Counter-Strike 2 - Vitaliy

\[ GAMEPLAY ]

  • Adding Retakes as official game mode supporting Defusal Group Alpha and Defusal Group Delta maps on official matchmaking servers.

  • Fixed Molotov and Smoke interaction logic in cases when multiple smokes are active in the map.

\[ MAPS ]

  • Updated Golden to the latest version from Steam Community Workshop (Update Notes)

  • Updated Palacio to the latest version from Steam Community Workshop (Update Notes)

  • Updated Rooftop to the latest version from Steam Community Workshop (Update Notes)

Inferno

  • Adjustments to top of Quad and under Balcony to improve visibility.

  • Various optimizations.

\[ CONTRACTS ]

  • Extended functionality of the "Trade Up Contract" to allow exchanging 5 items of Covert quality as follows:

    • 5 StatTrak™ Covert items can be exchanged for one StatTrak™ Knife from a collection of one of the items provided

    • 5 regular Covert items can be exchanged for one regular Knife item or one regular Gloves item from a collection of one of the items provided

\[ MISC ]

  • Performance optimizations when the game is in the main menu and item inspect UI

  • Fixed inventory item icons sometimes rendering in blurry state or not rendering

  • Fixed several server-only sound events to not start multiple times

  • Stability improvements

Oct 22
Counter-Strike 2 - gautam

The bomb has been planted and you're running out of time. It's the return of retakes!

In this classic game mode, each round drops you in to a fast-paced 4v3 after-plant scenario. Select your loadout card each round, check the map to coordinate with your teammates, and use your resources wisely to defuse (or defend) the planted bomb.

The clock is ticking, what are you waiting for? Jump into a retakes server now!

Day Of Pixel - ✝️JESUS✝
I Have Returned from the wedding!

Oh man back from the wedding, Mr Don Julio made an appearance so give me like two days to recover!

Ontop of that I have located a couple bugs that i thought i hunted down. Little bastards keep kicking I keep Shooting.

OH here is a picture of me! Blake Jones is my name And shitty games it what i Slay!

Project: Gorgon - Lemons
This is a minor update to start the Zhia Lian Celebration. Zhia is waiting impatiently for you to log in so that she can communicate with you.

This update also has bugfixes including some important stability improvements. Finally, it includes a bunch of nerfs because we want to get all the nerfs out of the way before launching new systems in Statehelm (Very Soon (TM)). Even more finally, it includes a revision to monster looting rules.

Boss Monster Loot Changes
Most named "boss" monsters have a 3 hour "loot timer", meaning that if you kill the monster again within 3 hours, you get much lower-quality loot. In this update we're expanding the timer to also change how loot permissions work.

Attacks by a player that has already looted the monster recently no longer "group-lock" the monster to that player's hunting group. (Other players in the hunting group can still lock the monster by attacking, provided they haven't looted it recently.)

In cases where the monster dies without any group locking it, the old behavior was that the person who did the most damage gets first dibs on loot. That's still the rule, but with the extra caveat that players who have already looted the monster recently are never chosen over players who haven't.

The intent of this rule is to reduce friction in places where multiple groups are hunting the same boss monster. It's still "first come first served" for groups who haven't killed it yet, but hopefully this will prevent the same group from needlessly re-tagging the boss. This change also makes it safe for players to stick around and help later groups kill the boss without danger of screwing up looting permissions.

Bug Fixes
  • More fixes for audio panel related to in-game voice chat features
  • graphical performance improvements mainly to help users with low-end graphics cards
  • Reinstall the out-of-bounds barrier in Serbule
  • Adjust sunlight brightness in multiple areas
  • Fix bug preventing the following augment from dropping: "Look At My Hammer causes your next ability to deal double direct damage"
  • Fix "Word of Power: Elemental Immunity"
  • Reduce visual clutter of trees in Kur Mountains
  • Fix bug causing item rafflers to permanently affect your deployed count when they disappear before being configured
  • Pulse of Life no longer deals damage to the target
  • bugfix: loot generation: Sword skill is now compatible with Druid skill
  • Upgrade Unity version to fix a Unity exploit
  • A new "bad network" icon is displayed in the effect bar when your connection to the server is poor enough to impact gameplay. The intent is to give players more info about what's going on when weird things are happening. This in turn can help us understand reported issues
  • fix issues with pet follow logic, especially when their master is flying or standing in inaccessible locations
  • Portal Summoning Device - Nightmare Caves now drops you at the true beginning of the Nightmare Caves
  • Beginners Buttermilk and Black Soup are now stackable to 5 (previously 1)
Nerfs!
We've nerfed some systems and treasure effects that are too problematic to work around. Nerfs are always cases where we the devs messed up we couldn't find a fix aside from nerfing. I apologize for these mistakes and the impact they'll have on you. The bright side is that the nerfs below are all the planned nerfs prior to the game leaving Early Access.

