Feb 18, 2021
Nebuchadnezzar - 0nefootinthegame
Dear Rulers of Mesopotamia,

This has honestly been the most exhilarating week of our gaming careers! Your reactions and enthusiasm for the game so far have been overwhelming and it makes our small development team’s collective hearts swell with excitement, pride, and motivation!

We’re really writing this to thank you all for your support, interest, and feedback. We’re hard at work taking note of all of your crucial comments and suggestions. We know that there are other fixes and added features that you would love for us to deliver and experience in-game. It may take time but rest assured that we are currently working on them and they will be part of updates in the near future.

For now, with Nebuchadnezzar’s first major update, (date to be announced soon), we will swiftly add several sandbox scenarios, with all the buildings unlocked, where you can freely build to your heart’s content!

We hope that you keep sending us your suggestions, report any bugs, or share your cities with the developers and fellow empire makers. This really inspires the team to continuously work on improvements, fixes, and bigger updates in the future. You can do this by joining our Discord server where everything Nebuchadnezzar is welcomed. You can also send us a message, share your content and tag us on Twitter, Facebook, or Instagram!

Again, we are truly grateful for all of your support this week and together, going forwards, we can make Nebuchadnezzar even better!
DashboardX - Vegetorius
Constructor
Added the ability to create and edit custom switch collections.


Privacy
Added privacy settings for Microsoft Edge (Chromium)

Other changes
Fix maximized state bug (thx JunglePredator)
Various UI and under-the-hood improvements.

Note:
We will provide a full translation and add new languages closer to the release when all the stated features are implemented. Up to this point, you may notice some untranslated words and sentences. You can also participate in the translation yourself here.
Killing Floor 2 - [TW]Yoshiro
Mercs,

While you may be about to once again depart for parts unknown, the lab coats in the weapons development team have a few new arsenal additions for you to check out. Have you ever wondered what would happen if you let theoretical physicist majors loose in a lab? No, not that infamous lab, a well monitored and run Horzine one. Well lets just say some exciting new discoveries have been made in the fields of gravity and sound.

For those who specialize in Demolitions, may we introduce you to the Gravity Imploder. Designed to answer the problem of enemies who just won’t stay where you want them to. Featuring two types of rounds, the first generates a small implosion (the lab coats said if they tried to make it any larger, it may start breaking down the local laws of physics and perhaps reality) which will draw your foes towards it. And this is where the second round takes over, bringing that “BOOM” we know you enjoy so much, to your now stationary targets.



You may even feel generous enough to just help other members of your team with some well placed implosion grenades! We can’t wait to see how you use this one out in the field, just remember: Blue for Implosion, Yellow for Boom.

Don’t go rushing into the field just yet, stick around a-whale and listen to this tale. The team at the Horzine Research Group has been tinkering around with the physics of sound, resulting in the HRG Beluga Beat.



Now each Merc and situation marches to the beat of their own drum, so tune this Sharpshooter weapon into your desired frequency for different results. A short, low charge will deal greater impulse down range. With a fairly large target zone, the low frequency wave comes with several benefits; the ability to penetrate several Zeds, pushing them away, and increased armor damage (perfect for those Rioters).

On the other side of the spectrum, the high frequency change. This will move fast and do much greater damage to its target, but with no impulse or penetration. Take charge, and tune in to your needs, as there are a range of options between these two wavelengths.

Mercs should prep for imminent field testing (beta) of the new improvements and arsenal additions in the coming days, with first deployments currently scheduled to be announced in the coming days (subject to change as development continues).
Hunt: Showdown 1896 - Cry_Ic3man2k


Hunt’s anniversary is almost here! 🎁

We’re kicking off the celebrations with an Anniversary Steam Bundle.

Get the game bundled with various DLCs for a discounted price now.

In case you own the game already, you will receive further loyalty discounts on the content of the bundle!

https://store.steampowered.com/bundle/19014/Hunt_Showdown__Anniversary_Bundle/
NANOCELLS - Mission: Back Home - serastudio3d
It's been awesome seeing all of you shooting some invaders and cleaning the Earth to GET OUR HOME BACK! What about we?!

