Happy's Humble Burger Farm Alpha - JonOfTheShred


Hello all you lovely happy, humble humans! Just wanted to thank everyone again for checking out the Alpha and Holiday Special! All the LPs on YouTube and Twitch streams, and all the comments here on Steam and over on Twitter have been amazing, we can't think you enough!

Devlogs Relocating


We had to give a heads up...we're moving our devlogs! All future updates will be located over on the full game. So head on over to the Happy's Humble Burger Farm page, and you'll start seeing new updates very soon! CLICK HERE to go now! (We plan on doing them weekly, time permitting. We've got lots to share!)

Stay In Touch

Since releasing our first game, Northbury Grove, way back in 2018, we've relied so much on all of YOU. Not only for inspiration, but vital feedback into our game development process. That's why we encourage anyone with ideas to join us on Twitter and Discord. Tell us what you're thinking! Let us know what you liked about the alpha, what you found frustrating, what you found terrifying, or what you found humorous. Tell us what was lame, even!

You can join our Discord and follow our Twitter.

Definitely check out our YouTube channel as well, if you wanna see some canonical lore content! (Not all of it will make sense...some of it is cryptic. And then some of it is on-the-nose, canonical radio broadcasts, describing the events of prior games. Very mixed bag of fun!)

Burger Barn Update

If you didn't know, there was a Burger Barn update! Really it was mostly an optimization pass, but there's also a few narrative threads to connect it more to Burger Farm. Feel free to mosey over to our itch.io page and give it a run!

See y'all over on the new devlog! Have a Happy Humble Weekend!

Oh ya, and please remember to keep Happy joyous by wish-listing the full game!
https://store.steampowered.com/app/1433340/Happys_Humble_Burger_Farm/
Book of Travels - MaD_Helen
Dear Travellers,

How does it feel to travel the road? What is it like to take a turning from the beaten path? Well-worn tracks bear the shape of familiar behaviours, but making new tracks brings us to the present moment, releasing new energy for fresh adventures... Such choices in these times are, for many of us, flights of fantasy, and today we hope to keep those flights aloft with the help of some music from Book of Travels. Whether you’re home-bound, locked down, or on the road, we hope you get some time to listen to them and let us know what you think...





Different moods for different journeys

The title 'Book of Travels' stuck because it so clearly places journeying as the heart of the game, and so it’s vital that these journeys are rich in mood and ambience, and here music plays a huge part, creating not just mood but depth and variety. Lead Sound Designer Josef Tuule explains: “These two pieces are meant to be companions for different kinds of areas in the game. ‘The Elden Road’ offers the comfy vibe of walking a path that others have walked many times before. By contrast, ‘The Weaving Wilds’ describes the kind of terrain we think of as an off-shoot - where culture and tonality may differ from your normal path. The player should feel they have progressed into a new area, hence the expression is more vivid.”



Instruments from the East recorded live

Music in Book of Travels has many different roles to play in the game, as well as being present as a traditional game score, it will be performed by the inhabitants of Braided Shore themselves. All scored pieces are composed and produced by Josef Tuulse and Retro Family, who comprise Ulf Wahlgren, Jokke Pettersson and Alfred Andersson. The band has a long relationship with the studio and is responsible for the unique sound of the Shelter Games series. Ulf Wahlgren attributes much of that style to the band’s method of recording live performance: “We play all of the music and instruments live, nothing is programmed or fixed, and that makes the music come alive within the game.”

Retro Family play instruments from around the world, and for this soundtrack combine the oud, flute, darbuka, saz and bass with hand percussion.



“The soundtrack takes influences from artists in Egypt, Turkey, Greece,” says Ulf, “A new instrument to us is the oud, an Arabic string instrument, which reminds me of a lute. It has no frets on the neck, so it slides beautifully between notes, and we use a fretless bass to blend with that.”

Just as the game design takes inspiration from many sources, so does the sound design. Ulf and the band look to “classic adventure and RPG games, classical Ottoman music and a wide variety of traditional music from Armenia, Greece, Turkey and Iran to name a few.” As with all things Book of Travels, the aim is to take these most excellent ingredients to make something fresh and exciting. As Ulf says, “We want the player to feel that a new world is awaiting them, a world, mayhaps, that they have not experienced before.”



