Zeno Clash - [ACE] abordeu
Dear community, it's been more than a decade since our debut title Zeno Clash released, and it's been over 8 years since we visited the strange world of Zenozoik again. We're extremely proud to announce one of our most ambitious projects yet. Welcome to Clash: Artifacts of Chaos.



For more information visit the Steam page and don't forget to Wishlist! ːsteamhappyː

https://store.steampowered.com/app/1430680/
Jul 6, 2021
World of Warships - WoWarships Admiral

We've prepared a question for you—provide the correct answer for a chance to win an Admiral Pack that includes Constellation with the Independence Day permanent camouflage, a commemorative flag, a 10 skill-point Commander, and other desirable items!

Find out more by watching our video!

History
Constellation was laid down as a Lexington-class battlecruiser in the early 1920s. The project was quite ambiguous—on one hand she had high speed and powerful armament, on the other hand, her armor was mediocre at best for this ship type. But Constellation could well have become one of the largest ships of her time. A total of six ships of this class were planned for construction. However, the Washington Naval Treaty of 1922 forced the Americans to revise their plans.

The lead ship of the series and Saratoga were converted into aircraft carriers, while the construction of the remaining battlecruisers was canceled. While Lexington inherited cumbersome 203 mm artillery from the battlecruiser project, VIII Constellation has been recreated in World of Warships as a battleship with torpedo launchers and the Surveillance Radar consumable, both of which are completely unconventional features for this ship type.

Modeling the Ship


Main battery: eight 406 mm/45 Mk.5 guns in four turrets.



Dual-purpose battery: twenty 127 mm/38 Mk.12 guns in Mk.32 mounts.



Anti-aircraft artillery: thirty-two 20 mm Oerlikon autocannons in Mk.24 mounts and 30 more in Mk.4 mounts; forty-eight 40 mm Bofors anti-aircraft cannons in Mk.2 mounts.

Upgrades

  • Main Armaments Modification 1
  • Damage Control System Modification 1
  • Artillery Plotting Room Modification 1
  • Damage Control System Modification 2
  • Concealment System Modification 1

Key Features
  • Eight accurate 406 mm guns.
  • Two triple-tube torpedo launchers with high-damage torpedoes.
  • The Surveillance Radar consumable—a rare feature for battleships.
  • Constellation earns more Credits per battle, and her permanent camouflage adds a 50% XP bonus per battle and reduces the cost of the ship's post-battle service by 10%.
Dota 2 - OtherJeff
  • Client performance improvements
  • Team Mystery now has silver and gold content in the Supporters Club.
  • Team Unknown has been added to the Supporters Club.
Train Valley 2 - Osja AA-gun
Hello friends! Due to the fact that many people are now forced to be at home in quarantine, we decided to add another Let's Play Together competition in the middle of the week. This is an experiment. There can be different crazy levels. There will be no prizes. Perhaps this will last only for the period of forced isolation, but if everyone likes this extra competition format we will make it permanent.

The rules are the same: log in to our Discord server, keep it running, play a competitive level, complete it with 5 stars and have fun!
Visit our Discord server (#lets-play-together channel) to learn more.

This week's level is

https://steamcommunity.com/sharedfiles/filedetails/?id=2503898176

Just open the game - there's a link right on the main menu screen.

Good luck everyone!
Jul 6, 2021
Nightmare Zone - Reco3D
Hi guys! We have been working hard over the last month to create and add new items to our game maps! Nightmare Zone levels now look more complete and visually full, but we still have a lot of things we would like to do and many new things we are working on.

We have also taken advantage of the many feedbacks we received from players to fix some issues that were present in the game.

- Fixed the bug that caused enemies to stop sounding when they were chasing you

- Fixed the issue of mouse lock on the second screen

- Fixed some lighting bugs

- Added generic details to the maps

- Added new models (swords, shields, hay blocks, wood stacks, glasses, plates, bottles, lamps, candles, paintings and much more)

- Improved some visual post processing effects

- Improved game optimization in some levels

We still have a lot to do, but we are working hard to make the atmosphere of Nightmare Zone as dark and fascinating as possible!

