To Kill a God - andrusaurus
Greetings Travelers, Guardians, and God Killers!

Today we’ve pushed live a massive update to the To Kill A God demo. We’ve been reading all your feedback and working hard to improve the game in a number of ways.

Here’s some of the things that have changed and improved in our demo:

Skillmap Overhaul
We’ve made a number of changes to the Skillmap with the goal of making progression more
clear and intuitive. The map is still randomized at the start of each run, but we’ve tweaked
things significantly to ensure that players have more opportunity to pursue builds that match
to the skill you choose at the very start.

For instance, you’ll notice that a few nodes out from center are clusters of nodes with a
major node at the center. These clusters are tailored to your initial skill choice with buffs,
enhancements, and additional skills that pair well with that initial skill. They are littered
throughout the map as points of focus for theorycrafting and optimizing your build strategy.
In them you will find a number of passives and the occasional active skill to create
penultimate player aspects.

We’ve also added underlying art to the Skillmap for a more immersive experience between
nodes.



Better, More Complicated Battles
Fights themselves have evolved significantly in To Kill A God since you last entered the
Death Spiral. Environments are bigger and more varied, and now more than ever you’ll need
to use the environment to your advantage (and avoid being disadvantaged by it).

You also no longer need to clear a node of all enemies to complete it. Each area now
contains a statue, which you can find via a directional UI component, which grants you the
node’s reward. You can also portal out of a battle at any time, meaning that you can rush to
the statue, get your reward, and leave before defeating all enemies. You’d miss out on XP
and loot, but for the tougher fights this could be an important strategic decision!



New Rest System and Camp
Resting is now a much more important and feature-rich element of a run. Rather than simply
healing and filling potions when you rest, the player rests in a Camp full of NPCs. It is in the
Camp that you’ll be able to craft skills, enhance your skills, buy and sell gear, store items in a
new stash, and more. This also means that the map nodes that were once devoted to these
individual systems are gone - you can access these systems every time you rest.

While you can still rest at any time, you are forced to rest every 5 nodes. Watch out, as this
means that if you aren’t paying attention to the rest cycle, you could miss out on a crucial
node! Resting is also now directly tied in to boss aggro - Slessen, The Fallen King, will now
confront you after 30 nodes OR 6 rests.

Gear & Loot Drop revamp
No longer will you choose from one of three pieces of gear at the completion of each node.
Instead, gear now drops from enemies throughout combats. This means more gear and
better chances of getting the gear you want. It also means your inventory will fill up quicker
and you’ll have more gear to sell (in the new Camp!) and upgrade.

An Entirely New UI
The team has also spent a ton of time improving the game’s UI, from menus and character
selection to your HUD, in-game pop-up notifications, and more. This is an important part of
the game to us and something we’re trying to really get right, so your feedback on this will
be invaluable.



And Much More
You’ll also find a ton of tweaks, changes, and improvements to many things throughout
the game. From how combat flows and skills work, important systems like skill crafting and
enhancing, animations and sound design, and much more.

To Kill A God has come a very long way in these last few months, thanks to all of your feedback. Our goal in this time has been to create a better, more intuitive, and more polished game for you all. 

We hope you’ll enter the Death Spiral once more, let us know what you think, and consider updating your review on the demo or leaving a new one. Or, if this is your first time trying To Kill A God, please leave a review on the demo as it really helps us out!

You can also join the Mad Mushroom Discord to connect with us and provide feedback.

- The Glitch Factory Team \

[/p]
DevilConnection - poshi
  • (Feature Added) Added support for taking Steam screenshots using the F12 key.
  • (Spec Change) Implemented a reset for certain flags when using the “Return to the beginning of the loop” function.
  • Fixed an issue where audio did not play in certain movies.
  • Other direction and text revisions

If you encounter any issues, please report them on the Bug Report Board.
Club Soko - miracleteastudios

Yo Club Soko fans!

We're a part of the official lineup for Game Anglia Direct which is an initiative to help game companies and developers in the East of England improve their knowledge about financing, publishing and discoverability of independent videogames in the UK.

It all culminates on the 5th of November with a 3-way event. A special Steam "Games from East Anglia" event will showcase a selection of awesome games from our local scene!

You’ll find Club Soko as well as or other projects like Tong, Alula, Ruya and Ruya: Ascension either featured or on sale especially for this event!

We're stoked to be alongside some of the most awesome local indies from East Anglia showcasing their latest games and updates. There's a strong scene of truly underground developers growing in the East of England so have fun checking out all the beautiful games!

If you have any questions about the event or our games come hang out in our Discord!

- Miracle Tea Devs

The Spike Cross - nunu
  • Fixed an issue where the serve of players with a sub-routine was not displayed correctly.

  • Adjusted so that double contacts no longer occur during sliding or receive actions.

  • Improved Sara’s toss trajectory.

  • Fixed an issue where the item descriptions near the park in front of Daiji High School Gym were not displayed correctly.

