Eufloria HD - Moz
Eufloria - Moz
Bioframe Outpost - Moz
Virtual Families 3 - armando.cordero
Fixes game startup error
Daemon X Machina: Titanic Scion - XSEED Luke
Join Series Producer Kenichiro Tsukuda in a conversation about the balance between humanity and technology in this introspective new developer diary for Daemon X Machina: Titanic Scion.


Touching upon Tsukuda-san's history with mecha and robots from early in his game development career to his inspiration for creating DAEMON X MACHINA, this developer diary provides an intimate look at the creative process. Tsukuda-san shares additional insights into the development of Daemon X Machina: Titanic Scion, including how the development team approached how the evolution of in-game technology and how it's expressed in gameplay, the exploration of humans interacting with technology through the story and world, and their exhaustive efforts to find the fun in every moment of gameplay. The conversation also explores how the development team is utilizing modern tools and technology themselves to enhance the game, leveraging 3D printing technology to get a fresh perspective on armor designs outside of a 2D screen to ensure each armor was unique and, importantly, that they found them “cool”.

Daemon X Machina: Titanic Scion will be available on September 5. Pre-order now and get the “Special Equipment Set” DLC as a bonus, which includes the “Bahamut” Arsenal Skin, the Beguiling Suit (Outer Suit), and the Special Equipment – Victorious Gleam (Laser Blade), as well as the “Purchase Bonus Item Set” DLC, which includes the Special Equipment – Variable Breadth (Longbow), Bonus Attachment Set 1, and Bonus Item Set.

https://store.steampowered.com/app/1342490/Daemon_X_Machina_Titanic_Scion/
CraftCraft: Fantasy Merchant Simulator - Oak

Greetings all you wonderful Crafters!

Oak here, bearing some excellent news for you. We are happy to release our first major feature and content update, bringing with it an expanded ending, 2 brand new characters with their own quests, and the much-request Endless Mode!

We have been reading (and reacting to) your feedback and we have seen what you have been wishing for. It was clear shortly after release that an Endless Mode was the single most requested feature for the game, so we got cracking on it immediately. Mind you, this is just the start for the Endless Mode and more variation, content, and mechanics will arrive there as time goes by and as we improve and expand the main storyline as well. That being said I do hope y'all have fun with it and we are always open for suggestions on how to improve it!

Some of the things we have been considering: having some characters from the Story Mode pop in occasionally, random events, bulk orders, more scavengables (and items generally), more romance interactions, and quite a bit more. However, all of it will take time and of course we need to prioritize things based on what you, our players, would request as well. Rest assured that we will be adding even more cool stuff into the game - eventually we want to add new crafting mechanics, too!

You can access the Endless Mode, either from the Main Menu when clicking Start, or when finishing a Story run - and yes, you can load your old savegames at the end of the game and continue from there!

As for the story, we have added an additional final encounter with Saskia at the end of the game and expanded upon the ending slideshow with new slides, voiceover, and music!

There are also 2 new characters, Lady Maureena and Spinstress Marjati, with their own brand new quests and dialogues. We have also modified the quest structure of the day, spreading out characters that were once rolled randomly inbetween other quests to always be present. We just weren't happy with the way that we were rolling these characters into the story, so we decided to just put them all in anyway. NOTE: This change *may* end up in some quests running twice for some existing savegames, but it would only happen once during that specific run.

And finally, we have also improved the stability of the game, so it should now play a bit more smoothly and have less crashes. We will look into optimization more in the future too, we are aware that having a LOT of items in your drawers can make the game hitch up a bit.

So yeah, that's our big update for now! Thank you for being patient with us and please make sure to take advantage of our sale (Craftcraft is -15% off!) and of course, our Craft & Taxes bundle for an extra discount if you already own Death and Taxes or want to get both games!

Do let us know about your experience in Endless Mode and what you would like us to add to the game on Discord or here on Steam!

Keep on craftin'

-Oak

PPS: Yes we are still planning on localizing the game to more languages, we just need time to plan it ahead, we will share more once we have more details - thank you for your patience!

Fisherman's House - Platuro

Hello everyone,

When I first released Fisherman’s House, it was my very first game, and to be honest, a lot of it was experimental. Especially the VR side. Looking back, there is a lot I would do different now.

