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high rated
Wildermyth

update for 2 October 2024
Offline installers updated to 1.16+551 Patch for Win/Mac/Linux

- Fixed bug in All the Bones of Summer where mystic and child would stop gaining relationship points if you ended their rivalry
- Fixed bug with navigating heroes via controller on Final Preparations
- Fixed bug where filtering heroes by aspect didn't always work
- Tools: Custom humanName formula now carries over on reroll, and fixed bug with customization (no more need for nameFormulaOverride!)
- Tools: Mod Injections can now remove a specific index from a list
- Tools: Added "removeAspects" field to themes and theme pieces
- Tools: Fixed Mod Injections not working for campaigns and dungeons
- Tools: Fixed bug where Mod Injections couldn't overwrite complex data objects (like a full StatsMap)
- Tools: Fixed crash when adding to theme stats via editor
- Tools: Fixed crash in Mod Injections when clicking "Show Original" with nothing selected
- Tools: Fixed bug with showing StatsMap Mod Injection overrides
high rated
#Drive Rally

https://www.gog.com/en/game/drive_rally

Version 0.5.1.2 -> 0.5.1.7

The next official #DRIVE Rally Patch (v0.5.1.7) is ready! This patch will introduce new feature along with leaderboards saving time issues.

AI Difficulty Settings - From now on you can now choose from three different settings - LOW, MEDIUM, HIGH.

Ghosts nameplates - From now on, you'll be able to see the ghost driver's name above their car. The game will randomly choose an opponent based on your current leaderboard time, always selecting someone ahead of you on the leaderboard.

Fixes:
NEW FEATURE: AI Difficulty Settings in Gameplay Options.
Leaderboard times saving and upload fixes.
Fixed issue for occasionally ghosts not showing during the race.
Added driver nameplates to the ghosts, so you know whose time you're trying to beat.
high rated
Tunguska: The Visitation - Enhanced Edition

Updated to 1.89-5

Changelog from SteamDB:

Update 1.89-5 Patch Notes

• To avoid confusion, after completing the "blessed stone" quest, the game will tell player to go back to the quest giver for next step

• Added cheat code for spawning high quality food, food ingredients, serum ingredients, and serums. Syntax:
• Incorrect syntax. Use: \n get <item ID> <quantity> [durability(0-1)] [superior|premium|refined|purified]
• (refined/purified are only for serums)

• To avoid confusion, when player receives Jerry's notice about new meal order, he'll remind player to check out the chalkboard.

• You can now sell medicine and grenades in the shipping bin in Ravenwood.
high rated
Bear and Breakfast:

Updated from 1.8.25 to 1.8.26.

Patchnotes (Steam): https://steamdb.info/patchnotes/15356100/

- Fixed GuestDemandThumb showing wrong label for Heat.
- Fixed binding of shadowed actions, breaking the action binds.
- Added shadowed action binds for Zoom In / Zoom Out (which are present in both Adventure and Pan and Zoom layouts).
- [PC & SteamDeck] Blocked Mouse Movement from getting bound as actions.
- [SteamDeck] Display Virtual Cursor when M&K are connected.
Attachments:
high rated
Shardpunk

Updated to 1.1.8.4

Changelog from SteamDB:

1.1.8.4 PATCH NOTES

Bugfixes:

• Fixed an issue that would display an invalid player profile in some cases.
high rated
Flotsam (Early Access)

Updated to 0.8.5 (Galaxy & Offline Installer)

Changelog from SteamDB:
0.8.5: Tutorial OUT NOW!

Hey Drifters,
We know the game has always been a bit tricky to jump into, especially with the tutorial being sparse and features often changing throughout development. That’s why I’m glad to finally say the Tutorial is now live!

New and returning players: you can now dive in with a custom experience that will walk you through the early stages of building your floating town, covering the basics with dialogue and objectives.

