Apr 28, 2022
Nine to Five - No step on snek

Good news, Mercs!

Update 0.4.3.0 update is available for your playing pleasure! For this balance update, we worked on weapon and armor balance, improving time-to-kill, and bridging the power gap between new and seasoned players.

Time-to-Kill
We want to improve the possibility to play both tactically and reactively in Nine to Five. When a player dies too easily, it is hard to make innovative gameplay, as mistakes are punished easily.
With a longer TTK, we want to provide players with access to more options in any scenario, thus promoting a more tactical approach. To achieve this, we are adjusting the time to kill through weapon, item, and armor balance changes.



Weapons

Weapon feel
Previously, not every weapon had a unique purpose and feeling to them, and some weapons were more of a “can do it all”. This resulted in a couple of weapons being left alone in their lockers, while others were getting worn out on the field.
With this patch, we want to give each weapon a more personal and niche feeling, where each weapon will shine in its area of expertise and provide a fun and unique playstyle.

Hip fire
Close quarters combat should feel exciting, fun, and snappy. But currently, we feel that situations where you were reliant on hip fire often resulted in most of the bullets going randomly. Therefore, we improved the general hip fire accuracy of our weapons. This way, you can reliantly fire away from the hip in close combat scenarios.

Weapon balance changes
All the weapons have received a hip fire accuracy buff.
All the weapon changes listed are based on the default weapons, as we have made significant changes to the weapon codes and their impact, the maximum weapon stats will be different. (More on this in the next section)

Weapons

Assault Rifles
ML-CR
  • Damage reduced from 42 to 37
  • Headshot multiplier reduced from 1.6 to x1.35
Old Patchy
  • Rate of fire reduced from 340 to 300
  • Damage reduced from 67 to 54
The Preacher
  • Improved crosshair recovery
  • Rate of fire reduced from 300 to 250
  • Damage reduced from 75 to 67
  • Minimum damage reduced from 45 to 40
  • Optimal range increased from 40m to 42m
  • Maximum range reduced from 57m to 56m

SMG’s
SMG’s received additional accuracy buffs on top of the weapon wide hip fire accuracy buff.

Lead lover
  • Significant hip fire accuracy improvement
  • Significant accuracy while moving improvement
  • Rate of fire reduced from 1020 to 800
  • Damage reduced from 33 to 27
  • Minimum damage increased from 13 to 16
  • Optimal range reduced from 15m to 13m
  • Maximum range reduced from 35m to 22m
ML-PDW9
  • Significant hip fire accuracy improvement
  • Significant accuracy while moving improvement
  • Rate of fire reduced from 861 to 640
  • Damage reduced from 36 to 30
  • Minimum damage increased from 14 to 19
  • Range reduced by 10%
  • Optimal range reduced from 17m to 15m
  • Maximum range reduced from 37m to 25m
Lurker
  • Improved hip fire accuracy
  • Improved accuracy while crouching
  • Rate of fire reduced from 660 to 540
  • Damage reduced from 46 to 40
  • Minimum damage increased from 19 to 25
  • Optimal range reduced from 22m to 15m
  • Maximum range reduced from 42m to 24m
  • Magazine capacity increased from 16 to 22
The Canary
  • Improved hip fire accuracy
  • Improved accuracy while crouching
  • Rate of fire decreased from 650 to 400
  • Damage reduced from 47 to 45
  • Minimum damage increased from 17 to 25
  • Optimal range reduced from 18m to 15m
  • Maximum range increased from 38m to 24m
ML-SMG 40
  • Slightly improved hip fire accuracy
  • Improved accuracy while crouching
  • Rate of fire reduced from 720 to 585
  • Damage reduced from 38 to 34
  • Minimum damage increased from 15 to 20
  • Maximum range reduced from 30m to 27m
Mad Dog
  • Improved accuracy while crouching
  • Rate of fire reduced from 744 to 520
  • Damage reduced from 43 to 38
  • Minimum damage increased from 16.5 to 27
  • Optimal range reduced from 20m to 17m
  • Maximum range reduced from 40m to 26m