We're back in the office, we're hard at work on some of the issues you've been sharing on social media, lives, e-mail etc. Thanks for sharing them with us. Are you ready for the Update 1.0.5? Please take a look at the Update Notes below:


Levels
  • Trees: FINALLY!!!! When the player is near the trees, it becomes transparent, giving the player a better vision (only in level 3 and some trees in level 5, we’re working hard to update all trees in all levels)!
  • VIDEO
  • The player can use the vegetation to hide from enemies (only in level 3 for now! We’re working hard to update all levels)
  • VIDEO
  • Fixed an issue where the player can go through the rock on level 02
  • Some destructibles rocks were added.
  • Now, when the enemies spawn on level 02 it plays the random battle soundtrack.

Enemies
  • NOW...The enemies PATROL around the level… (THAT’S A REALLY COOL UPDATE!)
  • VIDEO
  • Now the enemies has a visible vision field
  • Behind each basic enemy has a position indicator to execute a STEALTH ELIMINATION! Uhuuuuuulll!!! (Hurry up and play again to see this)
  • Now enemies detect the player when they get damage.

Aim
  • NOW, WHEREVER YOU AIM WITH MOUSE CURSOR, YOU CAN SHOOT! THAT’S THE BEST UPDATE FOR US!!! Play again and tell us about that.
  • VIDEO

UI
  • Now, all items has an awesome icon to help the player identify them! (REALLY COOL TOO)
  • VIDEO
  • Now, on the top screen the player has a NAVIGATION SYSTEM. To indicate the exit and objectives
  • When the stress bar is full play a Sound
  • Press ESC to pause game and access the settings, continue or go to main menu
  • Now the player can control Audio Master, Music and SFX volume in AUDIO SETTINGS

Character
  • When Alicia’s health is less than 30 she don’t walk slowly like before… NOW SHE WALKS THE SAME SPEED ALL THE TIME! (We Know… You liked that huh?!)
  • VIDEO
  • Now, Alicia has a new ability: She can Roll to dodge from enemies
  • When Alícia respawns, She comes with health 30(We're sure you liked that too!)
  • The change suit animation time was reduced (when the health becomes more than 30). It makes the gameplay flows better.
  • The player can’t jump when health is less than 30 or is crouched

Subtitles
  • Fixed issues about subtitles on level 4 and level 11

That's all we were working on the last few days!

=====================================================

NEXT UPDATES… (we’re think about):
Please leave a comment… let us know what do you think about that:

Character
  • New vegetation that player can hide from enemies in all levels
  • Spawn more enemies
  • Sprint System
  • Stamina System
  • Food System(What do you think about hunt some animals to increase the Alícia’s hungry bar??? WE CAN'T WAIT TO SEE THAT!!! WHAT ABOUT YOU?)
  • New Ammo System: The weapons will have current ammo and total ammo(ex: 10/20)
  • New Reload System: The player will reload weapon pressing the “R” key
  • New weapon manage system: the player can choose/change weapons pressing the “1,2” keys or scrolling up/down the mouse scroll wheel
The Dead of Winter - Bad Logic
I'm pleased to announce that Dead of Winter will be coming soon to Early Access on Steam in 2021.

I am solo developing Dead of Winter and will be releasing the game in Early Access which will allow me to more thoroughly test and balance the game than I would otherwise be able to do on my own. This way when the game finally launches, it will be a far more polished and enjoyable experience for everyone!

The current version of Dead of Winter is in a playable Alpha state with most of the mechanics in place for the Skirmish/Survival mode, but the campaign is still a work in progress. When Dead of Winter releases into Early Access, the campaign should be completely playable but will be unpolished and missing some cutscenes.

I've worked with small teams on similar games before, and the community feedback we gained during Early Access for those games made a huge difference to the development process and the final quality of the games. I'm looking forward to working with the community to make Dead of Winter as good as it can be!
Dreamscaper - Afterburner Studios
After some fantastic help from everyone on discord testing the Awakening Update, it's now live!

This updates is all about making Dreamscaper a more rewarding game to keep coming back to. We focused heavily on game flow and meta-progression, expanding the Waking World to have more depth and gameplay than before.

