Jun 9, 2023
Community Announcements - NikZ
- Bandits no longer shoot through walls
- The throw distance of dynamite by bandits is limited to 15 meters
- Fixed an issue where a portion of cartridges would disappear in the drum magazine when loading into a Raid
- Cartridges can now also be transferred from drum magazines
- Fixed an exploit involving item sales
- Fixed a bug in counting bandit kills for the task
- Added a new exit for spider raids (a large room with a hermetic door)
- Metal detector now detects individual bullets
- The recently added stalker stash is now also counted towards the task
- Throwing knives no longer fall through the floor
- Catalog mistakes have been fixed
- Several visual bugs have been addressed
Sailist - KOY
Changes
  • Significantly increased the size and sail damage of chain shot.
  • Sailors will now aim for the mast when autofire is enabled after loading a chain shot.
  • Added sounds to the shop transaction UI.

Fixes
  • Fixed an error in the quest system (unfortunately, you will not be able to progress with quests you have already received, please finish them and get new ones).
  • Fixed the sea graphic sometimes breaking when entering a port.
  • Improved sentences in the tutorial.
  • Fixed a bug in the fleet reordering feature.
Unscripted - db123infane
Greetings to all our gamblers, our dreamers, and our jokers,

We hope you’ve been enjoying the first taste of Unscripted as we continue to work to bring you more content. We've been working tirelessly behind the scenes to ensure your experience remains as immersive and smooth as possible. Today, we're excited to bring you another update packed with improvements, enhancements, and fixes, making your virtual Los Angeles life even more lifelike.

Firstly, we've added a shader modifier to enhance UI transitions and eliminate any bugged effects that might occur upon exiting. This means smoother transitions, keeping you immersed in our beautiful world without any visual hiccups.

Music is the soul of Los Angeles and we wouldn't want it to be any different in Unscripted. To that end, we've introduced an audio fix that prevents background audio from skipping prematurely if the game is unfocused. No more interrupted tunes!

We've made some important changes to improve UI performance too. We've adjusted the script loading process so it no longer blocks other UI elements, ensuring a more responsive and seamless interface for you.

Memory leaks? Say goodbye to them! We've resolved an issue causing memory leaks after loading new scripts. This is sure to enhance the overall performance and stability of the game.

Cutscenes are a crucial part of our storytelling, and we've been hard at work improving them. We've added cutscene debugs, and importantly, a method that deletes old renderers if a cutscene ends prematurely. This should prevent players from getting stuck after cutscenes, ensuring a smoother experience.

A few players reported an issue where the pause UI was being included in the save file thumbnail. We're happy to say that this annoying issue has been addressed and fixed.

Next up, we've enhanced the preloading of cutscene images by fixing async preloading. Now, the captivating visuals of our cutscenes will load more smoothly than ever.

We've also made some scene-specific optimizations. We've added optimizations for the setups of each scene, which should significantly reduce any stuttering issues. As you navigate through the diverse locales of Los Angeles, you'll notice a smoother, more streamlined experience.

But we didn't stop there. We've implemented other small optimizations to further enhance your gameplay experience. Every little improvement counts!

Characters are a significant part of our narrative, and we want to make sure they're represented correctly. We've fixed an issue where NPC names were showing up incorrectly. Rest assured, you'll always know who you're interacting with.

Lastly, we've addressed an issue where the old resolution setting was still being used during the Pier Entrance. This should further enhance the visual fidelity and immersion.

In conclusion, we're committed to providing you with the best possible gaming experience. We hope you enjoy these improvements, and we appreciate your continued support. Los Angeles is waiting for you, and success is just around the corner!
Australian Football Coach 2023-24 - Statto Software
This week's patch focuses on mostly quality of life improvements, but makes big changes to fitness and player development. Players will now develop more quickly during the off-season and fitness will be regained more quickly at the start of the new season, and a player's overall stamina level will dictate at what point fitness starts to get harder to earn.

Injuries have been adjusted too as the default setting was accidentally set to "rarely" instead of "normal." Several bugs have been fixed as well with the remaining bugs around children especially have been cleaned up. Coaches should also get more information around delistings and contract offers in the off-season.

