Rain World - [AG] riv otter
Hey, slugcats!

It is time for me to finally pass Gourmand to you guys. You better take good care of them and keep them well fed. Rain World: Downpour is out now!

https://www.youtube.com/watch?v=bDDUnWnjdK0

Rain World: Downpour features
  • 5 new playable slugcat campaigns
  • New regions and rooms
  • Co Op campaign mode
  • Expedition mode
  • Challenge mode
  • Safari mode
Even if you don’t get Downpour, Rain World is receiving a free update for the first time in many years that includes new resources for players and modders of Rain World.

Rain World: Remix features
  • Steam Workshop
  • In game mod loader
  • Russian and Chinese languages
  • Accessibility options
  • Bug fixes
Note: If you have modded your files, then Rain World: Remix will not launch. You will need to do a complete reinstall of Rain World. Remove the Rain World folder from Steam. The folder will typically be located in C:\Program Files (x86)\Steam\steamapps\common\Rain World then verify the game files.

Uninstalling the game through Steam does not delete all files and so you must manually delete the Rain World folder and then reinstall through Steam.

One more final note with the launch of Downpour and Remix. We have set up two branches on Steam so if you like to revert back to ver. 1.5 or ver. 1.01 for any reason then you can. Right click Rain World in the library and click properties. Under the “beta” tab, you can select the 1.5 build by selecting “legacy” or select 1.01 build by selecting “legacy” from the drop down menu.

Rain World: Downpour adds so much content to a game beloved by the community. We’ve been very honored to work with such an amazing community to develop Downpour. Again be sure to give thanks to all the amazing community members who worked on developing the DLC. You can view who from the community worked on Downpour here: https://store.steampowered.com/news/app/312520/view/5507370455348858235?l=english

-Riv Otter
Princess & Conquest - Towerfag
There we go! Deep changes with this build, but also some pretty great ornamental addition! Oni Princess at her sweetest during her pregnancy scene and Candy Princess as the sweetest Princess ever, with an unexpected sour side~



Size: 730 MBs

Additions and Changes:
ːswirliesː Lolly, Candy Princess, NSFW Animation #1 added
ːswirliesː Lolly, Candy Princess, has been added as DLC character
ːswirliesː Oni Princess' pregnancy announcement scene added
ːswirliesː Complete rework of dual-wielding damage
ːswirliesː Nerfed spinning weapon damage
ːswirliesː Insect / Skeleton / Ghost Affinity quest introduction remade
ːswirliesː Pruna now sells Princess Diaries too
ːswirliesː Pruna now sells Soaked Band when one of her Sprouts is in Mermaid's
ːswirliesː Reworked Dance Dance Desert quest and events

Fixes:
ːswirliesː Fixed Life Force not being shown in Dokuro's Level Up menu
ːswirliesː Fixed buggy Ghost affinity quest
ːswirliesː Fixed Bird affinity quest not being turned off once delivered to the Guild Lady
ːswirliesː Fixed random slime sprites looking like placeholders on some occasions
ːswirliesː Fixed "Garnering Garments" quest not awarding Affinity with Mouse / Rabbit / Harvest / Finhead / Bird / Oni
ːswirliesː Fixed crashes happening when the Diary menu is opened first thing during a playthrough
ːswirliesː Fixed Magic Silk giving Ghastly Hand Mirror
ːswirliesː Fixed Pruna selling a non-working Demon Gauntlet
3D Joys - 3djoys
Version 0.2.7



- Scoreboards were extended to show more scores

- Game Over Audio Fixed

- Buttons moved around

X4: Foundations - belgoray
Once our recently announced new X4 expansion, X4: Kingdom End, is ready to be released later this year, it will be accompanied by the most extensive set of improvements to X4: Foundations since the game's original release back in 2018. These major technical changes to the game call for a lot of testing - so please join our 6.00 Public Beta!

How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 6.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.

X TECH 5
Our past games X Beyond the Frontier, X3: Reunion, X Rebirth and the original 1.00 release of X4: Foundations marked the biggest milestones in the development of our very own X series engine. With the upcoming release of X4: Foundations 6.00, we're taking the next step and introducing X TECH 5.

While integrating the next generation of our graphics engine with several big visual improvements (details below), as well as a new, more powerful physics engine with performance and feature improvements, we're also maintaining savegame compatibility for X4.

We would like to give you a first impression of some of the highlights of X TECH 5 that are in the first Public Beta of 6.00. We are still working on additional features that may be added in later public beta releases. We will talk about those additional features in due course.

