Pixel Starships - toma
Hi Captains!

It's time to get spooky in space! Join thousands of Captains celebrating a special Halloween Event.



NEW Modules, Costumes & Accessories, Including a NEW Haunted Ship Hull... BOO!

Good Hunting, Captains.

-SavySoda Team
Age of Darkness: Final Stand - samuel.mc


Dear Protectors of the Light,

Not only are we providing you with one update this week, but we’ve got another hotfix update primed and ready!

It’s been great seeing such positive feedback from our v0.1.2 Patch, but we’ve got another update ready that addresses some bugs and crashes we’ve been monitoring for a while now.

We’ve got a full schedule of bug fixes and content coming out so keep your eyes peeled for more updates on what’s to come soon. As always please continue to report bugs to our Steam forums or in the bug reporting channel on our {LINK REMOVED}, as we’re constantly monitoring those channels.

Check out the full patch notes below:

Release Notes

Improvements
  • Archers will now better re-target enemies if their initial target is killed by another player unit.
Fixes
  • Fixed an issue where all player housing buildings could be affected by the Storehouse and provided increased gold payout.
  • Fixed a typo in the Audio Settings, changed “Cinematic Volume” to “Dialogue Volume”.
  • Fixed an issue where certain analytics events wouldn’t fire correctly for players who have opted into gameplay analytics.
Crashes
  • Fixed an issue where fire particle effects would in certain circumstances cause the game to crash.
  • Where possible please ensure all drivers are updated to ensure the best and smoothest performance.

We greatly appreciate everyone who has taken the time to let us know about these bugs and crashes you’ve encountered. If you come across any bugs or crashes in the future, please report them to us either through the Steam forums, our {LINK REMOVED} in the ‘bug-reporting’ channel or using the in-game bug reporting tool.

Till next time Protectors of the Light…

AoD Social Links:

AoD Discord - Join our {LINK REMOVED}
AoD Website - Official Website & Blog
Twitter - Follow us at AOD_FinalStand
Facebook - Like Our Facebook Page
Reddit - Join the r/Age of Darkness: Final Stand community
YouTube - Subscribe To Our YouTube Channel


Have a question about the game? We have a handy FAQ we’ve posted on the Steam forums that you can view here. If your question hasn’t been answered there, we’ll be doing our best to keep up with questions here, on the forums and our Discord server.

Speaking of which, you can also chat with our team and ask them questions on our official Discord server {LINK REMOVED}!

https://store.steampowered.com/app/1426450/Age_Of_Darkness_Final_Stand/
Oct 20, 2021
Nebraska - bgproductionsoffical
Fixes:
- Computer screen cropping for lower resolutions
- Less cold areas in first sewer
Oct 20, 2021
Astral Flux - Snug
Hello and welcome to the first devlog for Astral Flux!

I’ll start with a bit of background on the game and then get into the specifics of what we’ve been up to.

Meeting of the Minds
Astral Flux started its life as a prototype by my partner, Nathan, called Explorer. I came across it on a mutual Discord and was immediately impressed by his work and the enthusiasm he had for the project. I didn’t know Nathan at the time but asked if I could reach out by DM to chat some more. He said yes and we soon got to chatting. It was clear early on that we had many mutual interests.



I asked if he would be interested in working together in some capacity—whether helping with Explorer, or starting something new—and he agreed. After some back and forth, we decided to do a one-month game jam/prototype. (The result being Cosmic Caves, which, perhaps not unexpectedly, is in many ways a 3D version of Astral Flux. FYI you can play it in your browser right now!)



After working together for a month, it was clear we had decent chemistry. We decided to keep working together and shift our focus to Explorer.

But first, a brief background about us: Nathan is a Dutch psychology professor who moonlights as an artist and indie game designer (as Studio VDS). I’m a Canadian game developer who moonlights as an indie game developer (as Cosmocat), musician and sound designer (as Snug).

