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high rated
Blood West

Standalone installer updated: [Windows] 4.2.1 RC3 ⇒ 4.3.1 RC1.
Hotfix 4.3.1

① Bug fixes
• Fixed issues that resulted in achievements for Dead Man’s Promise (Master of Puppets, Soul Essence Baron, Hellish Pick-pocketer) not being granted
• Fixed an issue where selling items to Maria Espinosa could break after reaching 2000 Soul Essence


Blood West v4.3.0

Welcome back to the weird west yet again, gunslingers and shamans alike. We've got a BIG ONE for ya today. v4.3.0 brings new features, music, achievements, plenty of fixes and improvements and as you no doubt can already see... we're Steam Deck Verified!

Moreover, we've finally added a codex to keep track of all the notes you find in the game, so you can brush up on yer readin'! (and remind yourself which monsters are weak to what)

This will also let you know how many notes you're missing, for you completionists out there.

Speaking of completion - we've added *10* new achievements for Dead Man's Promise:

NEW MUSIC at the Safe Zones! Something to soothe players' nerves and ease their burden whenever coming back from the Barren Lands.
NEW ARTIFACT! If the player owns every single Ace card artifact, they can now be assembled into one. The ultimate Ace hand! Just click on any Ace card and select the “use” button to let the magic do the rest.

① Bug fixes
• Fixed an issue where the Chapter 1 boss would become unresponsive if the player performed save & load at the start of the boss fight
• Fixed an issue with the Rotten Skeleton’s incorrect behavior if his soul was sold and the player simply rested in a bed.
• Fixed an issue where combination of Watch and Tentacle Cyst artifacts as well as maxed out Strong Lungs trait would allow player to “skip” from place to place
• Fixed an issue where the Doctor in Chapter 3 would not give his sidequest
• Fixed an issue with Alvaro’s Rib where it would grant different boost values than expected when combined with certain artifacts, perks or consumables
• Fixed an issue where Hangman’s Noose kill streak would be interrupted with a headshot when using any shotgun
• Fixed an issue where player was able to heal themselves with the Cursed Doll weapon by using its secondary attack on dead enemies’ heads (lol)
• Fixed an issue where it was impossible to remove certain weapons that required “death or Purple revival” even after dying if player died while holding a different weapon in hand
• Fixed an issue where players would take twice as mumch damage when landing on ladders or rope
• Fixed an issue where regular Cultists in Dead Man’s Promise would give a lot more Soul Essence than they should
• Fixed an issue where status effect icons would remain on screen when loaded into a new map and a dialogue was instantly triggered
• Fixed an issue where Hellfire Cultist's would have a second heart as a loot even after his heart was already stolen using pickpocketing
• Lots of controller related issues have been fixed
• Few language improvements have been added as well

② Improvements
• Font size has been scaled up - this change is both for PC and Steam Deck and should make everything much easier to read. This also means Blood West is officially Steam Deck verified!
• Added “drop item” functionality for controllers - default bind can be changed in the Settings menu
• Added an option to change default metric units from meters to paces. For immersions sake :)
• Added a launch parameter “-nogamepad” on Steam - when used, it disables any non-keyboard/mouse inputs that could in specific cases cause issues. To enable it, just enter the command in the Launch Options in Blood West’s properties on Steam.
• Chapter 2 boss is now slightly tougher and a bit more aggressive (rawr)
• Lady Anabelle or The Priest will offer discounts to their wares if given the cure (mind you, this will only affect games where the player didn’t give the Cure to any of those characters yet)
• Purple Revival now removes Blessings as well
• Resolution in the Settings menu is now a proper dropdown list
• Improvements to the input system to better handle certain cases like when player uses AZERTY keyboard layout and changes certain keybinds
• Totem of Souls voice is now more “spectral” (at Gianni's request)
• Improvements to the quest tracking and journal entries for a few Chapter 2 quests
• A slew of small SFX improvements
_______________________________________________________________________


Drug Dealer Simulator

Standalone installer updated: [Windows] 1.2.24 Hideout Fix ⇒ 1.2.19.
5 Year Surprise Update

Celebrating DDS's 5th B-day with a small surprise update:
• Added new spray symbols to choose from and improved current ones
• Added new posters for purchase in the furniture store in sector C
• Added a birthday cake in the main apartment
• Added birthday banner and flares on Two Towers

Have fun, and thank you for playing!
high rated
The first post 1.0 launch update for Viscerafest is available now for Windows and Linux (Offline & GOG Galaxy).

Update 1.1 (April 17, 2025)
Tweaks

• Enemy Damage Values have been nerfed on all difficulties below Nightmare.
• Enemy Projectile Speeds have been nerfed on all difficulties below Nightmare.
• The Hellbirds health pool has been nerfed from 450 to 300.
• Added a guiding light to "Prelude - Intruder Inbound."
• Changed the Elder Banshee introduction and how the autosave works, making it much easier to get back into the fight than before.
• Tweaked the timing and speeds of the shifting pillars in "C2L4 - Ethereal Egress" during the boss fight.
• Shortened the Melee Uppercuts Windup from 0.8 seconds to 0.48 seconds.
• UI navigation with a keyboard now respects the spacebar as a confirm key and not just "enter."
• Controller aim assist no longer adjusts your pitch when you're close to an enemy.
• Controller aim assist is disabled on the Carcosa's Wrath and Pung Cannon due to these weapons usually wanting to be shot off-center of an enemy. (Further weapon-specific tweaks to aim assist may be made in the future)
• Pressing the pause button in the pause menu no longer quits straight to the game, and instead returns you to the previous menu.
• When the bunnyhop option is set to toggle, the input buffer is no longer used since it's redundant in this mode, and makes toggling the jump off feel not as responsive.

