Slasher's Keep - Damian
1.1

  • Fixed a bug that could still lead to secret entrances opening into locked prison cells with no other way out in cases where the cell is two tiles wide and the secret entrance opens into the tile without the door on it.

  • Fixed a bug that could cause walls to be placed inside catwalk access doors in dungeon type 1 when there was another unrelated catwalk access door in the same position belonging to another room, in rare cases.

  • Fixed a bug that could have caused wall spikes to be placed inside of wardrobes in dungeon type 3, thereby blocking secret passages in rare cases.

  • Fixed a small issue with character HP values after dying.

  • Blessed Weapon should now proc when parrying attacks from molerat men, blobs or spiderlings.

  • Bonus melee speed gained from item attributes is now capped at +100% so as to prevent bugged out nonsense.

  • Fixed an issue with the giant spider possibly taking more damage than it should from bombs.

  • Fixed a problem with loot crates sometimes making breaking noises in spite of already having been broken.

  • Dampened the screen flash effect from taking haymakers and sack smacks (now flashes to 50% opacity instead of 100%).

  • Added new rare consumable: Empty Bottle.
    These can be found wherever other random consumables drop. You can also get one from each vendor location. Use it like an enchantment on the stuff you want to put in. Edit: By that I mean right-click the bottle, then left-click the item you want to put into the bottle.

This update will upgrade your savegames upon loading. You will get a new dungeon floor of the appropriate level but your character and inventory will remain untouched.

To opt into the beta branch right-click Slasher's Keep in your games library, click Properties, then select Betas from the list on the left and finally select the beta branch from the drop-down menu.


Sorry, it's been a while. Undecided on adding more content.

Please comment on this announcement if you find anything broken with this update, like say, alchemy not working properly.

Edit:
Thank you all for your comments. I did some more testing and I didn't find anything wrong with the new feature, so I'm setting this build live on the default branch.
But do comment here in case you find a recipe that doesn't do what it's supposed to.

I hear your criticisms on the difficulty. For one thing, there's the overarching mechanic that allows you to get better across multiple runs by saving some items and skills and then accumulating more xp from the now inferior low level enemies. I admit that that whole deal does not seem to be communicated well enough in the game. Then there's the luck factor. You need to find some high level armor to take those high level blows, and so on. I have taken steps in the past to make playthroughs more consistent, but I don't want to completely remove the element of luck. Anyway, all that kinda stuff combined can make for a difficulty curve that can feel wonky at times...
Making dungeon type 2 easier to navigate in some ways is a possiblity.
Not sure if an option to escape an infinite dungeon is really worthwhile. Might also be complicated to implement. Or maybe not, you never know with projects like these.

Again, still undecided on content and stuff. Mod support is out of the question, unfortunately. The project is really not build to be modular or freely expandable.
Slipways - krajzeg
Hi everyone!

This took a while, but I'm happy to announce that the first big update to Slipways is almost ready and coming out in a week!

This update focuses on "better" - adding features and cleaning up existing ones to let Slipways play even better than it already does. It includes things that I really feel improve the gameplay experience, plus tons of other improvements based on all your feedback (thank you for providing that!).

Most of the update is already implemented - it's mostly a question of testing, localization and applying the final level of polish to the new features now.

What's in it?
First, the big stuff:
  • achievements to highlight your progress (integrated with Steam's, GOG's achievement systems)
  • stat and run tracking to let you look through your past results and see how your runs developed


There are also tons of other things big and small, with a focus on quality of life, accessibility and UI customization. Here are some of the more important changes:
  • updated pinning system to make it more comfortable to use
  • more work on the undo system (more insight into what will be/was undone, better behavior around eg. council tasks)
  • key rebinding and various UI settings to help you adjust the interface to your needs
  • switchable view modes to easily assess your planets
  • easier navigation, eg. jumping to planets/structures of a specific type/level from the "Domain" list
  • more information available at a glance at various places where people wanted it
  • various new accessibility options
  • tons of smaller fixes and improvements
Also, the Slipways soundtrack is going to be available on Steam for the first time ever (if you can't wait, it's already on Bandcamp!)

When?

The update hits on August 7th, just in time for the Tiny Teams Festival. It's a cool Steam event we're taking part in, celebrating games made by small development studios and solo developers, making it a great fit for Slipways.

As I mentioned earlier, this update focuses on "better". The second update will change that focus to "more" - I'll tell you about the roadmap for that once the first update is out.

Until then, see you around the galaxy!