Alongside the tutorial, we’ve revamped parts of the UI. We've reworked the notifications (since they often felt more like a nuisance than helpful info), and refreshed the Fish Farm UI to make it easier to navigate. Plus, we’ve squashed bugs, made other UI improvements, and updated localization across the board!

What's next?

There’s a reason we’ve been hard at work on the tutorial! Its dialogue and quest systems are setting the foundation for something bigger: the narrative! We’re currently testing small drifter quests, a larger story arc, and more.

In addition, we’re currently testing the re-introduction of Pollution. This feature has always been a bit tricky too, so we’re planning to roll it out on the experimental branch soon to let it marinate. This way we can fine-tune and iterate on it together. Sea you soon!

Early Access 0.8.5: Tutorial

This patch focuses on making the game more accessible with the introduction of a tutorial and various UI/QoL adjustments to help new players start a floating town.

Tutorial

• A tutorial has been added, which can be started from the Main Menu. This custom experience will walk you through the basics of building your floating town, with dialogue and quests!
• Added the 'Tutorial Pages'. A dedicated panel for in-depth information on gameplay features.
• Removed old tutorial pages from the 'Survival Guide'. The 'Survival Guide' has now been renamed to 'Glossary' to better reflect its revised function.
• Added a '?' button to various panels. These will open the relevant tutorial page for quick access to information.
• Added various new animations for drifters in dialogue.

Localization

• All supported languages have been updated to include translations for the new tutorial and tutorial pages.
• Fixed and updated several missing translations from the previous localization update.
• Fixed various UI elements that were displaying incorrectly in languages other than the default.
• Various other small localization improvements.

Misc

• Starting a new game will now trigger a dialogue asking to name the town.
• Behind the scenes: created a dialogue system.
• Behind the scenes: created a quest system.
• Changed tutorial video codecs to VP8 to allow for multi-platform usage.
• When the game is paused, changing it to any other speed will now un-pause it.

UI

• Added a Quest Objective tracker.
• Added dialogue UI.
• Reworked notifications. We felt that the notifications would often clog up too much of the screen and act like a nuisance rather than give insight into the town's state. Now, notifications no longer stack on the side of your screen. It's now a single line which you can hover over to see all previous notifications.
• Reworked the Fish Farm panel UI to make it easier and less confusing to use. The functionality has not changed.
• Various other UI improvements.

Fixes

• Fixed issue where deconstructing or upgrading buildings with decorations on them (housing) would not get done by drifters.
• Fixed issue where moving down with joystick in the options menu caused the menu to glitch shortly.
• Fixed issue where the Save button would open a deprecated save panel when there was no save to overwrite.
• Fixed issue where going into an overlay and back using DPAD would keep the color overlay when switching back to default view.
• Fixed issue with the producer panel where the ‘-1’ button incorrectly removed the first queued recipe instead of the last. Also resolved issue where right-clicking to remove a specific queued recipe removed the wrong one.
• Fixed issue where expertise points would get assigned on opening the drifter expertise panel with joystick.
• Fixed issue where resetting the camera to the town would not work when the game is paused.
• Fixed issue where the inventory top-bar would partially not have a background when you had too many items in joystick mode.
• Fixed issue where buildings would get insta-constructed when cancelling salvage too early.
• Fixed issue where where keys or glyphs would display as numbers when loading a save.
• Fixed issue where time could not be controlled with shortcuts in the map.
• Fixed issue where some language characters were not showing properly.
• Fixed issue where where buildings, after a canceled deconstruction, could not be deconstructed again.
• Fixed issue where the Glossary had duplicate entries for the same building.
• Fixed issue where deconstruct icon sometimes wouldn't show above buildings.
• Fixed issue where 'export blocked' warnings above buildings would stay even when it was no longer blocked.
• Fixed issue where Glossary titles were invisible.
high rated
Just in time for the spooky month a new update for FAITH: The Unholy Trinity has arrived (Offline & GOG Galaxy).

