World of Guns: Gun Disassembly - -=NE=-
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Gangs of Space - Little Big MMO
Version 0.31.4

Saturday, August 19, 2017


  • Credit rewards for conquest have been significantly increased for all Tiers.
  • We are now giving Credit rewards when unlocking new ships, of the build cost of the ship. This will ensure you can always immediatly build a ship you just unlocked.
    • For example, unlocking the Gemeter SX will give you 1,000 Credits, and unlocking the Gemeter DX will give you 10,000 Credits.

    • NOTE: These rewards will be applied retroactively to already unlocked ships.
  • Overall quality for rare drops has been increased in T6 systems.
  • Fixed a serious bug where Credits were not given when purchasing Packs. This affected very few customers, and we are in the process of fixing their accounts and contacting them individually.
  • Items are no longer destructible after 10s, but properly after 30s.
  • Disabled the foreword from the developers on first launch, which seemed to cause blocking issues to some players.
  • Removed the ability to bind keys Hide all interfaces and Hide interfaces partially, which caused issues when bound to left click for example.
  • Fixed the LinkSys abilities being properly removed from their target when the emitting Astrolax dies.
  • Fixed the computation of remaining SP on the sector description and sector tooltip. The number displayed was only approximately correct, now it should be exact.
  • (Hopefully) fixed the issue of the navigation UI getting cluttered with Conquered systems.
  • Fixed a typo in the description of RaimBlock.

All the latest patch notes are readable in this thread.
Deadly Edge - Bison Kings

Happy Eclipse Madness Weekend! If you are in the part of the world that will be turning under the moon's shadow this coming Monday, please be safe and don't burn your eyeballs out looking at the sun! We will be joining the festivities from just outside our office in Casper, Wyoming. Our city expects somewhere between 35k & 60k visitors this weekend, and our state is expecting double our population! We will be sharing a livestream of some of our eclipse experiences on Twitch ( @BisonKings), so check us out over there if you aren't outside enjoying the end of the world yourself.

We've smoothed out a number of major issues this week; some were helped along by much needed updates for many of our third party libraries, others just involved truly sorting out my coding madness. The game is much more stable and playable. We will be going pretty silent over the next week while recovering from the eclipse event and attending a funeral. Stay tuned for our next update planned for Labor Day weekend which will add some better combat fine tuning and a few other surprises.

Please continue to share any issues you have in the game. Your feedback has been excellent!

Thanks for playing!


  • Fixed resolution switch bug which causes the menu interaction to break and forced a game restart every time you changed resolution.

  • Fixed lore and doorway interactions bug which made them unresponsive until multiple button presses had occurred.

  • Fixed Pause Menu -> Quit to Title -> Continue bug that caused a game crash.

  • Fixed bug where game music continued to play after quitting to title along with the title music.

  • Fixed multiple enemy sound levels

  • Fixed bug where a crashing sound plays at the beginning of the level load at the first save point.

  • Fixed sound level on BK title screen so it doesn't blast your ears off when starting the game.

  • Fixed bug where skipping the intro cut scenes on a new game wasn't working correctly on controllers

  • Fixed pause menu bug where it would cause the menu background to be frozen when quitting to title.

  • Fixed intro credits audio looping.

  • Scaled loading message on the loading screen.

  • Fixed a misspelling in some of the story dialogue.

  • Reworked some of the level loading code. There may be some potential to load these faster in the future, so check back in future updates.
Robothorium - Goblinz Studio
We will have a booth in hall 10.1 (B024a) with a demo + goodies for Robothorium.

Let's see you there!
Robothorium - Goblinz Studio


We are happy to open alpha access!

The access is limited to 100 players for the moment, in order to control the community size during the first steps of development and improve the communication.

We will open more slots in the future, thank you for your understanding.
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists,

We released Alpha 6.7 on the Experimental branch. Based our player's feedback, we updated the standard hull texture so that it has a cleaner and more metallic look. What do you think of the new look?
In addition, we added sensors + triggers to SV and HV. Please let us know if you find any issues.

