Mainframe Defenders - ZeroTheCat
Hi everyone, it is ShiftyCode! It's been a while since the last content update for Mainframe Defenders and it is time to fix that =) I've wanted to thank you all for your support, so I am adding some new type of items to the game: Squad Upgrades. Those are regular items obtained the normal way that cannot be equipped by units. The effects range from simple stats buff, like armor bonus for the entire squad to much more involved stuff like adding heat to enemies per each status effect they have. There is a total of 14 squad upgrades, but you can only equip 4 at a time.



You'll also be able to unlock a new support mech: Shiva. This guy comes pre-equipped with some new support-themed items (there is 5 new in total). With these, you'll be able to pump bonus damage or crit chance to any unit right in the middle of combat.
There is some other content that will be revealed a bit later, so stay tuned!
The 1.2 update will be released sometime in early November. Hope you'll have fun and thanks for the support!
Erannorth Reborn - Raven
Hi folks,

Before we get to the Contest details and tell you how you can win a 25 Euro Steam Gift Card, I guess you probably wonder what is Ink Script and why you, as a modder, should care that is now (fully) supported within our own modding framework.

Ink Script was created by Inkle Studios, the developers of the amazing interactive fiction games like 80 Days and the Sorcery! Series. And as it happens their framework Ink is also open source and can be used to write all sort of CYOA stories. And let me tell you, it's much much more intuitive and flexible than the event system I developed.

Additionally there is already a visual editor Inklewriter which lets you design your Ink story through an UI editor. Add your choices there, the text outcome, even view everything as a diagram to get a better grasp of how your story flows etc.

Whatever method you choose, this produces an Ink file which you can then bring into your Erannorth mod, and have your story playable in Erannorth or simply use it as random events, to add interactions with your allies, enrich challenges with more flavor etc.

The possibilities of what you can do with this robust framework added on top of our own are really endless. Which brings us to our contest!

The Challenge

1) Make a Choose your own Adventure story (as long as you like) or an Event pack if you prefer. But it has to be your original work. (Naturally, the resulting mod should be fully playable inside Erannorth)
2) Upload your mod entry (or entries) on Steam Workshop before 30 November. And give as a link in our Discord #modding_contest, But only one (your highest ranked) entry, will count as valid when it comes to determining your rewards and leaderboard placement.
3) Finally from 1st to 6th December, you will all get to vote on our favorite entries.
4) You'll get 3 votes. You can give all 3 votes to one mod, 2 votes to one mod & 1 vote to another or 1 vote to each of three mods. But you can't vote for yourself !
5) The contest will be automatically cancelled though if we don't have at least 10 Entries by the end of the deadline (by different individuals). In this case voting/reward phases will be skipped. Sorry.

The Rewards

Well aside of the bragging rights, the thrill of modding and playing your own stories?

1st Place: 1x 25 Euro Steam Gift Card + Modder role + a seat in our Discord Modding Council
2nd Place: 1x 10 Euro Steam Gift Card + Modder role + a seat in our Discord Modding Council
3rd Place: 1x 5 Euro Steam Gift Card + Modder role + seat in our Discord Modding Council

--

The Gift Cards are converted by Steam automatically to your local Currency. Also we'll need to be friends on Steam for at least 3 days before they'll let me gift you the card (from what I understand and I don't really mind, so feel free to add me.)

You can read more on Steam Gift Cards here:
https://store.steampowered.com/digitalgiftcards/selectgiftcard

How can I add Ink Script to my Mod

So you wrote your Story excellent! And now wonder how you can make it run in Erannorth. (Pro Tip: don't leave that part to the end)

Below you can read everything you need to know about integrating those two together. The Vanilla Event system is document in our Guides Section/Modding Guide & the patch notes.

1) A json file is needed in My Mod/Tales/ as the entry point to your Event ie.

Chronicles of Oakstead/Tales/A Decayed Corpse.json
{
"ID":"A Decayed Corpse",
"Requirements": "",
"Unique": false,
"AutoIncludeInEventNode": true,
"MainGraphic": "Corpse4",
"Title": "You find the remains of a dead adventurer",
"Inklet":"Chronicles of Oakstead/Inklets/Chapter1"
}

Here we basically just need an ID & the Inklet path and probably a graphic. Optionally we can include it in Random Events or not, make it Unique or have requirements to show up.

