PIXEL ZUMBI - Nevesbr
We are working to run on Linux, and taking to announce that we have 4 more achievements added. There were other simple bugfixes in the code.

See you later...
Pixel Ripped 1989 - pixelripped
Our launch discount of 20% OFF is ending in less than 45 hours!

Also, we created a Discord server! Join us there to discuss anything related to the game and to VR technology!

SCP: Secret Laboratory - Hubert Moszka


Open Beta v7.3.0

Hey!

A new update is coming! Release can be expected after final security & bug-fixing tests are finished. Everything related to this will be announced on our Discord server: https://discord.gg/scpsl

We’re all aware that recent updates have been releasing slower than usual, and we understand some of the frustration that likely stems from that. We have some huge plans in the works for our next major update, but unfortunately, we can’t share any information about that just yet.

As for the coming update, however…

Improvements:

New PA Announcements - removed the Containment Breach' MTF-NTF announcements and replaced them with a new and improved ‘PA’ system, titled CASSIE (Central Autonomic Service System for Internal Emergencies).

CASSIE will announce the specific division that spawns (ex. Foxtrot-12, Echo-07) and will detect the number of currently alive and/or uncontained SCPs within the facility. CASSIE also announces the death of any SCP (ex. "SCP One Zero Six contained successfully. Containment unit: Quebec-19")

Audio Ducking - the previous announcements were substantially loud, and often drowned out any other sounds in the game. This update introduces some well needed ‘audio ducking’, of which simply quietens other sounds that would otherwise be overwhelmed by a larger source. Thanks to that, overall volume and balance should be far better.

Laser Adjustment – The Laser attachment has been slightly modified to be far more convenient amidst other attachments. Lasers are now also less noticeable to other players.

Corrected Elevator Teleportation - Self-Explanatory - you can now throw a grenade (or any other item) inside the elevator, and it will teleport correctly with the rest of the players, as opposed to it disappearing outright.

SCP-914 Refreshes Item Durability/Usage - You can now recharge the radios, MicroHID and reload your guns at no cost. Just refine them on any of the ‘fine’ settings within SCP-914.

Breakable Glass! – You can now access the greenhouse in LCZ and break glass in SCP-372’s containment chamber. Because realism!

SCP-173 & SCP-096 Improvements – Following our findings in our recent game survey, we found that the community felt strongly that these SCPs were the weakest. We've adjusted some parameters, and hopefully made them somewhat more formidable amidst their stronger counterparts.

Texture Settings – You can now limit the resolution of in-game textures, which can improve performance on low-end PCs significantly.

Reworked the MTF-E11-SR Visuals - added more attachments (gyroscopic stabilizer, sniper barrel) as well a far better model with high quality textures. Weapon stats are the same for the most part. The new model is based on the HK416 / HK417.






----------------

With Best Regards,
Hubert Moszka
(Project Founder & CEO)

Discord Forum: https://discord.gg/scpsl
Patreon: https://www.patreon.com/HubertMoszka
Dwelvers - rasmus_ljunggren
Hi all,

As usual my news post begins with me saying that I'm sorry for the lack of updates. But I promise you all I'm doing my best to find the time doing what I love which is developing Dwelvers :)

As I've said before the company Divine Robot (where I work) has invested in Dwelvers, this has enabled me to get a lot of help with the UI from UX designers. They have also had artist working on the game meaning that I have about 200 hours of graphics just waiting to be implemented in the game. This includes creatures such as a king, princes, archers and a lot more, these will be presented in future news posts as they get implemented in Dwelvers by me. Unfortunately I've had a lot of other projects that needed to be finished which has forced me to de-prioritize Dwelvers. But now things have calmed down and it seems that I now have a lot of time on my hands to continue with the Dwelvers development.

So enough about that and on to what's new.



New Campaigns

I've said before that my focus right now is to create campaigns and polish the game after the campaign needs. For example the UI still needed to be updated so that it is easier to understand for the player. So we now have a second campaign where the player learns how to build training room, metal works room, use the rally flag, dig and explore and kill all enemies in the way.



New Portal mechanics

A question I've gotten more frequently lately is "How do I take over a portal?", and that is a good question! It isn't all that clear that you have to build a road up to it. So now I've changed it so that the player instead can attack the portal, and when it gets destroyed the player is the new owner.



Update UI

The UI has been updated even more since the last version. The resource bar that was in the top has now been replaced with non-equip-able, and in the bottom right menu bar we have two new buttons which opens a buildings menu and a items menu.



The buildings menu

The buildings menu has four tabs which are:
  • Rooms - Including Bar Room, Bed Room, Catacombs room etc.



  • Objects - Containing anything that the player can build that is not directly related to traps or rooms. This includes Well, Statues, Doors etc.



  • Traps - Including Cannon, hydraulics pipes, Dynamite etc.



