The Pale Deep - caseyfromspace

Hey guys! I just wanted to let y'all know that an experimental version of the content update I've been working on is now available if you'd like to help me iron out the bugs! You can opt into this version by right clicking on the game in your library > going to properties > betas > and then setting "beta participation" to "experimental". WARNING: This version has not yet been extensively tested and is almost certain to contain bugs. I cannot guarantee the safety of your save file if you choose to opt into this version.

The default branch of the game is staying the same (and most importantly, stable). So, if you don't want to risk losing your save file or running into major bugs, stay on the default branch! However, if you are willing to risk your save file to access the new features, it would really help me out if you could report to me how your experience has been and if you've run into any issues! The best place to reach me is the Discord server, which you can find a link to at the top of the community hub for the game, or in the options menu on the experimental branch!

Anyway, here's what the experimental update brings with it!

  • New Challenge Mode where you have a limited number of cadets to complete the game with and spawn rates are higher

  • New Endless Mode where the game's ending is absent and instead keeps going and gets harder

  • Improvements and bug fixes

    • A few button prompts that have been requested for clarity

    • Discord link has been added to the options menu

    • You no longer spin around indefinitely if you pause the game while holding a direction

    • If you disable the 3D effect, it no longer gets automatically reenabled after closing the game

I hope y'all are still enjoying the nice, safe, stable version of The Pale Deep, and I hope those who opt into the new experimental version enjoy the SCARY, UNPREDICTABLE, DANGEROUS version of The Pale Deep as well!

Bob's Crystals - RedFlare

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🔮 Bob's Crystals - Beta v1.30 - 22-July-2025 - Release Notes

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📈 General

- Crystal marker game

- Added Viperchain to the scene (after level 5 - every two levels)

- Added health bar to enemies who need more shots to kill.

- Added swarmbot to the scene.

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🔮 Bob's Crystals - Beta v1.28 - 21-July-2025 - Release Notes

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📈 General

- Crystal marker game

- Now always available and has a minimum of 5 level points.

- Maximum level points is now 30 instead of 100.

- Reduced damage of the missiles for better balance

- Reduced spawn change for powerups.

- New ENEMY: BOSS - Core Reaper appears every 5 level.

- New ENEMY: Hyperchain - Swarm Unit – A convoy of chained drone units that streak across the skies like runaway traincarts.

- Changed button layout on main screen.

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🔮 Bob's Crystals - Beta v1.28 - 16-July-2025 - Release Notes

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📈 General

- Dropped splash screen, the asset preload screan already act as one.

- Crystal marker defense system

Added additional movement to the enemies

- Spiralling

- Zigzaggin

- orbiting

- bobbing

- tilting

added microtarget target laser line from the bullet to the enemy

Added microtarget damage.. if target is in half range of the target laser. bullet teleports to target.

Added microtarget to upgrade cards.

Defense game tuning

- Reduced continous motion speed

- Increased enemies per wave for faster mayhem experience

- Decreased wave duration for faster mayhem experience

Added powerup images to the cards bringing the tower defense more to life.

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🔮 Bob's Crystals - Beta v1.27 - 15-July-2025 - Release Notes

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📈 General

- Tested the game on SteamDeck and was running like a charm, or crystal.

The levelbuilder is not controler-enabled, so that is still a mouse/keyboard thing.

# Crystal marker defense game

- Added Micro homing to the normal bullits, making targeting easier.

- Added micro_targeting upgrades to the card deck, making targeting more easier.

🛠️ Fix

# Crystal marker defense game

- Touching the mousepad on steamdeck would overtake the motion, now gamepads have priority.

-Highscores were gone from the mainscreen.. now the're back.

📖 Story

Level 58,59 and 60 (running marker crystal) currently under construction.

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🔮 Bob's Crystals - Beta v1.26a - 10-July-2025 - Release Notes

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Quickfix: Sortorder in main menu.

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🔮 Bob's Crystals - Beta v1.25 - 10-July-2025 - Release Notes

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📈 General

Profile management updates. LEVELBUILDER PARTY!

Levelbuilder is now unlocked by default. Registration is only needed for online sharing and or profile sharing (play with multiple users on the same computer).

So have a look and have fun!.

