Megabonk - Ved :)
Megabonk v1.0.17 Patch Notes

TLDR
  • There is now a full map with fog of war, so you can see where you've explored

  • You can change the opacity of your projectiles and particles. No more sunglasses needed for late-game.

System
  • Support for running the game in DX12. DX11 is recommended, but if you are experiencing crashes, running in DX12 *might* help. There should be a Steam popup that shows when you boot the game, allowing you to choose. If it's not showing yet, try restarting Steam. Also keep in mind, if you run your game in DX12, certain graphical features will be broken, like Ambient Occlusion and Color Grading.

Game
  • Particles and effects opacity slider added in Visuals settings. Auto opacity is enabled by default, and should be enough for most players. Do keep in mind that a lot of transparent projectiles is a bit harder for your PC to render, but that doesn't really matter until you have a fuckton of projectiles in late game. When you do have a fuckton of projectiles with ridiculous size covering the entire screen, you might wanna make them fully transparent, or set them to 0 transparency for absolute best FPS. But you can just experiment with this.

  • Silver Tome can now be toggled

  • Charge shrines are now a different color on the minimap than other shrines

  • Fixed an issue with Hero Sword and Corrupted Sword, where if you got a lot of size, the speed of the sword projectile didn't scale with the size.

  • Money particles move faster now during final swarm, so that you can still pick them up while running

Balancing
  • Fox passive buff: 1% -> 2% Luck per level

  • Birdo Passive: Birdo now gains 1% Airborne Damage per level

  • Bush Passive: 0.5% -> 1% Crit Damage per level. Bullseyes appear more often on enemies, and the explosion size now scales with size mutliplier.

  • Megachad Passive - Gain 2.5% damage every time you flex

  • Noelle now gains Size instead of Duration per level. She also gains a damage multiplier per frozen enemy (0.02x per frozen enemy, so 50 frozen = 2x damage)

  • Robinette Passive: Buffed early and mid game, but starts to gain less damage per gold after 200k gold. This only really affects super late-game leaderboard runs, and I'm making this change so we can see other characters on the leaderboards. It would be nice to buff all other characters to become as strong as robinette, but that is not something I can do overnight, so a short term solution was to just nerf her passive late-game for now. I'd like to eventually get in per-character leaderboards too, which also kinda solves this problem.

  • Dicehead Passive: Buffed a bit, the rewards don't fall off as fast anymore. Previously his rewards were halved by level 25, now they are halved by level 50.

  • Calcium Passive: Buffed and simplified a bit. Now gains 0.75% damage per level and 0.5% per 1% Speed Multiplier. This damage is applied gradually as Calcium approaches his top speed.

  • Ogre Passive - Buffed 1% -> 1.5%

  • Scarf does more damage now 33% -> 50%

  • Brass knuckles: Changed from Additive to Flat, which makes scaling stronger, and now increases size per amount stacked

  • Spaceman no longer takes fall damage

  • Cursed Doll can now curse more than 1 enemy (1 -> 5) every time it ticks (every 1s).

Other
  • Calcium's Theme is now extended and goes twice as hard

  • Leaderboard reset time is scheduled 4 hours earlier every Sunday, just so I don't have to stay up until 2am to verify everything is working right

  • I've signed up for Nvidia Geforce Now / Steam Cloud Play. I'm not sure how long it takes to get approved, but it should be available there soon!

  • If gaining multiple levels instantly, you can now see the stats change on the right hand side as you pick upgrades. Previously the stats only updated after you completed all your level up offers.

Bugs
  • Fixed a bug where Shady Guy doesn't disappear after purchasing from him

  • Fixed a bug where HP gained from leveling didn't show in the stats screen. Also it didn't work with stuff like Beefy Ring. (You gain +1 Max HP per level on all characters.

  • Fixed a bug where Campfire didn't go away after microwaving it

  • If you're standing next to a chest, and get enough money to buy it, the text will now change from red to white without having to move away from the chest and back into range

  • Fixed an issue where Shattered Wisdom didn't deal any damage. It now works as intended (and might be very strong idk)

  • Fixed a bug where items could damage enemies when game was paused

  • (Hopefully) Fixed a bug where the music stops playing at the intro of a game

  • Fixed a bug where banishing every Epic item would no longer grant any Legendary items

  • Fixed a bug where Chaos Tome reward was multiplied by Luck Multiplier twice. Basically legendary upgrades grew exponentially.

  • Tried to fix an issue where some players couldn't play the game at all because the menu was bugged.

ok

Yep that's it for now. thanks for playing and for all the feedback. i realize there's still a lot of balancing changes that people wanna see, but keep in mind im just a single person working on this, so I can only do so much every week. Next week I might try to do some new content for Halloween, if I can cook something up in time.

peace

Unfeigned Depths - Void Weaver
Updates
• Updated Unity engine version to 2021.3.45f2
类地星球 Playtest - glaciergame

update

  • Replace some scene models and increase the atmosphere effect of the scene.

