May 15, 2020
Furries & Scalies: Friendswood - Duck Whitman
- Event paths have been altered.
- Final dinner/date scene paths are altered for certain characters.
UnderRail - Styg
Hi guys,

We're slowly wrapping up the work on the next content update for Underrail. This one is going to be mostly oriented towards the water areas in terms of content, and, as hinted before, will also feature mechanical changes to psi. It's coming soon(tm) and I don't really have anything more to say about it until it arrives, so instead I'll show you something cool that we've made for Infusion.





We're developing a particle system for the updated engine that will allow us to quickly make nice looking and varied effects. Besides being an upgrade to the previous system visually, the more important aspect of it is that it will allow me to more easily add new psi, special, and item abilities, because now I can quickly make effects for those, which was the most tasking part of the process. Also, the level designers will be able to use the new system to further customize the areas and really bring the environment to life.

Speaking of which, we now have an additional team member working full time on level and quest design, as well as writing, so we're going to be able to produce more content faster in the future. We're planning on at least one more major content update after this one, but, of course, at some point we're going to have to focus more on Infusion.

Let us know how you like new visuals.

Cheers.
Perfect Round Disc Golf - Laughing Gas
-NEW COURSE! High country was inspired by the wooded courses around me in the PNW. No grass, but watch out for nettles(don't worry they won't sting). Short and Long 18 hole layouts


-Front 9 of High Country serves as the location for the new tutorial, which can be played through the main menu. This also explains the basics of disc golf. let me know what you guys think of the explanations/tutorial, want to make it as friendly for beginners as possible

-Putting is now less based on glide and gets more of a pop off the hand.(less Paul more Ricky) you will have to adjust your putting style but this makes banging chains from further out more possible+satisfying

-Player Stats added. Circle 1/2%, longest drives/putts/throw ins along with hole results(par, birdie, etc) are now recorded. Can be viewed from the main menu. Will start counting from every round finished from here on out

-Changed the ambience on every level, before they all had the same track. Sounds way cooler now.

-Small change to tap in power from close in, should reduce missed tap ins

-Max wind speed is now based on the course, beginner courses have a lower max wind speed working up to Rolling Thunder longs with max top wind speed

Enjoy!
Rob
May 15, 2020
One Hour One Life - jasonrohrer


Rail carts are now much more robust, flexible, and useful, mainly because they crash and derail in far fewer situations than before, but also because they can be manually sent in the opposite direction mid-run.

Before, if a moving cart didn't have an empty section of rail out in front of it, it would derail. This made some sense, because the cart was crashing. Players learned to work around this by having only one cart on a given section of track, to make crashes impossible. Other players were trying to put multiple carts on the same loop of track. If the carts kept going round and round, they'd never hit each other. However, subtleties in the timing code server-side sometimes made one cart move before the others (depending on who was looking at what part of the map), and these advances would accumulate over time until the carts eventually crashed. But even if loops weren't a problem, the limitation of only one cart on a linear track was huge, mostly because long tracks are very expensive to build, and a single cart carries so little.

Now, if a cart would otherwise hit another cart ahead of it, it just stops and waits, and continues moving if that other cart ever gets out of the way. If two carts have a head-on collision, this means they get stuck pushing against each other. And this is where the second new feature comes in: click a cart with your bare hand to cause it to reverse direction. Two stuck head-on carts can be freed in this way. Furthermore, a bunch of carts can pile up on one end of the track, allowing new carts to launch from the other end. Thus, a single linear section of track can now have an unlimited number of carts (of course, if you fill the entire track with carts, it's not going to be very useful).

In a pile up situation at the end of a track, clicking the carts one by one will send them back in the other direction.

A bunch of improvements and new features have been added to the leadership and inheritance system. First, you now have /LEADER, /FOLLOWER, and /ALLY chat commands, which put markers above the heads of the target people, and also give you your current follower and ally count.

