GONE Fishing - Bigsexy

Hey all! Here are a few changes and fixes based on feedback that I received from yesterday.

Nerfed ocean fish so they are easier to catch

Added new input prompt on how to light tnt

Added text and sound effect when plays get near the gambling pool

Added text for the portal to help players understand how to activate it

Added new input prompt for depth finder to make it easier to understand how to use it

Added new painting in the cabin

Added new painting in the mountain hut (ricksalot)

Reduced volume of sizzling sound from the stove

Made so trees on jungle bridge will be automatically destroyed after 16 minutes

Fixed bug where creatures on jungle map might not get destroyed when quota is met

Fixed bug where players could not move after unlocking a perk on day 7, 14, etc…

Updated Localization

Thanks!

Misty's Idle Fishing - middev

This update improves upon the currency conversion menu to make it more convenient for players to use, especially in the later game where you may need to convert large amounts of points at once.

Changes:
- Added more options to control the amount of currency you are converting
- Added an "ALL" option
- Added a "RESET" option

Fixes: - Fixed font outline to be more consistent with other UI elements (this also makes it more readable!)

Another patch is coming soon which will fix some more bugs. If you encounter a bug, please report it to us using the steam discussion page!

Thanks for playing <3

Edge Islands - slages

Hi adventurers,

v0.701 is now available on the development branch:

  • Counter attack is now also applied on a miss

  • Overwatch and traps are now activated when pushing an enemy

  • Various balancing on trap and overwatch abilities

  • Added a custom cursor to the game

  • Clicking on a resource in the resource bar now centers the camera on this resource. Setting a priority on this resource type is now done with a righ-click

  • Enemies now have also chances to miss their target and hit an obstacle or another enemy

  • Fixed an issue allowing to attack through two walls touching corners

  • Fixed an issue allowing counter attack to be activated even if the opponent is pushed away

  • Fixed an issue with LoS warnings not properly displayed on some resolutions

  • Fixed issues when multiple overwatch are triggered on the same turn

Thanks for playing, and please don't forget to leave a review, it helps a lot!

9:07am
DragonLoop - 沙因
  • Optimized some guide
  • Fixed some translations
9:07am
Zero-G Guns Playtest - roelieboy204
New features:
- New armored enemy!
- Adds small random items to make the game look more lively.
- Adds "toggle grab item" in accessibility settings. (off by default)

Improvements:
- Makes Section 5 look better with new objects.
- Changes hand pose controls. Point with grip and more.
- Improvements to UI only showing when needed.
- Adds Joyce to credits.
- Other minor fixes & improvements.
Hexagod - Aarimous
Fixed a bug where the Cook House was not placeable.
ATC Ground Point - blueon

This update brings general improvements and also some new callsigns that has been requested for community made airports. It also brings the default version to the latest version but without the workshop and builder. Select the publicbeta to access the workshop and builder. It has been a lot of progress this week. Next week I have other commitments so expect a slower pace.

Game

  • Bug related to default entry and exit points fixed.

  • Runway layout window bug fixed.

  • Departures at start has been limited to maximum 80% of the airport’s capacity (number of stands).

  • Scroll bug in workshop airport list fixed. (Only beta version)

  • Highscore saved for workshop and local airports. (Only beta version)

  • For default version also some improvements added in previous beta versions.

Builder (Only beta version)

  • When changing screens builder will prompt to load the same file as on previous screen.

  • Runway segments are no longer needed and has been removed.

  • The test airport is now readonly. The code TEST cannot be saved to.

  • Warning for no spawn points for runway direction added.

  • One way visibility toggle bug fixed.

Thanks for playing!

[Neolithic]To the End - orochi2k
Well, this time is more like a summoning call since some of my old high school classmates may also still be here playing this game.
Xu Rong, the retired ex-principal of Jiading No.1 High School, has passed. I only found this out from the funeral house when I was attending my grandmother's funeral.
Xu Rong's funeral will be at 9:30 a.m. Jiading Funeral House.
I was his student about 20 years ago.
I remember how this old bastard made everyone stand on the playground in formation listening to his speech about "Men shall strengthen their essence, qi, and spirit" under 35+ celsius.
I remember how he made math exams so hard with other math teachers and fucked up everyone just so we could know how much we didn't know in math.
He was also a final boss at Jiajia No.1 school in the game's SAPC++ era. (The location has not been added to the To the End version of the game yet.)
Well, maybe it's only fair that we break into his funeral and see him one last time as revenge.
Let me know if anyone wants to go there together.

