Odiumfloreo - ApeHardware

Progress has been made faster than expected.

17 of the 18 post-level segments are already complete. Most of these consist on "point-and-click" segments in which you solve a simple physics-based puzzle while exploring the game's settings and learning some vague lore. A few of these segments are entirely narrative, more akin to a visual novel.

The final segment (currently in the works) is a bit trickier, since it's a minigame that changes the main mechanics in a completely new way. Almost all of the soundtrack is complete, so only the extra segment and testing remain.

However, with these good news comes a tricky question: should the game's release date be earlier? I'm considering changing it to October 3rd, but that would mean releasing the game before Next Fest 2025 (October 13 - October 20th), which could imply missing a chance to make the game more popular. I have also thought about releasing it in on October 19th to allow it to be on Next Fest, but it feels incredibly wrong to keep a fully complete game unreleased for the sake of its demo being in an event.

Speaking of the demo, it might be removed once the full game is released. Since Odiumfloreo's first 5 levels are highly similar to the demo's levels, I'm worried it might lead to people who tried the demo dropping the full game.

Isles & Tiles - Birdworks

🏝️ Hey, fellow island folks! I've gotten some great feedback and a bunch of fantastic suggestions for improvements and new content in this past week following the launch, and I'm pleased to say that I'm releasing an update to Isles & Tiles today that fixes a handful of bugs and makes a few tweaks here and there that should make the game a fair bit nicer to play.

Big thanks in particular to Renraku for a fantastic Steam review that included a veritable laundry list of great suggestions and quality bug reports. A lot of those have been fixed in this update, and I hope to have more to come next week!

  • Fix incorrect description on Blacksmith card, to indicate that it produces +1 iron for every 2 (not 1) adjacent mines

  • Fix one-time mana bonus from playing a Mana resource card (was 5, now 10) so it matches the description on the card.

  • Tweaked the size & auto-scaling of the current hand, so it displays slightly smaller  and adapts better to hands with 8+ cards.

  • Fixed a bug where Rune cards would still appear in your draw pile even when ‘toggled off’ in the card library.

  • Fixed a localization bug in Japanese & Chinese where the “Skip for N Gold” button could sometimes have missing glyphs.

  • The corner ribbons on foil cards now fade out when you hover the card, to prevent them from obscuring which tile types a card can be played on.

And finally, Isles & Tiles is part of the Best Indie Games Fall Showcase, taking place on September 2nd. Be sure to check it out, as I'm sure there will be a smorgasbord of awesome indie games on display!

Xenonauts 2 - Auverin (Hooded Horse)

Experience the intense strategic gameplay of Xenonauts 2, now 35% off as part of the Hooded Horse August Sale

In Xenonauts 2, you command a global defense organization tasked with intercepting alien threats and leading tactical ground missions. Build your base, manage resources, and engage in turn-based combat to protect humanity.

HOODED HORSE AUGUST SALE

https://store.steampowered.com/app/538030/Xenonauts_2/

Inventorix - san

Before Inventorix launches tomorrow, I want to take a moment to thank everyone who joined the beta.

Your feedback, bug reports, reactions, and encouragement helped shape the game into what it is today. Many of your names will appear in the credits under “Testers & Supporters”, a small way of showing our gratitude.

This community has been a huge part of the journey, and I really appreciate all the support.

Tomorrow is the big day 🚀👽
See you in 1.0!

The Chess - Mozikr
Gameplay
  • Tweaked AI reaction time and depth
  • Disabled move highlighting in Advanced & GM
  • Added lighting option in Intermediate
  • Added toggle for move hints (Beginner, Intermediate, Local, Multiplayer)

UI
  • Adjusted position of "THE OPPONENT IS ANALYZING"
  • Repositioned lighting & camera icons
  • Adjusted white light color and intensity
  • Improved arrow symbols placement
VALHALL: Harbinger - AlexC
Vikings!

This update focuses on rebalancing resources and adjusting crafting and building costs to make the experience more rewarding and logical. Less wood grind. It also fixes diverse issues that were impacting the gameplay.

This patch will arrive on Wednesday (September 3rd).

Here's what the patch will bring:

Global Survival Balance

The global crafting and building costs for most items and structures have been adjusted. Based on the valuable feedback we received through the form, we've reduced the heavy reliance on wood and diversified the resource requirements. This reduces the wood grind.

The consumable stats for food have been adjusted to prevent one way being much more efficient than the other.

Faster Crafting Timings

Made a change to all crafting timings, reducing them significantly (to 10 seconds in most cases).

