Swarm Survivor: Endless Siege - Kamen

If all goes as planned, these new attributes will be ready by Saturday, with some entering the Relic System on Sunday.
Let us know what other attributes you’d like to see!

  • Increased relic drop rate

  • Longer potion effect duration

  • Chance to not consume a potion when used

  • Reduced Berserk cooldown

  • Longer Berserk duration

  • Chance for bosses to drop rewards multiple times

  • Skills can critically strike

  • Chance for skills to cast twice

  • Critical strikes can cause a small explosion

  • Skill / Bugs type attributes (Elemental, Spore, Energy, Explosion, Radiation, etc.)

    • Increased Spore damage

    • Increased Elemental damage

    • Increased Energy damage

    • Increased Radiation damage

    • Increased Explosion damage

  • Special effects (similar to debuffs)

    • Release a burst of spores when taking damage

Your feedback will help shape the next update — share your ideas!

Florensia - Giiku Games

Hello Players,

We are aware that the login via Steam is currently not working. We are working on a solution.

Sorry for any problems this may cause.

8:54am
The RPG - Dionysus Acroreites
  • Fixed a bug with the blacksmith related to the tavern owner's quest.
  • UI fixes.
  • Fixed unassignable "A" keyboard key in controls settings.
Swarm Survivor: Endless Siege - Kamen
  • Relics of quality level 3 are now available. The background colors of previous quality 1 and 2 relics have been changed to base color and green (existing relic attributes remain unchanged; only the background color has been updated). Quality 3 relics have a blue background. Existing relic icons have been replaced.

  • In this demo, the maximum relic quality is 3 (blue). More relic types of qualities 1, 2, and 3, as well as special attributes, will be added in future updates.

  • Endless mode difficulty has been further increased.

  • Version 1.3 will be released later on Friday. During the weekend, additional character attributes will be added to make the relic system more diverse.

  • Various basic optimizations.

8:52am
Paradigm Island - End-all Entertainment

Patch 1.4 Major:

  • Fixed dialogue inconsistencies

  • New and updated UI elements

  • Removed two newly discovered softlocks

  • Updated character portrait for Elliot

  • New portrait expressions for Julia

  • New, deeper dialogue branches for some conversations

  • Fixed some NPC not being clickable during certain day states

Minor:

  • Fixed typos

  • Conversant names not showing up in some parts

  • Fixed some interactables not highlighting

  • Fixed minor navigation issues

Jupiter Hell Classic - ChaosForge
This is a quick hotfix to address the SteamDeck and BigPicture mode crashes on Death. Should also fix some Proton issues.

  • fixes SteamDeck/BigPicture/Proton issues due to misallocated Name entry
  • fixes controller not working when picking core module
Grimshire - AcuteOwlStudio

v0.22.16

Changes:

  • New Deer Player Species.

  • New save file location short-cut button added to main menu.

  • New seasonal mountain backdrops.

  • Critters now prioritize eating herbal kibble if sick.

  • Ores now have distinct sprites from each other.

  • Ordered fish and plant collection menus by date.

  • Critter spawner now has 6:4 ratio of female to male.

  • Asparagus growth time shortened.

  • Extended deadlines for Rowan, Gruff, and Wilfred intro quests so you don't get locked out of the craft recipe rewards.

  • Whitefish can now be caught all year.

  • Added Saw and Smelter to Carpenter and Blacksmith shops.

  • Added flour to General Store.

  • Adjusted Marsh grass to be less contrasting in the winter.

  • Adjusted crops sprites (Mint, Cranberry, Cattail).

  • Changed the description of compost, worm.

  • Improved back-up files system (now has 3 BU files and checks if corrupt before saving).

Bugs:

  • Fix turning in museum quests to Beryl when Adeline is dead.

  • Characters can no longer die twice in one day.

  • Mountain mine floor 17 dig spots will no longer spawn ghost carrots.

  • Fixed a bug caused by fainting before the garnishment cutscene.

  • Clock time display updates quicker when you load the game.

  • Fixed a bug that prevented the Continue button from working because of corrupted save files.

