Jan 11, 2020
[it's possible] - Alscenic
Small content update after taking a bit of a post-launch break. Updates will continue starting Monday (Jan. 13th.) Here's a quick summary of the changes:

Additions
+ New obstacle: Crusher - a moving piston designed to crush more than just your dreams

Fixes
> Workshop uploader no longer ignores your item visibility settings
> Workshop upload dialog now actually tells you why when it refuses to upload
> Workshop uploader no longer requires a description to upload
> Player "crush" box is now more accurate - getting stuck inside of something now crushes the player like you would expect (rather than only checking a single point in the center of the player)
> Fixed player getting stuck inside of ceilings sometimes when moving stuff is involved

In the next few updates:
~ Leaderboards
~ More levels
~ New obstacle
~ Backwards compatibility system (will be added before it is necessary)
~ Piston piece (harmless crusher)
~ Steam Achievements
~ Better resolution and display settings
~ Level editor improvements, quality of life, and features
~ Rotation deprecation (replacing with Spin)
~ New background visuals
Jan 11, 2020
Chippy - ryleigh


New Official Stage: Quartet


Destroy four unique bosses as fast as possible. Each boss gets stronger when another boss dies. You can fight them in any order, so experiment with different strategies and compete on the leaderboard.

It's available on the workshop here, though you should be auto-subscribed to it already.

Community Highlight: Workshop
Chaos Campaign


If you're itching for even more challenging content, make sure you check out the Chaos Campaign by community member GNL2002.

At the time of writing, their creation features 8 inventive new bosses to defeat, complete with custom attack patterns and dialogue. While already impressive, the campaign is a work in progress so there might be tweaks and additions in the future.

https://steamcommunity.com/sharedfiles/filedetails/?id=1921870040

Chippy the Anime


Also worth checking out is W1ND's reimagining of our official campaigns, with
11 bosses transformed into unique and stylish galactic waifus.
Hopefully we'll get to see the remaining 3 bosses converted soon!

https://steamcommunity.com/sharedfiles/filedetails/?id=1897626619
https://steamcommunity.com/sharedfiles/filedetails/?id=1939363684

Gridlock


Last but not least, current #1 player Krahie has authored a custom stage of their own called Gridlock. This challenging design has a particularly satisfying second form, give it a try!

https://steamcommunity.com/sharedfiles/filedetails/?id=1901141743

If you're interested in creating your own stages, check out the tutorials, and feel free to ask for help in the Chippy Discord.

Community Highlight: AGDQ


We were thrilled to see Chippy on Awesome Games Done Quick recently. The Crusade campaign and Xulgon (spoilers!) were run by Scrublord, who did a great job of presenting the game, demonstrating high level play, and performing some exploits.

Here's the vod: https://www.twitch.tv/videos/532240714?t=11h08m37s

Future Plans
We're still moving along with the Switch port, and are optimistically investigating adding local multiplayer support to all versions.

You can also expect some more official workshop stages at some point.

Change List
Features
  • Added Quartet stage
  • Auto-subscribe to Quartet and Crossfire stages
  • Changed button highlight styling
Fixes
  • Fixed menu music for workshop stages
  • Fixed an issue preventing new workshop leaderboards from being created
  • Fixed possible cause of error spam in scripts
BloodLust 2: Nemesis - WRF Studios
- Removed ability to close dialog window by moving (caused issues for some quest dialogs)
- Fixed respawn points for enemies (After respawning in some areas, players could not get up without getting killed again)
- Increased XP for all quests
- Added Hint to Journal for Deciphering Darkness quest
- Added improved glow to fast travel points
- Added yellow caution graphic to un-sire-able minion's health bar
Jan 11, 2020
When I Was Young - Max Gunther


Changelog:
- fix bug when you can't move in VC camp after Goose speech lvl 5 ch 3 (if it happened again after load a safe file - restart the 3 chapter in chapters menu)
- fix bug when you fall down on the forest hill lvl 2 ch 4 (if it happened again after load a safe file - restart the 4 chapter in chapters menu)
- fix undead enemies in hospital lvl 1 ch 7 (if it happened again after load a safe file - restart the 7 chapter in chapters menu)

Follow us:
Verdant Skies - Andy Korth
Today's update to Verdant Skies adds a bunch of user requested quality of life features and fixes a handful of bugs.



