TrackManiaĀ² Stadium - Alinoa


Congratulations to Affi, Yannex and Gwen for still being in the TOP 3!
Look at the current ranking here: https://trackmania-grand-league.com/open-grand-league/

For playing Open Grand League maps or taking part into steps, you can download the title here: https://www.maniaplanet.com/titles/Open_Grand_League@nadeo_club

OPEN GL website: https://trackmania-grand-league.com/open-grand-league/
Twitter to follow to get news: https://twitter.com/Trackmania

Happy Gaming!
Pinball FX3 - jeno
Hello there, Pinball Wizards!

New tables are joining our Weekly Sale, and this time, it's the Xenomorphs vs Silver Balls... the Internecivus raptus vs. Flipper... the Aliens vs Pinball!

https://store.steampowered.com/app/646670/Pinball_FX3__Aliens_vs_Pinball/

Join Ellen Ripley as she confronts the Alien Queen and helps the Colonial Marines eliminate LV-426's alien infestation in 'Aliens'.
Help Amanda Ripley survive the dangerous halls of Sevastopol Station while evading a merciless Xenomorph in 'Alien: Isolation'.
Defeat Xenomorphs, rise in the ranks of Yautja society, and choose your allies wisely in 'Alien vs. Predator'.



Also, if you feel the craving for some Zen Classics, we got you covered: the Core Collection is on a 70% off!

https://store.steampowered.com/app/646673/Pinball_FX3__Core_Collection/

Explore the world of Persian legends in ā€˜Pashaā€™, Lead the Empire to the Golden Age in ā€˜Romeā€™, unravel the mystery of the missing cookies in ā€˜Biolabā€™ or take a journey below in ā€˜Secrets of the deepā€™!



That's it for this week, stay safe and far from the outlanes!

Jeno
Feb 12, 2020
Steel Rain - Roni92pl

We're very excited to announce that february update is just around the corner!
This will be our first big game update since demo release at the beginning of this year, and we're very proud of it. We've made pretty good progress in the last two months and we believe that Steel Rain will feel like almost new game compared to last version.
Many bug fixes, countless gameplay tweaks and improvements, and most importantly brand new features!
The complete changelog is too big to include it in this post(and we're still working on it), so here are some of the most exciting new features:


New unit - MG34 Lafette

Very effective weapon against massed infantry assaults, especially on big, open fields.


New immersive camera effects
You might wanna stay away from mighy 88mm when it's shooting, because it can shake you up!
Shake effects strength can be set in options;
Camera now also has neat, smooth movement for less clunky feel.


Groups and zones

These are tools in mission editor allowing for scriptable mission events like AI sending some group of units, detecting if player units get somewhere, scripted artillery strike etc.
Not to be confused with groups of seleting units in game!(that will probably come in next update) - these are just for mission scripting events.


New mission events


Artillery strike - you can now schedule artillery fire mission on set zone with details like caliber, dispersion, barrels count etc.
Sending untis by AI commander - yes! that means you will be attacked by AI! Right now you can set what type of move order AI will use to send units, which group of units to send, and of course destination zone.
There will be more events like this and with more options in future;
Patrolling zones, planning path with many zones and different group behaviours are some of planned improvements for high-level AI events.


Mission gameplay settings

One of the major and exciting new features are mission gameplay settings - they will enable mission designers to really change gameplay pace and level of realism - instead of using mods for this like in most games, gameplay coefficients can be tweaked per mission.
This is better than modding for two reasons: mods typically break game's 'vanilla' missions and can be played properly only on missions designed specifically for that mod. Second reason is that it's just so much easier, faster and more convenient.
This is also important first step into introducing game modes: arcade and realistic, both allowing for different range of coefficients(so all crazy, unrealistic values will be available in arcade mode only and only slight changes in realistic mode for consistency), right now ranges are pretty wide and allow for both arcade-y and more realistic gameplay. You will see even more settings exposed in next updates, like affecting units movement quickness etc.
Mission designers can now also set time of day/night in mission editor.


GUI and communication improvements

You'll be able to see currently loaded ammunition and selected/loading amunition in weapon panel, different move order types will have different colors, and you will see red line rendered to unit that your soldiers are currently engaging when selected.


AI improvements: round I
Units will now rotate toward incoming fire instead of just taking cover.
Unit aiming logic also went through major refactor, they are now more consistent and shoot more accurately in close distances; this refactor this also allowed for faster turrets rotating and gun elevation speeds, resulting in much faster aiming ai and more dynamic gameplay.
Drivers logic and pathfinding was improved, especially when you want vehicle to backup/reverse. Also, shooting will now affect how easily unit can be spotted.
As some of players rightly suggested - you can now order units to hold fire, so making abushes will be possible. When units get under fire 'hold fire' order will be automatically cancelled.


Machine guns for tanks!

Finally! You'll still see soldiers hit directly by HE rounds from time to time though, don't worry :D


And one new little feature-surprise...

But what could that be!? :)


We'll continue to focus our effort on core game elements, fix biggest pain points and lacking features for next few updates and then we'll start adding more content.
Our current general goal stays the same - to get to the early access release cycle as soon as possible.
With that said your help to get there will be much needed - here's how you can help :
https://steamcommunity.com/games/1150390/announcements/detail/1702858819124486969

We hope you'll like this update,
See you on battlefield!
Firestone: Online Idle RPG - Holyday Studios
Hi everyone,
We are happy to announce that Firestone Idle RPG just achieved 2 major updates.

Multiplayer
You can now play and create your own Guild, co-operate with your friends from other platforms and achieve great boosts.
You can all now communicate in your own private guild chats, create guild strategies and help your guild
compete on cross-platform leaderboards.
A whole new town has been added to the game to host all the mechanisms related to the guilds.


