Click to Punch - Kuro Naeda

A massive new mode, permanent upgrades, new flaming buttons, and yes… the bag fights back (kinda).


💀 ETERNAL GATE: The Real Challenge Begins (Trascendence 20+)

Enter the Eternal Gate: a standalone mode unlocked at Trascendence 20.
Fight a corrupted, furious version of the bag in a 60-second boss battle.

  • Collecting Tears doesn’t fill your bank anymore: it damages the Apocalyptic Threat (it's still the Bag).

  • Fail? You’re kicked back to training in John's room.

  • Win? You earn an APOCALYPSE TEAR (Corrupted).

Every cleared level raises the challenge. The Threat will have more HP, so you need to make it cry harder.
Aaaand each new level grants you more Apocalypse Tears. (Level 7 = 7 Apo. Tears, for example.)

Once you Transcend, all collected corrupted tears become Purified Apocalypse Tears.

These Purified Tears give you a Tear Value bonus... and can be spent. Where, you ask?

In the...


🛒 APOCALYPSE SHOP: Spend Forever Wisely

Introducing The Apocalypse Shop, where your hard-earned purified Tears go.

Here’s what’s in stock (for now):

  • Extra Tears per punch (stackable and permanent!)

  • Extra Tear Value (yes, additive. yes, forever.)

  • VACUUM POWER UPGRADE: Tears vacuumed with Auto Clear now deal bonus damage in Eternal Gate. Wild.


🌈 Tier Chances Up? FOREVER.

That’s right — you can now permanently increase the chance of generating colored Tears (Silver, Gold, Ruby, etc.) even right after a fresh Prestige or Transcendence.

Want Emerald Tears at Prestige 1? Just buy the bonus.


⚡ Abilities Get Stronger FOREVER

The new Ability Boosters let you add +1 permanent level to key abilities, like:

  • Super Barrage
    Even after a reset, the skill stays unlocked.
    Stack it to go beyond the normal max level.


🌋 NEW TRANSCENDENCE UPGRADES:

Two fresh late-game powerups await you:

  • Supreme Power Punch (Trascendence 8+)
    Your Power Punch now generates MAX-tier tears. Every. Single. Time.

  • Max Fury (Trascendence 6+)
    Instant full Fury bar on use, with a short cooldown.


🧼 QoL & UI:
  • Beach Mode button moved to John’s Shop (Page 5)

  • Shop Pages now have icon buttons instead of numbers — so you know what’s where

  • Mute button now also works with Beach and Golden Time music

  • Colored Tear shop finally doesn’t overlap anymore with other buttons (hooray!)


TL;DR:
  • A whole new game mode

  • Permanent power upgrades

  • Quality-of-life boosts

  • Time to click like a god.

You may want to Enter the Eternal Gate and...

Click to Punch.

3:20pm
AChat - rbskft

New position for male-female, male-shemale, female-shemale and shemale-shemale couples

3:19pm
Tales Beyond The Tomb - White Silence - 616 GAMES

After months of work, the fourth episode of "Tales Beyond The Tomb" arrives on Steam... I wanted to thank everyone who supports my work and knows that I'm a solo dev. I love you all. ːsteamhappyː

Dino Space Station - pgc82

In the Allosaurus boss battle, to stop the player camping, the Allo can do a mighty roar that vibrates the player of the ladder. Now with the new mechanic, the ladder the player is on, will also collapse taking it our of play. This will encourage the player to keep moving and make the battle more interesting.

Blood Rush - MaxEstLa

Hey !
Thanks for playing the first version of Blood Rush, some issues have been escalated so here is the first patch, I'll probably do a second one soon since I did not have the time to adress every single report here and it is getting really late.

I'm so glad you are all enjoying the game, here is the changelog.

The ✨ emoji indicates that the feature was requested by the community.

Changes :

  • Updated relic prices in the shop.

  • ✨ The blood blade upgrade now displays penetration bonuses.

