Sky Rogue - Forkbeard
A new aero, upgrades, aeropedia, and a serious easing of the game’s difficulty curve are in this update. Switching to the Rewired input system means a LOT more out-of-the-box support for flight sticks, and more in-depth control rebinding options. This is the last major version until Beta!

NEW STUFF:
- ORCA Heavy Interceptor
- Aeropedia: Permanently records the number of kills for each enemy and the number of times you've been killed by them. It currently doesn't record all variants (ex: FALKE-VETs count as FALKEs): this is a work in progress.
- Aero Upgrades: You can now upgrade aeros like you do weapons. The stat progrssions are all very early and need testing and feedback. Payload and Avionics do not change, because then when you lose your upgrades you might have an invalid loadout that won't fit on the un-upgraded version of the same aero.
- Vertical splitscreen option: currently the GUI doesn't adapt well to it, so it's highly recommended that you play in windowed mode and strech the window so that the whole in-flight HUD is visible. This should not be a problem if you're stretching the screen across two monitors with a shared desktop.
- New bombsight: it's rendered in world space, so it is much more intuitive to use and gives you a more accurate idea of where your bombs might fall (there's a to-do item to make it recalibrate based on the predicted target altitude, right now it is still calibrated for sea level)
- Land sites will now spawn companion buildings in adjacent hexes
- Throttle changes near 50% throttle are faster for better game feel
- "Knife Fight" achievement: kill an air enemy at range 50 or closer

CHANGES:
- Changed to the Rewired input library. This means a lot more native support for flight sticks (http://guavaman.com/projects/rewired/docs/SupportedControllers.html) the rebind menu should be a bit friendlier.
- Difficulty curve has been significantly eased
- The total number of aeros spawned at the beginning of an island in later islands has been reduced (though they are still often vets / aces)
- Ground defense count grows much more gradually than before
- AI aggro range reduced (they will always aggro if you shoot at them, though)
- Asset Bundle mods no longer need to be called "test", in fact they should have unique names
- Barracks HP 500->1000, large hangar 1000->500

FIXES:
- Asset Bundle mods should get loaded in free flight
- Dodge tutorial can now be completed (In Alpha 28 it can be completed if you use roll (left or right arrow keys) but NOT if you use yaw (A or D on the keyboard))
- Custom missions use the new terrain system
- Completing co-op missions returns you to the carrier instead of immediately starting a new mission
- When player 1 dies in co-op mode it no longer resets all your progress (it only does so if both players die)
Sky Rogue - nihilocrat
A new aero, upgrades, aeropedia, and a serious easing of the game’s difficulty curve are in this update. Switching to the Rewired input system means a LOT more out-of-the-box support for flight sticks, and more in-depth control rebinding options. This is the last major version until Beta!

NEW STUFF:
- ORCA Heavy Interceptor
- Aeropedia: Permanently records the number of kills for each enemy and the number of times you've been killed by them. It currently doesn't record all variants (ex: FALKE-VETs count as FALKEs): this is a work in progress.
- Aero Upgrades: You can now upgrade aeros like you do weapons. The stat progrssions are all very early and need testing and feedback. Payload and Avionics do not change, because then when you lose your upgrades you might have an invalid loadout that won't fit on the un-upgraded version of the same aero.
- Vertical splitscreen option: currently the GUI doesn't adapt well to it, so it's highly recommended that you play in windowed mode and strech the window so that the whole in-flight HUD is visible. This should not be a problem if you're stretching the screen across two monitors with a shared desktop.
- New bombsight: it's rendered in world space, so it is much more intuitive to use and gives you a more accurate idea of where your bombs might fall (there's a to-do item to make it recalibrate based on the predicted target altitude, right now it is still calibrated for sea level)
- Land sites will now spawn companion buildings in adjacent hexes
- Throttle changes near 50% throttle are faster for better game feel
- "Knife Fight" achievement: kill an air enemy at range 50 or closer

CHANGES:
- Changed to the Rewired input library. This means a lot more native support for flight sticks (http://guavaman.com/projects/rewired/docs/SupportedControllers.html) the rebind menu should be a bit friendlier.
- Difficulty curve has been significantly eased
- The total number of aeros spawned at the beginning of an island in later islands has been reduced (though they are still often vets / aces)
- Ground defense count grows much more gradually than before
- AI aggro range reduced (they will always aggro if you shoot at them, though)
- Asset Bundle mods no longer need to be called "test", in fact they should have unique names
- Barracks HP 500->1000, large hangar 1000->500

