Oxygen Not Included - Klei-JoeW

Recap
We last touched base in February where we announced that we're working on a DLC. Shortly after that, we put out another free Content Pack in March... and then a global pandemic hit and work from home began. At that point we decided it was best for the team to refocus their efforts on the new systems and content of the DLC, while putting out semi-regular bugfix patches for the released version of the game. Since then, we've put out our May patch and now our July patch -- releasing in a few days! (And finally fixed infinite digging, I might add!)



New Systems: There are 3 major new features:
  • Multiple colonies on multiple asteroids running simultaneously! From lonely mining outposts to thriving hubs of industry, each world can contribute to sustainability across your civilization.
  • A new radiation simulation and overlay, with conduit-like infrastructure to harness it for science and industry! We're adding this as a new fundamental system with integrations into many parts of a successful colony.
  • Space gameplay has been reimagined. Space destinations are now actual playable asteroids which can be landed on and settled. Rockets themselves are now easier to launch, more interesting to control, and have a deeper role to play by providing infrastructure between asteroids.
  • New Content: While the majority of the new content will of course be in service of the new systems, we're also adding a new start biome, and multiple new biomes throughout the asteroid cluster with their own critters, plants, and resources to discover and integrate into your colony.

We're also adding other bits of content, new buildings, traits, and more, to keep expanding on the ONI experience!

Keeping performance steady as we add these new features, and trying to improve on it where possible, continues to be a high priority for us while developing this DLC.

What about Vanilla?
The base game, which you currently own, will also see a large update when the DLC is released! Bug fixes, UI improvements, balance and tuning improvements, and base-game content updates will be synchronized across all versions of the game. So even if you choose not to play with the DLC, we're working to improve your experience as well!

Timeline
We're going to get the DLC into your rubber-gloved-hands some time this year. The fallout from Covid19 has really altered our estimates and shifted our priorities, so we're not going to make a more specific promise than that. As we get closer to the big moment, we'll be sure to give you more updates!

In Summary
Most of the team has been hard at work staying safe and developing the new DLC, even while we've continued to fix issues and performance on the released version of the game. We are adding new fundamental systems so we're taking the time to make sure we get them right, and especially working to integrate them well into the existing gameplay for all players to enjoy.

We're as excited as you are to be playing the game with these new features in it, and can't wait until it's complete! Thank you from the bottom of our cardiovascular systems for all your support, suggestions, encouragement and enthusiasm, which has got us this far. Onward!
NewCity - supersoup
Mayors,

The latest version of NewCity is now live on the Testing branch. Details below:

Version 0.0.54.8 ALPHA
  • Fixed a few building designs that were marked as agricultural zone but should have been industrial. Many players complained that this destroyed demand for retail, since both retail and industry uses high school educated workers.
  • Buildings will now only spawn with designs that exist in the filesystem. If a design is deleted from the filesystem, it will not spawn again.
  • The Transit View now shows transit coverage, so you can see which parts of your city can access transit.
  • The catchment area of bus and train stops has been increased.
  • It is now possible to prevent the zone tool from rezoning already zoned lots. Find the new button at the top of the zone tool.
  • The Budget Panel now has tooltips explaining the purpose of each line of the budget.
  • The Heatmap Toolbar buttons now open the Heatmap Tool, which displays helpful information about the Heatmap or Infoview.
  • When querying a building, clicking on the heatmap block chart will open that heatmap. Tooltips have been added.
  • The appearance of the sky has been improved.
  • Contour lines now show on the terrain.
  • Fixed a crash related to trains.
  • Fixed a crash when launching the game.

You can opt in to the Testing branch via the Betas tab, found by right-clicking NewCity in your Steam Library and selecting Properties. Simply click the dropdown under the Betas tab and choose "test - Testing branch." You can return to the current main build via the same dropdown by choosing "NONE - Opt out of all beta programs" instead. Going from one to the other will trigger an update as Steam fetches you the desired branch.

Thank you to everyone who's been playing and submitting feedback and bug reports; we hear you! Keep posting your thoughts in our Steam Discussions, touching base with us on Discord, and Tweeting us videos and screenshots of what you're building. We may not respond to each and every one, but rest assured we're paying attention.

