ISLANDERS: New Shores - finnate

Hello ISLANDERS fans!

With the launch of ISLANDERS: New Shores just around the corner (10th July!), we’re excited to share what comes next -  the 2025 Content Roadmap!

We’ve got months of new content lined up, and we’ll be rolling it out frequently after launch -  completely FREE!. This is our way of saying thank you for being part of this cosy, creative little world we've built together.

What can you expect?

Monthly Steam Posts: Get the full rundown of what’s new each month.

Community Challenges: Fun prompts, goals, and high-score hunts. 

New Content Drops: Fresh buildings, island types, weather effects, cosmetics, and more.

Developer Feedback Loops: Share your thoughts with us directly through surveys and comments – and help shape the game’s future.

Why a roadmap?

We’ve always believed ISLANDERS shines brightest when it sparks creativity and relaxation. With New Shores, we want to keep delivering fresh little surprises that make you smile – whether you're returning for a quick session or diving deep into a new biome.

So think of the roadmap as a growing archipelago – each update a new island, new tools, or a new twist on how you play. 🌴

We’ll reveal more details closer to launch, and we’ll keep you updated every step of the way (including any hiccups along the way!). Let us know what you’d love to see post-launch – and thank you, truly, for being on this journey with us 💙

Sephiria - MegurinE
Hello, this is TEAM HORAY.
🥕 indicates improvements based on community feedback. Thank you!


0.7.39

Content Addition
  • Costume Appearance Change Feature: Added the ability to change the appearance of each costume. This can be unlocked through Fate Engraving quests.

Bosses
  • 🥕 Cult Leader Askard: Fixed an issue where hard mode-exclusive patterns would not disappear after phase transitions.
  • 🥕 Cult Leader Askard: Improved issues with hard mode-exclusive patterns overlapping with certain other patterns.

Artifacts
  • Green Gi: Fixed an issue where the effect was not displaying properly in certain languages.

Weapons
  • Spiked Club: Changed effect (Critical damage increase -> Launch 3 piercing thorns on critical hit)


  • 🥕 Standard Sword and Shield: Fixed issues where guard wouldn't work properly or would break immediately upon successful guard when MP was infinite.


  • 🥕 Creeping Despair: Fixed an issue where Fury couldn't be used twice in certain situations.

Costumes
  • 🥕 Adventurer Costume: Fixed an issue where it wasn't unlocking properly.
  • 🥕 Scholar Lizard: Fixed an issue where MP values wouldn't display after equipping a different costume.
  • 🥕 Ghost: Fixed an issue where using Stream of Recovery would occupy MP.
  • Changed to display maximum hard mode values for each costume.

Dungeons
  • 🥕 Library: Fixed an issue where traps wouldn't rotate in multiplayer.

UI
  • 🥕 Added Mini Dash Bar: Displays the number of dashes below the current character when dashing.

  • 🥕 Hard Mode Panel: Fixed an issue where it wasn't displaying properly in certain languages.
  • Added weapon auto-aim option feature (can be changed in settings).
  • Modified certain artifacts to show more detailed expected damage values.

Bug Fixes
  • 🥕 Partially fixed an issue where multiple copies of the same item would be dropped when dropping items in certain situations.
  • Fixed an issue where the world map image wasn't displaying properly at certain resolutions.

Multiplayer
  • Modified game flow so that when the host force-quits during multiplayer, clients can select pocket dimension items before returning to the title screen instead of immediately returning.

Other
  • Updated the game's Unity engine version from 2022.3.37f1 to 2022.3.62f1.


If you have any bugs or suggestions, please let us know through our Discord channel.
When encountering bugs or crashes, it would be very helpful if you could report them via email using the path below.
Thank you.
Log file path
C:\Users{Your_PC_Name}\AppData\LocalLow\TEAMHORAY\Sephiria
Player.log is the current session log.
Player-prev.log is the previous session log.
team.horay.game@gmail.com
UNDECEMBER - lg_ksm3028
Greetings, Rune Hunters.

We would like to inform you about the rewards distribution for the Season Starwalker Unpicked Ranking Event.

Rewards have been distributed to Rune Hunters who ranked 1st to 3rd place in the [Unpicked Ranking - 2st Round] conducted in Season/Standard mode until Jun. 5 (Thu) 2025.

※ [[url=https://ud.floor.line.games/us/bbsCmn/detail/1746014287506018307]Link to Season Starwalker Unpicked Ranking Event notice[/url]]

Please see below for more details.



[ Season Starwalker Unpicked Ranking Event Rewards Distribution Notice (2st Round) ]

- Affected Users: Characters who participated in the Season Starwalker Unpicked Ranking Event - Unpicked Ranking 2st Round and ranked 1st to 3rd place

- Date sent: Jun. 12 (Thu) 2025, 16:14 (UTC+9)
※ Rewards are sent to your mailbox, and you must obtain your rewards directly.
※ The reward mail will be sent only once to the character that entered the Unpicked Ranking, and the mail will be stored for 30 days (720 hours).
※ Please note that if you regress a character while holding an unclaimed reward mail, the mail will be lost and cannot be recovered.
※ The Ruby rewards will be distributed as free currency.



