Dec 18, 2020
The Last Stand: Aftermath - Jarkyttaa
Hey everyone!

This has been an incredibly wild and exciting time for us while we continue work on Aftermath. We began our first closed beta at the beginning of the month, and while it’s terrifying to see folks tear apart the game, it’s been absolutely wonderful to see everyone so happily tear apart the game. There’s a long way to go with development yet, but the positive response so far confirms that we’re working on something really special.



One of the big changes we’re actively working on right now is adding the Supply Store to the game. The Supply System adds an additional currency and will modify and expand the role of Supply Caches and the XP level unlocking system.



In addition to the Supply Store, we’re cracking away at fleshing out the content for the later stages of the game. Our current focus is on the third sector, called “The Sunken City.” It features loads of new props and different types of terrain and we can’t wait to share more about it in the near future.



Knowing that a TLS game isn’t a TLS game without some quintessential firearms, we’re bringing back a Dead Zone classic and adding the Sportshot rifle to the armory (although in a slightly different form). It’s large capacity and quick fire rate makes it a versatile tool to take care of all sorts of infected.



We sincerely hope that you all are able to have a wonderful end to a challenging year with whatever celebrations you are able to have. The fervent support and enthusiasm from this wonderful fanbase really put some wind in our sails this year and we can’t wait to share more with you in 2021.
Dec 18, 2020
The Dark: Survival RPG - entropicjoey
*v6.0
* Npcs no longer attack friendly creatures
* Npcs no longer attack players after theyve been attacked by a creature
* Possible fix for index out of range that occurs sometimes on creation of new player
* Optimized lighting a bit

Thanks every one for your support and bug reports!!! for any questions or concerns please ask away, at either discord, email, or in community hub!!
Once im sure that people have no issue getting into the game, I will be working on the world design and new content ^^
Automation - The Car Company Tycoon Game - Killrob
A big update to the openbeta of the LCV4.1 that brings all kinds of good fixes and improvements, including some love for the BeamNG Exporter that will make driving a lot better! There are some additional changes coming for that very soon too, but thanks to these changes and the recent revamp of the tires in BeamNG, driving Automation cars is better than ever.


With lots of effort, it is possible to make crazy interiors! (crafted by doofus)

We also have some big fixes for campaign issues, finally fixing the unintuitive sales distribution. Have a look at the full changelog below!

Note: The first version of 4.1.8 had an issue with the BeamNG Exporter that now has been fixed. Make sure to get the game updating to get the hotfix.

LCV4.1.8 Car Designer Changes
  • Added description field for trims in final testing page
  • Added emoji support for descriptions (for everything but engine family / variant)
  • Moved the Design Room level selection to the options menu
  • Adjusted positions of the fixture UI buttons for better usability
  • Paint UI now automatically shows advanced or simple UI depending on paint settings
  • Fixed fixture light setting changes not saving
  • Fixed drag-cloning a fixture moving the original slightly in some instances
  • Fixed camera to focus on car when creating a new car model or changing model body
  • Fixed displaying invalid body slots in fixture paint selection
  • Fixed photo manager level unloading when exiting from the pause menu
  • Fixed fixture paints resetting when spawning the same body twice in photo scenes
  • Fixed extra intakes spawning until an exhaust is selected
  • Fixed basic paint UI not correctly showing selected colour / flake / shine
  • Fixed advanced paint sliders only displaying 1 decimal value and not accepting inputs
  • Fixed (potentially) cause of car body filters losing text / icons / logic
  • Fixed changing model body not updating the mesh / chassis settings until picking trim body
  • Fixed clicking rotate on the gizmo on the mirrored fixture side flipping the fixture
  • Fixed gizmo resetting to scale when clicking off and back to a fixture

LCV4.1.8 BeamNG Exporter Improvements
  • Numerous tweaks to beamng export parameters for fixture materials
  • Added horns to exported cars
  • Now using the new ESC/TC system created by DiamondBack
  • Gear diffs are now 1-way for FWD, 2-way for RWD, and 1- and 1.5-way for AWD
  • Improved torque / locking settings on LSDs
  • Added auto locker, and torque-vectoring diffs (electric in Automation)
  • Fixed that some LSDs in AWD cars create magical extra power
  • Fixed some beams not being created symetrically
  • Fixed grille alpha issues with car exports
  • Fixed cloth material not exporting correctly

