Snacko - enralis
Hi everyone! Welcome to the launch of the Snacko Steam page!

If you've never heard of Snacko before, thank you for checking us out! If you're looking for a farming adventure with mysteries, purrsonality (sorry), and tons of surprises, you've come to the right place. Snacko blends a lighthearted story and exploration with the freedom to farm, build, fish, and more.



We've been working on Snacko for a few years meow, and we thought it was finally time to share it more broadly. It's a game inspired by the titles we've both loved to play throughout our lives, with the elements we've always wished some of them had. Plus, it stars Momo and Mikan, our two real life cats! (We did get a new addition, but he'll be joining the crew soon...)



If you like, you can follow us on Twitter @snackodev for extra screenshots and tidbits. We'll be providing regular monthly updates here as we go. We hope you'll consider wishlisting us here on Steam (it helps a lot!) to stay notified of updates throughout development. Here's a peek at something we're building right now!



We'll have a lot of exciting news and surprises to share in the coming weeks and months. The release of Snacko is still a long way off, but we hope you'll follow along with the journey.

Thanks for reading!
We hope you have an ameowzing day!
Transpose - SecretLocation
Hey Everyone,

Before Transpose, we made this super sleek wave shooter called Blasters of The Universe ːsteamhappyː
The game is ON SALE as part of the Indie MEGABOOTH Going Away (for now) sale. We hope you'll check it out.

Face wave after wave of bullets and baddies in a stunning neon wasteland!
Build a bad-ass gun from thousands of combinations then get ready to duck and dodge your way through a shit-ton of bullets in this nostalgic – and nerve-wracking – VR Bullet Hell shooter!

75% OFF (May 5-12)
GRAB YOUR COPY NOW

Fury Unleashed - Kalafiorek


Welcome!

As you probably already know, the full release is happening in two days, on May 8.

But, before the major update to the game, we've wanted to quickly give you info about some smaller fixes, as well as bring one of our old promises to its fulfillment:

 Linux & MacOS support added
Rejoice, users of other systems, as no longer will you be forced to emulate the Fury experience using tools and boot camps. Native Linux and MacOS support is here, and users of those operating systems can download the game straight from their Steam Libraries.

We'd love to hear back from you on how are those builds of game faring, and if there are any problems, we'll try to fix them ASAP! We've tried our best to check if everything is working as intended under those environments, but if we've missed something, and Fury suddenly sported a second pair of hands on that one Linux distribution you happen to use, let us know!

 Full release coming this Friday!
But before that, there are some additional bugfixes in both this and previously undescribed hotfix. Those are mainly focused on the game's stability, like in-game lags and audio problems, as well as random freezes which should all be hopefully fixed now. Some rare problems like bad spawn locations on bosses and animation errors on the second player in co-op were also fixed. Also, more sounds were added, and some audio mastering issues were fixed.

We're making sure things are as polished, as possible in the small timeframe we've got left before the big update on release. So... fasten your seatbelts and get ready for the final episode of Fury's adventure! Also, once again, thank you all for all the support you've given us in the Early Access period.

Prepare to unleash your fury, and stick with us on our social media (links below) and [Discord server]!

Stay awesome!
Awesome Games Studio Team
Hanako: Honor & Blade - MpactMatt
Event Details
We'll be starting at 10pm EST / 2a UTC on the US-Mid Official Server and voice chat on http://discord.gg/playhanako

First time players will get a free key from us to give to a friend to join future events.

Testing Initiatives
  • Loading screens have been re-done to have dynamic/localizable text.
  • We're experimenting with side-objectives to see how they play.
  • A variety of systems have been refactored to work better.
Terraria - Loki ISP
Greetings, Terrarians!

The massive and highly-anticipated Journey's End update for Terraria is nearly here... only 10 days to go!

Today's Feature Article is one that we have been looking forward to for quite some time, as we will be giving you a first glimpse into the brand new Journey Mode. The goal of Journey Mode is to provide a more accessible experience by providing the player unprecedented control over the gameplay experience. A way to bring in all players of various skill levels and to be able to customize your experience to optimize the fun you have in game. This is not Creative Mode, this is a whole new way to experience Terraria - and one we feel represents the ultimate evolution of being able to play your Terraria any way that you want.

What does all of this mean? How does it all work? Let's dive into just the high level here... but if you want the full details, complete with a lot of fun images, check out the announcement thread over on TCF, linked below:

JOURNEY MODE FEATURE ARTICLE ON TERRARIA COMMUNITY FORUMS



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For starters, the only rule of Journey Mode is that Journey Mode Characters can only play on Journey Mode Worlds and vice versa - no exceptions!



