Jun 25, 2018
Music Band Manager - hamstersprod
Huge update!
We collected statistics and your feedback and worked for a long time to fully update the balance of the game and make it more interesting.
At the moment the following has been changed:
- Added top-300 of songs
- Changed the prize for getting into the top. Bottom places bring a little more, the top places began to bring much less.
- Profit from earnings in the clubs has grown substantially.
- The shooting of the clip now also gives significantly more from each of your fans.
- Changed the profit for the work and the salary of the group. - Profit from earnings in the clubs has grown substantially.
- The shooting of the clip now also gives significantly more from each of your fans.
- Changed the profit for the work and the salary of the group. The salary grows now more smoothly, and gradually becomes less arcade.
- The cost of super goals has also been reduced and the progress of the quality of songs has been slightly corrected.

We hope that this update will please you and make the game more varied and interesting. Thank you for being with us!
Space Station Continuum - NBodySolutions
That's right - Space Station Continuum is launching on !

Beginning Monday July 2nd, you can get in on the ground floor and support Space Station Continuum as it enters the next phase of development.

Backers get the game at a discount from its launch price, and can pick up some unique rewards including Alpha access, naming an Astronaut, and even having your face in the game!



You'll also be able to try before you buy with a Free Demo launching right here on Steam when the Kickstarter goes live. The demo includes an early look at the beginning of the game's Tutorial, as well as an unrestricted Sandbox Mode so you can explore more of the game's features.

Just be careful with some of those keyboard shortcuts...



I'll be hosting an AMA over on /r/pcgaming beginning at 9am PST (4pm UTC) July 2nd, so be sure to head over there with questions about the game and its development.

Check back here on July 2nd to get your hands on the demo and read all about our future plans on Kickstarter!

- John
Zaccaria Pinball - Zsolt


Hi everybody,

The Steam Summer Sale has started and all our products are now on SALE!
We offer you additional ~40% discount of the tables and bundles.

Happy Flipping!
Jun 25, 2018
Starlight Drifter - Dharker
Trading Cards are now live for Starlight Drifter and should begin dropping for players immediately. All Trading Cards and Steam Badges have been approved for release and we effectively enabled them in the last few minutes.

We are happy to confirm that Trading cards and Achievements for Starlight Drifter are both live.
Jun 25, 2018
Supaplex - 9126357580
Achievements added.
Stranded Deep - Samson | Beam Team Games PR
Hi everyone,

A new experimental build 0.45.04 is now live with some tweaks and fixes. We’ve also added some dev console commands to help debug the white ‘fog’ issue some players are experiencing. Thanks for reporting your results.

Stay Alive!
:: Beam Team


BUG FIXES
- Fixed missing Fire Lighting sounds.

CHANGES
- Changed Campfire to allow attached cooking. Interact with the campfire whilst holding meat to attach it to the built in fire-spit.

NEW CONTENT
- Added new Shark Encounter soundtrack.
- Added new Tube Corals.
- Added new Table Corals.
- Added new Fan Corals.
- Added new Brain Coral.
- Added new Staghorn Coral.
- Added new Sea Clam.
- Added new Sea Cucumber.
- Added new Starfish.
- Added new Poisonous Starfish.

DEV NOTES
- Optimized AI state machines with slower time steps.
- Added dev console commands to debug ‘fog’ issue in recent build.
devtools.components.camera.reflections false
devtools.components.camera.colorgrading false
Jun 25, 2018
Fractal Space - Haze Games
AlienFX: Enhanced Immersion
We are happy to announce a partnership with Alienware! Fractal Space supports AlienFX LED lighting technology on Alienware computers! Below is a demo video to show examples of how the lighting reacts in realtime to in-game events:
https://youtu.be/PlZFt6yLQF0
And a few photos of the LED lighting while running the game:




Stable New Save System
A huge task for us the last 4 weeks has been to focus primarily on the PC version's new Save System for Fractal Space. You can read more about how it works and why it was necessary in our previous news here.

The great news is that the new system is now functional with Chapter 1, 2 and 3! We had testers finding many bugs concerning this feature using Experimental Builds on Steam's Experimental Branch. Thank you again, Adam, Promidius and Fractal Space Fan for your help!