We hope that all these updates are to your liking and we remind you that we are available for any advice or doubt!




We remind you that we post new updates about the game, every day, on our official twitter!
Everdream Valley - Varsav Game Studios


Dear Summer Diary,

I didn't know that life on the farm can be sooooo exhausting! Since I got here I'm super busy learning how to look after animals or farm. Grandpa says, I was born for this, but I'm not sure. My crops are not so magnificent as his. And there is one horse in the stable, that bites me every time. Maybe I should bring him a carrot next time?
Well, since you got here, I will tell you what I've learned.



Herding sheep

"You have to ensure the safety of your flock" - grandpa says. And if you don't want your sheep to get hurt, you have to herd them home. It's not easy, but you can learn it. You can prepare a loong stick, so you look like a magician, but you don't have to. It's also easier with the dog. My dog always helps me. You have to run where sheep shouldn't go. And that's it.

Catching butterflies

Oh, that's really fun. Grandma gave me a butterfly net. And catching is easy! But... characterizing them is not a piece of cake. Don't worry! I've prepared a special book with every species. You can use that.



Ducks Enticement

Apparently, ducks love snails. If you collect some of them, you can throw them behind and they will follow you! Funny thing, isn't it?
And those little ducklings! So cute!


Would you like to see more countryside activities?
Let me know!



And if you want to chat, vote, or bring your ideas join here: https://discord.gg/8382dMrrGV

xoxo!
Lemnis Gate - FRONTIER
Greetings Operatives, 

As we begin July, we know many of you have been eagerly anticipating news on the Lemnis Gate BETA! Today, we'll be sharing information on when the BETA will run, what you can play in terms of modes and maps, and how you can join us, as well as reveal some information on the BETA exclusive content you can earn for taking part!

Let's jump right in. 

Lemnis Gate BETA - When can you play, and what can you play in the BETA?

The key news you've all been waiting to hear. We're happy to share that the Lemnis Gate BETA will begin on 22 July at 18:00 BST and end on 26 July at 18:00 BST! It is free to join and you'll only need to get your hands on a Steam key (read on for more information on that!). There's no limit on playtime during the BETA period, so you’ll be able to play as much as you like. 

Here's what you will have access to during the BETA:
  • All 7 operatives, each equipped with their own unique weapons and skills. Every operative brings something different to the team, giving you endless possibilities for anything your opponent can throw at you! Get ready and prepare your strategies in advance by checking out their abilities in this YouTube Playlist.
  • 2 Game Modes: Retrieve XM and Domination
    • Retrieve XM tasks you with retrieving XM and bringing it back to your spawn point. Whoever has secured the most XM by the end of the final round will be declared the winner
    • Domination tasks you with activating and claiming Particle Accelerators spread across the map. The winner is decided by who controls the most Accelerators at the end of the final round.
  • 4 Maps:
    • Quarry (Retrieve XM)
    • Tectonic Wells (Retrieve XM)
    • The Arbor (Domination)
    • Chimera (Domination)
The remaining Game Modes and maps will be available in the full game, releasing 3 August 2021.

So we've discussed game modes and maps, however it's just as important to discuss Match Types! In the Lemnis Gate BETA you'll be able to play in the following ways:
  • 1v1 Turn Based - Each player takes turns adding operatives into the time loop
  • 2v2 Turn Based - Each player takes turns adding operatives into the time loops one at a time in teams of 2
  • 2v2 Teammates Play Together - Both players act at the same time on one team, and then the other team get to do the same on their turn. 
  • 1v1 Turn Based local – Play with your friends at home either by swapping seats or passing the controller back and forth!
  • 2v2 Turn Based Local – Play with your friends at home either by swapping seats or passing the controller between all 4 of you!

How do I join the Lemnis Gate BETA? 
The Lemnis Gate BETA will be playable on PC through Steam and will be free to everyone.
In order to access it you will need a redemption code that will be available from a number of different channels, including @LemnisGateGame on Twitter and the Lemnis Gate Discord server. Keys will also be available via Twitch Drops from the moment the BETA goes live.

