Astellia - CM Aethon
Greetings Astellians!

We know you’ve been patiently waiting, and we’re excited to make it official, Astellia is now available on Steam! Head on over to the »Store Page« and pick up your copy to begin playing now!

For help on getting started, be sure to stop by our fantastic and active community on the official Astellia website available here: https://www.astellia-mmo.com/home
ELDERBORN - Mruqe
Enough said. Go play some ELDERBORN!



This is just a stop in our journey. Much is yet to come!

Good hunting, WARRIORS!

The Hyperstrange Team
Summer Islands - Matt
Hello everybody,

today there is another small important update with the following changes:

  • BUG FIX at Terrainforming: When selecting the Terrainforming Tool only water was displayed.
  • BUG FIX for player colors: Array Index out of Range Error when displaying a player color in the menu.
  • BUG FIX at saving with BOTS: variable undefined if you want to save in a match with bots.
  • Changes of the NW.js library on Windows & Linux back to version v0.33.3

I think for the bug fixes there is no further explanation needed. We are very sorry that we did not find and fix them before. We have a testing workflow. But unfortunately this was not 100% adhered to this time due to time constraints. We are trying to improve!

For the change of the compiler libraby I have to go back a bit further.
As already mentioned Summer Islands is a HTML5 game with CreateJS as frontend library (https://createjs.com/) and NodeJS as backend (https://nodejs.org). For compilation as executable we use the perfect tool Web2Executable from jyapayne (https://github.com/jyapayne/Web2Executable). Basically it is a simple interface to use the NW.js library (https://nwjs.io/blog/).
This is the simple framework of software we use. Since we have published Summer Islands on Steam we need a library to integrate the Steam functions. For example Archievments, Steamcloud and so on. There we use the library Greenworks (https://github.com/greenheartgames/greenworks)

And that's where the problem starts. The Greenworks version runs with a certain version of NW.js.
The last Greenworks version v0.14.0 (18 Nov 2018) needs the NW.js version v0.33.3.
With this combination we have managed to get the stable FPS in the last months.

For MacOS we had to change NW.js version and took the latest version, NW.js version v0.43.6.
We had found a site that compiles the Greenworks library with the latest NW.js version (https://greenworks-prebuilds.armaldio.xyz).

This way we had no more startup problems with the MacOS version and could focus on internal client-server errors. We were able to fix all of them. Unfortunately this resulted in new bugs that we fixed today.

But the much bigger problem arose with the use of the new NW.js version. Because this had the consequence that the game ran very unstable. So we are talking about FPS drops below 10 FPS. If you opened the finance menu and moved the mouse, the game was unplayable under Windows. So we decided to switch back to NW.js version v0.33.3 for Linux and Windows.
The MacOS version must remain on NW.js version v0.43.6, because otherwise the game won't start. I am afraid that on MacOS the FPS are not stable and cause unpleasant gameplay problems.

We wish we could solve the problem immediately. But this is the problem when you depend on other libraries. We will try to ensure stability with the latest possible libraries in the future.
But for now we hope that there will be a new Version in the near future.

We wish you a lot of fun with the new version.

Warhammer 40,000: Inquisitor - Martyr - ✪ megapull
Updates to W40K: Inquisitor will be released. The updates will be applied automatically after the scheduled maintenance and when your Steam client (in on-line mode) is restarted.

New features

New event: Hidden Foes

Enemies of the Imperium have established many hideouts across the subsector in an attempt to avoid righteous prosecution. A special purpose intelligence unit has gathered significant data on these cowardly scum.They shall not avoid their just punishment much longer.
The relevant information shall now be disseminated through secure channels to all Throne Agents. The Conclave expects every opportunity to eradicate the hiding vermin be taken.

Hidden rooms on interior maps will appear far more often than usual. Find as many as you can and eliminate enemies found in them. Event rewards at the end are based on the number of hidden rooms cleared.

