Ragdoll Madness - RubyStep


New Ragdoll Madness Update!
Smoothed Level Changes Fade.
Added Music In Game.
Added Swedish Language.
Post-Effects Update.
Woodlands Map Optimized.


New Levels and New Big Updates Coming Soon! We are preparing New Levels!
Despot's Game Playtest - Antishyr
New update is out:


- BUGS -

- Fixed an issue with some of the mutations being granted to the player on wrong levels;
- Fixed a crash that sometimes occurred when the "Deja Vu" mutation was triggered;
- Fixed mutation shrines loading incorrectly in cleared rooms.

- UI -

- The death log is now restored by loading a save.


Update your game, puny human.



Join the d'Spot's community to share your feedback with the devs and chat with other puny humans like you:


Indoorlands - Pixelsplit
Hi,

it took a little longer than planned, but today it's done. Our first big Early Access update is here! There's a lot to discover, so let's get started with the patch notes:

Decorating in the park overview
We've often heard from you that you'd also like to be able to decorate the park in the overview. We took that to heart and included completely new ways to design the look of your park.

You can now choose colors for floors and walls when building paths. It is also possible to set ground textures and place path decorations (e.g. flower beds).


Designed paths also have a positive impact on the park impression of your visitors. We will continue to add more content to the system in the future, but we think you can get a lot more out of your park visually now.

Entertainment Halls
As already announced there are now entertainment halls in Indoorlands. You place them analog to stores, but they satisfy the ride needs of your visitors. They are hybrids of stores and rides.

Here you can see the current 6 integrated entertainment halls:


Shop Management
Upgrading stores.
Previously, your stores leveled up based on the number of customers you processed. This gave small bonuses, but they were hardly noticeable. We have come up with a completely new game mechanic. Now when your stores, restaurants and entertainment halls level up, you get the chance to choose one of three upgrades. Choose wisely, the effects can be very different.


On the map you will see arrows above the buildings when new upgrades are selectable.


We will also be adding more upgrades here in the future so you have even more choices.

Configuring buildings
A big feedback from you guys was that it should be possible to set prices on buildings. Shopping stores, restaurants and entertainment halls can now be configured in terms of price and their individual qualities (e.g. for the popcorn stand, how much butter is used). Depending on how you push sliders, it will affect the reaction of your visitors. If you overdo it with price and bad quality, your visitors will lose patience and leave the store angry. On the other hand, your visitors will gain patience if they go to cheap stores with high quality. However, you should keep in mind the increased costs.



So your goal is to make your stores ideal for your purposes, but a starting point is probably to increase the price at most to the point that your visitors are still in the green zone.

Completely redesigned user interface
We got a lot of feedback about the user interface and have completely reworked it again, especially visually the interfaces now take less space on the screen.


New ride
Of course, we also added a new ride. A GIF says more than 1000 words here.


New decoration package
For those who like to decorate their halls this update also holds plenty. There is now a completely new decoration package with over 150 new objects. The theme is: Nature. In the package you will find new rock formations, plants and the like. In the process we have also included new floor textures, wall paintings and hall "music".



Other changes
In addition to all these major changes, we have also made many minor adjustments.
Added
  • Your park visitors are now in the queue of rides in the park overview and also sit in the ride

  • Added two new blueprints
  • Building specific sound effects are now played when selecting buildings
  • New loading screen background
  • More loading screen tips
  • New Supporter Edition names included (Thanks!)
Balancing
  • Ticket price now affects how demanding your visitors are. With a higher ticket price, your visitors will expect more from the park (i.e. they have more needs).
  • A too high ticket price now leads to visitors not entering the park at all, but leaving the entrance area angrily.

  • Your visitors now tend to have fewer needs, so it should be easier to build a park that is satisfactory to your visitors
  • As part of the park decoration options, we have now included that tiles with 0 park impression also count in the park impression. So better make sure the park impression is good everywhere :)
Improved
  • Completely reworked visualization when placing halls.

