Lumines Arise - SuperPac

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🔮 Wishlist on Steam today!

Supermarket Together - SelDEV
Hello! It’s been a while since the latest product implementation, here's a few more.

Changelog:
- Implemented 14 new products split in two new groups: Produce V and Sweets and Snacks VII.
*New produce: garlic, mushrooms, bell peppers, lettuce, coconut and cauliflowers.
*New snacks (dried fruits): peanuts, almonds, hazelnuts, pistachoes, raisins, cashew nuts, shelled walnuts and coconut chips.

- Optimized and merged textures from products nº32 to 86.

- Toilet paper and paper towel now feature a new experimental model iteration with no transparencies. All products will eventually drop all transparencies for better shader performance, especially some meat products with bugged visuals depending on point of view.

- Fixed an issue in which if an employee would take an order while a player was choosing one on a table, the employee’s order would remain there and could not be accepted. It should update correctly now.

- Added [X] interface buttons to close Order Packaging tables so players don’t have to press escape or any assigned button to do it manually.

- Fixed a localization error in the button for globally assigning the packaging role for every employee. Also disabled the manufacturing role button for now.

- Corrected material nº 6: WoodPanelWall. It had a slight change of tone when loading the game versus when recently placed.

- Fixed an issue in which the new Packaging employee would sometimes freeze in a spot when taking a product and had to be restarted via the employee's board in order to work again.

Racket Pinball - nivisionag
We’ve just released version 1.88, and here’s what’s new:

✅ Improved Ball Collision Handling – We’ve added an extra layer of protection against balls passing through rackets. Hopefully this improves the experience for those who occasionally ran into this issue.

💣 Dynamite Loop Bug Fixed – We’ve resolved an issue where dynamite could sometimes get stuck in a loop during gameplay.

✨ Visual Fixes & Enhancements – A few graphical improvements have been made to polish the overall experience.

Thanks for playing and for all your feedback — it helps us keep making the game better! 🙌
上午 11:59
Gridkeeper - pixelwide
Some users requested a Fuel Rate stat in the overview, so added that.
Moves Of The Diamond Hand - Cosmo D

One of the major additions to this game that’s new to my process is the idea of a “wandering agent” who roams around an area—like the classic Immersive Sim guard out of Thief or Dishonored.

As ever, I wanted to approach the wandering agent concept from a distinct angle. Sure, you could sneak up behind them and try to pick their pockets—all in the spirit of mischief. And my game leaves room for that. The agent has sight cones, patrol routes, and a sense that they can “catch” you. But there are aspects to this sort of encounter I’ve chosen which separate what I’m doing from my inspirations.

Agents on the prowl

For starters, more confrontational physical aspects are already being handled by my dice system. If a guard catches you, you can try to wrestle, cajole, charm, or bribe—whatever makes thematic and situational sense. However, if you’re unable to convince the guard, you’ve effectively surrendered. Then what?

For one thing, an unsuccessful encounter like this doesn’t lead to a one-on-one fight to the last person standing. Basically, when you surrender, the guard “ejects” you from the area you're trying to roam in. It’s a “start back at the edge of the arena” situation. It still creates tension because when you get ejected, both you and the guard gain condition dice representing the outcome. It could be something obvious like “Injured” or “Embarrassed”—like if a bouncer tossed you out of a club. As before, you’ll need to roll dice to fully remove this condition.

So the risk remains, but you still get to choose whether to step back into the area where the wandering agent might find you again. Failure is never game over—but it can be if you have an appetite for more risk.

Hiding, with a cost

Another thing I’ve added is the opportunity to hide. Hiding is simply finding an area in the game where you can be sure the agent won’t see you. Even if they’re chasing you, hiding gives you cover to wait out their search. However, once you step into a hiding “zone,” a timer starts. If you hide for too long, you’ll gain another condition—another die you’ll have to roll away later. To me, this is another way to keep the tension high so you never get too comfortable while engaging with this system.

Zones of Hindrance and Assistance

Finally, I’ve included certain traversal areas that give you passive environmental conditions. Examples include sticky surfaces or cloudy hazes that apply temporary conditions while you’re in them. You can’t roll these away as long as you remain in that environment. Guards can pass through these areas too, and the conditions affect them as well. Maybe you follow an agent into a hazy zone, but time your move so that they’re in it and you’re not. Yet more flexibility and reactivity in the system.

I want all of this to be dynamic, dramatic, and interesting—getting players to think about spatial traversal. But I also want to make sure players aren’t forced to engage with stealth if it’s not their style. They might move through a space that’s a little dangerous, or pursue an alternate path. The game is still a dice-based RPG at its core, so all of these systems serve role-playing, dice strategy, and the drama that comes with it.

