Earth vs Mars - Hannah_RE

Today’s update for Earth vs Mars includes UI and HUD adjustments, QoL improvements allowing you to auto advance dialogue as the audio completes and a button to skip in-game conversations, along with tuning and bug fixes. Many of the fixes included in today’s update are thanks to your feedback, so please continue to report any issues to us at https://help.relic.com

One of the main requests we’ve seen from players is for the addition of controller support. We’re happy to say that the work to implement full controller support is already in progress, and we hope to have that ready in the next couple of weeks, so stay tuned! 

General 
  • Added a display of the projected income for the next turn to the HUD 

  • Added a UI panel to show the unit loaded into a transport unit on selection 

  • Added an icon to the tile info panel to show whether a tile generates income 

  • Added a graphics setting to disable background blur in transition scenes 

  • Added a setting to auto advance dialogue as the audio completes 

  • Added a button to skip in-game conversations 

Tuning 
  • The assigned enemy Commander Ability in several campaign missions has been changed from Bombing Run to Minehead or Mutate. Note: The intention here is to provide greater variety in enemy strategy throughout the campaign 

  • Additional starting units have been added to the player’s army on campaign mission Betrayal on Easy and Normal difficulties 

  • The enemy commander now starts with their Commander Ability fully charged in campaign mission Frienemies 

  • Mortifiers, Artillery, and Stingrays now take more damage from Infantry/Troopers, Heavy/Blasters, and spliced units. Note: Mortifiers in particular have previously required a coordinated response to take off the field. This should give more options for removing these indirect units 

  • Mortifier Barrage base damage reduced from 60 -> 40. Note: This moves the Barrage special into a more tactical option if you can line up multiple units, and less of an auto-use as soon as you’re in range 

  • Reduced A.I. tendency to build Mortifiers 

  • Increased maximum number of available spliced units to 20 

  • Increased the likelihood of the Mars Ultratank to use its Self-Destruct when low on health 

Bug Fixes 
  • Fixed some rare cases of units spawning invisibly, which could block movement into tiles 

  • Fixed an issue where tutorial panels in the Splice-O-Tron menu could appear behind menu elements 

  • Fixed an issue where the “Hot Mic” achievement would complete without watching the entire credits 

  • Credits now reset their scroll progress if reentered from the Extras Menu. 

  • Restored missing mission briefing dialogue before campaign mission Fearsome Face-Off 

  • The prompt explaining secondary conversations will no longer reappear if a player starts a new session 

  • The \[REDACTED] unit now has the correct unit visuals in the combat screen 

  • The \[REDACTED] unit will now rampage towards enemy units instead of hanging out at the R.V. 

  • Campaign mission Last Big Score now correctly requires Gene Orson to be the commander 

  • Fixed an issue preventing production of Stingrays in challenge mission The Industry 

  • Fixed some incorrect Commander options in Multiplayer 

  • The City Capture victory condition can now be selected in all Skirmish maps. 

  • Fixed an issue where units could take fractional amounts of damage and not display their full health value 

  • Fixed overlapping UI panels in Map Lab 

  • Fixed overlapping images and text on the campaign upgrade screen 

  • Fixed a HUD transition coming out of loading screen 

  • Fixed a missing highlight on the campaign upgrade table when first unlocked 

  • Removed the non-functional enemy HQ from campaign mission RV Defense 

  • Fixed an issue where A.I.-deployed spliced units were not getting the correct stats in Skirmish 

  • Fixed an issue where Passive abilities would sometimes be missing from unit info 

  • Fixed a text issue in the objective for campaign mission Treasure Hunt 

  • Fixed an issue where the Marsonium reward kicker would display where an Ultratank/Devastator started their turn, instead of where the unit died 

  • Updated several character dialogue poses to better match intended character emotion 

  • Start-of-turn unit healing now happens concurrently for all units, instead of one-by-one 

  • Fixed missing character name for Private Bernard Jones in campaign mission Heavy Weapons 

  • Fixed completed Skirmish matches awarding a non-functional High Score. You can continue to set High Scores in Challenge Missions 

  • Opening the production menu will now hide the unit hover info 

DOG WITCH - Benny
DOG WITCH is out!!!

Spells will misfire. Dogs will bark. Cats will stare judgmentally. Nesting dolls will hold you at gunpoint.

Embrace it.

We are so grateful for everything the community has done to help us get here. It's been a long road to now. All the laser ponies, the gubbins, the gun-toting matrioska, the senior dogs we helped. You’ve shared chaos, laughs, a few pictures of your pets. You've been with us throughout all this and these memories we'll cherish forever.

Last, but not least - to show our appreciation for everything you've done for us, everyone in our Discord gets the soundtrack for free when it'll be released, so come hang out with us!