We will also be revealing more details and more ways to get your hands on a code soon. Anyone who wants to join will be able to, so make sure you're ready on 22 July to get your key and get into the game.

If you want to make sure you’ll get the latest news as soon as it comes, you can also sign up to our mailing list.

BETA exclusive rewards 
As a thank you for joining the BETA, you'll have the opportunity to earn BETA exclusive Operative and weapon skins for ALL of the operatives (and even the reconnaissance drone!). These skins represent Chameleon Company, a legendary unit famed for activating the first leg of the Quantum Highway. This will also give you a chance to experience some of the progression systems in the game (more on this topic will be revealed soon). The “Chameleon Company” skins are exclusive to the BETA and you can gradually unlock them as you play. The skins you unlock will be available for you with the full game at launch.




That wraps up the information we have to share on the Lemnis Gate BETA for today! Which game mode and match type are you going to try first?
Do you want to be ready to get your key the second the BETA kicks off? Make sure to join us in the Lemnis Gate Discord server where you can discuss strategies and prepare to play with more members of the community! You can also follow Lemnis Gate on Twitter, Facebook and Instagram. We will see you in the loop, Operatives!
The Crew™ 2 - UbiCecce


Gearheads,

Season 3 Episode 1: Speed Tour East is almost here! In the meantime, why not check out our Season 3 Episode 1 overview article to get a detail look of everything that’s coming in the new update. But wait, there’s more, check out our latest patch notes article and our Quality of Life Improvement article for some extra juicy information. Lastly, if you’re interested in trying out The Crew 2, but unsure if it the game for you? Good news! There’s a free weekend happening from July 8th check out our dedicated article for more information.

Now, let’s jump into this week in The Crew 2 and see what else is happening.


LIVE SUMMIT – GRAND DEPART (JULY 7 – JULY 13)
Season 3 kicks things into gear with the Grand Depart LIVE Summit. Battle it out on the leaderboard and beat your rivals as you race around the Big Apple to unlock these rewards.


PLATINUM: LEGENDARY AGP PERF PARTS (NITRO CHEMIST, PURE & EXTRA PUMP)
GOLD: FORD MUSTANG GT (2011)
SILVER: VISUAL PARTS: KOENIGSEGG AGERA DRIFT EDITION
BRONZE: 150K FOLLOWERS
You can find all the details on The Crew Hub



New York will have plenty of challenges waiting for you, best to be sure you’re prepared with this week’s LIVE Summit bundle Get the following three vehicles to help kickstart your leaderboard climb:
  • Koenigsegg Agera R (2012) – Drift
  • Lamborghini Aventador LP 700-4 (2012) – Hypercar
  • Red Bull RB14 (2018) – Alpha GP
VEHICLE & VANITY BUNDLE
Head over to the Far & Beyond store this week to the Pontiac GTO (1969) Blue Judge bundle as part of our Vehicle & Vanity bundle deals. Available in store until July 13th.



COMMUNITY ROUNDUP

Photo by: X_WildStylez_X (Discord)


Photo by: FILIPE1020 (Reddit)


Photo by: McPhoenix | (Steam)
SteamVR - nathann
Update Highlights

Today’s update includes improvements for Oculus and OpenXR users.

Oculus users will no longer be required to restart SteamVR every time the Oculus runtime needs to reconnect to the HMD. You may still see a slight disruption during reconnection, for example, the Oculus software may prompt you to re-enable Oculus link if appropriate. To minimize these disruptions, please follow Oculus guidelines for optimal link and air link usage: https://support.oculus.com/articles/headsets-and-accessories/oculus-link/index-oculus-link. If you are using a third-party application for wireless connectivity, please consult with that developer's support resources.

Support for OpenXR continues to improve. Oculus Quest and Windows Mixed Reality controllers now have consistent positions across OpenXR implementations.

