Kingdom Come: Deliverance - Dr. Fusselpulli
Drugs and Crime Idle - Lord
New: Save System
I redid the entire save and load system from scratch. The old one was problematic to say the least.

I noticed that the drug numbers weren't saving properly. Sometime you had 0.007, closed the game and you had 0.0010 or sometimes 0 on load. This is of course not acceptable.

The old system used base64 encoding. While converting numbers to letters and then back to numbers issues arised. My guess is that many had lost their savegames because of that too.
Steamcloud was also not working with that and I had to remove it.

All for what? To make it harder on people to cheat.
It's a single player offline game. Who gives a cr...?
It's not like it was hard to anyway.

Now don't worry. I tested everything and the new system works fine with the old savefile system.

You start the game -> it reads the old 333.sav -> deletes it and replaces it with the new 334.sav.
You will not lose your progress! ... I hope at least.

Touching the saving is always risky. If you happen to lose your save, then sorry. Please tell me and I will make sure to restore your progress manually.
I hope everyone made a backup as well for this case.
but it should be fine...

Also, I can finally integrate SteamCloud again. So even if something happens to your pc or you switch pcs you can have your progress. I will add it tomorrow, to see if everything works properly.

Fixed:
- Item Peace was not working properly and adding the $3 increased price to lsd sell price.
- Enemy tooltips not displaying the correct amount of enemies.

Changed:
Nerfed the enemies that can spawn. It's still mostly 1-5, but now it's way less likely that you get 5.
Every region has different spawn rates and rewards after win.


Stay tuned for more updates and stuff.
- Lord
May 27, 2021
Kinky Fight Club - Zeker
Hey friends, sorry about the Player AI bug introduced last update, I have properly exterminated it, and now it no longer exists on this world.

Sorry about that. Have a great weekend friends!
M.E.A.T. RPG - Sir Culligan
Celebrate the Steam Open World Sale with us!

Get the M.E.A.T. RPG for 40% off. May 27-31 only.

Kung Fu Jesus - indiedjinn
Today’s the day we’ve all been waiting for: Kung Fu Jesus has launched!



It’s time to find out just what is actually going on in the world of Kung Fu Jesus … And decide, once and for all, where reality lies as our hero ventures into the unknown.



We’re beyond thrilled to hear your thoughts. Share your feedback in the Steam community hub or on Facebook, Twitter, and Instagram :)



Enjoy!
May 27, 2021
Into the Radius VR - [ITR]Vector
Hello everyone!

This is the post to update you on our plans and roadmap. It contains some bitter stuff, but some juicy stuff too. TLDR: we need to push May and June updates to deliver ITR 2.0 in July or August.

Why?

- We’re growing, but slowly (this is intentional), and our capacity limits our ambitions.

- ITR 2.0 needs huge care and attention. This could be a whole new level in terms of the game feel and progression, and it is risky.

- Every regular update costs us delivery time, which is not spent on the substance. ITR 2.0 needs a lot of substance work, massive testing and iterations based on the community feedback.

But!


- We want to open a continuous beta for ITR 2.0 starting from late June, so we can get as much feedback from you as possible.

- We plan to deliver May and June features with the ITR 2.0 update. We updated the roadmap: https://trello.com/b/8rVGhxua/into-the-radius-vr-public-roadmap

- We started working on ITR 2.0 already: planning, features, game economy revamp and splitting the map.

- The visuals are coming along very nicely, and splitting the map for ITR 2.0 should help us a lot with visual fidelity and performance.

- We will hold Q&A at the end of this month, so please share your questions in #questions-for-devs and share your feedback regarding the news in #game-chat.

- The discount is coming to Steam very soon!


So...

Sorry for announcing more stuff than we could manage, and for making you wait.
We believe it’s worth it. More time needed to get a decent cheeki-breeki!

And Here are some screenshots of the updated visuals in the works, hope that's worth the wait


Tenderfoot Tactics - Ice Water Games
Localization! Plus a variety of UI tweaks, some new music, quality of life for streamers, etc.

  • Full localization for Simplified Chinese, Spanish (LATAM), Portuguese (BR), German, French, and Russian.
  • Various tweaks to the UI and text styling.
  • Added a 'Borderless Fullscreen' mode (just fullscreen but doesn't confine the cursor to the game) and made the game stay active when unfocused so streamers or other multi-monitor players can click around with less bother.
  • Assorted bugfixes and minor optimizations.
Black Ice - superdupergc


Hi everyone! superdupergc here, here's the May update! I'm really excited for y'all to try this one.



