Simplode Suite - Simplode LLC
2020-12-18 - Released Version 1.1.1.212
  • Fixed an issue with some windows not closing correctly. This impacts the screenshot tool when cursor is captured and also the Red Cyan 3d Desktop feature.
  • Fixed a memory leak caused by sharing of cache objects.
  • Fixed a memory leak caused by sharing of font data.
  • Fixed a memory leak caused by sharing of unfrozen brushes.
  • Improved performance and memory consumption for tray icons.
  • Improved efficiency and memory consumption of databinding.
  • Added Hidden Actions. With hidden actions, you can hide features of Simplode Suite from the Ring Menu. This can be done by right clicking on the Toggle Favorite (★) button and changing the Ring Menu Hidden checkbox.
  • Added Memory Management Strategy option to the Limit Simplode Suite Ram Usage feature. By default, it is set to Balanced, which will try to keep memory usage of the tool low without sacrificing much performance.
  • The glow effect cache will now clear when all windows are closed so long as the Memory Management Strategy is not set to Maximize Performance.
  • Fixed Super Ring Type not showing its values correctly.
INTERSTELLAR ROGUE - KINGS GUARD GAMES
To all players of Interstellar rogue!

Hope you are all well and safe in this crazy year! Thanks to all who left reviews already, hope you are all enjoying the game.
Have a great 2021 and Blessings to you all!

KingsGuard
ːcozyrealmroyaleː
Neos VR - Frooxius
Just a small build with some polish for the virtual desktop and few other things. Portrait mode displays now work, switching active display works when Follow Cursor is on and hopefully some crashes due to Steam overlay injecting itself should be gone now.

New Features:
- Added AssetOptimizationBlock component, which will block most automatic optimizations on any assets under its hierarchy
- Added DisplayInfo component (under Input/Desktop) which provides basic information about a display with given index (Resolution, Offset, DPI, Orientation, RefreshRate (if known) and if the display is primary)
-- Note that like other components, this only works in userspace at the moment
- Added ChildrenSaveBlocker component (under Utility), which will prevent children of the Slot from being saved, regardless of their persistent status (based on request by @Furf)
- Added Orientation property to RawImage and RawGraphic, which allows rotating the UV coordinates of the displayed image

Tweaks:
- Portrait (both clockwise and counter-clockwise) and Upside down displays are now properly supported by the virtual desktop on Dash
- Any non-persistent parts of items are now excluded from generated thumbnail when saving the item
- When Follow Cursor mode is enabled and another screen is switched through the in-game UI, the mouse cursor is positioned to this screen
-- This fixes the active screen from being stuck even if it's switched ingame (issue discovered by @Tatsu Kimiero and @Shifty | Quality Control Lead)
- Updated featured icon in the world list (updated by @Coffee | Programmer)

- Merged Korean locale additions by @MirPASEC
- Merged Esperanto, Japanese and Chinese locale additions by @Melnus
- Merged Czech locale additions by @rampa_3 (UTC +1, DST UTC +2)

Bugfixes:
- Fixed screenshots not saving properly into Steam Screenshots library or documents if the screenshot is deleted too quickly (based on report by @Tatsu Kimiero)
- Fixed avatar near clip set to 0 causing smooth POV camera to break (reported by @Shifty | Quality Control Lead)
- Changed initialization order of desktop duplication API library, so it happens before SteamAPI is initialized, to potentially prevent Steam overlay from agressively injecting itself into the functions and causing crashes on some systems (based on report by @pek#5602, @Jiink, @Zanibar, @thotgamma)
-- I'm not sure if this actually helps as this issue doesn't occur on any of my systems, please let me know if you're still experiencing this problem
- When importing models, any asseet optimizations (including material deduplication) are blocked to avoid the automatic optimization from corrupting the import process (based on report by @Enverex, @Shifty | Quality Control Lead and @chemicalcrux)
- Fixed display layout positioning displays incorrectly with vertical offsets (based on report by @Veer | Chief Moderation Officer)
- Fixed Android builds failing to compile (reported by @Azora Husky)

Dec 18, 2020
1406 - Indie-games.studio
Drox Operative 2 - Soldak Entertainment
Crew Skills! This patch adds 121 skills that crew can now have and fixes a few other more minor issues.