Please report bugs here:

Changelog: Alpha Experimental 6.7.0 (Build 1207)

- Updated standard hull texture

- Updated combat hull texture

- Increased texture resolution of several building blocks + reduced detail normal on building blocks
- Adjusted detail normal tiling and strength on building blocks
- Reduced strength of detail normal on some devices
- Added old standard hull texture as an extra texture to the texture tool

- Added sensors + triggers to SV / HV
- AI Planet Vessel: No auto-repair anymore when shot down
- AI Planet vessel: Added possibility to capture it by placing own core
- Added deco block "Wardrobe"
- Updated stock prefabs to update tri count to new formula
- Slightly adapted formula to calculate size class: we are now using a more accurate formula to calculate the triangles
- Updated Localization + PDA
- Updated holo screen 05 + other texture tweaks for holo screens

Bug Fixes:
- Fixed: Remaining mirror issues (device and building blocks): Please test if there are still blocks that do not mirror correctly (note: all blocks that have a left&right version do not mirror correctly)
- Fixed: Trapdoors and Explosive blocks do not work with Admin Cores
- Fixed texture artifacts on constructor
- Fixed: Freighter / PV / Patrol Vessel did not respect the "Fixed Max Speed" setting in playfield.yaml
- Fixed: HV was sinking under water when crossing green wall while driving over water
- Fixed: When a HV with a HV booster has gone through the Motion sensor field it could become stuck above that field.
SUDOKU. - Hannibal
▪ Blocked Levels
▪ Removed Check Marks
▪ Changed Achievements
▪ Fixed Bugs with Sound

▪ Suggest ideas for the next updates you can here
▪ A guide to 100% achievement is here
▪ Find out how to enable windowed mode, if you can not start the game here

Conan Exiles - Community Manager (Nicole V)
Greetings Exiles!

We hope you've been enjoying the newest biome, content, and additions we've added with the Frozen North expansion. We've been reading your reports and listening to your feedback and want to thank you for taking the time to let us know what you think.

We will continue to make improvements to optimization and addressing crashes on both PC and Xbox. The most recent Hotfix
has helped with servers disappearing.

A hot topic that has been spoken about in Conan Exiles is the weapon sheathing when sprinting. I want to start off talking about why this was implemented. We've explained previously that this was to help with lag jousting, in which players could use latency to win in combat. While this is an important reason, there is another that we want to highlight.

Simply put, sprinting is the defining factor that differentiates being in combat and out of combat. When you enter combat, you immediately enter a different mindset from, say, harvesting resources. You're focused on your enemy and the best way to attack as opposed to picking plants, sprinting to the next plant, picking, and so on. There is a mental framework we want to set when you are fighting and when you're not. However, putting away certain tools such as your torch when running, blurs this distinction.
We've thought about this and are implementing changes. In the future, we will release several patches with these changes:

1. You will automatically sheath your weapon when sprinting, but you will also automatically unsheathe them when you stop sprinting.
2. When you attack while sprinting, this will trigger autowield and stop sprinting.
3. We will add an option for players to manually wield/unwield instead of it happening automatically. With this option, sprint will only work after you manually sheath your weapon.
4. We will make certain tools ignore this so you can use it when sprinting.

After each implementation, we will be observing feedback and thoughts. Just wanted to keep you all updated about this; we'll continue to note reports of any issues and thoughts through Twitter/Steam/Facebook/Reddit and continue to push out patches. Thank you all!
ClickRaid - SlikeyTre
-Prevent you from accidently opening other menus when in menus
-Possibly 2nd fix to black bars that appear when using buy dps inc button
-Reverted to some older signed packet scripts to avoid the illegal buffer error.
-Moved King Arthurs hero name a hair to the right so it didn't clip cost
-Added description for fire arrow(in last build forgot to mention)
-Fixed a competition bug that didnt award people who didnt place on scoreboard
JetFly - PriorityGames
JetFly Game Now is on Prerelease stage on Steam Store.

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