Rock Simulator 2 - vinoo
Small Patch

Here is a small update that fixes most of the issues from the Ascend update.

Hidewaway (Ascended) Red Light Green Light
• Hideaway (Ascended): Fail timer changed from 3s → 3.8s
• Stage 1: Previous (4–6 seconds) → Now 7 seconds
• Stage 2: Previous (2.8–5 seconds) → Now 6 seconds
• Stage 3: Previous (1.2–4 seconds) → Now 5 seconds
• Failing a stage no longer resets you to Stage 1

Other Challenge Adjustments
• Hideaway (Basic): Fail timer changed from 3s → 3.8s
• Temple Ascended challenge: All stages now easier (longer gaps between clicks)

Weather Settings (Ascended)
•Weather settings now have a wider tolerance to account for rounding issues.
•Example: The number 5 will now accept a range from 4.8 to 6.0 (previously 5.0 to 6.0)

Map & UI Fixes
• Adjusted a hidden rock on Aurora that was difficult to click
• Join Session map images now correctly display the maps
Misgiven - Ancastasia

As an alumni of last year, Misgiven will be part of the AdventureX 2025 Steam Showcase from 19th November through 2nd December!

Throughout this time we'll be streaming Misgiven's demo playthrough alongside the many other great adventure games feartured, and we'll be keeping an eye on chat for questions ːreheartː

While the playthrough will be pre-recorded, answering your questions in chat will be live! Use this chance to ask us about Misgiven, studio happenings as well as about Deep Fog Signals, Misgiven's standalone prequel currently in active development and planned to release in early 2026.

See you in Misgiven's chat!

오후 1시 05분
Electronic Market Simulator - lavanta Game Studios

Update Highlights:

  • New Shelves Added: We've introduced 2 new shelf types to the furniture catalog. You now have more variety and space to display your products.

  • In-Game Tutorial: Added a new "Tutorial" section to the Pause Menu. If you ever need a quick reminder on game mechanics, you can now access the guide instantly without leaving the game.

  • Performance Improvements: We have adjusted the LOD (Level of Detail) and Nanite settings for in-game objects. This optimization ensures a smoother gameplay experience and better frame rates.

Thank you for playing and keep the feedback coming!

오후 1시 01분
쉬퍼즈! (Sheepherds!) - Yahaha Studios

Hey shepherds,

It’s time!

We’re excited to announce that Sheepherds! is officially out now on Steam!

🎉 Launch week bonus (limited for the launch week):
  • $14.99 USD → $13.49 with 10% launch discount

  • Free Supporter Pack DLC included (1 dog breed + 4 outfits)

🐾 Play solo or with friends (1–4 players, local or online). Game supports 9 different languages.

💡Pre-launch FAQ >>> Click here to read

🎁 Join our community for more fun

We will be hosting some festive launch-week events ^^

Come find your fellow shepherds:

Join our Discord

We couldn't have done it without your support during our demo and playtest phases.

From the bottom of our fluffy hearts — thank you!

https://store.steampowered.com/app/3006280/Sheepherds/

🐶Let the herding begin!

Ultimo Disco

Super Fantasy Kingdom 슈퍼 판타지 킹덤 - SuperFantasyKingdom

Hey everyone 👑

Many players wanted more information before buying a new hero, so instead of showing empty statistics, you can now read about how they attack. Next, I will need to improve the descriptions 😂

The scientist cannot be given units of the kingdom you currently play. You cannot start with them anyway, it makes more sense thematically, and it also makes it more likely that he will want a unit you still need to give him. It should be better in every case. I really like such changes.

Similarly, the builder and demolisher visits have been swapped. Now the builder comes first, giving you more build options earlier and more opportunity to use that investment. And the demolisher comes afterwards, opening more strategic plays as you can use it on the builder's building, but also because later on you might not need some of the other buildings anymore. This simple change should make both decisions deeper, and even affect other decisions, on all progression levels. So satisfying!

