異星病毒Alien virus - aassdd2135
The Purification Stone can now be used normally!
You can remake the value and number of enhancements for the enhanced equipment
Hurry up and build the strongest equipment!
May 18, 2021
Prodigal - Mhinbron
Fixed a number of text issues
A jail break should no longer trigger when you are outside of jail.
Fixed two instances of a wrong puzzle ID causing it to sometimes auto complete.
Changed a room in Trial that caused unavoidable damage when backtracking.
Fixed a number of tiles that were not displaying correctly.
Hard mode Loomagnos should now play the correct BGM
Fixed an instance where Bolivar's portrait would fail to display.
Fixed a bad ID on the new teleport statue that would bug another statue.
Added a way to get Gravedigger and Oakley to return to town if they leave.
You can now get cleated boots when marrying Oakley before doing Gravediggers quest.
May 18, 2021
Gallic Wars: Battle Simulator - Quickear_GF
Gauls!

We are happy to announce that Gallic Wars: Battle Simulator Xbox port is almost ready and will be released on 16.06.2021! The game is already available on PC and Nintendo Switch.



Feel free to join our Discord Channel and chat about the game and discover new ones!

Yours, Gaming Factory S.A. Team.

https://store.steampowered.com/app/1067760/Gallic_Wars_Battle_Simulator/


First Response Playtest - BHX743
Changed a bunch of sprites, tweaked level geometry and added hints to sim 2-4. Hopefully they help!
Survival Horror #8,436 (DISCONTINUED) - Lickbeans
Bug Fixes

There were a few bugs that were causing some playability issues, and a few complaints about the distance travel stat, so the following were implemented:

Problem
One of the logs that appears at the top of the lake, on the path between the shed and the escape house, would fall in a weird dip in the terrain, which was not reacting right away when the player would walk over it, thus resulting in time wasted and poor experience.
Fix:
  • Spawn location has been adjusted

Problem
Distance traveled text in the Options menu was too small, achievement progress prone to lose count
Fix:
  • Added a new section in the in-game Options menu called "Stats" that so far shows Travel Distance, Lake Suicides, and Number of Times Monster Stunned.

Upcoming Features

  • Skip cutscene after 1+ playthroughs.
  • Respawning after being killed by monster (without restarting all over)
  • Bonus objectives in Escape Mansion

STAY TUNED!
Godot Engine - Akien
We released Godot 3.3 a few weeks ago, and feedback so far has been pretty good! But like with any major milestone, there are some bugs which are worth addressing with low-risk maintenance releases to further improve the experience for all Godot users.

Godot 3.3.1, like all future 3.3.x releases, focuses purely on bug fixes, and aims to preserve compatibility. It is a recommended upgrade for all Godot 3.3 users.

Read the release blog post for details on the changes.

The illustration picture is from Scrabdackle, an upcoming action/adventure game with endearing hand-drawn artwork, developed by jakefriend.
May 18, 2021
Path of the Martyrs - Angel Star Studios
Several bug fixes for Window versions. Thank you!
May 18, 2021
Apex Legends™ - Respawn Entertainment


Make sure the spotlight stays on you with the Mirage Edition, jam packed with items that’ll take your look to the next level. http://x.ea.com/68588

There’s a new sheriff in town and he looks really really shiny. Get ready to lay down the law in style with the Mirage Edition. It’s got everything you need to let the competition know you’re not all hat and no cattle.

Here’s everything it’s packing:

The Mirage Edition
Legendary “Show Stopper” Mirage skin
Legendary “Mantlepiece” Volt SMG skin
Exclusive “Boots ‘n All” Gun Charm
Exclusive “Holo Star” Badge
1,000 Apex Coins

Apex Legends™ is a free-to-play hero shooter game where legendary characters battle for glory, fame, and fortune on the fringes of the Frontier. Play for free now on Steam.

Learn more about Apex Legends – Legacy: http://x.ea.com/68308

Check out our YouTube channel: http://x.ea.com/56710.
Follow us on Twitter: https://twitter.com/playapex.
Follow us on Instagram: https://www.instagram.com/playapex/.
Heavenworld - Helios Production
Small update with AI optimisation and some fixes.