Fixes

• Fixed bad collision on door in C2L7 allowing you to exit the map.
• Fixed oneliners not playing correctly.
• Fixed idle singing not playing at all.
• Fixed "I need a key" lines playing over the top of other Caroline VO.
• Fixed hub tutorial not going away after the intro intermission.
• Fixed the back button in the help screen soft-locking the game.
• Fixed explosive damage against the player being inconsistent.
• Fixed names of certain keybinds being inconsistent depending on the state of the game.
• Fixed shop for non-16:9 resolutions.
• Fixed back button sounds not playing when on controller.
• Fixed a keyboard UI navigation bug caused by a movement key being bound to the mouse.
• Enemy Projectile graphic scaling across all difficulties have been fixed.
• Fixed bathroom shower doors clipping into the floor above in C1L5.
• Fixed a broken enemy spawn in "C1L2 - Stifled Storage" on Brutal Difficulty
• Fixed a broken secret line of dialogue in C1L4

Known Issues

• Some menus in 'ultrawide' aspect ratios are cut off/ugly. With the changes to how backing out of the pause menu works, these shouldn't lock you into a menu anymore, but better-looking menus will be coming in a later patch.
• Enemies can still jitter on rough geometry, and their walking animations will still occasionally play the first frame at random. A fix for this just needs to be tested a little more before making it live.
• There's a bug that occasionally causes Ambient Audio/Music to be inaudible.
Post edited April 17, 2025 by Berzerk2k2
high rated
(from Steam)

TerraScape update for 17 April 2025
Cumulative Update 1.1.1.13

- Added upcoming Events

Some small things with big impact.



Sandwalkers update for 16 April 2025
Patch 2.0.9

Hello everyone!

You thought you'd have a day without an update? Nope! :D
We've got some more fixes we'd wanted to publish before our next patch, that will be a bit bigger, so stay tuned!
The game should be more stable now, and with this patch and the next one, we expect all the issues (or at least the main ones of course) to be gone. So before this final fixes, please enjoy today's Patchnote for 2.0.9!

Patchnote 2.0.9

Save fix

- Fix a blocker on quests for some saves on 2.0.5

Hotfix

- Fix a blocker occurring on a fight against a specific enemy group
- Enemies will no longer play if they’re stunned and play last in turn order
- Boss will no longer take “behind target” damage type when they are the target
- Caravaneers can now be repositioned on an empty space in fight and fight setup
- Prevent an issue sometimes occurring when reaching a specific tile
- “Reaching Umama” achievement will not be gained when reaching Deadwood anymore
- Fix position on map reset if quitting without moving after a travel

Polish

- Tweak camera speed when moved with arrows

And, as always, thanks for playing Sandwalkers!
-The _Sandwalkers _team


Sandwalkers update for 17 April 2025
Patch 2.0.10

Helloooo everyone!
For today's patch, we're releasing some polished things that were not exactly as we intended ; we're also keeping on fixing bugs, and, finally, we're making some adjustments with the followers. Nerfing those that give damages, buffing those that give resistances!

This should improve a bit more the overall stability and game experience. Thanks for sticking with us, and, as always, for playing Sandwalkers!

-The _Sandwalkers _team

Patchnote 2.0.10

Polish

- The Crystal Library upgrade providing XP is now increasing the base level of caravaneers instead
- The upgrade selection flow has been fastened, so that selecting multiples upgrades would be less painful
- A new upgrade in the Crystal library allows you to increase the max number of supports you can have
- The Crystal Library cannot be accessed from Lecwasi anymore: the only way to enter it is to start a new caravan!
- All bosses now have the “Unwavering” effect permanently applied to them, effectively preventing any stun

Bugfix

- Some Memories were unlocked at the beginning of your playthrough
- An attack of the Mycelium Brain boss wasn’t working correctly
- Enemies could sometime spawn next to the boss in the arena
- Azore Mangrove map was sometimes already fully discovered
- Scorpicore could sometimes appear at a weird timing
- Various small fixes

Balancing

- Followers giving extra damages have been nerfed
- Followers giving resistances have been buffed
Post edited April 17, 2025 by FlockeSchnee
high rated
(from Steam)

Synergy update for 16 April 2025 (1/2)
Full Release Out Now!

Hello everyone,

The moment we’ve all been waiting for has arrived. Synergy v1.0 is finally out now with a 24% launch discount!!!

What's in the 1.0 update?

NEW CHALLENGES & ATMOSPHERE ENHANCEMENTS

Dynamic soils

Terrain visuals now adapt to their properties — humidity, temperature and organic matter — creating a more immersive experience. See your actions reflected on the land, from fertile growth to parched devastation as seasons change.

Dry Seasons & water crisis

The dry season hits harder than ever. Lakes dry up entirely, forcing you to rethink your approach to water management. Maintaining canals and securing water sources becomes crucial as the land withers under relentless heat.

Rising temperatures

Temperature is no longer constant throughout the game. It increases as time progresses, with harsher dry seasons testing your city’s resilience. Extreme heat now impacts productivity, slowing down output in exposed buildings. New tools are available to help mitigate these effects, but only if you plan wisely.

The threat of defeat

Synergy now comes with real consequences. If illness, death, or failed events accumulate, your city’s prosperity will collapse. A subtle but persistent indicator in the HUD will warn you when things are heading into critical territory. Fail to turn the situation around, and your journey will come to an end.

WATER MANAGEMENT

Water distribution is now fully automated. Water Towers share a unified inventory, effortlessly collecting and distributing water across your city. No more manual transport, water flows where it’s needed.

A dedicated heatmap ensures your network covers every corner of your city.

EXPLORATION OVERHAUL

The exploration system has been revamped for a more strategic experience. Certain valuable resources are now guaranteed, allowing you to plan your expeditions with greater precision.

Each zone offers a unique reward: tablets, new plant species, tech artifacts, or resource exchange contracts. Completing all three destinations in a zone guarantees the reward.

Expeditions are now true journeys. You can visit multiple destinations on a single trip. Before setting out, carefully choose which food to carry, considering their weight and satiation value, as it will affect both the duration and transport capacity of your expedition. Be cautious, though, as your citizens may suffer injury or even death during exploration.

Resource exchange contracts found during expeditions can now be used at the Trade Outpost, a new building that allows instant trades with other cities or isolated groups, providing a vital tool for adapting to various situations.

