The Planet Crafter - Brice MijuGames
Hello Terraformers!

After two years of hard work, the Early Access of Planet Crafter is finally LIVE!

You can get your copy of the game right now with a special launch discount!


What's in the game?
  • Build a base and machines to completly terraform a planet!
  • Base building and exploration
  • A big map to explore with differents biomes
  • Lots of machines & equipements to craft
  • Hours of gameplay content



What's new?
  • 4 New biomes
  • Add moss, grass and trees to your planet!
  • More than 15 new machines to improve your terraforming
  • Discover new secrets, caves, and hidden golden chests!
  • New meteo events
  • New ores, equipments and things to craft!

A huge thank you to the community who helped us crafting the game! We will continue to improve it during the Early Access version to make it as amazing as possible!

If you tried the prologue, you will be able to continue where you left off, but it's highly recommended to create a new game to get the full experience.

https://store.steampowered.com/app/1284190/The_Planet_Crafter/

Good terraforming!




Full Change log - V0.4.004:
World changes :
  • - 4 new biomes : Stargate crash, orange desert, rocky montains, dead desert
  • - 4 new caves : Uranium, Iridium, Wonder cave, Red Desert cave
  • - Added 5 new meteo events
  • - Randomly generated content of some crates is now depending on the terraformation level
  • - 5 new secrets hidden places
  • - New Zeolite ore
  • - 2 new rare flower seeds

Major changes :
  • - Added controller support
  • - New "Spawn location" option on creation of a new game
  • - New "Game Mode" option on creation of a new game
  • - Chill / Standart / Intense / Hardcore
  • - Added Steam Achievements
  • - Damage from asteroids
  • - Damage if falling from too high
  • - Added snapping system to stairs & foundations
  • - Ore extractor now extracts some ores depending on their location
  • - Improve performance and rendering of grass

New Objects :
  • - Gas extractor
  • - D.N.A manipulator
  • - Jetpack T2 & T3
  • - Drill T4
  • - Heater T4
  • - Backpack T5
  • - Ore extractor t2
  • - Food grower t2
  • - Biomass rocket
  • - Angle round Pod
  • - Recycling machine
  • - Grass spreader
  • - Seed spreader T2
  • - Tree spreader T1 T2 T3
  • - Sign
  • - Mutagen
  • - Methan cartridge
  • - GPS rocket T2 & T3
  • - Flower Pot
  • - Pulsar quartz
  • - Big living habitat
  • - Nuclear Fusion generator
  • - 2 new golden crates (11 total)
  • - 2 new rare seeds
  • - Fusion cell
  • - Display case
  • - Area lamp

Minor Changes :
  • - Basics Asteroids now drop some resources
  • - Biomass level now appears on the terraformation screen when it's more than zero
  • - New unstuck option (press F4)
  • - Removed gold chest from blueprints
  • - Decrease space food value from 50 to 40
  • - Increase Ore Generator t1 generation time (from 60 to 70)
  • - Increase atmospheric water generation time (from 120 to 150)
  • - Reduce grass number depending on quality settings
  • - Improve rendering performances of some ores
  • - More meteo event triggering (Try to launch from 30 to 20 sec)
  • - Added message in the first crash ship
  • - Night is 45 seconds longer (from 0.35 to 0.31)
Mechajammer - bee
Mechajammer: The Refracted Update has arrived.

Back in December, when Mechajammer first launched, we had a good few things to get on top of — overpowered PTSD character flaws, anyone?

Since then we have released 8 patches for the game, introducing a slew of updates and improvements. During that time we have adjusted game balance, fixed many launch bugs players were facing, added many additional weapons, armour, vehicles and character customisation features.

Refracted - a mammoth 1.1 Update to the game - finishes our roadmap and aims to bring you the complete Mechajammer experience. There's new quests, skateboards, new vehicles, weapons and a lot of polish.

Another feature of The Refracted Update is Razer Chroma! This allows integration with Mechajammer for a truly immersive lighting experience.

If you've been waiting for the perfect time to jump in: it's now.

Let us know how you find The Refracted Update over on the Mechajammer Discord! We have puzzle-solving and character sheet channels now! We have also written a new guide to accompany the Refracted release, with a wealth of new insights, details and solutions.

Here's the full patch notes:

1.1 Quests:
  • Gang Quests
  • Companion quests for Aldo, Raddo & Ivo, Dex, Gillis and Abram

Added:
  • Merchants and clinics can be see on minimap and terminal (after receiving notes at the beginning of the game)
  • Can radio for gang allies from Terminal menu
  • More save slots on save/load screen
  • Bribe random spawners to leave you alone
  • Skateboards
  • New Vehicles
  • Merchants to Factus South
  • Ammo icon next to weapon
  • Player location shows on terminal map

Balance:
  • Increased difficulty of Knockout rolls
  • Faster bullets
  • Removed luck roll when no dice in a skill
  • Damage to weapon durability is a roll instead of a flat number
  • Mutation damage procs exhaustion ailment, but happens less frequently
  • Increased melee range for spears, clubs and chained items
  • Social rolls to charm companions become more difficult with increased party size
  • Hit roll bonus adds to damage (vs grace + occult + item deflector)
  • Updated item durabilities, damage deflection, damage bonuses, and merchant costs

