oath: there is a you that remains - vai5000
This patch overhauls the entire games graphics!
Animations have been added to sprites, allowing the world to feel more alive than before.
Plantlife, water and other elements will all now be animated!
Blockscape - ghost in the shell

Hi,

I'm really happy to announce that the next massive update is available fo testing. Just select the "unstable" beta in settings. Blockscape is finally turning into a real game.

Gameplay
  • Texture direction will now follow beam direction

  • Added icon that shows when simulation is on

  • Player acceleration is now connected to speed-multiplier

  • Random metal material selection for procedural buildings

  • Better castle walls with battlement for procedural castles.

  • New roofs for procedural buildings.

  • New bridges for procedural buldings.

  • Better basement and tunnel hatch positions for procedural buildings. 

  • Added azure metal. Glowing metal.

  • Added Settler dialog. They will tell you how to get the magic Azure material 

  • House keys may now be generated in caves. 

  • Added diving helmet. Makes it possible to breathe under water.

  • Protector material now depends on biome

  • Protector now drops reactor core with color based on the biome

  • Fixed material and crafting of dragon armor

  • Azure metal is now generated in settler basements

  • Added shelves to settler basements

  • Fixed third person camera position in tight spaces

  • Settler now looks at player when talking

  • Improved water physics

  • Interactive water surface with ripples and stuff

  • Fixed jittering of player when close to ground in water

  • Oceanborn entity. Doesnt do anything yet.

  • Monsters now drop items into the world when destroyed.

  • Player now picks up items when walking over them.

  • Lots of new procedurally generated/placed rocks

  • Better logic behind rock generation/placement

  • Snake only spawn in grass now

  • Overcast weather

  • Improved caves with more details

  • Better cave salt crystals

  • New procedurally generated spruce trees

  • Removed modular building parts. They are confusing and limits creativity.

  • Documents now look like documents and are generated on walls.

  • Copter and Drill recipes can now be found under protectors.

  • Castle Ghosts. Iimmune to normal weapons

  • Long weapons should have greater range than short weapons.

  • Player can now slide down steep slopes.

  • Better/smoother digging with drill. You dont get stuck anymore.

  • Mouse input now doesnt trigger drill if any ui dialog is active.

  • Cover materials are no longer generated for voxel below ground surface.

  • Fixed vehicle third person camera bugs

  • Fixed detonations from drill causing destruction of the same mob multiple times

  • Player body is now hidden when in ghost/noclip mode

  • Better player collision detectection and response

  • Added Bun Hair

  • Settler hair is now randomized hair.

  • Added reactor core cube type and model.

  • Drill is now semi transparent when camera is in front.

  • Fixed blueprint text.

  • Hair/helmet rendering is now disabled when in first person.

  • Settler hair is now randomized.

  • Added Acacia trees. Rare trees found in desert biomes.

  • Changed Plam wood/leaves to Acacia wood/leaves

  • changed so that monster material is based on spawn position.

  • Added model offset value to tree models so that they can be modeled above ground.

  • Fixed Settler lip color

  • head movement is now limited when wearing diving helmet

  • Added tunnel wall with shelf to procedural tunnels

  • Removed metal handles from pickaxe

  • Added azure metal to refined metals group

  • Removed metal from valid monster materials

  • Added feets armor to guard

  • Cover paint (blood) is now alloed on indestructible voxels

  • Fixed symbol rebuild error resulting in leaf tesselation

  • Added some more paintings to buildings

  • Fixed material text of found items

  • Fixed inner walls near wall extension

  • Added recipe panel to crafting screen. Shows needed ingredients in a better way.

  • Added delay to game over menu

  • Player will now drop equipped items on death

  • Player will now turn into a pile of blood on death

  • Added min population requirement to recipes

  • Respawning into snow biome now add boots to player

  • Mysterious machine recipe is now generated in the castle dungeon.

  • Vehicles are now locked by default. Craft in survival to unlock in creative.

