Low Magic Age - Low Magic Studios

Adventurer Renown
Adventurer renown is the core metric for measuring a guild member's contribution and status. Higher renown grant more substantial benefits and privileges.

By completing the guild quests issued each month, adventurers can gradually increase their renown and unlock more exclusive benefits.


11 Renown Levels and 29 Renown Benefits:
Adventurer renown begins at level 0 (Novice) and can be promoted to a maximum of level 10. Each level grants 3 to 6 exclusive benefits or enhances existing ones.



Below are some typical benefits:

Teleportation Gem
Due to unknown causes, adventuring spells like Teleport have long ceased to function normally. After years of persistent research, spellcasters across the land have finally developed an alternative method. A researcher discovered a type of gem native to the Astral Plane that exhibits a strong affinity for teleportation spells. Through a special ritual, a teleport spell can be stored within such a gem, and even ordinary adventurers can activate it.

Usage: Once per month, teleport the party to the anchored city.


Dimensional Tuning Fork
As a 'byproduct' of teleport gem research, the Dimensional Tuning Fork seems more popular among adventurers. This compact, portable magical device helps dungeon delvers return to the surface at will and automatically recharges for repeated use.

Usage: Teleport the party back to the entrance of a dungeon or mine.


Hero's Legacy
Each month, after completing a certain number of quest objectives, you may claim one piece of equipment previously used by veteran adventurers for free.

Upgrade: This benefit can be further upgraded, providing more alternative rewards.


Verassi the Leaper
Purebred Sumpter Donkey
Skill Mentor
Free Warband
Local Guardian
Friendly Merchants Guild
Vampire Hunter
...

(Due to the renown system's confidentiality mechanism, you may discover more details in game)


Quests:
Added some guide and guild quests
(More main and side quests in development)


Others:
Removed skill XP mechanism
Wild monsters now enter alert state when adventurers approach, rather than fleeing
Optimized search and listen DC in dungeons to prevent overly challenge at high levels
Prompts when no chests are found in dungeons
Increased number of available business types in towns
Increased number of learnable skills in towns
Increased XP rewards of town quests
Player party now participates in business event checks
Optimized some UIs
New Option: world map viewport follow
Fixed: Long menus not fully displaying
Fixed: Substitute characters no XP after auto-leveling
Fixed: Unable to choose Epic Skill Focus: Teacher
Fixed: fastest combat movement speed when first launch


Next, we'll work on (rough list):
Other adventurers and NPCs
Multiple continents and planes
Magic concentration, magic exhaustion, low and high magic area rules
Macro resource harvesting and crafting
Specific usage of all skills
Remake dungeon module
Detailed features of terrains
Battle maps adapt terrains
Monsters distribution
Main storyline
Random events
ect.

And feats and spells, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).
Petmancer Playtest - Horse Arms
This is the final update before the demo comes out for Next Fest. The playtest version will continue to be available at least until the full game is released.
  • You can see which version you're running on the title screen (playtest, demo, full version).
  • Revamp of the translations for equipment. Translations should be more grammatically correct now.
  • Upgraded the Godot engine version to the latest stable 4.5. This shouldn't caused any issues, but let me know if something is suddenly not working.
  • Previous versions used a constant seed value to assist in debugging. New games will now use a random seed so you will see more variation in dungeon layouts across games.
Deck of Treads - DJM

Hey everyone!

We’ve just rolled out some major updates to our Steam page, including a brand-new trailer and screenshots.

Check Them Out Now!

Massive thanks to the players from NZGDC2025 whose gameplay was featured in the trailer. You can check out their tanks here.

Want to chat about what you’ve seen or ask questions about the game? Join our Discord Server and be part of the growing community.

Into the Dead: Our Darkest Days - Harriet_PikPok
It's mission time!

Early Access Update #5 releases in just over three weeks, and we're bringing you the first of our survivor missions, an all new starting pair featuring two brand new characters, as well as the ability to save multiple runs, so you can have different playthroughs going at the same time - a much requested feature.

