Haunting Hijinx - zibetnu

This update took longer than expected, but I'm very happy with the results. The game sounds so much more interesting with even just a couple new sound effects!

Added
  • Ascending notes that play while the ghost takes damage.

  • An ominous sound that builds up while the ghost is summoning.

Changed
  • Overhauled the summon progress bar. It now has 4 distinct sections that light up when complete.

  • Overhauled settings menu to look a lot nicer and not need tabs.

  • Ghost now rotates gradually when changing direction.

  • Ghost now rotates to face a hunter it grabbed.

  • Improved performance via an engine update.

  • Reduced the main theme's volume to not be comically loud.

  • Sped up some agonizingly slow tutorial text.

  • Lots of other technical improvements.

ATLYSS - Kiseff
ATLYSS 72025.a7 released.
Verify integrity of game cache if the update does not occur.

  • Buffed Restora values, and lowered the cast time for Restora.
  • Slightly nerfed Curis values and slightly increased cooldown.
  • Imbue has a longer cooldown, so it cannot be easily stacked. The cooldown is 2 seconds longer than the buff duration.
  • Added a UI display icon for what dye your character is using on the equipment panel.
  • Added Yellow and Purple dye to the game.
  • Added consumable visual effects for when you use dyes.
  • Brightened the starting clothes for Byrdles to better represent dyes, such as the black dye.
  • Fixed dedicated vendor prices not working correctly. Example, Frankie selling a cape for 50 crowns, but ended up selling for 12 crowns instead.
  • Increased the ground pound effect size for the Barknaughts.
  • Added a stat re-adjustment for the King Golem enemies (Colossus and Valdur) for when they wake up, where it will attempt to scale the health on them appropriately.
Pow Vista - steven
- Huge memory & RAM optimizations. Game runs smoother on all devices.
- Fixed server lag which was especially bad when depositing large amounts of items into the bank.
- “Deposit All” is now nearly instant.
- Fixed duplicate PowDex notifications (no more double messages on drops).
- ESC now properly closes UI windows again.
3:17pm
AChat - rbskft

New costumes

MoteMancer - CyanAvatar
Greetings Automagical Alchemists,

MoteMancer has been years in development, and while there is still plenty left to build, I can think of nothing more fitting than releasing into Early Access with Automation Fest along-side the giants that have inspired me to make this game.

I'd like to share a roadmap (also available in game) of where MoteMancer is heading, and give some context around the simplified concepts to share my headspace.

Research - While the research tree is vast, there is still plenty of room for improvement and additions. Some slots you see in the research tree are Shattered, typically consisting of plans already thought out for the future, but also an opportunity for the community to take existing ideas and either make them better or outright replace them.

Air and Fire Power are hot off the press - they are very different from Life and also the least tested, so I imagine there will be improvements to be made there, but there are already interesting synergy and logistics nuances to each.

Runeshrooms will be later in your journey as they are Tier 2 Shadow research, but they offer a unique take on beacon gameplay, heavily inspired from Astral Sorcery. Currently there are two rituals available but 9 are planned.

Spell Improvements - Some spells deeper in the tree are not yet implemented but also some of the original ideas made less sense. There are also ways to improve the current spells planned like AoE Nudge and Excavator.

Entropy itself is a tricky beast, it's very easy to make it too oppressive, so I imagine there will be a lot of feedback in both the tuning of it and the evolution of how the challenge and tension escalates.

Blueprints (and a map) are hot community asks right now. They are both planned and both a little more tricky on a hex grid than a conventional square one, but we'll make it happen :)

Full Controller Support - technically MoteMancer is already fully playable on Steam Deck - if you are looking for controller layouts there are some floating around out community already. That said, my standards for "Full Support" are very high and i want to make the game very natural to play with a controller, and that will take dedicated time. The framework is there, but I'm sure you'll agree that nuance and feel are everything for a feature like this.

More Music Tracks! Aleksandria continues to work hard at polishing and refining the existing score, and there are still more tracks in store to round out the planes.

