Sprocket - Mushy
Hi all,

This patch fully reworks the editor hitbox system, used to detect part selection and obstruction.
Fixes the fundamental bugs and poor performance of the previous system, and cleans things up on my end.

This update is for the experimental branch, you'll need to opt-in to play it:


Changes
  • Driveshafts connecting to engines and transmissions can no-longer connect at angles greater than 5 degrees.
  • Cannons now snap to mantlets.
  • Turret rings can now be selected by selecting the connected turret basket.
  • Turret rings can now have basket segments lowered to 0 to make basketless turrets.
  • Driveshaft obstruction hitboxes are now the full length of the shaft, instead of slightly shorter.
  • Pressing the move hotkey (G) with a crew member selected but no posture node selected will now move the whole crewmember, instead of doing nothing.
  • Obstruction messages now use correctly formatted part names.
  • Trunnions are now referred to as "Cannon rotation area" in error messages.
  • Powertrain selection names are now correctly formatted.
Fixes
  • Fixed not being able to select more than one driveshaft junction at a time.
  • The cannon breech obstruction area now perfectly matches its visualization.
  • Fixed armour obstruction hitboxes not perfectly matching their visuals in certain configurations.
  • Fixed inconsistent part obstructions across maps.
  • Removed the hull face inside the turret ring for several enemy designs.
  • Cannon breech obstruction areas are now correct when the breech is in front of the trunnions.
  • Barrel fuel tanks now have damage models.
Optimizations
  • Significantly optimized plate structure edits.
  • Optimized the hitbox of the cannon breech obstruction area with high elevation and azimuth limits.
  • Plate structure edits are now multithreaded.
  • Significantly optimized moving of parts with other parts attached e.g. turrets.
Continuing on with refining 0.2, next update will work on the 0.2 crew system, with the following goals:
  • Improve UI for crew role switching
  • Allow crew members to move to higher-priority roles if the current role-holder is knocked out.
  • Limit the distance crew members can be from their roles.
  • Disallow crew members in the turret from performing roles in the hull, and vice versa.
  • Validate crew member posture, so crew members can't be squeezed into unrealistic positions.

- Hamish
Atomic Exile - Inferno
Bug fixes.
  • Fixed memory issues. The game uses far less memory now.
  • Fixed Repair Shop menu bug.
  • Fixed health display on 4k monitors.
Veils of the Past - TangoScarMike

Hi detectives,

First—a huge thank you to everyone who’s wishlisted and followed Veils of the Past so far! Your early support means the world.

Today, I want to highlight what makes Veils of the Past such a compelling and replayable experience: Every choice you make changes the story in dramatic ways, shaping your relationships, secrets you uncover, and even the mysteries themselves.

No playthrough is ever the same. Some paths might reveal forbidden romances, others deep betrayals, hidden truths, or unexpected allies. The people you trust, the clues you pursue, and the risks you take all carve out a unique journey—leading to multiple truly different possibilities.

  • Forge deep connections… or lose them forever.

  • Find clues that lead to revelations in one storyline, or end in heartbreak in another.

  • See characters in an entirely new light with each decision you make.

There’s no “perfect” ending—only the truth you’re willing to chase, and the consequences you’ll face for it.

Sneak Peek: Here’s a look at your detective’s case board, which tracks your unique investigation as the story unfolds. What does yours reveal?

If you’re a fan of mysteries with real consequences and endless replayability, Veils of the Past is made for you.

Add Veils of the Past to your Steam wishlist now and be the first to uncover new details, trailers, and dev updates!


P.S. Want more art, behind-the-scenes peeks, and fan polls? Follow us on Facebook and Instagram—the investigation continues there!

Thank you for being part of this story,
—TangoScarMike, Creator of Veils of the Past

5:30am
Space Mechanics: repair | hiring | crafting - faimouz493
bug #1 - using the first teleport it was impossible to teleport
Novice Dungeon Master - LazyCnD
Due to system changes, we recommend playing a new game after the update.
Random Event Overhaul
  • Event occurrence timing changed from immediately after turn end → immediately before turn start

  • Visit events changed to occur on the next day's visit

  • Random events changed to occur more organically according to the situation

    • Duplicate events may occur

    • Recovery events will not occur if there are no injured units

    • Special adventurers who have already become companions will not visit again, while others may revisit

  • Random events changed to occur randomly rather than being fixed by seed

  • NPCs and artifacts that provide random event information have been disabled.