Celebrating music in our games

To hear more of Retro Family’s soundtracks and watch them play live, check their Youtube channel. You can also follow their Instagram where they post pics and the occasional musical video clips.

This week we are also celebrating Retro Family’s score for Shelter Games as we head towards the release of Shelter 3. Check the post here and get a free soundtrack DLC of Shelter 2 by joining our Shelter newsletter here.

We’re super glad to be sharing this music with you and we can’t wait to share more lovely things as the game gets closer to completion this year. In the meantime, please let us know your thoughts right here in the comments… What music do you like to travel to?? What other games have you enjoyed journeying in? If travel’s your thing, there’s a whole channel dedicated to just that in our Discord. We'd love to see you there.

Best Wishes – and stay safe,

Helen and the Book of Travels dev team x


https://store.steampowered.com/app/1152340/Book_of_Travels/

Want more info?
Become a traveller
Sign up on our mailing list for news and an in-game treat in our upcoming game at https://m-n-d.games/BoT/Steam/update.

What is TMORPG?
The T in TMO signals an alternative to the more common industry standard MMORPG (Massive Multiplayer Online Roleplaying Game) putting 'tiny' in the place of 'massive'. That means fewer meetings, which we think means more magic... Read more here: What is a TMORPG?!

Revealing the Early Access World
Later this year Book of Travels will be available for Early Access on Steam. In Chapter Zero parts of the Braided Shore will be open, and among the places to visit is the gem of the region – the city of Kasa. Read more here.

Join our Discord
Join our super friendly Discord to exchange ideas on all things Book of Travels as well as art, games and books. Join here.
Dash Dash World - septns
Patch 2.5.0 Release Notes

[Features]
- Revise Valve Index sensitivity and Pressure for grip
- Polish character creation (Gender cards, new 8 Presets per gender, 3D Character preview)
- Loading flow improvement
- Unisex customization
- New preset for Fanatec steering wheel (Swap drift & Acc from default )
- New steering wheel preset and UI
- Allow the Oculus button on forced SteamVR SDK to support VD

[Bug fixes]
- Karts will keep accelerating when trying to enter the flying path before the race ends.
- When claiming many mails at the same time the delete button will overlap the claim button.
- Objectives Bar will disappear in Academy Stage 9 when going to the next track.
- After disconnecting and reconnecting to the game, the game will display your friend’s name as "..." in the Party UI.
- Special NPC’s name tag is not correct.
- Academy Reward with 3 medals did not send to the Mailbox.
- Special NPC Tag name is not correct.
- Reward scene overall score on some cards are all in black color.
- Reward scene overall score remains stuck on the screen(Grand Prix mode).
- Stun effect(duckling) animation is not moving.
- Minimap is disappearing when opening and closing the Options menu.
- Meta scene: player’s hand appear with black textures.

[Quest and Achievements]
- Daily Quest: Make a Mess progression failed.
- Achievement "THE PROOF OF AWESOMENESS I" can unlock expert only.
- Achievement "THE PROOF OF AWESOMENESS II" can unlock expert only.
- Achievement "BOOST PAD AMATEUR" wrong limit number.
- Fix Seasonal Full Throttle: High scoreboard timer.
- Full Throttle: Event Quest progression issues.
Bakery Simulator - Live Motion Games
Hello Bakers!

We’ve already covered few of other baked goodies but this time let’s check pretzels!



It never gets boring... We just love looking at the dough as it symbolizes the endless possibilities enchanted into our bakery. It is a start of everything, a moment of truth and challenge mixed into one little plump piece of dough. Whatever we are going to do with it is up to us but it is always depending on the dough whether our plans will turn out great or end in misery… Never underestimate dough preparation!



…but with dough ready let’s take a look into how the process of preparing pretzels looks like on the board. Short animation below will show you the steps needed to be taken in order to create a perfect pretzel. Be careful when shaping the product as we need to achieve the appropriate iconic look of the pretzel. Game will navigate you and help with the process to make sure that it presents itself with all its glory.



As previously – the green ring symbolizes where you need to click and hold your mouse button – then by moving the mouse you will be able to create the shape of pretzels. When it’s finished – it’s high time to bake and then eventually – enjoy your pretzel!

If you’re getting hungry – try pretzels today!

Best regards,

Bakery Simulator team





Happy's Humble Burger Farm - JonOfTheShred


Drive-Thru Dessert!

