Sep 25, 2019
Noita - Nolla Games
Thanks to all of you for your support and the positive response! We've prepared our first patch with some bugfixes and new features; patch notes are listed below but you'll be able to see them in-game!

As for game being stuck on loading screen, we've implemented a workaround. If you wait 30 seconds on the loading screen a message will appear and restarting the game afterwards should help.

Happy wanding!

Patch #1 notes (20190925):

UPDATE: Credits
UPDATE: Pressing ESCAPE, SPACE or RETURN in release notes, closes the menu
UPDATE: Two surprises to find in far corners of the world
UPDATE: A secret use for emerald tablets...

BUGFIX: Loading being stuck, there is a workaround now if you wait 30 seconds on the loading screen
BUGFIX: Pressing ESC while in the release notes, causes the game to lock into a black screen
BUGFIX: Stats not saving
BUGFIX: Mouse cursor is not visible when starting the game
BUGFIX: Item slot key rebinding doesn't work
Pathfinder: Kingmaker — Enhanced Plus Edition - Mortheim
Dear Pathfinders!

A year ago, on this very day, we embarked together on a great journey with the long-awaited release of our beloved Pathfinder: Kingmaker. In Owlcat Games, each one of us was astounded by the amount of passion and support you have put into the game. We want to thank you all for your feedback and faith in us! The team did its best to improve your experience with Kingmaker throughout the year and will continue to do that. It is the community that made this game possible in the first place, and we express sincere gratitude to all contributors.

To commemorate the date we have gathered some numbers and interesting facts about the game – take a look below.

We also participate in Steam Midweek Madness sale – it’s an opportunity to save up to 50% on the game and all DLCs. The sale goes till September, 27th, 10 AM PT.

BTW the developers' stream starts in an hour! Watch us on Twitch or Steam:
https://www.twitch.tv/owlcatgames
https://store.steampowered.com/app/640820

Neon Noodles - Patrick
Download, Play & Give us Your Feedback! =)

We used this demo to showcase Neon Noodles around the world, now playable from the comfort of your very own home.
  • This is the first zach-like on PC, at least to our knowledge, with controller support, which is actually our preferred way of playing it.

  • Of course there is also keyboard support for all you Starcraft veterans who like to program with +200 APMs.

  • Quite the opposite, for the ones who like it really chill but don't have a controller at hand, there are mouse only controls as well. It's currently enabled in the last two levels of the demo, but please regard it as experimental as there is also no tutorial for it yet.

We'd love to hear your feedback after playing the demo! Whether it's here or on discord, where we'll also very soon announce the start of the open beta:

Join Now
Community Announcements - eme_communityteam

Next month, TERA ascends to a higher level with the release of the “Skywatch: Aerial Island” update. But there’s no need to wait to check out some of what it has to offer—you can grab a sneak peek today of the monsters, NPCs, and areas waiting for you in the skies in this new video.

Sep 25, 2019
Niffelheim - Andrew
Update 26/09/2019
Cockerel respawn bug fixed



Hey,

here the small fix
Now to craft small weapon repair kit you need the iron sword that you can craft also.
To reach Survivor and Hermit achievmnets you can in 40 and 60 days (was 50 and 100)

Thanks for feedbacks,
all these improvements we will bring on consoles ASAP

Check the topic and propose your ideas for DLC`s

https://steamcommunity.com/app/351100/discussions/0/1631916343904908735/

So, good luck
Ellada Games Team
Morels: The Hunt - AbramsStudiosDave
To all our wonderful Beta testers:
Please report your findings to the newly created Bug Report / Suggestion forum. We thank you all so very much for your hard work and diligence and we want you all to know that we are paying attention to all your suggestions and appreciate your efforts.

Thank you!
WolfQuest: Anniversary Edition - loboLoco
UPDATE: We've rolling out a hotfix for a bad bug in patch 1.0t, so the additional fixes in patch 1.0u are indicated below with double asterisk (**).

KNOWN ISSUE:
* On Basic graphics mode, some trees are missing, especially in the Burn.

NEW:
* The cliff area has been reworked for better accuracy, and to eliminate problems with wolves sliding into spots that they can't get out of.
* Added Fairies' Fall, a twin waterfall on lower Amethyst Creek.
* Added two music tracks: the original "Exploration" music and new fingerstyle version of that track.
* Some visual improvements to the Low and Medium terrain quality options.
* Added a "Very Low" terrain quality option, for maximum performance.

CHANGED:
* Mission info added to Game Help panels.
* Wolf moves more slowly when wading in water.
* New mission popups now wait a few seconds to appear after completing previous mission.
* Reduced size of Tutorial Tip for Photo Mode. (You can also hide it by turning off tutorial tips in Game Settings.)
* Tweak to distant trees to reduce shininess when sun is behind them. (Foreground trees still have that, still working on that.)


