Unfortunate Spacemen - CrissCrossGal


The Task Update has arrived! The Company has identified several more tasks that Spacemen need to complete before escape! Along with the return of Duress, this update features dozens of bug fixes, quality of life, and balance tweaks to you-know-what. Let’s get our hands dirty, shall we?

Tasks Tasks Tasks
This update sees the addition of 7 new tasks. Some of these tasks, like Landing Pad Debris, will be present every round, but most other tasks will be randomly chosen at the start of the round.



"WHAT ARE THE NEW TASKS?!" we hear you scream. We've got you covered:



TAKE OUT THE TRASH:
After clearing Landing Pads, a Debris Bag will be created. This bag must now be taken to the Trash Compactor, turned into cubes, and then launched into space via an Emergency Mass Ejector. [Do NOT place yourself inside the compactor while active, unless you want to become much more cubical than you presently are.]



PROTECT COMPANY DATA:
The Company has a lot of information that shouldn’t fall into the wrong hands. Destroy all The Company’s servers in the facility to ensure our data is safe and secure. [The Traitor can hack Company Servers to shield them in order to slow this progress.]



INTERGALACTIC PRESS CONFERENCE:
Conduct The Company’s press conference, assuring all interested worlds that everything is fine at the facility and anything they might be hearing about it is not true and/or in fact, a GOOD thing. [Negative emotes will cause worlds to tune out.]



EAT THE LEFTOVERS:
There’s people (or something similar to people) starving on Plurflesnop. On the off-chance they might get a hold of it, you need to EAT all the leftovers. We spent good money on those meals! [Traitor can use their B.R.I.C.K. device to spoil Leftovers, making them rancid, damaging and debuffing anyone who is forced to eat it.]



INSURANCE ESTIMATE:
Our insurance agents ask that before you scuttle to the shuttle, please conduct a quick scan of the facility with the Facility Scanner. Upon completion of your scans, launch it into space via the Emergency Mass Ejector.



CLEAN OUT LOCKERS:
Clean out the lockers. Employees keep leaving their stuff in there and it’s just become untenable. Seriously. We’re very disappointed in all of you.



SNAIL MAIL:
The mailbag is... It's just so heavy. It's really heavy. Take it to the Emergency Mass Ejector, eventually.

Along with all of that, Tasks now have a new progress bar in the top-left. You can still access the tasks in full by holding TAB during a round.



Duress Grand Re-Opening

An old favorite, reborn! The brand new remake of Duress is here! Venture aboard A7-PDLC, one of The Company's older asteroid facilities. Ride aboard trams and wander through its weaving walkways to uncover the secrets hidden within these twisting halls.



All Aboard!

To mark the re-opening of Duress, this helmet unlocks for anyone who completes the Duress-specific Tram Station achievement; All Aboard!



Some Noteworthy Changes
There were a few big changes this update that don't fall under any specific category.
  • NECRONAUT HITCH FIX: We’ve fixed the Necronaut tentacle physics causing hitching when the skin is used, especially by Monsters using the Decoy Perk.
  • RANK RESET ISSUE: We've migrated Player Rank and XP to use Steam Stats instead of a local save. This should resolve issues with Spacemen having their rank reset sometimes.
  • SHOVE BALANCING: We've drastically reduced shove velocity if the person is airborne, since zero friction means they go flying. This means shoving is now a lot more consistent in terms of how far the character goes.
  • KILLER IDENTITY: Spacemen are now informed if they were killed by the Monster or Traitor upon death, for better situational clarity.
  • DECISION TIME: Many changes to timing and pacing of the warmup (loadout selection) screen. Players are now given several more seconds to choose their role after learning which role they were given.
  • THIRD PERSON HEALTH STATION: Health Station usage now zooms out to the third person rotating camera like other similar activities, giving players better situational clarity.
Kema Optimization
You know that fun feature where sometimes it feels like you’re playing on a potato? Heck, maybe you're playing on a potato all the time. Well, we’ve optimized tons of stuff to make the game much less potato-like! That tons of stuff includes many optimizations to textures, particularly ones used on Kema, which drastically reduces VRAM requirements on that map and others. Those running on lower-end PCs should now be able to enjoy this map and see performance improvement overall. We did a lot of other optimizations as well and we hope all our changes manifest in better framerate for all the good space people.



