11:42am
Tirsy's Tale - Luminia

Greetings once again Hatchlings! Today I bring exciting news for you about Tirsy's Tale! Update 0.87.3 is now live for all to enjoy and explore! So lets dive right into this update and everything that has been changed or added!

ADDED

Added new decor to the Path of Dragons level to tie in all the lore for the area

Added new statues to decorate various levels with a fun nod to a certain adventurer

Added 3 new characters for Tirsy to interact with in Nikish Depths, Path of Dragons, and Tower of Amagrodahn
Added 4 new collectibles in various levels

Added a new boss fight, The Serpent Guard to the Tempest Coast

Added the Dragon Temple portals to replay previous levels

Added the Dragon Temple wall of names to thank all those who've played the game

Added the Dragon Temple wall of Challengers to recognize all who completed the various challenges

Added a new alternate path to the Nikish Depths to bypass any issues with water not letting you swim

Added 4 new animations for Tirsy's AOE attacks

Added a new region, The Plains of Alula

Added a new critter to the Plains of Alula

Added a new challenge to the Plains of Alula

Added a new lore NPC to the Plains of Alula, Little Witch Niya

Added a new alternative manual save method that is quick and effective

Changed

Changed hostile critter aggro range to be more in tune with their eyesight and hearing

Changed how the camera renders certain objects at a distance

Changed how much health Tirsy has during boss fights to make them a little easier

Changed the attack animations for Tirsy's single target attacks

Changed the damage output for Tirsy's AOE attacks

Changed how gliding works when hitting a wind gate to change direction to the direction of the wind

Changed how often levels update information when triggering puzzles to be more smooth

Changed the timer on some doors to open more slowly giving more time to get through them before they close again

Changed the pathing of several critters to follow the terrain better

Changed some dialogue from Ippa and Moatia to better fit the situation in certain levels

Changed the way various data is saved in the game to hopefully fix any customization errors

Changed how quickly the game saves to bypass any errors of it not saving all data properly

Changed how transition between a couple levels work based on decisions made

Changed how the Loading Shrine appears after Tirsy has defeated certain bosses

Changed the entire soundtrack to use Tirsy's actual soundtrack now!

Fixed

Fixed an issue preventing use of the HUD elements when clicking on them

Fixed an error with objects falling through the ground in the first few levels

Fixed a spawn error which could sometimes spawn Tirsy below the ground

Fixed an error with customizations not saving throughout levels

Fixed an error preventing the intro hatching scene from playing

Fixed an issue with several critter AI's that prevented them from seeing Tirsy

Fixed various animation glitches and bugs caused by some data loss awhile ago

Fixed various objects not rendering and textures not rendering on similar objects

Fixed the level transition between the Windweaver Cove and the Path of Dragons

Fixed various puzzles that could bug out and prevent progression

Fixed the hitboxes of 3 boss fights to better fit the critter's size

Fixed verious dialogue which would cut off or become illegible on certain resolutions

Fixed audio not saving settings

Fixed graphics settings not saving

Fixed controls not being bound by default

Fixed rendering issues on trees in the Ulgar Swamp

Fixed water reflections in the Jumaya Wetlands level

Fixed sky flickering in the Plains of Alula level

Fixed rendering on buildings in the Path of Dragons

Fixed a crash caused by Tirsy's fire tail's animation not culling after its life dies (duplicated animations over and over)

Fixed a memory leak in various levels cause by the statues

Fixed portals to the hidden levels not transitioning Tirsy properly to those levels (they were just teleporting her to Nikish Depths before)

And many minor things that have been adjusted too! So I'll leave you all with that and much to explore that is new and refreshed! We hope you continue loving our game and Tirsy's adventures like we do! Until next time, buh bye! And remember, be the dragon YOU want to be!

HYPER PRIMATE - Wigzy
🐵 HYPER PRIMATE – Demo v2.1.1 Hotfix Patch
🧠 Bug Fixes & Systems
  • Slide Speed Bugs Squashed

    • Sliding under specific inputs no longer drops speed to 21 m/s.

    • Dashing into a slide won’t randomly slow you down anymore.

  • Ghost Data Upload Fixed – Leaderboards now reflect your true monkey greatness. No more skipped ghosts.

  • Sound Slider Memory Restored – Volume settings now persist after reboot. Your ears are safe.

  • Achievement Fixes – Unlocked, unbroken, and now yours to flex.

  • Slo-Mo Bar Initialization – Starting a level too quickly won’t start you with an empty bar.

  • Keybinds Now Save Properly – Your controls, your way. Finally remembered.

  • Key Rebinding Glitches Smoothed – Swapping keys won’t scramble gameplay.

🧱 World & Level Fixes
  • Swamp Willow Collision Added – Can’t walk through trees anymore. Nature has boundaries.

