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high rated
Darkest Dungeon

Standalone installer updated: [Windows, Linux, Mac] 24839 ⇒ 26186.
DARKEST DUNGEON UPDATE - BUILD: 25807

A new build has been deployed to retail!

We have been working over the past several months to get a unified binary to all our storefronts. With this release, we're happy to report that EGS, GOG, and Steam are now all on the same binary and the 64bit has been released to all.
_______________________________________________________________________


Stellaris

Standalone installer updated: [Windows, Linux] 4.0.1 ⇒ 4.0.2.
Stellaris 4.0.2 Hotfix
① Stability
• Fixed crash by preventing the deletion of a ship design that was only present in a build queue
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surfer1260: Darkest Dungeon

Standalone installer updated: [Windows, Linux, Mac] 24839 ⇒ 26186.

DARKEST DUNGEON UPDATE - BUILD: 25807

A new build has been deployed to retail!

We have been working over the past several months to get a unified binary to all our storefronts. With this release, we're happy to report that EGS, GOG, and Steam are now all on the same binary and the 64bit has been released to all.
Seeing the size change in installers, I strongly suspect the new Linux offline installer for The Crimson Court expansion is broken. I have not tested it yet, so a confirmation would be welcome.
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twifight: Duck Detective: The Secret Salami

v1.2.5

I haven't found a full changelog yet, but most likely the game has received some promotion material for their newly announced sequel Duck Detective: The Ghost Of Glamping.
Maybe a Unity engine update ?
https://steamdb.info/patchnotes/18344649/
high rated
Stellaris

Standalone installer updated:
[Windows, Linux] 4.0.2 ⇒ 4.0.3
[Mac] 4.0.1a ⇒ 4.0.3
Stellaris 4.0.3 Patch

① Features
• Monthly change in Biomass is now shown in the resource bar for Wilderness empires.

② Bugfix
• Fixed some building upgrades being unconstructable or appearing with Planet Cap: 0
• Devouring Wilderness now correctly generates biomass from eating pops
• You will no longer be tasked with making an agricultural district if you are a Wilderness Empire and an Orchard Forest if you are a regular empire.
• The timeline completion and progression popups no longer remain open when the timeline UI is reopened after being closed.
• Fixed shattered rings not showing generator districts
• Fixed some unity buildings being broken
• Fixed politicians having double the resource output they should
• Fixed the bullet points for various species traits
• Fixed empire size from district modifiers being applied twice
• Zookeepers no longer increase the amount of research that other Zookeeper produce scaling with the number of zookeepers. Oops!
• Fixed assembly specialization for machine worlds giving the wrong jobs
• Fixed the council position for worker coop providing the incorrect amount of amenities.
• Wilderness empires can no longer become the Behemoth, they are perfect the way they are.
• Fixed some localization issues with some planetary decisions (English only)
• Fixed some tooltips mentioning regular jobs for wilderness
• Fixed Wilderness colonization button
• Fixed the Avatar Forest's volatile mote upkeep being too high
• Fixed the Thermoclastic Roar using improper syntax for killing pops
• Fixed some biological offspring ships not calling the correct 3d models
• The Order's Demesne should now correctly be swapped for a standard Planetary Defense specialization
• Pre-FTL planets should once again have their buildings
• Wilderness Deposits have been contained and will no longer be spawning across the galaxy. (Fixes systems generating with no resources.)
• Fixed ai megacorps not having an influence budget to build branch office buildings with
• Fixed the tooltip that said how many traders you get from branch office buildings depending on civics (English only)
• Fixed space fauna gauss weapons dealing -100% hull damage
• Fixed biological ship point defense and flak being identical
• Fixed juggernaut fusion reactors being equippable on titans not juggernauts
• The Faculty of Archaeostudies no longer gives broken jobs
• Fixed a planetary deposit making gestalt physicist jobs require consumer goods
• Fixed budding pops making robot assembly plants sometimes stop working
• Empire with the catalytic processing civics now start with additional food districts
• The Catalytic Processing civic now says that Metallurgists are converted into Catalytic Technicians
• Fixed some trait tooltips overstating effects by a factor of 100 (English only)
• Ancient Clone Vats can now be built in any urban district specialization
• Added tooltip description for Wilderness Refining World.
• Virtuality no longer allows an infinite workforce loop
• The experimental ship from the War Fragment now scale
• The experimental ship from the War Fragment no longer drops debris
• You can no longer build the Wilderness Glade holding on unnatural worlds
• The Wilderness can no longer build multiple shield generators, effectively becoming immune to bombardment.
• Fixed numerous buildings sticking around after a Wilderness took over a planet.
• Fixed numerous event buildings not having a biomass cost for Wilderness
• Fixed the First League Filing Office not giving the unity jobs it should have to most empires.
• Physics, Society, and Engineering focused District Specializations now trigger flavor text selection for their District.
• Improved post game Behemoth Behavior
• Fixed biological ships not having logistic upkeep
• Fixed habitats spawning with a broken orbital
• Civilians are now generated with a mix of ethics
• Pops are now created with a randomly selected ethic when appropriate.
• The Ministry of Culture building now says that Bureaucrats are converted into Culture Workers
• The Core focus task "Establish a Branch Office" can now be completed
• Fixed Natural Neural Network maintenance drones
• Fixed Spanish Translation of Precinct Houses
• Fixed all rural districts being destroyed when losing a colony
• Fix to an unemployment tooltip
• Fix issue with colonization on planets, specifically seen on shattered rings

③ Balance
• Logistic Drones now provide a small amount of amenities
• The Faculty of Archaeostudies now gives minor artifacts from biology/archaeo-engineer jobs if you have the Archaeoengineers AP
• Buffed Prosperity traditions
• Significantly buffed the scientist expertise traits
• Wilderness and Nascent Stage are now incompatible
• Nerfed spawning and assembly specializations for hive and machine worlds
• Rebalanced Natural Neural Network - reduced the research generated, but significantly reduced the additional upkeep
• Correctly put soldier job efficiency modifier on the Military Academy, not the Fortress
• The chance to get the cultist's flagship is now 20% instead of 100%
• Districts for Wilderness Empires now cost 50 Biomass
• The expand planet decision for Wilderness now costs 5×(Planet Size)^2 Biomass and 50 Influence
• Reduced the extra society research from zookeepers
• Civilian ethic outputs have been adjusted
• State Academy now has a planet cap of 3
• Betharian Districts now produce 2 Minerals and 6 Energy by default, rather than just Energy.