ENHANCED STARTER GEAR
Every Journey begins with that first step, but of course, every smart traveler packs the right gear before heading out. In Journey Mode, you will begin your adventure with an enhanced starter gear package, which includes:

  • Iron Shortsword
  • Iron Axe
  • Iron Pickaxe
  • Iron Hammer
  • Finch Staff (a bird that is happy to sit on your head when it isn't attacking your foes)
  • 100 Torches
  • 100 Rope
  • Magic Mirror
  • Starter Wings (very limited flight, removes fall damage)


Of course, you are free to use as much - or as little - of this gear as you choose. As you will hear us say over and over in regards to Journey Mode - the choices are all yours! Take as much or as little help as you need. You can even make things harder on yourself if you so choose, but more on that later

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WELCOME TO TERRARIA LABORATORIES - THE FUTURE OF R & D

R&D? What in the world are we talking about? Welcome to the wide, wide world of Terraria R&D: Research & Duplication.

R&D is going to quickly become your best friend - and latest obsession - during your adventures in Journey Mode. How does it all work? Why, it is so easy, the Guide could do it!

RESEARCH
Once you complete your Research on any item in the game, you will unlock the power to Duplicate it at will. Let's pause a second to let that sink in. Ok, are you back with us? Let's continue along our tour.

Researching an item is pretty straight forward - start by opening up your inventory and clicking on Benny the Construction Bunny. This hardhat-wearing friendly critter is your gateway to the immense powers bestowed upon you in Journey Mode.


DUPLICATION
Clicking the icon for any item appearing in the Duplication Menu will instantly spawn a full stack of that item (materials, blocks, etc.) or a single duplicate of things like Weapons/Armor/Accessories. Anything you can Duplicate is yours to use as you see fit. Again, this is a power you can choose to utilize - or not. As we keep saying, Journey Mode is about you playing your way!

So just how powerful does this get? Aren't there over 5.000 items now? How in the world can I keep track of all of that?! With a fully searchable interface along with filter tabs, you will be able to quickly find what you are looking to recreate!


R&D works in Multiplayer sessions as well! Work together as a team to help your partners keep up! Share gear (or don't!) - make sure that everyone gets that early Magic Mirror or epic boss drop. What you and your friends decide to do with all this power is entirely up to you!

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THE POWER TO MANIPULATE YOUR WORLD - CONTROL WEATHER & TIME ITSELF

You ever have those days in Terraria where it seems to have become monsoon season and the rain never stops? How about those times when you are ready to challenge Skeletron but you look up and it is 6:59am in game? What if you just wanted to engage in a bit of kite-flying, but the wind isn't cooperating? Once again, Journey Mode has the answers to all of these problems and more

The weather has become a bigger and bigger part of the Terraria experience over time - and 1.4 takes that to the next level, with new wind effects and storms to add to the already-robust environmental effects. That being the case, it only makes sense that Journey Mode gives you the power to control the very weather itself!

What if I told you that you could jump ahead in time, accelerate it's passing, and even freeze it altogether - and that you would not even need a single gigawatt to do so? Sounds like a pipe dream? Well keep dreaming, folks, because with Journey Mode, that is precisely what you can do!

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CREATING A CHALLENGE WORTHY OF YOUR SKILLS - REAL-TIME DIFFICULTY AND SPAWN RATES


In the past, Terrarians were forced to select their level of difficulty at the World Creation screen. While this is certainly still the case in the normal game modes, Journey Mode once again breaks the mold and allows players to create a challenge tailored to their skill level - and to adjust it back up or down as they see fit, with real-time results.

What does this all mean? Well, this means that the challenge level in Journey Mode is in your hands - from an easy no-enemy jaunt through the countryside to a murderous gauntlet full with hordes of Master Mode enemies, once again, the choice belongs to you. With Journey Mode you can create both the easiest and the most difficult experiences that Terraria has to offer.

For this power, you have two levers to pull. Difficulty - which will impact everyone you are playing with (in multiplayer) - and Spawn Rate, which will only impact the area around your character. With Spawn Rate, everyone can have their own mini-challenge slider even though the difficulty level is the same for everyone.

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ROUNDING OUT JOURNEY MODE - ADDITIONAL POWERS


There are a small handful of additional powers that we would be remiss to not mention - and we are pretty sure these will be fan favorites! Two of these are player-based powers, while one of them impacts the world itself.

Godmode - Also sometimes known as Kidmode... a nice set of training wheels to help new or younger players learn the game (don't worry, we won't tell anyone when you use it on yourself to get over the tougher challenges)

Infection Spread - Don't want it? Then you don't have to have it

Increased Placement Range - Ok, sure, but just how big of a difference does this make? A lot, trust us.

