Aug 5, 2022
Community Announcements - hunter
Added the ability to reset in-game & launcher settings without launching the game or going through game files.

This can be done by launching with the "Reset Launcher & In-Game Settings" option.
VAIL Alpha - Divine
With the qualifying rounds of the IVRL Miami Vail Major (MVM) starting this weekend, we have spent a lot of time making map adjustments and working towards fixing those nasty bugs that affect the way in which the game is played. We are extremely excited for the Major and will work towards pushing minor and major patches to ensure that VAIL performs/plays as expected during the tournament. If you have any feedback or just want to chill please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.

General Patch Notes

Minor Changes
• Added a new Artifact Scanner symbol for observers
• Adjusted the range at which frag grenades can be gripped and holstered from

Map Changes
• Khidi - Adjusted textures for puddles to remove visual glitches regarding outlines and objects
• Khidi - Adjusted plant radius on A2 allowing players to plant outside the wall
• Khidi - Blocked off two areas leading to A1 where players would camp and have the chance to get stuck
• Khidi - Performance adjustment on foilage
• Khidi - Adjusted collision on sloped walls
• Khidi - Barriers are no longer clipping and floating on A1
• Khidi - Adjusted materials on distant barge
• Khidi - Adjusted collision on rocks exiting Museum for better gun response
• Maar - Removed pixel peak from crates when entering A1
• Maar - Reworked Upper Catwalk
• Maar - Lowered the entire catwalk
• Maar - Removed Long angle and sitelines on Upper Catwalk
• Maar - Adjusted and added cover in L-route
• Maar - Performance adjustment on a large portion of the map's textures
• Maar - Added new zipline across lava pit from Mid to Map Room
• Maar - Fixed LOD's on the distant wall leading to Condensation
• Maar - Adjusted collision in Upper Catwalk
• Maar - Removed texture seam on the doorway leading into Server Room
• Maar - Rock no longer floating in Tunnel
• Maar - Adjusted kill volumes for all new areas to prevent players from flinging to unexpected places while using the new zipline route
• Maar - Adjusted railing that would sometimes cause the player to jump over and injure themselves in Power Station
• Maar - Lined up Vent passage and removed texture seam
• Maar - Removed texture seam in Reyab Spawn doorways
• Maar - Adjusted all tactical crates to look more worn
• Maar - Wall no longer floating in Mid
• Maar - Removed out of place cover in Mid
• Maar - Props are no longer floating in Mid
• Maar - Adjusted lighting on B-site
• Maar - Adjusted collision in Upper Catwalk from zipline entry to prevent pixel walks
• Maar - Adjusted Vent Room to be in line with the floor
• Maar - Adjusted materials in Comm Room
• Maar - Adjusted collision for walls at Dropping Doorway by A1
• Miru - Fixed spot players could float in the air by crates next to ledge upstairs
• Miru - Added missing collision on buckets
• Este - Kill volumes are no longer clipping into spawns
• Este - Adjusted willow tree collision to prevent player's from seeming like they are walking on air
• Este - Building no longer floating in Vista
• Este - Adjusted collision on stairs leading to Side Route
• Este - Adjusted collision by Rubble to prevent players from getting stuck
• Este - Adjusted collision on stairs leading down to Basement
• Suna - Adjusted collision on railings in Underpass to interact better with weapons
• Suna - Added missing collision to Tunnel railings by Colonist Spawn
• Suna - Patched spot players could climb behind tarp on B-site, Adjusted collision by tarp on A2 to prevent player's from climbing behind it
• Suna - Foilage near A2 longer floats

Bug Fixes
• Fixed - Various map changes/fixes
• Fixed - Can see teammate outlines through magazines
• Fixed - Flash Grenade is upside down when on the right wrist
• Fixed - Players on both teams can push a dropped scanner around with their weapons
• Fixed - Held frags block explosions
• Fixed - Crashing when opening the tablet
• Fixed - Virtual stock causes gun positions to be wrong
• Fixed - Player hand collision locations are wrong while holding Mk418
• Fixed - Reyab can pull Artifact Scanner out of Artifact zone
• Fixed - Index finger does not match real-world location
• Fixed - 2 players grabbing the scanner at the same time causes a position desync
Parasite - infidel
I've started working on this update by fleshing out the expanded design for the labs areas. At that point, labs were not much different from other locations, civilians and security, and one lab holding the event goal for timeline progression, the -REDACTED-, of course. There are three parts that I wanted to expand the labs in, these are adding the unique art and location generator, the unique optional gameplay with rewards and unique required gameplay for timeline. After I was done with sketching out the design, I realized that each of these has enough work in it to keep me busy for the amount of time I usually reserve for a single update. To make matters worse, I fell sick with cold for a week or so (in the middle of the hot summer, I know, but drinking much cold beverages daily does that easily for me). So I started work on the first part - the generator and finding unique art. iwanPlays supported me earlier with scientist tiles.

