From Glory To Goo - MillionMonkey

Hey Everyone,

0.2.2 is now live! Thanks to everyone who helped to test it and offer suggestions while it was on the beta branch. As always, feel free to provide feedback and report any bugs you come across on Discord or the Steam forums.

0.2.2 (Content Update #7)
Summary
  • New captains

  • A new map

  • A new ship and improvements to some modules

  • New robot and specific captain buildings

  • Significant performance improvements

  • More QoL such as Autocast and Attack Ground

  • Unit Sprite Modding

Captains
  • The Xenobiologist (New) - Harness the power of the planet and those who inhabit it, to drive back the Goo. Gain access to unique buildings and Tribal units that gain a unique ability that charges while they are in combat.

  • The Swarm (New) - Duplicate your captain for a powerful multiplicative force. Plan your base in more intricate detail by placing structures without immediately spending resources.

  • The Hologram (New) - A custom captain with access to The Robot faction

  • The Mutant - Gains access to living towers, long range artillery towers that also heal your units.

  • The Warlord - Gains access to training dummies, provides target practice for your units letting them level up outside regular combat

  • The Pyromaniac - Gains access to flamer towers, capable of burning enemies in a wide area

Maps
  • The Battle of Illian Verge (New) - A massive map with limited resources on the western edge where you deploy. Prepare for hordes from the west, but eventually you will also need to expand East for resources. Straight into a war between The Goo and RFI.

  • Significantly increased the maximum number of horde enemies that can be on the map on higher difficulties and increased the rate they spawn at. They will also travel in straighter paths and form slightly tighter groups.

  • Elysium Mons can now be played as a procedurally generated map

  • Robots spawn across the map if RFI horde is selected

  • Added Sky Shredders to Robot Hordes

  • Difficulty 1 is now a bit easier on waves 4 and 5

A New Ship and Some Improvements to Modules
  • The SSP-Crucible (New) - Comes equipped with the Void Meridian, an artifact that lets you increase the length of cycles

  • Thruster Modules - Added a 50% boost to thrust if there is no module to the left of this module

  • Rocket, Laser and Gatling Modules - All three have overall improved stats and some changes to their sound effects

QoL - Including Autocast and Attack Ground command
  • Autocast - You can now right click most skills to have them automatically fire when your unit has a target

  • Attack Ground – Units with AOE damage can be commanded to attack ground (Default hotkey V),

  • You can now place robotics on top of houses to replace them,

  • When modules are selected, the boosted grid will now display for Robots

  • Reactors can now toggle their tile boost ability (Default on)

  • Selecting a building and pressing f (default) will now let you place a copy of that building

  • Non draggable building placement will now let you place buildings on top of connectors to replace them. The connected state of that tile will be maintained

Robots - New Buildings and an enhanced FLOPs system
  • Data Processor - An early game building allowing you to produce a small amount of flops on boosted tiles without producing heat

  • Drone launcher - Aids in the construction of nearby buildings

  • Core - A late game building that produces additional effort based on the effort production of surrounding modules

  • FLOPs Boost – The Robots now gain small bonuses if they have excess FLOPs

Tutorial Improvements
  • Added an objectives panel

  • Buildings to be constructed are now highlighted in the GUI

  • Added to and reworded some tutorial panels

  • The horde cycle will now be paused for most of the tutorial

Significant performance improvements
  • Improved pathing and rendering performance

  • General performance improvements

  • Improved loading times, especially for The Robots

Balance
  • Reverted back to a flat damage reduction system with additional simple weapon and armour type % reductions. Currently only Heavy Armour ↔ Ballistic Damage has an additional impact on damage. This is to extend time to kill between various Robot and Human units.

  • Improved the targeting logic and effectiveness of all anti-projectiles.

  • The Sky Shredder's anti-projectile attack is now significantly more effective

  • Monolith damage 500 -> 400

  • Tacti-Droid's crystal/ore cost 0/3 -> 4/1

  • Heavy Android crystal/ore cost 4/2 -> 0/4

  • Bridges are now 1x1 and draggable

  • Some melee units are slightly wider with a corresponding range increase. This is to partly compensate for hordes being more densely packed.

GUI
  • "Hold" now displays if it is toggled

  • A Horde strength modifier percentage is now displayed on both versions of Elysium Mons

  • Split the military and turret building sections

  • Dragging building placement over the minimap will no longer move the camera

  • Updated some icons to display damage and armour types

Other
  • New animated Loading and Menu backgrounds by Tim Morrow

  • Neutrals and pickups are more likely to spawn in reachable areas

  • Added Decay Time to some summoned units

  • Units that decay no longer use workers

  • Some enemy types, like Wardrum MBTs will be less aggressive if in full fog

  • Added a “continue” button to the win screen of games. Allowing you to continue the game without waves.