BUGS FIXED:
** Some animals disappear when killed rather than remaining as carcass.
** Some glitches when walking on rocky surfaces around Fairies' Fall.
** Performance drops in certain areas when sun is low and near horizon.
* Mate not eating a carcass if there's more prey nearby to hunt
* Some animals do not disappear from the game when they should.
* Carcass spawns underground (better fix than last patch).
* Trees in Basic graphics mode are too bright when shadows are disabled.
* Wolf bio text panel allows more text than can fit.
* Sagebrush partially blocks view of wolf customization when grass density is at maximum.
* Ambient Occlusion (in Game Graphics settings) isn't saved, resets each time.
* Jumping does not incur energy cost.
* If the mate falls off a cliff, it may respawn in air, falling and respawning ad infinitum.
* Mate walks into player-wolf when latter is sleeping
* Cannot growl with tail up.
* Gnarly old whitebark pine trees are mostly black.
* Physical emotes with mates only generating affinity/hearts in the first phase of courtship.
* Bear cub runs too far from mother (better fix than last patch).
* Various issues with saved games (not displaying, or deleted ones appear, or wrong wolf name displayed).
* Various errors that cause problems.
* Error when screenshot folder is open prevents saving the game.
* Meat chunks don't decay (lose food value) over time.
* Wolf or NPC animal walks in circles when standing on meat chunk and trying to eat it.
* Snow on animals is inconsistent.
* Minor visual improvements to aspen trees in Basic graphics mode. (All aspens are still placeholders.)
Skater XL - The Ultimate Skateboarding Game - jeff.goforth
IMPORTANT: Update features referred to in this post are located in the “public beta” branch of the game. This is a separate stream of development for us to test and get feedback on early features before committing them to the main product.

You MUST opt in to play this version of the game by following the steps at the bottom of this post.


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

What’s up guys? As part of our progress toward 1.0 launch, today we have implemented an update to the Public Beta branch of the game, chock full of new features and content that we hope you will enjoy. This group of new content, features, mechanics and fixes are the result of our team’s hard work over the past several months.

A lot of things have been happening in the background simultaneously, and when they all start to take shape, it can have an extremely positive impact on the game. This major update is a significant step towards Skater XL’s vision of bringing a new level of control, style and freedom to the skateboarding genre.

In recent months, the one and only modder Theo has officially joined Easy Day and is assisting with map creation, and our boy Kiwi has also joined the team and has helped bring his widely used replay editor mod to the core product, as well as assisting in building the new gear selector, menus, and a bunch of other things.

It can be hard to find great coders and content creators who also have a background in and passion for skateboarding and we’re really stoked to have dedicated members of the community be able to officially join the team.

Though still in beta, the majority of features have been tested with our private beta group and we feel are almost ready for the official game. We’d love to get feedback on these new features from the broader community and have included two features to submit feedback in the new menu system (described further below).

Please take a look at the details of the update below and as always, we appreciate all the support and feedback that our community has given us along the way. We look forward to building on these features in future updates that will culminate in the 1.0 launch in the not so distant future.

Have a look at Nightspeeds taking it for a spin


New Character
As mentioned in previous updates, we have scanned a new character model that is now playable in the game. New animations have not yet been implemented, however. You’ll notice that the new character has improved textures and quality. We’re still working on those eyes though :)

Gear Selector + new clothing options
We have implemented the ability to change the character’s clothes, as well as adding some additional clothing options. This will not be the entirety of gear options, but we’re looking to test the functionality of the selector and quality of gear textures.

To access press the ‘Start’ button and select “Gear”. From there you will be able to select gear and see what it looks like on the character. This feature, like others in the menu system have been designed to be quick and easy to access, then get right back to gameplay.

We understand that many of you in the modding community have spent a lot of time designing gear and creating brands using the original character. And while these new gear textures will require new gear mods to be created, it is a necessary step in getting game closer to 1.0 launch.

We appreciate all the time, energy and effort that goes into creating custom gear mods, but hope that you’ll agree that the new character and gear options will make all your clips look much better in the future, and also provide a greater variety of options as we add more clothing types to this new model moving forward.




Southern California Skatepark Map
We've included a new map which allows you to skate a Southern California classic from your PC anywhere in the world - palm trees, warm sunset and all.

This map was originally created as a one-to-one exact replica of a real skatepark but through the development process we’ve come to learn that exact replicas of real spots do not provide for the best gameplay experience.

