Escape a chaotic alien planet by fighting through hordes of frenzied monsters – with your friends, or on your own. Combine loot in surprising ways and master each character until you become the havoc you feared upon your first crash landing.
General - The next of Aghanim's Trials will be set to Grand Magus ascension level - Fixed a bug where passives would sometimes not update their values from upgrades immediately
Ursa - Earthshock bonus damage upgrade increased from 75 to 100 - Fixed Relentless stacks getting wiped by re-casting Overpower - Relentless: stacks gained increased from 1 to 2 - Ursa Minor: Cubs' Fury Swipes damage increased from 20% to 25% - Fixed Ursa being able to get permanent Concealed
Weaver - Fixed Weaver being able to reduce Swarm's attack interval to near zero
Several Encounters have had their difficulty adjusted down - The Malorkian Hammers - An Unwinnable Standoff - The Soothing Sounds of Sirens
Several Encounters have had their difficulty adjusted up - The Beastly Babies - Rizzrick the Razorsaw - A Bad Trading Post
General - The next of Aghanim's Trials will take place on Sorcerer. - The damage and health of enemies in Sorcerer and Grand Magus Act 1 / 2 now ramp up more slowly, better matching the curve in Apprentice and Magician (Act 3 unchanged). - Many common and elite shards with low selection or efficacy rates have had their values increased or been removed (i.e. Witch Doctor 5% evasion, many mana cost shards) - Fixed a bug where Viper and Magnus could get multiple ultimate ability upgrade options in the starting room - Trap room treasure chests and the items they drop are removed if they are not picked up when the encounter completes - Improved behavior when units like grumpy ogre seals bounce out of the level - Boots of Travel: increased bonus move speed 32 -> 90 - Fixed several cases where enemies would not aggro on damage. - Gary's armor now increases per ascension level. - Time before creatures detect invisible players increased from 2.5 to 5 minutes - Time before providing vision of remaining creatures to players increased from 4 to 5 minutes
Several Encounters have had their difficulty adjusted down - Splitsville - The Silent Killer - Jungle Hijinx - Blind Bombardiers and their Brethren - A Strange Morphology - Al, the Chemist - The Last of the Corpulent Killers - Toothy Toothums - The Malorkian Hammers - An Unwinnable Standoff - A Mind-Tingling Offer - Mister Cleaver - A Bad Trading Post - The Soothing Sound of Sirens
Several Encounters have had their difficulty adjusted up - Hoppy Bats - The Beastly Babies - The Scarabs of Scuttletown - Urn Your Keep
Ursa - Fury Swipes are no longer affected by creature status resistance. - Base max Fury Swipes stack count from 5 -> 6 - Added two new Earthshock Legendary Shards: Digging In and Relentless - Digging In: Earthshock applies and has its damage increased by Fury Swipes. - Relentless: Enemies that die under Earthshock's debuff give Ursa 1 stack of Overpower. - Added two new Fury Swipes Legendary Shards: Rend and Ursa Minor - Rend: Each stack of Fury Swipes grants Ursa 3% lifesteal/spell lifesteal. - Ursa Minor: Fury Swipes gains an active component that summons 3 invulnerable, uncontrollable Ursa Cubs. The cubs deal 0 base damage, but randomly attack and apply Fury Swipes to nearby enemies, dealing 20% of the Fury Swipes bonus damage. - Added a new Enrage Legendary Shard: Rampage - Rampage: An Earthshock is triggered at Ursa's position every second while Enrage is active. - Removed Blunt Their Claws Legendary Shard - Removed Anger Legendary Shard - Removed Tough Skin Legendary Shard
Snapfire - Raisin Firesnaps now create the current level of Mortimer Kisses blob impact at the end position. - When taking the "Lil' Shredder Uses Your Attack" talent, the fixed damage from Lil' Shredder is now applied to those attacks as bonus damage (such that taking bonus Lil' Shredder damage is no longer wasted) - Stopping Power now additionally has the effect of Longer Barrels (deals the point blank damage to all targets) in addition to its knockback, and Longer Barrels has been removed. - Autocannon shotgun interval shortened from 2.0 to 1.0 - Explosive Shells now also applies the Lil' Shredder debuff in the area instead of just the damage. - Fixed Raisin Firesnaps not being targetable on enemy channeling targets.
