SunderBound - SScorpid
Attention, Citizens of Haven!

We are beyond excited to finally bring SunderBound into your hands! As of today, you can request access to the SunderBound playtest from the game’s page on Steam! The playtest will be accessible and playable starting today, November 5th, 2025.  

https://store.steampowered.com/app/1477750/SunderBound/

Let’s go through some questions that might pop up regarding the playtest:

Q: When will I receive access to the game?

A: We will allow the first wave of players to access the game as soon as this week, and will allow additional waves of players every update cycle.

Q: There will be updates?

A: Yes, we commit to updating the playtest build every two weeks to adjust balance, add bugfixes, and optimize performance. (so we will allow a new wave of playtesters every two weeks). Additionally, we commit to at least two larger content patches that will add new enemies and other goodies ;)

Q: For how long will the playtest be available?

A: For as long as we feel that we are getting actionable feedback from you, the players. That means at least two months. After that, if we still need to test out various features of the game, we may keep it open for longer; otherwise, we will close down the playtest to prepare for a demo release.

Q: How can I provide feedback?

A: Please join our Discord server if you haven't already. There, you will be able to write down your thoughts, report bugs, and find buddies to play co-op with. We will also be posting bi-weekly (so, once every two weeks, right?) feedback forms there, where you would be able to go into more detail, if you’d like. You can also post on Steam’s Community Hub - we will also monitor that space closely.

Q: I am a content creator. Can I make content for the game, and discuss it freely online?

A: Absolutely, in fact, we would be very happy if you shared your thoughts. If you are a creator and you would like expedited access to the playtest, do reach out to us on Discord, and we will consider providing one for you.

Important notice: SunderBound is a project that is still under development. This means that there is a lot of missing content, and you may experience bugs, glitches, and/or inconsistency in gameplay. This is a large part of this playtest, and we ask you for your patience if you experience them, and for your cooperation in reporting these issues on our Discord server, or in the feedback forms that the team will share there.

Thank you very much for your interest in SunderBound and we sincerely hope you enjoy the playtest. See you in Haven!

- Kipi Interactive

Halls of Torment - June the Fool

Hello Bog-Explorers,

Thank you all for your support, we've read your feedback and through the issues you had and deploaying some bug fixes now!

Patch Notes

  • Malignent Mirror: When multiple lords died at once, not all of them would spawn their Torment Shards.

  • Fixing crashes with when Multistrike chance would reduce to 0.

  • Fixing crashes in the Boglands.

  • Fixing that "Green Goods Collector" would not properly register sent up items.

  • Fixing the alchemist Flasks and the elements unlocked for it.

  • Fixing that memoried traits would not show up twice.

  • Fixing that using memory potions on a trait would make variants available for which the level wasn't reached.

  • Fixing some issues with persistent data between runs were tags were not properly set leading to all kind of weird behaviour with abilities and traits.

  • Fixing that Beast Huntress no longer crashing the game when entering the Training Grounds.

  • Fixing that Final Growth: Quickhands won't give base speed increase but relative one.

  • Fixing that Bard entry in the compendium wasn't selectable with the gamepad.

  • Fixing that Blessings from the Boglands DLC get their level properly displayed.

We'll continue working on the stability and fixing more bugs. Please keep reporting!

  • Chasing Carrots

Strange Seed - Tactical_Lich
STRANGE SEED IS OUT.

 

Our creature evolution game has evolved into its final form! Thank you so much to everyone joining us on this journey and we really appreciate every single wishlist, share, demo download and feedback from you. Let's look at what's in full game of Strange Seed:

New Creatures (and Body Parts)!

With a full game comes a full range of body parts, and that's over 40 creatures and 7 body parts for you to experiment with. We did the math – there are over 4.5 billion possible combinations! The possibility of evolution is virtually endless!

New Areas!
[carousel][/carousel]

Explore New Haven in its complete glory. From the scorching volcano to the iridescent crystal caves, there are over 10 different biomes for you to explore and numerous secrets to uncover!