  • Completely redesigned visualization when placing decorative items.
  • Description when no more land pieces are available for purchase
  • Ride halls now show the interaction time (regarding the economic simulation) of the used rides
  • The different cameras can now be used outside of controlling the rides (in the hall).
  • The AI navigation map is now generated faster when loading the park map.
  • The quality need is now called "luxury".
Fixed
  • Too many toilet needs were generated.
  • Visitors always lost patience when looking for a toilet, even though they found one.
  • Heatmaps popped back up when using the cleaning tool.
  • Research buildings generated research even though they weren't connected to a valid path.
  • Tooltips that sometimes do not disappear.
  • The "Swing" ride could be parked without correct gondola rotation.
  • The heatmap sometimes showed red color when it should have been grey.
  • Quality levels in the settings were not localized.
  • Cars floating in the air.
  • Particle effect clipped through the hall walls.

We hope you like the new features and changes. We are also available to you on our Discord ( https://discord.gg/2X8WWaK ) and also read the STEAM Discussions. Also a big thank you to everyone who submitted so much feedback and bug reports! Reminder: the red button with bug icon in the top bar is the fastest way to submit feedback. Together with you we get the best out of the game, thank you! ːsteamhappyː

- Your Team Pixelsplit
Aug 28, 2021
SICKO ISLAND - RC1 Entertainment
Bug fix on the General
Marbles on Stream - Enderzworld
The ninth race of the season The Bowtie 150 will be happening on Saturday August 28th, 2021 at 3pm ET for 240 laps at The Delta!

https://www.twitch.tv/mslaracing

Remember each race winner will get a custom 3D printed trophy and the Top 3 all get the exclusive MSLA marble skin. At the end of the season in September we will crown a Season Champion who will get a special Championship Trophy and a MSLA Champion player card they can equip in the game. Also, ALL members of the Championship Team will win a special Team Champ Trophy!

For more information about teams Join the Official MSLA HQ Discord
MSLA Racing on Twitter: @MSLARacing



Join the Pixel by Pixel Studios Discord: https://discord.gg/pixelbypixelstudios

Follow Pixel By Pixel Studios on these social media channels:
Twitter: @PixelbyPixelStu
Instagram: @PixelbyPixelStu
Perang Laut - Maritime Warfare - Sengkala Dev
Perang Laut Maritime Warfare or shorted as “Perang Laut’ is historical real time strategy set on maritime power in Indonesia archipelago. Factions appers in campaign taken from 7th century to 18th century which 11 factions is playable. Each factions have different characteristic, power, and specializing in constructing ship. The main objective for each factions taken from the background of faction’s expansion and ambition such as Majapahit want to conquer/control strategic place in many islands, or Aceh want conquer many place in Sumatra and Malaya.


(old screenshot of Perang Laut)

The idea of this game came in day dreaming in early Febuary 2014 and after that, first time my game development started with game project called Perang Laut and in March 2014 become Pedalahusa. But at that time, my game project only just for learning the game development and making the strategy game.

(old screenshot of Perang Laut)

In November 2015, I starting making Pedalahusa Fall of Bali, strategy game set in Bali in 19th century after very exicted reading history of Bali in 19th century by Anak Agung Gede Agung. But since I still learning the game development while focus in my collage life as new history student, the game progress very slow and I declare the project of Fall of Bali done in January 2017 after I lose my motivation in this game.

After done with Fall of Bali, I read there are board game submission from board game developer. I want try my luck with making board game about Perang Laut. I sent it and my board game project rejected. Since I think my board game project will good if I adopt it in PC game. The project started in first week May 2017 and first time I show it to public at Jakarta Game Developer gathering.

For long time making it alone (with support my comrade, Raden Agung as composer, and my friends in history program Universitas Indonesia), the development process take long time.

Twice time this game exhibited in public exhibition in middle July 2018 at Indonesia Gaming Xperience and early October 2019 at Indonesia Ministry of Industry.