New physics engine
Experience the thrill of space more than ever before in X4: Foundations, with the integration of Jolt Physics into X TECH 5. Whether you're navigating an asteroid field, docking at a space station, or engaging in combat, Jolt Physics adds a new level of realism and immersion to every moment of gameplay. You'll feel the full force of acceleration and deceleration as you pilot your ship, and every collision will have a tangible impact. In addition to enhancing the overall gameplay experience, the integration of Jolt Physics also brings about performance and feature improvements to X TECH 5, which you'll find listed in the full 6.00 Public Beta 1 changelog at the end of this news.

Massively improved graphics engine
A big part of what makes us very proud of the upcoming 6.00 Update to X4: Foundations is the radical improvements included in our graphics engine. Here are some of the highlights from this area of development:

🪐 Improved lighting
The main goal with the new lighting engine in X TECH 5 is to improve natural-looking sunlight in space. More vibrant colours, higher intensity suns, and a wider range of interesting lighting moods. X TECH 5 gives us many new tools to achieve this. Reflection probes greatly improve lighting situations inside cockpits, bridges and on stations, and seamlessly integrates with the screen space reflections introduced in a previous version of X4. You will also note that the shadow-casting in X TECH 5 has massively improved (new "ultra" option for shadows in the graphics settings). This greatly helps in producing more realistic visuals at greater distances.

🪐 Introduction of parallax occlusion mapping
With the inclusion of parallax occlusion mapping, X TECH 5 features a technique that allows us to add extra detail and depth to surfaces in the game. This is achieved by using a special type of texture that encodes information about the height and shape of a surface, which is then used to create the illusion of 3D depth and detail. As a player, you can expect to see a noticeable improvement in the realism and immersion of surfaces in the game, as parallax occlusion mapping allows us to add subtle details and depth that were not previously possible.



Wide range of gameplay improvements
Apart from the serious technological improvements, we have of course also added gameplay refinements and new features in Update 6.00. Please take a look at the complete changelog for version 6.00 Public Beta 1 at the end of this news. Today, we would like to put the spotlight on the following two highlights:

🪐 Position Defence
The new Position Defence feature in Update 6.00 allows players to have a single carrier-led fleet defend multiple locations while maintaining its streamlined support structure. Individual subordinate groups within the fleet can be assigned to protect specific locations, and will patrol the area until they need to return to the carrier for repairs or resupply. Additionally, these subordinate groups can be set to support other groups in the fleet if they come into contact with threats. This allows for flexible and dynamic defence of multiple locations with a single fleet. We can't wait for you to try out this new feature and see how it enhances your gameplay experience.

🪐 Live Stream camera mode
Live Stream is a brand-new camera mode in X4: Foundations that brings you closer to the action. Once activated, by hitting F6, Live Stream mode allows you to watch interesting events and scenes unfold in your game in real-time. Whether it's an epic space battle, a bustling space station, or a beautiful nebula, this new mode has you covered. One of the best things about Live Stream mode is that it automatically switches between scenes, so you never have to worry about missing out on the action. You can sit back, relax, and enjoy the show, as our new camera mode takes you on a tour of the most interesting moments in your game.



We have lots more ideas on how to refine and improve this new camera mode further, and we will keep working on it during the 6.00 Public Beta phase and beyond. But please do try it out in its current form, and share your feedback with us.

We encourage all players to participate in the beta and provide feedback on the new features in our Public Beta Feedback forum. This is just the start of the 6.00 Public Beta for X4: Foundations. The beta will be updated regularly over the next few weeks, so keep an eye on our news channels to avoid missing anything.

We can't wait for you to try out all the new content in Update 6.00 and look forward to hearing your thoughts.

📢 Note to the modding community
As mentioned in our survey summary a few months ago, X4 modders are super important to us and we are very grateful for their work. While we can't go into too much detail on this topic today, we wanted to at least briefly mention that we are working on some new modding tools for X4 and will also be improving the information available to modders in the future. For example, we plan to provide a modding equivalent to the X4 update changelog. As soon as the tools can be tested, we will inform you separately about this, and provide you with further details.
X4: Kingdom End – Wishlist now!
Enjoy a long-awaited reunion with the Boron in X4: Kingdom End, the fourth expansion for X4: Foundations, which completes the collection of the main factions in the X Universe. Discover the unique Boron ships, and fly them through distinctive systems, on a journey of discovery. Visit fascinating places, uncover old secrets and make new acquaintances. Embark on an immersive new chapter of X4!
https://www.youtube.com/watch?v=pWfQ6fHsMQA
https://store.steampowered.com/app/1990040/X4_Kingdom_End/
6.00 Public Beta 1 Changelog:
  • New Feature: Updated graphics engine, with Parallax Occlusion Mapping, Reflection Probes, enhanced lighting, improved shadows, and more.
  • New Feature: Jolt Physics engine.
  • New Feature: Live Stream camera mode.
  • New Feature: Position Defence for carrier-led fleets.

