May 11, 2022
GOC Royale - GOC
- New tooltips added to stats icons, in inventory, team overlay, race/class choice,
- New spell "Landing excitement" added in PVE (for 3 days) and in PVP (for 1 days), allowing to boost your stats for the first days and make fights quicker,
- Bug fix in inventory,
- In Camp phase, fixed a bug where stats displayed in inventory where not updated in real time.
Save the Reactor - Sam exterminator
Welcome All!

"Save the reactor" is finally on Steam now!
You can purchase this title on below link at a 15% discount during a limited time launch week sale.

Store Page:
https://store.steampowered.com/app/1876560/Save_the_Reactor/

Prison Life - AO Games
New
  • New Map - Lost Island! Escaping this map requires escaping the prison and the island.
  • Over 3 ways to escape island + many ways to get out of prison.
  • New Zone in Lost Island - Abandoned City - contains very rare loot.
  • 8 New Items - Gold Bar, Golden Key, Clothing, Rope, Plank, Sail, Raft Floor, Raft
  • Golden doors were added to the old and new map near the entrances - Unlockable by a golden key(It means you can get to the entrance in the old map without the vents).
  • Now prisoners will not be teleported back to cells at night, the whole prison will be a restricted area.
  • Stat for unlocking golden doors
  • 20 Seconds before the end of the day prisoners will get a warning.
  • Guards will get a notification at the start of the night of how many players are in their cells.
Changed
  • Daily Quests - Now the player amount required will be calculated at the start of the game, and not at the time of making progress.
  • Remote camera cost was increased to 6->10 and now each guard can buy 2 of them
  • Package drops of escaped prisoners are much more valuable now. They won't contain code parts now.
  • Removed the full entrance code from trash cans.
  • Increased underground/vents visibility by 1.4x for prisoners.
  • Circuit boards now are much harder to find in visitations.
  • You won't hear a message notification when sending a message.
  • Now you need to craft only 6(instead of 10) items to complete the crafting daily quest.
  • Some item description strings
  • Prisoner X stepped on trap notification is now red(instead of green) for also guards.
Fixed
  • Items were getting stuck in the middle of the screen and disappearing sometimes.
  • Empty names.
  • Colliders on the roof(you won't be stuck)
  • usage % was visible on items that shouldn't have it.
  • If you typed in chat something and it was closed when you reopened it, it just sent the message, now fixed.

Media






May 11, 2022
Arcane Waters - burlin_gauna
fixed guild creation and invite bug

pulled changes from main

recommiting my change prioritizing changes pulled from main

apply scroll to land battle

#5614 - Add a check for Steam Wishlist, and a one-time reward afterwards (Remove Client comments) /

#5848 - Need to be able to see group member locations when viewing world map "M" /

#5882 - Why does this POI not show up on the world map? Do we have to manually update the world map asset every time? (Tweaks to build logic)

#5958 - Wishlist error message on Title Screen could be clarified /

#5959 - The Wishlist Text/Button looks a bit strange on the website

- Added z-snap to map editor whirlpool.

- Adjusted palette scale of map editor whirlpool.

added new seamonster type for new boss minion

updated logs to display for boss type monsters

SeaEntities clear buffs on death.

Added collider to map editor whirlpool.

added ability summon variables

moved summon vars from monster data into ability data

- Fix for Cmd_ApplyPenalty method

- Heal effect now stops correctly

- Ruffian Repairs / Heal sound effect temporarily commented out

added new variable for ability data

Fixed POI warp blocking input events in map editor

Added food supply for outposts

Fixed door sorting issue, added demo tag to names, map editor tweak

Fix for Ruffian Repairs ability sound effect

updated seamonster system to support multiple ability, added ability that allows new sea monster boss to summon and execute submerge ability / cleanup and optimized existing functions

added null handling for ship entity new function {CheckHealingAllies}

adding system message when powerup is ignored

Fixed powerup should not stack adding system message when powerup is ignored

update food icon image removing empty pixel at the bottom and fix layout on prefab

remove empty pixel at the bottom of the asset and fix layout of food prefab

update ui layout of ship health

update layout of ui prefab for ship health

Change condition on when to accept mouse scroll ability switch

update when mouse scroll ability switch is accepted

cancel effect creation when sprite path is empty

fix on image manager spamming log

updated ability cooldown when using major ability

Chicken Police - Paint it RED! - hgvit
- Added Steam Deck support
Monuments Flipper: Prologue - Games Incubator_Team
Monuments Flipper: Prologue is coming to Steam! 🏛️

We are pleased to inform you that on MAY 18th, 2022, you will be able to play the free prologue of Monuments Flipper!

Are you ready for that!? If you haven't seen the trailer yet, check it out now!
👇

If you don't want to miss the premiere of the prologue, we encourage you to add the game to your Steam wishlist and click on the follow button! 👇
https://store.steampowered.com/app/1664360/Monuments_Flipper_Prologue/

We will inform you about the next steps. Make sure to leave us a comment if you are also excited! 🤩




We are going back to work, see you soon,
Monuments Flipper Team
Rail Route - SteR


It's been about a month since Rush Hour released, and you know how we are - As soon as one major update releases, we get to work on the next as soon as possible.