Driving - Fixed Issues:
  • Will load game in car if saved while driving
  • Car can disappear when player is driving
  • NPC cars disappearing while driving
  • Bug where you exit car but position remains inside of the car
  • Character sprite flickering while driving fixed
  • Character sprites on cars disappear when zoomed in
  • Character head showing through auto-rickshaw
  • Car lights are unpredictable and too dim
  • Braking (default hotkey: x)
  • Increased gravity for cars
  • Sound effect missing for hitting civilians with cars
  • Pickup items menu not updating while driving
  • Cars on street do not change vehicle types between saves
  • Van wheels not turning the correct direction
  • Smoothed wheel turning
  • No sound playing while reversing

FX - Fixed Issues:
  • Bullets appearing too low from guns
  • Shooting walls or object makes particles come out of a previously hit location
  • ripple particles not showing when walking over water
  • Plasma gun missing charge up particle effect
  • Light left behind from fires but fire is gone
  • Removed noise radius effects while driving
  • Fixed stutters that happened while showing bridge raising/lower cinematic

Gameplay
  • Adjusted camera to stay closer to the player while moving
  • Fixed: Knockout still causing ailment even when roll failed
  • Fixed: Combat not ending as expected when hostile NPC is outside sight radius
  • Increased walk speed
  • Increased blood effects on impact
  • Fixed: Using vault generators is missing a cinematic like using bridges
  • Fixed: Fires and spills from breakable objects remain between saves
  • Fixed: Hackers missing trackball weapon
  • Fixed: Bug with arrow hotkeys not working until settings menu is opened
  • Fixed: Player does not face computer while using it
  • Gang music plays when roving factions attack you
  • Fixed: Bullets sometimes disappear without hitting anything
  • Fixed: When people shoot a gun they are briefly in shadow after
  • Fixed: Sometimes vagrants are in shadow when they should not be
  • Fixed: Bug where aiming to weapon was resulting in no damage occuring or weapon breaking
  • Fixed: Eating rations not healing character
  • Fixed: Weapons stay loaded after you unequip them
  • Fixed: Ammo does not load from saved games correctly
  • Removed pop up dialogue for police
  • Scanners only show visual effects when police are alerted to main player, not rioters
  • Fixed: After dinner, Doctor pops between upstairs and downstairs
  • Fixed: Vagrant companions not joining you correctly after dinner
  • Increased camera pan speed
  • Non-hostile NPCs do not start dialogue with you automatically, have icon above head indicating conversation
  • Fixed: Parked cars save health and type
  • Fixed: Player pathfinds through fire and spills
  • Fixed: Spotlights move during turn selection pause
  • Fixed: Can see NPCs in shadow when you get close to them
  • Fixed: Cyberfreaks utility box triggering incorrect radio call
  • Fixed: Extension Blade socket not adding correct distance to melee weapon

UI
  • Fixed: Pressing W and S while driving moves game feed up and down
  • Vehicle damage only shows in game feed when caused by the main player or done to damage of player's car
  • Ammo always shows next to weapon
  • Removed rioter info from game feed
  • Generators only tell game feed that they need a key when you don't have one
  • Can stack rations, fruit, med kits, repair kits, and various other items
  • Ammo has higher stack maximum
  • Removed deprecated chat messages on right side of HUD
  • Removed sound effect that happens when new areas are uncovered during cinematics in intro
  • Changed selection color on text on notepad to darker color
  • Fixed: XP notice comes after fatal attack in game feed
  • Character level shows in character sheet
  • Fixed: Disconnected head in character sheet
  • Fixed: Hexagon grid only shows walkable tiles
  • Combined armor roll min and max shown when inventory is open
  • Fixed: Can drag non-matching sockets onto shields
  • Fixed: Sight cones for enemies inaccurate while player is in shadow or grass
  • Fixed: Tooltips not always working for actions and items
  • Fixed: Credit screen font size
  • Fixed: Ammo not clickable after unequipping gun
  • Fixed: Fire damage not showing in game feed
  • Fixed: Procing damage shows up in game feed

Performance
  • Reduced memory demand during gameplay
  • Reduced some stutters in heavily populated areas

Art
  • Fixed: Dead bodies scaled incorrect when returning to an area
  • Fixed: Lights are not working for trash cans on fire
  • Fixed: Stunned sprites clipping through floor
  • Fixed: Utility box outside Miners trigger incorrect dialogue

Companions
  • Companions can take pills
  • Fixed: Civilian portraits don't save for companions
  • Hovering on companion portrait show name, health, group, AI tag and directives
  • Fixed: Companions do not attack target when they are in range group but cannot see target
  • When directing companion from outside sight radius, companion takes time to travel to new location

