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Browse games and software that have posted recent major updates.
Rise of the Triad July 13th, 2014

It's almost THAT time of year again. The BEST time of year. QUAKE CON. ːGibː

Where real men go to play real games. And drink real drinks. And be real fat. And get real naked. YEAH! O_o ːTriadː

ANYWAY: To celebrate we've taken 80% off of ROTT this weekend (Bethesda takes over Steam next weekend :-p) and are having the biggest Saturday Night ROTT in months! GET IN THERE ːKoinː

http://steamcommunity.com/app/217140/discussions/0/648811852225996946/
http://store.steampowered.com/app/217140

In other news which you've been waiting nearly A YEAR for. Steamworks & Workshop are finally coming to ROTT and we're beta testing it NOW.

SO, if you're a mapper or modder who isn't already part of our inner circle - contact me or one of the other devs and we'll see about getting you in the beta group to help make sure that the next ROTT '13 update is the best yet. Why? BECAUSE VIDEO GAMES... and porridge. ːPorridgeː

Until next time. Oshcuro out. ːAnkhː
67 Rate up
Darkout July 13th, 2014
It is that time again, Patch!

Through your continued support and feedback we are able to bring yet another patch, so check out the latest patch for Darkout containing what we know quite a few have been waiting for, Easy Mode!

Game Easy Mode
- Day/Night = 65% / 35%
- Health + 50%
- Fall without injury distance + 30%
- Oxygen capacity + 20%
- Energy usage - 20%
- Weapon damage + 20%
- Harvest drops + 50%
- Mining drops + 50%
- Random item drop chance + 10%`
- Chests and crate drop items + 1

- Do not drop suits or equipment on death.

- Escape pod inventory different - will still be finalized - for now just increased bullets and torches
- Drops when harvest pod + 20%

Story quest line
- better detect if distress beacon placed so cubes do not decode as corrupted.

Elevator
- more tweaks to stop killer elevator

Enjoy!
Team Allgraf
12 Rate up
The Tower July 13th, 2014
Hello everybody,

In a few days time, we'll be putting up special access to the pre-alpha version of The Tower: 2015 Edition, which will be available from Steam for the low, low price of £0.99.

We've come to realise that if we engage players now, even at this very early stage in development, we hope to acquire valuable feedback and pretty much work it in a.s.a.p. This is a build that will constantly update. Some of it might not even be playable, some of it may only be in-game cutscenes or dialogue, but we hope you can start to see the differences immediately.

Here's a short FAQ for what to expect:

q) The pre-alpha is cheap. Why?
a) The pre-alpha at this stage, is exactly that. Experimental and unfinished. You can help us shape it's future by seeing what we're doing and giving feedback. It all helps!

q) If I buy the pre-alpha, will I receive the final version for free?
a) No. The pre-alpha will only contain content up until Beta. After that, the game will be considered 'shaped' and all further development will be locked until release.

q) What can I expect as the pre-alpha develops?
a) Story chapters to finalise, first-look gameplay and your name in the credits if you choose to help!

The pre-alpha will be live in a few days, so stay tuned!

***UPDATE: Scratch that. We've decided to generate 50 Alpha Keys to give away for FREE, to those who request them below. Fifty people is far easier to manage and communicate with! Once you have your key, you can access the 'Beta' tab, by right clicking on The Tower in your Steam library and opting in via the drop down box.
26 Rate up
Ascend: Hand of Kul July 12th, 2014
Hello Caos, the time has come again for another update!



Patch Notes:
  • HUGE Ascension Overhaul:
    • Players will no longer need to “legacy” items in order to save them! All items will be saved upon Ascension.
    • Legacy pillars now offer unique Legacy Rewards. Players can only choose one item per Ascension, so choose wisely!
    • Emblem reward messaging has been added to the Ascension process in order to better communicate what the player has unlocked.
  • Legacy Pillars have been added to the end of every alignment dungeon.
  • The 3 most expensive Souls Packs have had costs reduced by 20%.
  • Brand new weekly challenges starting next week.
  • Fixed issue with chests not always providing a loot option.
  • Fixed issue where chests were not resetting properly.
  • Fixed issue with the Ascension Leaderboard messaging always preferring Light Alignment stats.
  • Players can now access the Endless Dungeon from the Main Menu!

These are some pretty big changes! If you have any questions, please let us know!.
A huge thanks to all of our players who have been a huge support, and have given us some great feedback!

