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Syphon72: A number of SNEG games have been updated. I wonder what changes were made. Any other broken?
avatar
Edward_Carnby: I'm noticed only SG.
I got to test it and you are correct it's broken.
high rated
The Colonists update
from version 1.9.16 to 1.9.18. No changelog.

EDIT:
The Colonists update
from version 1.9.18 to 1.9.18.1. No changelog.



(from Steam)

dotAGE update for 30 September 2025
Hotfix for 1.8.0i

Just a small hotfix for 1.8.0, as playing Easy mode could potentially break the flow due to a wrong fallback event!

[*] Fixed bug with some fallback events potentially blocking the flow if called at the wrong time
Post edited October 01, 2025 by FlockeSchnee
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Edward_Carnby: Star General is now broken.
Do not download latest build.

Contacted support ...
People on steam said that window version is now the 1.1
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drk84x: People on steam said that window version is now the 1.1
Oh it is a great update !
Somebody tested very hure maps (which are exclusive to win version) ? Are they playable now ?
Tainted Grail: Conquest was updated to version 1.62.
Couldn't find any changelog, yet.

Edit:
Thronebreaker: The Witcher Tales is marked as updated in my library but I can't find any differences on gogdb. Could this be a bug?
Post edited October 01, 2025 by viperfdl
high rated
Revenge of the Savage Planet

Updated to 2025-9-25-108654 (Galaxy & Offline Installer)

Latest changelogs from SteamDB:
Our first FREE content update is here!

For those explorers who pay attention to our very important & very serious company updates, aka our roadmap, you’ll no doubt be eagerly awaiting our latest update.

Well, guess what? IT’S HERE FOR YOUR FACES!

We’re coming at you straight from Kindred HQ with a returning Photo Mode, Performance Mode for console users, additional habitat decor & some essential bug fixes to make your space adventures 97.3% smoother (p.s. don’t question the maths).

“But what exactly can I expect?!” we hear you scream from Stellaris Prime. We got you covered…

Say Cheeeeese

If you ever played our prequel, Journey to the Savage Planet, or simply fancy yourself as an interplanetary photographer then this one goes out to you!

Show off your adventures like those cool kids on social media with:

• 12 filters
• 20 frames
• 47 character poses
• 43 creatures + EKO to place

The most impressive photo wins, erm… something? Stay tuned for more on that actually.

Frames, Glorious Frames

We heard you. Martin Tweed heard you. Bazingus probably heard you too & we all thank you for your patience in this matter.

If you happen to be a console-owning explorer who wants to see EXTRA frames through those eyeballs of yours, take your pick between 40 & 60 FPS in the main menu starting right now on PS5, PS5 Pro & Xbox Series X!

This may or may not have made our Art Director cry, but they know it’s for the greater good.

Making A House A Home

What actually makes a house a home, though? Definitely creature heads on your wall.
Freshen up your living quarters with some brand-new objects delivered first-class by Alta Mail & choose from:

• 4 wall dividers
35 creature trophies
• 1 commemorative pet plaque - requested by the community!

Get creative & share your best snaps across social & Discord for everyone to see!

Full Patch Notes

Performance Improvements

• Relocating furniture in building mode no longer causes significant performance drops
• Various optimizations

Gameplay

• Fixed a bug where a Mandragrove Maw could launch players with its tongue, leading to a softlock
• Fixed issue where using a teleporter that was covered with a bounce pad would cause players to be teleported midair
• Corrected the position of underwater EKO in player’s hands
• When pausing the game, the glider now stays in the player’s hand
• Fixed animation of the player dropping a box
• Now both players can choose a different avatar portrait and play distinct grunt voices
• Prevent saving the game while we’re loading in order to reduce risks of savegame corruptions
• After each loading, the game now detects if any Printer Slurries have vanished from inventory and refunds them immediately
• Made bounce pads much bouncier, they take fewer bounces to get to full height

