Fishing Paradiso - Daigo
Depending on your PC, the game had an issue launching. We applied a fix.
Down n' Up - dotsquaregames
[2022/07/11] UPDATE - WEATHERING PEAK COLLISION BUG FIXED + OTHER CORRECTIONS

  • Weathering Peaks collision bug, where sometimes a vanishing platform had its collision not working, is now fixed.
  • Vanishing platforms now become red when they are fully vanished, which makes it easier to notice.

More updates will come in the future, with bug fixes and other corrections.
Thanks.
灵墟 - 532143010
亲爱的渡魂人:
多谢您对《灵墟》的热情关注和支持!在EA版本发布以来,我们收集了大量玩家的宝贵意见,制作组由衷感谢并将在未来的两周内更新以下内容,对游戏体验进行优化和调整:

1、怪物经验调整
增加击杀怪物获得的修为、魂力经验,大幅提高野外精英、副本boss、任务怪物获得的修为、魂力经验,降低刷怪过多造成的枯燥感
2、野外遇怪方式调整
增加游走型的小怪,同时减少野区暗雷分布,降低正常赶路时遇怪过多造成的体验不好的问题
3、优化钓鱼系统
增加钓鱼灵器,获得灵器后可以批量钓鱼,一次性获得大量钓鱼产物,降低反复点击钓鱼的枯燥感
4、优化烹饪系统
增加烹饪灵器,获得灵器后可以批量烹饪,同时将烹饪技艺与烹饪成功率挂钩,技艺等级越高烹饪失败的概率越低,最高至不会失败。以提高烹饪系统的整体体验,降低枯燥感和挫败感
5、优化种植系统
增加随身田地灵器,获得灵器后可以随身种植农作物、药材,可以通过消耗一定的资源开启更多的地块,提高种植系统的便捷程度
6、优化背包系统
增加背包整理功能、增加背包搜索功能,降低寻找指定物品的繁琐度。
7、优化门派系统
增加全新的遗迹幻境,产出魂精、魂格、门派好感;增加全新的门派委托任务,通过追杀门派叛徒,获得门派赠与的魂精、魂格、门派好感。以降低门派好感、魂精、魂格的获取难度,提升游戏体验
8、优化宝图显示
相同的藏宝图在背包中堆叠显示,相同的藏宝图在快捷使用栏堆叠显示,优化同名宝图需要反复打开背包绑定快捷键的无用操作

以上便是接下来一段时间内制作组对《灵墟》进行的主要优化工作,当然全新的世界建筑系统、丰富多样的世界事件、神出鬼没的特殊人物也在紧张的制作当中,欢迎各位渡魂人关注后续steam社区和官方交流群(534061638)带来的最新谍报!届时,大家将可以在灵武大陆中自由建造各式各样的建筑,在特定的时间触发特殊的世界事件获得稀有的奖励,与神秘的特殊人物偶遇结缘!你想在野外建造可以随时传送的驿站么?你想改变某个城镇的结构么?灵武大陆未来的样子由你掌控,建造属于自己的灵墟世界!

我们真诚期待渡魂人们对本次调整的反馈,并希望大家可以提供更多的建议,感谢您的理解与支持!
 
《灵墟》运营团队
2022年7月11日
Jul 11, 2022
Dragon's Dilemma - Ghostly
Patch 1.0.4
7/11/2022
added in an option in the menu to display your current gold carried
added in two new backgrounds for existing parts in the story (cave with blurry note and plains ruins)
fixed some script issues in one of the triggered conversations with Myshum
fixed some other small script and character placement issues
焚魂之梦 - 823821364
游戏开始可以选择车轮战模式

增加存档栏位

增加几个小技能

伤害颜色优化
Tilefinder - davedoubleedev
Patch notes for Update 2022-07-11:

Boss updates:
- Tyl HP up: 176 -> 245 (both phases)
- Tyl is now immune to Silences
- Changed the Tyl pedestal mechanic so that pedestals are not on the board anymore (they are outside) and shaped like a "#"
- Fixed Tyl Lightning Ball too slow
- Fixed Tyl Lightning rain not having particles and sound effects
- Fixed Tyl skill shots hitting himself
- Fixed wrong damage type for multiple Tyl spells
- King now has no blank order for his guards
- Moved King guards forward 1 tile
- King guards HP: 71 -> 81, ARMOR: 0% -> 10%
- King guards now throw 10 spears instead of 5
- King guards are now immune to Silence, Stun, Moving and Rooting
- King now throws 8 spoons instead of 4
- King now spawns 6 militia upon starting phase 2.
- King now spawns 2 militia every turn
- Fixed King spoons being too slow
- Marceline's sword now displays the tile it is hitting
- Polished Marceline's battle a bit as well
- Nerfed Spatula (max bats summoned on death: 6 -> 5, death bat speed: 3 -> 2)

Other updates:
- All characters have 5 less starting HP
- Heal after combat: 15% -> 20%
- Item sell price: 33% -> 20%
- Gold rewards: no change in the first zone; down 20-25% second zone and down 30-35% third zone
- Nerfed Ranger fox (50% of Ranger HP -> 35% of Ranger HP)
- Nerfed Mage Mana Ward (100% MANA -> 50% MANA, this thing was OP AF)
- Knight Block: 60% SP -> 2 + 35% SP
- Peasants now drop a Bear Trap on death
- Bishops now have an attack that deals a little damage

Other Bugfixes:
- Fixed Inspection (Q) not working sometimes
- Fixed a bug when the player characters died during a non-combat event
- Fixed a bug when all player characters died at the same time as the enemies
- Fixed some combat text overlaps
- Fixed Momentum Magic getting you to 0 SP (lol)
- Fixed MANA appearing depleted on the Character UI

Let me know about any bugs you find, as soon as possible!

Cheers,
Dave
DNF Duel - Catbug
Greetings, DNF Duel Adventurers!

The emergency patch for keyboard settings has been completed today as follows.

- Key bindings used by Player 2 can also be used by Player 1.
* Accordingly, please make sure that key bindings do not overlap when 2 players are playing on 1 keyboard.

Additionally, please take note of the following notices after the update.

1. Menu controls and the menu key will continue to be set as the WASD keys and Left Shift key respectively after victory. Please navigate menus according to the button guide shown at the bottom-right side of the screen.

2. When 2 players are playing on keyboards, even though the button guide on the bottom-right side of the screen will be shown as Player 1 controls when Player 2 pauses the game, Player 2 will only be able to use the default settings of directional keys and numpad keys.
As Player 1 and Player 2 can use the same key bindings, please make sure that key bindings do not overlap when 2 players are playing on 1 keyboard.

3. We are aware of the increased rate of disconnection and ignored inputs when using a keyboard compared to when using licensed gamepads and joysticks. We are striving to fix this issue as soon as possible, and thus ask for just a bit more of our Adventurers’ patience.

We apologize deeply for the inconvenience. As for other issues, we will notify you as soon as patch dates for each fix is decided.

Thank you.
Tower Defender VR: Last Adventure - Suplife
1. Art resource optimization
2. When you choose a tower to connect, you can now see the selected effect
BAD DREAMS - Thaikorat
Hi everyone, hope you're doing fine during this hot summer. We are doing this announcement to talk about our progress but also to announce our presence at the Steam VR Fest. This kind of event is a big opportunity for us.

A new demo of Bad Dreams will be available on Steam during the Steam VR Fest from 18 to 25 of July.
Our team tried its best to came up with this horror experience. With our indie team, we are working on this game for almost 2 years.

Player

The player was really tricky since we're attempting to offer a full body solution. We added a whole animation system that gives more immersion and we finally succeeded to smooth the body postures according to hands positions & rotations.
We're still working on the hands to make them beautifull but we didn't had time to integrate them yet.
This new mecanism was tested but can still show some bugs so don't hesitate to report them.

