Jul 4, 2022
Turbo Overkill - wadaholic


This patch introduces the much requested Quicksave/Quickload system, along with cleaning up a lot of progression related bugs. Enemy flinching is now added, allowing for more combat strategies!

Note of caution: This patch will scrap current checkpoint progress, forcing you to play from the beginning of the level.
Persistent progression like levels completed, weapons/augments collected etc will remain intact.

New Features
  • Quicksave/Quickload system added
  • Completely refactored save and trigger systems to make it far more reliable
  • Checkpoints are far more frequent
  • AI flinching added, heavier enemies will flinch if they sustain a large amount of damage really fast. Uzi's are really effective at this

Bug Fixes
  • You can continue progress on Syn if you haven't finished the first level
  • Fixed bug where one cassette will always unlock on end of level
  • Fixed juttering effect when entering/exiting car, feels a lot more polished now
  • Fixed Teratek crate key icon not showing up in inventory
  • Exiting the car in water will no longer get you stuck in a permanent swimming state
  • You can no longer jump on a Techno-Junkie head and have it miss its melee attack
  • Fixed enemy kill counts in the stats screen
  • Fixed shop item preview saying 'You can't afford this' even if you have enough money
  • Enemies now consistently respawn after reloading a checkpoint (sometimes they wouldn't, breaking triggers and a bunch of other stuff)
  • You can no longer die/finish a level with with shop UI open
  • UI prompt now appears when collecting collectables inside a car
  • Can no longer climb out of train-crash section
  • When dying right after finishing off Artifact-Zero, he no longer respawns in the middle of a cutscene

Visual & Audio Tweaks
  • Fixed spelling mistake on Further Grace augment
  • Fixed animation export issues on weapon hud models
  • New forcefield shader
  • Low health breathing sound volume reduced
  • Correct name set to Twincendiary in shop
  • Slightly reduced fog amount on Ascension
  • Added message prompt warning players of scrapping Checkpoint data
The Ambassador's Coterie - theforgottenworkshop
The Forgotten Workshop would like to take a moment to thank all the kind hearts and words reviewers and commenters have put up in respect to the game in the past week for this sale.

Your positivity and heart have made an impact. herSecretSmile was a little apprehensive about making more games in the future due to extremely slow sales and no reviews, but the recent glowing reviews and the small amount of sales we've seen have really lifted their spirits.

This may not be the end for the adventures of Gauss and Iyrgrahm but you can help herSecretSmile come to the decision to start a chapter 2 faster. There won't be a better sale this year for Coterie so spread the word! Each wishlist and each purchase (even heavily discounted) gets us both closer to the game's first $100 in revenue and boost's hSS's confidence that a second game can both succeed and be more successful if they put more time and money into it.

In any case, thank you all again for your support. The author wanted me to pass this bit along directly:

From the Author's Desk

Hey there, everyone!

It has been a pleasure to hear all the wonderful things people have to say about the game. My addendum will be brief, since I'm sure my publisher's already covered a lot of what I would like to say. First: Thank you so much for your kindness! ♥

Second: While the game ends on a soft cliffhanger, I have notes about where the story might develop from there. It would be really helpful if you guys could help us spread this game even more. If we can get enough folks interested, our options for moving this story forward expand a lot. More options, more story!

Here's to a hopeful future of even more games!


Well, y'all heard them! Spread word on the game where you can; we can use all the attention we can get. The more attention, the more options open up for a future of works by hSS.
BridgeTeam: Ship Simulator - lashrathius
Radar feature update:
  • Added a new feature: NORTH UP mode!
  • North Up is a feature we've had requested for a while, and we are so excited to finally bring this feature to you today.
  • Re-worked major areas of the radar to ensure stability.

