Plants vs. Zombies™: Replanted - Electronic Arts


The day is finally here! PVZ: Replanted has launched and we can’t wait to see how you defend the yard! We’ve gathered your feedback and have fast-tracked Patch v1.2 which goes live today 10/23 on Steam. This update includes a wide range of fixes, with more to come in future updates. Detailed list below.

PVZ: Replanted: Launch Day Patch v1.2


Graphical:
  • Fixed Twin Sunflowers faces being too small, they should now fit their petals.
  • Fixed Zomboss’s eyes to be the correct color relative to his attack.
  • Fixed Split Pea so that they fire with both eyes open.
  • Fixed BrownCoat Zombie’s retro skin so that arms fall off properly.
  • Fixed Pumpkin to now show the damaged state appropriately.
  • Fixed Dr Zomboss to now have a Health Bar (Nice try Dr Z).
  • Fixed Roof Cleaners flying at the beginning of roof levels
  • Fixed Disco Zombie’s hair when his head falls off (ouch).
  • Fixed I, Zombie Too to use the correct name.
  • Fixed Pole Vaulter Zombie to drop their actual head on defeat.
  • Fixed Butter not appearing on the retro zombie skin when applied.
  • Fixed Magnetshroom’s items to layer properly
  • Fixed Retro Zombie to no longer show sunglasses or mustaches on death.
Vs Mode:
  • Jack in the Box, Catapult, and Newspaper zombie now appear in combat.
  • Flower Pot & Planter are no longer selectable in Versus Mode.
  • Sun and Brains no longer block placement in areas around them.
Gameplay:
  • You can now interact with the seed selector to cancel placement instead of needing to click off of the seed selector first.
  • Extra lawnmowers will no longer spawn in Vasebreaker.
  • Ice Trap positioning has been corrected for both Bungie Zombie and Gargantuar.
  • In Co-Op both players can no longer select the same seed packet at the same time
Audio:
  • Turbo Speed will no longer speed up the OST.
  • Shop now plays the correct music regardless of player origination.
  • Pausing the game now correctly pauses the Audio.
  • Invalid placement warning in Versus mode now plays the proper sound effect.
  • Doomshroom & Jalapeno now use the correct sound when destroying tombstones.
Miscellaneous:
  • Several fixes to various assets when in High Contrast Mode
  • Several UI fixes related to missing or misplaced assets
  • Several bugs squashed related to UX due to resolution/control scheme adjustments.

But wait! There’s more! We are already preparing Patch v1.2.1 and expect to see this go live in the next few weeks. Stay tuned for a detailed update of the next patch, and thanks again for all your support and feedback, we’re just getting started.

Look forward to more updates as we grow, and we are particularly excited for several audio fixes that are already in motion. See you on the Lawn!

https://store.steampowered.com/app/3654560/Plants_vs_Zombies_Replanted/
Windblown - Bidju

This isn’t just our 6th major update since we launched, it’s our 1-year anniversary celebration in Early Access; and is our BIGGEST one yet! We can’t wait for you to jump in.

We would love to know what you think, and will be monitoring feedback in the coming weeks to ensure these latest additions are working properly.

Note: ⭐️ indicates changes inspired by community feedback!

Important changes
  • The new Lost Archipelago biome which includes:
    - A new Quest which will reveal some mysteries of the Vortex's past and introduce you to new characters…
    - A new Boss: the Broken Banger.
    - A bestiary of 10 new enemies (Blob, Golem Whip, Jaw, Baby Jaw, Laser Dog, Raptor Melee, Raptor Ranged, Tooth Beast, Baby Tooth Beast and Cavern) and 10 variants.

  • 4 new melee Weapons(all to be found in the Lost Archipelago):
    - Golem Flail: its hits have a chance to Overwhelm
    - Crocojaws: its hits activates Brutality
    - Spinalsword: it changes when someone near dies…
    - Worm Clawsdeals Corrosive damageTo get those you'll need to perform a new action.

  • 2 new Trinkets:
    - Fireworks: which flies in the air and stuns enemies around you (to be found in the Rat Village)
    - Smokey Dokey: which creates an AOE that makes most of the enemies' attacks miss you (to be found in the Lost Archipelago)

  • 4 new Gifts that will only drop in some new Secret areas:
    - Full Blast: Blasts change shape and hit in all directions around the target.
    - Echoing Effects: Shattering Freeze, triggering a Mark and Rush hits apply Echo (125%).
    - Countless Scythe: You can have 12 more Scythes at the same time.
    - Blood Gush: Bleed can be triggered 9 more times per second.

  • ⭐️ Alterattack Update: We've implemented significant changes to offer players greater depth, more strategic choices, and encourage the more aggressive playstyles (no more alter spam). Please take a look at the dedicated section for more details.

  • ⭐️ Magifish Update: Magifishes recharge in a different way and can be enhanced with an Alterattack signal. Please take a look at the dedicated section for more details.

  • ⭐️ New Expedition Recap Screen: You can now see all stats and information about your Expedition when it ends

  • ⭐️ New Backpack feature: Added a new Upgrade to Eperin that can store one of your equipments for later use during your Expeditions

  • ⭐️ New Killstreak Chest: You can open it by killing several foes in a row without being hit. You can switch that trial for the Timed Chest at the Ark (go the panel in front of the cannon).

  • ⭐️ New Equipment Box upgrade: Get the new Upgrade from Eperin, visit the new chest and purchase a Weapon or Trinket to take with you on your next Expedition.

  • ⭐️ 5 new Affixes are now available, with effects that enhance the Alterattack damage or grant Brutality, Echo, and even Overwhelm effects.

    ⭐️ 7 new Rare Affixes: this new kind of Affixes have a smaller chance of appearing but give stronger effects.
    Yes, there is a rare Size+% affix among them!

  • New combat arenas and events. 70 new common islands to be found il all biomes. And a dozen of new biome-specific islands in the Golem Gardens and the Factory.

  • NPCs: They can now propose several talking/interaction options.

  • Updated Early Game Tutorials: A mysterious little girl will now assist you against the Headbanger until you kill it for the first time…

  • New Cinematics for Boss fights and for NPCs' unlocks

  • ⭐️ New Traditional Chinese localization

  • 4 new Achievements!

