Session: Skate Sim - Nacon


Sup homies, we’re back once again, and It’s finally time for us to open the gates of our latest update! As promised back in June, with the announcement at Nacon Connect today, and the one-and-only Daewon Song introducing the game… we’re here and it’s update time guys!

Below is a list of updates, improvements, and tweaks we’ve made to the game which we know you can’t wait to read.
We’ve taken general feedback from the community and continued with our vision, so check it out and don’t forget to let us know what you think.

This update is v0.0.0.28 and is around 8GB to install.

Update Content

TWO New Levels
The infamous Black Hubbas / Courthouse



Highline Bridge



New Skateshop in Philly
  • Updated and added new spots in Philly
  • Love park has now been changed to have a more accurate representation of the park we’ve seen in classic videos.
  • We have also added a new skateable areas to the philly map
  • Along with some optimisation to the level itself


Huge Replay Editor Revamp

The Replay Editor, has been completely reworked, with all new;
  • Keyframe types
  • Features
  • Depth of field feature
  • Keyframe Interpolation types (Smooth/Linear/Constant)
  • Camera Roll
  • Tripod Camera
  • Undo / Redo function
  • Lots of bug fixes
You’ll be able to freely and smoothly switch between all the new and improved camera types, keyframe interpolation types Smooth will give you that buttery glide between keyframes, Linear will showcase more of a jump frame, for those dramatic camera switches and Constant will keep your keyframes consistently, consistent.

You can even edit your entire clip without the user interface. Don’t like what you’ve done, simply “Undo” each step with the Undo feature, Don’t like the undo you did, simply “Redo” it, with the redo feature.
Without talking in twisted tongues, this is a complete backend overhaul of the Replay Editor. So now there’s no excuse for not recording and posting your clips online!

Added new spots & optimised NYC
We’ve now made NYC even more skateable
  • A brand new section has been added to NYC next to James Park
  • We’ve made existing spots that weren’t skateable now skateable
  • Notice the vehicle barriers on Murry Street and by Chatham Towers and a gap in the One Police Plaza, just to name a few
  • Replaced old spots with new a improved ones in One Police Plaza and more dotted around NYC
New Game mode: Skate Dice
  • Challenge your homies to a game of Skate Dice (see our last community update for an in-depth look at this game mode)


Tutorial Overhaul
A brand new Tutorial! Whether you’re a new player learning the ropes or an OG who wants to tighten up your those loose threads, Donovan Strain has your back with the new tutorial teaching you the basics of Session, and if it doesn’t work “He’ll teach you how to lie about being good at session”

New historical Challenges added to;
  • Philly
  • Pyramid Ledges
  • NYC
  • Optimised challenges in all levels

New sky system
Volumetric clouds, real time cloud shadows and adjustable cloud coverage. To experiment with this new feature pause the game goto Options > Day/Night and you’ll be able to find your ideal coverage.




General Fixes
  • Improved fisheye lens sharpness in camera options
  • New foliage interaction for grass and small vegetation in all levels
  • General bug fixing and squashing
  • Reworked lighting system throughout all levels

If you experience any issues reach us at support@crea-turestudios.com
Join the community on discord to chat with Skaters from all around the world, and of course keep giving us the best feedback so we can do Daewon proud!

Discord.gg/session

From all of us here at crea-ture studios
Peace!!!



The friends of Ringo Ishikawa - shin-yeo


Hello, fellas!

I made a Steam page for my new game today, please, check it!

https://store.steampowered.com/app/1687000/Fading_Afternoon/

Here's the trailer:



Jul 6, 2021
Dialtown: Phone Dating Sim - DirectDoggo
Hey, y'all! Long time no speaky, huh?

Apologies for not writing this sooner, simply put: I wanted to wait 'til I had something important enough to show y'all, something to warrant me writing one of these. This stage of development is funny in that since the end of the game is practically just a string of scenes that are RIFE with spoilers, I can't really show off much directly.

But, I DO have a lil to talk about! So, talk I shall. :)
ROUTE 5 PROGRESS:
The final route is coming along nicely. The first half or so of the route is fully finished. Since there are recurring locations exclusive to this route, and all of them have appeared already thus far, the second half of the route WILL be easier to develop than the first! Hurrah! Here's a few screens from the route:







I'd love to show more off, but the further you play into the route, the more spoilery it gets. Also, in other news: A pal of mine tested the first half of the final route. He found a few bugs (which I have thoroughly squished), gave a lot of positive feedback (promising!) and some really good criticism/suggestions on things to change/modify (thankfully, most of which I can do quickly enough). So, yeah, first half of route five shaped up nicely!

