RaceRoom Racing Experience - J-F
Update details:
Download size = 100MB

Client version = 0.9.5.53
Client BuildID = 14464393




Changelog:

  • Rolled back the memleak fix for now as it caused an issue where cars would show up chrome in some multiplayer cases.
  • GTR 4 car class - further damper tuning tweaks, slightly increased the mechanical trail for the KTM
  • Mazda RT24 DPi - AI improvements, tweaks to baseline car setup
  • Indianapolis 21 - Fixed some pathing issue around pit lane entrance
  • TT Assen - Fixed some pathing issue around pit lane entrance
12:58am
Weyrdlets Playtest - SadJollibee
Changes & Fixes


  • Pet statuses will now be hidden when pet is sleeping.
  • Fixed a bug where the accessory “Plain Tie” appears as a “Bow Tie”.
  • Fixed a bug where going into Desktop mode presents the game in the wrong screen when dual-screens are in-use.
  • Fixed a bug that breaks the game when going into Pet Customization while in Playground.
  • Fixed a bug where resizing accessories resets the scale unexpectedly.
  • Fixed a Collectibles Menu bug where the menu shows up empty when first opened.
  • Fixed the bug where Mochi’s petting animation doesn’t stop after the player has stopped petting her.
  • Fixed an issue where sending a pet out for an Adventure before completing the Playground tutorial prevents the player from doing anything else.
  • Fixed a bug where players can get stuck during the Customization Tutorial and get multiple ball caps.

Known Issues
  • Daily tasks are not updating.
  • Friends’ wallpapers are missing when visiting their homes.
  • Pets sometimes wander off ; gets themselves stuck,and thus not being able to respond to the Navigate command.
  • Favourites bag keeps resetting itself.
  • Dig rewards are not showing.
  • Players are unable to interact with the game after switching out from the game into another application.
12:57am
Dinkum - dinkum.developer
  • Added 3 new milestones
  • Fixed a bug that would sometimes prevent guest players from entering buildings on the day they connect
  • Fixed a bug that caused carried items placed on back of vehicles to slowly “drift” into space when a guest placed them
  • Fixed a bug that caused farm animals to continue leaving droppings when the spotless wish was active
  • All animal whistles are now considered tools, and have a background colour in the inventory accordingly
  • Fixed a bug that would occasionally block guests from receiving a Kite Kit during Sky Fest
  • Improved the feeling of jumping on large vehicles, especially boats
  • Updated the leaf glider description
A.V.A Global - jeehyojun
Mercenaries!

Wonderful Chance to Pick Legend 10 Points Capsule is open in A.V.A Global Special Shop!

[Open Schedule]
*Time (UTC): 2024. 5. 23, 08: 00 AM ~ 2024. 5. 28, 00: 00 AM



Please note that: The 10 Points Capsule features a collection of Pointman Skins. The 10 Points Capsule contains Unique, Premium, Regular tier weapon skins. When purchasing 10 times, you'll receive one more capsule ticket as a bonus.

For more information on the 10 Points Capsule Rate, please check the details per capsule.


Don't miss this incredible opportunity to enhance your gaming experience with the New Series Skins.



DAY2 Reward:
Click the coupon icon on the top right of the game lobby and type:
-----------------
DAY2SAFETY23
------------------

[Reward]
> Ultimate Box *5

[The coupon can be redeemed during this schedule]
> Time (UTC) : 2024. 5. 23, 08: 00 AM ~ 2024. 5. 25 00: 00 AM

Thank you.

Sincerely,
Your AVA Operations Team
Trap Trek: Ultimate Other Me - kubo
Fixed text errors for game language and English.
Cozy Caravan - Mitch
Hi everyone! It's been a week since we launched Cozy Caravan on Steam, and we've been overwhelmed with all of the wonderful words you've had for the team. Thank you all so much, it truly does mean a lot to us. It can be very scary putting your work out into the world, especially with Early Access, with all the rough edges and content still-to-come. But seeing everyone's reactions, your character photos, and compliments to the team means everything to us. Thank you all!

And with that out of the way, we've got another update today, with our first batch of new content. We're beginning to release new outfits for the wardrobe, and we'll have new drops regularly over the course of Early Access (we're aiming to have something new each week). Some of these, like today, will be available immediately in the character creator and in your wardrobe (go talk to Arthur if you haven't got yourself a wardrobe yet!). Moving forward, we'll have a mix of instantly-available outfits, and ones that will be unlocked through the guild catalogue, or by ✨some other means yet to be revealed.✨

Here are the new threads you'll find in your wardrobes today!



Fixes
  • Fixed a bug where Luca would act as though you've already found him instead of offering to re-play hide-and-seek.
  • Fix the market bell sometimes being invisible.
  • Fix to prevent the player from getting out of the caravan in unintended locations.
  • Fix where the heart/happiness sound effects would get stuck on.
  • Fix an issue where the conversation box would sometimes get stuck on when talking to Yas the Librarian.

