Pixel Shinobi - LevelUpStudios
We’re excited to announce that Pixel Shinobi will be part of Steam Next Fest 2025! 🎮

Meet the Raccoon Boss 🦝 – a cunning enemy with epic attacks that will test your ninja reflexes.
This is just one of the many challenges waiting for you in Pixel Shinobi.

12:11
LORED - Drillur
The game will not keep the screen on.
Fixed a niche bug preventing the Firestarter Upgrades from appearing.
Hexagod - Aarimous
  • Changed some of the French translations based on feedback

Please let me know if you think any of the other translations need to be updated!
Metalstorm - somethingcool
Attention pilots!

There are new threats arriving in Metalstorm, and you’re going to have to bring your best efforts if you want to survive and maximize your rewards. Allow us to introduce Ace Challenges!

Ace Challenges are a new beta feature set to go live on September 1st, 2025 at 12:00 PM PT. This is a brand new 3 player co-op PvE (player versus environment) mode which will have you go after unique and powerful Aces. These Aces will not be so easy to get to as you will first have to get through waves of enemies including Basic enemy aircraft, more deadly Elite variants, and maybe some things you haven’t seen before. We’ve adjusted our matchmaker a bit to help make sure you’ve got the backup you need as well. Trophies will not be considered, you’ll be paired with people up to 6 levels away from your equipped aircraft, and a reduced matchmaking time to get you back in the action quickly.

As you attempt an Ace Challenge run, your score will increase based on eliminations, medals, time, and damage taken. Efficiency and coordination are key if you want to earn the maximum rank of 3 stars. There are 3 difficulties to choose from with increasing rewards but be wary of biting off more than you can chew. Speaking of rewards, Ace Challenges provide a unique way of building up and claiming a variety of parts, silver, and cosmetics! Each day you’ll have 3 Reward Tickets which will reset at 12:00 PM PT. Ticketed runs will grant you free parts based on your performance, Silver which gets added to a bounty, and you’ll also still earn Pilot Level XP, Mastery XP, Flight Pass and Squad Event progress. If you’re out of tickets you can still compete for leaderboard positions, but keep in mind that the Leaderboard is only for runs completed on the Hard difficulty level.

That’s not all there is to fight for either! Each Ace Challenge comes with an Ace Bounty with unlocked Silver rewards, a unique Pilot Icon, and a Memento that will be added to your Trophy Case for 3 Star completionists (any difficulty). The Silver from this works retroactively as well so you’ll see your bounty increase over the course of the event based on ticket-runs.

Your first Ace target: RUNWAY 🎯

This first Ace Challenge will be available for one week. As mentioned previously, this is very much a “beta” event. We know there are many pilots wanting a PvE experience in Metalstorm, and we want to make sure we get Ace Challenges right. There will be a survey message in-game after the event, and we encourage all to provide feedback to help make Ace Challenges the best PvE experience possible.

We look forward to seeing your best runs, and we encourage you to share clips or content you make from Ace Challenges with us. 

Happy hunting!

WWII Online - Xoom

A massive code re-write, the biggest in my 15 years here at Playnet/CRS has just occurred on Prediction & Smoothing - our top deliverable item for the 2025 Roadmap. Our team has been hard at work completely re-creating how your game client views another, tracking their velocity and trajectory more accurately across all players and unit types in the game.

This Open Beta is crucial to participate in and is now live. We will be locking the Campaign server on these dates to receive maximum participation and validate that this important update is as ready for primetime as possible.

  • Confirmed: August 29th-30th 2025.

    • Normal Campaign operations will resume by 8/31/2025.

  • Tentative: September 11th-12th 2025.

    • Only if more fixing required from our initial testing.

Review the below Readme notes carefully and we'll work on scaled normal game play. Bug reports should go to https://www.wwiionline.com/bugs, with a title of "Open Beta:" and include bug information there.

Open Beta Downloads

Open Beta is only available by having an account through our main website at https://www.wwiionline.com. This is temporary and we will be back online shortly. It's a great opportunity to test your local client to fly, practice and get ready for the continuation of the longest Campaign in the last decade!

