Jun 29, 2021
Angry Giant - Robymv
A bug from level 46 is deleted.
Jun 29, 2021
GAME.exe - kxng


2nd July - Game initial release, the game will release with English being the only language available.
16th July - On this date Game.exe will receive more languages such as Portuguese, Spanish, Chinese, etc.
23th July - This day an update will be shipped to fix the majority of the bugs reported.
13th August - This update will bring some changes to make the overall experience better.

Please note that the updates will not be limited to these dates, but these are the main releases.
This might change, if it does I'll make sure to alert you guys!

Thanks and I hope to see you on 2nd July!
Rogue Legacy 2 - Cellar Door Games
We’re back with another bugfix patch for Rogue Legacy 2. We noticed people are still having trouble with the collision system at lower frame rates, so we’ve done yet another pass (fifth time’s a charm) on improving the logic. Wide-reaching changes like these are always risky, but we’ve done a bunch of testing and stability does seem much better. Other than that, not much to highlight as the previous update already addresses most of the priority issues. This release focuses more on tackling the minor annoyances that have cropped up.

- The Cellar Door Games Team

GAMEPLAY CHANGES
  • Implemented new collision logic. Should improve stability and jitter, particularly when playing the game at a framerate lower than 60.
  • Added a brief lockout period so you cannot attack immediately after spin-kicking. This is to prevent an exploit where spamming attack + spin-kick would let you attack repeatedly without any cooldown.
  • Changed reroll Relic logic so that you can now only reroll once per Relic room.
BUG FIXES
  • Fixed bug where the modded value of resources was not being tallied correctly in the death recap.
  • Fixed bug where freezing an enemy on the same frame they're about to do an attack would yield unexpected results (sometimes attacking, sometimes not).
  • Improved the placement of icons when player gets hit and a relic ability kicks in.
  • Fixed bug where certain enemies that spawned too close to walls would sometimes slide across the room the moment the player entered.
  • Fixed bug where the game was not correctly tracking how many times a relic was rerolled.
  • Fixed bug where hitting the increase/decrease buttons in a shop menu fast enough would make it eventually shrink into oblivion.
  • Fixed bug where switching classes in the Skill Tree with the Pacifist trait active would disable the ability to swing the sign.
  • Fixed bug where triggering the Soul Shop before all rewarded souls were picked up (either from beating a challenge or completing a dialogue thread with an NPC) would desync the souls you owned and the souls actually displayed in the player HUD.
  • Fixed bug where players could slip through the plank that leads to the boat on the Docks if they have Dwarfism and the game is running at a low frame rate.
  • Fixed bug where Skeleton archers could shoot through doors if they are right up against them.
  • Fixed bug where player would sometimes stand in the wrong position when talking to an NPC.
  • Burdens now properly display their hint information when they are locked.
  • Burden no longer updates its "New" icon if the burden is locked.
  • Locked burdens no longer hides the purchase box text.
  • Fixed bug where the pizza weapon would sometimes immediately break upon the next throw after entering a tunnel door.
  • Removed the SHIFT + ~ debug FPS counter from non-standalone retail builds.
  • Fixed bug where all enemy Mage variants were not triggering collider collision effects (like going dark when inside a hidden wall).
  • Fixed bug where critical hits on the player would freeze when the player died.
  • Fixed text alignment bug when the gold gain from traits was too high on a character in the lineage screen.
  • Fixed bug where player would get stuck in an eternal teleporting loop if they hit water on the same frame they landed on ground.
  • Fixed regression bug where the player souls amount would appear whenever the player entered a new room.
  • Fixed bug where the soul cost would still be displayed for a Soul Shop item that was already max level.
  • Fixed (yet another) bug where player could sometimes fall through water or clouds.
  • Fixed bug where sometimes if you activate a zombie for the first time in a room, a giant polygon appears for a brief second.
  • Fixed a number of graphical bugs with some stages.
  • Fixed a number of in-game spelling mistakes.
  • Fixed bug where the Gear card would appear invisible if you had too many runes equipped.
  • Fixed bug where Antikytheria wasn't stacking.
  • Fixed bug where Antikytheria wasn't applying its Intelligence gains immediately when killing an enemy.
  • Fixed bug where Commanders were no longer dropping ore.
  • Fixed bug where entering a Healing room with a Lotus Relic would use up one of its charges.
  • Fixed bug where Painting enemies would sometimes have their angry face visible when entering a room, before they were aggroed.
  • Fixed bug where the smaller skeletons spawned from the Skeleton Prime bosses could get commander buffs.
  • Fixed bug where you could start a run with Charon's Trial as an Antique.
  • Fixed bug where if you selected another window during launch (before the CDG splash screen), the game window would still think it had focus, allowing you to use the mouse/keyboard/gamepad to interact with the game in the background.
  • Fixed bug where getting hit when you had a fully charged Coeus Shield and a Lotus Stem would cause both of them to lose a charge. (Now Coeus Shield blocks the full hit.)
  • Fixed bug where the NG+ / Burdens HUD would appear in the middle of the screen on 4:3 aspect ratios.
  • Fixed bug where Paladin Maiden would throw the wrong type of spear.
  • Fixed bug where the Living Safe would display incorrectly-rounded conversion rates.
  • Fixed bug where Vitality mastery was only acting as an HP multiplier, instead of multiplying Vitality itself.
  • Fixed bug where Aqua Braces were displaying their aim indicator even when they were spawned in fairy rooms.
  • Fixed bug where opening any chest with Diogenes Bargain would cause flies to come out of it, even if it contained ore/aether/blueprints/etc.
  • Fixed bug where NG+ level was not being reset when entering Scars, causing enemies and hazards to deal way more damage than they should.
  • Fixed bug where the enemy health HUD was appearing on top of the Player card in the pause menu.
  • Eating pizza now properly gives your Cooking talent 2 charges instead of 1.
  • The Curse commander buff activation range now scales with the camera's zoom level, so enemies on-screen but farther away can still send curses at you.
  • Fixed bug where attacking faceless dummies would cause pizza to appear in their hand.
Forza Horizon 4 - MorganJEast
As you may know, we recently announced the release of Forza Horizon 5 (surprise!) and you might be wondering what that means for Forza Horizon 4.

