Apr 21, 2022
Easy Red 2 - Marco Amadei [Corvostudio]
Hi everyone. Here's the most important changes since last update:

New features:
•Many new sounds effects (trees falling, new grenade launch sound, rubble sounds, new sounds in some weapons).
•Added voiceover for USSR. (Stalingrad DLC testers)
•Added squads for USSR. (Stalingrad DLC testers)
•Added animations for PPSH41. (Stalingrad DLC testers, still WIP)

Fixes:
•Improved mouse sensitivity when aiming down sight.
•Improved controller analog sensitivity.
•Improved setting panel in pause settings.
•Fixed radio bug when 2 human are playing as squad leader & radioman.
•Reworked Stone Pine.
•Other smaller changes and fixes.

At the moment we are proceeding with the work of the Anzio rework; 3 new buildings will be added soon, and as many will be added over the next few weeks.

As you can see we are also progressing in the Stalingrad DLC;
Soon the animations will be ready and we will dedicate ourselves to completing the map and the missions.

Other new features are currently in BETA, including a variant of the Spitfire, a variant of the AM6 Zero, new animations, and more.

The reworks we are doing are very expansive, so if you are interested on giving us a hand to make a better work, this is our Patreon channel. All the money raised from this will be spent to make a better game.

Also you can stay in touch with us through our Discord server.

Thank you all,
Marco
Turbo Golf Racing - hugecalf


Hello!

Grab your (Steam) keys and start your engines. The very first TGR Beta will run from 12:00 BST 28th April - 12:00 BST 2nd of May.
You can pre register by pressing the Request Access button via the store page, or signing up via our website. You will get notified when the beta goes live!

The TGR beta will support cross-platform between Steam, Xbox and Windows Store, so be sure to bring your friends. And if you want to get involved in the pre-beta hype, join us on Discord where we will be sharing extra snippets of content.

See you on the starting line.
Team Hugecalf

Shadows of Forbidden Gods - BobbyTwoHands
While not all known bugs/issues are resolved, enough are that it seemed reasonable to push a patch now, while working on the remaining ones.

One core bugfix is to the save files, which should now be smaller (designed to be entirely compatible with existing saves). This will make saving and loading a bit faster, especially towards the end-game, and possible fix an out-of-memory bug.

Alongside the bugfixes are some UI changes. Map masks are changed a bit, including two new ones, one for finding traits (could allow more interesting trait behaviour now it's easier to find them) and one for trade routes (which do nothing right now, but will be critical for Mammon when he (it?) is added soon (hopefully he'll arrive on Steam's beta-branch around beginning of next month)).

More work needs doing on the UI, including ideally a family-tree view, a list of a society's nobles and useful details about them and some tidying-up, and this will form the remainder of this month's non-bug-related work.

Gameplay:
-Heroes motivation to redeem other heroes now is affected by their own shadow to a greater degree
-Increased the lethality of combat (reverting previous change made)

UI:
-Updated map masks to make them more functional (units and heroes now get highlighted) and allow more mask types
-Clicking the flag on a location or unit will pan to the capital (if any) and enable special map move highlighting that society's units and locations
-Expanded person view at a location has a go-to button to let you find heirs rapidly
-Challenges now update more frequently, eliminating issues where the challenge might not be visible until next turn
-Fixed issue with non-updating agent list when selecting a location
-If a character goes to full shadow in one turn the game will no longer also show the "character half-enshadowed" message
-Agents who have not been issued orders will block the 'End Turn' button/key the first time it is clicked. If re-clicked, they will perform a 'pass turn' action. This can also be set using the ENTER key (rebindable)
-Trade route map view set to 9 (rebindable). Trade routes at the moment do nothing, but the functionality is needed for Mammon and future mechanics
-Trait map view set to F1 (rebindable). Lets you find rulers or units who are mourning, exorcists, or just have bonuses to might
-Orcs now have place names for their settlements