Release Notes

Patch release notes can be found here: https://www.wwiionline.com/post/open-beta-1-38-0-0

Thanks for supporting our team!

We thank you all for your patience during this crucial test. We're going a little further in this test phase to ensure what we deliver is as prepared as possible we limit any potential issues when we release live. This just so happens to act as a great breather opportunity for folks who have been playing a very long (110+ day) campaign.

Campaign will resume at 0900 PDT (GMT -8) this Sunday!

Six Days in Fallujah - AmperCamper
Our next major content update is coming this Autumn, and we’re taking a deep dive into the latest iteration of our Fireteam AI, including major improvements to our AI pathfinding and navigation system. Please keep in mind that our job’s not done yet with this release, though—you’ll still see many more improvements after this.

Please remember all assets shown are currently a work-in-progress.

All game development ultimately comes down to performance. All games must find every opportunity to reduce the burden on the processor wherever possible. One way 3D shooters do this is by pre-calculating and “baking” AI pathfinding, hints, scripted behaviors, and much more, into the level’s geometry when it is built, so much less computation is necessary at runtime.

Typically, AI operate on invisible paths that are integrated into the level geometry when the mission is created. These are pre-determined and pre-set, which means that once a map is built, polished, and tested in most 3D shooters, the map is deemed finished, and designers move on to the next.

This approach comes at the cost of a static—and therefore, arcadey—game world. Players memorize fixed positions of doorways, staircases, hallways, windows, and courtyards. And, tied to these fixed locations are enemies, who are able to spawn only in a very limited number of places. These “threats” can be anticipated, practiced, rehearsed, and cheesed. We believe this isn’t an accurate simulation of real-world combat.

What’s more, AI have more space to navigate in other games. Most 3D shooters make the rooms artificially larger than real life, the doors wider, and environments less congested. This gives both friendly and enemy AI much more freedom in their navigation. From the very start, the environments in most 3D shooters are built to minimize as much of the technical challenge as possible. In contrast, our actual-scale building geometry requires an even higher level of AI pathing sophistication as all these AI try to navigate around and support each other in tight environments while simultaneously trying to gain the upper hand in fast-moving gunfights. Urban combat is chaotic, and so is our game.

And then, on top of this, there’s the problem of clutter across the environment. Many Six Days missions, like the Northern Train Station, contain tons of debris from partially destroyed buildings. And this debris comes in all different shapes, sizes, and heights. Just getting AI to navigate environments like this is a challenge, much less giving them the intelligence to understand what they can use for cover, how to lean around debris, and how to take advantage of all this debris during combat.

Most 3D shooters avoid all three of these huge technical challenges – for very good reasons! But we do not have these luxuries in Six Days in Fallujah. As a matter of fact, we’ve done quite the opposite of our competitors so we can offer procedurally generated environments that you can’t memorize, environments that feel as claustrophobic as real life, and battlefields cluttered with the consequences of battle.

All of this forced us to re-invent many of the AI “shortcuts” games have used for years. It created an absurdly difficult challenge.

DEVELOPER COMMENT
With a nearly unlimited number of possibilities for the geometry, our AI is blind. It’s impossible for our AI to completely know the terrain. So, with every single action, we perform an analysis of the environment that dictates how Fireteam AI will respond. This analysis also considers exterior factors like number of threats and enemy positions. Our system is anything but automated, which comes at a great development and performance cost.

Making things even more difficult is that the Unreal Engine was not originally designed to do many of the things we’re now asking it to do with our AI. It has taken us a long time to realize this, but many of the underlying causes for deficiencies in our Fireteam AI aren’t actually in our code. We’re pushing Unreal Engine’s AI navigation systems so hard that we’ve exposed deficiencies. And, because these deficiencies sit inside the foundation supporting our entire game code, changing them now is like digging out the dirt underneath pillars that are holding up a bridge—while cars are crossing the bridge.

To do this, we’ve spent the last five months ripping Unreal’s AI navigation system out of our code and replacing it with a third-party solution. And here’s where things gets tricky. This AI navigation system isn’t just a single pillar. It has hundreds of connections throughout our code. In reality, we’re ripping out a full 3-mile stretch supporting hundreds of pillars holding up the bridge, all at the same time.