New Puzzles and Challenges!

New maps mean new NPCs! Especially in the brand new town area, where you can find several NPCs offering a variety of challenges for you to complete. And don’t forget to explore every nook and cranny for hidden puzzles!

(🐸: What's a keypad???)

New Bosses
[carousel][/carousel]

Encounter mighty and bizarre creatures. Take them on with your new arsenal of body parts and abilities! Will you be the predator or the prey?

Are you ready to assemble your own bizarre life form? Play the full game now! And don't forget to join our Discord community and show off your outlandish creations!

https://store.steampowered.com/app/2463690/Strange_Seed/

Smol Kobold Garden - uwusoft

Bug fixes

  • Fixed various glitches when kobolds interact with water.

Added

  • Terrain system Overhaul

  • Xbox Controller support

  • Cloud Saves

  • Record/Music Player

  • 1 Achievement

  • Various small visual tweaks

Known bugs

  • eggs/items ignore water.

  • Some eggs/egg shells may display the wrong or no texture.

As Smol Kobold Garden continues through Early Access, you can expect significant changes as we refine the gameplay, improve performance, and align everything with the long-term vision. Some updates may be experimental and could even be rolled back if they don’t work out. This is a very experimental phase of development where we’re learning what works best, and your feedback plays an important role in shaping that direction!

The terrain system has been completely reworked to use cubic tiles. While this makes the world appear more blocky, this sets the groundwork for future terrain editing. Making the terrain out of cubes allows for faster, more intuitive shaping within a grid-based system, which will make future updates involving terrain customization more intuitive and fun to edit more than a couple of times.

Initial controller support has also been added. Xbox controllers have been tested and work natively right out of the box. Other controllers may function as well, though they haven’t been formally tested yet. Steam Deck controls should now also work properly, and to go along with that, cloud saves have been introduced. You can now use the same save files across multiple platforms, allowing you to move seamlessly between PC and Steam Deck or other handhelds that use SteamOS.

A new feature, the Record Player, has been added to the garden. It functions similarly to the Transporter and lets you select which track to play and how long it loops, adding a little extra atmosphere while you spend time with your kobolds.

Our first achievement has also been added as a small test for future achievements. You can unlock it simply by hatching an egg. Please note that if you have already hatched eggs in an existing save, you won't just get the achievement but will need to hatch a new egg for it.

In addition to these updates, several small tweaks have been made throughout the game. The tree models have been changed, shaders and lighting have been refined, and colors have been slightly re-balanced to give the world a more cohesive look.

Everything you see in Smol Kobold Garden right now, from the visuals to the environmental details, should be considered placeholder. I know the game is still in a very rough and unpolished state, but this is all part of the process. Once the core systems and gameplay feel right, the visuals will follow and evolve into something much more refined. I want to thank everyone who has supported the project so far, from those who have found bugs to those who have simply played and shared feedback. Your help means a lot, and I’m excited to keep improving Smol Kobold Garden.

8:03am
NOMIA - Tangleworm

The second layer of Curses has been implemented!
This update also brings a number of assorted quality of life and battle improvements.

Every Memory that gives Block or defensive statuses now ticks before DoTs do.
Seagull's Duality now truly inverts every status, even those whose opposites can't be gained in any other way.
Enemy AOE indicators have been redrawn to be more readable.
Chronomancer enemies no longer act on the enemy turn.
Certain bosses will now summon adds when they've taken enough damage.

There's not really a theme to this update, because behind the scenes I've been focused on writing.
More story content is coming soon!

CHANGELOG

v0.8.2 -> v0.8.3

BUG FIXES
  • Fixed Invective Scholar's Mind Empty card reading "1 copies".

  • Fixed Cricket's Vice Grip showing cards on screen before he was selected.

  • Made capitalization consistent across path choice descriptions.

  • Enemies with Witness no longer copy Banes.

