World of Warships - Unrug_WG
New Leaderboard Event: Operations with Flagships


As we approach the final days of the various time-limited mechanics introduced earlier this year, we're giving one of them a heartfelt send-off with a custom Leaderboard event!

To participate, challenge the mighty flagships and deal as much cumulative total damage across multiple battles for these Operations as you can until the release of Update 14.7. The top-100 scorers will shovel home a not-too-shabby 20,000 Coal!

EU NA ASIA

Brawl it Out!


Tie a neat bow around Update 14.6 with a round—or lots of rounds—of Brawls! Here's the format:
  • 2v2; Tier X ships
  • No more than 1 battleship, 1 cruiser, or 1 destroyer per team
  • No aircraft carriers or submarines
  • Divisions of up to 2 players

Update 14.7 Teaser


Update 14.7 is around the corner, and you can already get an advanced look at what it's going to look like thanks to our new teaser trailer. Check it out!


Having a HARD Time - quadrupleq

Hello friends, we're finally getting there!

After a lot of hard work, I’m happy to announce the release date for Episode 5 of Having a HARD Time.

Episode 5, titled Butterfly, will be playable on Saturday, August 30th. It will be available for free, through a patch, for anyone that owns Having a HARD Time on Steam.

This will once again be the largest episode to date, with over 2200 renders and 115 animations, and more still in progress. As I’ve mentioned before, Episode 5 will not include any new weekend activity content, so all of this is focused entirely on the main story.

I still have a bit of work ahead, such as finishing the final main story scene, creating the secret scenes, adding some phone content, and doing plenty of testing and polishing. But I’m confident I’ll have it all ready in time.

Please note: Most translations will likely not be ready at launch but will be patched in once they’re complete.

That’s all for now, hope you’re looking forward to the next episode! I think it’s going to be a lot of fun. 😉

Cheers,

~ Quadruple-Q

11:57am
TEKO - Talio Games
TEKO u0.2

When selecting more than 5 chips at once, some interactions might not work correctly. I just specifically fixed a bug related to number combos: for example, when selecting three 2s and three 7s, instead of registering the combo as a Full Mansion of numbers, it was being registered as a Trio. This may occur with other combos, so please, if you find a bug, report it. If you can send a screenshot, even better.

Pressing the spacebar no longer causes any bugs. Previously, pressing this key would switch the language to one with empty text strings, causing all text on the screen to become invisible.

Consumables can now be sold correctly. Previously, the system would not allow certain specific consumables to be sold in the play screen.

Fixed the movement of consumables when they are purchased. They no longer move slowly. Before, they moved so slowly that they would fail to arrange themselves correctly on the inventory.

Fixed a bug when triggering the Alchemy Card. It no longer intermittently 'teleports' the user to another screen if the card's effect activates in the shop.

Now, when the Alchemy Card is triggered, the other cards wait for its effect to finish before changing their position.

Increased the speed of the chips when selected on the play screen for better visual flow.

I have temporarily removed the Discord Rich Presence system because I'm improving screen and menu management throughout the game.

Nia: Jewel Hunter - GamesByPuziki

We’re happy to announce that the game is now officially available on macOS!

Mac users can now enjoy the full experience natively, without the need for emulators or additional software. The macOS version includes:

  • Full content and all episodes

  • Latest updates and improvements

  • Support for mouse, keyboard, and controllers

If you already own the game, simply install it on your Mac through Steam.

Thank you for your continued support. If you encounter any issues, please let us know via the community hub or support channels.

Toonie Tennis - rgyani
Hey everyone!
We’ve been listening to your feedback, and we’re excited to serve up a speedy new update! 💨

🚀 What’s New?

Faster Animations: Moves now feel snappier, tighter, and more satisfying. Your character reacts like they’ve had three espressos.

Longer Rallies: We’ve tweaked gameplay to reward timing and skill, so you can enjoy those epic back-and-forth moments that feel just right.

More Responsive Feel: Movement, shots, and reactions are now ultra-smooth—less delay, more oomph. You’ll feel the difference the moment you step on the court.

Basically? Toonie Tennis is now more toonie than ever.

⚡ Whether you're in it for the glory, the giggles, or just to melt your controller with ridiculous rallies, this update brings the heat.

Thanks for playing and smashing—it means a ton!
Let us know what you think, and keep those serves spicy! 🔥🎾
— rGyani Games
Birdigo - bird word game - Corey Martin
  • added 27k+ new words!
  • hooked a few more things up to the 'game speed' setting
  • rebinded Shuffle to the right trigger (more comfy)
  • "Rustling" song now appears max once per migration

The game now has 397625 entries in its word list, and should be that much harder to happen upon a "should have been accepted but wasnt" word.
Boars in Rome Playtest - Bug Space

Ciao, we are uploading a new build to Steam and Itch!

