Baldi's Basics Plus - Basically Games
Hey everyone, Micah here! I'm posting another update to let you all know what's going on with development, as well as what to expect going forward.

First off, at the end of March I uploaded a video for the original game's three-year anniversary. In it I discussed how development has been going and why the next update has taken as long as it has, among other things. You can check it out below if you haven't seen it yet:



To summarize, I discussed
  • My move in January, which kept me pretty busy.
  • I've been working on a level editing and loading system for premade maps. This will replace the old awful method used to save and load premade levels as found in the challenge maps and endless mode in the current version.
  • Version 0.3.3 will release soon with the premade maps completely remade in this new system in order to fix all the bugs caused by the old system, as well as a handful of other tweaks and improvements.
  • Baldi's Basics Classic Remastered, which is a remake of Classic built in the Plus framework, will also be released soon, and is being used as a development testing ground for the new premade maps system, mobile support, and VR support.

Since then I've been working on finishing Baldi's Basics Plus version 0.3.3 and Baldi's Basics Classic Remastered, and wow, I can't believe it's already almost been two months since the video released! Time is flying by. I was hoping to have both of those things released by now, but as I mentioned before I no longer want to rush things out and sacrifice quality. I am sorry about the wait though. Baldi's Basics Plus 0.3.3 will likely release first, and won't take much longer. Classic Remastered will follow shortly after that, so keep your eyes open for those announcements!

With that update out of the way, I'd like to talk about the rest of the game's development. I talked about this nearly a year ago shortly after the launch of Baldi's Basics Plus, and some of my plans have since changed as I've learned a lot from this first year of post-release development. I want you all to know that this current update hiatus was not at all what I wanted or planned for the first year of the early access, and I'm sorry for how long you've had to wait for updates. I want to make sure this doesn't happen again, so I'm taking the time to properly plan out the rest of development before I get started on game updates again. I know this may seem counterintuitive, but once I have the game design document finished and an update schedule made (A schedule of features and their respective updates to be added in, not deadlines) I feel confident that I'll be able to release updates at a consistent pace for the rest of development.

To give an idea of what you can expect the rest of development to be like, I've put together a roadmap which summarizes my plans:


Currently on the timeline, I'm right before the release of 0.3.3. Once that and Classic Remastered are released, I'll be finishing up the game design document and update schedule. Once that's finished, I will begin actively developing the game again and end the current update hiatus with the release of 0.4. At this point major updates should release consistently until the final early access major update. Once this releases, there will be a second update hiatus as I work on the release version of the game. The reason for the second update hiatus will not be due to poor planning like this first one, but rather due to the fact that the final update will be significantly larger than any of the previous updates, and so it will take a lot longer to finish. This is because there's a lot of content that I plan on saving for the release version of the game, rather than sprinkling in via the early access updates.

Along with this roadmap, I figured it would also be a good idea to mention what kind of content you can expect to see in the early access updates moving forward, and what you can expect to be saved for the release version.

Early access updates will largely be focused on self-contained content such as

  • New characters
  • New items
  • New level elements
  • New activities
  • New events
  • New field trips
  • New decorative elements

Things saved for the final release will largely be things that aren't part of the core gameplay or that rely on other aspects of the game being finished, such as:

  • New challenge maps
  • Better menus
  • Horror and story elements
  • Achievements
  • Polish and attention to detail
  • And stuff I don't want to spoil!

The reason for holding off on certain elements largely has to do with the fact that if I were to do a lot of work on them now, I'd have to re-do them later once more content is in the game and more stuff finalized. If I were to make more challenge maps during development for example, I'd probably eventually end up completely redoing them as I add more level elements to the game, which would effectively make the time spent developing the older versions a waste. The menus are another example. I could spend time now to make them look a lot nicer than they do, but then I'd just end up completely redoing them near the end of development which would make working on them now a waste of time and resources. I say this to remind everyone that the current lack of polish, horror elements, personality, and many other elements in the game largely has to do with the way development works, not that I've forgotten about those things or don't care about them!

And I think that's everything I wanted to say today! As always, thanks for your patience and the support while I get this crazy game sorted out, it means a lot. Know that I'm just as eager to get back to releasing updates as you all are to play them, so I'll try my best to finish the game design document soon and get back to active development!
May 21, 2021
Days Gone - Bend Studio
Hi everyone,

Patch 1.01 for Days Gone on PC is now live. Please restart Steam to receive the update immediately.

