Whispers of the Eyeless - Feanen_AP
A Glimpse Behind the Curtain: Early Concepts and Creative Choices

As Whispers of the Eyeless continues its journey through Early Access, we wanted to take a moment to share some of the earliest ideas and visual concepts that shaped the game you’re playing today. A bit of a peek into our creative process, showing how our vision evolved and how your feedback can shape the world on mercy of the Dead Gods.

The First Storyboard of the Intro​​

The game’s introduction has always been crucial for setting the tone. Our first storyboard laid out the sequence of events, the mood, and the pacing we wanted to achieve. You might recognize elements from those early sketches in the current intro. We built upon that foundation, refining the flow and visuals, but the core structure remains—a testament to the strength of the original vision.

Quests: From Rough Drafts to Engaging Adventures​​

The first quest concepts were sketched out as rough drafts, with simple illustrations capturing the core ideas and emotional beats we wanted to hit. These early visuals helped us experiment with different quest structures and narrative hooks. While some of these drafts were refined or replaced, many of the original ideas still echo in the quests you encounter today - each one designed to draw you deeper into the world and its secrets.

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We hope you enjoyed this look at the early days of The Whispers of the Eyeless. Your feedback and ideas are invaluable to us, so please share your thoughts, inspirations, or suggestions. Let’s keep building this world together!

Evil Gingerbreads

🌀 Steam Community | 💬 Discord | 📜 Reddit | 🐦 Twitter/X | 📘 Facebook | 🌤 Bluesky

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Final Descent - Lazaganye

Hello everyone!

I just wanted to share a quick update on the status of Final Descent.
The original plan was to release it around mid-November, but due to university and other personal commitments, I’ve decided to postpone the release rather than rush it out in an unfinished state.

For now, the project will be put on hold indefinitely while I focus on other ideas and continue improving my skills.

This doesn’t mean Final Descent is gone for good!

I’ve learned so much throughout its development that I’m confident I can use that experience to create something even better in the future.

When the time feels right, I’d love to return to Final Descent, rework it, and finish it properly, the way I’ve always envisioned it. Until then, there are exciting new projects ahead!

Thank you all for your patience and support. I’ll share more about my next project when it’s ready!

Primal Carnage: Extinction - dinosauriac

A new update is now available for Primal Carnage: Extinction on Steam!

This latest patch marks the start of our annual Halloween Horrors event and brings a number of small fixes and improvements as well.

GAME CHANGES

A lot of the tweaks in today's patch relate to the introduction of the Friendly Fire option in Freeroam, adding support for more weapons and attacks to hurt "team mates" when this is enabled.

Various game mechanic modifications have been made to have things work a bit better when Friendly Fire is on, after the positive response and player feedback from its initial implementation.

For example, some attacks have been tweaked to work a little better in a free-for-all scenario, such as charge impacts on other dinosaurs being a bit less stratospheric. Team outlines are also being modified to be much more proximity based when friendly fire is enabled on a server.

None of this means that Dino Vs Dino is going to be a thing anytime soon, if ever, but it's a fun thing to mess around with in Freeroam and will likely continue to be tinkered with when Sandbox arrives.

Outside of FR, we've kept fixing various bugs and exploits, while also finding a moment to make a few tweaks to the humble frag grenade that might make it slightly more viable.

Check the changelog further down for all of the latest tweaks...

SCARILY GOOD STUFF!

It's that time of the year again! A spinetingling collection of spooky new skins has arrived with the return of our Halloween Horrors event, featuring several terrifying mutations amongst them...

The mercenaries also get a few new stylish addons to play fancy dress with, and there are a bunch of new free drops outside the store as well as classic Halloween drops from the past that are returning!

You can check out all of the latest items on our special event trello board...

In addition to everyone getting access to the skeleton skins in their default inventory again, all of the classic spooky skins from yesteryear are still in-store! We even made retro Halloween Gifts more easily findable by putting them all into the Featured tab along with the latest horrors!

Version 3.1.95
Changelog:

GENERAL
  • added new Halloween content

  • frag grenade tweaks: damage is now 400, reduced fuse time from 3.3 to 1.9 secs

  • fix to ensure Flyers cannot start or continue flying if netted, stunned, bear trapped or dead

  • fixed bug where flame damage always resulted in +100 assist score.

  • fix for Survival dinos being bloody when spawning on lower waves with less than a full team

  • another possible fix for projectiles impacting teammates in competitive when their owner dies

  • only dev viewmode that can be enabled / disabled while ingame is now Unlit, to prevent exploits

  • improved animation blending when readying up a pounce in motion

FREEROAM
  • added simplified spawn rating system to free roam

  • team outlines are hidden if friendly fire is enabled in Freeroam

  • humans can now be netted with friendly fire on, added new netted human mesh

  • bruisers can charge other dinosaurs if team damage is enabled

  • bruisers cannot charge very heavy dinosaurs (tyrants)

  • bruisers can only charge other bruisers if the relative speed is high enough with friendly fire

  • armor works against team damage if friendly fire is on

  • made team kills count in free roam when friendly fire is on

  • dynamite, tranqs, hatchets, AR and frag grenades now work with friendly fire

  • Added system that can track if players are "heard" by other players and show their outlines when within range of those players (only affects Free For All freeroam)

HAPPY HALLOWEEN!

-The Primal Carnage Team

Join the Official Discord...