Show us your chaos. Laugh. Cry. Share. Repeat.

Code ZIN: Esper Arena - Giiku Games

We’re excited to share that Code ZIN is now Free to Play. Starting today, everyone can jump in and experience the game without any cost.

We’re continuing in Early Access, which also means the game remains in its Alpha stage. Our primary focus is on content development, overall improvements, balance, and, of course, your community feedback.

At this stage, there is no monetization, allowing everyone to enjoy the game freely while we continue to refine the core systems and expand the experience together.

Later in Early Access, we plan to introduce optional monetization featuring cosmetics, quality-of-life improvements, and other fair additions that enhance the game without affecting balance or competition.

Thank you to all players who have been with us so far. Your feedback and support mean a lot to us, and we look forward to welcoming many new players as Code ZIN continues to grow and evolve.

Mr Figs - professorlamp

Hello!

So much for my big break ey?

It's been a gruelling 3 months of working on this feature in the evenings, mornings and weekends but I can happily say that the realtime rewind feature is finally complete! (or at least 90% of the way there)

You can see it in action right here on this video update I've made:

And of course, you can play it in the demo!

Onwards and upwards, I'll now be focusing a bit more on the later areas and seeing where it takes us.

Phew!

Q-UP - stik
Q-UP is now available for purchase!

Thank you so much to everyone who played the demo and gave us feedback. We can't wait for you guys to experience the full game! Let us know what your playthroughs are looking like, report bugs, or give feedback on our Discord or in our Steam Community Forums.

If you haven't played Q-UP before, here's what our game is all about:

🪙 You flip a coin
🪙 You can flip a coin with your friends
🪙 You can flip a coin on the internet
📈 Hundreds of skills, items, 8 unlockable characters, a full incremental RPG with a zachtronics-style PoE-like factory engine building system, a deep immersive story, etc.
🪙 If the coin lands on your side, you win the coinflip!
🪙 Experience the thrills and chills of a 50% chance of something happening

We can't wait to see you guys in the ARENA
-james, frank, joon & martin
Dark Quest 4 - Brain Seal Entertainment

The wait is over — Dark Quest 4 is finally here! Gather your heroes and descend into darkness once more. Face deadly traps, labyrinths, and nightmarish monsters in this turn-based dungeon crawler.

Watch the launch trailer!!

The game is also available on Xbox, PlayStation and Switch.

Thank you.

Brain Seal Entertainment

10:02am
Collectamon - Reinier303
Small patch

- You can now delete your saves files with a button from the main menu if you want to
- Throwing bug fix - Throwing now no longer throws 2 nets at the same time when holding down
- Pop ups no long spawn in the corner of the screen which caused visual jitter
Aeruta - GGA_Mod01

Hello, everyone!

This is the Aeruta development team.

Thank you so much for your continued support of Aeruta.

As of today, Aeruta has concluded its approximately one-and-a-half-year early access period and officially launched as a full release!

First and foremost, we would like to express our deepest sense of gratitude to all of you for your support until now.

We've collected extensive user feedback and suggestions from you all that have led to various improvements and developments of the game.

Aeruta is a game that we've developed alongside all of you, and we hope that now you'll enjoy it to your heart's content🦊🧡

Don't miss the new promotional video we've released for full release!🎬

Additionally, starting today, we are holding the final sale using the early access price!🎊

During this period, you can purchase Aeruta at 20% off the early access price of $14.99, bringing the price down to $11.99.

When this promotional period ends, the regular price will be set at $19.99, so don't miss this chance!

Sale Period

Wednesday, November 5th, 2025 ~ Wednesday, November 12th 10:00AM PST

Price

$14.99 → $11.99


The following patch notes detail the additions and changes arriving with this update to the official version.

Please check below for details.

November 5th, 2025 Patch Note
New Content
  • Addition of the Third Island along with related monsters, bosses, materials, bread, and badges.

  • Addition of the Third Island's new weapon, the Rapier.

  • Addition of challenge mode "Hero's Path" to face off against even stronger enemies in dungeons.

  • Addition of Level 5 and 6 for residents' friendship stories.

  • Addition of a new "Recollection" feature that allows you to revisit previous friendship stories.

  • Increased the level caps for each building in Bakersfield.

  • Addition of“Weapon Modification” which allows you to apply random additional stats to each weapon.

  • Addition of the "Patti Ranch" where you can tame and raise Pattis.

  • Addition of Steam achievements.

System Updates
  • The maximum number of coins you can hold has been changed to 9,999,999.

  • Progressing through friendship events no longer ends the day.

  • Upgrading the oven no longer increases the maximum number of loaves that can be baked at once.

