Fishing Planet - Dennis_FP


Behold the mighty Carp! And welcome the opening Tournament of the fall season - this September’s bottom fishing excitement of Mighty Carp Tour! Although somewhat undervalued in North America, this all-time European favorite game fish is quite a fun challenge to catch. That’s why we’re eager to bring this competitive Carp fishing experience your way and see you work that angling magic on the hardest freshwater fish to fool into biting! Those of you who embark on this competitive fishing journey are in for an unforgettable trip through some of the world's most amazing fishing destinations - from the Italian charm of the Tiber River, the sunny magnificence of San Joaquin Delta in USA and hardcore reality of the Russian Akhtuba River in the first three Qualifiers, to the vast openness of German Sander Baggersee Lake for the Semifinal Round and finally, the enigmatic Weeping Willow Lakes fishery in Great Britain, where the ultimate Top-20 Carp catchers will have the chance to fight in the Grand Finale for the title of

Mighty Carp Master! Mighty Carp Tour will be held September 14th through September 19th, with the Registration starting on September 13th, 24 hours prior to the First Qualifier.

The Tournament’s timetable is as follows:
  • 13th of September - Registration for the Tournament begins.
  • 14th of September - Qualifier 1 on the Tiber River in Italy.
  • 15th of September - Qualifier 2 on San Joaquin Delta in California, USA.
  • 16th of September - Qualifier 3 on Akhtuba River in Russia.
  • 18th of September - Semifinal Round on Sander Baggersee Lake in Germany.
  • 19th of September - the Grand Finale on the Weeping Willow Lakes fisheries in the UK.
Take advantage of the opportunity to get special Fishing Planet Mighty Carp Pack!

[url][/url]
Powerboat VR - Jimmy Arcade
This update adds mouse control to the game as well as the ability to tweak the non-VR game hud such as resizing elements or hiding them completely.

Should be fairly familiar to anyone who has played other simulation games...

1. Mouse wheel dollies view in/out (3rd person view only)
2. Hold right mouse button and drag to move the camera view around.
3. To enable mouse driving controls click the "Toggle Mouse Controls" button. This will disable most input from game controllers while mouse controls are active.
4. Use the buttons and sliders to control engine power, steering etc. Bow thrusters only work for ships that have them (currently the Jupiter and T800).
5. MFD can also be controlled via the mouse using the new on screen controls.

Other updates...

1. Bow thrusters now emit a suitable wake/foam when in use.
2. Fixed a lot of errors with engine pivot placements which should mean slightly smoother turning.
3. Adjusted drag effects when hitting the water on most of the boats.
4. Vortex now has an aerodynamic effect when will help keep it pointing in the right direction on large jumps. I've also updated the Vortex's physics so it shouldn't bounce out of the water as much now when impacting waves.
Frontiers Reach - Soliloquis
This weeks patch notes are small as we've been working on cleaning things up in house such as getting store front imagery updated, updating our website, and making all sorts of preparations for the Kickstarter. However the updates this week are by no means insignificant.

- Added new incoming missile detection to the radar.

- Updated our cloud and atmospherics rendering tech with the latest from the dev team behind the technology.

- Rebalanced all the cloud render settings.

- Numerous minor changes to artwork across some levels.

- Reverted opening cutscene skybox to older version.
Satisfactory - Snutt
Howdy y'all!

We've got more info for you all, hot off the press, regarding some things that are coming in Update 5! This week we're addressing some of the feedback we've received up to this point regarding vehicle automation in the game!

If you're curious then read on and if you want to see some of these changes in action and get a little more in-depth information about this topic then check out the video we put out on these changes!



Truck Station
Before we get into the vehicle automation system changes let's talk a little about the Truck Station! The Truck Station has gotten a fresh look in the game with an updated model. The new Truck Station now supports two inputs and outputs so its throughput has doubled!

We're also updating the UI for truck station to make it clearer and with some extra information in there such as the average fuel consumption by all vehicles using the station. It also shows how many items are loaded/unloaded.

Vehicle Automation System
Before we dive into the changes to the vehicle systems, I just want to say that we haven't made any changes to the vehicles themselves for this update. However, what we have focused on is improving the reliability of the automation of vehicles.

Vehicle Pathing
We've made some changes to the underlaying systems that make sure vehicles follow their designated path. Previously vehicles would only look towards their next waypoint whereas now they will instead take future waypoints into consideration making their pathing much more reliable. They're still not going to behave 100% the way they did when you recorded their paths, but they'll handle their pathing much more accurately than ever before.

We've also improved movement visuals for vehicles when they're viewed from a long distance.

Better Obstacle Handling
We've also introduced a basic system to better handle obstacle your vehicle may come across. This means that if during the vehicle's route, if it were to bump into anything blocking the path, the vehicle would then try and correct its current pathing to avoid the obstacle.

Now, it bears mentioning that vehicles will only handle these cases as they happen. They won't recalculate their full path if something suddenly blocks off the existing one so the vehicles will only handle obstacles sort of as they happen.

Vehicle Ghosting
In cases where your vehicle does get completely stuck (or falls off a cliff, or something else) and it doesn't manage to find a way to return to its designated path then as a last resort the vehicle will, with science, find its way back on track. We refer to this as the vehicle ghosting its way back to its designated route.

Alright look. I'm no sciencestician. I don't know how this works. Ficsit inc. developed some kind of technology for these cases to ensure absolute efficiency for their vehicles. It's all good. Let's move on.