Bugfixes:
-Changed some stuff internally to improve save/load performance
-Fixed difficulty description on main page for ultrawide monitors
-Fixed bug where Plague Doctor's 'New Outbreak' ability could be used in locations with plague
-Fixed volcano dealing damage to its caster
-Fixed volcano not being recognised as cause of death to nearby units if they drop to exactly 0HP
-Refugees can no longer be ordered into battle by human rulers
-Prevented issue whereby two agents could kill each other on the same turn
-Potion of Healing no longer allows you to come back from the dead in a glitched state
-Societies now can't be 'at war' with societies which have been eradicated
-Fixed (I believe?) a bug relating to anomalous behaviour of ogres (sharing HP and randomly disappearing)
-Fixed issue with second tutorial being unplayable by players with machines set to certain languages
-Updated tooltip for Malign Catch challenge and modifier to reflect previous changes
Engine Evolution 2020 - simunekpetr98
For the first time ever in Engine Evolution history, you will be able to race your friends in the formulas. The first publicly available formula is the generation 3 vehicle from Germany. Please note that the gameplay is not final.

If you already have an Engine Evolution account, you can log in with it.

Any purchases and progress you make in the DEMO will stay in the released game and all other Engine Evolution games.










Download the demo here:
https://store.steampowered.com/app/1871990/Engine_Evolution_2022/

And join the games Discord.
Engine Evolution 2021 - simunekpetr98
For the first time ever in Engine Evolution history, you will be able to race your friends in the formulas. The first publicly available formula is the generation 3 vehicle from Germany. Please note that the gameplay is not final.

If you already have an Engine Evolution account, you can log in with it.

Any purchases and progress you make in the DEMO will stay in the released game and all other Engine Evolution games.










Download the demo here:
https://store.steampowered.com/app/1871990/Engine_Evolution_2022/

And join the games Discord.
Time Gap - Absolutist LTD
🔍 Meet the NEW hidden object scene "Trailer on the south coast of Australia".
Search for hidden objects in the beautifully drawn location, exchange new collections and embark on the new story adventure to learn australian traditions.

🔍 Get gifts from Spring Advent calendar!
Every day from May 1 to May 24, complete a special task for the day described in the calendar, and get gifts.

🔍 Assess enhanced visuals

We strive for constant improvement, so never hesitate to share your feedback. Thank you playing Time Gap!
FPS Game: Dev Test - Jackal Dev Test
The FPS template has come on leaps and bounds since being publicly submitted on here for people to test its networking infrastructure. with that said we have seen plenty of popular demands and all of your feedback has been second to none.

with that said, I feel with the power of UE5 and the significant improvements of the FPS template I want to make a free shooter a little bit more serious. I would like you to give your feedback in the direction you would like to see the game going forward.

below I have posted some basic ideas of what I mean, and you are welcome to put forward any alternative options. (Please leave particular features out; Matchmaking, Battle Royale, Additional Modes, etc.)

1: Graphics Style.
- More Realistic (note; not crazy 4k highpoly demanding graphics)
- Basic Stylized (basically the current style)
- Higher Quality Stylized (More like Valorant graphics style)

2: Game Setting / Weapon Classification.
- Modern (Current weapon style, based on currently existing weapons)
- Post Modern (like an enhanced weaponry set further in time)
- More SciFi (includes some energy weapons and such)

3: Gameplay.
- Generic Shooter (its basically the current style of gun/gameplay)
- More Arcadey' (Like a longer/higher 'time to kill')
- More Tactical (not as serious but slightly slower gameplay with more serious gunplay)

Again, voice any additional options these are just some base line examples.
Just so you know I personally and leaning more towards a Higher Quality Stylized or more realistic graphics style, really thinking about post modern/scifi'ish weapon settings.

This is just to get an idea of what direction I should look into taking. doesn't mean it will end up following any direction based on popularity. but it will help sway my decision.

thanks again for all you who have played and still interested in seeing how the project develops.
Let's Cook Together 2 - Banana Bomb


Let's Cook Together 2 Beta is finally here, and it's open! Let your friends know and start cooking together today – and everyday. You're in for:

  • Various co-op cooking levels to max out. Serve dishes in tough, unforgiving circumstances.
  • 4 difficulty levels to choose from.
  • Traveling across Italy onboard the Prodigy spaceship.
And much more.