Bug Fixes and Changes
  • Fixed missing clouds in the night sky

  • Fixed clouds not scrolling

  • Fixed game overs being counted as clears

    • ※Previously recorded clear counts may decrease

  • Fixed bug where transition camp appears on floor 3 even though floor 4 is open

  • Fixed bug where second special facility area appears even though floor 4 is not expanded

  • Fixed status effect animations of NPCs appearing before they appear

  • Added collection hints for unacquired units in the unit encyclopedia

  • Changed so that choices cannot be skipped in conversations with units

  • Fixed some quests not being registered in the journal

  • Changed artifact acquisition UI to appear only when acquiring new artifacts

  • Changed so that duplicate artifacts do not give mana

  • Fixed bug where level limit is exceeded when leveling up 2 levels at once

Paws Against the World - GGG

Hey Adventurers,
A new Paws Against the World update is live, refining weapons, adding boosts, and fixing issues for a fiercer fight. Here’s the breakdown:

  • Starting Weapons Increased: Now begin with 5 standard Primal Relics (up from previous).

  • Max Weapon Upgrades: Capped at 8 upgrades per weapon for balanced progression.

  • Pills Boosts Added: New Pills Boosts introduced, stackable with Adrenaline Boosts and storable for later use.

  • New Placeable Weapon: Added Cactus for strategic battlefield control.

  • Placeable Weapons Buff: Weapons multiplier now applies to placeables like Sunflower Plant and Sentinel Effigy.

  • Placeable Limit: Restricted to 4 active placeable weapons at once.

  • Barrier Fix: Barrier no longer displays incorrect damage values.

  • Bug Fix: Resolved issues with loot-to-ticket exchange at the Slot Machine (from previous patch).

Gear up with your new Cactus, stockpile those boosts, and dominate the horde! Share your feedback.
Stay tuned for more!

SeaCret 1 - Dalas

Hello Pirates!

Thanks for your reports on the first version of SeaCret. I'm very happy that overall it's been a pretty good experience for everyone, except for a few bugs that I'll fix soon.

My plans for upcoming content updates are:

The ability to become a pirate yourself and attack merchant ships.

Add exploration to recover shipwrecks (and treasure).

I'd like to include these two things in future updates (after I make several fixes).

And in the future, I'd like to:

Try multiplayer!

It's something I've never done, so I'll have to do a lot of research.

Multiplayer will work so you can play with several friends and set a goal, for example, "first to get a frigate wins," and of course, disable the fast-track timer.

I'll release these updates as soon as I finish the Wrixy app, the app I'm working on for writers who can monetize their writing from day one (like Wattpad, but that pays writers).

I have a lot of work ahead of me, so here I go!

Skull and Bones - Walter Sobchak

Rhythm Storm - Radiangames

Rhythm Storm 1.0 releases on Steam in 3 days. To prepare for the release, and to help players succeed at the game, I'm writing up a strategy guide. Part 1 is all about Beginner/General strategy, and I'll create intermediate and advanced strategy posts in the coming weeks.

Note that the following might be considered spoilers, to some extent. So if you prefer to figure out things on your own, you'll want to stop reading now. Let's begin...

ONLY TWO CHOICES?

Rhythm Storm's upgrade system only gives you 2 choices every time you upgrade. That would appear to make the choice "simple": set A or set B? But you have a strong influence on what A or B can be. In reality, A or B is really two of A, B, C, or D. There are six possible sets of choices you'll see each time you upgrade (AB, AC, AD, BC, BC, or CD). At the start of each world, you also choose what ABCD are, out of 6 upgrade sets. The choices you make for upgrade sets matters more than you might realize. Let's get started with good options to start the game.

\[We haven't discussed rerolls, which give you a third choice when upgrading. We'll cover rerolls next time.]

