Nov 14, 2016
Lonelyland VR - faerysword
It’s our first time to release a game on Steam. Sorry for our lack of experience, but we have been always listening to the players' recommendations. And from feedbacks, we decide to cut down the price, because it’s a little expensive for an Early Access.

Sorry to let this happen. If you bought our game already, we're really sorry. As compensation, if you love our game we can send you keys to share with your friends; and if you feel annoyed, refunding is OK.
Nov 14, 2016
Lonelyland VR - faerysword
It’s our first time to release a game on Steam. Sorry for our lack of experience, but we have been always listening to the players' recommendations. And from feedbacks, we decide to cut down the price, because it’s a little expensive for an Early Access.

Sorry to let this happen. If you bought our game already, we're really sorry. As compensation, if you love our game we can send you keys to share with your friends; and if you feel annoyed, refunding is OK.
Nov 14, 2016
Combat Air Patrol 2: Military Flight Simulator - f.scio
The first v809 build is available now in the Beta and VR Beta channels.

We'll be posting more v809.x updates as features are added before posting it to the default branch later.

As always, full details can be found at the dev blog: http://devblog.sim155.com/2016/11/v8091.html

Happy flying ːsteamhappyː
Nov 14, 2016
Combat Air Patrol 2: Military Flight Simulator - f.scio
The first v809 build is available now in the Beta and VR Beta channels.

We'll be posting more v809.x updates as features are added before posting it to the default branch later.

As always, full details can be found at the dev blog: http://devblog.sim155.com/2016/11/v8091.html

Happy flying ːsteamhappyː
Wheels of Aurelia - Santa Ragione
Based on a request on the forums we’ve added a special mode that lets you zoom and pan on the vintage autoroute map that acts as a background in the main menu. Just access the EXTRAS menu after achieving the requirements to activate this new mode. We are also continuing the deployment of fixes and updates to hit the game between now and early 2017. Here is what our latest schedule draft looks like.
  • NOW AVAILABLE – Map: a unlockable option to hide the menu and navigate the underlying map of the roads in Wheels of Aurelia.



New options:
  • PREVIOUSLY – Text Speed: the text display speed will be configurable between 50% and 100%. Also now you can hold accelerator during cutscenes to move dialogue faster.
  • PREVIOUSLY – Start From: after visiting both Civitavecchia and Bracciano for the first time, you will be able to start the game from one of these two locations, or Rome, or the intro sequence.
  • PREVIOUSLY – Vibration: haptic feedback for collisions will be activated on compatible joypads.

New modes:
  • PREVIOUSLY – B&W Mode: a new unlockable filter option to play the game through a black and white TV set.
  • LAST WEEK – 1978 Mode: a new unlockable filter option to play the game through a 1978 TV set.
  • NOW AVAILABLE – Map: a unlockable option to hide the menu and navigate the underlying map of the roads in Wheels of Aurelia.
  • 11/21/2016 – Scenic Mode: an unlockable option to manipulate the camera angle during gameplay and to take expressive screenshots.
  • 11/28/2016 – Wheelspedia: an in-game and in-menu text archive offering some details on the people, places, and events mentioned in Wheels of Aurelia.
  • 12/12/2016 – Night Mode: an unlockable arcade mode that takes place by night, inspired by isometric racers of the 90s.

All of these will be available under a new EXTRAS menu available in the main menu.

New languages:
  • 12/19/2016 – German
  • 01/12/2017 – Russian

WARNING: all of the above is subject to modification, including delay or cancellation!

Let us know what you think!

Cheers,
Pietro
Wheels of Aurelia - Santa Ragione
Based on a request on the forums we’ve added a special mode that lets you zoom and pan on the vintage autoroute map that acts as a background in the main menu. Just access the EXTRAS menu after achieving the requirements to activate this new mode. We are also continuing the deployment of fixes and updates to hit the game between now and early 2017. Here is what our latest schedule draft looks like.
  • NOW AVAILABLE – Map: a unlockable option to hide the menu and navigate the underlying map of the roads in Wheels of Aurelia.



New options:
  • PREVIOUSLY – Text Speed: the text display speed will be configurable between 50% and 100%. Also now you can hold accelerator during cutscenes to move dialogue faster.
  • PREVIOUSLY – Start From: after visiting both Civitavecchia and Bracciano for the first time, you will be able to start the game from one of these two locations, or Rome, or the intro sequence.
  • PREVIOUSLY – Vibration: haptic feedback for collisions will be activated on compatible joypads.

New modes:
  • PREVIOUSLY – B&W Mode: a new unlockable filter option to play the game through a black and white TV set.
  • LAST WEEK – 1978 Mode: a new unlockable filter option to play the game through a 1978 TV set.
  • NOW AVAILABLE – Map: a unlockable option to hide the menu and navigate the underlying map of the roads in Wheels of Aurelia.
  • 11/21/2016 – Scenic Mode: an unlockable option to manipulate the camera angle during gameplay and to take expressive screenshots.
  • 11/28/2016 – Wheelspedia: an in-game and in-menu text archive offering some details on the people, places, and events mentioned in Wheels of Aurelia.
  • 12/12/2016 – Night Mode: an unlockable arcade mode that takes place by night, inspired by isometric racers of the 90s.

