These titles were selected on the same criteria we have been using in the past: Votes in Greenlight give us a hugely valuable point of data in gauging community interest along with external factors such as press reviews, crowd-funding successes, performance on other similar platforms, and awards and contests to help form a more complete picture of community interest in each title.
While they were Greenlit today, these titles will be released independently in the weeks or months ahead, as they complete development and integrate any Steamworks features they are interested in utilizing.
Make sure to stop back often to vote; the lineup continues to change quickly and new submissions are posted daily.
GUI - Automatic login if username and password were saved previously. - Added options button to the login window. - Added checkbox to the login window to save username and password. - Added log off button to the title window.
GUI - Automatic login if username and password were saved previously. - Added options button to the login window. - Added checkbox to the login window to save username and password. - Added log off button to the title window.
Adjusted the low health Post Process chain to not desaturate your screen as much. This is to help people not hit their teammates as much while they have low health
Fixed archer bots on server. They will actually hit players now with ranged weapons.
The reach for the halberd and quarterstaff now displays properly in the weapon selection menu.
<span style="color: #ff8c00;">General </span>
Boiling oil splash now shows on servers
Fixed 1p double axe sprint animation
Fixed crash caused by a reference from an uncleanedup AOCView_Frontend_Customization into the world
Players would experience a crash joining a match after having visited the customization menu
Fixed a variety of carried weapons visibility in 3rd person
Reverted back to old Mason brown primary colour.
Re-positioned Mason barb archer helmet to prevent clipping
Brightened mason vanguard barb metal chest plate for better emblem visibility.
Added original Chivalry Helmets to Barbarians but omitting some of the too small/beard clipping ones
Also added DLC2 helms, default basic helms, and knight dlc helms to barbs.
Korean translation: Steam build scripts updated, localization .ini added
<span style="color: #ff8c00;">Maps</span>
<span style="color: #ff8c00;">Outpost</span>
Fix for players being able to skip the breakable objective
Replaced the blaze mesh with a barb
Outpost Objective Tweaks.
Playspace modifications around falling log.
Capture Volume and Barbarians killed required to win now.
Condensed Objective Text. Changed language on Outpost to support final objective.
More safety checks for the final capture volume
Changed outpost chieftains to be wearing cow skull helmets.
<span style="color: #ff8c00;">Coldfront</span>
Optimization. Set Barb NPCs to ragdoll as opposed to gibs. Destruction after 5 seconds
Improved Cull Distance Volumes on Beach and in the Castle.
Removed Ice Rock from "Boat Ramp" path.
Removed spec off of the landscape material which should help performance
Deleted a few meshes that weren't needed in order to lower drawcalls by a very small amount
Lowered number of materials on the keep meshes
Coldfront ocean material have significantly fewer instructions, may help performance
Replaced all bsp with meshes
Added epic blocking volume in harbor area for the floor
Replaced fracture mesh doors with static meshes.
Added minor Set dressing inside castle walls.
Added collision to back wall in throne room
Refined playspace around Courtyard.
Cover Pass
Added more props
<span style="color: #ff8c00;">Hillside</span>
Made spectral echo ghostly again
Added some blocking volumes on a few exploit spots and adjusted some see-thru wall collisions
Added some barrels in caves to prevent stuck collisions
Tweaked arch collision
Put the breaking wall on precomputed lighting
Aligned flames with stationary torch meshes
Minor fixing of a couple ruined meshes
Garbage cleanup on variant levels
Replaced unclothed flags with static mesh versions with lightmaps
Adjusted the low health Post Process chain to not desaturate your screen as much. This is to help people not hit their teammates as much while they have low health
Fixed archer bots on server. They will actually hit players now with ranged weapons.
The reach for the halberd and quarterstaff now displays properly in the weapon selection menu.
<span style="color: #ff8c00;">General </span>
Boiling oil splash now shows on servers
Fixed 1p double axe sprint animation
Fixed crash caused by a reference from an uncleanedup AOCView_Frontend_Customization into the world
Players would experience a crash joining a match after having visited the customization menu
Fixed a variety of carried weapons visibility in 3rd person
Reverted back to old Mason brown primary colour.
