Mawkey The Last Macaw - GuerraPixelStudio
Nerfed the Submadreada boss – it no longer deals damage upon direct collision.

Further adjusted the Submadreada boss – its hitbox has been slightly enlarged so it takes damage more reliably from homing missiles.

Reduced the hitbox of the Taulabé Cave Demon to make the encounter fairer.

Added additional sawblade paths throughout the cave levels.

Fixed various collision issues across multiple worlds.

Corrected Molly’s dialogue, which previously contained inaccurate information about sloths.

Reduced the collision size of Adreim’s lava projectiles for more precise dodging.

Adjusted the collision of Adreim’s arms to better match their visuals.

Fixed collision problems with Adreim’s spikes and several other bosses.

Improved the final battle stage, making navigation smoother and more consistent.
Nov 15
Alien: Rogue Incursion VR - SVS_Jordan_Van_Wickler

Don't miss your chance to grab Alien: Rogue Incursion Evolved Edition at 20% off! Sale ends on November 19th.

https://store.steampowered.com/app/3655390/Alien_Rogue_Incursion_Evolved_Edition/

Card Survival: Fantasy Forest - Gwim
Hello everyone!

Hope you're all well.
Time for another update!

This one is themed around winter. A season that definitely needed some extra love and activities!

Here's a list of all the new content:


Elevation:
Locations now have elevation. This will have some effects to speed and stamina usage during travel. I.e.: Going uphill is harder than going downhill and has some fun interaction with some of the other new features we've added. :)


Skis:
A new tool for fast downhill travel and entertainment, provided there's enough snow.


Sledges:
A new winter-only contraption for carrying heavy loads like the travois. It moves faster across snow, especially when going downhill and can also be used for entertainment.


Ice Skates:
A tool for entertainment and for moving across frozen river areas faster and more efficiently.


Cold Distillation:
Alcoholic drinks can now be made stronger through cold distillation. Simply leave an ale or wine barrel outside during low temperatures and wait for it to freeze. Then simply remove the ice and you'll be left with stronger beverages. :)


Smoke and Drying Racks:
First we're retiring the old smokehouses. Players who have them will keep them but no one will be able to build them anymore.
Food can now be smoke dried with a new more systemic mechanic. Basically there is a new simple device called a drying rack, which reduces spoilage, doubles as a decoration when herbs are hanging from it and starts drying its contents if there's enough smoke in the area.

Lighting a campfire in indoor locations will now fill up the area with smoke. Smoke reduces wellbeing and takes a bit of time to clear but will dry any items hanging from a drying rack in that room. This should let you build your own smoking rooms/houses if you want, or just temporarily convert your own living room into one when there's the need.
Fireplaces or Ovens will not fill rooms with smoke for now.


Sauna Stove:
There's a new type of stove that once heated can be doused with water to release steam.
Steam increases body temperature, gratification and immune system, while reducing filth and stress. Beware of overdoing it, as there's always the risk of having a heatstroke if you're body temperature gets too high.


Ice Pit:
A new cellar that can be filled with ice or snow to help preserve the food stored in the area. If filled with enough ice it can keep working all the way to summer!
Ice can now be obtained from rivers, provided temperatures are cold enough.


Frost Spirit:
A new spirit that is only available during winter and can be summoned from player-built frost shrines. The spirit can help players be comfortable at lower temperatures and help preserve food among other minor things.


Snow Shelter::
A new hideout structure that is more insulating and can be build from snow.
Ideal for winter hunts.


Frame Drum:
A new instrument which uses the percussion skill. Basic rythms help with focus and gratification while some more advanced ones can help put the player into a trance.


Hide Stats Feature:
Stats can now be manually hidden if you think they're not important and are just producing clutter. We've added a button to show any hidden stats too.