Nerfs In the Future?
In the past couple of years of development, we've settled onto a pattern of only nerfing things after observing their impact on the game for a long time -- at least six months. This has the upside of showing us that most things we initially want to nerf don't really need nerfing. But the downside is that when we do end up nerfing things, they've been in the game a long time and are commonly used.

Going forward the plan is to have six-month "Nerf Updates". These biannual updates will include any necessary nerfs. These updates will also be when we make major changes to combat skills, ones that require players to revise their characters. The hope is that by bundling big changes into these semi-annual updates we can provide more predictability and less FUD.

Changes to "When X Skill Active" Treasure
When a treasure effect says that it buffs an attribute while a particular skill is active, that previously just meant that the skill was one of your two active combat skills. In this update, "active" also means "usable":
  • Warden gear requires you to be in an animal form
  • animal-form combat skill gear requires you to be in that specific animal form
  • gear for a weapon skill requires you to be wielding that weapon
  • gear for Priest and Necromancy check that there aren't any disallowed items equipped
Psychology
  • Psychology treasure effect: (Hands, Feet) - "Mock deals +125% damage, taunts +500, and hits all targets within 20 meters, but reuse timer is +1.5 seconds" => "Mock hits all enemies within 20 meters and taunts +1000, but damage is halved and reuse timer is +1.5 seconds"
  • This effect was previously available on Hands and Feet; it is now only available on Hands. Feet-slot items that have this effect have become Legacy items. You can use Transmutation to remove this effect and un-Legacy-ify the item. Alternatively you can visit the Legacy Item Helper golem in Serbule for a random replacement item.
  • New psychology power: (Feet): "Bonus Taunt to All Attacks +2180 while Psychology skill active"
We realize this is a major change for some players and apologize for the annoyance of having to revise your character. To facilitate this, Psychology transmutation is set to be cheaper this month.

Crossbow
  • Crossbow treasure effect: (MainHand, OffHand, Ring): "Crossbow Ability Reuse Time -12 seconds" => "Crossbow Ability Reuse Time -5.75 seconds and Damage +240"
Changes to 'Teleport Alts'
  • if a player uses Elmetaph's newbie quest to teleport to a spot deep inside the dungeon, their bind point is now at the entrance to that dungeon. (This mostly affects spots deep inside Errruka's Cave.)
Rebalance to Foretold Item Boosts
We're also going to refactor the potency of Foretold/Mastercrafted specific boost recipes. This change was planned for this update, but we've postponed it because we found a way to implement it that is less obtrusive and annoying -- we'll be able to just alter the items in-place. This will happen in the next update.

Coming Soon...
We're working furiously on a bunch of big updates that will arrive in the coming weeks, including a major character-art revision. Next week we'll have a way for you to help us test those changes before they go live. Stay tuned for more info, and happy Halloween.
Rank: Warmaster Bunker Buster Playtest - lordart
  • Fixed old bug with ships getting stuck in the terrain.
  • Fixed major old issue with pure AMD systems that would run out of memory
  • Ships now will create a formation rather than just using whatever spacing is currently there when told to move.
  • Fixed issue when going between levels, the old control groups weren't purged and caused a CTD
  • Fixed bug when starting a new level before everything was setup.
  • Remove Scaling Gauge on Navigation Screen.
  • Fixed issue with arrows on Arsenal screen to be consistent
  • Fixed issue with controls jumping around on the Loadout screen
  • Fixed text issues with confusing equipment buff text
  • Various other Fixes
Logic World - Jimmy

Hello gamers,

We've been hard at work on a new Logic World update for you, and it's out now!

