Deep Rock Galactic - GSG - Jacob
Greetings Miners!

It’s been a week since we had our 1 year anniversary, and we would like to extend our gratitude towards our entire community. We have received tremendous positive feedback from both old and new players, and while we were confident we were doing something right, any shadow of a doubt we may have had, has been eliminated.

With this first community update, we would like to share some of the love we have received from our community in the form of fan art, screenshots etc. We’d also like to share some of the teasers of upcoming content that we’ve shared across our channels over the last few weeks.


The first piece of fan art comes from @Caedo_Genesis on Twitter. We couldn’t help but laugh from the pun.



We jokingly said he needed to add Karl too. So he did.



From Sinnerman on Discord, we got this awesome pixel animation of a dwarven drop squad.



Some great poetry courtesy of hatzyle on Discord.




BuckWild on Discord has created something magical with this little masterpiece.



Reddit user Galazy1 made this very relatable comic.



Feel free to submit your own artwork to us on Discord, Reddit or other channels.


Content Teasers

Since we launched Update 22 we’ve been teasing some of the upcoming content. Keep in mind; we can’t guarantee that any of these small sneak peeks make it into the next updates, but we’re not letting that keep us from sharing them.

Upcoming armor changes
https://youtu.be/J9GwDy3ba6E

"It's like Jaws, but in sand"
https://youtu.be/D73aSEkUVz4

"It's like Jaws, but in sand and you're there"
https://youtu.be/nNdTzqiQqxo

Jelly
https://youtu.be/ipz1PEOrioI

Jelly factory
https://youtu.be/kqLh3sUZzWU

New 1st person arms
https://youtu.be/cCfI85kZtuM

Things that glow in the deep
https://youtu.be/kakoqsnQ2iY

A little prototype of something big
https://youtu.be/_zmP9r0-wVo

And what is this little thing?


Update 23 is still on track for the end of March!

We'll see you soon on Hoxxes IV. Rock and stone! ⛏️⛏️⛏️

Join us on Discord
/r/DeepRockGalactic on Reddit
@JoinDeepRock on Twitter
Deep Rock Galactic on Facebook
Strike Force Remastered - -=[DEV]=-
Soldiers,

Update 1.2.5 is now available!


This Update introduces the new map Warehouse to Strike Force Remastered Multiplayer. It's playable in Deathmatch and Teamdeathmacht with full Bot support.

In the near future we will be pushing out several Updates adressing Multiplayer Features and Content.



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

Facebook: West Forest Games
Sunless Skies: Sovereign Edition - Adam


Hello, delicious skyfarers!

Today we have another patch with a range of narrative and tech improvements and fixes. Meanwhile, we're still hard at work on our first major post-launch update, which will be focused on adding more variety and depth to the experience while travelling between ports.

We'll be ready to talk about the update's specific features and story additions a bit later this month. To be notified as soon as that happens, follow us here on Steam or @failbettergames on Twitter.

Narrative fixes
  • The Heart-Catchers will now assist a captain whose death has been prophecied only once. After all, one foretelling of doom is happenstance; two seems like attention-seeking.
  • The Repentant Devil's quest will now be correctly marked as completed in the event that he remains aboard your engine.
  • Captains who drop off the Repentant Devil somewhere in Sky Barnet will now be able to reunite with him at the same location.
  • The Truth ambition no longer directs captains to _Low_ Barnet.
  • The Price of Charity now removes rather Visions of the Heavens instead of giving them.
  • Captains may no longer infinitely renew their acquaintance with the Blind Bruiser.
  • The Dismal Chamberlain will no longer attend funerals when his personal circumstances preclude it.
  • Your journal will no longer incite you to export Sapling-Knots or Verdant Encouragement from the Nature Reserve if they can no longer be procured there.
  • Hybras may now always be put to new purpose even if your captain died after finding it abandoned. (If this affected your game, selecting any branch on the Hybras Deserted storylet will put things right.)
  • Dying at a certain point in the Fatalistic Signalman's story will no longer prevent future captains from pursuing it.
  • It is no longer possible to get something for nothing when experimenting with alchemy in the Shapeling Vats.
  • Captains who stand for Parliament in Worlebury-juxta-Mare will no longer be thrown out of the port afterwards.
  • The Deathless will no longer set impossible deadlines when asking you to smuggle Starshine.
  • After completing the Amenable Host's quest, future captains will now still be able to interact with him at Magdalene's (unless he has in fact gone somewhere else).
  • Captains will now have permanent backstage access to Magdalene's so long as one captain in their lineage has discovered the Amenable Host's identity.
  • Getting caught with contraband at Albion will no longer result in instant transportation to a relay.
  • Captains who pay the Chrysanthemum Price will no longer receive a sudden windfall of Visions of the Heavens.
  • The Illusive Forged Companion's magic show will now leave an appropriate impression upon your crew.
  • A chorus of devils for the Well of the Wolf may now be gathered only once per legacy activity.
  • Only spider-sweepers may sweep the well.
  • There should be fewer printing errors in the Song of the Sky.
  • As usual, many typos have been corrected.

