May 13, 2022
Crypto Miner Tycoon Simulator - Bigosaur
Version 1.9.5 is online with focus on audio improvements:

  • Remixed all music for consistent feel
  • Added all missing sound effects
  • Added minor animations to phone XO game
  • Added support for Thai language
  • Update languages: German and Thai are now 100%
  • Fixed some of the text layout problems on the main phone screen
  • PC case tower desktop orientation is detected when holding SHIFT to fetch from garage

This rounds up all essential fixes to make the game "complete" in sense that there are no crucial things missing.

The next update will focus on adding the customizable "free play" option.
PongBreak - Airagone
Our new map (Level 18) takes place in an asteroid field. You'll need to utilize good timing and accuracy to take on these new bricks, they may not always be there when your antimatter orb gets there.

We also fixed the unstable orb state. The orb will now properly dim when unstable.

Have fun!
Bakery Simulator - Matt
Dear Bakers,

We have worked our buns off to deliver this highly anticipated patch, we hope that it will meet your expectations. We are sorry that it took so long but we wanted to make sure that patch does not bring new issues. We are satisfied with our work, we hope that playing our game will make you feel the same level of enjoyment!



Before you start playing the newest version of the game, we highly recommend resetting your profiles for maximum benefits from the patch, due to the game's save system structure. Otherwise, we do not guarantee the correct running of the game, due to interference in the game system.
Warning! After resetting your profile, you will lose all progress and have to start over.



Patch 1.2.8

Changes:
- Change in the tutorial: improved steps requiring the use of PLUCK and TRASH CAN, changed the amount of recognized bad ingredient in the bowl to 1g from 5g.
- Change in mechanics: Courier. Courier available from the completion of the tutorial. Swapping the courier unlocking perk for a discount for deliveries. Basic courier costs change from 10% of the cost of the order to 5%. The first upgrade - 3% of the cost of the order. The second upgrade - 2% of the cost of the order.
- Change in mechanics: time for deliveries. Changing the time to longer deliveries to avoid time pressure.
- Closing the exit to the city, using only the courier for deliveries.
- City exit widget (tutorial) - graying out and blocking the "Call for delivery" button.
- Raise the amount of money when starting the game from 400 to 5000$
- City exit widget: hover on the grayed out "move to city" button causes the appearance of a pop-up with the under construction sign.
- Muffins: small and large forms can be thrown from the tray straight into the garbage.
- Change in mechanics: muffins. Added LMB hold option to streamline the addition of muffin papers to trays and pouring mass in one fell swoop.
- Machine improvements: Improved Rounder Divider performance.
- Save system: Removed crashes that could cause progress to be removed.

Fixes:
- Fix for loss of input on USB devices.
- Fix: The trigger on the red tray in the rounder divider is too small.
- Fix: The bowl from the large mixer does not respond to the reset of the position.
- Fix: After the reset of the position, the largest bowl on the cart does not detach from the player. Also added resetting the position to the default.
- Fix: Fixed problem with disappearing slots on tables.

About game crashes:
Remember that in case of ingame crashes, you should provide us with a DxDiag of your machine (just press the Windows button, type in "dxdiag" and save all details) along with all files zipped from your game folder: C:\Users\USERNAME\AppData\Local\BakerySimulatorFull
All other additional info, such as issue descriptions, steps to reproduce it and a video would be greatly appreciated. Please send it at: help@bakerysimulator.eu

We also have a request to save the logs communicated by Unreal Crash Handler and attach to the bugs along with the packed saved folder.

Once again we want to apologize to you all dear Bakers for any inconvenience related to our game. There is more work to be done and we are aware of that.

Thank you for playing Bakery Simulator!
Gaming Factory team.

Join our Discord and discuss the issues directly with the production team here:
Elewder - Henley
Hello, Warlocks! It is time for another patch to drop for Elewder! Version 0.1.5 comes loaded with a brand new themed area called the Menagerie stocked full of exotic monster girls! We also have been taking feedback from our audience and had a larger focus on early game balancing which will be spread out over this and the following patch. But new players with this patch can expect to find essence way easier, along with important currency-related Blueprints being available for purchase from the Memory Master from the very first run!





The new theme is the Menagerie, a holding area for demonic Monster Girls with powerful abilities! All wild and all thirsty, can you navigate the Menagerie with your soul in tacked?