④ AI
• Gave the AI a helper event so they don't leave their starting shattered ring segments uncolonised
• The AI now values buildings that modify production more.

⑤ Stability and Performance
• Fixed a crash when exiting to main menu
• Found an issue with Weaver growth auras that was lagging the game:
• The weaver growth auras temporarily affect all ships in the fleet instead of only biological ships capable of growth due to these performance issues, however they no longer apply an upkeep increase.
• Significantly improved how Biomass is calculated
• Improve loading time of late game saves
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surfer1260: Darkest Dungeon

Standalone installer updated: [Windows, Linux, Mac] 24839 ⇒ 26186.
DARKEST DUNGEON UPDATE - BUILD: 25807
(…)
avatar
surfer1260:
I can confirm that this update is broken, cf. [The Crimson Court] Broken offline installer
Post edited May 07, 2025 by vv221
high rated
Nymphomaniac - Sex Addict

Updated to 11904 (Galaxy & Offline Installer)

Latest changelogs from SteamDB:
The Equinox Club (FREE) Update

Hi!

The latest update to the game introduces many new elements that you asked us for, and develops previous stories.

We are happy to give you the Equinox Club, where Vydija's new neighbor Erika works.
However, unlocking access to the club will not be so easy. Will you be able to successfully get through Vydija and Erika's complicated relationship and make her trust you?

Reaching the Equinox Club will allow you to explore a new location, unlock new scenes and dialogues, and meet new people!

Of course, these are not all the attractions! Check out new partners on the dating site, new gadgets and sex scenes.

Full changelog:

• New scenes with neighbor Erika (glory hole)
• Possibility to date Erika, not only through the dating site
• Three new lesbian sex scenes
• Additional sex scene with a gadget
• New dresses to buy
• New dialogues in the Equinox club
• Three new partners to unlock (including Erika)
• New interactions and scenes in the Equinox club

Have a great weekend!
/ Madmind
+++
Equinox Hotfix 2.0

• Online chat with Erika and Misaki fixed.
• All blocks during club talks and scenes fixed.
• Vydija is already dressed during cutscenes at the club.
• Erika is already naked while having sex.
• Correct some typos in store and chat.
• New lesbian sex scenes added.
• Added Erika's correct ID.
• Ziggy showed up at the club!
• Lilith's purring triggers the player's erection.
• Fixed diary.
• Sounds in the club can already be turned down.
• Misaki hair fix – she looks hot now.
• Missing materials in new sex scenes fix.
• You can no longer enter a club when you have an active date.
• Interaction fixes (CD in pot, windows, TV watch and dirty underwear in sofa).
• Missing person poster in Equinox fixed.
• Levitating objects and collisions in Equinox fixed.
• Flowers – add icon, name and description.
Post edited May 07, 2025 by Hustlefan
high rated
Trinity Fusion

Updated to 2.8.1 (Galaxy & Offline Installer)

Changelog from SteamDB:
Patch 2.8

Hello, Hitchhiker!
This update focuses on major bug fixes and stability improvements across environments, combat, and UI systems. Thank you for your reports and feedback!

Major Fixes & Gameplay Stability

Anomalies Getting Reset when Fusing Characters
   Fixed a major issue where activated anomalies would reset after fusing characters or reaching the Amalgam. Anomalies now persist correctly through fusion and transitions.

Getting Stuck in Level Geometry (Forge)
   Patched multiple wall holes in the Forge where players could wall jump out of bounds or into unintended areas.

UI & Gameplay Stability
   Addressed a rare crash triggered when hiding specific UI elements. Menus and popups should now close safely without freezing or crashing the game.

Enemy & Environment

Enemy & AI Behavior
   Improved AI stability around turn tiles and unusual surfaces. Enemies should behave more predictably and no longer cause errors when pathing through tight corners.

Enemy Pathfinding
   Fixed a rare issue where enemies could become stuck or confused, especially near edges or obstacles. Their movement logic is now sharper and more reliable.

Enemy Rewards
   Resolved a bug where enemy defeats could break reward logic or cause gameplay hangups. Rewards now drop and resolve as expected.

Camera & Environmental Fixes

Camera & Level Navigation
   Fixed an issue where the camera could lose track of players or enemies, especially when entering/exiting specific zones. Transitions are now smoother and more consistent.

Water & Environmental Hazards
   Addressed a bug where exiting water could cause gameplay systems to break. Swimming and jumping out of water should now function correctly and without side effects.

Pitfalls & Respawning
   Fixed a crash that could occur when characters (player or enemy) fell into pits and later respawned. Fall and recover mechanics now behave as intended.

Defense Grid Projectiles
   Fixed a crash caused by projectiles sticking to enemies or overlapping with other projectiles in defense grid setups. Laser traps are now deadlier and safer (for your hardware).

Health & UI

Health UI Glitches
   Squashed a rare bug that broke health bar updates during scene transitions or menu activity. Health indicators now update consistently and without errors.

Thanks for playing and keep the feedback coming!
Have fun, and we'll see you out there in the multiverse!
high rated
Endzone 2 (Early Access)

Updated to 0.8.9257.20345 (Galaxy & Offline Installer)

Latest changelog from SteamDB:
Hotfix | V 0.8.9257.20345

Survivors!

today we release a small hotfix consisting of bugfixes and stability improvements.

ADDED

Analytics View: Analytic View is now restored correctly when opening and closing the Hub.

FIXED

Electricity: Fixed error that occurred when trying to place an inter area power pole without having enough resources in the construction vehicle's inventory.
General: Potential hotfix for an error that occurred when starting a new session from a running session.
Radiation: Ground Radiation no longer affects paused buildings.
Radiation: Ground radiation no longer affects buildings that are 100% damaged.
Resources: Fixed wrong production icon being displayed at resource points of interest (POIs).
Savegames: Fixed error when loading savegames before traders were introduced.
Savegames: Changed "random loot packages chosen more than once"-error to warning for loaded savegames,
Traders: Fixed an error that occurred when a quest dialog from a trader was automatically hidden as soon as the timer ran out.
Upcycling: Fixed error that occurred when clicking on the upcycling ruin icon above the minimap while placing the town center of a new settlement.

