Nov 5, 2021
The Village - Delloway
Add Tuto 1 & 2 in the menu
Cricket Captain 2021 - Sureshot147
- Fixed online error at start of innings
- Improved online stability
- Updated 20 Over World Cup Scenario squads
- Updated International fixtures to remove repeats and improve rotation
- Improved FC batting for draw AI
- Reduced incoming FC batsman aggression to 2
- Fixed bug with non-facing batsman using OD aggression defaults in FC.
- Fixed rare crash after September contracts (reported for NZ and Zim in 2022)
- Randomised Eng FC groups
- Added option to turn off chat in online matches
Carrier Command 2 - Deltars


Dear Players,

Join us on 15th November at 1600 UTC (just 1 hour before the big update launch) and we will be streaming CC2, discussing the new update, chatting with players and answering questions!

You can join the launch party stream by simply visiting the Carrier Command 2 Steam store page at the time above!

The major update is just around the corner, lets quickly go over the headlines:

New Aircraft Handling and Mouse Control

We have completely reworked aircraft handling - expect much smoother, responsive aircraft that are easier to control and much more fun! We have also added support for mouse input control of aircraft, with a host of options to customize in the settings. This is a huge deal as it greatly improves aircraft gameplay, and makes it much easier to engage targets in the air and on the ground with accuracy and effect.

New Inventory Mechanics

We have completely reworked the barge system to be more like the normal vehicle control - you now simply plot waypoints and the barges do as they are told. You can now deliver goods direct from any island rather than having to go via the warehouse - which is now just the starter island with the starter stock in it. There is much more to this and it will be explained in detail next week in the patch notes.

Improved Modding Support

We have been blown away by how awesome some of the user created mods, and want to do our best to support these incredible creations! Scripts will now be synced from the multiplayer host, so all players use the servers version of the scripts while in a game! We have also added a special "developer mode" to help mod creators test their creations, and we have also integrated some features of the popular UI Enhancement Mod by QuantX and others.



When CC2 first launched, a kind anonymous player sent us some pizzas - we have been trying to find out who this was to thank them - but have been unable to figure it out. This is probably a good point to accept that we will never solve the mystery, so whoever you are, thank you stranger! They were delicious! But no pizzas were necessary - just enjoying our game is more than enough!

We are really excited for the big launch and hope you will join us!

Much love <3,

The Carrier Command Developers
TramSim Munich - The Tram Simulator - Dana
Thanks a lot for all your bugreports! Today we have another patch for you which fixes some bugs. It also brings some new features, so you can do some relaxed laps on the weekend

Here the changelog in detail:

General
  • Bugfix: In some places curbs were displayed incorrectly
  • Bugfix: Certain game settings were reset after an update (Affected settings: Audio, AI, Graphics)
  • Bugfix: The announcement for the stop Münchner Freiheit was not played
  • Bugfix: The contact signal "K" was permanently disabled for some signals
  • Bugfix: After an update the keyboard assignments were changed or reset
  • Bugfix: In the interactive guide the arrow to advance was displayed incorrectly

  • The traffic light circuits at the Schwabinger Tor were adjusted
  • Addition of the guidance system for the blind at the Nordendstraße station
  • At most of the stops, the stop points are now adapted to the guide systems for the blind
  • The LZA function, which is used at the stops Scheidplatz and Münchner Freiheit to request a green phase at departure, is now explained in the tutorial and can also be looked up in the general help under IBIS
  • Adjustment of the brightness at night
  • An interactive guide with higher priority does no longer automatically change the chapter if you have already browsed through an existing manual

Vehicle R2.2b
  • Bugfix: Following AI trams created wrong reflections in the windshield of the players vehicle
  • Bugfix: When starting up manually, the status messages regarding parking brake, pantograph, etc. were not displayed in the MMI
  • Bugfix: When starting up manually "28 Sendlinger Tor" was always displayed as destination in the matrix
  • Bugfix: In some situations "Haltebremse ein" (Parking brake on) was wrongly displayed in the MMI display
  • Bugfix: TSP for "Perfect stop" were calculated incorrectly
  • Bugfix: Passengers disappeared after getting out of the vehicle
  • Bugfix: Getting out of the cockpit was not always possible in the first person view

