XOL: Space Mech Wars - solodevmichi

Fixes:

- Improved monitor visibility

- Fixed explosions to be blockable by player shields

- Fixed multiple textures

Silver Cats - Silver Cats
Bug fixes:
  • fixed a bug where Dead Warriors did not respawn after death in the Magic Forest;
  • the quest item "Toad Foot" no longer drops from mushrooms in the Mushroom Cave;
  • links to media resources in the main menu (such as the official website, Patreon, and survey) now open in the Steam browser, as they did not always open in the default browser;
  • fixed a bug where magic attacks sometimes did not hit fairies;

Other changes:
  • localization mistakes fixed;
  • Mint will no longer appear in Miners Valley if the task to collect it has been completed;
  • in the Chaos Space, in the area of the throne of the Chaos God, the texture of the piles of stones has been replaced with another one so as not to confuse them with interactive stone piles;
Sunken Engine - Two Nomads Studio

Hello everyone,

Thank you again to everyone who continues to share feedback and bug reports with us. Every message helps us move one step closer to a smoother, more stable experience.
This update focuses primarily on fixing issues with the Cyrillic characters display, several mechanical improvements, and multiple quality-of-life adjustments across the game.


Localization Fixes

  • Fixed a major issue where Russian fonts were displayed incorrectly or appeared broken. Text readability has now been restored.

  • Improved character spacing and alignment for Cyrillic characters across all menus and UI panels.

  • Ongoing work continues for additional non-Latin languages that may still experience text overflow or misalignment.


UI and Menu Adjustments

  • Circle Menu background size standardized for consistent scaling across resolutions and aspect ratios.

  • Fixed an issue where drawers could prevent nearby doors from appearing correctly. Interaction logic has been updated.

  • Adjusted several interface panels to improve visibility and navigation clarity.


Gameplay and Mechanical Fixes

  • The welding machine speed has been slightly increased for smoother repair flow.

  • Fixed a problem where the Lockpick 2 tutorial video was replaced by the “Taking Pearls” clip. The correct video now plays.

  • Fixed an issue on large ships where the captain’s cabin door could occasionally disappear.

  • A column near the ship generator that blocked the player’s view during repairs has been adjusted for better visibility.

  • Improved interaction consistency when placing or taking items. Holding interactions now start slower and gradually accelerate for a more natural rhythm.

  • Fixed overly fast item transfer speed when taking or storing items from shelves or bags.

  • Reduced the volume of the loud sound effect at the start of each Act.

  • The oyster cracking section has been optimized to reduce the frequency of bugs and input issues.


Controller Improvements

  • Controller sensitivity has been rebalanced and now properly responds to in-game Settings adjustments.

  • General input handling improvements for smoother gameplay with controllers.


Bug Reporting and Logging

  • The “Send Report” function now correctly attaches Player.log files to help us identify issues faster.


Temporary Fix Reminder

If you get stuck in the environment or fall off the dock, you can use the “Respawn at Shipyard” option in the Pause Menu to teleport back to your workshop.
We’ll continue improving collision and movement handling in future updates.


What’s Next

New lighting and brightness settings for better visibility in dark areas.


As always, thank you for your patience and support.
We’re steadily working to make each update smoother and more comfortable for everyone.

With gratitude,
Two Nomads Studio

Shadow Prisoner - あいーう
Added keyboard play side selection in offline versus mode.
Added option to hold down ESC to end the game.
Geist performance changes
7:12am
Toaster Arena - Shadow_Hawk
Changes
  • Reverted Third person health bars to how they used to be before (They will only follow targets only if the crosshair is centered around them)
Weapon Changes
  • Weapons will now have an initial spread value that slowly fades away during a weapon swap
Bug Fixes
  • Fixed issues with plasma rifles not working due to low splash damage radius
  • Fixed promote to admin typo
The Dream Within - roamingolh
  1. Fixed an issue where buildings such as the Milk Fountain would drop item stacks exceeding the stack limit when performing large-scale tasks. Although the numbers were correct, these over-limit item stacks could cause errors under certain circumstances. Products will now be reasonably split according to the stack limit. Thank you to the keen-eyed players who discovered this issue.