TWEAKED

Resources: Resource POIs no longer reset radiation of resources.

Your Teams from Gentlymad & Assemble | 0.8.9257.20345 #0a6c17f8a
high rated
Space Haven (Early Access)

Updated to 0.20.0.28 (Galaxy & Offline Installer)

Latest changelogs from SteamDB:
Space Haven Beta 1 - Version 0.20.0 Build 27 Released as Stable.

Greetings, Spacefarers!

We've made some improvements and fixed reported bugs.
The newest version is now 0.20.0 Build 27. We hope you are enjoying the game, below is a list of updates we've made.

• Improved the jobs assignment UI related to assigning crew members for jobs on facilities and blueprints.
• Fixed a reported bug with Exodus fleet and the starmap fully explored.
• Fixed a reported bug related to the Exodus fleet and the Path of Sin mission.
• Fixed a reported bug with special characters in crew member name crashing the game on loading a saved game.
• Modified some tooltip texts.

Thanks for reading!
+++
Space Haven Beta 1 - Version 0.20.0 Build 28 Released as Stable.

Greetings, Spacefarers!

We've made some improvements and fixed reported bugs.
The newest version is now 0.20.0 Build 28. We hope you are enjoying the game, below is a list of updates we've made.

• Fixed bug with Build Menu getting stuck in various ways.
• Fixed bug with Prisoners eating copious amounts of human meat. Nonstop.
• Added translation texts.

Thanks for reading!
Post edited May 07, 2025 by Hustlefan
high rated
Stellaris

Standalone installer updated: [Windows, Linux, Mac] 4.0.3 ⇒ 4.0.4.
Stellaris 4.0.4 Patch

① Balance
• The default Eternal Vigilance policy will now only spawn defensive platforms in orbit of upgraded starbases

② Amenities Updates
• Logistics drones now produce additional amenities if Instinctive Synchronization is taken
• Luxury Housing, Drone Storage, and Hive Warrens grant 1500 housing and 2500 amenities.
• Paradise Domes, Upgraded Drone Storage, and Expanded Warrens grant 3000 housing and 5000 amenities.
• Communal Housing grants 2000 housing and 3000 amenities.
• Utopian Communal Housing grants 4000 housing and 6000 amenities.
• 100 Entertainers now give 1250 Amenities instead of 1000.
• The Entertainment Forum is again an upgrade to the Holo-Theaters, and grants 400 Entertainer jobs.
• Reverted many of the leader changes:
• Leaders once again gain traits at every level.
• The number of trait picks per level has been set back to 2 by default.
• Low level traits that were merged and buffed remain so.
• It automates:
---• Automation buildings upkeep now only scales their upkeep with districts they automate: 8/10 for rural districts, 10/12 for city districts - buildings no longer factor into its upkeep.
---• Automation tooltip now mentions the scaling upkeep
---• Automation buildings are now associated with Assembly Patterns and Construction Templates technologies
---• It automates...even for hives.
• Gestalt Machine Empires can now turn off Migration Controls.
• Maintenance Drones now auto-migrate like the Denizens that they are.

③ Bugfix
• Fixed space fauna cost values
• Fixed various checks for Offspring Drones that were broken
• Fixed the Permanent Employment civic
• Fixed the planetary supercomputer not having the same modifiers as the research institute
• Fixed the Logistics Hub going missing from the game
• Fixed a broken modifier on the Hive Confluence building
• Fixed telepaths not gaining correct modifiers
• The Clone Army starting event no longer fires twice
• Commercial specialisations now accept all urban buildings
• Fixed BioGenesis not unlocking the crisis tab if you do not own either The Machine Age or Nemesis
• Neglected bio-trophies should now show on the planet UI and have a happiness penalty
• Fixed planetary deposit researcher interactions with gestalt empires
• Maintenance drones now count as better than slaves for assorted checks
• Starting the game as a Nascent Stage Life Seeded empire will no longer leave you with only presapients and immediately game over.
• The opinion penalty for purging pops have been reduced by 100
• The amount of Menace gained from purging pops has been reduced by a factor of 100
• Fixed the Splinter Hive Holding being 100 times more effective than it should have been
• The Coral Portrait now has access to rooted instead of the platypus.
• AI Megacorps will no longer be dirty cheaters that ignore the branch office building limit
• Debris is no longer incorrectly displayed as coming from our own empire.
• Scripted species can now inherit their parent species rights instead of getting default rights
• The Logistics Ceiling setting has been reset to default for everyone since it changed in 4.0
• You may no longer use Fallen empire technology to mine for minerals in the mantle of ringworlds

④ UI
• The Build District icon is now more clearly labelled.
• Made some adjustments to the Planet UI to hopefully make it clearer when you can build District Specializations.
• The Build Queue will now automatically start opened in the Surface or Management tabs of the Planet View if there is something in the Queue.
• Clearing a blocker will open the Build Queue if it is closed.
• Fixed the diplomatic window showing the city elements based on the ship set instead of the selected city set.
• Fixed some modifiers from jobs being unlocalized in tooltips.
• Fixed being able to disable event messages if their default settings haven't changed.
• The pop totals in the job strata tooltip are now consistent with the strata UI.
• Fixed missing information in tooltips for why you can't upgrade buildings.

⑤ Stability
• Added more safeguards around ship graphical culture to avoid a crash
• Fix CTD happening when hovering over some leader traits in the selection UI
• Fix CTD related to districts getting deleted while a specialization was in the build queue
• Fixed crash on startup when generating modifiers (Thanks for helping us find this, More Events Mod!)
• Fixed issue with script killing pops assigned to a job may CTD
• Fixed CTD in colonization view due to invalid deposit entry
• Fixes CTD in planets and sector view due to species
• Performance
• Multiple AI performance optimizations
• Reduced memory footprint in growth calculations
• Threaded and cached procreate calculation on pop groups to improve performance
• Reduce calculations done for planet economy
Post edited May 07, 2025 by surfer1260
high rated
Suzerain

Standalone installer updated:
[Windows] release_3.0.9-hotfix ⇒ 3.1.0.1.131
[Mac] release_3.0.9-hotfix ⇒ 3.1.0.2.131
[CLASSIFIED DOCUMENT]
[FOR YOUR EYES ONLY - CONTAINS SPOILERS]

Patch 3.1.0 Build 131
(07/05/2025)

This update only applies to new games and is deployed to the default branch.

