下午 11:44
Just Chess - Tohtori Nuppila
UI Fix: Corrected the time control label to display properly as "40/90, SD/30+30."

New Feature: Added a new time control option: Rapid 25+10, one of the more commonly used formats.
下午 11:42
Cats Around Us: Black Cat - UB


Hey everyone! It’s time for Noobzilla’s July progress update! ^^

Pictective Characters
Last month, we held a vote for the Pictective character style, and the winner was the design by Ufo Rabbit!



Swing by our Patreon to check out the other character designs! ^^
https://www.patreon.com/posts/pictective-134589091

And dont forget to wishlist Pictective!

https://store.steampowered.com/app/3690390/Pictective/


Cats Around Us: Black Cat - Community Translation Project
Earlier this month, we reopened the community translation project for Cats Around Us, and thanks to your amazing support, Cats Around Us: Black Cat is now 100% translated into 17 languages as of today! Huge thanks to everyone! XD



If your language isn’t fully translated yet and you want to jump in, feel free to drop a comment on our forum here: https://steamcommunity.com/app/3426090/discussions/0/501704624676427663/

And dont forget to wishlist Cats Around Us: Black Cat!

https://store.steampowered.com/app/3426090/Cats_Around_Us_Black_Cat/

-------------

Yup, that’s a quick update from us! ^^
Don’t forget to follow our Dev Page at https://store.steampowered.com/developer/noobzilla/, okay?

Cheers and have a great day!

UB & Estu
Dracs After Dusk - OliveHillStudios

There are quite a few changes in this latest update so we will do our best to enumerate them and explain our thinking behind them! If you have feedback feel free to let us know in the OliveHillStudios Discord server.

New Camera
Camera view has been zoomed out a bit and will now follow player rather than being tied down to discrete room locations.

One of the consistent areas we got feedback on was that players were feeling a bit cramped and couldn't see where they wanted to. By zooming out a bit and letting the camera follow the player, players can now see vampires from much further away and can plan out their defenses better. The exception to this is boss fights which will still feature a locked down camera, as the fights were largely designed around this and when testing boss fights with a player-follow style camera, the result proved to be quite unsatisfactory.

New Onboarding
Context sensitive hints will appear throughout the game to help onboard new players.

One problem with trying to onboard players in a tutorial is you risk dumping a bunch of information on them at a time where the information isn't relevant. We still have a small tutorial, but we moved much more information into our context sensitive hint system. As players play, certain events will trigger hints relative to that event so that players are getting the information they need when it is relevant to what they are doing in-game.


New Dawn Phase
Players will now be able to control when they start the new wave of vampires.

A very common area of feedback, especially from newer players, is that there is not enough time during the dawn phase to figure out what to do. We decided to solve this by putting the power in the players hands. You get to decide when to start the next wave. Seasoned vets can kick off the next wave right away if they don't want to wait around. Players that are brand new to the game, can take as much time as they need interacting with vendors and recovering from the frenetic action. This did however introduce a problem. With unlimited time to rest in the dawn phase, the temptation is to repair every single broken window or door. And this leads us to our next big change.


New Item - Instant Repair All Entrances
The ghost vendor will now sell you an item that instantly repairs all doors and all windows.

This is to facilitate repairing all broken entrances quickly during the dawn phase. We found that going around and repairing every door and window was just a chore and not fun.

New Music
Music now reacts dynamically to dawn vs dusk.

The new variability in time spent during dawn phases meant that our music system had to be able to adapt to players who spent a long time in dawn phase preparing versus players who started right away. So we worked closely together composer with engineers to create a music system that seamlessly layers in intense action music during dusk phases and ramps down to calmer ambient music during dawn phases.

Turrets
Turrets can now be bought, and eventually upgraded, during dusk phase as well as dawn phase.

We decided that it just didn't make much sense to not allow players to purchase turrets during the battle phase. This way players can react to a particularly dangerous buildup of vampires by purchasing a turret. They can also spend doubloons during the combat phase to increase their survivability.


New Run Statistics
At the end of each run, on the retry screen, you will have access to a run statistics summary screen.

This screen will keep track off all sorts of fun things from multikills, accuracy, and even clutch reloads (defined as killing an instant reload vampire variant on the final round of whatever weapon you are using). Not only are your current run statistics kept track of, but your personal best records of each stat are also tracked so you can see how you are improving.