  • Added new bombardment assignment for subordinates.
  • Added command to order ships to attack surface elements on designated targets.
  • Added Salvage at Position and Deliver Salvage commands for use with repeat orders.
  • Added self-destruct command for player-owned satellites, resource probes, nav beacons, lasertowers and mines.
  • Added detection and penalty for theft from station build storage.
  • Added more gamestart information, indicating whether they are Tutorial, Guided, Assisted or Sandbox, and adjusted order.
  • Added option to edit Buccaneer relations in Custom Gamestart Editor under certain circumstances.
  • Added player HQ to Station Design Simulator.
  • Added Supervised Mining missions.
  • Added Kha'ak-specific Destroy Station missions.
  • Added extra Signal Leak missions for factions foreign to station owner, allowing player to earn reputation for Vigor Syndicate at Teladi stations and for Fallen Families at Free Families stations.
  • Added hint for missing research to Equipment Mod Workbench menu.
  • Added button to force station build to complete instantly in Station Design Simulator.
  • Added visual hint for destroyed ships in Transaction Log menus.
  • Added links to Object Information and Object Transaction Log from entries in Transaction Log.
  • Added hint about trade entries in Transaction Log to Logbook.
  • Added order descriptions to Interact and New Order context menus.
  • Added mappable hotkeys for deploying objects such as Satellites and Laser Towers.
  • Added mappable hotkeys for giving and aborting player squad attack order.
  • Added option to hold Shift while dragging on map to move orders vertically.
  • Added transform gizmo to station editor.
  • Added double-click on module in Station Build menu to focus camera on module.
  • Added shortcut to Manage Plots menu to console in Station Design Simulator
  • Added surface elements of environment object to Next/Previous Target selection.
  • Added options to pre-configure blacklists and fire authorisation overrides when building ships.
  • Added descriptions to many items in Encyclopedia.
  • Added information about long range scanner range and scan area to Encyclopedia.
  • Added distinction between enemies and hostiles to Encyclopedia faction entries.
  • Added distinction between friendly and allied relations to target monitor.
  • Added more relation perks to Factions and Relations menu.
  • Added option to ignore cargo space reservations when setting up trade loops.
  • Added option to exchange captains when transferring crew.
  • Added possibility to override faction logo per fleet.
  • Added modified hint to Continue Game option in Start menu.
  • Added mission highlight to transporter room button and other elements.
  • Added some landmark stations to Encyclopedia.
  • Added mission arrow towards platform guidance if not on screen.
  • Added animation when selecting target.
  • Added several new achievements.
  • Added new ultra shadow quality option.
  • Removed logbook entries for received surplus and completed trades.
  • Removed "transparent" border around fullscreen menus.
  • Removed info boxes for ships on map.
  • Removed venture inventory tab from spacesuit upgrades.
  • Removed option to turn off save compression (note: with recent improvements to saving this option is no longer advisable for normal users but remains available to modders in a different form).
  • Improved balancing of some Terraforming projects by making them resilient against setbacks from events such as quakes.
  • Improved Find Resources missions by adding guidance sphere and increasing reward according to how many Resource Probes player will probably need.
  • Improved room variety for certain missions.
  • Improved Give Seminar conversation choice.
  • Improved placement of data leaks to claim abandoned ships.
  • Improved dock position tolerance when flying capital ship without docking computer.
  • Improved undocking behaviour in certain dock areas.
  • Improved presentation when sharing transporter room with NPCs.
  • Improved Zyarth economy to counter it being overrun by Xenon (affects new games only).
  • Improved faction defence station loadout selection when responding to aggression.
  • Improved fighter combat movement against large targets.
  • Improved coordination within fleets during attack.
  • Improved behavior of ships fleeing from attacks.
  • Improved MoveWait fleet behavior immediately before performing attack.
  • Improved combat behavior of ships in fleet with carrier or fleet auxiliary ship.
  • Improved carrier behavior in combat if all fighter subordinates are on detached assignment.
  • Improved police response to EMP bombs being lobbed at policed stations.
  • Improved handling for attempting ware exchange where transport drones are needed but unavailable.
  • Improved amounts sold by free traders and miners when only selling, particularly across multiple sectors.
  • Improved missile damage and ammo consumption simulation when player not present.
  • Improved capital ships using forward-mounted guns in combat when player not present.
  • Improved reliability of attack subordinates engaging commander's target.
  • Improved resupply behavior to allow ships that have loadout level of 0 to automatically get repairs as needed.
  • Improved decision-making for when commanders recall subordinates upon receiving move order.
  • Improved responsiveness of attack subordinates when commander attacks new target.
  • Improved collection of multiple drops in same area by multiple ships.
  • Improved matching of corridors to rooms on Argon stations.
  • Improved pilot chair in Terran ships.
  • Improved transporter room visuals.
  • Improved notification and logbook entry for player-owned ships and stations being destroyed.
  • Improved presentation of out-of-stock items in Ship Upgrade menu.
  • Improved estimated arrival time of incoming deliveries.
  • Improved ship upgrade by allowing multiple ships with equipment from another race to be upgraded if all ships share same equipment.
  • Improved factory icons to indicate produced ware.
  • Improved Options menu by making it full-screen.
