ΔV: Rings of Saturn - Koder
  • When you opened your Onboard Maintenence System menu for the very first time each dive, you could not navigate using just a keyboard or gamepad. Subsequent visits to the OMS menu worked fine.
  • Fixed the jury-rigging not being initialized properly for your ship, causing weird behaviour of your Mechanic OMS tab.
  • Adjusted the background of the Dive Summary screen, so it’s less likely to cause discomfort.
Bear and Breakfast - rares
Hello Bearthusiasts!

Welcome to Hot Bear Week™ everyone! We are incredibly excited for Bear and Breakfast to launch tomorrow, in less than 24 hours!



While we wait for the green light, we'll need to do a little spring cleaning!

If you played the Bear and Breakfast Demo on Steam during the Next Fest in 2021, or helped test or preview an older build of the game, you will need to delete all of your old Save and Player data from the local folder on your computer.



On Windows 10 this folder is usually found here:

C:\Users\USER\AppData\LocalLow\GummyCat\BearAndBreakfast

Where USER is replaced by your actual username on Windows, so it might look like this:
C:\Users\BearComputer\AppData\LocalLow\GummyCat\BearAndBreakfast

Once found, please delete everything inside the BearAndBreakfast folder before starting the game on the 1.0 version!

If you can't find AppData, it's hidden by default.

Alternatively, enter %appdata% into the file explorer address bar. That will bring you to AppData/Roaming.


See you tomorrow!
-Rares from the Bear team

TOTALLY BASEBALL - Jack @ Viewer Ready
Bug Fixes:
  • Removed the delay for catching in free roam and found a better solution for multiple players grabbing the ball at the same time.
  • The AI is no longer able to score on a Foul ball or a caught Out.
  • Fixed an issue causing strange ball momentum behavior in Koshien Stadium.
  • Adjusted the baseline so that it resides on the ground.
  • Fixed an issue with the Windy hair.
  • Fixed an outline issue with one of the hairs.
Improvements:
  • Further adjusted grabbing/catching for single player and 1v1.
New Features:
  • Added a support button to the locker room bulletin board for details on submitting issues and patch notes.
Cepheus Protocol - CERC Emergency Broadcast System
These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:

We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.

The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.

Discord
Steam Forums




Experimental will stay open at all times going forward.

How to Opt-in


We will be having 2 more batches of Experimental before we switch to civilians in 1.2! We hope to have done both "batches" by early next week but it just depends on how stable these two tests go.
#1. Further Optimization / Operator Finalization
#2. Medium Atlas Tower / Revised Weapon Buying information Window

