Product Release - Valve
Super Splatters is Now Available on Steam and is 10% off!

Play with the Splatters, a band of acrobatic, juicy creatures on their path to fame, glory and destruction. Super Splatters challenges players to creatively burst the Splatters against arena walls so that their Splatter juice pours onto explosive fireworks. Beating a level is just the beginning - the Splatters need to put on a amazing performance, too! Use fancy tricks, link up challenging combos and play with the force of gravity while the cameras are rolling so that you can rise to the top of the rankings on Splatter TV.

*Offer ends July 3rd at 10AM Pacific Time.

Product Release - Valve
Magic 2014 — Duels of the Planeswalkers is Now Available on Steam!

Ignite your spark with Magic 2014 — Duels of the Planeswalkers!

With over 12 million fans, discover what makes Magic: The Gathering the world’s premier trading card game.

Become a Planeswalker and travel the planes of existence unleashing a torrent of spells and creatures to devastate your opponents. Prove yourself in combat against Chandra Nalaar—a fiercely independent Planeswalker with an affinity for fire and quick temper—then battle your way through the planes to face the mysterious villain trying to pull Chandra’s strings.

Announcement - Valve
Today's Deal: Save 50% on DLC Quest!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends June 27th at 10AM Pacific Time
Product Release - Valve
Sanctum 2: Road to Elysion, all new content for Sanctum 2 is Now Available on Steam!

Play as the mysterious new character TSYGAN, a rogue insurgent that joins the Core Guardians in defending the only enclave of humanity left on the planet LOEK III. Road to Elysion features a new area to explore with four new maps, new unlockable towers, weapons and perks! This DLC is the first out of four contained in the Sanctum 2 Season Pass.

Product Update - Valve
Chivalry: Medieval Warfare has now released CU1 Patch 2! This was a month and a half long process of updating and testing on our beta app, so we're happy to finally get this released to the live game.

Bugs Fixed:

Flinch not applying during weapon swap (will apply AFTER you swap weapons).
Counterattacks made off of feinted alt-swings transitioning into alt-swings.
Kick stun applying during shield drop rather than only active block.
Release flinch desyncing near the end of release.
Shields being able to exploit tap block to bypass deflected/parried state.
Projectile stickies not showing.
Pole Hammer sprint attack not moving you forward.
Several ballistae bugs.
Assists not being awarded properly.
Alt slash tracers for fist firing upwards.
Projectile speed being influenced by framerate.
Alt swing infinite combo.
King instantly respawning after death.
Random class assigning players to classes over the max amout on class-limited servers.
Vertical turn rate being uncapped in a windup or combo.
Tapping shield block when out of stamina not applying special daze properly.
Sling sometimes firing at minimum windup when the attack button is being held down.
Javelin and flail shield punch attacks using weird tracers.
Sprint causing you to slide forward during dodge and reload animations.
Light crossbow becoming unable to fire.
Rank limits not working for rank 0.
Removed some potentially abusive console commands.
Third person flinch animations playing on friendly fire despite friendly fire not causing flinch.
Respawn timer forcing you to the next wave if your spawn timer expires while you're in class or weapon select.
Special daze when an out of stamina player blocks a projectile.
Server request allowing hackers to spawn as a king.
Dodging while dazed or special dazed.
Release flinch working on allies.
Players being able to bypass forced respawns by entering a siege weapon.
"Hiding spot" in the lake on Moor.
Infinite objective points from burning a certain house repeatedly on Stoneshill.
Players floating into the air if they're kicked while jumping.
Possible desync when trying to combo with insufficient stamina.
Possible desync with counterattacks ("fake counterattacks").
Shield hitbox for inactive shields counting as headshot damage for melee weapons.
Sprint speed not resetting when flinched with toggle sprint active.
Server filters sometimes requiring a reset to change.
HTML tags in player names.
Vanguards being unable to throw torches with sprint attack readied.
Lead balls not being able to fire after refilling ammo.
Crouch-jumping getting you stuck in crouch.
Queued shield blocks not having a capped turn rate.


