Community Announcements - y-ueoka
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10:06pm
Rogue Cart Playtest - yanjiekeji2024
bugfix 程序包替换
Dungeons of Eternity - Quaker-X

Hey Explorers!

First - thanks to everyone who purchased the game on Day 1! The Steam version was a big effort for our small team, and we couldn't be more thrilled at the positive reception from the early adopters. Thank you!

Given the complexity of VR development, a vast array of hardware differences, and DoE being a multiplayer game, there are going to be issues that slip through the cracks. This post is to let you know we are actively looking into the reported issues. The two big ones:

  • Double-vision issue for Radeon cards (a fix is in testing)

  • Solutions for physics/framerate discrepencies causing slow-mo movement. Please read our Tuning Guide which will solve most issues: https://www.othergate.com/steamvr, however we want to find a solution that eliminates the problem completely

Thank you to the community for their patience and support. Continue to reach out to us on Discord (discord.gg/dungeonsvr) and through the Steam forums and report any issues you may find, and we will get the ones we can fix into a hotfix as soon as we can.

Atelier Yumia: The Alchemist of Memories & the Envisioned Land - KTG_Dev_Messenger
Thank you for playing “Atelier Yumia: The Alchemist of Memories and the Envisioned Land”.

We have identified an issue where using specific items added in the "Recipe and Blueprint Expansion Pack "The Art of Aladiss"" under certain conditions during battle with a Friend Action can cause the game to become unresponsive.

The items confirmed to cause this issue are listed below.

●Items confirmed to cause this issue:
- Cutting Rain
- Roaring Thunder
- Dual Blaze
- Sylphid Bane
- All Avatar

●To avoid this issue
Make Yumia the controlled character or perform a Friend Action while Yumia is in the rear guard.

We sincerely apologize for any inconvenience caused and appreciate your patience as we work to resolve this issue. Thank you for your understanding.
ICARUS - Shamm
Welcome to Week 197.

This week brings the new ‘CHAC’ rifle to the Orbital Workshop, with an extra 25% critical damage and a 0.8-second reload.

In addition we are also adding 7.62mm ammo to the Orbital Workshop as well as some fixes around crafting.

We’ve also got some details about next weeks performance-focused patch.

Notable Improvements:
  • Fixed various issues with crafting drink flavours (tea/coffee/cocoa) where you could craft these with empty water containers
  • Fixed issue where ice was queueing up recipes and melting in campfires without containers being present
  • Mount modifiers are now correctly removed when sent up the space via the OEI - they where not before


This Week: CHAC Rifle

This week, we’re adding the new CHAC Rifle to the Orbital Workshop.

What the CHAC Rifle lacks in critical and projectile damage, it more than makes up for with its rate of fire and reload speed.

The CHAC Rifle sports a six-bullet magazine and a lightning-quick 0.8-second reload time. This means that while it might deal less damage per shot than the hunting rifle, it deals far more damage per minute.

A good example is the hunting rifle, which takes 18 seconds to take down a level one polar bear, compared to only 12 seconds for the CHAC Rifle. In layman terms, the speed and handling of the CHAC Rifle, more than makes up for the lower damage per shot.

The CHAC Rifle can be unlocked and purchased in the Orbital Workshop using Ren and Exotics.

In addition to the CHAC rifle we have also added the 7.62mm CHAC ammo box to the workshop which can be purchased using Ren.



Next Week: Multiplayer Server Performance Update

Next weeks update specifically targets performance ‘overhead’ involving the cost scaling of multiple players playing in one session.

We’ll have more details to share in our week 198 blog.



Your support makes these updates possible.

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog v2.3.8.141991

New Content
[expand type=details expanded=false]
  • Adjusted CHAC rifle's iron-sights
  • Updated textures for CHAC_Hunting_Rifle
  • Adding chac rifle bullet ejected audio to lever event
  • Unlocked CHAC workshop rifle
  • Unlocked workshop rifle rounds
  • Increased CHAC rifle's fire rate and decreased reload time to further differentiate from existing hunting rifle
  • Fixed CHAC Rifle's workshop item data being development-locked
[/expand]