  • Diving helmet crafting

  • Azure metal now protect from magic, heat and cold

Building
  • Smooth voxels add/delete are now better aligned with blocky voxels.

  • Smooth voxels box delete now only delete corners inside the cursor box that are not connected to corners outside of the cursor box.

  • Smooth voxels add now add all corners inside the cursor box.

  • Deleting blocks with mblock will not delete smooth voxels anymore.

  • Slope tool now works with smooth voxels

  • Selection tool with copy/paste, delete and fill functionality. Selection box is limited to 32x32x32 voxels.

  • Added small bar half cube type

Graphics
  • Smoother plant lighting for distant plants

  • Fixed transition of material covered voxels

  • Cursors are now visible with a darker color when seen through terrain

  • Fixed text wrapping in menus

  • Improved blur effect for distant objects and fog.

  • Debris is now clipped below water surface

  • Screen space reflection and refraction

  • Improved under water shading

  • Improved water surface shading

  • Particles will now fade out when collided

  • Particles are now clipped by water surface

  • Better/Faster sky shadow maping

  • Smoothing of shadowed smoke by using blue noise

  • Added film grain

  • Improved bloom

  • New more dense fog

  • Improved plants rendering

  • Less fog in indoor environments

  • Foliage is now casting sky shadows

  • New smoothed voxel rendering tech. Maked voxels look more organic and blends better in the distance.

  • Better contrast algorithm and less contrast by default

  • Better more correct auto exposure.

  • New cracked rock textures

  • Increased Sun and sky light intensity

  • Subsurface scattering for snow and skin materials

  • Better rendering of cumulus clouds

  • Cumulus clouds are now dark in overcast weather

  • Procedural aging/dirt to organic materials

  • Added lichen to rock and wood

  • Added darkening/wetness to crevices and cracks in rock and wood

  • Much better gras variation using variation map and dynamic aging

  • Snow/granite Sparkles

  • Better procedural sun shader

  • Cover material now also contribute to destruction particles/dust

  • Improved water flow shader

  • Softer fog and better blending near horizon

  • Fixed grass generation error in infinite plane world

Audio
  • Added sound to mother bug

  • Golem walking sound

  • Added pick up item sounds

  • Added cave atmos sounds

  • Added Flying bug sound loop

  • Added Snake sounds

  • Footstep sounds now care about cover material

  • Added secret sound effect when finding recipes

Have fun!

/Jens

FLOSS - GameInCubes

Hi everyone!

I’ve seen a few comments from players wishing the game had localization for their language. I’m a solo indie developer and, unfortunately, I don’t have the resources to hire translators for every language. I also don’t want to rely on machine translation since I can’t verify the results and don’t want to ruin the experience with poor text quality.

However, I do have an open localization repository, and I’m more than happy to accept help from the community!
If you’d like to help translate the game into your language, you can either:

  • Send me your translated version directly by email, or

  • Make a Pull Request in the GitHub repository.

I’ll review your submission, merge it, and release a new version on Steam with your translation included.

Every localizer will be added to the game’s credits!
You’ll be able to choose the color of your name and include a link to your contact or profile, just like other contributors in the credits.

Contact: https://blastlightgame@gmail.com
Localization repo: https://github.com/ye666w/floss-localization

1000-BIT - 89o-dev
  • $0 now returns 0 instead of 1

  • Fixed task 1'0010 crashing the game most of the time

  • Steam achievements now display in-game instead of only upon quitting

  • Fixed the Coquette font letter spacing, now all fonts should be spaced by 7 pixels exactly

  • Apparently beating task 1'0011 crashes the game but I wasn't able to reproduce this? Please let know if this is still happening.

Nullstar: Solus - temp.dev

Sorta! Hi pilots!

We are approaching the end of Steam Next Fest and your last chance to play the demo before launch! We thank everyone who has jumped in, participated in competitions and been apart of the ever growing game.

Don't forget to join our community Discord, leave a review (tell us what you liked, loved or didn't). Stay tuned for a big post PAX/SXSW update!

