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BKGaming: So this doesn't make sense. I download railroad empire back on 5/1/2021 and setup_railway_empire_1.14.0.27219_(64bit)_(46627) and that is still the version showing. Did we get the update early? And if so, what actually updated? Confused.

EDIT: In Galaxy it is showing this version was updated 13 days ago.. so yea we had it already.
You're right, the GOG version has been updated to 1.14.0 on April 27th for both Galaxy & offline installer. But there was a change to the offline installer on May 7th as you can see here. I guess it has something to do with the Japan DLC which was released that day.
high rated
Warhammer: Shadow of the Horned Rat

Marked as updated.

No idea what changed but store page now mentioned win10 - so maybe compatibility fix.
Can't test right now.
high rated
Age of Wonders: Planetfall

Update V1.404 - Update Notes
Galactic Empires

The Psi-Fish Hunting Grounds planet trait now forces the planet to be continents and disallows changing of game settings to prevent issues with Psi-Fish dwelling spawns.
Fixed the Masking Frequencies planet trait not working
Fixed not being able to choose the default Phoenix Walker requisition item as Vanguard, Amazon, Shakarn or Syndicate
Fixed not being able to buy high level vehicles using Renown in certain situations


Fixed evasion bonus from the Skitter ability not resetting after Undo
Fixed Undo allowing you to circumvent the effects of Panic and Captivate
Fixed that applying Impaired on a unit would reset cooldowns and once per combat abilities from the disabled mods
Fixed a crash that occurred when you would Undo a move in combat after moving away from a hazard


Fixed issue where campaign missions could sometimes not be ended
Fixed that the Forgotten NPC Faction would sometimes not be present in the Obolus-5 campaign mission


Fixed that the Futurist achievement could no longer be unlocked
Fixed issue where buying a grail cypher from an NPC faction would not deduct its influence cost
Fixed occupied Shakarn and Oathbound colonies having access to previously built turret defenses unlike the other races
Fixed Soul Beacon Maelstrom not giving Essence Charges to friendly units
Fixed issue where operations that are being primed would not update when the amount of casting points available changed
Fixed an exploit caused by repeatedly aborting the production of a Colonizer unit
Fixed an exploit related to the Immaculate Breeding Ground Emergent spawn
Fixed that certain actions and events could end up blocking the victory screen (both in the Galactic Empire and scenarios)
Fixed multiplayer going out of sync by viewing the invasion forces in the Diplomacy screen
Fixed a crash that could happen during an AI turn in the late game
Fixed various instances where the AI could get stuck in their turn (which would leave you stuck at “Opponents are moving”).
Fixed issues with higher quality settings on M1-based Macs
high rated
Jazz Jackrabbit 2 with JJ2+ has been updated to version 5.9 with the following changelog:

- In response to player feedback, reverted all changes to bullet code made in 5.8. Any further changes along these lines will be made {in conversation with the community.}
- Fixed internet connection issues in Windows 8 and above associated with entering full screen while in an online server, as caused by the Windows API changing since JJ2's release.
- 5.8's frozen camera for free spectating/idle servers now unfreezes upon cycling to a new level. Click the game window again to refreeze it.

They also fixed the issue with the duplicate installer in the archive.
high rated
Danger Scavenger

Updated to 2.0.4 (Galaxy [Windows & Mac] & Offline Installer [Windows & Linux])

Changelog from Steam:
Update 2.0.4 - Spring Cleaning


The Spring is here for good and with it the long-awaited respite. We bring a bunch of long-awaited improvements, much of which would not come if it was not for your invaluable involvement.

Do not be afraid! Thanks to our hacker-work your well-earned co-op mode items are finally safe. Also, you will not be lost in the dreadful void of the black screen anymore.

That said, we yet again want to make it clear that we are constantly open to your continued reports on newfound bug discoveries or ingenious development ideas. Because of you the game is able to improve and expand.

We are waiting for you in our Discord

Bug fixes:

- Co-op: Exiting the mode no longer means losing the items by the second player
- Hardcore Mode: Fixed problems with loading the character after pressing “Quick Restart”
- The game no longer hangs on a black screen after starting
- New Game+: Fixed the issue with opening the workshop in Hub if the player had more than 20 items
- Co-op: No more animation hangs when both players got on the motorcycle at the same time
- Co-op: Removed the crafting hearts generation exploit
- Removed the crafting attack speed bonus exploit
- Small fixes in displaying workshop descriptions
- "Boombox" should now scale with floors
- "Messmaker" got nerfed

Quality of life changes:

- Movement buttons can be now reassigned to aid the users with non-QWERTY keyboard layout
- "Fullscreen Windowed" is now the default display setting
- After pressing "Exit To Hub" there is now a popup window asking for the confirmation
- Prices of items sold were re-balanced - it was too easy to obtain way too large amounts of money

As a small bonus, we would like to highlight an interesting gameplay review by Parallax Abstraction. Thank you for the feature! Go and give them some love!

