Dumb Ways to Party - AlexPlaySide

The franchise's signature humor and charm is being unleashed on a 4 player multiplayer party experience - packed with crazy, fast-paced mini-games. 

In case you missed it, check out the Dumb Ways to Party Announcement Trailer! 
https://www.youtube.com/watch?v=3WhvmESFrL8Get ready for laughter, chaos, and a bit of friendly sabotage as you and your friends compete to see who will be crowned the ultimate Dumbest of the Dumb.

We’re incredibly proud of our team for continuing to expand this iconic franchise and can’t wait to share more as we get closer to launch.

Wishlist Dumb Ways to Party now!

https://store.steampowered.com/app/2852140/Dumb_Ways_to_Party/

Dungeon Rampage - Mako

Hello Rampagers!

Here's a preview of what we've been working on for our closed playtest!

After kicking off our playtests last month, we noticed that some heroes were getting way more attention than others, and doing drastically more damage. So, we addressed this change 2 weeks ago by rolling out the patch bellow:

Patchnote #1
Ranger Bow Rebalance,

The Ranger has been overperforming, dealing a staggering 5 to 6 times more damage than our other Heroes per dungeon on average. We’ve narrowed the culprit down to her weapon stats. To address this, we’ve increased the mana cost of Regular Bow and Short Bow’s hold abilities and reduced their damage scaling in order to let the bows perform the way they always have, but no longer be spammed infinitely. We know that we’ve started this nerf with a pretty heavy hand and plan to closely monitor and tune these numbers as the playtest goes on. Our number 1 priority is keeping Ranger fun while bringing her damage output in line with our other Heroes. Hopefully we’ve created more room for the Long Bow (and other Heroes) to shine.

Ranger Health Nerf,

Soooo the health stats of Ranger were nearly the same as battle chef, allowing her to take attacks on the chin like a champ while dishing out tons of damage. We’ve reduced her max health, health scaling, and regen to match that of the Sorcerer, bringing her stats more in line with the sneaky backline rapscallion she is. Once again, this intends to give our tankier Heroes more room to shine.

In Other News,

We’ve added a warning popup before removing friends and fixed some collision bugs with the Princess Map. Also! On our ongoing quest to improve performance, we’ve squashed a few bugs that should keep performance stable over longer play sessions.

Thank You,

Thank you all for working with us to prepare Dungeon Rampage to take the world by storm, as always we couldn’t do it without you all! GLHF!

PS: Join our Discord for the latest updates & patches.

1:25 p. m.
Bhop up! - Arcana Lord
BHOP UP!
Lords and Legions - Sean Berget
Fixed a bug, where if you attacked with a normal attack then did slash attack with red hero, no damage would be dealt to enemies with the slash ability
Stopped all audio when switching scene to prevent very high sound from previous scene continue playing
Added Fight button sound
FIxed Speedcontroller UI issues when pausing
Miscellaneous small fixes
Pattern Survivors: Bullet Hell — Create Chaos - Airem

Hi there,

UPDATE 1.2.4 — Create Chaos

The update is now available for both the full version and the demo (Windows 32/64-bit, Linux 64-bit, macOS, and browser version).


Main Changes
  • Laser 2.0 — completely rebuilt hit detection system. The beam now precisely hits enemies and cuts through multiple targets along its line.

  • TOWER DEFENSE Mode — a brand new mode available in both the demo and full version.

  • Separate leaderboards for each difficulty level.

  • Full version: 40 handcrafted maps + Endless Waves mode.

  • Demo: a few selected maps + endless wave mode.

  1. Display Option — added the ability to switch between FULLSCREEN and WINDOWED mode.

  2. STEAMWORKS API — improved stability, achievements, and online leaderboards.

Balance, AI, and Bosses
  • Bosses — improved logic, better attack balance, and fixed collisions.

  • Wave System — smoother transitions and more consistent difficulty progression.

  • Difficulty scaling has been fine-tuned to make each run feel more predictable and rewarding.

Interface and Controls
  • Enemy Kill Counter — now visible in QUICK RUN, SURVIVAL, TOWER DEFENSE, and SANDBOX modes.

  • Gamepad — new button icons, improved mapping, and better controller detection.

  • Settings — faster access to window/fullscreen toggle and automatic preference saving.

Performance and Optimization
  • Reduced micro-stutters when generating bullet patterns.

  • Lower memory usage and improved stability during long sessions.

  • Optimizations across all platforms — Windows, Linux, macOS, and browser.

