STRAFTAT 4 Players Playtest - Lemaitre Logiciels
  • 2v2 Update
  • Compatible with 1v2, 1v3, 2v2, and 1v1v2
  • Added info to the killcam
  • Added Mid Match Join feature
  • Bug fixes
Tiny Vending Machines - frozenlogic

Hey everyone!

We're super excited to share that we are getting close to finish the game development — so it's time to show you something cool: brand new locations! Are you wondering what the 3 map locations look like? So just take a look how the Airport will look like and let us know in the comments what you think!

5:17pm
Cozy Room Decorator - Lucky Roll Studio
  • Removed the 2 letter search requirement from the search feature in the Community Gallery. You can now search without using key phrases. This should be useful for finding inspiration without having to type key phrases when using the dropdown options. 

  • Ensured all Locations, Ambient FX and Weather options are now searchable in the Community Gallery. Select any option and click search to filter by those options. 

  • Fixed a visual bug that was resulting in Liked rooms not filling in the Favorite symbol on the Community Gallery.

  • Fixed a bug that was not sorting your liked rooms on the Favorites page in the Community Gallery in order of the date that you liked each room. Now it will show your top 40 liked rooms, starting with the most recent rooms first.

  • Fixed a bug in the Settings where the mouse icons were not showing.

MARVEL Puzzle Quest - S0kun
  • Wave nodes in various PVE events should now correctly track points earned.
  • Additional fixes to Shields in PVP have been addressed.
  • Play 10 Missions, Stun, and Down quests should now correctly track progression.
  • XP earned when leveling up powers should now correctly display the actual earned XP.
  • Fixed a bug that caused match 4 matches to clear more than one row.
  • Fixed a few missing costume textures.
  • In the Roster view, a yellow heart will no longer display over the shard icon.
Note:
Thanks for your patience during this initial Unity launch. It definitely isn't as smooth as we would have liked, but we're extremely appreciative to our players who have documented and reported bugs. Once things have settled down to a more stable place, we'll make an announcement regarding any compensations that are owed to Steam players, but for now we really appreciate your patience as we continue to iron out the kinks of Unity.
Naroike - tarouhanako

Russian language is now supported.

WGT Golf - WGTChampion
WGT will be down for server maintenance tonight beginning at 10:00 PM PT.

Expected downtime is only 3 hours.

We'll have you back on the course as quickly as possible.

Thanks,

-WGT Dev Team
Together in Battle - Sinister Design

Greetings, tactics fans! I'm back with more improvements to Together in Battle!

New Game Plus is now in the game!

When you get the good ending, at the conclusion of the game's end credits, you are now given the option to create a New Game Plus playthrough: "Custom Character Run."

Selecting Custom Character Run will prompt you to select a save slot; a new playthrough will then begin in the chosen save slot with two major differences from a normal playthrough:

  1. characters of every species (not just humans, lissit, and spriggats) will be available for recruitment at the Recruiter starting on day 1.

  2. custom characters will fill as many recruitment spots as are available, and with a 100% show rate.

You can use this to easily do full playthroughs with teams consisting entirely of custom characters!

We have more in the way of custom portrait asset support:

We have miscellaneous improvements as well:
  • AI improvement: enemies now won't use self-buffing skills that either a) end their turn or b) apply Move Bonus unless one or more enemies are within a single turn's move-and-attack range of them. This should keep enemies from constantly using skills like Sprint and Defiant Stance when enemies are all the way across the map (i.e. when they're not very likely to be useful).

  • if a second custom character shows up in recruitment, there is now a 10% of a third one appearing; and if that one shows up, a 5% chance of a fourth. (This change is not retroactive to existing playthroughs.)

  • wrote new background lines for former chefs, farmers, and lawyers, plus a unique background dialogue for former farmers.

  • wrote a new defeat response line for Disciplined characters.

  • increased the Strength of Krodh a bit.

  • increased the Crush Resistance of Royal Mail to 60.

  • if the player voluntarily reduces their deck to less than the tournament minimum of 12 cards prior to entering a card tournament, the game will now allow them a chance to edit their deck to correct the issue instead of summarily ejecting them (provided that they have enough inactive cards on hand to render their deck tournament legal).

  • if the player voluntarily reduces their deck to less than the tournament minimum of 12 cards during the "last chance to edit your deck" phase of a card tournament, the game will now catch that.