As always, we can't wait to see what you build.
Lone Pine Games
Jul 3, 2020
Power - kbikhazi
Check out the new POWER sizzle reel to see all the amazing stuff we are doing:

Love Vibe: Aria - Red Vibe Studio

Hello Everyone!

Today we're bringing the new update to Love Vibe: Aria! We have upgraded the sex system, improved interactions, added lots of new sex poses, and more!

Here is the list of changes:
  • New sex positions with high-quality animations, including solo, standing, sideways, and more! Now three times more sexual positions than before.
  • Improved player's climax effects.
  • Added interactable penis with the option to pull out and finish on Aria.
  • Sex progression system changed.
  • VR pose changing improved. Grab Aria (or the indicator) and move her to change the pose. No more hard to reach sliders.
  • Sex UI improved.
  • VR player movement and teleport improved.
  • Fixed VR camera rotation (finally).
  • Added instructions panel for photo mode.
  • Added option to turn off player's body parts in sex scenes (Full body, legs and penis, penis only)
  • Menus changed to fit new content.
  • Sex tutorials changed.
  • Fixed quality setting bug which lowered Aria's model polygons count.
  • Fixed many smaller bugs.

We hope that you'll like the new stuff. If you encounter any problems, please let us know.

Get Love Vibe: Aria now 40% off!
Jul 3, 2020
Green Project - Zerone Games
Hello everyone, who says week-end says new update! :)
I'm sorry if this update is less important than the others. I had to work on the Android update.

Here are the changes and new features:

  • Irrigation system, you can now dig a hole in the ground with the pickaxe that will serve as irrigation, you can fill it with the watering can or wait for the rain. It works like an automatic water sprinkler, when it is full it will water all its neighboring tiles up to 3 times (which makes 24 waterings that you don't need to do). Filling it requires less water than watering the tiles by hand in addition to saving time.

  • You can now remove the composted and plowed/planted tiles with the pickaxe. Be careful, destroying a tile where a plant is grown will destroy the plant.

  • Addition of a container, the medicine cabinet
  • Expansion of storage space for any container made with iron
  • The Watering Can can now hold up to 1000 units of water (instead of 900)
  • The gestation of the animals is paused/freezed when they are hungry. And they no longer breed if one or both partners are hungry. (More sense and it avoids the almost infinite multiplication of animals, especially rats)
  • Some item's sprites have been polished.
  • The game version is now shown in the main menu
  • Fixed several bugs including the bug where animals did not leave a fabric bag.

I hope you enjoy this update, if you are curious about future things that will be implemented, you can see them here: https://trello.com/b/NJTmhYkk/green-project-roadmap

Good weekend and good game to you! :)
Armored Warfare - Silentstalker
Commanders!

One thing that doesn’t make us happy to admit is that some Armored Warfare visual vehicle models are not on par with the standards we’ve set for ourselves in the recent years. The new Spirithaven models are, for example, of excellent quality and accuracy, but the same cannot be said for the older models and none of them exemplify this issue better than the T-72B model.



That is why we are working on a number of model improvements and overhauls for Update 0.33, which we will tell you more about in the future. Let’s start with the T-72B model.

The T-72B Tier 6 Main Battle Tank was the second (and last) major upgrade to the T-72 series, introduced in 1984. The most obvious visual difference is the addition of the Kontakt Explosive Reactive Armor kit, significantly enhancing the tank’s protection against RPGs and other HEAT-based threats. The basic armor was also enhanced (making the turret cheeks even more prominent). The firepower was improved by a new FCS and the ability to fire gun-launched Svir missiles. The T-72B was also exported under the designation of T-72S, but not as much as the T-72A and it is currently still in Russian service. You can read more about it in our dedicated article.



The main problem with the current T-72B model is that, simply put, it isn’t a T-72B model at all. It’s a T-72A model fitted with Kontakt-1 ERA – this variant does exist in real life, but is correctly called T-72AV. Our goal is to bring the appearance of the model to a real life T-72B from 1988. This was the last model year with the Kontakt-1 ERA. Starting from 1989, the tank received a new Kontakt-5 ERA kit instead and it is not our intention to improve its protection that much since the tank is performing well enough as it is. Instead, we’d like for it to look the part. Here’s what we did to that end.



