Bit Heroes Quest - Adrian

Attracted to the area by rumors of monstrous sea creatures, these airborne raiders have arrived in their skyships in search of glory (and anything of value that isn't bolted down)

Work with Sardinex to bolster the newly formed Bit Air Defense Force, and protect the town from being plundered!

  • Collect the surprisingly valuable Eterniteef and exchange them for cool rewards!,

  • New cosmetics for gear, pets, and mounts!,

  • Doubled Daily Bonuses and up to a 30% discount in the shop,

  • Earn this event's new exclusive fusion schematic before time runs out!

Nocturnals - cowboytoadteam

https://youtu.be/zzc2j5hDrwc?si=zHRizCDfXeXikUnL

Tune in tonight to watch the reveal trailer for the Nocturnals sequel; Nocturnals: Cacti Coast!

@

8PM BST

9PM CEST

3PM ET

2PM CT

12PM PT

🌵Welcome to Cacti Coast!🌵

Feastopia - IA-FB

Hi, every players!

After a long period of development, we've finally completed a version we can share with everyone recently. After careful consideration, we have decided to invites every players to the first public playtest of Feastopia on July 22, 2025 on Steam, this is Feastopia’s first open test. We will happy to hear any sounds. Your feedback will shape its future. Be a pioneer and help us craft an amazing experience!

Test Details
  • When: July 23, 2025 – August 8, 2025

  • Where: Click the “Playtest” button to join!

https://store.steampowered.com/app/3085910/

Join the Community & Feedback

Have ideas or feedback? Please join our Community:

We extend our gratitude to every player who has participated in testing and shared your valuable feedback with us:

  • Honorary Credit: All survey participants will be listed as Feastopia Honorary Founders in the Game!

  • Prizes: 5USD Steam Gift Card (for 5 winners only)

Seeking The Guardian - Cursor Chasing Cat
Hello, this is the 「Seeking The Guardian」 team.


Patch notes for v3.0.2

- Improved box interaction

- Improved a hint (can't tell you what)

- Fixed a visual bug (also can't tell you what)

Thank you for enjoying 「Seeking The Guardian」.
9:40am
Black Annis - Man the Barricades
More languages coming post launch

Thank you for your interest in our game Black Annis.

Following launch we will be working towards translating the game into the following languages:

  • Chinese (simplified)

  • Korean

  • Japanese

  • German

  • French

  • Italian

  • Spanish

  • Polish

  • Portuguese (Brazil)

  • and more???

No More Room in Hell 2 - kenneth.bourgon

Hello Responders,

Broadway is just out of the oven, and it’s already time to talk about our next big update, which is just weeks away from launch. Version 0.6.0 titled SPAWN is an update that takes a long, hard look at the state of play in No More Room in Hell 2, and will draw sharper lines between difficulty levels. This allows us to make Casual, our newest tier, much easier for new players (or those looking for a more relaxed experience), while cranking up the intensity of Nightmare, making it a far more relentless experience.

Difficulty Preference:

All of our major updates to difficulty levels are made possible thanks to the launch of Difficulty Preference! At the launch of Early Access, our goal was to have players progress from Classic to Nightmare organically. While this worked with our progression loop and permadeath system, it severely limited our ability to improve the game for all players.

Under the current system, we had to keep Classic (our lowest difficulty) challenging enough to entertain hardcore players, while holding back Nightmare from reaching its true potential—since casual or new players might find themselves matched into Nightmare games.

Difficulty Preference removes those constraints and gives each difficulty tier a more distinct identity. More importantly, it gives players the freedom to choose how they want to play NMRIH2. To keep matchmaking fast and efficient, this feature will launch as a preference—meaning the matchmaking system will consider your preference alongside the actual availability in your region's queue.

Difficulty 2.0:

With Difficulty Preference in place, we’re now able to completely rework our difficulty system and introduce one of the biggest gameplay changes yet: Difficulty 2.0. The game will offer larger rewards for accomplishing missions as you play in higher difficulty levels.

At the launch of 0.6.0, the new Casual difficulty will bring our total to four levels, and Difficulty 2.0 introduces several tools to make each tier feel distinct. Starting with 0.6.0, we’ll begin using these modifiers:

  • Melee Weapon Damage – Melee weapons will now be categorized into more visible tiers, creating a wider range of weapon damage. Zombies grow tougher in harder difficulties, making it progressively more important to equip yourself with the best weapons possible.