  • Optimization: Upgraded game and rendering engines to the latest versions to improve stability and prepare the game for future updates

Alterattack Update
  • ⭐️ Damage Bonus Calculation:
    - The bonus now scales with the number of successful hits on a target
    - Manage your hits well and you'll deal more damage than before
    - If you miss entirely, the bonus is zero
    - This change encourages aggressive, high-risk playstyles
    - Tip: You can check how hits are counted via a new colored bar in the Weapon's button displayed in your Player HUD

  • ⭐️ Chaining Changes:
    - Validating an Alterattack now ends the cycle. So to reach a Super Alterattack, avoid validating the base one; for Ultra, avoid validating both the base and the Super one ("Chained" are now individually called "Super" and "Ultra" Alterattacks).
    - When you reach your maximum chain (either Super or Ultra depending on your progress in the game), not validating it directly will not end the circle. You can now keep combo-ing to get a better moment to unleash it.
    - Their damage bonuses are now significantly higher (they multiply instead of just adding)
    - This rewards players who commit to long, risky chains and avoid getting hit (the chain also ends if you're hit)
    - Also, waiting just a bit after the signal and switching Weapons won't break the Chaining anymore - Note: Chained Alterattacks still receive a base bonus even if no hits landed
    - Tip: the bar's color in the Player HUD reflects the progression in the chaining

  • ⭐️ Weapons Changes:
    - All weapons' base damage bonuses have been updated. The more risk required to trigger an Alterattack, the higher the bonus. For example, slow melee weapons now grant higher bonuses than ranged ones.
    - Boomerang / Ninja Stars / Sharp Sisters: their Alterattacks now have more i-frames
    - Boomerang: when its comes back automatically, you can trigger the other's weapon Alterattack even if you were already mashing the input
    - Charged Blade: can now ignite an Alterattack during non-held combos (with reduced bonus)
    - Katars: its combo hits 2 times when you are infusing Bleed (e.g. after its Alterattack)
    - Shield:
    - The number of rotating shields from Alterattacks now increase if it is a Super or Ultra one
    - The Alterattack rotating shields briefly stun enemies when hit
    - Guarded Hits can now trigger Alterattacks (with half the bonus of a parried one)
    - When you Parry, the Alterattack opportunity is now triggered when you hit (and not directly when the movement starts)

  • ⭐️ Gifts Changes:
    - They have been updated to be compatible with the logic changes, and some have been rebalanced
    - Brutal Alterattacks: is now called Aggressive Alterattacks. Value changed to x1.5 (from x1.75)
    - Advanced Alterattacks: changed to "Your Alterattacks are always chained with bonuses x0.6."
    - Super Alterattacks: is now called Megalterattacks. Value changed to x1.25 (from x1.5)
    - Double Alterattack: changed to "Triggers another Alterattack after the 1st one, with a bonus x0.5." (will now re-trigger the previous Chaining level)
    - Alter Mark and other effects triggering an automatic Alterattack give the bonus as if all hits were successful. To compensate, their cooldown has been increased

  • ⭐️ Misc:
    - Hitting an enemy who is unaware of your presence will not be heavily punished with damage reduction anymore
    - The signal of the Ultra Alterattack is usable for a bit longer than the previous ones (1s instead of 0.66s)

Magifish Update
  • They are recharged by time.

  • ⭐️ You are briefly invincible when you launch a Magifish

  • ⭐️ BUT unleashing it while Alterattack signal is active will increase their duration and reduce the cooldown (depending on the Alterattack Chaining)

Balancing
  • Rope: is now unlocked inside the new biome. Previous saves will need to unlock it again.

  • Memory Link (previously refered as Player Remains): Is now an unlocked with Eperin

  • ⭐️ Weapons: a lot of their attacks can now be interrupted way earlier by dashing

  • ⭐️ Melee Weapons:
    - Improved the targeting of their combo attacks, making it especially more accurate when attacking between dashes
    - Combo movements enhanced on Elder Sword, Eye Blade, Charged Blade, Goo Brush, Heavy Blade, Katars and Umbrella.

  • ⭐️ Ranged Weapons: hamonized their interruption timings

  • ⭐️ Weapons: Telepike: Held attack has no cooldown anymore but now has a longer recovery after the teleportation

  • ⭐️ Trinkets: Chrono Catch: Duration is now 4.5s and speed is now reduced by 25% (were 6s and 30% respectively)

  • Trinkets: Frost Nova: Initial damage no longer shatters Freeze if used with Echo

  • ⭐️ Gifts: Blast: Improved behaviour with Sharp Sisters' Alterattack

  • ⭐️ Affixes: The values of "Attack speed + / Total damage -" and "Total damage + / Attack speed -" have been rebalanced

  • ⭐️ Economy: The Gift Slots now have a higher chance of appearing in the Shops

  • Enemies: Some enemy AOE attacks can now injure other enemies (and not just players).

  • Infected Tribomber Boss: Has new attacks! And several previous attacks have been updated.

  • Memoreaper Boss: fast 180 degrees sword attack is much slower

  • Naveless Brothers Boss: between each fight you have 10 seconds to pick another opponent, otherwise one will break free from his incubator automatically

  • ⭐️ Elites: Delayed some traits activation by 1s after the elite is spawned

  • Elite Traits:
    - Fire AOEs: size reduced in Cataclysmic
    - Rotating lasers: are now toggled on/off every 5 seconds. When there is 2, the second is placed on the enemy's back. In Cataclysmic there are now 3 lasers.

  • Enemies: Ark's Dummy: Now deals damage when attacking you

  • Enemies: Bunker: The Bunker enemy in Factory has been updated with a new small jump ability to help it close the distance and maintain pressure on players.

  • ⭐️ Enemies: Gundog Alpha: New Flamethrower attack

  • Enemies: Sentinel: AOE attack updated

  • Co-op: Revenge: We don't push enemies when entering the Revenge anymore

  • Co-op: Timed Chest: Can be activated again in co-op

  • Co-op: Trial Chests: Rewards in those chests are now exclusive to the player who opened it

QoL
  • Ark / Training Racks: The 3 training racks have been merged into one, and have been moved to the other side of the central island in the Ark. The weapon training upgrade now needs to be bought first before accessing the 2 others.

