Rattus Velocitas - FuzzyQuils

G'day Rat Racers!

Today marks the launch of the Online mode!

While very functional, some issues still remain that will be hotfixed with the coming updates, mainly issues with certain items not properly working at high latencies. Generally the game should work fine if every player lives relatively close to each other.

In addition, while the game has a workaround for players behind a Strict NAT, it's highly recommended to have an Internet connection with a NAT type that allows P2P video games to work correctly as otherwise your internet traffic will have to go through America where the public Matchmaking server is hosted.

Speaking of which, about the matchmaking... It's entirely random. No SBMM here! Simply queue up and have fun! It is also possible to setup a private lobby that can be joined by other players using a lobby code.

All races will have a 30-second DNF timeout before racers that haven't yet crossed the finish line will be stopped dead. All online races automatically end 7 seconds after race termination.

With this update, the Rattus Velocitas Matchmaking Server should also now be available in the Tools section of Steam.

For hosting your own, there are two methods:

  1. Self-hosting on your existing PC.
    This option is simple; install the Matchmaking server, then launch it before launching the game. Currently it's very barebones UI-wise; a future update will address this. The player count limit is currently 4098; This restriction currently doesn't apply to the public matchmaking server and will be removed entirely in a future update to the Tools version.

  2. Hosting on an external Server.This one's going to require opting into the dedicated_server beta and, depending on your Server's architecture, installing via SteamCMD. If you've installed dedicated servers for other games on Steam before, the command to install the Matchmaking Server is very similar.

You'll also need to open Port 19777 on your Router if you want to make the server reachable to people outside of your LAN. On a VPS, you'll also likely need to add a firewall rule to allow traffic via Port 19777 to reach your server. For more details, please consult the game's manual, present in the data folder of the game.

As always, here are the patch notes. :D

  • Online mode has been officially released! For the first time you can now race other players across the internet without having them in the same room!

  • It is now possible to have CPU racer difficulty adjust to your performance ratio! If this is what you desire then head to the Player Profile and switch on the new "Performance based CPU difficulty" setting!

  • Thrown Bombs' initial velocity now take your current top speed into account. NOTE: Replays recorded with the previous patch will still play back correctly as they have a workaround applied to use the old Bomb throwing codepath.

  • The game finally has menu sounds! These are a work in progress and may be adjusted in a future patch.

  • Replaced the old item capsule model with the Cheese Rocket. Item capsules are now to be known as Cheese Rockets! This change will not affect replays as the underlying hitboxes are otherwise identical. Cheese Rocket payloads that haven't been dropped on the track by an opponent now spin slowly in place.

  • Reworked controller rumble:

    • Boosts now briefly vibrate the controller, with the vibration being stronger and slightly longer the more boosts are stacked.

    • Throwing Bombs and Missiles will briefly vibrate the controller.

    • Eating Cheese now has it's own haptic effects. Cheese Boost rumble is unaffected and identical to the previous patch.

    • All other haptic effects are identical to the previous patch.

  • Changed how "FINISH!" is displayed at the end of a race:

    • Now "FINISH!" is displayed in the player's viewport that finished the race in splitscreen, with the global "FINISH!" notification now displaying "RACE FINISHED" when all players cross the finish line. (Excluding CPUs)

    • Replays now display "FINISH!" in a player's POV when they cross the finish line, with "REPLAY FINISHED" replacing the old "FINISH!" notification when the replay playback ends.

  • Optimised CPU performance of draughting.

  • Fixed a bug where Keyboard input prompts that were supposed to be displayed in upper case were not.

  • Fixed a bug where a multi-coloured border sometimes appeared around Steam Avatars in some menus.

  • Fixed several cases of Selection Highlights on Buttons flashing in incorrect places.

  • The Game Manual has been fully updated with the new features introduced in this patch and earlier.

  • Removed the (broken) D3D12 launch configuration to avoid confusing new players.

Known issues:

  • Sometimes thrown bombs in online races will either "miss" on your screen but explode on other clients, or "explode" but miss on other clients. This doesn't affect dropped Bombs.

  • Rarely, Missiles will target the wrong player across clients in online races.

