Jan 22, 2021
Maia - MachineStudios
Greetings from the tier 5 exclusion zone! I hope this update finds you well, or at least alive.

Drop in on the Discord and let us know how you are doing.



MAIA now features a brand new ray-marched voxelised shadow system allowing every light in your base to cast accurate dynamic shadows into the world. This system really augments a colony’s atmosphere, doesn’t require any ray-tracing specific hardware and also won’t totally obliterate your frame rate.



Continuing the visual improvements, several new colonist head variations are now in the game, and the quality of many existing game textures has been increased. A multitude of small visual tweaks and polish improvements have been carefully worked in to improve the general feel and aesthetic.

Along with with the new lighting system and graphics improvements the game has been given a deep optimisation pass on the core game code and graphics pipeline. This means that densely populated maps with a mature ecosystem simulation and a large number of colonists, robots and creatures will see performance gains of up to 30-40% on a middle range CPU, which can lead to a much smoother frame rate.



On the GPU you may see up to a 15% increase in frames per second (with the new ray shadows switched off). The engine also now caches generated code, shaders and other data and will load the game several seconds faster.

The user interface was feeling a little left out so we gave it some love too. The middle click menu has now been extended to room placement to for those who prefer a list based selection. Many menu boxes, buttons and pop up texts have been given shadows and extra borders to improve readability in high contrast scenes.



Other changes:

• Changing texture settings on the fly no longer causes glitches.
• MSAA settings changes are improved.
• Several menu options now require an “apply” click to help stop accidental changes.
• The game will now spawn a much lower number of threads and use them better.
• Screen space reflections straightened slightly.
• Support for OpenGL 4.5 added.
• The GUI now has a visual autosave notification.
• Text colours are fixed when on in-game colonist selection screens.
• The outbreaks of contagious colonist hypochondria have been reduced.
• Colonist needs balanced.
• The Utility bots will wait less for jobs.
• Colonists need to be a lot more fatigued to go AWOL.
• Colonist trauma will fade significantly faster.
• Colonists will now need to be closer to cave-ins to be traumatised by them.
• Room temperatures will now simulate more accurately.
• Game log files updated to newer more detailed format.
• Better shader loading verification.
• Lots of small AI tweaks.
• Intel 3000HD support dropped and fired into the sun.
• Instability caused by giant wildfires fixed.

We'll be back soon with more features and fixes. Watch the updates as they happen on the dev site.

Empires Mod - Smithy
We're happy to announce version 2.30.4 which is live on Steam right now. Changelog below and also on our website:

Come join us on Discord!

Did you know we are porting this mod to Unreal Engine? You can follow its development on our website, https://empiresmod.com