Monster Improvements
We made several fixes to The Monster, including some perks that weren’t quite working properly or had some bugs.

  • CROUCH EXPLOIT FIX: The Monster can now claw swipe Spacemen from certain (reasonable) angles while they are crouched.
  • VENT EXPLOIT FIX: Monsters can no longer enter vents during Evolution sequence.
  • RAPID EVOLUTION: Drastically reduced the cooldown between Monster Evolutions if there are multiple Evolution steps available in a row.
  • Extended Monster Evolution (stage 2 and 3) now takes 4 seconds, down from 5 seconds.
  • QUIETER EVOLUTION: Extended Monster Evolution is now quieter so you can be a bit more sneaky.
Traitor & Traitor Perk Changes
We've made multiple improvements to Traitor quality of life. Let's go through 'em!

  • QUICKER HACKING: The Traitor's B.R.I.C.K. Device now takes 3 seconds total instead of 5+
  • The Traitor can now begin moving after 1.2 seconds before the hack animation completes.
  • HAYWIRE BUFF: Haywire now adds visuals and audio to Security Bots and permanently makes them enemies of Spacemen and will no longer complete tasks. They will now also sometimes lock doors or throw grenades, as old Security Bots used to. Haywire Bots will now also have much higher accuracy.
  • LESS COMBAT ORIENTED: Traitor health reduced another 10 HP across the board.
  • HELPFUL WAYPOINTS: Added a tiny waypoint on the Traitor's translocator device, only visible to the Traitor.
  • Put a big fat waypoint on Traitor Man Traps once deployed (visible to both of the antagonists) so they don't step on them as often.
  • VENT HACKING: Traitor's can now hack Vents in order to make them do a closing animation and sound, as a distraction.
  • BETTER GADGET TRACKING: Traitor Translocator count now shows on the HUD in the same way that Man Trap count shows on HUD.
  • Translocator Destroyed message is now a large text popup, instead of using smaller warning text, to make it more obvious when a Translocator is lost.
The Man Trap Meta & Traitor Soldier Changes
As the Traitor Man Trap Meta has become... Well, a problem, we have made some tweaks to this deadly combination. The Traitor is not intended to be a murder-machine, so alongside the slight reduction in Traitor HP, we've also adjusted Man Trap/Soldier Perk values quite a bit.
  • BULLET RESISTANCE: Spacemen (not Traitor, not Monster) now take 75% less BULLET damage while trapped in a Man Trap.
  • LESS MAN TRAPS: Reduced the number of Man Traps that can be deployed from 4 to 2.
  • COOLDOWN CHANGE: Man Trap cooldown has been increased from 5 seconds to 6.
  • BACKPACK TOO BIG: Traitors with Soldier Perk can no longer use vents. The backpack is too bulky to fit.
  • BUG FIXES: To fix the issue of throwables not deploying and preventing the Traitor from deploying more, Traitor throwables now auto-destroy after 6 seconds if they fail to deploy for some reason within that timeframe.
  • Traitor can no longer place multiple traps on the same spot by using an exploit.
Ghost Changes
We made a few minor changes to Ghosts as well.
  • Ghosts can no longer re-seal samples that were unsealed by the Traitor.
  • Ghosts now have a 1 second cooldown on their left-click attack, which they can use to deal damage to certain electronic devices.
  • Ghosts can now attack Company Servers in order to deal damage. It is, however, very slow.
Tribunal Tweaks
We’re always listening to community input and some will be happy to hear that we’ve made a couple changes to the Tribunal to make it a tiny bit less invasive.
  • Airlocks and Vending Machines can once again be used during a Tribunal.
  • The Traitor is no longer punished via Employee Point reduction for not visiting the Tribunal to vote.
  • Late-joining Spacemen are no longer punished via Employee Point reduction if they joined within 2 minutes of the end of the Tribunal voting period and fail to make it to the Tribunal in time.
New Cosmetics
For our already max-rank Spacemen, you should simply receive a bunch of new stuff in this update, right away. Consider this our gift to you for all your hard work out there. For everyone else, keep on ranking up and you'll get the new rank-unlocked items as well!

