Co-op Kaiju Horror Cooking - chrita

Good afternoon, monks!

We had some reports that some of you were experiencing an issue with the countdown timer starting. Fortunately, we were able to fix that quickly!

  • Fixed an issue where the countdown timer would not start upon starting a game round

  • Fixed an issue where players could get poisoned when entering the larder ☠️

As always, thank you so much for sending along your feedback and reports.

If you find anything else to report, be sure to let us know!


Back to the larder,

- Christa @ Strange Scaffold

2:59pm
Cartoon Survivor - showarth
  1. World 1 and 2 are now available in the base game. Woohoo!
  2. Multiple achievement fixes for Coin achievements and Parkour achievements. Parkour achievements use new data so will need players to play levels again to get them.
Nocturnal Nemesis - Mighty Mouseworks


🌙 New Teaser Out Now!

Hey everyone!

Our version 2.0 is live across all platforms, and now we’ve dropped a brand-new teaser to set the tone. Expect whispers, shadows, and a few surprises... 👀

🎥 Watch the teaser here:

https://www.youtube.com/watch?v=Q2u-2r0F1Fk

We’ve also refreshed our game pages to better fit the vibe of 2.0. As always, your feedback is what keeps us moving forward — and we can’t wait to share more (including a sneak peek of the first cutscene 👀).

Stay frosty,
— The Nocturnal Nemesis Team


2:54pm
First Person Shooter Kit Showcase - Karl

Just wanted to update this Steam demo, it's been awhile and there have been a lot of changes/improvements i've added to the asset. Here are some of the main changes:
  • Gun Kick feature.

  • Added unique Kick patterns for all weapons.

  • Zombie Mode Gun Purchasables are now randomized.

  • Dual Render Scopes.

  • Improvements to Reticle Depth.

  • New Thermal Sight + Effect with heat signatures.

  • New Sensitivity Training category which allows adjustments to Magnification on the fly to compatible sight attachments

  • New gun preset for each gun including external assets to include new Thermal Sight attachment.

  • Slowed down default ADS Speed of TSR-9, UZ-X and MPK.

  • New reticles for ACOG and Thermal sights.

  • Fists weapon slot.

  • Revamped Empty Lot to test destruction.

[carousel][/carousel]
Final Factory - slims
- Fixed issue where scrolling with a mousewheel on the tech panels was super slow
- Fixed issue where objective related to using the Mass Drivers was not completing correctly
- Added mining station to the hotbar by default
The Last Chronomancer - Guld
Patch 2.7
Final Four Bosses & More!

Final Four Bosses

Multiple players have mentioned concerns with the Final Four Bosses (Jaga, Gamesh, Claye and Lox). I have implemented the following changes to help alleviate those concerns...

HPs Reduced:

While I still want the fights to remain lengthy challenges, the length of these fights does seem to be a bit much and the lack of visual impact to the HP bar seemed to discourage some players. Their HP has been reduced as below...

-Jaga 50k -> 40k

-Gamesh 50k -> 35k

-Claye 70k -> 50k

-Lox 166k -> 100k

Bug Fixes:

-Removed a Buff that happened when Jaga and Lox used their Rage Timer skills. It was boosting their HP and that was not intended.

-Fixed an issue where Jaga and Lox both gained a PowerUp Animation prior to being able to use their final Rage skills. They should both now be in sync.

Balance and Manageability:

Status Ailments

-Blinding Light's chance of applying Blind has been reduced from 100% to 50%

-Lox's final Stage no longer uses Bio. Uses Magic Missile instead.

-The "Revenge" Counter-Attack rates of Bleed, Poison, and Silence have all been lowered from 100% to 33%.

-Corrupted Blade's rates of Blind, Silence, Bleed, and Poison have all been lowered from 100% to 25%.

-Void Sphere no longer adds Blind. The chance of Silence has been reduced from 50% to 33% and Mana Burn has been added at a 66% chance.

One Hit Kills

-Lokin's Blade and Final Breath insta-kill chances have been reduced from 30% chance to 16% chance.

Elemental Change

-During the Final Lox Battle his Elemental attunement changes in each phase. To help players identify this change I have added the following...

-Added dialogue where the heroes identify the shift and advise the player to try new tactics.