Bug fixes

  • Occasional large black block shadows appear on parcels during layer switching

ASCIILL - AnriNasti
My text-symbol style evolves into full 3D ASCII.
Every frame is rendered with characters (no textures, no models). Now with exploration and party combat. Wishlist + sing-up for playtest here!

https://store.steampowered.com/app/3302080/Effulgence_RPG/
A Robot Named Fight! - arobotnamedfight
This patch fixes a potential security issue in the Unity Engine. The exploit could allow a bad actor to run code locally using command line arguments. I'm fairly certain Steam has it's own protections against this, but better safe than sorry.

As far as I know, no one has actually exploited this, nor is it possible on Switch.

For more info see: https://unity.com/security/sept-2025-01



Super Beefit Playtest - martin
Change spike behaviour again. Can't walk through spikes anymore if they're on the same Y position, they now collide.
Fix off by one issues with hitbox colliders
Solar Lander - TChapman500
In light of recent news of a security exploit in Unity, I have rebuilt the latest version of the Physics Update (v0.2.14) with an updated version of the Unity Editor that I'm using for this project. The demo version has also been updated.

Note that I am not able to apply updates to the "physics-update-playerprefs" or "pre-physics-update" branches. If you want to play on those historical branches of Solar Lander, then you should apply the patch that Unity has provided. But "physics-update" (non-playerprefs version), "beta-build", and "default" branches have been updated with a clean build of the game.
Fellowship - Arc_Rad
SERVER MAINTENANCE - OCTOBER 19, 2025 @ 1:00PM PST UNTIL 2:00PM PST

Hello Fellows!

We’ll be taking the servers offline for temporary maintenance at 1:00 PM PST to implement key fixes and improvements. This downtime is necessary as part of our ongoing efforts to stabilize performance and address the issues many of you have been experiencing. We expect maintenance to last about an hour (until 2:00 PM PST) and we’ll keep you updated if anything changes.  

 

As always, thanks for your patience and support—especially from all of you who’ve stuck with us as we've been working hard to get things right. 

MESSAGE FROM CHIEF REBEL

As you all know, our team has been working non-stop behind the scenes. For now, we’ve decided to take a more aggressive approach to get fixes out faster. That means shorter internal testing cycles and quicker deployments. The upside is that progress will be more visible—but it also brings a bit more risk, including the possibility of introducing new bugs or instability.  

 

We’re keeping a close eye on things and are ready to respond quickly if anything goes sideways. It’s not a perfect process, but we believe this is the right step to make meaningful progress sooner.  

 

Thank you again for your patience, feedback, and ongoing support. It really does keep us going.

Campsite Hustle - Red Shore Games
🏕️ Hey Campers!

Today we shipped a small but important update. Our focus is bug fixes, minor performance gains, and a smoother overall experience. Thank you for your support and feedback. 🙏


🔧 Fixes

• Fixed a collision issue that allowed players to pass through built toilets.
• Fixed a freeze that occurred when starting a dialogue while an information popup was open.
• Fixed a bug where right-click transfers between inventory ↔ quick slot (hotbar) could duplicate moves in some cases.
• Fixed an issue where certain tools would not transfer via right-click between inventory and the quick slot.
• Fixed an issue where, while shelving products, some items could remain stuck in a highlighted state.
• Fixed an issue where the Lumberyard could not be demolished even when idle.
• Fixed an issue where, after the Lumberyard cooldown finished, logs would fail to spawn.

👉 Join us now and say hi
https://discord.gg/mpPCWEaz
Red Shore Games 💚
Collectamon - Reinier303
Hello all lovely Collectamon players,

Another update to share some Progress. Keeping it a bit short this time!

Dev Log

I uploaded the first Dev Log to Youtube!
I mentioned wanting to do one quite a while ago and it's finally finished :D


Current Progress

Quick note, I striked out what has been completed and was already in the previous update.

Art
- 15/15 Monsters Drawn
- 15/15 Monsters normal variant colored
- 1/15 Shiny variants colored
- 0/15 Shimmering variants colored
- Safari Zone Environment
- Safari Zone Portal


Development & Misc
- 1/10 Safari Zone Levels
- 2/15 Monsters implemented
- Safari Zone User Interface
- Safari Zone Level Selection
- Safari Zone Music

- Safari Zone Mechanic
- Safari Zone Currency


Monster Sneak Peak

Lastly another sneak peak for one of the monsters in the Safari Zone!

That's all folks!

Have a wonderful day!
...

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