COMMON FEATURES

① Features
• Prologue skip feature
• Skip read dialogue text option (applies to read texts now onwards)
• Archetype selection feature (Only Anton Archetypes until next story)
• Added font size setting
• Torpor Games Account system (Necropolis)
• Added social links to the main menu
• Torpor Games Analytics
• Torpor Account Cloud save sync (available for up to 5 saved files cross-platform)
• Torpor Account achievement sync with stores (Steam, GOG, etc)
• New story selection user interface
• New summary screen user interface
• Turned collectibles to achievements
• Playable characters now display prior player customization
• News panel articles are now expandable/minimizable
• Collection items now displayed for all story packs
• Implemented new version available notification for main menu

② Content
• Added several new shared codex entries
• Added 36 collectible achievements
• Updated credits and added new developers, testers, and supporting organizations

③ Technical
• Optimization pass and improvements to performance
• Addressed some memory leaks
• Adjusted button layout in overlay profile settings page
• Implemented autosave and UI update for Rizian Army panel training
• Optimizations for players with many save files
• Cloud sync can now be synced for all files, and the total file count has increased to 5
• Unified displayed date/time formatting

④ Art
• Added portrait for President Nines

⑤ Bug Fixes and Polish
• 50+ gamebreaking bugs fixed
• 400+ high and medium priority bugs and issues were fixed
• 600+ typos and grammatical errors fixed
• All these fixes were across two story packs and many thanks to our internal QA, closed testers, and open testers. Hats off!

KINGDOM OF RIZIA DLC

① Features
• Guided war tutorial
• Resource modifier tooltips have been improved
• Armed forces production tutorial
• Armed forces panel improved and updated
• Royal Decrees panel overhaul and improvements
• Added Steam Rich Presence content

② Content
• Added turn 11
• Added 9 new scenes
• Added 34 new achievements
• Added more than 45 new decrees
• Heavily overhauled and reworked three scenes
• Edited and improved more than 20 scenes
• More than 40 new decisions added
• Added several micro-decree feedback scenes
• Added three new bills
• Heavily expanded reform, absolutist, and theocratic content
• Expanded on Rusty Montoro's character and story, including new RRG nationalization options and greater benefits of being allied
• Introduced Adarfo Sotelato's character and added new interactions
• Introduced Wruhec's Guardians captain and added new interactions and possibilities
• Added new epilogue branches
• New abdication content, including the expansion of the "Comrade Romus" path
• Made updates to the Archetype variables
• New feedback related to succession decision
• Added new war objectives and decisions
• Added new codex entries for new characters
• Added Rizian Timber industry as resource in existing decision
• Added House Toras troops to war tile effects
• Overhaul of civil war epilogue, including new win and lose options
• New content related to Estela's religion and potential conversion
• Incorporation of Bruno and Sevrio into revolution ending
• Added a missing VoR news article
• Added functionality for certain war events to be triggered more than once
• Added narrative support for religious group decisions
• Expanded turn 11 theocracy speech
• Reworked Derdia and Lespia pipeline agreements
• Added homosexuality decree discussion with Hugo
• Added GRACE token for Pales
• Added more religious choice options to turn 11 final address
• Added journal entries and newspapers articles to turn 10 talk with prime minister scene
• Added Nefandes Vulturio codex entry
• Added choice options to Turn 1 religion briefing
• Added correct faction status to Sordland token according to transferred save
• Added narrative support for final decisions
• Added new situations and policies
• Added civil war epilogue content
• Added some feedback on religious groups and decisions at council meeting

③ Art
• Added 7 new portraits
• Added 3 new collectibles
• Added rocket strike token and animation
• Added air support animation
• Added independent Zille token
• Added independent Zille flag
• Polished war tile alignments

④ Audio
• Added music to all new scenes

⑤ Design & Balancing
• Fully reworked and balanced all core authority, energy, budget resources
• Added more than 20 new modifiers and rebalanced existing ones
• Added fighters and bomber units, added relevant factories, and made updates
• Expanded religious sects design and impact
• Added design for Pales reparations and reconstruction
• Expanded the stratocracy sub-path
• Increased costs for Intermerkopum founding or convincing nations
• Split GRACE and Rumburg trade modifiers
• Several previously open paths were blocked based on other negative events in the story
• Added several Situations and Policies for Economy, Welfare, Order and Diplomacy
• Rebalanced Zille-related costs
• Reworked Zille-related calculations and increased challenge
• Introduced a new late-game sabotage crisis event
• Improved and updated power projection calculation with new content
• Added more dynamic changes to war resistance, war support, and others
• Rebalanced war OP1 and OP2
• Reworked old provincial unrest into a new unified revolt system
• Improved pro-business leaning design
• Made Plavo and Sallabes sanctuary constructions floating post turn 1 scene
• Improved and expanded tourism design
• Redesigned MITZ and Intermerkopum impacts based on late-game events
• Reworked and redesigned national destabilization storyline
• Increased weight and importance of Prologue choices for Crown Prince governance
• Added reform strength and radicalism system
• Added early negative outcomes to certain situations and variables
• Made national destabilization trigger less easily
• Pushed modifier mauluses to after turn 1
• Redesigned Derdian missiles and added bespoke content
• Reworked and connected Wehlen trade more with design components
• Introduced dynamic maximum resource caps
• Added dynamic changes to new modifiers, such as income tax
• Expanded the negative effects of the Energy Crisis
• Changed working rights situation calculation
• Adjusted the cost and rewards of more than a dozen decisions
• Heavily reworked global image, living standards, business growth, human rights, religious group relations, house relations, and several other key integers
• Expanded drugs and crime design and influence
• Moved some negative situation modifiers to turn 3 and 4
• Added dynamic tourism income modifier
• Increased Aureus field energy output for half or full ownership
• Updated Aircraft factory costs
• Updated Aircraft training costs
• Increased threshold to reach maximum economic growth slightly
• Unified tax income modifiers increase adds 2 to existing base modifier
• Slightly adjusted military and war expenditures
• Improved self sufficiency conditions
• Increased Wehlen negotiating power for new industries
• Made it slightly more difficult to make the Wruhecist community happy
• Slightly increased high popularity threshold
• Added negative economic effect of not saving the football industry
• Increased the negative economic impacts of energy crisis slightly
• Added loss of reputation and authority to failing to act or react to key decisions
• Added new industry status effects
• Added Valgsland and Rumburg port status effects
• Added statues status effects
• Added closed Dastnurist sanctuaries status effects
• Updated Zille Referendum threshold
• Increased authority cap to 15
• Changed triggers of some resource modifiers
• Rebalanced several decrees
• Lowered storage and curtailment thresholds
• Added air cooldowns to Terador airbase expansion decree
• Made Rusty loan offers more likely
• Increased starting Rumburgian Bond authority modifier by 1
• Added more econ impact of self sufficiency