2) Empty & false fields (Requirements,Unique etc.) can be safely ommited. The "Inklet" field is what makes things kick. 'Chapter1' refers to my Ink story .ink file, while Chronicles of Oakstead/Inklets is the folder it's in (My Mod/Inklets)

3) You can create .ink files either in a text editor using a very easy scripting language or with this visual tool Inklewriter but export as ink rather as a json. Unity generates different json files out of the files, than the visual tool.

This alone will make your Event playable, so you can play the story from start to finish, but of course as is it has no way of interacting with your Character. At this point you should probably want to integrate it further with Erannorth and make your story interact with your Character more.

Giving Rewards, Setting Quest States, Triggering Encounters etc.

All these stuff can happen in the Vanilla system through the rewards string. In Inkle stories you can pass them as tags like so and Erannorth will recognize them as 'rewards' for the Player.

  • You can define rewards, pass quest states, trigger encounters etc. directly inside the inklet as tags [# TAG # TAG # TAG] i.e like so:
    # Grant:Rewards # XP:4 # AP:-4 # Encounter:Large Spider - Lv 1 # Encounter:Large Spider - Lv 2
  • You can put the above the text or next to the text as per Ink Script syntax
  • To have the tags parsed as Rewards and not as normal tags, start with # Grant:Rewards
  • You can use any reward string the vanilla Event system supports

You can read all about what you can give as rewards, quest states etc. in our modding guide, but this is something new, and you may want to use it to make your Ink stories more live with images, as there is no support for the native Ink Script image tag.

  • You can change the Background & Main graphic of an Event after the event is created at any time using ChangeCover:Graphic & ChangeBackdrop:Graphic as a 'Reward'.
  • i.e as an inklet - # Grant:Rewards # ChangeCover:Anticipate
  • i.e as a reward in Event field - ChangeCover:Anticipate

Displaying stuff about the player in the Ink Story

You can print out the following game-specific variables in your story and choices:
  • name, gender, race, class, location, area, organization, weapon, offhand, armor, cloak
  • Syntax: '>ER>variable' ie. >ER>name - this gets replaced with the PC name once the story executes. etc. These aren't Ink Script variables so they can't be used in checks using the Ink language.

Hiding Choices, Passing Requirements

You can check for any of the usual requirements directly in your Ink script and show or not certain choices based on the check outcome. That is in addition to what you can do with Ink itself, and should be used if you want your Story "talk" with your Character.
  • Syntax: Choice Text@IF:Requirements
  • ie. * [Talk with the Seer...@IF: AP:10, Race:Human]
  • In the above example * & [] are standard ink script definition of choice, Talk with the Seer... is what the player sees as choice and @IF: AP:10, Race:Human our requirements. The player will see this choice if they are both Human & Have 10 AP at that moment.
  • ie. * [Explore the Dungeon...@IF: Rations:1, QuestStateDungeon Entry:Found] etc.
  • (I added an extra space before AP & Rations because Steam tries to replace them with icons. The correct syntax is without a space there!)
  • If there aren't any valid choices the 'Continue' button is shown instead.

Some new Encounter related features you may want to know

  • You can use Encounter:[Enemies] as a node (in custom stages, challenges, event rewards etc.)
  • i.e Encounter:Con Artist - Lv 1, Large Spider - Lv 2, will trigger an Encounter with those two enemies.
  • [Enemies] can also be pulled from the DB randomly using instead of their Names: Race, Class, Faction or Environment and instead of Level ?. With ? you take a random level between max(1, SC / 2 & SC), where SC is the amount of Stages your PC has cleared.
  • Note however that this way you may bring out a boss if they match the query requirements, and killing a boss advances the stage. This isn't a problem in Challenges, or Adventure areas but may lead to a prematurely ended Gaunlets if you kill more than one boss in the same stage.
  • i.e Encounter:Con Artist - Lv 1, Wildlife - Lv ?, Canticum Noctem - Lv 4
  • or with a Inklet tag: # Grant:Rewards # Encounter:Wildlife - Lv 1 # Encounter:Large Spider - Lv ?
  • You can also specify an Element requirement in Parenthesis ie. Encounter:Shadow (Poison) - Lv 1, Wildlife (Slashing) - Lv ?, Canticum Noctem (Astral) - Lv 4
  • Always add some sort of fallback as your query can yield no results i.e Wildlife (Bludgeoning) - Lv ? at stage 1 can't find any matching enemies.

