May 1, 2019
Dezzan - Deztudio

New update is already available!

List of changes:
- fixed bugs on all maps
- in the pause mode, sounds from the level are no longer played
- traps can kill an infinite number of monsters
- fixed bug with pause
- fixed trap Press
- new hint on Claustrophobia
- a view type of flash drive on Star patrol
- fixed bug with opening doors on Star patrol
- monsters can open doors on Star patrol
- in the Closed maze, a flamethrower deals damage if a player walks nearby
Levelhead: Platformer Maker - Bscotch Shenani


The Flipwip

Since our launch into Early Access 2 weeks ago, our players have died over a million times in Levelhead. We saw this number and thought, "We need to do something about this. This isn't even two million deaths." Well, NEVER FEAR! We've got a new baddie coming that will cause substantially more chaos: The Flipwip!

We've introduced a few new levels to the campaign that introduce the Flipwip and allow players to unlock the Flipwip for their workshops, so you'll start seeing this baddie appear in player-made levels, too!

No more limited-life checkpoints!



All right, we gotta own this one.

When we first started working on Levelhead, we thought it'd be interesting to tweak the concept of Checkpoints to add some tension to certain encounters. We made it so that level creators could set how many "uses" a checkpoint would get. So you could declare that a player gets 3 tries to beat a boss (for example), and if they run out of checkpoint respawns, they have to start the level over.

On paper this is interesting, because it means more is at stake when you are respawning at a limited-life checkpoint. But in reality, it just makes things frustrating. Because when you have to start a whole level over even though you had previously gotten to a checkpoint, now you have to beat a whole bunch of stuff that you've already beaten. It doesnt' really add to the challenge of a level in terms of difficulty -- it just makes it more work. That's no fun!

So we thought, "Are limited life checkpoints just a universal... negative?" We dug into our telemetry to see if the data backs this up. We tracked the number of complaints we got about which levels were "frustrating" or caused people to rage quit, and it turns out, the difficulty of the level wasn't the thing that caused people to quit. In fact, we got the most complaints and the most quits out of some of the easier levels in the campaign, in terms of clear rates. The one thing that all the "rage quit" levels shared in common: limited life checkpoints. We couldn't find a single scenario where limited-life checkpoints didn't cause a spike in "quits" on a given level.

So now, all checkpoints in Levelhead have infinite respawns. This retroactively applies to all levels in the game. So if there was a particular campaign level or player-made level that was causing you grief due to the limited checkpoints, now is the time to get back in there!

Share Code Bookmarking

When you publish a level in Levelhead, the level gets a unique string called a "Share Code." You can send these codes to other players, and they can then paste the code in-game to go directly to your level.

We've had a lot of folks in our community discord and subreddit posting share codes all over the place, but we noticed something really important. If you send someone your share code and they aren't playing levelhead right now, then they'll have to remember the share code for later. So you might send someone your share code, and they have the full intent to play your level, but then... they just forget!

We saw this, and we thought, "Too many great levels are falling through the cracks!" So we whipped out our INTERNET-POWERED HOT GLUE GUN and sealed those cracks right up!

Now, when you copy a level sharecode in-game, a Share Code URL gets dropped into your clipboard, which you can share with other people. If someone visits your Share Code URL in their web browser, they can bookmark your level, and the level will be delivered to them the next time they boot up Levelhead.

You can also turn any sharecode link into a web URLyourself, like this!

This even works for people who don't yet own Levelhead. They can bookmark levels while logged into Rumpus, and when they finally get around to purchasing a copy of Levelhead, any bookmarked levels will be there waiting for them. BY THE MAGIC POWER OF THE INTERNET!

Paint With All the Colors of the Rift



Rifts! We love them. You love them. They let you get instantly from one place in your level to another. You can kick stuff through them. Sometimes, bad things come out of them. But you know what's not great about Rifts? If you have a lot of Rifts in your level, your players might get confused about which rift leads where.

So we took a step toward fixing that usability problem, by allowing level creators to color-code their rifts. We now have four unique Rift colors, and you can set them however you like!

All the rest!

We've got a hefty dose of bug fixes and general improvements this week. Check out the patch notes below!

0.3.3 Patchnotes (since 0.2.3)

See the full patchnotes.

New Features

Campaign

  • A new set of levels have been added to the end of the campaign to introduce and unlock a new enemy: the Flipwip!

