Blood Bowl 3 - Community Manager Cyanide Studio

This new update brings several key fixes to improve stability, rules compliance, and core gameplay mechanics:

✔️ Softlock fix after a failed dodge – Resolved an issue where the game could freeze when manually confirming the use of Dodge and certain other skills after a failed first dodge roll.
✔️ Jump Up skill now works correctly – Prone players can stand up and Block without needing a Blitz.
✔️ Matchmaking settings fix – The team value setting chosen in the Manage Team menu is now properly saved and applied.
✔️ Kick-Off Blitz rules compliance – Special Actions that replace a Block can now be used during the Blitz Kick-Off Event, as per the official errata.

Thanks again for all your feedback and support – and see you on the pitch, coaches! 💀🏈

2:10am
Avalone's Adventurers: My Parents were Assassinated so I've Started an Adventuring Party to Avoid a Political Marriage - Night Stroll Studio

There's a new update for the demo available now!

  • There's a new look to parts of the game.

  • There's a greater variety to the ambient sounds.

  • There is now a way to organize attached pages.

  • You can now use the keyboard for more things.

    • Middle-click / R / C: Attach pages. Repeat to rearrange attached pages.

    • Up / Down arrows: Look up / down.

  • Updated controls tutorial.

  • Several bugs have been fixed.

咸鱼殿下 / My journey - 咸鱼殿下制作组

Today's update includes the following changes:

  1. Added video playback rewind function.

  2. Holy Light removed.

归途 - 2447547082

游戏终于发布了,虽然只是简单的短篇,但也折腾了我相当久,耗费了许多精力。

感谢每一个愿意游玩的玩家,以及感谢所有给予我帮助的人。

没有你们我一定还要在坑里痛苦摸索一段时间。

SMASH LEGENDS - jueun3691


Greetings, Smashers! 💚
Please check out the update notes by clicking on the link below.


[url][/url]
Despot's Game: Dystopian Battle Simulator - George | tinyBuild


• Seasonal Mutation: "Season of Might" •

"Season of the Brawl" is over! In the previous season, we increased the number of tokens earned in Brawl by 25% and buffed several mutations. These changes remain in the game.

Welcome to the "Season of Might"!
Seasonal Mutation: This season, level 5 of class abilities is significantly buffed.

We always appreciate your feedback regarding seasonal mutations. Regularly — usually one week before the season ends — we hold calls with players on our Discord server to discuss game balance and upcoming changes. Join us!

• Mode Balance •
  • The number of tokens earned in all Sprint modes has been slightly reduced.
• Mutation Balance •
  • "Meganewbie"'s summon cooldown reduced: 10 sec. ➔ 1 sec.
  • "Mass Taunt"'s cooldown increases by 3 sec. ➔ 5 sec. for each use.
  • "Hail Satan!" mutation nerfed: damage 750 ➔ 650
  • "Right in the Heart" reduces maximum health of taunted enemies by 20% ➔ 10%
  • "You Thought" now triggers every 5 sec. ➔ 4 sec.
• Class Abilities •
(NOTE: These changes do not apply to the Brawl mode)
  • "Buff Tower": cooldown reduced: 20 sec. ➔ 16 sec.
  • "Critical Hit": activation chance: 45% ➔ 55%
  • "Bomb": damage: 230 ➔ 300
  • "Attack Speed Aura": attack speed bonus: 60% ➔ 70%
  • "Heal": restores 190 ➔ 240 health
  • "Call of Cthulhu": cooldown: 6 sec ➔ 5 sec, level 3 tentacle damage: 466 ➔ 580
  • "Dodge": cooldown: 5 sec ➔ 4 sec
  • "Thunderbolt": damage: 320 ➔ 400
  • "Linked": damage distribution percentage: 80% ➔ 85%

King of the Hill Season 41 Results

WINNERS:
🥇Dayemon
🥈Дранік
🥉スヴァット(Suvat)



Congrats! Your victory medal has been added to your name on the leaderboard.

Season 42 starts right now and ends on July 10th at 16:00 UTC.




Check out our new game Slime 3K, Version 1.2 is out now: Slime 3K: Rise Against Despot.

