Killing Floor 2 - Molly
Mercs,

Something sinister has brought the Barmwich Town to ruin. We should have known that any place ripe with dark horrors and unnatural mysteries would attract the attention of the zeds.



We need you there to search the town and clear out the infestation. Be careful of the undying fires that have spread throughout the village. For no reason explained by any known science, they continue to burn, never seeming to dim. Perhaps you can use them to your advantage. Most of the larger buildings are not what they once were. Still intact but now threatened by the hordes of monsters. They are in varying stages of disarray with evidence of horrific events that took place.



The town is full of dark paths and alleyways. We are unsure of where they all lead but have heard screams and unnerving noises that may be coming from under the town. What lies beneath this once bustling town center? Brave the shadows to explore every inch of this sunless place.



We have found references to a great tree in the center of town, perhaps this is what led to the demise of the town or brought the zeds here. This tree may be tied to paranormal occurrences. We have uncovered the existence of arcane medallions tied to unfamiliar rituals. Obscure writings mention those that come into possession of all 6 medallions will be rewarded.

Barmwich Town is the latest Official Community map to be added to the game, created by community level designer Moon Glint.

First test missions to the “Barmwich Town” and the new weapons are expected to start in the coming weeks (subject to change as development continues) for PC mercs as an opt in beta.
OUTRIDERS - SE Toby

Patch Notes:
  • Fixed a bug with the Technomancer's Grim Inventor Set that was causing the Set Bonus to stop working consistently.
  • Resolved a number of issues with the Apocalypse Tier System which either prevented players from progressing or led to other players instantly levelling up their tiers.
  • Granted all character that had been missing an Ascension point their missing point.
    • The bug that caused this issue was fixed in a previous patch, but the work to grant the missing point had to be done separately.
Aug 25, 2022
Mount Wingsuit 2 - Ninja Whale Studios
We are proud to finally bring you Mount Wingsuit 2. Getting to this point has been a long and surprisingly challenging journey, but we've had tremendous amounts of fun along the way. The original Mount Wingsuit grew organically from our love of flying, coupled with the wonderment of experimenting with VR, which at the time was a brand new medium. The beginnings of Mount Wingsuit 2 were very different; we more or less knew what we were doing, and had a clear vision to create a game with everything that was missing from the original. This was a far more ambitious project, and it has paid off.



By far the most requested feature in Mount Wingsuit was online multiplayer, and implementing this has been the greatest challenge. Getting it to work on a technical level was one thing, but crafting an engaging gaming experience on this basis was just as important, and far from as obvious as you might think. The bulk of our time towards release has been spent on refining the multiplayer experience, and we finally nailed it with several unique game modes, including racing, trick score challenges and wingsuit combat.



The most important change has been the controls. The original was conceived before tracked controllers were a thing, and we made it to be played at a deep slouch with an xbox controller. We were surprised at the demand for Vive wand support, and added it as an afterthought. Mount Wingsuit 2 was built from the ground up to be played with tracked controllers, and provides a much more rewarding experience. We've spent *a lot* of time making sure you can feel the virtual air you're moving through, and that the control inputs are intuitive. Flying is still difficult, as it should be, but also fun and rewarding.



Finally, we've continued pushing the boundaries of what's graphically possible on current hardware. Rendering a map of this size at VR speeds is a non-trivial undertaking, but we have made incremental gains, and the mountain looks better than it ever did. Now is the time to welcome you all and see what you make of it. We hope you will have as much fun playing our game as we had making it, and look forward to go flying together.

Blue Skies!

Sapphire Safari - Henley
​Hello explorers! Welcome to our new development blog for Sapphire Safari called “Sapphire Documents”. Why the dumb name? Well the last post had a lot of confusion around it, fans were thinking there was a release tucked away in the development blog, naturally, this is something I want to avoid going forward, so whenever you see a news post called “Sapphire Documents XXX” you know its just news about our ongoing development timeline.

Ezpz.

Doll System Updates
The system will be ready for the September 1st release of v005 so let's do a little more elaboration on this for you. We have a big post planned sometime in September to go into way more details, this is more of a sneak peek! I have whipped our primary developer into making something to show off, here is what he wrote.

