My Stepmom is a Futanari 2 - silver
Had enough of Stepmom for now?
Perhaps it's time to spend some quality time with Stepsis then?

Well...

Your stepsis hates your guts and has rule over the house while your dad and stepmom are out of town for the weekend. What's more, her girlfriend is sleeping over, so shut-eye seems highly unlikely as usual. How will you ever cope?

https://store.steampowered.com/app/1757760/My_Stepsis_is_a_Futanari
Beyond Contact - KM Dave
Version 1 of our Early Access Roadmap details our plans for content drops through Early Access and the worldwide launch, including previously planned content, quality of life improvements, bug fixes and polish, as well as features that are currently in consideration or being designed. These content drops will flow into the Worldwide Launch, which also includes our Console launch and cross-play multiplayer.

More importantly, though, the Roadmap contains many features, additions, and improvements brought forth by YOU our relentlessly dedicated community, and we thank you sincerely for already helping us shape the future of Beyond Contact.

Our first content drop, Rise Of The Corrupted is currently in testing with QA and will be coming very soon. As highlighted, this content drop will contain advanced game settings, the highly requested configurable keybindings, and our first piece of new content, Rise of the Corrupted which adds Corrupted and Urchin raids of the player structures. With that comes an exciting look at the future of base defense, which is something that will be expanded on in later content drops.

Please don’t hesitate to let us know if you have any questions or feedback on the Roadmap content and the first content drop when it releases. And again sincere thanks to all of you for your support and feedback so far.

On behalf of the United Worlds Congress

DOWNLOAD
Oct 27, 2021
Fake Racing - romanshuvalov
Fake Racing has been released in Early Access. Both Desktop and VR modes are supported.
My Stepmom is a Futanari - silver
Had enough of Stepmom for now?
Perhaps it's time to spend some quality time with Stepsis then?

Well...

Your stepsis hates your guts and has rule over the house while your dad and stepmom are out of town for the weekend. What's more, her girlfriend is sleeping over, so shut-eye seems highly unlikely as usual. How will you ever cope?

https://store.steampowered.com/app/1757760/My_Stepsis_is_a_Futanari
The Architect's Game - SelianiDEV
G.L.I.T.C.H. is a single-player and cooperative new spooky mode against the AI which features a night version of The Ellipse (hence players are equipped with flashlights).

Depending on support I'll prioritize adding more features to this mode and add a night version of Deliasi Platform for it! Feel free to report any issues or improvements you would like to see so I can tweak the AI parameters.

This is the first mode that can be enjoyed single-player, remember everything is better enjoyed with friends though. During November I'll start implementing a proper Escape Room mode which will allow both singleplayer and cooperative gameplay as well.

You can check latest news in the game's Discord: discord.gg/qspJ5C4u3K

Graveyard Keeper - Kubiq
Keepers, the new DLC ‘Better Save Soul’ has arrived!



No one is without sin - this is what the Bishop in the Town teaches, and it is true. But who said that one could not be cleansed from these sins? Help your new friend Euric fulfill his cherished dream and remove the shards of sins from his soul. In return, he is ready to share a book, which describes a new technology for global craft control of Zombie Workstations... What are you prepared to do to get it?



What’s in store

  • Expect to have 6-12 hours of extra gameplay
  • Discover a new area for all the new workbenches
  • Manage your Zombie Workstations directly from the map with the Global Craft Control
  • Save souls for the sake of The Ancient Contract (and your own profit)
  • Help to fulfill the dream of your new shady friend - Euric
  • Customize your humble abode



Now go save some souls!


https://store.steampowered.com/app/1788370/Graveyard_Keeper__Better_Save_Soul/
Kill It With Fire - Casey
Happy Halloween, exterminators!

Trick or treat, the Kill It With Fire Halloween Update is here! I hope you’re not afraid of the dark because the lights have gone out in the first three missions! It’s your job to investigate, but don’t expect any clear answers! Instead, you’ll find new objectives, new Arachno-gauntlets, and a new type of spider: the GHOST SPIDER! A trio of new rewards exist for exterminators who brave the darkness. Keep reading for more details!



First, let’s address the elephant in the room: the darkness. With the exception of a certain level towards the end of the game, Kill It With Fire is a bright and friendly game (well, aside from the spiders I guess). These missions ain’t like that: they’re DARK dark. Fortunately, all of your fire-based weapons now illuminate your surroundings! I’ve also swapped the locations of the Flashlight and Protein Shake upgrades so the Flashlight is now the FIRST upgrade you find! Don’t forget to use it!



