Last Front - Murzbl4

🧩 Patch Notes — Version 0.17.1 Demo

🐞 Bug Fixes
  • Fixed a critical bug where the game would end if the bot destroyed a neutral garrisoned building.

  • Fixed an issue where the minimap marker was not displayed when infantry occupied a neutral building.

  • Fixed a bug where soldiers could not fire from buildings while inside a garrison.

  • Fixed an issue where selecting all units (including those unable to attack) caused none of them to attack the target.

  • Fixed a bug where spamming attack commands could make soldiers stand still and not move toward the target.


⚙️ General Stability Improvements
  • Improved unit behavior stability during attacks and movement.

  • Optimized command processing to reduce the chance of units “freezing” during rapid clicking.

  • Improved internal logic for interactions with neutral buildings.


🏁 Conclusion

Version V0.17.1 Demo is a Hotfix update focused on addressing critical issues found after the release of version 0.17.
Thanks to player feedback and testing, the game has become more stable.

Thank you to everyone who helps improve the project! ❤️ Your bug reports and ideas make Last Front better every day.


The next update will focus on a new 3–4 player map and improving battle dynamics. Stay tuned for more news soon!

Arcana Academy - Arcana Academy

\[Bug Fixes]

1. Fixed an issue where a false "Desktop Space Full" warning could appear under certain circumstances, causing the game to freeze.

Romance Club - Stories I Play - ysi

This update brings new episodes for:

- Chasing You 2

- W: Time Catcher

- Kali — Flame of Samsara

- And the Haze Will Take Us

- The Thunderstorms Saga

- Shakespeare's Code

- The Missing

- Advent No. 3

- Code Blue

- Where Love Burns Eternal

- Heaven's Secret 3

- The Parallel Universes Bureau Vol. 2

- Te Amo — Vol. 2

Mimic Man - Sebatnik

Hunter and Mimics rejoice! Below you will find a slew of fixes and changes that should improve gameplay!

Hunter Traps have been revamped on the UI. You will now see yellow dot indicators of how many traps you currently have above each Gear. You will also see a radial timer for how long until a charge of your trap is recharged.

Hunter Traps now have a throw animation and will correctly disappear out of your hand when you are out

Hunter Traps now persist throughout the entire round. They previously disappeared after 60 seconds

Hunter Traps will now always be placeable and they will place closer to the Hunter's feet. Before it was checking if anything would overlap the would be trap location. This caused frustration as the nature of the game constantly has things in the way and this should now resolve that.

Hunter Traps now all start with 5 charges opposed to the varying amounts. This will be looked at and adjusted as more gameplay data is needed.

When returning from a map, you will now return on the team you were on. Team A (Mimics) or Team B (Hunters)

Added text on the Lobby board above players name that shows Team A (Mimics) or Team B (Hunters)

Survey Drone has been revamped to actually "ping" a Mimics location. The ping effect is static and can be seen by both teams. This allows Hunters to find the Mimics general locations, while also allowing Mimics to move when detected and not be followed. Previously the Survey Drone was too strong, and Hunters could simply follow a Mimic while seeing exactly where it is. This rework should allow the Survey Drone to be just as strong while not letting Mimics just instantly be followed and die.

Knife effective melee range has been slightly increased. Knife hitbox has been decreased from 15x15x15 to 10x10x10. Knife damage has also been increased from 25 per hit to 100. Players reported the Knife feeling far too weak and unsatisfying. This makes sense as a Mimic can easily have ~175 life depending on mass, and 2 hits to kill versus 8 hits to kill now seems better balanced.

The knife animation is now a stab instead of a slash. It's been cleaned up and I think looks alot better!

Mouse sensitivity should now update instantly when changed.

Mouse sensitivty slider values have increased from 0.1-1 to 0.01 to 2

Fixed a bug where Mimic voice lines would not play or show up correctly in a match. I belive this also fixes the HUD issue of Mimics not seeing the "Entropy Approaches" message upon spawning at start of a round

Hunters and Mimics have both had Camera Lag added. This should help resolve a lot of the reported overall jankiness / jerkiness of the Camera and smooth out random bumps / stairs terrain.

The PHW-XLSM (Assault Rifle) has had it's accuracy buffed. Previously the range was + (-15 to +15) accuracy spread. This has been reduced to a spread of + (-5 to +5)

Mimics no longer have to turn into an object on round start. You will automatically turn into a random object on the map.

