Penkura - LionsArt

Dev-Com
Welcome, members of the Accord!

This is a tiny patch to fix small issues found by the players that effect their gameplay.

Thank you all for the bug reports.

As always, for more information regarding the latest technical support, patches, and updates, please join our Discord Community.

LINK ----> https://discord.gg/2ukYHQm

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment

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⊞ Bugs/Errors ⊞
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◈ Test fix for Command Panel being slightly cut off by the screen resolution.

◈ Error while calculating damage done to creatures.

◈ When the player is interacting with any storage and then forces the character to use the tablet, it will open both UI, allowing the player to move with one of the UIs still open.

◈ Under some foliage, items could not be interacted with.

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⊞ Improvements / changes / additions ⊞
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◈ Added a Small Depot to the base construction list at Research Station #8.

◈ Drastically improve foliage detection, it should fix some of the weird behavior of objects not being detected while inside the foliage (for example items in bushes) but also make detection of bushes much easier for the construction bot to dematerialize them when placing buildings.
Penny for Your Potion - Vipe

Hey Alchemists!

The day has come for you to try our game! Because we are in the...

Demo is here!

We are so happy to announce and present our demo to you! It will be available with the start of the next fest. We are eagerly waiting for you to try and send your feedback about the game.

Discord

Talking about the feedbacks, join us by clicking the link below if you'd like to give feedbacks and suggestions, chat with us, or anything else!

https://discord.gg/xn8E5B7gMb

See You Soon

Thanks for your time and see you on the festival!

https://store.steampowered.com/app/4037870/Penny_for_Your_Potion_Demo/

Last Minute Studios

https://lastminutestudios7@gmail.com

PhaigeX: Hyperspace Survivors - Traitorean Games

PHAIGEX: CONFINERS (Demo) is now live!

After a few days of burning the midnight oil, our demo for Steam Next Fest is finally up!
If you’re curious about what’s next for the PhaigeX franchise, head over to our demo page and take it for a spin — PHAIGEX: CONFINERS (Demo)!

P.S. It’s more of an elaborate tech battle demo than anything else — so don’t expect too much.
But if you do give it a try, let us know how the combat feels! Your feedback is always welcome.

Towards a brighter future,

下午 4:35
Ardent: Rise Playtest - Potential Entertainment
Added VFX, ability tuning, and bug fixes.
下午 4:35
Dreadful River - sutcavonadabinggalirot

v0.9.16.0 ( October 14 - 2025)

  • Added first mage skill tree skills

  • Rounding damage pop up values and other wrong value display tweaks

  • Removed initializing health value pop ups

  • Further level design changes

BattleBit Remastered - SgtOkiDoki

We’ve been hard at work on a big update, Operation Overhaul, for the past year and a half, and it’s almost ready to playtest. The update includes a ton of changes to gameplay, levels, UI, QOL, balancing, graphics, and many other areas.

We know it’s been a long time, and we know that we haven’t shared much for the vast majority of that time. We're in a position now where we finally feel things are ready to be put in your hands for testing, and we hope you're happy with what we've been cooking up.

  • First test is targeted for end of November 2025 (next month).

  • There will be multiple tests, all of which will be scheduled for weekends.

  • Accessed via the Steam beta branch of BBR (a guide will be provided, don’t worry it’s pretty straightforward).

  • This is a technical playtest, so expect bugs and iterations.

  • This will be our first opportunity to hear your feedback on Operation Overhaul.

Here’s a peak at what Operation Overhaul looks like in our current development build.

We also want to give a heads up that we just pushed a patch to fix a security vulnerability with our game engine, Unity. We have no evidence of anyone being affected or impacted, and it’s also been addressed by Steam and Windows. However, as with other games on the market right now, we wanted to be safe and address this on our end too.

Thanks for your patience, and we’ll see you at the end of November!

Kando Realm - rex510
Kando Realm Patch 2.039
Now Live on Steam Next Fest

😍 NEW CONTENT ALERT! 😍

Added new necklaces

Added new Druid Skill

🧘 QUALITY OF LIFE 🧘

Updated various Item tooltips

Updated various Quest tooltips

Updated various Skill tooltips

Darkened Chat background slightly

Various tweaks to UI texts

Updated class trainers subtitles to specific classes

Levelling up now restores players health and mana to full

Added Profession filter to crafting recipe list

⚖️ BALANCING ⚖️

Removed old sale items from various vendors

Increased density of monsters in various areas

Druid's Restore spell cast time removed

Increased drop chance for Green Ghar Crystals

Increased Barnacled Crab and Soul-Shackled Crab damage scaling inline with the area

Druids Anglers Wind skill has had spirit scaling reduced, but added intelligence scaling.