The Road so Far
As Nathan can likely attest to, I can be a bit intense when it comes to organizing and scheduling! As such, I was very quick to push for an initial milestone. After some back and forth, we agreed that it would make sense to try to create a vertical slice of the game and invite players to try it out. We got to work mapping it out and kept our heads down for a couple of months.

Along the way, I helped out with the things I know well: revamping the audio, refactoring code, optimizing, recruiting playtesters, etc. Nathan mainly focused on adding more content, be it levels, new mechanics, enemies, etc.

We agreed it would make sense to use Steam for distributing playtest keys, and that it would also make sense to have a proper brand identity. After some brainstorming and research, we settled on Astral Flux. The rest (store page, trailer, etc.) came together fairly quickly, as I’ve been through this so many times I’ve almost got it down to a science!



A Way Forward
Alright, with that out of the way, I can finally start talking about what we’re up to, and where we’re going! First up, here are some of the things that I knew I wanted to tackle immediately following the playtest (in fact, I was so eager about some that I started doing them in parallel—perhaps a slightly dangerous strategy, but that’s what version control branches are for):

  • Integrating FMOD: Damn do I ever love FMOD (audio middleware); it allows for such immersive and expressive sound design. I knew right away that I wanted to use it on this project, and I knew the longer we waited, the harder it would be to replace what was there.
  • Refactoring the procedural generation logic: the code was still very much in a prototype state and I knew it would not scale well. Among other things, it was heavily reliant on hard-coded conditions, Unity rule tiles for prefab spawning (I'm not a fan), and similar things that would become problematic over time.
(I’ll do a more detailed write-up on these in a future devlog. Suffice to say, they are both in much better shape now.)

Full Steam Ahead
Alright, with some of the early legwork out of the way, we're into full production planning! We've settled on four milestones, roughly two months each. High level, we are aiming for four worlds total, therefore this will be the main goal of each milestone. Each milestone also has one or more secondary sub-goals, ranging from necessary evils like settings screens, to adding achievements and story.

Milestone 1: Do everything we need to do to move into full production!
  • In addition to FMOD integration and proc gen code refactor, we will also work towards trying to settle on standards for file naming, project structure, etc. Basically, we want to create a "template" from the first level, and use it as the basis of the other three.
Milestone 2: Add the second world
  • How this milestone plays out will likely dictate how the rest will go, but likely, we'll start with concepts for the environment, enemies, boss, etc. and then move into production.
  • Sub-goal: Weapon upgrade system
Milestone 3: Add the third world
  • Sub-goals: Player abilities system, settings screen
Milestone 4: Add the final world
  • Sub-goals: Story elements, achievements, key bindings system

Although not final yet, we are considering launching in Early Access at the end of milestone 2: the game will be about 50% done and will have most of the core systems in place by this point. If this is something you would be interested in, please leave a comment letting us know! The more players we hear from, the more likely we are to move ahead with this plan.

A Taste of Things To Come
Although we're planning two-month-long milestones, I'm aiming to write a new devlog monthly. In addition to general updates, I will also pick a topic to deep-dive into (be it FMOD, procedural generation, or otherwise). Nathan has also been toying with the idea of starting a YouTube channel; we will likely use this as an opportunity to create more video content for the devlog.

Alright, I'll leave it there for today, but if it's not too much to ask:

  • Please wishlist and follow the game; this way you'll get notified when the game launches and when I post new devlogs
  • If you're interested in participating in a future playtest, I would encourage you to join the Cosmocat Discord or sign up for the Cosmocat mailing list
Thanks for reading! Until next time,
Adam/The Cosmocat
The Absolutely Hilarious Cat Game - MojoeMadness
Challenge mode is officially out!

Featuring:

-12 challenges!
-Customizable challenges!
-Different challenge difficulties!
-Rewards!
-(Achievements are currently in the works)
-And maybe some other surprises as well!
-Face up to as many as 25 cats at once! Each at the highest difficulty!!!

The sale is from October 20th, 2021 to October 27th, 2021!!!