There's still a number of other improvements and fixes planned in the short term which will hopefully be done in the next couple weeks. The game's been out for three months now so development should start slowing down soon and preparing for 2024 and beyond, but if 2023 can be improved, that's still a priority!

Version 2023.1.21 change log:
- Fixed: 3-team finals format contained a data error
- Fixed: Color red was being saved in custom league editor, but would appear as white if you switched to another league and then switched back
- Fixed: Promised draft improvements from 2023.1.20 weren't quite working
- Fixed: Player career information was displaying "and has also 0" instead "has also kicked X goals" due to a coding error
- Fixed: Children have proper height/weights
- Fixed: Children have proper states
- Fixed: Default game injury frequency was being set to rarely and not normal
- Fixed: You could sign free agents outside free agency signing windows
- Fixed: You would not be notified if a player had signed an extension when they were out of contract (not counterintuitive, situation exists in off-season)
- Fixed: A couple typos
- Improved: Custom team nicknames, including additional hard-coded colour schemes (so Blues are always blue)
- Improved: If you change a team's name in the pre-game editor, their stadium name will now also change
- Improved: Fitness is now easier to earn
- Improved: Players should now change skills more quickly during the off-season
- Improved: Slightly better information in a player's career bio
- Improved: You are now notified which players have not been delisted
- Improved: You are now notified when a player likes a better offer
- Improved: You can now see whose child is whose in the player log
Jun 9, 2023
Meridian 59 - Mayhem
Event Summary:

This weekend's Assassin Game from Roq will feature a prize for the winner, runner-up and whoever gets the most kills!

To join, visit Roq in the Sewers of Barloque.

Read all of the instructions on his sign posts!

You may join with up to 2 characters per player ~ this will be checked before the game begins - if one of your kills is your own character, it won't be counted towards the "most kill" prize.

The game may last anywhere from 2 days to a WEEK depending on how active. I'll be manually adding players up to tomorrow to make sure everyone who's interested can get in there!

Have Fun, Be Kind & Happy Hunting, Assassin's!


Note: Below is the official post for this event as posted in Meridian 59 today by "Roq" the Master Assassin (in character)

May you suddenly feel a little tougher...



"A new Assassin's Circle shall be initiated shortly."

This weekend's Assassin Game will feature a prize for the winner, runner-up and whoever gets the most kills.

Do not pester me or anger me with delusions of grandeur, dramatics, and specil requests - this is, after all, just a 'game' - keep your spirit of sportsmanship above all.

The Assassin Game is not for Dueling, but for Manipulation. I will throw you from the game personally if I find your style is too agressive, or too lax. You must kill and return to the shadows to impress me.

To join, visit me now in the Sewers of Barloque.

You may join with up to 2 "Aliases" ~ you know of which I mean, so do not test me with silly questions.

This will be checked before the game begins: if you must "kill" one of your own aliases in the Circle, it will not count towards the special prize I'll be giving for the Assassin with the highest score.

Enjoy the game, my Assassins. Now, entertain me.

Roq the Dark Blade
[/i]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~





A Meridian 59 Story...


**********




You open the door and walk through.

The dream always begins the same way. You hear a creak and shuffling behind you as the door closes. For some reason you feel paranoid of it being any louder. Were you being followed? It feels like you are. Your head still hurts and you don't want to open the little door and go back and chance it. The torch on your side still has some cloth left, the oil pungent, wafting up to meet your nostrils, the smell of the salty sea. That unforgettable smell from your past, the place you also live. You don't remember it's name.

You're almost there, the place you're supposed to be this time in the dream place you keep coming back to.

You don't remember how you knew where the door would be, but it was above you head this time. You hear rushing water somewhere nearby. Droplets come down from the ceiling, and there's water glistening on the dark brick walls. Your eyes can see just enough.

On the old sign barely visible in the darkness of the sewer tunnel Roq calls home, a scrawling script says, "An Assassin's Circle will be starting in relatively short order. I am currently accepting would-be assassins..."

You go to the figure as it floats from one end of the room to the other, dancing around you in the shadows that are so dark as to be blinding.

You have been here before.

"Blade", you whisper. You would speak louder if not for the choking darkness paralyzing your body.

Roq tells you, "Here is your blade."

Roq tells you, "Say 'blade' to get a weapon for the next game. Say 'quit' to hand your blade back in. Say 'advertise' to be told when a fight starts. Say 'no advertise' if you do not wish to be informed of current developments."

