swingmania - Cat Games
This is another small update addressing some early feedback

-removed placeholder skill triangle from the menu. we might add it back later once the underlying functionality is implemented since we received a lot of complaints about having nonfunctional placeholder designs in the game (despite the game being a work in progress early access alpha)
-replaced some icons with text for map details note counts etc.
-updated squat icon for fitness stats
-minor changes to game folder structure
-added more stuff to credits section and moved some credits from 3rdparty-licenses file (which is only meant to contain licenses) to in-game credits
-minor adjustments to some UI colors
The snow Reach - limbus

Dear Director,

In order to provide you with an improved experience, the Logistics Department will shut down the servers for maintenance at 09:00 on August 15. The work is expected to last approximately four hours.

During this period, certain areas of the Welfare Institute will be temporarily closed while we service the Stability Anchors. Kindly adjust your schedule in advance to avoid any unnecessary anomalies.

Once the maintenance is complete, the facility will reopen and updated supplies will be delivered to the inbox in your office. Thank you for your understanding and cooperation.

Update Details

I. New Features & Optimizations

1. Enhanced models for the “Ouroboros” faction: Type-C4, Lurien, Katagiri, and Akemi.

II. Balance Adjustments

1. Leader “Pio”—Skill “Switch!” now costs 1 energy.

2. “Lurien”—Attack reduced to 0.

3. “Akemi”—Health reduced to 5.

4. “C4-Reflecting Dash”—Skill “Reflecting Dash” changed to:

Select one friendly Type-C4 on the field; that card gains the passive, unique ability “Recoil Shot: When an enemy Follower is deployed, deal 1 damage to the enemy Leader.” Then destroy this card.

5. “Lurien-Shadowflow”—Cost reduced to 1.

6. “Lurien-Shadowflow”—Skill “Shadowflow” changed to:

Summon a 1/1 Illusory Lurien, then increase the Attack of all friendly Swordsmen by 1. Then destroy this card.

Your World - MMO Playtest - PanteraEnt

Hey Everyone!

We are very excited to announce the grand opening of Your World public playtesting!

We hope you will join us as we playtest multiplayer parks filled with fun activities. You can ride coasters and amusement park rides with other players, compete in mini-games for top leaderboard status, experience live concerts, or just hang out and socialize with other members of the community.

If you would like to join us, please click the Playtest button on the Your World store page.

If you would like an immediate Playtest key, you can also use our signup form here:   https://mailchi.mp/5ce47f54506b/your-world-sign-up 

Or, get your key through our Discord here: https://discord.gg/9YSnA3Raq6

Your world is a social game that is best experienced with other players.    Currently, there are 350 players on standby.   Our goal is to open the parks once the player count reaches 500.  We are looking forward to stress testing our server with more players than ever!

Initially, we will release the runtime player, which allows you to experience our completed parks in full.  These parks include:

Adventure World 

A highly detailed, massive park featuring:
  • Rideable Wing coaster

  • Rideable Drop Tower, Turbo, Polyp, and Backflash amusement park rides

  • Multiplayer go-kart racing

  • Multiplayer hang-gliding competition

  • Multiplayer skydiving competition

  • Underground dungeon side scroller game

  • Live concert stage with a streamed concert

  • Apparel and vehicle rental shops to spend the coins you earn playing games

  • Music and video streamed throughout the park

Tropical World

A beautiful tropical getaway featuring:
  • Multiplayer jet ski racing

  • Multiplayer paintball

  • Wood coaster

  • Live water fountain show

  • Rideable Drop Tower and Carousel

  • Multiplayer go-kart racing

  • Multiplayer hang-gliding competition

Each game has its own leaderboard displayed near the front of the gate.  Players with the fastest time or highest score will reach the top of each leaderboard. There is also a massive leaderboard tower at the park entrance displaying the top-ranking players for the entire park.

Tomorrowland Circa 1979

We are also very proud to present Tomorrowland Circa 1979, created by Dr. Todd West.

Built in Unreal and the Your World Editor, Todd has meticulously created an amazing recreation of Tomorrowland as it existed in 1979, featuring:

  • Authentic Mission to Mars experience

  • Rideable Star Jets

  • Rideable People Mover

  • Grand Prix (upcoming)

  • Live firework show above Space Mountain

We are super excited to be opening our multiplayer parks and hope you will join our growing playtest community!

If you have any questions or would like an immediate playtest key, feel free to reach out on our Discord: https://discord.gg/9YSnA3Raq6

See you in the park!

