Mech Havoc - midgamedev

It’s been a while since update V0.1.7.5 (April). This update brings the demo closer to the upcoming Early Access build. Here are the highlights, plus important save info.

Beta

A beta of this update ran over the past week. Want in on future playtests? Join the Mech Havoc Discord: https://discord.gg/ZzZRa6Upqq

TL;DR

⦁ Tech tree reshuffled.
⦁ New equipment added for Tier 1.
⦁ Some items moved to Tier 2, so no longer in the demo (should remain usable if you had them already unlocked).
⦁ New missions, existing missions swapped out or tweaked.
⦁ New component-based damage system.
⦁ Enemies rebuild under the new system.
⦁ Graphical changes.

Demo scope & saves

⦁ Due to the tech tree reshuffling, some items that were previously reachable have moved out of the demo's scope.
⦁ Save compatibility: Existing demo saves should be automatically imported. If you had items unlocked before the move, they should remain available in that save.

Tech Tree

The Tier 1 layout changed. Some previously accessible items are gone from the demo, but new Tier 1 options were added to compensate.

New stuff

⦁ Raider-LT - Light Tank: Lacking in health, compared to heavier tanks, but compensated by being one of the fastest vehicles in its category.
⦁ Uhlan - Light Rocket Skirmisher: The smaller sibling to the Wojtech. Quite a bit smaller and lighter, but still capable of carrying a fair amount of rockets.
⦁ QL-Launcher - Rocket Launcher: Not quite an MRL, not quite a Rocket Pod. The QuickLoad-Launcher is what you get when you slap an autoloader to a rocket launcher.
⦁ S-LAPS - Deployable Turret: The stationary laser anti-projectile system. A new deployable turret that doesn't engage enemy units, but targets incoming grenade projectiles.

Moved to Tier 2

⦁ Wojtech
⦁ L1A1
⦁ Hotwizer
⦁ Motivator

New Damage System (overview)

The old damage model has been replaced with a new component-based system.

Core concepts

⦁ Armor Points (AP): Protective layer that must be depleted before the hull can be harmed.
⦁ Hull Points (HP): Structural health of a component.
⦁ Internal Components: Subsystems inside a component (e.g. servos, sensors). Damaging these causes malfunctions instead of raw bonus damage. Enemy units are made of multiple components (e.g. Center, Arms, Rear, Side, Turret). Each component has its own AP and HP. You must break AP before HP can be damaged. When a component's HP reaches 0, that component is destroyed. Destroyed a key component (e.g. the center) will destroy the entire unit.

Internal hits

When HP takes damages, there's a chance to also hit an internal component, this causes a malfunction on that subsystem. Change formula Internal hit chance = (damage / remainingHP) * InternalHitModifier The InternalHitModifier depends on the damage type (see table below)

Internal components

These are the internal components that can currently be found:
⦁ Servo: Reduces rotation speed. Common on arms/turrets.
⦁ Sensors: Causes sensor drift leading to lower accuracy. Usually in the center.
⦁ Reactor: Lowers movement speed and deals extra damage on destruction. Often in the rear.
⦁ Leg Actuator: Reduces movement speed. Often on side components.
⦁ Autoloader: Increases weapon reload time. Found on weapon-bearing components.

Internal components

HP Modifier

AP Modifier

InternalHitModifier

Special

Kinetic

x1.0

x1.0

x1.0

Energy

x1.0

x0.75

x1.4

Plasma

x0.75

x1.25

x0.75

Explosive

x1.0

x0.75

x0.75

Can perform internal hit on armor damage

Other
Enemy units

Under the new system, enemy units were rebuilt. Familiar enemies should behave similarly, and the new setup will allow me to add more types faster. Enemy units now have actual names, shown in the fancy new "Combat Log" upon their inevitable destruction.

Graphical changes

A bunch of minor graphical tweaks: Ground textures have been replaced, Lighting changes, Explosion effects, etc.

