MiM: Meditation Interactive Matrix - johnnyinstereo

Quality-of-life drop for MiM:

Curated Experience (new!)
Answer a few quick questions and MiM will build a session tailored to you—no second-guessing, no menu hopping. Pick your vibe, hit start, and relax.

Controller D-Pad Support You can now navigate buttons and menus with the D-Pad. Snappier, cleaner, and way easier with your Steam Deck! (and duh this should've been included at launch)

As always, we’d love your feedback—tell us how Curated Experience feels and if D-Pad navigation works smoothly on your setup. Enjoy!

10:19pm
Echoes of Vasteria - Mr Vast
• Crafting no longer counts towards run stats.
• There are no longer Alter-Echoes for ingots.
• Patch notes are now in game.
Feisty Fauna Playtest - Atas Fun


As part of Feedback Quest 8, we have made our Playtest available again!

This playtest will be available until the middle of September, so do try it out and let us know what you think in the Steam discussion forums! If you've never played Feisty Fauna before, we recommend that you play the demo to experience the tutorial and first level, before trying out the levels in the playtest.

Feisty Fauna's campaign is complete, and in this playtest, you'll be able to experience the last 3 levels of the campaign. In particular, you will explore the Fungi Fields and Wintry Woods biomes, meet new characters, and learn more about the storyline.

Warning: you will see spoilers to the story if you haven't played the first 3 levels in earlier playtests.



Game Quest Playtest - sab
- Expanded keyboard hitbox
- Collision now includes entire animation length
- Increased delay before attacking again (to reduce spam attacking)
- Power attack now immediately raises keyboard, red glow is when power attack is activated
- Added camera shake and red screen flash when taking damage
- Moved collision mini-explosions to the front of the disk (increased radial force)
- Boss insta-explodes when weakness is hit, again
- UI fixes for ultra widescreen resolutions
- Resolution list is now based on OS, not hardset
- Fixed bug where sometimes you can't get out of the menu
MiM: Meditation Interactive Matrix - johnnyinstereo
Quick quality-of-life drop for MiM:

Curated Experience (new!)
Answer a few quick questions and MiM will build a session tailored to you—no second-guessing, no menu hopping. Pick your vibe, hit start, and relax.

Controller D-Pad Support
You can now navigate buttons and menus with the D-Pad. Snappier, cleaner, and way easier from the couch.

As always, we’d love your feedback—tell us how Curated Experience feels and if D-Pad navigation works smoothly on your setup. Enjoy!
Feisty Fauna - Atas Fun


As part of Feedback Quest 8, we have made our Playtest available again!

This playtest will be available until the middle of September, so do try it out and let us know what you think in the Steam discussion forums! If you've never played Feisty Fauna before, we recommend that you play the demo to experience the tutorial and first level, before trying out the levels in the playtest.

Feisty Fauna's campaign is complete, and in this playtest, you'll be able to experience the last 3 levels of the campaign. In particular, you will explore the Fungi Fields and Wintry Woods biomes, meet new characters, and learn more about the storyline.

Warning: you will see spoilers to the story if you haven't played the first 3 levels in earlier playtests.




Just Waiting Cats - TRUSO
- Improved visibility of cat names
- Thank you for your support and interest! We’ll continue working hard to make the game even better.
Idle Land of Exile - 活着不好么
v1.0.6版本更新说明:

新增

1.新增3个暗金鞋子

优化

1.翅膀不在需要解锁,展示和激活可分开

2.装备改造的次数上限增加为100(新装备生效)

3.太苦装备空位调整为5孔

4.优化一些技能描述

5.移除几个暗金装备的无效描述(新装备生效)

10:04pm
EOPN – Test RS - cockpitseeker

Here is the third major update of the RS EOPN test! And quite a doozy ːsteamhappyː The game goes from version 1.38 to 1.62! From now on, future updates will come in smaller sizes but more frequent installments.

