Wildgate - sjohnson

Our latest livesteam VOD is now available!

Part fireside chat, part space crimes and chill—in this stream, our Moonshot developers dive into popular community topics from the Wildgate Open Beta.

TIMESTAMPS:
  • 0 : 00 : 00 - Quick Intros

  • 0 : 01 : 11 - Commonly Reported Tech Issues

  • 0 : 07 : 08 - Popular Community Feedback

  • 0 : 27 : 09 - 350k Wishlists + Top Next Fest Demo

  • 0 : 31 : 41 - Match 1

  • 1 : 00 : 51 - Match 2

  • 1 : 26 : 20 - Match 3

(They also successfully completed a Screenshot Scrapbook board! This just means you have to submit one, too. Can't let our devs show you up like that, can you?)

Play the Open Beta: https://wildgate.gg/SteamOpenBeta

Join our Discord: https://discord.gg/playwildgate

Subscribe to our YouTube channel: [dynamiclink href="https://www.youtube.com/@playwildgate"][/dynamiclink]

Idle Streaming Bonanza - brandon.ferrentino

Smithy By Day - Fornari

This interview was done by Umbrellacorp Gamer around Sep 22, 2024, shortly after our first major article. We talk about design philosophy, what we want SBD to feel like and get into game mechanics.

We do public Discord calls after major events. Join the Discord for the next community call coming soon!

Smithy By Day Discord

Beloved Rapture - Rapturous Games
Hey everyone,
I’m happy to announce that our second RPG, Robot Rhapsody, is now officially listed on Steam!

If Beloved Rapture resonated at all, it's my hope you’ll find something meaningful in this new project too—though it explores a very different kind of setting and story structure.

I learned a lot over the 5+ years working on Beloved Rapture, and I'm excited to now be able to channel that experience into something totally fresh.

The majority of the team members are returning as well - including the pixel art and music composition, so you can expect some of the same "DNA" in the storytelling or artistic choices. :D

🎥 Watch the Debut Trailer:

About the Game:
  • Another turn-based RPG, this time being inspired by PS1-era classics. The completely hand-drawn pixel art returns in higher fidelity, along with an dynamic synth OST composed once again by Andreas.

  • Set in a fractured future, a story centered on an evolving conflict between a technocratic dystopian nation, and a rebellious solarpunk-inspired "paradise" where anti-tech sentiments have begun to brew.

  • The player joins Selva, a hardened anti-machine mercenary, as she joins forces with Jiro, a gifted engineer from a sterile AI-ruled underground "utopia", to lead a silent rebellion.

  • Similar to Beloved Rapture: The game is heavily focused on narrative depth, a dreamy retro presentation, philosophical conflict, and slow-burn character dynamics.

  • Unlike Beloved Rapture: The player is no longer locked into specific regions depending on the story progression. Robot Rhapsody allows you to explore most of the entire game world from the very beginning, with dynamic and constantly 'evolving' locations to keep things fresh too.

  • A game deliberately built to evoke the melancholic, low-tech yearning of late-90s RPGs—filtered through a modern lens.

  • Tackling modern topics such as "AGI", consciousness, digital identity, utopian vs dystopian paths for technology, internalized trauma, billionaires who "play god" with civilization, whether AIs can ever "be creative", naturalism vs futurism, and other themes.

We're also preparing for our Kickstarter campaign for (ideally) later this summer!
If you're interested in supporting the project, you can sign up as a pre-backer to follow progress and help bring it further to life!

🔗 Robot Rhapsody Steam Page - WISHLIST now!
🧡 Kickstarter - Pre-Launch Page - Sign up to follow the campaign!

I can't thank you all enough for the continued support, and contributing to my indie dev journey, in ways big or small.

Another update will be coming later this month; a separate post concerning Beloved Rapture's DLC! Look forward to that as well!

Cheers,

— Aaron
Rapturous Studio

HOVERDRIVE Playtest - admin

Hey all you Hoverdriving Playtesters!

3 Friend Invites have been granted, so you can spread the Playtest to people you think may also enjoy the game!

Happy Hoverdriving!

5:16pm
FCS: The Bean Heist - I HaloJury I

If you're having issues running the game after the update, please reinstall the game, and it should be fixed!

DISCIN Playtest - prefabcatstudios
  • Added many more sounds to the game. Make those chains ring!
  • Added range-finder feature available during rounds.
  • Improved UI visibility and flow.

This is the beginning of a big UI push, keep your eye out for more updates to come!
Paradise Beach Simulator - Maenora
Hello everyone!

📍A small update for patch 7 of the game, which will be accessible in beta branch.

The beta branch?

It is used to make the new version of the game available, but in a testing phase.
⚠ Caution! The beta branch can be unstable and contain bugs. It can therefore corrupt your saves. Use this branch only if you are ready to lose your progress in the game.
You can also make a copy of your save before switching to the beta branch.

How to switch to the beta branch?
  1. Go to your Steam game library

  2. Right click on Paradise Beach Simulator > Property

  3. Click on the "Betas" tab

  4. Scroll down the "Beta test programs" tab and click on "Beta Branch"

Can I easily return to the main branch?

Yes! By following the same process as indicated above, but choosing the "private" branch.

------------------------------------

💡Corrections & Improvements of Patch 7:
  • When returning to the game after a save, the dishes were mixed up on the counters. Attention! For the correction to work, you need to replace your dishes on the counters at least once. It then works without problem, there will be no more mixing.

