Sphere Game Epic - Dplds
Significant improvements were made to the gameplay and graphics.
The entire gameplay was redone, from the sphere’s movement to the level design.
Paranormal Cleanup - Manic Mice
Hey everyone,

We are close to launch! With this patch every map is now reworked and polished, every entity can be banished and many more suggested changes and bug fixes were implemented. More content is on the way now. Thank you all for your help! :)

0.5.0 Patch Notes:
  • 'Butcher's Nest' and 'The Quiet' have been reworked and polished
  • You can now banish the entities on 'Butcher's Nest' and 'The Quiet'
  • The Butcher no longer hunts all the time and instead hunts in waves like all the other entities. He learned a trick or two from grandma though
  • Entities now end their current hunt when all players are downed
  • Hunts no longer increase in duration and no longer reduce in cooldown after each hunt and rather hunt for a fixed duration with a slight deviation each time
  • reduced the chance of an entity searching the exact hiding spot a player is currently hiding in

  • tweaked and fixed Ectoplasm and Cult Symbol spawns on every map so they are more fair/less hidden (Did you know the larger maps have up to 300 spawn points? fuck me)
  • fixed several collision issues resulting in non-cleanable ectoplasms
  • fixed a bug that caused the UV Lamp to turn ectoplasm permanently invisible

  • Increased base cleaning speed for all items by 10-20%
  • Increased base Sprint Speed by 15%

  • Increased texture and mesh quality for important models and stuff you interact with
  • removed Depth of Field, everything's crisp now
  • added more Radio Songs, increased radio audio quality and tweaked attenuation and occlusion
  • lowered TV beep sound volume and added a remote to every TV to turn them off manually
  • lowered telephone beep sound volume and added the ability to turn the phone off manually
  • lowered van door chime sound volume
  • reduced car alarm sound duration down to 10 seconds (was 60s)

  • fixed a bug that caused weekly tasks to not reset properly
  • fixed a bug that caused players to go into debt just to buy more energy drinks
  • small tweaks and changes here and there

Thanks again for your help! I am looking forward to your continued feedback.

Have fun playing and see you ingame! :)

Cheers,
Beepbep
I Wanna Be A Game Dev! - lykostudiooffical
Patch 1.1.1 is out! Here are the changes:
  • Steam achievements are now unlockable as you get their associated sticker, not just on game launch
  • Added the achievement for completing Amelia's character story to Steam
  • Fixed a bug preventing players from returning to the title at the end of the game
  • Made the character friendship stat more visible in the character menu
  • Fixed certain content not being accessible without save data, like Chloe's first character story
We'd like to thank the community for bringing a lot of these bugs to our attention! Without you, it would have taken a lot longer to notice them. We're working hard on 1.2.0; expect it to release soon!
Tape 101 : The backrooms Playtest - suversaproductions
-Fixed spelling in the note.
-Added a "Disclaimer" after launching the game
-Fixed flashlight clipping with Alan's body (Weird shadows when running)
Hell Clock - LucyG


Hey Clockmakers,

The wait is over: Hell Clock, our fast-paced roguelike Action RPG inspired by the darkest chapter in Brazil’s history, is officially launching on June 18!

We first teased this journey into hellish purgatory months ago, and your response to the demo has been overwhelming — 96% positive reviews and tons of great feedback that helped us push the game further. Now, it’s finally time to sharpen your blades, prep your builds, and get ready to face the demons of Canudos.

⚔️ Action Meets History

Hell Clock isn’t just another ARPG — it’s a supernatural reimagining of a real, brutal conflict: the War of Canudos (1896–1897). In our version, this battle wasn't only fought by mortals — it was a hidden war between celestial and infernal forces. You play as Pajeú, a former slave turned warrior, whose soul is trapped in a twisted purgatory. Time is fractured, and the only way out is to fight your way through Hell, again and again, until you break the cycle.

Made With Love, Identity, and History



Hell Clock is a deeply personal project for us. Not only does it explore a dark and often forgotten chapter of Brazil’s history, but we also poured our hearts into honoring the culture and identity of the Brazilian Northeast. We choosed voice actors from Bahia - Brazil, the region where the story takes place, and worked hard to reflect its regional elements through visuals, music, and narrative. We’re proud to see people from all over the world discovering this part of Brazil through our game — and we hope many more will come to know and appreciate it.

We’re incredibly grateful to our community for the support so far. If you haven’t already, join our Discord to chat with the devs, share your runs, and help us improve Hell Clock with your feedback and suggestions. We're always listening, and we’re building this game together with you. 💚

Thanks for your support, and see you in the depths of Hell.

- Rogue Snail Team




🕰️ The Hell Clock is ticking...
Landonia - ocanaday
QoL changes:
-Damage numbers appropriately fade out, to avoid screen clutter.
-Ranged weapons and spells now show animation during battle
BroomSweeper Playtest - BandsWithLegends
Reworked Mold's visuals and description. You should no longer see one big mold sprite, it should be on each of the trash bags individually. It will now also show when those tiles are cleaned by removing the mold

Basically every item has been reworded, but none of them have changed functionality. There are a few items that will have some minor functionality changed to go along with the clearer wording, but nothing game-breaking...except....CrossPipe now works with hammers, wrenches, and construction because they have been reworded to "1 column wider, 1 row taller" which has the crosspipe special words in it. Crosspipe's cost will also go up slightly to compensate for this. Lots of other small fixes included in this patch, as always
Octohill Ski Tycoon - deuxb
This update brings ability to see potential levels when creating a custom map, and also includes several other features and bugfixes.