  • Mobs will now get a bit of knockback when killed.

  • Added new corridors visuals for Stygos.

  • Updated the parry ability icon.

  • Added a new room for Stygos.

  • Epimetheus now stops his animation if you cut his dialogue short.

  • ✨ Weapon specific upgrade won't be suggested unless you have the specific weapon on you.

Fixes :

  • Some effects loading while a mob was killed are no longer applied and persistant.

  • Abel's divine strike should no longer damage Cain.

  • The Skullstriker could shoot negative ammo.

  • You can no longer stand on the door frames in Vires.

  • The antichrist won't dance anymore when killing a spouse.

  • Fixed the shop in Pleonexia killing every single NPC.

  • Optimized memory management.

  • Pandoras box can appear now.

  • Fixed some typos.

New version is 0.0.2.0.1b

Oxygen Not Included - KING LEAD HAT
675474
Changes and Improvements
  • All versions
    • The UI now shows Chinese localized DLC logo variants while playing on WeGame.
    • Updated localizations.
  • The Bionic Booster Pack
    • Added an icon to the achievement banners for Bionic-specific achievements.
  • The Prehistoric Planet Pack
    • Added Mimillet care package.
    • Reduced Peat Generator's minimum liquid output temperature.
Fixes
  • All versions
    • Fixed multiple Shine Bug eggs being delivered to the Incubator.
    • Converted Pokeshell and Oakshell molts to kg instead of units. This fixes baby molts (5kg) not being delivered to the Rock Crusher.
    • Molts are now listed as Organics instead of Industrial Ingredients in the Resources Screen, and Storage Bins.
    • Fixed a bug where window tiles built from Amber, Solid Resin or Solid Sap were not letting sunlight pass through.
    • Added "Biome" to the Sandstone Biome name to make it consistent with the other biomes whose names were recently updated.
    • The Jetpacks research tier is now called Projectiles to better reflect the technologies unlocked within.
  • The Bionic Booster Pack
    • Fixed power bank dischargers requesting too many Atomic Power Banks.
    • Corrected placeholder Metal Power Bank recipe description text.
  • The Prehistoric Planet Pack
    • Added the Grubgrub to the list of pollinators in the "Unpollinated" tooltip.
    • Post-impact space destinations in the base game now spawn closer to Relica.
    • Dartle's description no longer says that the critter eats Dewdrips right off the plant.
    • Intracosmic Blastshots can no longer be retrieved from the Meteor Blaster while they are in flight.
    • Ovagro Node Seed description now correctly says that it is the seed of an Ovagro Node.
    • Adjusted collider size of Feather Fiber.
    • Adjusted collider size of the Stereoscope keepsake.
    • The Demolior Debris description no longer mentions a "strangely familiar artifact." The item in question will be automatically delivered upon completion of the Blast Line of Defense achievement.
Supply Closet
  • Minor art revisions to Rhex and Lumb Atmo Suit helmets.
  • Minor art revisions to Tear-Away Pants.
  • Wardrobe:
    • Added clothing presets for seven Bionic Booster Pack outfits.
    • Added clothing presets for two Bionic Booster Pack atmo suit outfits.
    • Add a clothing preset for one Frosty Planet Pack atmo suit outfit.
  • Added swampy atmo boots and crisp cadmium atmo suit to the Bionic Booster Pack collection.
  • Added Supply Closet UI click SFX for Manual Generator, Plant Pulverizer and Monument skins.
  • Fixed an issue where the Foot Massage Table disappeared after use.

675600
Fixes
  • All versions
    • Fixed the Gas Range not consuming Natural Gas.
    • Oakshells once again drop 500kg of Oakshell Molt on death.
    • Fixed incorrect Pokeshell and Oakshell Molt production values shown in the database.
Demons Ate My Neighbors! - BOT Chad

Hey there everyone! It's Ranger, as usual.