  • Fixed issues with files being overwritten when you play outside of steam.

  • Fixed Devy Mc. Devface file showing up in file select menu.

  • Fixed issue on file select menu being unable to scroll through files.

  • Processors will no longer consume materials after reaching a maximum stack of 99.

  • The cooking station will no longer let you cook inedible items instead of specific meat.

  • Fixed a bug that broke the quest menu when switching through it's tabs.

  • Various typos and grammar fixed.

EVE Vanguard - steamvanguardcommunity

MonGirl Conquest - Byaka games

Mongirl Conquest v0.6 is up for download! The competition with Solomon is coming to a close. How will it end? See for yourself in the next upgrade!

H content

MonGirl Conquest v0.6 has 3 new scenes. Snow hare mommy got a cowgirl scene. You can check it out here. Young snow owl gets a missionary scene. You can check it out here. Earth elemental mommy got an anal scene. You can check it out here.

As always, if you already seduced the girl, the new scenes will be available from the evening date menu. Otherwise, you’ll need to find and seduce the girl in explorable zones.

New features and activities

The main quest will feature the end for the current mini-arc with Yoshi and the competition. So far, you did your best – will it be enough? Will Yoshi return, or will the mischievous furball leave you for good? See for yourself in this update!

Cordelia’s optional adventure gets a big update. It brings a new step in the story and a new puzzle, plus enchanted shell upgrades and their own skills. That’s right, we are expanding skill learning to charms too. Cordelia’s shells will be the first batch. Skills will feature stuff connected to special characters from mermaid history and use already familiar learning mechanics though encounters. You’ll also be able to swap between the three shells—at a price, of course.

Added a new clothes set for mages with a support “Meditation” skills. To get it, just follow the main quest.

The second “fan service mini-story” poll has ended. You can see the detailed results here. Jackal mommy won with a big lead. She will be the second girl to get her fan service mini-story.

Sadly, I fell ill during the last week and didn’t manage to finalize titwolf’s fan story. Sorry about that. Since all the elements are already done, it will be the first thing on the “to do” list for the next update, so it’s guaranteed to release in MonGirl Conquest v0.6.5. It will bring a small story and cowgirl scene for both a normal scene and a special one where Titwolf will wear her costume from the fan story.

I plan to make a new feedback poll for the feature to see if the players are interested in it. Right now, the gallery has all H scenes in the order that they were added into the game. So, it may feel kinda random. I want to see if the players would like to see a more grouped-up structure. There are several ways to do this. For example, either group H scenes by girls or by scene types. The first option will have all the scenes of a specific girl grouped together in one place. The second option will have all H scene types in separate groups, regardless of girls. The feedback poll should be up around August 16th-17th if all goes well with the release.

Small fixes and improvements

Adjusted background for snow missionary scene. Changed cowgirl scene background for evening dates to a new one.

Fixed some info pop-ups for skill/item leveling. Mainly fixed typos and wrong item icons.

Fixed a bug that started a mini-scene at home that you already saw.

As always, if you don’t like something about the game – tell me, and if you like MonGirl Conquest – tell your friends ^^

SpeedRunners 2: King of Speed - George (Antishyr) | tinyBuild


We're happy to kick off a series of developer "Speed Blogs." They'll be dedicated to the making of SpeedRunners 2: King of Speed—to give you a better idea what kind of a game it'll be. Expect development updates, peeks into the creative process, and just some cool details about the upcoming sequel. Let's dive right into the first blog.
Speed Blog 1: Levels & Setting
In the first blog, let's focus on the world and level design of the second chapter. "Why did you guys decide to make SpeedRunners 2 in the first place?", you may ask. Well, it's no secret how beloved the first game is among you, members of the community. "Let's take SR1 with all its classic levels and make it even better and prettier," we thought. Easy?

Not at all.

