Oct 26, 2019
Perfect Crime - linsile01
V1.00.1026
1. Optimize historical score interface effects
2. Review function cancellation
3. Update the case "The Train"

V1.00.1024
1. Optimize historical score interface
2. Preliminary production of dialogue memory - look back function

V1.00.1022
1. When the fast forward, the pause button is missing.
2. Look at the traces, don't have the effect of the left side.
3. New personality: Trust is below 70, damage is halved, and attention is paid to whether or not to possess a weapon.
4. New personality: If the trust value is too low, it will not fall asleep when the player is present.
5. Support the NPC in the case as a function of the police to investigate.
6. The switch supports determining who the player's character is.
7. Look back at the historical score function. When selecting a case, move the mouse over the score to view the historical score.

V1.00.1017
1. Support for the absence of forensic doctors when making a case
2. If the inquiry is triggered during the investigation, the fast forward mode is automatically stopped.
3. Edit the interface for some error description corrections
Oct 26, 2019
Community Announcements - iggy


1.4 is up and this is the first release that is complete. Full disclosure: That doesn't mean SitL is polished at this point... I will be the first to say the game is rough around the edges. It needs work in several dimensions like animations, gameplay, interface and pacing. And those improvements are coming, but this is the first version of the game that is a complete game and is a major milestone in this development.

The next noteworthy element is the game is updated to the latest Unreal code, 4.23.1 that Epic released just days ago. It has significant ray tracing improvements, notably fixes and performance increases in reflection rendering and stability. I'm not seeing any performance or stability issues with this code, so likely this will be the version of the codebase the game ships with. If Epic releases 4.23.2 pretty soon and it has further improvements, I would probably spend the time to get updated to that. But its safe to assume no more code updates are needed.

A lot of work went into this release on the end of the game. Like many other things, it's not fully polished out yet but it is there. I will be gathering a lot more detailed tester feedback soon to get all of the issues really polished out and paced out right, and of course if you have any feedback now you can leave it in the forums or comment on this post!

Trading cards, badges, backgrounds and emoticons are also done. We're just waiting on Valve to do the approvals, so if it's not done soon it will definitely be done by the time the game releases.

All this means that the release date will be announced soon. I'm looking to make the game a little more well rounded before declaring a final release date but it's safe to say it's coming up. As always have fun and let me know what you think!
Senna and the Forest - dastangamestudio
Hello everyone!

We're happy to announce that our new game Mendel's Garden is now out on Early Access. Mendel's Garden is a gardening game inspired by Mendelian Genetics and is set in the same world as Senna and the Forest.

The game features the adventures of Mendel a traveller from a far off kingdom who encounters a mysterious garden and its strange plants. Currently the first chapter which covers the first garden and its story is fully playable in the game. We're planning on adding a lot more content very soon including connections to Senna and his story!

You can take a look at the game here!

We're also working on a new free content update to Senna and the Forest, and hope to have it ready next month. Until then we hope you take a look at Mendel's Garden, and don't forget to be nice to your neighbourhood trees!
Rainbow Reactor - grooviak
Hello Everyone,

we have a new update lined up which will automatically download on monday, 28th of October. And it will be spooky! You have probably noticed that our HoverBots have a bit of a "strong personality" and there seems to be even more depth to it. Deep in the bowels of the A.I. Core there is a hidden glitch, a split personality that will only appear during that special time of year. And then, Dottie will turn into her evil twin Pumpitty McDotkin – so beware and play at your own risk!



Starting with this coming update, the Rainbow Reactor will now be haunted every year on and around Halloween ːsteamhappyː

But that's not all there is to this new update. We have also cleaned up the menus a bit to make them more accessible and allow players to get back into the game a bit faster. Also, the Colorblind Mode is finally here – even if you have "normal" color vision, you might want to have a look at this new color palette to give the game a new twist – more on that in our last news post.

For now, we hope you'll like our fun little Halloween Special, stay tuned for more on monday!

Cheers,

the Rainbow Reactor Team ːorbiː
Star Traders: Frontiers - Trese Brothers

Update #186 rolls out the last pack of critical changes before the next major milestone -- rebalancing some aspects of ship combat, improving the AI's Job/Talent training routine, improving high level ship weapon components and tweaking some of the cards related to fighting xeno and harvesting artifacts.