Art Improvements - There is so much to do here. I think MoteMancer is already in a good state but it could be much better. I have a lot of plans for FX and Night-time visuals especially, but gameplay was more important to focus on before polishing all of that. My hope is that I can spend time working on quality of life and aesthetics while gathering information for the best way to proceed with the larger features.

UI/UX improvements - Ongoing for sure. People still get stuck at some tutorial moments because the rules are nuanced. For anyone reading this that does get stuck and has an "aha" moment after, sharing what would have made the message more clear for you is suuuuuper helpful. Send an in-game report with \[F1] and I'll see it.

Affix Modes - MoteMancer is uniquely positioned for replay-ability because of the structure of the game. What if you started on the Fire Plane and Earth was completely shattered? What if Entropy spawned near every resource patch but Collectors were twice as efficient? There are so many ways to mix and match modifiers for gameplay, and I'm hoping institutionalizing a "Challenge Run" will give MoteMancer immense replayability.

Infinite Research - Ones the Elemental Orbs are restored, securing a stronger elemental link to the Library will amplify your efficiency in a variety of ways.

Achievements and World Seeds - Much of this framework is in place, but making the game stable was a top priority. These will come very soon.

And of course Community Requests - the in game feedback/bug/suggestion form is the best way to get a message to me at the moment. Hearing thoughts during flow state are super useful. Many ideas have already been implemented, and many more are on the docket. This game will only get better with your feedback and ideas.

Also! Any feedback about Localization is super helpful. MoteMancer definitely has less grounding in reality and I spent a lot of time trying to be poetic and functional and evocative all at the same time, but it's a fine needle to thread and especially in other languages. Any feedback on either syntax or even reading size is very welcome.

There is so much more to do, but the elemental sandbox is already brimming with toys for you to experiment with. Thank you for being along for the journey. And now... back to the lab!

~Cyanavatar

Milo - ammoburger

Milo Demo V1.7.9 Update

-added launch option for Directx 11 (fixes crashe at launch)

-reduced fuse duration for grenade

-added killfeed

-added onscreen messages

-minor weather adjustments/optimizations

-slain cultists can now spawn classic max ammo-like powerup

-rats now discover tickets less but the amount is increased

-more adjustments and details that are too much to specify right now

Minesweeper Madness - bearfallsbuilder
  • Fixed bug affecting playability of Infinite Mode
Astro Colony - AstroColony
Hey Astro Colonists!

The build with more improvements is here! It is adding GAME MODES to the multiplayer and polishing the game even further with more QOL, fixes, and new graphics.

MULTIPLAYER GAME MODES
Player HOST
It is finally possible to select the desired gameplay mode when hosting the game.


Every player that joins the lobby can see "mode" on the right side!

Dedicated Server
It is possible to configure a server to start any gameplay mode by enabling two flags in the ServerSettings.ini:
  • FreeConstruction=True
  • Sandbox=True
DOC: https://docs.google.com/document/d/11sC1F2HdSymO44Hklg3nfrO5D66YIs7rEUrGV1GjpDM

Loading savegame

From now on every savegame contains its gameplay mode. When selected to host a savegame, it will automatically continue the playthrough with compatible mode.

STEAM AUTOMATION FEST

The game is currently participating in the big festival on STEAM.

Please tell your friends, and don't forget to grab the game since it has a 50% discount!

https://store.steampowered.com/app/1614550/Astro_Colony/

FIXES & IMPROVEMENTS
  • multiplayer is now supporting MODES (construction, sandbox). You can select it in the multiplayer menu or start dedicated servers with params: FreeConstruction=True, Sandbox=True
  • menus got more improvements and final touches; buttons, dropdowns, tiles, and slots got a new look.
  • spacecraft no longer is showing thrusters when not possessed by player
  • scanned markers for quartz/stone/ice is now saved
  • fixed asteroid catcher consuming electricity when idle
  • fixed glitch with negative resource vein number
  • fixed gas 3d visuals to not overlap
  • logic signals have a new icon that is not similar to Wifi wireless signal
  • fixed oxygen barrier floor glitch
  • fixed vehicles marker position when moving station

It was a very busy week, so I hope you will like the changes.
Please let me know if you encounter any issues on Discord: https://discord.com/invite/EFzAA3w

Thanks guys so much for your support!
Tefel (Terad Games)
3:04pm
Asteroid Requiem - Wizards in Training

I’m honestly super excited (and a little exhausted!) to share that Asteroid Requiem is out now on Steam. Over the past few weeks, I’ve been working closely with testers and a wonderful Japanese translator to polish things up - and it’s finally ready for everyone to experience.

