RPG Maker MZ - Nick_Degica
It's our second release day of the month, and this time, we have two types of resources I can never get enough of: Cyberpunk Graphics and Sweeping Orchestral Music! Let's take a look at these two packs.

https://store.steampowered.com/app/1632550/RPG_Maker_MZ__Winlu_Cyberpunk_Tileset__Interior/

Bring the neon glow of the retro near future to the interiors of your game with the Winlu Cyberpunk Tileset - Interior pack!

https://store.steampowered.com/app/1632560/RPG_Maker_MZ__RPG_Orchestral_Essentials_Reborn/

And drive the atmosphere of your Fantasy RPG Epic with the sounds of a full orchestra with RPG Orchestral Essentials Reborn!
Oxygen Not Included - Klei-JoeW

Hello everyone!

Where has the time gone? It's May already and would you believe this is the 6th update we've put out this year!

Since Early Access began, we've expanded on the space gameplay, added a bunch of new asteroids to the cluster map, and created new Spaced Out- and Classic-style starting asteroids. We’ve launched the entire radiation system, including radbolt infrastructure, research reactors, and Beetas. We've put in railguns, revised rocket parts for interplanetary infrastructure, and restored sustainability to the late-game. And now, we're putting radiation into your farms with...

The Peculiar Plants Update for Spaced Out! This Update introduces a whole new layer to farming, and allows you to utilize radiation for the good of your Duplicants’ tummies! There's also a number of radiation related (and unrelated!) tuning and balance changes, and new logistics options with the Meter Valves!

First, Plant Mutations are a brand new feature that integrates radiation with farming gameplay. There are now several strains of mutant seed that crop plants can drop when grown in radiation. Once analyzed at the new Botanical Analyzer, plants grown from these seeds will offer new trade-offs or efficiencies for your farms.

Along with updates to the farming economy, we've also made a number of changes and bug fixes to food preservation. Fridges are more effective at prolonging your food (and don't have so many bugs in them), and a more thorough mastery of temperature and atmosphere is required to fully preserve food.

Newly added Meter Valves have been added to allow sending specific amounts of material down your liquid, gas, and solid piping. Research Reactors' internal physics have also been updated, so you might want to double-check your colony's nuclear safety protocols. Rocket Ports and Launch Pads can be chained together. A lot of artwork has been updated and sound effects have been added.

And of course, we've made many fixes and improvements based on your feedback! We're still focused on improvements and quality of life, so there's never a better time to let us know how this DLC is working for you. Thank you for all your discussions and reports, and keep them coming!