  • Out of Bounds Softlocks Resolved – You can no longer break reality on certain maps.

  • Wild Wat Lighting Rebuilt – Brighter, cleaner, less haunted.

  • Collectible Count Capped – No more 21/20 situations. You’re not that special.

  • Catapult-Slo-Mo Bug Fixed – Catapults no longer erase your slow-mo meter from existence.

  • Vault Prevention on Wall Runs – You’ll no longer accidentally clamber during parkour like a confused raccoon.

🔧 Weapon & Combat Fixes
  • Feather-Storm Alt Fire Now Functional – Works as intended on all levels. Spread those wings.

  • Tesla Coil Fixes

    • Can now break glass like a proper electric menace.

    • No longer fails to launch with Gorilla Serum.

    • Slam + Tesla interaction cleaned up for consistent boosting.

  • Hell Gorilla Hitmarkers Restored – Know when your shots land on the beast.

  • Dice Artifact Now Works with All Enemies – They’re all part of the gamble now.

🛠 Misc Fixes & Changes
  • Jetpacks Fully Removed – Any missed jetpacks from the last patch have been hunted down and scrapped.

  • Removed Jetpack from Dice Artifact Pool – No more surprise flight tokens.

  • Trap Adjustments – Boulder traps replaced with new experimental danger. Watch your step.

  • Warp Device Visual Fix – Material glitches fixed. Sci-fi vibes maintained.

  • Ghost Toggle Added – You can now turn off a ghost replay after selecting it from the leaderboard. Ghosts begone.

🦍 New Movement Tech
  • ✨ New Move: SPEED DIVE

    • Combine a dash into a dive for a powerful new momentum tool. Get wild, get tactical.

Eternal Return - GM Mint

Dear Lumia Island survivors,

As Season 7 draws to a close, Eternal Return is facing several issues. Season 7 presented challenges from the beginning, and our team is trying our hardest to address these problems in Season 8. However, the season extension has caused the frustrating period to persist longer.

Amidst this, an incident occurred yesterday where a suspension was misclassified by the Disciplinary Team, which is responsible for handling player suspensions. We have since reviewed the situation and are working on appropriate corrective actions.

1. Suspension Classification Error
Yesterday, during a Cobalt Protocol match, one side was inactive during the entire duration of the match. They were suspended after their actions were categorized as “teaming” with a 7-day suspension. At first, the initial reviewer classified the case as "teaming" based on the team members' mutual agreement to stay inactive against the enemy. The category of "teaming" carries a more severe penalty than other general punishments regarding “disruptive behavior.” However, the action did not meet the criteria for teaming and was incorrectly punished.

In the appeal process, if clarifications are needed, a secondary reviewer is brought in. However, the original reviewer mistakenly assessed that there was no issue with the original suspension.

2. Future Improvements
Firstly, we sincerely apologize for the issue during the appeal process. We will revise our internal procedures to ensure thorough cross-checking for all suspensions, especially for appeals.

The error stemmed from our recent efforts to strengthen our response to abnormal gameplay by expanding internal capabilities. With new staff involved, there was insufficient training on how to distinguish teaming and on how to handle appeals. Moving forward, we will refine our training processes to ensure more consistent and accurate enforcement.

Additionally, the cause of the team’s lack of motivation to play the Cobalt Protocol match was due to repeatedly being queued against the same opponents. Our system was to blame for this. Today (June 19th), we will deploy a hotfix to make Cobalt’s matchmaking more detailed to prevent the recurrence of similar situations. In the long term, we will also improve the matchmaking system to avoid matching players with the same opponents consecutively.

We have personally apologized through customer support and reclassified the suspension with an adjusted penalty duration.

3. For a Better Eternal Return
We sincerely apologize once again regarding the mishandling of the appeal process; we are aware that many players are disappointed with our handling of player suspensions. The frustration over unclear responses to reports and questions about our criteria for suspensions is criticism we take seriously.

We also want to take this opportunity to clarify a common misunderstanding: the Disciplinary Team does not provide any preferential treatment to specific individuals. The Disciplinary Team operates independently from all other departments, and according to our “Policy Regarding Conflict of Interest”, any contact with external players by the Disciplinary Team is strictly prohibited. If a team member is found giving preferential treatment, the action would be considered a serious violation, subject to not only termination but legal action as well. We have and will continue to strictly uphold this policy.

We understand that even a single misjudgment in player suspensions can deeply damage the trust of players. To regain this trust, we must and will show consistent improvement over time. While sudden changes are hard to achieve, we will continue working on improving. In the upcoming “Dev Stream”  scheduled for next Wednesday, we will further discuss issues regarding abnormal gameplay and suspensions. We will also share more details about improvements made this season and plans to improve in the upcoming seasons as well.