FIXES:
- Asset Bundle mods should get loaded in free flight
- Dodge tutorial can now be completed (In Alpha 28 it can be completed if you use roll (left or right arrow keys) but NOT if you use yaw (A or D on the keyboard))
- Custom missions use the new terrain system
- Completing co-op missions returns you to the carrier instead of immediately starting a new mission
- When player 1 dies in co-op mode it no longer resets all your progress (it only does so if both players die)
Deus Ex: Mankind Divided - Poticha
We have just released another PC patch for Deus Ex: Mankind Divided, v1.2 build 524.15. This patch focusses on critical issues that were reported by users during the week after release.

This patch will be applied by Steam automatically when you next start the game. If your game does not update, please restart the Steam client.

The following fixes are in this patch:
• Fixed a crash during the subway loading scene.
• Fixed issue with loading a saved game while in cover and pressing [SPACE], causing Jensen to vault over cover.
• Fixed crash when leaving for Golem City.
• Fixed issues where the UI was offset at some aspect ratios, such as 21:9.
• Fixed issue where vibration was not working on gamepad.
• Fixed an issue where some keyboard language settings could cause the game to not launch (some users had a workaround by creating a new user account or by changing their keyboard language setting).
• Fixed various issues related to Breach.
• Fixed issues related to Tobii EyeTracking.

Note about performance:
We are seeing people reporting performance issues when playing the game on Very High/Ultra settings with MSAA set to 2x, 4x, or 8x. We would like to emphasize again that these options are very demanding.
We recommend everyone that is running at recommended spec or higher to start with the High Preset and MSAA turned off, and then tweak the options to optimize your experience.

While we expect this patch to be an improvement for everyone, if you do have trouble with this patch and prefer to stay on older versions, we have made a Beta available on Steam, v1.0_build 524.6, v1.0_build 524.7 and v1.1_build 524.10, that can be used to switch back to previous versions.


We will keep monitoring for feedback and will release further patches as it seems required. We always welcome your feedback!



PC Patch Notes Archive:
Patch 1 (524.7): http://steamcommunity.com/app/337000/discussions/0/355043117529200552/
Patch 2 (524.10): http://steamcommunity.com/app/337000/discussions/0/352792037314382689/
Patch 3 (524.15): http://steamcommunity.com/app/337000/discussions/0/352792037329870248/
Deus Ex: Mankind Divided - Poticha
We have just released another PC patch for Deus Ex: Mankind Divided, v1.2 build 524.15. This patch focusses on critical issues that were reported by users during the week after release.

This patch will be applied by Steam automatically when you next start the game. If your game does not update, please restart the Steam client.

The following fixes are in this patch:
• Fixed a crash during the subway loading scene.
• Fixed issue with loading a saved game while in cover and pressing [SPACE], causing Jensen to vault over cover.
• Fixed crash when leaving for Golem City.
• Fixed issues where the UI was offset at some aspect ratios, such as 21:9.
• Fixed issue where vibration was not working on gamepad.
• Fixed an issue where some keyboard language settings could cause the game to not launch (some users had a workaround by creating a new user account or by changing their keyboard language setting).
• Fixed various issues related to Breach.
• Fixed issues related to Tobii EyeTracking.

Note about performance:
We are seeing people reporting performance issues when playing the game on Very High/Ultra settings with MSAA set to 2x, 4x, or 8x. We would like to emphasize again that these options are very demanding.
We recommend everyone that is running at recommended spec or higher to start with the High Preset and MSAA turned off, and then tweak the options to optimize your experience.

While we expect this patch to be an improvement for everyone, if you do have trouble with this patch and prefer to stay on older versions, we have made a Beta available on Steam, v1.0_build 524.6, v1.0_build 524.7 and v1.1_build 524.10, that can be used to switch back to previous versions.


We will keep monitoring for feedback and will release further patches as it seems required. We always welcome your feedback!



PC Patch Notes Archive:
Patch 1 (524.7): http://steamcommunity.com/app/337000/discussions/0/355043117529200552/
Patch 2 (524.10): http://steamcommunity.com/app/337000/discussions/0/352792037314382689/
Patch 3 (524.15): http://steamcommunity.com/app/337000/discussions/0/352792037329870248/
Virtual Warfighter - MDA Digital AB
Hello everyone.