  • Fixed Tab causing the selection light to flicker on and off when the expedition has already ended.

  • Fixed run-end stats not appearing for retreated party members on save and load.

STORY
  • Realm poems now only appear for realms 2 and 3, to smooth out the start of the run.

  • Home-base poems only appear the first time the run start menu is opened.

  • The term "centimoon" is now "hundredmoon", and "decamoon" is now "tenmoon".

VISUALS
  • Redrew enemy AOE indicators with round corners so they're easier to read when overlapping.

  • Wood: Made pillars contrast more with the floor.

  • Added more card play VFX.

  • Added final art for Heat Haze, Slipstream, Catalogue, Mercurial, Compactor, and Reclaimer.

  • The Transmute event now has its own firework effect.

  • Slightly increased the number of atmospheric particles.

  • Stray battles no longer announce "Dream Stabilized".

GAMEPLAY
  • Added additional challenge modifiers.

    • Curse of the Wildfire Exemplar: Party members only heal 75% of max HP after defeating a boss.

    • Curse of the Glass Leviathan: Enemies gain 1 Dodge on spawn.

    • Curse of the Invective Scholar: After the first three rounds of combat, both party members take 1 unblockable damage each turn.

    • Curse of the Horde Foundry: Enemies have a 1 in 2 chance to gain 2 Resist each turn.

    • Curse of the Gravestone Quarry: Rerolls and refreshes cost 1 more Star.

  • The first boss now only rewards a golden card, and the second boss now only rewards a golden Memory.

  • Rest events now also increase both party members' max HP by 5.

  • Stray threats now also reward 3 Stars.

  • Once all realms have been unlocked, you can now stay on the same path after defeating a boss.

QUALITY OF LIFE
  • Enemies that take a turn as a reaction to your card plays now show a warning before you play a card that would cause them to take their turn.

  • The maximum curse level cleared by each pair is now displayed.

  • The number of each enemy you have ever defeated is shown in the monster library.

CARDS
  • Seagull's Duality can now invert Form, Dodge, Blinded, Distracted, Rally, Recovery, Burn, Bleed, and Poison. The inverted versions of these statuses currently cannot be gained in any other way.

ITEMS
  • Earth: Mote of Gravity now applies 5 Bound rather than 2.

MEMORIES
  • Instinct has been reworked: Each turn, gain Block equal to 10 minus the number of Actions you have.

  • Enlightenment has been reworked: The first 2 turns of battle, Copy a Gambit from your unlocked pool.

  • Absorption Tonic now converts every debuff into Poison, not just DoTs.

  • Seagull's Spectacles now give Block before DoTs tick.

  • Seagull's Star Leggings now give Block before DoTs tick.

ENEMIES
  • Fire: Scale of Lament now summons Kindlings when enough damage has been taken.

  • Water:

    • Glass Leviathan starts with 3 Dodge rather than gaining Dodge each turn, but it now summons Fogdwellers when enough damage has been taken.

    • Skipper and Arrow of Time no longer act on the enemy turn.

  • Wood: Invective Scholar's Mind Flood now inflicts 2 Fray instead of 2 Exposed, and it summons Bookwraiths when enough damage has been taken.

  • Earth: Gravestone Quarry now gains 1 Vulnerable when playing its non-attack cards, but it now summons Stonescribes when enough damage has been taken.

MARVEL Cosmic Invasion - Quentin

Welcome back, Team!

This time, we’re taking you deep into the heart of our cosmic HQ to take a look at how we’ve assembled the perfect blend of Super Heroes for MARVEL Cosmic Invasion. When we launch later this year, you’ll have a choice of 15 Marvel Super Heroes to take into the fight, saving the world and putting a stop to Annihilus’ galaxy-sized plot.

Learn how we assembled the perfect blend of well-known characters with cult favourite retro comic Super Heroes for modern fans to discover. We scoured the Marvel Universe to gather the perfect Super Heroes, with stunning design and awesome powers, to help you protect the cosmos in MARVEL Cosmic Invasion.

