Steam family, we’re excited to have you join us in the skies! Whether you’ve been waiting for this glorious moment from the beginning, or just discovered us–we welcome you to the beautiful chaos that is Metalstorm.
🛩️UNLOCK Multiple Generations of Your Favorite Aircraft
As you earn your stripes, you’ll be unlock aircraft ranging from the classics like the F-100 or MiG-19, up to more modern stealthy jets like the American F-22, the Russian Su-57 and the Chinese J-20. Who knows, maybe you’ll even come across some prototypes.
🔧EQUIP Your Loadout With a Variety of Unique Options
Each aircraft is equipped with unique loadouts and armament fit to their role. As you upgrade your aircraft, you’ll be given access to game-changing modifiers like Special Abilities and Mods that allow you to customize to your flight style. Change your paint and equip some decals for bonus style points.
💥COMPETE Against the Best of the Best
Join over 5 million players across PC + Mobile platforms, with full cross play supported, from all over the world in exhilarating and competitive combat experiences. Each season you’re provided the opportunity to rise through the ranks all the way up to Grand Master for each plane! How far will you push yourself, pilot?
Metalstorm is the hard work of a small passionate team based in Seattle, WA. From everyone here at Starform, we want to truly say thank you for giving us a chance, and for your support. Stay tuned to this page for more information and updates, and as always–we’ll see you in the skies!
This is the first content update (a small one) for Last Outpost during Early Access. We’ve been gathering feedback and suggestions from both Steam and Discord and we’ve worked hard to incorporate them, alongside the regular content we had already planned.
Throughout this process, the focus will be on player experience and feedback. Feel free to share any ideas, suggestions or feedback with us. Now, let’s take a look at what's coming with this update!
Here’s the new content:
Our new melee unit, "Gauntlet-men," has arrived! They follow the same upgrade structure as other units.(3 sub classes)
A new tech under Buildings, "Hold Position," is available to manage your units more effectively.
Improved UI panel for units: You can now toggle melee, ranged and special unit bars.
You can now double-click units to select all units of that type.
Units can now teleport to the selected position, but only during the daytime :)
Units now revive at the same point where they started that night.
You can now set your FPS limit to any number you wish, in addition to V-Sync, due to performance issues.
Bug Fixes:
Fixed a localization bug in the Chinese language that caused text to display incorrectly (e.g., "口").
Fixed a bug preventing units from moving close to buildings and added some QoL improvements.
Our Roadmap will be announced in the coming days, stay tuned!
Wyn's world is evolving yet again, bringing more firepower, more adventure, and even more monstrous encounters! This update enhances compatibility, refines gameplay, and introduces new features to keep your conquest as thrilling as ever!
🐺👹 Horde Mentality – Wolves & Ogres Travel in Packs!
The wilds just got wilder! Wolves and Ogres no longer roam alone in Explore Mode—now they appear in packs. Prepare for more intense battles, strategic mayhem, and chaotic encounters as you navigate the world.
🏰 A New Place of Power – The Summoning Temple!
Something ancient and powerful has awakened… The Summoning Temple has emerged as a mysterious new area. Discover its secrets in a brand-new quest and unlock its potential!
👹 Wyn vs. Ogre – A Battle of Strength... and More 😉
A brand-new Wyn x Ogre animation has been added, bringing more monstrous passion to the apocalypse. Seek out the new Ogre NPC in Explore Mode and see what chaos unfolds!
🔧 Linux Optimisation & Compatibility Enhancements
War Mode & Boss Mode now fully compatible on Linux Explore Buildings Mesh & Collision optimised for better performance Subway Scene reworked for a smoother experience
⚡ Power Balancing Changes
Starting Power increased to 20 (so you can get into the action faster!) Boss Entry Power decreased to 24, making boss fights more accessible!
Get ready for new battles, bigger hordes, and an ancient power waiting to be discovered. The apocalypse never sleeps—are you ready? 🔥
The latest patch is to get the language games back up in running to their functional state. This update should fix any game breaking bugs and will allow users to use the placenames map again without issue.
Happy 7th Birthday to The Void Rains Upon Her Heart! Seven years and a little bit of scope creep later, and the game is much bigger than I had envisioned at the start. We are currently in the middle of version 8 which is likely to be the largest one, at least in terms of time it takes for me to build it all. Down below I'll be detailing the rest of the plans for Version 8.
For today, I've added 2 new events to the towers. I know I've been saying there would be an event themed around removing a burden effect from yourself, but it somehow turned into something completely different. It's a perfect event for Valentines Day! It involves a lot of garbage and dumpster diving. The event host has a lovely personality too, you'll see.
All the newest monsters added since The Towers were introduced have also gained their Blessings and Burdens now. A lot of their burdens have silly new effects, so good luck with that!
