Jun 30, 2021
Greats of the Gridiron - criticaldensitystudios
Well, it was a great couple weeks off - something we have not had in the last 1.5 years of development. It was much needed, but we are very excited to be back to work on Greats of the Gridiron.

During our break we met a great network of guys over in Front Office Football who gave some wonderful feedback on the Demo. We are working on ways to incorporate their feedback into GotG.

We also had a very successful Steam Next Fest. Thanks to the hundreds of supporters who downloaded the demo, wishlisted the game and again, gave us great feedback. We really are making this game for you - the fans of football simulation games that are not joystick controlled players.

Well, now that we are back please expect the usual weekly updates as well as some exciting news that we cannot leak yet, but will as soon as we're able!

Everyone in the U.S. have a great (and safe) Independence Day. And for the rest of you - just have a kickass weekend!

- The Management Team
Wilford - BattleCat
I've fixed a number of bugs that were annoying me. The list is as follows:

  • The score didn't reset when starting a new game, so you could keep playing games to increase it (thanks Fripomanic)
  • Bodies of water are now connected on all levels
  • The exit now spawns in a place where it's visible every time
  • Dying (getting shot 3 times by wasps) didn't transition you to the game over screen
  • Enemies will now spawn properly every time the level starts (they used to get stuck in place after finishing 1 level
  • Implemented new sound effects. They're likely not final.
The Pit: Infinity - castewar
The Pit - Infinity v1.2.1.8893

Added:
- Game option to disable periodic spawning of hall monsters.
- Stackable items (e.g. Med Patches) display total count in inventory, and behave as grenades do in the quick/hot bar.
- Quick/hot bar given a memory, so empty slots can be auto-populated when picking up items previously in the slots.

Fixed:
- Event Log on HUD would sometimes become permanently hidden.
- Improved effectiveness of rocket launcher.
- Improved effectiveness of Cyberjaeger Bear plasma attacks.
- Zuul Lord "standing still" during final battle has been addressed.
- Text for airlocks on final floor no longer say "Going up/down to Floor 20".

Changed:
- Explosion effect for explosive ammo have been toned down from Way Too Big to Much More Reasonable.

Sorta Fixed / WIP:
- To address the "infinite loading bug", if loading takes too long (45 seconds), the user is able to force continuing with the game. (Diagnostic file generated.)
- Plugged hole in hallway floor caused by some random floor layouts. (Diagnostic file generated.)
Please send these diagnostic files to us if possible, as it will help us determine exactly what the issue is so we can crush it.

We will continue to update PI, though less frequently than the first year the game came out. Keep sharing the word on PI, letting people know about it and when it's on sale (like right now), as the lifetime of a game is directly related to people's continued interest in it.

Have a great long weekend everybody!

https://store.steampowered.com/app/577410/The_Pit_Infinity/
https://store.steampowered.com/app/1216510/The_Pit_Infinity__Healer/
https://store.steampowered.com/app/1348780/The_Pit_Infinity__Juggernaut/
Tank Mechanic Simulator - [DeGenerals]Goozy


Dear Mechanics,

The month is about to end, and we haven't updated you on the progress of our work on Maus recently. The tank turned out to be a lot more challenging than we originally anticipated. The model itself needed a lot of improvements to the game engine and fixes to the existing build. We know that our community has high expectations for Maus, and we want to do everything to make this model one of our best.



As a result, we are forced to postpone the release of Maus without a specific date.

We have to ask you to be patient for a little while longer. We assure you that work is in full swing and we are not slowing down.



However, we want to show you a little bit of our work progress and a few historical facts about the upcoming vehicle:

Professor Porsche was dumbfounded when Hitler asked him for a 100-ton tank project, but he knew it wasn't impossible. Ultimately, he exceeded the requested tonnage, and the Maus was born.



A monstrosity on its own, the turret itself weighed more than the entire Panther tank! 189 tons of German steel were made in only two examples, and both were partially destroyed, only to be found by Soviets, put back together, and transported to Kubinka for tests and museum exhibition.



The monster was propelled by a derivate of the aerial DB 603 engine, the MB 509, producing a whopping 1080 horsepower, but don't let that gigantic number fool you. The Maus' top speed was a mere 20km/h, with 13km/h being the usual speed. It sported an interesting feature, being able to go in reverse at the same speed as forward, due to its electric drive.



The beast had a hard bite, using the 128mm KwK 44 gun, alongside a smaller, 75mm KwK 44 as well, mostly for rangefinding, and for destroying weaker targets. A standard issue MG34 was also in the turret. A 20mm AA was planned but scrapped.