I’ve read your feedback, and I really appreciate everyone who took the time to play it and say what they thought.

So... I’m working on a complete overhaul.

The plan is to release a major update in Q4 2025 that improves almost every part of the game. It’s not just bugfixes – it’s a full rework, built on everything I’ve learned since launch and the time in my study.

Here’s what’s coming:

  • Much better VR controls and comfort options

  • Smoother movement and interactions

  • Improved lighting, audio, and atmosphere

  • Tweaked puzzles and escape logic

  • A smarter, dynamic and more fair Fisherman AI

If you’ve played it already – thank you. If you refunded it – fair enough, but maybe give it another look later this year. I’m doing my best to turn this into the game it should’ve been.

If you’ve got suggestions or ideas – drop a comment below. I read all of them.

Stay safe.

And don’t make too much noise.

Splitgate 2 - CYBER

To the Splitgate community,

We believe in Splitgate 2. This game means everything to us – it's been our life for almost 10 years, starting in our dorm room, and we're more committed than ever to delivering the incredible experience you deserve.

We’ve heard your feedback and we agree with you: we launched too early. We had ambitious goals with Splitgate 2, and in our excitement to share it with you, we bit off more than we could chew. We rushed certain features, made some boneheaded mistakes, and most importantly – we didn't give you the polished, portal-filled mayhem you fell in love with.

So we're going back to beta. We'll be heads down until early next year, rebuilding major parts of the game to capture the spirit of what made Splitgate special. That means reworking progression from the ground up, adding more portals to our maps, simplifying monetization, refocusing on classic game modes you've been asking for, and more, which we’ll share soon.

Now more than ever, we need your help. We're returning not just to our roots in what we build, but in how we build it – with you. That means more playtests, more surveys, more listening, and truly being community first. Our goal is to combine the DNA of the first game with the best improvements from the second.

Rebuilding the core experience isn't a quick fix; it's a long-term commitment. To give ourselves the time to build the Splitgate you deserve, we’ve made the incredibly difficult decision to reduce certain roles and shift our resources to focus on this rework. This is heartbreaking. These are our teammates and our friends, and they helped build what we have today. They're receiving severance and job placement support, and we're committed to doing everything we can to help them through this transition. We hope to bring them back when we can.

In an effort to retain as many team members as possible, we're also going to be shutting down OG Splitgate servers in a month. While we'd love to keep servers online indefinitely, it's cost us hundreds of thousands of dollars over the past couple of years, and we have to prioritize our team. Like us, we know this game means a lot to so many of you, so we are exploring the possibility of supporting offline or peer-to-peer matches. And when we return, we plan to have a dedicated experience in Splitgate 2 that delivers on the promise of the original.

In the meantime, Splitgate 2 will remain playable, and we’ll still be shipping Chapter 3, as well as fixes and high-priority changes. We hope you will continue to play and support the game. As always, please keep the feedback coming.

We've faced a lot of dark days and have made many mistakes, but we've learned a lot and are as determined as ever to make Splitgate as great as possible. Splitgate has been our life for 10 years, and we wouldn't have it any other way. We've got work to do, but we aren't giving up.

We love this game and we love this community too much to ever quit. So we won't.

See you in the arena,

Ian and Nicholas

Splitgate - CYBER

To the Splitgate community,

We believe in Splitgate 2. This game means everything to us – it's been our life for almost 10 years, starting in our dorm room, and we're more committed than ever to delivering the incredible experience you deserve.

We’ve heard your feedback and we agree with you: we launched too early. We had ambitious goals with Splitgate 2, and in our excitement to share it with you, we bit off more than we could chew. We rushed certain features, made some boneheaded mistakes, and most importantly – we didn't give you the polished, portal-filled mayhem you fell in love with.

So we're going back to beta. We'll be heads down until early next year, rebuilding major parts of the game to capture the spirit of what made Splitgate special. That means reworking progression from the ground up, adding more portals to our maps, simplifying monetization, refocusing on classic game modes you've been asking for, and more, which we’ll share soon.

Now more than ever, we need your help. We're returning not just to our roots in what we build, but in how we build it – with you. That means more playtests, more surveys, more listening, and truly being community first. Our goal is to combine the DNA of the first game with the best improvements from the second.

