This Means Warp - Outlier
Join us for this exclusive livestream for Steam Next Fest! Chat to the devs and find out more about how This Means Warp was designed and developed as they play through the game's campaign.

Eclipse Horde - Amery / Ezorisudo


Eclipse Horde Alpha2.3.0 RELEASE NOW!

Release note:
English : https://main-ezorisudo.ssl-lolipop.jp/eh/e.html
日本語 : https://main-ezorisudo.ssl-lolipop.jp/eh/j.html
Jungle House - simulamaker
Hi
and finally, we are super happy to present our demo of Jungle House at 02nd of October (Saturday) 2021. Please schedule your time because we are coming live at 7PM at 2nd of October!!!
Yes, 2nd day of Festival and we are coming LIVE with super cool game - Jungle House

Sep 28, 2021
Reign of Guilds - Vatslav Verzhbitsky
Hi everyone!
For 3 long months, we have been incessantly working. We employed new staff and dived deeper and deeper to the bottom of our concept. Mostly, because of how many mechanics we were developing at the same time and of the sheer size of our project as it is, we shifted away from the rule of open, twice a month updates of our normal server, since we want to concentrate on exactly the development process.

A shrewd observer would notice that, concerning the mechanics, we are just a couple of steps away from the planned early access, having almost completely resolved lots of technical issues and limitations.

What does that mean?
Firstly, we are well off in terms of finances. And, yes, we do not depend on anyone.
Secondly, it means that in the stage of early access the game will be much deeper and of significantly better quality.
Thirdly, the future tests will be more public and much more mature in terms of network architecture and mechanics.
Fourthly, before that, we definitely have to fix errors, improve the visual and sound part, and fill the world with all that we have created.

P.S. We have paused pre-purchases for a variety of reasons. The main one is player loss because of refunds. We will start again on releasing Alpha.

Thank all of you who follow us.


Have a great weekend, ROG’oms up!

