War Trigger Playtest - Lolo

- Added new snipers: Akula & OSV96

- Added support for web browsers

- Improved aim sensitivity with PIP scopes

- Improved: PIP scope fade in/out

- Improved: allow reload to complete when close to completion before interrupted

- Fixed: claymore suicides in FFA

- Fixed: clan tag not showing in victory/defeat screen for FFA

- Fixed: toggled aim, pressing sprint while aiming will prevent sprinting forward

- Fixed issue equipping some weapons with material modifications

- Fixed sniper not showing in Basic Training

- Fixed: Groza broken for some players

Warhammer 40,000: Dawn of War - Definitive Edition - John_RE

The Dawn of War – Definitive Edition team sits down to chat about the work they’ve put into updating the game, and what it’s like to return to a project from 20 years ago. Warhammer 40,000: Dawn of War - Definitive Edition will release on August 14th 2025 at US $29.99. As a thank-you to our loyal fans, players who already own Dawn of War - Anniversary Edition will receive a 30% discount on the Definitive Edition. Wishlist it now!

Want more gameplay?

Check out the first full gameplay reveal of Dawn of War - Definitive Edition in 4K! Design Director Philippe Boulle plays through Dark Crusade’s Pavonis Spaceport mission while discussing what new and returning players can expect from the game.

Ancient Kingdoms - Ancient Pixels
We're excited to launch Ancient Kingdoms v0.8.1.1! This update brings new content, balance tweaks, and key fixes to improve your adventure. Here's what's new:

New Features
  • Added Purrweave Clothes to the Felarii faction vendor.
  • Introduced Plaguehide Armor.
  • Added more loot to Scaleblight for richer rewards.
  • Bear Mount now has a 90% stun resistance chance.
  • Added shadows to Cooking Over, Alchemy Table, and Craft Station for better visuals.

Balance Changes
  • Increased drop rates for most boss and elite items.
  • Slightly reduced HP and HP regen for most high-end bosses.
  • Raised prices for faction mounts and clothes.
  • Improved summoned mob spawn positions to avoid overlap.
  • Enhanced cooldown display for skills under 10s to show one decimal.

Bug Fixes
  • Fixed magic Damage-over-Time (DoT) effect damage.
  • Resolved issues with the Amulet of Immortality.
  • Fixed visual bug with some Felarii NPC ears.
  • Corrected summon skill cooldown display bug.
  • Fixed NPC trading to show correct last item prices.
  • Corrected typo in Plagueward Sash description.
  • Common messages like "That Skill is not ready," "Low Mana," "Low Rage," "No Valid Target," and "You can't reach that" now show only as floating messages, not in chat.
  • Fixed Outer Planes Portal to show a message when not ready.

Thank you for your support! Jump into Ancient Kingdoms v0.8.1.1, explore the updates, and share your feedback on our community hubs. See you in-game!

The Ancient Kingdoms Team
THE HOUSE OF THE DEAD 2: Remake - Forever Entertainment

THE HOUSE OF THE DEAD 2: Remake is a remake of the second entry in the well-known and popular rail-shooter series. Take on the lone role of a secret agent as James or Gary, or team up in co-op mode to neutralize the dangerous creatures standing in your way.

Game Features

    • Remastered music (with the classic soundtrack also available in the game)

    • Modern graphics

    • Gameplay faithful to the original game

    • Co-op mode

    • Different endings and branching levels

    • Multiple game modes

Explosive Odds - Pig Bot Games
Tiny Teams Demo is LIVE!!

Hey all, the Yogscast Tiny Teams event has officially started!! Which means the DEMO IS LIVE right now up through the 17th of this month! The game has improved a lot since the last demo we think you will have a good time! So get some friends together and try it out. See below for a brief overview list of all the new content.

Explosive Odds Releases Sept 24th!

Also we are very excited to share that the game will be officially releasing on September 24th! Check out the latest new release date gameplay trailer: https://www.youtube.com/watch?v=pVPBOOFBe5Q

Jump in the demo to experience:

- Lots of visual updates

- Minigames

- New Abilities

- Expanded match options

- Voice chat

- Draw your own face

- Lobby Browser

- Steam Integration

- Lots of gameplay tweaks and additions

Check out the Tiny Teams page here: https://store.steampowered.com/sale/tinyteams2025

And of course the Explosive Odds page here: https://store.steampowered.com/app/3674980/Explosive_Odds/

INVERSUS Deluxe - hypersect

We've updated INVERSUS to the latest version of our game engine! This is the same tech that will be powering our upcoming game, Never's End.

