Apr 9, 2021
Darkened Glory - k1n3hd0r
2 new abilities (replaced with 2 air spells) for mage added:
-Areal Heal
-Immobility

Fireball lag and noise fixed
Ostranauts - Charis
If you've ever played Ostranauts, you've died before in Ostranauts. but you're not alone in that!

Using the latest world building technologies, here at Blue Bottle Games we've been able to get a hold of a OKLG Labor Bureau report... well, that's the lore version ;)

We use a Unity tool called DeltaDNA when we take your votes in game on what you want to see in Ostranauts next. Thanks to that tool, we also have some data on how you play Ostranauts (eg. how long did the player survive? what ship were they flying?)

We're using this to bring you the Captain Death Report - See how you stack up next to other players trying to survive and check out weird ways other captains have met their fatal deaths...

Shout out to the lone person who managed to be killed by an NPC, hope your week gets better!

Apr 9, 2021
Starvoly - Zeratd Gaming
The durability of the equipment has been increased
Camp fire burning time increased
Hunger, thirst and happiness were balanced
Hellbound - Saibot Studios
Warriors from the Underworld! How have you been?

As I mentioned you in the 2020 recap video, during the first months of this 2021 I have been dedicating most of my time to build the physical rewards we promised from our Kickstarter.

But even so, I managed to continue working on fixes and improvements for the game. Among other stuff, the game now has...

  • Full Controller Support with keybindings and configuration settings 🎮


  • Loading background images for tally screens on mission replays:


  • Configuration menus recreated and improved in their navigation:


  • The artbook from Mayhem Pack (DLC) with new pages and definition:



And many other things, from bug fixes to general adjustments, you can see in the list from below 👇

Hoping to have more news soon. Cheers from Saibot Studios!


Tobías Rusjan


-


CHANGELOG HELLBOUND v1.1.2

New Features:
  • Full controller support with keybindings and configuration settings: separated x-y sensitivity; toogles for invert look, vibration and move states by holding down keys
Bug fixes:
  • Pygon enemies sometimes freeze after loading a saved game or after spawning
  • Missing secondary bindings for Next Weapon, Previous Weapon and Switch POV Side (now [Q] key as default)
  • Interval text "Entering Ground Zero" removed after finishing campaign
  • Entering back and forth between campaign replays and survival arenas used to remove levels from the lists
  • Total ammo of weapons Indolora and Rocket Launcher was showing only one at a time in HUD
  • Country flags were not showing after finishing a campaign replay or a survival arena
  • Clipping wall on last switch at campaign level 1 The Resistance
  • Getting stuck on walls at last room from campaign level 1 The Resistence
  • Hellgore's statue clipping to catacombs at campaign level 3 The Heroes' Cemetery
  • Castle door switch not working after closing the door from level 4 Dead Forest
  • Secret heart item can be reached through closed secret door at campaign level 5 Flying Souls
  • Secret soul was opening another secret door when pickup at campaign level 5 Flying Souls
  • Clipping eye on walls inside the theater hallways at campaign level 5 Flying Souls
  • Loading a checkpoint from the main elevator make bottom enemies disappear at campaign level 7 Endless Hive
  • Replaying campaign level 8 The Core doesn't allow you to go back to main menu in tally screen
Improvements:
  • Win screen for campaign replays now shows the cover of each level as background, instead of the roadmap
  • Quick load key (F9) now shows a confirmation window before loading
  • Restart Level option added to all in-game menus
  • Options available from Lose and Win Screens
  • Menus redone entirely: selecting flow, centered configuration screens, fadings, sound effects
  • Moving with arrow keys in all menus, including sound effects feedback for every movement
  • "Survival level unlocked" pop up redone and placed correctly when return to main menu options
  • Continue option removed after finishing campaign
  • Added informative text about playing the campaign to unlock stages for survival and campaign (replays)
  • Survival "stages" are now called "arenas", and now you can also get access to the sub-menu from start
  • Confirmation windows buttons now work when you release the click/key, instead of instantly touch it
  • Sound effect concurrency reduced in menus skull-selection to avoid saturation
  • Total ammo in HUD is now displayed centered, in two columns and shows "----" when there's no ammo left
  • Tooltips and interact messages with keycodes updated with gamepad buttons
  • Current level stats now appear on new campaigns after finishing it once, also 100% stats turn green color
  • "Press fire key" messages changed to "Any key" to allow keyboard and controller inputs
  • Trying to escape from the death screen using keyboard or gamepad now shows the exit confirmation window
  • Sliders from configuration settings focused directly for faster changes
  • Pop-up message added when trying to quick save during campaign survivals
  • Fixed collision issues in secret stairs at castle from level 4 Dead Forest
  • Sound effects added to main hall elevator and secret door at campaign level 5 Flying Souls
  • Avoid climbing to secret from top tunnel at campaign level 5 Flying Souls
  • Last game checkpoint at campaign level 8 The Core moved before the boss confrontation
  • Logo back to basics
Mayhem Pack (DLC) - Artbook:
  • New pages: introduction, level 5 Flying Souls, ending
  • All pages are now in Ultra Wide resolution at 3440x1440 pixels
  • Numerations added to most of the pages
  • A lot of tweaks on different images, like color correction and rescales
Temtem - YaW
Hello again, Tamers!