Cybernetic Seduction - Season 1 - 1Thousand

Hi!

Only three more days until the release of Cybernetic Seduction - Season 2!

We’re getting closer, so it’s a good time to give you a clearer look at what’s waiting in the new DLC. You can expect a significant upgrade in render quality, a faster-paced story, and plenty of surprises, action… and “action.”

What is included in Season 2:
• 5,000 Full HD images and 440 animations

• 39 sex scenes, all easily replayable in the Gallery

• 10 new music tracks, plus new sound effects and ambience

• 30 brand-new sex sound effects

• 40 additional rewards

• More Steam achievements

• More heists, parties, dates, jobs, and activities

A few technical notes before release:
A small Season 1 update will arrive shortly before the launch of Season 2. It enables a smooth continuation into the new content and updates the ending screen with new art. It also includes a fix to Mia’s Episode 3 scene so it now properly shows when Fully Unlocked. All saves will continue to work normally.

If you have not already, please consider adding Cybernetic Seduction - Season 2 to your wishlist:

https://store.steampowered.com/app/3552650/Cybernetic_Seduction__Season_2/
Take care!

Paradox - crystalshinegames786

Greetings everyone,
We’re an indie team just starting our journey with Paradox, a multiplayer experience about timeline travel, survival, and powers.

We’ve been working hard on early concepts and cinematic scenes in Blender.
Here’s a small behind-the-scenes shot from our cinematic work-in-progress.

This image might look simple, but it’s a small glimpse of what’s to come. We can’t wait to share more about gameplay, mechanics, and the world of \[Game Title] soon.

If you’d like to follow our progress:

  • Add the game to your Steam Wishlist

  • Join the Community Discussions

  • Follow for future updates

Thank you for being here at the start of our timeline journey:)

Geometry Factory - 凌风曦月

“We have received player feedback that the game lacks an achievement system, which results in a lack of collection elements and stimulating feedback in the experience. Therefore, we have decided to add an achievement system to the game.”

New Feature: We have expanded the Steam achievement system for the game and added 15 different achievements. Most of the achievements are related to clearing levels and star ratings, and players will gradually unlock achievements as they progress through the game. Players who have already completed the game need to clear any level again to unlock all eligible achievements.

If you have any questions or suggestions, please provide feedback in the discussion section. Thank you for your understanding and support!

RV There Yet? - mackyman

Today we have a smaller patch trying to solve some of the more glaring gameplay issues with the RV and a few small fixes with options.

Bugs:

- Fix invert look does not work when driving
- Fix RV disassembles into pieces when driver disconnects

- Potential fix for RV going crazy and flying away or bugging out physics wise

- Add missing RT/LT gamepad icons in interaction text

- Add missing water volume

- Fixed DLSS setting to properly work in conjunction with AA

Features:- Added VSync options

8:36am
Weaponry (Experimental) - bestmaker

Gun changes:

Rifle:

  • Shooting speed | 0.125 >>> 0.14

  • Body shot damage | 45 >>> 32

Laser SMG:

  • Shooting speed | 0.065 >>> 0.045

  • Headshot damage | 19 >>> 23

  • Body shot damage | 14 >>> 16

  • Leg shot damage | 6 >>> 9

Glock:

  • Max bullet count | 8 >>> 14

  • Headshot damage | 35 >>> 43

  • Body shot damage | 21 >>> 25

  • Leg shot damage | 5 >>> 14

Laser Pistol:

  • Recoil setting | heavy pistol >>> heavy weapon

  • Shot cooldown | 0.6 >>> 1

  • Headshot damage | 80 >>> 95

  • Body shot damage | 45 >>> 60

  • Leg shot damage | 20 >>> 40

Knife

  • Cooldown | 0.5 >>> 0.6

  • Overall damage | 100 >>> 45

Bugs and Misc. Patches:

Ranked XP Changes:

- Simplified XP System

- Your rank is no longer considered.

- Winning automatically gives you 50 + (Round diff.) * 20

- Losing automatically gives you -30 - (Round diff.) * 10

Bug Fixes and Misc.

- Fixed a bug where starting the game too early when all the players joined would result in the game bugged and unable to start. Now, after every player as joined, the start button will only be interactable after five seconds.

- Eliminated the player counts requirements for 2v2 and 3v3 game modes to start. You now only need 2 or more players to start.

- Added two new (totally amazing quality) maps.

- Added a map rotation for every round.

- Added an alternate day and night cycle that switches after every round.

Stunted Gravity - arkaein

Stunted Gravity is a hovercraft stunt-driving game in neon-dystopian future. Gravity shifts. Arenas fight back. You find the line, stick the landings, and push for Titanium-clean runs.

This first look shows:
Hack the Arenas — use the world’s rules against itself
Nail Stunts — precise landings and clean control
Outmaneuver Threats — Scrubbers, bombers, pulse waves, lasers
Race the Clock — short, replayable runs

If it clicks for you, wishlist to hear when big milestones land. Thanks for checking it out!

Dungeon Alchemist - MACx3D


Mapmaker Monday Stream is LIVE🔴 Join our Community Manager Mac for a map-building session as we tackle a themed build and answer your questions in an AMA format.

You can also watch The Mapmaker Monday stream on the following platforms:
Twitch
YouTube
Facebook
Tik Tok
Twitter
And of course, right here on our Steam page!

...

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