Kick and shield bash hit detection now uses proper tracers and is more precise when on uneven terrain or against moving targets.
Kicks have a 1 second cooldown.
Charge system for kicks/shield bashes - tapping kick will perform a quick knockback and daze with no damage and a lower stamina cost, holding kick will do a slightly slower damaging kick with the ability to stun shield users.

Attacks cannot be feinted in the last 200 ms of windup (attack grunt will play at the start of this window).
Unable to parry for .4 seconds after a combo feint.
Combo feint stamina cost from 15 to 20.
Parries can now be combod into from an attack release the same way as attacks are combod, for 10 stamina.
Now able to parry in attack recovery - costs 25 stamina and does not allow counterattacks.

Being hit while wielding a ranged weapon no longer flinches, only cancels the attack.
Ranged weapons can be swapped away from or have their attack canceled at any time.

Chase boost now only activates against enemies with their backs turned.
Chase boost activates from further away.

Bonus stamina regeneration from crouching removed, base stamina regeneration increased.
New stamina drain values and absorption rates for all weapons (average stamina loss on parry generally lower, min-max values from 7-35 to 8-25)
A wheezing sound now loops when a player is under 30% stamina.
Out of stamina grunt will play when you try to perform an action you don't have enough stamina for, rather than when you swing with 0 stamina.

Alt swings have a .1 longer windup.
Special daze length from 1.5 to 2
Flinch for twohanders is now 1.1 instead of .8
After being flinched or parried, sprint is disabled for .5
Buckler animations redone to block less screen space.
When a match ends, the game no longer freezes. The losing team (or all players but the winner in FFA) are switched to fists.
Enemies have slightly larger collision than allies.


Broad and Thrust Dagger size increased by 20%
Hunting Knife size increased by 40%
Thrusting Dagger overhead damage from 45 to 50 and stab from 40 to 45
Saber slash release from .4 to .375 combo from .6 to .575 and damage from 40 to 45
Saber overhead windup from .45 to .4 release from .4 to .35 and damage from 45 to 55
Saber stab windup from .4 to .45 and release from .4 to .35

Javelin shield punch attacks windup/release/recovery all .35/.3/.5.
Short spear stab windup/release/recovery from .45/.3/.55 to .4/.3/.5 and damage from 45 to 50
Javelin stab windup/release/recovery from .4/.3/.65 to .425/.325/.55 and damage from 55 to 60
Heavy Javelin stab windup/release/recovery from .5/.35/.7 to .45/.35/.6 and damage from 60 to 70
Javelin throw windup from .4 to .6
Javelin reload from .9 to .6
Small spear throw windup from .3 to .5
Small spear reload from .8 to .5
Heavy javelin throw windup from .5 to .65
Heavy javelin throw recovery from 1 to .65

Crossbow projectile speed from 7500-8000 to 8500-9000
Crossbow reload from 3.5 to 3
Light Crossbow projectile speed from 7000-7500 to 8000-8500
Light Crossbow reload from 2.5 to 2
Heavy Crossbow projectile speed from 8500-9000 to 9500-10000
Heavy Crossbow reload from 4.5 to 4
Crossbow head multiplier reduced to 1.75x from 2x (Heavy Crossbow will still one shot Knights to the head, but normal Crossbow will not)

Longbow movement speed when drawn from 60% to 75%
Shortbow movement speed when drawn from 75% to 90%
Bodkin Arrow damage type from Pierce to PierceBlunt
Shortbow Broadhead damage from 55 to 60
Shortbow Bodkin damage from 55 to 62
Longbow Broadhead damage from 75 to 83
Warbow Broadhead damage from 105 to 100
Warbow Bodkin damage from 105 to 116

Sling reload from 1 to .75
Pebble minimum windup from .5 to .3
Pebble minimum damage from 25 to 30
Pebble max damage from 45 to 50
Lead ball minimum windup from .7 to .6
Lead ball max damage from 55 to 70
Lead ball minimum damage from 30 to 25
Lead ball ammo count from 20 to 25


Dodge speed reduced by 10%
.3 cooldown on dodge.
Dodge disabled during windup and release.
Attacking disabled for the first half of dodge (attacks will queue instead.)
Base speed increased by 10
Sprint acceleration increased by 33%
Firepot damage from 7 per second to 6 per second.
Firepot ground fire now ignites players who walk over it for 2 seconds.

