Jeepney Simulator 2 - Alvin Vann Villacarlos Arapoc

NEW FEATURES
- MUSIC PLAYER: Purchase the ANTENNA upgrade to listen to your favorite tunes while you drive! Now supports ".ogg", ".mp3", and ".wav"
- Comprehensive guide on how to use the Music Player in settings
- Button to automatically take you to the Songs folder
- Improved NPC collision physics
- Fuel capacity now shown in jeepney dashboard
- Separate Music Player and BGM volume settings
- Main Menu gamemode button animations

NOTICE: Changes have been made to the audio system which may result in your saved audio settings being reset. Please adjust them to your liking once in game

Remember to add your desired songs to the Songs folder before launching the game. Adding songs during gameplay requires a restart for the changes to take effect


CHANGES
- Enhanced Post-Processing effects
- Ambient colors improved (R: 80, G: 120, B: 140)
- x2 Faster refueling speed
- Removed headlight particles
- Change Mat text material made darker
- Added Southern Shacks PC picture


FIXES
- Fixed House save/load bug iykyk ;)

The Coffin of Andy and Leyley - Kit9 Studio





Kit9 Studio - Progress Report

Some major news to report on the state of the game.


Episode Changes

The original plan was to conclude the game in episode 3 with a variety of endings for each of the two branches. As the master script continues being adapted into game content, it has become clear that the structure of episode 3 won't be able contain the full story.

It has been decided to expand the game to include a fourth episode, as cutting or compressing content would be detrimental to what was originally planned and written last year.

Episode 3 is going to be rather lengthy, and will still be released as two major content updates separately.

The new episode format will look like this:




Release Plans

Not much has changed, apart from an additional episode. All major updates will be patched in at no additional cost to those who already own the game. Each of these major content releases will mark a small price increase in the final game.

When the game play content for the next major release is fully setup, a more detailed estimate of the work remaining will be outlined.


Minor Patch

Fixed some minor typos and bugs. There was also an issue with builds having minor differences in file metadata, causing large patch sizes. This has been fixed, so this should be the last time a minor patch will have such a large download size.

Episode 3 Preview Clip



Relevant Links
The Coffin of Andy and Leyley - Kit9 Studio
  • Typo corrections.
  • Fixed an issue where clock background sound can persist.
  • Fixed an issue where Andrew will cut off cultist legs after limbs were collected.
  • Stabilized exported assets to avoid minor file changes in new builds. The patches that come after this patch will have a greatly reduced size in future updates.

More fixes to come.

Please use the Bugs, Typos, Issues, and Support board to report any problems.
Saleblazers - e Zinc
Here's our next batch of community advice for the loading screen! If you'd like to participate, join us over at https://discord.gg/Saleblazers

🧠 New Community Advice Loading Tips
  • "Your only limit is your imagination." - Kei
  • "Craft an anvil and keep it in your inventory to make emergency repairs." -Nyla Grey
  • "If you can't carry it, scrap it." -Anonymous
  • "Embrace the Desert's greater danger for greater rewards." -Anonymous
  • "When the Island gives you enemies, turn their gear into sales at your store." - Anonymous
  • "As an avid gatherer, it is your responsibility to replant what you gather. Don't neglect your seeds!" - Anonymous
  • "Purchasing new shop plots will also unlock new locations for your employees to gather from!" -JazDog
  • "Fear not the deal." -Anonymous
  • "Keep building." -Anonymous
  • "Knife attack combos can stunlock you. Parrying gives you an opening." -Anonymous
  • "Employees working after the shop closes can restock and check out any remaining customers." -Anonymous
  • "Shopping customers remain in a shop even after the shop closes." -Anonymous
  • "Carry a torch at night and bring a friend!" -Cyraine
  • "Layer different building materials of doorways, beams, and fences to create new wall styles." -Cyraine
  • "Hide electrical wires and extensions behind furniture, walls, and floors." -Cyraine
  • "Building materials have different integrities. Try stone and carbon beams for taller and wider builds." -Cyraine
  • "You can put signs on your crates to help keep organized." -Cyraine
  • "Throw grenades at bamboo to harvest more quickly. Wildlife and passersby may be harmed." -Cyraine
  • "Higher rarity items sell for more." -Cyraine
  • "You can build anywhere in the world, but you can only run a shop on designated plots." -Cyraine
  • "Throw food and drinks at customers to satisfy their hunger and thirst. Caution with poisons, explosives, and sharp objects." -Cyraine
  • "If you don't have enough money to activate a teleport totem, you can activate it later from the map." -Cyraine
  • "Press shift to freely place objects on top of one another." -Cyraine
  • "Lock-pick behind closed doors, and they'll never know something's missing." -Cyraine
  • "If you can steal it, you can sell it." -Cyraine