Major art redesign
Along with the guilds we redesigned the game from scratch. The new style is more fun and less realistic.
We believe that you are all here to have fun and forget real life and realism for a while! We also added a new gaming cursor that was proposed by the community a long time ago. Last but not least, we added new avatars for your character!

Insurgence - Second Assault - Platonic Game Studio


Hello guys, we have to make an announcement.

We are sorry that we have to delay the launch of our game from 20 February to 27 February.

Some things require more polishing and fixing. Since we learn a lot from our previous launch that our game was too rushed.

So we don't want to make our customers disappointed, so we decide to do further tests, further polishing and ensuring our game was at their best states when it launches later.

Please keep supporting us! so we can deliver our best!

See you on 27 February!

Oh yeah, don't forget to Wishlist our game! so you'll get notified when the game release!
We Were Here Too - Wilson
Valentineā€™s Day is coming up this Friday, and we want to try our hand at making some matches! We've put together a short survey that we think can find out exactly what you're looking for.

Whether you are looking for a special someone, a new friend, or just a friendly co-op partner, we will try to find the perfect match and help you organize a session of co-op puzzle solving in
a We Were Here game! Solving puzzles together has got to be a great way to get to know someone, right?

We will even enter you into a raffle for a Steam keys for We Were Here Too or our latest game We Were Here Together!


We Were Here Together - Wilson
This Friday is Valentineā€™s Day! For this special occasion, we want to match you with someone!

Whether you are looking for a special someone, a new friend, or just a nice co-op partner, we will try to find you the perfect match. Thereā€™s no better way to get to know someone than trying to solve puzzles together, after all!

We are even giving away a few Steam keys for We Were Here Too and We Were Here Together in a raffle, so you might get lucky!


Dead Frontier 2 - APwn
This is a follow up on my two previous posts about Dead Frontier 2's planned updates:
https://steamcommunity.com/games/744900/announcements/detail/1585754447302643497
https://steamcommunity.com/games/744900/announcements/detail/1615032915334438645

Open World
I'm happy to report that the Open World system for Dead Frontier 2 is nearing completion and should be ready by the end of this month. For those of you that haven't heard about it before, the Open World will replace the current towns, allowing you to seamlessly explore a large outdoor game world with no loading screens. There will be a lot more variety than we have now, with new area types such as fields, woods, graveyards and parks.



The system I've created is quite flexible, and should allow me to add even more area types over the next year. For those of you wondering, cars will still remain part of the game and will be used to fast travel between outposts.




Since this will be a big change to DF2 the final switch over will happen in stages to minimize the impact of any bugs on existing characters. To start with, only new characters will have the option of being created in the Open World, and old characters will still be playing in the normal areas. I will then spend a week or two responding to player feedback and fixing any bugs with the system. Once everything is working correctly, I will then move all the existing characters into the new world.





Level 30-50 Infected
While I've been busy with the Open World, our character artist Dobrin has been hard at work and has brought some of Milen's (our concept artist) twisted ideas into reality. Here are just a few of his gruesome creations:











Once the open world update is finished I plan to move on to implementing these new creatures, along with adding new weapons, armour, clothing & skills ready for the level 30-50 game. Rather than save all of these up for one large update, I will most likely do the work in smaller batches so that there is a new update every week or two.



Thanks for reading!






GameGuru Classic - gameguruevangelist
This Sci-Fi Mission to Mars Pack brings a new style to the GameGuru world. This DLC is ideal for making space adventures and comes with a demo game to inspire your creative juices. There are plenty of entities in this high-quality pack.



If you don't yet have the GameGuru Sci-Fi Mission To Mars Pack DLC, we are currently running a promotion on the TheGameCreators website (and on Steam) with a great discount, so there is no better time to buy and add an alien element to your game making collection. The discounted DLC is available here:

https://store.steampowered.com/app/404570/GameGuru__SciFi_Mission_to_Mars_Pack/
Feb 12, 2020
Albion Online - iancurtismayfield


The third weekly patch since the launch of the Queen update is now live, bringing a much-requested update to Outlands respawn behavior along with various bug fixes. Most importantly, Outland towns are no longer classified as visited cities when choosing "Last City" as a respawn option. This allows players to respawn from Outlands to a Royal city, whereas previously players could find themselves "stuck" in an Outland town, as the only way to get out was by walking to a portal several zones away.

Players based in the Outlands can now also travel more freely to the Royals.Ā Here's how it works:
  • Players who base themselves in one of the Outland towns or a Hideout can now essentially "fast-travel" back to the Royals to visit their islands, do farming, etc.
  • This is done by dying in the Outlands (either in a fight or via /suicide) and respawning in "Last City" in the Royals, which no longer removes the "Home" respawn setting
  • The "Home" respawn setting is removed when a player chooses to re-enter the Outlands via a Realmgate
Thus, while this new system gives players options to base themselves in the Outlands and continue using the Royals at the same time, it does not allow them to move forces back and forth between two Outlands access points. To illustrate this, under this new system you could not do the following:
  • Be in a Hideout
  • Die and respawn in a Royal city
  • Go through the city's Realmgate
  • Attack a territory near the Outland portal
  • Die and respawn back at your Hideout to execute another attack
These changes are intended to give Outlands players easier and more streamlined access to the Royals, without giving them unfair advantages in power projection, logistics, and transport.

For more background on these changes, as well as an idea of our future plans for streamlining and updating this system, please see this forum post.

For precise details of this change, as well as a complete list of bug fixes, please see the official patch notes.
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