Disco Elysium - The Final Cut - ZAUM_Dani
Steam Digital Tabletop Fest | RPG Edition is a multi-day celebration of tabletop gaming, with featured discounts, a main stage of streaming content, and more. We were delighted to be asked to take part by our friends and organisers Auroch Digital - check out the event page and schedule which is now live!



We're -45% off until October 25th!

https://store.steampowered.com/app/632470/Disco_Elysium__The_Final_Cut/

Disco Elysium - Chat with Robert Kurvitz, lead writer and designer on Disco Elysium - Friday 22nd October 18:00 BST



Join Auroch Digital’s Tomas Rawlings as he gets to know Robert Kurvitz, the lead designer and writer behind the critically acclaimed RPG, Disco Elysium. Discover how Disco Elysium evolved out of physical role-playing games, what inspires Robert in his game design, and just how expansive the dialogue trees in the game are!
https://store.steampowered.com/news/group/38511516/view/3989616160691586364
Can't make it? Catch the encore sessions! -
Saturday, 23 October 2021 12:00 AM BST
https://steamcommunity.com/groups/tabletopfest/announcements/detail/3989616160691713730
Saturday, 23 October 2021 6:00 AM BST
https://steamcommunity.com/groups/tabletopfest/announcements/detail/3989616160691805209

Sci-Fi RPG Settings & Environments Panel featuring Disco Elysium Writer, Justin Keenan - Saturday 23rd October 5pm BST



When we think of an RPG we often think of a fantasy setting with dragons, elves, magic swords and trolls. However there is a huge amount of titles that opt to be set not in fantasy but in sci-fi settings; with technology, dystopias, space, spaces that feel contemporary, inhospitable planets or a setting that re recognise some and yet other aspects of fantastical. This panel explores the attraction of the sci-fi (or non-fantasy) setting for RPGs and how it approaches world-building.

Can't make it? Catch the encore sessions!
Saturday, 23 October 2021 11:00 PM BST
https://steamcommunity.com/groups/tabletopfest/announcements/detail/2906501075569623195
Sun,day 24 October 2021 5:00 AM BST
https://steamcommunity.com/groups/tabletopfest/announcements/detail/2906501075569663669
All the best,
ZA/UM
Warpips - Klegran
Greetings Pips!

It's our favorite time of year - Halloween AND patch day! And to think it's not even Christmas yet, lucky you! Buckle up, because this is a big one!

This patch brings with it the biggest change since Pip's launch into Early Access - the highly requested Endless Mode, an all new way to play Warpips! Endless Mode unlocks all the units and items in the game, allowing you to completely customize your army exactly to your specification as you test your mettle against never ending waves of increasingly difficult enemies.

In Endless Mode you compete for high scores against your fellow players with the inclusion of the new Leaderboard and ranked Discord roles to show off your skills!

In addition to lots of bug fixes and quality of life changes and new music, we're also adding the most requested languages - Spanish, Polish, Portuguese and Turkish!

This has been a long time in the making and we can't wait to share it with you and see what you think! Please head over to our Discord to discuss the new mode, share your high scores and maybe even earn your special rank!

Here is a breakdown of the new features:

  • Added limited-time Halloween decorations!
  • Added working Endless Mode to Main Menu
  • Added Map Selection, Random Map Selection
  • Added Map High Score Display (Score, Time, Army Name)
  • Saved Army Customization Settings from last session
  • Add custom Endless ruleset in both loadout screen and game world
  • Added new Endless Mode objective with custom FX
  • Added Endless Mode Scoreboard at end of round
  • Added ability to upload score to a special Discord channel
  • A new blood-pumping music track!
  • Lots of small bug fixes

Thanks for your continued feedback and support!

Commander Klegran, over and out!
Warhammer: Vermintide 2 - [Fatshark] Trelly
An absent-minded man of mysteries, Franz Lohner relies on his bulging journal to keep track of occurrences, intrigues and arguments around Taal's Horn Keep. Sometimes his notes are even useful, believe it or not. The Franz Lohner Chronicles are extracts from that journal.

Franz Lohner’s Chronicle – Old Acquaintances

It’s turning into a bit of a crossroads, hereabouts. No mean feat when you’re halfway up a mountain and shrouded in seething shadow magic. And that’s before you get into the fact that my lads are watching the roads and Kerillian’s … well, trees, I guess … are watching the rest.

Blessed Sigmar, but you wouldn’t catch me straying through the nearby woods at night. Then again, I’ve seen what happens to those what do. Parts and pieces everywhere and some very pleased-looking ash-trees lining a suspiciously welcoming-looking path. The trees are bloodstained too, of course, but folk do still try. They probably don’t stop to think that the trees ain’t the worst of it.

