Flipper Frenzy - roland8217
  • Fixed a null reference exception in the single player menu.
  • シングルプレイヤーメニューでのヌル参照エラーを修正。
  • Исправлена ошибка null-ссылки в меню одиночной игры.
Starcom: Unknown Space - justkevin

Last week I made a long post about ideas for a potential sequel, as well as a survey to gauge player interest in different possible changes. If you haven't already, please take a moment to fill it out and let me know your thoughts.

On Tuesday, I posted a small patch to the opt-in Beta branch that fixes an issue a player reported allowing players to leave the shipyard after loading a ship with tech prerequisites they didn't have.

The Beta branch also has a few other updates:

  • Fixed for an issue where anomaly skill modifiers sometimes wouldn't clear, causing them to add up over a session

  • Added necessary changes in anticipation of expanding Steam Workshop integration to allow importing of player made stories/content via the Creator Tool

  • Added seizure warning to load screen

  • Fix for rare null reference exception

  • Several typos

Assuming no issues reported by testers on the latest patch, I plan to promote it to default in a few days.

Until next week!

-Kevin

Phantom Squad - 1footinthegame

Gather round, squadmates!

We've paired Phantom Squad with a selection of standout indie title that shares our love for tactics, tension and tight gameplay.

Whether you're into stealth, surreal shooters, strategic survival or old-school undead-blasting mayhem, there’s a bundle here with your name on it. Here's the breakdown:

Intruder is an immersive, team-based stealth FPS focused on infiltration, teamwork and environmental espionage. Use silenced weapons, gadgets like mirror cameras and motion sensors, and proximity chat to coordinate with your squad. Dive through vents, disable security systems and execute silent takedowns in tense, emergent multiplayer encounters.

To celebrate this partnership, we are hosting a Discord Raid on both Intruder and Phantom Squad Discord servers where 10 lucky players can win Intruder + Phantom Squad Bundles! Simply join both servers here and here over the next 24 hours and share where you've come from or what you're most exited about. Then say "Intruder" or "Phantom Squad" in chat and winners will be randomly selected!

To continue this partnership further, both the Intruder and Phantom Squad developers will be hosting an AMA on Reddit's r/gaming on Tuesday July 22nd at 6pm BST! If you've ever wanted to know what goes on into making tactical games like these, and what the future holds for them, be sure to join us!

It’s a perfect match for Phantom Squad players who want to continue testing their tactical thinking, this time in the shadows. Pick it up here now, at over 30% off until August 1.

Much like Phantom Squad, you need a solid plan A in No Plan B, a tactical top-down shooter where every decision counts. Assemble your squad, draw up the perfect plan using an innovative timeline system and watch your orders play out in real time. But be warned, one wrong move could spell disaster.

With roguelike campaign paths, faction choice (from SWAT teams to criminals), equipment customisation and cinematic replay options, it delivers intense strategic gameplay. It shares Phantom Squad’s focus on meticulous coordination and split-second timing, only from above. Pick up this duo at over 15% off here,

OXTO is a high-intensity, black-and-white roguelite shooter set in a supernatural mansion. You play as an unnamed hero on a mission to rescue a loved one. Expect fast, brutal gunplay, focus-based time-slow abilities, randomly generated levels, and a striking film-noir pixel art style accented with vivid splashes of red.

After a tense firefight in Phantom Squad, OXTO offers a shift in pace that is frenetic, stylish and endlessly replayable. Grab it before time runs out, at over 40% off here.

So if the base game wasn’t enough, or if you want to gift the bundle to a fellow squadmate, be sure to pick them up now!

See you on the field,
The Phantom Squad Team

10:14am
Farm and Dishes - DDReN
Fixed an issue with the respawning display of trees in the wild
INAZUMA ELEVEN: Victory Road - test

Regarding the Release of Inazuma Eleven: Victory Road

Inazuma Eleven: Victory Road, which was originally scheduled to be released on Friday, August 22, 2025, has seen a significant increase in content volume beyond our initial projections. As a result, additional time is required to complete voice recordings and multilingual localization.

To ensure that we deliver a product of the highest possible quality, we have decided to postpone the release date as follows:

\[Original Release Date]: August 22, 2025

\[New Release Date]: November 13, 2025

For more information on the latest update and the bonus item offered as an apology, please visit the official website below.

https://www.inazuma.jp/victory-road/en/

We sincerely apologize for any inconvenience this delay may cause to those who have been looking forward to the release. We deeply appreciate your continued support and interest in our products.

Cosmic Miners - Bald Kirby

  • Ghost Mode Boost Bug

    Boost no longer fails after toggling ghost mode. Speedometer now reflects correct speed during boost.

