Road Not Taken – ролевая игра с элементами головоломки и процедурной генерацией уровней, где вы играете за рейнджера, спасающего детей, заблудившихся в заснеженном лесу. Игровой процесс строится на исследовании окружения и взаимодействии с предметами. Рейнджер может поднимать и переносить предметы, но каждое действие отнимает энергию. Важно тщательно планировать маршрут и использовать предметы стратегически, чтобы не исчерпать запас сил. Главная особенность – глубокая система отношений с жителями деревни, которые меняются в зависимости от ваших действий. Ваши решения влияют на развитие сюжета и концовку игры. Каждый новый год рейнджер становится старше, и игра становится сложнее, что заставляет адаптироваться к новым условиям и находить нестандартные решения.
As Steam Next Fest gets bigger and more crowded with free demos, these developers are still finding wins: "It's kind of early access for Early Access" Interview | Speaking with developers who have participated in Steam Next Fest over the last year, there are still plenty of opportunities to taking part in the crowded demo festival Weekly digests, tales from the communities you love, and more You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? "It's the first time we've ever launched something on Steam first, so that, in itself, was quite a… feeling," says Reanimal producer and Tarsier Studios co-founder Andreas Johnsson, pausing slightly as he recalls Reanimal's Steam Next Fest demo in October of last year. "I was going to say positive feeling!" "Fans weren't super happy at times, were they?" chuckles Dave Mervik. Historically a PlayStation-first studio, a Reanimal demo for PS5 launched weeks after my chat – but for Steam Next Fest, the team threw themselves into the PC experience, inviting fans to check out their first horror adventure since leaving behind Little Nightmares.
Seems like the component shortages thanks to AI may have finally hit Valve as in the US, Canada and Asia all models of Steam Deck are completely out of stock. Last edited by Tethys84 on 12 Feb 2026 at 3:31 pm UTC Quoting: syylkYou are correct, and I realise I didnt finish my train of thought, that is the cost savings in going over to arm, smaller device etc, can be used to dampen the effect, even just a little, on the sum price with the more expensive memory for the standard sku with a x86 apu with memory and such.Quoting: LampHope that this accellerates their decision to drop the x86 arcitecture for handheld compute and go all in on ARMIsn't the CPU that's the bottleneck. And we move to what all tech-corporations have been dreaming about since forever which is: Tiered access Subscription Cloud OS, Tiered access Subscription Cloud Applications Tiered access Subscription Cloud Application Support Tired access Subscription Cloud Gaming Tired access Subscription Ai services No end user control. Last edited by Cyba.Cowboy on 15 Feb 2026 at 12:28 am UTC Quoting: LampHope that this accellerates their decision to drop the x86 arcitecture for handheld compute and go all in on ARM for the future version of the SteamDeck, pushing down the cost, size and weight.You DO NOT abandon the architecture that 100% of products and service in your store programmed for unless your company's name is Apple.
"You don't have to tell me Pyramid Head's backstory" – Poppy Playtime's George Krstic on why less is more in horror The former head of creative for Dungeons & Dragons discusses fuzzy logic, keeping the creature hidden, and a new golden age for video-game film adaptations Poppy Playtime was released on Steam in 2021, tasking players with exploring an abandoned factory stuffed with terrifying toy-like creatures, including the iconic, blue-haired Huggy Wuggy. It quickly became a phenomenon: according to Video Game Insights, the game has sold around 3.2 million units on Steam alone, with millions more players on console and mobile. The story of the game has been continued over DLC, with Chapter 5 set to be released on February 18. It's such a load off when you sit down and you're like, "Oh, we speak the same language." And they understand that we know our audience, we know our player base, and they trust us when we say, "Hey guys, I think this is going to be expected." They're like, "Okay, cool." There's that trust, there's that common lexicon, instead of, "Hey, I've been making movies for 50 years, I know what I'm doing." And the other side is like, "Hey, I've been making games for 50 years, I know what I'm doing." And then there's no conversation.