Hidden Cats in Rio de Janeiro - Nukearts - Studios

Hello, friends! We are happy to say that we've fixed the following issues in the game!

  • Level completion animation Overlaping with cards

  • Meow sounds being linked to sound effects

  • Hint sound playing despite gaming being muted

  • Buttons of pause menu highlighted in multiple selections

  • Small fixes to animations of characters/enviroments

You may now enjoy the game as intended! We are are greatful for your support and we are happy to hear you are all enjoying the game!

Let us know if everything runs smoothly on your end! Happy finding!

Apex Legends™ - respawn_bean

We pushed a fix to Apex and the connection issues should now be resolved. Thanks for your patience while we worked through this!

11:36am
Dragon Rancher - b0mi

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I'm happy to introduce Thari, the playable character in Dragon Rancher. You’ll be stepping into her shoes as the world’s very first dragon rancher, exploring a world where care, and connection with dragons shape your journey.

I decided to focus on something visual—and that led me to create Thari’s first look. She’s been in my head for a long time, and this is the first time I’ve brought her fully to life.

Please note this is just her first draft—her final appearance in the game may still change as development continues. But for now, I’m excited to share a glimpse of who you'll be playing as in Dragon Rancher.

Don’t Scream: Coop - Enzo Munez

Every night, the forest grows.
Every line of code adds a heartbeat.
And now… it’s here.

The core of Don't Scream Coop is starting to pulse.
This is no longer a prototype. No longer a flashlight test in an empty hallway.
This is a game — a real one — breathing fear and tension with every step.

Here’s what we’ve built so far, and what’s lurking in the dark:


🔧 GAME SYSTEMS:
  • 🎮 Full first-person view: You play with visible arms, hand animations, and even visible torso and feet when looking down.

  • 🔦 Flashlight system: A visible, realistic flashlight you carry in your hand. It lights the way… but also draws attention.

  • 🤝 Playable coop: Multiplayer is now working. You enter together. You scream together. Sometimes… you die together.

  • 🧠 Monster AI: The entity reacts to sound, light, and proximity. If you breathe too loudly through your mic… it hears you.

  • 👁️ Animated 3D monster model: We’ve replaced the placeholder with a humanoid creature inspired by Japanese horror folklore. Its movement is unnatural — because it is.

  • 🗺️ First playable level: A functional exploration zone, with patrol paths, fear mechanics, and dynamic ambient audio.


🧪 CURRENTLY IN TESTING:
  • 🎙️ Microphone integration: The game listens. Screaming (or speaking too loudly) will get you killed.

  • 🎥 Optional webcam mode: Your facial reactions may eventually influence the game. Being watched is already a form of fear.

  • ⚙️ Horror balance: We’re testing several variants of the monster’s behavior to balance tension and replayability.


🔮 COMING SOON:
  • 📽️ First official trailer

  • 🧠 Second monster prototype (we’re thinking about it…)

  • 🕯️ Randomized events (light failures, footsteps, hallucinations…)


Silence may be your only weapon.

In Don't Scream Coop, silence can save your life…

🧟 Add the game to your wishlist to be among the first to enter.

Just remember: it’s not the scream that kills you…
…it’s what hears it.

MineGeon: Renegades - kickstonestudio

Hi Renegedes!

Thank you so much for descending into our very first public playtest! We've received tons of helpful feedback, and we’re already preparing to review everything once the playtest ends. You can still explore You can still explore the first biome, face the boss, and play solo or in co-op until June 20 so there’s still time to jump in and share your thoughts!

What’s next? We’ll be working on new content, features, and improvements. Many of them inspired directly by your feedback.

Will there be another playtest?
Absolutely. Make sure to wishlist MineGeon: Renegades and follow us here on Steam so you’re the first to know when the next version drops.

And if you haven’t yet, join our Discord to share ideas, report bugs, and participate in future key giveaways!

Go-Go Town! - hummeline

G’day mayors! 

Since we launched into Early Access one year ago, we’ve been totally blown away by the support and love the community has shown Go-Go Town! The last year has been absolutely chocka with activity:

And the rest of this year has even more things to come, as you might have already seen in our updated Roadmap:

[dynamiclink href="https://store.steampowered.com/news/app/2195120/view/506204150025946521?l=english"][/dynamiclink](but just in case you haven’t...) 

