Stop Cats - gamingcode13
It's finally here! Our developers have been working hard to implement controller support into Stop Cats. It currently supports Xbox controllers. The game does not accept joystick controls. Current controls include:

- D-Pad: Movement (arrow keys)

- A: Shoot (spacebar)

- Menue: pause (p)

and more!

Other than that, have a fantastic day!
Apr 19, 2019
Mist Survival - Cpt. Lord Rati
Progress Update

Hello guys,

I do apologize for not update for a while. Me and my new team are working hard for the upcoming big patch 0.3.0 Version. If everything goes planned I will update this verison within 'June'

Actually, i planed for minor update before the big path too, but after re-create many core systems, animations and new 3D rigged. it may cause more issue if i try to update the 0.2.x version. So, i decided to not update it. Sorry about that, and I understand if you guys are not satisfied.

About the progress update, this is only some part of the whole system.

Character
  • New Rachel 3D model (WIP)






  • Infected Tank Animations




  • Infected Tank QTE Visual test


Wild life
0.3.0 will be more animals such as deer, chick (Eggs can hatch in this version.)


Combat System
The combat system will be improved, Including new two-hand items system. Many FPS Animations will be changed as the images below

*** More weapons and tools will be added such as Spear, Shovel, Watering Can, Torch, Crowbar(Can use as weapon), Baseball bat, Revolver


Map And Environment
**Some cars or houses are place holder assets**








DCS World Steam Edition - NineLine


DCS World Easter-Spring Sale is here!
Lasting until 28 April 2019, get 50% off on most DCS World products.

In addition to the DCS Store, we are also offering the same savings on Steam https://store.steampowered.com/app/223750/DCS_World_Steam_Edition

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

Exceptions are:
  • DCS: F/A-18C Hornet, DCS: Persian Gulf Map, and DCS: Christen Eagle II at 25% off.
  • DCS: F-14 Tomcat and DCS: MiG-19P are not on sale given their recent release.

Our next planned sale will not be until summer 2019. Take advantage of these great savings while they last.

Thank you and enjoy!

Sincerely,
The Eagle Dynamics Team
PsyShift - Sapphire
Hello everyone.
Now that the bug fixing segment is done with (0.4.8x), we're moving on to improving the levels and ease of life. This is the first update for these changes.

General improvements
  • Fixed a bug that prevented Serenity from switching to Oceanic Pathways on finishing the level
  • Upon finishing Living Room, players will now be sent to Trials
  • Upon finishing Trials, players will be sent to Serenity
  • Fixed the best time metric loading from disk too often. It should now only load twice per level. Once when entering the level, and once when completing the level.
  • Fixed the first ramp on Serenity throwing players off the track
  • Moved 5 pickups on Serenity, to both prevent them from clipping into the ground, and to make them slightly more difficult to pick up
  • Removed a pickup on Serenity, near the funnel.
  • Serenity track textures have been modified to be better in line with the atmosphere and terrain
  • The version mismatch in the main menu vs in game have been fixed. They are now synced.
  • Midnight Ride has been modified to make it easier to reach the end, while also expanding the map a bit.

Following this, the levels are being overhauled one by one.
Serenity came first


Notes
Midnight Ride also got a slight overhaul in preparation for it's new version, but we rolled it out now due to difficulty. We found players had a hard time navigating to the end of the level, and artificial difficulty is no fun.

We've also stepped up optimization priorities, so the game doesn't require monster hardware anymore to look decent.
Serenity went from 35-65 FPS across the entire level, with dips into the 20s at some points. Now it runs at a solid 110 FPS. This is our personal testing, but every hardware configuration is showing a marked improvement.

Roadmap
  • When 0.5.0 rolls out, all the current levels will be overhauled.
  • By 0.6, we plan to have full controller support, and the score/ best time metric finally fixed. It's proving to be a bit troublesome.
  • 0.7 is levels levels levels. Our current level selection is a bit thin, and we'd like to expand it to close to 50 complete maps, all unique in their own right.
  • For 0.8, we would like to add Linux support. We know the Linux player base across Steam is low, but they deserve some love too. While 0.5 and 0.6 won't take very long, 0.8 will most likely require a longer period of time due to platform specific bug patching, and OpenGL/ Vulkan vs DX11.
  • 0.9 will be our finalization phase. Cleaning up all the unused assets, final optimization on performance, and the frameworks for continued development into 1.0.0+.
  • 1.0.0 will be the game's release. Development will not stop here, but we will be moving onto our next game, _PROTOCOL (Name subject to change). Future content for PsyShift will continuously be added to and improved.