As you probably noticed, we've got a story mode planned for the near future as a (free) standalone game - While a lot of our efforts have been diverted to making this experience a reality on time, we're not going to neglect the main game. After all, improvements for Rail Route are also improvements for the Story of Jozic, right?

https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/

Well, bugfixes are, at the very least. There's far more to be excited about in Update 5 than bugfixes, though... Wanna see?

STEAM LEADERBOARDS

One of the biggest requests that's popped up every now and again since Early Access began was was Steam leaderboards. It seems like a perfect fit, right? Check in and compare yourself to other players to see how well you're doing worldwide, maybe even compete for the world record...

With the release of Update 4, even more requests for this feature piled in, and for good reason - Rush Hour is the perfect mode for leaderboards. Speed is key, but you still need your wits to make a competent layout with limited track! Excellent for competition, right?



Well... Do you notice anything... different?



Right above the timer is a second clock! Instead of telling you how long you've been playing for, it displays one of the following times:
  • Your Previous Record
  • The Best among your Friends
  • The Global Highscore
On the right, it'll show you how much better (or worse!) you're doing in comparison to the record you're comparing against. This way, you can gauge how well you're doing in this current run.



When you complete a wave, you can see some information about your performance compared to whatever benchmark you've been keeping track of. You can toggle between a graph that shows you your progress wave-by-wave or a leaderboard that shows your standing for that wave in comparison to multiple people.



Once you've finished the last wave, your score will automatically be submitted to the leaderboards. How well did you do? Only one way to find out...



In the main menu, you can see your leaderboard placement right next to your score. Oh, yeah, scores have gotten WAY larger, too. See that 35k? A bit of an outlier, but still, quintiple-digit scores are pretty easy to get now, when previously they were unheard of. This'll help separate old scores from the new!

Speaking of the main menu...

MAIN MENU OPTIONS



Right now, it's... honestly, kind of a pain to load older saves, start new playthroughs, or edit/delete maps from the main menu. The three dots in the upper-right corner of a map's preview are pretty tiny and easy to miss...

No need for any of that hassle anymore, though.



Now, just hovering over the preview will bring up all the icons you'll need! No more struggle with accidentally loading the last save instead of starting a new game.



For Rush Hour, we've also added a brand-new feature to go with this - Seeded runs! If you'd like to play the map over and over again while keeping the same set of trains, just type in whatever you'd like - up to 6 characters long - and the game will always give you the same results!

NEW MAPS

When Rush Hour first released back in Update 4, there weren't many official maps for the mode; Just two, one of which was a repurposed endless map. While Rush Hour certainly has its replay value, with each new run being a chance to beat your highest score or find a new technique to play better, two maps is still prettttty low.

Well, with the next update, we're fixing that! Plenty of new maps - most based on real locations! - will be showing up in the next update.

London's Dockland Light Railway


Mess around in a simpler experience on London's Dockland Light Railway around West India Quay!

Central Tokyo


Give Central Tokyo's network a hand, with fairly high train throughput in the later waves! Just remember you can right-click to reverse trains in busy platforms if you ever need to...

Chicago Ogilvie Center


Try managing one of the many major stations in the heart of Chicago, Ogilvie Transit Center! Don't let the extreme amount of trains intimidate you...

That's not all, though! A few more maps are being worked on, but we aren't quite ready to show you those... Keep an eye out for more to come!

EDITOR TOOLS

As some of you may know - and many may not, as we only mentioned this in our Community Discord - Rush Hour waves can actually be split into multiple parts if you know what you're doing.



Well, now you don't need to know what you're doing! At least, it's going to be much, much easier to set up. Want trains of a certain type to only start spawning midway through the wave? Want a massive push of trains before the wave stops spawning things? Maybe just want to give the player a breather before the difficulty picks up again?

This finer level of control should allow you to build the best Rush Hour map you can ever imagine, and also make it MUCH easier to understand what you're doing as you build your map.

Update 5: May 16th!

...Oh, and did we mention how soon the update's going to release? Mark your Calendars for May 16th!

As always, happy dispatching!
- The Rail Route Team

Follow us:

https://store.steampowered.com/app/1124180/Rail_Route/
May 11, 2022
Yokai Hunter Shintaro - rivalthird
Minor bug fix
Demonlore - Barrel Smash Studios
It's almost launch time adventurer!

There's less than 24 hours to go before the official launch of Riftbound, we can't wait for you to experience the action packed strategy as you help the elementals battle the undead legion!

