Halo Infinite - misplacedyank
Hey Everyone,

I’m here to answer two questions that we know are top of mind for the Halo community: “What is the Halo Infinite team working on right now?” and “When can we expect new content and features?” I’ll start with brief answers, and then get into more detail, including sharing some new info on what’s coming with Season 2.

This is the focus of the Halo Infinite team, in priority order:

1 - Addressing issues negatively impacting the player experience.
2 - Completing Season 2 and delivering it as promised on May 3rd.
3 - Continuing work on Campaign Co-Op, Forge, and Season 3.

We also have a “Priority Zero,” that undergirds everything we do, namely: team health, with an emphasis on getting ourselves into a sustainable development rhythm so that we can deliver great experiences to all of you while keeping a healthy work/life balance.

Priority Zero means that we sometimes need to move slower so that we can move faster later. Frankly, these last few months have been slower than we expected, and we sincerely thank you for your patience as we stay true to the priorities, above.

Now, let’s dive into specifics.

PRIORITY #1: ADDRESSING CRITICAL ISSUES

Since the launch of Halo Infinite, we have been carefully tracking and analyzing all critical issues negatively impacting players’ experience with the game and supporting services. The internal name we have for this process is the “Hotlist.” Every week, we refresh the Hotlist with new insights and review issue prioritization and progress toward fixes. The Hotlist serves as a vital internal planning tool for our monthly development sprints as well as the Hotfixes, Content Updates, and Seasons we deliver to you.

Some of the issues on the Hotlist are gaps in the Halo Infinite experience that we only fully understood close to launch and were unable to address at an acceptable quality bar before ship. An example of this kind of “known” Hotlist issue is “Spartan Career” aka score-based player progression. Examples of “unknown” issues at launch were vulnerabilities in our anti-cheat system and problems with BTB matchmaking that we didn’t realize existed until we launched the game at scale.

Thus far, we have prioritized acute, unknown-before-ship issues that have a widespread negative impact on the shipped experience. Some items have been addressed and cleared from the Hotlist (e.g., BTB matchmaking), some have had partial improvements but need more work (e.g., anti-cheat), and others are in active development but not-yet-released (e.g., Spartan Career, Campaign Co-Op, and Forge). We are working on a public facing version of the Hotlist, similar to what the studio did during the Master Chief Collection updates, so that all of you will have a clear and constant window into the status of Hotlist issues as we work to address them.

In the meantime, the Halo Support website remains your best place for information and help, if you're experiencing issues with the game.

PRIORITY #2: SHIPPING SEASON 2

If you check your Season 1 Battle Pass, you will see that that Season 1 ends on May 2nd, and that’s because Season 2 will launch May 3rd. I’m very excited to announce the official name and theme for Season 2, which is… “Lone Wolves.”



By “theme” we mean a core idea that guides the creation of much, but not all, of a Season’s content. Lone Wolf Spartans are hunters. Trackers. They’re resourceful improvisers, operating deep in enemy territory without resupply or support. They’re fierce, rugged, and prefer to work alone—but they’re still loyal to the Spartan pack. Here’s an early peek at two of these Lone Wolves:


Concept for two of Halo Infinite's "Lone Wolves", coming in Season 2

That’s Spartan Sigrid Eklund on the left, and Spartan Hieu Dinh on the right. You’ll learn more about them (and spend more time with Spartan Commander Laurette Agryna) as you dive into Season 2’s story—a mix of cinematics, story-themed Events, Battle Pass items and more that embody the Lone Wolves theme.

But like I said, not all Season content is directly linked to the theme, and a prime example of this is our free Fracture armor core for Season 2. Here’s a concept of that core, and we can’t wait to show you all the customization options for it—and for the free Lone Wolves armor core.


