Obsidian Legion - Palisade_Games

Last week Unity released an important security update that fixes a vulnerability; the build has been updated accordingly.

11:56
NAIR - Teridax

NAIR 5.1.2 fixes the ACE security exploit discovered in all Unity games.

I also updated to the latest version of Rewired for a slight improvement to Switch 2 controller stability.

https://unity.com/security/sept-2025-01/remediation

11:55
DreamScapes Dimensions - DS3D

1) Update to Unity 6

2) Improved graphics and lighting

3) Improved the settings menu to allow configuration of graphics and environment

4) Expanded the settings menu keybinding configuration

5) Fixed accidentally using a recall rune when using the shop in an instanced zone

6) Fixed lighting glitches in character creation

Wreckage - Dragonzord!

Hey there Gearheads! Your enthusiasm for the news about our upcoming Next Fest demo and Early Access blew us away. We can’t wait for you to get your hands on things. We’re hard at work torching bugs and getting the demo ready for October 13th. If you missed the news last week, here’s a recap:

  1. A playable demo is launching on October 13th for Steam Next Fest! 

  2. Early Access will be available on November 5th, 2025 (also the 30th anniversary of the first Twisted Metal!).

Now, let’s dive into what you’re probably here for… the GUNS. 

Weapon Pickups and Arena Pickups

Each car can carry up to four weapons and their Special. These four weapons are:

  • Fire

  • Homing

  • Power

  • Swarmer

Fire is a short range damage over time attack. It’s also very effective against multiple enemies, and those inevitable moshpit pileups. 

Homing shoots a missile that will track enemies extremely aggressively. This is really great as a parting shot if your enemy is about to escape from your assault. 

Power shoots a very strong explosive attack straight forward. This is best used as you’re closing in for a jump slam or hitting the enemy with your Special attack. 

Swarmer shoots a group of small projectiles at your target. Using this as your opening salvo puts a lot of pressure on whoever you’re trying to take down. 

Each car has its own special ability, which we’ll detail for you later. Special attacks recharge over time and can hold three charges, so you’ll have plenty of opportunities to let ‘em rip. 

You also can scour maps for hidden health pickups, including a special health gain easter-egg in each level. Additionally, as you’re driving around you’ll pick up boost energy nodes that will fill your boost meter. 

Go fast, get big guns, go wild! 

Wrapping Up 

That’s all for this week! Next week we’ll have info about your defensive abilities and hit some top-level details about the roguelike mode!

Thanks for reading, and we’ll catch you very soon. 

- Jupiter Lighthouse Games

The Slormancer - Ashmore[The Slormancer]

Hello everyone and welcome to The Slormite Chronicles #54!

In the last Slormite Chronicles, we talked about several questions we were asking ourselves regarding the future of the game’s development, things like our sales model (DLCs, paid cosmetics, expansions, etc.) and the direction for the fifth game mode. We received a big number of responses, probably more than ever before in a Slormite Chronicles. It was really interesting to read through them all, and it helped us make some key decisions.

Toward an Expansion
As for updates and the overall development model, we’ve decided to focus on creating a large expansion that will include everything we’re currently working on, as well as everything planned for the coming months. It’s not impossible that we might release a small update in between, but that’s not the plan for now. Nor is it impossible that we’ll change our minds mid-development, that’s not uncertainty, that’s agile development!

Progress on the Rogue Mode
On the development side, we’ve started exploring ideas for The Slormancer’s “Roguelike” mode. I spent some time experimenting with an idea where the player would control Bryan (the little blue orb) and issue commands to the hero, who would move semi-automatically, something like a Survivors-like. Long story short, it didn’t work. There wasn’t much interesting happening on-screen or for the player, so I quickly abandoned that concept.

We’ve now moved toward a more traditional roguelike idea. We believe we have a lot of horizontal content worth exploring, and the goal of this mode is to let players build complete, interesting setups in about 30 minutes by cleverly combining the elements they’re given.

I’ve had a pretty busy month with real-life obligations, so we haven’t progressed as much as we’d hoped, but things are picking up again.

We’ll enter production once we’ve nailed down everything needed to make this mode solid. After a few prototypes and brainstorming spreadsheets, we should be ready to move forward.

We can’t completely recreate a roguelike at the level of a game built from scratch around that concept. We have constraints tied to what’s already in the game, which limits what’s possible. We also want to make sure this mode is accessible, even for players who’ve never tried The Slormancer before.

When launching the mode, you’ll start from scratch, level 1, a basic Slorm Reaper, and your class’s first skill. From there, you’ll have to build an efficient setup based on the elements the game offers you.

The run will take place across floors similar to the Battlefield. At the end of each floor, players will get to choose their path forward by selecting between three different floors, each with distinct rewards and bonuses. Every few floors, you’ll face a boss (campaign bosses, not procedurally generated ones), until you reach the final boss.

During the run, the player will build their character based on what they acquire:
  • When leveling up: choose 1 new Skill “card” (see the menu below) from 3 options.
  • When closing a Breach: gain 1 stat bonus from 3 options.
  • When closing a Cataclysmic Breach: gain 1 Ancestral Skill from 3 options.
…and so on.

Simplified Character Building
We started with an accessibility constraint: the entire build must fit into a single menu. For a rogue mode meant to be played in around 30 minutes, there should be no need to juggle the 6 or 7 different interfaces usually used to manage your build.