Changelog:
Bug fixes
  • Fixed some bugs relating to the recent additions to the tank cannon penetration checks (System that prevents firing when cannon is inside something other than vehicles/players)
  • Fixed some mini-map icons appearing for the wrong team. (An example is being able to see the enemy squad leader icon in some circumstances)
  • Fixed vehicle exits being able to be blocked by players on your team
  • Fixed a bug with squad aura being applied to squad leaders 100% of the time
  • Fixed various possible crashes relating to weapons (and 1 with wall placement)
  • Fixed a networking issue causing the player icon on the mini-map not updating when swapping the revive skill on/off.
Other changes
  • Changed the ordering of BE rifleman’s pistols to match the other classes in the class menu.
  • Enhanced senses is now disabled if the player dies, previously a dead player could continue to receive extra info.
  • Removed request/revive icons from drawing above yourself and on your own mini-map icon
  • Repair icon on the crosshair now only displays if the engineer is actually in range to build, rather than building health display range.
  • Squad aura icon now only displays if the local player is actually receiving the benefits of the aura, previously it only checked if the player was in range but that didn’t mean they were receiving the aura. (If they were dead for example)
Script/Game Balance
Changes to homing/guided
  • Added a max distance from player that RPG missiles will continue to guide, after this distance they switch to dumb-fire. (15000 units)
  • Removed vehicle missile guidance from seat 2, this didn’t make any sense to keep. Missiles should only by guided by the driver if he is in seat 1.
  • Changed RPG missile guidance to work slightly differently, this should fix situations where just pressing the attack button throws the missile off-center.
  • Changed vehicle guided missiles to be influenced by vehicle turret’s rotation rather than using a “Laser guided” homing effect.
Infantry Weapons
  • SMG1/2 Melee damage change reverted (Was 70, changed to 50, now back to 70 again)
  • BE Pistol 2 Headshot multiplier increased from 2x -> 2.5x
  • SMG1 spread increment decreased (33% standing, 50% crouched, 65% prone)
  • SMG1 damage increased from 17 -> 18
  • Improved BEAR - Base spread improved by 25%, Ironsight spread multiplier decreased from 0.83 to 0.6
  • Tweaked scout sway values in reflection of last update
    • Base Sway pattern size reduced very slightly
    • Sway speed is slightly faster
    • Maximum sway speed increased (This is mostly for jumping/sprinting to cause more inaccuracy)
    • Accuracy upgrade sway reduction changed from 25% to 10% (25% proved to be too much so dropping this significantly)
    • Squad Accuracy Aura now affects scout sway, reduces sway by an additional 10% (This will rarely be used, however for consistency with the aura affecting other weapons this has been added.)
Research
  • Advanced Machining
    • Changed Cost from 240 to 360
    • Changed Time from 60 to 90
  • Composite
    • Changed Cost from 360 to 480
    • Changed Time from 90 to 120
  • Gas Turbine
    • Changed Cost from 240 to 360
    • Changed Time from 60 to 90
Engines
  • APC
    • Gas Turbine
      • Changed Cost from 20 to 40
      • Changed Heat Output at Idle from 3 to 2
  • LT/AFV
    • Gas Turbine
      • Changed Cost from 30 to 50
      • Changed Heat Output at Idle from 3 to 2
  • Medium
    • Gas Turbine
      • Changed Cost from 40 to 60
      • Changed Heat Output at Idle from 3 to 2
  • Heavy
    • Gas Turbine
      • Changed Cost from 60 to 100
      • Changed Heat Output at Idle from 3 to 2
  • Artillery
    • Gas Turbine
      • Changed Cost from 60 to 100
      • Changed Heat Output at Idle from 3 to 2
Vehicle handling
  • Changed skidallow from 1 to 0 on all tracked vehicles
BitBattle - Junes
Hey BitBattlers!

We hope you started the new year healthy!

With this update we have the following content for you.

New:
- New Map! (Afternight) only for Multiplayer, Singleplayer version comes later.
- A few skins :)

We also fixed 2 errors which crashed the game.

We apologize for the lack of content lately.

Stay well!

House Flipper - Reczberg
Hey there Flippers!

A brand new gameplay trailer for House Flipper (the base game) has just arrived! You can check it out here, compare it to the older version and let us know your opinion on which one wins!






Below you can check out the new trailer:
https://www.youtube.com/watch?v=_gKZYtr138o
And if you do not remember our previous trailer, here it is just to compare:
https://www.youtube.com/watch?v=nh4zuyi7vVM
Let us know what you think about it, and {LINK REMOVED} to let us know if you prefer the old or the new one!



Also, don't forget about possibly the last chance to get into the closed beta of The Tenants!
To take part in the closed beta key giveaway, just click the image below:

Aurora: The Lost Medallion - The Cave - Noema Games
On January 24th we’ll be streaming live gameplay of our game’s Prologue (beta) as part of the BIG ADVENTURE EVENT (Jan 21-25 2021). You can help solve the puzzles by writing proposed solutions in the comments!

JANUARY 24th
PST - 9am
CDT - 11am
GMT - 5pm
CET - 6pm

Come, join us and let’s solve some puzzles!

The Noema Games team.
The Waylanders - jnt1989


The Waylanders will add new languages next week!
The game will be updated with a free patch, adding Russian, Chinese, French, German, Spanish, Latin American Spanish and Galician subtitles.

Teaser: Compostella
Meanwhile, you can watch our new teaser about the Medieval Era, introducing the city of Compostella.


Medieval era will be available in the final version of the game

Coming next week: new languages and discounts
To celebrate this important moment, you'll be able to buy The Waylanders at a discounted price when the update is available! Add The Waylanders to your wishlist and don't miss the opportunity to enjoy this party-based RPG in your favorite language.

https://store.steampowered.com/app/957710/
Jan 22, 2021
PLAYNE : The Meditation Game - KrishDev
Friends,

I'm so excited to announce that after a year of work, Playne VR is finally here!

How much is the VR Version and how do I get it?

Playne VR is a free DLC update to Playne. If you own Playne, you get the VR functionality for free.