Join in as finalist in Increfest competition in Bandung at 12-13 September 2019 but lose. In January 2019, Perang Laut have big chance to have Steam page, but failed since money for Steam Direct put in Steam Wallet. This is make big trouble at that time

Now, new phase come in middle 2021 when we got assists from another team improving the graphic and feedback for gameplay.

Perang Laut Maritime Warfare have steam page (before only Itch.io and Gamejolt) after lose the chance in January 2019. The release date actually tentative since there are Steam Next Fest and this release date probably target for this game to keep improving the quality until many people like this game and enjoy it for long time.



Demo of Perang Laut in Steam will come soon...
There are demo of this game in Itch.io version. You can search it and play but the different from demo of Steam version is this game will have steam achivements...

Aug 28, 2021
Hentai Girls - Anime Puzzle 18+ - :)
- interface redesigned
- minor changes

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Cepheus Protocol - Dark the Great
Letter from the Producer #1
https://steamcommunity.com/games/979640/announcements/detail/2970672485634875929



This build will require a new save file for any saves 0.7.119 and older we added the old build as a "beta" tab for those wanting to finish their current games. Anything .120 or newer will work as is unless otherwise reported here!

The Pathfinder Update Fix #5 - 0.7.123 All builds
  • Added logic to reduce the speed and number of infected that spawn when on Recruit difficulty
  • Fixed 'mouse following widgets' not properly showing (after widget tick update)
  • Fixed the Capture Truck 'acting as if it deployed' if you try to deploy it in a fully corrupt zone
  • Fixed hovertips not working for difficulty adjuster widget (in custom game mode screen)
  • Updated custom game option 'Defense Density Multiplier' to affect the max number of defense infected that respond to aggression towards infected territory (caps at 1.0x for now)
  • -Updated custom game option 'Defense Special Infected Amount Multiplier'
  • Updated custom game option 'Defense Respawn Rate Multiplier' to affect how quickly defense infected numbers are refilled
  • Added new custom game option 'Starting Infected Multiplier', to affect the number of infected that Chelsey's team starts with
  • Hid some custom game settings which are currently deprecated
  • Cleaned up some hovertips for the difficulty adjuster widget
  • Updated some of the custom game options for the 'Recruit' difficulty setting to be lower (to make the new Chelsey System setup easier)
  • Updated the Infection Zone Manager for both of the maps to start with '0' infected before spawning the initial amount (instead of 250), so default infected population isn't bolstered by an additional 250 in reserve
  • Fixed the hovertips not showing for the Faction 'set hostile' options in the ROE widget
  • Fixed a hovertip on the difficulty adjuster
  • Hooked up Juniardi's new weapon icons for the Honeybadger and M16
  • Fixed medic price from 2k to $750
  • M16: slower rate of fire, lower damage drop off.
  • Springhook: was $5000 is now $2000
  • increased cqb damage to 24
  • Fixed up some spawn pod positions on the Power Plant (some were 'sunken into the ground' a bit, making them difficult to target - another was too close to a hill, resulting in it spawning infected inside the ground)
  • Boosted gate 'detection box' to be taller, to try to avoid situations where it fails to open up for player vehicles when set to Automatic mode
  • Added a 'cooldown' to pod construction: if an Infection Pod is destroyed, there now is a cooldown before Infected can try to build a pod in that same location (Normal Difficulty: 2 min, Recruit: 5 min)
  • Modified by PodConstructionCooldownMultiplier in the Custom Game Settings
  • Also fixed podsthat are destroyed before being fully constructed not properly 'clearing' themselves from the list of pods which can be built by infected (i.e. infected could immediately start rebuilding a pod if you destroyed it before it was incomplete)
  • Fixed the Main Menu Widget up a bit (removed ability to focus buttons, and re-enabled Tick on the widget)
  • Updated respawn rate's comments UI in the difficulty adjuster to be clearer
  • Also updated its setting for Recruit mode to be a bit more lenient
  • Hooked up proper Burst Fire logic and set up the M16 with some basic Burst Fire values
  • fixed erroneously flipped normals on buildings.
  • added double-wide T1 gates.
  • M16 TWEAKS - rate of fire slowed down
  • Minigun: Slowed rate of fire
  • Added logic to stop turrets from being able to be infected
  • Doubled the wall max scale size to allow for larger gates
  • Updated gate door pieces to not have collision when the gate is open (via new bool 'bDisableCollisionWhenOpen') Result: Wall segments can now be twice as large, and as long as wall segments are at least their old size, they can still be upgraded to gates (from previous max size to the new 2x size)
  • Fixed up the ammo widget for vehicles
  • Fixed an issue with vehicle wheels visually 'spinning in place' despite the vehicle being stopped
  • Started color coordinating certain UI elements to the following color table:
  • Health: 17923AFF (green)
  • Fuel: FFC300FF (yellow - a bit unappealing, need a new color)
  • Infection: 7C070AFF (muave)
  • Medic Bar (heal juice): 0031FFFF (blue)
  • Ammo: FF6700FF (orange)
  • Supply Ammo: 8B3707FF (brown-orange)
  • Supply Gas (extra gas that's shared to other vehicles): 00E1FFFF (teal)
  • Started smoothing out formation following logic for vehicles: A group of vehicles given a move order, if there are no soldiers, will no longer have an arbitrary 'push back' from the actual mouse click position . Vehicles no longer are reticent to start moving towards their follow position when moving in formation
  • Cerberus and Atlas follow distances slightly increased
  • Updated the Unit Card with an 'Ammobox/Gasoline Tracker' bar for tracking the extra supply gas that Atlas variants carry for refueling nearby vehicles (so you can see that amount on their Unit Card, not just in-world)
  • Fixed Helicopters not being able to properly land on the Motor Pool (they 'land' but never counted as properly landed, until this fix)
  • Improved startup logic for Vehicle Interaction Widget to run several bits of 'first update' logic after a short delay, rather than just weapon check (to fix a healthbar incongruency issue on loading a save)
  • Minigun - Animations improved
  • Spec Ops New weapon added M14 EBR
  • Spec Ops New weapon added honey badger
  • Spec Ops greatly boosted to make him a more effective End Game unit.