Online Multiplayer

• In the Friends list, added a visual separator between Xbox friends and Epic friends (crossplay)
• Fixed a bug preventing players, set as Offline, from playing the game
• The “player down” feedback will now be properly displayed when a player dies and the other player is inside the habitat
• Downed players using Keyboard and Mouse must now use the Mouse to trigger a fast revive to address an issue with the spacebar input
• Fixed the "partner down" icon disappearing if the other player teleports or uses the habitat door
• Fixed the client losing the ability to use Remote Drone in specific circumstances
• The cinematic when picking up the whip now plays for both players
• Fixed missing dialog lines if the client does the first login into the Habitat’s computer

Controller Support

• Button prompts correctly show PS5 controller inputs after disconnecting and reconnecting a PS5 controller
• Button prompts show the correct key on the loading screen while using keyboard and mouse and playing online coop.
• In splitscreen sessions, vibrations are now correctly assigned to the relevant controller
• Vibration improvements on Xbox series

Quests

• Shock and Awe: Added tips in objective text to give players ideas of where and how to complete the challenge
• Added a failsafe to prevent the Pentaforce research not showing up in the Research menu while the quest is requesting players to complete it
• Fixed bug where if co-op players quit and reload the game during the first time in Habitat, that part of the tutorial would get skipped entirely

UI

• Fixed “current selection” menu feedback in the wardrobe.
• Fixed the queue of quest notifications sometimes getting stuck, causing them to stop appearing on screen for a while.
• Toxic gas icon on the map is now properly hidden when there is no gas in that cave
• Added Epilepsy warning when the game starts
• Gamepad Layout screen: added mentions of slide, weapon wheel and charge jump controls
• Tweaked position of survey icons showing up on many objects, preventing them from overlapping in some cases like on teleporters

Art

• Fixed goo making certain plants invisible
• Fixed graphical issue in Wardrobe menu with the most recent graphic card drivers
• Fixed some suit pieces’ in-game colors that did not match their wardrobe preview colors

Audio

• Fixed overlapping dialog lines if you select EKO’s voice quickly while the preview audio is playing
• Players can mute TV commercials sound by muting only the Dialogue audio settings
• The volume of the player character’s sounds are now controlled by the Sound Effects slider

Localization

• Bug fixes and localization improvements in multiple languages
+++
Remix Mode and more is LIVE in our first free DLC

DLC? More like D-L-Free! Okay that sounded better in my head but it’s still factually correct…

Our latest update has officially landed & that means you get to experience the game-changing Remix Mode, a new Kaiju-inspired suit, seven new color schemes for your wardrobe & even more for the price of nothing!

No time like the present, so let’s get right into the details.

Revolutionize with Remix Mode

Our brand-new mode(s) will transform the way you view Revenge of the Savage Planet.

Ever wished enemies were less squishy? Or that their damage was turned up to a million? Maybe the gravity just needs to be adjusted? Now you can do all this & so much more.

Sandbox Mode - your ultimate playground. Tweak every Remix setting to your heart's content - it's pure liberation & experimentation. Transform any game into a Sandbox adventure by hitting "Start Remixing" in the pause menu. Once you find a great recipe, head over to our Discord & show off your settings!

Old Game Minus - dial up the challenge. Brace yourself for limited lives, increased damage, & a relentless timer pushing you to conquer the game at warp speed. This is where legends are made - send us a screenshot of your victory screen on Discord & earn your place in the Hall of Fame!

Immersive Mode - strip away the distractions. Truly lose yourself in the game's breathtaking environments. Sharpen your senses, rely on your Journal & Map, & rediscover the thrill of exploration. If you've played before & crave a deeper connection to the world, this is your perfect escape.

When you load up & hit play, you’ll see all the exciting modes, & every new game you start creates a savegame neatly filed under that mode in the menus.