For such weight, a sturdy double-bogie, helical spring suspension was chosen. Not as fancy as the torsion bars, but easier to fix and replace.



All in all, the monster was impressive, but very impractical, being slow, fuel-inefficient, and a very good target for allied bombers.



Thanks and have a good one!
DeGenerals


Jun 30, 2021
Kin's Chronicle - flashdim
New Features
  • Added player buffs/debuffs to Battle HUD
  • Talking to Zero in the Keep grants Uncommon gear crafting
  • Parts can now be upgraded
  • Element Orbs can be crafted using 2 of the opposite element (Need Zero's Tools)

Enhancements
  • Unmasked crafted item names
  • Weapon animations and sound replacements completed
  • Item Menu and Crafting Menu Categories added/updated
  • "Rapid Bites" is now rapid bites 😬

Fixes
  • No Major Issues to Report! ːsteamhappyː



Jun 30, 2021
Afterconflict - SPITFIRE
Since our last development update back in April, we've been working on all sorts of new additions you'll no doubt be pleased with, such showcasing the new, textured version of our Type 88-1 from our last update, showing off different gameplay additions such as leaning and advanced scope mechanics, our improved night time visuals and equipment to go with that, vehicles and the means to destroy them, you may even spot some snippets of a map we previously showed off in Development Update 9...

We've got a lot to go through- so let us not dally, and get on with it!

As already mentioned, since Development Update 12 we worked further on our rendition of the North Korean Type 88-1 and released a showcase video on April 15th, the Day of the Sun, officially making it the first ever fully-modelled, fully-textured, fully-featured rendition of the rifle in existence; presented for your enjoyment!


In terms of other improvements, we've also been improving some models on the NATO side of things, such as our model of the G3A3; though we'd not had any particularly negative feedback regarding our G3A3 model (that we know of), there were various things that we thought imperative we fix, from improvements to the iron sights, to adding the "Freischwinger" bracket.









Speaking of improved iron sights, we've altered the way that iron sights appear to better simulate how they appear to the human eye, here's an example with the already mentioned G3A3's rotating diopter drum sights.


Outside of iron sights, we've also been overhauling our optical sights, they've been overhauled to such a degree in fact that we made an entire video explaining it that also serves as a tutorial for those interested in using optics to their fullest in Afterconflict, check it out!


Although it's not showcased in this video, we did a separate showcase showing the adjustment of the reticle of optics such as the PU-1, allowing an intelligent scope user to make the most of even the more basic devices they may find themselves using.


There's also the matter of resting one's weapon on more awkward surfaces, which though important even for firing generally, is even more important for those using scopes, so for that we have also introduced dynamic "smooth" leaning, which while generally keeping you better protected against enemy fire, gives you more stability to return fire, both horizontally and vertically.


In terms of specific models of scopes, we've added a few; relating to the G3A3 we first have the first model of the standard "Zielfernrohr" for the G3, a scope that can be fitted as standard to virtually any G3 rifle to effectively convert it into a marksman rifle, of which were abundant in the Bundeswehr.







However, our next newly added showcase requires a tad bit more context in its addition.

Recently, we've been focusing on improving the appearance of the dark nights of Afterconflict, and with this we've added various new gameplay options to claw your way to victory in the dark, from the stars in the night sky being astronomically correct, to various (authentically flawed) night vision devices, which brings us on to-



The NSPU is the first night vision device we added to Afterconflict, a relatively solid, relatively rugged, relatively reliable scope that lets the average infantryman accurately observe and fire at an enemy at night- or in the day, if you so choose to do so!






In addition to this, we also have a few examples of night vision goggles to show off. Although by the 1990s many militaries of the world had only just started to issue night vision goggles specifically designed for ground troops as opposed to those designed for vehicle crews on a larger scale, it did not stop various forces (especially special forces) from using goggles designed for said vehicle crews like the Soviet PNV-57Es for far more infantry-oriented tasks, and we have a preview of the PNV-57Es in use here:


Despite the pilfering unfortunate faliings-off-the-backs-of-trucks of various sets of PNV-57Es, Soviet vehicle crews are certainly not lacking in terms of the resources needed to crush anything that stands in their way, with machines such as the 2S1, BMP-1P, BMP-2, T-80U, and the BM-21, NATO forces must still keep their anti-tank defences ready if Warsaw Pact firing demonstrations are anything to go by.

