오전 5시 00분
Sphere 3 - Evanesca


The star of Harold Fleck's circus was the huge white lion Hatar. The troupe found him as a cub in the desert and saved him from the shushpans. They wanted to let the lion go, but Spald was afraid that the lion cub would not survive alone. So the troupe decided to take him with them.

Hatar grew up quickly and learned the circus craft. He jumped through fire rings, juggled balls and even walked a tightrope. At the same time, Hatar was the main protector of the circus and often rescued the artists during their travels, saving them from monsters.

Unfortunately, he was unable to save them from a gang of thugs. Among the attackers was a wizard who captured the lion and allowed his comrades to deal with him.

The lion returned from the other world along with the entire troupe and became even stronger and more dangerous. Today, even the most powerful demon cannot resist the power of the rebellious white lion.
오전 4시 54분
Otherplane - Elusior Studios
  • Add additional subtitles to puzzles to provide clarity
  • Increase some sounds from puzzles so they can be heard more clearly and from further away
  • Updated hitbox for the computer so it is more obvious that it can be used
오전 4시 53분
QualityScaler - jjluca96
▼ FLUIDFRAMES
🚀 Hello! I’ve just released another AI-powered app: FluidFrames!
It helps you turn low FPS videos into smooth high FPS ones. Check it out if you're interested!


▼ BUGFIX / IMPROVEMENTS

Video upscaling improvements
⊡ Fixed a bug that caused upscaling to fail when using high AI multithreading settings
⊡ Optimized AI multithreading behavior for high thread counts, improving stability and performance
⊡ Improved performance when saving upscaled frames — faster and more lightweight
⊡ Updated FFMPEG to version 7.1.1 (mostly bugfix)

AI models update
⊡ Updated AI models using the latest tools
⊡ Improved VRAM usage and performance

General improvements
⊡ Bug fixes, code cleaning, and overall performance improvements
⊡ Updated dependencies to enhance stability and compatibility

▼ VirusTotal
https://www.virustotal.com/gui/file/f7d0ac59c6fe755641a4084463440e7657eee335df7aad55cd904cb16e186358?nocache=1
오전 4시 51분
Hidden Folks - Adriaan
Hey folks!

Even though many of you are waiting for MORE Hidden Folks (we hear you!) and even though we may soon have more announcements on that (this is nearly turning into a joke, isn't it), Adriaan wanted to mention that he just released Rift Riff!!!

https://store.steampowered.com/app/2800900/Rift_Riff/

It's a very, very different game from Hidden Folks (as per usual with every game he designs): Rift Riff is a tower defense game with a strategic mix of juicy tower loadouts, varied monster behaviors, and forgiving mechanics. It's much less 'casual' than Hidden Folks, so it may not be for everyone who's waiting for more Hidden Folks, but Adriaan still poured his heart and soul into it. Maybe there's something in there for you too?

Talk to you soon,
Adriaan & Sylvain
오전 4시 43분
Fisher Online - Woolf ✔
May Event Conclusion & Fixes

Dear anglers!

This update marks the end of the May Event—thank you all for participating! We hope you enjoyed the unique rewards and new challenges.
Key Changes in Versions 1.11.1–1.11.4

✔ Updated fish models:

Golden Crucian Carp – completely revamped animations and textures.

Chinese Crucian Carp – improved visuals and detailing.

✔ Interface improvements:

Level XP is now displayed as a percentage.

Hover over the percentage to see the exact numerical XP value.

✔ Bug fixes:

Fixed location loading issues.

Resolved fish display glitches.

Corrected localization and text errors.

Known Issues

⚠ Boat Physics – a rare bug that doesn’t affect all players.
We’re actively working on tracking down and fixing this issue, but due to its inconsistent nature, it may take some time. Thanks for your patience!
Death Row Escape - Sercan Evyapan
Hey friends,

I just uploaded the new demo for Death Row Escape! This time, you jump right into the action no slow intro, no hand-holding. Things get intense fast, and I can't wait to hear what you think.

