Taking London - Pink Pegasus Games
Taking London 3.0.0 is here, with completely new battle mechanics!

After the first few PVP spats, it's become clear the battle script - while technically complicated - lacks a practical depth, meaning the game has essentially devolved into a numbers game surrounding the infamous "cannon-phract" meta. Despite the predictable results, the battles were taking a significantly long time to process, ruining the flow of some of the PVP action. So, it's time for a shake up!

New battle mechanics

The battle mechanics have been totally reworked to solve some of the issues - namely that it was almost impossible to get a good result against an army significantly outnumbering your own, and that the vast majority of troops were irrelevant due to the power of cannons and cataphracts. The main reason for this was the "1-to-1" model of the battle script:

Troops attack each other on a 1-to-1 basis, meaning each individual troop you send will attack a single individual troop in your opponents army. While a cool idea, it was computationally intense and did not add much depth to battles; since damage received would be spread evenly across all opposing units, durable troops such as cataphracts could become effectively immortal in large enough numbers, as no single cataphract would ever receive enough damage to die. The only solution was to use troops that did high damage to individual units, namely cannons - however, since cannons require 4 times the population of a cataphract, so a given city can only have 1/4 of the number of cannons as an opponent might have cataphracts, there was no real counter to the "phract smack" from a similar or larger city than your own.

The changes to alleviate this are as follows:

  • The fatalities are now calculated simply as "total damage dealt divided by health of the target unit" - guaranteeing even the strongest troops take some fatalities from a decent sized opposition

  • The reload mechanic has been replaced by a "damage per second" system - the reasons for this are complicated and boring but the long and short of it is that you couldn't get decent value from a "cannon tradefire" against a city, such as London, that had a huge fleet of cannons that you could not simply outnumber.

  • Troop stats have been tweaked to make each better at their intended niche and encourage smart army compositions; all ranged troops have been nerfed, infantry have been buffed and cavalry and cataphracts have been adjusted so cavalry may be the more viable unit in some scenarios

  • The army max troop cap has been reduced, to encourage smart warfare and not simply winning by superior numbers

  • The cap on maximum march speed bonus from mayor combat has been significantly increased to allow "hit and run" attacks and encourage defenders to set up a defense rather than simply hide troops from an overwhelming force

This is a large shake-up - perhaps the biggest since the game launched - so naturally there may be teething problems. I aim to monitor the situation and work closely with the community to fix any major issues (be that bugs or balance patches) as soon as they arise - please get involved by joining the discord, the link for which can be found in-game under the "Forums" button on the main menu!

Pixel Gun 3D: PC Edition - katchepuri

Let’s break it down—what gear’s actually helping you stay alive in the Iron Wastelands this update?

  • Avatars—Stylish as always. Moving on.

  • Tremor Vox—Headshot fiends, rejoice. This backup stacks damage with every skull you pop. Clean your scope—this one’s for you.

  • Rebar Sling—A solid special with bleed, ricochet, jump block, and strong damage. Just remember it arcs—adjust your aim when firing from long range.

  • Rusty Reaper—A fast-firing sniper rifle with X-Ray Vision and gadget block. And killed targets explode. But its real edge is the vibe—you’ll be staring at the bolt-action animations more than through the scope.

  • Scorching Mauler—Think you’ve seen flamethrowers? Think again. This beast is the most brutal flame-spewing weapon the Pixel Universe has ever seen—so nasty it had to be bumped into the Heavy slot.

Loadout tip: build smart—but don’t skip the pistol and flamethrower. They’re basically mandatory.

Kitchen Wars - Panzer

🎉 Hope You're Enjoying Kitchen Wars FREE for a Limited Time! 🎮.

Hey everyone!

We hope you're having a blast with Kitchen Wars during this 3-day Free-to-Keep event!
It means a lot to see so many of you diving into the chaos of the kitchen. 🍔🔥

If you're enjoying the fun, we’d love your support on our upcoming games too!
Check them out and consider adding them to your Wishlist – it really helps us grow:

🚀 Starium – A choice-filled Open World RPG where you navigate the story through conversation, combat, or stealth.
https://store.steampowered.com/app/3327700/Starium/

🎯 North Hunt – A deception-based multiplayer survival experience
https://store.steampowered.com/app/3642850/North_Hunt/

🧙 You Alone Can Defeat Evil – A gripping and challenging 2D top-down action-adventure game.
https://store.steampowered.com/app/1274700/You_Alone_Can_Defeat_Evil/

🌾 Sky Harvest – A cozy farming & crafting game above the clouds
https://store.steampowered.com/app/2482840/Sky_Harvest/

💣 War Flavor – A side-scrolling action platform game with style and flavor
https://store.steampowered.com/app/3496650/War_Flavor/

Thanks for being part of the journey – more chaos, laughs, and updates coming soon!