You slowly step out through the wall of shadow separating the mummified and cloaked figure with its glowing red eyes from the rest of the tunnel. A wall of complete blackness, your feet now entering the red and orange glow of the torches lining the moss and mud lined walls.

This tunnel is old, older than the city of Barloque, you can feel it, and smell it - the coldness hasn't been filled by the warmth of human breath. Other things breathe down here.

The torch light is welcome, but you hesitate as you reach for the iron latch on the floor, back to the large aqueduct connecting A Shadowy Corner to the Sewers of Barloque.

You forgot the rules.

You turn and there it is, centered before you, on of the signs, just like you remembered.

It reads, in thick black ink:

"rules of the game"

Then, smaller: "Are you a true assassin, able to use guile, stealth and deception over brute force? Do you have the stomach to stick a dagger between the shoulder blades of a friend, a guild mate, or a lover? Be warned, this game is only for the elite, and if you are not paranoid now, you will be.

I'd strongly advise you to read all five of the signs in these chambers. You not knowing the rules of the Assassin's Circle is not, ultimately, my problem...."

~~~~~~~~~~~~~~~
Hot Lava - Klei-JoeW


Hey Everybody! Klei Fest is Coming June 15th!

Summer is on its way and that means so is Klei Fest. During Klei Fest, we will have a burst of content, items, events, sales, and more interesting things happening for all things Klei!

We've got game updates for Hot Lava, Oxygen Not Included, and Don't Starve Together. We have a new game to announce and we've even got more exciting news and demos from Klei Publishing and more!

If you're not already, make sure to follow our Steam developer page so you don't miss out!



During last year's Klei Fest we announced Rotwood, our 1-4 player hack-and-slash dungeon crawler. For this year we're going to be opening up a single-player combat focus test so you can check it out for yourself!

In this single-player combat focus test you will try out four different weapon types and fight through two dungeons, each populated with a unique set of Rots and a large Boss Rot at the end. As you delve into the ever-changing Rotwood, you'll also meet a handful of villagers who will support you by using the materials you've gathered to craft and upgrade sets of armor & weapons (and maybe even cook you the occasional delicious meal!)

While you will get a small glimpse of our weapon, armor, and other work-in-progress systems, this playtest is entirely focused on combat. So sign up now so you can join us next week and let us know what you think!

Head over to the store page to sign up now to get in on the action when we open up the playtest next week!

https://store.steampowered.com/app/2015270/Rotwood/

While you're there make sure to wishlist to keep up to date on Rotwood news.

See you soon!

Dead Pets Unleashed - amefire
Dear Gordy’s Diary, it's already June!

Seriously, where is the year going?! We had such a busy month in May, Gordy forgot to update her diary!

You might have seen, we were a part of LudoNarraCon last month! We streamed some gameplay with commentary from our dev team, sharing some behind the scenes stories about how the game is made.

In a few day, on June 13, Dead Pets Unleashed will be featured in the Dames 4 Games showcase, with a brand new trailer! You can catch Dames 4 Games at 1pm PST, June 13th, streaming on the Guerrilla Collective Twitch and YouTube channel.

We have a tiny little teaser to share with you from the new trailer, you'll never guess what this minigame could be 🤭🤭


Little... guys? a spring??? Any guesses?

Be sure to check out all the fantastic games featured across all the Guerrilla Collective events on Steam - and don't forget to wishlist!!

Gordy and her Dead Pets have also been busy, working on some banging new songs! Seriously, you're gonna love them, we cannot stop playing them on repeat. We'd give you more of teaser... but you just have to be patient 😎


How good is cable management?

Thanks for being nosy and checking out Gordy’s diary! We’ll be back next month with some more unnecessary Gordy news and maybe some dev news too!

Get all your Gordy related content here:
BattleBit Remastered - See12Run


We're proud to announce that BattleBit Remastered will release on June 15th, 2023.
You'll be able to play however you want, whenever you want!

We'd like to give a huge thank you to our community, our team, and Patreon Backers for helping turn our dream into a reality. If you've enjoyed the game, or are looking forward to trying it out, be sure to add us to your wishlist and jump into our Final Playtest that is currently open!