Concept painting of the new free Fracture armor coming in Season 2

During Season 2, we will also be shipping playlist updates, balance changes, new modes, and maps, specifically, one Arena map named “Catalyst” and one BTB map named “Breaker.” The new modes include "Last Spartan Standing", a free-for-all elimination mode, as well as another new mode named "Land Grab," plus the return of an updated, all-time favorite mode, "King of the Hill."


Concept painting for "Breaker", a new Big Team Battle map coming to Halo Infinite in Season 2


A concept "paint over" of "Catalyst", a new Arena map coming to Halo Infinite in Season 2

We will have a lot more to share about the Season 2 maps, modes, customization options, and narrative content in April, as our marketing and promotional campaign kicks into high gear.

PRIORITY #3: WORK ON CAMPAIGN CO-OP, FORGE, AND SEASON 3

We’re making great progress on Campaign network co-op. And to be clear, this work has been occurring in parallel to Season 2 work, as has our work on Forge.

But the reality is that it’s going to take more time to land a high-quality, full-featured 4-player network co-op experience in the massive, wide-open world of Halo Infinite. We’re also committed to a great 2-player split-screen co-op experience on all Xbox consoles, from the original Xbox One through Xbox One Series X—and the non-linear, wide-open sections of the Campaign present some big challenges for split-screen that have taken us more time to solve.

All this means that we will not be able to ship Campaign network co-op on May 3rd, at the start of Season 2. But we are still aiming to deliver Campaign network co-op later in Season 2, and we will share a release date for that and for split-screen co-op as soon as we can.

We are also making great progress on Forge. Indeed, we are already flighting Forge to a small group of community creators and working closely with them to ensure that all of you have a terrific experience creating, sharing, browsing, and playing Forge content. In the near term, we will continue to privately flight Forge as we develop it while also planning for public flight(s) later this year. We still have the goal of shipping Forge with Season 3.

Speaking of Season 3, while the majority of the team is tackling Hotlist items, shipping Season 2, and working on Campaign co-op and Forge, there are also many folks already hard at work on Season 3. We’ll be sharing additional details and specifics on all of these development efforts at a later date.

Importantly, we’re not just planning to address Hotlist items at the start of Seasons. Similar to Update 1.1.1 that launched a little more than a week ago, we intend to ship fixes, features, and content in more agile ways, during our Seasons.

And speaking of great Seasonal content, our next Season 1 event, “Tactical Ops,” starts next week, so get set for variants on the Tactical Slayer mode along with new, Mark VII core-focused rewards to earn!



On behalf of the entire team, thank you again for your patience and your passion. Please keep the feedback coming, know that we are listening and learning, and that we are working hard to deliver more Halo Infinite content that we hope you love to play.

Joseph Staten
Head of Creative, Halo Infinite
Ostranauts - Blue Bottle Games, LLC
Hey Folks!

Ostranauts v0.8.0.9 is now available on Steam, and your clients should be updating shortly.

This patch fixes two bugs that have been reported in yesterday's build, and hopefully avoiding some annoying issues that cropped up.

Saves from 0.8.0.X should work fine.


  • Fixed a bug that would allow player to get into social combat with self and get stuck in UI.
  • Fixed bug that prevented accessing door locks when closed.

The main bug this addresses is cases where players became stuck in a conversation with themselves. This seems like it could be triggered when walking onto OKLG the first time, and more generally, when the player interrupts an encounter as it loads. This patch should prevent this from happening from now on.

The other issue was a pathfinding error when attempting to access door locks. The range of the interaction was set to 0, meaning AIs could not reach the UI while the door was closed.

As always, let us know if this patch helps you out, as well as if it reveals new problems!

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC
Line Simulator - Wrong Reality Studio
The rabbit holes are here to trick us with their secrets!


Line Simulator is insanely crazy in all its features, and the easter eggs could not be less!

Find your way to the most delirious and surprising secrets you've ever encountered in a video game. But it won't be easy to win the prize of finding out what's inside... Do you want to try?

Also, this update has fixed bugs and improved the general experience. Check out the changes!