  • Improved messages in message ticker and logbook for attacked or destroyed player property.
  • Improved control mode messages to be informative rather than commanding.
  • Improved visuals when showing in-game scenes on target monitor.
  • Improved visibility by decreasing brightness of window dirt at border of cockpit glass.
  • Improved high and ultra graphics presets to include screen space reflections (change only applied when reselecting preset).
  • Improved deadzone in default input profiles for gamepads by reducing it from 50% to 10%.
  • Improved game startup time, and time for loading and saving savegames.
  • Fixed selected stories in Custom Gamestart Editor depending on Headquarters and Staff story state not resetting when removing HQ story.
  • Fixed being able to destroy missile drop in Flight School tutorial.
  • Fixed being able to assign pilots to certain plot ships which should have been restricted.
  • Fixed problems with Escape Plan mission if it occurs in Grand Exchange I.
  • Fixed Welfare Module research mission Casino station being invulnerable before mission starts.
  • Fixed Transport Passenger mission spawning passenger in brig.
  • Fixed Hack Panel missions asking player to hack panel that has already been hacked.
  • Fixed Hack Panel missions targeting station belonging to same faction that is offering mission.
  • Fixed A Pirate's Trail mission getting stuck if Wolfish Heart is destroyed in one shot, or during initial dialog.
  • Fixed wrong mission objective if target ship gets destroyed early during Seem Valuable mission of Split story.
  • Fixed Guard placement in Antigone Station corridor during Covert Operations story.
  • Fixed player Cover ship being owned by Argon during Zyarth's Coffin mission of Split story.
  • Fixed story not progressing if station to which wares should be delivered is destroyed during Zyarth's Coffin mission of Split story.
  • Fixed important wreck in Flight School tutorial being destructible.
  • Fixed conversation stalling during build segment of Advanced Scenario.
  • Fixed missing hints and menu highlighting in Terran version of HQ dock construction mission.
  • Fixed Dagobas Lahubasis Yorilos III trying to escape into own ship while talking to him on bridge during Trade Obstruction mission of Avarice story.
  • Fixed not being able to complete Avarice story race with L-sized ship.
  • Fixed Manager's Office displaying wrong trophy after completing Arcadian Endeavour story.
  • Fixed From the Ashes mission getting stuck if Duke's Haven gets destroyed before player can deliver manager.
  • Fixed Geometric Owl attacking random Xenon in The Void instead of staying put to allow players to dock during Second Assistant mission of Pioneer Terraforming story.
  • Fixed ship delivery missions not updating which ships to transfer after first recognised ships are removed from delivery area.
  • Fixed several issues with Scale Plate subscription missions.
  • Fixed timers for supply factory missions getting stuck at zero.
  • Fixed some missions having excessively long time limits.
  • Fixed stations belonging to civilian faction offering missions.
  • Fixed not being able to dock at Keepsafe after it is rebuilt.
  • Fixed relations between Vigor Syndicate and Ministry of Finance to be actively hostile.
  • Fixed certain major stations and factories sometimes not spawning on gamestart.
  • Fixed some stations unintentionally spawning in hazardous regions.
  • Fixed Yaki ships sometimes not having weapons.
  • Fixed generated loadouts in some shipyards/wharfs/equipment docks not matching available equipment.
  • Fixed subordinate traders sometimes buying from homebase and selling right back to it.
  • Fixed research storage targets exceeding research ware requirements under certain circumstances.
  • Fixed being able to activate travel mode in ship without flight assist software.
  • Fixed ships sometimes firing at empty space when attacking large target.
  • Fixed multiple beam weapons attacking same target not draining shields as quickly as expected.
  • Fixed lockboxes standing still after saving and loading.
  • Fixed ships with repair drones sometimes not repairing at expected speed.
  • Fixed ships that are about to dock or are executing trades in Avarice ignoring Tide warning.
  • Fixed case that could result in station-based miners failing to execute assignment.
  • Fixed traders sometimes not finding valid trades when operating in only one space.
  • Fixed ships sometimes trading with build storage of destroyed stations.
  • Fixed station trade subordinates selling station trade wares to factions prohibited by associated trade rules.
  • Fixed player sometimes being blamed for objects destroyed by hazardous regions.
  • Fixed player-owned subordinates and capital ships sometimes traversing unexplored sectors when moving between sectors.
  • Fixed ships trying to resupply at stations or ships they cannot dock at.
  • Fixed ships belonging to some factions failing to restock deployables and ammo.
  • Fixed ware exchange stalling if exchange partners are already parked when ware exchange order begins.
  • Fixed attacking ships sometimes overshooting target on initial approach.
  • Fixed ships sometimes ignoring collisions when interrupted while docking.
  • Fixed non-capital ships with subordinates that are not moving with commander needlessly attempting to synchronize movements to fleet at gate transitions.
  • Fixed defence subordinates sometimes losing track of ships in fleet that are not subordinates of immediate commander.
  • Fixed case that could prevent capital ships dealing with fleet auxiliary ships which are attached to fleets.
  • Fixed ships attacking capital ships or stations not using all active weapons when weapons are activated while already in combat.
  • Fixed capital ships intentionally destroying targets that they were directed to disable while assisting boarding operation
  • Fixed capital ships tending to maintain distance beyond turret range when directed to support boarding operation by destroying surface elements.
