Runes of Magic - [CM] Darcoon


A warming welcome to all of you in our RoM community! It has been a while since you’ve last heard from me. but worry not - we are still working in the background to prepare cool things, while our frontliners Darcoon, Celes and further colleagues are manning the communication fort!

Within today’s PM letter I’ll be going over what we’ve been working on in the background and why we haven’t released anything new recently. Just a note in advance: As the title of this letter states, the following plans are targeting 2026 only. And while many things are still a work in progress, some of the changes to systems I can already elaborate on and prepare you a little in advance.

As per usual, any feedback and all comments are welcome. One of the advantages of sharing our intentions and thoughts early with you is so that you can comment on it, and if needed allow us to make important tweaks early on! [...]

Read the entire announcement here!
Cooking Simulator VR - lukaszBCS

Hello Chefs,

We know it took a while to patch and make improvement on VR since we first show build to you.

We are sorry that your first feelings were not the ones you were expecting and that is something we took and start working hard and still do to make VR best as it can be.

Together with our external team which supports us on this since couple months we started tweaking, fixing and improving experience on VR. I know it was little quiet here, and we made couple stealth updates however we wanted to deliver you better version as fast as possible and improve your experience, focusing on work. Since then, team made huge effort and hope so you will feel it on the newest patch update. 

 

We know that there is always work to be done as we went through all challenges, and we want to make it perfect as we believe VR is future. 

 

You may wonder why we made such a bold move - so some time ago our original partner team which was working with us on VR has decided to go its own way - since then we could not update VR and bring new DLC. The best solutions occurred to find new partner and start rebuilding Cooking for new. 

 

That way we want VR to be live product which will get DLC’s, events and will be supported.  As some of you may already know we also releasing Cooing Simulator 2 in January 2026 and we strongly believe, it will become VR one day too- extending what we already have and adding multiplayer.

 

We ask you for patience and understanding in processes we took and trust as our idea is to be sure that all our products are alive and being supported even though Cooking Simulator 2 is on the way. We want Cooking to create universe of products which are supported and developed by us for a long time in the future. We hope so that all of you who decided to give hard review will reconsider to change it once you see progress and commitment which is being given to Cooking Simulator VR.

 

We wish to say THANK YOU to all Play testers which supports us on Discord and all feedback we got here - your help is great and makes we can improve it and fix faster. Huge Thank You for being with us and we are counting for further support.

 

Following latest changes, we are adding a small list of improvement and changes:(it is much more then this):

 

Pouring, transferring

Dish rating system

Improved performance

Baking and cooking times

Baking detection

Baking states

Crash with fluids other small fixes

More intensive color

Performance

Bottles have caps when you buy in tablet   

Noodles fix

Fix pause menu in career mode 

Chinese simplify translations

Easier opening

improvements of cooking system       

Skeletal attaches to containers in better way.

Improvements on volume for fluids   

Hands improvement

Mouse tweaks  

Added pull to knife    

Improved container widget icons       

Improved food processor 

Paprika slicing fixed   

GUI more user friendly       

Cooking School Improvements 

No more "devil's" plate

No more infinite pouring 

No more baking with open oven

No more double tongs 

Easier closing doors, windows in equipment 

Faster rotating for those players who asked

Show / hide info button

Color spices

Better air conditioning system 

Timer indicator fixed

Easier cutting

Small text fixes

Steak has improved

Save system improved

And many many more other small fixes and improvements

 

Stay tuned and more to come in close days.

 

Best,

Your Cooking Team

5:04am
JDM: Japanese Drift Master - Neptuned_GF
Ossu!

There's been a lot going for us recently with the launch of our first ever DLC and the upcoming release of JDM on Xbox, but we’re definitely not forgetting about the base game. 

Today, we bring some very much needed bug fixes, so without further ado let’s go over the patch notes.

Patch Notes

Cars
  • Fixed an issue where the Nissan GTR R35 EBA was inaccessible through the Car Dealer. 

  • Fixed an issue with the Nissan GTR R35 EBA’s distance travelled tracker which showed a static number.