Don't wait any longer – it's open and it's here for you to experience. Good luck, have fun!
Dyson Sphere Program - Mien
Hi engineers!

\The Patch has arrived on time!/
A special asset called [metadata] is the main content of this update. It can be used across all savedatas with different [cluster addresses] to buyout (quickly unlock) the matrix technology for the corresponding savedata.
Here we would like to explain the basic information about this special asset in a quick FAQ:.

Q: How do I get the metadata?
A: The way to get metadata is the production matrix.
For example, in a savedata with a resource multiplier of 1x, if the blue matrix capacity is 360 units per minute and the yellow matrix is 180 units per minute, you will get [360 blue matrix metadata] and [180 yellow matrix metadata].
However, the above example is the savedata set in [resource multiplier set to 1X]. Please click “New Game” in the game for details about how the conversion rate of metadata will differ under different resource multipliers.

Q: What is the purpose of metadata? How to use it?
A: Currently, metadata can buyout technology across savedata which own different “cluster address”. The metadata of the six matrices can buyout its corresponding technology.
For example, if you have obtained [360 blue matrix metadata] and [180 yellow matrix metadata] in savedata A, you can use the [360 blue matrix metadata] in savedata B to unlock (buy out) the technology that requires the production of blue matrix.

Q: What is “cluster address”?
A: This is a new concept introduced by the mastermind in this version, which is closely related to the acquisition and use of metadata.
The “cluster address” is the [Cluster Seed+Number of Stars+Resource Multiplier] set by the engineer at the beginning of the game. Suppose it is the [address + door number + room number] of your savedata.
If savedata A and savedata B own same [Cluster Seed+Number of Stars+Resource Multiplier], CentreBrain will regard them as “living in the same cluster”; If one of these three settings is different, savedata A and savedata B will be recognized as savedatas in separate clusters.


Q: If I have several savedatas, how will the metadata be calculated?
A: Generally, the metadata you get is equal to the sum of the matrix production capacity in all savedatas.
However, it will contribute only the highest capacity data as metadata if there're multiple savedatas come from the same cluster address.
As an example, let’s assume that both archive A and archive B have the same cluster address of [Seed 0000000000 + 01 Star + unlimited resources].
-Savedata A has a blue matrix capacity of 360/minute and a yellow matrix capacity of 0/minute.
-Savedata B has a blue matrix capacity of 180/min and a yellow matrix capacity of 180/min.
-Then the contributed blue matrix metadata is 360 and the yellow matrix metadata is 180.
-But if savedata A and savedata B are from different cluster addresses, the contributed blue matrix metadata is 540 and the yellow matrix metadata is 180.


Q: Is there a restriction on using the metadata?
A: Yes. The metadata CANNOT be used on savedatas that belong to its home cluster address.

Q: Is there an upper limit for metadata accumulation?
A: There is no upper limit.

Q: Can I still unlock achievements after using metadata?
A: There are currently 5 achievements that cannot be obtained by using metadata. Please check for the detail in achievements panel.

Q: Can I upload my data to Milkyway after using metadata?
A: Yes, of course.

Q: Can I use other people’s savedatas to get metadata?
A: No.

Q: Does metadata support cloud/Milkyway sync?
A: Unfortunately, it is not currently supported. So please don't forget to backup the savedata. It is located in [My Documents]/Dyson Sphere Program/Property.

I hope the above can answer some of your questions! Please leave your comments if we didn’t explain ourselves clearly. We will answer your common questions in the coming announcement.

