Jun 29, 2018
Glitchball - gpsgamer
Glitchball has recieved an update.

Fixes

  • Keyboard support added and warning has been removed
  • Sound effects slider added
  • Default sound has been lowered
  • Mac build added
  • Linux build added
  • Soundtrack will be released next week.

Thank you for playing and your feedback. We are overjoyed by the response and hope you enjoy the OST.(to be released early next week)  フ俺代逸蒸ツ 逸ふづヵ ホッ壱くズ波ボ胃移 
Arc Surfer - jjang
Hello, I'm Felicia, community manager at Pixel Fyzz. Our goals are to make the impossible happen every day. Our media pages are up and running. We are working hard in our continuing effort to polish Arc Surfer and our next update will be out soon. If you have any suggestions, please post in the discussion board or reach out to any of our social media channels.

Surf's up! Grab an Arc Board™ and hit the rails.


Pixel Fyzz Official Website
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Youtube Channel
Eternal Card Game - DWDMarketing


Coming in July: Earn a new premium card back in the Spoils of War Sealed League!
Jun 29, 2018
Kabounce - Stitch Heads Entertainment
This patch is live now and the following fixes will take effect when you download the latest version.

Kabounce Patch 1.07 (v623123)
  • Fixed group being disbanded during map travel
  • Fixed {name} not being replaced in quick chat UI
  • Fixed menu tabs sometimes not responding when in group
  • Fixed Split Screen sometimes being incorrectly loaded in Quick Match, unintentionally displaying the end of match score screens in Split Screen
  • Fixed host of custom match not being able to use jump in post-game screen
  • Recent achievements are now correctly ordered
  • Some achievements are more accessible now (ability bumper capture, dashing through 5 hoops)
  • Added setting to turn off ghost in challenges
  • In some menu locations and languages we fixed issues with the UI text overlapping
  • Wall boost elements can now be captured in Mizu Temple in Custom Match
  • Goal time no longer remains at "1" at the end of a match
  • Various generic bug fixes

We'll be back with more updates soon!

Thanks!

-Stitch Heads
Jun 29, 2018
Nobunaga's Shadow - REEJ aka Zergmar
WASD movement enabled
Stormworks: Build and Rescue - Deltars


Dear Stormworkers,

It's time to build your own base buildings!

We have added 3 small islands with fixed edit grids, so you can design buildings using the same tools used for designing vehicles! When spawned, the building is statically anchored to the ground!

Other locations are now purchasable in career mode, as well as new fast-travel locations.

We have also made loads of quality improvements this week including docking door improvements and more multiplayer.

We hope you enjoy this new version and can't wait to share more on the upcoming major update soon :-)

Much love <3

The Stormworks Developers

Patch Notes

v0.2.29

Fix - currency is now correct when loading career game
Fix - doors now return to workbench correctly

v0.2.30

Feature - changed the type of physics for the ocean floor to be more efficient
Feature - island physics now optimized in 3 dimensions rather than 2 to improve nuclear island and other island performance
Feature - inaccessible areas in vehicles are now filled to optimize physics
Fix - doors now spawn closed
Fix - objects now rotate correctly when spawning
Fix - starting money now correct when starting new career game without tutorial
Fix - islands load before vehicles and objects so objects do not fall through the ground

v0.2.31

Feature - Creative mode island can now be found in career mode (requires a new save)
Feature - Added 7 new purchasable bases to existing islands:
- Added purchasable bases to 4 uninhabited islands along with workbenches and static workbenches for base building (also now available in the mission editor)
- Added 2 purchasable bases to the mega island along with workbenches
- Added a purchasable base to the military island along with a large hangar workbench
Feature - Some components show extra data on their tooltip when looking at them in first person (buttons, indicators, water pressure/metre, clock)
Feature - Stormworks.exe now has an icon!

