NAMAKORIUM (ナマコリウム) - 3y_polyscape

『NAMAKORIUM』 Demo Version Update.

  • If the host and participant have different app versions, they will no longer be able to join the host's session.

  • You can now view the “How to Play” guide from the title screen.

  • Fixed an issue where the entire stage wouldn't brighten even when the decontamination rate increased in the “Normal: Coral Plateau” stage.

  • Other minor specifications have been added or changed.

Since joining sessions is no longer possible if participants have different versions, please update if you have already downloaded the game.

LoveCraft - pers-krolya
✨ All accessories are 40% off!
⭐️ Create your own unique Halloween look! Horns, tails, wings, jewelry, headbands and more!
🕒 Hurry up, quantity is limited!



Mona: The Endless Journey - 奈落
"Mona: The Endless Journey" is a 3D side-scrolling action RPG. Players play a fragile pillow-carrying girl, adventuring in a fantasy continent. They rescue powerful companions, traverse mysterious realms, solve puzzles, fight eerie creatures, and uncover the world’s hidden truth.

This free Demo focuses on a core segment of the game's "Underground Sea" chapter, giving players early access to its key gameplay mechanics and narrative progression.

https://store.steampowered.com/app/3973130/MonaThe_Endless_Journey_Demo/

Core Experience Content
1. Experience Duration: The estimated single complete experience duration of the Demo version is 30 to 60 minutes. Specifically, there will be individual differences according to the player's puzzle solving rhythm and combat strategies.

2. Gameplay Coverage: Players can deeply experience the preliminary level content of the "Underground Sea" chapter, including scene exploration, solving core puzzles, and the complete battle process of the first boss of this chapter, and comprehensively feel the level design logic and combat mechanisms.

3. Free Exploration: Different from the linear closed-loop design of traditional Demos, after players complete the first boss challenge in this Demo, the experience process will not automatically terminate. Players can continue with their current save file, freely return to the unlocked scenes for supplementary exploration, combat practice, or repeatedly refine the boss battle strategies.










-----------------------------------

Note to Players
If you encounter any incomplete features or experience issues during gameplay, we kindly ask for your understanding. We also welcome your valuable feedback through our official Discord channel to help us improve the game's final quality.

Don't Forget to Wishlist! "Mona: The Endless Journey" Steam Page:
https://store.steampowered.com/app/3866890/_/
Puni the Florist - Earthquack Games

Puni the Florist, a cozy simulation game where you run a magical flower shop with the help (and occasional chaos) of a clueless fairy, is now available to play on Steam! 🧚

Run a flower shop, arrange unique bouquets, and build connections with the quirky townsfolk who wander through your doors.

** If you’ve played the previous demo and your save file doesn’t work properly, please go to Settings ⚙️ → Clear Save 🗑️ (bottom right)Restart the game.

This should fix any issues. Sorry for the inconvenience! 🌸

도형세계에서 렙업하자 - Calamity - tes44600
Convenience Patch
🔹 Class Advancement Expansion

The locations of class advancement shrines have been expanded.
Players can now advance their class at the following areas:

  • Intermediate Class Shrine: Moran Village

  • Expert Class Shrine: Genius City

  • Superhuman Class Shrine: Terra Village, Macro City

Boss Pattern Improvements
  • When a boss’s shield HP decreases, related shield mechanics cooldowns now reduce more quickly.
    Affected Bosses: Sirius, Lasha, Djoy Dairon, Near

  • Root’s HP has been increased and it is now classified as a Grand Boss.

  • Expert 5th Class Advancement requirements have been adjusted.

Other Improvements
  • Added Resolution Settings and Fullscreen Mode.

  • Players can now use Smash, Critical Hit, Middle Strike, and Annihilation via mouse input.

    • Middle Strike / Annihilation: Mouse side buttons

    • Smash / Critical Hit: Mouse wheel up & down

    • The original click-based input remains available.