Blastertoad -
Hey, this is Blastertoad the primary dev on Sapphire Safari. Henley asked me to put together a dev post for you all so here it is.

The highlight feature coming in the September update is the doll system. We researched this system a couple of months ago and want it to be a mainstay of our games moving forward. The switch to UE5 has made some of the animation set we are doing easier but also means we had to re-write the system from scratch to get it in Sapphire.

I could tell you how cool it is, and why we are using it, but I don't have the time as I need to get this patch out to you all. So instead here is the basic sales pitch to you customers.

The doll system lets you have interactive sex scenes. Not just set position, control thrust speed, repeat. No, what we have is far better. While you are pounding or standing in the bushes as a futa pounds in your place, you can move the characters, directing their arm to their groin to start masturbating, lift or spread their legs, and grab their head so they can stare at you in the bushes.

​​

​​
Yeah, sure you have seen this with IK. But it is usually jank, like turbo jank. The doll system’s movements are made up of artist-authored poses. So when you drag a character's arm, from their groin to their breast, then up to their mouth, you are not just IK positioning their wrist but directing them as they move their hand in a much more natural way. Think of it as the difference of posing an action figure verse guiding a person. Other than looking great this also drastically simplifies input allowing full controller support.

Now some of you are already sold. Great, I like those easy-to-please people. Makes my job a hell of a lot easier. But for those of you who are thinking “well that just sounds like it adds limits”, well you’re not wrong. However to make sure we have as few limits as possible we are making huge pose libraries to cover as much range of motion as we can. For example, the first pose we will have in-game, missionary, is made up of over 40 individual poses that are blended so you can position head, hips, arms, and legs in a wide range of motion smoothly. This is just for the female character in the scene. And I still need to request 2 more poses to complete that set, CumminHam I will @ you later.

So in this first release, you will be able to get all 3 of the current in-game monster girls and put them into a missionary pose and push and prod them around. Right now it is just the posing, but in future updates, we will have snapping hotspots like masturbating, groping, finger sucking, etc. Make sure to @Henely on the discord with all your special requests. Ha, that's what you get for making me write a dev log. Anyway, I have to get back to work to finish this patch.


Thanks, Blaster, sassy as always.

Anyways on top of the Doll System will be some facial animations and three speeds of penetration which push and affects all the bones on the model set to receive. Also hey Richard, guess he got tired of Demon pussy and wanted something more fluffy.



The Jungle of the Sapphire Islands
A lot has happened with the first map in Sapphire Safari. The version available in va004 did a great job, but we saw some very interesting side effects. The map was flat, and it was also difficult to navigate without landmarks. The second version of the map which will be available in v005 has fixed a few of the issues we were having, namely with sight lines.

But let's talk about the third version of the jungle map.



This is the “blocked out” version of the map, within it, you’ll start to see our exploration mechanics which we are calling “tool gates” along with the first attempt at making better landmarks for identifying regions of the map. We have built this map with what's called course “loops” if anyone has played Monster Hunter before you have a good idea of how this works, but you can move around without being pressured and pushed into locations.

First the landmarks

01: The Waterfall


Here we have a waterfall that will follow the logic that video game waterfalls should have. You can walk inside. Not sure what we will do with the cave inside just yet, something special for sure.



02: The Forest Floor


This will eventually be a super dense forest floor, filled with vines and ancient trees.

03: The Grasslands


Eventually, this space will be the major drinking and refreshment area for Monsters living on Jungle Island.

04: The Caves Below


Hidden below Jungle Island is a vast network of caves and sprawling crystal caverns. How deep will you venture below?

05: Hidden Beachfront


What’s better than a private beach just for you and a few selected Monster Girls?

Now a little more on the “Tool Gates”. Think of these as locked doors that require exploration of other maps and locations before you can pass. Let’s break down what we have so far.

Interaction 01: Ziplines


Just an example of it right now, a zipline will allow players access to areas directly across chasms and difficult terrain. The tool needed to access these points is a “zipline bar”.

Interaction 02: Dense Walls


These areas are gated with things like thick vines, thorns, rubble, etc. The tool we are looking to use here is a machete or some sort of burning tool like a flare/dynamite. We are not 100% sure about this just yet.

