Product Release - Valve
The second expansion for Magic: The Gathering - Duels of the Planeswalkers is now available via Steam.

Take on Magic's ancient vampire Planeswalker Sorin Markov, one of the new opponents featured in the second Duels of the Planeswalkers expansion. Plus, three new playable decks; three new unlockable cards for each of the eleven previously released decks, three new achievements, five new puzzling challenges, and host migration for multiplayer. Put your spell-slinging skills to the test and defeat the new single-player campaign to unlock Nicol Bolas’s “Eons of Evil” Planeswalker deck!

If you're just getting started, check out the Duels of the Planeswalkers - Complete Pack which includes the base game, both expansions, and 22 decks for one low price.

Aug 31, 2010
Tidalis - Valve
An update for Tidalis has been released:




Notes From The Producer: August 18th, 2010

This official release includes a lot of new stuff for players to enjoy, a lot of it suggested by fans. It adds the new VS - Race multiplayer ruleset for use against the AI or against other players, as well as a new Boarded Up block type. It has a lot more flexibility in what fullscreen resolutions players can use, even if their graphics card/OS doesn't report a resolution that they want to use as being supported. There is also a revamped sound subsystem that lets the game load faster, play multiple copies of the same sound effect at once (which sounds much better), and which avoids some issues on OSX.


Also included are 12 new Brainteaser levels created by players, a new visual block style created by a player, and updated stream graphics that look a bit fancier. Music tracks also now fade in when starting, which is a noticeable aural improvement. Aside from the above, this release has a number of bugfixes and other, more minor player-suggested tweaks.


All in all, an exciting first bit of free DLC, both with Arcen-created content and community-created content. Enjoy!


--Christopher M. Park


Beta Updates Cumulatively Included In This Official Release


* August 5th, 2010: 1.004 Beta (AI-Related Bugfixes)

* August 4th, 2010: 1.003 Beta (VS Race, Boarded Up Blocks, Experimental Sound Subsystem)

* July 27, 2010: 1.002 Beta (Bugfixes)

* July 26, 2010: 1.001 Beta (Guided Tour Improvements, Fullscreen Resolution Additions)



New & Updated Levels

  • A new folder has been added to the Brainteasers section of the game, with a "Community-Created Brainteasers" folder. The goal here is for us to over time package a good selection of the community-created brainteasers into the main game itself; not all players know to look for custom puzzles on our forums, and since the puzzle files are tiny it is easy for us to package them right into the game for everyone to enjoy.
    • This first version includes 12 player-created puzzles: 3 by Ixiohm, 2 by jkefka, 2 by PLivesey, 2 by RCIX, 1 by The 9th Sage, 2 by triggerman602. Special thanks to all of them for taking the time to submit such great puzzles!


New & Updated Art/Music/Sound

  • Music tracks now fade in when they are first loaded, to provide less jarring transitions between fast-paced and relaxing tracks and vice-versa.
    • Thanks to RCIX for suggesting.


  • A new player-created block skin has been added to the game: eRe4s3rs Glow Blocks. Special thanks to Hans-Martin Portmann for creating these!

  • The stream graphics have been improved with extra glow effects that makes them look more modern.
    • Thanks to Hans-Martin Portmann for suggesting.
Misc
  • Post-level screen now no longer reports an achievement that had already been achieved globally (but may have just been achieved for that particular adventure).
    • Thanks to kout for pointing out that the previous behavior was confusing.

  • The loss objectives panel now includes a note about the move limit for levels with a move limit. This is already shown on the screen in the form of the "moves remaining" counter, but now it's more obvious and consistent with other loss conditions.

Bugfixes
  • Fixed bug where Cutscene Index and Adventure Stats buttons would show through onto the main menu after playing an adventure level.
    • Thanks to Balthier for reporting.

  • Enter And Escape now function as confirm or cancel (respectively) when a confirm dialog is being shown. Previously Enter would open the chat box instead, which was problematic on several counts.
    • Thanks to SmileyFace for pointing out the problem.


  • Fixed bug where AI thought it could do a direction-redirect through an inverter or energizer.
    • Thanks to Ogtacular for reporting.
Kane & Lynch 2: Dog Days - Valve
Three new DLC Packs have been released for Kane & Lynch 2 today.

The Doggie Bag Pack - Take on new heists and unlock new Achievements with two never before seen maps and five exclusive weapons for Multiplayer and Arcade modes. Dockyard and High Rise maps, plus the Radio Tower map provide new opportunity to increase your wealth. And with the inclusion of five new weapons, including the DD 33, KL Viper, RTS, SMi 69, and the TOQ Model Four S the odds are in your favor of pulling off a successful heist.