DEVELOPER COMMENT
The paths an AI character can follow inside a level are called a “Navigation Mesh.” Nav meshes are like carpets, and the AI can only walk where there’s carpet. One of the problems with Unreal’s nav mesh technology is that it creates islands. These are like gaps, or holes, in the carpet. When Fireteam AI get stuck in our game, it’s not because they don’t have the logic to know where to go—it’s because they physically cannot get there. Until now, we’ve had to spend absurd amounts of resources fixing these islands on a case-by-case basis.


These screenshots show some differences in how Unreal Engine’s navigation meshes (which is what we have been using until now) provide information to AI characters about where they can stand and move. Notice how the blue nav mesh (our old method) covers much less territory than the green mesh (the new method).

Our new tools ensure there are far fewer gaps in our navigation mesh, or carpet. What this means, to the player, is Fireteam AI pathfinding is not only more reliable than it used to be, but it’s also more natural. Paths chosen by AI will be more “human” with curves and bends instead of robotic lines that cut through the terrain. This also means Fireteam AI avoidance is more natural, too. Because we’ve improved pathing, their movement is also smoother around one another. Marines can more reliably pass by one another, anticipate one another’s positions, and collision between characters is less harsh.


Notice how the old nav mesh system left gaps in this staircase, causing AI to get stuck on stairs. The new system fixes this.

Now that we’ve addressed many of the navigation issues, we’ve also been able to address many other problems, some of which are able to leverage the new AI pathfinding system. In our Autumn update, players should expect:
  • Fewer cases of blocking the player
    • Will go around or behind
  • Improved positioning when both holding and firing
    • Previously, they’d occupy the most optimal firing position (which could sometimes be where the player was standing)
  • Improved combat response
    • Fewer cases of repeating the same lethal action leading to AI death
  • Improved room clearing
    • Now follow exterior walls instead of cutting straight through rooms
    • Properly pan doors, staircases, and windows
With all this being said, we want to remind everyone how massive an undertaking Fireteam AI can be, and as a result—edge-cases still exist. Fixing problems in one area can expose problems in another. There will be more improvements needed. However, we’ve massively reduced the challenge associated with their development with this update, we’ve created a much stronger foundation for future improvements, and we’re excited for the long list of improvements that will hit the live game in the coming months.

As always, a huge thank you to our community for the support! Your reports, comments, and feedback have shaped Fireteam AI into the best iteration Six Days has seen to date, and we hope you’ll continue to share your thoughts as we progress through Early Access and beyond.

Join the community conversation and offer us feedback on our official Discord server!

https://discord.gg/SixDaysGame
[Neolithic]To the End - orochi2k
Hi, everyone. Welcome to the last developer's diary of August.

First, as mentioned last week. We are now on the path to the Dolovian Camp.
So, what howls under the Black Moon?
The Werewolves!


So, they are finally here.
I hope you get your silver weapons ready. Oh, and chocolates (which you should keep out of reach of your cats and dogs).
Scientific studies indicate that chocolate is highly poisonous to those werewolves as well, at least when they are in their werewolf forms. :P
You can find more details in their entry in the Guide to Monster Hunting.
Many new entries have been added to the Guide this week to provide more lore and practical information to this world.

Meanwhile, as you get to know the Dolovians, they will gradually appear in your relationship menu as the story progresses.


But that's far from the most exciting content of this week.
Something really fun is that I achieved some major AI breakthroughs this week.
As you know, many of this game's characters have deep stories far beyond the current in-game narrative. There are books, documents, voice recordings, and item descriptions of them. Yet, that's still not enough. It's time to write their songs.
With the newfound AI-based music-generating power, combined with my technical prowess, this is now a reality!
In case people forgot, I was the one behind hooking up all the music and sound effects for the mobile game Spider-Man Unlimited, more than 10 years ago. Although I may be too lazy and didn't have time to create entire songs from scratch, it's totally within my power to efficiently edit, remix, and create something with the help of modern generative AI.
Behold! Machiavelli's Legacy!

