Discounts will be applied across all my games on 1st November (8:00 CET), in remembrance of the 16 victims of the Novi Sad tragedy.
https://store.steampowered.com/app/3507750/Asteroids___Kepler90/https://store.steampowered.com/app/3507740/Asteroids___Red_Moons/https://store.steampowered.com/app/3507730/Asteroids___The_Sun/https://store.steampowered.com/app/3507720/Asteroids___Pluto/https://store.steampowered.com/app/3470200/Asteroids___Proxima_Centauri/
https://store.steampowered.com/bundle/50131/Asteroids___Campaign_Pack_1/
Please consider wishlisting anything you want to buy in the future, you will be notified the exact time the discounts are applied. Discounts last for 7 days.
Note: Digital items, like skins in TCC, credits and weekly planets in Asteroids ++ are not under discount during this promotion period.
HP and MP stats have doubled after the prologue (100 pts).
The hard mode difficulty available from the start.
Difficulty candy translation fix
For those who experienced difficulties after the prologue, I would appreciate it if you could try again now with a new game. I look forward to your feedback. I will continue working on refining the details in this regard.
Hello everyone, Gronkins here with patch 0.0.6 for the demo of Legends of Azamar! This patch focuses on reworking the Core abilities so they feel more impactful and have a better flow without adjusting the balance of the game
Abilities
Core abilities have received a rework. Core abilities now interrupt Basic abilities and put Basic abilities on cooldown when used. Such as, Core and Basic abilities can no longer stack or hit in quick succession. To compensate for these changes, all Core Abilities have been heavily buffed:
Rend
Base Damage: 30% -> 65%
Damage per level: 3% -> 6.5%
Cleave
Base Damage: 40% -> 90%
Damage per level: 4% -> 9%
Bash
Base Damage: 50% -> 110%
Damage per level: 5% -> 11%
These changes are experimental, so please feel free to provide feedback on how the new system feels and if it has negatively impacted balance
Items
A new ring base type, known as Azurite Rings, can now drop, starting at level 6. They roll with an implicit 10-15 Maximum Mana
Emitting Glyphs can now roll Mana on Hit modifiers
Bosses
Potion threshold for bosses has been improved. You no longer gain Potion charges when a boss reaches 75%, 50% and 25% Health. You now gain Potion charges when a boss reaches 80%, 60%, 40% and 20% Health. This change should improve Potion sustain against bosses
Dungeon
Added three new dungeon rooms that can appear in Act 1
Replaced an older room with a new variant for more variety
UI
Continued to incrementally improve the UI of the game
Bug Fixes
Fixed a bug that caused some objects to not display on the area map
Fixed a bug that prevented the “Area Complete” text from appearing
Closing Words
As always, thank you to everyone who has played the demo so far, and a big thank you to everyone who has left feedback! Please check out the new Core abilities and let me know what you think! These changes are experimental, and there may be future changes and reworks to Core abilities
We will be setting up on this date in person for gamers to pop in, chat with us, and play the latest version of the game! The event is free and open to the public!
It starts at 4 PM and runs until 9 PM EST
Address: Art Sanctuary: 1433 S Shelby St, Louisville, KY 40217
RSVP on their Website if you would like to go!
Gang Combat AI: Over the next few weeks we will be focusing on the AI gang combat so it is more fluid and not just "shoot on site". You will have the chance to leave the gang members alone but if you decide to mess with them.. Well you do that at your own risk! Once you cross their line, they may not hold back.
Formations: Gang members will now travel in formations when walking in a posse. Formations will also be implemented in combat to ensure each member is in firing view of rival gangs.
Shop Flow: We are working on a good shop flow. We are toying with a few ideas from a more traditional UI to something with our own spin on it. If you want to give feedback on the shops when we release the playtest on that just hop in the Discord!
Health and Shop Items: We are also working on filling the shops with health items and other things you can purchase. No money? No problem! You are the future kingpin of the city.. Take what you want and they will understand later on. Maybe.
We hope everyone had a safe and fun holiday! The streets are always busy this time of year!
Hello, roaders!
I'm happy to announce the second update for the ZEROAD demo! This patch features a COMPLETE rework of the workshop and warehouse, the addition of a new weapon, progression adjustments, and a bunch of minor tweaks.

You can now see all available weapons in a single Workshop window, study their stats, and craft them without switching between tabs. It's much clearer and more convenient!
The Warehouse has been redesigned with a tile system instead of a text list. Managing your loadout is now much easier!
New: Ithaca 37 Shotgun! Unlocks at character level 3 and shooting skill 1. It holds only 5 shells but reloads slightly faster than the Winchester.