Maps
  • Fixed several issues with cutaway map visual
  • Fixed: can see edge of water on big bridge between old town and factus
  • Removed door in building south of old town plaza
  • Added more chemical pools to Bottlers' compound
  • Fixed: opening in garden maze at Collectors' Estate
  • Fixed: Drivers near South Street that drive into building
  • Added: Two clinics in Factus Core
  • Two additional clinics in Factus Core
  • Fixed: civilians in air in factus east main
  • Fixed: Issue with bridge colliders while driving over them
  • Fixed: Bug with miner's spotlights not turning off after using code
  • Added: Lockers with item to Cyberfreaks base
  • Shadows corrected in Faith Temple
  • Fixed: Hole in geometry near Quinton Trains that could be driven through
  • Fixed: Blocked path near Mole people
  • Fixed: Incorrect utility box near Miners
  • Fixed: Collider issues while driving on bridges near Wolffz Bay
  • Fixed: Bottler spotlights moved away from street
  • Fixed: Spotlight computer at Miner compound

We expect this to be the last major update to Mechajammer. We want to thank every player who helped us get the game to where it is now, for all the bug reports, feedback and kind messages. We want to shout out Rithin - the moderator on the Mechajammer discord for their help, Emo Tarquin for their Steam guide writing, to our discord resident poet Khazeet and all these players:

Andre
Aure
Craftian
Custer701
D I N G
Davinewrath
DonDon
Doomguy
EnthalpyFlow
FIN
Fimbulherjan
Floppy_Glass
GODHARVEST
GamleKorp
JC
Jabberwok
Jesse Raen
Jinn
Jordiii
Kanonite
Kay
Kolohe
Mac
Mr Mistersen
Munday
Murdergurl
N3tgh0st
Nameless
Nordicmonkey
Ocean Drive
PatternBlue
Polloajillo
Portentosa
Pull That Up
QueenMemory
Redglyph
Rithrin
Scramster
Shizuwolf34
Siegdarth
Spoonylegs
Syke_low
Tdsupreme
TheSHEEEP
The_Arbitor
Thewatersupply
Toupzy
Vaughn Whiskey
Vitamin B2
Watchersix
Wizardovoz
Xhazahh
borkenal
catmes
cosplaydiver
fugori
kormakrtv
net8floz
prestoppc
syke_low
yarow12


