Minerva Labyrinth - Midnight Spire Games
Enhancements
  • Added an option to change button selection mode for the mouse from mouseover to click. When in click mode, clicking on the selected (finger pointing) button will confirm it, and clicking a non-selected button will select it without confirming.

  • Portrait buttons are now clickable in the field or in the field and skill menus. In the skill menu, this will select the clicked character, as with the 1-5 keyboard hotkeys. In the field or field menu, this will open one of the three character-specific menus: Character, Equipment, or Skills. The default is Character, but can be changed in the Options menu.

  • The portrait panel will not slide out of view as long as a portrait is highlighted with the mouse.

  • Character hotkeys now also work in the field and field menu as above. Since these are categorized as menu commands, they can potentially overlap with field command bindings; if this occurs, the character hotkey will be lower priority when pressed in the field.

  • Added confirmation when starting the game during party creation. The confirmation will also display warnings if the party meets certain criteria, such as not having a healing class or not having all equipment proficiencies available. This is purely informational and can be freely disregarded if you're satisfied with your party.

  • Added confirmation when quitting to main menu from party creation.

  • Moved the party creation tips page from the main help menu into the party creation menu.

  • Added some additional flavor text after defeating Skunj.

Bug Fixes
  • Fixed accumulated control resistance being lower than intended. When a control effect (such as sleep or stun, but excluding wound) is successfully applied to a target, that target gains increased resistance to subsequent applications of the same effect during the same combat, as well as reduced duration from successful applications. The resistance bonus was much smaller than intended, so this fix will essentially make it more difficult for a combatant (friendly or enemy) to be stunlocked.

  • Fixed character hotkeys not working in character-specific menus if the same key was bound to opening a different menu, e.g. 1 bound to both character slot 1 and the Order menu.

  • Fixed shattered gem graphic displaying in front of certain menus.

Rank: Warmaster Bunker Buster Playtest - lordart
  • All buff Buildings functional.
  • Turrets now upgradable
  • Game is in effect main feature complete. Levels (including tutorial) need to be added and bug fixes still pending.
4:02pm
Jumping Steve - SteveTheFool
Sorry its been so long.
I have still be learning a lot i just haven't worked much on Jumping Steve.
An update to hopefully fix the steam achievements and a few bug fixes.
Some extra stuff in camp aign but it is still quite empty in there. there is a second level.
I spent way too much time making a working card deck but it still isnt finished, blackjack seemed like an easy thing, but I am still new to this.

Thanks for playing, and keep on jumpin'
JWildfireSwan - thargor6
It is a very demanding task to create a user interface that works well on all devices and screen sizes. To help with this, Swan supports now both free sizing of windows and two modes of UI scaling:

automatic scaling: This is the default mode. It automatically scales all controls of the user interface when you increase or decrease the size of the main window.In this mode, you will not see any additional content when enlarging thewindow size, because all content is scaled up accordingly.But, it is a very convenient method when you just want to enlarge the main-windowto fit your monitor size without having too small fonts or controls.

fixed scaling: This mode is enabled by setting the value of automatic ui scaling to 0and specifying a fixed scale in the value ui scale factor in the application settings.In this mode, the UI is scaled by this constant factor and all controls are additionallyenlarged or shrunk when resizing the main window.This mode is useful if you want to see more content, but want to avoida too small font size or too small controls, e.g. when uing the application on a 4k monitor.

Also you can now define up to 5 custom blank flames in the application settings, which then may be selected in the "new"-menu of the main-editor (below the "add blank flame" item)

And, there are again some new variations, we have reached the 600 now.