Lastly, as a token of our sincere apology and appreciation for your continued support despite our shortcomings, we are gifting 300 NP to our players.

  • Coupon Code: BETTER0620

  • Valid thru: June 24th 14:59 (UTC)

Thank you for always sticking with us.

Geometry Dabs - Save the World - 💀💀Train Maniac💀💀

Changelogs:

Level 5: Defend Yourself

  • Updated the spawnrates of enemies to be more balanced.

  • RopTob's pod now plays his theme.

Level 4: Slender GDkid

  • The car now faintly plays vroom vroom.

Level 3: Destroy GD land

  • Updated the spawnrates of enemies to be more balanced.

  • RopTob's pod now plays his theme.

Level 2: Rescue mohammedland

  • The car now faintly plays vroom vroom before you enter it.

Arena

  • Changed the spawn system, arena now starts off spawning easy enemies and then progressively spawns harder and harder enemies.

Rooftops & Alleys: The Parkour Game - TheParkourGame
1.1 Patch Notes

  • Update of jump charge to make it frame rate independent (it would take twice the time to jump at 50 fps than at 100 fps)
  • Added scroll for player names that are too long to be displayed
  • Some crash fixes
  • Light multiplayer fixes
  • Added a level loading popup that prevents players from navigating menus after starting to load a new map
  • Roll jump bug fix
  • Reduced head hitbox on slide to make it easier
  • Some localization fixes
  • Localized COMBO in HUD
  • Localized Version text in main menu
  • Fixed a pillar where players got stuck on ContainerShip
  • Updated Italian localization
  • Fixed the Cinematic mode being triggered for the Host when a player tried to join a CTF, Tag or Tricks Battle session already in play.
  • Fixed language initialisation before engagement screen
  • Added Chinese localization - 现已支持简体中文。


Note: Rest assured I am keeping connected with the community, read reviews, and bug reports in the Discord server so I'm working hard on bringing many more improvements to the game, some of which take longer than others - but expect more news and updates on that soon 🙂
As always, should you encounter any bugs, make sure to join the official Rooftops & Alleys Discord server to report anything you find!

See you soon,
Michel (Dev)
Jack Holmes : Master of Puppets - RockStar360

ːsteamhappyː The Scarlet Harvest Steam page is now avaible, add to your wishlist!

Dreadline: Net Quota - Estemyr

Ahoy again, dredgers of the deep!

We've been swimming through your feedback and squashing some of the slipperiest bugs yet. From phantom boats clipping through islands to mysterious shop upgrades with zero explanation — this patch should smooth out some of the roughest waters.

Thanks to everyone who's been testing, breaking, and occasionally screaming their way through Dreadline — you're helping us reel in the chaos, one patch at a time.

🛥️ Boat & World Interaction
  • No more sailing through solid matter! The boat will now properly collide with islands. (Turns out, player boat shouldn’t be ghost ships.)


🕰️ UI & Visual Updates
  • Clock visual overhaul
    Both the HUD and the ship’s in-game clock got a clarity pass.
    Time to actually know what time it is.

  • Shop hover-over text added
    Now you can see what upgrades do before buying them.
    Imagine that!

  • Float rods moved slightly
    We nudged them to the right — should make clicking the correct rod way easier.
    (Muscle memory: updated.)


🐛 Crash Reporting Improvements
  • Crash reports now auto-send (with permission)
    This helps us track down and squash more bugs moving forward.
    Thanks for suffering for science!

We're still hunting a few deep-sea bugs (and yes, some fish still think they're birds), but your reports are helping us patch faster than ever.

Keep sharing what you find, Wishlist the game if you haven’t already, and as always — join the Discord to help out shape the games future! We're counting on you! 💖

Now get back out there and catch something weird. 🎣

Pinball FX - balti

A new patch is now available for Pinball FX with 2 new tables, along with an extensive list of new features, optimizations, and bug fixes. Thank you all for providing feedback!

Tables Added

Tomb Raider Pinball

[dynamiclink href="https://store.steampowered.com/app/3749300?utm_source=steamnews"][/dynamiclink]

  • Tomb Raider Pinball : Adventures of Lara Croft

  • Tomb Raider Pinball: Secrets of Croft Manor

New Features and Improvements

  • Tomb Raider Pinball Questline is now available.

  • Williams™ Volume 3 Questline is now available.

  • Redesigned the shop UI with clearer bundle tagging, making it easier to see exactly what each bundle includes.

  • The Framerate Limit and NVIDIA Reflex toggles have been moved from the Advanced section to the Basic settings menu for easier access.

  • Capped the PinHall to 60 FPS to keep your system cooler and quieter while browsing the menu.