Fix - Power slider value now works for multibody parts
Fix - Distance sensor works correctly when flipped
Fix - Wind sensor renders correctly when flipped
Fix - Rotation sensor works correctly when flipped
Fix - Water cannon nozzle now renders correctly when flipped
Fix - Doors spawn in correct state with default values initialised
Fix - Fixed compartment to compartment fluid links filling up regardless of the amount of water in the higher compartment
Fix - Ocean rocks are synced in multiplayer
Fix - Reduced client load/unload range in multiplayer
Fix - Physics objects sync as islands in multiplayer to reduce desync
Fix - Fixed ocean jumping forward in singleplayer when leaving workbench
Fix - Unpausing photo mode works in singleplayer
Fix - Erasing components from vehicle correctly refunds them/returns them to stock
Fix - Resolved several rare multiplayer crashes
Fix - Loading game from pause menu no longer gets stuck in waiting for server
Fix - Rebalanced world generation so that islands with unique locations don't spawn multiple times
Jun 29, 2018
Luminous Combat - apefootStudiosLLC
New custom lobby finished! Check it out!

DevBlog 16
Mashinky - jan.zeleny
Hello respected community



Today I have a new build for you and this time it is quite interesting one :)

It was for the first time I've utilised Experimental branch to find as much issues as possible and I would say it worked better than expected! - Thanks to all of you who participated and let me know any issues, ideas, opinions - together we are making this game far better then I would be ever able to.

In this build, there are few main highlights:

  • Distance bonus for passengers and mail (with visualization per wagon in train window, train map icon, train list)
  • Distance bonus for other cargo included in industry buildings rules (bonus computed according to closest resource on map)
  • Second "High speed" track type (including upgrade tool, new signals, smart shortcuts respecting last track type used)
  • Language can be selected in splash window (+ game branch visible in splash window and ingame)
  • New track & road smoothing (including construction mode and lod in a distance)
  • Many fixes

Hope you will like it as much as I do, since the distance bonus and second type of track was quite a challenge to finish due to all UI / AI / save&load / balancing / assets changes. Now we have a solid base not only for future track types.


Full changelist:
  • Added: Distance delivery bonus
  • Added: Branch name is visible in splash window and in-game right bottom corner
  • Added: Language selection in splash window (when nothing set, game tries to use steam client language as a default one)
  • Fixed: Town growing
  • Added: Automatic vertex color generating also for lod - fixed all road / track smoothing issues in construction mode
  • Fixed: Track & Road & Other infrastructure smoothing finished and fixed all issues
  • Fixed: "Remove" shortcut
  • Modified: Reexport models for new smoothing shader
  • Modified: Colors a bit (trees, grass, fog)
  • Added: Script function GetRemoteQuestVariable able to read global variables of other quest
  • Modified: Depth of field shader improvements
  • Fixed: Default dof intensity
  • Modified: Avoid <1 numbers when unloading passengers in town by chunking these to whole numbers
  • Modified: Ballancing of distant bonus
  • Fixed: GetNumQuestsActive script function counts only visible quests
  • Added: Visualization of wagon profit estimates
  • Fixed: Rare crash when watching year statistics
  • Fixed: Rare bug with Invisible objects from some camera position
  • Added: Reward estimates also for autorouting
  • Fixed: Some object were not clickable
  • Fixed: Script function GetRemoteQuestVariable when used on director script or non-existing script
  • Fixed: Map coords computation for mouse cursor
  • Fixed: Invisible tool tip sometimes
  • Added: Estimated reward shown in train 3d icons
  • Added: Estimated reward shown in train list
  • Modified: All wagons available in editor
  • Added: Save/Load of last autorouting destination
  • Fixed: Crash when building depot upgrade for second track
  • Fixed: Async threads crash when rendering estimated reward
  • Fixed: UI padding insufficient after fixing of text length computation
  • Fixed: Visibility of track depends on track invisible option, not buildings
  • Added: UI remembers last track type and use shotcuts accordingly
  • Fixed: Proper bridge/tunnel/station speed limited by object and track together
  • Fixed: Speed weird peaks when too strong engine on a limited speed track
  • Added: Texts for on map tooltips (not localized yet)
  • Fixed: Building highspeed track tunnel
  • Fixed: Missing internal part of high speed tunnel
  • Fixed: Upgrading tool working for Tunnels
  • Fixed: Upgrading tracks on bridges shows proper track position
  • Fixed: Crash when computing distant reward for non-accepted cargo there
  • Fixed: Potential crash when searching for the best path backward
  • Fixed: Missing arrow in routelist
  • Fixed: Removing Steel bridge by remove tool
  • Fixed: Upgrading steel bridge
  • Fixed: Effects for high speed signals
  • Fixed: Upgrading when multiple tracks on a single tile
  • Added: New signals for highspeed track
  • Modified: Chain signals have real sign on them
  • Fixed: Signal construction switching visualization

Let me know if you like it and if everything works as desired. And thanks for your awesome support so far!

