Caves of Qud - AlphaBeard
We have an announcement! Jason, one of our core team's two members, is now working full-time on Caves of Qud! Not only does this mean better weekly patches, but we'll also be bundling updates into bigger feature releases every few weeks. Stay tuned for more info. Until then, here's the first of our new and improved weekly patches.

  • Added a new quest to the end of the main questline: Pax Klanq, I Presume?
    • Gave Pax Klanq dialog.
    • Spruced up Pax Klanq's hut.
    • Renamed the fungal jungle to The Rainbow Wood.
    • Added a new fungal infection: Klanq. You may observe strange behavior among the infected.
    • Added a procedurally-driven quest: Spread Klanq.
    • Added a new item: quantum mote.
    • Added descriptions for Eater's flesh, Eater's fleshcap, and human remains.
  • Added Barathrum the Old.
    • Added Barathrum's study beneath Grit Gate.
    • The stairs leading to Barathrum's study are now locked and require a key.
    • Added Euclid, a Markov-fueled prattleplant that loves to talk.
    • Added new furniture.
      • bookshelves with more procedural books
      • Barathrum clock
      • Barathrum clock with Q Girl pendulum
      • brass foaminator
      • flux gauge
      • electrodicus
    • Added new book: Crime and Punishment
  • Spruced up Q Girl's space, giving her more workbenches and tinker furniture.
  • Goatfolk no longer always hate baboon faction leaders for disproving famous theorems.
  • Added message log entries for NPCs unequipping items.
  • Added message log entries for NPCs tossing items aside.
  • Added clickable tiles for moving to an adjacent map when zoomed in.
  • Fixed tile for Mechanimst catechist.
  • Fixed grammar issue with night-vision goggles' article.
  • Fixed Shem -1's name in the quest text for A Call to Arms.
  • Fixed a liquid duplication issue when pouring volumes onto empty containers laying on the ground.
  • Fixed an issue that caused the sizes of message boxes to grow as more were displayed.
  • Made the text fit better on some character creation screens in the new UI.
  • Slightly increased default UI reference resolution to better accommodate small screens.
Caves of Qud - AlphaBeard
We have an announcement! Jason, one of our core team's two members, is now working full-time on Caves of Qud! Not only does this mean better weekly patches, but we'll also be bundling updates into bigger feature releases every few weeks. Stay tuned for more info. Until then, here's the first of our new and improved weekly patches.

  • Added a new quest to the end of the main questline: Pax Klanq, I Presume?
    • Gave Pax Klanq dialog.
    • Spruced up Pax Klanq's hut.
    • Renamed the fungal jungle to The Rainbow Wood.
    • Added a new fungal infection: Klanq. You may observe strange behavior among the infected.
    • Added a procedurally-driven quest: Spread Klanq.
    • Added a new item: quantum mote.
    • Added descriptions for Eater's flesh, Eater's fleshcap, and human remains.
  • Added Barathrum the Old.
    • Added Barathrum's study beneath Grit Gate.
    • The stairs leading to Barathrum's study are now locked and require a key.
    • Added Euclid, a Markov-fueled prattleplant that loves to talk.
    • Added new furniture.
      • bookshelves with more procedural books
      • Barathrum clock
      • Barathrum clock with Q Girl pendulum
      • brass foaminator
      • flux gauge
      • electrodicus
    • Added new book: Crime and Punishment
  • Spruced up Q Girl's space, giving her more workbenches and tinker furniture.
  • Goatfolk no longer always hate baboon faction leaders for disproving famous theorems.
  • Added message log entries for NPCs unequipping items.
  • Added message log entries for NPCs tossing items aside.
  • Added clickable tiles for moving to an adjacent map when zoomed in.
  • Fixed tile for Mechanimst catechist.
  • Fixed grammar issue with night-vision goggles' article.
  • Fixed Shem -1's name in the quest text for A Call to Arms.
  • Fixed a liquid duplication issue when pouring volumes onto empty containers laying on the ground.
  • Fixed an issue that caused the sizes of message boxes to grow as more were displayed.
  • Made the text fit better on some character creation screens in the new UI.
  • Slightly increased default UI reference resolution to better accommodate small screens.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Devlog Video here: Link

https://www.youtube.com/watch?v=g5n1WBuw_3o

Update Notes:

Additions:
  • Added New Agent: Slicer Mk. 1 (Flying buzz-saw melee robot)
  • Added Upgraded Agent: Clunk Mk. 2.1 (with complex damage model: sensors, tracks, guns, main body destroyable)
  • Added New System: Item Spawner Mk. 2 (with new category structure, spawning logic, etc.)
  • Added New Melee Weapon: Chainsaw
  • Added New Melee Weapon: Power Drill
  • Added New Melee Weapon: Crowbar
  • Added New Melee Weapon: Hatchet
  • Added New Melee Weapon: Pipe Wrench
  • Added New Melee Weapon: Hammer
  • Added New Utility Item: Flashlight

Changes:
  • New Item Spawner is now present in all scenes that had one.
  • Player Health System Rebuilt. neck/torso has partial armor. Various hits to varying damage.
  • Played Reset on die system rebuilt. Now has slow fade out, fade in.
  • Impact Effect Smoke is now thicker, especially in lower light situations
  • Arena Scene user start zone now has more cover (to prevent early detection from agents)
  • Clunk Spawn buttons in arena now Spawn 3 Clunks in random positions.
  • Arena Scene now has Spawn 3 Slicers Button
  • Changed how up Vector is computed for 2-handed firearms. Should be much more consistent.
  • Clunk Speed Halved to 1.5m/s to allow you to keep chase better
  • Tuned Shatterable Object Hit/Physics math

Fixes:
  • Mac11 Default Muzzle flash fixed (was errantly using AKM flash)
  • Backup Iron Front and Rear Sights no longer fall through everything
  • Ambient light intensity in Indoor Range was errantly set too high
  • Impact Effect mesh particle shader was incorrectly set to wrong shader
  • Fences in Arizona range now have correct shader on them
  • Assorted minor Clunk Mk2 bugs fixed
  • Fixed DT11 Incorrect muzzle smoke positions
  • 8 Gauge shotgun is fixed
  • Mp5k trigger reset now occurs at proper distance
  • Mp5a2 Flashlight now properly makes a sound when turned on and off
  • Proper amount of Breach gas now released in all shotguns
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Devlog Video here: Link

https://www.youtube.com/watch?v=g5n1WBuw_3o

Update Notes:

Additions:
  • Added New Agent: Slicer Mk. 1 (Flying buzz-saw melee robot)
  • Added Upgraded Agent: Clunk Mk. 2.1 (with complex damage model: sensors, tracks, guns, main body destroyable)
  • Added New System: Item Spawner Mk. 2 (with new category structure, spawning logic, etc.)
  • Added New Melee Weapon: Chainsaw
  • Added New Melee Weapon: Power Drill
  • Added New Melee Weapon: Crowbar
  • Added New Melee Weapon: Hatchet
  • Added New Melee Weapon: Pipe Wrench
  • Added New Melee Weapon: Hammer
  • Added New Utility Item: Flashlight

Changes:
  • New Item Spawner is now present in all scenes that had one.
  • Player Health System Rebuilt. neck/torso has partial armor. Various hits to varying damage.
  • Played Reset on die system rebuilt. Now has slow fade out, fade in.
  • Impact Effect Smoke is now thicker, especially in lower light situations
  • Arena Scene user start zone now has more cover (to prevent early detection from agents)
  • Clunk Spawn buttons in arena now Spawn 3 Clunks in random positions.
  • Arena Scene now has Spawn 3 Slicers Button
  • Changed how up Vector is computed for 2-handed firearms. Should be much more consistent.
  • Clunk Speed Halved to 1.5m/s to allow you to keep chase better
  • Tuned Shatterable Object Hit/Physics math

Fixes:
  • Mac11 Default Muzzle flash fixed (was errantly using AKM flash)
  • Backup Iron Front and Rear Sights no longer fall through everything
  • Ambient light intensity in Indoor Range was errantly set too high
  • Impact Effect mesh particle shader was incorrectly set to wrong shader
  • Fences in Arizona range now have correct shader on them
  • Assorted minor Clunk Mk2 bugs fixed
  • Fixed DT11 Incorrect muzzle smoke positions
  • 8 Gauge shotgun is fixed
  • Mp5k trigger reset now occurs at proper distance
  • Mp5a2 Flashlight now properly makes a sound when turned on and off
  • Proper amount of Breach gas now released in all shotguns
Dungeon Fighter Online - DFO


Hello DFO fans!