New Environment:
  • Added Horseshoe Bay, Bowen Island, and Langdale
  • These are actual ferry service routes from Vancouver, Canada (Horseshoe Bay) to the two islands that ferries service on a daily basis.
  • A full route map can be seen in this screenshot:
Jul 4, 2022
Ruin or Victory - Wedge End Games
Corrections and Fixes
  • The speed of carts by their carried weight was not as intended
  • Humans could access an unconnected enemy tower
  • Defensive ranged warriors did not pursue a target out of range when given the attack order by the player
Balance
  • The cart pulling speed of humans, oxen, and horses is decreased by the same factors affecting their normal movement speed
  • Wild animals have a charging speed damage bonus
UI/UX
  • A message is displayed when an owned human is killed
  • When the 'Enemy Spotted!' message is clicked, any of the last ten recently spotted positions is used
  • Added a hotkey for showing the individual construct counts panel
  • Added a hotkey for clicking on the message box
  • Warriors on walls do not rally
  • Warriors in aggressive stance do not rally when attacking an enemy who is much closer to them than the nearest rally point
Abalon: Roguelike Tactics CCG - Ross

Version 0.70.4 Release Notes

Happy 4th of July everyone -

We're two weeks into our Early Access launch and I'm absolutely thrilled with the feedback and support we're getting from our wonderful player community. 58 reviews and "Very Positive" Steam rating! You've made this developer very proud, and I hope you enjoy this week's update.

Lore Finder
This update addresses concerns players have raised regarding the tedium of (and bugs preventing) finding all the loot in the world. Certainly, we didn't intend to create a chore, but rather an incentive and reward for your exploration efforts. To that end, we've added the "Loot Finder" to the world map that will identify all the locations of lore and keys. Destroying every box/barrel is not necessary - if a map contains hidden lore, it will always be in the first object destroyed. And only minions can drop keys.

I suspect the current implementation might be a bit of an overkill (showing too much before you've actually explored the world) - but I wanted to show good faith that we are hearing your concerns and also validate that players are no longer running into bugs that prevent you from finding everything. As always, looking forward to hearing your feedback and improving :)

Here’s the full list of changes for this update:
*This update is also applied to our free demo version.
  • New Feature: Loot Finder now shows which maps contain hidden lore and skeleton keys.
  • Balance Fix: Units summoned by the Necromancer (or via other abilities) will now receive Sibylla’s +1/+1 benefit. Previously, the buff only applied to units she personally summoned. Units brought on the board via other means (ex: Raise Dead, Your Soul is Mine, loyal followers and guardians) will continue to not receive the buff as before as these aren’t technically summoned.
  • Fixed bug where allies who were Mind Controlled by the enemy would flee after winning a battle instead of snapping out of it and rejoining you. (Thanks atesh)
  • Fixed bug where damage cards increase in cost after temporarily mind controlling an Air elemental and then having it attack and be defeated by the enemy.
  • Fixed bug where the Necromancer Staff card added last week did not allow equipped units to attack (Thanks Another Persona)
  • Fixed bug where hurled squirrel does not land on the correct space indicated by the targeting preview. Oh, those squirrely squirrels!
  • Fixed bug where it could become impossible to complete a lore collection because hidden lore was being cleared for two adjacent maps at the same time when standing on the edge of one map with hidden lore and destroying a container on the edge of another map containing hidden lore (Thanks mr.kitty)
  • Fixed bug where lore collection could require more than 12 lore to be found even though only 12 lore are hidden in each world.
  • Fixed bug where exception HM_UnitRunToPointAnimation/onDispose is thrown when hurling a squirrel at a barrel and then immediately exiting the dungeon. (Thanks El Baek)
  • Fixed bug where enemy Summoner casting a phoenix, attacking with it, and recasting it in the same turn would throw an exception for shrinkCard.
  • Fixed bug where transforming into a beetle (or transforming back to a human) and then using the keyboard to move character resulted in a softlock. (Thanks VladimirLedeux, Luxter, and clearfisher)
  • Fixed bug where casting a barrage spell AOE (like blizzard or meteor shower) on a unit with redirect causes total obliteration as each meteor barrage was causing ALL of the secondary targets to take damage again. (Thanks 1012104522 and la81596961)
  • Fixed bug where the "Goblin Birthday Wish" achievement was not rewarding the "Goblin Party!" satchel card. (Thanks mr.kitty)
  • Fixed bug where casting Blood Sacrifice (or any mana generating spell) when you already have full mana would result in seeing a drop in mana (from the card cost) rather than a restoration to full mana. This bug affected the view only (the player still technically has the full mana, only it didn't show this reflected on the mana bar) (Thanks mr.kitty)
  • Fixed bug where pressing "Esc" after losing a battle would generate an error and allow player to restore the game back to the point before they started the fight (Thanks Lone Sylvan)
  • Fixed bug where after closing the game and reloading, and then looking at cards for the 1st time that session, it's always blank when opened. The 2nd time, however, it shows the cards. This bug occurred because the sort save setting for groupByType was being shared with guardianToggle. So, this error would have affected any player with the groupByType filter turned on in their sort filter (Thanks mr.kitty and BlackDragonMagician)
  • Fixed bug where reviving after being defeated with the "Destined for Greatness" prompt that revives fallen guardians in Novice difficulty was throwing an exception at HM_TargetingLogic$/sortTargets() when the battle was located on a map that bordered the world edge.
  • Fixed bug where exception HM_UnitRunToPointAnimation/onDispose is thrown when hurling a squirrel at a barrel and then immediately exiting the dungeon. (Thanks El Baek)
  • Fixed bug where game would throw an exception at HM_HUDViewMap.disposeCardViews after recovering from a previous bug.
  • Fixed bug where the ERROR EVENT: [IOErrorEvent type="ioError" bubbles=false cancelable=false eventPhase=2 text="Error #2032" errorID=2032] bug that fire when game could not connect to our game server (either due to intermittent internet connection or intermittent connection issues with our server itself).
  • Fix for bug where exception Error #2101 is thrown when game cannot connect with server.
  • Fix for bug where your own Summoner would drop the lore hidden in a room (Thanks noahbarker)
  • Fix for bug where rewards dropped from destroying goblin party presents could land in the water and be unaccessible.
  • Fixed bug where the Void Necromancer description did not include the Farshot ability keyword.
  • Fixed bug with Chinese translation in the tortoise menu 新游戏,左边,文字错误,3“个”BOSS不是3“格”BOSS (Thanks yzj369)
  • Fixed bug with the Traditional Chinese translation for Spirit Recall card (Thanks Kantsume)
We still need additional player info to help us resolve a bug where the game throws an exception when trying to battle after creating a custom deck in Battle mode. Please respond on this thread if you have encountered this particular issue.