After a year and a bit of Kickstarter Alpha testing and a very hectic stress test, Temtem launched into PC Early Access on January 21, 2020. Now, a little over a year later, we’re excited to share that the upcoming Cipanku update will be, by far, our largest update.

With Cipanku closer than ever (keep reading to find out exactly how close), we feel like it’s an excellent time to make a quick recap of what has gone down, in terms of features, during this first year of Early Access.

So, what’s been added since the PC Early Access launch? Well, here’s the multitude of things we’ve been working on since we may have last seen you! Click the links if you want to know more about a specific feature or patch.



If you left after the EA launch, you might’ve missed the entire island of Kisiwa! A jewel in the middle of the desert, Kisiwa is filled with Neutral and Earth type Temtem.

And have you heard? Not long after, we launched Early Access on PlayStation 5 on December 8th, with fully functional crossplay!



Ranked matchmaking was officially released! The new TMR system gives you an idea of how you fare against other Tamers. Are you ready to put your skills to the test against other players?

But if you’re more into being the audience, the new Spectator mode was created just for you! Spectator mode allows you to jump into and watch any tamer’s ranked match in progress, just by checking their profile!

And of course, our beloved quest diary got a complete upgrade and is now fully functional, with the choice to track and untrack quests.



A new and improved chat system with various channel tabs to improve communication to the max was also implemented. And you can create, or be part of a club! Although it’s mostly for show now, future updates will make clubs very meaningful.

Know what else is perfect for showing off? Your very own home in Atoll Row! Purchase it, decorate it, and invite your friends over or go visit theirs!

And we can’t forget the Saipark! A special area in Deniz where two tems, different each week, appear with increased luma rates, minimum guaranteed SVs or Egg Technique chance. Don’t forget to buy Saicards before you go!



In addition, we’ve implemented a handful of weekly and daily quests that provide users with new challenges and profitable income sources. These include fishing for a perfect Koish, re-matching Dojo Leaders and Postal Delivery. And freshly minted Radars now make it much easier to find the very rare Luma Temtem. You should test your luck at the new Wishing Wells, whose loot pools range from cosmetics and dyes, to pheromones.

But that’s not all! In all these patches we’ve also added: native control remapping, the climbing gear, a vault to store stuff, player titles, a photo mode for the Tempedia, the battle log, in-game reporting tools and some new languages, too!

All of this plus new Temtem and their evolutions, new items, traits and techniques, a million balance changes, a gazillion of bug fixes and just as many QOL improvements that have made Temtem more balanced, smoother and generally more enjoyable!

So what comes next?

Cipanku will give you the chance to meet the first Mythical Temtem, unlock the Teleport feature, and discover new Tempedia entries, a new dojo and more! Mark the date, tamers, for you have an appointment with Cipanku on the 13th of April!

Excited? Because we sure are!

See you in Cipanku very very soon™!
Osiris: New Dawn - FromFenixFire
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



