Where's My Futa Deck? - Ponko Games
The hunt continues in a brand-new place, welcome to Bonekeep.

This time, you’ll be exploring an entirely new location, packed with even more places to poke around. The same teasing hunt you love, now with a fresh perspective thanks to a new camera pan feature that lets you sweep your eyes over every delicious detail.

It’s the same addictive search, but in a new playground that’ll have you zooming, panning, and peeking like never before.

Wishlist now!

https://store.steampowered.com/app/3886790/Wheres_My_Futa_Deck_Bonekeep

Don't Fowl Down - seblingames

Hi all! ːsteamhappyːJust wanted to post a quick update on some visual improvements.

Let me know what you would like to see changed or added! ːsteamthumbsupː

Before #1

Before #2

Before #3

After #1

After #2

After #3

5:59pm
Shotgun Pinboard - Reckless Jack Rabbit

Work on shotgun pinboard is slowly starting again.

Apologies, as mentioned before I am not a team of developers and this is a labour of love.

Conditions are changing making it possible to revisit my work.

Sadly I cannot keep everyone happy, as mentioned before there is a free version (v1) available for this utility on the user forums for Eagle Dynamics. (again, I am not affiliated with any other companies/endorsed etc. I am trying to provide Flight Simmers with a helpful tool. I'm just a dude with a passion for piloting from a gaming chair)

You are MORE than welcome to try out the free version and see if this is something you like using. you can just use the free version indefinitely if you would like. Just please enjoy it!

TBH, I myself really like using it and I started making this JUST for me. I got a kick out of planning my next flight and thought I would share this with the world... otherwise it wouldn't be on the forum or here on steam.

Without re-iterating the full previous post about the lack of time to get back into enhancing and adding features to Shotgun Pinboard. I would like to the time to say sorry. I would LOVE to make games and game utilities for entertainment purposes that I would hope MANY people enjoy.

Being a niche market I did not expect to break any sales records by any means, but I did cross my fingers hoping to fund my passion for software as a full time job so I could make the things I love and offer them to you in hopes you would get entertainment out of them as well :)

For me it a slow process, I am not a team. I appreciate the support YOU, my valued customer, have given me thus far.

You are not forgotten.

Progress will be slow. But Progress is starting again.

Love xxoo

Ta Ta Till Next Time

Beatblock - CV35W
We're in the final stretch before Early Access!
It's releasing this fall. Pinky promise.

ignore the fact that cranky has no fingers.

For those of you who've stuck around, just wait a bit longer! For those new to Beatblock, you're in for one heck of a time. Let's get into what's new. (Or just skip to the changelog at the bottom for the short version.)

A new level about side notes.

Love them or hate them, they're the Most Note Of All Time. And they have a very storied history.

Ranked #1 Note in Beatblocker's Magazine two years running, with an origin that dates back to the late 19th century. Learn more and get a grip on sides in the new level público cautivo.

Comes with a guided audio tour of the Side Note Exhibit.

Importantly, this new level will be replacing the level Code Remix.

Don't worry- It'll still be playable in Early Access! But to keep the intended demo flow intact, we opted to swap out Code Remix for público cautivo. We hope you have fun with the new level!

A revamped tutorial.

Let's be fair: the original tutorial was kind of a Hot Mess. Who likes having every single note type thrown at you (except for the secret one) at once?? We fixed that. There's a new tutorial instead to acquaint you with the basics- and only the basics. Blocks, holds, and taps.

We also added helpful images before other relevant levels to explain individual mechanics!

Please be kind to Cranky. There are many note types and some of them hurt.

tha changer logge
Version 0.6.0
  • Swapped out Code Remix for a new level, público cautivo!

    • This was done to improve the flow of teaching the side note mechanic to new players. Code Remix will still be available to play in the full game.

  • Reworked Tutorial to only include Blocks, Holds, and Taps.

  • Added explanatory images to levels that introduce new mechanics (Gritted Strings, público cautivo, ILOVEYOU.vbs)

  • Improved High DPI display on Windows devices.

  • Fixed error message when trying to load an early access level in the demo.

  • Added a failsafe to saving that should help with crashes relating to low storage space.

See you again when Early Access launches this fall! ( ^^ )=)
Gamblers Table - Pick

Hey there!

As of until now, I was really displeased with the UI in Gamblers Table. Depending on what language you selected it could happen that text was not properly aligned, overflowed or was down-right impossible to read. Speaking of "impossible to read" - on small devices it was just that - impossible to read. Sadly, the engine I am working with has no native functionality to easily scale text at runtime across all UI components. But I was determined to make it happen nonetheless.