Large scale optimisation

Our devs worked hard on multiple aspects of our game's optimisation :
They improved our many shaders, redesigned the AI system & fixed a big amount of scripts.

New staging

We redesigned and added some staging & cinematics.

Renew of the madness system

We add wristband that indicates the level of madness with a light and a bip. The faster it is, the craziest you are.
The player has a cigarettes pack on his chest and he can smoke cigarette to diminish his madness.
The madness is managed differently than before and is more scripted to offer a more balanced experience.

New grab & ungrab system

That fixes some bugs with physics & hands positions. Now, when the player is forced to ungrab, the hands resume their original pose. It is way more complicated than it sounds but we're still working on this.

Add some puzzles into our levels

Surprise ! We wanted to add "specials" things.

New special level : the Maze

Redesign of the "Hotel Room" as a "Lobby" that the player will see more than one time.
We integrated some puzzles inside the room itself.

Integration of our narrative design & back story

Bad Dreams has a story that goes beyond zombies and nightmares. It is linked to an event that shook but and entire nation before the 80's.

We started to integrate this story in our environments but also in some items that the player will find.
Stay aware to understand this spun metaphor that glues every pieces together.

__________________________________

It is true that this may not seem like much, but we only note here the work that has been done on the demo.

We also worked a lot on the part of Bad Dreams that's not in this demo. All of our levels are in place and the major part of our gameplay is here but we need a lot of tests and fixes without even talking about balance.

This is the biggest project of our studio. We're taking our time to shape the best horror game that we can make.

Even if it was tested, again & again, you can experience some bugs during your play session.
We have a special thread in the hub community for them. Don't hesitate ;)


We hope you'll enjoy this free demo that will be available during the Steam VR Fest !

Jul 11, 2022
Unexplored 2: The Wayfarer's Legacy - jd
Patch 1.1.1

This might be the nicest patch number we’ll ever have. So we tried to make it a worthy one by fixing more than two dozen of bugs!

Once again many thanks to all of you who have been diligent in sending in those reports. Even if we didn’t reply directly we see all of them, and work through them as best as our limited resources allow.

Bug Fixes
- Spire ruins with a sky portal are generated with enough space to fit all the features.
- Rift shards appear on the map more consistently.
- Fixes issues with ramps being untraversable near shallow water and mud.
- The exit map button is no longer visible during the legacy loop.
- Your traveled route is placed correctly during the legacy loop.
- When a clay figurine contains a random drop, that item is resolved correctly.
- When you pay an armorer to make an armor strong, they don’t make it ‘balanced’ instead.
- Fixing issue with items that go missing in certain variants of the regular keep levels.
- Prevents a few instances of non spirit world and edge assets from appearing in those levels.
- Shrooms cannot spawn in a way that they block narrow paths.
- Reduces the chance that crevices are generated floating in the air.
- Prevents gates at the bottom of a stair to be accidentally raised by the level generator.
- The interaction marker for delicious mushrooms is labeled correctly.
- During the tutorial and in the Garden during the prologue, the weather is always nice.
- You cannot travel to underground locations from overland exits.
- If a destination is visible but cannot be traveled to, the travel UI doesn’t try to activate, freezing the game in the process.
- Fur-lined boots do not prevent cold weather gear from activating when you encounter wilderness and cold during a journey.
- Fixes issue with mercy tomb clue.
- If you fully deciphered an inscription you don’t have to again with the same wayfarer (unless 4 years pass).
- If you already know the secret of a ‘secret keeper NPC’ you don’t have to test again.
- Better randomization of weather so the same destination doesn’t have the same weather for an entire season.
- The task giving NPCs should be more aware of tasks that are already done.
- The text feedback for camping actions is anchored correctly for different aspect ratios.
- Makeshift shields still stop damage on the block they break.
- Travel doesn’t break because travel gear has 4 effect icons.
- Improves the placement of the ‘Raaf Tribune’ starting spot in the Garden of Yendor.
...