Nov 22, 2019
Dredgers - Pirate-Rob

After quite a while working on it, the game finally has it's first boss fight! This brings with it a few new things that should probably all be explained separately:

The King
As you may have guessed by looking at the images and title, the boss fight takes place in the castle, against the King and his aide. To reach the boss battle, simply all you need to do is go into the castle via the dungeon as usual, and descend into a trapdoor with a golden handle. Naturally you may just pass through if you do not actually intend to fight the boss, so don't worry about the castle now being a death sentence if you are not prepared.

After the battle
Once you defeat the boss battle, you get the chance to end the game as a victory if you wish, or just simply head back down into the dungeon. The boss battle can only be fought once during a run, so no rematches. This may seem strange at first but will make sense when you discover certain strategies. If you do decide to continue playing, you'll have a few rewards from the fight, hopefully you brought a golden key however.

Ending the game
If you decide to end the game, your completion time will be scored on one of two leader boards. Currently these leader boards are only available to view on steam community and during the in-game victory screen. During another update I'll be adding a proper leaderboard option to the menu.

The first leader board is the speed run leader board: All it requires is defeating the boss in the quickest time possible and ending the game. Standard stuff.

The second leader board is the 'complete' run leader board: As it implies, this leader board actually requires going through the entire game before defeating the boss and ending. For those competitive people who wanna focus more on having a good run to do well rather than relying on hyper optimising their times. For your run to count as a complete run, you must visit 6 areas:
  • Dungeon
  • Castle
  • Sewers
  • Caverns
  • Melt
  • Labs
I'm quite excited to see everyone's scores!


So, since I've been working on this a week or two without much feedback, there may be some minor issues like 'imbalance' and 'completely breaking the game'. So I'll be working this weekend to fix anything that crops up. Sorry if anyone's experience is negatively affected due to this :(
But hopefully none of that happens, so I hope you enjoy this update, and till the next one!
Nov 22, 2019
Super Angling - Instance Entertainment, LLC
Build 1.04 has been released. The following items have been addressed:

  • "Set Lure" action has been renamed "Upgrade" to reflect its actual purpose.
  • Added Title to "Upgrade" dialog to clarify its for upgrades only.
  • Tutorial has been updated to clarify the following elements:
    • Mouse (with Middle button) can be used for camera control. Both in 3d (rotation and zoom) and 2d (zoom).
    • Compass has been increased in size and is also shown in tutorial dialog explaining it.
Transport Fever 2 - tomdotio


We've just released a video which demonstrates gameplay of Transport Fever 2 for the very first time. Watch it now!


We've also just started the pre-purchase for Transport Fever 2: https://store.steampowered.com/app/1066780/Transport_Fever_2/

Everyone can get 10% off now until launch. Additionally, owners of the original Transport Fever can buy the game at 25% off, thanks to a loyalty discount!

We thank you for the HUGE interest in Transport Fever 2 and send the very best regards from the Urban Games Team!
Nov 22, 2019
Shining Starter - Hellorabbit
Added a vehicle - skateboard.
Stormworks: Build and Rescue - Deltars


Dear Stormworkers,

This week we are adding the ability to add a custom thumbnail to your workshop uploads!

Players have been using exploits to attach custom thumbnails for some time now, so we wanted to level the playing field and officially support player created thumbnail images.

You can place 512x512 png images in your Stormworks custom thumbnails user data folder and these thumbnails will be accessible from the upload-to-workshop screen. These folders can be found at:

Windows: %appdata%/Stormworks/custom_thumbnails

MacOS: Library/Application Support/Stormworks/custom_thumbnails

The images will be uploaded with standardised overlays to show the workshop asset type, so players can easily tell where the workshop item will appear in game.

We hope you enjoy the new minor update and we can't wait to see your new Workshop thumbnails!

Much love <3

The Stormworks Developers

Patch Notes

v0.9.12-13

Feature - Custom Thumbnail Support when uploading to workshop
Thumbnails for the workshop now also have a new overlay

Fix - The change to fluid connectors transferring electric has been reverted
Fix - All issues with Grippers and their magic tracks have been resolved
Fix - Monitors now render shadows according to graphics settings
Fix - Certain connectors logic breaking when damaged
Fix - Environment mods are no longer tagged as Missions for the workshop unless they actually contain missions
Fix - Improved diesel selling at Fishing village
Fix - Moved fuel storage at Starter base
Shroud of the Avatar: Forsaken Virtues - starrlong


Greetings Fellow Avatars! We have tons of great content in this week's edition of Update of the Avatar:

  • Play Release 72 Now!
  • R72 Livestream Today
  • Crown Sale & 11/22 Crown Shop Updates
  • November Login Reward: Turkey Statue
  • Release 72 Reward Program Items: Fall Theme 2
  • Lord of the Isle Episode 2 Bundles
  • Lua & Various Other Livestreams (YouTube)
  • Upcoming Events Calendar
  • Community Event: What happened at River's Cross in Jade Valley?
  • Project to Support: Pantheon
  • Project to Support: Crowfall
  • Project to Support: Avatar Express
  • Resources: Players Helping Players



Espire 1: VR Operative - [TW]Yoshiro
https://www.youtube.com/watch?v=78ReBGdNiic

Espire 1: VR Operative aims to set the new gold standard for the stealth genre in virtual reality, delivering gameplay mechanics for the stealth and action genres that have yet to be explored in the space. Players are charged with the role of an “Espire Agent” and use cutting-edge Virtual Reality hardware to remote-operate the Espire model 1 drone.

Watch an Espire Agent steal a guard’s gun to hold him up, throw a spare ammunition clip to cause a distraction, and activate bullet time to headshot multiple guards while dropping down from above. Espire Agents can also take advantage of the powerful Espire model 1 drones to grab a hold of walls to fling their self across large areas, zoom past enemies on ziplines, and built-in gear to activate infrared and remote cameras to avoid detection.

Espire 1: VR Operative Key Features Include:
[list
  • The definitive VR stealth experience: bringing the stealth genre to the exciting medium of Virtual Reality, delivering gameplay mechanics for the stealth and action genres that have yet to be explored.
  • Control Theatre: Espire 1: VR Operative offers a unique solution for motion sickness, a common problem with many first-time VR players. Any time a player performs any artificial locomotion, the game world shrinks down to the size of a floating tablet, with the Control Theatre visible in the player’s peripheral vision. This “VR within VR” system allows for precise, full freedom movement, while maintaining immersion, and eliminating “VR motion sickness” for almost everyone. The Control Theatre is fully customizable to suit the player’s level of comfort, and can be fully disabled for those already comfortable moving in VR.
  • Full freedom of movement: allowing players the freedom to move anywhere within their virtual environment, moving, climbing, and falling with full comfort and no motion sickness for almost all players.
  • Complete single-player story, rich in detail: developed as a dedicated single player VR experience with individual story missions and scenario missions that use the story mission environments for short challenges.
  • Voice control: Using the VR headset’s onboard microphone, players can make commands and perform actions simply by speaking. The noises players make can draw the enemy to their location – adding a new way to gain the advantage.
  • Arsenal of weapons and gadgets: As an Espire model 1 Operative, players will have access to dozens of unique gadgets and weapons such as a tranquilizer pistol and deployable spy cameras in order to complete the mission objectives.
  • Global Leaderboard: A worldwide tally awards players a competitive score based on mission time, movement, stealth, ammo conservation, takedowns and other factors. *Coming Soon to PSVR version
  • Intuitive controls that mimic real life: Interaction in this game aims to be natural and intuitive. Instead of memorizing dozens of button combinations for every action, players perform them as they would in real life. Operatives can crouch and enter cover by physically using their body.
  • Smart AI: Enemy combatants in this game actively hunt the player. The AI responds to sight, sound, and other stimuli and will react to with varying levels of suspicion based on the player’s physical stance, movement speed, cover and relative location.
Sniper Ghost Warrior Contracts - CIGames_MJ
Sniper Ghost Warrior Contracts out now!

Become the Seeker, a sniper assassin and deliver justice!

Sniper Ghost Warrior Contracts delivers in-depth play elevating the series to new heights.

Bringing new features like the Dynamic Reticle System, dramatic dismemberment mode and upgradeable AR mask, you can take on the 25 unique and challenging contracts across five considerably-sized maps however you want.

So are you ready to take on the toughest Sniper challenge?

Subnautica: Below Zero - DamJess
Hey Subnautica fans!

I hope you're having fun with Below Zero! I'm writing this blog for a few reasons:
  1. To update you on development, as we get ready to drop another Early Access release.
  2. To inform you about changes that are coming to the Below Zero story.
  3. To enthusiastically introduce you to our new writer, Jill Murray!
Our 7th Early Access update - "Deep Dive" - is coming very soon, and it's a big one! The team worked super hard to get us to this release, and I'm really proud of our effort in pulling everything together. Except for the endgame, the entire Below Zero experience should be playable; the world is all there for you to explore, all the new features and tools and creatures are present. Everything's in place, but that doesn't mean it all quite works in harmony. It will take a fair bit of iteration and polish and careful attention to what's currently there to pull everything together and make the final game feel truly special.

Despite our best efforts, we're not exactly where we want to be, particularly when it comes to the story. When we decided to make another Subnautica game, we agreed that making a game with a "living" story - featuring a speaking protagonist and other active speaking characters - would be a really interesting way to differentiate Below Zero from the original game.