Interaction 03: Squish Points


Accessing these areas is toolless but will require the player to squeeze through a tight area, however finding these will be on the player to spot and use.

Interaction 04: Dark Areas


Entrances to caves and dark areas will require first crawling and then a headlamp to illuminate the path forward.

Monster Variations
Not sure if this will make it into v005 but we have started working on Monster Girl variations as another way to give more photo targets without increasing our overall art budget for the game. Check out the Bunbuns with a few different flavors.



Hopefully, all Monster Girls will get the same treatment, and if a Monster Girl appears on a different biome map (Bunbuns in the Snow Map for example) they will get a few model changes like a more dense fur.

Main Menu Modifications
Lastly, for this week's Document Post, we have the additional updates for the Main Menu. Obviously, it is still a work in progress, but we will likely have gender selection active in v005. More updates to come with this soon!






Anyways that’s all for this week, come Friday we will be entering into the internal testing phase for the build, which includes the Doll System and the new Main Menu. If we do not have any major issues expect it to drop on September 1st.

https://store.steampowered.com/app/1526900/Sapphire_Safari/

Cheers!
Kinky
The 8 Sins: New Hell Order - Piotr Sowa Omegan's Domain
​Sorry for the previous update, rebuilding one function makes that player unable to start a new skirmish game. Now is Fixed!​

= V 1.0.19 =

Miscellaneous:

- fixed a bug where it was not possible to start a new skirmish;

- the skirmish screen and the map editor in the main menu have been refreshed;

Current look:​​


​= Creature designs​ =




Also:


And some:
Myth of Empires - ricoooo
Dear players:

Myth of Empires will undergo an update and maintenance on Aug 26th from 06:00 to 07:00 UTC (1 hour). Make sure to log off before then to avoid any losses. Maintenance time may be extended as needed. Thank you for your understanding.

Update:
1. Added two different types of Compost and relevant craft recipes. Advanced compost can add 250 fertilizers, premium compost can add 2000 fertilizers.

Optimization:
1. Vicissitudes Cloak's cross-server price is now 1 copper.

If you encounter any problems while downloading, installing, or entering the game, please contact customer service.

Thank you again for your support!
DeadOS - Benn
Hi everyone! Got two parts updated for you this week!

So this week's update requires a bit of an explanation. First of all I set off to fix a bug with the military where units would get stuck and stop moving. This has led me down a bit of a rabbit hole of fixing the underground systems that the AI use. As a result of this one of the changes I needed to make was to change the editor mode so that it does not accept city blocks that have unreachable areas:



I made a nice visual effect to show where it is so people can fix it.

The other part of this update is that I fixed that AI bug. The military now do a better job of figuring out how to reach their destination, though there's still a bit of work going on under the hood to make a more interesting system in the future.

Also there was a bug where on reset the UI would forget the setting of No Survivors on the military, this bug is fixed!

Hope you enjoy the game as always everyone!

Bastide - medievalnexus
Patch notes. Version 0.4.7

  • Changed audio system for getting and saving volumes.

  • Improved performance for grabbing audio info.

  • Improved landscape performance.

  • Made multiple changes that improve performance.

  • Fixed a few hud click sounds.

  • Changed virtual texturing limit.

  • Disabled unused feature that could increase performance.
Community Announcements - Andy B - Community Manager


WORK IN PROGRESS BUILD AND DOCUMENT
This is a work in progress build and as such, neither of the changes and implementations found in it are final. Neither is the patchnotes document, which will be updated, corrected and completed over the Testlive period to better reflect the work in progress nature of this build.

Exiles, we hope you are having fun testing the new and exciting features in The Age of Sorcery!

We are rolling out the 3.0.1 update now for you to check and test everything to your heart’s content!

This patch is primarily focused on bug fixing.

IMPORTANT NOTE REGARDING MODS

Please remember that updates can mess with the functionality of your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed. For the purposes of testing, we recommend not using any mods when playing on Testlive.


Separate TestLive Product on Steam
We heard your input regarding the inconvenience with having to switch back and forth between the main game and our TestLive servers. To make it easier for you and because we really value your testing and feedback, we added a separate product for the TestLive server on Steam.