REPUBLIC OF SORDLAND

① Features
• Added New Economy Stability Graph with timeline
• Added New Economy Stability Indicator

② Content
• Added term end budget result decision
• Added new economic crisis dynamic danger threshold
• Made minor dialogue fixes and improvements
• Added minor shortcuts to some turn 3 dialogues
• Added a recoverable hyper privatization penalty decision to turn 8

③ Art
• Added portraits for Herbert Krull, Ishval Ersen, Phelix Bron
• Recolored portrait for Artor S. Wisci

④ Design & Balancing
• Rebalanced starting economy and budget
• Updated term budget costs and increases
• Made balancing improvements to planned vs market integers
• Added dynamic privatization incomes to welfare
• Adjusted great recovery balancing to be more difficult
• Reduced starting economy slightly
• Rebalanced nationalization and privatization rewards
• Decreased starting budget by 1
• Rebalanced turn 9 term budget review outcomes, split into two decisions
• Made it slightly more difficult to get high privatization reward conditions
• Added another late game crisis trigger
• Adjusted tax break and increase costs to new design
• Increased damages of some crisis events
• Slightly improved nationalization of companies economy benefits
• Increased the threshold to reach Great Sordish Recovery
• Added dynamic superpower trade war and Black Tuesday conditions
• Added additional budget support to United Contana aid
• Conducted a balance pass on economic damages for emergency
• Added a failsafe for medium debt to not fall to depression if economy is somewhat strong
• Added Alphonso terms economic historical data to economy graph

⑤ Mobile Divergence
• Added new freemium balancing
• Added turn 11 cost for Rizia DLC
• Made several interface and interaction fixes
• Changed min SDK version to 31 for android
• New collectible achievements added with XP and SP rewards
• New 3.1 achievements added with XP and SP rewards
• Push notification images updated
• Increased audio quality of sound effects
• Added in app reviews for mobile
high rated
(from Steam)

Wildermyth update for 7 May 2025
1.16+559

- Kill effects now happen before death effects (so if you have Untouchable and kill an enemy that explodes, Untouchable will now prevent the explosion damage)
- Fixed bug where Drathix Dragonbreath didn't respect Engage
- Fixed bug where Sneer could be used by stunned enemies
- Fixed bug where Spelltouched tattoo skin, one of Vulta's sleeves, and Beastblight omenroad weapon didn't show up on Linux
- Fixed possible crash when assaulting site while incursion is attacking a site
- Fixed bug where corruption wave in Temple of Silence could happen many times in a row
- Translation adjustments
- Tools: Fixed bug with mod injection on null strings
- Tools: Added "requireLegacyUnlock" field to history entries




The Last Spell update for 7 May 2025
Patch 1.2.19.0

Hello Heroes!

Today, we have an important patch for The Last Spell, not only bringing some bugfix, but also some balancing as well!

Fixes:
- Fixed 'Amber-Infused Sprout' not casting 'Amber Protection' skill if only one hero was in the aoe and inside a gate
- Fixed 'Alerion' not having its skills displayed
- Fixed 'One By One' perk not incrementing correctly when killing multiple isolated ennemies with an AoE
- Fixed 'Overheat' perk state when undoing the 'Rocket Jump' skill
- Fixed 'Feral Instinct' perk loosing its effect if no target was hit during 'Shadow Steps' skill
- Fixed 'Cleasing Spores' skill being able to poison a hero inside a watchtower
- Fixed 'Manual Control' skills being unable to target tiles with no enemy
- Fixed 'Falcon Seed' not being able to attack buildings
- Added missing icons for all skills of Runestones
- Added a new icon to differentiate Dispel and Purge skill effects

Balancing:
- 'Manual Control Seeds' skills now cost 1 AP
- 'Less starting Heroes' apocalypse modifier is now split into two steps, reducing starting Heroes by 1/2 for a value of 4/10 apocalypse levels
- Modified apocalypse level of 'Less Clawers, More Everything' modifier, 2/4/6 -> 3/6/9
- Modified apocalypse level of 'Faster Enemies' modifier, 4 -> 6

Don't forget to update your game!
Post edited May 07, 2025 by FlockeSchnee
high rated
(from Steam)

StarVaders update for 30 April 2025
1.0.1 - Day 0 Patch

Thanks for all the bug reports! We're onto them - just a small casual Day 0 patch to fix some of the reported ones! This is going live for PC right now, will be coming to Mac a bit later.

- Added our publisher's logo to the bootup, woops
- Fixed a black screen softlock when you lose against the OVERSEER
- Made the Tip Jar more obvious when you gotta click on it for an unlock
- Fixed a bunch of localization reports/ suggestions, keep them coming!
- Fixed multiple More Info images showing up on screen

We're looking into some of the resolution issues as well.

Thank you for playing the game, keep the reports coming! If you are enjoying the game please leave a review! It helps us out a lot.

Axolotl


StarVaders update for 1 May 2025
1.0.2 - Day 1 Patch

Wow, it's been great to see all the feedback so far.

We've added a few more options in the settings menu for you to customize how you wanna play the game. Although the "axolotl's prefered way" to play remains the same, more options never hurt anybody!

Sorry if you encountered that major looping softlock when losing in the Overseer fight, this has been fixed! If you are still in a run and it is still not working you might need to delete that run from the main menu (or abandon the run).