I also put together a brand new trailer to go along with it. It’s short, to the point, and gives a better feel for the atmosphere I'm going for.

Your feedback really helps me shape the game, so if you give the demo a try, I’d love to hear your thoughts.

Thanks so much for the support,
SE Games Studio
Cubic Odyssey - pryanick


Friends, the release of Cubic Odyssey is just around the corner, and we wanted to share some important news.

You’ll be able to buy Cubic Odyssey on Steam for $24.99, but right after launch, a 10% discount will be available — dropping the price to just $22.49. This offer is valid for two weeks, until May 28.

Gather your friends or embark on this epic galactic journey solo. Hundreds of planets and countless mysteries are waiting to be discovered.

오전 4시 40분
컨커러스 블레이드 - dequan.ruan
Chinese Mainland Region
 
Match 1
ZT vs WIN – Dasuo Fort – 2 : 0
Round 1 (WIN Attack vs ZT Defense)
ZT opened with heavy Artillery to halt WIN’s Siege Tower. Both sides fought a brutal tug-of-war at Point A. WIN regrouped for a mid-lane push, but ZT’s Artillery crushed them, gaining a 140-unit lead.
WIN switched to ladder assaults on the side walls. They reached the top but were harassed by ZT’s skirmishers. Time ran out with 90% progress at Point A. ZT held firm to take the round.
Round 2 (ZT Attack vs WIN Defense)
WIN launched an aggressive start, baited out Trebuchets, and took down ZT's siege formation, but their disorganized tactics cost them heavy losses. ZT pushed the side wall with a Siege Tower, clashed at Point A, and used Trebuchets to suppress WIN’s defense, taking the point with a 460–200 unit gap.
Then ZT snowballed through Points B and C, overran the base, and secured a clean 2–0 victory.
Chinese Mainland Region - Match Result

APAC Region
Match 1
HBB vs OSS – Heilung Fjord – 1 : 2
Round 1 (HBB Attack vs OSS Defense)
HBB used a small force to distract at B while blasting an opening at A. As Heroes clashed at the breach, HBB flanked B and cut off reinforcements, capturing both points simultaneously.
OSS fell back to the base. HBB pushed both the Supply Point and base under a 300-unit deficit. With one final surge, they broke through and claimed the first round.
 
Round 2 (OSS Attack vs HBB Defense)
OSS stormed Point A, followed up with B and C, then took the right-side Supply Point. HBB tried to hold with Artillery but was overrun by OSS Cavalry. A chaotic melee at the base ensued.
HBB repelled the first wave, but OSS regrouped and overwhelmed the defenders to tie the match.
 
Round 3 – Grasslands
OSS rushed Point A; HBB took B and C. OSS sneakily captured B, but HBB retaliated with siege fire. Both sides clashed around B and C.
OSS stole C again, and HBB’s B-point push failed. OSS maintained map control and rotated effectively to close out the reverse sweep 2–1.
 
Match 2 BOD vs MMMD – Harbour City – 2 : 0
Round 1 (BOD Attack vs MMMD Defense)
MMMD launched a Cavalry flank into BOD’s rear. Hwarang on the wall pressured the attackers. BOD regrouped and countered with brace, crushing MMMD. BOD’s commander led a push on A, gaining a 150-unit lead.
A fierce Supply Point clash followed. MMMD’s Cavalry flanked, broke brace, and evened the deficiency. They deployed 13 Cavalry squads to defend, but BOD exploited their empty base, used Artillery pressure, and stormed in. After a wild brawl, BOD eliminated all enemy Heroes and took the win.
 