Please note the following going forward (Restart your game/steam to get the update if needed

Cepheus Protocol Anthology

We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.


Don't forget to wishlist!
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology/
Bikini Island Challenge - admin


Become a $1 Patreon Supporter today (8/28/21) before 11:59 PM (PDT) to receive a $4 gift certificate for the Instantiated Store.

More info:
https://store.steampowered.com/news/app/1074680/view/2990940314659618105
Aug 27, 2021
Lovely Planet Remix - quicktequila
Update 19a is Live!

Plenty of changes here. Minor touch ups to some levels. Changed a few mechanics too!

Figured out an issue with replays when playing with controller. I've got a solution in the works but it's something I'm going to sit on for a while so for now the build no longer uploads replays when controller support is enabled.

For players playing with the keyboard and mouse, you want to make sure the "Controller" option is set to "No" in the settings menu if you want replays to upload to the leaderboard.

This update also uploads all scores to the leaderboard, even if you don't pass the Q time. This is temporary for testing out the backend. Not sure if this'll find its way into the full game.

  • Added CRT TV like effect on replays



  • Sploosh! 💦



  • Regular enemies no longer kill on contact



  • Connect button in-game if leaderboard is not connected



  • Level skip keys are now remappable



  • Replay frame timestamp resolution increased. Backwards compatible versioned replays
  • Disabled replays for scores submitted with controller support enabled
  • Fixed issue where holding down jump on start would consume a double jump
  • Fixed issue where level start and submit buttons won't respond with controller
  • Fixed issue where transparent objects wouldn't respect PSX setting

Invalidating all leaderboard entries for Classic Vol. 1 Level 8

All relevant changes reflect in the demo as well

Cheers
...