Deep Space Classic - Blake Gillman
With the release just around the corner, I figure I should go over some plans!

First of all, it's important to know that the point of early access is for community-based balancing. What the community does and doesn't like, what is underpowered or overpowered and how I can improve it. With many of the core features already being in the game, it's important that I make sure that they are balanced before moving on to any other new content.

A lot of the future aliens are already modeled and animated with new abilities planned but before I go about actually programming and adding them to the game I think its best that I work out some of the already-existing features.

The same goes for the map when I know what is wrong with it (because I know you guys will find something!) I will feel a lot more comfortable adding more.

My philosophy on this sort of release is that I don't want to end up with a game that has a ton of features but on release is super glitch-filled and just about unplayable. And on the other hand I don't want to keep adding new features before fixing the old ones. I doubt I'm allowed to name any specific games so I won't but I think we can all relate to that sort of thing happening on Steam, especially with early-access games.

As soon as you guys (the community) are comfortable with the state of the game, I'll work day-and-night to add tons of new content!

I've written a lot of concept art behind new maps, aliens, operators, game modes, and even core gameplay features but before I add anything new I want to make sure that what is already there works as it should.

I've done a lot of private testing, and every time there's always something new to fix that I didn't notice before. Please make your bug reports clear on how I can recreate the bug, and what exactly it does.

On the note of adding new content, I don't want to flood your Steam launcher with lots of updates, bug fix waves should come daily (at the fastest) unless they're game-breaking in which case I'll try and fix them as fast as possible. In terms of new content, I could release an update of new content as early as a few days after the game's release or as late as a month after, just depending on how many bugs there are and anything else that might stop me.

And finally my thoughts on early access, I think there's an important distinction between full-release games and new content games. This game when it is finished will be finished, I want to, of course, want to add lots of new content and features, but only to the point that the game still feels like it should. A lot of early-access games rather than working toward a full release like to work toward a constant-revenue stream whereas they keep adding new content so more and more people buy the game, and a lot of the time the end result is that they don't become "full access" until most of their community no longer play the game. To avoid this I want to add lots of new content that doesn't exist now, but all in the hopes of working toward a full release. Games also who keep adding new features even after full release often lose sight of what made the original game great in the first place, which I want to avoid as well.

So if you got through all that then that actually means a lot because it means that someone spent the time to read my personal thoughts on parts of the gaming industry and as a general rule people see lots of text and click-away because we're so used to it being filled with lots of unnecessary buzzwords and in the case of non-steam blocks of texts, ads.

Summary:
*Please help report bugs
*Make suggestions for anything you'd like to see change/added/removed
*Please be nice? <3
*Lets work toward a full release

Sincerely,
Blake Gillman

P.S
I hope to see you on the community page!
INSOMNIA: The Ark - Vault_13

Hello everyone! While you are reading these lines, our good friends at GameStar.de (one of Europe’s biggest games outlets) are showcasing INSOMNIA on their Gamescom-dedicated stream:
We are currently chilling in chat and answering questions. Come join us ;)

P.S. missed the stream? We got you covered:
https://www.youtube.com/watch?v=CENzp_NpIWs
Mist Survival - Cpt. Lord Rati
New Version Update 0.1.6

0.1.6 - Key binding Issue, please go to key mapping page and press 'Default'
0.1.6 - Black Screen// please Go To FOV Adjustment and set it 90

-------------------------------
OR IF EVERY THING DOESN'T WORK DO THIS STEP

go to :

C:\Users\Name\AppData\Local\MistSurv\Saved\SaveGames\

delete the following file

- GameProgress
- mst_opt_sav
-------------------------------



#Bug Fixed
- Keybinding :: (now fully support all input action)
- Dupplicate hostage NPC (Only effective when start new game)
- Bear Butcher Bug (Can't stop butcher .. Negative value)
- Flying glitch (physic object grab)
- Auto save On/Off - -- Save
- Fridge slot (20 slot)
- No FPSHand show when carry chicken
- Hold Shift no longer drain stamina if player stay still

#Feature
- Improve Save System (experiment)
- Loot Respawn (Only Resouce/Item that appears on the ground, and this will active only one time after day 10. - - i will remove this feature after release 0.2.xx. Because in the new version. There will be Mining System you will be able to mining materials to craft other many material.)
- Car battery no longer drain durability. (Only crash will lost durability)
- Increase meat, bear corpse, life time
- Game no longer auto save after revive

------------
#DRAW

- Suicide Option
- Player stuck at water tower
Aug 22, 2018
Vreal - twonkygirl
If you've watched some VR recordings in Vreal, and you thought to yourself... "I could do that." SHOW US WHAT YOU GOT! If you own Tilt Brush, GORN, or Blocks, you can now create your own VR recordings in Vreal.

