Spacelines from the Far Out - Nauticle
Stream will start in 1 hour on Steam and it will be broadcasted on Twitch!

http://twitch.tv/playspacelines

You won't want to miss this!
Oct 2, 2021
Tres-Bashers - ondydev
Hi everyone, thanks for playing the game!

I've gotten some feedback already, so I'm rolling out an update to address some common complaints and reported bugs. The update is live for Windows only at the moment, but the other platforms will follow suit very soon.

v1.0.1 CHANGES
-Save points heal you fully now.
-Monster radar now shows all monsters on map rather than just monsters within active range.
-Bestiary page radar now works without needing to collect the monster radar.
-You can now open the map after collecting only the monster radar or bestiary page radar.
(The map itself will be invisible if you haven't actually collected it yet.)
-Pause screen showing the incorrect relics has been fixed.
-Dialogue in mothership shop altered to fit in text box.
-Paprika Hill's background color now matches the top of the hill, making dark monsters easier to see.
-Monster no. 22 has been renamed to Deimoose.
Project Demigod - Omnifarious Studios
Update 4.2

Hello Everyone!

We're part of Steam's NEXT FEST! This is a full week where Steam gives back to the developers who have a free demo available to the public but have not yet released the game. It's an amazing chance to show the game to a much larger audience and I'm very grateful.

Early Access is coming soon, and the game is growing by leaps and bounds all thanks to the community's feedback!

Don't forget to join the Discord channel if you haven't already!
Project META Discord

Other than overall performance optimizations and tweaks, here are all of the noted changes:

Changelist for 4.2
  1. Super Strength has been changed to increase different mass amounts of the avatar body. This should decrease pushback when striking and lessen the avatar being lifted off the ground when throwing. While still experimental, it seems to be helping a good deal with control and balance.
  2. Flight has also had an experimental change: Double clicking the triggers should greatly increase the acceleration of flight. A visual and audio effect will be added soon to make it much more apparent.
  3. Hitting the ground at a high speed now produces a larger version of the force wave effect. It does not affect the player but should knock back enemies and objects in range.
  4. Web Zip-Lines are now MUCH more responsive. Players should be able to use it much more frequently and activate it more accurately.
  5. Each weapon slot is now automatically set to one of the 4 current weapons on start, instead of all being swords by default.
  6. Improved wind sounds and thresholds for activation.
  7. Fixed grabbing offset for some objects.
  8. Added more checks to cancel hover mode correctly.
  9. More lighting Improvements! Light Probes added to all levels. What this means is that lighting on dynamic objects like your avatar, enemies, and moving objects should be MUCH better and change with their movement.
  10. Layers have been changed so that the web lines do not interfere with the web projectiles.
  11. Fixed Music Controls not working after update.
  12. Fixed Max Debris Limit not working after update.
  13. Fixed Player Start Point being too high in apartment complex.
  14. Fixed missing Light Probes in Millennium City.
  15. Added controls for shadow quality.
  16. Added controls for Shadow Render Distance.
  17. Fixed Max Render Distance for Camera not working after update.
  18. Fixed Hover Mode still glitching after cancelling.
  19. Fixed impact decal getting destroyed after walls were broken.
  20. Fixed Web Projectile that was too weak after update.
  21. Fixed enemy count that could be set to 0 on enemy spawner interface.
  22. Fixed Weapon Panel popping up after switching to new powerset.
  23. Fixed Popups disappearing too soon.
  24. Minor aesthetic and optimization changes to the superhero base in terms of the energy pulses throughout the architecture.
  25. Super Strength glitch where turning off the power screwed up the body mass and dropped you through the floor has been fixed.
  26. Enemy AI and FSM has been cleaned up and should be slightly more performant.
  27. Changed web effect.
  28. Added function to turn off trigger power when player menu is open.
  29. Level Select Images are now usable by laser pointer OR by physically touching the image.
  30. Improved enemy jump animations and AI. Should no longer jump during attacks.
  31. Fixed and improved enemy navigation in Apartment Complex.
  32. More destructible objects are now grabbable.
  33. Fixed enemy spawn interface that had different spawn limits than the menu.
  34. Fixed menu calibration button in player menu.
  35. Added small auto-calibrate to start of game so player isn't auto-set so low.
  36. Fixed and improved crack VFX when doing hard landings.
  37. Fixed double fireball creation when using Fire Bomb.
  38. Increased deacceleration of player when letting go of input to reduce drift.
  39. Added more visual effects to player base.
  40. Opening the player menu while in slow-motion now uses same time-scale as normal time.
  41. Vehicles have undergone a serious AI and optimization re-work and many bugs were fixed.
Oct 2, 2021
The Iron Oath - sennin
Hey everyone! We've been hard at work these past few months: finalizing quest content, polishing and bug fixing, and creating and implementing some new environments. We're still working long hours at the moment, so this update will be brief, but we did want to share a sneak peek at 4 new environments we've added to the game:

