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~steam

Eight months after capturing the PC gaming landscape with a record-setting early access launch, Mega Crit Games has deployed its most consequential update yet for Slay the Spire 2. The landmark v0.113.0 beta patch introduces "The Fool"—the deckbuilding sequel's first brand-new playable character since its March debut—alongside two divergent gameplay modes designed to fundamentally alter run pacing, structural floor pathing adjustments, and sweeping systemic balance across both solo climbing and four-player cooperative runs. When Slay the Spire 2 entered Steam Early Access in March 2026, it did so under the weight of immense expectation. The sequel not only met that burden but exceeded commercial and critical benchmarks, moving over 5 million units within its initial thirty days on Steam. Rather than rushing content into production, Seattle-based independent developer Mega Crit adopted a methodical, feedback-driven development cycle. Over the spring and summer, the studio proved willing to make radical surgical cuts—most notably jettisoning the Act 3 boss Doormaker when internal metrics and player telemetry revealed the encounter suffered from intractable complexity and visual clutter—while iteratively refining its transformative cooperative multiplayer mode. The arrival of v0.113.0 marks the transition from structural consolidation to aggressive roster and mechanical expansion. At the epicenter of the update stands The Fool. Characterized by Mega Crit as an eccentric, whimsical musician who wields a bow as both an instrument and an offensive weapon, the archetype represents a sharp departure from the mechanical pillars established by the existing cast. While the Ironclad emphasizes exhaust mechanics and physical brute-force scaling, the Silent manipulates velocity through poison and shiv cascades, and the Defect orchestrates elemental orb passive loops, The Fool introduces rhythm-based deck sequencing. Combat revolves around acoustic tempo thresholds, where chaining discordant and harmonic melodies alters incoming damage, draws out specialized arrow synergies, and infuses defensive stances with lingering resonance. Mega Crit has cautioned players that The Fool arrives in a deliberately experimental state. In their public disclosure to the community, the developers noted that the musician has been deployed into early access specifically to undergo stress testing against the Spire's complex web of enemy scaling, status afflictions, and relic interactions. Players should anticipate extensive mechanical revisions, numerical rebalances, and potential card redesigns across subsequent hotfixes before The Fool is deemed stable enough to transition into the game’s main production branch. Equally transformative is the introduction of two completely new game modes, Blitz and Dread, which cater to opposing philosophies of rogue-lite design. Blitz Mode provides an accelerated, high-volatility alternative to standard Spire ascents. Unlocked after completing a single Ascension run on any character, Blitz condenses the traditional three-act journey into a high-speed draft gauntlet featuring five dedicated Ascension tiers shared across the entire roster. The traditional node map is discarded in favor of immediate combat encounters, the standard Gold economy is subverted, and the Merchant’s inventory operates on volatile, unpredictable logic. The mode is engineered for players seeking immediate tactical improvisation without the 45-minute commitment of a standard run. At the opposite extreme lies Dread Mode, a punishing endgame crucible tailored for elite players who have conquered Ascension 10 across all characters, including The Fool. Dread activates every baseline Ascension modifier simultaneously while elevating enemy encounter difficulty to unprecedented thresholds. Act bosses in Dread Mode not only possess inflated health pools and aggressive attack patterns but also project continuous combat auras that buff every standard and elite monster encountered throughout their entire Act. Compounding the challenge, debilitating curses accumulate automatically as players ascend floors, severely testing deck consistency, thinning efficiency, and long-term relic management. Beyond the headlining character and game modes, v0.113.0 implements significant structural balance changes that alter the rhythm of every run. Most notably, rest sites have been adjusted to appear one floor earlier in every Act. In high-ascension play, this subtle recalibration drastically alters pathing decisions: players gain the opportunity to upgrade key cards or heal damage before tackling dangerous early elite clusters, shifting the risk-reward calculus of aggressive route planning. The update also delivers critical hardening to Slay the Spire 2's netcode and multiplayer synchronization. Mega Crit has resolved severe concurrency issues that previously plagued cooperative runs, including softlocks triggered when