Virtual Families 3 - armando.cordero
Fixes game startup error
Daemon X Machina: Titanic Scion - XSEED Luke
Join Series Producer Kenichiro Tsukuda in a conversation about the balance between humanity and technology in this introspective new developer diary for Daemon X Machina: Titanic Scion.


Touching upon Tsukuda-san's history with mecha and robots from early in his game development career to his inspiration for creating DAEMON X MACHINA, this developer diary provides an intimate look at the creative process. Tsukuda-san shares additional insights into the development of Daemon X Machina: Titanic Scion, including how the development team approached how the evolution of in-game technology and how it's expressed in gameplay, the exploration of humans interacting with technology through the story and world, and their exhaustive efforts to find the fun in every moment of gameplay. The conversation also explores how the development team is utilizing modern tools and technology themselves to enhance the game, leveraging 3D printing technology to get a fresh perspective on armor designs outside of a 2D screen to ensure each armor was unique and, importantly, that they found them “cool”.

Daemon X Machina: Titanic Scion will be available on September 5. Pre-order now and get the “Special Equipment Set” DLC as a bonus, which includes the “Bahamut” Arsenal Skin, the Beguiling Suit (Outer Suit), and the Special Equipment – Victorious Gleam (Laser Blade), as well as the “Purchase Bonus Item Set” DLC, which includes the Special Equipment – Variable Breadth (Longbow), Bonus Attachment Set 1, and Bonus Item Set.

https://store.steampowered.com/app/1342490/Daemon_X_Machina_Titanic_Scion/
CraftCraft: Fantasy Merchant Simulator - Oak

Greetings all you wonderful Crafters!

Oak here, bearing some excellent news for you. We are happy to release our first major feature and content update, bringing with it an expanded ending, 2 brand new characters with their own quests, and the much-request Endless Mode!

We have been reading (and reacting to) your feedback and we have seen what you have been wishing for. It was clear shortly after release that an Endless Mode was the single most requested feature for the game, so we got cracking on it immediately. Mind you, this is just the start for the Endless Mode and more variation, content, and mechanics will arrive there as time goes by and as we improve and expand the main storyline as well. That being said I do hope y'all have fun with it and we are always open for suggestions on how to improve it!

Some of the things we have been considering: having some characters from the Story Mode pop in occasionally, random events, bulk orders, more scavengables (and items generally), more romance interactions, and quite a bit more. However, all of it will take time and of course we need to prioritize things based on what you, our players, would request as well. Rest assured that we will be adding even more cool stuff into the game - eventually we want to add new crafting mechanics, too!

You can access the Endless Mode, either from the Main Menu when clicking Start, or when finishing a Story run - and yes, you can load your old savegames at the end of the game and continue from there!

As for the story, we have added an additional final encounter with Saskia at the end of the game and expanded upon the ending slideshow with new slides, voiceover, and music!

There are also 2 new characters, Lady Maureena and Spinstress Marjati, with their own brand new quests and dialogues. We have also modified the quest structure of the day, spreading out characters that were once rolled randomly inbetween other quests to always be present. We just weren't happy with the way that we were rolling these characters into the story, so we decided to just put them all in anyway. NOTE: This change *may* end up in some quests running twice for some existing savegames, but it would only happen once during that specific run.

And finally, we have also improved the stability of the game, so it should now play a bit more smoothly and have less crashes. We will look into optimization more in the future too, we are aware that having a LOT of items in your drawers can make the game hitch up a bit.

So yeah, that's our big update for now! Thank you for being patient with us and please make sure to take advantage of our sale (Craftcraft is -15% off!) and of course, our Craft & Taxes bundle for an extra discount if you already own Death and Taxes or want to get both games!

Do let us know about your experience in Endless Mode and what you would like us to add to the game on Discord or here on Steam!

Keep on craftin'

-Oak

PPS: Yes we are still planning on localizing the game to more languages, we just need time to plan it ahead, we will share more once we have more details - thank you for your patience!

