Making it Home - Sean
Launch news!

It’s really happening, our little ladybug is finally ready to go home... Making it Home is finished!
We’re all set to launch on Friday 3rd September on Steam for PC and Linux. If you haven't already picked up a copy, add it to your wishlist to get notified when we launch the v1.0 patch.

What’s new?

Those of you who have already been playing Making it Home in early access will find plenty of new story, new challenge modes, obstacles and bosses, and lots more besides. It's going to take Sean a while to write the patch notes that's for sure! For those trying Making it Home for the first time, you’ll be able to put your creativity to the test as your ladybug builds a vehicle to get from one side of America to the other, all in time for her daughter’s birthday.

And for those achievement hunters out there, brand new achievements will be added soon for testing which can’t be gained until the version 1.0 patch is released. That said, come Friday 3rd September the “First Past the Line” early access achievement will no longer be available.

It’s been a long road

For over three years we’ve been developing this game, which is the biggest project we (the two person team here at Pill Bug) have ever taken on. From gameplay, to art, to music and narrative this has been a huge challenge for us, and we couldn’t be happier with what we’ve managed to put together for this game. We’ve had some amazing help along the way, from composer Jordan Rees and artists Hannah, Ace Volkov, and Goodname Digital Art Studio.

We can’t wait to see the vehicles everyone builds, and the choices you all make along the way. Will you be Making it Home?
DYSMANTLE - temper


After a long(ish) and refreshing summer vacation, we're back with another major update! This one unlocks two new areas in the game: Frost Horn and Undercrown. There's also a new Animal Friend Skill, and lots of smaller fixes and tweaks.

About Localizations

Before we get to the update highlights, a few words about localizations. Full localizations will be coming before the full launch, which will take place later this year. (The estimated launch time frame is late October / November at this point, but we'll know better after the next update).

The current game version has Simplified Chinese localizations, which we're using to test that things work properly. However, you may see some English in the Chinese version after this patch as we're still waiting to get new strings translated. To speed up the launch of this update, we decided to launch this update as is. If you want to play the more complete translation, wait another week or switch back to the 'previous_default' branch. I know this is not optimal, but I think it's the best compromise we can make at this point.

Update Highlights

Frost Horn

Frost Horn is now accessible. Trying to keep this more spoiler free this time.

You'll be visiting a dam and wondering what's at the bottom of that artificial lake. Maybe there's a way to get to the bottom of it?




Undercrown

After progressing enough in your Main Quest, you'll be granted the access to the Undercrown - the last fortress and shelter of the good people of the island.

Note: the underground map is HUGE, but you won't be exploring all of it. We may expand it later, but currently we're mostly only focusing on the parts that lead you to the Crown Station.



Achievements!

We've finally added Steam Achievements! Each of those should be hopefully attainable with your current save states. Some of them, like the Gatekeeper, which is unlocked when you beat the first miniboss, can be unlocked by just walking near the position where you originally killed the monsters. Same for the bigger bosses. Anything that requires doing thing X certain number of times should unlock after you do it one more time, even if you already have the required amount for that. I hope that made sense. You will probably also notice bunch of them unlocking automatically when start the game after the update.



Obviously some of the achievements such as the one above are not yet attainable for you guys. There are still a few more campfires and link towers you can't reach with the latest version.

Animal Friend

You can now befriend the animals running around in the wilderness with the new skill Animal Friend. Each skill level makes the animals less and less afraid of you, and also unlocks some new interaction features.

Skill level I allows you to craft Animal Treats item and feed the animals. Once fed, they'll start following you like bunch of creeps. Expand your selection of Animal Treats, and you'll be able to lead a whole flock of animals where ever you fancy. (Although, alas, the animals (not affected by Mana) are still being respawned when you rest at the campfire or die. There may be a solution coming for this later.)



So you remember that baby deer? With Animal Friend skill level II you can also pet it like a boss, and go awww all day long. There's even a heart symbol shown. If the animal is injured, petting also heals it.



But don't worry. You can also continue murdering the animals senselessly and feast on their flesh. Your call.

While we're planning on keeping this feature pretty simple, we're likely to expand this in the upcoming patches. So do let us know your thoughts on this!

Local Shared Screen Co-op Tweaks

To be honest, we expected all sorts of problems with the co-op as the whole feature was added in a bit of a hurry, but there were surprisingly few issues with it. We've fixed most of the issues people have reported (thanks!), and we're almost ready to take off that additional Beta text from the feature. Almost.

So everything should a bit more fluent and foolproof now. For example, both players can now use mouse+wasd controls as long as the other player is using gamepad.

Linux Support Through Proton

The game is not officially available on Linux, but we've heard it works pretty well using Proton. Or it did before the last patch broke it, but it should be fixed now. Can't make any guarantees about the performance, but let us know if there are any crashes and we'll hopefully check it out. We're also planning on doing a native Linux version at some point.