  • Fixed subordinates not docking if immediate commander is explicitly ordered to dock at carrier that is in command hierarchy.
  • Fixed case that could result in commanders ordering subordinates to dock indefinitely.
  • Fixed subordinates of subordinates of carriers undocking when carrier subordinate formation is changed via carrier.
  • Fixed ships with looped orders repeatedly trying to dock at now-destroyed destinations.
  • Fixed ships attacking attackers when going in for repairs or ammo.
  • Fixed fleeing ships erroneously concluding that second flee attempt was successful.
  • Fixed boarding pods becoming inactive when sent to abandoned ships when assigned marine was in transit.
  • Fixed illegal activities such as hitting stations with EMP bombs not triggering police response.
  • Fixed police ships sometimes attacking own faction's ships if those ships interrupt investigation.
  • Fixed ships in formation that are not subordinates doing no combat damage when player not present.
  • Fixed dismantled objects sometimes remaining in space much longer than they should.
  • Fixed wrecks being auto-selected when not flying salvage ships.
  • Fixed salvage subordinates not updating ranges after commander station's manager is replaced.
  • Fixed salvagers finding unknown wrecks.
  • Fixed salvage-related activities not contributing to skill gain.
  • Fixed pilots sometimes getting stuck when replacing another pilot.
  • Fixed difficulty docking manually when Collision Avoidance option is active.
  • Fixed Split flak turret bullets not exploding.
  • Fixed force effects of anomalies and some other objects not working.
  • Fixed small wrecks stuck in capital ship geometry interfering with player controls.
  • Fixed wrecks disappearing while being dismantled if player leaves area.
  • Fixed stuck doors or non-interactable buttons and panels on platforms after loading save.
  • Fixed non-interactable airlock after loading save.
  • Fixed invalid airlock state if cycled too quickly.
  • Fixed NPCs sometimes standing within objects on dock areas.
  • Fixed gamestart description texts being cut off under certain circumstances.
  • Fixed price and discount/commission information sometimes being incorrect in trade context menu.
  • Fixed maximum number of docked ships in Object Information menu.
  • Fixed missing timers on chain missions in Mission Manager menus.
  • Fixed station construction plan changes sometimes being lost when applied.
  • Fixed missing warning about changes to station construction plans when closing any menu opened from Station Build menu.
  • Fixed Long Range Scanner not seeing stations with Protectyon Shield Generator module.
  • Fixed station plots in Xenon space showing licence costs before placement.
  • Fixed boarding menu allowing selection of arriving marines.
  • Fixed crew on destroyed ships being listed in Personnel Management menu.
  • Fixed missing ticker message when player unlocks new Timeline entry.
  • Fixed missing/mismatching data in target monitor under certain circumstances.
  • Fixed terraforming projects showing wrong cooldown when they were never started before.
  • Fixed ware descriptions in trader menus not updating under certain circumstances.
  • Fixed scrolling in menus when mouse is over certain parts of screen.
  • Fixed selected object icon not appearing on Map when zoomed out.
  • Fixed wrecks of civilian ships being hidden on Map if civilian ships are not shown but wrecks are.
  • Fixed player sector not appearing on map if using space suit after hitching ride to unknown sector.
  • Fixed dropdown to change assignment of all subordinates in subordinate group failing to do so.
  • Fixed menu crash in station storage list under certain circumstances.
  • Fixed icons of recyclables being visible in fog of war.
  • Fixed mines dropped by trapped lockboxes not showing as red in UI.
  • Fixed Spacesuit Engines not showing hologram visuals in Encyclopedia.
  • Fixed Terran names for maintenance and fabrication bays in Encyclopedia.
  • Fixed potential damage to objects in universe from missiles that explode in Encyclopedia view.
  • Fixed suggestions for keyboard and mouse buttons being displayed in some cases when only playing with controller or joystick.
  • Fixed workers leaving lights on when production modules are inactive.
  • Fixed distinction between enemy and hostile factions in Faction and Relations menu.
  • Fixed colour of target monitor relation for neutral objects.
  • Fixed inconsistent information about gate and accelerator destinations in both HUD and ship computer voice.
  • Fixed voice playback in Timeline getting interrupted by other voices.
  • Fixed beam weapon sounds being considered "ambient" instead of "effects" for sound volumes.
  • Fixed bright line appearing in some shadows.
  • Fixed engine jet "flames" not animating correctly for several XS ships.
  • Fixed game having wrong resolution after choosing 1280x720 or similar small resolutions in fullscreen mode.
  • Fixed custom gamestart cutscenes sometimes being distorted.
  • Fixed looking in wrong direction when teleporting to Alligator (Liquid).
  • Fixed being able to fall off dock area of Phoenix.
  • Fixed Zeus docking position being too close to pier.
  • Fixed Zeus E XS dock being out of position.
  • Fixed Osaka missing some detail.
  • Fixed Terran L container storage having incorrect collisions container modules.
  • Fixed missing wreck for Atlas E resupplier.
  • Fixed Hokkaido (Mineral) internal rooms clipping through geometry.
  • Fixed mirrored ship ID on Prometheus.
  • Fixed gap on dockarea of Erlking.
  • Fixed paintmods being applied to surfaces they should not be used on.
  • Fixed custom logos with upper-case letters in filename not being loaded in Linux version.
  • Fixed performance stutter when approaching highly populated docks.
  • Fixed noticeable freeze when closing station editor for very large stations.
  • Fixed rare freeze during startup.
  • Fixed several causes of crashes.
Dino Run DX - Pixeljam Games
Removing the Multiplayer button from the title screen until we can get the server up and running again.
Prosperous Universe - nickitynacks
Michi (molp)