Join our community to share your feedback with the devs and chat with other puny humans like you:

Discord
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Facebook
Instagram
Reddit


Deluded - sunraysteam
Nooooooo, a dev update again?! 😫 But it’s been so long since the last release…

Yeah, I know—I know… Everyone’s waiting for something new to play. Believe me—I’m just as eager as you’re 😅 So, today I wanted to kick off this post by giving you more insights into what we’re working on and why it’s taking so long.

Deluded is not an easy game to make. It consists of complex systems and a complicated storyline. Just to give you an idea, last time I checked—our game had a whopping number of 247 character attributes! 😱 But that’s not something to brag about—and is not the point.

The point is, for the project as complex as Deluded we intentionally chose a pretty restrictive roadmap approach where each major update focuses on developing a single large gameplay system. And this comes with consequences such as less frequent updates.

Why’s that? You see, adding a new system is not as simple as just tossing in some new lines of code. It also means reworking a lot of older systems so they stay compatible. During this process we basically rewrite large chunks of the game’s logic, always breaking and fixing something until it finally works as intended. And there you should see where this lack of game updates comes from—we just can’t release something mid-dev with broken or half-baked game systems. Because we know how frustrating it’s gonna be for players to crawl through a pile of bugs and crashes, assuming the game is even gonna launch at all. 😅

But let’s imagine we just changed our way of development. We could pump out new content—scenes, clothes etc every month or so. And later, because we slapped this content onto unfinished systems and had a shaky game foundation, boom! We’d end up with a technical debt bigger than your mom’s…. khm. Well… and now we have no choice but to do the whole game refactor, rewrite a shitload of code, delay content updates, disable content that doesn’t work anymore, etc… while you, our fans, get disappointed and lose interest in the game, we ourselves lose motivation and… You see where I’m going. And all of this because of what? Because we didn’t bother to implement all the fundamentals from the get-go.

How many games do you know that have fallen into the same trap and never recovered?

We say fuck that, we’d rather be upfront with you—there’s stuff that needs to be done in order for the whole game not to fall apart. Because I believe that’s not what you want. Because Deluded deserves better. Think of it as if we’re doing the “rework” before the need for rework becomes imperative.

Currently we’re still working on the NPC schedule system—or, to be precise, the final NPC movement subsystem. According to our lead devs, it's the last most complicated one in the game. That means the rest of the mechanics are either easier to build or are already partially implemented (e.g. we already did some work on the character customization, the radial menu and the privacy system mechanics). Once that’s wrapped up, we do hope to push out more frequent updates—but, of course, I can’t promise anything concrete.

But what we’re sure about is that you—yes, YOU—our devoted supporters, who continue to stick around, are the best in the world. The enormous amount of trust you put in us is priceless, and we continue to work on this game every damn day to make up for it.

So, yeah, to repeat myself—Deluded is not an easy game to make. It’s ambitious and it promises a lot, some may even say too much. But we wouldn’t want it any other way. Because otherwise it won’t be the game of our dreams. Of your dreams. It won’t be the game YOU want to see from us. It won’t be the game you’re supporting us for.

But don’t worry. Good news is, we’ve optimized our processes in a way that the development of systems/mechanics and content go in parallel. No time wasted—which means, get ready to be buried under a big pile of new content 😊

Speaking of which…

Content
  • We finished making the final parts of the new gloor scene and are now polishing it, adding SFX and missing decals
  • The writer started working on another gloor scene that’ll take place in a fantasy setting and feature a shrink flavor
New building
  • Made a new hangar/warehouse building for the open world

Character customization
We continue working on adding attributes and functions for character customization. This time, we made some backend attributes for:
  • Whip marks
  • Bruise marks
  • Tan
  • Nails
    • Shape
    • Nail polish (color or art)
    • Nail polish wear level
  • Nip∗∗es
    • Areola radius
    • Areola color
  • Legs
    • Thigh size
    • Calf size
  • Cl∗t size
  • Pubic hair color
  • Pu∗∗y color (light or dark)
  • A∗∗s color (light or dark)
  • Eyelashes
    • Length
    • Color
  • Brows color
  • Elf ears
  • Lips size
  • Lipstick
    • Softness (gradient between colors)
    • Glitter level
    • Metallic level
    • Imperfection level
    • Shape
  • 17 predefined places for tattoos
As for their visual representation, we’ve only made them for legs and cl∗t so far. You can also check out the visual we made for nip∗∗es and nails in the previous dev update.