So lets dive right in.

Accessibility

Keeping up the momentum from last update I've now worked on more accessibility features.

Text Scaling

As I said in the beginning, reading the text on the steam deck, mobile or literally any screen that is not "Ultra-Wide-Super-Duper-Mega-Big-Screen"-size was kind of hard. The game now starts with bigger text to begin with and you also have an option to increase it. (or decrease it, if you liked the previous size more)

Button Size

Most the buttons in the game have now increased in size by approx. 150%. It was just honestly really hard to click them on smaller devices.

Better Tabs

So if you watch the GIF above in "Text Scaling" you can see that the tabs in both the option menu and the shop jump into the next line. This was previously not the case. Instead the buttons would just disappear into the void and you had to click an extremely itsy bitsy small ">"-icon to navigate them.

This was not an issue for western languages, but especially for languages with a lot of characters that easily surpassed the width of the sidebar itself. This is now fixed.

Better Explanations

We received feedback that its not super clear what Sacrificing even does - and some skills could do with better explanations.

Sacrifing no longer requires you to hold the sacrifice button. Instead, a popup opens explaing what exactly is going to happen. Admittedly this does not look super fancy and requires more polish, but that is something for upcoming updates. Having UI elements that require you to hold them can be an issue for people with motor impairments, muscle weakness, tremors, joint pain, or certain neurological conditions that make sustained pressure hard.

It wasn't quite clear what "Sticky" really does and it sounded stronger than it actually was. It now better reflects it actual functionality, as it only triggers on-click and not when a helper, reflip or shockwave flips it.

There are upgrades?!?

You'd be surprised (or maybe not, surprise!) that a lot of players play the game for hours without ever buying a single upgrade. But not on purpse. Apparently it was that easy to miss ... I hope that the text scaling mitigates that issue at least a little. But to be very sure, the sidebar tabs now blink until you click them at least once.

Speaking of blinking ...

We've had some feedback regarding the wishlist button in the game. It kept blinking ... and blinking. Which totally distracted a lot of you. Sorry about that.

That wishlist button (as dumb as this may sound) is extremely important to us. Back when Gamblers Table was only available via Web it got stolen over and over again and being reuploaded to other pages and generated ad revenue for the thieves without us ever knowing.

Having this wishlist button was our only saving grace, because no matter how often it got stolen - this button always brought anyone playing back to our steam page! And we could see that it worked.

But having it blink all the time really is a tad excessive. So now it no longer does that and sits quietly and statically in the corner.

For anyone wanting us to completely remove it:

Sorry, but wishlists are super, duper important for small games like ours. Amount of wishlists is that magic number that steam uses to determine if you're in the charts or being sent to the shadow realm. The final release will of course not have it, but the demo will continue to feature the button. Thank you for understanding.

UI Changes

You may have noticed that the sidebar looks a little different now. That is because it underwent some major changes. Lets take a look.

Drag to arrange

We've gotten the feedback that some of you would like to see more of the shop, but also some of you wanted to see more of other things. You decide now! You can drag the separator in the sidebar to adjust how much of which you want to see.

Tactics

Looking at the GIF above, you can see that there is a new tab "Tactics". Before, the "Helper Focus" configuration was cramped into the lower sidebar window together with the buffs. The "Helper Focus" configuration has now moved into the "Tactics" tab instead.

There is also a new achievement for clicking that bad boy. As we have learned previously - not everyone clicks those! So wear that fish head with pride and joy.

Shop Item Buttons

The buttons to buy weren't really great. They had their information really cramped and their text didn't break that well if it was too long. Now the amount you have is tidied up in the lower right corner.

Stats Tree

Okay, so this one is really cool. So many of you wanted a "X per second" display. Here it is! I've completly reworked the stats tab and will now show you the money generated by every coin split up into the sources. You also get a cool bar chart to see what performs the best out of the sources!

Anyways ...

I could continue on and on about other smaller changes I did. Some wording here and there.

But lets look at some stuff awaiting you in the final release!

Those are some of the new skills you will find in the skill tree of the release version. Would love your guesses on what you think what they do! My favorite is the helper on a rocket ... Wonder what that is about ...

We regularly post images like that on our discord in the #progress-channel. Feel free to join!

I've made it my personal mission to greet each and every single one of you with a HI-reaction.

Thank you for playing!