Case in point, I saw one of the spites kicking an eyeball around the cellar yesterday. Pretty little thing she was, at least at first blush. No bigger than my hand, with gossamer wings, moth antennae and a sugar-sweet smile. Then she took a big old bite out of the eyeball with a mouthful of jagged teeth. Part of me wants to lock my bedchamber door at night. Most of me knows that’ll not stop the spites getting in, if they’ve the mind. Still, I’ve not seen a rat about the place since the spites moved in, and it’s a poor heart that never rejoices.

Anyway, arboreal accidents notwithstanding, we’ve had a fair few guests of late.

First there was my old vampire acquaintance – still can’t remember her blessed name, and I didn’t dare ask – who had a few choice things to say about old Balthasar Gelt. Seems our esteemed patriarch of the colleges is venturing into new horizons. I’m sure it’ll end well.

No sooner had she cleared off into the night than Gorin Baldor shows up with a few more bits and bobs for my old Emporium and a promise of aid in my – as yet fruitless – search for Hedda Bardinsdottir. He drives a hard bargain, does that dwarf, but he’s a terrible card player, so I managed to finagle him down with a bit of careful dealing, if you take my meaning. Not strictly ethical, but Gorin had it coming. You don’t get to amass his sort of wealth without pulling the odd swindle of the unsuspecting. In fact, now I think on it he hasn’t been welcome in Nuln for some years now. Then again, that countess they have down there knows how to hold a grudge.

Last up was a fellow claiming to be an old mate of Kruber’s – one Grullman Grosz, onetime mercenary captain. Had a fearful look in his eye, he did, and a tall tale about how some old debt was coming due on those who held the line at Grossebad. No idea what he meant by that, and I didn’t have chance to ask. Went haring off into the night, he did, rags, unkempt beard and all.

Probably ought to tell Kruber about it, when he gets back. Might do a bit of digging on my lonesome as well, just in case he’s not forthcoming.
Oct 22, 2021
Doctor Who: The Edge of Reality - Stewart Gilray
Following on quickly on the heels of the last patch...

  • Fixed an issue where the player arm could be seen through when putting away the Sonic Screwdriver
  • Fixed an issue where players would be returned to the start of the third Chaosverse when closing the game after completing the Escherverse
  • Various collision fixes to prevent the player from getting out of bounds
  • Fixed an issue where the game would softlock if caught by an Angel after quitting to the main menu
  • Fixed an issue where the reticule would be seen during the boot flow
  • Reduced the number of objects that can be picked up in the Scrapyard
  • Removed a prompt to use the Sonic Screwdriver on the door of the second Launderette
Oct 22, 2021
Saiko no sutoka - Habupain
1 : fixed bug with infirmary door acting strange.
2 : fixed bug with sound after keef masks expires.
3 : achivement diary can now also be obtained at normal difficulty and not just hard.
4 : fix soem bug with saiko pushing player when giving gift.
Oct 22, 2021
Terra Randoma - Deniz_K
Here is a small fix.

Fixed an issue about Druid character start. At the character creation screen it was written that he would start with two-handed weapon skill, but he started with one-handed skill and a short sword. Now it is corrected and he starts with two-handed skill and a staff.
Oct 22, 2021
PowerWash Simulator - Josh FuturLab
Hey everyone!

Update 0.6 splash landed last week and with it we made history - the ability to powerwash a toilet! Join us in this week's dev log, to flush out the rest of the new Washroom job and how it was made!

If you want to read deeper into everything that was added with the last update you can find the notes here:
https://steamcommunity.com/games/1290000/announcements/detail/3037106652633056669

We're not ready to tease the next update yet but keep an eye on our socials and here for when those spoilers eventually do flow!



We'd also quickly like to thank everyone for their amazing steam reviews and that we're truly honored we've hit 99% positive on the recent reviews. It has blown us all away!

Washroom

Today we have some insights on the new job for its design and art directly from the developers. So far, the feedback has majoritively been that people have loved the level and hopefully it has hit the satisfaction level we were aiming for!

Torger worked on the art direction for the level and the dirt being applied to it. Here are some of their thoughts on the art process:

#Discussions_QuoteBlock_Author
The underground Washroom was an interesting job as our first interior. We wanted to retain the sense of wash satisfaction, but knew we would have less direct sunlight to work with to create a bright and inviting space. It was important the space appeared well-lit and appealing despite being located underground. We chose a primarily blue, white, and cream color palette that would feel clean and hygienic, with some added orange accents for a visually appealing contrast. We introduced a lot of bounced lighting from the ceiling windows to fill the space with light. We had to strike a balance between brightness that would contrast with the dirt, while still maintaining the artistic impact of the lighting. While value contrast is important to our game, we felt that the visual appeal of the cleaned space is equally important in creating pleasing contrast between dirty and clean.

