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high rated
Blind Fate: Edo no Yami - Prologue

Updated to 1.0.3 (Galaxy & Offline Installer)

No changelog.
high rated
Parkitect

Updated to Version 1.8b (Galaxy & Offline Installer)

Changelog from Steam:
1.8b Update

This months update contains the following changes:

Version 1.8a:

- fixed products of Customizable Shop having a price in scenarios where shop products are required to be free
- fixed Discord friends missing in multiplayer invite friend list when opening list for second time

Version 1.8b:

- fixed a case where excitement rating for tower rides could get negative, leading to all sorts of strange results
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PraetorianWolfie: Disco Elysium - The Final Cut

Updated to e471b0de (Windows) (Galaxy and offline)

I haven't seen a changelog for this, as of yet.
The updated the Mac Build to, just got another name. Still no changelog, probably a Hotfix.
high rated
Star Trek™: Armada II

Internal Hotfix (20 December 2021)

fixed black screen with MSAA enabled
high rated
GRIME

Updated to 1.1.54 (Galaxy & Offline Installer)

Latest changelogs from Steam:

WARNING, CONTAINS SPOILERS!
Patch 1.1.5

Hey! Yarden GRIME director here,

This is another more minor patch aimed mostly at bug fixing, polish, and improved tutorial clarity.
We have also updated GRIME's Demo to be up to date with the game.

In addition, we'll be sharing below some updates on the MASSIVE story DLC we are currently focusing most of our attention on.

Clarity:

- Cavity tutorial pop-ups have been tweaked to improve clarity. Added color-coding as well as icons next to terms such as "Mass" and "Hunt Points".
- Updated the Inventory Cosmetic slot's visuals to better indicate it is cosmetic.

Bug Fixes:

- Fixed an issue with "Remake" in the Grow Menu while using a controller.
- Improved ledge grabbing to be more consistent and predictable.
- Fixed an issue that hid the player's body on equipping certain cosmetic armors.
- Fixed an issue causing the camera to jitter while in pull-mode.
- Passage achievement now requires the City Nervepass to unlock.
- Fixed an issue when using self-pull from an elevator as it is moving.
- Fixed a bug with ladders which made it so the player was not leaning towards the selected direction.
- Fixed a bug causing momentum jumps from certain pull-able platforms to not work as intended.
- Fixed a bug causing the Ardor HUD effect to stop playing.
- Damage from enemy grab attacks now properly reduces Ardor count.

DLC:

As promised, we are currently working on an entirely new, MASSIVE story DLC that includes: new bosses, enemies, abilities, weapons, and much more.

Image 1

Some of the new additions being worked on will be aimed at addressing the common issues brought up by players, one of which is a request for an ability that makes traveling the world faster and more enjoyable, à la Hollow Knight's Super Dash.
So here's the Sprint ability:

Image 2

Other than zipping by at double the regular speed, this ability can also be used in combat scenarios over dashing to better position yourself, as well as some new, secret platforming challenges.

Image 3

The other abilities will have a similar function, aimed at addressing relatively common complaints. We'll expand on them further in the updates leading up to its launch. :)

P.S - We have been sharing our progress early on Discord and our social media if you would like to get an earlier peek.

WWW.GRIMEGAME.COM
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Hotfix 1.1.54 - Fixing Passage achievement and improved compression

Just a quick Hotfix to the "Passage" achievement, a rebinding issue that could lock the game up.
In addition, and the main reason why you will notice the massive download size for this update, is that we have improved texture compression to reduce RAM consumption.
Post edited December 20, 2021 by Hustlefan
high rated
Galactic Civilizations III


v4.21 Brings AI and Map Density Updates
4.21 also brings a number of long requested balance updates.

What players will probably notice the most, however is how much better the AI is at putting together fair trade offers. This may only merit a single line in the change log but represented the bulk of the engineering time for this update.

Changelog
All versions:

AI is now significantly better at putting together trade offers with the player (ones likely to be acceptable to the player).
Asteroid likelihood in a system increased from 20% to 25%
Ion storm spawn likelyhood an a sector increased from 50% to 65%

Retribution:

Minimum star distanced reduced from 7 parsecs to 5 parsecs
Approval requirement for content reduced from 45% to 40%
Civilization capital raw resource production increased from +2 to +3
As hardware continues to become more powerful we have bumped up the number of objects a map can spawn:
Small galaxy base object spawn increased from 300 to 400 (this is how many planets, stars, etc. are allowed)
Medium galaxy base object spawn increased from 500 to 700 (this is how many planets, stars, etc. are allowed)
Large galaxy base object spawn increased from 750 to 900 (this is how many planets, stars, etc. are allowed)
Huge galaxy base object spawn increased from 900 to 1000 (this is how many planets, stars, etc. are allowed)
Gigantic galaxy base object spawn increased from 1000 to 1200 (this is how many planets, stars, etc. are allowed)
Excessive galaxy base object spawn increased from 1400 to 1500 (this is how many planets, stars, etc. are allowed)
Insane galaxy base object spawn increased from 1500 to 1600 (this is how many planets, stars, etc. are allowed)
AI weighting of technologies improved to ensure the AI researches the updated tech tree more effectively
Ministry of Alien Affairs now gives a +0.25 diplomacy bonus
Interstellar Tourism prereq changed from requiring Immigration to ministry of alien affairs to make available earlier in the game.
Supply ship manufacturing cost reduced from 200 to 125
Early game music tracks updated
high rated
Stronghold Warlords

1.9 hotfix - mp desync + floating wall fix

Stronghold: Warlords v1.9 Hotfix - 20 December 2021
Build Number: v1.9.23662
Update Size: 4.2 MB

General Fixes:
-Fixed a multiplayer desync that could occur when Ninjas are initialized
-Fixed an issue where walls would sometimes be floating after loading a save game made during AI/Warlord wall build. (Note: applies only to new saves)
high rated
Crystal Caves HD



Update v1.1.2 - Twibbles are here!
Year is around and we hope your adventures in the Altarian star system are going well

This community have shown more love for custom content that we could ever expect (almost 600 custom levels!!!) and for that, we are releasing few extra toys to play with in level editor and one special item - Twibble Spawner
! Get those spawners going and populate your levels with happy Twibbles

Next to that, we also added a new type of crystals
which are now used in Episode 4.




New level editor toys

Twibble Spawner - spawns Twibbles that will hop around your levels.
Togglable Block - solid blocks that can be toggled on/off by switches
Yellow doors & levers
New background
15 new tiles (water glass pipes, crystal props, yellow hanging steel grids...
)
New type of crystal to place


We can't wait to see what you come up with using all these cool stuff!

Happy holidays and Happy New Year!
More About This Game
high rated
Tooth and Tail
All offline installers updated to 1.8.1

Changelog:
https://store.steampowered.com/news/app/286000/view/5069362419485423023
high rated
Firegirl: Hack 'n Splash Rescue

Updated to 1.023 (Galaxy & Offline Installer)

Latest changelogs from Steam:
First Update!

Hey everyone!

Julien here, I'm the game's programmer and half of Dejima.

We've been reading your comments and reviews, we're listening to your feedback and we're determined to keep improving the game.

Based on the feedback we received, we've already started making changes which brings us to this first update!

Here are the patch notes:

Version 1.021 Patch notes:

- Reworked mouse aiming from the ground up. We added a reticle and made the controls one to one for snappier and smoother mouse aiming.
- Fixed several issues concerning settings not saving properly.
- Modified some enemies to improve their visibility.
- Made several enemy death animations faster. It is now more apparent when a fire has been put out.
- Various stability fixes.

Thank you for playing, stay tuned for more updates and new features!

Julien
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Second Update!

Hey everyone, it’s Julien again!

We’ve been listening to more of your feedback and are back with another update.

The tweaks and fixes in question are mostly about gameplay this time!

Version 1.022 Patch notes:

- Train cars move much slower when separating
- Debris from piles disappear after getting hit
- Changed the axe collision to increase the reach and make the jump attacks more effective
- Made shooting with the hose snappier (controller only)
- Tweaked water refill spawn code
- Water refills refill more water
- Fixed the bug where the hose water stream would start shooting up when colliding with nearby debris
- Tweaked enemy collisions
- Reduced the HP of several flying enemies
- Extinguishing enemies is generally slightly faster
- Certain enemies now give 2 or 3 seconds when extinguished instead of 1
- Reworked the difficulty progression from the ground up. The game will now unlock missions with more survivors to rescue only if you have been successful at that particular type of mission. For that reason, players that are already far into the game will encounter a few easy one survivor missions before getting back to missions more suited to them. Story and upgrade progressions won’t be affected at all.

Thanks again for playing, next update will be about level generation tweaks and enemy spawning improvements!

Julien
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Third Update

Hey everyone,

Julien here, time for an update!

We’ve got more fixes, tweaks and improvements thanks to your feedback!