This update gets INVERSUS back into a state where it is easier to maintain and will help us test the new engine features before Never's End releases, but there are also some small updates to INVERSUS as a result.

  • INVERSUS no longer advertises keyboard as a playable device at the title screen when on Steam Deck which should let us finally get full approval for Steam Deck compatibility.

  • Audio quality of the music should be slightly improved, but it's probably hard to notice.

  • The low amplitude tails of the vibration effects have been trimmed which will improve feel for non-official (or just old) Xbox or PS4 controllers.

One large change is that we no longer support DirectX 9. Steam also dropped support for DirectX 9 a while back so I don't expect this to cause any issues, but if anyone still wants to access the old version of the game, you can do so through the BETAs feature in Steam (select beta v1.7.8). Just be aware that the old version will not be able to play online against players using the new version. Also, the save files are not backwards compatible if you are toggling back and forth.

If anyone has issues, please reach out to me at support@hypersect.com or one the Discord server at https://discord.gg/hypersect

Fortress Connected - Ellis
Some of you have probably been waiting for some news on the current status of Fortress Connected. This blog post is here to answer that!

Development has been VERY active, and we've been making major strides in progress! Major strides...

Before diving into this, we want to make some things clear. Quite a lot of the unfinished content from old-FC will not remain in the new SDK version (such as most custom classes and items).

This means we are working on a clean slate, going in a bit of a different direction than before, while still keeping the core concept of Fortress "Connected".

Regarding our Left 4 Dead maps, the entire No Mercy campaign is playable from start to finish complete with cutscenes, car alarms, infected, pickups... everything!

Along with that, multiple Left 4 Dead elements and systems have been adapted to Team Fortress 2:

- A director-like system for spawning infected and other items around the levels

- Some common and Special Infected from L4D1:

- Smoker

- Boomer

- Witch

- Tank

- Temporary Health system similar to pain pills.

- The ability to be downed/incapacitated and revived by teammates

- While downed, you can use whatever weapon you were holding while downed. This means you can provide cover fire while being revived.

- While downed, you get 300 HP.

- While downed, you will have a glow effect that all teammates will be able to see, and the player will automatically call for help.

- After being revived, you will have temporary health that will decay slowly until you heal

- Custom animations for being downed or grabbed

- Weapon pickup system like Left 4 Dead, allowing players to use custom weapons placed around the world.

- Custom throwables

- A "gore" system for the infected. (From *Fortress Zombies*)

- When shot in the head or arms, those parts will blast off the infected!

What else is there to do for Left 4 Dead?

- The original launch plan was for just the No Mercy campaign. However, with how fast we've managed to get the first campaign in a playable state,

we may do more campaigns for launch as well!

How about the Half-Life stuff? How's that going?

- Half-Life 2 + Episodic coop is in a fairly stable state. However, there are still a few issues that are being worked on.

- A lot of the Half-Life 2 maps have been modified with anti-rushes, new co-op specific content, hidden locations, and more!

- As of right now, Half-Life: Source support is out of the picture until we hear back from Valve for permission to use the public Half-Life code. We'll keep you in the loop here.

- Full Half-Life 2: Deathmatch support with Team Deathmatch and planned FFA modes!

- Full NPC sapping, use your spy items on Combine turrets, manhacks, scanners, and more!

How about new FC specific content? What's going on with that?

Fortress Connected is a mod that is built on a mod of a mod of a game, and we feel as though we should allow for modders to have their fun with our game as much as they please

This is why Fortress Connected has an official Steam Workshop, allowing for mods, maps, weapons, and just about anything else you could make for the game to be uploaded and shared.

For modders and mappers, we have a new system called "EDT" that allows maps to be modified with just a text file, not requiring mappers to edit VMFs or recompile.

This means that servers or workshop mods could use custom edits of maps. This, plus VScript, means you can do just about anything!

Along with EDT, we also have a new game mounting system that allows for mounting just about any source game with a TXT file.

