For What Will Come - Fitzy

Hey everyone,

I wanted to take a moment to talk about something I’ve been spending a lot more time on lately: optimization. It's not exactly my greatest strength, but I’ve been putting in the effort to make For What Will Come run as smoothly as possible across a range of machines.

That said, this is still a high-fidelity game built in Unreal Engine 5 with dynamic lighting and detailed environments. So while it might look like a smaller, story-driven experience, it does demand a bit more under the hood than you might expect.

The image above shows the system requirements based on my internal testing setups. The minimum spec PC I’ve tested on is running an i7-8700 (non-K), RTX 2080, and a single stick of 16GB RAM, so not even dual-channel, which could explain some stuttering or slower load times. Even with that setup, the game hits around 60 FPS at medium settings with DLSS Quality enabled. But I feel as if these test computer's aren't really up to the task to begin with so its hard to really tell.

I know these specs might seem high for an indie project, but I'm building something immersive and cinematic, and that comes at a cost. For players with more modern hardware, you'll enjoy high settings with Lumen fully active and little to no DLSS needed.

A few notes:

  • An SSD is strongly recommended. Load times on HDDs can be rough. That said starting the game for the first couple times can be slow but they improve.

  • DLSS really helps, especially on older GPUs.

  • GPU's with Hardware Ray-tracing Support are required

  • If you're below the minimum, that doesn’t mean it won’t run, just expect to tweak settings and maybe disable Lumen lighting.

More performance tweaks are coming as I near release. I appreciate all the feedback and patience as I continue to fine-tune the experience! SUBJECT TO CHANGE of course :)

You can get a hold of me either in steam discussions or on DISCORD

—Fitzy
Developer, Emberwave Studios

The Midnight Walkers - TheMidnightWalkers

The Tech Test is delayed by 1 week to July (PDT: Jul 03 18:00 / EDT: Jul 03 21:00 / UTC: Jul 04 01:00) for better stability. A NA partner test will run on (PDT: Jun 28 19:00 / EDT: Jun 28 22:00 / UTC: Jun 29 02:00).

Hello Survivors,

On June 21 we ran a small, invitation-only partner-streamer play-test in Asia for 5 hours.
The goal was to surface any issues—large or small—before the upcoming Tech Test originally planned for 27 June.

The session revealed several problems that require concrete fixes, and the development team is already on them. In addition, the results made it clear that a focused test for US Servers is necessary.

To secure a more stable environment, we are moving the Tech Test back by one week:

Global Tech Test Starting:

PDT (UTC-7): Jun 26 18:00 – Jun 29 18:00
EDT (UTC-4): Jun 26 21:00 – Jun 29 21:00
UTC: Jun 27 01:00 – Jun 30 01:00

PDT: Jul 03 18:00 – Jul 06 18:00
EDT: Jul 03 21:00 – Jul 06 21:00
UTC: Jul 04 01:00 – Jul 07 01:00

Partner Test:

PDT: Jun 28 19:00 – Jun 29 00:00
EDT: Jun 28 22:00 – Jun 29 03:00
UTC: Jun 29 02:00 – Jun 29 07:00

Partner Test Server(ample partner pool): North America + Asia

Our aim is to enter a public large-scale Tech Test with the previously identified issues minimized.
The new date is firm, and every effort is being made to meet—and exceed—your expectations.

We realize another delay after multiple delays is very unfortunate, but just give us 1 more week so we can try to make this Tech Test experience the best as possible for you!

Thank you.

Species: Unknown - Wanatiff
🧪The Closed Beta for Species: Unknown is currently underway — and it’s not too late to join the mission! Join our Discord and help us shape the future of the game.

🚀 How to Join

✅ Head over to the Steam page and click the "Request Access" button under the Playtest section.
This will put you in the waiting list to the beta build and allow you to start playing in the following days.

💬 Join the Community

For updates, bug reports, and to chat directly with the devs and other testers, join our official Discord.

🗣️ We Need Your Feedback!

Once you’re in-game, you’ll find a Feedback Form directly in the main menu (you'll also find it in the private Discord channel). Please take a few minutes after your session to tell us what you think — your insights are extremely valuable to the team!


🎮 The Closed Beta runs until July 8 — Thanks for testing with us, and good luck out there… something’s watching. 👁️

Slimekeep - benbonkgames

Hey everyone, I'm happy to announce a pretty large update for Slimekeep that adds controller support! You guys have asked me so many times now to add this and it's finally here, so I hope you enjoy.