From left to right we have:

Bear: You’ve invaded the bear's territory and she is not happy, be prepared for her pounce attack!
Spider: A masterful combatant who lays traps of silken webs to slow down any Warlocks unlucky enough to find themselves within them.
Dragon: A fiery Monster Girl looking to burn you to a crisp, her fire breath attack will ignite careless heroes who venture too close.
Werewolf: A menace to everyone she meets, able to throw her mana outward in one or two projectile configurations, she is a force to be reckoned with!
Goblin: A tool sack on her back filled with curiosities, she protects her companions with totems of protection. If she throws on out, destroy it quickly!

The early game balancing is a two-patch upgrade for the game, the first of which is in this patch. We focused primarily on drop rates for essence (it drops from everything, so break all the things!), the cost of “early game” blueprints, shop prices with gold, item drop rates, temp shop essence prices, default unlocked blueprints (currency, bombs, keys, second chance) and their prices. Items are also dropping at a much higher rate and this will make you far more powerful if you take the time to explore and find them. In the next patch, we will address the “end-of-run” rewards calculation, item discovery chances, etc.

Hope you enjoy our latest effort!

Changelog v0.1.5
New:
  • Menagerie theme added and replaces Air area.
  • 5 new minions: Bear, Spide, Dragon, Werewolf, Goblin. These can also be summoned in the gallery mode.
  • New boss model for the Menagerie.
  • New main menu music.
  • 2 new intimacy animations.
Changes:
  • Essence economy rebalanced.
  • Item drop rate rebalanced.
  • Several minor bug fixes.
May 13, 2022
Star Realms - classicsmiley
-Bug fix for account creation
-Bug fix for The Hive avatar
Half-Life: Restored - 『BlackShadow』




• Summary

Hey folks, after a long time break (very long one indeed) we are releasing a new patch for Half-Life: Restored. In this update we focused on bug fixing most, of course we added new features as well.

So what's in this update?

• Hi-quality weapon sounds

In this update we have added hi-quality sounds for weapons. Thanks to folks over "Valve Games Sound Origins" they basically find the actual samples of sounds Valve originally sampled back in the day. The sounds is not digitally remastered/upscaled, they directly a remaster from actual sample sources. Also thanks to MetaAudio, we can bypass GoldSrc's limited and poor audio quality and deliver much better experience in SFX. Currently we added weapon sounds we're planning to add other sounds in future.


• Shadows

One of the most problematic thing was in this mod were shadows. Most of the people complained shadows being too buggy and poor. And they were right. Shadows were really bad. These shadows were made by Valve back in the day and it's not possible to fix it without engine access which we don't have. But, thanks to a custom renderer engine, MetaRenderer, we now have the freedom add proper shadows and other graphical visuals. Thanks to hzqst for creating MetaRenderer. You may still see issues with shadows, i.e: bleeding through the walls, looking unnatural. Creating flawless shadows in GoldSrc is next to impossible, even Source have shadow problems. But they look much better than Valve's shadows.


• Closing comments

I saw many people were saying "Mod's abandoned, Dead mod" etc... No mod is not abandoned until i make an announcement about it. The issue about why is taking so long to update the mod is, i'm the ONLY developer of this mod, so development process is really slow as you can imagine. Also i saw people complaining about other cut features not being addded into the mod. The reason why i cannot add every cut stuff is, there's not much room left in the game to add everything back. I'm really squeezing stuff when i restore cut stuff to the game. That's why there's no major stuff and it's like normal Half-Life with upgrades. I don't plan to add new maps to the game to just to fit some cut monster. That will just make the mod way out of place. For updates, expect updates in future we have more stuff coming up.