Enjoy :D
Oct 20, 2021
Scavengers - dance
Explorers,

We’ll be performing an update on Thursday, October 21st, around 8 AM PT / 4 PM BST. There will be downtime during this update, which is expected to last 2 hours.

Here’s what to expect in this update:
General
  • Kill feed is now visible when spectating other players
  • You can select from controller presets
    • Default: Current controller layout
    • Classic: Swaps crouch/slide and dodge keys
    • Bumper Jumper: Puts Jump on the left shoulder button, puts item usage on dpad, and the emote wheel on the right stick press
    • Commando: Replaces ping on the right shoulder button with the Throwable. Opening your inventory moves to dpad right and ping moves to dpad up
    • Expressive: Puts emotes on the left shoulder button and quick items on dpad down
Bug Fixes
  • Fixed: Dialogue lines can sometimes be repeated
  • Fixed: Active Resurrection Kit sometimes doesn’t disappear after the team is eliminated
  • Fixed: Sound effect when the Resurrection Kit disappears sometimes doesn’t end
  • Fixed: Resurrection Timer sometimes shows as a number greater than 9999 when the player has been killed and cannot respawn
  • Fixed: Explosive damage was not reduced by crouching or dodging
  • Fixed: After completing the Tutorial, other game modes unlock earlier than expected
  • Fixed: In the Tutorial, players were sometimes unable to ping chests with Scrap while using a controller
  • Fixed: In the Tutorial, the onscreen instructions are still visible when the Settings menu is opened
  • Fixed: In the Tutorial, the ‘Shift’ icon has a low resolution
  • Fixed: In the Tutorial, the Scrap cache icons can be incorrect on the mini-map
  • Fixed: In the Tutorial, the Scrap cache icon can persist after it’s opened
  • Fixed: In the Tutorial, a dead body sometimes acts erratically when scavenged
  • Fixed: In the Tutorial, all sources of fire are lacking animation
  • Fixed: Horn continues to honk after the vehicle is destroyed
  • Fixed: Players can incorrectly bind the Windows key
  • Fixed: AI didn’t always protect the Data Crystal in Orphanage
  • Fixed: EXP Boost percent did not show correctly
  • Fixed: RavageBear can sometimes get stuck on objects
  • Fixed: HUD items were missing after respawning
  • Fixed: Retch goop is too large
  • Fixed: Wildcard Title description shows temporary text
  • Fixed: Rin’s Time Bomb execution does not kill a downed enemy player
  • Fixed: On PlayStation, forming a party could sometimes cause the game to crash
  • Fixed: See No Evil Halden is missing the See No Evil logo in the customization screen
  • Fixed: Sometimes aiming a bow at an enemy cause cause the camera to shake
  • Fixed: Several incorrect collision models
  • Fixed: Several instances where the snow disappeared as the camera got closer
  • Fixed: Several instances where texture or objects were missing in the environment
  • Fixed: Several instances where items clipped into the floor and were unable to be picked up
  • Fixed: Several instances where AI enemies clipped through stairs and the floor
  • Fixed: Several instances where items float
  • Fixed: The symbol on the Mongrel cage may overlap with the Explorer’s model when standing next to it
  • Fixed: The Experience Points bar sometimes disappears
  • Fixed: Spacing issues for localized text on the Post Match Summary
  • Fixed: Strange artifacts in some localized boost percent text in the Post Match Summary
  • Fixed: In the Tutorial, Mother isn’t always localized
  • Fixed: Localized text is sometimes duplicated and displayed on the left side of the screen
  • Fixed: The Items collected and Objective description sometimes overlap for some localizations
  • Fixed: Warlord execution didn’t kill the player
  • Fixed: Warsong stopped shooting after 3 or 4 shots were fired
  • Fixed: In Horde Mode, unmarked Scourge will sometimes spawn with the last wave of marked enemies
  • Fixed: In Horde Mode, the camera can sometimes move through the R.A.S.P if close enough
  • Fixed: In Horde Mode, Mother’s voice lines indicate that uploading Data will call the R.A.S.P
  • Climbing the satellite dish of the Data Uplink causes the player to slip with choppy animation
  • Fixed: The sliding sound effect sometimes doesn’t immediately stop when the player finishes sliding
  • Fixed: A burning vehicle doesn’t provide warmth
  • Fixed: Challenge progress still counts when a player leaves the match early
  • Fixed: The Challenge widget breaks after playing the First Mission
  • Fixed: Explorer continues to use voice lines for warming up even after the heat source has been extinguished by a border storm
  • Fixed: Damage numbers sometimes do not display correctly while in a vehicle
  • Fixed: Sometimes displays 0 Datapoints dropped when an Explorer dies
  • Fixed: Adjusted the terminology when talking about Wildcard Weapon skins to be consistent with other cosmetic items
  • Fixed: No audio played when pinging a R.A.S.P
  • Fixed: On PlayStation, the screen could dim when leaving early from the Tutorial
  • Fixed: On Xbox, several button icons were missing from the Research tab UI
  • Fixed: Melee kills will instantly regenerate Jae’s shields even after his Overshield ability has ended
  • Fixed: The controller provides haptic feedback and vibrates when swinging a melee weapon rather than when the weapon hits an enemy
  • Fixed: Some game hitches when walking or running
Buddy and Lucky Solitaire - su.menssana


