Oct 13, 2023
Daisho: Survival of a Samurai - corhal
- Gem sale for the weekend: get x2 gems for purchasing and gem lot in the store!
- New craft recipes in Stone Cutter, Potter's Wheel, Tanning Rack, Farms and a new Florist workshop.
- Optimizations to the Estate location.
- Switched on auto-mode for the event bog location.
- Fixed the icon for Shinobi amulet quest in the Battle Pass.
- Treasure chests in the Pine Forest now count for the daily quests as well.
- New feature where you can purchase items you lack for craft for gems.
War Thunder - Blitzkrieg Wulf


The Vickers Mk.11 is a prototype wheeled combat vehicle developed by British company Vickers as part of a private venture in response to an Australian requirement in the 1990s, this vehicle will arrive in the game with the next War Thunder update!

Vickers Mk.11: A Light Tank for Britain at Rank VI!

Features:
  • Versatile 105 mm cannon.
  • Laser rangefinder.
  • Light protection.
  • Large in size.


Meet the Vickers Mk.11!

The next dev blog season has begun! Coming to War Thunder in the next major update, the Vickers Mk.11 will help to bolster Britain’s ground research tree at rank VI! Highly agile and packing an impressive punch, the Mk.11 will be sure to provide you with an impressive choice for flanking and scouting. Let’s dive into the details of what this vehicle has to offer!




Right off the bat, you may have already noticed something oddly familiar about the Mk.11. Its size? Yes, it’s an absolute unit, but what we mean is its turret! This vehicle inherits its entire turret from the VFM5 light tank which you may already be familiar with, as it’s already in the game. This means that it sports a very-capable 105 mm LRF cannon, featuring excellent ballistic properties and a great rate of fire!

Interesting: The Vickers Mk.11 is big. And we really mean big. To put it into perspective, its height is almost the size of two 6ft people standing on top of each other! So large that it could carry 4 crew and 7 additional crew members. In the game, it will have 4 regular crew members.

Unlike the VFM5, the Mk.11 features a wheeled 6x6 chassis, offering you good mobility. This vehicle can reach speeds of up to 105 km/h on paved surfaces, all while retaining good off-road characteristics apart from in the most difficult terrain types such as deep snow or mud.




The fact that the Mk.11 is based on a modified APC chassis means that it won’t really offer you much protection in your matches. Featuring only lightweight armor, this vehicle will be able to withstand light machine guns and autocannons at a distance. However, dedicated anti-tank weapons will most certainly make short work of its thinly armored hull. Therefore, a smarter tactic would be to make use of its excellent mobility to stay out of sight from any enemies that you may encounter, all while picking off enemies from flank positions!



In your matches: Pro-tips when using the Vickers Mk.11 by Tom (Oxy), WT Community Manager (TL): “As the vehicle is so massive and very lightly armored, it’s important to keep its size in mind while considering your positioning, common defensive spots won’t work too well for it as it’s just so tall. The best strategy will be to focus on its speed, aiming to push aggressively to a good position early on. Fighting like an MBT head-on won’t be too reliable for it — if you can plan your initial route well and get to the side of your enemies, it doesn’t matter how little armor you have (at least for a while!).”



This wheeled behemoth, the Vickers Mk.11, will soon be available at rank VI in the British ground forces research tree when the next major update is released! Make sure that you’re keeping an eye on our website for other exciting dev blogs that we’ll be revealing. Until then, enjoy your matches!
BattleJuice Alchemist Playtest - Alchemical Works
Hey folks!

Welcome back to another development update for BattleJuice Alchemist! This time we delve into the realm of particle systems. Understanding them is crucial for enhancing our hyper-stylized, low-poly look while maintaining good performance.



For those non-developers among you, a particle system is a simulated group of tiny, individual objects known as particles. These particles can represent various elements such as fire, smoke, sparks, you name it. Particles are lightweight and dynamic and using them we can add a lot of vividness to our game.