Highlights of update 0.92:

  • Added Subassemblies: groups of components and wires that you can save and reuse elsewhere.

  • Subassemblies can be uploaded and shared on the Creation Hub.

  • Added Fixed Perspective: by pressing a keybind (default: double-tap [c]Left Alt[/c]) you can freeze the camera in place, but still interact with the world by moving the mouse around on the screen.

  • Tons of bug fixes.

  • Tons of performance improvements, especially for very large builds.

  • Lots and lots small details have been improved and polished.

The full changelog is at the bottom of this post.

Playing and yapping with us, the dev team

To commemorate this update, we sat down to play it together. While we played, we read through the changelog and gave our commentary as well as behind-the-scenes info on the development of this update.

Thank you

A huge thanks to the many people who played the 0.92 previews. Your feature feedback and bug reports got this update over the finish line. We couldn't have done it without you!

More to come

We've got lots more to do on this game. We're determined to make Logic World the best circuit-builder ever.

More updates are coming soon. If you want to be the first to know, subscribe to our newsletter and join the Logic World discord.

Full 0.92 Changelog

Here's everything new in Logic World 0.92, since 0.91.3.

Subassemblies

  • You can now save "Subassemblies" -- groups of components and wires that you can reuse across different worlds and servers.

  • You can save subassemblies with the Action Wheel or with a keyboard shortcut (default Ctrl+K).

  • Added a new tab to the Selection Menu for your saved subassemblies.

  • Added a menu for viewing and editing details of a saved subassembly.

  • You can press a button in that window to upload your subassembly and share it online.

  • Subassemblies shared online can be downloaded in-game. If you're playing in a world when a download completes, the downloaded subassembly will be added to your hotbar.

  • Subassembly thumbnails are cached on disk. You can edit these files to make custom thumbnails if you want to!

  • Via manual editing of a subassembly's [c]meta.jecs[/c] file, you can add custom search tags to a subassembly.

  • Added command: [c]Subassemblies.SaveCurrentSelection \[name][/c]

  • Added command: [c]Subassemblies.AddToHotbar <id>[/c]

Building

  • Added "Fixed Perspective" feature. By pressing a keybind (default: double-tap [c]Left Alt[/c]) you can freeze the camera in place, but still interact with the world by moving the mouse around on the screen.

  • When you've confirmed a placement, it will now immediately become solid. Previously you would need to wait for the server to process the placement, which could take a while when there are a lot of changes.

  • Significantly improved performance of Resizing operations for components with many children.

  • Significantly improved performance of Grab and Clone operations for large objects.

  • Improved performance when selecting a large number of components.

  • The "Place Wire" input action is now marked "tap to toggle" by default, so you can either click-and-drag to place wires like before, or you can click on one peg to select it and then click on a second peg to create a wire between them.

  • Pressing the Delete key (default [c]R[/c]) while drawing a board will now cancel that action.

  • The "failed action" sound now plays when you fail to place an item from the hotbar.

  • The "delete item" sound now plays when a Clone action deletes a wire.

  • Placing wire ghosts is now smoother visually, especially when there is server lag.

  • The Help menu will now inform you that you can hold Ctrl for free rotation when Grabbing or Cloning on a smooth surface.

  • Changed the default binding of Offset Hold to [c]H[/c].

  • Fixed visual flickers when toggling board flatness during board drawing.

  • Fixed resizing or rotating a board never working when a very large number of components are placed on it.

  • Fixed an exception with Resizing that could happen if you tried to resize an object before the server finished confirming a previous building operation. In these cases, the Resize operation will fail now (and you can try again a moment later).

  • Fixed an exception when you finish a Resizing operation when another player moved that component while you were resizing it.

  • Fixed a crash to error screen when resizing a component where a wire is attached at both ends to that component.

  • Fixed not being able to undo placing or deleting a wire after deleting an object attached to the wire.

  • Fixed a placing issue with Standing Displays that have four pegs where they would act like 2x1 components instead of 2x2.

  • Fixed game-killing StackOverflow errors when building with deeply nested component trees.

  • Fixed the Edit Display Menu closing instantly if you're editing multiple Displays and you change their peg counts.