Fixed
[expand type=details expanded=false]
  • Add missing Rope recipe (from Fiber) to Textiles benches
  • Remove obsolete BetaWeekend Satellite/Faction Corpse content that was causing DT validation errors
  • Fix blood splats for drill arrows vs creatures only play on the initial hit, not subsequent
  • Display server 'FPS' on escape menu for clients
  • Fix crafting checks for recipes that have no item input, but do have a resource input. Fix crafting max count for recipes that have no item input, but do have a resource input
  • Fixed a few dialogue and item typos
  • Fix modifiers are not removed from mounts sent to space via OEI
  • Fix an ensure with player movement audio and empty portable water containers
  • Fix some FieldGuide uses are not being displayed
  • Fix typo 'Arctic Survial Suit'
  • Fix Skinning Bench isn't previewing correct stack numbers for carcass outputs. Fix Furnaces aren't previewing correct number of igot inputs
  • Fixed issue where you could queue up more items in a workbench than you had resources for
  • Fixed issue where ice in a campfire would be auto-melted for water even if container was full
  • Fixed issue where campfire could produce tea/coffee with empty water containers
  • Fixed issue with advanced kitchen sink where water containers could be filled without actually connecting the device to a water network
[/expand]

Future Content
[expand type=details expanded=false]
  • Adding loop audio for T5 generator, Animation audio and notifys etc
  • Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange/Yellow Quad, Elysium
  • Added Concrete, Glass and Tempered glass curved, advanced beam, diagonal curved wall angles, diagonal, roof curved angles, curved wall icons
  • Flying tank - Basic implementation
  • Hooked up test dialogue for ELY2 and 3
  • Elysium - foliage and decal painting in NW volcanic, red quad
  • Added dialogue and subtitles for ELY2 and 3
  • Dragonfly - Basic Implementation
  • Updated the Slinker Juvie LODs
  • Elysium - foliage and voxel placement in NW volcanic, red quad
  • Updated lowest LOD to the correct value on the Orka bones skeletal mesh
  • Fixed rebellious floating rocks in CAVE_LC_MED_001_DLC2
  • more chainsaw balance fine tunes and improvements. Also adding correct skeletal mesh to BP instead of metal axe
  • Routing dialogue to correct channels
  • Adding oil geyser audio loop with bubbles and splashes to reflect FX. Adding dialouge bark lines, making sure remove spline audio is replicated to clients and adding as a variable
  • Permit flame turret to be topped up from biofuel containers in hand (as well as network)
  • Add some more DT validation around resource networks with multiple inputs
  • Updated vertex flag material to optionally take a mask and a flag texture
  • Added new flag texture to test material changes
  • changed SM_TEMP_MoZone to complex collision to fix holes in floor
  • Added Steel_Barrel
  • Adding Organic Extractor Icon
  • Added Oil Pipe Node and Section piece
  • Updated scale for DEP_Polymerizer_T5 with animation and proxy
  • ELY2 - Adjusting new prebuilt structures and making sure the turrets have ammo
  • ELY2 - Initial Implementation of Mission including quest markers and prebuilt structure fixes
  • Extending functionality of BP_Common_Deliver so NPC's inventoris can be checked
  • Updated SM_DEP_Organic_Extractor_T5
  • ELY - Mo, Iris, Victor & Theo will only have an interact prompt when they have something to say to you
  • ELY - Adding Common base class to spawn EDEN NPC's so they can be present when starting missions in mission mode
  • ELY1 & ELY2 - Adjusted missions to have the inclusion of NPC spawning base class
  • ELY1 - Making Fixes to NPC dialogue - removing delays and triggering from NPC interact rather than quest complete
  • Make Flame Turrets (add associated resource networks) consume Biofuel ammo correctly
  • updated material and texture, disabled sRGB
  • Implemented Heavy Smoke FX into BP_Pump_Jack
  • Updated oil geyser bubling and eruption FX
  • Updated the mesh for OilGeyser
  • Flying tank - added missing virtual stats
  • Update ItemSet cheat to use Contains string rather than StartsWith string to make it more flexible.
  • Can now do things like 'ItemSet Beams' to get all Beams which wasn't possible when it was just prefix input
  • Adding oil geyser loop adjustments to sound more appropriate for oil, and also new burst audio and end loop audio, event and BP entry
  • Elysium - foliage and decal painting in NW volcanic, red quad
  • Adding polymerizer gate open, close, and crate move audio, events and anim notifys
  • Flightless tank - Added grounded tank montages
  • Change the Datatable validator for Uses to drill down looking for a 'Place' Use if a Deployable is defined (ye old not saved in editor)
  • Change the Datatable validator for Uses to drill down looking for a 'Place' Use if a Deployable is defined
