Alignment Zero - Bytecat Games

This is the 3rd development log.

We're sharing updates on the playtest build currently in preparation.

Title Screen

This is the title screen of the playtest build.

You can see the four main characters.

Character's Unique Skill

[carousel autoadvance="true"][/carousel]

Each character has a unique skill.

Skills are incredibly powerful elements that can change the course of battle.

Use your skills wisely to gain a tactical advantage.

Tutorial

The tutorial stage has been completed.

In this stage, you'll meet the troublemakers of Zero Squad.

Playtest

A Steam playtest is coming soon.

The playtest will feature a tutorial mission and three story missions.

Join our Discord server to provide direct feedback and suggestions to the developers.

We look forward to your participation.

Police Car Armored: Cop Simulator - yusufislamseyhan1905
Police Car Armored: Cop Simulator is back with a major update! We've listened to player feedback and made improvements across the board, from driving and graphics to user interface and language support.

v2 Update Notes
  • NPC System Added: The city is now more vibrant! Missions are more realistic thanks to pedestrian and vehicle traffic.
  • UI Tweaks: The game interface has been redesigned. Missions, menus, and icons are now much more readable and intuitive.
  • +15 New Language Support: Police Car Armored is now playable in over 15 languages! It's accessible to a wider range of players.
  • Graphics Quality Improved & Performance Improved: The game is much smoother with sharper textures, a more vibrant city environment, and optimized FPS performance.
  • General Bug Fixes: Minor bugs and errors based on user reports have been fixed, stabilizing the gameplay.
Forever World Cup Simulator - laukaichung
Previously, the milestones table could only track teams based on “phases,” which worked well for Cup tournaments but not so much for custom leagues like Global Leagues, where divisions are grouped under a single phase. The new "stage" option is particularly useful for these leagues, as it allows you to track how often a team is promoted or relegated to a specific division or stage.



Web site:
https://simcups.com
Red Fox: Exploration on the the Red Fox Island - StarCat

I am very sad, this game is about to be taken down

World of Warplanes - XBK

Pilots!

From August 4 at 11:20 UTC to September 1 at 11:20 UTC, a chain of 30 missions awaits you. For their completion, you'll receive a new aircraft— the Japanese Kawanishi J6K1 Jinpu Tier VII fighter—and other valuable rewards!

The Kawanishi J6K "Jinpu" was designed as a prospective land-based heavy interceptor, drawing on the previous J3K design. Initially, there were plans to equip it with the Mitsubishi Ha-43/MK9 engine, but delays in its production forced the designers at Kawanishi to switch to the Nakajima Ha-45/NK9. This prompted additional changes to the design, which resulted in the J6K1 version of the aircraft. By 1944, it reached a mockup phase of development, but was eventually abandoned in favour of more promising designs.

The Kawanishi J6K1 in World of Warplanes is an extremely dangerous fighter. Its six wing-mounted 20 millimeter cannons can shred any target in seconds at medium range, although they will require careful aiming and heat management from the pilot. The J6K1 departs somewhat from the typical Japanese fighter aircraft, sacrificing some maneuverability for greater firepower. In the hands of a skilled player, it will become a formidable threat to aircraft of any class.

Note:
You may skip missions of the marathon by purchasing certificates in the Premium Shop.
Only Tier IV–X aircraft can take part in the event.

You can find more details about the chain of missions on our official portal!

Keep completing marathon missions on your favorite warbirds to grab all the event's rewards! Don't have time to complete all the missions? Just visit the Premium Shop and purchase certificates to speed up the completion of the in-game event!