Today I’m excited to share some updates on our in-progress Proof of Concept (POC) for DAMN! PC. Our engineers have been making strong progress over the past couple of weeks, and it’s already shaping up really well. These video clips showcase things such as entering a house and fighting some TOCs, combat in a house with more rooms, visiting Bob's Bargain Bazaar (and getting stuck due to killing enemies too fast, haha!), free roaming around the neighborhood, and finally, walking through the TOC Gate after defeating all TOCs, and fighting Sheriff Pickens!

If you’re not familiar, a Proof of Concept is a small, playable slice of the game that helps us show what we’re aiming to build to interested parties such as investors or publishers. These are usually internal-only, but we might share it with the community in the future to give you a quick taste of what DAMN! could look like on PC. But keep in mind, this has only been made in a week, and built on DAMN! Nation. So there's still lots of work to be done, especially to the visuals, to bring it up to snuff for a PC/Console title!

Right now, the POC includes all items from DAMN! Nation, except for one we temporarily removed while we fix an issue. It also features regular enemies, TOCs, and Sheriff Pickens. It’s not a perfect reflection of our final vision, but it comes close. You can enter houses, battle enemies inside, rescue TOCs, and open the boss gate to escape. We’re still using the DAMN! Nation HUD for now, but we’ll be replacing it soon. We’re exploring new layouts inspired by the “Transparent HUD” I posted about in our discord, as well as the centered HUD design from my other HUD concepts.

Some systems are still being adjusted. For example, in DAMN! Nation, clearing all enemies would unlock the next door. That works well inside buildings, but it doesn’t quite fit the more open structure of the PC version. So we're aiming to lessen the effect of it. Alongside that, the way rooms are presented in this POC is entirely different from our plans for the final game. In the final game, you'd only see the room that you're inside of currently. You wouldn't see into other rooms like you can in this POC. We also need April's Dodge Weave character ability, alongside being able to throw M80s instead of just dropping them on the floor.

Even in this early stage, it’s already a lot of fun. We’re using 4-directional aiming at the moment, but we’ve seen requests for 8-directional and plan to test that soon. I had a great time in one of my runs using the Pierce Diver, a low fire rate, high damage nozzle that plays like a sniper. It made for some really satisfying moments.

Next up, we’re focusing on fixing bugs, adding music, and locking in the new HUD. We’ll keep posting screenshots and clips, so stay tuned. Once the build is in a solid place, I’ll upload a full video as well.

Thanks for sticking with us.

— Ranger

Drop Pockets - Skelly

The ball info menu has been expanded into its own info card! Pressing on a ball will open a small menu, with a button to open the larger menu.

Also, the prices for every cue has been reduced! Now creating a collection to swap between will be much cheaper!

Misc fixes:

  • Fixed Bomb not returning balls from sinking pocket

  • Fixed Shop ball not giving a restock coupon

  • Fixed an issue where pocket tooltips would not reset even when restarting the game

  • Fixed an issue where menus would break when defeating a Pool Shark at the same time as running out of lives

Heartwell - Antomicx

Hi everyone, it's been well over a year since the last patch for the Heartwell Demo, and I'm happy to announce that the next patch is finally released! This patch incorporated the community's feedback in ways that required reworking many of Heartwell’s fundamental systems, so this is no minor patch: it's an overhaul that you made possible with your detailed and constructive feedback.

  • Fullscreen Rework: Being able to play Heartwell in fullscreen was by far the most requested change, so I'm happy to announce that Heartwell can now be played in fullscreen mode or switched to a windowed mode from the Options Menu. This required redesigning and reprogramming nearly all of Heartwell’s UI, including creating an entirely new custom font system, but it was well worth it! If you've played the previous Heartwell Demo, then the game should start in fullscreen mode by default. If the game stays windowed despite having fullscreen mode set to "on", simply go to the settings menu and toggle fullscreen mode off and on (it should work as intended after that).