PATCH NOTES
  • Minor Bug Fixes
If you are unaware where to send your reports, please send them to the Days Gone PC - Bug Reporting thread on the Days Gone Community Hub.

We sincerely appreciate your continued feedback and support!

- Bend Studio
Saints Row®: The Third™ Remastered - Deep Silver
To celebrate the launch of Saints Row: The Third Remastered on Steam, we have teamed up with our friends at Starbreeze to bring you an awesome criminal crossover.

Owners of Saints Row: The Third OG or Saints Row: The Third Remastered are entitled to a free Saints Row suit and shades for your heisters in PAYDAY 2.

Don’t own PAYDAY 2? Well good news – its on sale right now on Steam, and if you don’t own either – what are you doing? Here is a bundle for you to correct that. Available from May 22 - 27.
May 21, 2021
Online Adult Content Manager - Kink Master Studios
Online Adult Content Manager v1.01 is live now!

v1.01 features & improvements include:

  • Copy to Clipboard Notification - Visual notification that the URL has been copied to the clipboard.
  • UX Improvements - Buttons/toggles have been adjusted for ease of use. Sizes increased, animations added & more streamlined editing/saving
  • Text Resolution - Text while editing resolution has been fixed.
  • Updated Video Settings - New Vsync options, framerate cap & reset video options.
  • Resolution/Full screen issue - Resolution bug has been fixed, resolution now saves correctly and correctly defaults to default resolution when no prior settings have been found. Full screen bug has also been fixed.
  • Menu Bug - Switching between Settings and the main screen crash has been fixed.
  • Search Bar Improvements - No longer searches when input field is empty, updated text & improved search button.
  • Updated Tips - Now includes tips for MacOS & Linux users. Updated tips layout.
  • Updated Favourites - Added close button to Favourites for ease of use.
  • Updated Troubleshooting - Added Steam discussions link.
  • Updated "Clear Links" - Notification of links clearing, now able to cancel clearing of links.
  • Improved in app performance - Switching between sections should be smoother and less PC intensive, same between pages.

Cheers.

Kink Master Studios.
May 21, 2021
Pocket Bravery - Statera Studio
We made another improvements in the Pocket Bravery Beta, check it out!

- Better inputs detection
- Improve the attacks, now with a 3 frames buffer (pressing two buttons is easily now).
- Fixed the Block Stun + Grab
- Fixed the Ndidi's Super Special in opponent with low life
- Fixed the shadows in Nuno's Final Attack
- Fixed the camera warp in training mode
- Fixed the Ndidi's throw escape

More improvements are coming soon, thank you very much for your feedback!
#BeBrave
May 21, 2021
Hentai Hack-Her - GreatherGames
Hello again!

Just another small update, following on from the previous information posted with update 1.5.

You now have a choice of 2 difficulties for Hack-Her, Competitive and Casual.

Casual will allow you to unlock the gallery content easier, with reduced damage from enemies and a slower spawn rate increase. But currently, casual will not allow you to upload to the leaderboard or unlock achievements. Your feedback is always welcome, so post on the forum and let me know your thoughts.

What else is being worked on?
Check the previous 1.5 post for more information! But the game will be updated as soon as new content/improvements are ready.

Thanks for your support everyone!

Any problems with this update, let me know.
Rem Survival - Immortal Hand Studios
Here is another small hotfix patch to try to counter the disconnection issues.

Hotfix Patch Log for 0.21.05.22
Major Fixes/Changes

• Fixed player data not saving correctly.
• Character movement system improvements.
• Fixed garden bed collection issue.
• Exit added to the bottom of the bunker.
• Fixed attachment exploit.

If you find any issues or bugs, please report them in-game or via the discord group.
Thank you everyone for your support and feedback.
Range is HOT! - 12 Gauge Savior
It's time for a change in scenery. We're going from the high desert to the high country. We love our original range, loosely modeled after a local range located in rural Colorado, but it's easy to get tired of the dry desert and it's time to get up into the Rockies.