Magnus - Blast Off has been reworked. It now deals an attack on each Skewered enemy as it is passed through. - Fixed Reverse Polarity and Reverse Reverse Polarity instantly killing Aghanim's Spell Shards.
Mars - Added new Bulwark Legendary Scepter Shard: Retort - Retort: During Active Bulwark, Mars has a 17% chance to counter attack with God's Rebuke if attacked from the front
Sniper - Assassinate: cast point reduced from 2.0 to 1.5 - Added a common / elite shard to reduce Assassinate aim duration - Hipshot now reduces aim duration by 50% rather than to a fixed duration - Big Game Hunter: no longer provides bonus agility per Captain kill - Big Game Hunter: provides +100 Assassinate damage per Captain kill, once per encounter - Buckshot: fixed it failing to chain Assassinate projectiles to units that were beyond a certain range from the caster
Weaver - Give Some, Take Some now additionally has the effect of Stay Back (knocking back the target of geminate attack hit), and Stay Back has been removed. - Changed beetle attack rate reduction upgrade from -0.15 to -15%
Winter Wyvern - Cool and Collected now also applies your current level of Arctic Burn debuff to the vacuumed targets. - Arctic Burn: cooldown rescaled from 20/18/16/14 to 19/18/17/16 - Arctic Burn: duration reduced from 8 to 7 - Winter's Breath: number of additional attacks reduced from 4 to 3, damage to secondary targets reduced from 65% to 50%
Explosive Barrel - Now also applies 0.75 second stun
Map Changes: - Nav fixes for The Long And Winding Path, The Hallway of Pain, The Cliffs of Sacrifice, Corridors of Chaos, No Time To Brood, Badland Bandits, The Bomb Squad, Battle Squawks, The King Returns and The Apex Mage. - Added trees to the west entrance of Rizzrick the Razorsaw.
With the action-packed Steam Summer Sale drawing to a close, it’s a good time to take a look back at some of the awesome games released in June. The month was filled with exciting releases, but these are the Top 20 games that found the most success with players in June. As a reminder, we measure monthly Top Releases by looking at revenue generated during the first two weeks after launch. We're also showcasing the Top 5 free-to-play games released in June, measured by total unique players.
When the Top Release lists come together each month, we’re always curious to see what themes end up being shared among the top games. One theme that seems to appear nearly every month is the consistently high volume of Top Releases that utilize Steam’s Early Access (EA) model of development. June featured an EA trend of its own, but in quite a different way than in previous months.
Along with EA’s huge showing in June, developer Quantic Dream also claimed two spots this month with their story-driven hits, Detroit: Become Human and Beyond: Two Souls. June also saw the Steam debuts of two incredibly popular franchises as fans all over the world rejoiced in the arrival of both SpongeBob SquarePants & Megami Tensei. Traditionally, you’d see a batch of big name releases like this during a holiday season. But the old notion of seasonality is becoming more and more out of date. No matter the weather outside or the day of the week - it’s always a good time to find your favorite Top Release on Steam.
June's Top Releases
Here's the list of June's top releases ordered by release date (we've organized this list on a sale page too):
Bug Fixes: - Fixed being able to use abilities and items in the Rolling In Riches Bonus Room. - Flight is now disabled upon entering Trap rooms. - Fixed Voodoo Restoration's Mana Cost upgrade increasing the mana cost. - Fixed a case where players could die to Astral Step after The Shadow of Inai was defeated. - Fixed players being able to die in the Aghanim victory sequence by dodging the invulnerability period with Eul's Scepter. - The Tusk Walrus Wallop upgrade can no longer move Rizzrick. - Fixed Witch Doctor's Death Ward being killable in some cases. - Fixed Witch Doctor's Max Health Voodoo Restoration talent affecting Aghanim with Hocus Pocus. - Fixed a case where Aghanim could be instantly killed by Winter's Curse. - Fixed a server crash with Raisin Firesnaps.