DEN PAIN - BATKOVICH TECHNOLOGIES
New in Nuclear Engine (for developers)
  • Added Brepsi trigger tool

  • Added Nightmare trigger tool

  • Added TV trigger tool

  • Added Level music changer tool

  • Added Closed doors creation tool

  • Added Consequences system tool

  • Added Voice playback at location tool

  • Added Player model switcher on level

  • Added AgX tonemapper

  • Added DLSS (Deep Learning Super Sampling)


Engine Changes (for developers)
  • Overhauled game visuals — now in Kane & Lynch style


Removed from Engine
  • Removed weapon renaming tool (temporarily)


Gameplay Changes
  • Gore system reworked to Dead Island 2 style

  • Player movement changed to GTA: San Andreas style

  • ShootMode with pistol during sprint reworked to Max Payne-like

  • Headshots now use Arkashin-style animation

  • Enemies don’t attack during cutscenes

  • Bot detection range reduced from 12m to 3m (1m for some)

  • Bartender voice re-recorded

  • Bot pathing improved — no longer stack inside each other

  • Bot aiming logic now tied to detection radius


Fixes
  • Fixed decal bugs on player

  • Fixed player model selection issues

  • Fixed crash caused by SpurtFX on bots

  • Fixed cutscene with the annoying grandpa

  • Fixed aiming issues with pistol

  • Gore system fully ported to Arkashin-style

  • Fixed character hand bug

  • Removed player auto-magnetization

  • Fixed shotgun and pistol animations in bAim and bShootMode

  • Fixed door physics and interaction

  • Fixed Den’s nightmares logic

  • Fixed crash on load if player weapon reference is missing

  • Fixed crash on load due to missing Euphoria death timer

  • Fixed broken camera on load

  • Fixed English localization in dropdowns (ComboBox)

  • Fixed camera effect toggles

  • Fixed bot player detection logic

  • Restored bartender voice

  • Fixed voice trigger playback — now plays on player

  • Fixed videos in build — now load properly

  • Fixed Steam integration (achievements, login)

  • Fixed crash log detection system


New Gameplay Content
  • Added Den’s apartment

  • Added Drink Brepsi — boosts max HP by +200

  • Added Watch TV — boosts damage to enemies

  • Added Sleep in bed — completes Den’s nightmares

  • New enemies: monsters + NextBot (from Garry's Mod)

  • Completing all nightmares doubles player damage

  • Cutscene skip added

  • Added Burer textures

  • Player model disappears near walls for realism

  • New headshot voice lines added

  • Killing the bartender now has consequences

  • Added trigger zones where Den can say something

  • Added May bug (easter egg)

  • Added Steam Achievements

Police Stories - Not drunk enough

Hello, officers!

In our third devlog, we want to talk about things that have a direct impact on your experience — specifically, the improved controls and the updated command menu for your AI partner.


Speaking of controls, we can’t skip over the most inconvenient thing - grenades.
Let’s start by remembering how it used to work. Throwing a grenade was practically its own mini‑operation:
approach the door → grab a grenade → open the door → take aim → throw → move out of the blast zone → and finally, start the breach.
Yeah… that’s a lot of steps for one throw. :)

We felt that this was a bit over the top, so we started looking for ways to simplify the process without losing the sense of tactical control.
Eventually, we came up with a few simple rules that make the whole sequence much smoother.

• Interactive objects now hint at how to interact with them. This helps you quickly understand what to do without spending too much time thinking. It can significantly speed up the gameplay.

• The action performed depends on what item your character is holding. Simply put, whatever is in your hands is what will be used on the object. Holding a grenade? You’ll throw it. Holding a lockpick? You’ll unlock the door. It’s as simple as that, with no extra clicks.

• Interrupting an action. Any interaction can now be canceled by using movement keys. Changed your mind about throwing a grenade? Just step back. Stressful situations often bring surprises, and plans can change in an instant.

• Pressing an interactive object again activates the appropriate tool, if you have it. This lets you act faster without wasting time searching through your inventory.

As a result, the whole process becomes more dynamic and engaging. It's clearly noticeable in combat where every second counts.


INTERACTIVE OBJECT HINTS

Yeah, it may sound a bit arcadey, but we made sure to keep it logical and avoid turning interface into an “icon carnival.”

Now, when you pull on a door handle and it turns out to be locked, the game will hint that it can be picked by showing a small lockpick icon.

