Loot of Baal - Myron_Owl

🛠️ Bug Fixes:

  • Fixed UI overlapping issues at 16:10 aspect ratio.

  • Fixed battle interface display anomalies in fullscreen mode (16:10).

  • Fixed level display error on Stage 47 (incorrectly showing as Level 48).

  • Fixed an issue with abnormal unlock sequence in some side missions.

  • Fixed an issue where the small stages text was not displaying on the Abyss Invasion bulletin board.

  • Fixed an issue where characters would move during forging at the blacksmith.

  • Fixed an issue with abnormal quality unlock levels for tavern mercenaries.

Contact us: Email - send your problem to https://feedback@gleamerstudio.com, we will solve it ASAP. Discord - Join our community Discord Steam community - Join Steam community

War Thunder - Blitzkrieg Wulf

Northrop first flew the F-89 Scorpion all-weather interceptor on August 16th, 1948. It was the first jet aircraft designed primarily for the interceptor role, the first to carry air-to-air nuclear weapons — the AIR-2 Genie missile — and one of the first to be equipped with air-to-air missiles. The F-89 Scorpion remained in U.S. service until the late 1960s.

 

The F-89D is temporarily available for Golden Eagles at 30% discount!

The F-89D (rank V) is temporarily available at 30% discount for 5,278 Golden Eagles. You no longer have to own the F-89B to purchase it!

[carousel autoadvance="true"][/carousel]

When: From August 15th (09:00 GMT) until August 18th (09:00 GMT).

Where: USA > Aviation > Premium vehicles.

 

About this aircraft

  • The F-89D is great at high altitudes. Against enemy bombers, it’s ready to launch rockets with a radio fuze, allowing it to hit the target even without a direct hit. The F-89D also has 16 HVAR rockets and 104 FFAR Mighty Mouse rockets.

Mayoi Shopping Street - Actor

To celebrate the release of Mayoi Shopping Street, we’re holding a Time Attack Mode Ranking Event! 🎮✨


\[Event Period]
From Friday, August 29 to Sunday, September 14 at 23:59:59 (JST)


\[Overview]
Destroy every distortion and escape from Mayoi Shopping Street as quickly as you can!
Join the rankings and compete with players across the country for the fastest clear time!


\[Prizes]
The top 5 players on the ranking board will receive:

  • Early access to our upcoming multiplayer game Out-of-Body Battle (planned for release next year or later)

  • A full copy of the game upon release


\[Eligibility]
Anyone who has purchased Mayoi Shopping Street


\[Entry Fee]
Free


\[Schedule]

  • Aug 29 (Fri)Mayoi Shopping Street release

  • Until Sep 14 (Sun) 23:59:59 JST – Rankings finalized

From Sep 15 (Mon) onward:

  • The top 5 players will receive a Steam friend request from Actor

  • We will send further instructions via Steam messages

※ Please accept our friend request so we can contact you.


\[Important Notes]

  • Event details and schedule are subject to change without notice.

  • The prize game will be delivered after its completion (planned for next year or later).

  • Rankings will be determined based on the results from the Steam leaderboard.

  • Any scores achieved using bugs, glitches, or other unfair means will be invalidated.

  • In some cases, the displayed rankings in-game and on the Steam leaderboard may differ. If such discrepancies affect prize eligibility, we will address them appropriately.

  • Even if you rank in the top 5, we will be unable to send the prize if we cannot get in touch with you.


We hope many of you will join and have fun!
Thank you for your support! 😊

Once Human - Once Human

Dear Metas,

If you encounter any issues while playing, please contact us using the following methods:

PC: Open the in-game ESC menu → Feedback & Customer Support → Select Bug Report to submit your issue.

Mobile: Tap the menu button in the upper right corner → Tap the headphone icon in the sidebar → Select Customer Support → Then choose Bug Report to submit your feedback.

If you're offline, you can also report issues via our official email: https://oncehuman@global.netease.com. We'll investigate as soon as we receive your message.

Since the official release of Once Human version 2.1.1, we've been gathering community feedback and actively addressing your concerns.

