Dimraeth - 犹格泡泡子

Hi everyone, Phillip here, Game Director on Dimraeth.

In today’s devlog, I want to dive into the combat of Dimraeth including our inspirations, our design pillars, and how we’re crafting a system that rewards precision, planning, and team synergy.

The Combat of Dimraeth: A Fusion of Tension and Tactics

As a designer, I like to wear my inspirations on my sleeve, so let’s go through some of our inspirations. Dimraeth’s combat is born of numerous inspirations such as Roguelikes like Hades and Ravenwatch, MOBA-style spell systems, and a touch of Soulslike tension. We knew from day one that we didn’t want traditional top-down ARPG combat with endless hordes and ability spam.

Instead, our goal is tactical action that feels good moment-to-moment, with room for creativity and mastery whether you're playing solo or in co-op.

Core Mechanics: Flow and Flexibility

Combat in Dimraeth is built around three central pillars: defense, attacks, and spells. Every character comes equipped with a standard dash and a race-specific guard, each with their own cooldown. At the same time, enemies signal their attacks with readable wind-ups and clear tells. Whether you can react in time—dashing, guarding, or committing to an attack—often determines the outcome of the fight. Unless you’re running a heavy-defense build, every hit you take comes at a cost. And keep in mind: dodging, blocking, casting, and striking all consume stamina, so you’ll need to manage your choices carefully.

Basic Attacks Matter

Basic attacks aren't just filler. Each race has its own combo chain (3-4 hits) that creates a rhythm in combat. Even for magic-heavy builds, these attacks remain useful late-game thanks to on-hit passives and synergies.

Spells and Buildcrafting

Spells are the foundation of your combat identity in Dimraeth. At launch, we aim to offer over 300 spells, designed around chain interactions and status synergy to allow for rich and expressive builds. Though you’ll have many spells to choose from, your equipped slots are limited, so selecting the right set becomes a strategic decision.

Do you ignite enemies with fire and follow up with an inferno? Stack bleed effects with your teammate to trigger an execution finisher? Layer frost on an enemy and then freeze them in place with a javelin of ice? Every spell is part of a greater puzzle—each one a piece of possibility, not a one-off button.

Smarter Enemies, Better Fights

We’ve designed Dimraeth’s enemy AI using a token-based system inspired by God of War and Ghost of Tsushima. This system ensures that enemies fight in waves and with coordination, rather than chaotic mob-rushing. You’ll find genuine openings to react to, not just spam to endure. Whether you’re facing down a giant treant, a spell-casting dryad, or a fast-moving wolf pack—timing and spacing are everything. If you’re planning to cast a long-windup spell, make sure you’ve actually got the window for it.

Boss Battles: Where it All Comes Together

Boss fights are a defining part of the Dimraeth experience. Whether you’re going in alone or as a group, each boss encounter brings intensity, complexity, and a sense of triumph. These fights test your reaction speed, your build decisions, and your grasp of the system as a whole. Each boss is built with unique mechanics and deadly abilities—and what they offer in return isn’t just loot, but the satisfaction of overcoming a challenge. And when you beat a boss alongside friends, it becomes more than just victory—it becomes a memory.

Looking Ahead

This was just a taste of the combat we’re building in Dimraeth. There’s more to come, boss fights, weapon skills, rare modifiers, and more.

If you're curious to try it for yourself, keep an eye on our socials—we’ve got something exciting coming soon.

Until then, Phillip signing off.

Colorless Odyssey - Tryliom
I've finished my bachelor so I'm full time on the game and 2 artists too, so next update will take more time to choose a DA and refactor a lot the project to be able to develop it faster !

Added

  • 2 new room musics
  • Display in save selection the total relics level discovered

Improvements

  • Change weapon chance per fortress, now scale with sub level too
  • Improve how fairies from Elf Bow weapon move and distance from player
  • Improve and fix trajectory of Shadow Scythe weapon
  • Soul Reaper class gain his start soul sword instantly when he have 0 soul swords, removing the soul given by his ability
  • Now Echo relic trigger an echo at the end of a projectile/ray
  • Improve various credits-like messages