Shotguns
ML-TACSG
  • Improved accuracy while moving
  • Improved pellet spread
  • Rate of fire reduced from 85 to 80
  • Damage per pellet increased from 14 to 16
  • Minimum damage per pellet reduced from 9 to 7
  • Optimal range increased from 12m to 18m
  • Maximum range from 19m to 26m
  • Magazine capacity increased from 4 to 5
The Chancellor
  • Improved accuracy while moving
  • Improved pellet spread
  • Rate of fire increased from 85 to 150
  • Damage per pellet reduced from 18 to 13
  • Minimum damage decreased from 11 to 9
  • Optimal range increased from 16m to 25m
  • Maximum range increased from 23m to 27m
  • Magazine capacity increased from 5 to 8
The Gambler
  • Improved pellet spread
  • Rate of fire increased from 70 to 90
  • Pellet per shot increased from 10 to 11
  • Headshot multiplier increased form x1 to x1.1
  • Damage per pellet reduced from 25 to 21
  • Optimal range increased from 20m to 32m
  • Maximum range increased from 30m to 35m
  • Magazine capacity increased from 5 to 7

Sniper rifles

ML-BA308
  • Headshot multiplier increased from x1.35 to x1.4
  • Slightly reduced sway recovery
  • Minimum damage reduced from 140 to 130
Mile High
  • Rate of fire reduced from 60m to 50m
  • Damage reduced from 127 to 125
  • Minimum damage reduced from 89 to 70
  • Headshot multiplier reduced from x1.35 to x1.1
  • Damage to objects reduced from 150 to 125
  • Optimal range increased from 50m to 55m
The Viceroy
  • Rate of fire increased from 45 to 72
  • Headshot multiplier increased from x1.15 to x1.35
  • Improved hip fire
  • Damage reduced from 143 to 109
  • Minimum damage reduced from 85 to 70
  • Optimal range reduced from 55m to 15m
  • Maximum range reduced from 75m to 37m

LMG

ML-LMG
  • Rate of fire reduced from 624 to 510
  • Recoil reduced while crouching
  • Damage reduced from 55 to 41
  • Minimum damage reduced from 27 to 25
  • Optimal range reduced from 30m to 20m
  • Maximum range reduced from 60m to 40m

Secondary

ML-9CP
  • Rate of Fire increased from 204 to 280
  • Damage increased from 38 to 40
  • Maximum range reduced from 38m to 33m
Mister Nine
  • Rate of fire increased from 320 to 325
  • Damage reduced from 40 to 38
  • Maximum range reduced from 38.5m to 27m
ML-TAC SK heavy
  • Improved hip fire accuracy
  • Rate of fire reduced from 450 to 390
  • Minimum damage reduced from 40 to 33
Tiny Tim
  • Rate of fire reduced from 340 to 300
  • Optimal range reduced from 16m to 15m
  • Maximum range reduced from 36m to 24m
The Butler
  • Rate of fire reduced from 700 to 600
  • Minimum damage reduced from 25 to 19
  • Maximum range reduced from 39m to 26m
The Cardinal
  • Improved pellet spread
  • Rate of fire decreased from 65 to 55
  • Pellets per shot increased from 8 to 9
  • Damage to Objects reduced from 20 to 15
The Imperator
  • Rate of fire reduced from 130 to 120
  • Minimum damage increased from 52 to 57
  • Maximum range decreased from 50m to 35m
Old Salty
  • Rate of fire increased from 70 to 90
  • Damage per pellet reduced from 16 to 10
  • Minimum damage reduced from 9.6 to 5
  • Optimal range increased from 7.5m to 8m
  • Maximum range reduced from 20.5m to 13m

Old vs New players
When testing out new weapons or when you're simply a new player, your weapons will be fairly basic and have little upgrades available. Meanwhile, you’re potentially opposing very decked out weapons. This can result in situations where the more default weapons don’t stand much of a chance.

We want to keep weapon progression, both with attachments and weapon codes in the game as a means of, well, progression! But the way that the codes will affect the weapons will be changed.
Currently, weapon codes heavily alter a variety of stats that directly impact the TTK, for example the rate of fire and the minimum damage per bullet. We want to minimize the gap affecting power of the weapons during 1v1 (TTK) situation, but still give you an opportunity to improve your weapon which will help you perform better in prolonged fights and further down the round. The weapon codes will now focus less on rate of fire and damage numbers but more on the Quality-of-life stats and making the weapons easier to use, for example by faster aim speed, better hip stability, increased magazine capacity, reload speed etc.

Armors
The armor values were not always as important, and therefore it was common for players to pick an armor that would suit their general playstyle based on the available items, disregarding if they are attacking or defending, nor think about the effectiveness of the armor value.
Our goal is to make sure that there is a reason to choose which armor to use, with different scenarios preferring different armor sets. Sometimes you might want to opt for a light armor with more items, while at other times you might want to opt for pure, raw armor values.