Different missions

Some old missions have been swapped out, existing missions have been tweaked and 2 new missions were added.

Fixes

A multitute of crash & bug fixes have been implemented

Tank Squad - WinteR5


Dear Tankers and Mechanics!

Sitrep
We are back with another patch. This time, we were forced to release it early. Initially, we had planned to release a major update on 11 November. However, issues with the tutorials (the AI gunner was not shooting, thus blocking multi crew) and Unity informing us of critical security issues meant that we had to prepare an earlier patch.



To read more about our latest development progresses make sure to checkout last DEVELOPMENT STATUS #81



What's in Patch 1.1.4
  • Graphics overhaul, blurry graphics fix, better sky, shadows and terrain quality
  • Lot’s of fixes for AI pathfinding, both for vehicles and infantry
  • Issues with ballistics ricochet, the game should be more stable here



Changelog 1.1.4
Below is the full list of changes being made:

Added:
  • Keybinding for multi crew toggle and mg reload options
  • New voiceovers for Using smoke grenades / extinguishers, no more smoke grenades/extinghuishers, no more ammo or ammo incorrect (played when player hits enemy tank with HE shell without effect)
  • Reloading mg with R key (by default)
  • Disabling roof mg visibility when player is in commander cupola camera mode (not peeking out)
  • Loading progress % of Waiting for all units to be spawned

Fixed:
  • KV-1S now correctly applies camouflage and other customizations on turret that has been replaced
  • Entering customizer menu disables outline/highlight that was caused by hook of crane
  • Entering customizer menu enables vehicle hull visibility (it could be disabled by hook previously)
  • AI infantry now uses correctly their weapon as their aiming point origin instead of center of mass
  • The game won't block TPP camera on tutorial scenes (it caused error with task that expected player to change camera to TPP)
  • Allied tanks when get on fire will say correct voice over
  • Mounting and dismounting the turret and then despawning the tank will no longer desync client save state on repair section
  • Game will no longer play automatic weapon loop if player playing as character lost control (due to battle ending)
  • T-34 tracks should now no longer clip into wheels
  • Added quicker reaction to ricochets for voice over and hitcam, the game won't wait 10-15 seconds untill the bullet gets destroyed after flying into the void to say about shot effect
  • PTRD now can ricochet
  • Added Ricochet voice over as ballistic shot result
  • T70 vehicle interior collider was misplaced, sometimes reaching outside the exterior armor
  • Added colliders for vehicles for first trench on C1M9 (near first spawn)
  • Infantry keep attacking after finishing 3rd objective on C1M9
  • Filters now work in Vehicle spawners next to graveyard npc
  • Vehicles spawning on repair station should now no longer spawn in air
  • A crash of the game that occured on soviet repair section
  • Veterans of the War achievement should now work - it wasnt even connected at all
  • Error when our AI Gunner in Multicrew mode did not shoot at selected target
  • Error when AI infantry sometimes threw grenades or molotovs at significant distances
  • PTRD now work

Modified:
  • Game version changed from 1.1.3 to 1.1.4
  • Graphics overhaul, better shadows, sky and terrain
  • Increased price of conversion of all tanks by 3x
  • Decreased size of AI vision blocker colliders on few vegetation objects
  • Overmatch ballistics mechanic has been disabled as we see it only caused issues. Ricochets should now be better calculated
  • Giving orders to our own vehicle will result in specifing which crew role needs to do what
  • Added darker background for Info Menu
  • Added compressor effect for all VO to be leveled equally
  • Added detaching of mudguards/non essentials based on HP and added modifier for penetration of incoming projectile to armor thickness in decision if that armor detaches
  • Increased chance to hit crouched/proned units for infantry
  • When target moves the shooter will loose his zero-in



What next?
The next patch will bring in gunner direct control when the player is peeked out, battle save system, radial menu for easier control over our units and tank.