🎨 2D → 3D
Metro (SpeedRunners)
Metro (SpeedRunners 2: King of Speed)
You might've already heard that we're transitioning from 2D to 3D with SpeedRunners Part Two. We really hope this change will allow us to do justice to the series and make both the original levels—"officials"—and fresh maps look more vibrant and immersive. There's always a catch, though, right? Make them too busy or colorful, and players will struggle to keep track of their characters and tell what's going on on the screen.

After releasing our first two trailers, we received community feedback about a certain amount of visual clutter. Our team is currently making sure to address those valid concerns. We've added adaptive character outlines that change their...
  • Size—depending on camera distance.
  • Color—depending on the runner and skin you equip
We've also implemented player indicators and cleaned the backgrounds of redundant detail. In essence, our goal is to make the sequel look different from SR1 without compromising the gameplay and disrupting the display of those speedy skills of yours.

Would SpeedRunners be the same without its traditional futuristic setting? Not on our watch! Here's how our studio is approaching worldbuilding.

🌇 THE SETTING
The utopian aesthetic with a distinct "Atomic Age" vibe is making a comeback.⚛️ We were heavily inspired by the American retro-futurism of the 1950s: Comic books, illustrations, and other art forms from that era served as references. You can also say that SpeedRunners 2 has some things in common with the Fantastic Four franchise when it comes to the art direction.


Another source of inspiration for our artists has been the Googie architecture, with its slick arches and upswept rooftops. As you can already notice, the world feels very "analogue"—no holograms or any of that digital stuff!

Googie architecture reference
SpeedRunners 2 concept art
Now that we've settled on the art direction, it's time to put work into level design. "The 'officials' from the first game were great, but how can we refine those levels?" Enter alternative layouts.

🔄 ALTERNATIVE LEVEL LAYOUTS
Each map will have two variations:
  • Layout A. If a map is returning from SpeedRunners 1, Layout A's track is identical to its counterpart from the original game. The background, details, and decor, like signs and ads, may be different.
  • Layout B—an alternative variation. Sometimes, Layout B is the more challenging of the two, where SpeedRunners gigachads will have the chance to showcase their technical prowess.
Example 1☝️ Layout B of the Museum stage introduces some fresh level design decisions to encourage players to mix up wall jumping/floating with the usage of the grappling hook.

Example 2☝️
The original levels had been created before the SpeedRunners meta crystalized. That was one of the reasons why we decided to implement alternative layouts in the first place—for them to lean towards the meta for more challenging play.

🛠️ OTHER PLANNED FEATURES
We're putting maximum love and care into SpeedRunners 2, and our crew is eager to shake things up so that the second installment offers new things to the player base. Throughout early access
  • 8 Player Mode! This experimental mode is already working—we've tested it internally many times, and it seems chaotic and fun so far. In the future, we plan on constructing new maps specifically suited for that mode. By the way, there will only be casual 8-player matches, no ranked.
  • Spectator mode. Watch your friends outrun each other. Or host a tournament and oversee it.
  • Breakable glass shortcuts: move at a certain speed to break the glass and take a different route.
    NOTE: This GIF ☝️ was taken from the game's tutorial, so it doesn't show an actual shortcut. It's just to give you an idea of what those shortcuts would look like.

  • Lasers: Disable them to reach and pick up a cosmetic collectable.
  • Speaking of collectables, we'll hide cool easter eggs on stages for you to discover, and some of them will be really tough to find!
  • Level editor (after the Early Access launch) and bringing popular community maps from the first to the second game. Speaking of community-made zones, our designers integrated many good ideas from workshop creations into our new speedrunning arenas.
  • And finally, time leaderboards for every map—so that you can compete with other players and show off your records!

That would do it for today, speedrunners. Let us know how you feel about this here Speed Blog, and expect the next one to arrive in the near future.

I know the first question on everybody's minds is: "Where is the playtest, mate?" We're cooking, and it'll arrive sooner than later; our team is taking that extra time to make the whole thing more enjoyable for you all. Keep your eyes peeled for the announcement when it drops. Love ya all, and until next time!


Join our Discord Community to chat with other speedrunners and share ideas with the devs directly:



Also, wishlist follow our game on Steam to stay updated with the latest news.



...

Search news
Archive
2025
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