To reduce the chance of bad leaders being chosen by default, inheritance now picks the most genetically fit follower instead of the oldest. The idea is that griefers don't do a very good job of keeping their family members alive, so they won't be chosen as default leaders very often. A similar change has been made for property inheritance, where your most fit offspring or relative is chosen.

You get a DING message now when you are exiled or redeemed by a leader that you follow, and are also informed of your current ally count when this happens. This gives you fair warning that things are going south for you in the area, and that people may be planning to kill you.

The bug causing stale bell tower locations to be passed down through many generations has been fixed.
Board Games VR - artArmin
A new version of Board Games VR has just been released to the Steam store.

This release comes with brand new features including multiplayer (online and offline) along with lots of improvements and bug fixes.

In addition, players can now play the game with or without a Virtual Reality headset. That's right! No more VR headset is required to play the game.

Visit artArmin Patreon page for more updates and behind the scenes.

Please use the menu button on your controller to show/hide the Main Menu.


What's new
  • New: Non-VR play mode. Players without a VR headset, can now play the game in Non-VR mode, using mouse (left and right clicks) and/or touch screen input
  • New: Online multiplayer is publicly available (no private rooms yet)
  • New: Offline multiplayer at the same computer
  • New: Teleport locations at both player sides of the table for players to easily play the games (in VR)
  • New: Auto-detect VR device and launch the game in Non-VR mode, when there is no VR device attached
  • New: Non-VR player HUD
  • Update: Core: teleport system and mechanics
  • Update: Core: reduced light/shadow processing requirements (improved performance)
  • Update: Core: reduced graphics computation by dynamically updating the surrounding object mesh level of detail
  • Update: Core: reduced processing cycles per frame for components out of player view (VR mode)
  • Update: Core: improved shader warmaup time on game startup
  • Update: Core: improved game performance by a large margin to be playable on machines without dedicated graphics card
  • Update: Environment: reduced overall memory usage
  • Update: SFX: Backgammon dice
  • Update: VFX: the water in the lake and the waterfall
  • Update: VFX: teleport system
  • Update: VFX: improved texture quality, size and memory usage
  • Update: VFX: loading screen now shows loading progress (useful on slow systems)
  • Update: VFX: improved skybox (Sun, the moon, clouds, stars, etc.)
  • Update: VFX: object animations
  • Update: VFX: atmospheric animations
  • Update: VFX: atmospheric light effects
  • Update: VFX: the Main Menu sliders
  • Update: VFX: library boxes now hover on top of the table for a faster/easier restart of a finished game
  • Fixed: Board game: sometimes game info is displayed without a game on the table
  • Fixed: Board game: issue where the board game would crash/hang when the player starts a new game while already playing an ongoing game
  • Fixed: Board game: sometimes the advanced checkers AI starts loosing deliberately!
  • Fixed: Board game: players are forced to wait almost one second before they can pick up their checker pieces and this is not good for professional players playing the game very fast
  • Fixed: Board game: sometimes the Checkers AI gets stuck mid-game and cannot play anymore
  • Fixed: Board game: sometimes the Backgammon game picks a winner before the game is fully finished
  • Fixed: Board game: sometimes when the Checkers game finished, it gets stuck and does not declair a winner
  • Fixed: Board game: sometimes the Checkers game AI plays twice when it should only play once
  • Fixed: Board game: in Backgammon sometimes checker pieces get dropped into the wrong fields (varies every time, not always the same fields)
  • Fixed: Core: GC runs too many times and slows down the game over time
  • Fixed: Core: user could activate game debug mode in release builds
  • Fixed: Core: teleport system and mechanics
  • Fixed: Core: non-vr player could interact with environment while in the Main Menu, instead of the Main Menu
  • Fixed: Core: when player is grabbing/dragging objects sometimes they do not follow and stay put instead
  • Fixed: Core: sometimes camera does not blink when teleporting the player to a location
  • Fixed: Environment: the Void could get loaded in multiplayer mode
  • Fixed: Environment: sometimes atmosphere lighting is incorrect when loading an environment
  • Fixed: Environment: direct light intensity in the Void
  • Fixed: Environment: ambient lighting system
  • Fixed: Multiplayer: sometimes the player avatar head jumps in-place
  • Fixed: Multiplayer: sometimes player hands movements are delayed several seconds
  • Fixed: Multiplayer: checker piece positions get out-of-sync after a player gets disconnected and comes back to the room
  • Fixed: Multiplayer: interactable objects are not dragged by the players when teleporting
  • Fixed: Multiplayer: sometimes incorrect information text is displayed on the wall (where the shelves are)
  • Fixed: SFX: table collisions
  • Fixed: VFX: the King checker piece indication glow is not always visible to the user
  • Fixed: VFX: sometimes the guide poster does not update its content to show the current on-going game information
  • Fixed: VFX: sometimes the table stays visible, even at table height zero
  • Fixed: VFX: there is a small gap between board games on top of the table and the table top itself
  • Fixed: VFX: Anti-Aliasing issue in VR
  • Fixed: VFX: sometimes HDR mode is not enabled when game is running and color blends look yucky in VR!
  • Fixed: VFX: sometimes when loading an environment, objects do not show correct reflections of their surrounding
  • Fixed: VFX: sometimes objects under shadows, show up as if they are under a direct light path
  • Fixed: VFX: sometimes the Main Menu does not pop up in front of the VR player.