After reviewing the old T-72A model cosplaying as T-72B, we decided to throw it out and basically model the tank from scratch using publically available references in the form of a 130 page long document, painstakingly describing every detail of the vehicle. This document went to the modelers, who started their work.



The first obvious change is the turret of the vehicle. The basic geometry of the turret is very different with the frontal part being more pronounced. Normally, the Soviet tank turrets are associated with the round shape of a pan, but the T-72B turret is much wider in the front, resulting in very prominent and visible “cheeks.” In real life, this was done to accommodate improved internal armor layout (layers of steel and resin with gaps between them).



The turret elements were obviously changed too, as you can see. The set of optics was overhauled to match that of the T-72B, as was the ERA layout. Please note that regarding the turret (or any other actually) ERA layout, we were working with published official documents so the setup is “the way it was intended by the designers of the T-72B MBT” or, in short, the “factory setting.” In real life, the layout can often be seen with some ERA elements missing (most notably those above the gun mantlet or covering the lower turret parts) or placed elsewhere.



As you can see, we’ve also adjusted the ERA element angles and added a number of smaller details like the correctly sized boxes and other smaller parts. The turret also has a 12.7mm NSV anti-aircraft machinegun and only one smoke grenade launcher.



The hull was, of course, also completely overhauled. The upper frontal plate has a somewhat different ERA layout and a new driver hatch model. Note how the ERA now also covers a portion of the lower frontal plate – that’s also new. The sides of the hull were changed in the sense that they aren’t completely covered by the tank’s rubber skirts but, rather, have several blocks of ERA on them, protecting the central part of the hull. On the left side, the exhaust model was changed and the engine deck is now also accurate.



The roadwheels were significantly improved (to a historically appropriate model) and now have more polygons. They also finally have the correct torsion bar offset as well as a new set of tracks.



And that’s still not all. The model will have its own set of animations:
  • The IR projector is now, like in real life, connected to the gun and moves along with it
  • Shells are ejected from the turret whenever the gun is fired
And, finally, we’ve split the ERA elements into more groups than before (from 10 to 25 on the hull and from 8 to 15 on the turret). What this means for the gameplay of this vehicle is that smaller portions of ERA will get destroyed with each hit, making the entire ERA set last longer.



All in all, the visual quality of the new model grew significantly but there’s one more aspect to the whole overhaul. The overhauled parts (for example the gun) can be used for other tanks that use them. This way, we’ll be able to improve the appearance of other vehicles while using already developed assets.

We hope that you will enjoy the new model. But until the next article:

See you on the battlefield!
Jul 3, 2020
Primal Carnage: Extinction - dinosauriac
A new patch is available for Primal Carnage: Extinction, addressing a few issues that were identified after the Meltdown update recently went live. We also have some news about future changes to the human characters.

Version 1.16.1 Change Notes


  • Fixed dino health restoration from bite kills not working correctly at times
  • Fixed several challenges not tracking properly
  • Updated hint text for challenges and evolutions
  • Fixed some missing text characters from end game screen
  • Health bar is now a brighter, more consistent red colour
  • Fixed missing descriptions / names in a few areas
  • Added PhantomCave map image to Host Game
  • Adjusted attachment offsets for a couple of mutations
  • Fixed certain gift items not dropping
  • Various skin fixes

Version 1.16.2 Change Notes

  • Added new default mutation: Serratus Rex (spiked "alpha" rex model)
  • The majority of Spiked Rex skins are now compatible with mutations
  • Fixed projection and spawning issues with Cryo acid pools
  • Fixed texture opacity masking on a couple of skins
  • Physics optimizations to some cosmetic items
  • Disabled some client-side error logging that may have been causing slowdowns
  • Fixed an incorrect scavenger hunt skin reward
  • Challenge tracking fix for headshots
  • Challenge tracking fix for grenade launcher
  • Challenge tracking fix for Carno charges
  • Challenge tracking fix for tranquilizer kills
  • Fixed a bug with challenges being replaced
  • Preparations for unified challenge reset time (upcoming)

Human Character PSA

We're happy to say we've brought an old friend back to work on updating the human animation system.

Maccollo was one of the main animators on the original Primal Carnage game. He's an extremely talented artist and we're glad to say he is going to be replacing the existing human animation rig completely, with customized movesets for every character.

click for high fps...