You can download the DLC here:
https://store.steampowered.com/app/1525880/Playne_VR/

Supported VR Headsets

Valve Index, HTC Vive and Oculus Rift is initially supported. I am planning on adding HP Reverb G2 compatibility once I iron out this beta build.

Thank you Closed Beta Testers!

Thank you all that took part in the closed Beta program. All of you have helped me develop a less broken game, and for that I'm grateful. Some of you even took the time to send me super detailed bug reports and emails which I really do appreciate. Playne VR is so much better thanks to all you!

VR is in Early Access (Beta)

This is still a BETA build so some things might still be broken. If you find something that doesn't work or If you think of something I could improvement, then do let me know! Although I might not be able to implement everything (solo dev here :-) I do read every single input from you guys.

You can submit an issue via the link below or email an issue directly to support (at) playne.co:
https://github.com/krishkrush/PlayneVR/issues/new/choose

If you can't be bothered with that, then just drop a message on our discord channel.

Lastly, Thank you to all my Patreons

Thanks also to each and every one of my Patreon supporters below for their continued support. As a solo dev making super niche games, your support is incredibly meaningful to me.

G'ma, AcidOxidant, Erzhena Soktoeva, Holger, Jesse Hutchison, John Hounihan, Juan Fassone, Karl, Matt Gray, Meditation Mind, Michelle Roberts, pitgamer, Scratch, Simon Tousi, za7ch, Agelorus, Elizabeth Parks, Nin Coon, Rodney Armand, Christian Boening, jussi, Leslie Sim, Michiel Krol, Riccardo Bertolone, Sasha Hernandez, VagrantFox
Jan 22, 2021
Luck be a Landlord - TrampolineTales
The game has been patched to add new symbols, items, features, and bug fixes!

New Content
  • Added 14 new symbols (4 Common, 6 Uncommon, 4 Rare)
  • Added 9 new items (3 Common, 4 Uncommon, 1 Rare, 1 Very Rare)
  • Modified 6 existing symbols (changes listed under Game Balance)
  • Modified 4 existing items (changes listed under Game Balance)

New Features
  • Added a logging system for improved bug reporting, please upload your log files when reporting bugs from now on in the official discord (a new log file is created whenever a new run of Luck be a Landlord starts, the log file directory can be opened by pressing F8 while in-game)
  • Destroyed Symbols and Items are now displayed on the Inventory screen
  • The total number of Symbols and Items are now displayed on the Inventory screen
  • The Options menu now has a back button that will go back to the previous screen (rather than closing the entire menu)
  • The Danish translator's Twitter page is now linked to under Options/Credits
  • Added an option under Options/Audio that will mute the game if the window is unfocused

Game Balance
  • Compost Heap is now Uncommon (instead of Common) and has the additional effect of "Seeds will only grow into Uncommon or better symbols."
  • Purple Pepper now gives 5 coins when its requirements are met (instead of 3)
  • Red Pepper now gives 5 coins when its requirements are met (instead of 3)
  • Yellow Pepper now gives 2 coins when its requirements are met (instead of 3)
  • Banana Peels now destroy themselves after destroying Thieves
  • Bounty Hunters now give an additional 10 coins whenever they destroy a Thief
  • Thieves now give 4x the coins they've stolen when destroyed (instead of 3x) and steal even if they are destroyed in the same spin
  • Monkeys now give 7x the value of symbols they destroy (instead of a flat 15 coins) and destroy two new symbols: Coconut and Coconut Half
  • Midas Bomb now makes symbols it destroys give 7x more coins (instead of 10x more)
  • Hex of Emptiness' description has been reworded for improved clarity (it's still functionally the same)

The above balance changes were made for the following reasons:

Compost Heap would frequently flood a player's inventory with Seeds, which would often have a negative impact on the game. Compost Heap was also the only item that could appear from an Item Capsule with a potentially negative effect on the game. For this reason, the item has been made Uncommon and has had its power level made more in line with other Uncommon Items.

Purple Pepper and Red Pepper are currently the two pepper items with the most difficult requirements to achieve. For this reason, the amount of coins they give when their requirements are met has been increased. The inverse is true for Yellow Pepper.

The changes to Banana Peels, Bounty Hunters, and Thieves were made to make Thief a more viable symbol overall.

Midas Bomb now gives a 7x multiplier (instead of 10x) to bring down its power level slightly, while still keeping it one of the most powerful symbols.

