SCP: Escape Together - Thunder
Introduction
After months of development, we are proud to announce that V0.2.1.7 is now available for all users. We all have put numerous hours into this update to ensure it brings some heavily requested content, fixes numerous bugs, and optimizes the game overall.


Major Features
SCP-049
A heavily requested SCP by many people in our community, SCP-049 (Plague Doctor) is now present in-game. SCP-049 will spawn at the start of the game, and can be encountered after exiting the starting room. However, SCP-049 will not immediately mark players as targets. Instead, it will only pursue players it deems infected. Infected criteria includes (but is not limited to): Picking up SCP-714, turning down LCZ checkpoint lockdown, etc. Once deemed infected, the player will be targeted until they die or escape. SCP-049 is slower than players, making it very easy to outmaneuver it. SCP-049 is able to use elevators, and can open any door in the facility with the help of SCP-079 (with the exception of containment doors and locked doors).

Pocket Dimension Expansion
We have expanded upon SCP-106's Pocket Dimension. The Pocket Dimension now includes multiple rooms from SCP: Containment Breach, including the throne room, coffin room, and everyone's favorite: the trenches. Check it out and see if you can escape successfully!

SCP-294
Another heavily requested SCP, SCP-294 (The Coffee Machine) is also present in game now. SCP-294 is a stationary SCP located in the Entrance Zone Cafeteria. SCP-294, in lore, can dispense any substance that can be in the liquid state of matter. SCP-294 in-game serves the same purpose, and over many updates we will be adding more drinks. It costs $0.50 (USD) per drink dispensed. This requirement can be fulfilled by two quarters (NEW ITEM), a swipe of a Mastercard, or a combination of both.

SCP-294 Configuration
For server owners: Server owners can enable and disable SCP-294 entirely. Server owners can also enable and disable multiple drinks by adding/removing certain drink flags (eg. disabling all drinks that cause the player to bleed). Drinks can also be disabled by name specifically.

SCP-294 Disclaimer
For the first release of SCP-294, the game will be recording what drinks are entered into SCP-294 and sent to the development team. The game will ONLY send the input, and whether it was dispensed, out of range, or disabled by the server owner. We will NOT be sending steam ids, usernames, or any identifiable information, and the log will only be shown to SCP:ET developers. We are doing this solely to see trends in SCP-294 inputs, specifically to see which drinks we should focus on adding varying effects to.

SCP-966
We have added SCP-966 (Sleep Killers). SCP-966s entities are invisible, slow enemies that deal minor damage on impact.

HDRP
Our team has spent a lot of time on the introduction of HDRP (short for High Definition Rendering Pipeline). HDRP is a work-in-progress lighting and graphics overhaul, that gives the game a complete different feel. HDRP is disabled by default, and can be enabled in the main menu settings page. Keep in mind that although HDRP will greatly enhance gameplay experience, it will put a strain on GPU usage for lower-end devices, and as such we recommend that only users with higher-end PCs enable this feature.

Saving & Loading
Saving & Loading is now possible on non-dedicated servers! Playing with friends, but you have to leave for a while? No worries! Simply save the game and come back to it later. Easy as that! Saving and loading is not possible on dedicated servers.

Intro Scene
Last but definitely not least on our major features list, we have added a more proper intro to the game. The intro involves a guard walking the player from their cell to the SCP-173 containment chamber. Players are invisible to each other during this scene, and upon the completion of the scene, players are sent to a waiting room for the remaining players to finish the intro. The intro can be skipped on relay and LAN hosted games.


Minor Features
  • Added art shown in multiple rooms across the facility, art can be submitted by users and added/removed by devs without updating the game.
  • Added scrolling credits to the home screen.
  • SCP-106 Containment Chamber lights flicker after recontainment for a brief period of time, shield doors close during recontainment (the logo on the monitors also spin upon recontainment).
  • Random Door Opening: Doors will open randomly at the start of the game to simulate doors left open during a breach. Chance of a door being open on spawn can be configured.
  • Body Identification: Bodies can be interacted with to view the player's name and cause of death. Can be toggled in server config.
  • Outdated box: Automatically determines if the game is outdated, and if so inform the player that their game needs to be updated.
  • Added dead scientist & janitor bodies to the closet room that can be inspected.
  • Added a death animation to the guard at the start of the game.
  • Removed the unused large screen in the SCP-939 elevator hallway.
  • Added a microphone icon at the bottom of screen that appears while the speak button is held down.
  • Replaced the main menu music with new music. The old main menu music is now used in the credits.
  • Class-D now spawn with an SCP-173 paper by default.
  • Playerlist profile buttons no longer display for users with a visible global tag.
  • Improved the appearance of the SCP-173 and SCP-106 containment monitors.
  • Changed the lighting in SCP-173's containment box to be more realistic.
  • Added battery support to items that need them.
  • Added locked door to SCP-1123's containment chamber, to encourage players not to use it until it is rewritten.
  • Added lots of missing HCZ and EZ rooms.