Take a deep dive into our them all with our Dev Diary #2, and find out what our team loves about the 15 iconic Marvel characters you’ll be able to step into later this year.

Aquatic Store Simulator - Freemind Games - Adam

Hi Aquatic Store fans! 😌🐠

To celebrate the sale, we have great news for you, a new Licence UPDATE 🐟

💠 New game product licence mechanics added! From now on, a new tab will appear on the tablet in the shop, allowing you to unlock new sets of items. Customers will be expecting new licensed items, so remember to stock up your shop with new items! There will be as many as 80 new fish and items added to the game!

💠 Fixed a bug where the restocker would sometimes get stuck when we gave it the command to return a box to the cupboard

💠 We have redesigned the UI/computer interface for managing the shop to accommodate the newly available options

💠 Purchased decorations that fall into the inventory are rotated to face the player, making it easier to quickly decorate aquariums (you don't have to rotate the item every time if you are facing the aquarium)

💠 Earnings and costs at the end of the day are now calculated correctly

💠 Fixed a bug where the player started putting items on the shelf in the shop at the same time as the restocker, which caused the held item to get stuck. Now everything works correctly

💠 Fixed a bug where a customer accidentally had 11 items to delete and the game recorded it incorrectly (it was not possible to delete the customer, either by yourself or by an employee). Players who encountered this error will have the game fix itself after updating

💠 Placing some plants in the substrate is now easier

💠 Hints in the lower right corner now have a background to make them easier to read.

💠 Fixed a bug where Ancient Corals in aquariums sometimes became invisible. Everything now works correctly.

💠 Players now correctly receive money for selling empty used items such as empty fish food, empty soil bags, etc.

💠 Fixed a bug where sometimes you could hear the sound of an item constantly tapping the ground when switching locations. Now the sound will work correctly.

💠 Improvements to the restocker, it should jam less often.

💠 Minor UI improvements.


⤵️⤵️⤵️

How to contact us with bugs?
Do it via discord 📢

https://discord.gg/76N77uHWkc

Or via the Steam discussion📢
https://steamcommunity.com/app/3073580/discussions/

How to support Aquatic Store Simulator?
The easiest way is to share your opinion of our game with others on Steam or among your friends. Thank you very much💗

Aquatic Store Simulator

Hell Let Loose - Ben B T17

Since Update 18 and the announcement of our upcoming playtest, you have asked a number of questions that we wanted to address in this Dev Brief. As you’ll have seen from our recent communications, we are trying to be more transparent and communicative about our decisions and why they have been made.

In this Dev Brief, you can expect clarity on the following:

  • What we’re doing to improve the in-game experience since Update 18.

  • What we’ve learned from Update 18.

  • Why we didn’t roll back Update 18.

  • Why we’re running a PTE for Update 19.

  • When we’re planning to release Update 19.

  • What has caused the recent connection issues and how they’re being addressed.

  • An important update from our Game Service Providers (GSP) on the ongoing distributed denial-of-service (DDoS) attacks.

We hope this briefing gives you more insight into what we’ve been working on, the challenges you’ve been experiencing in-game, and what’s ahead for Hell Let Loose.

Thank you to everyone who has reported bugs and sent feedback through channels we monitor closely like Discord and Reddit. We’re really excited for what’s coming next for Hell Let Loose. Let us know in the comments if there are any other questions you’d like us to answer.

Questions from the Community

What are we doing at the moment to improve the in-game experience since Update 18?

When Update 18 launched, several unforeseen issues surfaced, including PhysX engine problems that caused both server and client-side crashes. While we resolved many of these major issues with the release of Hotfix 1 and Hotfix 2, the team has continued to work on Hotfix 3, which is due to release next week. Throughout we have been acting on reports you have raised through our support platform, Discord and Reddit.

Alongside these Hotfixes, we have been focusing on deeper, long-term stability improvements that will roll out in Update 19 and future updates.

