Jul 27, 2022
Underwater World - Idle Desktop Colony Building Simulator - Overlay Games
Hello to all players!

I am pleased to inform you that I have tried to solve the problems you reported.
Additionally, new content has been added to the game. We're getting out of Early Access soon, so get ready for one more major update that will bring a cool daily event to the game.


A list of changes:

  1. A button has been added to hide the menu.
  2. Several types of fish and aquatic animals have been added, which now swim at a lower level in our world to further reflect the atmosphere of the underwater world and make the game more enjoyable.
  3. A whirlpool has been added that can destroy or damage your buildings. After the first passage of the vortex, the building is partially destroyed and its efficiency is reduced by 50%. A second swim through this building destroys it and the building is removed.
  4. 2 force field generators have been added to protect your buildings from whirlwinds and prevent them from being destroyed.
  5. Some buildings have changed prices and energy requirements.
  6. The main base for the start gives more cargo and energy.
  7. We get more diamonds and raw mats to start.
  8. Cargo has a greater capacity.
  9. Generators give you more energy.
  10. The position of the building tooltip has been fixed at the bottom of the screen and its scaling has been improved depending on the amount of data displayed.

Bugs fixed:

  • A record of the travel time of the bathyscaphe has been added - thanks to this, when you turn off the game and return to it, your bathyscaphe continues its journey and you do not waste any time
  • The colors of the names of the buildings in the list of buildings for purchase have been changed. Green means that you can buy it and you have enough resources and energy, and red means that you cannot buy the building
  • Fixed building tooltip displaying incorrectly for tunnels
  • Fixed spamming notifications about connecting tunnels
  • Buildings' leaders have been enlarged, making them easier to click on.
  • Fixed floating animals stopping.
  • Improved overall optimization of new and existing elements in the game.
  • The textures of some elements on the map have been improved.
Jack Saves Easter - tc_mabe
Patched the Camera Speed Setting. Previous build was not preserving camera speed slider settings between level loads.
Jul 27, 2022
Adventures of Quin85 - Deathclaim
0.6.2

Added Scuffed Controller Support:

Move: Left Stick
Jump: Button South
Attack: Button West
Reset: "Back" / "Select" Button
Pause: "Start" Button
Bash: Left Shoulder/ Aim with Left Stick
Dash: Right Shoulder
Interact: Button West
Change Skill: Button North
Use current Skill: Button East

Fixed UI for Resolutions above 1080P
OVR Toolkit - Desktop Overlay - CurtisVL
27-07-2022

See a snippet of the new UI HERE !

Please note, this is only an initial version of the new wristwatch to gather feedback!

The new wristwatch will look cleaner in the future as right now many legacy elements have been slapped on it due to other systems not being overhauled yet.


Added:
- New Wristwatch design! Please provide feedback in Discord! :)
- Added 'Keyboard Opacity' setting to Global Settings > Keyboard.
- Added keyboard 'Only show when in view' setting to Global Settings > Keyboard.
- Added 1 hour and 30 minute notifications for an upcoming event you're interested in to remind users of an upcoming event.
- Wristwatch will now remind you of an upcoming event with an 'Upcoming Events - 60m' banner across the top for an event you are interested in starting at 2 hours before event start.

Changes:
- Eco Mode is now SMARTER! If the SteamVR Compositor is able to keep up with your headset refresh rate, Eco Mode will limit to half your set FPS (60 > 30) instead of 2 FPS as it did before. (Will use 2 FPS is compositor is lagging)
- Renamed 'Hide window when not visible' setting to 'Only show when in view'.
- Clarified some sections of the tutorial to avoid confusion. (Hopefully fixed the 'Which gear icon do I click?' questions!)
- Updated tutorial images to reflect new wrist UI design.
- 'Upcoming events' notification will now ignore full events and ones you are already interested in. (To avoid a pointless notification)
- When keyboard generator fails to load initial keyboard and fallback keyboard, a built-in keyboard asset file will be used instead.
- Removed 'Disable keyboard sound' setting as this feature has long since been replaced by the Volumes menu with individual volume sliders.

Bug fixes:
- Fixed Backspace volume setting not working as intended.
- Fixed an issue that could cause a keyboard key to be stuck highlighted.
- Made further attempts to fix the 'Stuck shift' issue. (I still can't reproduce it reliably to know what the cause is, please help if you can!)
- Fixed turning off a controller setting a tracker to 'D/C'. (This was due to the controller no longer being the 'left' or 'right' hand as it's now disconnected, causing it to be labelled as a 'tracker' as a fallback)
- When a controller is disconnected and a different one is connected, the old left/right controller will be re-labelled as a tracker to make way for the new controller in the battery monitoring.
- Attempted to resolve 'phantom tracker' issue. (Battery monitoring will be flushed whenever a new device is connected, even if this is an existing device being turned off and back on)
- Fixed Windows.Graphics.Capture ('Force GPU Capture') being limited to 30 FPS. (Only 'PrintWindow', Force GPU Capture off, should be limited to 30 FPS due to its very high CPU load)
Gunlocked - FromLefcourt
One more little balance patch before I retreat into the depths of my office to finish the biggest patch in the history of all things Gunlocked (never mind that Gunlocked has only existed for 3 months).