CHANGE LOG

ADDED
- Access to 'Frost Horn'.
- Access to 'Undercrown'.
- Level Cap is now 42. Up by FOUR levels!
- You can now install the fourth fuel cell to the Escape Pod.
- Added Achievements.
- Added Animal Friend skill levels I (feeding) and II (petting).
- Added Animal Treats item for taming animals. (Placeholder art)
- Added Sleeping Bag upgrade levels for sleeping longer and better.
- Added medals for farming, building, and animals tamed.
- Added water sound effects for rivers, waterfalls and coasts.
- Second co-op player can now join using keyboard+mouse. (The first player uses a gamepad in this case.)
- Bug reporter text editor word wrap.
- All map filters can be toggled by pressing space or gamepad Y.
- New 2D art for all fish types.

CHANGED
- Sleeping rested bonus effects depend on sleeping bag upgrade level and hours slept.
- You can level up with experience you get by storing materials
- Readable objects are now indestructible until after you have read them, so you don't miss anything by wildly swinging around.
- Memory usage optimizations.

FIXED
- Chromatic aberration effect doesn't stay on when you die during it.
- CTD fixes.
- Memory Leak Fixes
- Usual open world visual glitch & terrain fixes.
- Tomb Guard positions are properly reset in Solaris Tomb.
- All stage ground is generated before showing the first frame.
- Grammar fixes.
- Fixes to numerous sound effects.
- Fixed Ark doors being shut if left the Ark or game before they got opened.
- Fixed D3D11 renderer Linux proton support.
- Some quest objectives are now more implicit and clear.
- Fixed losing inventory (including Fuel Cells) in co-op. If you got stuck because of this, just finish all the bosses and go to the Escape Pod and the main quest will continue.
- Cold and heat buildups now work correctly with coop.

Up Next

This is both scary and exciting, but we're actually seeing the end of the road here -- for version 1.0.0 that is. There's probably only one more huge content update, which will add the remaining areas (including the Crown Station, shelters, etc) and features (like building turrets). After that, a couple of smaller updates with balancing, minor content, proper voice overs, and the localizations. We're not yet sure what will happen post-launch, but in any case, we'll be doing some updates after the 1.0.0.



Against our hopes, we're still working semi-remotely as COVID-19 took a slightly bad turn here in Finland. But well over half of us have already gotten two shots, and the situation is getting better, so we're hoping to fully return to the office in September. This is the last stretch in any case, but then again the game is almost finished as well, so maybe this won't have that big a positive effect on the schedule at this point.

Anyway, exciting times ahead! The next update will be massive as it should contain all the content we're still missing from the game. You can expect it to be available in some time September.

🥶⬇️
The Dark World: Edge of Eternity - Jericho

PATCH NOTES


FIXED:
- Chat - chat is now fixed (no longer freezes game)
- Events now spawns only over night (between 18h - 06h)
- Vampire AI won't spawn in some situations
- Flashlight is to bright
- Ghillie suit is no longer over face in first person view
- Inventory UI not visible in the dark
- Inventory icons while Drag n' Drop

ADDED:
- Audio for indoor and outdoor
- Combat music now plays when you are in danger
- Craftable Torch
- World lightning changes
- Chat emotes (commands)
- Changes to starting inventory
- Added starting gear (flashlight)
SimRail - The Railway Simulator - SimRail
Hello, Railfans!

Today we have a great news for you!
SimRail public DEMO version will be released at the end of the 3rd quarter during Steam Next Festival


It will include two missions - one with a passenger train, the other with a cargo train. You will be able to drive an EN96 EMU or an E186 locomotive.

We bring you a set of new screenshots, which shows some new features, like volumetric clouds and new lighting model:



































See you soon and hang in there!
SimRail Team
Aug 21, 2021
Never Return - Jump
New list of continuous random conversion of lord materials
(The lord material does not take out the continuous conversion 18 times must get the required material)
New initial room near the campfire to guide the local two-player game
Fix the bug that some shield scripts cannot be triggered by two-handed shield
Fix the bug that sword shield is stuck after using frost ejection
Repair the bug that one character is stuck in the wrong position after death in double mode
Repair the bug that druid is stuck in dizzy state
Repair the bug of wrong consumption of hole punching props.
Repair the bug that the titan is stuck with the sword blade storm skill.
Repair the problem of returning to the game character stuck after switching windows.
Modify support for custom keys to apply mouse side keys
Modify the duration of poison circle is reduced by 50%.
Seed of Life - Papadie
Leonardo Interactive and Madlight Studios announce that the update v. 1.0.10 of Seed of Life is now available for download. This is the complete changelog:

Overall game:
  • Lumium plants shield now regenerate 1life / second
Area 2:
  • Added a shield blocking the gate to area 3 if the first seed was not activated
Area 3:
  • Added some platforms to allow the player to come down from the magnets located on top of the lava river

Thanks as always for the support. See you soon for more news.
Draft of Darkness - Crawly Games
Bugfixes
- Fixed a bug with effect orders, causing issues such as Guard triggering even if the damage is dodged.
- Fixed blueprint creation taking the Dream Coin cost even after the process being cancelled.
- Fixed Alert Healer giving Dodge even if 3 Dodge stacks exist.
- Fixed preserved unique items not registering as "seen", causing them to be dropped again during the run.
Book of Yog Idle RPG - Book of Yog
Hi guys, the testing on August 25th is getting closer and closer. Apart from the optimization of the test content by the technical team, our art team are also working hard to improve the quality of the game. Today I would like to share with you some updates of art resources.



As one of the early produced characters in our game, Galahad plays an important part in the story. But the 3D model of Galahad suffered because early models' output were not sophisticated enough because of a shortage of early manpower. So sorry to Galahad!

But with this update, Galahad's model quality has successfully enhanced from the PS1 era to... PS2 era! Although the span is not large, but also a promotion of a generation!

Galahad's charge ability was the "highlight" of the last testing. It is said that the level of appearance is sacrificed to gain strength, so after this successful plastic surgery, even slightly weak point is acceptable! What do you think, Galahad! (Galahad, Char --!)

Well, just expect the planning team to strengthen him! :P

And don't forget our testing!



No Time - lostindays_info
Hello fellow players!
A new update is about to be released today onto the public branch.
As last time I am going to release the announcement before the update.

Attention I reverted the inventory control scheme back to its old setup.


You use numbers [1] - [7] to iterate through the inventory.



Use the scroll wheel to hold your item farther or closer to you.


The Sandbox Mode has been added into the game!
You play it by starting a new game and choosing a mode from the select menu!



Buy costumes at your local 6/12! See how people react, or how you look in it by spying out yourself.



Hmm... weird I don't remember this blueprint from the epilogue quest. Most have added and forgot about it...





Work on Edward's sewer adventure goes into the post production phase and voice recordings.
It will tell the story of Edward's venture into the sewers as a youngling.

Click here to follow the game before it comes out on GameJolt :D


Here is the full changelog.
Enjoy the update :)

August 21st 2021 0.695

  • Reverted the inventory control scheme to the old layout by pressing the numbers on the keyboard. Scroll Wheel is back to being the farther/ closer item control.
  • Added costumes for the player to wear, people react accordingly sometimes. You can see your full costume when looking at your past self.
  • Added free mode (Basically sandbox, no quests or story, more to be added soon)
  • Added a secret chip during the epilogue quest, which will lead you to a save house (Don't tell Erathor -Mim)
  • Added three time line chips to be unlocked (Blueprints hidden inside the save house)
  • Added auto save and time wipe sliders to control how often they trigger in the gameplay options
  • Increased the inventory cap and the save slot cap by 2 more slots
  • Fixed the agents in the Escape Quest in the sewers from popping up in front of you
  • Fixed some typos for the ACT III "Back to the Past" Quest Description
  • Fixed rockets shot by turrets in ACT III from following you through time travel
  • Fixed the suppression field, which block hover cars in the alt future, to function properly
  • Fixed the bug of dropping an item and scrolling at the same time, causing the inventory from not removing the item from the ui
  • Fixed the bug where in the player could glitch himself into the car while at the end of ACT I
  • Removed Mim
Aug 21, 2021
Shieldwall - Nezon
Hello there!

Multiplayer is available now. Test your strategy playing against friends on different maps!

According to your many suggestions I started working on multiplayer for Shieldwall. So now I'm happy to invite you to join the open beta of multiplayer! To take a part just download a regular update and then host or join a multiplayer game.

This version is stable and fully playable in multiplayer, but it's not polished enough yet. It may include some hidden issues or bugs, so I need your help to improve it. Feel free to post the actual information in the comments below or in Steam discussions.

Multiplayer in Shieldwall is designed to have fun with friends while playing against each other. So if you're looking for a party to play with check out official Discord.

What's next?

First of all I’m planning to improve multiplayer according to your future feedback. Also I want to create some extra maps designed especially for multiplayer and custom battles.

After this I'll start working on finishing the campaign with the last act - the fourth act will include the last three battles of Caesar. I want to add them to the full release of the game.

This is the main plan. I also want to add some different little improvements and features like Steam Achievements, additional translations, Steam trading cards, new music and some others.

Thank you for your feedback! I really hope you enjoy multiplayer.

Kind regards,

Maxim Eltsov
Nezon Production
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