List of changes 0.66.785 from 29/09/2021
Game mechanics
General:
1.1 | Added:
  • (EPIC) Updated the engine to 4.26.x;
  • (EPIC) (0.6) Server, queue, and player room manager;
  • (EPIC) (0.8) Visible 1st person body, and 1st person camera motion;
  • (EPIC) A base for the profession system;
  • Character appearance editor;
  • Technical buffs system;
  • Zlatys circulation;
  • Players able to quit game before the quit timer expiring;
  • Color hint for equippable items;
1.2 | Changed:
  • Nameplate refactoring:
  • Time controller;
  • Scrolling system for 3rd person camera;
  • Complete refactor of dodges;
  • Refactored jumps for version 2.0;
  • Blend system for combat stances animations;
  • Fall damage formula now operates using character carried weight system;
  • Sound system;
  • Full refactor of log widget. FastMessageLog and RegularMessageLog. Now they both are displayed in the same widget.
  • Added a 10 message limit for RegularMessageLog. On receiving an 11th message the 1st will be deleted.
1.3 | Optimised:
  • Cosmetic equipment system;
  • System for storing items in a DB;
  • System for spawning items in the world - it reduces their physics and thus deals with the errors that occurred because of it;
1.4 | Fixed:
  • Over 70 bugs of all kinds;
Tutorial (0.7)
1.1 | Over 40 steps meant to introduce core game mechanics to new players;
1.2 | Overhauled tavern location;
1.3 | Tutorial is played by several players simultaneously;
1.4 | New type of world items available for every player to pick up;
1.5 | Temporary: you can skip tutorial or any of its steps (press - or + on the NumPad to do so);
Player-to-player trade (0.9):
1.1 | One-side offer to any number of players;
1.2 | Two-sided closed trade session at invitation;
1.3 | Prices in both Talers and Zlatys;
1.4 | Offering N number of goods with defining a minimal amount for a transaction;
Guilds (0.8):
1.1 | New guild system tied to the Royal Bank;
  • paid creation;
  • renaming;
  • Disbanding;
1.2 | System for guild bank account:
  • Replenishing the account with personal transfers, money withdrawal;
1.3 | System for guild Authorized Capital:
  • Replenishing and using it;
1.4 | System for guild levels depending on the size of the AC;
1.5 | System for titles and title rights;
Resources/Recycling/Craft (0.9):
1.1 | Added:
  • Craft stations;
  • Requirements
1.2 | Powder crafting:
  • Magic level requirements and dependence on the time of day;
  • To craft powders you will have to use a portable brewing pot;
  • The pot may be placed in the world, and put or stolen back into the inventory;
  • Powders are crafted at a rate of 100 at a time;
  • Depending on the level and quality of the pot it loses durability after being used (base 100 durability points);
  • Every powder has 12 tiers, each has its own resource and level requirements;
1.3 | Changed:
  • Crafting now supports crafting multiple items at a time;
AI:
1.1 | New spawners and their types;
  • Dependent - it deletes AI when there are no players around;
  • Autonomous - for AIs that live without players around;
  • Autonomous for travelling AIs;
1.2 | Optimized server spawner logic;
1.3 | Dynamic spawner:
  • That spawner procedurally creates AI in a certain range of levels;
  • For this purpose it uses a table of bonuses or maluses for each type of AI;
1.4 | Loot preset system for spawners including loot refactor:
  • Now a spawner decides what loot a mob drops instead of the mob;
  • The items are stored in a DB and are changed in real time;
  • A tool for creating/editing loot presets;
1.5 | Ecosystem (Spawner 2.0):
  • Killing mobs players cull their population and the population of dependent AI types;
  • Meanwhile, the population of independent AI types grows;
  • After a while, the spawner will restore;
1.6 | Changed:
  • System of spawn spots for AI to come back to;
  • System of distance assessing depending on the animation;
  • Changing location after an attack for AIs;
Teleportation System (1.0):
1.1 | Portals:
  • with tokens;
  • without tokens to a certain location;
1.2 | Tokens;
1.3 | Token bag;
1.4 | Teleportation rules with tokens (including between continents and counties)
Combat System (2.9):
1.1 | Physics of Combat System (spherecast):
  • the number is doubled;
  • the diameter is drastically reduced;
  • changed the method for calculating the range of the spherecast;
  • changed the height of sending spherecast and their direction, depending on the animation;
1.2 | System of melee weapon damage (including damage formula refactor):
  • mathematical interpretation of the efficiency loss due to not yet recruited or already lost centrifugal force;
  • this system is reflected in the damage, i.e. striking from the correct side and at the correct distance, the damage tends to the MAX damage on the weapon;
  • each weapon has its own meaning of dependence on a given system;
  • 1.3 |Warming up the powder and mantras:
  • Activated on RMB;
  • according to the result of a mini-game with a slider, the player receives a bonus / malus to efficiency or detonation to himself;
  • Effectiveness: damage / healing, buff duration, cast range;
1.4 | Obelisks:
  • shield;
  • wall;
  • sphere;
1.5 | Mantras;
1.6 | Added:
  • Shield push during spring;
  • 1h attack while blocking;
  • Shield attack on stopping blocking before 1h weapon attack;
  • Alternative attacks received bonuses;
  • 1h powder equipped in both hands has shorter cool down;
1.6 | Changed:
  • RMB with 1h weapon uses stamina;
1.7 | Optimised:
  • CD system;
  • Projectile physics;
Castle Siege System (0.8):
1.1 | Forts;
  • Capturing, destroying and fast travel from castle to fort;
1.2 | Castle and fort gates:
  • rules for (in)vulnerability;
  • rules for opening/closing, timers and a cool down for these actions;
  • recovery;
  • parameters for future castle grades;
  • visual destruction;
1.3 | Сapture points:
  • to capture a castle, get t3 of these, 1 of them must be the Donjon;
1.4 | UI and notification system;
Karma System:
1.1 | Added:
  • Karma grows on killing enemy AI;
  • Karma decreases on killing guards in a safe zone;
1.2 | Changed:
  • Safe slots no longer drop loot on death according to inventory loot drop system;
Profession System (0.8):
1.1 | Basis for adding profession, grades and prof. abilities:
  • requirements;
  • bonuses/maluses;
  • limitations;
  • integration to the quest system;
1.2 | Slots for prof. abilities:
  • 5 slots for prof. abilities;
  • 3 of them are occupied by prof. abilities, and have the same grade as the profession;
  • 2 other slots are free to fill with additional abilities;
  • completing quests will give a certain number of additional abilities and improve them;
  • You can only use 2 of them at a time;


Game World
General
2.1 | Added:
  • Obelisks (a magical counterpart for shields) and recipes to craft then;
  • Tutorial level 0.7;
Daerkun County
2.1 | Added:
  • 2 castles, one of them has the necessary elements for capturing (early stages)
  • 2 new pits;
  • 5 teleports for travelling across the world
;
2.2 | Changed:
  • Issued in the city of Daerkun (we improved interiors and the overall location design);
  • Extraction locations (lumber mills, mines;
  • The location of Arena (we improved interiors and location design);
  • Renewed mob and guard spawners;