Hello all you cool cows and chickens out there! We're back again this week with yet another devlog for Happy's Humble Burger Farm. Last week we took a look at the Jazzy Java Joint, three brand new caffeinated beverages, and a jazz band that just keeps on groovin'. This week we decided to pull the curtain back a bit and have Kaleb delve into some new features. We hope all you happy humble humans will enjoy taking a second look into the game!

Happy's Humble Drive-Thru

Welcome to Happy's Humble Burger Farm, home of the chilled beef patty, can we take your order? With this new mechanic, players will have the option to turn on the drive-thru with a switch. Once this is activated, player's will now have to keep two pools of customers satisfied, increasing difficulty, but also potentially doubling the money earned. So deal with a little risk for a great reward!

You wanna buy all those Barnyard Buds action figures? Well you better get to serving those extra customers on wheels. Action Figures ain't cheap!


"Shut up and listen to my order! Take the six Salmon Nuggets, and throw two of them away. I'm trying to watch my calorie intake."

What's For Dessert?


Another new feature we've added to Happy's Humble Burger Farm are new menu items for the restaurant. Introducing...Hot Pies and Chocolate Chip Cookies! That's right, now customers can dine on some delicious desserts when they order the Hot Pies and Chocolate Chip Cookies. These items are located above the Fries and Salmon Nugs in the walk-in. They have their very own microwave oven too cook in!

Information Board


Another new feature in the restaurant is the information board. This large LCD screen will tell you all kinds of information about your work shift. How many customers were served, what kind of performance you gave, how many orders were messed up, total accumulation of cash (a.k.a. Scythian Credits).

Burgers in the Bog


We've added lush surroundings to the Burger Farm. What was once a barren cityscape is now lush marshes. The plant-life has certainly grown back in, and with it, wildlife! Crickets chirp, frogs croak, flies and mosquitos buzz, and loons wail as you walk about outside. Taking out the trash now feels like an ambient backing track to a meditation...far out! Charlie the Chillin' Chicken approves.

Energy


Energy will be yet another new mechanic in the full version of Happy's Humble Burger Farm. Players will need to buy energy bars and other items from vending machines to get their energy back. If you run out of your energy, not only will you be weak and tired, but you'll also go temporarily insane. You don't want that to happen! Especially not with Happy lurking about!

A Long Way to Go

There is still a long way to go as we continue development on Happy's Humble Burger Farm. These are but a few new additions, features, and mechanics you can expect in the full version of the game. Speaking of....be sure to wishlist your copy here on Steam! It'll make Happy happy, and as we like to remind you every update....you wouldn't like Happy when she's upset. No one likes Happy when she's upset.

https://store.steampowered.com/app/1433340/Happys_Humble_Burger_Farm/

Have a Happy Humble weekend!
Jan 22, 2021
Lawless Lands - Corrosion
Lawless Lands,

Hey everyone!

Check out the complete change log below!

Update 1.9.3 Change Log:

Bug Fixes:
-Fixed On Guard Skill saying "Ability Points" instead of "Action Points"

NOTE: You DON'T need to start a new game.

Please let me know of any bugs or issues you may encounter. The update will be available shortly.

That's all for now, enjoy!

-Corrosion ːCStudiosː
MU Legend - VALOFE KR


Greetings, Legends!
We would like to inform everyone that EU-Zephiros server are is up and running after experiencing technical issues. We thank you for the never ending support and we apologize for the inconvenience.

You can join the official Discord channel and discuss with the moderators about the game. (https://discord.gg/6JJU7RA)

See you all inside the game!
Best Regards,
MU Legend Global Team
Tanks2.DE - Armynator
But let me warn you right away: this update releases in a 'preview' state for a good reason. Many things are unpolished, unbalanced or unfinished, as the game has been rewritten completely from scratch over the past year.

Yes, you heard right. Every single line of code was recreated from the ground up, so I can finally get rid of all the core problems the old version had. The game now is much more stable, scalable, optimized and no longer based on a 3 years old browsergame approach.


So... let's take a look at the new features first. The biggest change is the new research and progress system:



All tanks (except starter tanks and premium or event tanks) need to be researched with experience points from previous tanks now. Once their hull is researched, they can be bought with silver and you can start playing with them to earn experience for modules or the next tank.