This process will take a fair bit of time, so it will likely be a couple of months before these changes are in your hands. We wanted to share this exciting news early, and give a heads up to any community creators who might be working on human taunts or custom human meshes for the current skeleton.

We will be endeavoring to port much of the user-created content for humans to the new rig ourselves, but may need the help of the original creators in this regard. If you are working on new human content, it might be worth holding off engaging in more ambitious efforts such as making full character models for now (hats, backpacks etc. are fine though, being separate objects).

Future Changes to Challenges

We're putting things in place to allow to improvements to challenge synchronization with the economy server and make them more consistent. These are still in testing, so we hope you understand and be patient with these changes, as we believe they will be for the better.

Currently in development:
  • A consistent Challenge and Drop reset time for all players. Previously this used to be relative to when you first logged in. The new system will reset challenges and drop limits at the same time each week.
  • The ability for us to enable/disable/replace Challenges "on the fly". As you may have experienced with the recent update, sometimes challenges can be broken. We're investigating how to fix and replace challenges remotely.
  • Methods for us to adjust Challenge targets without needing to patch, if a challenge is seen as "too easy" or "too hard" for its given tier.
  • The ability for us to issue the same Challenges to all players during a reset cycle. While we're not sure how this one will go, it could be interesting to have 1 or more challenges to be the same for all players- so you can work together to complete common goals.
  • Continued improvements to Challenge rewards, with different item drops (or multiple items!) being rewarded for completing challenge tiers.

As we roll these changes out, it may result in some shorter "challenge weeks" - i.e. you may not have the full 7 days that you normally would to complete challenges. We hope you agree that the overall improvements and new bonuses coming in the near future for challenge completion will make it worthwhile. The first major change will be the synchronization of everyone's challenge reset timer early next week. We will announce on the official discord when this change is live for everybody.

Meltdown Part 2



The Meltdown Event is underway and we're hard at work on the second part of this sizzling summer shindig. Keep an eye out towards the end of July for more news on what's coming in Part 2!

And if you haven't already, you might want to check out the Summer Scavenger Hunt going on right now on Discord, for the chance to unlock special time-limited item codes!

The first few codes have only just been revealed, with many more left to uncover! Keep track of how the community is progressing by checking the Special Event Trello board.


Jul 3, 2020
Frag Grounds - Mediocrity Interactive
  • fixed wheels not turning on some vehicles
  • fixed dead player's name showing as the killer's name
  • fixed camera location desync in car passengers
  • fixed some stacking sounds
  • fixed robots making human sounds during melee attacks
  • fixed wrong sidearm distance from camera after switching from primary weapon
  • fixed broken death animation
  • elevator doors can no longer be opened by calling the elevator while it's moving
  • fixed a vehicle turret camera bug
Westmark Manor - Da'Tau
Today sees a small patch to address the following:

* Rectified chest on second floor entrance hall causing movement issues.
* Rectified some spelling mistakes.
* Trader Header is fixed in other languages.
* Rectified subtitle in Ritual room.
* Clock in the library is fixed so it no longer gives infinite sanity points.
* Rectified Taurus room sticking issue when scare is triggered.
* Rectified issue in the garden with the camera sticking in a certain position.
* Rectified in the study that the bookshelf did not always trigger with the book.
* Map tweaks so puzzle icon disappears.
* Iron maiden works more than once now.

Please update the game to receive these changes


Jul 3, 2020
Collective: the Community Created Card Game - AlecCollective
New Season

New season means new Hero, new Season Pass, and refreshed seasonal achievements!

Dozens of new cosmetics have been added to the shop and are available to earn via the Premium Season Pass.

Complete the Premium Season Pass, and you'll earn the new Costume Party Kyung Mi skin! We'll be revealing all of the outfits for the skin closer to the end of the season.

RIP Drafting (Almost)

Heroes no longer Draft when they level up (except Kyung Mi). While is was fun at times, and added some necessary variance to games, the mechanic was overall too cumbersome to keep in the game. Drafting often had no impact on games other than to slow them down, with drafted cards often being board-clogging chaff or overly niche. New players were stuck reading and evaluating four cards, multiple times per game, every single game. Overall we feel the game plays much better without it.

Draft has been renamed to Scout. Heroes Scout when they level up after getting their last reward. Each level after a Hero's last reward will now require 12 EXP.

