Lurking Within - Chelios
Hello everyone!

Let me start by saying how deeply grateful I am to those of you who added my first game to your wishlist and kept it there, despite the complete lack of activity on my part.

I truly appreciate it, thank you. I hope I’ll live up to your expectations.

Current information about the game:

The development took place under difficult circumstances for me. I went through a lot of personal issues, moved from place to place, and simply wasn’t in the right state to work on the game. However, Lurking Within is my first project, and you know… I love it. I love it and hate it at the same time. I struggled with it a lot, I betrayed my own expectations, I remade things and started over more times than I can count.

There are many of my personal experiences behind this project, and it stayed with me during some of the hardest moments of my life.

What I want to say is that I have finally found the strength to put a full stop — to finish the game.

I’ve now thrown all my energy into polishing and refining the game, creating additional story scenes, and adjusting the gameplay.

I hope I’ll have enough strength and time to finish everything within this month.

I also hope to release the improved version of the game at the end of November or in the first days of December.

And lastly… I’m sorry for being silent for so long. And thank you for taking the time to read this update.

See you soon.

AloneDreamer

Mothers and Daughters - Spin256

Bug fixes for reported issues on Beta branch.

Cyber Knights: Flashpoint - Trese Brothers

Knights and mercs, another Update is touching down on the streets of New Boston. While the main of development is closing the gap for the turret and drone release, we're continuing the drive on quality of life and bug fixing with Update #51. With this update, we've tackled all the most popular F10 categories that have come in this A big thanks goes out to every player who has taken the time to hit F10 and send in a bug report - we work right off these and get fixes into the game for you!

We hope you are enjoying our studio's constant work to improve and expand Cyber Knights: Flashpoint. If so, please take a short minute to leave a review ːsteamhappyː !! We work hard for your reviews!

Also be sure to check out the Guns Blazing community challenge that is going on right now!

https://steamcommunity.com/games/1021210/announcements/detail/571520933631623355

Our Save Game Policy and Updates

First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.

Shadow Site Cleanup

The situation left by the Shadow Site bugs in Update #47 to #49 unfortunately were not resolved by the Update #50. A number of situations has developed that needed direct fixing - some of which are listed below:

  • A merc had multiple Shadow Site tags (sometimes as many as 3!). No merc should ever have or reveal more than one Shadow Site.

  • A merc might have a Shadow Site tag but refuse to start acting on it even though their Loyalty was above 60%. These mercs should now get busy revealing their secrets if your Team is above Power Level 5+.

  • A merc might start a timeline event about a Shadow Site but the event would substitute the faction name for "Faction-Shortname.-1".

As you load Update #51 and open your saved games, you'll see some on-the-fly repairs happening that should resolve all of these issues by the time you reach the barracks. If you run your timeline a bit, you should be able to get your mercs to pop their Shadow Site events if they were hung up.

New Tally per Turn Difficulty Option

In Update #50, we adjusted the "Disable Tally per Turn" difficulty option to really mean that -- all Tally per Turn is disabled and Security Escalations would not run Escalation actions that brought the system back into play. It is down and gone, no questions.

We immediately heard from players that some liked the other option to - the system starts at +0 Turn always but if you make mistakes then the Sec AI Escalations can bring that system back into play by running Escalations that added +1 to it, etc.

We've added both (and better described them) to the difficulty options!

Drone Death in Sec Tally Breakdown

With Update #51, we've ensured that drone deaths which are instantly reported are correctly shown in the Security Tally Breakdown that replaces the Combat Log. Good luck against those mecha infantry - mean buggers!

More Victory/Defeat Cases

This update fixes a number of other rare but important cases where different story events could be called at the same time as victory or defeat. Consider the situation - an enemy throws a grenade and kills your Knight but also at the same time kills the sibling in the prison rescue storyline. In this case, its critical that the story event about the death of the sibling is run before the defeat screen takes over. In these cases where you had something happen that would cause a story event and you triggered a win or loss condition, you could end up with dialog and story events being altogether skipped. Another example is a multiple grenade kill - if a grenade was thrown that killed your Knight but also killed the last enemy in a Siege mission, the game used to go to Victory ... woops!

Update #51 has rewritten the processing of victory and defeat to ensure that no story events are ever skipped and that the correct screen (defeat over victory) is shown.

