Dungeons & Degenerate Gamblers - Purple Moss Collectors
Tidying up a few things from the big v0.21 update:

Improvements
  • adds a loading animation to the start screen so you know it is still loading and hasn't crashed
  • changes Ace in a Hole to be a Diamond
  • changes Queen of Wonderland to not be able to target cards with a value of 0 (to match how Break Limits works)
  • adds a (left to right) clarifier to the pile order text
  • removes references to "play pile" in favour of "played cards"
  • fixes missing apostrophes for things like "opponent's side"

Glitched Card
  • fixes a bug where a Glitched Card copying King of Space and Time would softlock the game
  • fixes a bug where a Glitched Card copying a Jack would not count as a Jack for King of Space and Time
  • fixes a bug where Glitched Card would say that it could be Exploited when it couldn't if the previous card copied had Exploit
  • fixes a bug where Glitched Card wasn't copying "on bust limit exceeded" effects

Other bug fixes
  • fixes some buggy interactions between XVIII The Moon and 0 The Fool
  • fixes a bug where zeros didn't count towards possible negative card rewards
  • fixes a bug where Queen of Drag didn't have tooltip for "create"
  • fixes a bug where King of Space and Time listed the Rounds Up keyword
  • fixes a bug where Baseball Card adding Card Sleeve and Old Baseball Card to player's deck was not unlocking those cards in the Collection
  • fixes a bug where the windowed multiplier setting was sometimes usable while in fullscreen mode
  • fixes a bug where cards played via an opponent's SD Card would not trigger their on play effects
  • fixes a bug where saving to menu and then continuing while on the Collector or Lounge Gambler encounters would add extra copies of the cards they start with due to the previous event
  • fixes Master of One being at the end of the Collection, instead of at the end of the Face cards
May 27, 2024
Task Force - Tracer Interactive
This update makes some very significant optimizations across various systems. The character rotation system, which sends quite a lot of data, has now been optimized so it no longer floods the network (as it was the first thing to start dropping in low bandwidth scenarios). The audio systems for bullet impacts and footstep sounds have also been optimized. This means footstep sounds or impact sounds will be completely ignored when they aren't within a certain radius of your point-of-view. The automatic level bounds system has been updated as well to include the "relevant to level bounds" option within the engine, which provides workshop mappers with more control over determining the bottom of the map.



The "audio glitch" has been fixed! We've completely removed "bink audio" so it can no longer cause us any problems. Previously if you played for a certain amount of time (or a lot of audio data was being loaded) it would cause your weapon sounds to no longer play. This means you would hear bullets impacting around you, but even though you saw your weapon firing it wouldn't make any sounds. It also was the primary reason your game would crash. This issue even required a full restart of the game in order to fix and happened quite frequently. So having it corrected is a major step forward towards being ready to put the buy button back up on the store.



We've made a very significant optimization pass on our petrochemical plant map. It should now get a much higher FPS than before as we're now properly instancing many of the modular meshes used throughout the map. There's also an initial optimization pass performed on our military outpost map since the landscape and road meshes were causing extreme FPS drops and preventing the map from being tested.



The climbing system has been updated so you can now press your action button to "pull up" when hanging on a ledge. Previously you would have to either move forwards or backwards to either "pull up" or "drop down" but this wasn't very intuitive for new players. So now when hanging the climb system will display another popup that says "press to climb" for those that are unaware of the existing gameplay mechanics.



An issue where death replication wouldn't trigger has now been corrected. This would occasionally cause players to go into T-pose rather than ragdoll after dying. It was due to some network replication delays but should no longer be an issue. Another bug was also corrected that would cause your weapon trigger to get stuck when spamming buttons. This should no longer happen since the weapon system doesn't have the ability to artificially delay shots anymore.

Finally the workshop system has been updated so you can setup custom "player skins" without actually including any skins at all. This means you can customize the audio queues of the existing character skins that come with the game. Therefore workshop mappers can now include custom grenade callouts and dynamic voice taunts as well. However keep in mind that using voice taunts before the round is over will give away your position on the map.
May 27, 2024
Grave Realms Playtest - EMence Developer
- Updated HighScore logic to ensure proper leaderboard refresh
- Added HighScore save calls
- Fixed a rare case where controller disconnect happens and no music plays on reconnect
Snacko - enralis
Remember the issue where if you had a lot of stuff, Nobu Jr. wouldn't show up to deliver your purchase? So we implemented a fix that they will look for somewhere to stand even if the area around your house was filled with buildables, even if it meant Bibbles had to stand on the roof.

Well, this fix is now applied to all the story cutscenes as well to prevent softlocking if you placed your house with objects in front, like trees.



Here's the file I tested with...I tried putting something everywhere I knew NPCs could spawn hehehe.

This was mainly happening in the early game, where there were a few cutscenes, like introducing the MIAOs or the Sprite that could cause a softlock.