Round 2 (BOD Defense vs MMMD Attack)
BOD opened with Culverins to smash MMMD’s Siege Towers. MMMD Cavalry snuck the Supply Point, forcing BOD into alley fights. MMMD pushed from three towers but got hit by friendly Trebuchets. Surrounded, they lost 300 units.
After winning a frontline clash, MMMD’s flanking Cavalry tried to break through but were pushed back at the respawn. A final clash at mid-gate left MMMD with only 300+ units. Their last push failed. BOD won the series 2–0.
 
APAC Region - Match Result

 
APAC Region - Upcoming Schedule
 
EU Region
Match 1 WSS vs YB – Wall Fort – 1 : 2
Round 1 (WSS Attack vs YB Defense)
WSS smashed the wall and charged Point A but lacked anti-Cavalry, suffering heavy losses. They regrouped with a Siege Tower push and secured A.
YB then isolated WSS by capturing outer Supply Points. WSS reclaimed it and extended the lead by 400 units, securing the round.
 
Round 2 (YB Attack vs WSS Defense)
YB advanced on B and used an intact bridge to set up Artillery. After breaching the wall, they won the Point A battle.
The fight moved to Point C. With better coordination, YB pushed WSS back to the base and wiped their forces to equalize the score.
 
Round 3 – Grasslands
YB quickly captured A and B, sneaked 6% base progress. WSS retook B, but YB responded with a direct base assault.
WSS fell back, leaving A and C exposed. YB took all three points and triggered forced base capture to complete the reverse sweep.
 
Match 2 RJ vs AAS – Hidden City – 2 : 0
Round 1 (RJ Attack vs AAS Defense)
AAS’s infantry rushed forward but got obliterated by RJ’s Trebuchet bombardment.
The second wave failed too, falling behind by 300+ units. AAS gave up B and retreated. RJ pushed forward after securing A and swept the base to win cleanly.
Round 2 (AAS Attack vs RJ Defense)
AAS climbed with three Siege Towers, cleared RJ’s artillery, and won the wall clash. But RJ’s infantry square and traps held firm at Point B.
After multiple failed charges, AAS ran out of units. RJ stood strong and swept the series 2–0.
 
EU Region - Match Result

AMS Region
Match 1 COPE vs WM – Wall Fort – 2 : 0
Round 1 (COPE Attack vs WM Defense)
COPE launched a straight push toward Point B, but WM quickly destroyed the bridge to cut off access. COPE immediately pivoted to the breached wall, broke through WM's defenses with superior unit numbers, and secured Point A.
Though they failed to capture Point C, COPE kept the pressure up with respawn reinforcements, forcing WM back to base defense. With a 700-unit advantage, COPE easily claimed the first win.
 
Round 2 (WM Attack vs COPE Defense)
WM skipped Point B and moved the siege towers, but COPE shut them down one by one. WM then tried to break in via the wall breach, only to be wiped out by COPE’s tight defense.
In a last-ditch push through the main gate, they clashed at the stairs to Point A, but couldn’t break through. With no points captured, WM ran out of units. COPE took another clean win and swept the series 2-0.
 
Match 2 WARR vs VGR – Hidden City – 1 : 2
Round 1 (WARR Attack vs VGR Defense)
WARR suffered heavy losses trying to advance six siege towers and had to force a push through the main gate. The choke point there limited their spread, and VGR easily shut down the first assault.
Even after regrouping, WARR’s progress remained slow due to terrain constraints, and they never reached Point A. With no major objectives taken, they dropped the first game.
 
Round 2 (VGR Attack vs WARR Defense)
VGR used a suicide squad to clear WARR’s anti-tower units. Towers reached the wall with 2 minutes left. VGR scaled, took the wall, and secured A.
On the way to Point B, time ran low, and WARR regrouped to defend. Despite having the numbers, VGR couldn’t push further. WARR held the base and tied the series.
 
Round 3 – Grasslands
WARR secured Point B early, while VGR took Point A. Both sides fought fiercely over Point C, which VGR eventually captured. WARR failed to hold B and lost it in a counterattack.
The fight over B continued, but VGR dug in with phalanx units. WARR turned to artillery bombardment but saw little payoff. When the clock ran out, VGR still held A and B, sealing the BO3 with a 2-1 win and moving on to the next round.
 