One example of such that we have tested is giving full functioning map logic to the levels from Day of Defeat: Source. This was done completely with EDTs and only needing the content mounted from your steam library. Completely code free!

These TXT files can be uploaded to the workshop to allow for custom mod support. (For example, Build 2001, Hunt Down The Freeman, Black Mesa Source, etc)

Alongside supporting mounting of various mods and games, we will also have full MapBase support meaning MapBase mods will work alongside Fortress Connected!

This include mods in which you play as the Combine, such as Entropy Zero 2, thanks to our support for Blu Team to enjoy co-op campaigns as well!

And you would be sorely mistaken to think that all our eggheads in the devteam have been doing has just been goofing around with things like "optimization" and "bugfixing".

We on the team have been working hard on cooking up some new toys for the players to mutilate eachother and the Combine with, including but not limited to:

- The Hunter's Chopper, a Heavy primary that we tore off a crashed helicopter in the canals!

- The Homing RPG, a Soldier Primary that was kindly donated by our allies at the Resistance!

- Various buildings for the Engineer, inspired by previous concepts in the community, such as The Bounce Pad and The Mini-Dispenser.

- A new sapper, allowing for any smoking sneak to turn any Combine tech to his side!

And on top of all this, there will be many alterations to the weapons you've already got in co-op gamemodes. For example:

- The Razorback now protects from headcrab attacks and antlion guard charges, and the danger shield reducing damage taken from Xen fauna.

Alongside the new armaments, we will also be featuring new ways to make the Combine feel the squeeze, such as:

New gibs, allowing for Demoman and Sniper to literally make Metro Cop heads roll, and for other explosives to rip apart any unsuspecting Combine or alien in your path!

Taunt kills: Pick up that can? No, POW!. You can use any taunt kills from TF2 within FC with extended support for NPCs!

And what better way to end off this blog than telling the players that they will be able to track their progress, both in campaigns and in overall game achievements!

Thank you for reading, stay tuned for more in the future!

- FC Team

Trytka - Loczek <3

Hello Survivors,

A small update has just been deployed. We've given the main menu a fresh coat of paint!

In this patch, you'll notice a visual overhaul of the main menu for a more polished and atmospheric first impression. We've updated the look and feel to better align with the post-apocalyptic world of Trytka before you even dive into the game.

No gameplay changes this time around – just a little something to enhance the view from the starting line.

Thanks for your continued support!

The Palace on the Hill - Niku Games Pvt Ltd

Guess who!

Check out the new update with all new character portraits. Tell us who you like the most.

Also, did you get the Soundtrack yet? If not, purchase it in the 50% off Bundle.

https://store.steampowered.com/bundle/54326/The_Palace_on_the_Hill__Soundtrack/?snr=1_5_9__403

Rustwing - Sleepy Crystal

Patch notes for the update I mentioned in my big announcement thing. Been a while since the last update. Anyways, enjoy:

Fixes:
  • Fixed item type icons in the techshop being clickable and wreaking havoc

  • Fixed Temporary Shield ability blocking player laser attacks

  • Fixed Tesla Defence System being active by default and not consuming ability charge

  • Fixed Side Zapper II attack visual being visible at the beginning of battles as a single line

  • Fixed profile deletion not working

  • Fixed continuous laser weapons ignoring range restrictions

  • Fixed made aim indicator more precise

  • Fixed dash button being stretched incorrectly on non 16:9 aspect ratios

Improvements:
  • Made the game's intro cutscene be turned off by default

  • Tweaked tutorial dialogue a bit

  • Moved item selling from the Workshop to the Tech Shop

  • Moved repair button from the ship panel to the shop panel

  • Replaced No Misinputs perk with Improved Target Recognition: Deal and recieve no friendly fire damage.

  • Improved starmap generation, so that it is less likely to encounter many stations in a row

  • Adjusted combat camera movement to pan more towards pointer

  • Made primary weapon rotation indepent of ship rotation making it easier and less confusing to aim

  • Added more settings options: bloom intensity, screenshake, saturation

  • Added a notch on the ability indicator, no show the energy consumption of the ability

  • Implemented a run timer, and added it to the run preview panel

  • Updated pause menu exit warning text to make it clear progress is saved

  • Added version number in the corner of the main menu and pause menu (why wasn't this already in?)

...

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