In Classic, Old Game Minus, or Immersive mode, you can jump into Sandbox mode at any time by selecting "Start Remixing." We'll keep your original savegame exactly where it was & seamlessly create a new Sandbox savegame that picks up right where you left off. Once you're in Sandbox, you can't switch back to other modes, but you can always adjust the options to match the other modes if you wish.

& no matter what mode you’re playing in, you’ll still get your achievements

Thought we were done?

Remix Mode might be the head honcho in our latest update, but there’s still more goodies to sink your teeth into:

Character Customization - Suit up into a totally appropriate Kaiju-inspired outfit & choose between seven new color schemes by researching creatures. If you’ve already researched the appropriate critter, they’ll be unlocked by default!

Soundtrack - Head over to your favorite Earth-based music platforms like Spotify or Apple Music to get your hands on our full soundtrack. Kindred approved, headbanging greatness!

Habitat Posters - As part of our community art competition, you’ll now be able to adorn your home with any of the nine winning pieces which will also be unlocked by default once you load up!

Full Patch Notes

A heartfelt thank you to every explorer who continues to play Revenge of the Savage Planet, this full list of bug fixes & optimizations goes out to you!

Highlights

• Added Remix mode
• Added a new Kaiju-inspired suit and 7 color schemes
• Added 9 posters selected from artwork submitted by the community
• Added a Continue button in the front end that automatically selects the last save you were playing in
• Addressed mouse input issues that were causing delta-t to be factored in twice. Mouse input now works properly!
• Expanded the Mouse Sensitivity range for finer control
• Reordered save games so that the most recent ones are at the top of the list
• Made the default selection in the confirmation box when deleting a save file be “cancel” instead of “delete”

Optimizations

• Restored Low-Latency input mode on Xbox
• Animation optimizations for the Player Character & EKO

Tech Bugs

• The title no longer responds to controller inputs when the application is not focused
• Mouse and controller sensitivity is no longer tied to the FPS amount
• Fixed regaining focus of the application while in the pause menu by clicking on a button not allowing the player to then be able to use the controller
• In the split-screen assignment screen, Player 2's Ready glyph will now use the correct input method
• Fixed multiple issues with Keybind options
• Mouse cursor is no longer invisible if the player launches the game while a controller is also plugged in
• Cursor visibility should toggle as soon player changes input type
• WinGDK: Anti Aliasing options on WinGDK now function properly
• Changing the Vertical Sync to 20Hz no longer causes a crash with Nvidia GPUs
• Fixed some connectivity issues on Steam
• Fixed Lobby issues when clients leave
• Online co-op: made sure both client and host hear the music when walking the "corridor" towards the Habitat reveal cliff
• Add Savegame Problem Logging - Added more info for savegames to help debug

Gameplay Bugs

• Player can no longer launch various creatures into the air by running into them
• Dealing too much damage in the Slappi 2nd Phase will no longer soft lock the Boss Fight
• In co-op, fixed the Client occasionally getting launched after Wormzilla's first defeat
• Entering Photo Mode while using Power Hose no longer causes the hose’s tube to show up next to the Player Character
• The Old Boy filter in Photo Mode no longer causes the camera to zoom in
• Fixed the player’s suit occasionally vanishing the first time they are hit by amber
• One Alta crate is no longer much larger than the rest
• Unlocking The Frangipane Drifts Teleporter from afar will no longer cause it to enter a weird state where it’s interactive but visually blocked off.
• The Player can no longer activate Plasma Energy Beams by knee-sliding
• Vyper Power Panels located in the Grasslands tunnel no longer get destroyed when the Player slides too close to them
• Player is no longer able to go out of bounds in Slappi's World
• During the Drone Puzzle on Quasadron IX inside the Magnetic Cave, there is no longer a hole at the side of the Puzzle Structure that allows Player Drone to skip all of the Puzzle
• Fixed various Photo Mode bugs - various fixes on Roll and Orbit mode to make them behave as expected
• If the "Alien Ultrafood" part of the tutorial is skipped and the user tries to progress further, the mission flow could break and lock progression. This no longer happens.
• Updated the Raccoon Tail so it doesn't clip into the player's body so easily
• Fixed an animation glitch that occurred every time players used a Slappi Teleporter
• Tweaked the difficulty of the Clawbarella fight
• Fixed order of VOs when completing the Remote Drone tutorial
• Fixed a co-op bug where if either player rotates an object in Habitat customisation mode, both players hear the sound effect
• Prevent the gamepad from rumbling every time player reloads the game prior to healing once, dying or entering the Habitat
• Updated the range for the sensitivity of controls. Changed the max to 11 and the step to 0.05 for both horizontal and vertical sensitivity.
• Fixed a co-op bug where if the client is the first to interact with an Acid bomb or Bombgrenade dispenser first, that upgrade won't be properly crafted in the printer as it should

