Jun 8, 2020
A Buttload of Free Games - Sebastian Scaini
Hey everyone!

I've made a thread in the discussions section for feature requests and bug reports for the launcher! If you have any thoughts about what you want to see in the launcher, drop them there! I am listening and am doing everything I can to make the launcher experience as good as it can be for everyone!
Need for Speed™ Heat - ea admin
We're thrilled to let you all know that on June 9, Need for Speed Heat will be the first EA title to offer cross-play, meaning that players – regardless of their platform – can jump into Palm City together as one, united community.

Once you’ve installed the update (see full update notes here, including some other fixes, too), you can opt in to race players across PC, PlayStation®4, and Xbox One. You can search for your friends who are playing on any of the above systems, given they’ve opted in for cross-play as well, inside the Find Players menu. Then, go to the new EA Friends tab in the Party Menu to see who’s online to play with.


CROSS PLAY DETAILS

  • Once you’ve installed the June update, you will be prompted with the option to activate cross-play, which you can later find in the privacy settings in the game menu. Opting in will allow you to race players across PC, Xbox One and PlayStation 4 on the same server.

  • You can search for friends in the Find Players menu. Head over to the Party Menu and check the new EA Friends tab to see who’s online across all platforms. In order to create a party and invite them to your game, they naturally need to opt-in for cross-play as well.

  • In the game, you will see icons next to players' names, indicating which platform they’re playing on, and you can use the proximity voice chat to talk to them.

Release Timing - June 9PC - 9:00 UTC (Origin / Steam)

Estimated File Sizes
PC - 1.10 GB
Jun 8, 2020
Mondrian - Plastic Reality - lantanadan
Have a question you'd like to ask about Mondrian - Plastic Reality or Mondrian Maker? Maybe you'd like to know more about Lantana Games as a studio? Swing by our community chat! The whole team is on hand to answer your questions.
Tabletop Playground - Modularity Games


Our major VR update for Tabletop Playground is here!

It brings full support for Valve Index controllers and other motion controller types, improves some of the button mappings and adds more actions that you can execute directly.

While the focus is on VR this time, we've also added several suggestions from the community for regular play and the editor!

Virtual Reality
• Valve Index controllers are now fully supported
• HTC Vive Cosmos controllers are now fully supported
• Oculus Touch S controllers are now fully supported
• Windows mixed reality controllers are now partially supported (default button mapping exists but will show up as Oculus S controllers in-game)
• Make free cursor mode the default when starting a game
• Additional actions are now mapped (while pressing the modifier key on non-Index controllers): shuffle and deal cards, roll dice, or flip through multistate objects using buttons on the motion controllers. The button guides change when you press the modified key.
• Player drag rotation now mapped separately from dragging scale
• Free object rotation when grabbing in free cursor mode is now on by default, and can be disabled by holding the modifier (grip) key. A new option in the VR settings allows you to change this behavior.
• The main hand stick (trackpad on Vive wand) is now used for snap rotation and flying up down in fly mode by default. Holding the modifier key switches to object rotation, allowing you to rotate held or highlighted objects.
• Free object rotation is not used in pointer cursor mode


Enhancements
• Allow alpha masking for cards using transparent PNGs allows holes in cards. Use with caution: leads to graphical issues when used at the sides of the image.
• Show object descriptions in tooltips (can be configured in interface settings)
• Add link to knowledge base in main menu
• Pressing escape while creating objects from the library stops creating more objects and does not reopen the library
• Add a new surface type: Silent. Objects with this surface type don't produce any sound when colliding.
• Allow panning view while zoomed in (using keys or dragging with middle mouse)
• Small MipMap bias to make textures sharper at some distances and angles
• Add 250% UI scale

Scripting
• onCreated is now run after all properties have been set when pasting an object, so changes to properties made in the event remain
• Allow scale values outside of the range that can be set in the UI

Fixes
• Figures are now snapped using their base
• GameObject.getExtent now returns the correct values for non-uniformly scaled objects
• Don't consider the dice face names "+" and "-" as numbers (were shown as 0 in tooltips). Negative numbers are still considered numbers and used in sums.
• Allow cards that hide in hand to stack with cards that don't hide
• Dice were not colliding with each other when picked up with a motion controller
• Fixed D8 face names

Valve Index support was one of the many features on the development roadmap for Tabletop Playground, which you can check out on Trello here.

Don't forget to join our community Discord to chat with the dev team and give us your suggestions for new features for the game!
Curse of Eternity - Imakeda Games
Looking for a core experience? How do you feel brutal combat and epic boss fights? Not your cup of tea? Well, too bad! You're going to get your butt kicked and you're going to like it!

Play the ⚔️ Curse of Eternity demo ⚔️ for 💸 free💸 for a limited time during the Steam Games Festival, from June 9th - 14th!

During our fireside chat, come on in, brew a cup of something, and discuss with us the finer points of using pointy objects to defend yourself against the tyranny of an overpowered demigoddess with a penchant for dominating humanity. 🔥 Oh, and feel free to also talk about your favorite parts of our 💸 free demo💸 and inject your thought juices into the game's development cycle.