Ecru Void Crusade

Gather 5 Ecru Shards to open the brand new Ecru Crusade and complete its challenging missions to receive epic rewards! Fight and defeat the Alpha Legion, Tyranids, and the Aeldari to collect your righteous bounty.
  • 25 new missions available
  • Enemy factions in the Ecru Void Crusade: Alpha Legion, Aeldari, Tyranid, Nurgle

Cortex Fragments

From now on Cortex Fragments can be looted from Villains, Elites, and Commanders. After collecting 100 of them you can exchange them for Favour at Custodian Rebus. The maximum amount of fragments you can gather is 200 per week. Favour then can be exchanged for valuable items at Custodian Rebus’s store.

Added a new Aura and Footprint effect to Custodian Rebus's store.
  • Custodian Rebus is only available from Friday through Sunday at the Ormeus System

Fixed Bugs
  • Several crash fixes and stability improvements
  • Fixed the Ordo stores' reset time. They will reset on a daily basis from now on
  • Fixed the 'Consume resource' enchant unlock requirement which could prevent players from getting into a coop mission and from now on it will count the Warp Heat reduce in case the item will be equipped by a Psyker
  • Fixed the Only War achievement which could be unlocked even below Level 50
  • Fixed an issue in an Ebony Void Crusade mission where if the Survivor died on the way to the terminal, the panel could not be interacted with
  • Corrected the displayed number of Intels in Void Crusade
  • Reduced the size of the Kill Streak, Massacre etc. buffs
  • An enchant providing damage bonus for the Suppression Shield's Block skill can no longer roll onto such items
  • Reduced the speed of the Wandering Servoskull in Void Crusade

Balance
  • Drastically increased the damage of Shock Traps
  • Tweaked monster settings for Void Crusade map to better suit indoors type missions
  • All DoT base duration values reduced from 5 seconds to 3 seconds
  • All DoT base damage values increased roughly by 200%
  • Demolition armor’s “Cyclone missile launcher” cooldown decreased from 60 seconds to 5 seconds
  • The Unbreakable Effect now restores 3% HP/sec from 10 HP/sec as well as instead of 10 Suppression/sec it restores 3% Suppression/sec now
  • The Remote mine now places 3 mines simultaneously that can be detonated one by one, its damage increased from 5.0/piece to 8.0 and received a Critical Strike tag as well
  • The Stun mine now places 10 mines, it properly deals massive Suppression damage and its cooldown was increased to 15 seconds

Ranged weapons
Heavy Bolter
  • The Spin up salvo skill was renamed to Full Auto and the spin up was removed. The skill now fires every 0.125 sec instead of 0.3 sec, received a Traumatize tag, its damage and spread was slightly reduced and its cooldown values adjusted to 0.5 sec to provide a comparable DPS
  • The Concentrated salvo skill’s fire rate was increased from 0.3 sec/shot to 0.225 sec/shot, its spread reduced from 12° to 5° and its cooldown values were adjusted to 0.5 sec
  • The Disengage skill’s spread was increased from 12° to 16°, its fire rate was increased from 0.3 sec/shot to 0.15 sec/shot. The skill’s damage was increased 0.75 to 0.8 and its cooldown is 14 seconds now
  • The Hellstorm skill’s spread area got reduced to a 2.5 meter radius from 3.0 meter, its cooldown values adjusted to 0.5 sec to provide a comparable DPS as well as its spread angle got reduced from 8° to 5°. The skill’s damage was increased from 0.86 to 1.4, received a spin up and Knockdown, Knockback and Weak vs Armored tags. Its explosion radius reduced from 2 meters to 1.5 meters and its cooldown is 10 seconds now

Multi-Melta
  • The charge-up time of the Melta Blast and the Overcharged Shot skills were halved (from 3 seconds to 1.5 seconds)

Shotgun
  • The Single Shot’s Weak vs Armored tag was removed and its damage multiplier was increased from 1.0 to 1.3
  • The Flechette Rounds’ maximum damage was reduced to 200% from 300%, its cooldown was decreased from 5 sec to 2.5 sec and its charge-up also reduced from 3 seconds to 2 seconds
  • The Short Burst received an Assault tag while its Giant Killer tag was removed. Its cooldown was reduced to 3 sec from 10 sec and its damage multiplier was slightly increased. While firing the player moves forward
  • The Manstopper Round received a Physical Vulnerability tag and its cooldown was reduced from 3 seconds to 1.75 seconds