Fisherman's House - Platuro

Hello everyone,

When I first released Fisherman’s House, it was my very first game, and to be honest, a lot of it was experimental. Especially the VR side. Looking back, there is a lot I would do different now.

I’ve read your feedback, and I really appreciate everyone who took the time to play it and say what they thought.

So... I’m working on a complete overhaul.

The plan is to release a major update in Q4 2025 that improves almost every part of the game. It’s not just bugfixes – it’s a full rework, built on everything I’ve learned since launch and the time in my study.

Here’s what’s coming:

  • Much better VR controls and comfort options

  • Smoother movement and interactions

  • Improved lighting, audio, and atmosphere

  • Tweaked puzzles and escape logic

  • A smarter, dynamic and more fair Fisherman AI

If you’ve played it already – thank you. If you refunded it – fair enough, but maybe give it another look later this year. I’m doing my best to turn this into the game it should’ve been.

If you’ve got suggestions or ideas – drop a comment below. I read all of them.

Stay safe.

And don’t make too much noise.

Splitgate 2 - CYBER

To the Splitgate community,

We believe in Splitgate 2. This game means everything to us – it's been our life for almost 10 years, starting in our dorm room, and we're more committed than ever to delivering the incredible experience you deserve.

We’ve heard your feedback and we agree with you: we launched too early. We had ambitious goals with Splitgate 2, and in our excitement to share it with you, we bit off more than we could chew. We rushed certain features, made some boneheaded mistakes, and most importantly – we didn't give you the polished, portal-filled mayhem you fell in love with.

So we're going back to beta. We'll be heads down until early next year, rebuilding major parts of the game to capture the spirit of what made Splitgate special. That means reworking progression from the ground up, adding more portals to our maps, simplifying monetization, refocusing on classic game modes you've been asking for, and more, which we’ll share soon.

Now more than ever, we need your help. We're returning not just to our roots in what we build, but in how we build it – with you. That means more playtests, more surveys, more listening, and truly being community first. Our goal is to combine the DNA of the first game with the best improvements from the second.

Rebuilding the core experience isn't a quick fix; it's a long-term commitment. To give ourselves the time to build the Splitgate you deserve, we’ve made the incredibly difficult decision to reduce certain roles and shift our resources to focus on this rework. This is heartbreaking. These are our teammates and our friends, and they helped build what we have today. They're receiving severance and job placement support, and we're committed to doing everything we can to help them through this transition. We hope to bring them back when we can.

In an effort to retain as many team members as possible, we're also going to be shutting down OG Splitgate servers in a month. While we'd love to keep servers online indefinitely, it's cost us hundreds of thousands of dollars over the past couple of years, and we have to prioritize our team. Like us, we know this game means a lot to so many of you, so we are exploring the possibility of supporting offline or peer-to-peer matches. And when we return, we plan to have a dedicated experience in Splitgate 2 that delivers on the promise of the original.

In the meantime, Splitgate 2 will remain playable, and we’ll still be shipping Chapter 3, as well as fixes and high-priority changes. We hope you will continue to play and support the game. As always, please keep the feedback coming.

We've faced a lot of dark days and have made many mistakes, but we've learned a lot and are as determined as ever to make Splitgate as great as possible. Splitgate has been our life for 10 years, and we wouldn't have it any other way. We've got work to do, but we aren't giving up.

We love this game and we love this community too much to ever quit. So we won't.

See you in the arena,

Ian and Nicholas

Splitgate - CYBER

To the Splitgate community,

We believe in Splitgate 2. This game means everything to us – it's been our life for almost 10 years, starting in our dorm room, and we're more committed than ever to delivering the incredible experience you deserve.

We’ve heard your feedback and we agree with you: we launched too early. We had ambitious goals with Splitgate 2, and in our excitement to share it with you, we bit off more than we could chew. We rushed certain features, made some boneheaded mistakes, and most importantly – we didn't give you the polished, portal-filled mayhem you fell in love with.