Total progress!
This wouldn't be a Dialtown devlog with The Chort. So, lemme whip it out.


You know the deal by this point. The flowchart shows most of the significant scenes/events in each route, with green stuff being fully done content. Yellow = finished script/some assets, code WIP. There was also purple for placeholder assets and red for completely unfinished material, but those have been removed fully from the chart. :)

Progress has been great lately, basically. 24/26 endings done, whew! Not been getting much sleep, but hey,
That's Life!

[expand type=showmore](Legal notice: Frank Sinatra, Frank Sinatra Enterprises, LLC (yeah, that's the actual name of the company, not kidding) nor the Universal Music Group condone Dialtown in any shape or form. In fact, if Frank Sinatra was alive, I'm sure he'd personally detest Dialtown with a passion and send goons to my house to beat me up or make me watch Shark Tale (now available on Blu-ray!) or something. But, he's dead, so like... Who's gonna pay for the goons NOW, Frankie, HUH? Haha, SUCKER.)[/expand]
Latest patch:
I'm also mentioning this as an aside, I uploaded a new demo patch late last month, just to fix some bugs and junk. I also improved some assets, redoing Billy/Gabby's poses from scratch and adding many more poses to their pose-pools. Here's a direct comparison so you can see what I mean. :)



Yep! I added head turn variants for poses that made sense and added new body poses. Huzzah. Oh, and there's a new song on the OST. It plays during Oliver's route, and you can find it in the demo portion of his route right now! Here's a Streamable link if you wanna listen to it right now! (Temp link, will expire 3 months from now!)


A lot of the code in the new update is experimental and may break anything and everything. But, so far, doesn't seem to have broken much, if anything. If it does, lemme know!

Let's address the elephant in the room.
Release plans.


Alright, alright, I thought the game was gonna release in Spring. But, I decided not to push for a Spring release (as the end of Spring approached), because while I could've just about made it, I really don't wanna rush the final release. I felt it was better to take the time to go back and improve some of the earlier assets, touch up the game just so the quality is somewhat consistent.

To err on the side of caution, I won't say what month DT is planning to release on in case there's set backs, but Dialtown releasing during the second half of 2021 is guaranteed. If I don't, fuck it, another video of me as a horse drinking hard liquor straight from the bottle. I'll even use a different Sinatra song (read legal notice above.) (But, no, I won't fail.)

This stage of development is always the hardest for me, to be honest. When you work on something for 2 and a half years (WOW,) it can be hard to see how good your game even is. Is it good? Who knows, it's just my weird mutant child who I kiiinda wanna ditch at the grocery store, y'know? But, I can say one thing for sure, after receiving feedback from my testers:
If you enjoyed the demo/Randy's route, then the best is yet to come!

Thanks for reading and dreaming with me and junk! As always, I'm a fucking mutt. Goodnight, everyone!


Jul 6, 2021
Days Gone - Bend Studio
Hi everyone!

We hope you are enjoying your time with Days Gone on PC. It has been so great seeing all your screenshots, video clips, discussions, and streams! Good news, today we have Patch 1.05 for you that is live right now on Steam! You know the drill, please update your game and let us know what you think.

PATCH NOTES

Graphical Improvements
  • Fixed motion blur trails from the back of the bike when riding
Performance Improvements
  • Fixed simultaneous mouse and keyboard/gamepad input conflicting with rolling/sprinting actions
  • Fixed problems with turning in bounties or meat, while also unable to properly interact at other vendors
  • Crash fixes
Other Changes
  • Fixed alignment issues with UI elements in 16:10 format

-Bend Studio
Jul 6, 2021
Gone Upstate - Digital Jimi
v0.7.1
*Added irrigation device item. Automatic watering for crops within a 25m radius. Purchase at seed store or craft on metalworking bench.
*Ability to place round concrete planters on buildings and indoors.
*Watchtower converted to building piece type. Fixes saving issue and allows ability to demolish with sledgehammer
*Bugfix for autosave buildings and generating destruction items.
*Bugfix for cabbage material rendering pink
*Bugfix for certain audio sources bypassing master volume settings.
The Crew™ 2 - UbiCecce


The release of the First Episode of the third Season of The Crew® 2 is here. This time, this Episode brings a new game mode, new cars and an incredible heap of Quality of Life fixes and improvements.

