Assetto Corsa Competizione - f.dalessio
Dear ACC racers,

505 Games & Kunos Simulazioni are thrilled to announce that Assetto Corsa Competizione AND the Challengers Pack are free to play this weekend...
And there it is more: we've discounted Assetto Corsa Competizione & DLCs up to 60%!

THE REAL RACE 2022

Get behind the wheel of the Lamborghini Huracán Super Trofeo EVO 2 & try to qualify for The Real Race 2022: you can become the next Lamborghini esports official sim driver!



Qualifiers kick off on May 7th 2022, so don't miss out!
Turbo Kid - Outerminds, Inc
Wondering how the in-game cassette player will function in Turbo Kid?

You’re in luck! Here’s a breakdown for you!


You will find cassettes containing one song each scattered throughout the Wasteland. At any point during your adventure, you’ll be able to open the cassette player sub-menu. New songs will be highlighted. Songs you haven’t found yet will appear as “??????????” in the sub-menu.

From the sub-menu, you’ll be able to play any of the cassettes you’ve found. After you’ve selected a track, you can either sit back and enjoy or go back to the game and listen to it as you play. Once the song you’ve selected ends, the regular music for the stage you find yourself in will resume automatically.


We will keep you updated on future developments for this and other features.


Stay Tuned!
Mido and Di - alper.gonen
fixed zombies appearing at higher places and coins blocking shots
Regiments - Soundwolf776
Approaching the Release Window - Q3 2022

While the recent events have been very disruptive to the workflow, the development goes on. The current progress allows us to specify the release date to the third quarter of 2022 (1 July – 30 September). The precise day would be announced during that period.

We're still planning to accompany the release with the demo. It will integrate all the up-to-date features and will be somewhat similar to the playtest in scope - a small taste of Operations and skirmish modes.
Speaking of the playtest...



Playtest Shutdown - May 16th

It's time. We've deliberated on this for a while and eventually felt that disabling the playtest would be the correct way to handle things on the pre-release trajectory. Hopefully, the past several months should've been enough to try it out ;) Let me reiterate a huge thanks to everyone who've participated in the playtest - your feedback has been invaluable!

For those who have been postponing it - or those who want to refresh their memories - one more full week and two weekends should provide ample time to do so.



Features and gameplay tweaks

Operations receive the lion's share of attention right now. Four main Operations and several smaller Interludes will tell a story of the escalating conflict from multiple sides and points of view. Tremendous tank clashes, cautious recce maneuvers, bold attacks, and desperate defenses - we strive to add unique challenges and unforgettable events to each Operation.

But besides the Ops, there's a variety of additions, new units, and new features that have been implemented in the 'main' branch of the game since the last playtest update.
Let's review the key ones.

The number of optional rules has been expanded - and, where applicable, they can now be used for Operations and Skirmish both.
  • High Lethality rule introduces a lot of small tweaks and changes the way damage calculations are done. It is designed to address the common request for a less-forgiving combat
  • Bad Luck makes Operations more difficult and unpredictable by adding a random negative event every two phases. For those of you who already became adept at beating 'Firebird' on Master difficulty
  • Fog of War complicates spotting and identification. Getting an accurate read on the enemy's precise position and type will be much harder
  • Several Global Modifiers are exposed. Want to increase the ranges globally or slow down the unit movement speed? Fine-tune the gameplay to your liking. Accuracy, range, speed, direct and indirect damage, suppression - each is adjustable individually within reasonable limits.


R-145BM Chaika command vehicle

Fast Move command will now correctly path around the engineering obstacles - cutting down the micro required.

To better model the challenges of engineering operations, units conducting the breach are now more vulnerable to incoming fire. Using smoke for cover or thoroughly suppressing the defenders is even more of a good idea now.

Phases in operations are not always limited to 20 minutes. Where applicable, you can gain additional time by capturing nodes or wiping out enemy platoons.

Buying TacAid points in Operations was, most of the time, a very suboptimal way to spend the precious Operational Authority. Instead of direct purchases, you can now upgrade the TacAid Support level. A higher support level increases the passive TA point gain and reduces the cooldown period.

Enemy garrisons in Operations are no longer fully restored and re-rolled each phase. They are now persistent and will receive a limited amount of reinforcements per phase.


Warsaw Pact heavy weapons

Infantry weapons can be previewed in the Regipedia. From small arms to heavy support weapons, their stats are no longer a mystery. Speaking of new weapons, M136 anti-tank launchers have been distributed among some US infantry squads.

