Aug 21
Land Of Idyllic Beauty - Neo
Fixed a bug where villager ability checks were not performed when directly replacing other store recipes.
Fixed a bug that occurred when removing the first building in the town.
Made slight adjustments to the cherry character portrait.
Increased character animation speed to resolve stuttering issues.
Added a new recipe for semi-finished stinky tofu.
Redesigned the UI for vinegar and adjusted the UI for baijiu and huangjiu.
Fixed a bug where the commercial recipes in the handbook sometimes did not display the expected unit price correctly.
General War Memories - jtggame


When you cosume a certain amount of gold in Improvement, you will get rich rewards accordingly. *Gold spent in other fields IS NOT couted.



Improve your troop, become stronger and get many rewards.




Good Luck. Best regards, JTGGame Team!
Flint: Treasure of Oblivion - Saltmander
Ahoy there!

What good would be a pirate story without a bit of danger, treasure and mystery?
Discover the new Story Trailer for Flint: Treasure of Oblivion, available on October 24th!



🏴‍☠️ Wishlist Flint: Treasure of Oblivion now

https://store.steampowered.com/app/2366130

📬 Stay connected!

Flint Official Twitter - Twitter - Facebook - Instagram - Flint Official TikTok - TikTok - Discord
Aug 21
General War Memories - jtggame

"Golden Joy" is a unique event that allows you to get resources, you spend gold coins and get rewards in return.


Best regards, JTGGame Team!
Trailmakers - Bojangle
Hello Motorheads!

We have just pushed a second hotfix live which addresses a couple more issues we became aware of thanks to your reports after launch.

  • Fix for Input switching between Keyboard and Mouse and Controller breaking in second session onwards.
  • Fix for Accumulator not correctly clamping values.
  • Fix for colour change on Firework not affecting the Particles until a respawn.

This fix and the previous hotfix contents are planned to come to the console versions of the game shortly.
吞食天地2:誕生Reborn - 吞食天地2:誕生Reborn
中華網龍慶祝《吞食天地 2:誕生 Reborn》半年慶,同時預告將展開新合作活動,並搶先揭露相關資訊讓玩家猜猜。

由台灣專業遊戲研發商「中華網龍」開發的 STEAM 遊戲《吞食天地 2:誕生 Reborn》,即日起正式展開【半年慶活動】,玩家除可在活動期間登入領取每日好禮,更有機會於遊戲過程中獲得豪華獎勵【半年慶禮盒】唷!此外,官方也預告即將登場的神祕聯動內容,既歡樂又療癒的可愛角色們,即將席捲吞二世界,搶佔你我的目光!快來看看我們以下的報導吧~

超可愛聯動即將登場,神秘嘉賓猜猜他是誰
  官方也於今日正式宣布,未來遊戲即將展開全新的聯動合作,並舉辦神秘猜謎活動,邀請玩家共襄盛舉,一同來猜猜看此次將與哪位神秘嘉賓進行聯動合作!官方在活動中同時也提供了小小劇透,這位神秘嘉賓的特徵是:【從小愛塗鴉 + 長大愛屁貓+中年愛老婆= Line 貼圖人氣品牌 & 創作無數人氣圖文作家】,各位知道他究竟是誰嗎?知道的玩家趕緊來參加我們的活動!


  這位即將與吞二展開神秘嘉賓究竟是誰,看了這麼明顯的提示,玩家們一定馬上就能猜出答案了!


半年慶活動即刻展開,感謝玩家熱情相伴
  《吞食天地 2:誕生 Reborn》自從 2/21 上市以來,以可愛的角色、豐富的玩法獲得玩家的熱情支持,而官方也以每周更新的實際行動,帶給玩家最新鮮即時的遊玩內容;而目前遊戲也正式迎來上市半週年的里程碑,在值得感恩的歡樂氣氛中,官方推出【吞二半年慶】活動,讓玩家共享遊戲榮耀!
活動一:每日登入送好禮
  即日起到 8/27 23:59,凡是在此活動期間每天登入,並累積到指定上線時間,便可於遊戲畫面右上角獲得各種半年慶獎勵,包含練功經驗值加成的「小福神」、能儲存武點並有額外加成的「武真元」、能免費遊玩【轉轉樂】的「歡樂一下」等道具,以及內藏諸多好禮供玩家有機率獲取的【半年慶禮盒】!


