Fixes / Improvements:
Particle colors have been slightly adjusted.
Particles are now smaller.
Particles despawn faster (previously, they would "fly" for too long and sometimes outside of bounds. This should be much less frequent now).
Improved the Window / Taskbar Sitting feature for better compatibility with custom VRM models. Note: due to different bone lengths in every model, perfect compatibility is not possible.
Overall CPU usage improved.
Overall GPU usage improved.
The AI now tries to use less GPU power. Results may vary.
Added 6 new lay/sit positions.
Now a total of 7 sitting/laying positions are picked randomly each time you place the avatar on a window or the taskbar. This is experimental and will be improved in future updates.
The sitting feature no longer triggers Anti-Cheat warnings, as the Windows hook was rewritten. Still, do not let the avatar sit on game windows just to be safe.
The full notes are here. There are a bunch of balance adjustments from CRCGamer in this one for units that were over-performanc or under-performing, a couple of fixes from Dismiss, a few quickstarts from Erenussocrates, and then a bunch of additions to the Sidekicks mod from Badger.
Long-time contributor CRCGamer has done a pass on some of the more exotic ships that were just a bit too powerful, or more frequently, not quite useful enough to warrant their cost.
Just to set your mind at ease, the only real nerfs were to Electric Bombers and Phantasmal Hosts, and they needed it. The Electric Bombers are a bit worse at crowd control now, but still excellent. And Phantasmal Hosts don't have so many decoys, which will help with performance as well as their general balance.
Pretty much everything else is some level of buff, a lot of them slight. Fusion Bombers in particular got a big buff against shields, because some years-old balance changes had put them in kind of a not-great spot. But Agravic Pods, Grenade Launcher Corvettes, and Ablative Gatlings are some of the other common ships that are now a lot more useful.
There are other changes as well, so please see the release notes for details.
The new quickstarts from Erenussocrates are mod-heavy and help you get your bearings with some of his mods, which is really nice.
Badger has been adding lots of cool things. Once again, if you're not familiar with this mod, be sure to check it out! As one of the main developers on the game, Badger has essentially created a fourth DLC, for free, for you to check out. Don't miss it!
Exo Badger is a new difficulty level that focuses on having a reduced ship budget, but seeing lots of exo war ships early and often.
Dyson Sidekick now gives both the Templare and the Spire unique moons with their own turrets.
Armada Empire is ANOTHER whole new player type in this mod! It's a coalition of races that will fight the AI. Please bear in mind that this is a first build of this, and Badger notes that it's not particularly well-balanced yet. It's under active development, so expect savegames including this feature to break a few times in the near future. Normally that's not something we do, but for a mod that's in active development, that's up to the modder. Anyway, the purpose of this being released at the moment is for people to try it out and give early feedback.
Heart of the Machine is continuing to evolve. Be sure to keep an eye on it this month. Update 17 just went live yesterday, but there's even more cool stuff coming in the near future.
Now get in there and help her get a good night's sleep!
Also, we would really appreciate it if you give us your feedback about the game!
With your help, the game can become the very best it can be!
Watch the developer play Catjinni Survivors — Grow stronger by day, survive the night. A brutally charming survivor-like roguelite in which you unleash the power of the Catjinn gods to defeat Ifrit’s hordes. Face mighty bosses and shape your build. Every run is unique, every run counts. With optional VR support and playable on the Steam Deck! Try it now!
Added new background
Added grass stalks that react to player movement
Fixed movement speed default being 1.5x speed
New plains background
Updated some tile graphics
Added good graphics and movement to supply drops
Everybody seemed to love smashing the boxes, but aside from a little dopamine kick, there wasn't really any point in doing it. So we added a chance for boxes to drop ammo! More smashing and more bullets, baby!
Wow, look at that! Some cool new drone animations as well as new tree and cactus debris and prettier leaf sprites!
We noticed that players weren't using the Railgun as much as we'd hoped. Probably because it's pretty well hidden away in the Corebreak Mines. In any case, now you can find the Railgun in the Jungle! You still gotta figure out how to get to it though, so good luck :P
Now there's a flashing little "5x" icon that pops up after hitting 5 enemies in a row with the secondary Railgun attack. All the more satisfaction!
To help players understand where they can or can't go, we've added some cool scrolling text holograms to indicate teleporters and WIP areas. There are many routes in AMICA, and after watching your amazing gameplay we realized that we needed some sort of guidance so that you don't end up trying to get into unfinished areas. Let us know what you think!
When shooting an enemy at point-blank range with the Highwiper (Previously the Blaster, aka the Shotgun), the weapon will flash for a short moment (we call this an "ACE") and do more damage as well as allowing you to quickly fire an extra round.