Graffiti Battle - Dev
  • Added the old club to the main level.

  • Added a new Yard level, work in progress.

  • Added new progression stat "Fame" - certain quests will yield fame. Fame can be accumulated for different crews or people, displayed on the player character stats page.

  • Added version info to the UI

  • Interface update notifications will no longer stay on screen, auto hidden after a moment.

  • Police can again catch the player

  • Fixed a bug with the tutorial, should work again.

  • Fixed style pickups.

  • Fixed an issue with some NPCs not dancing

  • Fixed an issue with mobile phones not visible while in use

  • Updated the skill for punching, changed double click to single left mouse click to fire the skill.

  • Several minor updates.

The One Who Sees Things Playtest - Aaron
I am unhappy with it, I had to rush a lot of patchwork solutions last second, but hopefully the core of it is there.

Future patch notes will also come within the game, I hope, so that anyone playing it will be up to date.

KNOWN BUGS
-some bushes are extremely dark...

NEW
-Trees and logic in the hall of metaphysics
-Revamped Tutorial in the metaphysical hall
-Reintroduced Cat Heads to give some incentive to explore. Their stat is only visible in the load select.

CHANGED
-Bit of gardening near Babel's Spyre
-Journal icon (in the controls menu)
-Some text in the settings menu
-Some icons
-Revamped the loading screen logic and visual
-Some sound effects pitch

MAJOR FIXES
-Found a way to make the buttons make a sound when navigating with a controller
(previously only on-hovered from the cursor); still havn't applied this to all menus
-Logic to select options in a menu; previously, pressing down a key was enough to select that option,
but that resulted in activating something in the next menu when you stopped pressing that key;
example 1: press down the key to go back from the "load save" menu, and as you release the button it
automatically activate the first option in the main menu, which is continue;
example 2: you press down to open the settings menu, and as you release the button the first setting
gets activated/changed
Note: puzzles remain unchanged (on press down the button gets activated, so you can hold down the button
and use the arrows to move around, without having to press every button; good for mazes
-Added some sfx to the correct audio group (so moving the sliders will actually change their volume)

MINOR FIXES
-added pressable button to exit the controls menu
-some collisions in an easter egg
-the solution of a puzzle appearing incorrect
-one setting was not saving/loading, as it was missing a line of spaghetti (close echo on interact)
-map menu now close properly (still broken in many other ways)
-a bug related to a new mechanic with math puzzles in the metaphysics
-slitghly improved the randomness of the windmills
-some puzzles IDs
Abyss: New Dawn - Nicky KT

Hello Abyss Explorers,

This week, we’re finally showing you a glimpse of something truly… colossal.

The Dreadjaw Summoning Ritual is ready – and his awakening will shake the very roots of the Abyss. 🔥

But before we dive deeper, a little heart-to-heart.

We know some of you have been waiting patiently (and sometimes impatiently...) for the Big Update.

Truth is… sales have been slow, and a few harsh reviews have affected us quite a bit.

So yeah – we’ve been working part-time jobs by day and building Abyss by night to keep this dream alive.

That’s why the Big Update might be delayed a bit, but don’t worry – it’s still coming.

We just need a little more time.

Thank you to everyone who’s still here – testing, supporting, and believing us.

You’re the reason the Abyss still breathes. ❤️❤️❤️

MegaFactory Tycoon - goto64

  • Added a conveyor merger that can be used to efficiently merge up to 3 belts into one.
    Previously, to merge belts you had to use connections from belt to belt.

  • Added a UI scale setting in the options, to upscale the UI. Useful on high resolution screens.

ReplayBellSuikaSlotLikeGame - 花倉みだれ@ほんふわ

v2.6.0 Update

  • The LIVEBONUS background now changes based on your selected clerk or manager character

  • Increased the maximum LIVEBONUS continuation count from 99 to 999

  • Fixed an issue where button selection effects appeared in front of transition screens when returning to the title screen or similar situations

...