Lasgun
  • The Single Shot received a Heat Vulnerability tag, its damage multiplier changed from 0.92 to 0.82 and it now pierces through multiple enemies
  • The Short Burst received a Fleshbane tag, its cooldown was reduced to 1 second from 2 seconds, its damage multiplier changed from 0.84 to 1.0 and it fires 4 shots instead of 3 now
  • The Aimed Shot skill’s damage multiplier changed from 2.2 to 2.9
  • The Hotshot's damage multiplier was increased from 1.0 to 1.5, its range increased from 28 meters to 40 meters and the player keeps moving backward while firing

Plasma Gun
  • The Single Shot’s damage multiplier increased from 0.85 to 1.0 and received a Fleshbane tag
  • The Short Burst skill’s overheat value reduced to 0.5/projectile from 2/projectile and the time between the projectiles got reduced from 0.4 sec to 0.2 sec
  • The Focused Bolt received a Piercing tag and its damage multiplier reduced from 3 to 2
  • The Compressed Plasma's charge-up time reduced from 3 seconds to 2 seconds and its damage multiplier changed from 3.0 to 2.66

Grav-gun
  • The Single Shot’s damage multiplier was increased from 0.63 to 1.08, its animation speed increased from 0.5 to 0.3 second
  • The Temporal Anomaly received a Piercing tag, its cooldown was increased from 3 to 4 seconds and its damage multiplier increased from 2.0 to 2.2
  • The Gravity Surge received a High Suppression tag but the Stun and Slow tags were removed, its cooldown was adjusted to 0.5 sec and its damage multiplier was reduced from 1.0 to 0.66. The area of the secondary effect was reduced from 5 meters to 3 meters
  • The Gravity Implosion’s initial damage multiplier was reduced from 1.0 to 0.5, its overheat reduced from 5/shot to 4/shot and its overtime damage multiplier was increased from 0.2 to 0.475

Plasma Cannon
  • The Single Shot skill received a Heat Vulnerability, an Armor Breaking and a Breacher tag while its Demolisher tag was removed. Its animation speed was slightly increased and its damage multiplier was reduced from 1.65 to 1.4
  • The Overdrive Discharge’s base attack speed was increased from 0.5 sec/shot to 0.25 sec/shot, its damage multiplier increased from 0.85 to 1.2 and removed the spin up as well as the Armor Breaking tag
  • The Compressed Plasma’s chargeup time was reduced from 3 sec to 1.5 sec but its damage increase was kept
  • The Plasma Barrage’s number of projectiles was increased from 4 to 6 when fired

Grenade Launcher
  • The weapon’s reload time was increased from 1.5 sec to 2.5 sec
  • The Single Shot skill’s damage multiplier was increased from 1.0 to 1.35 and its cooldown was reduced from 0.9 sec to 0.65 sec
  • The Short Burst skill now fires every 0.2 seconds instead of 0.5 seconds and its spread was reduced from 4.5 meter radius to 4.0 meters
  • Proximity Mine now launches 5 mines instead of 1. The mines have a 1.5 sec arming time and do not explode on direct contact. The mines’ damage multiplier was reduced from 1.6 to 0.75 and its activation radius changed from 1.5 meters to 2.5 meters

Heavy Flamer
  • The Flame Cone received an Assault tag as well as a Flee tag (Flee causes enemies with red or no suppression to turn their back and run. It affects all enemy types) while its High Suppression tag was removed. It now causes Burning and while using it the player slowly moves forward
  • The Phosphorous Splash’s damage multiplier was increased from 1.2 to 1.5, received a High Suppression tag and the projectiles’ speed was doubled
  • The Scorched Earth received a High Suppression tag

Boltgun
  • The Single Shot’s damage multiplier was increased 0.95 to 1.4, its animation speed was also increased and adjusted the global cooldown value to 0.5 second
  • The Full Auto now fires every 0.2 second instead of 0.3 second and its damage multiplier was increased from 0.7 to 0.825
  • The Aimed Shot’s cooldown was decreased to 0.5 second, it received a Knockdown tag and adjusted the global cooldown to 0.5 second
  • The Frag Burst’s fire rate was greatly increased and its damage multiplier was increased from 0.85 to 1.36