— Whalenought Studios & Modern Wolf

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Seals of the Bygone - rologfos
IMPROVED COMBAT
  • Added Hit Pause
    • Most damaging abilities now cause the Sealer and hit enemies to freeze briefly on hit.
    • This adds a sense of weight and impact to hits.
    • Combat at insanely high attack speeds is much more playable.
    • Enemies generally receive more hit pause giving the Sealers additional frame advantage.
  • All Sealers now have control over movement when using attacks in the air.
    • Finally!
  • All Sealers now stall briefly when landing attacks in the air.
    • It’s now much easier to combo enemies in the air and use attacks to control your vertical movement.
  • Momentum is no longer capped.
    • No more janky stopping at high speeds.
    • You now slowly decelerate if above “top speed”.
    • Aerial momentum can still be preserved by entering a frictionless ability state.
    • Max fall speed added.
  • Input buffering has been made consistent across all Sealers.
    • You can now buffer inputs during hit stun/pause etc.
    • Stringing actions together should feel considerably more responsive.
  • Tons of misc behind the scenes improvements to Sealer code.
    • Aerial strafing is now possible during attacking states.
IMPROVED SEALERS
  • Marksman has been completely reworked!
    • New sprites and aimable attacks!
    • See full changes below.
  • Monk has been completely reworked!
    • New 5 hit attack combo!
    • New Ki Point system and support abilities!
    • See full changes below.
  • Arbalist Updated!
    • New attack animations.
    • Blink Slash improved!
  • Swordsman has 4 new directional attacks!
  • Specialist grappling hook rework!
  • Frostgard aerial attack & more!
  • Weaponsmith visual update!
  • And more!
    • Tons of new ability icons, sfx, vfx, etc.
    • Base stats balance pass on all Sealers.
IMPROVED VISUALS
  • Added Hit Effects.
    • Landing hits now creates visual effects and particles based on the attack.
    • Additional hit fx will be added in coming updates.
  • Increased rendering resolution.
    • Window Size setting renamed to Render Scale.
    • I recommend playing at 2x or above for a smoother experience.
    • Playing at 3x or higher will enable anti-aliasing.
    • The game now uses a borderless windowed mode.
  • Updated outline rendering.
    • Black outlines have been replaced with a technique that resembles selective outlining.
    • Invulnerability and blocking frames are now shown via outline.
  • The camera will now zoom out during multiplayer to keep sealers on screen.
    • Playing at 1x render scale will disable this feature due to not having enough resolution to zoom out without becoming unplayably pixelated.
    • Camera movement and screen shake is a lot smoother in general.
  • And more!
    • Updated item rendering.
    • Darkened environment tiles so entities stand out better.
    • Invulnerability frames are now shown via ghost trail.
    • Interactables are now less visually distracting when not being used.
    • Added some fullscreen visual effects.
    • Updated tons of misc sprites and small things.
IMPROVED UI
  • Updated UI.
    • Like, all of it. Seriously.
  • End of run stats screen has been overhauled.
    • Now shows individual stats for each sealer.
    • Damage dealt is shown split by damage source.
    • More improvements will be coming to this screen in the Compendium Update.
  • Improved the way buffs are drawn to the hud.
    • More buffs can be shown and they cover less of the screen.
    • Durations changed from text to bar.
  • Improved controller input handling.
    • Added controller disconnection/reconnection detection.
  • And more!
    • Updated damage numbers.
    • Sealer item list menu now shows detailed item descriptions.
    • Win trophies updated.
    • Pausing now blurs the background.
    • Player hp bar number now includes armor shield hp.
    • Multiple challenge completion notifications can now be shown at once.
    • Number of unopened chests in the zone is now drawn to the screen during post-boss countdown.
    • Updated ability descriptions to contain a range of damage values for better clarity.
IMPROVED PERFORMANCE
  • Now compiles using x64 windows runtime.
    • 32 bit isn’t supported anymore. If you somehow still have a 32 system in 2022 and can no longer play, please dm me.
  • Fixed a ton of memory leaks.
  • Optimized many logic and drawing operations.
General Changes
Update Save File Format
  • Save data is being stored differently. Upon loading your saves into version 0.10 they will be converted to this new format. New saves are incompatible with older versions!
  • A few challenges have been changed and added. The Marksman, Exile, and several sealer specific challenges will be locked again! Complete their new unlock challenges.
Miscellaneous
  • Item pickups now have gravity.
    • If an item pickup falls out of the map it will appear at the Boss Seal like usual.
    • A message is now shown when this happens.
  • Gaining maximum hp now appears as a red healing number.
  • Updated tutorial messages.
  • Smoothed out xp bar gains.
  • Falling off the map will no longer reduce HP below 1.
  • Reviving other sealers is more responsive.
  • Removed invulnerability after taking damage.
  • A random event can now occur.
  • Ablaze:
    • Damage reduced from 20% to 15%.
    • Increased stack maximum from 10 to 99.
    • Updated tick damage sound.
  • Plains of Ruin:
    • Now has non-music rain ambience.
    • Optimized rain.
  • Corrupt Cove:
    • Added some platforms.
  • Barren Cliffs > Arid Encampment:
    • Renamed.
    • Small slimes are no longer red (??)
Economy & Itemization
  • Opening void caches no longer grants xp.
  • Slightly reduced spawn rates on map entities like chests/shrines/replicators/etc.
  • Shops are slightly more common.
  • Reduced xp value of unused keystones by 20%.
  • Slightly reduced the cost of items from shops.
  • Changed chest/shop cost randomization from from +(0 or 5 or 10) to +(0 to 5).
  • Cost of big chests changed from random silly math to 250% normal chest cost.
  • Increased chest promotion to big chest chance from 10% to 15%.
  • Increased the cost of golden chest shrines.
  • Slightly increased chances for higher rarity items from void caches.
  • Void brewers now sometimes drop gold when used (why?).
Enemies
  • Lowered enemy spawn frequency.
  • Rebalanced enemy health and damage growth.
  • Enemies no longer have a 1% to drop an item on death.
  • Enemy Horde Boss fights are slightly harder.
  • Boss spawn logic updated to not spawn the same boss two zones in a row.
  • Elite Modifiers:
    • Increased cooldown on ability activations (fireballs, healing, teleporting, etc).
    • Reduced brightness of elite outline.
    • Shrunk elite icons.
  • Bat:
    • Attack now staggers.
  • Small Slime:
    • Attack now staggers.
  • Bone Warrior:
    • Attack now staggers.
  • Goblin Brawler:
    • Attack now staggers.
  • Bone Archer:
    • Reduced movement speed.
    • Reduced attack speed.
    • Reduced attack range.
    • Reduced projectile speed.
  • Winter Spirit:
    • Now explodes after a delay.
    • Explosion now staggers.
    • Base damage increased from 8 to 20.
  • Scorpion:
    • Reduced movement speed.
  • Undead Lord:
    • Increased delay between each dark fireball launching by 15 frames.
Compendium
  • Updated item descriptions.
  • Items that apply buffs and debuffs now have listed stacking behaviors.
  • Added two new challenges for the Exile.
  • Marksman unlock challenge updated.
  • Frostgard unlock challenge updated.
  • Monk item challenge updated.
  • Swordsman item challenge updated.
  • Sealers and challenges have been reordered.
Items

New basic stat rings.
  • Ranger’s Bow > Dexterity Jewel:
    • New sprite and renamed.
  • Mana Ring > Intellect Jewel:
    • New sprite and renamed.
    • Magic Damage increased from 2 to 5.
    • CDR removed.
  • New Item: Strength Jewel:
    • Physical Damage + 5.