Index Users: Please unplug controllers during gameplay, as pulling the charge cable at an angle may cause damage. If you suspect damage to your controller's USB-C connector, please contact Steam Support. Developers and users who prefer wired controller workflows should consider using a "USB-C breakaway cable".

Full Update Notes

SteamVR:

  • Fixed Logitech VR Ink not being detected properly.

OpenXR:

  • Changed Touch controllers to use Facebook provided grip and aim offsets.
  • Enable OpenXR Grip pose for WMR controllers (requires WMR SteamVR driver update).
  • Fixed left thumbstick axis input for HP Reverb G2 controllers.

Oculus:

  • Increased robustness of error handling for Quest2 over both wired and air link. Connection loss to the HMD is now survivable in many cases.
  • Changed trigger and grip inputs to use raw values instead of filtered values. This should improve the behavior of rapid trigger pulls.
  • Added addition button textures to Quest2 controller model.
  • Fixed Oculus Rift S Left Grip Pose.

Valve Index:

  • Added a dismissible monthly reminder when wired controller activity is detected.
  • Fix regression (crash) when using RoomView3D.

SteamVR Home:

  • Avatar hands render as controllers when close to chaperone bounds.
  • Changed tutorials to show Rift S/Quest controller images if the controller type is unknown.

Linux:

  • Enable async-reprojection on compatible NVIDIA 470 series drivers.

Warsim: The Realm of Aslona - Troy - Warsim!
The Arena was once the heart of the games one on one combat, but in the time since it's addition years ago, brawling/scorpion pit fights and more have been added, and all of them have been displayed a lot better than the Arena, despite the Arena being a huge centre piece. This has always bothered me but I've never had the chance to do anything about it and so have been saving a list of ideas and suggestions for the Arena for a while. I ended up here by mistake as I was working on some Arena bugs and got so deep in I figured... well, I'm here now, might as well overhaul it.

There are tons of different features and additions in this update and it's taken a lot of work, but I'm very happy to be able to finally show it, I hope you guys enjoy! :)

Also for any interested here's a video I've made breaking down the update and showing off the features!
https://www.youtube.com/watch?v=PBOSh6cV-C4

THE ARENA REMASTERED (53 features)

I went through the Arenas entire system and rewrote a lot of it, there are now 100s of new fight moves, scores of new sound effects and events, and a lot more randomisation and chaos.

* Added new improved move by move fight system for the Arena
* Made the move by move fight system the default option (no more entire fight at once)
* Added the ability to enable the old Arena all at once system
* Added display of HP for Arena fighters
* Added coloured changes to HP for health getting lower
* Added notification display of HP loss
* Added new system with sound effect for Overkill (if death is -15 hp or more)
* Added new system with sound effect for Extreme Overkill (if death is -100 hp or more)
* Added new dynamic system with 30 different tweaks to the old arena HP system to allow for more variation
* Added system to make it 5x more likely for much weaker units to win fights they ordinarily would not (Example Soldier vs Peasant previously would be 99 wins for soldier, 1 for peasant, it's now 95 for soldier, 5 for peasant via my tests)
* Added new system for Pacifist units in the Arena (they will no longer fight)
* Added 8 moves for pacifist fighters
* Added 10 new sound effects for light stabs/slashes
* Added 30 new sound effects for hard/normal stabs/slashes
* Added 4 new sound effects for blocking
* Added 3 new sound effects for blocking and then returning with a stab
* Added 5 new sound effects for Arena crowd
* Added 6 new sound effects for parrying
* Added 3 new sound effects for for kicking
* Added 3 new sound effects for kicking and knocking opponent to floor
* Added 2 new sound effects for Arena spike pit
* Added 3 new sound effects for Double stab
* Added 5 new sound effects for body falling over
* Added 6 new sound effects for Arena Interfearance (Bottles/Arrows/Fire)
* Added 20 new moves for Blind fighters in the Arena
* Added 16 new moves for Good strikes
* Added 16 new moves for Blocking and Hitting
* Added 16 new moves for Light Hit
* Added 16 new moves for Very Light Hit
* Added 16 new moves for Missing Wide
* Added 16 new moves for Missing close
* Added 16 new moves for Head Hit
* Added 16 new moves for Kicking
* Added 16 new moves for Hard Strike
* Added 16 new moves for Parry/Parry and Hit
* Added 5 new moves for Arena Interfearance variants
* Added new 'Gnome throw' event where a gnome is thrown at one of the fighters (with sfx)
* Added 32 new kill move encounters
* Added 16 new moves for Stabbing
* Added 16 new moves for Double Strike
* Added 10 generic non fight events
* Added 15 crowd cheering events
* Added 3 special blind fighter crowd cheering events
* Added new random insult system with 70 insults Arena fighters may shout at eachother
* Added 10 new trip and fall events
* Added new critical hit system (1 in 40 chance a move will be a crit)
* Added fighters with 'Lucky' in their name get double odds of crit
* Added critical hit (5x normal move damage)
* Added super critical (15x rarer) (10x normal move damage)
* Added new screen for post fight
* Added 15 new texts to display in post fight screen for defeated fighter
* Added 5 new texts to display in post fight screen for victorious fighter
* Added 5 new texts to display in post fight for victious fighter if it's a champion challenge

