Sunyata CCG - nagarjunagames
3 Cards Revealed!

We're so excited to be participating in our first ever festival, the Debut Festival! For all the newcomers, here's a look at 3 cards that you will be able to play in our upcoming demo.


Before our public demo goes live, we’ll be inviting a small group of players to join an early beta and help us put the finishing touches.

Make sure to wishlist the game so you don't miss the beta announcement or the demo drop!

Also, join us on Discord, we'd love to hear from you directly!

1:36pm
Maze Mice - TrampolineTales

The game has been patched to balance a few upgrades.

Changes
  • Banana's area increment is now 10% (instead of 5%)

  • Bomb's fuse decrement is now 0.025 seconds (instead of 0.1 seconds)

  • Bomb's cooldown decrement is now 1 second (instead of 0.8 seconds)

  • Rubber Band's base damage is now 300 (instead of 250)

  • Rubber Band's damage increment is now 150 (instead of 125)

  • Wheel's cooldown is now 10 seconds (instead of 5 seconds)

  • Wheel's cooldown decrement is now 1 second (instead of 0.5 seconds)

  • XP dots outside the bounds of the maze are now auto-collected

Balance Reasoning

Banana, while powerful at high levels, felt lacking at low levels. Doubling the area increment will make more than a single level in Banana more appeeling appealing.

Not being able to reduce Bomb's cooldown below 2.4 seconds was a calculation oversight on my part. Some players also correctly pointed out that reducing the fuse timer to 0.1 seconds made the upgrade less powerful, since it hit fewer enemies on average. These changes will help make Bomb more powerful when putting several levels in it.

Rubber Band was not very powerful even when slowing down to try and get maximum value out of it. These damage increases will reward players for using Rubber Band efficiently.

Wheel, when used effectively, was simply too powerful. I still want the playstyle to be possible, but players shouldn't be able to select Speedy and run a single direction all game. Doubling the cooldown at level 1 will make Wheel runs less trivial.

Please let me know your thoughts either in the comments or in the official discord!

-Dan

P.S. Eagle-eyed players may notice we skipped a version number. In actuality, v1.0.10 was only seen by internal testers and just had changes for the upcoming mobile version. If it appears that a version number was skipped, it's going to be for a reason like that going forward.

1:34pm
ScootX - Mash Games
-worked on wheel physics so fast impacts dont let wheels clip through surfaces
Fourmiworld - cheyennix
We've updated Fourmiworld to Version 1.0.2 Cricket.

This is a small patch, mainly with a fix to the sound vault code. It should now properly work for everyone as intended.

Read a more detailed list below, but beware of potential spoilers for things you may not have found.


  • The Sound Vault Player will now always play the correct code.

  • Fullscreen hotkeys (F11 and F) now work on the title screen/while the game is paused.

  • Small other tweaks.

  • The game now has an option at launch to choose to play with either Vulkan renderer or OpenGL3. Vulkan is recommended, but if your PC has issues displaying the game, then OpenGL3 should fix it.


Hang Tight - MyNameDidntFit

Hello Fellow Gamers!

We have a few positions available for beta testing Hang TIght
Would you like to be a beta tester? Join our Discord!


Don't forget to Wishlist Hang Tight Today!

Rogue Mech - Sinking Dutchman
Play the complete first chapter of this quirky post-apocalyptic mix of mech combat and various other wholesome activities. Up to two hours of gameplay, totally free!

Note: if you have an old version of the demo installed, please uninstall that first - the startup configuration has changed.

Drop Pockets - Skelly
  • Fixed shop restock

Knights Within - IndecisionLabs

This update is mostly code base changes preparing for more perks coming in the future

New

  • New mechanic: ‘Damage type’ damage calculations.

    Confusing I know, this just means that I can now add things into the game that increase/decrease damage based on which damage type is being dealt (Rending/Concussive/Voltaic/Molten). Since attacks can have multiple damage types, I’ve decided to try making damage effects divided by the amount of damage types an attack can do. This means there is a trade off between having as many damage types in your attacks (to trigger as many effects as possible), vs focussing on a specific damage type (to maximize your direct damage output). I will try and describe this better somehow lol. This is one of many things in work for improving/adding to the synergy elements of creating a build

  • New mechanic: Beacon roll requirements.

    I’ve finally completed the code to enable implementing more synergistic and crazy beacons into the game without diluting the pool too much. I’ve settled on a ‘smart’ beacon roll system that (should) only roll beacons that you are capable of utilizing. This also enables more skill and control in your beacon selection, which I think is a great part of any good roguelite experience. Expect many more complex beacons to come :)

Updates

  • Gadget damage now scales with perk damage

  • (Path of the Defender) Perk 3 now improves health regen rate and delay by 20% (was heal 1 on trigger)

  • (Path of the Defender) Perks 3 and 5 swapped order

  • (Path of the Impulsive) Perk 2 now increases all Voltaic damage by 10% (was weapon damage by 7.5%)

  • (Path of the Skirmisher) Perk 2 now increases all Molten damage by 10% (was weapon damage by 7.5%)

  • (Path of the Bastion) Perk 2 now increases all Concussive damage by 10% (was weapon damage by 7.5%)

  • (Path of the Aggressor) Perk 3 no longer reduces weapon damage

Fixes

  • The AOE portion of explosive firearm rounds now correctly scales with damage stat (was always using default stat value idk why)

  • Perks that trigger on Overcharge now correctly trigger at the start of the overcharge for those that have a duration (was triggering when they finished)

Another Try 2 - Hoki Wolf

Added modular Buildings

Added new types of transport

Added hostile NPCs (bandits)

Added hostile NPCs (bandit bosses)

Added new locations

  • Added new weapon sounds

  • Added new vehicle sounds

  • Reworked weapon recoil and damage

  • Added new types of weapons

  • Added new items for crafting

  • Added new types of zombies

  • Added new steam achievements

  • Added the ability to disassemble port containers into modules for construction

  • Added new quests

  • Added more zombies in locations

  • Added more items to locations

  • Changed map size

  • Fixed vehicle collisions

  • Fixed missing modules after weapon repair

  • Fixed issues with missing collisions in some locations

  • Fixed vehicle headlights

  • Fixed weapon collisions because of which the cars were sent flying)

Silk Roads II: Paths of Fortune - Priory_Dev
Patch to fix crashes caused by party members or animals leaving the caravan during a journey through non-conventional means. Also changes to a few other snagging points such as UI not updating in real time. Please keep the feedback coming!
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