BEGINNER STRATEGY - STARTING CONFIGURATION

Let's rewind, and give you some good starting build strategies for the first two vehicles: Guardian and Devastator. Guardian is the starting vehicle, so let's break down the vehicle configuration choices. There are two of each choice initially, and a third choice is available after completing world 1 with a given vehicle. We'll focus on the first two columns for Guardian:

The first choice (POWER) honestly isn't that important, but if you're not going to be upgrading your power, More Shocks is probably slightly more powerful.

The second choice is a bit more important, as this could be the weapon you'll upgrade the most. Again both choices (Plasma and Wide) are valid and don't affect gameplay style too much, though when you get to more advanced builds you'll want to think about what additional weapons you want later when making this choice.

The third choice is a bit simpler: You should choose Storm over Pulse unless you want to play a risky up-close style. Pulse can become overpowered, but it takes a LOT of upgrades to get there, and it wants you to be ok getting really close to enemies.

UPGRADE SETS

Next we'll look at the upgrade sets, which are probably more important than the starting configuration. You have to choose 4 out of these 6 sets, and you'll see 2 of those 4 sets (chosen randomly) every time you upgrade.

The sets change a bit per vehicle, and you can affect one based on the vehicle configuration, but what you see in the screenshot below are the ones you're most likely to see for the Guardian.

There are multiple valid builds for beginners, but I'll cover 3 in particular here:

BUILD 1 - Turret/Power Hybrid Build

BUILD 2 - Body/Power Hybrid Build

BUILD 3 - Weapon Variety Build

For the Hybrid Builds, you'll choose these 4 sets below for the Turret version, and change the first set to "Working Out" instead of "Point And Shoot" for the Body version.

For the Weapon Variety Build (Build 3 above), we want to choose these 4 sets.

For all 3 of these build directions, we're trying to choose a combination of upgrade sets where we'll have potentially good choices for both columns for our build when upgrading.

UPGRADE CHOICE BASICS

For the Hybrid Builds (1 and 2), your objective when upgrading is to either upgrade your power (Shocker) as much as possible, or upgrade your Turret/Body weapons as much as possible. You can do both, particularly if you're always choosing the "better" of 2 sets you're given. Let's do a quick example of the very first upgrade, using Build 1:

There are some good upgrades here, but column 1 is quite a bit better for the following reason: All 3 upgrades work together to make one thing (your Power) better. Unlocking a new weapon isn't bad, but you should generally avoid unlocking other weapons *unless* that's your explicit strategy (I'll cover that in a bit). If you unlock another weapon, you'll have a lot more firepower/weapon upgrades to choose from, which likely means less synergy and cumulative effects.

\[NOTE: If you had a reroll or 2 unlocked, and wanted to do a weapon-heavy build, you'd want to reroll this and see a couple new choices.]

Now let's see what the next upgrades are, and adapt accordingly. Because we were able to choose some good Power-centric upgrades the first time, we're hoping to see the "POWERFUL" set again.

And we got it! There's a 50% chance of seeing a specific upgrade set in each upgrade. The "FIREPOWER" upgrades in this case are actually pretty good, so if the other option wasn't "POWERFUL", I'd choose that one most likely. At this point our Shocker power is ramping up quickly, so we want to keep upgrading it (or energy generation) whenever we can. If we don't get "POWERFUL", we'd want to not choose new weapons and choose generally "good" upgrades, with an eye towards what we want to upgrade alongside our power.

\[We'll cover long-term upgrade strategy next time.]

WEAPON VARIETY BUILD

Let's move back to the Build 3 (Weapon Variety). This build has a different upgrade strategy, because you want get to 4 weapons ASAP and then choose upgrades that benefit *multiple* weapons as much as possible. Here's our first choices:

Here we want the right column, because it gives us a new weapon (Creeper and Burst are similar in power/etc), and "SWIFT SHOTS" benefits all weapons. "SURVIVOR" is also slightly better than "LOCK-ON", especially early in a run. Next upgrade:

Again we'd choose the right column, this time despite having to choose "LOCK-ON" over "SURVIVOR". The other two upgrades are just much better for our build. For the rest of the run, we want to continue choose upgrades that benefit multiple weapons (turret weapons, body weapons, or all weapons).