Error!
Maybe time to do a hard restart. The BSOD Visor, with two available variants, is unlocked for everyone at Rank 40.



Marauder Helmets for All
The Marauder Helmet, a more-armored spinoff of the beloved (but mostly unobtainable) Roughneck Helmet, is now freely available to everyone at Rank 40.



Brainsucker
Say hi to your new best friend, the Brainsucker. Unlocked at Rank 40, this little guy will stick to you like glue, it just likes you that much! You might even like it too. You might not even have a choice.



“Yeah, it just showed up one day. I don’t know where it came from but I’m pretty sure it’s harmless and just wants galactic peace and happiness for all of you bone bodie- I mean us.”

Of course, since the game is free, we also want your money I guess, so we added some store items as well.

Tired Visor
Did you forget to stop by the coffee maker before your shift? Then the Tired Visor is for you! This animated visor is now available on the Item Store.



Exalted Weapon Skins
Show off your inner Company shareholder with these gold plated weapons. You can find the Exalted Weapon Skins now on the Item Store.



There are a few more items we've added...
  • NEW HELMET: BRIGADE Cell-C variant is now available for those who have unlocked the Achievement FOR THE GREATER GOOD. Unlike the original BRIGADE helmet, this helmet colorizes with your identity color.
  • NEW VISOR: Bubble Visor! Art submitted by Seagraey (ages ago!) this animated visor is available for everyone at Rank 20.
  • NEW COUNTRY ITEMS: We've added visors and nameplates for Romania, Guatemala, and Croatia, available on the Item Store.
  • TONS of new Sprays and a few nameplates were added from the community. Most of them are unlocked through ranks. Check those menus to find all the new stuff!
Skin Variants Unlocked!

As a huge bonus, certain skins/suits on the Item Store (or owned by other means) have Skin Variants available now, unlocked at certain ranks for owners of the skin/suit.
  • Valkyrie Suit available at Rank 20, for anyone who has the Amazon Suit
  • V2 Monster Skin available at Rank 20, for anyone who has Blood Machine Monster Skin
  • Black Market Monster Skin available at Rank 30, for anyone who has Blood Machine Monster Skin
  • Bone Dread Monster Skin available at Rank 20, for anyone who has the Nightmare Monster Skin
  • Flesh Torment Monster Skin available at Rank 30, for anyone who has the Nightmare Monster Skin
Big thanks to Origin PC!

Origin PC hooked us up with some beastly gaming laptops, and we are blown away with the performance on these machines. As a big thanks, we've added some of their crates and PCs to almost all Shapeshifter maps, because we are SHAMELESS. Feel free to take cover behind these chunky Origin crates, they're tough as nails - they can take it.





Full Patch Notes

For more bug fix info you can check out the FULL PATCH NOTES for more details and all other changes.

Join us over at Deep Field Games!

You can also always follow Unfortunate Spacemen and Deep Field Games on Twitter for more frequent info drops, and drop often we do.



The in-game Discord links have been updated to Deep Field’s new Discord server. Come join in if you haven’t already, we’re always looking for more recruits.

https://store.steampowered.com/app/408900/Unfortunate_Spacemen/
https://store.steampowered.com/app/1349010/Unfortunate_Spacemen__Death_Proof_Edition/
Jan 27, 2022
Where Birds Go to Sleep - The Embraced One
The Big Adventure Event wrapped a couple of days ago and we're very happy with the impact it has made for our game.



We would like to use this opportunity to thank everyone who wishlisted our game as a result of the event, and also a big thanks to everyone who has been with us from before.

We're working very hard on the game every day, and we look forward to sharing news about the demo as soon as we can!

In the meanwhile, consider joining come join our Discord server where we discuss Where Birds Go to Sleep, post WIPs and behind the scenes, and also chat about other general game development and design related topics.