But we have to be cautious... as we continue our journey, we encounter a formidable adversary: overdraw. It transpires when transparent objects stack atop each other, causing rendering complexity to increase. The cost of rendering transparency intensifies with each overlapping layer, jeopardizing our game's performance. Luckily, Unreal Engine bestows upon us a potent tool: Shader Complexity mode.



Green signifies efficiency, whereas red warns of rendering extravagance. By looking at Complexity mode, we can pinpoint areas where overdraw festers, allowing us to optimize our particle systems at the critical points. Our low-poly, hyper-stylized art style grants us a boon, sparing us from the complexities of naturalistic rendering. Yet, transparency, especially lit transparency, can become a problem, if we are not careful.

Let me end with two Unreal specific best practices that I found useful regarding the performance of particle systems:

1. I always manually set every particle system to "Use Fixed Relative Bounding Box" to keep e.g. fast, far-travelling sparks under control.

2. I avoid using the light module in emitters. They are tempting but hit performance pretty hard in my experience.

That's all for today, thanks for reading! Until next time, happy playing / designing / coding :)

Alain
The Braves - Tesla
The new demo of THE BRAVES is here!

You’re all invited to play the new demo of The Braves that has debuted as part of Steam Next Fest. Add The Braves to your Wishlist if you don’t want to miss its full launch!

The updated demo includes twice as much content! It features:
  • 6 new characters and the opportunity to upgrade your heroes above Epic
  • City Hall—a new building that introduces various quests and rewards
  • Two new armor sets
  • Graveyard—a new location
  • Reworked difficulty levels for the locations
  • 3 evolution options for battle skills
  • 9 new passive skills

We’re eager to hear about your thoughts and impressions! Feel free to join our Discord server and tell us what you think about the game. You can also share your reviews through the Steam Community Hub. Feedback will help us make the game even better!
Booty Farm [18+] - TenderTrouper
She's making the challenge far harder than it needs to be…
”I want the biggest, ball-busting, bone-breaking blast of
cum in my ass and I think you're just the guy for the gig!”



Hold on to your britches October 13th.-24th. 🚫 🌰 🥜
Star Conflict - Super Glix


Pilots, the weekend begins! Time to prepare your fleet for new victories! UMC offers all pilots a 30% discount on parts for the ship Archelon! The parts can be purchased directly from the ship tree.

Weekend special offer:
  • 30% discount on parts to the ship Archelon
  • +50% experience in battle
  • x2 experience transfer rate
Due to the combination of incredible dynamics and threat to enemies, Archelon is rightly considered a revolution in its role. This is a Federation guard frigate in a new interpretation. Stealthier due to its silhouette. Extremely dangerous to enemies thanks to a unique special module ‘Provocateur System’, increasing resistance to all damage types and active module ‘Radiation converter’ using all incoming EM damage to restore shields. And all this — without compromising performance or appearance.
Boost your fleet! Let's win together!

Sincerely,
Star Conflict Team
Oct 13, 2023
Community Announcements - Laura_GOP


Who's knocking on your door on Friday the 13th? Is it a ghost? Is it a witch? Much better! It's THE GOLDEN PIGGY!✨🐷 and it comes loaded with chips to DOUBLE your savings this weekend ONLY!💰💰

Don't let it slip away and crush it to get your chips TODAY!🔨🐖💰🏃‍♀️🏃‍♂️

The Governor of Poker 3 Team
CD 2: Trap Master - Willow
Dear Trap Masters,
Klaus here! Designer of Trap Master. Hope you're enjoying the Next Fest demo! Thank you so much for supporting our game and witnessing our development!