Thank you to all of you participating in our early access release.
Your data, feedback, and suggestions are a driving force behind the development of PsyShift.
INSOMNIA: The Ark - Vault_13

Hello everyone! While v1.5 is undergoing additional testing, we continue introducing you to the team behind INSOMNIA: the Ark (part one can be found here, and part two — here). Part three will get you acquainted with a few more key members of Mono Studio who made important contributions to the worldbuilding of the game. It’s time to start!

Kirill Daybov, Programmer


When I was 12 I realized that games don’t pop up out of nowhere — there has to be someone to bring them to life. So I asked myself: why can’t I be one of those people? It took some time and eventually when I got a “little” older I was able to get a position in Skyriver Studios and became involved in the development of Order of Magic.

I switched to INSOMNIA in 2013, even before we had our first successful Kickstarter. I was responsible for implementing AI along with quest and dialogue systems. So whenever NPCs act weird during combat everyone on the team knows who to blame, haha. I have also worked on miscellaneous game mechanics, interfaces, tools for other devs and localization support.

The overall process of working on INSOMNIA was very inspirational on its own. It was really interesting to witness how the game has evolved over the years. Each team member invested so much time, energy and effort in this project. We became a real family while working on this game — we spent time together, created paintings, visited gigs, and helped each other in different ways.

Good games have been the other source of constant inspiration for me. I always play something and it’s very heartwarming whenever I see someone leaves comments for INSOMNIA saying that this game had an impact on their lives.

I play strategy games a lot, including HOMM 2-5 (2nd installation is my favorite one, not the 3rd!), StarCraft, WarCraft, and X-Com. I’ve got Switch last year which opened new Zelda and Super Mario Odyssey for me. Currently, I’m fiddling with Into the Breach, Binding of Isaac, Banner Saga, and Divinity 2: Original Sin.

Petr Yakyamsev, Sound Designer


I’ve become a part of the video game industry back in 2011 when I had a chance to work on a Tetris-like title. This was an interesting experience and I decided to pursue this direction of work further. This is when I found out about INSOMNIA, and still remember my first meeting with Anatoliy (lead developer of the game).

I was responsible for INSOMNIA’s sound design till 2017 and gave “voice” to quite a few things during this time: environment, guns, inventory, monsters, robots, some jazz tunes for radio broadcasts and background music for a few locations (Thyper Shelter, Reservation D-106, etc.). I was also involved in collaboration with other musicians and voice actors.

My main inspiration comes from one simple thing: the very thought of creating a world, even a virtual one, is astonishing. I’m an occasional gamer and, currently, I try to play all the classics I’ve missed for any reason including Deus Ex, Divinity, Invisible Inc, Soma, Mark Of the Ninja, Tomb Raider, Pathfinder, etc. My most recent interest is Overwatch which I usually play with my brother. I also have a special place in my heart for Bioshock, Baldur's Gate, Planescape Torment, Silent Hill, Tekken, and X-Com.

Ilya Fursov (Textere Oris), Original Soundtrack author


My gamedev era started back in 2013 when I met a fellow musician from the Montren project and we decided to try and do something together. Eventually, this evolved in a completed track and we’ve managed to put it into Coma: Mortuary, an indie game from our friends.

A year later I was browsing VK (a popular Russian social media website) looking for tracks by an old punk band called Insomnia and stumbled upon an ad regarding an RPG game with the same name looking for musicians. I’ve decided to take my chance and spent the following 3 days on composing the “Main Theme” track.

I wasn’t the only one who showed interest in this position, however, I was lucky enough and got the job. I was given the go ahead to do whatever I want in terms of creating music for the game and this is exactly how the “Hollow” and “Radiation” tracks came to life. Other tracks were more “guided” in certain ways and I had to consider the feedback and references from the rest of the team. Yeah, by the way, all the music I’ve recorded for INSOMNIA is in A minor, 432 Hz. Just sayin’.

I draw inspiration for all kinds of music. Also, I love to have long walks in parks which usually result in spontaneous field recordings. For example, at some point, I heard a howling dog and recorded the sound (you can actually hear it in the “Hollow” track from
INSOMNIA’s OST).