This time I tried to break down the patch notes in categories to improve readability:

Version 1.023 Patch Notes

New Features and Improvements

- Rewrote the fire tome placement code. Fire tomes will appear sooner in the levels. We will add a UI notification when a fire tome is in proximity at a later date (when the localization company we work with comes back from holiday break)
- Rewrote the level exit spawning code from the ground up. Exits won’t be available from the start anymore and way more exits will be spawned once all the survivors have been rescued.
- Improved enemy spawning in the run-down apartments and the train levels. Certain encounters have been rebuilt from the ground up to facilitate platforming in some sections.

Bug fixes

- Fixed the hose automatically shooting to the left when no direction is pushed on the stick (controller only)
- Fixed a firechief sprite talking animation where his eyepatch had mysteriously disappeared
- Fixed a rare bug that prevented extinguished enemies or clocks to give time under some very specific circumstances
- Fixed a bug where items behind rubble disappeared when the rubble got destroyed
- Fixed a bug that made walking enemies spawn behind doors

Tweaks

- Toned down the upward force of the knockback when getting hit.
- Removed confusing background flames in the forest level.

We have more updates coming based on your feedback and fresh (hot?) new content is also on the way!

Thanks again for playing!

Julien
high rated
A couple of updates for Blade of Darkness, versions 88 and 89 (21 December), offline installers for the version 88, version 89 only on galaxy for now.

v89 (Dec 21, 2021) - DEFAULT
- fixed critical F1 and ESC issue in the Chinese version of the game

v88 (Dec 19, 2021)
- fixed not saving changes in the layout
- fixes to game load procedure
Post edited December 21, 2021 by Grimlock
high rated
Baldur's Gate: Dark Alliance
Updated to 1.01

Fix some Ultrawide cropping of videos.

Implement additional throttling measures for devices where V-Sync isn't enabled.

Resolve a random crash during load screens.

Resolve issue of temporary damaged save slots during overwrites or deletes on certain file systems.

Add options to control in game resolution as low as 480p.

Add option to control filtering when game is running below native monitor resolution.
high rated
The Original Strife: Veteran Edition

Update to V1.1.2b.

No changelog.
high rated
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Geralt_of_Rivia: The Original Strife: Veteran Edition

Update to V1.1.2b.

No changelog.
From Steam:

Strife: Veteran Edition has been updated with brand new widescreen assets for the title and intermissions, Special thanks to Nash Muhandes for providing the art assets to make this all possible.

At present, this update is only available to Windows, as this update requires new binaries to make the art assets compatible, we need to compile new builds for these platforms. We'll be working to do this soon.

As usual, the source code has been updated at https://github.com/NightDive-Studio/strife-ve.
high rated
Superliminal

Updated to 1.22 (Galaxy & Offline Installer, Windows)

Changelog from Steam:
Co-Op launch + Holiday Update for Multiplayer

Happy holidays! We got you some presents to celebrate.

Announcing Co-Op Mode

We are proud to announce the launch of co-operative mode! You can now play through the entire game, end to end, with up to 3 other friends (4 total).

Start a game via the Multiplayer menu, and invite your friends to gain new perspectives through the mind-bending wonder-therapy of Superliminal.

Image 1
Image 2

Battle Royale updates

New Rooms

We’ve added five completely new puzzle rooms:

- Ballpit
- Revolve
- TowerClimb
- Escher
- ClimbProMax

Here's a brief glimpse of how they look!

Image 3
Image 4
Image 5
Image 6

New Powerup

We’ve also added a new power-up:

- Invisibility
- Winner-seeking soda cans will now follow you to the ends of the earth.

Image 7

New Cosmetics

There are a whole host of new cosmetics, including some holiday themed ones! Enjoy this montage below:

Image 8

General Improvements

- It's Christmas time in the Lobby. Snow technology activates!
- Quickmatch now allows you to join games-in-progress. This means you can get matched quicker (quick-match, see?), and better yet, you earn bonus Dreamcoins™ for doing so!
- Global power-ups are now announced by your favorite Standard Operating Protocol, too.
- Complete 3 rounds (a full session) in order to see the snazzy new parking lot ending hallway - complete with luxurious elevator accommodations for all successful patients. And Popcorn! Taste The Promise.

Scoring changes

Great news! Dreamcoins™ are now earned based on the highest concurrent patients-per-room. More coins! Start saving for that shiny knight cosmetic.
Alongside all of this new stuff, we’ve performed a ton of overall art polish and gameplay streamlining to all existing puzzle rooms, including dozens of gameplay variations and randomizations, and some quality-of-life improvements, such as reducing room repetition per session.