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🔮 Bob's Crystals - Beta v1.24 - 10-July-2025 - Release Notes

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📈 General

Core: Expected performance improvements - removed debug statements and getting the core code production ready.

Bob motion: Reworked the animation a bit by alternating the steps not starting with the same leg every time.

Added extra tags on the tiles so more keywords to find your asset.

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🔮 Bob's Crystals - Beta v1.23 - 08-07-2025 - Release Notes

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🛠️ HOTFix

- Skipping an online level was crashing the game.

Game core adjustment.

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🔮 Bob's Crystals - Beta v1.22 - 08-07-2025 - Release Notes

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🧰 General

- Added preload screen for Assets, this is giving the gameplay much more smooth play.

- Narratives added for level 56,57,58,59 and 60.

- 2 New tiles: Dark lower ramp-reversed and dark lower block.

- Changed audiobus configuration - OS.set_environment("PULSE_LATENCY_MSEC", "30")

🛠️ Fixes

- Sometimes tiles were not removed in the levelbuilder. due to the garbage collection cycle and frame load.. technical thingy!.

- Selecting an effect in the levelbuilder a wrong path was passed and an error occured. this was not visible on the front-end.

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🔮 Bob's Crystals - Beta v1.21 - 07-07-2025 - Release Notes

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🧰 General

- Added function to skip a level.. but comes with a cost!.

🛠️ Fixes

- Marker progressbar was visible in online levels.

- reset_onlinelevel was broken

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🔮 Bob's Crystals - Beta v1.20 - 04-07-2025 - Release Notes

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🛠️ HOTFixes

- Soundblocks were visible in the online level play.

- Restarting online levels were loading the storymode levels...

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🔮 Bob's Crystals - Beta v1.19 - 03-07-2025 - Release Notes

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🧰 General

- Levelbuilder: Tile caching now saved locally with a checksum, so the cache is build only when tiles are added or changed.

- Levelbuilder: Music caching now saved locally with a checksum

- new asset: movable: bunch of bananas.

- new asset: movable: bunch of bananas.

- new asset: environment: bananaplant

🛠️ Fixes

- Levelbuilder: Music explorer - first time music selection was not responding.

- (camp) fire colors where a bit off

🛠️ # CRITICAL FIX: Adding a level to your levelpack was not selecting it by default.

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🔮 Bob's Crystals - Beta v1.18 - 02-07-2025 - Release Notes

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🧰 General

- 10 brand new vibrand skydomes added to the game - bringing it to a total of 135 skydomes for the game.

- 10 brand new pulse driven soundtracks added to the game - - bringing it to a total of 138 music scores for the game.

- Levelbuilder: *NEW keybinding

P key creates a plane of 9 * 6 at the current cursor position with the cursor selection.

Makes is easyer to create larger areas, rooftops or other surfaces (lava / water / etc.)

- Marker Crystal game: Changed mouse move motion to a continous motion instead of absolute positioning.

- Marker Crystal game: added 2 extra skybox domes.

- Added Cache loading screen on the tile editor, so the first time it takes some time to, but now you see what is happening.

- Added Cache mechanism to the music explorer including loading overlay.

- 🖲️ Level 56: Control Room Alpha

- Created a Python script to optimize images sizes for skydomes and textures recursive troughout the project.

- New Asset - Environment - Big spaceship with slight pulsating lights.

🛠️ Fixes

- skybox3 was broken in the marker game... strange?!.

- Chemical explosion was not affecting Bob... Now Bob explodes happy with it.

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🔮 Bob's Crystals - Beta v1.17 - 01-07-2025 - Release Notes

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🧰 General

- Added extra checks in the levelbuilder. At least 1 crystal is required in order to test the level and-or upload the leven.

- Added extra notification in the levelbuilder stating missing crystals, and or considering adding collectables.

- Balancing: When playing online levels a maximum of 10 collectibles are added to your total collectibles.

- New assets:

Environment: computertable1

Environment: computertable2

Environment: computertable3

Environment: computerpanel1

Environment: computerstep

Environment: computercrane

Environment: spaceship1

🛠️ Fixes

- Had some @tool param at the wrong spot giving some weird behaviour. :)

🧰 Upcoming....