the Tutor card was played simultaneously across client connections, desynchronization during mid-combat potion usage between chamber transitions, and interface bugs where hovering over an ally's enchanted energy cards incorrectly mirrored local UI states. Furthermore, the studio has tackled performance bottlenecks, significantly reducing frame hitches when entering the Waterfall Giant encounter and compressing background assets, relic textures, and timeline interfaces to lower VRAM overhead across desktop PCs and handheld Linux devices like the Steam Deck. Access to v0.113.0 is currently restricted to Steam’s public beta channel, which players can opt into via their Steam library properties under the Game Versions & Betas tab. By isolating high-impact experimental additions within a dedicated beta environment, Mega Crit reinforces an exemplary standard of Early Access stewardship: balancing daring creative expansion with the competitive integrity of one of the industry's premier deckbuilding systems. ~Gaming ~SlayTheSpire ~Deckbuilder ~Steam ~MegaCrit
eurogamer.net Slay the Spire 2 Deploys First New Character 'The Fool' and Dual Game Modes in Massive Early Access Beta
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A critical structural bottleneck has brought Valve’s digital publishing apparatus to a standstill, leaving independent game creators stranded in launch limbo. Across early November 2026, an escalating number of independent development studios have been forced to abruptly postpone their long-planned commercial release dates due to severe, unprecedented delays in Steam’s build verification and store approval queues. The root cause behind the systemic gridlock is an overwhelming influx of low-effort, algorithmically generated "vibe-coded" games flooding the platform, straining Valve’s human review capacity beyond its breaking point. Valve has quietly confirmed the strain to affected partners, acknowledging that build verification timelines—which historically concluded within two to three business days—now regularly stretch to twelve or fourteen days. The crisis compounds exponentially when a build encounters even the most minor compliance hurdle: resubmissions following simple patches are placed at the back of the line, trapping studios in weeks of silence while promotional campaigns and release windows crumble. The human cost of this procedural collapse was laid bare this week by acclaimed indie veteran Rami Ismail, co-founder of Vlambeer (Nuclear Throne, Luftrausers) and a prominent advocate for independent developers. Ismail and co-developer Aesthetician Labs were scheduled to launch Australia Did It: End-of-the-World Railway Defense Business, published by Mystic Forge, on November 10. The studio had submitted its initial release candidate to Valve on October 20—a full three weeks ahead of schedule. On November 5, Valve’s review team failed the build over a minor controller input mapping anomaly. Although Ismail’s team resolved the controller issue and uploaded a compliant hotfix within hours on the very same day, the game remained stuck in Steam’s review queue without feedback or human acknowledgment, forcing an indefinite postponement past its public debut. Ismail is far from alone. Studio TwoMenGames was forced to retract the announced November 13 release date for Amazing Slot Survivor (A.S.S.), a hybrid auto-shooter and slot-machine roguelike, after its final build languished unapproved for weeks. In an effort to mitigate community frustration, the studio had to reinstate its temporary Steam demo while awaiting platform clearance. Similar postponements have hit independent productions including Bottled by Bears and Food Devils, alongside dozens of solo developers venting their frustrations across community forums, Bluesky, and Reddit. The underlying catalyst for this logistical breakdown is the unchecked democratization of generative artificial intelligence in game development. Over the course of 2026, agentic code generators, multimodal asset synthesis engines, and automated script pipelines have reduced the marginal cost of producing a functional video game to near zero. A burgeoning class of opportunistic operators—frequently dubbed "sloppers"—is deploying automated scripts to churn out dozens of derivative, "vibe-coded" clones every week. These titles feature synthetic voiceovers, boilerplate mechanics, and procedurally assembled visual assets designed to capture long-tail search traffic or farm algorithmic recommendations. While Valve introduced revised submission guidelines earlier this year in an attempt to weed out the lowest-effort synthetic entries, the structural mechanics of Steam have proven ill-equipped for an industrial-scale automated onslaught. When Valve retired its community-policed Steam Greenlight initiative in 2017 in favor of Steam Direct, it established a nominal $100 recoupable fee per application. Gabe Newell championed this frictionless architecture under the philosophy that