This update will release in Wellington, New Zealand on Tuesday 28 October NZDT at around 1:00pm, or:

Monday 27 Oct @ 5:00pm PDT
Monday 27 Oct @ 8:00pm EDT
Tuesday 28 Oct @ 12:00am GMT
Tuesday 28 Oct @ 3:00am MSK
Tuesday 28 Oct @ 8:00am CST
Tuesday 28 Oct @ 11:00am AEDT

See you soon, folks! And don't forget to join the dev team in the Discord: https://discord.gg/Xd8RPnRZjx

Harriet
& the Into the Dead team

NEBULOUS: Fleet Command - Martyr_of_Kharak

Hello Spacers,

Tonight we are releasing a balance patch for a few issues that have been long-identified. We've been working on an important minor update since June, which has ended up taking much longer than I had initially anticipated. Though the work is still not done (but we're approaching the finish line), I don't want to make you wait any longer for these balance changes. I apologize that it has taken so long to get these changes out to you.

The Pike

By far the biggest point of complaint in the game's balance is the Pike scout craft, specifically its EO Targeting Ball. We've made a bunch of changes to the Pike, most importantly around the EO Targeting Ball by making it's track accuracy identical to the visual tracks ships receive when in visual range and also requiring completed intelligence on the target for a visual to be shown.

The Moorline

The Moorline lineship has received some nerfs to its capacity as a container missile platform. The Container Bank Launchers have been made more fragile, befitting a backline ship, and we've also shuffled some of the hull's default 6 missile channels into the container banks themselves so that salvo capacity can be degraded as banks are destroyed. The R-2 Piranha Rocket has also had additional cost given to it when used as a submunition in containers.

The Marauder

The Marauder lineship has had two C1 mounts removed from each hull core variant. These additional mounts were added during the Carriers Update development. Other mounts added from this update remain on the hull.

The SDM-2

The ability to carry the SDM-2 has been removed from both the Claymore and Sturgeon bombers so they can no longer be used as effectively for ASF roles.

AMM Doctrine Improvements

The missile editor now has a new defensive doctrine setup matrix, allowing you to configure your AMMs on a per-threat and per-size basis. This allows you to build an AMM which will fire a salvo size of 1 at a S2 conventional missile and a salvo size of 3 at a S3 hybrid missile.

Unity Security Patch

On Friday afternoon we also released an emergency patch of our underlying Unity Engine version, and we have seen a few negative side effects of that such as some UI lines failing to draw correctly. All of the reported bugs following the version switch have been fixed in this patch, but please continue to report any others, thank you.

See you in the Battlespace,

- The NEBULOUS Team

Changes/Features:

- Increased Pike EO Targeting Ball positional error to 20 meters (was 5) and velocity error to 10m/s/s (was 0.05), identical to visual tracks provided by ships normally.

- Pike EO Targeting Ball will now only reveal full visual of the target when intel identity is fully resolved.

- Pike EO Targeting Ball now does intel work on the currently targeted track.

- Increased Pike radar signature size.

- Increased Pike Illuminator Pod cone to 3 degrees (was 1).

- Decreased spacecraft group Radar EMCON signature modifier to -5% (was -25%).

- Changed SDM-2 missile type from 'Missile' to 'Boosted Missile'.

- Added 'S2/Boosted Missile' tag to VLS-2, SALS-2, TALS-2, and MLS-2 launchers.

- Added 'S2/Boosted Missile' tag to Tanto S2 Bay and Barracuda S2 Underwing Pylons.

- Increased SDM-2 warhead weight to 1.25 (was 0.75).

- Increased Mk610 Beam Turret DT to 40 (was 30).

- Removed two C1 mounts from each Marauder LN core segment.

- Decreased Container Bank Launcher HP to 200 (was 500), increased point cost to 25 (was 5), and increased rare debuff chance to 35% (was 15%).

- Decreased Moorline CLN hull-missilechannels intrinsic modifier to +1 (was +5).

- Added hull-missilechannels +1 modifier to Container Bank Launcher.

- Increased R-2 Piranha Rocket submunition cost multiplier to 1.5x (was 1x).

- Added a slight black outline to chat messages to help with visibility on bright maps.

- Added updated versions of all ship HUD silhouettes, scaled by hull size so frigates aren't the same size as battleships.

- Click detection size is still uniform across all icons.

- Added game settings option to disable icon scaling.

- Deployment placement arrows now show ship silhouettes.

- Lobby votes started by a player who leaves the lobby will now automatically be cancelled.

- Spacecraft groups that take more than 1.5x the expected amount of time to RTB because they are stuck on terrain, or any other reason, will now teleport back to their carrier.

- Added lead indicator when firing on a track.

