The Colorful Creature - Infiland
Release 1.1.9.2
    - Added Serbian Cyrillic (Thanks rammba)- Updated Steamworks to 1.6.7

Unmentioned changes in R1.1.9.1:
- Releases are now starting to be uploaded on GitHub from now on
- Fixed Kaizo-L2 being impossible
- Changed serbian hat to have a coat of arms
- Added "OnGround" and "OnCelling" attributes for the player
- Code refactored player's jump sound
- Fixed a bug where the player could stay on the celling just because of coyote
- When jumping while in air, the player makes a different jump sound (same with double jump)
- Fixed community and flag hats not displaying if they have masteries or not
- Updated locked skins/hats/icons sprites
Aim Down Screen - NeoRiley
Release Notes: ADS_Trinity_v4.2.1.202405261236

* Fix: when deleting a loadout via the Pro-editor, the dialog was unresponsive because the app was not in focus.
XPlayer - XPlayer
Importing will no longer copy videos to the data folder.
Added import and export functionality to the startup window.
Tire Friend - greed
Tire Friend behaves a little bit more like a tire now. He'll roll down hills more easily. But the brakes are also more powerful to compensate.

Also in this update are more flowy animations, bug fixes, and the ability to scale the UI in case you're playing on a Steam deck (or, alternatively, if you have the eyesight of an eagle).

Endless Sky - M*C*O
This is an unstable release, introducing new content and features that may contain bugs.
One of the biggest changes is a rebalance of all ship masses.
  • Alongside this is a 50% increase in thrust, turn, reverse thrust, and afterburner thrust across the board.
  • While newly instantiated ships have higher masses, ships already in save files will now be considerably faster. Have fun!

Some other notable additions and changes to content and mechanics are:
  • Various new short mission chains, including one involving the Wanderers and Mereti.
  • The changes to initial velocity and acceleration of missiles in v0.10.0 have been reverted.
  • There are now many new uninhabited planets and stations in human space.
  • Disabled Fighters and Drones will no longer be hit by stray projectiles; only weapons fire that specifically targets them.
  • Missions can "mark" systems of importance without requiring the player to visit them, and leave them marked after the player has visited.
  • Mission triggers and conversation actions can do various new things, including playing music, giving the player debt, and applying events immediately, instead of after at least one day.
  • The firing arc for a turret hardpoint can be limited.

For a complete list of changes, see the changelog. Special thanks to everyone who contributed to this release: @1010todd, @a4358, @alexrovw, @Amazinite, @anarchist2, @Arachi-Lover, @AvianGeneticist, @Azure3141, @Beed-git, @bene-dictator, @brendanjones, @eebop, @EjoThims, @enot888, @Hurleveur, @joshumu, @Koranir, @lantzk, @LorenzoBolla, @lumbar527, @MCOfficer, @mOctave, @neurotrope, @OcelotWalrus, @oo13, @ovari, @Petersupes, @petervdmeer, @Quantumshark, @quyykk, @ravenshining, @RisingLeaf, @roadrunner56, @samrocketman, @Saugia, @SpearDane, @tibetiroka, @TomGoodIdea, @UnorderedSigh, @warp-core, @xxxyyyqqq12345, @ziproot, @zitchas.

If you are using the high-dpi plugin, you should download and install the updated version that goes with this release.
Gym Simulator 24 - Quatech
After a long break, we are back with a fantastic update: The Group Workout System!



After opening one of the group workout rooms located on the second floor, you can organize group workouts at specific times during the day.

You can purchase group workout rooms from the Group Training menu on the computer.




You can set the times of the group workouts by interacting with the "Clock object" located above the room. As your level increases, you will have the right to conduct more group workouts throughout the day.



If you do not hire an instructor, you can manage the group workout yourself and earn money based on your success in the workout. If you hire an instructor, they will automatically manage the customers during the workout hour.



Selaco - Nexxtic
Introduction
With launch being a week away, it's about time we discuss what will be included in the initial launch, what our future plans are, and how much the game is going to cost.

Thank you everyone for your patience and apologies for taking so long. Let's get into this!