AI pedestrians and cars
  • Bugfix: In certain situations it happened that pedestrians and passengers did not appear in the game anymore
  • Bugfix: In various places on the map cars disobeyed traffic rules or blocked other cars
  • Bugfix: Pedestrians ignored green phases at some intersections and got stuck in some situations
  • Bugfix: At Hohenzollernplatz pedestrians often jammed up
  • Bugfix: KI trams were only creeping at the Sendlinger Tor stop
  • Bugfix: KI trams got stuck ahead of the Nordendstraße stop
  • Bugfix: In some places pedestrians sank into the ground
  • Bugfix: Pedestrians behaved wrong at the stairway Sendlinger Tor

  • Parked cars at Kurfürstenplatz were adjusted and added

We wish you lots of fun with the new update!
Your TramSim Team

Nov 5, 2021
Into the Radius VR - [ITR]Vector
Update 2.0.1 rev 7736
-Fixed spawns not attacking player.
-Fixed no collision on crane parts.
-Fixed excessive bloom on items and UI.
-Fixed missing handheld map when aborting the tutorial.
-Fixed couple of collision issues on lvls.
Stormworks: Build and Rescue - Deltars


Dear Stormworkers,

This week we have been working hard on bug fixes and quality improvements. We have a huge bug fix update planned for next week, with the two most important fixes being promoted to a hot fix (now live).

Next week will be a particularly large bug fix update, thanks to the many players who have given very valuable information on the official issue tracker.



Thanks to all the players who have let us know about issues through the official issue tracker - most of these fixes are a direct result of your issue reports. There has also been a marked improvement in the quality of reports since last weeks Q&A video where we discussed this - thank you for this extra effort, it is often the difference between us not understanding and dismissing an issue, and being able to fix it for the next update. The clear information is helping a huge amount.

As well as these fixes, we are continuing work on the planned minor updates and major updates - we have some really cool content on the way that we are really excited to share. We discussed and gave some hints to some of the new stuff in development (such as new outfits), and previously discussed the new weapons focused parts such as small missile parts and chaffs, but there is plenty more in progress. We will announce more as the work comes together over the coming weeks and months.



Be sure to check back next week for the fixes update!

Much love <3,

The Stormworks Developers



v1.3.12 (Hotfix)

Fix - Hot but non-ignited fires no longer count as lit, consuming extinguisher particles
Fix - Handheld weapons not spawning server projectiles unless host was rendering
Nov 5, 2021
Deathground - Jaw Drop Games

Please, come in. Take a look around. But don’t get too comfortable.
There might be something moving at the end of the corridor...

As a survival-horror game, we’re designing Deathground gameplay to provide that thrill of trepidation from the second you hit start. We know how much you want to feel scared, every time you play it. We’re taking our artistic direction deadly seriously, with the goal of creating a deeply atmospheric backdrop for you to immerse yourself in.

As you’ve already seen a glimpse of creature artwork in our latest news pieces, our Art team has also created environment concept artwork over this year too. Before we head outside, let’s take a glimpse of what’s happening inside some of Deathground’s facilities...







Lighting will play a huge part in building the mysterious world of Deathground. In these sneak peeks, our Concept Artists have created dark-lit areas to help set the tone. Whether your main source of light is moonlight, building light or simply a torch, gameplay will feel tense as you continuously search for hiding spots, dinosaurs or escape routes.

Right now, our 3D Artists are forging these facilities in-engine, dimming the lights even more and creating an eerie arena of terror for our AI dinos to run havoc through.



Q: Do you want a closer look at how Deathground’s exteriors are shaping up?
Let us know in the comments.

Until next time...
Join our community on Discord, like us on Facebook, follow us on Instagram and tweet us on Twitter.

- Jaw Drop Games -
Nov 5, 2021
Black Forest - Tom
  • Fixed the Hellhafen intro
  • Fixed watchtower monster reporting
Nov 5, 2021
Star Pilot Playtest - Dread
* Playtest Release
Removed a couple of sneaky bugs.
Nov 5, 2021
AChat - rbskft
New top for women and shemales

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