Void Stalkers - Calandryll
We just released build 0.0.80 that has the following changes based on feedback from our playtesters.
  • Added text to Tutorial Screens to let players know then can right click to speed up the typing text
  • Added option to turn off typing text.
  • Added text to drone screen when a waypoint is invalid
  • Consolidated the two comms buttons (next and close) to be one button that does both
  • The drone now has a power indicator on its back. Power is used when it's not at home. If power drains it immediately goes back to home location and recharges. This will disconnect any terminals you are connected to
  • Added icon to terminal screen that reinforces which terminal you are connected to
  • Added y/n to quit and reset save in the title screen
  • Added some dialog about why you have 3 cargos now
  • Fixed cargo letters
  • Fixed alignment start location during tutorial
  • Added some additional tutorial text when you open the dials terminal the first time and not for the biomass event
  • Added "check your cargo!" tutorial text at the start of jump 1 as a reminder
Thank you to everyone who has played the playtest! If you have any additional feedback please post here or in the Discord!

Jon & Callie, SuperSixStudios
Void Stalkers Discord: https://discord.gg/4m6Kmd2dMX
Iron Village - Chappington
This is the counterpart to Diary #45 – How Much Does an Iron Village Cost to Make?, let’s talk about how much money Iron Village has brought in, and then do the obvious comparison with how much has been spent. Don’t worry, more Iron Village 1.1 content is coming soon – because most of the content is done! Since the day job has been getting a bit crazy recently (in more ways than one), progress has been sporadic, and I’ve avoided giving any release dates. That trend will continue (I’m still avoiding release dates), but my bug and feature tracking list is quite a bit shorter than when I started – the end of this update is in sight!


A preview of the Fortress (work in progress), the last major piece of “content” going into 1.1.

So, revenue – how does Iron Village make money? Overwhelmingly, it’s on Steam. Iron Village is also for sale on Itch.io, but that has accounted for $48.95 USD of gross revenue – low enough that I’m ignoring it for these calculations. If you’re curious about that breakdown though, I have Itch’s share set to 10%, and the available balance to withdraw is $30.19, so there’s an additional 28.3% that has been taken out. I don’t have all the numbers in available to me at the moment, but I suspect most of that is VAT, along with payment processing charges.

The way the payments work is Lunar Chippy Games LLC’s portion of the sales is paid on a monthly basis, so at the end of the month the previous month’s share is paid. I’ll be going through each month’s data so far, to give a picture of how things went over time.

March 2025

Iron Village was released on Steam on March 24th, 2025, at 9am EDT (13:00 UTC), so this “month” was actually just under 8 days. (I don’t know exactly what time zone Valve uses to make the month cutoff.) For the first 7 days, it was in the City Builder & Colony Sim Fest, and on sale for 15% off.

To start, the price of games varies significantly around the world, so combined with the 15% off, the gross average price was $5.68 USD, compared to a full price of $7.99 in the US and a $6.79 US sale price. There were 583 units sold (i.e. purchases of Iron Village), of which 45 (7.7%) were returned, leading to 538 net sales.

In USD, this was a gross sales of $3648.35, which you might recognize as being about the same as the expenses. Except, now we get to start taking parts away. The returns subtract $271.09, then remove $338.43 of sales tax and VAT, and the net sales are $3038.83. The cherry on top is the $100 “Steam Direct Fee”: remember how we had to pay $100 to get on Steam? Well, Iron Village sold enough to get that back, for a total of $3138.83. Great!

Except, the payment arrives at the end of April, and it’s… $2227.17. Up until then, I was wondering when Valve’s 30% cut was going to show up. I checked the math, it’s basically as close as you can get to 30% without slicing up pennies. The expenses at the time were $4046.39 (some more PR purchasing post-launch), leading to a company profit of… -$1819.22. (Note that I’m comparing to expenses at the end of April, and not when the payment was actually made to the bank account.)

April 2025

Moving onto April, Lunar Chippy Games LLC hasn’t been paid yet, but the monthly report for April has been generated, so let’s look at the numbers. An average price of $7.27 this time, with 368 units sold, but 37 returns (10.1%), so a net 331 sales. Yes, that is less in one month than the 538 in less than 8 days in March. That’s the power of festival & launch visibility combined with sales.

