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Bug Fables 🤝 Escape from Ever After! Now announcing a brand-new Steam bundle! 🎉 Two Paper Mario–inspired RPGs, bundled together for some wacky turn-based adventures ⚔️ Available on Steam! #IndieGame #PaperMario #RPG #IndieDev

53,819 views • 7 months ago •via X (Twitter)

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🔥Active Matter Launches September 15th on Steam, Xbox Series X|S and PlayStation 5🔥 Operatives, Active Matter will launch on September 15th, 2026 on Steam, Xbox Series X|S, and PlayStation 5! Moreover, those of you who previously purchased the Early Version of Active Matter through the Gaijin Store will get a free Steam copy of the game. You’ll also be able to link your progress between the Gaijin Store and Steam versions, allowing you to continue playing on your PC platform of your choice without losing existing progression. Active Matter is set in a hostile, unstable Multiverse where realistic gunplay collides with twisted environments, gravity-defying anomalies, SCP-style strange objects, and nightmare creatures. Enemies can attack from unexpected angles across places like a Soviet closed island, a Central Africa quarantine zone and a dilapidated North American metropolis. “Active Matter was built around the idea of stepping into places on our own Earth where almost nothing behaves the way it should — except your weapon,” said Andrey Zhbannikov, Game Director of Active Matter. “We’re now ready to invite players into the world we’ve been building and polishing for the last few years”. The Early Version of Active Matter was extensively tested on and we’d like to thank the first explorers of our Multiverse. Your feedback was crucial in making the game better! The latest major update — featuring a decaying American city, new weapons, and more — arrives in a few days, and after the September full game launch, regular updates will bring even more new content and open doors to new parts of the Multiverse, teeming with anomalies and monsters designed to bend your perception of reality. Active Matter will be available for purchase in several editions, with the Standard Edition priced at 29.99 USD/EUR in applicable regions. We’ll tell more about edition contents and pricing closer to launch.Thank you for waiting, and let’s get ready for launch! #ActiveMatter #gamingnews #Gaming

Active Matter

75,439 views • 18 days ago

Played Kingdoms of the Dump for 30 hours, here is my review: -The game is a loving homage to classic SNES RPGs like Chrono Trigger and Final Fantasy, perfectly capturing their atmosphere -A tactical turn-based combat system with active elements, reminiscent of Super Mario RPG or more recently Expedition 33 -One of the most unique settings ever in an RPG -Incredible variety of enemies, all beautifully rendered in pixel art (boss design by Look Outside pixel artist) -The game is divided into multiple acts, taking you through a wide variety of regions and kingdoms -It’s full of charm and incredible attention to detail. Heal with rotting items, fight flying jellyshorts, and save using toilet paper rolls on toilets. Just lovely. -Fun fact: Game is made by 2 real janitors -The original soundtrack is an absolute banger, instantly transporting you back to the SNES era -There’s a Mode 7-style overworld that you can explore on foot, on a mount, or by airship -The overworld invites exploration and is packed with secrets and hidden areas -What brings the game into the modern era is a dedicated jump button. You can jump pretty much anywhere and explore the world on entirely new levels -There are also various characters, each with unique abilities outside of combat, and you can switch between them at any time -Characters are just lovely -The game is wonderfully written and well paced, full of great story moments and twists, but it’s only available in English at the moment -I would compare the difficulty to Chrono Trigger. It’s challenging but never unfair, and grinding is never necessary -If you die in a battle, you can retry it immediately -Enemies are visible before battle and can be avoided -Fast battles, quick in and out -Various battle themes -Fallen characters and those outside your active party still gain experience -The game is pure indie at heart, over eight years in the making and packed with content -Lots of side quests -Dedicated character quests that explore each character’s backstory -Secret weapons and bosses -Dungeons with puzzle elements -25 hours of story content (more with side stuff) -Only 20 bucks (discount right now) -Great on Steam Deck -Full controller support -Sometimes the jumping sections demand too much precision -I ran into a few bugs during my playtime. The game froze, I got stuck in walls, the music sometimes cut out, and I wasn’t able to use an item at one point -I reached out to the developers, and they have already responded with multiple updates Kingdoms of the Dump is a love letter to an era that produced some of the greatest RPGs of all time. It’s a modern classic, only held back by some technical issues. For me, it’s the best SNES game that was never actually released on a Super Nintendo. Verdict: 9/10 #KingdomsoftheDump 👑 Kingdoms of the Dump - OUT NOW

GermanStrands

36,817 views • 9 months ago

NEW ALBUM “LEGENDS” OUT OCT 17! ⚠️ Pre-order 👉 Friends, it’s been a long time coming, but the wait is finally over! We’re excited to reveal that our 11th studio album “Legends” is out on October 17th! Join us as we explore the extraordinary lives of those who’ve left a lasting mark on history, from the fearless Joan of Arc and the unstoppable Napoleon Bonaparte to the cunning Julius Caesar and the legendary swordmaster, Miyamoto Musashi. You can now pre-order the album in a variety of formats including multiple vinyl editions, CD, cassette and digital, plus, if you’re quick you can get your hands on a unique Storyteller Edition if you pre-order the Earbook or Digibook. Joakim comments: “Legends have always been woven into our music, and the “Heroes” album is the perfect example of that! I’m incredibly proud of “Heroes” and everything it stands for, so “Legends” is just a natural next step. It’s like the story continues but goes way back in time. We’re excited to finally be taking our listeners on a new journey! Here’s to another chapter in Sabaton’s story!” And because we couldn’t drop this bombshell without something extra… Two brand-new songs from “Legends” are streaming NOW! ⚔️ “The Duelist” ⚡ “Lightning at the Gates” Both tracks are available to stream on all major platforms, and you can catch the lyric videos now on YouTube. Turn up the volume, spread the word and thank you for standing with us all these years. “Legends” is coming and it’s going to be epic. Secure your copy now before it’s too late!

