Deliver Us The Moon - WIREDGary
Good afternoon Astronauts!

We hope you have been taking care of yourselves in between your mission to the Moon.
Today we are celebrating the Steam launch of Close to The Sun from our friends at Storm in a Teacup!

If you haven't heard of the game, you can catch the launch trailer here:



As part of the celebration they are running a livestream over the course of the day on their Steam page, as well as offering 25% off the retail price for anyone that buys it over launch week!

As part of the Wired family (Like us!) there is also an extra 10% off on top if you own Deliver Us the Moon on Steam.

Whilst we prefer to keep our eyes to the stars instead of in the ocean (have you SEEN those angler fish?!) we wanted to make you aware of the bonus discount - if a steampunk thriller on a scientific ocean vessel sounds like something you might enjoy then it could be a nice vacation from zero gravity.

Stay safe, stay home, play games, and look after yourselves!
May 5, 2020
Squad 44 - [PS]SnazzyDuckling
Hey guys!

We have a patch coming to address several issues and bring some more optimization to our Chapter 3 maps. Carentan is still not ready, but it's getting there.


Changelog v2.0.708.14663
GENERAL FIXES
- Fixed head 3rd person LOD settings
- Move intro volume lowered by half
- Lowered volume for the intro movie
- Fixed MI_CobbleAsphaltRoadA having the wrong physmat changed from gravel to concrete
- Fixed collision in some foliage types
- Fixed collision on a few The Bloody Seventh and Day of Days buildings
- Fixed Hawkins mine not damaging engines
- Fixed several graphics exploits

VISUALS
- Fixed 4th infantry floating medical patch
- Updated 1st airborne uniform with new colour
- Updated US 1st person sleeve/infantry backpack textures
- Fixed Hawkins mine not disappearing in the hands of the player after placement

EFFECTS
- Fixed funky ribbons on magnetic mine explosions and HE against armour
- Fixed Hellcat wheel fx by downsizing some debris textures
- Fixed some US paratrooper physmats
- Fixed ambient Flak light and no collision on beam restored
- Removed shadows from point lights in flak searchlight blueprint’s
- Updated Sherman wheel fx
- Optimization for tracked vehicle engine damage FX
- Optimization for tracked vehicle turret caching
- Updated Support artillery impacts
- Added a new projectile variant for the ambient Vierlings that do not have end explosions
- Fixed Skytrain plane destruction effects
- Fixed wind intensity on grass
- Fixed physmat for material on cobble paths

MAPS
St Mère-Église

- Optimized terrain and static meshes
- Added 2nd cap zone spawns to be enabled
- Adjusted lifetime of forward spawn groups near the church to 150 seconds
- Adjusted flag spawns on St Mere Invasion 01

Utah Beach

- Optimized terrain and static meshes
- Fixed tanks spawned by LCTs being enterable by the Wehrmacht
- Fixed culling and materials of meshes
- Improved some areas of interest
- Adjusted number of LCVPs to 9
- Fixed hedgehog glitching through the LCVP at H7 kp5
- Fixed inside of bunker culling too early at G7 kp9

Heelsum

- Fixed fence blocking bridge at M11 keypad 7
- Fixed terrain at H8 keypad 5
- Fixed hedge mesh at L13 keypad 8
- Fixed Flak 36/38 emplacements from respawning ontop of wrecks on Heelsum s04 (They no longer respawn)
- Fixed floating parachute at M8 keypad 1
- Fixed fence posts not being passable on Heelsum at K13 keypad 7

Grave

- Fixed floating foliage at F4 keypad 6
- Fixed floating foliage at E6 keypad 9
- Fixed concrete bunker cull distance to be higher on Grave at D4 keypad 6
- Fixed fence collision at F2 keypad 8
- Fixed gap in tunnel mesh at F7 keypad 5
- Fixed gap in wall mesh at G7 keypad 1
- Fixed gap in wall mesh at G8 keypad 7
- Fixed floating building mesh at F7 keypad 3
- Fixed fence collision at E2 keypad 5

Doorwerth

- Fixed fence gap in the north side of the Factory at I7 kp6
- Fixed road gap at J5 kp2
- Fixed bad hedge collision at K2 kp1
- Fixed Castle Doorwerth gatehouse materials
- Removed support radio for the germans in S04 at M6 kp8
- Improved some areas of interest


Sincerely,
Periscope Games
She Will Punish Them - KK Softworks
Hello, punishers,

Here is the list of cool improvements and fixes, which we prepared for our Update v0.110!