The Wild at Heart - Greeksalad
Hello dear players! We have another minor patch ready to deliver. This will likely be our last update for the foreseeable future. We will of course continue to hotfix any critical bugs that pop up, but otherwise it's time for us to move on. A massive, tear-swelling thank you to everyone who has played the game and supported us so far - it means the world! You guys are the best <3 <3 <3 The exciting flipside of all this is we're ramping up work on our next project! No shareable details on that just yet, but we're stoked for it and can't wait to be able to talk about it. Stay tuned!

Ok here are the actual patch notes :P

  • Big improvements to loading times, especially on Switch. Smaller areas won’t notice it much, but the larger areas are now loading 25-35% faster.
  • Adding a Stash Box and a Crafting Workbench to Umbral Lethea, so you can actually prep for the final boss fight.
  • The Night Countdown music track now carries across scene transitions.
  • Rebalancing how many Spritelings are automatically killed if a PC dies at night (was too punishing before).
  • Making Spriteling Cap upgrades cost more in Adventurer mode.
  • Making Lotblops a little harder in Adventurer mode.
  • In Frostfields, adding a little safety wall around that first Crud puddle, so Spritelings don’t accidentally die so much in it.
  • Giving the player a bunch of Spritelings back automatically at the start of the post game, for certain reasons that will be clear if you’ve beaten the game already.
  • Fixing an issue at low framerates where Spritelings would jitter back to the PC after finishing a pushable that was followed by a mini “puzzle complete” cutscene.
  • Fixing issue where Spritelings who dropped off the pearl in Crystalfall Coast wouldn't return from the warp pad, nor respond to soft pull.
  • Fixing an issue where certain controllers couldn’t get through Title login.
  • Fixing rare issue where Spritelings will sometimes show in the wrong place on the map.
  • Fixing issue where PC could run in place when interacting with a Grove building straight out of a run.
  • Fixing some camera jumpiness at the beginning of the final boss fight.
  • Fixing the save logo animation cutting off early.
  • Fixing speech bubble not showing up for a certain Dream character.
  • Fixing weird rectangular fog-of-war chunk in the Undergrowth map.
  • Retro fix to rare players who acquired a Spriteling type but that type isn’t accessible anywhere, because their herd was over-full at the time. (Also preventing the “over-full herd” bug from even happening anymore.)
  • Adding a safety recheck to popping the Cats achievement.
Dat Hentai Game - Red13 Games
COVID pandemic hit us HARD. Grab these hot deals and help us rebuild our strength again, dear perverts.
And don't forget to check our other hentai games!

Happy New Year! ːlunar2019coolpigː
LEAP - Laura
Greetings LEAP Mercs!

We’ve spent the last few days reviewing an enormous amount of data and feedback from the beta test last week. Thank you once again for taking part and sharing your experiences with us. We wanted to provide a development update and overview of what’s coming to the game in the near future.
When designing LEAP, our goal was to create a fun, visually striking, high-octane gaming experience with few boundaries or roadblocks. The idea was to combine thrilling movement mechanics that let you go anywhere, with large and interesting worlds designed to encourage all kinds of crazy combat opportunities. We think last week's beta test was a great starting point and an example of how it can all come together.

At LEAP’s current stage of development, changes are often made as subtle nudges without mention of numerical value, in an attempt to shift focus from the raw numbers to the raw experience. With that said, let’s go over some of the key areas we are focusing on.

Gameplay Pacing & Player Counts
Gameplay pacing varied quite a bit, depending on the skill level of players in a server and total player count. For some players, jumping into a 60 player server with abilities and explosions constantly going off was too disorienting and we’d like to ensure players can have a smoother experience with the game.
You may have noticed that on day two of the test, we lowered the max player counts across all maps and game modes. This was an experiment to see if smaller player numbers helped to reduce clutter and the feeling of chaos in a match. This helped to a degree, and we are still evaluating the optimal player counts. Ultimately, we’d like to support both large and small battles, both can be a ton of fun when teams are fairly balanced.

Abilities
Expect the Pathfinder’s shield to be less spammable and less visually obstructing. In addition to this, many other high-power, difficult to track abilities have been adjusted to provide fewer frustrating deaths for players on the receiving end. Some cooldown times have increased to reduce the frequency (Airstrikes for example, these were way too common in high population matches).