For more specific information related to the Crew® 2 Season 3 Episode 1: US SPEED TOUR EAST update, check out our dedicated article.

This update will be deployed starting from 9AM UTC on Wednesday, July 7. The estimated maintenance duration should be around 3 hours.

Please follow our official channels for any update.

DETAILED PATCH NOTES
Patch Size per platform
PC: Around 27.6 GB

PlayStation: Around 26 to 29 GB depending on the version.

Xbox: Around 28 GB

Features
Vanity Items
  • Added 90 new vanity items - to be released on a weekly basis through the shop, as LIVE Summit rewards, or in the Motorpass (58).
    • 8 Smokes.
    • 20 Tires.
    • 16 Underglows.
    • 9 Nitros.
    • 12 Horns.
    • 9 Window tints.
    • 8 Rooftops.
    • 4 Outfits.
    • 4 Helmets.

  • (Fixed) Low quality texture for "THE PROFESSIONAL" Outfit while in cockpit view.
  • (Fixed) Low quality texture for "MASKED TUXEDO" Outfit while standing in the shadows.
  • (Fixed) Low resolution is present on the Cyan, Deep Blue and Yellow sideblade underglows.
  • (Fixed) Some vanity horn sound effects are not playing while previewing with boats.

  • (Added) Added 11 vanity stock tires for free:
    • SMOOTH STRECTHED ASPHALT TIRE
    • WHITEWALL ASPHALT TIRE
    • VINTAGE ASPHALT TIRE
    • PERFORMANCE ASPHALT TIRE
    • CLASSIC OFFROAD TIRE
    • CLASSIC TRAIL ROAD TIRE
    • SLICK ASPHALT TIRE
    • STRETCHED ASPHALT TIRE "WHITE LINE"
    • STRETCHED ASPHALT TIRE
    • CLASSIC MONSTER TRUCK TIRE
    • CLASSIC ASPHALT TIRE
Summit
  • (Improved) Summit feature rework
    • LIVE Summits are now accessible at Star level of fame.
    • Reward Thresholds have been updated per platform (details in our QoL blog)
    • Individual Summit races are now rewarded (the nature of the reward may vary).
    • Added LIVE Summit tutorial.
  • (Added) 19 New LIVE Summits including:
  • 4 Premium Summits
  • 5 New mooded LIVE Summits
  • (Fixed) Exploits where players could use a plane or a boat in Escape Skills
  • (Fixed) Issue in which a specific LIVE Summit mood could stop working while flying above a certain altitude.
  • Keep track of upcoming LIVE Summits at The Crew Hub.
Hobbies
  • (Added) New weekly hobbies have been added.
Game Mode
  • (Added) New Time-Attack game mode.
  • (Added) Ghosts for each track / difficulty level.
  • (Added) Try & beat the ghost of your choice (World Record, friend’s…)
  • (Added) 16 events per Episode
    • (Added) of which 8 brand-new events
      • Rally Raid x2
      • Rally Cross x2
      • Alpha GP x2
      • Touring Car x2
  • (Modified) 8 Hand-picked events recommended by the community and now available in Time-Attack mode.
Stunt Mode
  • (Improved) Stunt scoring is now individual.
  • (Improved) Crew actions scoring has been reduced.
More details in our Quality of Life blogpost.