Sabaton

45,923 views • 1 year ago

As a graphics engine coder I think when you look at a flickering bug like this one in the video below it’s not immediately obvious what is going on. The key here is observation - to study this flickering/bugged render carefully - what do we see? Firstly for me it was very obvious that nearly all of the scene shadows were flashing on and off - but (but!) there was a secondary issue where some buildings and parts of the sky were also flashing purple. Hmmmm. Interesting. I initially thought then this might be two separate bugs - but because the sky purple element could only based on full screen post fx and not 3D rendering I looked at this first with a few GPU captures to step through all our post processing to find the rendering stage which made these pixels turn purple: When I did this I found the colour 3D texture LUT grading that makes our different biomes have unique colour palettes was going very wrong - colours near 0 or 1 were wrapping and making the purple elements that we see in the said sky and base parts. The only way this could happen was if the texture was corrupt (which it was not) or if the 3D texture sampling was wrapping and not clamped as intended. That was the Eureka moment - because if the post fx had the wrong texture sampler then the disappearing shadows which also require an exact texture sampler for comparing depth might be also wrong because of the same kind of texture sampling issue! So with this idea that the engine was using the wrong texture samplers, but only in very high draw call scenes like the big base here I the looked at some engine limits and found the bug very quickly - a circular dx12 descriptor buffer for samplers running out over multiple frames, reusing the wrong data for new scenes inflight. Hence the flickering, as the GPU randomly got wrong samplers for some post textures or shadow depth. Easy to fix with triple limits for future expansion and also adding an assert/debug spam in case this limit is ever reached again - QA testers would see this message and report if they ever saw a flicker with this style of bug. My bug and my bad from 2017 porting NMS to DX12 without foreseeing how massively complex bases and our game would grow.

Martin Griffiths

72,855 views • 1 year ago

A single E. coli cell, placed on a dish, will become 70 billion cells in just 12 hours. That’s exponential growth. But a new preprint shows that it's possible to engineer E. coli to grow linearly instead, where only one daughter cell continues dividing and the other stops. First, some context. In nature, there is a bacterium called Mycobacterium smegmatis (initially discovered in 1884 in ulcers scraped from syphilis patients.) M. smegmatis is weird because it divides asymmetrically. These cells grow only from one end, and all their cell wall biosynthesis machinery is located on that one end. So when the cell divides, one daughter gets this machinery and the other gets nothing. The daughter that gets the machinery can keep dividing immediately, but the other daughter has to remake all that machinery from scratch, so its growth is delayed. E. coli doesn’t grow like this. When it divides, it pinches in the middle and splits everything evenly. Enzymes, metabolites, and proteins get partitioned more or less randomly between the two daughters. For the new preprint, though, researchers engineered E. coli to behave more like M. smegmatis. Here is how they did it: First, they deleted a gene called cyaA, which encodes an enzyme (adenylate cyclase) that makes a molecule called cAMP. cAMP is SUPER IMPORTANT! It is a nutrient sensor that instructs E. coli to switch on genes that help it digest non-glucose carbon sources when glucose is scarce. Without cAMP, E. coli cells growing on alternative carbon sources will starve; they won’t know how to eat the food. Next, they added back a “split” version of the cyaA gene into the cells. In other words, they split the gene in two so that each half of the enzyme is made separately. Cells can only make cAMP, and thus eat non-glucose carbon sources, if these two halves come together. To facilitate that “coming together,” the researchers also fused the split cyaA proteins to sticky proteins that clump together, and to a fluorescent protein (to make it easy to track these molecules in the cell.) So now some interesting things start to happen if you grow E. coli on a growth medium lacking glucose. As the cell grows, its cyaA “halves” start clumping together into a giant ball. Inside the aggregate, the two enzyme halves come together and make cAMP. And when the cell gets big enough and divides, the clump of cyaA RANDOMLY goes to either daughter cell #1 or #2. The daughter that gets the aggregate (called PA+ in this paper) can keep dividing. The daughter that doesn’t (PA–) cannot. It still grows a few times — about four divisions — because it inherits some leftover cAMP from its mother. But after that, the metabolite is diluted away, and the cell stops growing. PA+ cells went through about 23 divisions on average before their aggregate decayed. And the population of cells, as a whole, grew linearly. This paper is cool because there are many applications where exponential growth is too unpredictable and, perhaps, unsafe. If you want to engineer bacteria to deliver drugs, clean up waste, or live in the gut, you don’t want them to double uncontrollably. This paper shows you can make them expand in a controlled, linear way. Alas, mutations could break this whole engineered system. A mutation that restores cyaA, for example, would give cells a new way to make cAMP. Mutations that make the aggregates split between daughters would break the asymmetry, too. But still, I really enjoy proof-of-concept engineering papers like this.

Niko McCarty.

58,073 views • 1 year ago