Components

  • Updated the default Display configurations. In order to see the new defaults, you have to start a new sandbox, and delete your [c]DefaultExtraData/MHG.DisplayConfigurations[/c] folder if you have one.

  • Fixed new display configurations sometimes being a grayscale gradient instead of the intended rainbow.

  • If a Key is hacked to not be bound to an input, it will now display "\[None]" on its label. (Previously it would display "FancyInput.RawInputType.None" which was way too long and looked bad. Don't worry, hackers, we're looking out for you.)

  • The text on top of Keys is now flush with the surface of the key, so it doesn't float in the air above.

  • Fixed the text on top of Keys being outlined when you look at the base of a Key.

  • Fixed anomalous behavior when trying to place an object on the very top of a Flag.

  • Flags will now continue to flap in the wind uninterrupted when you change their color.

  • Fixed the Flag's thumbnail looking too dark.

  • Fixed typo in the name of the Drum instrument "Splash Cymbal" (it was previously called "Splash Cymba l").

  • Fixed Label text escaping its bounds in some cases where there's a lot of whitespace in the text (#271).

  • Fixed a minor UI issue where the shown state of inputs would be incorrect when you start editing a display configuration.

  • The hint text that shows up while sitting in a chair, telling you how to leave the chair, is now localized. Also, the hint now shows the correct key if you change it to something other than escape. Also, it has a little shadow now to make it easier to read.

Music

  • The in-game music is now less repetitive, and a given track will now never play if it was in the previous 5 played tracks. This number can be configured with the new secret setting [c]MHG.Secret.MinSongHistoryDistance[/c]

  • Music files are now distributed as ogg vorbis instead of mp3, meaning smaller files with better quality.

  • The music player will now ignore non-music files inside music folders instead of trying to play them.

  • New music won't start playing anymore if the pause menu is open.

Graphics

  • Added an option for 8192x8192 shadow maps.

  • Added an option for three shadow cascades (previously only 1, 2, and 4 were available).

  • Added new anti-aliasing options for FXAA and SMAA.

  • (Temporarily) removed the anti-aliasing options for MSAA.

  • Added setting: "Motion Blur" (disabled by default).

  • Tweaked the Bloom and Ambient Occlusion effects to be more subtle.

  • Ambient Occlusion is now disabled by default.

  • Text that appears physically in the world (the text on Labels, Keys and Singers) is now affected by the lighting in the world.

  • SHINY BOBBY now properly reflects HDR content such as the teleporting VFX.

  • Removed the setting for drawing shadows on additional lights, which was confusing and unnecessary as there are no additional lights in the game.

  • Added new settings preview image for the Bloom setting.

Graphics APIs

  • Vulkan is now the default graphics API on Linux. This gives a substantial performance increase and all the stability issues should be fixed now. If you still need to use OpenGL, it's available with [c]--force-glcore[/c].

  • Removed support for OpenGL on Windows. The only backends available on this platform now are Direct3D 11 (used by default) and Vulkan (available with [c]--force-vulkan[/c]).

Outlines

  • Overhauled outline visuals. They are now much crisper and higher quality.

  • Adjusted the layering of outlines to improve clarity in situations where many objects are outlined.

  • Added settings for having a different outline intensity where the object being outlined is obscured.

  • Added settings for all the built-in outline colors.

  • Removed the settings for "Outline Fill" (which might come back later) and "Outline Corners" (which is meaningless in the new system).

  • Looking at a player no longer outlines an object that's hidden behind that player.

  • Fixed many cases where outlines were incorrect, missing, or flickering.

  • Added secret setting: [c]MHG.Secret.Outline.NoWorldMeshing[/c]. This reverts a new outline optimization (in case of issues).

Simulation speed

  • Improved client-side performance and fixed a memory leak when the simulation speed is very high.

  • You can now pause, resume, and step the simulation using keyboard shortcuts while the UI is hidden. (#512)

  • Many aesthetic tweaks to the Simulation Speed menu, including new icons to make it more clear whether the simulation is running or frozen. The "running" icon is animated.

  • Added secret setting: [c]MHG.UI.SimulationSpeedMenu.RunningIconRotationDegreesPerSecond[/c]

  • Fixed some layout issues with the Simulation Speed menu.

Hotbar

  • The hotbar is now hidden during Grab and Clone operations, during Multi-Select, and during wire placing.