Balance Patch: Healer Meta
⚔️ Weapons
  • Chainsaw: Basic lifesteal 14% → 50%, ATK 14 → 13

  • Emerald Grinder: Basic lifesteal 20% → 50%

  • Reaper’s Scythe: Critical heal 5% → 35%

  • Jeong Palpoce: Basic lifesteal 20% → 50%, ATK 57 → 54

  • Vine Barrel: HP recovery per hit 1% → 1.8%

🛡️ Armors & Shields
  • Vitalite Armor: DEF decreased to 96, HP regen 0.3%/s → 0.5%/s

  • Scorpion Armor: Block DEF bonus reduced by 50%p

  • Ancient Shield: Block heal 0.5% → 0.8%, DEF 15 → 14

  • Vitalite Shield: Block heal 0.7% → 1.2%, DEF 96 → 90

  • Antimatter Shield: Block damage 18000% → 14000%

💍 Accessories
  • Healing Kit: Healing interval 2s → 3s

  • Duskring Choker: HP recovery 0.1% → 0.15%

  • Spike Ring: Block damage 15000% → 12000%

  • Cooling Belt: Removed heat/hydration reduction, added +35 Max Mana

  • Electric Earrings: Magic damage bonus 1200% → 1800%

Mana System
  • The Max Mana formula has been adjusted:

    • Mana gained per Durability: 3 → 1

    • Base Mana: 10 → 16

  • Updated achievement thresholds for Max Mana.

Skills
  • Healing Magic: Mana cost 10 → 8

  • Meteor: Mana cost 12 → 7

  • Magic Beam: Mana cost 30 → 20

  • Status Recovery: Mana cost 12 → 10

  • Healing Magic: Regeneration tick rate 1s → 0.7s

  • Healing Magic: Now counts healing instances instead of duration

  • Healing Magic: Heals 5% of Max HP per tick

  • Magic Attack Damage: Increased to 1600%

  • Magic Beam Damage: 3500%, now hits 30 times

Village Update

Background music has been replaced with new tracks.
Affected Areas: Crystal Crab, Oval Beach (Night), Shark & Root, Sirius Phase 1–2

3:10am
Diode Arena - WARdd

Hi all, another small patch since we wanted to fix a hairy issue ASAP, more stuff coming soon!

Tutorial revamp

When playing Diode Arena for the first time the player will be directed more cleanly into a more comprehensive tutorial which starts with controlling the starter bot in the practice environment. This should help new players get a better feel for the game mechanics before building. The player will also be directed into making an account at the end of the tutorial. Previous FAQ info is now integrated into the tutorial.

CP game mode and map overhaul

The snow pass map has been overhauled along with the checkpoint game mode, the map is not 100% finished but we wanted to get the changes out of the door to start collecting feedback. We removed the speed highways in favour of a system of multiple respawn hangars, as a team captures control points, spawning hangars further towards the centre will activate and allow them to continue push the objective. The map itself has been made smaller and is outfitted with new 3D models made by Cybernetic Walrus.

Bugfixes
  • Fixed issue where some terrains were not using instancing, which inflates build times (via shader variants) and slows down graphics performance

  • Fixed a ‘ghost button’ from the onscreen keyboard blocking UI clicks landing on a specific rectangle on the screen interfering with other UIs in the game

  • Fixed a bug where the new mouse lock feature would interfere between different players connected in the same match and break mouse behaviour when 2 or more players played together

  • Fixed a bug where creating a second account on one machine would break the login menu

Ogre Chambers 2222 - Antenna Games
Game runs SMOOTHER now ! 😋

I optimized the demo's performance by over 50% ! Hopefully this makes the game playable for people whose PCs couldn't run it properly before ❤️

Thanks for all the love on the game😭❤️ I've been super happy to see the leaderboards having crazy scores! I'll add tons of content now and balance the game out. It will come out early 2026! 🔥

https://store.steampowered.com/app/4042710/Ogre_Chambers_2222_Demo/

Albion Online - Ekki Mukk
This patch fixes a number of UI and spell bugs.
Changes
  • Adjusted Mists instance management
Fixes

UI Fixes
  • Fixed issue where “Crafted by” player name in Item Details UI could be cut off in some languages
  • Fixed issue where /r or /reply chat commands did not function correctly
  • Fixed issue where Friend Requests could not be scrolled in the Social UI
  • Fixed issue where stats in the Inventory Details flyout would not update after changing regions
  • Fixed issue where the second page of the Arena Stats UI would not display character, guild, or alliance names
  • [MOBILE] Fixed issue where Minimap tooltip would display “Safe Region” in lethal regions
Spell Fixes
  • Tethershift (Shapeshifter Staffs): Fixed issue where guild, alliance, and party members in cities could be pulled
  • Power Geyser (Hammers): Fixed issue where party members could be moved in Caerleon
Tom Clancy's Rainbow Six® Siege X - Ubi_Zurik

See the upcoming changes with the release of Y10S3.3.