Although much of the dev team is focused on Forza Horizon 5’s release over the next few months, they are working to ensure that Forza Horizon 4 continues to be a great experience that will keep you behind the wheel.

Starting with next month’s Series 38, the seasonal playlist will become a mixtape of rewards, championships, and challenges from previous updates, starting from Series 7 through Series 32. You can expect more chances at some rare cars and rewards that have only come around a few times, and relive some of your favorite seasonal challenges.

In addition, the team will continue to work with the support team to identify bug fixes that we are able to reproduce and fix.

Beyond the release of Forza Horizon 5, we plan to make sure Forza Horizon 4 continues to be a fun experience for everyone and will share details when we are able to.

In the meantime, let’s get into the details of what you can expect in Series 37.



First off, did you solve the latest Worben Wednesday tease?

  1. The compass with North pointing towards Guanajuato and East pointing towards a checkmark is a reference to the fact that Querétaro is East of Guanajuato and is where the Vuhl was designed and built.
  2. Coming soon, with a dictionary definition of “soon” is a reference to the long-awaited High Stakes mode of Super7.

2017 VUHL 05RR



It’s the first supercar of Mexico, and a fitting tease ahead of the opening of the Mexican Festival. The VUHL 05 is lightweight, fast, and distinct in its styling. Each VUHL is handmade, sporting an all-carbon fiber body that makes it less than 1600 pounds. The engine, a 2.3L turbocharged Ford Eco Boost, is located in the back with a turbocharger that takes air directly from the open cockpit. This gives it 360hp and a 0-60 time of 2.7 seconds, thanks to the incredible power-to-weight ratio. The low positioning of the chassis counterbalances that light weight to make cornering at high speeds a cinch.

The VUHL won the Race of Champions in 2019, and is available now by completing the seasonal championship “VUHL In The City”.

Super7 High Stakes

It’s finally here: the evolution of Super7. The new High Stakes mode ramps up the intensity by making both the risk and the reward much greater. In this mode, you have a chance to bank prizes after each round of challenges and walk away with something nice—and if you press on to the next round, those prizes, including more exclusive cars, become more valuable. But if you fail even a single challenge, it all goes away.

Are you willing to step up to the High Stakes? Hold your nerve and earn rewards, or quit while you’re ahead to make sure you don’t leave the Super7 empty handed!

