The Goblin Game - Hi
-Made beginning easier, and fixed multiple collisions
-Added a tutorial to help new goblins in their endeavours
-Fixed a ton of collisions in general + changed some parts up a bit
Doctor Life Simulator - Christopher McAllen
We know we’ve kept you waiting, and we sincerely apologize for the two delays. But this was the reason: we wanted to make the experience accessible and meaningful for more people around the world.

We’re incredibly excited to share some big news with you!

To make Doctor Life Simulator accessible to a wider global audience, we’ve added full language support in the following languages:

🇬🇧 English
🇨🇳 Chinese
🇫🇷 French
🇩🇪 German
🇪🇸 Spanish
🇮🇹 Italian
🇯🇵 Japanese
🇰🇷 Korean
🇷🇺 Russian
🇹🇷 Turkish
🇬🇷 Greek
🇬🇪 Georgian

We’re also thrilled to announce that Doctor Life Simulator now features full Turkish voice-over! 🎙️🇹🇷

To ensure everything is polished and localized properly for all players, we’ve made the decision to move the Early Access release date to May 30, 2025.

We know delays are never easy, but we believe this short wait will help us deliver a better and more inclusive experience for everyone. Thank you for your support and patience!

See you soon in the hospital corridors!
Discord
15:26
Demining - Karba
  • Menu
    - Added a button for the new Discord Server.
Star Racer - Whatnot Games
Hello! This one is pretty exciting! I've been hard at work on the final official main course in the game. This one is Star Racer's "Rainbow Road" of sorts. I don't know if I'm quite happy with the name yet, but its called Cosmic Casino, and it features:

  • A great Jazz track
  • Dynamic lighting and obstacle changes that trigger from the music itself
  • A new Slot Machine feature to add some chaos to the course
  • Poker Chip feature where giant poker chips roll along the course. If you hit them, they give you capsules... and knock you back and damage you. That's Vegas I guess!
  • A new casino environment
  • Neon sign decorations in the course editor

Maybe I'll call it Cosmo Casino for an FFVII reference? I am still finalizing some of the earlier tracks, so they could still change a bit, but we are getting close to having all of the main courses done. All of the main courses are also available in the Grand Prix.
Better Mart - Exanticx Studio


Dear players,

Today we're releasing a new patch that fixes the many bugs you've reported to us in Steam discussions and on the official discord.
Some bugs are still being studied, tested and corrected for a future patch.

Thank you very much for all your feedback, both positive and negative.
It enables us to improve our game and do everything we can to satisfy you.

Thank you for trusting us.

🛒 PATCH NOTES 0.1.7 - Bug fixes and minor changes

◽ EXTENSION
  • Addition of the Wine Cellar extension
  • Addition of 8 cabinets for the Wine Cellar

◽ SHELVES
  • Upgrade pallet cabinet from level 75 to level 7
  • Add 3 plate shelves for wine cellar
  • Add 2 barrel shelves for wine cellar

◽ MULTIJOUEUR
  • Correction of a bug causing a 0€ purchase in the store and in the purchase of extensions
  • Correction of a bug causing a player to remain invisible after entering a bakery shelf
  • Correction of a bug in the stock menu that forced you to re-open the menu to see the price displayed. open the menu to see the price update
  • Fixed a bug causing too many restockers or crates to be purchased in multiplayer
  • Fixed a bug causing a gap between the customer and the shopping cart
  • Fixed a bug causing two players to fly away if they cross paths with a pallet truck
  • Fixed a bug causing the pallet truck not to be picked up from the host, when the client player has taken the pallet truck
  • Fixed a visual bug on clothes racks, causing the number of hangers to be out of sync

◽ STOCK AND STORE
  • Fixed a bug in the "Out of stock" category, which was not displaying the correct items

◽ ITEMS
  • Toilet paper can now be placed on the pallet rack.
  • Beer packs can now be placed on the pallet rack.
  • Wine boxes can now be placed on the pallet.
  • Can packs can now be placed on the pallet unit.
  • Beer bottles have new packaging.
  • Correction of a bug allowing the purchase of a crate without having unlocked the crate extension
  • Correction of a bug allowing the purchase of a crate without having unlocked the crate extension
  • Correction of a visual bug on crates in pallets
  • Change of crate for clothes
  • Correction of a visual bug on items protruding from shelves
  • Correction of a bug allowing the purchase of a crate without having unlocked the crate extension

◽ RESTOCKER
  • Restocker now replaces its pallet on the same location as it took it
  • Fixed a bug causing the restocker to be inactive for no reason
  • Fixed a bug causing it to be impossible to access a pallet
  • Fixed a bug causing it to be impossible to access a shelf or tray

◽ OTHER
  • Translation updated in English, French, Portuguese and German.
  • Fixed visual bug on caddies and baskets teleporting onto customers when entering store
  • Customers now fetch their caddies outside
  • All pallets that were under the floor, are now back on the surface
  • Fixed visual bug on bakery floor, causing it to flash
  • Fixed backup not saving to steam cloud
The Dark Queen of Mortholme - EldarQuest64
Just now, to an audience of millions being co-streamed by OTK at the OTK Games Expo, we surprise-dropped the second game in the Monster Theater catalogue, and our first published game: the viral indie hit 'The Dark Queen of Mortholme'

It is launching in just two and a half months, on August 15th.

Monster Theater is bringing the Queen to Steam with full controller support, over a dozen languages, Steam achievements, expanded community support, multiple endings, and more.

Let's chat about the game, and a little about what we're doing with our new approach to publishing.

Launches do not always unfold the way game developers want. Game Devs can dedicate all of their time, passion, and resources to their creations, but they still come up against things out of their control: bad timing, low reach, and let's face it, poor marketing strategies.