Editor

  • You can now choose the colors of Rifts.

Gameplay

  • When in multiplayer, the base model of GR18 (without powerups) will have a different colored face glow depending on which player you are. (thanks to jajdp)

Web

  • Level ShareCodes copied to the clipboard now come with a second line that includes a web URL. Visiting this URL takes you to a web page with information about the level, and you have the option to "Bookmark" the level. Bookmarked levels will automatically appear in the newly-added "Bookmarks" tab in your profile in-game. With this system, if someone shares a level code with you but you are away from the game, you will still easily be able to play the level whenever you get around to logging in to the game, without needing to memorize or write down the share code. You can store up to 50 bookmarks in your profile at a time.

Improvements

Campaign

  • GR-18, Meet the Flipwhip - The boss flipwip should no longer get stuck on the burny whirlers. Additional coins added to draw player to wall jumping, and a few blocks removed to make waylay charge jump less frustrating to execute. (thanks to Retro Banana Man NL)
  • An Unusual Time's checkpoints have been moved to act as a quicksave point.
  • Leap Through Time's first bomb jump has been made more clear, and its second barrel-shot has been given extra guidance to assist with accuracy. (thanks to Inept)
  • Go Go Rumble's GR17 is hinted at harder, and the checkpoint before the autocam should no longer create a soft-lock for the player. (thanks to cprice)
  • Chamber of Magic now has a spooky entrance and a package cam to assist with level flow. (thanks to cprice)
  • Do Not Open now does some more fun stuff with prize blocks. (thanks to cprice)
  • Clockswitch Tower has an additional checkpoint prior to the final trap-run. (thanks to Beekie Boppaboop)
  • Vacrat Country - Secret changes that I can't even mention, and the first checkpoint will no longer let you be spawned onto an enemy and enter the cycle of death infinitely. (thanks to Boilylump Hoppygreat)
  • Be Sneaky, GR-18 - all side objectives have been untangled from one another, so getting each one is its own challenge rather than one mega challenge.
  • Hollow Mountain Hike - redesigned to be more about handling stationary burnywhirlers while riding spinning platforms. should induce less rage.

Editor

  • You can now set sign icons to be an image of a Jem.
  • New words added to the name combobulator: Mechanical, Code, Memory, Castle, Fort, Fortress.
  • Added new words to the level name combobulator: quest, mission, objective, victory, impossible, possible, probable, improbable, boolean, gadget, machine, imaginary, navigate, need, want, observe, see. These words are not yet localized, but they are still available to other languages regardless.
  • You can now put Arrow Holograms on paths.
  • You can now put an icon on signs that shows a picture of BUDD-E. (thanks to Retro Banana Man NL)
  • It is now much easier to click on the little ball to move a slider if the ball is at the very edge of the slider's limits.
  • Added words to the Name Combobulator: Arena, With, Endless, Runner, Jogger, Diver, Sprinter, Zoom, Pal, Instant, Sudden, and Stadium.

Gameplay

  • In multiplayer, when one player enters a rift, all players now get teleported to the destination rift. (thanks to jajdp)
  • If a Jem is chasing you because you passed right next to it, the Jem will auto-collect when you touch the goal. (thanks to bamhm182)
  • All checkpoints now have infinite respawns. Limited-life checkpoints have all been retroactively converted into unlimited-life checkpoints.

UI

  • Buttons on the profile page now change color when you hover over them with your cursor.
  • Your most-recently-played level will now have a glowing border when you see it in various UIs. This should make it easier to identify where to drop your exposure bucks if you want to tip the level's creator after you leave.
  • Updated the Buddy List icon to look like buddies, instead of an eyeball.

Fixes

Web

  • Fixed an issue with sharecode links generating an incorrect URL.
  • Retrieval and sending of String Sets (such as your bookmarks) will no longer be attempted unless you are logged in and online.
  • Retrieval of String Sets (such as bookmarks) will no longer be attempted unless you are online.