Crypt


Dunes


Marsh


Fort


We hope you like the look of them; let us know what you think! We've tried to make sure that each environment in the game has at least 1 unique hazard or quirk to it to help keep combat fresh. We've also added a few new generic hazards that are shared across multiple environments (such as falling stone from a ceiling). We might go into detail on the different hazard types in a future update if there's interest in that. Either way, you'll be able to see a few of them in the next demo we put out.

The Future

We've previously mentioned in a few places that our current release target is Q1 2022. This remains the case, though we're not ready to give a firm date quite yet. Before we release, we are planning on putting out one more public demo during the Steam Next Fest in February '22. We were considering participating in the one that started yesterday, but since we're only allowed to choose 1 more, we opted for February as it lines up better with our intended release window.



Thanks for reading! Please be sure to wishlist the game, and join our official Discord community if you haven't already done so! We're almost always around and ready to answer any questions you may have. See you next time :)
Uproar - Sharki
Thank you for your feedback in discord, we have made some bug fixes.

Added
  • A dynamic environment from the trailer has been added to the home location
  • Added stun enemies from throwing weapons

Fixed
  • Fixed animation of running in place of standing enemies
  • Fixed that it is possible to fall on a ledge in the home location and not come back
  • Cut out the debug functions that accidentally got into the demo
  • AI no longer run up when there is no player in sight
  • Dynamite no longer falls through the floor in the dungeon
  • Fixed rotation of portals on flying islands








PogoChamp - ilikeshiny
I decided to revamp the Pause Menu this week to better match the UI of the Main Menu and the redesigned Level Select.

In a level:


In a Replay:


I also spent time this week relaxing and recharging from working extra hard the previous few weeks before I released the Level Select redesign, so I didn't get a ton of PogoChamp related work done. I'm doing a little bit of brainstorming about new levels and other improvements, so keep an eye out for those in the coming weeks.

Changelog
  • UI: Updated the in-level Pause Menu UI.
  • UI: Added Leaderboard to in-level Pause Menu.
  • UI: Updated the survival mode in-level Pause Menu.
  • BUG FIX: Rumble is now properly disabled when changing levels.
  • BUG FIX: Fix position for camera in 15 star gate unlock animation.
  • UI: Pause Menu now reflects replay stats when looking at replays.
  • BUG FIX: Replays weren't pausing when the pause menu was opened when not connected to Steam.
  • BUG FIX: Fix missing script error related to conveyor belts in various levels.
  • BUG FIX: Fixed an issue where I accidentally uploaded a build that only included the demo build levels.
  • DEV: Created a build script to more reliably generate full & demo builds.
  • BUG FIX: Fix some issues related to build path mismatches now that I'm using the new build script.
Factory Defense - VEN4R
Next Fest 2021 is taking place right now. These are hundreds of demos for future games. You can download the Factory Defense demo right now from the Steam store page. Share your gaming experience on our social media and Steam community.
Demo features:
-Disable network mode
-Content limited
-Disabled saving
Our social networks:
Twitter - https://twitter.com/kv4studio
YouTube - https://www.youtube.com/channel/UCFmlUUWAado3LoilZNAHoQQ

Next Fest 2021 will run from October 1 to October 7, 2021.
Gas Station Simulator - DRAGO entertainment
The Airport Renovator demo is now out and our friends at Two Horizons are doing a cool giveaway, where you can win 10 copies of Gas Station Simulator!