  • Coconuts on Beach may occasionally desync at higher average latencies.

  • Replays recorded from online races incorrectly play back items currently. An overhaul to the Replay File Format will be addressing this in a future update.

  • Mobile networks may disconnect mid-race if the physical device providing internet switches between Mobile Network Towers. For this reason, Mobile Networks are not officially supported for online play, but they should otherwise work.

  • Using "Reduce Latency" on Windows with D3D11 can reduce performance significantly. This is a Unity limitation that can't be worked around. A powerful CPU will still allow enabling this setting if your computer cannot run the Vulkan Backend without crashing.

  • Missiles occasionally emit a glitch trail when fired shortly after another missile despawned. This is entirely cosmetic and doesn't affect Missile operation.

  • Menu select sounds don't currently play in the Replay List box.

  • Missile Exhaust smoke sometimes has visible gaps when the Missile is at it's top speed.

  • PS4, PS5 and Xbox gamepads on Linux may display unusual names for button prompts instead of their correct names.

  • CPU-bound performance in Volcanic may be lower than other race environments.

My Time at Evershine - MoeeeZ

Hey, Governors!

Our big moment has finally arrived - the Alpha playtest for My Time At Evershine is here!

This is the very first step of our journey together; a small but meaningful glimpse into the world we’re creating. You'll get to experience an early version of that world, exploring uncharted territory while guiding the game's future.

Like any early expedition, things might feel a little rough to start - many of the game's systems and features are still in early development, so please keep that in mind while playing.

The main focus of this Alpha build is to test the core gameplay loop, so there's a chance you'll come across bugs, placeholder visuals, or incomplete content while playing.

Before You Begin

Here are a few things to keep in mind before you dive in:

  • The story content in this Alpha version is limited, but we’ll be expanding the narrative significantly in future updates.

  • Combat difficulty and animations are still being adjusted, and we’d love to hear your thoughts on both!

  • Recruiting NPCs and building your city will be major features in the full game, so please feel free to share any ideas or suggestions about these systems.

Known Issues

Here are some known issues that we'll be continuing to address in future builds:

  • Occasional frame drops may occur during certain story cutscenes.

  • In rare cases, controls may become unresponsive after loading a save.

  • In rare cases, a black screen or freeze may occur after completing the ruin exploration quest.

  • Under certain conditions, the blacksmith quest with Hua may loop indefinitely.

  • Recommended specs: GTX 1060 (or equivalent) with 4GB VRAM or higher.

  • Systems below 4GB VRAM may experience lag or stuttering.

  • If you encounter performance issues, try lowering anti-aliasing and texture quality - lowering these settings can greatly improve FPS with minimal impact on visuals.

  • The current version only supports keyboard and mouse. Controller support will be added in future updates.

  • Overall performance optimization is still ongoing - this version doesn’t represent the final quality of the game.

  • This version doesn’t include voice acting

Playtime will vary depending on your playstyle, but most players can expect around 1-3 hours of content.

Last but not least, this is a closed Alpha, so please don’t share gameplay footage or screenshots publicly. If you run into issues or have any feedback you'd like to share, you can reach us at

https://qa@pathea.net or on Discord in #evershine-alpha.

Thank you again for being a part of this journey!

Let's build a new home together.

 

Toy Smash Kaboom! - 沐雨千秋

Localization

  • Added German language support (available in the Settings menu).

Bug Fixes

  • Fixed a Unity engine security vulnerability.

  • Fixed an occasional error when opening the recipe.

  • Fixed an issue where the screen could occasionally become blurry.

  • Fixed an issue where hotkeys could not be used in certain interfaces, including settings, tutorials, and battle results.

  • Fixed an issue where players could obtain multiple blessings in Joker's Blessing event due to animation delay.

  • Fixed an issue where closing the battle results with a hotkey could cause the battle or event to be skipped.

  • Fixed an issue where repeatedly closing the recipe, or quickly pressing ESC could cause UI components to disappear or trigger an error.

  • Fixed a softlock issue that could occur when using the Magnet Hook.

  • Fixed an issue in Trainings where defeating an opponent would not grant gold.

  • Fixed an issue where Ice Cream caused abnormal slow effects on Burrowing Mole and Mole Specialist.

