OVR Locomotion Effect : Anti-VR Sickness - kurohuku
OVR Locomotion Effect v1.0 is out now!
If you want to be used to smooth locomotion or you stack games because of VR motion sickness, let's try the free demo.

New UIs

New UIs for setting screen that fit the SteamVR dashboard.



Performance improvement
The performance is greatly improved! Most of process has optimized to keep frame rate during VR game play as possible. This should help to prevent frame rate drops than the early access version.

Though if you feel frame rate drops, try the following setting.
- Scale down the effect resolution.
- Hide a part of the room effect's ceil/walls/floor.
- Disable the effect of the not used hand.
- Scale down the HMD video resolution or adjust game graphics setting.

Disable a part of the room effect
You can now disable the ceil/walls/floor of the room effect to avoid frame rate drops. If the full room rendering is high-cost on your machine & game, you may only display the floor. By default the ceil drawing is disabled.





New effects

Point effect
You can display dot/circle/cross in front of you like a shooting game. It can be shown always or during thumbsticks.
(The video tried on the "Boneworks")


Wind effect
You can display a wind effect to the move direction you like. 2 directions (front-back / side) to 8 directions are supported.


Other changes
- Change the room effect overlay numbers 24 -> 6.
- Make the dashboard translucence during effect preview to check behind the dashboard.
- Change effect reset button reset the selected effect only.
- Launch as Japanese at first launch if a user's system language is Japanese.
- Change effect animation more smoothly.
- Change the effect hide duration 5 sec to 2 sec.
- Change effect parameters to user's HMD (Quest 2 or others).
- Adjust effect default parameter.
- Open the effect setting at launching tool.
- Add a toggle option whether open the effect setting at launch.
- Bug fixes.

Requests and bug reports
Please post on the steam forum.
https://steamcommunity.com/app/1393780/discussions/

Or post a discord server.
https://discord.gg/G4kkvfn

Finally, thank you for join the beta test, early access, reviews and all supports! I hope this tool help gamers who stacks on VR motion sickness like I was.
May 5, 2022
AI Roguelite - AI Roguelite: AI-generated RPG
All characters now get a starting ability which is influenced partly by your character background.

The player now always has an active quest as part of an infinite "quest chain". When the game begins, you'll get your first quest; after you complete each quest the AI will give you a new quest that's partly influenced by the previous quest.

Fixed a few bugs related to accuracy of detection and generation
Soulworker - GM CHII


Hello, this is SoulWorker Operation Team.
Some of the Ranking systems will be changed and reorganized in May.

Such as:
- 'Scary Daydream' (Solo) will be removed from the Ranking Maze.
- 'Flemma' (Solo) will be added to the Ranking Maze.
- Reward Score by Maze will also be changed.

To apply these changes, Ranking System will be DISABLED for a certain period of time.

Please refer to the following for details.

========================

[Ranking System - Disabled]
Period: May 8th (Sun) 16:00 ~ May 12th (Thu) Update

[Must Read]
1. May 9th (Mon) ~ May 12th (Thu) Update: Not Possible to enter the "Ranking Menu".
2. Previous Ranking Rewards (Ranking Period: May 1st (Sun) 16:00 ~ May 8th (Sun) 15:59 [GMT]) will be able to obtain from May 12th (Thu) / After Update to May 15th (Sun) 15:59 [GMT].
3. (IMPORTANT) Must receive rewards within May 12th (Thu) / After Update ~ May 15th (Sun) 15:59 [GMT]. (Not possible to obtain Ranking Rewards after the period.)
4. New Ranking Season begins after the May 12th Update.

========================

Please refer to the information above,
and if there is any additional alteration, it will be noticed separately.

Thank you.
May 5, 2022
Paper Wizards - Adam
Hi everyone!

This is quite a big update, removing lots of old stuff and adding new systems or laying the groundwork for future new systems.
The game now very much resembles its future permanent state as far as the levels are concerned.

I expect bugs! please let me know on Discord if you encounter any :)

Full Change-Log:
  • Parts are now randomized and distributed based on the environment type of the level
  • Dungeon level is increased properly when defeating a boss encounter
  • Desert Zone sprites are reworked a bit
  • Environment Blockers (collisions) are reworked a bit to make more sense
  • Enemies now animate when getting damage to increase visual feedback for when exactly they are getting hit
  • Enemies now have a specially colored particle emitter when they receive an elemental damage to make it more obvious when they are "burning" or "electrocuted"
  • Mana palettes now spawn across the level instead of only in the center
  • Extended saving system to include the dungeon, now you can exit inside the dungeon and things like your world position, weather you collected the treasure/defeated the enemies, and all previously collected (but not claimed yet) parts are preserved until you exit the dungeon proper
  • New encounter mechanics are added to allow you to choose the difficulty, if you pick harder encounters you will gain a modifier (based on the level of the dungeon), or easier but next couple of treasure chests will be empty.
  • Crystal gain is added based on the dungeon level
  • Fixed shader that made the enemies flicker
  • Fixed Melee enemies to actually damage the player
  • Added new GUI/UI assets to increase clarity of the new systems

Known Issues:
  • Sometimes your magic spells configuration is not saved if you are exiting immediately after setting it up
  • End Dungeon Celebration doesn't show dungeon level or bosses defeated yet (shows ? instead)
  • Dungeon environment doesn't always change when defeating a boss and continuing to "Go Forward" in the portals
寂静破碎 - 明明是我先来的
1. The recoil force of the gun is reduced
2. Reduced the firing speed of AKM
3. Slightly reduce the basic blood volume of zombies and improve the killing efficiency of scar
4. Adjust the position of the flashlight to reduce the impact on the field of vision
5. Fixed the bug that zombies move too fast. Now zombies move randomly within a reasonable range
theHunter Classic - awhelan


Howdy!