Not enough of Danger Scavenger and the rest of Star Drifters work for you?

Here are some places where you can see more of us:

- Twitter
- Facebook
- Instagram
- Discord
- YouTube
- TikTok

And remember -

be a rebel!

Star Drifters team
Post edited May 11, 2021 by Hustlefan
high rated
Distant Kingdoms (In Development)

Updated to 11409 (Galaxy & Offline Installer)

Latest changelogs from Steam (11396) & GOG (11407):
Patchnotes for Update 11396 : Save Games and QoL

Patchnotes for the update 11396

-Implemented Fix for Save Games
-Adjusted the size of the RSS Feed
-Moved Steam Rich Presence Update to every 2 minutes
-Added Quest Sounds
-Reduced volume of some Sound Effects
-Added Version Number to Logs
-Moved Intro Video to Master Track for Volume Purposes
-Prefixed modifiers applied to buildings in the same hex as uncleared dungeons to "Nearby Dungeon"
-Improved the reliability of the exploration tutorial
-Added time reset functionality to tabbing out of game.
-Improving randomising the emergency application
-Fixed the tunnel highlighting
-Fixed the overlapping when placing buildings saying valid if the road tile was valid
-Portal's priority for couriers is too low.
-Forced no sounds until game is loaded
-Changed second confirm button localisation for save deletion to have correct localisation (Cancel option)
-Edited Escape button and Right Mouse Button logic for exiting menu/game modes to be more similar.

Thank you for your reports, please continue reporting on Discord and
Patch 11407 (9 May 2021)

- Enforced all Warehouses and Taverns cannot be burnt down.
- Increased volume of Intro Video
- Enforced DXT1 and DXT5 compression on all Textures
- Cleaned out Asset Bundles and implemented new Build Pipeline to eradicate duplication or wastage
- Overall Reduction from 3.13GB to 1.12GB improving both RAM and VRAM usage
- Added Display Selection to Settings Menu for Multi-Monitor setups
- Ensured the same building cannot receive an emergency twice in a row
- Resolved an issue with Changing Resolution when you ALSO switch Aspect Ratio
Post edited May 11, 2021 by Hustlefan
high rated

Updated to v1.0.222-rc official (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:
Already five months since the release of Haven and we are still amazed by the amount of positive feedback we receive. We read all of your messages! Sometimes we even read them to our families and friends

We’re releasing today a new patch with some improvements and bug fixes. As always, we appreciate your feedback, your help reporting those issues and your patience as we fix them.

Version: 1.0.222

- Balancing on the rust needed to craft, upgrade and repair.
- Bridges guarded by Tamajus open automatically after the player uses a flow burst.
- The anti-gravity sticks can’t be missed anymore.
- Grass in the menu looks better, even when it’s far.
- Improved creatures animations and navigation.

Bug fixes:
- Fixed a freeze while fighting with only one of the two heroes.
- Fixed islet descriptions that did not update properly while being discovered.
- Fixed visual glitches on creatures walking close to the edge of an islet.
- Fixed a soft lock on the credits scrolling when players played the epilogue twice in the same session.
- Fixed a bug on the climb interaction when Birble is leaving the islet after a bait.
- Fixed a visual glitch on the Nest greenhouse visual.
- Fixed a bug on the capsule tutorial dialog in combat.
- Fixed some typos.
- Misc bug fixes.
high rated
DUSK has recieved a small hotfix patch (0.6 MB) in GOG Galaxy (Offline installer files later). This small patch Includes a performance fix, a fix for a subtitle typo, and restoration of the duskworld servers.

Version 1.7 >> Version 1.7.23
high rated
El Hijo - A Wild West Tale

Update 1.02 (Galaxy & Offline Installer)
- Several bugfixes in El Hijo’s behaviour when interacting with objects as well as his reaction time to crouching & climbing.
- Several bugfixes in NPC behaviours when catching El Hijo or reacting to his toys.
- Minor bugfixes in localisation.
- Minor level-specific bugfixes of lights and textures.
- Significant performance improvements, especially during bird view.
high rated
DYSMANTLE (In Development)

Updated to (Galaxy & Offline Installer)

Changelog from Steam:
Update 0.7.0 - Urban Decay

The Central City is now open for business! You will be dodging turrets, picniccing at Pioneer's Park, visiting the Town Hall, and figuring out how to power up a train. And ultimately acquiring a Sledgehammer. Goodbye walls!