  • gave the arena manager a more tailored response if the player picks "How exciting!" prior to the penultimate match in Gharial or Snow Leopard Leagues.

We have bug fixes:
  • fixed: lights could flicker excessively if too many Fire objects were near the edge of the arena shining on the battle background. (Unfortunately, due to Unity engine limitations, the fix for this necessitated removing flickering lights from Fire objects entirely.)

  • fixed: under some circumstances, the game was not considering pure knockback skills (i.e. most of a kineticist's arsenal) as offensive skills, potentially leading to enemy kineticists potentially being placed too close to the player's deployment spaces in proc gen fights.

  • fixed: if a unique custom character in the enemy army died, the game could throw a fatal error attempting to access the personality traits of generic allies when determining if they took a morale hit.

  • fixed: getting counterattacked by a destructible object (such as a spiked barricade or ice spikes) would cause that object to become "rotated" in the game's logic, permitting it to then be backstabbed from the opposite side.

  • fixed: the game was not displaying customized golem or spirit lines at the start of the summer palace escape map.

  • fixed: if a character's first name was just the letter 'A' and their last name began with a vowel, the game's text processing routine would display their first name as 'An' instead of 'A' when they spoke in dialogue.

  • fixed: there was a typo in one of the Miscellaneous Like dialogue variants for pessimistic characters.

  • fixed: there was a typo in one of the Make Weapon camp activity narrations.

  • fixed: the game was not serializing the individual pages of a readable book item correctly under specific circumstances.

  • fixed: there remained a small palette error affecting Psy Clash minions.

And finally, we have improvements for custom campaign creators:
  • new Psy Clash cards can now be created (and existing ones can be edited) as part of a custom campaign! To do so, edit the CardSets.xml file that now appears when creating a custom campaign.

  • new script action: ClearCalendar. Wipes all events off the in-game calendar.

  • new script action: ClearCustomVariables. Wipes all custom variables; the names of any variables supplied as parameters will be exceptions.

  • new script action: ClearLoadedChars. Wipes the game's memory of all characters previously saved.

  • new script action: ClearReserveSupplies. Wipes all reserve supplies of any items.

  • you can now supply -1 as the roster number for ClearRoster to clear every roster.

  • the Custom Char % parameter of ShowRecruits now sets the % chance of getting a single custom character to show up. For a chance of more than one custom character appearing, you can now add additional Custom Char % parameters to the end, one for each additional possible custom character.

  • the game now permits using a custom string for a scene's nextbattle property.

Review progress!

We've made it to 96 store page reviews, representing continued progress toward our goal of 500 reviews! 🎊

I want to personally thank all of the people who've left nice reviews for the game so far--it really does help out. The more we have, the more likely Steam's algorithm is to show the game to new people. If you've been enjoying Together in Battle and haven't left a review yet, please make sure to write one! 🙂

What's next?

New portrait assets remain in progress. I've largely been painting these new assets myself due to the game's portrait artist going unresponsive; however, progress has been slow due to me also handling all of the...everything else.

Well, no longer: I will be focusing on painting the new assets and getting them all out at once for a dedicated free update in July! Make sure to comment here on the Steam forums, on Discord, and elsewhere with all of your requests for new clothing, accessories, masks, hats, etc. and I'll do my best to get them in!

Beyond that, I also have one more game mode up my sleeve. Here is my pledge to you: if we can make it to 150 Steam reviews at 90% positive or above, I will release a new PVP Skirmish mode as an additional free update. You have my word on that!

Okay, folks: that's all I've got for now. Until next time...

Tactically yours,

Craig

Buriedbornes - Dungeon RPG - ohNussy[Jp]
Improvements
  • The password is not displayed on the settings screen, but instead there is a button to copy it to the clipboard

  • When fighting the same enemy for a long time, a message will now be displayed periodically encouraging you to "escape."

Fixes
  • Fixed the error case "DGN-CSK-001".

  • Fixed a bug where the version number was "vv".

  • Fixed some error cases.

  • Fixed some images.

  • Fixed some texts.

Elemdian Playtest - ogicalgames
- UI and Gameplay Polish
- New Support Fire Spells
- Improved Aruma and Wolf models
All You Have to Do Is Click the Button - RTG Tinker

Hot Fix 2 Changes:

-Adjusted the early game difficulty to be more manageable.

-Made some of the sounds quieter and hopefully resulting in better sound quality.

...

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