Motorpass
  • (Added) 1 New Motorpass per episode.
  • (Fixed) An issue that prevented vanity previews to be displayed correctly.
  • (Fixed) A issue allowing to Preview an avatar outfit on top of currently equipped clothes / vanities.
Performance Parts Switch
  • (Added) Ability to transfer all Performance Parts from one vehicle to another with minimal input required. Activity Menu
  • (Added) New “Previously on Motorflix” tab where previous Motorfix episodes are listed.
Vehicles
  • (Added) 26 New Vehicles
    • Shop additions
      • Pontiac GTO THE JUDGE. (SR)
      • PORSCHE Carrera 911 RSR Turbo. (TC)
      • KTM X-BOW R. (AGP)
      • Pontiac GTO THE JUDGE. (RR)
    • LIVE Summit rewards
      • Chevrolet CORVETTE C2 2.0 Edition (SR)
    • Motorpass, including
      • PORSCHE 911 CARERRA RSR TURBO - PULSE PERFORMANCE ED (TC)
      • KTM X-BOW R Spear Racing Ed. (AGP)
      • Pontiac GTO THE JUDGE Sparrow Competition Ed. (RR)
      • Ford FOCUS RS RX Glow Motorsport Ed. (RX)
    • More to be revealed throughout the Season!
  • (Fixed) The logo on the wheels of the Bugatti Divo Emerald Edition turns blue instead of green when wheels started spinning.
  • (Fixed) Snow appeared on the interior of the Renault RS01 in cockpit view in certain weather conditions.
  • (Fixed) Players need to purchase Bentley Bacalar stock rims after replacing them with customs rims.
World (Visual & Audio)
Events
  • (Fixed) Collecting loot after completing long events can result in an error message.
  • (Fixed) Points earned in stunt mode and during actions performed just before the finish line were not taken into account in the leaderboards.
  • (Fixed) Exploit allowing players in a Crew to spend more time in a Stunt Event than the final time shown in the leaderboards.
  • (Fixed) 4th player retains velocity from the starting grid animation after the start of the event.
  • (Fixed) Empty space between terrain and road in New York (West Manhattan).
  • (Fixed) Some cars flying around a parking lot in the Chicago area.
  • (Added) New seasonal poster in cities and in the House.
  • (Fixed) Shortcuts (one or several) in the following races:
    • Black Hills East
    • Canyon By Night
    • Pikes Peak Mountains
    • Dallas Special
    • Golden Hills Race Track
    • American Cars In The Midwest
    • The Strip West
    • Golden Hills Chaebung Cup
    • Jersey Race Track
    • Central Woods South
    • St George
    • Big Bend
    • Big Bend Observatory
    • Coastal Range To L.A.
    • Dakota Grasslands
    • Tiger Tonic Event
    • The Giants Chaebung Cup
    • Ski Jump
    • A Tour With Alexis: Florida
    • Bay Area To Central Valley
    • Central Woods To Amarillo
    • Harlem East
    • Sleeper
    • Miami Race Track
    • Glacier Park Special Stage
    • The Middle of Nowhere
    • Along the Mississippi
    • To The Big Cow
    • Coastal Range To Oil Fields
    • Black Hills West
    • West Florida Coast
    • Oldies But Goodies Challenge
    • Palm Gate Suburbs
    • Coral Gables
    • Downtown L.A. South
    • Dallas Tiger Tonic Event
    • San Bernardino Mountains
    • Maine Highlands Cave
    • American Petrol Race
    • Temecula Wineries
    • Central Valley Endurfix Event
    • Financial District South
    • Crown of Maine
    • Coconut Grove
    • Go Against The Flow
    • Motor Trend Classic Challenge
    • Dakota Stormx
    • Dallas Squadx
Misc
  • (Added) New main menu.
  • (Added) New “US Speed Tour” landing page and start menu videos.
  • (Added) Two new LIVE Summit missions, including dedicated level art, music, sound effects and mood...
  • (Added) New HQ Bus and updated billboard posters.
  • (Added) One new weather for photomode: Storm
Technical
(Fixed) Players were redirected to the vehicle when selecting view bundle while sitting inside the vehicle.
  • (Fixed) OK and QUIT buttons were disappearing while browsing the shop tabs.
  • (Fixed) UI issues when changing languages and navigating through tabs quickly.
  • (Fixed) Front wheels of MX vehicles were clipping through the floor while previewing any Smoke Vanity item.
  • (Fixed) Players are stuck in an infinite loop trying to access any HQ after collecting a large amount of performance parts.
For more information on The Crew®, check our official website. Join the The Crew® community on the forums, Reddit, TC Social, and Discord and be sure to follow us on Twitch to never miss a livestream. The game's Photo Gallery, Leaderboards and Summit Calendar are all viewable on The Crew® Hub. Videos highlighted by our in-game sharing tool can be seen on the official The Crew® 2 - Community Videos channel.
Waltz of the Wizard - Aldin
Today is the day. Waltz of the Wizard has now been updated with our first major expansion - Natural Magic. Now live on Steam!

The road so far
This is the largest production in our long history. We founded Aldin in 2013 to create believable reality experiences — worlds that are truly designed around the concept of you physically being present in them, as if they are reality. We are proud to have come so far, and we can still hardly believe that we have the privilege to help pioneer this amazing new medium.