Following this update, we're marching straight for the next major milestone which will include a new era, new xeno type and enemy carriers! If you're enjoying the pace of constant updates, be sure to leave a review and tell a friend!

You can see some of the "making of" the Jyeeta xeno race on YouTube. This time lapse video compresses a multi-hour animation session into a few minutes.



Boarding and Gunnery Rebalance
We've made some important changes to the meta around boarding defense and ship weapon Gunnery requirements that may impact your ship builds.

First -- we've changed the rules for boarding defense. In the past, Boarding Bonus was directly applied to your boarding defense which means a ship built to board is also excellent at defending against boarding. With this shift, we've reduced the Boarding Bonus contribution to boarding defense by 50%. Without a doubt, this is most likely to help the AI. Most players who are boarding have already figured out how to get 100% boarding success where the enemy who attempts to board fails more than 50% of the time. This change should make Bounty Hunters, Pirates and other boarding aggro enemy captains more fun and challenging.

Second -- we've increased the Gunnery Skill Pool requirements for many ship weapons above level 4 from anywhere from +1 to +8 points. Overall, this pushes the Gunnery Skill Pool higher which may require you to adjust your crew compositions to find additional Gunnery Skill, depending on how many high level weapons you have on board. However, it will also increase the accuracy of these weapons and impact the AI's interest in having higher Gunnery Skill.

AI Talent Selection
With Update #186 we've completed the final round of AI hardening before the release of enemy carriers. This update includes improving the ability for captain and officers to balance their Talent selections by upfront planning some of the decisions and needed Talents for their ship type and size. Also, the AI is now putting more weight into higher level Talents to help drive smarter choices and harder to beat strategies.

Another improvement was to avoid too many duplicates of the same Talent. This includes toning down the number of Twitch Surge's that any ship crew will take.


Artifact Card Adjustments
With the new xeno race coming it means a new type of xeno Artifact and Rare Trade Good coming as well. As we're working our way through all those impacts, we're balancing and improving the Terrox ops cards. The reward of the Explorer card "Xeno Spore!" can be improved by Mining Ship Components. In Salvage, "Xeno Assault" has an increased number of artifact rewards if you survive the double stacked xeno fights.

We've also fixed a bug where Traits gained after Crew Combat where not immediately appearing.

Also, finally we've closed the final set of reported bugs for the Buried Demons storyline, including some issues with dialog lying about Trike's final fate.

v2.6.29 - 10/25/2019
- Improved intelligence of routine training enemy ship's officers to make smarter Talent selections
- Improved balance of enemy ship's Pilot taking Twitch Surge Talent
- Rebalanced Ship Combat - Boarding rolls to make defense weaker and buff attack bonuses
- Increase Gunnery Skill Pools for most ship weapon's above level 4, increasing ship accuracy as well as Gunnery pool needs
- Adjusted visuals in ship combat to clearly differentiate between captain's ship and craft and the enemy ship (and craft soon)
- Artifact haul for "Xeno Spore!" Exploring card (xeno plus an artifact stash) is now increased by Mining Ship Components
- Increased the Terrox Artifact rewards when fighting xeno in Orbital Salvage card "Xeno Assault!"
- Fixed issues with Traits gained by crew combat victory not appear for a little while or until game reload
- Fixed story bug where dialog would state Trike Zermotte lived when he actually dies
- Fixed crashes in Ship Combat related to Small Craft
Oct 26, 2019
EarthX - Mesote Games
Hey!

Now that 0.2.8 (with 0.2.8.1) is released, I can begin working on the next update. Of course, I'm talking about the 0.2.9 update, which will add some amazing features!

Well, I will point out right at the start, that this update is a little bigger than any previous, so I will probably need more time to make it.

Just stay tuned! I will share with the progress on my Discord server: https://discord.gg/sbXwwMs (there are actually amazing people! I love to message with all of them :D)

But let's begin with the content, I plan to add to the game during this month/two months. The 0.2.9 was supposed to add crew stuff and it is! I want to add crew missions, and with that Dragon capsules (Crew & Cargo), Starship, new launch pads, and new payload types (or orbit types).

(I think now you see, why I need much more time for this update) :D

Rykllan (3D Designer) already made some models. They're looking amazing and I can't wait to add them to the game as playable objects. :D









Other things to mention: I will do a price increase in the near future. The price will go up to 11.99$.