Gameplay
  • Fixed an invisible collision on one of the parking lots in the Open World.

  • Fixed an issue with Underground Race Side Missions which could spawn the player at a random position on the map, after starting the event. 

Campaign Events
  • Fixed an issue that occurred on select Tiger’s Side Story missions where crossing the time limit for the event would be considered as an event success.

  • Fixed an issue during Mission 07 of the Tiger’s Side Event Campaign where the player would be spawned in the wrong location after completing the event.

  • Fixed an issue during Mission 08 of the Tiger’s Side Event Campaign where restarting the event would trigger an “Out of Bounds” game notification.

  • Fixed an issue during Mission 07 of the Honey Badger’s Side Event Campaign where the game would incorrectly spawn Touma as the driver.


As you read this, the patch is already live, so please update your game.

For the latest news on JDM and an awesome JDM oriented community head to our Discord server.

PS. If you don’t own the base game or you’re thinking about grabbing the Made in USA DLC - they are both on sale until November 20.

Let’s Drift!

The Gaming Factory Team



GAMING FACTORY - OUT NOW

https://store.steampowered.com/app/4054180/JDM_Made_in_USA


GAMING FACTORY - UPCOMING RELEASES

We're not only a developer but also a publisher. If you like JDM, take a look at what other titles we have gearing up for launch. Who knows, maybe you'll come to love them, as much as we do! 

Thanks!

https://store.steampowered.com/app/1385290/Pizza_Slicehttps://store.steampowered.com/app/2708880/Ghost_Keeper

Your Big, Cute Monster Farm - GamerskyGames
Hello, farmers! This update brings several optimizations and fixes to improve the overall gameplay experience. The details are as follows:

🛠 Optimizations & Adjustments
  • Improved the attribute balance between the three “Humanoid Beasts” and other beasts.
  • Added the ability to choose the quantity when selling crops.
  • Beast Salon cost has been adjusted to use coins.

🐛 Bug Fixes
  • Fixed an issue where the mushroom collection achievement could not be counted correctly.
  • Fixed an issue where crop display became abnormal after submitting orders in the purchase board.
  • Fixed an interface stacking issue when clicking buildings in multi-screen mode.
  • Fixed a bug where decoration effects would stack infinitely.
5:02am
Gamestonk Simulator: Gone Rogue - donvino

Dear Stonkers

A new batch of fixes is here depending on your most reported issues:

  • added a "Reset NPCs" button to the pause menu to reset the customer's navigation path

  • fixed incorrect customer positions on load game,

  • fixed manufacturer logo not visible

Enjoy the hustle, and keep the doors of the last video game store open!

Your GameStonk Simulator: Gone Rogue team

Logic World - Jimmy

Is it Wednesday again already? Yes it is. Wow. Nice. Cool. Good.

Update next week!

We're basically done Logic World update 0.92.1, which fixes many minor issues with update 0.92. We intend to release 0.92.1 next week.

You can test the almost-finished update right now in the [c]public-previews[/c] branch. Instructions for that along with a changelog for today's preview update are at the end of this post.

Are there any last minute changes or fixes you really want to see in this update? Let us know!

New outline styles - Jimmy

Logic World uses an "outline" effect to highlight certain objects in the world. The outlines have been problematic recently and so this week I staged an intervention.

A brief history of outlines in Logic World

In the earliest prototypes for Logic World, then called The Ultimate Nerd Game, I used a library called Outline Effect by Cakeslice. When I had performance problems, I ended up forking Outline Effect into a library called Outline Effect But It's Faster. This was my very first time doing open source work!

Later, TUNG/LW was moved to Unity's Universal Render Pipeline, which broke all graphics effects made for earlier Unity versions, so we had to find a new outline solution. We ended up going with a modified version of PRO Outline by Knife Entertainment.

However, PRO Outline was made before 2020. In 2020, Unity broke all graphics effects made for earlier Unity versions (again). We put off updating Unity for a long time because of annoying crap like this, but in Logic World 0.92 we finally updated Unity and so PRO Outline didn't work anymore and we had to find a new solution.