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WEEKLY SALE!

✅ Pulsar
✅ 12 GA Blaser F3 O/U Shotgun
✅ 7mm-08 Scout Bolt Action Rifle
✅ Tents

...and much more. Up to 40% off!

SEE ALL THE ITEMS ON SALE


🕙 Sale ends on May the 13th, 7:00 am UTC






Corpse Keeper - maxine
Hi guys! After giving it some serious thoughts, we have decided to rename our game Corpse Keeper!

Same game, upgraded contents, more fun with more challenges coming right up! And our playable demo is still available right now. So give it a go while you can!

Follow us on Twitter to stay up to date: https://twitter.com/mlclStudio @mlclStudio
Join our Discord: discord.gg/yKSBjxep7Z
May 5, 2022
WARNO - [EUG] MadMat
Hello!

We’ll keep it brief in today’s post as we know you are surely playing WARNO to your heart’s content thanks to this week’s MURAT release.

Game development is always a see-saw in balancing, tweaking, and fixing bugs. MURAT is no difference! That’s not the only thing, though: we are also very busy getting you new content. Let us tell you what we are working on.

A new tank family, and more

As we are wrapping up on MURAT and getting busy behind the scenes on the next milestone, LANNES, we have a couple of features and units which will launch sooner.

You can expect the following units, itching to deploy and reinforce the Soviet divisions:

The T-62 family tree
  • T-62M: the basic variant with the gun-fired 9M117 ATGM
  • T-62MK: command variant of the above tank
  • T-62M1: same as the T-62M but without ATGM
  • T-62MV: same as T-62M, but with additional armor


The T-62 will replace in its entirety the stock of T-64 in both Soviet divisions. This leaves with a more realistic line-up of armored forces, as there weren’t any T-64 in the 8th Guards Army arrayed in Eastern Germany. This also means that the Warsaw Pact player will get access to cheaper armor to augment the already existing heavier, more expensive tanks.

The 79th Guards Tank Division will only get one card of T-62M1. In real life, this formation didn’t have any officially in 1989 but kept some “off the records” for training.



The 39th Guards Motorized Rifle Division gets the full arsenal, with one card of each variant. Historically, in 1985, this formation had more T-62s than T-80s, but by 1989 had replaced the older variant with the more modern advanced tank. It is unclear if all were replaced, hence our line-up.

That’s not all. We are also working on implementing the gorgeous Su-27S fighter into WARNO. It will be added to the 39th Guards Motorized Rifle Division, totting quite the load-out with no less than 10(!) anti-aircraft missiles. This includes 6x R-73 short-range and 4x R-27R long-range missiles.



Lastly, the GAZ-66 transport will finally receive its proper model.



We don’t stop

Of course, on top of the new content coming in, we also are actively reviewing the community feedback and comments, specifically, if a unit is too cheap or too expensive. We are working on a more refined way of calculating a unit’s price tied to combat power. For instance, the Leopard 2A3, although inferior to the U.S. and Soviet direct counterparts (the M1A1(HA) and T-80U), should not have such a significant price disparity. Expect a massive overhaul on unit prices soon, starting with planes & SPAAG first, then MBT, and so on …



Furthermore, we are still working on completing all of MURAT’s towed weapons animations. Once these are done, they are done and though it might take some more time and work now, it will speed up implementing new units in the future!



See you on the battlefield

That’s it all for now. Have fun and see you on the battlefield!

Join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on either the excellent Discord server, Reddit page, or our Instagram.

Over and out.
Grim Realms - edym
- This patch fixes a strange bug where loading a quicksave caused graves and other stone stuff to drop some resources.
- It also makes sure that when you decipher an ancient altar, the skeleton laying there becomes known, so you see his/her name, culture and background, which makes sense because thats what you just deciphered. (Also, I think stuff like this is pretty cool so I wanted to make sure it works the way it was intended.)

Alright, so this patch is probably the last in this series of minor fixes. Releasing a big patch has this two-steps-forward-one-step-back rythm, so it usually needs some adjusting like this. Thank you for your patience! <3

If all goes as planned it will probably be about a month before the next patch, which will be big. It will include a new biome, Savanna, the ability for the player to become necromancers themselves, new items and more!

Stay tuned!

Best wishes and lots of love!
//Mattias
Maximum Fighterz: Direct Offensive Action - awesomegamezteam
Dolphin added

New stages added:

Bridge and Neighborhood.

In the Character selection screen the Fight button was removed.

On the match rules screen the Next button is now in the center.

Added win animation.

updated text on the extra screen.

When 2 people connect to each other online, the player who's in control of setting has a message telling them to select the rules for the match.

And player 2 who's waiting has a message telling them to wait.

Problem with Maximum burst button prompt fixed.

If the 30 minute match timer runs out, players are returned to the main menu and an error message is displayed.

When a player disconnects during the game they are returned to the main menu and an error message is displayed.

When a player loses internet connection while waiting for the opponent they are returned to the main menu and an error message is displayed.

New effect when a heavy strike is blocked.

New effect for Guard Break.

New effect when Low Light Strike is blocked.

Added Computer Battle mode for 1 player:

Added A.I.

Maximum Burst can be used at 10 stamina in Computer Battle

Maximum Burst can be used without limit in Computer Battle mode.

Added Simple Mode for Keyboard and Controller.

Added simple mode notice in settings screen.

Now the "Extra" button has a glow.
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