Aug 2, 2020
The Dungeon Paradox - Zarkow
In this build the next level, number 4 in the path down towards the underworld, is released. With this level two new Monsters are included, Troll and Fishman, and the level is a step up in challenge from the previous levels in both non-linear design and number of Monsters that the Operators will have to deal with.



Full Changelog
* Added Level 4 of the Dungeon
* Added Monsters Troll and Fishman
* Improved performance with lights and NextGen Soft Shadows
* Adjusted render-order of enhacning post-process shaders to after NGSS and CTAA to improve graphical quality of shadows
* Adjusted so Minimap is no longer affected by the main camera height
* Fixed issue where IK was incorrectly set for Recovering Operators
* Fixed issue where rotating by holding MMB could pan camera-view if bumping screen edge
* Fixed issue where an Operator having a small fraction of health (i.e. 0.2 etc) was shown as rounded to 0
* Fixed Downed particle-effect so it is self-lit and very visual even in low-light conditions


Aug 2, 2020
There Was the Moon - Bunso


Hey everyone,

Version 1.2 is out! I appreciate all of the feedback via reviews and on Discord. In this update I tried to address the 'Keeper' puzzle being too vague as well as various smaller issues.

Version 1.2:
  • Added a visual cue to help players call the Keeper within the Apparatus.
  • Added a twinkling audio cue to help players find the conduits.
  • Added toggle to disable mouse smoothing.
  • Fixed various typos in game text.
  • Fixed various visual hiccups.
  • Fixed various clipping and collision issues.
In a future update I will be addressing some of the performance issues a few of you have reported.

If you haven't already, please consider leaving a review! This helps others discover this strange game about the moon.

Cheers,
Ben
Heroes of Fortunia - Naxdy
The long-awaited day is finally here. Heroes of Fortunia's newest update: Version 0.7.0 has now entered public testing, and you may start playing NOW! Continue reading for instructions on how to participate.

What is the purpose of this test version?

Since publishing the 0.6.0 survey near the end of 2019, we've taken early 2020 to evaluate all the feedback that was gathered from that, as well as through other channels such as Discord, the community forums, and the in-game feedback form. We've spent the remainder of 2020 up until now conceptualizing a complete relaunch of Heroes of Fortunia.

With pre-production having wrapped up in May this year, development went underway quickly, but in order to speed the process up, we've decided to open up Heroes of Fortunia's development builds for public testing. The reason behind this is two-fold:

  1. It allows us to offload highly time-consuming tasks, such as testing, to the players.
  2. It provides players the opportunity to experience the development process of the game first-hand, without wait times for announcements or teasers.

Why not just use Early Access for this testing phase?

We aim to have the "Early Access" version of Heroes of Fortunia act like a production build. Before publishing a new update, the game build has to go through various stages of testing in order to ensure it is ready for public distribution. This is especially important as it includes micro-transactions, and shipping an incomplete or buggy product while at the same time asking users to pay for it doesn't feel right.

The test version only sees the most basic of QA, that is making sure things "work", but not making sure things are robust, or don't interfere with other features. The bulk of QA is thus offloaded to the participants, which allows us to focus entirely on developing new features and speeds up development tremendously.

We're aiming to fully release Heroes of Fortunia (no more Early Access) early 2021, all the while completely rebuilding the game, so in order to meet this admittedly ambitious goal, this is the best option for us.

What will await you in this test version?

It is important to note that the test version is not a complete game. Features will be missing, broken, or might even crash the game. We thus won't be accepting any feedback on features anymore, but rather limit player feedback to bug reports only.

As everything is currently being reworked, the test version will initially feel a bit more similar to Heroes of Fortunia's very first Early Access version, albeit with all heroes and components still present.

You can expect constant updates to the test version, sometimes even multiple times a day. However, the game will not inform you of a new version when you connect to the server, so you need to make sure to manually keep it up to date via Steam, or make sure your auto-update is working correctly. We won't be making announcements every time we publish a new test version, as the process is largely automated on our end, meaning whenever we finish working on a new feature, it'll be live on Steam roughly 30 minutes afterwards.

How to participate?

Taking part in Heroes of Fortunia's public testing is very straightforward. Follow this guide in order to do so:

  1. Right-click Heroes of Fortunia in your Steam library and select "Properties"
  2. Select the "Betas" tab at the top
  3. Click on the select box below "Select the beta you would like to opt into"
  4. Select "testing - Public testing branch"
  5. Close the window
If you are attempting to participate right after this post was published, the branch may not yet be visible to you. Try restarting your Steam client or wait a few minutes.

Here are some screenshots to help you find the way:




You will then notice Steam starting to download the test build. You can switch back to the production version of the game at any time, by following the same process outlined above, but instead of selecting the testing branch, you will select "NONE".

NOTE: Steam only keeps one copy of the game on your local hard disk, so switching between production and testing frequently means you will have to re-download parts of the game also.