At a glance
  • A new combat interface and improved ergonomics

  • 2 new weapons to unlock (3 in total with missiles): laser (3 levels) and plasma

  • 3 unlockable skills: a paralyzing EMP, 2 new shield modes (3 total) which consume either systems or autonomy, and the multi-targeting (missiles only)

  • Associated visual and sound effects

  • A planet where to dock to unlock improvements passing the change of reputation level (hangar coming)

Changelog
Ergonomics
  • Adjustment of the size of the reputation threshold effect \[Ticket 009]

  • Adjustment of the visual notification duration passing a reputation threshold \[Ticket 009]

  • Modification of the sound FX passing a reputation threshold \[Ticket 009]

  • Added permanent scrolling animation on the Codex systems screen \[Ticket 010]

  • Time adjustment between sounds and animations during the player attack action \[Ticket 006]

  • Adjustment of the size of the leaderboard panel of the codex. \[Ticket 011]

  • Adjustment of the size of the golden planet image \[Ticket 012]

  • Removal of reputation rise sound when passing a level \[Ticket 009]

  • Added the transition in zoomed mode during the action "Wait for help" \[Ticket 013]

  • Addition of sound effect for the "getting refueled" actions \[Ticket 013]

  • Added a sound during the action "Refueling" \[Ticket 013]

  • Adjustment of choices on golden planet, "hide" takes up the place to "repair" \[Ticket 012.1]

  • Change of the "dock" action image towards the image of multichoice \[Ticket 012.1]

  • Addition of an explosion animation for action "Destroy the asteroid" \[Ticket 014]

  • Added an explosion animation on enemies affected during the action "Destroy the asteroid" \[Ticket 014]

  • Added the image of the codex to hover a golden planet. \[Ticket 15]

  • Added the icon of the codex to hover a golden planet. \[Ticket 15]

  • Addition of the animation of attack missile during the action "Destroy the asteroid" \[Ticket 16]

  • Adjustment of sound effects during the action of destruction of asteroids. \[Ticket 13]

  • When an entity is selected on the topographic view the screen of the Codex keeps the entity selected when flying over other elements. \[Ticket 17]

  • Adjustment of the explosion period during the action "Destroy the asteroid" \[Ticket 13.1]

  • Removal of the sound effect of the vessel exploding during a destruction by action "destroy the asteroid" to avoid duplicates \[Ticket 13.1]

  • When an entity is selected on the topographic view, the Codex screen displays the selected entity only if other elements are present on the box. \[Ticket 17.1]

  • Change of the backup year to current date + 1000 \[Ticket 18]

  • Integration of highlight effects into an overview. \[Ticket 20]

  • Adjustment of the animation of the player's vessel \[Ticket 22]

  • Adjustment of the position of the incoming and outgoing refueling effects. \[Ticket 22]

  • Adjustment of the position and size of the visual refueling effect

  • Adjustment of the position and size of the autonomy refill visual effect

  • Adjustment of the position and size of the laser shooting visual level 1.2.3

  • Added an icon of laser ammunition to the right panel when selection of a laser weapon.

  • Added a Laser explosion effect level 1.2,3 during the attack on an enemy ship with the laser weapon.

  • Added the explosion sound with the level 1 laser weapon

  • Added the explosion sound with the level 2 laser weapon

  • Added the explosion sound with the level 3 laser weapon

  • Missile weapon icon update

  • Update of the Missile Authority icon

  • Deletion of the highlight from the Thorium gauge during the supply of refueling.

  • Update of the image of the combat UI

  • Change the color logic of the elements of the combat interface

  • Addition of plasma munition icon in the right panel when the plasma weapon is selected

  • Addition of an outline effect at weapon level and type of shield on mouse hover

  • Expansion of the electric explosion effect level 1.2.3

  • Added an electrical explosion effect on the vessels when using the EMP weapon

  • Modification of the highlighting linked to breakdowns in the combat interface.

  • Update of the asset of shooting with the plasma weapon \[Ticket 29]

  • Modification of the visual effect of the EMP weapon \[Ticket 29]

  • Added a light effect when using the EMP weapon \[Ticket 29]

  • Image update Header of Codex

  • Gaseous planet's sprite update

  • Habitable planet's sprite update

  • Inhabitable planet Sprite Update

  • Updating of the image of the reputation level codex

  • Addition of audio and statistical options pages (placeholder) to codex

  • Addition of a codex pages pagination system

  • Addition of a codex pages navigation bar

  • Added a visual effect of horizontal scrolling of the codex pages.