  • Refinery Supply Ore Bug

    Supplying non-existent ores no longer triggers cargo disappearance animation. UI translation issue also resolved.

  • Food and Oxygen Not Depleting

    Oxygen and food now properly deplete over time as intended.

  • Cannot Pick Up After Selling Cargo

    Mining and picking up cargo now works correctly even after selling all cargo.

REMATCH - Chocolatine92


We haven’t given news in a little while, so this is quite a long post - TL;DR if you don’t have time: crossplay and player reporting will be available in 6-9 weeks, new ranked queue will be made available in a couple of months.

One month ago, Rematch was released, after 4 years of development (early prototypes started in Spring 2021). As a team, this was the first time we did a game of this type, and of this scale, and the first few days of release were quite rough, with some serious stability/desync/matchmaking issues. We did hotfixes almost daily for the first two weeks, and the game is much more stable now, with a vast majority of players having a solid experience, but we know there are ongoing issues, and we are in the process of fixing them. We’re sorry for the inconveniences some of you have faced, and may still be facing today.

Sifu was not just a kung-fu game, and Rematch is not just a football game - in a way it’s a samurai game. Interactions between players are swift, decisive, and can turn the tide of events in an instant. As such, for the game to feel fair, and be fun, our execution must be flawless - and we’re not quite there yet. We’re proud of the game in its current state, but please be assured that the team is working hard to deliver fixes and updates as fast as possible, and that we are very determined to keep polishing the game, and to bring Rematch to its full potential. There has already been over 60 million hours played in the game, a dynamic competitive scene is emerging, with teams created, tournaments organized, mechanics dissected, strategies discussed… We are very grateful to all players who have played the game so far, and the love you’re showing for the game makes us really happy. We love Rematch too, we play it during our evenings and our weekends, and we’re going to keep making the game better and better.

Upcoming Patch
Short term, a patch will be delivered next week that will introduce a first basic version of gamepad input remapping, colorblindness options, and fix a number of bugs - these will be detailed in the upcoming patch notes, but don’t expect significant changes at this stage. Shortly after this patch, a hotfix will feature two other netcode improvements, mostly to fix an issue linked to goals sometimes being validated, even when the goalkeeper has caught the ball, and another where tackles don’t connect, especially when performed on the end of shooting animations - these issues were too complex to be added to the patch that is currently being tested, which is why they’ll be delivered a few days later. Overall, core gameplay netcode improvement will be a continuous effort in the coming months (and beyond!), but we should soon be in a position where we can actually start tweaking and refining core gameplay mechanics (goalkeeper, tackle, volleys…). We’ll post a core gameplay update in a few weeks giving more details, but for now, let’s cover some topics that see lots of discussions and requests!

First, we can confirm that crossplay will be introduced at the latest in September when we launch Season 1 - and hopefully earlier than that! We are currently implementing the different components of the feature, the backend is already functional, and if all goes well, we may be able to start rolling out the first version by the end of August.

Player Reporting
This feature will be delivered at the same time - it’s the unfortunate reality of online games that some players can be toxic, and seem to enjoy trolling, ruining games, insulting people… these behaviors are not acceptable, and players will have in-game tools to signal toxic actors.

M&KB improvements
Should be coming in a patch as soon as possible: notably to tap aiming, introducing mouse sensitivity settings for tap, and WASD as a tap aiming input method option. We couldn’t get this in for the patch coming next week, but we’re not forgetting M&KB players! We are also investigating a method to allow players to adjust their aiming slightly after having given a shoot input.

New ranked queues
We see a lot of requests for ranked 3v3 and 4v4 - we probably will not add two new competitive queues right away, since this can split the player base and have an impact on matchmaking queues, but we are currently estimating the work to be done to release a new one in a couple of months. This requires backend work, but also UX/UI updates to player profiles, end of match screens, etc. More news on this soon.

Ranking and matchmaking
We are also seeing a lot of discussion around the ranking system, and for good reason. It is the main way for players today to measure their skill progression in Rematch. To clarify the current system; we use Openskill to calculate a player’s Matchmaking Skill Rating - this allows us to then create balanced games by ensuring that the average skill level of both teams is close. Based on the data we’re observing, this is an aspect of the system that seems to be working well. On the other hand, as we were facing issues with our matchmaking queues at launch, we had to loosen the restrictions for the skill difference between players, within the same team. This means that while the average rating of the two teams will be balanced, players can be teamed up with other players of significantly different skill levels. The matches will be balanced, but it can be frustrating to have to carry a lower level player, so we are looking right now at how to improve this, in order to both have games as fair and balanced as possible, while still minimizing queue times.

