May 23, 2017
High Fidelity - HiFi_Jess
A bunch of tweaks and fixes for you in Beta Release 40! Here we go:
  • Avatars can walk up steps!
  • Minor handshake improvements
  • Minor handshake script update
  • Fix lookAt eye snapping
  • Fix unreachable eye blink code
  • Avoid floating point error when generating fake mouth shapes
  • Moved the Vive Tracker configuration to actions into the Vive controller plugin
  • Fix the PAL not showing user info for user who opened PAL
  • Improve robustness of display name focus in PAL
  • Implement a script to hand-raise while in desktop mode
  • Desktop users of different height can shake hands
  • Fix the Twitter @mention reference in Snapshots
  • Snapshots: Fix case when user story would be incorrectly deleted
  • Prevent another GIF from being captured while one is processing
  • Ensure snapshots without story_ids get uploaded
  • Fix avatar mouth movement when driven by audio loudness
  • Update WASAPI audio plugin for Qt5.6.2
  • Cleanup Audio background threads on shutdown
  • Fix crackle in local audio
  • Fix randFloat error in ac audio searcher
  • Audio source sync
  • Close audio device when switching outputs
  • Fix issue when loading recording file into the input recorder
  • Fix avatar recording playback mouth not moving
  • Fixed input recorder crash
  • Fix recording playback not clearing attachments and nametags
  • Fix erroneous "did not start playing recording" messages
  • Fix OBJ model load hang
  • Use new images in api/v1/users response json
  • Enable the PAL to update data about a single connection
  • Added the ability to choose Vive Tracker configuration from the general settings
  • HMD now routes through the Vive input plugin
  • Fixed Vive Tracker sorting issue and added debug
  • More stable IK when hips, feet and chest are controlled via external input
  • Better handing when the Vive Trackers lose tracking and OpenVR still sends you a "valid" data
  • Change Vive Tracker Calibration Time from 2 sec to 1 sec
  • Hand controller lasers work better in thirdPerson camera mode.
  • Fix crash in texture transfer logic
  • Fix possible corruption of KTX cache files
  • Fix progressive loading of KTX cubemaps
  • Add protections when accessing the mip bytes of a texture when provided from a KtxStorage
  • Fix KTX image size in progressively loaded cubemaps
  • Add an internal tool for domain/model/skybox KTX texture baking
  • Fix potential crashes when loading invalid KTX cached textures
  • When you are in HMD and you go to File->Menu->Quit, it should no longer give you no menus when you come back
  • Add launch.tester to user_actions
  • Audience applause meter
  • Modified StretchTool to allow for movement in 3D
  • Fix tablet showing up for a short period of time on launch
  • Fix for multiple settings dialogs
  • Lock in Overlays::findRayIntersectionInternal
  • Animate scroll of partially visible cards
  • Avoid crash in glTextureSubImage2D
  • Implemented chat interface script and tablet web page
  • Don't send avatars to previous lookup on server restart
  • Misc action/constraint changes
  • Added floating lantern box that spawns floating lanterns
  • Add the ability to duplicate an object with hand controller
  • Marketplace crash fix
  • Fix crash in sit script
  • cleanup Head::simulate() code
  • Fix the default skybox texture
  • Use baked default skybox
  • Remove unnecessary assert in Model.cpp
  • Clean up children of deleted avatar-entity
  • Fix the Face Camera checkbox on the text entity properties tab.
  • TriangleSet optimizations - ~80% improvement in Ray picking against models
  • Add domain to record script user activity logging
  • Launch the Sandbox as early as possible
  • Set max packet per second on the agent
  • Send smoothed orientation from a local client when a snap-turn is done across the network so all remote agents don't see the snap.
  • Add function findEntitiesByType
  • Cleanup Actions and Constraints part-1
  • Fix suppress request constraint log spam
  • Remove extraneous calls to sendIdentityPacket()
  • Enable Map/List storage in the settings
  • Switch from timestamp to sequence id for avatar identity
  • Fix domain settings not getting cleared on re-assignment
Call of Duty®: Black Ops III - ta_pcprod_assist
Update 21 is now live! This patch features all new Black Market items, bug fixes, optimizations, support for the 8 Days of the Undead events, and a security update

MULTIPLAYER
General
  • This update addresses a number of general performance and security issues.
Black Market
  • Unopened Supply Drop bundles will now remain in the Black Market after the events have ended.
    • Supply Drops that had disappeared have been returned to players’ inventories.
Front end
  • Attachment Icons will load more quickly in Create-a-Class and Gunsmith menus.
  • Addressed an exploit that allowed users to equip some camos before unlocking them.
Weapons
  • Ballistic Knife:
    • Ballistic Knife blades are now recoverable.
    • Ballistic Knife now properly registers headshots with the Kill Counter or Clan Tag attachments equipped

ZOMBIES
General
  • Players will receive all the rewards from the Community Headshot Challenge:
    • 4 Yoji Shinkawa-themed calling cards, featuring Takeo, Richtofen, Nikolai, and Dempsey.
    • 1 Animated Yoji Shinkawa-themed calling card, with all 4 classic Zombies heroes.
    • Limited Edition Pack-a-Punch camo.
  • Players will receive 8 free GobbleGums in celebration of Zombies Chronicles’ launch.


