Arcane Worlds - elecdog
I did various improvements while planning, so I decided to add dark worlds and release the update.

The launcher is gone for good, and settings are now in a text file instead of Windows registry. You'll need to change them again if you're updating since they'll be reset to the defaults, but it's only once for this update.

Change log:
  • Game settings are now saved in the Windows app data folder instead of the registry.
  • Removed the launcher.
  • Added dark worlds.
  • Worlds with undiscovered treasures are now highlighted on the universe map.
  • Available resources are now displayed on the universe map.
  • Added a hint on how to scroll and zoom the universe map.
  • Added descriptions for special worlds, visible on the universe map after visiting the world.
  • Activated triggers are now changed on the world map. No more looking for the missed one!
  • Changed magic vortex effect a bit to make it different for portals, spells and resources.
  • Improved tutorial to tell which buttons to use and point to objects on the map.
  • Player now respawns in the castle with zero mana and half health after death.
  • Available resources are now displayed when at the crafting altar.
  • Monster loot is now configurable from script (note for modders).
  • Optimized some parts of the world generation.
  • Added some decorative filler elements like forests and lakes.
  • Improved artistic post-effect and sky shaders quality a bit.
  • For debugging purposes, log files are saved in the Windows app data folder now.
  • Screenshots are now saved in the Windows app data folder.
  • The new game now starts in the first world directly, without the universe map.
  • Fixed saved game bug which likely only affected the tutorial world.
  • Fixed rare universe generator bug that prevented the access to the crafting world.
  • Some other minor improvements.
Arcane Worlds - elecdog
I did various improvements while planning, so I decided to add dark worlds and release the update.

The launcher is gone for good, and settings are now in a text file instead of Windows registry. You'll need to change them again if you're updating since they'll be reset to the defaults, but it's only once for this update.

Change log:
  • Game settings are now saved in the Windows app data folder instead of the registry.
  • Removed the launcher.
  • Added dark worlds.
  • Worlds with undiscovered treasures are now highlighted on the universe map.
  • Available resources are now displayed on the universe map.
  • Added a hint on how to scroll and zoom the universe map.
  • Added descriptions for special worlds, visible on the universe map after visiting the world.
  • Activated triggers are now changed on the world map. No more looking for the missed one!
  • Changed magic vortex effect a bit to make it different for portals, spells and resources.
  • Improved tutorial to tell which buttons to use and point to objects on the map.
  • Player now respawns in the castle with zero mana and half health after death.
  • Available resources are now displayed when at the crafting altar.
  • Monster loot is now configurable from script (note for modders).
  • Optimized some parts of the world generation.
  • Added some decorative filler elements like forests and lakes.
  • Improved artistic post-effect and sky shaders quality a bit.
  • For debugging purposes, log files are saved in the Windows app data folder now.
  • Screenshots are now saved in the Windows app data folder.
  • The new game now starts in the first world directly, without the universe map.
  • Fixed saved game bug which likely only affected the tutorial world.
  • Fixed rare universe generator bug that prevented the access to the crafting world.
  • Some other minor improvements.
Aug 31, 2014
Community Announcements - [Uber] Garat
The launch edition of the game includes a number of upgrades, including enhancements to both single-player and multiplayer. It will also include two new features: resource-rich gas giants and the "Annihilaser," a celestial laser of doom that obliterates planets with each tremendous blast.

As a thank you to our generous backers and early access supporters, we're giving you all access to these features shortly via a game update.

Additionally, the release build of Planetary Annihilation will be available on the show floor at PAX this August 29 through September 3.

Thank you again for all your support throughout development. We're thrilled to deliver on our vision for an RTS with massive scale and even more massive battles, easy-to-use tools, and incredible moments. We can't wait to show you what's next.
Isomer - K1lo
The most commonly seen questions I've seen on the Isomer Steam community and officials forums have related to tutorials .. specially the lack there-of. In previous builds, Isomer would start off without much (or even any) explanation or back story. One minute you're generating a world, the next BAM! You're on that world with a few bewildered workers wondering exactly why their commander is having so much trouble with that mouse thing they're holding.

Well worry no more, in the build that was released earlier today (0.8.10.1) my focus has been adding tutorials and help screens. More than 30 different tutorials are now in the game (can you catch them all?) and will trigger depending on what's currently happening. My hope this will answer a lot of questions, help new players and provide some background to some of the hidden mechanics in Isomer.

On top of this I've made the title screen more snazzy (ooo procedural nebulae...) and made a number of general tweaks. Spawn pads will now heal units standing on top of them which makes them much more useful, especially for static guard posts. Unit decision making and movement has been improved to make sure any unit that side steps to get a shot at an enemy will face in the correct direction when they step back to their original position. Furthermore, combat instructions are always prioritised even when a unit or group of units is moving making control more intuitive.