  • Loot Scaling – Loot quantity will vary by difficulty. Casual players will find plentiful resources, while Nightmare players should expect a significantly leaner looting experience.

  • Zombie Threat Level – Currently our biggest difficulty modifier. Expect increased threat levels as you move into tougher modes.

  • Zombie Speed – Zombies will move faster in Nightmare.

  • Additional Tools – While not present at 0.6.0’s launch, we plan to expand difficulty settings further by tweaking stagger mechanics, refining zombie speed per difficulty, and adjusting the variety of themed zombies.

Casual Difficulty:

Casual Difficulty is our newest tier and introduces the biggest modifier yet: respawning. In Casual mode, teammates can respawn downed Responders by completing objectives. Matches only end in failure if the entire team is wiped.

Designed as a welcoming space for both new and relaxed players, all difficulty modifiers will be set to their easiest values. This gives players the freedom to learn the game at their own pace, and optionally move into higher difficulty levels when they feel ready.

These difficulty-specific changes are the heart of what’s coming in just a few weeks—but that’s not all! Players can also look forward to an adjusted zombie spawning system (more info coming soon), a new weapon, and more in the August update.

If you want to join the conversation, hop into our Discord, leave feedback in-game, or visithttps://nmrih2.com/support

https://NMRIH2.com/support

Dungeonmans - [APro] MadjackMcMad
Slayer's Summer: Dungeonmans 1.4
Adventure for Everybody!

A big update with some meaty changes -- all additions, we're not finally banning all Rangermens. Let's dive in!

New Difficulty Modes

When you start a new Academy you'll have a choice of four difficulty modes:

  • Heroic Adventure: Dungeonmans the way you remember. Death is permanent, the Academy grows as you play, adventure and danger around every corner.

  • Soft Adventure: For those who don't care for permadeath. Death is a crossroads -- you can choose to let the fallen hero pass on to glory, or have them wake up at the Academy, ready to deliver revenge beatdowns. Up to you!

  • Desperate Adventure: Meta-progression free! The Academy simply explodes when you die, no carrying anything from one hero to the next because the story ends the moment your HP drops below 1. This is the hardest difficulty for Dungeonmans.

  • Fallen Academy: Play without the Academy, which means missing out on a boat load of features. There are crutches to make things easier to get by. This mode is boring, don't play it. The hardest mode is Desperate Adventure.

Daily Danger: Heroes of Legend and Leaderboards

At the Academy, right near the Headmaster, is a tome of great legends, stories of Dungeonmens past. Every player gets the same seed: The same hero, the same adventure, the same dungeon layout and monster placement. From there, it is up to you.

Play for score! Either beat down the boss with as few turns and as little damage taken as possible, or scoop up as much loot and XP as you can within the turn limit. Challenge changes every day, and you can play as many times as you like. There's a daily leaderboard so you can dunk on your dozens of scrubby friends who also play Dungeonmans.

Summertime Fun

A simple but delightful event that kicks off today and runs until 4 August. The Academy staff is wearing summertime gear, palm trees adorn the main walkway, and as you adventure you may discover scrolls that summon mighty... beachballs? Yes. The regular fun time beachball bounces around a dungeon as you kick it along, and every enemy bounced rewards greater loot and experience on death. Simple! Harmless! What a good time!

There is also Xespera's Orb of War.

Autoexplore: Yes Really

You can turn it on in the options now. Press a button to have your hero move around the dungeon, picking up loot, opening chests, and seeking out unexplored areas. Autoexplore stops if there's danger nearby, you still have to fight the monsters yourself.

MonoGame Conversion

Thank you XNA for a dozen plus great years! Dungeonmans has made the conversion to MonoGame, hopefully ensuring additional longevity and the ability to run on more machines as time and operating systems march on.

"Wait so does this mean there's a Ma--"

I can't promise that any Mac or Linux builds will see the light of day, but I can say that I'm actively working on getting dmans running on a Mac. I have to figure out the logistics of it all and, yeah, we'll see. It would be great to see dmans running on everything.

Bug Fixes / QoL Updates

"Too many to list" lol I just didn't write them all down. But here's some major fixes/changes:

  • Updated some double secret edge case deep lore dungeonstuff involving a truly uncommon interaction between 1) swearing too much 2) a very dangerous book.

  • Fixed a bug with Seize Opportunity if your first jump tile is the one you started in.

