Mabinogi - CM Katherz


Join all of the Nexon Community Managers as they come together to celebrate April Fools' Day! Hmm...something seems a little...sus this time around, don't you think? Join us on our Twitch.tv channel, Friday, April 1st at 1:00 PM PDT (4:00 PM EDT). As always, there will be giveaways throughout the stream.

Don't miss out on the fun. See you Friday!
Mar 30, 2022
Atlas Engine - ProfessorHephaestus
I've been hard at work on major updates (including the ability to start your world from an uploaded image). However, those are taking longer than I anticipated, so I decided to intersperse some smaller updates in between the larger ones.

And the first of those is: Sculpt Overlay.

It's a community-requested addition that allows you to upload a PNG file, which is then overlaid on top of your map to act as a guide as you sculpt. Just put the image in the export folder, enter the name of the image in the Sculpt Overlay window, and hit the Load button. From there you can set the opacity, toggle it on or off, and change the image if you want. It's only visible when the Sculpt toolbar is open, so it won't get in the way when you're using other tools.

Note: The overlay image must be a PNG file, and it works best when the image dimensions are square.
Seeds of Unity - nitro10.studio
Greetings explorers!

We're so excited to bring you the first alpha release of Seeds of Unity! After almost 3 years of development, we feel like we have enough content to give players a taste of what the game will look like.

In this Alpha 0.10 demo, players will be introduced to Raea and some of its residents. There will be many quests to help the player get acquainted with their surroundings, as well as many things to do to make some money and pass the time.

Since this is an alpha demo, players will only be able to play through the first 10 days of the game. The story will be limited to what we call Chapter 0, where the characters are established and only core elements are implemented. Of course, as the game updates, we will be adding more characters, events, story, CGs, and other gameplay elements.

Thanks for playing, Nikki (and the other residents) hope to see you on Raea soon!
Mar 30, 2022
Last Group Out - Woodland117
Update 0.01.0187:

  • Fixed missing script references that would cause mid-game crash/desync.
MADNESS: Project Nexus - The Swain 🍕
[You can access this build from the releasebeta Branch on Steam]

As you can see from the version number, our fabulous beta testers have been behind the scenes helping M:PN update with a bunch of quality-of-life fixes!

Namely, Cloud Saves! If you've had issues with save files corrupting, we're hoping that this will help resolve all of your issues forever. Back up your saves and then switch to the M:PN Beta Branch on Steam to give cloud saving a whirl.


FEATURED
⦁ Cloud Saves! Make sure you're logged into Steam and have Cloud Saves enabled.
FIXED
⦁ Squadmates will help shoot at Apothic Gestalt (Phase 2) again, as well as approach other boss units they were avoiding in melee.
⦁ Corpses were falling through the terrain in the Science Tower Courtyard.
⦁ Thrown weapons will no longer embed in physics objects (which would cause them to freak out).
⦁ You could soft lock yourself by backtracking in one room of Arena Contract 4, "Mandatus".
⦁ A weapon thrown with the Lawnmower skill could drop multiple copies of its broken version if it hit multiple enemies on the same frame it broke.
⦁ Display for Encumbrance and Tac-Bar update appropriately after buying new Skills.
⦁ Empty-handed NPCs would hunt around for weapons to use, but if they picked up a throwable, would continue looking for weapons. This gets them stuck in a loop if all that's left are throwables.
⦁ Heavy Weapons won't give you bonus mags for Ranged Core skills anymore, as mentioned in the skill descriptions.
⦁ Catch Thrown skill works again, and NPCs (including your squadmates) will properly use the skill if they've got it.
⦁ An archiving issue was stopping hirelings from advancing in level or appearing in the HQ.
⦁ Nexus Blade's audio wasn't muting during the pause menu.
⦁ Small text glitch when firing hirelings from the HQ. Their name would sometimes not appear in the window prompt.
⦁ Arena Siege attackers will now give up on their obstacle targets (windows, car piles, etc.) once they've been wiped out.
⦁ There was a small window where you could safely quit an Arena stage on completion, but before XP and Cash were assigned to you. You're now locked out of leaving during the stage-end breakdown.
TWEAKED
⦁ Additional checkpoints added to Climb and Chasms in the Story Campaign, to make these otherwise long stages more bearable when you die.
⦁ Tons of small bonuses added to all kinds of gear at the Arena quartermaster.
⦁ Nerfed damage to squadmates from explosions and hazards.
⦁ Weapons affected by Shuriken Arc skill only suffer reduced damage if they pull enemies back to you. This de-nerfs the boomerang, throwing disc, etc.
⦁ Altered the visual look and size of weapon/armor stats displayed in the inventory for better legibility.
⦁ Half-Mag outfit and glasses were showing up way too soon at the Quartermaster.
⦁ Consolidated a bunch of hood wearables to trim out a bunch of obsolete and redundant gear at the Quartermaster.
⦁ One fewer wave at Slaughter Time's last checkpoint.
⦁ Removed "Plummet" skill from a bunch of enemies. They will no longer be invincible while falling, in case they get stuck in geometry and need to be killed.
⦁ Some throwables (mostly non-explosives) can be looted from bodies.
⦁ Murder Room invisible ceiling raised to make room for Cyber Brutes leaping around.
⦁ A bunch of gear has been given a variety of stat bonuses in the Arena.
⦁ Thrown weapons without a visual object (Nexus Bolts, etc.) have been given a default icon outline in the game UI. Others still (Rocks, etc.) have been given new icons entirely.
⦁ When failing to pick up a throwable because the one you're carrying cannot be dropped, the game will notify you.
⦁ N51 Mortar can't be knocked down anymore (least of all by themselves).
⦁ N-60 requires two hands to wield regardless of a character's stats.
⦁ The Character Select screen had a Beta Branch warning that needed rewording.
The Fold: Ingression Playtest - Audvyr
Characters
  • Behaviour (AI) for many different types of characters / creatures
  • Behaviour (AI) for animals; rats, mice and crows.
  • Improved some bird models.
  • Alpha priest and viking skins for grave dwellers
  • New skins for soul slivers
  • Lots of new animations
  • Implemented root motion in certain enemy attacks
  • Placeholder weapons for NPC’s and enemies