I wonder what is going on right now in this town. It has been the 4th person I know in my life who has just passed away this month.


好吧,这更像是一个召集的公告,毕竟可能很多我以前的高中同学现在还在玩这个游戏。
许榕,原嘉定一中老校长,去世了。我是在我祖母的葬礼上发现他的葬礼在明天的。
他的葬礼将会在7月20日9点30分嘉定殡仪馆举行。
我在大约20年前曾经是他的学生。
我记得这个老家伙当年让我们在35度的高温下在操场上排成队列听他那个关于【精气神】的讲话。
我记得他当年和别的数学老师给我们出了个难到爆炸的数学考卷操翻了整个年级就为让大家知道大家还有多少的不足。
他顺便还是这个游戏在SAPC++时代加加一中的一个BOSS的原型。(在To the End版本中目前还没有这个区域。)
好吧,现在也许是一个通过去他的葬礼上再见他最后一面来报复他当年对我们干的各种事情的机会了。
有人一起同去吗?

我不知道这个7月在嘉定正在发生什么。这已经是本月第四个我认识的人的葬礼了。
SimplePlanes 2 - SupremeDorian

This latest dev blog is all about blowing stuff up! We're doing a lot to improve improve both the visual and gameplay experience surrounding this, so let's start off with the basics:

Explosion Visuals

No matter what you’re doing in a game like SimplePlanes 2, chances are explosions will play a role whether you like it or not. With this in mind, when making SP2 we’ve taken special care to completely overhaul the explosion visuals to make them the best they’ve been in any of our games by adding new procedurally generated 3D effects, replacing the previous reliance on 2D sprites.

Explosions are a deceptively challenging thing to get looking right in video games. Most games opt for a combination of sprites and particle effects; this generally looks perfectly fine and I bet many of you never even noticed that the explosions in a lot of your favourite 3D games are probably mostly 2D. But for our uses this approach leaves a bit to be desired. First, transparent sprites have an annoying tendency to render in front of things like fog and clouds which ruins your sense of depth if there happens to be a cloud between you and an explosion. Second, they aren’t all that versatile; in a game like this you’re going to have a lot of possible explosion scales and angles to look at them from, not to mention the ability to slow down time and pause the game, all of which makes sprites pretty obvious and not great looking.

So in SP2 we’re taking a different approach. Using a procedurally generated mesh-based effect, we can have 3D explosion effects that can dynamically change in shape and size depending on the power of the explosion, while also looking perfectly fine if you look at it in slow motion. A weak explosion will create a relatively unremarkable fireball and a puff of smoke whereas a very strong one may make a big mushroom cloud that scatters debris everywhere, sending a frightening message to anyone on the same island as you.

As a fun bonus, these explosions also create a brief dynamic light source around them, making evening operations a spectacle all of their own as you light up the night. This is a little detail that I personally appreciate when I see other games doing it, and I think it adds a lot here.

Targeting Pod

An important goal of SP2 is not just to give you an improved experience with the things you already know from the original SimplePlanes, but also to give you an expanded sandbox to play with. To that end, I’d like to introduce you to one of the brand new parts coming to the game: the Targeting Pod.

Targeting pods are a cornerstone of modern aerial combat and reconnaissance, allowing you to guide laser-guided munitions to their targets, gaze upon your friends from afar, or do both of those things at the same time and blow up your “friends”. Laser-guided weapons are great for stationary targets on the ground like buildings or anti-air emplacements, but beware that if you want to destroy a moving target there is nothing to hold your hand like with traditional guided weaponry – you will have to rely on your own skills to predict your target’s movement and score a hit.

To use a targeting pod, power it on, switch to Air To Ground mode, and drag the reticle to the spot you want to target (you can also slew it around using the IJKL keys on your keyboard). The little camera in the targeting pod will automatically orient itself to the target position as you move around, and laser-guided weapons you deploy will immediately home in on that spot. It doesn’t do all the work for you though, you will still have to take care not to fly in such a way that your aircraft blocks the pod’s view to the target, and make sure you’re close enough to the target for a bomb to actually hit.

But you might be thinking, “how does this let me spy on my friends?” – that’s where another new part we’re adding comes in: the Multi-Function Display.

The Multi-Function Display, or MFD, is a screen that lets you look at a real-time feed of what your targeting pod is looking at, with zoom capabilities that let you get a clear image of a location from very far away.

But that’s not all it does. In reality, the MFD is an all-in-one control panel that out of the box will let you monitor your aircraft’s telemetry, weapon status, and more, navigable through a bunch of buttons on the side.