We have but one humble request: remember us when you're internet famous in Virtual Reality.

We are evaluating the games that you've requested and support for more games is on the way. We appreciate your patience; keep the suggestions coming! :)

In the meantime, here are the latest updates:
  • Blocks by Google is now available!
  • Content creation is open to all users!
  • Our supported titles include: Tilt Brush, Blocks, and GORN. As long as you own a currently supported title, you can record a stream.
  • Before you can publish your first recording, you need to verify your email address.
  • We’ve updated GORN to use the latest and greatest bits.
  • We've included updates to the Vreal app UI
  • The "Record" drop-down menu serves as a quick launch menu, and shows the games that are ready to go.
  • Updates to the Vreal app UI including much larger play and stop buttons on recording thumbnails.

Known Issues:
  • Heads up to all you superstar VR content creators: During Early Access, we can't guarantee that recordings you make now will be available in the long term, due to the need to regularly update the platform with new features and titles. We'll let everyone know in advance (likely through a post here on our Steam community hub) when older recordings will need to be unpublished from the app.
  • An updated list of known issues can be found on our user wiki, here.

The Bard's Tale Trilogy - paul_inxile


Hi all,

Version 1.07 of The Bard's Tale Trilogy is now ready to release with lots more QoL improvements and bug fixes. Thanks for everyone's input!

-----
CRASHES / SOFT LOCKS
  • Fix catacombs bugs - exiting catacombs without a saved location would end up INSIDE the temple. That can lead to a situation where the saved location becomes 0,0 and the next exit will go to that location.

    Audio
  • Updated sounds for undead and Mangar.
  • Fix for mis-linked Traveller's tune on some instruments playing Waylands.
  • Added per-trap sound effects.
  • Trimmed start of several attack, enemy and spell sounds so that they are a little more snappy

    Achievements
  • Fixed the A Song of Fire achievmeent.
  • Fixed Pile of Gold achievement (was set to 1,000,000 instead of 100,000).
  • Fixed A Mage's Tale achievement (was accidentally checking archmage spell levels as well; which obviously don't come in to play until BT2).

    Gameplay
  • Fix party monsters now cast ally buffs on the party instead of the enemies.
  • Fix balance issue in spell saves (intelligence and luck are applied a little less).
  • Stop Ybarra mystical armour and shield from stacking together because it makes the entire team nearly untouchable in combat.
  • Fix bug where you could use arrows without a bow.
  • Fix hit ratio for arrows - now relies heavily on dexterity to hit or dodge ranged attacks.
  • Add combat option to equip/unequip an item to make ranged combat more accessible.
  • Fix Dragon Wand not working correctly (now does a 20-80 damage group attack).
  • Fix ConjurStaff not halving spell cost.
  • Bows can now be equipped alongside melee weapons.
  • Fixed entering guild was refreshing the UI stats.
  • Quick Fix healing can now target specials.
  • Sped up healing in the temples. Allow aborting both parts of the heal. Cut off the chant if you start a new chant.
  • Fixed some journal screen spells always using the 1st magic caster's spell points.
  • Spinners work more like the original. Guarantee to spin you (random can't == 0), spin on turn as well as Move
  • Implement the thief dagger and Luck Shield hide in shadows bonuses
  • Added Heal Entire Party option to the Temple.
  • Added Recharge Entire Party option to Roscoes.
  • Summoned monsters/NPCs no longer soak up combat XP
  • Stop onyx keys from dropping in mangars tower
  • Reworked the calculation for starting distances of random monsters
  • Fixed monster spells that didn't have a range set
  • Fixed problem with script reward items - were getting set to 255 instead of the -1 (which causes random 1..default). Fixes "unlimited" charge items being rather limited.
  • Archery now uses the hunter crit.
  • Heal Harp now lets you specify who gets healed
  • Dragonshield now usable in combat
  • Added aggro to target dummy so it always gets attacked first
  • Remove map rotation disorientation at night in the city. Maps only get disoriented in dungeons.
  • Increase identify trap chance of rogues
  • Rogue identify skill now works of intellect rather than dexterity
  • Weapon toHit bonus now correctly adds bonus to damage also
  • Monster spells should never show up, no matter what level you are at...
  • Enabled mithril arrows.
  • Ring of Power no longer attacks own time (was broken post 1.0 release)
  • Mage staff now regens magic each combat round
  • WizWand, Death Dagger and Stoneblade now drop in game.
  • Trapzap chests now half-cost with conjurstaff
  • Enemy party-stuns are ignored if you advance
  • SOSI no longer reports Darkness as something special
  • Chests now drop from fixed encounters (ones marked on the journal) at 100% rate.
  • Random encounters do not drop chests (just unprotected treasure)
  • Monster portrait tints (like dragons) now work in your party status screen
  • Fix the skara brae tower gates so you can exit without a key
  • Madgod event allows you to get to kylearans after you've killed him
  • Reworked monster AI so it selects attacks based on range
  • Reworked random starting ranges for monsters - won't get so many small groups at range now
  • Fix autorepeat on spacebar during combat (was broken post 1.0 release)
  • Blur fire tooltip now tells you it detects doors
  • Paladins now get their extra attacks several levels later than Warriors (as the manuals elude to - and because he overpowers warriors with his saving rolls)
  • Fix Falkentyne's Fury bonus damage was getting applied even if you missed because of out of range