Jul 31, 2021
Blacksmith Legends: Prologue - VM_Machal
Hello dear blacksmiths,

I'm bringing you another patch that fixes few exploits and improves quality of life. I've forgot to add few names on the donation piedestal in Credits, but no worries, will be fixed in next update! :)

Changes

- Starting gold changed from 15 to 20, so that players don't get stuck early game
- Weapons and Armor are now properly displayed through Heroes and Sales menu, with more detailed tooltips
- Terrick's armor buff will no longer cost him turn, making it be much more useful


Bug Fixes

- fixed an exploit where player could change weapon/armor stats by equipping/unequipping it
- fixed a collider issue that caused huge FPS drops when smith left home overnight
- Smelter menu production bar is removed during Payday and when Bandit's group 2 is spawned
- Mines tick bar is now removed after Load Game when it was previously stuck

And slowly coming to an end of polishing Prologue, since there isn't much to be found there, I'll soon post some news regarding the Early Access progress!

If anything isn't working and it was before, please let me know!

Cheers,

VM Machal <3
Hired Ops - Chernobyl_52
Mercenaries!

We are launching a creative video contest for guides from the Hired Ops community.

To participate in the contest you have to create a video guide on any topic, be it beginner tips, mechanics breakdown, weapon and mods review, etc. Any post-process, editing, voice acting, music are allowed - all are limited only by your imagination.

We will choose the best and highest quality works and award them with one of the following prizes of your choice:
  • Any in-game weapon of your choice (except the in-game store ones).
  • Any 5 in-game items of your choice (weapon camos/character camos/mods), identical items cannot be selected.
  • 5000 WB.
  • 90 days of the Premium account.

How to participate?
1. Shoot and edit a video guide on any theme.
2. Make sure that the video is no longer than 10 minutes. The video must be HD/FullHD, and also have at least medium or higher graphics settings and good visual quality.
3. The video title has to include "Hired Ops".
4. Upload the video on YouTube, adding the tags: #HiredOps, #contest
5. Be sure to include your Steam link in the video description.

P.S. Your work has to be uploaded after the start of the contest.

Works are accepted until 14.08.2021 (inclusive).

Good luck!
Jul 31, 2021
Guardians of Hyelore - keking26
Hi everyone! Lots of exciting things have been happening over the past month! I just wanted to give yall a look into the awesome new content I've been adding to the game.
This month, the map of Hyelore has been completely revamped with new graphics and visuals:



Each playable region as numbered above consists of 5 stage battles. Start your journey off in grassy hillsides and make your way through hot deserts and volcanoes. Enter the far reaches of abandoned lands and spooky catacombs. Traverse through ice, snow, and lush forests as you battle for victory!

We have also updated the visuals and functionality of towers. Here’s a list of towers available to you as you progress through the game. Each type of tower has its own unique projectile and damage indicator.






Shattered Isle (region 6) has been completely reworked. We have snowfalls, glistening ice effects and a cool winter fog surrounding this stage battle.



Finally, we have a completely revamped Emerald Reach (region 7). You can see light rays penetrating through the lush forests and glowy wisps.



If you think all of this looks awesome, definitely make sure to wishlist Tower Rush here on Steam! You can also join our Discord to get more of a first look at things as I work on the game!
Automobilista 2 - Renato Simioni
Automobilista 2 V1.2.2.0 is now live! The latest update brings back the Salvador street circuit and introduces the mighty Porsche RSR 3.0 1974 as the initial entry to the GT Classics class.

The update also features another batch of fixes & improvements, including the option for users to create multiple controller profiles (please note this development may require reconfiguring your controller)

V1.2.1.4->V1.2.2.0 CHANGELOG

CONTENT

Tracks:
  • Added Salvador Street Circuit
  • Added Cascais Alternate Layout
  • Added alternative Interlagos Stock Car / GP variants (latter features temporary grandstands from grand prix weekend)
Vehicles:
  • Added Porsche RSR 3.0 1974 to GT Classics Series

GENERAL
  • Added support for 6 User control sets per profile. Slots can be renamed. (known issues: reset to defaults does not reset name, controller type (wheel/gamepad) is not retained with saved set)
  • Disabled collisions during formation laps and rolling starts
  • Fixed Championship editor saving incorrect dates for P/Q sessions
  • Added custom Steering Lock setting when user is running with a gamepad or digital controller for less sensitive steering than regular default steering lock