LCV4.1.8 Campaign Changes
  • Fully revamped company prestige and reputation calculations
  • Added factory automation level stat to engineering page list of factories
  • Fixed bug with distribution of sales, not taking into account penalties (body, seats, etc.)
  • Fixed some factories being locked to not updating their minor tooling when at 0
  • Fixed viewing yearly financials within the news sections not pausing the game
  • Fixed campaign setup competition slider jumping weirdly on first click

Once again, many more fixes and improvements are on our ToDo list. Thank you all for posting about the issues you are finding, that is very helpful in making the process of polishing this version up quicker (especially when steps to recreate the issue are provided ;).

Cheers!
Derail Valley - Altfuture
Hi everyone!

While we work on the yet unnamed big 2021 update, we also want to include a couple of small updates in the meantime. Today we're launching the first one of them, the build #89! As always you can find more information in the video below:



The update makes various small improvements for both VR and nonVR players. The highlights are:

- Oculus Quest 2 support (via Oculus Link)
- HP Reverb G2 support
- Remade VR shovel behavior
- Footstep sounds
- FOV, Always Run and Cab Highlight settings (and sliders)
- Fixed crash on quit

Oh, and don't forget to check back next week for a humble surprise!

BUILD #89: Stability: - Fixed the hang on quit causing the “not responding” prompt to appear - Fixed rare case where sounds could become permanently disabled in a session VR: - Added support for Oculus Quest 2 (via Oculus Link) - Added support for HP Reverb G2 - Revamped shovel interaction -- Allows twisting and using with both hands -- Entirely rewritten code (for dual-handed item interaction in general) -- Fixed visually adding coal on shovel from empty tender -- Decreased amount of shoveling needed to fill up the firebox -- Coal fling yet todo - Items in hand can no longer bump into train controls (levers, valves...) -- They still collide with solid objects however - Fixed steamer rope not adhering to the “use trigger to interact” setting - Belt orbs now only show directional gizmos when grabbed Movement: - Added footstep sounds -- Includes 40 new sounds -- Dynamically changes based on surface underneath -- Applies to movement, teleporting and falling - Improved headbob GUI & Settings: - Added sliders to menu GUI (yet to be added to all settings) - Added “FOV” setting (vertical angle) - Added “Always Run” setting - Added “Cab Highlight” setting - Mousewheel can now scroll through nonVR inventory slots while holding Tab - Fixed “Press F to enter” appearing while looking at an item (e.g. map) - Split VR and Graphics settings windows into two rows in VR menu - Tidied up menu layout misalignments Items: - Loco remote charge speed no longer depends on sun direction - Schematic map now sounds like a heavy book upon impact Misc: - Made minor schematic map corrections (IMW, IME) - Slight physics collisions optimization - Fixed ISO tank container using wrong LOD texture - Updated Career Manager default screen text to “Please select:” - Fixed bad character in a tutorial text message - Derail log now also prints vehicle’s ID and job ID
-Your DV Team
Mythgard - Rhino_Leo
Mythgard servers will be going offline today 12/18 @ 3 pm PST for ~3 hours in order to update to our latest patch.
Ancient Cities - UncasualGames
v0.2.0.2

PLEASE, KEEP UPDATED YOUR GRAPHICS DRIVERS.

THIS IS AN OPENGL GAME. IN A MULTI-CARD CONFIGURATION YOU SHOULD CONFIGURE IN THE DRIVER OPTIONS WHICH CARD TO USE FOR OPENGL.

- Please use the Steam 'Players' forum to post your feedback and report bugs & issues on this version.

- When the game crashes it will ask you to send a report to us.

FEATURES:

- Resolution control in graphics menu.

FIXES:

- CPU usage optimizations.
- Buildings are not correctly removed from map
- Nettle plants with plant fiber now near the coasts.
- Some script bugs in spanish language.
- Some terms in french language.
- Added some code to debug OpenGL related issues.
- Loading shader states.

KNOWN ISSUES:

- INTEL GPUs & AMD R9,R7 or older graphics cards without 'shader half float' capabilities are not supported.

- Severe shader compilation hiccups are expected if you change antialiasing settings.

- Rivers are not carved correctly in some situations.

TEST GUIDE:

- Your feedback about every feature in the game is very important to us.