This is a huge milestone, please feel free to join our discord and join us as we press the launch button!
Join discord here

We are looking forward to hearing your feedback and your favourite things about the world we have created, and over the coming week we will be unveiling more information about the roadmap for the exciting future of the game!
Starlight: Eye of the Storm - Strides Interactive Game Studio
Introduction

Patch v1.05b has been released! Before we begin, I'd like to lay down a principle of Strides Interactive; that is - regardless of how good or badly the game has been received, regardless of sales, we'll continue to maintain the game as much as possible according to the roadmap.

At a bare minimum, the game must be functional. If it's broken, we'll fix it. We'll never leave a broken game in release - that'll be pretty unprofessional of us.

Regression

As the engine improves, some workflow will be changed and this will more or less lead to regression bugs appearing even when it used to work in previous versions. Therefore, as much as we try NOT to upgrade the game along with the engine, sometimes this is unavoidable. On our end, we do as much testing as possible with our limited hardware and software even.

Support for Windows 7

Technically we still support Windows 7, but we no longer have the means to test the game on Windows 7, 8 and 8.1 already. This is due to a recent upgrade we've made to our test machine which now runs on Windows 10.

The test machine will remain on Windows 10 until such a time that most players have moved on to Windows 11.

Unfortunately though, some issues that are found on the newer OS versions do not appear in older Windows 7 and since our previous development laptop had neared its expiry, we weren't able to test for certain behaviors on that laptop either.

Therefore, right now, we'll only dare affirm that we support Windows 10 and 11. Windows 7, 8 and 8.1 will still be technically supported.

New Features

None. This patch is mostly a bug fixing patch.

Changes

- Game runs on VS2017 runtime now; this should NOT affect you since we've already selected VS2019 redistributables that includes VS2017.
- EMP Cannon level 1 and 2 will now fire more frequently, making it usable like a normal weapon. However its damage is halved as a result. Nevertheless, the tactical value of the weapon has been improved tremendously.
- Do note that ships can no longer be perma-disabled by EMP cannons.
- Added some arguments which certain players can key-in to get around certain problems. Namely the recently CPUID crash encountered by one of the players. This is not an issue as I've tested on both Ryzen 7 4800H and i5-12400 without any issue. However, to get around this issue which most likely to be a CPU issue, here're 2 commands REQUIRED:

-skipcpudetection -forcesse2

Place these 2 commands under Launch Commands to get the game to get around CPU detection.

Right-click on Starlight > Properties > General > Launch Options

Bug Fixes

  1. Fixed a bug where joystick RT and LT buttons do not work AT ALL
  2. Fixed a bug where joystick buttons can be assigned but doesn't work in-game
  3. Fixed a bug where joystick preset can lead to erroneous assignments.
  4. Fixed a bug where keyboard preset works even when there isn't any
  5. Fixed a bug where damage-persistent weapons do not inflict ANY damage.
  6. Fixed a bug where multi-hit damage-persistent weapons do not inflict ANY damage.
  7. Fixed a bug where damage-persistent weapons report the incorrect amount of damage dealt to the target and subsequent damage inflicted.
  8. Fixed a bug where the game STUTTERS before almost every wave in all game modes. While the game will still lag with heavy combat situations, it should NOT stutter anymore due to the game itself.
    * We cannot guarantee stutter-free gameplay if there're many background apps running that may bottleneck the CPU or if the CPU is throttling due to heat or power limitations.
  9. Fixed a weird movement bug in Stage 4 boss where the boss will strangely move off-screen and suddenly pop back into position.
  10. Fixed a weird regression bug whenever you collect Shield Bonus and the incorrect particle appears like a random scrolling of different sprites.
  11. Fixed a weird regression bug in the ending where certain 3D explosions look like multiple small dots.
  12. Optimized the game slightly when it comes to turret creation and re-instantiation of certain effect objects.
  13. Fixed to a certain extent where mines will start blinking when they appear in large numbers. This still appears for certain ships and we'll try to fix it in future patches. They can still be hit; it's just a little jarring.
  14. Fixed a major bug with Survival mode where it'll get stuck in Survival #3 forever.

Conclusion

I've gotten questions like - oh why are you still working on Starlight etc.. thing is - there're 2 points:
1) The game must remain playable without major breaking bugs and controllability issues.
2) The roadmap promised to customers must be fulfilled.

Whether the game is profitable or not or whether there's a huge player base or not is irrelevant.

As long as we have people giving good feedback, we'll do our best to investigate and fix the issue if possible. The only reason why we can't fix it? - that's because we do not have the means to access the issue in its full scenario.

The stuttering issue only came up AFTER we upgraded our test rig to Windows 10. The direct cause of it wasn't even a performance issue but rather a synchronization issue between the logger and its threads who might be waiting to dump logs at the same time. The starvation period is what led to the stuttering.

Therefore, please be assured that we're doing our best. Patches do take time and some changes require the ENTIRE game to be tested from head to tail. For v1.05b that was certainly the case. Apart from the Arcade tutorial, I've tested EVERY SINGLE STAGE, through campaign and survival to ensure that the patch legit works for everyone.

Thanks again for your support!
Strides Team
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