The city is located to the west of Crown Station, and there are three ways of entry to the new area: two from the north, and one from the south. If one of them proves more difficult than the rest, try another way in!

Update Highlights

New Early Access Roadmap

We've revised our Early Access Roadmap to reflect the updates we've done so far, and the updates that are planned before the full launch. Minor changes may happen, but that's the big picture. You'll find a nicer scrollable version of the chart inside the game in the Change Log screen. You may also notice that the Summer 2021 full launch has turned into ominous 2021/H2, but we're still hoping to launch closer to July than to December. We've also got some Post-Launch stuff planned, but waay too early to talk about that yet.

Welcome to the Mighty Mall!

I'm not sure if it's mandatory to have a mall in a post-apocalyptic ex-human piece of fiction, but we didn't want to take any chances and get the z-police after us. So here you go.

It's not the biggest of the malls, but the customers love it.

Deeper in the city there's also a pub where you can spend some quality time with the fellow patrons. (This is a mockup screenshot though. You are not allowed to stand on tables like that. They'd throw you out if you did.)

XP Level Cap Hike

You can now level up to level 34. That's three levels more than in the previous build. We realised we need to be a bit less prudent with the levels in order to reach the level cap targets we've got planned for the launch version. Instead of our previous plans, we'll probably make it so that you can eventually get all the skills in the skill pool if you level up enough.

So the final cap will be the total amount of skills we'll have. If you want to start a new game and try pick things in a different order, that's fine, but you can also play a looong game where you try and get all the skills at once. This will mean that those XP bonus skills are now worth picking as they don't end up taking one of the finite skill slots.

New Icon

There's a new icon to replace that old red crowbar on a white background which was always meant to be merely a placeholder. You'll be seeing the larger version of that whole box shot in the next update perhaps!

Total Progress

The Collection Total Progress tab now shows your progress towards full completion of the game. Note that the numbers only reflect the current build, so the percentages may change as we add new content. But you can get a feel how much of the Early Access content you've completed at the moment. You can't 100% everything yet.

New Audio System

As those of you playing the beta versions have noticed, we're working on new audio system to replace the old DirectSound based implementation. We're using our XAudio2 sound system that we developed for Xbox One as a base, and adding some new features. We were meaning to include it in this patch, but we not able to fix all the glitches we encountered yet, so we reverted back to the old sound system for now. Hopefully you'll meet the new system in the next update!



- Access to 'Central'.
- Level Cap is now 34. Up by THREE levels!
- Sledgehammer! (Unlockable through area progression.)
- Fancier Early Access Roadmap.
- Showing menu text when you can't save game.
- Some Quests have More Info button in Quest menu.
- Autosaving game when storing materials, accessing Myth Tablets, wells, etc if no enemies are near.
- Collection total progress bars.
- New Builder's Kit Quest for the sawmill (located near the original Sawmill).


- You can't save when notifications that would result in save state changes are showing.
- Lighting performance optimizations.
- Rebalanced all wall tile HP and DMG thresholds.
- Changes to multiple other HP and DMG thresholds of objects.
- Chaser spotting animation is now roughly 20% faster.
- Optimized more compact stage format saves almost 0.5GB of space!
- Performance optimizations.
- Vultures drop eggs if somehow killed.
- Raised Proximity Mine Damage by roughly 20%.
- New UI interaction sounds.
- Increased the amount of material actor stacks that can reside in 10 meter radius from 30 to 150.


- Fixed world map point of interest clicking outside map borders.
- Fixed world map are information not showing before going to Collection screen.
- Showing Quest reward recipes properly.
- Serpent's Crossing doesn't show 1 extra monster in link tower radar.
- Added additional checks to older quests requiring opening of certain doors for the possibility of the doorway being destroyed.
- Object shadow fixes.
- Island map rendering fixes (showing decals).
- Not stealing mouse cursor multitasking out of the game window with camera rotate button held down.
- Sound panning for sounds playing behind the camera.
- Usual open world fixes regarding floating objects, weird decals, etc.