  • The frequency of trash appearing now changes based on the number of visitors.

  • We have removed the litter reduction effect from the “Streetlight” facility, as we have changed the system so that when Patti picks up trash, it is converted into items.

  • Upgrading the oven now increases the speed at which bread pops out (Hot and fresh!)

  • Added a research level to the Badge Shop, and now purchasing a certain number of badges will unlock new ones.

  • Reduced the speed that bread escapes from the oven.

  • Since bread that escaped from the oven is fresh and lively, we've raised its selling price accordingly.

  • Lured by the delicious aroma of bread, the friends from Bakersfield now also come to the bakery as customers!

Adventure Related Adjustments
  • Boss Material Adjustments

    To address complaints about bosses not dropping enough materials, we've changed the specifications.

    Defeating a boss will now always drop one material, with an additional chance to drop up to two more materials.

    Overall material acquisition efficiency has improved by approximately 50%.

    On the other hand, we adjusted the value per boss material to one-third of its original amount.

    However, to ensure that the many users we've gathered so far don't lose out,

    Loading save data from the Early Access version will automatically triple the number of boss materials you currently possess.

  • Made it possible to end your adventure early by selecting the leftmost room on the stage selection screen during your adventure.

  • When you share bread with companions you meet during your adventure, you can now receive stage materials as a reward.

  • We have integrated calendar effects for “Day of Conflict” and “Day of Fortune.”

Battle Related Adjustments
  • Adjustments to the Skill Tree

    To enhance the enjoyment of skill building, we have added new effects to some skills and modified existing effects.

  • Shield and HP Adjustments

    Since the shield had no time limit and effectively functioned as increased HP,

    we have set a duration for the shield and adjusted it to serve as a short-term defensive measure.

    This change allows recovery actions to play a greater role in enhancing long-term survivability.

  • We have reduced the cooldown for dash dodges, and when dodging successfully, the cooldown is further reduced.

  • When you continue holding the directional key input after evasion ends, you can now continue moving at full speed, reducing the feeling of interrupted control.

  • We've changed the movement speed cap to 150% and made it affect running animations as well.

  • We have adjusted the values of multiple skill badges.

UI Related Adjustments
  • We have changed the movement speed displayed in character information to a percentage format.

  • You can now access your bag in the world map.

  • When a bakery assistant is not assigned, a hint will now appear next to the Open Bakery button.

  • Notifications will now appear on the adventure preparation screen when new bread or badges are available.


Finally, we would like to express our sincerest gratitude once again to everyone who has supported Aeruta.

The entire team is overjoyed to finally present the completed version of Aeruta to you all.

We plan to continue improving and revising existing content as well as adjusting new content based on the feedback we receive from everyone.

We look forward to your honest feedback to make Aeruta even better!

Thank you all for your support of Aeruta.


https://store.steampowered.com/app/2286780X(Twitter): https://x.com/Aeruta_official

Website: https://aeruta.startgravity.jp/

*All images are from in-development gameplay

Yellow Trouble - DrearyWeary


The Yellow Trouble demo has been updated to 0.8.2!

Update Notes:

-Quest Mode-
  • Lowered the cost of the Pulse Reveal down to 3 while only requiring either the Shot Cancel or Damage Reduction or Pulse Extend to be active instead of all three for the Pulse Reveal to be available for activation. This means the Pulse Reveal can be activated as early as level 7 instead of level 14 previously.
  • Perk slots 1 and 2 now require 1 point each to unlock before perks can be slotted into them.
  • Added the current map uncovered percentage to the map screen.
  • Added a new slime pod obstacle (see image) that blocks projectiles from both the player and enemy and can only be destroyed by the player, allowing for some new strategies.
  • Changed the layout of some previously hidden areas to give a hint of some later game secrets.
  • Changed button 1 (Shot) to confirm during a Continue screen (in addition to Start), while changing button 2 (Pulse) to cancel or speed up the Continue countdown.
Bloodgrounds - Penta
Ave, Patronus!

Good old Galvasius the Shopkeeper has something in store for you!

The Game! It is here!

After you tried out the demo and apparently liked it very much, (thanks for an amazing demo-review score as a warm welcome, btw), you can now explore the whole Holy Empire of Provantia and finally put an end to Emperor Dammas II's reign by conquering Cathedra, the grandiose arena in the capital of Regalis.





There will be many obstacles on your path, but you can surpass a couple of them by continuing where you left off in the demo. Here is what you can expect from the Early Access until we launch into Bloodgrounds 1.0:


Roadmap




May fate be merciful and kind to you!
Vale, Patronus!

Exordium Games & Daedalic Entertainment
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