UX Bugs

• Make save deletion confirmation prompt selection default to CANCEL
• Subtitles coming from named characters no longer display as "Ads", if they were setup to play on the big screen
• Stopped certain options in the options menu from changing size when you scrolled over them
• Stopped the second audio events heard when pressing UP on the D-Pad when in the options menu while using a Controller
• After spending some time in the Habitat Customization Menu, the UI of the Menu is no longer misaligned
• Fixed Options > Controls page having nothing selected by default if you're using a gamepad, only when accessed through the main menu
• We no longer show the "New Habitat Item" baguette notification until after the tutorial is completed and Habitat customization is available
high rated
Stoneshard

Updated to 0.9.3.13 for Windows and Linux.

Changelog from SteamDB:

Hotfixes 0.9.3.11-0.9.3.13 - Changelog

• Made it possible to merge the contents of Belt Pouches and Purses.

• Fixed the issue with containers closing immediately in certain circumstances as soon as they were opened.

• Fixed the Brigand Warlock having two instances of the “Now or Never” passive.

• Fixed “Daze” not preventing the use of spells.

• Fixed one of the two-handed flail Brigands dropping a two-handed axe treatise on death.

• Tweaked “Dexterity”, which previously allowed the character to switch between two ranged loadouts without spending a turn. Now this part of the passive requires you to switch from the ranged loadout to melee specifically.

• The outcomes of Follower events are now all decided ahead of time, rather than during their conclusion.

• Fixed the crash caused by entering the second floor of Giselbert’s shop during nighttime.

• If during the “Fate of the Scouting Party” contract, the body of a scout spawns on top of a trap, it’s now automatically disarmed.

• Fixed the current Diet Morale not being displayed in the hover of dishes while in the cooking menu.

• Fixed the Ancient Troll still being able to strike while under the effect of “Troll Regeneration” in certain circumstances.

• Fixed the Intoxication gain from “Miasma” being affected by Poison Resistance from several other types of gear, not just the helmet.

• Fixed the Crown of Benor the Dauntless’ hover mentioning its bonuses to stats twice.

• Fixed partial blocks preventing all damage to the body parts’ Condition.

• Fixed the player character losing Diet Morale whenever an enemy would vomit.

• Fixed the bug making it possible to reactivate “Wormhole” twice after learning “Lingering Incantations”.

• Fixed the sprite depth of one of the NPCs in the Docks.

• Fixed the stat bonuses from “Quick Hands” not being instantly applied to the player character when swapping to the dagger loadout with “Dexterity”.

• Fixed “Raise Shield” granting an incorrect Energy Restoration bonus when using the ability with a heavy shield.

• Fixed the Bone Cradle not reducing Sanity.

• Removed “Distracting Shot” from Brigand Ambushers.

• Fixed the jitteriness of Chickens’ animation.

• Added sound effects for the Cidery Owner.

• When right-clicking on hostile NPCs, the order of “Inspect” and “Attack” lines in the context menu will now be the same as with generic enemies.

• Fixed Brynn Guards sometimes still attacking the player character even after surrendering to them.

• Fixed Guards sometimes not turning towards the player character while talking.

