Chessaria: The Tactical Adventure (Chess) - Pixel Wizards
A new version of Chessaria (v1.06) is now available with important improvements made to the Artificial Intelligence, new languages added and fixes!



Improvements
- MAJOR IMPROVEMENT: Optimization of the A.I.’s selection algorithm: Chessaria’s chess engine was optimized to give a special attention to the board in critical situations. This results in better moves played and even more human-like reactions when the engine detects game-changing situations.
- MAJOR IMPROVEMENT: A.I. computing optimization: This major improvement makes the artificial intelligence even faster and more powerful. This also solves issues encountered by players with low-CPU laptops.
- NEW LANGUAGES: Chessaria is now available in Russian and Polish following your requests on the Community Hub.

Fixes
- Corrections made to level 93.

You can share your suggestions for the next update in the Suggestion Hub and discuss them on Discord.

Thanks for your continuous support!
The Chessaria Team
May 11, 2018
Spider Wars - NinjaFinch


We ask for your apologies for the delay of the update. We will be working around the clock this weekend to bring you a more polished level.

We hope you have a great weekend
-CarVin Team
Bunker Punks - shaneneville
Release Notes for Bunker Punks ver. 0.9.6

As we get closer to the full release for Bunker Punks (release date will be announced early next week), this update focuses on balance, playability and bug fixes.

Changes:
- Added some new room design variants, increased the chances of them being used and made the early levels have more variety. This will add a lot more variation to every play through and make the early levels more engaging to new and experienced players alike.
- Removed some room weaker design variants from the pool.
- Improved the feel of movement while using a game controller.
- Reduced the spread on Shotguns so that they are more useful for shooting flying enemies.
- Rebalanced the Rocket Launcher so that it has less ammo, but does more damage in a smaller AoE.


Bug Fixes:
- Fixed an exploit where the player could switch weapons while a weapon buff ability/ultra was active.
while True: learn() - Пьер Нарцисс

Hi everyone!
The time has come for us to announce the changes today’s update has brought to the game!

What's new:
  • We had a friend who couldn’t understand how to build these schemes for a while. How to move nodes, connect them. This is why we’ve added a basic tutorial! Aye-aye, you read it correctly. We should have done it long ago, but it is better to do it now, than never, right? :)
  • New icons have been added.
  • Now you will be able to name custom nodes.
  • You will also be able to use a rename filter to sort the blocks out
  • We’ve changed the font in the entire game, so there are no words left written in Caps any more :)
  • SGD (Stochastic Gradient Descent) working mechanism is now operating closer to a real one and has become more useful in tasks and start-ups.
New Content:
  • Will the insurance business become more technologically advanced with the help of your skills?
  • You are going to assist the soap-making company in the process of finding the best personnel. But there are some rules…

    We hope that you will like the start-ups, and here is a small spoiler to the second start-up:

    By the way, who owns a translator kitty now? The one we made a promo code for and hid it in the translation table?
    P.S. What do you think about us adding new start-ups to the game on a weekly basis? Is it interesting for you to play them? What would you like to see new in the game?
    Links for our best friends ❤️
    Get to know how you can help us develop the game:
    blog.luden.io/our-plans-or-how-to-get-more-involved-561ebad5e376

    We do not have any secrets from our players, here you can see our public roadmap (where you can vote and leave your comments)
    trello.com/b/MNIKsP2V/while-true-learn-roadmap

