Oct 10, 2016
Sky Rogue - Forkbeard
This is mostly a bunch of much-needed bugfixes, but a steep difficulty increase after Island 10 has been added to challenge players who get that far.

Changelog:

CHANGES:
  • Added an insane difficulty ramp-up after Island 10
FIXES:
  • Dodge tutorial fix (mouse control dodge didn’t work)
  • Fixed longstanding co-op bug where player 2’s kills would not earn any money. Sorry that this very important bug somehow never got fixed until now.
  • Upgrades are updated correctly on the carrier menu, no more having to equip something to have them show up. This is also true for co-op, which should make things a LOT less confusing.
  • Aerododge graphics were appearing in the middle of aeros.
  • “Auger In” achievement should be working again
  • Mods which use the “Aeroplane_rogue” template should work properly and be upgradeable. Technically this template doesn’t exist (it should be “Aeroplane_aerowing”) but there’s now an alias. Same goes with “Aeorplane_zoke” vs. “Aeroplane_zulu”: both will work
  • Asset bundle mods which can’t be loaded show an in-game error dialog
  • Campaign menu no longer shows decal icons in the top window if you choose a skin that doesn’t have a decal
  • Terrain flickering on shorelines should be fixed.
Oct 10, 2016
Sky Rogue - nihilocrat
This is mostly a bunch of much-needed bugfixes, but a steep difficulty increase after Island 10 has been added to challenge players who get that far.

Changelog:

CHANGES:
  • Added an insane difficulty ramp-up after Island 10
FIXES:
  • Dodge tutorial fix (mouse control dodge didn’t work)
  • Fixed longstanding co-op bug where player 2’s kills would not earn any money. Sorry that this very important bug somehow never got fixed until now.
  • Upgrades are updated correctly on the carrier menu, no more having to equip something to have them show up. This is also true for co-op, which should make things a LOT less confusing.
  • Aerododge graphics were appearing in the middle of aeros.
  • “Auger In” achievement should be working again
  • Mods which use the “Aeroplane_rogue” template should work properly and be upgradeable. Technically this template doesn’t exist (it should be “Aeroplane_aerowing”) but there’s now an alias. Same goes with “Aeorplane_zoke” vs. “Aeroplane_zulu”: both will work
  • Asset bundle mods which can’t be loaded show an in-game error dialog
  • Campaign menu no longer shows decal icons in the top window if you choose a skin that doesn’t have a decal
  • Terrain flickering on shorelines should be fixed.
Fast Action Hero - Fast Action Hero
I have taken a few days break from the code to focus on your feedback and adjusting the existing roadmap. So here it is!


Phase one : gameplay and structure
This phase focuses on improving the experience and preparing everything to be able to unroll new content quickly. I tried to sort all your requests in a logical development workflow. Elements in bold are planned for the next patch (0.9.2). The end of this phase is planned for the end of october.
  1. Weapons :
    1. Stronger vibration when shooting
    2. shotgun,uzi, and moar guns in general
    3. Accuracy : add a slider for barrel angle in the options
  2. Sounds
    1. Complete rework of sounds and music
  3. Game modes:
    1. Game mode selection:
    2. Wave
    3. Survival
    4. Story : we will start working on it this week in parallel with the other fixes. If anything at all is ready when we unroll 0.9.2, we'll give you a little preview (might be in a beta branch)
  4. Custom difficulty :
    1. Bullet time modifier
    2. Enemy damage modifier
    3. Player damage modifier
    4. Reload time modifier
  5. Unlocks
    1. weapon unlock
    2. progressive difficulty unlock
    3. levels unlock
  6. Smoothing bullet time in general
  7. Health / death indicators : hearthbeat in controllers?



Phase 2 : expanding content (nov -> christmas)
Weapons, maps and enemy skins, alternate versions of existing levels, game modes…. I have set up a LOT of background mecanics so that we can add content with maximum efficiency when we reach this phase.
This phase will be ongoing until the final release., here are the highlights :
  1. Guns:
    1. more guns
  2. Maps :
    1. Generally speaking : more maps
    2. Alternate versions of existing maps
  3. Game modes:
    1. waves / story / career / limited ammo : this is open ended. We’re open to suggestions. Some of you want more arcady gameplay with zero reload time, some want it more realistic. We can’t satisfy everybody, but we’ll try to give a good range of options.
  4. AI:
    1. group behavior such as : group movement, covering an ally, supression fire, encircling a position.
    2. reflex behavior : strafe when aimed at, sprinting, run to nearest cover. On a longer term, implement the many other animations available (ducking, rolling, shooting from full/half cover).