Another fix is talking to certain NPCs in the morning could result them in just not saying anything at all.

Yesterday, we also pushed a couple of patches for:
  • Pine and Redwood Saplings couldn't be placed
  • Toasted Birch was no longer dropping Tangerines
  • Sand rivers and ice had movement bug that prevented speed from building up
We're currently working on some map polish and quest system re-hauling as part of our NPC polish, so you'll see smaller hotfix patches like this as we work on bigger system things parallel to keeping our eyes out for issues or balance tweaks.

Thank you for playing~
May 27, 2024
Ecosphere - Riocamy
We have made some corrections to Ecosphere - Demo and the full game, currently in development :
  • New font for the textbox
  • New version of QTE sequences: the buttons will be empty in transparency, and you'll have to hover over them with your cursor to discover the heroine's possible actions. Act before it's too late!
  • A single color code (the green) for choices and QTE, for greater consistency
  • The Steam page screenshots now show you the four love interests !
Tails of Glimmervale - corebreakinteractive
Hello everyone!

Firstly we want to thank everyone who has bought and played our game. We are a small team, who have worked a long time on this game without getting a lot of feedback outside our own. To finally show it to people and get reactions, has been heartwarming and overwhelming. Really, thank you all!

Now, to the actual game. At release it was... well... not completely bug free. Heh. But we have been taking in all your feedback and worked day and night to fix as much as possible. We want the game to be as smooth as possible to play. We hope that for those of you who have beaten the final boss, that you might go back and try again. He is a little more difficult now... He now has all his moves enabled, not just one of them (Whoops!)

And here is all the new stuff:

Changes

  • Rounded Willows hitbox, making movement smoother.
  • Changed sizes and shapes of certain hitboxes and attack boxes for a more fair gameplay experience.
  • Changed icons for certain quests to be more consistent.
  • Changed certain quests to be more clear and not spoil the final boss. (!!)

Bug Fixes

  • Fixed a bug where Willow would lay dead at the campfire after respawning (He was just tired, ok?)
  • Activated all the attacks for the final boss.
  • Fixed aiming with a mouse in boss battles.
  • Fixed bosses getting exponentially more or less health every time you died on casual and wild difficulty.
  • Fixed raid activating when it's not supposed to.
  • Fixed some issues that occurred when quitting the game in the middle of a boss fight.
  • Fixed a bug where Muskox enemies would remain in the Ailith arena after the player died.
  • Fixed various issues that occurred if loading a save after defeating the final boss.
  • Fixed the mountain shortcut becoming inactive in certain acts.
  • Blocked off a path where you could go out of bounds early in the game. (Jostein has been hard at work digging and moving dirt for us to make it look as natural as possible)
  • Fixed various cutscenes where multiple Willows would be visible.
  • Removed Snigel.

Additions

  • Added a reference to certain character in the final area of the game.
  • Added a "Use the key" quest and a key item.

If you find any issues that we have not noticed, do not hesitate to contact us at corebreakinteractive@gmail.com

Thank you for everything, and good luck to anyone discovering Glimmervale for the first time.
Noble Fates - xobermon
Hotfix
Crash Fix for occasional crash when loading a save with one already loaded Soft Lock Fix issue that caused Soft Lock when returning an Escapee Eating Fix bug with caused inefficient Eating behaviors Lactating Re-introduce small delay before producing Milk Increase rate of Lactation by 100% Feeding Babies Feeding babies is only Critical if they're hungry Prioritize feeding the hungriest Baby first
Restart the game and steam to pick it up!
IdleOn - The Idle RPG - LavaFlame2

HOLY HECK, A GIFT HAS APPEARED IN WORLD 1!

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You can claim your free gift RIGHT NOW! Just open the game!

You must claim your bundle before May 30th, 10:00am PST

Much love from your neighborhood developer,
LavaFlame2 ːSmile_IdleOnː
Horny Holiday - Mr Big Chungus
Hey all-

After seeing somebody mention a gallery feature in a curator review, I figured, "Yes, that makes sense." So here we are, with 9 of the scenes now in a handy replay feature in the left menu, accessible while you play.

Other edits include an arrow for first time use, to ensure people know to click the bottle to start the game, and some audio effects for the first time we meet the neighbor when they invite Jack to the party.

Cheers,
Brosef
May 27, 2024
Wizard's Wheel 2 - windingclock
Fixes
* Fix for Triggering Chip not processing correctly, and causing a hang in battle.
* Fix for dimension orbs being rewarded incorrectly in some cases.
* Fix for compression stones incorrectly stacking with varying levels.

Updates/Balancing
* Training chip effectiveness reduced by 50%.
* Added the ability to use higher level compression stones on previously compressed equipment.
* Update for upcoming Weekly Challenge content.
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