Change List
  • Added - Space Station modules are now buildable in Low Orbit
  • Added - New Repairables system that adds repairable/salvageable wreckages around the world
  • Added - Discoveries system for plants and creatures
  • Added - Creature Health Indicators
  • Added - New Dungeon system on Proteus2, they are currently being populated
  • Added - Aerial Creature (Flying Skeliopod) and associated movement scripts
  • Added - New Dungeon teleport system to remove the need for loading screens for dungeons
  • Added - Support for exiting and loading into Low Orbit
  • Added - Support for exiting to the main menu in Dungeons
  • Added - Space Utilities are now buildable in Low Orbit
  • Added - Habitat Module
  • Added - Airlock Module
  • Added - Hallway Module
  • Added - Window Module
  • Added - Observation Module
  • Added - Navigation Module
  • Added - Communications Module
  • Added - Skylights Module
  • Added - Power Module
  • Added - Auxiliary Module
  • Added - Biosphere Module
  • Added - Hub Module
  • Added - Ring Module
  • Added - Engine Module
  • Added - Solar Array
  • Added - Cryo Pod
  • Added - Lockers
  • Added - Biosphere Bin
  • Added - Added auto crouch for climbing slopes
  • Added - Repairable bases that spawn randomly around Proteus2 when a world is created
  • Added - Curated scenario Creature Zones to Proteus 2
  • Added - Curated scenario Creature Zones to Aziel
  • Added - Curated scenario Creature Zones to Lutari
  • Added - New Creature Wasp
  • Added - New Creature Bee
  • Added - New Creature Fly
  • Added - New Creature Mosquito
  • Added - New Creature Dragonfly
  • Added - Map system is now in upper HUD
  • Added - Map Screen in UI
  • Added - Automatic buildable re-anchoring for fixed proteus 2 terrain heightmap
  • Added - Toggle option for First Person Helmet
  • Added - More Lead and Carbon can be found on Proteus 2 surface while dungeons get rebuilt
  • Added - Defenses build tab for walls and turrets etc
  • Added - Space Station build tab
  • Added - Space Utilities build tab
  • Added - Underground build tab
  • Added - Repairable Habitat
  • Added - Repairable Airlock
  • Added - Repairable Rover
  • Added - Repairable Biodome
  • Added - Repairable Hallway
  • Added - Repairable Repair Droid
  • Added - Build recipe display support on center HUD
  • Added - Warp debug command functionality for points of interest on Proteus 2
  • Added - Proteus 2 dungeon tiles
  • Added - Dust materials for Proteus 2 caves
  • Added - Cave and Mine meshes
  • Added - Support to display when a plant has been harvested in HUD
  • Added - Prefabs for Hives
  • Added - Materials for Hives
  • Added - Tiles and Archetypes for Hives
  • Added - Updated Crypt Layout
  • Added - Hive Generated Prefab
  • Added - Health indicator to Crab Monster
  • Added - Health indicator to Claws
  • Added - Health indicator to Spider
  • Added - Health indicator to Skeliopod
  • Added - Health indicator to Parasyte
  • Added - Health indicator to Snubs
  • Added - Health indicator to Hybrid
  • Added - Health indicator to Minotaur
  • Added - Health indicator to Giant Beetle
  • Added - Health indicator to Giraffe
  • Added - Creature alert icon
  • Added - Hooked current creature prey detection into PlayerControl detection meter
  • Added - Kill creature mission type
  • Added - Hacking mission type
  • Added - Password mission type
  • Added - Support for map icons to be shown on edge of map properly
  • Added - Support for dungeon weather and lighting without load screens
  • Added - Connected buildable's functionality
  • Changed - Proteus 2 terrain height is now more dramatic
  • Changed - Minerals will be respawned once for saves created before version 4.551
  • Changed - Updated Proteus 2 Missions
  • Changed - Map is now in the HUD and no longer on the Locator
  • Changed - Improved contrast and readability for in-game UI menus
  • Changed - Player ground friction improvement to prevent sliding
  • Changed - Proteus 2 terrain splat improvements to read slopes
  • Changed - Increased parasite turning speed
  • Changed - Reduced hearing radius of Mantis
  • Changed - Mission Complete tag is now top center and improved
  • Changed - level Up alert now occurs after Mission Complete alert
  • Changed - Starting missions clean up to use F1 to reflect the new UI schema
  • Changed - Occlusion for new terrain height
  • Changed - AStar cutting is now more optimal and allows for multiple graphs
  • Changed - Creature spawning triggers are now allowed in dungeons
  • Changed - Tweaked fog on Proteus 2
  • Changed - Expanded HUD background width
  • Changed - Added vignette to GUI mode to make UI more readable
  • Changed - Improved Mission tags and text to improve readability
  • Changed - Overall in-game UI polish
  • Changed - Updated aims for Moon Mantis
  • Changed - Improved Mission readability
  • Fixed - Multiplayer world persistence is now properly saved on the exit
  • Fixed - Improved player animation controller, improving overall player movement feel in both first and third-person
  • Fixed - Jittery first person with sprinting
  • Fixed - Workbench does not require power
  • Fixed - Black barrel material
  • Fixed - Skeliopod ragdoll not going underground on loot
  • Fixed - Terrain no longer renderers when in Low Orbit
  • Fixed - Logging out in dungeons once again properly places the player on the planet surface at the entrance when logging back in
  • Fixed - Raiding mission type
  • Fixed - Collecting mission type
  • Fixed - Key card mission type
  • Fixed - Build object mission type
  • Fixed - Discovery mission type
  • Fixed - Skeliopod re-path issue
  • Fixed - Inventory button rollovers
  • Fixed - Stackable setting on Space Debris Chest
  • Fixed - Updated airlock materials
  • Fixed - Logging out in space now properly saves your location
  • Removed - Slope sliding when the slope is about max slope range
  • Removed - Disabling structure coloring until proper interface and data are set up
While we hope you enjoy building your very own space station and all the new features/fixes listed here, we are focusing on a proper design pass including story implementation, economy balancing, and improved missions. As always, please reach out to us on our Discord Channel, Facebook, and the in-game feedback with your thoughts on how we're doing.