________________

Thank you for participating in the Heroes of Fortunia public test version!
Aug 2, 2020
沙雕之路 - 馆叔/第三章已更新。
第一章跳梯子比以前难跳点,但亲测可跳上去。这一两天我们会调整一下,再降低点难度。

1、修复自拍杆无法攻击bug。
2、修复跑路士兵对话后无法移动bug。
3、修复徒步粉丝数不对bug。
4、修复咩爸峡谷传送卡住bug。
Hellbound - Saibot Studios
Good night, people! How are you? 🤓

We're pretty well, but also SUPER ANXIOUS with what's coming this week: the so awaited final release of Hellbound next Tuesday (August 4th) 🤘


Lot of things have happened since we started working on Hellbound (officially in 2016) with the team at Saibot Studios.

There was a lot of experience acquired in all these years; and we went through a pretty tough journey in creativity, in technical aspects and even in business.

But we finally get to the so awaited launch state 🙌


So I wanted to share something pretty special with all of you who have been supporting us for so many years...




This horrible imagen is THE FIRST THING I (Tobias Rusjan) made as mockup to tell the development team what was inside my mind about Hellbound (for that time, it didn't even have a name).

This abomination was built with screenshots from other games like Serious Sam 3: BFE, pictures found on Google Images, and action figures of the Spawn series (McFarlane) 😈

I probably made this during a free time of the last Doorways game (mid 2015).

I found this image while I was searching the project folders and I decided to share it with you guys.


I think what we were capable of making in all these years with Saibot was really worth it. We don't know how things are going to happen in terms of sales, but I can tell that I'm really proud of what we have created in all this years.

Hope you also like our work and even feel our blood running thru the game in any sort of way 😎

Have a hell of a week, everybody!

Toba


Damn, I forget it... Add the game to your Wishlist! 😄

https://store.steampowered.com/app/753590/Hellbound/
DemonCrawl - Therefore Games
Hi folks,

To coincide with the release of v1.53, we have designed 5 new avatars and a new inventory for all of our Patreon supporters! This month's theme is ROBOT UPRISING. The machines want to prove that they're good at minesweeper too.



Receive your unlock code today by pledging your support for DemonCrawl:
Aug 2, 2020
Gold Hunter - Gold Hunter | cHaOsFaTz
■ Added "it's getting cold"
■ Added storage rack for bottles to store
■ Added storage rack for melting crucibles to store
■ Added storage rack for melting crucibles to claim 01 and 02
■ Added storage rack for molds to store
■ Added storage rack for molds to claim 01 and 02
■ Added more translation

■ Changed position for npc for sell items on claim 01 and 02

■ Fixed error with opening the bucket
■ Fixed error with gold on switching inventory slots
■ Fixed error with fill the melting crucible
■ Fixed respawn function
■ Fixed error to detect rubber mats for hogpan
■ Fixed error on enter vehicle with item
■ Fixed error with receive gold from goldtable
■ Fixed error with rotation for fishes
■ Fixed error with rubber mat 4 for hogpan
■ Fixed error with drop the bottle (just drop if nothing in focus)
■ Fixed error on npc´s (it was possible to play the npc with tab key :D)
■ Fixed error for street lights
■ Fixed some map issues

■ Remove old hogpan at store
Neos VR - Frooxius
Hello and welcome back to the Neos Weekly Update!

This week we have a few exciting community updates to bring you, involving Neos’ involvement with the MetaMovie Project, which has been accepted by La Biennale di Venezia film festival! We’ve also got the Creator Jam competition to talk about, so check out the news below!



MetaMovie Project @ La Biennale di Venezia Film Festival
The team within the MetaMovie Project have shown their hard work and dedication through various previews and progress videos, and they’ve been accepted to show their hard work off at the La Biennale di Venezia Film Festival!

The team have spent a year or more building the sets, worlds and avatars from the ground up, so to have their work shown at one of the worlds largest film festivals is truly an amazing and honorable accomplishment.



Jason Moore, the director of this project, has been amazing to work with. Below, you’ll find an excerpt of his, detailing his excitement for being able to make his team’s project a part of the festival:

#Discussions_QuoteBlock_Author
Having Alien Rescue invited to the VR Expanded area of the 77th Venice International Film Festival is a dream come true as this is one of the world’s most prestigious VR showcases. And it only happened because of the power of the Neos metaverse engine and the creativity and hard work of the Neos community.

Nexulan, Aegis Wolf, RueShejn, Lewis Snow, Ultranique and many others have poured hours of time and energy into this project and without them and the entire Neos community this would never have happened.

During the week of the festival, September 2nd-12th, we’ll be running live performances for festival pass holders and I will personally be inviting every artist and creator I meet at the fest to come tour Neos and see for themselves why it’s the best place on Earth to build, program, imagine and create.
Stay tuned to the Weekly Update for more information as we continue the coverage on this project and its entry into the La Biennale di Venezia Film Festival.



