Jun 5, 2022
Love Tavern - Secret Labo
- Linked [Special Event: The journey of the Moon Rabbit] to Tamiko. Now new player who hasn't played it can trigger this event after completing all 4 story chapters of Tamiko.
- Players now can complete achievement [Expert Learning] (20 cooking recipes) with recipes in [The journey of the Moon Rabbit] event.
- Players now can recruit multiple times characters by fragment.
- Minor bugs fixed.
Jun 5, 2022
Lavender - June
Catching the main branch of the game up with nightly. Finally got unreal engine automated builds going.
Sorry about the massive downtime! life really caught up to the team and me, so we couldn't get anything done on lavender for a long while. I'm finally freed up again to work on lavender, so fingers crossed the updates start flowing again :)
UnnamedGame RPG - Weslington
The new update brings a fun in-game wiki, entries in the in-game wiki are unlockable through defeating the enemies you are trying to look up!

QOL Changes:
  • The player when logging in is now shown walking in the map they were last logged in at
  • The loading screen is now set to show the map the player is entering

Bug Fixes:
  • The leaderboard bug from 0.0.92 has been fixed
Jun 5, 2022
Kombo King - terrencejwilliamson
-tightened up a few bugs
春秋 - weiqianyangwenwen
2022年6月6日版本更新更新内容:
*对于先前工坊可以无限制保有铜矿的功能进行调整,每个工坊如果不生产战车,则最多只能囤积一百单位的铜矿;
*旧版臣下提议,战车购买辆过高,新版本调整一次可购买辆数为五十以内
*修复栋梁人物年龄很容易超过一百岁的BUG
*将景观建筑改名为“一般建筑”,这样就与功能建筑对应,一般建筑的功能,提供0.1的集权度、每季度的钱粮*限制国君的年龄上限,一般不超过一百岁
*开局之时,添加瘟疫与饥荒的说明与发生机制
*修复排行界面中,势力富裕度的显示BUG
*修复巴蜀之地两处地块颜色不同步的BUG
*在上方军事单位显示处,明显化一键让所有选取单位卸甲归田的功能按钮
*重新调整设定界面的继续游戏按钮位置,方便玩家查找
*牢狱中杀掉细作,将不会降稳定度
*修改建造进度即时展现图标
*修改镐京、姑苏所在 地块的土地肥沃度
*修复秦国已经灭亡,却依旧存在一座外城的BUG
*修复部分时候,矿车在矿场汇集难以移动回工坊的BUG
Jun 5, 2022
Metroplex Zero: Sci-Fi Card Battler - TheoConfidor
New Content:
- Adventure: Added 2 New Battles to Breaking Into Metroplex Zero

Balance Changes:
- Rebalance: Buffed Heroes HP by 10%. Buffed most Enemy HP by a little bit

Card Improvements:
- Card Wording: Updated tons of card wordings to be more clear and consistent

Art Improvements:
- Animation: Evolved Nevyn's Shoot Animation
- Animation: Dominik Idle Animation Evolved
- Animation: Firestarter animation snappier and better timed
- Art: Added Optic to Nevyn's Rifle
- Art: New Tritoonico Hospital Environment
- Art: New Medigeneix Clinic Environment
- Art: Darkened Battlefield Dark Alley 6
- Art: Dodgy Assassin enemy character
- Art: Shielding Bot Enemy
- VFX: Added battle flee VFX

UI Improvements:
- Controls: Right click is now a hold play situation instead of toggle
- UI: Added Corp Branding to Clinic Services
- UI: Added spaces between Stat Name words on Implants
- UI: Clinic Services Label hidden when no Services Offered
- UI: Clinic Token Counter animates whenever you spend at the Clinic
- UI: Clinic will confirm if player tries to leave without adequate treatment
- UI: Hides Trash/Recycle Icons when it's not Play Cards phase
- UI: Hovering an enemy in battle shows a Right-Click context icon for Scouting
- UI: Improved Trash/Recycle Icons
- UI: Now shows card options for cards that choose to create a card, also updated all cards with those choices to have art more representing it
- UI: Primary map node now large and you and the node have fixed placements between them
- UI: Reworked Card Plays UI and End Turn UI
- UI: Shows Card Plays Remaining and Original Player Card Plays on Deck
- UI: Sped up and smoothed out ending of Combat Numbers
- UI: Tuning wording for new tutorial battles
- UI: Updated Clinic Patient View

Bug Fixes:
- Bug Fix: Fixed four enemies with missing Visual components
- Bug Fix: Fixed run ender when cannot check for Card Affordability due to unknown resource type
- Bug Fix: Misdirect now enters stealth correctly
- Bug Fix: Removed Prepare Assassination from Player Card Pool
- Bug Fix: RunId not initialized for Tutorial Adventure
- Bug Fix: saving and loading the tutorial and the continue button being present after tutorial
- UI: Fixed left-side Enemy HP Bar fill glitch

Project:
- Project: Updated Metric Tool
- Project: Upversion for v0.0.42 Build 3
- Project: Upversion to v0.0.43

Miscellaneous:
- Rebalance: Breaking Into Metroplex Zero adventure giving too many MCs
- Coding: Clinic Services can now potentially generate Rules Panels
- Coding: Improved Enemy Content QA Flow
- VFX: Sped up Charge completion timing
Dungeon Liberator - 3P Studios
《Dungeon Liberator》 demo is now available
Galactic Explorers - caden
CHANGES IN PATCH 1.2.3

Challenges
When completing a level with no damage taken, you will no longer be rewarded with gold text and gold coloring for the level. That now happens when you complete a level with every challenge activated.