Other fixes
  • Segments should now always spawn correctly when entered.
  • Linux users will now see their own captain's avatar instead of the default one.
  • Randomly generating an avatar will now correctly select a random brow.
  • Must events will no longer delay other must events from firing.
  • Branch previews will no longer include rogue quotation marks.
  • Branch previews now display a single sentence rather than the entirety of the branch text.
  • Selecting branches with difficulty challenges will no longer cause the result text to draw downwards before snapping to the top of the storylet interface.
  • Speaking to officers or closing the storylet panel when outside of ports will no longer result in a The Sky area interface.
  • Players will no longer see a blank Leadbeater and Stainrod storylet before branches load.
  • The bank button is now greyed out at ports where it is unavailable.
  • The bazaar is no longer available at most platforms.
  • Bazaar item tooltips are now formatted correctly.
  • Equipped items for which you no longer meet the requirements are now clearly marked on the hold panel.
  • Blast damage is now displayed on mine and rocket tooltips.
  • The armour tooltip now displays your base hull instead of your current hull.
  • Tooltips will no longer run over the edge of the screen.
  • Tooltips on the character progression screen now show correct quality values.
  • It is no longer possible for equipment icons to become stuck on the screen.
  • Locomotive names will no longer overlap on the hold interface when inheriting a Spatchcock.
  • Hull and Crew will no longer overflow on the hold interface when the font size is set to large.
  • Quest icons are now aligned correctly in the quality result text.
  • The Something Dark chart icon in Eleutheria is now replaced with something more specific once the player draws close to them.
  • Investigating Curator's Eggs, Bully's Acres and Wrecks may now sometimes reveal enemies.
  • Discoveries that have been fully exploited will no longer be marked on the chart again if you voyage close to them.
  • Homesteads now display the appropriate animation after interaction.
  • Discoveries will now never spawn on top of each other.
  • Agents will now never spawn underneath discoveries.
  • Damage visuals are now removed from agents if their health recovers.
  • Scouts no longer discover platforms in the Blue Kingdom when traversing the Reach. (Unfortunately, a consequence of this fix is that players who have actually visited platforms in the Blue Kingdom will now need to rediscover them; until then, they won't show up on the chart.)
  • Discovery icons on the chart will now always be the correct size when zooming out.
  • Scouts now have additional messages.
  • Mining sky-rocks in Eleutheria will no longer result in messages implying that the player is in the Reach.
  • The Blue Kingdom chart is now correctly aligned in relation to the player.
  • Players will now see the loading screen when using transit relays, rather the region's skybox.
  • When loading a save, the title screen artwork no longer fades back in before transitioning to the loading screen.
Mar 8, 2019
R.I.C.A - 玛卡巴卡
Hi,

For people who cannot pass the piano room, I provide you a save file right after the piano puzzle.

Go check local files and find a folder called Savefile after piano, open it, you will see a save file. Copy paste it into www > save. It will replace save file No.10.

Load that file and you can continue the game. And you can use this file to achieve both normal ending and true ending.

I really don't know why that thing is not working for some people. I apologize for the inconvenience.

Sincerely,
Seldom Ludious
Zero spring episode 2 - NS
This game is scheduled to be free on Friday, March 15, 2019 by STEAM.
Perhaps we will switch the game itself to the free version on March 14th of Japan time(JST).
Please download the bonus displayed on the title screen of the game.
In the free version, the decompress password of the FPS game file which is the reward for customers will not be displayed.

Thank you!
Apartment 327 - BINARYBOX STUDIOS
Thanks to all the Apartment 327 players for giving us valuable feedback. We publish new update with numerous improvements:
  • Reduction of the load times of the game.
  • Improvements in the breathing audios.
  • Fixed the failure of the doors in the pause menus of the movies.
  • Improvements in the piano puzzle for Chinese and Russian players.
  • Fixed the bug that blocked the secret end for some players.
  • Improvements in the enemy AI.
  • Inclusion of new visual indicators to improve user interaction.
  • Graphic corrections.
  • Correction of minor errors.
  • Improvements in optimization.
Minion Masters - That Sprite
Minion Masters!



It's a jam-packed weekend full of exciting events in the arenas!

Firstly, the new Voidborne Onslaught DLC is available for FREE for this week only! This pack is worth $15 and comes with the following:

Don't miss out! Get it on Steam right here, today!

  • Animated Voidborne Onslaught Avatar
  • Animated Voidborne Onslaught Emote
  • 3x Colossus
  • 5x Succubus
  • 20x Rammer
  • 40x Nether Bat
  • 40x Morgrul's Ragers
  • 5x Power Tokens

Next, Twitch sensation Kripparian (nl_kripp) will be streaming Minion Masters this Saturday at 10 CET! Rumour has it he has a special promotion to hand out, too... Check out his Twitch stream right here.

We will also be having the Fashion Weekend event! Grab a free skin from the shop and browse some great sales, and take part in a Special Quest to earn some free gold!