The Targeting Pod isn’t the only new part we have for you in the “making things go boom” department. Andrew’s son has been interning with us to bring something to the game that I’m really excited to share:

Procedural Missiles

In SP2, you will have access to a highly customizable procedural missile that comes with a number of settings that allow you to fine tune its functionality and appearance.

  • Increasing its size will give it more fuel and a bigger boom, but will result in a heavier and less maneuverable missile that you can’t carry as many of.

  • Adding fins will increase its turn rate, and make it look pretty cool.

  • Increasing the burn time will give it more range, but less acceleration, meaning it will be less useful for short range encounters.

  • Increasing the seeker field of view will widen the “cone” at which you can obtain a lock, but will effectively reduce the distance the missile can see which means a shorter lock on range.

Those are just some of the basics, though. We’ve also got multiple different guidance systems you can choose from to ensure the missile knows where it is at all times, each with their own strengths and weaknesses:

  • Infrared

    • These have the shortest range, but the fastest lock on time and are “fire and forget”. They home in on the target craft’s heat signature, with propellers and rotors producing the weakest heat signature and jet engines producing the strongest.

    • Because their lock on method is passive, the target of one of these missiles will not be able to tell they’re being locked on to. If you believe you are in imminent danger from an IR missile, you may want to throttle down to reduce your heat signature and periodically deploy flares to confuse the missile.

  • Semi-Active Radar

    • These have longer range than IR missiles, but a longer lock on time. They use the radar built in to your plane, and as such they require the user to maintain a lock until the missile hits its target in order to be effective.

    • Unlike IR missiles, a lock on also sends the target a warning, which gives them an opportunity to react. If you’re being locked by one of these, deploy chaff and try to put a solid barrier in between yourself and the enemy craft to break line of sight.

  • Active Radar

    • These have the longest range and the longest lock on time. Unlike their semi-active counterparts, these missiles use their own built-in radar to track targets, which makes them a very scary fire and forget weapon. But that extra radar equipment makes them the heaviest of the bunch, meaning you’ll need a bigger and heftier missile to make the most out of them.

    • Countering one of these is similar to the semi-active type, but with the added complication of needing to break line of sight with the missile itself, not the craft that launched it.

  • Laser

    • These track a laser emitted from a targeting pod.

    • If you’re in a ground vehicle and in danger of a laser-guided weapon from an approaching aircraft, try to break line of sight with it using buildings or terrain.

That is a handful, but I’m not quite done yet. There’s also a few different engine types to play around with:

  • Solid

    • This uses a simple solid rocket motor to propel the missile.

  • Thrust Vectoring

    • Similar to Solid, but can gimbal to improve the missile’s maneuverability. This comes at a weight cost, though.

  • Jet Engine

    • Replaces the rocket engine with a jet engine. This drastically increases the missile’s burn time which increases its range, but equally it reduces its acceleration and top speed. This makes it ideal for long range cruise missiles.

Okay, now I’m done. These missiles will add a ton of depth to this game’s combat sandbox, which previously left a lot to be desired. I hope you like them :)

If you like what you see, please consider wishlisting the game! If you'd like to see bits of these posts early, consider joining our Discord Server!

Forza Horizon 5 - T10_Artie

We celebrate Forza Horizon’s legacy one more time with the return of the 10-Year Anniversary Playlist.

Let’s reignite the celebrations and see what this Playlist brings to the Horizon Festival!

Evolving World

Forza Horizon 5’s Mexico is redressing for the Horizon 10-Year Anniversary. Each week, a new Festival site will be temporarily setup in Mexico in celebration of the past Festivals.

In the Summer “Wet” season, reminisce about the origins of the Horizon Festival in Colorado as we celebrate the original Forza Horizon with a new festival site in the Copper Canyon. In the Autumn “Storm” season, reflect on the days of cross-country racing through Europe’s vineyards in Forza Horizon 2 with an associated outpost west of the city of Guanajuato.

The Winter “Dry” season is all about the land down under as we relive the days of driving through the Outback in Forza Horizon 3’s Australia with a desert festival setup south of Dunas Blancas. Last, but certainly not least, we look back on countryside roads of beautiful, historic Britain as we celebrate Forza Horizon 4 with an appropriately themed outpost south of the Horizon Stadium.

Over the next four weeks, festival races at Horizon Mexico are also involved in these anniversary celebrations, as classic flags, gantries, displays and towers recreate the vibes and essence of our past Horizon Festivals.