Version EA_0.54 and hotfixes since the last Patch Notes:
- Added elevation system.
- Added new winter transportation items: skis, skates and sledges.
- Added Cold distillation system.
- Added snow shelter.
- Added frame drum.
- Added frost spirit and shrine.
- Added sauna stove and mechanics.
- Added drying rack and new smoke mechanics.
- Added ice pit.
- Ice Holes are now easier to reopen (only 3 minutes) and doing any activity on them also reopens them.
- Bones now break into Bone Pieces and birds now drop bone pieces directly.
- Bone Needles and Hooks are now crafted from bone pieces. Milling or crushing bone pieces now produces bonemeal.
- Deployed funnel traps now prevent the fish caught inside them from spoiling.
- Windy locations now give a bit of Wind Affinity while the player is present in a location.
- Washing yourself with River or Unsafe Water no longer makes your clothes wet.
- Waterproofing Waterskins with fat or heated resin now maxes "waterproofness".
- Newly made Reed Coats now remember the twine type they were made from and the coat you get from the perk now properly drops ingredient on dismantle or destroy.
- Harvesting Wild, Garden and Field Plants now takes longer if you have a dexterity penalty.
- Tree logs are now cut into 8 log pieces and log pieces are cut into 3 firewood each.
- Mixing meat fillings with fat, flour and adding them to intestines now takes 3 minutes.
- Mincing meat with sharpened stone now takes 15 minutes longer.
- Improved the message displayed when plants are planted in the garden.
- Equipped Amulets now give a bit of sanctuary.
- Added a "hide stat" button in the stats list and stats details window to control what stats can appear on the left side of the screen.
- Fixed a bug with the game displaying a wrong message when being tired and trying to Spearfish.
- Fixed a bug with the "Jab" knife attack where coating effects would sometimes not apply.
- Fixed a bug where trying to fish when it's too dark would show the wrong text and other similar feedback issues.
- Butchering a Fox with a sharpened stone now properly uses Butchering Mats.

- Fixed a bug which caused the Bellows blueprint to consume the hammer used to make it.
- Butchering mat now needs to be placed to work and it takes a lot longer to become filthy and unusable
- Low proteins stat now properly shows up in the warning section.
- Fixed issue with fat not having the proper flavours when used to season food.
- Mature Meadowgrass Fields can now be destroyed with a Hoe.
- When the refined Copper Crucible breaks it now drops 2 nuggets instead of 6.
- Fixed a fresh wolfsbane bug which made it "pulse" in players hands.
- Oak Bark can now be soaked in River Water.
- Fleshing beam now makes parchment scraping faster and can be picked up and moved.
- Fixed a bug that was causing the fleshing beam to also affect carpentry actions.
- Workbench can now be dismantled and rebuild just like the Rustic Table, only provides the benefits when placed in a Location Row and provides some Sanctuary as well.
- Sawhorses now takes 3 minutes to pick up and place.
- Metal Hook can now be picked up and moved but only provides benefits when placed in a Location Row.
- Drawknives now apply their effect to parchment.
- Placed sawhorses, fleshing beams, meathooks and rustic barrels now give a bit of sanctuary.
- Fixed a bug which caused resharpened tin bronze items to have more sharpness than intended.
- Fixed the bug which required 2 hammerings tool in 2nd step of the Bellows Blueprint.
- Fixed a bug where the cabin/mud hut appeared in the tutorial area when using the perks that spawn them.
- Both Good and Bad Food combinations now have a higher impact.
- Rebalanced focus effects on gratification.
- Extinguished Fireplace now accepts Firewood.
- Eating boiled, cooked or dried peas / sausages no longer reduces gratification directly ( taste combination reductions and similar will still apply ).
- Basic Smithing in Quest Mode now unlocks a blueprint for forged version of Metal Meat Hook.
- Fixed a bug which caused Wash off Tannins from Leather Quest to complete on non leather washing actions.
- Leather can no longer be washed if tannins are 0.
- Heal Plant Spell can now only be cast on plants inside Garden Plots and Mushroom Beds.
- Final Flatbow BP step now shows proper art for sinew cordage.
- Fixed a bug that was causing Stagsto mostly escape in Autumn instead of fighting the player.
- Bear Spirit no longer encumbrances the player.
- Cooked, Dried and Boiled Sausages now give more calories.
- Flint knife is now enchantable.
- Halved the penalty for gaining Climbing Skill for climbing actions that were repeated many times.
- Unsealed Storage Pots now have the list of items that can seal it in its description.
- Spindle and Hackle now show up in crafting filter.
- It is no longer possible to Urinate into Sealed Storage Pots
- Fixed a bug that let you interact with the food and liquids inside a sealed storage pot.
- Fixed a bug which made Flint Knives not usable on Unfinished Wood Carving.
- Cellar now has stronger Spoilage reduction effect during Summer.
- Shaving Wood and Firewood with Drawknife now takes less time and gives more Wood Shavings.
- Workplace bonus from Rustic table and Log Pieces is now properly removed and replaced by the bonus from the Workbench.
- Removed the ability to add things to a field to change its water, acidity or nutrients level (as it was confusing and not meaningful).
- Rye Fields no longer lose yield on medium nutrients.
- Clover, Heather and Meadowgrass Fields are now more resilient to damage and will last longer in wrong conditions and heal in right ones.
- Fixed issue with meat hook art.
- Fixed a bug that was destroying partridges inside when their cage was dismantled.
- Alcoholic drinks now give less alcohol when drunk.