RESOURCE MONITORING

We've introduced a highly requested feature that lets you track resource production and consumption in more detail. View produced and consumed amounts, with a breakdown of one-time and ongoing actions, along with trends showing whether production or consumption has been increasing or decreasing over the past 40 days.

We’ve also clarified the sources and uses of each resource, making it easier to manage your city.

Additionally, you can now set production limits to avoid overproduction and waste, as well as consumption limits to ensure you’re prioritizing essential needs, such as citizen vital needs and exploration.

PLANTS IMPROVEMENTS

We’ve simplified plants while enhancing their specific features and aligning them with the new dynamics.

In particular, we’ve strengthened the connection between plants and the dynamic soil visuals, ensuring their needs now directly correspond to the stages of terrain appearance.

The plant UI has been simplified, presenting harvest information in a single, clear entry. Additionally, detailed data on individual plants is now accessible, allowing for more precise management.

To further enrich the planting experience, all known plant species can now be planted directly from the nursery, without exception.

Harvest actions now function as modifiers to the base action, offering a variety of choices when gathering resources. For example:

- Shearing yields more resources and prevents injuries, but consumes tools.
- Scattering seeds results in fewer resources but spreads new sprouts.
- Cooling offers no resources but protects plants from heat and drought.
- Watering accelerates growth, though it doesn't provide resources.
Additionally, new upgrades to harvest buildings enhance their range and increase the number of tasks they can perform.

NEW CONTENT

New campaign: Gusts of fire

We've introduced a brand new campaign as the core experience, designed for a smoother progression and deeper immersion.

Face a world on the brink across three scenarios, where scorching heatwaves, dying ecosystems, and vanishing lakes push humanity to its limits. Uncover the truth behind the escalating disaster and adapt before it's too late.

Expand your ecosystem with 7 new plant species.

Strengthen your city with 5 new buildings.

DETAILED CHANGELOG
Main Features

NEW CHALLENGES & ATMOSPHERE ENHANCEMENTS

Dynamic soils:
- Visuals of each biome (sandy, mossy and rocky) can now change based on terrain properties (humidity, temperature, organic matter) when passing a specific threshold. These thresholds are also used for plant needs, creating visual cues.
- All maps have been reworked consequently.

Dry seasons and water management:
- Lakes are dried out during dry seasons: they are visually emptied, pontoons cannot collect water anymore, irrigation pumps stop functioning unless they’re supplied with toxic water.
- Pontoons collect potable water by default and have an alternative task to collect toxic water.
- Purification basins need to be placed near water (filled lake or filled canals) to reduce their toxic water cost to 0.
- A new end game building can collect water from the ground based on their local humidity: the Fungal Sponge.

Rising temperatures:
- The temperature will increase as time progresses in the game through more & more difficult dry seasons.
- Most production buildings have their production efficiency affected by the local temperature.
- Added notifications when a harder dry season appears in the season timeline.
- The season tooltip has been changed to display the temperature and humidity modifiers of the incoming seasons.
- New tools are added to reduce heat:
-- A new interaction with plants protects them from heat and drought.
-- A new end game building reduces heat: the Wind Catcher.

The threat of defeat:
- The prosperity score now lights up red when bad events occur: citizen deaths, illnesses, city event failures.
- If too many negative events have taken place recently, it's game over!

WATER MANAGEMENT

- Water storage is now shared by the whole city.
- Water is now absorbed and distributed automatically by water storages to buildings in their range that produce or require water. Water no longer needs to be transported manually.
- Added a water distribution view.
- Added feedback on top of building visuals when they’re not linked to the water system.

EXPLORATION OVERHAUL

- Each exploration region now displays an exceptional reward. Doing all the destinations of a region guarantees the obtention of the reward. These exceptional rewards are: a new plant, a tablet, technological artifacts or an exchange contract.
- New exploration reward: exchange contracts. These can be found during explorations and allow you to trade resources for other resources. When you obtain a contract during an exploration, it is permanently available in a new building: the Bartering Outpost.
- It’s now possible to explore several destinations in one journey. After completing each destination, you’ll have to choose whether to continue or return to the city.
- It’s now possible and required to choose what food to take on an expedition, and how much. Taking more food allows you to explore more, but takes up space in the expedition’s carry capacity.
- Expeditions can now be launched even if citizens are not currently available. The expedition starts when citizens have joined the building.
- Resource rewards now have their own “exploration weight” determining with the expedition carry capacity how many resources can be transported.
- The expedition carry capacity can be increased by the number of citizens in the expedition, and some researches.
- Exploring a region no longer leads to an event. Only destinations lead to an event.
- Added a new animation when discovering a new region.
- Many events have been added and many others have been reworked to better match the new rules.
- Exploration regions visuals have been improved for a better readability.
- Improved the feedback of the condition “has access to plant” and its reverse “has not access to plant”.
- Campaign scenarios now uses a random seed for the exploration map instead of a fixed one.

RESOURCE MONITORING

- Resource tooltip:
-- Shortened resource descriptions and made them more lore-friendly.
-- Added a section to explain precisely resource multiple obtentions and usages.
-- Added a section showing the resource statistics:
--- Amount currently in the city’s storages.
--- Amount generated over the last 40 days, split between continuous and punctual production.
--- Amount consumed over the last 40 days, split between continuous and punctual consumption.
--- Tendency of continuous production vs continuous consumption over the last 40 days, summarized by a colored arrow.
- Added a dedicated panel for resource management:
- The interface can be accessed through a button in the radial menu in the bottom-left corner of the screen, or by clicking on a resource category, or by clicking on a resource in building panels (such as the production module).
- It’s possible to set up production and consumption limits for every resource from this panel.
- When a resource consumption limit is reached, buildings stop requesting this resource, consume their remaining stock and pause until the resource stock is greater than consumption limit. You can still use these resources to build, research and all direct actions. Citizens can still eat food and drink water under the resource consumption limit.
- When a resource production limit is reached, buildings stop producing this resource and pause until the resource stock is lower than the production limit.
- Added feedback for buildings whose activities are interrupted by production or consumption limits
high rated
(from Steam)