Barkour - VARSAV Game Studios

🎮 BARKOUR at Poznań Game Arena 2025!

We’re excited to announce that BARKOUR will be fully playable this weekend at PGA in Poznań! 🐾
Our booth will feature 10 gaming stations with the newest build - including full Polish language support for the first time! 🇵🇱✨ Our team will also be here for the whole weekend!

Come by, meet the team, and be among the first to experience the latest version of BARKOUR!
We can’t wait to hear your feedback (and maybe spot a few speedrunners in the making 😉).

See you in Poznań! 💛

Sofia's Dark Fantasies - Episode 1 - greuceanuheavyindustries
Critical Performance Update - Memory Issues Fixed!

We've just released an urgent update addressing the game-breaking performance issues many of you experienced.

What's Fixed:
Memory Management Overhaul
• Reduced 7 large animation files that were causing RAM overload
• The biggest offender was the Day 2 Gas Inspector scene - now fully optimized
• Animation sizes reduced by 85% (from 200-600MB to 30-80MB)
• Implemented scene-by-scene memory clearing
• Fixed all freezing issues affecting players with less than 16GB RAM

Performance Improvements
• Smooth playback on 16GB RAM systems
• 75% reduction in VRAM usage
• Eliminated scene transition freezes
• Significantly faster loading times

An Apology:
We sincerely apologize for not catching this RAM loading issue during testing. The Day 2 Gas Inspector scene in particular was using an unacceptable amount of memory, and we should have spotted this earlier. We've learned from this and will be implementing stricter memory testing going forward.

Special Thanks:
Huge shoutout to Marcvs Antonivs for providing detailed logs that helped us identify the root cause. You're a legend!

Thanks to everyone for your patience while we worked on this critical fix.

Still Having Issues?
If you encounter any problems after updating, please send logs to: greuceanuheavyindustries@gmail.com

We're committed to ensuring everyone can enjoy the game without technical issues.

Note: Please ensure you have the latest version installed. If you're still experiencing crashes, try a clean reinstall of the game.
Cosmic Construct - SoaringMoon

This is the week 46th devlog, unfashionably late as usual. As a reminder, these upcoming weeks will be focusing entirely on art assets, so they are list eventful that some of the past devlogs.

To follow the game's progress you can join me at:

---

 Structure Art (Residence, Observatory, Restaurant, and Bazaar)

I enjoyed working on this one, as I just like drawing houses. Its appearance is a direct upgrade to the Bungalow, and has a the blue and white color scheme as many of the late stage buildings. I'm getting to the point where I might need to make variations of this and other housing structures, as it might look a little dystopian with rows of tens of these around the city.

I didn't finish the Observatory, as I'm still a little iffy on the animation and planning out the structure. This is the last of the progress I posted to bluesky. I'm not happy with what I was doing with it. We'll see if I end up going with this.

The restaurant was pretty relaxing to work on, and more complicated than it initially appears. It has a bunch of layers in my art file. Because I was going above an below various parts. The spanish, cajun / irish fusion think I got going on here is funny in my opinion. A note about the "conscript" I have for the signage. It doesn't really mean anything, but is intended to looks like something meaningful. Keeping it all stylistically consistent and looking like the same language is a challenge.

I might eventually need to make variations of this building too. I already foresee this structure being abused in the midgame as a revenue stream.

Looks simple, but it isn't. It is the frame for a procedural generated building that will have many of the same visual components of the Market.

Here is a reminder of what the Market looks like.

The same component parts will be used to procedurally generate the Bazaar, but it larger more consistent rows. It will produce more income than the Market (per unit area). However, I'll do something to incentivize the use of the Market stalls in favor of the Bazaar. Maybe an additional resource, or improved mood or settlement value.

The Bazaar will have awnings over the wood, and will be multi colored like the Market awnings, but have more patterns (and cleaner appearance).

---

Just like the prior couple weeks, the only type of work I have planned is structure art.

- Structure Art (Finish Observatory, then Courthouse, Guild Hall, Treasury)

Oct 23
Alien Attorney Adventure Playtest - Clever Name

I dont know how I did it but 0.0.9c was sooooo broken it wouldnt launch for most. That issue should now be fixed.