SplatterCat Plays Summoners Fate
I was caught by total surprise this morning on the game to find an overwhelming 400+ players viewing our live stream today on the store page. Then I discovered why: SplatterCat, a Streamer/Youtuber famous for covering indie games, released a video on Summoners Fate today which I am proud to share with you:

https://www.youtube.com/watch?v=m0JyMMx6Knk&t=1764s
I think the game is really well constructed. And I think it’s a really, really good game. I think that if you are into card games, this is a very, very clean reproduction of Magic the Gathering with a little bit of tactical RPG and a little bit of roguelike randomness thrown in. And honestly, I think that’s kind of a winning proposition. Thus far, I have not seen, or felt or noticed anything that made me think this game needs improvement. By all means, continue to add to it developers. But it seems as those the game is in very, very good shape. - SplatterCat

I'm so grateful to receive such praise, thank you SplatterCat! And welcome all the new players who saw his video and have joined us here in the Multiverse.

Enjoying Summoners Fate? Please let us know with your Steam review

Your feedback and support is so important and helps to build our community and grow the game. If you have any concerns about the game, please let me know and give me a chance to address them. If you're enjoying the game, please consider recommending us on Steam. Our next milestone is 100 reviews - let's see if we can hit that by the end of our first month.

Join the Discussion:
- Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
- Discord: https://discord.gg/d20studios(RossD20Studios#2359)

Thanks so much!

~Ross
Jul 4, 2022
Engine Evolution 2021 - simunekpetr98
- Cleaner, simpler UI
- Only XP (previously free XP) now exists; old XP were removed from all dialogues, but there are still present and can be spent.
Spermination - phr00t
https://store.steampowered.com/app/2001910/Spermination_Cream_of_the_Crop/

Minor update that changes the "settings" art and main logo, adding a note about the upcoming "Cream of the Crop" sequel, linked above!

Regular price of Spermination has been dropped $1 to $1.99, as the sequel will take the $2.99 slot.
Path of Exile - CommunityTeam_GGG
Community streamer Zizaran is back with another 10-day Class Gauntlet Event which starts on July 15th PDT. Racers will level characters and kill challenging bosses to earn points and compete to find out how each of the classes fare against some of Path of Exile's most difficult encounters. The event will take place in a Hardcore Solo Self-Found Event League provided by us with a range of damage and life mods which are now dynamic. The prize pool is funded by the community and Zizaran's event partners.