🖲️ Level 56: Control Room Alpha

Mission Prompt: “Buttons, switches, and no user manual.”

🔐 Level 57: Security Override

Mission Prompt: “Hack the system, bypass the drones, don’t explode.”

🚀 Level 58: The Hangar

Mission Prompt: “That's a big spaceship. A really big spaceship.”

🔋 Level 59: Power Core Access

Mission Prompt: “The heart of the facility beats with ancient energy.”

💎 Level 60: The Fourth Marker

Mission Prompt: “Three down, more to go.”

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🔮 Bob's Crystals - Beta v1.16 - 27-06-2025 - Release Notes

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🧰 General

- Library image from steampage upgraded to more higher quality.

- New main logo depicting more the story.. sunrise on earth showing the energy grid.

- New tile objects

* pipe-corner

* pipe-cross

* pipe-straight

* pipe-straight-broken <- breakable tile

* pipe-tshape

- Modified satelite dish with blinking light doing morse code and "volumentric" light.

- Added levelvoices for level 54 and 55.

🛠️ Fixes

- Some lambda errors where occuring (invisible for the player) when hit by a fireball.

🧰 Areas of attention.

Main screen buttons and layout.

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🔮 Bob's Crystals - Beta v1.15 - 25-06-2025 - Release Notes

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🧰 General

- Added 11 new soundtracks totalling it to 128 soundtracks.

  • Check out the pulse* music in the levelbuilders music library.!!!

- Library image from steampage upgraded to more higher quality.

- New main logo depicting more the story.. sunrise on earth showing the energy grid.

- Marker crystal game - the controler left should shows cross and zooms.. right mousebutton also connected to this function.

🛠️ Fixes

- Main tune was playing when going into the levelbuilder - switching off now.

- When switching profile, the marker game crystals are not "switched".

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🔮 Bob's Crystals - Beta v1.14 - 24-06-2025 - Release Notes

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🧰 General

- Performance improvements and fixes on the core gameplay mechanics.

- Upgraded 3D Floater enemy graphics in the Crystal marker defence

- Upgraded 3D Crawler enemy graphics in the Crystal marker defence

- Upgraded 3D Zapper enemy graphics in the Crystal marker defence

- Upgraded 3D Sentinel enemy graphics in the Crystal marker defence

🛠️ Fixes

- When bob explodes sometimes attribes where set while bob was already gone.

- When bob explodes the camera cannot follow him anymore.

- Electric generator was not brighten up when active.

- Updated harbor boulder collision shape.

- Markerparts counter stayed empty when there were no parts in the level. now shows full.

🧰 Known issues and areas of attention.

- Jumping off Transporter tiles while they are rotating is giving an small issue - keep trying ;)

- Need to balance the tower defence part more.

📖 Story

- 🤖 Level 54: Drone Factory

- 🤖 Level 55: Ventilation Chase

Both work in progress

12:13pm
Last Mind Standing - chairmanmcchair
Fixed enemy navigation.
Arcadian Days - CalinHD

Hello everyone, I have been very busy working on Arcadian Days and I wanted to share 6 minutes of gameplay from the opening hour!

Besides an improvement in performance and visuals, I hope the trailer showcases well the generally relaxed atmosphere of Arcadian Days and gameplay-to-gameplay moments. As this is quite early in game, Tola the dog isn't featured as her appearance is tied to a quest!

As always, looking forward to any feedback and comments,

Thank you,

Cal

12:06pm
Mycopunk - Pigeons at Play

Hey everyone! We have a larger update coming very soon… but we wanted to push out a quick modding update as soon as possible. Here’s the change log:

Modding

Mods are pretty cool, but when mods mess up another players’ saves that’s not so cool. There’s only so much we can do without dedicated servers, but we’re adding some preliminary mod support to help keep your progression safe and better inform you when a lobby is modded.

  • Switched our scripting backend to mono to make modding easier

  • Modded lobbies are prefixed with \[MODDED] in the lobby list

    • In a later update we plan to display a list of all loaded mods before joining a modded lobby

  • Modded clients can’t join lobbies that have ‘Allow Modded Joiners’ disabled. This option can be toggled in the lobby list screen.