  • Added 29 flags from around the world for the Flag Pole assets, including all textures and materials
  • Flightless Tank - Basic Implementation. Flying tank - added animbp
  • Adding orka aggro vocals, event and data table setup
  • Adjustments and improvements to the oil powered generator. Simplifying some setup and balancing with original layers. Removing unneeded notifys etc
  • Elysium - foliage and decal painting in NW volcanic, red quad
  • Dangerous Horizons feature level lock in world resource network icons for biofuel, refined oil and crude oil networks on the Flow Meter tool
  • Reposition Refined Oil connector on the flow meter for Dangerous Horizons
  • Drill arrows and mining laser now look for nearby existing items in world to merge their resources into before spawning a new actor in-world
  • Removed the proxy mesh driving the cape simulation
  • Add refined oil and crude oil networks to the Flow Meter tool for Dangerous Horizons
  • Added helmet glass material with increased mask opacity
  • Hooked up dialogue for testing on ELY4, 5, and 6
  • Adding organic extractor audio, event. Not currently hooked up to BP
  • Added bark lines for Victor NPC
  • Added dialogue and subtitles for ELY4, 5, and 6
  • Adjusted refraction FX for OilGeyser to fix aliasing
  • wip natural oil effects and material update
  • Sandwyrm Queen - Basic implementation
  • Adding camera to polymerizer and crude oil refiner so the view is focussed correctly when pressing F on the devices
  • Adding chew footstep and vocalisation adjustments. Adding correct ai setup row
  • Adding barrel audio item audio row and items static row entry
  • Adding oil refiner audio to natural refiner. Also correcting fuel spline not having correct plugin to other spline audio
  • Enabled two-sided rendering in the dls cha 001 master material
  • Adding chainsaw negative and positive looped 1 shots that trigger based on if the impact events are success or not. adding FMod surface to the ruby surface etc
  • Fix flow meter does not need to know about refined oil
  • Adding correct deploy audio event for T5 deployables. Adding camera to natural oil refiner so the view is corrected when interracting
  • Adding National Flag Blueprint to T2 Tech tree
  • Adding National Flag Recipes
  • Fixing Recipe element and recipe tooltip so it displays itemable overrides
  • Adding New National Flags Table, stat, itemables and setup 29 new National Flag items
  • Adding Steel Barrel Icon and Back Mesh Setup
  • Updated T5 Jackhammer skeletal mesh skinning
  • Updated texture for the T5 Jackhammer
  • Mission 4 - Added stabalize mission for iris and temp return to eden instead of underground facility
  • Added FX when processing for BP_Polymerizer
  • Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange Quad, Elysium
  • Hide refined oil from the list of deployable modifiers
  • Fix new processor recipes with pure resource inputs take no resource and provide no output
  • Mission 4 - Outpost submissions
  • Updated NPC Iris sk mesh and material
  • Added T5 Jackhammer with WIP textures
  • Elysium - landscape sculpting and general polish in Geothermal, red quad
  • Upping Geyser audio count limit to account for multiple in a grouped cluster
  • Deploy audio for homestead chimneys
  • Adjustments to homestead small brick chimney fireplace
  • Replaced missing voice lines with placeholder dialogue audio for ELY missions
  • Fixed Elysium Arctic_2 being used twice in AISpawnConfig, replaced with Swamp_2 which was unused. Re-colored SW Swamp area to be green instead of blue for clarity. Add new Tundra_1 setup that is surrounding the starting area, with easier creatures. Fixed erroneous pixels for AISpawnMap and corrected filename to match
  • Add BPHV asset for Tundra Gorge
  • Remove Metals from Tundra voxel pool, add Sulfur and Silica. Add new Tundra_Gorge pool with typical cave resources to be used in the Gorge/Quarry area
  • Fixing replication issues with weapon rack not playing audio for clients. Adding to homestead weapon rack
  • Adding placeholder dialogue event
  • Add CullDist volume for Elysium
  • Mission 4 - Finished first pass on half the submissions, empty blueprints/structure for the rest
  • implemented VFX into BP_Natural_Oil_Refiner
  • Fix Prospect Reward Talent Tool Tip Is Not Translated
  • Elysium - foliage, decals, impassables, landscape sculpting in NW volcanic, red+yellow quads
  • Reimported national flag SM and updated base material to support directly assigning flag textures
  • Fixed issue where national flag texture wouldn't update for clients on late-join
  • Removed separate material assets for national flags, replaced with Texture2D that is dynamically assigned
  • Fixed national flag SM LODs
[/expand]
Chickenhare and the treasure of Spiking-Beard - Alex | Kane