If you own Conan Exiles on Steam, you should see a separate Product called “Conan Exiles - Testlive Client” in your library which gives you the option to install an additional instance of the game specifically for the TestLive servers. Please be aware that this will prompt you for a full additional installation.

We are aware that not everyone wants to install or has space for two full installations. For those of you who don’t want to play through the additional TestLive Client, you can still access the TestLive servers through our old method.





  • Fixed an issue that would cause framerate hitching when Detect Resources ability is activated.
  • Fixed an issue that would cause the game to crash when quickly removing a placable that was just placed.
  • Fixed an issue that would cause female characters to crash the servers.
  • Mounting a horse while it was moving caused rubberbanding issues. This has been fixed.

  • It was possible for the user to not take any damage during the event Portal to Yuggoth. This has been fixed.
  • Direct Connect allowed players to connect to official servers with BattleEye inactive. This has been fixed.

  • New loading screens for Age of Sorcery have been added.
  • Fixed an issue that would allow Transportery Stones to be picked up with the Construction Tool after it is activated
  • Fixed an issue that would cause the grass to persist through the foundations on Low graphic settings.
  • Fixed an issue that would prevent corruption from adding up when the player cancels the Soul Drain ritual.
  • Places, where players would use the Ice Bridge Spell, would become invalid building areas. This has been fixed.
  • Fixed an issue that would prevent a quarter of the Flotsam Gate Door from getting instantly destroyed after removing it.
  • Player wouldn’t see any feedback when prevented from building beneath an Ice Bridge. This has been fixed.
  • Fixed an issue that would prevent sorcery focus from appearing on weapon display racks.
  • Fixed an issue that would prevent players from sidegrading stormglass ramps to other types of ramps.
  • Fixed an issue that would cause the game to crash when replacing a pillar connected to a foundation.

  • Fixed an issue that would prevent T4 Temperwrights from accessing the legendary armor patch kits.

  • Fixed an issue that would prevent fully tainted characters from taking any environmental damage.
  • Fixed an issue that would cause the Grit’s Tenacity perk’s Stamina Increase to disappear when putting points into agility
  • The Invisibility spell wouldn’t grant full stealth, which is now fixed.
  • Interactions wouldn’t break the invisibility spell, which is now fixed.
  • Resurrected Corpse summoned via the Raise Dead ritual couldn’t be moved. This has been fixed.
  • HP Bar and Invisibility were not visible for clan members after casting the Invisibility spell. This has been fixed.
  • Fixed an issue that would prevent the player from collecting the stone throwing weapons after performing a throw.
  • NPC in front of the interactive “Learn Darfari Banners” banner wouldn’t get any damage due to the banner’s collision box. This has been fixed.
  • Fixed an issue that would allow players to cast spells while mounted.
  • Abyssal Arrows from the Abyssal Bow were available to be picked up, which caused the player to lose the ability to shoot infinite arrows. This has been fixed.
  • Fixed an issue that allowed Rocknoses to be poisoned.


  • Fixed an issue that would prevent players from placing converted thralls or pets into the world.
  • Fixed an issue that would allow players to kill or knock out neutral NPCs at the Camp of the Castaways using specific combat settings.
  • Fixed the spawn for the Sorcerer in Bastard’s Stand.
  • Fixed an issue that would allow the player to place multiple thralls into the Shallow Grave.
  • Mirror Mark spell would cause NPCs to unnaturally switch between the targets. This has been fixed.
  • Borenaz The Shrouded was a Taskmaster instead of a Priest. This has been fixed.
  • Restarting a Listen Server session would cause thralls places in the Shallow Grave to disappear. This has been fixed.
  • The Resurrected Corpse got readjusted to follow the player by default.
  • The Demon follower wouldn’t become hostile even after breaking the bond with it. This has been fixed.
  • Users were allowed to have both a human follower and Abyssal Call at the same time via the usage of War-Party perk. This has been fixed.
  • Fixed an issue that would prevent the Abyssal Demons summoned via the Circle of Power from getting affected by the Well-Trained perk.
  • Fixed an issue that would prevent the resurrected corpses from gaining increased attributes via the Well-Trained perk.
  • Thrall would disappear after the player attempted to create a Resurrected Corpse above the population limit. This has been fixed.
  • Abyssal Mounts were able to be mounted by other players before the ritual was completed. This has been fixed.
  • Godly Celerity perk was not functional for resurrected corpses and human thralls. This has been fixed.
  • Fixed an issue that would cause bears in some specific locations to get stuck and no longer attack the player.
  • Dina Master Huntress would spawn as doubles. This has been fixed.
  • The Blowback event in Siptah and nearby Bastard’s Stand camp NPCs would have path-finding issues on the slope near the event’s spawn location. This has been fixed.
  • The abyssal mount’s movement would be erratic after the player mounted it by pressing E repeatedly. This has been fixed.


