11:15am
魔女:终末旅途 Playtest - Unknown_User
优化卡牌动画, 更新了奈奈的动画, 修复部分bug
Dress-Up With Helene: Deluxe! - Gibbles
Fixed an issue where the game would crash on startup when trying to display on 4K monitors.

Fixed an issue with the blue silk dress displaying the incorrect colour behind Helene in screenshots.

Updated DLC checks to better detect if the user owns DLC and display the items in-game. This should prevent DLC items from not showing up.

---

Thank you for your support!
11:11am
Quadrofriend - Nighmare_Forge
Add some save points.
CRUFT - main.goon

If you have been running into gremlins getting in your crafting stations, outputting items that you did not specify, we have resolved the issue. This issue was specifically happening after long scrolls in the crafting menus.

Thanks to the folks that helped us track this down!

TEXNOPLAZM - MothershipL
-amount of total secrets for certain stages as displayed in the level select has been fixed
-bugs that tied certain elements of the combat system to the framerate have been fixed
Zombie Rollerz: The Last Ship - DuRaRaRa

Dear Captains!

First of all, thank you. Your support, reviews, feedback, and bug reports have helped steer the Last Ship through uncharted waters. We may be a small crew, but with every message, comment, and screenshot you share, we feel like we’re not sailing alone.

With v1.0.2, we’re introducing meaningful quality-of-life improvements, gameplay balance, new features, and crucial bug fixes — all based on your voices. We hope this update makes your zombie-splatting journey smoother, more strategic, and a little more satisfying.

NEW FEATURES

● Keybinding options for Keyboard and Mouse in the Settings.

● Postgame stats when the battle ends.

 

Bug Fixes

● Corrected several text displays errors.

● Fixed missing text in some languages.

● Fixed an issue where sometimes the ESC key won’t close the panel.

● Added a backup player save file to help with save recovery if corruption occurs due to software or hardware failure.

● Fixed a visual bug with Specky’s Anvil where it can be stuck in the air when attacking aerial enemies.

● Fixed an issue where Ship Component challenges’ effects did not apply properly in-game.

● Toned down the volume of some sound effects when collecting many loot at once.

● Fixed an issue where the Destroyed Ark chest would drop nothing after playing a tutorial level.

● Fixed a bug that could cause some zombie leaders to no longer target anything.

● Prevent some locations from being placed in the middle of lava when they shouldn’t.

● Fixed a bug where the boss trinkets would not apply their effect if the boss is spawned too early.

● Fixed a game freeze bug that occurred when both Zombie Automations and Buddy’s Package were equipped.

 

BALANCE

We’ve received all the feedback and suggestions, and we’ve been listening closely to what players think, feel, and want. Based on this, we’ve made balancing adjustments, especially for the Forest and Lava environments, to provide a smoother experience on Normal difficulty.

● In Normal Difficulty, the Trees in Chapter 2 will be much easier to destroy.

● Remove some unbreakable obstacles in some chapters that interrupted the level flow.

● Decrease the base damage and jump speed of Zombie Jumper

● Decrease the base damage of Saw Cart

● Decrease the healing speed of Swamp Ooze

● Increased weight of leader zombies, making them harder to blow away

● Reduce the damage that lava at the edge of a pool will deal while it is rising, giving players more time to avoid catastrophic damage

● Change the timing of meteors to occur slightly before the lava rises, thereby better indicating when it will occur

● Increase the loot quality in puzzles that are harder than normal

● Increase the clip size and shoot angle of the Turret Water Cannon

● Golden Shovel will no longer affect trinkets, gadgets, or paper

 

 

QOL AND PERFORMANCE

● Add a UI bar to help indicate the storm progress and clear condition

● Add colored rarity frames for items in the Garage.

● Add a toggle in the settings for minimap rotation lock

● Added an option to view the Unlock Road in the menu

● Display more info for crew skills when viewing a crew member in the gallery or garage

 

This is just one stop on a much longer rolling voyage. We’re already working hard on the next chapter — new level, tougher Leader, more surprises — and we’ll continue listening closely as we go.

Thank you again for standing by our side on deck. Let’s keep making the Last Ship something truly special — together.

 

🌐 Join the community below!

💬 Discord:

https://discord.gg/vNGssanw

🐦 Twitter: @ZombieRollerz

See you on the battlefield — and remember: “Don’t ask what survival is. Just keep firing!”

— With love from the Zombie Rollerz Dev Team

11:06am
Fishing Time - ElJoka
Added "Early Birdfish" a legendary fish granted to those who play on the first 7 days of early access!