Balancing

  • Reduce knockback from magic aoe from Dragon Scepter weapon
  • Increase Cross Bow weapon damage from 80-130 to 120-175 and +5% critical chance
  • Increase Elf Bow weapon attack per seconds from 1.3 to 1.8
  • Increase Dagger weapon damage from 10-20 to 20-30
  • Increase Bouncing Ball weapon damage from 40-50 to 55-70
  • Increase Magic Bow weapon damage from 10-20 to 20-30
  • Increase Prismatic Light Tome weapon damage from 50-70 to 85-115 and projectile life time from 1s to 1.5s
  • Increase Shuriken weapon damage from 5-15 to 15-25, reduce speed from 22 to 18, add a 10% chance to inflict bleed and reduce attack per seconds from 5 to 2.5
  • Increase Soul Exploiter weapon damage from 60-90 to 90-125
  • Increase Spiky Staff weapon damage from 75-90 to 85-100
  • Increase Star Gun weapon damage from 20-30 to 45-65 and reduce attack per seconds from 4 to 2.5
  • Increase Sword weapon attack per seconds from 2.25 to 2.5
  • Increase Volcano Staff weapon damage from 80-100 to 100-130
  • Increase Shadow Scythe weapon damage from 50-65 to 70-90
  • Randomize the range of **Compression**, **Splitter** and **Unstable Projectile** relics from 30% to 15-30%
  • Increase Echo relic damage from 20% to 30/40/55%, added 0/5/15 flat damage to it, add a trigger by meter travelled so it goes from every 0.4/0.3/0.15s to 0.4/0.4/0.3s or 5/5/4m travelled
  • Decrease Aerodynamics relic bonus damage related to projectile speed from 100/115/140% to 65/85/120%, but include flat projectile speed in it now
  • Fix and increase base level of weapons found from 3 to 7 per fortress done and a supp 5 multiplied by the reward factor
  • Change **Lightning Rod** relic to be trigger by thunder that hit anything in a 5m radius around the player and make **Thunder Charge** effect use 1 stack to trigger the **Spark**
  • Reduce difficulty of some moves of the final boss
  • Increase Shell Scepter weapon attack per seconds from 2 to 2.3
  • Increase Zeus Thunder weapon damage from 25-40 to 35-55, attack per seconds from 1 to 1.7 and change stats increase type by level from thunder refire chance to projectile number

Fixs

  • Time achievement was trigger by finishing the same minute while it should be under that minute
  • Weapons with animations were using current animation image instead of original one
  • Sometimes when the player select the Soul Reaper class, his souls swords didn't appeared
  • When the player press escape key rapidly 2 times, it left a dark background
  • The player was able to still reroll items in shops even with no items
  • In really rare case, the player weapon was taking a strange scale (since it's rare, maybe this isn't fixed but normally yes)
  • Changing him relics was making the game crash because of a loop
  • Weapons count and time played displayed in save selection were using wrong datas
  • The game had the wrong version number
Frontiers Reach : Battlespace - Soliloquis

Minor changes this update.

  • Added a button for deleting profiles.

  • Made it possible to close panels by hitting the same button used to open them.

  • Fixed a bug that could cause the comms beacons to not show up when around a planet after unlocking the upgrade.

  • Fixed a bug that could prevent unlocking upgrades when the exact amount of spare parts was held.

  • Fixed a bug that could cause the laser to keep firing when it wasn't supposed to.

  • Fixed a bug that could keep a couple of upgrades being unlockable.

9:38am
Brainfuck Challenge - LyricLaw
Features:
- Add more hints for problems, especially for the first problem in chapter.

Optimize:
- Lower the execution speed of x0.1.
Valorborn - Laps Games

Hello adventurers,

In this devlog, we will walk you through the different biomes, the natural world, our full day–night cycle, and the wildlife that ties everything together.

A Living 24-Hour World

Valorborn follows a real-time, 24-hour cycle similar to the one outside your window. That rhythm drives not only the animals but every NPC you meet. (Village life is its topic for a future devlog.) Each part of the day feels distinct, from sunrise sounds to the quiet of midnight.

Unique Biomes

The world holds several biomes, each with plants, trees, animals, and even creatures found nowhere else. Explore or read any notes you discover to learn their secrets. Gather rare herbs from a misty swamp or track a wolf high in the mountains, then turn those finds into new crafting materials. Combine them in different ways to create the items you need. Every region matters and gives you plenty of reasons to venture off the main road.

Trees: More Than Decoration

Trees are both a resource and a pillar of the ecosystem. Clear-cutting a patch of forest may give you the lumber for a new camp, but it can also wipe out local plants and send wildlife fleeing. Your choices leave a mark on the land.

