Defender Bros - Lucky Dart

Hello everyone,

First off, I want to apologize for the delay in updates. Defender Bros is being developed by just one person (me) and I’m also working on a few other games at the same time. That said, I’m fully committed to bringing more content and improvements to Defender Bros, and I’m excited to share what’s coming next.

Here's a sneak peek into the Work In Progress Map coming in the next patch, The Chills of Cryvon Tundra!

The next patch will introduce The Cryvon Tundra, a brand-new map that’s still a work in progress. This time, I’m experimenting a lot more with elevation — so expect sections where you’ll head up a mountain to gain the high ground. For example, you’ll be able to set up a missile launcher above a cave entrance and rain destruction from above.

Alongside the map, there will be a new set of enemies that inhabit this planet (and a new Boss) that will prove to be a challenge.

This patch will also include a brand-new turret and a new gun designed specifically with this map in mind. I already have the concepts mapped out, and I think you’re going to really enjoy how they change up the gameplay.

I’ll be sharing more as the map develops, stay tuned for more updates soon!

Grandpa High on Retro - Ashnell Games

Hello Everyone,

I know everyone is exited for the upcoming free dlc, but i will need a couple of more days to resolve the issue. I promise when DLC gets release I will give more details on what was the issue.

My next post will be to announce that the DLC has been released.

Thanks everyone for your patience, it will be worth it!

1:46pm
Dungeon Mori - FilthyDrawings

With version 1.4.0 comes the new 11th Dungeon, adding new enemies, items, and a new boss. Complete the 10th Dungeon and finish the related quest to unlock it.

There are also some new features that should improve player experience, such as:

Runes

Runes can be acquired by completing a boss' Bestiary entry. Each rune will grant you a passive effect that can change the way you play a bit, ranging from a chance to inflict a status effect to changes that favors specific playstyles.

You can also upgrade them up to level 20, but they increase in cost each time.

Quality of Life Features

Some of the other changes include quality of life features, like the option to toggle Auto Attack. This option can be easily toggled from both the Dungeon and Combat interfaces, and should improve the player experience for some of those grindier sections. Be sure to check it out!

There's also now the option to toggle the combat stats display during battle, along with a new indicator of the enemy's Bestiary progress, and Soul Gems can now be locked through the Gem Storage, so you don't accidentally meld your favorites.

Some spells and consumables also got adjusted so they don't spend your entire action bar. These usually apply to buffs, debuffs and support spells.

Other than that, a lot of items got their stats and functionality adjusted and some pesky bugs have been squashed.

* Note that if you had any items that were buffed or nerfed equipped, some of your character stats might end up getting messed up. Reallocating your stats should fix that!

I hope you all like this update, I've been working hard to improve the game according to player feedback. Thank you all for your support, and I see you in the next update! Now, here's the full list of changes in this update:

Changelog

New Features:
  • 11th dungeon added. Complete the 10th dungeon to unlock it;

  • New loot and quests added with the new dungeon;

  • Rune System added to the game. Unlock runes by completing bosses' Bestiary entries;

  • Added a toggleable "Auto Attack" functionality;

  • Added new Steam achievements;

  • Gems can now be locked on the Gem Storage menu. Locked gems won't appear on the melding list;

Adjustments:
  • Replaced the Dodge Chance enemy display in combat with a Bestiary completion bar;

  • Crests no longer appear in your HUD during battle, now replaced by your currently equipped Rune;

  • Added a toggle button to show/hide combat stats during battle;

  • Spells are now sorted by category and alphabetical order;

  • Consumables are now sorted by category and alphabetical order;

  • Changed the confirmation icon for Gem Crafting;

  • Changed the confirmation icon for Gem Melding;

  • Changed the "Leech" item sprite;

  • Added more information to the "Badge Stats" interface;

  • Changed the "Spell Shop" music to be played on the Mages Guild instead

  • Added a Forfeit button to the Card Flipper minigame;

  • Balancing Adjustments:

  • Increased the Power of all damage spells;

  • Reduced the power of the "Heal" and "Great Heal" spells, but also reduced their cost;

  • Decreased the cost of the following spells:

  • - Magic Shield;

  • - Panacea;

  • - Renewal;

  • - Seal Wound;

  • - Strong Magic Shield;

  • Increased the power of the following skills:

  • - Darkmoon Chant;

  • - Flaming Strike;

  • - Torch Strike;

  • Increased the effectiveness of the "Enchant Weapon" skill;

  • Self-buffing spells and skills now only spend half of your action bar;

  • Status clearing spells now only spend 3/4 of your action bar;

  • The following skills now only spend 3/4 of your action bar:

  • - Iai;

  • - Shield Bash;

  • - Torch Attack;

  • - Weak Magic Affinity;

  • The following consumables now spend less your action bar:

  • - Accursed Skull;

  • - Antidote Potion;

  • - Black Firebomb;

  • - Cool Drink;

  • - Energy Drink;

  • - Firebomb;

  • - Lacerating Knife;

  • - Leech;

  • - Poisoned Knife;

  • - Rusting Powder;

  • - Small Stone;

  • - Throwing Knife;

  • - Voodoo Doll;

  • Added a chance of inflicting "Burn" status to the "Firebomb" and "Black Firebomb" items;

  • Adjusted the stats of the following badges:

  • - Monster Hunter;

  • - Monster Slayer;

  • - Monster Bane;

  • Adjusted the stats of the following Equipments:

  • - Magus Robe;

  • - Magus Hat;

  • - Star Lined Robe;

  • - Star Lined Hat

  • - Visage of Despair;

Bugfixes:
  • Fixed the HP yellow bar draining speed;

  • Fixed consumables showing the inventory quantity when equipped if above 99;

  • Fixed the game registering a kill twice when a boss heals after a kill;

  • Fixed a bug that caused Dungeon Completion to not register if you had the "Monster Bane" badge unlocked;

  • Stackable buffs that share the same type will now keep the number of stacks when reapplied from other sources;

  • Fixed "Vampire Fang +2" reducing Attack and Magic Attack instead of defenses;

  • Fixed equipments sorting incorrectly after changing some equipment parts;

  • Quests that need equipped consumables no longer require you to unequip the items to deliver them;

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

...

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