Map Changes: - Nav fixes for A Mind-Tingling Offer, Arrows Of The Moon, The Pugilist Pixies of Plague Wood, Manipulators of Time and Space, Mister Cleaver, The Soothing Sound of Sirens, They Speak in Spectral Tongues, Bogdugg the Bad-Bringer, The Fowl Feast, Al, the Chemist, My Rock Collection, Storegga The Ample, and Angry stuff with wings.
This July marks the one year anniversary of Steam Labs, which launched with three experiments and big ambitions to improve Steam through public experimentation and iteration. Today we’re celebrating with the official release of Community Recommendations, introduced to Steam via Labs.
Steam Labs is a space to explore the potential for new and improved versions of Steam through inquiry, exploration, and conversation with you. The most pivotal part of our design process is the moment where you come in, and with Labs we’re able to include you much earlier. To assess what works and what doesn’t, we’ve been listening to your feedback, gathering evidence to learn how people use our experiments, and conducting A/B tests to measure relative success among potential designs.
Below is some background on what we have learned in the Labs during the past year, and how it led us to ship four experiments, shelve two, and continue to design and refine others on the way. Each has reinforced the value we derive from a participatory design process. So thanks, and cheers, to another great year of experimentation together!
With your help, the following experiments graduated from the Labs to Steam, where they’re helping people discover and find a wider range of games.
Today’s launch out of Steam Labs, Community Recommendations showcases your reviews by featuring them right on our home page for everyone to see. The result brings community energy to the store, enabling users to keep abreast of the titles players are currently enjoying, and why. This new feature also allows us to get out of the way as platform holders, connecting and empowering players so they can recommend games to one another directly.
The Interactive Recommender began as an experiment to determine whether machine learning could be used to generate compelling personalized recommendations for players. The result is a system that trains itself to recognize gameplay patterns among the millions of players on Steam.
During experimentation, we learned that players wanted to be able to exclude games that they considered outliers or mistakes in their play history, so we added this. Additional feedback led us to include the ability to eliminate a played game from influencing recommendation results, and to ignore recommendations that you already own on another platform. We also added the ability to save your preferences and view your recommendations directly on the home page of the Steam Store.
Play Next Suggestions
After gaining confidence in machine learning through Labs experimentation, we decided to build Play Next, which leverages the same tech as the Interactive Recommender to suggest games you already own but have yet to play. After testing this version of the recommender with players in Labs, the feature moved to its current home directly in the Steam Library. There, users can add a Play Next shelf to their collection and use it to view Steam’s suggestions from their own library. These suggestions are based upon their gameplay history as it compares to millions of other players.
Powerful Search Tools
Steam Labs became the perfect place to try out some often-suggested (and much-needed) upgrades to Steam search, without altering the store during this exploratory process. A number of new tools requested by players were added, such as ways to filter results by price, view only items that are on sale, and exclude items already owned, wished-for, or ignored.
Steam Labs is a great place to quickly try new ideas, providing us with insight about player preferences and usage. Inevitably, not every experiment we choose to pursue will resonate with you, and so today we've shelved a couple of them to make way for new experimentation.
The Automated Show
The Automated Show was an ambitious project, with the goal of creating an entertaining production about games, built in a fully automated fashion. Formats ranged from 2 to 30 minutes and experimented with features such as typographic and motion design effects, announcer voice-overs, theme-driven automated curation, and simultaneous streams to deliver maximum information in minimal time.