Talk to you soon!

Wishlist the game: http://steam.curseofeternity.com
Subscribe to our newsletter: http://newsletter.imakedagames.com
Check out our website: http://curseofeternity.com
Twitter: https://twitter.com/ImakedaGames
Instagram: https://www.instagram.com/ImakedaGames/
Jun 8, 2020
ThinkFast - Vinnie
The issue in which your hands would not appear/you were unable to bind controls properly has been fixed - it was due to a single mistyped character in the path of the action manifest. However, a new bug may have been introduced for some/all hardware in which hands do not properly hover objects, rendering the game unplayable.

Don't worry, those of you loyal enough to stick around - the game will be playable very soon (if it isn't already playable for you!)
Path of Exile - Natalia_GGG
In Path of Exile: Harvest, we're rebalancing over 50 unique items. Some have received numerical buffs, while others have received new mods and mechanics. We're really excited about the possibilities that many of these unlock. While we plan to reveal more of these over time, we're prepared a preview of 10 rebalanced uniques to whet your appetite.

Rigwald's Savagery & Rigwald's Command



Rigwald’s Savagery no longer grants increased attack speed with swords or chance to bleed, but now has a new mod that increases your maximum Rage by 25 while wielding a Sword. Rigwald’s Command no longer grants increased physical damage with axes or chance to gain a Frenzy Charge on kill, but now grants a multiplier to your bleeding damage equal to the amount of Rage you have while wielding an axe.

Originally these weapons were only available as a rare drop from the Rigwald encounter and they've lost their edge as time has passed. We’ve sharpened their rage-fuelled identities with new mods that synergise with each other (though of course you’re also free to use them separately) and evoke the Rigwald fight.

Broken Faith


Broken Faith now has its original -10% block chance mod instead of +5% block chance. It now grants Unholy Might while you have no energy shield, instead of temporarily when you block. While holding it you now create Profane Ground instead of Consecrated Ground. This new ground effect reduces all enemy resistances as well as making them more likely to be critically hit, but does not provide the life regeneration that Consecrated Ground does.

The first version of Broken Faith added to the game had below-average defensive stats for a shield in exchange for access to powerful damage. We’re trying to return it to that role with new mods that offer large amounts of damage, but the weak block chance of the original. Profane Ground also has all-new visual effects that echo the theme of the item.

Ungil's Harmony


Ungil’s Harmony now causes your critical strikes to deal no extra damage at all instead of -25% to critical strike multiplier, but provides up to 350% increased critical strike chance instead of the old 100%.

We’ve doubled down on the existing stats of this item, giving it an unparalleled amount of critical strike chance but now making your crits deal no extra damage at all. Builds that care only about dealing critical strikes now have a way to do so much more consistently, even at quite low levels.

The Blood Dance


The Blood Dance now gives 0.8% life regeneration per Frenzy Charge (from 0.5%), and up to 30% increased damage against enemies on low life per Frenzy Charge (instead of 6%). In exchange, it now reduces the attack and cast speed granted by Frenzy Charges by 4% (up from 3%).

The frenzy-charge-transforming nature of these boots has found uses over the years, but more than ever they now turn you into a blood-crazed fiend. The life regeneration per frenzy charge has been substantially increased, and with investment you can receive a massive amount of damage against enemies who are near death. They even make your frenzy charges themselves drip blood now!

Wildfire


Wildfire no longer grants Molten Strike additional projectiles or area of effect. Instead, it now allows Molten Strike projectiles to chain and gives them +1 chain, but halves the number of projectiles created.

Some of Path of Exile’s “threshold jewels” encourage different playstyles for the skills they interact with. Others just buff the skill. We’re slowly moving towards the former type, making changes to existing threshold jewels that feel mandatory for their skill. Wildfire used to provide a large, almost-free boost to Molten Strike’s damage. It has now been completely redesigned to create a new playstyle for Molten Strike, covering much more area with bouncing magma balls but dealing lower single target damage. Molten Strike’s damage has been buffed to compensate for the loss of old Wildfire. The distance travelled by its projectiles also properly scales with projectile speed now, letting you control their spread as much as you like.

Uul-Netol's Embrace


The Bone Nova skill granted by Uul-Netol’s Embrace now triggers on hitting a bleeding enemy instead of killing a bleeding enemy.

A Breach-exclusive unique upgraded by defeating the mighty Breachlord Uul-Netol should be suitably intimidating, but the build-around potential of Uul-Netol’s Embrace was always hampered by not being able to trigger its signature Bone Nova against strong enemies. So we've changed it so that it now also triggers at the location of the enemy you hit, instead of firing from the player’s location (and will still hit the enemy you triggered it from!).

Hotfooted


The movement speed while ignited granted by Hotfooted has been increased from 10–15% to 10–20%, and attack and cast speed mods added with matching values.

Builds that set themselves on fire have been around for a while, but they’ve never exactly broken the meta. We want to give pyromaniac exiles all the help they can get.