Fleshing out some common items.
  • Added item: Shackle.
  • Oak Staff > Apprentice's Staff:
    • New sprite and renamed.
    • Decreased rarity from rare to common.
    • Magic Damage reduced from 6 to 2.
    • Added Cooldowns -8%.
  • Bracelet of Force > Gauntlet of Gales:
    • New sprite and renamed.
    • Increased rarity from common to rare.
    • Physical Damage increased from 3 to 7.
    • Gust chance increased from 15% to 20%.
  • Life Ring > Crystallized Heart
    • New sprite and renamed.
  • Flame Enchantment > Ember Spall:
    • New sprite and renamed.
    • Proc chance reduced from 25% to 12%.
  • Emerald Amulet:
    • Updated sprite.
    • Added +10 Max HP.
  • Tonic Vial:
    • Heal amount increased from 25%(+15%) to 25%(+25%) max HP.
    • Heal duration increased from 10 to 30 seconds.
    • Effect now stacks.
  • Bloodied Fang:
    • Added siphon visual effect.
    • This also adds a slight delay before receiving the heal.
  • Boots of Agility:
    • Updated sprite.
    • Reduced movement speed and jump height increase from 20% to 10%.
  • Reactive Cuirass:
    • Buff duration increased from 3 to 4 seconds.
  • Blastboot Shell:
    • Damage reduced from 150% to 90%.
    • Added reload sound and visual.
  • Zinet's Triangle:
    • Increased rarity from common to rare.
    • Now grants 3 Armor worth of shield hp instead of 4 second +5 Armor buff.
    • No longer procs if received buff already exists (procs once on aura effects, etc).
  • Utility Belt:
    • Updated sprite.

Updated Block Items.
  • Wooden Shield > Buckler:
    • New sprite and renamed.
    • Block mechanic now blocks 50% damage instead of 75%.
  • Training Staff:
    • Removed Armor.
    • Added +10% block chance.
  • Tower Shield:
    • Removed armor, crouching block, and stagger immunity.
    • Reduced rarity from legendary to epic.
    • Added +25% block chance.
    • Now increases block damage reduction by 50%.

Updated Magic Missile items.
  • Simple Scroll > Scroll of Missiles:
    • Renamed.
    • Proc chance increased from 10% to 12%.
    • Removed +2 Magic Damage.
  • Wand of Magic Missile:
    • Updated sprite.
    • Proc chance changed from 34%(+34%) to 30%(+15%).
  • Missile Resonator:
    • Updated sprite.
    • Removed +5 Magic Damage.
    • Removed heal and cdr on hit.
    • Now causes your Magic Missiles to become Greater Magic Missiles.
    • Greater Magic Missiles deal double damage and explode damaging enemies in a small radius.
    • On hit chance increased from 10% to 24%.

Shard trio adjusted.
  • Emerald, Sapphire and Ruby Shards:
    • Removed the small hidden raw stat buffs.
    • Charge time increased from 8 to 12 seconds.
      • (Effect still begins after 50% charge so now they start to build up power after 6 seconds.)

And the rest of the item adjustments.
  • Sapping Needle:
    • Attack Speed on kill reduced from 20% to 10%.
    • Stacking behavior changed, now stacks up to 10 times.
  • Phoenix Ward:
    • Proc chance increased from 50% to 100%.
    • Base ablaze duration reduced from 3 to 2 seconds.
    • Updated vfx.
  • Necrotic Lantern:
    • Now drains the health of the single nearest enemy at 5x the rate.
    • Damage changed from 2(+1) dps to 5(+2.5) dps.
    • Healing reduced from 50% to 25% damage.
    • Range adjusted from 48(+16) to 40(+20).
    • Updated vfx and sfx.
  • Forest Cat’s Claw:
    • Increased rarity from rare to epic.
  • Cloak of Ruin:
    • Increased rarity from rare to epic.
    • Stacking reduced from 8(+8) to 8(+4) daggers.
    • Updated compendium description with corrected damage value.
    • Increased the speed that daggers despawn on non-Exile sealers.
    • Damage dealt now properly counts for the Utilitarian challenge.
    • Reduced proc sfx volume.
  • Banner Spear:
    • Now only draws aura range when playing co-op.
  • Spooky Candy:
    • Uses reduced from 2 to 1.
  • Greatsword:
    • Updated sprite.
  • Blade Badge:
    • Updated sprite.
  • Pocket Repeater:
    • Updated sprite.
    • Increased bolt velocity and distance.
  • Spark Driver:
    • Now properly procs on Magic Missile hit.
  • Hearthrune:
    • New sprite. (removed reference to a lame company).
    • Healing quadrupled.
  • Gift of the Lich:
    • Updated vfx.
    • Fixed stacking bug.
    • Changed fireball spawning behavior.
    • Increased hitbox size.
    • Number of fireballs uncapped.
  • Cosmic Armgard:
    • Can now change dash direction by holding (left/right).
  • Starchild’s Dream Catcher:
    • Improved mechanics, feel, and visuals.
    • Number of star blasts reduced from 4 to 3.
  • Ice Heart:
    • Chill Duration reduced from 5 seconds to 1.
  • Lady's Wrath:
    • Vines shot while facing right with no targets will now orbit the opposite direction to avoid hitting the ground immediately.
  • Cosmic Armguard:
    • Beefier.
    • Dash duration increased from 15 to 20 frames.
    • Cooldown increased from 15 to 20 seconds.
    • Base speed reduced from 6 to 5 (greatly benefits from general momentum changes).
  • Jump Staff:
    • Cooldown Increased from 5 to 8 seconds.
Sealer Updates
Arbalist