Combat Overhaul
  • More engaging and thoughtful combat system.
  • Better hit detection for both the player character and enemies.
  • Better weapon handling and clearer feedback and a sense of direction.
  • Distinct enemies. We were trying to make each enemy unique in combat style, thus the player needs a different strategy to deal with them.
  • Better combination of enemy groups. For example spear-man and shield formation.
  • Less clumsy succubus movement.
  • Better balanced difficulty.
  • Better balanced loot and growth curve.
  • Better Enemy AI: For example, the skeleton archers will shoot at you once you are visible to them.


Mechanics Changes
  • Added magical blockages to prevent the player from leaving the area before all enemies in the area are slaughtered.
  • When a stage is cleared, you will get 30 seconds to pick the loot before the result statement appears.
  • Removed the hell portal and placed unique enemies or bosses in the final room instead.
  • Added deposit/withdraw function to the player's personal chest so you can store extra gold in it.


Improvements
  • Easier to open chests and interact with furniture. You no longer need to look at an object in order to interact with it.
  • Loot on the ground is marked with a special effect to make it more visible.
  • Brief text tutorials to reduce the learning curve.
  • Hold the bow and fire when releasing the mouse button.
  • better aiming and view when using a bow.


Bug Fixes
  • Options don't get saved sometimes.
  • Some setting sliders are set to 0.
  • Some sound effects are not affected by the settings.
  • Floating blood decal.
  • Friendly fire by the fireball magic.
  • Some objects have no collider.
  • Strange noise from the Fire Zombies.
  • Some leggings and boots appear to be in the wrong category.
  • Sometimes the underwear is still visible after you put on an armor.
  • Cannot switch to windowed mode.

Here is the video with our improved combat:


Let us know your thoughts about this update in the comments below! ;)
Touhou Kikamu ~ Elegant Impermanence of Sakura - 灵猫子
We have deployed 1.04 update. The full game story is now available in English and Japanese. See below for details:

1.Optimized the dialogue in English and Japanese, and ending as well
2.Remade the dialogue bubbles to improve appearance
3.Fixed a bug in the practice mode to make sure all the options match the correspond stage

Please be advised that the translation is not complete yet. Due of technical issues, there are still translations to be deployed, like the names of spell cards and some Graphic UI.

Do you think English and Japanese support is all we've got? No, we have a bigger plan. The first draft of German translation is being proofread, the work on Polish translation is in progress (special thanks: Jan from Poland), and French translation is also being planned.

Since we lack the support of native speakers, we are looking for volunteers to improve our translation. You are also welcomed if you wish to add support to your language. Please contact: touhoueis@outlook.com
RimWorld - Tynan
This is a refinements and fixes update with improvements for the base game and Royalty expansion. It should be compatible with all savegames and mods. This biggest changes will be tunings designed to move deep drilling from the lategame towards the midgame and make them more viable for marginal drilling projects. As always, everything is on the table for further adjustment as we go forward.

If you have a mod compatibility problem, you can use the Steam beta branch called 'previous' to go back to the previous build until issues get worked out. It would be great if you could tell us or the mod developer about the issue as well!

We're also working on some deeper gameplay improvements and content additions - look forward to those! However, for stability reasons those are being held back for now.

Thanks to all those who helped test on the official testing Discord server. Come join to test future releases!

Tuning
- Defeating a mech cluster now gives a mood boost to all player pawns on the same map.
- Reduce work cost of smelting metal from slag from 1600 to 800 (to help reduce clutter).
- Reduce uranium slug turret cost per shot from 4 to 3 and increase its damage from 45 to 50.
- Butchered cenitpedes now yield 10 plasteel when shredded, modified by difficulty and pawn skill.
- Crashed ship parts now drop an advanced component.
- Plasteel no longer burns.
- Reduced commonality of mechanoid raids at high points levels.
- Reduced deep drilling research cost from 4000 to 1000 and moved from multi-analyzer tier to microelectronics tier.
- Reduced cost of deep drill from 200 steel and 4 components to 100 steel and 2 components.
- Reduced cost of ground-penetrating scanner from 2 advanced components, 6 components, and 200 steel to 1 advanced component, 4 components, and 150 steel.
- Increased deep drill yield for steel, plasteel, uranium, silver, and jade. Reduced yield for gold.
- Reduced max deep lump size for gold, and jade, and steel.
- Reduced deep drill power consumption from 300W to 200W.
- Deep drill can now extract from the 21 closest cells instead of only the 9 closest.
- Imperial settlements offer more psytrainers.
- Mechs created by the mech assembler mechs now defend the cluster instead of attacking.
- Mech assembler now shuts down after spawning 4 mechs.
- Double the effect of pain focus.
- Seperated deep drilling speed from mining speed. Drill arm now affects deep drilling speed less than normal mining speed.
- Tune monument size and construction time.
- Monument damage consequence size is no longer affected by challenge rating.
- Removed extra selection weight for mech cluster as monument damage consequence.
- Adjusted monument protection duration based on challenge rating.
- Colonists with bloodlust no longer suffer a mood debuff when harvesting organs.
- Adjust Alzheimer's to nullify fewer conditional thoughts, otherwise it can be impossible to keep guests happy with Alzheimer's and it's a bit weird that their mood ends up locked at default.