Known issues
  • Core: Steamworks is not working! Due to issues between the current Steamworks API framework and IL2CPP, non of the Steamworks functionalities work properly. This includes player information (name, avatar, etc.), cloud storage, achievement system, scores. This issue will be resolved alltogether in one of the future releases. Until then the game will continue working with reduced functionality.
  • Core: The score system is disabled. This will be published once it is decoupled from Steamworks.
  • Core: Settings are not synced on the Steam cloud.
  • Core: The achievement system is not public yet. This will be public once Steamworks is fixed.
  • Core: The hand models and interactions are disabled in this build (will enable them again once the new input system and custom interactions are fully implemented).
  • Core: Unable to pick up checker pieces with the pinch gesture.
  • Core: Sometimes music playback gets corrupted when starting the game and remains corrupted until the game is fully restarted.
  • Multiplayer: Players cannot create private rooms. This feature is disabled in the current release due to bugs. It will be released once the bugs are fixed.
  • Multiplayer: In online multiplayer, player names are not visible. This will be fixed once Steamworks issues are resolved.
  • Multiplayer: In online multiplayer, the interactable room objects disappear when the room host leaves the room.
  • SFX: When picking up and moving checker pieces the SFX is not audiable!
  • SFX: When picking up and moving checker pieces the SFX is not audiable!
  • VFX: Backgammon board triangles are not correctly positioned.
  • VFX: Checkers/Chess board material reflection is too high.



Your feedback is most welcome in the Discussions page.

Thank you for playing the game and your continuous support.

Armin

Patreon: https://patreon.com/artarmin
May 15, 2020
Kaiju Fishing - niftynick
LATE NIGHTS PAY OFF
Weekly Dev Update #11
Week of May 11

Late nights over here at Mutant and it’s not because we’re playing Animal Crossing. Unfortunately. This week was a blur of work for us to get our demo ready for the Steam Festival. We’ll be working on a few more things to get in before the official day, but we got ourselves to most of our goals this week.

LOOK AT OUR WORK. LOOK AT IT!
No, seriously. Look.

Look how pretty this is.

And this jump? Mwah.

And this. It’s not new from this week but it's still important.

Skipper will be in the demo, walkin around. He'll have a bigger role as we go but he's there!

AND NOW… WE BREATHE.
Well, no… not really. We’re right back to work. We still have a lot of work to go before Kaiju Fishing is complete so it’s just onto the next. There’s more fish to make, more characters to model, more environments to craft, and more writing to be done. We also have some features coming down the pipeline to start to really expand the experience.