Ahh the Arbalist, the first Sealer. Surprisingly well designed. They didn't need a ton of work for the Combat+ update, the global changes did a lot of good here. That being said, there was room for some polish.
  • General:
    • Updated Ability icons.
    • Increased base health regen from 5 to 10.
  • Shank:
    • Updated animation.
    • Adjust timing slightly (second attack faster, third attack slower).
    • Increased hitbox size on attacks 2 and 3.
    • Updated ability description to contain separate damage values for each attack.
    • Updated sfx.
  • Quick Shot:
    • Fixed knockback angle of Triple Shot (should always push away now).
    • Updated ability description to contain separate damage values for each attack.
  • Sky Strike:

Made less powerful but easier to use and up more often.
    • You now have control over movement during the ability.
    • Now shoots 3 bolts downwards instead of 5.
    • Damage reduced from 100% to 85%.
    • Cooldown reduced from 8 seconds to 5.
    • Updated ability description to contain a range of damage values.
    • Knockback on the projectile part of the attack changed to match the angle of the projectile.
  • Blink Slash:

Made slower and more powerful. Executes are more consistent.
    • Now resets ALL cooldowns on kill.
    • Damage decreased from 240% to 220%.
    • Now kills the target if it would be left below 10% hp (+3% per Omega Bibelot).
    • Cooldown increased from 5 to 6 seconds.
    • Completely new animation and attack mechanics after blinking.
    • Now blinks you directly on top of the hit enemy and freezes them in place while the attack animation plays out.
    • The hitbox now prioritizes the lowest health enemy if multiple would be hit.
    • The attack now has momentum and you slash outwards (direction controllable by holding left/right after blinking).
    • Getting a reset no longer cancels the attack animation.
    • No longer counts as an attack (this was an oversight, was never supposed to).
    • Adjusted dagger flight.
    • Reduced the amount of speed the dagger gains from each stack of Winged Helmet.
    • Updated sfx.
Marksman

The original design goal for the Marksman was to create a slow and calculated ranged sniper that was effective from distance and strong against big single targets. They were supposed to be the “Ranged | Physical | Attack” Sealer (as opposed to say the Pyromancer which is “Ranged | Magical | Skill”) which is why their skills were originally designed to support Charge Shot and spend most of their time on cooldown.

As Seals of the Bygone has evolved, it's become clear that the Marksman feels very out of place. Sealers are faster and smoother than ever, and this kit feels antiquated. Charge Shot was simply boring to use most of the time. Hunter's Mark and Focus Strike were "good" but they took up half the Sealer's kit and were effectively passive in terms of skill expression. This meant you spent most of your time playing Marksman standing still and holding the attack button.

It felt like a wasted opportunity to have the bow character (which tends to be a highly loved character archetype) be so… boring. So it's time for an update!
  • General:
    • Updated Sprites.
    • Updated Ability icons.
    • Increased base health regen from 5 to 10.
  • Charge Shot > Aimed Shot:
    • Renamed.
    • New animation.
    • Can now be aimed up and down.
    • Arrows now have aim assist and are shot towards enemies if they can be.
    • Base charge speed increased by 100%.
    • Releasing mid charge no longer provides a benefit, arrows are shot either charged or uncharged.
    • Charged arrow damage reduced from 350% to 180%.
    • Uncharged damage increased from 75% to 110%.
    • Charged arrows pierce up to 10 enemies, uncharged do not.
    • You can now hold a charge forever.
    • Charging while airborne will cause you to float slightly.
    • Fixed arrow knockback and hitbox oddities.
    • Updated arrow visuals.
    • Updated sfx.
  • Hunter's Mark > Multishot:

New Core Skill. Don’t worry, Hunter's Mark lives on in the new Omega Ability.
    • New Core Skill.
    • Empowers your next Aimed Shot to fire 5 arrows.
    • Casting doesn’t interrupt other abilities.
    • 6 second cooldown.
  • Caltrops > Disengage:
    • New Evasive Skill.
    • Dodge backwards and perform a wide arrow slash.
    • Deals 175% Physical Damage.
    • 8 second cooldown.
  • Focus Strike > Hunter's Focus
    • New Omega Skill.
    • Enter a state of intense focus and ready your other skills. Gain 50% increased attack speed for 8 seconds. Enemies in your line of sight become permanently marked, causing them to take 25% increased damage.
    • 24 second cooldown.
    • Doesn’t go on cooldown if interrupted before the cast is successful.
Monk
  • General:
    • Updated Ability icons.
    • Removed base armor.
    • Reduced base HP from 350 to 300.
    • Ki Point functionality changed, empowered ability effects removed. Ki Points are now spent to restore health or cast your Omega (see below).
    • Can now cancel the end lag of attacks into skills and vice versa.
    • Added some functionality for supporting allied sealers.
  • Flurry > Martial Blows:
    • Renamed.
    • Removed stacking attack speed buff.
    • Now a 5 hit combo.
    • Animation replaced with 4 rapid blows into a rising kick finisher.
    • Now grants a Ki Point upon landing the finisher.
    • Updated ability description to contain separate damage values for each attack.
    • Updated sfx.
  • Ki Barrier:
    • Removed empowered effect.
    • Cooldown increased from 6.66 seconds to 7 seconds.
    • Increased damage from 90% to 135%. (Compensating for the removal of Ki Point damage ramp.)
    • Increased barrier buff duration from 3 to 4 seconds.
    • Now applies the barrier buff to nearby allies.
  • Flash:
    • Updated animation to be much faster.
    • No longer summons a fist behind you.
    • Now has a two second window to be cast again before going on cooldown.
    • Reduced teleport distance from 64 to 56.
    • Cooldown increased from 4 to 6 seconds.
    • Can now be charged (by holding the ability key) to restore health to all nearby allies at the cost of a Ki Point.
    • Updated vfx.
  • Ki Stream:
    • Cooldown removed.
    • Costs 1 Ki Point to cast.
    • Removed ki empowered effect.
    • Increased damage from 33% to 50%.
    • Increased animation speed.
    • Omega Bibelot now also increases the duration of the attack
Swordsman

The swordsman has evolved into the ultimate physical melee fighter. With 4 new attacks and a variety of new ways to move and combine them, his potential has finally been unlocked.
  • General:
    • Updated Ability icons.
    • The Swordsman now has a unique property where 50% of his Attack Speed is *converted* to Attack Damage. This helps keep his attacks feel controllable and deliberate at higher values of Attack Speed.
  • Longsword Changes:
    • You can now control your horizontal movement while attacking in the air.
    • Hitting an enemy with an aerial attack will cause you to hover briefly.
    • Increased damage scaling on existing Longsword Attacks by 10% (swing1 80>90, swing2 110>120, rollcomboswing 140>150).
    • Added two new grounded attacks. Use by holding up or down when attacking on the ground.
    • Added two new aerial attacks. Use by holding up or down when attacking in the air.
    • Added a small amount of lag (reduced by Attack Speed) when landing with aerial attacks.
  • Dodge Roll changes:
    • Cooldown increased from 1.25 to 2 Seconds.
    • Fixed rolling in the air not going the direction you were holding.
    • Aerial speed transferred into attacks reduced from 100% to 75%.
    • You can now turn around when comboing into other abilities by inputting the opposite direction in the air (works like on the ground).
    • Comboing into Rupture works differently now. Holding up causes it to work like it used to (see Rupture changes below).
    • Comboing into Rupture now properly triggers on skill use effects.
  • Rupture changes:
    • No longer scales with Attack Speed.
    • Startup is now much faster when used grounded or when slamming downwards (see below).
    • Damage increased from 140% to 180%.
    • Is now modified by holding up/down.
      • Holding up jumps into the air.
      • Holding down stops your momentum and slams directly downwards.
      • Holding neither will allow you to continue with your current momentum.
  • Whirlwind changes:
    • Cooldown increased from 10 to 13 seconds.
    • Reduced startup by 5 frames.
    • Starts blocking almost immediately now.
    • Added two additional spins increasing the total potential damage.
    • Increased the size of the starting hitbox to help catch enemies.
    • Knockback changed to pull enemies towards you.
    • Movement speed while spinning is now affected by speed increasing effects.
Specialist

The Specialist is capable of doing massive bursts of aoe damage from a safe distance. This remains the identity of the Sealer, they are however becoming a bit more vulnerable outside of this burst window. Skilled players will be rewarded for clever use of positioning and smart resource management.
  • General:
    • Updated Ability icons.
    • Increased base health regen from 5 to 10.
    • Reduced base movement speed from 100% to 90%.
  • Rifle:
    • Increased initial reload delay after firing from 1 to 1.3 seconds.
    • Halved reload delay for shells after the first.
      • (Start reloading 20 frames later, finish reloading 20 frames earlier.)
    • Reduced damage fall-off per hit 50% > 33%. (This is a buff)
    • Increased range by 50%.
  • Blast Knife:
    • Now outlined in red so it’s easier to see.
    • Increased Cooldown from 3 to 4 seconds.
  • Grappling Hook:
    • Increased Cooldown from 4 to 8 seconds.
    • Now halves the remaining cooldown if the hook misses.
    • Hook now inherits the velocity of the player.
    • You now reload at 5x speed while reeling.
    • Improved grapple physics.
    • The player now has some control during reeling in.
    • Grapple jumping is a thing now.
    • Removed awkward "why hasn't my hook hit a wall yet?" moonwalk.
    • Updated sfx.
    • Bugs fixed.
  • PGW-MKII:
    • Increased Cooldown from 9 to 11 seconds.
The full list of changes is too long for Steam! You can read the rest of the patch notes HERE