If you’ve been paying attention to our Facebook, you may have noticed a series of photos being posted with NINE infamous Danjuns being kicked or punched away one by one. So, what does this all mean? Feeling curious? Well, there’s only 3 days left until we reveal what this much anticipated HUGE, GIGANTIC, GINORMOUS and MYSTERIOUS 9 is!

The “9” will be especially beneficial to our Steam players who started playing our game a few months ago! Can you guess what’s coming?? :)

- Dungeon Fighter Online Support Team –
Dungeon Fighter Online - DK


Hello DFO fans!

If you’ve been paying attention to our Facebook, you may have noticed a series of photos being posted with NINE infamous Danjuns being kicked or punched away one by one. So, what does this all mean? Feeling curious? Well, there’s only 3 days left until we reveal what this much anticipated HUGE, GIGANTIC, GINORMOUS and MYSTERIOUS 9 is!

The “9” will be especially beneficial to our Steam players who started playing our game a few months ago! Can you guess what’s coming?? :)

- Dungeon Fighter Online Support Team –
Gem Wars: Attack of the Jiblets - davidinunez
- Earn XP and Level Up: All modes will now reward players with XP. Earning XP allows you to raise your player level and unlock powerups for Survival Cooperative use.

- Powerups: Reach higher waves in SURVIVAL CO-OP by earning Powerups. Locally, you could purchase one before going into battle (this feature is currently unavailable online). Each player will also gain a single random powerup by defeating a member of the Descended (who appear in Wave 10 and every 5 waves after).

There are nine in total! Collect them all and try them out.

Halloween Content:
Cyborg Zombie Jibbots now roam SURVIVAL mode, while players can become infected with Jack-o-Lantern heads in INFECTION mode.
Gem Wars: Attack of the Jiblets - davidinunez
- Earn XP and Level Up: All modes will now reward players with XP. Earning XP allows you to raise your player level and unlock powerups for Survival Cooperative use.

- Powerups: Reach higher waves in SURVIVAL CO-OP by earning Powerups. Locally, you could purchase one before going into battle (this feature is currently unavailable online). Each player will also gain a single random powerup by defeating a member of the Descended (who appear in Wave 10 and every 5 waves after).

There are nine in total! Collect them all and try them out.

Halloween Content:
Cyborg Zombie Jibbots now roam SURVIVAL mode, while players can become infected with Jack-o-Lantern heads in INFECTION mode.
Riders of Icarus - CM CuddleWings
Tune in for a Special Future Content Sneak Peek livestream on Tuesday, October 25, 2016. This livestream will truly be... Legendary...



Plus we will be raffling off some Riders of Icarus T-Shirts!
Watch here>> https://www.twitch.tv/playicarus

TIMES:
October 25, 2016

Pacific Daylight Time: 12:00 PM
Eastern Daylight Time: 3:00 PM
Central European Summer Time: 9:00 PM
Australian Eastern Standard Time: 5:00 AM [October 25]
Riders of Icarus - CM Cuddles
Tune in for a Special Future Content Sneak Peek livestream on Tuesday, October 25, 2016. This livestream will truly be... Legendary...



Plus we will be raffling off some Riders of Icarus T-Shirts!
Watch here>> https://www.twitch.tv/playicarus

TIMES:
October 25, 2016

Pacific Daylight Time: 12:00 PM
Eastern Daylight Time: 3:00 PM
Central European Summer Time: 9:00 PM
Australian Eastern Standard Time: 5:00 AM [October 25]
...