Thanks for playing!
Mycopunk - Pigeons at Play
Amalgamation Loot

Thanks to your hard work, this amalgamation has been weakened enough to be killed once and for all. When it dies, the amalgamation can drop some cool new loot:

  • Eyes Up Here - Exotic Wrangler Upgrade

    • Eyes have a chance to sprout from enemies you kill. Destroy an eye to gain health and a stacking bonus to damage and move speed.

  • Optical Attraction - Exotic Bruiser Upgrade

    • Hold F to gain damage resistance and draw the attention of all enemies for a short time.

  • Eye in the Sky - Exotic Scrapper Upgrade

    • Converts your Grapple Pole into a hovering eyeball. Press MMB to redirect the eyeball to a new position.

  • Eye on You - Exotic Glider Upgrade

    • Rockets ricochet to nearby targets multiple times. Rocket damage decreases with each bounce.

  • Uniform - New Skin Set

    • A new Saxon-themed skin for each employee

  • Plus a new gun crab (:

After the assassination of the mighty Chundlemon (Saxon thanks you for your naming choice), weaker amalgamations have a chance to spawn during normal missions.

New Loot Screen

You can now see all new upgrades & skins in one place in the New Upgrades screen, which can be accessed from your inventory.

Ground Zero Mission

This mission now resets weekly and has some new rewards for the first completion each week.

Wrangler

Dust Kick + Tuck n Roll

  • Fixed an issue where the recharge displays for these upgrades would run toward the right side of your screen

  • Recharge displays for these upgrades are always visible and use the correct icons

  • Fixed the insane amount of screen shake when both upgrades are activated at the same time

Scrapper

Stream Jets

  • Now increases jetpack duration by ~90%

  • Now decreases initial jetpack force by ~57%

  • Stream Jets now makes your jetpack last longer to make its flame effect more useful. While initial force was decreased to make up for this, the increased duration lets you gain more height than with the default jetpack.

On The Go

  • Grapple Poles placed on players now have the correct rotation

Lead Flinger

Ok so the Lead Flinger is kind of overpowered right now and that’s mostly due to its stacking damage upgrades. Our intent with these changes is to reduce the Lead Flinger’s capability as a boss destroyer without hurting much of its ability to take out small/medium enemies at high levels.

We’re also buffing some of its less used upgrades to give the Lead Flinger some more build options.

Residue

  • Fixed incorrect stat label for ‘stacks on kill’

High Caliber

  • Damage multiplier reduced by 15%

  • Added this upgrade’s mission icon

Blood-Rush

  • Decreased upgrade size from 7 to 5

  • You now press AIM to fire the burst

    • It was way too easy to accidentally fire off the burst immediately after killing the core, so this should make it easier to trigger the burst when you want to.

  • Recoil is reduced while firing the burst

Shrapnel Loading

  • Slightly increased horizontal spread

    • Min: 6 → 10

    • Max: 7.5 → 12

Volatile Munitions

  • Decreased upgrade size from 11 to 7

Fan Shot

  • Damage increase is now additive

    • Min: 20

    • Max: 30

Delirium

  • Damage increase is now additive

    • Min: 15

    • Max: 24

Fresh Bullet Frenzy

  • Damage increase is now additive

    • Min: 15

    • Max: 24

Ralph’s Conundrum

  • Decreased upgrade size from 5 to 4

Residue

  • Decreased upgrade size from 6 to 5

  • Stacks on kill increased by 1

  • Blast damage increased by 40%

  • Explosion size increased by 20%

Chemical Symbiosis

  • Decreased upgrade size from 3 to 2

Unnatural Focus

  • Decreased upgrade size from 4 to 3

The Carver

Increase max blood stacks from 50 to 55

Heavy Pockets

  • Increased heavy ammo generation by 300%

Globbler

Globulous Siphon

  • Explosion size multiplier no longer resets when you start siphoning another grenade

  • Increased max explosion size

    • Min: 11 → 20

    • Max: 20 → 23

  • This upgrade was sort of over-nerfed previously because we treated it as more of a bug fix than a balance change. But stacking grenade siphons was fun so we want to bring back the grenade stacking from the original version of this upgrade while keeping a higher cap on the explosion size.

Plate Launcher
  • Fixed an issue that caused plates to damage targets in a smaller area when recalling to the gun

  • Fixed an issue where the Third Arm player upgrade could create infinite plates. Third Arm now reloads Plate Launcher reserves instead.

