Fixed Gamepad Issues
October 04, 2015 @ 10:45am
Due to recent complaints about the gamepad sensitivity, we changed the analogue stick deadzone. Bugs, where the player moved left, when no stick was used, should be fixed. Sorry for all the trouble! :)
Update - Version
October 04, 2015 @ 10:21am
This update is quite small but the changes I've made are ones that I feel are worth mentioning and are of the following:

- The player character now withstands multiple attacks that were once fatal upon one blow when playing with either the "Easy" or "Normal" difficulties selected.

- Minor tweaks with movement
The Journey Down Kickstarter is live!
October 04, 2015 @ 10:12am
Hey guys! Our Kickstarter campaign for the third and final chapter of The Journey Down is now up and running and doing great!

In a matter of days we've already passed the halfway mark! :D

Please take a moment and check out the campaign, it features quite a lot of new footage from Chapter Three. :)


Daily Deal - Crypt of the NecroDancer, 50% Off
October 04, 2015 @ 10:00am
Today's Deal: Save 50% on Crypt of the NecroDancer!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Tuesday at 10AM Pacific Time
PAYDAY 2: Day 7 of the Road to Crimefest
October 04, 2015 @ 9:42am


Day 7 - New challenges are here!

What is this?!
The fourth birthday of PAYDAY is fast approaching and with it, the PAYDAY gang once more set out on an epic adventure. This time, Bain provided them with details on what will lead them to uncovering more about Cagliostro, the legendary treasure hunter and heister of old myth.

Curious as to what they might find, the PAYDAY gang agreed to help Bain explore the dungeon he had located. Not knowing what challenges stood before them, onwards all of them still went. On the Road to Crimefest, who knows what treasures they might find in the deep, dark depths of the dungeon?

Learn more about the event by following the link:

Join the discussions

Update 78.5 changelog
Update size: 19.4 MB

  • Added additional game statistics that we can track for the Road to Crimefest community event

Enjoy your Sunday, heisters.

OVERKILL - a Starbreeze Studio.
Follow the "Disposable Heroes" Blog
October 04, 2015 @ 9:42am
Skyrim's time travel murder mystery mod The Forgotten City out now
October 04, 2015 @ 9:30am

Back in July, the right honourable Philip Savage told you about The Forgotten City, an ambitious Skyrim mod that tells a murder mystery in an ancient subterranean city. It fits with existing Elder Scrolls lore, which is nice, it boasts an original orchestral soundtrack, 18 voice actors and over 1200 lines, and features a non-linear story set across multiple timelines—and, oh yeah, this hugely exciting mod is out now.

Moral dilemmas, puzzles, and multiple endings are also things to expect, over the course of The Modern Storyteller's 6-8-hour-long adventure. Get it from ModDB here, or Nexus Mods here, or the Steam Workshop here, and be sure to watch the launch trailer above.

Fallout: Autumn Leaves Is A DLC-Sized New Vegas Mod
October 04, 2015 @ 9:00am

Desert-dwellers rejoice, Fallout: Autumn Leaves [official site] heralds a return to the post-apocalyptic Mojave in a mod similar in size to an official DLC expansion.

Inspired by previous Fallout installments, Planetscape: Torment and Arcanum, Fallout: Autumn Leaves dumps The Courier into Hypatia, a never before seen town just east of Novac. From here, he must once again scour the barren Desert Wasteland in a journey which, according to the mod’s page, will last seven to ten hours all told. Check the trailer below.

… [visit site to read more]

Warhammer: Vermintide's Empire Soldier has mutton chops and a blunderbuss
October 04, 2015 @ 9:00am

After the Witch Hunter and the Waywatcher comes the class I will probably play as, if I ever embark upon Fatshark's Warhammer: End Times - Vermintide. It's the Empire Soldier, and I will be required to play as him because a) he has some lovely mutton chops, and b) he wields a blunderbuss. Markus Kruber is detailed here, with an unnecessarily long backstory, a few images, and details of his weapon set (he wields big, heavy things like greatswords, warhammers, and blunderbi).

Also, here's a video from PCGamesN.

See the way he turns Skaven into mush with his giant hammer? That's why you'll be playing as the Empire Soldier too.

Warhammer: End Times - Vermintide is out October 23.

October 04, 2015 @ 9:11am

Crypt of the NecroDancer is now playable in Japanese, German, French, Italian, and Spanish! (And English too, of course!) Just head to the in-game "Options->Language Options" screen to set your preferred language.

