Croppy Boy - mrcropsgame
The latest experimental build has Steam Workshop support added for Custom Maps!

You can use the level editor to upload to steam workshop in the new Workshop Window.



Create a level and use the Export Window to export a level bundle. Then use the workshop window to create a new workshop item, select the bundle to use and set the name / description / etc and Submit Item to upload it.

If you are subscribed to any workshop items, it will find them on startup and they should just be present in the Play Custom Map screen.

It's all a bit rough, but should work, let me know if there's any issues!

Oct 11, 2020
Community Announcements - PhoenixLimit

Hey guys,
Tomorrow we'll be dropping the beta of the game from 10/12-10/16 at 12 AM MDT. If you have any bugs, glitches, etc to report, please email our contact support from our website or the game page.

-Thank you
The Phoenix Limit Team
Regain Earth: First Strike - TheFlow
Hello dear Regain Earth community & pioneers,

Today we released a regular update for Regain Earth: First Strike.


Thank you!
As always and first of all, we would like to thank our great beta testers very much for giving us feedback and giving us great new ideas. That's what drives the game's development!

This time especially to Martin "Archonaut" S. for the feedback on Regain Earth!
Also like last week, big thanks to Ole "nak0taz" and Fabian "DemexxTV" for playing Regain Earth on Twitch [/b]!

Also great thanks to Mathieu from https://unrealengine.com/marketplace/en-US/profile/Rimaye.Std?count=20&sortBy=effectiveDate&sortDir=DESC&start=0, who has a great Teleporting FX Asset for UE4 and answered some questions which helps on visual effects.



Updates!
New main features:
  • New Enemy Type: Scarecrows

New Enemy & Weapon types & AI updates:
  • Added new Enemy Scarecrow People, which have super powers to slow down Player. And they have a surprise for you! Fear them!
  • Added that players can be brought back from the dead at the end of the round. The player, however, is not directly alive. Instead all dead players will be revivable again on round start. This allows teammates to revive their dead teammates every time the round starts. Be careful and revive your dead teammates! Each death again triggers loose points for death.
  • Increased range to pick up weapons
  • AI tweaked a bit in general. For example robot AI is not waiting anymore when first time sees a player.
  • Implemented AI ability sytestem: Ai can now have different abilities / skills. Attack special abilities (super powers or similar), abilities when Ai first see the player, abilities when Ai hear the player shooting, etc. Scarecrows are the first enemy to use this, but more are to come.

Gameplay & Feature Updates & Score Handling:
  • Tweaked scores a bit, also because new scarecrow enemy type.

UI & Controls & Sounds:
  • Fix on bug prevents showing the right round number for clients on round 1

General Bugfixes:
  • Fixed several smaller bugs

What is coming next?
  • Explosions
  • New Enemies and new Weapon Models
  • What our beta tester and YOU will tell me is absolutely most important :-)

Stay tuned for next updates and keep giving us feedback, bug reports and your wishes and ideas. Thanks a lot!

Sebastian aka. TheFlow
Goblins of Elderstone - Lost Goblin
The Great Trek

Hey everyone!

Hopefully you have all been staying safe in these strange times. The Goblins team have been hiding away in our warrens cooking up our biggest new update, we had some major face-lifts done to our entire UI and have added in world exploration by sending goblin treks! You will need to get all three of the faction halls built to unlock the feature, but hopefully you enjoy it when you get there. Look forward to your feedback on discord.

We are now moving very close to beta on the game, we are still missing one or 2 main features, the biggest ones are diplomacy and heroes and then it’s a matter of adding the last content and bug fixing until we’re happy with it to go gold.

It has been a very long journey and we’re now nearing the end finally. Thank you all again for your gracious support and passion for our game we love so much.

Full patch notes:
Features:
-Brand new look, with new UI throughout the game.
-Added Treks to the game, available by Building a War Hall, Faith Hall and Trade Hall.
-Goblins assigned to a trek will not be able to change jobs in the village so be careful not to send too many key workers to distant lands.
-Juju can be gathered at Holy Sites and then used to request gods spells for Raids and Trades.
-New Gods have been added into the game with many of the old gods powers finally being implemented.
-New goblin voice lines and talent added, as well as some new music tracks and building SFX.
-Control scheme has been changed slightly for mouse movement and rotation.
-Temples can now be aligned to gods to garner favor with them over time.
-Goblins under attack by other goblins can now retaliate.
-Lots of new art including some new smoke and fire effects as well as a new Kindler building mesh.
-Goblin message log has had more detail added.
-Added new camera key bindings, can be changed in options menu.
Balancing:
-Mines now have 12 'attach points' instead of just 4.
-Firewood delivery can now be toggled on or off per building.