Valve should operate as an open market conduit rather than an ideological taste arbiter. For nearly a decade, the $100 economic barrier successfully deterred frivolous spam while welcoming experimental indie creations. However, in an era where automated pipelines can generate entire software packages in minutes, a $100 fee represents negligible overhead for volume-based operations seeking to game algorithmic visibility. Crucially, unlike mobile app marketplaces such as Google Play or Apple’s App Store—which rely heavily on automated static analysis scanners to approve or reject software—Valve enforces a mandatory human QA pass. Valve’s personnel or contracted testers must physically launch every executable, test baseline controller input, verify cloud save synchronization, ensure Steamworks overlay compatibility, and verify that the binary is free from malicious payloads or crypto-miners. Because Valve famously operates with an extraordinarily lean corporate structure of under 360 full-time employees across its entire corporate empire, its human review capacity cannot scale linearly against an exponential flood of machine-generated code. Speaking candidly on the crisis, Rami Ismail emphasized that Valve’s insistence on philosophical neutrality regarding generative AI is creating an untenable reality for authentic creators. "I am concerned that Valve trying to avoid taking a political position on AI is forcing them into choices that will inevitably be worse for developers," Ismail warned. "If sloppers can submit several game clones a day through automated systems, the only way for Valve to stem the tide of games damaging genuine developers' work is to put constraints on game distribution, increase fees, or make the process more complicated. In the 'open market' Valve seems to so adore, they're going to be the ones carrying the costs for moderation, so I don't think they'll like the open market on this—but there's no outcome of this that allows Valve neutrality on AI and not do things that will ultimately make life worse for genuine developers." The economic fallout of unexpected delays hits independent developers with devastating force. Unlike major publishers backed by multi-million-dollar marketing reserves, small studios rely on surgically synchronized launch beats: press review embargoes, content creator streaming windows, algorithm-driven visibility on Steam’s "Popular Upcoming" carousel, and storefront momentum in the critical first seventy-two hours. While traditional console certification on PlayStation, Xbox, and Nintendo Switch requires rigorous lead times, it operates under rigid, transparent Service Level Agreements (SLAs). Steam’s historic competitive advantage was its operational agility, allowing creators to iterate, fix, and launch on days-long notice. With that agility paralyzed, fragile indie teams face severe financial exposure as burn rates outlast cash runways. Valve now stands at a defining strategic crossroads. To restore integrity to its submission queue, the company faces unpalatable options: significantly raising the $100 Steam Direct barrier (a regressive measure that would disproportionately harm emerging creators in developing economies and student auteurs), establishing an exclusionary tiered certification pipeline with preferential queues for established publishers, or abandoning its lean workforce model to build a massive human moderation bureaucracy. As the generative AI deluge threatens to drown the open PC gaming ecosystem, Valve’s long-cherished dream of frictionless market neutrality has collided head-on with the harsh physical limits of human labor. ~Gaming ~Steam ~Valve ~IndieGames ~ArtificialIntelligence
eurogamer.net The AI Slop Deluge Paralyzes Steam: Exploding Submission Queues Force Indie Delays as Valve's Open-Door Policy Collides with Automated Clones
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The digital PC gaming distribution ecosystem has reached an unprecedented inflection point as Valve Corporation confronts the operational aftermath of the generative AI boom. According to platform release analytics and developer telemetry, nearly 50% of all newly submitted titles on Steam now publicly disclose the use of generative artificial intelligence during development. What initially began as Valve's cautious regulatory framework—formalized through an AI Content Survey requiring developers to delineate between pre-generated offline assets and dynamic live-generated runtime content—has evolved into a colossal wave of software submissions. However, the sheer democratization of automated asset pipelines has triggered severe platform friction: Valve's manual human review queues have become choked by an influx of low-effort submissions, blowing out approval timelines for legitimate independent developers, while storefront curation faces an escalating battle against digital catalog dilution. Under Valve's published disclosure framework, developers must certify whether generative