Gameplay

  • Checkpoints were sometimes restoring projectiles with an incorrect collision mask, causing them to explode randomly. This should now be fixed.
  • If the package is sitting on a Flippy Longswitch when you touch a checkpoint, the package won't re-flip the Flippy Longswitch when you respawn at the checkpoint. (thanks to challosis)
  • Spike traps that are not attached to switches should no longer start extended when you first begin a level, and they should now restore themselves properly when you respawn at a checkpoint. (thanks to Loudypop Powturn)
  • Doors will now restore their states properly upon checkpoint respawns, instead of replaying their open or close animation every time you respawn them.
  • Dense Fog now properly remembers its state when you recover at a checkpoint.
  • Swoopadoops and Blopfush should now much more reliably have their states restored via checkpoints, including Blopfush and Swoopadoops that are on paths. (thanks to Popdonk Baggycool)
  • Bumpers now cancel your powerup active state (stealth or punching) but no longer reset the cooldowns for those abilities.
  • Cromblers are no longer affected by rifts. (thanks to Retro Banana Man NL)
  • Instant-blast Blasters no longer turn invisible if you enter them via teleporting with the Zipper. (thanks to Bupajie Impycloud)
  • If you have a temporary buff (like the D-bot), it will get purged when you beat a level, to prevent graphical weirdness during the victory screen.
  • Batteries and keys on paths will not activate things unless they are active (not invisible).
  • Fixed some final issues with ground detection that would cause odd sound resets while running in slow motion, and would cause sprint to take longer to activate during slurb juice.
  • Fixed some issues with detecting whether you were on the edge of a platform.
  • You can no longer indefinitely hang on ceilings with the Tiptow by exploiting a bug. (thanks to RetrophileTV)
  • Fixed an issue caused by a change to ground detection that would cause Flapjacks to get stuck on the ground.

Editor

  • The package will no longer pick up coins that are immediately below it inside the editor.
  • The Golden Key and Batteries should now properly display their "faded" state in the editor when attached to switches.

Campaign

  • Rain as a weather option should no longer be unlocked by default.

UI

  • Subscribing/Unsubscribing and Buddy Listing/Delisting users should now display the correct icon in your popup message.
Pixel Puzzles Ultimate Jigsaw Puzzles - DL Softworks
Star Trek Timelines - WRG_Shan


A disease is spreading across the Xindi homeworld, infecting the refugee Founders and Xindi alike. It resembles the morphogenic virus that once nearly wiped out the Founders, but it is attacking the Xindi with the same agonizing, degenerative symptoms despite their solid nature.

Event Name: Extinction Point (rerun)
Event Type: Hybrid Event Faction/Galaxy
Event Start: Thursday, 05/02 at noon ET (16:00 UTC)
Event Finish: Monday, 05/06 at noon ET (16:00 UTC)

Squadrons: Y
Crew Sharing: Y (phase 1 only)
Faction Winner Bonus: N
Community Rewards: Y (phase 2 only)

Event Crew

Doctor Ann Mulhall (New) 5*
Fully Fused Fully Equipped Level 100 Skills: CMD 1032 (76-245), DIP 484 (90-186), SCI 1301 (151-322)
Traits: Starfleet, Federation, Exobiology, Explorer, Human

Scientist Degra (Existing) 5*
Fully Fused Fully Equipped Level 100 Skills: ENG 1138 (87-281), SCI 1065 (198-526)
Traits: Xindi, Astrophysicist, Inspiring, Innovator

Laas (Existing) 4*
Fully Fused Fully Equipped Level 100 Skills: DIP 661 (28-55), SEC 448 (58-124), SCI 773 (139-332)
Traits: Explorer, Changeling, Civilian, Prodigy, Hunter, Survivalist

Stranded Odo (Existing) 4*
Fully Fused Fully Equipped Level 100 Skills: CMD 722 (188-409), DIP 402 (50-120), SEC 539 (54-109)
Traits: Changeling, Desperate, Bajoran, Survivalist

Ranked reward 5* crew

Delta Flyer Torres (New) - this crew will be featured event crew in the event starting on 05/09.
Fully Fused Fully Equipped Level 100 Skills: CMD 554 (60-132), ENG 1278 (190-397), SEC 1021 (79-246)
Traits: Human, Federation, Starfleet, Romantic, Pilot, Athlete, Klingon


Bonus crew
• high bonus: event crew
• small bonus: variants of Odo and crew with the “xindi” or “dominion” trait.

Event Faction
Dominion

Live long and prosper,

The STAR TREK TIMELINES Team
Gadgeteer - Metanaut
Thanks for an amazing release week!

We’re so glad so many people are enjoying our game. Currently, we have 100% positive reviews on Steam and on Reddit!

My personal favorite quote from our release is from Justin over at Virtual Strangers who said this about Gadgeteer,

“My favorite game of the year so far. I like it more than Shadow Legend, or whatever else. I've had more fun with this than any other game.”