  • Major Update 5: Tourist Trap launching on July 15th/16th (depending on where you are in the world)*

    • Huge updates to tourist behavior

    • Control which supernatural and otherworldly tourists visit your town

    • New industry buildings and large-scale landmarks to build

  • Online Co-op (Major Update #6 if you’re counting) coming in late Q3 

    • The one you’ve all been waiting for! 

    • Play with friends online and create the most chaotic town yet!

  • Major Update 7: Wheels In Motion coming in Q4

    • Stuck with a van in a color you don’t like—not anymore!

    • Lots of new updates to how you store, manage, & customize vehicles

    • Yes, this means you can color the pillbug (you’re welcome)

*and if you want to get a sneak peek at Tourist Trap (which includes ability to destroy and build \[REDACTED]!, it’s currently available in the Preview Build right now!

So what’s after that, you might ask? Great question! Between all the incredible feedback we’ve received (and implemented!), new content added, and ramping up development for online co-op, we finally took a breath and locked in a release window for V1 (EXCITING!!). So mark your calendars because…

We’ll be coming out of Early Access and launching V1 of Go-Go Town! in the first half of 2026! 🎉 🎉 🎉 🎉 🎉

We’re reading your feedback, hearing your requests, and we have a lot of exciting things planned for V1 - some we can talk about, some we might not be able to share for some time! 😉But we’re so excited as to what V1 will bring.

So from the bottom of our hearts, thank you SO much for sticking with us so far, and we cannot wait to see around town in 2026 for the full game launch. 

The Go-Go Town! team

Heroes of Valor - WixZ
-added no go zone under bridge (exploit fix)
-fixed spawning in center of map on Ruin Rumble bug
-reduced explosion launch from 50% increase to 25% increase
-fixed some collision issues on Barricade Bridge
-increased capture radius of central flag on barricade Bridge
Onychomp : Lush journey - howlstudios
Hi everyone,

This week, we’ve been working on improving how button prompts behave in Onychomp. In earlier versions, each interactable object had its own area trigger. Whenever Omi entered that space, the corresponding prompt would appear. While this worked in principle, it often led to clutter—especially in areas where many objects were close together. Prompts could flood the screen, and sometimes even cover up important gameplay moments, like chomping enemies.

To address this, and as a step toward a larger visual update for prompts, we’ve implemented a unified system that gives us much better control over how and when prompts appear.

From now on, we can limit the number of prompts visible at any given time. The system will prioritize prompts based on Omi’s position, ensuring that only nearby and relevant interactions are shown. As space frees up on screen, the next closest prompt will be allowed to appear. This helps reduce noise while keeping the gameplay experience smooth and readable.

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We’ve also added a priority system. Some prompts, like those used to change chomp styles or interact with staircases, now take precedence. While these are active, other prompts are hidden to keep the player’s focus clear. Additionally, prompts are now hidden during certain actions—like when Omi is performing a chomp—and automatically reappear once the action ends.

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Alongside these changes, we’ve made a few tweaks:
  • Increased the number of creatures in the Flower Path and Rocky Mountain dungeons

  • Added more items across both areas

  • Reduced the speed of rats

  • Added animations to button prompts for a more polished feel

  • Adjusted the font size on prompts for better readability

Thanks for your continued support. We’re excited to keep polishing the experience and can’t wait to share more soon.

— Héctor

Atomic Exile - Inferno
Fixed a number of bugs.
Fixed missing explosion sound.
Fixed typos.
Horse Racing Manager - Element

In the last devlog we talked about new UI, Pre-Race scene, betting system and conditions.

 

Pre-Alpha Progress and Preparing for Alpha

Horse Racing Manager is currently in its pre-alpha stage. This phase has been ongoing for nearly a month and includes both internal testing and early feedback from members of our Discord community. During this time, we've focused on identifying and fixing bugs, improving stability, and refining the core systems, and the improvement has been very clear and inspiring. The game has grown noticeably since the start of pre-alpha testing, and we will talk more about significant changes in this devlog.

We are now preparing for a public alpha testing. This next phase will take place on Steam and will allow players to access the latest builds as they are released.

 

Advancements in the Coat DNA System

We've talked about DNA system a lot in the past, and now we've made significant progress on DNA-based coat system. Each horse now carries a genetic profile that determines its coat colour. This system plays a central role in breeding, where the genetic trait of parent horses are combined to produce an offspring with realistic and varied coat outcomes.

Several coat categories are now fully implemented. These include all cream variants, such as smoky black and palomino, as well as the full range of dun, champagne, pearl and silver coats. Each category has been carefully developed by our amazing artist to reflect real-world genetics and provide diversity in the game. Additional coat types are still in development and will be introduced in future updates.