  • Improved the UI for maintenance and update pop-up displays.

  • Fixed an issue where the maximum number of tournament rewards was not displayed correctly.

8:18am
Incursion2D - teeny
NEW:

- Added a party leader migration feature that will automatically upgrade someone else to party leader if the leader is gone

- You can now see your amount of Werewolf kills in the slaughter log

- Mouse side buttons are now also supported in keybinding mode (Note that they won't display a sprite, but will work)

- More back cosmetics are available in the MTX store

CHANGES:

- The skill description in the attunement menu is now scrollable so we can fit more descriptions! (descriptions themselves will be updated soonish)

- Experience orbs will now move to the player automatically

- Duplicate keybinds are no longer possible

- Improved the party update system to properly register if a player's game has crashed so that you don't end up with ghost members

- Knockback from arrows has been removed

FIXED:

- Fixed a critical issue with the smithing skill

- Fixed a critical issue with expeditions where you'd get teleported back to an old islands and get stuck

- Fixed an issue with the emerge animation of the basic zombie

- Enemies can no longer be pushed outside of the dungeon rooms

- Added a safety that prevents you from resurrecting if a party member has wiped before reaching the dungeon boss, now ending a dungeon correctly for everyone

Tavern Talk - A Cozy Visual Novel - GentleTommysTavern
Hey there, Innkeeper!

A couple of weeks ago we kicked of a pledge petition for the Dindi plushie campaign and now the day has come! From now until November 26th, you have the chance to order a Dindi for yourself or for someone else. 💜

Get your Dindi plushie now!

Just like the Andu plushie, Dindi is a limited-edition piece made by our friends over at Makeship, and once the sale is over, it's gone for now. So, grab it while you still can!

Did you go for the Andu plushie back then? Let me know. 😊

Cheers,
Tommy

Train Sim World® 6 - DTGHarry
Introducing: High Iron Simulations

High Iron Simulations have been a Partner developer for Train Simulator Classic since 2016, producing a variety of TSC products ranging from scenario and locomotive packs to routes. This is their first release for Train Sim World.

Their team represents an experienced group of developers including Michael Stephan, Rick Grout, Cesar “Mannu” Pach, Ricardo "Reppo" Rivera, Jonathan Lewis, Martin Velozo and Gary Dolzall.

In May 2024, we announced their intentions to develop a Santa Fe themed Gameplay Pack, with gradual updates coming over the course of subsequent months.

High Iron Simulations also has a U.S. freight route and a Locomotive Pack in active development, and additional products in planning.

The Setting: Cajon Pass, early 1990s

Cast your mind back to Californian railroading of the 1990s and picture the scene; the former ATSF, known simply as Santa Fe, was one of the most prominent Class 1 Railroads of the United States. Since its inception in 1859, Santa Fe had amassed over 13000 route miles and was the operator of some of the most famous trains in the US, as well as of course, a vast freight network.

In this Add-on for Train Sim World 6, the lavish colors of the ATSF repopulate the rugged Cajon Pass route, recreating the experience of the early 1990s - the final years of Santa Fe operations. Embark on a variety of duties with 2 classic examples of ATSF equipment; the C40-8W and SD40-2, in iconic Warbonnet and freight liveries.

Utilizing a new trio of freight cars from ATSF’s roster, as well as contemporary variations of existing equipment, get to work hauling locals, switching in yards and running mainline manifests, as well as hefty intermodals across an all-new timetable based on real Santa Fe schedules, and 5 new scenarios.

Scheduled services will include player-drivable services featuring mainline intermodal and freight trains, switching, and locals. The services are closely based on actual Santa Fe freight schedules and horsepower assignments of the era and include more than 250 train movements per 24-hour period.

Additionally, Union Pacific freight movements across Cajon Pass will be represented in an extra layer using UP equipment from the Sherman Hill route Add-on.

The Rolling Stock
SD40-2
AT&SF blue-and-yellow freight livery

The SD40-2 is an all-American hero which is nationwide-renowned for its yesteryear mainline service. Now considered a veteran, the SD40-2 is kept to secondary duties in charge of local working and switching in yards and industries. This turbocharged, 3,000-horsepower six-axle locomotive was part of the heart and soul of the Electro-Motive Dash 2 line, along with other locomotives types like the GP38-2, seen in other Train Sim World Add-ons.

Santa Fe-specific details have been modeled on this rebuilt variant of the SD40-2, including the distinctive inset lower headlight. The inclusion of Union Pacific layers for players of Sherman Hill adds even more SD40-20 action!

Anyone new to the SD40-2 can get familiar with the controls of an unbranded version in Train Sim World 6's Training Center.

C40-8W
Warbonnet red-and-silver livery


General Electric’s C40-8W (also commonly known as the Dash 8-40CW) was produced at GE’s Erie, Pennsylvania plant from 1989 through 1994. GE constructed 847 of the 4,000-horsepower, six-axle (C-C) diesels powered by the builder’s capable 7FDL16 four-cycle power plant. An evolutionary refinement of GE’s advanced line of diesels begun with the “Dash 7” series, the C40-8W is visually notable for its use of the stylish “North American Cab.”