Situated in the forest, within the shady pines, this range builds on feedback from our shooters and leverages what we have learned building courses so far. More verticality and versatility were a couple goals, as well as something that's simply visually different. This range isn't modeled after any range we've been to, it's more like what we'd build if we had a plot of land on the mountainside, and a bunch of machinery to carve and shape it to our vision of a fun place to shoot.

Our first course on this new range is featured in the First Annual High Country Hootenanny 3-Gun Tournament. This tournament is the first of many, challenging shooters to run 3 courses with only one chance to compete on each. No retry, no reset, make Every. Shot. Count.


Once you've participated in the tournament, you'll be able to replay the course on the new range. The course will stay locked until you've completed it in order to preserve a course that shooters are not allowed to do scored practice runs ahead of the tournament. You will be able to walk the course and formulate a strategy before your scored run in the tournament. Rest assured, we'll be adding more courses to the new range after the tournament concludes. The High Country Hootenanny will happen May 21st through May 30th.


Each tournament will run for a limited time, giving shooters a chance to participate at their convenience. Once you have finished your runs, you'll want to keep checking back to see how your results stack up against the shooters that are finishing theirs.


Once the tournament has concluded, shooters will be awarded medals for placing 1st, 2nd, and 3rd place, as well as top 10, and top 50. As we run more tournaments, we'll add a place to see your accomplishments and a way to show your prowess to other shooters.

The High Country Update rolls out Friday May 21st.

Thanks and good luck in the Hootenanny!
-The Range is HOT! team

Rogue Legacy 2 - Cellar Door Games
Less than a week in, and we’re quite happy with the state the Drifting Worlds is in. Since the last hotpatch things have stabilized immensely, so we’re now focusing on balance and fixing lower priority bugs in preparation for the weekend. The Boxer has come out of the gate swinging, but the Dragon Lancer hasn’t had as much oomph, so we’ve made a number of changes to make them more impactful. We’ve also taken a third (!) look at boss HP, and have tweaked them a bit lower after the last fix. Lastly, all bug fixes for this patch and the previous one were from reports by our community, so thanks again for helping us get this game into tip-top shape in record time!

You can read the patch notes below or check them out on our website:

https://roguelegacy2.com/patchnotes/v042

- The Cellar Door Games Team

GAME TWEAKS
  • Boss HP Update #2: In the last update HP was increased 100% to compensate for a bug in the Drifting Worlds launch. That was a bit overzealous, so to compensate for this compensation, overall boss HP has been lowered by around 8% (compared to levels seen in Arcane Hallows, so more like a 12% decrease since last patch).
  • Commander Buff Nerf: Shielded enemies now take 4 hits instead of 5 to start taking damage.
  • Commander Buff Nerf: Shielded enemies now take 3.5 seconds to recharge instead of 3.25.
  • Commander Buff Nerf: Enemies that fire curse projectiles now fire every 3.5 seconds instead of every 3.
  • Commander Buff Nerf: Enemies now perform a distance check before firing curse projectiles.
  • Entering a Thread (NG+) now results in all your money going to Charon (and Living Safe if you have it unlocked).
  • Assassin Buff: Now reduces cooldowns by 2 seconds on third hit instead of 1.
  • Assassin Nerf: Cloak ability cooldown increased from 5 seconds to 10.
  • Lancer Update:
    • Slightly larger Dash attack hitbox height, and fixed bug where the length of the hitbox didn’t quite match attack visuals.
    • Dash charge time reduced from 0.8 seconds to 0.55.
    • Attack Tell time sped up significantly.
    • No more horizontal pushback when performing the regular attack in the air, no more pushback at all when performed on ground.
    • Vertical mobility while dashing increased.
    • Dash attack distance decreased.
    • Dash attack cooldown increased from 0.75 seconds to 1.25.
    • Dash attack damage decreased from 300% STR and INT scaling to 225%.
    • Static Shield cooldown decreased from 7 seconds to 6. Duration decreased from 3.1 seconds to 1.6.
    • Dragon Lancer's Static Wall now only triggers cooldown on-hit when the ability has finished its cast duration.
  • Updated a variety of rooms in the Tower to make them less frustrating.
  • Odds of Curio Shoppes and Relic rooms appearing reduced slightly, Healing and Arena room odds up.
  • Increased NPC chatter. Now NPCs will have something new to say every time you enter the Docks, instead of every other time.
  • The following Relics have been removed from the Challenges:
    • Fate’s Die.
    • Coeus Shell.
    • Hermes Boots.
    • Weird Mushroom.
    • Freon’s Reward.
BUG FIXES