  • Unbuilables - Including buildings that you as a player can own, but can not build, such as portals.

The items menu

The items menu has two tabs which are:
  • Crafting - Here you can select what equipment to craft, you are also able to see how many items of that certain item type you have, and how much materials are available for crafting that item. This was something that was lacking in the old resource bar. One new cool thing about this menu is that you are able to see the supply and demand, meaning that when the bar right to the item image is green, then you are supplying enough equipment of that type to your creatures. But if it is red, then it means that you don't have enough equipment of that type to equip your creatures, and they have to go for their second or third equipment choice.



  • Trading - Here the players can trade the items they what to sell or buy by setting certain parameters. For example the player can choose to buy bones if he has less than 11 bones in storage, or to sell rocks if he has more than 33 rocks in storage. You can see this in the screenshot below. If the "If condition" is red then the conditions aren't met, but if it is green then the your creatures will start to trade that certain item. And this will all happen automatically so that the player don't have to deal with micro management and sell or buy a certain amount of items at a time.



    What's next?

    The next release will come as soon as I've finished another campaign, I'm counting on having it finished within one or two weeks.


    I hope all you liked this news post :)
Aug 5, 2018
Carrotting Brain - Raving Bots
It's been a while since the last update. Some of you may wonder what happened during that time. Fortunately for us, we had a big contract that allowed us to grow our studio. Unfortunately for the rabbit project, we didn't have much chance to move the game progress forward. We started developing a new prototype of the game featuring online multiplayer. It quickly turned out that it will require rewriting most of the game features. It will be a long process, and we won't be able to show a working demo anytime soon. However, this should be the last obstacle blocking the road to the release. Stay tuned!
Steve's Pub - Soda on tap - Sir_DrinkAlot
We decided to release the basic game with one location included for free at the end of August September!

More news in the next days...


Aug 5, 2018
Mysterious Realms RPG - Itharius
Engage in unique Crystal-based combat you haven't seen before. Overcome events, slay enemies and empower your party to conquer the world of mystery.
https://www.youtube.com/watch?v=FG4YLQBGY98
Aug 5, 2018
MilMo - jonathan.timmerlid
This is the first message to our update log here on steam since we just launched MilMo on Steam!

MilMo was created years ago as a web game using Unity Web Player.

Because the support for this software was removed in modern browsers a while ago, we had to update the game and managed to make MilMo run with Unity WebGL.

For better performance and to support those who can't play with the memory needed and the overhead of all JavaScript, we finally took the step to build for Steam.

You might run into some glitches here and there in these early times, but just know that our focus right now is to make everything as stable as possible.

Thank you for trying out MilMo and stick around for more news!
Evolution of Ages: Settlements - Tormunda
Patch Notes

Additions
  • Added: There are now many more tutorial pop-ups during the start of the game.
    Tutorial pop-ups will also output their text to the textwindow in the bottom right of the screen, this can be used to re-read a tutorial if you closed the window too soon.
  • Added: An Setting to turn off the tutorial in the options menu.
  • Added: An option to reset the graphics back to default is now available in the options menu.
  • Added: Tooltip to the research study recipe to explain its usage.
  • Added: A further 15 tooltips to various places.
  • Added: An abandon Quest button while on the initial screen of an Adventure Quest, while having characters in the 'Going' area. (Previously these would need to be removed to cancel the quest at this stage).

Additions
  • Changed: When a skill is removed to make room for other skills, the skill list will re-organise itself to remove any blanks. Characters that currently have blank spaces will also have them removed.
  • Changed: All World Skill recipe artwork has been revamped to give a much better contrast in the research window.
  • Changed: Changing screen resolution will now drop you out of full screen mode. Previously the full screen mode would stay on and you would not see the changes you had made.


Fixes
  • Fixed: An issue where the Rubble Quest could become lost
  • Fixed: Some text error on certain screen sizes
  • Fixed: Some tutorial spam from the previous beta
  • Fixed: An issue where you could move a character to another settlement incorrectly due to the quick-keys added this weekend.
  • Fixed: An issue where a recipe could get lost.

The tutorial is currently being translated into other languages.
This should be available soon.
Rogue Empire: Dungeon Crawler RPG - Rogue Empire
Hi everyone I just updated a small hotfix. It mainly addresses balance issues.

Note: The best way for steam to recognize the update immediately is to just restart it.


Balance Changes
  • World map encounters difficulty scaling was reduced by 70%.
  • Shadow formation reduced by 35%
  • Stat potions drop rate increased by 50%

Bug Fixes
  • This was done yesterday during a small hot fix. It fixes the first tower portal exit coordinates in the Dawn Of Shadows Campaign (so your character does not appear on water).
  • Shadow progress with the ring of shadows now is correctly displayed graphically.
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