Finally, make sure to tune in to the 32nd King Puff Cup happening tomorrow at 1400 UTC! Watch high level competitive Minion Masters players duel it out live on stream with a variety of casting talent from the community at the King Puff Cup channel
Cold Bite - FailoutGames
Hello all,

An update has been released. Here is a list of everything that has changed.

  • Fixed a bug preventing players from getting the "Defensive" achievement.
Stormworks: Build and Rescue - RoboJon


Dear Stormworkers,

Today's minor update brings some long-awaited graphics improvements!

We have spent this week improving the quality of water and spotlight rendering and have resolved several of the most commonly reported visual bugs. Some of these improvements include fixing fluids in tanks rendering through vehicles, foam and ocean surface clipping into sealed vehicle compartments, spotlights appearing grainy and having seams, and lights not being affected by the cloudiness of the ocean.

We have also introduced new options to completely disable shadows and control the quality of lighting for players on lower spec hardware. This means that players will achieve higher framerates on minimum settings.

This patch has been largely focused on bug fixes, the full list of which can be found in the changelog below.

We are also excited to announce an opportunity to join our team as a full-time programmer at our studio in Leamington Spa in the UK. More details about the available roles, including contact information to apply can be found at mcro.org/jobs.

Have a great weekend, and stay tuned for next week's minor update which will be bringing a versatile new vehicle component...

Much Love <3

The Stormworks Developers


Patch Notes

v0.6.3

Feature - Many rendering improvements (see fixes for full list)
Feature - Improved quality of lighting underwater (light now takes some colour from the water)
Feature - Added option to completely disable shadows
Feature - Added quality options for light volumes including an option to disable them
Feature - Added world seed to pause menu
Feature - Added mouse aspect setting for scaling horizontal mouse speed relative to vertical

Fix - Fixed fluids in compartments rendering through vehicles
Fix - Fixed foam and ocean surface clipping into sealed compartments
Fix - Fixed rendering artifacts on spotlights (graininess, seams)
Fix - Fixed spotlight shadows not rendering at far distances
Fix - Improved performance of omni light volume rendering
Fix - Fixed flickering squares artifact on doors and some other components when underwater
Fix - Spotlight flares render correctly on vehicles and some islands where they were previously not rendering at all
Fix - Potential fix for water rendering on MacOS
Fix - Reduced GPU memory usage by ~40MB
Fix - Fixed NPC health not showing on tooltip when seated
Fix - Fixed camera being constrained in photo mode when attached to a ladder
Fix - Fixed game always resetting to windowed mode after exiting
Fix - Added beanie to arctic outfit so characters no longer look bald
Fix - Fixed physics and meshes being in the wrong place on some islands when loading saved game after previous patch
Fix - Increased max fluid flow volume for doors filling/emptying by 6x
Fix - Fixed some dropdown lists on various UI screens not updating properly when selecting items using the keyboard
Fix - Added light switch for creative base hangar lights
Fix - Fixed gaps between some trainline segments
Fix - Fixed logic nodes on copied selection grid jittering
Fix - Corrected some spelling mistakes
Fix - Fixed some rail junction switches not working
Fix - Workshop upload now correctly fails if writing to thumbnail file fails
Fix - Ski components render correctly in the vehicle editor
Fix - Ski components spawn correctly when rotated and flipped
Fix - Fixed some more invalid trainline generation cases
Fix - Map zoom level no longer resets when closing/opening the map
Fix - Map no longer centers on player when opened by default (will still track the player if you right-click, select "center player" and then don't pan the map)
Fix - Slot duct now has non-physics voxels to protect it from being covered over in vehicle editor
Fix - Slot duct correctly acts as fluid port when inside a sealed volume
Fix - Fixed magalls connecting incorrectly to rotated island physics
Fix - Fixed animals and icebergs having incorrect bounds causing some spawn issues
Fix - Fixed dynamic ice flipping around immediately after spawning
Fix - Autosaving can be disabled via save file editing for debug purposes
Fix - Fixed animal animations not playing correctly
Fix - Lighthouse spotlights are now brighter and more visible from long distances

v0.6.4-6

Fix - Fixed returning vehicles to workbench not spawning player/vehicle in correct location
Fix - Fixed low framerate caused by some shaders being recompiled every frame
Fix - Updated GLFW to resolve crashes for some players

v0.6.7

Fix - Fixed vehicle foam rendering in the wrong place
Fix - Fixed ocean not rendering through windows when underwater
Fix - Fixed more jittering meshes in vehicle editor when away from the world origin
SiNKR - Robert Wahler


I'll be showing SiNKR 2 at PAX East in Boston March 28-29, 2019. This will be the final public showing of SiNKR 2 before release (soon after PAX). If you are in Boston for PAX, please stop by the booth and have a play, I'm always up for feedback. This is all pretty exciting for me. Please wishlist here if you haven't already. It is a big help. Thanks!:

https://store.steampowered.com/app/973220/SiNKR_2/
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