Survival Improvements & Bug Fixes

Added visual markers for important interactive points that will appear at appropriate times to help guide you.

The first crafting and building categories will now open instantly when you open the tab, so you won't have to select them manually.

The chance of rain at the very start of the game has been removed.

The crafting and building UI has been adjusted for better readability.

The pickaxe now has durability.

Added more slots to the fish cage so you can leave it for longer.

We know the fixes we made to the two-handed axe physics caused some wild new issues, including the character explosion. While we work on a full solution, this patch addresses the helicoptering bug and a related crash.

Fixed an issue where the charcoal burner was too difficult to place.

Fixed an issue where the tanning and drying racks would incorrectly ask for wood even when no items were inside.

Fixed a glitch where arm physics would behave strangely after equipping and unequipping weapons.

Fixed a bug where a character's torso would sometimes detach when destroying ore parts.

Removed stability checks for certain buildings so they don't blow up nearby structures.

Fixed a bug where loot chests would sometimes respawn items too early.

Resolved a bug where the trading and cooking UI were overlapped by other tabs.

Fixed a bug where a well could be placed on a foundation.

Fixed a bug that allowed players to spam arena duels.

WIP Sneak Peek

Also we've been working on a new Dynamic world event that will be featured in the next update: a very harsh winter you'll need to overcome.

Previously, seasonal winter was a very rare occurrence that had little impact beyond visuals. Turning it into a new challenge makes it much more frequent and adds new goals, obstacles, and rewards. Visually, it will also be a more intense blizzard.

Thank you guys for your feedback and support!

Skål!

Blackrose Arts

13:56
Geared for Fear - Geared for Fear

Contains various improvements.

Chubziki Playtest - Qui-Gun Jah

Dear players,

In this new update we were focused on preserving and polishing what we already have in game. Expect to feel much more satisfaction from gameplay and less bugs.

  • Fixed how AI cars can get stuck during race.

  • Fixed UI navigation with gamepad for car-respawn and main-menu.

  • Removed game freeze when underwater.

  • Fixed quests not starting properly. Reviewed a lot of quest related code.

  • Made it easier to press the underwater button.

  • Improved player position auto-save.

  • Improved main map and garage for better gameplay and view.

  • Chubzik corpses now vary by armor type. Fixed some corpse related bugs.

  • Fixed how chubziks would not start fighting until player fully stops his car.

  • Rebalanced all chubziks, their weapons and armor.

  • Rebalanced part of battles. Added a new one.

  • Chubziks movement speed is now based on their weight.

  • Chubziks navigation code optimization (FPS boost).

  • Improved car handling, rebalanced upgrades.

  • Changed gravity and weights of objects.

  • Fixed most of nasty memory-leaks that caused lags.

  • Fixed how entering garage could break the game.

  • Improved the way objects are created and how their visibility is tracked.

  • Pikes now break after inflicting damage. Pikemen who lost their pike turn into regular melee-warriors wielding fists.

  • Fixed bugs in swing-bridge quest.

  • Fixed how some chubziks may turn invisible until hit by player.

  • Slightly changed color-grading.

  • Re-added floating text after healing.

  • Added animated markings to important buttons. Similar to GTA or NFS.

  • Fixed how bowling mini-game couldn't correctly count pins.

We can’t wait to hear your feedback and ideas!

Yours sincerely,
— The "Goodwin Games" Team

Strength In Numbers Playtest - riffnatic
+ Added new input system.
+ Added game pad controller support

* Fixed Ai reasoning and path finding
* UI changes for play speed
* Changed Influence game mode roles. Lost influence planets can now be retaken, should make it easier to understand the game mode.
* Fixed a lot of smaller bugs
* Performance improvements
The Bakerville Case - moonlightgamesdev
ANNOUNCING UPCOMING TRAILERS

Good day everyone, today we want to announce that we have two upcoming trailers. The STORYLINE TRAILER is scheduled for release in early September, and the GAMEPLAY TRAILER is scheduled for release in October. The latter will reveal the game's release date.

FOLLOW OUR KICKSTARTER CAMPAIGN

We'll be launching our Kickstarter campaign in early September. Those who sign up for our pre-campaign will receive an EXCLUSIVE REWARD.

POSSIBLE RELEASE DATE

We plan to release “The Bakerville Case” later this year, specifically in the FOURTH QUARTER.
The exact date will be revealed in the GAMEPLAY TRAILER, as mentioned above.

- Benji.

📢 Follow us: https://linktr.ee/moonlightgameworks

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