  • Added a sound effect to the codex when hovering a functional vessel system

  • Added a sound effect to the codex when hovering a damaged system of the ship

  • Addition of a sound effect in the codex when hovering a system destroyed from the ship

  • Added an animation to the codex when hovering a vessel system

  • Correction of Laser 2 Laser Explosion sound

  • When selection of the type of shield by the right panel button, the selection sound is played even if no other shield is selected.

  • When selection of the weapon level by the right panel button, the sound is played even if the level of weapon is not changed.

  • Adjustment of the plasma ammunition icon in the right panel

  • Added a specific sound during click on a golden planet.

  • Change of color of the accoster action sticker (white to gold)

  • Redesign of the visual effect of attack with the plasma weapon. \[Ticket 32]

Balance
  • Modification of the random displacement behavior of enemies, only enemies at range <= 4 move, enemies at range == 4 move systematically towards the player \[Ticket 008]

  • If the damage is greater than the capacity of the shield, the effects of new shields "buggy" and "thorium" are only absorbed to the capacity limit of these shields. \[Ticket 23-24]

  • During the movement of travel on the current box, modification of the displacement of enemies: distance from the displaced enemies goes from 4 => 5. Enemies no longer move randomly but approach the player of 1 box. \[Ticket 25]

  • During the destruction action of asteroid, if a neutral vessel is damaged by the action, it becomes aggressive towards the player. \[Ticket 25]

  • During the initiation of a fight by the player, the Timer de Tour did not trigger until the moment when the player decides to attack.

  • Reduction of the maximum number of missiles to 10 and IU adjustment accordingly \[Ticket 28]

  • Reduction of the number of missiles purchased during trade => 1 * Allied level, or 10 on a habitable planet \[Ticket 28]

  • The EMP weapon, paralyzes enemies during an additional turn.

  • The EMP weapon, used against a neutral vessel, makes it aggressive towards the player.

  • It is no longer possible to select as a weapon target an ally vessel.

  • Modification of the asteroid entity, in order to be able to be attacked freely like a vessel.

  • The cost of shields of the EMP weapon increases from 3 to 1

  • Functionality

  • Added level 3 missile effect \[Ticket 006]

  • Added a new improvement planet when passing a reputation level \[Ticket 012]

  • Addition of the directional arrow effect to the improvement planet \[Ticket 012]

  • Added a refueling animation during both "Refuel" actions \[Ticket 19]

  • Addition of a refueling animation during the action "Wait for help" \[Ticket 19]

  • Added a refueling animation during the action "Wait for help" \[Ticket 19]

  • Integration of the combat action interface \[Ticket 20]

  • Integration of interface logic, selection of elements, effects on hover. \[Ticket 20]

  • Added a corresponding weapon missile counter \[Ticket 20]

  • Added the missile number display to the right panel \[Ticket 20]

  • Added a button to change shield to the right panel \[Ticket 20]

  • Added a button to change the weapon level to the right panel \[Ticket 20]

  • Integration of the functional logic of the new combat interface, link with resources and effects at stake. \[Ticket 20]

  • Integration of the laser weapon effect for the player level 1.2.3 \[Ticket 22]

  • Integration of the laser weapon effect for enemies level 1.2,3 \[Ticket 22]

  • Integration of the laser weapon effect for neutral vessels level 1,2,3 \[Ticket 22]

  • Integration of "buggy" shield mechanics, when it is selected and damage is received, the player suffers 1 system failure per attack and the shield gauge is reduced by 33% of total damage. \[Ticket 23]

  • Integration of the "Thorium" shield mechanics, when it is selected and damage is received, the player loses 3 points of thorium (autonomy) per damage point, the shield gauge is reduced by 33% of total damage. \[Ticket 24]

  • Added a sound to the selection of missile weapon in the combat interface \[Ticket 20]

  • Adding a sound to the selection of laser weapons in the combat interface \[Ticket 20]

  • Added a sound to the selection of an EM weapon in the combat interface \[Ticket 20]

  • Added a sound to the selection of bombing weapons in the combat interface \[Ticket 20]

  • Added a sound to the selection of Regular Shield in the Combat Interface \[Ticket 20]

  • Added a sound to the selection of buggy shield in the combat interface \[Ticket 20]

  • Added a sound to the selection of Thorium shield in the combat interface \[Ticket 20]

  • Added a sound to the change of weapon level (level 1.2.3) with the selected missile weapon \[Ticket 20]