- Added PD Doctrine modes to missile editor.

- UNIFORM mode has uniform salvo settings for all selected threat types.

- MATRIX mode has a matrix of salvo sizes for each threat type and size combination.

- Replaced PD missile reattack setting with Cooperative Defense settings.

Bug Fixes:

- Fixed battle report formatting getting messed up when switching from a view with no scroll bar to one with a scroll bar.

- Fixed ships in the ship list not having their formation lines updated correctly when exiting a formation.

- Fixed ships not firing AMMs at z-prio targets if there were no AMMs with matching doctrine.

- Fixed a bug in the round robbin sensor context processing which could lead to time overruns and severely impact performance.

- Fixed missing UI lines.

- Fixed errors from Graphics.CopyTexture during startup on lower graphics settings.

XSOverlay - Xiexe
Changes
  • Added a setting to adjust scrolling speed under General/Scroll Speed

  • Added a field to explicitly set the width of a notification to the Notifications Websocket API.

  • Layouts toolbar will now change the state of all action buttons based on the state of the current layout.

  • Layouts configuration files have been migrated to Appdata. All existing layouts should be automatically migrated, and the old folder should be automatically deleted. The new path for layouts files is %AppData%/LocalLow/Xiexe/XSOverlay/layouts/

  • Layouts will now save EDID information about displays rather than just going off the index of the desktop. When loading a layout, it will first try to use the saved EDID information to match the display, if that fails, it will fall back to the display index. If that fails, the display will be ignored for this instance of loading the layout.

    EDID information should theoretically allow layouts to more accurately recover monitors, even if the port switches, between reboots, and so on. This is fairly experimental, so let me know if it's any better or not!

Fixes
  • Fixed an issue where base scrolling speed was unintentionally extremely fast.

  • Fixed an issue that caused battery notifications to not be visible, despite playing the sound effect.

  • Fixed an issue that caused notifications with missing fields to be whack as hell, yo.

  • Fixed the bee toggle if you've unlocked the bee. You can bee friends again.

  • Fixed an issue that could cause the bee to spam null reference exceptions when enabled for the first time.

  • 🐝

Notes

I intend for this to be a feature locked build. There will only be minor bug fixes, if any, before this goes to live. For all intents and purposes, treat this like a live build.

In the coming weeks, I intend to update the Keyboard to UI3.0, and will include more heavy hitting bug fixes in that cycle.

Screeps: Arena - am
Changelog

Version 0.6.1

  • ⚡️ Updated electron to version 38 to improve overall performance
  • 💄 Many small UI improvements
For Evelyn II - Shards of Creation - TaleHammer
Hey everyone!

We’re thrilled to share that Chapter 3 (Work in Progress) is now playable! Dive into an all-new underwater adventure, where new environments and mysteries await beneath the surface. This chapter introduces fresh story beats, giving you a sneak peek into the next major part of the journey.

Please note: Chapter 3 is still a work in progress, so expect ongoing improvements, new areas, and side quests in the coming weeks. Your feedback at this stage is super valuable, let us know what you think in the community hub or Discord!


🐠 What’s New
  • New Chapter in an Underwater Area – Explore a mysterious ruin under the sea filled with secrets.

  • Performance Tweaks & Bug Fixes – Various optimizations and stability improvements.


We’re proud to announce that our game will be part of Steam’s Finnish Games Week from October 6th to October 12th!

Check out the event to discover other great Finnish titles, and if you enjoy our game, don’t forget to share it with your friends during the celebration!


Thank you all for your continued support! 🌊💙

Mole Maiden - Tastie
- Removed extra scrap metal from Metrovil to balance out collectable number.
- Fixed the visual bug that caused Allen to be invisible during incubation day.
- Fixed the problem that caused players to get soft lock in Uncharted Ravine if they run out of money.
- Fixed the issue that caused the player to continually ascend in certain parts of the map.
- Fixed other possible soft locks in Eden.
- Fixed the issue that caused noodle shop and mini game scrap metal to not be collectable.
- Fixed the issue with excessive collectable times.
WanderFlow - phjong
Thank you, community, for your feedback - we have learned that the min intra-hand distance required to initiate arm-swing locomotion may have made it hard to use arm-swing and have made change accordingly.
  • A new config option, "min hand distance" is now available in the UI. Defaulting to 0.125, it now allows easier initiation of arm-swing locomotion.
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