Star-Coat Playtest - BurgerCageStudio

Heyo it's me, iStead, back at it again with another series of patch notes. I know it's been a little while and I hope you all enjoyed the spooky season. I wanted to hunt down any ghouls hiding in our game's code before we got this update out to you guys. Only one big change but oh boy is it a big one. Grab your toast and lets dive on in!

Game Changes

The COAT

For a while now we've felt the COAT was lacking in its gameplay. The core identity of the pilot was always about being mobile and being able to zip around a room, while lacking some of the heavy armaments that the COAT had. This led us to believe that we should keep the COAT slow to offer some duality between the two. However this meant that you could rarely dodge any attacks and would often get blasted down immediately upon starting the COAT. So we went back to the lab and started cooking again, and now we're happy to share with you the results. Here's a complete list of everything changed with the COAT:

 

  • Controlling the skies

    The biggest change with the new COAT is the added function of hovering. While in the air you're able to get the drop on enemies but at the cost of a constant drain on your energy bar. Starting up the hover requires a quick jump (the COAT can jump now too) and then another jump input to start hovering.

  • Frame redesign and armor changes

    The key to making the hover look good required a complete overhaul of the previous COAT skeleton and by extension the model itself. While it still towers over the player and most enemies, the COAT is considerably smaller than previous iterations. We had to take out 2 of the armors from the pool while we rework them but for now the Paragon and Proven armor sets are still able to be unlocked.

  • Shoulder Modules

    Shoulder modules also received a complete visual overhaul but we're putting this under gameplay changes because we've enabled 4 new ones for you to test. The Rocket Pod, Knockback EMP, Shield Generator, and the Implosion Cannon. I will leave it up to you to discover what these all are capable of.

     

  • Clearer Reload Animation

    Made the reload animation a bit clearer and fits more in with the COAT's new look.

  • Entering the COAT

    Entering the COAT also uses a brand new animation for when you summon it for the first time, and a shorter separate animation for when you have the COAT summoned and are just hopping back in.

  • Invulnerability window

    There is now a brief time of invulnerability when the COAT is destroyed or when you hop out of it. This was due to feedback that you would sometimes die to the same things that killed your COAT.

Spread Mechanics

We've tweaked how we handle the spread on most guns, particularly automatic ones. Previously, spread would increase while the trigger was being held, regardless of the shots fired. This allowed players to maintain almost perfect accuracy by tap-firing automatic weapons. We've altered the spread to increase per fired shot instead and constantly decay, so players aren't punished for holding down the trigger.

Creative Destruction

Added in a new demoable sniper with the above name.

Tanking Some Hits

We made some tweaks to the Floor 1 boss' missile pattern. They should be more varied and their homing has been decreased. This should result in less frequent one shots by that ability.

Visual Changes

Perk Icons

Reworked all art for the Perk Icons. The old art style has been retired for now.

COAT Visual Update

We talked about it more in depth up top but everything involving the COAT has now been visually updated including all gear icons.

Dash Effects

Added in some particle effects to the dash ability.

Brightening the Boss Arena

Added in a series of lights to the boss room that should improve visibility. We opened the curtains and let some of the sunlight in for the boss. He was getting tired of being in the dark after all.

Other Changes

-Fixed a lag spike that frequently happened when starting the first encounter of a run

-Smoothed out the transition from the title screen to the loadout menu

-Made COAT properly regenerate energy while unpiloted

And that's all we got for changes today. We hope you enjoy the new COAT gameplay and if there are any bugs or issues please feel free to reach out to us and report them. Or if you notice anything funny we can always be reached over the discord!

Until next time,

-iStead

MateEngine - SHINY

MateEngine X3.1

Screenshot Feature

You can now take high-quality screenshots of your avatar directly from the MateEngine System Tray by clicking “Take Screenshot.”
Images are saved with a transparent background, ideal for creating banners or editing photos.
Saved under: Pictures/MateScreenshots

System Tray
  • Added a Resize Window option. This helps users on high-resolution displays (such as 4K monitors) adjust the app size between three preset scales if it appears too small on first startup.

Window Sitting & Taskbar
  • Fixed a minor animation issue in one of the sitting poses.

  • Reworked and re-added three old sitting animations for full compatibility with the new sitting system.

Food System
  • Added four new cakes (sound effects pending).

  • Fixed rendering issues with smoothies.

Note: The Food System is currently in Alpha. Bugs are known and do not require reports until the feature is officially released.

Bug Fixes
  • Fixed an issue preventing the avatar from sitting on the macaron when the Window Sitting feature was disabled. It now works correctly regardless of that setting.

Three Kingdoms The Last Warlord - MR.King

Dear Lords,

It’s been a while! It has been some time since our last major update, and during this period, we’ve been hard at work preparing something new. Today, we’re excited to present a full introduction to our upcoming content — Oath of Heaven .

This is an independent side story of Three Kingdoms The Last Warlord, built as a standalone game with its own system and structure. To emphasize clearly — Oath of Heaven is not a DLC attached to the original game, but a completely independent title, featuring brand-new gameplay, mechanics, and experiences!

In this new installment, players will no longer take on the role of a ruler, managing vast territories or handling complex domestic and military affairs.
Instead, you will play as a custom independent general, serving under a chosen lord while commanding your own territory, private troops, and officers. You will receive campaign orders from your ruler and may act independently or cooperate with allied forces in battles across the land.