Here's the full change log for v1.19:
  • Added new languages: Japanese, German, French, Spanish, and Italian!
  • Made the game use the new languages by default, if Steam’s interface is using that language
  • Fix crash bug caused by player moving while 'submitting scores' is visible
  • Fixed bug where sarcophagi in level editor were preventing exits from unlocking in normal mode
  • Fixed crash on text inputs with numpad keys
  • Prevent hang caused by monstrous shopkeeper in replays
  • Fixed bug where localization offsets were being applied repeatedly in some cases
  • Added small 'DONE' to localization XML file
  • Fixed bug where certain text wouldn't reload after changing languages
  • Added xOff and yOff properties to subtitle XML file
  • Added scale param to localization file
  • added scale param to subtitles XML file
  • fixed some enemy name localization issues
  • Fixed bug where the language text was not offsetting properly in the language GUI

Enjoy! ːnecroheartː
A peek at the next update
October 04, 2015 @ 8:53am
Hey guys, update 2.05 will be coming out soon (mid to end october at the latest) and it will mainly be a content update. So far, I can confirm 2 new cars. One of them is the Specter GT3 (was in previous versions) and a new Factory Five Car!!! Racing AI and the stunt plane will also return

Here's a peek of the new car
Factory Five GTM gen 2 Chassis

The GTM gen 2 is powered by a LS3 engine and a G50 or Mendeola transaxle boasting around 505hp and 475 foot-pounds of torque. The chassis is almost complete, and then Ill start work on the body.

Thank you for your continued support
Luke Japaridze
October 04, 2015 @ 8:53am

-All cars metal shader rebuild

-Add better normal texture for wood mat

-Add new reflex glass material

-Add new reflex windows material

-Improved performance

-Add camera light effect

-Rebuild all intro level materials
[October 04, 2015] Update 0.06.001
October 04, 2015 @ 7:32am
  • Ready for early access (within the possibilities of the status of the project!)
  • Last translating texts
  • Debug resources (raw materials etc.)
  • Fishing - adding more resources
FIX Bugs
  • Disable test recipes
Development report: October 4th 2015
October 04, 2015 @ 7:12am


Last few months weren't easy for the team - the financial crisis has finally reached us, and development's pace significantly decreased, we had to revise some goals and create a new plan.

At the moment our main goal is to reach the payback point. So, first of all, we were forced to cut budgets and throw the rest of our resources to the highest priority tasks.

Matchmaking System.

Matchmaking system is one of these priorities, as new players have difficulties finding battle and understanding the queue mechanics.
For more experienced players we also want to give more control over the battle settings, so they could create battles with the settings on their taste and exclude elements of gameplay they don't like.

Development of room mechanics is almost complete, and also user interface layouts are ready. We are planning to start working on the interface, but it will take some time, because room mechanics is one of the most important in the game and requires highly-detailed and polished interface.

Feedback in battle.

We are finishing to work on the new character health bars, which will allow to distinguish more faster and more intuitively between allies and enemies in the heat of battle. This is not the only innovation about feedback in battle, which we have in our plans. Also, we have an impressive list of medium and small additional tasks that are intended to give to the player a better sense of control his character, shooting and hitting the enemies.

Also we plan to take a look into the animation system. Many actions in the game (for example, changing weapons or using skills) do not have animations and effects at all, which complicates the understanding of what is happening. We also had a lot of feedbacks about "clumsy” or “floaty” characters, which is caused mostly by drawbacks of animation blending system. This task is one of the most complex and ambitious, so it will take considerable time to implement it. We are calculating estimates for it still.

Motivation system.

I think many players during the leveling and also on top levels encountered the absence of any short-term goals. There is always a global goal of achieving the maximum level or collecting the best equipment in the game. But it is distant and so - weakly motivating. Partly to ensure goals, which are closer and more motivating, we added achievements, but its obtaining doesn't giving to player any significant profit, so it is a weak motivator too.

We are planning to rework the achievement system a little, so that achievements obtaining become a realistic mid-term goal on each stage, also it will provide significant profit to the player and will have an influence on gameplay. In addition, we are planning to take a look into the equipment system. We have plans to add additional passive bonuses to rare equipment, providing a difference and a stronger motivation to use it rather than to stick to a cheaper version.

Those are our main direction,in which we are planning to develop the project in the near future. I know that many players would like to see some new major features such as galaxy, clan wars, level-cap increase and other wonderful things. However, at this stage we need to focus on those tasks, that will attract more players into the game and create a stable base community. After that we'll be able to develop the project further and implement the rest of your wishes.

We'll divide the implementation of these tasks into large updates and will also add some PR and marketing activities with the release of each, which will provide a small influx of new players. It will allow us to understand whether we are moving in the right way, and adjust our plans.

Thank you for staying with us and see you in battle!
Have You Played Bookworm Adventures?
October 04, 2015 @ 7:00am

Have You Played? is an endless stream of game recommendations. One a day, every day of the year, perhaps for all time.>

PopCap s Bookworm was a neat little spelling game, a grid of tiles and a time limit, as you tried to spell out words. It was, I suppose, years ahead of Alphabear. Bookworm Adventures was that idea put through a madness machine, and what a joy.