We’ve also received some fantastic feedback from you. Thank you!

Some suggestions were small but important, which we’ve implemented in this 0.3.2 update (see below). Others were important but larger in scope which will take us more time to tackle (e.x. smooth locomotion).

[0.3.2 – Release Notes]

  • ADDED option to turn on/off locomotion comfort vignette. Available from controller panel. GIF
  • ADDED option to turn on/off one-handed locomotion rotation. Available from controller panel. (Two-handed locomotion rotation not affected). GIF
  • TWEAKED locomotion rotation snapping threshold from 30deg to 45deg.
  • UPDATED ‘Rescue Ball’ model with adaptive lighting & visuals. GIF
  • FIXED cloth animations.
  • TWEAKED level cable placement.

Known Issues:
  • On some PIMAX headsets, objects that are too close to the player are cut off.
  • Some players cannot load the next level despite completing the previous one.
  • On some WMR headsets, players can't get past the first segment of the tutorial. If this happens to you, try this fix (we're fixing this issue right now):

    1. Run regedit.exe
    2. Browse to "Computer\HKEY_CURRENT_USER\Software\Metanaut\Gadgeteer"
    3. Inside the Gadgeteer key, create a new "DWORD 32-Bit Value" called "mechanicsTutorialComplete_h2170817333" without the " " marks
    4. Edit the DWORD you just created and set its Value to "1" and use "Hexadecimal"

We’re also happy to announce that official Rift support is coming on May 14th! You can still use the Rift now to play our game and everything will work just fine. But we wanted to make some tweaks before saying we’re officially supporting it.

Thanks again for a great release!


Visit Gadgeteer's Store Page here
May 1, 2019
SEQUENCE STORM - special player
This has a couple bug fixes

- Fixed a crash that can occur when a primary key/button binding is not set
- Fixed a bug where the gamepad sensitivity options were being set to an invalid value of 0
Interstellar Transport Company - mt_worlds
We're so excited to announce that Interstellar Transport Company is launching out of Early Access on May 24th 2019! After almost two years of development in early access we have come a LONG way! We couldn't be more thrilled with our progress and we couldn't be more excited to see where this goes from here.

We expect full launch to be huge for ITC based on how well the game has been received lately by new players and how much development has gone into it over the past couple of years. We've accomplished a lot since launching into EA, some of the bigger achievements are below:

  • Autonomous Distribution Networks really streamline the mid and late game, allowing you to focus on the big picture instead of micromanaging many hundreds of ships.
  • Tech tree / research system really gives you more decisions and control over how your company develops.
  • We've fixed the major balance and performance issues.
  • Multiplayer is great now, it feels just like playing singleplayer but even better with human opponents. Give it a try if you haven't already!
  • Added Mac & Linux support and some basic localization for ~15 different languages. It's not perfect by any means, mostly using Google translate, but it should allow these folks to enjoy the game!
  • New Ships and routes screens with much more functionality and information.
  • 6 new ships since launch.
  • Hotkeys for game speed, pausing etc... many other quality of life changes like this.
  • Ship refitting & ship replacement with newer models.
  • List of current buildings on a planet and redesigned interface for constructing buildings.
  • Tons of interstellar re-balances and fixes to make this more playable.
  • Entire UI and individual windows are now scalable
  • Market prices now visible at each planet (even more easily accessible info coming soon with the new spaceports screen which is a WIP)
  • 7 new cargoes and complete re-balance of existing cargoes. New cargo bays, buildings etc... to support these new cargoes.
  • New, more fair reputation system with more visibility of information.
  • Completely new UI graphics!

For 1.0 we are focusing mainly on polishing and balancing the game so it gives everyone the best experience possible. We will be adding a few features however. Namely a new order ship screen, a few new ships, a new song in our already great soundtrack (the longest and possibly best yet) and many other quality of life improvements.

This isn't the end of the road though! We have more content planned and will be supporting ITC for a long time to come with the same great level of customer service you have come to expect from us.

Thank you so much for everyone who has helped us get this far, we couldn't have done this without some of the awesome support we've gotten from our players and community. You guys rock!!

We can hardly contain our excitement! Be sure you wishlist our game or come back to check it out on May 24th if you've been away for a while! v1.0 here we come!!
AUDICA: Rhythm Shooter - HMXMudry
Hey AUDICA players,

Today’s AUDICA update brings some new features, changes, and best of all new music to the AUDICA soundtrack!

