2:56am
AstroMart Adventures - PrimeRendering

First harvestables are mostly ready for prime time.

Funorbit - aero

I started to think it may be worth working on a free demo. It make sense.I want people to understand what the game is about, collect some feedback and hopefully get some attention from the community.

So in the past 10 months I have been working solely on the game mechanics, completely neglecting the backstory, though I had some ideas in the meantime. So I think it is time for me to start working on it.

You wake up in a post-apocalyptic world, are you the sole survivor?

2:51am
Airships: Lost Flotilla - Zarkonnen
  • Fixed fear auras, so e.g. Magnificent Cannons now do something.
  • The Nomad Caravan now has an appropriate mass.
  • You can now configure a custom windowed resolution by editing Data/Settings.json in the game install folder.
  • Fixed Steam Rich Presence.
Mad Island - emadeplus

To play this version, you need to switch to the beta branch. Please note that this version may be unstable, so we recommend using a separate save file when playing.

New H Scenes
  • Male × Hanged Blue-Haired Girl (Normal)

  • Male × Hanged Blue-Haired Girl (Forced)

  • Male × Hanged Pink-Haired Girl (Normal ×2)

  • Yona × Large Young Man (Normal)

New Features
  • Added Dialogue Editing function

  • Added Event for the girl captured by the Tribal Boss

  • Added 2 new NPCs

  • Added several new items

  • Added a prototype version of the Visiting feature.

(This is a local system and does not use online connectivity.)

Fixes & Adjustments
  • Fixed several visual bugs

  • Adjusted NPC behavior so that attack animations now play to completion even if the target is lost mid-action

  • Fixed an issue where boss battle outcomes were sometimes not processed correctly

  • Added an upper limit to the number of raiders that appear based on the protagonist’s level

  • Fixed a bug where using a tamed animal in android creation could cause control issues

  • Adjusted the system to stop rendering the game scene during loading, reducing load-time stress

  • Updated the Unity engine to a secure version (vulnerability fix)

2:41am
Dark Light: Survivor - Dark Hunter

Hi all, 

We shipped a weekend update. Thanks to everyone who helped with reports. The patch improves RAM and GPU performance and adds a Texture Quality option. 

Medium is now the default and should be fine on Steam Deck with minimal visual difference from High. We also addressed a number of bugs and community suggestions, rebalanced some enemies, refined attack and hit feedback with more accurate timing and camera shake, and added weapon and armour comparison along with auto equip.

 

NEW SYSTEMS / NEW KEY FEATURES

- Added icon indicating bonus damage in third person. (In third person view, now ranged weapons gain +30% damage and +30% range, on top of headshot bonuses.)

-Added weapon and armour comparison.

-Added auto equip for weapons and armour.

-Camera shake on melee hits to targets.

-Camera shake when the player is hit.

-Added health totems you can purchase with DC earned in game.

-Top-down camera range increased from 16 to 17. Third-person camera distance increased from 4 to 6 units, giving the player more view behind.

-Added Salvage button on Equipment and Weapon Select panels; grants +50 DC. -Enhanced the Spear Demon with a golden spear for better player visibility.

 

MAJOR ISSUES FIX

-Fixed an issue where using Revive could make the player immortal.

- Significantly reduced RAM usage. (Texture settings)

 

PERFORMANCE & SETTINGS

- Lowered some texture options to reduce memory; restart required for immediate effect.

- New default for fresh installs: grass density 50, texture quality Medium.

- Fixed vSync forcing the game to 30 fps.

- Fixed issue where frame rate setting on the UI did not apply outside UI.

- Significantly reduced RAM usage.

 

 

CONTROLS & MENUS

- Controls menu: after opening with Tab, you can close with Tab or Esc.

- Prevented mouse from locking when leveling up while switching camera views.

- Improved weapon upgrade flow on controller; Back returns to the upgrade menu instead of the game.

- Character select now shows tooltips on hover or when focused by controller.

- God and Upgrade panels: pressing Esc no longer breaks up or down navigation.

- Unified Pass button size between Totem Upgrade and Weapon Select panels.

- Merchant head shows a leave countdown; merchant panel shows remaining time.

 

COMBAT BALANCE & FEEL

- Added 1 second of invulnerability on revive.

- Changed revive crowd control from pulling enemies in to pushing them away.

- Increased attack speed for 98k and Western revolver.

- Added screen shake on melee attacks.

- Added screen shake when the player takes damage.

 

 

WEAPONS & SKILLS

- Fixed two hand sword invulnerability after death and revive.

- Limited melee shockwaves to at most one per swing.