This is in no small part thanks to the wonderful VR community of early adopters and users of Trial of the Rift Drifter, Asunder and lastly Waltz of the Wizard, who have supported us throughout the years. This is why we are giving Natural Magic to all our existing users free of charge, while the base price of Waltz of the Wizard will now increase from $9.99 to $19.99 to reflect the scope and breadth of content we are adding.



A brief look at what’s included
In Natural Magic, we pushed the limits of what is possible with current VR hardware (and ourselves as developers). Of the many new-to-VR features we are shipping today, here are few to mention; New magic physics engine which uses natural user motions and mic input to simulate magic and make it feel real, using an advanced particle based approach. This allows us to deliver never-before seen dynamics in interactions between the user’s presence, magic particles and the virtual world, to deliver an extremely diverse simulation of fun situations and events to enjoy over and over again.



This is just the first step in exploring the entirely new territory of simulated magic and we are very excited to keep developing it with more advanced gestures, interactions and overall functionality. We’re also introducing new advanced physical characters that can react believably in boundless number of ways to various situations and combat scenarios. Lastly we’ve created a new procedural based world-building system with believable reflective environmental lighting and immense flexibility going forward. All of these features and many more will be expanded on in upcoming updates.



We hope you enjoy
We truly hope you find Natural Magic continues to deliver on making fantasy feel like reality—and we look forward to hearing from you. There are a ton of things in Natural Magic, including the natural magic system itself, and we’re sure you’ll both find a lot that could be better as well dream up countless ideas on how it can expand going forward. This is just the beginning and the future is bright—thank you all for the journey to date.

- The Aldin Team
The Vagabond Emperor - wigglingeyebrows
Hello friends. Version 0.8.2.1 is ready. Saves from previous versions should work correctly.

In the new version, you will find a new dungeon system. Previously, a dungeon was a series of connected rooms filled with items and enemies. Now it is a small adventure with a constant choice - to move on and risk health and property, or escape with the available loot.
  • Dungeons appear close to the player and disappear after a while
  • This is now a sequence of rooms with increasing difficulty and loot size
  • First room - always guarded, but weak
  • After passing the room, you have the choice to move on or retreat
  • Each room can be safe or guarded
  • If there is a guard in the room, you will have to fight or persuade
  • The last room has the most difficult enemy and the most loot
  • After leaving the dungeon, starting from the second room, the dungeon will disappear
  • All of this does not affect dungeons saved in previous versions

Some other changes:
  • Fixed: Filters "Mercenaries" and "Other" are confused
  • The inventory window has become larger, the inventory cells are more contrasting
  • Added sounds for some buttons
  • Fixed some minor bugs

Thank you friends. I look forward to your feedback and suggestions. It's very interesting to know your opinion.
Ys IX: Monstrum Nox - Durante
With Ys IX finally releasing on PC, we've reached the most critical point of one of the most challenging porting projects we have undertaken so far. Some of these challenges were unavoidable, while others were of our own making, but we believe we've overcome the vast majority of them and are ready to provide a great version of the game. In this article we'd like to go into a bit of detail on some of PC-specific features and the optimization work which went into this version of the game.

Feature Overview
Some of us here at PH3 are PC gaming enthusiasts. While this is hopefully a good thing for everyone who plays our ports, it also means that we frequently create substantial workloads for ourselves by introducing features that weren't strictly necessary -- and that is certainly the case for Ys IX.

Full Mouse/Keyboard Support
In porting Ys IX to PC, we implemented full mouse/keyboard support. This includes not just the basics of controlling the game (with raw mouse input for camera control!), but also rebinding of all actions with up to two bindings each, pointer controls in all menus, mouse wheel scrolling where appropriate, and adaptive prompts depending on your preferred input device and binding.

These might sound like trivial changes, but in a game with a substantial amount of custom UI that was only ever designed for a controller, they are more laborious than you might think.

Support for High Frame Rates
Ys IX was originally designed for 60 FPS, but in an action game having the possibility to reach higher framerates is always desirable, especially for those with a high-end PC. Our beta testers helped us find all the large and small ways in which the game could break when going beyond 60 FPS, and step by step we managed to make everything work at up to 144 FPS with full support.

Ultrawide Aspect Ratio
Many console games are built with the assumption that 16:9 is the only aspect ratio which needs to be supported, and going beyond it can introduce all manner of issues, especially related to UI but also with other rendering such as special effects. As such, fully supporting wider aspect ratios, including UI, in such games is much more than just a small hack, but we committed to this for Ys IX and hope you'll love the result.