  • Various small balance changes have been made.


  • Moving the camera while casting Ice Bridge would cause build blockers. This has been fixed.


  • Fixed an issue that would cause the player to target lock into the ground when target locked to a horse.
  • Sometimes when using target lock, pressing the command key would order a follower to move instead of attacking. This has been fixed.
  • Fixed an issue that allowed players to mount other followers while gliding with the Bat Demon
  • The decay timer for Demon items would stop once they are unequipped. This has been fixed.
  • Exiting the first-person mode would trigger a target lock. This has been fixed.
  • NPC models during the Sacrifice Interrupted event would change after death. This has been fixed.
  • The corpse summoned in the Summon Corpse ritual was the first one instead of the most recent one, which is now fixed.
  • Tome of Kurak could have two recipes. This has been fixed.
  • Various missing textures in environments and items are now fixed.
  • Fixed an issue that would cause the player to receive inconsistent prompts when upgrading the Grimoire.
  • Fixed an issue that would allow players to skip a cinematic when passing through the Cursed Wall while riding a Demon Bat summoned from Call of Nergal.
  • Demonic Rhino mount’s model would duplicate after turning against the player. This has been fixed.
  • Fixed an issue that caused silk to weigh more than gossamer.
  • Sloping inverted walls wouldn’t snap to all available angles, which is now fixed.
  • Spikes and Palisades no longer deal damage to the players on PvE and PvE-C servers.
  • One point of corruption was gained right after character creation or reset of attributes. This has been fixed.
  • Fixed an issue that would allow the Demon Rhino to have an infinite lifespan.
  • When entering the Sorcery Grotto, the player would get the Unnamed City journey step instead. This has been fixed.
  • Sealed Waterskin items placed close to the spawn area were invisible. This has been fixed.
  • Attribute Points were not properly reset and scaled down when updating from an older version of the game. This has been fixed.
  • Fixed an issue that would allow challenges to be rerolled without claiming the previous rewards.
  • Fixed an issue that would prevent the reward claim when claiming it while navigating through the tabs.
  • Tome of Kurak recipes granted more XP than they were supposed to. This has been fixed.


  • Fixed an issue that would cause Cursed Walls to kill players that enter The Passage
  • Grimoire Pages were not spawning in two locations on the Isle of Siptah map. This has been fixed.
  • Fixed an issue that would cause players to sink beneath the floor in one of the camps.
  • Readjusted the curse wall’s reach. It is not possible to get through it now.
  • The clump of grass located east from Warren of Degenerates would float in midair. This has been fixed.
  • There was a floating skeleton in the Black Keep, which is now fixed.
  • There were floating items in Captain’s Quarters, which are now fixed.
  • Grass would appear through foundations after teleporting. This has been fixed.