For those interested, Hotfix 3, due out next week, will include a few minor client-side crash issues related to in game pop-up prompts and use of the admin camera, a server crash issue inside FRigPivot when updating actors, and a fix to the RCON tool to punish a player that had resulted in that player not seeing the cause of death or the message left by the admin.

What have we learned from Update 18?

Update 18 didn’t go as we all hoped, and it highlighted several areas where we need to improve including community engagement and stress testing with live-game conditions. A number of issues surfaced that affected the player experience and made it clear we needed to strengthen some of our processes.

Moving forward, we’re focused on improving how we detect issues within the game adding new tools on the backend to support this. We are also working with GSPs to enhance server stability, expanding opportunities to involve the community earlier, and aiming to be more transparent in our communication wherever possible. These changes aim to make future updates more stable, better tested, and deliver an overall improved player experience.

Why didn’t we roll back Update 18?

A common question we’ve seen since Update 18 is “why we didn’t roll it back?”

While rolling back might sound like a quick fix, it often introduces new risks and complications, particularly when identifying the root causes of issues. This was unfortunately the case for us with Update 18.

We made the decision to focus on targeted hotfixes and long-term stability improvements rather than reverting progress. This approach allows us to ensure future updates are more stable, better optimised, and built on a stronger foundation.

We look forward to seeing continued improvement with the next hotfix and the release of Update 19.

Why are we running a PTE for Update 19?

Public Testing Environments give the community a chance to share direct feedback on new content before it’s released. After Update 18, we saw just how valuable this process is for identifying issues that may not appear during internal testing.

This PTE marks an important step in strengthening communication between the development team and the community. We’re working closely with server owners, clan leaders, competitive players, and others to ensure players have a voice in shaping the game.

We want to hear your feedback on the Smolensk map and the new Self-Propelled Artillery, as it will help us refine both ahead of release.

As a note, whilst we have members of the team are working on the next update, we want to reassure you that many remain focused on resolving the issues identified by the community in Update 18.

When are we planning on releasing Update 19?

Although we previously announced a November release for Update 19, we’ve made the decision to delay the release. This extra time will allow the team to ensure that issues from Update 18 are addressed ahead of the new release.

Expect a confirmed release date announcement later this month. Be sure to follow us on our social channels and join the Discord to make sure you don’t miss the announcement.

What has caused the connection issues and how are they being addressed?

We know connection issues have become more common for many players since Update 18. These problems stem from several factors, including PhysX-related issues (which was resolved in Hotfix 2), however has also been due to a set of ongoing DDoS attacks affecting server providers (see below for more details on the DDoS Update).

Since Update 18, we’ve been improving client-side stability and performance-related issue, while working with server providers to test fixes in live conditions for server-side problems. Your feedback remains vital in helping us identify and resolve remaining issues.

If you experience crashes or connection problems, please reach out to the Hell Let Loose Support Team with as much detail as possible. Your reports help us identify and resolve problems more quickly.

As an FYI, If you do get a kicked from a game due to a DDoS attack, you will likely see an message like the one below that says “A NETWORK ERROR HAS OCCURED. PLEASE TRY AGAIN.”

You also may see “LOST CONNECTION TO HOST” as well.

Community Questions TLDR Summary
  • Major issues such as tank traversal and PhysX engine crashes were fixed through Hotfixes 1 and 2, with more improvements coming in Hotfix 3 and Update 19.

  • Alongside these issues, network connection problems have been linked to DDoS attacks. We are working with GSPs, and have internal network engineers monitoring the situation.

  • The PTE gives players an early chance to provide feedback and shape new content. We will share the feedback forms when the PTE launches on Friday.

  • A rollback was not possible without risking more problems for the long-term stability of the game, so we focused on targeted fixes that are already being actioned.

  • Update 19 is now planned for December to allow time for more fixes and feedback.