Unit Sprite Modding
  • The animation sprites of most units can now be changed to whatever you want. Simply move the images in to the following folder path Mods → Graphics → {UNIT ID} → Move, Attack, Idle and Dead folders. See Readme for more details

Bug Fixes
  • Added a self destruct for horde enemies that get stuck for an extended period of time

  • Fixed orbitors making giant arcs to return to respawned captains

  • Fixed a case where parts of a horde would circumnavigate the map

  • Fixed an issue where Hold wouldn't always be maintained on a unit. Also saved games now remember the hold state

  • Fixed a case where using c4s in a game could cause some of your units to become untargetable

  • Fixed ore and uranium sometimes being placed on top of lava on Ignis Rift

  • Fixed the Monolith sometimes firing without charging fully

  • Fixed repair facilities not quite matching their displayed range

  • Fixed drones not flying directly to buildings if on the edge of your landing pad's grid range,

  • Fixed units ignoring manual commands if the game is paused and they have just been recruited and have a rally point assigned

  • Fixed the center on captain hotkey binding

  • Fixed smelters not always producing any ore if the value is too low

  • Fixed reactors not showing gain in the GUI on the Feldspar

  • Fixed not being able to rebuild the ghosts of under construction buildings

  • Fixed the drone bunker range display

Gigantes Ex Machina - AcrylByte

Hello, dear Anima candidates!

The Early Access for Gigantes Ex Machina finally begins on
August 5, 2025 at 5:00 PM (UTC)!

As a selected Anima candidate, you’ll awaken as a pilot of the next-generation weapon system known as Gigas, and embark on your first journey through a world torn by endless war and chaos.

In this Early Access version, you’ll experience new weapons, items, and abilities added since the demo, along with expanded language support. You’ll also be able to choose and pilot one of the three Gigas types revealed first:

Gigas Types:

  • MC-86 Machina – General Purpose Unit

  • AE-113 Aerial – High-Speed Recon Unit

  • AG-52B Argos – Heavy Armor Artillery Unit

System and Feature Enhancements

  • Xbox controller support updated with new key bindings.

  • Controllers can now manually use secondary weapons, abilities, and countermeasure.

  • Secondary weapons and abilities can now be assigned to different slots.

  • Pre-deployment loadout customization now available in the Hangar.

Additional Language Support:

  • Brazilian Portuguese

  • Turkish

Looking ahead to full release, we plan to expand the game through regular updates, adding new Gigas units, difficulty levels, story scenarios, maps, and system features.

Your feedback and support are invaluable to us—thank you for being part of this journey!


My Desktop Sister - sonataverse
Hey siblings! We’re back with a small but highly requested update for My Desktop Sister 💻💕

A lot of you have asked for more control over when your sister appears on top of other applications. Some of you want her to always be visible, while some want her to politely stay in the background when you’re busy... so we’re giving you the choice!

⚙️ Patch Notes

💡 QUALITY OF LIFE:

  • Added a “Stay on Top” toggle option in the settings menu, allowing you to choose whether your sister stays on top of other applications or not.

🛠️ KNOWN ISSUES:

  • We’re aware of some cases where audio lines don’t play correctly or get stuck. This is already under investigation, and we’re working on a fix.

🔮 UPCOMING FEATURES:

We are also working on allowing you to click directly on your sister to interact, so you won’t have to open the menu every time you want to pet her or give her attention.

We’ll keep working on improving your experience with My Desktop Sister, so keep sending your feedback our way!
More updates and new content coming soon 💕
Baby Kings - WoodNeeded

Hey hey! ːsteamhappyː

This Update contains:

  • New Level "Dim" -> Let's play some Hide & Seek!

Thanks again for in-game feedback! ːsteamhappyː

Have fun!

10:17pm
Star-Coat Playtest - BurgerCageStudio

Patch Notes August 4th

Avoidance and the Sniper

Heyo, it's me, iStead again. Another two weeks have passed and so we got another patch to drop for you guys. With much further ado, here's the goods.

**Game Changes**

New Enemy! The Sniper!

Added in a new enemy with long range. he loves to sit back and wait until he has the perfect shot on you. What comes next is a fast moving bullet that's hard to dodge, so best to stay out of his vision.

Avoidance

Enemies will now avoid and spread out from each other when they get too close. This reduces what we dubbed "Conga Lining", which was especially noticeable when they would take corners:

Before:


After:

Shield Regen

Added in a shield that will regen after several seconds of not getting hit. The hope with this is that you'll be able to take more engagements without camping to preserve your health. We increased the damage on the enemies to compensate for the increased tankiness of the player. Note that the Coat does not have this shield, so you'll still need to take fights wisely to preserve your mech for as long as possible.

Melee Sounds

Added in sounds for melee weapons that now go whoosh.

Carris Poison

Added in a perk for Carris Weapons such as the "Hornet", now after hitting 4 consecutive shots on one enemy they will become poisoned for several seconds.

**Visual Changes**

Mech Armor Icons

Added in icons for the Coat armor, visible in the loadout and equip menus.

Hand Placements

Updated hand placements for weapons so the weapons don't phase through their hands anymore, we figured that was a little painful.

Floor 2 Room Adjustments

Updated some of the floor 2 rooms to have additional objects in them, should make more fun shooting arenas in there now.