Fuel Consumption
Fuel consumption is now handled based on each vehicle route so that vehicles will only take as much fuel as they need to finish their route. As mentioned before, we've also added some stats in the UI for the Truck Stations to help keep track of how much supplied fuel is needed for vehicles to finish their deliveries.

Vehicle Path Improvements
Save/Load vehicle paths
It is now possible to save and load recorded vehicle paths! Once you've recorded a path with any of your vehicles, you can jump into another vehicle and load up that same path you just recorded.

You can only load recorded paths made by vehicles of the same type.

Closed Path Loops
Vehicle paths now require to be a closed loop. This means that in order to finish a recorded path, the start and end of the recorded path must be the same path node. This is due in part so that fuel consumption can be accurately calculated but it also makes it easier to end recordings of paths, as you simply need to drive over the starting node to finish and save your recorded path.

Truck Stations can be added to recorded paths
Along with the updated path recording features we've also added the ability to add a truck station to an existing recorded path. Once a station has been placed along the route of a recorded path it will adjust the path so that vehicles will correctly dock at the station.



Whew that was a lot to unpack! Again, if you want a more in-depth explanation and see some demonstrations of the changes then check out the YouTube video linked up top! 👆

Until next time!
Snutter
aton Playtest - bluewingtitan
Today's patch contains a few bug fixes and a lot of quality-of-life changes to the kit editor.
Check it out!
SCP Strategy - LUXO Interactive
v0.2 will:
  • add quick help screen
  • add new shortcuts
  • add downgrading branches and MTFs
  • add pause image when the game is paused
  • add “author” field to the mod tools
  • add showing original object’s author in SCPs screen
  • add scanning animation to the branch visuals
  • add the ability to upload mod’s icon
  • add traveling process to MTFs
  • fix the issue when SCPs screen was glitched after removing mods
  • fix notification when MTF didn’t find anything interesting
  • fix spawning anomalies to close to branches
  • fix doing auto-researchers and activating skills in the background
  • fix sounds in mods editor
  • fix saving and loading anomalies positions
  • set final colors of all important notifications
  • remove showing notifications about losing after reaching 10000 points
  • optimize checking distances
  • improve UI in the skills panel
  • improve uploading mods to the Steam Workshop

Let us know if you will find any new bugs or issues.
You can also join our discord.
Sep 10, 2021
VR HOT - VR HOT
Hi friends,

a new month, a new update.

This time we have an all-time favorite user request for you.

Jizz, cum, sperm - no matter what you want to call it, the Player can ejaculate now. We know it’s far from perfect, but as a first step we are really happy with it. You can cum by clicking the left stick.

Cumming will also make the Hottie stick out her tongue if you made her open her mouth prior to that by voice command or in the Interaction Menu.

This also makes BJs/Facef*cking much easier if you are taking an active role.

Oh, and not to forget - she will audibly climax together with you during intercourse.

When you open the slider menus for editing the Hottie will freeze now, so no annoying turns anymore while adjusting the length of her eyelashes.

We added a couple of clothes, a new hairstyle, pubic hairstyles and a new skin as well as a couple of new sliders to adjust the leg shapes in a more detailed way.

The new quality level „Very High“ is the old „Ultra“ level. „Ultra“ is now better, but also more demanding!

As always there are even more improvements and bug fixes, for details check out the list below!

Check out the video for a first impression HERE.

* NEW: Player Ejaculation
* NEW: Hottie Climax
* NEW: Open Mouth Command
* NEW: Hottie standing still when editing
* NEW: Additional Quality Level
* NEW: Clothes, Hairstyle, Skin, Pubic Hairstyle
* NEW: Leg Shape Sliders

* Improvement: Lighting (Ambience Light)
* Improvement: Boob Physics
* Improvement: Cloth Performance

* Bug fixes

Take care
VR HOT

P.S.: Check out our FAQs, Voice Command list and Video Tutorials on https://www.vr-hot.com!
Daymare: 1994 Sandcastle - emanuele.dascanio
Global warming's close! 🔥🔥🔥

We dare you to share your speculations about what happened here and what's the purpose of this room... trying to not sweat!



Daymare: 1994 Sandcastle is a third-person story-driven survival horror game prequel to the critically acclaimed Daymare: 1998. Step into the shoes of special agent Dalila Reyes, a former government spy now in the service of a unit called H.A.D.E.S. (Hexacore Advanced Division for Extraction and Search), and get ready to enter the most advanced experimental research center in the United States of America.

Be careful though, because in the darkness of the desolate, labyrinthine depths of the military research center there is something terrifying and lethal awaiting you!

Don’t forget to wishlist Daymare: 1994 Sandcastle, stay tuned for the next updates!
Killer Motive - Dululu工作室
1. Support English and Japanese.
You can switch the language through [Game Setting]-[Language selection].
2. Added outline tips for clue items in the game.
3. Fix some bugs.
Mictlan: An Ancient Mythical Tale - Anna_Somniar
Greetings from the Mictlan team!

For every step of the development process of the entire universe of Mictlan: An Ancient Mythical Tale, our concept art team is advised by a group of specialists in history, society, clothing and traditions of pre-Hispanic cultures, to accurately represent the pre-Hispanic Mexico.

Nevertheless, it is important for a video game to have elements of fantasy and fiction to help us tell our story.

Here is a render of a warrior with fantasy elements, but inspired by Mesoamerican outfits. A brave warrior modeled after our friend Jose, a Mexican expert in Mesoamerican wars and in the recreation of Mesoamerican weapons. He's also currently working with us recording his motion capture for our game.

Which characters in the game would you like to be more historically accurate? Where do you think we could add more fantasy features?

Your feedback and ideas are important to us, let us know!





















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