Thanks again to all engineers for your support! We can still continue to work, thanks to your encouragement and motivation to help us move forward. <3


[Version 0.9.25.11985]
Features:
  • Now the Dyson Shell and Dyson Swarm can be colored. Added coloring function for Dyson Shell & Dyson Swarm.
  • New asset: [Metadata]. Metadata can be obtained by mass-producing Matrices. In the current version, it is used for technology instant unlocking (buyout). Once the Metadata is obtained in one game, it can be counted and used in another game across cluster seeds.
  • Added an operation of quick transferring items. It can be applied to all kinds of buildings. You can hold [CTRL] and click the building to fill/take items, or press [Tab]/[`~] when the building panel is open.
  • Added pop-up briefing panels for buildings. This feature has been applied to all buildings. Hovering the mouse over a building will show the current status of the building.
  • New function in Blueprint Paste Mode: Press the [Tab] key to toggle the mouse anchor position.
  • New function in Blueprint Paste Mode: When the blueprint indicates that it is not buildable, press [Shift+Enter] to force plan the buildable part.
  • New function in Blueprint Paste Mode: In Blueprint Paste Mode, the memo icon marked on the conveyor belt when making blueprints will be displayed.
  • Added 3 new Dyson shell pattern styles.
  • Added 2 new background music for Ice Field Gelisol planets, Gobi planets, and other desert planets.
  • 15 new icicle models and ice decorations for Ice Field Gelisol planets. This content is visible in the new game or old savedata if the Ice Field Gelisol planet has been found yet.
  • The research queue now shows a detailed description of technology when hovering over the technology icon.
  • Tutorials added: added more tips and guidelines for the construction process of Sorters, Conveyor Belts, Matrix Labs, and Planetary Logistics Stations.
  • Added button prompts to the interface for upgrade and delete functions.
Changes:
  • The shortage of buildings and facilities will be shown in red in the Blueprint Browser if you do not have enough buildings and facilities in your inventory to restore the Blueprint.
  • A change to the foundation style selection UI: when a player clicks on a foundation that is undecorated, the foundation texture style next to it will not be reset.
  • The Orbital Collector panel will display the speed of resource collection; The Gas Giant's base output rate will be displayed to 4 decimal places.
  • Optimized the emission effect of lava rubbles on Lava planets.
Balance:
  • Once the output of the Water Pumps and Oil Extractors exceeds the maximum capacity of Conveyor Belt MK.III, the new output will be automatically piled.
  • When product buildup exceeds 60% of the capacity, Mining Machines (2 types), Water Pumps and Oil Extractors will gradually reduce the yield to stable the overall power comsumption.
  • Fixed a bug that when building Advanced Mining Machines, the collision volume of other Advanced Mining Machines may not be detected and resulting in overlapping builds.
Bugfix:
  • Fixed a bug that could cause an error message when applying a copied recipe to an Advanced Mining Machine pre-build vanity.
  • Fixed a bug that SSAO effect was displayed incorrectly when sailing near Dyson Shell.
  • Fixed a bug that could cause abnormal Proliferate Points when dismantling Fractionators.
  • Fixed a bug that in Blueprint Paste Mode, blueprints that cross the tropic line will automatically snap when crossing the equator, causing the build grid to fail to match.
  • Fixed a bug that in Blueprint Paste Mode, the detection of conveyor belt collision with minerals was abnormal.
  • Fixed a bug that in New Blueprint Mode, copying a facility near 180 degrees longitude and less than half a grid may resulted in coordinate anomalies.

Thank you for your continuing support! You can send your feedback in Discord and Google Form! See you next time!
Monster Girls and the Mysterious Adventure 2 - Nekotokage
The following items have been updated. (Machine translation)

  • Fixed a bug in the Aburaage book.
  • Fixed a bug in the display of the status condition icon.
  • Fixed a bug in the skill "Absolute Zero".
  • Fixed a bug in the effect of the skill "Vitality" for friends.
  • Fixed a bug in the "Recovery Pouch".
  • Increased the amount of natural recovery of the main character's HP.
  • Decreased the amount of defense increase when the main character levels up.
  • Increased the speed of HP recovery of friends standing by at home by 2
  • Increased the speed of SP recovery of friends standing by at home by 4 times
  • Added UI to display SP of friends on standby at home
  • Fixed the specifications of the monster-counting treasure chest.
  • Corrected log text (English only)
...