    Ask for help, help others and report bugs in Discord
    Twitter
    Facebook

    We will become full of joy if you ask your favorite YouTube / Twitch creators to play our game, just share these links with them:
    www.keymailer.co/g/games/53096
    woovit.info/while-true-learn
Graviteam Tactics: Mius-Front - Goblin949
1) Changed the appearance of some interfaces.
2) In close engagement mode, the type of vehicles and heavy weapons is displayed instead of commander names.
3) Added Mk IV Churchill II tank (in the encyclopedia and quick battle editor).
4) Button for selecting the best platoons in a battlegroup, active only if there are such platoons in the reserve.
5) Messages popping up on the operational map are combining for battlegroups.
6) User guide has been updated (added explanation of abbreviations used in operations).
7) In the operational phase, statistics on the actions of forces are shown after each turn.
8) Added 88 mm Flak 36 gun (in operations and quick battle).
9) Changed numbering of vehicles combined into a company.
10) Added automatic lookup of a suitable video adapter when launching the game.
11) Added the effect of exhaled air in cold weather.
12) Fixed a bug with incorrect calculation of the loudness of soldier shouts.
13) When rotation order is given, stationary heavy weapon turns the turret/gun in the specified direction.
14) When selecting a spotter, the call artillery support menu automatically scrolls to the battery linked with it.
15) Changed the vehicle selection algorithm in the encyclopedia.
16) Added sounds of anti-personnel mines explosions.
17) Adjusted the algorithm of the quick selection panel behavior with a large number of platoons.
18) Added outlining of buttons.
19) Trenches for vehicles and heavy weapons are digged with horizontal alignment.
20) Changed the algorithm of indirect fire indication - added accounting of landscape objects located at up to 500 meters from the gun, added partial accounting of the gun angle of elevation limitations.
21) Added the platoon markers mode.
22) Added indication of the current action of a squad/vehicle in the quick selection panel.
23) Changed the save format in tactical battle, now saving is potentially possible on computers with 2GB of RAM (old saves will be deleted!).
24) Platoon markers in the platoons table in the operational phase change according to the selected in the settings.
25) Added the undo last action button in the deployment phase (Backspace by default, can be redefined).
26) Fixed a bug with a non-displayed text when selecting a line of fire and specifying a sector.
27) Added removal of intersecting text labels for squads and platoons (only the near label is kept).
28) Removed unnecessary "outlining" for units and objects models.
29) Removed dark shadowing artifacts appearing at the edges of the screen.
30) Changed textures of some special effects.
31) Changed the effect of a human on fire.
32) Minimized the delay in the creation of special effects - the effects of gun flashes and explosions are shown more correctly.
33) Fixed a bug with missing highlighting of platoons of the same battalion on the operational map.
34) In the battlegroup mode, battalion and regiment (instead of battalion/company) are highlighted on the operational map.
35) If a battlegroup participates in a battle, then strong limitation of the battle radius, selects platoons only from the attacked and attacking square (highly recommended for slow computers).
36) Changed the algorithm of vehicles and small objects interaction.
37) Changed the algorithm of the objects shading calculation.
38) Changed the algorithm of selecting units in a platoon, after deployment left click (on the panel and in the 3D/map) selects only combat-ready units, click on the platoon button (on the squads panel) selects all units.
39) Modified some special and lighting effects.
40) Changed the algorithm of unit placement when they are combined into one battery (guns and mortars are placed close to the platoon commander).
41) Fixed a bug with visualization of rain effect.
May 11, 2018
Galactineers - LInsoDeTeh
Hello guys!

Today we fulfill one of the last and the biggest features we had promised for the Early Access phase: World Level 5!

Level 5 buildings
  • Defense Tower: Boom. Enough said :-)
  • Docking Bay: More supply and demand slots. Level 5 ships and merchants can dock here.
  • Jump Portal: Allows to jump to Jump Portals inside 500 blocks range. Can be used by Level 5 ships.
  • Mining Tower: Extracts 1 resource in 12 seconds
  • Solar Panel: Collects 1 energy sphere in 12 seconds
  • Storage: 80 storage slots (public) and 40 private slots at your service

And of course, there's a Level 5 factory, which gives you access to the Level 5 ship designer, in which you can build Level 5 ships!

http://www.galactineers.net/screenshots/level5ship.png

Early Access Progress
Okay, we're closer to the finish line than ever! Level 5 has finally been released, but there's still a few little things to do, before we can FINALLY fully release the game from Early Access phase:
  • We'll finish and release two more PVE missions, which are currently work-in-progress. Further missions are up to the community and we're happy to integrate new missions (made by us or by the community) after the full release.
  • We'll add a few more Level 5 ship modules. This update came with Level 5 engines, weapons and a few decorative modules, but we want to add some more (storage, harvest).
  • Level 5 NPC merchants still have to be added
  • Finally fix that purple screen bug. Please help: https://steamcommunity.com/games/424850/announcements/detail/1669024745110905699

    Stay tuned for further small updates in the near future, adding above things, and finally: HAVE FUN with Level 5!
Winning Putt: Golf Online - rctakkun

The Finals are Here

After tournament after tournament, we’ve finally reached the climax with the Volero Championship kicking off later today. Are you ready to put everything on the line as you compete to be crowned the Champion of the Season? Don’t wait too long or your chances could disappear in a snap.

The Volero Championship will run from May 10, 2018 through May 17, 2018. Entry into the tournament will close at 1:00PM PDT / 8:00PM UTC on the last day and Players will be unable to enter the tournament after that time. Pay attention to retry limits!

Tournament A
  • Levels 1 ~ 24
  • Seven Angels on Hard Difficulty
  • Retry Limit: 2
  • 5,000,000* Gold Prize
  • 10,000* Ranked Tournament Points
  • 12,500 Gold Participation Fee
Tournament B
  • Levels 25 ~ 40
  • Plumeria on Very Hard Difficulty
  • Retry Limit: 1
  • 20,000,000* Gold Prize
  • 10,000* Ranked Tournament Points
  • 40,000 Gold Entry Fee
Players unsatisfied with their initial score may purchase a re-participation ticket from the Support Shop for 5,000 Gold or 150 Platinum. With this ticket, Players will be allowed to re-participate in the tournament and their current score will be replaced with their next round of golf regardless of whether their new score is better or not.