____

Line Simulator v2.0.6 changes

BUG FIXES
- Some minor changes in rabbit hole 2
- Fixes in the final stage.
- Fixed a visual bug when giving the friend's picture.
- No longer see the teleport points through the walls
- Fixed a problem with the player's starting position in rabbit hole 1.
- Fixed a bug with the particles when grabbing some ducks.
- Some minor fixes at the airport.
- Resin mission fixed at level 5.

CHANGES/ADDITIONS
- Rabbit Holes
- Changed the default image displayed on mobile next to the current queue rumor description.
- A machine with ducks in level 1 has been removed.
- Some lights have been changed, for example in the pavilion 5 of level 4.
Paranormal Detective: Escape from the 90's - lunabeat
Hey everyone!
By very popular demand, we've added smooth locomotion and smooth turning to the game!

Previously we had teleport-only and snap-only turning, but now you can control your movement settings via the in-game cell phone.

Adjust between teleport and smooth locomotion, set a custom locomotion speed, and set which hand you prefer to move with and which hand to turn with.

For turning, you can select between snap and smooth turning, and also set the angle to which you turn each time.

This was a big request, so we hope you enjoy the new movement features!

We're also looking into a motion smoothing effect option in an upcoming update to make the smooth locomotion more comfortable. Keep your eyes out for that update next week!

Another big request- we've added in official support for the Windows Mixed Reality (WMR) headset! We're super pleased to add this headset to our supported devices. Thanks to the awesome fans who were able to help us test the game!

Finally, we've made a few other changes-
-Made the phone a little bigger, easier to see
-Updated the smartphone instruction poster
-Updated the controller instruction posters
-Updated controller bindings to work with all controller types
-Fixed a teleport bug where the object you're holding would block the teleportation arc
-Claw machine now has a fail-safe in case you can't get the little penguin out- the game will help you now after a certain number of tries.
-Fixed an issue where the skeeballs get caught up in the corner
-Fixed a rare bug that would disable Vive controllers when player paused & unpaused the game.

If you have feedback or suggestions, please let us know here, on the Steam discussion forums, or on our Discord- click here to join.

Thanks so much for checking out the update, and we hope you like the new features!
Have a radical weekend!
Oogy: Can You Help - insanj
This update brings a few small changes, including:

- Steam integration improved, including Overlay fixes
- Early game rebalancing to make it more fun and easier to get through
- Swap Mud Room Hallway Song <> Cutscene Song to get better atmosphere
Helicopter Simulator VR 2021 - Rescue Missions - brunoasdfgh
Hi guys,

In our first update in 2022, we are introducing the ability to use Helicopter Simulator VR 2021 on a DOF base motion!

We export telemetry using SimTools and the commands for Pitch, Roll, and Yaw.

This is the simulator with the largest number of control possibilities you've ever seen!

Soon, more updates! stay tuned!

Telemetry data:


Configuration example:
SunnySide - Rxiny
Hey everyone!

The last update (0.9.4) had some issues that needed immidiate attention. This small patch fixes those. This update doesn't require you to discard your saves, so feel free to continue your game save!

Changelog:

- Fixed an issue where sometimes climbing wouldn't work
- Fixed the sand collection not triggering
- Buildmode hover no longer stays when closing the drone
- Buildmode cancelling changed to Space instead of right-clicking
- Can now build close to the player
- Music now shifts to night version correctly

As always, if you have any issues, please join our Discord server below:

Mar 4, 2022
MeteoHeroes - rBornGames
Some bug fixed
Steam Deck Deposit - Lawrence
Hi!

It's been an exciting week for us, as you can imagine. Not only have the first Steam Deck units made it to customer hands, but just yesterday we crossed another threshold -- over a thousand games are now Verified or Playable on Deck. This seems like a great opportunity to talk about what those Deck Verified numbers mean, both for the present and the future.

