Hunt: Showdown 1896 - Cry_Ari

The Steam Survival Fest is in full swing!🪓🥾

Up to 70% OFF our DLC Bundles for new and experienced Hunters.

Get it now and survive the Hunt! - 🏹

Starter Hunter Edition: https://store.steampowered.com/bundle/24346/Hunt_Showdown__Starter_Hunter_Edition/

Platinum Edition: https://store.steampowered.com/bundle/25361/Hunt_Showdown__Platinum_Edition/
Deadside - Lucas


Hey, Deadsiders!

Steam Survival Fest is in full swing, and this is the perfect chance to purchase the game with a 25% discount.

Gather a team of survivors and challenge yourself in the harsh world of Deadside.

Veterans, there is going to be more hardcore in the upcoming updates. It's time to recall the skills.




Join other survivors:



Twitter
Facebook
VK
YouTube
Official website

Simutrans - Roboron
In the last post of this series we talked with Hajo about the first years of Simutrans. However, many of the players reading this today have never played a Simutrans version from Hajo's era. If you ever wanted to take a taste of one of the earlier Simutrans releases, today is your lucky day!

The first demo version

A screenshot of Simutrans demo version 0.50, with text in German.

The first of the versions we have made available is not the actual first release, but it is pretty close. This beta version was released on 02/05/1999, while the history.txt starts just two months before (06/03/1999). As the "demo" name suggest, this version has practically no content, and crashes frequently, since it was just a version to show up the Simutrans engine working and a little more. Because of this and the need to use a DOSBOX, we recommend you to skip this version and try the next one if you want to truly play an early Simutrans.

The first playable version

A screenshot of Simutrans beta version 0.78.7 with the minimap and some toolbars and windows opened.

Thanks to the donation of user Khaki we got our hands on one of the firsts playable versions of Simutrans, beta version 0.78.7 (released on 14/06/01, two years after the previous demo). As you can see in the image, this version has already some basic working tools (rail, road, ship and terrain tools). The minimap is also present, with a familiar view.

You can play this version natively on Windows or with WINE under Linux, although you might find some game-breaking bugs (particularly one with pop-up windows).

The Museum and other versions
In the SourceForge Museum you can find the versions mentioned in this post and other versions from Hajo's era (beta versions 0.80, 0.84.01, 0.84.04.1 and 0.84.10) which were recovered thanks to Markus Pristovsek. Do you have any other previous version of Simutrans not listed there? Please share it with us!

And of course, you can still download (and compile) any version of Simutrans since it became open-source on SourceForge.

Schedule of the Simutrans 25th Anniversary Posts
Talking about Markus Pristovsek, join us two weeks from now as we will interview the lead developer for the 25th Simutrans anniversary!

Pinball FX3 - linne_zen
Hey Pinball Fans!

The Weekly Sale features foes from your wildest imagination! Get your pinball play together, you may not get a second chance.

Survive Xenomorph encounters in three thrilling pinball tables inspired by the ALIEN franchise.

https://store.steampowered.com/app/646670?utm_source=steamnews

- Join Ellen Ripley as she confronts the Alien Queen and helps the Colonial Marines eliminate LV-426's alien infestation on the Aliens Pinball table
- Help Amanda Ripley survive the dangerous halls of Sevastopol Station while evading a merciless Xenomorph on the Alien: Isolation Pinball table
- Defeat Xenomorphs, rise in the ranks of Yautja society, and choose your allies wisely on the Alien vs. Predator Pinball table


Stay alive in the stunning yet hostile environments in three fantastic pinball tables inspired by the most iconic Bethesda franchises.

https://store.steampowered.com/app/646668?utm_source=steamnews

- Explore the secrets of the Wasteland in a world decimated by nuclear war, join Factions, raid Vaults and collect Bobbleheads on the Fallout® Pinball table.
- Fight your way through the UAC research facility, taking on hordes of demons to earn the Demon Slayer name on the DOOM® Pinball table.
- Craft weapons, wield magic, equip armor, buy and sell goods, mine materials, find trainers, and complete side quests before defeating Alduin and fulfilling your destiny as the Dragonborn on The Elder Scrolls V: Skyrim® Pinball table.

Let’s see how far you can get ;)

Linne
DRAGON BALL: THE BREAKERS - [BNE]plt
In the chaotic Temporal Seam, the Survivors are racing against time to activate the Super Time Machine and escape. But the Raider is on their tracks and will become stronger every minute, evolving into a more powerful threat.