DDoS Update - Server Providers - 5 November 2025

In the community update in Dev Brief #209 (3 November 2025), we informed players about a recent series of DDoS attacks targeting one of the major server providers for Hell Let Loose, Qonzer.

QONZER has now released a statement on their website with more details about the attacks and how they are working with NeoProtect to protect their customers moving forward. For more information, we recommend reading their full statement, however here is their overview summary.

As you are aware, we have been actively communicating with all clients regarding the recent surge in DDoS attacks. Our existing mitigation system has successfully protected our network for over a year; however, on the 30th November, we experienced an unprecedented 29.1 Tbps attack that resulted in all Boarder Gateway Protocol (BGP) sessions being revoked. This only affected around 15-20% of our network with the majority not being HLL based services.
We anticipate that these attacks will continue to grow in frequency and scale due to the rise of low-cost “rent-to-DDoS” proxy services, which enable powerful attacks at minimal expense.

To address this, we have initiated a two-phase strategy:

Phase One:
We have expanded the global capacity of qGuard-Standard, which already blocks a substantial portion of incoming attacks. While it does not yet include the advanced packet filtering technology of our previous solution, it serves as an immediate and relatively effective protective layer.

Phase Two:
Over the coming days, we are deploying new large-capacity scrubbing centers to replace the original network featuring the sophisticated packet filtering capabilities. These centers will provide complete protection against the recent class of attacks. All clients will be offered to transition to this enhanced protection at no additional cost.

Our goal remains to keep you online, secure, and protected without any increase in cost. Thanks to our network’s unique architecture, we are able to implement these improvements rapidly.

If you have any questions regarding this update, please contact us directly via the live chat directly on all of our platforms.

 

We have also contacted our other server providers, who have issued the following statements.

We previously trialled Corero hardware for deep packet inspection and filtering, which helped block attacks up to 40 Gbps but wasn’t scalable for the 100 Gbps+ floods we’ve seen across multiple regions due to the time and cost involved. We’ve since moved to working directly with our data centers, which handle the most common attacks automatically and mitigate larger ones as they occur with great success so far.

We’re also exploring routing all traffic through services like https://path.net/, which provide a global scrubbing network for DDoS protection, though we’re mindful this could increase latency for players.

DDoS attacks are becoming larger and more sophisticated than ever before, often reaching 10Tbps+ and packet rate in the billions per second. Our parent company Global Secure Layer has built application specific protection across the gaming industry, creating custom solutions for individual games rather than generic UDP based defenses to defend against large and complex attacks. This is necessary as attackers often mimic underlying game protocols to bypass generic protections.

The GSL team are constantly developing their global mitigation platform, to ensure all Streamline customers are getting the best experience possible

GTXGaming Statement on DDoS Protection for Hell Let Loose Servers:
At GTXGaming, the stability and security of our Hell Let Loose servers, both PC and Console, remain our top priority. Our infrastructure is safeguarded by industry-leading DDoS protection, utilizing multi-layer mitigation systems and real-time traffic analysis to detect and neutralize attacks before they impact gameplay. We work continuously with our data center partners to adapt to evolving threats and ensure minimal downtime, low latency, and a seamless experience for every community we host. Our team actively monitors the network 24/7 to guarantee that Hell Let Loose players enjoy the highest level of protection and performance available in the industry.

Aquarist - Freemind Games - Adam
Hello, dear Aquarists!😌

To celebrate the Artic DLC premiere, we have great news for you - a new update to main version of game 🐟

🔹 The new Arctic DLC is now available. You can now visit the Arctic in search of new fish species and adventures. 24 new fish, over 50 decorations, new aquariums, new mechanics, 7 new achievements, and the largest location in the game with a scooter for getting around are now available!