New Gameplay Options
- Added a button in the settings to unlock only pilots and the daily run
- Added an Extras option to made Chrono Rewinds during the encounter NOT reshuffle your deck.
- Added an Extras option to give infinite Chrono Tokens.

Other
- Added an option to remove the "F2 Bug Report" prompt
- Buffed Noel, she now starts with an Artillery Fire!
- Added the Bomb keyword to entities that are considered Bombs.
- Rerolling fragments of LINK always gives a different modifier
- Fixed a major bug that happens when you lose against the Overseer
- Attempting a fix on missing resolutions based on base monitor resolution
- Attempting a fix on a bug that prevented the settings menu from applying changes
- Fixed a Task Engine Crash with the Grandmaster
- Fixed a Task Engine Crash involving Transmogrify and special upgrade cards (like Shadow Kunai)
- Fixed Ricochet Fire! + Lazer Bullets being 1 tile too short
- Fixed Enhance (Keeper spell) not targetting random cards
- Fixed Thundersquall - now correctly only targets invaders, and range is accurate
- Fixed a few localization strings and incorrect tags
- Fixed bug preventing typing 1, 2, 3 in the seed
- Attempting to fix a bug caused by patches messing with save files (caused you to start a run with the deck from the previous run)

This is just a first batch of bug fixes, we've still got a few to tackle. Thank you for the meal! (axolotls eat bugs)

Keep sending them over!

Axolotl


StarVaders update for 2 May 2025
1.0.3 - Day 2 Patch

Heya, another day, another patch.

We really appreciate all the bug reports and the feedback that's been coming in! Some notable changes in this update include:

- A new Save Scum extras option that makes it so when you exit and resume an encounter, it starts from start of the fight instead of where you left off.
- Overseer Phase 2 transition now resets your energy and draws 3 cards for you
- Tweaked some of the encounter algorithm to create less "really bad" encouters.

Other:
- Fixed gamepad input resetting when rewinding
- Fixed a Nessie task engine crash when it eats a bomb in phase 2
- Fixed Chain Lightning and Translocate, now playable without summons
- Fixed Salve causing everything to become free when combined with Cold Star
- Fixed not having any rewards anymore when using Infinite Rerolls to reroll rewards for a long time
- Fixed some visual bugs in the glossary involved artifact & their completion stars
- Fixed a few localization issues
- Fixed Red Brand showing up in double artifact reward
- Attempted fix on inconsistency in achievement for not picking up artifacts
- Hypermode Shun now correctly starts with 2 Battery.

Unless there are some serious issues we will likely not have a patch during the weekend, so see you next week! Keep slaying those invaders!

If you are enjoying your time it helps us out so much to leave a review!

We also have a fun discord community you can join here. We've got both long time players and newcomers all discussing strategies and showing off their decks. We will also be starting some cool activities soon inside the discord server!

Thanks,

Axolotl


StarVaders update for 6 May 2025
1.0.4 - Roxy's Revnenge
**First up, a warning: IF YOU ARE PLAYING ON MAC, BACKUP YOUR SAVE FILES. We will be adding Steam Cloud support to Mac soon, but are unsure how it will affect the game if you played on multiple devices. Our apologies if something happens to them!

For anyone looking for save files for the MAC version. It's at "/Users/USERNAME/Library/Application Support/com.Pengonauts.StarVaders".**

Hope you all had a great weekend! Got some great feedback from a very wide range of types of players, they've all been super useful! We're only 3 people on the team (2 programmers and 1 artist), so it will take some time to fix everything, but we're hard at work!

Here are some of the notable changes in this patch:

Roxy's New Starting Deck
- 5x Shift
- 2x Fire!
- 2x Triple Fire!
- 1x Nova Bomb

Roxy is the weakest pilot on higher difficulties, but her deck is great to introduce the game with - so what I did was keep the tutorial deck the same, but changed her deck after the tutorial run. Gunner struggles a lot because of their weaker movement, so I brought Triple Fire! into her starting deck as an extra AOE option that can target further invaders.
Vengoid+

Vengoid+ now moves erratically, instead of giving Shields.

Vengoid Plus is one of the hardest invaders to deal with in Post-Apocalypse +, there's not a lot of time nor leeway to deal with them and the Shield makes it much more tedious to fight against. Shield was a boring ability anyway! Erratic movement now challenges the player in a slightly different way while still keeping the identity.
Hemophage

Hemophage fight has been quite confusing and difficult for a lot of players, and a very long fight as well. We've cut down their health pool, updated their description, and added more visual indicators to be more clear that the "purple" hemocytes should be destroyed since those are the ones that will channel doom. To balance this change, we've also shortened the turn limit.

True Ending Fixes and Improvements

The Overseer fight for the True Ending can occasionally be a big pain point for players, particularly if it's the first time they encounter it - it doesn't help that the transitions are kinda badly implemented timing-wise. I've made changes to address some of the issues:

- (from patch 1.0.3) You now draw 3 cards and reset energy on phase 1 -> 2 transition.
- On each phase transition, you now keep all your puppets. (If they were in the "head" zone, they move to the bottom side of the grid)
- The "Assist" cards that drop as pickups to help on the final turn have a glowing visual indicator now.
- I've added more descriptions for the final phase for the Hearts and the Blooms.
- Phase transition's timing has been improved so that you don't get screwed if you overheat / use an end-of-turn attack to trigger the phase transition.

Other changes:
- Noel's Novalanche now costs 1.
- Added backup loggerdata in case of steam cloud issues.
- Changed order of Act 3 invader unlocks for smoother complexity ramp (Void Rifts before Pulsars)
- Fixed Magical Gun not appearing in the pool.
- Fixed Parry, now works with Deflector / Reef Assault (the Charge will be dropped as pickup on the grid)
- Fixed Echo+ counting Dummy or Ticks for self-destructing
- Fixed Helping Hand no longer showing up as Used
- Fixed doubled 3D Printers now properly shoes up as Used
- Fixed Refresh drawing 5 cards instead of 3
- Fixed Pickup Rarity not being shown in the info panel
- Fixed Zombie component sometimes causing Haunting to go infinite (the hat kept moving between two summons)
- Fixed 0 cost triggers being inconsistent with 0 cost cards with reduced cost (it was because their cost was negative lol)
- Fixed Piercing Bullets + Lazer Bullets interaction in Japanese
- Fixed Oru's ability not working sometimes.
- Fixed an infinite loop caused sometimes by Hook Jab.
- Fixed a Task Engine crash involving Nessie.
- Ticks getting the Erratic modifier and teleporting.
- Recharging a random summon no longer targets unchargeable Bombs with Blast Legion
- Polymorph no longer spawns Care Package (a removed item)
- Fixed Transmogrify interaction with Warp
- Fixed Chronosphere not removing Odeus' bullet attacks.
- Many small localization changes

Again, thanks so much for playing the game and sending over the bug reports! We will keep working on improving the game, hope you enjoy!