The caravan's arrival can be skipped instantly, so there is no second wasted anymore. And when selecting fate, the related kingdom's reputation does get highlighted. I'm trying to make everything as easy to handle as possible. The new pirate marker, which is primarily necessary in the undead kingdom, seems to annoy some players. I could remove it from the human kingdom, or only show it once and not daily, but in both cases, it could also lead to people forgetting about it. Any other ideas? At least it vanishes at night now.

The undead kingdom has gotten some QoL upgrades. The timing of when you upgrade a Mausoleum does not matter anymore, they start with another Ooze Pool, so you can go get all related upgrades if you invest into it, and the Blood Bank states that it needs dead rats now.

While Selene is one of the most powerful heroes, I have seen the repeated wishes to make her hit everything. But that is a fine line. I must preserve differences between heroes. Some might be easy to play, others might be great early, or against masses of monsters or against bosses - so that you need to switch up which other units to take and when. If every hero is consistent early, they also cannot differentiate as much later on. At the same time, when people first try a hero they should not hate them either. I'll try to improve it enough, without losing her essence.

Hope you will enjoy the changes!

Steam Reviews

Please make sure to leave a Steam review, sharing your thoughts and feedback about Super Fantasy Kingdom. They're a powerful way to let me know what you think and help out quite a bit! I'll continue to look through them as more patches come out.

Feryaz

New features/QoL:
  • Throne room displays heroes attack description when the hero was not unlocked/played yet

  • Scientist does not accept units of the kingdom you are playing, so its easier to give him the units you want to

  • Builder comes visiting on day 13 now

  • Demolisher comes visiting on 19 now

  • The caravan can be skipped earlier now

  • After beating a boss all negative status effects get removed from your units

  • UI fate selection caravan reputation gets highlighted

  • UI pirate marker vanishes at night

  • Curiosity shop improved description

  • Undead upgrading Mausoleum does not reset its timer anymore

  • Undead start with another ooze pool

  • Undead dead rat is called dead rat now, so it's clear what the bank is missing

Balancing:
  • Mort is categorized as melee now

  • Selene is riding closer to the gate, reducing her deadzone

  • Selene reduced base damage by 1

  • Druid passive increased cooldown 3 > 3.33s

  • Ghoul displays piercing stat

  • Jailer increased damage scaling slightly

  • Monk displays area stat

  • Paladin increased base damage

  • Shaman's summon increased taunt range 40m > 50m

  • Troll evolution increased cooldown 1.5s > 2s

Fixes:
  • Fixed workers taking more jobs than assigned when sending them to work very early first day

  • Fixed game resuming behind pause menu when coming out of any screen

  • Fixed combat events like onkill happening too often

  • Fixed villains standing still in the distance maybe

  • Fixed hunter building sprite door placement

  • Fixed Alaric self heal passive

  • Fixed Bee not displaying it does plant damage

  • Fixed Bee description bounce amount

  • Fixed Endboss getting damaged by monsters hitting units

  • Fixed Endboss getting damaged by thorns

  • Fixed Lich achievement

  • Fixed UI relic catalog economy relics do not appear to be examinable

  • Fixed burn also stacking for enemies

Join the Super Fantasy Kingdom Community

Come be part of the Super Fantasy Kingdom community. Join us on Discord to talk with other players, share your kingdoms, and see what others are building. You can also find updates and discussions on Reddit, follow news and posts on Bluesky and Twitter, and YouTube.

If you'd like to get a leg up on ruling your kingdom, we do have a beginner's guide for you to check out and a free community wiki updated by members like you.

https://steamcommunity.com/sharedfiles/filedetails/?id=3595551008

오후 1시 01분
이상한 나라의 요리 모험 - Kirilles
Bugfixes and Improvements
  • VSync now works as intended;
  • Small optimization improvements (more to come in future updates).
오후 1시 00분
화의석 - 방치 클릭커 온라인 RPG - Holyday Studios
🏆⚔️ Rise as the "Champions of Alandria" - Embrace Your Destiny! 🎮🔥

🌟💰 Embark on a quest for glory with chestfuls of currencies that shape the realms of the game!