- Please mod creators: Update & upload your mods when required
Shardpunk - bryqu
Let's quickly discuss the core gameplay loop of Shardpunk, shall we?

We start with the "combat" phase. Characters need to reach the end of the map, avoid getting killed and try to find stuff along the way. The "stuff" includes resources necessary to craft items that can help in combat and food supplies that are necessary to, well, survive.



After the exit is reached, characters enter a safe place (if they have a Fusion Core - I described it in my previous entry) or simply they quickly rest. Entering a safe place allows them to perform some extra stuff (like healing, recovering stress, possibly upgrading their weapons as well).



After a mission, characters need to select the next location, and the loop starts from the beginning.



However, there's still that food feature thing. The trick is that characters need to eat after each mission. If they don't, they suffer penalties.

Now, in my previous entry I said I introduced a hunger bar.


The hunger bar was going down with every mission, and the player was suffering from penalties. It turned out however that this is not working well - or should I say, it was not really fun.

You see, I have introduced another stat to take care of (like HPs or Stress). What was more, there was no clear indication of where a character would start becoming hungry, then Starving. Sure, a nice UI design could take care of that - but I started to think that this stuff was too complex.

I considered dropping the food feature completely. Characters would not be gathering food and there wouldn't be any food-related penalties. This sounded tempting, but I wanted to give this one more try.

Right now I am busy changing this system into a simpler one. Food will still stay in the game. There will still be a food distribution phase after each mission. However, not eating would simply deal damage to characters.

As simple as that. No "hungry" statuses that reduce your aim (which can become very frustrated).

There is one issue with this approach: even if we assume that not eating deals you 1 HP of damage, there is a possibility that not eating will kill your character. This might become too punishing so I'll have to keep an eye on that feature.

Anyway, we will see how it goes.

Oh, and I need to find a different name for "missions". When you're travelling through the city overrun by vermin and trying to get from point A to point B, you don't really want to have a "mission completed" text displayed. It sounds too military-ish...? It's not an "expedition" nor a "quest" as well... I'll keep looking!

Take care, everyone! My next entry should be out on 1st of January, so I should prepare some yearly summary post, I guess.

Dec 18, 2020
The Binding of Isaac: Rebirth - souldescen
Uhhh hey, is this thing on? Nevermind, it is. Silly me.

Hi there, I'm Not Your Sagittarius (or Sag, for short). You might know me as the lead sprite artist on Repentance. Or you might not. Either way, I'm in this weird phase of existing and not existing in some peoples' eyes. But let's get right to the point - those monsters and bosses full of mystery and personality, that stinky green floor that disintegrates noses upon entry, returning characters
and other things looking cuter than you last remember them and so much more? I'm the one that makes all the art for them. Or... most of them anyway. My two hands could only do so much before they get occupied for other things.

But enough from me! In this blog post I'd be happy to show you an insight in the process of what I do as a sprite artist.

Before an enemy gets its invitation into the game, we start with a discussion of what kind of enemy to add, and for which floor. Either that or Nik drops his 51st concept art onto the table. Sometimes it's not always him though - I make concept art too, though despite my artistic background it's not Mona Lisa grade at all.

The usual routine for making an enemy or boss is simple - one of us draws a concept laying out what it does, then I take the concept and make the sprites for it, and finally Kil adds it to the game. Of course, more complex monsters takes more time.

Here's some concept art I made for two mucky new additions to the Dank Depths - something I'll go in "depth" later! (please get the joke...)



Fairly simple enemies while you're still in the early game, the Butt Slicker is a devious variant of that one enemy you forgot existed, now stickier and shares a mob mentality with other Butt Slickers!



Messier than their bloodied cousins, the Sticky Leaper hops around spreading their tar and making messes around the battlefield!



Now I'd like to talk about visual changes for Repentance. If you haven't noticed yet, many of the characters and monsters have been getting beauty treatment. That's right - characters like Blue Baby are getting visual upgrades - not only for costumes but for the thing you'll see 70% of the time in your run - their hair. I made sure every character gets a free bottle of shampoo. It seems to be working wonders for the characters with hair. Not sure about the bald ones, though.





As for bosses and monsters - this is an interesting topic I'd like to talk about. You might have noticed Fistula getting a visual upgrade - and it does not end there. I'm retouching as many bosses as I can and bringing back details from the flash version that were lost in translation and a little more.
Say hello to the new Gemini.