Armor Balance
Junkyard Dog "Sheet Metal"
  • Armor 105 -> 85
  • A.S.S. slots 1 -> 2
Junkyard Dog "Full Metal"
  • Armor 125 -> 120
Junkyard Dog "Steel Your Face"
  • Armor 145 -> 160
Level IIIA ML1
  • Armor 95 -> 120
  • A.S.S. slots 2 -> 3
Level IIIA ML2
  • Armor 105 -> 145
Level IIIA ML3
  • Armor 120 -> 160
Sneak and Peek "Trapper"
  • Armor 100 -> 120
  • A.S.S. slots 2 -> 3
Tac 10 Fitz Roy
  • Armor 100 -> 120
Tac 10 Cerro Torre
  • Armor 125 -> 160
The Mohave "Death Adder"
  • Armor 100 -> 120
  • A.S.S. slots 2 -> 3
Hellspawn "The Shadow"
  • Armor 75 -> 120
  • A.S.S. slots 3 -> 2
Hellspawn "The Revenant"
  • Armor 90 -> 145
  • A.S.S. slots 3 -> 2
Hellspawn "The Wraith"
  • Armor 105 -> 160
  • A.S.S. slots 2 -> 1
Mr. Mayhem "Casual"
  • Armor 75 -> 120
  • A.S.S. slots 3 -> 2
Mr. Mayhem "Smart Casual"
  • Armor 90 -> 145
  • A.S.S. slots 3 -> 2
Mr. Mayhem "Business"
  • Armor 105 -> 145
Santa's Helper "Vixen"
  • Armor 80 -> 120
  • A.S.S. slots 3 -> 2
Santa's Helper "Blitzen"
  • Armor 105 -> 145
Santa's Helper "Rudolph"
  • Armor 115 -> 160
Downforcer
  • Armor 110 -> 145
Dr. Delirium "Kook"
  • Armor 100 -> 145
Dr. Delirium "Psycho"
  • Armor 120 -> 200
  • A.S.S. slots 1 -> 0
Aphelion "Ceres"
  • Armor 105 -> 85
  • A.S.S. slots 1 -> 2
Aphelion "Juno"
  • Armor 125 -> 120
Aphelion "Vesta"
  • Armor 145 -> 160
  • A.S.S. slots 1 -> 0

Items
We want to make it fun to both defend and siege objectives. Certain items can sometimes tilt the favor towards one or the other. With these changes we want to encourage and empower the attacking side.
A laser trip mine killing you from full health, isn’t always a fun experience. And thermal pulse detectors tracking you wherever you go can feel a bit harsh, therefore we are easing up on them.

We’re making some adjustments to 2 of our popular items,

Laser trip mine
  • Explosion damage reduced from 250 to 120
  • Explosion radius slightly reduced
  • Laser detection range slightly reduced
Thermal pulse detector
  • Detection range reduced by 20%
  • Quantity carried reduced from 3 to 2
Misc. Changes and bug fixes
  • Change: Winter hub reverted back to the normal hub
  • Fixed: Description of deployable shield
  • Fixed: ML-SMG40 Firing and reloading not heard properly by others
  • Fixed: ML-SMG40 silencer not playing audio correctly
CRIMESIGHT - Proffessor
Calling all criminal masterminds!
We're excited to announce that we've teamed up with our friends at BlankMediaGames to bring you the "Masters of Deception Bundle" on Steam!



This bundle includes both the newly released CRIMESIGHT and Town of Salem!

CRIMESIGHT
In CRIMESIGHT, players will face off against each other in a battle of wits. In this clash of good and evil, who can outsmart their opponent and come up on top?!

Town of Salem
Inspired by the party games Werewolf and Mafia, Town of Salem is a game of murder, mystery and deception.

Get the bundle here:
https://store.steampowered.com/bundle/25856/
Retail Royale - Darx
Hi folks!

Early access will launch tomorrow at 1PM EST

DISCLAIMERS
  1. Only EU and NA servers will be available at first, I'll be adding AS servers later.
  2. The servers and matchmaking systems are barely functioning and might crash any second.
  3. Google Cloud is not letting me use more than 12 CPU cores so most of you won't even be able to get into an official match on release (In that case stick to Custom Games until the issue is resolved)
  4. There are tons of bugs because most of the core systems we're made like 2 years ago (One of the first big patches will re-do a bunch of old code)
  5. Ranked mode is disabled on release (Temporarily)
  6. The tutorial sucks and it will be redone completely later on.