    Journal
  • Now records teleports onto the journal and the minimap.
  • Walls are only discovered in darkness if you run into them
  • Fix apport arcane bug where the wrong mage spellpoints was being used

    Controls
  • add combat delay to stop accidentally spamming through the combat fight/run/advance. Also gives a moment to see what you have left to fight.
  • Added invert mouse option (inverts both axis) in the settings (Gameplay tab).
  • Added option in the settings to disable pause on backgrounding the game (Gameplay tab).
  • Disabled the controller joystick assignment, that shouldn't have been there at all.
  • Added mouse friendly combat mode - the combat options don't move but just disable/enable instead. There is an option for this in the Gameplay tab of settings.
  • Added ESDF movement support, with an option to enable this in the Gameplay tab of settings.
  • Added autorepeat support on pressing forward - holding forward (W or E) down won't enter doors. Tapping forward or using the cursors for movement will still enter doors.
  • Add automove latch system so we don't start moving instantly on exitting houses.
  • Invert mouse now only inverts up/down
  • Remove keypress delay between from mid-combat rounds.
  • Fix automove on cursors (arrows) to work like AWSD automove
  • Keyboard autorepeat now only kicks in when in a scrolling list or entering a name
  • Keyboard autorepeat is now a shorter initial delay, since its not used for movement.
  • Add New Party Order (N) key
  • Allow KeypadEnter to work like Return key.

    Graphics
  • Added "large view mode" for 16:10 and wider aspect ratios. It was already available for 21:9 mode. This can be found in the Gameplay tab of the settings.
  • Fix pixel artifact in 3d view frame.
  • Added gamma brightness setting to the Graphics tab of settings, for those people who need to make things brighter.
  • Fix night and day issue with shadows appearing on buildings from sun below ground.
  • Fix spell icon positioning in large-view modes
  • Change to 2 letter classes in large-view modes
  • Fix some day/night shadow artifacts during day->night transition

    UI
  • Revelation light now appears as blue flame (instead of via the Eye icon)
  • Spell ranges now appear in tooltips
  • Add support for proper-noun enemies, like Mangar, so it won't say "A mangar, or The Manger, or 1 Mangar." it will just say "Mangar".
  • Add support for "An / A" determination for monsters that start with vowels.
  • Fix alpha fading on minimap mesh.
  • Fix some text errors in spells for Word of Healing and Levitation.
  • Fixed the Bard's Tale (ES) issue on Spanish language PCs.
  • Fixed the scroll back button, in spell casting.
  • Fixed the "can't cast" message to be more informative.
  • Audio volumes now save on using ESC to exit the dialog.
  • Added disorentation icon, to let you know that you don't know your direction (for when the minimap starts to not be North = up; in dungeons)
  • Right click on message scroll now acts as a BACK BUTTON.
  • Item comparison tooltip now includes unarmed combat - useful for Monks
  • Show message when characters jump out of the way of traps.
  • Item tooltip now shows arrow damage also
  • Added some tool tips for races, in character creation
  • Added some tool tips for class, in chracter creation

    Misc
  • Fix typo (Throught) in Longinus text
  • Fixed some typos in spell descriptions for ARFI, AIAR, and SHSP
  • Fixed missing period at the end of roscoe's energization message
  • Fixed target dummy spell description (removed mention of Special Slot since it doesn't exist in remaster)
  • Fix gender issues in "missed" message.
  • Made some spell descriptions gender neutral since we don't know if the caster is a male or female.

    Ver. 1.08 Hotfix Items
  • Critical fix to infinite loop when trying to Heal All a reanimated party member at the templ
  • Preset combats now drop chests again
  • Small chance for random combat to drop chests
  • Buffed rogues hide in shadows
  • Nmbr of attacks now better matches originals (first at level 4 for monks/warriors, level 5 for paladins)
Aug 22, 2018
MultiTaskMaster - WyvernWare
* Intermediate and Expert levels shortened a second time.
* Achievements balanced to take into account shorter levels.
* Steam Achievements updated to match in game achievements.
* Changing music volume takes effect immediately
* Police Chase Cam made easier

Please let me know what you think about the shorter, snappier levels.