Command Changes
  • Added "openalldoors" command to open every door on the map, with the exception of elevator doors, clean room doors, and locked checkpoints.
  • Removed "play" and "stop" chat commands (these commands were related to video monitors, which have been removed from the game).
  • Added "173" to the "contain" command, which will prevent 173 from spawning, close his door, and place a fake 173 in the chamber.
  • Added "speed [n]" command to increase player's overall speed multiplier by n (1 = normal, 0.5 = half, 2 = double).

Bug Fixes & Improvements
  • Fixed some map generation collision issues
  • Optimization
  • Improved voice chat functionality
  • Fixed a bug where a medkit on Fine in 914 would be destroyed, instead of turning into a Small Medkit.
  • Fixed a bug where the screen would sometimes not go black when blinking.
  • Fixed a bug where players could walk through the 914 doors when they were closed.
  • Fixed elevators occasionally flipping players around 180 degrees upon teleport.
  • Fixed 173 breaking through the testing room glass before the door was opened.
May 7, 2021
Mech Engineer - Kiber-Kreker


Changed the color of map cells that can be attacked
Fixed graphic flaws on the global map
Fixed a bug with drawing cells on the battle map in the mountains
Added display of moving speed modifier during combat
Fixed a bug with an incorrect position grid on the global map
Reduced armor penetration characteristics for heavy weapons
Increased the strength of the heatsink module
Added heat sink mechanics on a permanent basis, not only then reactor is overheated
Increased the maximum temperature buff for the first reactor
Added Focus fire command. Lasts a second.

I have health issues.
The next update will be delayed for a week or two.
May 7, 2021
Augury - Azure
-Dying in the lobby, while a PVP stage is selected, will no longer teleport you to the PVP arena.
May 7, 2021
URG - Creator
URG has been updated to version 1.83.

- Fixed a bug where the game would in some cases freeze in the ship selection screen
- Added a secondary weapon! Try the B-button or the right shoulder button on the game controller. Both weapons can be used at the same time (the primary weapon is on A-button and the left shoulder button)
- Moved the camera further back and scaled down the ships slightly. This gives much more spacious feeling and the camera is no longer "on your face".
- Added chromatic aberration post-render effect and slight screen distortion for some more "retro" feeling
- Made the tutorial more interesting by adding a bunch of enemies in the early levels!

Shadow Man Remastered - Daniel NDS
Hello everyone!

We have a new free patch available now for Shadow Man Remastered!

Enjoy this really long list of changes and fixes we've made to the game. There's more to come very soon!

Cheers,
Daniel
Nightdive Studios

Shadow Man Remastered - Patch Notes

V1.11 - 2021-05-08
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- Fixed strafing on gamepad with classic controls