Thanks to extensive testing and many updates, we now have a new save system which saves the entire level state; if you play the game again, you will notice that there are many additional checkpoints, especially in Chapter 3!

As of today's update on Steam, from v0.3.0, everybody testing the Pre-Alpha is now using the new Save System.

IMPORTANT: Previous builds save files are not compatible with the new update; you will lose all current progress. After the update, you must press TAB on game launch to show the main menu, and select to perform a !RESET SAVE! using the button. If you tested latest Experimental Builds, your save should remain compatible.

Pocket Edition Status
Currently, Fractal Space: Pocket Edition is not available to download on the Google Play Store; This is TEMPORARY; we need fix a couple of important issues with the game before we can upload an update again.

Lately, we have been focusing on the PC version of the game. We will work on the mobile Pocket Edition to provide an update for the end of June, and it will then be back online where it has always been ;)

This means we hope to finally deliver the update v1.7 of the Pocket Edition around the end of June / beginning of July, in which we'll have many bug fixes, better controls and controls customization, along with a couple of reworked visual 2D and 3D assets to look more like the PC version.

Chapter 4
Initial work has started on the PC version's Chapter 4, in parallel of the new Save System! There's still a lot of work, but we will have more time to work on it now that the new Save System is stable :)

We've created about 25-30% of the content for Chapter 4. Below are a couple of screenshots of the work in progress; we won't show you too much, it's best to keep a bit of the surprise :)

We currently have 2 rooms in very early playable stage, and we are prototyping the new gameplay elements that will be introduced during this fourth Chapter:












Update v0.3.0 on Steam
v0.3.0 is available on default Branch! If you are on Experimental Branch, you can switch back to default.

In-game UI Improvements
  • Smaller in general and more readable.
  • Removed "Data Saved" Notification: Replaced by discreet icon at the bottom right while saving.
  • Fade in / Fade out on Checkpoint reload and Quick Load
New Save System
  • Instant Load Last Checkpoint after dying, no longer reloading the scene!
  • Many more checkpoints in all levels!
  • QuickSave/QuickLoad Feature with F5/F9! For testing, it is enabled currently. It will be disabled for first run of the final game, as it will be a special end-game upgrade available only for NewGame+
General Visuals
  • Scenes look now brighter than previous builds. This is to reduce the amount of time spent with Flashlight ON. I'll be happy to have your feedback, as maybe the general increased brightness now looks too pale, and some lights might now be too bright. I didn't have time yet to rework all areas; feel free to post screenshots of too bright/dark areas in #visual-bugs !
Debug Mode Change
  • Now auto-disabled when a chapter to play is selected from menu loading, and on checkpoint load / dying / quick load. You don't have to think about it anymore when you chose a chapter to play.
Steam Controller
  • Official profile now uses Right Pad touch for Gyro input. Set to low sensitivity.
Known Issues v0.3.0
Below are listed the currently known issues in the build v0.3.0; if you encounter them, there is no need to post a bug report:
  • On Show Stats (TAB), current objective sometimes will not be displayed. Will be fixed in later build.
  • Taser Power might be reset to full capacity when changing to the next Chapter naturally. Will be fixed in a later build.
  • In Spanish language, a Zero-G related Tutorial might spawn an error. Please send a screenshot if it occurs while you are playing.
  • Character is sometimes "pushed through walls" instead of being crushed when provoked by a Horizontal Moving Platform.
  • Performance issues in CH3 in some rooms with Destructible Walls. In addition, before dialog is played, a small freeze can sometimes be felt.
If you have a bug or an error that is important, please press F5 to Quick Save, then upload the files FractalSave.dat and Chapter_X_QuickSave.dat in the #general channel of our Discord.

These files are located in: C:\Users\USERNAME\AppData\LocalLow\Haze Games\Fractal Space\

___________________

That's it for today! Join us on our Discord Channel to test the game, post bugs and chat with us!

Charles from Haze Games
Space of Darkness - PilotLumpa
Hi There,

Space of Darkness has been 1 year in Early Access.
We released the game tooo early, in a bad state trough Early Access.