Other Features and Options
Here is a list of additional features and options added to the PC version:
  • Arbitrary resolution support (tested up to 8k)
  • Camera field of view adjustment setting
  • General Sampling Rate option (supports sub-sampling for low-end systems and supersampling for high-end systems)
  • Draw distance and Foliage Density settings to go beyond console on the high-end or gain extra performance on the low end
  • Shadow Filtering (including PCSS) and Shadow Resolution options
  • Various individual Postprocessing options, including HBAO+ ambient occlusion
  • Color blindness accessibility filters

Performance Optimization
With the initial state -- fundamentally improved since -- of Ys VIII on PC still in mind, performance was a key concern when bringing Ys IX to PC. This is doubly important as Ys IX is actually an inherently far more challenging game to run than its predecessor, as the latter was still designed to also work on the PlayStation Vita.

By the time we were ready to ship an initial version of Ys IX to our PC beta testers, we had already improved performance by around a factor of 2 compared to the very first version on PC, by fixing various of the more obvious bottlenecks. We labeled this initial closed beta version 0.9.0.



But still, reaching roughly 68 FPS in the CPU limit on my development PC (Intel 9900k) seemed quite lacking, even taking into account the increased draw distance compared to console and the fact that this measurement was taken in the most challenging location in the game from a performance perspective.

This started a deep investigation of the game's performance characteristics, and improvements and sometimes outright rewrites of several aspects of it. Before we go into a bit more detail for each version, I'd like to note that all of these are true optimizations: the output and behaviour of the game remains exactly the same.

  • In 0.9.1 we introduced various parallelization and asynchronous execution features to optimize the DX11 drawing process. Nsight systems was a really invaluable tool for this purpose, since it provides insight into the behaviour of each thread at each point in a frame. While this parallelization provided a very substantial performance improvement, it actually slightly increased frametime instability as well.
  • Version 0.9.2 re-implemented the way in which the engine deals with sampler states, pre-generating them and using this set of pre-generated samplers rather than re-generating new ones on demand during each frame, as well as a few more minor optimizations.
  • When comparing FPS, version 0.9.3 doesn't seem like too big a step, but it included the replacement of the game's memory allocator with the excellent rpmalloc, which also lead to a more consistent performance profile and decreased loading times.
  • In version 0.9.4 we completely reimplement D3D11 buffer handling for both dynamic geometry and instancing-related memory buffers. Not only did this significantly improve performance, it did so while allowing us to get rid of one of the threads introduced in the earlier parallelization.
  • Finally, in 0.9.5 we reduced the latency of the graphics pipeline and resolved some clipping issues, getting rid of a few unnecessary drawing operations. No changes which could be expected to affect performance were made after this point, which is also confirmed by the benchmark results.

Video Comparison and Performance in Special Situations
This FPS comparison alone does not tell the whole story of course. The difference in stability can also be substantial, as illustrated in these videos of version 0.9.0 and version 0.9.3.


Beyond that, there are some particular situations which show an even more substantial improvement, such as the infamous "black fish fog" incident -- pointed out by one of our beta testers above -- which prompted the investigation and ultimate replacement of the D3D11 buffer handling infrastructure.

Limitations and Expectations
After reading the above, you might be tempted to think that Ys IX is now a masterclass in performance, and that everyone will be able to run it at maximum settings without any issues. That is decidedly not the case. The game still has substantial GPU performance requirements, and several of the settings we introduced exact a very severe performance toll -- above all the general supersampling option.

But even with those options disabled or scaled back, and all the performance optimization discussed above, it is still a game which is inherently substantially more difficult to run well than Ys VIII. However, we did introduce some options that should make it possible for those on lower-end systems to have a smooth experience, including the possibility to fully disable dynamic shadowing, reduce the sampling rate of the 3D rendering, decrease the draw distance, and reduce the density of foliage.

Conclusion
This port would not have been possible without the fantastic work of our indefatigable beta testers, the excellent contributions of my fellow developers at PH3, and the support of NISA. Hopefully it will be an enjoyable experience for you.

- Peter "Durante" Thoman, CTO, PH3
Megaquarium - Twice Circled
Hey and welcome back to a brand new summer edition of the Fishblast! We are going to be looking into some fantastic creations by our modding community and building creations by the designers hidden in our community.