UI & HUD
  • Added binding entries for on board TC/ABS adjustment (Assignments > Vehicle).
  • Fixed save/load notification not displaying when switching user control presets
  • Added ability to copy another user control preset to the currently active control set
  • Moved controls screen 'Reset to Defaults' button up to user preset section to reinforce it is profile specific.
  • Added the current user preset name to controls screen secondary tabs.
  • Corrected various track UI information errors
  • Fixed setup edit screen displaying adjustable dampers when they have none when unitless option is enabled
  • Disabled redundant aerodynamic settings in setup screen for various wingless vehicles
  • Fixed qualify session length not correctly displaying in championship overview for custom championships
  • Fixed incorrect help text on test day custom date input
  • Fixed French text appearing on German version of the Time Trial loading screen tip text
  • Fixed Engine Breaking label in Edit Setup screen
  • Fixed untranslated Live Track preset label on session settings screen
  • Added texts for Laguna Seca and Daytona Nascar Layout

PHYSICS
  • Revised tire treads for M1 Procar, Group A cars
  • Minor tire tread adjustments for Group C, Opalas, F-Vee, Lotus 23, Copa Classics, Mini, GT5, G40 Cup, F-3, F-Trainer, Omega Stock Car, Stock Car 2019, GT3, GT4, karts (all variants)
  • Fixed error causing new traction control model not to be used in all cars featuring the system except F-V10 Gen2 & Mclaren 720S
  • Adjusted baseline damper settings for F-Retro Gen1, F-Vee
  • Revised brake heating functions for GTs & classic tintops
  • Adjusted body drag coefficients for Group A, Procar & vintage touring cars
  • Revised inertia values for both Vintage touring cars
  • Revised differential ramp angles for Procar & Group A cars
  • Adjusted default front wheel camber for all karts
  • Revised diff settings for all GTs, Stock Cars
  • Corrected Mini 1965 gear ratios
  • Adjusted default toe settings for Ginetta G55, Mercedes GT3
  • Adjusted Omega diff preload
  • BMW M4 GT4: Stiffer rear suspension rates
  • Revised engine lifetime ranges for all cars
  • Cadillac DPi: Fixed bug causing pitstop CTD due to missing default compound option
  • Adjusted front & rear toe ranges for F-Classics, Group C (requires setup reset)
  • Minor default setup adjustments for both Group C cars (setup reset recommended)
  • Added throttle map for Porsche GT3-R
  • Minor manual H shift RPM tolerance adjustments for completing clutchless shifts
  • Slightly reduced grass & gravel bump amplitude
  • Minor revisions to grass, gravel, grasscrete friction coefficients

AI
  • General AI callibration pass for dry & wet weather performance
  • Further reduced AI lateral rate in urgent moves
  • Fixed bug where fuel would be consumed by AI during accelerated time or during skip to end when the fuel consumption is set to OFF
  • Fixed some strategical decisions by AI not taking into account the fuel consumption setting when set to OFF
  • Curitiba: Smoothed fastline start/finish joint to prevent AI slowdown crossing it
  • Laguna Seca: Reset collision corridors at T11 (fix for AI pileups on rolling starts)
  • Bathurst: Minor AI Grip adjustment
  • Further increased AI performance in qualifying vs race
  • Taruma: Adjust pitlane exit speed
  • Interlagos Kart: Adjusted AI Grip for all layouts

AUDIO
  • Surface sounds: lowered flat curbs volume, increased dirty debris off line occurence
  • BMW M1 Procar adjusted chase cam live-play sound

TRACKS
  • VIR: Added seasonal foliage; Optimized track cut mesh; Minor art & optimization pass; Fix broken shrubs
  • Montreal (Modern & Historic): Added seasonal foliage
  • Cascavel: Fixed terrain hole and gap in the barriers near the old pit
  • Laguna Seca: Fixed some object LOD popping
  • Oulton Park: Updated seasonal foliage textures
  • Cascais: Minor art & optimization pass
  • Spielberg GP: Add missing brake marker boards at T6
  • Hockenheimring: Enable playground for short layouts
  • Interlagos Kart1: Relax track limits at T7
  • Kansai: Minor LOD tweaks
  • Adjusted Interlagos, Nurburgring, Snetterton trackside camera glitches
  • Spielberg Historic: added VR cams
  • Cadwell Park: fixed invisible bits of road
  • Added working trackside cameras to all Speedland layouts

VEHICLES
  • Superkart / Kart Shifter: Added shifter & driver shifting animations
  • Stock Car Corolla 2021: Updated front bumper and hood model as per recent series facelift
  • Stock Car Cruze 2020: Fixed the cockpit bonnet and external damage clipping on the top
  • Minor adjustment to first shadow cascade radius from cockpit view
  • Switched Vintage Touring Car drivers to GT vintage models
  • Adjusted driver LOD levels to minimise driver parts from popping out while still in sight
  • F-Ultimate: Fixed inverted left mirror
Against All Odds - keking26
Hey all!

I'd just like to do a quick update today following some news about launch, some crucial design decisions were making and show off the UI designs for our player progression systems.