Bilibili Link for people who cannot access YouTube:
https://www.bilibili.com/video/BV1syeUzjE7c

At the end of the Lucifer Effect quest, if you take Machiavelli's path to dominate over the concept of the herd mentality, this song will play during the final boss fight.

There are three other songs added this week:
<<Fall-from-Grace Brothel>> the song for a brothel in Katan. It may not be a song for kids too young to listen to.

<<The Nameless Captain>> is a song about Captain Nameless's background story.

And the most important one that is <<The Infatuated Love of Genzou>>, the love tale of Genzou across more than 21 years in real life and more than 57 centuries in the game. Today is the Qixi Festival in China. It's also known as the Chinese Valentine's Day. The story shall still echo for those who remember.
"If he’d followed her that day, to Jiru’s misty land,
No happy ending promised, but he’d have held her hand.
Fifty-seven centuries passed, a tale from Stone Age lore,
A prophecy of love like his, eternal, evermore."
The song now plays during Genzou's recruitment mission.

All those songs mentioned above can also be listened to from the in-game boomboxes.

Well, the majority of the music in the game is still crafted by humans. And I will continue to support the artists I like. (I will pay them much more if they allow me to train my AIs with their music.) But it's time for a tech revolution to become more efficient and less dependent on others.

Since we are here in the boombox, it's time to add more features!
You can now gain music experience simply by listening to music.

You now also have the option to stop battles from interrupting the music you are currently listening to. May nobody can ever defeat you in your own BGM! (In case people forget, you can play any music on your computer with those boomboxes.)
In case you have no idea where to get one, you can now also steal Genzou's boombox from his tent. :D

Music is not the only thing that has been experimented on.
Here is something for Tanya.

Bilibili Link for people who cannot access YouTube:
https://www.bilibili.com/video/BV1g4eWzQE4B/
You may have figured out her power. But I am trying to create an AI-generated video in addition to the music. Everything is deployed locally. No Google Veo, no Runway, no Midjourney, it's all under my control. Well, it also comes with a cost. That is, it may not be as great as the AI videos generated by those established companies, but the rendering is also slow, as I am running everything on my local computer with no armies of GPUs on the cloud; it takes hours to generate even a short video. However, NEOLITHIA is designed to last. Thus, it's my choice to make everything independent from them. Even if one day the world falls apart, I still have the power to build everything on my own.

That's for this week. Another week in this game's eternal evolution.


The full update log of this week:
20250823
English
##########Content################
[Relationship]After you have met Mahala for the first time, she will appear in your relationship menu.
[Tool]Updated the LPR table for real-life legal and financial operations.
[Jiru Island]New Location: Path to Dolovian Camp
[Fishing]Added fishing data in the Path to Dolovian Camp.
[Butterfly]The Path to Dolovian Camp is considered a Jiru outdoor location. Thus, all butterfly functions apply.
[Butterfly]Once you have reached the Path to Dolovian Camp, you can teleport there from any location from the Dana Shelter.
简体中文
##########Content################
【关系】在你首次遇到马哈拉之后,她会出现在你的关系界面。
【工具】更新了LPR表格用于现实中的法律和财务工作。
【吉鲁岛】新地点:通往多洛维营地的小径
【钓鱼】在通往多洛维营地的小径加入了钓鱼数据。
【蝴蝶之翼】通往多洛维营地的小径被视为一个吉鲁岛的室外地点,所有的相关蝴蝶之翼设定在这里适用。
【蝴蝶之翼】在首次抵达通往多洛维营地的小径后,你可以从达那避难所传送过去。

20250824
English
##########Content################
[Path to Dolovian Camp]Most parts of this area are now accessible.
[Path to Dolovian Camp]Added trees you can interact with.
[Path to Dolovian Camp]Snow wolves may now spawn in this area.
[State Effect]New State Effect: Resist Ice
[Wiki]Updated the State Effect page.
[Meat]Snow Wolf Meat now provides the "Resist Ice" state. (No, illegal immigrants cannot use it to avoid getting arrested by ICE. Because it's too hard to translate it into other languages. :D)
简体中文
##########Content################
【通往多洛维营地的小径】该区域的大部分已经可以进入。
【通往多洛维营地的小径】加入了可以交互的树。
【通往多洛维营地的小径】雪狼会在这个区域出现。
【状态效果】新状态:冰抗性
【维基】更新了状态效果页面。
【肉】雪狼肉现在提供冰抗性。(不,非法移民无法用它来对抗ICE。因为本地化到非英语语言时这个梗太难玩了。:D)