  • Trinkets / Magifishes: when the cooldown is still active, trying to launch it will display the remaining duration above your head

  • ⭐️ Gears & Gifts UIs: Those interfaces now features icons to show what is considered melee or ranged

  • HUD:
    - Updated placement of several counters and indicators.
    - Moved Brutality feedbacks from above the player to near the Health bar.
    - Added new feedbacks near the Health bar for Infusions and Lifesteal effects.

  • ⭐️ UI: Tooltips: The last description mode chosen (simple, detailed etc.) is now saved and applied on all relevant interfaces

  • Inventory / Objectives: When you close the inventory, the displayed objective will fade out with it

  • ⭐️ Options: New music damping setting

  • ⭐️ Options: The "No Flashes" option now removes flashes of lights from the fireworks in Rat Village and from the Fireworks trinket

  • Options: You can now force to show the killstreak counter on your HUD

  • ⭐️ Options: you can toggle the HUD's display of your current run timer. This timer is also no longer paused if you backtrack after defeating a Boss.

  • ⭐️ Factory Ziplines: The dash cooldown is now ignored when you use them to make the movement more seamless.

  • Tutorials: updated the Alterattack and Crystallize unlock zones, that were sometimes difficult to understand. They now contain statues that are connected to the doors: destroying them to open it.

  • ⭐️ Crystallize: silly damage numbers are not shown anymore

  • ⭐️ Save Manager: Play time is easier to read

Bugfixes
  • Dash: fixed being hit even if you dashed at the same exact frame an nothing was preventing you to do it

  • Melee Attacks: fixed an issue where some circular melee attacks would fail to hit targets that were too close to the attacker

  • ⭐️ Crystallize: Fixed trying to perform a Crystallize on an enemy who already disappeared, leading to a teleportation

  • ⭐️ Weapons: Katars: Fixed always being able to crit with the "Next hit critical after held attack" affix after triggering it once

  • ⭐️ Weapons: Fishing Rod: Fixed enemies rarely not dying when being dropped off with the fishing rod

  • ⭐️ Weapons: Shield:
    - Fixed blood impacts being incoherent (blocking not having blood vfx, parrying spreading some)
    -
    Fixed some deflected projectiles with the shield not having their damages scaled
    - Fixed being hit while rotating shields from the Alterattack should protect you
    - Fixed not being able to launch the next chained Alterattack when parrying
    - Fixed hearing "hit" SFXs during the Alterattack
    - Fixed proposing the "Alterattack Damage+ affix" to this weapon

  • ⭐️ Trinkets: Chrono Catch & Ice Bomb can now be applied ontop of eachother without issue

  • ⭐️ Gifts: Boost Stock: Fixed the bonus Boost sometimes not appearing in Endless Mode

  • ⭐️ Gifts: Merged Scythe: Behaviour is more robust now

  • ⭐️ Gifts: Unstable: Fixed the Unstable Gift's VFX sometimes not playing completely

  • ⭐️ Affixes: Fixed incompatibilities sometimes ignored when upgrading gear

  • ⭐️ Enemies: Fixed Ant Mother's egg being able to spawn outside of terrain

  • Enemies: Fixed Amassmouss being teleported on an island way above when it is dodging back close to an edge

  • ⭐️ Memoreaper Boss: Healers cannot be spawned outside of the arena anymore

  • ⭐️ Stagger: Fixed enemy sometimes staying in the air if staggered mid-flight

  • ⭐️ Elites: Fixed having their effects damaging players on the first frame of activation

  • ⭐️ Game Difficulties: the starting Fish Knife now properly gains additional gear level linked to a Game Difficulty

  • ⭐️ Biome Extra Reward: Prevented locked biomes from getting the bonus until they are unlocked

  • ⭐️ Arena: Fixed pressure plates still being visible after an arena's activation if the linked player(s) was dead during it

  • ⭐️ Arena: Fixed pressure plates sometimes still being up after entering an arena

  • Loots / Challenges: Fixed having interactable loots in the middle of a challenge fight (they are now delayed properly)

  • ⭐️ Loot: Improved loot positioning so they overlap less frequently

  • ⭐️ LD: Ark: Prevented players from being stuck on an island

  • ⭐️ LD: Reward icons above doors are now correctly hidden before their setup

  • ⭐️ Zipline: Fixed being able to drop items while on a zipline, which created issues

  • ⭐️ Tutorials: Tutorials will be resumed after loading a save if left unfinished

  • ⭐️ VFXs: Fixed slashes drawing shadows on the ground

  • ⭐️ UI: FREND-4V3R: Fixed menu being hard to use with scrollwheel

  • ⭐️ UI: Heal Flask: Fixed the heal AOE marker still being visible even though the flask VFX on the ground isn't there anymore

  • ⭐️ UI: Shop: Fixed toggle tooltip label on shop items' descriptions not updating to reflect the current toggle action

  • UI / RTCs: Fixed showing the Boss HUD briefly before the fight intro cinematic

  • Visuals: the sea of cloud beneath the islands is now rendered properly again

  • ⭐️ Under the hood errors:
    - Fixed error when parrying a non-character's attack like a mine

  • ⭐️ Endless:
    - Fixed bosses spawning without being at max HP when in higher loops
    - Fixed showing wrong lower prices for gates in endless

  • Steam: Fixed Steam rich presence in the Sanctuary Biome not working

  • ⭐️ Co-op: Crash: Fixed crashes happening when interacting with the UI

Optimization
  • Optimized several aspects of the rendering to enhance the performances

Windblown - Night

Hey there Leapers!

The Windblown Lost & Altered Update is Out Now!

This isn’t just our 6th major update since we launched, it’s our 1-year anniversary celebration in Early Access; and is our BIGGEST one yet! We can’t wait for you to jump in.

Check out the Community run down below! 👇




New Biome & Quest

Step into the Lost Archipelago. A brand new biome littered with the shattered remains of a long lost Ark... Wait. What!?