* Players will receive their share of the total prize based on their ranking.
Prismata - Lunarch Studios
Prismata's second thrilling single player story campaign episode is now available!



Travel to majestic Tauren Prime, the academic center of Beacon's biotechnology research efforts. Home to the Earthlife project, Vorexus Technologies, and a secret bio lab or two, Tauren Prime has been infected by the deadly VILE malware, which threatens to turn the city's robots against their creators. As Swade and Anya battle to contain the robotic threat, they find their efforts undermined as something even deadlier arrives...

Grab the Prismata Founder's Edition now to get access to all 5 episodes, plus other exclusive benefits.
May 11, 2018
Light Fall - Saume
Hello everyone!

Light Fall has been released for two weeks already. Since then, we have been monitoring the feedback, reactions and comments from the public and the press alike. While we are pleased with the overall reception and the reviews, it is apparent that some things need to be improved to be on the same level as the rest of the game. In this case, we feel like the last boss and the way the yellow collectibles are presented both need to be changed. Let’s talk about our next Light Fall update.

While we are happy with the overall review score of the game, it indeed has flaws that need to be improved. Let's start with the patch notes for version 1.0.1, which was published today.

Patch notes for version 1.0.1 (live as of today)
– Integrated a new option in the menu to invert the sprint functionality (hold button to walk versus hold button to sprint). This way, you won’t get finger cramps while playing the game!
– Integrated a new option for windowed mode. Because, it’s 2018.
– Fixed an infinite loading issue when a player would push to start a level multiple times. You can now spam at will…
– Removed a hole in the ground in Act 1 – Level 2 where the player could get stuck. We also fired our previous level designer because of this (we really didn’t).
– Steam avatar and username is now properly displayed in the menu (was already in version 1.0.0c5).
– Improved the framerate with VSync enabled (was already in version 1.0.0c5).
– AZERTY keyboard support is now available in the Options (was already in version 1.0.0c4).

Upcoming features on our roadmap
– A complete revamp of the final boss (see below for more details). Last boss should be fun and will be fun.
– A new way to read yellow collectibles in-game (see below for more details).
– An improved and more consistent Speedrun by reducing RNG element, e.g. The blue crystals that spawn on the second boss will always spawn in the same order in Speedrun. RNG Gods have no place in Light Fall, only the Kamloops’ ones.
– Game support for more aspect ratios than 16:9. Once again, because it’s 2018.

What's coming next
With the patch notes out of the way, let's start talking about what's coming next for Light Fall in more detail.

The Infuriating Last Boss
Let’s talk about this guy. While we will avoid spoilers for those who may not have faced the last boss yet, what we can say is that… we hear you. We agree with you. Yes, the last boss can be infuriating. Yes, he can be unfun. He takes exactly what makes Light Fall cool and throws it out the window. Simply put, the last boss in his current state does not reflect the vibe and the gameplay of Light Fall. A last boss is supposed to be the epitome of a game; it is supposed to be fulfilling, challenging and fun. Right now, it’s not. This is why we have decided to rework it completely. You read that right, we’re not merely gonna add a checkpoint or alter some values… We will bring a totally different boss to the table.

We’ve gathered a lot of feedback and also had our own ideas. Expect a much cooler fight this time around. And for those who actually liked the boss, you will still be able to challenge him in a special level in the Level Selector menu. So nothing is lost there!

The Memory Shards (Yellow Collectibles)
We’ve also received a few complaints about the way the yellow collectibles are presented in-game. A lot of people found that the text would scroll too slowly when you brought back a shard to a checkpoint. Previously, at PAX, people claimed it was going too fast… Others simply didn’t like being disturbed in-game by lore texts popping up on the screen. It became apparent that it would be impossible to please everyone with our current implementation. That is why we are thinking of a new way to introduce the lore texts.

We are still evaluating different scenarios, but we’re leaning towards the ‘Extras’ section of the menu. We would add a Collectibles section to this menu, which would allow you to scroll and read through the pages at will. In-game, a pop-up could appear on the checkpoint when you bring back a shard, telling you to hold a button to jump directly to the ‘Collectibles’ menu section. This way, people who don’t really care about the story are not impacted and people who do can easily access the pages before returning to the level.

This is it for now. Thanks for the support and if you have any feedback, please do not hesitate to get in touch with us. Light Fall remains our first game, and as such, it is far from perfect. We will continue to improve and your opinion will always be welcome.
SUPREMACY: WORLD WAR 3 - DOG Crew


Commanders! With Europe In Flames having come to an end, the count is in and it is time to reveal the winners!

Congratulations to all the participants!

// Your CON Team
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