  • Pressing a number key that is higher than the number of items in the hotbar will now select the last item in the hotbar, instead of doing nothing.

  • Major improvements to scroll input handling for scrolling through the hotbar in environments where scroll input is not discrete. This includes MacOS with the default system settings, and all OSes when using a touchpad.

  • The "next hotbar slot" and "previous hotbar slot" bindings now have options for horizontal scrolling by default (in addition to the existing options for vertical scrolling). This is mostly relevant when using a touchpad, as it allows you to scroll through the hotbar by scrolling the touchpad along the same axis as the hotbar is laid out.

  • Fixed being able to hover over and interact with hotbar items while the chat window is open.

  • Fixed being able to hover over the hotbar item in-between areas while not dragging a hotbar item.

Upload menu

  • Improved the layout of the Upload menu.

  • Pressing the "Cancel" button during an upload no longer closes the Upload menu.

  • Pressing the "Back" keybind (default [c]escape[/c]) during an upload now cancels the upload and closes the Upload menu.

  • If an error occurs during an upload, the error will now be shown on screen along with a "Retry" button.

  • Fixed broken text on the "Cancel" button while a download is in progress.

  • Removed the button to go to your singleplayer sandbox list after a successful download.

  • Added a character limit to the download URL text box, also made the text box wider.

Color chooser

  • Tweaked the Quick Color Chooser so there's no longer any "dead" space between the Big Clicky Colors.

  • Color picker: the setting "Quick Picker Open State" now has a default value of "Remain in Previous State" (was previously "Always Open to Quick Menu").

  • Quick Color Chooser: fixed an issue where one or more Big Clicky Colors could incorrectly display as selected after resetting the list of saved colors.

  • Fixed the "show/hide sliders" toggle in the Color Picker menu having a WAY too-big icon.

Misc menu changes

  • Main Menu: added a link to the Logic World Discord

  • Added secret setting: [c]MHG.Secret.MainMenu.ShowDiscordLink[/c]

  • Improved the layout of the online services UI (in the top left of the Main Menu). (#234)

  • Minor tweaks to the Multiplayer Menu (tabs are smaller, moved count to right side of tab, refresh button aligned better)

  • We've reworked the screen you see when you're disconnected from a server. When the server sends a long disconnection message, the screen now handles it better, giving you a scrollbar instead of making the message tiny.

  • The Help menu no longer states whether a binding is tap-to-toggle (this information was just visual noise/clutter).

  • Fixed report bugs menu not opening when an error occurred during startup.

General UI

  • Multiplayer settings avatar preview: fixed the location of the sun not being aligned with where Bobby is being lit from

  • Multiplayer settings avatar preview: fixed the lighting from the world affecting the preview

  • Fixed long localized text being displayed weirdly in settings tabs. (#80)

  • Hotbar: fixed some weird visual glitchiness when trying to insert an item into the middle of a full hotbar.

  • Added keyboard shortcuts for changing the selected tab while in a menu with tabs. By default these are [c]ctrl+tab[/c] to go to next tab, [c]ctrl+shift+tab[/c] to go to previous tab, and [c]ctrl+\[number key 1-6][/c] to select a specific tab.

  • Fixed an issue where links in text would be stuck in the "hovered" state if you move your mouse directly from one link onto another link with no time in-between where you're not hovering over any link.

  • Several buttons in the game which open a URL when clicked ("Browse Creations" in the Main Menu and Download Creation Menu, the "Help Translate Logic World" button in the Languages menu, the new Discord button in the Main Menu) now show a tooltip of the URL the button opens when the cursor hovers over the button.

  • Fixed the cursor looking way to big on Linux and MacOS when custom cursors are displayed, i.e. when hovering over the edge of a resizable menu.

  • Added secret setting: [c]MHG.Secret.CursorModeWhenCustomCursorActive[/c]

Input and controls

  • When an input action is marked as "tap to toggle", that property is now optional. This means you can either tap once to turn it on, then tap again later to turn it off, or hold the button down and release later to turn it off.

  • Added setting: "Tap to Toggle Time"

  • Fixed weird behavior when editing controls while the game is paused, where no matter how long you waited between tapping the same key multiple times, it would always be considered a double tap (or a triple tap, or (much) more).