  • I've made several adjustments to the new weighted upgrade generation system that should provide a more balanced array of choices. Utilities will be a bit more represented, among a number of other tweaks. I'll likely make a few more adjustments after the next big patch, but after several play-throughs on each pilot, I feel pretty good about where things are now.
  • Added sideway missile ships to Apoid Colony. These were a big hit for Scout players on the Rachni Belt zone, and I felt there were still enough unique enemies there that moving this guy over to Apoid as well would only be a good thing. These can start spawning as early as 30 seconds into the game, and should be especially helpful for early game farming.
  • I've increased mana drop chances for all enemies prior to 8 minutes. Enemies can still fail to drop any gems, but it's about 15-20% less likely.
  • The Sting King boss has gained additional shields in the 2nd and 3rd boss fights.
  • Elite Scorpion Class ships (the blue late game ships that fire missiles...whew, the Codex can't come soon enough) now continuously respawn during the final portion of the Sting King's 3rd battle.
  • Fixed a bug with the blue scorpion class ships not creating an attack charge up effect
LOST EPIC - one or eight
Hello, I am the director of Shitamachi Games.
Today is the official release of the game after a one-year Early Access period.

We appreciate your comments and videos of users playing the game during the Early Access period.
We are very happy to hear that you enjoyed the game.

The Steam version of the game had already been released up to the ending.
The official release of the game will include the end content after the ending, which can be accessed from the throne room.
The Steam version has already finished the ending, but this official release includes a new area accessible from the throne room after the A ending.
The Earthwars collaboration avatar is also available as a memoria.
If you want to play in the world of LOST EPIC a little more after clearing the game, please play.

The following is a partial list of changes in the latest version.

The ascension stone has been changed to an item that can be created from the beginning of the game.
Reduced level and number of materials required for weapon evolution
Increased initial movement speed
Replaced some motions of existing enemy characters.
Reduced the armor value of enemies up to the midpoint of the game.
Significantly reduced armor of giants.
Changed so that the player does not have to shoot archers from off-screen.

In addition, the arena, which was accessible only in the online beta, will not be officially implemented in this release.
We have decided not to officially implement the arena in this release.
We hope to deliver the arena in some other form in the future.

So, bye-bye Keane!

※DeepL翻訳
Jul 27, 2022
Side Effect - Daestra
Global

  • New class: earth

Spells update

Pact of Eaman
  • Can be casted on all pieces
  • Always gives a mana max bonus
  • Queen effect: gives mana regen (same as king effect)

Level

Conclave
  • Spanish kings: now do stuff and move (it makes the level harder)

Fixes
  • Earth tiles: spawn of rocks fixed
  • Big mushroom: visual with poison / fire / curse / ice and name fixed
  • Catapult: trajectory fixed
Unpacking - hummeline

Above: @beezelbee_ is building the 1997 room in miniature, and we’re loving following the process

Hello Unpacking fans! It’s been a busy month, but at this point, maybe there’s no such thing as a slow month!

ABC Australia Mini Doco
We’re very excited that this mini-doco has come out—ABC Australia came to Wren and Tim’s apartment on the day of the game launch, and it’s crazy to think about how far we’ve come since this day in November.



We also got reminded that we made our Twitter account four years ago, and it’s resulted in some nostalgia as we think about where we were at that time—at Stugan, in Sweden, building out ovens and taking the first pass at the 1997 level! Wild to see all that progress.





Listen & Learn
Jeff & Ange have been giving some great behind-the-scenes looks at the sound design behind Unpacking. First up, they were on Level with Emily Reese to talk about sound, music and the complications of recording foley for the game, and then followed that up with a video as part of Save & Sound, which dives into the environmental ambiance of the levels (listen for a school letting out at around 3PM in the first level!), how they tracked the sounds of objects across different surfaces. And keep in mind there’s variations on each sound as well!

We put together a TikTok of some of our favorite sounds—what’s yours?

Another peek
On the other end of things (narrative and game design, that is!) Wren & Tim have had a few chances to take some deep dives as well. The PlayStation podcast had them on to talk about different playstyles, hidden details (if you shake the PS5 controller, it shakes the item!), and telling narratives in unique ways. Then, on an episode of Noclip, they talked about all the systems behind the game, and the video is a great look at the game being built in Unity as well as the grids on each level for item placement!



We’re headed to BitSummit!
So excited to announce that we’re headed to BitSummit X-Roads this year! We showed Unpacking at BitSummit in 2019, and we’re so glad to be headed back. If you’ll be there—let us know!

Easter Egg found!

We’re delighted to say that the easter egg from last month’s newsletter has been found! It’s found by interacting with the game console in the 2015 level—and is Witch Beam’s next game, TemPoPo!

That’s all for this month! Next month brings BitSummit and Wren’s keynote at NZGDC, and we can’t wait to share both with you!

Cheers,

Emily & the Witch Beam Team
Jul 27, 2022
Impact Point - TheGiantPixel @Kontrollable
Additions:
  • Added more permanent gore
  • Added cool down on crosshair to display weapon fire-rate
Dr.Pumpkin Chapter 2: The SCP hunt - funcybear
I fixed a lot of game bugs that I got emails about it
And i added a parkour level!
...