Bug Fixes:
-Fixes for the goblin job prioritization not ignoring some hauling tasks even when marked to be ignored.
-Time to open the load/save menu increased through loading on a separate thread.
-Story moment triggers moved about so that the seasonal ones are more varied and don't pop during enemy attacks.
-Fix for slowdown that was occurring on re-balancing resources when spawning a goblin/assigning jobs.
-Many fixes found to increase our game frame time reducing CPU bottle necking.
-Updating pathing distance cache to reuse code and fixing caching issue.
-Fixed snow tessellation/jaggies on tile edges.
-Fixing modal behavior on save/load UI.
-Fix for iron/stone mines stealing a metric tonne of frame time.
-Removed the soft-lock when returning from credits.
-Back button in story creation will now go to previous story step
-Fix for goblin getting stuck in a be lazy loop when they Laziness and Tiredness levels are both capped at max.
-Crash fix for goblin death.
-Water shader fixes for Frog ponds and some buildings.
-Fix for hiding goblins to get reset correctly on loading a save file.
-Pathfinding fixes for enemies and goblins.
-Fix for camera snapping issue when dropping off a ledge between hexes.

Known Issues:
-Deleted older save versions that we can no longer support.
-Known issue with adding a king to a trek and having an immortal king due to the age condition not being updated.
XSOverlay - Xiexe
This is a release candidate build, and is likely to go to the live branch.



CHANGES FROM LAST BETA
CHANGES
  • Changed: Increased the threshold for clicking and releasing slightly to prevent having a "sweet spot" on the trigger where it will spam inputs.

  • Added: Global Right Click binding. This will allow you to right click with the binding on either hand.

  • Added: Global Middle Click binding. This will allow you to middle click with the binding on either hand.

  • Added: Global Right Click Modifier binding. This will let you right click with the modifier held on either hand.

  • Added: Global Middle Click Modifier binding. This will let you middle click with the modifier held on either hand.


BUGFIXES
  • Fixed: "Automatic Mouse Control" toggle is no longer inverted.


CHANGES FROM LIVE
CHANGES
  • Added: You can now right click in window captures! Doing so will create another overlay capturing the right click menu, and allowing you to interact with it as normal. This system also has the side effect of creating secondary windows for things suchs as Spotify, where they use "windows" for their Minimize, Maximize, etc buttons. This means all UI of apps like this should now render and be interactable with window captures!

  • Added: "Cursor Smoothing" is now something that is on by default. This will smooth your cursor out when your hand is 'stationary,' but will not add any smoothing when your hand is moving. The idea is that you will be able to double click easier, or select things on smaller areas of the screen easier, due to the cursor not having the small micromovements of your hand.

BUGFIXES
  • Fixed: Using "Force High Quality Overlays" should no longer force supersampling to 1.0 in the SteamVR Settings if you've already got a custom supersampling value set. This was only intended to happen if you had been using "Auto" supersampling prior to turning on the option.

  • Fixed: Window captures should not longer randomly swap from whatever they're capturing. (Things like swapping to the SteamVR view, or swapping to the windows task bar.)

  • Fixed: Window Settings toolbar should no longer teleport between overlays if both hands are hovering over two different overlays. It will prioritize whatever the latest overlay to be hovered over is. (Left hand hits overlay first, itll go to that, then if the right hand hits another, itll go to that, etc.)
Simutrans - Roboron
Hello, it's Roboron again! It is my pleasure to announce that Simutrans 122 has been released today (just two days after 121 finally came to Steam) and right now is already available on Steam. No need to wait for months!

This new version comes with exciting changes, and one of them is that Steam version now ships a 64 bits Windows version (in addition to the 32 bits version). Let's see the list!

WARNING: Saves and config files are incompatible between versions and you may need to delete you simutrans user directory (%user/documents/simutrans on Windows or ~/simutrans on Linux) if you run into problems.

Key changes from 121 to 122
  • Windows 64 bits version now available (32 bits also supported)
  • MacOS version deployed, but untested (help still needed).
  • Improved Touch Support
  • Now you can drag the main bar if it doesn't fit the screen
  • Larger buttons for windows (easier to tap on them)
  • Map creation is now faster
  • Map creation can now create much more realistic climate and tree distribution taking height and humidity into account.
  • Added multi-tiled rotatable city buildings
  • Better use of fixed monthly convoi costs
  • New list of all existing vehicles
  • New depot list
  • Further improvement of the GUI
  • New GUI themes.
  • Rail support for scripted AI (still under optimisation).
  • Stability improvements for servers
  • Tons of fixes.

Paksets updated
The following paksets were also updated (only for Simutrans 122).
  • pak64 (122.0)
  • pak128.britain (1.8)
  • pak128.german (2.0)
  • pak192.comic (2021 Release Candidate 1)

Lastly there is a extended list of changes, if you really are into reading changelogs.