Other Fixes
  • Fixed hitboxes for enemies and scalable objects.

  • Unified laser and boss sound effects.

  • Improved translations, refined challenge descriptions, and cleaner HUD.

  • Updated presets for graphic and display settings.

Tower Defense Mode Details

  1. Each difficulty level has its own leaderboard.

  2. Full version: 40 handcrafted maps + Endless Waves mode.

  3. Demo: several selected maps + endless wave mode.

  4. You can save the game at any time.

For Speedrunners and Competitive Players
  • Changes to the laser and wave logic may affect previous routes and tactics.

  • Leaderboards are now version-tagged, allowing fair comparison between updates.

Full Changelog (1.2.4)
  • Update for both full version and demo (Windows, Linux, macOS, browser).

  • Laser: full collision and logic rework.

  • Added fullscreen/windowed mode toggle.

  • New TOWER DEFENSE mode with leaderboards and difficulty levels.

  • STEAMWORKS API fixes (achievements, leaderboards, overlay).

  • Bosses — improved logic and balance.

  • New enemy kill counter (for 4 modes).

  • Wave system improvements.

  • Performance optimizations.

  • Gamepad and icon updates.

  • Minor visual, sound, and localization fixes.


Thanks for your continued support and feedback — every update is another step toward perfecting the chaos.

Wildgate - [DH] Craig

A new patch for Wildgate is now available on Steam!

Keep reading to learn about the latest changes. For full details of all our Hallowed Beyond fun, check out our Hallowed Beyond Blog!

PATCH HIGHLIGHTS

  • 🎃 Hallowed Beyond - Seasonal Event Launch!

  • 🌌 New Reach Anomalies

  • ⚖ Balance changes

  • 🔫 Loadout changes in Pre-match/Lucky Docks

  • 🐛 Bug Fixes

  • …and more!

HALLOWED BEYOND - NEW SEASONAL EVENT

DEV NOTE:  Happy Hallowed Beyond! This is the time in the Reach where the Prospectors celebrate death and candy! You know. For reasons?

  • A Spooky Reach - enjoy an eerie Reach with clouds of ominous fog and scary storms in your matches, POIs ready for tricking and treating, and a Lucky Docks themed up for a party!

  • Beware of The Dark - a spooky surprise lies in wait for those who loot the carcasses of destroyed ships…

  • Hallowed Crates -  now available in Reach loot rooms, with 16 new items to collect.

  • Login Reward -  log in before November 6 to get a Space o’ Lantern firework surprise!

  • Shop Update - Phantom Mophs and Opulent Sal join the crew for the next two weeks.

  • ‘Gate Crasher’ title grant - anyone who has bought and logged into Wildgate before 10am PT on Oct 21 will receive this title. Thank you for being here with us early on the journey!

NEW REACH ANOMALIES

DEV NOTE: Historically we’ve added new gameplay content to the Reach roughly every two weeks since launch. This time we’ve released these items as part of a larger update in response to some of your feedback.

Crystals (Reach Resource)

  • A new resource mineable in the Reach, Crystals add max HP to your ship when mined and deposited in your ship processor.

Barrier Turbine

  • Thanks to new prototype Millkoh technology (Sal was bored), some turbines have been souped up with some extra shielding! Prospectors are immune to cosmic storm, shock-field and fire while using these handheld terrors. Fly responsibly.

Racing Booster

  • Gotta go fast(er)? If you’re looking for a bigger and longer boost, strap one of these to your ship - just control the resulting thrust a bit better than Adrian does.

Vampire Hardpoint

  • This succulent hardpoint feeds upon the souls of dead ships, slowly leeching health to heal your ship while within a short distance. Don’t touch the fangs.

THE REACH

DEV NOTE: We found that ships rarely run out of ice, but often run out of fuel. Small adjustments here to allow for more maneuverability and to make ice a little more precious.

  • Fuel Chunks now provide 3 instead of 2

  • Ice Chunks now provide 4 instead of 5

SHIPS

DEV NOTE: Hopefully this adjustment will allow ships to maneuver a little bit against a lot of the close combat strategies we have seen in previous metas. This gives pilots some more options and makes ships feel 4% more agile. (We measured. Feels 4% better)

  • Ships now go in reverse at 60% of forward speed instead of 50% of forward speed.

PROSPECTORS

DEV NOTE: We are seeing a lot of defensive cloaked Mophs players dominating ship defense. This small change makes that a little harder. 

