5:53am
CarX Street - K.Dmitriev
What's up, drivers!

By popular demand, you can now add custom music! Here’s a quick setup guide.

How to Add Your Music
  1. Open Steam → go to your Libraryright-click the gameProperties.

  2. Open the Installed Files tab and click Browse

  3. Open the folder CustomMusic

  4. Drop your audio files (.mp3 or .wav) into one of the folders below—depending on where you want to hear the tracks.

Available Folders
  • race_music — music during races

  • radio_streetbeat — radio while free roaming

  • radio_styling— radio in Styling

  • radio_tuning — radio in Tuning

  • radio_showroom — radio in the Showroom



You can split your tracks across multiple folders—the game will pick them up automatically.

Smutstone - Archibaldo Pukaniero

🎃🕯️ The Darkness Is Gathering... 🕯️🎃

From the depths of the void, whispers arise — the gates are about to open.

Our silence was never absence — it was preparation. While you heard nothing, we were lurking in the shadows, sharpening the blades of code and purging bugs with sacred fire. ⚙️🔥

Very soon, the world of SmutStone will unfold before you — to welcome those who crave power, temptation, and madness.

Every card, every soul, every choice... has a price. 🖤

Stay tuned.

🕸️ Winter is coming… and with it, the game shall awaken. 🕸️

💀 Coming. Very. Soon. 💀

5:50am
Music Game - BNnnen
- Drastic performance improvements
- Small bug fixes
Horror Royale - HorrorRoyale
  • Added the ability for players to create and upload their own mods, these can be monsters, human skins or maps.

  • Here is a YouTube playlist with modding tutorials: thttps://www.youtube.com/playlist?list=PLS6RTe0IV7IqB8YHzV7kEdJI_W0BGaaDS

  • If you're downloading a mod from the Steam Workshop, you will have to move the mod's content folder into the Mods folder in Horror Royale for it to actually show up in game. Here's a video on how to do that: https://youtu.be/ilxsnB-IyAc

  • Added four new throwable items: Molotov, Flare, Smoke Grenade and Stun Grenade

  • Changes to Mannequin monster

  • Bug fixes

Renown - Volker

Hello everybody.

We’ve got a ton in the works for the next patch, and all of this is gearing up for a larger content update in the near future.

Till then we figured we should show off the behind the scenes, for what’s going on in the Renown Development world, at the moment.

 

Introduction to one of our Mystery Programmers – It was Phanzor the whole time!

We are delighted to introduce one of our programmers, Phanzor, who recently transitioned from a long-standing role as a Discord moderator to a full-time developer on the project. Below is a brief message from Phanzor:

“Hello all

I’m Phanzor and I’ve recently been fully onboarded to the project after being a long-time moderator here on the discord.

I am currently working on the siege system. This has involved reworking projectiles to increase their impact with players. We’ve done this to improve the feeling of being involved in a siege. It also lets us make them more modular, allowing us to implement newer variants (i.e. flaming boulders). This opens up the entire system for easy development for some cool ideas, such as; Anti-Personal Catapult shots, Cheap Tracing/Guiding shots, and maybe even an airborne human option at some point.

This also comes with fixing up and adding in the trebuchet. We’re also making it so raid sounds are heard from farther away. Previously the impact and feel from being under attack was underwhelming. It also missed out on a key Survival Raiding troupe, of being able to hear a raid from a long distance and act as a 3rd party.

Recently also I finished up the new wipe system making it more reliable and introducing a scheduler to ensure servers wipe at the correct times and advance the date correctly afterwards.”

 

We’re super excited to have Phanzor full time working on the team. While there is still a lot of sharpening and fixing still to be done, we’re really excited for the future of the game. Next time we’ll hear from Moxie a long-time programmer on our team and our other “Mystery Programmer” mentioned last week.

 

KZ has mainly been hard at work with Combat Feedback and improving the direct feel of the combat system. We’ll have a whole dev blog dedicated to just the Combat system and its changes coming in the next week or so. Till then KZ has also been modelling and animating some cool new features.

The Carraige and Caravan System

The first of these are the new traveling event in game. These are the Merchant Caravans and the Royal Carriages.

To begin with, these will be AI controlled Carriages which travel around the map. If players find them, and can do enough damage, the Carriage will be stopped and lootable.

They’ll have a basic foot escort of Mercenaries for the Merchants, and Knights for the Nobles. This should add some excitement to the mix and gives us system to scale with the value being carried.

In the future KZ has mentioned he’d like to have the AI escorts riding on the carriage. For example, the back of both the noble and merchant vehicles has a step for riding along, or places at the front to ride “Crossbow”. This should also add a level of dynamic fun given the carriages could move a lot faster this way.

Further beyond this, we’d love for players to be able to create and ride along in their own carriages or caravans. KZ already had a video from a WIP riding system, but it’ll need a fair bit of love before it’s in game ready. However, this is stil a tangible step toward to the mighty medieval wagon fort!

 

The Ferrymen – A new fast travel system

The other area KZ has been working on, is the design and implementation of our new fast travel system “The Ferrymen”.

In this case we’re still looking to redo the entire vehicle system in game when we add in horse and cavalry. Till then we’ve got a fairly large map, and not a ton of ability for players to move around.

The quick solution for this in the meantime, is a simple network of Fast Travel points separated around the coast of the map.

The main idea being this should help with greater player interaction over the map, and better Quality of Life for any longer journeys the player regularly takes.

We’ll be starting with it fairly unrestricted, but we’ll be looking at options to add fees or other balance gates if it’s causing less fun than it’s helping to make.

This of course hints at a greater system of player rideable, and then controllable boats and other watercraft, after the aforementioned Vehicle system can be overhauled. River logistics was a huge part of the medieval world, and who doesn’t love a good sea battle at the end of the day.