Additions in 1.075.7+

Improved Combat Integration
  • It's now possible to resume story after triggering an Encounter through Ink Script. The Event UI is hidden and the Encounter text instead appears in a different dialog box. If you end your turn after all enemies are dead the Event UI will reappear again and you can resume the story. Trying to open a different event will tell you it's not possible and also resume from where you left things in your story.
  • You can (optionally) pass a Victory Text along the rewards that will display after the Event UI reappears with # PassVictoryText:[Text]
  • i.e #PassVictoryText:You wipe the blood from your >ER>weapon and look around...

Executing ER Functions
  • You can execute a modder exposed 'function' using ExecuteFunc:[function], (that's a different thing fron Ink Script function, and doesn't interfere with them in any way.)
  • i.e ExecuteFunc: Store:Witch, will open a Witch Store. (I added an extra space before Store because steam tries to replace it with an icon. The correct syntax is without a space there!)
  • i.e ExecuteFunc:Chest, will trigger the Chest function etc.
  • You can execute only one function per choice.
  • Note, that it's possible to Execute a function that in turn triggers an Event. Be mindful, as it will replace your current event with the one you are calling. You can find a list of the exposed functions in the modding guide.

LootOne & ChooseOne Workarounds
  • Since # is used to separate tags in Ink, whenever you need to use ChooseOne or LootOne in Ink Script you can substitute the # reward divider with >> i.e # LootOne:Random Card>>Random Card

Additions in 1.075.8+

Enemy Spawn & Death Events
  • You can hook certain Events to trigger when an Enemy Spawns or Dies
  • In EnemyDB at the Enemy's Definition, use SpawnEvent:[Event] or DeathEvent:[Event] (or both) to bind these Events to that Enemy
  • These can be story specific / unique: i.e SpawnEvent:Interact with Eldanoth, DeathEvent:Eldanoth's Demise
  • Or totally generic / more than one Enemy can have them: i.e SpawnEvent:Plan Ahead, DeathEvent:Grimoire
  • If more than one Enemies of the Encounter have Spawn/Death Events and more than one triggers at the same turn, then only the last one triggered is playable
  • If an Inklet is active but hidden ie. caused this Encounter then both Spawn & Death events are ignored

Resetting Turns & Reinforcements
  • You can reset the Turns Encounter Lasted & Reinforcement Arrived counters as an Event reward using ResetTurns:x, ResetReinforcements:x
  • if you plan on having lots of Encounters in the same node, you should probably reset these before each Encounter.
  • ie. # Grant:Rewards # ResetTurns:0 # ResetReinforcements:0 #Encounter:Random

So that's all folks!

If you need more help, jump into our Discord #modding channel! I'll be happy to help and welcome you, as you embark in your magical modding journey. And of course if you come into any issues, or have suggestions on improving Ink integration, I am all ears ;)

See you there!
Fantasy World Online Tycoon - RTrasarti
Spanish language added!
Now all the native spanish players can play with their language! (90% of the game is translated)

Thanks to ⎛⎝DaRKKoNNaN⎠⎞
Space Station 14 - Nuclear Authentication Disk

Barebones rounds!
Throughout the years, we’ve put a lot of work into developing the engine and framework necessary for Space Station 14 to have playable content. Last year, we transitioned to developing player-facing features and gameplay in earnest, and we’ve made a lot of progress in that short timespan!

SS14 now has playable, albeit barebones, rounds. As we add more features the number of complex interactions grows, and so does the need for testing the game with real players. Help us by joining our Discord to get the Tester role, and we’ll notify you whenever we put a bunch of people together for a playtest!
Clarification about the Steam release
We’re all excited for SS14’s upcoming Steam release, and we’re grateful for the community’s enthusiasm, but we also want to temper some unrealistic expectations. SS14 isn’t finished, and won’t be any time soon. We’re launching on Steam mainly as a way to make it easier to discover, download, and play the game. The Steam release doesn’t mean the game’s done, or that it has most of the features you’d expect in a remake. Don’t forget that we’re only releasing into Early Access.

So while SS14 is already “playable”, we don’t expect or encourage players to jump from SS13 to SS14 yet, nor do we expect our servers to be populated outside of playtesting events. And if you’d like to help playtest, ask for the Tester role over on our discord.

Anyway, let’s see the new features we’ve added!
New content!

Atmospherics
Contributed by Zumorica

Click here for video
Click here for video
Click here for video

The atmospherics simulator remake finally has atmospherics! It’s inspired by monstermos, and we’re calling it zumos, in honor of its developer, Zumorica. It performs much better than SS13’s LINDA and ZAS atmospherics systems - you can burn down the entire station without grinding gameplay to a halt.