Early Access updated game version to v8.20
Content Added
2 new events for the towers (Total: 61)
4 new dreams to fulfill (Total: 738)
8 new Blessings (Total: 130)
8 new Burdens (Total: 120)
Updates and tweaks
Flip Flap's Burden has a new effect
Sentinel 0x's Burden has a new effect
Added a few more detailed hints for undiscovered gifts in the collection
The Attributes page details now explain what happens when crit rates go above 100% better
Dot has a new reaction to reaching max mood, and the event will end early if her mood is maxed before time runs out
Falling Star and Shooting Star gifts are buffed
The Star Shower gift is now unlocked by a dream again
Switched around several unlock dreams for some gifts and Syncron's event
Bug Fixes
None this time
Version 8 plans
Monster Events
First, I plan to finish all the remaining monster events. There are 9 monsters left to make events for. These are not in order, but I do want to finish them all before moving on to the Tower Bosses. Fortunately for me, most of these will involve variants of minigames that are already finished, so it will be all the dialog writing that takes the most time now.
Sandrome
Voladrome
Shanx
Dendrohai
Lavalin
Chionotoh
Ventra
Storm Veyeral
Blizzard Veyeral
Quickplay Beta
Ever since I updated Endless Stress mode with the Love Power calculator, I realized the same sort of formula could be used in Quickplay mode to help balance it out better. The star system has a lot of flaws and the starting power that each heart has is impossible to balance. I was also very restricted when designing power gifts because of how they would affect Quickplay balancing. A simple example is how I could never make any 1 star gifts that give you a single stock denial shield, because it would instantly invalidate the Denial gift in quickplay. But if every shield filled in the same amount of quickplay power, then this situation could be avoided.
Sometime during the making of all the monster events, there will be a beta for these quickplay changes. There is a possibility that this idea doesn't go well, but if that happens I'll just scrap the idea.
Tower Bosses
I want to release all these bosses close together, so I'll be working on them all consecutively after all the events are done.
Shamble Tower Boss
Guardian Tower Boss
Glyph Tower Boss
Zaramech Tower Boss
Glass Flora Tower Boss
Veyeral Tower Boss
Endless Towers
After all the bosses are done, I'll finally add in the last endless mode. This is also where I'll add the event I had planned for Endless Stress too.
Minigames Mode
If you've ever found yourself wanting to play the all the bonding time minigames outside of story events, then I have good news for you. There will be a sort of quickplay mode for each minigame. It will probably involve earning high scores and medals too.
Final Adjustments
This is where I want to go through all the content in the game and make sure everything is where I want it to be. There's a lot that could go into this section, but most of it is just vague ideas to solve problems I have written down. It's mostly miscellaneous fixes to tiny problems that I've meant to get to for a long time. Basically, I want to clear out the "To Do" checklist right here.
A Little Bit of Story
Finally, I'll be adding a small amount of the missing story. First Defect's fake early access ending will be replaced by the real one. Her Heart and Defect (and their alters) will get their intros and ending scenes for Altered Story mode. There might also be a few extra bits added here and there. This should help me gauge how long it will take to finish all the story in Version 9!
The next update will be on March 7th with another monster event.
Gemporium: A Cute Mining Sim - mergeconflictstudio
Hello gem enthusiasts!
First we would like to thank each and every one of you for trying out the Gemporium Demo, we truly appreciate it! <3 We have been listening to all of the comments & feedback, and are eager to continue working on the game. That being said if you haven't already, join the Discord to stay up to date with Gemporium, give us more feedback on the demo and see what else we have cooking at Merge Conflict! Today we have a small update to address some feedback after our first week:
Version 1.1 Patch Notes
Bugfixes
Fixed a bug where multiple mining spots would generate over each other, leading to a "phantom" spot that either looked interactable or stayed lit after it was used
Fixed the weird collision issues with stone fragments in the refinement minigame
Fixed a bug where leaving and entering the mines quickly would put a tiny gem on the floor
Fixed a bug where dragging an already refined gem into the refinement spot would make it cover the entire screen
Fixed a bug that allowed you to continue mining for gems while the game was paused
Fixed a bug where sometimes the gem bag upgrade wasn't functioning properly
Fixed a bug with audio settings not loading correctly
Balance Changes
Day length as well as shop length has been extended
Day 1 now has a special longer length to help with onboarding
Added a new timer ticking sound when getting close to shop time
Added a blinking indicator to Bernard's Upgrade Catalogue, the mines entrance, the refinement table and shop to give newer players more direction
Gems can no longer be picked up when the bag is full
Gem bag will give you a notification when it is full
Reworded some of the tutorial popups for clarity
Reduced the range a hammer can damage a gem to prevent it from feeling unfair
Increased the amount of gem veins that will spawn in the mine
Casual Mode
There is now a new setting for Casual mode, which disables the in game timer and opens the shop at the start of every day. This allows you to freely mine, refine and sell whenever you would like! Finishing a shop day (whether by leaving the shop, selling all of your gems or running out of customers) will progress you to night time. The demo is not currently balanced around Casual mode, so we do recommend new players to leave it disabled (but I'm not your mom do what you want).