Much like the Sanctuary Biome you'll embark on a short quest to gain access, which will be a new choice when you beat the first Biome on a run. A new environment means a new boss and enemies though - you'll encounter hulking dino-like monstrosities, along with mutated Golems and a boss that will really put you to the test.

Much like our Sanctuary Update, the addition of our new Biome comes with a brand new NPC and quest, along with some additional story content. This new content helps to paint a larger picture of Windblown's world and backstory, along with what the hell has happened in the Lost Archipelago.

New Weapons

We've added 4 new melee weapons to the game to help you turn things up to 11! Each of which help round out different playstyles, like fast and nimble vs heavy and slow.

Check out the Golem Flail, Crocojaws, Spinalsword, and Worm Claws. Which all come with their own move-sets and Alterattacks. You'll notice that most of these new weapons are inspired by the denizens of the Archipelago - pretty neat, huh?

New Trinkets

Also joining your arsenal are two new trinkets. The Smokey Dokey drops a pool of smoke on the ground, making it harder for enemies to hit you. While the Fireworks let off a cluster of explosions to stun and disorient enemies, giving you a chance to strike back!

New Gifts

A new update wouldn't be complete without some new Gifts joining the fray! You'll find four new additions like Full Blast, Echoing Effects, Countless Scythe, and Blood Gush! You can check out their full effects in the Patch Notes section below.

Alterattack Update

We've changed how they charge, upgrade, and reset. All of which aim to make the mechanic more strategic and impactful. Promoting aggressive playstyles. Basically, Alterattacks can now hit WAY harder, but they require charging to reach their full potential. Chain multiple hits and charges together to unleash some serious damage on enemies.

Pluuuuuus, you'll also now find that Magifishes are tied to the Alterattack system. You can still launch them off whenever they're ready, but you can increase their duration while reducing their cooldown if you activate them with an Alterattack signal.

Recap Screen

A huuuuuge ask from the community was to add in a recap screen when you finish a run. This new stat screen does exactly that, letting you see things like damage dealt, enemies killed, which build you had and more!

Trial Chests

We've added in a new Killstreak Chest, which is unlocked by killing a certain amount of enemies without being hit yourself. This gives players a new way of tackling the Vortex, and rewards patient, methodical gameplay. Don't worry though, you can still pick the Timed Chest if you just have the NEED FOR SPEED! Just head over to the difficulty board to the left of the Cannon to pick the Chest type you'd like.

Eperin Upgrades

Eperin now has a few more upgrades to expand your gameplay. The Backpack lets you store a Weapon or Trinket for later, allowing you to bank an item that may become useful down the road, or if you think you may switch builds mid way through a run.

The Equipment Box lets you spend some of those resources you've got a tonne of, buying weapons and trinkets ahead of a run so you can get the start you'd like!

New Affixes

Seeing as we've added some new weapons, why wouldn't we add in additional affixes?! Some of which are rare and really bring the pain! Spoiler alert, turns out weapons CAN be bigger...

Loads more

We've also added new arenas to biomes, events for you to encounter, new cinematics before and after bosses, along with the introduction of a mysterious girl who will aid you on your runs (You know, until you can prove that you've got the hang of things). Plus, we deployed a game engine upgrade to improve player experience, coupled with plenty of optimizations and improvements… oh and also the game is now localized in Traditional Chinese!

Something extra special coming in a few hours 🤫

>>> Awesomeness will be here… <<<

ROAD MAP!?


That's right, we've got a BUNCH of stuff planned throughout 2026, culminating in the launch of version 1.0! If you're thinking of jumping on this whirlwind of a journey with us, now's the time.

La Motion Week


Finally, you may remember last year that we ran a Steam event called La Motion Week. Well, it's back for round 2! You can grab Windblown and Dead Cells together, while celebrating our Lost & Altered update, plus some AWESOME new Dead Cells stuff (coming soon!!).



Check it out 👇

https://store.steampowered.com/bundle/46406/Windblown__Dead_Cells/

And that's it! It's been an insane 12 months for the team, and we're so thankful for everyone who has joined us on this journey. There's still so much to come, and we hope you'll all come along for the ride as we head towards Windblown's 1.0 in 2026.

Cheers!

-MT

Windblown Available Now

https://store.steampowered.com/app/1911610/Windblown/

Waterpark Simulator - Hai Cayplay

The sun has set on the waterpark, and the monsters have moved in! For the next 10 spooky days, the park is overrun by vampires, zombies, skeletons, and demons, all ready to cool off at your park. Watch out for the ones wearing witch hats, not just because they look very trendy, but because they will be dropping candy everywhere!

Collecting candy fills up your Halloween Event Bar, unlocking special haunted decorations and items to add a spooky touch to your park. You can earn these items only during the event, but once you unlock them, they’re yours to keep forever.

The entire game has transformed for the season: it’s nighttime across the city, eerie things flicker through the air, Halloween decorations are all over the park and in the city, and even the main menu had a spooky makeover. 

There are even two brand-new Halloween tracks from Chaotrope echoing through the park to set the perfect mood for your moonlit mayhem.

Oh, and the Caymart old man? He still looks exactly the same. Still staring. Still... fine. Probably

Is the spooky season not your thing? No worries. You can always head to Settings → Seasonal Events to switch back to the regular version of the game — no tricks, just your regular sunny chaotic paradise.

So grab your candy bucket, brace yourself, and dive into the chaos of the Halloween Waterpark Simulator Event. It’s to die for! 

Below are also our usual patch notes since other features were added or improved.
The biggest highlights are in bold

BUG FIXES
  • Settings are now properly saved between different gaming sessions (this will reset FPS limit settings; you might need to set it again)

  • Fixed a water VFX in a 5-star slide

  • Corrected a hole in the entrance of the park where items could fall in and be off the map.

IMPROVEMENTS
  • Several rendering optimisations have been added that should improve the performance for everyone (like for example, larger parks will see better FPS )

  • Improvements to visitors outline areas

  • Removed shadows appearing in graffiti when they are in curves

  • Improvement to ambulance positioning

  • Small improvements in some translations

  • Pop-up for fully dirty pool added

  • Additional input for secondary action (like push) added. So now you can use E for left click and F for right click.

