Pal Engine - Desktop Companion - Spasimir Kirov
Pal Engine - Desktop Companion - 0.5.3

What’s new in this release:

Loading Overlay – Now you’ve got indicators during load time, so no more wondering if the app started or not.

Debug Info Toggle (General Settings) – If you hit a glitchy animation, enable debug info to help us squash bugs faster.

Overlay menu allowing users to toggle random dances, open settings, or access the character’s chat

GeminiChat Message Limit – Character cap set to 500 with a live counter and enforcement, keeping it sleek and snackable.

CharacterUploadForm Validation – Name and variant fields now block special characters and give you timed error feedback.

Animation Enhancements – Fresh new animations plus a beefed-up animation system for smoother moves.

Window Bounds Checking – Your character window now stays within screen limits (more snapping magic coming soon...).

Global Drag Shortcut (ESC) – Press ESC to instantly drop the character window drag; plus cleaned-up drag logic for better feels.

Mouse Event Improvements – We’ve improved mouse handling in the character area to behave better when your cursor bails.

Character Area Size Bugfix – The current size option is properly preselected so you can trust the UI state.

Configurable Mouse Buttons – Customize your mouse buttons for character actions, all manageable in Settings.

Settings Guide Added – A new config guide outlines General Settings, Character Settings, and how to manage the app.

In-App Documentation – A guide window now lives right in the app for easy access on everything you need.

Simplified Navigation – We’ve removed the About page from Settings and updated the navigation to be cleaner.

VRM Animation & State Logic – Improved reset logic, action weight handling, and state smoothing for VRM animations.

We can’t wait to hear what you think—and we’ll keep working on making the experience feel just right.

Best regards,
Team Lynxivion
6:37pm
Echoes of Vasteria - Mr Vast
  • New forge system,

  • Removed upgrades tab (Your stats will migrate 70% of their value to a helmet slot item that you can choose to overwrite if you want the intended expereince),

  • Skeletons no longer drop ingots,

  • Enemies all now drop crystals of various tiers.,

  • Slimes now also appear in the mines, The Vasterian scurge is growing.,

  • Chests now drop cores for the forge.,

  • Chests no longer drop ingots.,

  • Mining tasks no longer reward crystals.,

  • Loot has changed form a chance per item which was way too strong to guaranteed 1 item, then a chance at an additonal item and in some cases a third chance if you succeed on the second. All loot is now weight based.,

  • Ingots are now created in the forge using crystals and chunks.,

  • Crystals can be converted to Chunks, 1 Crystal and 1 Stone makes 1 Chunk.,

  • Chunks can now be converted to Crystals, 2 Chunks and 1 Slime makes 1 Crystal.,

  • Enemies now have a small chance to pull from a list of random names as their name.,

  • Quests can now have a resource reward.,

TurnBreak - Dapper Dog
Version 0.7.1.0 is LIVE! Restart Steam to receive the changes immediately.

CHANGES
  • Changed Elemental chart visuals in Arena to only display/highlight elements that are in the current battle.
  • Added being able to unequip items during trades and capturing beasts
  • Added hotkey to unequip items (Right Mouse)
  • Changed the Elemental Chart to show all currently present elements in the match
  • Made dying to the Echo Breaker also update to your team
  • This was done to prevent special scenarios where the Echo Breaker can softlock all future runs (Ex: 6 +10 Pragmas....)
  • Altered the formula of Depth Level's scaling of Reward Bits at the end of the battle
  • Depth Multiplier is no longer applied on losing a run
  • This was not intentional, and invalidated the risk reward of continuing runs

MAJOR FIXES
  • Fixed the tutorial voiding all encounters after completing the Elite Breaker
  • Resolved issues where playtest save data would lock up the tutorial, requiring a reset
  • Fixed numerous inventory issues, including
  • Equipping or swapping the item in slot 1 on the Results Screen equips an invalid item
  • Equipping or swapping an item on the traded beast removes the item visually as well as unequips items in the slot the traded beast was in
  • Invalid items were not always being removed from the inventory
  • Fixed being able to select a reward item while the inventory is full
  • Other small visual tweaks