What's New And Improved?
Features
  • New Plant Mutation system allows specialized crop development
    • Exposing plants to radiation causes them to drop mutant seeds
    • Botanical Analyzer building will identify the traits of mutant seeds
    • Mutant crops can be farmed for new tradeoffs and optimizations
  • Added Gas Meter Valve, Liquid Meter Valve, and Conveyor Meter buildings.
  • Updated Codex entries, descriptions and lore
    • New plants
    • Cryotank
    • Radiation biome
  • New artwork for the Rocket Port Loaders
Changes and Improvements
  • Food preservation changes
    • Rottable items now have two stages of cooling: Refrigerated and Deep Freeze
    • Rottable items aren't fully preserved unless they are both in sterile atmosphere AND deep-frozen, because temperature and atmosphere effects now stack
      • Temperature and atmosphere effects have been rebalanced to account for this
      • Refrigerated food now lasts 5x as long instead of 2x
    • Food preservation times were incorrectly reported in the Codex, and were missing their refrigeration value
    • Rottable foods correctly detect if they're in an active fridge or not
    • Refrigerators cool things to 2 degrees celsius instead of 4 degrees, so that they actually get cold enough to be refrigerated. (Note: foods in a powered fridge are always considered refrigerated regardless of temperature.)
    • Foods dropped from a fridge will no longer continue cooling off on the ground
    • "Unrefrigerated Food" notification now jumps to that food when clicked. (Only partially stale unrefrigerated food in storage will trigger the notification.)
  • Errand "offset" fixes
    • Fix exploit where Duplicants can pick up items diagonally through walls if standing on a raised tile
    • Duplicants can access constructions diagonally from a greater number of nearby positions
    • Farm Tiles and Hydroponic Tiles now allow corner access for delivery chores.
  • Added low coolant diagnostic criteria to Research Reactor
  • Research Reactor
    • Fixed issue with inconsistent coolant/reaction mass conduction
    • Enriched Uranium mass target increased 20x
    • Increased coolant/reaction mass conduction scale 5x
    • Meltdown temperature increased to 3000k
    • Added new meltdown animations
    • Fixed issue with temperature meter
    • Increased meltdown projectile mass
  • All sandbox tools now have their own icon
  • Updated the Gassy Moo meteor artwork and impact animation
  • Radbolt Generator sidescreen now shows radbolt production progress bar
  • Small visual changes and added text label to radbolt direction selection panel.
  • Added a new Duplicant animation on the main menu
  • Non-crop plants now also have an ambient radiation limit
  • Swapped Conveyor Chute and Conveyor Receptacle in the tech tree.
Sound
  • Added Mud & Polluted Mud ambiences
  • Added sounds for Mud falling, landing and Duplicant movement on Mud
  • Added sounds for Radbolt Generator and Radbolt Reflector
  • Fixed some instances of two click sounds playing simultaneously.
  • Added missing Lead Suit Locker door closing/opening sounds.
  • Added movement sounds to various radiation locomotion sets.
  • Added movement sounds to the vomiter locomotion set.
  • Added sounds for Radbolt traveling and explosion
  • Added sounds for Duplicants reacting to radiation
  • Added sounds for Railgun rail cleaning.
  • Added Uranium Ore mining and movement sound effects
Bug Fixes
  • Worldgen: Fixed an issue with spawning guaranteed geysers in some Forest Cluster seeds.
  • Worldgen: Improvements to guaranteed POI spawning rules to decrease the amount of worldgen failures.
  • Fixed closing tag for Forest Moonlet string (for translations)
  • Fixed failing to switch worlds after using dev debug
  • Fixed animations rendering outside of the world
  • Plant sorting was broken on the planter box sidescreen, now the crops are consistently ordered
  • Moved uranium materials further in the build materials list
  • Fixed crash when dead Duplicant is hit by a Radbolt
  • Fixed issue where buildings with solid parts like the Solar Panel and Fish Feeder would leave behind a "ghost floor."
  • Fix crash that could occur if trying to load a world whose data no longer exists (i.e. a mod world)
  • Fix some cases where a rocket would not correctly attach to the Rocket Ports on landing or disconnect on takeoff
  • Launchpads now connect to Rocket Ports through each other in chains, so you can reliably have launchpads share ports
  • Fix crash that could occur if a Launchpad was selected when its rocket takes off
  • Rockets would sometimes wipe out each other's conduit endpoints, resulting in e.g. fuel tanks not getting fuelled
  • Add check on the main menu that prevents crashing if the newest save file is corrupted or otherwise problematic
  • Buildings and objects which have been marked "Empty Storage" now save/load the errand properly
  • Minor art revision to the Niobium Geyser
  • Fixed off by one error when calculating Rocket Platform/Rocket position ceilings
  • Wilting Wheezeworts no longer emit radiation if they were wilting on load.
  • Gas and Liquid Shutoff valves now immediately end their flowing animation when a red automation signal is received or no gas/liquid is flowing.
  • Radbolt Generator progress meter hookup. Restored Radbolt animation when more than 1/2 way to launch.
  • Fixed a crash where rockets and pads weren't correctly aware of each other during launch. This won't happen any further, but existing saves may require rebuilding the launchpad under the rocket before the rocket can successfully take off.
  • Fixed a scaling issue with the Arbor Tree where the art was blurry at certain stages of the grow cycle
  • Fixed issue that caused Cluster Style selection screen background to sometimes misalign
  • Fixed rockets disappearing when landing offscreen
  • Splitting ores now correctly updates the temperature transfer in the sim for both parts.
  • Conveyor Shutoff now has a "Conveyor Rail Blocked" status and behaves like the other Shutoffs when blocked.
  • Loading a save with a rocket with a Scanner Module exploring outside the FOW no longer crashes
  • Fixed crash building a new module while viewing a rocket interior


Mayhem in Single Valley - An'Ti-Shyr


Hello, dear residents!

The release of Mayhem in Single Valley is just around the corner, so we decided that we should warn you: Single Valley is a dangerous place. So much so that literally anything can kill you.



For our casual and totally fair 2.5D platformer, our team created almost a HUNDRED unique death situations. You must be dying to play the game after you've just read that.

🎞️ We've put together a video of 55 (yes, fifty-five) in-game deaths in a row ⬇️

⚠️WARNING! PIXELATED GORE! VIEWER DISCRETION IS ADVISED⚠️

☠️☠️☠️

☠️☠️☠️


Believe it or not, there's actually going to be even more ways to go down in the game when it comes out on May 20. Get your nervous system ready!