Information, Start Time and How to Join
The following mods active for the event apply to monsters:

Acts 1-5
  • 20% less Damage Taken
  • 20% Increased Damage
  • 10% Increased Attack, Cast and Movement Speed
  • 1 Additional Projectile
Acts 6-10
  • 20% less Damage Taken
  • 25% Increased Damage
  • 15% Increased Attack, Cast and Movement Speed
  • 1 Additional Projectile
  • Monsters have 10% Increased Area of Effect
White Maps: (Area Level 68+)
  • 30% less Damage Taken
  • 30% Increased Damage
  • 20% Increased Attack, Cast and Movement Speed
  • 2 Additional Projectile
  • Monsters have 20% Increased Area of Effect
Yellow Maps: (Area Level 73+)
  • 30% less Damage Taken
  • 35% Increased Damage
  • 20% Increased Attack, Cast and Movement Speed
  • 2 Additional Projectile
  • Monsters have 30% Increased Area of Effect
Red Maps: (Area Level 78+)
  • 30% less Damage Taken
  • 40% Increased Damage
  • 20% Increased Attack, Cast and Movement Speed
  • 2 Additional Projectiles
  • Monsters have 30% Increased Area of Effect
Area Level 85+ (Uber Bosses)
  • 35% less Damage Taken
  • 40% Increased Damage
  • 20% Increased Attack, Cast and Movement Speed
  • 2 Additional Projectile
  • Monsters have 30% Increased Area of Effect
The Gauntlet will be held as an Event League that is available to all players during the event by clicking "Join" in the bottom right corner of the character select screen.

Players will receive points once per character based on their level, specific boss kills and select Maven's Invitations. Don't forget, to get boss kill points you must submit your kills in the Path of Exile Community Racing Discord which you can join by clicking here.

Start time: July 15th Friday 2:00PM PDT. The event will last for 10 days. A countdown is available here.

Prize Pool
The prize pool is crowdfunded by Zizaran's event partners and community streamers! In addition, streamers and their communities will be able to create a bounty with the money they fundraise for the event. Bounties are a custom prize that can be awarded to players for achieving a specified goal in the event. Keep an eye out on their social media for announcements regarding when their fundraisers are taking place and what they will be!

Zizaran's event partners will match donations to the prize pool (up to $25,000).

The total prize pool minus bounties will be awarded as follows:

  • Rank 1 Overall: Gauntlet Trophy + 12% Bonus
  • Rank 2 Overall: 4% Bonus
Witches
  • Top Witch: 8%
  • Second Witch: 4%
  • Third Witch: Heartseeker Character Effect + Ultimate Chaos Portal

Shadows
  • Top Shadow: 8%
  • Second Shadow: 4%
  • Third Shadow: Heartseeker Character Effect + Ultimate Chaos Portal
Rangers
  • Top Ranger: 8%
  • Second Ranger: 4%
  • Third Ranger: Heartseeker Character Effect + Ultimate Chaos Portal
Duelists
  • Top Duelist: 8%
  • Second Duelist: 4%
  • Third Duelist: Heartseeker Character Effect + Ultimate Chaos Portal
Marauders
  • Top Marauder: 8%
  • Second Marauder: 4%
  • Third Marauder: Heartseeker Character Effect + Ultimate Chaos Portal
Templars
  • Top Templar: 8%
  • Second Templar: 4%
  • Third Templar: Heartseeker Character Effect + Ultimate Chaos Portal
Scions
  • Top Scion: 8%
  • Second Scion: 4%
  • Third Scion: Heartseeker Character Effect + Ultimate Chaos Portal
Random Draw
Leveling your characters to certain thresholds will also make you eligible for the randomly-drawn prizes made up of both merchandise and microtransactions provided by Zizaran's event partners and Grinding Gear Games! The general prizes listed below will be randomly drawn from all appropriately leveled characters except for the Level 90+ Armour Pack prizes, which will be drawn per class. You can gain more than 1 ticket per account for the microtransaction/physical prizes, however you cannot win more than one prize per category below:



Where to Watch
You can catch exciting moments from the event by checking out Zizaran’s Youtube Channel where Skryah and OMGitsJousis are teaming up to deliver some epic highlights!

There will also be live casting on Zizaran’s Twitch Channel. More info on who will be casting to come!

Click here to learn more about joining the event, the rules in place, the point system, prizes, or to contribute to the event.