  • Added a sound to the level of weapon level (level 1.2,3) with the selected laser weapon \[Ticket 20]

  • Added a sound during the attack confirmation action in the combat interface \[Ticket 20]

  • Added a sound when using the laser weapon (level 1.2,3) \[Ticket 20]

  • Addition of plasma weapons, sounds and associated visual effects. \[Ticket 26]

  • Addition of the EMP weapons, associated sounds and visual effects. \[Ticket 27]

  • Added a visual effect when enemies are paralyzed, in combat and out of combat. \[Ticket 27]

  • Added highlight system to each system element of the Codex, on mouse hover, each element corresponding to the system under blue highlights. \[Ticket 30]

  • The action destroy an asteroid now opens the combat interface to choose the arsenal to use

  • If the arsenal is not adequate, the central validation button switches to red on mouse hover and the action is impossible

  • In combat on an asteroid field against vessels, the asteroid can now be selected with the multitarget option.

Bugfix
  • Correction of a bug that made enemies play several times during the movement action on current box \[Ticket 008]

  • Correction of a bug preventing the animation of points of life lost by a level 2 or 3 allied vessel to get started.

  • Correction of a bug or the upper icon of the codex was superimposed with the previous icon when selection of entity. \[Ticket 17.1]

  • Correction of the date to pass in +1000 years. \[Ticket 18]

  • Correction of the animation of refueling and being refueled so that the animations do not remain frozen when they end. \[Ticket 19]

  • Correction of the highlight display of the Thorium gauge

  • Correction of the display of the quantity of thorium in the combat interface

  • Correction of the operation of the combat interface to be able to select only weapons which resources are present.

  • Correction of the highlight of the missile gauge of the combat interface

  • Addition of the combat interface highlights according to the state of the vessel systems

  • Added target reticle update according to the level of weapon selected in combat.

  • Added multitarget functionality according to the chosen combat configuration.

  • Fixed certain sound effects that did not play properly.

  • The weapon repair action now gives \[3 * level of the Allied vessel | 20 on planet] Missiles.

  • Fixed a bug preventing the shield again during travel with the classic shield

  • Correction of the visual effect of selection of entity in combat which did not update when changing the level of weapon.

  • Fixed a bug preventing the leakage action during a fight.

  • Correction of a blocking bug preventing a party to start a game during the game over if the codex backup panel was open

  • Fixed a bug of the combat interface, which closed during the destruction of an enemy.

  • Sound correction played at the selection of the standard shield

  • Fixed a bug preventing smuggling action with an enemy ship

  • Correction of the Highlight system of the Thorium bar during the action to wait for help

  • Correction of a bug preventing in some cases recharging the shield gauge during a trip.

  • Correction of the superposing bug with different pages of the codex on fly over

  • Correction of graphic artefacts on the mouse cursor

  • Correction of a bug using the return to normal lights at the combat exit

  • Correction of a bug preventing a neutral vessel attacked to go into combat

  • Correction of a bug making the image of the vessel in combat stay when leaving a fight

  • Fixed a bug to exceed the maximum limit of missile ammunition.

  • Fixed a bug causing a bad poster of the number of missiles in the combat interface after an attack

  • Correction of the paralysis mechanics of the vessels to activate in map mode even if the vessel does not chase by the player.

  • Correction of the displacement mechanics of the vessels in map mode, the neutral vessels that have become aggressive for the player in a more coherent manner.

  • Fixed a bug to select an unlocked shield

  • Correction of a bug preventing the asset change of the central button in combat

  • Correction of a bug allowing to select several enemies without having released the multiple aim

  • Correction of the display The navigation bar of the elements of the codex.

  • Correction of the sound effects of the carousel elements of the codex.

  • Adjustment of the buttons hitbox of the navigation bar of the elements of the Codex.

Necromancer For A Week - quietpenguingaming

Fellow Necromancers,

It's been a good weekend so far! Thank you to everyone who has supported the release and supplied feedback.

At it's heart, Necromancer For A Week is meant to be about finding synergies and exploited broken builds. However, sometimes Monsters are simply stronger than others, or infinite combos exist that are far too easy to pull off (or simply require too much clicking/spamming).

Our first round of balance changes has brought nerfs to a couple of the biggest offenders, while also giving small buffs to under-utilized Monsters.