Hex of Emptiness' description was changed as many players were confused as to what it actually did (before adding the symbol and seeing it in action).

Please let me know your thoughts either in the comments or on the official discord!

-Dan

Bug Fixes
  • Fixed a bug where the buttons that appear when a player has more than 16 items would not function correctly after reloading the game
  • Fixed a bug where only Common symbols and items could appear when reloading the game under certain circumstances
  • Fixed a bug where the buttons to destroy items like Piggy Bank would disappear when reloading the game under certain circumstances
  • Fixed a bug where the text prompt from Swapping Device would not be displayed properly while playing in Russian or Brazilian Portuguese
  • Fixed a bug where symbols wouldn't have their multiplier bonuses applied correctly under certain circumstances
Totally Reliable Delivery Service Beta - Huma

Over the past few months we’ve been working towards preparing Totally Reliable Delivery Service for our piping hot release on Steam! Huzzah!

We have a lot of exciting developments that we want to share with our community over the course of the next few weeks. So make sure to follow up each week to find out more!

Enough jibber jabber! Let’s take a look at our first Dev Update this week: Accessibility.

One of the areas that we first wanted to serve our playerbase was ease of access. Totally Reliable Delivery Service has always been intended to be a light hearted experience best shared with others. Here’s some of the changes we’ve made to keep the good times rolling!

Simple Controls
We came up with a new control scheme called “Simple Controls” that will allow you to feel a bit more focused on what’s happening on the screen rather than what’s happening in your hands.

  • Perform lifting, driving, and delivering packages with half the effort.
  • Both arms are now controlled by one button to lift, and one button to raise.
  • Autorun feature to help reduce jammed fingers while increasing productivity!
Grabbing Assist
We’ve updated how small objects interact with grappling to assist players with timely deliveries.

  • Attempting to grab near objects now pulls moveable objects into your hands.
  • A white circle will now give players visual feedback for successfully grabbing objects.
  • Sledding has never been easier! Much wow!
Vehicle Enter Assist
We added a few new features to make it a lot easier for players to get into vehicles effortlessly!

  • Visible circle when enter assistance is available that indicates the position to jump from.
  • Tighter physics that more accurately place the player in the correct position in the vehicle for driving.
  • New force rotation so the player always faces the joysticks making the amount of buttons to press to start driving far fewer.
That's it! Let us know what you think of character control changes - and don't forget to hit that wishlist button on Steam if you want to stay-tuned on all the upcoming news before the game gets released on steam! ‘Till next time!

https://store.steampowered.com/app/1011670/Totally_Reliable_Delivery_Service/
Totally Reliable Delivery Service - Huma

Over the past few months we’ve been working towards preparing Totally Reliable Delivery Service for our piping hot release on Steam! Huzzah!

We have a lot of exciting developments that we want to share with our community over the course of the next few weeks. So make sure to follow up each week to find out more!

Enough jibber jabber! Let’s take a look at our first Dev Update this week: Accessibility.

One of the areas that we first wanted to serve our playerbase was ease of access. Totally Reliable Delivery Service has always been intended to be a light hearted experience best shared with others. Here’s some of the changes we’ve made to keep the good times rolling!

Simple Controls

We came up with a new control scheme called “Simple Controls” that will allow you to feel a bit more focused on what’s happening on the screen rather than what’s happening in your hands.


  • Perform lifting, driving, and delivering packages with half the effort.
  • Both arms are now controlled by one button to lift, and one button to raise.
  • Autorun feature to help reduce jammed fingers while increasing productivity!

Grabbing Assist

We’ve updated how small objects interact with grappling to assist players with timely deliveries.


  • Attempting to grab near objects now pulls moveable objects into your hands.
  • A white circle will now give players visual feedback for successfully grabbing objects.
  • Sledding has never been easier! Much wow!

Vehicle Enter Assist

We added a few new features to make it a lot easier for players to get into vehicles effortlessly!


  • Visible circle when enter assistance is available that indicates the position to jump from.
  • Tighter physics that more accurately place the player in the correct position in the vehicle for driving.
  • New force rotation so the player always faces the joysticks making the amount of buttons to press to start driving far fewer.

That's it! Let us know what you think of character control changes - and don't forget to hit that wishlist button if you want to stay-tuned on all the upcoming news before the game gets released on steam! ‘Till next time!
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