We ended up going with the Wide Outline from Ameye's Linework, which uses a really cool jump flood algorithm to give us exceptionally high-quality outlines.

While these outlines look great, they unfortunately have some performance issues. Lag from these outlines is especially noticeable by folks on integrated GPUs and especially when there are a lot of outlines visible simultaneously (such as when using the Resizing building mechanic).

Fixing the lag

To improve performance on the devices that aren't suited to the new and expensive outlines, I decided to add a new setting to choose the outline algorithm the game uses. We'll keep the existing outlines around as the high-end option while adding an option to use a faster outline method instead.

Initially I wanted to code up a brand new outline system for this, with a balance of visual quality and performance perfectly tailored to Logic World's use case. I started working on this, but it was taking way too long, and I sort of lost motivation on it because A) Unity's APIs are super annoying to work with and B) this system, being closely tied to Unity APIs, would have to be completely thrown out when we switch to Godot in 0.100.

So I instead looked into premade options for outlines, and I determined that the best option was to add the other two outline options from Linework. The old jump-flood outlines are now called "Beautiful", and there are two new options: "Balanced" which looks fine and is much faster, and "Fast" which looks like crap but has only a very small performance impact.

In this table you can see what the new outline options look like and their relative performance. I've elected to do this comparison with the Resizing UI since that's where you see some of the most technically complex outlines in the game.

Outline Style

Fast

Balanced

Beautiful

Method

Extruded mesh via Linework's Fast Outline

Dilated silhouette via Linework's Soft Outline

Distance field and JFA via Linework's Wide Outline

Screenshot (click to view)

FPS while resizing (3840x2160, Linux, RX Vega 64)

160

140

97

Seeing these numbers, I decided to make Balanced outlines the new default. If you want to retain the same outline visuals (and performance impact) from 0.92, you'll have to manually change the Outline Style setting to "Beautiful" after updating to 0.92.1.

This should solve all those performance issues for people! Now, hopefully I don't have to touch outlines ever again. Until we move to Godot and it has to all be redone from scratch.

Creation Remixes - Felipe

A few days ago I was browsing the Logic World Discord server and noticed a few people iterating on the design of a circuit, sharing each attempt as a subassembly on the Hub. When I opened each one to see the implementation, I realized that it would be great if you could properly link two creations and say "this one is based on that one" without having to manually write this in the description and add a link.

Thus, when uploading a creation you may now specify which existing creation it is based on (or "remixing"), which will show a link to the original creation on the sidebar of the new one:

Pictured: @CrispyPin's Game of Life: 36 components

It's worth noting that this is different from the concept of creation versioning (which will be coming soon 🤞): a remix implies that the new creation is based on another but doesn't unconditionally improve on it (maybe different tradeoffs were made, e.g. it's faster but also bigger), whereas a new version means that the older versions should generally not be used and that the new one is plain better (e.g. it fixes the output not being correct).

0.92.1 Preview 41 changelog

Here's everything new in 0.92.1 Preview 41, since Preview 21 last week. You can play it right now by opting into the 'Public Previews' Steam branch. opting into the 'Public Previews' Steam branch.

Outlines

  • Added setting: "Outline Style"

  • Added two new outline styles, "Fast" and "Balanced". These are alternative outlining techniques that look worse in exchange for more performance. The old outline style is now called "Beautiful".

  • The default outline style is now "Balanced".

  • Changed the default outline thickness from 5 to 4.

  • Changed the minimum outline thickness from 1 to 2.

  • Changed the maximum outline thickness from 50 to 20.

  • Fixed a visual issue where the color of outlines would be affected by the Resize Component UI.

Other stuff

  • When you place a subassembly with multiple roots, the game now properly saves the placement info (i.e. rotation, flip state, etc) for all the roots. When you place a multi-root subassembly multiple times, all roots will be placed the same way you set it on the preceding placement.

  • Fixed the Back Mouse Button and Forward Mouse Button being swapped on Linux.