Special thanks to community members Faderon, MrMadakey, ManWithHat, Skryah, OMGItsJousis and Viyro for their contributions to this event.

Good luck to all those participating!
Skyway - SomeGuy322
It's long overdue, but the latest patch for Skyway is now live! This update aims to fix core issues that have been plaguing the game for years as well as bring the whole project onto a newer version of Unity to provide better stability and bring it more in line with my other projects.

Changelog:
  • Updated to Unity 5.6.3p1
  • Fixed all movement freezing issues
  • Updated Logo & Cutscenes to use VideoPlayer instead of Legacy VideoClip texture
  • Added VSync option to act as framerate limiter
  • Removed 120 FPS cap

With the update to Unity 5.6.3p1, a few systems were left out of date, notably the video players for certain cutscenes. I reworked them to fit the newer VideoPlayer component which should also help improve the playback performance in-game.

In previous versions of the game, the main character controller encountered a lot of issues with freezing in place. It was discovered that running the game at high framerates seemed to escalate the problem. To mitigate this, version 1.0.2 capped the framerate to 120 FPS which at first glance appeared to help a lot. Unfortunately, I still discovered a few lingering issues with this approach and by 2018 I had figured out the actual root cause of the problem and implemented the fix in my newer games.

Today the full fix has been implemented properly and the 120 FPS cap was removed since it served no purpose anymore. To better utilize hardware resources, I re-implemented the VSync feature which was included in experimental builds of the game. Setting this to ON will cap framerate to your monitor's refresh rate.

So hopefully that should finally clean up the game and prepare it for the long term! With these changes came a much better build workflow that meets more modern standards since I had to set up the project files on my new computer. These internal adjustments should help updates to come out more smoothly if I ever have to make more in the future.

As always, thanks for playing and feel free to make a thread in the Steam forums or contact me on Twitter if you have any questions! I appreciate all the support Skyway has received in these past years. Happy gaming!
-Matt
IdleOn - The Idle RPG - LavaFlame2
17 Quality-of-Life improvements, and 31 Bug Fixes coming your way!!!
It feels good to fix up a few broken bonuses and loose ends -- thanks everyone for sticking with me and continually showing an interest in IdleOn! ːsteamhappyː Your continual support helps me continue to strive to make IdleOn as perfect as can be!

Quality Improvements:
• Better art for the Grasslands in World 1
• New damage numbers for 10m+ DMG in one hit.
• Made Attack Talents have a larger top-left edge border. Basically, its a bit more obvious which talents are attacks, and which are passive bonuses now.
• Added a small description to the Arcade Shop, showing which Bonus Rotation we are on, and how I change the rotation each update & how you keep bonuses from previous rotations!
• Added Instablab Followers to all World 3 monster rare drop tables
• Made Grandfrogger & Eldritch Frog cards PASSIVE! (They give +% chance to start with an RNG item)
• Talent Library auto-selects your overall Class, instead of always showing Warrior to start with. Saves you a few clicks!
• ALL Crafting recipes at the anvil now start with equipment ingredients in the top-left corner (if there is an equipment ingredient). A bit easier to navigate when crafting equips!
• When choosing talent books in the Talent Library, YOUR current max lv of that talent will pop up over your players head! Helpful!
• Sell All added to Dungeons, found in the NPC's shop where you buy things with in-dungeon cash
• If you Disconnect or crash during a dungeon run, you will have your dungeon passes refunded (although you will keep no dungeon credits/flurbos made during the run).
• Birthday Cards have a new description. Put on your reading glasses IRL (not the secret reading glass eye accessory in-game) and take a look!
• Cauldron boosts now max out at Lv 170, and will have a golden "MAX LEVEL" text underneath to honor your amazing accomplishment of real merit! Anyone who has above Lv 170 will have their levels reduced down to 170.
• Added Storage Chest 14 to the Middle Desert rare drop table (Mafiosos ~ Mashed Potatoes).
• Added Storage Chest 22 to a World 4 mob
• Added Storage Chest 23 to a different, cooler, just overall more solid and genuine World 4 mob
• Boosted drop chance for Inventory Bag G by 1.5x (drop from the early Desert rare drop table)
• Added more storage chest space to the Gem Shop!

