Rogue Randy - jacobbradleysinger
Randy learned how to poison meat, to be honest this is a very specific skill, but nonetheless a fun little behavior.

Bait can now be used to reduce the health of enemies that eat it, or stumble over it.

The limitations are as follows:
1) You have to be hiding for enemies to take the bait if you are not hiding enemies will still try to attack you.
2) Once the bait item is picked up you have to press 'E' to place it on the ground.
3) Only one-piece of bait can be placed at a time. You can gather multiple pieces but only one can be present on the map.

There will also be a trailer video uploaded shortly after this post to help simplify the process.
Space Beast Terror Fright - nornware
Early Access Update Femtiosex (56)
build id: 5FA850B0

nornware AB is happy to announce a new update to Space Beast Terror Fright.


MAINTENANCE / COMPATIBILITY RELEASE
This update is mainly to align the deployed version of the game with the current nornware codebase / toolset, which has progressed quite significantly since Early Access Update 55. This will allow me to find and fix any errors in a more expedient manner.

Although I've done extensive internal testing, it has always been the case that deploying a build to the general public is implicitly superior in terms of test coverage. A it's been over 6 months since the last update, please report any problems in the forums.


POTENTIAL 4K / DPI-SCALING / MULTI-MONITOR FIX
An experimental / potential fix for the recursive hang on startup has been implemented (disabled checks for window size matching backbuffer size). If you see strange window sizes / resolutions, try switching between windowed mode and fullscreen using ALT+ENTER.

I have reproduced the issue with DPI-scaling on Windows 10, and at least on my system this fix solves the issue. It would be helpful to know if this fix also solves issues related to 4k resolutions and / or multi-monitor setups; please report your findings in the forums.


REACTOR OVERLOAD CHANGES
With this build, immobile ("lurking") Beasts awake immediately when the reactor overload sequence begins, and no beasts will lurk again until the end of the mission (escape or overload).

Also, all Doors and Fences will now automatically and gradually open in a cascade during reactor overload (including the airlock door). During the overload you may open any yet to be automatically opened Doors and Fences (as the cascade takes a bit of time), but you may not close open ones again during the overload sequence (interaction is denied).

Note that these changes have the potential of making the game both easier (no barriers obstructing your path to the airlock) and harder (less obstructed line of sight for Beasts, as well as no lurking Beasts) during the reactor overload sequence. Feel free to discuss in the forums.


MISCELLANEOUS
  • BUGFIX: Fixed swapped upgrade announce position of Infravision and Battery Life.

  • The menu background world fly-thru scene is now also dimmed properly in networked mode, the same is in the local party setup screen.

  • The HUD will now warn you that Scientists are friendly if you aim at them, in the same manner as teammates.

  • Mission of the Day now uses legacy characters and science in order to simplify things internally. This means you can now play MotD with an upgraded character if you like.

  • Ammo "Rate" is now "Re-Arm" in HUD text.

  • The visualization code can now handle more events (event max from 16 -> 32 per tick). I found that a full shotgun blast to a player was overflowing the buffer. It is possible but unknown if this was the source of crashes in networked mode when using the shotgun.

  • Replays have been further compressed.

  • Lore / Databank unlocks will no longer occur during networked play.

  • Stan Brown Studios has been credited in the About screen.
As always, thank you for your support and patience.
/nornware AB c/o johno

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Monster Train - shinymark
Better late than never!

We added the theme songs from Talos and Archus, the two new bosses we added in the Friends & Foes update, to all owners of the official Monster Train Soundtrack. The two new tracks were composed by Jordan Chin, who also composed the banging original soundtrack. Enjoy!

Don't own the official soundtrack yet? Head on over to the store page to pick up a copy.

https://store.steampowered.com/app/1319750/Monster_Train_Soundtrack/
EnHanced - RainingLamppost


Heyo EnHancers, been a while huh?
Ain't it crazy EnHanced has been out for two entire years?! 🎉

A lot has happened in the world and I can only hope that's you're all keeping safe and I'm sure you're all doing your best, things'll improve! 💪

Big thanks to everyone that's checked EnHanced out, espesh those that reviewed it - it's great to get feedback! I'm hoping one day EnHanced'll have enough traction so all those great Cards, BGs and Emotes I've had waitin for years can be released!

Best of luck to everyone and let's hope 2021 will be the year stuff really starts to enhance for the world 🙏
Nov 8, 2020
Escape The Pacific - Gamers4Gamers Team
Hello everyone,

A new Hotfix (5) for Alpha 52 (regular and experimental) is now available!

Bug Fixes:
1. Fixed: Attached Items disappear from the Raft module (and the Raft sometimes Tilts) which was earlier detached and re-attached to the Raft and there was a save/laod afterwards
2. Fixed: Not able to complete the First Craft - Axe Tutorial with the Old Hammer (Collectible)
3. Fixed: Not able to complete the Eating from brown Coconut Tutorial with the Old Axe (Collectible)
4. Fixed: Not able to complete the Eating from brown Coconut Tutorial with the Old Knife (Collectible)
5. Fixed: Disappearing meat after adding to Drier after the Drier was attached to Raft
6. Fixed: Accumulating of held (but already dropped) objects in hands after a Drier was attached to Raft
7. Fixed: Showing Quality% and causing internal issues when Hammer was equipped and aimed at a Not repairable object and clicked

We would like to thank you all for your support, bug reports and feedback.

