Planet of Lana II - batoul.raad

During the Xbox´s ID@Xbox showcase we finally got a glimpse of some extended gameplay through a developer commentary walkthrough made by game directors Adam Sjtärnljus & Klas Martin Eriksson. 🍃

The dev duo guides us through some of Lana and Mui´s new abilities in the game and some of the new intriguing puzzles and challenges they are faced with. (Most importantly yes - you can still pet Mui!)

Have a watch now!💚 Link: Planet of Lana II - Extended Gameplay - ID@Xbox x IGN Showcase 2025

The Director's Disorder: Pilot Episode - Just Sauce Studio

Our latest game Gaze of Dread is out now. It took us way longer than expected but we're glad it's finally out. For those of you who have been patiently waiting for The Director's Disorder we're sorry we've taken so long and we thank you for still having interest in it. There might be a low-key announcement about our next game hidden in Gaze of Dread so if you decide to play the game, keep an eye out :)

Deep Sleep: Labyrinth of the Forsaken - scriptwelder


GENERAL
  • Updated Unity version.
  • Tiger plushie puzzle's map exclamation marker will now remain until player collects the reward item; some people were confused with this puzzle and didn't realize they have to revisit the location to collect the reward.

BALANCE CHANGES
  • Enemy self-heal tied to an attack ("life-steal") will NOT trigger if the whole incoming damage was blocked, or the attack was dodged. This is done to make some fights feel more fair and to provide players with more solutions and reasons to use shields to block incoming damage.

BUG FIXES
  • Fixed a bug where there was a small chance (~0.00005%) of a "lucky" event triggering during the tutorial fight, breaking the flow of the tutorial.
  • Added a global fix to (hopefully) remove or at least greatly reduce chances of animation game soft-locking when spam-clicking during an action.
  • Added a global fix to a bug where while trying to use an item on an object, another action triggering in the meantime (like elevator door auto-closing) would lead to game soft-locking.
  • Fixed an issue with several audio sources not respecting the game volume setting. (There might be more that I missed)
  • Fixed several locations where player could manage to move outside of bounds, soft-locking the game.
  • Fixed few instances of items not being accepted as a valid solutions (for example: metal pipe to open cell's doors)
  • Added a fixed spawn of a Wrench in Somnolent Wells City to prevent a chance of player not having any item to deal with one of the puzzles in that level.
  • Various text fixes and changes
Gumball in Trick-or-Treat Land - Exquisite Laundry Pet

Vampire's Landing awaits as one of the final areas of Gumball in Trick-or-Treat Land! Check out the latest devlog for a peek behind the curtain.

Courier Simulator 2026 - Kayari Games

Hello everyone,

First of all, I want to sincerely thank each and every one of you for your continued support, your comments, ideas, and wishlists mean a great deal to me. I’ve received a number of questions about the game and my work on it, so I’d like to take a moment to answer some of the most common ones.

Why do the graphics look the way they do?

I’m a solo developer working on this project with limited budget and no external backing. While I’m able to create some models and textures, the visuals are roughly a 50/50 mix of my own work and pre-made assets. The code is about 95% my own (I can’t claim 100%, since I use a few premade UI components).

Another reason for the visual approach is performance. Although visuals will improve, my goal is to ensure the game runs smoothly on hardware from roughly the past 10 years. That means I can’t and don’t want to just rely on high-end features like Lumen, 4K textures, and heavy post-processing effects that is playable on older hardware only with upscaling or not at all.

How much will the game cost?

The planned price is €14.79 / $14.99 / £12.79. For the first week after launch, it will be available at a 20% discount.

Which engine is the game built on?

The game is developed using Unreal Engine 5.

What are the system requirements?

You can find the detailed system requirements on the store page.

Will there be achievements?

Yes! Achievements are planned. I just can’t guarantee if they’ll be available right at launch or added shortly afterward.

Will it support Steam Deck?

Yes. Steam Deck support is planned approximately 2–3 months after launch.

Can deliveries fail in the game?

Yes, they can. Either intentionally or by accident. For example, you might place a package in the wrong locker, fail to contact a customer, report them as “not at home” without actually checking, or call them and then ignore them. These realistic scenarios will have consequences. You may receive negative ratings, and they will have an impact on gameplay.

Thank you again for your support and interest in the project. It truly motivates me to keep improving the game and delivering the best experience possible.

11:30
Minesweeper Together - anchikai
  • Fixed Default Board Theme being also selected when a Workshop Board Theme is selected.

This Isn't Just Tower Defense - PriGames

  • Bugfix: The achievement for collecting 100 solar cells now triggers correctly.

  • The shovel is now about three times cheaper.

  • You can now set an FPS limit in the settings. Additionally, V-Sync can be enabled in the settings.

  • The text now has a small black shadow to make it easier to read, as it was pointed out that white text on a light green background was hard to see. Additionally, all light green buttons have been made slightly darker.

  • Bugfix: Units no longer teleport toward the Nexus when getting stuck in stones. Instead, they now try to find a free space behind them.

PROHIBEAST - Bastien Chambat

💌 Thank You to Our Amazing Community!

The demo was available for two weeks, and we wanted to take a moment to sincerely thank you all for your feedback, messages, and support!

So many of you played the demo, shared your impressions, reported bugs, suggested improvements, or simply encouraged us along the way.

Your feedback has already helped us identify several areas to refine and make important adjustments for the next stages of development.

👉 The demo is now offline, but it will return later in an improved version — directly shaped by your feedback.

Once again, a huge thank you to everyone who took the time to play and share their experience.

Your enthusiasm means the world to us, and we can’t wait to show you more very soon!

Stay tuned for upcoming updates - and make sure to join our Instagram and our Reddit if you haven’t already!

See you soon,

The PROHIBEAST team

Ace Squared - aksvan
Changelog - Version v0.36.1

Changes
  • Votekick system updates:
    • No votekicks allowed against server moderators.
    • Votekick is now more strict — requires a minimum of 10 players to start and **66% YES** to pass.
    • New server cvar: sv.votekick.enabled to toggle votekick functionality.
  • Added new maps to the official pool for Classic mode using custom environment settings.

Server Changes
  • Server logging improvements.
  • Removed server commands: clientid, lsclients.
  • Added server commands: version and uptime.

Fixes
  • Fixed a small memory leak that occurred on round restart.
  • Fixed inability to place black colored blueprints.
  • Fixed tombstone explosion VFX not playing.
Tavern Legends - CROWFORGE Games
Updates

  • Scoreboard now shows up to 10 top tapper
  • Added new spots of moon mushrooms in the new area
  • Moon mushrooms now need 5 days to be full grown instead of 3

Fixes

  • Fixed the scoreboard to show the real #1
  • Fixed items which were not saved on small wall shelves
  • Fixed some issues with moon mushrooms
  • Fixed a bug, where sitting places was still in use after the character knocked out
...

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