Showcase of new implemented coats

 

Race Environment improvement

Race tracks have received an enormous visual upgrade. The environments now feature more detailed assets and layered parallax backgrounds, creating a greater sense of depth and atmosphere during races. These changes are part of our broader effort to improve the aesthetic of the game.

Detailed new race environment.

 

Theme System Enhancements

The theme system has been expanded to support a much broader range of node types. With this change, we increased flexibility in how themes are structured and applied. It lays the groundwork for enormous possibilities for everyone to express their creativity through custom themes. Our team has created multiple themes, that are implemented into the game as "Default Set', but we are excited to see themes created by the community.

 

Race Logic and NPC Behaviour

The system that determines which horses participate in races has been reworked to improve both fairness and realism. Previously, NPC-owned horses were selected in a way that could lead to inconsistent or unbalanced race lineups. With the new weighted ranking system, horses are now chosen based on their performance, condition and other relevant factors.

This way we ensure more competitive races and more believable racing environment, also stronger horses are more likely to appear in higher stakes events, while still leaving room for surprises and disappointments.

 

Simulation System Overhaul

We've made improvements to how the simulation system functions. One of the most noticeable changes is that previously, when the simulation was running, the interface became unresponsive, players couldn't interact with other parts of the game until the process was complete. This has now been resolved, making possible for player to continue interacting with the interface, check informations, or make adjustments without waiting for the simulation to complete.

In addition, players now have more control over simulation process. Player can stop the simulation manually at any time, or let it pause automatically when an important event occurs - such as a race result, a message, or important decision point.

The simulation panel has also been redesigned to provide clearer information to understand what is happening in the background and what is happening next.

 

Interactive Mail System

The in-game mail system has been updated to support direct interaction. Message that includes subjects such as trade offers, invitations, or other decisions now come with action button, allowing player to respond immediately without need to navigate through additional menus.

We've also in the process of reworking parts of the mail system to improve how messages are structured.

 

Home Page Redesign

The home page has been redesigned to serve as central hub for all key information for player. It now includes a calendar view that displays upcoming events, such as races, training sessions and other scheduled activities. Each event is marked with a colour-coded icon, making it easy to distinguish between different types of events.

Clicking on any event in the calendar takes you directly to its details, allowing quick access for player. The home page also shows the current status of all player-owned horses, including their condition and readiness. Additionally the most recent messages are displayed, helping players stay up to date without needing to switch scenes.

 

Betting System Update

The betting system has been fine-tuned to improve betting accuracy and usability. NPCs now place bets based on logical criteria, and payouts are calculated correctly based on race outcomes, creating consistent betting system. We've also improved the race front view, where betting now takes place directly. This makes it easier to place bets and follow the action without needing to navigate away from race interface.

 

Database & Performance

We have upgraded to SQLite version 4.5. Alongside this, several database queries have been optimised, especially those that affect performance in the later stages of the game, leading to faster load times and smoother gameplay, particularly when the game world becomes more populated and complex.

 

Alpha Testing

We are now in middle of internal testing of the game with help of handful of community members, who has contributed a lot to game development process, soon after it's mostly functional, we will open alpha testing to our whole community. In this version player will already own a stable, unlike in final version where you start out unemployed.

 

Ko-Fi Support

If you'd like to support our developers throughout the journey, we created Ko-Fi page for Horse Racing Manager. Donations are completely optional and won't grant any perks such as early-alpha, we'd like to keep testing open to everyone in our Discord. That said, any donations are appreciated!

Ko-Fi link here!

Discord Server

We have member count of over 300 already. If you have suggestions, ideas or something else you want to talk about, it's a great platform and an easy way to reach us.

Join the server here!

What’s next

We had originally planned to launch early access in early June. However, as development progressed, we identified more bugs than expected and saw opportunity to further improve the overall playing experience. Rather than rushing the release, we've decided to take additional time to polish the game and ensure it matches the quality we are aiming for.

A new release window will be announced in future.

Development is ongoing, and we will keep you updated on our progress. We are continuously working to enhance Horse Racing Manager, and your feedback is invaluable. Our goal is to make this franchise the most realistic horse racing simulator in the world. Don't forget to add Horse Racing Manager to your Steam wishlist! Your support is crucial for us and greatly appreciated. https://store.steampowered.com/app/2740170/Horse_Racing_Manager/

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