Feb 8, 2022
Paranormal Detective: Escape from the 90's - LunaBeat
Large update to fix bugs and improve the quality of the experience:

- Air Hockey AI Improved.
- You can now teleport while holding most objects.
- Fixed the snap location for the phone on Oculus controllers.
- Added colliders under several tables to prevent items from falling through.
- Updated controller bindings and made teleport/snap turning less sensitive.
- Updated bindings for Cosmos and WMR controllers.
- Changed notes around a certain puzzle to make it a bit more clear.
- Changed penguin figures to have a square base to prevent rolling.
- Added tone when entering a correct password in some instances.
- Added an out of order sign to an unused coin machine.
- Fixed a spot where the pinball was getting stuck.
- Fixed odd haptic feedback while teleporting.
- Improved some solution elements.
- Moved tally marks in closet.
- Changed two table colors to make it easier to see objects on them.
- Removed teleport noises.
- Fixed a credit
- Fixed a bug that left a button highlights on gamedude
- Button hints now reappear on pinball every time you go to play
- Removed highlight from pinball buttons
- Adjusted some sound volumes
- Added haptic feedback to air hockey hits

Thanks again to all who have played and keep the feedback coming please!

Will be working on smooth locomotion, smooth turning, pinball improvements and arcade only mode next. :)
Miner: Dig Deep - Substance Games
Hi everyone,

We have a small patch to address some technical issues:
  • Improved performance, especially with large numbers of lifts.
  • Increased the sharpness of some visuals, such as the in-game gems and ore.

Happy digging :-)
Squad - OWI_Wedge
Hello Squaddies,

Tomorrow we will be launching Squad’s newest update - v2.12. You can read the Release Notes here (LINK URL) to get a preview of the hundreds of changes, improvements, bug fixes, and gameplay features that will soon refine your Squad experience.

This release has been Squad’s most thoroughly tested release, with initial playtests starting in August of 2021, and culminating in a two week playtest over the holidays at the end of the year. We would like to take this opportunity to thank each and every person who participated in these playtests, as your feedback, experiences, and participation helped us identify issues with the release, improve the final update and make Squad an all-around better game. Throughout the process player feedback and participation has been vital.

The Release Notes talk more about the design intention of v2.12, and how we felt that updating the game’s Lightning and Shadows would not only provide significant visual improvements to how Squad looks, but also would provide new dimensions for how it plays offering a more real world experience. We’ve also focused on adding gameplay features that we feel will allow players to expand their tactical options, and play Squad with new strategies in mind.

As we’ve previously indicated we understand that our community has high expectations for Squad, and that your love of the game makes it so you’re anxious for more updates, more content, and more communication.

We are excited to finally be releasing 2.12 and know that you’ve been waiting for it awhile now. Since the Lighting and Shadows overhaul touched on so many core parts of Squad, testing, and finaling this update took longer than we had expected. Further there were performance concerns raised with systems that are below Squad’s minimum specifications, and while we develop to ensure that the game is workable at the min spec we understand that many players are in fact playing on systems below this. 

All of this meant that we needed to take some extra time with this update, hoping to minimize issues created. 

It is still possible that we will need to do further updates to address issues that are discovered post release, and we already have a list of Known Issues that are included in the Release Notes. No update is ever perfect, and having our large and active community all playing the update live will reveal things that no amount of playtesting or QA will have been able to catch. However thanks to your assistance in our playtests, we hope that we have minimized any potential issues.

As always please provide your feedback after playing Squad’s 2.12 Update on our forums (Link URL). If you experience any issues with the latest update please post on our forums (LINK URL) or contact our Support Team (Link URL).Everyone on the Squad team would like to thank our players for their continued support. We can’t wait to share more details on what else we’re working on in the coming weeks.

Sincerely,

- Offworld Industries
Squad - OWI_Wedge


Greetings Squaddies,

Squad’s v2.12 Update has been in development for a considerable amount of time here at Offworld Industries and the entire development team is excited for you to get your hands on it and finally experience it in the live game! For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). As was noted earlier today we have discovered an exploit in Squad and while we believe we have it fixed in v2.12 there is a small chance that it might slightly delay the update's release. We will keep you informed if this happens.

An Overhaul of Squad’s Visuals

V2.12’s primary focus was on bringing improvements to Squad’s visuals, making for an all around better looking game, as well as adding new gameplay and tactical opportunities for our players based only on the higher quality visuals alone. We have completely reworked the game’s handling of dynamic shadows. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. This work can have a significant effect on gameplay as Tallil shadows now render out to 1km at all graphics settings which ensures that Low settings no longer give a significant competitive advantage for spotting targets.

The update also brings an overhaul of how the game handles lighting. The development team focused on creating more physically accurate parameters for outdoor lighting, achieving brighter highlights, deeper shadows, greater contrast, and providing more accurate colour.

With improved shadows and lighting also comes updates to the Graphics Settings Menu. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Please note that the associated quality and performance tradeoffs have similarly changed. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. We also added a “Shaders” Graphics Settings section which currently will primarily affect the complexity of the Landscape allowing lower-end hardware more performance options.

The final graphical update to pay particular attention to in v2.12 is that the team has worked to improve the visibility of muzzle flashes which will help make spotting enemies less difficult. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Our design intent is to allow for camouflage and cautious movement to be effective, but without excessively inhibiting other players' situational awareness once a firefight begins.