Beyond the core gameplay, level design is one of the next crucial elements to unlock fun in the game and something we have decided to take very seriously.

There’s no blueprint for how to design great spots and levels for skateboarding games, let alone the first one ever to be completely physics based and with real-time control of the board, so we have spent months doing deep dives into what truly unlocks the fun and creativity in ways that we believe will be far more satisfying than recreating exact replicas of existing spots.

This involves building, testing and re-testing, and in some cases scrapping ideas and starting over. Time consuming but incredibly important work. As a result the park in this beta update may not be included in the 1.0 game, or may be eventually modified, but we are interested to have our community play it and let us know what you think.

It is modeled after Encinitas Skatepark (“Poods Park”), and adds terrain that we hope will unlock some new elements of fun to the overall gameplay.

Stay tuned also in future for the results of our ongoing level design efforts, we’re excited to share some of what we’ve learned and are building as things move forward.




Map Selection
We’ve added a map selection menu that will allow you to quickly and easily switch between the Courthouse, Encinitas Skatepark, your installed Modded Maps, and future official maps. To switch between maps, press the ‘Start’ button and select ‘Maps’ in the menu.

Select the map you’d like to play and you’ll be dropped in. Your downloaded modded maps should also automatically appear in the ‘Custom Maps’ menu by tabbing sideways using LB / RB (Xbox) or L1 / R1 (PS4).

Grindable edges are assigned to objects in custom maps automatically upon loading using a similar approach to that in Hondunes original map importer mod. We’re using an improved technique so the way the player leans on sloped rails will be more correct and similar to that in official maps.

There is an instructions popup available to those who have not yet installed any custom maps, with an option to open the main community-run SXL modding server in Discord.



Grabs
We teased this feature a few months back and have refined the system to a point that we are happy to release it for your enjoyment. Like other elements of the game, the grabbing system includes Skater XL’s highly responsive independent stick control to tweak and style the grab any way you like, adding even more creative possibilities to the game.

Grabs can be done any time you are in the air, to use grabs press the shoulder (bumper) button to grab with the corresponding hand (Right or Left). You can tweak grabs by moving the sticks, just as you would for Shiftys or grinds.

Different grabs are executed by rotating your board before grabbing. For instance, a nose grab can be done by pointing your nose up by pulling down on the sticks and then grabbing with your left hand (if regular).

Tail grab would be pushing forward then grabbing with your right hand (regular stance). Stalefish and mutes can be achieved by doing a frontside shifty (sticks pointed away from each other) before grabbing either your left or right hand.





Pin Mover / Teleporter
You can now easily move around maps and choose your spawn point anywhere you like quickly and easily. Press Y (XBox) or Square (PS4) to activate.

The left stick will move you around the map, the right stick with rotate. Hold LT / RT (XBox) or L2 / R2 (PS4) to raise and lower the camera. Press Y (XBox) or Square (PS4) to drop your spawn point.

An off-board character mode where you can run around, jump and do tricks like Cavemans was experimented with, but we found it didn’t provide enough freedom to quickly move around the map and get straight back into the meaningful parts of the gameplay.

Off-board is a part of skateboarding and something we’re still considering for later inclusion, but perhaps with a deeper rethink of how it should be integrated into the skating experience.



Replay Editor
We have implemented a replay editor based on Kiwi’s original mod so that you can officially replay and capture clips of your skating. The loading time when first opening the editor has been greatly improved so the replay plays smoothly instantly.

To use the editor, press the ‘Start’ button and select ‘Replay. Upon opening the Replay Editor, a menu will appear showcasing the controls for how to operate it.

You will still need to use a screen capture program and external software to save and edit your clips if wanting to make video parts.

A few features such as clip length editing and visible depth of field indicator have not yet been included.




Quarterpipe ollie and landing improvements
We have included many further improvements to transition skating. We hope this will improve the experience in the many skatepark style mod maps based around transition and ramps and in future planned official maps. This is such a big part of skateboarding and we’re stoked to be bringing more and more of these elements to Skater XL.

New mechanics make it much easier than previously to jump off a steep surface like a quarter or bank and land back into that surface, although based on speed and approach you may still pop out of the bank / quarter if desired.

There are also improvements to character lean and spins plus to spinning flip tricks (FS / BS flips etc.) on angled surfaces and transitions.
Old


New


These and other gameplay changes in this update are all done with adaptations to Skater XL’s underlying system based on natural physics to allow for depth and variety in gameplay while giving the player the maximum amount of control.

Pumping
To manage speed while skating transition obstacles, we have added a pumping mechanic. To utilize this new feature press up on back foot stick or down on the front foot stick and then release the stick as you enter or exit the transition.