A window with bars? It will immediately be marked with a crowbar icon — a gentle reminder: “Yeah, you’re not getting through here so easily.”

And if you’re standing in front of a PC or an entire security monitor station, you’ll see a PDA icon. That’s the game telling you: “You might want to have this gadget on hand to handle the job.”

These hints are subtle, working more as logical reminders. They help with navigation and let you act quickly without wasting time guessing what to do next.


USING THE ITEM IN YOUR HAND ON INTERACTIVE OBJECTS

It’s simple: you use whatever you’re holding.

For example, there’s a door ahead, and you know for sure trouble is waiting behind it. If you want to play it safer, place your trusted partner in position, grab a grenade, and go to work.
Your character will automatically open the door, toss the grenade inside, immediately pull out their handgun, and be ready for whatever comes next. And they’ll do it as safely as possible — staying half-covered by the wall to reduce the risk of taking fire.
This approach removes unnecessary steps and allows you to focus on tactics and results.

The same goes for the borescope. You can check a room without risking your life. Take the borescope, approach the door, press E (the action key), and you’ll get a thorough look inside before committing to entry.
Right now, the device is still “under maintenance,” so in the GIF below the display literally floats in the air — but you get the idea :D

This approach feels not only more convenient but also far more streamlined. You’ll never accidentally open a door when you’re not ready for it—the game always takes into account what you’re holding and what you expect from the situation.
No more fiddling with menus or memorizing a long list of buttons: everything works logically and predictably.


CANCELING ACTIONS WITH MOVEMENT KEYS

Sometimes, while checking a room with the borescope, an aggressive enemy suddenly rushes out from around the corner. Normally, your reaction would be to stow the borescope, draw your weapon, and find cover. It works, but in terms of gameplay, it takes too long.
So, we made the process faster and more intuitive.

Movement keys are no longer blocked during interactions. What does this mean?
You can instantly move out of the line of fire, and your character will automatically stow the active gadget and pull out the weapon you were holding before.

This rule applies to all active tools: the PDA during hacking, the borescope during scanning, or the crowbar while prying open grates. The only exception is grenades. If you’re simply it, moving won’t put it back on your belt.


TOOL ACTIVATION WITH A DOUBLE TAP ON AN INTERACTIVE OBJECT

The last of the updates related to tools and interactive objects also focuses on convenience. This applies to all tools except grenades and explosives – their rules remain unchanged.

Let’s take a locked door as an example:
You see a door, walk up to it, and press E. A lockpick icon appears – the door is locked.

From here, you have two options:
The classic way. Press the number key for the lockpick, take it in hand, and interact with the door using the previously described principle.
The new (simplified) way. Press E on the door again – your character will automatically pull out the lockpick and be ready to start picking immediately, saving time and streamlining the process.
This means quick actions can now be executed almost instantly.

For the same reason, we also changed how the “Surrender!” command works. Previously, it was bound to the E key, which sometimes led to funny (or disastrous) situations, like yelling at a harmless door or accidentally giving away your position. Now, by default, this command is bound to the space bar – no more unintentional shouting. :D

We know this might feel unusual for fans of the first game. Moreover, you can rebind the keys to your liking and bring back the original setup if you prefer.


COMPANION COMMAND WHEEL

The companion command wheel has also received an update. We’ve redesigned it, added new elements, but the core principle remains the same. Now, if your companion has the required tools, they can do almost everything you can – with one exception: you won’t see the output from their devices. Other than that, if you feel like it, you could technically complete a level while munching donuts, letting your companion do all the work. Not the easiest way to play, but it’s technically possible. Let us know if you’d like to see an achievement for completing a level entirely through your companion. 😊

One of the most important tasks in our development is improving companion AI and enemy behavior. We plan to talk about this often and show examples of it in action. Your feedback and suggestions will be incredibly valuable to us.

Command Wheel Actions
All available actions now appear on the wheel only when the required conditions are met. If the conditions aren’t there – that sector stays empty.