Here are the current details of the changes we've made:

1. Fixed an issue where Sticky Ice Crystals would not expand when used within a territory.

2. Fixed an issue where arrows could not be retrieved properly.

3. Fixed an issue that caused the mail system to lag after a territory was demolished in RaidZone Mode.

4. Fixed an issue where Rebecca's Stardust telekinesis would stop working.

5. Fixed an issue where visual effects for fashion items such as Nightmare Bringer could disappear under certain conditions.

6. Fixed the abnormal damage output from shotgun turrets.

7. Fixed an issue where weapon models displayed incorrectly after using shield items.

8. Fixed an issue that caused Prismverse's Clash custom servers to fail to launch in certain regions.

Once Human Development Team

Avakin Life - lkwd.arabella

Something special has arrived in Avakin Life — and it’s only for those who log in and grab it while it lasts! 💅🔥

💖 Log in now to claim your Mod Cute Paws Cat Tower gift.

🎁 Available for a limited time only — don’t miss it!

Want to show it off? Take a screenshot and share it in the Community Hub so fellow Avakins can see your style in action. 📸

Early access already in full swing but our wishlists rewards are waiting! Let's hit that milestone and don't forget to wishlist Avakin Life!

I Park on Earth - FoxFisher

First of all, the second game was not developed over 8 years, but about 8 months. The reason I emphasized the 8 years since the last release is because my inner world has changed a lot over these years.

My first game didn’t sell well and couldn’t sustain my dream, so I went back to working a job. Over the past 8 years, I changed jobs twice — none related to games — but I learned many new things and broadened my horizons.

Yet deep down, I never stopped longing to create indie games — that fire kept burning inside me. And now, I finally have the chance to return to the path and pursue my unfinished dream, going even further this time.

I believe I’ll go further — not because my skills have improved drastically, but because I’ve glimpsed the meaning of life through past experiences. I’ve begun to understand what I should do and how to do it, and that the greatest obstacle to achieving a dream is not the outside world, but within ourselves.

Finally, I hope you enjoy my new game and share this thought: “Only with inner peace can we go further.” Wishing you happiness and success in all you do.

Rogue: Genesia - PlexusDuMenton

Hello everyone, time for the (not) monthly dev blog of August!

Let's start this dev blog by pointing out that The rog plushies are available on sale until August 18!

(sorry to making an announcement about it soo late, I was busy finishing the event for beta update, and then this dev blog took me a bit of time)

Well, let's get on the devblog, and start directly with more advancement for

Update 1.1
What's been done?

Run Difficulty

A new major addition with Update 1.1 is the addition of Run difficulty,

an (entirely optional) way to increase the difficulty of runs that can be enabled quite early for players that find the early/mid progression of the game too easy.

(Yeah there are a lot of typos left in it, no need to report that in the comments, it's going to be updated)

As of now there is only Expert Mode added in the game, but there are plans to add 2 new additional ones
(and to add some additional effects that will play a bit with Zone Modifier)

Zone Modifier

Another major addition of update 1.1 is modifiers that are applied to an entire zone. They can provide both positive and negative effects to a zone, affect the map generation, or affect rewards you can obtain

During the first loop, you are guaranteed to have a path with no modifier.

The number of modifiers generated on a zone depends on the number of loops.

Event after stage

Since update 1.1 adds in a lot of additional events (more than 10 new events) it could become quite frustrating to not encounter the event you are looking for.
With Update 1.1 you'll be able to encounter events after the end of any stage, which will overall lead to a lot of additional opportunities,

(note that "Event: Shrine of Reconstruction" can be viewed as a reward of this stage)

Preview Event in Stage selection

Events you'll encounter in an event stage are now generated during the stage generation phases (and no longer when entering the event)

This means it is now possible to view what event you are going to encounter before selecting a stage. As of now, event stages only have a 20% chance to not be hidden, but soul-shop upgrades to improve that will soon follow.

(Due to technical reasons, the game won't allow previewing events from stages not selectable since some events' chances to appear can vary based on many variables and change between two stage selections)

New Events

As said earlier, this update adds more than 10 new events (so far), which will about triple the current amount of events you can encounter (ignoring the Shrine event and the one-time equipment-related ones)

Here are a few ones:

Duelist rework

Duelist is one of the least played characters, which is understandable, it doesn't really change most of the game, and can be a bit harder to play due to her very low HP pool and fragility in early game, especially as it is usually the first avatar unlocked.
The current main usage of this avatar at the current time is if the player wants to go with a faith-oriented build (due to her lower natural Defense) and is very inefficient when used in another way.

