Aug 1, 2022
Hexahedra Playtest - Sidequest Ninja
This is a small update with a few tweaks as I head towards the Demo release :)

Bugs Squashed: 1
(reported by a user, thanks!)

Changes:
  • New tutorial videos added (down with walls of text!)
  • Also tweaked some other bits of the tutorial.
  • There's now a "News" window on the main menu. For now, it has details of the upcoming Kickstarter campaign.

Bugfixes:
  • Improvements for ultrawidescreen. If you're playing in as aspect ratio wider than 16:9, you'll now find the interfaces place themselves much better.
  • The resolution options now don't have anything wider than 16:9. The game isn't well-suited to ultrawidescreen, so the emphasis here is on making sure the available options give a good experience.
We Are The Caretakers - heartshapedgames
We've just released version 0.77 for We Are The Caretakers, bringing a host of new improvements and bug fixes across the game. Here's the full list of changes!

Features
  1. Added a new transition sequence between Eras that includes the Era name, current year, and narrative description for the events that will take place.
  2. Music themes now change in the HQ during the Era transition instead of later.
  3. Fixed poacher units being able to initiate another attack sequence on a Raun they just wounded in the field.
  4. Town info text now includes Bonus tribute in the total amount.
  5. Town info text now changes to reflect the stats it heals after new technologies (will healing -Temples) are unlocked.
  6. Continued work and bug fixes on Era 4 content (to be released at 1.0)
  7. Properly block UI input in the HQ during some transitions and main screens when appropriate.
  8. Fixed repairable structures being destroyed on repair, leaving hanging callout icons, and not retaining their roll-over outline and info. Improved reliability of enemy AI sequences when they look to undo player repairs.
  9. Added a big reputation loss when the baby raun is finished by opposing units in encounters. Protect the baby raun at all costs!
  10. HQ Globe objects such as the barrier and [*redacted*] now keep their visibility state after missions and after loading a save game. Added sounds and UI polish to HQ globe cutscenes.
  11. Adjusted the look of some towns in Era 3 missions, and improved how outlines cover the boundaries of the models.
  12. Era 2 Defeat Poachers mission now shows the "poacher spawn bar" previously only used in survival mode. Changed the spawn timing and unit compositions for this and other missions in Era 2
  13. A major boss unit in Era 3 now reliably appears in a single earlier mission instead of a chance of it in many missions. This improves the challenge of earlier missions and ensures the narrative events make sense later in the era.
  14. Major boss in Era 3 has improved field AI and more states to give the player time to react.
  15. Changed victory and idle animations for many characters.
  16. Fixed bugs with returning from mid-mission sequence in major boss mission.
  17. Fixed error when a selected field loot item gets consumed while it is being inspected.
  18. Removed redundant HQ dialogue in Era 2 protect raun.
  19. Changed the "Mission Length" text for each mission to reflect their play time accurately.
  20. Improved washed out lighting in Era 3 biome encounters.
  21. Added new boss music for a variety of boss and major encounters in the game.
  22. Shortened the length of the boss intro camera.
  23. Fixed Wound finisher not applying the reputation loss appropriately (now has variable amounts and shows feedback)
  24. Hide floating stat change text when the amount is 0 for non stamina/will stats.
  25. Fixed some hidden technologies not revealing their description when requirements are met.
  26. Button sounds now play in controller mode in HQ story missions.
  27. Better enemy types and squad compositions for mission in Eras 2 and 3
  28. Balanced stats for bosses (generally giving more stamina and support units to add challenge)
South of the Circle - tommy
Watch the interview with the 2 amazing composers behind the Circles EP. It’s a new mini album created from the collaboration of Piotr Musiał - the creator of Frostpunk Soundtrack - and Ed Critchley, who has made the ethereal music to South of the Circle game. The Circles EP album contains two covers of each composer's music re-arranged by the other, thus blending the feel of the original mood with the new sensibility. The 2 composers share some details about their creative process!



South of the Circle is releasing on August 3. Add the game to your wishlist:
https://store.steampowered.com/app/1811040/South_of_the_Circle/

Get Circles EP for free here:
https://store.steampowered.com/app/2052810/Circles_EP_South_of_the_Circle_Edition/
Obama Maze - Anthony
The Obama Maze Early Access Release is FINALLY OUT!!!
The Early Access Release for Obama Maze is FINALLY Released. Early Access for Obama Maze may not be updated so often but it will for sure receive updates additionally this means Early Access may be buggy why? I don't have many beta testers who are active so my experience with different point of views are limited so any bugs find can be reported on the community forum or our discord linked here.

Now to explain what you'll find in this major update.

The Maps
In this Early Access release you'll find 3 playable maps (along with a scuffed tutorial) these include

Normal Maze - The quite literally "Normal Maze" is the original idea of Obama Maze, stick you, Obama, seven Obamiums, all in a brick maze and boom you've got a scuffed horror game idea.

Endless Mode - Sometimes referred as "Endless Maze" which technically is incorrect! Endless mode is basically normal mode but there is no limit to how many Obamiums you can collect as once you collect seven, six more spawn in, and repeat.

Forest Maze - You spawn in a forest... no sense of direction... no idea how you got there.... but you've got one goal.... collect seven Obamiums of course! In the Forest Maze you are placed in the middle of a forest with a river, some inclines, a couple of houses, a church, and some fun stuff. And also you're getting chased by Obama. This maze you'll spawn with every item as the item manager isn't ready to handle picking up items from this maze (will be fixed in next update.)

Items
As some has changed and outright disappeared.

The Flashlight - The flashlight is your typical flashlight, its a tube light emitting thing which consumes power. Wait power? yes you now have a global power usage in Early Access which automatically regenerates over time.

