Hell Bug - limonitgames

We got some UX and Quality of Life updates!

-Items can be bought with "E" now, no more clicking!
-Gameplay song is changed after feedback
-An infinitie symbol added to pistol bullets, it was "111" before, we know it was confusing, sorry!
-Red text and sounds added for empty magazines and gun animations stop now after 0 bullets.

-Automatic reloading added

-You can control your character with arrow keys now after feedbacks

Next patch will include new guns enemies so stay tuned! Hell yeah!

2:15pm
Burden of Command™ - GreenTreeGames
Bugs
- Crash: LdrSufficientOrdersNAtStartChkResult.calc_orders_n_net_cost() takes 1 positional argument but 2 were given. (Luke)
- AI bug: AI would pickup wrong battle_stance (e.g. offensive/defensive) from the chain of command in certain circumstances (Henk, Patrick, Luke)- leading to things like AT Guns suddenly moving on the offensive! Trello trello
-(2nd try at this ;-) )Removed: confusing/annoying ‘orders_n 0 >= cost 0 but still failing..’ message silenced ;-) (luke)
Hermit Playtest - Krabworks Studios
  • - Reduced the number of particles spawned during rain, which should potentially give moderate performance improvements during rainstorms
LoveCraft - pers-krolya
Cool, stylish and very fast transportation!
Race to win!







Firefighter Frankie 🚒 - Tom - PyroPeak Studios

Hi everyone,

A new update is live for Firefighter Frankie! 🐾 This one adds fresh content and a bunch of fixes to make the game smoother:

🔥 5 New Fires
  • Firestation Windhaven:

    • Stadium

    • House

  • Firestation Crimon Canyon:

    • Cabin

    • Space Shuttle

    • Steam Locomotive

🎮 Fixes & Improvements
  • Fixed load save bug Windhaven

  • Patched tunnels and map gaps

  • Improved performance

Thanks again for playing and for all the feedback! It really helps me polish the game and make Frankie’s adventure better for everyone.

Tom - PyroPeak Studios

Cards and Castles Ultimate - Vontre

Yes that's right, we'll be back with another public beta weekend for more playtesting! We've listened to your feedback and made some significant adjustments to the core gameplay, including adjusting the map layout and removing the Safe Zone mechanic. We are also in the process of redoing our maps! This work is in progress so some of the maps will still use the old style during the playtest. Check out our new Viking arena map here!

Some differences from our last test:

  • We'll be starting players with a bunch of currency so they can test more of the game's cards.

  • We'll be doing a full weekend this time, so both Saturday and Sunday will be open.

We'll be resetting all player accounts beforehand as usual. The team has been hard at work making many upgrades to the game and we're excited to run another test! Join us on Discord for up to date information on the playtest as it happens. Sign-ups are open now!

Ascent: Rivals Playtest - sgeorge
Updates

  • Full UI/Menu Rework
  • New Item Economy
    • 3 item tiers
    • New ‘Augment’ item type that apply buffs to equipped parts and weapons
    • 50 new ship parts, weapons, and augments
  • Ship
    • Improved motion dynamics (less snappy over hills/ridges, less flipping, better strafing)
    • Closer camera perspective for better sense of speed
    • Engines now have 1-5 “stages” to allow different rates of acceleration at different speeds
    • Improved VFX for low health
  • Character Animations (Piloting, Combat, Taunts)
  • Combat
    • Hit detection improvements
    • Unique models for each weapon
    • Weapons now use energy from battery or pressurized air power from PRS
    • Piloting input is preserved when switching to combat, but slowly returns to idle state
  • Added matchmaking window

Quality of Life Changes

  • “STALLED” indicator when engines are killed
  • Added new hit indicator on HUD to tell what enemy part you damaged
  • Edit custom game settings after lobby creation
  • Parts are categorized into “Speed,” “Agility,” and “Combat” tabs
  • Improved overall game performance

Balance Changes

  • Quick transition time between combat/piloting
  • Races are now 4 heats
  • AR¢ is also passively rewarded at start of heats
  • Obelisk award AR¢
  • Tier now indicates strength instead of weight class, allowing lights to compete with heavies late game
  • Batteries are intrinsic to engine and no longer distinct part
  • Parts perform better at their respective weight classes
SolForge Fusion - Lucas L

Hello all! Just a couple of fixes for you while we work on some things!

-Fixed issue where certain spells would be undone when dragged into play.

-Medals for previous events have been added in and will be passed out in the next couple days.

Krita - EmmetPDX
"Today we are releasing Krita 5.2.13! This is a bugfix release containing a number of important Android fixes, courtesy of Carsten Hartenfels, our new Android Maintainer. The release also includes a security fix that affected the work with TGA files."

As always, please feel free to check out the full release notes here: https://krita.org/en/posts/2025/krita-5.2.13-released/

Thank you all for your continued support!
Hoverflow - simon.in.motion
Maps
  • Added 5 new maps : 4 in chapter 3 and 1 in Limbo,

  • Reworked all of the chapter 3 with new props and obstacles,

  • Reworked all of the Limbo chapter with new props and obstacles,

  • New lighting for chapter 2,

  • Reworked a small part of level 1-1,

Gameplay
  • New mechanic : the slide boost zone, it's a white zone on the ground that makes you slide a looot quicker,

  • New mechanic in limbo levels : the bouncing surface.. you'll see !,

  • New mechanic, the minimum speed ring : a speed ring that puts you to a certain speed if you have less than that speed (ex: a 50 min speed ring, will put you to 50 speed if you have 20, but won't do anything if you have 55),

  • Reworked the air fans,

  • Required checkpoints : added required checkpoints in level 1-10 to test the mechanic !,

  • Changed the way speed is computed, now it's a real metric in meter/second,

  • When finishing a level and respawning, it respawns you with no speed next to the teleporter thanks to @Fixious,

Others
  • Reworked the medals logos !! (check the screenshot),

  • Fixed many animations of the ghosts,

Bug fixing
  • Fixed the speed boost in Distant glade thanks to @Demon Bublebush , @kricket and @Fixious,

  • Fixed the menu opening when in freecam thanks to @william,

  • Fixed a bug where the player could move while in menu thanks to @printer,

  • Fixed a weird ass bug when you had a slowdown after restarting a level, big thanks to @printer,

  • Fixed a 1 year old bug where the sound effect continued while on the ground thanks to @william,

  • Fixed also a very old collision bug on overlook (a rock had a hole) thanks to @william,

  • Fixed the abuse from jumping from the sand at the start of the Passage thanks to @william,

  • Fixed the volume not off a -40db thanks to @william (I'll rework that better in the next update),

  • Fixed an abuse in Green Moon thanks to @GreezyCheese,

Roadmap
  • NPCs and the whole writing and lore of Hoverflow, I didn't find time to include it in this update,

  • One more Limbo level,

  • Balance the medals of all of the levels,

I am planning to release the v1.0 on November the 7th, thank you so much for helping me along this incredible journey There may be one final update before 1.0. Rest assured, I have many plans for after 1.0 if there are enough players interested in the game !

...

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