FAITH update 1.5 (October 08, 2024)
Crash fixes

Chapter 2:

• Fixed crash that sometimes happens after a thrall kills Garcia during phase 1 of the Miriam fight

Chapter 3:

• Fixed crash to desktop that sometimes happens when reaching Chapter 3 in Marathon Mode
• Fixed crash to desktop if demon babies are left crawling around Mother after devouring her at the end of her boss fight
• Fixed rare freeze that happens if the game can’t find a good place to spawn John’s cross if he gets hit by Gary during his boss fight

Survival:

• Various crash fixes due to all the demons interacting with each other in “Demoned” mode

Bug fixes

Chapter 1:

• Fixed “nasus” text overlapping with dark gray informative text at the bottom of the pause menu

Chapter 2:

• Fixed bug that causes the controller to rumble continuously during the secret ending cutscene of Chapter II Prologue
• Fixed bug that, in some cases, spawned an extra instance of the cross’ “holy” volume at the start of Chapter 2, resulting in the cross being twice as powerful as it should be throughout the Chapter
• Fixed bug that starts John out with the “auto-cross” glitch when loading their game at certain points of Chapter 2
• Fixed bug that made the Cemetery maze not resolve even after the player walked the correct path
• Fixed bug that didn’t properly save the “last room” global variable to the Chapter 2 save file
• Fixed bug in the Church that caused the controller to rumble continuously until the player pauses the game
• If Miriam morphs into a larger size in phase 1 of her boss fight, she will stay that way in phases 2 and 3
• Fixed coding error that checked for Chapter 1 ending 2 instead of Chapter 2 ending 2 when calculating the total number of Chapter 2 endings that the player has reached

Chapter 3:

• Fixed bug where the game background changes to “Sutexii” when starting Chapter 3
• Fixed bug where John could walk behind the walls in Mother boss’ room
• Candles found throughout the apartment complex no longer appear lit when the player is supposed to be in total darkness (basement, camera sequence)
• Lisa no longer appears “damaged” while running away from the Alu boss fight room
• (Flashback 3) Fixed the color of John’s cross as it appears in the master bedroom mirror
• Entering the moon/chalice/bird/star puzzle room in the Daycare no longer resets the music if the music is currently playing
• Fixed draw depth bug when the chairs in the Garyland chair puzzle change position
• Fixed bug where Garyland audio files don’t load after the chair puzzle and completing Flashback 4
• Fixed Moloch room bug where the flame that appears in one hand after sacrificing a key will jump to the other hand if you exit and re-enter the room
• (Ending 2) Blood rain no longer appears in front of dialogue text boxes during certain cutscenes
• (Ending 3) Lightning flashes coming through through the windows of John’s house no longer stay permanently after quitting/dying and re-loading during the home invasion sequence

Survival:

• John can no longer walk through the east and west walls in Amy’s (boss) room
• Fixed second Basement Demon fight where it was warping outside of the room boundaries during its “YOU CAN’T CATCH ME” phase
• Draw depth of giant gore pile outside of Tiffany’s fight now works properly
• Fixed bug where John could get stuck in a wall when moving from one Jeffrey room to the next
• Fixed visual and scripting bugs with the 3 “plagas” cultists when they are all running around trying to grab John with their tentacles
• Fixed bug where John’s “extra chances” during the Super Miriam fight would not reset to their full amount after dying and re-starting the fight
• Game now correctly keeps track of demons defeated (if any) during “Demoned” mode. Note that enemies that spawn indefinitely like Miriam’s thralls and the Malphas Acolytes will not count towards your demons defeated stat


Misc:

• Added code properly shutting down Steam API functionality when the game ends
• Game now properly remembers the window size when switching from fullscreen to windowed
• Fixed certain backgrounds showing tiny white/green lines on the outer edges on some screens

Adjustments

Chapter 1:

• If John dies to Amy during her first phase, they no longer have to hear their entire conversation again to restart the fight. Rather, they re-spawn at “SHE IS MINE, PRIEST”
• The GWOB (gun with one bullet) now correctly displays in the pause menu
• New save point added just before John grabs the gun and shoots the mirror a third and final time
• Added audio cues for the house front door and attic door opening