Sammo

  • Fixed a bug where Sammo would heal off a drone. This should now only work on NPCs and player characters.

Mophs

  • Mophs’ cloak is now less strong when he isn’t inside enemy ships.

WEAPONS AND ITEMS

DEV NOTE: We previously buffed Attack Drone and Impact Can as they were seeing little use. These buffs caused these items to dominate the game and so are being pulled back. Clamp Jets not being hit by ramming damage preserves these tools to be used by their crew rather than being randomly destroyed.

Attack Drone

  • Reduced attack drone radius to 7m (from 10)

Impact Can

  • Reduced impact grenade damage to 60 (from 80)

Clamp Jet

  • Clamp Jets are now immune to ramming damage

TRAINING RANGE

DEV NOTE: Due to extensive player feedback, we have increased the match timer in the Firing Range from 10 minutes to 11 minutes. This gives our prospectors significantly more time to read the tooltips on the various hardpoint devices, ship weapons and artifact mechanics that they will encounter out there in the Reach.

Preparation is the key to success in a place as dangerous as the Reach.

“There were so many tooltips to read, and before I could truly internalize all of the important information they were offering, I was being alerted that the match was almost over.”

“Honestly, the emotional toll of these alerts was so unexpected that my brain simply couldn't hold onto any information. With the increased time available to me, my Reach knowledge and overall performance as a prospector is at least 9% better."  -Anonymous Discord Reach Legend

In short: 

  • Increased Firing Range duration to 11 minutes (from 10)

  • (Just kidding, it’s a bit longer than that. Thanks to the Daily Discord Dev Chat crew for ongoing thoughts and feedback!)

BUG FIXES

  • Fixed texture seam and material animation for the Privateer Phantom Skin

  • Fixed dead ships never appearing on the map in Dead Sensors hazard matches. They should now properly appear if you scan them!

  • Fixed dead ships not appearing on the map if you board them. All ships a teammate has currently boarded should be appearing on the map

  • Fixed The Doctor not slowing you as intended while firing

  • Fixed Sal’s multitool bounce not working properly on occasion

  • Fixed issues with Infamy badges appearing incorrectly.

KNOWN ISSUES

  • The 'Voyager' badge is temporarily disabled until our next patch. Apologies to all you clamp jet racing devotees!

DEFECT - emptyvessel

Thank you to our wonderful community for your patience while we’ve worked towards our gameplay reveal at Galaxies Showcase

What you all see is a small slice of the immersive cyberpunk action that we hope to showcase more of as we move forward with development and towards launch. 

So, what do you see in the trailer? 

We begin as The System’s Police Forces during our load-in sequence aboard the police transport ship via your PDA. This is how every mission for the police begins and will be a key tool for you while you’re in the middle of matches by providing health, inventory and other key pieces of information during matches. Since we are a HUD-less game, information in your PDA, Scanner, Weapon Screen or game world become very important for you. While you’re mid-transport you’ll choose an objective and receive further intel from System Control.

You’ll be able to gear up for the match with choices found inside your police transport or gang hideout such as weapons, ammo, and gadgets. And some of those weapons have some pretty devastating impact…which you may have seen on our socials. There will also be a wealth of weapons and gear that can be found within the game world as well.

The sequence continues with system forces entering the territory of Nodrog - one of the leaders of a gang faction who speaks and taunts System Police throughout the mission. He also monitors them using surveillance systems that players will be able to hack into themselves during their runs.  

Players can deploy scanners that see through walls to provide valuable recon information on enemy locations and objectives. You’ll also notice the stealth wall tool which can visually obscure you and your teams presence and a drone you can deploy to gain even more intel on enemy movement. 

Our squad continues into a room with the data they must retrieve. There’s an orchestrator(more to come on this character at a later date) - highly illegal tools at the disposal of gang factions - in the room which gives a taste of the kind of advancements in bio-technology that have become commonplace in the world of DEFECT.

As our squad advances to another piece of data, they are ambushed by Nodrog’s forces and you get a sense of destruction and the chaotic action that emerges as a result of conflicting objectives for you and your opposition - in this case, the gang that attacked you. Those could include arresting or kidnapping players, assassinating players, or some more passive goals like robbing banks or dealing drugs etc. 

We’re happy to dive into more of the destruction features in a later post. However, to name a few, we have multiple layers of destruction on each wall or item, and have features like dynamic dust that fills the room the more you destroy it. This can be used strategically to reduce visibility in a space if you have equipment like the tactical goggles, or as a way to quickly escape a dangerous situation. Everything you see will be destructible to some extent. You might have also noticed the player flipping a table which is an example of the layers of interaction we’ve built into certain items to create cover and block paths as well to create a more interactable world for players.