Complete changelog:
VERSION 0.110.1152 (20.07.2025):
- implemented two modes of ui scaling: automatic and fixed.
Automatic ui scaling automatically scalles up/down all controls and fonts when you
increase/decrease the size of the main window. This is the default behaviour.
Fixed ui scaling scales all controls and fonts by a constant scale factor and
additionally resizes all controls (but not fonts) when you increase/decrease the
size of the main window. This is more flexible, but you have to set up the correct
scaling factor (in the application settings).
(This fixes also SWAN-73 and SWAN-79)
- wrote a section about ui scaling in the users manual
- window-positions and size of the main window and all sub-windows are stored inside the
application settings now
- added a new command-line argument "--reset-window-positions" to reset window positions (which
is for example useful if you changed your monitor setup)
- wrote a section about command-line arguments in the users manual
- ai img2img: you may now specify an additional negative prompt (SWAN-90)
- new "threepoint_js"-variation
- new "woggle_js"-variation
- new "sattractor_js"-variation
- new "iconattractor_js"-variation
- new "invtree_js"-variation
- new "siercarpet_js"-variation
- new "svensson_js"-variation
- new "cubiclattice_3d"-variation
- new "truchet_fill"-variation
- new "truchet_hex_crop"-variation
- new "truchet_hex_fill"-variation
- new "cappedtorus3d"-variation
- new "cylinder3d"-variation
- new "ellipsoid3d"-variation

VERSION 0.109.1132 (16.07.2025):
- you can now define up to 5 custom blank flames, which then may be selected in the "new"-menu
of the main-editor (below the "add blank flame" item), So you can re-use basic flame-setups,
which are you using very often, in a comfortable way
- main-editor: variations-node: added a "randomize"-button which picks up a random variation
which has the same attributes (e.g. blur or 3D)
- migrated the project to Godot version 4.4.1
- SWAN-60: fixed: the preview inside the variation-brwoser was not refreshed anymore
- SWAN-87: fixed: application settings: clearing a previously set string value did not work
- new "cut_truchet"-variation
- new "cut_truchetweaving"-variation
- new "cut_vasarely"-variation
- new "cut_web"-variation
- new "cut_wood"-variation
- new "cut_x"-variation
- new "cut_yuebing"-variation
- new "cut_zigzag"-variation
- new "nBlur"-variation, provided by Brad Stefanov
- new "busybrad"-variation, provided by Brad Stefanov
- new "juliascope3db"-variation
- new "pre_sinusoidal3d"-variation
- new "post_log_tile2"-variation
- new "post_colorscale_wf"-variation
- new "hyperbolicellipse"-variation
- new "cappedcone3d"-variation
- new "capsule3d"-variation
- new "crown_js"-variation
- new "harmonograph_js"-variation
- new "lorenz_js"-variation
3:58pm
Pawn.OS() - ahmedbs313
-Fixed a bug where multiple function calls could be executed on the same line
3:55pm
Dungeon Ward Playtest - dungeonward
- bugfixes
Beyond the Doors - Bald Kirby

The interaction system no longer responds to number keys alone. Selection is now performed using the Number key + E combination

Wildgate - jodie_dreams

In true Wildgate fashion, the earliest days of development were scrappy and full of exploration. Building something in space was incredible, but it can feel vast and limitless at times—and easy to lose your bearings. So, we chased emotion first, asking the question:

What did we want people to feel when they saw our game?We wanted our game to feel feel warm and lived-in, but not necessarily in a cozy way. Our goal was to build the kind of world that feels ready to welcome you in...then promptly tosses you onto a ship full of weirdos and tells you to figure it out.

The visual style of Wildgate began to emerge bit by bit. Eventually, we moved away from raw emotion and our team—this resilient, chaotic, Reach-brained crew—pulled all its various pieces together and wove them into the whole you see today. 

In this edition of CHARTING THE REACH, we return to the early days of our art direction: the rules we made, the ideas we tossed, and the moment the world we were talking about started talking back.

OUR FIRST LEAP INTO THE REACH

Before there were turrets, tools, or salamanders in mech suits, there was Laurel Austin. 

As the associate art director, her earliest concepts—like a chunky, orb-shaped probe with too many curious little arms—established the tone of our game immediately: it was salvaged parts, repurposed tech, and brightly lit screens in equal measure.

We weren't going for sleek, sterile sci-fi. We wanted something that felt homey, but not cozy. More like...someone's been here. Someone's tinkered with this. You get the sense that stories happened here, even if you don't know what they were. - Laurel

These sketches didn't just inspire the visual style; they became the foundational guardrails and guidelines that helped warp the world of Wildgate into something tangible, into a space where you felt like you could truly belong. 