Synergy update for 16 April 2025 (2/2)

PLANTS IMPROVEMENTS

- Plants now display only one harvest action instead of several. This represents the default harvest action consequence. Other harvest actions act as a modifier to this consequence. For example, the Shearing action gives 50% more resources but costs tools to be performed. Another example: Notching action gives Resin instead of the resource shown.
- Plants can always have specific resources for a specific harvesting action, and this information is given by surface analysis.
- Plants can now be interacted only by one harvest building, which is displayed in the plant panel.
- Plants analysis have been reworked to be more in line with the lore. A single textual result is given for surface analysis, which makes for more interesting reading.
- All harvest actions have been reworked consequently:
-- Pickers’ Cabin :
--- Picking : Basic action. Provides 100% of the resources displayed in the plant’s interface.
--- Seeding: Converts resources gained into Seeds. 50% of the amount displayed.
--- Shearing: Provides 150% of displayed resources and reduces wounded and intoxicated chances by 50%. For example, a 40% base chance is reduced to 0%, not 20% ! Use Tools.
--- Seed Scattering: Provides 50% of displayed resources. Chance of spawning a new sprout nearby. Use Rotten Resources.
--- Cooling: Does not provide any resources. Grants heat resistance and drought resistance for 12 days. Use Toxic Water.
-- Arborists’ Workshop:
--- Pruning: Basic action. Provides 100% of the resources displayed in the plant’s interface.
--- Notching: Converts the displayed resources into a gain of Resin. 50% of the amount displayed.
--- Shearing: Provides 150% of displayed resources and reduces injury and intoxication by 50%. Use Tools.
--- Cooling: Does not provide any resources. Grants heat resistance and drought resistance for 12 days. Use Toxic Water.
--- Watering: Does not provide any resources. Chance of evolving the specimen to the next stage. Use Toxic Water.
-- Agricultural Farm:
--- Reaping: Basic action. Provides 100% of the resources displayed in the plant’s interface.
--- Uprooting: Provides 250% of displayed resources. The specimen reverts to Young Sprout status. Use Clean Water.
--- Cooling: Does not provide any resources. Grants heat resistance and drought resistance for 12 days.
--- Watering: Does not provide any resources. Chance of evolving the specimen to the next stage.
- All plants can now be planted in the plant nursery and their costs have been adjusted.
- Plant panel now shows the contextual information of the plant. For example, if a plant gives 12 Bark by default but the plant health reduces the amount of resources obtained, it displays 8 instead of 12. Default values can be accessed via a toggle in the plant panel.
- Plant spreads will now be much more reliable even in crowded locations.
- Harmonized plants growth duration, and reduced growth duration from planted to intermediate state.
- All invasive spreads will now behave more aggressively: after having affected a plant, they will continue to move towards other plants.
- Plantation mode feedback has been improved: now display valid and invalid cells, and the plant range.
- All plants have been reworked.
- 7 new plants have been added.
- Plants presence on maps have been changed and maps terrain have been changed.
- Added a wind mask to many plants, allowing them to wave in the wind.
- Added a depth texture to many plants, improving their shadow visual.

Research tree:

- Several researches have been moved in the tree, and new researches have been added:
-- Added research giving a bonus to expedition’s carry capacity.
-- Added research unlocking the new buildings.
-- Added research unlocking the new harvest tasks.
-- Added research increasing harvest building range and number of tasks.
-- Added research increasing the Fertilizer and Mineral enhancer ranges.
-- Added research increasing the temperature resistance of production buildings.
- Most researches costs have been adjusted.
- Tablet researches have been changed.
- Research Center research is now pinned at start in all scenarios.

Districts:

- Added a feedback on top of houses that don't belong to a district.
- Display contribution score of buildings and plants belonging to a district when its square is selected.
- Display a preview of the score changed in extension placement mode.
- Display potential contribution score of all buildings and plants during extension placement mode.
- Replaced the Tea bar, Canteen and Kitchen category by a Picker’s Cabin, Arborist workshop and Agricultural farm category in the scoring of the Sand Furrow district.
- Increase district extension area size (from 15x15 to 19x19)
- Reduce district first extension costs, and change the costs of intermediate extensions to be more accessible.
- Inverting increase research point stock threshold bonus from monument and observatory district with knowledge and culture threshold bonus from greenpark and display district

Tutorial:

- Adjusted the tutorial according to the new features.
- Added dedicated sections in the tutorial interface, accessed through the “?” button in the top right corner of the screen.

Other Changes

Content:
- 1 new campaign with 3 scenarios.
- 5 new Buildings.
- 2 new Resources : Spice & Yeast
-- Spice is used in Complete meals and Yeast is used in Bread.
- 7 new plants.
- 15 new exploration events.

Balancing:

- Citizens will now eat the food that replenishes their hunger the most in priority.
- Increase some late game resources craft speeds.
- Reduce healing duration and remove cost from weakened serious.
- City event social and culture+knowledge can appear for the first time 20 days later.
- Resources:
-- Mushrooms:
--- The Kitchen no longer spawn mushrooms.
--- The Decomposer now spawn mushrooms at a very high rate. Pro tip: these mushrooms can be harvested automatically with the Arborist workshop default task.
-- Soft fibers:
--- The Cutting station no longer crafts soft fibers.
--- The Weaver workshop now crafts soft fibers. It has been moved in the early game section and its costs adjusted.
-- Paper and scrolls:
--- The Weaver workshop no longer crafts paper and scrolls.
--- A new building now crafts paper and scrolls: the Paper mill.
-- Complete meals:
--- A new resource is required to prepare complete meals : the Spices.
--- Spices can be obtained from the Autonomous garden with Ashy kernels, Resin and Seeds.
-- Breads:
--- A new resource is required to prepare breads : the Yeast.
--- Yeast can be obtained from the Autonomous garden with Ashy kernels and Mushrooms.
-- Ashy kernels:
--- Now only used in Spices and Yeast.
-- Planks and Bricks:
--- Planks are now used from Early game (upper circle of the Research screen) and Bricks are used from Mid game (right circle of the Research screen). All usages have been adjusted accordingly.
- Buildings:
-- Most building constructions are now faster to build, and rebuild!
-- Most building constructions require less workers, which saves on transportation costs.
-- All decorations are now free.
-- Use a fixed cost for the sandglider garage consumption
-- Pharma Lab:
--- Infirmary and PharmaLab are now unlocked together
--- Pharma lab has no longer an additional research for medicine + all base craft are easier AND faster.
--- Reduce build cost.
-- Cutting station is now unlocked by default in all scenarios
-- Increase output capacity of production and harvest buildings to 100 units.
-- Canteens and tea bars now apply their bonuses even when they're not active.
-- Allow to assign 5 citizens in the Autonomous garden (up from 4).
-- Allow to assign 5 citizens in the Foundry (up from 3).
-- Maps & quests:
-- All plants' presence on maps have been changed according to the new resources they give.
-- All temperature, humidity, organic matter and minerals have been changed to correspond to work well with the new Dynamic soil feature, plant needs, and temperature thresholds in buildings. They have been made more readable.
-- Lakes now apply the “water point” modifier on their shores, over a distance of 6 cells.
--- As a comparison, canals apply the “water point” modifier in a rectangular range of 10 cells.
--- As a reminder, the “water point” modifier increases humidity by 30%, reduces temperature by 15°S and increases wellbeing by 5.
-- Adjusted rocky amalgam spawners rates.
-- Biome now have a clearer specificity:
--- Sandy biome is -10 humidity.
--- Mossy biome is +3 organic matter.
--- Rocky biome is +5 mineral.
-- Adjust scores for medals
-- Adjust all starting stocks.
-- Adjusted the old campaign to better fit with the new features and progression. It is recommended to play the new campaign, which offers a better experience.

Feedback & Interface:

- Show satisfaction sources when selecting a housing.
- Added 2 new tabs in the Book of Knowledges:
-- The Districts tab
-- The Biomes tab
- Replaced the production recipe dropdown menu by a popup menu, which allows to display important informations that were lacking:
-- Previewing precise costs of recipe, before switching.
-- Recipes durations.
-- New recipes.
- Shadow bonuses will now be displayed directly, and shadow is displayed as a modifier name. The shadow icon has been added in related texts for easier linking.
- Added a shortcut to open and close the list of advanced views. It is rebindable in the options.
- Terrain and satisfaction view doesn’t display a value on lakes anymore.
- The way the best score is saved has been made clearer: “The score is saved when the objective is reached, and can improve until the Cycle 40.” Victory popup is now displayed again after 40 cycles when the time limit is reached, if the Quest has been already completed.
- A checkbox in the Cellar can now disable its food distribution.
- Added new illustrations for city events.
- Differentiate recommended and mandatory cells during placement phase. For example, pontoons display mandatory cells, while houses display recommended cells.
- Irrigation pumps now show preview cells in both directions (instead of only for the current direction).
- Pontoons now show previous cells only where they can be placed.
- Changed the visual of the button used to close the research screen, exploration screen and book of knowledge screen.
- Added an icon for dead state of plants.
- Added loading tips.
- Clicking anywhere in the loading screen will now display the next tips.
- Added "Recommended" tag on relevant campaign cards in the main menu.
- Added people in the credits.

Bug Fixes:

- Season timeline is now tied to difficulty instead of scenario, which allow for a different timeline for harmony mode.
- Consuming a resource no longer refills the hunger or thirst gauge to 0 before adding the resource satiation value to the gauge.
- Fixes on harvest module flow:
-- Fixes when first harvest slot is empty and others are filled with tasks
-- Fixes on next task selection when finishing a task
-- Fixes on feedback with missing resources for tasks with a cost
- Adjusted pathfinding penalties. Citizens should now be more likely to travel on roads.
- Fixed a bug where the Collect buttons of the action menu could stay in the unfolded state.
- Fixed a bug where citizens were ignoring priorities on worksites when deciding where to bring resources.
- Fixed a bug where it was impossible to use the keyboard to move the camera in the Research screen and the Exploration map when the mouse was over some UI elements.
- Fixed housing or terrain modifier construction tooltip not showing when moving out of occupied cell.
- Fixed kitchen not receiving the bonus of the Canteen when in its range in some cases.
- Fixed varying range modules asking for science or legacy points not starting when gaining points.
- Fixed a bug where notifications would be wrongly displayed on reload.
- Moved fixed events in “Return from Infinity” that were partly concealed by a mountain prop.
- Fixed a bug where the victory popup would wrongly show an unlocked medal, and other score mistakes
- Fixed a bug when destroying or moving a Garage that could break the display of houses that were in its range
- Fixed infinite loading when loading a game or going back to main menu during a season change
- Research graph now cannot be controlled when a popup is visible
- Fixed city event fail to not remove citizens in expedition.
- Tried to improve dialog bubble.
- Drag & drop no longer deselects in research and exploration screens.
- Fixed transition from move building to several states not disabling district borders.
- Fixed an error on dropped resources feedback when going back to main menu.
- Scenario score is now correctly updated if it is improved after the initial victory (within the scenario time limit).
- Added “missing workers” feedback on plant nursery.
- Fixed a bug where citizens would never reach their destination after a reload, causing various bugs.
- Fixed invisible satisfaction gauges in the top of the screen when the game is in japanese.
- Removed empty tooltip with error text when hovering the type text of a collectable prop.
- Visual fixes:
-- Fixed outline glitches
-- Fixed foundry not using outline mask
-- Fixed a bug where research titles on the selected research panel could be hidden by the panel's close button
-- Fixed citizens warning being on top of various interfaces
-- Various UI corrections

Performance & Optimizations:

- Tweaked some settings on pathfinding which should slightly improve CPU usage.
- City resource categories refresh, pinned researches list
- Optimizations on houses satisfaction score update
- Optimization on feedback worldspace showing or hiding
- Performance optimizations on inventories resource need or remove requests
- Visuals:
-- Lots of optimisation, mainly focused on atlasing and changing textures settings.
-- optimized destruction effect rendering.
-- Lots of optimisation on outline masks.