     每天登入累積上線時間所獲得的半年慶獎勵,都能在遊戲畫面右上方介面直接領取!

活動二:半年慶活動禮盒
  即日起到 9/3 23:59 前,凡是於遊戲中練功,並擊倒 30 級以上的怪物,都能有機率獲得【半年慶禮盒】,打怪越多,所能獲得的禮盒當然也越多,而重要的是【半年慶禮盒】有機會獲取的寶物琳瑯滿目,有內含珍貴武將金戰魂的【黃金戰魂金流寶盒】,還有帥氣華麗又具傷害加成的造型武器【冰燄斧】、【赤焰槍】,以及種種實用遊戲道具,都在等著各位玩家來獲取喔!


     【半年慶禮盒】將有機會開出內含眾多武將金戰魂的【黃金戰魂金流寶盒】!


     超帥造型武器【冰燄斧】、【赤焰槍】也將有機會出現在【半年慶禮盒】中唷!


  《吞食天地 2:誕生 Reborn》開心迎來了上市半週年的里程碑,不僅隆重推出【半年慶活動】,以實際的回饋與玩家同樂外,更釋出接下來的聯動合作訊息,邀請玩家一同來猜猜看接下來的神秘嘉賓究竟是誰!而更多更豐富的遊戲內容,也將陸續與各位見面,還請喜愛吞二的玩家不要錯過後續的最新消息唷!

https://gnn.gamer.com.tw/detail.php?sn=272599
Vacuum Warrior - Idle Game - Benz56
Hi, my fellow Vacuum Warriors!

First off, I want to thank you all for your continued support and patience over the past few months. I know it's been a bit quiet around here without new updates, and I wanted to give you a quick update on what's been happening behind the scenes.

After the release of Mars, I decided to take a bit of a vacation to recharge. During this time, I've also been working on something super exciting—a brand new game that I'm eager to share with you all when it's ready. 🎮

That said, I understand that many of you have been eagerly awaiting new content and updates for Vacuum Warrior. I'm happy to let you know that regular updates will start picking back up soon! I've got some great plans for the next few updates that I think you'll really enjoy.

Again, thank you all for your patience and support. Your support keeps me motivated, and I'm excited to bring you many more updates and new content in the future <3

Update 0.7.3 - Quality of Life Update
* Shop bot toggles directly in dust and AVA shops
* Updated dependencies for Android/iOS
* Some performance improvements

Please consider giving Vacuum Warrior a positive review - it only takes a minute but is very helpful! Thank you! <3

Happy Vacuuming!
Manor Lords - Slavic Magic
Hi all,

You can now access a new experimental branch of Manor Lords (0.7.987).

Saves:To avoid any potential issues, it’s recommended to make a backup of your save files before switching to a beta version.

Mods: Please remove any mods you have before beginning a new save to ensure you can play without interference from an outdated mod.
To find your saves on Steam for Manor Lords.
  • Press Win + E
  • Paste %USERPROFILE%\AppData\Local\ManorLords\Saved\SaveGames into the search bar.
If you'd like to try it, please follow these steps:
  • Open Steam
  • Right-click on Manor Lords in your library
  • Select Properties
  • Go to the BETAS tab
  • Enter the password: veryNiceBasket
  • Choose "pre_release" from the "Beta participation" drop-down list
  • Wait for the game to update the files (if nothing happens, restart the Steam client)
  • Launch the game
All new strings might not be localized yet, and stability hasn't yet been thoroughly tested. Some balancing changes are still experimental.
To discuss this, please join the official Discord server https://discord.gg/manorlords. You'll find a channel specifically for discussing the ongoing pre_release branch.

Beta Patch Feedback Forum
We've also made a specific feedback forum for this beta patch. It'll help organize your feedback to make it easier for us to read your thoughts.
https://steamcommunity.com/app/1363080/discussions/5/

Here's what's been worked on:

Porting the game to Unreal Engine 5

Unfortunately, we faced a moment when Unreal Engine 4 (the engine Manor Lords was using) was no longer officially supported. This meant that some bugs and crashes, including one randomly happening on a loading screen and one bug where the game would brick when changing resolutions to uneven numbers, would not be fixed. The SDKs for console development also were getting outdated and would likely not pass certification. Therefore, we decided we had to update Unreal Engine 5. The process was supposed to be easy on paper. Still, as usual, in practice, there were a ton of tiny changes and a ton of little things broke, from particle systems, texture compression, and physics simulation to button padding (yes, practically every single button in the game had to be manually fixed cause they all got stretched).