Whispers from the Star - dev_anuttacon

Whispers from the Star is OFFICIALLY HERE!

Your voice is her only lifeline. Stella needs you to survive an alien planet: through AI driven conversations, guide her through Gaia's mysteries, share your secrets, and see where her story takes you together.

And as a thank you for your support, we're giving you 20% off for 2 weeks. The game will be $7.99 for a limited time!

Thank you for every wishlist, share, and late-night conversation with Stella over the past month. Now, it’s time to share the rest of Stella's journey by her side...

Buy the game here: https://store.steampowered.com/app/3730100/Whispers_from_the_Star/

--

各位玩家好,

我们很高兴地宣布,第一人称对话 (First Person Talking) AI游戏《Whispers from the Star》,已于 北京时间8月15日上午9点 在Steam平台正式推出。

【游戏简介】

Stella受困于一颗陌生的外星球,她需要你才能生存下去。通过与她进行由AI驱动的真实对话,引导她穿过Gaia星球的重重谜团,与她分享彼此的秘密,亲眼见证你们共同的故事将走向何方。

【首发优惠】

折扣: 前两周享8折特惠

售价: 27.2元人民币(截止后恢复为33.99元)

优惠截止日期: 2025年8月28日

感谢大家此前的关注与支持,包括每一次的愿望单添加和热情分享。

我们期待与您在游戏中,和Stella一起开启这段独特的旅程。

《Whispers from the Star》团队 敬上

神的名字 - ciallo
1.整体上调我方角色、普通敌人、强敌的血量成长系数,对应下调强敌的血量修正buff。
增加玩家战斗的容错率,提高中后期玩家装备成型后普通敌人的存在感。
2.下调重装、狂战、圣骑的血量成长系数,平衡整体战斗节奏。
3.对应下调血量加成型装备的数值。
4.增加按J键可快进文本的提示信息。


注:怪物的调整更新后生效;
新入队的我方角色更新后生效;
我方已加入队伍的角色不受影响;(非常抱歉!因为数据存储结构的原因无法刷新已入队角色的成长系数)
已获取的血量加成型装备不受影响,新获取的更新后生效。


最后我再次为之前设计的较为极端的数值,给玩家带来的不好游戏体验而致歉!
后续我还会继续收集玩家反馈,尽力完善游戏,带给玩家更好的游戏体验!
6:43pm
Cross The World - redbeehives


#GAMEPLAY
  • Perk Indicator now shows the radius if available.

#BUGFIX
  • Fixed a bug where holding an animal or monster in hand during EMBARK could crash and damage your save file, by removing any hostage held in hand from the Embark.
  • Fixed a bug where animals or monsters that woke up from unconsciousness could retain their combat animation without actually being in combat.
HEART of CROWN Online - Elu
Fixes & Adjustments
・Renamed “Single Mode” to “Special Mode” and adjusted the order of items in the “Solo Play” menu.
・Minor bugs have been fixed.

Replaced the supply for both online matches.
https://docs.google.com/spreadsheets/d/1zS7aZSYWZE65P6dvD5Lg1p8aNTBD-VP5IWAtp2Lp3w4/edit?gid=797601911#gid=797601911

In Ranked Matches, these 8 supplies will have an increased appearance rate.
*"Online matches" refer to both Rank Match and Room Match modes. Additionally, Room Match can also be used for solo practice.
After creating a room, pressing “START” will begin a match against a CPU opponent. Pressing “START without Bot” will let you start a game alone.
Please feel free to use this feature to check new cards or test out new strategies!
Guidus Zero - C2H_H

Hello, this is Guidus Zero.

Welcome to our second Dev Interview!

Today, we’re taking you behind the scenes of the Guidus Zero ending.

From early planning and key decisions to how the final moments came together, we’ll be sharing the process through the eyes of our scenario writer.


How the Ending Came to Be — From Start to Finish

The previously available endings were mid-story conclusions designed for replayability.

But with this update, the final chapter is complete at last.

You can now experience the full story of Guidus Zero from beginning to end.

🔵 The core storyline of the ending was set from the start

Since Guidus Zero is a prequel to the original Guidus, the backbone of the story was already in place from the early planning phase.

The final moments of Zero had to connect to the opening of Guidus seamlessly, and the established lore and characters guided us along that path.

Fortunately, the worldbuilding and characters from the original were already well-developed, so this time we focused on filling in the untold stories.