  • DualSense (PS5) controllers are now supported over Bluetooth on Windows. Performance may differ slightly compared to a wired connection.

General Fixes

  • Improved loading speed of the Event menu for a smoother experience.

  • Fixed an issue where Season token progress was incorrectly carried over between Seasons, causing players to start a new Season already maxed out.

  • Fixed an issue where players could continue earning season tokens even after reaching the maximum reward threshold.

  • Fixed an issue where the season name was not displayed correctly in-game despite being set in the backend.

  • Fixed an issue where Weekly leaderboards were displaying All-Time scores and not resetting as expected.

  • Favorite selections are now saved even if no table was played before closing the game.

  • Fixed an issue where a fantasy-themed background appeared twice in the selection list instead of the intended "siege" design.

  • Fixed missing French text for the next quest preview in the WMS1 Questline. Placeholder text no longer appears after completing a mission series.

  • Fixed an issue where players couldn’t change Power settings before starting a new game in Arcade Mode if a session was already in progress.

  • Fixed a case where the Grand Tournament completion notification would not appear.

  • Fixed the “Time Left” filter not functioning correctly.

  • Fixed an issue where the "Dress Code" achievement would not unlock even after equipping a Badge, Frame, and Background.

  • Fixed an issue where Steam avatars occasionally failed to load properly.

Table Fixes

Attack from Mars™

  • Resolved a distracting flashing effect on the apron.

Safe Cracker™

  • Adjusted ball launch behavior in challenges to prevent automatic plunger shots from reaching the bumpers. As a result, leaderboards with infinite ball save challenges have been reset.

  • Fixed an issue where, if a single token was earned for the bank heist mode and the table was restarted, the dot matrix display in the center of the screen would not appear after the intro camera.

Military Conflict: Vietnam - waki







[Game]

- All military vehicles remastered
- Better math for full-screen triangle approach
- New weapon Luger P08 pistol
- Loadout now displays Ammo Types for weapons
- Restyled credits page
- New model and textures for C-123 Fairchild
- New model and textures for Bell AH-1 Cobra, Bell UH-1 Iroquois (Huey) & Boeing CH-47 Chinook
- Improved and reworked Quang Tri Citadel, Kham Duc Airbase & Vong Canh Hill

[Client]

- Game voting is now no longer possible to an unsupported map
- Fixed crash when particle is trying to attach to a model that has empty hboxset (no hbox-es defined)
- Fixed scope FOV issues
- Minimized differences in FOVs between cheap and expensive scope modes, which were noticeable at different resolutions
- New kick ban message

[Weapons]

- Added new weapon Luger08 pistols
- Added fanning to Ruger Blackhawk revolver
- Fixed killfeed displaying wrong icons for melee weapons
- Loadout now displays Ammo Types for weapons

[Zombie]

- Now uses its own codepath for picking up weapons, to reduce convolutancy of pickup logic
- If player picks up the the same grenade as in their inventory then only ammo will be added to existing grenade, without creating extra instance of the same weapon
-Fixed orange zombie do not take damage from vomit to player
-Fixed bugs with upgrading dual weapons in zombie shop menu
- Added parachute perk

[Maps]

Quang Tri Citadel

- Added 2 more helicopter for more detail
- Added more foliage
- Added new tunnel system that connects to the warehouse

Kham Duc Airbase

- Reworked US spawn, made the playable area smaller
- Reworked a flag point to extend the medical site
- Replaced two F-4 Phantoms with Skyraiders
- Replaced Anti-Air tank with a house for more cover
- Replaced broken M113 tank with medical M113 tank
- Replaced VC jeep with M113 tank for better cover
- Added more foliage
- More detailed skybox
- Added smoother transition between skybox and map

Vọng Cảnh Hill

- Added more foliage and placed previous more logical
- More detailed skybox
- Added smoother transition between skybox and map
Rusty Flesh - jorgemakesgames

Hi there!

Although playing Rusty Flesh on Steam Deck feels great, there is currently an issue that prevents players from saving their progress and coming back later. I am currently investigating the causes and potential solutions, but meanwhile, here's a workaround.

As saving on desktop works fine, you can always stream from your desktop to your Steam Deck. To do it, make sure that both are connected to the same Wi-Fi and you have Remote Play active on your Steam settings. Then, just follow these simple steps (there is a number of ways to do it, but I think this is the most straightforward):

  1. On your Steam Deck, click the dropdown on the right side of the "Play" button.

  2. On the popup window, select "Stream from: \[your PC name]".

  3. You'll see a new "Stream" button now. Just press it and start playing!

I know this is annoying and limiting (you can't play everywhere, for instance), but rest assured, I'm investigating why this is happening, and working hard to find a solution as soon as possible.

Meanwhile, sorry for the inconvenience.

...

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