Thanks for playing Dracs After Dusk! If you want to be a part of shaping the game please feel free to join our Discord and share your thoughts with us over there!

Thanks!
Eric, Andrew, and Brian from OliveHillStudios

下午 11:33
Doors & Loot - Scalions Studios
  • Fixed minor issues with the UI for keyboard/mouse
  • It has been slightly reduced the experience requirement to level up.
黑色印記 - twoji

Hello, this is BLACK STIGMA.

A temporary maintenance is scheduled to begin at 08:00 UTC on Monday, July 21.

This maintenance is to provide a more stable service. Please refer to the schedule below.

\[ Maintenance Schedule ]
  • July 21 (Mon) 01:00 ~ 02:00 PDT (UTC-7)

  • July 21 (Mon) 08:00 ~ 09:00 UTC (±0)

\[Patch Notes]

■ Game Balance Adjustments

\[Get 'em All Mode] Reduced the max level of "Quick Respawn" in the battle shop from 5 to 3, and adjusted the purchase price

\[Daily Missions] Slightly reduced and adjusted the required completion amounts for most objectives

■ UI/UX

Improved and updated icons and font graphics for Shop, Battle Pass, and Attendance Check events

For limited-time sale items, the sale period is now displayed.

■ Bug Fixes

\[Shop] Fixed an issue where the slide part of the "Glock26 Rainbow Set" was incorrectly provided as time-limited

\[Missions] Fixed an issue where Battle Pass challenge rewards were intermittently not received automatically

■ Known Issue

\[Event] Incorrect display of reward milestones in the "Midsummer Stay Connected Mission" event

※ The UI shows 10/20/30 completions, but actual rewards are granted at 6/10/30 completions

Rewards will be granted correctly based on the actual conditions, and the display error will be fixed in the next patch

*Maintenance time may be shortened or extended depending on the progress. We will provide additional notice if there are any changes.

BLACK STIGMA Team

Dino Topia 恐龍小當家 - xu888.xastudio

Dear Dino Tamers,

The Second Closed Beta Test (CBT) for Dino Topia kicks off today!

This test includes all newly added features, and for the first time ever, you'll gain access to full content , including the four mystical dungeons, each filled with epic battles, hidden treasures, and powerful Dino companions.

🦖 CBT access is limited to a selected group of players. Follow our Discord for more information.

🕹️ Not selected? No worries — you can still try the demo version to get a taste of the world and gameplay while the CBT is running.

📅 CBT Duration: One week


🎮 Multiplayer Highlights
  • Support local play and remote play features

  • Teamwork mechanics: One player manages the home base while the other gathers resources

  • New "Cooperative Egg Incubation"—hatch eggs faster with a friend!

🦖 New BOSS-Tier Companion
  • Meet the ferocious new tamable BOSS: "Hua Huai"

  • Dual-mode skills: Area-of-effect attacks + charged heavy strikes

  • Armored scales for both power and style

🏡 Upgraded Management System
  • New Dino assignment interface

  • Task prioritization—assign roles to your dinos with a single click

  • Efficiency tracking to maximize productivity

⭐ New Pet Enhancement & Star-Up System
  • Boost specific stats (ATK/DEF/etc.) using resources

  • Star-up progression—merge duplicate dinos to increase their power

✨ Quality-of-Life Improvements
  • Stamina consumption reduced(no more abrupt mid-fight exhaustion!)

  • Health depletion slowed—just clean and feed regularly to keep dinos healthy

  • Improved egg incubation—dinos or other players can help speed up hatching

💚 Don’t forget to wishlist Dino Topia on Steam to stay updated on future tests and the official launch!

—The "Dino Topia" Dev Team

無心駭客:序章 - BlueTurtle

Hey everyone,

We've updated the Prologue to better reflect the current state of Coreless, so that new players don’t confuse the older experience with the latest gameplay.

The previous version of the Prologue is still accessible via a separate branch. If you’d like to keep playing it, just go to Coreless Prologue → Properties → Betas, and enter the code: 202520252025. That version should remain unchanged.


Please note:

  • Prologue progress will carry over to the main game if you decide to join us in Early Access.

  • The updated version does not use old system save data.