When it comes to gaming, I enjoyed playing This War of Mine and Mutant Year Zero: Road to Eden, and Stasis. I was playing Factorio heavily while working on INSOMNIA and continued with Skyrim and Pillars of Eternity. Back in the day, I enjoyed all Infinity engine powered games, Fallout 1-2, and HOMM III.
As always, stay tuned for our future biweekly updates regarding the lore, extra backstage information about INSOMNIA, and any progress with v1.5.
Diesel Brothers: Truck Building Simulator - CodeHorizon_Luke

Exclusive color version of Eagle exhaust tip

Beardos!
If you watch Diesel Brothers TV Series, then you know how much the guys like to do giveaways.
We also love to give away stuff, so everyone who gets the game within two weeks from its release will receive free custom tuning parts!
  • Exclusive Front Bumper
  • Exclusive color version of Eagle exhaust tip
  • Exclusive color version of Dragon exhaust tip
  • 4 wheel rims in exclusive black color
Promo ends May 24, 2019.

Add the game to your wishlist to don't miss this opportunity:
https://store.steampowered.com/app/750050/Diesel_Brothers_Truck_Building_Simulator/


Exclusive Front Bumper


Exclusive color version of Dragon exhaust tip


4 wheel rims in exclusive black color
Slap City - Rep
Featuring quality of life additions, a few new sights, and a dumb change for fish because we could: 0.9.4 is now live!



Stages
• Added "The Ascend Zone" to stage selection. It's off to the side for now

General
• The first three frames of a dash are now slightly faster
• Edgerolls now activates on shield press instead of shield hold
• Actions from the edge no longer buffer
• Actions from the ledge now have a 16 frame lockout
• Rolls no longer buffer on main control stick from shieldstun
• Pressing both color switch buttons on character select now cycles through available skins
• Fixed rare crash due to destruction of particle effect objects
• Fixed issue where digital controls could not fastfall while holding left/right
• Fixed issue where airdodging into the ground could cause another airdodge

Ittle Dew
• Updated hurtboxes to be more detailed

Masked Ruby
• Updated hurtboxes to be more detailed
• Length of sword reduced 110%->100%
• When doing special cancels, Ruby will briefly be tinted pink
• Last hit of down aerial attack is now the only one for that attack that can be special canceled from, has hitstop increased 0.5->2
• Neutral special starts falling quicker if special canceled into from an aerial

Jenny Fox
• Updated hurtboxes to be more detailed
• Jab hitbox starts one frame earlier (4->3)
• Jab total animation length is 5 frames shorter (25->20)
• Jab shieldstun reduced 16->11 frames
• Jab hitbox fixed and bound properly to left arm (was floating freely off of the wrong arm), second hitbox added closer to body
• Finisher aerial opponent hit angle 290->310, hitstun 0.7->0.71, base knockback 2.6->2.7
• Finisher grounded opponent hit shield damage 0.1->1, shieldstun 20->15 frames
• Finisher grounded opponent hit base knockback decreased 100->65
• If Finisher hits an opponent (not shield or invincible) then landing recovery is shortened to 17 frames (regular recovery is 30 frames)
• Fixed issue where Finisher did not reset charge if a previous strong had been fully charged
• Neutral Special now throws axe on frame 22 always, throw angle can be "wound up" by holding up on the control stick
• Neutral Special axe now does 4 damage always, and no longer deteriorates knockback/hitstun, can travel to blastzones
• Flicking stick backwards (neutral - back - neutral) during neutral special now turns Jenny Fox around (once per neutral special)
• Hold special button during neutral special to do a small hop, but only once per air-time

Ultra Fishbunjin 3000
• Updated hurtboxes to be more detailed
• Down throw now has a spiking hitbox

Princess Remedy
• Updated hurtboxes to be more detailed

Business Casual Man
• Updated hurtboxes to be more detailed
• Delayed start of superarmor on special down, from frame 5->8

Goddess of Explosions
• Updated hurtboxes to be more detailed
• Special down explosion size increased 1.6->2.5
• Forward tilt damage increased 9->10
• Forward tilt knockback gain decreased 2.15->2
• Forward aerial attack damage increased 8->10
• Forward aerial attack knockback gain decreased 2.1->1.8
• Neutral special damage increased 9->10
• Neutral special knockback gain decreased 2.15->2
• Added body hitbox to forward strong
• Down aerial attack bounceback can now be directed forward by holding clutch, this will also redirect the hitbox angle

Asha
• Updated hurtboxes to be more detailed
• Halved shield damage on all moves (shield stun untouched) except aerial strong and down strong
• Shortened edgeroll to go about as far as Ittle Dew

********************

Elias explains
• Hurtboxes were updated by Thaddeus Crews, what a guy
• Implemented some Masked Ruby suggestions
• Implemented some Jenny Fox suggestions
• Implemented one Fishbunjin suggestion because it's fun
• Noticed GoE spd explosion was really tiny. Also buffed her.
• Implemented some Asha suggestions
Daily OVR - trend_xrlab
  • Support Oculus & Windows MR (through SteamVR)
  • New controller settings for Vive & Windows MR
  • Show/Hide DailyVR icon

Are you a user of Oculus or Windows Mixed Reality?