Cluster bomb airstrikes expand the arsenal of available Tactical Aid options.

Skirmish modes were updated with the new Operations features. Mobile Defense mode has a fully-functional pre-battle deployment mode. In Attack, you will now encounter enemy engineering obstacles, in addition to the usual entrenched defenders.

Stealth values received an overhaul. Units in cover are harder to spot and won't be revealed almost immediately when firing. Ambushes and recon are more viable now.

Allied and fully-identified enemy units can be selected to get a more detailed read on their current state in the bottom info panel.


M728 Combat Engineering Vehicle

The list of possible Events in Operations continues to grow:
  • Weather Warning slows down the movement and plays tricks with visibility by adding several areas of thick fog.
  • Blitz provides a temporary boost of deployment points but shortens the phase length by 5 minutes.
  • Extended Operations lengthen the phase by 5 minutes instead
  • Interdiction will prevent the deployment of random platoons from your army list
  • A neutral wildcard event may randomly add or remove a certain amount of deployment points from your pool for a single phase

A few more narrative events were added too, some of which have truly strategic consequences...


Mi-24K reconnaissance variant - the unit was already present and now got the correct model

That's all for now. Consider (re)visiting the playtest before the 16th of May and thanks for your attention!
Carrier Command 2 - Deltars


Dear Players,

We have just released v1.2.7 which includes some bug fixes as well as some long awaited VR features and fixes.

We are very busy completing the next CC2 major update but have found some time for some of the fixes and improvements, which are included in this build.

With much fewer issues remaining on the issues board, some of these fixes are minor, for example some spotlight rendering artifacts could sometimes be still seen through waves, which has now been resolved.

We have also revisited the VR tasks, most of which where cleaned up shortly after initial release, but a few remained where they were minor issues. Recentering now recenters orientation rather than just position (to be more consistent with other VR games), hearing now uses the correct VR head orientation, you can now see the hover info for achievements in VR, and input is correctly passed only to the hovered screen, which hasn't always been the case.



With regard to VR, our original plan was to have the VR edition be a separate App on Steam to make it clear to players that Carrier Command 2 is both VR and non-VR (which is otherwise very confusing). Ultimately, this hasn't worked well for the game. Because the apps are linked, Steam assigns all sales to the base game and considers CC2 to have sold zero copies, meaning zero promotion in the VR category. There is also the issue with cross-platform play where players need to start the game in an unusual way to play CC2 VR in multiplayer.

We have now decided to integrate the Carrier Command 2 VR client in the base game, and add a VR launch option to the base game. This doesn't affect anyones access to the VR version of the game, or changes our support plans for VR, it just moves the launch button in the Steam client. It makes it easier to play multiplayer and it makes it easier for us to release updates.



These changes will be rolled out over the next week or so.

We have big plans for the next major update and will be back here very soon to talk about what is in the next major update, release dates, and more!

Much love <3,

The Carrier Command Developers



v1.2.7

Fix - spot light volume rendering appearing in front of ocean waves
Fix - map data now correctly synced in all situations after loading a game or connecting to an MP game
Fix - some safety code to avoid most common CTD
Fix - VR corrected head orientation for hearing audio
Fix - VR can no longer interact with the tablet from the back
Fix - VR screen interactions now always consider which screen is being hovered so input isn't shared between tablet and other screens
Fix - VR interaction reworked so hovering achievements now shows achievement data
Fix - carrier_command_vr.exe now included in base game AppID.
Crowns and Pawns: Kingdom of Deceit - Headup Games


Dear friends, players and adventurers,

We will definitely not forget this day in a hurry! After more than 5 years of active development, Crowns and Pawns: Kingdom of Deceit is NOW AVAILABLE: May 6th, 2022 5pm CEST! It has been a dream for a damn long time to release our own classical point'n'click adventure game, and now we have officially made it! ːsteamhappyː

We are super happy and proud of what we have achieved all these years, because it was really a hard piece of work. But it was also a lot of fun. And quite honestly: we would never have managed it alone! All of you out there who accompanied us on this wild and crazy journey all these years, played our demos and gave us feedback, you are simply the best! ❤️



So, now that Crowns and Pawns is available, we wish you all happy adventuring! We hope that you will have as much fun playing our game as we did when we were developing it. We can't wait to see you all play.

And of course we would love to hear your feedback on the game! Whether it's criticism, praise or whatever you'd like to share with us, we're grateful for all your feedback. Whether it's here in the Steam Community Hub or on our Discord channel, we look forward to talking to you.