A Fresh Coat of Paint
  • The old engine bugs mentioned above are gone
  • A lot of engine systems were refined. So, if you place roads, the road mask no longer flickers.
  • Tesselation was removed from the engine, so the snow distortion resolution is slightly lower than it was, but it should still look fine.
  • I experimented with Lumen (the new lighting system). Still, I found the lighting to look the same or (in some particular situations) worse for this specific type of game (no interiors, camera often super high up), all while costing performance. I decided to leave it disabled in the end.
  • We haven't tested Nanite yet since there was not enough time for thorough performance testing
  • I tested the new shadow system (VSM). It gives beautiful, sharp shadows, but during testing, I noticed that the performance depends on the sun's angle. So, while it works fine without a day and night cycle, fps drops massively when the sun moves it, especially during sunset. I left it in for now, but I'm unsure if it should be kept.
  • I implemented Epic's new volumetric clouds. They are more dramatic than the system I was using before (the one by Harry "deBug" Emelianov"), and they interact more naturally with other systems like fog. They might be slightly heavier to render so up to the community to decide whether it's worth it, so far the closed alpha vote was to keep them. There is still room for art direction, but I didn't want to spend too much time on it.
  • Some calculations (instanced LODs specifically) were moved from CPU to GPU, which should make end-game performance smoother.
Now to the stuff that matters:


Fishing
Fishing Ponds may now randomly spawn on the map with a "Shoal of Fish" Resource Node.

There is a new building called Fisherman's Hut, which does what you imagine.
The pond freezes in the winter, and a Development Branch called "Winter Fishing" must keep using it.



Fish multiply in the spring months only, based on the current population number (similar to wild animals), and therefore can be overfished. A fishing limit was added to make avoiding it easier.

When droughts occur, ponds shrink, and the fish population is capped at 50% of its maximum capacity.

Trade overview


You can check all transactions for every Region and see your overall trade balance.

Butchers

A Butcher's Shop artisan conversion was added. Butchers can take surplus livestock and convert it into Meat.

Food spoilage, salt, sausages

Food and certain crops will now spoil. Every type of food has a separate monthly spoilage rate; for instance, fish spoil faster than bread. Different buildings also have different spoilage rate reductions, the large granary being the best. Contrary to the Discord vote, we decided to risk it and represent rates by words rather than numbers since the new game designer working on the game (Darren) wanted to try it, arguing that not knowing the specific number is better for immersion and the player cannot react to such granularity between what is "low" and "very low" for instance. But if it poses a problem, we could restore the % values.

Random Salt Deposits were added. Salt can turn Meat into Sausages in the Butcher's Shop and significantly reduce its spoilage.

Production Limits and Reserves

All workplaces can now set production limits. Furthermore, different reserves can be set for different types of produce. For instance, you can set a separate Planks Reserve for Shields and Bows, allowing for more nuanced prioritization.


Crossbows and Crossbow Units


Crossbows can now be produced in the Bowyer's Workshop and then used to equip Crossbow Militias. There also is a new mercenary company, "The Huntsmen," who are professional crossbowmen.

Various Visual Improvements

You may notice that spring is now more green and less brownish. The main menu was reworked to be more historically accurate. The ox now bends when turning. Some animations got polished. There are also new leader portraits and coat of arms symbols to play with.





Optimizations

We have spent a lot of time optimizing the CPU usage for late-game situations with multiple towns and hundreds of inhabitants and optimizing the loading times for those hefty saves.

Text improvements

Slowly but steadily, we are improving the in-game Wiki and cleaning up all the tooltips. You will now find new entries in the Wiki that should help explain, for example, what a "Family" is in the game's context.