v0.14.6.12 Patch Notes

We've also fixed some minor issues in this patch. Please do let us know via ESC -> Help -> Report a Bug with your save file uploaded if you still encounter any navigation issues after this patch.

Make sure your waiting queues are on plot floors, you have an open sign near your shop floor, and that all customer interactable items are placed on top of floors. Customers can't access items if they aren't placed on floor tiles.

➡️ Changes
  • Added 24 new Community Hints
  • Showers are larger now
  • Changed Washing Machine and Dryer to heavy melee combo

⚙️ Optimizations
  • Optimized Bellcursed Torch particles slightly

🛠️ General Fixes
  • Fixed rare edge case where if an autosave occurred at a specific chunk load configuration that the shop's nav mesh could be messed up
  • Added fallback to tutorial skip door if you somehow trigger it after getting into the shop
  • Fixed scenario where employee could be saved as fighting and never stop fighting
  • Fixed Washing Machine and Dryer items flying around like crazy
  • Fixed a hole near Kazai Castle allowing players to get underneath the river
  • Temporarily disabled loading backup save from within the ESC menu for now until we reconfigure the backup save flow to work in-game instead of in the lobby
STALCRAFT: X - Gorodskovich

ZIVCAS Corporation Season
We are pleased to announce the start of Act One: New Horizons and the start of ZIVCAS Corporation Season.
Season Rewards

This season, we've updated both season rewards and items at Commerce and Exchanger!

Commerce's items list
  • Legendary blueprint – 1500 Act Tickets
  • Master blueprint – 1000 Act Tickets
  • Veteran blueprint – 700 Act Tickets
  • Stalker blueprint – 100 Act Tickets
  • Unbound Seasonal Pass – 800 Act Tickets
  • ZIVCAS ArcticSafe-6 – 1500 Act Tickets
  • ZIVCAS Valor – 1500 Act Tickets
  • Albatross Infiltrator – 1200 Act Tickets
  • HK PSG1 – 800 Act Tickets
  • 9А-91 – 800 Act Tickets
  • Nail Bat – 700 Act Tickets
  • Military Stalker's Cleaver – 700 Act Tickets
  • Dream – 200 Act Tickets
  • АК-105 – 150 Act Tickets
  • Sapper's Shovel – 100 Act Tickets
  • Unbound crate – x 15 – 150 Act Tickets
  • Unbound crate – x 75 – 500 Act Tickets
  • Bound crate – x 25 – 150 Act Tickets
  • Bound crate – x 125 – 500 Act Tickets
  • Unbound spare parts – x 5 – 200 Act Tickets
  • Undbound spare parts – x 15 – 500 Act Tickets
  • Bound spare parts – x 10 – 200 Act Tickets
  • Bound spare parts – x 30 – 500 Act Tickets
  • Blueprints case – 100 Act Tickets
  • Albatross Heavy Assault part – 1000 Act Tickets
  • Gauss Rifle part – 1000 Act Tickets


Both ZIVCAS ArcticSafe and Valor are available for purchase till the end of the first act.
In honor of the upcoming STALCRAFT birthday, we have decided to increase the number of both bound and unbound spare parts and tools in Season awards and Season Pass rewards.

You can view all the seasonal rewards in the game by clicking on the "VIEW ALL REWARDS" button on the progress screen.


Don't forget to check out the unique season motives that have also been added to the season pass.

Earning Season Points in the open world will be possible right at the start of the season!
Researcher's Bonus

The new season introduces a unique Researcher's Bonus, which provides an additional source of Season Points. The mechanics are simple: several times a day, reaching a certain number of Season Points for in-game activities will earn you bonus Season Points.

You reach 300 point for various activities in the open world, you will receive another 500 bonus season points on the same day.
Note that the bonus does NOT count Season Points earned for daily and weekly tasks, challenges, task tokens and Researcher's Bonuses themselves.