0.829 change list:

  • item modifiers can now be race specific
  • fixed passive skills on items not being able to update stat multipliers
  • added Treasure Hunter skill to crew
  • added Scanning Expert skill to crew
  • added Xenosociology skill to crew
  • added NanomiteCloud skill to crew
  • added Precision skill to crew
  • added Assassin skill to crew
  • added PowerAmplification skill to crew
  • added ThermalDamage skill to crew
  • added Hunter skill to crew
  • added BruteForce2 skill to crew
  • added FighterTraining skill to crew
  • added Melt skill to crew
  • added TechnologyFind skill to crew
  • added EvasiveManeuvering skill to crew
  • added Stalker skill to crew
  • added Saboteur skill to crew
  • added Salvaging skill to crew
  • added MaintenanceExpert skill to crew
  • added ExploitWeakness skill to crew
  • added WeaponsProficiency skill to crew
  • added Adrenaline skill to crew
  • added Harmony skill to crew
  • added FrequencyModulation skill to crew
  • added Hack skill to crew
  • added PowerOverload skill to crew
  • added ExplosionDamage skill to crew
  • added SpotVulnerability skill to crew
  • added MarineTactics skill to crew
  • added FighterArmor skill to crew
  • added Absorption skill to crew
  • added WeaponFocus skill to crew
  • added DisarmMine skill to crew
  • added Shockwave skill to crew
  • added MissileMastery skill to crew
  • added Weaken skill to crew
  • added ReverseEngineering skill to crew
  • added ExplosivesExpert skill to crew
  • added RadarMastery skill to crew
  • added Feedback skill to crew
  • added Resolve skill to crew
  • added Mining skill to crew
  • added Ruthless skill to crew
  • added ChaoticProjectiles skill to crew
  • added KineticDamage skill to crew
  • added BallisticsMastery skill to crew
  • added Persistence skill to crew
  • added CoordinatedManeuvers skill to crew
  • added Guardian skill to crew
  • added MindControl skill to crew
  • added Rumormonger skill to crew
  • added PersonalCloaking skill to crew
  • added Berserker skill to crew
  • added Harvest skill to crew
  • added ShieldHarmonics skill to crew
  • added Extortion skill to crew
  • added FastLearner skill to crew
  • added Phasing skill to crew
  • added Penetration skill to crew
  • added ChainedBeams skill to crew
  • added Scramble skill to crew
  • added FeedbackPulse skill to crew
  • added IronSkin skill to crew
  • added KineticShockwave skill to crew
  • added Overwhelm skill to crew
  • added FighterResistance skill to crew
  • added LifeLeech skill to crew
  • added Precognition skill to crew
  • added Spying skill to crew
  • added MineCloak skill to crew
  • added MissileAfterburn skill to crew
  • added Crumble skill to crew
  • added QuickLearner skill to crew
  • added FlashBang skill to crew
  • added Survival skill to crew
  • added Tactician skill to crew
  • added Blur skill to crew
  • added BeamMastery skill to crew
  • added ElectronicWarfare skill to crew
  • added PlasmaCannonMastery skill to crew
  • added ShieldMastery skill to crew
  • added EnergyNet skill to crew
  • added Retribution skill to crew
  • added FighterSiphon skill to crew
  • added ReactiveArmor skill to crew
  • added Hologram skill to crew
  • added Collector skill to crew
  • added ChainReaction skill to crew
  • added Shatter skill to crew
  • added AmplifyDamage skill to crew
  • added Penetrate skill to crew
  • added Rupture skill to crew
  • added Mercy skill to crew
  • added Intimidate skill to crew
  • added Resilience skill to crew
  • added Ignite skill to crew
  • added SurgicalStrikes skill to crew
  • added UnstableProjectiles skill to crew
  • added FullSpread skill to crew
  • added Barrage skill to crew
  • added OverloadTransfer skill to crew
  • added ExplosiveImpact skill to crew
  • added Ambush skill to crew
  • added EscapeArtist skill to crew
  • added BloodLust skill to crew
  • added DestabilizeCore skill to crew
  • added TargetingExpert skill to crew
  • added AdvancedAttackTactics skill to crew
  • added Scholar skill to crew
  • added ShieldModulation skill to crew
  • added Gunner skill to crew
  • added PlasmaOverload skill to crew
  • added PowerMastery skill to crew
  • added Incinerate skill to crew
  • added Launcher skill to crew
  • added WeaponsMastery skill to crew
  • added DiplomaticRelations skill to crew
  • added Hacker skill to crew
  • added Piloting skill to crew
  • added Quickness skill to crew
  • added EnergyMastery skill to crew
  • added Unbreakable skill to crew
  • doubled spying points per tick (Eris Shrugged)
  • now up and down keys can navigate planets list on planets screen (Bluddy)
  • now page up and page down keys can navigate planets list on planets screen (Bluddy)
  • improved skill text from components
  • fixed Unforgettable skill spelling (Grum)
  • fixed missing translation ReceivedblessingChainedBeams (Xrayfk05 (Joost))
  • changed PROTOCOL_VERSION to 99
Dec 18, 2020
Classified Stories: The Tome of Myrkah - Ravl
Hello dear community!