Bug Fixes:
• Overwhelmed Golden Egg - the pet breeding upgrade - now correctly gives its bonus! It's bonus was also changed slightly; the type of bonus is the same, the numbers are a bit different.
• Fixed an issue where using a talent reset potions (or star talent reset potion) would ALSO reset the other Talent Preset. This will no longer happen.
• Party Starter Wizard Tower now has a functioning 2nd Trait of "All towers in entire map get +15% DMG"
• Fixed a Frog Dungeon desync issue, where other people would drop Eldritch Ripcages, but they wouldn't count for other people. Now it works as youd expect
• Fixed an issue where, for new players, the TP Pete "Toilet Paper Postage" Star Talent would stay at Max Lv 0 no matter what boosts you had to it. Will retroactively fix itself for everyone affected!
• Deathnote's Killcount will no longer go bonkers on mobile if above 2,000,000,000 kills
• Fixed an inconsistency issue where the 10th player would not give Sigil EXP if placed in Sigils
• Jman's "+ Base LUK" family bonus now correctly applies its bonus to all characters
• "Idle Skilling" talent now correctly gives +% AFK GAIN RATE for Cooking, as cooking is indeed one of warrior's specialized skills
• "Tempestuous emotions" talent now correctly gives +% Skill Exp for cooking, as cooking is indeed one of warrior's specialized skills
• Fixed Fishing "Exp/hr" AFK info to more accurately reflect how much EXP you'll actually get per hour
• Jman's piggy bank talent no longer visually messes up Void + coins on the ground when used.
• Lustre Bug Catching Net now shows up as a green catching net, as opposed to previously incorrectly showing up as a purple dementia net
• W2 constellation counter in Telescope menu will now correctly count all 8 constellations if you've unlocked them all. It used to just show 7/8 at most, even if you found all 8
• Fixed the display of Rarity upgrade for pet breeding to not display a weird number if you have Gilded Shells achievement unlocked.
• Construction HUD building bars will no longer show up for "empty spaces". In other words, HUD bars will only show up above actual construction projects you have unlocked.
• Fixed (EXP & Pet Enemy Fight HP & Cauldron Boosting) display beyond 1 Trillion. It now shows correctly as, for example, 3T/54T, as opposed to just showing 3/54
• Fixed an issue where "% chance for 2x ladles" post office bonus wasn't correctly doubling ladles when triggered
• Fixed spawn point on the Stilted Seekers map (last mob in world 4)
• Edited description of "No Bubble Left Behind" lab bonus to mention that you must play each day to get the +1 Bubble Lvs each day.
• Changed how World 3/4 minibosses "respawn mechanic" work. You know how the more days you go without spawning them, the more of them will spawn? Well, it used to be the more days of logging in, the more will spawn. That is no longer the case. In other words, if you don't play IdleOn at all for a few days, you will STILL get a few days of "world 3/4 miniboss respawn" progress! (This is a good thing lol)
• Fixed an error in Alchemy "Player Info" --> If your player is assigned to a Sigil, it will now say so (i.e. Sigil 3). Before, it would say NULL isntead
• All Bonus Pet Dmg (when doing the pet battles/arena) now properly work. This one is HUGE, as it was incorrectly ignoring bonus pet dmg from Meals, Vials, Achievement, and even the Beastmaster talent.
• "+X% Cooking Efficiency" Equipment bonuses (notably from the cooking ring) now correctly apply to cooking efficiency
• The Massive Fig meal now correctly gives its bonus.
• Changed "American Tipper" Star Talent description to no longer say that it "isnt additive with any other bonus", as this was never the case
• Black Diamond Rhinestone no longer applies to Line Width bonus, as to avoid fringe-case disconnects. Still applies to every other food bonus.
• Killroy's speechbox will close automatically if you open up other menus. This was a frustration some users pointed out, where you could accidentally interact with Killroy because you forgot to close his box before opening something else.
• Fixed an issue where the "2x stamp bonuses" Lab Bonus wouldn't work until you swapped characters. It now works instantly when you open the game, as it should!
• Fixed an error where Blobfish critters would sadly disappear after being unlocked, never to be seen again. They will no longer do such a thing, and I need to add that this was my fault and not the blobfishes' fault -- they would never choose to abandon you like that!
• Fixed a graphical issue where the VIP library could visually show up if interacted with even if you hadn't yet unlocked any VIP membership
...