Shakes and Fidget - Leander Playa Games
Hello heroes!

Get ready for the following WEEKEND EVENTS from Friday to Sunday: Exceptional XP Event, Epic Quest Extravaganza & Sands of Time Special.



All details: https://forum-int.sfgame.net/forum/game-support/faq/1319-weekend-events

Wait, there is more! May the 4th be with you! This special day celebrate you must! Do or do not. There is no try. It's not a trap.

RPG in a Box - Ol' Smaug
  • Added initial implementation of Quest Editor with ability to define quests (with settings for name, description, completion script, failure script, and tags)
  • Added built-in Quest Log widget to display the player's current quests (accessed in-game via management screen, can be disabled in Screen Editor)
  • Added initial implementation of first-person menu-driven combat to allow simple turn-based dungeon crawler style combat
  • Added "Give Quest" scripting function for giving a quest to the player using its unique ID (e.g. give_quest("QUEST_0001"))
  • Added "Complete Quest" scripting function for completing a quest that was previously given to the player (will trigger quests's "Completion Script")
  • Added "Fail Quest" scripting function for failing a quest that was previously given to the player (will trigger quests's "Failure Script")
  • Added "Quest Editor" as an option for the "Default Editor Tab" setting in the General section of the Editor Settings dialog
  • Added support for OBJ exporting to the Voxel Editor (via "Export to External Format" toolbar button, with toggle setting for "One file per frame")
  • Added ".objects" scripting syntax for getting objects that currently exist on a tile (returned as an array, or null if no objects exist)
  • Added "comma-separated tags" placeholder text to the Tags field in the Item Editor to help clarify how the item's tags should be entered
  • Updated Bauxite source code generation in the Script Editor to always include semicolons after statements, even for those that are the last in a set
  • Removed "under construction" messages from the top of the Combat Editor and bottom of the Widget Editor and Screen Editor
  • Removed debug messages that would display in the console when creating a new voxel group in the Voxel Editor
  • Fixed some issues that could occur when attempting to duplicate an existing battle in the Combat Editor
Colt Canyon - Retrific


Howdy everyone!
Welcome to the first "dev update" post. I decided to post an announcement even though I am not releasing a new stable version today (but I did release a preview version so please keep reading), because if you are not active on the Colt Canyon Discord Server, you might miss some interesting news, and also because the patch frequency is not as high as it used to be. So I assumed, with Colt Canyon not being an Early Access title, some of you might be thinking that Colt Canyon is all done and will never get touched again. But thats not what I want you to think, because the opposite it true. I am still actively working on Colt Canyon and its getting better and better with every patch.

The last couple of months I spent on updating Colt Canyon's game engine to a new and more advanced up-to-date version. This was quite some work but is important to keep supporting the game in the future. The previous engine version was quite outdated and therefore, especially on console, some bugs were simply unfixable and a lot of SDKs and back-end tech about to become unsupported. Thankfully this is all done now and we are good to keep working on Colt Canyon and possibly even get some new content in at some point. And the new features that we unlocked with this engine update will also come in handy in the future.

But now to some more hands-on news: Colt Canyon is getting savegame support! Yep, you read it right. With the upcoming patch 1.2 we are not only switching to a new engine version (which you probably won't even notice) but we are also introducing a "Save and Continue" mechanic to the canyon.



This will allow you to quit playing the game while in a run, even during a fight (not recommended), and then come back later and continue where you left off. Simple as that.

Obviously, up until now we've already saved all the progress you did outside of runs, like character and loadout unlocks, your run settings, game settings, achievements, stats etc.. All that is already saved and you could describe this as a savegame too. But the new savegame system will work next to that and save individual runs and the state of the levels that are part of the run. To save a run you simply quit through the pause menu and then later either choose to continue your active run or start a new run, which will override the existing run's save. This way the game will still keep its rogue-like focus and not become a savegame management game and you no longer have to keep your pc turned on when you are deep into a run but have some urgent real-life duties to tackle.

The new savegame system will be deeply integrated into the main game and will from now on also power the persistent level mechanic. This will save quite some memory on the player's end (the game never used a lot of memory anyway but still) and maybe even speed up some of the level transitions. But more importantly it prevents you from losing progress. Every time you enter a new level the system is doing its thing and auto-saving, and therefore if the game or your pc crashes you will not lose the entire run. You can simply restart the game and load the most recent save. Which will hopefully allow you to continue your adventure. (Yes, this will also allow some players to cheese their way through the game. But thats a price I am willing to pay.) However, as mentioned the save system is still work in progress and we will see how it turns out once its all done and working on all platforms.