Wildlife With Real Behaviors

Animals follow their routines. At dawn, they graze; by night, they sleep or hide. While roaming the woods, you might stumble upon wolves chasing deer in real time, not a scripted cutscene. Even if you never intervene, the world of Valorborn keeps living on its own.

That is all for this devlog. If you have questions, join our Discord or drop a note in the Steam forums. We would love to hear from you.

Discord

Thank you for reading, and see you in the next devlog!

Letalis - Meltorefas
Another Small Patch for version 0.9.30
  • Fix of a blocker at Vesper Castle.
Donna: The Canine Quest - 8BitRpg

Hey pupventurers! 🌟
We’ve just launched the official Donna: The Canine Quest Discord server, and you’re all invited!

🐶 Whether you're exploring Barkhaven, hunting for secrets, or just want to chat about your favorite canine companions, the Discord is the place to be.

🔧 Why join?

  • Share your feedback, bug reports, and suggestions

  • Get updates and sneak peeks before anyone else

  • Talk directly with the dev (that’s me!)

  • Hang out with fellow fans of Donna's journey

  • Discover secrets and tips from the community

💬 We also have dedicated forums to keep everything organized and yes, there will be a no spoilers channel if you're taking things slow!

Join now and be part of Donna’s growing pack!
👉 https://discord.gg/UPeUpXTaXE

Thanks again for all your support. You’re helping shape Donna’s adventure in amazing ways! ❤️🐕

STRAFTAT - Lemaitre Logiciels
  • Improved speedometer
  • Fixed more than 4 players lobbies
  • Improved fps cap and resolution options
  • Added "Less vfx" option for weapons
  • Fixed more issues around lobbies
Pathfinder: Abomination Vaults - Megabit Bruce

Greetings, Adventurers! 

 

Last month, we had the pleasure of showcasing our game at Summer Game Fest. This annual video game showcase hosted by Geoff Keighley, features new game announcements, trailers, and updates from major and indie developers.

Lots of gaming journalists and creators came to see what Pathfinder: Abomination Vaults is all about, and today, we’d love to share with you how it went! 

 

In case you missed it, we also took this opportunity to drop a brand-new gameplay trailer. 

 

The MIX Summer Showcase 

We first swung by The Mix Summer Showcase in downtown Los Angeles and demo’d Pathfinder: Abomination Vaults. This is another annual showcase specifically for indie games, organized by Media Indie Exchange (MIX) and running alongside Summer Game Fest.

The opportunity to share the space with so many other talented developers and spend the evening talking and playing games was incredibly fun. If you missed the event, you can tune in to watch the online showcase

Our own Creative Director, Wyatt Gray, gave this interview to Seasoned Gaming at the Mix! 

The Build

Our intention was to throw players straight into the action, so the version of the game we displayed threw players deep into the Vaults, directly starting at Level 8.  At this depth, the map is mesmerising but deadly. This Darklands cavern is filled with dangerous enemies and hazards such as poisonous spores. 

It took the squad through tutorials on combat, group-obstacle clearing and much more. Eventually, players made their way through to the chamber of the boss: the monstrous Urthagul. 

 

Summer Game Fest 

At the Summer Game Fest Play Days event, we used this same build to showcase Pathfinder: Abomination Vaults to gaming press and creators who had arranged to visit. Over the following three days, the game was shared in back-to-back appointments, and we’re delighted to say was massively enjoyed! 

 

Here are some of the articles written in the days following Summer Game Fest: 

Mobile Syrup – Canadians were behind some of Summer Game Fest’s most creative games 

“You’ll be encouraged to create combos with your different characters, like special flame vortexes or poisoning scimitar slashes.” 

 

TechRaptor – Pathfinder: Abomination Vaults Preview – Focused on Teamwork 

“Pathfinder: Abomination Vaults looks like it will be a good time, particularly with friends. It has a let’s grab some food and drinks, chill for a bit, and just go on an adventure vibe.” 

 

mxdwn – Previews of Omut, Thick as Thieves, and Pathfinder: Abomination Vaults 

“If you’re into ARPGs that focus more on fun with your friends this game will be for you.” 

 

The event held a fantastic atmosphere, and everyone was excited to get hands-on with the game. Our setup was a sofa in front of a large screen and captured the couch Co-Op feeling perfectly. 

