Hailstadt: 1952 - Piecu

Hey everyone. Just a quick and honest update:

I’m not quitting People of Mine, but I’m officially putting it on hold. (When the game comes out it will be free)

It’s a really personal project for me, and I don’t want to rush it or turn it into something I’m not proud of. Right now it feels too expensive, too big, and—if I’m honest—not as exciting as it used to be. And i know this game should be in next year but it's not worth my time right now. Also Steam Page will transform, just like my site

I’ll return to it when the time feels right and when I have the energy and motivation it deserves.

In the meantime, I’m focusing on a new, project — a short 3D psychological horror game. Still brutal, still disturbing, but with more visual storytelling and atmosphere.

Heilstadt: 1952 is an upcoming narrative-driven 3D experience, set in the ruins of a world shattered after the Second World War. Europe is broken. The old powers are gone. Chaos reigns.

From the ashes rises Heilstadt — a new totalitarian state born in the shadows. Controlled by the mysterious Der Architekt, the city becomes a symbol of order... or something far darker.

Explore a brutalist dystopia through the eyes of those trapped within it.

Sneak through alleys, uncover forbidden truths, and witness the rise of a regime that was never supposed to exist.

Galaxy Engine - ✪Mr.Toaster

Refraction is fun, this is the first step towards building telescopes in Galaxy Engine!

  • Added refraction

  • Added new refraction color editor

  • Added new refraction roughness slider

  • Added new refraction amount slider

  • Removed specular amount slider

  • Set default samples to 1

SOULGRAVE - bromanguy

It’s been about a month since I put SOULGRAVE up on Steam, and it’s been really cool to see people checking it out, wishlisting it, and sharing it around (more of that, please).

So, I figured it was time to properly introduce the game.
Though, please bear with me. I’ve never really written devlogs before and generally have no idea what I’m doing. Which I hear is very on-brand for indie development.

SOULGRAVE is a 2D action roguelite

You’ll dive into procedurally generated dungeons scattered across five distinct shards, broken fragments of a world that was torn apart in an ancient calamity.

Each shard represents a fractured part of the human psyche: fear, joy, rage, memory, etc.
They aren’t just aesthetic themes. They change how the game plays:

  • Unique visual identities and environmental effects

  • Varied layouts, hazards, and gameplay feel

  • Shard-specific mechanical twists, items, and unlocks

  • Distinct bosses and encounter experiences

After each successful run, you’ll unlock new difficulty levels. Dungeons will evolve:

Expect upgraded enemies with new moves, harder new and unique boss mechanics, additional loot pools, and more surprises.

Some locations from different Shards

The combat is fast and encourages creativity

You’ll have access to:

  • 3 Active Skills

  • Swappable Tools (think active-use items)

  • Passive Items you can stack

Everything can be upgraded, rerolled, or fused mid-run. Abilities synergize with specific items and tools, opening up the potential for wild builds. One run might turn you into a teleporting shadow reaper; the next, a floating arsenal of flame mines and summoned scythes. My goal is to make every run feel different, and sometimes downright unhinged. And balancing it all is a problem for future me.

I’ll go into more detail on the itemization and randomness in a future post. Just know there’s already a very cursed Google Sheet full of ideas and synergy combos. If you want to contribute to insanity, join the Discord. I'll listen to your wild ideas.


A bit of general combat from Redveil Grave

Bosses as the main course

Each shard ends in one of several handcrafted boss fights. There is no procedural randomness, just raw design.

Bosses in SOULGRAVE are closer to MMO raid encounters than typical roguelike brawls. That means:

  • Telegraphed attacks with visual cues you’ll need to learn

  • Mechanics that evolve over the fight - the boss will usually start with a concept you need to understand, and then build on top of it with additional layers of complexity

  • Puzzle-like patterns, where paying attention and understanding what the boss is cooking is just as important as dodging it

  • Moments of panic when you realize you’ve misread a mechanic and now the floor is lava

  • And yes, sometimes the solution is to hit the boss harder. But only sometimes, when the boss is tired of dancing with you.

I’m not aiming for basic dodge rolls or bullet hell. I want you to pay attention. The goal is to create unique and memorable, fair fights once you understand the rules. Which, granted, might be written in glowing glyphs while the boss charges an arena-wiping deathorb.

Erebus - the Black Tribunals enrage

What’s next?

In the next devlog, I’ll go deeper into:

  • Combat mechanics and build synergy

  • Unlockables, meta progression, and long-term goals

  • Playable character(s?) and their stories

  • Lore breakdown. What the shards really are

  • Boss design deep dive - the philosophy behind the encounters

  • ??? let me know if you want to know something specific about the game

Thanks for reading, thanks for wishlisting, and thanks for being interested in this weird, severely overscoped and recklessly ambitious solo dev project. It means a lot.

More soon,
bromanguy

Follow me for more frequent snippets and updates:

Discord | Twitter | Bluesky | YouTube

Battlecore Robots - yellowfallgames

July Update is LIVE — New Build for Battlecore Robots on Patreon!

