Exit Denied Playtest - Bonsai Bytes
•Steuerung für Interact und Collect wurde auf E gesetzt.
•Steuerung für Flashlight wurde auf F gesetzt.
•Hiding System mit Spind wurde angepasst. Morph Verhaltet sich normal und geht nicht mehr nur auf Spieler zu.
Dice With Death - Sea Glass

Hello everyone!

We're back with the second part of yesterday's patch that needed a little more testing. To keep it brief, we've added the next Circle difficulty level, and reworked Basilisk Statuette to make it a little less easy to dominate with.

Circle 4 - Death's Ring Box

The new difficulty level is the first where we gave Death a thematic set of relics (including a new one!). In this one, you'll battle against Death as he rummages through his Ring Box, gaining Gemstone Ring relics as your run progresses.

He also brings his new Ring to the table that gives a sneak peek at one of the spells coming with the Witch! As rounds progress, his Curse becomes more and more likely to eat one of your Dice for a Turn. Don't worry, he gives it back, just hope it doesn't happen at too crucial a moment...

Basilisk Statuette Rework

We all love locking Dice of Many Faces with Basilisk Statuette infinitely, but we also probably shouldn't be doing that. We've made a change to everyones favourite snake statue to limit it to locking each Dice once per Turn. It's still plenty powerful and can repeat combos, just not ad infinitum now.

Asides from other bug fixes & minor tweaks, that's it for the second half of 0.2.5b!

Let us know how you find the new challenge! Death will have further themes in the future, and the Rings set is just the beginning.

Cheers,

Connagh & Joel

STONKS-9800: Stock Market Simulator - TERNOX
Updates to Chinese localization and bugs in Chinese and Japanese.
Grim Pastures - qynn

1- The skill usage for Undertaker and Sliencer characters has been simplified. If a skill use fails, cooldown will not trigger.

2- It was detected that voice chat reflection settings were putting excessive load on the processor. These settings have been reverted to default to resolve the issue. Work on the audio system is ongoing.

3- An issue with revolvers dropped from dead characters not reflecting the current bullet count has been fixed.

4- The ragdoll simulation after death has been removed as it worked inconsistently across clients, causing corpse positions to differ. A death pose has been added instead.

5- Revolver now deals 100 damage on headshots. (Standard hit: 70.)

6- A sign has been added in front of the announcement tower.

7- Out of a total of 10 side quests, feeding animals, watering flowers, and planting seeds have been removed.

8- In default game rules, the number of tasks per player has been set to 1 during Early Access. Players can adjust this as they wish in custom settings.

TrackDown: Genesis - info
Adjustments to Graphical settings, for better quality and performance
DEAD MAN'S HAND: Card Roulette Action - ( ̄ー ̄)

Howdy, y’all. Tapkeeper here along with the team at DEAD MAN’S HAND Saloon bringin’ you exciting news straight from the Wild Frontier.

Bounty Killers - DMH Patch 1.5.0

New changes to the bounty system bring a whole new layer of gameplay to the DEAD MAN'S HAND experience.

The Bounty Board

Players of DEAD MAN'S HAND may have noticed some handful of times the option to place a bounty on a player that eliminated you from the game. In the earlier versions of the title, the system had slightly more functionality, but ultimately was adjusted due to limitations at the time. Because of this, the feature was largely underutilized, making that large bounty board space beside the HOLDER portrait rather vacant.

In this latest update, the bounty system now returns more powerful than ever. At any time during a match, players may click on the small icon next to the chat tabs to create a new bounty. This means you can place bounties not only to seek revenge, but also to influence another player during normal gameplay.

Persistent Bounties

The bounty system is far more robust than before, offering players a chance to become Most Wanted in the entire saloon with bounties that roll over between matches. As players continue to place additional FC bounties on the same player, the running total will continue to accumulate, resulting in an even larger payout when they are finally eliminated.

Please note that flavor text for bounties will not carry over between matches.

Quick Match Lobbies

One of the biggest struggles players face in DEAD MAN'S HAND is finding a match using our Quick Match service. To remedy this, we've implemented a new system that is sure to help amend the heartache of silent solitude.