Previously a CSX version of this locomotive was released as a separate Add-on for the Sand Patch Grade route.

Like the SD40-2, specific Santa Fe features have been modeled on this variant for the Santa Fe Gameplay Pack, such as the unique “gull wing” cab.

There will be a new tutorial to play guiding players through the controls of the C40-8W as part of this Add-on.

Wagons and Freight Cars

The pack also features three entirely new AT&SF freight cars and three existing TSW freight cars repainted in Santa Fe liveries.

The new items of rolling stock are:

  • Santa Fe two-bay cement covered hopper

  • Santa Fe three-bay ribbed-side covered hopper

  • 86-foot auto parts boxcar

Train Sim World 6: Santa Fe on Cajon Pass will release on 13th November for Xbox Series X|S, PlayStation 5, Epic Games Store, and Steam for $17.99/£14.99/€17.99

Please note that Santa Fe on Cajon Pass will be released on PC and 9th Gen Console platforms only.

The Route: Cajon Pass

The Cajon Pass route Add-on is required to make use of the gameplay in the Santa Fe Add-on. The standard route and schedule is set in the early 2000s, featuring the bold livery of BNSF.

85-miles (136 km) of route between Barstow and San Bernardino, California offer stunning scenery and challenging gradients for long freight consists. Unlike the Santa Fe pack, the Cajon Pass Add-on features the state-of-the-art ES44C4 diesel electric locomotive in addition to the BNSF variant of the SD40-2.

Players of passenger-focused California route Add-ons San Bernardino Line and Antelope Valley Line can expand their operations with both layered services and Route Hopping with the Cajon Pass Add-on.

Train Sim World 6: Out Now
Free Starter Pack available until 11th November 2025

You can still upgrade to Train Sim World 6 via the Train Sim World: Free Starter Pack, which is available to download to your collection permanently until 11th November 2025.

Whilst this won't grant you any new routes or trains, it will allow you to then purchase the Santa Fe on Cajon Pass Add-on, for use on the Cajon Pass route (if you own it).

Find out more about Train Sim World 6 by following @trainsimworld on Twitter/X, Instagram, Threads, Facebook, YouTube, Twitch, and TikTok.

https://forums.dovetailgames.com/[/url][/u][/p

Tattoo Tycoon - hgpn
Patch 1.0.2.9476 contains the following changes/bugfixes:
  • Reduced requirement for Tattoo Master achievement from 1000 to 250.
  • Assigning staff now also works by clicking on the workstation itself instead of just clicking on the arrow above.
  • Fixed number of legendary tattoos for Convention Center requirement only being increased if consultation AND tattooing was done manually.
  • Fixed blocked parlor buff slot when upgrading a parlor to 3 stars while its 2 star buff is active.
  • Fixed a potential softlock in the Convention Center 1 star upgrade.
  • Fixed not being able to remove tattoos from the player character.
  • Removed duplicate tutorial text for decoration rating.
  • Added Localization Coordination role to credits.

We also added Steam Community Items (Badges, Trading Cards, Emoticons, Backgrounds)!

Thanks for all the feedback!
Cyber Rats - Outpost Games


Patch Notes 1.02

1. Explosions can't kill you through walls anymore.

2. Propeller-Head will now chase you for a shorter duration. After giving up the chase, there's a short cool-down before he can chase again.

3. Spider-Rat now uses sight, and will have to see you, to chase you. After giving up the chase, there's a short cool-down before he can chase again.
He is still a Zone-Enemy, so he will know if you are in his zone, also behind him, unless you are behind a wall. I've added spider web in the zone, so you easily can see where the spider nest is.
I might remove his sight again, now that his web is visible, making it clear to the player what is happening, and making it easier. But we'll see about that.

4. Gatling rat will no longer send random bullets to aim-bot you. He will now stop completely when shooting, and walk again after shooting. He will now also do his warning scream more often, to scare the player and to buy the player time.

None of them will instantly stop chasing you if you break line of sight, they will look for you once they chase you. But it is now easier to shake them off.

5. Color Problems now fixed. Apparently "empty" colors where added to your list of unlocked colors every time you died or completed a level. Meaning that cycling through randomize colors often didn't do a lot. All "Empty"colors has been removed from your unlocked colors list. Now every press on the randomize color button should make a clear difference if you have unlocked a few colors.

Have a nice day!

-Ronnie Ree
Outpost Games

Mizi NO! - Patrick

Hello everyone!

Mizi is ready to help you with your paperwork starting November 13, 2025. They've already sharpened their claws! ❤️😺

https://store.steampowered.com/app/3592670/Mizi_NO__Paperwork

...

Search news
Archive
2025
Nov   Oct   Sep   Aug   Jul   Jun  
May   Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002