Best,
Jan
A Robot Named Fight! - MattB
1.2.0.20 has just been release and features a brand new unlockable area that has a chance to replace the Surface City. The Forest Slums feature 2 new bosses, 6 new enemies, and 2 new unlockable items. All of this in addition to bug fixes, a couple other new items, and some needed balance changes.



If you dig this update be sure to thank all of my patrons on Patreon. They make these free updates possible with their generous montly donations. Considered donating if you'd like early access on the alpha branch.

As always, your feedback has been invaluable and I hope you all continue to provide it as more and more content gets added. I've neglected the steam forums a bit this month, but I always keep an eye on our Discord so be sure to check that out if you haven't already.

Full Patch Notes Here

Thanks! Enjoy!
Factorio - Klonan
While working on the GUI, we reached the infamous blueprint library, and we started talking about how to improve it. This lead to discussions about how we can improve the entire system of blueprints. The problem was not simple at all, and these discussions have been going on for a few days.

Current version
The current version of the blueprint library has several problems:
  • Clicking a blueprint in the blueprint library means creating a blueprint, almost always. So if you click the blueprint library blueprint to build something and then press the Q key to clear the cursor, it goes into your inventory. This can easily lead to random blueprints slowly cluttering your inventory as you use blueprints directly from the blueprint library now and then.
  • As blueprints in the game and in the library are two separate things, the players need to manually check that the blueprint library version of the blueprints are up to date. Once you play more games and use the blueprint library to share the blueprints between them, which is the reason for it to exist, it naturally happens that you end up having out-dated versions of blueprints in the library, as you changed them in the previous game, but you forgot to update them in the library. Also, updating the blueprint library isn't easy, as when you update some of your blueprints in the game, you have to search the corresponding original blueprint in the library, remove it, and move the new version to the library. A process which is annoying at the very least. I find this point to be the most troubling, as we want people to upgrade their blueprint layouts as they play, not just mindlessly copy-paste the first version of the blueprint they figured out over and over.
  • The standard way of putting new blueprint into the blueprint library just puts it at the end of the blueprint library, and deleting any blueprint moves everything under it around. This means some blueprints are constantly changing positions and are hard to find.
  • Once new players open the possibility of making blueprints, it opens many things at the same time for them. Construction robots, blueprints and their creation, deconstruction planners, blueprint books and the blueprint library. The easier (smaller) can we make this step, the better.
  • Other UI annoyances such as exporting and importing blueprints through the obscure "Drop here to move blueprint" box.

Changes that will be done no matter what
  • First of all, blueprint library and blueprint books will not have this list of blueprints. It will have a grid similar to the one in inventory, so you can arrange the blueprints better.
  • There will be a way to do copy-paste quickly without having to create a blueprint. This solves one of the biggest sources of inventory cluttering, as now you have to make a blueprint for every copy-paste which ends up in the inventory after pressing Q. The most probable idea is, that pressing Ctrl+C would activate the 'copy' tool. You select what you want, confirm the selection with the blueprint dialog. After that, whenever you press Ctrl+V, you activate the last copy. Very similar to how computer clipboards usually work.
Apart from this, there is the problem of how to resolve the rest of the blueprint library problems.

Proposal 1 - no blueprint items, just quickbar references of 2 kinds
This would be implemented together with the quickbar is just an action bar idea explained in the fff-191. The idea is, that blueprints would never be items. Quite an extreme change, as it would mean, no blueprints on belts, no blueprints in chests etc. In this scenario, we could still allow a mod to create/allow blueprints as items, but it wouldn't be the vanilla way to do it.
If you create a blueprint, there would be 3 things you could do with that.
  • Use it (or not) and press Q, the blueprint would be destroyed. The reason for this, is that we want players to put blueprints explicitly in a slot or the library, instead of cluttering the main character inventory.
  • Put it into the quickbar. The blueprint (or book) stays in the quickbar until it is removed or replaced by another blueprint. It is not in the library.
  • Put it into the blueprint library, by opening it, and explicitly selecting a slot where to put it.
You can use blueprints directly from the quickbar or from the library. You can also pick a blueprint from the blueprint library and place it in the quickbar.
The tricky part is in the last point. There would be basically two kind of blueprints in the quickbar:
  • Blueprints that are only in the quickbar, so it is the stores all the blueprint data.
  • Blueprints that are just a reference to the blueprint library. This itself is quite a weird thing to have.