Clearing Plasma

  • Fixed an issue that could cause plates to deal damage on all clients and get stuck in their player when recalled to the gun

Incendiary Grenade

Gambler’s Bargain

  • Players are notified when someone dies to this upgrade

Lobbies
  • Lobbies that are closer to your level and have a mission selected are now shown higher in the lobby list

Enemy Explosions
  • Added damage falloff when you’re near the edge of an exploding dynamite part or barrel core

  • Dynamite explosions are now more consistent on all clients (previously you could sometimes die to an explosion that was just out of range)

Skins
  • Fixed an issue where rare skins were far more likely to drop than epic skins (rares are now only slightly more common than epics)

  • Improved the visibility of oysters that spawn in missions

Modding
  • MycoMod attribute is now public and mod flags are correctly marked as flags

Misc
  • Fixed an issue where shooting all of the shells off a core to kill it wouldn’t count as a kill on the core

  • Fixed a missing binding on the Glider’s Clearing Charge upgrade

  • Settings are now saved periodically while the game is running

  • Rocket Salvo healing explosions now only play audio for the player who was healed and the player who launched the rocket

  • Steam names with rich text tags no longer affect default lobby names

  • Changed Roach Gun Crab’s x position on the Lead Flinger from 0.0002 to 0

  • Lowered one of the broken Wrangler torsos that was blocking the center of the screen

  • Fixed a rare issue that could cause a weapon fire animation to get stuck playing

  • Updated some lightning effects to make them better on the eyes (and a lot snazzier)

  • Fixed an issue where enemy flamethrower arms would spawn with their flame effect active

  • Roachard no longer spams you with voicelines when all players leave the data upload zone

  • Fixed some timing of a few dialogue exchanges

  • Slightly reduced the size of player nametags

  • Player nametags fade out when looking straight at them

  • Voiceline text now fades out when aiming or looking at the character

  • Fixed some floating Planetary Defense terminals in Titan City

  • New mission objective popups are now smaller and don’t overlap with other HUD elements

  • Fixed an issue where guaranteed exotic drops would use the host’s exotic protection rather than the local player’s when dropping from an enemy

  • Fixed some areas in the Moldy Tundra where enemies would teleport to players

  • Fixed a LOD with incorrect materials in the Moldy Tundra

  • Fixed an issue where explosive bullets could damage targets twice

  • Globbler and Carver upgrades now default to English

Dead by Daylight - Goblin_BHVR

Hello folks, 

We have followed your conversations very closely about the state of the game of late, and we agree it’s not in the place we all would like it to be. Recent releases, including our most recent, have introduced frustrating new issues which have distracted from your enjoyment of DbD. We wanted to acknowledge this and let you in on the steps we'll be taking to resolve these issues in the short and long term. 

Next Steps 

  • Along with posting this message, we are Kill Switching the following Perks which currently have issues: 

    o    Streetwise 

    o    Blood Rush 

    o    Last Stand 

  • Tomorrow (August 6) we are releasing a hotfix to address a number of issues introduced recently.  

o    This hotfix will address the issues related to Streetwise and Last Stand, but we agree we should not wait any longer to activate the Kill Switch on them and are doing so now. 

We will also make small adjustments to Fog Vials, decreasing base fog opacity and the volume of ambient fog audio. 
 

  • Another hotfix is underway, scheduled to follow next week.

o    Among others, this hotfix will address the Blood Rush issues you are currently experiencing in the game. 

o    Fog Vials will also be adjusted to add a limit to their uses in a Trial, moving away unlimited uses. 

 

Processes Overhaul 

As a result of your feedback and internal discussions on the same topic, we will immediately be rebuilding our internal Kill Switch process to be more nimble and better account for community sentiment. We understand you have an expectation of this tool that doesn’t match how we have been using it and wish to improve this.  

Once we've settled on a new process, we will clearly communicate the criteria to trigger a Kill Switch to make sure your expectations are better in line with our actions. 

Finally, we wanted to address the comments made by the team about the Kill Switch and Streetwise. We apologize for how these comments dismissed your feelings about the importance of quickly addressing Streetwise and further fanned the flames of an already tense topic. 

We're grateful for your feedback, which helps us identify places where we can improve and re-evaluate our processes, changing course when it's needed to improve the Dead by Daylight experience for all. As a live game, we know this conversation is ongoing, and we appreciate you for being a part of it with us! 

Priority Bug Fixes
  • Fixed an issue that often caused Killers to be unable to initiate a chase for the rest of the trial.

  • Fixed an issue that often caused the chase music not to play when a chase was initiated.