What is included at launch?
A lot! Keep in mind that most of this will be further expanded upon as we work our way towards the full release.
  • 31 Action-Packed maps
[/b]
  • This is what we consider the entirety of the Base Campaign and covers the majority of the game
  • Not all maps are created equal. Some will take upwards of 30 minutes, others may only take 5 minutes.
  • 11 Powerful Weapons
  • [/b]
    • 8 of which can be equipped with unique and powerful modifications, including new functionality or improved stats.
  • Weapon Kit System
  • [/b]
    • Find items that completely change the behavior of your weapon. Such as a grenade launcher that fires rockets, a Nailgun that behaves like a shotgun, or an on-demand dual-wield button for the SMG
    • Weapon Kits are permanent upgrades, and carry over into new games
    • Additional Weapon Kits will be added in later content patches
  • Modding support
  • [/b]
    • Create new campaigns, new weapons, new enemies, mechanics and more
    • Selaco will have Steam Workshop support right from launch
    • We will actively encourage modding and provide support when possible. Maybe we will even do contests!
  • Steam Achievements
  • [/b]
    • Unlock Steam Achievements by completing challenges that are not bound to difficulty. Like escorting Wilson the Teddy Bear all the way to Dawn's house, or finding a way to spawn a Trash Tornado
  • 14 Challenging Enemy Types
  • [/b]
    • Including a faction that we haven't shown before!
    • Fight highly dynamic enemies who adjust their behavior based on your playstyle. The enemies will communicate, provide cover fire, flank, rush, defend and much more.
  • Invasion Tiers
  • [/b]
    • Face enemies who constantly gain access to new equipment and tactics as you progress through the campaign, resulting in increased difficulty without relying on simply increasing enemy health or damage
  • Gameplay Modifiers
  • [/b]
    • Hardcore Mode: More punishing, fixed saved points, no health regeneration
    • Item Scarcity: Fewer items, requires players to be more resourceful
    • Harsh Invasion: All enemies have access to late-game tactics and tools right from the beginning
    • Fresh Start: Start the game without any of your unlocked Weapon Kits
    • ...and more to come post launch!
  • Train System
  • [/b]
    • Seamlessly revisit completed levels to continue exploring and find more secrets and collectibles
  • Bonus Mode: Selaco Must Fall
  • [/b]
    • A difficulty designed to make Selaco nearly impossible. Replay the game with completely altered enemy spawns, traps around every corner, and encounter setups that are extremely difficult to beat. You will not win
  • Shooting range, mini-games and other things we prefer to not spoil
  • [/b]
      [/list]
      Why Early Access?
      As you can probably tell, there is already a whole lot here. So that begs the question of why we decided to go with an Early Access launch.

      The simple reason is that we have lofty goals for this game. There are still many ideas we want to explore, systems we want to flesh out, and game modes we want to add to make it even more replayable.

      With our roots being in video game modding, we feel perfectly comfortable releasing something big and making it bigger over time at our own pace. When we feel satisfied with the position the game is in, we will leave Early Access.

      Selaco is an ambitious project, one we refuse to rush.

      When will you leave Early Access
      The goal is to leave Early Access once Chapter 3 is done, but even that may depend on different factors. There could, for example, be a good chance that we will finish Chapter 2 and feel like the game is currently in a really good spot and leave Early Access slightly earlier.

      This, of course, will not mean Chapter 3 will suddenly be paid DLC. Our intent has always been for this to be a free update for Early Access players.

      Will there be a roadmap?
      There will absolutely be a roadmap!

      However, we are going to wait until shortly after launch. For now, we're putting all our efforts into getting the game ready for launch. Then, we will collate all the player feedback, evaluate what needs to be done, and go from there.

      One thing we are guaranteed to start development on early after launch, is the Randomizer Mode. We have a lot of fun ideas here, including a slider that allows you to adjust just how much randomization you want your campaign to have. A lower value may only change enemy spawn locations and item pickups, while a higher value may completely randomize the behavior of your guns, the enemies' guns, replace a medkit with a powerful Juggernaut, and replace a Juggernaut with a plastic chair. You control the amount of chaos you want your game to have.

      Chapter 2 will be worked on in-between Content Updates.

      How much is the game going to cost?
      Selaco will cost the following:
      $24.99 - USD
      €24.50 - EUR
      £20.99 - GBP

      There will be a 10% Launch Discount that will last 2 weeks and two additional chapters are included for free once they are ready.

      At what time will Selaco launch?
      Selaco launches on May 31st at 10AM EST, this is also when the review embargo lifts!

      Conclusion
      We are really close, and we're starting to feel the excitement both in ourselves and in the way the community talks about the game.

      Thanks for reading everyone. Looking forward to hearing your thoughts on the game.

      Now, time to head back and finish this game!

      - Altered Orbit Studios

      15:20
      Anomaly Hotel - Pinholic Games
      Adjusted some anomalies
      Goofy Gorillas - sponge
      Hello everyone!

      It has been a while, but I've been busy at work on the next Goofy 'update'. Let me tell you, it is a big 'update'. I think calling it an update would be an understatement. Everything you know about Goofy Gorillas will now look and feel much better.

      It is still in the works, so it's not ready yet, however there will be open playtesting available soon.

      The update will be appropriately named "The Refurbishment". I'll be showing more images of the game + revealing new features and also some much requested changes as the update gets closer to being ready!

      - sponge
      StarCrawlers Chimera - Juggernaut Games
      Mini patch to address some bugs and make some changes.

      Fixes:
      • Beat Rush, Reckless Charge, and other ability that combine attack and movement have additional checks in to prevent softlocks if the target is dead / moved unexpectedly / teleported / fall through a wormhole in spacetime.
      • Running on SteamDeck is now officially recognized by the game and makes several under-the-hood changes to optimize for SteamDeck. This feature will have additional changes before Controller Update 1.2.

      Changes:
      • Players will now be prompted to use / not use a controller when a connection is detected. If you decline to use your controller and later change your mind, the detection can be made again in the Options Menu at any time.
      ...

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