So we're going back to beta. We'll be heads down until early next year, rebuilding major parts of the game to capture the spirit of what made Splitgate special. That means reworking progression from the ground up, adding more portals to our maps, simplifying monetization, refocusing on classic game modes you've been asking for, and more, which we’ll share soon.

Now more than ever, we need your help. We're returning not just to our roots in what we build, but in how we build it – with you. That means more playtests, more surveys, more listening, and truly being community first. Our goal is to combine the DNA of the first game with the best improvements from the second.

Rebuilding the core experience isn't a quick fix; it's a long-term commitment. To give ourselves the time to build the Splitgate you deserve, we’ve made the incredibly difficult decision to reduce certain roles and shift our resources to focus on this rework. This is heartbreaking. These are our teammates and our friends, and they helped build what we have today. They're receiving severance and job placement support, and we're committed to doing everything we can to help them through this transition. We hope to bring them back when we can.

In an effort to retain as many team members as possible, we're also going to be shutting down OG Splitgate servers in a month. While we'd love to keep servers online indefinitely, it's cost us hundreds of thousands of dollars over the past couple of years, and we have to prioritize our team. Like us, we know this game means a lot to so many of you, so we are exploring the possibility of supporting offline or peer-to-peer matches. And when we return, we plan to have a dedicated experience in Splitgate 2 that delivers on the promise of the original.

In the meantime, Splitgate 2 will remain playable, and we’ll still be shipping Chapter 3, as well as fixes and high-priority changes. We hope you will continue to play and support the game. As always, please keep the feedback coming.

We've faced a lot of dark days and have made many mistakes, but we've learned a lot and are as determined as ever to make Splitgate as great as possible. Splitgate has been our life for 10 years, and we wouldn't have it any other way. We've got work to do, but we aren't giving up.

We love this game and we love this community too much to ever quit. So we won't.

See you in the arena,

Ian and Nicholas

11:00am
Die For The Lich - info

Today we are releasing the official Steam Demo! We have been working on it non-stop and are super excited to present it to you.

Die for the Lich is a roguelike dice deckbuilder. The mechanic of the game is simple, roll dice and try not to roll over the limit and of course kill as many mythical creatures as possible in the process.

This demo is a continuation of our web demo, which we released on January 29th this year on Newgrounds. It received over 90,000 plays and was awarded Best Game of January.

We're excited to bring a ton of new content to this updated Steam demo.

New Playable Character 

We've always planned to have more than one playable character in Die for the Lich. This new addition changes the way you play the game, but you'll need to unlock them first before diving in.

Blood Moon Battles

For those seeking an extra challenge and greater rewards, Blood Moon Battles are for you. You'll be able to choose these encounters on your path to the Lich. It's entirely up to you whether you take on the risk.

Buffs & Debuffs 

It is a system that makes enemies more dynamic, challenging, and strategically engaging. Most enemies come with their own unique buffs and some of them can cast a debuff on you, so stay alert and plan accordingly.

Dice Combining

Don’t have the die you need? No problem, you can craft it yourself. Dice Combining is a special map node you can choose during your run, letting you merge two dice to create something new and more useful for your strategy.

Healing Angels

Carrying too many dice but running low on health? Healing Angels are here to help. In exchange for one of your dice, these celestial beings will restore your health and keep you going on your journey.

Meta-progression 

Each run brings you closer to unlocking a wealth of new content. As you play, you'll gain access to powerful new dice, unique trinkets, deadly weapons, and special abilities that expand your strategic options. Whether you succeed or fail, every attempt pushes your progress forward and opens up exciting new possibilities for future runs.

New Music

If you're coming from the web demo, we’ve got some bad news… the old music is gone.

But here’s the good news: we now have an all-original soundtrack composed by Hyperstepp, created specifically to accompany your glorious, repeated deaths.

DAILY RUNS Are Back! 

Compete with players around the world and see if you can claim the crown for the day. Top the leaderboard and earn your moment of glory, plus a shoutout on our Discord server. 