Melta Gun
  • The Inferno Beam's rotation speed was decreased from 40°/sec to 5°/sec

Autogun
  • The Full Auto now fires every 0.08 second instead of 1 second and adjusted the global cooldown to 0.5 second
  • The Shoot and Retreat now fires every 0.06 second instead of 0.15 second, its spread increased from 10° to 15 ° and adjusted the global cooldown to 0.5 second. From now on both weapons use ammunition at the same rate and fires simultaneously

Autopistol
  • While using the Crippling Salvo, both weapons use ammunition at the same rate and fires simultaneously
  • The Shoot and Retreat skill’s cooldown was increased from 0.5 second to 5 seconds

Grav Pistol
  • The Gravity Flare's overheat was changed from 2/shot to 6/shot and its cooldown was reduced from 7 seconds to 6 seconds
  • The Gravity Well's damage multiplier was increased from 0.3 to 0.45 and from now on the overheat value will be shared between the weapons
  • The Single Shot's overheat cost was reduced from 2/shot to 1/shot

Laspistol
  • The Pulse Shot's overheat cost was reduced from 2/shot to 1.2/shot
  • The Single Shot's overheat cost was reduced from 1.0/shot to 0.5/shot

Plasma Pistol
  • The Focused Bolt's overheat cost was reduced from 3.0/shot to 1.2/shot

Inferno Pistol
  • The Melting Ray's overheat cost was halved
Jan 30, 2020
Yuppie Psycho: Executive Edition - Stutsies

Our friends just launched a found phone horror game!
And we have a special discount for Yuppie Psycho owners!

Extra 10% off on top of the launch discount~

Check out more details below ->



What would you trade for Social Media stardom?

Get ready to use your investigative skills, hacking abilities and the victim's influencer network to piece together the her past.
How far would you go?



Extra Discount alert!
10% launch discount
10% if you own Yuppie Psycho
20% if you own Simulacra 1


https://youtu.be/A_Ih7kEzg5E
https://store.steampowered.com/app/1011190/SIMULACRA_2

SIMULACRA - Stutsies


What would you trade for Social Media stardom?

Get ready to use your investigative skills, hacking abilities and the victim's influencer network to piece together the her past.
How far would you go?



• Inventive and realistic apps for complete immersion in the SIMULACRA universe.
• A more complex and immersive narrative with 8 possible outcomes.
• A larger live-action cast.
• A deeper look into an ominous universe where nothing is as what it seems.
• Enjoy 4K videos documenting the horror behind this macabre crime

Extra Discount alert!
10% launch discount
10% if you own Yuppie Psycho
20% if you own Simulacra 1
Total accumulative discount possible - 40%


#PSA Unfortunately we won't have Russian,Japanese & Brazilian-Portuguese in game as of now.
The localization company we hired provided us with sub-par texts & we found out way too late.
We're fixing it & will add the languages in the next update.
Our apologies and hope you understand💜

SIMULACRA 2 - Stutsies


What would you trade for Social Media stardom?

Get ready to use your investigative skills, hacking abilities and the victim's influencer network to piece together the her past.
How far would you go?



• Inventive and realistic apps for complete immersion in the SIMULACRA universe.
• A more complex and immersive narrative with 8 possible outcomes.
• A larger live-action cast.
• A deeper look into an ominous universe where nothing is as what it seems.
• Enjoy 4K videos documenting the horror behind this macabre crime

Extra Discount alert!
10% launch discount
10% if you own Yuppie Psycho
20% if you own Simulacra 1
Total accumulative discount possible - 40%


#PSA Unfortunately we won't have Russian,Japanese & Brazilian-Portuguese in game as of now.
The localization company we hired provided us with sub-par texts & we found out way too late.
We're fixing it & will add the languages in the next update.
Our apologies and hope you understand💜

Stronghold Crusader Extreme - NickTvsTheWorld
https://www.youtube.com/watch?v=n3s4AkWnL7Y
Join the Stronghold Discord - https://discord.gg/u3ms8MK

Nearly in its 20th year, the Stronghold series has a few consistent staples we wouldn't dream of changing. One of these is a history of memorable songs and full soundtracks composed by Robert L. Euvino!