For the dirt we used black, along with dirty yellows and greens, to contrast the clean space in hue as well as value. The dirt application for this scene was another area where we had to find a careful balance. We had to create a properly dirty space that would bring contrast and wash satisfaction to the scene, without making it feel too gross for players. This is the reason the toilet bowls themselves are relatively clean.

Overall we were very pleased with the art in this level, and we're glad players seem to be enjoying it too.

It was a challenge for us to tread the line between making sure the level was dirty enough to give the contrast for satisfying cleaning but also not to be too disgusting. For, well, obvious reasons. We don't want to dump too much into that.



Moving on! Nick worked on the design side of the level and had this to say:

#Discussions_QuoteBlock_Author
The Washroom is our first full interior job and is undoubtedly one of the dirtiest places in the game thus far. We knew it had a certain 'shock value' to it which we tried to amplify by starting players in a relatively clean tunnel so when they walk around the corner they can be surprised by the true extent and depth of the dirt here.

Our main objective with any dirt design is to create as much of a contrast as possible between the dirt on top and what's underneath. We selected dark dirt types like mold, grime, and mud to compliment the white and blue tiles, walls, and fixtures of the Washroom. We also worked with the art team to ensure that the surfaces throughout this space were as bright and reflective as realistically possible for maximum washing satisfaction when they are revealed.

We hope players enjoy powering through this one to discover the beautiful, pristine Washroom hidden beneath years of muck and abandonment.



Let us know all of your thoughts on the new level in the comments section below!

Until Next Time...

Lots is going on behind the scenes and we can't wait to share what is next! Though, the time for that is not today. We look forward to seeing you all again in next week's dev log! No spoilers.

If you want to vote on new game ideas, talk to the community, find some tough dirt - then join our Discord community: https://discord.gg/powerwashsimulator

Keep up with everything PowerWash Simulator by following our channels:

Twitter: https://twitter.com/PowerWashSim
Twitch: https://www.twitch.tv/futurlab
TikTok: https://www.tiktok.com/@powerwashsim?
Instagram: https://www.instagram.com/powerwashsim/
Facebook: https://www.facebook.com/powerwashsim
PWS Wiki: https://powerwash-simulator.fandom.com/wiki/PowerWash_Simulator_Wiki
Stormworks: Build and Rescue - Deltars


Dear Stormworkers,

In this weeks update, we discuss some of our plans for the upcoming minor updates, including small missile parts, modular barrels and muzzles, chaffs, and more!

We are also releasing a quality focused patch today to address some issues that you have told us about on the issue tracker.

Thanks to everyone who submitted Q&A video questions! Question submissions are now closed and we will record the video shortly!



We are continuing to implement fixes, improvements and new features, as requested on the new official issue tracker. It is proving very useful for our development process, so thank you to all the players who have let us know about issues or shared their vision for new ideas!

Players have been asking for improvements to rockets and improved parts for creating smaller missiles. We are having fun developing improved missiles so thank you to all who have given feedback. We are planning extra radar information to help with target tracking missiles, and miniaturized fins for 1x1 solid rockets.



We are also interested in modular barrels and muzzles, to add cosmetic improvements to your modular guns, as well as some muzzle brakes. As well as being cosmetic, some muzzle types may provide a reduction in recoil.

With improved missile tracking, players will need countermeasures... chaff flares! Chaff flares will function in a similar way to regular flares, except having a strong but short lived radar signature to distract radar guided missiles.



We have many more updates planned. While these ones highlighted are weapons DLC themed, we also have many more updates in the works for the base game.

Much love <3,

The Stormworks Developers



v1.3.7

Feature - added hard cap to active flares (32)
Feature - weapons tag for workshop vehicles

Rework - mid-air rocket-rocket collisions are now ignored to prevent launchers from self destructing
Rework - radar threshold for detection is now higher for weaker radars

Fix - mirrored surface painting for sloped blocks
Fix - updated GLFW version for compatibility
Fix - rescaled radar range
Fix - update environment audio when paused
Fix - microprocessor damage now works the same as logic gate components
Fix - medium turret editor mesh
Fix - weapons script c is nil error
Fix - block mouse input bindings when map/custom menu is open
Community Announcements - WoWarships Admiral

Captains!

In Update 0.10.10, you'll see the return of Arms Race, massive graphic enhancements, superships in Ranked Battles, and other exciting new features. Take a look at the Developer Bulletin, and welcome to the Test! See you on the Public Test Server!


Round 2 Schedule
Starts: Thu. 21 Oct. 18:30 CEST (UTC+2)
Ends: Tue. 26 Oct. 07:30 CEST (UTC+2)

Сommanders, thank you for participating in the Public Test for Update 0.10.10! Your feedback helps us to improve the version and to fix errors. Check out the changelog and join the second session of the Public Test!