🎮 Download the free demo / 🛍️ Wishlist the game:

https://store.steampowered.com/app/622680/Mayhem_in_Single_Valley/

Also, join your fellow residents on...
Mayhem in Single Valley: Confessions - An'Ti-Shyr


Hello, dear residents!

The release of Mayhem in Single Valley is just around the corner, so we decided that we should warn you: Single Valley is a dangerous place. So much so that literally anything can kill you.



For our casual and totally fair 2.5D platformer, our team created almost a HUNDRED unique death situations. You must be dying to play the game after you've just read that.

🎞️ We've put together a video of 55 (yes, fifty-five) in-game deaths in a row ⬇️

⚠️WARNING! PIXELATED GORE! VIEWER DISCRETION IS ADVISED⚠️

☠️☠️☠️

☠️☠️☠️


Believe it or not, there's actually going to be even more ways to go down in the game when it comes out. Get your nervous system ready!


🎮 Download the free demo / 🛍️ Wishlist the game:

https://store.steampowered.com/app/622680/Mayhem_in_Single_Valley/

Also, join your fellow residents on...





Mayhem in Single Valley: Prologue - An'Ti-Shyr


Hello, dear residents!

The release of Mayhem in Single Valley is just around the corner, so we decided that we should warn you: Single Valley is a dangerous place. So much so that literally anything can kill you.



For our casual and totally fair 2.5D platformer, our team created almost a HUNDRED unique death situations. You must be dying to play the game after you've just read that.

🎞️ We've put together a video of 55 (yes, fifty-five) in-game deaths in a row ⬇️

⚠️WARNING! PIXELATED GORE! VIEWER DISCRETION IS ADVISED⚠️

☠️☠️☠️

☠️☠️☠️


Believe it or not, there's actually going to be even more ways to go down in the game when it comes out. Get your nervous system ready!


🎮 Download the free demo / 🛍️ Wishlist the game:

https://store.steampowered.com/app/622680/Mayhem_in_Single_Valley/

Also, join your fellow residents on...
[Neolithic]To the End - orochi2k
English
##########Content####################
Reduced the number of hostile crazed workers on the 4th floor of the "Unfinished Building."
The room on the right side of the 4th floor of the "Unfinished Building." is now accessible with another mini-game mechanism to process forward.
##########Debug#####################
Fixed an English localization error in the storyline of the "Unfinished Building"
简体中文
########内容更新########################
降低了未完之建筑4楼的发狂的工人的数量
未完之建筑4楼右侧的房间可以进入,包含一个推动剧情的小游戏。
##########Debug#######################
修复了一处位于“未完之建筑”故事线中的英文错误。
Learning Factory - ElJorro


Hey engineers!

We need to talk. With you! Tomorrow. On a live stream, where we will discuss our next steps in the game, answer your questions and make cats happy!

We can even play on one of your maps! You can generate one in Freeplay Mode and send us the glorious Map Key in the comments! In case you don't know where to find it, here's where:



Just copy and paste it in the comments, like any other text.

The time is as usual: 8am PST / 11am EST / 5pm CET, May 14.

Join us on the Steam page, or head to Twitch or YouTube, we'll be monitoring all 3 chat rooms.

You're invited! See you on the air.
The Companion - Rav
Partake in this intimate tale of kindness, trust, love and family as you explore majestic lands. This narrative game offers a unique experience for everyone to enjoy.

Join the Discord Server: https://t.co/EZFs25daAL

Fault: Elder Orb - Ryan Red
Welcome
Hello everyone and welcome to this week’s blog post!

As we are about to release another patch, we will keep this post short, and talk about a few things coming to the game along with another preview at our upcoming mastery system.

Jungle leveling system
Currently, all jungle camps besides raptor and prime work using static stats, meaning their health and damage do not go up over time. This causes issues with clear speeds being too slow early on and too quick as people progress through the game. To fix this issue, we are looking to implement a system that works off of the average level of all enemy and allied heroes.

This will make it so that we can lower the early game health and damage of the jungle camps, while raising these stats as the game progresses, slowing down the clear speed further into the game. This should create a healthier experience overall in the jungle.

‍New Jungle Items
These new jungle items were created to make clearing camps for non-junglers harder during the early/mid-game, and also giving junglers better sustain as they fight each individual camp. We plan to implement them with our upcoming jungle leveling system.


Tempest Woe


Rain of Fervor


Almighty Gale

Objective Timers

Objectives such as jungle camps, Shrines, Raptor and Prime Helix will have a 3D camp timer, this change will be implemented in today's launch of patch 13.3.