All these attributes will be available for testing via the cheats menu, but not all of them will have functionality or visuals yet, because those are planned for the v0.5.

We’re also adding pills scattered across some open world locations (and available in the cheats menu) for adjusting those attributes—like Calf width pills, Freckles fade pills, Lips size pills, and 10 more types of pills.

Open world
Updated the Lindcliff town plan, adjusting its level design to make the town more complex but still easy to navigate for the player early on. We made sure to allow the players to gradually explore the town without making the experience too overwhelming. For example, we added some secret and hard-to-access paths, but also places with some basic survival options.



Added and mapped out buildings like church, motel, gas station, abandoned houses, residential houses and others. Currently working on attaching activities to them.

In terms of architecture, we’re aiming to make Lindcliff a blend of rural, industrial and occasionally medieval styles.

The Silver mine (aka the Prison) is also in active development, and we’ve implemented the following activities:
  • Playing rock-paper-scissors with inmates
  • Retrieving daily items from the cart
  • Growing mushrooms (quest)
  • Finding hidden escape routes
Mechanics
  • Added logic for gloor fog-polluted zones, being inside which will negatively affect your Energy
  • Added the logic to check if the place you slept in was comfortable. This may affect your sleep performance
  • Running now removes excessive dirt from the body—but only down to 75 points
  • Gloor flavors tags:
    • Just like the items and the clothes, the gloor vials (the drug you can ingest and watch h-scenes) will also have tags to indicate the flavors they feature. For example, when hovering over a gloor vial in your inventory, you might see tags like “hardcore”, “feet”, “latex”, “chastity”, etc, so you know what to expect beforehand 😉
New character
The camping location will feature a new side character: Macy.



Clothes
Imported the models of all new clothes into the game and here’s what they look like:



That’s all for this month’s dev update! Thanks again to our dear supporters and I’m wishing you all a happy and productive summer. 😉

Best regards,
kufe7


WISHLIST ON STEAM

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Primal Planet - krzmaster

Hey everyone — it’s been a little while!
After getting lost in a jungle full of dinosaurs and danger, I’ve finally stumbled into a clearing... and the view ahead? It's full of possibilities 👀

🔔 A big announcement is just around the corner — follow and wishlist Primal Planet now so you don’t miss it!

In the meantime — Primal Planet is part of Steam Next Fest!
New here? Welcome!
This is a story-driven metroidvania set in a prehistoric world teeming with dinosaurs, hostile tribes... and yes, aliens.

🎨 Retro pixel-art visuals
🤝 Local co-op
🗝️ A world full of secrets to uncover

🎮 The demo is live!

It gives you a real taste of Primal Planet’s world, tone, and mechanics. Whether you're in it for the combat, the exploration, or bonding with Sino — your trusty dinosaur companion — I hope you enjoy your time here.

And if you’re one of the amazing people who already played the previous demo, you’ll find a few updates here too!

🔊 Sound & music volume sliders
🕹️ Improved character movement
🗺️ World map and objective markers
🧩 Quality of life improvements (including accessibility options)
🐛 Minor bug fixes

Once again — don’t forget to follow & wishlist!
I’ll be posting more updates here soon... and one of them might just be the one you’ve been waiting for. 🦕

Thank you so much for being part of this!
— Albert, solo dev of Primal Planet

Coloring Voxels - ToastieLabs_Lee
A Next Fest Broadcast
Stop by the store page for Coloring Voxels and watch the developer play the game demo live! We're streaming from 10 am UK time through to 2 pm and possibly longer!

Watch gameplay, ask questions or just get to know the devs!


Play the Demo and Wishlist now!
Next Fest is running through to the 16th of June, make sure you give the demo a try during this week to get early hands-on experience of Coloring Voxels.

Releasing for Free in August, add Coloring Voxels to your Wishlist now:

https://store.steampowered.com/app/3634590?utm_source=NextFestBroadcast
Karos Classic - Julia


A weekly gift for our most active players!

Copy the promo code into the special window in the game's GXP store in the "Gifts" section, and the gift will end up in your GXP backpack!

Promo code:

71223c225cc95dfa23a871aca1f818

❗Gifts are available until June 19 — don’t miss out!

We wish you a pleasant game!
...

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