V1.1 - 2021-05-07
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General Changes:
- New input menu options have been added to invert snipe and swim look on the Y-Axis for mouse and gamepad.
- Adjusted the joystick angle needed to perform strafe jumps for gamepads
- Fixed issues with classic controls and swap stick gamepad options.
- Moving the joysticks diagonally will no longer slow down Shadow Mans animations
- When swimming in the water pressing Jump will now also move you forward.
- During the Avery cutscene Shadow Man will fire his weapon forward
- During the Batrachian cutscene sound effects now play correctly and Shadow Man will fire at Batrachian.
- Enabling or disabling the Giant Stetson secret no longer turns off the Play as other characters secrets.
- Enabling a Play as character secret will no longer reset Shadow Mans animation
- Music now stops when starting cutscenes, and will return to the previous music if no music is playing when the cutscene ends.
- When Shadow Man dies in Louisiana and respawns in Deadside Shadow Mans health is restored
- The lava volumes in Temple of Fire and Temple of Blood have been fixed
- Fixed issues with rotating the camera in snipe mode while hanging or doing a special event animation
- Objects effected by frame rate have been fixed: rotation of Violators, Teddy Tunnel effect, inventory selection cursor, coffin gate bolts, and enseign shield effect.
- Fixed issues with Baton plinth keeping Shadow Man suspended.
- Added more path nodes around Legions arena so he can move around better.
- Fixed Trueform Legion from not doing attacks after loading a game
- Fixed fishys from going through surfaces
- Auto closing doors that are set to ignore baddys will no longer remain open when a baddy is near them.
- Changed the No-fly Zone achievement to unlock when both copters are destroyed in day OR night.
- Save slot progression text now shows the total Cadeaux you have collected instead of the current Cadeaux you have.
- Fixed play time counter
- Fixed issue with picking up 2 dark souls near each other at once
- Fixed the soul transfer effect in the good ending cutscene
- The Credits music now begins to play after Shadow Mans speech is over during the Credits.
- Shadow Man will no longer target baddys or objects that are behind his weapon. Fixes issues with projectiles being fired at ground when close to objects such as the barrel.
- Shadow Man will no longer prioritize Animals, Friends, or Govi targets over Baddys.
- Fixed issue with the Secret Activated Flash Frame being triggered when picking up a Dark Soul.
- Speech triggers will now always play.
- User KPF files can now be loaded.
- Fixed issues with saving and loading a game while the Calabash is in use.
- Shadow Man will now break destructible objects he touches if his additional velocity is high. Prevents clipping through walls with destructible objects near walls.
- Changing the HD texture menu option will now reload all textures for the level right away
- When Shadow Man is performing a strafe jump it now checks if he should be sliding or falling before entering his landing on ground animation.
- When sliding or rolling it now checks if Shadow Man is underwater and should be swimming.
- Area-51 and Disco music returns to the correct music when turning those secrets off.
- Loading tips now display correctly for other languages and fixed english spelling mistakes.
- Made sure the items in your hands are usable when opening the weapon wheel.
- The Dark Soul that spawns from the Govi in the Temple of Prophecy that sits on the pillar that lowers when you press the button will now fall to the ground.
- Playing as the dog will no longer constantly play the falling animation when running down slopes.
- Adjusted snipe camera position and rotation based on if Shadow Man is swimming and rolling
- Shadow Mans swim lava death animation will no longer play after another death animation has already played out.
- Whenever Shadow Man dies he will always say something instead of sometimes just making a generic hurt sound.
- Items in your hands will now be visible in the inventory screen.
- After Jack is killed the entrance door will no longer be locked
- After Avery is killed his battle music will stop playing.
- Moved Averys spawn point for his final encounter closer to his "furniture"
- Added more node paths to marcos node list so he would move around more.
- Any achievements that failed to unlock will now be checked at the start of each level
- Netties cutscene about Luke will no longer trigger forever
- Netties start position will change based on the cutscene she will trigger. She'll be either in the room or in the doorway.
- Fixed issue with Trueforms always running forward if you load your game from the continue game menu option
- Female Zombies were not getting their stats set correctly based on their variant. (First zombies in dead marrow gates will not attack Shadow Man at shadow level 0)
- Fixed mesh normals on engineer locks and Flambeau doors.

Level Changes:
- Asylum: Experimentation Rooms has had some changes to make it a bit less maze like.
- New gear meshes of different sizes have been added into Experimentation Rooms and Asylum Gateway
- Summer Camp, Florida Day and Night now have a path in Miltons arena that leads directly to the Soul Gate instead of having to go all the way back.
- Salvage Yard: The car crusher machines can now be activated by pressing the switch next to them.
- Wasteland Temple of Life: Redid Yorts arena to be smaller so he can tail wipe you wherever you are.
- Asylum Gateway: Added lights to the torch lights in the courtyard
- Asylum Gateway: Set bounding box of Asylum intro cutscene back to it's original size
- Asylum Playrooms: Moved the Brutal enemy away from the teddy spawn point.
- Asylum Dark Engine: Luke will now appear and run out of sight many times just before fighting legion.
- Asylum Dark Engine: Fixed the appearance of the glass and liquid in the piston key consoles
- Asylum Dark Engine: Better uv values on Legions chair

Weapon Changes:
- The Baton bolts can now bounce off walls for longer periods of time.
- Increased Flambeau Fireball Voodoo ammo usage from 5 to 8
- Increased the rate at which the Flambeau consumes Voodoo so the Shadow Meter will always stay on screen. Overall Voodoo consumption has been lowered by 0.005 percent each time the light consumes Voodoo.
- Marteau Bolts now deal 30 damage instead of 25.
- Firing the Marteau underwater will fire it straight down
- Lowered Enseignes Voodoo consumption rate by half from 6.25 to 3.125
- The Flashlight can now be used in Deadside with the I Like Deadside Guns secret.