That's all for now.
Hope you like the new features! :)


Reminder: All fixes and new content are added to the public beta branch first.
If you want to access them you can find the instructions on the link below. Be warned though, things are less stable there and are likely to undergo balance changes quite frequently! :)
https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/
Tivick'ing! Chronicles - NGS Studios

Text Changes:

  • Corrected some errors in various character dialogue

Bug Fixes:

  • Fixed an issue where the item 'Lucky Coin' was not correctly added if the player already had 9/9 items. For old save files, these items will be granted when interacting with any of the coin flipping minigame NPCs again

※Base game required to access Tivick'ing! Chronicles -Another Story- content

Bonelords - z0gamestudios

Small update to patch a few things while I work on the new update. Also thanks for all the support as of late! It is encouraging - I will push myself further (I am also playing EU5 right now, so expect delays).

  • Reduced the damage and initial projectile speed of Calcifused Knight "Eyecurse Shot" projectiles.

  • Fixed a bug where the fort's hardsprite would sometimes bug out and look strange.

  • Partially fixed a bug where, if the fort dies on the same frame you win a wave, the game will alert you to reload instead of losing on the next wave.

  • Added some internal testing tools.

  • You can access half of the remixed waves, if you are able to modify your game files.

We Who Are About To Die - JordyL
AVE ASPIRANTS!

1 day 1 patch! The Anniversary Update was released yesterday and met with a lot of kind words and valid feedback - thank you!

On Difficulty

I've been rebalancing the game (trying to avoid resorting to dumbing down the AI) to match the added difficulty, this patch continues that.

First - I want WWAATD to be a challenging game, it's part of the DNA of the game - but it has to be hard in a fun way, and not feel 'just unfair', of course. The previous version had the AI very passive and static, so this is definitely an improvement, we just have to finetune it.

There's 3 pretty fundamentally different difficulty modes and a very detailed Sandbox Mode for you to tailor your experience as well. Everyone has different skill levels, time-in-the-game, preferences and so on, so I figure more options helps as we refine the "base game".

New Combat Changes

Balancing a physics based animation driven combat game with a complex damage model is a bit like defusing a bomb, and with a total AI rework, it's like we threw a live grenade into the mix. In many ways we are balancing from scratch so needing a patch (or a few) makes sense - bear with us and keep giving feedback as we finetune!

So tl;dr today I injected some coffee into my veins and got to work to bring you a first patch. Let me know your thoughts on how these changes feel so we can keep making the game better. Best place to do so is in the game's Discord, link at the bottom of thist post (and every post!)

Changelog - Balancing
Impactful
  • Rebalanced damage model for more consistent damage

    • Less penalty for bad hit contact point, short hold-time, stamina state and "fumbles" (hitting with back of the weapon etc), damage should overall be closer to stats on each hit

    • Exact Impact point now counts a bit less vs overall weapon velocity for damage calculation (from 50% to 30%) - this should especially help shorter weapons

    • Note: the AI has the same changes, as they have the exact same damage model as the player

  • Increased backwards speed for player a tad

  • AI movement skill/speed reduced across the board

  • Light weight status now also gives +10 Stamina skill (along side Dashing and Movement previously)

    • This should make early game less of a Stamina pain, while also making sure Stamina management is still a part of the game if you equip heavier gear

  • AI spends a lower extent of time in "retreat" mode recovering Stamina

  • Reduced the character physics body layer intensity (Should reduce some floppiness, jank, buggy movement, ...)