Let’s get the bad news out the way with, and that it is looking more and more unlikely SL will be finished in Fall 2021. The decision to drastically improve our Creative tools from allowing map creation to allow game mode creation is such a huge can of worms that touches so many areas of the game, but it is not a feature we’re willing to cut. This feature alone, if given the time to bake, could see SL being played in millions of different ways for years to come, spawning original game modes. Additionally, we’re really trying to build it scalable so in the future if we want to add more options (which we definitely will) it won’t break anything previously produced by players. The other option is to launch when we originally said with a half-baked game without the attention in all areas that deserve it. That for me is not an option. I can’t say for sure how long this will set us back right now, but I’d imagine early 2022 to ensure all areas of the game (solo, multiplayer, creative, customization etc.) are given equal polish and treatment. I hope you can understand.

Alright, with that out the way, I’d like to show you what we’ve been working on behind-the-scenes to give you a better understanding of the player progression. Last month, we discussed the various currencies, how to earn them and how to spend them. We also discussed the Pre-Season progression and typical Season Pass system we have planned and that has not changed.




Above you can see the two types of “Season Pass” available. This will be one of the ways to unlock cosmetics in-game via gameplay.



Additionally, you can unlock special ‘skill-based’ rewards by earning more Fans. Each tier of Fan Reward will contain a new title to add to your profile and increasingly impressive cosmetics the higher you reach. This is the place to be to grab as many bragging rights as possible!

Finally, you can also purchase timed XP and fan boosters with leftover Cash and Golden Saws if you plan to get sweaty for a while. It is worth noting that purchasing a Fan boost does not prevent you from losing fans if you play poorly. Instead, these boosts will just increase the number of fans you earn if you are playing well. Prices and graphics are generally placeholder, but this is the current system we are playing with to see what is most fun.

Thank you for checking back in with the development blog! Any questions, as always, just fire away.
Cheers,
Adam
Hentai Killer - AFGANBIK


Lovely Girls Puzzle - a puzzle game in which you have to find pair of elements with the same images.

The game has several puzzle difficulties to choose from, depending on your skills, you can choose the level that suits you.

Completing the level you get stars with which you can open images of girls in the gallery. After opening the image
you need to go through a mini-game - erase the layer and enjoy the image with animation.
Cafe Owner Simulator - Second Reality
Good day! We did not publish news for a long time, because we were completely immersed in the project and decided before the release of the demo - to release a final update.





What's new:
  • added a second game location with a new building and tasks;
  • electricity system, now the equipment will work only when plugged into an outlet;
  • new options for the restoration of premises (restoration of the ceiling, foundation, tiles, etc.);
  • fixed models and animations of all characters in the game;
  • after purchasing an item in the store, and after installing it - you do not need to re-enter the store and buy it, it will automatically appear in your hands, which will simplify and speed up the process;
  • fixed bugs when exiting to the main menu, fixed some bugs in the UI;
  • added the "MENU" function, now you can fully form the menu and prices of your future establishment, at the moment there are about 35 dishes in the menu (including drinks);
  • installation of items - now work more correctly;
  • the achievements window blocked the ability to interact with the interface for some time - the problem has been fixed;
  • for convenience - added highlighting of the last item in the store that you purchased;
  • in the process of work - garbage cans will be filled in the kitchen of your establishment, you will need to control this and empty them during your work, otherwise the establishment will get dirty;
  • The work of the "barter" skill has been fixed, when learning which - each next completed task in the game will give you more experience and monetary reward;
  • changes in the store interface;
  • the problem when visitors got stuck in place and could not leave the establishment - fixed;
  • added names for all items in the store.
and other minor fixes.







Regards,
SECOND REALITY team.






Jul 31, 2021
Space Travel Idle - Ayatsuji_san
Hey everyone!

We are making good progress for the big coming update and finally have a date for it. It’s finally coming on Saturday, August 14th, at around 13:00 UTC. We have successfully completed internal testing and will begin beta testing within a few days. Given how things are going so far, we do not expect any major bugs anymore. Nevertheless, as the update is quite big, we want to take enough time for testing to make sure everything goes smoothly upon release.

We would also like to apologize to everyone who has been patiently waiting for the update. We know it’s been very long. We had so much we wanted to include that our timeline has virtually exploded. Game development is a learning process for us and the importance of maintaining a good update schedule is something we are much more aware of now. Future updates will be more frequent and bite-sized.

For anyone who wants to have a chat, we will be available on our social media channels, particularly Discord and QQ, for the rest of the day. Please feel free to drop in, we would be happy to see you there.

See you soon,
Aya & Berk
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