Disabled Button Bar

While your mercs are moving, we've now correctly disabled the button bar buttons. Previously these stayed visually enabled, leading a lot of players to click rapidly on them, trying to use them even while your mercs were moving. This could lead to frustration or misclicks once they suddenly came back to life. Now they enable and disable visually as you would expect.

Another area we're going to keep working on (skipping your own movement) to increase the pace of play.

Enemies Kill Head Hunters

Introduced back in Update #44, an unforeseen error came up - if an enemy agent killed a Head Hunter, they could result in a lock up to the game's controls. This is now resolved and this also cleans up a number of other rare cases that could cause the controls to lock up when enemies were fighting each other.

Grenade Logging

The damage and debuffs caused by grenades and other AOE Talents or items are now nicely logged into your combat log. This helps track exact debuffing and damage from different types of AOE damaging attacks. Thanks to the players who put in F10s asking for this improvement!

v2.2.75 - #51: Lt. Bug, Major Smash - 11/14/2025

- Fixed some cases where contacts or characters might get invisibly locked in to a story that had already endeds

- Fixed a number of Shadow Site issues that persisted from bugs in #47-#50 (duplicate tags, merc won't start story, Faction-Name-1, etc)

- Fixed bug where instant drone death report was not appearing in the Sec Tally detail breakdown

- Improved Victory/Defeat processing to ensure that no dialog or story result is ever skipped even if Win/Defeat happen at the same time

- Fixed bugs that could result in an enemy frozen in place but still running or walking

- Fixed possible lockup when another enemy gets the kill shot on a Head Hunter

- Fixed possible lockup when swapping between multiple grenades/Shock Mine/Venom Trap rapidly

- Visually disable End Turn and rest of button bar while merc is moving so it is clear when they can be clicked

- Fixed outlines on some props

- Improved combat logging for AOE attacks and grenade damage

- Fixed some missing error messages in safehouse room management

Once upon a Dungeon - Infinity - tomkot

Version 0.9.11.0 brings following features:

- God's statues at outside world are now interactive

- The quest to awake them has been added

- Awoken gods has some unusual crafting capabilities

- Small icons showing god's recharge status added

Weird Store : Kill & Bill - muuuuu
Store Door, Zombie Attack has changed.
Begraved - Jade - CM
Greetings, Gravebound!Welcome to another Begraved dev blog. This week, we’re diving into your Playtest feedback. You’ve given us amazing insights, so let’s talk about what everyone loves? err? STATS!

Player Engagement
  • No one played less than 30 minutes. That’s humbling to us! We hope it shows you were invested and having fun.

  • Average session length. Around 2 hours and no one under 30 minutes.

  • Most popular mode. Solo play took the crown.

[carousel][/carousel]
Solo vs. Group Play

Begraved is designed for 1–5 players. While we believe the game shines in co-op, solo adventurer's experience is important to us though, so our goal moving forward.

  • Make multiplayer even more engaging.

  • Keep solo play rewarding and immersive.

Tutorial & Guidance

We knew going into the playtest that tutorials needed improvement. Here’s our philosophy.

  • We’re big fans of direct gameplay meaning everything happens through actions, touch, push, pull, with least amount of time spent menus or inventory screens slowing you down.

  • But we also want the game to feel intuitive, not frustrating. Expect better onboarding and clearer guidance in the next playtest update and for players that like to work stuff out themselves? Don't worry the tutorial is so far planned as optional.

What’s Next
  • QnA planned.

  • Preview of tutorial changes coming soon.

  • More invites to the playtest.

  • Keep feedback coming! Every comment helps us make Begraved the best experience possible.

Join the Conversation

What do you think about solo vs. multiplayer? What tutorial improvements would help you most? Drop your thoughts in the comments or in our community DISCORD

Until next time, Laters Groobers,
Jade - CM

Legitimate Space Corp Simulator LLC Playtest - Cool Guy 123

Version 95

New Features:

    -Intro cinematic V1 ! Just a short in-engine intro to set the mood when starting a new save.

    -Furbles now has a penchant for bananas. Right now he'll follow you around the station if you're holding one.

    -Tutorial has been reworked to include branching paths to get the player into hydroponics.

    -Allow the player to invert their Y Axis in the 'controls' screen.