  • ⁠Fixed an issue impacting chest item charges while using Streetwise.

  • Fixed an issue impacting vault speeds while using Last Stand.

  • Fixed an issue where The Walking Dead theme was unaffected by the Copyrighted Music Setting.

  • Fixed an issue where both Survivors and Killers could be slowed down when running up the right-hand side of any staircase.

  • Fixed an issue where the Baermar Uraz's Masquerade Musician outfit had the incorrect name and voice lines.

  • Fixed an issue where The Deathslinger’s aiming animation was missing from the Survivor's perspective.

  • Fixed an issue where the "Be chased for 20 seconds" quest in "Into the Fog" would not progress.

  • Fixed an issue that caused a black screen when attempting to spectate for the second time after returning to the tally screen.

Content

SURVIVOR ITEM: FOG VIAL
  • Decreased base opacity of the fog cloud to 33% (was 40%).

  • Decreased the fog cloud volume by 3 dB. (NB this does not refer to audio within the fog area, only the ambient fog audio)

FOG VIAL ADD-ONS
  • Potent Extract (Visceral):

    • Decreases visibility by 5% (was 10%).

    • Decreases the fog cloud's maximum size by 25% (No change).

    • Decreases the fog cloud's maximum lifetime by 50% (No change).


Bug Fixes

Audio

  • Fixed an issue where lobby ambiance audio would occasionally stack.

  • Fixed an issue where sound effects were missing when hovering over Match Management options in Custom Game.

  • Fixed an issue where scream sound effects occurred while the Survivor had their mouth closed during The Lich's Mori.

  • Fixed an issue where Rick and Michonne Grimes were missing certain voiceover lines.

Characters

  • Fixed an issue where shadows in The Nightmare's Dream World were missing.

  • Fixed an issue where The Nightmare could use Rupture twice on a Dream Pallet.

  • Fixed an issue where The Nightmare could place a Dream Pallet and a Survivor could place a Fragile Pallet using Apocalyptic Ingenuity in the same spot.

  • Fixed an issue where The Ghoul's Rize Kamishiro outfit would jitter during her idle animation in the lobby.

  • Fixed an issue where Mikaela’s arms to appear distorted in certain outfits.

  • Fixed an issue where The Animatronic's model appeared distorted for the spectator when changing camera views while the Killer exited a Security Door.

  • Fixed an issue where Survivors were revealed to The Executioner after hitting a Survivor with Punishment of the Damned while using the Burning Man Painting add-on.

  • Fixed an issue where the Exhausted status effect would recover while running when affected by the Mannequin Foot add-on.

  • Fixed an issue where the game crashed when The Twins opened a locker that Victor was holding shut with a Survivor inside.

  • Fixed an issue where The Pig did not lose bloodlust when performing an Ambush attack.

Environment/Maps

  • Fixed an issue where The Knight would encounter invisible collisions on certain vaults while drawing a path for summoned Guards.

  • Fixed an issue in the Fallen Refuge map where the prison tower door could be triggered when moving behind it.

  • Fixed an issue in the Fallen Refuge map where Victor would not trigger the prison tower door.

  • Fixed an issue in the Ormond Lake Mine map where Victor would not trigger the elevator drop.

  • Fixed an issue in the Red Forest Realm where The Knight's Guards could not traverse the shack's window.

  • Fixed an issue in the Withered Isle Realm where The Singularity could attach biopods above map fences.

  • Fixed an issue in the Midwich Elementary School map where Survivors could land on top of an invisible collision.

  • Fixed an issue in The Game map where Killer projectiles would go through walls in the control room.

  • Fixed an issue in the Ormond Lake Mine map where players could climb on top of a rock which should be inaccessible.

  • Fixed an issue where Snug could become stuck on a snow mound in Ormond Lake Mine map

Perks

  • Fixed an issue where combining the Thrilling Tremors and Grim Embrace perks would cause the 4th token effect on Grim Embrace to not trigger.

  • Fixed an issue where Overwhelming Presence would not affect Key, Map, and Fog Vial items.

  • Fixed an issue where Hex: Two Can Play was unaffected by stun caused by Last Stand.

  • Fixed an issue where The Wraith remained invisible when stunned by Last Stand.

  • Fixed an issue where cleansing a Totem while Broken would activate Inner Strength once the Broken effect ended.

  • Fixed an issue where Survivors were unable to build a Fragile Pallet on pallet locations previously destroyed by vault actions affected by certain add-on and perk effects.

  • Fixed an issue where dying Survivors would make grunts of pain while affected by Come and Get Me!.