Plus, be on the lookout for the Bonus Board collectibles. Each week, these iconic “smashables” can be found around the temporary Festival sites mentioned above and are a fun throwback to the Bonus Boards of previous Horizon games.

Festival Playlist
2013 Wuling Sunshine S

Wuling (“five diamonds”) is the biggest manufacturer of microvans in China. These pint-sized commercial vehicles are no bigger than compact cars but are the work horses for millions of farmers and small businesses. One of these microvans, the Wuling Sunshine, is the best-selling car of all time in China. Launched in 2002, it’s seen dozens of variants, and has become a cultural icon with Chinese consumers. The second generation launched in 2013 with an “S” variant, with technical upgrades like ABS and EBD. Powered by a 1.2-liter engine that outputs 82hp with a 5-speed manual transmission, it may not sound like a whole lot under the hood, but Forza tuners will certainly maximise its potential after an engine swap and various upgrades.

2012 Lamborghini Gallardo LP 570-4 Spyder Performante

The already amazing Gallardo LP570-4 Superleggera gets an upgrade by removing its roof. Just like its predecessor, the 2012 Lamborghini Gallardo LP 570-4 Spyder Performante is a nimble powerhouse capable of producing 570 bhp while being swift and grippy through corners. This car’s body was designed to be striking in appearance, completely aerodynamic, and as light as possible. Some of the new features added to the Spyder Performante version of the Gallardo include a new front with a V-shaped nose. The Spyder is the last member of the Gallardo line to be built, and only 180 copies of the car were ever produced.

1985 HDT VK Commodore Group A

In Australia, the name Peter Geoffrey Brock evokes Australian Touring Car Championships, national pride, and the twisting, undulating roads of Bathurst. The Commodore Group A is a distinctive car in Brock’s racing career, built during the period when he was running his own company building race-bred road cars. In the mid-1980s, home grown rules evolved to a European formula that included homologation. We have these rules to thank for the 502 models of the VK Commodore Group A that were built. Dubbed “Bluey” or the “Blue Meanie” for the Formula Blue color painted on the models: in sight, sound, and speed, the Group A holds a special place in the heart of Holden fans.

2012 Eagle Speedster

The bumper-to-bumper beauty that is the Eagle Speedster will have you gasping for breath and racing to victory in Forza Horizon 5. If the chopped windscreen, classic Jaguar E-type lines, and low-slung cockpit doesn’t fire your synapses into a frenzy then you have probably flat-lined. The Eagle Speedster is a vintage ride with all the technology of today.

Horizon Backstage Vote

Here's the card for the next matchups taking place at the Horizon Backstage Vote for this series. Make sure to cast your vote and pick the car pair that gets added to the Backstage Shop!

Week 1 (July 17 – July 24): 1997 Toyota Soarer and 2023 Formula Drift #64 Forsberg Racing Nissan Z VERSUS 1995 Ford Mustang SVT Cobra R and 1965 Hoonigan Gymkhana 10 Ford Hoonicorn Mustang

Week 2 (July 24 – July 31): 2007 Alfa Romeo 8C Competizione and 1991 Bentley Turbo R VERSUS 2008 Aston Martin DBS and 1990 Aston Martin Lagonda

Week 3 (July 31 – August 7): 1973 Ford XB Falcon GT and 1966 Chevrolet Nova Super Sport VERSUS 1968 Plymouth Barracuda Formula-S and 1970 AMC Rebel The Machine

Week 4 (August 7 – August 14): 2021 Mercedes-AMG GT Black Series and 2021 Bentley Flying Spur VERSUS 2023 Porsche 911 GT3 RS and 2018 Mercedes-AMG E 63 S

What’s Next

The choice of the next Festival Playlist is up to you! Choose between these two Festival themes, challenges and rewards to play next month.

Summer Party

Series Rewards:

  • 2012 Lamborghini Aventador J

  • 1967 Mercedes-Benz 280 SL

Weekly Rewards:

  • Summer: 1973 Ford XB Falcon GT

  • Autumn: 1980 FIAT 124 Sport Spider

  • Winter: 2022 Toyota GR86

  • Spring: 1970 Dodge Coronet Super Bee

Back to the 90’s

Series Rewards:

  • 1992 Ferrari 512 TR

  • 1992 GMC Typhoon

Weekly Rewards

  • Summer: 1997 Toyota Soarer 2.5 GT-T

  • Autumn: 1998 Mitsubishi FTO GP Version R

  • Winter: 1990 Aston Martin Lagonda

  • Spring: 1996 SUBARU SVX

...

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