8:49 p. m.
Luck be a Landlord - TrampolineTales
The game has been patched to fix a few bugs.

News

This hotfix was supposed to be out much sooner but I had some hardware fail in my ~10 year old build PC. I wish I were joking, I put off updating the old thing for a while...

I think this is also the reason the patch download size is much larger than usual.

Anyway, I think I've got all the settings correct on my new build PC, but I apologize in advance if anything is off. I'll hotfix any bugs that may arise to the best of my ability.

Please report any bugs in the #bug-reports channel of the game's discord.

Changes
  • Fixed a bug where some symbols and items weren't working properly if the player had a disabled modded version of them
  • Fixed a bug where negative and "?" values were not being output correctly to the screen reader
Cloudbuilt - Gafgar
This is a minor patch fixing 2 bugs.
  1. Some sounds created from scripts didn't get their sample rate initiated correctly, so when they tried to adjust pitch they got bugged and turned off. This was so far only observed on the stationary charge boost sound, but this fix should address other cases too if there were any.
  2. When changing between challenge mode and non challenge mode on the level select screen through the hot key, the UI could get buggy at times. This should now be better. There might be a small pop, but the resulting state should be bug free.

Thanks for reporting issues when you find them! It's thanks to the reports we can find and fix bugs like this.

That's all for this time.

Hope you enjoy!
Limbus Company - ProjectMoon
[Notice: Frequent Server Errors]

Greetings, dear Manager.

We have identified an issue where, after the May 2nd 12:00 (KST) Scheduled Update, the "A Server error has occurred" popup is occurring with abnormally high frequency.
We are currently investigating the cause and solution to this issue. We will upload a more detailed notice as soon as it is fixed.

We apologize for the inconvenience.
8:43 p. m.
Dog Brew - юлик
Fix bugs with places where you can get stuck.
Grand Shooter Playtest - Grumpy Fox Games
I've visited material and texture settings and improved them to better suit Steam users
8:37 p. m.
Québec Mortis - P-A
  • Episode 3: Addition of second player on the arcade game
  • Episode 3: Addition of sector 1 music
  • Episode 3: Addition of settings in hard mode
  • Episode 3: Addition of elite enemies
  • Episode 3: Addition of graphics to guide the player
  • Episode 3: Correction of hardly visible menu in sector 2
  • Episode 2: Addition of an interaction zone for the cactus
  • Episode 2: Correction of map graphics part 2
8:37 p. m.
MMORPG Tycoon 2 - VectorStorm
Another quick hotfix with a couple fixes for issues raised overnight!

Changes in this build:
  • Fixed an issue with buildings not following the terrain as they should have.
  • Fixed an issue with destroying dungeons.
As always, huge thanks to everyone who has submitted reports!

-T
Eternal Return - GM_Goddess
Hello Lumia Island Survivors!

First off, thanks to all of you who took part in the survey.
We appreciate your valuable feedback and promise to work hard on making Eternal Return even better.

Check out the list below to see if you're one of the lucky winners receiving the 1,200 Event NP (7 Days) reward!

5 Winners:
- 란**
- H*******
- 微*
- 戊***
- 尚**




[url][/url]



8:23 p. m.
Dimraeth - Mudtek
We are one month closer to our demo release!

This month we decided to create more polish in anticipation for our demo later this year - and a huge part of that is creating a great Main Menu! Our focus was to simplify the character/world selection, create an appropriate art theme for the assets, and to immerse the player into what the game is all about. For a preview of the new menu - check out our discord

Another important aspect is monster AI. We've gone through several iterations that all became cumbersome as we tried to expand on its capabilities. We brought in a game designer help us restructure the AI to match spell capabilities existing in the game, and the result is a much more flexible and customizable monster AI system which should open up a lot of possibilities for players wanting unique XP styles in their gameplay.

We made some small headway with creating new weather system effects, but that is a secondary priority we hope to steadily accomplish over the coming months. Now for the details!

Major Updates
  • New Main Menu
    • Race Token Art
    • Class Token Art
    • Difficulty Token Art
    • Button Assets
    • Background
    • Mountains
    • Animated Trees
    • Animated Clouds
    • World Save Files
    • Fireflies
    • Shooting Stars
    • Button SFXs
    • Music
    • New Steam Join Lobby
  • New Monster AI
    • Added 4-Directional Diagonal Monster Code
    • Added Monster Reset Types
    • Added Monster Spell Weighting
    • Added Monster Reactions
    • Added Monster Targeting Types
    • Added Out Of Combat Behaviours
    • Added In Combat Behaviours
    • Added Swarm Option
  • New Cloudy Weather

Minor Updates
  • New Earlwood Village Houses
  • New Earlwood Village Tilesets
  • New Lampposts
  • Players can now cast spells on themselves or friends using the HUD Avatar overlay (for better accuracy)
  • Buffed Quick Jab (Brawler)
  • Added new sprites to multiplayer HUD
  • New Fairy mining animation
  • More plants for Faustas' Rest
  • New Escape Menu
  • New Grass Sprites
  • New Training Dummy (for players to practice on)
  • New Proficiency Icons
  • Spell SFXs
    • New Pulverize SFX
    • New Quick Jab SFX
    • Furious Strike SFX

Bugfixes
  • Minimap heads now appear greyscale when target is dead
  • Recoded Corpses to work with the new Storage System
  • Fixed a bug where the player would ever so slowly drift when staying as a corpse and not respawning
  • Fixed an issue where going back to the main menu was keeping old main menu scenes loaded
  • Fixed Day/Night lighting to load immediately on player load rather than having a delay
  • Fixed rock mining distance to be more accurate
  • Monsters now scale with players nearby rather than players on server
  • Fixed monsters sometimes playing walking animation on death rather than death animation
  • Fixed character pathing to reset on death so respawning does not immediately walk character back to old spot
  • Fixed minimap heads not appearing for people outside party
  • Added in a base speed formula for each race to differentiate the races more
  • Fixed Ripple still dealing damage even when player/monster died
  • Fixed Runes immediately being picked back up when dropping
  • Monsters now disable health bar when back to full health
  • Monsters now get massive health regen when resetting
  • Fixed UI for 16:10 screens
Ten Thousand Coins: The Golden Merchant - Cynthia - Thousand Tonic

Ten Thousand Coins: The Golden Merchant will be featured in LudoNarraCon 2024's Official Games Selection!

We're very excited to be a part of this awesome narrative games event on Steam (9-13 May), and big thanks to Fellow Traveller for this opportunity!

What to expect from this event:
  • An updated playable demo with some of the latest features and content
  • A new gameplay trailer
  • A developer stream where I (Cynthia) will be giving commentary on a playthrough of our demo while talking about our progress, design choices, inspirations, etc, as well as a Q&A at the end.
Ask us your questions

A small Q&A session will be included at the end of the stream, so here's your chance to ask us your questions regarding the game or development journey!

The best questions will be picked, with your name (or alias) mentioned.



Stay tuned for further announcements!



...

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