For additional information on bug fixes, check out our support site, and for the latest news and updates, follow us on Twitter and Instagram.
Lock 'n Load Tactical Digital: Core Game - Metcalf
- added results window for Morale Checks
- added results window for Overruns
- added results window for Close Assaults
- enabled turns slider for battle generator games to modify the length of the scenario (or all scenarios, for campaigns)
- increased the maximum # of additional turns on the slider from 3 to 8
- updated Japanese & Spanish translations
- added a dropdown next to side 1 in the battle generator/editor setup to switch modules & avoid confusion about module selection
- fixed the play records date being wrong for custom/new format scenario games (was using the scenario creation data instead of the game, unfortunately can't correct old records)
- fixed the play records side names being wrong for custom/new format scenario games; this one was just a display error so the records are correct
- fixed collapsed cave counters in a save game being accidentally shown as Cave counters when loaded
- fixed a bug where units retreating after a failed close assault where they used a single-use weapon could seem to freeze the game for a long time
Jun 29, 2021
Call to Arms - Gates of Hell: Ostfront - Instinct
Update 7: V 1.005.0
  • Added new Tiger H1
  • Added voice-overs for some missions
  • Added new pointer (N) sound
  • Added sounds to boarding and hatch animations
  • Added sounds to various infantry animations
  • Added sounds to car and truck doors
  • Added sounds sandbag, trench and foxhole construction animations
  • Added sounds for when bullets hit helmets
  • Added sounds to mine placement animations
  • Added distant ricochet and penetration sounds
  • Added distant AP shell bounce sounds
  • Added vehicle view for DSHK, ampulomet, Marder2
  • Added russian localization upgrades
  • Added new burn damage logic from fire grenades (molotovs): 1 engine hit burns cars, armored cars and light tanks. 2 engine hits to burn medium and heavy tanks.
  • Added more realistic XY spread ratio to several weapons
  • Added farshoot fix (for mortars, artillery and direct howitzers) now it works properly and reduces farshooting effectiveness to near 0
  • Added range limit in third person to mortars, artillery and direct howitzers above 100mm
  • Added BR-350B shells for zis-3
  • Added 57mm_zis4_2 for t-34-57 mod 1943 to differentiate reload from earlier model
  • Added localization for 57mm_zis4_2
  • Added interior variants of reload sounds for MGs and cannons
  • Added authentic IL-2 sounds
  • Added new fixes/damagerepost style change

  • Improved several maps which had inbalance or pathfinding issues.
  • Improved airstrikes in conquest to be easier to counter (community reported frustration).

  • Fixed multiple crashes
  • Fixed conquest cash refunds and drag-and-drop
  • Fixed yak1 muzzle fx
  • Fixed drag n drop behaviour of stages that are not yet reserached
  • Fixed inventory for russian marine so helmet will spawn every time
  • Fixed (Disabled) cars able to be crushed/destroyed by contact with armored cars
  • Fixed localization for some single player breeds
  • Fixed and cleaned-up gamebar
  • Fixed vision for universal tractor driver
  • Fixed farshooting
  • Fixed molotov fx on objects
  • Fixed molotov fx on tanks
  • Fixed fire fx from molotovs not working on truck class vehicles
  • Fixed conquest vehicles spawning with missing crew and other crew not able to get into those missing positions
  • Fixed soviet church
  • Fixed engine fire fx for sdkfz221
  • Fixed suspension on the Brummbär, Panther G
  • Fixed several maps
  • Fixed all maps - all playerID map entities set to 0 to prevent "Trying to allocate playerID > max players count" error in possible higher player counts.
  • Fixed 57mm zis4 (t-34-57) reload to be closer to t-34-76 as the 57mm shells are longer than 76mm shells
  • Fixed steil.gr translation for russian language
  • Fixed fire damage for incendiary ammo

  • Increased accuracy of soviet 85mm, 100mm and 122mm guns.
  • Increased rotation speed of heavy flak guns from 15°/s to 20°/s

  • Increased build time of foxholes to 30 seconds
  • Increased build time of trenches to 90 seconds
  • Increased cost of trenches to 20 building supply
  • Increased cost of engineers squad from 80mp to 100mp
  • Increased amount of time it takes flamethrowers to set vehicles on fire

  • Reduced up and down accuracy of bazookas as the XY ratio makes the side to side pattern tighter
  • Reduced zeroing (more steps) for very low velocity field guns
  • Reduced reverse speed of T-34 series tanks to 12kmh (10 historical + 2 due to terrain modifier)

  • Removed unused interface files
  • Removed penetration value of rocket artillery

If you have issue starting the game after the update, post a thread in the forums.
Jun 29, 2021
False Front - Svantech Studios
* Added "normal" and "sniper" public lobby to search different lobby types
* Fixed player FP weapon not visible for remote players when joining during match in killcam and spectate
* Fixed ingame classic killcam showing scope hud if starting scope when killed
* Fixed problem in chat when having controller attached giving small changes on buttons and makning chat text flicker and draw dual characters.
* Fixed problem with a rare crash on some computers when drawing FP weapons.
* Fixed problem when you ended a match with chat open, chat blocked start menu in next match.
Jun 29, 2021
Gobot - Andromedeh
Quick Hotfix

UI Buttons now work as intended
Jun 29, 2021
PULSAR: Lost Colony - cptslog
Hello everyone!

Version 1.03 is now out! This update is a quick one to help connectivity issues that were reported from the Europe region.

Changes
  • Internal switch to the Europe region’s server, which should hopefully alleviate the reported connectivity issues
  • Added a difficulty indicator for the “Track Down Security Drone” mission as well as a High Priority Mission tag in the mission description
  • Reduced the disconnect timeout time when hosting a game

Thank you for your time and feedback!

Best,
The Leafy Games Team
POLY SYNTH GUNNER - lld8m8
Added double jump mechanic
Added dash boost mechanic
Changed some particle effects
Minor tweak on some animations
Changed some of the UI
Added extra song to tracklist
Changed enemy health and damage
Changed pet damage and ROF
...