When one of the gang members makes a run for it, a System Officer is able to subdue him with a stun round and then replace the gang member’s mind with a previously downed teammate’s mind. This makes this gang member a part of your squad for the remainder of the match. It's one of a few solutions we provide players who have been downed in action. Internally we’ve been calling this a Body Snatch.

As we continue, you’ll notice that health does not automatically regenerate. You must find health stations to heal yourself if you’re going to stay in the fight. These health stations generally have 3 charges and require you setting up defenses like cover from your team if in a dangerous situation to use them.

In this mission's finale, System Police must override the data they found and reboot local systems in order to remove the custom OS gangs have installed into their building. This is not an instant process, however, and you’ll have to hold your ground and defend your position if you’re to succeed. Other teams will have to remove the access drive from this terminal to stop you. 

Your actions will result in the game world's lighting changing and notifying others. Each mission you play has a completely different type of finale for your team which range from defending a terminal to escaping a building with multiple enemies pursuing you to get back to your transport to stealing something to carrying bags of drugs or money to fighting Nodrog and more. These finales can change dynamically depending on what is happening in the world and provide more emergent ways to change the flow of each game so they always feel different.

So, we finish with an awesome face-off between System Forces and Nodrog’s Faction complete with destruction, explosions, bullets flying and ruthless action set to an original track by the legendary Mick Gordon. 

Oh, and there’s a little surprise at the end when the player spawns as an orchestrator. More on that some other time. 

—-------------------------------------

So there you have it. We couldn’t be more proud to show you what we have been working so hard on  and it’s just the beginning. DEFECT has been a pure passion project for the team here, and we’ve been very lucky to work on it so far! We’ve always been intrigued by the challenge of making an immersive multiplayer mode that is tied to narrative and cinematic moments instead of being something ultra competitive. This is just a small slice of the game, we’re super excited to show more of the game like our Co-op and Singleplayer modes in the future.

- Emanuel Palalic, Director of DEFECT and emptyvessel Studios

FOR THE LATEST NEWS AND ANNOUNCEMENTS, MAKE SURE TO FOLLOW OUR OFFICIAL SOCIAL CHANNELS

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Automation - The Car Company Tycoon Game - Killrob

After being in the cooker for three weeks, this patch for the ongoing Al Rilma Open Beta is a chunky one with improvements throughout the game! Let's get right to the full changelog.

Al Rilma Open Beta Patch 7 Changelog

General
  • Improved brake quality's effect on brake fade factors

  • Rebalanced Ladder and HD Ladder chassis weight, PU, and material costs

  • Unlocked scenario controls, added demographic validation for single- and multiplayer

  • Some additional single turbo configurations can now use twinscroll

  • Fixed issues with the over- / understeer warning system

  • Fixed props spawning at 0 when changing type

  • Fixed scenarios (SP & MP) sometimes being locked on body selection panel

  • Fixed and improved the test track UI

  • Fixed inconsistencies in exhaust header weights

  • Fixed clone in place hotkey not setting 3D state correctly

  • Fixed fixture changing altering state between 2D and 3D defaults

  • Fixed challenges menu throwing lua errors

UI
  • Fixed various issues with the markets tab in the car designer

  • Fixed inconsistency in Model Body vs Chassis Tab locking state

  • Fixed prop UI not showing currently selected type

  • Reformatted car photo scene UI to allow access to animatics without scrolling

  • Fixed markets screen not initializing with pie graphs on the demographics

  • Fixed turbo bearing tooltip showing supercharger control tooltip

  • Fixed issue where you could get stuck in pop-up for clone AI tune and cancel

  • Fixed multi-stage turbo referencing wrong stage tooltip

Content & Art
  • Added new 1940s car body SoChaux40 with 6 families and 57 variants

  • Added new car body Bossa Nova with 32 total variants - replaces 90sMidcoupe

  • Added new fixtures - taillights, moldings, bumpers, and scoops

  • Added 2 new racetrack HDRI spheres

  • Split art for cast headers into Cast Low and Cast Mid

  • Improved several turbo race headers

  • Improved some cast mid headers that had "looping" bits

  • Improved cast V90 / V60 headers

  • Fixed rim_venom_classic7 not offsetting dish correctly

  • Fixed various issues with E90 Hatchback

  • Fixed transverse 4x4 and AWD with live axle spawning wrong meshes

  • Fixed some 94_jpn_permafrost variants missing D-pillar morph

  • Fixed JD1974_E3-E9_Coupe_270cm_BP body crunching on morphing

Campaign
  • Implemented a mechanic for refunding of preorders of trims with significant delivery delays