- Ensured weapon energy waves can hit Soldier units.

- Added knockback to energy waves from Doomforged Zweihander and Surgefang Blade.

- Updated Doomforged Zweihander description to include: Release energy waves when dealing double damage.

- Double damage indicator for Doomforged Zweihander is now 50 percent larger and white.

- Bullet pierce now hits two different targets once along the path instead of double hitting one.

- Fixed rapid weapon swap plus dodge potentially disabling attacks.

- LightningLeap no longer gets blocked by Shooter bullets.

- Updated Arc Sphere skill description in English.

 

ITEMS, INVENTORY & AUTO EQUIP

- Added side by side comparisons on Inventory, Weapon Select, Armor Select, and Merchant screens.

- Auto equip on pickup added with stat comparison and a UI option to enable or disable.

- Fixed inventory loss after returning to town and reentering.

- Unified weapon power display; fixed a 1 point discrepancy between Weapon Select and Inventory.

 

VENDORS & ECONOMY

- Corrected merchant spawn timing for second and third appearances.

- Merchant head shows a leave countdown; merchant panel shows remaining time.

- Salvage lets you pass on a chest or selection for +50 DC.

 

ENEMIES & BOSSES

- Fixed Soldier failing to attack when close to the player.

- Turret no longer falls through the floor when deployed.

- Long spear artifact reward now reliably granted; monitoring for edge cases.

 

UI & VISUALS

- Fixed radar layering issue.

- Blood-on-screen effect lasts longer.

- Added gem icon to the top right of class artifacts.

- Fixed UI glitch when closing Inventory during a drag.

- Fixed rotation issues when dragging certain guns from slots; audited all firearms.

 

AUDIO

- Sixteen sound effects are now correctly controlled by volume sliders.

 

BUG FIXES SUMMARY

- Fixed post death sliding and unintended invulnerability.

- Fixed mouse lock during level up camera switch.

- Fixed rapid swap plus roll attack lockout.

- Fixed multiple UI navigation issues with Esc.

- Fixed drag rotate and slot overflow issues for specific weapons.

- Fixed artifact pierce not dealing headshot damage.

 

TERMINOLOGY UPDATE

- Updated the description text for Vitality.

Thanks,

Mirari Team

 

Realms Of Bondage - pinkteagames

Now available:

Trading cards, badges, emojis and backgrounds


Thank you all!!!

2:35am
AChat - rbskft

New costumes

CYBRID: Survivor - SHADA GAMES

Great news!!! Update 0.9.9.2 | New Difficulty: HARD (for MUSIC Pack 01) is OUT!

The update is available on STEAM and the QUEST STORE

I hope you're ready to truly experience the new difficulty level! This time, I've prepared a truly HARD challenge for you!

A tip for first-timers: try the game on NORMAL difficulty first.

I'm also looking forward to seeing everyone on DISCORD

https://store.steampowered.com/app/1636850/CYBRID/

Tawa : Lost in Time - DREXTHEDRAKE
Recent Updates

In the past few days, several improvements have been made to Tawa: Lost in Time to make the experience smoother, more alive, and more immersive:

🎮 Gameplay & Controls

  • Added a temporary object toggle system: some objects now disable for 15 seconds after interaction, then automatically reactivate.

  • Created a dual-action system on the C key:

    • Object 1 always disables for 15 seconds (uninterruptible).

    • Object 2 toggles its state (on/off) with every press of C.

    • When running (Shift), Object 2 is automatically turned off to avoid logic or visual conflicts.

  • Improved hunger and stamina system: automatic regeneration, progressive loss, and deeper integration with health.

  • Water and food zones now restore hunger and health when pressing E.

  • New: You can now sleep inside shelters surrounded by trees.
    A sleep animation (“dodo”) now plays, allowing Tawa to rest and recover stamina.

  • Improved checkpoint and respawn system: smooth return to the last active burrow without reloading the scene.

🌿 Optimization & Tech

  • Reduced GPU memory load by improving texture streaming and VRAM handling.

  • Adjusted shadow distance and resolution for better performance in large open areas.

  • Cleaned up unnecessary console logs in stat scripts.

  • Fixed movement animation transitions for more natural flow.

🦎 Miscellaneous

  • Refined dragonfly and bird AI for more natural flight and reactions.

  • Adjusted Introduced groundwork for “Dig” events in special dark spots tied to story progression.

Ascend From Nine Mountains - Lyeeedar
Bug Fixes
  • Fixed stance switching skipping stances

  • Fixed garden devices ignoring quality

...

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