Thanks,

Pengonauts

HOTFIX - [spoiler]Fixed Chaos Bloom's panel being broken[spoiler]
high rated
Here are changelogs for two updates that have been added in the last 24 hours (Offline & GOG Galaxy).

Project Warlock II

Version 0.9.1.35 (May 06, 2025)
Palmer's Arsenal Refresh
We’ve gone back to the workshop and tinkered with several of Palmer’s weapons to better fit his unique style and to improve overall visual consistency across all 3 chapters.

• Burst Rifle - A new set of animations
• Harvester - Fully redone animations
• Heavy Rifle - New shoot animation + reworked akimbo reload animation
• Cartier - Reworked animations
• Rocket Launcher - Reworked animations
• Mortar - Reworked animations
• Autoreload Shotgun - New visuals and updated animations

Gameplay Changes

• Screen sway during melee weapons attack animations temporarily disabled
To address motion sickness concerns (thanks to hauntedlove for bringing this up on the Steam Forum), screen sway during melee weapons attack animations has been disabled for now. We're working on a longer-term solution.

Mortar Altfire Adjusted

• The altfire’s multishot count has been reduced from 5 to 4.

HUD Update

• You’ll now see an Akimbo Duration Bar added to the HUD to give you better awareness during dual-wielding mayhem.

Bug Fixes

• Fixed disappearing Hay Piles in E1M4 (thanks, Kam)
• Resolved screen tilt issues during melee attacks (Kam strikes again)
• Addressed an FPS drop related to achievements (Kam once more)
• Fixed broken akimbo drop particles for several of Palmer’s weapons
• Crosshair Scale settings now save correctly
• "Disable Important Notifications" toggle now correctly saves between sessions
• Fixed issues with Project Rambo not working as intended
##########################################################################################

Wizordum

v1.0.05 (May 07, 2025)
Updates

• New Shop Upgrade - Moonlight Chart
• Collecting special items (Torch, Seer's Orb, or Magic Map) will show the icon of the item on the HUD now.
• Offscreen waypoints on the map will be pointed at by arrows now
• Enemy Slime has a new, louder presence sound
• New Achievement - Barrel Rider

Fixes

• Achievements not working correctly (Champion of the Arena, Master Explorer, Shadow Mage, Electrocutioner)
• Specific magic painting resets on load
• Storm Gauntlets secondary targeting issues (lock icons staying when enemies disappear etc.)
• Hit fx not triggering on some enemies (Skeleton Crossbowmen, Inferno, Chaos Hive, Boss 2)
• CRT filter setting not persisting between games
• Continue from last save option disappearing
• Golems appearing in the ground
• Final Boss glitch
• Weapons appearing under the map
• Typos
• Achievements issues:
> Not triggering: They Call it a Mine, Champion of the Arena, Down the Memory Lane, Ethereal, Master Explorer, Electrocutioner
> Updated: Hot Heels (you must stay alive to achieve it...)
> Fixed: Finishing The Elderstone Mines will award you achievement for the Lava Pits.

Level specific issues/fixes

• [E1L03 - Murky Wastes]
- Air walk
• [E1L05 - Gray Haven]
- Enemy spawners not working (visit Lighthouse entrance to spawn them)
• [E1L06 - City of Ember]
- Enemy spawners not working (visit the back alley on the left side of the Cathedral to spawn them - close to Cathedral key)
• [E2L04 - Weeping Gorge]
- Treasure Goblin spawner issue with missing enemy
• [E2L05 - Shadows and Chains]
- Glutton undead stuck in the wall
• [E2L06 - Howling Halls]
- Fake Skeletons not spawning in the courtyard (revisit the courtyard to make them spawn)
• [E3L02 - Frostefell's Peaks]
- Enemy spawner not working in the last cave passage before the level end (revisit it to make it spawn)
- Old shelf secret trigger that was not supposed to trigger the secret removed (there's a clearer trigger...)
• [E3L03 - Winter's End Tomb]
- Enemy spawners not working (revisit area of the "past" to get them spawned)
• [E3L04 - The Elderstone Mines]
- Seer's Orb & Switch that unlock secret exit removed - the only way to get there are the hidden switches now.
- Last minecart ride now resets when using the teleport at the end so you can ride it again
• [E3 Secret]
- Secret door entrance not working & flickering ceiling above the mentioned passage
high rated
AI War 2

Standalone installer updated: [Windows, Linux, Mac] 5.701 ⇒ 5.702.

5.702 The Erenussocrates Triple
(May 7th, 2025)

• Fix zero-cost hacks for the first of a repeatable hack (ars, tss).
• Fix to error message and lack of aip-gain from things destroyed, when using Last Resort.
---• Thanks to Erenussocrates and Ecthelon for the report.
• Elderling/Templar lobby presentation
---• Fixed missing icon for Templar in the in-game list of factions.
---• Fixed missing icon for Elderlings, when auto added for a Necromancer, in the in-game list of factions.
---• Fixed Elderlings inconsistently using Strength instead of Intensity.
---• Fixed auto-added Elderlings and Templar showing "5" for Intensity rather than the real value being used, based on the Necromancer player's settings.
• Formatted tooltips.
---• Fix to bubbleshield modules not being shown for ships that aren't actually built (ie, encyclopedia, mark-up previews).
---• Fix to ion damage weapons.
------• Now has its own unique color, tells you the albedo requirement, fixed spacing.
------• Todo: Still needs a subline in high detail explaining the full mechanic.
---• Improved line for invulnerable/vulnerable and defense modifiers.
• Coarse Short-Term Planning setting's behavior has been changed.
---• Previously only some of the tasks were run each step rather than them all.
---• Now, it does try to run them all (ones still running are not), but advancing the sim-step no longer requires them to all be finished.
• Experimental Stacking is now fully-functional.
---• Fixed a great many bugs. Actually does a great job of keeping squad count under the limit.
---• Added a second setting for it, which throttles the target number of squads down all the way to 1 at its maximum.
---• Limitations: Unlike the normal stacking, we do not currently ever *unstack* giant stacks. Though that can happen normally when taking debuffs.
• Fix to resource production not considering stacks.
---• In vanilla afaik there are not any entities that produce resources (energy, metal, fuel) while also being stackable. However, in the future exp.stacking could wish to do this.
---• Edit: It has been found that entities that die to neutral capturables (ex. metal harvesters) do not work correctly if stacked so this has been disabled, even for exp.stacking.
• Fixed several mods giving exceptions by rebuilding them.
• Added missing "dire" to name of alerted plasma eye.