Revelations
  • Eight new Zombies Chronicles GobbleGums will drop from Dr. Monty’s Factory.
    • Board Games – Repairing one board at a window repairs all boards at that window.
    • Flavor Hexed – Selects a random Mega, Rare, or Ultra that is not in the player's loadout. If the player doesn't bleed out or take a new GobbleGum from the machine, this will repeat a second time when the first has run out.
    • Power Vacuum - Powerups drop more often.
    • Soda Fountain -Perk purchase limit is ignored. When purchasing a perk, get a random one for free.
    • Reign Drops- Spawns one of each of the nine core powerups.
    • Extra Credit - Spawns a personal points powerup worth 1250 points.
    • Idle Eyes - All zombies ignore all players and stand idle.
    • Board To Death - Zombies within 15 feet of a repaired board are killed.
Call of Duty®: Black Ops III - ta_pcprod_assist
Update 21 is now live! This patch features all new Black Market items, bug fixes, optimizations, support for the 8 Days of the Undead events, and a security update

MULTIPLAYER
General
  • This update addresses a number of general performance and security issues.
Black Market
  • Unopened Supply Drop bundles will now remain in the Black Market after the events have ended.
    • Supply Drops that had disappeared have been returned to players’ inventories.
Front end
  • Attachment Icons will load more quickly in Create-a-Class and Gunsmith menus.
  • Addressed an exploit that allowed users to equip some camos before unlocking them.
Weapons
  • Ballistic Knife:
    • Ballistic Knife blades are now recoverable.
    • Ballistic Knife now properly registers headshots with the Kill Counter or Clan Tag attachments equipped

ZOMBIES
General
  • Players will receive all the rewards from the Community Headshot Challenge:
    • 4 Yoji Shinkawa-themed calling cards, featuring Takeo, Richtofen, Nikolai, and Dempsey.
    • 1 Animated Yoji Shinkawa-themed calling card, with all 4 classic Zombies heroes.
    • Limited Edition Pack-a-Punch camo.
  • Players will receive 8 free GobbleGums in celebration of Zombies Chronicles’ launch.


Revelations
  • Eight new Zombies Chronicles GobbleGums will drop from Dr. Monty’s Factory.
    • Board Games – Repairing one board at a window repairs all boards at that window.
    • Flavor Hexed – Selects a random Mega, Rare, or Ultra that is not in the player's loadout. If the player doesn't bleed out or take a new GobbleGum from the machine, this will repeat a second time when the first has run out.
    • Power Vacuum - Powerups drop more often.
    • Soda Fountain -Perk purchase limit is ignored. When purchasing a perk, get a random one for free.
    • Reign Drops- Spawns one of each of the nine core powerups.
    • Extra Credit - Spawns a personal points powerup worth 1250 points.
    • Idle Eyes - All zombies ignore all players and stand idle.
    • Board To Death - Zombies within 15 feet of a repaired board are killed.
May 23, 2017
Embers of Mirrim - Creative Bytes Studios
Embers of Mirrim launches today! Here is the launch trailer:
https://youtu.be/_NP95IDyuxE
May 23, 2017
Embers of Mirrim - Creative Bytes Studios
Embers of Mirrim launches today! Here is the launch trailer:
https://youtu.be/_NP95IDyuxE
Gene Shift Auto - bencelot
It only took 8 years, but Geneshift is finally on Steam. I want to say a big thank you to everyone who's played over the years - your feedback and support has been invaluable. Now that we're on Steam our community can grow, so please tell your friends. Show them the free multiplayer demo! Also if you like the game and want more players please leave a Steam review - it really helps us. Now having said all that, let's play!



Of course, this is only the Early Access launch. There's a lot more fun stuff to look forward to! More content, more features, you guys decide! The next big feature will be ranked servers, where players are awarded ranks based on their performance in-game. An advanced ELO system will accurately measure you skill and rank you up and down, encouraging all sorts of competitive and tactical play! This is almost fully coded but needs a bit more testing before release. Anyway, it should come out in a few weeks! After that, let's add more vehicles and chemicals :D



Once again, I want to say thank again to everyone who's helped me develop and release this game. I look forward to the next stage in Geneshift's history and seeing all the cool ideas and feedback you guys give me.