NEW FEATURES
  • Halloween event (check above for more details)

  • New settings to enable/ disable seasonal timed events when they happen

  • New unlockable Halloween decorations and attractions

  • New upgrade for pool filters

  • A new 4-legged friend exists in the game (and yes, you can pet them)

  • New confirmation on the settings menu to save settings on close

  • Online ticket research. Allows visitors to buy tickets before getting to the park (time to get that 100 visitors achievement)

  • New help menu, which allows you to revisit all the tutorial screens


We are already working on not only fixing some issues mentioned by you all, but also adding new features. So stay tuned.

Thanks for all the support, and remember, if you have an idea, feedback, or bug you want to share, feel free to use our Steam community hub or Discord. We are always there to listen and chat with you. https://steamcommunity.com/app/3293260/discussions/

NOTICE - We sometimes might release very small updates to solve 1 or 2 more urgent issues that appeared and not release a patch note for those immediately but add them to bigger update patch notes on following updates

Dustgrave: A Sandbox RPG - OwNathan

We just released a third hotfix for the Revelations Update, addressing issues that have been reported in the last two days!

Changelog

  • Fixed several issues blocking dialogues and interactions unless the game is reloaded, or preventing barks to start.

  • Fixed some issues related to crimes.

  • Fixed a few levels having props that caused visual or navigation issues.

  • Fixed the issue of equipped weapons getting unequipped.

  • Greatly improved AI performances in large fights, to avoid NPCs stalling for some seconds before acting and reduce FPS drops. We are still working on this, since in larger fights involving certain enemies things can still get a little slow.

  • After first recruiting a new character, a package with basic items is added to the party's inventory, so that new recruits can get the weapons they need to use their skills depending on the chosen Class.

Thank you for your continued support!

Borderlands 4 - 2K J

Hello, Vault Hunters! Can you believe we’ve already shared more than a month of mayhem together in Borderlands 4?! To celebrate, we have an update that includes widespread stability improvements, multiplayer fixes, UI polish, and a suite of quality-of-life upgrades across visuals, audio, and accessibility. It also addresses various reported issues for Vault Hunters including major balance tuning, loot systems, gear, and achievements—further refining late-game, mission flow, and overall player experience.

We will monitor the community closely for feedback and respond after the changes have settled.This measured approach to your input will provide a consistent and better experience. As a reminder, our primary goal with balance adjustments is to provide you the greatest number of viable builds.

To all PC players with NVIDIA GeForce hardware: We highly encourage you to update to the latest drivers 581.57 that were released on Tuesday, October 14, as NVIDIA has addressed a number of GPU crashes.

Please restart your game to ensure the update goes through and prevent connection errors in matchmaking.

If you encounter issues, please contact 2K Support for direct assistance. You can also read the PC Troubleshooting Guide, a list of known issues, or browse a list of Support threads here.

Change List:
Horrors of Kairos!
  • Added support for the Horrors of Kairos! This free mini-event will be live from October 23 to November 6.

  • Added the "Murmur" Legendary Tediore Assault Rifle and "Skully" Legendary Order Grenade to the rewards for world bosses across Kairos! These special drops will only be available during Horrors of Kairos, and delivered to the Reward Center. These do not change the rates on any other gear for that boss. 

Read the official announcement article for Horrors of Kairos for more information on the event and a spooky SHiFT code to shoot fear into your enemies!

Progression, Loot, & Rewards
  • Reduced Specialization Respec Machine cost from 5000 Eridium to 1500

  • Added drops to a certain boss fight that was not dropping loot

  • \[PC] Ultimate Vault Hunter Level 5 Rank Up mission now correctly increases rank on Steam

  • Granted missing cosmetic rewards for players who completed Kairos Speaks with 155 Echo Logs prior to a previous update

  • Improved equipment handling when opening Rewards while driving

  • Lost Loot Machine logic updated to better prioritize higher-quality loot in overflow situations

  • Lost Loot Machine SDU upgrades now properly expand slots in multiplayer sessions 

  • Addressed a reported issue with the Lost Loot Machine that could cause duplications in multiplayer

  • Loot enemies now drop more cash

  • Golden Chests can now consistently be opened after joining a session and redeeming SHiFT keys

  • Reward Center behavior adjusted after claiming the Gilded Glory Pack, to prevent it from losing function

  • Break Free reward bundle redemption standardized, will now correctly apply account-wide as intended 

  • Adjusted unlock conditions so Rift Incompatible achievement now correctly completes for all players in multiplayer

  • Cut That Out achievement now unlocks when viewing the board from a further distance.

  • Level-based progression updated so Crimson Rising achievement unlocks at character level 10 as designed

  • Timing adjustments made so Catch a Ride! achievement unlocks only at the intended progression point 

  • Challenge tracking updated so Jakobs Throwing Knives no longer count as gun kills

  • Ensured that Bobblehead collectibles in Pester’s Grotto and Motherbird Node were accessible.

  • Discovered locations now stay discovered when returning to single-player after multiplayer

  • Various Fast Travel stations have been adjusted to unlock when they’re intended to, including concerns seen in Ultimate Vault Hunter Mode

  • Vault Key animations now play correctly during ECHO-4 sequences

  • ECHO Log pickup in Unpaid Tab now counts properly

  • Amara’s Escort to Core objective now consistently advances when replayed

  • Improved various instances of mission waypoints not showing up accurately

Gameplay & Missions
  • Maurice’s Black Market Vending Machine is able to be interacted with reliably in multiplayer

  • Legendary Vending Machine no longer closes unexpectedly during Vend of the Line

  • Made general improvements to prevent enemies from getting stuck when spawning, and addressed various reported spawn point issues

  • Addressed bounties Beatloaf, Grip, and Shagriculture not reliably spawning 

  • Addressed reported instances of Terminus Range Vault enemies getting stuck on ledges during encounters 

  • Addressed a reported issue in co-op during the Splashzone boss fight, leading to more consistent behavior

  • The Howl Capture Station no longer reactivates after safehouse capture 

  • One Fell Swoop has been updated to prevent players from being left floating in the air. Bio-Bulkhead now shows the correct elemental icon and movement has been smoothed to eliminate jitter after certain attacks