• Fixed Verren and the Stablehand using the wrong sprites when preparing the cart.

• Improved the scripting of Skinflint Homs’ dialogues to solve the issues with acquiring hints from him on older saves.

• Fixed enemies being able to swap places with stationary objects.
Residual

Update to V1.4.1b.

No changelog.
Shadow of the Tomb Raider: Definitive Edition

Update to V1.0.1.1 GOG.

No changelog. There are multiple installers for different languages now though so the language problem should be solved.
Pathfinder: Wrath of the Righteous

Updated to 2.7.0x_Sept30.2025 for Windows and MAC_2.0.7.y_Oct1.25 for Mac.

No changelog, but here's a small note from the developer in the Steam forum:

Starrok [developer] 23 hours ago

Minor optimization fix. No content was changed or added, so we didn't even bother with patch notes.
high rated
Factorio

Updated to 2.0.69 for Windows, Linux and Mac.

Changelog from SteamDB:

Version 2.0.69 released as stable

Hello,
today we have a nice stable version for you

Bugfixes

• Fixed (super)forcing entity requiring tile would sometimes not trigger deconstruction of an obstacle despite said obstacle blocking revival of autofilled tileghost. https://forums.factorio.com/130907
• Fixed LuaRendering rich text in game render mode being drawn above fog of war. https://forums.factorio.com/131066
• Fixed LuaSegmentedUnit::acceleration calculations in some situations. https://forums.factorio.com/130515
• Fixed LuaSplitterControlBehavior was missing fields from LuaControlBehavior. https://forums.factorio.com/130978
• Fixed UI scaling and alignment issues when the window content scale is changed during loading. https://forums.factorio.com/130689
• Fixed a charting issue with pentapods. https://forums.factorio.com/130543
• Fixed a consistency issue when copying settings between loaders in some cases. https://forums.factorio.com/130707
• Fixed a crash after migrating a frozen assembling machine fluidbox that has fluid contents. https://forums.factorio.com/130973
• Fixed a crash and the back button in map generator GUI when map width or height were out of range. https://forums.factorio.com/130880
• Fixed a crash when a modded character entity without a character corpse defined dies. https://forums.factorio.com/131022
• Fixed a crash when editing decider combinator constants in some cases. https://forums.factorio.com/130798
• Fixed a crash when editing interrupts on space platforms. https://forums.factorio.com/130600
• Fixed a crash when entities are removed while their GUI is being interacted with. https://forums.factorio.com/130852
• Fixed a crash when migrating agricultural towers. https://forums.factorio.com/130746
• Fixed a crash when migrating linked containers. https://forums.factorio.com/130815
• Fixed a crash when minimap GUI elements would try to view deleted surfaces. https://forums.factorio.com/130606
• Fixed a crash when script checks if a space platform can leave when it was not yet built. https://forums.factorio.com/131015
• Fixed a crash when selecting an underground belt without an underground_sprite.
• Fixed a crash when showing modded technology effects. https://forums.factorio.com/130741
• Fixed a crash when teleporting or changing the direction of asteroid collectors. https://forums.factorio.com/128604
• Fixed a crash when tile-effect texture filename is invalid. https://forums.factorio.com/130678
• Fixed a crash when writing LuaStyle::clicked_font_color on labels. https://forums.factorio.com/130727
• Fixed a crash with some menu simulations and mods. https://forums.factorio.com/130910
• Fixed a desync when a car or spidertron with toolbelt equipment is destroyed. https://forums.factorio.com/130665
• Fixed a style issue with labels in buttons when changing the enabled state of the button. https://forums.factorio.com/130818
• Fixed biters could be distracted when told not to be distracted in some cases. https://forums.factorio.com/130801
• Fixed cancelling deconstruction of entity colliding with both an entity ghost and a tile ghost supporting said entity ghost sometimes crashing. https://forums.factorio.com/130859
• Fixed combinator's red and green wires would overlap when built vertically. https://forums.factorio.com/130464
• Fixed copying train stop settings would send trains to a train stop in some cases. https://forums.factorio.com/130751
• Fixed custom tooltip fields were not showing for modded recipes. https://forums.factorio.com/131044
• Fixed demolisher kills being counted twice in the kill statistics. https://forums.factorio.com/130721
• Fixed entities with tile_buildability_rules crashing the game when rotated to non-cardinal direction.
• Fixed heat flow between heat pipes that have different default temperature. https://forums.factorio.com/129438
• Fixed issue with selector combinator random interval and formulas is gui. https://forums.factorio.com/130492