  • Detonate Deadpulse is more effective now. The damage type changes if you have a Wizard Staff equipped, and in all cases the more Deadpulses you have on you, the bigger the damage from the detonation.

  • Increased Trevor to 9.

  • Added a confirm dialog to alt-f4 and the close button, but you can tell the dialog to go away forever if you like.

  • Ironbound Foomcrawlers shouldn't slow things down as much as they did before. The full animation of firing the purple shell will only play if you're going to get hit by it. They also rocket jump less when far away.

Soft Adventure? Autoexplore? What gives?

I had someone come by the Twitch dev stream a few weeks back and talk to me about their experience. They've been playing since the kickstarter days, a true decade-long Dungeonfan. They asked about autoexplore, knowing my stance on it was very much Against, but they told me that they'd gotten older now and their hands hurt so much it that playing games like dmans started to become quite difficult.

That was the critical hit, the arrow that found Smaug's one missing scale. I re-evaluate my stances often, and this time I realized I could make more people happy if I changed some things, so I did.

Games are meant to be fun, and while I fully believe in a stiff challenge, I know sometimes you just want to get away from the world for a little bit. And there's a part of me that always felt bad for that one player who had a crummy work week and was just looking forward to kicking back on Friday night with a relaxing beverage and their favorite dungeonmans... only to die carelessly in the first 20 minutes of their session. Ruins the whole night, maybe the weekend!

For some players, that sort of challenge lights the desire to get back on the horse and crush monsters anew. But for others, dang they just wanted to have a relaxing night after taking it in the sweetbeef all week from the VP of Accounts Mungeable or whatever work situation they're in. Now I can make both sets of players happy.

Sale this Week!

To celebrate all this new excitement, it's now as easy as possible to get your friends to play Dungeonmans: give them a link to the store page and five dollars. The sale runs until next Tuesday (I think) but you can also choose to act like you only have minutes to spare and gift as many copies as possible.

Feedback / Bugs / Critique / Adulations Welcome

The easiest and best place to communicate with me is at the Dungeonmans Discord:

Dungeonfans Academy

But I will also be checking steam forums -- primarily this post, you can comment here too.

Thank you all once more for years and years of grand adventure and fun, I hope this summer is being good to you!

Berserk Boy - zuehtisham

Hey everyone!

The order link is live for Berserk Boy physical editions!

Currently available for Ps5 and Nintendo Switch.

Thank you all for the support and we can’t wait for you to get your hands on these bad boys!

<3

Link:

https://buff.ly/sBYXSlP

The Sims™ 4 - Electronic Arts


The Nature's Calling Event is still on in The Sims™ 4! Earn rewards until August 5 by exploring the great outdoors and uncovering nature's secrets. You'll earn the Reclaimed Woodworking Table just for starting.

https://store.steampowered.com/app/1222670/The_Sims_4/
Grimshire - AcuteOwlStudio

Hey everyone! The day is finally here, Grimshire is officially out in Early Access! We’ve been working on this cozy-but-grim little world for the past 3 years, and we’re super excited to finally share it with y'all.

There’s still a lot more we want to add, improve, and polish. Your feedback will help us shape the future of the game! Thank so much for being here whether you’ve been following since the start or just joined. We can’t wait to hear what you think.

A few important things I want to mention:
1) In the previous announcement for the release date drop I mentioned that the content offers about 20–30 hours but after doing a lot of beta testing, we found out it's more like 40-50 hours. Enjoy!

2) I'm sorry the old demo save files won't carry over into the full game. Too much has changed in the old save file structure. Note that any new save files created in the new demo version uploaded today (v0.22.8DEMO) will be compatible with the full game.

3) In early access, you can play throughout year 1, but your file will be stuck on Winter 28th once you get there. The day keeps repeating after you go to bed. We will be adding more content and story in the future.

4) The original soundtrack dropped on Steam today as well!

Grimshire v1.0 Roadmap These are the major things we're planning on adding to the game. This list does not include everything and is subject to change.

  • Localizations

  • Year 2 content and story

  • Romance/Relationships/Marriage

  • Children

  • Rival relationships

  • Remappable controls

  • Festivals (improvements to the current and maybe add more)

  • More stations (Seed maker, kiln, mushroom log, etc)

  • Greenhouse

  • Player species (more choices)

  • Decor (more decor items)

  • Multi barns and coops

  • House/barn/coop exterior color customization

  • Pets

  • Mounts

...

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