Community build
As summer has arrived for most of us, we wanted to see how you could create something that feels very summer-like but in an aquarium. User 100_pourcent on the Megaquarium Discord did just that with a fantastic build!



By using various paints, tank-types and mods they created a beach-themed aquarium. I will just try to avoid sticking my toes in the floor tanks.



All the small details really make this type of build work. How long did it take you to realize this was made in Megaquarium?



Are you going to try something similar? What do you think? Tell us in the comments.

Mod Spotlight
In the theme of summer, one of the things I instantly think of is: colours! Summer is always lovely, bright and happy colourations everywhere. So what better way to share a mod by using this creation by Irritating Fish! This mod was created for a modding challenge on the discord with the theme: Small Fish.



Blue - Reef Rainbow by Irritating Fish

Introducing 7 colourful fish for any beach-party!
  • Redcoat (Sargocentron rubrum)
  • Dispar Anthias (Pseudanthias dispar)
  • Golden Hamlet (Hypoplectrus gummigutta)
  • Belted Wrasse (Stethojulis balteata)
  • Blue Hamlet (Hypoplectrus gemma)
  • Purple Reeffish (Chromis scotti)
  • Western Gobbleguts (Ostorhinchus rueppellii)
With these fish you too can enjoy a colourful day under the water!

[Click here to release this mod pack into your aquarium].

Bubble-Tea Time
As a new segment for the Fishblast we would like to interview one of our members from the community and learn about their experiences with the game.

Today we will be talking to SaltbrushC a member that has been around for quite a time and has created various mods for the community.

Q: When did you learn about Megaquarium?
A: I watched YouTuber GrayStillPlays’ as they played the game in April 2019 I believe!

Q: What aspect of the game made you buy it?
A: I have always loved fish and other aquatic animals, and the style of the game was just intriguing. I was absolutely thrilled at the idea of putting sea lettuce in a tank. The animals were neat as well but it was the artstyle of the overall game that I initially liked.

Q: What is your favourite thing to do in Megaquarium?
A: Well, if I'm honest, it's modding. Although I do have some ideas for builds that I either am too lazy to make or can't figure out how to make. Sometimes I'm missing something that I want for a build, which causes me to try and add it through a mod.

Q: Is there a species you always use in your buildings?
A: I often include Coral Groupers, Clownfish, and Purple Queen Anthias in reef sections which are usually all I end up actually making. For the freshwater DLC: I love having Giant Hatchetfish and Fan Shrimp.

Q: Do you have any tips or tricks for the community to share?
A: I always use deep wall tanks or other wall tanks and make them really wide, I just like the feeling of gallery-like tanks that are extended along a wall.

Fishypedia
Common Name: Green Sea Turtle
Scientific Name: Chelonia mydas





Range: Indo-Pacific and Atlantic Ocean
Habitat: Near reefs and in water above 10 Degree Celsius
Size: up to 150 cm (5 feet)
Weight: 68–190 kg (150–419 lb)
Diet: Omnivorous (Carnivore as a young, Herbivore as an adult)
Needs in Megaquarium:
  • Tropical waters
  • Water quality at least 55%
  • Armored
  • Likes Plants
  • Green Pellet Eater
  • Active Swimmer
  • Requires Feeding Skill 2
Fun facts:
  • The green turtle is the largest species of hard-shelled turtles, and is the second largest of all sea turtles.
  • Sea turtles lay their eggs in a nest they dig in the sand with their rear flippers. The group of eggs is called a clutch.
  • The temperature of the eggs determines if the turtle becomes a male or female at hatching. Colder incubation temperatures create males, while warmer incubation temperatures create females!
  • Green turtles are named after their green-coloured fat, which they get from their herbivorous diet of seagrass and algae.
Monthly building challenge
Last month we asked you to do an aquascaping challenge and we found an awesome tank for you!
User SwornEnemy79 created this lovely aquascaped tank using the mods we provided for you.



The theme of next month’s build is: "Open Ocean"

If you're struggling for ideas on where to start, why not post in the comments, Steam discussions or pop on the game's https://discord.gg/jKpSJKA7Rh and ask for a helping hand. :)

We can’t wait to see your creations. Feel free to post them in our discord or upload your images on to the screenshot page for Megaquarium.

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Want to be more involved in our community? Join our https://discord.gg/jKpSJKA7Rh and share your works, we love seeing what you created and maybe we will feature your work in the next FishBlast.

Have a great summer!
Your community liaison, Timmiegun
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