First of all a very big
THANK YOU
for your patience. I know, we were silent on this project for the last year, but this does not mean that we did not work on it.

After the release of the beta demo, we collected some feedback from you and decide to make some changes to the main game. Because this is our first project we made a lot of mistakes and the learning curve was steep, but this is a natural process and we are pretty sure the final result will not disappoint you... or at least not all of you :))

We also went through a rebranding process and updated the Steam page with new screenshots and a small teaser that shows some of the main gameplay. A full trailer will be released later. Please take your time to have a look; your feedback is welcomed anytime.

In the end:
1. We plan to release the game by the end of June, 2021

2. Based on the initial feedback we want to continue this IP (Classified Stories). Already start putting on paper some ideas for the next 2 games.

3. You can follow us on Twitter: @rvlgames for more behind the scenes or updates

- Raul from RVL Games
Transpose - SecretLocation
Transpose is a dreamlike and gravity-defying time manipulation puzzle game in VR. It challenges you to solve increasingly complex physics puzzles as you explore a surreal world.

30+ Levels ːsteamhappyː

"The premise and game mechanics feel distinctively “made for VR” in a way that many other VR titles do not." ~ Upload VR

Dec 18, 2020
Scraps: Modular Vehicle Combat - Nition
Well, this has been a long time coming. Scraps is released, finished, done! I'll continue to support major bug fixes or issues if they come up for at least the next six months, as detailed in my previous post here. That post covers everything about this release already, so I'll use this post to look back at some Scraps history.

1.0 Changelog
- Added two new Melee mode maps: Desert Road and Cold Hill
- Added gold/silver/bronze/spiked Kickstarter reward items
- Added icons next to player label for Kickstarter backers at Knight and Master And Commander level
- Added free repair time at the build screen after Gauntlet Final to the point where it should always provide full repairs
- Had to clear existing local Gauntlet leaderboard scores due to code changes. Sorry!
- Added slight randomness to the vehicle's position after an automatic flip over
- Vehicle flip action now checks to make sure it won't be teleporting through a wall
- Flipping your vehicle while inside a building no longer teleports you to the roof
Bug fixes:
- Physics objects (crates, barrels) now interpolate their position, don't look jittery
- AI is now less confused by buildings
- Fixed collision bugs on Gauntlet Earth retaining walls
- Fixed container lid not showing up on Build screen
- Fixed evac pad ramp sticking out of terrain on Test Map
- Fixed Medium Cannon and Medium Cannon Turret invisible polygons on the base

And now a bit of a look back.