Patch Notes (v1.4)

• NPC's:

- Human Grunt, Heavy Grunt, Barney and Scientist's textures are retouched
- Adjusted Heavy Grunt's walking speed
- Fixed Heavy Grunt was ignoring their nemesis
- Alien Slave's are now able to revive their fallen comrades only in Medium or Hard difficulties
- Adjusted Alien Slave's resurrection speed in Medium and Hard difficulties
- NPC's create muzzleflash light when they shoot/fire
- Restored Scientist's smell behaviour
- Removed Female Assassin's Silenced Glock's muzzle flash
- Alien Grunt's and Headcrabs no longer barnacled
- Gargantua no longer attacks Alien Slave's
- Restored Gargantua's shooting frame
- Added Barney's and Scientist's injured variants (Bloody chest and back)


• Gameplay:

- Player's screen fades out to red when player's died (Cut feature)
- Added dynamic, round flashlight
- Flashlight turns off when player died
- Shake effect added when explosion happen nearby


• Weapons:

- Texture edits for RPG, MP5, Shotgun, Glock, Satchel, Snark
- Weapon sounds are now using high quality audio
- Snark's are now able to blink, so they don't stare at your soul
- Gauss's firing animation now finishes properly
- Few tweaks to Gauss Model
- Re-added and fixed Crowbar idle animation
- Weapons now create muzzleflash light when player shoots
- Fixed Egon spamming when switching fire modes
- Fixed World model Glock


• Misc:

- Shadows are massively improved
- Improved VBO
- New Steam Backgrond and Library covers
- Main menu changed to WON-like style
- Main Menu zooming issue fixed
- New Main menu background
- Remastered Main Menu Music
- MetaAudio no longer loops Egon and Apache sounds and few more bugfixes
- Added option to disable or enable "Texture Filtering" in Options/Advanced
- Fixed texture filtering wasn't effecting skyboxes
- Software mode is disabled and OpenGL enabled by default
- Fixed gib model missing geometry

• Maps:

C1A1A :
- Headcrab attached to Scientist now attacks at player when it's shot

C1A1B :
- Player no longer spawn stuck when level loaded through console
- Scientist in vent is no longer interruptible
- Sitting scientist is no longer interruptible
- Jumping Houndeye is now facing correct angle
- Dead Scientist in upper area is now using injured variant

C1A2B - C1A2C:
- Added injured variants of Barney and Scientist

C1A3A:
- Diabolical Adrenaline Guitar OST now plays here instead C1A3D

C2A3D:
- Fixed missing ambience sounds
- Performance optimizations

C2A5E - C2A5F - C4A1D:
- Fixed missing ambience sounds

C5A1:
- Restored G-Man's personal holocaust quote in bad ending
- Removed sprite Alien Grunts and added models instead
- Game returns to main menu after credits rolled

T0A0B
- Removed multiple texts were displaying simultaneously
- Using unused merged version of T0A0B1-T0A0B2 (T0A0B)

Mod Support:

If you see any bug or need assistance about mod. Create a thread on Half-Life: Restored's Steam Discussions:

https://steamcommunity.com/app/1283930/discussions/


Disney Dreamlight Valley - rachel.GL
Welcome to your Dreamlight Biome sneak-peek! Hi, I’m Rachel and I’m one of your two Community Managers here at Gameloft. You’ll meet your other Community Manager Kailey later, but for now, you’re stuck with me!

I hope you enjoyed checking out some exclusive first looks at the biomes of Dreamlight Valley with us over on social media! These are just a few of the biomes you can expect to find at the start of the early access on PC, Mac, and console. As part of this blog post, I’m here to give you the inside scoop on some things you may have missed in our biome feature shots (or that we may have omitted to keep this blog post extra interesting).



First, I’d like to talk to you a bit about what biomes are in Dreamlight Valley! In this world of dreams, we wanted players to be able to explore and escape within a world where they can expect to find some of their favorite Disney and Pixar friends. It was important for us when designing the Dreamlight Valley map to think about where we would expect to find some of our long-lost friends to help bring our long-lost dreams to life. Perhaps, a certain sea witch would enjoy a discreet seaside location, or a beloved Snow Queen would retreat to a frosted land.

The Dreamlight Valley experience is all about putting you in charge of the adventure! As you progress through your story, you’ll be able to move your home and your character friends’ homes to live in different areas of the village in any of the biomes. We can’t wait for you to unveil the secrets, mysteries, and unique traits of each area!

Now, let’s deep dive on a few of my favorite biomes!



Featured on our Twitter, we have the Plaza! Your starting point in the game, the Plaza is filled with incredible resources and tools that will kick-start your journey – as well as some beloved characters that will help you get started.



While our sneak peek above shows an idyllic sunset, you’ll have your hands full with the Night Thorns that have run amuck. You’ll need to rebuild this once-happy place and uncover its secrets – chief among them being exactly HOW MANY Hidden Mickeys can you find in the image above?