I want to share the progress of our UI refresh project with you this week. As a disclaimer, please note that this is work in progress and by no means finished yet.

Have a look at this screen from the current version of the UI. It serves as a reference to see the differences between old and new:



And now the same screen with the new design applied:



You immediately notice that we moved away from the grey tones to a more blue-ish design. The tiles now feature a way larger title area with a focus on the actual commands. Tiles now have a gradient background.

There are a couple of things we already moved to the new layout: fonts and font sizes, primary and secondary buttons, tile context, section headers, progress bars and more.

The new UI still looks a bit off in large portions and that is because of what we haven't changed yet: if you take a closer look, all tables and form elements are still the same and use the old color scheme. Since forms and tables are a big contributor to each screen layout, we expect that the look and feel of the new UI will change quite a bit once that is implemented.

We already collected some early feedback from our supporters and took note of it. Right now it doesn't make sense to fine tune individual parts for the reasons just stated. Feel free to let us know what you think though, feedback is appreciated!

Nick

Last week I worked on getting a new trailer concept started. We haven't had a new trailer in a while, and I wanted to incorporate more of the actual gameplay into the next trailer and have it less stylized so players will know exactly what to expect when they start playing the game. It's still in an early concept phase and probably won't be finished for a while, but we are working on it. I also want the "story" of the trailer to be an actual scenario that can be done within the game that will help potential players understand what awaits them in Prosperous Universe.

Apart from that, I have a few more influencers that are being lined up for this month and next. Look out for those videos in the coming weeks!

As always: we'd love to hear what you think: join us on Discord or the forums!

Read the original article on the Prosperous Universe Website.