Full changelog:
  • estimated levels can be shown on the custom maps preview
  • achievements unlocked popup stays for a few seconds
  • feedback text now has autowrap (y'all knew you can just hit 'enter' anyway, didn't you?)
  • unreachable deconstruction tiles are now included in alerts
  • fixed rare freeze on invalid helicopter spawn
  • fixed pathfinding issues that causes some visitors to never deboard a lift
  • some performance improvements

Future plans
The first major update is now confirmed. I've just started working on it and It'll be cooked slowly, but there will be lots of fun content for you and your guests when it's ready!
Osiris Quest - asirrenatus
  • Fixed Alt + Tab on Windows
  • Fix for saving custom input map
TRADESMAN: Deal to Dealer - AZAMATIKA
Changes Related to Localization (More relevant for translators or users of unofficial Thai translations) - We’ve added language selection support in the menu.
For Thai localization users: Delete the settings.ini file from the game’s settings folder one last time, then place an empty language_exists.txt file in the lang_tha folder. After that, you’ll be able to select the language in the settings. Of course, the actual translation files must also be present in the same folder. (Reminder: The game does not officially include Thai localization, but I’ve heard an unofficial version exists)
We’ve also added full support for all Latin characters, though this might cause some unexpected issues.
If you encounter text-related errors after the patch (usually involving the word "language"), try to delete the settings.ini file from the game folder first. This issue can occur with any language. If that doesn’t help, contact me.


Additionally, this patch also brings back full Korean language support.

Now, onto the patch!


1. Various bug fixes.

2. Map screen interface redesigned.


3. 21 new trade goods.


4. Reworked goods in cities. Players who are already in the game will receive these changes within 2-3 in-game days as cities refresh their goods. Now, every city has a starred item - bring and sell it, and upon the next refresh, you’ll be able to buy something new (e.g., Silver ore - yes, there’s a location like that).

5. Random goods in cities have been removed - now, if you travel to City A for a specific item, it will be there upon arrival (unless the city refreshes its goods, except for starred items, which disappear after a refresh). We’ve also made it so that if you buy a good somewhere, the most profitable place to sell it will be in a nearby location.

6. Each city’s "Demand" now includes a good that matches the city’s type - this helps with reputation gain. We’ve already added many ways to earn reputation, but in the future, I’d like reputation to be granted only for selling goods that a location actually needs (no more buying and immediately reselling). However, it’s too early to implement this change yet. For now, in this patch, selling goods to NPC merchants is no longer the main source of reputation gain.

7. Reworked buying/selling mechanics - selling goods is now more profitable initially, but the price drops if you repeatedly sell the same good to a specific merchant. The same applies to buying: if you keep buying a certain good from a merchant, its price will rise. Prices gradually return to their original values over time.

8. Merchants no longer have unlimited money. The more you sell to an NPC merchant, the more money they have - but not infinitely (currently capped at 2x their original wallet size). Their wallet size slowly returns to its default value over time.

9. Added a clarification for the second passive ability in the Catmancy - leveling it up will allow you to talk to certain cats (as before, just added the explanation text).

10. Nearly every city now has a strongpowergigachad cat offering delivery quests. Successful deliveries increase reputation in the location and grant money (currently a profitable +20% bonus over the base item value). These quests are endless, have difficulty ranks, and can be tracked in a dedicated tab in the quest menu.



11. New reward in Praydon: the monk Seniron Soyfist. Plus 3 new enemies and one secret opponent.


12. Road encounter - Fortune Teller. Pay money for a prediction: more money, goods, food, something negative… or nothing at all.


13. The location Bigtopia isn’t fully finished yet, but you SHOULD visit it.


14. We’ve completed the current major story segment - now you can gather everyone at the table by blowing a horn and continue the main storyline.

15. Various fixes - for example, repairing carts in quests now requires **Wheels** (a new trade good).

What’s Next:

1. We’re considering raising the minimum screen resolution to fit more UI elements by default. Unfortunately, I don’t have stats on how many players use 1280×720, but we’d prefer at least 1440×900.
2. We’re mostly done with locations, though we have one more planned soon - we want to add bulls (cows?) as a pleb hauler, and their location. Next, we’ll focus on road events and other content: quests for Bigtopia, Sheepington, and Warmington. We’re also brainstorming ideas for the game’s first dungeon, likely in Bigtopia, and what reward it should offer.
3. I’m not a fan of the strategy of assembling a party exclusively with legendary mercenaries. I’ll think of an interesting way to address this, but it’ll likely result in restricting full legendary-only parties. Some legendary mercs are so strong that balancing a full team of them seems impossible.


As a bonus, we've added a minor Supporter pack DLC. With hats, of course.
https://store.steampowered.com/app/3751590/TRADESMAN_Deal_to_Dealer__HATS_Supporter_Pack
...

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