Full list of changes
FIX: Rotation of multi-tile buildings at street corners
ADD: different volumes for different sounds, realistic distance scaling (independent from screen size)
CHG: Fade sounds with one over square root distance, and remove the dependency from display and tile size
ADD: Depot list as dialog tool 32
FIX: city more strongly attempt to build double height bridges over navigable rivers
ADD: Vehicle list as dialog tool 33 (to see also upcoming vehicles)
ADD: goods waiting bar with now configurable: gui_waitingbar_width
ADD: button to copy the last 20 messages to the clipboard
CHG: factory smoke location now depended on factory. Four parameters smoketile[], smokeoffset[] (koord), and smokeuplift (16) and smokelifetime (2499)
FIX: several list stored wrong coordinates after map rotation
FIX: Too new pak file version check now enforced for all objects
FIX: airplane should stuck much less upon runway rebuilds
CHG: block reserver tool will also start a route search of any convoi on its tile (no matter the owner!)
ADD: timeline switches off after 2999 to prevent retiring of everything
ADD: new parameter for buildings "preservation_year" and "preservation_month" after that the building is excluded from renovation during town growth
ADD: if shift is pressed during road building then city roads or faster ways will not be overbuilt
ADD: more folders searched for fonts on non-windows systems
FIX: broken connection could kill (especially server) games on Linux
ADD: customisable loading bar colors with gui_color_loadingbar_inner and gui_color_loadingbar_progress
CHG: record messages and some status messages are now not saved, while stuck and full stations expire after a month on server chat to keep overview
ADD: new button in minimap to hide contour for higher contrast of other stuff
CHG: Option to show convoi name and line name as overlay
ADD: (inspired by Ranran) Option in city, curiosity, and factory lists to show only towns/factories already served by a player
ADD: two more theme colors: gui_color_obsolete, gui_color_empty for lines and server
ADD: (Yona-TNT) configurable offsets for player colors for gui elements
ADD: convois (in convoi list and schedule) also show their next stop with a posbutton to jump there
ADD: caseless matching in depots, lines, halt and convoi list dialogs even with umlaute
CHG: fixed vehicle costs are now booked as running costs at the begin of a month, also convoi details changed to accomodate
CHG: a server will pause without clients if '-pause' is set on the command line
ADD: freight type filter on line window
CHG: speedup of map generation by reorganising and multithreading lake code
ADD: defining overlapping climate height limits will generate maps with climate patches at these heights
FIX: (extremly old bug) after removing a house on a slope the world height grid was not restored
FIX: factory extension during city growth could no cope with more than one supplier for two goods
ADD: scripted tools (initial patch by THLeaderH)
ADD: Humidity based climates (originally from kireon green) Attention, winter snowline set temperature at sea level, so important!
ADD: (FrankP) happy signs for system fonts
ADD: (ranran) new GUI element routebar
FIX: space.w added in container not space.h for vertical distance
CHG: On consequeutive traffic lights, only the first is obeyed to allow turns on four traffic lights crossings

I need some rest now, too many updates in too little time :-P

Enjoy the game!
Best Friend Forever - lucy
Hello, Rainbow Baes!

Steam Community Items



Some news from our side - you asked, and we listened! Steam Community Items are now available for Best Friend Forever, and if you've played BFF before this point, you're likely to have some sparkling brand new trading cards in your inventory. Enjoy the emotes, backgrounds, trading cards and badges!

Patch v.1.1.5

Since patch v1.1.1, the following changes have been deployed for Steam:

Features/Improvements
  • added various SFX to DCT, Woofr, Adoption & Map.
  • music tracks now fade out during dialogue scenes instead of stopping instantly.
  • adjust default volumes for music & voice (only applies for new installs).

Bug Fixes
  • fixed cursor size not applying correctly when the game starts.
  • fixed cursor size when petting the dog.
  • fixed misc SFX issues.
  • fixed issue where Maribel & Robin's 2nd dates weren't accessible in a new game.
  • fixed date pins being hidden by encounter pins.
  • fixed misc issues in Robin's 2nd date.

If you'd like to send us a bug report or some feedback, please jump on our Discord https://discord.gg/bff and let us know! Alternatively, you can let us know by reporting it on this form: https://forms.gle/N9svcDEf631LXTwJ7

Thanks,

Team Starcolt
Lone King - slizer88
Menus:
  • Maniple selection screen now uses new pose for in-game maniple image
  • Enemy abilities added to Library

Images:
  • Fixed dealing damage
  • Fixed being able to have abilities

Enemies:
  • Laser, Melee, Berserker, Heavy Melee enemies now don't aim ahead of player because of new turn system
  • Bosses now only use player's visible location
  • Eliminator now can see player when invisible
  • Enemy evasion now only works when player is visible

Lots of changes, but nothing major for the player.
Necrosis - blkzera
DISCORD: https://discord.gg/8SHPe2t

Doing one community test! Create your own soldier voices!
You can record with your own recorder.

Requirements:

- "Reloading voice" From 2 to 6.
- "Enemy Spotted" voice, from 1 to 3.
- "Enemy killed" voice, from 2 to 5.
- "Fire in the hole!" voice, from 1 to 2.
- "Death sounds" from 1 to 4.
- "Damage taken" from 3 to 8.

Send on my discord, your own voices, and say which country do you live!

THE WINNER WINS ONE FREE KEY!
Spooky Chase - ZEEL
Watch us play and download the DEMO of Spooky Chase and climb your way to the top score!

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