Other Changes:

- In sandbox mode, the exploration map is now randomly chosen between all the existing ones.
- Added 2 new zoom levels: one closer and one further away.
- Satiety and Hydration changes: Each citizen consumes 1 Satiety and 1 Hydration per day for clarity. When a resource states that it restores 12 Satiety, it means the citizen won’t have to eat for 12 days. There is no exception since the Satiety and Hydration gauge has no maximum.

Sounds & Music:

-- New ambient system: when the camera is near a building, you can now hear specific ambiance related to the building depending on the current activity.
-- “Neutral activity” : Rustic Tente, Stone Houses, Long Houses
-- “Playful activity”: Canteen, Tea Bar, Kitchen
-- “Heavy Work activity”: Carpentry, Forge, Foundry, Sandglider Garage, Sand Extractor, Factory
-- “Light Work activity”: Art Gallery, Hall of Wise, Library, Spheric Forum, Auditorium, Cold Bathhouse, Science Exhibition, Embassy

- “School activity”: School
- “Market activity”: Display Square, Bartering Outpost
- “Normal/Walk activity”: Founders Square, Green Park Square, Observatory Square, Monument Square, Fountain Square, Sandfurrow Square, Scent Garden
-- “Minning activity”: Arranged Cave
-- “Aquatic activity”: Pontoon
-- “Worksite activity” during construction
- The music will now slightly change when the player is close to the defeat.
- The music will now vary based on the player's progression during the game.
- Added sound effects on new gameplay elements and some existing ones that lacked them.

Synergy has been in Early Access since May 2024, and since then, the team at Leikir Studio (shout-out to them!!) has taken your feedback into account to deliver the most polished game possible.
It’s been quite a journey from the reveal trailer at the PC Gaming Show in 2022 to this 1.0 release.
To date, the game has gathered over 250,000 wishlists, and the overall sentiment is very positive.
We couldn’t thank you enough for your engagement.
We truly hope you’ll love the full version of Synergy!
high rated
Viscerafest once again got updated today (Offline & GOG Galaxy).

Update 1.15 (April 17, 2025)
Tweaks

• Buffed Shredder damage from 20 to 22.
• Dash can now be used even when you're standing still.
• Reduced cooldown between Punches from 0.1 to 0.08.
• Rebalanced Melee Damage to Corpses.
• S.O.S. Assassins and Adopted Void Drifters now have a distortion effect when going invisible.
• Tweaked Pathfinding of the S.O.S. Assassin, Watcher, and Adopted Void Drifter Enemy Types.
• Tweaked S.O.S. Assassin Hologram visuals.
• Tweaked Armor quantity dropped from U.S.C. Drones.
• Nerfed Watcher Damaging Frequency.
• Nerfed Watcher Damage Range.
• Tweaked Pathfinding of the "C1L4 - Disposable Danger" Boss.
• Nerfed the Health Pool of the "C1L7 - Evanescent Evacuation" Boss.
• Added Crusher Warning Light sounds during the Boss Fight in "C1L7 - Evanescent Evacuation."
• Added Extra Ammo to "C2L1 - Eastern Evisceration" on Narcolepsy Mode.
• Added Respawning Cell Ammo in "C2L2 - Cthonic Crypt."
• Made killing balcony U.S.C. Grenadier non mandatory for progress in "C2L2 - Cthonic Crypt."
• Tweaked the Position of the "C2L4 - Ethereal Egress" Boss Autosave.
• Nerfed the Health Pool of the "C2L4 - Ethereal Egress" Boss.
• Nerfed the speed of the "C2L7 - Arche Ascension" Boss's homing projectiles.
• Tweaked lighting in "The Heuristic Halls."
• Increased Health Drop despawn times from 5 - 7.5 seconds.

Fixes

• Fixed issues with lock-on.
• Fixed backing out of the help menu when accessing it from the pause menu.
• Fixed looping melee charge sound.
• Fixed "press any key" prompt being inaccurate in the main menu.
• Fixed "The Heuristic Halls" locations being incorrect when going between profiles during the same session.
• Fixed "C1L4 - Disposable Danger" elevator softlock.
• Fixed elevator buttons in "C2L7 - Arche Ascension" not being reactivated when they should.
• Fixed softlock with Chapter 3 Rotating Puzzle Pillars.
• Fixed "C3L7 - Alter Alvus" boss fight autosave.
• Fixed an issue when trying to unbind an input.
• Enemies should now jitter up and down less, and should no longer randomly play the first frame of their walking animations for one frame while they're standing still.
• Fixed Drone armor not despawning.
• Fixed "Rough and Tumble" achievement.
• Fixed the scaling of the Yellow Key in "C1L2 - Stifled Storage.
• Fixed Switches clipping through floor in "C1L1 - Containment Carnage" and "C1l3 - Fragmented Folly."

Known Issues

• Some menus in 'ultrawide' aspect ratios are cut off/ugly. With the changes to how backing out of the pause menu works, these shouldn't lock you into a menu anymore, but better-looking menus will be coming in a later patch.
• There's a bug that occasionally causes Ambient Audio/Music to be inaudible.
high rated
Heads Will Roll: Reforged

Standalone installer updated: [Windows, Linux, Mac] 2.03a ⇒ 2.06.
Patch 2.05 + French Campaign Content Expansion

Hello guys!

I'm happy to inform you that the game has been updated to the version 2.05.

① French campaign content update changelog
1. Added 6 new quests.
2. Added 3 new bosses.
3. Added a bunch of new events, shops and interactions.
4. Reworked certain fights (also De Roche's men will now assist you more frequently in various fights).
5. Added several new ways to hire allies in different chapters.