  • Added factory addon specific logistics point costs

  • Expanded Offices -3, Maintenance +1, Staff Facilities +1"

  • Fixed Expanded Offices addon not reducing material costs by 10%

  • Improved how the Focused Market slider changes demographic desires

  • Improved forecaster projection accuracy

  • Improved forecaster to cope with more complex facelift situations

  • Fixed outsourced factories charging paused staff costs

  • Fixed issue where chassis material would be changed and removed upon facelift

  • Fixed there being no delivery delay penalty for trims in paused production

  • Fixed adjusting price in car designer not affecting preorders

  • Fixed negative value project creating massive loans

  • Fixed a crash moving between factories in Car Project

  • Fixed trim base price not being set on car projects without factories

  • Fixed some odd marketing behaviors where numbers would be inconsistent

  • Fixed car factories sometimes not running if the effective shifts is below 0.5

  • Changed campaign Hard difficulty preset to be HQ lvl 2

Campaign UI
  • Added facelift number to markets tab in Car Designer

  • Added the "All" option to the Sales Breakdown Graph \[WIP]

  • Added scrolling to the trims list in the markets tab

  • Improved factory staffing UI and tooltip in main company hub UI

  • Improved factory utilization UI in main hub tooltips

  • Improved factory overstaffing warning thresholds

  • Disabled delete facelift / trim buttons during forecasting to avoid errors

  • Fixed placement issues of UI labels on finances tab

  • Fixed a UI scaling issue in Sales Breakdown tab for long company names

  • Fixed false positive warning of no engine production with factory assigned

  • Fixed scroll inputs not resulting in scrolling facelift UI

  • Fixed loan state confused messaging when turning off loan

  • Fixed issue with demographic selection filtering in Sales Breakdown tooltips

  • Fixed there being a "Sold Factory Company" in Sales Breakdown

  • Fixed error when moving between factories too quickly

  • Fixed issue where forecaster would not display cost ratio for in production trims

  • Fixed main hub factory shift UI not updating when switching between its instances

  • Fixed engine project disappearing from hub UI upon engineering completion

  • Fixed factory not unloading when using project map to go to car or engine designer

  • Fixed factory utilization to now be based on max shifts

  • Fixed total cost of factory being wrong on sign off screen

BeamNG Exporter
  • Fixed wheel wobble in Beam exports with MacPherson suspension

This mostly concludes what we have planned for the campaign for the Al Rilma update, barring any new or previously hidden issues that need fixing. From here we are going to mostly focus on giving the multiplayer aspect some much needed love before being ready to release the update out of beta into the public default branch.

Cheers!

1:11 p. m.
Follow Nightmare Playtest - cr0cq
END
1:08 p. m.
Forsworn Playtest - Resummon Studios LLC
⚔️ Forsworn — Patch v0.0.07
Released on 10/23/2025

"Small set of bug fixes and art updates."

🧰 Quality of Life Improvements
  • Added new icons for all Core Stats
  • Removed paladin aura changes from popping up while in exploring
  • Added a tutorial for hovering “Core Stats” at the bottom of the main HUD in combat
  • Added a tooltip to “Right Click” to cancel a selecting a move point during combat.

🐛 Bug Fixes

- Fixed an issue where right click infinitely opens the character inspect sheet.
- Fixed an issue where Treacherous Band would double stack it’s effect between encounters
- Fixed some UI and SFX issues when buying/selling at a merchant
- Fixed the broken Discord invite link
- Fixed an issue where Options wouldn’t close if opened during a mystery event
- Fixed the hitbox for hovering a dead hero to revive them
- Fixed an issue where chests would spawn 100% of the time. They now spawn randomly given a 25-75% chance based on the rarity of the loot inside.
- Fixed Chrono Lord’s Pendant from granting AP immediately if the ability cast applied Slow.

⚖️ Balance Adjustments

- James, the Great Ent
- Spore Bomb 10 damage —> 7 damage
- Bark Skin 22 Shield —> 18 Shield
- Increased (almost doubled) the amount of Soul Shards dropped per run - this should help unlock power ups much faster!
...

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