Baddy Changes:
- Baddys can now be finished by the Shadow gun during their "into stun" animation.
- Added in Legions ranged attack from the psx version.
- Increased Trueform Legion Health from 350 to 400
- Increased Trueform Legion Anti Wraith homing projectile damage from 1 to 3
- Increased Trueform Legion Bomb homing projectile speed from 8 to 20.
- Avery Nail gun damage increased from 1 to 2
- Milton machine gun damage increased from 1 to 2
- Marco moves faster when he's in his trueform and music is playing.
- Marcos revolver damage increased from 3 to 4 and speed increased from 55 to 65
- Lowered Yorts Health from 400 to 300
- Yort will now turn and attack so he can now perform all his attacks.
- Yort will now fire 2 snot balls that home in on Shadow Man a little bit.
- Yorts tail slam now has a bigger radius and deals more damage.
- Yort Floaters will now charge at Shadow Man and explode when close by.
- Better uv values and texture work on Yort
- Increased Yort Floaters collision bounds
- Shadow Man will no longer auto target the Canary's flying around in Averys level
- Increased Trueform stomp radius from 500 to 650
- Friendly dogs will now always bark when getting up from sitting
- Dog, Duppy dog, Man dog, Duppy, Surgeon, and Zombies now play their Voodoo death animations
- Lowered Duppy Collide Range from 130 to 100
- Lowered Grinder Collide Range from 130 to 100
- Lowered Sister Adept and Sister Matriach Collide Range from 150 to 120
- Lowered Surgeon Collide Range from 150 to 100
- Lowered Brutal Health from 100 to 60
- Lowered Hookman Collide Range from 150 to 100
- Lowered Hookman Health from 100 to 60
Fall Balance Ball - AAAAgggr
Updating levels, with the addition of new moving obstacles.
Adding new levels up to 71.
May 7, 2021
BlackChain - Borington
Hello everyone!
Patch 1.0.7 for BlackChain is out! Rum & Gun was taking up most of my dev time this past month, but there's still a bunch of stuff I wanted want to add to BC in may. How about an endless survival mode for version 1.1?
Anyways, today's patch had added the following changes:
- Minervite Extractor and Extractor Fort now have different models


- Updated rock and terrain textures, concrete cliff color can now be changed map by map


- New volume slider for unit replies
- Minor decoration changes to Athena I , Tycor Mainframe, Space Elevator, Io Showdown, Mining Platform maps

Expect another update next week. Until then, have a great weekend!
Borington
May 7, 2021
Angry Angry Shark - oidahosa
Gameplay:
-You can now get headshot kills by shooting at the top of enemies player egg head. Getting headshots with increase your damage dealt base on your weapon's headshot multiplier variable.
-Smooth out some animations of tactical sprint. Added some weighted animation to sniper while sprinting
-Tactical sprinting while underwater or floating will now temporary boost your swimming speed.
-Improved movement animation transitions

Optic:
-Fix some reticle scales for some optics
Star Explorers - Schmidt Workshops
With the amount of updates and changes to this game, I thought it might be nice to write down some of my thought process behind making it.

This first log entry gives some of the background behind why I started working on Star Explorers, and what other games, films, books and ideas inspired it. I hope you enjoy reading this, and that, perhaps, it will prompt some more discussions...

About Star Explorers
5/7/2021
I wanted to start writing about Star Explorers, for the players, for the potential players, and for myself, as a way to document my thinking behind the game. This is not where I will be posting updates or announcing changes to the game, you can see all that on the Steam Page, but I want this to be about the deeper stuff. This first post is dedicated to those shows, books, games and ideas that really formed the primary influences of Star Explorers.

The whole idea for Star Explorers came up some time in 2013, around October if memory serves, and it was a result of playing a bunch of Minecraft and watching a ton of Star Trek: The Next Generation episodes on Netflix. I remember specifically the image of the Enterprise orbiting a new world, and wondering if I could make different worlds, like Minecraft does, but in a way where a player could visit many of them in the same game.



It's that image of the Enterprise's view screen, with a planet slowly circling on the left, and space extending off to the right, that I really wanted to capture. There is something magical about the idea of treading on new ground. The mystery of what may or may not exist on the surface of a new world. The expectancy and anticipation of it all, just like the crew of the Enterprise must have felt (theoretically) whenever they approached a new, unexplored planet, and could see it from the relative safety of their ship before attempting to transport down ... that's what originally motivated me to make this game.

Continue Reading...
I Wanna Maker - YoYo
Hey all,

We're back with another feature update!

This time we're adding some experimental random events to spice up your levels.
We're seeing how this feature impacts level design in the game, and these events may be heavily modified or removed in the future depending on how testing goes.
Furthermore, levels that are completely random whether you can clear the level or not will be manually reviewed and removed from challenges. This doesn't include levels where you are able to clear the level every attempt.

Additionally, we're adding 4 new tilesets and 4 new spikes from the 2021 visuals contest, and adding the ability to use 2 different types of spikes per level.
These new visuals are only a portion of the total that won in the visuals contest. We will be adding more soon as we tweak and touch them up.

Hope you all enjoy it. Until the next update!

Changelog:
  • Add 4 new tilesets and 4 new spikes from the 2021 visuals contest
  • Add the option to use 2 different spikes per level
  • Add experimental random events: Set Random Speed, Set Random Angle, and Fire Random Slot
  • Add 4 new songs: midstream jam, Cat and Mouse Rag, Pub In The Woods, and Secrets of Kingdom
  • Add length parameter to platform object
  • Add ease in/out/inout options to the follow path event
  • Fix the "Play Music" event playing music even when music is disabled in the editor
...