    • Soon we’ll be supporting tags for mods uploaded through Thunderstore so that players with non-sandbox mods can still join normal lobbies

Upgrades

Carver upgrades now have correct names in English (previously they were showing dev names when translated)

  • Our next update (coming very soon) will add an option to automatically translate these Hashetty upgrades into English. To provide some context, the Carver and Globbler upgrades are in Hashetty because we ran out of time to localize them but we still wanted to include them in our initial release (:

Carver: Blood Bucket

  • Now increases max blood the correct amount. Previously this upgrade increased the max blood stacks waaaaay more than it displayed.

Carver: Blood Coating

  • Damage resistance now only applies when holding the Carver

ShootX - felix.tannerkeller
This patch fixes a number of sound problems
12:02pm
Bonfire - MoaCube

The Whispers Update is out, introducing new danger management mechanic that finalises the game's survival component, as well as a full GUI overhaul!

AMBUSHES & DANGER

The party is now on the run not only story-wise but also mechanically. As you explore an area, Mournfolk zero-in on your location and will eventually ambush the camp. These ambushes are extremely challenging even for endgame parties and always result in being forced to move the camp and leave some resources behind.

Managing this new danger becomes a game in itself, with constant pressure of having to pick what quests to prioritise, when to take the risk, and when to escape to another area.

MORE USE FOR GLIMMERS

Glimmers are now a truly rare and valuable resource with several new uses. They are now required to recharge Rune abilities or used in encounters such as lighting a beacon to keep Mournfolk at bay for a little longer.

Since the balance has changed dramatically, existing save files will have their Glimmers adjusted to more reasonable values upon first launch.

GUI OVERHAUL

Long overdue, this update finalises the game's GUI, including core elements such as loadout selection menu or health bars. The goal was increased usability and consistency, as well as general beautification.

This includes quality-of-life updates such as merging team and item selection menus into a single one, increased clarity of information

FULL PATCH NOTES:
NEW CONTENT:
  • Introducing the new danger level and ambush mechanic.

  • New encounter: Beacon.

  • New Glimmer-centric variants for existing encounters.

  • A new miniboss variant: Mournfolk Bishop.

  • New high-level encounters added to the pool.

  • 3 new challenge-type quests have been added.

  • 3 new bonus-type quests have been added.

  • 4 new errands have been added.

  • Updated and expanded the game's intro sequence.

  • New tutorials added.

  • New story scenes added to introduce some of the new lore and features.

Dev Note: Most of the new quests are related to the ambush mechanic, providing different opportunities to consciously lower the danger level.

GUI OVERHAUL:
  • New unit portraits and health bars.

  • New team & loadout selection menu.

  • New errand menu.

  • New errand results menu.

  • New difficulty change menu.

  • New profile reset menu.

  • New logo sequence at the start of the game.

  • New ambush result menu.

  • Improved quest menu.

  • Improved rune upgrade panel.

  • Improved skill point purchase panel.

  • Map menu now displays current risk of ambush.

  • Multiple smaller fixes in all menus for clarity and consistency.

Dev Note: We're of course open to feedback on the new menus, but give them a bit to get used to at first, especially if you're a long-term player.

BALANCE:
  • Endless journey's Glimmer cost changed from 7 to 5.

  • The quest tied to collecting enough Glimmers has been updated accordingly.

  • Enemies start up easier on Journey difficulty mode, giving a small grace period to new players.

  • Trader prices are less likely to be on the lower end in the endgame.

  • Abandoned Camp errant is now less risky (this was a bug).

  • Base Glimmer drop rate has been significantly lowered.

  • However, bosses and similarly tough enemies are now more likely to drop Glimmers.

  • Challenge quests involving boss enemies are guaranteed to drop Glimmers.

  • Challenge quests involving bosses provide less XP now.

  • Enemy reinforcements can now be elites.

  • Endgame "kill events" have been made harder.

  • Adjusted the event/encounter pools for default, endless and endgame event sets.

  • Hexa's Shadowspawn's max HP is now limited to 50. This only comes into play when facing Failures.

  • Increased XP reward for the Claw Marks quest.

  • Increased XP reward for the Rune Masters quest.