But building our game world wasn't just about figuring out the vibes, it was also about understanding how everything functioned. Enter concept artist Sean McNally, who brought in design-based thinking and a love for tech with "just enough logic to be believable." We were now beginning to establish the visual mechanics of Wildgate, and Sean's arrival marked a new chapter in development: one where our art now had to do things. 

THIS SHIP'S GOTTA WORK

With Wildgate's plucky, yet dubiously ruthless visual tone taking shape, we turned to how things work—specifically our ships. Silhouettes, turrets, upgrades, and hardware all had to serve gameplay first, while still fitting into our broader patchwork aesthetic.

As a result, our focus wasn't on realism, it was on believability.

"You can't just make a ship that looks cool. It has to look like it could actually do the thing it's supposed to do... and look cool." - Sean

That philosophy carried over into Wildgate's weapons. Rather than standard rifles or pistols, we leaned into repurposed hardware: gear modified or hacked in order to get the job done.

That's how weapons like the Surefire and the Aim-E came to life—by starting with a function and layering personality on top. One was inspired by welding tools (Aim-E); another visibly overheats mid-fire (Surefire). Every detail needed to suggest use.

As a team, we strongly believe that everything in the game should read well from the first-person perspective and serve a gameplay purpose—from the biggest ships to the smallest asteroids. So, if something moved, it needed a reason to move, and our art needed to communicate that reason clearly and consistently. 

WE DREW A LOT OF ROCKS

Outside of ships, Wildgate doesn’t always have a “right way up.”

When we committed to full traversal, we meant it— fly, spin, dive, or boost yourself staight into the void, if you want. Our environment design had to shift with that traversal, making every angle the right one…or wrong one… or both. Who’s to say?

"Wildgate has a really expressive visual language. But we also wanted it to feel tight, purposeful. A place where you trust what you're seeing. In a world where everything is flying, boosting, or trying to kill you, readability matters a lot." - Laurel

To help you find your way in the Reach, we leaned on shape, light, and motion. While big landmarks were given strong outlines and layers to make them stand out, a variety of smaller elements—like fog and drifting debris—were also added to make the world feel more alive and easier to navigate.

A lot of work went into these more miniscule materials that players might not ever consciously notice. Whether its rocks or clouds or cosmic storms, we knew they not only had to look good from all directions, but they also had to say—"Hey, there’s something over here!"

Visual friction also became a tool for us, as well. For example: space dust can help you feel your velocity! Thanks precious little particle, you can tell how fast you’re moving through space (like when your crewmate sets off the clamp jet they’ve just attached to you). 

ENTER: PROSPECTORS

Once the world started taking shape, it was time to fill it—with life!

When it came to Wildgate's characters (our "prospectors"), we wanted a lot of visual variety. Fom tall, burly aliens to sleek, agile humanoids, creating an ecosystem whose inhabitants felt robust was critical, and physical diversity was a big focus. We took inspiration from nature, science, literature, even our favorite Saturday morning cartoons, and more to achieve this.  

“We leaned into a strong variety of elements. You’ll notice familiar echoes in some of the designs, like little nods to the kinds of characters I grew up with within the sci-fi and fantasy worlds of the ’80s and ’90s. There’s a lot of nostalgic charm baked into their designs.” - Laurel

Since we first started experimenting with our prospectors, our art and design teams have remained in a constant, yet elegant tango—especially in the concepting phases where nothing was set in stone. Abilities, weapons, movement? Initially, everything was fluid and always changing. 

What didn't change, though, was our team's shared approach and end goal. In Wildgate, we like to say that "personality doesn’t equal preset," so the big balancing act was making sure each prospector could stand out visually without locking players into rigid in-game roles. While we wanted our designs to spark community curiosity, we didn't want them to dictate how they had to be played. 

THE RIGHT KIND OF WRONG

All of these things started to come together to form the feel and tone of the game: dangerous and high-stakes, but not oppressive or bleak. Full of contrast sharp enough to cut through the Reach.