Thank you for your support, we are working. See you next time!
DeGenerals



Prison Miner - Angel Batista

Additions:

Wardrobe V2

You can now customise your character with:

  • Hats

  • Different Face types

  • Different Clothing styles

    All of which can have the colours selected with a new update colour picker now using HSV values

Achievements will now check completion upon loading, in case any achievements were previously broken they can still be earned by just loading up the profile you had unlocked them on

Changes:

Colour wheel now uses HSV values rather than RGB, allowing for more precise colour selection

Mining Speed enchant +5 Mining Speed => +10 Mining Speed

Fixes:

Fixed achievements for repairing machines in the Dwarven Prison not unlocking when they should

The Hunter's Journals - Rogues Gallery - grindwheelgames

As per our pre-release process, I will be releasing art pages for Rogues Gallery as we head towards Halloween. Here is the first!

The works of the Rogues Gallery were mostly rounded up for destruction, but some slipped through the gap. Under the External influence of their god, the artists, poets, actors and dancers of the cult were supernaturally charged, and none but the strongest minds could resist being captivated by the things they produced. Even unpublished manuscripts were no exception to this, which is why so many were committed to the flame to safeguard the public.

Doodle Champs - AlexSquid

LOOK AT 'EM SHINE! - The first batch of cosmetics are for "Nameplates" - these show up everywhere throughout Doodle Champs, so now's your chance to customize and show off your favourite style to your friends! 🎨

Some nameplates have super simple unlock conditions, so you'll be customizing in no time!

A limited time reward? 🎃

🎃 Play Doodle Champs during October to unlock this special "Spooky Season" nameplate!

  • And don't worry, we'll make sure seasonal nameplates aren't exclusive forever. There's always gonna be extra (non-timed) ways to unlock this kinda content, and it'll always be completely free

  • \ Maybe you'll need to get 66 "creepy" medals to unlock this spooky nameplate after October. Consider it a punishment for missing out on peak doodle champin' \

There's already a few pages of Nameplates to unlock with even more to come!

Which style represents you and your art best?

..i yearn for borgr

Check out the new "My Stuff" button at the top right of the main menu. > Cosmetics > Nameplate Styles. From there you'll be able to see all of the new cosmetics and their unlock conditions by hovering over them with your mouse or tablet pen.

  • We even added a new "Dynamic music system!" - Now the main menu theme will change to a version with less instruments when you're in the "My Stuff" menu for an extra dynamic feel. Thanks OctoCassie for the new track! 🎵

Thanks for playing and supporting Doodle Champs! 💚 I've been really excited to drop this special update since the game's official launch in May. I hope you enjoy having some personalization options, with more free updates to come soon. 🎨

Wanna see what other free updates we've got planned for Doodle Champs? Check out the official roadmap here:

ROADMAP

- AlexSquid

TikTok | YouTube | Bluesky | Official Site | Donate

Pathogenic - DanPos

The cat is out of the bag (or the virus is out of the host!?)

The Pathogenic demo launches October 31st, not long to wait now, be sure to wishlist the game to be notified when the demo drops and check out the brand new trailer below if you've not seen it already!

Thanks for following us on this journey and in the meantime feel free to come join us on Discord.

Saint of Chains - MystiveDev

Hey horror fans! Bobby here from MystiveDev,

the two-brother indie studio behind Mirror Forge and Chasmal Fear.

After pouring our souls into retro nightmares, we're beyond thrilled to finally unveil Saint of Chains – our latest retro psychological survival horror FPS, hitting Steam on March 17, 2026!

Inspired by the haunting vibes of Silent Hill 2 and 3, the gritty melee of Condemned: Criminal Origins, and the raw dread of Cry of Fear and Lost in Vivo, this is pure PS2/Xbox360-era horror. 

Taste of a gritty, symbolic world where you fight monsters embodying deeper fears like guilt, loss, and isolation. With scarce weapons (pipes, axes, bats, pistols, shotguns etc.), twisted puzzles tied to the protagonist's trauma, and atmospheres that ooze rust, flesh, and rot – every step feels fragile, every swing matters.