Fog of War
We are currently working on a mini-map fog of war that with help visualize wards, heroes, and minion's visibility radius. This should vastly improve player's experience with warding, while also helping to clarify what areas of the minimap are revealed by vision.


Mastery system
This week we have another look into the rewards for our upcoming mastery system!

Introducing: Murdocks 4 stages of mastery skins!



— Strange Matter Team
Necesse - Fair
To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


This update has a bit of everything. From a wiki, to adding some game changing features and a lot of balance changes. So let's get straight into it.

A wiki has been a much requested feature, and hopefully you will help me make it good. I have set up the beginning of it over at https://necessewiki.com/, where you can contribute with new articles, information etc.
The Offical Discord Server will have a wiki channel where we can discuss how the wiki should be operated. I am of course open to suggestions and general feedback.
I hope that many of you will help me create awesome articles, templates and other content for it. If you need any textures or help with something, I will like always be available in the Discord Server.




A hunger mechanic is another feature a lot of people have requested. It is currently optional, but enabled by default. Still, it should not be too invasive on players who just like the exploration part and not the survival. So give it a try and give feedback on what you think should change.




Settlements will now occasionally get raided. This means you have to consider how you build your settlement with the best way to defend it. If built smart, it should be able to defend itself without your help. To help with some of your settlers potentially getting killed, sometimes new settlers will now visit your settlement who you can recruit for a price.




Some of the many other smaller changes are:
- Added thorns mini biome to swamp caves.
- Settlers will now pick up items on the ground and put them in storage.
- Sage & Grit settlement quest with a new unique reward.
- Optimized settler jobs and doubled their work range.
- Balance changes to various bosses, items etc.
And much more.

See the full changelog below



Changelog
Additions:
Added hunger bar, can be disabled in world settings.
Added thorns mini biome to swamp caves.
Added Thorns Potion.
Added fire ambient sound to fueled workstations and campfire.
Added map tooltips to a lot more objects, like ores, seeds, trees etc.
Added buff when near a fueled campfire.
Added job for settlers to pick up dropped items and put them in storage.
Added shears.
Added settlement raids, your settlements will now occasionally get raided.
Added ivy sword, spear and bow weapons.
Added Sage and Grit settlement quest tier.
Added Blink Scepter trinket, obtained as reward for completing Sage and Grit quest tier.
Added settlers arriving in settlement only to be recruited.
Added Deep Desert Cave explorer expedition.

Changes/misc:
Cave ruins chests now contains crops in them together with seeds.
Cave Spider Gland textures is now different depending on where they drop, but still stack.
About doubled the range at which settlers will look for jobs.
Optimized a lot of world "search" logic, like looking for targets etc.
Traveling merchant now sells rope a bit pricier than the farmer.
Cave ruin chests loot are now more random.
Settlement workstation recipes has gotten a fix that unfortunately required them to be wiped.
Summons can now walk through doors when following owner.
It is now possible to interact with an item while holding it without dropping it.
Settlers will now try to drop off all their items at once instead of only one stack.
Reduced the chance of the start island ladder spawning inside a crypt/nest significantly.
Settlers will now react to being hit while working.
Increased Ancient Vulture difficulty slightly.
Enchanted items will now have a higher/lower value based on the enchant.
Increased the amount of spider nest mini biomes in snow caves.
Health bar now show more hearts based on how much max health you have.
Settler stats will now scale with the amount of settlement boss quests completed.
Increased difficulty of Reaper fight.
Reduced the bullet velocity of guns.
Wood boats can now also be used from the mount slot.
TNT will now explode when hit by another explosion instead of being destroyed.
Reduced combat regen provided by food.
Reduced the amount of potions and bars from cave crates and chests.
Reduced buff time of consuming food slightly.
It is now no longer possible to hit settlers on your team.
Increased speed of settlers slightly.
Reduced Force of Wind cooldown.
Reduced difficulty of Queen Spider fight slightly.
Increased stack size of coins to 5000.
Main menu continue button now remembers if you hosted or joined a server last.

Fixes:
Fixed players being rendered when mounted before they should.
Fixed invisible spider spit.
Fixed Pirate Captain fleeing when killed his current target while still having more targets around.
Fixed possible crash when eating food.
Fixed mobs spawning outside of the map, resulting in some mobs spawning very often like sand worm.
Fixed forge not being able to be used as settlement workstation.
Fixed possible crash when joining a server that has specific projectiles active.
Fixed desert crawler not counting kills stat.
Fixed possible crash when mobs are being hit while joining a server.
Fixed being able to destroy unbreakable objects using buckets.

And other smaller changes and fixes.
...