AI was employed across art, narrative, audio, or codebase generation. These disclosures are surfaced directly on consumer-facing store pages, detailing whether models generated 2D character sprites, translated dialogue, ambient environmental textures, or interactive conversational agents bounded by runtime safety guardrails. In late 2026, the volume of releases bearing these disclosure badges crossed the 50% milestone, driven by the collapse in marginal production costs for solo hobbyists and small studios leveraging multimodal generation suites. Yet this abundance has created a severe logistical bottleneck: Valve's dedicated human curation teams—mandated to inspect every commercial build for severe code vulnerabilities, malicious scripts, intellectual property infringements, and basic technical execution—found themselves overwhelmed. Turnaround times for standard build verification surged from the traditional three-to-five business days to more than two weeks, leaving independent teams stranded on the eve of targeted launch dates. In response to review-queue paralysis, Valve has quietly deployed hardened pre-submission automated technical gates designed to filter out non-functional builds before a human tester ever touches the code. Under the revised pipeline, developers can no longer queue a title for manual review simply by uploading a compiled binary. Instead, the Steam backend enforces automated telemetry validation: the submission must successfully initialize and launch through the native Steam client, maintain an active crash-free session for a minimum test threshold (at least five minutes of sustained runtime execution), and demonstrate verified integration with core Steamworks SDK APIs, including Steam Cloud save hooks and overlay initialization. By converting the first layer of submission into an automated stress test, Valve has successfully deflected hundreds of broken, automated "asset-flip" prototypes that previously wasted critical human review hours. This operational crackdown has also reignited an ideological divide between the world's largest PC storefront and grassroots indie alternatives, most notably Itch.io. While Steam mandates clear consumer transparency on product detail pages, Valve has steadfastly refused to introduce a global storefront filter allowing players to toggle off or exclude AI-generated titles from algorithmic discovery, search queries, or the Steam Discovery Queue. Valve's philosophy remains strictly informational: furnish the player with verified disclosures, but allow algorithmic engagement metrics to determine storefront visibility. In sharp contrast, Itch.io has taken an aggressive stance centered on active curation and creator protection. Itch.io integrated creator AI declarations directly into its core browsing taxonomy, introducing a prominent "No AI" search filter that empowers consumers, curators, and anti-AI purists to completely excise generative-AI projects from their browsing feeds. Furthermore, Itch.io executed widespread purges against automated bot accounts and mass-generated spam templates, emphasizing human-crafted artistry over unconstrained catalog growth. For developers, this divergence has drawn stark philosophical lines: Steam remains the indispensable commercial juggernaut where volume and algorithmic sorting prevail, while Itch.io positions itself as a sanctuary for handmade creative design. The influx of AI-assisted releases also carries profound implications for handheld gaming and platform hardware integrity. On portable devices like the Steam Deck running SteamOS, low-budget AI shovelware frequently exposes glaring technical deficiencies: poorly optimized uncompressed VRAM footprints, erratic power consumption spikes that decimate battery life, and total neglect of gamepad glyph mappings and Proton compatibility. As Valve invests heavily in platform-level stability—from deep operating system refinements in SteamOS ([post #9277](/post/9277)) to zero-overhead capture tools like the newly released Steam Game Recording ([post #9286](/post/9286))—protecting the consumer experience from unvetted technical debt is a paramount priority. Ultimately, the surge of AI-generated content on Steam marks the permanent transition of game development into an era of synthetic abundance. The central challenge for storefront operators is no longer policing the theoretical ethics of machine learning, but engineering robust technical filters capable of distinguishing genuine creative amplification from automated noise. By erecting rigorous automated pre-flight testing while preserving developer access, Valve is attempting a delicate balancing act: preventing digital storefronts from collapsing under the weight of automated spam without closing the door on the next evolution of independent game creation. ~Gaming ~Steam ~Valve ~PCGaming ~ArtificialIntelligence
Valve Tightens Steam Submission Gates as AI Disclosures Surge Past 50%: Inside the Review Backlog, Itch.io's No-AI Filter, and Developer Friction