Enjoy :)
Space Colony: Steam Edition - FireFlyNick


We have released a small update for Space Colony: Steam Edition! Our 2015 Steam re-release of Firefly Studios' cult classic colony sim now comes loaded with extra language support, as well as a new bug fix for achievements:
  • Fixed a bug with the "Galactic Overlord" achievement that prevented it from being completed
  • Added Polish speech and text
  • Added Simplified Chinese text (with English speech)
We hope you enjoy our new update and continue exploring the galaxy!

https://store.steampowered.com/app/297920/Space_Colony_Steam_Edition/
World of Contraptions - JulioCdeP
Hello everyone, finally after a long journey we have reached the final version of the game, first I would like to thank all the players who gave a vote of confidence and purchased the game in early access and especially those who provided valuable feedback. With that, you enabled the progress of the project up to this point.

This update is more symbolic with few additions, as the game has been completed throughout its early access. And speaking of early access, below is the summary list of all the additions that were made in early access:

- Added 50 new levels.
- Added 55 new blocks.
- Added 3 new objects in the level editor.
- Added collectible stars in all levels of the main campaign.
- Added logic mode and made various improvements to it later.
- Added a step-by-step tutorial for logic mode.
- Added support for Steam Leaderboard.
- Added a set of Steam achievements.
- Added Steam trading cards.
- Added a window that shows the records and contraptions that beat those records.
- Added a Steam Workshop trending window.
- Added several improvements to the level editor.
- Added several improvements to the build mode.
- Added several small improvements to the game in general.
- Added “cheat” modes for fun.
- Reworked the sandbox level.
- Fixed several bugs.

Update 1.0:

In this specific update, an overall leaderboard of the best players of the main campaign has been added that shows the players who most conquered the best times, smallest complexities, smallest blocks and smallest weights.




In addition, other interactions with contraptions have been added to the main menu.




Also was added the possibility to use fullscreen without borders (borderless) in the options menu. It has been modified when completing a level so that it is no longer necessary to wait to send the score to Steam to perform other actions. And other minor issues were fixed.

Future:

As mentioned before, the final version will not mean the end of the project, any bugs will be fixed and new content will still be added.



Social media:

Be sure to follow the game's social media, where you can stay informed, send suggestions, seek support and share anything interesting related to World of Contraptions.


Summary update note:

- Added an overall leaderboard of the best players in the main campaign.
- Added other interactions with contraptions in the main menu.
- Added the ability to use borderless fullscreen in the options menu.
- Added Steam trading cards.
- Modified when completing a level so that it is no longer necessary to wait to send the score to perform other actions.
- Fixed issue of not saving quick inventory anymore after resetting it to default.
- Fixed the level red target not working properly in replay mode.
- Fixed issue of placing the two parts of the extendable bar in the same position.
Mar 24, 2022
Terra Randoma - Deniz_K
Hi everybody,
Here is small balance and gameplay update.
  • Captains now pay per enemies defeated at the ship battlemap. Hero can also haggle with him and get more gold.
  • Reduced the maximum number of enemies that you encounter at level 3 on the overworld from four to three. Four or more enemies will start to come up at level 4 onwards.
  • Changed the outfit of city guard captain to differentiate it from the normal city guards.
  • Changed vial of bee polen price from 100 to 200 coins.
Mar 24, 2022
Chippy - Ziks
  • Now imports unlocked levels from pre-redux save data
  • Fixed native linux build not loading main menu
  • Fixed some other misc errors
Mar 24, 2022
Evil Reap - orbfps
Added a Few Achievements to get us all Going,
Starbase - Pip


Hello everyone!

We’re happy to announce a new feature on its way to the game - heat mechanics. In short, this includes changes to how devices like generators, radiators, ship weapons and coolant work, as well as the addition of heat sinks. These changes will allow new possibilities in gameplay and more depth in ship designs.

For more details on what exactly changes and what is new, you can check out the feature video linked below as well as the Heat Mechanics wiki page. Heat mechanics will make their way to the PTU first and to the live server later.

IMPORTANT NOTE: After the implementation of these changes, most ships will need some amount of rework. This means it’s good to start preparing and adjusting for these upcoming changes as soon as they're added to the PTU. The ships that will be affected the most are small fighter ships: after this update they will start needing a heat sink for the weapons to work properly, and the heat sinks are quite large and heavy. See the Heat Mechanics wiki page for details that will help you best prepare for the changes.

In addition, the tutorial’s Laborer will have its cooling board removed and replaced with a cube-shaped heat sink. Any existing Laborers will need a bit of rework too, but just bolting a heat sink to it is enough for it to work properly again. You can see how to fix the Laborer yourself from the gif below, but if you need any help you can always reach out to us as well.



https://youtu.be/X7Zencrf5AI

Join the discussion on the official Starbase Discord.



And don't forget to wishlist Starbase on Steam!

https://store.steampowered.com/app/454120/Starbase/
Mar 24, 2022
Racket: Nx - kfir
Patch 2.5.11:

* 🐛 minor bug fixes
* 🌌 Adhara remove a small random target
...