Block Fortress 2 - Foursaken Media
  • All items on campaign planets now automatically level up to the planet's current level, without having to spend colored minerals to do so. You can still spend colored minerals to upgrade items early, to one level higher than the planet's current level. This should allow you to save more colored minerals for mod crafting, and spend less on "catching up" your campaign items via in-game upgrades.
  • You can now upgrade a campaign planet's items to a max level of 10 once you've conquered that planet
  • Player difficulty settings will no longer reset unless you reset the planet
  • You now earn 1 additional colored mineral per attack when playing on hard difficulty
  • Casual difficulty no longer has planet biome hazards. Also, multiple bosses don't start spawning until attack 40 and the ore and gold in supply drops has been increased
  • Enemy balance has been adjusted to make normal difficulty slightly easier
  • Increased the number of supply drops on normal mode on attacks 10+
  • Flamethrower turret cost reduced from 50/30 to 20/10 and damage reduced from 12 dps to 8 dps
  • Rotary cannon cost reduced from 100/60 to 20/40, damage increased from 60 dps to 100 dps, armor piercing increased from 0 to 1, and hp reduced from 140 to 90
  • Hellfire turret range increased from 16 to 30
  • Holo gun turrets are now self-powered and have had their hp increased from 40 to 50
  • Debilitator no longer disables Blockoid shields. It no longer affects allied characters, and affected enemies now take 50% more damage from attacks
  • Goblock Elite squad size reduced from 4 to 2
  • Zomblock Brute and Goblock Beast spawn rates have been decreased (fewer of these units will spawn during a campaign attack)
  • Mods that were crafted before the last update that are no longer supported will be automatically sold
  • Added list filtering controls while choosing mods in game
  • Added mods for power blade and shock hammer equipment
  • Added mods that increase the rate of attack for some equipment
  • The "free troops" mod has been added to the available global mods lists
  • You can no longer upgrade the target scanner mod
  • Bots will now remember their AI settings between attacks
  • Bots will now attack enemies after completing a move command (if they are able to attack)
  • Added attack headers in campaign mode to better communicate expectations for your continued survival there
  • Reduced size of electromagnetic rifle muzzle flash
  • Seeker armor piercing has been increased to level 2, and it now has a 5 second stun
  • The shield equipment model is now semi transparent when active in first-person view
  • Nuke turret now has a launch sound and explosion effects
  • You character's legs are no longer stationary when jetpack is equipped
  • Improved enemy tree climbing
  • You can now use global mods in sandbox mode
  • Fixed the range display for mortar turrets to correctly show a cylinder instead of a sphere
  • Fixed a bug where you couldn't buy special units for troops once you bought 10 of that troop type
  • Fixed a bug preventing some positions from being powered below your barracks
  • Fixed a bug where undoing a build wall, floor, or other area action could remove blocks that weren't built with the original action
  • Fixed a bug where you could craft duplicate mods for your player if you already owned those mods before the previous game update
  • Fixed a crash that could happen with nukes and other times
  • Fixed a crash when building a piano on your command ship
  • Fixed a bug where nitro's flamethrower effect would not be aiming in the correct direction
  • Fixed a bug where viewing any race's description in the attack info window would show the Goblock race's description
  • Fixed a bug where sometimes the window showing information about items, blocks, or enemies in campaign mode would appear black
  • Fixed a bug where a targeting line would appear in the corner of the world when setting the target for something
  • Fixed a freeze that would randomly happen
  • Fixed a crash that could happen when removing statues and certain other structures in the command ship
  • China Region (中国地区)
  • We are still beta testing the server access, but you can now opt-in simply be going to options, and changing "Server Connection" from "Direct" to "China Proxy".
    我们仍在对服务器连接进行测试,但您现在可以通过进入“选项”,将“服务器连接”从“Direct”切换为“中国代理”来自愿加入测试。
Stuck On Earth - office
What excites us most about WoW’s crafting system is that it allows you to create very useful items starting from materials you can find naturally in the game world while completing quests. Also, once you've maxed out a specific skill, you can craft high-level armor that's useful in both PvP and PvE. I clearly remember all the sessions with my Rogue and the boots I crafted thanks to my leatherworking skill—they let me escape quickly (even if sometimes they exploded and launched me into the air… well, the escape still worked, just in a more dramatic way ːsteammockingː).

Even though Stuck On Earth is a competitive arena game, we wanted to recreate similar mechanics to bring back the same feelings that made us love WoW to this day.

The economy in Stuck On Earth is based on materials. Different resources can be used to craft skins and other items, which, depending on their type, allow the creation of specific objects.

The most common resource is "Silicate Stone", which is required to build any item—but only after combining it with one of the other available materials, like the "Fire Shard", which allows the creation of fire-based items. Or you can combine it with a "Plasma Shard" to create plasma-based items.

There are also more valuable elements, such as ultra-rare metals from planets in other galaxies, which are only accessible during certain special events.

I can’t reveal much more for now… but we’ll show you more soon, promise!
Following Seas - Whipstaff Games


Hello

Significant update here. I think everyone who has tried the demo has experienced frustration with performance issues. And while I recognize that premature optimization can be the bane of many projects, there's also the fact that building in performant structures early can save a lot of headaches later down the line.

The first big change is a significant expansion of the zoning system. While ships in following seas are single root rigidbodies, there are hundreds to thousands of different assets making them up. This is further complicated by different audio and lighting zones, all of which are dynamic, which as a performance cost.