The Ranking system uses a different logic. It is a representation of your skill, but also a progression system. It is not used directly to select the players and create the teams, and with stricter parameters on skill difference within teams, this restriction should not be necessary. On a similar note, we decided to allow players to queue up together, whatever their respective ranks. Rematch is a game about playing football with friends, and for instance if Master players want to team up with a couple of Gold friends, we think they should be able to. And after all, this is football - we often see young talented players get a chance to play in the big leagues, and perform amazingly well.

A final note on demotion protection. Currently in Rematch, you cannot rank down a whole league (from Gold to Silver for example). This has positive effects, notably diminishing anxiety and frustration around the ladder experience, but it comes with multiple drawbacks, which have been justly pointed out by the community. We’re looking at this closely, and will have updates on this topic soon.

As you can see, there are a lot of moving parts around these subjects. We will be doing minor tweaks to matchmaking parameters soon, and overall we have a number of changes to make in order for the Ranked experience to keep improving. We will work on another blog post on this topic very soon, to go into more details, and are actively listening to all your feedback on the subject.

Servers and regions
Just like football, Rematch is a game that is played all over the world, which creates significant challenges in server distribution and latency optimizations. We are currently looking into deploying a solution to optimize the routing of packets on networks to reduce latency, which will be deployed in South America first, which is one of the regions with recurrent latency issues, before being deployed to Middle East and other regions, once we confirm results. We are also reviewing our server locations, and total number of regions, to ensure best possible latency for the largest number of players. There are other improvements we are planning to do, and along with the gameplay netcode improvements mentioned above, the objective is to ensure that players have the smoothest possible online experience.

That’s it for today! There are many other topics to cover, like core gameplay improvements, upcoming balancing / refinements, so we’ll have more news for you all soon. Thanks for your support and patience, and see you on the pitch!

https://store.steampowered.com/app/2138720/REMATCH/
Lots of Cats in Every Moment - MELOVITY
1. Several updates have been applied, including improvements to drag movement.

2. (macOS) As mentioned in the notice a few days ago, the game no longer runs on macOS versions below 10.15. This change is an unavoidable consequence of the game’s development engine, Unity, whose latest version (Unity 6) requires macOS 11.0 or later as the minimum supported version. The Steam client also ended support for macOS 10.15 as of February 15, 2025. Please update your macOS to version 11.0 or higher to continue playing the game.

Thank you.
Sunken Stones - Spritewrench

Ahoy, Captains!
After 2 years in development, we’re thrilled to announce that Sunken Stones is now live on Steam!

Build your crew, brave the curse, and battle your way across treacherous waters in this puzzle-strategy adventure set in a world of pirates, sea monsters, and elemental combat.


⚓ What Awaits You in the Full Game:
  • 6 Unique Captains – Each with distinct abilities and playstyles to master.

  • 48 Diverse Crewmates – Strategically mix and match your squad to unlock devastating combos.

  • 3 Zones – Face escalating challenges as you sail from Cerulean Tides to the WraithSea.

  • Elemental Combat – Manipulate Steel, Smoke, and Salt crew types to control the battlefield.

  • Cursed Treasure Mechanics – Choose when to risk corrupting your crew in exchange for strategic outcomes.


🔧 What’s New Since the Demo:
  • Bug Fixes & Performance Improvements – Cleaner transitions, smoother combat, and more responsive UI.

  • Difficulty Balancing – We've fine-tuned enemy scaling and resource flow to improve pacing and make tough fights feel fair but rewarding.

  • Zone-to-Zone Flow Updates – The experience between zones is now changed. Rather than heading back to port, you can choose clear your affliction or heal up before starting the next Zone.


Whether you're here for the challenge, the characters, or the cursed loot—thank you for supporting indie devs and helping bring this game to life. This project was made possible with the help of our amazing partners and the broader Caribbean creative community. We hope you enjoy your time on the high seas.

Fair winds!

Love n Life: Happy Student - Iron Knight
  • Tutorial for mantra meditation is now easier and more convenient to access.

  • Fixed an issue where Chinese text appeared too small in the guide panel.

  • Fixed missing English text when entering Meiling’s event.

  • Fixed several Korean language issues.

    Due to the large amount of content and languages, we haven't been able to thoroughly check for all issues that may affect the experience.

    Our team is actively monitoring the community to gather complex bug reports, especially those related to the Chinese language setting.We sincerely apologize for the inconvenience and will learn from this experience to improve

    Hotfixes will be released soon, focusing on major experience-related bugs first.

    Minor issues will be addressed gradually. Our goal is to deliver both high quality and a rich amount of content.

    Please help us by providing screenshots, bug descriptions, and logs so our dev team can fix issues faster.

...

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