Come and join us in this party!

Now we provide you the newly support for Oculus and Windows MR with perfect UX!
(note: due to technical limitations, DailyVR only supports Oculus and Windows MR via SteamVR. In other words, DailyVR does not support games produced by Oculus SDK.)

Intuitive input mode for Oculus Touch

Slightly sweeping the rocker to adjust size/transparency in Layout mode


Treat your Trigger(Mouse L button) and Grid button(R button) as your mouse in input mode



More flexible input choices for VIve and Windows MR

Based on user feedback, we've added another mouse button configuration to make it easier to play VRChat or others.





Show/hide DailyVR icon has already been supported in this release!

Feel free to show or hide DailyVR icon as you like! We got your back!



Long press the Menu button (Vive/Windows MR) or Y/B (Oculus Touch) to see the icon to fade in or out as a little magic~ ːsteamhappyː



We hope this update will make you more satisfied and we will continue to implement more awesome features!
Heretic Operative - Xemu
Our first DLC, "Heretic Operative - Blood Cult", is now live! Available for $2.99 USD (or local equivalent), the Blood Cult brings an new enemy to the game with 20 new cards and challenging Cultist abilities to overcome.

Let us know what you think in the forums or by leaving us a review!

---

New content:

- New Cult: Blood Cult (DLC)
https://store.steampowered.com/app/1060830/Heretic_Operative__Blood_Cult/

- New Operative: Aethys the Enduring
Aethys is available upon reaching level 4, and is free for all players.

Gameplay:
- Arcane damage abilities now always give you at least one combat die, even if your Arcane skill is very low.

Bugs:
- Ambient volume setting was being ignored in some circumstances, now fixed.
- Frontier Adventure card "Finders Keepers" now correctly increases Corruption. (thanks: Zeru)
- Fixed an issue where the "Twisted Fate" story could fail if you recruited the Astrologer on the same turn the defeat timer completed. (thanks: Zeral)
- Fixed some inconsistent uses of Elven Archive vs Elf Archive.
- Difficulty icons for the Hideout now properly show that it contains both Social and Physical skill challenges.
- Added some bullet-proofing against combat abilities that result in no rolled dice.
- Fixed an issue where an incorrect Operative target could be listed in the log after drawing Event and Enemy cards.

Misc:
- Experimental support for text mods.
Apr 19, 2019
Fate Hunters - Dakka

Hey,

Another Friday, another update! We’re listening to your feedback and improve Fate Hunters each week. In the beta version, you can already find new cards, new features and tweaks to the balance.

What’s your take on the changes?

Patch Notes for Beta:
  • 14 new Arcanist skill cards.
  • Now each character has its own collection of cards, which can be bought for gold. In the following. patches, we will add more items that can be bought for gold. Including unique cards that cannot be found in the Tower.
  • The amount of experience required to Level Up (10+ level) is slightly reduced.
  • New option at the Fortune-Teller: Stash (Exile all Treasure cards from your deck. You get Gold for them, as if you had left the Tower, without a bonus).
  • Reinforcement at level 4, 5, and 6 became slightly stronger.
  • Level 1 (Tower) is slightly rebalanced.
  • New keyword: Limited (After you play this card, you cannot play other copies of this card on this turn).
  • Necronomicon, Meditate and Bow now has Limited.
  • Bow damage buff: 2 -> 4 damage.
  • Spider: now add a Toxin card to your discard pile instead hand, HP increased from 3 -> 4.
  • Sword of Heroes buff: now deal 2 damage for each Heroic skill card instead 1 damage.
  • Necromancer: now has Slow, HP increased from 9 -> 11.
  • Nature's Spirit buff: now restore 2 HP instead 1 HP.
  • Shadow Thief: now, exile the top card from your deck instead a random card.
Beta is available in English and Russian.

In order to play beta you need to do the following:

...