Re-positioned Mason barb archer helmet to prevent clipping
Brightened mason vanguard barb metal chest plate for better emblem visibility.
Added original Chivalry Helmets to Barbarians but omitting some of the too small/beard clipping ones
Also added DLC2 helms, default basic helms, and knight dlc helms to barbs.
Korean translation: Steam build scripts updated, localization .ini added
<span style="color: #ff8c00;">Maps</span>
<span style="color: #ff8c00;">Outpost</span>
Fix for players being able to skip the breakable objective
Replaced the blaze mesh with a barb
Outpost Objective Tweaks.
Playspace modifications around falling log.
Capture Volume and Barbarians killed required to win now.
Condensed Objective Text. Changed language on Outpost to support final objective.
More safety checks for the final capture volume
Changed outpost chieftains to be wearing cow skull helmets.
<span style="color: #ff8c00;">Coldfront</span>
Optimization. Set Barb NPCs to ragdoll as opposed to gibs. Destruction after 5 seconds
Improved Cull Distance Volumes on Beach and in the Castle.
Removed Ice Rock from "Boat Ramp" path.
Removed spec off of the landscape material which should help performance
Deleted a few meshes that weren't needed in order to lower drawcalls by a very small amount
Lowered number of materials on the keep meshes
Coldfront ocean material have significantly fewer instructions, may help performance
Replaced all bsp with meshes
Added epic blocking volume in harbor area for the floor
Replaced fracture mesh doors with static meshes.
Added minor Set dressing inside castle walls.
Added collision to back wall in throne room
Refined playspace around Courtyard.
Cover Pass
Added more props
<span style="color: #ff8c00;">Hillside</span>
Made spectral echo ghostly again
Added some blocking volumes on a few exploit spots and adjusted some see-thru wall collisions
Added some barrels in caves to prevent stuck collisions
Tweaked arch collision
Put the breaking wall on precomputed lighting
Aligned flames with stationary torch meshes
Minor fixing of a couple ruined meshes
Garbage cleanup on variant levels
Replaced unclothed flags with static mesh versions with lightmaps
After working hard for almost a year we have finally released A Story About My Uncle to the world! From a small prototype in 2012 to a full release now in 2014, it has been quite the journey, but we are now ready to set it free for you all to play.
We like to thank all of you for your fantastic support during the development process, your kind words were the biggest motivation that kept us going during the late-night sessions and struggles with bugs.
We hope you will love the game just as much as we do, and have a fantastic time experiencing the world we worked so hard on creating.
After working hard for almost a year we have finally released A Story About My Uncle to the world! From a small prototype in 2012 to a full release now in 2014, it has been quite the journey, but we are now ready to set it free for you all to play.
We like to thank all of you for your fantastic support during the development process, your kind words were the biggest motivation that kept us going during the late-night sessions and struggles with bugs.
We hope you will love the game just as much as we do, and have a fantastic time experiencing the world we worked so hard on creating.
We'll be doing another of our developer live streams today! Join us to ask any questions you have and chat with us about the future of Minimum. As usual, the stream will go live about 30 minutes before we actually begin.
new Audio option "Ambiance volume" that controls the "background operator voices" volume (yet to be translated).
minimum time for infantry units to exit a building increased from 3 to 6 seconds (this adresses the exploit known as "bunny hoping").
reducing the chances of critics by 50% for all ground vehicles when driving through forests
adding an explanation in the combat debriefing in campaign displayed when the combat ends because no units are able to shoot the enemies (tank vs helicopters for instance)
new icon for South Korea's KM132 to better reprensent its flamethrower role
increasing ERYX's minimal range. They were able to shoot on their own position and crash the game.
fixing A Maze in Japan map preview that was not displaying the starting zones colors
This patch is for Windows version only. The Linux patch will come soon.