Up Next

If everything goes according to the master plan, the Polaris Express will leave from Platform B in three weeks. You know I'm talking about the next update, right?

The level design is progressing nicely, and as you can see in the Roadmap (above), we're planning on launching TWO new areas in the next update. So it will be a big one. Full steam ahead! Choo choo!
high rated
Day of the Tentacle Remastered

Updated to 1.3.11 (B) (Galaxy & Offline Installer, Windows)

No changelog but i assume it's a fix for an audio issue as described here.
Post edited May 13, 2021 by Hustlefan
high rated
Timberborn Demo

Updated to v20210511.

Changelog is published on dedicated game forum by its developer.
high rated
There's another 979 MB update available for DUSK (Offline and GOG Galaxy). I've read on the Steam forums that they added an uncompressed WAV version of the OST as an optional high quality download but I can't find that one anywhere yet. The goodies only have an MP3 version. So I've no idea what this update does exactly at the moment. Wasn't able to find a changelog for this yet.

Version 1.7.23 >> Version 1.7.24
high rated
Berzerk2k2: There's another 979 MB update available for DUSK (Offline and GOG Galaxy). I've read on the Steam forums that they added an uncompressed WAV version of the OST as an optional high quality download but I can't find that one anywhere yet. The goodies only have an MP3 version. So I've no idea what this update does exactly at the moment. Wasn't able to find a changelog for this yet.

Version 1.7.23 >> Version 1.7.24
the gog version of dusk still says "1.5" on the title screen as apposed to 1.7

high rated
Space Haven
Updated from version 0.11.x to 0.12.0 on Windows and Linux; Mac currently still on 0.11.2

No changelog yet, but the developer posted the following list (right here on the gog forums!) when it went into "Experimental" two weeks ago:
Alpha 12 - Patch Notes

* 2x3 and 3x2 grid sized ship canvases added to the game. You can start building on these bigger canvases by clicking the build new ship and switching out the default canvas.
* Logistics robots and a logistics robot station implemented.
* Salvage robots and a salvage robot station implemented.
* You can now build windows! These can be placed both on the ship hull and on walls inside your ship.
* Windows come in different variations, from 2 tile wide to 4 tile wide.
* Windows work as a source of light.
* Modified NPC ships, stations and derelict ships to have windows.
* Roofs are now visible by default on ships, which have not yet been visited or explored by the player.
* Created a hull paint generator, which creates color patterns on spaceships and station hulls.
* Created various tools for the hull painter to create your own color patterns on your ships.
* Added tile decorations to the roofs of ships and stations.
* Modified the sound space to not be as quiet as before. Note that the sound volume of elements is dynamic, it is based on the current zoom level.
* Added more sounds to the game: Industry facilities, power generators, power nodes and thermal regulators, Hyperdrives.
* Added some sounds for characters too, when they walk (zoom in to hear it), when they take a hit from an enemy, idle whistle and more. Some sounds are only played when
zoomed in close enough, to not overwhelm the sound space with too many sounds all at once.
* User interface sounds and game sounds now have their own separate volume setting in the game options.
* Added a resource prioritization option to airlocks. You can use this to specify to which airlock certain resources should be transported.
* Added some history graphs to the various view modes, tracking values over a period of time and shows them in a graph.
* The vents view mode has two new buttons. One for opening all vents on a ship, and one for closing all of them.
* Implemented a statistics menu, with various graphs containing historical data on how one or more resources have been produced and consumed over a span of time.
* Added also miscellaneous data, like the average mood of crew members over time, or the amount of prisoners over time.
* Thrusters for shuttles, mining pods and crew members have been modified and improved visually, to better fit their respective graphics and to reflect the
movement correctly.
* Improved and added more features to the user interface when using drafted shuttles to dock to ships/stations.
* Modified the link type UI section in the power view mode. Added an expert mode button to reveal the advanced link types. Added a new special type of link,
which allows you to create a link, which only moves power when capacity is over a threshold.
* Added a tooltip showing what type of resources are in crates visible on the floor. This will make it easier to see what's actually in the crate piles on derelict ships for example.
* Created a new wide styled ship for: Android Collective, Civilians.
* Modified and improved in-game icons.
* Improved various graphics.
* Balancing: Increased the CO2 need for plants and decreased the CO2 generation of crew members, with the aim to make the CO2 producer actually needed for optimal plant growth.
* Balancing: Chemicals costs more raw chemicals to produce.
* Added prison areas for all Military NPC ships.
* Added nuts and seeds as an option in the composter facility.
* Fixed bugs.