From now on, when joining a Quick Match, you'll be sorted into a server-controlled lobby. From here, you can chat with other players in the queue and, if you all ready up, begin the game with less than four players! If you prefer to wait, the game will automatically begin once all four slots are filled.

We hope this new change to the matchmaking systems will make finding random lobbies a smoother experience. As a reminder, players receive double payouts when using the Quick Match service to find a game. While we began rolling out this new feature in our previous patch, we are now formally announcing it with the addition of our new Spectator Mode!

Spectator Mode

For those who want to sit out of the action and observe a match instead, SPECTATOR mode has been added to the game! While in the lobby, players can denote themselves as a spectator, allowing for casual viewing of a match.

Additionally, players who join a lobby while a game is in progress will be able to observe the game directly, rather than waiting for all players to return from their current match.

HOLDER & TARGET View

In earlier versions of DEAD MAN'S HAND, players could clearly see who the HOLDER was currently aiming at. This functionality was lost as we introduced the new targeting interface. As of Patch 1.5, all players will now see a crosshair at the top of the screen indicate which player is currently being aimed at.

That’s all for this edition of Wild Frontier news. Until next time, this is the staff at the DEAD MAN’S HAND Saloon signing off!

Itemized Patch Notes
  • bounty panel can now be accessed and used at any time

  • persistent bounties that can accrue (these do not include the text seen in the match they were posted).

  • new quickplay lobbies, begins when all players are ready or as soon as all 4 players are present. after the match, players are returned to the lobby and the next game will start when everyone is ready or automatically in 30 seconds if the lobby is full.

  • all players can now see who the HOLDER is aiming at before firing.

  • spectating, can mark self as spectator before the game starts or press SPECTATE while a game is in progress to join mid-match

  • lobby monitor now features the name of the lobby at the top

  • fixed bounty poster sfx not being affected by sfx volume

  • fixed inability to post bounties

  • fixed missing button graphics when using a controller

  • fixed player join noise not obeying SFX volume setting

  • fixed an issue with many queued game cutscenes still running in the background after leaving a match.

Sword Hero Playtest - FoWGames
Dialogue Hotfix
Space Mechanics: repair | hiring | crafting - faimouz493

Dear space mechanics,

This update adds a system for saving items, now after loading a save a spaceship will fly to you and deliver you saved items.

According to the advice from the review, indicators for squads have been added, now the type of ore that the squad can find and deliver will be displayed.

The system for successful delivery of ores has been changed, previously a squad had to have 500 points for successful delivery, now only 200 are needed, but this did not change the amount of ore delivery.

Bug fixes.

Bug#1 - in multiplayer, when charging teleporters, the battery might not charge the teleporter of the connected player.

Bug#2 - when using the save loading, if the squad had several identical spaceships, then only 1 of them was counted.

Bug#3 - the twelfth spaceship in the squad table was not deleted when loading a save.

in the plans.

A major update that will allow you to use the save system in multiplayer.

A conveyor that allows you to quickly transfer items from the workshop to the sales area.

Your review can be more powerful than any battery in the ship :)

Good luck with the repair <3

Smash N' Crash - REM Digital Studios

Hey folks,

I disappeared for a while, but I've been busy... lots of changes for this update. Once again I want to thank inSAMity for yet another very detailed list of bugs and suggestions -- it has helped me greatly.

It took me a while to build (hence why this update took so long), but I also made a package updater. For DLCs hosted on the REMDIGI Content Network, now you just need to run the REMDIGI Package Updater, rather than having to do full download/reinstalls (see instructions here).

Thanks for the support so far, and if I disappear again, just know that I'm working on something big.