Creative Director Wyatt summed up the experience:  

"At SGF, I had the opportunity to sit with prominent influencers and members of the press to battle alongside them, through hordes of spiders and other unwelcoming subterranean locals -- while telling them a bit about our vision for the game. 
 
Putting our game in the hands of the press for the first time -- and getting to hear their feedback, thoughts, and reactions -- was incredibly energizing. During development, our heads are so buried in the weeds that it's easy to forget how far we have already come, and to regain perspective on what's working well and what we need to focus on more. 

 

One thing I was pleased to see was how anyone, including folks who were novices on a gamepad, could pick up the controller and have a blast within just one minute of learning the controls. One of our tenets is the classic "easy to learn, hard to master" and I'd say we are progressing nicely on that front. 

Surprisingly, one of my favorite moments was after we failed a boss fight. I was a bit worried, asking the two journalists I was playing with if they were willing to give it another shot. But then I saw it... that glint of determination (or maybe vengeance?) in their eyes, as they insisted we give it one more go, because they knew exactly how they would do things differently the second time around. And that second time around, we worked together much better and absolutely crushed the boss! The players were thrilled with their well-earned victory and couldn't wait for the next challenge. I guess you could say that "losing is fun!" 

 

Another of my favorite moments was at the end of my second day. The journalist and I had just finished playing through the entire demo (while I yapped for 15 minutes) and defeated the boss soundly. I answered a few of his questions and we were about ready to wrap up when he paused for a moment and asked, "Hey... could we play it again?" I was thrilled! So, we played the entire demo again, this time swapping between characters and trying out all the abilities. 

 

I can't wait for all our new friends from SGF to see the progress we'll have made when we return next year!"

Members of the development and publishing team on site 

 

Bonus Reveal: Swamps of Fogfen Concept Art Spotlight

Moving on to how development on the game is going! Here are some sneak peeks. 

The swamp concept art you see here represents an early exploration of the Fogfen, the moody, mist-drenched wetland that borders Otari. Designed to feel both magical and menacing, these environments play with verticality, dense foliage and a thick layer of creeping fog that twists perception. Trees stretch like skeletal fingers through the mist, while hidden ruins and half-sunken pathways tease dangers just out of view. These pieces help guide our lighting, color scripting, and mood composition for future surface-world content. 

Exciting times at BKOM Studios! 

We had the pleasure of welcoming our amazing partners from Megabit Publishing to our Quebec City studio for a series of dynamic workshops with the development team. It was a week of expanding our creative horizons, sparking bold ideas and reinforcing our shared vision for the game. 

From meaningful conversations to inspiring collaboration, the road ahead promises exciting challenges and unforgettable gameplay experiences. 

Creature Sketches from the Vault 

And because we know you love creatures as much as we do, here’s a peek at some of our monster concept sketches revealed during development: 

  • The Seugathi Servant, a grotesque mind-warped worm with psychic eyes and bladed tails. 

  • A Ghost, ethereal and sorrowful, floating in tattered robes with supernatural grace. 

These early illustrations not only inform our modelling and animation pipelines but also help capture the tone and lore of Pathfinder’s universe. Expect these designs to evolve as we finalize VFX passes, voice work, and monster behavior. 

On top of that, the team has been actively iterating on the Squadplay HUD, implementing animations and working on object interaction User Experience as well as quick time events prompt mockups. We’re also making a big push on squadplay mechanics, adding new features like giving precise orders to the teammates, or performing combos to break specific enemy defenses! 

 

We can’t wait to give you more information on the above and show you what that looks like in a future update. Stay tuned! 

In the meantime: keep your spells ready, your shield steady, and your stamina optimal. You’re going to need them! 

Onward to adventure! 

The Pathfinder: Abomination Vaults Team 

Follow us: 

Discord | Twitter | Twitch | Facebook | {LINK REMOVED} | Wishlist

SHADOW PROTOCOL - ShawnChi48!

🔥 Agents, get ready!

SHADOW PROTOCOL is going on sale this year:

🍂 Autumn Sale – 25% OFF

❄️ Winter Sale – 30% OFF

If you’ve been waiting to dive into this fast-paced spy puzzle game, now’s your chance to grab it at a discount. Wishlist now so you don’t miss out!

🎯 Wishlist here:

https://store.steampowered.com/app/3735870/SHADOW_PROTOCOL/

Your mission begins soon, stay sharp, agents, and thank you for all your amazing support!

...

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