  • Mods can now specify custom clothing items! Modders can create a ClothingItems.json to specify the items.
  • The genetic splicer now works properly when you click on a genome. Previously it only worked when you used a controller or dragged the scissors icon.
  • Additional controls for navigating the UI may now be customized on for gamepad or accessibility controller users.
  • The full seed inventory size is always shown. Previously it shrunk down to your current number of seeds, making it look like the upgrades had no effect.
  • The spice rack now mounts properly on tables and countertops.
  • Minor dialog fixes here and there. Achievement typo fixes. Thanks to everyone who reported typos!
  • Ramon's unlock achievement now unlocks properly- you no longer need to save and load your game to get the achievement.

https://www.youtube.com/watch?v=QtueJoWOc-c
Exile Squadron - J_C
It's been exactly 2 months since the release of Exile Squadron, so it is just fitting to celebrate this milestone with a big announcement.

I was always thinking about releasing the game for Linux, so more people can play it. Unfortunately I never had any experience with this operating system before, so I was a bit nervous to release anything on it. But today I can happily announce that the Linux version is ready, and anyone who is playing on this system can try it.

I have tried to make it bug free, but if you notice anything strange, please report it.

Have fun pilots!
游离大陆 Uniland - 不器之刃
新增
【勇士乐土】可选兵种池中增加5个新兵种

  • 增加刺客【轻衣武者】
  • 增加战士【铁血卫士】
  • 增加法师【神谕巫师】
  • 增加射手【追魂射手】
  • 增加骑士【深渊领主】
如果你在游戏中遇到任何问题,都可以加入我们的玩家交流群进行反馈,我们会全力解决!
QQ群:183246701
Spelling Quest Online - sp1fey
Hey all!

You can now select a board size when creating a game. There are a few preset options available:
  • 10x10
  • 50x50
  • 100x100 (default)
  • 200x200
  • 400x400
There are a few places in the code where we assume boards are square, once I rewrite those, I'll drop the restrictions and allow basically any choice (within reasonable limits). The free-play default board will be 1000x1000 going forward just for fun.

An AI opponent can be included when creating a game. This feature is on a trial basis. I've done some testing and it's been hard to make them 1) play like humans would, 2) use a reasonable amount of CPU on my servers, 3) not be ridiculously overpowered. I suspect they'll go through a few more iterations before they're actually fun to play against.

There's now a tutorial that any new players on Steam will see when they first link their account. It's pretty short and has a gold reward for finishing it.

Once again thanks to everyone who's given this a chance!
Jan 11, 2020
Last Summer Iteration - murasekatsuma









Jan 11, 2020
MMORPG Tycoon 2 - VectorStorm
Hi, everyone! This is another patch mostly containing bug fixes, but also fixes the performance degradation that came in as part of 0.17.6's changes to pathfinding. Here's the complete Changelog:
  • Recovers the game performance lost by the pathfinding fixes introduced in 0.17.6. Games with lots of logged in subscribers should have much improved performance over the last few versions! (There’s still a lot more for me to do to further improve on this, but I wanted to get this improvement out quickly!)
  • Stopped subscribers from attacking elite monsters which were already dead. (This would only happen when they were on an explicit quest to kill that elite monster)
  • Drops default region capacity from 2000 to 800 simultaneously logged-in players, but fixed the 'server' network object to actually increase the region capacity, as it was supposed to be doing all along. Additionally, increases the effectiveness of an active server from +100 logged-in players to +400 logged-in players.
    Note: A region which has hit its player cap will begin using a login queue to slow down the rate of players entering the region; you can see the details of how many people are currently waiting in the queue in the region’s information window. Regions which are capped out draw in red, when in edit mode, to make it easier to spot that it's happening. The game also generates alerts to point you at the problem.
  • Adjusting a monster type’s “base” statistics now also adjusts the statistics of elite variants of that monster type.
  • Fixed a crash bug which could occur if you changed a region’s assigned level, and then destroyed a monster zone inside that region before all the monsters could have their levels adjusted to match the new region level.
  • Fixed a bug in auto-buff and auto-nerf which incorrectly applied every change to the ability’s effects, even if the proposed change was supposed to be a change to the costs. (this could turn what was supposed to be a buff into a nerf, or vice-versa!)

…and a bunch of other, smaller and miscellaneous fixes!
...