Performance
We’ve put a huge focus on improving both server and client performance. This beta test was our first time seeing the game played by thousands of players and it revealed some key issues that we are focused on. We’ve already completed a big sweep and you should see some strong performance improvements with the next update. This process is ongoing so expect more and more improvements as we continue towards release.

HUD
The ingame HUD can be too complex and difficult to read and we’ve done a small overhaul to improve this design. Check out the image below to see a before and after comparison.



Team Balance
Team balance systems, as well as related systems for mitigating spawn-camping opportunities will be implemented as well. The beta test actually revealed a major issue with how players join and leave a match, essentially leaving behind ‘ghost’ players which would artificially fill up a team, resulting in teams sometimes having far more players than the opposing team. This is being fixed, in addition to a change to home base spawns.

Previously, players had one spawn point to choose from which made it too easy for an enemy team to block you in at your home base. Now, we are giving multiple spawn point options at your home base, making it much more difficult for an attacking team to trap you in your own base.



Balance Changes
We have made minor adjustments to many general weapons and abilities, with the general intended meta: accurate, skill-based weapons should be crisp and rewarding, and our strong, area-of-effect weapons should be quite accessible to casual playstyles without being too infuriating to die to. Player survival should be enhanced through the reduction of time players remain spotted, and reduction in the player’s base radar radius to find enemies. We made some gentle tuning adjustments to several weapons’ distance-based damage falloff, which should shift their effective ranges.

Everything Else
We are improving the “join game” experience and other menu/UI quirks, map-based issues, aesthetic/cosmetic items, and lots of bug fixes. There are also brand new cosmetic store items coming through every day for players to enjoy. In these and many more ways we continue to grow and improve the game, elevating underwhelming systems and easing ones that hinder overall enjoyment.
Ultimately, our goal is to provide the community with an exciting, rewarding, unforgettable game, which is familiar yet unique, accessible for all, and elevates the standards for the genre as a whole. Thanks for your participation so far, and we look forward to seeing you on the field of battle!

We always want to hear from our community members, if that's over social or through our community Discord.

If you want to take part in future playtests please sign up by clicking the link: Playtest Signups

Follow us on:

> Twitter
> Instagram
> Facebook
> TikTok
Zenith: Nexus - elliotttate
Hey Zenitheans! We’re absolutely humbled by the overwhelming response to Zenith. With the absolutely insane number of players logging in at the same time, know that there WILL be occasional server issues the next couple days and we’ll just need time to continue optimizing and adjusting loads to the current demand (MMO launch day pains 😦 ).

The server load issue is due to our login servers hitting API limits with our cloud providers currently. We are doing our best to work with them to fix these issues ASAP, and will give frequent updates here.

Know that these issues will be resolved. We understand that there may be a lot of you that are frustrated with the login issues and we apologize. We will do everything we can to get things up to
the level of performance you deserve. In the interim, we ask that you please be understanding in these next few days and that access may be degraded while we work round the clock to fix this.

Thank you all for your patience and we can’t wait to see you in Zenith soon!
Jan 27, 2022
Legendary Journeys - kfrench16
EA Release - 0.2.8 Notes

Developer Notes
This update includes changes to the needed experience per level. This change will slow down your leveling progress. This was eventually going to happen. I just didn't know when. The fast leveling was fine early on for testing.
This means you will need to start a new game to experience the new system. Mob experience have been adjusted. Quest experience rewards will be adjusted in the next update
Some mobs have had their level increased which will mean they should be a tougher fight.

THE VAULT
The Vault has been added in Nerah's Landing and Druinport. This is my first iteration of adding an item bank system. You can store any unused gear and items in the vault. It feels really clunky right now. For now, you can only drop 1 item at a time into
the vault. I want to make a cleaner quantity selector window. To add an item into the vault, simply drag it from your backpack on to the vault window. To remove an item from the vault and back into your inventory, drag an item from the vault to your
backpack. A quantity selector will display. Select the quantity and hit the OK button. Also, you can move the vault window around by left-clicking and dragging the window to where you want it.
Once I have all of this cleaned up, I'll add vaults to all towns and villages. The storage will be universal and not town specific. So, store an item in Nerah's Landing means you can take it out in Druinport later.