Subtract out returns, VAT, other taxes, and that’s $2401.56. Based on the math from March, I’m expecting a $1681.09 payment to Lunar Chippy Games LLC. Expenses at the end of April were up to $4387.57, so that’s an expected profit of… -$479.31. Still negative, but a lot closer to breaking even!

May 2025 (Through the 24th)

This data is a bit rougher, since the month isn’t over yet: there will probably be more purchases in the remaining week, as well as returns. However, so far there have been 63 net units sold, and $449.17 net sales. That would make Lunar Chippy’s expected share $314.42. Except there were a bunch more fun expenses, the largest of which were translations for version 1.1 and the LLC renewal cost. (Technically it’s called an “annual report”, but it’s the same $500 + $20 expedited filing fee.).

Adding all of that up, the current profit is… -$1615.50. Lol.

Anyway, I’ll be putting Iron Village on sale again once version 1.1 releases, as well as making more of an effort at marketing, and that LLC fee is only once a year. I still think we’re on the road to profitability, which was my baseline goal at the start (fully knowing that that’s a surprisingly difficult target). Obviously every game is different, and I’m only one data point, but I hope this was an interesting view into the Lunar Chippy budget.
Whisper Mountain Outbreak - Mr. Kashuur


Reporting in, Agents.
Be prepared for the Early Access release in August and a new updated limited-time demo!

Welcome to B.R.I.M - you have been assigned to investigate Mount Bisik.
Welcome to the Bureau of Research and Investigation of Metaphysics (B.R.I.M). You have been tasked to investigate the mystery behind the recent outbreak on Mount Bisik. A mining operation went wrong, unleashing otherworldly undead forces. People began hearing whispers from the fog—turning them violently evil beyond saving.

Below is the last scattered transmission from our last known contacts on the field...

Watch the Early Access release date trailer!


Whisper Mountain Outbreak will be out as Early Access on August 11th, 2025!

Be prepared to play the game alone or with the other three agents. You will be tasked to complete objectives to proceed and uncover the next piece of the mystery.

You can choose a specialization to help each other while exploring different abandoned areas of Mount Bisik. Connect the dots, progress through different places, and collect supplies to stay alive. Proceed with caution. As you get closer to solving the mystery, you will eventually fight more challenging enemies.


The Bureau still needs more data — begin your early investigation!
The new updated demo for Whisper Mountain Outbreak is now live for a limited time! Play the limited-time demo with all the new added features which will be also available on release.

You will be able to select your specialization and the background of different agents assigned on the field that have different playstyles. Craft and upgrade your agent, where you will have access to more items and equipment to fend off the undead. Also, there are many more quality-of-life features that you can check out on the demo.

Even B.R.I.M is still unsure how to deal with this sinister force, so we need all the help we can get.

Wishlist and play the limited-time NEW demo!
https://store.steampowered.com/app/1953230/Whisper_Mountain_Outbreak/
Don't forget to wishlist the game so that you can be informed of any upcoming updates!


Be prepared for the outbreak, agents!
We will be contacting you soon for a new mission briefing.


If you encounter any bugs or want to give us feedback, feel free to join our community!

Join the Survivors Network!


More Whisper Mountain Outbreak content on social media!
Sphere Game Epic - Dplds
Significant improvements were made to the gameplay and graphics.
The entire gameplay was redone, from the sphere’s movement to the level design.
Paranormal Cleanup - Manic Mice
Hey everyone,

We are close to launch! With this patch every map is now reworked and polished, every entity can be banished and many more suggested changes and bug fixes were implemented. More content is on the way now. Thank you all for your help! :)

0.5.0 Patch Notes:
  • 'Butcher's Nest' and 'The Quiet' have been reworked and polished
  • You can now banish the entities on 'Butcher's Nest' and 'The Quiet'
  • The Butcher no longer hunts all the time and instead hunts in waves like all the other entities. He learned a trick or two from grandma though
  • Entities now end their current hunt when all players are downed
  • Hunts no longer increase in duration and no longer reduce in cooldown after each hunt and rather hunt for a fixed duration with a slight deviation each time
  • reduced the chance of an entity searching the exact hiding spot a player is currently hiding in

  • tweaked and fixed Ectoplasm and Cult Symbol spawns on every map so they are more fair/less hidden (Did you know the larger maps have up to 300 spawn points? fuck me)
  • fixed several collision issues resulting in non-cleanable ectoplasms
  • fixed a bug that caused the UV Lamp to turn ectoplasm permanently invisible