Bugfixes

We fixed a lot of bugs, including a few frequently requested by the community (like hunting camp being bugged or snowflakes not being visible on AMD GPUs)

Full changelog (Version 0.7.975 -> Version 0.7.987 )

Major changes:

-Upgraded the game to run on Unreal Engine 5:
a) A lot of old engine bugs and crashes should no longer occur, including random crashes during loading a saved game or certain resolutions breaking the game
b) [Experimental] A new "virtual shadow map" system that produces very sharp, high resolution shadows
d) New volumetric clouds and atmosphere rendering
e) GPU based LOD for Instanced Components

-Added a trade overview in the development screen which lists all the previous transactions done by the region

-Food spoilage mechanic:
a) Each food type decays at a certain rate per month, for instance fish decay faster than bread
b) Certain buildings affect spoilage, for instance storing in a granary is better than storing in the workplace's pantry
C) Weather events can affect spoilage rates (droughts make food spoil quicker)

-Fishing:
a) Added a new resource node: Fishing pond,
b) Made so that the ponds freeze in the winter
c) Added a new development branch: Winter fishing, that enables fishing all year round
e) Added a new food resource: Fish
f) Added a new workplace: Fisherman's hut, with new job (fisherman)

-Crossbows:
a) Added a new military resource: Crossbows (made in bowyer workshop)
b) Added new unit types: Light Mercenary Crossbowmen and Militia Crossbowmen
c) Added a new ranged low tier mercenary group: "The huntsmen"

-Butchers
a) Implemented the butcher artisan conversion. Butchers take surplus sheep and lamb and convert them into meat
b) Added new deposit (salt) and readded the salt resource which is mined with the surface/deep mine
c) Added a new resource: Sausage (1 salt + 1 meat = 2 sausage). It is made in the Butcher workshop and has much lower spoilage rate than Meat.

-Added a system of production limits and reserves for workplaces crafting goods

-Removed the individual limits (construction limit, hunting limit) and rerouted everything to the new reserve UI in the "advanced" tab. This way, Fisherman huts now also get a fishing limit to avoid overfishing.

Gameplay & Balance:
-Adjusted deposit spawning, should be (per region): 1 clay, 1 iron, 1 deer, 1 berries, 1 stone + 1 random, then either 2 of them or 1 and farming fertility get promoted to a rich deposit
-Brought rich deposits closer to the starting camp on first spawn (if possible) to make the starts a little bit more balanced
-Added a Pantry to the Malthouse
-Malthouse now actually requires refueling
-Advanced Skinning development branch doubles the Meat from butchers as well
-First butcher workshop built will set a sheep & lamb reserve automatically to a half of the population in order to avoid butchering the whole flock

Minor changes:
-Rewrote the random node algorithm to reduce cases where it fails to find an appropriate spot and spawns an object in a wrong location (eg. spawning a bandit camp on top of a pond)
-Added multiple paragraph breaks to wiki descriptions
-A setting was added to display Resource Node (Deposit) icons in construction mode only.
-Made "advanced" tab highlight every time an artisan workshop is created so that the player notices the new settings of production focus and reserve for butchers
-[Experimental] A new way of spawning bandit camps that is more randomized and should now avoid spawning them on top of ponds
-[Experimental] Moved production focus to the "advanced" building panel tab and livestock assignment to the "livestock" building panel tab
-Added missing Lambs icon
-Wiki text and tooltip updates
-Fish pond water level should lower during droughts
-Added drought impact to the spoilage tooltip
-Added new coat of arms symbols
-Added new character portraits
-Lowered the interface scale on smaller resolutions to reduce the top region panel overlapping with the lord's panel & screen edge.
-Improved collision avoidance if two characters are already extremely near collision distance or in collision

Optimization:
-Added advanced culling for transform updates (should make high population sessions run much faster)
-[Experimental] Fireplace light simulation LOD added
-[Experimental] Optimization of surface checks and fire reaction checks
-[Experimental] Optimized unit rotation smoothing far form the camera
-[Experimental] Ground height checks optimizations
-[Experimental] Locomotion velocity & animation speed calculation optimizations
-Unit static collision system optimizations
-Grass system optimizations
-Significant crowd animation system optimizations
-[Experimental] Distributed unit motion calculations over multiple frames to make the framerate smoother
-Optimized calculation of push forces in combat
-Reduced stutter after loading a savefile by moving the loading of the construction assets into the loading screen (in consequence making the loading screen a bit longer)
-Pathfinding optimizations
-Optimized memory usage

Crashfixes:
-Fixed a crash when the player deleted a squad by RMB during the rallying tool being active with that squad
-Fixed a crash when relocating a forager with a herbs garden while one of the workers has a task related to the garden and then reassigning the worker in the relocated building
-Fixed a crash for saves that had a bugged 0 yield field because the player placed such a narrow plot it couldn't be triangulated properly

