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Free 32x32 Dark Forest Combat Pack
by @Gothul

EagleRoad:WorldRise
by @DragonEagle

Bunny Flags
by @Fercosta
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@berkayguneri wishlisted Who Pressed IT?!
1d ago
@berkayguneri published Who Pressed IT?!
1d ago
@MikeMo updated UberLoopv6.116.8
This update focuses on making combat easier to read, improving controls, and giving each character a more balanced starting point. Controls and aiming - Controller players can aim with the right stick while moving independently. - Keyboard and mouse players now aim toward the mouse cursor. Attacks still fire automatically. - Dash is now assigned to left-stick click. - Updated control diagrams and tutorial explanations. - Added a directional indicator to make attack direction clearer. - Added subtle camera movement for more flexibility while exploring. - Removed Retaliate and unused camera rotation and zoom controls. Combat and balance - Rebalanced starting character stats, including health, armor, shields, evasion, and critical chance. - Reduced enemy attack damage substantially. Basic goblins, skeletons, and robots now deal no more than 20 base damage per hit. - Reduced heavier enemy and boss attacks while preserving their greater threat. - Added poison-chance bonuses for Doctor Plague and Golem. - Repulse now charges from primary direct hits rather than damage-over-time and secondary damage. - Removed the screen-edge pulse when Repulse becomes ready. - Adjusted normal enemy spawning during boss encounters to keep fights more active. - Revised boss health scaling. Upgrades and interface - Added a free reroll to Charge Shrine upgrade choices. - Redesigned upgrade choices into vertical cards with clearer highlighting. - Moved upgrade titles above their icons. - Improved controller navigation between upgrade cards and the reroll button. - Added an overhead player health bar. - Both player health displays now shift from green toward red as health falls. - Added a Show FPS option. - Updated character-select stat bars to reflect the revised character values. - First-time players now see “New Game” on the start screen; returning players see “Continue.” Tutorials and menus - Refreshed tutorial panels to match the rest of the interface. - Added a minimap legend tutorial after the introductory gameplay tutorial. - Removed obsolete shrine entries from the minimap legend. - Added a binding-aware prompt when Repulse is ready. - Updated movement and aiming instructions. - Improved locked and unlocked level frames and selection highlighting. - Added an Exit Game button to Settings. Effects, audio, and fixes - Updated explosive-prop configuration and projectile collision masks. - Explosions can now spawn separate burn, poison, shock, and cryo patches according to their enabled effects. - Corrected follower split-shot playback, aiming, and firing cadence. - Fixed repeated Time Freeze pickups so they refresh the timer. - Improved spawn placement to reduce objects appearing beneath the map. - Unified the shared prefab pool across levels. - Improved menu music continuity between Start, Character Select, and Level Select. - Centralized menu and event sound effects in the SFX Manager. - Adjusted UI sounds and set the default SFX volume to 50%. - Restored enemy-specific kill achievements. - Removed temporary diagnostic logging.
1d ago
@Takeshigamesltdoffcial updated Phantom Quiet Storm
2d ago
@Takeshigamesltdoffcial updated Mach 51
2d ago
@ScaleInteractive updated Mowing Masters
2d ago
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🚀 HTML5 BUILDS ARE NOW SUPPORTED ON RUBIES UNLEASHED
@everyone
We've just shipped a new feature for developers.
You can now upload your HTML5 builds directly to Rubies Unleashed and have them hosted on your project page. Players can discover your game and play it directl…
@everyone
🏛️ The Community Hub is Live
We just launched a dedicated community page for Rubies Unleashed — and it's everything happening on the platform in one place.
Here's what's on it:
⚡ Live Activity Feed
Real-time events from across the platform. Publishes, reviews, upd…



