May 31, 2018
The Painscreek Killings - EQ Studios
Hi everyone. We've finished optimizing the Hospital, which is the second heaviest scene in the game, and revamped textures for a number of props. Improvements when accessing the Hospital are as follows:

1. Reduced Hospital loading time.
2. Reduced RAM usage.
3. Slightly reduced GPU usage.

We are currently working on the Mansion, which is probably the heaviest scene in the game, followed by a full game optimization shortly after. Once that's done, the game should run much better. More information on that later.


Hot Fix 1:
Some users were having issues on loading into the game after the latest patch. The problem was hunted down and the game should be stable now. We're sorry for any inconveniences this may have caused.
We're going to be doing an additional fix very soon to patch another small problem.

Hot Fix 2(June 1, 2018):
Certain UV maps had some issues. These were sorted out.
Some objects were missing their colliders, and others were accidentally made hidden. All of these have been fixed.

Hot Fix 3(June 13, 2018):
Fixed an issue where players would accidentally find several copies of the Inn's Room 203 Key.
Footsteps audio bug has been patched.
Oliver's Photolab is now fully optimized.
Oliver's Photolab was using an old prefab for the character, causing people to freeze. This has been fixed.

Hot Fix 4(June 14, 2018)
Small Texture problem fixed.

Hot Fix 5(June 15, 2018)
Room 203's proper key is now fixed and can be interacted with.
There was a missing cabinet in Trisha's Room...we found it had warped to the roof. This has been fixed.
Johnson's letter in his desk has been placed back in it's place.

Hot Fix 6(June 16, 2018)
Andrew's House has been optimized.
The Inn has been optimized.
There was an extra journal in the Sheriff's outpost, we've removed that one.
There's been a few texture fixes.
A few drawers/cabinets have been fixed and can now be opened.
We've reduced the game file size.
May 31, 2018
Drift 4000 - Saibot
- Reduced cost of special ammunition (titanium = 3, AP and neutron = 5).

- Reduced cost of armour (now 2 score to repair each point instead of 3).

- Increased power drain on refraction and shield abilities.

- Removed auto-deactivation on phantom ability.

- Fixed a bug that would crash the game while viewing the "Ballistics" upgrade on missile launcher turrets.
CHKN - TeamCHKN


Got a pig-snake-dog you want to share with the world? It's time for another Creature Design contest!

Test out our new revamped creatures on Pre-Release and submit your creations. (Here’s how to access Pre-Release!) Guest judges from the community will help us pick the winners and the winning creatures will inspire the new wild ecosystem coming soon in CHKN! (We’re currently working on adding some of the past winners to the new Adventure Mode so look out for those!)

You have until June 5th to enter. Winners will be revealed during our live stream next Friday (June 8).

PRE-RELEASE TROUBLESHOOTING NOTE: If you were having trouble getting the Pre-Release to load, we also have some bug fixes and a solution for you at the bottom of this post!

Now on to the contest...

The Rules
  • Play the Pre-Release build and create a creature using Life Blocks from any of the 7 newly revamped creatures:
    • Chicken
    • Cat
    • Crab
    • Mech Dino
    • Dog
    • Snake
    • Pig
  • Is it cute or intentionally abominus? Is your creature dangerous or helpful or playful? Use the new Life Blocks in creative combinations to make your creature unique.
  • We’re looking for anything from small creatures a new player might come across early in Adventure Mode to large boss creatures you might encounter later in the game. Think about where your creature might live in the CHKN world.
  • Judges will rate your creatures on:
    • Looks
    • Personality
    • Movement & Functionality

Our Guest Judges!
A couple amazing creators from the CHKN community have agreed to join us as guest judges for this contest!

Squidking is a creature creating machine, with over 200 creatures shared in the Workshop. You should also check out his CHKN Creature Wiki if you want to know all about some of the creatures you can find out in the wild.


Now you know what a Goat riding a cat looks like.

Jacemachine plays a bunch of creative sandbox and survival games on his hilariously entertaining YouTube channel. He’s built plenty of creative creatures while surviving the wilds of CHKN. Check out his latest video hunting dragons...

https://www.youtube.com/watch?v=5jDYL_myyas
They’ll be seeing first hand how tough it is to judge the amazing creatures everyone submits to our contests. Thanks, guys!