You can test the new savegame system yourself right now. You simply have to switch from the stable branch to the unstable beta branch. To do so simply right-click Colt Canyon in your steam library and navigate to Properties... > Betas and then switch from "None" to "unstable".
You can find the changelog of the version as it is right now on the Colt Canyon Wiki. If you encounter any bugs or issues please join the discord server and let me know.

The savegame mechanic will be the main feature of patch 1.2, which is expected to go stable next month (no promises). Of course there will also be a lot of balancing tweaks, QoL improvements and bug fixes, but not a lot of new content. Patch 1.3, which will come much later than 1.2, will then focus on new content again.

So much about Colt Canyon and its future. I hope you are as excited as I am and I hope to see you in the canyon again.

- Jonathan
May 4, 2022
Anomaly Zone - skaarjg


From 00:00 - 07.05 till 23:59 - 10.05 (Moscow time) - defeat regular (not rare or "killer" class) fiends, jellies and basilisks.

To get points you need to hunt mutants, whose killing brings you more than 5 EXP.

To get to the top, you need to kill at least one mutant of each type (fiend, jelly and basilisk). Stalkers who did not eliminate a mutant of each type will NOT get into the top!

Any participant who get into top-15 will receive 50 A-Zone pins.

A special prize for the top three stalkers:

SBZ Complete Set (60 days) in Box (60 days)

Good luck!
ΔV: Rings of Saturn - Koder
The Original Soundtrack of ΔV: Rings of Saturn was just updated with two extra tracks. If you got it already - either from the stand-alone purchase, or through the Tungsten Edition, your music should update automatically.

New tracks
  • A Horse Named Fission
  • Big Damn Heroes
If you don’t have the sound track yet and you are looking fine music - and to support development of ΔV - you can find it on sale here just now:

https://store.steampowered.com/app/1127590/V_Rings_of_Saturn__Original_Soundtrack/
Star Conflict - Shedi


Pilots! It's time to improve your fleet strength! The Empire liaison at UMC reports that a new transport convoy has arrived in fringe sectors from inner worlds. It seems that the blockade has been broken. We are expecting even more trade caravans in the fringe sectors soon!

Only today, May 4, we offer a 30% discount on Brokk components! They can be purchased directly from the ship tree.

Externally Brokk is very similar to an imperial support cruiser, so the frigate has a very serious, aggressive and brutal look. This made it a full-fledged "imperial" dream for most pilots. It can rightly be called the most versatile engineering frigate and win in every possible category. There are going to be no obstacles for you — the special module will destroy all enemy ships in your way.

The special offer is valid for a limited time and will end on May 5!

Sincerely,
Star Conflict Team
May 4, 2022
Mask of the Rose - hanchan
We're joining LudoNarraCon with Mask of the Rose this year!

Come by our store page this weekend and you'll find a repeating stream of various videos designed to excite and intrigue:
  • A guided tour of the demo with Hannah (aka me, Communications Director at Failbetter Games)
  • An interview with Séamus (programming lead), looking at how Mask of the Rose remembers your choices
  • An interview with Paul (art director), talking about character design and sharing the process of developing an as-yet-unseen game location!
  • A new view on something rather exciting which Fallen London players will certainly recognise...

The video will be on a loop all weekend, so you can pop in and out as you like.

LudoNarraCon is a Steam festival celebrating narrative games. We're also appearing on a panel called The Joy of Diverse Romance in Games, alongside the teams behind Ambition: A Minuet in Power, Boyfriend Dungeon and ValiDate. Catch the panel live at 1pm PDT tomorrow, Thursday the 6th of May! Once it's been recorded, it'll be available on demand from the Theatre tab on the event page.



We hope you enjoy this glimpse of Mask of the Rose's development!
May 4, 2022
War Thunder - magazine2


In March of 1861, Italy became a united country after which on 4th of May the Italian Army were created on the basis of the Royal Sardinian Army. In honor of the anniversary of this event we want to invite you to get the emblem of the General Staff of the Italian Army by playing a few battles.



Coat of arms of the Italian Defence Staff” decal

From 4th May (10:00 GMT) until 6th May (07:00 GMT) - play 3 battles on the Italian vehicles (rank III or higher, with an activity of not less than 70%) and get a unique Coat of arms of the Italian Defence Staff emblem.

Complete the task in random battles, except for Enduring Confrontation missions and [Assault] mode. Track your progress in the hangar by clicking Nickname → Achievements → Italian Armed Forces Day.