Also, this update should work fine with pre-existing save files. But if you have problems please let me know here so I can investigate.
Regenesis Arcade - w.j.urbanowicz


Hello everybody!

We are finishing the full release version of Regenesis Arcade! The game will be released on September 7th, 2018.

We would like to ask you all to help us out with beta testing our game before the premiere and giving us feedback on how you find the whole new Regenesis Arcade!

We are launching weekend beta tests on Friday, August 31st, 2018 through Sunday, September 2nd on Steam.

To participate in beta tests, please follow the link below:
http://hyperbookstudio.com/beta/

Cheers!
Surgeon Simulator - Ryvnhll


🚨 Heading to Gamescom?? 🚨

Make an EMERGENCY VISIT to the Surgeon Simulator Ambulance for an EXCLUSIVE FIRST HANDS-ON with Surgeon Simulator CPR, arriving on Nintendo Switch this Autumn!

No. Appointment. Necessary.

#OperatingOnTheGo
MEMORIES OF MARS - Memories of Mars
Howdy Martians,

We have a little message from our Art director for you all:

Limbic art team can design a limited number of clan/player patterns. To start we will take 3 applications as a test run, with the intention of opening the gates, should everything work out nicely.

Patterns will be designed completely by Limbic artist to avoid any potential copyrights/intellectual property issues with content provided by community.

What the art team needs to know before they design something:

1) Name of the clan/alliance (if you are dedicating a pattern to that specifically).
2) Style of the pattern, Military? Funny? Standing out? Camouflaging? Any information that will help capture the alliance spirit.


Things to avoid asking for:

1. The use vulgar or offensive language. We will check different languages. We are the judge on what is offensive.
2. No individual brand licenses. We can produce logos in the likeness but not exact copies(potential IP issues).
3. Don’t ask us to do anything that would be deemed directly offensive to others.


The more information you can provide, the more of your vision you can express, the more likely it is for your pattern to get chosen. Applications are open to everyone. We have however been advised that players in larger clans, have larger communities or a certain amount of other people backing them, have a better opportunity of being chosen in this 1st round.

These rules can and will be adjusted should everything run smoothly, both from a community and a production standpoint.

You are free to PM Moderator @Offtime with your applications in our Discord channel here --> https://discord.gg/memoriesofmars



As of yet we have no application deadline.

Regards,

The Limbic Dev Team.
Conan Exiles - Jens Erik (Community Manager)
Welcome back, true believers! We hope you’ve all had a lovely weekend and are living your best life possible.

This past week was busy for us over here, with plenty of patches and updates across all platforms. We rolled out a quick hotfix for both PC and Xbox, to take care of some high priority issues after their latest respective updates. Tuesday afternoon we were able to roll out the parity patch to the PS4, bringing it in line with the other platforms. We’ll be monitoring your feedback on our forums and social media for what to take care of in the next patch.

Testlive updates

Pets, Jhebbal Sag and the Midnight Grove dungeon was released on Testlive branch on Friday and we’ve been keeping up with your threads on the forums to see what you think of it. There’s been a lot of discussion, and the feedback has been both positive and negative.

We want to say thank you to everyone who left their comments and feedback and even if we aren't able to reply to every single comment or bug report we do take your opinions to heart.

The current Testlive build needs some additional tweaks and changes that we'll be rolling out as soon as we can. We'll have more details about what these changes entail, but know that numbers are being changed and that the pet system and the thrall changes is not something we created to add extra grinding mechanics to the game.

The changes we'll be rolling out to Testlive will create a better representation of the system as we envisioned it.

Dungeons and more

In other, non-Testlive related news, we’re working on the next dungeon, populating it with some fantastic looking monsters and making it look its very best. We’ll be sharing some glimpses of this when it’s ready for the spotlight.

We’re also working on an add-on to the game to automatically let you download mods when selecting a modded server. It needs a little more work before we can roll it out, like UI elements, for instance, but we hope to have it ready as soon as we can.

Live streaming

Lead designer Oscar joined community manager Jens Erik on stream last Friday to run through the basics of the new pet system, showcase the new combat animations, and introduce you to Jhebbal Sag’s beastly Avatar.



Check out the stream over on our YouTube channel for all the details: 

https://www.youtube.com/watch?v=2ImFNN6CkoQ

Going forward we’ll be returning to a bi-weekly schedule for the Conan Exiles streams, meaning we’ll be streaming every two weeks to show off new content, celebrate the community, and indulge in some shenanigans. That means our next stream is scheduled for Friday the 31st of August.

We might, from time to time, also do some extra, super special streams here and there if need be. Like, say, if we’re dying to show you guys something really cool.

Sincerely,

Funcom
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