Just remember: bragging rights only last for 24 hours. Use them wisely.
I'll see you at the top.

We want to thank everyone who played our old web demo and all our beta testers for their incredible support and for playing some pretty broken versions of the game.

If you’d like to help out or just keep up with the latest progress, be sure to join our Discord server. We post updates every week and love stealing ideas from our amazing community.

https://store.steampowered.com/app/3415570/Die_For_The_Lich/

Are You Ready To ‘Die for the Lich’?

What are you waiting for? Jump into the demo and, if you enjoy it, please leave a review. It means the world to us! We’re a very small team, and your support really helps us keep going.

Battle Train - Bandai Namco US

Hello, Battle Train players! 

First and foremost, we’d like to thank every single one of you who has played Battle Train and reached out to us with your feedback. Your positive comments mean the world to us, and your constructive criticism helps us make the game better!

On that second point, we’ve got some updates we think you’ll be excited to see.

●       We’ve updated the way we are tracking Door of Worthiness progress, as well as the frequency of story nodes, to address feedback from you all–progression should be much, much faster and players shouldn’t feel as penalized for not choosing story paths now, which helps with some (although not all) of the story-gate feedback we’ve received

●       You can now rebind the keyboard’s directional keys for camera movement/card selection

●       We’ve made it more obvious when the player has a connected route and can attack, so that players are less likely to accidentally end their turn without attacking

●       You can now view the enemy exhaust/discard pile.

●       Battle cards are now smaller on handheld devices, allowing more of the map to be visible

●       We fixed the AI getting stuck for a long time when trying to place a Deployable type of object

●       We removed a hidden mana cost penalty for the AI playing the first card in a turn

●       The hat shop will no longer spawn in segment 1 of a run, since no one ever has enough gold to buy anything at that point.

●       The “impossible-without-bombs” card rush maps have been edited to… well… not be impossible…

●       Some Trinket Route modifier issues should be resolved, allowing them to correctly apply every time.

●       Smoke Bomb card effect reduced to 1 turn

●       AI no longer has access to barricade track cards

●       AI no longer has access to the Build-A-Mine card, which was causing softlock issues

●       Trinkets that give a healing buff on win should now have a visible effect

●       Trinkets that give a random chance for extra mana have had their seed fixed.

●       Edited the icon for the Power of Love buff

●       For our Steam Deck players - external controllers on the Steam Deck should now properly handle secondary controller inputs

Thank you again for being part of the Battle Train Community. We’re continuing to add to the game and are happy to see such enthusiastic players! If you’d like to chat with others about Battle Train or be able to talk things over with the Devs directly, feel free to join us on Discord!

http://discord.terribleposture.com/

The TPG Crew

Once Upon a Rogue's Tale - polypirates

Hey everyone!

We know many of you are eagerly awaiting controller support, and we promise it's still in the works! In the meantime, we're thrilled to bring you a huge Quality of Life update filled with improvements, visual upgrades, and balance changes to make your experience even smoother and more fun.
A huge thank you to everyone who sent us emails, comments, bug reports, and messages on Discord – your feedback truly helps us shape the game!

New
Added new artwork for the Steam library
Added a preview button for event options – hovering over it shows a preview of the outcome
Added a switch button on the character info panel and ability upgrade panel for characters with alternate forms (e.g. Hansel & Gretel)
Added new visuals to the dice selection screen in battle to show team members and their required dice
Added a new button for accessing handcard inventory
Added a dice count display on the map and in the shop
Added new character visuals for Sophia’s Maid and Sophia’s Minion
Added new perma card visuals for Sophia’s Maid and Sophia’s Minion
Added new character visuals for Smej’s three heads, Helpless Queen, and Real Bad Wolf (Phases 2 and 3)
Added unique avatar artwork for every character
Added a “don’t show again” option to the Early Access popup in the main menu
Added hover details for character cards and dice in the shop
Added a new button image to close the book
Added new images for the Misery Cards
Added new target icon on targetable enemies when selecting an ability
Added a text pop up when handcard limit is reached
The evil Hunter now spawns hunter dummies when taking damage
If you need a certain character for an event choice, their avatar is now shown
Changes
Completely reworked the loose random handcard event outcome from 1 random selected to choosing 1 of 3 randomly selected handcards from deck
Completely reworked the character scroll in the map screen
Redesigned the Game Over screen with new artwork
Removed italic font styles to improve text readability
Updated the game credits Handcards in the shop are now selected from all possible character reward cards, so you won’t receive cards from characters not in your team
Being Rooted no longer reduces Immunity
A crown icon now appears on upgraded character cards as a visual indicator
Updated the battle background image for the castle map