• Fixed multisample noise operation not working properly for LuaSurface.calculate_tile_properties(). https://forums.factorio.com/130575
• Fixed personal laser equipment was not showing under ammo category in facotriopedia. https://forums.factorio.com/130959
• Fixed proxy container interaction with agricultural tower. https://forums.factorio.com/131057
• Fixed rail support drawing box in GUI widgets.
• Fixed selection tool could select tile ghosts when it was not configured for selecting tiles. https://forums.factorio.com/118072
• Fixed selector combinator's update interval was not covered by blueprint parametrisation. https://forums.factorio.com/128999
• Fixed some alert icons were using wrong colors. https://forums.factorio.com/130118
• Fixed some combinations of surface properties would cause robots to consume NaN amount of energy. https://forums.factorio.com/130989
• Fixed some gui widgets were not selectable when inside of a long table that is scrolled to only show last row. https://forums.factorio.com/130970
• Fixed sound of a machine with its GUI opened not fading out on game pause. https://forums.factorio.com/130780
• Fixed spoil products of recipe products were not listed as possible recipe trash. https://forums.factorio.com/131072
• Fixed technology slots drawing ingredients when research trigger is also specified. https://forums.factorio.com/130499
• Fixed that LuaPlayer::can_build_from_cursor() did not check build distance. https://forums.factorio.com/130805
• Fixed that blueprint book LuaRecords in a preview state could not be read. https://forums.factorio.com/130790
• Fixed that blueprint parametrisation could cause splitter filter to be cleared causing mode of operation to change. https://forums.factorio.com/130826
• Fixed that car light animation with apply_runtime_tint enabled was always black. https://forums.factorio.com/130810
• Fixed that custom inputs would not fire if there were game GUI controls with the same key bindings. https://forums.factorio.com/130789
• Fixed that disabled trigger technologies were still researchable. https://forums.factorio.com/130832
• Fixed that fast replacing a train stop could fail to preserve train stop limit. https://forums.factorio.com/129801
• Fixed that fluid could pass through frozen machines. https://forums.factorio.com/129185
• Fixed that hiding an autoplace control did not remove it from the map generator GUI.
• Fixed that players could enter vehicles marked for deconstruction. https://forums.factorio.com/130879
• Fixed that rail signals did not rotate automatically to a valid direction in forced and super-forced build modes when they collided with tiles. https://forums.factorio.com/127962
• Fixed that remote view dragging wasn't cancelled when the game was paused. https://forums.factorio.com/130076
• Fixed that resource entities were not protected from tile removal even if set that they should be. https://forums.factorio.com/130609
• Fixed that super-force-building would not generate a player-rotated event. https://forums.factorio.com/128978
• Fixed that the too-many-trees achievement check was backwards. https://forums.factorio.com/130658
• Fixed that tips and tricks simulations could show the "game finished" screen when mods didn't rewind them to the beginning. https://forums.factorio.com/129357
• Fixed that upgrading fuel in blueprints could result in invalid fuel requests. https://forums.factorio.com/130958
• Fixed the surfaces list in remote view not scrolling when using the "Select next/previous surface" hotkeys. https://forums.factorio.com/127402
• Fixed thruster tooltip was not showing quality indicator on the thrust line. https://forums.factorio.com/130572
• Fixed undo actions for removed entities would not keep underground belt type. https://forums.factorio.com/130977
• Fixed undoing after manually mining tile that had cover ghost tile on it would not restored said cover tile ghost. https://forums.factorio.com/130612

• Fixed upgrading underground belts in a blueprint would not preserve underground belt type. https://forums.factorio.com/130994
• Robots with construction task of elevated entity will not queue more tasks - fixes some cases of some jobs never getting done. https://forums.factorio.com/130710

Changes

• Added absorbed pollutant name to tile description in Factoriopedia.
• Changed manual mining when the inventory is full to not drop the mined result on the ground.
• Improved the mod API search to find union literals, define leaf nodes, and more.