DEVASTATOR BUILDS = EASY MODE

Devastator is a bit easier to upgrade, since it only has one turret weapon slot, and you can easily avoid getting additional (body) weapons. There are many sub-variants, including a Drone-heavy build, or a faster one, or a power-centric one, but generally, let's focus on these upgrade sets:

For most Devastator builds, choose "FOCUSED FIRE" and "FIREPOWER", and DO NOT choose "WORKING OUT". "POWERFUL" is optional, depending on what you prefer. Assuming you always select "FOCUSED FIRE" and "FIREPOWER", and not "WORKING OUT", it's hard to go wrong with the Devastator.

Of the sub-varieties of builds for Devastator, the one that is the most foolproof is the Drone one. In that, you'll have "TINY WARRIORS" as your 3rd upgrade set, and the 4th upgrade set can be whatever you want. Then you'll always have at least one of the 3 upgrade sets you want for each upgrade, and the 4th can be chosen only when it looks especially good.

Because 3 of the 4 upgrade sets will be upgrading a single weapon (or benefit from upgrading that weapon), it's fairly easy to make a powerful Devastator build using these upgrade sets.

The builds above can get you through world 3 without too much trouble (on Normal with minimal Modifiers). Now let's jump into more general strategy while playing:

GENERAL STRATEGY - XP AND UPGRADING

One of the more important elements of the game is collecting XP so that you can upgrade your vehicle. You can obviously move towards XP to gather it, but there are multiple ways to draw it towards you. Upgrading your vehicle's magnetism is one way, the large Magnetic Charge powerup (below) dropped by enemies pull all energy/XP towards you, and the DECELERATOR powerup increases your magnetism range. If you don't gather XP quickly enough (within 30 seconds or so), it'll disappear. It's not unusual to have some XP disappear, but you should generally try to actively gather it.

Gather enough XP, and you'll level up and upgrade. When you see a purple/pink upgrade as below, that generally means it's very good and you should choose it. In this case, Ultra Damage is one of the best upgrades in the game. You won't see it with many builds, but it's one of the reasons to go for the Guardian's Weapon Variety Build above.

GENERAL STRATEGY - POWERUP BLOCKS

Your vehicle's damage output and upgrade path may not always be optimal, or take a while to ramp up. Powerups dropped from blocks can help fill the gap and keep your run going. Look for arrows on the edge of the screen to help find Powerup Blocks.

These blocks can contain one of 5 powerups:

* DECELERATOR - Enemies slow down considerably, but you barely do, and your magnetism increases.

* GIGABLAST - Unleashes a series of powerful concentric explosions.

* INVINCIBLE - Gives your vehicle invincibility for around 10 seconds.

* LANCER - Smaller powerups that give you ammo for powerful shots that pierce multiple enemies.

* SHIELD REPAIR - Repair 1 shield layer and gain 20 energy. If your Shield is at max, you'll gain 50 energy and a Spark (used in the Modifiers menu).

The SHIELD REPAIR powerup will appear more frequently when your Shields are low, but there's no guarantee you'll get one even at 0 shields remaining. Otherwise the powerups are equally likely to drop from a block. A GIGABLAST has the most damage potential, but it requires enemies to be surrounding you to be especially effective.

GENERAL STRATEGY - POWERS

The first vehicle in the game, Guardian, is the only one with a fixed power: Shocker. All the other vehicles give you 3 potential Powers (out of 10 total) to choose from. Powers can deal a significant amount of damage in some way, even those with a movement element to them. Energy for powers recharges over time when not in use, and you also gain energy from Powerup Blocks and Magnetic Charge powerups.

Each power has different strategies and upgrades that affect how to best use them, so it's hard to generalize power usage. Generally a power should either complement what your build does well, or do something to cover a weakness in your build.