The Tablet - This tablet display any videos or video games but it will show you a radar-ish type of map which will show you if there are any Obamiums located nearby but it will not show you the layout of the maze. Additionally this item drains power a lot quicker than the flashlight so don't use it too often.

The Radio - The radio / walkie talkie or really whatever you want to call it is an item which will alert you when Obama is nearby. How? you'll figure it out!!!

The Bear Trap - In normal and endless mode you'll find these littered all over the place! Pick one up and place it on the ground before Obama gets to you and he'll be stuck in place for roughly 20 seconds. (Please don't make me nerf it)

And roughly that's it! Additionally this is awkward and I have no where else to put this but you now have a sprint bar, use a little and it will regen quickly, use all of it and it will regen slowly. Anyways enjoy the Early Access and report any bugs to the Steam community forum for Obama Maze or our Obama Maze Discord Server!
Shrine's Legacy - keking26
Hello! Hope the end of your July is going well, and welcome to the 4th monthly Steam Chronicle for Shrine’s Legacy!

Inside of Galadine Castle
Last month we showed off some screenshots of Galadine, but there was no castle interior yet. Now there is! Here is a first look at part of Galadine Castle. Note it is a heavy work-in-progress!



Dungeon Design Progress
So far, four dungeons and the overworld have reached the “floor plan” complete stage, two more since last month. “Floor plan complete” means all the rooms in the dungeon exist now and are connected in a way that closely resembles how they will be connected in the final game. ✨🎉
At this point the goal with dungeons is to get all the dungeons to the "Floor Plan complete" stage or higher by two months from now, which will be Steam Chronicle #6, and to get more art done as well! At that point, we'll be at the roughest form of the alpha stage, since technically the whole game will be playable in some form, which is exciting! And then we can start deep diving into specific areas and making them complete and fun.

Closing
Just thought I’d throw that out here, but please take care of yourself in these times, folks. 🤗 Mental and physical health are no afterthought, and you have to be your own strongest advocate for taking care of it. That's all for my public service announcement. At any rate...

Thank you so much for reading Steam Chronicle #4! See you next month!
Planetary Exploration Company - MyMouse
NEW:
  1. How to use Weapons: when you explore a sector, the robot will send you a box with a weapon that was stored in it. But when you go back to a base, the weapons the explorer has will expire.
  2. Book to increase handling: send it to an employee inventory and pass a day to increase his handling ability.
  3. Helmet to increase max oxygen: equip it to an employee's inventory to increase his max quantity of oxygen. This is the first of other items that increases the maximum quantity of a person's property.
  4. Exoeskeleton to increase max energy.
  5. Cyberheart to increase max health.
IMPROVED:
  1. Danger UI: the danger bar inside a sector is a different color that matches the color of the danger bar on the planet map.
FIXED:
  1. Saving: saving and loading was not working correctly. To save your progress, exit the game when you are inside a base.
  2. Extracting: the speed for extracting resources from destructible objects should work correctly.
  3. Tools: some tools did not work correctly, setting properties to 0 instead of increasing them, when beign used by an employee when a day passed.

Aug 1, 2022
Big Ambitions - jhovgaard
Hi there!

We're proud to finally release Beta 4 after a couple of delays and some difficult days of bug-fixing.




Beta 4 comes with a lot of new content:

  • Improved UI: Bizman business list
  • Improved UI: Start new business
  • Added Gas stations
  • Implement vehicle fuel system
  • Implement vehicle conditions
  • New special service: Car workshop
  • Real estate investment: Allow buying buildings and earning rent
  • Completion of Murray Hill neighborhood
  • City Hospital + exhaustion
  • Added happiness variable to player
  • New business types: Florist
  • Tax System & IRS Government Building
  • New vehicle: BMW 3-series station-wagon inspired
  • Balanced employee salaries + job demands
  • And much more...

Everyone on the team worked really hard on this one and we hope you like the changes! ❤

Remember, you can already get access to our beta releases by pre-ordering either the silver or gold version at https://www.bigambitionsgame.com

To see what's coming next, check out our roadmap over here: https://www.bigambitionsgame.com/roadmap

All the best,
Hovgaard Games
Autonauts vs Piratebots - Kentish
Fixed - Aaron pop-up appears after saving and loading a save file with Botbarrosa Boss outside of the tower.
Aug 1, 2022
REVN - Ambitious Games
New Content
  1. New small prop models around the map – includes new trash, and new vines and foliage in garden area
  2. Delta Strike VFX (this time for real)
  3. Updated Shockwave VFX
  4. Heal Burst VFX
  5. Teleport channeling animation
  6. Energy Transfer VFX

Balance Changes
  1. Incendiary Shot – Energy cost increased from (15) to (17)
  2. Assassin Edge – Passive WP reduced from (25/35/45/55/65) to (25/33/41/49/57)
  3. Core HP lowered from (15,000) to (12,000)
  4. Ongoing jetpack adjustments

Bug Fixes
  1. Damage Coils item passive now works as intended
  2. Fixed a bug causing loadouts to not auto equip
  3. Several Bug fixes pertaining to the stats offered on life steal items
  4. Sentry Turret will now target training dummies in practice mode
  5. Status effects should properly disappear after their duration
  6. Assassin Edge intrinsic WP tier 5 value fixed
Aug 1, 2022
NIMBY Rails - Weird and Wry
Timetables development is now in full swing, with the first half of July devoted to making the pax timetable pathfinder fast enough to be playable. This was a make it or leave it step for 1.5, and in the end it worked out pretty well. So well it's actually more performant than 1.4! With the pathfinder looking good, work on the timetable UI and logic was started. The UI has progressed nicely, but the logic of the timetables, and how they are exposed and edited by the user, has become an stumbling block and needs more work.

https://carloscarrasco.com/nimby-rails-july-2022/
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