Changelog
  • Balance changes to X Zaō, X Petropavlovsk, X Franklin D. Roosevelt and some other ships were made. Details are available in our Development Blog.
  • Fixed an issue which made it impossible to enter battle on ships armed with SAP shells.
  • Fixed an issue which caused torpedo tubes to be displayed incorrectly on the submarine's silhouette
  • Fixed an issue because of which dive capacity did not deplete when a submarine would constantly change depth.
  • Fixed an issue because of which torpedoes of submarines were homing incorrectly towards targets located at the border of the map.
  • Fixed an issue because of which the Engineer of the Future and Breaking the Eighth Wall achievements were not displayed in the Achievements tab.
  • Fixed an issue because of which some of the animations were not played on Transformers-themed camouflages.
  • Fixed several visual issues in the Saint Petersburg port.
  • Fixed several other issues.
Combat Missions and Rewards
  • The rewards for activities on the Public Test Server may differ from those on the Live Server.
  • The rewards will automatically be credited to your account within a few days of the release of the new version.
    You can earn Community Tokens by completing combat missions on the Public Test Server.
Round
1
2
Earn 250 Base XP in a single battle in Random or Co-op Battles.

Reward on the Live Server: 100 Community Tokens
Earn 1,000 Base XP in Random or Co-op Battles.

Reward on the Live Server: 200 Community Tokens
Fight five battles in Arms Race and deal at least 30,000 damage to enemy ships in each battle.

Reward on the Live Server: 1x Wargaming container
Earn 4000 base XP on submarines in Random battles.

Reward on the Live Server: 1x Wargaming container
Earn 800 Base XP in Ranked Battles.

Reward on the Public Test Server: superships Satsuma, Hannover Yamagiri, Condé, Annapolis, and Zorkiy
Earn 2,000 Base XP in Ranked Battles.

Reward on the Live Server: 450 Community Tokens
Earn two Division achievements in Random Battles.

Reward on the Live Server: 500 Community Tokens
Earn 50 "Spotted" ribbons or ensure that 450,000 damage is dealt due to your spotting of enemy ships.

Reward on the Live Server: 750 Community Tokens
Place among the top 10 Сlans in your group in Naval Battles.

Reward on the Live Server: 1,000 Community Tokens
    Each Wargaming container drops 1 day of Warships Premium Account, 3x Papa Papa signals, and 3x Juliet Charlie signals.

Starting Bonuses
  • The research prices for ships and ship modules will be substantially discounted.
  • Players will be able to reset Commander skills free of charge.
If you're joining the Public Test for the first time, then, starting with Update 0.10.9, the following bonuses will be additionally credited to your account:
  • At the start of the Public Test, every participant will have all researchable Tier VI, VIII, IX, and X ships, helmed by Commanders with 19 skill points, credited to their PT accounts.
  • 500,000,000 Credits; 30,000 Doubloons; 250,000 Coal, and  90 days of Warships Premium Account.
  • 50 signals of all types (except for special signals) will also be added to your PT account.
    If you fought at least one battle on the Public Test Server during the 0.10.9 Public Test, your account will be copied from the Live Server to the Public Test Server.
How to Participate
https://steamcommunity.com/games/552990/announcements/detail/2716184589232191867
鬼谷八荒 Tale of Immortal - IceDoubleshot
[0.8.4004 Version update] Updated at 23:00 on October 22, 2021

1. Fixed the problem that the sect war might get stuck after the end of the war.

2. Fixed the problem that the sect leader in the high realm area had a low realm after a new sect was generated from the old archive.

3. Fixed the problem that the sect log of NPC demotion and retreating from the sect is not displayed normally.

4. fixed the death into the flying boat transmission array does not appear problem.

5. fixed the problem that after death into the flying boat, there are enemies following in.

6. Fixed the problem that the level of the fed legendary beast will be displayed as Qi refining stage after full level.

7. Fixed the problem of incorrect display of plot characters in the sect war.

8. Fixed the problem that some NPCs behaved abnormally in the battle, resulting in the copy not being settled correctly.

9. Fixed the problem that elders and grand elders would have two sects.

10. Adjusted the mission boost value of sect resources.

11. Fixed the problem that the sect deployment interface of heaven chosen obscured a trace of the last breath.

12. Fixed the problem that entering the legendary beast interface may get stuck.

13. Optimized the interface animation of the legendary beast peak.

14. Optimized the plot after triggering the clan inheritance, and the function of challenging the sect legacy through position promotion directly after triggering the sect inheritance.

15. Optimized the reward output of the sect mission.

16. Optimized the description of worry quests.
...