A Corgi's Cozy Hike - scalisco

We are releasing SOON!!!

Streamers have been playing our demo!

Play as an adorable Corgi on an unforgettable vacation! You'll explore an island and prove stubby legs won't stop you. Come join our two person team as we explore our demo and share what's coming after our successful Kickstarter!

We make games that donate to animal shelters. You can Follow our company page, Scalisco to learn when we make new games that donate to shelters and other causes.

Please follow us where you can:

Discord: https://discord.gg/qnybmEcJ5e

Twitter: https://twitter.com/RescuePetsGame

Youtube: https://www.youtube.com/rescuepets

Instagram: https://www.instagram.com/rescuepetsgame/

TikTok: https://www.tiktok.com/@rescuepetsgame


Thank you and remember to live like a dog!
- Dan

Toy Smash Kaboom! - Player

New Features

  • After battles, you can now click “View Lineups” in the bottom-right corner to review both sides’ lineups.

  • You can now browse archives of the Summon Shop, Magic Shop, and Weapon Shop.

  • The tutorial can now be rewatched from the Settings menu.

Optimizations

  • Improved some art assets.

  • Improved some music and sound effects.

  • Optimized filtering options when browsing toys in the archive.

  • Hamster Ball, Gravity Hamster Ball, Mega Hamster Ball, Screaming Chicken, One Punch Spring, One Punch KO: Knockback Power is now displayed in the item details panel.

  • Tank: Type changed from melee to ranged.

  • 2-Stack Block Warrior, 3-Stack Block Warrior, 4-Stack Block Warrior, 5-Stack Block Warrior: Added descriptions that higher block count increases the area of their AOE damage.

Balance

  • Block Warrior: Physical Vulnerability stacks: 2 → 1.

Bug Fixes

  • Fixed an issue where Blaze appeared in the Weapon Shop.

  • Fixed an issue where Little Hamster summoned by Hamster Hole were not affected by the “Enlarge” effect.

  • Fixed abnormal visual effects for some toys.

  • Fixed an issue where units pulled back by Hot Air Balloon would not Stun enemies upon landing.

  • Fixed an issue where some toys in the opponent’s backpack displayed incorrect effects.

  • Fixed an issue where the Deathrattle effect would not trigger under the Stun effect.

肉鸽武林 Fighting Rogue - Wystan弢

Greetings, heroes of the jianghu!

Our game is returning for another encounter—the Second Playtest will begin on September 2nd (CST). The end date is still to be determined, but rest assured—it will last longer than the first one.

This time, the playtest will be extended, but the experience will be different. To make testing more refined and balancing more precise, we’ve planned to split the playtest into two phases. Each phase will feature different gameplay, and after the first phase ends, progress will be wiped before moving immediately into the second phase.

📜 Phase One

Phase One begins on September 2nd. For veterans who joined our first test, it will feel familiar, as it builds upon the Feiyan Manor and Hanmei Pavilion sects from last time. The main improvements include:

  • Reworked several Tier-3 Relics.

  • Stat balance adjustments for all Relics and sect character skills.

  • Refined UI and text polish.

  • Anti-cheat upgrades and bug fixes.

  • Improved English localization.

For returning players, some fundamental issues have been addressed; for newcomers, the initial experience will be much easier to get into.

🎲 Phase Two

The second phase is scheduled to commence on a chosen date between late September and end of October. So what’s new this time?

Do you remember the wild gameplay ideas we teased during the last test? One of them has been developed and will debut in Phase Two—

Introducing: Destiny Dice 🎲

●  We see this as a supporting system designed to solve two key goals:

○ 🎯 Make roguelike decision-making more fun and less repetitive across runs.

○ 🎯 Add more strategic space for skillful play and creative choices.

This system isn’t standalone—it’s woven into the Blacksmith flow, one of the game’s core decision points. When forging higher-tier Artifacts, you may be offered a Destiny Card to activate. Each Destiny Card provides extra bonuses, but activation requires rolling dice to achieve the necessary results.

We won’t reveal all the details just yet 😉, but in this playtest, we hope players will enjoy not only the usual strategy of building synergies, but also a fresh layer of risk–luck–decision–skill dynamics for even more diverse fun.

 

That’s it for today’s preview!

We hope this upcoming playtest will bring a more polished experience along with brand-new ideas to try out. Mark your calendars—see you all on September 2nd!