We appreciate all of your patience and support, and we'll have more to discuss at launch.

Quick Overview
  • $14.99 USD - Regional Pricing applied in some areas.
  • 6 Classes
  • 17+ Maps
  • 38+ Weapons
  • 8+ Game Modes
  • Combined Arms Battles
  • Destructible Environments


Final Playtest
COMPLETED. GGs.

WISHLIST HERE:
https://store.steampowered.com/app/671860/BattleBit_Remastered/



Stay up-to-date and in touch with us on Discord and Twitter. If you're interested in watching live development, check out TheLiquidHorse on Twitch.
BattleBit Remastered Playtest - See12Run


We're proud to announce that BattleBit Remastered will release on June 15th, 2023.
You'll be able to play however you want, whenever you want!

We'd like to give a huge thank you to our community, our team, and Patreon Backers for helping turn our dream into a reality. If you've enjoyed the game, or are looking forward to trying it out, be sure to add us to your wishlist and jump into our Final Playtest that is currently open!

We appreciate all of your patience and support, and we'll have more to discuss at launch.

Quick Overview
  • $14.99 USD - Regional Pricing applied in some areas.
  • 6 Classes
  • 17+ Maps
  • 38+ Weapons
  • 8+ Game Modes
  • Combined Arms Battles
  • Destructible Environments


Final Playtest
COMPLETED. GGs.

WISHLIST HERE:
https://store.steampowered.com/app/671860/BattleBit_Remastered/



Stay up-to-date and in touch with us on Discord and Twitter. If you're interested in watching live development, check out TheLiquidHorse on Twitch.
The Pioneers: Surviving Desolation - TataMooN
Dear Pioneers,

As we had announced in our roadmap, the next major patch "Road Trip" will introduce the game's first vehicle, as well as a new dedicated station module, new equipment, a new character, and above all, much more exploration gameplay. We had planned to release it at the end of the second quarter of this year, but to avoid clashing with the Steam summer sales, we decided to postpone its release until mid-July.

This is good news, as it will also allow us to finalize the implementation of our new character production method, which will ultimately allow us to offer you visuals, narrative, and cutscenes featuring the pioneers' faces. To give you a taste of what awaits you, here's a little teaser.


There's not much longer to wait, and to help you cope, here are this week's patch notes.
See you on Io!

Patch notes 0.37.03

GAMEPLAY

  • New version of the storm system
    In preparation for the Q2 update, we have started to implement new behaviors for existing threats.
    Lightings are now individual entities, which can directly strike terrain elements, including your pioneers.
    Their paths are influenced by the height and conductivity of objects. So pay attention to the environment during your explorations.

UI

  • Added an experience bar around the action circles to materialize progress in the associated skill
  • Improved personality traits selection interface
  • Improved icons and notifications in the main HUD
  • Replaced placeholder icons for machines and equipment
  • Improved vertical scrolling in the construction menu
  • Added new tooltips

ANIMATION

  • Added craftng animation in the workshop
  • Added an animation when a pioneer experiences an electric shock
  • Added an animation when a pioneer is struck by lightning
  • Added an animation when a pioneer is hungry

SOUND

  • New SFX for propulsion boots
  • New SFX for climbing
  • New SFX for the station reactor

BALANCING

  • Doubled skills XP bars at all levels
    The skill system is supposed to give specificity to each crew member but it is easily bypassed, especially thanks to the quick achievement of the first level. By making character progression in skills more difficult, we wish to give more value to these skills, forcing the player to adapt their gameplay to the strengths and weaknesses of their survivors. We will make other adjustments in this direction in the coming patches.
  • Increased cost of large rooms: 80->100 carbon nanotubes
  • Reduced nanotubes quantity in the starting loot: 200->180
    Many of you do not consider the construction of small modules as a valid choice in the current balance of the game. In order to make it a viable strategic option, we therefore wish to increase the necessary investment for the construction of large modules and reduce the starting construction materials stock.

BUG FIXES

  • Fixed a bug that prevented the saving of ship construction sites
  • Fixed a a bug that allowed the same personality trait to be added twice to a pioneer
  • Fixed a a bug that could affect material crates when loading a game

https://store.steampowered.com/app/1734390/The_Pioneers_Surviving_Desolation/
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