Mimics can no longer use abilities before Hunters are released from the Blind Timer

Mimic Vociferations now have a wider "Focus Azimuth". This increases the size of the area a Hunter's crosshair location needs to be in order to hear a vociferaton at full volume. Focus Azimtuh 5->30 and Non Focus Azimuth 30->120

Mimic Vociferations "inner radius" for sound attenuation falloff has increased from 500 to 800. Slightly increases the range where vociferatons reach full volume sooner

Mimic Vociferations "Non-Focus Attenuation" has been upped from 0.3 to 0.85. This is the volume modifier for when a Mimic is vociferating and not in a Hunter's "Focus Azimuth".

Mimic Vociferations Binaural Radius decreased from 1200 to 100. This should make vociferations less revealing in general.

Fixed a bug on the map Bazaar-Al Kadim where Overtake would bug you out and make you unable to move.

Fixed a bug where the Unstuck button was not working correctly

Fixed a bug where the Combat Drone and Survey Drone visually appeared on a Hunter hip to other players. It should now show up in their hand when equipped before using it

Fixed a bug where the VR headset used to control the Survey Drone in the Training Room would not go away upon leaving the Survey Drone

Kill Feed has been visually improved to be more obvious about which Hunters and Mimics have been killed.

Fixed a bug that was causing the post-match Scoreboard to play only the default voice line. Now you'll randomly hear 4 different Victory and 4 different Defeat voice lines (until I had add more of course!)

Changed "LOSS" on post-match Scoreboard to be red so it's more obvious you just lost

Grenade has had sound effects changed to make it quieter and less loud / zapping. Radius of pull in effect has been increased. Slow effect of Mimics pulled towards center increased. Throw animation hopefully less buggy.

Baraxxas has decided to show mercy and Mimic Evolution Blade Type will now only cause Hunters to bleed out if they are moving. This is so Hunters don't just get annihilated by bleed damage.

Baraxxas has instructed Mimics to salivate more and Inky Spit has had it's "shake off" doubled. This means Hunters will have to shake twice as much to see clearly again!

Baraxxas has decided the Hunters stand no chance if Manipulation damages Hunters all the time. Manipulation will now only damage Hunters that are moving.

Baraxxas has increased the Voxsplosion from 300 to 500. Beware Mimics that are vociferating!

Eris has finally figured out how to put ice cubes in shotgun shells. Cryo Bullets are now useable with the primary fire for the Eclipse S-30 shotgun. She's still working on getting the special Cryo ammo to work with the Alternate Fire mode for the STS-74 and Eclipse S-30

Eris was disappointed by the results of her Siphon Saber. She's spent more of JTech's budget improving it and now while activated it will have a much much larger slashing distance. A visual blue energy explosion effect will now be visible when you hit a Mimic with the sword activated. This will still heal you as long as the sword is activated. The hit mechanics have also been updated. The sword now hits multiple objects, making it more danagerous to use hitting multiple non-Mimic objects, but very effective when Activated if you are swinging and hit a Mimic + Non-Mimic objects, because when Activated, the sword will no longer hurt Hunters. If you just hit a Mimic while activated, you heal for 20. If you hit a non-MImic object when not activated you lose 25 life. These changes are to make the sword more deadly, but also balance a Hunter just slashing multiple objects freely. Swords swings are big and naturally dangerous in close quarters!

Eris found the Paint Canister to be too weak. Paint Canister will now also additionally slow Mimic movements on top of making them drip a paint trail

Fixed a bug with the PHW-XLSM alternate fire M203 EMP Grenade not firing / visually appearing in a match.

Nanite Repair cooldown has been DRASTICALLY improved due to new shipment of cutting edge JTech capacitors. 360->30 seconds

Rigging Trap is being looked into by JTech's R&D Sector. Hunter's are reporting it is ineffective at Hunting Mimics.

Fixed a bug where Nanite Repair would let you continue movie if you used it while sprinting. In the future this will be a talent point for Combat Medic

Fixed a bug where Full Screen / Windowed Mode was not saving in options correctly. The game should now save your setting.

Added Voice Chat! You'll now see an updated Audio menu in the options.