Proposal 2 - Blueprint items that are linked to the blueprint library
In this proposal, blueprints exist as regular items again, but to solve the problem of having two different versions of the blueprint in the game and in the library, blueprints could be linked. This means, that moving a blueprint from the library to your inventory would make the link with the library. Making any changes to the blueprint would automatically update the blueprint library version and, upon loading any other save that has blueprint linked to the same blueprint, the blueprint in the inventory would be also update to the new version.
This looks nice and all, but it has its own collection of problems.
  • There are two kind of blueprint items now: blueprints that are only in the inventory and blueprints are also linked.
  • What happens when you put your linked blueprint into a chest, is it still linked?
  • What happens when your linked blueprint in a chest is picked up by another player?
  • What if you have two identical blueprints in the library that are both linked to each other. Will the player always understand that changing one will change both?
  • And many more...
It kinds of leads us to not liking this option too much as well.

Proposal 3 - Blueprints only in blueprint library that is also a blueprint-bar
There would 10 slot blueprint bar under the quickbar (or action bar). It would be the only possible storage for blueprints, so no blueprints as items and no separate blueprint library. It would have unlimited amount of pages that can be added/removed/selected. This blueprint bar would be shared between all games.

The advantage of this is simplicity and straightforwardness, that there is suddenly only one kind of blueprint (instead of 3 in Proposal 2). No need to transfer from inventory to library and back. The storage and place where it is used from is the same.

The disadvantage is mainly the fact, that it isn't integrated with the quickbar (or action bar), so you can't use the default 1-10 shortcuts to access it.

Proposal 4 - Action bar is persistent and the only storage for blueprints
Again, this goes together with the quickbar is just an action bar idea explained in the FFF-191. Additionally the action bar will have multiple pages of shortcuts. You can select what page of shortcuts you want to use in which of the 2 displayed bars. Something like this:



This is similar to proposal 3, but with blueprint-bar and action-bar merged. The action bar (with all the pages) would be shared between games. Blueprints could only be stored in the action bar.

I personally like this the most. Even the description of it is stupid simple. You just open different save, and you are guaranteed to have access to all the blueprints and action bar selections you created in the previous game(s). You can use keyboard shortcuts to access blueprints, you can combine pages of action bar of items and blueprints to your liking. For example, action bar with rail building would have rails, signal, locomotives, wagons, and different kind of rail building blueprints(or books).

The disadvantages of this solution are the limitations. If we keep the amount of action bar pages to 10 for easy access through keyboard shortcuts, it implies limited amount of space for the blueprints. I personally wouldn't see it as a problem as it is 10x10 slots should be enough for everyone right? :) But seriously if at least 30 should be free to be used by blueprints, and since we have blueprint books that have unlimited storage size, the amount of blueprints you could store would still be unlimited, only the amount of books (categories) would be limited.

How many people out there would have actually problems with the limitation of having around 30 blueprint books? Obviously the second solution is to allow more than 10 pages of quick bar, but it would come with different kind of problems.

The second problem that might be the fact, that you can't make a blueprint "just for this game" without putting it into the library. I personally don't see it as a problem, as the whole point of the blueprint library rework is to avoid the problems of merging two kind of storages of blueprints. This would force the player to have only one.

The third problem of this might be the fact, that the blueprints are not items anymore. Some people might prefer to store their blueprints in chests over the map in certain way. For example, putting oil setup blueprints in their oil setup map area etc. This wouldn't be possible anymore, as the blueprints would always have to be in the action bar somewhere.

As you see, it is quite a tough problem, and it is cases like this where your feedback is even more valuable than usual, so please let us know what you think on our forum.
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