33 Rate up
King Arthur's Gold July 12th, 2014
Pretty big build - lots of small changes accumulating over time. We would have liked to have made this as several separate builds but each week the build server had something else wrong with it. However, the more troublesome nodes have been moved to more stable hardware and things have gone along smoothly this week.

  • Shop Changes
    Largely a community sourced change, shops now have a nicer button layout, show damage (using the frames that were previously unused), and are generally a little more polished. Notably, quarters now allows sleeping in a bed inside the structure for free, time based healing.
  • Tunnel Changes
    Tunnels are now able to be used by both teams - this means that you need to build a vault around any tunnels inside your base to prevent getting invaded through them. This change should make tunnels a more strategically important building for both teams, and help prevent cheesy flag rushes.
  • Voting Changes
    Players can now abstain from votes they don't want to have a say in (to get rid of the box), and admins can now cancel the vote if they have the right seclev set.
  • Boat Changes
    Boats have been reworked a little - dinghies and longboats are faster now, warboats do less ramming damage to blocks, and longboats do more (especially with multiple rowers). This should help with the boat's utility in game, we'll see if we need to take more measures in this direction after the build has been in circulation for a while.
  • Map Changes Many CTF maps should be less prone to stalemates or extreme early rushes, and a few maps have been retired completely.
  • Coin Tweaks
    There's fairly dramatically increased coin income from damaging siege weapons and enemy vehicles - this especially applies to archers as an alternative revenue stream from frontline support.
  • New Example Mod - M16
    A simple example mod by MM (sprites by me) adding an M16 to the archer in TDM.
  • Fixes and Misc Changes

    • No more getting into crates
      As fun as it might be for you, we're quite tired of complaints about players effectively wasting a team slot by spending the entire game asking their team to carry them into battle. The code is still in there, just commented out for those who want this in modded servers.
    • Fixed minimap sometimes getting "stuck" off.
    • Fixed m_seed defaulting to wrong value - old servers will have to manually change this though (/rcon /m_seed 0, or set it in autoconfig)
    • Static blobs with attachments falling.
      You know how flags sometimes "weirdly" fall through the ground? This should fix that.
    • "Quick Double Slashing" bug fixed.
      If you've ever been surprised by a double slash that "probably shouldn't have happened" but not been quite sure what was causing it, this fix might help there.
    • Spikes give kills
      Builders can now see their kills (or lack thereof) from placed spike traps.
    • See changelog for the rest!
[added] abstaining from votes
[fixed] wierd downward-floating desync for static blobs with attachments
[fixed] knight "quick-double-slash" bug
[added] rayne chicken head (fear the chicken)
[fixed] potential overflow issue with the minimap not showing
[fixed] issue with wood vehicle damages getting passed on for projectiles
[modified] coin income from building workshops (less) and hitting siege (more)
[removed] getting into crates
[fixed] using halls as tunnel as enemy
[modified] removed tunnel travel team limitation
[fixed] broken code in defaultbuilding relying on overlap functions that was breaking for quarters (now uses AABBs)
[added] dinghies cost 100w and 25c (spam mitigation)
[modified] mazey head (5th time now, hopefully last. looks less like a tumour)
[modified] new german official server IP
[fixed] sleeping head frames for people with unique heads
[modified] community fix: spikes give the builder kills (thanks Skinney)
[modified] community fix: ctf shop buttons are laid out horizontally (thanks Skinney)
[fixed] community fix: ctf shops use appropriate damage frames (thanks Skinney)
[modified] community fix: quarters allows free sleeping with a time-cost to heal (thanks Skinney)
[modified] community fix: ctf flags collide with blob blocks where appropriate (thanks Skinney)
[modified] builder cant put wood backwall on stone backwall
[modified] updates to newtortuga - mid more resilient, less redundant base stuff, more room for tunneling under mid
[modified] addressed a few concerns with EjMap (stalling, horizontal movement)
[modified] feedback on JTG Aqueduct and BoulderLake taken into account (less gimmicks, more terrain polish, etc)
[modified] moved flags out of terrain on fellere map
[modified] dinghy and longboat faster
[modified] can't get into carried dinghy
[modified] longboat better at ramming tiles
[modified] mine doesn't take fall dmg
[modified] mine has knockback on hit
[modified] mine has double hp for slightly longer "defuse"
[fixed] sound scrollbars up button not working
[added] new mod example M16 as extra class action for archer
[modified] steps on the sound sliders
[fixed] crash when trying to perform "reload" command on local server
[added] new seclev "vote_cancel"
Have Fun!
Geti/Max
28 Rate up