The two new songs available to play in AUDICA today are:

  • deadmau5 – HR 8938 Cephei
  • KNOWER – Overtime

https://www.youtube.com/watch?v=K6Z8pd_koMA

The 0.1.7 release also brings several new or improved features:

  • Improved Gun Slinging – Hold the thumbsticks left or right (or click the thumbpad left or right on Vive) to activate gun slinging moves. Holding the thumbstick inward allows you to twirl the gun like before, but now you can flick your wrist to control the twirl speed and direction. Holding the thumbstick outward allows you to let go of the guns. Add some momentum before doing so to toss them away into space! To return them to your hand, simply let go of the thumbsticks and they’ll boomerang right on back to you.
  • Tutorial Updates – The tutorial is now broken up into two parts and has been reworked to better teach the fundamentals of playing AUDICA, including score explanations.
    • The “Advanced” tutorial section also includes a shooting range that gives you live stats screen feedback to improve your timing, aim, and form.
  • Added screen resolution options to settings.
  • Bug Fixes and Tweaks
    • Fixed an issue where the color grading effect wasn't being adjusted on the spectator camera or mixed reality camera
    • Fixed inaccuracy in how stats screen timing histogram lined up with displayed average offset
    • After song preview starts, allow it to continue to play while you're hovered over any part of the song button
    • Fixed a bug where you can get the tutorial song to start playing while the pause screen is up

Please continue to share your feedback on AUDICA with us as we’re taking everyone’s thoughts on the game into account with each update! If you have something to share with us, be sure to join our Discord at http://Discord.gg/Harmonix and drop it in the #audica-feedback channel.

While you’re there, don’t forget to hop into the #audica-community-maps channel to learn how to author your own versions of songs on the AUDICA soundtrack and see what the rest of the community has created!

Until next time,

-Team AUDICA
Community Announcements - talentplace
We would like to remind you that this is still an early alpha. Now everyone can test the game. We will release the updates with fixes, improvements and new content in the future.
Right now there are no AI driven trains (but there is a simulation of AI driven trains in Scenarios).
There is a part of Solntsevskaya and Big Koltsevaya lines, and the map is going to become bigger and bigger with updates. There are plans about adding depot as well.

Why are we releasing the game in Early Access?
Well, the game is developed by several people and we need someone to test the game. Also, if the game will meet success among players, we could expand our team and continue developing the game faster.
BOXVR - FXR.Krispy
Hello all,

As you may have seen, we released a version of BoxVR on the PS4 system yesterday (Apr 30th). At this point in time you might be thinking “Wait a minute, why don’t we have the update? We were here first.” which is completely understandable.

This version will be coming to the PC platform on both the Steam and Oculus stores shortly as we finalize some of the features which are slightly different to what is currently live on PlayStation.

Achievements

Within the PlayStation version of BoxVR you are able to unlock Trophies relating to your performance and progress, we want to bring these same achievements over to PC so players don’t feel left out and also have something other than just your fitness goals to aim for. It is possible that we may have to add these in a later update if it will take more time than we desire to get this new update live. We aim to keep you updated regarding this.

Survival

Right now, the ‘Survival’ mode is not available in the PlayStation version of BoxVR as we came to a decision that it can give the wrong message that we are trying to convey. We aren’t trying to overexert anyone and an ‘endless’ mode can lead to that. However, since Survival is currently available on Steam and Oculus, we feel it would be insincere of us to remove features that we have made available previously. There are a few more changes needed for it to correctly function in the new environments and HUD.

Profile system

In the PlayStation version, profiles are directly tied to the system profiles which is not the case on PC, where you can create multiple profiles. At this moment in time there a few bugs surrounding this part of BoxVR that we want to eliminate before release purely from a polish and feel perspective.

Once we have eliminated these issues and it has passed our quality assurance tests, both the Steam and Oculus store versions will be updated to the new version. It has been a while since we released an update to these platforms so we thank you tremendously for your patience while we worked on this update and look forward to hearing what you think of all the new features, workouts and tracks.

Discord:-- https://www.discord.gg/GCuXDS7
Instagram:-- https://www.instagram.com/wearefitxr
Twitter:-- https://twitter.com/weareFitXR
Facebook:-- https://www.facebook.com/WeAreFitXR/

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