What I've always wanted to do with Monster Theater is create a publishing mission to ensure every game has its moment to shine. We will carry the torch and treat your game with respect, care, and effort, to help devs achieve whatever success means to them.

We believe in a personal, hands-on publishing approach focused on genuine connection and organic growth. We treat your game as if it were our own while ensuring the world knows it’s entirely yours.

Specifically with 'The Dark Queen of Mortholme', I saw an incredible title that was a pure work of art.

When I played it, I felt that it hit the exact ethos behind the games that I want to bring under our umbrella. Short form indies that pack a punch. I hope you see what I mean in August.

Have a game to pitch to us? Reach out! www.monstertheater.games
Rise Achlys - Allie


Rise Achlys will be featured in the Steam Zombies vs Vampires Festival from May 26 to June 2!

We’re still deep in development, but it’s exciting to see our souls-like rogue-lite take part in this special event.

Experience time-travel mechanics, diverse magic abilities, animal transformations, and challenging combat — all wrapped in a dark, atmospheric world.

Check out our Steam page during the festival and consider adding Rise Achlys to your wishlist to support the project!

https://store.steampowered.com/app/3005490/Rise_Achlys/
Jade Spring - slyllama
Read the full notes on the website!

Jade Spring is available on https://slyllama.itch.io/jade-spring! I’m really hoping that the Steam version will be available soon, but I am still waiting on a reply from them. The design in the image was built by apricot, who was able to make a whole new beautiful atmosphere in the game!

It’s a beautiful day outside. Flowers are blooming; birds are singing… On days like these, kids like you… Should try out the Jade Spring beta, which went up last Friday! OMG, I’m so thankful for the comments I’ve received from the people who have played the game already. A special thanks to apricot (Jade Spring’s incredible principal character designer), our testers, and Poksmox, who very kindly tried the game out on his stream.

I’ve collected a list of things I want to add and fix, and I’m hoping I can have the first lot of changes done this week! There are things on there ranging from grass clumps to plushie decorations to (possibly) being able to duplicate a selection of items. I’ve received a lot of great feedback and suggestions, and I also have a bunch more decorations in mind to add. (There are also thoughts of an expansion, hehe, but that will come a little later.) I really hope everything goes well with getting the game through Steam because it will make it a lot easier for people to update (which is the main reason I’d planned for Steam). For now though, I’ll also be adding a little indicator on the main menu of the https://slyllama.itch.io/jade-spring version which tells you if your version is behind the latest one.

Thank you again to anyone has tried out Jade Spring. There will be more updates to come here and on Bluesky; I’m thinking of making a behind-the-scenes video describing some weird and interesting stuff behind the game! For example, there is an inaccessible weed which will haunt the underneath of the map forever; it’s there so that the “crumb” system (weeds, bugs, and Dragonvoid blights) will never be fully unloaded.
Haunting Havens - Ayup Games
Episode 1, Part 1 (of 2) is LIVE! This includes some bugfixes, as well as adds a decent chunk of more content to Story Mode Episode 1. We hope everyone enjoys!
Astromeda - astromedagame


Hey everyone!

It's time for the monthly full game update!


I would like to start off by saying a BIG THANK YOU to everyone who tagged Astromeda on Steam with the "Great Soundtrack" tag! Having this tag appear on the game's page happens only when a lot of players in the community give the game this tag.
I love game soundtracks, so having this tag on Astromeda is so awesome!



NOW!...
Progress has been nice and steady since the last update, with us working on many different parts of the game. Like I said in the previous devlog, I won't mention what area we're working on to not reveal the order of things that happen in the game.
(All art and sneak peeks shown are a work in progress and are subject to change.)

But I can tell you this — with each passing day, Astromeda gets closer to release!



(There are just a lot more days left hehe. I'll talk more about that at the end of this devlog.)



I'd say that the two main things we've spent the most time on recently would be on the major story / major battle scenes, and side stuff like creating unique items/ribbons.


If you didn't get to play the Astromeda demo yet, items and their abilities can be upgraded with the help of a bacteria called Maria.
Items will play a big role in the game. Some have abilities that can impact combat, and make you form your own playstyle.
Your playstyle and choice of items/ribbons to use may also change depending on the fight.


Now, Bacteria may like drinking pizza...




But they may also like...
  • BREAD.



  • Or a nice drink!



Going back to the major story scenes.

I'm REALLY happy with what we've been able to make for the major parts of the game so far.
A lot of work and time goes into making these parts special.
I had very limited resources when making the demo, but now that I have a little more, I think you'll see the difference.


Some more sneak peeks!

  • Even these two are enjoying a refreshing drink!


  • You need to move, quickly. Buuuuut, would you stop to give it a lil' punch?


  • Is this... SAND? Or... not?....


  • Woahhh...



About Development

Like I said a few times now, progress is being made everyday on the game!

But, many parts of the game have expressive animations-- a lot more than the demo, which can take a lot of time to make. (Oce, the game's artist has been working hard on the animations!!)
And, each enemy in the game has its own unique attacks which also require animations and clever programming.
Heavy work on animations & programming has been more prevalent recently, as we've been finishing a major area of the game. We've put a lot of effort into this part, so we can't wait to show it to you!

All of this, however, is making it seem more likely that Astromeda will be finished in 2026 rather than 2025.
We're not even past mid-2025 yet so this may be too early to say, but it's important that I stay fully transparent and mention that now rather than at the end of 2025.

While the game is definitely taking more time to make than originally expected, I REALLY think it's going to be worth it!




Thank you for supporting Astromeda, and I will see you on the next development update! ❤️

...

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