🛠️ BUG FIXES 🛠️

Fixed issue with Kraken skills

Additional possible fixes for issue with monsters becoming invisible

Fixed an issue preventing Shanks' Sigil questline to progress

Fixed incorrect skill needed for Flax to String craft

Corrected positioning for active buffs icons

Added potential fix for sound volume options not working

Fixed issue with quest rewards not being shown on quest dialogue window

Fixed issues with character creation not showing correct options in preview

Kando Realm Patch 2.0391

⚖️ BALANCING ⚖️

Barnacled Crabs have had their damage and cast range reduced slightly

Druids Anglers Wind's Spirit scaling has been reduced slightly

🛠️ BUG FIXES 🛠️

More potential fixes for desync and invisible monsters

Fixed for cast bar issues relating to druids

Fixed missing quest reward from Captain Stevie's sigil quest line

Trash - BinChickenStudios
Hello Our Garbage People!

This Is Charlie, your friendly creative director for this rubbish game! The game has come so far and it's time we showed it off. We created a new trashy teaser trailer for your enjoyment!

So what are you seeing in this trailer? Lets show you some of it and explain :)

This is a Springrana nest! These are creatures who like to charge at you when you get close to their nest Be careful as they will try and ram you with their party hats.

Here we are using some of our player forms. In the game you will collect resources to craft these forms that give you the ability to Smash, Glide, Jump and more!

Dont forget, Trash is a multiplayer game! You can play it by yourself or with up to 3 friends in online co-op! Here we are having a little just interacting with not just creatures, bu eachother!

I hope you enjoy the trailer, watch this space for more updates from the rest of the team at Bin Chicken as we continue to work on “Trash” and bring our vision to life!

Don't Forget To Wishlist!
Counter-Strike 2 - Vitaliy

A new pre-release build (“1.41.1.3-rc1”) is now available in the CS2 beta depot. This build is not compatible with public matchmaking.

For instructions on how to opt into a CS2 beta depot build, visit the following page:

https://support.steampowered.com/kb_article.php?ref=9847-WHXC-7326

\[ ENGINE ]

  • Updated engine code to the latest version of Source 2.

  • Reworked bullet penetration simulation to reduce CPU usage.

  • Improved core utilization of some client particle and sound effects processing, reducing overall CPU usage when players are shooting.

\[ GAMEPLAY ]

  • Defusing C4 will now lower the viewmodel weapon, prevent scoping, and delay firing the weapon by 150ms after exiting the defuse.

  • Fixed a case where 1 tick was incorrectly subtracted from sv_predictable_damage_tag_ticks.

\[ UI ]

  • Major Highlight clips are now viewable from the Spectator Loadout.

  • Selected player is now more visible in the Team Counter.

  • Context menu in the Inventory now opens in a position relative to the cursor.

  • HUD weapon mode indicator has been moved to the ammo count.

\[ MAP SCRIPTING ]

  • cs_script enums can now be imported and behave the same as TypeScript enums.

    • CSWeaponType.PISTOL == 1

    • CSWeaponType\[1] == "PISTOL"

  • Added enums CSRoundEndReason, CSHitGroup, CSLoadoutSlot, CSDamageTypes, CSDamageFlags and CSWeaponAttackType

  • Added BOOSTS value to CSGearSlot. This is the gear slot for healthshots.

  • Updated Instance.OnRoundEnd to now receive the reason

  • Updated Instance.OnBeforePlayerDamage to now receive damageType and damageFlags and the result can now modify damageType and damageFlags

  • Updated Instance.OnPlayerDamage to now receive damageType and damageFlags

  • Updated Instance.OnKnifeAttack to now receive attackType

  • Updated Instance.TraceLine, Instance.TraceSphere and Instance.TraceBox

    • The trace config now accepts an array of ignore entities or just one

    • The trace config can specify to trace against hitboxes

    • The trace result will include hitGroup if tracing against hitboxes

  • Updated Instance.BulletTrace result to include hitGroup

  • Updated Entity.TakeDamage to accept damageType and damageFlags

  • Added CSWeaponData.GetGearSlot()

下午 4:19
Shifter - N1ppe

Hello! I wanted to share some of my recent progress on Shifter. I have started to get help on some areas like 3D-modeling, but I won't share those things yet because many of them are still a work in progress.

At the start of the year I started adding new weapons and abilities/skills, and making some changes to the way the procedural generation works, but that is not yet in the game. I've made systems that allow for more unique weapons by adding "abilities" to weapons themselves, allowing for weapons to have their own attacks. One example is the head spear, which allows you to collect the decapitated heads of enemies after killing them, put them on the spear, and then swing the spear in such a way that the head goes flying, exploding upon impact. I added portals that allow you to spin the whole world map on the UI, and then select another discovered portal and teleport there.

...

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