Our company mascot, the dof, and his siblings are hidden away throughout the game. They're lost, sad and need your help! Go save them <3
Patch notes - Project: AMICA 0.1.1
Area transitions no longer reset the level or its automap. This change has temporarily disabled some HUD effects. Improved transitions are in the works however.
Fixed a bug where some non-lava floors in the Mines would inflict lava damage.
Lava damage can no longer be 'out-jumped'.
Improved visuals for teleporters to make their function clearer.
Blocked entry to unfinished areas (Swamp, Factory, Jungle boss arena) because we are evil.
Aligned lots of level textures.
Improved level details in Jungle and Mines.
The converter secondary attack now has improved animations and effects for the different levels of nanobot damage. Nanobot max damage has also been increased.
The Highwiper (previously the Blaster) primary attack has been beefed up with more pellets, a tighter spread and higher overall damage. It has also been given a flashing 'Ace'-effect to indicate a point-blank hit, which deals increased damage and lowers reload time.
The Railgun secondary attack now gives a visual effect when reaching a 5X hit combo.
All explosions have a decreased damage falloff, making the Launcher primary attack more effective.
The Jump Boots can no longer cause a ledge boost with their second jump. Again, evil.
The Railgun can now be found earlier in the demo ;)
Extended the Jungle theme.
Improved SFX for the Converter.
Added SFX to Waterfalls.
Added SFX to teleporters.
Big boxes and box piles now have a chance to drop Converter, Highwiper or Railgun ammo.
Trees now drop debris on death.
Cacti now have damage animations and also drop debris on death.
Updated textures for falling leaf effect.
Puffs and debris are now randomly flipped to give a more varied look.
We're currently working on multiple new enemy types, like this bad boy! Don't know its name yet, maybe we'll take suggestions? Stupid names only! Anyways, this is not the final design, we'll keep working on it!
Here's some other concepts! (whoops it's flipped)
There's also going to be some design changes to all the weapons. We are working hard to finalize both how they look and how they function. Not to mention how they feel.
The Railgun and Launcher weapons will have full makeovers at some point, but currently we're giving some extra care to the trusty Converter.
Some of you sneaked your way into the unfinished areas. We were very impressed, but as stated in the patch notes, we had to limit entry to those places since they're still Work In Progress. We can't go spoiling the surprise for you. However, we're working hard to finish up those areas and hopefully you'll be able to revisit them soon in an upcoming update :)
dofhouse loves you <3
Jacob // dofhouse
Added Journal system that contains the quests from specific events. It’s accessible from the upper-right menu bar.
Increased the standard max number of tiles a crew member can be moved to 5.
Fixed an issue that could cause softlocks in certain situations.
Other minor bugfixes.
Added some QoL changes.
Did our trailer at Summer Game Fest leave you hungry for more? Well, good thing we've prepared a 30-minute-long gameplay reveal! We don't want to keep you waiting; just like Kyle, you want to get right into the action!
And you can pre-order Dying Light: The Beast right now! By pre-ordering, you'll receive the Hero of Harran Bundle when the game launches on August 22.
https://store.steampowered.com/app/3008130/Dying_Light_The_Beast/
Hi Gamers,
Quick hotfix! Some players noticed that if you had Discord installed but not running, the game would try to auto-launch it and the game not running at all. That was not intended — and it's now fixed.
✅ What’s Fixed:
The game no longer forces Discord to open
If Discord isn’t running, it simply skips Discord integration and runs normally
Thanks to those who reported it!
Keep the feedback coming, and don’t forget to wishlist The Darkblade if you haven’t already.
Fellow pilots! It’s finally time to get in there and grab those Nullstar fragments before the planet collapses. Are you fast enough to get in and out?
Thank you for taking the time to visit Nullstar: Solus, it’s been an incredible 12 month journey from concept to Gamescom to publisher and now this, our first big playtest. From small local events to large scale conventions it is finally time to get Nullstar into as many hands as possible to make the game truly shine.
Firstly we want to thank the team at Frosty Games Fest for helping us put this all together as well as our publisher, http://indie.io, for their support in getting all this up and running in a timely fashion and believing in us.
The playtest you are about to experience features 18 levels from World 1 (15 mainline levels and 3 master levels that are designed to truly test your skills) and 2 ship types (the default Solus, the industry standard Nullstar collection drone and the Titan, a bit slower but it can take a few more hits. Perfect for first timers).
Leaderboards are also active and maybe some hidden things for those who go looking!
Our main goals for this playtest are to get feedback on how we can improve the game, as we are a small team we sometimes miss bugs or haven’t thought of an idea and this our chance to talk with our growing community which you can join on discord by clicking this link.
We also have our standard socials which you can find here (Facebook/Bluesky)
Thank you again for joining us in this journey and we hope to see you around pilot!
You can also check out other games from the Frosty Games Fest here: https://store.steampowered.com/sale/FrostyGamesCelebration