Jan 13
BEYBLADE X XONE - GBJ_Takizawa
:New Features
Added a feature that displays "New" on the tutorial in the start menu when there are unread tutorials.

:Bug Fixes
Fixed an issue where pressing the "Auto ON/OFF" button during scenario playback would skip the scenario.
Various other issues have been fixed to improve the overall gaming experience.
Hullbreaker - neecedalton
- Taking Grapeshot no longer disables cannon charging on other side of the ship
- Fixed issue of players being skipped during card selection
- Ship initialization process configured to fix issue of not being able to move or act upon round start
Goose Goose Duck - Canadian_Thor


FAQ:
I haven’t purchased the Godzilla Premium Pass but I still see it!
Multiple Flight Passes may be available at the same time however, only one may be active at a time. The Godzilla Premium Pass will be unavailable soon and the Flight Pass will end. If you don’t want to miss out on the rewards, grab it before it's gone! Remember Premium Passes do not expire!


How do I select the pass I want to focus on?
Each Flight Pass will have an “Activate” button available. Activate the Flight Pass that you want to earn Flight Points towards during gameplay.

I haven’t finished the Godzilla Flight Pass yet but I bought the Premium Pass. Where does it go?
Premium Passes can be viewed and reactivated through the Archive tab in the Flight Pass Section.

What about the Godzilla Claw Machine?
The Godzilla Claw Machine timeline will match the Godzilla Flight Pass.
Good Night Pan Pan - SUZAKU_games
Hey everybody! here are the patch notes for v1.03!

- Added in Steam Overlay functionality
- Added Steam Achievements (3!)
- Added the alternate "Jacket" costume
- Adjusted behaviors for Pan Pan and the android AIs
- minor bug fixes, optimizations, and improvements.

Sorry this patch took a while! I needed to learn how to sculpt, retopologize, and improve my understanding of substance painter in order to make sure that the new costume looked good. The other costume (bikini) will come a bit later!

You can put the costume on or change back to your security uniform at the lockers placed in the back area right at the start of the game.




When I complete the bikini costume to satisfaction I will also try to add both costumes to the inventory UI so they can be selected at any time instead of needing to run back to the lockers to change. Unfortunately the method in which I made the cutscenes was not quite forward thinking enough to allow for the costume changes to effect them.

So, with some of the limitations of this game in mind, I've also decide that in order to make Pan Pan part 2 an even better game I will be starting from (mostly) scratch and it will be a separate sequel instead of paid dlc here on steam. I have mostly written the narrative and knocked out the design document over the holidays. I think Pan Pan 2 will add a lot of ideas and gameplay that you will all really love, so please look forward to it!

Thank you all for your continued support! I hope this patch adds another reason for you all to play the game again, or finally pick it up if you haven't yet!
THE DESCENT - Architect
Jan 13
Navigating The Labyrinth - Jason from Dragon Dropper
This update includes various fixes made to the first two games (yay shared codebase!) in addition to many content additions. Much of this is late-game content not available in the demo since it only contains the first six zones, but there's still a bunch to report.

There's a lot to do before the full release, which is a little over three months away.