User reaction quickly revealed that the longer format just wasn’t working, as viewers typically bailed within the first few minutes of those shows. We also found that each time we wanted to feature a specific selection of games, such as in the Steam Awards, we ultimately chose to hand craft it, rather than automate its creation, to achieve our communication goals.
While we remain optimistic that an automated show could one day make for a compelling way to learn about games, today is not that day. And so with film editing job security intact for the near term, we say TTFN to the Automated Show.
This experiment offered a way to browse the Steam store using a favorite game as an entry point for discovering similar titles. While it was fun to discover how many degrees of separation could be found between Battle Brothers and Strikey Sisters, or to discover little known but well-loved Gems somewhat similar to a favorite popular game, we found similarity-based browsing to be a tough sell as a destination.
Perhaps the most valuable takeaway from our Deep Dive experimentation has been the idea behind its Similar Tags matching algorithm. This allows us to organize the hundreds of Steam tags into a handful of meaningful categories that can be leveraged to help gauge similarity along interesting axes like genre and mechanics.
This tag categorization work led us to identify relationships between tags, features, and other kinds of metadata associated with Steam games, resulting in our Query Expansion experiment and the Tag Wizard, a tool we built to help devs associate their games with a broad range of tags for improved discovery. It also inspired the creation of internal tools we use to identify and organize games associated with big events, and has led us to consider new navigational systems we’re excited to experiment with in Labs.
Experiments in Progress
Meanwhile, here’s a look at some promising experiments currently underway in Steam Labs. Each of these are progressing and expected to graduate to full release on Steam in the coming months.
News & Events Hub
The Steam News Hub experiment allows players to explore a personalized feed of news, events, live-streams, and updates from games they play, follow, or wishlist. This feed can be customized to include or exclude certain types of events or sources of news. Most importantly, the experiment includes a look at what’s ahead with a reminder system that helps players keep tabs on in-game events, live-streams, and other scheduled activities.
We’ve begun some important yet fairly behind-the-scenes work in this Steam Search experiment, where we’re leveraging a custom thesaurus to define relationships between tags and related metadata for more accurate, consistent results. We’re using Steam Labs to help us gauge whether our thesaurus is working as you’d expect. You can opt into the experiment now via Labs, which then updates Search with the new logic used to derive tag-based search results.
Before calling this experiment complete, our goal is to bring this logic to more views throughout Steam, such that a search for both Real-Time and Strategy, for example, will always produce the same results as when searching for RTS. Many of our store’s browse views stand to benefit from this work.
Micro Trailers offer video snapshots of games, in just a few quick seconds. People only take a short amount of time to make judgements about what’s interesting while scrolling content, so micro trailers aim to help viewers learn enough about a game in as little time as possible. In Steam Labs, we’ve experimented with different formats, lengths, and strategies for deriving automatically-generated micro trailers from the standard game trailers our partners provide. We’ve also explored various ways of auto-assembling and aggregating these short videos, some of which admittedly made our eyes spin. 🍭🍭
Today, Micro Trailers can be found on the Steam store, where they are featured when hovering on items on the home page, in our sales events, and in the Interactive Recommender. We’re still tinkering with their optimal format, duration, and presentation, and look forward to bringing them to more places throughout Steam.
We continue to find that our work only improves with iteration based on your feedback. Steam Labs has opened the possibility of sharing more nascent ideas, receiving earlier feedback, and improving Steam with help from millions of people, like you.
News Hub Update
In a coming update, we’ll soon be adding the ability to include news from Steam Curators you follow, enabling posts from some of your favorite press outlets to appear right in your personalized view of Steam News.
New Ways to Browse
To date, we’ve invested quite a bit of energy into recommendations and search. Browsing is of course another key way people discover content on Steam, and we’re excited to explore this space. New points of entry, more compelling ways to browse, and more tools to filter while browsing are all among our list of future pursuits for Steam Labs.
We of course also have our eyes on the Steam Labs Discussions, and hope you’ll continue to share your ideas for potential experiments you’d like to see from us.