Whew, so you made it to the end of our journey into Journey Mode. We are sure your minds are swimming with the ideas and possibilities right now. Let's close out with some thoughts from a dedicated community content creator and influencer. Someone whom has never failed to cover and provide his thoughts on the big news in the world of Terraria. Of course, we speak of none other than ChippyGaming - so without further ado, we are happy to share his advance-view thoughts on Journey Mode!




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If you have missed any of our previous Journey's End Feature Articles, check out the links below to learn more!



Expand Your Terraria Empire - Pylons, Town Building, and NPC Happiness


What was Old is Made New Again: Revisting the Terraria Experience


Full Steam Ahead! tModLoader to Launch as Free DLC for Terraria with Journey's End!
Closers - SingleBearEME
May 11 Patch Note Preview



The upcoming May 11 Closers update brings new Busan chapter 2 story content and Branch Update quality of life changes.

Busan Chapter 2
Now that Misook has been saved, find out what happens next in the Busan storyline, as well as enjoying these new changes!
  • Character level cap increased to level 88.
  • Added new gear, and new Busan craftables.
  • Added new bosses and sector dungeons.


Branch Update
Closers also updates to a new major branch version which delivers improved character customization, character creation, character selection, as well as character balance changes. Here is a quick snippet of the quality of life changes that are coming in the branch update.
  • Character Customization UI revamp
  • Character Selection revamp
  • Character Creation revamp
  • Character Quick change feature
  • Character Balance changes
  • Seth and Bai added to PvP
  • Gear Compatibility system
  • Reorganized dungeons, quests, drops, and rewards
  • Black Market Max Pricing


Stay tuned for the full detailed patch notes, where we’ll do a deeper dive on all of the awesome changes coming in the May 11 update.
Landlord's Super - MinskWorks
EA 0.002.01 (Now Live on Steam)
- Jimmy now has end of game dialogue line
- White van man no longer drives like a maniac
- Fixed Tool Catalogue screwdriver bubble starting open
- Rain water now accumulates in buckets
- Lowered scaffold collision audios by 10 Db
- Lowered UI audio by 10 Db
- Fixed a bunch of issues to do with the Cement Mixers
- Cement piles now display the time left till they set
- Rocks on site now accumulate snow
- Should of fixed some controller inputs causing spinning
- Fixed a real bad issue with cement puddles falling through the ground
If you notice floating cement puddles outside your caravan, these are there to fix this issue
Just go ahead and destroy them with your sledgehammer
- Fixed issue where could quit Jimmy's intro job
- Fixed bunch of minor Jimmy intro job issues

More fixes are coming, there's only so many hours in the days and want to make sure you're all up to date when I can.

Cheers,
Greg
Football, Tactics & Glory - _K_o_S_


Earlier I was telling how the next major expansion will show detailed statistics for each tournament.

Now, we started working on the club's statistics.

What historical stats did we show earlier?
In the current version of the game, you can trace how the position of each club has been changing on the historical chart. It also shows what the strength of the club at the end of the season was and what trophies the club won.

But we decided that this is not the most convenient way to track the historical statistics of the clubs. We want to know more details. Therefore, for the next expansion, we developed a separate club's history screen.

Trophies
First of all, you can see how many trophies the club has won in its entire history. On the chart, you can evaluate the ratio of the trophies won.

We also decided to introduce a historical scale into the game, which will help to quickly assess the success of the club in different seasons. If the club won a trophy, it will be displayed above or below the scale. If the club relegated from the league, this year will be colored in red. If it promoted (or got into the top 3 in the Premier League), then the selected season will turn green. If the club won a gold double (became the champion of the league and won National cup), then we color it with orange.

When you spend several seasons in the game, it is interesting to go to the screen of the clubs you are interested in and study their achievements: do they have the doubles, what is the highest place they reached in their history, how high they got in the cup.



Important trophies
Separately, we decided to show what important trophies the club won or tried to win. If the club participated in the Premier League, the National Cup and/or any continental tournament, then the game will show what the club achieved in these tournaments.



Footballers
The strength of the team is seen not only by its trophies but also by the value of all club players. And if we can show this information, then why not to show other interesting data related to the players?

For example, now you can see the average age and level of the club's players, the most expensive acquisition, the most expensive sale, the football player on which the club made the best money.



Opponents
Over the course of several seasons, each club shows regularities in which opponents it is easier to play with and which ones are more difficult. It used to be unrealistic to track. And the expansion, in a separate field you will be able to see it easily.

The screenshot, for example, shows the rivals of my club Dortmund FC. Surprisingly, the easiest opponent is the league leader Munich FC.