🔹 Fixed a bug where sometimes after loading the game in the basement shop, customers would not appear at some aquariums and would not want to buy items and fish from the aquariums (this is especially true for the aquarium right next to the entrance door)

🔹 A hint system has been added to the underwater levels when the player has the last 3 items left to find, to make it easier to complete 100% of the photos in the album (arrows will appear above the last missing items in a given level)

🔹 Purchased decorations that fall into the inventory are rotated to face the player, making it easier to quickly decorate aquariums (you don't have to rotate the item every time if you are facing the aquarium)

🔹 Fixed a bug where sometimes at the beginning of the tutorial, after pouring soil, the aquarium in the living room would disappear and the player would be stuck in the air.

🔹 Placing some plants in the substrate is now easier.

🔹 Hints in the lower right corner now have a background to make them easier to read.

🔹 A tablet has been added to the museum location to change the material on the ceiling (thanks to the players for their suggestions on this issue!)

🔹 It is no longer possible to accidentally fall into and get stuck in the aquarium in the patio of the aquarium exhibition location.

🔹 Fixed a bug where the Pinegupple fish became invisible after loading the game. Everything now works correctly.

🔹 Fixed a bug where Ancient Corals in aquariums would sometimes become invisible. Everything now works correctly.

🔹 The player now correctly receives money for selling empty used items such as empty fish food, empty soil bags, etc.

🔹 Fixed a bug where sometimes a sound of an object continuously tapping the ground could be heard when switching locations. Now the sound will work correctly.


🛍️ We have prepared an update to the Supermarket shop DLC too 🏪

🔸 Fixed a bug where the restocker would sometimes get stuck when we gave it the command to return a box to the cupboard

🔸 The restocking room has been expanded with additional rows of lockers for purchase

🔸 Fixed a bug where, at the same moment, the player started putting items on the shelf in the shop and the restocker did the same, which caused the held item to get stuck. Now everything works correctly

🔸 Earnings and costs at the end of the day are now calculated correctly

🔸 Fixed a bug where a customer accidentally had 11 items to delete and the game recorded it incorrectly (it was not possible to delete the customer, either by yourself or by an employee). Players who encountered this error will find that the game will fix itself after updating.

And for Japanese DLC 🏮
🔻 Fixed a UI bug where sometimes after collecting a piece of wood, the number +10 remained on the screen.

➡️ Check Artic DLC ➡️
https://store.steampowered.com/app/3930920/Aquarist__Arctic_DLC/?l=english

How to contact us with bugs?
Do it via discord 📢

https://discord.gg/76N77uHWkc

Or via the Steam discussion📢
https://steamcommunity.com/app/1430760/discussions/

How to support the Aquarist?
The easiest way is to share your opinion of our game with others on Steam or among your friends. Thank you very much💗

Aquarist Team
Ketz: Galactic Overlords - KIWOLD

Version 0.2.6 Patch Notes This update focuses on cleaning up several gameplay and UI-related bugs while bringing small improvements to enemy behavior and interface consistency across screens.

Below are all the updates included in Version 0.2.6:


Bug Fixes
  • Fixed an issue where defeating bosses in Cosmic Greenway did not affect the number or rarity of items appearing in the shop.

  • Resolved a bug where the mouse hover indicator would appear in empty UI areas.

  • Fixed an issue which objects blocks the players visibility when player behind it.

  • Corrected several localization issues across various languages.

  • Fixed a bug in the Level Up screen where opening the owned skills panel would prevent the screen from being closed with ESC.

  • Fixed a bug causing the Velrath's attack indicator to remain visible longer than intended.

  • Resolved an issue where items could become non-clickable after being moved.

  • Fixed a bug where Challenge Tower effects only updated based on Nexarion Way, ignoring Cosmic Greenway.


Changes
  • Stat headers have been added to the TAB screen, bringing it in line with the Level Up screen format.

  • Added a delay to the mine-planting attack of Wooden Elite Ranged enemies.

  • Ranged enemies in Cosmic Greenway now turn more smoothly during combat.


Thank you once again for your continued support, feedback, and bug reports. Your input helps us shape the future of Ketz. More improvements and surprises are on the way.

The Ketz: Galactic Overlords Team

...

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