To wit, I’m not grafting a stealth game into my current one—I’m incorporating stealth elements to serve dice-driven gameplay. It’s a genre hybrid approach. It’s a way for me to push what I feel is possible in this sort of space.

Part of why I’m excited about Early Access is that I get to workshop and refine this idea with you all. If you see opportunities for balance, for elevating the experience—or if it gets in the way of your fun—I want to know. I’m excited about the idea, but it’s still a work-in-progress, and I welcome your feedback when the time is right!

I look forward to sharing more of my new ideas with you from Moves of The Diamond Hand.

On the Dragon Wings - Birth of a Hero - devsofempire

Dragon Riders! I have a good news. I have fixed some of the achievements bugs. Especially Pig Slayer, Ship Sinker and Castle Attacker and Dark Friend achievements are fixed. Thank you for your patient. 😊

Kind Regards,

Queen Developer

Lost Child - robs2005

Lost Child — release on July 11 at 10:00 PM (GMT+5)

On July 11, 2025 at 10:00 PM (GMT+5), the short psychological horror game Lost Child launches on Steam.

What to expect:

  • ~60 minutes of oppressive, tense atmosphere

  • Endless, shifting corridors and unexpected jump scares

  • Voiceovers in Russian and English

Add Lost Child to your Wishlist and support the project—your support is very important!

See you on July 11!

The Jackbox Megapicker - Abby Russell

Playing Jackbox games for the Steam Summer Sale!

上午 11:53
EarthKart: Google Maps Driving Simulator - ColdHut

Complete refresh of the UI!

Added Suggested Locations,

Removed 2D Warning,

Streamlined Location picker,

Cleaned up home screen,

Dimmed brightness univerally,

Lost Paws - Dungeoneering Studios

Hello everyone!

Long has it been written our wayward dog was destined for greatness. Now with the uncovering of these patch notes, all our canines shall finally reclaim their birthright. Introducing update 0.9.1, with brand new Skills, Multiple save load, and much more!

New RPG Skills

Enter the complete RPG Skill Tree!

Natural Camouflage

Finishing out our left most RPG skill path is a power most discreet and sneaky. For those of you feeling most aloof, Natural Camouflage allows our favorite dog to fade out of existence (just like me), and avoid detection from *almost all enemies in the game. Even if you are detected, activating this ability will cause the majority of enemies to lose sight of you, and give up their pursuit.

Contact Hitman

For the middle RPG skill path, we concluded that our canine could use a bit more firepower. Thanks to the Cat Trader's aggressive teaching techniques, this dog has learned how to leverage currency to acquire some serious help. Contact Hitman allows all canines learned in the art of money to hire a friendly human to assist you against anyone who would dare threaten our canine friend. This human will provide gun support until he runs out of ammo or 60 seconds have passed, whichever comes first.

Majestic Floof

Next, for the right most RPG skill path, we had to mathematically derive in a lab how it was possible to make this favored dog even more fluffy and friendly. After several tests involving various chemicals, we concocted a way to push our canine's floof even further beyond. Majestic Floof allows all immaculate dogs to bravely howl, more than doubling their fluffiness and floofiness. Crowds witnessing your glory will applaud and shower you with quality gifts, and the fur effects will persist for 12 seconds. Additionally, your thick coat of fur provides you some extra damage reduction for also the same duration.

Multiple Save Load

On the topic of helpful new systems, we've now added the ability to have multiple save slots and load slots. Gone are the days of having only one slot to contain all of the power of everyone's favorite dog. With this update, you'll now be able to save and load in up to 4 different slots of your choosing, along with more meaningful name generation for your saves. You can see what it looks like now over here!

Other Changes / Additions
  • Added additional controller support for cutscene skipping in-game

  • Fixed a bug involving furious peeing while talking to the Cat Trader with a controller

  • Dealt with a missing material error caused by different dog breeds in game

  • Optimized several hundred textures in game to improve performance

  • Implemented automatic-graphics assignment when first launching the game

  • Reimplemented a pair of wearable glasses that mysteriously went missing 2 patches ago

  • Fixed a bug involving the Shadow Cabal not responding well to being shot at

  • And several more!

We'd like to thank all of our fans and followers for their support, with our next big update already in the works! Though the journey for our canine friend has been a long road, the full release is slowly but surely in sight. As for our next update, the time is fast approaching for the next major phase of this dog's journey, and we hope to see you there for when it happens too. Thanks again for reading and we'll see you in the next one!

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