Bug fixes
Fixed some localization issues
Fixed handcard shop prices sometimes showing up wrong
Fixed missing hover details for Jack in Jeff's shop
Fixed an issue with Jack’s third ability not triggering correctly when using the fire variant
Fixed receiving a status not triggering when it counters another status
Fixed a bug where the passive ability requirement wasn't shown in the character info panel when it's an ability use requirement

Balancing
Numerous balance changes have been made
Here a list of all changes in detail:
[expand]
Red Riding Hood Card changes:

  • Improved Bowstring: Rarity Common -> Special, Shop costs 70 -> 105
The Frog Prince Card changes:
  • Magnificent Carriage: no more discard
Jack & the Beanstalk Character changes as player:
  • 1. Skill - Tendril Shelter: cost 1 orange + 1 any -> 1 orange
  • 2. Skill - Fiery Tendril Whip: cost 1 orange + 1 any -> 1 orange
Jack & the Beanstalk Card changes:
  • Tendril Splitter Axe: No longer banishes itself
  • Magic Hen: Duration Endless -> 5 rounds, Costs 3 -> 2
  • Milky White: Costs 1 -> 2
  • Backhand Beans: Costs 1 -> 2
  • Nimble Fingers: new target "random ally", Tendril 3 -> 1, now you choose a card to banish
Cloud Giant Character changes as player:
  • 2. Skill - Cloud Shield: - Enhanced cost: 1 blue 2 any → 1 blue 1 any
  • 3. Special Skill - Thunder and Lightning: cost: 1 blue 2 any → 1 blue 1 any
Cloud Giant Card changes:
  • Human Smeller: Cost 4 -> 3
The Wolf Card changes:
  • Unexpected Gentleness: Block 4 -> 3, Costs 3 -> 2
King's Daughter Sophia Character changes as enemy:
  • 3. Special Skill - Daddy's Treasure Trove: Ironclad 2 -> 1
King's Daughter Sophia Card changes:
  • Silky Bed: Rattled 2 -> 1
  • Golden Ball: no more rattled, discards 1 random card now
Hansel & Gretel Card changes:
  • Gemstone Chest: - No more Energy cards → receive 1, 2 or 3 random dice directly
Gingerbread Witch Character Changes as player:
  • 2. Skill Burnt Biscuit: 1 Weakness or 1 Fragile -> 1 Weakness or 2 Fragile
Gingerbread Witch Card changes:
  • Enchanted Cookies: Duration 4 -> 3 rounds
  • Sweets: No more chance of 1 Energy → 2 random dice instead
  • Crispy Hut: New possible outcome cards: Chocolate Door, Cream Puff Knob
Snow White Card changes:
  • Poisonous Comb: Costs 3 -> 2
Rumpelstiltskin Character changes as player:
  • 1. Skill - Nasty Potions: Cost 1 any → 1 orange 1 any, discard 2 → 1, required handcards 2 → 1
  • 2. Skill - Great Equipment: Cost 1 any → 1 orange 1 any, discard 3 → 2, required handcards 3 → 2
  • 3. Special Skill - Straw to Gold: Cost 1 orange → 1 orange 1 any, discard 3 → 2, required handcards 3 → 2
Rumpelstiltskin Card changes:
  • Suitable Tinctures: Now also draws 1 card
  • Installment Payment: Duration 4 -> 3 rounds
Brave little Tailor Character changes as player:
  • 1. Skill - Jelly Bread: Costs 2 green -> 2 green / 1 any
  • 2. Skill - Boasting: Costs 1 any -> 0, needed endurance 2 → 3, lost endurance 2 → 3
