ZomB: Battlegrounds - DesGames
Due to the online services closing down for ZomB Battlegrounds, I have made the decision to make the Supporter Edition of the game free starting on July 7, 2025 (the day of the server closure).

Once the game becomes free, all players will have access to the Supporter Edition exclusive features such as the exclusive Tutorial and Steam Achievements (Steam version only), however online multiplayer will no longer be accessible. It will still be possible to play the game in single player with bots, or multiplayer over a LAN connection.
Trade Conquest - GrandPaw Games
Hello Traders,

An optional update is now available, featuring:
  • French and Portuguese support
  • New Climate "Temperate Highland" to represent European Highlands. These province/territories will not have Gold, Silver or Uranium as possible Options, but will have additional Agriculture options: Wheat, Corn, Potatoes, Grapes, Lumber and Asphalt.
  • Highland nor Temperate Highland will have "Cotton" as a possible resource.
Rework for some UI elements
  • Larger Icons and Letters for Market UI
  • Buy and Sell button will now be represented by a Red Circle Icon with a down Arrow for "Buy" and a Green Circle Icon with an Up arrow for "Sell".
  • Buying and Selling button will now be restricted to the above mentioned Icon Area to help avoid misclicks.
  • Larger letters for information when hovering over Market resource Icons and Top Right Resource Icons.
  • Larger letters for Current Events and Notifications information.
  • Spacing rework for Investments Search names. (Will only affect certain languages)
-Weather events though Weather Manipulation has a higher chance to extend in time.
-Other bug fixes and balances

This update is not required but recommended for the best experience.

Best,
GrandPaw Games
11:49
Gentoo Rescue - Jagriff
Many players accumulating insane playtimes, and I've been reading all sorts of excitement about the game. I appreciate this so much! I don't have any funding for advertisements, and to be honest, what makes the game special is hard to advertise. So I am incredibly grateful for your continued support in spreading the game to other players.

I'm super proud to have no major bugs, no broken puzzles, and not even any reports of puzzle cheese! A large part of this is due to the many amazing playtesters. Hopefully this trend continues through future patches. Without further ado, here are the changes.

Puzzle changes
  • Added (post-Replication) bonus solution for Ground_Rules.Movement. This will take away 100% from the couple of people that have earned it so quickly. :( There aren't any Steam achievements for 100% completion and it is just there for your own satisfaction, so I don't mind doing this very sparingly. This one in particular will take 30s to complete, so definitely no worries here. I'm open to adding more (post-Replication) bonus solutions if anyone happens to discover something that is not in the game already, but both interesting and not purely a subset of an existing puzzle. I'm certain there are some wild end-game things still remaining for the community to discover.

Journal
  • Lightbulb submenu icon now turns yellow when the current level requires a journal entry that isn't unlocked. This gives an easy check that something new is needed without risking a spoiler that could happen if you actually read through the journal entries needed for the current level.
  • If the journal/hint menu is opened while the journal popup message is on screen, then it will open to the most recently unlocked journal entry.
  • The journal entry popup message is now a button which opens the journal.
  • The journal/hint menu can now be opened while the end popup is visible.
  • If a new journal entry is unlocked while the message for the previous entry is showing, then the previous message is hidden and a new message is shown immediately. The old behavior would not show anything for the 2nd unlock.
  • Slightly reworded journal entry descriptions involving (Implant/Contraband) imports to use the word "import" instead of "level variation".

Puzzle editor
  • Allow exiting the puzzle select screen using undo/redo binds.
  • Added warning to puzzle select screen that a mouse is needed.
  • Added gameplay settings toggle "Enable solver", which defaults to off. The solver function in the puzzle editor is very resource intensive and may cause crashes.

Misc
  • Added hints for all initially reachable puzzles of Liftoff.
  • Unbound mouse bind prompts will no longer show the mouse button icon unless the 'Mouse buttons' option is enabled in gameplay settings. If 'Mouse buttons' is disabled, then it will show a keyboard bind.
  • (Post-Replication) Bonus solutions now more clearly indicate when they have not been completed with text that is more faded.

Bugfixes
  • Under very rare cases it was possible to (Implant/Contraband) import without landing on the puzzle using the warp menu.
  • The level name for a loaded level would not display if (Implant/Contraband) the only known variation seen was not NONE.
  • If you were at the start of the hub puzzle and had not completed Ground_Rules (possible with 'Allow skipping' toggle), then reloading your save would mistakenly autoload you into Ground_Rules.
  • The second journal entry in the "Advanced" section was mistakenly being unlocked on any (post-Inception) export from menu.
  • Redo bind in warp menu while end popup is up will now correctly close the warp menu.
  • Reset bind in warp menu now correctly does nothing.
Zero Below The Sun - Black Curtain Studio
Hey! 😎
Long time no see. Life has kept me busy the past few months. Here's finally a long overdue patch, which improves the overall player experience, especially when controlling and navigating the game.
Just in time for the Zombies vs Vampires Fest! Enjoy!