Next, let’s talk spiders: do they have souls? It turns out the answer is YES. Most spiders you kill while playing with Halloween Mode enabled will spawn a Ghost Spider (zombie spiders won’t because zombies don’t have souls - duh!). Ghost spiders can’t be defeated the same way as regular spiders. There is a way to defeat them, but you’ll need to find it for yourself!



In addition to the new Halloween content, I’ve also created a new system called Modifiers. Most of these already existed (Spider Noir, Low Gravity, Goose Mode, etc) but I’ve re-organized them in a new menu so they’re much easier to manage. A row of icons now display which modifiers you’ve enabled at a glance! Handy!



The modifiers menu is also how you enable the new Halloween mode! It doesn’t cost any upgrade points, but you do need to complete the “regular” version of each mission first. Also, Christmas has come early this year for exterminators that have been extra naughty - you can now enable Holiday Mode all year round for any mission that supports it! It’s a Halloween miracle!



So what do you get for braving the darkness? There are three new rewards available (one per mission) for exterminators who complete EVERYTHING in each Halloween Mode mission. First up is the Airhorn, a new piece of equipment. Forget methodically searching for spiders - blast this bad boy to get the attention of every arachnid in a 50 mile radius!



Next is a new modifier - Australia Mode! Don’t worry, it doesn’t make the game upside down (although I did consider that…) - it makes the spiders TWICE AS BIG! Honestly, it’s a lot more terrifying than I expected. If a double sized jumping spider flies at your face, you just might fall out of your seat. You’ve been warned!



Finally, there’s a new tracker upgrade: the Secret Sniffer Pro. It requires both the S.P.I.D.A.R. and Secret Sniffer to use it, but it’s well worth the batteries. With the Secret Sniffer Pro, you’ll see the location of secrets on your tracker’s radar screen! It’s super handy for finding that last Omega File, battery, or blacklight clue you’ve been looking for!

One last thing - if you haven’t already grabbed Kill It With Fire now is a great time to pick it up! From now until November 1st you can get it for 75% off! If you’re just catching up with the game for the first time since launch, I’ve released a ton of other FREE content updates:

  • Omega Files: new gear and secrets!
  • Holiday Update: decorate a tree in each mission to get new equipment and upgrades
  • Anniversary Update: a whole new level, new gear, and a massive puzzle!

That’s it for now, exterminators! I hope you have fun with all of the new content! Good luck and Happy Halloween!

Casey

https://store.steampowered.com/app/1179210/Kill_It_With_Fire/
Oct 27, 2021
Graveyard Keeper - Lazy Bear
Hi, Keepers! We’ve got something for you:

1. Added customization (ornaments, wallpapers, paintings, etc.) for Sweet Home.
2. Expanded storage space inside the Sweet Home.
3. Fixed a bug with doubling items in the Big universal bag through the trading window.
4. Fixed an issue when you couldn’t purchase diamonds from the Merchant.
5. Fixed a bug with duplication of descriptions of objects.
6. Minor fixes here and there.
Exoplanet: First Contact - bijou
Hey folks! There were no news from us for quite some time but we were testing the new version of Exoplanet, gathering feedback and updating the testing build. And today we would like to show you the result.



The new build replaced the old version, though it is still available in a different branch if you’d like to try it: right click on Exoplanet in your Library -> Properties -> Betas -> choose ‘legacy’ (no password required).



It is worth mentioning that some good ideas will be reworked for the new builds, so let us know if you have favorite quests, characters, areas or anything else—we’ll consider your feedback. As for the rest, press 'F' to pay respects.



From now on, we are going to make updates and news frequently. We changed our approach to the development and are keen to fix such a pesky issue as a lack of conversation with our community. I will tell you more about everything in the end of this post and will try to answer some questions you might have. But let us start with a changelog for the new update.



So, what can you find in the new version of the game?

There are a lot of changes, and it is much better to see them with your own eyes, especially if you tried the old version to see the difference. I’ll try to mention the most important things. Keep in mind, there are some placeholders and bugs, please report everything whether you have a blocker, low FPS or encountered a visual issue.

At the moment there’s a relatively small location with a complex multilayer design, mostly created with new assets. That’s the place where Jack's adventure begins, and here you can get an idea about the world of K’Tharsis and its harsh laws.



ENGINE

As you may know, our project is developing with our custom built engine called Sahara, and it was significantly improved. Now it supports a great deal of state-of-the-art techniques and effects like SSAO and HDR.



We also added such features as PBR and IBL. They allow us to achieve realistic picture, reflecting light from assets’ surface depending on its material. In order to do that, we had to rework all the existing assets. A huge amount of work which is almost finished with the help of freelancers.