We hope you enjoy spending time with UNDECEMBER.

Thank you.
Soccer Clubs 足球经理人 - KING
“Soccer Clubs 足球经理人” is currently in the recharge maintenance state, and it is expected to be completed before 19:00.
Odile: Black Duckling Tale - Solutena

The following changes have been applied in the 1.0.8v update:

🐣 Mac OS Support
The game is now supported on Mac OS.

🐣 Transformation Issue Fixed in Castle Route Stage 4
Fixed an issue where transformation was possible in Castle Route Stage 4.

🐣 Additional Dialogue in Castle Route Stage 6
Added new NPC dialogue to help guide players more clearly through the stage.

– Sunflo Labs & Solutena Studio

Frost Protocol - playsicko

3 weeks since my last update. Time flies when you work all the time... For those interested in seeing updates more often, check my other social media stuff.

So now, it's 10 weeks into development. The biggest change is that I switched to real-time from turn-based. I had to rework all concepts to fit this new system so there's not that much in regard to new mechanics or visuals. Most of the work is under the hood.

Why did I do this? Turn-based felt boring. If you look at the gameplay video, your main goal will be to defend your crew / certain positions. In turn-based, this meant: Shoot / Use abilities -> next turn -> enemies move closer -> Repeat

Also, it made the game too tactical and strategic, whereas the atmosphere I want to create should be more dangerous and direct. There still will be a lot of strategic components to combat but they are implemented differently. Missions can / must be planned beforehand (analyze the map / tasks / spawnpoints, choose your crew / robots and their loadouts, etc.).

New Features / Changes:

  • As mentioned: Turn-based -> Real-time

    → Uploaded a gameplay clip for combat

  • More atmosphere:

    → Added a ground fog, better wind "clouds", darkened the color palette a bit

  • Changed the task system

    → Task have requirements (e.g. "Task: Restore Energy" must come before "Task: Activate Turret")

  • Map visuals:

    → Added a base on the tutorial mission to make the map feel more alive.

Whats next?

Still the same as last time: Highest priority: I really need to start early alpha playtests!

Conclusion:

I'm very happy with the change to real-time. Fits my vision of the game.

Have a nice day, guys!

Simuaction -シミュアクション- - Menbou
Support DLC1.
0:14
Elementallis Playtest - AnKae
✅ Changed some texts in Catalan and German
✅ There was a camera change in Draganeu that wasn't properly done
✅ Save system now stores permanently a save backup for each file
✅ Fixed a bug where you could drawn while teleporting
WARNO - [EUG] Gal Marcel Bigeard

Hello, hello!

Another new map is hitting WARNO’s shores in the not-too-distant future: Eiche! Much like the recently released Ohmen and Surrounded, the new map Eiche will come part as the free Reinforcement Pack #10.

Let’s go!

New Map Eiche Explained
The new map Eiche is inspired by the topology on the outskirts of Hamburg, with the usual Eugen treatment blending realism with tactical options. A dense mix of urban, industrial, and farm fields will be available for Eiche, set to be a 3vs3 battlespace, spanning an area of 81 km² (9x9 km).


It’s got the whole gamut of tactical options: choke points, dense forests, and built-up areas perfect for well-planned ambushes.

Several key central plateaus dominate the battlespace. Hold on to them if you want to have a shot at winning on Eiche.

On the edges, various command zones can be found. These will prove the right incentive for flanking manoeuvres or bold breakthroughs.

Eiche has been created for both Conquest and Destruction modes, but there is more: the new map has also been made for WARNO - SOUTHAG usage (in a variety of ways during the Army General campaigns). As such, Eiche as part of the free Reinforcement Pack #10 will be launched at the same time as our new expansion.


WARNO - SOUTHAG Expansion In Short
WARNO - SOUTHAG is WARNO’s second expansion after WARNO - NORTHAG and showcases the fighting in southern West Germany near the Alps and on the Czechoslovakian frontier.

In the southern reaches of Germany, the Warsaw Pact with the Soviet Central Group of Forces, bolstered by the communist Czechoslovakians, battles against a counter-attacking NATO SOUTHAG command led by France, with American, West German, Canadian, and reinforcing Spanish troops.

Until Next Week
We will return soon with more WARNO news!

Don’t forget the vibrant WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

See you on the battlefield.

Pellet Dodge - Lyvri
Hello Everyone!

First of all, thank you for purchasing and playing Pellet Dodge. It means the world to me that you're supporting me and possibly even enjoying my work that's taken a good chunk of my life to work on!

Thanks to that, a new milestone of this game's life has been reached; an official Google Play Andoid release! However, it isn't exactly as easy as Steam's submission process is, since to even begin working on anything behind the scenes in Google Play Console, you need to first perform a Closed Test.

That's great! How can I help?

Well, this is where YOU come in! I need testers for this Test, and what better place to find them is right here with people who already know the game! If you're interested, please fill out this this Google Form to submit a request for access to the test.

Since this whole process is manual, replies may take time, and keep in mind that space is limited to 100 users, so act fast if you want to participate!

...

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