  • Increased base cleaning speed for all items by 10-20%
  • Increased base Sprint Speed by 15%

  • Increased texture and mesh quality for important models and stuff you interact with
  • removed Depth of Field, everything's crisp now
  • added more Radio Songs, increased radio audio quality and tweaked attenuation and occlusion
  • lowered TV beep sound volume and added a remote to every TV to turn them off manually
  • lowered telephone beep sound volume and added the ability to turn the phone off manually
  • lowered van door chime sound volume
  • reduced car alarm sound duration down to 10 seconds (was 60s)

  • fixed a bug that caused weekly tasks to not reset properly
  • fixed a bug that caused players to go into debt just to buy more energy drinks
  • small tweaks and changes here and there

Thanks again for your help! I am looking forward to your continued feedback.

Have fun playing and see you ingame! :)

Cheers,
Beepbep
下午 1:53
I Wanna Be A Game Dev! - lykostudiooffical
Patch 1.1.1 is out! Here are the changes:
  • Steam achievements are now unlockable as you get their associated sticker, not just on game launch
  • Added the achievement for completing Amelia's character story to Steam
  • Fixed a bug preventing players from returning to the title at the end of the game
  • Made the character friendship stat more visible in the character menu
  • Fixed certain content not being accessible without save data, like Chloe's first character story
We'd like to thank the community for bringing a lot of these bugs to our attention! Without you, it would have taken a lot longer to notice them. We're working hard on 1.2.0; expect it to release soon!
Tape 101 : The backrooms Playtest - suversaproductions
-Fixed spelling in the note.
-Added a "Disclaimer" after launching the game
-Fixed flashlight clipping with Alan's body (Weird shadows when running)
Hell Clock - LucyG


Hey Clockmakers,

The wait is over: Hell Clock, our fast-paced roguelike Action RPG inspired by the darkest chapter in Brazil’s history, is officially launching on June 18!

We first teased this journey into hellish purgatory months ago, and your response to the demo has been overwhelming — 96% positive reviews and tons of great feedback that helped us push the game further. Now, it’s finally time to sharpen your blades, prep your builds, and get ready to face the demons of Canudos.

⚔️ Action Meets History

Hell Clock isn’t just another ARPG — it’s a supernatural reimagining of a real, brutal conflict: the War of Canudos (1896–1897). In our version, this battle wasn't only fought by mortals — it was a hidden war between celestial and infernal forces. You play as Pajeú, a former slave turned warrior, whose soul is trapped in a twisted purgatory. Time is fractured, and the only way out is to fight your way through Hell, again and again, until you break the cycle.

Made With Love, Identity, and History



Hell Clock is a deeply personal project for us. Not only does it explore a dark and often forgotten chapter of Brazil’s history, but we also poured our hearts into honoring the culture and identity of the Brazilian Northeast. We choosed voice actors from Bahia - Brazil, the region where the story takes place, and worked hard to reflect its regional elements through visuals, music, and narrative. We’re proud to see people from all over the world discovering this part of Brazil through our game — and we hope many more will come to know and appreciate it.

We’re incredibly grateful to our community for the support so far. If you haven’t already, join our Discord to chat with the devs, share your runs, and help us improve Hell Clock with your feedback and suggestions. We're always listening, and we’re building this game together with you. 💚

Thanks for your support, and see you in the depths of Hell.

- Rogue Snail Team




🕰️ The Hell Clock is ticking...
Landonia - ocanaday
QoL changes:
-Damage numbers appropriately fade out, to avoid screen clutter.
-Ranged weapons and spells now show animation during battle
下午 1:49
BroomSweeper Playtest - BandsWithLegends
Reworked Mold's visuals and description. You should no longer see one big mold sprite, it should be on each of the trash bags individually. It will now also show when those tiles are cleaned by removing the mold

Basically every item has been reworded, but none of them have changed functionality. There are a few items that will have some minor functionality changed to go along with the clearer wording, but nothing game-breaking...except....CrossPipe now works with hammers, wrenches, and construction because they have been reworded to "1 column wider, 1 row taller" which has the crosspipe special words in it. Crosspipe's cost will also go up slightly to compensate for this. Lots of other small fixes included in this patch, as always
...

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