AMS Region - Match Result

 
 
 
 
 
 
 
 
오전 4시 39분
컨커러스 블레이드 - dequan.ruan
 

Match 1
MANU vs GCA [White Elk Fort] 1-2
Round 1
The opening siege at White Elk Fort saw MANU on the offensive and GCA defending. Right from the start, MANU massed their units at the right flank, ready for a full-force push. But GCA unleashed a relentless bombardment with mortars, forcing MANU to feint right and rotate left. Midway through, MANU split their units and launched a surprise dual-pronged assault on Point A. GCA held the line but took heavy losses. As MANU regrouped for another strike on the right, GCA unexpectedly sent part of their force to counter-push that very route—only to run headfirst into MANU’s main army already on the wall. Caught off-guard, GCA couldn’t retreat in time. Under heavy artillery cover, MANU charged in again. GCA, already outnumbered, couldn’t hold Point A. Unit count dropped sharply, and their elite troops were wiped. GCA tried deploying Village Watchmen to counter the Dagger-Axe Lancers, but the tide had turned. Victory to MANU!
 
Round 2
Sides switched—GCA now on the offensive, MANU defending. GCA pushed toward the breached wall on the right, quickly seizing the rear Supply Point. MANU stood firm, anchoring their defense around Point A with confidence. GCA changed tactics, redirecting their focus to the A Supply Point. Sensing the shift, MANU committed their forces to defend it, throwing wave after wave into the fight. But GCA had a plan. While the battle raged over the supply point, a reserved squad stealthily snatched Point A. MANU won the fight for the supply point but lost the objective. With GCA constantly pressuring their base, MANU was forced to abandon their hard-won ground and fall back. After a long-range artillery standoff, GCA launched a dual-flank assault from the northeast and southwest. MANU, caught in a pincer, fell. Victory to GCA!
 
Round 3 [Grasslands]
In the final Field Battle at Grasslands, MANU pulled off a tactical masterclass. GCA played it standard—main force took B, a small detachment captured A. MANU calmly secured C, left a guard behind, and rallied their main units near B, ready to strike. After a few skirmishes, MANU launched a full assault on B, while a hero crept toward GCA’s base. Under pressure, GCA siphoned off defenders to reinforce B. That’s when MANU seized the opening—capturing B and sneaking in 19% base capture while GCA scrambled to respond. With B briefly taken, MANU shifted to full defense, locking down C and their base. Time ticked down, but GCA couldn’t close the gap. Victory to MANU!
 
Match 2
HBB vs VNC [Heilung Fjord] 2-0
Round 1
As attackers, HBB launched a two-pronged assault, hitting both gate A and gate B at the start. When VNC split their units to defend both fronts, HBB executed a clever play: a feint at gate B drew defenders in, while the whole squad scaled the walls and looped around toward Point A—cutting off VNC’s support path. With VNC’s main force stranded outside, HBB seized the moment and quickly captured all three points—A, B, and C. VNC fell back to the C supply point, hoping to force a final stand using terrain advantage. But HBB had other plans: a full mortar setup rained fire down on C, scattering the defenders. Under cover of saturation artillery fire, HBB launched a full-force assault, smashed the line, and stormed the base with overwhelming unit numbers. Victory to HBB!
 
Round 2
After the side swap, VNC went all-in with a full-force rush toward Point B. HBB saw it coming and responded with flexible defense: they delayed the push with a front line at B, while elite units flanked from the A wall to set up a deadly pincer. Caught in a crossfire between the Lionroar Crew and the Siphonarioi, VNC’s main force crumbled in the opening clash. Switching targets, VNC tried Point A, only to be met by HBB’s ironclad defense. Wall-mounted ballistae and grounded brace formations created a layered wall of death, costing VNC another massive wave—over 300 units lost. Finally, HBB’s Cavalry rode out to clean up the field and seize the victory!
 