GrandChase - leigh2023

Hello, Heroes of Bermesiah!
Bug fixes and improvements have been updated.


<Bug Fixes/Improvements>
- will be updated


We will strive to create the best experience possible.
Thank you.

Pixel Composer - MakhamDev
  • Add multi-frames async rendering.

Interface
  • Now use built-in minimize function.
  • Old default collection will now automatically delete on startup.
  • Add file autosave.
  • [Preference] Add button for clearing recent files.
  • [Color, Palette, Grad editor] Pressing enter with active textbox now won't close the dialog.
  • [Preview Panel] Camera node render setting now reflect on apply to the preview.
  • [Graph Panel] Hovering on non-surface output junction now won't set node preview.
  • [Graph Panel] Previewing atlas array now display data in multiple columns.
  • [Graph Panel] Shift + Double click on a junction to always show current junction value.
  • [Graph Panel] Improve performance.
  • [Graph Panel] Fix crash when adding toolbar button that doesn't have icon.
  • [Inspector Panel] Add tab navigation in node settings page.
  • [Inspector Panel] Add hotkey for togglable attributes.
  • [FontBox] Add font refresh button.
  • [FontBox] Add font inverse sorting button, font name sorting is now case-insensitive.
  • [FontBox] Now show search results amount.
  • [File Explorer] Now show project thumbnail.
  • [Add Node] Change default view to stacked list.
  • File Autosave is now per project settings.
  • Loaded collection now contain collection metadata.

Node
  • Add simple number node.
  • Renamed `Animation` node to `Image Sequence`.
  • [Canvas] Add solid background option.
  • [Canvas] "Make/Reset Brush"' tool icon now change based on brush setting.
  • [Canvas] "Make Brush" tool now only show up when a selection is made.
  • [Strand Noise] Add band render mode.
  • [Bloom] Add fractional unit.
  • [Evaluate Curve] Disabling animation will stop per frame updating.
  • [Array] Connecting junction to 'any' type now won't set the junction display widget.
  • [Caustic] Invert position and scale effect.
  • [Caustic] Detail value now control effect iteration.
  • [IsoSurf] Unset offset now returns zero instead of half dimension.
  • [Simplex Noise] Inverse scale effect.
  • [Simplex Noise] Position now has fractional unit.
  • [Group] Adding input from connection now set value type appropriately.
  • [Group Input] Improve performance.
  • [Shadow] Blur value is now an integer.
  • [SVG] Add dynasurf output.
  • [Tileset] Add tooltip telling user to hold ctrl when scrolling over zoomable regions
  • [Tileset Drawer] Add animation speed and offset properties.
  • [Bend] Improve performance.
  • [Transform] Add atlas output.
  • [Mesh Warp] Improve performance.
  • [Nine Slice] Add dynasurf output.
  • [Lens Blur] Add oversample, iteration, controls properties.
  • [Threshold] Add multiply option.
  • [Chromatic Aberration] Add intensity property.
  • [Pixel Cloud] Add oversample setting.
  • [Gap Contract] Add oversample setting.
  • [Draw Cos Gradient] Add randomize button.
  • [Draw Bar/Graph] Add fractional unit.
  • [Draw Bar/Graph] Add button to set value range to data range.
  • [Array Split] Add minimum output property.
  • [Pattern Generators] Scale property now control grid size (not inversely).
  • [Stack] Add preview transform.
  • [Wiggler] Frequency is now a float.
  • [Spherize] Add position and texture offset/scale properties.
  • [Export] Add node settings to delete temporary folder after exported.
  • [Draw Text] Add offset properties for fixed dimension output.
  • [Hex Grid] Fix texture grid mode gives incorrect output
  • 3D Camera gizmo now follow camera properties.