Winchester Model 1887 Reworked. Now requires character level 0 and shooting skill 0, meaning it's available for assembly and use after your first successful mission! Magazine size reduced from 8 to 7 shells.
Impossible to run past the exit zone. There's now an "invisible" wall that will prevent you from running where you definitely don't need to go.
Mouse cursor and scroll controls have been disabled when menus are open. This prevents the rustle of clothing and accidental weapon switching while you're using the new, convenient warehouse and workshop.
The mission objective text has been added below the mission progress bar: "Follow the road to its end".
The exit timer has been reduced for the first four roads.
The number of passive enemies on the first six roads has been decreased.
Experience gain from killing passive zombies and scientists has been increased by 20%.
Vertical movement speed has been buffed and is now the average of your forward and backward speed.
Thank you for playing ZEROAD! Please share your thoughts and report any new issues you encounter.
Discounts will be applied across all my games on 1st November (8:00 CET), in remembrance of the 16 victims of the Novi Sad tragedy.
https://store.steampowered.com/app/3507750/Asteroids___Kepler90/https://store.steampowered.com/app/3507740/Asteroids___Red_Moons/https://store.steampowered.com/app/3507730/Asteroids___The_Sun/https://store.steampowered.com/app/3507720/Asteroids___Pluto/https://store.steampowered.com/app/3470200/Asteroids___Proxima_Centauri/
https://store.steampowered.com/bundle/50131/Asteroids___Campaign_Pack_1/
Please consider wishlisting anything you want to buy in the future, you will be notified the exact time the discounts are applied. Discounts last for 7 days.
Note: Digital items, like skins in TCC, credits and weekly planets in Asteroids ++ are not under discount during this promotion period.
Carrom Slam! v3.0 Change Log
Complete menu redesign
Player spots have been moved to a player menu
Game rules, server settings, and customization have been moved to the pause menu
Mod/file management page added
Mods
A variety of starting breaks can be used
A variety of training options can be used - simple and cannons are provided samples
Saved game rule 'presets' are saved into the mods and can be managed here
Added new tiny board, smaller than our casual board and with slightly bigger pockets
Saved customizations can also be managed here
Rules
Default turn timer changed from 15s to 20s (user suggestion!)
3D environment option available
Appropriate game modes now have a break selection drop down
An invertible option may also be selected for a 50% chance of inverting the break towards the players right hand pocket
New game mode - bowling (user suggestion!)
Clear the board, scored like bowling
Triangle break
Cannot score on the break
A miss ends your turn, two turns per set (not counting break)
Multiplayer and bot compatible
Unique scoreboard
Trajectory improvements
Predict where your striker will strike! (user suggestion!)
Configure game preference in rules
Power number now displayed on striker itself
Bot improvements
Misses should be more human like
Default amount of bots can be configured from settings
Default difficulty of bots can be configured from settings
Faster play
Bug fixes
Camera improvements
Changed camera 2
Auto sizes to board
Lighting simplified
Physics tuning
Join the slamming community we got over at our discord for more slam stuff.
As always, I’m actively listening to your feedback.
Now one of the most requested features has just landed - Mouse Control!
You can now fight your way using the mouse, bringing more precision and comfort for an optimized combat experience.
Give it a try and let me know how it feels.
Bug Fixes:
Fixed MMP and PartyListPR elections from having way too many seats per population.
Fixed MMP and PartyListPR elections from not having enough elected candidates for their total seat share.
Upgraded to the new MMP results handler and updated it to pass the expected results data structure.
Detected and fixed bug that would happen when after a Member of Bundestag election, which is broken for Germany currently, would cause a coalition vote to happen with NaN data on the next election usually a Mayoral one.
Custom PartyListPR and MMP election card in election night.
Germany map now works correctly in election night.
Fixed broken MMP and PartyListPR elections in election night screen. This does not include national level MMP and PartyListPR elections yet. I am currently working on getting that done
Fixed not being able to find Member of Bundestag election within the election night screen. This was fixed by creating a specific new election card type for all MMP and PartylistPR National elections which is separate from the other custom PartyListPR and MMP election card in election night. That is for non-national races.
In Progress Development:
Currently working on getting the national level election card and also a new election reporting system done for national level PartyListPR and MMP elections. This is currently not working fully. I am almost done. The next patch tomorrow will include a fix for this.
I have a large list of things to do and tomorrow should be a much bigger patch. I haven't worked that much today and yesterday. I would recommend avoiding playing any countries that have a national MMP or PartyListPR election until I get it all working 100%.
Fixed placement of dronehubs in certain areas
Small fixes
Thank you