  • Customers who were sleeping on the island woke up and left when the player saved his game at 5:30

  • The recipes for mango-coconut ceviche and grilled pineapple took up a small space instead of a large one on the counters,

  • Rum bottles found at the top of the island multiplied for no reason,

  • Some object placement and object acquisition objectives were not validated,

  • The customers' jet skis filled up to 100/100 when they were put in the inventory, then put back down,

  • The customers' jet skis could have negative fuel,

  • The recipe for the special Old Joe is unlocked at level 5, while it requires rum which is accessible at level 6,

  • The rocks were still shiny,

  • When loading a save, the rum bottles at the top of the island multiplied,

  • When loading a save, the customers already present on the island were generated double those planned for the day,

  • Customers could be blocked if you saved while others were waiting to sleep,

  • Customers could be stuck on jet skis if the jet skis were on the sand,

  • Customers could be offset on jet skis if they had been on the slide before,

  • Customers entered the small torches,

  • The Spanish language was not selectable,

  • The cutting board sometimes disappeared in multiplayer mode,

  • It is no longer possible to move the counters if they are not empty,

  • Hats and necklaces remained in the void when their displays were moved,

  • Climbing the coconut tree could teleport us to the papaya tree,

  • Changing language in the main menu duplicated the save,

  • Harmonization of SFX: some sounds were too loud, others inaudible,

  • Addition of SFX: footsteps on rocks,

  • The tutorial objectives were validated even before they appeared,

  • The cheesecake held in hand was not the same as the cheesecake on the counters,

  • The beach balls were not saved,

  • There was a missing direction arrow on the cocktail preparation station,

  • UI: You can now create multiple saves,

  • UI: When you start a new game, a window asks you to create a save,

  • UI: When you leave a game in progress, a window warns you of when your last save was,

  • UI: The computer interface is now harmonized for UltraWide (21:9) screen resolution,

  • UI: The customer counter was offset in the "Customers" tab,

  • UI: Various harmonization.

💪 Coming up

We are fixing bugs little by little, and working on the following:

  • Steam achievements

  • Night ferry

  • Employees (cleaner + cashier)

See you soon!

Teddy and Marine

Zeepkist - Akane
Season 6: Theme 5

THEME: 80 Blocks

Build a level using only 80 blocks!

Looking for ideas? How about creative use of scaling to get the most out of the block count!

If you have any questions, feel free to ask them in the discussion thread of this news post! Good luck, and happy building!

DEADLINE
  • Your track should be complete and submitted by Sunday, 6th July 2025 at 18:00 BST
  • Submissions will be combined into a single workshop item after the deadline above

SUBMISSION RULES
  1. You can only submit one level (you can modify or replace your submission as much as you like until the deadline)
  2. Level collaborations are permitted (Maximum of 3 players per level. This counts as a level submission for each individual creator. Please name/mention collaborators when submitting)
  3. Level author name MUST contain the submitters' Steam (or Discord) username
  4. The name of the level MUST start with "ZSL - " (e.g "ZSL - My Level")
  5. Your submission MUST be created within the 3 week building period. Please do not re-upload older maps—even if they fit the theme!

THEME RULES
  1. Exactly 80 blocks. No less, no more.
  2. The block counter in the level editor UI is what matters, not the load time counter. Podium only counts towards block count if you manually place it.

LEVEL RULES
  1. Scaling track pieces is permitted
  2. Level MUST follow any theme requirements set above
  3. Level MUST be exactly 80 blocks
  4. Level MUST have an author time above 20 seconds
  5. Level MUST have an author time under 60 seconds
  6. Level MUST have at least 3 checkpoints. Consider adding additional checkpoints for split timing or where it would prevent a cut, as cuts do not make for good tournament tracks!
  7. Level MUST NOT have risky or hidden finishes/shortcuts (e.g blind shortcuts or using no-collision/invisible/logic blocks to hide a secret path that is NOT the intended route)

HOW TO SUBMIT YOUR LEVEL
  1. Join our Official Discord server
  2. Upload the level to the Steam Workshop
  3. Link the workshop item in the theme's thread in #level-submissions

    Don't have Discord? You can submit your entry by linking your workshop item in the comments section of this announcement post!

WINNERS & PRIZES
  • Up to 15 of the submitted levels will be used for the next Zeepkist Super League event

    • Players of all skill ranges should be able to finish your level.
    • The more playable your level is, the more likely your level will be chosen!
  • The community will vote on their favourite maps from the theme once submissions close
  • Top 4 in the community votes for Best Decor and Best Track Layout will each win:

    • A special soapbox cosmetic in-game.
    • A Level Contest Winner role (Discord only)
    • 3,000 chat EXP in our Discord server (Discord only)

BANNER CONTEST
We're also hosting a themed banner contest for our Discord server banner image where you can win a special paintbrush soapbox!!

The theme is Zeepkisten III and ends at the same time as this level contest!! View the banner contest event details on Discord

- Akane
Roody:2d - redinator2000
  • sensors on charge mode can now read lamps
  • fixed visuals for wires welded to mantlers
  • better messages for some commands that fail for not having cheats enabled
  • reduced performance impact of checking the mouse-hovered area to determine what color the currently held hand should be tinted
  • fixed argument parsing for show_hud
  • input strings like mouse_right Space A can now optionally be localized with INPUT mouse_right=Mouse Right. The official english localization does not use this
...

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