You might think something like "Wait! Modules?" now. Don't worry, you heard right! Every tank has its own modules now!



Currently there are 5 module types available for tanks: turret (gun mantlet for tank destroyers), gun, engine, tracks and radio.

Every researched tank starts with a basic version of every module, and many of them have better or different versions available for research. There is no silver involved in modules, it's all pure research with earned experience on the tank.

Of course this opens up many new possibilities, as tanks are much more 'modular' now (:
One example for this is the Panzer III, the german Tier I starter tank. It has a regular 50mm gun with a long barrel, and a 50mm gun with a short barrel, which has less range and penetration, but a much faster reload time. This hopefully gives you, the player, the option, to choose the module which fits your own playstyle the best.

OK, the current options might be a bit limited, as not many vehicles have multiple guns or turrets at this point. But I can assure you that more will follow in the near future!

This brings me to the next topic - SKINS! (Yes, finally!)



This feature was requested multiple times in the past, and has finally been integrated directly into the base of the game.

You may now choose from a steadily growing list of skins for forest, desert, winter and town environments. Some skins cost silver, some skins cost gold, others are hidden and only available through specials or events. The skin type will be choosen automatically in battle, depending on the environment.

You can also make slight adjustments to most skins. Scale, rotation and offset sliders are available for most patterns and are completely free of charge once the skin itself has been bought.

You may now wonder how this is related to the previous topic. Well, thats simple: the future!
There are not many different skins and environments included in this update directly. But adding them isn't too complicated and an ongoing process, just like the modules.

And before I forget about it, the crew system has been slightly overhauled as well.



Instead of 10 levels, each crew member has 100 levels now. They cost less and are increased using the regular experience earned by the tank.

And as you might have noticed on the screenshot (just ignore the placeholder ammo icons for the crew members), there is also a parameter for component quality, 'Track Quality' in this case. This base value is inherited by the tank modules, and slightly improved by certain crew skills. But now guess what: it's completely useless at the moment! :D
It's there for an advanced damaging system, planned for a future version of the game. Some modules like tracks, engines or radios have durability/quality values and proper hitboxes in the game world already, so they will most likely be damageable in the future...


Oh, that's it about the new features already? Mhh... let me talk a bit more about this update then, as it's a big milestone for the game.

Some of you might know already that the game started as a simple browsergame back in 2017. It looked horrible, it sounded horrible, had no content but was quite fun to play already.
After a bit more polishing it was released on Steam, and suddenly more people became interested in it. So more updates and optimizations were needed, and the old browsergame foundation quickly reached its limits. After squeezing out pretty much everything that was possible with the limitations in update 0.1.9, it was clear that a better solution was needed, so I began recreating the game from scratch.

Now, 12 months of development work in my free time later, Update 0.2.0 represents this new, solid foundation.
It's written entirely in C#, uses a lightweight 2D renderer with Vulkan support, is very modular, stable, scalable and optimized. In comparison to the old version it's almost 3x faster, making it also ready for mobile devices in the future.

I know that this update took long, and that the server was down for a whole month now to prepare this update. I'm also aware that this update is a bit rushed and unfinished.
But please don't worry too much about it, as the new foundation is finally here now. This means faster, smaller updates, more new features and almost endless possibilities.

I'm personally really glad that so many of you like this game and its idea, and I can't thank you enough for still supporting it.
The last year was horrible for this project, with no progress, minimum support and almost no communication. But I'm ready to take back the lead to turn this game into something interesting and unique, so stay tuned for more very soon.

A few more notes:
- Chat, Squads and probably more important functions are still missing
- Drop me your hate messages on Discord
- The AI is still dumb but has proper pathfinding now
- You may sell owned tanks again now
- Tier VI introduced, yaaaay!
- T34 Heavy nerfed, yay?
- Collision damage removed temporarily (sorry Maus!)
- The website has been updated as well
Jan 22, 2021
Unturned - SDGNelson
Update Notes:

Added:
  • Min/max filter to flatten landscape tool.
  • Collision teleporter component and devkit volume for an upcoming map update.
Changed:
  • Separated kick message for exceeding server ping limit.
  • Player capsule contributes to short vehicle (e.g. bike, quad, jetski, etc) collision.
  • Disabled bed placement on trains because they could be extended off the sides into tunnel walls using plates.
  • Automatically calculate axis aligned item icon camera size from bounds. This also means attachments are included in the icon.
Gameplay Bugs Fixed:
  • Cancel crouch/prone input while swimming.
  • Moved Yukon terrain underneath ice closer to the surface.
  • Exception when mod replaced zombie clothing with a non-clothing item.
  • Changing from rest stance to prone.
  • Aiming interrupted by inspect confirmation.
  • Empty nailgun ammo and paintball hoppers not being deleted.
  • Double-clicking complete quest button causing local misprediction.
  • Re-opening workshop subscriptions list.
  • Treat access denied workshop items as private visibility.
Minor Issues Fixed:
  • APC headlights missing emission.
  • Sandpiper and Otter using LOD1 wing for LOD0.
  • Adjusted alicepack to reduce z-fighting with vest.
  • Metal gate placement not using metal sound.
  • Corrected tunnel roads at edge of Washington and Yukon maps.
  • Missing faces at arm tips of aviator glasses.
  • Mirror clothing models on left-handed characters to avoid issues with animated items.
  • Propeller blades spinning without vehicle battery.
  • Zero width vertical tail fin on airliner prop.
  • Enabled movement collision on boombox item.
Hell Let Loose - Jonno
Hey everyone,

Welcome to Dev Brief #111!

This week we're previewing the MG34 and explaining how it'll fit into the German Machine Gunner's roster!

The team also have an update on where we're at in regards to tackling the current VOIP issues in-game.

Oh and before we get stuck in, you'll also notice that the map we're showing you the MG34 on isn't from the Western Front...


The MG34

The MG34 will be coming to Hell Let Loose in Update 9 for the German Machine Gunner role.



A key aspect when introducing new weapons to Hell Let Loose is considering the difference this weapon will make to the battlefield, and how it will be meaningfully different to whatever is currently available. This is often based on the historical usage of the weapon, technical difficulty in achieving a significant difference (i.e. if the functionality is not something that exists elsewhere in the game and must be custom built) and then lots of testing and feedback with the community.

The issue with having a very low time-to-kill within a game like Hell Let Loose is that bullet damage values more or less stay consistent from weapon to weapon - with the largest factors being reticle shape, recoil strength, recoil pattern, ammo counts and loadout availability.



As a result of this, we’ve designed the MG34 to possess its real life rate of fire (while fast, noticeably slower than the MG42), and also a slightly lower recoil value - enabling greater precision and control. In addition to this, it has a smaller belt size, but a number of belts that matches the ammunition count on the MG42.

While the MG42 is used for pouring huge amounts of lead down range into an enormous “beating zone” (which is what ultimately made it such a unique and fierce weapon) with a large belt size, the MG34 is for more considered and focused fire at the sacrifice of overwhelming fire.



When looking at the spectrum of weapons available to the German forces during WW2, the MG34 was the backbone of the army for the entire duration of the war before being challenged by the MG42 in the later years. As such, we feel that it is appropriate to replace the MG42 with the MG34 as the Standard Issue loadout for the German Machine Gunner role. Fear not though, as the MG42 will be available as the first unlock for the role at level 3.

We also want to note that while we won’t ship the MG34 with a select fire mode, we’ve revisited select fire mode functionality and will be looking at introducing it in the future for all weapons with the setting available.

We’re excited to show off the distinct characteristics of the weapon’s fire sound and functionality below in one of our coming Eastern Front maps! Please be aware that both the texture quality of the MG34, the casing fx, as well as the map are still work in progress with more to be done!




VOIP/Vivox

We want to quickly follow up with the VOIP issues some are still experiencing in game. We are in conversations with our VOIP provider Vivox to resolve this issue as soon as possible. Several fixes have already been made but we want to make sure any final aspects are resolved.

If you do experience VOIP loss, please let us know in the #voip_troubleshooting channel in our official Discord. Some players are managing to reconnect to VOIP by disconnecting and reconnecting their mic/headset. Let us know if this works for you.

Once again, thank you all for your patience and support whilst we investigate this frustrating issue.


Onwards to the weekend!

That wraps up this week's Dev Brief!

We've got lots more to share in the coming weeks, including an updated Roadmap and a community video Q&A so watch this space!

Have a great weekend everyone.

We'll see you on the frontline.
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