  2. When arranging inventory, if the items exceed the container's capacity after sorting, the excess items will now be dropped onto the ground.

  3. Slightly increased the brightness of the butterfly following you—it now have a larger light radius.

Breezy Bakes Simulator - D3RELI

The following issues have been resolved with this update:

. The issue where dough pieces spawned in a single position when quickly pressing the “E” key during dough cutting in online mode has been resolved.

. The issue where bread moved one position further than its intended destination when quickly pressing the “E” key while holding the bread basket in online mode has been resolved.

. The issue where players who started making dough but left the game before finishing it could no longer interact with the dough bin has been resolved.

. The issue where water would not fill up until it interacted with the faucet when the person who turned on the faucet left the game has been resolved.

. Text indicating players' Steam names has been added in online mode.

LuminousStoria - games
Adjusting the ending song
Enfora Star - AspenDev
Launch Info

Enfora Star is going to be released on 24 November 2025!

Be ready to compete in 40 waves of droid onslaught!

Wishlist now and you won't miss out!

The Demo and Beta Testing

Thanks to all who participated in the beta testing and provided feedback!

Because of that, I can push the game in the right direction - you really make a difference here!

Also thanks to all who played the demo during the Steam Next Fest!

Talking of the demo, originally it was planned to be playable until 21 October, but the time has been increased and it will be available until 03 November 2025!

So if you haven't yet tried out Enfora Star, you still have time!

Also the feedback link is available until 03 November 2025, so remember to give feedback and report bugs through it!

Enfora Star's fleet needs you!

Eternal Skies TCG - thecheeseisblue

Hello everyone, long time no update. I'm still working on the game every day as usual, but I've gotten sidetracked down the long road of doing enemy AI.

So, I figured I would offer an update and give a brief description of how the enemy AI is going to work. It's pretty involved, and will probably be way more complex than the AI in a lot of card games.

As a reminder, this is only the beginning, as I'm just trying to get something basic in there right now.

For starters, there are three main categories: random, simple, and complex. Random is simple, just pick random actions, and simple and complex are pretty similar but complex generally takes more into account.

Every opponent in the game will have a favored stat, and for simple mode will have indicators saying if they want to maximize their number of that stat, minimize yours, or both.

Complex mode instead of maximum or minimum chooses the highest floor, highest ceiling, or highest average outcome among net outcomes in their chosen stat. Complex mode also will have a number of other attributes to determine things like if they have knowledge of your decklist, among other things.

The stats available for this are threat level (calculated in a few different potential ways for each card. Each ability on each card has its own threat that you can modify), total mana cost, attack, hp, mana provided, cards in hand, cards in deck, and board size. When one of these isn't applicable to a certain card or effect, it will mostly default to threat level.

As you can see, this allows for a lot of different variation, so it's entirely possible every opponent will play slightly differently. Plus burn decks will do their own thing, which I haven't worked on yet.

Anyway, I don't want to go too deep into the actual process, but I want to hit a couple highlights of things that will be in there (some only in complex mode):

  • Factoring in counterspells based on probability on your decklist and cards players (complex mode)

  • Baiting counters and kill spells if it knows you have one

  • Using instants to save stronger cards when something is targeting them or attacking/blocking

  • Factoring in instant speed blockers

  • Accounting for every combination of known spell ability, and combination of blockers when determining attackers (complex mode)

  • Finishing you off when you're low and protecting itself when it is low

  • Not wasting strong spells

  • Saving removal for the strongest cards in your deck (complex mode)

There is more, WAY MORE, SO MUCH MORE. But I'm not going to give a bunch of technical details because that seems boring, and the AI needs to seem a little magic. Also I haven't finished it yet at all.

But you can expect CPU opponents that, well some will be terrible, but some should be a LOT tougher than you're used to.

I'll still be working on the game every day unless I make it known otherwise.

Until next time,

Connor

...

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