Your role is similar to that of the famed general Zang Ba, who was stationed across Qing and Xu provinces, commanded his own officers such as Sun Guan, Wu Dun, and Yin Li, and maintained a semi-independent command structure. You will lead a self-contained military unit, and as your achievements grow, you may even be promoted to the ranks of marquis or general.


Core Features of Oath of Heaven

【Reworked Attributes – No Tedious Domestic Affairs】

1. The character attribute system has been completely redesigned, focusing solely on military abilities. This means there are no complex domestic or diplomatic commands, allowing players to concentrate on developing their personal military force.

【Customizable Generals – Growth Through Training】
2. Players can create and customize their own general, selecting attributes, troop types, and skills that suit their playstyle. Through repeated playthroughs and achievement completions, your general’s base stats can be enhanced — letting you start each new campaign stronger than before.

【City Adventures – Recruit Talented Officers】
3. As an independent general, you can freely explore cities and interact with various facilities to accept missions and earn rewards. You can also visit taverns to relax or recruit subordinate officers to expand your personal force.

【Develop Territories – Gather Resources and Train Troops】
4. You can build and manage your own territory, using resources gained from construction and quests to recruit and train private soldiers. Different troop types require unique materials — for instance, White Horse Cavalry may require resources such as Wuhuan White Horses and Lelang Bows.

【Command Elite Troops – Win Glory on the Battlefield】
5. Once you’ve strengthened your forces, you can engage in battles, directly commanding your own troops while AI controls the rest. Victory will depend on your reading of the battlefield and tactical command. Winning battles grants experience, merit, and valuable rewards.

【Earn Points – Create Even Stronger Generals】
6. Completing all stages grants clearance rewards and performance ratings. The better your rating, the higher your score — and these points can be used to enhance your general’s starting attributes in future runs, creating a satisfying cycle of progression and mastery.


Development is still underway, and we will continue to share updates about Oath of Heaven as progress advances.

If you have any thoughts or suggestions about the gameplay and content, we warmly welcome all lords to discuss and share them in this thread!

Super Serious Golf - karnagestudios.games

A huge thank you to everyone that has joined us since launch! This is a small hotfix to address an issue with Sheep Tag ːsteamhappyː

  • Fixed an issue where players would get stuck in the goals in Sheep Tag.

  • Drank lots of coffee.

  • Polished golf balls.

  • Gave the Hungry Golf Cart a snack.

Vribyss Refuge™ Metamorphosis - ernestoaragon87
  • Updated the Enemy Target Lock System so that its easier to use.

  • "Aliza's Tip's," Aliza's dialogue in Ewharia, the loading screen text, and all controller mapping's have been updated to reflect this update.

  • This update could make combat more intuitive for player's using a keyboard and mouse.

KING's RAID - AIR WARS

We’re thrilled to announce that 『King’s Raid』 will be joining G-STAR 2025 in Busan, Korea! 🇰🇷

📅 Date: November 13 (Thu) – November 16 (Sun), 2025

📍 Venue: BEXCO, Busan, South Korea

Experience King’s Raid like never before with:

💻 A hands-on PC demo version

🎁 Interactive events and exclusive on-site goodies

Feel the excitement and joy that can only be found at the G-STAR booth!

Don’t miss out — come visit the King’s Raid Booth and be part of the adventure! ✨

See you soon at G-STAR 2025! 💖

KING's RAID - AIR WARS

Stay connected and get the latest news about 『King’s Raid』 faster than ever! ⚡

We’re excited to announce that the official X (formerly Twitter) channel is now live — bringing you all kinds of updates, events, and exclusive content! 💫

📍 Follow us here: 👉 https://x.com/kingsraid_msg

From now on, the latest announcements, sneak peeks, and stories from King’s Raid will be shared right here on X! ✨

Hit that Follow button and join us on this new journey! 💖

Rose Of Wind - GSG Studio

Hello everyone!
We’ve noticed that after the latest update, some players have experienced issues with NPC stability and visitor waiting times.

🔧 Yesterday, we released a hotfix that addressed the main problems, but we realize that the situation requires a deeper rework.

🎯 We’re currently working on:
– a day system (so you can move to the next day whenever you wish);
manual and autosave functions;
– a complete rewrite of the visitor queue logic to make arrivals faster and behavior more natural;
improved day/night transitions;
– and more active NPCs in the courtyard to make it feel livelier.

💜 Thank you to everyone leaving feedback and helping us improve the game. We see everything and we’re responding.
The next patch will focus on stabilization and smoother gameplay flow.

— The Rose Of Wind Team

Caveman Caravan - Teddy
Thank you for playing Caveman Caravan! This update is a small update with just a few adjustments:
Balance Change:
  • The effect of the tool "Needle" has been modified. The emergent strategy that came from using it before was unfortunately tedious despite being powerful. I don't want to quash an effective combination, but when that effective combination becomes boring to use, a change feels neccesary. Its new effect should lead to at least less tedium in its use in most situations.
Presentation Changes:
  • Locked characters will now more visibly display their unlock requirements without needing the question mark moused over.
  • One of these locked characters now also shows a button prompt to help navigate toward the mechanic involved in unlocking them.
  • A hint toward an easter egg was added to one of the exploration events of a tile.
Frontline Logistics: Isarian Warfare - Immersive Pixels Studio

Fixed an issue where new warehouse entries were automatically deleted upon refresh

Fixed an issue where squads could not interact with ground items in some cases

Fixed an issue where delivery time displayed as -1 day

Improved in-game time precision

Fixed an issue where enemy counter-battery probability was too high

Improved FPS performance when too many vehicles are present

Added save naming/renaming feature

...

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