I do have to warn you that this is honestly a bare bones version of the game, and does not represent the final product. There are many many changes and improvements that I plant to implement later on.
ROAD MAP WILL BE POSTED SOON


Apr 28, 2022
Otherworld Legends 战魂铭人 - CRM.CHAOS
Removed all skin DLC entries and Club VIP DLC entry.
Naau: The Lost Eye - Kamikaze


Happy news, Naau has best vr award from Crystal pixel. Thanks everyone who play the game. Naau is one year old this week. It was amazing experience for first game. We learned a lot of things from vr development. The production of the game took 4 years, there are many difficulties and tears. We put in an incredible amount of effort as much as we could and wanted to give you a good experience. I hope you liked the game. We are celebrating this with % 70 big discount. If you buy the game, you could support us and we can keep going to develop more vr games with passion.



New Updates:

*Improvement,Inventory grab system, You can get weapon more easly.
* Fixed, While you are moving , Bow was flicking in your hand.
*Fixed, Extended lifetime of hand lamps. Lamps no longer expire in the middle of the game.
*Fixed, Various bugs have been.



Write a review but positive one :)
The Sad Story of Emmeline Burns - ebihime
Hi everyone!

I’m just writing a post to let you know that my newest yuri visual novel, Salome’s Kiss, has been released on Steam!

Salome is a kinetic VN which shares a few similarities to Emmeline Burns, in that it's a historical story with lesbians, and some very pretty art. Like Emmeline, Salome is also written in quite a mannered way, which some people might find appealing.

Unlike Emmeline, however, Salome is quite a grim story. It touches on some dark subject matter (like sexual abuse and abortion), and it doesn't have a happy ending. If you like sweet, light yuri stories, you might want to give it a miss.

If you like the idea of a more unsettling yuri story, however, it might be to your liking!

You can check it out hre, if so inclined:

https://store.steampowered.com/app/1779960/Salomes_Kiss/

And I hope you enjoy it, if you do choose to take a look at it!

- ebi x
Sphere 3 - Evanesca


Don't forget to pick up your Battle Pass gifts!

Please note that the battle pass season ends on May 2nd. If you still have unreceived gifts, hurry up to pick them up before this date. And if you haven't won any of the awards yet, it's time to push yourself to complete the tasks!

We remind you that if you do not have time to get some of the rewards, you can always purchase the missing levels in the game store.

Hurry up!
Before We Leave - Lo_Team17
Greetings Peeps!

We come today with news of a new Patch which just launched on Steam for Before We Leave. Thank you for your patience so far!

Check them out below:

Patch Notes:
  • Storage Hub next to a Deep Mine only stores the appropriate single resource
  • In a game with Starting Pollution set, tiles won't instantly turn to Toxic on settling on a new Island
  • Only show the "Port is nearly full" notification if the Port is actually nearly full (it used to also count resources that were on their way to the island on Ships, but had not yet arrived - which was confusing)
  • In a game that has Smart Shipping enabled, loading hints about the old Shipping Lanes no longer shows
  • Removed text from Research Institute technology description about not needing Libraries on all islands, as you don't need that now
  • Fixed a bug when generating a new game with Starting Pollution, that was setting pollution values incorrectly for placed-at-start Toxic Wastelands
  • Fixed a couple of bugs around loading/saving games containing Reclamation Spires
  • Fixed a bug where researching Packing multiple times would cause Warehouses and Storage Hubs to store way more resources than they should
  • In Smart Shipping, Space Port islands set to Fill (or a large desired amount) will start shipping the resource to other Islands on the Planet once they reach 1/3 full, so that sub-Islands don't get starved of resources
  • Fixed an issue that was causing Smart Shipping to completely halt in certain situations when you upgrade a Port (or Space Port or Air Port)
  • Changing the Recipe on an upgraded Building will cause attached Storage Hubs to properly evaluate what they should now be storing
  • Fixed notifications for finishing Repeatable Research
  • Added Adjacency Bonus display for buildings affected by Workshop Hubs
  • Changed Irrigation upgrades to require Electronics instead of Gadgets
  • Did a bunch of tweaks to improve Smart Shipping especially around shipping between Planets as per community feedback; thank you everyone!
  • Fixed an issue that didn't unlock Decontaminator technology if your first encounter with Toxic tiles was landing on an Island that already had one
  • Irrigation technology now unlocks the Electronics Mine
  • Fixed a bug that could cause Peeps to stop fetching resources
  • Fixed a couple of other internal things