UI/UX
3.1 | Added:
  • Appearance editor window;
  • Player-to-player trade window;
3.2 | Temporary windows:
  • Craft;
  • Guilds;
3.3 | Changed:
  • Castle Siege UI;

Known Issues
  1. Log off crash (on timer expiry);
  2. Invisible mantras;
  3. Invisible braces;
  4. Respawning in Harbur doesn’t spawn guards;
  5. Procedurally added walls/fences/piles lost some of their elements;
  6. If you die with a settings window on, it will get stuck and won’t close;
  7. Getting killed by a guard launches a character 100-200 metres away;
  8. Chat log disappears after death;
  9. Dodging while reloading the crossbow should interrupt it;
  10. Weapon VFXs aren’t shown correctly;
  11. Modular system has visual errors when in 1st person mode;
  12. If you unequip a powder during charging you don’t spend it;
  13. Walking animations jitters when moving left with obelisk and 1h weapon equipped;
  14. Player character won’t unequip the weapon after death;
  15. Player character receives criminal tag outside the necessary location;

Police Simulator: Patrol Officers - wladi | astragon


Fellow officers,

The release of The Nightshift with Friends Update sparked a new wave of interest and excitement inside the community. In the last two weeks, we loved every second of seeing you roaming around Brighton as a duo.

Of course, the next update - The Operation Anti-Drug Update - is not far off and we can't wait to ship it to you soon! Just to tease you even more, we want to share a few details with you regarding the next beta, all content, and our next steps!


So, when will the beta start?



Right now we're aiming for the release of the beta for The Operation Anti-Drug Update on October 12th. Yes, this might sound a lot later than some of you probably anticipated - as this also means that the full release will most likely happen a bit later as well. We're currently aiming for November 2nd but will keep you up-to-date should anything change in the meantime :)

Just FYI: This update will be a lot bigger compared to those in the past, so please prepare for increased download size. In addition, we want you to know that the localization for most of the new content in this update is only done in text and voice-overs are currently missing.

What will be in the update?

Oh man, it's a lot.

A new district



A third district will enrich the city of Brighton even further: Welcome to Brickston, the oldest district in the entire city - consisting of the neighborhoods of Sharnwick, Nelson Hill, Brianna, Wilcox, and Bannock. The iconic red brick houses are still considered a unique sight to see as history truly comes alive in this district. The street scene is characterized by a large number of narrow one-way streets while also housing the Brighton Hospital.

Greater, better, faster



In addition, we're introducing the Panther Z, a new car waiting for you in the parking lot. Choose your vehicle and go on car patrol, officer. While we're talking about mobility: We've expanded the player character animation system, making it more robust, dynamic, and responsive. Player movements should feel better now. Welcome to what we call Advanced Locomotion!

New violations



Oh, we're also adding some new violations to the game. First, some nasty people are putting graffiti all over the map. Poor houses. Second, some careless drivers started to block bus stops. Third, drug dealers are now present in the area and must be caught.

Bugfixing



But our main priority with this update is bugfixing, bugfixing, bugfixing. We are trying to work on as many bugs as we can of which you reported a bunch of. Thank you so much for that! I can already promise you that the patch notes will probably be as large as the entire Wikipedia...

Your wishes, our duty



Your voices have been heard: Suspects will now be handcuffed from the back. Last but not least, we're adding more alleys to allow better traversing on both car and foot patrol! Yes, we have a first teaser for that ready - take a look at the image below!



What's next?

After the release of The Operation Anti-Drug Update, we'll start working on The Keys-To-The-City Update! With it, we'll bring the highly anticipated free roam, new violations, and some QOL changes.

We'll share some more details in the future as some of them are still subject to change!

Just saying: Use your voice and cast your vote for all features you want to see in the future! Join our official Trello!

https://store.steampowered.com/app/997010/Police_Simulator_Patrol_Officers/
Purgatory Overkill - Ben
0.032_1 patch note :

BUG FIXES :
- Changing rapidly between weapons doesn't crush the performance anymore;
- Loading a game doesn't heal the teleporter;
- You can't reload a already full weapon;
- Pigs damages in the tutorial room have been fixed;
- Dead enemies don't block the spawn until they disappear;
- The god mode power don't break the player's damage;
- The volume controls work as intended;
- The enemy AI has been upgraded : they don't stay in the spawn anymore, barriers don't break their pathing, the distance enemies can still shoot the teleporter even when stuck in a barrier;

CHANGES :
- The damages of the PP9 SMG have been increased;
- Weapon prices have been revised;
- Buying ammo for a weapon now cost less than the weapon price;
- The price of the game has been reduced by half, those who bought the game before this drop will get free content in the future;