Alliance Weapon Pack - Increase your weapons arsenal with seven powerful new weapons for all Multiplayer modes and Arcade mode. A mix of handguns, shotguns and assault rifles the new weapons include: Doretta Silenced, Steele 870, TOQ SBR, Kaliningrad 47, PAC 10 silenced, N 77P Silenced, TOQ Elite.

Multiplayer Masks Pack - Conceal your identity and avoid revenge attacks with 8 costume masks stolen from a Chinese gift shop, for all Multiplayer modes and Arcade mode. You never want to be identified, especially if you are a traitor!

Counter-Strike: Source - Valve
Updates to Counter-Strike: Source and Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Source Engine Changes (CS:S, DoD:S, TF2)
  • Fixed a case where servers would lock-up while writing .dmp files

Counter-Strike: Source
  • Fixed some minor smoke grenade bugs

Team Fortress 2
  • Fixed a bug in the Steamworks internal stats reporting
Booster Trooper - Valve
Updates to Booster Trooper have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Booster Trooper
  • Added: new map - The Tunnel
  • Improved: hit collision detection
  • Fixed: 2 small mem leaks
  • Improved: engine is now using “Bullet physics”
Supreme Commander 2 - Valve
Updates to Supreme Commander 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

New Features
  • Added AI Custom Options menu to allow fine control of each AI's Core Strategy, Build Speed, Resource Income, Veterancy, Intel, and Target preference.
  • The pre-order maps Emerald Crater, Iskellian Coast, QAI Prototype Facility, Seraphim VII Site, and Weddell Isle are now available to play for all players.
  • Added a Cybran Mass Convertor structure, unlocked via the research tree.
  • Added “No Artillery Structures” to game exclusions list.
  • Added "No Mass Conversion" to game exclusions list.
  • Added shield range ring indicators both during placement and on mouse-over.
  • Added factional shield coloring, and quicker impact effects to improve overall visibility and feedback.
  • Added a keybind to turn the UI and all associated in-game clutter on and off for screenshots and movies: Ctrl-U.
  • Updated the current ranked season to season 2

Balance
  • Increased Mass Convert cost to 2500e and income to 250m.
  • Increased Mass Convert cooldown to 10 seconds.
  • Killing enemy units will now generate 25% less Research.
  • Illuminate Rogue Nanites heal decreased to 5,000. Was 10,000.
  • Illuminate ACU Shield health decreased to 12,000. Was 15,000.
  • Illuminate ACU Teleport, Damage, Rogue Nanites and Personal Shield upgrades each increased by 1 RP.
  • Illuminate Rogue Nanite's range increased from 10 to 15.
  • Cybran Battleship range decreased to 90. Was 115.
  • Cybran Kraken health and damage increased by 50%. Weapons no longer prefer unique targets.
  • AI veterancy cheat buff is now an increased vet rate, rather than free levels.
  • Illuminate Point Defense cost increased to 200m/440e. Was 190m/420e.
  • UEF P-Shield health increased to 600. Was 400.
  • Nuke cost increased to 1000m/4000e for each projectile. Was 750m/3000e.
  • Mobile units that are hunkered will no longer be affected by the magnetron.

Fixes
  • Fix for being able to assist an engineer assisting a factory and bypassing the build speed reduction.
  • Fix for being able to have UEF Pgens assist an engineer assisting a factory and bypassing the build speed reduction.
  • Fix for being able to have UEF Pgens assist an engineer assisting a factory and bypassing the range check.
  • Fix for AI not sending early attacks.
  • Fix for Air units not accepting multiple destruction part meshes in their blueprints.
  • Fix for AI ACU going back and forth when there are enemies nearby.
  • Fix for AI not using the Noah Unit Cannon.
  • Fix for units getting strung out along cliffs.
  • Fix for units that have queued move orders pathing weird after using an ability.
  • Fix for beam weapons not turning off when units were loaded onto transports.
  • Fix for Hover units not triggering properly when killed.
  • Fix for UEF Long Range Artillery not being able to fire at their upgraded max range.
  • Fixed Sonar Radius buffs to work like Intel Radius buffs.
  • Units that are dropped from a transport will no longer infinitely loop their move ambient sound.
  • Fix for AI units trying to climb hills.
  • Fix for UI-based ACU duplication exploits.
  • Fix for replay files not closing properly under rare circumstances.
  • Fix for Platoon position being on unpathable terrain and screwing everything up for the AI.
  • Fix for units being teleported when dropped from a transport over invalid terrain.
  • Fix for the wrong leader being selected for Air units.
  • Fix for GPNav group leader selection. Agents are eligible to be the group leader only if they are close enough.
  • Fix for units that have queued move orders pathing weird after using an ability.
  • Fixed resources getting refunded for units that have completed building and are cancelled with the stop command.
  • Fix for units getting stuck against walls if they started out moving via steering only (no flow field).
  • Fix for naval units not receiving commands outside the playable rectangle.
  • Fix for some air units in a group slowing way down.
  • Fix for crash when issuing guard on the ground.
  • Fixed a version number crash when loading a saved skirmish game.
  • Fix for crash when loading a save game while a unit is jumping.
  • You can no longer send air units through an enemy Space temple beacon.