Highlights
  • Courier missions - Challenge your traversal skills with these timed challenges hidden throughout the world.
  • New Progression UI with additional rewards for leveling and hacking higher level servers
  • AI Updates - smarter ranged hiding, sniping, and keeping distance. Enemies converge better when the hack is ending, and roaming enemies are now able to detect you if you're standing right behind them.
  • Also - enemies stagger from damage for longer, which makes getting in close a little easier.
  • Lots of gorgeous new item and enemy icons
  • Fancy new UI particles
  • Lots of new powerups and item drops to find in the world
  • Upgraded item brands
  • Recycle bin upgrade to reliably give uniques which are subtypes, or tell you if there's no available unique for that item type (but then you should tell me, so i can make one)
  • New and upgraded item skins (Green Cosmic, Gold, and Rose Gold)
  • Balancing (mostly item damage buffs for weird variants) and bugfixes
  • Controller support update - every UI now uses the virtual cursor for consistency and ease of use, and the cursor now has improved handling
  • Lots of item balancing, in particular buffing some of the weirder weapons
  • Tons of bugfixes


Next up, I might do some courier variations, or I might get working on the achievement overhaul and unlock store :)

Full detailed patch notes here.

Happy hacking!
- SDGC and Nonadecimal

Lifeslide - team


We are very excited to announce that we are now officially E3 exhibitors! Due to COVID, it will be an ‘All-Virtual’ event open to everyone so if you plan to attend, drop by our booth! E3 will happen on June 12-15 and this is a great opportunity to get exclusive news on what we are planning to deliver on August 6th.
Here's what you can expect:

New planes
You watched Twitch and Youtube and you're already familiar with the existing planes? We have added more and we will be showcasing them during the E3 event.


Customization
We are working to add a little something for everyone who wants to be different. Learn what is in the works.


New Content
Yes, we are working hard to extend and improve the existing content. On our E3 booth, we'll show everything that we have done so far and everything that is in the works for August 6th.



Improvements
Learn how we are taking the time before release to improve the experience as much as possible.




Aron's Adventure - TiMer Games
Hey everyone,

Today Patch 1.2 is released. For this patch we tried to focus on community feedback and outstanding improvements that we still wanted to implement. We are investigating options for localizations and hope that we get to report something on this soon. We are part of the Steam Open World sale so you can get the game with a 20% discount.

Thanks again for playing.

- Tim & Tom.



Patch 1.2

// Lighting
- NEW: You can change the bloom settings from the video options.
- FOG: Has a tighter clamp for a more consistent look.
- NIGHT: Night time lighting changed and now looks brighter overall.
- NEW: Ray Tracing Features enabled.
  • Ray-Traced Ambient occlusion.
  • RTXGI (Beta), Utilize Nvidia's Ray Traced Global Illumination. (RTXGI is disabled in some areas of the game)


// Enemies!
- NEW: 5 new enemies added to the game.
- Enemy balance changes. (Health & Damage)
- New Encounters.
- Encounters updated.
- Crawin fight now a lot harder on higher difficulty.
- Max attacking enemies changes:
  • Dragon valley: Maximum of 3 instead of 2 on Challenge.
  • Shadow's Edge: 4 - Challenge / 3 - Adventure
  • Eternal Pits: 5 - Challenge / 3 - Adventure

// Aron
- When you do critical damage you can stun-lock enemies in groups. (Scales with difficulty)
- Improved accuracy Combat soft-locking.
- Improved accuracy roll animations.
- Low Health feedback: When your health is low, the healthbar now animates every 5 seconds when in combat and every 15 seconds outside of combat.
- The Crystal UI now animates when you try to use an ability that you don't have enough mana for.
- You can now tweak the mouse/controller sensitivity for when aiming your bow in the controls menu.
- You can now keep running after aiming your bow. (No need to press "Sprint" again)
- The animations for Having your bow equipped have been changed.
- New dodge & Roll for when having your bow equipped.
- Two new damage cooldowns added that scale with difficulty. (Does not apply to book projectiles) (This will help prevent Aron from getting stun-locked by a big group of enemies)
- Knockback
  • Challenge - .75 seconds
  • Adventure - 1.25 seconds
  • Story - 2.5 seconds
- Upperbody/stagger hit (Shared)
  • Challenge - .5 seconds
  • Adventure - 1 seconds
  • Story - 2 seconds

// Optimizations
- More LOD's
- Significant Shader optimizations for lower end PC's.
- Collision improvements

// Controller
- The right thumbstick can now be used to scroll through scroll-boxes in the menus.
- The back button now also works in the main menu when opening the save/load menu.
- Fixed a bug where input ui wouldn't update on switching input mode.
- Can now open the action menu in menu's and at vendors.
- Fixed a vendor bug.
- You can now rebind the secondary input button.
- You can now rebind controller sprint.
- Quickslot / Slam ability can now be rebound.
- Fixed a rebind bug.