So the Duelist got a bit of rework to try to expand which builds are possible with her,

  • Increase base health from 60 to 100
    The reason for that is to make the avatar on par with rog when doing Health Transmutation builds as well as making her more viable in very early game.

  • Duelist no longer starts with -10 defense, but -2 base defense and x0.5 defense multiplier

    This change makes the avatar scale way better with Faith in mid and late game, while still making her take much less damage in early game.

    However, this clearly makes her non-optimal for Metal transmutation builds (but why would you do a metal transmutation build with Duelist?)

  • Duelist now gains 5% damage scaling from power every time her Death Door ability is used until the end of the run,

  • Death Door ability disables anachronistic during the debuff duration

    Those are likely the 2 biggest changes to the avatar, the first one makes the player more rewarded when playing in high risk, while the second change makes sure the player is indeed taking risks. However, the player could just take heavy damage until Death Door is activated, and wait in anachronistic until their HP is higher than 1 again.

  • Reduced Defense cap of Duelist from 75% to 50%,
    Defense cap is a new stat, that basically affects how much damage flat defense can stop at most, this change is another indicator to tell players not to try to make a defense-heavy build on her

Minor things

There have also been a lot of minor additions, new artifacts (mostly related to events), new cards and equipment.
In addition, Eyes of Truth has been reworked, now required to unlock looping for the first time, and providing increased max level to cards for each loop completed, giving a really powerful (and unique) effect that's worth the drawback.

What is missing for 1.1 ?

Run Difficulty

For now, the beta only has one additional Run difficulty (Expert mode) and two additional ones will come in the following patch, as well as tweaking Expert mode.

Soul-Cards

While a few soulcards have been added in, there are still a lot of soul-cards that are planned to be added in the upcoming patches

Custom Run UI

The logic for custom run is there, but there is still no UI to allow players to run it, so it is not properly implemented in the game, I'll have to spend time to properly allow players to start custom runs.

Bug Fixing

Of course, due to the many in-depth changes and version changes (explained in the previous), the patch currently has a lot of bugs that will take a bit of time to properly iron out.

Beta

Beta for 1.1 has already started, access is behind the usual code "BackUpYourDamnSaves".
You have to know this beta is particularly buggy compared to others, a patch fixing a lot of bugs is coming in the next few days (specifically related to the new events)

It is also important to know that saves from 1.1 cannot be read from version 1.0 (due to Talents layouts), so if you want to keep the progress after going on the beta, either make sure you know how to load back saves, or you'll have to wait for update 1.1 to be released

EXFIL - LoveBoatGopher

EXFIL Community Game Night
🕘 Every Friday at 9PM EST
📍 Hosted in our official Discord server

Gear up and get ready - it’s time for EXFIL’s weekly Community Game Night, running every Friday night!

Whether you’re fresh off your first mission or a battle-hardened vet, everyone’s welcome.

✅ No sign-up needed ✅ Public voice chat in Discord ✅ Running on the standard test build

See you on the battlefield. 👉 Join the Official Discord

Rogue Conflict - Wik

Guess who's back!

After taking a long break from working on any RC related content, I am happy to announce that I got some new goodies for you all, in the form of some new Quality of life features, bug fixes and some other minor improvements.

New Features:

Combat preview window:

The biggest new feature, that I have spent the most time working on during this updates development is this new "combat preview window" as I like to call it.

This window will show up when you hover over a enemy unit, and its purpose is to give you a more detailed overview of what will go down when you attack an enemy.

I know there have been people asking for something like this for a while, and I myself have also for a long time wanted to add something like this to the game, as I've always felt that the numbers that pop up on top of a enemy unit when you target them, just isn't enough information, especially for new players I can imagine it can be very frustrating when you are trying to learn the ropes of the game. So hopefully this will alleviate the learning curve a bit, which I still believe is one of the biggest issues with the game.

And if you want to read more in detail what kind of information the combat preview window entails, then you can do so in the in-game manual under the "Combat" entry.

Unit Rank Icons:

The next quality of life feature in this update, are these "unit rank icons".