Phase 3: expanding the experience (2017)
At this stage all the basics should be set up, and we can start growing the experience. This section is not carved in marble yet.
Elements in bold will be included. The others might pass the final cut or not.
  1. Fixing exploits
    1. Prevent looking through objects (darken vision)
    2. Prevent moving the weapon through objects (block firing)
    3. Make enemies anticipate player movement better (adjustable with difficulty)
  2. Global leaderboards (req 2.1 : fixing exploits)
  3. Player avatar
  4. Finish and improve cross platform & local multiplayer
  5. Multiplayer (req 2.2 & 2.3: global leaderboards / avatar)
  6. Implement vs and coop for 2 VR users
  7. Extend cross platform to mouse & keyboard : allows a pc player to join the fray (could be on the same machine if it is powerful enough)
  8. Reload motions : Still looking for the ideal balance between realism and
  9. ergonomy
  10. Recoil
  11. Weapons in hand (req avatar)
  12. Holstering, grabbing, picking up weapons from fallen enemies
  13. Modding
    in game level editor (move around the level freely, place nav points, enemies spawn points & covers, and objects from a library, customize the wave of enemies.
  14. Sharing your levels on steam workshop.
  15. Full fledged steam workshop modding : levels, weapons, skins, etc etc… + sharing on steamworks. That's a lot of work

So.. time to rock that release!
Fast Action Hero - Fast Action Hero
I have taken a few days break from the code to focus on your feedback and adjusting the existing roadmap. So here it is!


Phase one : gameplay and structure
This phase focuses on improving the experience and preparing everything to be able to unroll new content quickly. I tried to sort all your requests in a logical development workflow. Elements in bold are planned for the next patch (0.9.2). The end of this phase is planned for the end of october.
  1. Weapons :
    1. Stronger vibration when shooting
    2. shotgun,uzi, and moar guns in general
    3. Accuracy : add a slider for barrel angle in the options
  2. Sounds
    1. Complete rework of sounds and music
  3. Game modes:
    1. Game mode selection:
    2. Wave
    3. Survival
    4. Story : we will start working on it this week in parallel with the other fixes. If anything at all is ready when we unroll 0.9.2, we'll give you a little preview (might be in a beta branch)
  4. Custom difficulty :
    1. Bullet time modifier
    2. Enemy damage modifier
    3. Player damage modifier
    4. Reload time modifier
  5. Unlocks
    1. weapon unlock
    2. progressive difficulty unlock
    3. levels unlock
  6. Smoothing bullet time in general
  7. Health / death indicators : hearthbeat in controllers?



Phase 2 : expanding content (nov -> christmas)
Weapons, maps and enemy skins, alternate versions of existing levels, game modes…. I have set up a LOT of background mecanics so that we can add content with maximum efficiency when we reach this phase.
This phase will be ongoing until the final release., here are the highlights :
  1. Guns:
    1. more guns
  2. Maps :
    1. Generally speaking : more maps
    2. Alternate versions of existing maps
  3. Game modes:
    1. waves / story / career / limited ammo : this is open ended. We’re open to suggestions. Some of you want more arcady gameplay with zero reload time, some want it more realistic. We can’t satisfy everybody, but we’ll try to give a good range of options.
  4. AI:
    1. group behavior such as : group movement, covering an ally, supression fire, encircling a position.
    2. reflex behavior : strafe when aimed at, sprinting, run to nearest cover. On a longer term, implement the many other animations available (ducking, rolling, shooting from full/half cover).