Chapter 2:

• Church music now pauses during Spindly Lady fight
• If Rumble is enabled, the controller will now vibrate with each stab during Thrall stabbing cutscenes
• Pausing is now enabled during cutscene of John melting
• Added water drips to pipes in the Candy Tunnel
• Added heartbeat-style controller vibrations (if Rumble is enabled) when Peekaboo is close to John in the Candy Tunnel
• Toned down how much the gamepad vibrates during Miriam’s boss battle when she sneaks up behind you in her second phase

Chapter 3:

• In the sequence where John is strapped to the gurney in the Clinic, it is now super obvious which curtain the player is supposed to hide behind
• The wait time to get the Clinic secret basement door to open has been reduced by half
• New save points added after John cleanses the ritual knife/ritual mask
• In the Lisa/Alu boss fight, Alu has slightly less influence over John if he possesses him and tries to get him to kill Lisa
• New audio cue plays if John successfully completes the steps needed to enter the Unseen World in the Apartments
• Bob Martin can now be repelled with the cross when he appears in the master bedroom mirror in a certain flashback
• Father Allred’s stole is added to the “opening the door” cutscene and it can now be found a short distance away from his body during a certain flashback sequence
• Adjusted speed of “Plagas” cultists from Garyland/outside the Crucible when they rush John’s position or try to get to either side of him to be a little slower
• (Ending 3) During the home invasion sequence, John must retrieve the item from the basement before he can leave out the front door

Survival:

• “Are you sure” prompt now appears when starting a new Survival run
• Improvements to how ranks are calculated
• Big arcade-style flashing arrows now point John in the right direction after certain boss encounters

Misc:

• The game window no longer constantly re-positions itself to the top-left corner of the screen during play
• Slowed down the rate at which the player can scroll through menus when holding down gamepad analog sticks
• It is now much easier for the player to toggle Chapter I Flashlight/Lantern modes on/off
• The borders of “closer look” images like the Michael polaroids and Clinic ultrasounds are now solid, matching the borders of dialogue text
• Added controller rumble for each stab of the “Thrall attack” cutscene
• Enabling/disabling demons can now only be done from the main menu configs screen (not from the pause menu)
• Screen says “end of chapter” instead of “game over” at the conclusion of Chapters I and II
• If the player has controller rumble enabled, cleansing objects will rumble the controller a bit when the little ghost thingy pops up
• Text of John’s comment about “fresh cheeseburgers” now matches the audio
• Improved the “Invertis” screen effect to more accurately represent inverted colors
• Added a tiny disclaimer to the game credits
Post edited October 08, 2024 by Berzerk2k2
high rated
RimWorld

Update for 8 October, 2024
Offline installers updated to version 1.5.4241 rev 596 for Win/Mac/Linux

Changelog from SteamDB:
Improve performance of "need warm clothes" alert with large numbers of clothes in stockpile.
Moved "CausedBy" translation key to core.
Insect jelly will now be deprioritized when selecting caravan food.
Disable room space need thoughts when asleep.
Smoke launchers, incinerators, and gunlinks no longer have qualities.
Re-flavor royal titles.
Allow timbershrooms to grow on polluted ground.
Allow prisoners to be downed for prisoner sacrifice and execution rituals.
Updated creative rewards content.
Updated translations.