Elevator Room Change

Updated the elevator rooms to be in line with the new visuals of The Anomaly. Also it's clearer now that it's an elevator rather.

Mech Charge Bars

Added charge bars next to the crosshair that go up as you hold the charge button down and change color to indicate when they're ready to fire.

Enemy Strafing Animations

Added enemy strafing animations for when they move by avoidance.

Buttom Prompts UI

Added in some UI that makes it a bit clearer what buttons to press to perform several functions. These buttons are for: Summoning the Coat, using the Coat's shoulder weapons, and switching from gun to melee.

**Additional Changes**

Bugfixes (Brought to you by Peaches)

-Updated expired link to our playtest Discord server

-Removed the unintended ability to "prop open" locked doors by leaving the mech in the doorway, potentially causing a softlock. Now the Coat will recall if it's below a door when it locks.

-Fixed boarding your Coat in a doorway sometimes locking the door prematurely

-Fixed a crash caused by returning to the main menu while standing under a door

-Fixed jumpy animation when dashing twice in rapid succession

-Fixed new player's default gear not matching what starts unlocked

-Fixed the current run's drops and kill counts not resetting when restarting a run

Summer Cleaning

Cleaned up a good deal of bloated files that were clogging up the drains.

Balancing

Tweaked Homing Rockets to be faster over time

Reduced recoil and spread on Drake

10:13pm
Raidbound - Don't Cage Me, Bro.

Adjusted Tideblade base stats

  • Increased max hp from 140 to 160

  • Lowered speed from 21 to 14

  • Lowered damage from 57 to 35

  • Raised armor from 7 to 20

Adjusted Stoneguard

  • Lowered armor gained from 20 to 15

Increased all stat runes base values by 2-3 times, except for speed

Fixed some spelling issues on passives

LCF1 - Red-Mug-Coffee
  • Fixed an issue where the UI would disappear after skipping a week.

  • Fixed a bug where the "Key Card" quest dialog would repeatedly trigger.

  • Fixed an issue where Polaroid and Spy Camera items were not marked as “Sold Out” after being purchased and restarting the game.

  • Corrected the button icon in laptop text from "FanOnly" to "FNZone" to stay on the safe side regarding copyright..

  • Fixed an issue during the "Night Protein" quest that caused the men's bathroom door and item to disappear.

  • Fixed an issue in "Talk to Flex" where Toshi’s image would freeze and not display properly.

  • Fixed an issue where Emilia’s chair at the bar was missing.

The First Descendant - siuuuuuuu
Greetings, Descendants.

We'll be having server maintenance.

 

■ Maintenance schedule

PDT

2025.08.06 (Wed) 22:00 – 2025.08.07 (Thu) 05:00

EDT

2025.08.07 (Thu) 01:00 – 2025.08.07 (Thu) 08:00

JST

2025.08.07 (Thu) 14:00 – 2025.08.07 (Thu) 21:00

CEST

2025.08.07 (Thu) 07:00 – 2025.08.07 (Thu) 14:00

AEST

2025.08.07 (Thu) 15:00 – 2025.08.07 (Thu) 22:00

※ The game will be unavailable during maintenance.

※ The maintenance details and time are subject to change.

※ During the maintenance period, the attendance check feature in The First Descendant Companion App will be unavailable.
※ During the maintenance period, the View My Game Info and search features in The First Descendant Companion App will also be unavailable.

 

■ Maintenance details

- New battlefield ‘Axion Plains’ updated

- New Descendant ‘Nell’ updated

- New feature ‘Vehicle’ updated

- New feature ‘Arche Trigger’ updated

- New Colossi ‘Wall Crasher’, ‘Storm Hanger’ updated

- Update 1.3.0

- Content Improvements

- Bug Fixes

※ We will update you with further details on Update 1.3.0 announcement.

 

Thank you.

Magic Boutique of Royal Blue - kkangto0
Hello!

The East Asia Indie Games Celebration 2025 has begun!
Explore a variety of unique and exciting indie games from Taiwan, China, Japan, Korea, Hong Kong, and Macau!



To celebrate, Magic Boutique of Royal Blue is now 50% off! ✨
The event runs through August 19, and the discount is available until August 14.

During the festival, we’ll also be hosting special developer broadcasts:

- Steam Developer Playthrough (Pre-recorded, with subtitles): August 8, 20:00–22:00 (GMT+9)
- Steam Developer Live: August 9, 20:00–22:00 (GMT+9)
* The game will be played in Traditional Chinese.

Vote for your favorite games on the official site:
http://eaigc.filtergame.com

Enjoy the festival and thank you for your support! :3

Thank you.

KKANGTO STUDIO
Ox & Horse Work in Hell - 炜哥天才
Fixed: Resolved an issue where the game failed to correctly read the default language setting during Steam login. The game now properly recognizes your Steam language preferences.

New: Characters now have unique attack animations when attacking while running.

Adjusted: Optimized the UI selection cursor to reduce accidental inputs and make your choices clearer.
...

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