Here’s a non-exhaustive highlight reel of what SS14’s atmos currently entails (contributed by Zumorica unless otherwise noted):
  • Explosive decompression, gas spreading/mixing, and space wind.
  • Pressure damage and spacesuits.
  • A variety of gasses with different effects and reactions (tritium fires, anyone?).
  • Fire, fire damage, and heat conduction through walls.
  • Firelocks. They also prevent decompression.
  • Gas analyzer. exp111
  • Pipenet, pipes, and pumps. collinlunn
  • Breathing. DrSmugleaf
  • Oxygen tanks and masks. Credath
  • Fire extinguishers and cabinets. SoulSloth and Zumorica
Antimatter engine
Contributed by ancientpower

Click here for video

While it still needs some polish, the classic building block engine is now in the game as the second power source (after solars). Just like in SS13 it can be expanded indefinitely to produce more power. It even comes with fancy lighting effects!
Pulling
Contributed by InquisitivePenguin and DrSmugleaf

You can now pull objects and players, just like in SS13.

Click here for video
Pointing
Contributed by DrSmugleaf

You can now direct other players' attention by pointing at things.

Click here for video
Mob improvements
Contributed by DrSmugleaf and GlassEclipse

We laid the groundwork for a more comprehensive medical system, with mob code receiving an extensive variety of improvements. Three of the biggest changes are mob presets, body parts, and mechanisms: mob presets make it easy to add nonhuman species, body parts are their own entities that players can perform surgery on, and mechanisms represent organs or other devices within the body, each of which has its own custom behaviour.
More hands
Contributed by DrSmugleaf

Mobs can have more than two hands.


More construction improvements
Contributed by Zumorica

We completely reworked the backend system for construction. This makes it much easier for contributors to add construction steps to things, as well as making construction steps more versatile and providing more detailed feedback to players.


Click here for video
Climbing
Contributed by nüke

You can now click and drag yourself (or others) onto a table or other climbable object. Tables will never be the same.

Click here for video
Stripping menu
Contributed by Zumorica

You can now strip items from other players. The current UI is a placeholder, but a new inventory-like UI is currently a work-in-progress. Combined with the newly added handcuffs, Security can now keep the greytide in check!

Click here for video
Handcuffs
Contributed by nüke

We added handcuffs and makeshift cable cuffs to the game. To handcuff someone, you and the target both need to stand still with no interruptions for a short while. It takes less time to cuff stunned players, and you’re gonna need extra cuffs for people with more than two arms.

Click here for video
Station events
Contributed by metalgearsloth

Random events can now occur on the station, or be triggered by admins directly. At the moment only a powergrid failure, bolts-down event, and radiation storm have been implemented though the system is in place to easily add more.
Disposals and conveyors
Contributed by DrSmugleaf and juliangiebel

You can now dump trash as a janitor and provide the clown with expedient transit out of the captain’s office using the disposals system. We also have conveyor belts!



Admin menu
Contributed by exp111



Our admins have been itching to inflict abuse on innocent players, and we’re fulfilling their darkest wishes with this button pressing UI. The visuals aren’t final, but we can’t say the same about the tyrannical bans that the admins will inflict.
do_after
Contributed by metalgearsloth

You know the task bar from SS13 that appears when you’re cuffing someone, or vaulting a table, or welding a door shut? Known as “do_after” from SS13 code, it’s an important part of many upcoming features involving interruptable tasks, and we finally got around to implementing it in SS14.
Machine linking
Contributed by ShadowCommander

Machines can now be easily linked together. A practical example of this would be linking conveyors to a conveyor switch.
Cloning
Contributed by SoulSloth

If you thought death was going to let you escape a round of SS14, you’ll have to try harder, as our new cloning machines will drag you back to life against your wishes.

Click here for video
Handheld radio and headsets
Contributed by Bright0

A basic (and non-final) implementation of telecomms has been added, with both handheld radios and headsets. Currently, Common is the only channel.

Click here for video
Accent system
Contributed by exp111

Speech can now be automatically modified for things like slurred speech while drunk, lizardpeople hissing, etc.




Spray bottles
Contributed by exp111 and Zumorica

The Clown Janitor now has another tool in their arsenal, and can now spray things with chemicals.

