working on fixing the multiplayer functionality.

Right now main focus is fixing the following:

  • Client players taking damage

  • Dead players becoming spectators

  • Fixing spawn and character possession in multiplayer game modes.

Dungeon Alchemist - MACx3D


Mapmaker Monday Stream is LIVE🔴 Join our Community Manager Mac for a map-building session as we tackle a themed build and answer your questions in an AMA format.

You can also watch The Mapmaker Monday stream on the following platforms:
Twitch
YouTube
Facebook
Tik Tok
Twitter
And of course, right here on our Steam page!

Fellowship - Arc Games Europe
Hi Fellows!

Right now, our team is working hard to identify and respond to some of the major issues that are technically preventing play.

Today, we’ve pushed out a minor update to ArcLite and Epic Online Services (EOS) which aims at addressing the reports we’ve been hearing regarding black screens on launch, and EOS connectivity or certificate errors.

If you’ve been suffering from either of these issues we’d encourage you to get this new update. If you are not seeing the update on Steam, please ‘verify your files’ to force the update.

Unrelated; we’re aware that there are packet-loss and connection timeout issues in the EU servers at peak hours. We are working with our server partners to resolve the issue.

Thank you for playing Fellowship and for sending us your feedback and reports of problems you're encountering. They are incredibly valuable for us and help us tackle any issues in these first weeks of our Early Access journey!
Housing Market - SunnyIslandStudio

Housing Market launches November 7, 2025!

Hey everyone!

After months of prototyping, feedback, and polish, we’re thrilled to announce that Housing Market will release on November 7, 2025, at 7 PM Central Time.

What is Housing Market?

Housing Market is a minimalist real-estate management sim built around a modern MLS-style interface.
Match clients to homes, upgrade properties, and gain profits in two distinct playstyles:

  • Agent Mode – Relax and manage listings at your own pace

  • Investor Mode – Focus on stats, budgets, and long-term strategy

With its clean, web-inspired UI, it’s a calm yet strategic experience for sim fans.

Price & Discount
  • Launch price: $3.99

  • Launch discount: 20% off during Week 1

What’s in 1.0
  • Agent & Investor modes

  • Property cards, upgrades, and client matching

  • “Ship-it-fast” UI with clean, web-style panels inspired by real MLS systems

FAQ
  • Will there be updates?
    We’ll fix major issues and may add new content based on community feedback.

  • Languages?
    English.

  • Platform/OS?
    Windows (PC).

  • Controller support?
    Mouse only.

  • Who made this?
    Mainly one developer (hello). I worked on the game while holding a full-time factory job, mostly on days off. It took about 4–5 months, with help from a few testers.

  • Why a real-estate sim?
    My sister worked in real estate for several years, and I once hooked up an MLS feed to a website. That experience inspired me to turn the concept into a game that captures the feel of managing real listings, just without the stress of real clients or the extra work that comes with the job. I found the gameplay loop surprisingly fun and thought others might enjoy it too, even if it’s a bit niche.

— Sunny Island Studio

Poof! Cleaning Services - Serious Sim

Dear Cleaners!

Today we have something special for you! Another round of playtests has just started, but this time we have a whole new room for you to play and (hopefully) share your feedback :)

We've also reworked the UI a little bit and added saving/loading to the game. On top of that, we've made some changes to the inspect mechanic, along with many other small tweaks and fixes.

We wish you a pleasant playthrough, and if you have any questions, we’ll be happy to answer them :)

https://store.steampowered.com/app/3577020/Poof_Cleaning_Services/

Our Discrod server: https://discord.gg/ZphRQxBeNT

...

Search news
Archive
2025
Nov   Oct   Sep   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