Graphics

• Deprecated OpenGL support on Macs. It will still exist for older versions of macOS, but may not receive future updates.
• Fixed Metal graphics backend throttling the FPS when the display refresh rate isn't a multiple of 60 Hz. https://forums.factorio.com/129946
• Made Metal the default graphics rendering API for Macs.
• Removed Graphics backend user setting.

Minor Features

• Partially fulfilled wait conditions use different background color to indicate progress.
• Splitters can be connected to circuit network.

Modding

• Added "scripted" technology trigger.
• Added FluidWagonPrototype::connection_category.
• Added FusionGeneratorPrototype::burns_fluid.
• Added FusionGeneratorPrototype::effectivity.
• Added LightningPrototype::attractor_hit_effect.
• Added MiningDrillPrototype::resource_searching_offset.
• Added RoboportPrototype::render_recharge_icon.
• Added RobotWithLogisticInterfacePrototype::max_payload_size_after_bonus.
• Added __TECHNOLOGY__ and __RECIPE__ built-in locale parameters.
• Added recipe_icon_scale chart utility constant.
• Added support for heating_energy to FusionGeneratorPrototype and ThrusterPrototype.
• Changed CargoWagonPrototype to use EntityPrototype::icon_draw_specification when drawing cargo wagon content.
• Changed DisplayPanelPrototype to use render_layer from icon_draw_specification when drawing icon.
• Changed Generator and FusionGenenerator tooltips to not show temperatures when in burns_fluid mode.
• Removed "research-progress" product type from RecipePrototype.

Scripting

• Added LuaCustomChartTag::position and surface write.
• Added LuaEntity::get_movement() and set_movement().
• Added LuaEntity::mining_area read.
• Added LuaEntity::rail_length read.
• Added LuaEntity::transitional_request_target read.
• Added LuaEntityPrototype::fluid_buffer_size, activation_buffer_ratio and fluid_buffer_input_flow read.
• Added LuaEntityPrototype::get_attraction_range_elongation() and get_energy_distribution_efficiency().
• Added LuaEntityPrototype::range_from_player, combat_robot_friction, destroy_action and follows_player read.
• Added LuaEntityPrototype::spider_engine read.
• Added LuaEntityPrototype::strike_effect, attractor_hit_effect, damage and energy read.
• Added LuaEntityPrototype::support_range read.
• Added LuaFluidBox::get_fluid_segment_extent_bounding_box().
• Added LuaForce::script_trigger_research().
• Added LuaGuiElement::icon_selector read.
• Added LuaHelpers::multilingual_to_lower().
• Added LuaInventory::get_item_count_filtered().
• Added LuaInventory::get_item_quality_counts().
• Added LuaItemCommon::entity_driver_is_gunner, entity_auto_target_without_gunner and entity_auto_target_with_gunner read/write.
• Added LuaItemCommon::entity_logistic_sections and entity_request_from_buffers read/write.
• Added LuaItemCommon::entity_logistics_enabled and entity_enable_logistics_while_moving read/write.
• Added LuaItemPrototype::get_module_effects().
• Added LuaLogisticNetwork::custom_name read/write.
• Added LuaPlayer::get_recipe_notifications().
• Added LuaPlayer::swap_characters().
• Added LuaRecord::export_record().
• Added LuaRecord::get_selected_record().
• Added LuaSplitterControlBehavior.
• Added custom_tooltip_fields reads to all LuaPrototypes that support it.
• Added flip_horizontal and flip_vertical parameters to LuaPlayer::build_from_cursor().
• Added in_gui to custom input events.
• Added maximum_quality_jump utility constant.
• Added on_cargo_pod_started_ascending event.
• Added on_player_dropped_item_into_entity event.
• Added previous_target and previous_quality to on_marked_for_upgrade event.
• Added skip_fog_of_war to LuaPlayer::can_build_from_cursor().
• Added surface_index to all UndoRedoActions.
• Changed LuaEntity::color read/write to also work for character corpses.
• Changed LuaSpacePlatform::destroy_asteroid_chunks() to return the number of destroyed chunks.
high rated
System Shock Remake