Why am I doing a price increase?
EarthX is available since 12th July and I added A LOT of new content during that time. I just feel like this game is worth more, but also the expenses are going higher and higher as I'm hiring more and more people to do content for EarthX (models, icons, music).
However, if you feel like this game is not worth 12$ for now, just add it to your wishlist. There will be some discounts during this and next year and you will be notified.

To sum up:
The 0.2.9 update will be released somewhere in November, then I will begin the work on 0.3.0 update (about which I will tell you in the Winter changelog :D).

EVERSPACE™ 2 - ROCKFISH Games


A common critique about our previous game was that there were not enough enemies and other alien creatures to encounter. In EVERSPACE™ 2, we want to take things a lot further. Not only will we improve the visual quality of the established NPCs and alien creatures of the predecessor with the aid of the talented folks at Volta, Streamline Studios and Liquid Development. We also want to have new types of enemies and more wicked wildlife in space that might freak you out, make you smile or just scratch your head…

https://youtu.be/AxxRcCRo4GA

Don’t want to wait until late 2020 to play EVERSPACE™ 2 on Steam?
Support us on Kickstarter and get the demo THIS YEAR!
https://www.everspace.game/go/kickstarter/es2steamnews

Oct 26, 2019
Project RIP - GRAD
[Linux] Update 1,17

- Compressed Package
- Custom Fullscreen Resolutions
- Performance improvements

For Linux Users :

- This is more like a "Test" Update, regarding all concerns from Linux Users. I would appreciate any feedback about this update on forums :-)

Thank you for the support!
Oct 26, 2019
Wrench - missingdigitgames
Patch notes
New Content:
  • Cooling system parts
  • Coolant
  • 15x10 wheels
  • 275 width racing slicks
Common features and improvements
  • Existing wheels changed to 15x9, tires adjusted to fit
  • Dipstick: Added new dipstick stub to replace
  • Tire changer updated to support new wheel and tire sizes
  • Front hub: Set up rattle functionality for broken front hubs and enabled rattle to propagate through part chains. You can now diagnose worn front hubs by attempting to shake the wheels/tires.
  • Catalog: Added an engine accessories category
  • Fluids: Functionality to allow installing certain parts to leak fluids.
  • Added latches to underbody panels to prevent unwanted removal
  • Tweaked small parts and bolts to improve installation behavior
  • Tweaked transmission collision to make installing the transmission in VR easier
  • Increased lift speed.
  • Added the first pass at visual damage for fiberglass body panels
VR:
WrenchOS: On screen keyboard now has working shift key

Bugs:
  • Fixed a bug allowing physics sounds to play for as tool after picking it u0
  • Fixed a bug with oil drain bolt torque threshold
  • Fixed a big causing race monitor to function incorrectly after loading a saved game
  • Fixed a bug causing engine parts to animate incorrectly after loading a save game
  • Fixed a bug causing new latches to start unlatched
Rising Hell - shelicopter


Hello Mortals,

We would like to announce that we are currently working on some new features which require gruesome testing and feedback.

If you think you can handle an “unstable” hell, we are inviting you to get in our PUBLIC BETA BRANCH. To enter, open “Properties” and click on “betas” tab, and then choose “public beta”.



In the Public Beta Branch, expect placeholder art assets, imbalanced relic/talents/artifacts, overpowered enemies, and, worst of all, bugs⁠ (we’re not talking about the “bugs” in Beelzebub’s lair here, just to make sure).

Currently, the save data between the Main and Beta branch are connected. Your progress in the Beta branch will still be carried over to the Main branch. We will most likely change this in the future to prevent any unwanted issues.

We will rapidly iterate and change stuff in this branch, and won’t make any notice every time we push a build. So, be prepared for the ensuing chaos!

Lastly, you may discuss the Public Beta Branch with us and your fellow mortals on our Steam discussions. We’ll be giving you a flaming welcome!

PS. You can hang out and chat with the hellmasters (aka the devs) on our Discord channel as well!

Oh and here's the patch note for 0.8.5a:
  • Added NPCs who give advice, if you need them
  • Added variations of tormented souls
  • Decreased Dagon’s HP slightly, as well as the minion spawned during the minion phase
  • Removed double-tap to Dash
  • Added functionality to remap input buttons (currently Gamepad only)
Yours Gratefully,

Hell Renovation Committee
...