  • Warden Scathe no longer clips through arena walls in his boss fight

  • Improved Echo Location guidance across several missions

  • Patched collision gaps, holes, clipping, and invisible walls

  • Corrected Order drop pod events to consistently reach that ground and no longer appear stuck in the air

  • NPCs should no longer cause players or vehicles to get stuck when the player runs them over

  • Pangolin enemies can now be damaged by grenades while in ball mode 

  • Chain Master trait now tethers to all allies in range when multiple enemies have the ability

  • Mangler enemies no longer desync their position when dodging in multiplayer

Vault Hunter Changes
Harlowe the Gravitar
  • Addressed some Gravitar builds that reportedly caused performance slowdowns; they should no longer prevent UI elements from updating or Fight For Your Life sequences from completing

  • Gravitar passive and Augment bonuses to Gun Damage now correctly apply to Ripper Heavy Weapon barrels and the Ripper Legendary Heavy Weapon Steamer; Entanglement interactions also function as designed

  • Gravitar class mods have been adjusted to no longer roll +5 Pencils Down and push passives past their intended cap

Creative Bursts

Balance Adjustments: 

  • Neutron Capture now converts all Gun Damage into radiation, and now only applies to Gun Shots, and not all instances of Gun Damage.

    • Dev Note: Neutron Capture is one of the best damage scalars in the entire game, but during testing, we found that this was erroneously applying to all instances of Gun Damage and was able to scale in unanticipated ways as a result. This new change will still see Neutron Capture being one of the best (if not the best) damage scalars in the game, but the power level will be much more in line with our expectations. Additionally, since all damage from the Gun is converted into Radiation, it should have more scaling vectors for clever build crafters, and allow for meaningful boosts from Gun Damage. 

Cosmic Brilliance - Passive

  • Flux Generator + Annihilation interaction updated so spawned grenades now scale correctly with character level

Amon the Forgeknight
  • Shield visuals adjusted for improved clarity in combat situations

Trait - Forgeskill

  • Adjusted interaction with Forge Master class mod so Forgeskill now respects its cooldown in multiplayer

Onslaughter - Calamity

  • Camera behavior stabilized when combining Onslaughter with Order Legendary Pistol Noisy Cricket

  • Attack frequency of Rocket Punch is now consistent in multiplayer

Balance Adjustments 

  • Seeing Red Duration restored no longer increases per point invested, and is now 4 seconds for all ranks.

  • Dev Note: Seeing Red was always meant to have huge damage scaling potential, but was always meant to be hard to maintain. We didn't want to nerf this passive's power, but we're making the effect harder to maintain. 

Scourge - Vengeance

  • Scorched Kairos passive now displays consistent magazine size values for the Ordnance gadget

  • The Forgewave no longer fires unintentionally during Glacial Rapture

  • Projectiles no longer get stuck in the air when Forgemaster Firewall is active during the Fortress Indomita boss fight

  • Blackout Shock Damage now properly scales with points invested

  • Blackout is now 15% per point, down from 21% per point

    • Dev Note: After fixing the scaling of the DoT (damage over time), we found that Blackout was overperforming a bit, so we gave it a slight re-adjustment. This will still be an overall buff, now that the DoT properly scales.

Crucible - Cybernetics

  • Visuals corrected so Forgeknight Forgeaxe no longer disappears when activating Crucible at the same time as throwing with Double-Edge

  • Corrected animation of Crucible while climbing

  • Raging Inferno Incendiary Damage now properly scales with points invested

Vex the Siren
  • Challenge “Me, Myself, Myself, and I.” now tracks correctly in multiplayer, independent of clone duration on other players

Dead Ringer - The Fourth Seal

  • Specter’s copied weapon now displays proper visual effects when firing with a Maliwan Element Switcher

Incarnate - Vexcalation

  • Bleed from Bloodletter has been updated so it no longer recursively triggers itself, preventing unintended damage loops

Phase Phamiliar - Here Comes Trouble

Balance Adjustments

  • Double Trouble Illusion Damage Multiplier is now 75%, up from 50%

  • Double Trouble Illusion's Duration is now 8 seconds, up from 5 seconds

  • Apex Beast Damage Dealt increase increased to 15% from 10% per stack of Unsealed

Rafa the Exo-Soldier
  • Free Grenade from Filantropo class mod now deals appropriate damage even when no grenade is equipped

People Person skill tree

Action Skills - APOPHIS Lance

  • APOPHIS Lance changed to penalize Gun Accuracy instead of Gun Handling, resulting in projectile speed being unaffected.

  • APOPHIS Lance now benefits from cooldown reduction effects

Gear
  • Skills that boost Gun Handling now properly increase Projectile Speed 

  • Addressed reports that swapping weapons with the Free Loader Enhancement on an Order weapon with a Ripper magazine would cause all weapons to not consume the accurate amount of ammo

  • Health restoration from Legendary Repkit Adrenaline Pump now works correctly when combined with Legendary Shield Guardian Angel

  • Reduced critical chance on Jakobs crit knife to 30%

    • Dev Note: It had to happen, you knew it was going to happen!

  • Jakobs Legendary Pistol San Saba Songbird no longer stacks infinitely when swapping weapons

  • Using a Jakobs Shotgun with Torgue sticky projectiles and the Knife Launcher underbarrel no longer deals knife damage after switching fire modes

  • Jakobs weapon parts updated so ricochet effects only trigger from intended damage sources

  • Ripper Legendary Shotgun Golden God overheating effect now clears correctly when switching weapons

  • Corrected behavior on Maliwan Legendary SMG Ohm I Got so the first three shots no longer consume ammo without dealing damage during continuous fire

  • Maliwan Legendary Heavy Gun Gamma Void corrected to apply proper increased Radiation damage to enemies inside the Singularity

  • Weapons with COV magazines now function correctly if a repair animation is interrupted with a Repkit in multiplayer

  • Daedalus Legendary SMG Frangible removed from chest loot tables

  • Daedalus Legendary AR First Impression reduced the critical damage multiplier

  • Recoil behavior improved while charging and firing Order ARs and Torgue Heavy with Triple Barrel parts with Gun Handling passives