Misc
- Reworked how monuments are generated to produce more compact structures without weird large gaps.
- Optimized deep drilling for modded games with more rock types.
- Explicitly mark some more things as part of Royalty in code for clarity: Shuttle, bladelink weapons, musical instruments, thrones, projectile interceptors (shields).
- Refactor royal title warning texts in order to do the formatting programatically.
- Removed unnecessary 'You must keep [guestName] at colony' from hospitality quests as lodgers should not be able to be transferred.
- Removed 'showCreatedAt' on recipe def and used existing IsSurgery property instead.
- Removed unnecessary check on text height for architect category tab.
- Changed psychic amplifier graphic to match archotech artstyle, since it's an archotech item.
- Moved IncomingDamageFactor damage mitigation to ApplyDamageToPart.
- Optimization: Make GridsUtility.GetDoor use GetEdifice instead of checking every thing in the cell.
- Adjusted apparel debug outputs.

Text
- Monument quest descriptions now better handle multiple allowed floor types.
- Added more quest name content for PawnLend quests.
- Adjusted monument resource readout to include all possible floor type required resources.
- Added a warning popup about conceited colonists when a royal favor quest is about to be accepted (similar to anti-social colonists).
- Combine warnings when attempting to accept a royal favor quest for someone who is both conceited and anti-social.
- Made it clearer why a Praetor cannot call an orbital imperial trader.
- Reduced the tooltip delay on storyteller difficulty selections to zero
- Rewrote natural goodwill rise/fall tooltip to display yearly change. Removed redundant text.
- Pain focus readout now rounds to the nearest whole number.
- Adjust text and fully define mining stat order.
- Added an explanation to the psycast 'Target' stat entry.

Fixes
- Fix: You cannot shoot over unstable power cells.
- Fix: Sometimes the wrong people can be ordered to enter shuttles.
- Fix: Quests sometimes generate manhunting packs with > 100 animals.
- Fix: Spawning sketch that wipes doors with no adjacent regions causes an error.
- Fix: The translation files cleaner tool uses LF in the end of the first line (xml root).
- Fix: Cocoa trees are marked as unlocked for both 'Tree sowing' and 'Cocoa' research projects.
- Fix: Quest lodgers being attacked by colonists (temporary or permanent) during murderous rage and other aggro mental states cause relations loss.
- Fix: Typo in peaceful difficulty description.
- Fix: Some custom backstories with gender set to "either" have a default gendered body type.
- Fix: Manhunter incident can fail for very high points.
- Fix: Padding for mod requirement box is uneven.
- Fix: QuestPart_RequirementsToAcceptBedroom causes errors for pawns with royal titles which don't have bedroom requirements.
- Fix: Tough trait incoming damage multiplier doesn't work properly.
- Fix: Item hitpoint slider precision - unequal values shown as same.
- Fix: NPCs incabable of doctoring can self tend.
- Fix: In the info card for a psycast, all entries in the lists of Target are capitalized.
- Fix: Formatter tool adds and deletes same values because cyclic reference prevention would skip value types falsely.
- Fix: Luciferium not healing chronic conditions but the message says it did.
- Fix: Ship parts sometimes land on walls and skip upon spawning inner thing.
- Fix: TryFindSafeLandingSpotCloseToColony only checks single cell instead of occupied rect for blocking things.
- Fix: Accepting two shuttle-based quests one after another causes one to land on top of the other.
- Fix: Siegers receive extra supplies they don't need.
- Fix: Various StockGenerator_Tag missing countRanges which made some settlements not carry items they should have.
Cell to Singularity - Evolution Never Ends - lunch
Going head-to-head, it's a bony battle for dominance for these dinos! Ornithischia and Pachycephalosaurus are gonna give us quite a show in "The Boneheads" match!



You're gonna need a safety helmet for this skirmish!

VOTE HERE:
Steam: Comment your favorite below!
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--



Previous Matches + More Info
May 5, 2020
Wasted World - Tatien
Hello,

This is a small update to add achievements et cloud save.