A critical hit in action
A funny insult
A blind fighter

SLAVE GAUNTLET (4 features)

While working through my old Arena plans I saw a suggestion for a slave gauntlet by UltimateBlade from the Audiogames forums, It looked like a cool idea so why not. Now as long as you own the Arena and have 8 slave soldiers you can host a tournament for their freedom, and your profit. It will differ from normal tournaments in the way that you can't bet, and that it makes you money instead of costing it. This could be yet another avenue for profit for an unscrupulous evil ruler, or a slave baron.

* Added a new tournament type 'Slave Gauntlet' (Only if you own the Arena and if you have 8 slave soldiers) (credit UltimateBlade from Audiogames)
* Added new scenes and text for Slave Gauntlet
* Added -1 public opinion drop for running a slave gauntlet
* Added between 100-1500 gold profit for hosting a slave gauntlet in your Arena

The start of a slave gauntlet
The fighters are ready
Slave gauntlet winner
Slave gauntlet income

THE EXECUTION OF A CHAMPION (27 features)

A nice suggestion from Anarcho-Raoism on our discord for executing champions got me thinking, so I present to you a new system with lots of outcomes and randomisation!

* Added the option to execute a grand champion (Credit Anarcho-raoism)
* Added 15 different reactions from arena owner (if not owned by you) depending on their personality
* Added begging for exile outcome (includes option to exile instead of execute)
* Added take my gold outcome (includes of option to accept gold and exile instead of execute)
* Added crying champion outcome
* Added stone cold expression outcome
* Added laughing at death outcome
* Added suicide outcome
* Added Last stand outcome
* Added chance of random 0-2 public opinion loss when executing champion
* Added +3 public opinion loss if champion has 30+ wins
* Added +2 public opinion loss if champion has 15+ wins
* Added +1 public opinion loss if champion has 5+ wins
* Added lesser public opinion loss for exile
* Added new blurb for hall of fame beheaded champions
* Added new blurb for hall of fame exiled champions
* Added new blurb for hall of fame suicide champions
* Added new blurb for hall of fame last stand champions
* Added 1/30 odds of Arena being destroyed in peasant riot in aftermath of execution
* Added 1/30 odds of small riot happening
* Added 1/30 odds of small protest happening
* Added odds of protest/riot/destruction much higher if public opinion is very low
* Added odds of protest/riot/destruction 25% less likely if public opinion is above 50
* Added odds of protest/riot/destruction are more likely if champion has lots of wins
* Added 5 different comments from Arena owner if unowned arena is destroyed
* Added option to choose who replaces champion if you own the arena
* Added champion challenge notification for when the champion is dead and you don't own the arena

The new eighth option -
Arena owners reaction to execution of his champion
A champion not taking it so seriously
A begging champion
An executed champion
An executed champion in the hall of fame
What happens when a champion is removed
A champion begging for freedom
Free money
A grim ending to the encounter
And the aftermath of that

A LIMITED OCCURANCE (7 features)

Infinite fights per year was a bit excessive, and also allowed the cherry picking of when to bet and when not to. Now each year there will be a limited number of fights in the Arena depending on the size of the Arena. This won't be very noticable at the higher level of Arenas unless you are an arena fanatic.