  • Fixed an issue that would cause the resurrected corpses to play the wrong animation when the player moves them by Move and Guard commands on Listen Server.
  • When Summon Corpse ritual was used, it would cause the summoned corpse to float in mid-air. This has been fixed.
  • Fixed an issue that would prevent the Sacrificial Stone Flame from casting light.
  • Animation/Cinematic Fix
  • Mass Cull’s visual effects were not visible to anyone other than the caster. This has been fixed.
  • Zombies summoned by the Call of the Dead were able to spawn inside foundations and in the same location. This has been fixed.
  • Fixed an issue that would allow the player to restart the spell casting montage by repeatedly canceling the casting animation.
  • A minimal source of light was present for players inside the Creeping Darkness Dome. This has been fixed.
  • Casting Detect Resources and Reveal Corruption consecutively would lead to the on-screen spell effects disappearing while Reveal Corruption was still active. This has been fixed.
  • Walking animation of other players on the Ice Bridge was faulty from the user’s perspective. This has been fixed.
  • Fixed the Mirror Image clone’s faulty animations.
  • During the Blowback event, killing a male NPC would produce a female spirit. This has been fixed.
  • Previously equipped weapon remained invisible after the Invisibility spell’s effect wore off. This has been fixed.
  • Lava Flow spell would still stay in the air after being cast on an Ice Bridge. This has been fixed.
  • Corrupted body state was not visible on the Player’s corpse. This has been fixed.
  • Cancelling the Soul Drain ritual would allow the player to move around while locked in a ritual-performing position. This has been fixed.
  • Resurrected Corpses would stand in the air or clip through Shallow Grave after they return to Guard. This has been fixed.
  • The animation of the zombie summoned via the Raise Dead ritual clipped through the Shallow Grave, which is now fixed.
  • Resurrected Corpses were allowed to be stacked on top of a Shallow Grave, which is now fixed.
  • Zathite Dagger’s placement was incorrect when it was unequipped. This has been fixed.
  • Demonic Portal’s visual effect persisted after the player that was allowed to use it left the server. This has been fixed.
  • Dodging at sorcery workbenches would break the player’s animation. This has been fixed.
  • Destination stones would still appear as visible even from long range. This has been fixed.
  • The spellcasting stones would light up and don’t disappear from the second player’s perspective. This has been fixed.


  • Fixed an issue that would cause the zombies’ health bar to show for one frame after they spawn.
  • Sorcery benches wouldn’t adhere to the “No Ownership” server setting, which is now fixed.
  • Categories in the Construction Inventory were cut off in some languages. This has been fixed.
  • UI elements wouldn’t stack correctly with a buff and bat demon. This has been fixed.
  • Resurrected Corpse’s diet tab was empty. This has been fixed.
  • Sorcery pets had placeholder icons. They are now replaced with the correct ones.
  • The 4th dye slot for the Redeemed Legion Pauldron was unable to be selected. This has been fixed.
  • Part of the “Choose a Perk” prompt was not interactable. This has been fixed.
  • Stats window would sometimes provide wrong information about bonus stamina or health gained from items. This has been fixed.
  • Sorcerers had the same icon as Priest thralls. This has been fixed.
  • An additional letter would be present after the Abyssal Call Ritual’s description. This has been fixed.
  • The radial menu for the Abyssal Mount would contain two mount options. This has been fixed.
  • “Restore Defaults” button wouldn’t affect two specific server settings. This has been fixed.
  • Equipping the construction hammer without any building feats wouldn’t show the correct feedback. This has been fixed.
  • Fixed an issue that would prevent the player from renaming, sorting, or highlighting thrall slots at the Thaumaturgy bench using a controller.


  • Demon follower was missing its sound effects. This has been fixed.
  • Missing sound effects for the Zombies summoned with the Call of the Dead are added.
  • Challenge progress sounds wouldn’t play, which is now fixed.
  • Missing sound effects when placing the Circle of Power are added.
  • Missing sound effects when performing the Summon Corpse ritual are added.
  • Combat music wouldn’t start when the player aggroed an enemy. This has been fixed.
  • Implemented a new audio effect for the removal of specific building pieces.
ORX - Mistalleks
Hello, Kings and Queens!

Only 5 days left until ORX launches in Steam Early Access — and to celebrate this we're hosting The Giveaway!

To enter The Giveaway simply complete the tasks from our Gleam.io list and mark the date — we'll announce the winners on August 30th.



Not sure where to look for the secret word? Join our Discord server and seek the answer there!

Oh, and ORX is also visiting Gamescom 2022!



Starting Today and until August 28th you can find us at Hall 10.2 of Indie Brawl Arena. Swing by, play the 1st act of ORX and say hello to our team members!


And, as always, don't forget to follow us on social media and join our Discord server!


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