BALANCING
JÄGER

We are boosting Jäger's secondary options by including a handgun with sights. This change should add versatility to the loadout and a more reliable mid-range secondary for players that want to use the M870 as primary weapon.

LOADOUT

  • Secondary weapons: 

    • Added the P-10C

BANDIT

Hitting exterior soft walls before reinforcing is a common tactic used to improve sound propagation, allowing defenders inside the objective to better anticipate enemy movements outside. Bandit has traditionally lacked a reliable secondary weapon to perform this kind of setup independently. With the introduction of the Keratos .357, Bandit gains the ability to create his own openings on exterior walls, enhancing his self-sufficiency during the preparation phase and reducing reliance on teammates for early-round destruction.

LOADOUT

  • Secondary weapons:

    • Added Keratos .357

SOLIS

Solis' use of her ability has not improved after the latest changes, players don't get enough benefit from it and we want to deal with this. We are reviewing her ability configuration and buffing a few parameters. The range of her ability will be increased along with its Overclock duration. We are also bringing the Impact Grenades back into her loadout to make her a more versatile roamer. 

SPEC-IO

  • Detection Range set to 20m (was 12m).

  • Overclock Duration set to 15s (was 10s).

  • Minimum SPEC-IO charge to activate the ability se to 25% (was 50%).

LOADOUT

  • Gadgets: 

    • Added Impact Grenades and Removed Bullet Proof Camera.

DENARI

After statistical analysis and player feedback on Denari, we've decided to revert some of the changes from previous patches. We can admit they may have been done too hastily, so we have reverted the damage change and reconnection delay. In addition, the Glaive-12 has not performed the way we expected, and it is receiving a package of buffs to make the weapon more viable in gunfights.

We've also taken in and understand feedback about its ability to create rotation holes feeling tedious. While slug shotguns can be used for rotation holes, the Glaive-12 primarily compliments Denari's T.R.I.P. connectors for precise lines of sight, foot holes and head holes.

T.R.I.P. CONNECTOR

  • T.R.I.P. connector laser deals 20 damage.

  • T.R.I.P. connectors reconnect instantly after having their line of sight blocked.

GLAIVE-12

  • Damage increased to 67 (was 63).

  • Damage range drop-off increased up to 15 meters to match other slug shotguns.

  • Improved recoil and first shot recoil (PC and Console).

  • Total ammunition increased to 44 (was 29).

  • Hip fire accuracy increased to match other slug shotguns.

BUG FIXES
OPERATORS

FIXED - Alibi's Prisma prevents the formation of Denari's T.R.I.P. Connector laser network.

FIXED - Goyo's Volcan Canister deploy animation doesn't display properly when in rappel.

FIXED - Iana's Gemini Replicator is not affected by Denari's T.R.I.P. Connector laser network.

USER EXPERIENCE

FIXED - Montagne's MTG MK.II portrait art is shown on top of the operator card thumbnail in the Appearance menu of the Operator Album.

FIXED - Moderated voice chat transcripts aren't present for Playstation®5 consoles.

FIXED - Door is missing from the tactical map during the deployment phase on the Bank map.

FIXED - Player profile pictures don't load for each Squad during the Scouting Screen in Siege Cup.

FIXED - Highlights are missing from the Overview section of the Esports menu.

FIXED - Missing sound and voice effects after winning a match in the Siege Cup lobby.

FIXED - The Mousetrap penalty duration shifts by one day on each subsequent boot after its initial display.

Fixed - Voice chat indicator is missing in Main Menu.