We’ve found in testing this helps greatly with speed control and flow around obstacles like the bowl in the Encinitas map. Let us know what you think!



Gameplay improvements
Cab flip and other combined flip + body rotation tricks have been improved.
Old


New


Player lean angle on banks and quarters has been improved and feels more natural.


Catch rotations have been made cleaner and with less foot penetration.

Beta Survey and Contact Developer buttons
We have included a survey that can be completed to give feedback on features currently in ‘beta’. There is also a contact developer button which can be used to email with any other feedback or bug reports.


To open the beta, follow these steps:

Right click ‘Skater XL’ and open Properties

Select the ‘beta - public beta builds’ branch.

Steam should start downloading this version of the game. Once it has finished, you will be able to try the update. The game name in your library should now show “Skater XL [beta]”.

If you’d like to switch back to the regular commercial release branch of the game in future simply come back to this screen and select “NONE - opt out of all betas” in the drop down.

Thanks again for your continued support and we are looking forward to getting your feedback on these new features! Happy skating! We'll catch you on the next update
Community Announcements - Resident007
Hello everyone! Now it's time to tell you more about our plans for near future.

The main goal for now is to prepare Bus Driver Simulator 2019 for upcoming release (which is planned for the end of 2019). Firstly it includes fixing bugs and adding something you've asked for, like driver in 3rd person mode. Patches that were released this summer were mostly dedicated to minor improvements. We always have a choice between bugfixing and adding new content. We think that now polishing the game for release is more important. Some players don't understand that fixing a bug takes plenty of time and can be as difficult as adding a new bus, for example.

We thought that we should add something bigger than just bugfixes before release, so now we're working on expansion of Cologne and introducing it into Free Mode. Why Cologne instead of Serpukhov, you may ask? Well, there are a lot of reasons. First of all, we have promised to add it to Free Mode for a lot of time, but current map size is too small (we need 5 different routes at least). Secondly, it will be very difficult to expand Serpukhov further because the map itself is very large. We need to solve this either by partitioning the map or by implementing dynamic loading (we've been thinking about it a lot and we will present our solution sooner or later). The third major reason is our audience. Less than 50% of players are from Russia and CIS, so we're ready to develop not only our domestic content. We're really pleased to make games about country where we live and share of post-soviet content is very big, but we're not going to fixate on it.

Finally, some of you ask us: when you release the game, does it mean that everything is over? The answer is very short: No. In addition to news about Bus Driver Simulator 2019, we're preparing some very exciting news, which you will hopefully like!

Sep 25, 2019
hackmud - seanmakesgames
Hey Mudders!

Last Sunday marked three years since hackmud released on Steam and about five years since I started working on this project.

Hackmud was a fever dream born out of necessity. While it may have started with just me and my bad ideas, it has grown into a whole lot more. Through the years many people have helped hackmud directly or indirectly, but none more than the community itself. Many would say that “hackmud is the community,” and I would absolutely agree that hackmud would not exist without it. If you are reading this, thank you. You all rock.

This game has been an experiment from day one. And in the spirit of that experimentation I’m proud to announce a new strategy for ongoing updates: seasons. This concept is not new to online games, and while being explicit about our future plans might be somewhat contrary to the spirit of hackmud, we believe the benefits of a reliable update schedule heavily outweigh any downsides.

The current plan is to have four seasons a year, beginning in early February, early May, late July, and early November. Each season will have:
  • An announcement with the start date for the season and an overview of the content that will be in it.
  • An event and patch notes will be released at the start of the season.
  • Quality of life improvements, new features, and other content across the spectrum tied together with a coherent theme.
This is the current plan. We will absolutely be closely watching, listening and improving everything we do as we learn more about what fits this community best.

The inaugural hackmud season is called ‘Inner Territories’ and we’ve got A LOT of exciting things to share.


,========, // .. \\\\ || || || \\\\ `’ // New Currency: Bits! ⌽ `========’ -------------------------------------------------------- ┏ ⌽ ⌽ ⌽ ←┓ ↓ ↑ ↓ ↑ ↓ ↑ Secure Trading System ┗→ loot_v1 ┛ -------------------------------------------------------- . /````\\`\\ /:\\ | | /;:.\\ ______ |___ //;:. \\ \\====| \\ ///;:.. \\ _____\\_______/ Ascii Hats(TM)! '--_____--' -------------------------------------------------------- __ __ /.-' `-.\\ //_______________\\\\ / .-==-. .-. .-==-. \\ || // )) (( // || \\\\____// \\\\____// User Inspection System `-==-' `-==-' --------------------------------------------------------

This update will launch on November 8th, 2019 at 1800 UTC.
Patch notes will be available at launch.
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