New Operator is now in


Patch Notes
(Click Show details for a full breakdown of the changes)
[expand type=details]
  • Tree Collision across Western Treasure Island improved to fit the physical object better to stop navigation related issues
  • Infection Resistances improved for CERC units
  • CERC units when "Converted"/ "Infected" will gain a higher damage resistance when they are turning and then revert to their CERC tables since they are armored
  • Pod resistance towards small firearms reduced so explosive weapons are typically always preferred like SMAWS/Flamethrowers etc.
  • M249 Added for the Heavy
  • Shotgun spread/damage rebalanced to make them actually effective in Close-Medium range
  • Fixed PlayerController 'sorting of units for move orders' to put helicopters 'last' when issuing move points (to be congruous with what the Formation Move Templates expect)
  • Fixed a problem with Spine Turrets never being constructed. And added a safety to 'kickstart' it on old saves (may not have been needed, but it should ensure spine turrets start getting built again on old saves)
  • Updated the 'structure name hovertips' (from hovering over structures) to disappear if that structure is destroyed, or if you pause the game
  • Fixed the MG Turret and Missile Turret being buildable even if you don't have enough money for them
  • Added speculative fix towards Ammo drops 'constantly playing ammo fill noise' even if the units near it are full on ammo
  • Added minor safety to RotorWash effect parameter to lower overall cost for helicopter caused winds
  • Blowup guys rebalanced so they are more effective in "blowing up" Destructive gibbing added
  • Adjusted the 'distance tolerance for breaking speed limit' on the Formation Position actor, to make move orders 'in walk mode' make units not want to break 'walking speed' (and thus potentially make too much noise?) unless they're really far from their assigned formation position
    Result: Formation move orders, when not running, prefer to 'slow down (as a whole)' rather than speed up individual units, keeping the move orders from breaking 'walk' speed
  • Updated some Spine Turret initialization settings and AI settings to make it a bit more reliable in its targeting
  • Updated the new Formation Movement to respect the Formation Distance buttons
  • And had to include a *weird* fix for CTRL move previews
  • Also adjusted some helicopter 'formation position width' so they dont clip inside each other when giving move orders
  • Improved Circle Up formation:- Now mathematically will add 'inner circles' as required, starting when you hit 16+ units. It will then add circles outward while making sure the outermost circle is always 'full'. The 'leader position' will be at the front of the outermost circle.
    (this took a decent amount of math to do)
  • Fixed the 'helicopter-only' move orders always moving at 'max speed' instead of trying to get into formation
  • Added a new set of logic to the Formation Movement Handler to try to 'lockstep' helicopters in helicopter-only-move-mode, then to 'take the foot off the brake' once they're lined up
  • It works in a lot of good situations, though over long move orders or around buildings they can desync. Still, it's far better than the start/stop they had before
  • New Infected meshes are added
  • Shredder Rounds DNA is now 650
  • Updated Runtime Audio Plugin with more fixes from my thread with them
  • Engine Rendering Method switched to TAA from Temporal Super Resolution (Was causing blurriness issues)
  • Fixed up GrenadeCapable accessing with an 'accessor' function to make it safe (fixes array-index crashes)
  • Refined Music Player UI slightly to allow local volume setting.
  • Fixed the Vee formation having a position 150 times farther away than it should
  • Fixed a few issues with FireMode that could cause infection pods/towers to remain invisible even when in vision range
  • Added logic to the Helicopter-only formation movement logic to 'slow down' if the formation needs to dodge buildings, allowing the unit to 'reform'
    -Removed the 'helicopter-only move orders slow down when dodging buildings' change to formation system
  • Performance improvements to Widgets/UI across the board to improve game overall performance. In our testing we saw FPS improvements up to 40-60% in most cases.
  • Fixed an issue w/ formation movement malfunctioning (there was an uninitialized vector)
  • Added tick optimizations based on LOD of weapons configurable on a per weapon basis to bring down overall CPU utilization
  • Improved 'double-click' responsiveness to be much more reliable
  • Adjusted the 'double-click' run response to not cause units in formation-moves to 'slow down for a moment' if they are in Run Override (from the command button)
  • Improvements to Animation system to stop units moving in place when they stop for a few seconds.
  • Further Optimized Animation system to get more performance
  • Turret UI optimizations
  • Fixed certain graphics settings forcing a LODBias that made the game visually worse
  • Fixed the skeletal mesh-type buildings keeping their 'old healthbar widget' despite it no longer being used
  • Fixed up the healthbar height on the Custom Sign
  • CERC units can be seen through walls when in TPS mode
  • Collision to cars/trees fixed in various spots
  • CERC units can now be commanded by switching groups via 1-9 and then issuing an order via the directional keys on your keyboard.
  • Fixed Ragdolls "hiccupping" when they die sometimes via death animations
  • Critical point system expanded to the Spitters/Blowup guy(headshots, legs, arms & chest
  • Added Spitter death effects.
  • Updated the Formation Move Handler setup to make units more 'snappy' in following their move positions when following the Operator (and to properly detect when the Operator is running
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
New Versioning Number system
[expand type=showmore ]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
Letter from the Producer
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
New Roadmap system
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
[expand type=details]
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]
Swag Store
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here

[expand type=details]

[/expand]

Steam Deck - TomB
Note: This update is for the Steam Deck Beta and Preview channels, and includes new features that are still being tested. You can opt into this in Settings > System > Steam Update Channel.

  • Added favorite and popular guides to the Steam Overlay for easy access
  • Added notification when Steam Deck temperature goes outside the safe operating range
  • Achievement progress notifications (ie. You've collected 5/100 berries) will no longer play sounds
  • Resized virtual keyboard in Desktop mode to the appropriate dimensions
  • Fixed some performance problems for users with many screenshots
  • Fixed some navigation issues on an app's Achievements page
  • Fixed some touch styling issues with the virtual keyboard
  • Fixed sound playing for achievement progress notifications
  • Fixed overlay menu issues with games that do not have achievements
Path of Exile - CommunityTeam_GGG
We're happy to introduce Michael, who's been a member of our sound design team for over a year and recently became a supporting composer for Path of Exile! We took a moment to interview Michael about his music background and new role at Grinding Gear Games.

Hi Michael! Thanks for participating in the interview! Could you please introduce yourself?
Hey, I’m Michael and I’ve been in the audio team for around a year and a half now! I started in sound design just before Ultimatum, and began the switch to music a little after Archnemesis. I have a little over 3000 hours in PoE, and have played on and off since beta.

What is your musical background?

I’ve been playing music since I was about 9 years old. At school I was classically trained in Piano, Guitar and Voice. I studied Composition at University for a couple of years, but didn’t really enjoy the Classical degree so I moved on to the popular music degree where I learned about working in a studio environment, and how to use a DAW (Digital Audio Workstation) which gave me the tools to work in a modern composers workflow.

How long have you been creating music for? Did you always want to be a composer?
The idea of being a composer had been in my head since I was about 10, but I didn’t really start seriously writing my own music till I was about 15. At some point I had a falling out with my Piano teacher so I wrote a piece of music instead of preparing for my exams. That piece evolved into a three part sonata, and ended up winning me a few awards. I think that gave me the confidence to start pursuing writing instead of just performing music, so after that I spent more time writing than just about anything else, which annoyed my teachers… I can’t even remember how many times I was asked what my ‘real’ job would be. But it all worked out in the end I guess!