Click here for video
Lantern, flashlight improvement, emergency lights
Contributed by SoulSloth and juliangiebel

The lantern has been added, featuring a soft yellow glow. Flashlights will now flicker when their battery is going out. Emergency lights will now be activated when the station loses power.

Click here for video
Click here for video
Glowsticks and flares
Contributed by nüke

Glowsticks and flares have been added. Glowsticks last a long time with a weaker glow, while flares last a shorter duration but are much brighter. As a bonus, it’s now easier for contributors to define lighting effects for items.

Click here for video
Signs and plaques
Contributed by Swept

Signs have been added to the Saltern directing you to the various departments.


RCD improvements
Contributed by ike709

The RCD now has feature parity with SS13, minus the radial menu. Walls, floors, and airlocks can now all be created or destroyed by the RCD. Try not to immediately vent the station.

Click here for video
Cream pies
Contributed by Zumorica

The Clown can now assault entertain crewmembers by throwing pies at them.
Particle Accelerator
Contributed by unusualcrow and PaulRitter

A fully constructable particle accelerator.


Crayons
Contributed by exp111

Bringing the classic acts of vandalism (and sometimes even art) to SS14! Now with a proper UI and pixel-based placement.



Space-Villain-Game
Contributed by PaulRitter

A simple game to kill time in the bar.

Nanotrasen Block Game™
Contributed by PaulRitter

Click here for video

Nanotrasen Block Game™ is a wacky new game for employees to play during their break. There are separate leaderboards for the current round and all-time*. Challenge your compatriots and become the best NBG player in the star system.

*Persistent highscores are not currently guaranteed to persist due to potential database changes.
More furniture
Contributed by SweptWasTaken

Tiny things
  • Closed soda cans spill if you throw them around too much. DrSmugleaf
  • Cursed lockers that teleport you to other lockers on the station. Zumorica
  • Examine window feedback for a construction’s next step and for when things are powered. Kmc2000 and exp111
  • Slipping moves you forward some tiles now. DrSmugleaf
  • AI mobs now have simple visual health states like critical and dead. metalgearsloth
  • Item status for all weapons. exp111
  • SSS gamemode improvements, like a HUD button that displays your role and allies, all airlock access, an overhead label to mark your fellow traitors… DrSmugleaf, Visne and more?
  • You can weld doors now. metalgearsloth
  • Memory leek. Swept
  • Ghost teleporting. NuclearWinter
  • You can now use mouse-click for melee attacks. Zumorica
  • The lobby now shows which players are ready. exp111
  • Inventory slots show if current held item fits. StrawberryMoses
  • Ported additional Security outfits. StrawberryMoses
  • More simple mobs. Ian, space carp, etc. Swept
  • Added factions to AI mobs. metalgearsloth
  • Examining a container with reagent(s) in it will now have colored text that has a physical description of the substance. nüke
Technical details
Authentication
Contributed by PJB

We now have a proper system for user accounts and authentication for those user accounts. Everything is basically working, except that we’re still waiting on Silver to get back to us about noreply emails so that we can send out email confirmations to allow you to actually register accounts.

Because of this, no auth server is currently up and the official game servers are still on “auth-optional” mode for the time being.

Authentication also brought along various other improvements like proper bans (both IP range and user ID) and proper encrypted game server connections (when you’re authenticated properly).

And no, we’re not sending your password to the game servers like BYOND does.

Nobody tell Mojang I stole was heavily inspired by the authentication sequence used by Minecraft.
OpenGL ES2 Support
Contributed by 20kdc

The game can now run targeting OpenGL ES2 as graphics API, optionally via ANGLE on Windows. This basically means that it’ll run on literally any potato laptop made in the last decade and a half, probably.
Future content
Lord Singuloth
Yes, it can eat a hole through the station.


Disposal mailing
Click here for video
Click here for video
Credits
The contributors since the last progress report were: 20kdc, Acruid, AJCM-git, ALMv1, AlphaQwerty, ancientpower, Bright0, clement-or, collinlunn, creadth, DrSmugleaf, DTanxxx, exp111, FirinMaLazors, ike709, j-giebel, janekvap, juliangiebel, Kmc2000, lajolico, MemeProof, metalgearsloth, nuke-makes-games, Nukeuler123, PaulRitter, peptron1, PJB3005, Qustinnus, Rember, RomanNovo, sentient-ai, ShadowCommander, SoulSloth, StrawberryMoses, SweptWasTaken, TheCze, unusualcrow, Visne, Zumorica.