  • 3. Special Skill - Tailor's Cloth Rag: Costs 1 any -> 0, needed endurance 4 -> 6, lost endurance 4 -> 6, new requirement: max. 2 use per turn
Brave little Tailor Card changes:
  • Royal Services: Energy per 2 -> 3 Endurance on the target
  • Wild boar-, Unicorn- and Giant Test: Now also draw 1 card
Puss in Boots Character changes as Player:
  • 3. Special Skill - Booted Finale: Cost 1 red 2 any → 1 red
Puss in Boots Character changes as enemy:
  • 2. Skill - Sack Trap: requires 4 → 2 Endurance, looses 4 → 2 Endurance
  • 3. Special Skill - Booted Finale: requires 6 → 5 Endurance, looses 6 → 5 Endurance
Puss in Boots Card changes:
  • Big Chaos: fixed, now swap positions of enmies correctyl as intented, Cost 2 -> 1, now banishes itself
  • Stalk & Pounce: fixed, now gives random attack buff per 1 Endurance on target as intented
  • Milk: now also draws 1 card
Evil Hunter Character changes as enemy:
  • 2. skill - Improved Aiming: Immunity 3 -> 2, new 3 Strength, no longer gives Endurance, now reduces Endurance by 4, new requirement: Min. 4 Endurance
  • Passive - Trapper: Old Passive gone, new Passive now spawn Hunter Dummies on damage taken, only once per turn
Evil Hunter (weak Version) Character changes as enemy:
  • 1. skill - Sleepy Shot: Stunned 2 -> 1
  • 2. skill - Improved Aiming: Immunity 3 -> 1, new 3 Strength, no longer gives Endurance, now reduces Endurance by 4, new requirement: Min. 4 Endurance
  • Passive - Trapper: Old Passive gone, new Passive now spawns Hunter Dummies on damage taken, only once per turn
Wild Boar Character changes as enemy:
  • Base-HP: 15 -> 14
  • 3. Special Skill: Damage 5 → 4
  • some descriptions changed
Unicorn Character changes as companion:
  • 1. Skill - Unicorn’s Blessing: banish 3 -> 2 random cards
Unicorn Character changes as enemy:
  • Base-HP: 14 -> 12
  • some descriptions changed
Enchanted Pine Cone Character changes as enemy:
  • Base-HP: 13 -> 12
  • 2. Skill - Hard Scales: Block 2 → 1
  • 3. Special Skill - Pointed Scales: Block 2 → 1
Angry Villager Character changes as enemy:
  • 2. Skill - Throw Pitchfork: Damage 5 → 4
  • Passive - Angry Mob: 1 Weakness OR 1 Fragile → 1 Fragile
Village Warden Character changes as enemy:
  • 3. Special Skill - Set up Barricade: other allies 3 → 2 block
Herb Gentleman Character changes as enemy:
  • Base-HP: 14 -> 12
  • 1. Skill - BOOM Potion: Damage 4 -> 3
  • 3. Special Skill - Hazel Head Nut: Damage 6 -> 4
  • Passive - Hazelnut Love: Can only happen once per turn now
Dripstone Character changes as enemy:
  • Base-HP: 14 -> 12
  • 1. Skill - Water Canon: Damage 4 -> 3
  • Passive - Liquid Body: Can only happen twice per turn now
Multipede Character changes as enemy:
  • 2. Skill - Roll up: Damage 3 -> 2
Giant Dwarf Golem Character changes as enemy:
  • Base-HP: 22 -> 20
  • 1. Skill - Golem Chunks: Damage 6 → 5, Self-damage 4 → 3
  • 2. Skill - Can you eat it?: Fragile 2 -> 1
Mermaid Character changes as companion:
  • 1. Skill - Lovely Singing: no more Fatigue, now discards 1 random card