  • Fixed bug where loading the Tower from a save file (or from Architect) would result in all exterior Tower rooms being recognized as interior ones.
  • Cleaned up more incorrect assets in a variety of rooms.
  • Fixed bug where Gold Gain from equipment Unity was increased by 100% instead of 30%.
  • The Docks no longer saves player data, which should address scenario where people could potentially lose gold if the game ever crashes there.
  • Fixed crash bug in Scars where props weren't being initialized correctly on repeated runs through the same challenge.
  • Cleaned up some platform placements in the Tower, including a softlock if the player was gigantic.
  • Updated equipment save data to fix any mismatches between FoundState and Upgrade blueprints found.
  • Fixed bug where chests could drop multiple of the same blueprint.
  • Fixed bug where chests could drop multiple of the same rune.
  • Fixed bug where void dashing between rooms in the Sisyphus challenge would create a long purple streak across the screen.
  • Increased the resolution size of the icons that appear on Heirloom Statues.
  • Fixed regression bug where previous change to how ability cooldown on-hit worked meant certain abilities would no longer go on cooldown at all, such as the Assassin’s cloak.
  • Fixed a number of scenarios where the blueprint and upgrade levels of runes were not being set correctly.
  • Fixed bug where pressing ENTER on any rune entry that was not found yet in the Enchantress shop would result in a crash.
  • Fixed incomplete implementation of the newly added NG+ scaling costs to unlock teleporters.
  • Fixing bug where Sisyphus challenge would be displayed as 1/0.
  • Fixed bug where the sky did not fully cover the background of very, very tall Tower exterior rooms.
  • Emotional Dysregulation trait now properly triggers on spells only.
  • Second attempt at disabling Commander effects from being applied to targets (sorry for missing this the first time).
  • Fixed bug where game would soft-lock if the player died on the same frame they entered a leyline teleporter.
  • Fixed bug where entering NG+ while the castle was locked would retain the gold reduction costs.
  • Entering a Nightmare’s detection radius while spinning with Hephaestus' Hammer now aggros the Nightmare.
  • Fixed bug where entering a new biome was not resetting the player's abilities, resulting in a glitchiness when spinning into a new biome with Hephaestus' Hammer.
  • Fixed bug where killing the last enemy in an arena with the knockout punch could result in a soft-lock.
  • Fixed bug where Tower boss room level was not being appropriately set, resulting in lower level of boss than intended.
  • Added more SFX to the game.
  • Fixed bug where Mastery for Knights was sometimes not properly appearing at Sage Totem.
  • Fixed bug where MAX text was appearing on equipment that had not yet been discovered.
  • Fixed bug where certain equipment Unity bonus percents were displaying as "0.XX" instead of "XX%".
  • Fixed bug where Lachesis' Measure was applying healing on every crit hit instead of only fatal crit hits.
  • Fixed bug where Quenching Runes were not increasing the maximum damage blocked by armor.
  • Fixed bug where Tower enemies were appearing in Axis Mundi arena rooms.
  • Fixed bug where temporary max health mods (tree of life, Gnawed Bone, etc.) were not being reset when entering/exiting challenges.
  • Fixed bug where the Healing Tree would sometimes display the wrong Max HP gain / damage amounts.
  • Attempted fix for bug where very wide aspect ratios would display the NG+ text in the middle of the screen.
  • Reduced chromatic aberration and distortion in the heirloom visual effect to make it easier to look at.
  • Reduced volume of the void door break sound effect.
  • Fixed bug where the Knight class would be locked if you entered and exited a challenge, causing the Mastery UI to show "????" instead of "Knight".
May 21, 2021
Mad Devils: Damned-finitive Edition - darkride66
  • Fixed issue causing spontaneous enemy death
  • Fixed save bug
  • Fixed Enclave checkpoint error in Steelworks
  • Fixed error with character unlock conditions for Miller and Malkov
  • Added game credits
...