… [visit site to read more]

Devil Daggers: a gothic arcade FPS spooking up Steam Greenlight
October 04, 2015 @ 7:00am

It's an arena-y survival game rather than a Hexen-like, level-based exploratory shooter, but that disappointment aside, Devil Daggers looks like a right treat. You're the owner of a magic hand that fires energy at beautifully pixellated hellbeasts, in this upcoming arcade FPS made by one of Hitbox Team (they made Dustforce) and a few others. Here's why I'm excited (via RPS):

Devil Daggers is on Steam Greenlight here, and I wonder how many milliseconds until it gets the go-ahead. It's out later this year, and developer Sorath says it's a "fast-paced shooter that pits you against legions of demons as you struggle to survive as long as you can. Compete for precious seconds with friends or on global leaderboards".

Update 04 is soon / Обновление 04 уже скоро
October 04, 2015 @ 6:35am
Here's a hint of few additions of the Update 04:

Can you recognize what new things showed there?

- - - - -

На скриншоте выше показано несколько нововведений для Обновления 04.

Вы можете распознать, какие новые элементы здесь показаны?
Update Version
October 04, 2015 @ 7:14am
There seemed to be some gap between beginning till the 2nd upgrade of facility in terms of crafting and research. So we have added additional level 1 items and increased evolution time a bit. This should allow the player to progress a bit in the beginning and be better prepared for the exploration towards level 2 upgrades.

Release Note : Version 04 Oct 2015

(From version to

- New : Added more level 1 weapons and parts.

- New : Added more level 1 suits.

- Fixed : Re-enforced to not display time control ui after the tube has arrived.

- Fixed : Attempt to fix the reactor status map not showing the reactors correctly. (need to verify)

- Fixed : Reactor HP getting restored when plugged back in.

- Fixed : UI bugs with job queue texts.

- Fixed : Some job queue start button not working.

- Fixed : Existing ground items becoming a empty items.

- Fixed : Missing cat surgery table.

- Fixed : New way to prevent adding items to the queue if it is over the limit.

- Fixed : Research on stun grenade on MK2 not giving the next version.

- Fixed : Research on bandage not giving the next version.

- Fixed : Some glass doors not opening properly.

- Fixed : 9th floor of Gemini map not spawning the correct mission critical room.

- Fixed : Added missing key pass for unlocking 9th floor locked door.

- Fixed : Light saber initialization.

- Update : Upgrading mine and biosphere gives more queue slots.

- Update : Adjusted spawning of brain spiders and jelly fish to 15% each and the others to 35%

- Update : Balancing on weapons and suits to take account of the new ones.

- Update : Increased time taken for the evolution by 32 hours.
P.A.M.E.L.A. Gets G.R.E.E.N.L.I.T. 48 Hours After Launch
October 04, 2015 @ 5:00am

P.A.M.E.L.A. [official site], the upcoming sci-fi survival horror FPS from Canadian studio NVYVE, has been Greenlit after reaching the number one spot just two days after launching on Steam Greenlight. When we last visited P.A.M.E.L.A. earlier this year, information was thin on the ground. A whole lot more has been dropped since, including a trailer, and it looks equally as pretty as it does terrifying. Take a peek:

… [visit site to read more]

European-style canals modded into Cities: Skylines
October 04, 2015 @ 5:00am

The After Dark expansion for Cities: Skylines made changes that increased the land value of waterfront property, which is great for the coastal areas of your cities. Now you can do the same for the areas of your cities that don't happen to be near water, thanks to a collection of ploppable European-style canals. The Canal Blocks mod collection, created by modder CGVos, lets you access canals of various sizes and plunk them into your metropolitan areas.

In addition to being quite lovely looking, especially at night, these canals will increase the value of the buildings place alongside it, meaning those structures will have an easier time leveling up. You can find the new canal blocks in the Parks menu. Keep in mind that these canals do require upkeep (paid out of your Parks budget), have power requirements (there's a lot of lights at night), and contribute a small amount of sewage to your city's water grid.

On the plus side, you don't need to terraform or mess with water. They just plop right in like other parks. There are a number of sizes to choose from, so you'll have some flexibility when building them into crowded existing cities. There's a 16x4, 12x4, 8x4, and several 4x4 units to act as corners or turns. The 16x4 canal even has a little rowboat. It's adorable. There are plans for more in the future, including s-turns and a transition if you want to connect your canal to a real body of water.

Another nice thing: the land doesn't have to be entirely flat to plop in your new canals, and there's no increase in noise pollution, which seems especially useful for commercial areas that are close to residential zones. Mainly, though, they're just really nice to look at, add a bit of personality to your city, and are a nice and easy way to get nearby buildings to level up without doing any major construction.

You can subscribe to the Canal Blocks collection right here. If you do, anything else added to it in the future will automatically become accessible in your game. The collection currently includes a little outdoor restaurant and cobblestone plaza, and some nice pedestrian pathway bricks you can use to accent your new canal areas.

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