Click the link below, download the free game demo and enter the giveaway!

https://steamcommunity.com/games/1356250/announcements/detail/2888487227807668542
Fire Rescue Simulator - Tyler D.
Hello everyone! We know it's been quite a long time since we have posted an update on steam, we do post weekly updates on Discord, so if you are not in our Discord join here and come chat with us! https://discord.gg/TPgvZY8Xxf

We have decided to take a lot of time and work on this update. Since we are a small team, development does take time, which means updates take time. But we are nearing a major milestone in development, public testing!

You can now apply to be a beta tester, (Accepting all who own a copy of FRS). What this means is you get access to all new content on steam, and you can help us improve the game, find bugs, and more. All you have to do is head over to our Discord https://discord.gg/TPgvZY8Xxf and go to #applications, from there type the command !apply, and your application will open, then answer 3 simple questions and we will get back to you very quickly. Applications at this time are open, and soon we will be releasing more info on beta testing, to the beta testers.

So with that being said, let's get into the good stuff!

Trucks

We have many new trucks coming to the game in the next update, and all of these being a part of the beta tester program. We have to spend a lot of time on trucks, and all of them are fully functional. From ladders, equipment, driving, and hoses. We are still ironing out the driving system, and finishing truck lighting. We have many more trucks to add in the future, but for now, this is what we have!

NOTE: Before release, all vehicles will be licensed by their manufacturer.

Engines





Ladder Trucks





Medical





Command





Special





All trucks shown, are drivable, and functional (Not Including The Medic). We have multiple other trucks, (Not Shown) currently in development.

Truck Customization

Some truck skins can be changed. We have a large selection of designs, and colors already in-game, but we provide the template in-game, for you to make your own skins. Here are some Engine skins!








Player

Our firefighter player is very realistic and fully customizable, and also has OPTIONAL player attributes, like hunger, thirst, and fitness. Enabling player attributes, means, you will have to eat and drink regularly at the firehouse, and maintain your player's fitness by using the fire station gym.





Player Customization

  • Skin Color
  • Hair Color
  • Helmet Color
  • Turnout Coat Color
  • Turnout Pants Color
  • Boots Color
  • Hood Color
  • Gloves Color
  • SCBA Color
  • Equipment Color (Flashlight)
  • Duty Shirt Color
  • Duty Pants Color
  • Duty Boots Color
  • Radio/Radio Strap Color










Call System

Our call system randomly will start house fires, garbage fires, vehicle fires, and many other fire types around the open-world map. Each one is different. When you get a call, if your in the station, you will hear tones, and you will always have a pager on your player. To access the MDT, you need to be in a truck.

MDT Login

When you start, you will have the ability to select the station, and truck you want to be at and use. When you do this, the call system will only dispatch calls in your station's "district" and according to what vehicle you are using. You can also bring other vehicles to the scenes.



After you log in, you can access the MDT in any of the vehicles, to see call details. Here you also have other features, like setting your availability for calls.




Gameplay Features

Hoses

Our new hose system includes different diameter hoses, Hose Bundles of different hoses, forward laying from hydrants or laying any other hose type. Hoses also, inflate and deflate, depending on if the water pump is on or off. Some trucks have pre-connect cross lays that can be pulled, some trucks do not, meaning you will have to manually set up the hose and attach a nozzle. There is also the option to use a foam nozzle.





Hand Tools

*Some features listed below, may not be added in beta testing or publically due to development.*

For forcible entry, you have a few options, if you do not have a tool, you can try kicking the door, or you can choose between a halligan or axe. You can also use these tools to break windows.

Ventilation can be done on most buildings, by using the K saw to cut holes in the roofs of houses and some other structures. Saws can also be used to open garage doors and some doors.

Some other equipment that can be used includes Ground Cones, Road Blocks, Medical Bag.

More tools to come in the future!


Ladders

  • Ground Extention Ladder
  • Truck Ladders


Map

The open-world map will be expanded and enhanced over the course of major updates. To start, we are adding a small to medium-sized town, that includes, stores, high-density and low-density residential areas, industrial areas, a hospital, farms and parks, and much more. More towns and stations will be added in the future, along with a large city.

The map is still in development and has some work still to be done.











Dynamic Weather & Day Night Cycle

Weather randomly will change, with day and night cycle.




There is much much more we could show, and more that we are working on. Remember to join our Discord and become a part of the Testing Team! We really could use your help making the game the best it can be!

Thank you, everyone!
Changes - collin
Watch me showcase Changes and ask me anything.
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