Cheers,
Helios

[CHANGELOG]
- Improve: Buildings optimisation
- Improve: AI optimisation
- Improve: Reduce damages of animals
- Fix: AI might not change target correctly
- Fix: Factions needs UI could be visible if camp doesn't exist
May 18, 2021
Grand Tactician: The Civil War (1861-1865) - Captain Müller (KGF)
Patch 0.8907 uploaded May 18, 2021:

Please use separate threads in the forum <Bug Reports> if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/

Campaigns:
  • commander attributes now show stars with 10%, 30%, 50%, 70% and 90% instead of 20%, 40% etc.
  • fixed: fleets stuck in battle/retreating if engaged in fort bombardment and naval engagement while strength gets low
  • fixed: units do not stop although engaged in defensive battle
  • newly raised units and units being transferred are now excluded from readiness calculation of the parent group
  • added message for units that withdraw due to low morale, not only low strength
  • fixed: AI chooses further grand policies when reloading game or returning from battle
  • fixed: McDowell shows weird commander attributes
  • fixed: AI is stuck constructing supply depots and not carrying out offensive/defensive operations after a while
  • added: non-constructed military buildings are removed after a few days if no friendly troops are close to finish construction
  • changed back: non arrived (recruited) units now reduce readiness of group
  • fixed: medium of transport for paths not saved when reloading
  • fixed: commander stats: battles participated always zero
  • fixed: secession of WV in early scenarios not leading to Union territory
  • fixed: town occupation continues although enemy unit is pulled back during occupation process
  • rebalanced company foundations: the probability new companies is reduced by the already founded companies this month
  • fixed: unrealistic (too high) Union unit numbering
  • fixed: units joining sieges or autoresolved battles later are not shown in the monument tooltip
  • fixed: sometimes units are retreating from autoresolved battles but still showing status “engaged”
  • reworked AI army composition
  • fixed: commanders are always defamed at their historical date
  • general rebalancing of readiness
  • fixed: transported units do not consume readiness
  • changed: units do not consume readiness order delay is running
  • fixed: zero population growth
  • fixed: reloading or coming back from battle resets population and probably lowers number of volunteers/drafts

Battles:
  • fixed: stuck path arrows when placing group HQ in deployment phase using ALT
  • fixed: group HQ can be placed outside deployment zone while using ALT
  • units do not execute lay down or rotation orders during movement to not override order delay
  • retreating units do not reset retreat path if no enemies are close
  • fixed: exception related to removed units leading to not-ending battles although retreat timer has expired
  • fixed cohesion impact on sprite placement not updated regularly
  • improved: HQ’s with independently operating subordinates sometimes may run through enemy lines
  • fixed issues in historical AI movement, leading to waiting groups (eg. Reynolds at Gettysburg)
  • tidying up redeployment: divisions now also influence frontlines, brigades are shifted into nearest deployment zone if they are still left outside
  • AI now takes reinforcement balance into account when evaluating stance changes
  • fixed: although SHIFT is pressed units are searching for covers after reforming from march column
  • fixed: units create off map routes if targets (RMB) are assigned which then are disabled
  • fixed: AI commanders always position on flanks without nearby enemies
  • fixed: some AI troops may still be placed outside deployment zone, esp. skirmishers
  • preventing redeployment of AI units in offensive battles (adjustable in debug.txt)
  • removed: allow AI defensive behavior in offensive battles / has led to non-moving units due to low force balance
  • rebalanced: linked groups to update new paths at a slower pace
  • fixed: artillery guns are sometimes stuck at the old position for a few seconds until redeploying EOD
  • bonus for commanders with correct branch of arms now only applied if he was a graduate of Westpoint
  • only dismounted cavalry and infantry units may construct breastworks now
  • added a workaround for AI units that are linked to other units although they should operate independently, sometimes led to hardly moving AI units
  • fixed: AI sprites stay on the old position for a while when redeployed

Others:
  • added game option “Always full Readiness” to options panel
  • fixed: commander in chief attributes influences into the wrong direction
  • fixed: loaded time (minutes) differ slightly from the saved time
...