Requiem - ReaskGames

💀 REQUIEM is now on Steam!

Step into a psychological horror experience set in a mysterious graveyard.
Discover hidden letters, unlock coded chests, and uncover the truth behind the silence.

Every chest hides a secret, every letter reveals a fragment of the story...
Listen to the whispers within the darkness and face what’s buried deep in your mind.

🕯️ Add to your wishlist now: 👉 \[Steam link here] https://store.steampowered.com/app/4117570/Requiem/

Mirthwood - bhecox65
- Fix gates blocking/breaking animals even when open
- Fix horses disappearing if the player leaves the area
- Fix some issues that could keep the loading screen stuck on
- Several changes and updates to improve performance of loading new areas
- Let player 2 spend feathers to increase their inventory/skill slots
- Minor visual fixes
- Updated Unity Editor version so all future patches have the fix for a potential Unity exploit
1:25pm
Mall Simulator: Prologue - f13gamesdev
📢Attention all Mall Managers! Only 3 DAYS LEFT until the release of Mall Simulator! 🎉

And here it is, a full roadmap update built around all your amazing ideas and feedback! 💫

I’m proud to announce that Mall Simulator is going to be massive and will stay active for a long time thanks to you! 🤩


Everyone joining from day one will get a special launch discount and exclusive surprise content! Your incredible support for the Mall Simulator community means the world to me, and I’m sure that together, with your feedback, we’ll make this game bigger than ever! ❤️

15+ stores, dozens of machines and services, and hundreds of famous brands are waiting for you in Early Access! ⬇️

👕 Clothing ⚽ Sports 💻 Tech 🧸 Toys 🛒 Supermarket 💄 Cosmetics
🎬 Cinema 🍔 Burger Shop 🕹️ Arcade 🏠 Home Goods 🎮 Game Store
🥐 Bakery 💍 Jewelry 🌸 Florist 🍣 Sushi Bar 🥤 Vending Machines 💵 ATMs

and so much more ready to build from day one! 🔥🔥🔥

ONLY 3 DAYS LEFT! 😍

And if you haven’t already, make sure to add the game to your wishlist so you don’t miss the launch! 🔥⬇️⬇️⬇️

https://store.steampowered.com/app/3180150/Mall_Simulator


Let’s shape the game together, you and me! Join our Discord server and share all your excitement and feedback about Mall Simulator! ❤️


JOIN OUR DISCORD SERVER
Wild Life - ๖ۣۜPower๖ۣۜpuncher

Hello everyone, welcome to this week's progress report. 

Level: 

This week, we continued work on the A-quality blockout for Umbar and on detail meshes for Apoc. In parallel to that, we finished updating our landscape textures, which are now waiting to be implemented on the story mode world map. The world map terrain mesh is also progressing through its detail pass, and it's looking better and better.

Code:

This week, we implemented a group token system for our combat AI. This system ensures that only one NPC has full activity during a fight. All other NPCs will have reduced activity, so you don't get overwhelmed by too many enemies attacking at the same time.

We also continued work on the Tattoo system - a new Tattoo Shop UI is being developed for story mode to be able to add and remove tattoos at the cost of Pearls

Character:

Last week, we improved the eyebrow behaviour for all the female humans, this week we completed the procedure for all the male humans. We also started work on small lizard characters based on Djablo’s skeleton. These will be easier enemies who populate the lizard regions of Kerpal.

Animations:

In the animation department, we implemented some more NPC routine animations for the lizards of Adûn this week: sitting, guarding, spear practising, chiseling plates, chiming ritual bells, and drilling for ores. We also implemented the item use animations for eating fruit, eating meat, eating meals, and drinking potions and mopped up some additional small tasks from the backlog like missing turn-in-place animations. 

Design:

We have fleshed out the cannibal leader boss design, looking to give him that brutal, intimidating vibe that'll make encounters epic. We have also been setting up the bandit character classes, defining things like what loot they drop and what gear and weapons they use. We are making solid progress on the first balancing pass for all the combat-related values, as well, i.e. weapon stats, enemy stats and player stats. On top of that, we worked on a do-over of the main quest in the Lake village. Max can now gather information about the Kerpali from several characters, which will hopefully be a better version of the first contact quest.

Thank you for all your continued support,

-Wild Life Team

Divine Wish - SashaSuchkov20

We got some feedback, and while we've been working on finishing the game, we've also reworked and added quite a lot of stuff.

Rework Update (31.10.25, 1:06pm UTC, Steam Build ID 20627191)
Major changes:
  • Difficulty reworked: The enemies have much lower health, but there are more of them now, they don't spawn in groups of the same type anymore, making them more varied, and some of them are faster.