  • We've temporarily removed Simplified and Traditional Chinese localization, as we’ve paused translation efforts to focus on core development during the early stages of Early Access. We plan to bring back Chinese support in the future and will keep everyone posted.


Thank you all for playing Coreless over the past year. We’ve truly appreciated your support and feedback.

If you’d like to join us on the new Early Access journey, you’re very welcome — and as always, feedback is appreciated!

All the best,
— Blue Turtle

Parse-O-Rhythm - sup3r87

Hi again! It's been a bit!

A summer trip combined with difficult online classes has made the past couple weeks hard to handle - but we're back now, and with some cool new changes to the editor. Let's take a look! :)

Editor Progress

Here's a screenshot of the interface now:

There are a couple new things here - first, the "temperature changes" that take place in a level are now visible! But the two more interesting things are the selection menu and scrollbar, so let's talk about them.

A lot of the icons on the selection menu has to be redone over and over again. Since errors in Parse are squares layered over each other, I figured that doing something similar with the icons would be cool. But it turns out, when you have solid shapes and lines instead of randomized squishing and stretching like the errors, it's a lot harder to make it look decent. So in the end I had to go with the most boring but ultimately most readable option: a boring square with a plus or minus. Making the other icons was relatively straightforward, however.

As for the scrollbar, this was actually made by one of our new additions to the dev team, Rezarg! He did a really great job with this scroll system, and all I had to do was animate and sprite it properly. I also added two buttons that instantly send you to the start and the end of the level for convenience :).

The Summer Flowjam 2025

So, the engine we use, Flowlab, is having it's bi-annual flowjam event again, and this time despite everything I'm trying to really hone in on it, since it's been a while since a genuine full effort game. Thus, parse development will be out for the next two weeks, though we'll get back to it right after! Thus, you can expect the next Sunday log on Aug 10 (and that's a promise, there isn't anything major in the way that week).

As for 1.3... it's a long story, the update will probably not be merged with 2.0 but it's starting to become a possibility as bugfixing just gets delayed and delayed. Both me and the engine developer seem to never stop being busy, and it's really hard to tell when the critical 1.3 crashing bugs will be fixed. I'm hoping we can get a foothold amidst the jam (as a kind of 'side quest'), but we'll have to see.

Thanks for reading the devlog as always, and for my Flowlab friends, happy flowjamming! :)

-Encabulated Games

Ancient Kingdoms - Ancient Pixels
New Features
  • Supreme Potions: Healing, Mana, and Rage added
  • Potions for all resistance types added
  • New Veteran Skill: Elixir Endurance
  • Added "Make All" button to Alchemy Table
  • Hotkey added to switch between skillbars
  • Druid and Wizard mercenaries gain Circle of Protection buff
  • New Open Zone: Northern Wastes (70% complete)

Changes
  • Renamed "Magical Potion Recipe" to "Vital Essence Recipe"
  • Frostbloom Healing Wraps healing increased to 300 HP/sec (level 20 required)
  • Mercenary buffs are now AoE and used in combat
  • Felarii now follow Ancient Gods faction
  • UI window opacity reduced to 95% for clarity
  • Increased respawn time for mobs near King Thrym and Morwyn
  • Moved Frostheart Renewal from North Gate's Guardian to Hrimsorr
  • Increased drop rate for 3rd floor VoV key fragments
  • Increased drop rate for "Waterstone of the Ancients"
  • Angry Librarian: 100% drop rate for "Small Rusty Key"
  • Karnok the Warden: 100% drop rate for "Urord Gatekey"
  • Added shadows to house chests
  • Reduced Snow Giant Mages' fire damage

Bug Fixes
  • Fixed potion crafting failure at 100% success chance
  • Corrected tooltip typos for gear with new resistances
  • Fixed resistance buffs not scaling with WIS
  • Resolved mercenary dismiss issue in multiplayer

Thank you for playing Ancient Kingdoms! Join the discussion on our Steam Community page!
下午 11:13
Pixel Gun 3D: PC Edition - katchepuri

Time to Lock & Load!

Last time, you earned the Sharpshooter Mask and Cape. Now, the Sharpshooter Hat and Boots are on the line.

Same deal as before:

- Play matches

- Earn special bullets

- Use those bullets at the shooting range

- Claim your rewards

Got god-tier aim? Prove it! Not so great? Then get in there—Sharpshooters are made, not born.

...

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