Brain Rattler


Brain Rattler now grants 50% chance to shock enemies instead of 15%, and shocks as if inflicting 300% more damage in order to cause stronger shocks.

Another boss-exclusive weapon that has never quite seemed to live up to the fantasy it offers, Brain Rattler is a weapon for people who want to go all-in on shocks with a melee build, as opposed to the spellcasters who traditionally invest in shock. We’ve powered up its shocking capability so that it can appropriately reward these builds.

The Dark Seer


The Dark Seer’s global damage bonus has been increased from 30–50% to 40–60%, its chance to blind enemies on hit has been increased from 7% to 10%, it now prevents blind from lowering your accuracy rather than making you completely immune to blind, and it lets you inflict the powerful Malediction debuff on enemies if you blind them while you, the player, are blind yourself. How are you going to blind yourself? That’s for you to work out!
Knight Bewitched - SANIC


Heya! If you haven't added Knight Bewitched 2 to your wishlist yet, you definitely should! Based on my experience developing and playtesting along with my beta tester, Knight Bewitched 2 is shaping up to be my best release yet. You won't want to miss it!

When's the release date?

Here's the current tentative release schedule:

Knight Bewitched 2 will release first on Aldorlea Games on August 15 for $14.99. A free demo will also be available on Aldorlea--no plans to release a demo on Steam, but anyone who plays the Aldorlea demo and purchases the Steam version can copy their save files over with no problems.

The Steam release will come one month later--September 15--for $9.99 with a 20% launch discount. Pick it up in the bundle for an even bigger discount!

Lastly, the Android version will likely release around a month after the September release. The Android release will also feature better mobile controls over my other games.

Do I need to play Knight Bewitched or the other games in the series first?

Nope! Though playing Knight Bewitched first will give some helpful context to the story, it's not necessary for you to play it, or any of my other games, first before Knight Bewitched 2--though I recommend you do anyway! Pick up the bundle!

Knight Bewitched 2 takes place just three months after the events of Knight Bewitched. However, there is a special detail about its place in the timeline that sets it apart from the other entries in the series. It'll be up to you to learn the truth!

Who are the characters on the cover art?

The cover art features the amazon Rae and her close friend, the white-hat thief Alex. Here's a menu screenshot showing how they look in-game:



How can I report a bug or suggestion?

The fastest way to contact me is via email: jkweath@gmail.com. I don't normally monitor discussion boards, but I almost always respond to emails within a day or two.

I'm a curator/content creator and would like a Steam key.

Sure! You can request one via Keymailer or Steam's Curator Connect. I generally accept almost all key requests from content curators provided you have at least a small following.

I expect to begin distributing keys sometime around early August once the game is finished.

I'm having problems streaming/recording the game with OBS.

Unfortunately I don't have a proper fix for this--the only way I know around it is to run the game in full-screen with F1 and use Display Capture rather than Window or Game Capture.

--

And that's it! I occasionally post progress updates on my Twitter, so feel free to follow me!
Juno: New Origins - JundrooGames
The new update is now available. The key new feature is the new FDAI (Flight Director Attitude Indicator), also known as a navball. Nicky worked this feature and he did a great job. The navball supports all the things you would expect along with maybe a few things you wouldn't expect. The default view gives you crucial attitude information and a view of the relevant markers such as velocity prograde, retrograde, etc.



The map button opens a map display with options to zoom in/out and also an option to toggle its rotation.



Here are the other highlights from this update. The full release notes can be found here.

* Updated to Unity 2019.3.15f1. This includes an update to the physics engine.
* Added additional navigation heading locks, such as radial and normal.
* Updated instrument panel to include battery and mono. Removed fuel bars from mobile throttle slider.
* Astronaut walk-speed on super-low-gravity planets has been increased, as has the speed that they get up when fallen over.
* No-longer enforcing minimum altitudes for warp modes.
* Changed primary font from Anita Semi Square to Roboto.
* Show filename and resolution of an image when selected in the texture picker / photo library dialog.
* Added button to take you back the title screen.
* Added a sound volume property to the cargo bay.
* Allow overriding yaw and pitch inputs while heading is locked to allow the player to make small adjustments.
* Allow searching by part ID in Search Parts flyout in designer.
* Default altitude to AGL mode.
* Hide flight view inspector by default when entering flight, but remember player's preference when re-entering flight scene.
* Added lighting/shading to equirectangular map generation when uploading planets.
* Added Nicky Pike to the credits.
Jun 8, 2020
Warriors Of Titus - One_Man_Machine
Changes
  • - fixed when AI could cast abilities when dead
  • - (Quest)fix performance issue for Chrono abilities ( perf)
  • - death summary is now static
  • - fixed cores sometimes rolling around and not attacking, + incorrect size on PC version
  • - fixed AI not attacking properly buildings
  • - Moved base slightly forward in the new map
  • - send game abandon on applicaiton quit
  • - don't force tutorial on first time players
  • - fixed when redar wouldn't show sometimes units
  • - added movement settings board to the menu map and the new map ( only for new players )
  • - fixed when I would change team in single player lobby the AI that was on my spot would be spawned as well
...