  • Added secret setting: [c]FancyInput.ScrollDeltaThreshold[/c]

  • When displaying a binding for an arrow key, it will now show an icon of an arrow instead of text that says "Up"/"Down"/"Left"/"Right".

  • When displaying a binding on MacOS, the Control, Option, and Command keys will use symbols instead of text (in accordance with Apple's Human Interface Guidelines)

  • Several UI-related keybindings which were previously not editable have been added to the settings menu. You can find them under Controls -> User Interface.

Zoomies

  • You can now only use the Zoom function (bound to [c]Y[/c] by default) in the regular Building game state. It won't work in other first-person game states like Resizing and Grabbing.

  • Fixed the Zoom binding conflicting with other input actions (it would previously conflict with [c]Ctrl+Y[/c] for Redo).

  • Fixed being able to get stuck zoomed-in if you opened a menu while zoomed-in.

Servers and Multiplayer

  • The server will no longer print a "\[player] left the game" message when the player disconnects before fully loading into the world.

  • Fixed the existence of duplicate, frozen players in multiplayer that would appear when multiple players join or leave the server within a short period of time.

  • Fixed a server exception when a player gets kicked or joins with another client.

  • Fixed the server console printing "Simulation speed set to TPS" whenever a new player joins. It now is only printed when the TPS actually gets changed.

  • Fixed log spam when closing the server's input stream.

  • Fixed the server command [c]stats.server[/c] usually printing the incorrect value for server TPS.

  • Improved the help text for some server command-line arguments.

  • Removed the command-line arguments that would let you run the Dedicated Server in plaintext mode ([c]--plain-text[/c] and [c]-t[/c]). The dedicated server now always runs in plaintext mode. This is less buggy, more consistent between platforms, and it fixes an issue where text couldn't be entered on Windows 11.

Saving and Backups

  • When the game saves, it now first writes the save data to a temporary file, preventing file corruption if the save process is interrupted.

  • The backup creation timer is now saved and thus short sessions will no longer keep resetting the backup timer.

  • Backup deletion is now more intelligent, discarding backups more slowly the older they are, meaning there will be many recent backups but also some quite old ones available in case you need to revert at some point. The behaviour is fully customizable in the server config.

  • Merged config settings [c]DoAutosaveWhileServerIsEmpty[/c] and [c]DoAutoBackupsWhileServerIsEmpty[/c] into [c]DoAutosaveAndBackupsWhileServerIsEmpty[/c].

  • The file paths to Backups have been made much shorter, which helps prevent issues on a certain operating system that limits paths to 260 characters.

  • Fixed chance of a backup being corrupted when it was created at the same time as a save was created.

Online

  • Updated the game to use the new HTTP-based Logic World Online Services API, which replaces the legacy gRPC API.

  • Updated the protocol handling for [c]logicworld://[/c] links to use our new format for them (now called "logicworld:// v1").

  • Added secret setting: [c]MHG.Secret.Online.Endpoint[/c]

  • Added server config value: [c]OnlineEndpoint[/c]

Modding

  • Reworked how dynamic prefabs and placing rules are defined in GameData and implemented in code. The new system is much cleaner and more flexible, and allows generating prefabs or placing rules based on all properties of the component, not just the peg counts. Mods that add components with dynamic prefabs or placing rules will need to be updated.

  • Modders can now start the MultiSelector with an initial selection. Write some fancy selection modes!

  • Added [c]InjectTriggersInto[/c] to FancyInput context definitions. The MHG mod context definitions make use of this now. Modders can use it to inject keybindings to input contexts in the base game or in other mods. Very useful for adding custom building operations.

  • Added a new property, [c]ShouldBeOutlined[/c], to component decorations and blocks. When set to false, these objects will not be outlined under any circumstances. This can improve outlining performance of complex modded components that don't need every part to be outlined.

  • Added ability for modders to have CircuitBoard-like components which directly inherit the CircuitBoard class. These custom boards will behave like normal boards, but can't have extra custom data.

  • Mods can now use C# language version 13 (was previously C# 7).

  • Made the error message more helpful when a mod dependency cannot be found because that mod is not installed.

  • Mod stacktraces now contain line numbers (a PDB file is generated).

