POSTAL 2 - Running With Scissors [S]


https://www.indiegogo.com/projects/going-postal-the-legacy-foretold-documentary#/

One week to go and your support has been incredible so far. Over 330 of you have helped PlayTest Network reach 90% of their established goal to fully fund this project that aims to document the good, the bad and the downright batshit crazy story of Running With Scissors and the POSTAL franchise.

When we first announced this project, many people were wondering why would “we” make a documentary in the middle of the development of POSTAL 4. So relaaaax, we are not the ones making the documentary and our games will always be top priority, especially during Early Access. We’re just spreading the word to help the talented team of two passionate guys who want to make this documentary a reality.



If you can’t donate via Indiegogo, here’s some alternatives:

• Donating directly to their PayPal account, playtesttv@gmail.com | Your matched donation amount will place you in with their current perks.
• They can also accept checks via snailmail. To get their mailing address, send them an email to playtesttv@gmail.com
(Outside of Indiegogo) They will gratefully take donations even after the campaign ends. As they begin post-production, they fully anticipate more challenges as they move forward with finding a distributor.
• Send this campaign to any documentary or video game enthusiast, right now! They might not know about Postal, but you might introduce somebody to their new favorite game! And or they might never talk to you again. Could go either way really.



We’re so close to reaching that goal, we can already taste Krotchy’s nutsack!

And remember, even if you don’t donate, just spreading the word is already a huge help. So please help us spread the word and make this documentary a reality!



As always, thank you all for your continued support! <3

Running With Scissors Team
POSTAL 4: No Regerts - Running With Scissors [S]


https://www.indiegogo.com/projects/going-postal-the-legacy-foretold-documentary#/

One week to go and your support has been incredible so far. Over 330 of you have helped PlayTest Network reach 90% of their established goal to fully fund this project that aims to document the good, the bad and the downright batshit crazy story of Running With Scissors and the POSTAL franchise.

When we first announced this project, many people were wondering why would “we” make a documentary in the middle of the development of POSTAL 4. So relaaaax, we are not the ones making the documentary and our games will always be top priority, especially during Early Access. We’re just spreading the word to help the talented team of two passionate guys who want to make this documentary a reality.



If you can’t donate via Indiegogo, here’s some alternatives:

• Donating directly to their PayPal account, playtesttv@gmail.com | Your matched donation amount will place you in with their current perks.
• They can also accept checks via snailmail. To get their mailing address, send them an email to playtesttv@gmail.com
(Outside of Indiegogo) They will gratefully take donations even after the campaign ends. As they begin post-production, they fully anticipate more challenges as they move forward with finding a distributor.
• Send this campaign to any documentary or video game enthusiast, right now! They might not know about Postal, but you might introduce somebody to their new favorite game! And or they might never talk to you again. Could go either way really.



We’re so close to reaching that goal, we can already taste Krotchy’s nutsack!

And remember, even if you don’t donate, just spreading the word is already a huge help. So please help us spread the word and make this documentary a reality!



When it comes to POSTAL 4, we are working on a development update for you guys which will showcase some of the cool stuff we've been working on.

As always, thank you all for your continued support! <3

Running With Scissors Team
Sep 10, 2021
Lawn Mowing Simulator - Drazzan
Hello everyone!

Welcome to our second patch for Lawn Mowing Simulator since our launch. We've been toiling away in the background on this patch while we prep some great things that we can hopefully share with you very soon! Thank you for your continued support and for continuing to give us your feedback across our Discord channel - if you haven't yet joined, please do!

Without further ado please see our patch notes below; V1.0.2.0

What’s New?
    Functionality
  • Added the Patterson RO-A mower to unlock in career mode
  • Added Cruise Control to help users that use keyboard and mouse to regulate mower speed
  • Added further ranks to the RP system at the top end
  • Added three new challenges related to the Patterson RO-A mower
  • Raised the maximum number of employees from 2 to 4
  • Added a notification informing users on a mower that they can get off the mower if they choose to
  • Added Steam Cloud Saving Functionality/Support