Holy Water Sprinkler overhead windup/release/combo from .4/.4/.7 to .375/.35/.6
Holy Water Sprinkler slash release from .45 to .4 and combo from .7 to .6
Holy Water stab windup from .3 to .35 and recovery from .4 to .5
Flanged Mace stab windup from .3 to .35.
Flanged Mace slash damage from 65 to 64

Hatchet stab windup from .3 to .35.
Dane Axe overhead windup from .4 to .45

Falchion slash damage type from SwingBlunt to Swing.
Falchion slash damage from 70 to 65

Quarterstaff counts as onehanded when calculating attack stamina costs.
Quarterstaff slash windup from .425 to .4 combo from .65 to .6 and damage from 40 to 45
Quarterstaff overhead windup from .45 to .425 combo from .65 to .6 and damage from 45 to 50
Quarterstaff stab damage from 40 to 45


Sprint attacks sped up by about 20%.
All sprint attack damage values set to 100.
Increased weapon knockback on all primaries.
Sprint attack key can now be rebound.
Smoke throw windup from 1 to .6

Claymore slash windup/release/combo from .5/.55/.65 to .475/.45/.625 and damage from 75 to 60
Claymore overhead windup/combo/release from .55/.675/.55 to .475/.625/.45 and damage from 85 to 70
Claymore stab windup/combo/release from .65/.65/.45 to .55/.625/.4 and damage from 70 to 65

Bardiche slash windup/combo/release from .55/.7/.65 to .6/.75/.6
Bardiche overhead release from .7 to .6 and damage from SwingBlunt to Swing
Bardiche stab windup from .65 to .5 and release from .5 to .4
Polehammer slash damage from 70 to 80
Polehammer overhead damage from 75 to 105
Polehammer stab damage from 65 to 72
Polehammer overhead windup from .675 to .625
Polehammer slash and overhead combos from .8 to .75

Spear slash windup/recovery from .6/.7 to .425/.625 and damage from 40 to 30
Spear overhead windup from .7 to .725 and recovery from .75 to .725
Spear stab windup from .6 to .575, recovery from .725 to .65 and damage from 60 to 55
Fork slash windup/release/recovery from .5/.6/.7 to .4/.375/.6 and damage from 35 to 25
Fork overhead recovery from .75 to .7
Fork stab windup from .5 to .475 recovery from .725 to .65 and damage from 58 to 50
Brandistock slash windup/release/recovery from .6/.6/.7 to .45/.45/.65
Brandistock stab windup/release/recovery from .7/.4/.725 to .55/.35/.65 and damage from 60 to 65
Brandistock overhead damage from 90 to 95
(Not technically a Vanguard weapon, but close enough:)
Flag slash windup/release/recovery from .7/.65/.8 to .5/.45/.7
Flag overhead windup/release/recovery from .8/.55/.85 to .75/.5/.8 and damage from 58 to 70
Flag stab windup/release/recovery from .75/.5/.825 to .6/.4/.65


Resistance to blunt reduced by 1% (Mace 2-shots Knights with overhead headshots, Maul 1-shots Knights with overhead headshot)
Knight swords now usable one-handed without a shield. Pressing "1" toggles between 1 and 2 handed, "3" toggles between shield and no shield.