Why You'll Be Chained to This Nightmare:

  • Brutal, Scarce Combat: Melee or firearm? Choose wisely. Reloading costs bullets, they are quite scarce and enemies stagger and lunge. Survival isn't guaranteed.

  • Symbolic Monsters: Not just foes, but symbolic representations of a deeper, more primal emotion.

  • Atmospheric Exploration: Haunt apartments whispering secrets, sewers reeking of dread, and an asylum where walls hum with unseen watchers. Retro visuals mean mood over polish – Silent Hill dread in every shadow.

  • Uncanny, yet personal puzzles

  • Inventory & Inventory Management

  • Old-School Feels: Stamina that betrays you, jump-and-crouch to climb mechanics, and a chilling industrial soundtrack to amp the tension.

In days where the industry chases hyper-realism, we flipped the script and went full retro for all nostalgic fans (including us!) to re-experience the good old days of survival horror.

Wishlist Now!

Your wishlist boosts our visibility massively on Steam – it helps indie horror thrive and keeps you updated on the free demo drop. 

If you loved our past games, this one's deeper, darker, and ready to linger.

Thank you for joining our journey! Let's shatter these dark chains together.

MystiveDev Team

Shan Hai : Mythic Origins - RedChestnut

Hello, Shanhaixing

Thank you all for your support and valuable feedback! In order to provide a better gaming experience, we have released a demo version v1.1.2 patch.

Update content

New content:

  • Added attack hints on the top of the head when BOSS Tiger Dragon attacks.

  • Added blood mist effect when the monster dies.

  • Added the function of automatically picking up coins during single player gameplay.

Content adjustment:

  • Adjusted the size of the ice ball thrown out by BOSS Tiger Jiao.

  • Adjusted the release mode of BOSS Tiger Dragon Ice Cone.

  • Adjusted the size of the wooden attribute weapon special effects.

  • Adjusted the size of the spiritual wave volume of the hawk.

  • Adjusted the running speed of Lili.

Problem fix:

  • Fixed the bug where the special effects of the secondary weapon Spirit Pearl are not displayed.

We will continue to pay attention to everyone's feedback and constantly improve the game. Thank you for your continued attention and support!

Participate in the demo version

https://store.steampowered.com/app/3639350/_/Add this game to your wish list!

https://store.steampowered.com/app/3540450/_/
10:18am
Gravity - Tiny Castle Games
Fixed an issue where objects sometimes stopped rotating before completing their turn.
Last Front - Murzbl4

🧩 Patch Notes — Version 0.16 Demo

🧠 General
  • Significantly improved AI attack initiation — bots now evaluate their army composition and produce missing unit types before launching an assault.

  • Reworked defense construction logic — bots now fortify their base more evenly, without ignoring side directions.

  • Improved vehicle movement algorithms when detecting obstacles — aiming and positioning are now more accurate.

  • Added alternative movement using arrow keys in addition to WASD.


⚙️ Balance & Gameplay
  • The firing rate of "Uragan" reduced from 2.0 to 2.5 seconds for better gameplay balance.

  • Rocket soldiers can no longer shoot down enemy projectiles, making battles more realistic.

  • Improved targeting logic — firing now takes into account the weapon height instead of the unit center.

  • Tested unit behavior on elevations for more accurate line-of-sight analysis.


🐞 Bug Fixes
  • Fixed a game crash during attacks caused by looping target selection logic.

  • Fixed potential errors when processing buildings under construction that could cause instability.

  • Improved overall stability of the targeting and positioning system for units.


🏁 Conclusion

V0.16 Demo makes bot behavior smarter and more realistic, while battles become more balanced and stable.
We continue to improve AI, combat mechanics, and overall stability!

Thank you to everyone who tests and supports the game ❤️


...

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