   

Bug Fixes:

    -Trash shouldn't pop out of customers and thru the floor any more hopefully.

    -Customers no longer get 'hung up' and decide they dont want to buy anything for no reason.

    -The cart/dolly should be a lot more stable. It should stay on board even if colliding on corners at a high speed.

    -I's easier to pick up crates on top of teleporter pads.

    -You can no longer hold R and bring up the radial menu in certain situations (Checkout counter, casino game, etc)

   

Tweaks:

    -Certain tooltips stay active at different points in the tutorial.

    -The game starts you off with a half grown banana plant.

    -Crop beds reduced for new players.

    -Unlocks have been tweaked and spaced a bit more so theyre not as front loaded on the first few days.

    -Preview objects when building from the radial now have the object facing the player when they are selected.

    -Exiting the casino games and other things should be consistent with the keybinds (Q or Escape) - the only difference at this point I believe is the checkout counter.

    -Added a couple of small easter eggs.

   

What's next:

    -We're continuing to work on the early game experience for the next patch.

    -We're also working on improving performance, especially in larger stores.

    -Steamdeck performance & controller improvement

RPG Architect - Locke
  • Text Entry is now available in "alpha" testing format! Utilize the "Open Text Entry" command under User Interface commands and make sure to setup a Text Entry User Interface.

    • The keyboard layout is not yet configurable, but it will be soon (TM).

    • Support for pictures in the command is not yet available.

    • Input with Keyboard and On-Screen Keyboard still occasionally is buggy.

  • Fixed an issue with modifying lights via modal not updating in the editor.

  • Fixed an issue with how Start Battle command works and processes via scripts.

  • Fixed an issue with "Use Space if Hidden" in List User Interfaces.

Politiks - Kingkat
Welcome back to Politiks!
The 0.5.8 Update is here, and it brings some big (but focused!) improvements to the core card-game experience.

🔥 New Feature: Bloc Dialogue Upgrades

Town exploration turned out to be a huge scope creep risk—so instead, I added a lightweight but flavorful system that lets you talk directly to your Blocs.
Complete their tasks to earn permanent or temporary upgrades that boost your campaign in meaningful ways.

🧩 Usage & Merging Mechanics

To keep strategies fresh:

  • Limited card usage prevents repeating the same moves every game.

  • Card merging lets you fuse cards into stronger versions with bonus benefits.
    These two mechanics work together to add depth without slowing the pace.

⚠️ Rival’s ALL-IN Mode

Your Rival has a new threat: ALL-IN Mode.
Once their All-In Gauge maxes out, they unleash boosted stats and target all of your Blocs at once.
Use Disrupt or Sabotage cards to shut down the ALL-IN trigger before it happens!


Thanks for sticking with the project—hope you enjoy the new Demo Update!
Feedback is always welcome! 🙌

https://youtu.be/CHpNOKwrwhk

Playtest Invitation

We’re hosting a Steam Playtest for Politiks soon!
If you’d like to join:

  • Leave a comment below

  • Email me at

https://bohfam2014@gmail.com

  • Or join my Discord server: bohfam2014

Playtesters will need to record their gameplay so we can squash bugs and polish the experience!

1:42pm
Mini Worlds - Casual_Dutchman

Hi, my name is Pieter, (pronounced Peter) the developer of Mini Worlds. I develop this game/toy in my free time, after my day job and my job as a dad of 2 kids. As you can image, life is pretty busy.

As I strive to deliver a polished product, I don't want to rush the release. Let me tell you about some key points why I will take more time:

  • A game/toy about building a world isn't very fun with only a few objects to place. Creating more content for you to enjoy which is performant and coherent with the rest of the art is a whole process.

  • I am a big advocate for controller support in games, since it allows people with a disability to also enjoy games when they use custom controllers. Adding proper support takes time.

  • Minimizing bugs makes it more enjoyable for everyone to play Mini Worlds. Some bugs are easy to spot and fix but some bugs are set to make my life even harder.

  • High standards I've set myself. This is a personal trait. It might be good and it might be bad. If I would lower my standards, the game could be live right now but I want to ensure everything works well and you have enough content to play with.

This results in me setting the release of Mini Worlds to 2026. When a proper date is chosen, I will surely let you know!

Just for fun, here is a screenshot of project "Minimalist World Gen", how Mini Worlds started.

...

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