Phase 3: expanding the experience (2017)
At this stage all the basics should be set up, and we can start growing the experience. This section is not carved in marble yet.
Elements in bold will be included. The others might pass the final cut or not.
  1. Fixing exploits
    1. Prevent looking through objects (darken vision)
    2. Prevent moving the weapon through objects (block firing)
    3. Make enemies anticipate player movement better (adjustable with difficulty)
  2. Global leaderboards (req 2.1 : fixing exploits)
  3. Player avatar
  4. Finish and improve cross platform & local multiplayer
  5. Multiplayer (req 2.2 & 2.3: global leaderboards / avatar)
  6. Implement vs and coop for 2 VR users
  7. Extend cross platform to mouse & keyboard : allows a pc player to join the fray (could be on the same machine if it is powerful enough)
  8. Reload motions : Still looking for the ideal balance between realism and
  9. ergonomy
  10. Recoil
  11. Weapons in hand (req avatar)
  12. Holstering, grabbing, picking up weapons from fallen enemies
  13. Modding
    in game level editor (move around the level freely, place nav points, enemies spawn points & covers, and objects from a library, customize the wave of enemies.
  14. Sharing your levels on steam workshop.
  15. Full fledged steam workshop modding : levels, weapons, skins, etc etc… + sharing on steamworks. That's a lot of work

So.. time to rock that release!
The Elder Scrolls V: Skyrim - gstaffBethesda
System Specs

Minimum
  • Windows 7/8.1/10 (64-bit Version)
  • Intel i5-750/AMD Phenom II X4-945.
  • 8GB of ram.
  • 12 GB free HDD space
  • NVIDIA GTX 470 1GB /AMD HD 7870 2GB
Recommended
  • Windows 7/8.1/10 (64-bit Version)
  • Intel i5-2400/AMD FX-8320.
  • 8GB of ram.
  • 12 GB free HDD space
  • NVIDIA GTX 780 3GB /AMD R9 290 4GB
Over The Hills And Far Away - WarGirl Games
Over The Hills And Far Away is on 70% discount for this week.

Grab a copy for you or a friend and enjoy this colonial tale of friendship and redemption!

Over The Hills And Far Away - WarGirl Games
Over The Hills And Far Away is on 70% discount for this week.

Grab a copy for you or a friend and enjoy this colonial tale of friendship and redemption!

The Elder Scrolls V: Skyrim - gstaffBethesda


Update:Update: Please note this offer is no longer valid.

Skyrim Special Edition arrives in a few weeks on October 28, and for anyone that owns the main game and all three DLCs (Dawnguard, Hearthfire, and Dragonborn), you will receive Skyrim Special Edition separately in your Steam Library at no additional cost.

Eligible Skyrim purchasers include:
  • Anyone that owns Skyrim Legendary Edition on Steam.
  • Anyone that owns Skyrim and all three DLCs (Dawnguard, Hearthfire, Dragonborn) on Steam.
To ensure eligibility, you must own all Skyrim content on Steam on or before October 28th.

Skyrim Special Edition will be available for purchase at its global release time of 12am UTC on Friday, October 28. Region-specific unlock times include:
  • 5pm Pacific Time (October 27)
  • 8pm Eastern Time (October 27)
  • 1am British Summer Time (October 28)
  • 2am Central European Summer Time (October 28)
  • 11am Australian Eastern Time Zone (October 28)
  • 1pm New Zealand Time (October 28th)
Wallpaper Engine - Biohazard
Hey all,

Wallpaper Engine has been released into Early Access!

Check it out on the store: http://store.steampowered.com/app/431960

Get started with creating your own wallpapers: http://steamcommunity.com/sharedfiles/filedetails/?id=768427357

If you have any questions, come visit the Steam Forums: http://steamcommunity.com/app/431960/discussions/

And make sure to join the Steam community group to keep up to date with news and announcements: http://steamcommunity.com/games/431960


Follow Wallpaper Engine:

Wallpaper Engine - Biohazard
Hey all,

Wallpaper Engine has been released into Early Access!

Check it out on the store: http://store.steampowered.com/app/431960

Get started with creating your own wallpapers: http://steamcommunity.com/sharedfiles/filedetails/?id=768427357

If you have any questions, come visit the Steam Forums: http://steamcommunity.com/app/431960/discussions/

And make sure to join the Steam community group to keep up to date with news and announcements: http://steamcommunity.com/games/431960


Follow Wallpaper Engine:

...