Cheers,
Ben.
Gene Shift Auto - bencelot
It only took 8 years, but Geneshift is finally on Steam. I want to say a big thank you to everyone who's played over the years - your feedback and support has been invaluable. Now that we're on Steam our community can grow, so please tell your friends. Show them the free multiplayer demo! Also if you like the game and want more players please leave a Steam review - it really helps us. Now having said all that, let's play!



Of course, this is only the Early Access launch. There's a lot more fun stuff to look forward to! More content, more features, you guys decide! The next big feature will be ranked servers, where players are awarded ranks based on their performance in-game. An advanced ELO system will accurately measure you skill and rank you up and down, encouraging all sorts of competitive and tactical play! This is almost fully coded but needs a bit more testing before release. Anyway, it should come out in a few weeks! After that, let's add more vehicles and chemicals :D



Once again, I want to say thank again to everyone who's helped me develop and release this game. I look forward to the next stage in Geneshift's history and seeing all the cool ideas and feedback you guys give me.

Cheers,
Ben.
StarCrawlers - Thunderflux


3... 2... 1... LAUNCH
We’re happy to announce that StarCrawlers v1.0 is live! First of all, an absolutely massive THANK YOU to everyone who particpated in Early Access. If you reported a bug, suggested a feature or change, or even vented some frustration - you helped make the game better. Even if you just played and enjoyed (or didn't!) - your support helped make StarCrawlers happen. Early Access experiences can vary wildly - thank you for making this a positive one.

That's great! What’s Next for StarCrawlers?
Whoa! Slow down... I literally just pushed the launch button... We are committed to supporting the game from here on out - routine bug fix and improvement patches will be made and we would love to expand the experience with core content updates and even DLC, depending on demand. We'll keep in touch with regular updates to let you know the state of the game and how things are looking for expansion!

I’m a Backer! How do I get my gear?
If you backed on Kickstarter, your reward gear can be obtained by visiting the Black Market - select “I need to tell you something...”, and enter your Steam Key in the dialogue box. To get your key, simply head to the backerkit page, login to your account, and select “Digital Downloads”.

Now, stop reading this and
GO PLAY STARCRAWLERS!

<3,
Juggernaut Games
Ps. We escaped Early Access guys!
StarCrawlers - Thunderflux


3... 2... 1... LAUNCH
We’re happy to announce that StarCrawlers v1.0 is live! First of all, an absolutely massive THANK YOU to everyone who particpated in Early Access. If you reported a bug, suggested a feature or change, or even vented some frustration - you helped make the game better. Even if you just played and enjoyed (or didn't!) - your support helped make StarCrawlers happen. Early Access experiences can vary wildly - thank you for making this a positive one.

That's great! What’s Next for StarCrawlers?
Whoa! Slow down... I literally just pushed the launch button... We are committed to supporting the game from here on out - routine bug fix and improvement patches will be made and we would love to expand the experience with core content updates and even DLC, depending on demand. We'll keep in touch with regular updates to let you know the state of the game and how things are looking for expansion!

I’m a Backer! How do I get my gear?
If you backed on Kickstarter, your reward gear can be obtained by visiting the Black Market - select “I need to tell you something...”, and enter your Steam Key in the dialogue box. To get your key, simply head to the backerkit page, login to your account, and select “Digital Downloads”.

Now, stop reading this and
GO PLAY STARCRAWLERS!

<3,
Juggernaut Games
Ps. We escaped Early Access guys!
Road to Ballhalla - Torched Hill
So, I'm sure the big question that you just can't get out of your head is: "How much did the last update affect/improve Ballhalla's balance?". Do not despair! The game tracks the average amount of respawns players need to finish each trial. Note that it's only tracking the first time players finish a trial and not their best run, as I wanted to compare the initial difficulty of each trial.

Here we go:



The difficulty curve is now much smoother than before and has less spikes. Especially 1-2, 3-3 and 4-5 had way more respawns than other trials in their chapter and therefore saw the biggest change. 3-3 (teleporters suck) is still a bit high (as it's the only trial that focuses more on precision than rhythm) and 4-3 (time travel) is surprisingly low (maybe I should change that :>), but besides that I'm happy with the results.

As far as I can tell, you're having more fun with the game now (and this was the whole point of it): all of the over 40 Steam reviews since the update were positive and some of the negative ones even have been changed to positive!

Just for fun, here are the stats from the beta test a year ago (though keep in mind this data is only from about 100 players and not several thousands like in the stats above):



Yeah, right?
(The high amount of respawns in 2-2 actually came from players trying to bruteforce the hidden pathways because they didn't understand the hints.)

Happy rollin'!
...