Would be very curious to hear what you think, especially for the game feel, new landings and the dash.

Send us feedback in the comments here or on our discord server!

Biggest Changes

Red Guy (Character Model)

  •   Red Guy, who was turned into Grey Guy, is now Red again.

  •   Red Guy has clothes now. (1st iteration of the new model)

  •   Red Guy got new animations.

Landing States

  •     (Press SHIFT or CTRL/C just before you hit the ground).

  •     You can now roll or slap the ground to maintain momentum.

  •     You can stumble or become stunned if you fall too far.

  •     Hold CTRL/C to go into a slide instead. Doesn't work if you fall too far (you will roll instead).

Gamefeel

  •     New 'Gamefeel Intensity' slider in options menu.

  •     New speedlines and blurring that happens when you move fast. (Very Mirrors Edge inspired).

Dashing

  •     Press SHIFT + A or D to dash.

  •     Very Mirrors Edge inspired.

  •     Puts you to max speed immediately.

Air Coiling / Crouch Jumping

  •     Press CTRL/C while in the air to crouch jump.

  •     Makes your collider smaller.

  •     Gives you a tiny upwards boost.

  •     Not that much use right now. But it feels cool?.

Movement Changes

  •     When wall climbing, you now pause for a moment at the top before you start sliding down.

  •     When wall climbing, when you start sliding down you can reach a higher max speed.

Other fixes

  •     Catacombs level: Fixed the lighting breaking on low and medium settings.

  •     Catacombs level: Lighting should be more performant.

  •     Minor material and texture changes for flooded and catacombs level.

Known Issues
  • Camera clips into the model when you roll.,

  • Slapping the ground twice in a row makes you very short.,

  • Tapping CTRL just before landing can play the slide animation for a brief moment.

All Other Changes!
UI Improvements
  • Drop down settings are now opaque instead of translucent.,

Animations
  • Landing animations added.

    • Rolling.

      • Ground slap.,

      • Rough landing (stumble).,

      • Hard landing.

  • Dash animations added.

  • Running animation improvements.

    • Hips should sway more, should feel smoother overall.

      • Each run direction has a unique look.

      • Arms should look more natural when you look up or down.

  • Wall climb animation improvements.

    • Hands are more visible, should help with understanding what is happening.

  • Added crouch jumping animation.

  • Small improvements to crouching animation transitions.

Camera Shakes
  • Re-introduced some camera shakes. More to come.

  • Don't want people to get motion sick so adding them slowly and keeping them weak.

Graphics
  • Added first iteration of character.

  • Added post processing (gamefeel).

  • Fixed catacombs lighting breaking on medium and low settings.

  • Patched up some holes in catacombs.

Optimisations,
  • Optimised textures. - they should take 30-50% less memory and result in ~10% better FPS.

  • Fixed inverted normals on brick textures.

  • Improved Master Materials. - about 3% less complex should give better FPS and load faster.

  • Added support for parallax mapping - this is disabled if materials are set lower than "high".

  • Reworked catacombs lighting to be more performant.

Environments
  • Improved lighting in flooded level.

  • Added parallax mapping to bricks - depends on graphics settings.

  • Decreased brick normal map intensity by ~50% - thought it looked more hand-painted.

  • Reworked catacombs texturing - brighter colors make the lighting less dark.

Bug fixes
  • Fixed some situations where your camera could get stuck tilted.

Boars in Rome - Bug Space

Ciao, we are uploading a new build to Steam and Itch!

Would be very curious to hear what you think, especially for the game feel, new landings and the dash.

Send us feedback in the comments here or on our discord server!

Biggest Changes

Red Guy (Character Model)

  •   Red Guy, who was turned into Grey Guy, is now Red again.

  •   Red Guy has clothes now. (1st iteration of the new model)

  •   Red Guy got new animations.

Landing States

  •     (Press SHIFT or CTRL/C just before you hit the ground).

  •     You can now roll or slap the ground to maintain momentum.

  •     You can stumble or become stunned if you fall too far.

  •     Hold CTRL/C to go into a slide instead. Doesn't work if you fall too far (you will roll instead).

Gamefeel

  •     New 'Gamefeel Intensity' slider in options menu.

  •     New speedlines and blurring that happens when you move fast. (Very Mirrors Edge inspired).

Dashing

  •     Press SHIFT + A or D to dash.