We realized that it was a mistake. There are countless Early Access games which are not evolving, we didn't wanted to end up like this. That's why we've decided to continue working on this game.

We learned very much in this time, you can find the progress below in this announcement.
Now it is time, we're going to leave Early Access.
That does not mean, that there are no more updates!

Why Free To Play?

We want people to play our game without spending money on it, this will give us more feedback from more people, which will help us to improve it more!

Future Plans

Still working on Space of Darkness, we'll Never Release a game in Early Access state again! And using the experience to create better games in the Future.



The Progress

1. First Prototype (was available on itch.io)(Steam greenlight version)


2. Early Access Release on Steam (New Spacestation, improved game mechanics) ( June 2017)

https://www.youtube.com/watch?v=1KglhagEQlw

3. Better graphics, more interaction.(Review of Mellow_online01) (September 2017)


4. Better graphics, more interaction.(Review of Rex Gaming)(October 2017)


5. Decided to switch to low Poly graphics, added Real Jump Scares(December 2017)(Mid Early Access)

https://www.youtube.com/watch?v=FdgXu791jA4

6. The Basics of the current version(April 2018)

https://www.youtube.com/watch?v=UumB18Pejpk

Version 6.(Release) Added Flyable Spaceship and more.(Around 2. July)

video is comming soon.


Questions

If you have some Questions, you can write them here, use the discussion section or add me.
American Truck Simulator - Nemiro
Operation Big Sur Starting![/h1]Here we are with a World of Trucks event dedicated solely to American Truck Simulator! The most recent "Start Your Engines!" event related to our association with the FIA ETRC 2018 season roadshow attracted a lot of interest among the players. We were happy to see so many of you taking part in it, and we have high expectations again for our very first community event with a shared goal.



Many of you probably know about the Big Sur Landslide. It happened in May 2017 and made the Carmel-San Simeon Highway (a part of California State Route 1) unpassable. While the Caltrans workers and private contractors work seven days a week ever since to rebuild it as soon as possible, there is still enough of the landslide left for us. Let's help them and speed up the work! After all, we are talking 2 million cubic foot of dirt, rocks, sand, and mud.




Are you ready to join the Operation Big Sur? You can bet that along with that proud feeling of accomplishment there will be also some unique rewards for everyone who'll join us in this quest! Let's take a look at the rules and rewards:

Rules:
Using External Contracts deliver 15 cargos of material and equipment either TO or FROM Big Sur Landslide on California's Highway 1 to do your part and mark your personal contribution in the effort to restore the scenic coastal road.

This is also a global trucker's community project: In order to complete Operation Big Sur and open the road in the game, the entire American Truck Simulator trucking community will need to make at least 500,000 deliveries. You can track the community progress on the front page of the World of Trucks.

If you go beyond the required personal quota, your effort will still be counted towards the community goal completion.



Rewards:
For doing your part and finishing 15 deliveries, you will receive a cute "Plush Excavator" cabin toy and an awesome "Juggernaut" paint job.

When the community goal is accomplished, everyone will receive a memorial paint job "Operation Big Sur". However, in order to qualify for the community reward, you must have completed at least 5 event jobs.

All rewards are tradable and marketable Steam Inventory items.





Ready? It's time to put on the hauling pants and hop in the cabins of our diesel beast. Meeting point - the Big Sur Landslide!

This is a community event, and we hope for the various fan communities around the globe to feel that they are all a part of the united effort! We will be looking forward to seeing your screenshots of the event shared on social media, too. We have once again partnered with http://truckers.fm/ to entertain us all during the hauls, and they have some cool giveaways ready for reaching specific milestones on the general progress bar of Operation Big Sur (see World of Trucks frontpage). Just make sure to tag the pictures with hashtag #OperationBigSur and also notify @scssoftware and @TruckersFM.
Outside - Arkuda Inc.
Friends! We want to inform you that the release of the game from early access is delayed due to the release of our new game Typical Nightmare (aug 13). This is a narrative horror based on the theory of psychoanalysis. Soon, we will resume work on Outside, and we will gladden you with a worked history and new location.
...