This month’s update brings the heat with two brand-new Battlecores and four wild new weapons to try out!

New Battlecores

  • KVDA – A punk-inspired powerhouse with a devastating Overdrive melee swing.

  • Slug – A fast, defensive bruiser that clears the battlefield with a shockwave Overdrive.

New Weapons

  • Curve-L

  • Curve-R

  • Curve Ilegal

  • Espiral

Each weapon brings unique projectile behaviors and tactical possibilities — and each Battlecore comes with their own signature Overdrive ability to shake things up in the arena.

We want to give a huge THANK YOU to everyone supporting us on Patreon. Your support means the world to us — it’s what keeps this project alive and growing.

If you're enjoying Battlecore Robots and want to help us shape its future (and get early access to new builds, behind-the-scenes content, and more), consider joining us on Patreon:

https://www.patreon.com/battlecorerobots

We’d love to hear what you think of the new content — drop your feedback, ideas, and epic plays in the comments or on our Discord.

See you in the arena!

The YellowFall Games Team

An Amazing Wizard - Gobo
🧙‍♂️ Early Access Patch Notes 0.5.197

Dear Wizards,

In today's patch the main focus was about adding option to change transparency of player's spells and effects in the settings. We heard a lot of complaints about the visibility dropping while having some crazy spells and we hope that it will feel much easier to see what is going on and enemies attacks after lowering the transparency of player's spells and effects.

✅ Added:
  • [Visibility / Settings] Added option to change transparency of player's spells and effects in the settings.

🔄 Changed:
  • [Visibility] Increased default transparency of player's spells and effects [30% => 40%].
  • [Visibility] Lowered default transparency of enemy spells and effects [30% => 0%].

⚙️ Fixed:
  • [Loading] Fixed a bug where level generation could sometimes stuck at loading enemies.

Make sure to check out our official Discord server to discuss anything you want and give your suggestions!
https://discord.gg/vEtTJpqnwN

P.S. If you have just 5 minutes of free time, please write a review about our game. It will cost you nothing and will help us greatly! 💜

Stay tuned for the next updates!
1:36pm
The Sword Game - siunaus

Greetings, warriors. I am super excited to finally bring The Sword Game to the world, the game for speedrunners. This demo will be consistently updated as the development of the full game goes on if any feedback or suggestion comes up. Please note that the game is a solo project, with an exception of an ongoing recruitment of musical artists to be featured in the game's OST. This game is feedback-driven, so if you have any, do not hesitate to drop some in the Fennonauts (the publisher's) Discord server into the dedicated channel. As of right now, a small hotfix for this demo:

  • The killzone in Level 1 expanded, preventing the player from jumping off the level without resetting

  • Stomp inconsistency fixed, the stomp area doesn't follow the player once landed

I am truly committed to making this the game for casual and competitive players alike, combined with an extraordinary audiovisual art direction.

EvoWars: New Era - Night Steed Games
We've reworked the Master tier of Monster Hunt to offer a more exciting and challenging experience for veterans 💀⚔️

Here’s what’s new:

🔧 Balance Changes

  • 🧟‍♂️ Enemy HP and rewards per kill have been reverted to original levels

  • 🛡️ Enemies now gain scaling damage resistance with each wave

  • 💎 Elites after wave 5 now always drop 5 shards

  • 📉 Fixed: Players were dealing incorrect damage values compared to Collections

🧠 Why the change?

  • Master tier runs were dragging on for hours — some players reached wave 100+ solo 😵

  • The new scaling difficulty means shorter, more intense runs

  • Shard drops are now capped to encourage meaningful choices instead of mindless mass spending

⏱️ So while each run may be shorter and give fewer shards, your total rewards over the same playtime should remain just as strong — and way more fun.

🔥 Reaching wave 100 solo now?

Let’s just say… good luck. 😈

Noblesse Oblige: Legacy of the Sorcerer Kings - Lord Forte
Updated to v0.15.1.4, addressing an incorrect calculation for the stat check this update. Old saves will be fixed in the rift next time.
Peach Hills Division - Gatolobo Studios
Fixed:
- Mission Tracking
- Loading issue with the Alley
- Improved Performance at the Northern Village
- General UI Improvements
- Other Minor Bugs
Echoes of the Plum Grove - kiraki
Our July 1st update is now LIVE! 🥳

Here is the full list of what you can expect:

  • 🍞🍞We've got a new bulk flour mill that can be placed outside (only) and a creamer
    🐱🐶 1 New dog and cat!
    👗👞 Dressers can now hold all cosmetics: outfits, shoes, hats, and glasses
    🥚🥚 You can now pickle eggs with the preservation cask!
    🌄❔ 3 NEW quests! Sick quests, insult quests, and find gifts for others quests are now available!
    🪲🐝 Fixed unique quests from showing up after the starting characters become unavailable. Fixed issue with recipes not showing up as often as blueprints. Fixed issue with some Chinese characters not showing up


    Thanks again everyone for continuing to support us! We hope everyone gets to enjoy this newest update!!! ːheartː



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