So after some weeks of work I got the basis of the new "buildings with indoors" generator working that will be used for locations like this. Actual windows, tables and doors are there. The clue spawning was revisited, too, the clues have more art in there and they spawn only on tables. Also labs have floor drains, the larger of these the parasite can use to get into the sewers if needed. The generator was slow enough in coming and after I was mostly done with it, my vacation came up. It'll take three weeks and I'll try working but it's unlikely that I will get much done (I intend to start writing ingame encyclopedia). I didn't want to keep the game without any updates for another month so I'm making an intermediate labs update with the intent on following with more. Hope you'll like the new look.

Note: I'm not fully confident that all savegames from the previous versions will load correctly, there could be potential cases where the game might not be completable due to the labs changes.

Changes:
  • Facility (labs) generation
  • New clue spawning in labs
  • Readables (clues) in labs can be grabbed when near them
  • Team members now look appropriately for the area
  • Host turns left to live number is now shown in the HUD (takes into account evolution, body features growing if they're active, assimilation and other variables).
  • In-world sounds volume is now modulated by distance to player
  • Probe brain action is now colored if it will give you clues or skills
  • Probe brain action is now repeatable through Shift key modifier. Repeating works only until all clues and skills have been learned (or until the host dies). If the host brain holds nothing of interest, the action will not repeat.
  • Added tutorial hints about communications and host degradation
  • Reduced maximum energy loss on habitat destruction on easy group difficulty
  • Key shortcuts display styles updated to be consistent across the HUD and all windows
  • Habitats left number will be hidden until you get the improvement

Fixes:
  • Savegame loading fix for AI items and skills
  • Loading fix for arrays like known items/objects
  • Human AI names are now saved
  • Hopefully the last ghost objects fix (ghost objects are the ones that you can sometimes see in the upper left corner of the game window)
Aug 5, 2022
This Time - apocalypsetodaygames


This dev diary was originally posted on patreon exclusively to patreon subscribers on 28th July 2022.

The end is in sight!

If you hadn't seen already, the release dates for chapter 3 have dropped. Check out my previous post for more info.

It feels like I've been working on this chapter FOREVER but in actual fact it's only been 6 months which when you add into the mix a Steam launch to contend with, that's not bad! Let's not forget that this is a "spare time" hobby for me. I have a full time job unlick some of the larger adult game devs out there. I'd love to work on the game full time and churn out content much faster but the it's not financially possible at the moment. Who knows what could happen one day?

Anyway... version 0.3.0 is locked and loaded into the steam depots and I'm furiously burning through my 'to-do' list and bug list to get that final launch ready version compiled.

We also now have a redesigned replay gallery to match the image gallery too!

The final rendering was completed earlier this week but I want to keep all of the final renders under wraps as to not give away the story too much but it turned out exactly as planned. As soon as I get through this to-do list and get all these bugs quashed it's on to the final play-testing. August 9th will be here before you know it!

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Patreon Subscribers get early access to Dev Diary content and other benefits. Check them out here.
And of course if you haven't yet purchased the game...why not! Grab it here.
Did you know you can get access to inter-chapter game updates, unlock all image galleries and other great benefits too by purchasing the VIP DLC? Check that out here.
Aug 5, 2022
Karos - m.skalozubova
On August 6, from 18:00 to 19:00 Moscow time, the Hour of the Killer will be held on all servers!

The three players who kill the most other players' characters during this time will be the winners and receive the following prizes:

🎁 Gacha-coins 10 pcs;
🎁Lucky Cube Keys 10 pcs;
🎁Platinum Concentration Potion (1 day) x1;
🎁VIP for 7 days;
🎁Protective capsule 10 pcs;
🎁Lucky stone x5

❗Attention: Players found guilty of fake murders will be removed from the list of winners.