In Sentinels, players still Recruit a card when they level up. This will be removed as part of the Sentinels revamp slated for Season 3.

New Hero - Marie

Marie is a prodigy in healing alchemy and speaking with the dead. Through careful study and preparation, she becomes momentarily possessed by the recently departed, in order to gain their skills and aid.

Passive:

+1 EXP if two or more units enter your graveyard each turn.Banish all actions that enter your graveyard.

Level 2: Eau D'Ange

When you play or discard this, gain 3 HP and Choose a friendly unit to give 3 HP.When you level up, return this to your hand.

Level 3: Possession

Hero Active: Pay 1 Mana. Banish the top unit of your graveyard. Play its Summon, Entomb, and Active abilities.

Level 4: House of Zombi

6 Mana
0/4
Immortal
Your Active, Summon, and Entomb abilities happen twice.

Hero Changes

We've made a large number of changes to heroes, simplifying most of them by reducing the number of rewards. Our goal was to hone in on their mechanical identity, while reducing complexity when you first read them. There are also some balance changes mixed in here, and most heroes have had their EXP requirements adjusted.
  • Ashgerdy
    • Passive now gives 4 EXP when triggered.
    • Removed level 5 reward.
    • Aurora Gate (level 4 reward) is now: 6 mana 0/5 with Immortal and "At the end of each turn, your opponent loses HP equal to the EXP you gained this turn."
  • Buluc
    • Removed level 5 reward.
    • Kukul (level 4 reward) is now: 6 mana 4/4 with Immortal, Agile, Overrun, and "When this attacks, return two random units in your graveyard to play. They attack."
    • Enkindler of Strife's tokens now have "Entomb: Banish this."
  • Dhat
    • Removed level 5 reward.
    • Great Landwyrm (level 4 reward) is now: 7 mana 7/7 with "If your units have 20 or more total HP, they get +5 ATK and Overrun."
  • Heldim
    • Moved Cassiel's revive and stat boost effects to Heldim's passive.
    • Cassiel is now un-silenced whenever she's revived.
    • Cassiel now gets Overrun at level 3.
    • Cassiel now gets Regenerate at level 4 (was Overrun and Regenerate).
  • Pearlmaw
    • Geistwing Raiders (level 3 reward) no longer has an Active, and is now a 3/3.
  • Vriktik
    • Removed Lanian Shrike (level 4 reward) and previous level 5 reward.
    • Level 4 reward is now: "When you play an action, copy it and play it again. Repeat for each level you've gained beyond four."
  • Kyung Mi
    • No changes, but the other heroes losing Draft/Scout is an indirect buff to her.

Voting Changes

Going forward, players have the option to vote on a card at the end of each game (singleplayer and multiplayer). Choosing to vote at the end of a game awards 10 Gold. Both voting ticket and end-of-match voting have been changed, so you only vote on one card at a time.

Our goal with these changes is to remove the analysis paralysis of voting on multiple cards at a time, and get new players voting early and often.

Voting Tickets are now primarily a reward from the free Season Pass track, and no longer expire.

Card Creator

  • New Block: Force Play Trigger Keyword - allows you to immediately play a trigger keyword ability (Entomb, Summon, etc.) on a card.
  • Random Card from Outside the Game now allows searching by Realm.

Other changes

  • Revamped the end of game screen.
  • Entrance is now an officially supported keyword.
  • Added an animation to indicate when a unit is Exhausted.
  • The game board is slightly more zoomed in, to reduce the amount of screen space used up by board decorations.
  • Many players complain about frequent disconnects, so we've changed the networking system we use in the background to Valve's open source GameNetworkSockets. Please let us know if you notice improvements or more frequent disconnects or crashes.
  • Card database updates are now handled on the first loading screen.
  • The login screen now has a Login with Steam button instead of a Create Account button, so you can use that to log back in if you're disconnected and don't auto-reconnect.
  • New accounts may see a much shorter version of the existing story mode as the tutorial. We're still experimenting with what works best here.

Bug Fixes

  • Hero Skins weren't showing the artist for the skin on reward cards.
  • Dark Cold and other Exhaust effects now cancel Agile and Ambush.
  • Fixed a bug where Feed effects didn't work with being force played.
[/u]
...