  • Weapon weight has a bit less impact on Stamina Cost of attacks - should primarily make heavier weapons (polearms etc) less of a brutal Stamina drain

  • Increased stamina recovery from receiving damage to 1.5x the damage (from 1x)

Subtle
  • Increased player base attack speed slightly

  • Increased camera zoom-out max

  • Equipment Weight affects AI the same as Player now (was off by a tiny bit)

  • Rebalanced weight impact so the Stam Regen numbers and color coding UI make more sense

  • Counters by the AI (when you hit them, usually when they're tired) will now more often be regular attacks vs double attack or dash attacks, to reduce them getting stuck in low stamina as you hit them & reduce glitchy movement

Bugfixes
  • Clamped the maximum knockback on characters to reduce crazy knockbacks

  • (Probably) Fixed a bug causing Multicultural to stack up Patron Favor penalties across multiple characters (this will require a new character to take effect)

If you like what we're doing, please consider sharing this update and the game with your friends: we still rely on word of mouth more than anything.

As always,

We who are about to die salute you!

Jordy Lakiere

Legends of Dragaea: Idle Dungeons - gigatank3000

Hey everyone,

Just wanted to drop a little note that the Legends of Dragaea: Idle Dungeons Soundtrack is now available for purchase and a Deluxe Edition bundle that includes it and the full game for a small discount! It's listed as a Complete The Collection so you'll still get a discount if you already have the full game!

https://store.steampowered.com/app/4147040/Legends_of_Dragaea_Idle_Dungeons_Soundtrack/

You can check out the entire soundtrack here on Youtube from the incredibly talented g3ntlebreeze as well as check out his BandCamp, and social media profiles!

Bandcamp: https://g3ntlebreeze.bandcamp.com/album/legends-of-dragaea-idle-dungeons-ost
X/Twitter: https://x.com/g3ntlebreeze
Bluesky: https://bsky.app/profile/g3ntlebreeze.bsky.social

Until Next Time!

I wanna be the Creator - AikesiX
关卡打包版本现在已经同步更新到最新的2.77版本啦!

关于打包版本:
1:打包版本可以将制作好的关卡直接导出为能够独立运行的游戏,不再需要依赖IC(本游戏)来启动!不过现在还处于测试阶段,BUG可能会比较多,请见谅!
2:以前制作的关卡也可以使用打包版本来导出,但是如果后续制作时使用了更高版本的IC,那么将可能无法正常导出(由于打包版本与普通版本更新并不同步,如果想制作能够导出的关卡,建议使用打包版本制作)
3:打包版本也可以用来正常游玩,如果不使用导出功能的话,与普通版本并无太大区别,但是版本更新速度相较于普通版本会慢很多

如何打包(导出)游戏:
1:请在Steam [开始游戏] 后选择 [使用打包版本游玩(可将关卡导出为可独立运行的游戏)]
2:如果 [开始游戏] 后没有相应的选项,请在Steam左侧的游戏列表中右击 -> 属性 -> 通用 -> 已选启动选项 -> 在开始游戏时询问
3:使用打包版本进入关卡编辑器后,编辑器的左上角会多出一个导出游戏的按钮,点击该按钮即可使用导出功能
Ages of Cataria - Third Pie Studios
First hotfix addressing some issues from Patch 1!

- Pets are correct size on load
- Villagers sleeping outside can't construct building
- If a villager is sleeping outside, you can't direct them to move
- Made sure kids don't show up in jobless list
- Ordering a villager to pick up pinecones or acorns will cause them to pick up acorns and pinecones in a large area around them
- Same for Logs , Rock pieces, and meat but in a smaller radius
- Fixed a bug with the Customization Menu where buttons incorrectly appeared selected

Thank you for playing!

Love,
The Third Pie Team
Lyre - Chicaboo Games
  • Fixed issue where saves in the dungeon couldn't be re-loaded.

  • Display spells on the "Rarities" menu.

...