Creator Jam’s Metaverse Maker Competition
Medra and his group of creative friends are holding a massive, month-long competition with an equally large prize-pool, with about $1700 thousand in USD worth of NCR and may grow to be over $2000. Below is an excerpt from Medra’s Creator Jam discord, laying out the beginning announcement of the competition:

#Discussions_QuoteBlock_Author
Super exciting news! Creator Jam will be holding it's first ever month long competition:

Metaverse Maker Competition
A date has been set:
September 1st-October 1st 2020.
Free entry. Anyone can participate.

We are still in the preparation stage and would like to raise as much prize money as possible. So far we have $1650 USD worth of NCR and a lot of CDFT to contribute. I'd like to see us raise at least $2000+ in NCR towards the prize pool.

Sponsors send NCR to the Creator Jam or Medra accounts. Any sponsor who wants to be recognized specify this in the NCR message details.
USD, EUR, etc... are accepted, but NCR is preferred.

Those of you Neos old timers remember the Neos Creator Contest and how much positive fervor surrounded that time. Let's help create another positive buzz in the community.

More details will be coming soon!



It has been a while since we held our own Neos Creator Contest and the community has grown considerably since, so we’re very excited for this event, as we’re sure it’ll be way bigger than NCC and we’ll see even more amazing stuff.

We hope many of you will be able to participate, whether it’s to compete for the NCR and CDFT prizes, custom official badges or just the fun of collaborative creation! If you'd like to learn more, join the Creator Jam Discord.

Progress on World UI and custom persistent session ID / URL
As part of the work on the new World UI, many related systems are being refactored and extended with new capabilities. The world/session discovery system has received many improvements and fixes and has been extended, so components in Neos can efficiently listen to updates to sessions.

Each hosted session now also includes information about which world it actually represents, which will allow the new UI to group the information and show all instances of each published world.

One of the major additions thanks to this refactoring is the ability to use a custom permanent session ID for your hosted worlds. Normally the ID is random and changes every time you restart the session, but with the new system you can configure your headless client to use a specific ID every time, in the format “<user ID>:<custom text>”.

We’ve also added a component SessionInfoSource, which will automatically populate its fields with live data from a session with given ID, such as whether the session is running, what is its Name, how many active users it has, thumbnail URL and more.

What this means in practice is that you can now create interactive portals in your worlds that will always link to a particular session. You could for example make the portal light up whenever the session is live, show a thumbnail inside of the portal and transition the user to the world when they walk through.

We’re curious to see how you’ll use this functionality to interlink the worlds inside of Neos and hope this enables some new interesting workflows. There’s still a lot more to come as we work on the new World UI piece by piece, so stay tuned!

Procedural Capsule Mesh, Small optimizations and more
As usual, Neos has also received a bunch of smaller additions, tweaks and bugfixes. We have finally gotten a procedural capsule mesh, completing the set of basic primitives and providing visuals for the collider primitive as well.



It’s now also easier to setup animations on imported 3D models when the model comes with the mesh and animations in separate files. Simply attach a new Animator component on the root of the mesh, drop in the animation clip from the imported animation file and click the “Setup fields by name”.

We patched up many bugs as well. The elusive bug with text rendering sometimes showing the wrong symbols has been patched up, as well as a hard to find race condition that would break UIX and prevent it from updating on certain machines. Another bug that would make the UI freeze for a long time was patched up as well.

If you’d like to read more, check out the #neos-updates channel on our Discord!

July Community Showcase
This Friday we've done our regular end-of-the-month community showcase livestream, showing some of the amazing stuff you have created over the past month. If you've missed it, you can watch the archived footage here:



What’s next?
With a lot of preliminary parts in place, we’ve now started implementing the actual UI for the new world browser, so hopefully you’ll be able to see and play with it soon! There are still some underlying tasks that need to be done to support it, but they’ll provide other new features on the side as well.

Thank you very much for reading this weekly update and helping Neos to grow into a powerful mature platform!

Aug 2, 2020
DREAMLIVE - Alex
Hello guys,

I want you to know I didn't give up the development.

The foundation upgrades will come as big patches in complex. They will solve the building content question, you won't need to wait me adding each new tree.

In addition to the complexity of the upgrades I'm going to present in the future, it takes longer due to personal issues I faced during the last months. It will be sorted out and then I think we'll see a leap.



Stay healthy,

Alex
Football Manager 2020 - Neil Brock


Our series interviewing our Head Researchers has seen us speak to people living and working in three continents and four very different countries – South Africa, Scotland, Switzerland and Argentina. This time we head to the footballing hotbed that is Portugal to speak to Carlos and Bruno, who have been contributing to our vast research team for a combined 16 years.
...