Have you created music for other video games?
I had tried a few times to get some writing gigs for games, but it can be pretty tough to connect and get a chance with studio’s or indie developers without ‘experience’. Most of my previous work has been for TV and Film, or producing music for various NZ artists. I did manage to pick up a job for an in development MMO just before Covid, but unfortunately that got shut down during the extended lockdowns.


How did you end up working at Grinding Gear Games?
I’d applied for a job in sound design a few times and had almost given up on trying, but right after covid it popped up again so I messaged the audio team lead directly and ended up getting an interview.

Fast forward 9 months, Kamil had seen that I use a lot of the same tools as he does for my own work and with things picking up speed on PoE2, it was getting a bit tough to keep up with writing for marketing material and the live game on top of scoring a whole new one, so he gave me a few art tests to see if I might be a fit for the music and eventually agreed to take me on as a supporting composer.

Can you describe the process of becoming familiar with your role here? Are there any guidelines for Path of Exile music that you need to follow in order to fit the composition into the game world?
Besides getting some fancy new equipment, I’d already been working with the audio team for a while so It’s really more of the same, just with a bit of an extended timeline. The main differences are probably that you have to get as much info out of the writing team and directors as early as possible so you can start to build references and plan out core instruments for the pieces of music ahead of time which can help kickstart the creative process.

For guidelines, it’s similar to most other types of scoring. The best music is the music you don’t realise is there until it’s gone. It’s not really about taking centre stage, but enhancing what you’re seeing on screen.

Other than that, it’s making sure the mixing and general feel of the orchestration and arrangements are in line with Kamil’s work cause I don’t think a JRPG style emotional piano piece would quite fit as you’re tossing fireballs at some primordial old gods.

You're currently working on a soundtrack for the upcoming 3.19 expansion. Would you be able to give us an overview of this process?
Since it’s my first expansion as a composer it’s been a chance to follow the progress of the league right from the initial concepts. It mostly starts with private messaging people every couple days on discord until there’s some more concrete themes, or art concepts that can influence where I might start with the piece of music.

The first step would ideally be to come up with a theme for the league which can then be developed into in-game music, then something for the teasers and trailers. I kind of made my way there in a more roundabout way than I might in the future, but I got there in the end!

After you have the theme, you can start with the most epic moment in the piece and then work backwards to create small chunks of music that can be dynamically changed based on what is happening on the screen. For example, seamlessly going from overworld music, to boss music and back. Or varying intensities of music in that boss fight based on boss health or mechanics.

What hobbies or interests do you have outside of creating music?
Well, gaming of course! But other than that.. Mostly watching films, binge watching anime here and there, and going to the gym.

Who are your favourite composers?
I never know how to answer this question so I’ll just name the first big ones which were Beethoven and Nobuo Uematsu. I played a lot of their music on the piano while growing up which in turn influenced my beginnings in composing my own music.

What inspires you?
Fame, crippling self doubt, and the fear of death.

Are there any particular instruments you most enjoy composing for?
Piano mostly, just cause it’s my original instrument. Which is funny, cause I almost never write on it anymore… Other than that would be string arrangements.


Thanks for the interview! We can't wait to enjoy Michael's soundtrack in the upcoming 3.19 expansion very soon!


































BLASTRONAUT - Perfoon
The next phase of BLASTRONAUT development has begun. It is now available for you to enjoy in Steam Early Access. I hope you will like it.

Despite that BLASTRONAUT is not yet finished: it still has bugs and needs more content. However, my promise to you is to keep working on this game. I will make the game better with every update and add more content. But to do this, I need your help; please join our Discord and have a chat with us. Tell us what issues you had so we can fix them. And let's build the future of BLASTRONAUT together.

Our first priority following the EA launch is to fix the most critical issues. Then we have to figure out where the players get stuck and find solutions to overcome these obstacles. So if you encounter such situations, please let us know on Discord.

Thank you all for support!

Jaanus Jaggo (Perfoon)
Jul 27, 2022
Wicked Games - woodenhelicopterstudio
This day has become very important to our team.

We have finally released the demo-version in Steam and got positive feedback.
There are more than 1 000 people added our game to their libraries.

These emotions are thanks to you!

The third level is in production, some parts of the visual content are already completed, and we do hope the update won't be long!

Join our Discord-channel to stay in touch and follow all the upcoming updates!

Cheers!
SynthWaves - Bosskiller
This patch fixes some bugs with Version 0.2.0

  • Fixed issue where sentrypedia would not properly return to the main menu when closed, leaving it impossible to play the game and sometimes impossible to quit the game.
  • Fixed some sentrypedia entries being formatted incorrectly.
  • Rebalanced Blue World Level 3 (Shields Up) to make the final wave more in line with the rest of the level's difficulty
Jul 27, 2022
Genetic Fluff - GrowingBrain
Genetic Fluff is proud to release a new update (version v0.5.0) with 3 months of development updates, improvements and fixes.
...