How to Enter
  1. Get on the Pre-Release build using these instructions.
  2. Launch CHKN in Creative Mode.
  3. Choose your Life Blocks from the newly revamped creatures and build your creature. Have fun and get creative!
  4. Exit the build sphere and save your creation to the Workshop so we can see it. (Press [TAB] and go to the Bestiary tab of the journal. Find your creature under “My Creations”, click it, and check the “Sync to Steam Workshop” box.)
  5. Make sure to give your creature a name and be sure to add “Creature Challenge #3” to the description so we can find it.
  6. If you have multiple creature ideas, you can enter as many times as you like! Help us beat our record for the most number of entries!
That’s it! Make sure to save your creatures to the Workshop before Tuesday, June 5 @ 23:59:59 EDT to enter them into the contest! We’ll announce the winners and show off our favorite entries during our next live stream on Friday, June 8 @ 3:30 PM EST. Join us then to see if you’re the lucky winner!

And while you’re testing out the new Life Blocks, make sure to send us your feedback.

Pre-Release Troubleshooting
There were two major loading issues we’ve tracked down and fixed with the latest Pre-Release update. If you were having issues, here are the solutions:

  • Game window doesn’t appear after pressing Play in Steam
    • This was a memory issue on our end and we’ve cleared it up. Download the updated build on Pre-Release and it should load properly (within 5 - 10 seconds) the next time you play.
  • Loading screen stuck at “Loading Terrain”
    • This is an issue with some .dll files not loading properly because a runtime is missing. We’ve made a fix on our end so that Steam will now properly installs these files when installing the game. If you already have CHKN installed and Steam doesn’t update automatically for you, you can do one of these two things to force it:
      • Option 1: Go to Steam and uninstall CHKN. Then reinstall it. (If you want to make sure to save your games, back them up by copying them first! You can usually find them here: C:\Users\YOUR USERNAME\AppData\LocalLow\Katapult\CHKN)
      • Option 2: Download the runtime separately and install it on your computer. It’s called “Visual C++ Redistributable for Visual Studio 2015” and you can find it here.
    • Once you've done either of these, you should make it through the "Loading Terrain" screen and load into the Main Menu.

Arena Testing
While you’re in the Pre-Release, be sure to check out the Arena. We want your feedback on the new abilities creatures can use in battle. Let us know what you think on the forums.



Thank you!
Early Access lets us build CHKN together with all of you so we really appreciate all your support with testing, bug reporting, and sharing your feedback. It helps a ton. Thank you!

Okay, time to get creating. We can’t wait to see your contest creatures!

- Team CHKN

https://store.steampowered.com/app/420930/CHKN/
May 31, 2018
Project AURA - PixelQuality Games
Greetings Community!

We are bringing to you a new patch today where we have focused on visuals improvement, optimizations and a new feature regarding player scoring.

This is also a very special version for us, because we consider solved all the optimization issues we had during the launch of the 1.0 version the past month.
But, please, continue reading for details:

Translations
We have to thank you one more time the Project Aura community for the great work on translations. Thanks to them, Project Aura is becoming accessible in new languages!

German and Russian languages are getting close to be fully translated!!



Visuals
Drones are now fully animated.
• Buildings animations have been polished and improved.
• Two new available suits for your colonists.



Optimizations
• We have made a major work on optimizations and performance and we consider the previous issues, leading to crashes after few hours playing, are now totally (and finally) solved.

Interface
• We have added a Scoring panel, to check how well you are doing and stats on your colony's main indicators.



• The Construction Panel buttons, where you select what building to build, have now a more colored version. This will make them more intuitive and easier to know the tech-tree each one belongs to.

Bugs
• Worm Cooking recipes can be now obtained through Seasoning Research in your labs.
• We have reviewed and solved issues with quests not completing properly.
• Solved a text encoding issue with Russian lang.
• Maintenance and Comfort values were wrongly displayed after reloading a game.
• Infra promotion was sometimes asking for the wrong profile to be promoted.
• Under some circumstances, ships were resetting their productions when reloading a game.

Balancing
*This is a summary of the most important changes regarding balancing since the launch of the 1.0 version the last month:

• Only the profiles from your affine Corporation will go on strike. In previous versions, any profile going over level 10 without promotion was able to go on strike.
• To counter RNG –bad luck- on research, we added the new technology: Invention and new productions like Reverse Engineering.
• The time to resolve threats has been extended.