With a little guidance from Ed, I'm also upgrading some visuals for the monsters you've known from Antibirth. Here's one you might be familiar with - the Whipper.



As for floors... I've given it some thought to revamp some of the afterbirth alts to enforce their theme a little more. One floor in particular is the Dank Depths - I've completely remade it from the ground-up to tailor to my tweaking. It's more or less the same dank depths you know and love (or hate), but with some much added detail to bring out its mucky theme. By working with Kil we've made the dank depths more danker than it ever was. Check out the difference!



There's still a lot of work I have left to do for bringing new monsters into the world of Isaac as well as making everyone else cuter, but I'm enjoying it all the same. I'm so excited for you guys to get your hands on this! I made sure to puts lots of love and care into every sprite in
the game.





Now if you'll excuse me, I'll get back to drawing girls.

...right after I play Isaac and laugh and die horribly to the _____ ____ for the 7th time.
Dec 18, 2020
Slime Rancher - Monomi Cricket
Wiggly Wonderland



There is something in the air in the Far, Far Range: the many magnificent biomes feel alight with a special, whimsical energy. The morning dew in the pastures seem sparklier, the ocean foam along the beaches feels a little fluffier, and the stars in the quiet desert sky seem to twinkle a little brighter. Far in the distance, a sweet serenade can be heard, calling to adventurous Ranchers and welcoming them to explore.

Each day, the elusive Twinkle Slime can be found in a new location across the Far, Far Range. Listen for it’s lovely song and collect rare chimes to arrange a symphony of your very own. Don’t forget to burst your Twinkle Slime to unlock 9 rare instruments (and goodies!) that you can add to your Chime Changer on your ranch for a limited time. Dance across fields of musical magic and see the Far, Far Range during the most memorable event of the year.

But hurry, the Twinkle Slime is only here now through December 30!

Ornaments:



Make your very own Slime Rancher ornaments to decorate your holiday tree with! ːslimeamazedː {LINK REMOVED}. Bonus points for snapping a photo and sharing original slime ornament designs!!!

Community Holiday Party:


Share some holiday cheer with us this year. Join our Discord for a community gathering on December 23rd at 12pm CST and get into the holiday spirit with some community games, trivia, and for the crowning of the 2020 Slime of the Year!

Event highlights:
  • Gather around a cozy Yule Log stream with us! (Watch on your own at any time!) 🔥
  • Help us crown the Slime and Secret Style of the Year 🏆
  • Slime Rancher Trivia 📝
  • Slime Rancher Meme Contest 👑
  • Animal Crossing New Horizons and/or Skribbl.io 🎮
  • Fun 🎊
  • Holiday Spirit 👻
  • Slimes! 💖

Join us on Discord:
http://discord.gg/SlimeRancher

We look forward to sharing the holidays with you, Ranchers 💜💜💜

Your friends,

Monomi Park
Warframe - danish.hassan


The Sentients are back. Armed with weaponized pulses cleverly designed to disable Warframes, they're staging a takeover of enemy vessels. Deploy your Necramech or borrow one from Father for the Operation to fight off oncoming hordes. Survive for as long as possible to earn Blueprints for Lavos, the newest Warframe, plus much more!

Operation: Orphix Venom is a limited-time event and ends on January 18 at 2 p.m. ET on PC.



WHAT YOU NEED TO KNOW
With your Warframe compromised, you’ll need to rely on your Necramech to defend enemy ships against a total Sentient takeover. If you don’t yet own a Necramech, you’ll find some scattered throughout the Operation level that you can use via Transference!

Aboard the ambushed Grineer and Corpus vessels, be prepared to face new Sentient adversaries. The Orphix are insidiously engineered to interrupt transference and wreak havoc. You’ll need to take them out with the strength of your Necramech and Operator, along with the venomous Orphix Resonators, and keep the Sentient Control meter below 100%. Last as long as you can to earn Phasic Cells to exchange for Rewards and stave off the invasion!

Avoid defeat at all costs, Tenno.



WHAT YOU NEED TO DO
Operation: Orphix Venom will not be easy and requires preparation. You must have completed both the “Heart of Deimos” and “The War Within” Quests in order to begin.