Rebuilding the core experience isn't a quick fix; it's a long-term commitment. To give ourselves the time to build the Splitgate you deserve, we’ve made the incredibly difficult decision to reduce certain roles and shift our resources to focus on this rework. This is heartbreaking. These are our teammates and our friends, and they helped build what we have today. They're receiving severance and job placement support, and we're committed to doing everything we can to help them through this transition. We hope to bring them back when we can.

In an effort to retain as many team members as possible, we're also going to be shutting down OG Splitgate servers in a month. While we'd love to keep servers online indefinitely, it's cost us hundreds of thousands of dollars over the past couple of years, and we have to prioritize our team. Like us, we know this game means a lot to so many of you, so we are exploring the possibility of supporting offline or peer-to-peer matches. And when we return, we plan to have a dedicated experience in Splitgate 2 that delivers on the promise of the original.

In the meantime, Splitgate 2 will remain playable, and we’ll still be shipping Chapter 3, as well as fixes and high-priority changes. We hope you will continue to play and support the game. As always, please keep the feedback coming.

We've faced a lot of dark days and have made many mistakes, but we've learned a lot and are as determined as ever to make Splitgate as great as possible. Splitgate has been our life for 10 years, and we wouldn't have it any other way. We've got work to do, but we aren't giving up.

We love this game and we love this community too much to ever quit. So we won't.

See you in the arena,

Ian and Nicholas

11:00am
Die For The Lich - info

Today we are releasing the official Steam Demo! We have been working on it non-stop and are super excited to present it to you.

Die for the Lich is a roguelike dice deckbuilder. The mechanic of the game is simple, roll dice and try not to roll over the limit and of course kill as many mythical creatures as possible in the process.

This demo is a continuation of our web demo, which we released on January 29th this year on Newgrounds. It received over 90,000 plays and was awarded Best Game of January.

We're excited to bring a ton of new content to this updated Steam demo.

New Playable Character 

We've always planned to have more than one playable character in Die for the Lich. This new addition changes the way you play the game, but you'll need to unlock them first before diving in.

Blood Moon Battles

For those seeking an extra challenge and greater rewards, Blood Moon Battles are for you. You'll be able to choose these encounters on your path to the Lich. It's entirely up to you whether you take on the risk.

Buffs & Debuffs 

It is a system that makes enemies more dynamic, challenging, and strategically engaging. Most enemies come with their own unique buffs and some of them can cast a debuff on you, so stay alert and plan accordingly.

Dice Combining

Don’t have the die you need? No problem, you can craft it yourself. Dice Combining is a special map node you can choose during your run, letting you merge two dice to create something new and more useful for your strategy.

Healing Angels

Carrying too many dice but running low on health? Healing Angels are here to help. In exchange for one of your dice, these celestial beings will restore your health and keep you going on your journey.

Meta-progression 

Each run brings you closer to unlocking a wealth of new content. As you play, you'll gain access to powerful new dice, unique trinkets, deadly weapons, and special abilities that expand your strategic options. Whether you succeed or fail, every attempt pushes your progress forward and opens up exciting new possibilities for future runs.

New Music

If you're coming from the web demo, we’ve got some bad news… the old music is gone.

But here’s the good news: we now have an all-original soundtrack composed by Hyperstepp, created specifically to accompany your glorious, repeated deaths.

DAILY RUNS Are Back! 

Compete with players around the world and see if you can claim the crown for the day. Top the leaderboard and earn your moment of glory, plus a shoutout on our Discord server. 

Just remember: bragging rights only last for 24 hours. Use them wisely.
I'll see you at the top.

We want to thank everyone who played our old web demo and all our beta testers for their incredible support and for playing some pretty broken versions of the game.

If you’d like to help out or just keep up with the latest progress, be sure to join our Discord server. We post updates every week and love stealing ideas from our amazing community.

https://store.steampowered.com/app/3415570/Die_For_The_Lich/

Are You Ready To ‘Die for the Lich’?

What are you waiting for? Jump into the demo and, if you enjoy it, please leave a review. It means the world to us! We’re a very small team, and your support really helps us keep going.

...

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