You may find the decal in the “Italy (tanks)” tab in the Customisation menu.

Island of Aito - Roy@NevanDev
Here's what we’ve got planned for Island of Aito’s future. Please note that all post-launch DLC and content will be FREE for anyone who buys Island of Aito on Steam.

  • We’re going to be adding content to Island of Aito periodically. This content includes but is not limited to: new random events, new story events, new hidden events.
  • We’re going to support the game actively. We’ll work our hardest to deliver bug fixes and other fixes as fast as possible. If you encounter any bugs or glitches while playing, please report them at our Steam forums.
  • We’re planning to make a free story DLC titled ”Life after death”. The DLC will be a direct continuation of one of the game’s secret endings.

Please don't be afraid to reach out to us in the forums if you have any questions or concerns regarding Island of Aito. We'd also like to give a heartfelt thank you to everyone who has already added Island of Aito to their wishlist.
Old School RuneScape - Mod Whymsy
This week we’ve been working on improvements for our latest releases!



Guardians of the Rift Improvements

  • Abyssal Red, Blue, and Green Dyes can now be used to recolour the Amulet of the Eye and the Lost Bag.
  • The Amulet of the Eye now gives you infinite teleports to the Guardians of the Rift lobby! You'll appear south of the portal when teleporting in.
  • Added the Tarnished Locket and the Lost Bag to the Collection Log. They will retroactively unlock for anyone who’s already received them as drops.
  • The Collection Log now displays the number of Rift Searches and Rifts Closed.



Beneath Cursed Sands Changes

Big thank you to everyone who delved into the Desert last week and returned with feedback for us!

  • Improved the Pharaoh’s Sceptre-charging dialogue to make it clear how many items are being taken and how many charges have been given as a result.
  • Removed the Slash bonus from the Keris Partisan.
  • Fixed animations on the Shadow Boss.



Other Changes

  • Speaking of the Desert, the Easter Bunny has resolved his chocolate woes and returned home to start planning for Easter 2023. With a whole year to prepare, surely nothing can go wrong…
  • Fixed issues with the ‘Finding the Weak Spot’ Combat Achievement.
  • Hotfixed an unintended one-tick skilling method which occurred while cutting Fish from Aerial Fishing. A side effect of this fix means that multiple fish can now be cut in one tick - we've decided to leave this as-is.
  • Fixed an issue with unlocking the ‘Alchemical Hydra Veteran’ Combat Achievement.
  • The message given when checking charges on tridents now tell you what weapon they relate to.
  • An elven lamp was moved one tile east outside Priffdinas to make entering the dense forest there easier.
  • Adamant, Rune and Dragon Trophies from all 3 Leagues have had their weight reduced from 15kg to 1.5kg to better match the weight of lower tiers.
  • When flying a hot air balloon using logs from storage, you will now get told how many you have left of that type.
  • Pickaxes no longer randomly accelerate Mining by one tick on free-to-play worlds.
  • Some incorrect directions were fixed in the Biohazard quest.
  • Fixed a typo in the Settings menu.



RuneScape Kingdoms: Shadow of Elvarg

By now we expect you’ve seen the news – we’ve partnered with Steamforged to bring the magical world of Gielinor to the tabletop in RuneScape Kingdoms: Shadow of Elvarg!



Steamforged are releasing weekly blogs in the build up to their Kickstarter on May 31st. Tune in to learn all about how to play the game, and be among the first to see new cards and minis!

This week’s blog covers how skilling works in the game and reveals the latest player avatar mini – The Archer.



When danger strikes, The Archer ensures no foe gets close enough to pose a threat! Completing the melee, magic, and ranged combat triangle, The Archer gives you a full selection of combat-focused minis to choose from.

Inspired by early-game ranged gear, The Archer is equipped with a Shortbow and Bronze Arrows. Like their weapons, their Leather Body, Chaps, and Boots are cheap and easy to come by — ideal for someone just beginning their journey into RuneScape Kingdoms.

Steamforged's Kickstarter will only run for 10 days, so sign up here and be the first to know when it goes live!



Discuss this update on our official forums, on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the#gameupdatechannel. For reference on the above content, check out the official Old School Wiki.

Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Brow, Bruno, Curse, Daizong, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Gecko, Goblin, Grub, Halo, Havik, Hornet, Husky, Jalo, John C, Kandosii, Katies, Kamon, Kieren, Kirby, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nasty, Nin, Nylu, Oasis, Peppers, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Soffan, Sova, Squid, Steve W, Tide, Torrance, Veda, Vegard, West & Wolfy

The Old School Team.
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