Bug Fixes
Fixed a bug that made The Rift level unplayable
Just Survival - The Zombie Awakening - Awakening Games Entertainment
Update Notes
We have successfully upgraded our project to UE5 !

Jun 5, 2022
Turbo Overkill - wadaholic


Today's patch fixes a lot of known bugs and includes suggestions/requests from the Steam Forums, Twitter and Discord communities.

Highlights in patch 0.14 include projectiles no longer going through walls, a big difficulty re-balance, on-screen damage indicators, car surfing and much much more!

The full change-log can be found below:

Accessibility
  • Wallrunning has option to disable screen roll
  • Outline options added for enemies
  • Option to show outline around enemies when they are shot

Bug Fixes
  • Enemy projectiles no longer go through walls
  • Fixed bug where you got stuck in your car when entering near a shop
  • Fixed bug where Ascension jumppad shortcut wouldn't activate
  • Made audio fade in/out correctly between loading checkpoints/levels
  • Fixed consistentcy of Teratek Crates between saves
  • Fixed one of the Leapers not spawning after the green key arena in Battle Alley (post death)
  • Fixed a bug on Artifact-Zero where the Syn Mech would appear before the crate is lifted
  • You can no longer switch weapons while the game is paused
  • You can no longer activate your chainsaw in the car (or when you enter the car)
  • Fixed rendering bug where 3D UI elements would render incorrectly against particles and transparent objects
  • Cooldown added preventing micro-missile selection spam, thus locking all your other weapons
  • Fixed street server in Emergence not having collision
  • Chainsaw grace is no longer affected by explosive barrels
  • Fixed bug where when jumping on a ladder while tracers are animating, they will no longer get stuck midair
  • Fixed a bug where enemies would lose their target if the player enters a shop
  • Can no longer change weapons while in the shop
  • Fixed a bug where the Waster shotgun would get jammed sometimes
  • Fixed inconsistency in the Secret Level select menu
  • Fixed a bug where the flamethrower cone wouldn't always disappear
  • Fixed a bug where the Magnums alt-fire would get stuck on sometimes
  • Fixed bug where the car can drive through forcefields on Rooftops
  • Fixed collision on boats in Battle Alley so players don't get stuck under the lip
  • Fixed Magnum alt fire zoom bug
  • Rain settings are now maintained between loading levels
  • Fixed jumping off projectiles while using the Agile augment
  • Fixed UI so the selection range doesn't take up the entire screen
  • Can no longer click 'Return' or press escape while in the resolution confirmation window
  • Fixed a poorly placed teleport trigger on the map Syn
  • Fixed a trap door not saving correctly between checkpoint loads in Dead Plaza
  • Fixed pain screen effects not showing up after dying
  • Fixed a collision bug in Dead Plaza where the player would get stuck on a fan
  • Fixed a button in Ascension having no binding to the master audio mixer
  • The post-processing effect on rain is now disabled correctly via the settings
  • Zooming now works in Photomode

Quality of Life changes
  • Micro Missile load times are maintained between saves
  • Collision pass done on most maps to stop players getting caught on geometry while chainsawing
  • Added a platform on Dead Plaza to assist with wall running section
  • Added a platform to Battle Alley to assist on directions
  • Your current mod configuration is now shown when holding Tab (default keybinding)
  • You can now dash into jumppads
  • Flamethrower remembers configuration between switching and respawns
  • Uzi remembers configuration between switching and respawns
  • Gameplay geometry tweaks to the train level to help guide players more and provide cover
  • Fixed a lot of the settings descriptions in the menus
  • Onscreen damage direction rings now added
  • Improved UI on confirmation boxes significantly
  • Capped the Weapon FOV so its values don't go crazy high
  • Sold out message added to shops when all stock is taken
  • Objective markers added to chains in Rooftops

Visual/Audio
  • Ultra-wide Support now working correctly with UI elements
  • Weapon Wheel on certain resolutions is no longer massive
  • Low health breathing sound effect added
  • A screen effect is now applied when you are underwater
  • Objective Markers now have a pulsating effect to make them more apparent
  • Portraits added to skill screen
  • Pitch increased on big head mode enemies (Tech-Chip)
  • Cinematics have big heads if its turned on (Tech-Chip)
  • Another pass done on the fog in Ascension

Balance
  • You can now jump on the hood of your car and ride it around like a surfboard
  • Big tweaks to the difficulty settings, making the values a little more sane. Damage outputs increased, projectile speeds reduced
  • Much more consistency on Waster electro shot stunning enemies
  • Syn Mech's blast radius from the shield bash is now more obvious
  • Artifact-Zero boss: Reduced eyeball health to make the boss feel less like a bullet-sponge
  • Artifact-Zero boss: Made green-beam walls more obvious on where damage is applied and slightly reduced damage
  • Artifact-Zero boss: Delay at start before enemies spawn in, and reduced numbers of enemies spawning in
  • Artifact-Zero boss: More ammo added to the arena
  • Artifact-Zero boss: Final phase beams have a damage cooldown
...