Match 3
VNH vs BOD [Harbour City] 0-2
Round 1
VNH went all-in on a high-risk flanking maneuver, sending their entire force through the narrow left gate for a surprise strike on the A Supply Point. But BOD’s cavalry scouts had already sounded the alarm. As VNH reached the outskirts of A Supply, they were greeted by BOD’s main force head-on—while infantry swung in from the flank, slicing through their marching line. VNH’s vanguard had to double back, triggering a spiral of chaos. They tried the same tactic again—same result: BOD’s Cavalry ran circles around them, slicing down stragglers like it was target practice. In the end, VNH’s infantry were wiped out, and their remaining cavalry made one last desperate charge straight into a wall of brace. The unit gap ballooned past 500—game over. GGs and congrats to BOD!
 
Round 2
With sides swapped, VNH went into full turtle mode, stacking troops on the street in front of their base. BOD played it cool—took A and A Supply with zero resistance, then set up a mortar camp covering the alleys, with a full suite of artillery fire raining in. Pinned behind cover, VNH found themselves boxed in. That’s when BOD pulled the trigger. A frontal assault on the right drew VNH’s focus, while an elite squad crept along the wall and stabbed straight into the base. Forced to split their defense, VNH couldn’t hold either line—front street collapsed in seconds. With a 700-unit lead, BOD closed it out in style—veteran tactics, flawless timing. Well played, BOD!
A Webbing Journey - Merlinn
Hello, spider friends!!

As you may already know, A Webbing Journey will launch into Early Access on May 19th, with 3 story levels (packed with fun cosmetic items to dress up your spider) and 6 sandbox levels, including a cheat console where your web creativity can run wild!

But this is just the beginning - Early Access means that we’ve got more content planned, and we’re excited to share a peek at what’s coming next!

A quick note before we dive in: we're quite confident we can hit the timeline below, but of course, this is game development - so please consider everything subject to change. 😄 If anything does change, we'll be sure to let you know!



🔄 Update 1 - June 2025

Sandbox Mode Save System

At launch you’ll be able to save your game progress and unlocked items, but many of you asked for more: We’re working on adding save functionality for Sandbox levels - including your web creations and object positions. That means when you return to your sandbox levels, everything will be right where you left it! Finally! 🎉

🏅Update 2 - July 2025

Achievements + Additional Cheat Console Commands

Attention, completionists! Get ready for some super fun Steam achievements - ranging from collecting buttons to building webs to finishing tasks, and much more. But our achievements aren’t just your average checkboxes - they’re art and come with cute achievement icons from our talented artist Anja.

We’re also adding new cheat console commands to give you even more tools and toys to experiment with in Sandbox Mode.

🛋️ Update 3 - August 2025

New Level: The Living Room

This is a BIG one! A brand-new story level: The Living Room! Ride the roomba, go fishing in the aquarium and discover whatever wild ideas will crawl out of our brains (we’re still brainstorming 😁).

This update will also include new achievements and new cosmetics tied to the Living Room.

🌍 Update 4 - September 2025

Photo Mode + Living Room Translations

We plan to release something that is in our minds for years now: A proper Photo Mode. Set up your scene, add some stickers, and click - capture the perfect spider moment!

Also we’ll be adding full dialogue translations to the Living Room Level in all our supported languages. Localizing during development is tricky, so this comes a bit later.

✍️ And beyond

We’re just getting started. There are still lots of ideas that didn’t make it into this list, and we’ll be revealing more leading up to the 1.0 release. Got a favorite? Let us know which update you’re most looking forward to!

Launch is next week—May 19th!

We’re so excited (and a little nervous 😅), and your support means the world to us. Thanks for helping us turn these wild dreams into reality!
...

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