MINOR FIXES
  • Fixed Tutorial Text Boxes going too fast, causing VFX to be mistimed
  • Fixed the Results Tutorial allowing you to continue before it is completed, skipping the flag update
  • Fixed the Guide Sense Hands getting detached from their beasts
  • Fixed Return (Arc) Cards being visually darkened despite being playable
  • Fixed Beast Power Text sometimes not updating with burn
  • Fixed Beasts getting distorted when trading them too quickly
  • Other visual tweaks, text adjustments, and changes
Steve's Warehouse: Physics. Roguelike. Chaos. - Bojack

Hello Steve,

Here we are again with a minor update.

Balancing
Bike wheel

Bike wheel will now give 20 points instead of 50 points per combine.

Comment from Steve: The Bike Wheel is at a sweet point size-wise, but it gave the road a bit too easy a point-wise. While keeping this aspect alive, this should prevent "Bike Wheel only runs".

Remove from deck cost

Removing from the deck now costs 99 only in the round before the boss and not on round 12.

Comment from Steve: The intention remains the same, but the last objective being difficult, allowing the player to remove it if they have not reached the objective, will block players less.

New feature
Ommetaphobia mode

An alternative eyeball skin can now be enabled in the settings.

Quality of life
  • The "Create a deck" button has been added to the endgame screen

  • Malus sound will only be played once if multiple malus are created at once.

  • Donut tooltip detection zone is now a circle and not a donut.

Bug fixes
  • Controller cursor is now above everything else, no matter what.

  • The ship and the next object are above UI, except for object tooltips

  • Pigeon eating heart will no longer keep the shop reduction active

  • Losing during the 5-second timer will no longer count as a win and no longer trigger achievement, stats and challenge win.

  • Playing a challenge and changing mode will no longer allow you to purchase a passive you already own or duplicate a passive

  • Demo has also been updated and should no longer have the "game crash" if you win your first game.

  • Music will now be played even if you restart the game quickly

  • Arena Rotation will be correctly reset if you restart the game with F5

  • Fonts will now be correctly changed if you switch saves.

Most of the minor bugs should now have been fixed.

Have a great day,

Steve

Coincremental - Fractal Forge

- Added sound effect for seekers quitting. (Reminder: if you are alt-tabbed doing something else, seeker logic doesn't check for quitting until you come back.)

- Fixed bug with starting final two vending ascensions.

- Fixed bug in final bank ascension mechanics.

- Fixed bug in final coin pusher ascension rewards.

- In general, I tried to do a better job prohibiting impossible ascension combinations from being started.

BOT.vinnik Chess: Prodigies - Deep Green Games

Hello, comrades!

While we’re hard at work on the next entry in the series — BOT.VINNIK Chess Masters Academy — we’ve brought a slice of that new personality over to Prodigies. This update adds a big batch of brand-new BOT.VINNIK reactions (both praise and sarcasm) pulled straight from the upcoming game, giving your training sessions more variety, timing polish, and fewer repeated lines.

What’s in this update

  • Dozens of new reaction lines for correct and incorrect moves

  • Snappier delivery and less repetition during sessions

  • Minor text polish

If you enjoy this upgraded personality, consider wishlisting the new game here:

https://store.steampowered.com/app/3820000/BOTVINNIK_Chess_Masters_Academy

Thanks for playing and for all your feedback!

6:07pm
TheFlagship - cg4213

LiveStream #2

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Gunship Battle Total Warfare - GBTW Dev

Surprise Coupon Event

● Coupon Number:
- FEET FIRST FAM

● Event Rewards:

* This coupon is valid until September 30, 2025, 14:59 UTC (September 30, 2025, 07:59 PDT).
* The coupon can only be redeemed once per account.
6:00pm
TEKO - Talio Games
TEKO u1.0

This is the first major patch of Teko.