Command Wheel Layout Logic
• Top sector – standard (silent) action
• Bottom sector – loud action that draws attention
• Left and right sectors – special actions and use of specialized equipment
• Center sector – move to target


ABOUT THE COMMUNITY

Don’t forget about our Discord – we’ve created a dedicated channel for Police Stories 1, where you can:
• discuss previous versions
• share your impressions and ideas
• find partners for co-op missions

Join us:
[url]Discord[/url] [url]Twitter (X)[/url]

https://store.steampowered.com/app/3620530/Police_Stories_2/

Dino Citadel - Heghy

Hey everyone!

Today I want to talk about one of the core systems in Dino Citadel — something that defines the entire flow of combat and decision-making: how you draw cards.

In most deckbuilders, it’s simple. At the start of your turn, you automatically draw a hand of cards — maybe five. You play some, ignore others, and at the end of the turn, they all slide into your discard pile.

But in Dino Citadel, there’s no auto-draw. At least, not the way you’re used to.

Instead, you spend Coin to add cards to your hand, one by one. Every card is a decision. Every Coin is a choice. And your hand? You build it — you don’t just receive it.


The Order Pile is Dino Citadel’s version of the draw pile, but with a twist.

At the start of each Shard (closed-off regions with specific objectives), your deck is shuffled into the Order Pile. Then, at the start of each turn, you draw 3 cards from it — but they don’t go to your hand yet.

These are the Queen’s current “orders.” To actually use one, you must spend Coin to buy it and add it to your hand. The rest go to the discard pile… unless you intervene.

You have a few tools:

  • Freeze: You can freeze 1 card each turn. Frozen cards stay as an option for the next turn, giving you another chance to buy them.

  • Reroll: If you don’t like your 3 options, you can spend Coin to reroll. All unfrozen cards are discarded, and you draw new ones — letting you buy another card if you want.

  • Free cards: Some cards, especially Bounty cards, cost 0 Coin and go straight to your hand when drawn.

Even once a card is in your hand, it still costs Energy to play it. So each turn becomes a three-part decision tree:

  • What can I afford to buy?

  • What can I afford to play?

  • What should I save for next turn?

This system turns every turn into a small, evolving puzzle — where you’re not just reacting to what’s drawn, but shaping what your future turns can become.

You’re not handed a hand. You build it — one decision at a time.

And Yes — It All Loops Back. Like most deckbuilders, once your Order Pile is empty, your discard pile is reshuffled and recycled.


Why This System Exists

Dino Citadel isn’t just a deckbuilder. It’s also a game about resource management.

Here’s the core loop:

  • Use free Bounty cards to interact with the map and earn Coin

  • Spend that Coin to buy tactical cards from the Order Pile

  • Spend Energy to play those cards and survive

Your economy is your draw engine.

So you’ll need to:

  • Use Bounty cards to gather resources

  • Use purchased cards to protect them, attack, or reposition

  • Carefully manage your Coin between buying, rerolling, and long-term planning

Take the card Harvester, for example. It’s a free card that places a unit on a productive land tile. That Harvester will passively generate Coin or Food every turn — but only if it survives.


That’s it for drawing cards in Dino Citadel!

If you enjoyed this peek behind the curtain, please consider wishlisting and following Dino Citadel on Steam.

Thanks for reading!

Halit

WISHLIST

Secrets of the Silent School - danielconceicaohenriques

This update introduces a brand new mechanic inspired by Scare: Fatal Picture.

Use your drone’s camera to photograph and destroy the spirits haunting the abandoned school.

What to expect:

-A new combat mechanic: fight ghosts with your camera

- New terrifying ghosts (yes, more than just the samurai!)

- A reimagined story with new notes to uncover

- An eerie new soundtrack

- Visual improvements and better graphics

Stay tuned — follow the game to get notified when the update goes live!

Apocalich - tijmentio

fixed a crash caused by the new tutorial toggler

...

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