Analytics
We've added an optional feature utilising Unity Analytics. You'll see a one-time pop-up which you can choose to accept or decline. This information is used purely for us to learn how people are playing Cozy Caravan, and in turn help us make informed decisions as we continue to develop the game. Again, this is totally optional, and you're more than welcome to decline, it's just one way you can help us improve the Cozy Caravan experience.

Roadmap
We've asked Bubba if he can scribble down an Early Access roadmap for us. He hasn't quite got all the details in there yet, but we'll update you all when he's cleaned it up a bit.



Our next major release will be 0.2.0, where the rest of Harvestvale will be available to explore! Each week between now and then, we'll have new outfits ready to share, along with the usual bevy of bug fixes and improvements thanks to the feedback from our players.

Quest Tracker
But that's not all! Before that update, we're aiming to have the much-requested Quest Tracker released. We're trying to make sure we do this in a way which fits the cozy vibe and feels like it's part of the world, while still being functional and informative. We appreciate all of your feedback on this. We've heard loud and clear! This will be on top of the continued work on the last patch to improve how quest-help lines are delivered by NPCs.

That's all for this update. Thank you again, and we look forward to chatting more with you on our Discord as we work together to bring Cozy Caravan towards the finish line!

Cube Hero Odyssey - Paraverse Studio
Auto-Targeting Update v2.14 - May 23, 2024

New Content
  • 🎯 Auto-Targeting System: since targeting is really critical, and players use it every few seconds anyway, we've decided to make closest enemies be targeted automatically. No more spamming shift every few seconds!
  • If an enemy is already targeted, pressing shift now will switch your target to another close enemy
Bug Fixes and Optimizations
  • Slightly nerfed Treant boss's Earth Vines skill damage (he's the first boss, he should be easier than the others)
  • Increased the Attack Dash Length of the player's 2nd attack in the full 3-attack combo! No more missing your target just because they were a lil too far
  • Enemies that get pushed off the map die much faster now, instead of after being 20 feet below ground
Join our Discord Server to see all our updates, see progress videos and more!




First time seeing Cube Hero Odyssey? It's our first roguelite game—now available for FREE only during Early Access!
Dive into our vibrant world filled with diverse biomes, menacing foes, and crazy creative build options. Experiment with unique skills and effects to tailor your cube hero’s journey. Play now on Steam and join the adventure!

https://store.steampowered.com/app/2954730/
Artifact Seeker - lynkpingame

Thank you all for playing Artifact Seeker!!
Thank you all for playing Artifact Seeker, we are glad to have so many players joining the community!!


We are now focusing on fixing the bugs and UI control issues. After the game is stable again, we have short term plan to make more new contents for the game including:
- New Endless Arena battle mode after you are finishing a story mode (You can choose to leave anytime you want or just start a new run like you did before)
- New Artifact backup system, to let some artifacts to have more different copies in the vault
- More blessing kind of affix that adds more fun to some certain synergy build
- New free character DLC that unlocks a paladin character who is capable of Holy and Defence
- New Skill Tree system
- Training Room, A place to test all buildings and skills
- Greater Rift, New mode that focus more on buildings
- New DLC - Legacy of Mortia which contain at least two new playable characters, new map Dwarf Kindom Mortia, new skills, new Boss, new Synergy, new events, new artifacts
- More events, more artifacts, more weapons, more affixes, more skills etc


And we will listen to the communities' voice and keep polishing the game.
Thank you all again!! It's great to have you all here!!!



NEW
- The batch reroll affixes function can perform multiple reroll operations and select the desired affixes from the results.
- After all skills are maxed out, you can automatically choose to pick up gold coins or soulgems



Adjust
- Now The Envy will be invincible during the transformation process


Bugfix
- Fixed an issue where the mouse would occasionally display incorrect hover information when using a controller
- Fixed an issue where the Artifact Vault would occasionally display only one artifact
- Fixed an issue where you could carry two artifacts with the same name when you starting a run
- Fixed an issue where the divinity was calculated incorrectly when selecting an artifact at the beginning of a run


Thank You:
A big thank you to all the players who have provided us with feedback and suggestions. You have made "Artifact Seeker" even more enjoyable. We are aware that there are still areas for improvement, but we are constantly working hard. We hope you will continue to support us, and provide us with feedback at any time. :) And if you enjoy the game, please leave a review for us.
Thank you ALL.

-Devs Team of "Artifact Seeker"
Ravenous Horde - vectorinteractive
Fellow Hunters,

A bit over 2 months ago I talked about the latest map Tropicana, weather conditions and other improvements. Today I return with some more juicy news! I'll go through all changes and updates that have been made on the game since the last post. At the end I'll let you know where I am on the roadmap.

New map: Metro
Somewhat inspired by the books / game series, and also a map in Battlefield, I wanted a map revolving around a Metro. It provides a great aesthetic which allows for a great unique map with close quarters but also long distances which allows every weapon to have a role. Check out the progression pictures!