Dev Note: We're generally happy with hero and enemy balance, but the changes to Glimmer drop rates are very significant, so we're definitely open to your feedback here.

Dev Note #2: Likewise, let us know what you think about the new ambush mechanic and its balance.

GAMEPLAY & QoL:
  • Trader now sells food!

  • Rune levels now show consistently with other upgrades, with 1 being the starting level instead of 0.

  • "Show HP as numbers" option is now on by default for new players.

  • Quest progress meter clearly shows where the campfire is.

  • Errand reward sequence can now be skipped just like the end quest tally.

  • Reinforcement counters now have tooltips.

  • Added tooltip for the next turn counter on the character portraits.

  • Rewards and special conditions are now more clearly highlighted in the quest menu.

  • Clearer notification when there's not enough Glimmers to start a quest.

Dev Note: Trader selling food now is going to make a lot of you happy. Also gives it some endgame role.

Dev Note #2: There are still some areas where we want to add tooltips, but they will come in a smaller update later on.

COSMETICS:
  • Added voice SFX for all Mournfolk and the Hunter.

  • Added voice SFX for Undead enemies.

  • Added voice SFX for the Wandering Master.

  • Improved font quality and rendering.

  • Done button animates consistently between all menus.

  • Necromeister miniboss is now more distinct from the basic Necro enemy.

  • Updated the look and scale of buff/debuff icons.

  • Updated the colouring of buff/debuff icons.

  • Fixed sprite pivot for Unassuming Undead.

  • Fixed sprite pivot for Blastshower rune.

  • Added shadow to the Trader's rug.

  • Added FX for enemy appearance when Failures weather effect is present.

  • Rune ability items appear sequence has been updated for Endless and Ambush.

  • Reinforcement counters now correctly disappear on quest end.

  • Fixed the glitching ink blot below the end quest panel.

  • Enemy portraits have more offset between them in horde encounters.

  • Fixed glitches and janky behaviour of XP bars on level ups.

  • Flames and warm glow added to all menus.

  • Updated the look of the level up indicator in the camp screen.

  • Updated the night transition in the camp screen.

  • New FX for the Heal Scroll item use.

  • Fixed margins and sizing of the unit tooltips.

  • Tutorials now fade menu captions for better readability.

  • Improved fountain animation.

  • Health bar is no longer hard to see or invisible on very low HP.

  • Fixed and unified Runesmith's anvil sequence.

BUG FIXES & MISC STUFF:
  • Changes to handling of textures and their loading.

  • Using items no longer triggers Ephrem's inspiration healing effect.

  • The game should no longer be slightly blurry on retina Macs.

  • Sucker Punch doesn't trigger and waste its use on enemies that die from DoTs.

  • Corrected max item number in errands.

  • Resource counter now correctly displays in Gauntlet quest menu.

  • Improved backend for buff/debuff icon handling.

  • Fixed bugged sound behaviour when changing sound and music settings.

  • Fixed a bug where music would not play with sound disabled.

  • Fixed a crash caused by Hexa being unavailable for her quest.

  • Game no longer incorrectly saves rune ability items as normal items.

  • Fixed incorrect quips for miniboss encounters.

  • Prevented the game from generating garbage maps for Gauntlet and Endless quest.

  • Fixed incorrect drawing order on some of the ability/spell FXs.

  • Fixed a crash in quests with enemy reinforcements.

  • Resource predictions in the quest menu can no longer overflow.

  • Prevented a crash caused by buying a rune upgrade when another is still in progress.

  • Ephrem AI fixes.

  • Oakheart enemy AI fixes.

  • Fixed erroneous AI checks for average party HP.

  • Minor improvements to kill event handling.

  • Potential fix for Z-sorting glitches in some buff/debuff effects.

  • Prevented food from going into negatives on some rare cases.

  • Auto-tester now correctly recharges runes.

  • Debug map regeneration tools now correctly clear quest data.

  • Fixed boss ability positioning in enemy tooltips.

  • Fixed texture glitches in the intro.

  • Fixed timing on the logo sequence for fullscreen Macs.

  • Fixed items display not fading correctly when the quest is over.

  • Difficulty-related unit stats handling refactor.

  • Summons and reinforcements are now correctly adjusted for difficulty.