If you encounter any other issues with Before We Leave, please report them here.

https://store.steampowered.com/app/1073910/Before_We_Leave/

We also recommend you take shelter in our Discord server with the Before We Leave community and discuss all things Before We Leave!
NosTale - Anime MMORPG - [CM] Daveius GF


Get your hands on some powerful rune and tattoo items at a very special price – now including the new Rune Solvent!
Only available until 30th April (11:00 CEST), you’ll find up to 30% off the following items in the NosMall:
  • Tattoo Remover
  • Tattoo Safeguard Scroll
  • Rune of Fortune Scroll
  • Repair Rune Anvil
  • Rune Removal Hammer
  • Rune Solvent
Have fun with your runes and tattoos,
The NosTale Team
Apr 28, 2022
Stormbound - kamil.mroczkowski
Hello Stormbounders! A new version of Stormbound is coming early May bringing balance changes, 3 new cards and some exclusive offers!

  1. Balance changes
  2. New cards
  3. New Brawls
  4. FAQ


BALANCE CHANGES

This release, just like any other, will bring some balance changes.

  • Demotivating Strike now costs 3 mana (down from 4) and its ability deals 2/3/4/5/6 (down from 3/4/5/6/7).
  • Underground Spring’s ability now grants 1/1-2/2/2-3/3 (up from 1/1-2/1-2/2/2).
  • Blessed with Brawn now costs 5 mana (down from 6) and its ability grants 6/8/10/12/15 (down from 8/10/12/15/18).
  • Emerald Towers’ ability now grants 2/2/3/4/5 (up from 2/2/3/3/4).
  • Broodmother Qordia’s strength is now 4/5/6/7/9 (down from 5/6/7/8/10) and her dragonlings’ strength is 2/3/4/5/6 (down from 3/4/5/6/7).

NERF COMPENSATION

As usual, some compensation in the form of coins and fusion stones will be provided to owners of Broodmother Qordia, proportional to the level and rarity of the card. Find below the compensation values for each rarity and level.

Legendary card: 1 fusion stone at level 1, 20 coins and 5 fusion stones at level 2, 50 coins and 10 fusion stones at level 3, 150 coins and 20 fusion stones at level 4, 300 coins and 50 fusion stones at level 5.

NEW CARDS

Three new Epic Ancients will join the Neutral pack during the month of May.

BIG SISTERS OF GROWTH (ANCIENT)

Before moving, vitalize itself then give x strength to weaker friendly units

Mana: 4
Str: 4/5/6/7/8
Mov: 0/0/0/0/0
Ability: 1/2/2/3/3


AGILE WARRIORS (ANCIENT)

Before moving, deal x damage to a random bordering enemy unit for each friendly unit. If that unit dies, move towards its tile instead

Mana: 4
Str: 2/3/4/5/6
Mov: 1/1/1/1/1
Ability: 1/1/1/2/2


TIMBER ALCHEMISTS (ANCIENT)

Before moving, steal all status effects from all friendly units and gain x strength for each unique status effect received

Mana: 2
Str: 1/1/2/2/3
Mov: 1/1/1/1/1
Ability: 1/2/2/3/3


As usual, there will be $9.99 exclusive packs for every new card to get 3 copies as well as 750 coins and 5 fusion stones.

NEW BRAWLS

Similar to what we did in the last months, we will introduce 3 new Brawl modifiers for the 3 new cards. We think it’s a good way for you to be able to try, play with and enjoy newly added cards before you start collecting them.

Like last time, a 0-mana level 1 (unless owned and leveled) copy of the new card will be added to everyone’s deck (thus causing all decks to have 13 cards).

  • The Warrior Brawl starting on the May 19th will be for Big Sisters of Growth.
  • The Warrior Brawl starting on the May 26th will be for Agile Warriors.
  • The Warrior Brawl starting on the June 2nd will be for Timber Alchemists.

FAQ

When is the update going to be released?

The balance changes will be deployed with the season reset as usual. The 3 cards will be introduced on May 15th, May 22nd and May 29th respectively.

How do Timber Alchemists work?

The status effects Timber Alchemists steal are vitalized, poisoned, confused, frozen and silenced. Note that they steal statuses in regular order (top-to-bottom, left-to-right), which matters when stealing both vitality and poison.
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