Ships:
• The effect of Omega cargo has been greatly improved. Bear in mind that cargo increases production that have fixed yield, and won’t affect production that is percentage or average based.
• All Hangars have increased their Maintenance costs.
• Risk of accident for the Alpha ship has been increased.
• To counter RNG –bad luck- on precious metals extraction, we added the new technology: Rare metals.

Entertainment:
• The amount of vestiges required to improve your knowledge technology for Entertainment buildings has been greatly increased.
• The extra morale obtained from Entertainment buildings for each different source has been halved (from +1 to +0.5).
• Entertainment buildings morale bonus has been reduced on first tech levels. However, at max level it continues being the same.

Others
• Energy generator production has been increased for the low and med difficulty levels.
• Solving the "Sources of Infection" threat with your maintenance drones by fast-clean (the fast task) will cost now 100 Comfort points instead of 100 Maintenance points.


*Although we wanted to launch the version 1.1 together with the full manual of the game in PDF, it is taking longer than expected and we preferred not to delay the release of the 1.1 version. We continue working on the manual, so that it will soon be available.

As always, thanks for reading, and we keep listening for feedback ;)
Beard & Axe - dwarfaparte
Early on in development of Beard & Axe, I had to decide on some themes for the levels in the game. One of the first and most obvious was a forest. Nothing screams early-game fantasy like a hobgoblin infested wood! So of course came the hobgoblins. Squishy, somewhat fast, expendable and prone to laying in ambush.



A good start, but nothing entirely out of the ordinary. When you begin the Hobgoblin Forest quest, only groups of these low level goblins are spawned. But as time goes on, a tougher variant begins to show up, armed with a shield and flail.



And for two years, those flail variants were very hard to take down. Their attack range was quite large and removed 5 HP (or a starting pool of 15 HP) every time they swung the full circle and made contact with Old Beard.
This is where testing came in. As a one man dev (and a lifelong dabbler in music,art,etc), I knew my tendencies to abandon projects if I showed them to friends too early. So I waited on Beard & Axe. I waited two years! Nobody saw it! And then of course when I finally opened it up, there were some balance issues.

As the Hobgoblin Forest is heavily hinted to be a good place to begin when you're new to the game, these Hobgoblins with flails were incredibly punishing. So I shortened their attack range. And reduced their spawning to only one per combat. But still people joining the testing were having trouble with the forest, the game was too hard!

When you've worked on something for a long time, sometimes you become blind to things that have been in place for (literally) years. It took me some time to discover the true root of the problem. It was the flails, but it was also the rest of the game, a super fundamentl part of the combat was way out of wack.

Stun locking.

And the play testers had brought it up to me in one way or another, but I was still blind to the problem. It took a few weeks before it dawned on me. I had enemies that would stun lock the player when they landed a hit, and while the player was stun locked they could not be hit again. But AS SOON as the stun lock wore off, the enemies were able to hit again immediately. Since stun locking heavily reduced movement speed, the player could sometimes just NOT get away from enemies. This is obviously no fun at all.

When my eyes were finally opened, a couple hours of work put the problem to rest. And the game was so much better! I couldn't believe something so fundamental had sat there for so long. The power of playtesting!

I knew from the beginning I was setting out to make a difficult game. It's easy to give enemies tons of health and allow them to do heavy damage, but that really isn't an entertaining experience for the player. I thought I understood that but when you're deep in the forest of development, things can get weird, man. I'm still of the opinion that keeping a project to myself is a good way to ensure my completing it, but it could be next time I get some eyes on maybe 1 year in, not 2!

Thanks for having a read!


May 31, 2018
Tavern Tycoon - Dragon's Hangover - Peter
Dev Build (DB008.3)
  • Fixed Level 7 buildings not being accessible.
  • Fixed Level 6, 7 and 8 properties for purchase showing incorrect information.
  • Fixed loan interest showing up as negative value.
  • Fixed finanical report panel showing excess amounts.
  • Fixed some UI line space being out of proportion.
  • Fixed staff room carpet and guest room carpet not able to be placed by the door.
  • More localization.
Ragnarok Online 2 - CM Idun

Patch Notes: May 30, 2018
Please note: Details are subject to change at any time.
Weekly Maintenance Time: 3pm-7pm PDT (~4 hours)


Are you ready to hunt an Enraged Moonlight Flower!? You better bring a party!