  • Corrected food drops in chests on easy quests.

  • Quest progress meter correctly hides when tutorial is displayed.

  • Fixed broken tutorial for reaching summon limit.

  • Fixed rare crash with Erzsie's Sustenance skill caused by reaching the summon limit.

  • Fixed a crash on speeding up summons.

  • Fixed glitches with summon HP bar and buffs.

  • Debug stats display refactor.

  • Prevented locked quests from appearing regardless under some circumstances.

  • Fixed rare crash on Countess boss quest.

  • Correct dialogue now displays when there's not enough heroes for a quest.

  • Prevented chest covers from suddenly popping instead of fading when chest is the first encounter.

Dev Note: The changes to texture loading are related to change in how they are handled by the engine. We're unsure if we covered all cases, so let us know if you experience hiccups or glitches caused by texture failing to load in time.

WHAT'S NEXT?

With this update, we've closed two huge tasks that were still hanging over our head: the GUI overhaul, and the finished journey/survival system. This means the only thing remaining now is content: the two missing heroes and the ending. Plus all the minor stuff like new enemies and biomes.

We'd like to take this opportunity to change our update strategy and go with more granular patches from now on. The game no longer requires any major reworks that leave it unplayable for months and the big-content-update-every-century approach just didn't work out. For now we're going to focus on bug and balance fixes for Whispers, but expect more mid-size patches with stuff like new enemies or storylines after that, with big releases reserved for the heroes.

As always, thank you for your continued patience and support! If you encounter any issues, would like to check our current development roadmap or make any suggestions, feel free to drop by our community forums. You can also follow me on X or join MoaCube's Discord server for more frequent updates.

-Tom

Cooking Live - Italian Kitchen Simulator - Victoria S.
Jane has been invited to showcase her incredible cooking skills on the TV show "Cooking Strike"! To prove she’s ready, she must complete five levels in a row.

As you progress through the challenge, the TV crew will upgrade your kitchen with professional equipment.

Be careful—failing a level resets your progress, and you'll have to start from the beginning. But don’t worry, you can try as many times as you like! The show is covering all the food costs, so your supplies remain untouched.

Complete all five levels to earn a major reward, including booster parts, Coins, Rubies, and blog points!

If you don’t finish before the event ends, no problem—you won’t lose anything, and another TV opportunity will come soon!
Ctrl Alt Ego - mindthunk

To mark the 3 year launch anniversary of Ctrl Alt Ego, I've undeleted a deleted chapter, available in the latest patch on Steam.

The Good:

  • Huge

  • Wild

  • Some interesting set-pieces

The Bad:

  • Huge

  • Wild

  • Some frustrating set-pieces

The Ugly:

  • Yes

The idea during development around 2018/2019 was that after visiting The Cloud location you would fly down to the planet-formerly-known-as-Earth for a really free/open level to let rip with your full ability set.

In the end I sacked it when The Cloud level seemed to offer all of that already, the pacing didn't fit the story, it was going to be a lot of work to polish and optimize... etc etc.

But anyway it's back now, added as a standalone mission, but it plays a bit like a complete game in and of itself. Enemies are aplenty and tough, you'll feel weak initially... but you're smarter than them.

Art-wise it's basically a blockout - no attempt to polish the terrain or fort etc. Personally I quite like that it's ugly. So there.

Warning: Performance is not great. It runs fine on modern hardware, but will gasp on older machines. There's an in-level option to adjust the draw distance which can help - it's like playing as a short-sighted robot.

Final Knight - darkmiaknight
Hello! Here's the latest update info.

🎮 Enhanced Gamepad Support
PS and other gamepads are now supported!

Note: Due to Unity limitations, vibration is not supported on PS pads.

If you're using DS4Windows or Steam Input to emulate XBOX (XInput) with a PS pad,
the game will show Xbox button icons by default.
You can now force PS button icons in the settings menu.


🧱 Visual & Animation Improvements

Visual effect added when reviving


Improved character switch animation


Enhanced visual effects when selecting Augments


New level-up notification


Adjusted hit effects

Improved effects for shield and ultimate skill activation

Thank you as always!
https://store.steampowered.com/app/2072980/FINAL_KNIGHT/
...

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