② Patch changelog
1. Fixed an inconsistency with poisoned bolts sometimes do not properly applying their toxicity level.
2. Added new time limits to the Hoggard quest.
3. For NPC characters injury resistance from vitality is now limited by 10 which will make injuring bosses with massive HP pools a bit easier (although still more difficult than before).
4. Fixed several errors with DIY crafts.
5. 'Prepare for Battle' screen now also has a squad control menu that allows to perform certain actions.
6. Added new ally type - 'renegade knights'. They work the same as impoverished knights but will not get angry at the player for low virtue.
7. Weapons' durability loss in Prestige mode now happens quicker.
8. Added visual price update for items when lucky coin trinket is equipped.
9. Fixed a ton of localization errors.
10. Fixed an issue with ally models not updating after their shield has been destroyed.
11. Added 2 new achievements.

With this patch done, my next task will be to create a similar update but for King's route and Grace & Glory campaign. Originally I wanted to do them as two separate patches but then decided to stitch them both into one in order to save time. I expect the update to be done by the mid-late March.
After that I will begin working on the fourth DLC (Italian campaign, Emma expansion, unpopular endings rework) which most likely will be the last one.

For a while I also had an idea of doing some kind of "Stories from Cambrai" DLC that would significatly expand the first half of the game (Cambrai arc) in order to make it less linear and introduce various new questlines, paths and probably even characters - but honestly I'm not 100% sure whether that idea is worth basing a whole DLC around it.

As always - big thanks to everyone who reports the bugs and helps me fix them - your cooperation is greatly appreciated. Sorry to everybody who's been affected by the technical issues. If you need any help - don't be afraid to reach out to me directly either here or on Discord and I will try to help you if I can.

Cheers!

1917 Studios
high rated
A new update for S.T.A.L.K.E.R. 2: Heart of Chornobyl has been added not that long ago (Offline & GOG Galaxy).

Patch 1.3.2 (April 16, 2025)
Main Story, Side Quests, and Encounters

• Fixed an issue where the doors and underground tunnel was closed for some users during the Once More unto the Breach mission.
• Fixed an issue where the Powerplug and Star NPCs were dead during the Dawn of a New Day mission for some users and the mission could not progress.
• Fixed an issue where the quest marker for Sgt. Ivaylov could lead to the wrong location during the In Search of Past Glory mission.
• Fixed an issue where NPCs in Zalissya could not reach their designated location for the final scene during the On the Edge mission which blocked the mission from progression.
• Fixed an issue where the dialog with Prof. Ozersky could not be started after killing Spark NPCs during the A Minor Incident mission.
• Fixed an issue where the Answers Come at a Price mission could not progress if the player fled from Depot during the attack and then looted Chornozem NPC.
• Fixed an issue where the quest marker on Chornozem NPC could lead to the wrong location during the Answers Come at a Price mission.

Technical Part

• Fixed an issue when NPCs did not use flashlights and did not notice the player for a long time.
• Fixed an issue when NPCs could not reach their designated place outside the player's field of view which blocked some missions.
• Fixed an issue where the dialog with the Scar NPC could not be started during the Visions of Truth mission.
• Fixed an issue where col. Korshunov could disappear after the end of cutscene during the The Last Step mission.
• Fixed an issue where col. Korshunov could slide to the elevator during the cutscene in the The Last Step mission.
• Fixed a crash that occurred at the top of Red Fortress during the The Last Wish mission.
high rated
Unreal Lust Theory

v0.3.9

You can read the full list with extra info on the Game's website

Posting the changelog below:

- Updated Easter Quest – now unlockable and tied to its achievement
- New map: PE_Hall
- Pushed all visible map changes
- Added Nicole character
- 2 animations + special ones
- Added Zoe character
- 2 animations + special ones
- 1 new Jessica bed animation + special ones
- 19 exclusive Easter wallpapers – complete the quest to unlock them
- Lovense discount via our special link
- Bug fixes (including ones you reported)
- Fixed the "Going Only Up" achievement
- Added Minigames in the MainMenu (you can’t save the game from there tho)
high rated
Stoneshard

Updated to 0.9.2.12 for Windows and Linux.

Changelog from Steam:

Hotfix 0.9.2.12 - Changelog

• Fixed the bug preventing spellcasting after fully recovering from a Severe Head Injury.
• Fixed the incorrect Sanity loss from Head Injuries.
• Fixed the rare crash caused by enemies throwing Deathstinger Jars.
• Fixed the rare crash caused by comparing weapons in the trading menu.
• Fixed the incorrect hover of the Repair button.
• Fixed the incorrect interactions with chests when using keyboard commands.
• Fixed the issue allowing interaction with doors from a distance when using keyboard commands.
• Fixed the issue preventing certain abilities from targeting the Ancient Troll when positioned to the north of it.
• Fixed the rare crash caused by enemies’ “Boulder Throw”.
• Fixed the rare crash occurring in the Prologue’s Catacombs.
• Fixed the rare crash caused by Contracts expiring.
• Enemies will no longer follow the Character into the Witch’s Hut.
• Fixed the Taiga Rassolnik’s recipe.
• Fixed the damage from Bleeding being able to decrease Stabilized Injuries severity.
• Receiving a Severe Hand Injury should now correctly force the Character to drop the equipped spear.
high rated
UBOAT

2025.1.1 Patch 3 (Public Test Build)
Dear captains,

A new patch for version 2025.1.1 is now available on the "unstable" branch. This build is intended for preliminary testing of introduced fixes and improvements.

Localization:
- Czech localization update by Spid3rCZ.

Crew:
- Fix: It was not possible to assign a sailor to watch over valves on Type IIA and Type IID U-Boats.

UI:
- Fix: On some systems, a "x0009" text appeared instead of tabs in a radio message about the war with the U.S.

Modding:
- Fix: Resolved an inspector error related to the Hull component in the editor.

General:
- Added a loading screen hint explaining that the crew will automatically open the main hatch for better ventilation in good weather, along with instructions on how to disable this behavior.
- Fix: Addressed several issues that could degrade game performance.
- Fix (regression of 2025.1.1 Patch 1): In some cases, it was not possible to rotate the periscope, UZO, or binoculars up or down within their normal range.
- Fix: The camera could switch to the wrong person after exiting the radio screen in specific circumstances.
- Fix: Various minor technical improvements.