  • New Keybindings can now be added to the building game state via the FirstPersonInteraction class.

  • Added some new methods to the JECS API.

  • Added [c]ModRegistry[/c] which allows modders to easily check which mods are installed/loaded and access their files.

  • The client now sends mod versions to the server. Server-side mods can now deny connections from clients with an outdated version of the mod.

  • Fixed mod BuildingOperations not being loaded consistently.

  • Fixed mod GameStates not being loaded at all.

  • When placing modded components on a server which does not support them, you now get an error sound and a console message instead of ghost components.

  • The Selection Menu now hides components which are not available on the server.

  • Fixed modded network packets failing to parse due to inconsistent mod load order between client and server.

  • Packet IDs are now set authoritatively by the server. This allows optional mods to add new packet types, without breaking packets for clients that don't have the mod installed.

  • Client-only mods will no longer be announced to the server (keeps network packet smaller & nice for mod-list privacy).

  • When placing modded components/subassemblies on a server which does not support them, you now get an error sound and a console message instead of ghost components.

  • Improved the disconnection message when the server rejects a client for not having the required mods. The message now contains mod versions, and it has some formatting to make the list easier to read. It also includes any not-installed optional mods as "suggested". Also, the list of missing mods is now ordered alphabetically.

  • Add 'ClientDependencies' and 'ServerDependencies' to mod manifest files.

  • Replaced mod manifest properties 'ClientOnly' & 'Optional' with 'Type'. The new property can have values: Normal (this is default), Optional, Independent, ClientOnly, ServerOnly.

Localization

  • Updated translations and translator credits for Bulgarian, Chinese (Simplified), Croatian, Czech, Dutch, Estonian, Finnish, French, German, Hebrew, Hungarian, Japanese, Korean, Pirate, Polish, Portuguese (Brazil), Romanian, Russian, Slovene, Spanish (Spain), Swedish, Turkish, and Ukrainian.

  • Slovene is no longer incorrectly called "Slovenia" in the game files.

Thumbnails

  • Errors when rendering thumbnails are now handled properly and will result in a pink-and-black error texture.

  • Added command: [c]Thumbnails.RenderComponentToDisk <componentTextID> \[resolutionX] \[resolutionY][/c]

  • Added command: [c]Thumbnails.RenderSubassemblyToDisk <subassemblyID> \[resolutionX] \[resolutionY][/c]

  • Added secret setting: [c]MHG.Secret.DiskRenderCommands_ThumbnailRenderProperties[/c]

  • Replaced many of the [c]MHG.Secret.Thumbnails[/c] secret settings with one mega-setting, [c]MHG.Secret.ThumbnailRenderProperties[/c]

  • Added secret setting: [c]MHG.Secret.BigThumbnailRenderProperties[/c]

  • Renamed the command [c]ExportThumbnailCache[/c] to [c]Thumbnails.ExportCache[/c]

  • Renamed the command [c]RegenerateThumbnailCache[/c] to [c]Thumbnails.RegenerateCache[/c]

Export

  • Removed OBJ export and the associated [c]objexport[/c] commands.

  • Added [c]3dexport[/c] commands, which support glTF and glb export of worlds and subassemblies.

Platforms

  • MIDI input is now supported on Apple Silicon devices.

  • The MacOS version of the game now has native binaries for Apple Silicon.

  • Fixed links not properly opening in a web browser on some Linux systems.

Stability

  • Significantly improved server performance when cloning or placing objects with large clusters (i.e. a lot of pegs all connected together). Previously this caused players to be stuck until they rejoind.

  • Fixed that when the game tries to send very large network packets it would corrupt the network state instead of crashing.

Technical updates

  • Upgraded engine version to Unity 6.

  • Upgraded the server runtime to dotnet 9.0, which gives us about 10% more performance in server-side tasks like loading saves and running the simulation.

  • Upgraded most of our DLLs to use netstandard 2.1.

  • Updated Font Awesome to 6.7.2, which comes with dozens of new icons and many tweaks to existing icons.

  • The game's config file format has been changed from [c].succ[/c] to [c].jecs[/c]. Your old config files will be automatically converted.

  • Various fixes to JECS file formatting.

