Jun 10, 2022
Card Shark - Seffles
Thank you for playing Card Shark.
We tried to make a game that was unlike any other but to do that, tough design decisions had to be made. While it isn't a game for everyone, we are so glad that many of you have enjoyed the experience for what it is. The tension and stakes, the learning and progression, the themes and presentation. These are just a few of the elements we wanted to convey and our players understand that.

If you'd like to see how this game was made, you can watch the new mini-documentary that goes Behind the Schemes.


We are also very grateful that you've stayed patient despite the bugs!

Since launching last week, we've been hard at work to address the issues you reported here in the Steam forums, in our Discord server and on social media. We still have more improvements to make, but we wanted to get these ones to you ASAP.

Version 1.1 includes these fixes and changes:

  • Gambling House: Fixed softlock when not pouring enough wine.
  • Salon: Fixed looping back to Limbo after failures against the Comte.
  • First Salon Carriage: Fixed incorrect dialogue for pincer shuffle variations.
  • Chateau: Fixed soft lock occurring mid deal if no card is stolen in Sticky Hand.
  • Cour des Miracles: Intro cut-scene now plays correctly when loading a save game.
  • Versaille: Fixed softlock in final round.
  • Theatre: Prevented Comte from sitting in first seat in strategy 16.
  • Second Deal: Fixed issues with input being remembered during dialogue.
  • Pincer Shuffle: Explanations can no longer get stuck when single-shuffling / injogging in final shuffle pass.
  • Full Harvest: Fixed mouse inputs being queued.
  • Permadeath: Unlocked strategies are no longer deleted on permadeath.
  • Endgame: Re-playing a completed game starts back at the tavern, with skip privileges and retained strategies.
  • Map: Fixed getting stuck with nowhere to go because returning to the Camp is unavailable.
  • Options menu: No longer loses focus when navigating with the gamepad shoulder buttons.
  • Difficulty screen: Italian text no longer overflows.
Jun 10, 2022
RaceLeague Playtest - RaceLeague
-Improved tire wear indicators
-Improved collision accuracy
-Fixed pits not fully repairing the car
-Fixed roadtool and curve tool lag
-Fixed photo camera not moving
-Grass stuck on tires now take longer to clear
-Speedo now shows correct speed
-Various fixes & improvements
Daymare: 1994 Sandcastle - filippo150997
Dear Daymare fans,

We have some exciting news to share with you all! We'll be participating in this weekend's Guerrilla Collective showcase, taking place on Saturday 11th. Remember to come check out our presentation, where we'll show you some brand new content! The show starts at 8:00am PDT | 17:00pm CET



Wishlist Daymare: 1994 Sandcastle and stay tuned for the next, important updates!
Jun 10, 2022
Lesbian Voyeur Simulator 2 - irisGameDev
This update contains the following changes:
- Fixed and improved positions animations.
- Fixed hairstyles that were clipping throught body.
Sker Ritual - Wales Interactive
WELCOME TO THE OFFICIAL SKER RITUAL ALPHA DEMO FAQ!

If you have any questions you’d like to see added, we’d love to hear it! Please leave a comment here (or reach us on Discord) for the developers to curate and answer. For a general FAQ for the main game, see this thread.

FAQ
How much of the maps can we play?
You will play one map, the Cursed Lands of Lavernock. The only area restricted is the Broadcast Room (this is where the boss challenge will take place).

How long can we play for?
Each playthrough is limited to 30 minutes, or round 20, whichever occurs first. You can replay this as many times as you like. The demo is limited-time and access will be revoked on Monday 20th June at 5pm UTC.

Will there be objectives?
Yes, but only a few for the demo.

Can I play solo, or with friends?
You can play solo (incl offline), with friends in private mode, or matchmake with others in Quick Play mode.

I have an issue, where can I get support?
Please join the Discord and leave a message in the support threads

Known Issues
- Many of our known issues have now been resolved. We will update this prior to the Steam Next Fest starting.

- Limited Controller Support in Menus
- Low framerate spikes during the initial wave spawns
- Lower framerate in certain areas
- Missing audio for some abilities
- Rare chance of some doors not opening for everyone in multiplayer
- Rare chance of weapons not shooting
- Rare chance of objective Tasks might duplicate in multiplayer
- Game might get stuck if internet drops out while loading
- Rare chance of matchmaking not starting the game when it's full
- Rare chance of the game forgetting who the party leader is
- If you're experiencing any unusual behavior please exit the game and try again


Coming Soon
- Additional maps (TBA)
- Additional guns, inspired by steampunk, with varying levels of upgrades
- Many new Elites & Boss enemies, each with unique abilities to catch you off guard
- Masks, more masks, and even more masks
- More complex objectives and secret easter eggs
- Advanced functionality for Miracles (megathread coming soon)
- Improved mechanics for the downed system & revive system
- Brutal boss fights (TBA)

Join our mailing list for exclusive news and rewards

Wales Interactive Team

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Crawlyard - Ukiwuki
Today I received the following message "I came across your game on Twitter and it looks VERY different from what I played in the previous build. Did you do a massive overhaul?"
So people are starting to notice the change and it's time to tell about it properly.

Yes, we changed the visual look of the game.



I know a lot of people like Crawlyard for its cartoony and simplistic graphics. But the truth is, most of it were graphical assets from the Unity store, which is not really our level - we can do so much more.

There's also always not enough assets there either way, we need a lot of out custom graphics to use it as an element of environmental storytelling. I guess now you can say that 70% of visuals is fully made by our 3D modellers.



After the October's demo we also wanted to make the visuals more theatrical. What I mean by this is that all of the objects on scenes would be made out of cardboard or paper, clouds would hang on the threads from the ceiling, and the floor would always be made of wood.