  • Vladof Flamethrower underbarrel no longer deals infinite damage or bypasses Bio Armor 

  • Torgue Grenades with Spring and Apex Augments now always explode on its first apex 

  • Grenades with Spring Augment and Divider Payload now have the intended three additional bounces when paired

  • Gadgets no longer reset to maximum uses after gaining Second Wind

  • Healing Orbs spawned from Legendary Repkit Kill Spring can no longer heal enemies 

  • Order Legendary Shield Cindershelly combat voice lines now trigger at the intended frequency, less often to be less distracting

  • Tediore underbarrel names now match correctly across item cards and ammo widgets 

  • Maliwan Lingering Payload and Splat Pack Augment projectiles no longer persist when thrown at vending machines

Gear Balance:

Assault Rifles:

  • Star Helix fire rate increased by 33%

  • Bonnie and Clyde base damage increased by 40%; Pair of Thieves: Bonus damage granted increased to 150% from 100%

  • Bugbear base damage increased by 40%; Rotary Gun: Max Damage increased to 200% from 100%

  • Rowan's Charge base fire rate increased by 100%

  • Rowan's Charge recoil reduced slightly

  • Lucian's Flank base damage increased by 50%

  • Lucian's Flank recoil reduced slightly

  • Aegon's Dream base damage increased by 35%

Heavy Weapon Ordnance:

  • Gamma Void base damage increased by 450%; Singularity Duration decreased to 6s from 10s, Radiation damage amp increased to 50% from 40%, Gamma Void Cooldown increased by 100%

  • Ravenfire base damage increased by 25%

Class Mods:
Dev Notes: Class Mods relating to Melee Damage, Action Skill Damage, and specific one-off stats on Legendaries have been buffed to make them more desirable.

All Class Mods:

  • Melee Damage Action Skill Damage on level 50 class mods has increased to 60%

  • Skill Damage on level 50 class mods has increased to 45%

Siren Class Mods:

  • Avatar's Attunement Skill Duration on level 50 class mods has increased to 45%

  • Kindread Spirits' Command Skill Cooldown rate on level 50 class mods has increased to 45%

Forgeknight Class Mods:

  • Blacksmith's Forgedrone Duration on level 50 class mods has increased to 45%

  • Blacksmith's Legendary Effect now also increases all Forgedrone Damage by 20% per active Forgedrone

  • Viking's Detonation Damage on level 50 class mods has increased to 60%

  • Forge Master's Forgeskill Damage on level 50 class mods has increased to 60%

  • Elementalist's Legendary Effect now also increases all Damage Dealt by Amon by 2% per active Affinity Stack

Gravitar Class Mods:

  • Bio-Robot's Hazard Damage on level 50 class mods has increased to 60%

  • Skeptic's Stasis Damage on level 50 class mods has increased to 60%

Other Gear:

Dev Notes: Gear effects that are related to Melee and Action Skill Damage have increased effectiveness. We want these builds to be pushed up a bit, but wanted to distribute the power among the various pieces of gear to make them more desirable.

Rep Kits:

  • Hard Hitter now grants 50% Melee Damage Dealt, up from 40%

Firm Ware:

  • Reel Big Fist now grants 25% Melee Damage at rank 1 and 2, up from 15%/25%

  • Action Fist now grants 25% Melee Damage at rank 1, up from 15%

  • Action Fist now grants 30% Action Skill Damage at rank 2, up from 30%

  • Action Fist now grants 30% Action Skill Damage on Melee Kill, up from 25%

Shields:

  • Boxer Armor Shields now grant 20%/30%/50% Melee Damage depending on parts rolled, up from 15%/25%/40%

  • Berserker Energy Shields now grant 20%/30%/50% Melee Damage depending on parts rolled, up from 20%/27.5%/35%

Specializations

Groundbreaker: 

  • Groundbreaker now only stores Gun, Action Skill, and Ordnance damage.

    • Dev Note: Groundbreaker was causing recursive loops that could lead to infinite damage by storing “Bonus Damage” across the board. We still want this skill to be effective, but it should not be able to scale infinitely. We’ll be monitoring Melee builds after this change to make sure they are meeting expectations, and will further adjust if necessary. This ultimately had to be fixed so we can establish a baseline before we investigate further buffs/changes.

UI & UX & Text
  • Sorting settings in menus now persist when switching tabs or leaving the menu

  • “Toggle Junk” behavior has been corrected to target the desired item in Bank menus and Backpack

  • Weapon wheel no longer sticks when opened near Guns vending machines

  • Combat Radar now features a dedicated Legendary Loot Indicator, making high-value drops easier to spot in the heat of combat

  • Press/Hold input now cancels correctly without triggering unintended actions 

  • “Apply Settings” prompt only appears when changes are made

  • Restored Fullscreen resolution controls and switching behavior

  • Weekly Activities now populate after campaign completion

  • Maurice's Black Market Vending Machine timer updates to show correct cooldown

  • Firmware 3-Piece bonuses (Ahoy, Oscar Mike, Daed-dy O’) now show cooldown icons; Deadeye Tier-3 stacks now appear in the passive bar

  • Boss Bar spacing corrected when Combat Radar is active

  • Transfer Machine naming has been standardized across the game 

  • Travel notification now displays the initiating player’s name

  • ECHO Location path remains readable over time; made improvements to pathfinding 

  • Updated various UI visuals and icons for alignment, consistency, and clarity

  • Updated localization and various text descriptions across the game

  • Standardized/updated terminology across gear, menus, customization, and manufacturers

Visuals
  • Updated various character and NPC animations

  • Corrected various reported instances of VFX not rendering correctly

  • Grapple Vault points now show proper models instead of placeholders

  • Reduced reported instances of visual pops at cinematic starts

Audio
  • Audio and VO now remain active when returning to menus after level traveling in multiplayer

  • Adjusted audio mix for improved balance across gameplay and VO 

  • SFX volume slider now correctly applies to high HDR-value sounds

  • Addressed several reported instances of VO not playing as intended across multiple missions and scenarios

  • Vault Hunter battle voiceover frequency has been tuned so lines repeat less often 

  • Missing pain reaction audio restored for several named NPCs 

  • Improved various subtitle timing and text

  • Background music now continues as expected during the Idolator Sol boss fight

  • Unique audio cue restored for Phosphene (shiny) gear spawns

Settings & Accessibility
  • Personal Cross-play settings can now be adjusted immediately after switching Party Privacy from Local Only to Public in Session Settings 

  • Air Dash is now fully usable on controller when Toggle Crouch is set to Off under Accessibility → Gameplay

  • Individual graphics options now reset properly after making changes and then selecting Run Auto-Detect in Options

Player Experience
  • Improvements to stability

    • We are continuing to investigate and will make further improvements to stability and performance.