All of these will be available under a new EXTRAS menu available in the main menu.

New languages:
  • 12/19/2016 – German
  • 01/12/2017 – Russian

WARNING: all of the above is subject to modification, including delay or cancellation!

Let us know what you think!

Cheers,
Pietro
Blood and Bacon - BigCorporation

Scary, creepy 6 PLAYER HORDE MODE is here !! The farm has been decorated with interactive destructibles.

  • Now Supports up to 6 Players !!
  • New extended Halloween Map !!
  • Now On Sale 20% OFF !!
  • Smash and Shoot Pumpkins for Secrets !!
  • Survive Wave after Wave of carnage !!
  • Fill the Witch's Cauldron with Blood !!
  • Scary interactive Tombstones !!

Survive 25 Waves of Horde Mode with your friends to unlock the new Halloween items and secret character. How do you do this ? Shoot and squash all the pumpkins for pickups and secret unlocks.....interact and fill the witch's cauldron and then activate the electric fence to make it explode !! Be careful though, if EVERYONE dies it is OVER...and you have to start from WAVE 1.

Take advantage in between WAVES to smash the pumpkins and use the grinder to stock up on pickups, then heal at the pumps.....be ready for the next WAVE. If you do die, as long as one person survives you will be reincarnated in between rounds.

FYI. There are NEW host commands in the chatbox :
1. :push to nudge players out of the barn
2 :kick 1 2 3 4 to kick individual players

To KICK simply type :kick # and the number counts from bottom of screen upwards.
To PUSH players out of barn, type :push a few times and they slowly get nudged right out of the barn.


Nov 14, 2016
Euro Truck Simulator 2 - Timmy the Melon Thief 🍉


It always makes us feel both proud and humbled when we see that there are so many brave souls out there creating mods for our games. We may not be able to monitor everything that is happening in the modding community, but we have seen a lot of incredible mods over the years.



Most mods require tons of time and hard work to create, and after that, yet more attention and patience is needed to maintain them so that they are compatible with new updates of our games. We keep trying to improve the tools available to modders, and today's topic is about another step in this direction. A new improved version of SCS Blender Tool has just been released. (If you are wondering what this is all about, here is an earlier post about how it all started.)

We've created a short video overview showing some of the changes and new additions in this update:

https://www.youtube.com/watch?v=729NTMyGaL4

We've also prepared a more extensive change-log for those who appreciate more detailed knowledge of the changes:
  • Added support for one-click setup of environment lighting loaded from sun profiles SII file (eg. /def/climate/default/nice.sii). This enables the best possible preview of a model in game like environment.
  • Asynchronous paths initialization on startup, resulting in faster Blender startup and faster blend files opening
  • User option to load all libraries and resources from sibling "base" directories also (by default off)
  • Ability to reload library on the fly beside the setting where it is used (eg. Hookup Lib can be reloaded in Model Locator Settings)
  • Improved material flavors behavior, with implementation of filter for non existing effects combinations (prevents user to create non existing effect)
  • Added support for creation of SCS Locators and SCS Root via standard Blender add menu (menu accessible via Shift+A in 3D viewport)
  • Normal maps properly visualized in 3D view even if active UV layer on object is not the one used for normal maps calculation.
  • Reloading shader presets only when cache is out-dated (again speed-up of opening blend files)
  • Updated Prefab Locators flags:
    • added Map Point split lanes setups,
    • added Weight Station CAT Spawn Point type,
    • added Traffic Semaphores types: Traffic Light (virtual), Barrier - Automatic.
  • Improvements & Fixes:
    • fixed unpropper UI snapping of TOBJ settings,
    • ensuring same order of bone channels in PIA export (useful when working with VCS),
    • negative add ambient material values supported in export and also visualized in Blender 3D viewport (more info here),
    • properly reported python error on screen and in BT log while importing/exporting
    • rejecting wrongly named SCS Root Object on export (more info here),
    • reporting missing UV layer used for normal maps on export,
    • reporting multiple animations with same name overwriting each other on export,
    • properly handling none existing UV mappings aliases on import (most properly produced with ConverterPIX),
    • fixed Blender crash if rapidly enabling/disabling SCS Blender Tools add-on,
    • fixed error on import if no 3D viewport is found or active object is on currently hidden layer      in scene.
Nov 14, 2016
Euro Truck Simulator 2 - Timmy the Duck Thief


It always makes us feel both proud and humbled when we see that there are so many brave souls out there creating mods for our games. We may not be able to monitor everything that is happening in the modding community, but we have seen a lot of incredible mods over the years.