  • Fixed not being able to bind some keys (i.e. Escape, Back Mouse Button) because they close the keybind edit UI.

  • Fixed StackOverflowException when a very large number of pegs are connected.

  • Slightly improved the performance of calculating the circuit graph (disclaimer: you won't notice).

Journey of Rune - qzgdev

Greetings, players! It's been a while.

It has been nearly three months since our last version release. During this time, we have been working on significant internal framework modifications, which has slowed down our content update progress. We sincerely apologize for this. We are planning the next update for December. Now, let's briefly introduce the content coming in the next update!

Game Content:

We will be introducing our brand-new main scenario, "Emerald," in the EA version! The game content for this update includes:

  • Most areas and events in Chapter 1, "Luka Village." Compared to the previous version, we have optimized the scene presentation, gameplay routes, and quest branches.

  • A new companion! She wields special shadow magic and has versatile abilities, though her personality is a bit... well, she's a great partner nonetheless!

  • Several new weapons, pieces of equipment, over a dozen new skills, and a large number of new accessories.

Features:

The Encyclopedia Link feature is now live! When viewing the effects of equipment, skills, or items, you can now click the links on them to find definitions for specific terms.

You can now create custom characters in the initial character creation interface! Start by choosing your character's race and sub-race, customize their class and traits, and finally adjust their appearance to create your very own protagonist! (The current options are still somewhat limited, but we will gradually expand and improve them!)

The Trait system has been improved. You can unlock new traits and more trait points as you progress in the game, allowing you to swap out traits and shape your character!

Other:

  • Optimized some UI elements.

  • Made some performance optimizations.

We spent a lot of time migrating the engine version and refactoring our framework recently. Therefore, this upcoming update is primarily focused on "content" rather than major new system implementations.

We have a longer-term plan to implement "revolutionary changes" to the combat system, skills, and AI. But before that, please look forward to the update coming next month!

World of Tanks - n_tretyakov

Commanders!

Steel Hunter returns! Fight for survival on ever-shrinking maps solo or as part of a two-player Platoon while enjoying an interface improved to Update 2.0 standards and style. Compete for fame and bragging rights, and obtain rewards including Experimental Equipment, bonds, credits, and exclusive customizations.

EU (CET/UTC+1)

NA (ET | CT | PT)

APAC (UTC+8)

Start

November 17, 07:00

November 17, 08:00 | 07:00 | 05:00

November 17, 08:00

End

November 24, 03:00

November 24, 03:00 | 02:00 | 00:00

November 24, 03:00

Servers and Daily Prime Times

EU1, EU2, EU3, EU5: 07:00–01:00

EU4: 05:00–23:00

NA3: 08:00-02:00 | 07:00–01:00 | 05:00–23:00

ASIA1: 08:00–02:00

The Basics
  • Eight special vehicles with unique abilities will join the hunt.

  • When playing in a Platoon, you can use in-game voice chat and the command wheel to communicate with other players. Make sure you have voice chat enabled in your settings.

  • The total battle time is up to 15 minutes. Before each battle, you can choose from several spawn points on the map.

  • Battles unfold on three huge maps with playable areas that shrink over time. In Danger Zones, your vehicle won't receive damage, but pay attention to the countdown indicating when they will turn into Destruction Zones. Escape Destruction Zones as quickly as possible, as they will gradually cause damage until your vehicle is destroyed.

  • You can upgrade your vehicles while in battle and get stronger with each new tier.

  • Collect special objects (loot) that randomly spawn on the map (Consumables and Supplies) but also remain after destroyed vehicles (Spoils of War). These objects contain resources, Combat XP, Combat Ability charges, shells, HP, and repairs for modules.

  • Marauders are special AI-controlled opponents that yield Combat XP and Spoils of War when destroyed. They are displayed on your minimap as squares—not triangles like regular players.

  • Your mastery will be taken into account. The matchmaker aims to provide opponents of similar combat effectiveness for both Platoons and solo players.

Rewards

Fighting in the armored battle royale, you complete missions and earn Progression Points. Progression Points advance your Progression. You get various valuable rewards for every completed Stage.