To keep things simple, there won’t be gear management. Instead, you’ll gain regular stat boosts that can easily be directed toward the attributes most useful for your current build. Legendary effects will appear separately as passives.

We’ve also separated elements that can stack indefinitely (like Ancestral Tree passives or stats) from elements that replace one another, such as Slorm Reapers or Primary Skills.

Here’s a look at the build menu prototype:


Imbue Skills and Ancestral Skills are grouped as “cards,” just like class skills, and replace the previous configuration when selected.

One issue we had to solve was related to the game’s many stats. There are dozens, and not all are inherently useful in this mode. However, most of them have at least one synergy or Slorm Reaper that gives them a reason to exist. So we decided to keep all stats in the game but simplify how they’re obtained. If we had removed some stats, certain Slorm Reapers or legendary effects would have instantly become obsolete, which we wanted to avoid.

A roguelike usually ends in one of two ways: either the player dies, or they reach the end of the run. The question of player death came up, because once you reach a certain point, the game isn’t particularly efficient at killing experienced players. During the campaign, once you find your first Life Regen or Life on Hit stat, difficulty drops sharply.

To avoid that, while still keeping Life on Hit, Leech, etc., we’re changing (in this mode only) how and when health can be recovered, making fights more tactical than in other modes. Limiting out-of-combat healing is being strongly considered.

We also ran into another issue with mana. If a player picks a skill they can’t actually afford to cast, they can’t immediately or reactively adjust their mana pool, regen, or reduce the skill’s mana cost by removing an upgrade. In this mode, if the player runs out of mana, the skill will still cast, but its damage will be reduced in proportion to the missing mana. The idea is that if a player’s mana management isn’t great early on, it can improve as the run goes on, and the skill will become more effective over time.

These are just a few of the design problems we’re thinking through. For now, we have a system that feels robust enough to enter production. We’ll no doubt face many challenges along the way, so the more stable the foundation, the better.

We haven’t yet tackled certain topics such as Skill upgrades, Slorm Reaper upgrades, NPCs and their utility during a run, various events that may occur or metaprogression. I’ll save those for the next Slormite Chronicles. First thing first, we now need to make sure that our idea is working as intended.

That’s all for now!
Cheers!

The Hunter's Journals - Return to Wight Chapel - grindwheelgames

Unity has posted that a security vulnerability exists in all builds as far back as Unity 2017. As such all Grindwheel Games titles are being updated to Unity 6 to remove this loophole. This should not introduce any issues, but please feel free to contact us for support if you discover any bugs as a result of this change.

11:45
AChat - rbskft

New position for female-female, female-shemale, male-male and male-shemale couples

The Blessing of Airon - AnderJaspo

Join in to see gameplay for The Blessing of Airon demo! The Blessing of Airon is a first person story adventure about a dark future in which the devil can haunt any device capable of running a neural network.

Taffy Tales Redux : The Morning After - uberpie.official

Hey everyone,

Hope you’re all doing well. We wanted to share a quick update on our progress.

Getting the Steam page and the official trailer ready for launch took a massive amount of energy (and a healthy dose of nervous energy, if we're being honest!). We're thrilled to announce that we’re now back to our normal cruising speed and moving full steam ahead on development for Season 2.

Our focus is now shifting to some characters who haven't had much time in the spotlight. We've just completed a major rewrite and expansion of the entire storyline involving Harry's house, making it significantly larger than before. It’s a great feeling to see that the volume of brand-new content is now far outweighing the reworked material. Of course, you’ll be the final judges.

Now, we know we’re going to sound like a broken record over the coming weeks, but we can't overstate how critical a successful launch on Steam is for our studio. It has become our number one priority, and we're pouring everything we have into making it a success.

The single biggest thing you can do to support us is to add the game to your Wishlist.

A strong Wishlist count helps us immensely with visibility on Steam and ensures we can continue developing the games you love.

Add to Wishlist

https://store.steampowered.com/app/4040840/Thank you for everything. We're pushing ourselves every day to grow as artists and to develop this project into a complex story with deep, conflicting characters. None of this would be possible without your support.

All the best,
UberPie

Varthos - Heir to the Throne - brainfart

6th of October 2025, Changelog for full and demo builds:

--> First Public Demo Release <--

It is with proud and relief that we can announce that the demo for our upcoming game "Varthos - Heir to the Throne" is now publically available.
We have worked until the last possible moment to fix a few more bugs and also to have the first iteration of the staggering system for bossfights included (see below).

We are excited and await your feedback, possible bug reports, feature requests and to get in touch with players from all over the world.

Best regards, the Nightshift Game Development Team.

CHANGES, ADDITIONS & BUGFIXES

- Fixed two holes in the ground in the canyon

- Added first iteration of staggering system for bosses: they are immune to stuns, but every skill adds to a threshold that, when reached, will eventually stun the boss and make him more vulnerable for attacks for several seconds.

- There were cases where equipment icons did not have the red tint overlay even though you did not meet the requirements to use them, we hope to have taken care of all those cases

- Another inventory logic bug that would make 2 handed weapons look like they lost their rarity has been fixed

- When enemies lose sight of the player, they will now move to the last known location to investigate before returning home (to their spawn area)

- When enemies receive damage from within the fog of war/from out of their sight, they will walk towards the respective direction to investigate

- Goatmen shamans should not cast a heal on friendly targets already on the ground and about to die. there might still be close calls though.

...

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