— The Perfect Gen Team

Fakeway - mingjilongyuan

Currently, the game project's C# code has exceeded 200,000 lines.

I have to say, this is truly beyond my imagination. Initially, I thought making a Terraria-like game would be easy.

After going through this process, I have even greater respect for the creator of Terraria.

Alpha Net 7.9.2

1. Added detonators

2. Added TNT explosives

3. Added TNT detonators

4. Added TNT spawn groups

5. Added TNT explosion effects

6. Added TNT terrain destruction

7. Added TNT explosions to destroy TNT explosives

8. Added TNT damage to players

Alpha Net 7.8.9

1. Added boulder trap generation

2. Fixed boulder trap collision

3. Added boulder disappearance effects

4. Added network synchronization for boulder traps

5. Modified boulder drop to a centralized location

6. Fixed a bug where boulder couldn't collide a second time

7. Redrawn boulder images

Neighborhood - Theo_Volumiq

Volumiq on Steam has evolved into Neighborhood! This experience still focuses on building houses but also gives you a broader scope with roads, terraforming and life sim.

Design a charming neighborhood, care for the unique residents it attracts, and observe a world of emergent stories come to life in this cozy, creative building game.

We're hoping we can focus on what you feel to be the most important in the game. We would be grateful for any feedback here and on our Discord. We need you to make the best building & life sim experience !

Driftwood - Stoked Sloth Interactive
Hey everyone! Especially players new to Driftwood!

It was really unfortunate that the 1.0 launched with so many bugs! It was a perfect storm between little tested systems and the biggest influx of new players we have had so far. It was naive of us to think that changing so many things at the core of the game would go smoothly and that's our bad! We were mostly happy to deliver a ton of new features! It might sound strange, but when you test a game with 10-20 people over a longer time, some bugs just don't pop up until hundreds of people play like yesterday. Except the challenge issues of course, that was just not great.

Huge thanks to everyone who has been reporting bugs here and on discord!

So what now?

Hotfix 5 is uploading at the moment and it includes player log file recording. This means you can simply send us your log file after a bug happened and it should greatly improve how fast we can fix things, especially for those hard to replicate bugs because we (I, the one programmer on Driftwood) can actually see what happened! If you experience any bugs go to to appdata/locallow/StokedSloth right after and send us the Player.log file on discord in the #bugboard channel! ❤️

https://discord.gg/wt7uvAYU

Also in Hotfix 5
- fixed hidden passage and river gap challenge

Our goal for the next few days is to resolve 99% of the severe bugs coming up, so everyone can enjoy a smooth ride!
Thanks for playing Driftwood 🦥🛹

Dungeon Tracer - smilejsu

## New Enemy Appears: Debt Collector (v2.1.5)

A special enemy has been added: the Debt Collector.

- Each turn, 2 regular coins are converted into Debt Coins.

- Debt Coins work like normal ones, but carry risk.

- When the Debt Collector is defeated, you will lose gold equal to 2 times the number of Debt Coins you collected.

- If you do not have enough gold, your HP will be drained instead, down to 1 HP.

Use Debt Coins wisely, or pay the price.

Now live in Version 2.1.5.

Dragonheir: Silent Gods - transjoingdragon

Struggling with dungeon lineups or unsure how to pick the right heroes for the job? This episode breaks down how to quickly filter, sort, and optimize your team for any challenge.

Mastering team building will help you:

• Identify ideal heroes by abilities, School, or Element

• Build counter teams for tricky domains like Flame

• Filter out the noise and focus on synergy

• Manage and switch between 30 saved presets

🖼️ Check the image to see:

🔎 How to combine filters for precise hero picks

🧠 A smart search trick for building anti-debuff teams

🛠 A full rundown on team preset features and naming

📊 A hidden tool to simulate your team’s damage output

Ready to lead a smarter squad?

Streamline your team building and face tougher battles with confidence!

📥 Download the Reborn version and enter the world:

https://dragonheir.sgrastudio.com/act/a20250411reserve

📚 Explore the official Wiki for guides & tips:

https://www.dragonheir.info/

#Dragonheir #Dragonheirsilentgods #Reborn #Downloadnow

Ultimate Mythic Ski Jumping League - Firlefanz
Improvements for the tutorial,
Improvements for the minotaurus
里垢女子的非常规攻略法 - Noi

Due to high anticipation for the game’s content and promotional needs, we’ll launch an internal test within the next two weeks!

Test access will be distributed in the game’s community group via:

🔹 Taptap closed beta keys (for mobile devices)

🔹 Steam demo keys (for PC)

Both mobile and PC players can experience it!

I’ll adjust the key quantity based on group size to ensure everyone gets a chance to play!

We also welcome your feedback and reviews, nya~

Come join us, nya~! Pretty please with a cherry on top, nya~!

🎮 Game Community Group: 1027365550(QQ)

(We are very sorry, but the current test version of the game is only available in Chinese now.)

...

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