All the best and enjoy your weekend!
Your Tag of Joy Team


https://store.steampowered.com/app/1125910/Crowns_and_Pawns_Kingdom_of_Deceit/
Weird West: Definitive Edition - wes_julien_MAC
Howdy friends. We want your clips for our next stream! Creative Director Raf Colantonio and Lead Systems Designer Gael Giraudeau will react live to how the community play Weird West.

To share your clips. you can tag us on socials:
The stream will be on May 12 from 11am PDT / 2pm EDT / 7pm BST🐺
Join us on https://www.twitch.tv/wolfeyestudios







Sphere 3 - Evanesca


Let your favorite game bring a good mood, and let the multipliers bring you a quick development!

In the near future you can feel the good magic of rates:

  • 05.07 — x2 drop, x2 Free Baronies coins
  • 08.05 — x2 experience, x2 gold
  • 09.05 — x2 for ALL
  • 10.05 — x2 experience, x2 drop
  • 13.05 — x2 drop, x2 Free Baronies coins
  • 14.05 — x2 gold, x2 craft
  • 15.05— x2 experience, x2 drop

We wish you brilliant victories!
May 6, 2022
Deathground - Jaw Drop Games
I think we all agree that the stars of the show are going to be the dinosaurs. But apart from what you’ve seen in our prototype trailers, we haven’t really told you much about the character classes that you can play as in Deathground.

Deathground will have three core character classes to choose from. Each brings something unique to the table and represents different gameplay strategies:
  • Donald the Survivalist defends
  • Vic the Scout explores
  • Advik the Engineer manipulates the world
Within each class, we’ve been working on two different tactical outfit options (skins) for you to select from in the lobby before entering Deathground. It’s up to you and your squad on what strategies you’ll try and with what combination of special abilities. And if you decide to play solo, you have 6 different options to play around with. Let’s meet the gang.


Concept Artwork - Deathground’s character class line up art with their unique abilities.

The Survivalist
With a background in animal behaviouralism, this class is all about defending against Deathground’s dangerous dinos. You can choose to play Donald in either his ‘Rifleman’ tactical suit or in the ‘Pheromone Master’ alternative. As the ‘Rifleman’, you’re capable of using a high-calibre weapon for precision defensive shooting. Whereas the ‘Pheromone Master’ arms you with scent grenades to distract deadly dinos away from the area. As the shield of the squad, both options will allow you to help protect the group.


Textured models of The Survivalist’s special items - Rifleman’s high calibre rifle and the Pheromone Master’s scent grenades.

The Scout
While the Survivalist can help defend you in tricky situations, the Scout can help you avoid them by detecting what dangers are ahead or around you. This class is an expert in exploring and not being easily seen in the wild. As the rogue of the group, choosing to play in the ‘Motion Detector’ tactical suit or the ‘Super Quiet Step’ alternative both have their own benefits. The ‘Motion Detector’ tool is handy for sensing approaching danger. while the ‘Super Quiet Step’ suit allows you to move without a sound. Either option can help improve your level of sneak.


Textured model of The Scout’s motion detector special item.
Concept sketch of The Scout’s Super Quiet Step tactical suit trousers.


The Engineer
As an inventor, the Engineer is easily crowned the problem solver of the squad. This class is all about manipulating the world electronically or by physical means. You can play in either the ‘Hacker’ tactical suit or the ‘Pyrotechnic’ alternative. Playing in the ‘Hacker’ skin gives you the capability of hacking into the security system to open doors and passageways. Whereas the ‘Pyrotechnic’ gives you access to a dual system flamethrower, making you capable of creating and extinguishing a fire. Whichever skin you choose to use, either will help you find an escape route.


Textured models of The Engineer’s special items - Hacker’s Hacking Device and the Pyrotechnic’s flamethrower.

Until next time...
Thanks for checking in! We know this is just a teaser for now. But we hope the extra insight will help you start thinking about tactics. Right now, our PC models are being textured and item handling is being animated. So, there are plenty more dev updates to come. If you want to chat in real-time about their unique abilities, head over to 🏋│character-classes channel in our Discord, or simply leave us a comment here.

Q: Are you drawn to a certain character class already? If so, which tactical suit would you try playing in first?

Don’t forget, you can join our community on Discord, like us on Facebook, follow us on Instagram and tweet about us on Twitter. We really appreciate the support while we develop this beast of a game!

- Jaw Drop Games -
How to Take Off Your Mask - ROSEVERTE
Fixed typos in English version.
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