Watch a gameplay session of Buddy and Lucky Solitaire during the Steam Digital Tabletop Fest with our development team!

Buddy and Lucky Solitaire will be in the Steam Digital Tabletop Fest!
Enjoy a broadcast session in the Fest schedule on 21/Oct at 2 pm PST.


A solitaire game is a great way to escape the hustle and bustle of everyday life.
Choose the city locations and play with the Buddy card deck, or the countryside locations, with the Lucky card deck.

Enjoy the beautifully illustrated card decks while playing a match, and take a break from time to time to enjoy the landscape around you - within reach of a mouse move!

Collect bonus cards finding special items in the landscape.

Join us and play Buddy and Lucky Solitaire!

And check our other games at the Fest.
Follow our studio page on Steam to see updates on our games:
https://store.steampowered.com/developer/menssana


Oct 20, 2021
Combo Babies - zwei
10/20 (1.02c)

Changes
AESTHIR
+Grab animation has been aesthetically touched up and also the hitbox has been changed to match the animation, this is a decent buff by proxy
+Charge special has been reworked to remain a long range command grab but have less end lag and look prettier, the hitbox is a tiny bit less disjointed and a tiny bit larger, 46a has slightly less knockback in order to make it easier to link moves into, 46b slightly send the enemy towards you for the same reason, and 46c is unchanged
REX
+Parry has been reworked to include more counterplay while still trying to make Rex feel fun, so the goal is to make the matchup more fun for both players. Parry A transitions into a vulnerable forward dash that can cross up. Parry B cancels into a similar back dash. Parry C has no transition animation because it's already so slow. Parry D is now kind of a new move, it uses the j2c animation to create a multi hit corner carry beyblade move that rises into the air on hit and was adjusted to just look and feel as sick as possible
SERI
+j5b now does 12 up from 6
+trial 7 and 9 had to be redone as a result of this
BRENTLEY
+236A can now link into aerials due to having decreased horizontal knockback
LUCEY
+214abc have been reworked. A now goes forwards and this naturally leads to some wild new tech where for example the buffered input for 214 can actually be used twice if you tap A two times over the heads of enemies. 214B and C go farther back giving lucey more wall snap distances in the corner. As always they can rekka into the same button which means lucey can now approach forward with a rapid j.A
ICHIRO
+Tornado now properly causes knockdown when launching enemies
HAROLD
+J2c is now very slightly faster falling.
DR. DESINKE
+236a's throw animation is now the same speed as 236b
Torque Drift - Regi
What’s up drifters?! The SPOOKIEST time of the year is upon us…yeah that’s right, the Formula Drift 2021 Season is ENDING! But there’s no rest for the wicked…we’re FULL THROTTLE INTO FESTIVE FUNTIMES!