Shocker (above) is a power that can do a bit of both, as its aim is omnidirectional, and its damage output is fairly continuous. The omnidirectional aspect can help stun/slow attackers for builds that are more directional. The continuous damage complements almost any build because it can fill in the gap in damage to weaken/finish off an enemy. So if your main weapon is dealing 10 damage per shot, and enemies have 12 hitpoints, hitting the enemy with 1 weapon shot and 2 Shocker hits (1 damage per hit) will be much faster and more efficient than 2 weapon shots.

If you find yourself with max energy, you're probably not using your Power enough (or it might be worthwhile to try a different one). If you're always nearly running out of energy, you may need to upgrade your power more so it's more effective, or be more selective in how you use it.

COMING SOON - MORE STRATEGY

We covered a lot this time, so I'll hold off on more intermediate/advanced strategies later. There will likely be 3 parts in this series, so keep an eye out for them in the coming weeks. Let me know if there's anything you have questions about, and I'll answer them in the comments or try to cover them in a future guide.

- Luke

Neon Abyss 2 - Lans
Default Branch Update
Bug Fixes
  • Fixed weapon lock caused by abnormal totem hide animation

  • Fixed weapon lock caused by abnormal beam weapon damage processing

  • Fixed weapon state not resetting when entering a new room

  • Fixed charge bar disappearing after death and revival for charge weapons like PRISM

  • Fixed the Weight Loss Plan being ineffective

  • Fixed souls being unable to be eaten and following indefinitely in extreme cases

  • Fixed eyelid material and color issues in character prefabs

  • Fixed animation sync issues in the HYPERION Boss fight during multiplayer

Mechanics and Balance Adjustments
  • Updated configurations for jump-related items

  • Adjusted drop rates for certain items

  • Increased damage of mobility devices

  • Updated VAJRA configurations

  • Reduced the number of additional resource-consuming doors

Optimizations and Adjustments
  • Optimized special effects settings in the bar

  • Improved gameplay experience on high refresh rate screens

  • Adjusted NPC positions in the Faith Temple

  • Fixed ELISE's bubble effects appearing too dark in multiplayer mode

  • Multiple optimizations and adjustments to weapon particle effects

  • Opening the menu in Challenge Rooms now pauses the game (does not pause in multiplayer mode)

  • Adjusted the pop-up wait time for reconnection to 5 seconds

UI and Localization
  • The Soul Stone interface now only shows the dismantle option

  • Updated multilingual texts; English will be displayed by default if the corresponding language is not found

Experience Optimizations
  • Opening the menu in Challenge Rooms now pauses the game (does not pause in multiplayer mode)

  • Adjusted the pop-up wait time for reconnection to 5 seconds


Beta Branch Update
Bug Fixes
  • Fixed eggs and Hatchmons not spawning after reconnection.

  • Fixed APOLLO's data not updating after clearing higher difficulties.

  • Fixed retaining one heart due to invincibility detection when dying while holding a gun.

  • Attempted to fix the issue of repeatedly entering Faith Rooms.

  • Fixed the ICELUME sound effect bug.

Optimizations and Adjustments
  • Adjusted the terrain for the weaker version of the GOD OF PACHINKO Boss.

  • Adjusted the timeout reset for the Lucky Bingo Machine permissions.

  • Adjusted the layering of Hatchmons.

  • Adjusted WJI drones to no longer block bullets.

  • Adjusted the machine claiming animation to allow teleportation and chair color changes.

Experience Optimizations
  • Added guide interactions for NPC #12.

  • Converted some Relics into Artifacts.

  • Faith Temple NPCs can now only be interacted with once.

  • Updated Faith Room NPC configurations.

  • Modified the numerical display in the Illusion Layer.

  • Updated the art for the save interface.


How to Switch to the Beta Branch:
  • Right-click "Neon Abyss" in your game library and select "Properties"

  • Under the "Beta" tab, select "beta - For testing" (Note: The Beta branch currently only supports Windows. We will update the stable version to other platforms as soon as testing is complete.)

Veewo Games

...

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