  • Style Points system and Leaderboards added: Now, after you kill 2 enemies in quick succession, a style meter pops up, and tracks points for your kills (with different point values for different kills). If you keep killing enemies, you'll eventually gain a point multiplier that decays over time if you don't keep it up with more kills. At the end of a run, your score is added to a leaderboard, and you can view the global leaderboard and your friends' leaderboard.

  • Slam added: Now, if you press the slide button in midair (Ctrl by default), you'll perform a slam. If you slam repetedly, you'll gain more height.

  • Parry added: You can now parry projectiles back into enemies (F by default). Successful parries also restore stamina.

  • Tutorial expanded to feature slam, barrels, and parry.

  • Slide reworked: Sliding no longer consumes stamina, and it allows you to cover much longer distances with more speed. The slide+jump combo still consumes stamina,

  • Alternative First Arena added: Now, when you start a run, you may randomly end up in an alternative arena. The alternative arena shares all the enemies and the boss with the usual one.

  • New enemy added: Hawk now spawns at the first arena starting from Wave 5. It follows the player at a certain distance and throws steel-lined feathers.

  • Balance tweaks: arenas now last 8 waves instead of 10, katana now recharges in 5 seconds instead of 15, and the shotgun is buffed a lot - higher magazine capacity (8 instead of 6), much faster reloads and fire rate, and damage and range are also probably increased (our programmer is sleeping while I write this changelog, and our modeler, who may also know the exact changes, just went to sleep as well).

Minor changes:
  • Spanish localization fixed: While making a localization spreadsheet for our publisher to proofread and for another translator to use, I found some blunders I overlooked, so they're fixed now. I still can't promise it's as good as it could possibly be, but I've tried my best.

  • Short description of the items are now seen before you pick them up. You can also press P while looking at an artifact to open its journal entry, provided you've picked the item up before.

  • Movement slightly adjusted: jumping now feels less floaty and more sharp, katana now stores your initial momentum (which pairs with repeated slams pretty well), and the camera now doesn't jitter if you step on something too uneven.

  • You can now carry explosive barrels by tapping the interact button (E by default), rather than holding it.

  • The server room in the lobby is now available: The credits and completion screens have been moved there, and the leaderboards are also there. Although some things related to a few secrets will still be unavailable in the demo.

  • UI slightly reworked: When our programmer made the style meter, it looked a lot cooler than the UI he's made before, so the rest of the gameplay UI has been adjusted to suit the style meter better. The screen for the end of the run has also been reworked to feature the leaderboard.

  • The Hive and Blizzard sounds added: I have no idea how I managed to forget to make the sounds for them before the previous update, but I did, and now that's fixed.

  • Language change button added to the main menu: If the game launches in a wrong language for some reason, now you'll be able to change the language without having to figure out the settings in an unfamiliar language.

  • Hints for how enemy leveling works now show up the first time you start a game.

  • Axel and Lancea enemies have received slight remodels.

  • First arena renamed to Midnight Cross, since the first alternative arena is now called "Sandspire Coliseum".

  • Lighting now may look slightly differently due to us upgrading from UE5 5.4.4 to 5.5.4, which reworks lighting that we've been using, and probably optimizes it a bit.

  • Minor bugfixes.

And, as you may have seen already, the game is now delayed from November 2025 to January 22nd 2026. We're pretty sure that we'll need more time to polish the game, and maybe change or add some things again based on the feedback that we get, just like we did this time.

So please, if you have any feedback, good or bad, please tell us - on Steam discussions, on Discord, or wherever you please - we do listen, and we'll try to make the game more fun.

1:21pm
CRYO - Valko Game Studios
Changes and New Features
  • Loading screen hints have been added

  • Texts have been updated to help players find/understand objectives

  • Easy difficulty will now only have a single objective and it will never be the CCTV one

  • Microphones can now be reduced even further

  • Lobby passwords are now hidden (stream friendly) and appear on the lobby board

  • Various audio improvements to occlusion, reverb, footsteps etc

  • More variation for the grabber audio

  • Added the ability to self revive in singleplayer and Easy difficulty

  • Map wall decals have been adjusted to represent their respective keycards (i.e. red card -> red decals)

  • Some small audio additions when the feral is walking nearby

  • Increased the default FoV

  • New lighting around the base to make some areas easier to notice and navigate

  • The Stalker AI has been redone and will now "stalk" players. He also ambushes much more often.

  • We've reduced the headbob when downed

  • Motion detectors are now more likely to spawn in the locked labs

  • We've reduced the intensity of the body flashlight so it's not as annoying against the tablet

  • New spawn points have been added to the Gym and Printer Room

  • Added more signage around the map and included floor plans to help players understand where they are.

