Puzzle Spy International - mdashow

It’s been a busy month or two at Puzzle Spy International headquarters: We spent July prepping for showing the game at MAGwest, including a fun stand-up of Agent Epsilon, a nicely-decorated table and an extra monitor that never quite interfaced with our laptop correctly. But because MAGwest is a relatively mellow con, folks who sat down to try out the demo were happy to sit there for the ~45 minutes needed to solve the entire demo. We encouraged people to work in groups as that’s the most fun way to play and crack the game in our opinion. Some people came with a pile of friends, while other groups formed up as they all gathered around the demo and eventually cracked it as a team. Everyone had a great time trying it out, and we gave out postcards and the last of our stickers.

Currently we’re in the process of making Puzzle Spy International a bit longer. The original story ended after eight puzzles, and the ending felt somewhat abrupt and arbitrary. So we’ve gone back to the drawing board to give the ending a lot more punch. We’re really happy with the new additions: It’s much more along the lines of how an exciting world-spanning spy adventure should end, and we think people playing the game are going to feel a lot more satisfied with the conclusion. We’re certainly a lot more excited about this new direction. With the extended adventure come three additional puzzles. One of them is fully designed and we’re having folks test it out on paper right now so that we don’t commit to the coding process until we’re sure it’s solid. Another puzzle is in process, and we made a lot of headway on the third (and final) puzzle of the game this past weekend and are really excited about it. While this extra work will unfortunately push out the release date of the game a bit, we’re certain that you’ll enjoy the final results a lot more!

Adding an entire new location at the end also requires a lot more art, but fortunately I love to create it! I’ve been doing lots of research on 1960s vehicles, retro-futuristic architecture, costume design, and what a certain \[classified] country’s landscape looks like to pull the final scenes together. They’re going to look really cool! We also are getting to add some really funny conversations with some new characters designed for the end of the game as well, and looking forward to your getting to see them too.

Anyhow, that’s all the big news. If you want to catch more, don’t forget to follow us on Bluesky at @agentepsilon.bsky.social... Be seeing you!

Last Throne - Walter.LKH
  • Completely re-coded the base of wall building system

  • The wall building button now moved next to other building button, more user friendly

  • Temporarily removed the restriction of wall must be build next to wall, but all building is still required to build next to another building

Now:

Note: Since I was facing some technical issue while adding more types of buildings, I decided to re-write the code of the building system. You might not see any changes in game, but hundreds lines of code are modified. So I would like to spend 2-3 days testing it, making sure it is stable and friendly for adding new content in the future before I release new gameplay related content.

Choco Kiosk Simulator - Sweetbyte Games
  • Kiosk Visual Upgrades panel fully localized.

  • No order generation when the storage is closed.

  • Music volume now correctly loads from the save file.

  • Trash no longer spawns in closed kiosks.

  • Stocking SFX: added a “box depleted” sound when you run out while placing items.

  • Pre-zombie safety pause: brief freeze before Zombie Weekend starts to avoid oversized item spawns mid-stocking.

  • Auto-stocker prices corrected and balanced.

  • Lab UI: product preview is cleared on selection or error states.

  • Order assembly polish: improved item ejection/flight visuals for packed orders.

  • Storage SFX: added a sound when placing a box into kiosk storage.

Legacy of Ashes - Othman Al-Matrouk

We’re excited to announce the release of Demo 2.0 for Legacy of Ashes!
This version represents a major leap forward compared to the first demo, bringing the experience closer to the full game.

🔹 Key Changes and Improvements:
  1. Chapter 1 of the full game is now available to play.

  2. Improved gameplay mechanics for both combat and stealth, with deeper interaction with items and the environment.

  3. Third-person view has been established as the main perspective for the game.

  4. Character redesign to better fit the game’s atmosphere.

  5. Expanded menu options, including:

    • Key binding for keyboard, mouse, and controller.

    • Gameplay settings.

    • Graphics settings.

    • Display settings.

    • Audio settings.

  6. New Save & Load system to continue your progress.

  7. Added support for 11 languages:

    • English

    • Arabic

    • French

    • Italian

    • German

    • Spanish

    • Japanese

    • Korean

    • Brazilian Portuguese

    • Russian

    • Simplified Chinese


This demo is only the beginning… the island still hides many secrets.

We look forward to hearing your feedback and experiences!

Lightcore Guardians - 十三叔
  • Modified the issue of charging.

  • Modified a few minor issues.

DungeonCrawlers - Kusanohito

バグ修正

・ノーマルモードでアイテムが無限に持ち込めてしまうバグの修正
・敵とのエンカウント回数が無制限になっていたバグの修正(本来10回想定でした。今回のアップデートで各フロア7回が上限に変更されます。)
・中ボス部屋で敵とエンカウントしていないにも関わらず、エンカウント回数が消費されていたバグの修正。
・各種オブジェクトへのインタラクトと敵とのエンカウントが同時に発生すると、操作不能になる不具合の修正。(ただし、お使いのPCの環境によっては今回対応した方法で回避出来ない可能性もあります。)

新たな追加内容
・タルや壺を破壊した際のSEを追加
・新キャラクターの実装準備
・プロダクトコードが正しく入力された場合にSEを追加
・タイトル画面からこれまでにダンジョンで入手した書籍の閲覧(ソートや内容の絞り込みは技術的に難しいですごめんなさい。)
・ブライトモード(明るい)の追加。霧がなく、キャラから発生する灯りが通常よりもはるかに強くなります。(ただしこのゲームは軽量化の為様々な見えて欲しくない処理をしていたため、それらが見えてしまうかも・・・ご利用の際はご了承ください。)

今後ともダンジョンクローラーズをよろしくお願いします!