  • Added some quests in the town of Pherae and Catacombs areas. It is now possible for a quest to permanently change a map's contents.
  • Re-paved the streets of Pherae and improved the look of a few statues.
  • Reworked the layout of the Catacombs zone. There are still a few adjustments to be made in future updates.
  • Added new mini-map graphics for the City of Zakros.
  • Updated the game intro backgrounds.
  • More music added. The soundtrack is about 50% done.
  • Undead and golems are no longer affected by the Sleep spell. In addition, some monsters with natural resistances will have a chance to save vs. sleep. Most monsters still fall asleep easily.
  • Warriors now gain a permanent +1 to strength and slightly more hitpoints per level (+1 extra HP every 2 levels on average).
  • Warriors will now have 15% faster natural base hitpoint regen (fewer steps per hitpoint healed) and monks will have a 7% faster base hitpoint regen.
  • Wizards will now have 2.5% faster natural mana regen (fewer steps per point of mana regained).
  • Fixed an issue where loading a game with the music turned off but sound effects on would also cause sound effects to be disabled.
  • Fixed an issue with the sky that could cause clouds/stars to fail to render.
  • Translation improvements.
Jan 13
The Rangers In The South - DPA. Capitan Salchicha de Pollo
-Fixed an issue with the mouse not being able to aim.
-Fixed the divine coins exploit.
-Fixed the dodge exploit.
-Fixed RMB triggering objects.
-Fixed some holes in the thousand steppes.
-Fixed a bridge that required jumping to get across
-Fixed a bug with controller allowing you to interact with NPC while leveling up
Monolith O Pesadelo - brenoalexsandern
Hello friends, I would like to announce the story of Monolith, you who played the game know that there is a universe behind it that is still being explored, through The Tale of Monolith you will understand the story, while you know the story, enjoy playing and survive the games

Website to learn about the story: MY WEBSITE

Therefore, you will have a discount from 01/14/2025
Shrouded Mind Playtest - DragonFhangStudios
Completely new update to the weather and skybox.
Along with the lighting system, I've also added in volumetric lighting and clouds.

Have fun!
Automation - The Car Company Tycoon Game - Killrob
Since being back in office after the holidays, we've worked on getting a whole lot more fixes and general polish out to you for the open alpha! The following is the change log for the third patch of the opt-in open alpha, and with a little more than a week of development behind it, it is rather chunky:

General
  • Added various bonnet fixtures
  • Added folder button for engine exports
  • Retrofitted new fuel selection to old engines in old databases and imports
  • Improved displayed data on side stats for cars and engines
  • Fixed various reliability effects to no longer be affected by quality directly, like stresses and knock
  • Fixed fixtures moving on car load, connected to hoist position
  • Fixed various car importing issues
  • Fixed soundtrack 2019 song never playing in game
  • Fixed test track best time to not trigger on first pass of the start line
  • Fixed falsely labeled grm_mercy body door count
Car Designer
  • Added one new car body model "Jackal" with 58 variants
  • Removed chassis type vs engine position restrictions
  • Updated ladder mid chassis tins with correct wheel morphs
  • Fixed engine placement change not auto-selecting alternate drivetype
  • Fixed suspension choices not being limited by chassis
  • Fixed torsion beam not locking out RWD
  • Fixed WES standard display in detailed stats
Engine Designer
  • Changed unlock year of methanol fuel to be available from the start
  • Changed valve float warning to appear at 10% reliability loss, not 1%
  • Changed turbo pressure graph to show relative pressure not absolute
  • Buffed thermal efficiency of early roots superchargers by 4%
  • Re-enabled compact manifold for roots and screw superchargers
  • Fixed manifold / header resonances to be based on corrected massflow
  • Fixed fuel evaporation not properly cooling intake charge for octane requirements
  • Fixed dyno throttle control to have correct step size and range
  • Fixed missing inline OHV dynamic logo
  • Fixed floating superchargers on V60 engines
  • Fixed a LOD issue with certain intakes
UI Fixes
  • Fixed undo function issues when using the gizmo circle
  • Fixed 2 and 3 keys inconsistently setting 2D/3D fixture state
  • Fixed comparison demographic being unable to be deselected on trim side stats bar
  • Fixed UI layering issues new engine/car creation
Multiplayer
  • General improvements to multiplayer stability
  • Fixed scenario timeline breaking in specific circumstances
  • Fixed issue where host could start playing the game before other players
  • Made scenarios use demographic nomalized desirability instead of competitiveness
BeamNG Exporter
  • Improved supercharger sounds
  • Fixed issues with fuel economy and engine thermals
  • Fixed issue with brand not being exported, causing issues in e.g. drag racing events
  • Probably fixed engines sometimes exporting as invisible
  • Probably fixed weird triangles coming out of some engines
From here on you can pretty much expect about a weekly cadence to the patches until we start implementing some of the bigger features missing in the alpha.

Cheers!
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