In previous updates, ships were segregated into interior and exterior spaces to reduce the overhead, but this still had issues, especially on larger ships. Now, zones have been moved from box zones to much more precise mesh based zones, allowing for more, and more precise zones to be created.

Additionally, 'non-zone' groupings have been added as well, essentially meaning many ship assets will stop drawing when the player is in a zone, as opposed to the reverse. Essentially high cost objects like the rigging and deck fixings can stop drawing when the player is below deck. Overall, this will have varied effects, depending on the ship. The caravel for example only has one zone, and will see no real improvements. The Saettia, as seen in the intro, has essentially five. This change allows for much more clutter and visual detail, while substantially cutting down on draw calls. Typically from many thousands per frame, to a few hundred, while still keeping the advantage of dynamic, non-batched meshes, and heavy LOD use.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

The next change will be interesting. The cloth system is by a wide margin the most expensive element of the simulation. There's only so much that can be done to improve this without cutting quality to an unsatisfying degree -- but this update sees a speculative change that may result in substantial improvement for some. (But it might also make things worse) So I will be pushing this out shortly, and would appreciate any feedback on whether performance improves. Additionally, this change *should* result in significantly lowered changes of particle explosions, depenetration loops, and physics death spirals resulting in crashes. Essentially the cloth sim is now asynchronous and multithreaded, and the bulk of the work has been moved from the CPU to a GPU based system. (Hence why the results may be very dependent on your system.)

On the steam deck for example, my performance in the intro has gone from slideshow to fully playable -- while on my main PC it actually loses performance as I have a strong CPU.

-----------------------------------------------------------------------------------

As for other changes, I've overhauled whipstaff steering, so it should feel a bit more precise and reliable, while still hopefully giving the impression that it's a stick on a rope.

I've added a percentage display to the reefing UI to make it easier to judge position without jumping to exterior views.

I've replaced the crosshair with a much smaller indicator.

And I've made numerous small changes to ship and prop objects, mostly with the aim to reduce materials and draw calls, as well as getting rid of some of the remaining placeholder spheres.
Chicken Chasers Playtest - breadfactorygames
Added more graphical settings for lower end hardware and minor visual improvements
The Gold River Project - Samethyst
Hello hello again, Hikers!

April has come to an end and it’s time to recap what we’ve been working on. It’s been a big month with some real big changes so we have a lot to share!

Brand New Map
The Gold River Project’s development originally began about 3 years ago on Unreal Engine 4. As time went on, development progressed, and we began moving development to Unreal Engine 5, we ran into some issues that hurt performance. So, in addition to the various adjustments in March, we’ve also moved to a brand new map created from real locations in the Pacific Northwest using World Creator and imported it to UE 5.4. In turn, we were able to not only improve performance, but got to make the map look even better (Look at all those trees and mountains!).



New Features

As we moved to the new map, we also added new gameplay features to deepen the experience.

  • Drink Water from Streams and Lakes - We’ve expanded the ways to hydrate! Now, instead of only being able to replenish your hydration with the water bottles you may find on your adventures, you can now drink from streams and lakes! But be careful. Just like the real wilderness, drinking straight from the source may make you sick. You’ll want to learn how to clean contaminated water to avoid making your trip even more dangerous.
  • Twinkle Twinkle Little Lights - It looks like you’re going to be stuck out here for a while. So why not make camp a little more comfortable? You can give your campsite a little flair by crafting Twinkle Lights to decorate!
  • Sit and Rest - Exploring the wilderness and fighting for your life will take a lot out of you! We’ve added a sit and rest mechanic that will enable you to build up your stamina to prepare you for your daily scavenges! Just pull up a chair, sit by the fire, and rest. Note: If you continue sitting even after your stamina bar is full, you can build one additional bar to buy you even more time!
While April was a big month in development, May is about to be even bigger. We have some very big announcements coming VERY soon so stay tuned! The adventure of a lifetime is just ahead ;).

Happy Hiking!

- The Fairview Games Team
Mysterious Treasure - g3forge
Chinese and Russian language expansion
The Nightmare Catcher - xaeongames
The default branch for Early Access v2.0.0 has been updated, with several adjustments implemented to enhance performance compared to the test version.
Aerial Lockdown - DryLight Games
Some more slop fixes

Hope it still works :)
GOVNOVOZ - Vаn Darkholmе
  • Removed unused resources, optimized the game.
  • Updated the main menu, settings menu, and in-game dialogues.
  • New backgrounds for story mode.
  • Adjusted characters for 4:3 aspect ratio.
  • Tweaked character sprites.
  • Multiple fixes for the jukebox player.
  • Mini-games fix. Mini-games can now be played infinitely.
  • Fixed spelling and punctuation errors in dialogues.
  • Added more detailed screen mode and FPS settings in the options menu.
  • New fade effect for scene transitions.
  • Survival mode updated – now shows purchased buffs.
  • Survival mode now tracks how long the player survived.
  • Adjusted speed in survival mode.
  • Fixed sound when showing the disclaimer.
  • Various other minor fixes.
Jong Kyu Pon - Nineteen woods
以下の不具合修正を行いました。
  1. 三暗刻、一盃口、二盃口の判定を修正。

以下の機能変更を行いました。
  • リーチ後もカンできるよう変更(待ち牌が変わらない場合。待ちの形、アガリ形が変わる場合は許容されます)。
  • パチンコのハンドルにガイドを追加。
  • パチンコのチュートリアル会話を一部変更。
  • ヘルプの内容を追加しました。
...

Search news
Archive
2025
May   Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002