Commands and stuff

  • Added command: [c]Debug.ListBuildingOperations[/c]

  • The command [c]Debug.TargetInfo[/c] now additionally prints a component's depth in the tree and its number of nested children.

  • Added secret settings: [c]MHG.Secret.TrimStalePartialWorldsIntervalSeconds[/c], [c]MHG.Secret.MaxAgeOfStalePartialWorldsSeconds[/c], [c]MHG.Secret.PartialWorldDownloadTimeoutSeconds[/c]

  • Added server config values: [c]TrimStalePartialWorldsIntervalSeconds[/c], [c]MaxAgeOfStalePartialWorldsSeconds[/c], [c]CullStalePartialWorldActionsIntervalSeconds[/c], [c]MaxAgeOfPartialWorldActionSeconds[/c]

  • Renamed the [c]subassemblycache.*[/c] commands to [c]partialworldcache.*[/c] and fixed them all not working.

Miscellaneous

  • Improved player spawning: instead of spawning into the world at the origin and then immediately teleporting to your player location, you will now properly spawn into the world at your player location. This can significantly improve performance when loading into the world if your player location is far away from the origin and there is a lot of complicated stuff at the origin.

  • Fixed occasional exceptions related to the help menu being spammed in the console.

  • Fixed the ground becoming colorless and distorted during the teleport sequence if the teleport is to somewhere far away.

  • Fixed your own shadow teleporting immediately when the teleport sequence is initiated. Your shadow now teleports at the same instant that you do.

  • Fixed your own reflection teleporting immediately when the teleport sequence is initiated. Your reflection now teleports at the same instant that you do.

  • Fixed the client's and server's data about world structures getting out of sync sometimes, leading to various bugs.

  • Fixed issues where palette loading crashed the game on startup when palette was corrupted or not installed. (#448)

  • When a Sandbox or Subassembly has a very long name, previously the game would create files/folders on disk with very long names. These file/folder names are now capped at 200 characters, which prevents crashes on Linux.

  • Errors with the Integrated Server which occur before the server initializes (e.g. missing libraries) now show up in the game logs and debug console.

  • Added Herobrine.

Darkest Dungeon® II - RedHookMichaela

New Darkest Dungeon merch is available for pre-order now in The Yetee Store.

New additions include Highwayman and Crusader t-shirts, a Deathblow beanie, a Curse of the Court poster and pet stickers!

If you haven't stopped by The Yetee's Darkest Dungeon store, be sure to swing by. We have a number of Darkest Dungeon t-shirts, pins, and even a Flagellant body pillow for sale.

Follow the link to see everything currently on offer: https://www.theyetee.com/darkestdungeon

Grit & Grind - DevinTheDivine

It’s more than music—it’s legacy.

This Friday, we’re dropping the official Grit & Grind soundtrack: a curated blend of hip-hop, rock, and atmospheric textures that echo the game’s urban mythos. Every track was built to reinforce the world you’ve been grinding through—layered with distortion, rhythm, and ritual.

🎵 What’s inside:

• 6 original tracks spanning boom-bap, lo-fi rock, and ambient grit

• Soundscapes tailored for alley runs, rooftop solitude, and underground lore hunts

💽 Where to find it:

Streaming on BandCamp\[[/b]https://gritandgrindgame.bandcamp.com/album/the-grit-grind-soundtrack?from=menubar] Now-[/p]

-Steam Release Friday!!

Available as DLC on Steam (MP3)

🧠 Why it matters: This isn’t just background music—it’s part of the archive. Each beat was designed to echo the emotional weight of Grit & Grind: the tension between legacy and erasure, the rhythm of resistance, and the poetry of persistence.

Whether you’re revisiting the demo or prepping for what’s next, let the soundtrack carry you.

Drop date: Friday, October 24

Platform: Steam

Price: 99 Cents - Steam / 99 Cents - BandCamp

Finding Dragons - Akaizer

I’m thrilled and excited to announce the release of my first commercial game! I want to sincerely thank everyone for your support and for joining me on this journey. Although it’s a “finding game,”
I poured all my love and dedication into every little detail, especially the dragons! :D

~Laísa Soares

I hope you have a lot of fun playing.
Enjoy the game! ⭐

Oct 22
Brothel Tycoon - Danny
Changes:
  • bugfix for starting the game when there is no assistant yet employed
...