Season cases with tradeable gear
Tradeable gear cases have been added to the game, available for season currency. All gear from these cases can be equipped on your character, traded to another character, or sold through the auction.


  • Basic case consists of a small spectrum of Stalker/Veteran rank gear;

  • Tactical case provides players with attachments, containers, and melee weapons;

  • Elite case lets you claim Master rank gear.
Each new season, the cases will be refilled with other gear. So if something catches your eye, don't miss your chance!

Season crates

This season's crates carry the name of "Tactical Reserve". Among other things, the following Master blueprint gear is available:

  • JD ZIVCAS 2A Exoarmor;
  • McMillan CS5;
  • MG42.
In-game shop

New seasonal styles and Seasonal Pass bundles have been added to the shop.

Corporation ZIVCAS styles

The new themed case with guaranteed rewards includes unique looks for the following gear: Centurion, Kurkri, AK-15 and RSh-12.






Some of the styles have been added into the shop permanently.

This time, the ZIVCAS Corporation offers you three new skins: the SKAT-10, the Tactical Katana, and the FN F2000 Tactical.





These styles are also available in the ZIVCAS "Spec Ops" bundle with 30% off.

The styles can still be purchased as a whole bundle in the game shop.The sets with the skins for the SKAT-10 and FN F2000 Tactical include additional three "Connoisseur" cases and premium feature for 14 days! And the "Tactical Katana" includes only premium for 14 days.

Thank you for your attention,
And good hunting in the Zone!
Iron Trails: Outlaw Pursuit - gloacgames2019
We’re thrilled to announce the launch of the demo for Iron Trails: Outlaw Pursuit! Get ready to step into the rugged Wild West of the 1890s and experience the thrill of delivering vital supplies across lawless territories. This demo is just a taste of the action-packed adventure that awaits you in the full game.



🌟 VR Support Coming in the Full Game!
We’re excited to let you know that the full game will include VR support, bringing you even closer to the heart-pounding excitement of Iron Trails. Stay tuned for more details on this immersive experience!

🎶 Add Your Custom Music!
Want to make your journey even more personal? In this demo, you can add your own custom music! It’s easy:

Navigate to your game folder.
Go to Iron Trails [Export] ~ PC\Iron Trails [Demo]_Data\StreamingAssets\RadioMusic.
Paste your favorite songs into this folder.



That’s it! Your custom tracks will now be part of your in-game experience, making your Wild West adventure truly unique.

Gameplay #1


We can’t wait for you to try out the demo and share your feedback. Your support and enthusiasm mean the world to us!

Join us on Discord

Support Us:
If you enjoy the demo and want to support our development, please consider supporting us on Patreon or Buy me a Coffee Buy Me a Coffee. Thank you!

Happy trails,
Gloac Games
永恒幻境 Eternal Dreamland - Super Starfish
-- Repair new face mask, black block
-- Pinch interface to add new and old face switching
Primitive Society Simulator - 鸽天下BigDove_YSH
Notice: Those with this icon :check_mark: are inspired by the players’ feedback. Thank you so much again.

Optimization
  • Mound up the dirt and get it up to Tier 2 tech.
  • :check_mark: If you can't find a storage area where you can put your stuff, just throw all your items in a nearby storage area
  • Select map, select difficulty, select human interface, jump page button, zoom with arrows and text
  • Don't cut trees across levels
Performance Optimization
  • Bonfire was causing performance issue
  • :check_mark: Attribute's increase green message pops up when it gets laggy
  • Drops frames when there are more buildings in the later stages
Bug Fixes
  • :check_mark: The old file had a construction job with digging and it would not go in
  • :check_mark: Expansion to build a certain building would report an error the first time
  • :check_mark: 16x could be stuck in the ice to the riverbank.
  • Chasing an animal at 16x, the prey runs away again without taking a shot.
  • :check_mark: People get stuck in place, keep adding knowledge, keep skipping words
Options
  • Mute if game window is inactive
  • :check_mark: Show ememy health bar: left Alt/Always
  • :check_mark: The motion of plants can be turned off.
-YSH Mr. Octopus
Priest With a Gun - MM1of2
The Firepower Update:
At the start of the game choose from 1 of 3 guns to better match how you want to take on the horde. Also, new items have been added to allow for you to do high damage to a singular target - or so you can launch heat seeking ICBMs at your enemies from across the park - whichever you prefer! Also, health upgrades felt a bit scarce, so now whenever you kill a boss you get a small increase to health.
  • New Item: Jet Fuel
  • New Item: Paint Thinner
  • New Item: Sriracha
  • QOL: Bullet image updates
  • Gameplay: Ignis' health reduced to make unlucky runs less tedious
  • Gameplay: Killing a boss grants +5 Max HP
  • Gameplay: Choose between 3 starting guns
  • Gun Choice 1: Holy Handgun - quick reload speed
  • Gun Choice 2: Blessed Bolt Action - high range & damage
  • Gun Choice 3: Sovereign Shotgun - triple shot
  • Bug Fix: Wraiths no longer move while player is in the shop
  • Bug Fix?: (Root Beer temporarily removed while addressing its bugs)