  • Fixed an issue where a Survivor using Conviction could remain in the "trapped" animation if they were in a Bear Trap.

  • Fixed an issue where a Survivor using Conviction could become stuck in a locker.

  • Fixed an issue where Blast Mine's blind VFX were missing if damaging a generator while the Killer was already blinded.

Platforms

  • Fixed an issue on the Microsoft Store that sometimes caused the game to remain silently open after closing it.

Quests

  • Fixed an issue where progression for the "I Want It, I Got It" challenge was not saved after a Trial was completed.

UI

  • Fixed an issue where the followed quest tooltip would show partial progress for quests that needed to be completed in a single Trial.

  • Fixed an issue where audio would be missing from the Match Management screen.

  • Fixed an issue where the in-game quest tracker progress animation would begin at the incorrect value.

  • Fixed an issue where the mouse cursor would revert to the console cursor on consoles.

  • Fixed an issue where the anti-camp meter would disappear after a Survivor was hooked.

  • Fixed an issue where the Rift Pass tooltip would show an incorrect subtitle.

Misc

  • Fixed an issue where the beam of light duration was unchanged when using the Crimson Stamp add-on on the Bloodsense Map.

  • Fixed an issue where a Fog Vial's fog cloud would disappear if another Fog Vial was activated.

  • Fixed an issue where the Fog Vial's smoke explosion sound effects were missing.

  • Fixed an issue where Survivors held the fog vial differently depending on which item was previously held.

Steve's Warehouse: Physics. Roguelike. Chaos. - Bojack

Hey Steve!

2 weeks ago, Steve's Warehouse was released to the world! We want to deeply thank everyone who played the game! If you liked it, don't hesitate to leave a positive review on Steam. This is one of the best ways to help us.

Starting August 7, we will be participating in the Steam Event Tiny Teams 2025. We want to thank the team at Yogcast Games for selecting us, and for this occasion, we have prepared a new update:

New content
Create a starting deck

The feature that has been the most requested has arrived: Starting deck creation!

To unlock this feature, you'll need to have at least completed the tutorial.

You can now select your starting deck for any arena (not supported for challenges). For that, you can select up to 4 common objects (1-cost) and up to 1 rare object (3-cost). With the added constraint that you cannot start with more than 2 of the same object.

Comment from Steve: I hope this feature will ensure more strategic planning even before the game and ease the discovery of all the families!

Speedrun Timer

A timer has been on the score recap.

The timer will only appear when you win a run. The timer will display "New record" if you've gotten a faster time.

Speedrun timer tracking has been started with this update and is not retroactive.

Comment from Steve: Speedruns incoming?

Steamdeck

We are glad to announce that Steve's Warehouse has been officially Steam Deck verified!

Quality of life improvements
  • You can now press Space or LT/L2 to skip the typist animation in the Gold Recap page

  • Gold, health, round, score objective, score and number of deleters have been added to the Arena page, allowing you to check them from the shop/passive shop.

  • All Left-side back arrows in pages have been replaced by a cross on the right-side.

    Comment from Steve: This change might perturb you at first, but once used to it, it will just be better, creating continuity in-game between the buttons on the right and the cross now also on the right. Allowing you to open/close pages more quickly

  • Improved the Passive shop and Score recap text boxes to stop text from overlapping

  • Lebowski achievement wording has been changed to avoid confusion.

Balancing and fixes
Boat Arena

Boat Arena had some major bugs and balancing issues. Here are some fixes:

  • When the first train appears, the bigger arena will now spawn at the position of the previous arena.

  • The bigger arena (created by the train) has been remodelled to be chonkier and more stable

  • Luck Sign will now spawn objects at the arena position

Save crash
  • The save crash, blocking you from starting the game, because your save has been corrupted, should be fixed. The save should no longer be that easily corrupted. This won't retroactively fix old saves if they are corrupted; you still need to follow the procedure to delete your corrupted save: https://steamcommunity.com/app/2902440/discussions/0/601911155312584934/

Other
  • Speed limit signs now display the two banned families even if you have not yet purchased them.

  • Some records were not saved when clicking on the "replay" button; this is now fixed.

  • Various text improvements and fixes in different languages

  • Added the Japanese open-source font to the game credits

Community

With this update, all major bugs should have been fixed. If you are met with a bug or unexpected behaviour, don't hesitate to report it to the Steam forum or the game Discord.

Do you want to do some fun tier list (here's some), share some artworks, funny moments, or help build a game wiki! Don't hesitate to join the game's Discord!

Thank you,

Steve

...

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