When working to decide which biomes I wanted to reveal to you, I just knew I had to give you this sneak peek at the Glade of Trust, because it is one of my favorite areas in the game! When I joined the Disney Dreamlight Valley team, I was fortunate enough to spend hours testing the game and I immediately fell in love with the Glade of Trust. This area will be one of the first destinations you can choose to unlock, but only you can decide where your adventure will lead you! My early adventures lead me straight to the Glade – enamored by its hazy atmosphere and exciting new resources, I couldn’t spend enough time here.



One of the most exciting things about this swampy zone is that it has an incredibly different feeling from some of the more vibrant areas of the world of Dreamlight Valley. You’ll also find stunning new flora like the glowing lotuses in the water, and exciting new fauna – a certain pink reptile to be exact!



If you’re in the mood for ocean fishing, or feeding a turtle or two, Dazzle Beach is the place to be! I’ve been a fan of Disney’s Moana since it came out, and what better place to share YOUR love for the film and its characters than the sandy shores of Dreamlight Valley! Not only can you go fishing with Moana, but you’ll be able to help rebuild her wa'a kaulua, pictured in the background.



Pictured in the foreground however is… your typical beach rock formation… right? No? Well, then that means it must be a Dreamlight Valley Pillar! What it does, however, will be up to you to unlock and find out!



Looks like night is setting on Dreamlight Valley, and we’re ending with the Peaceful Meadow, featured on our Instagram! Remember those glowing lotuses from the Glade of Trust? You can also place them in the Meadow – and they look stunning at dusk. Many items in Disney Dreamlight Valley feature dynamic lights that help set the mood for your adventures from dawn to dusk.



You’ll also notice that quite a few Valley residents have made their residences in the Peaceful Meadow – maybe you can guess whose house is on the right by its unique hat topper!

I hope you enjoyed your preview at what’s to come. To make sure you’re up-to-date on everything Disney Dreamlight Valley, be sure to follow our social pages below!

Instagram
Twitter
Facebook
YouTtube
Discord

See you in the Valley!
WolfQuest: Anniversary Edition - loboLoco
The next patch, v1.0.8m, is now in public beta! Available on Steam for Windows and MacOS. Instructions for opting into public beta at bottom of this post.

This beta IS compatible with the last patch, 1.0.8l. You can do multiplayer games with players who have 1.0.8l, and you can switch back to 1.0.8l anytime and your game files will not break.

BETA 1

IMPROVEMENTS:
* Adjusted mate behavior so they won't eat small carcasses at the den if they are already full (Hunger meter is 100% or higher).
* Reduced major injury stamina penalty to -5, to avoid infinite stamina issue on wolf with all possible negative stamina modifers.
* Reduced volume of eating audio a bit.
* Reduced rim lighting on wolf fur (looks a bit velvety in some areas).

BUGS FIXED:
* In non-Story multiplayer games, problems ensue if a player with Good Memory joins the game.
* DLC wolf 1091 "Mouse" has thin white line on cheek.
* Corneal Edema effect disappears when wolf is panting.
_________________________

BETA 2

IMPROVEMENTS:
* Building Character DLC: You can now assign eye customizations to grown-up playable pups. (Sorry about that, was an oversight.)
* Modest increase in odds of coyote raids on den. Please F11 and send reports about it.

BUGS FIXED:
* Building Character DLC: When Short Tail and Cut Off Tail are selected, tail movement is a bit slinky, especially in the main menu.
* Wolves don't close their eyes when they die.
* Thin white lines on some wolf coats.
* Game can lock up in rare situations where multiple tutorial tips are triggered simultaneously.
_________________________

TO GET THE BETA BUILD
1) In the Steam app, go to your Library, then right-click on the WolfQuest: AE name in the left column and choose Properties.
2) Then go to the Betas tab and select the WQ current Beta option in the pulldown. No password is necessary. Steam should then start downloading it. Later you can switch back to the public version in that Betas tab, by selecting NONE in that pulldown.
May 13, 2022
Unturned - SDGNelson
Changelog:

Added:
  • "Haven Across" music by staswalle on PEI loading screen.
  • "Focal length sensitivity scaling" to adjust sensitivity according to scope/optic projection ratio.
  • Controls option to use "Legacy" sensitivity scaling from prior to the 3.22.8.0 update.
  • Hole mask brush for cutting holes into terrain.
  • Gun option Requires_NonZero_Attachment_Caliber to disable vanilla attachments.
  • Vehicle and turret passenger Unity events.
  • Modulo NPC math operation and B_Value option as alternative / default for B_ID.
  • Cost_Multiplier option in level asset skill rules.
  • Per-navmesh "infinite agro range" zombie option.
  • Browse Files button in editor maps list.
Changed:
  • Flashbang briefly flashes a light component upon detonation.
  • Merged "devkit" terrain tools into regular editor.
  • Updated Germany, Hawaii, and Greece hole volumes to new hole masks.
  • Improved foliage responsiveness by spiraling outwards.
  • Updated Freezing mythical to the newer snowflake particles.
  • Separated Melee_Repair_Multiplier from Melee_Damage_Multiplier.
  • Replaced Germany grass materials with greener variants.
Fixed:
  • Map preview image wrong size in singleplayer, editor, and server detail screens.
  • Scope focus foliage option leaking memory with dual render scopes disabled.
  • Prevent skycrane from picking up destroyed vehicles.
  • Black water mask on main menu if logging out while underwater.
  • Props with quest condition not updating when quest is abandoned.
  • Decals are considered "small" in objects list filter.
  • Locked brakes with vehicle physics profile braking model override.
  • Placeholder workaround for carepackage landing misprediction.
  • Re-enable oil on sand material.
Patch #1:
  • Fixed dedicated server was not loading out-of-bounds terrain for automatic conversion.
  • Added hint labels for obscure terrain editor hotkeys.
PEI Loading Screen Music:

PEI is the first map to receive loading screen music by staswalle!



You can listen on his YouTube channel here as well: https://www.youtube.com/watch?v=Rxki2vxbAEA

Terrain Holes:

Back in 2016 the Unity engine did not have built-in support for cutting the terrain. "Hole volumes" were hacked together as a solution for Unturned, and basically acted as a portal which disabled collision against the terrain. There were a lot of drawbacks to this approach however: for example bullets had to check whether they would pass through a hole before doing collision tests, and each pixel of the terrain shader tested whether its 3D position was inside a hole for transparency (which is why there was a limit on the max number of holes). Nowadays Unity DOES have built-in support for an unlimited number of holes fully integrated with physics, so the custom workarounds can be removed!



Unturned will automatically convert hole volumes on existing maps to the painted hole mask, but there might be some gaps until the level creator manually reviews the changes. Alongside this upgrade any maps using the old terrain tools are automatically converted to the new terrain tools, which have also finally been merged into the regular editor. In order to "dogfood" these changes I manually upgraded Germany, Hawaii, and Greece (which was using the old terrain system), so hopefully that shows I really believe this is an important improvement for the game even if there are some wonky effects on older maps that need manual revision. (Sorry!) If you are working on a map and run into any problems with this conversion please feel free to email me nelson@smartlydressedgames.com.

Miscellaneous:

Following feedback on the scope zoom and sensitivity fixes in the previous update: we should now have the best of both worlds! A new "Sensitivity Scaling Mode" option has been added to the Controls menu. The default "Focal Length" option is new, and should perfectly adjust the sensitivity according to the perceived size of enemies on screen. I would recommend at least giving it a try, but if you want both the zoom levels and sensitivity to be reverted to how they were before the previous update you can choose the "Legacy" option. Alternatively the "Zoom Level" choice is available which preserves the behaviour of the previous update.

Grass loading (especially with "scope focus foliage" enabled) often felt unresponsive because it started in a grid pattern North-West of the camera. Loading now instead follows a spiral pattern outward from the camera, so the closest foliage is loaded first.

In sadder news I am sorry to say that Unturned II (4.0) development has been paused. This post summarizes some relevant factors from my personal life, and how Unturned (3.0) will be affected going forward:

Read "Unturned II Development Paused" Blog Post
GW: Legacy - Alto Interactive
New:
-added mac10
-added new mechanic, grippable loose attachments
-added WA2000
-added new mechanic, foldable bipods for WA2000
-added infinite HP melee npc to sandbox spawner

Changes:
-reduced scope's resolution slightly for better performance for quest
-fixed gun vault issue where your hands disappear
-fixed mp5k grip issue
-fixed aug handle to be non reciprocating

...