Yours,
DWS
high rated
House Party

Standalone installer updated: [Windows] 1.4.0.13106 ⇒ 1.4.1.13153.
1.4.1.13153
(Stable Release 4/18/2025)
• Added support for applying clothing customizations when loading saved games.
• Added Chinese, French, and Russian translations for the Supporter Pack.
• Added a new character picker to the customizer, allowing players to select a character to customize by clicking on their avatar.
• Ashley and Vickie’s OG outfits are now available to all customizable female characters.
• Derek and Patrick’s OG outfits are now available to all customizable male characters.
• Ashley and Vickie’s Redesigned Supporter Pack outfits are now available to all customizable female characters (when the player has the Supporter Pack installed).
• Derek and Patrick’s Redesigned Supporter Pack outfits are now available to all customizable male characters (when the player has the Supporter Pack installed).
• When a group preset is active and the player selects a different character design, or adds a new character design, the player is now prompted with a popup asking if they would like to add their design to the currently active group preset.
• Design and group dropdown menus now scroll to the currently active item when opened.
• Added Steam Rich Presence support.
• Fixed a bug that sometimes caused underwear to clip through a skirt when using console commands to remove and add the skirt.
• Fixed a bug that caused some players to experience crash when during Lety’s story when she is holding the chilipeppers.
• Fixed a bug that caused design sharing to fail when attempting to share a player character design that contains decals.
• Fixed a bug that caused Nerdyglasses not being able to be customized properly.
• Fixed a bug that caused music to be too loud in the new Supporter Pack Ashley cutscene.
• Fixed male suit clothing item default colors.
• Fixed an bug that caused part of the elf ear accessory to not apply the chose skin color.
• Fixed an issue that caused the character to not be able to be rotated in the customizer when grabbing from ankle down.

1.4.1.13147
(Patreon Beta Release 4/16/2025)
• Added character names to character picker.
• Character picker now infinitely scrolls left or right.
• Updated chili peppers model in an attempt to resolve a rare crash issue for some players.
• Supporter Pack redesigned items are now wearable by all characters.
• Improved clipping issues, clothing setup and sorting order.
• Fixed an issue that caused the character to not be able to be rotated in the customizer when grabbing from ankle down.
• Fixed an issue that caused taped nerdy glasses to not correctly change color in customizer.
• Fixed an issue that sometimes caused underwear to clip through a skirt when using console commands to remove and add the skirt.
• Mods files also have Supporter DLC translations for French, Chinese, and Russian.

1.4.0.13127
(Patreon Alpha Release 4/11/2025)
• Added support (and an ugly toggle) for applying clothing customizations when loading saved games.
• Original versions of outfits that were retextured and redesigned for the Supporter Pack now fit all characters. They still have some clipping issues, and the redesigned versions to do not yet fit all characters.
• When a group preset is selected and the player selects a different design, or adds a new design, the player is now prompted with a popup asking if they would like to add the design to their currently selected group preset.
• Updated male suits default colors.
• Design and group dropdown menus now adjust to the selected item in the list.
• The load game menu now sometimes sets the scroll bar to the top of the saved file list instead of the middle.
• Fixed a bug that caused part of an Elf ear accessory to not apply skin color.
• Fixed a bug that caused design sharing to fail when attempting to share a player character design that contained decals.
• Fixed cutscene music being too loud in F_AshleySupporter.
• Fixed Nerdyglasses not being able to be customized properly.
• Optimized custom stories and design sharing backend code.
high rated
(from Steam)

Synergy update for 18 April 2025
Update 1.0 - Hotfix #1

Hello everyone!

Today we're pushing a hotfix live, taking care of the main issues you've been facing with the 1.0 release! There was different problems with overall ressources monitoring that was in some cases not handled the right way ; sometimes not handled at all by the citizens. As this is a pretty tricky bug, if anything like this still happens to you, please tell us either here or on Discord!

We also wanted to take the occasion to thank you all for your support since 1.0, enjoying the game, giving us contructive feedback about your experience, positive or negative. If you're enjoying the game, do not hesitate to leave a positive review! It does help a lot :D

But without further ado, here's the full patchnote :

Update 1.0 - Hotfix #1 18/04/2025

- Fixed some cases of food storages not correctly updating food distribution.
- Fixed some cases of resources monitoring showing incorrect amount of resources after reloading a game without leaving the game.
- Fixed a bug where buildings would not correctly be supplied in water from a water storage after changing the production task.
- Added an objective to introduce the research of Planks in the Cutting Station, in the scenario “Last Resources” of the campaign “Firestorms”
- Changed the term “Collect Resources” to “Obtain Resources” in English. For example, the related objective will now state “Obtain Planks” and not “Collect Planks”.
- Fixed the term “Seeding” which was sometimes called “Shelling” in English.


Synergy update for 18 April 2025
Update 1.0 - Hotfix #2

Hello again!

We're deploying another hotfix, as some pretty annoying issues were still there, and we've been able to fix them.

Thanks a lot once again for your feedback and patience!

Update 1.0 - Hotfix #2

- Fixed a bug where the game could be stuck on an infinite loading screen when starting the tutorial after selecting the easy difficulty on another scenario
- Fixed a bug where citizens would not bring available dishes to canteens
Post edited April 19, 2025 by FlockeSchnee
high rated
Fabled Lands
+ both DLCs - Lords of the Rising Sun and The Serpent King's Domain

Offline/Standalone Installers updated to v2.1.3

Changelog can be found over at Steam;
http://steamdb.info/patchnotes/18165903/



EDIT: Typo
Post edited April 19, 2025 by Pajama
high rated
House Party

Standalone installer updated: [Windows] 1.4.0.13153 ⇒ 1.4.1.13155.
Hotfix 1.4.1.13155

• Fixed an issue that would sometimes cause a crash on the main menu.
• Fixed the text alignment for the Click To Continue message on the loading screen.