Whenever we ran into inconsistencies or gaps in logic, we paused to reexamine the world and its rules.

That’s how the story of Guidus Zero came to life.

🔵 We wanted a firm conclusion over lingering emotions

Our goal was not to leave players with an open ending, but to offer a solid, satisfying end.

We wanted players to feel that everything has finally found its place.

Each character gathered in the game had their own reasons for being there, and we wanted to wrap up their emotions and storylines neatly—giving them a conclusion that allowed them to move forward without regret.

At the same time, we wanted the ending to naturally spark the question, "What comes next?"

That curiosity would serve as the bridge to Guidus, while subtly revealing the flow of the larger world.

Of course, whether we succeeded in conveying all of that is up to you. 😊

🔵 Finding balance between connection and independence

The hardest part of writing the ending was finding the right balance.

How do we connect Guidus Zero to the original, while still making Zero stand on its own?

That tension probably brought out the most delicate and intense moments in the writing process.

Hazel was the key character linking the two games, but if we pushed that connection too far, it could make Zero feel like just a trailer for the next game.

We believed this story had to be fully complete within itself.

So we carefully shaped every plotline to begin and end within Zero— word by word, line by line.

🔵 Hazel’s final line brought everything together

After finishing the script, the part I felt most satisfied with was Hazel’s role.

She knows everything about what’s happening, but can’t say it outright.

We built the entire narrative to be completed by just one line from her at the end.

The emotional and narrative impact of that single moment… I was truly happy with how it turned out.

On the other hand, there were parts of Ragnar’s arc I felt a bit unsure about.

While attentive players might be able to guess the key secrets through the story flow, some of the clues we had originally planned didn’t come through as clearly.

I was a little worried that players might feel those details needed more explanation.

We also considered including a romantic subplot early on, but ultimately chose to leave it out for the sake of pacing and system limitations.

Looking back, it was the right decision—it kept the tension of the story intact.

🔵 Ideas by all, final polish by one

The process of creating the ending and event scenes was more open than you might think.

We would sketch the narrative flow on a whiteboard, then use that to build out the cutscenes.

From there, I organized the dialogue and listed the needed art resources.

In our team, anyone with an interest in the story could share their ideas, regardless of their role.

Designers, programmers, artists—we’d all come together to discuss scenes.

That’s why each moment in the story carries a piece of every team member.

However, even within that freedom, we followed one key rule:

The scenario writer would always have the final say.

Without a single voice to finalize things, the flow could get disjointed, and conflicts could arise.

Even great ideas need to be harmonized within the big picture.

It might have felt like a slower route sometimes, but in the end, it was the most stable and meaningful way to build a story.

And that’s how we ended up with an ending so rich in team spirit.

🔵 And to our players…

Looking back, it’s been a journey full of ups and downs.

But the fact that we can now talk with all of you about the ending means so much to us.

This project is incredibly special—both for our team and for me personally.

It started out as something entirely different.

An idea I came up with in my twenties just for fun, and now, decades later, to see it released as a full-fledged game in my fourties—It’s a feeling that’s hard to put into words.

Zero’s story doesn’t truly end here.

We’re still working to fill in the gaps and create an even better experience.

Our team may be small, but our passion for great games is anything but.

Thank you for walking this path with us— and for listening to our story.

We truly hope you’ll join us again in what’s to come.


We hope this interview helped bring you a little closer to the heart of the Guidus Zero ending.

Closing a story is always a thrilling yet difficult task, but getting to share that process with you is what gives it meaning.

We’ll be back with more behind-the-scenes looks at the development of Guidus Zero.

If you enjoyed the game or interview, a kind review on the store would mean the world to us. 🙌

Thank you for reading—and we’ll see you in the next story.

Nine-Ball Roulette - r
Grab your Steam Deck!
Just recently, Nine-Ball Roulette received official Steam Deck verification, meaning you can now enjoy an excellent gaming experience on Steam Deck!

During this time, we've received many suggestions from the Steam Deck certification team for improvements that will make our game even more Steam Deck-friendly. We'd like to thank everyone who worked on Nine-Ball Roulette.

Thank you all for your support. If you have any suggestions or encounter any issues, please feel free to contact us at wavebox66@gmail.com!
PUBG: BLINDSPOT - dkx1245
Hello, this is the PUBG: BLINDSPOT team.

Maintenance has been completed and you can now access the game.

Please restart your Steam app to activate the game update.

Thank you.

...

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