What's New?

Brand New Game Flow

As we mentioned in the previous update, your feedback on pacing and game flow helped inform this new direction.



Cassidy no longer wakes up between dreams. Instead, your dream is one continuous experience.
We have more we will be expanding on with game flow in our coming updates. Without giving too much away, we'll be working to make sure there are more discreet milestones that help fill out Cassidy's story.

As for the waking world - we've done away with the concept of "time" as energy to be used. The waking world is much more freeform with lots of new things to do.

Meta Progression

In our tease, we mentioned that:

We've spent a lot of our time this update introducing layered progression systems that will alter the Dreamscape, increase Cassidy's strength, provide fun goals and drastically flesh out the Waking World.

Let's dive a little deeper into what those systems are:

Meditation


Cassidy can travel to Taylor Park to Meditate. Meditation allows Cassidy to focus and work on herself, permanently improving stats and granting new abilities to be used in the Dreamscapes.

Daydreaming


At the bar, Cassidy can get lost in thought. While Daydreaming, Cassidy can upgrade the Dreamscape, unlocking new types of rooms and enhancing the dream world.

Sketching


At the Cafe, Cassidy can sketch out new ideas she finds in her dreams. While in the Dreamscape, you will come across Ideas for items that Cassidy will take back to the Waking World with her. Cassidy can spend Sparks of inspiration to flesh these ideas out and unlock new items & abilities for her next trip into her dreams.

To-Do List


Cassidy has begun to keep a To-Do List in her dream journal. There she can track her progress with various quests and reap rewards for completing them.

Item Mastery


All equipment now has a Mastery component. Mastering an item will unlock a permanent additive modifier for that item.

Crafting


Crafting has been stripped down and received a major facelift. This simplified system has been given some added depth with Recipes. As Cassidy travels throughout Redhaven, she can find crafting recipes that will unlock more elaborate gifts to give to her friends.




Updated UI


As you saw above, much of our UI got a facelift across the Waking World.

We wanted to make sure that the quality of the Waking World matched the quality of the rest of the game.

New Nightmare Campground Rooms


New rooms have been added to this update to help flesh out the Nightmare Campground. Expect some new visuals and modified enemy configurations.

Closing Thoughts

As we mentioned, we're quite light on new items, weapons and enemies, as our focus was on a vastly improved Waking World experience for this update. You can expect some cool new content in the next update.

As always, you can expect a slew of bug and crash fixes with this update as well.

Make sure to drop us a line here or in Discord with your thoughts on the new expansion!

Until next time,

- Ian, Paul & Rob
C-War 2 - ClanWarBS
In todays update i fixed the drone for you. So its working now how it needs to be. In next update the drone earns a little more logic.

So by the way im working on a snowmobile and a Snowlift.

Dont forget to check all keys ;)

https://drive.google.com/drive/folders/1IiRD6-jeOPsaEB60VsNq9R4agXlU5oCm?usp=sharing
Feb 18, 2021
Gem Wizards Tactics - keithburgungames
Hey everyone, just putting up a quick hotfix that should at least provide a failsafe for those users who are still getting the black bar bug. Simply clicking on a unit or hitting SPACE should clear them if they don't go away when they should. Apologies - still working on the bug itself.
Feb 18, 2021
Toby's Island - SSN Incarnum
Major Updates

-added desert Zone
-added desert boss battle
-added desert boarding minigame
-compressed many of the games png files
-added new spirit companion "lucifer".

Minor Updates

-fixed some spelling errors and rewrote a bunch of item descriptions
-fixed issue where the marl ambush in the forest kept happening after you completed it
-reworked marl ambush from a touch event to an activation event with graphical bait
-sleep over in the tree fort in autumn zone now restores party like normal sleep
-fixed issue where Kira didn't despawn on cliff
-camera behavior fixed for certain skills in battle
-fixed an issue where the unmarked egg at the start of the game wasn't rolling certain creatures
-fixed issue with door to Swamp from Autumn zone.
-made changes to Lucifer statue in Autumn Zone.
...