  • Large flashlights now drain a lot slower

  • Added FSR2 upscaling if DLSS isn't supported

  • Chain will now notify players that only double doors can be locked

  • Made tutorial text more noticeable

  • Defibrillator item has been added that will allow players to "resurrect" dead players

  • Toilets are now much more effective for hiding (we see a lot of players using them as hiding spots)

Bugfixes
  • Fixed AI getting stuck on distractor items

  • Fixed the visuals on hair that was causing it to result in bald-looking players

  • Snowtruck audio volume has been increased

  • Grabbers will no longer run in place

  • Lobby has had some audio issues fixed

  • The panic room notification now sends to chat correctly

  • Plants no longer block vision in fire and medical

  • AI shouldn't get stuck in the spot while searching for players as often (we're still looking into this fully)

  • Typing on the tablet will no longer speed up your "give up" bar when using space

  • Medkit vials no longer have crazy physics sometimes

  • Player positions are synced much better during kills

  • The game no longer ends if you trap the monster in the panic room

  • You should no longer clip in hiding spots

  • Synchronised hiding spots better so you shouldn't get desynced hiding

  • Bathroom reflection probes have been added to prevent you from going shiny in complete darkness

  • The stalker should no longer run at full speed in the walk animation when searching for players

  • Fixed an issue where players could walk into lockers

  • Fixed a bug where players could interact with hiding spots while the monster was also searching it

  • Fixed several spawners being hidden or floating

  • Fixed a bug that caused multiple of the same objective to sometimes appear in the tablet

  • Fixed a bug where the scaling was sometimes off for the cancel revive text

  • Fixed a bug where the panic room password would be in the decrypted list

  • Fixed a bug where items would desync when dropped sometimes

  • Fixed a bug where reviving would sometimes cause players to be disconnected

  • Fixed a bug where lobbies sometimes allowed more people to connect

  • Fixed chat not auto scrolling

  • Fixed a bug where the lobby password could cause a crash

  • Fixed a bug where getting jumped on by a grabber would lock your camera

  • Fixed a bug where getting into a vent after a feral pipe throw would prevent getting caught

VAIL VR - AEX-Panda
PARTIES

This update includes the beginning of the long awaited parties refactor. There’s still a lot of issues that we’re working through, but when it’s fully working this is what you can expect to see:

  • You can now create parties while in a server, which will allow you to effectively invite friends to your existing game.

  • When you’re not in a server, inviting a friend will transport both of you to a new party home. In the future, you’ll have more customization options for your home and when joining a party you’ll be joining the host’s home.

In our most recent testing, there seems to be a few issues that make it not work most of the time. We'll be patching this in the coming days to make it more reliable than ever before.

EXTRACTION ALPHA
  • Visual improvements to the revive orbs

  • Added some visual effects for extraction points

  • Misc. improvements to loot crates

  • Adjusted some loot to lay flat

  • Reyn - opened up new areas in the lab

  • Reyn - reopened the new and improved reactor and control rooms of power plant

  • Reyn - Added more bot spawns

  • Reyn - Misc. mesh fixes

GENERAL CHANGES
  • Added the new Cyclotron Colonist Character and Weapon Skin Bundle

  • Spatial audio acoustics improvements

  • Removed obsolete voice chat output device settings

  • Removed collision from inaccessible vista objects on various maps

AEXLAB
Keys of Fury - elecorn_caster

Hey everyone! Keys of Fury has been accepted to the Indie Live Expo!

The expo will be broadcast live on November 11th, 2025.

Here is the official stream link:

https://www.youtube.com/live/nEey0hulKHk

#INDIELiveExpo

Vibe Clicker - Goob
Bug Fixes
  • Small Upgrade Balance to reduce costs

  • Fixed softlock caused by purchasing AI Content Farm or Time Dilation Chamber and trying to max in order.

  • Fixed new achievements not showing up after deleting old saved data.

  • Updated save/load system to support older saves coming to the new version.

  • Fixed Everything All At Once achievement.

  • Updated the Can't be bothered achievement to work as soon as it happens.

  • Fixed VP not showing after tutorial

  • Fixed broken shop items not saving purchase status.

It's possible some saves might not work with the new achievements or systems. If you notice anything affecting these, please report them or delete your save (from title - options - delete save data), then restart your game. I'm trying my best to support old saves, so any feedback is helpful.

Thanks again for all your feedback today and happy vibing on Halloween!

Zero Caliber 2 Remastered - DanDanDaaaan

🎃 Happy Halloween everyone! 🎃

We released Zero Caliber 2 Remastered just in time to give y'all a chance to unlock our spooky weapon skins - all you need to do is complete these ingame challenges:

  • Complete the Richwood's Shock mission in under 10 min 30 sec to get the AA12 & FN Sacr Halloween skins

  • Complete the Saltbreak Military Harbor mission in under 8 min to get the AR4 Halloween Skin

  • Check the loadout screen in the lobby - the Pumpkin Grenade should be unlocked by default

They look quite spooky if you ask me - happy hunting everyone! 🎃🎃🎃

...

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