0.5.5 - 2020-05-04

Add:
Achievements:
● Craft a pickaxe tier 2
● Craft a pickaxe tier 3
● Build the greenhouse
● Rebuild the manor
● Open a trash bag
● Open 100 trash bags
● Open 1000 trash bags
Steam cloud for saves and settings


Fix:
Rolling through walls

Website: https://www.wastedworldgame.com/
Discord: https://discord.gg/Wwxh2gf
Twitter: https://twitter.com/Tatien44
Facebook: https://www.facebook.com/Achrony/
Arboria - All in! Games || Luke


Greetings Tribe!
Arboria launches in Steam Early Access in just two days! Are you ready?

The dungeons of Durnar are waiting and your tribe has pinned their hopes on you. Yes, we know you will succeed!

Add Arboria to your wishlist and get notified when it's released:

https://store.steampowered.com/app/924070/Arboria/

Unique rogue-lite
Arboria is a 3D rogue-lite, third-person action RPG. As a Yotun warrior, explore procedurally generated dungeons, use a variety of tools to overcome challenges, obliterate enemies using Symbiotic Weapons and mutate to become stronger.

https://www.youtube.com/watch?v=usia9VKDqU8
Lore
Learn about symbionts and mutations, one of the key pillars of the game:
https://steamcommunity.com/games/924070/announcements/detail/2701536662568358354
Yggr bore fruits—our tribe of great Trollz. Find out what happens next:
https://steamcommunity.com/games/924070/announcements/detail/1718622688287417421
The world of Arboria is rich with myths. The Trollz who formed the Yotunz Tribe have many stories about the past. Discover them now:
https://steamcommunity.com/games/924070/announcements/detail/1712990655064184383
Connect with the Tribe on Arboria’s official channels:
Join our Discord server
Like us on Facebook
Follow us on Twitter
Check out our Steam page
Subscribe to our Newsletter
Deadhaus Sonata - jalen.picheniuk
Here's a link to the video of our May 1 stream of Eternal Darkness: Sanity's Requiem with Denis Dyack! If you missed the live stream, you can find it every Friday night at http://twitch.tv/deadhaussonata as we stream Eternal Darkness: Sanity's Requiem with your Community Herald.

Have some questions about Deadhaus that haven't been answered? Visit our website to join our community and get your voice heard!

Deadtime Defenders - Ravenous Games
Hey everyone! We have a BIG update here - we added an BRAND NEW RARITY to the end-game for Deadtime Defenders!

APEX is a new rarity (red) available to players who've reached level 30. APEX weapons come with either 2 talents and 3 mod slots, or 1 talent and 4 mods slots. APEX costumes come with 2 talents. APEX mods, costumes, and weapons, all have increased stats. You can't buy APEX items, you must find them from looting.

We also added 4 new costume talents, fixed a ton of bugs, and improved more of the UI / UX.

We can't wait to hear what kind of dual talented items everyone finds!





Be sure to join our Discord and chat with the community or provide feedback about the game!

http://deadtimedefenders.com/discord/

Features / Improvements
• Added a new rarity (red) for loot called APEX! Apex weapons can come with 2 talents or 4 mod slots, and Apex costumes come with 2 talents!
• Added new loot sound effects plus screen shake when loot appears.
• Added 4 new costume talents: Elite soldier, Quick Reloads, Paramedic and XP Boost.
• Display a shield around the player when invincibility is activated from perks.
• Selecting the player on the Loadout shows the costume details now.
• Players can now click on the player portrait in the HUD to open the backpack menu.
• Improved the UX in the weapon spray station menu by moving the equipped weapons to the top of the list.
• Display the weapon category on the Codex items.
• Display the location on the Codex items.
• Added sorting options to the Codex menu.
• Improved the layout of the Character Creator menu.
• Added button to the Pause Menu to bring up the Loadout screen.
• Added some explainer text to the recalibration station about what it does and how you can't re-roll APEX items.

Rebalancing
• Increased the radius for nearby enemy detection for the Kaboom perk.
• Flamethrower won't roll the Explosive Bullets talent anymore.

Bugfixes
• Fixed bugs that prevented weapon talents from working correctly.
• Fixed bugs that prevented costume talents from working correctly.
• Fixed a bug that wouldn't reset enemies invulnerable state which would make them impossible to kill.
• Fixed a bug that wasn't setting the player's health back to full when leveling up.
• Fixed a bug that would allow the display of the critical hit chance to be greater the 100% on a weapon.
• Fixed a bug that could cause the layout to happen incorrectly on the talent display box.
• Fixed a bug with the Kaboom perk.
• Fixed a bug with the Slugger perk.
...