Wishlist Fighting Rogue:

https://store.steampowered.com/app/3378130/_Fighting_Rogue/

12:37am
Score the Fear - aquaeternity83
Fixed some bugs.
12:34am
SpiritVale Playtest - Phil
Update 0.2.4
Doing a round of bug fixes and balancing, before moving on to advanced classes and other features.
After this I'll try to stop myself on further balance changes as its taking alot of time, and might not matter anyway once advanced classes come out.
There's still alot of issues remaining, including memory issues, storage and party bugs, those are pretty hard to track down and I'll fix them as I go.

Fixes/Improvements
Fixed attribute exploit
Fixed being able to move during animation of attack, cast (physical skills) and pickup (might make it feel more 'clunky' but I believe, like flinch, its important to have and brings the game feel closer to RO, plus it makes ranged spam less OP)
Fixed multiple weapon element cards bugging out
Fixed some bugs regarding range
Fixed monster spell circle area being wrong size
Fixed haste not curing slow
Fixed bugs with calculation of -hp/mp
Fixed being able to have negative hp/mp
Card element now always overrides armor/set element (like Sanctified)
Fixed counter doing no damage if you have no Reflect stats
Fixed summoned bosses dying instantly if spawned on damage aoe
Fixed warrior dual wield skill sometimes not working or appearing in 2 spots
Reduced bloom/brightness in Forest Maps
Fixed Vitality Aura still being applied after taking off Codex
Fixed enemies not being able to hit you while chasing
Fixed boss drops being common rarity and disappearing asap
You should now be able to view Monster Info when dead
Added DamageFromRanged and DamageRanged to substat pool (also fixed red text coloring for Arrow Catch Wall)
Fixed gaining Twohand stance bonus from Books and Maces
Added visuals to Demonic Wail
Reduce server auto restart threshold, as it was sometimes crashing before it could restart

Weight/Storage
Bank weight increased (10k > 50k, not that it matters)
Character weight 2000 + 30 * lv (instead of str)
Reduced weight of some items (equips around 50%, boss lures 10 > 1)

Trade
Fixed being able to enter negative gold, or more gold than you have, and screwing up the trade
Gold value now formatted for better clarity
Fixed being able to change items/gold after clicking ready
Fixed items visually disappearing if trade was cancelled
Added info popup when hovering over items

Maps
Fixed cheese spot in Abyss Library
Fixed things stuck on outhouse roof in Festering Woods

Balance
Removed hit/flee cap of 95%
Bosses now heal to full health if out of combat
Ground aoe can no longer trigger autocast (closing this can of worms)
Monsters now avoid spawning near players
Attribute points reduced (100-130 = 2 points per lv, 130-150 = 1 point per lv, overall you get 70 less points)
Reduce monster hit growth by around 33%
Life/Mana on hit now provides flat value + scaling (reduced combat knife, brimblade, bat lord card values 5 > 3)
Removed base crit chance of 5 for players
Removed stat scaling from monster skills (was throwing everything off, this will reduce normal monster spell damage by ~50%, boss by ~30%)
Reverted +33% atk / -33% matk change from last patch
Monster ATK per lv greatly increased, about x2 @ Lv150
Increased monster cast times (1.5s > 2s)
Reduced monster cast chances (25% > 10%)
Minions of 'Giant monsters' won't cast spells anymore
Removed alot of single target spells from normal monsters (not Abyss though)
Increased Reflect Damage scaling by around 50%
Removed leech / autocast chance reduction by number of targets, changed to an ICD of 0.1s instead. Therefore they will never scale with multiple enemies, but you get the full chance to proc them.
Abyss monsters now have new skills Death Coil and Shadow Strike (which are like undead and shadow versions of Soul Strike). More intuitive on what element resist to get.
Undead element attacks now resisted by Holy/Shadow (125% > 75%)
Added 2nd slot to master weapons
Heal shield cast level reduced (2 > 1)

Cards
Damage card changes
Atk/Matk: 5%
Melee/Ranged/Magic: 6%
CritDamage: 7%
Element Damage: 8%
Damage To Element Enemies: 10%
Damage with Skill: 12%
Other changes
Direwolf card changed to provide Perfect Cloak (can hide from Shadow monsters)
Death Mage card changed to provide Lv.1 Cloak

Rogue
Changes to help early rogue survival and being less stat-starved
Poison damage doubled (less str reliant)
Cloak/Blade Dance CD 4s > 3s
Dagger Mastery: 10% aspd > 30% double attack
Smoke Screen: provides perfect dodge instead of blind, which gives 25% chance to evade targeted spells / attacks
Hit/Flee and Life on hit changes should help early rogue aswell (flee is easier + less vit/int reliant)