Fixes and additions:
  • Fixed information inconsistencies in character dialogues.
  • Improved panning navigation in map view.
  • Adjusted handgun aiming for improved accuracy.
  • Updated game controller instructions for shoulder buttons.
  • Added a note with instructions for circuit wires puzzle in the Utility room.
  • Block world interaction when selecting "Continue" from pause menu.
  • Block grenade and reload actions when interacting with menus.
  • Remapped grenade button on game controllers to Left Shoulder Button.
  • Updated UI buttons highlight graphic to be more prominent.
  • Some bugfixes and optimizations related to Mods.
  • Some bugfixes related to Objectives.
That's it for now. Until next time!
Portal: Lost in Aperture - Frankó Gábor
-The Backrooms level got extended (it's 2x bigger now) and got visual improvements too.
-Some bug fixes
11:48
Whirlwind Magician - Samurai Mantis
A patch has been released for Whirlwind Magician. Here are the changes:
  • (This change contains spoilers for how to obtain two secret items)
    The strength fruit that requires using the Slingshot Jump ability to cross a large pit between Treetops East and Treetops West now only requires a single Slingshot Jump in order to reach.
    Developer Commentary: Previously this large pit could not be crossed with only a single Slingshot Jump - it required some additional movement to cross the full distance. I've noticed that members of the community believe it requires performing two Slingshot Jumps in a row in order to cross it, which is quite difficult to perform. However, this was not actually the intended method to cross the pit. The intended method was to perform a Slingshot Jump and then throw Gibson downwards multiple times in the air to stall your fall, since throwing Gibson downwards boosts yourself up slightly.
    I have decided that this was too cryptic since the downward throw boost is never explicitly stated in-game and acquiring the Slingshot Jump powerup in the first place already requires some clever thinking. So now crossing the pit only requires a single Slingshot Jump. I believe this will result in a better experience because when players finally have that "a ha!" moment in figuring out how to get the Slingshot Jump powerup, they will then be able to use it to cross the pit and feel smart in finding the Slingshot Jump's application, rather than being immediately hit with another cryptic puzzle.

  • Added another playtester to the ending credits
  • Removed an unnecessary Command Magic powerup in Treetops East due to it misleading some players into thinking there might be a secret in that room (the room right after you get the ability to control Gibson).
  • Fixed the blurry rotated arrow sprite towards the end of the ruins.

If you encounter any issues playing the game after downloading this update, please let me know in the discussion section below or email me at samuraimantis.help@gmail.com.
Ravenous Horde - vectorinteractive
Fellow Hunters,

A new map has been added to the demo rotation, Oil Rig can now be played!

Patch notes
- Zombie melee attack (player controlled) now uses the rollback tech which is in your favour.
- Added gore sounds when dismembering limbs from zombies.
- Added Oil Rig to the demo rotation.
- Rebalanced base zombie AI amount.
- Rebalanced AI zombie amount scaling to be lower with the amount of hunters.
- AI zombies are now more slower at the start of the round.
- Sentry bullets now show bullet decals and blood spurts when hitting objects.
- You can now dismember corpses again.

- Fixed a bug where the UI would temporarily bug out after joining an empty server.
- Fixed a bug where you could continuously get points from AI zombies.
- Fixed a bug where the last hunter would spawn as a zombie.
- Fixed a bug where you would break various networking connections when having the game translation in Spanish and one player would kill another.
- Fixed various locations where you could get trapped behind doors that would open.
- Fixed a bug where zombies could spawn inside hunters.
- Fixed a bug where refilling ammo would not refill your inventory ammo to max capacity.
- Fixed a bug where quickly switching between server browsing settings wouldn't search for the latest clicked settings.
- Fixed a bug where your sniper would have a very very long range with the increased range perk.
- Fixed a red light not showing correctly in the Casino map.


Thanks for all the support so far!

- Rinke
Jumppit - Bjoy Games
A new launch option has been added. This is suitable for Steam Deck:

- Touch control is supported instead of other control methods.

- Offscreen clips in the tutorial have been optimized.

- .Net runtime issue after completing a level has been fixed.

Note: Steam achievements are still not available in Steam Deck.
Mau Squared - The Grim
That's right! After lots of preparations and recordings, I'm happy to announce the trailer for Mau Squared is finally up! You can also check it out on YouTube here:



We worked really hard on this bad boy, so I hope you enjoy it and get just as excited as I am for the eventual release of the game!

But of course, there's more than just the trailer! Cause from hereon, I am happy to say that the amount of cards in the game has grown by a whopping 20!

20 new cards with all unique art for and every one of them, drawn by our talented artist! She did an amazing job on all of them, and I think you'll agree once you see them!

With that, I'll be signing off for today! I hope to see you for the next Dev Log of Mau Squared!
Mystic Land: The Search for Maphaldo - robinofthewood
We’re sorry, but due to unforeseen circumstances - and the fact that we’re still adding a few major features to the game (like a battle mode upgrade) - we need to postpone the public demo release to the end of summer or autumn at the latest (exact date will be announced soon).
We’ll also be canceling our participation in next month’s Steam NextFest and will instead aim for the following one.

We just want the public demo to really show what the game will look and feel like when it’s fully released. And right now, we don’t think the current demo version does that (for the reasons mentioned above).
If you’d like to try out alpha demo builds and support our work, you’re more than welcome to join us on Patreon.
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