But when we tried it out, we quickly understood that this style of visuals will always be perceived by players as a very "niche" game, and that's not really the direction we want to undertake. While our first priority is to make a deckbuilder that would surprise the fans of the genre, we also want to make this game as approachable as it could be. That means going with safe, but solid directions in terms of visual style.

We also changed camera perspective to isometric as it allows for more depth and more space covered by the camera, so battle arenas become larger and thus open more possibilities during combat. The Break Distance card, that every one of you hated in the demo, now works way better with this camera view.

Really curious to hear what people that tried the demo think and feel about the new game's visuals.
Cheers, I'm out. See ya in the next one.

--
Always yours, Crawlyard's game designer.
Hunt: Showdown 1896 - Cry_Ari

Hunters, April passed the bayou in a blur! As ever, you amazed and delighted us with all kinds of cool community content and normally we collate our favorites in this very blog. But today, we'd like to introduce you to a new format. Well, new-ish. You may have seen a video version of our community-wrap up that we created to celebrate some of our favorite content from 2021. We loved making it and the feedback was really good too.

So starting this month, we're changing the classic community spotlight blog to a monthly video review. Let us know what you think and if you prefer this format!

But before you dive into the video below, some things aren't changing. As ever, we'd like to remind you to share your Hunt-inspired creations, whatever they may be, on our social channels. We'll be checking out everything that's shared, and your content might just feature in next month's wrap-up too. You can find us on Discord, Xbox Club, Facebook, Twitter, Instagram, Xbox, Steam, and TikTok.


Your Hunt Creator Community Showcase Video for April:



Now it's time to treat yourself to some more great video content, this time from our one of our 'Night of the Hunter' partners. This month we have a highlight video from 'Vombuz' showcasing some sick solo sniper rifle gameplay. Enjoy.





Thank you to everyone who shared their creations with us in April. Don't forget to post your Hunt-inspired content on our social channels so we can check it out in time for next month's wrap-up!

-Your Hunt: Showdown Community Team
Jun 10, 2022
SANCTION - LethalLizard
Release Day!
Today is finally the official release of the game. If you need any sort of help or come across a bug please feel free to say something in the Discussion Forum or in Discord. Patches will be released in the following week and maybe even some new content with them, please be patient as there is a lot more to come.

Future Plans for Features
  • Factions & Reputation
  • More Weapons & Loot
  • Major locations (Towns, Caves, Mineshafts)
  • Alternate Endings (Based on Reputation)
  • Semi-Multiplayer Versus Mode (Compete against Friends)
  • Quests & Rewards
  • Merchants
  • Placeable Crates
  • More than 1 Shelter
  • Skill Tree (Across all Saves)
Disinfection - EvilTurtle
Bugfixes:
  • - Possible bugfix for level generator clipping.
  • - Fix for flashlight not working if set to a mouse control.
  • - Fix for player teleporting when holding movement keys with the PDA evidences open.
  • - Fixed being able to cancel death & getting hurt by going into the pause menu.
  • - Fixed Air Particles Sensor not using proper distance scaling, confusing players.
  • - Fixed Reactor Core turning off instantly when infected and thus being unable to power on again.
  • - Fixed Reactor Core power surges not working, when infected the Reactor Core will now randomly turn on and off ~20 times before shutting down permanently.
  • - Fixed Life Support not powering back on after the power in the ship has been turned back on.
  • - Fixed infection monster sounds cutting off when the hunt ends.
  • - Possible fix for glowsticks dropping through the floor.
  • - Fixed Reprogrammer not syncing properly.
  • - Fixed Reprogrammer not killing infection if used client-side.
  • - Fixed Oxygen Scrubber infection source teleport ability not working.
  • - Possible fix for infection source getting stuck in the airlock.
  • - Fixed spectator mode speeds being wrong.

Polish:
Players ranked up way too quickly, making the difficulty scaling go up way too fast. So there's been a couple changes:
  • - Changed the way the difficulty ranking is calculated.
  • - Changed how the player rank is calculated, this also means you need to get more XP the higher your rank is.
  • - Mission rewards have been scaled down somewhat, so players can't get thousands of XP in one mission anymore.

The infection also has had some changes:
  • - Reactor Core infection now becomes faster/stronger when infecting warm areas and slower/weaker when infection cold areas.
  • - Electrical Maintenance infection now becomes faster/stronger when infecting powered areas and slower/weaker when infecting unpowered areas.
  • - The infection hunt radius now depends more on Mission difficulty.
  • - Infection monster now gets a big speed boost if you use the wrong weapon on it.

Misc. polish:
  • - Added a mission timer which tells you how long it took you to do the mission. We are planning on adding a Leaderboard in later updates, with highest rank and shortest mission time.
  • - The flashlight of other players now attaches properly to the head, so it rotates and moves when the player looks up & down.
  • - Reprogrammer now only detects the infection source if it's the right weapon, so it can no longer be used to find the infection source every time.
  • - Changed the way ships are defined as "small", "medium" and "large". It should be more accurate now.
DeadOS - Benn
Hi everyone! Got an exciting update for you this week! This week is the Police Station update!



I've been feeling that the cop AI has been getting a little stale, with them still trying to quarantine when they are almost eradicated, so I've given them the option to withdraw to a designated police station for fun last stand scenarios.

On the cop settings screen there is a new option:



With this you are now allowed to assign one block as the "police station". What does this mean?



It means that once the amount of cops in the simulation drops below a threshold you specify (I've set the default to 75% at the moment) they will fall back to the station to have their last stand.

I hope you enjoy the latest update!
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