⚔️🌍 Forge unbreakable alliances, devise ingenious strategies, and carve your legacy as the true "Champions of Alandria"! 💪💎🎁

✨🎉 Revel in monumental rewards and inscribe your saga in the annals of history! Don't miss "Champions of Alandria" – Your destiny awaits! 🌟🤝🏅

Stones Keeper II: Chaos Lord - Jesse Kellor

Greetings, dear players!

We are thrilled to announce that playtest sign-ups for Stones Keeper II: Chaos Lord are now officially open!
You can register right now by clicking the button on the store page. By taking part in the playtest, you’ll be able to earn exclusive rewards that will be available in the full game. The playtest is planned to begin in early 2026 - details about the rewards can be found below.



ABOUT THE PLAYTEST

Before we dive into the full details, we invite you to watch the trailer released specifically for the start of playtest sign-ups.
We’re also delighted to announce that we’ve been selected for The Winter OTK Games Expo - a major event for indie developers. The expo kicks off on November 22.



WHAT AWAITS PLAYTESTERS

You’ll be able to experience:
- The first chapter of the Undead campaign, led by the Chaos Lord — introducing the story and core gameplay mechanics.
- The “Skirmish” mode (previously unavailable in the demo version).
- 3 playable factions (Humans, Undead, Inquisition) out of 9 planned in total (1 in the campaign + 2 in Skirmish mode).
- Full animations for all units, dialogue portraits, and castles.
- The ability to share your feedback via a Google Form.
- Two Steam achievements.
- Exclusive rewards for playtest participants.

🏆 EXCLUSIVE REWARDS

By participating in the playtest and completing specific objectives, each player will be able to unlock unique equipment for their units.
These rewards will be granted in the full game once all conditions are met. Let’s take a closer look:

First reward - an enhanced axe for your Zombie unit. It significantly boosts its starting damage. By default, you cannot purchase it in the shop at the beginning of the game. However, don’t worry - it becomes available later in the campaign once you’ve collected the required resources. This reward simply grants early access to equipping the Zombie unit with the axe.



Second reward - an improved healing potion. It restores significantly more health and is a unique consumable item. This potion is available only to playtest participants and is single-use.



These rewards will be especially valuable for players who enjoy higher difficulty levels.

Conditions for earning the rewards:
- Add the game to your Wishlist.
- Follow the publisher on Steam: Valkyrie Initiative
- Earn the Steam achievement "Strategist" during the playtest.

To unlock the "Strategist" achievement, you must complete the campaign content available in the playtest without losing a single unit - on any difficulty.

The playtest is scheduled for Q1 2026.

When the playtest begins, you will receive a notification. In the meantime, you can already complete the first step - add the game to your Wishlist to ensure you don’t miss the launch.

https://store.steampowered.com/app/2779310/Stones_Keeper_II_Chaos_Lord/
Voidtrain - Niko

Hello, Engineers!

We’ve prepared the hotfix patch with a number of changes and fixes, including some based on your feedback. Patch 1.01 is now live. Please restart Steam/EGS if it hasn’t downloaded automatically. The patch is also available for Xbox console players and PC Game Pass users.

Our team is already preparing the next one, but it will take some time to develop, so stay tuned for updates, and thank you so much for your feedback!

  • Added support for ultrawide monitors and fixed journal display issues on them.

  • Depot building: the camera now appears on the opposite side to provide easier access to train pins without overlapping issues. Pin-hover readability has been improved. Camera behavior has been refined to prevent horizon distortion.

  • Updated EOS SDK to version 1.181.2, improving the stability of online play and cross-play. Please report any connection issues — we review all reports and address them as quickly as possible.

  • A new option has been added in Settings > Game to disable the creature on the Research Table and the Lootcatchers. To avoid visual desync in co-op, we recommend all players in the session use the same setting state.