  •     Very Mirrors Edge inspired.

  •     Puts you to max speed immediately.

Air Coiling / Crouch Jumping

  •     Press CTRL/C while in the air to crouch jump.

  •     Makes your collider smaller.

  •     Gives you a tiny upwards boost.

  •     Not that much use right now. But it feels cool?.

Movement Changes

  •     When wall climbing, you now pause for a moment at the top before you start sliding down.

  •     When wall climbing, when you start sliding down you can reach a higher max speed.

Other fixes

  •     Catacombs level: Fixed the lighting breaking on low and medium settings.

  •     Catacombs level: Lighting should be more performant.

  •     Minor material and texture changes for flooded and catacombs level.

Known Issues
  • Camera clips into the model when you roll.,

  • Slapping the ground twice in a row makes you very short.,

  • Tapping CTRL just before landing can play the slide animation for a brief moment.

All Other Changes!
UI Improvements
  • Drop down settings are now opaque instead of translucent.,

Animations
  • Landing animations added.

    • Rolling.

      • Ground slap.,

      • Rough landing (stumble).,

      • Hard landing.

  • Dash animations added.

  • Running animation improvements.

    • Hips should sway more, should feel smoother overall.

      • Each run direction has a unique look.

      • Arms should look more natural when you look up or down.

  • Wall climb animation improvements.

    • Hands are more visible, should help with understanding what is happening.

  • Added crouch jumping animation.

  • Small improvements to crouching animation transitions.

Camera Shakes
  • Re-introduced some camera shakes. More to come.

  • Don't want people to get motion sick so adding them slowly and keeping them weak.

Graphics
  • Added first iteration of character.

  • Added post processing (gamefeel).

  • Fixed catacombs lighting breaking on medium and low settings.

  • Patched up some holes in catacombs.

Optimisations,
  • Optimised textures. - they should take 30-50% less memory and result in ~10% better FPS.

  • Fixed inverted normals on brick textures.

  • Improved Master Materials. - about 3% less complex should give better FPS and load faster.

  • Added support for parallax mapping - this is disabled if materials are set lower than "high".

  • Reworked catacombs lighting to be more performant.

Environments
  • Improved lighting in flooded level.

  • Added parallax mapping to bricks - depends on graphics settings.

  • Decreased brick normal map intensity by ~50% - thought it looked more hand-painted.

  • Reworked catacombs texturing - brighter colors make the lighting less dark.

Bug fixes
  • Fixed some situations where your camera could get stuck tilted.

Genkai: Primal Awakening - Mega Game Studios


It’s been over a year since we launched the first version of the demo, and thanks to all the feedback we got from the community, we’ve made some big improvements to the game.

We gave each Genkai its own personality—now every Genkai has a unique set of abilities that will make you play in different ways. Combined with different decks, every run feels fresh and different. We also revamped the tactical system and completely reworked how turns work.

It took us a while to make all these changes, but we truly believe it was worth itːsteamhappyː. We’re really excited to hear what you think of this new version of Genkai: Primal Awakening.

Anode Heart: Layer Null - stove
Hello everyone, major patch v0.9 is now up and running. It brings the last remaining pre-postgame zone, the Snow Zone, new DNAs and a bunch of new cards, fixes and tweaks.

Full changelog:

Content:
* Snow Zone, last of the 12 (planned) Zones
* New pack (42 cards) and extra cards (new fusions)
* 2 new DNAs

QoL:
* Tutorial tweaks, KBM/Joystick controls poster added in the Analog Town card shop
* Card description tweaks for better clarity
* Album screen now displays which locked ??? cards are fusions (and which base form is needed, if you have it unlocked)
* Cards referenced in card descriptions can now be viewed on separate pages (in battle, album and deck editor) by pressing C/V or L1/R1 (page left/right keys)
* Running is now set on by default

Card changes:
* Drilling Molun mills 2 on summon now too (and trigger is the same)
* CD Fish -> no bonus
* Hinoko -> now works only if a lv.1 fire Tama is deleted
* Altalir -> cannot be summoned directly from deck
* Volteryon -> removed "attacks last" clause
* Emerge -> cost 2 any instead of water
* Anti-patch -> now draws 1 on delete

Next major patch will be v1.0, meaning it will wrap up all pre-postgame content, and a portion of the postgame. After that, I'll focus on remaining tweaks, QoL and any loose ends and the game should be ready to exit early access. Since this will be a larger content patch, it may take a bit longer to produce, but I'm aiming for a late September release.

If you encounter any breaking issues, please let me know in the comments below!

Gl hf!
Sto
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