    Bug-Fixes
  • Updated how employee contracts work so that if the user quits their contract, the employee only receives the same percentage of their contract
  • Updated tree collision to more accurately match trees
  • Updated all contract values to be rebalanced throughout Career Mode
  • Fixed an issue where interest rates ingame always displayed at 10%
  • Fixed an issue where on occasion Projected Earnings moved onto two lines
  • Fixed an issue where a yellow tick would display next to the Company Name input field without the user entering a company name
  • Fixed an issue where some elements of the HUD were using a different shade of red
  • Fixed an issue where pressing ‘Pause’ after purchasing a HQ could cause the UI to disappear
  • Fixed an issue where wrong grass could be mowable and highlighted by ProView
  • Fixed an issue where the user could only interact with up to 10 collectible objects per contract
  • Fixed an issue where opening the Pause menu whilst specific prompts were displayed would cause a UI malfunction
  • Fixed an issue where a softlock may occur after completing a litter contract
  • Fixed an issue where ‘Recommended Cut Time’ text would be replaced with ‘Cutting Time Limit’
  • Fixed an issue whereby mower damage would periodically not apply when being used by an employee
  • Fixed an issue whereby RP was periodically shown as incorrect for an employee contract
  • Fixed an issue where pressing ‘Enter’ in the Settings menu periodically wouldn’t apply settings changes correctly
  • Fixed an issue whereby after returning from the Pause menu a mower’s roller would be disengaged
  • Fixed an issue whereby the user couldn’t change the cut height using a Logitech G29 wheel
  • Fixed an issue whereby the user couldn’t control the player using the Logitech G29 wheel
  • Fixed an issue whereby an incorrect control scheme may be displayed when using a wheel
  • Fixed an issue whereby the Pause menu may not be functional if the user exited Test Drive early
  • Fixed an issue where user input was still accepted during the cutscene shown after purchasing a HQ
  • Fixed an issue where black patches periodically appeared on cut grass
  • Fixed an issue whereby valuables would occasionally appear multiple times
  • Fixed an issue whereby the collector of the Turf Tiger II may not fill up correctly
  • Fixed an issue whereby the third person camera would clip through scenery occasionally
  • Fixed an issue whereby grass would not be affected by the mower occasionally if the blade condition was low
  • Fixed an issue whereby ground damage and grass clippings where sometimes not taken into calculation of fines during challenges
  • Fixed an issue whereby the Knight OFT may bounce aggressively after hitting the trailer’s ramp
  • Updated localisation strings throughout
We have exciting and great things on the horizon, stay tuned!



Until next time!
Fury Unleashed - Kalafiorek


Welcome all!

Oh, how the time flies! It was like yesterday that we've announced the beta phase of the online co-op game mode in Fury Unleashed, and now we're getting ready for the next step - more on it below. We're also happy to release another set of improvements from the beta build into the stable release for all of you to enjoy!

On a side note, we've been experimenting with different storefront artwork, and our artist drew a new piece to freshen things up a bit. You can get a full-resolution version by clicking the image below:

           


Online Co-Op Beta - Second Phase

The Online Co-Op mode is now available for everyone in the PC version of the game - that means Linux and macOS also. You can play it on the main build version, by selecting it from the main menu.

We might not be ready to release Online Co-Op as a finished product just yet, but we can't wait anymore to share the fruit of our combined effort with you, our players!

The beta branch proved to be very helpful to find all the new ways to break the game and make it cry in the corner. We've since bought so many sweet and comfort things to ease out its pain, that we believe the core problems to be fixed already.

But, non-core problems are problems still, so we can't say our work on the online mode is done. That's why it is still labelled as a "BETA", but now, it's even more accessible and easier to just jump in and have fun with friends old and new.



Fixes & Quality of Life

While we worked on the online mode, we've also implemented lots of improvements to the overall experience, which will also changes few things in both single player & local co-op modes.

Some of those changes consist of things we've been asked about, but for different reasons were on the back burner of the to-do list. It's always important for us to receive feedback from you - the players - on what would you like to see improved/changed, as it's entirely possible, that we'll implement these things in the future. Don't be afraid to share your thoughts with us!

Here's a very brief list of changes. Take note, that it consists of few spoilers!
  • Enemies in the Epilogue chapter now drop black ink, to ease out the leveling experience.
  • "SUPERHOT" & "Crypt of the NecroDancer" game modes can now be played with "Full" controller aim-assist (previously "High" was the maximum), making them more accessible for all players.
  • Some bosses had their amount of HP adjusted, not to feel so "spongy" and improve the flow.
  • Crash fixes for the Steam Workshop interface and other rare circumstances & cases.
  • Some UI elements are now properly selectable and/or clickable with every controller option.
  • Improved translations for every language, with support for the new online-related lines.
  • Dozens of improvements to both co-op modes. E.g. player resurrection inside the Epilogue chapter.


Thankfully, most of these are now marked as "DONE" 😜


What's next?

As always, we try to be as transparent, as we can. Online co-op took way more time to implement than we originally anticipated, and the global pandemic certainly didn't help with the schedules. While not being flawless with the dates, we strive to improve!

We're still working hard on polishing the player experience and won't stop until online mode is ready to be fully release on both the PC and consoles. What comes after wholly depends on the game's popularity and demand.

We've got heads full of ideas and passion, so we hope for all of you to stay with us and support us going further into the great unknown - our fun might just begin!



If you don't mind, go ahead and leave us a user review. It helps us with the game's visibility - which directly affects number of players - so we'd appreciate it a lot!



For latest updates and other fun stuff, make sure to follow us on any of our social media profiles ːfu_goldː
Psst 🤫 We're sharing some new things there...