Happy trading!
Curse of the Sea Rats - aaron.raw
In our last update, we looked at some of the locations you’ll be travelling to during your adventure. As you pursue the wicked Pirate Witch, Flora Burn, you’ll need to work your way through the hordes of enemies she has left in her wake!

By transforming everyone onboard the HMS Barfleur into rats, Flora was able to kidnap Admiral Blacksmith’s son and make her escape to the Irish shore! To ward off any would-be pursuers, Flora has corrupted much of the native plant and animal life, creating malformed and dangerous creatures…

Giant. Enemy. Crab.



Before you’ve even managed to step off Shipwreck Beach you’ll come face to claw with Armoured Crabs. These enemies come in several shapes and sizes but the ones to look out for are the larger, tougher, ones. With hard shells and sharp pincers, the crabs will make short work of anyone that gets too close; however, a well-timed parry will stun the killer crustacean allowing you to strike its softer underbelly.

A Sticky Situation…



Venturing further inland you’ll eventually climb to the heights of Eriu’s Forest. This lush woodland may seem peaceful at first, but it is filled with vicious insects and plants ready to strike. Hidden among the branches are the large Caterpillars, gargantuan bugs that can birth smaller offspring to attack intruders. Be careful not to get webbed in the Caterpillar’s sticky silk or risk being swarmed.

To the bat cave!



If the forests are too much, try delving down into the deep caves of the Flying Rat’s Hole. As the name suggests, the caverns are brimming with Giant Bats ready to swoop in on unsuspecting victims. Don’t rely on the cave walls to protect you as the bats can manoeuvre their way through obstacles before unleashing a lightning-fast dive bomb!

Precarious heights



Make it out of the caves alive and you may find yourself clinging to the Cliff of the Winds. The harsh winds and narrow platforms are made even more treacherous by the mischievous Puffins. Despite their adorable appearance, these puffins will take any chance they can get to knock you off a ledge onto the rocky shore below.

Hard shells



Below the gorgeous orange canopy of Banba’s Forest lurk some incredibly tough Giant Beetles that can be difficult obstacles to overcome. Their hard exoskeletons render them impervious to most attacks. You’ll either need to whip around to their rear or execute a timely parry when they come rolling towards you.

Grave of the fireflies



Somewhere just below the surface of the Irish Coast lies the Moonlight Lough, a beautifully colourful cave system filled with dew-covered grass and flowing rivulets. Don’t get distracted by the enchanting view or you may fall victim to the explosive Fireflies that lurk in the shadows. Tread carefully as the deceptively glowing bugs can seemingly vanish without a trace, one wrong move and you’ll face a mighty explosion that may even trigger a chain reaction.

That’s all for now, there are still plenty of dangers to uncover on your journey to defeat Flora Burn. Stay tuned for more announcements soon!

Petoons Studio

Trinity Fusion - >:3 Robo_Leader
Hello, Hitchhiker.

We're about halfway through the Boss Rush Beta period, and we felt like giving you all a little mid-beta update on how things are going! As a reminder, we're running a contest with this beta, challenging players to record themselves pulling off a Flawless Boss Rush.

Each player that pulls it off will get to name an upcoming NPC, and one player will win a brand new Steam Deck!




We currently have just four players that have managed to complete the Flawless Boss Rush. Think you can do it? You still have a few days left! Click here to check out our website for the full contest details and to get your beta key!
Meet the Bosses

This post seemed a little short, so we felt it might be time to reveal a little bit about the bosses you've been fighting. Each of the bosses you've seen so far have their own unique roles within Trinity Fusion. Equipped with devastating abilities and movesets, players will have to adapt and act fast to stand a chance against them.

The Lens Guardian

From the Underworld, the Lens Guardian: a three-eyed cybernetic mutant left behind by the Ewer and the Machines to prevent Altara from re-activating the Underworld Lens, a device that will allow Maya to break through the barriers between universes and link up with more of her other selves.

Typhon Two

In the Overworld, Kera faces Typhon Two, A massive, tanklike Machine posted at the exit to the underground labs Kera uses to lose her Machine pursuers. Armed with missile barrages, lasers, a rear shield and area-denying energy fields, Typhon Two is equipped to fight Kera specifically.

Ewer Eminence

Finally, Naira will take on the Ewer Eminence, the supreme leader of the Hyperworld and the girls' greatest foe yet. Deciding to take on Naira themselves, The Eminence goes on the offensive, wielding advanced nanotechnology that gives them no shortage of elemental attacks and a unique ability to radically transform themselves mid-fight.
Badlands - Georges Games
Hello everyone,

The finale is upon us. Badlands Act 3 patch is here. I hope everyone is enjoying Badlands and I want to thank everyone for supporting me.