Offline version is updated.
high rated
The first patch after the 1.0 release of Beyond Sunset is now available for Windows and Mac (Offline & GOG Galaxy).

1.0.1 (October 02, 2025)
• Improved sound mixing and weapon sounds - includes toning down voices of dying enemies and deflection sounds, as well as making weapons sound more powerful
• Removed News and Updates section
• Rebuilt nodes on most maps to fix holes
• Reworked S1M1 rooftop fight to make it more fun
• Added credits for zlimbratski
• Changed the economy to make upgrades cheaper
• Fixed crash in S2M3
• Fixed S1M1 teahouse blocker
• Fixed S1M7 sequence break
• Fixed S1M3 secret to make it accessible
• Fixed one E2 secret to make it accessible
• Fixed S3M4 blocker, no longer possible to get out of bounds
• Fixed riot cops missing brightness maps
• Fixed admins to make them so they can't be affected by dash
• Fixed placeholder character dialogue line when talking to Balthazar
• Fixed missing texture in the Antimatter Department
• Fixed the possibility of jumping to a high level in the network sequence in E1, that allowed to skip a part of the level
• Fixed dialogue closure after being hit while talking to the sad robot in E0
• The rail gun can now be selected even with the power bar not fully charged
• Fixed overall spelling and grammar
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The latest update for the Remake of System Shock is also now downloadable (Offline & GOG Galaxy).

Citadel Station Systems Updated - Patch 1.3.0/19128 (October 02, 2025)
• Improved gamepad handling in MFD
• Improved actions for Inventory Sorting and Auto-Vaporizing
• Added the option to Toggle Sprint
• Fixed issues with Female Hacker voice sounds not playing properly
• Fixed issues with Traditional and Simplified Chinese text
• Adjustments to item placement across several levels
• Additional adjustments to enemy optimization
• Additional art adjustments for improved consistency
high rated
(from Steam)

TerraScape update for 2 October 2025
Patch 1.2.0.10

- just added a few upcoming weekly challenges

Believe us, they will be good!



Jotunnslayer: Hordes of Hel update for 2 October 2025
Hotfix 1.0.3 - Patch Notes

Hey Jotunnslayers!

We’re rolling out Hotfix 1.0.3 to polish things up and keep your battles running smoother than ever. This update focuses on performance improvements, bug fixes, and a small localization update. Thanks again for all your feedback, it helps us keep pushing the game forward!

Gameplay Fixes
- Optimized performance for multiple Autocast abilities, keeping combat snappy even with heavy ability use.
- Improved performance of floating damage texts when facing large groups of enemies.
- Fixed an issue where achievement progress could reset under certain conditions.
- Fixed Kinslayer’s basic attack not damaging thorns and mortars in Muspelheim.
- Addressed random stutters that could occur during initial playthroughs.

Localization
Updated German localization for improved clarity -and accuracy.
Post edited October 02, 2025 by FlockeSchnee
high rated
Baldur's Gate III
Galaxy only for now

We've rolled out a fix which aims to resolve issues with freezing on PS5 when accessing party management. As this fix involves tweaks to controller input, it will need to be deployed on all platforms and it has now been deployed on PC. Cross-play remains unaffected.