Happy hunting, assassins!
Crocotile 3D - Ninja Sprout
The 5th CrocoJam has begun! Come join the fun: https://itch.io/jam/crocojam-5
Theme: Robots! 🤖
Palette: PICO-8
Restriction: 128x128px Tileset size


v.1.9.5 (August 5, 2022)
  • Added: A "Purge (all) unused objects" to the Scene menu. This will remove any Objects that have no instances in the scene.
  • Added: An Object's Mirroring properties panel now has an option to "Merge to Object." This will merge the mirrored tiles into the object and deactivate mirroring.
  • Added: Pins for Hide & Show tiles actions. Go to Edit > Buttons > Edit Mode > Hide Tiles / Show Tiles.
  • Fixed: Decals wouldn't get selected if the decal was overlapping a tile of the same size.
  • Fixed: Vertex coloring wouldn't get applied to Decals that were overlapping tiles of similar size.
  • Fixed: A rendered Spinning Gif or Movie would end up incorrectly sized if using a different Display Scale.

Remember to report any bugs you may encounter!

Check the Gallery to see creations by Crocotile users: http://www.crocotile3d.com/gallery
Also, there is a Discord server where Crocotile users can chat: https://discord.gg/fmtJdUb
Watch youtube videos demonstration Crocotile 3D: Youtube channel
Consider supporting via Patreon!
Setback Playtest - ComradeOliver?
We’re back! Join us Friday, August 12 19:00 (CEST) to try all our new updates and game along side our developers!

Updates include:
  • Ledge climbing
  • Customizable key bindings
  • New (returning) game mode: Safe zone
  • Portals
  • Two (2) new items
  • Revamped Discord Server
  • And much more

The full devlog will release in the coming days. Join our Discord to stay up to date, get involved in Setback’s development, and engage with fellow Setbackers! Don’t forget to follow us on TikTok, Instagram, and Twitter for more insight into Setback’s progress.


Setback™ - Freljordsice
We’re back! Join us Friday, August 12 19:00 (CEST) to try all our new updates and game along side our developers!

Updates include:
  • Ledge climbing
  • Customizable key bindings
  • New (returning) game mode: Safe zone
  • Portals
  • Two (2) new items
  • Revamped Discord Server
  • And much more

The full devlog will release in the coming days. Join our Discord to stay up to date, get involved in Setback’s development, and engage with fellow Setbackers! Don’t forget to follow us on TikTok, Instagram, and Twitter for more insight into Setback’s progress.


Burrow of the Fallen Bear: A Gay Furry Visual Novel - Male Doll
Hello, guys!

To keep our goal of delivering our games to a bigger audience, Fallen Bear's main page has only the SFW version of the game. For those who want explicit sexual content (aka pornography scenes!), you NEED to download Fallen Bear's 18+ FOR FREE on its DLC page.

Don't forget about that because it has a lot of lewd content!

https://store.steampowered.com/app/1959300/Burrow_of_the_Fallen_Bear_NSFW_Edition/

----------------- BUG FIX -----------------
If you have been facing a bug in which you have downloaded Fallen Bear's NSFW DLC but you don't find the NSFW content, check out how to fix it.

  1. If your game has updated to version 1.0.2, try F11 and delete all your save files. If you are on 1.0.1 (it doesn't matter if it's A or B), press F12 and delete all your save files.
-------------------
Don't forget to follow our Steam page. We've been closer to 1000 followers!

Male Doll Team
Aug 5, 2022
WAR DUST Playtest - Craig [K.A.O.S.]
-Further optimization on netcode
-Added single player mode with official rotation
-Added 2 new region servers : EU(Amsterdam) and ASIA(Tokyo). Please note that once you are for example on the EU server, you won’t be able to play with US server players. To see the amount of players in a certain region, please switch to it and check Server Stats in the main menu.
-Added game options to spawn room (currently on right hand side, but this is not the final place).
-Added synchronization of players level/rank, so for example beside names on the scoreboard, you can see other players' level (5 different colors of stars, from darkest to gold). Rank is calculated from average level on all classes. Star changing color every 10, max is 50.
-Added nearly 200 cheaper (for GPU) material/shader versions for fastest settings, it should decrease GPU load. And because of this shaders stripping I added back post processing on fastest settings.
-Fixed spawning under the map on the Middle East, removed collision on tent ropes, fixed missing wall.
-Added script that detects players in spawn room with weapons and prevents killing others there .
- Increased distance of explosion sound on frag and sticky.
- If a player lands in a full room, it should be moved back to the "search for new room" event , hopefully no more rooms with above cap players amount (46).
- Players attacking home base (X or Y) won’t cause any damage to other players in their home base anymore (anti spawn camping solution, vehicles still can be destroyed) .
- Some tweaks on Terrain material on Kaoh Kreik maps
...