We have decided to delay the release of Virtual Warfighter for a while.

A few bugs were discovered when some of the recent videos of Virtual Warfighter were shot, by our friends at vrspies.com. The bugs are mostly connectivity related, jumping in and out of servers, and we of course want to provide you with the smoothest possible experience from the start. To us Early Access means that certain features are still waiting to be implemented, but that the core experience should still be (rather) smooth. So we will take a little while to polish the game, but never fear, the game will soon be in your hands :)
Virtual Warfighter - MDA Digital AB
Hello everyone.

We have decided to delay the release of Virtual Warfighter for a while.

A few bugs were discovered when some of the recent videos of Virtual Warfighter were shot, by our friends at vrspies.com. The bugs are mostly connectivity related, jumping in and out of servers, and we of course want to provide you with the smoothest possible experience from the start. To us Early Access means that certain features are still waiting to be implemented, but that the core experience should still be (rather) smooth. So we will take a little while to polish the game, but never fear, the game will soon be in your hands :)
Age of Barbarian Extended Cut - Crian Soft
Hey Barbarians, the update 1.6.6 is ready:
We'll do our best to fix all the issues reported and update the game on regular basis. Thank you!

Age of Barbarian Ex 1.6.6

- Azga Forest, 2-3: a Glitch happened if an enemy was executed close to the wall, fixed.
- Azga Forest, 2-3: impaled trap (right), now work correctly.
- Furon-Azza, 5-3: Screen problem fixed.
- Furon-Azza: Beastman, attack up doesn't hurt the player, fixed.
- Furon-Azza, Dragon: Dragon blinking (low ram issue), we optimized the ram usage, if you still encounter the problem please report it to us.
- Furon-Azza, Dragon: when the dragon is down you can pass him away by running, fixed.
- Necron's fortress: final stage, Sheyna's sword disappear, fixed.
Age of Barbarian Extended Cut - Crian Soft
Hey Barbarians, the update 1.6.6 is ready:
We'll do our best to fix all the issues reported and update the game on regular basis. Thank you!

Age of Barbarian Ex 1.6.6

- Azga Forest, 2-3: a Glitch happened if an enemy was executed close to the wall, fixed.
- Azga Forest, 2-3: impaled trap (right), now work correctly.
- Furon-Azza, 5-3: Screen problem fixed.
- Furon-Azza: Beastman, attack up doesn't hurt the player, fixed.
- Furon-Azza, Dragon: Dragon blinking (low ram issue), we optimized the ram usage, if you still encounter the problem please report it to us.
- Furon-Azza, Dragon: when the dragon is down you can pass him away by running, fixed.
- Necron's fortress: final stage, Sheyna's sword disappear, fixed.
Rising Storm 2: Vietnam - oscar.nein
PC Gamer Article - Hands on with Rising Storm 2: Vietnam

https://www.youtube.com/watch?v=JP1I1eg9Wmk

"Tripwire and Antimatter Games aren't interested in describing why the Vietnam War was fought, only how it was fought: tunnels, traps, napalm, and loud ass helicopters splashing the tops of jungle trees. I flew one of those helicopters, a Huey, and nervously landed it—wobbling and skidding—in a cleared patch of jungle to unload a squad near a vital capture point. I took off while my troops ran, and then from somewhere in the brush a rocket-propelled grenade whizzed into the air, into my rotor. It was all flames and trees after that. The title of a ’70s war movie could have been overlaid on my wreckage right then."

Official Website
Steam Community
Twitter
Facebook
Reddit
Rising Storm 2: Vietnam - [TW]Yoshiro
PC Gamer Article - Hands on with Rising Storm 2: Vietnam

https://www.youtube.com/watch?v=JP1I1eg9Wmk

"Tripwire and Antimatter Games aren't interested in describing why the Vietnam War was fought, only how it was fought: tunnels, traps, napalm, and loud ass helicopters splashing the tops of jungle trees. I flew one of those helicopters, a Huey, and nervously landed it—wobbling and skidding—in a cleared patch of jungle to unload a squad near a vital capture point. I took off while my troops ran, and then from somewhere in the brush a rocket-propelled grenade whizzed into the air, into my rotor. It was all flames and trees after that. The title of a ’70s war movie could have been overlaid on my wreckage right then."

Official Website
Steam Community
Twitter
Facebook
Reddit
...