Improvements
  • When we buff a unit's max health we now set the units health percentage to the same as it was before the buff was applied.
  • Removed the visual effect on other units from the Bodaboom and Universal Colossus to improve performance.
  • Increased Bodaboom buff check time to 8 seconds and Universal Colossus to 6 seconds to improve performance.
  • Changed the Bodaboom range circle to match the Bodaboom's buff range.
  • Attempting to join a game when you have modified files and the host does not (or vice-versa) will fail with a warning message. This is true for joining through the game browser or by receiving an invite.
  • We now disable collisions on units while they are in a transport.
  • All Air to Ground and Ground to Air projectiles will no longer collide with each other.
  • Units that die while jump jetting will fall like air units.
  • Anti-Nukes will now show the proper Available/Max numbers when you hover over the build AntiNuke button.
  • Made path requests NOT immediately reset from cost stamp collisions.
  • If you lose and have a human ally that is still alive, you can no longer hear sounds from enemies under the Fog of War and can no longer see decals created under the Fog of War.
  • We no longer remove units from their group when issuing ability commands (except in special cases).
  • GPNav now allocates all the memory it will require for Integration Fields at the start of the game to improve performance.
  • Jump jetting units will now adjust their flying height to avoid colliding with terrain.
  • Reduced the effect ambient sounds have on the game's framerate.
  • Improved 'should dodge' logic so if your push class is less than, then you should dodge.
  • Improved 'pass through walls' handling so battleships don't get pushed onto the shore.
  • If a unit cannot move as fast as the group, then the unit's speed bonus max is 15% instead of 50%.
  • Fixed air units group speed calc, so its not just the leader speed.. its the speed vote, just like land units.
  • Illuminate Flare effect updated. Now less expensive, added an on ground impact effect.
  • UEF Disruptor Station Activation Effects. Bigger for better player feedback.
  • Illuminate Electroshock beam and impact adjustments.
  • Illuminate Radar Overdrive, added activation effect.
  • All faction scaffolding effect LOD adjustments. Better player feedback at further LOD range.
  • Tri-armor buff effect. Now better looking and less expensive.
  • Reclaim, Capture, Repair, Build effect LOD adjustment. Better player feedback at further LOD range.
  • All Faction Unit destroy LOD adjustments. Better player feedback at further LOD range.
  • Experimental Unit weapon effect LOD adjustments. Better player feedback at further LOD range.
  • LOD update on unit upgrade, build bonus, overcharge, mass convert and hunker. Better player feedback at further LOD range.
  • Changed text for shield restrictions to imply structures only.

AI
  • AI will now use path markers for attack and scouting.
  • AI will build additional radar away from its base.
  • Magnetron will now look for targets in a radius around itself, rather than the base it is assigned to.
  • AI will now build the Cybran Mass Convertor.
  • AI will build more than 1 mass convertor, if needed.
  • AI will now prioritize getting the Mass Convertor research if it has a high amount of energy stored.
  • AI will no longer mass convert when it has enough mass already.
  • AI will now build more Pgens when Mass Convertor is researched, rather than waiting for it to be built.
  • AI will use the buffer size to check for blocking terrain (via GPNav) before building a structure.
  • AI will try not to nuke its own units.
  • Improved AI research paths.
  • Removed Radar and Vision cheat buffs from the AI.
  • Added Naval Neural Net.
  • Updated the Neural Net data based on several hundred new simulation sets.
  • AI will wait until it has a mass convertor before going nuts with Pgens.
  • Land, Balanced, and Rush AIs will put a higher priority on getting an Air factory if they can't reach an enemy by land.
  • AI ACUs will no longer build Naval factories. This will be handled by Engineers.
  • The AI will once again use the Illuminate Space Temple.
  • Adjusted AI platoons to prevent the AI from stalling when hitting unit cap.
  • AI can now use Naval units to guard its base.
  • Guard base platoons will now guard a wider range.
  • AI will build more engineers per expansion base.
  • AI will only build up to 10 research facilities.
  • AI will take mass fabricators into account when looking at income/spending ratio.
  • AI will build Gantries in expansion bases more.
  • Improved AI Nuke/Anti-Nuke behavior.
  • AI platoons will no longer Jump Jet or Teleport unless at least 75% of the platoon can make the move.
  • Platoons that the AI wants to run away will now clear previous commands.
  • AI Neural Nets will now check to see if an enemy unit's shield is active when performing threat evaluation.
  • AI units will no longer run to deactivated bases.
  • AI will now use carriers appropriately again.
  • Added a new function to the Platoon class to get a platoons shortest attack range.
  • Micro distance is now based on the Platoon's shortest attack range.
  • AI will now do a quick pathable check when looking for places to build.
  • Engineers will no longer look for things to reclaim or units to repair while attached to another unit.