VISUALS

We put a lot of time to create a brand new system for day-night cycle. Now our sky is a bunch of layers where every layer is responsible for certain things (positions of sun and moons, clouds, lighting etc) and takes into account each other’s effects and priorities. Also, we added volumetric fog, and we can change its altitude and density.



With this system we can easily create new weather effects (rain, sandstorm etc) or a certain atmosphere for certain areas.

GAMEPLAY

There’s a basic role-playing system in the game now, and Jack can master lock picking, speechcraft and other valuable skills. Of course, he has to find a teacher and pay for that first. Nothing comes for free. All these skills will affect your quests’ walkthroughs.



Almost every quest in the game is new. We reworked our quest and dialogue systems to improve them. These technologies now support non-linearity and other complex but awesome mechanics we can add to quests.



Also, we created our own cutscene editor. We believe it will help us to improve game’s narrative and emphasize some details important for quests. You can already find the very first testing cutscenes in the build. They are drafts without a sound yet but we will improve it.



We made a brand new AI system and transferred every single NPC to it. This way we can create new behavior patterns now. Also, we improved NPCs’ navigation with navpoints. That’s the very first step to create a full-fledged schedule for NPCs.



Another important change is modular weapons. Every weapon used to be a whole asset, now it is a composite mechanism where every element has its own parameters. This way we can make a proper crafting and customization, giving each NPC a unique weapon which is more suitable to its status. Also, now weapons take into account owner skills when used.



Jack also mastered a few new tricks like climbing and carrying dead bodies or captured NPCs—a really useful thing if you need to hide a body or deliver a criminal alive.



He can also scan objects to learn the world around him, adding notes to his journal, or examine potential enemies. This function is not completed yet and will be significantly improved.



SOUND

We reworked a great deal of old sounds, there are no stock ones now. Also, we've created brand new music tracks for The Edge and are working now on new pieces.

That’s just a small amount of changes from the new build, it is better to learn about the rest in the game. Do not forget to share your feedback with us. It is better to do that in our Discord channel. This will help us to make the game better.



HOW WE WORK ON THE GAME NOW AND WHAT TO EXPECT

As I promised, I’ll try to tell you about our new development principles and answer some important questions you might have.

Why abandon the old version?

Exoplanet development started as a hobby, we put our own money into the development, working on full-time jobs. There were no business plans, no deadlines or any budget, the development was chaotic. And the result of that was the old location with a lot of issues and mistakes (big empty areas, flawed assets, bad level design decisions). Now, with proper planning, we won’t let that happen once again.



What did you change in the development process?

Now we have stable project financing, it allowed us to start real commercial development about a year ago. And we are doing our best to increase our pace.

First of all, we've created a complete storyflow for the game. It was used to plan the amount of content, pipelines and deadlines. In order to match them we started to work full-time and significantly expanded our team, focusing on creating content while outsourcing other tasks.



With pipelines we managed to establish quests production. We are working on new quests and reworking the old ones with new mechanics, and some of them are almost ready. This will allow us to constantly add new content with every update.

Is it a completely new game now?

The principles and pillars are the same. That’s just a brand new location with significant progress compared to the old build.



How come you didn’t post any updates for a long time?

We were really focused on the game, trying to build a team, to plan everything, to establish business processes, there was no time and no spare hands to do that. We understand that this is not how it should be and we’ll do our best to hire someone who can keep you posted about the development. It is better to join our Discord, though. It was recently updated, and we are going to post unique content there, share regular news about the development, screenshots etc.



I hope this will help you to understand what’s going on with the project. Feel free to ask any questions, I’ll do my best to answer them.

Thank you very much for your patience, we really appreciate your support.

https://store.steampowered.com/app/531660/Exoplanet_First_Contact/
Oct 27, 2021
Heads Will Roll - death and rebirth
Hey guys.
This week we're uploading an update with balance and bugfixes.

Changelog:
1. Weapon skill and Agility have been slightly rebalanced. Now weapon skill is primarily resposible for offense, while agility - for defense. When you're attacking an enemy, your agility will give only a slight bonus, while weapon skill will give a major one and when you're trying to dodge an enemy attack it will work the other way around.
For enemies it works the same way.
2. Added a new type of training - training with coach. It will allow you to level your weapon skill significantly faster, but only for a price. Fatigue cost of other types of training have been slightly decreased.
3. Lowered the agility penalty for all shields.
4. Increased stamina cost for all two handed weapons.
5. Lowered damage of overhead strike.
6. Fixed a lot of small bugs and errors in localization.

Originally we also wanted to add a new attack for spears but it is still being balanced so we decided to delay it. It, among many other things, should come with next update.

Right now we're already working on the first major content patch. If all goes well it should be coming next weekend.

Stay tuned!
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