2012

Scraps development begins.

In these early screenshots from December 2012 you can see the basic layout of the Test Map already in place, as well as some placeholder part models and a primitive version of the small chassis (sporting a nice final version of the wheel model!). The guns require power and don't generate heat.




I took these screenshots to start a DevLog on TIGSource and on the Unity forums, where I described the game as "Like Kerbal Space Program except the spaceships are vehicles and they fight." I let people download a super early "builder demo" where they could try building and driving their own vehicles.

2013



It’s early 2013 and some more of the models are done. You can build and test but there’s no sound and the weapons keep hitting your own vehicle when they fire. Luckily there’s no damage yet either.



Later in the year I produced this simple trailer, when I later re-did again with updated graphics for the Scraps Kickstarter campaign (December 2013).



I was also beginning to work on multiplayer support.

2014

Multiplayer was a big job, but in September I had it stable enough to try out a real LAN game with a couple of other players.



That’s an extremely early version of the Sandy Bridge map. Dust Bowl was also in at that point, but I picked the smaller map since this was a three-player game.

Not long after that I showed Scraps at PAX Australia.



The AI was also coming along; the only thing in Scraps that I contracted out apart from one nice piece of art. Although any work on AI since the original version has been mine.



2015

Scraps went through the Steam Greenlight process (which no longer exists), and got its official release on Steam Early Access in July 2015, with multiplayer (LAN or Internet) and AI for singleplayer melee.



But by the end of 2015 I was seeing that Scraps really needed another singleplayer mode of some sort to make it a worthwhile purchase, given the very low playerbase in multiplayer and the limits of the AI melee mode.

2016

I started working on Gauntlet mode, another major undertaking.



Too major, really. Scraps had been going on for too long already and wasn’t really getting sales anymore. I couldn’t justify working on it full time any longer, and 2016 was the year I got other, full time work. Scraps became a project I worked on in any remaining free time I had, which slowed down development further.

2017-2019

I kept chugging through getting Gauntlet done. I also refactored some parts of the game, as I’d grown in ability as a programmer over time and some old bits were really showing their age.

In December 2019 I finally released the first version of Gauntlet that was publicly playable, which included the Landing Point, Earth, Water, and Transition worlds.

2020

I added a release that included Gauntlet Wind, and finally the complete version of Gauntlet. And now here we are.

Check out the two new Melee maps that come in this release as well.




Thanks so much for your patience. I hope you have fun with my game.
The Great C - SecretLocation
Based on the science fiction short story by American writer Philip K. Dick (The Man in the High Castle, Do Androids Dream of Electric Sheep? – the inspiration behind Blade Runner), The Great C is a cinematic virtual reality narrative set in the aftermath of an apocalyptic event.

Years after a catastrophic incident, a powerful AI driven supercomputer called the Great C rules over the remnants of humanity. Each year a nearby village is forced to send a young person on a pilgrimage to “report” to the Great C – a journey from which no one ever returns.

The Great C follows Clare, a young woman who finds her life upended when her fiancé is summoned for this year’s pilgrimage. Forced to leave the safe confines of her village, Clare must now decide whether to accept the rules of this harsh society or fight against the oppressive reality of her world.

AWARDS:
Best Cinematic VR Experience, Cannes XR (2020)
Best Narrative, Animation, Dreamland XR (2020)
Two time Cannes Lions Finalist (2019)
Two time Indigo Design Award Winner (2019)
Siggraph, Official Selection (2019)
Aesthetica Film Festival, Official Selection (2019)
Finalist, Film of The Year, VR Awards (2019)
Premiered at the Venice Film Festival (2018)
The Deed of Deception - Pod 1
Come beta test the billiards room! Join our discord and you will receive a free steam key!
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