Many thanks to everybody who contributed. We couldn’t do this without you!
Lethal League Blaze - YinYin
The regional tournaments for A World Ablaze are over, but the majority is yet to come!

Friday will have 4 different tournaments:

You can compete with a partner in Lethal League Blaze Doubles,
the previous game in Lethal League 1 Singles and Doubles
and face off against multiple opponents each round in the Free For All tournament Latchball 3D Blast.

Saturday has the final main tournament, sporting a $2000 prize pool for the top 8 players plus a named Jersey and Mask of choice for the winner from our NEU merchandise collection.

For this week you can also get 10% off on all our merchandise there with the discount code AWORLDABLAZE (ends on Sunday after the tournament)



Like the previous streams, there will be more outfit DLC giveaways to viewers. One for every 5 participants of the main tournament on Saturday. The regional tournaments already had four giveaways. The rest will depend on just how many participants play. So sign up to increase your chances!


Oct 17, 2020
Airplane Mode - Hosoji
Hey, It's Hosni again.
Here's an update: We've identified the memory leak issue as being a bug between our engine's video player and windows media player (which apparently only affects a portion of PCs).
We've upgraded to a newer version of the engine and that seems to have fixed the memory leak issue but we're still running tests to make sure that noting else was affected.

The next step is we want to widen our tests. If you believe you've been affected by this memory leak bug and are willing to help us test, please email me at apmode.main@gmail.com and I will set you up with a test build.

If all goes well with these tests, we can have the patch live soon afterwards. Hopefully no more than a couple of days.

I will continue to keep you updated and, once again, I sincerely apologize if you have been unable to play the game due to these issues.

-Hosni
Iragon 18+ - Devil746
Let us introduce you to our lovely new lady, Jenna! Happy #ScreenshotSaturday

Click "Notify on launch" to be notified about our Kickstarter's launch



BitBattle - Junes
Hey there!

With this Update we fixed a bug which crashed offline coop mode.

Thanks for playing
Crown Trick - nysgyf

Patch Notes:

Difficulty
1. Lowered the strength of some bosses.
• Poseidon: Lower HP; longer cooldown for King Octo summon skill; longer cooldown and less damage for the charge skill.
• Neptune: Lower HP and attack resist; longer cooldown for spawning minions, lower damage for the Elemental Arrow skill.
• Vlad The Commander: Lower attack power and attack resist; lower attack resist for the chess pieces; increased number of turns for charging Blade Storm skill (also lowering its damage); lower the probability of summoning the Armored Legion.
• Vlad The Impaler: lower attack power.
• Tria: lower attack resistance.
• Dr. Frank: Lower HP.
• Lab Mutation: lower the power of Raging Throw, "Take This" is now a charging skill.

2. Lowered all monsters' HP and attack power in Day 2 and Day 3.
3. During the boss or familiar fight, when their HP drops to a certain level Elle will recharge more MP and additional blink usage from it.

Soul Shards and Relics
1. Increase the drop amount of Soul Shards after you kill monsters, Familiars, and bosses.
2. All relics in the merchant's store become cheaper by 100 gold.

Curses
Bleeding - now Elle only need to kill one monster to lift off the bleeding curse (instead of 3).

Bug fixes:
1. Fixed the bug that caused resolution issues on wide screen monitors
2. Fixed an issue where remapping Space caused an issue when interacting with items
3. Now you can see the pricing in Traditional Chinese again

We hope that these changes will help the new players to have a better experience while getting familiar with the game mechanics. And for hardcore players we want to mention that we are already working on a more challenging game mode and we will share more information about its content with you guys very soon!

Thank you all for your enthusiastic support and attention to the game! We will continue to do our best to optimize and update the game on a timely matter!
Synth Riders - aben
Dear Riders, we're happy to present "Synth Riders - Complete Collection".

Dance all night and never run out of tunes with access to the entire Synth Riders music library, from swingy hits by Parov Stelar to energetic tracks by the masters of EDM!

It's an ultimate pack including the base game with 47 songs, two DLCs with 10 songs, and two extra Stages. Upcoming DLCs not included!

Even if you own Synth Riders, you can still save 25% by purchasing both DLCs together. And if you already own one of the DLCs - that's amazing! You can now grab the second one with a nice discount.

"Complete Collection" includes:
  • Synth Riders
  • "Electro Swing Essentials" DLC
  • "Cyberpunk Essentials" DLC
[/b]

https://store.steampowered.com/bundle/16575/Synth_Riders__Complete_Collection/
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