  • Tilemap and Level Design Updates: Bardolf Well's tilemaps have been updated to be more colorful, detailed, and make it easier to see the edges of walls and different elevations! Some of the platforming sections in Bardolf Well were also adjusted slightly to make jumping to higher elevations feel more natural (i.e. removing diagonal jumps between different elevations).

  • Increased EXP from All Enemies: All normal enemies now drop 5X more EXP than they used to, making it much easier to level up and experiment with different stats and builds! The bosses drop a lot more EXP now too, but better rewards require better challenges (more on that below).

  • Agility Stat Buff: Previously, the Agility stat was underpowered because it only reduced the stamina costs for jumping/sprinting/dashing, actions that don't require much stamina to begin with. Now, the Agility stat has been reworked to increase the stamina regeneration rate instead. If you like using the chloranthy ring in Dark Souls, you'll love investing in the buffed Agility stat!

  • Healing Charge Buff: The base HP recovered from healing charges has been increased from 150 HP to 250 HP since 150 HP was not even enough to fully recover from a Rattlesnake bite. This buff will let you heal the damage inflicted from one attack from all normal enemies in Bardolf Well!

  • Boss Battle Second Phases and Buffs: Besides dropping a lot more EXP, both bosses in Bardolf Well now have more HP and second phases! Don't worry, I didn’t go too overboard with these boss fights (we have the rest of the game for that), but they will be a reasonable challenge for "tutorial bosses" and reinforce important lessons to learn early on. I look forward to seeing what you think of them!

  • Options Menu Updates: The Options Menu now allows you to switch between Fullscreen/Windowed mode and change the Lore Bit Display. In addition to the standard "Immersive" lore bit display, a new "Passive" lore bit display was added based on community feedback. The "Passive" lore bit display mode uses a smaller text box that is displayed in the bottom left corner, making it perfect for speedrunners who want lore bits to take up less screen space while they're on the move!

  • Added Settings & Exits Menu: This brand new tab in the Manifest allows you to review specific details about your save record (chronometer, monsters defeated, etc.), adjust the game's settings, exit to the main menu, and exit the game! In addition, the Settings & Exits menu includes over 30 new lore descriptions for players to investigate and theorycraft with!

  • Added Level Up UI: This quality of life update indicates when you've earned enough EXP to level up your Player Stat, your currently equipped Melee Weapon, or your currently equipped Ranged Weapon without opening the Manifest.

  • Increased Hitbox Size for Fists Melee Swipe: The Fists melee swipe now covers a larger area, making it easier to land hits! 

  • Added Tutorial Text in Bardolf Well for Leveling Up: When playing the Heartwell Demo for the first time, many players were unaware of how to level up using the Manifest. Adding a note about leveling up to the tutorial text for opening/closing the Manifest will provide new players enough guidance about leveling up without affecting experienced players.

Finally, while there's plenty of development left to go before the full game is released, let's have fun along the way! In a separate post, I will announce the very first Heartwell Community Challenge rule set! Stay tuned!

Cube-Field+ - Cool Birb
Additions
*Added Adventure mode Top Prestige leaderboards.
So you can see who has got the highest prestige. Unlocks after prestige 11.

*Added “Not Allowed” noise to Auto buy button when no upgrade available

*Added different music if you get a new record in classic mode

Fixes
*Fixed text on some upgrades
*Fixed markup error on some upgrades
*Changed exchange rate info on exchange tab
*Fixed padding on scroll bar in milestone tab
*Increased Curator hit box size
*Enemies spawn above player, so they don’t spawn kill or get spawn killed
*Fixed Unfair level generation when switching from structured field to Attack mode
*Removed collision while transitioning to Attack mode
*Fixed Curator not spawning when Attack mode was active
*Fixed accidental prestige ups.
*Fixed running out of energy while picking up energy
*Lowered maximum cube density in level generation

Thank you all so much for playing.
...

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