Blackrock - Cavedwarf

Hey everyone,

New Features & Changes

  • Grenades in Story Mode: You can now use grenades in story missions.

  • Level 1 expansion: Added keycards with matching doors, collectables like medkits and grenades.

  • New death effects: Most Glimmergrubbs now have death effects.

  • Karma Mode rebalance: Enemy waves now start much faster for instant action, then calm down slightly to avoid feeling unfair.

Fixes

  • Fixed a bug that prevented death sounds from playing in Story Mode and Karma Mode.

Upcoming Plans (if no major bugs show up)

  • Continue working on Story Mode.

  • Add missing death effects for certain monsters.

  • Update UI to match the latest changes, e.g., showing grenade count.

  • Calm Bobby down… because I had to kill him and his gang in the main menu quite a lot while testing the Karma Level unlock Easter egg.

  • Added a Curator Notice so testers/reviewers don’t need to hunt for hidden Easter eggs like Karma Mode.

  • Story button now only needs two clicks instead of seventeen to start Story Mode — and the first click now clearly states it’s only a preview to avoid confusion.

Love you all,
Joe

Gatebreakers - BlackSharp

Major mechanics changes:

  • Added a new Spoils system to replace the original artifact reward system.

  • Changed battlefield layout from 5 columns to 3 columns.

  • Removed the gathering's promotion mechanic, players may now promote units directly from the troops menu at any time.

  • Lifted faction restrictions - units from any faction can now be promoted.

Minor mechanics changes:

  • Added enemy surrender mechanic to resolve battle deadlocks.

  • Added a curse-removal function to Sanctums.

  • Basic level units no longer appear in gatherings.

  • Removed the restriction preventing duplicate acquisition of the same artifact.

  • Some trader events now grant consumable artifacts rather than applying effects directly.

New Content:

  • Added a new artifact keyword: Cursed.

  • Added 7 cursed artifacts.

  • Added 2 (undesirable) neutral units.

  • Added 3 new universal events.

  • Expanded 3 existing events with additional choices.

  • Adjusted certain difficulty challenges.

  • Added 4 consumable artifacts.

  • Added 1 valuable artifact.

  • Added 3 spoils artifacts.

  • New artifact \[Master Key] (Implicit. Spoils offer 4 options.)

Balance:

  • Completely overhauled stat formula.

  • Reduced initial Tactical Point (TP) cap from 4 to 3.

  • Reduced starting hand size from 5 cards to 4 cards at battle start.

  • Reduced enemy commanders' stats accordingly.

  • Reduced stats for Necropolis units costing 2-3 Tactical Points.

  • Slightly reduced the spawn rate of empty locations.

  • Healing in gatherings recovers 5 health (fixed) now.

  • \[Imperial Specialty - Train] (promote Imperial unit → promote unit)

  • \[Legion Specialty - Enlist] (cost 20 less gold → reduced by 20%)

  • \[Token of Balance] (You may promote units from all factions in gatherings → Promote price reduced by 10%)

  • \[Ground Slam] (Deal 2 damage to target enemy unit and all nearby units → Deal 3 damage to enemy units in the same row)

  • \[Summon Fortress] (Summon Walls and Guard Towers in the leftmost and rightmost columns → Summon Barriers and Guard Towers in all allied empty slots)

Bug Fixed:

  • Fixed an issue where artifacts with "Reward more gold" effects were not functioning correctly.

  • Fixed an issue where \[Mage Shield] did not consume mana when blocking damage.

  • Fixed an issue where difficulty challenges could set \[Aidier]'s max health to a negative value.

5:35pm
Border Pioneer - yahzj
  • Giant Sandworm balance: Reduced HP but increased threat level

  • Adjusted background music for specific levels

  • Fixed audio glitches

  • Patched inactive Lieutenant passive skills

  • Resolved Custom Mode exploration mechanics lockout

  • Fixed data corruption when copying monster lists in Map Editor

  • Corrected incorrect ATK values on rebuilt enemy structures in Extra Episodes

Bewitching Sinners - Miss Xero

Hello, after 4 months, I finally got my taxes in order and decided to continue selling on steam. Thank you for your patience and understanding, I apologize for any inconvenience this has made!

In other news I'm also working on a sequel, here's a sneak peek of the bachelors below

Come To An End - OverTimeStudios
  • Fixed - Portal Brightness
  • Fixed - Lurker Hitbox
  • Added - The Pit Level - Objective Marker Added For Activation Plates
...

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