2S1


BMP-1P


BMP-2


T-80U


BM-21


But do not think that only Pact vehicles are to be feared for their ability to go toe-to-toe with NATO armour, as with disposable rocket launchers such as the RPG-22 (heavily based on the US's M72 LAW), even infantry are to be feared, those who show complacency are likely to find their end at the hands of an emboldened conscript clutching a freshly fired missile launcher.



Though it is to be feared on the ground, NATO air crews are relatively safe from disposable RPGs as they dominate the skies and rain down hellfire with such feared designations as the AH-1F, and the infamous A-10A.

AH-1F


A-10A


But they should not be so bold thinking they have the air war won, as there too are feared names in Pact-controlled skies too, from the near limitless numbers of multi-faceted Mi-8s, to the legendary Mi-24P, the "Hind F".

Mi-8


Mi-24P


If you're being chased by them, try losing them in the trees.
If you survive, as ever, stay tuned.



On our Discord server we discuss everything from the game and Cold War history to posting photos of hedgehogs!

We hope you enjoyed reading this development update, if you wish to keep up to date with all Afterconflict updates, be sure to follow our Twitter feed too.
Minds of Nations - Omnem
Adjustments to metas, small tweaks and other bug fixes:

1. Conquering an unconnected capital now costs 20 Influence with 5 Centralization.

The old strategy of conquering far away inactive as soon as the peaceful context ended was back.

2. Conquering a connected capital now costs 10 Influence with 3 Centralization.

3. Idea costs have been increased. Quite significantly for the late stages of a sim. We should not reach thousands of ideas added again.

4. You cannot sell someone else's prestige products.

A number of users would move around a single prestige product. Middlemen would earn as much as the creator. This had to stop.

5. Clearing prestige products now requires only 1,000.

6. Clearing a prestige product now yields 1 influence.

7. Famous Products ranking is now based on most nations that have cleared your at least 1 of your prestige products.

8. Prestige products can now be cleared 10 times each.

9. Design fixes on iOS.

10. Design Fixes on Steam.

11. Missing nation flag during peace offers.

12. It now costs 1 influence for every 200 gold you extract during peace negotiations.

13. It now costs 1 influence for every 200,000 food you extract during peace negotiations.

Farming gold thru conquest was a 0-cost strategy.

14. Rankings aesthetic improved and bug fixed.

15. Protectorate used to cost too much in gold.

16. When sending a peace offer you'll get lots more information on why it was not auto-accepted.

17. You were unable to send an insult treaty sometimes.

18. Effects would not expire if they were predefined [ unforeseen consequences ].

19. Conquering a province would not always increase prestige product yield.

20. Destroyed nations would not close ongoing trades.

21. Total agricultural land was not updating after conquests.

22. Province fertility would drop into the negative if environmental degradation was left unchecked.

23. Hours until the next technological level is reached has been removed from the map UI.
Pro Wrestling Sim - ProWresSim
Things will slow up for a couple of weeks here, as I'm off on vacation next week.

In the meantime, I've finally created an official Discord channel: https://discord.com/invite/wEe87WnU2m . Come along, talk about the game, your saves, any bugs or feature ideas.


  • Added win, loss and draw records for each worker in your company (note - on saves created before this release, its possible these may be slightly incorrect)
  • Added a rankings page to your My Promotion menu, based on the aforementioned wins, losses and draws
  • Added 1 day, 1 week and 2 week contract length options
  • Added ability to quit job
  • Added quick links to jump to Storylines, promises and worker pages from the main office
  • Added Lucha Libre promotion style
  • Added searchbar to the storyline workers list
  • Added ability to set Alter Egos from the Edit Worker screen (note, they dont do anything yet, but gives modmakers a head start)
  • Fixed bug where saying no to a delete prompt in Edit Workers screen would be ignored
  • Added negative star colour as a skin option


Jun 30, 2021
Rune Knights - Aeromir
BALANCE
Blink Skill Rebalance
Blink
  • Mana cost increased from 75 to 125.
  • Cooldown increased from 5 to 8 seconds.
Frostblink
  • Mana cost increased from 120 to 175.
  • Cooldown increased from 6 to 8 seconds.
Thunderstep
  • Damage increased from 150% to 200% combined weapon damage.
  • Mana cost increased from 140 to 200.
  • Cooldown increased from 8 to 10 seconds.
FIXED
  • Fixed some bosses not scaling as intended.
C-War 2 - ClanWarBS
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