Bugfixes:
-Fixed the deer not migrating back to their lair location if the camera is far due to optimization introduced in 0.7.975
-Coat of arms editor "field E" not displaying text properly
-Fixed saving erasing ownership data of items in the inventory, leading for instance to woodcutters transporting log pieces to the storehouse
-Fixed: Rounding up influence value shown in UI may give an impression that claiming territory is not working correctly
-Fixed: Placing a road over carts permanently remove them from game
-Fixed: Limiting Farmhouse's work area does not prevent workers from gathering already harvested crops from fields
-Fixed: After destroying the well, buildings do not lose water access
-Fix attempt for militia potentially not unequipping their military gear if they are disbanded while still inside their houses, leading to "animData not found" errors for civilian actions happening when dressed in military type body
-Fixed bloomers overrefueling their workplaces
-Fixed castle modules costing too many resources (To confirm whether it was already present in the public build)
-Fixed the extension/conversion sound signatures not applying the volume settings
-Added a temp workaround for snowflakes not displaying on AMD GPUs
-Fixed black shrubs occurring during a drought
-Fixed "snap to roads" checkbox not doing anything when placing plots
-Added a fix attempt for players being to place fields that are almost self intersecting, leading to them being unselectable and/or having 0% fertility
-Fixed "save game" and "load game" header texts getting mixed up in the load menu
-Fixed deer getting stuck if bandits are near
-Fixed deer getting scared of birds and running away, potentially forever (fun one)

Cosmetics:
-One handed combo animation polish and two handed idle pose polish
-[Experimental] Changed back the deposit icons to be all flat shaded for unification
-Made drought transitions smoother
-Added turning animations for oxen so that they appear less stiff when moving
-Spring color palette tweaks to overall appear less yellowish
-Main menu scene reworked for better historical authenticity
-Two handed combat animations cleanup (attack-defend-attack-defend combos)
-Further Field material art direction & specular variation
-More precise height calculation on landscape deforming meshes like mines
Final Thoughts
I have to be honest, this patch was tough, but I don't want to make excuses. I hope future ones will come quicker.

Thank you for your patience, support and playing the game! Please continue sharing your thoughts and feedback in a Steam review!

Greg Styczeń
Lead developer, Slavic Magic
Floops Big House Adventure - Buttery Games
The day is finally here! Floops Big House Adventure has officially released on Steam!

Shoot, loot, and toot your way through Floops Big House Adventure! Floops is a 90's Saturday morning cartoon arcade/roguelite twin stick shooter.

Grab a gun, score some upgrades, and help defend Floops house from monstrous invaders!



Inspired by classic 90's cartoons, Floops combines fast paced gameplay with nostalgic 90's graphics.
Arcade style action will have you trying over and over again as you learn the best item combinations to defend Floops house.



Defeat waves of enemies and giant disgusting bosses in order to reach the Attic and defeat the Monster Overlord once and for all!

Will you be able to help Floop survive? Find out next time on...



Floops Big House Adventure!
Unturned - SDGNelson
Changelog

Added
  • "% Full" optional column for server browser.
  • New default server list sort using mix of ping, fullness, and player count.
  • Death barriers in PEI harbor foundation and Seattle bridge ramps.
Changed
  • Clarify wording of online safety toggles current value.
  • Online safety menu can be shown again using new toggle at bottom of Options menu.
  • Raise default server filter max ping from 200 to 300 ms and turned off for non-Internet defaults.
Fixed
  • Show original link URL in tooltips when rewritten for Steam link filter.
  • Broken fortification and garage alignment in slots with Y forward. [Thanks mos3025 and MrGoBi!]
  • Quick filter toggles zero size with IMGUI glazier mode. [Thanks TSB and RBMKBlaze!]
  • Third-person camera blocked while snapped to floor prone. [Thanks Happy12222!]
  • Jumping height adjusted for slight floor snapping height difference. [Thanks to many players!]
  • Snapping to slopes inadvertently making tree climbing easier. [Thanks to many players!]
Default Server List Sort

Previously, servers were sorted from lowest to highest ping by default. Many of the lowest ping servers were near empty, however, so you'd need to click the Players column if you wanted to find busy communities. With this update the default sort now considers a mix of ping, player count, and how full the server is to put popular servers with a good connection at the top of the list.
...