-Added an Ice Spell to the 2nd Phase of Lox, renamed Zero Blade to "Absolute Zero".

Other Changes
MP Restoration:

I found that players could often become MP Starved and struggle to regain it. To reduce this issue I am boosting the MP Restoration in the game.

-Defend now restores 33% (up from 25%)

-Ether now restores 50% (up from flat 50 MP)

-Faerie Flower now restores 100% (up from flat 100 MP)

-Blunt Weapons now restore 20% (up from 10%)

-Whips now restore 30% (up from 15%)

Icons:

-Added additional color fades on the Item Icons to help clarify their purposes.

-Swapped the Red Border on "Attack Items" with a dark grey. The red made it harder to identify the elements on the Scrolls and Bombs.

Gear:

Ribbon

-The gained Skill "Return" has been renamed "Life" to better identify its purpose.

-Added "Cleanse" to Ribbon as well.

Maps:

Skelvra Refuge

-Made a full pathway to the village to let players find it more easily.

Plains of Norrin

-Wandering Merchant now sells Ribbons, Bracers, and Grey Glove Relics.

Bug Fix:

-Fixed a bug that allowed Items to be targeted on Dead Heroes.

RISE Playtest - Andrew
Adds a hotfix that should fix an issue regarding player region not getting set properly.
Punk Juice - lemonboyband
- Fix bug where purple groovy drums would disappear during drumming animation
Shantae Advance: Risky Revolution - chris_anderson
  • Made miscellaneous corrections to non-English text.
  • Fixed an issue that prevented players from playing the game if the default language of the hardware was set to Japanese and never changed.
  • Fixed an issue that would cause the Shantae character to freeze or disappear when crouching and attacking simultaneously with very specific timing.
  • Fixed various custom key mapping issues that would cause anomalies with specific action to new key map combinations.
Pillar of Salt - deadhand
Hello Pillars!

This update is the last before the demo's official launch tomorrow! It includes several quality-of-life improvements and completes my move to standardize some of the mechanics in the game. For instance, all relics are now stackable. Also included are a lot of small and medium-sized adjustments I've made for balance. I hope you enjoy it, and I'll be back with more next week!

Build 0.1.2 Patch Notes
New Additions
  • Added hotkey labels to UI buttons

  • Added hotkey labels to speed buttons in combat

  • Added character inventories to run history files (runs completed prior to build 0.1.2 will not have their items recorded)

  • Added wishlist button to main menu

  • Added reminder for players to equip their first item

  • Added duration and type to ability tooltips

  • Added lore text to most items in the game

Changes
  • Changed UI button icons

  • Experience gains reduced from all sources by roughly 30%

  • Enemy evasion formula rewritten (should result in a general reduction of growth rate)

  • Enemy area damage reduced

  • "???" nodes on map are now simply called "Minigame"

  • First step on the meadow map will always be a shrine now

  • Changed enemy melee damage calculation

  • Reduced attack on all weapons by 30%

  • Reduced player character attack growth per level

  • Reduced enemy hp growth by 20%

  • Reduced instant damage ability ability power growth per player level

  • Reduced the Scrivener's relic by 50%

  • Reduced Golden Stone reward and made it stackable

  • Reworked Anvil of the Dawn and reforged version to be stackable

  • Sovereign Orbs are now stackable

  • Buffed Soap Bubbles and reforged

  • Changed reforged Dark Jewel to be in line with its default version

  • Changed reforged Holy Jewel to be in line with its default version

  • Changed reforged Nature Jewel to be in line with its default version

  • Changed reforged Fire Jewel to be in line with its default version

  • Changed reforged Cold Jewel to be in line with its default version

  • Changed reforged Caltrops to be in line with its default version

  • Removed smithing rates when the item can no longer be smithed

  • Moved win rate history tracker to the run history screen

  • Reduced base gold amount most enemies reward

  • Increased effect of Red Candle and its reforge

  • Increased effect of Blue Candle and its reforge

  • Reworked Jester's Hat and its reforge

  • Reformatted ability tooltip for readability

  • Removed taunt charge limit

Fixes
  • Fixed ability tooltip not adjusting correctly when you equip an item

  • Fixed bug with damage animations sometimes skipping frames

  • Fixed the bosses minions being resurrected with their old buffs and debuffs still applied

...

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