I will just leave a few disclaimers regarding this update to be clear however:

  1. Things may not be perfect. I've tried my best to test everything but there very well may be issues I'm unaware of, so if you encounter any controller-specific oddities, please let me know by reporting them in my Discord server.

  2. Unfortunately this update may not bring support for all controllers out there. From testing, Xbox, Playstation, and Steam controllers seem to all work perfectly. However, I have had issues specifically with Nintendo Switch controllers and other third party ones. So I'm really sorry, but I can't guarantee these controllers will work with this update. This is because I developed Slimekeep on a very old version of unity that is unable to update to the newest version of the input system I am using, so I really apologize for this. You may however be able to get around this by using a controller emulator or via steam input.

  3. Speaking of steam input, it should hopefully be disabled by default, but if you have previously enabled it, be sure to disable it from your steam library! Steam input conflicts with the native support I have added and may lead to issues.

Anyways, I hope you enjoy this update and please let me know what you think! I really don't play too many games on controllers so I'm not the most familiar with the best default key binds, or general player preferences, so if you have any suggestions, I'm happy to hear them. Also stay tuned for my devlog on how I added controller which will be out this later this week!

I've also fixed a few bugs in this update, so here they are:

Bug Fixes
  • Capped Hoarder upgrade's damage buff to 100% max

  • Fixed rare bug where dialogue didn’t show in the Apartments or Goo Station

  • Fixed a persistent bug where the player couldn’t leave the house after toggling house skins

  • Fixed broken behavior for Shield Slime

  • Reworked Slime Rush slimeball system to never drop more than 100 slimeballs per round

  • Adventurer NPC can no longer spawn in Challenge Mode

  • Buffed Double Shot and Triple Shot upgrades (less punishing damage nerfs)

  • Disabled opening Challenge Mode panel while reloading

  • Tweaked “Super Rush Ready” popup logic to not trigger early

  • Optimized slimeball spawn effect in late-stage Slime Rush to reduce lag

  • Fixed bug with the Mailman Slime Rush upgrade

  • Fixed Digger Slime error in Slime Rush

  • Fixed boss chest item pickup glitch when collecting too quickly

  • Fixed Digger Slime death animation not playing in Slime Rush

  • Fixed Goo Station weapon duplication exploit

  • Fixed Coiler weapon not working in Slime Rush

  • Player’s total damage nerfing can no longer go below -50%

  • Removed Gladiator Slime from Slime Rush

  • Slightly nerfed slimeball drops from Stage 2 slimes in the pen

  • Improved collision checks to prevent player or slimes getting stuck inside walls during Slime Rush

Happy sliming,

BenBonk

Species: Unknown Playtest - NoLaSP
[Fix] Developement debug terminal sometimes appears in mission room
7:01am
Drakkar Crew - Annieway
  • Improved the display of markers in equipment and weapon slots: markers are no longer shown for items that are similar or inferior in characteristics. They can help determine if an item can be replaced with a better one.

  • Improved lighting in some locations.

  • Accelerated the recovery of unit combat readiness for units not involved in landing operations, as well as the recovery of combat readiness by healers (speed increased by 2 times).

  • Fixed certain animations of the main character in werewolf form.

  • Resolved noted issues in the interface and location textures.

  • Fixed localization errors in various languages.

  • Resolved the issue of losing control of the main character in werewolf form while pushing a battering ram.

  • Fixed cases of game crashes when exiting a location.

  • Resolved game freezes when loading saves.

7:01am
Good Morning - ルシ KJ



- Linux and Mac have been removed due to errors when compressing files. Windows only gang now.

- There are now 49 pages of the free artbook. The Artook is a good introduction to the Black and white Dreams lore.

- Fix a few bugs... Added my Long boring spanish name in the About section


GOOD LUCK GUYS HAVE FUN - LcieKJ

The Eminence in Shadow: Master of Garden - mrin

カゲマス新CM「甘い誤解」編を公開!
\恋人に間違われても私は構わないけど…?/
Shakes and Fidget - Leander Playa Games
Hello heroes!

To new shores! On Friday, July 04, a portal to the NEW WORLD EU21 will open at 4 PM CEST!



Create a character on the new world EU21 from June 27 and receive 25 if you connect it with your S&F Account before the world will launch on Friday next week! Then nothing will stand in your way when paying the mushroom dealer a visit.

Have a good start to your week!
One-Eyed Likho - Morteshka

We’re excited to announce that One-Eyed Likho launches on July 28!

Mark your calendars and prepare to face Likho.

👁️Add to your Wishlist and stay tuned!

https://store.steampowered.com/app/2346840/OneEyed_Likho/
...

Search news
Archive
2025
Jun   May   Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002