Longsword overhead damage from 85 to 82
Longsword stab damage from 65 to 61
Longsword overhead windup/combo/release from .5/.65/.65 to .525/.675/.6
Longsword slash combo from .65 to .675
Sword of War overhead damage from 75 to 70
Sword of War stab damage from 75 to 68
Sword of War slash release from .6 to .525 and combo from .65 to .675
Sword of War overhead release from .6 to .525 and combo from .65 to .675
Sword of War stab release from .35 to .4 and combo from .65 to .675
Messer slash windup from .55 to .525 recovery from .9 to .8 and damage from 85 SwingBlunt to 99 Swing
Messer overhead combo/release/recovery from .75/.65/.85 to .7/.6/.8
Messer 1H slash release from .45 to .4 and damage from 70 SwingBlunt to 80 Swing
Messer 1H overhead combo from .75 to .7

Double Axe size increased 20%
Double Axe slash combo from .8 to .7 and damage from 85 to 90
Double Axe overhead combo from .8 to .7 and damage from 95 to 115
Bearded Axe slash windup/release/recovery from .425/.55/.8 to .475/.45/.7
Bearded Axe overhead windup/release/recovery from .425/.5/.8 to .475/.4/.7
Bearded Axe overhead damage from 87 to 90

Grand Mace slash damage from 90 to 80
Grand mace overhead windup from .5 to .525
Maul slash windup from .7 to .65 and recovery from 1.2 to 1.1
Maul overhead recovery from 1.2 to 1.1 and damage from 125 to 132

Flail slash windup from .55 to .5 release from .55 to .5 and damage from 55 to 60
Flail overhead release from .55 to .4 and damage from 65 to 70
Heavy Flail slash windup from .6 to .55 release from .6 to .55 and damage from 65 to 70
Heavy Flail overhead release from .6 to .45 and damage from 70 to 75

Product Update - Valve
SotS2 - 2.0.25003.3

Critical Fixes
- Fixed AI economic destruction

Other Fixes
- Fixed Loa gate spawning in center of sun
- Fixed missing Tarka images
- Fixed duplicate colony morale items in the tool tip list
- Fixed not able to start diplomacy once you encounter a Loa gate
- Fixed handful of text strings

Product Update - Valve
Updates to Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

  • Added "Only allow map files" to the possible selections in the download filter option for clients
  • Network interpolation and update convars can no longer be changed when playing. To configure these convars, players must not be connected to a server or must join the spectators.
  • Fixed a client crash related to the material system
  • Fixed a client crash when downloading custom maps for the Mac version
  • Fixed browser cookies not persisting across game restarts
  • Fixed the in-game UI not using the Language setting from the game's Properties dialog in the Steam UI
  • Fixed the game failing to launch on Mac OS X 10.5
  • Fixed mat_viewportupscale using an error material for clients using DirectX8
  • Removed range restrictions from viewmodel_fov_demo
  • Updated the Linux version
    • Fixed triggers never registering as "released" on certain game controllers
    • Fixed clipboard issues on some window managers, most notably KDE
    • Fixed a bug where the map list would be reversed
    • Made loading custom fonts for third party HUDs work on certain fonts
    • Improved performance and stability
Product Release - Valve
The Sims 3: Island Paradise, all new content for The Sims™ 3 is Now Available on Steam

New adventures await your Sims on the sunny shores and beneath the glistening water of an island paradise! From exploring the tropical isles to creating a five-star resort experience, your Sims can decide to embark on an unforgettable journey or make themselves a new home in this new utopia. Nautical Sims can even take the helm of fully customizable houseboats and set sail between islands! If your Sims would rather be in the water than on it, they can snorkel and scuba dive their way through the ocean. Who knows, they might uncover sunken treasure or befriend a mermaid! With innovative features never before seen in The Sims PC franchise and a world of new possibilities on land and in sea, your Sims will reap the benefits of their own island paradise.

Jun 25, 2013
Product Update - Valve
The next time you launch Left 4 Dead 2, Steam is going to perform a one-time conversion process to upgrade to SteamPipe, a new content delivery system that improves the way content is downloaded, updated and stored. The conversion may take some time, but it will only happen once and doesn't require the download of any new files.
Announcement - Valve
Save 50% on Arma II: Complete Collection during this week's Midweek Madness*!

Building on 10 years of constant engine development, ARMA II boasts the most realistic combat environment in the world. It models real world ballistics & round deflection, materials penetration, features a realtime day/night cycle and dynamic wind, weather and environmental effects. The simulation of a combat environment is so effective, the engine forms the basis for training simulators used by real armies the world over.

*Offer ends Thursday at 4PM Pacific Time