@AwesomeGamesStd
@AwesomeGamesStudio
@awesomegamesstudio
https://discord.gg/m4JfXuS


Have a great amount of jolly cooperation ː2018bestawardː
Awesome Games Studio Team
InfraSpace - Oachkatzlschwoaf Interactive
Hello everyone!

As we come closer to release, we shift our focus a little bit further towards bugfixes and polishing, because we want our first paying customers to have a good experience :)
There are also some new features in the pipeline as well, but they are not high priority right now.

This week, you get particle effects, a new look for our cars, building rotation using Q and E keys, 3 new music tracks and a bunch of fixes.

Full post: https://forum.dionicsoftware.com/t/friday-dev-news-37-particle-effects-bugfixes/1769

Happy playing!

Cauldrons of War - Stalingrad - Maestro Cinetik


It have been a long road, but it is now the time to release this game officially.

What will you find in Cauldrons of War Stalingrad?

From Crimea to Stalingrad and the Caucasus oil fields, you will lead the Axis or the Soviet forces in the bitter fightings of the eastern Front in 1942.

Cauldrons of War - Stalingrad is an immersive 'command at the highest level' wargame with tough decisions to make.
Its clean mechanics and low complexity allows the game to focus on what is really important : strategical decisions.
There is no micromanagement here, but more depth than you imagine.

Play the main operations in 1942 on the eastern Front :
As the German, will you grasp the Baku oilfields ? As the Soviet, will you trap a whole German army near Stalingrad ?

Play fast and often
: you don't need a 100+ hours investment in a monster game. Some scenarios can be played in 1 or 2 hour. But don't worry, the game contains several scenarios and is challenging enough to keep you entertained for a long time.

Play against the AI or against your friends
: with a hot seat mode and a Play By Email Mode

Cauldrons of War - Stalingrad is the second opus of the "Cauldrons series".
If ever you have played Cauldrons of War - Barbarsossa, you won't be disoriented, but you will notice some improvements here and there.

I am sure you will particulary enjoy the Stalingrad City scenario.
Unlike the other scenarios at Army group level, you will command here companies in the hell of Stalingrad.

==> Get Yours!

Have fun!

Maestro Cinetik

PS:
What is next?

Players are still making interesting feedbacks and proposals, so even if I declared the game finished, you can expect some nice patch from time to time.

I have tons of materials about the battle for the city of Stalingrad. In fact, far too much material to be put in that game. It is reasonible to expect in the futur some pure urban battle spin-off with the whole battle for the city at company scale (That will requier a whole year of development at first guessing)







Sep 10, 2021
Sproots - sokpopco
fixed a crash when flea workers try to destroy objects

shout out to Famous_Author_John on Discord for helping find the issue
Sep 10, 2021
Super - Fire Game Studios
- Message board
- Fixed security cameras spinning like crazy
- Fixed camera locking on top view
- Added a new Hero to the store called Tully, he has massive feet and spits on people.
Sep 10, 2021
Drone Warfare - FasterTimeGames
Missiles and Clouds

Spent this last week fixing some of the many issues I've got in my to-do list. Some of these problems manifested in the footage I recorded for the trailer a couple of weeks ago:

1) Missile zig-zagging



You can see the messed up missile trails caused by background threaded movement logic which was out of sync with updates on the main thread. A better implementation of how the background thread processed before updating the main thread fixed this, and also fixed the ghosting seen with UI missile indicators (rotating triangles around the missiles).

This clip shows the fixed missile trails:



2) Ground mist effects were clipping the terrain.

Not easy to show this in an image, and not that exciting anyway, so I won't try. However I've implemented a different shader for the mist particles which has mostly resolved the problem and improved the visuals in the scene where these effects are located. I'll still look into improving these further in the future though.

I've also reduced the number of particles generated by these mist clouds (but increased their opacity to compensate) to reduce overhead when flying through them.

3) Implemented a vacuum effect when collecting resource clouds.

Previously the cloud remained in place as the drone flew through it, but now follows the drone as it dissipates:



It's work in progress but gives the player some additional feedback (there's already sound FX) that they flew through the cloud successfully and collected its resources.

4) Improved the narrative handling logic.

This enables the narrative and vocals to continue to play even if the player has completed the mission by returning the drone to the dronecase. There is still the option to ignore the narrative and leave the scene early, but previously the narrative actually stopped without finishing which left the player hanging if they were reading/listening along.



Cheers,

Faster Time Games.

Crossout - XO_Team

https://youtu.be/nRJSUGJXtAA
Riders of the Apocalypse! We welcome you to our weekly Show, made so that you - the Waste’s best mechanics and riders, can earn some Gold! New episodes every Friday! Anyone willing to submit a video, must send a letter to CrossoutShow@Gaijin.team containing the link to your video, your in-game nickname and the email address registered with your game account, so we can send you the Prize… should your video win!
When you leave a comment competing for the best comment of the week, don’t forget to include your account name, with all the right capital and lowercase letters, so that we can find you...and give you your well-earned Gold!

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