There are 3 tiers of Operation: Orphix Venom. Progress through each to encounter the enemy at Easy, Medium and Hard difficulties and earn different Rewards along the way!

EVENT REWARDS
Visit the Necralisk on Deimos and talk to Father, who’s eager to demonstrate the power of his Necramechs against the Sentient threat. He’s hoarding a stockpile of special gear that he’ll trade for Phasic Cells, including the Blueprint for the master experimenter and newest Warframe, Lavos, plus Necramech Mods and more!



You’ll also earn a number of Rewards just by playing the Operation, including Lavos! It’ll be up to you if you want to save your Phasic Cells for Lavos and other items, or get lucky and earn them within the Operation!


  • Lavos Blueprint & Parts (found in the Operation!)
  • Cedo Blueprint & Parts (found in the Operation!)
  • Cryptanaut Necramech Helmet
  • Necramech Mods
  • Archgun Skins for the Cortege and Morgha
  • New Ayatan Sculpture
  • Plus, returning Rewards from Operation: Scarlet Spear, including the Ceti Lacera Blueprint, the Basmu Blueprint and more!
SCORING

Each Orphix has an initial value of 100 points in the first Operation Mission. As your fight evolves, so will the Orphix, awarding you more points at a greater difficulty. Orphix will be worth 200 points at the hardest difficulty (Endurance) and scale up from there! The higher your score, the more Phasic Cells you’ll walk away with. Try to survive for as long as you can - 36 Orphix will be the maximum amount in the Endurance mission, so once you’ve hit 36, it’s time to extract! The first two Operation missions have a limit of 24 Orphix only, so players looking to maximize their score should head to Endurance!

Phasic Cells can be earned in any Operation Mission, but remember - Endurance gives the most points per Orphix, so you’ll earn the most Phasic Cells there. While this Operation is possible Solo, best results will come from coordinated Squads!

CLAN LEADERBOARDS AND CLAN TROPHIES
We will be turning on Leaderboards after 1 or 2 Hotfixes to ensure the competition begins after key issues that players report are resolved. We will advise all Tenno when Leaderboards come online!

Clan Scores are determined based on the sum of all participating members' best scores. We balanced this around about 50% member participation for Gold Tier trophies.



TWIST INTO THE ACTION AS LAVOS
Discover new and exciting ways to fight with Lavos, the master experimenter! A manipulator of the physical realm, imbue Elements into his Abilities at your command. Lavos is also the first Warframe that consumes no Energy, relying instead on a cool-down system to replenish his Abilities.

OPHIDIAN BITE
Lash out with a toxic serpentine strike, consuming the target to heal Lavos. Hold to imbue all Abilities with Toxic Damage.

VIAL RUSH
Dash forward, crashing through enemies and leaving an icy trail of broken vials. Hold to imbue the next Ability cast with Cold Damage.

TRANSMUTATION PROBE
Launch a probe that converts Health and Energy Orbs into Universal Orbs that provide both, and Ammo Pickups into Universal Ammo Pickups. The probe shocks enemies in close proximity. Each electrocuted foe reduces Ability cooldowns by one second. Hold to imbue the next Ability cast with Electric Damage.

CATALYZE
Catalyst Probes erupt from Lavos and douse combatants in a fiery gel. Damage is doubled for each element afflicting an enemy. Hold to imbue the next Ability cast with Fire Damage.

PASSIVE
Energy and Universal Orbs give Lavos status immunity for 10 seconds. Hold any Ability to imbue the next cast with additional Elemental Damage and Status.


LAVOS COLLECTION
The Transmuter emerges from the seething smoke, the forgotten master of a much-misunderstood art. The full collection includes the Lavos Warframe, Cordatus Helmet, Transmutation Probe Decoration, Vitam Syandana and Shotgun, as well as 3-Day Affinity and Credit Boosters.



Transmute your generosity into Rewards! To honor the spirit of giving, gifting Lavos Collection to another player in-game means you’ll receive the Transmutation Probe Decoration!

NEW NECRAMECH SKIN

Rediscover the brutal power of the earliest Necramech designs with this Skin. Brunstpar is - in Father's words - ‘not out to play nice and make friends.’



Operation: Orphix Venom is a limited-time event! Visit the Forums for more information, and show the Sentient invaders what Necramechs are really capable of, Tenno!
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