We couldn't have gone this far without you - Don't hesitate to send us feedback and suggestions so we could make the game better for everyone! (bow)

We are going to release the Prologue next week on October 20, with lots of new content:
🃏Playable Demon cards🃏
🆙New difficulty modes offering 3 difficulties🆙
🕶️New events from the Demon Bible that unfold the secret world behind Trap Master🕶️



❤️Wishlist the Prologue❤️
https://store.steampowered.com/app/2564640/CD2_Trap_Master__Prologue/

We're planning lots of new content for the full game release in November!
  • All 3 chapters with a complete story
  • Over 100 cards with new cards that could be unlocked as you level up!
  • Library with monster stories
  • 10+ Difficulty levels
  • New treasure and inscriptions

Wishlists mean so much to game dev - your support will drive us further!
💙Wishlist the full game and stay tuned for November release💙
https://store.steampowered.com/app/2330870/CD_2_Trap_Master/

Salute,
Klaus
Tetris® Effect: Connected - Saori_sasakure


Reach the community goal in the FOCUS Effect Mode this weekend in these game modes: All Clear, Combo, and Target

3v1 Multiplayer: Play as a team or the boss in Connected Vs.

Starts: Oct 14, noon UTC
Ends: Oct 15, noon UTC
Colony Survival - Pipliznl

The update has been released to the default, public branch of Colony Survival! By popular request, it mostly adds decorative items like doors and window frames. Much of that content has been detailed in previous blogs, so we’ll start by mentioning some features that have been added since the start of the Open Beta.


0.9.0 added “horizontal elevators” that could quickly move players in a straight line. The Open Beta changed that to actual rails which could go up hills and around corners. This full release adds junctions, both three-way and four-way. Hold the default movement buttons to determine your direction: “A” to go left, “D” to go right.


We’ve also added rail gates. They are closed by default, blocking passage towards both monsters and colonists. When a railcar approaches, it quickly opens and closes to allow the railcar to pass the gate smoothly.

Another new feature that can be seen in the picture is signs! They can stand independently on the ground, be attached to walls or hang from roofs. Players can enter their own custom texts on the signs.


The final important new feature of the last few weeks is Archimedean screws. When you’ve accidentally flooded your mines, this is the new tool to drain them. Sadly, completely realistic, realtime 3D water physics on a large scale aren’t possible yet, so their functioning is a bit wonky. When you place an Archimedean screw, water in a radius around it just straight up disappears. Unrealistic, but practical and computationally inexpensive.

Apart from these recent features, there is a long list of new content and changes. A lot of it is based on a new system of automatic adaptation. Roofs will react to their local environment and other roofs that are placed around them. Doors will automatically combine into double doors, window frames merge with nearby windows. Crown moulding automatically forms proper corners, pillars receive their top and bottom in the appropriate location.

Items like doors, window frames and flowerboxes can be painted to make buildings even more unique. We’ve added “proper” stairs that look much more realistic than the old quarterblocks. Of course, all these new items can be produced by your colonists, requiring a bunch of new recipes, sciences and a new job: the artist. Another practical benefit of 0.10.0: controller support has been significantly improved.

Last but not least are the less practical, less tangible improvements. Zun has done a lot of deep technical refactoring. The networking code has been enhanced, and there are some performance improvements which are mainly noticeable in worlds with enormous amounts of colonists.


Since the release on Steam in 2017, we’ve added large amounts of new content, dwarfing the amount of content on the day of release. Simultaneously, at least 25% of inflation has occurred. As announced before, this is why we’ve decided to do a slight price hike, coinciding with the release of 0.10.0. The price has gone up from €/$19,99 to €/$24,95.

We wish all of you a lot of fun with the new update! Let us know what you think of the changes, and please alert us if you encounter any bugs. We’re planning to film a new trailer showing the new content, so if you build something interesting and/or beautiful and upload your world to the Steam Workshop / to our Discord, there’s a chance of it being featured in the new main trailer!

The new automatic adaptation / paint system gives us a lot of new options for new content. If you feel like some options are missing, if you think you’ve got a good idea that fits in well with the new content - let us know and there is a very decent chance it will get added!

Veel plezier :D

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