* Added new limit of total number of fights in the Arena
* Added 5 fights per year limit to smallest Arena type 'Fight Pit'
* Added 10 fights per year limit to second smallest Arena type 'Little Arena'
* Added 15 fights per year limit to standard Arena type 'Arena'
* Added 20 fights per year limit to 'Grand Arena'
* Added 30 fights per year limit to 'Colossal Arena'
* Added new secret code '69' which sets total fights to 99 (enter on arena main screen)

15 fights to go in this Arena
No fights left

OTHER ARENA TWEAKS (6 features)

While working on this big arena feature addition I ended up adding and fixing things in other areas too, the one I'm most excited for is the hall of fame changes. Now when a champion dies in a normal fight, if he is added to the hall of fame, the hall of fame entry will track who it was that killed him. Previous the entries didn't have this information and still worked ok, but with this information it adds another element to the hall of fame, maybe the number one champion of all time was defeated by the number 8, perhaps some of the hall of famers were defeated by champions who themselves were defeated too quickly to enter the hall of fame themselves but are forever immortalised as the ones who defeated the greatest champions. It's a minor change but in my opinion it's quite a big improvement to the hall of fame and I'm super excited to see the new hall of fame stories develop while I'm playing.

* Added arena hall of fame entries now show you who defeated them
* Fixed issue with arena 32 man tournament second stage graphic
* Fixed text bug with public opinion loss for grand champion arrest
* Added missing menu option for housing upgrades in arena
* Removed irrelevant warning texts for bribing grand champion to fight
* Added new screen for bribing grand champion but there isn't a grand champion

Active hall of fame

COLOURFUL SCORPIONS (10 features)

After a suggestion by our discord member 14Patrik, scorpions now have varying colours, Good idea mate!

* Added new colour system for scorpion pit scorpions (credit 14Patrik)
* Added white colour for Albino scorpions
* Added Grey colour for ancient scorpions
* Added purple colour for enchanted scorpions
* Added green colour for questionable (goblin) scorpions
* Added dark grey colour for black scorpions
* Added red colour for red scorpions
* Added grey colour for old scorpions
* Added white colour for white scorpions
* Added green colour for healthy scorpions

Two shots of colourful scorpions in action



DUMBLE-PACK (2 features)

The scourers of the Artifact Market may know of the artifact 'The Staff of Dumble' a staff that if given to a champion who bears the name 'Dumble' it will double their strength. The issue with this is there are only 4 Dumble-esque names in game and the odds of them occuring are super slim among the 1776 other human names that could be chosen. The artifact was always made to be a practically impossible one to pull off, but to help a little I've quadrupled the amount of Dumble-esque names in game, good luck!

* Added 12 new human names 'Dumblesquek, Dumbledink, Dumbledonk, Dumbledork, Dumbletwoo, Dumbledimp, Dumbledok, Dumbledoop, Dumbledonk, Dumbletork, Dumbledee, Dumbledwep' (credit NotFox)
* Added ability to give the dumble staff to a dumble champion directly from the arena menu

BUGFIXES (3 features)

A handful of bugs based on helpful reports from players. Thanks guys :)

* Fixed text bug with demon advice (credit Fatalweirdo)
* Fixed trap door upgrade being incorrectly refered to as throne room upgrade (credit Matt1211)
* Fixed mystery slaver never giving demons (credit KoningKrush)

EVERYTHING ELSE (2 features)

A few changes unrelated to everything else

* Made 'press space bar to skip' option now say 'Hold space bar to skip' (credit Adrive)
* Made 777 on Warsim main menu open up an Arena Fight tester

WHAT'S NEXT

I'm getting back into the combat stuff again as this update was meant to be a short break to get back into coding after my computer broke down for a week.

Huw
...