FOLLOW US FOR MORE
That's all for now. We hope you're enjoying our weekly updates. Be sure to share them with your friends to get the word out about KAIJU FISHING. As always, thanks for reading! Stay safe out there. <3

If you want to stay up to date with KAIJU FISHING, you can follow us on Twitter @MutantStudios and/or Wishlist the game here on Steam.
Eternal Card Game - dwd_admin
The streets of Argenport are dark and twisting. Will you survive beneath the Shadow of the Spire?

Forge your path in the next Eternal Championship Qualifier: Shadow of the Spire. Event runs May 22 - 24!

May 15, 2020
Squad - Gatzby
Hey, squaddies!

We're still hard at work eliminating bugs that cropped up after the Beta 19 release and, with that in mind, we've got another hotfix to help. The fixes included today are:
  • Fixed a client performance issue related to maps using power/telephone cable causing a drop in FPS on Manic-5, Nanisivik, and other maps using the blueprint.
  • Fixed formatting and characters in the server browser. (Welcome back, apostrophes!)
  • Fixed a crash that happened when a client had music volume set to 0% and then reduced global volume below 10%.
  • Fixes for WheelFX, UGL smoke optimization, as well as mortar smoke, and smoke overdraw optimization.Fixed Vehicle Smoke Canister (Curtain) FX visibility beyond 40 meters.
  • Fixed Vehicle Smoke Generator and Vehicle Smoke Canister creating an unintended suppression effect.
  • Improvements to the ability to push client updates without the need for servers to update.
  • Increased FTL spotted marker limit from 1 to 3.
We're still whittling away at the remaining issues, especially those with the SDK, AMD FX, and some Intel Xeon CPUs,  so we should have another update for you soon.
サバイバルメソッド Survival Method - 味ゴハン


Notice ------------------------------------------------------
A mansion has been added.
Trees will penetrate the added building, so
Before the game starts

Delete this treedata
C:/Users/Username/AppData/LocalLow/AjiGohanGames/Survival Method_beta/treedata




Added map function.
Press the ESC key / the second map button from the top to open the map.
You can close the map by pressing ESC again.
Zoom in / out with the +/- buttons on the lower right corner. You can return to the current position with the button below it.
You can move the map by dragging the screen with the right mouse button.


New addition -----------------------------------------------
Added map function
Mansion addition
School swimwear addition (Patreon supporter benefits)

change point -----------------------------------------------
Changed to 30 minutes for storing tree position data
Dam water surface correction
Anti-aliasing adjustment (MSAA)
Credit correction

Patreon supporter benefits-----------------------------------------------

If you support (Gold member or higher), you can get limited costumes!
We will continue to add costumes in the future.



Costumes available now

Maid clothes
Bunny girl
Sailor fuku
Black sailor fuku
School swimwear


patreon
https://www.patreon.com/posts/supporter-gift-30100142
World of Warships - WoWs Admiral

Captains!

How thoroughly do you read the news on our website? We’re announcing a great opportunity that will give our most attentive readers the chance to stock up on in-game items. You’ll find a special button hidden in specific articles published between May 11 and June 5 on our website. When reading the articles, you’ll be able to claim the rewards these buttons offer. Each button will remain active for 10 days—clicking it will reward you with a Trophy camouflage as well as 5 Soviet Tokens which you can save towards unlocking Early Access to the new Soviet cruisers!

    Let’s get started—click the button below!
Have you clicked already? Now try to find the three buttons we’ve already placed in other articles published since May 11. Once you’ve found all three, keep reading and stay on the lookout for the next ones!
    Be sure to check the website regularly—it isn’t just a useful source of the game news, it's also a place where you can take part in fun and rewarding contests, learn about naval history, watch video marathons, and get gifts just for reading our publications!
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