“It’s a ruthless game, if you think about it. Characters can be downright evil to each other, but we leaned into visual warmth, humor, and weirdness, not as a mask for the game’s brutality, but as a way to make it more human. If we went full hardcore sci-fi, it just wouldn’t work. It would be too mean. We wanted something closer to the meanness we reserve for our closest friends.” - Sean

“It would be the meanest thing ever. I’ve made some really violent art in my career, but there’s something so fun about living in a world where even when things go terribly wrong, it’s a cute, sneaky little bug-bird-pterosaur-deer guy pulling the trigger.” - Laurel

That balance of violence and whimsy, tension and charm, became one of our team’s signatures. It reflects the game and who we are as a team. We may be some of the kindest people you’ll meet, and yet… we’re absolute villains in-game. That contrast is essential to what we’re building, and informs our decisions from the very first pixel to final render. 

WELCOME TO THE LUCKY DOCKS

For years, Wildgate lived exclusively inside the minds of our Moonshot teammates; it was a strange, beautiful little game built on shared trust and endless imagination. From an artist's perspective, it feels rare to be able to craft something original, from scratch, with this kind of freedom—and that gift isn't something we take for granted.  

We've poured our heart, souls, and passions in into this project...and now, it belongs to you!

And if you’ve made it this far—through axolotls and mech suits, tools and turrets, rocks and cosmic storms—then you’re one of us now! So, choose your ship, prepare your loadouts, and always remember that the only plan that matters is the one you make up on the fly. We hope to see you gate-side. 

Wildgate launches July 22: https://wildgate.gg/wishlist

Join our Discord:  https://discord.gg/playwildgate

Subscribe to our YouTube channelhttps://www.youtube.com/@playwildgate



3:46pm
Dungeon Survivor - Airagone
Normal mode:
* When respawning - you will now have 70% (Peckish) hunger. This allows you to immediately eat after a death to improve your stats

What's Next:
* Experimenting with alternative control options to improve accessibility. This new control scheme could allow playing with only the left stick, or at least much less right stick.
* Continue making adjustments/improvements based on player feedback
Swapmeat Playtest - JZTN
Gameplay

  • The Meat Smoker event’s difficulty has been slightly increased
  • Players will now keep any materials they’ve gathered (e.g. Obtainium, Gastronaut Gizmos, Blobfish) if they fail to extract from the planet
  • Greatly reduce overall cost and employee rank requirements for all Weapons and Weapon upgrades
  • Increase base Health gain on Respawn +25% -> +50%
  • Increase Health gain on Respawn from Healthy Respawn to 100%
  • Players will respawn with full health in the tutorial

Events

  • Tickler Tent – Reduced spawn count of enemies and their difficulty

Enemies

  • Reduce Health of Spider 30% (500 -> 350)
  • Reduce Health of Gobble Gazer 40% (500 -> 300)
  • Reduce Power of Wheelies' Debuff (Knee Problems) Movement Slow 50% -> 10%
  • Franken Beans will take a break from spawning new Bean Minions if 2-3 waves of previous minions are still active
  • Franken Beans will no longer play his shaking animation while one of his tentacles is in its vulnerable charging state. This should make it less annoying to land those monolith head throws
  • Franken Beans projectile damage radius reduced slightly

Weapons

  • Decrease Pistol Damage 55/60 -> 50/55
  • Increase Rifle Damage 18/22 -> 22/24

Bug Fixes

  • Katana’s hitbox is now correctly aligned with other melee weapons
  • The third wave of each Harvester Escape event is now more difficult. It was unintentionally set to the difficulty of the first wave
  • Fixed bug that dash would only break alien lasso for the host
  • SMG Rank 2 now correctly awards +8% damage and not +80% damage
  • Fixed a bug that would allow players to play multiplayer during the tutorial map. This was not intended to be a supported scenario
  • Fixed weapon descriptions displaying damage types as ( )
  • Fixed a bug that would cause Franken Beans projectiles to do too much extra damage when scoring a direct hit

Known Issues

  • Observer camera is still in a very rough prototype form
  • No optimization effort has been made towards more constrained platforms like SteamDeck
  • Native builds on Linux are still not battle tested. You'll probably need to run under Proton for best results
...

Search news
Archive
2025
Jul   Jun   May   Apr   Mar   Feb  
Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002