Gameplay
  • Upgraded abilities against enemies with more advanced interaction
  • Upgraded equipment use / fighting
  • Only runebound weapons are effective against ‘spirits’
  • Upgraded punching to hit surfaces and be effective against creatures
  • Working on improving the magic lock system

Effects
  • Upgraded ability effects
  • More developed surface effects
  • Effects emitting from creatures and attack impacts
  • Effects for magic locks

Audio
  • Lots of new creature and animal sounds
  • Various creature and combat related sound effects

Bugfixes
  • Fixed issues with player health, not dying properly.
  • Fixed a bug where the first level in the checkpoint menu wouldn’t load.
GROUND BRANCH - Scopey
Build ID: 8467172 (Client) / 8467193 (Dedicated Server)
Download size: 56 MB (Client) / 27 MB (Dedicated Server)
We have just pushed out another hotfix, this time for the leaning vs. running issue introduced in the V1032.1 patch.

  • Leaning will now (once again) take priority when activated during a run, and slow your character down to a walk while maintaining the lean.
  • When leaning while stationary or walking, starting a run will still cancel the lean.
  • This issue was most noticeable for players that use the "Always Run" option, as the default movement speed in that case — running — would prevent leaning unless the Run key was pressed in order to walk first.
While we wanted to include more fixes for the big remaining issues, those will still take a while for various reasons. As a result, we thought it was better to release this specific fix now rather than sit on it.
Packing House - Theromanek100
Hi everyone!

We are proud to announce that Packing House made it to the SimFest: Hobby Edition! Because of that on March 31th at 8:00 PM CET we are going to stream a prerecorded 1-hour long footage with gameplay from the work in progress version of the next update!

Join us as we reveal the new big feature coming to the game - employees!


Gladiator School - Raptor Claw Games


Good news everyone! Due to popular demand "Vanilla" Gladiator School is coming back at the end of May 2022 with a fresh new update. You asked for it.

We are currently working on an improved and updated version of the classic original game from 2017 (using v1.24 build 469 "Beastmaster update" as a base for rollback). There will be tons of improvements, interface refinements, bug fixes and stability fixes.



We have decided to update and support the old version from now on and in the future. It is time to show some love to the original game and give it what it deserves. To respect what makes Gladiator School unique and special.
The recent "Pit Boss" version (v2.2) will be put aside for now and maybe released as a standalone game with a bit of refinements in the future. (current build will also remain in the game folder so players can continue playing their recent savefiles even after the updates)

From the bottom of our hearts. We are sorry if we have disappointed you, it will not happen again.

Thanks for your support!

Noble Fates - xobermon
Content Update 8 - Stone Stairs! Straight ones unlock at Building level 4 Curved ones unlock at Building Level 8 Wanderers Fix bug that prevented wanderers from joining npc kingdoms (from experimental) Prisoners Cells only constrain our prisoners (from experimental) Stone Fix bug that prevented texture from applying to some stone props (from experimental) Mod Support Add support for innate character abilities (from experimental) Fix reporting of skill used for crafted items (from experimental)
...