Known Issues
  • Replays from previous versions will not function with this version.
  • Skirmish Save games from previous versions will not function with this version.
  • Campaign Save games from previous versions will not function with this version. Campaign progress (unlocks) will still be preserved, however.
  • When exiting a multiplayer game or skirmish before victory conditions have been met, there is a 10-second window during which replays will not save. The temporary workaround is to wait 10 seconds before pressing the "save replay" button.
Recettear: An Item Shop's Tale - Valve
Tuesday, August 31, 2010

Valve and Carpe Fulgur LLC today announced an agreement to distribute the PC game Recettear: An Item Shop's Tale by independent gaming group EasyGameStation on Valve's Steam service.

Recettear was first released in Japan in December 2007 by EasyGameStation at the 73th Comiket convention. Carpe Fulgur has provided a top-class localization of this shop-simulator-slash-RPG title, and has distribution rights for the game outside Japan.

Recettear is the story of an item shop, the girl who lives in it, and the fairy who turned her life upside down. Recette Lemongrass finds herself in charge of an item shop built into her house, in order to pay back a loan her father took and then skipped out on - and Tear, her newfound fairy "companion", won't take no for an answer! As Recette, you have to decide how you'll get your stock - either through playing the markets in town or going out into the wild with an adventuring friend and thrashing beasts until they give up the goodies - how much to sell things for, what the shop should look like, and how to best go about getting the money Tear needs to pay off the loan. If you can't come up with the money... well, hope you like living in a cardboard box.

"We are happy - almost to the point of delirium, really - to be on Steam," said Andrew Dice, Project Director for Recettear at Carpe Fulgur. "This is the first time an independently-made game from Japan has appeared on the Steam service. This will allow the game to reach an audience of millions that otherwise would've been closed to it, and we have high hopes that Steam users will enjoy the game for the unique gem that it is."

Recettear: An Item Shop's Tale is currently available for pre-purchase on Steam with a 10% discount and will be available to play on September 10th, 2010.

ABOUT CARPE FULGUR LLC: Carpe Fulgur LLC was founded by Andrew Dice and Robin Light-Williams. They envisioned a localization group that could bring deserving works of interactive entertainment - independently-made or otherwise - from Japan to America while using the fruits of modern technology to collaborate as closely as possible with the original content creators, in order to create English-language versions of works that read naturally in English but were still as close as possible to the visions of the original creators. The two need not be mutually exclusive - that rests at the heart of Carpe Fulgur's philosophy.

ABOUT EASYGAMESTATION: EasyGameStation is an unincorporated independent game creation group founded in 2002. Beginning as a simple hobbyist group which created works derived from existing IP, "EGS" released their first completely original title, Chantelise, on the world in 2006. Ever since then, EGS has been known for the high quality of their releases in independent gaming circles in Japan.

ABOUT STEAM: The leading online platform for PC games and digital entertainment, Steam delivers new releases and online services to over 25 million users around the world. For more information, please visit www.steamgames.com.
Sam & Max: The Devil’s Playhouse - Valve
Episode 5: The City That Dares Not Sleep, the season grand finale, is now available and has been added to The Devil's Playhouse season pass!

5 Great Episodes, 1 Awesome Price! Grab your season pass now if you haven't already and wield psychic powers against fearsome foes in the epic comedy saga over 5 episodes. Gaming's greatest dog and rabbit sleuths Sam & Max seek the power’s ancient secrets, as manic Max gains shape shifting, teleportation, mind reading and future vision abilities for battling these foes.

Counter-Strike: Source - Valve
Updates to Counter-Strike: Source have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Source Engine ( TF2, DoD:S, CS:S )
  • Fixed hang when typing "map" twice in the console

Counter-Strike: Source
  • Smoke Grenades
    • Made them bloom faster
    • Made them more opaque
    • Fixed "one way" smoke
  • Changed walk speed to be 0.52x of run speed ( Counter-Strike 1.6 )
Client Update - Valve
A Steam client update is now available. To apply the update, click the File menu inside of Steam and then select "Check for Steam Client Updates...". The specific changes include:

Steam
  • Fix a bug where installing a game with a demo may not initial install all content with some left to download on first launch
  • Fix a bug with ISteamNetworking getting available packet size for Steamworks Partners
  • Steam Cloud improvements to support save games in more cases for Steamworks Partners
  • Windows: Fix a case where minidumping due to an error could deadlock the client on startup or shutdown
  • Windows: Fix a memory leak that could lead to too much memory used or a crash if you remained in a busy group chat for several days
  • Mac: Fix client errantly opening a script in a text editor at startup (rare bug)
...