You start earning Steel Seals once you complete the event Progression. This special currency allows you to purchase themed 2D styles, decals, and inscriptions that are otherwise unobtainable. The customizations shown below (the "Rusted Steel" and "Decay Containment" 2D styles plus the "Steel Hunter, Mk. I" and "Steel Hunter, Mk. II" decals) are brand-new additions to the extensive pool or rewards.

LEARN MORE:

    EU          NA         ASIA   

Roll out and let the hunt begin!

World of Warships - l_novikova


Captains!

To celebrate the game’s 8th anniversary on Steam, we’ve added a special mission to your Port that can reward you with Community Tokens and a Steam container. If you’re in the mood to snag even more Steam-y goodies, just click the button below to enter an exclusive giveaway with a chance to win big and claim a guaranteed reward, as long as you complete the mission!

Check out all of our 8th anniversary activities and offers here on Steam.

🎉How to Enter🎉
  • Click the “Participate” button in the linked article: Participate
  • Complete the “8 Battles for 8 Years” mission under the "8 Years on Steam" Combat Missions tab section.
    Battle-type restrictions: Random, Ranked, Co-op, Brawl.
🔥Giveaway Prizes🔥
  • Guaranteed reward: 1x Steam container
  • Giveaway pool for 218 random players who complete the combat mission:
    • 8x U.S. Tier II Premium cruiser Albany and American Commander Steam-chan with 6 skill points
    • 100x 1 day of Warships Premium Account
    • 40x Steam permanent camouflages
    • 40x Steam Supercontainers
    • 30x Five Years on Steam permanent camouflages
😌Rules😌
  • Giveaway winners will be picked at random from the pool of unique users who click the “Participate” button and complete the combat mission.
  • The results of the giveaway will be announced in this thread after the missions expire. Prizes will be awarded within a week of the announcement.
  • Any comments that break the discussion rules may be deleted or excluded.
[color=#FF2400]Event starts: November 14, 2025[/color]
[color=#dd6b25]Event ends: November 26, 2025[/color]

We wish you good luck and following seas!⚓️
Fata Deum - The God Sim - Julian™ [Aerosoft]

Patch 0.1.9 is now available on the Beta Branch!

We have added a new ability for the elemental orbs of fire and water (wind and earth will come next): the flame thrower and the water canon!

Instead of throwing an elemental orb you can just hold your left mouse button to burn your enemies down! Or grow some trees instead and refresh your poor mortals!

Furthermore, we have added different settlement profiles which are used to place different kind of start settlements with different mortals and buildings on startup, changing each match and providing more variety. These profiles are also used to let you as player get rid of the micromanagement and let the mortals do the job.

Just change the profile of one of your settlements and let the mortals do the job!


🛠️ Patch Notes v0.1.9
  • Added new general elemental orb functionality: thrower

  • Added thrower functionality for fire and water: flame thrower and water canon

Flame Thrower

Water Canon
  • Added fuel logic for elemental orbs

  • Added general settlement profile logic

  • Added visual differences per profile for mortals created on startup to raise different kind of dynasties

  • Added different skill set per profile on startup for created mortals

  • Added startup logic to create different and more advanced settlements based on randomly selected profiles

  • Added settlement profiles: Development, Belief, Income, Aggresssion, Normal and Entertainment

  • Added manipulations to allow player to change the profile of a settlement

  • Improved settlement manipulation menu by adding submenues for each topic: worklaod, settle, profile, send resources and loot

Balancing:

  • Strongly increased the amount of actions taken by settlement AI if free will is active

Bug Fixes:

  • Fixed game breaking bug occuring sometimes when switching to night phase

  • Fixed game breaking issue when killing main quest character while playing wihtout AI opponents


🔑 How to access the Beta Branch:
  1. Open your Steam Library

  2. Right-click on Fata DeumProperties

  3. Go to the Betas tab

  4. Select Open - Beta from the dropdown menu

  5. Close the window – Steam will now automatically download the Beta version


We hope you enjoy this patch and are looking forward to your feedback!

...