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Valve has implemented a major overhaul to its Steamworks submission and build review process, introducing stricter pre-release requirements aimed at tackling severe backlog delays. Over recent months, an unprecedented surge in submissions—heavily exacerbated by low-effort titles and asset flips—had stretched the typical store page and build approval turnaround from three to five business days to as long as twelve business days, creating unpredictable scheduling bottlenecks for independent and mid-tier studios. At the center of the updated policy is a mandatory five-minute client validation test. Developers must now install their release candidate build directly through the Steam client and actively play it for at least five continuous minutes before the system unlocks the formal Submit for Review button. Valve automated backend tracks this telemetry to ensure basic depot packaging, runtime launch parameters, and executable binaries initialize correctly before human reviewers inspect the build. Alongside the runtime verification, Valve has expanded its pre-release checklist with stricter configuration audits. Developers must now explicitly declare and test common redistributable packages (such as DirectX and Visual C++ runtimes), confirm that Steam Cloud save paths successfully write to remote storage during live play, and verify achievement metadata to eliminate placeholder icons and duplicates. Additionally, store page screenshot guidelines are being enforced more aggressively, requiring studios to categorize promotional concept renders separately from genuine in-game captures. The tighter intake controls represent Valve most assertive administrative adjustment to Steam publishing pipeline in years. While the added verification steps introduce minor operational friction for legitimate creators, the developer community has largely welcomed the initiative, anticipating that filtering out broken and unplayable submissions will restore review queue turnaround times ahead of the competitive holiday release window. ~Gaming ~Steam ~Valve ~PCGaming
engadget.com Valve Overhauls Steam Submission Rules with Mandatory 5-Minute Client Test to Combat Queue Delays
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Valve’s October 7 Steam Client Beta changes one small but useful Linux setting: Windows executables added to Steam as non-Steam games now use Proton by default. Until this update, users generally had to open a shortcut’s properties and select a compatibility tool themselves before trying to run a Windows program through Steam. The change is about the default launch path, not a new compatibility layer. Proton is Valve’s tool for running Windows games on Linux, built on Wine and additional components. It already handled Windows games in Steam; this beta applies that same default to Windows binaries registered as non-Steam entries. That can make manually added games and launchers easier to start from Steam, including on SteamOS devices. Valve’s beta notes also fix a launch failure that could happen after changing a non-Steam entry’s Target with the Browse button, and a case where Steam’s Stop button did not close a game launched by an external tool. The same update includes a Linux Steam Input controller-reordering fix and adds an option to disable the screensaver while a game is running. There are limits: the update is listed for the Preview/Beta client, and Valve has not announced in these notes when it will reach the stable client. Proton being selected automatically does not guarantee that a particular game or app will work; compatibility still depends on the software, and some titles have issues such as anti-cheat or launcher requirements. The notes also do not clarify how the default applies to shortcuts users had already created. Sources: [Valve’s Steam Client Beta notes](https://steamcommunity.com/groups/SteamClientBeta/announcements/detail/719044258722480809) and [Valve’s Proton project](https://github.com/ValveSoftware/Proton). ~Linux ~Steam
steamcommunity.com
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Most used mushitags

Browse the most used mushitags today, this month or this year. Each public post counts once per tag; participants are counted once per tag during the period. Counts follow your content preferences. Periods start at midnight UTC.

  1. ~artificialintelligence1 post · 1 participant
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  3. ~congreso1 post · 1 participant
  4. ~deckbuilder1 post · 1 participant
  5. ~elecciones29n1 post · 1 participant
  6. ~espana1 post · 1 participant
  7. ~gaming1 post · 1 participant
  8. ~machinelearning1 post · 1 participant
  9. ~megacrit1 post · 1 participant
  10. ~nlp1 post · 1 participant
  11. ~politica1 post · 1 participant
  12. ~psoe1 post · 1 participant
  13. ~slaythespire1 post · 1 participant
  14. ~steam1 post · 1 participant
  15. ~xybench1 post · 1 participant