  • Addressed multiple reported issues across multiplayer, missions, menus, and engine systems.

  • Improved matchmaking and session stability.

  • Addressed performance in multiplayer when there were large numbers of homing projectiles

  • Refined graphics settings and shader handling

  • Improvements made to patch reliability and automation processes

  • Ocean could occasionally fail to load 

Miscellaneous 
  • Joystick input now behaves consistently when lowering deadzones

Pizza Deathlivery - Kusa Games

Hello (future) Deathliverers!

Pizza Deathlivery is OUT NOW!

Get ready to brave the dangers of Meast City, deliver as many pizzas as possible, avoid monsters, and work together to become a 5-star pizzeria!

Who are we?

We are a small team of 4 people, and we have given our all to offer a fun, cooperative, and challenging gaming experience!

No Early Access for a game like this?

We set ourselves the goal of releasing the game with the essential features, as few bugs as possible, and a complete experience. Given our small team and limited financial resources, we preferred to opt for a direct release in v1.0.

What happens next?

In all transparency, the reception of the game and sales will impact the game's development. We already have dozens of ideas in the pipeline, and we want only one thing: to integrate them into the game.

We therefore want to continue updating the game with FREE updates, adding new items, monsters, gameplay features, and maps.

We will get back to you soon with a potential roadmap.

Regarding improvements and potential bugs

We are counting on you to report any bugs or other issues you encounter in the game. We have worked hard and playtested the game as much as possible, but bugs are always to be expected.

What is the team's favorite pizza?

Without hesitation, the Pepperoni.

Final words

We hope you enjoy the game and that it makes you want to get together with your friends! We hope to continue offering you more in the weeks to come.

We wish you a deathlicious pizza party!
Touhou Ibunseki - Ayaria Dawn: ReCreation - yasakakanako

Sometimes what seems obvious isn't so obvious after all.

For example, when you click with a mouse, it doesn't always mean you're willingly throwing dice—like when you double-click on "My Computer" does it ever actually throw dice for you?

So, enough of that. We're tired of just watching others play while our own hands have been itching to join in. We're going to play Ibunseki!

The Three Mischievous Fairies make their grand appearance!

Of course, the only thing that can really push Ibunseki update is a crossover with another game.

And so! Along with it comes the release of the game where they truly shine as the main characters!!!

https://store.steampowered.com/app/1983830/Take_it_Easy/

Join the Three Mischievous Fairies from Foxpot Studio (狐狸壶工作室) and reclaim the glory that belongs to the Fairies of Light!

*Currently, it does not support English, but we kindly hope for you continued warm support and attention in the future.


​【Update Content Ver. 1.5.0】​

  • New Level​ – "Trinity"

  • New Map​ – Prank Inc. (includes the new area "Fairy Path")

  • New Characters​ – The Three Mischievous Fairies

  • New Random Events

Hope you enjoy the update! Don't miss Three Noisy Fairies' Adventure: Take It Easy!


Team L.U.R.Id Glow
October 24, 2025

There Is No Game: Wrong Dimension - XeNoTimE

Hi users!

This non-patch fixes a security vulnerability in our game engine (thankfully, Mr. Glitch isn’t to blame this time).

We also took the opportunity to fix a few non-bugs but nothing too serious.

But above all, please keep not having fun!

Assassin’s Creed Shadows - CRM_OP******
Hey Assassins!

We just released our fall updates for Assassin’s Creed Shadows! You will find all the information regarding what’s coming to Assassin’s Creed Shadows in the next months.


First of all, thank you for your amazing reactions to our latest title updates. We’re happy that you liked our progression update including the New Game+ feature, quality of life improvement features such as the fast forward time of the day and finally our expansion release: Claws of Awaji.

Title Update 10 (October 28)

Parkour Update 2

Following our first Parkour update, we’ve listened to your feedback and are coming back with a 2nd Parkour Update coming October 28. This update will feature a new toggle option named “Advanced Parkour”. It will removes all parkour barriers, allowing you to do side ejects and back ejects from any heights. We also bring some tweaks with side eject on parkour down, giving you more freedom of expression.

The vertical ledge grab in regular parkour will now work in more situations, including non-standing objects, whether or not the advanced parkour toggle is on. From those non-standing objects, we are also introducing a new beam manual jump option. Finally, we are reintroducing a much-requested feature: the directional catch ledge mechanic.

Corrupted Castles

October 28 is also when you can expect a new Animus themed activity called Corrupted Castles. Any previously completed castle may get corrupted and filled with Animus anomalies, including Samurai Daisho and their corresponding reward chests. Up to five Corrupted Castles will appear on the map each season, allowing you plenty of opportunities to reengage those castles and higher levels of play for even greater rewards.

Title Update 11 (November 25)

Free Story drops

The 3rd story drop is coming your way on November 25th, and it’s called “A Puzzlement”. This quest has a much more humorous, silly tone, much more akin to something like AC Odyssey, in which we are digging up old foes from Naoe’s past who are looking for a bit of redemption. Our two protagonists will learn new skills from each other:

Naoe will learn how to perform her own spectacular version of Yasuke’s war kick ability.
Yasuke will learn how to stealthily dispatch enemies in a non-lethal way.
As the name suggests, “A Puzzlement”, also introduces a brand new and intricate environmental puzzle that may hold the answers to a bunch of questions that you, the community, have been asking for a while.

But there is more! We are doubling down on free story drops because our next special collaboration is also dropping on November 25th.

You can also expect a bunch of freebies around the holiday season.
...

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