This one is also one that I have for a long time wanted to add to the game myself, and have gotten requests to put something similar in the game.

The purpose of these "icons" or "numbers" is to tell you what rank the unit is simply by looking at it and not needing to click on it, which will hopefully make it a bit easier when you manage your units.

But honestly, I gotta say that I am not completely satisfied with the results, as you still can't tell exactly what type of upgrades the unit is carrying without clicking on it.

But hopefully this will do for now.

Also, if these two new features bother you, and you find them to be in the way. Then I added the option to turn them off in the settings window:

Undo Purchase option:

Finally, I added this undo purchase option. So that if you accidentally purchase a unit or upgrade in the Request Reinforcements menu. Then you can return it and get all you requisition points back.

Other Improvements and Changes:

Bug Fixes:

  • Fixed bug where the game would sometimes freeze during the enemy turn when the enemy was trying to "coordinate" an attack with too many units at once.

  • Fixed bug where the game would sometimes freeze during the enemies turn if an enemy unit would get "ambushed" by a player unit that it didn't have vision on

  • Fixed bug where the blue "highlight" wouldn't show up on a minefields tile when using the "remove minefield" action

  • Fixed bug where minefields would sometimes go "invisible" during the enemies turn

  • Fixed bug where some tooltips would be partly obscured by the cursor

  • Fixed bug where the LRRP units camouflage expert upgrade would sometimes "duplicate"

Special shout out to Demonic emperor on Discord for helping me with the 2 bugs on the top of the list. Because they are bugs that I believe have been irking players for a long time, so it felt good to finally put them to rest.

Other Minor Improvements:

  • Updated and added tooltips in various places

  • Increased price for Heavy Tanks by 25 RP (still feel they are very op)

  • Added backgrounds to texts in various places, that was previously a bit hard to read

Other News:

Lastly I would like to let you all know why I decided to release this updated, and why I haven't released any during the summer.

The main reason being that I am in the middle of a big move right now, which has been taking up a lot of my time and energy during this summer. And the time that I have had to put down on game development, has been spent on my next game rather than new content for RC.

The reason for that being as I've mentioned on the RC's steam forum and Discord, is that because of the games poor sales I feel like I haven't been able to justify it to myself to put down the time on it.

And even though the sales situation hasn't changed, I've had a bit of a change of mind on the subject. For one, I still have faith in the game and that it will be able to sell and pick up more sales in the future.

But also, now that I have had time to distance myself from the game during the summer, I have actually started missing working on the game, and my mind has been flooding with new ideas for it, which I have been desiring to implement.

Which brings me to the topic of the future of RC, which is still very unclear, but I am more and more wanting to work on a bigger update for the game, potentially in the form of new DLC.

Potential Future DLC:

Like I said earlier, ever since the launch of RC and once I had the time to distance myself from the project, my mind has started to come up with new ideas and improvements for the game.

Which I was originally planning on saving for a RC 2, but considering how far off something like that would be, I've been more and more considering putting those ideas into a DLC for the game instead.

One of the main points of a DLC would be to address certain aspects of the game that I've never been fully content with and that I always felt were quite uninspired.

And also of course to add bunch of new cool units and stuff like that.

So let me know if you guys think that is a good idea and something you would be interested in.

And also if you have any requests of what you would like to see in such an "expansion", then feel free to let me know, as I am always very grateful for any and all feedback I can get.

Until next time, Regards, Frans Wikman

Alien Grounds - emagnetic

I’ve been cooking up ideas for the next big weapon update, and the top three contenders are:

  • Black Hole Gun - Sucks enemies into oblivion (inspired by mechanics from my next horror sim project).

  • Sat Gun - Orbital strike goodness from above.

  • Tunnel Effect Gun - Creates deadly passages enemies won’t escape from.

Each one could be tuned for mass kills (like the Chem Gun) or single-target power (like a Gravity Gun). Personally, I think mass-kill is more useful for higher missions - but I want to hear what you think.

The Black Hole Gun can be done pretty quickly with some special effects, but since it’s an area weapon I’ll need to nail the balance so it doesn’t break the game.

Expected release: ~30 days
In the meantime, please tell your friends about Alien Grounds - it’s still 100% free, and more players means more fun (and more crazy weapons).

...

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