Join the discussion on X, Instagram, Reddit, Discord, Facebook, and TikTok.

Encountering a bug? Report your experience at R6Fix.

HUNGER - bpayne

Hello, Living.

This marks the beginning of our Missives - a series of focused insights into the design of Hunger and its systems. We’ll be releasing new Missives regularly, helping to better acquaint you with the World After The End.

Every wound tells a story. In Hunger, survival is measured not by what you avoid, but by how well you recover. Today’s Missive looks at the systems that govern health, healing, and the fragile space between life and death.


The Nature of Health

Your health represents the Living body’s final measure of endurance. It is the last line of defence beneath your armour, and when it fails, there is no recovery.

Every player begins with a default of 100 health - a finite resource that can only be restored through medical intervention. Damage is taken through combat, environment, or status effects.

To recover health, players rely on Medicine - specialised items that repair what the body cannot. Medicines fall into many categories, but we’ll highlight two today:

  • Repeated-use items, which can be used indefinitely but restore health slowly.

  • Single-use consumables, which act quickly but are lost after use.

Both are vital. Both carry risk.

All Medicine items are equipped to your Medicine slot and must be actively used to take effect. 

Concept Art: Bloodbags


Design Goals

Our approach to healing in Hunger follows a simple rule: it should be possible, but not perfect.

We want players to be able to heal during combat, but not so immediately that recovery becomes untouchable or leads to endless healing loops.

Medicine is designed to be limited - either in repetition or rate, forcing you to think carefully about when and where to use it. Timing matters - as does position, cover, and the cost of attention. Every choice to heal should carry the risk of being seen, caught, and interrupted.

This balance ensures that survival feels earned, not automated. Healing is not about erasing mistakes - it is about managing consequences.

We’ve designed Health as a standardised resource across all players, rather than something that scales dramatically with progression. A new player should not begin with 50 health while a veteran has 5,000 - that kind of disparity would make genuine competition impossible. By keeping health consistent, we can balance the time-to-kill (TTK) across all weapons and encounters. Better weapons in Hunger may shorten the TTK, but they do not grant invulnerability or guarantee victory - skill, positioning, and decision-making remain the deciding factors.


Bloodbags

The Bloodbags represent the repeated-use type of Medicine. They are slow, methodical instruments of recovery, designed for those who prepare early and heal deliberately.

In the world of Hunger, Bloodbags are a form of self-transfusion - filled with your own siphoned blood before an Expedition. They are heavy, clumsy, and faintly unsettling, but when the fighting ends, they are your best chance of replacing what you’ve lost.

Using a Bloodbag cannot be done from your inventory. It must be equipped, and once used, your character enters a continuous healing state, restoring health gradually over time.

Different rarities of Bloodbag improve both recovery rate and efficiency. The best of them can replenish at a far higher rate, but all share the same demand - exposure. You are vulnerable while healing, and every second you spend recovering is a second the world can punish you for.


Ampoules

The Ampoules represent immediacy - single-use inhalable Medicines that restore health far more quickly than Bloodbags, but at the cost of scarcity.

They can be used in the field to recover from critical damage, providing a rapid boost of vitality over a few seconds. However, the effect can be interrupted by taking damage, cancelling the healing and wasting the resource.

Ampoules can be stacked in the inventory and are often carried as emergency supplies. Each rarity tier improves potency and speed, culminating in the most refined medicines known to the Living.

In short: Bloodbags offer steady recovery, while Ampoules deliver instant reprieve, a split-second lifeline when every moment counts.


Healing in Practice

The tension between slow, repeated-use recovery and fast, consumable healing is deliberate - a mirror to the armour system (which we will be exploring in the near future), and part of Hunger’s rhythm of survival: preparation versus reaction, endurance versus urgency.

After Hunger’s Early Access launch, more and more medicines will be introduced - devices to stabilise allies, stop bleeding, or even share health between players. Cooperation will become a form of medicine in itself.

Concept Art: Ampoules


Wishlist HUNGER to follow the journey and join our upcoming tests.

JOIN THE COMMUNITY

...

Search news
Archive
2025
Oct   Sep   Aug   Jul   Jun   May  
Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002