Lastly, some weapons have had their accuracies tweaked to balance the game a bit more. Hint - use more lancers ;-)

Here's the full change log for build 0.8.10.1:

New: Enemy units rank 4 or above now have special rank decorations.
New: Added 31 tutorials to the game.
New: Spawn pads now heal units standing on top of them.

Improved: If a unit moves as a result of a combat side step, on returning to their original location they will turn back to where they were originally facing.
Improved: Improved title screen background and added an Early Access badge.
Improved: Made Alien Blaster Heavy Rifle less accurate (Good -> Average).
Improved: Lancer weapons have been made more accurate (Average -> Good).
Improved: Units assigned an attack order will prioritise this above all other instructions.

Bugfix: Fixed erroneous logging of prefab config files being missing.


As usual the update can be downloaded from the launcher or automagically via Steam.
Isomer - K1lo
The most commonly seen questions I've seen on the Isomer Steam community and officials forums have related to tutorials .. specially the lack there-of. In previous builds, Isomer would start off without much (or even any) explanation or back story. One minute you're generating a world, the next BAM! You're on that world with a few bewildered workers wondering exactly why their commander is having so much trouble with that mouse thing they're holding.

Well worry no more, in the build that was released earlier today (0.8.10.1) my focus has been adding tutorials and help screens. More than 30 different tutorials are now in the game (can you catch them all?) and will trigger depending on what's currently happening. My hope this will answer a lot of questions, help new players and provide some background to some of the hidden mechanics in Isomer.

On top of this I've made the title screen more snazzy (ooo procedural nebulae...) and made a number of general tweaks. Spawn pads will now heal units standing on top of them which makes them much more useful, especially for static guard posts. Unit decision making and movement has been improved to make sure any unit that side steps to get a shot at an enemy will face in the correct direction when they step back to their original position. Furthermore, combat instructions are always prioritised even when a unit or group of units is moving making control more intuitive.

Lastly, some weapons have had their accuracies tweaked to balance the game a bit more. Hint - use more lancers ;-)

Here's the full change log for build 0.8.10.1:

New: Enemy units rank 4 or above now have special rank decorations.
New: Added 31 tutorials to the game.
New: Spawn pads now heal units standing on top of them.

Improved: If a unit moves as a result of a combat side step, on returning to their original location they will turn back to where they were originally facing.
Improved: Improved title screen background and added an Early Access badge.
Improved: Made Alien Blaster Heavy Rifle less accurate (Good -> Average).
Improved: Lancer weapons have been made more accurate (Average -> Good).
Improved: Units assigned an attack order will prioritise this above all other instructions.

Bugfix: Fixed erroneous logging of prefab config files being missing.


As usual the update can be downloaded from the launcher or automagically via Steam.
Aug 31, 2014
Super Sanctum TD - @AntonWestbergh
Changes
  • Mines and Explorers now save with your save data
  • Fixed Crash related to huge numbers of Status Effects
  • Fixed Crash related to resuming games when having Thor Module enabled.
  • Steam Notifications now appear in the Upper-right corner of the screen.
  • Lots of other minor tweaks.
OS X Specific
  • Fixed full screen support
Aug 31, 2014
Super Sanctum TD - CHARK
Changes
  • Mines and Explorers now save with your save data
  • Fixed Crash related to huge numbers of Status Effects
  • Fixed Crash related to resuming games when having Thor Module enabled.
  • Steam Notifications now appear in the Upper-right corner of the screen.
  • Lots of other minor tweaks.
OS X Specific
  • Fixed full screen support
Aug 31, 2014
Rabbit Hole 3D: Steam Edition - Rock1
Patch 1.41 Notes

Gameplay
- Added selectable play modes.(Ranked or Solo)
- Adjusted difficulty in certain sections.
- Added an achievement for clearing Stage 1.
- Added hints at the continue message.

Bug Fixes
- Fixed a rare issue with camera angle being out of place under certain situation.
- Fixed an issue where Stage 1 is not properly cleared sometimes.
Aug 31, 2014
Rabbit Hole 3D: Steam Edition - Rock1
Patch 1.41 Notes

Gameplay
- Added selectable play modes.(Ranked or Solo)
- Adjusted difficulty in certain sections.
- Added an achievement for clearing Stage 1.
- Added hints at the continue message.

Bug Fixes
- Fixed a rare issue with camera angle being out of place under certain situation.
- Fixed an issue where Stage 1 is not properly cleared sometimes.
Aug 31, 2014
Draconian Wars - kuothe
We uploaded a new patch with the following fixed issues:
- Fixed a number of bugs on multiplayer that caused the game to freeze.
- Added option to change language to the settings menu.
- Text of cards is now more readable even without zooming in.
- Fixed other minor issues.
...