20250825
English
##########Content################
[Guide to Monster Hunting]Added the entry for Snow Wolf
[Animal]Crocodiles in the wild now have randomized HP.
[Guide to Monster Hunting]Added the entry for Crocodile
[Animal]New strengths and weaknesses have been added to Crocodiles accordingly.
[Guide to Monster Hunting]Added the entry for Boar
[Animal]Wild Boars are now more aggressive.
简体中文
##########Content################
【怪物狩猎指南】加入了雪狼的条目
【动物】野生鳄鱼的生命值随机化。
【怪物狩猎指南】加入了鳄鱼的条目
【动物】为鳄鱼加入了新的优势和弱点。
【怪物狩猎指南】加入了野猪的条目
【动物】野生的野猪现在有更高的攻击性。

20250826
English
##########Content################
[Art Assets]Added art assets for werewolves.
[Machiavelli]New BGM: Machiavelli's Legacy
[Lucifer Effect]If you go with Machiavelli's path, Machiavelli's Legacy will play during the final battle.
[Boombox]Added Game BGM: Machiavelli's Legacy
[Boombox]Listening to music, can now give you Music Skill Experience.
[Boombox]Added Game BGM: White Snowfield
[Boombox]Added Game BGM: Cave of Trials
[Fall-from-Grace Brothel]Added a new BGM
[Boombox]Added Game BGM: Fall-from-Grace Brothel
#########System##################
[Boombox]Made the system more flexible and easier to mod.
简体中文
##########Content################
【美术资源】加入了狼人的美术资源。
【马基雅维里】新BGM:马基雅维里的遗产
【路西法效应】如果你走马基雅维里路线,最终战斗时现在会播放《马基雅维里的遗产》
【音乐播放器】加入了游戏BGM:马基雅维里的遗产
【音乐播放器】听音乐现在会为你提供音乐技能经验值。
【音乐播放器】加入了游戏BGM:白色的雪原
【音乐播放器】加入了游戏BGM:试炼的洞窟
【失宠妓院】加入了一个新的BGM
【音乐播放器】加入了游戏BGM:失宠妓院
#########System##################
【音乐播放器】让系统更加灵活并且更容易制作Mod。

20250827
English
##########Content################
[Enemy]New Enemy: Werewolf (They will attack alongside other wolves.)
[Loot]Added an item drop list for Werewolf.
[Path to Dolovian Camp]Werewolves may now appear in this location
[Wonderland Travel Agency]Werewolves may now appear in Wolf-Themed random locations.
[Path to Dolovian Camp]Increased the density of enemies.
简体中文
##########Content################
【敌人】新敌人:狼人(会和其它的狼一起进攻。)
【掉落物】为狼人加入了物品掉落列表
【通往多洛维营地的小径】狼人现在会出现在这个区域。
【奇幻之地旅行社】狼人现在会出现在狼为主题的随机地点。
【通往多洛维营地的小径】增加了敌人的密度。

20250828
English
##########Content################
[Guide to Monster Hunting]New Category: Werewolf
[Guide to Monster Hunting]Added the entry for Werewolf.
[Captain Nameless]He got his own song: The Nameless Captain
[The Nameless Captain]The song will play during the quest <<Hello Stranger>> when you meet him for the first time.
[The Nameless Captain]The song will play during the interaction between Captain Nameless and Diana in the House Near the Paddy Field.
[Boombox]Added Game BGM: The Nameless Captain
[Boombox]New Feature: You can now decide if battles shall interrupt the current playing BGM. (That means you can defeat all your enemies in your favorite BGM.)
简体中文
##########Content################
【怪物狩猎指南】新分类:狼人
【怪物狩猎指南】加入了狼人的条目
【无名队长】他现在有了一首自己的歌:无名的队长
【无名的队长】这首歌会在《你好,陌生人》任务中你首次遇到他时播放。
【无名的队长】这首歌会在水田近家,无名队长和戴安娜发生交互时播放。
【音乐播放器】加入了游戏BGM:无名的队长
【音乐播放器】新功能:你现在可以决定战斗是否会中断正在播放的音乐。(这意味着你可以在你最喜欢的BGM中干掉所有的敌人。)

