Fire of Life: New Day - danacraig78
I woke up to see a Cherry-Pick in GitHub was..still waiting to be merge. So, this is just to make sure those particular items are in there to prevent problems. ;)
Cult Leader Simulator - POKLU
Hey everyone!

We’ve just released a small but important hotfix (v1.01) that fixes missing characters in the Chinese Simplified and Chinese Traditional versions of the game. Text should now display correctly in both languages across all menus and gameplay.

Thanks to everyone who reported this issue - your feedback helps me improve quickly!

Let me know if you spot anything else, and enjoy the game!

Nhneno <3
Dice A Million - countlessnights

another small patch fixing mostly achievement related issues!

fixes:

- fixed various achievement related issues involving bosses, and the anchor

- fixed visual glitch on the unlock pop up

- fixed minor crashes

9:29am
Flood Descendance - nofaceredux

Hi hello yes

Unfortunately v.0.2.2 is not here yet, was starting work on it when I noticed some bugs that desperately needed fixin'. Since it included a MAJOR softlock I decided to tackle it in another patch instead of in v.0.2.2

Alright, here are the patch notes:

  • Improved death spectating, you no longer need to hold right click to move and look around.

  • Fixed a softlock with group buttons due to previous presses being counted on top of the current one, resulting in a negative number of presses remaining and the group button being stuck in an invalid state

  • Fixed "EMERGENCY PROCEDURE" in the lobby being anchored to nothing, and thus phasing through the floor when the elevator descended

yapping about v.0.2.2 and the future (please ignore)

Work on v.0.2.2 has been going well. I've started work on the 2 new maps and settings (which actually is in the game rn but in an unusable state). You can expect v.0.2.2 in about 2-3 weeks. I won't dive in too deep on the future of FD because it's pretty boring. Most of the features that you'll expect on release have already been added, so the biggest issue I need to tackle right now are the maps. Get ready for the next major update cycle to not be focused on features, but instead on maps. A whole bunch of 'em fully modeled, textured and polished.

Anyways FD's development is going well, and I think I can get a fun, playable demo out in time of the next fest and the game fully ready for release by the end of october. But then again, in true nofacegames fashion, never expect a game to release by the time i say it will :P

Thanks for playing FD. Now go have fun.

-NoFaceGames

Obnulenie - шкибиДИК
⚔️ Final Trailer — Release on August 25!

Hey everyone!
The final trailer for our NSFW souls-like hentai game is now live. It features updated combat, new animations, and a deeper look into the dark and twisted world we've been building.

📅 The full release is coming on August 25 — just a few weeks away!

This is the last trailer before launch, and we can’t wait to share the full experience with you.
Thank you to everyone who added the game to their wishlist and supported us along the way — it means the world to us.

💖 Don’t forget to wishlist if you haven’t yet, and stay tuned for more updates!

Terrordrome - Reign of the Legends - Mitch T TRDM

Greetings from Las Vegas!

Here is this months development update whilst we're playing at EVO right now!

New mode, Combo Trials

Last month we added Combo Trials to the game.
This will help players understand how in depth our combo system really is and will vary in difficulty from easiest to hardest.
There will be multiple combos to learn and is available for every character on the roster, be sure to check it out.

We are also planning on other modes that we would like to come to fruition in the future.

We are at EVO Right Now!
Come check our booth!

Come meet with us in person right now at the EVO Indie Dev Gallery and play the game with us as we have our own booth this year!
This is our first time hosting a booth at EVO this year and this will likely not be the last.
Can you beat Huracan or Acid_Brad at their own game? we challenge you!

We have enjoyed our time at EVO last year and it's a privilege to be here again this year and we thank the event organisers for helping with the setting our official EVO debut thank you.

Sunset High - Erratic Unicorn
- Continues updating translations
- Fixes logical loophole with party plans
- Fixes broken event brackets
9:23am
Keep on Mining! - yo
Fixed some bugs!

-Fixed a bug where you could drag the bottom left XP bar and get infinite levels.
-Fixed a bug where the "Crafting…" text would mess in a few different languages.
-Replaced the Portuguese flag with the Brazil flag.
-Fixed an issue where if you have the last pickaxe, the Inflate Burst and the Shape Shifter talent cards, the game would spawn too many pickaxes, which could cause the game to lag.
-Potential bug fix, I’m still looking into this bug: Once The Mine has been upgraded a lot, the mined bars could cause the object pool to overlap. (This means that the game keeps spawning objects that will never be reused and never deleted. Aka cause the game to use more and more ram) That might still be an issue. Let me know if some of you are still experiencing this.
Volcanoids - Rich

Got a look at another location for you this week.

But first off, thank you for all the love on the Steamroller post, really glad you like it!

As far as some of the suggested features go:

Upgrades are already in process.



So are hands on the wheel in FP mode as far as I know.

And will make sure to include the motion blur disable option in settings.

So thanks again for all the feedback and enjoy the location preview!

Darksaddle

Once a quiet, ash-covered landmark known as Darksaddle, the area gained strategic importance when Ironwealth uncovered a seemingly endless supply of coal during railroad expansion. This discovery led to the rapid construction of a massive mining rig, turning the hill into a noisy industrial hub powered by steampunk engines. Despite its location in a tourist region, Ironwealth pressed on, installing sound barriers to contain the disruption. When the catastrophic earthquakes struck, chaos erupted—surface workers fled toward Rosegate Port, but many miners below were trapped as an underground lake flooded the shafts. In the aftermath, erosion and landslides steadily dismantle the once-imposing facility. Nature has begun reclaiming the site: machines rust, vines overgrow the rig, and a pond now rests beneath the structure—a quiet monument to the cost of progress.

Deep Space Corridor - OvO
Fixes
  1. Fixed the issue where the Robot material displays abnormally under lighting conditions.

  2. Added a rotation threshold limit for the heads of all objects that can gaze at the player.

  3. Fixed the problem where teleporting enemies occasionally teleport to the opposite corridor, blocking the player from moving after they choose a door.

  4. Fixed the bug in the DarkMover level where the player's perspective might fail to recover from the dark effect after choosing a door.

  5. Fixed the issue where the rabbit in the WindowsRabbitHead event had no sound effects.

  6. Fixed the problem where the original robots remained in the Wellcome level.

  7. Fixed the issue where the door used to cover flaws in TruthTwo was not hidden.

  8. Fixed the unlocalized audio issue of "Dad found me" in TruthOne.

  9. Resolved the clipping problem caused by the disappearance of space when the player enters the door backward in the corridor.

  10. Resolved the issue where quitting the game directly without clicking the Return button at the end would result in entering the third loop upon re-entry.

  11. Resolved the issue where the progress was not reset when quickly clicking return after dying and entering the death room.

Updates
  1. Adjusted the difficulty of the OneTwoThree level.

  2. Reduced the difficulty of the InvisibleFollower level.

  3. Modified the material appearance of DarkMover to distinguish it from other types of robots.

  4. Adjusted the material of ordinary robots (the original material was too dark).

  5. Optimized the RedLightGreenLight level:

    • Added sound effect prompts for light switching;

    • Slightly increased the robot's start-up delay;

    • Reduced the level difficulty.

  6. Adjusted the door opening logic: the player's view will automatically align forward, and it is no longer required to "look at the door" to unlock it.

  7. Extended the light flickering time and reduced the difficulty of the DarkMover level.

...

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