"I admit it's fatally dangerous, but I'd get to fly around like Iron Man."
- Brian
WWII Online - Zebbeee
Announcement from CHIMM, our marketing team manager:

June 6th, 2021 marks two decades since WWII Online launched. It’s been a remarkable twenty years and while a lot has changed, we couldn’t be happier about where we are, or where we’re heading. So, to celebrate our "Vigintennial" we’ve decided to host several "special events" leading up to our Anniversary weekend - you will NOT want to miss this! Read the article below for more details.

Pictured below is the original loading screen and the rare French High Command Officer with his white pants. WWII Online has changed dramatically over the past 20 years, but the one constant is our player community and the friendships that have endured these past decades. Our Vigintennial is dedicated to you.





Thanks to the Community Management and Marketing Team members, we have several mini-events lined up for the first week of June (June 1st through June 4th) followed by a special 2 day virtual convention. Some of the listed events will be open to all players, and other events will be limited to those who signup (details to be posted at a later date). Tentatively, here's a brief overview:

- Tuesday, June 1st - "Poseidon's Wrath" naval event
Destroyers battle it out to be labeled "King of the Sea"

- Wednesday, June 2nd - "Thou Shalt not Pass" tank event.
Players spawn either a Vicky or 232, objective is to successfully get your unit, alive, across the bridge while your opponent tries to do same thing to you!

- Thursday, June 3rd - "Ace of Aces" fighter air event.
Think your the best? This will be a single elimination, pilots drawn by lot for matchups.

- Friday, June 4th - "Last Man Standing" infantry event, and "Grand Prix" truck race event.
Grab your knife and rush/take/keep control of an Army Base bunker!

- Saturday and Sunday June 5th and 6th - TOP SECRET
The virtual convention events cannot be revealed at this time, however, I can say this will be the most EPIC Anniversary in the game's history. Prepare to be blown away - seriously!!!

Keeping with Anniversary traditions, awards will be given to the top player of each "mini-event". The top player award will be a one of a kind 20th Anniversary themed XXL Game mat.

Thank you for 20 amazing years of supporting WWII Online, and keep an eye out for the 20th Anniversary updates. S!

~CHIMM
Gunsmith - Rich
Hello everyone, as part of our new dev diary idea I thought we could go back and look at the VERY FIRST GUN$MITH version we ever made. Here's a quick 10 min insight.

Enjoy

Rich

守护未来 GUARD THE FUTURE - Redx9
2021.4.10 version update

Part I new content:
1. Add pictures and random prompts when loading.

The second part is game adjustment and bug correction
1. Fixed the problem of community NPC blinking. This occasional bug has been fixed.
2-1 when the protagonist dies in the community, the weapon will be lost and cannot be picked up. This bug has been fixed.
2-2 when the protagonist dies in the community, NPC will appear repeatedly. This bug has been fixed.
3. Fixed the problem of wrong UI layer in some scenarios. This bug has been fixed.

Many players complain that there are few prompts, so the prompt is added when loading. On the one hand, it will not be so boring when loading, on the other hand, it can make players understand the game faster. I think it's just a small update, but I'm tired of doing it. Every little idea may contain unlimited workload. I hope what I do can give you a better experience.











Apr 9, 2021
Kinda Heroes: The cutest RPG ever! - hippogamesunity
  • Shield stun added
  • Difficulty decreased for completed locations
  • Weak monsters gives you less XP now
  • Rusty Viking Axe fixed
  • Minor improvements and bug fixes
...