20250829
English
##########Content################
[Genzou]He got his song: The Infatuated Love of Genzou
[The Infatuated Love of Genzou]The song will now play during the quest before you can recruit him into your group.
[The Infatuated Love of Genzou]The song will also become the default background music of Genzou's Tent after you have recruited Genzou.
[Boombox]Added Game BGM: The Infatuated Love of Genzou
[Boombox]The game BGM selection menu is now less transparent for better visual.
[Boombox]Increased the amount of the Music Experience you can gain per second via listening to the music.
[Genzou's Tent]You can now steal Genzou's boombox.
简体中文
##########Content################
【愿藏】他现在有了一首自己的歌:痴心的愿藏
【痴心的愿藏】这首歌会在招募他的任务过程中播放。
【痴心的愿藏】这首歌会在你成功招募了愿藏后作为他的帐篷的背景音乐。
【音乐播放器】加入了游戏BGM:痴心的愿藏
【音乐播放器】游戏BGM选择界面透明度降低以提升视觉效果
【音乐播放器】增加了通过听音乐每秒获得的音乐经验值数量。
【愿藏的帐篷】你现在可以偷走愿藏的音乐播放器


Latest news from Ukraine/乌克兰小剧场
https://controlc.com/32adb57a
{LINK ELIMINAT}





Lumines Arise - BeastinShen

Play the Lumines Arise Demo available now :

https://store.steampowered.com/app/3847360/Lumines_Arise_DemoWe will be getting this weekend started with a Lumines Arise Developer Q&A Livestream tonight, where we answer questions from the community regarding Lumines Arise and it's future. Mark MacDonald and Charles Roum from the Enhance team will be joining as our special guests. Stop by to engage with the development team and ask any questions you may have!

Start Time : 3:30 PM PT // 6:30 PM ET // 10:30 PM UTC

Twitch Channel : https://www.twitch.tv/enhanceexperience

YouTube :

Laundering Simulator - Animus
How's it going, Moneymakers!🧺💸

4 days to go and then it's time for you all to playtest Laundering Simulator! We can't wait either, so in the meantime we're going to share a little something EXTRA with you!

Check out our DISCORD to stay up to date with the latest information and news! We have something SPECIAL for you, and you will find out what exactly it is soon!!!

NOW!!! Make sure to check out our full Dev-Vlog to learn all the details about the game! Grandma will be pleased with you...

Coloring Voxels - ToastieLabs_Lee
The Computer World DLC is Here!

This Computer world unlocks 16 additional levels for Coloring Voxels. Each level is a part of a computer tower, scaled up to see the full detail in this voxel world!

Grab your mini screwdrivers and ground yourself before playing!

Available for $1.99, £1.69 (or your regional equivalent).

https://store.steampowered.com/app/3969980/Coloring_Voxels__Computer_Pack/

V1.4.8 Patch Notes
New Features
  • Added Computer World.

  • Added promo menu for DLCs that aren't unlocked.

  • The world's total new game plus colours are now reflected in both the world select buttons to the left of the main menu and in the pedestal in the level select.

Bug Fixes and Misc
  • Changed the colours for the completed level select card, which makes it more obvious which levels are complete.

  • The default pedestal colour is now grey by default as part of the new game plus additions.,

  • Patreon Credits have been updated.

  • The City world has had a couple of levels moved around to make things symmetrical.

  • Fixed a bug where some UI elements in the main menu would spill over onto the world select buttons if you had a portrait aspect ratio.

  • Fix for the selected items in the scrolling UI that frequently scroll in the wrong direction. Now, if you select an item in a scroll bar, it should shift it so that it is visible. This will be most noticeable when playing on levels with large numbers of layers or with high colour counts.

  • Updated the localisation for various languages with help from our amazing Community.

...

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