Cloud Jellyfish Character changes as enemy:
  • Base-HP: 14 -> 12
  • 1. Skill - Burning Tentacles: Damage 3 → 2
  • 2. Skill - Jellyfish Shield: Ally block 2 → 3, no self block anymore
  • 3. Special Skill - Cloud, Jellyfish, Cube: Fragile 2 → 1
Thundercloud Character changes as enemy:
  • 1. Skill - Zap: Damage 4 → 3
  • 2. Skill - Crackle: Endurance 2 → 1
  • 3. Special Skill - Real Lightning: required Endurance 6 → 5, Damage 5 → 4
Skyscraper Character changes as enemy:
  • Base-HP: 16 -> 14
  • 1. Skill - Hailstone Throw: Damage 4 -> 3
  • 3. Special Skill - Ice Shield: - ally Armor 4 → 3
Hulda's Assistant Character changes as enemy:
  • Base-HP: 11 -> 10
  • 1. Skill - Wake up Call: Damage 5 → 4
  • 2. Skill - Apples for All: self Limping 2 → 3
  • 3. Special Skill - Hulda’s Bread: no more ally Ironclad, ally heal 1 → 2
  • Passive - Magical Snowflakes: End of each turn → Every 2 rounds
Lizard Dragon Character changes as enemy:
  • Base-HP: 21 -> 17
  • 2. Skill - Paralysing Bite: Damage 4 → 3, no more stun chance
  • 3. Special Skill - Predatory Dragon: ally damage 2 → 3, no more self Strength, self heal 4 → 8
The Wind Character changes as enemy:
  • Base-HP: 30 -> 20
Shield Guard Characteer changes as enemy:
  • Base-HP 19 -> 18
  • 2. Skill - Shields up: ally Block 3 → 2
Guard Commander Character changes as enemy:
  • Base-HP: 21 -> 19
Little high-born Sir Character changes as enemy:
  • 1. Skill - Fancy Cloak: Damage 4 → 3
  • 2. Skill - Special Projectile: Damage 6 → 5, Stun and Energy 2 → 1
Gingerbread Man Character changes as enemy:
  • Base-HP: 60 -> 40
  • 1. Skill - Gingerbread Chunk: Damage 6 → 5
  • 2. Skill - Collect Crumbs: required Endurance min 3 → 2
  • 3. Special Skill - Giant’s Stomping: Damage 7 → 6, Self Damage 5 → 4
  • Passive - Crumbly Cookie: Self Damage 5 → 4
Tidy Rat Character changes as enemy:
  • 1. Skill - Wet Sponge: Damage 5 → 4
Little Witch Character changes as enemy:
  • Base-HP: 21 -> 16
  • 1. Skill - Swapping Spell: Swapping Spell duration 4 → 3
  • 2. Skill - Chasing Laugh: Chasing Laugh duration 3 → 2
  • 3. Special Skill - Spell Frenzy: required perma cards 2 → 1, Damage 6 → 5
  • Passive - Witchcraft: other allies Block 1 → 2
Mother Hulda Event Card changes:
  • Red Apple Basket: costs 3 -> 2
  • Hulda’s Feathers: ALL allies take 1 damage → RANDOM ally takes 2 damage
Table-Be-Set Event Card changes:
  • Table-Be-Set: Duration 5 -> 3, No longer banishes itself
[/expand]

El gaucho Martín Fierro - granideagames
Scene 2:
It's now possible to move faster by adjusting the bird's flapping speed, but be careful—it gets tired. A hint was added at the beginning of the level to let the player know.

Scene 5:
A hint was added at the beginning of the level to let the player know which key to press to catch the mosquitoes.

Main Menu:
It is now possible to select the level using the number keys on the keyboard.
...

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