Enraged Moonlight Flower will be spawning in the South Plains, Maple Forest, and Sograt Desert! This special boss will provide EVERYONE in the party with personal loot consisting of Unhatched Moonlight Flower Egg, 15x Shiny 5th Anniversary Badges, or Hatched Moonlight Flower Egg.


To make the most of this boss, join a group to battle it. Enraged Moonlight Flower will respawn every 3 hours.


5th Anniversary Sharing Event

May 1 to June 4, 2018

Share Ragnarok 2 and win prizes for the entire server! Throughout the Anniversary Month we'll provide you ways to connect with RO2 and unlock tiers toward rewards for everyone!




Pet Egg Bundle

Price: 150 Kafra Points

A bundle containing one of the five new Cute Pet Eggs! Pet Eggs require an Incubator to hatch.

Hatched Egg Bundle

Price: 275 Kafra Points

Want a pet NOW without having to worry about incubation? This bundle is for you!

Basic Incubation Kit

Price: 225 Kafra Points

A kit containing all you need to make a Cute Pet! Kit contains 2 Basic Incubators, 2 PluriEgg Blanks, and a 5-Pack of Shiny 5th Anniversary Badges that you can trade or sell.

Golden Incubation Kit

Price: 300 Kafra Points

A kit containing all you need to make a Cute Pet in a hurry! Kit contains 2 Golden Incubators, 2 PluriEgg Blanks, and a 5-Pack of Shiny 5th Anniversary Badges that you can trade or sell.


Cute Pet VIP Package

Price: 500 Kafra Points

A Cute Pet bundle containing 30 Day Account VIP, 1 Hatched Egg Bundle, 2 Golden Incubators, 1 Midgard's Grace, 3 Midgard's Gift, and a 25-Pack of Shiny 5th Anniversary Badges that you can trade or sell.



Anniversary Event Pajama Party Package

Price: 500 Kafra Points

A perfect package for obtaining the Pajama with Hood or Spring Poring Dress costumes! This package lets you pick between Pajamas or the Spring Poring Dress of a random slot, and gives you bonus Norn's Blessing, Chance Coupon, and 1 Slot Poring Hat!




Anniversary Event Pet DNA Random Box

Price: 50 Kafra Points

Great things come in fives! Each box contains 5 Random Boxes with the DNA of the Cute Pets available in the new Cute Pet System. It also contains a 5-Pack of Shiny 5th Anniversary Badges that you can trade or sell.


5th Anniversary Celebration Super Sale!!

April 30 to June 4, 2018

Throughout our Anniversary Month of May, enjoy huge discounts throughout the Kafra Shop!

Black Desert - CM Richter


Good news everyone!

When we originally announced the plans change the NA servers to different service we also promised to upgrade the EU servers as well.

As of May 30, 2018 we have upgraded the the EU Database. Our engines are upgraded and even swapped in some fancy new hardware. Our EU community should be experiencing a more smooth and stable game even during peak hours.

We have noticed an improvement in performance, but we want to know what you think!

As always we invite you to leave constructive feedback so our team can quickly investigate any issues.

Thank you for your continued support!

CM Richter
Slipstream - ansdor
The Slipstream 1.0.2 patch is now live.

Changelog:
- The #1 most requested feature is now implemented: fully customizable keybindings for both keyboard and gamepads. (NOTE: Slipstream only has *official* support for Xbox Controllers, both 360 and One. I can't guarantee that any other type of controller will work, but they may).

- The AI system has been pretty much completely rewritten, the AI should feel more "real" now. This is a lot of new code and it may get small updates/patches over the next weeks.

- The car collision physics have also been rewritten.

- Quick Race mode can now be customized. You can choose between 1 (racing alone) to 30 racers on the track, and also the number of laps.

- A cumulative timer has been added to Grand Prix mode.

- Various parts of the main menu have been changed. Most notably, now you can see a more detailed view of your save file's progress.

- Various bugfixes and small tweaks

That's all.
Oik Memory - dr.crewcut
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