What it means
Whenever we talk about compatibility rating numbers, we emphasize that this is just a snapshot of a single moment, and that ratings change over time. Even as you read this, partners are working on adding controller support, enabling anti-cheat on Deck, and smoothing out the experience for players on Deck. At the same time, every day we're fixing Proton bugs that cause issues in some games, and adding new functionality to support others.

As this work takes place, our existing standards for titles to get a Verified or a Playable rating are very high. If a game shows controller glyphs 99% of the time but tells you to 'press F' sometimes during gameplay, that's Playable, not Verified. If 99% of a game's functionality is accessible, but accessing one optional in-game minigame crashes, or one tutorial video doesn't render, that's Unsupported.

For now! This is by design: around the launch timeframe, we believed it was more valuable to prevent false positives ("this game is Verified but part of it doesn't work"), even at the cost of some appearance of false negatives ("this game is Unsupported but I didn't notice anything wrong with it"). Even with the current standards, at the rate both we and partners are making improvements, we expect you'll see many titles transition over the next few weeks from Playable, or even Unsupported, to Verified. We also expect our standards and thinking will adjust as we move farther from launch and get much more feedback from customers and developers.

New feature for developers
On that note, today we’re introducing a new feature to enable developers to directly talk with their customers about their title and Steam Deck compatibility. You can see an example of this on Rimworld, where their Playable compatibility details include a direct link to their blog post outlining the work they are doing to make Rimworld work better on Steam Deck.



Let us know what you think
We're ecstatic that the Deck has shipped because only after real customers get to interact do we start getting real feedback and real data. While we worked hard to build the Deck Verified program as it exists, we're excited that now we get to iterate based on how you're really interacting with it. To that end, please continue to let us know your thoughts, whether about the program as a whole or individual titles.

See you soon for the 2,000th title!
Steam Deck - Lawrence
Hi!

It's been an exciting week for us, as you can imagine. Not only have the first Steam Deck units made it to customer hands, but just yesterday we crossed another threshold -- over a thousand games are now Verified or Playable on Deck. This seems like a great opportunity to talk about what those Deck Verified numbers mean, both for the present and the future.

What it means
Whenever we talk about compatibility rating numbers, we emphasize that this is just a snapshot of a single moment, and that ratings change over time. Even as you read this, partners are working on adding controller support, enabling anti-cheat on Deck, and smoothing out the experience for players on Deck. At the same time, every day we're fixing Proton bugs that cause issues in some games, and adding new functionality to support others.

As this work takes place, our existing standards for titles to get a Verified or a Playable rating are very high. If a game shows controller glyphs 99% of the time but tells you to 'press F' sometimes during gameplay, that's Playable, not Verified. If 99% of a game's functionality is accessible, but accessing one optional in-game minigame crashes, or one tutorial video doesn't render, that's Unsupported.

For now! This is by design: around the launch timeframe, we believed it was more valuable to prevent false positives ("this game is Verified but part of it doesn't work"), even at the cost of some appearance of false negatives ("this game is Unsupported but I didn't notice anything wrong with it"). Even with the current standards, at the rate both we and partners are making improvements, we expect you'll see many titles transition over the next few weeks from Playable, or even Unsupported, to Verified. We also expect our standards and thinking will adjust as we move farther from launch and get much more feedback from customers and developers.

New feature for developers
On that note, today we’re introducing a new feature to enable developers to directly talk with their customers about their title and Steam Deck compatibility. You can see an example of this on Rimworld, where their Playable compatibility details include a direct link to their blog post outlining the work they are doing to make Rimworld work better on Steam Deck.



Let us know what you think
We're ecstatic that the Deck has shipped because only after real customers get to interact do we start getting real feedback and real data. While we worked hard to build the Deck Verified program as it exists, we're excited that now we get to iterate based on how you're really interacting with it. To that end, please continue to let us know your thoughts, whether about the program as a whole or individual titles.

See you soon for the 2,000th title!
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