① Generator
• One more pass at Generator's ai home choices.

② Necro Party
Tuning a couple oddities on vanilla necro flagships and totems.
• Treacherous Totem's black hole effect now applies to <20 engine increased from <14
• All flagship forcefield modules are now Hardened and Greater.
---• They do not shrink with damage, nor reduce damage for things shielded.
• All flagships (except transcendent) reduced to engine gx 18 from 22.
---• They are now affected by black hole devices.

③ Visible CPA Bunkers
• New mod! by Erenussocrates
In the base game, it's pretty hard to keep track of the CPA Bunkers, if you've ever played with them. If they appear on the planets that you've already discovered, they don't become visible on the galaxy view, because they are an enemy structure. This mod makes them become visible in explored planets in the galaxy view at all times, so you don't forget about a bunker in some corner of the galaxy.

④ Exodian Blade
• New mod! by Erenussocrates
It bummed me that a ship that is immensely powerful, but also can be permanently lost like the Exodian Blade from the original AI War game, or something that is equivalent to it didn't exist for AI War 2.
So I wanted to set out and create it myself.
My original intention was to introduce an independent quest and subplot to the game, directly taken from the original AI War game, one to one. But unfortunately, my current expertise in modding AI War 2 wasn't good enough, so I did make do with this current iteration. If my expertise gets better, I might still vastly change the mod down the line to be more like the original quest.
On the current version, building the Exodian Blade is tied to the Fallen Spire campaign. You will get the option to build the Exodian Blade on a tier 5 Spire City, but you can only either build the Exodian Blade, or the Spire Transceiver, not the both in the same galaxy. So you will have to make a choice.
Also makes the Spire Transceiver unscrappable for this reason.
So in hindsight, this might make your Fallen Spire campaigns have more varied playstyles too.
But it also has a few new surprise mechanics, so it could also become a double edged sword if you aren't careful.
This mod obviously requires The Spire Rises DLC.
I also want to thank RocketAssistedPuffin, Lord Of Nothing and Dismiss for their role in helping me with creating this mod. Especially I thank Dismiss, as usual for making this possible or more polished with a brand new attribute.

⑤ AIP for ExoWar Units
• New mod! by Erenussocrates
Did it ever bother you that you don't incur any AIP penalty for destroying the very powerful extra galactic war front units?
Imagine saving a budget for building a special force to end your enemy, but your enemy destroys that force. Your first instinct in that case is, probably to set a bigger budget for next time, or to have necessary precautions / mental notes that will make it less likely to repeat the same failures.
This mod addresses exactly that.
Now, destroying any extra galactic war front unit beyond tier 1 incurs an AIP penalty for the player. (except Dragon or astro train units)
These penalties are; 10 AIP for tier 2 units, 25 AIP for tier 3 units, 50 AIP or tier 4 units, and 80 AIP for tier 5 units.
This mod will also work for the brand new exowar ships that are introduced with the Exowar Overhaul mod by Lord of Nothing.

⑥ Fuel Rebalance
• The naturally generating Argon, Radon and Xenon fuel stations' energy maintenance cost has been increased from 60k to 100k.
---• In the same way, the energy costs of Zenith variants of the fuel generators sold by the Zenith Trader have also been increased from 30k to 75k.
---• No change in the energy costs of the Spire fuel generators.
• Zenith and Spire fuel stations now have material skins that are relevant with their faction.

⑦ Biblical Angel Names for ExoWar Units
• Added a statement in the mod description noting the need of required DLCs, which were forgotten before.

⑧ Coders
• Changes to better support harmony style modding.
---• New codehook "PrepForCompleteReload"
---• Called at the beginning the restart process when mods/dlc have been changed.
---• You may check the current value for 'enabled' on them to determine if being disabled.
---• ExternalDllInitialLoadCalls/YourXml.xml can now specify a dll_name="" without a type_name="".
------• This can be used to load load dependencies of your mod (like 0Harmony.dll) before your mods dlls containing patches and built against harmony are loaded -- Since external assemblies loaded by aiw2 do not automatically resolve dependencies, and those dependencies cannot be expected to implement an arcen interface.
• cmd:spawn can now take a faction
---• The faction name (and entity type) are case sensitive and must be the exact internal name.
---• Also "spawnh" is now an alias for "spawnhostile" which gives it to the ai.
---• ex. "cmd:spawn, AICursedGolem, 1, AntiAIZombie"
• Easier access to the contents of a FleetDesignTemplate.
---• foreach (var c in Template.Categories()) {}
---• foreach (var i in Template.Items()) {}
• Arcen.Universal.IList<T> is now also IEnumerable<T>
• Added an assembly attribute [assembly: SkipValidityCheckAttribute] to allow referencing both base/deep types.
---• For reference, there is a validity check done when loading any external type which attempts to enforce no single external assembly implements both "base" and "deep" types--As part of the separation between "client-side" for base and "server-side" for deep. For example, ExternalFactionBaseInfo/DeepInfo, or WorldBaseInfo/WorldDeepInfo.
---• However, for someone who knows what they are doing there is no real reason a mod must be written this way, other than this validity check.
• TextVarMap support for inverted condition tests
---• Rather than having to write a unique condition term for "is" versus "not" you can now do: cond="!term".
Post edited May 08, 2025 by surfer1260