*******ALERT - Save games ARE broken with this update ALERT*****************

  • New - Chests drops have been changed. The number of items per chest has been reduced. The items that drop is dependent upon the party's level. The higher the level, the better the drops.
  • New - All classes can now learn and master the Alchemy skill
  • New - New experience system: experience needed to level has been increased. The amount of experience a mob gives has been adjusted.
  • New - First iteration of a bank has been introduced. You can store uneeded gear at The Vault. There is only one in Nerah's Landing for now. It's clunky but works. It is planned for your stored gear to be
    available at any town or village. The Vault sits above The Harpy's Claw

  • Fixed - Tremors spell has been updated and knockdown is now applied (provided the check is made) as originally intended
  • Fixed - Tailwind effects no longer stack with lower level effect applied. This includes the movement bonus when sleeping at an inn
  • Fixed - Chests will no longer reset their contents after loading a saved game or zoning
  • Fixed - Locked and Trapped chests will remain unlocked and trap disabled/set off after loading a saved game or zoning - assuming the lock has been picked/trap disabled or triggered
  • Fixed - There was a bug when loading a new game or saved game from the menu after leaving a previous game causing chests, resoruce nodes, and mobs to NOT respawn when they should. This has been corrected.
  • Fixed - Blast of Air, Lightning Storm, and Suffocating Sphere spell books are working correctly, now. Should be able to learn the spells.
  • Fixed - Secret doors will remain opened through saved games now
  • Fixed - Dead party members can no longer examine orbs
  • Fixed - Torchlight spell works correctly, now

  • Informational - Mob xp has been adjusted accordingly for the new system.
  • Informational - Rats, bats, and snakes aren't as squishy
  • Informational - Goblin whelps, and some skeletons aren't the push-overs they once were
  • Informational - Kick and Lunge abilities have had their stun chance reduced
  • Informational - There is a chest in the fire caves that is guaranted to have a lava spirit feather
  • Informational - When gathering herbs, the Alchemy skill is used in the check for successfully gathering what is needed from the plant
Demonizer - Iori Branford
Demonizer joins the 2022 Lunar New Year Sale!

25% OFF until Feb 3.
Paths & Danger - GGG
Greetings!

New stuff just arrived!
Check it out!

[Added]
- Added a new enemy, the Sand Scorpion, that can be found at the Badlands levels.
- Added new audio for humans characters when they die
- Added new audio for beasts such as Rogus and Werewolves when they die
- Added ambient sound for Badlands level
-Added mouse wheel button shortcut for moving all characters (same action as SPACE BAR), added info about it on the tutorial too
- Added info about the spike trap tile


[Fixed/Balanced]
- Greatly improved game performance through a RAM saving process
- When Paladin charges and pushes an enemy back to a spiked trap on Badlands now do damage
- Fixed an error that would not show the dead player character at the end of a job/quest
- War Engineer first ability (shoot the Scorpio weapon) now shows the possible targets with a target icon
- Fixed typos on tutorials
- Fixed Conjurer bow hit not displaying proper blood animations
- Fixed Gold reward as an item on the Factions and Reputations panel would create an item instead of being added to the total gold value
- Fixed stats values not getting refreshed/updated after using the pray action on a Shrine along the way

The update is now available for Windows, Mac, and Linux versions.

See you in the next update!
Have fun!



Influent Language Learning Game - Armed and Gelatinous
Three sales in a row?!?! It's crazy out here in 2022! Here's one more chance to grab a new language pack on sale and start learning today! Pick up any of the 20 language packs on offer for 50% off retail price or check out the Polyglot Pack and grab them all for 90% off! FYI, this special package also includes all future language releases!

As a side note, for anyone who hasn't seen the post in the discussion forums yet, Influent will be getting a rather significant update in the coming months. Please go read the post as this will impact your save data!

<3 Rob @ Three Flip Studios
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