// Map Markers
- NEW: Crafting encounters now also have markers on the map.
- Crafting encounter markers can be disabled in the gameplay settings.
- Markers are now hidden on the map before Aron grows up.
- Bug fixes for compass markers.

// Other
- Key-bindings: All UI now updates according to your binds!
- Horse: Added missing gallop sounds.
- Horse: Added missing jump and landing sounds.
- Horse: Improved camera on horse.
- Horse: Improved collision. (Less head stuck in wall situations)
- Menu: Credits visually updated.
- Menu: Credits now using the proper IMAScore song.
- Menu: Hiding time played in the save menu since launchers track that anyway.
- Menu: Restructured the key rebinding a little bit to make more sense.
- Menu: Hard reset added that'll delete the input file for you and restart the game.
- Camps: Potential new fix for enemy camp spawning/completion.
- Crafting: Tweaked requirements for crafting items later in the game.
- Shop: You can now click crafting materials to sell them at a vendor. (no more need for right mouse button/sell)
- Shop: You can now sell all when talking to a vendor and opening the options menu.
- FOV: can now be tweaked up to 140. (Not recommended unless you have an ultrawide screen)
- It's now easier to start climbing.
- Subtitles added to Intro sequence.
- Audio: Audio levels tweaked.
- Save-games: Post Process filter for better results.
- Grammar corrections.
- Localization preparations.


/ Rive
- Fixed a bug related to the aggressive dogs side-quest and being unable to complete it.
- Floating rocks moved back down to earth.
- Improved post process effects in the dark forest area.
- The NPC scared of the fox has moved on with his life after 4 years of hiding.
- Aron Comments added to blocking volumes.
- Landscape fixes to remove floating water.
- Landscape optimizations.
- Foliage lost in rocks cleaned up.
- Reduced chances of Aron moving back to the sneaking start location when talking to dad.
- Fortress visual changes.
- Collision fixes.
- Aron's Home border visuals overhauled.
- Updated enemy camps encounters.
- LOD changes to endless fields level.
- Significant performance improvements. (Loading/unloading certain parts of the map)
- Subtitles added to the end cutscene.
- Parents chests added to the house.

/ Dungeon 1
- Blocking volume added back.
- Minor environment changes.

/ Castle
- Changes made to snowy weather for more consistent behavior.
- Background changes.
- Crawin fades now properly stay on screen.

/ Dragon Valley
- Witch History Quest marker now automatically updates as new rifts are opened.
- Minor Landscape optimizations.
- Second gate also opened by default.
- Destroyed gate stays destroyed after the long night.
- Updated enemy camps encounters.
- New encounters.
- Enemy balancing.
- Subtitles added to the witch fight.

/ The Rest
- Made sure to verify info before loading the sub-levels.
- Fixed Post Process effects in all training levels.

/ Dungeon 3
- Environment fixes/adjustments.

/ Shadows Edge
- Fixed Post Process Effect not being removed after completing the sneaking quest.
- Fixed Post Process blending effects in the shadow-lands.
- Updated post process effects.
- Minor changes made to Reldan introduction to prevent a rare crash from happening.
- Reldan end fight updated.
- Minor Landscape optimizations.
- Updated enemy camps encounters.
- New encounters.

/ The vault
- New Achievement.

/ Eternal Pits
- Minor pacing changes for the ending.
- Added an auto-save after speaking to Crawin.

/ Bugs
- Aron: Critical bug fixed that would mess with Aron's Rotation in some instances after having locked on to enemies.
- Aron: Additional ensuring to make sure the minimap icon keeps updating.
- Aron: Fixed a rare case of slow motion getting stuck on using the ground slam.
- Aron: Fixed a bug where the aiming animation would reset when landing while drawing back an arrow.
- Enemies: Multiple Aim Offsets fixed.
- Enemies: Wyvern air-walk fixes.
- Troll: Improved behavior. (Less getting stuck)
- Fixed a rare instance where some video settings would reset.
- Fixed a bug that'd reset the fog color when travelling between areas.
- Fixed an issue where certain post process settings were ignored.
- Fixed a few rare instances of a save game becoming corrupted.
- Inventory: Dragging over slots changes the colors fixed.
- Arrow Crafting: Fixed hover detail for when you don't have enough.
- Arrow Crafting: Fixed a bug where only 1 of every material would be removed from the inventory.
- Removed damage interface from chests. (no more accidental targeting of chests)

...