From fan favourite hits like 'Castle Jam' in Stronghold 1 to soulful desert ballads such as 'Breathe' from Stronghold Crusader 2, music has been a highlight of every Stronghold game to date. Fans have grown accustomed to besieging set to had hard hitting orchestral clashes and castle building to the tune of peaceful lutes and idyllic violins, so we're pleased to announce that Stronghold: Warlords will once again deliver. The game will feature an all-new soundtrack and return to the modular 'Oud' musical system from the original Stronghold Crusader, providing a more seamless musical experience during gameplay.



So rest easy as Rob will indeed be returning to score the landscapes of Warlords, with music suited to the many ways you'll be governing over your lands with military force and cunning diplomacy. To celebrate we have put together a collection of early ambient compositions that Rob has created for the game so far. These are intended as mood setters to give you a small taste of the instruments, influences and styles you will be hearing in the final soundtrack.

We'll have much more on the audio side later down the line for Warlords, with video deep dives into the creation of the sound effects and full soundtrack planned. For now please enjoy this early preview of the music of Warlords!

https://store.steampowered.com/app/907650/Stronghold_Warlords/
Stronghold Kingdoms Starter Pack - NickTvsTheWorld
https://www.youtube.com/watch?v=n3s4AkWnL7Y
Join the Stronghold Discord - https://discord.gg/u3ms8MK

Nearly in its 20th year, the Stronghold series has a few consistent staples we wouldn't dream of changing. One of these is a history of memorable songs and full soundtracks composed by Robert L. Euvino!

From fan favourite hits like 'Castle Jam' in Stronghold 1 to soulful desert ballads such as 'Breathe' from Stronghold Crusader 2, music has been a highlight of every Stronghold game to date. Fans have grown accustomed to besieging set to had hard hitting orchestral clashes and castle building to the tune of peaceful lutes and idyllic violins, so we're pleased to announce that Stronghold: Warlords will once again deliver. The game will feature an all-new soundtrack and return to the modular 'Oud' musical system from the original Stronghold Crusader, providing a more seamless musical experience during gameplay.



So rest easy as Rob will indeed be returning to score the landscapes of Warlords, with music suited to the many ways you'll be governing over your lands with military force and cunning diplomacy. To celebrate we have put together a collection of early ambient compositions that Rob has created for the game so far. These are intended as mood setters to give you a small taste of the instruments, influences and styles you will be hearing in the final soundtrack.

We'll have much more on the audio side later down the line for Warlords, with video deep dives into the creation of the sound effects and full soundtrack planned. For now please enjoy this early preview of the music of Warlords!

https://store.steampowered.com/app/907650/Stronghold_Warlords/
Stronghold Crusader HD (2012) - NickTvsTheWorld
https://www.youtube.com/watch?v=n3s4AkWnL7Y
Join the Stronghold Discord - https://discord.gg/u3ms8MK

Nearly in its 20th year, the Stronghold series has a few consistent staples we wouldn't dream of changing. One of these is a history of memorable songs and full soundtracks composed by Robert L. Euvino!

From fan favourite hits like 'Castle Jam' in Stronghold 1 to soulful desert ballads such as 'Breathe' from Stronghold Crusader 2, music has been a highlight of every Stronghold game to date. Fans have grown accustomed to besieging set to had hard hitting orchestral clashes and castle building to the tune of peaceful lutes and idyllic violins, so we're pleased to announce that Stronghold: Warlords will once again deliver. The game will feature an all-new soundtrack and return to the modular 'Oud' musical system from the original Stronghold Crusader, providing a more seamless musical experience during gameplay.



So rest easy as Rob will indeed be returning to score the landscapes of Warlords, with music suited to the many ways you'll be governing over your lands with military force and cunning diplomacy. To celebrate we have put together a collection of early ambient compositions that Rob has created for the game so far. These are intended as mood setters to give you a small taste of the instruments, influences and styles you will be hearing in the final soundtrack.

We'll have much more on the audio side later down the line for Warlords, with video deep dives into the creation of the sound effects and full soundtrack planned. For now please enjoy this early preview of the music of Warlords!

https://store.steampowered.com/app/907650/Stronghold_Warlords/
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