Here's the full list of changes:

Ausaroo:

  • Encouragement now reads 'Target Friendly Monster gains 2 Power, plus 1 for each 'Encouragement' used this Battle.'

We've had multiple players state that while the old version of Encouragement was fun to use, it was simply too many clicks. We want combos and broken builds to be possible in the game, but we don't want you to have to click 7 million times to execute them. This change is a step in that direction, and one we will be keeping a close eye on.

Aviken:

  • Pecking Order now has 'forgotten after use'.

Aviken is already one of the most abusive Monsters in the game, and is almost-always worth reanimating. This should take it down just a smidge.

Bamlin:

  • Furious Lunge now deals 20 Damage (was 15)

  • One Two Punch now deals 7 Damage (was 6)

There was a small period of time in the demo where Bamlin had much higher numbers and was FAR too powerful as a result. We now think we may have over-nerfed Bamlin a little, so have given it a small buff to help it be a better choice through the late game.

Crochop:

  • Now knows Endurance (1 DEF - 'Target Friendly Monster gains 10 Block, minus 2 for each previous turn this Battle').

  • Crochop is now a starter (replacing Hexiboar)

Crochop has been a fan favorite, but without a way to gain Block it's a little unreliable. Endurance should give it enough of a boost to help you survive long enough to utilise it properly, without totally relying on what you pair it with.

This addition also makes Crochop an ideal starter for newer players, so we're making the switch with Hexiboar (who currently lacks a way to gain Block).

Emoil:

  • Opportunistic Swipe now deals 7 Damage (was 5)

  • Now knows Optical Illusion (1 DEF - 'Target Friendly Monster gains 8 Block. Forgotten after 3 uses').

Slight upgrade to Opportunistic Swipe helps bring Emoil in line with the power level of the other Monsters, plus a basic Block Move to make it less reliant on what you pair it with.

Gargon:

  • Sage Aggression now deals 8 Damage (was 5)

  • Archaic Blessing now gains 8 Block (was 5)

Increasing the numbers on Gargon's base Moves to bring it more in-line with the overall power level of the current game.

Hipadile:

  • Now knows Distraught (1 DEF - 'Only useable if you applied Bleed this turn. Target Friendly Monsters gains 8 Block').

Another Monster we wanted to give a basic gain Block Move to.

Ignoptopus:

  • Now knows Raging Inferno (1 DEF - 'Target Friendly Monster gains 2 Block for each Move Ignoptopus knows')

Another basic Block Move, but an incredibly synergistic one that should be fun to use and manage.

Mokkral:

  • Festering Anger now reads 'Increase Mokkral's Temper by 1, plus 1 for each 'Festering Anger' used this Battle. Forgotten after 3 uses.'

We're really happy with this change. It will reduce the number of clicks, while still providing some interesting interactions if you're able to copy the Move.

Nellop:

  • Dizzying Spores now reads 'Apply 2 Dazed to all Enemies. All Friendly Monsters gain 4 Block.'

Small addition of some Block to bring Nellop in line with other Monsters.

Pengilla:

  • Recognition now costs 1 (was 2)

Recognition is one of the best Defensive Moves in the game, but it's difficult to set up, especially if you need it multiple turns in a row (which some later fights almost require). For now, we're going to test reducing this to 1, but may look at other ways to rejig Pengilla in the future if Recognition proves to be too strong at 1.

Puggum:

  • Now starts with 40HP (was 30)

We really like how uniquely Puggum plays, but still wanted to try and bring its power level up a bit. An additional 33% HP should do it!

Quadipede:

  • Now starts with 35HP (was 30)

Another slight HP buff. Quadipede already has a strong Defensive Move and some cool build possibilities, but it can be a little clunky. Hopefully a smidge more HP will help you set up when you need to.

Tripleaf:

  • Floral Frenzy now reads 'Apply 1 Dazed to all Enemies, plus 1 for each 'Floral Frenzy' used this Battle.'

The old version (which refreshed whenever you used another Move), was too easy to go infinite with. This new version should help you build Dazed over time while being less spammy.

Thank you again to everyone who has played & supported NFAW. We will continue to respond to feedback and make changes in a timely fashion. Please keep an eye out for the next update in a day or two, which will be adding additional Enemies!

Please note: Making a large number of changes to Moves like this can cause issues to saved runs for Players. If this is you, we apologize.

...

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