  • When splitting an item stack in the inventory by pressing Enter and manually entering the amount, the specified number of items disappeared (fixed for the host player).

  • A test difficulty-options button was unintentionally available in the game settings, fixed.

  • The version number in the bottom-right corner was partially covering the option-scrolling button in the character customization menu, fixed.

  • Fixed a typo in the sensitivity setting name and improved several perk descriptions for better clarity.

  • Added deadzone settings for gamepads (separate controls for the right and left sticks).

  • Wall lamps blocked movement through wagon passages when placed too close to them — fixed.

  • The shower effect at the Lootcatcher station disappeared incorrectly and could stack, fixed.

  • Fixed an issue where input from various devices (keyboard, mouse, controller) was delayed due to background applications when playing in borderless or windowed mode. Now we force the focus on the game window, and the input lag should be gone for players who were experiencing it.

  • Fixed a bug that prevented players from retrieving a heavy item from its slot with a normal press of X/Left D-Pad, requiring the selector instead. This fix also applies retroactively to affected save files.

  • Researching the Conveyor technology did not grant the intended +1k Energy capacity to the Thermogenerator, has been fixed.

In addition to the general changes and fixes mentioned above, there will also be several adjustments specific to the console version / PC Game Pass version. We mention them additionally to inform Xbox players what to expect from the patch.

  • The Inventory and Game Menu buttons have been reassigned on gamepads to match common control standards.

  • A Display Settings tab has been added to the console versions of the game, providing options for Motion Blur, FOV, and Brightness.

  • Some game settings were not saving correctly and were resetting after restarting the game, fixed.

For players who were on the beta steam branch: we’re removing it, and the game should automatically switch to the default branch. If it doesn’t, please restart Steam.

Thank you for playing VoidTrain ːrofleemo_loveː

Monomyth - Rat Tower Software

Hi, dungeon-crawling fans!

I have just uploaded the intermediate patch EA2.5.0a to the test branch.

To access the test branch:

  • Right click Monomyth's library entry -> Properties -> Betas

  • Under "Beta Participation", select "testing - Public testing branch"

This patch introduces various QoL improvements (such as an on-screen map), adds gore effects, and overhauls the player kick.

It is now possible to decapitate most enemies without head or neck protection. There is also full-body gibbing.

Kicking now causes enemies to ragdoll. This also led to some changes in the encounter design. I have added (conveniently placed) spikes and open fires to the environment. These can be used during combat.

Short Preview

Naturally, these additions drastically affect encounter balance, which will have to be adjusted in an ongoing manner during future patches.

It was important for me to push these changes before Beta 3. That way, I can immediately integrate the new gameplay-related elements into the new area.

Anyway, here is a full list of the changes:

* Added new Lysandrian Guard design

* Added plate armor

* Kicks with plate boots now deal extra damage

* Levelling skills will now correctly update the critical hit chance

* Added toggleable minimap (default key: M)

* The mouse cursor is now a little gauntlet

* Kicks adjusted for multiple/nearby objects

* Kick range slightly increased

* Kicks will now make enemies stagger

* Movement penalty on player attacks removed

* Adjusted center of mass for crates and barrels

* Lowered ragdoll intensity on NPC death

* Standardized weapon range slightly increased

* Standardized hit radius increased

* Melee hits should be more precise now

* Enemies will now parry and block attacks

* Enemy kicks will stagger the player

* Player kicks can now activate ragdolling

* Enemies can now be kicked into spikes

* Enemies can now be set on fire

* Enemies will flee when set on fire

* Fixed bug that would nullify status effects

* Knocked down enemies will now receive fall damage

* Added a hint for the teleporter puzzle in the second royal grave

* Added environment hazards to several areas

* Zombies can no longer be killed with normal means

* The beggar in Lower Lysandria now removes the correct amount of gold from the player's inventory

* Flaming Hands now has a chance to set NPCs on fire

I might make some further adjustments before pushing this to the main branch.

I'll keep you updated!

Best wishes,

Michael

...

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