-- NullReferenceException


Update Notes (Smash N' Crash v06-2025-08-03)

Packages

  • DLC changelog (v03-2025-08-03)

  • Added Package Updater for package download/syncing
    (located in "Smash N' Crash/Package Updater/REMDIGI Package Updater.exe")

Weapons

  • Added 30 second destroy for weapon group owner (empty object placeholder) to prevent unnecessary buildup

  • Moved pickup count to the weapon preset rather than per-spawner, to allow global adjustment

  • Added destruction of full weapon if the root missile of a weapon group is destroyed (ie. MIRV, Incendiary MIRV)

  • Fixed bug with weapon particle systems showing up at world origin

  • Fixed combo weapons not using energy

  • Balanced combo energy usage

  • Added rear firing for more weapons

World

  • Fixed camera clipping into ground with large vehicles

  • Added lives to deathmatches

  • Added persistent lives to mission sets

Input

  • Added input binding changer -- supports different controls per controller (Xbox/DualSense), however same controller models (Xbox/Xbox or DualSense/Dualsense) will share controls due to not having unique device IDs

  • Added crosshair system and auto/manual targetting for players to target enemies

  • Added button for each vehicle selection to change input profiles

  • Removed navigation from buttons to prevent bugged inputs with controllers, and it now relies on the controller cursor (much more reliable)

  • Increased mouse cursor speed

  • Added input presets
    Controller: Default, Arcade | Keyboard: Default, Left-hand Swap (Arrowkeys)

UI

  • Changed UI scaling to height instead of width, due to scaling issues in multiplayer

  • Added camera modes for varying distances

  • Added different colours to life sprites

  • Added backgrounds to volume sliders

  • Fixed sliders not working with controller cursor

  • Fixed dropdowns not working properly with controller cursor

  • Fixed event system not registering current controller cursor selection properly

  • Disabled Navigation events for EventSystem to prevent unwanted controls with controller

  • Updated controller icon spritesheets

  • Changed DualShock-style icons to DualSense icons (will allow custom input icon selection in a future update)

  • Removed the binding display list from the join screen (since it's now handled by the input binding menu)

  • Removed text colour inversion from player UI bars

  • Added Target FPS slider to settings

  • Fixed Simplified Chinese missing characters

  • Changed covers in DLC menu

Misc

  • Added per-playlist music playback type (sequential, shuffle, repeat)

  • Fixed cross-scene mission loading

  • Reworked loading screen to allow prioritizing mission data (name, description, thumbnails), over level preset

  • Added "are you sure" confirmation to "quit to menu" button, to prevent accidental presses

  • Added delayed save for settings, to prevent constant save calls when interacting with the UI

  • Added max face count to the face destruction effect, to limit total faces (better for performance)

  • Fixed language selection loading incorrect language between sessions

Fantasy Grounds VTT - BadEye
New Releases since Monday, 4th of August 2025

Fantasy Heroes Dice Pack Volume 2
Publisher: SmiteWorks USA, LLC
System: Generic Add-ons
Type: Dice Pack
https://store.steampowered.com/app/3925790

Solasta Campaign Rulebook: Revised Edition
Publisher: Modiphius Entertainment Ltd.
System: 5E Compatible
Type: Setting
https://store.steampowered.com/app/3917930

Pathfinder 2 RPG - Adventure Path #206: Bring the House Down (Curtain Call 3 of 3)
Publisher: Paizo Inc.
System: Pathfinder 2.0
Type: Adventure
https://store.steampowered.com/app/3763490

Pathfinder 2 RPG - Season of Ghosts AP 4: To Bloom Below the Web
Publisher: Paizo Inc.
System: Pathfinder 2.0
Type: Adventure
https://store.steampowered.com/app/3766890

Fallout RPG - Winter of Atom
Publisher: Modiphius Entertainment Ltd.
System: Fallout: The Roleplaying Game
Type: Adventure
https://store.steampowered.com/app/3903100

Fantasy Token Collection - Abyss 01
Publisher: Grim Press
System: Generic Add-ons
Type: Token Pack
https://store.steampowered.com/app/3906530

Tome of Wondrous Items
Publisher: Frog God Games
System: 5E Compatible
Type: Accessory
https://store.steampowered.com/app/3909170

Traveller - The Fifth Frontier War: Opening Moves
Publisher: Mongoose Publishing
System: Traveller 2E (Mongoose)
Type: Adventure
https://store.steampowered.com/app/3908980

...

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