Gameplay Improvements

Squad’s v2.12 update also brings a host of additions, improvements, and changes to the game’s gameplay experience. We have updated the capture speed to scale with the number of players. Capture speed will be shortened if one team has significantly more players in the point than the other team. Here the intention is to encourage more strategic options, especially during the early stages in a round and during "Double Neutral'' scenarios.

Also updated is the "Buddy Boost" feature, with a focus on making it easier to use. Allowing a soldier to climb on top of another soldier to boost over a wall, we removed the force which previously prevented players from standing on each other's heads. The system is limited to only one player being able to stand on another at a time, to prevent giant towers of players The Squad team's focus here was to reward players who move and work together to overcome obstacles, encouraging and rewarding players who move in closer proximity and work as a squad rather than as individuals. 

Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities.

Map Overhauls

V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features.

The full Release Notes for v2.12 are below, and we encourage that you take the time to look for them, to get the full scope of what the Squad development team has been working on.

As always please provide your feedback after playing Squad’s v2.12 Update on our forums (Link URL). If you experience any issues with the latest update please contact our Support Team (Link URL).


Changelog

For the complete Changelog for Squad v2.12 please visit our blog [[url=https://joinsquad.com/2022/02/08/squad-update-v2-12-release-notes/]LINK URL[/url]].
Zorya: The Celestial Sisters ™ - ren
Hello everyone,

Thank you for your patience while we resolved the purchasing issues on the Steam version of Zorya: The Celestial Sisters. We have confirmed that you can now access the game on Steam!

-Zorya Team
Xsyon - Prelude - Xsyon
Hello Xsyon Citizens!

It's been a while since the last major update but there's a lot in the works and I expect to start patching updates again in the next few months!

Here's a preview of what's coming up:

Terrain Expansion

The full original Xsyon map is close to being ready the public. Another large area of zones in nearly ready for patching and testing. Once that's been submitted, there are around 150 zones that still need to be checked over and touched up. To put this into context there is a total of over 1000 land zones so we're getting there and I may start opening up this terrain to the public before the final 150 zones are complete.

The current state of the terrain expansion can be checked out on the Test Server and a full map is available in the Developer Zone on the Xsyon website.

Along with this update I am updating the distribution of resources to make it easier for players to understand what can be found in specific Regions.

War System

The War System proposed and discussed years ago has been mostly implemented and is running on the Test Server. I have a few more items to finish and this system will be ready for heavy battle testing. Please check the Developer Zone on the Xsyon website for full information on this upcoming feature.

Interface Improvements

As mentioned several months ago, I am continuing to revise the interface and interactions. The changes I'm working on are not yet ready for patching to the Test Server but when I'm done players will be able to choose between several overall interface systems and many individual settings. The goal is so that players can interact with Xsyon either as an older style MMO (as originally designed) or a newer style survival game (as most new players expect).

Suggestions

I will be opening a feedback discussion for the next round of minor improvements soon. My goal is to go through the current full list of open Suggestions here on the forums, add any more current suggestions and crank through and implement the ones that are most desirable and easy to implement.

DirectX

I am still working sporadically on the major DirectX update to the game engine. Basically it's an entire re-write of the underlying graphic engine. I hope to have that in testing by summer but currently it's a lower priority than the other improvements listed above.

That's all for now. You are all welcome to join us on the Test Server and Developer Zone discussions!
DrumBeats VR - VRROOM
Dear players,

Amongst some bugfixes and clarifications, this update contains:


  • Three new songs
  • A new environment
  • Pause button moved to system pause button (instead of B/Y, Oculus touch controller only)

Note:
This update, and upcoming updates, will affect the beta version only. We are moving all content/features to the beta version. Once that is complete, the beta will become the stable version.

To clarify;
The beta exists on the default branch (no need to opt-in to beta). Upon launch you can select the version you want to play.

Enjoy!
OverShoot Battle Race - OnlineObject
- Fixed position issue into detours
- Added road items into Polaris
- Added road items into Volcano
- Added road items into Technora
Community Announcements - [CM]Sakura


¡Saludos Aventureros!

Se realizará el mantenimiento del Servidor el Miércoles 9 de Febrero a las 03:00 AM BRT. La duración del mantenimiento será de aproximadamente 4 horas.

Mantenimiento:
  • Fecha: Miércoles 26 de Enero, 2022
  • Horario: 03:00 AM – 7:00 AM BRT
Razones:
  • Mantenimiento de Rutina
Evento que finalizará el Miércoles 9 de Febrero antes del mantenimiento:
¡Síguenos en Facebook y en el Foro para mantenerte al tanto de las novedades.
Gracias por su paciencia durante el mantenimiento.
Feb 8, 2022
Ball Boys - JazzyLucas

Additions:
  • New menu song by Cetch called "#9fe2bf"
  • PostProcessing
    • Ambient Occlusion and Bloom
  • New Map-gens
    • Icospheres
    • Arches & Pipes
    • Torus (donut)
    • Prisms
    • Sharp Rings
  • You can now change your skybox in the menu or in-game.
    • 4 in total to use right now.
  • New spectating prompt with player names shown.
Fixes
  • Wheels on cars now have a convex collider to reduce the chance of players getting stuck in the wheel-wires.
  • Cars now randomize colors on generation.
  • Better player interpolates/extrapolates (hopefully, this has been an on-going issue)

+ the main menu scene now has a nice campfire :)
...