Pick your side in this scenario: survive and live... or evolve and triumph!


Pre-orders will unlock the “Android 18 Transphere” with the “Wall Kick” skill and the “Scouter (Blue)” accessory.

DRAGON BALL: THE BREAKERS will be available in two different editions:
  • The Standard Edition will contain the full game.
  • The Special Edition will contain the full game as well as the Special Edition Pack with a Customizable costume, the “Two-Handed Good” victory pose and the “Dragon (Yellow)” vehicle skin.

https://store.steampowered.com/app/1276760/DRAGON_BALL_THE_BREAKERS/

Sprocket - Mushy
Hi all,

Lots of fun with this update.
You've all got AKM and the ICO Sprocket community to thank for this one being so soon.
Having gotten tired with the placeholder engine sound effects, they worked together to provide and test the quality effects in this update.



Additions
  • Added new sound effects for engines depending on engine size. There are now unique sounds for 4, 6, 8 and 12 cylinder engines.
    Pitch & volume changes slightly with cylinder displacement. Each vehicle and engine combination should have its own unique sound now.
  • Added new sound for tracks. Making the vehicle feel heavier with various rattling and squeaks.

Fixes
  • Fixed increased cannon aim shake added in multi-cannons, back to the initial amount. Full fix for shake coming in the next few.

Changes
  • Lowered lateral velocity damping. Now starts of lower at low speeds, then lowers until it's completely off by ~60km/h. This makes turning feel slightly less on rails, though it's subtle.
  • Increased turning resistance significantly, in an attempt to get back to realistic turning and make good turners a design challenge again.
  • Changed visual effects for track dirt throw off.
  • RPM counter now rounds to the nearest integer below 100rpm.



- Hamish
Aug 2, 2022
Abandoned Archive - Vedal
Using Steam Remote Play you can now explore the archives with your friends anywhere in the world! Only one player will be able to use the mouse and keyboard, meaning other players will need to play with their controllers - we promise you get used to playing with controller.
You can also play locally with your friends in real life (if you have those)! Either way, to get started press the following button from the main menu:



Then just press any button on your connected controller or keyboard/mouse and another player will spawn (Art Temporary™)! Currently you can play with up to 3 players, although we recommend sticking with 2.



For more details on how to use Steam's Remote Play please visit https://store.steampowered.com/remoteplay.

If you are a beta user, you will have access to this feature right away! Demo users will be able to use this when the game releases in early access this year.
Terra Maega - Daemontale
Hey there 🙂

Thanks for taking an interest in Terra Maega.

There have been quite a large number of updates made to the game, including: an updated new palette, battle moves, character customization optimizations, and new dialogue designs!

I'll drop in the 2 most recent devlogs, covering these updates, right below this section to give a visual overview of the changes. No worries they're short and sweet 😉

Let's a go 🏃

--------------------------------

Devlog Overview

Since the last early dev update, I've actually created enough content to cover 2 whole devlogs 😅

Timing plays a huge role here. Updates discussed in the last early dev announcement came right before releasing the previous devlog. If you'd like a more direct visual overview ~ feel free to check those out below:






Colorful New Look

The world of Terra Maega has adopted a dramatic change in color 🎨 To embrace a more fantasy-like aesthetic, and help the game better stand out, I repainted the pixelart with a more expressive custom color palette:

👉 Link to full update video 👈



Big Dialogue Changes

NPC Dialogues have taken a noticeable change. As much as I'd like to say my portrait art has been improving, it's still quite an ordeal getting down just 1 or 2 detailed portraits 😓. With multiple dozens of npcs planned for the game, and the possibility of further polishing / dialogue expressions added in later, it seemed like I had to remake the dialogue design to be more scalable.

Check out my solution with this sleek new design; instead of using the old detailed portraits, I've adapted dialogues to reuse the npc's battle sprites if available 💁‍♀️:

👉 Link to full update video 👈



Battle Stat Tracking

Buttons have been added in the battle scene to keep track of current stat changes, and status moves used 📈

👉 Link to full update video 👈



Custom Battle Backgrounds

Earlier on in development, I've experimented with various designs for the backgrounds used in battle. I eventually decided to incorporate the psychedelic Earthbound aesthetic to the visual design of the background, and now have a process created of making my own custom backgrounds similar to this style:




Lightning Animation Update

Updated look for the Battle Move, Lightning, incorporating my newer style of pixelart and lighting. This was actually the first move I designed for the game when I made the concept, great to see some improvement here :