Scout
Adding a few more skills to Scout so they are a more complete class
New skill Mark Target: -20% crit def, -20% flee (debuff, can help party)
New skill Snipers Nest: +20% aspd, +20% ranged damage, Cannot Move (5s self buff)
New skill Auto Strafe: +25% chance to autocast Strafing Volley
Reduced Arrow Shower damage by 50%

Acolyte
Bringing acolyte down to less ridiculous levels
Removed all combo mechanics, reserving this for Physical classes
Reduced Exorcism damage by 40% (+no more finisher)
Reduced Sanctuary healing by 40%
Reduced Holy light damage by 20% (+no more finisher)

Summoner
Improving build variety, making your gear matter more for summons and making summons less OP
Removed all combo mechanics, reserving this for Physical classes
New skills Summon Attack / Summon Recall: Lets you command your summon to attack a target or return to you
All spells are now Neutral element, so they inherit the element of your weapon
Summons now inherit all your stats, including soulstrike autocast
Summons gain 5th skill
Summons lost skill stat scaling and attributes were reduced by around 50%
Summon stats are now updated without resummoning
Summons are no longer aggressive
Removed -hp from soulbinder set
Runesmasher CD -2s > -1s

Mage
Bumping up survival a bit
Increased all spell cast ranges (10 > 12, monster aggro range reduced to match 15 > 12)
Increased damage of Ice Shard/Earth Spike to match other spells (350% > 500%)
Increased area of spells to match (2.5 > 3)
Spy Drops - RainyNightCreations
• When crawling in first person strafing is now slower
• The last Dreamcatcher option wasn't unlocked after credits (you need to play the last cinematic to unlock it)
• Prisoner now runs faster if the player is standing and far away from the player
• Fixed: Elite operative trophy description is incorrect
• Fixed: White sphere displayed when strafing
SIGILLVM: RESONANCE - Любисток
  • Added a glossary with key terms.

  • Visual updates: sprites, BGs, CGs, etc.

  • Some new content. The demo's story is now longer, and the impact of your choices is more noticeable.

  • A new secondary character

Zerun - Eb42

Friends, it’s here – Zerun is available on Steam! 🌿🔥

A game that just weeks ago was sitting in a drawer was reborn as our summer speedrun project – and now it’s waiting for you.

In Zerun you’ll journey through a magical ritual world, where every level is a new trial:

🧩 logical puzzles and deadly traps

🔥 leaps to the sky, fireballs, and even a magical train ride

🌿 the story of a shamaness trying to save a dying world

And because we know players love a good start: the game launches with a 40% discount for two full weeks! 💸

👉 Now is the perfect time to step into Zerun’s world – and if you enjoy it, we’ll be grateful for every review. It helps push the game further. 🙏

Thank you – we can’t wait to hear your thoughts! 💚

Dominova - GlennVerheij

Hello everyone,

The demo is now out for a couple of weeks and I received a lot of feedback. In general I think the game is a little too complex in the basic gameplay. Especially when it comes to domino placement and fitting them all on the board.

To fix this issue I tried a different approach where all dominoes can be connected, but if you connect same colored ones you get a base score bonus.

This will make it a lot easier to get around the board. You can focus more on Nova cards and getting all the upgrades.

To counter balance, the score goals have increased by a lot. You really need Nova cards to get far in a run. Also since it's easier to place dominoes, there are also more obstacles to deal with now.

There is also a compendium now that explains some basic stuff about the game. Settings and the nova card collection is placed in there too.

I also fixed the Wild Clone Nova card that was programmed incorrectly. And some other stuff.

If you want to let me know what you think, please drop a review or start a discussion on the forum or contact me on discord. Or fill in the in-game feedback form.

Thanks for playing and have a nice day!

Glenn

12:20am
咒印链接 Playtest - Alive
添加咒印可以升星
添加额外背包
添加恶魔轮盘的更多随机效果
添加恶魔轮盘动画
调整:白色甘露改名为仁慈之泪,效果改为将仁慈之心翻倍
调整:节能药水时长改为40秒
调整:升星从线性改为指数提升
调整:降低魂魄团强度
调整:提升垃圾道具强度
调整:提升怪物强度
调整:常见宝箱将有概率出现罕见道具
...

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