Our initial attempts at nailing down a living story about a scientist who meets a sentient alien - in the context of a game that was built around survival mechanics - have been a bit messy. We like doing things that are big and ambitious at Unknown Worlds, but we managed to get a bit stuck. We've had trouble defining our characters' motivations clearly and building key relationships. We want our players to care about the characters and what happens to them. Based on feedback from the community and playing the game ourselves, we realized that some changes to the story needed to happen.

As some of our dedicated fans may have noticed, our writer Tom Jubert recently left Below Zero to pursue other projects. Tom's brain was responsible for much of what fans know and love about the Subnautica universe fiction and lore, and we will miss having him around. The Subnautica universe will always carry a bit of Tom's spirit, humour, and imagination.

With adjustments and changes still required on Below Zero’s story, we found an amazing new writer / narrative designer to join the team: Jill Murray. Jill has done award-winning work on franchises like Tomb Raider and Assassin's Creed; she's worked on a wide-range of projects, from dating sims to indie RPGs; she's even written YA novels about breakdancing teenagers! In a short period of time, I've found Jill to be a terrific, imaginative collaborator with a keen sense for character and story.

And so, after a lot of internal discussion and reflection, we've decided to change directions. The upcoming "Deep Dive" release represents the last version of the current story that we'll be shipping to the public. We're going to be delivering a new story next year.

In deciding to change up the story, we knew we had to work within the constraints of the current world. Sector Zero of 4546B - from Twisty Bridges to Crystal Caverns; from the Arctic Spires to the Deep Lily Pads - is going to stay largely the same. If anything, we will have more time to really work on the detail of the world, to develop the biomes into richer, more beautiful spaces to explore.

Also, when we sense that there's true love for certain things from the community, we'll look to preserve - or better yet, improve - those parts of the game. We know that players are responding positively to Marguerit and Al-An, for example - these characters will continue to exist in the new story, and we're going to look to develop them further. Beyond that... I don't want to spoil anything. Not yet, anyway!

If you love Subnautica, and you like seeing how things evolve, I hope you'll still tuck into this version. There's a lot of really good stuff that is still taking shape, and we'd love to hear what you think. Fair warning though: saved progress in the current version of the game will be lost when we ship the new story.

I'm super excited about the changes that are coming to Below Zero, and I can't wait to share them with you.

And as always, thanks for playing! We couldn't do it without you.

Yours,
David Kalina
Project Lead - Subnautica: Below Zero
Caveblazers - Will
Hello!

The "Definitive Edition" update is the final expansion to Caveblazers. This update extends and refines the original game with a plethora of new items & upgrades, as well as some quality of life changes, and a few final bug fixes.

Here's a breakdown of the major changes:
  • 38 New Items & Blessings!


    All of the new items & blessings have a large focus on synergy! For example (as above), combine the Bolt Lance with the Arrow Splitter, Rebound Emblem & Twofold Perk for ridiculous lightning-based ranged attacks.

  • More Elemental Options


    Get a hold of the Fire Affinity Blessing in an early level (increased fire damage from every fire kill) and combine it with a fire-based ranged or melee attack, and you could end up with massive fire damage by the end of the game.

    Also, different damage types have different coloured damage numbers now.

  • The Dull Ring...


    It sounds pretty dull... and, well, it doesn't do anything on its own... but you can throw this ring on to an Altar with a potion of your choosing and the ring will absorb its effect.

  • New Daily Traits


    These new traits add a whole lot more variety to the Daily Challenge.
    Here's a few favorites of mine:
    • Run the Gauntlet - the first part of each level is gauntlet of traps for you to struggle through... good luck!
    • Explosive Spikes - this one was suggested by discord member Polished. It's self explanatory... and causes chaos
    • Deck Builder - causes cards from Arena Mode to appear in the main game
    • Vegan Mode - ¯\\_(ツ)_/¯

  • Arena Card Rework


    Many of the existing arena cards have been rebalanced, and 7 new cards have been added! There are now many more interesting and powerful card combinations to play with. Many of the new cards have an elemental focus (poison, bleeding, fire, etc) which I feel was an area that was a little neglected in previous versions.

  • Create Your Own Hats!

    This feature is exclusive to the PC version. You can draw your own hats, and have them appear in the game! To get started, head to your install directory
    C:/Program Files/Steam/steamapps/common/Caveblazers/Custom/Hats
    and you'll find a readme.txt file that explains how to draw them, and a template to help you get started.

    Here's a few examples of what you can do:

    Made by community member Taake on Discord

For a full list of changes, check out the announcements channel on our Discord server:

Or find the Steam forum change log here:
https://steamcommunity.com/app/452060/discussions/0/1657817111849808246/

    But what about console versions?!
    This update is already up for the Nintendo Switch version, and a PS4 port for the game is in development.

Enjoy! ːsteamhappyː
...