Fixes
Fix: Dev palette cached incidents being skipped if target is the wrong type.
Fix: Hard-coded formatting on injury label in brackets for body part sources.
Fix: Copying colonist ScenParts with configurable lists edits in-place instead of copying data over.
Fix: Wall torch has inconsistent max fuel compared to other similar buildings.
Fix: Brain isn't properly destroyed by execution cutting on deathless pawns.
Fix: Electroharvester has flipped graphics.
Fix: Pawns without reading policies producing error when prisoners have joy need via mods.
Fix: Randomly scattered things don't retain quality from scenario config.
Fix: Shamblers not able to walk through open doors in some circumstances.
Fix: Coagulate can be used on pawn with no tendable hediffs.
Fix: Hunting work site generation can cause errors with modded games if leatherDef is null.
Fix: Global learning speed factors do not appear on skill tooltip.
Fix: Missing eyepatch drawn over blindfolds.
Fix: Some anomaly debug actions visible without anomaly active.
Fix: Breastfeeding moms dropping babies if no bed.
Fix: Healer Mech Serum prioritizes sterilized over mental ailments.
Fix: Having bloodfeeding and cannibalism memes sometimes generates an ideoligion with no positive cannibalism precept.
Fix: Misconfigured distRange on SubcoreEncoder_Working sound.
Fix: Exception ticking mothballed world pawn.
Fix: Room size space calculations can add cells from outdoor locations.
Fix: Error if simulate killing unspawned pawn with a shield.
Fix: Deconstructing firefoam popper with auto rebuild on places a blueprint on deconstruct.
Fix: Ascetic pawns judge others for their appearance, contrary to trait description.
Fix: Deadlife shamblers appearing on schedule.
Fix: Ideology buildings not respecting interaction spot overlap.
Fix: Anima Tree artificial structure radius inconsistencies.
Fix: Incorrect wealth calculation on buildings with def-defined base market value
Fix: Sanguaphage meeting quest not completing if join offer is postponed.
Fix: Error in inspect string when saving game directly after a pawn has used a verb.
high rated
Remains

Standalone installer updated: [Windows] 0.50x8211a ⇒ 0.53x0316a.
0.53x0316a - Droid update

01000100 01110010 01101111 01101001 01100100

Hello everyone who is still here. I'm finally releasing this update in which I've added new droids and a few other features.

Let me start with the most important thing: Droids
For a long time in the game there exists SSDroid, he couldn't do anything, I want to make you happy, he still can't do anything. But now there are other droids in the game, specifically:
1. Collector droid - collects objects flying by.
2. Mining droid - flying to asteroids and extracts resources from them.

Droids have an energy charge that you can track with the new item Droid Tracker (you need to learn the recipe in Ship core). By taking it in your hands you will see the distance to all droids and their charge.

To work and charge droids you need a Flying Droid Station (you need to learn the recipe in Ship core). This station has a storage where droids will bring resources.

The Workbench for droids has been reworked.

Another important part of this update is the rework of the energy system. Now the devices have the amount of energy they consume. Changed the energy value in the battery from percent to unit. The battery now has an improvement.

Batteries now save energy when you pick them up in your inventory.

That's the main thing I wanted to tell you about this update. Now I want to tell you about the future of this project.
Sometimes I get questions like ‘Is the project dead?’ or something similar. I am preparing a project roadmap where I will try to show what I want to add in future updates.

In addition to Remains, there are several other projects in development. I would like to concentrate fully on Remains, but it's financially impossible. But that doesn't mean I've abandoned the project and won't update it. I have plans to do a complete visual redesign to get away from assets on my own. I'm also testing the option of landing on a planet. And of course the addition of multiplayer. So I am sure that the project will live, I can not guarantee that updates will be released quickly, but I can say for sure that they will be!

A few words about future projects:
I'm currently in the process of porting my already released game Operation sniff to other platforms. This will help me understand how cross-platform multiplayer works. After the port I will continue to develop another space game, but not in survival genre, but still I hope you will be interested and there will also be multiplayer, but from the release. And one more project that you may have already heard about on my Discord server or read my posts on X. A game in the sea networking very close in concept to Remains. I hope you will enjoy the future projects. Thank you all for reading to the end.
high rated
Vagrus - The Riven Realms

Updated to 1.1761004S for Windows, Linux and Mac.