Once again I started with a rough block-out of what the flow should be. I had some assets ready so they were used immediately. And as always, abiding the self determined rules of what a map really needs.

The block-out of Metro


A first glimpse of something that resembles the Metro map


With lots of changes regarding the map atmosphere and feel, it was time to make sure it was playable and ready for the first lighting pass. Also decided to forcefully create outdoor spots which it didn't have by breaking open the ceiling, as if it had collapsed.

First lighting pass, a daytime weather condition of the map that didn't make it in!


I tried out various weather conditions, such as daytime, evening, low hanging sun, night time. But due to some lighting issues most didn't fit right as the map is very closed off from the sun. Night time however, fits really well.

Night time certainly is more scarier, it felt like the right theme for this map


I want to do some more environmental storytelling, but I also like funny scenes that you come across in games


The only thing left is to fix the reflections in the main hall, other than that I'm very pleased with the end result!


Game Feel

After I finished Tropicana (and also Metro) I held a closed pre-alpha test where players could try out the map. I got some good feedback regarding game feel. When you are making your own game, you tend to forget how janky (not functioning good, poor quality) things are until someone else points out that it is infact, jank.

Based on all feedback, now you can throw things whilst running, and also reload and heal yourself whilst running. Next to that the movement is improved and the input feels quick and responsive. There's a ton more, such as weapon feedback when shooting and how the camera should shake when an explosion goes off near you. All the good stuff to make the game more immersive!

Game Changes

Some other outcomes of the playtests resulted in how playing as a sole zombie is quite unfair if you're up against multiple hunters, you really needed to team up to get some damage done, else you keep getting killed without having done anything meaningful, and that is bad.

There is probably a decent balance somewhere when deciding how many people to pick to become a zombie when the round starts. But it would be a tedious process as it also involves balancing hp, all damage values, map layouts and whatnot. There is not a quick solution to this.

As Henry Ford (Yes, the man who made Ford) once said (allegedly) : “If I had asked people what they wanted, they would have said faster horses.”

Sometimes you need to look at things from another perspective, so instead of picking players at random, I have added AI controlled zombies to game which spawn throughout the round, turning it from a PvP (Player versus Player) game into PvPvE (Player versus Player versus Environment).

Now there are more benefits to this and problems that are solved when doing it this way:
- No longer are you picked at random to become a zombie. You still become one when you die, but that would completely be a skill issue.
- When being the first to become zombie, you are not alone in this fight. Team up with some AI's and you can make an impact.
- The game can now be marketed better. (explaining this would be a whole new post, so take it as it is)

AI zombies on the move, nowhere to hide


Other Improvements

Once again this is a long list if I wrote down every change, so I'll condense it a bit so you're not reading some essay. Next to this there has been a ton of bugfixing and general improvements to game.

Since the last post:
- Removed the random picking of hunters to be zombies and added AI zombies instead.
- Improved the jank regarding input & movement, you can now do a lot of things whilst running.
- New options have been added to the settings menu! Check them out below
- A new main menu was made.
- You can now make multiple loadouts and pick one before deploying.
- The game now has a minimap.
- Weapons now have unlimited ammo, but require reloading. (To be looked at in the future: limited ammo with resupply options)
- A new map has been added!
- UI has been improved across the whole game.
- You now get a level up notification and you unlock weapons through levelling up.


New main menu, including a lot of UI/UX improvements!


New settings for performance gains


Minimap can be seen, as well as me getting murdered within the next few seconds


What's next

As seen on the roadmap (down below), there are 3 features left for Phase 2 which the development is currently in:
- 1 new map
- Some new guns (The amount depends on how fast I can add new ones)
- Being able to unlock things through levelling up.

I am currently working on unlocking things through levelling up. And with that comes a 'End of Round Report' as you see in many other FPS games. In this is a small overview that displays your progress / stats from the round you just played and pops up when the round ends.

Whilst I was working on it I realised I needed more things to unlock, because it feels weird to level up and not get anything (yet) for it. So I decided to pull the 'Customizable Hunter Clothing' from Phase 4 to this phase. So Phase 2 might take a bit longer than expected before it's complete, but for a public test I felt this would be necessary.

The original roadmap


All things considered I'm happy where the game currently is and where it is heading!

If you came this far reading all of it, thank you for your support.

If you are interested in more in-depth info regarding the game or just want to hang out feel free to join the discord: https://discord.gg/jbx92tbMSG


And if you want to join in on the future playtest, don't forget to Wishlist and sign up!
https://store.steampowered.com/app/2179490/Ravenous_Horde/
12:42am
Isles of Sea and Sky - Gojirra
Bugs
  • Fixed a soft lock that could occur during the ancient door unlock cutscenes.
...

Search news
Archive
2024
May   Apr   Mar   Feb   Jan  
Archives By Year
2024   2023   2022   2021   2020  
2019   2018   2017   2016   2015  
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002