KurtzPel - GM OneShot

Hello Chasers!

 

The following updates will be made to the KP Shop.

 

1. Vampire Costume Sale

- Event Period: September 3, 2025 (Wed) After Maintenance – September 24, 2025 (Wed) Before Maintenance (UTC+0)

 

2. Supply Box Sale

- Sale Period: September 3, 2025 (Wed) After Maintenance – September 24, 2025 (Wed) Before Maintenance (UTC+0)

Packmates - BabyCat

The first wave of Packmates Playtest invites has been sent out! If you requested access on the store page make sure to check your Steam library for 'Packmates Playtest'. More invites will be sent out in waves over the next few days.

Since we're looking for co-op feedback as well, we've made it even easier to squad up with every invited player receiving an additional two invites to share with friends. You can invite friends to join the test from the invite widget shown after selecting 'Packmates Playtest' in your Steam Library.

After playtesting the game, we'd love if you could share any of your feedback and bug reports in the Steam Community Discussions for Packmates. Your playtesting and feedback will help us make Packmates the best it can be, so thank you for being part of the journey!

Endeavor: Rite of Passage - Natmos20
- Units now turn to face formation direction more quickly
- Fix: Using hotkeys to place structures no longer bypasses building requirements
- Fix: Corrected Apollo Mender unlock tooltip
- Fix: Apollo Mender AOE heal no longer works via hotkey while on cooldown
- Fix: Cancelling supply drop before placing will no longer charge the player intel
- Fix: Praesidium and Yari harvesters are no longer selected when using tab select
- Fix: Soldier health bars, status effects and veterancy status are no longer visible when garrisoned
- Fix: Garrisoned soldiers should no longer be represented as separate units when moving troop transports into formation
- Fix: Pressing tab to select units now correctly displays unit counts in lower right
- Fix: Added ghosts for additional unit types for formation movement placeholders
- Lowered minimum camera movement speed and increased level of fine tuning
- Attack-move is now right-click (instead of left-click) to activate after pressing 'E', making it consistent with other unit commands
- Added hotkey to sniper camo upgrade
Razgovor Playtest - Lasyusha

It has been a while since I have done one of these.

To start this off with some bad news.
Razgovor Online has been pushed back to 2026, I will not be providing a full date to prevent false promises.

Secondly things have been taking its time thanks to moving all the Peer 2 Peer networking to Dedicated services.

What this will add however is more Long Term improvements and less issues in regards to networking and Online Saftey.

Roadmap and Website Overhaul

First I'd like to mention that the Roadmap has been given an Overhaul.

The new layout will show all patches i.e. 2.1 - 2.1.1 - 2.1.2 as 2.1.

This way you can see what is in active development and allows me to work on certain things before being able to officially call a Patch 2.1 for example.

Aditionally the Website is going through a complete Overhaul to fit the games current Art-Style and UI Style.

There's not much to say about the Website as it isnt a Game Feature.

(Roadmap and Website Link on the store page)

In Game UI Changes

Due to certain complaints about the Current public UI (UI V3), I have listened and went back to the Drawing board.

For the UI Overhaul V4 I have worked on making the UI More VR Friendly and more User Friedly.

But thats not ready to show off yet.

For now the Work that has gone on is as followed.

Please be aware everything you see is still in Development

Thanks to storing Data Online The Ability to Update your own Status and Bio will not be public to whoever views it. Aditionally unlike the current User Status and Bio the new version can be viewed even when a user is offline.

Examples Bellow.

Alongside the User Profile updates Some people complained about the world not being "Interactable" so I have Re-Worked the whole store system from UI to Kiosk.

This way VR, SteamDeck, Mouse & Keyboard and Controller users have full access to a usable 3D Store.

Enviroment and Housing Progress

The Semi-Open world of Razgovor relies on its buildings and enviroment to keep the main Socail Hub from being empty.

But opening the game to a Connected Road between Towns and POI's have shown where buildings havent been added or finished for previous optimisation.

Extra work has been done on Bonsila Increasing its scale and adding more Street Props preventing the world from feeling "Empty".

As for Player Housing.

I have aditionally started using Blockouts after the final Desing. This way some rooms wont feel off when placing Furniture.

Sorry for the Long awaited Development Time and again I am sorry for the 2026 Pushback.

However Those in the PlayTest will recieve upcoming Dynamic Events since the Summer Dynamic Event worked so well in "The Vault Underground".

Newer Dynamic Events wont be centered to 1 area as that was just a Test run.

...

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