Bugs
  • Fix error when previewing project with no thumbnail.
  • Fix project default dimension saved as 4 dimension vector.
  • Fix internal node rendering error.
  • Fix crash when using save as from menu panel.
  • Fix node connected to some inline group render out of order.
  • Fix performance problem with expression.
  • Remove connection missing popup when loading collection.
  • Fix vertical tabbed panel group render tab name on top on an icon.
  • Fix crash when grouping nodes inside an inline group.
  • Fix crash when exporting project as .zip.
  • Fix error when duplicating inline group.
  • Fix repeated rendering in some group.
  • Fix error when converting some string to number.
  • Fix animation inside a group cause the group to not do partial update.
  • Fix connecting to a group not update the group.
  • Fix loading collection with pin or tunnel sometime turns connection invisible.
  • Grouping inline content is now allowed.
  • [Graph Panel] Fix auto connect try to connect nodes in different context.
  • [Graph Panel] Fix connection appear disconnected when move node fast enough.
  • [Graph Panel] Fix error when exporting graph.
  • [Graph Panel] Fix undoing node grouping while viewing the group content caused instability.
  • [Graph Panel] Fix adding node after closing add node dialog connect to previously dragged junction.
  • [Group] Fix error when drawing children control gizmo.
  • [Inspector Panel] Fix potential section collapsing bug.
  • [Workshop] Fix crash when filtering Patreon content.
  • [Collection] Fix error when searching.
  • Fix bypass junction takes extra output space.
  • [3D] Fix transform tool not working.
  • [Array] Fix string array input sometime got converted into string.
  • [Chromatic Aberration] Now multiple alpha by default.
  • [Canvas] Fix iso cube over-fil in some case.
  • [Export] Fix export to path that contains space failed.
  • [3D Camera] Fix node use wrong ambient color when playing animation.
  • [3D Camera Set] Fix default lights not rendered.
  • [ASE Layer] Fix changing name not changing layer.
  • [ASE Layer] Fix node not update with file watcher.
  • [ASE/ASE Layer] Layer now sort from top to bottom.
  • [Bubble Noise] Fix seed value not applying.
  • [Draw Bar/Graph] Fix error when dragging origin value.
  • [WAV File In] Fix sound keeps playing after deleting the node.
  • [WAV File In] Fix error when importing 32-bit, custom bit per sample audio.
  • [SVG] Fix node not working.
  • [SVG] Fix implicit `line to` command not registered.
  • [Tileset] Fix middle click to pan activate scroll pane panning.
  • [Tileset Drawer] Fix error when unselecting tool.
  • [Warp] Fix tile properties got hidden.
  • [Composite] Fix custom layer name not saving.
  • [Composite] Fix error when connecting dynasurf.
  • [Composite] Fix error when previewing node inside canvas group.
  • [Simple Blur] Fix gradient not apply correctly.
  • [Directional Blur] Fix single direction brighten the output.
  • [Path Blur] Fix oversample applied incorrectly.
  • [Radial Blur] Fix negative strength return empty surface.
  • [Average] Fix output color has no alpha.
  • [Flow Path] Fix error when deleting surface in connection.
  • [Transform Image 3D] Fix wrong output with non-uniform surface.
  • [Draw Shape Polygon] Fix overlay gizmo allow selection.
  • [Draw Path Profile] Fix error when connecting path.
  • [Draw Cross Section] Fix control gizmo not scale correctly.
  • [Repeat] Fix array error when setting amount to 1.
  • [Canvas Group] Fix visibility setting not apply to output.
  • [Spherize] Fix texture shifting when adjusting strength.
  • [Export] Fix output file name contain two extensions.
  • [pSystem] Fix loop off by 1 frame.
  • [Diffuse] Now does alpha multiplication.
  • [Random] Fix error when cloning the node.
  • [Image Sequence] Fix error when previewing.
  • Fix error when updating globalvar value.
  • [File Explorer] Fix crash when opening filter menu.
  • [3D Obj] Fix error when importing model with no material.
  • [Maze Pattern] Fix crash when setting dimension to decimal, negative value.
Starship EVO - starshipevo
Hotfixes build.

Suggestions:
#6723 OnHullHit event for Computers.

Bugfixes
#6713 Air vent continues to play sounds
#6714 Cargo leftover when unspawning ship
#6716 Maglock and eventgate issue
#6724 Wide FOV haev graphical glitches
#6715 Reactor do not deactivate properly with logic gate
#6727 Slider incorrect position on reload
...