That's all for now! Stay safe, and good luck with your next vending machine run!
Surviving Ceres - Doobachoo
There are several early game aspects currently being developed for the demo/game, but I wanted to put some of the larger aspects on hold and get this update out ASAP. This update has a couple of small fixes, tweaks, and the major addition of the deconstruction tool to the game.

Added An Oxygen Recipe
I added a craftable oxygen bottle to the "Basic Liquid Processor". I didn't want to make this a valid option for keeping up your oxygen in the early game. I want you to work towards oxygen for your base and ideally, your colony in the mid-game. However, I have a few explorable caves coming soon and these will be meant for the early game while oxygen is still a factor, and crafting oxygen bottles will assist with that exploration. I made them require an iron frame and ice. The iron frame ensures you are fairly established in your crafting.


VR Headset Firing Up
I have removed an existing but not used input that had VR controls. This was causing players' VR headsets to fire up when the game had no VR involved. I don't have a headset and had not noticed this, but thankfully some of our players have reported this issue to be fixed. It now has been.


Screens Not Just For Looking At
All the craftable screens display information regarding many aspects of the game. These are now not just for looking at as they will give you access to their specific menus. Ie. the rocket screen displaying rocket locations and travel times can now be used to open the rocket management menu. The mission control display can now be used to open the mission control menu etc..


Early Coal
I have unlocked coal by default. I want to ensure that you can reach exporting even if you were to blow all your funding on overpriced M.R.Es. To that effect I have unlocked coal, it is now available as soon as you make a "Basic Grinder".


Deconstruction
I have completed and added the deconstruction tool. Which was by no means an easy feat due to the complexity involved in snapping buildings, checks for inside and outside for oxygen, as well as countless other aspects that could break the game if done wrong.

That being said, I believe the tool is working very well and ideally no major issues exist.

You can now remove any free-standing machines, power generators, ramps, drills, and anything placed independently. You can also remove all structures provided you are working from an end snapping point backward towards a HUB. The HUB is always the first thing you can build, and it is the last thing you can pick up if you are going for a full relocation of your base. You can remove any endpoint structure, and continue to work backward from there. Additional HUBs can be removed while snapped to something as well if more than 1 HUB exists and is the endpoint for a direction.

I added this tool to the "Basic Tool And Power Constructor" for only 50 Iron Ore. This ensures you can reach it very early, even before your base has power. This way players should not brick a save by having no snap points left, building in a bad spot that has no room, or potentially putting a solar panel in the way of the next structure (Looking at you Digi).


What's Next
In the next big patch, I will be redesigning the starting area using a few great suggestions from the community on how to better drive the player towards the correct flat plateau area. This will include raising the starting rocket, so the flat area will be visible from the starting point.

I also have a few caves planned to add to the exploration side as well as provide some story arc information and precursor events.

I am also working on adding some non-violent aliens to bring the area to life. The turret defense side will begin in the late game after terraforming has begun, but I want to bring some life to the world which will further increase the value of exploration and atmosphere of the game.

Thank you to everyone who has been playing the early demo, and giving me amazing feedback and ideas. I might be a solo developer, but getting the game into players' hands early and having an amazing community means I am never truly alone. I hope you continue to support this game's development with your time and effort. I have so many things planned, and I will not let you down nor take that support for granted. Thank you.
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