First, let’s review some statistics from all players:
Games: 168
Wins: 8
Losses: 160
Winrate: 4.8%

TOP 5 rounds where most games were lost:

Round 4: 42 (26%)

Round 3: 31 (19%)

Round 2: 22 (14%)

Round 6: 14 (9%)

Round 5: 10 (6%)

Rounds where nobody has ever lost:

11, 17, 19, 21.

Average points and overkill per round:

Round 1: 4.900 - 52%

Round 5: 33.000 - 56%

Round 10: 310.600 - 117%

Round 15: 4.452.100 - 382%

Round 20: 361.668.500 - 4.168%

Round 21: 6.061.617.461 - 116.978%

Round 22: 4.220.171.388 - 7.283%

Top 10 most used cards:

(Name: times used (Use Rate %) - Wins/Losses - Winrate %)

Tekano: 36 (21%) - 20/16 VD - 55.6% WR

The Vast: 32 (19%) - 5/27 VD - 15.6% WR

Another Chance: 27 (16%) - 7/20 VD - 25.9% WR

Trickster: 26 (15%) - 12/14 VD - 46.2% WR

Trixi: 24 (14%) - 9/15 VD - 37.5% WR

White Spark Legend: 22 (13%) - 2/20 VD - 9.1% WR

Pixi: 21 (13%) - 3/18 VD - 14.3% WR

Cheers: 20 (12%) - 2/18 VD - 10% WR

Greedy: 20 (12%) - 1/19 VD - 5% WR

Spittoon: 20 (12%) - 2/18 VD - 10% WR

Least used card: Empanadino (5 times - 0% winrate)

Lowest score in round 22 (WIN): 7.265.664 points

High score record: 47.010.607.200 (it was one of my runs, in round 21)

Now... let’s talk about THE PATCH:
  • I just created an unlock system. Now you’ll be able to obtain new content through achievements.

  • I made a card for each boss. To obtain them, you’ll have to defeat them.

  • There are now 30 new cards.

  • I CREATED THE FORBIDDEN SYSTEM. Forbidden cards will appear under specific conditions where a lot of luck is required. 1 in 1000 chances. Runs where you get this lucky will be truly epic.

  • There’s also a new notification system. When you unlock something new, a pop-up will appear in the top right corner (where the money is).

There are several things I still have to work on. Specifically, I don’t recommend using the consumable “Masquerade” because it’s still quite buggy. Soon I’ll focus on fixing it 100%, and then I’ll let you know it’s safe to use without worries.

Extra:
  • I had to make a big nerf to the spawn rate of mods, consumables, and cards. I hadn’t realized it before, but after playing so many matches my conclusion is that I had set the percentages incorrectly.

  • I fixed some Codex issues. It will now correctly display the cards that are locked, and the user will also be able to see what’s needed to unlock them.

  • I fixed the packs exploit. Previously, it was possible to obtain infinite cards by opening a specific pack.

  • I fixed the annoying bug where you couldn’t acquire new cards even if there were available slots.

  • I fixed a very unfair bug that took away mana after fighting certain bosses.

  • Apparently, I fixed the “efficiency” system of the cookies tray. I’ll keep an eye on it in case anything goes wrong.

  • I corrected several poorly written card descriptions where terms were being confused.

These last few days were pretty tough for me. However, I didn’t expect to be able to work this much. In the end, I made it. I take advantage of every free minute I have to do something for my game. I AM FULLY DETERMINED TO CREATE A GREAT DECKBUILDER ROGUELIKE.

I’ll keep going like this. Thanks for the support. Remember that I’m always on Discord answering questions and reading feedback. I also welcome interesting ideas. I’m active; if I’m absent, it’s because I’m working too much or I had problems.

...

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