NEW FD IRWINDALE LAYOUTS & SPONSOR TREE!

We’re been super proud to bring you true-to-life tracks all season long, with up-to-date track maps thanks to our partners at Formula Drift! We hope you’ll enjoy FD Irwindale’s new layouts, plus the very last FD SPONSOR TREE for the season!

Get in there, get sideways, and win yourself some FD crates and the exclusive [FD] TITLE FIGHT '21 title!

NEW LIVERY FOR DAN BURKETT’S MKIV SUPRA!

Rad Dan’s MKIV Supra has a sweet new livery, just in time for Irwindale! Finish off the season in STYLE and go check out the new look in the Paint Shop!

NEW HALLOWEEN STICKER PACKS!

We’ve been FROTHING over the liveries y’all have been sharing over on Instagram for our Halloween livery contests! Here’s a new TREAT to add to the mix – we’re dropping a BRAND NEW Halloween sticker pack, plus if you’ve ever wanted to just have the whole damn alphabet in a pack already…well, we did that. We made it for you! (Sorry it took us this long)


ALL CHASE CHALLENGE: NEW HALLOWEEN SPONSOR TREE!

This isn’t like any sponsor tree you’ve seen before…but there’s nothing to be afraid of, we promise. This tree is an ALL CHASE CHALLENGE, with custom chases that can go just about anywhere.

We’ve included some pretty crazy lines in there that aren’t on our official layouts, but we’re betting you might have already discovered some of these nooks and crannies for yourself…either way, we can’t WAIT for you to test them out for yourselves! Let us know what you think – this is something new for us, and we’d love to show you more!

Keep your wits about you and try your best to stay behind the lead car, otherwise who knows where you’ll end up…

P.S. Don’t be spooked when your run ends with a 5 second timer! You didn’t time out…or did you?! Okay, okay, jokes aside, don’t worry – you didn’t fail. But did we scare ya?!


NEW CAR RANKING DISPLAY!

Speaking of scary new things, the first thing you might notice in this update is the new car ranking display! We’re always tinkering under the bonnet and making improvements so our players can have more FUN!
Our clever designers and engineers have been hard at work under the hood with the new car ranking display. This should clear up some of the existing confusion around which car parts can be used for which cars!

First of all, don’t worry – your existing progress will be carried over in this new display system. You will not lose any progress. The new system is meant to help you see your car ranking across the different game environments. By making this more visible, it should now be easier for you to compare your cars in one place, and understand how improving your car’s rank will impact your overall gameplay strategy.

We’re super grateful to our amazing Discord and beta communities for all their support and feedback so far – and we’d love to hear any additional feedback and suggestions on this new design!


BUG FIXES & PERFORMANCE IMPROVEMENTS
  • Player profiles will now load/save faster
  • Improvements to open lobby performance
  • Leaderboards should now update with freestyle scores
  • Issue has been resolved where players would get booted from multiplayer events when the search for an opponent timed out
  • Fixed bug where cars wouldn't load when returning to the main menu from the world map
  • Retuned VR38 import engine
  • Visual bug affecting cars with upgraded suspension has now been resolved
  • Other fixes for bodykit issues, UI, audio


PHEW! Thank you all so much for your constant feedback, we hope this fat update will keep your wheels spinnin' and rubbers burnin' for a while, as always... please let us know what you think!

Stay Sideways!
- Torque Drift Team
Oct 20, 2021
Mothmen 1966 - nicosaraintaris
Thank you to everyone who played the Mothmen 1966 demo!

Having so many people enjoy our first Pixel Pulp has been amazing, and the feedback invaluable. We've taken down the demo so that we can work on it and improve it based on the feedback we've received.

But please keep a close eye on us—here and on Twitter—for news of when you'll be able to play it again.

Thank you once more for all your support!
- LCB Game Studio

PS. Just 10 more days for Halloween, right? RIGHT?
Stay tuned for something weirdly special!
...