These stats can be tracked for every club. For example, here are the data for Munich FC:



Streaks
On the tournament statistics screens, we have already shown information on successful and unsuccessful streaks. But when we introduced similar statistics for each club separately, we thought about the following:

Each club has ups and downs. In some seasons, the club will sweep away everyone in its way, and in other seasons, the competition will appear in the league, and it is no longer easy to win. The streaks sometimes represent such ups and downs of the competition, struggle, easy wins to hard losses.

If we can't “see” the streaks visually, then this information is almost useless. It is difficult to perceive.

Therefore, we invented a special way to visually see when the club had the best streaks.

Here, for example, the statistics of the club Munich FC:



Comment on what you were most interested in
We would like to know what do you think about these stats. What pieces of information do seem most interesting to you?

Add the next major expansion to your Wishlist
I want to recall you that you can already add Football, Tactics & Glory: Manager's Journey to your Wishlist.
https://store.steampowered.com/app/1293080/

This way you won't miss the moment of its launch.

Follow our news
Forum - the main hub for the discussions
Creoteam's page in Steam - subscribe to get news about all FTG news directly in Steam
Discord - good place to discuss the game
Email subscription - I will send all the news to your email



SoundPackager 10 - [SD] redskittlesonly
Customize your Windows Sound Scheme

https://www.youtube.com/watch?v=qpAAExytFyw&feature=emb_logo

Instantly change the default sounds on your Windows PC with high quality and cohesive sound packages using SoundPackager! Use one of the provided high quality sound packages, or create your own sound packages using the in-app editor.



SoundPackager comes pre-loaded with several premium sound packages that you can apply to your PC with a single click, rather than having to download sounds one at a time and match them to Windows events individually.

Using the in-app editor, you can also create your own sound packages to share with others! Mix and match different sounds from other sound packages, or apply your own. Save them for quick access later and create something truly unique.

SoundPackager works on Windows 10, 8, and 7.



Features:
  • Apply premium sound packages to your PC
  • Create and edit any sound package
  • Cloud access to thousands of different sounds
  • Preview sounds with the package editor



https://store.steampowered.com/app/975550/SoundPackager_10/
May 6, 2020
Micro Platformer - Daveyyy
New stuff:
  • You can now remap your keys! Pretty much every normal button is supported, tho it might not be fully readable yet as some buttons use indexes instead of their "names". To change your keybinds, go to Settings, then click the field with inputs of the action you want to remap. The field will turn yellow. Then, press the key you want to map. To add more keys, simply click the field again. Clear buttons will remove all inputs from an action, and Reset button will reset all actions to their default inputs.
  • Input buffering! Ever felt like you pressed a key but the square didn't jump because it was 50ms from touching the ground? Fear no more, as input buffering is here! With a current maximum duration of 0.1s, you have quite a bunch of time to press the jump & dash key. Basically, as long as you press the key within that duration all the way until the action is possible again, the action will be executed as soon as possible. So, if you pressed jump up to 0.1s too early, the square will still jump as long as you are still holding the jump button when it touches the ground / wall / jump crystal. Same thing works for dash. This will definitely make the whole experience a lot smoother, especially while speedrunning.
  • You can now press a key twice to quickly restart a map. (default: keyboard R / Xbox Y)
  • Jumping on the ground while touching a wall will now preform a neutral jump instead of a wall jump. This neutral jump also refreshes your jump, so you can use it to double jump.
  • When dashing from the ground, dash will keep neutral jump state if it hits a wall before it ends. This will allow you to preform previously mentioned neutral jump that allows you to double jump even if you aren't touching the ground.
  • Starting a map will now have a 0.5s duration of idle time (the time where you can't move - respawn time). Timers will not progress during this period to ensure no speedruns are affected by this change.
  • Removed stationary dash because it was a bit too confusing to use.
  • Clearing save files will finally add cleared save time to total time.
  • Changed custom levels folder structure. Built maps are now located in the WIP folder under the name "map_name (zip this folder when uploading)". As the name suggests, this is the fodler that you need to zip when uploading a map, or copy to the custom maps folder to load it.
  • Changed how some buttons select. It's still faaaar from decent, but it should help for now.

Fixes:
  • Fixed dash not keeping your upwards vertical velocity when hitting a wall.
  • Fixed an issue that would crash the game when going outside of room bounds.
  • Fixed a bug that would let you switch pages when there were only 5 custom levels, which would then hide the first level if you switched back.
  • Fixed a bug that would cause total time to display 6 decimal spaces when total time was less tha 1 minute.
  • Fixed a bug that would crash the game if you pressed "down" on the page button.

In other news, Micro Platformer is now on srcom!
https://www.speedrun.com/micro_platformer
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