ACT 3 Finale - Corpoment Invasion
  • To trigger corpoment invasion bring the RFID card found at the end of Bunker Billionaires to a radio tower
  • Additional achievements added
  • Additional Knob radio broadcast
  • Added back default fps arms
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


Congratulations again to Kingdanzz, Widderson, XGod37, and the rest of the Top 10 players of last year's Nova Cup season!

2022 Nova Cup Season Recap

This Month
The upcoming January Nova Cup takes place January 28-29.

$750 in cash prizes and sign-up is free - first come first served!
There are four skill divisions, so no matter what your rating is, you have a chance to win.
Participation prize: Every participant who plays all of their matches will receive a FREE random card. If you haven't played a tournament yet, this is a great time to join.

Twitch Drops



Legion TD 2 meets Twitch Drops! Now, when you watch Nova Cups, aside from enjoying shoutcasted top-tier Legion gameplay, you'll also receive in-game rewards based on how long you watch!

Watch the official Legion TD 2 Twitch stream during a Nova Cup to earn the following rewards:
- Watch for 60 minutes: 2,000 essence
- Watch for an additional 90 minutes: 4,000 additional essence
- Watch for an additional 120 minutes: Random card

In other words, if you watch the Nova Cup both days, you'll earn 6,000 total essence and a random card!

IMPORTANT: You'll need to link your Twitch account to your Legion TD 2 account in order to earn the rewards.
Link Your Twitch Account

Sign-up Instructions
(new instructions for 2023!)
  • Sign-ups are open from NOW until January 28 at 9am PST / 7pm CET.
  • To sign up, find a teammate and form a party. After you're both in the party, have one player type "/signup [team name]" (e.g. /signup Snail Kings) in chat. You should see a confirmation message that your sign-up went through. For those who participated in previous Nova Cups, you no longer need to do /join to signup.
  • The first 16 teams to sign up in each division can participate. Other teams are waitlisted. There are usually no-shows, so waitlisted teams are encouraged to be present in the Discord and ready to play. {LINK REMOVED} to see your sign-up position and division.
  • If there are more than 32 teams checked in, there will be an additional best-of-1 qualifying round to allow more teams to participate. It is a best-of-1, rather than a best-of-3, to keep the event from running overly long.
  • Both players must join the Legion TD 2 Official Tournament Discord. Make sure to set your server nickname to match your in-game name.
Solo Sign-ups
Like last month, you may now sign up as a solo player!
  • You may sign-up as a solo player using the usual /signup command, and you will be added to the public Teams list as usual
  • If there is a waitlist, team sign-ups will always take priority over solo sign-ups
  • If you sign up as a solo, but then you find a teammate, you can re-sign up as a team any time before check-ins start. Just use the /signup command again with the new teammate. The tournament organizer will void your old solo signup after they process your new team signup.
  • After check-ins are over, all checked-in solo players will be randomly formed into teams by the tournament organizer. You cannot request a specific teammate at this point; if you want to play with a specific person, you should have signed up as a team instead.
It is still strongly recommended to sign-up as a team to guarantee your spot in the tournament and to give you time to practice with your teammate beforehand.

Schedule

Saturday, January 28
  • Check-in window: 8:45 - 9:15am PST / 5:45 - 6:15pm CET
  • Games: 10am - 1:30pm PST / 7 - 10:30pm CET
    • Round of 16 (Best of 3)
    • Quarter-finals (Best of 3)
Sunday, January 29
  • Check-in window: 9 - 9:30am PST / 6 - 6:30pm CET
  • Games: 10am - 1:30pm PST / 7 - 10:30pm CET
    • Semi-finals (Best of 3)
    • Final (Best of 5)
Check-in
  • Teams must check in via the Legion TD 2 Official Tournament Discord. Waitlisted teams should also check in.
  • Any team that fails to check in will be disqualified. The next team on the waitlist that checked in will earn a spot.

Game Format

The custom game room creator should enable Tournament Mode in the room. This will ensure the following settings:
  • 2v2
  • Mastermind only
  • Hybrid disabled
In addition, for Division 1 only, Conquest rules apply.

Final Remarks

For a full list of rules, prizes, and other details, visit the following link:
Nova Cup Rules & FAQ

For questions & support, please join the Legion TD 2 Official Tournament Discord.

See you on January 28th! The Nova Cup will be casted and streamed at https://twitch.tv/ltd2. Check the Tournament Discord on the event day for links to the other casts.

Sincerely,
Your Legion TD 2 Tournament Staff
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