ADDITIONS :
- The CAMPAIGN mode is now here ! To read more about it click here (mettre le lien vers le post sur la campagne);
- The second level is now playable, but under construction so it's not balanced yet (and may be unfinishable);
- The scores are now separated by levels and by modes (endless, campaign...);
Conqueror's Blade - Booming_dingyi.shu
Esteemed Warlords,

We've seen an upsurge of players following the new season's launch, resulting in Lotus Ash Sea Server being overcrowded. Now we will have an immediate fix on the Lotus Ash Sea Server. The estimated maintenance time is from 17:45 to 19:45 (UTC+8),and the 'cross-division/server matchmaking' will be temporarily closed due to it. Please see the latest announcement for the opening time.

We are sincerely sorry for the inconvenience caused. Thank you for your patience and support!


Kubifaktorium - BossConstructor
- Balance: In multi-biome maps, more of the enemy camps now demand goods from lower tiers.
- Balance: Made huge maps a bit bigger.
- Balance: Made need tier increase a bit slower. Also switched the order around a bit.
- Balance: Moved the cacao tree to tier 2.
- Balance: Reduced happiness speed gain to +30%.
- Balance: Reduced ranch experience gain.
- Balance: You can no longer import higher tier goods on the shipping port.
- Campaign: Added dialogue to mission 2.
- Campaign: Added story dialogue for mission 3.
- Campaign: Rearranged some tutorial recommendations.
- Expert mode: Move covering veins to the expert mode.
- Expert mode: The combat system, fighting robots and the corresponding tutorial have been moved to the expert mode. I think buying out the enemy camps is the more interesting way of playing for several reasons. Of course, feel free to disagree and turn on the expert mode to have the robots back. :)
- Fixed: "Error..." text on loading screen when playing a tutorial from the campaign.
- Fixed: (Maybe) fixed colonists continuing their work animation after a task has been cancelled.
- Fixed: Another attempt at the classic "click through confirmation dialog in world screen"-bug.
- Fixed: Black spruce not growing on tiles where there was a mountain before.
- Fixed: Decoration under construction not shown in overlay after last patch.
- Fixed: Disabling signs in settings having no effect.
- Fixed: Farm land model (dry/wet) after loading.
- Fixed: Game freezing in the world map when you leave a map while paused.
- Fixed: Garbage and deprecated items are no longer loaded onto your ship when you leave an island. :)
- Fixed: Highlightable buttons in housing panel.
- Fixed: House smoking starting as soon as a building is built.
- Fixed: Incorrect height for some buildings when placed on a tile where an auto-foundation will be placed.
- Fixed: Inserters getting stuck when two or more of them are trying to deliver items to automated workshops from the same conveyor belt.
- Fixed: Items possibly warping to outer space when on certain conveyor belts while reloading.
- Fixed: Items potentially getting stuck on conveyor when it is put in stop mode and then reversed.
- Fixed: Items reserved by workshops will now get unreserved when displaced.
- Fixed: Links from your ship sometimes not showing up after you place them.
- Fixed: Look of recommendations on victory screen.
- Fixed: Low tracks getting removed when building elevated conveyor belts.
- Fixed: Priority of farm/grove zones lost on reload.
- Fixed: Reservation bug that could leave conveyor belts in a reserved state after an inserter pick something up from them.
- Fixed: Settings invisible in game scene after last patch.
- Fixed: Shuffling the demands from a camp now updates the display in the top left as well.
- Fixed: Situation where you can get "stuck" in the basic colony tutorial if you link the well to the first stockpile.
- Fixed: Some items possibly staying invisible when on certain conveyor belts while reloading.
- Fixed: Some smaller errors in the campaign.
- Fixed: UI bug in trading hub panel.
- Fixed: Visual glitch when unloading goods from a train.
- Fixed: Weird mouse behavior on/close to mountains.
- Fixed: When playing a tutorial from the campaign, money earned/spent will now be reset after the tutorial.
- Fixed: When you have multiple conveyor belts stacked, items should no longer "phase" between the two belts.
- Fixed: White signs after last patch.
- Fixed: Wild animals out of vision should no longer despawn.
- Fixed: You can no longer place conveyor belts on the same tile as track ramps.
- Fixed: You can no longer place tracks on the same tile as conveyor belt ramps.
- Fixed: You can no longer select colonists in houses while they are sleeping.
- Fixed: You can now extend an existing conveyor belt by one tile using one belt part and so on.
- Fixed: You should no longer receive recommendation money multiple times after reloading.
- Gameplay: If you place a depot or something else with a type filter over a stockpile, it copies the accepted types of the stockpile. Useful for upgrading later on. (assist mode)
- Gameplay: The overflow hopper now looks at the count of the stored items, not at the tiles.
- Gameplay: When building a depot, zeppelin station etc., items on the ground will now be ignored.
- Gameplay: You can now select a conveyor belt and set it to "stop".
- Gameplay: You no longer need to set the automation mode for the shipping port. Instead, the game will automatically turn it on as soon as you build an exit hopper.
- Gameplay: Zeppelins that are idle will now stockpile goods near stations, given they have "use as stockpile" enabled.
- Misc: 2 colonists should no longer have the same name or model (whenever possible).
- Misc: Fixed some bugs in the tutorials and simplified/clarified some of them.
- Misc: Removed lightning effects from the game.
- Misc: Removed the inventory screen in the world map scene.
- Misc: The automated-import button is back, but only when expert mode is activated. In normal mode it remains automatic.
- Misc: The enemy camp display no longer shows up on maps without enemies.
- Misc: The trading hub depot no longer has a crane.
- Misc: When in expert mode and you select an item, the item panel now shows what the item is reserved by. This should be helpful info for debugging the remaining reservation bugs.
- Misc: You can now start with placing high conveyor belts.
- Performance: Made a number of performance improvements for the late game.
- Performance: Made zeppelin stockpile behavior faster
- Performance: Removed duplicate material generation in some places.
- Tutorial: Amended the logistics tutorial to cover the new zeppelin stockpiling function.
- Tutorials: In the ore crushing tutorial, the solar cells (which you don't have at that point in the game) have been replaced by a power plant. I also simplified the scene a bit.
- UI: Clicking on a upper/lower colonist limit objective now takes you to the colonist management screen.
- UI: Hovering over the money display now shows how much you've spent/gained from import/export and how much you receive from your colonies per day.
- UI: Hovering over the time display now gives you a preview of when your colonists' needs will increase. So that you can plan ahead. Because you care about your Kubis' needs. Right? It even shows you the required types of stuff you'll need, so you really have no excuse now. :)
- UI: Hovering over the warning display now shows the problems there are and how often they occur.
- UI: In type filters, the accept-all/nothing buttons are now highlighted when all/nothing is accepted.
- UI: Made the custom map screen prettier.
- UI: Made the load/save screen prettier.
- UI: Made the settings screen prettier.
- UI: Selecting a power generating building now suggests power poles.
- UI: Some polishing and fixes for the main menu UI.
- UI: Sorting the colonist panel now automatically scrolls to the top.
- UI: Type filters and workshop jobs are no longer cloned when you clone a building.
- UI: When toggling between high/low layer in the track/conv-builder, the overlay is now updated.
- UI: You can now click on an empty tile to see what you can grow there.
- UI: You can now shift-right-click and then shift-left-click to copy settings from one building or zone to another (like in Factorio).
- Visual: Houses with no inhabitants now have no smoke emission.
- Visual: Improved the look of conveyor belt rampe connecting with other belts.
Sep 28, 2021
Festival Tycoon 🎪 - Johannes (Developer)
A first patch with a couple of fixes and optimizations:

Fixed: Leaderboard not shown correctly in festival end screen.
Fixed: Discord rich presence not showing supporter package if player is part of the FTP.
Optimized: AI interaction with stone circle. The visitors should not bring themselves in positions where they easily get stuck anymore.
Optimized: Visitors going in opposite directions tended to block themselves. This should be improved.
Optimized: Tweaked a few AI parameters to lower the chance of stuck agents.

If you find any issues, please use the in-game bug reporter or reach out directly! Thank you! =)
METAL DOGS - 24Frame
"METAL DOGS" Switch / PS4 version released this winter & exhibited at Tokyo Game Show 2021!

"METAL DOGS" currently in Early Access,
Nintendo Switch, PlayStation 4 version has been decided to be released this winter!

The home version will add new bosses, additional quests, features to watch dogs, new costumes, and much more.

Of course, even if you have already purchased the Early Access version, you can play with the elements added in the home version by updating.

First of all, in the update that will be done at the end of this month, we will implement "hard mode" as announced.
Enjoy even more difficult gameplay than ever before.

We will also exhibit a play build for home video games at the Happinet booth at the Tokyo Game Show 2021, the largest game trade fair in Japan, which will be held from September 30, 2021.
Unfortunately, there is no general admission this time, but there will be distribution by influencers, so please look forward to it.

Thank you for your continued support of "METAL DOGS"!
...