Most mods require tons of time and hard work to create, and after that, yet more attention and patience is needed to maintain them so that they are compatible with new updates of our games. We keep trying to improve the tools available to modders, and today's topic is about another step in this direction. A new improved version of SCS Blender Tool has just been released. (If you are wondering what this is all about, here is an earlier post about how it all started.)

We've created a short video overview showing some of the changes and new additions in this update:

https://www.youtube.com/watch?v=729NTMyGaL4

We've also prepared a more extensive change-log for those who appreciate more detailed knowledge of the changes:
  • Added support for one-click setup of environment lighting loaded from sun profiles SII file (eg. /def/climate/default/nice.sii). This enables the best possible preview of a model in game like environment.
  • Asynchronous paths initialization on startup, resulting in faster Blender startup and faster blend files opening
  • User option to load all libraries and resources from sibling "base" directories also (by default off)
  • Ability to reload library on the fly beside the setting where it is used (eg. Hookup Lib can be reloaded in Model Locator Settings)
  • Improved material flavors behavior, with implementation of filter for non existing effects combinations (prevents user to create non existing effect)
  • Added support for creation of SCS Locators and SCS Root via standard Blender add menu (menu accessible via Shift+A in 3D viewport)
  • Normal maps properly visualized in 3D view even if active UV layer on object is not the one used for normal maps calculation.
  • Reloading shader presets only when cache is out-dated (again speed-up of opening blend files)
  • Updated Prefab Locators flags:
    • added Map Point split lanes setups,
    • added Weight Station CAT Spawn Point type,
    • added Traffic Semaphores types: Traffic Light (virtual), Barrier - Automatic.
  • Improvements & Fixes:
    • fixed unpropper UI snapping of TOBJ settings,
    • ensuring same order of bone channels in PIA export (useful when working with VCS),
    • negative add ambient material values supported in export and also visualized in Blender 3D viewport (more info here),
    • properly reported python error on screen and in BT log while importing/exporting
    • rejecting wrongly named SCS Root Object on export (more info here),
    • reporting missing UV layer used for normal maps on export,
    • reporting multiple animations with same name overwriting each other on export,
    • properly handling none existing UV mappings aliases on import (most properly produced with ConverterPIX),
    • fixed Blender crash if rapidly enabling/disabling SCS Blender Tools add-on,
    • fixed error on import if no 3D viewport is found or active object is on currently hidden layer      in scene.
Nov 14, 2016
American Truck Simulator - Timmy the Melon Thief 🍉


It always makes us feel both proud and humbled when we see that there are so many brave souls out there creating mods for our games. We may not be able to monitor everything that is happening in the modding community, but we have seen a lot of incredible mods over the years.



Most mods require tons of time and hard work to create, and after that, yet more attention and patience is needed to maintain them so that they are compatible with new updates of our games. We keep trying to improve the tools available to modders, and today's topic is about another step in this direction. A new improved version of SCS Blender Tool has just been released. (If you are wondering what this is all about, here is an earlier post about how it all started.)

We've created a short video overview showing some of the changes and new additions in this update:

https://www.youtube.com/watch?v=729NTMyGaL4

We've also prepared a more extensive change-log for those who appreciate more detailed knowledge of the changes:
  • Added support for one-click setup of environment lighting loaded from sun profiles SII file (eg. /def/climate/default/nice.sii). This enables the best possible preview of a model in game like environment.
  • Asynchronous paths initialization on startup, resulting in faster Blender startup and faster blend files opening
  • User option to load all libraries and resources from sibling "base" directories also (by default off)
  • Ability to reload library on the fly beside the setting where it is used (eg. Hookup Lib can be reloaded in Model Locator Settings)
  • Improved material flavors behavior, with implementation of filter for non existing effects combinations (prevents user to create non existing effect)
  • Added support for creation of SCS Locators and SCS Root via standard Blender add menu (menu accessible via Shift+A in 3D viewport)
  • Normal maps properly visualized in 3D view even if active UV layer on object is not the one used for normal maps calculation.
  • Reloading shader presets only when cache is out-dated (again speed-up of opening blend files)
  • Updated Prefab Locators flags:
    • added Map Point split lanes setups,
    • added Weight Station CAT Spawn Point type,
    • added Traffic Semaphores types: Traffic Light (virtual), Barrier - Automatic.
  • Improvements & Fixes:
    • fixed unpropper UI snapping of TOBJ settings,
    • ensuring same order of bone channels in PIA export (useful when working with VCS),
    • negative add ambient material values supported in export and also visualized in Blender 3D viewport (more info here),
    • properly reported python error on screen and in BT log while importing/exporting
    • rejecting wrongly named SCS Root Object on export (more info here),
    • reporting missing UV layer used for normal maps on export,
    • reporting multiple animations with same name overwriting each other on export,
    • properly handling none existing UV mappings aliases on import (most properly produced with ConverterPIX),
    • fixed Blender crash if rapidly enabling/disabling SCS Blender Tools add-on,
    • fixed error on import if no 3D viewport is found or active object is on currently hidden layer      in scene.
...