Best regards,

G4GTeam.
Cook, Serve, Delicious! 3?! - chubigans
The Mac build for CSD 3 is now available! You should be able to install it once you start up Steam on Mac. But before you do I need to let y'all know what's been going on with the Mac build.

First off, this build has limited Steam integration- while Steam Overlay and Trading Cards work, Steam Cloud Saves and Steam Achievements do not. The reason is actually three different things- trying to work with Apple's signature processes in publishing on Mac, having issues getting the Steam API signed, and the engine we use, Game Maker Studio 2, having reliability issues and crashing when integrating Steam. These issues do not exist on any other platform the game is on, and we're working closely with YoYo Games right now to resolve them.

I know Mac users have waited a long time so instead of delaying the Steam build for several more weeks, I thought I'd post a more limited version of the game (in terms of Steam functions) to play in the meantime. Once we get the new version fixed and ready, you'll be able to download an update that will improve performance and add the rest of the Steam features in. Your saves will carry over and any progress specific achievements (such as "get all golds in one territory" or "get a medal on this day") will automatically unlock. However, specific menu/day achievements, such as "get a Perfect Day on X using X points" will NOT be unlocked, so don't try to go for those right now.

As you might imagine this has been extremely frustrating for us but I feel like we're nearing the finish line, and in the meantime there's no reason not to offer this version that is reliable and is only missing some Steam features. We'll be rolling this out to other storefronts in the near future. Thanks so much y'all for the patience and understanding, I greatly appreciate it! For even more info on updates on other platforms, go here: https://www.reddit.com/r/cookservedelicious/comments/jpeo4h/more_update_details_for_mac_consoles_116/

(Note that we are not advertising the game being available for Mac on our Steam store page until we have all Steam functionality in).
Nov 8, 2020
Dark Dealings - Treesong


In today's news Tegridy Ltd have released a roadmap outlining where the project is currently at and what things you may hope to see in the world in the coming months. Its not a complete picture by far but I am sure we will expand on it as time goes on.



One Game - One Price
Nov 8, 2020
Arcante - Lorcan
Even though I did not release Arcante as an Early Access, as the game was fully functional since the beginning, I agree that it was far from a game that is pleasant to be played.

I'm planning on releasing new features weekly, as long as I can think of changes that I want to implement and that I get feedbacks on my previous changes.

Here are the changes for this week:

General:
  • "Difficulty" is not anymore a single options, but it's split into three different options. They affect the combat system, the exploration, and the in-game concept of time.
  • A new step in the character creation will guide you through the various difficulty options. The game will now better adapt to your style.
  • As part of the "difficulty" options of the game, you can now set the game to be paused in order to heal your characters, swap equipments, choose which abilities to use next, and obtain info on nearby mobs.
  • The trailer is now slightly different, and, together with the initial tutorials, will only be played the first time you play the game.
  • You can select each class any number of times in the character selection.
  • Now characters can use lower tier armor too (e.g. A Vampire can use cloth, leather, and chainmail armor)
  • The "Inspect" ability (Right click on mobs) can now be used at all times, if no char is ready, its effect is based on the char with the lowest charisma.
  • Cleaner HUD, amount of gold, time of the day, and number of quests are not constantly shown anymore.
  • Some dialogues were changed.

Combat:
  • When you attack (i.e. unsheathe your weapons) you enter a "combat mode" and your team will be slower for a short time.
  • You can now "sprint" in order to dodge incoming attacks. You can dodge on your right or on your left, with Shift + D and with Shift + A respectively.
  • In the early game you now have more mana to spend. Some abilities cost less mana.
  • The damage you take is in general greatly reduced, especially if you select "Normal" or "Easier" options as your combat style.
  • Improved "mob avoidance" algorithm. Mobs now move more fluidly.

Stats:
  • Tooltip text is shown for abilities too, showing you how much they are affecting your game.
  • Each level you now get two points, one can be spent for abilities, and one on your main stats.
  • On the character creation menu, you only get 10 points to spend on each character.

Extra:
  • "Charism" is now "Charisma"
  • Some "Class Perks" were added and highlighted in the characters creation menu
Traveler of Artcaster - A and D Cooperation
We have added a new map: snowfield and did some cosmetic changes on the game.
Nov 8, 2020
Pirate Island Mini Golf VR - serioustangents
Hello Everyone!

For the last five months, I've been working on a number of features for Pirate Island Mini Golf, the most significant of which is adding the often-requested feature: Multi-Player.

Now up to four players can play through one of the four courses, with voice chat support via Steam Voice. The voice chat is disabled by default, but players can turn it on in their house before the round starts.

There have also been a number of cosmetic changes, improvements to the overall physics of the game, and some tweaks to the soundtrack and effects.

As we are still in Early Access, there may still be unexpected issues that might arise. I am creating a new thread in the community specifically for issues encountered either via single player or multiplayer sessions as a result of the Scallywags update. Let me know if you run into any problems there so I can investigate further.

I will continue working on this project in the coming months. There are still a handful of features I would like to implement and improve upon. However, I am pretty happy with how the game play flows and the environment itself.

So don't stand on the edge of the plank with a sword in your back! Come on down to the Island and play a couple rounds!
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