As Chickenhare and his companions are about to return to the big screen with Chickenhare & the Secret of the Groundhog, a brand-new chapter of their story is being written: for the very first time, our heroes of feathers, fur, and scales leap into a virtual universe.

And what a universe it is! Far from limiting the imagination, their unique personalities and extraordinary abilities became the guiding star in the game’s design. Every level, every puzzle, and every battle was carefully crafted to highlight this unlikely trio, where each hero’s strengths are essential to moving forward.

🐇 Chickenhare – heir to the King of Featherbeard and half-rabbit, half-chicken – uses his long ears and feathers to glide across chasms and reach places that were once out of reach.

🥋 Meg, martial arts champion, dives into the fray with unstoppable energy: fast, fearless, and inventive, she can take on multiple enemies at once… sometimes with rather surprising methods!

🐢 Abe, at last, reveals a strength no one expected. Behind his shell – usually a refuge for his cynical humor and moments of panic – hides colossal power. Able to smash barricades and withstand flames, Abe transforms his so-called weakness into a weapon, proving that even the most cautious can become indispensable.

Thanks to this complementarity, players can switch between heroes at the press of a button. Solving a puzzle, crossing an obstacle, or defeating an enemy is never limited to a single solution: freedom is total, and everyone is invited to find their own way forward.

This is why Chickenhare and the Treasure of Spiking-Beard offers far more than just a platforming game: it’s a true adventure to share, full of humor, camaraderie, and wonder—where each hero shines in their own way.

A Promise Best Left Unkept - HSelf

It has taken me a bit more time than expected. I have a lot on my plate, but the second season of the DLC is now available in Simplified and Traditional Chinese!

Thanks for the support!

Aya Edition should release later next month! I hope to see you there!

9:41pm
Droplet: States of Matter - krayfishkarl

Hey guys! Krayfishkarl here! Just a small update this time around.

Gameplay
  • Removed a redundant healing crystal in Neon Badlands.

  • Charged shots get cleared when going into sun launchers.

  • Removed unnecessary collision checks on polarize pulses.

  • Fixed a spot where you could get stuck in Radon Industries.

Graphics
  • Small adjustments to Molly-QL’s dance animation.

  • Fixed some animation issues with the Pistol Shrimp.

Audio
  • New pause theme.

Misc
  • Higher resolution desktop icon.

9:40pm
From Glory To Goo - MillionMonkey

Hey Everyone,

This update contains balance changes and bug fixes including some reported by the community. Let me know on Discord or the Steam forums if you encounter any bugs or have suggestions.

Work on 0.2.3 is progressing well, I'll probably do a soft launch of it to the beta branch around the end of September.

Balance
  • Improved the consistency of Obliterator attack AOE. This should increase their DPS overall.

Bug Fixes
  • Improved the system that clears stuck units in enemy hordes. This should handle edge cases in some map seeds where hordes could push each other into unpathable areas.

  • Fixed pause breaking if pause is toggled in the win panel and then the game is continued

  • Fixed Cores not working near the map edge

  • Fixed swamp artifacts when fired removing the ability to fire the Tribe's energy weapon until load

  • Fixed building tiles not displaying on the lower half of the map

  • Fixed the Obliterator unit counter image

  • Fixed an edge case relating to custom captains that caused data corruption.

  • Fixed machine gunners searching for enemies slightly outside their range

  • Fixed The Hologram not unlocking tech with Unrivalled Intellect

  • Fixed Tinkerer not providing experience on recycling and added it back to The Savant

  • Fixed horde warnings not always triggering when warning time is increased or if active on load

  • Fixed some map editor buttons disappearing on certain resolutions

The Night Crawler - Monstigri

It's official, The Night Crawler will be released on September 24th!

Get ready and grab your torchlight, What could be crawling in the night?

The game will be priced at 1.99$ with a 40% discount.

See you in the night,

the Monstigri team

...

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