Stay tuned for next week's "Fresh of the Forge" update. We'll be covering Combat changes and various other exciting bits planned for the next patch.

Pale Coins - lukes

Improvements:

  • Reduced the NG+ level increase of enemies

  • Nerfed the damage scaling of enemies in higher NG+ cycles

  • Option to lock items in the inventory

  • Option to mark items as junk based on rarity

  • Option to show / hide junked or locked items

  • New Armor Prefixes

  • New high-level Artifacts

  • New high-level Weapons

  • New gems and enchantment recipes

  • Nerfed luck bonus to item find and magic find

  • Capped the maximum item level of random loot in the Standard game mode. High-Level items are obtainable starting NG+

  • Changed the handling of "on kill" item modifications

  • New chest placed nearby Jesse's chest for a lockpicking intro

  • Stamina consumption is now visible for most skills

  • Text highlight in the player window the after reaching the maximum amount of -Damage Taken

  • Saving is no longer possible in the Endless Tower game mode

  • Teleportation is no longer possible in the Blood Dungeon

  • XP information when hovering over the XP bar

Bugfixes:

  • Changed the Critical Hit Bonus on random items

  • Fixed several item inconsistencies

  • Resolved crash when interacting with the altar immediately after sacrificing a heart

  • Resolved crash when selecting a skill after increasing the attributes

  • Resolved issue where stashed item icons were not shown

Hijong Park's Defender Patrol - PsychoFlux Entertainment
It had been over 2 years since I started working on this small flight sim. it was truely awesome to make my own dream game and share it with others in the community, and eventually make it to steam release!

At this point, my dream of flying MD-500 defender in VR had now been accomplished and the project is far beyond my initial scope.

But i do not want to just stay here forever. Now I want bigger choppers(e.g. AH-1 Cobra), better scenery, and some engaging campaigns with pilot career progression to fully utilize all the features I have created in "Hijong Park's Defender Patrol".

Recent v2.5 'Last Service' patch was the final major update for Defender Patrol. After this, I'll start focusing my development time on the sequel, 'Low Level Hunters'. The only updates for Defender Patrol will now be some fatal bug fixes and additional localizations. (German, Russian, and French localizations are on the way)

As I make Low Level Hunters with all the support I got from making Defender Patrol, I'll occasionally upload some important devlogs about 'Low Level Hunters' in the news.

The first one will gonna be showcasing a functional AH-1S Cobra attack helicopter. If possible, I want to showcase it in this Christmas, so I'll work hard on this sequel from now.

Thanks for playing my flight sim, and I hope I can deliver the bigger wonder some day!

— Hijong Park
ShipCrafter - Myrmecoman
Hello,

ShipCrafter released yesterday, and a few things needed tweaking. Some bugs were fixed, small quality of life improvements were done, and some missions were rebalanced. Here are the full changes :

- fixed fortress8 capable of shooting through itself
- fixed cosmetic wires being misplaced on shifted cosmetics
- improved submarines stability by increasing stabilisation force of ballasts
- reduced difficulty for the Dieppe mission
- added one S-100 in Sassnitz mission
- increased rewarded supply for early missions
- you can now view more detailled stats for items by right clicking them, or right clicking their icon
- reduced search light collider size, making it only take 1 bloc of space
- slightly increased rotationnal drag to reduce ships wobbling
- fixed mirror mode not working properly for fixed torpedo launchers
- fixed bloc replacer tool not working properly with truncated blocs

I'm aware of optimisation issues regarding placing blocs in zoop mode, I'll be trying to optimise it soon !
We Could Be Heroes - Jonny Roy
Chapter 3 Update 9

Added a new Stage 3 - 11.

Improved player stun time is now reduced to get you back into the fight quicker, you can use dodge to get up straight away.

Improved reflections, they now have far less distortion issues.

Adjusted Tyler's starting position to make him easier to tag.

Improved path finding enemies won't get stuck behind breakable objects under overhangs.

Fixed mirrors not breaking.

Fixed some stages windows would break, but then appear non broken when entering a building.

Fixed issue where sometimes enemies would not get stunned correct when hit (for example if the enemy was taking a weapon out)

Fixed issue where some enemies would get stuck not attacking you.

Fixed issue where some enemies would get stuck waiting for your character to recover even though you already had.

Fixed an issue where enemies would get stuck trying to pick up heavy items.

Fixed an issue where all enemies would attack you as soon as the stage started on later levels, after finishing a longer stage than the current one.

Fixed Mellon issue - where broken pieces weirded out.

Fixed couldn't sit on bench issue

Fixed issue with enemies not sitting in cars correctly

Fixed issue in Chapter 3-2 with slowdown after defeating the first 3 enemies and then restarting multiple times.

Fixed Chapter 3-4 path finding issue caused by explosion.

Fixed toilets sit-able.

Chapter 4 will be dropping very soon! Thanks for you patience, I appreciate you all.

Jon

BOBO ~IN ANIMIA~ - 卡哇伊

Based on feedback from the first batch of testers, the playtest version has received the following updates:

  • Fixed character stuttering bug

  • Fixed the bug where interactions could only be triggered after multiple clicks

  • Fixed save file error bug

  • Added support for 16:10 and 21:9 screen resolutions

  • Fixed restaurant exit error bug

  • Corrected some text issues

  • Fixed UI not responding bug

  • Optimized character animations

The testing is ongoing! We welcome you to continue your experience!

Feel free to report any bugs you encounter:

https://docs.google.com/spreadsheets/d/14TRkW9NaQ0yTUP0Tth0B8rCVsbcktoUYFdqiwUrxsJg/edit?gid=0#gid=0

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