No changelog.
high rated
Bear and Breakfast:

Updated from 1.8.26 to 1.8.27

No changelog that I could find.
Attachments:
high rated
Parkitect

Updated to 1.10f (Galaxy & Offline Installer)

Changelog from SteamDB:
1.10f Update

This months update contains the following changes:

Version 1.10f:

• added deco pipette tool can also select paths now
• rebalanced "True Tycoon" achievement to be more reasonable (20 million goal instead of 100 million)


September 2024 Build Challenge Results

Here are the winning entries:

These workshop items are now included as default blueprints in the game

Crumbly Keep

A compact coaster built inside an old keep. Keep an eye out for fallen masonry on the tracks!

Excitement: 70.5 (Very high)
Intensity: 34.9 (Medium)
Nausea: 22.8 (Low)

Approximate Cost: ~$6,208.94
Approximate Cost (without decoration): ~$3,025.00

+++

Faerie Fire

Excitement: 57.1 (High)
Intensity: 31.2 (Medium)
Nausea: 16.5 (Low)

Approximate Cost: ~$5,997.01
Approximate Cost (without decoration): ~$3,159.00

+++

Manic Mining Company

Excitement: 56,5 (High)
Intensity: 31,7 (Medium)
Nausea: 19,1 (Low)

Approximate Cost: ~$5,997.13
Approximate Cost (without decoration): ~$3,699.00

+++

Wilde Maus

Excitement: 67,3 (Very high)
Intensity: 34,7 (Medium)
Nausea: 15,9 (Low)

Approximate Cost: ~$5,996.50
Approximate Cost (without decoration): ~$3,381.00

+++

Temple Run

Excitement: 60.0 (Very high)
Intensity: 26.2 (Low)
Nausea: 13.2 (Very low)

Approximate Cost: ~$5,997.94
Approximate Cost (without decoration): ~$2,954.00
high rated
ROGUE-FP

Version 3.0.4
CHANGED IN THIS UPDATE:
-Tweaked the appearance of gasses and fire -should fade out more smoothly and blend together better
-Fire does slightly more damage to the player


FIXED IN THIS UPDATE:
-Crash that could occur if a room got completely removed by a pit
-Crash that could occur if you polymorphed a monster over a pit
-Fire effect not always showing up properly on monsters when they are on fire
-Monsters weren't visibly taking damage when on fire
Post edited October 10, 2024 by JuraxGames
high rated
SteamWorld Build

Updated to 1.0.12 (Galaxy & Offline Installer)

Changelog from SteamDB:
Steam Fright Update: Welcome to the Spooky Side of SteamWorld Build!

Our final seasonal content is here, and it's full of eerie surprises. Say hello to Steam Fright, an autumnal update with our last of the 8 maps—perfect for those who love a little fright in their build!

What’s New:

New Night Map: Navigate through the darkness and build your empire in spooky style!
11 Placeable Decorations: Customise your town with a Spooky Tree, Pumpkin Patch, Tesla Coil, Mausoleum, Ghost Volleyball court, and more!
8 Environmental Decorations: From flying ghosts to glowing pumpkins, watch as your town transforms into a haunted haven.
New Glowing Spooky Train: Watch it light up the night in creepy fashion!
Candy-Exploding Tumbleweed: Click on the burning pumpkin and unleash a candy explosion!
3 New Agent Hats: Equip your workers with the Pumpkin Head, Rain Hat, or Witch Hat for that perfect fall flair.
New Mine Decorations: Explore new elements like a talking coffin, a creepy octopus bookshelf, and much more!
Unique Shades & Weather: Fog, rain, thunder, and eerie new visuals for an immersive autumn vibe.
New Music: Feel the spooky season come alive with brand-new tunes for Steam Fright.

Happy Haunting!
Your SteamWorld Build Team

P.S.: Love our games? Make sure to leave us a review! We'd love to hear your thoughts and feedback :)
high rated
Parkitect

Updated to 1.10f2 (Galaxy & Offline Installer)

Changelog from the Changelog.txt file inside the game folder:
Version 1.10f2:

• fixed broken zone info window