Added Text Chat! You can now hit Enter and talk to everyone

Added a player list where you can manage player Muting when you hit Escape.

Hopefully fixed a bug where you would hear weird sounds when you returned to the lobby. It seems this was Gear/Evolutions videos automatically playing by accident

Fixed a major bug with clients accuracy in matches. The Hunter Camera was not replicating like it should have been! This means most Hunter events were not hitting the server with the right location!

There is a new BEST OF indicator at top of the screen so you know how many rounds are being played

There is a new wormhole animation when you are loading into maps

Wrong Elevator - Hohenheim
Prepare for SCARES! 👁️

We are happy to announce that Wrong Elevator is a part of Steam's upcoming Screamfest IV!

We extended the playtest to accommodate the event, but it will conclude shortly after Screamfest ends. Thanks to all participants! 👏

Demo release will be available soon after the playtest ends, so stay tuned!

Best regards,

Glitchless Games

Spiral - kumakichi

Fixed an error that occurred when gravity charge is 0, where the window displayed overlapped and do not disappear even after time had passed.

CarX Drift Racing Online - 🚀ZigZag (DEV)
What's up, drivers!
We'd like to tell about one of the CarX Drift Racing Online community events!

Virtual Drift League

This is an 100adh competition that features some of the best competitive drivers in the game, 100 max drivers will qualify and only 32 will get to battle.


Available platforms

PC only

For more information please visit here

https://discord.gg/YU5VpNRWGE

Sign up forms can be found in the #sign-ups channel in the VDL server, and to become a spectator you can watch on the twitch - https://www.twitch.tv/virtual_drift_league

If the players need any help they can contact any of the admins or the owners in VDL (15champ15 - Owner) (sylo.54 - Co-Owner) (jaysi - Head Admin) (four8zulu - Head Admin) (ghostfx01 - Admin) (kngbp - Admin) (wildfire7642 - Admin)

Track guides and extra information can be found in #track-guide channel or on the youtube

Dates
  • Qualifying - Saturday, 8th November 2025 18:00 GMT

  • Battles - Sunday, November 9th 2025 18:00 GMT


https://store.steampowered.com/app/635260/CarX_Drift_Racing_Online/Enjoy! ❤️

CarX Drift Racing Online Team

Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy all!

Just a super quick release this week. Purely focused on back-end systems and bug fixes. Changelog below. See y'all next week!

Peace,
Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental1!

Full Changelog - Update 120 - Experimental 2

Changes:
  • The back-end loading system for Vault Files has been replaced. Note that nothing should change-user side for this. Just let us known if the game isn’t seeing any of your Vault files now.
  • While playing Take & Hold, the ‘Return to MainMenu’ button on the wrist menu is now set to “Return to Lobby’ and takes you back to the Take & Hold Lobby instead.
  • Matchbox can now be harnessed.

Fixed:
  • Fixed issue in modded maps where sometimes not enough attack points existed for Sosigs causing the level to error. Sosig spawning is clamped now.
  • Correctly made Sosigs set to Ignore the Need for weapons no longer pick up items in the Equipment Scan Cycle
  • Fixed Take & Hold Magazine upgrade display
  • Fixed a prior Quickbelt rotation fix breaking left handed mode for them

API Notes:
  • FVRScene Settings contains 3 new public parameters. They allow you to override the ‘Return to Main Menu’ button of the Wrist menu to have a custom ‘route’ back upward. This is used in Take & Hold, but could (for mod makers) be used for taking you back out to the ‘lobby’ scene of your game mode.

Notes To Modders:
  • Atlas has now been fixed to load custom levels with this version. I changed two methods which broke a patch Nathan had written to fix my terrible code. That fix has been integrated into the game thus making Nathan’s patch unnecessary, thus fixing this bug. Everything say ‘thankyou’ to Nathan.
Kitty Combat - Mini Rowan✨

I may be a tiny lil lad, HOWEVER I slaved away all night to make another update for you lovely people!

  • Added 2 new cats

  • Added new achievements

  • Fixed more bugs

  • Improved late level game optimization even more

  • Buffed and reworked a few cards to make them work more as intended (Effected cards: Chain Reaction, Nibbles, Boooom, Fast Learner, Glass Cannon)

Huge thank you to you all for the positive feedback!

CORPSE CARNIVAL - Valkyrie杨轩

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