One big update I’m proud of: the Japanese version is fully finished and included from day one. I really wanted this game to be accessible for players beyond English-speaking audiences, and I’m really happy with how it came together.

A lot has been tightened up since the early builds. The final cutscene has been completely redone — I wasn’t happy with the first draft, so I rebuilt it to be more emotionally satisfying and flow better with the overall tone. Gameplay-wise, there are lots of small improvements throughout: smoother controls, better pacing, and improved stability.

On top of that, I’ve added a basic set of Steam achievements so there’s now a little extra motivation to explore and experiment with different play styles. Performance has been tuned up quite a bit too — especially for lower-end systems — to make sure the experience feels smooth and relaxing, even during the more chaotic asteroid collisions.

That said, this isn’t a “final word” for Asteroid Requiem

.I’d genuinely love to hear what you think. If you run into any issues or have feedback - or even just want to share your favorite moments - please reach out via the Steam discussions or on the Discord (https://discord.gg/M4SfBuqEJn).

Thank you so much to everyone who’s checked out the game or supported it in any way. This was a very personal project for me, and it feels amazing to finally put it out there.

Demonbyte - CouldCareLess

Hey everyone,

We’re excited to announce that Demonbyte has been successfully ported to the newest version of the engine we use! This wasn’t just a routine upgrade—it’s packed with long-requested features, bug fixes, performance enhancements, and improvements that many players (and fellow devs from other engine-built games) have been asking for.

While this patch doesn’t include new content, it lays the groundwork for a much smoother and more customizable experience moving forward. Here’s what’s changed:


🚀 Major Engine Features Now Live in Demonbyte
  • Instant Resolution Switching — No more needing to restart the game just to apply resolution changes. Change it, and it sticks immediately. 🎉

  • Mouse Invert Options (X/Y) — For the rare few who like their controls spicy, we now support full mouse X and Y inversion options.

  • Improved Mouse Movement — Mouse input is now much more consistent and uses raw input for smoother camera control.


🧱 General Fixes & Polishes
  • Company Splash Screen Fixed — A minor issue, but it bugged a few of you (and us), so we knocked it out while we were under the hood.

  • Menu GUI Text Color Changed — Swapped the harsh yellow text back to white for improved readability and accessibility.


🛠 Compatibility & Save Support
  • All saves made in previous versions should be fully compatible.

  • Broken/crashing saves should now load properly without crashing.


✨ Additional Engine Enhancements
  • Per-map light baking into vertex colors (for performance with dense lighting).

  • Expanded keybind support (some bindings now properly save and persist).


⚙️ Performance Improvements
  • Faster entity collision/movement

  • Better handling of weapon sprites

  • Optimized decals, particles, and skyboxes

  • Reduced FPS drops

  • Better performance for sequences and logic


🧯 Massive Bug Squash

This engine update comes with dozens of bug fixes, including:

  • Weapon flickering with multiple lights

  • Resolution scaling/rendering issues

  • Projectiles phasing through enemies

  • Crash fixes related to saving, loading, models, and particles

  • Fixes for improperly saved scripted light/weapon settings

  • Muzzleflash, draw/holster, and weapon state syncing

  • Transparent particle rendering problems

  • Dozens of crash scenarios now handled gracefully

For the full list of tech-side fixes (and there’s a lot), join our Discord!


💬 Final Notes from Could Care Less

This update wasn’t about new content—it was about setting the foundation. Future patches will now benefit from a more stable, powerful, and player-friendly engine.

As always, thanks for playing Demonbyte. Your support keeps the chaos flowing.

The Could Care Less Dev Team

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