👉 Link to full update video 👈



Improved Character Customization

The first implementation of character creation included a pool of all possible choices you can choose from, hidden from view, and rendered / animated when applicable. Now, since these assets are rather small, the thousands upon thousands of assets used to implement this didn't actually take up much space. But it was a development nightmare 😅

Imagine thousands of sprites, animations, and animation trees needed for just one outfit haha. Not only that, there seemed to be a slight performance hit when toggling on and off different sprites for different options. So! This needed to be fixed, and I now decided to add addtional layers to the outfit (invisible to the user ofcourse) to keep some colors constant, BUT - every clothing option is now initially presented in grey - with the addition of color added on player choice! No more toggling between sprites, reuse the same clothing / body-parts, just recolor 🕺:

👉 Link to full update video 👈


--------------------------------

If you'd like to stay up to date with development news as it's made:

🎥 I post trailers, videos, and devlogs on Youtube

🐧 Development updates, screenshots, and videos on Twitter

📷 Game-art, and short game clips on Instagram

Thanks for the support ❤️️

Until next time!
Substance 3D Stager 2022 - kevyvona
This update is a minor release. It contains several bug fixes. For further details, see the release notes for Stager 1.2.3.
Aug 2, 2022
Last Oasis - not_so_gladiator
Season 5 has launched!



Servers will go live in the next hour and the patch is available for download. While normally you would get patch notes, as we’ve said numerous times, S5 is a complete overhaul of the game. Nearly everything has changed. If you’re a returning player, consider that nothing you knew before is the same and keep an open mind! We’ve seen that people tend to catch on with the new mechanics much easier this way.

However, there are a few important housekeeping issues we want to touch on.

World Map and Soft Cap

A few months ago we talked about having a static map and some of the benefits that would give us for Season 5. The way the world map is designed will have a massive impact on the way Season 5 is played.

Rather than a top to bottom world map, the world map for Season 5 will be an inward facing doughnut. This means that all regions will be equidistant from one another, as you travel around the ring. PvE maps will be on the outside, with the higher tier and rarity maps populating inwards.

Most importantly, though, is our implementation of the soft cap. Soft caps will correlate with the rarity of the map. So Common maps (which are all PvE), will be set at a soft cap of 6, and ascending from there. (6/6/15/25/50 = Common/Uncommon/Rare/Epic/Legendary). As you can see, there are no longer any uncapped maps. This, along with blocking travel to full tiles in our new travel system, will hopefully alleviate tile cap issues.

PvP Base Raiding

If you’ve read any of our recent devblogs, you’ve seen the new collection of remote weapons we’ve created. While we think internal testing has wrung out most of the major issues, getting the balance right with respect to raiding player structures isn’t something we want to gamble on. For that reason, at the start of the season, we’ll be disabling PvP damage to bases.

We understand the pros and cons with this decision, but we simply don’t have the data we need to get the balance right. Enabling base raiding will be one of the major focuses of the week.

In-Game Behavior

As a result of the above change, our policy we laid out here will also apply to PvP maps until we enable player damage. This is specifically in reference to taking advantage of player damage being disabled on structures to degrade the gameplay experience of others. Spamming the server with building pieces, trying to prevent your opponents from being able to move around the map, etc. Ultimately, we don’t foresee this being an issue because of schematics, but if you have a question about what constitutes griefing, we can only say, “We know it when we see it.”

Performance

We’ve made some changes which should ideally improve performance. To monitor those changes we will be running a build with profiling tools, which ironically could make performance worse. But it will help us identify any major issues quickly. Once everything is stable, we'll disable these profiling tools and the servers will receive a nice boost of extra performance.

Private Servers

Hosting private servers from the technical side should be unchanged, with the exception of the ability to host an LO Classic branch, which is essentially the game as you can play it today in S4.

If you host an S5 server, you may find that you don’t have access to many of the configuration settings that apply to the new mechanics introduced in S5, and you will be limited in spawning or freebuilding to things available in the official servers. Just as we’re iterating to improve the public server throughout the season, we’ll be working with you to improve the tools available to those of you who host private servers.

Communication

For any in-game reports (cheating, bug reporting, PvE or PvP griefing) please continue to use https://feedback.lastoasis.gg

For feedback about gameplay, balance, etc, the best way to have your voice heard is on Discord in our S5 Suggestions channel.
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