Armoured Commander II - Rev. Sudasana
We've done quite a few Community Challenges on the Discord, but this is the first time that we're going to try a real-time campaign challenge, playing through either the Poland or September Campaign over the next five weeks or so.

Community Challenges are an opportunity to play through a campaign and compare your fate with that of other players, and to see where your final score ends up on the leaderboard.

Please join our Discord server for more details and to join our community there!
Forza Horizon 4 - T10Yaachts
Autumn leaves are falling across historic Britain this week as the second week of Series 52 begins in Forza Horizon 4 on Thursday, September 1.


1965 Pontiac GTO

With new opportunities to earn returning cars and cosmetics, here’s a look at the rewards that you can unlock through September 8:
  • 50% Completion – Horizon Backstage Pass
  • 80% Completion – 1965 Pontiac GTO
This week’s Photo Challenge is a celebration of trainspotters. Simply photograph your car by the Viaduct, towards the north of the map, to earn your completion.

Prepare for some heavy duty driving as the Forzathon Weekly Challenge highlights the 2015 Mercedes-Benz #24 Tankpool24 Racing Truck.


2554 AMG Transport Dynamics M12S Warthog CST

The theme of large vehicles continues in The Trial, as this heavy haul event rewards the hard-to-find 2018 Mercedes-Benz X-Class if you and your teammates can overcome a team of Unbeatable Drivatars.

Master Chief, get ready to test your driving skills and reflexes. Your mission is to retrain with Cortana behind the wheel of a 2554 AMG Transport Dynamics M12S Warthog CST in the Halo Showcase Remix, taking you to the Pillar of Autumn.

Elsewhere, the Autumn Games are rewarding the 2013 Mercedes-Benz G 65 AMG, and don’t forget to take on this week’s Seasonal PR Stunts by Bamburgh Castle, Lower Fell and Glen Rannoch to earn a trio of Super Wheelspins.


2002 BMW M3-GTR

Meanwhile, the Seasonal Championships have a trio of hard-to-find car rewards that are not to be missed! Take on the McLaren Cup to unlock the 2011 McLaren 12C Coupé; don’t miss your chance to earn the 2002 BMW M3-GTR in the FR Spotlight; and The Sky is the Limit is your opportunity to drive home while behind the wheel of a 1995 Nissan GT-R LM Nismo.

Lastly, don’t forget about those ongoing monthly challenges! Set your cleanest lap at the Greendale Club Circuit in our Monthly Rivals event and don’t forget to qualify for Online Adventure so you can be another step closer to series completion.

Come rain or shine, be sure to make the most of these Autumn events in the Festival Playlist, and until next week, we’ll see you at Horizon Britain!
Beyond The Wire - OWI_Icare
WELCOME SOLDIERS, TO 1.0 OF BEYOND THE WIRE!

Offworld Industries is excited to announce that Beyond The Wire has now launched and is available in English, French, German, and Simplified Chinese! With 10 factions to play from the Allied Forces and Central Powers, Beyond The Wire offers 50 vs 50 historical engagements with era-authentic weaponry and vehicles, with maps from the western front of the Great war that span up to two kilometres.

Launch brings many new additions to Beyond The Wire, including a new customization system featuring historical equipment and clothing with a variety of 440 different items to start, a melee combat system involving parry, attack and counter for close combat in the brutal warfare of the trenches, and updates to existing maps based on months of playtesting and player feedback. Finally there is the crispy beauty of the new flamethrower and improved fire effects.

We would like to especially thank you all for your support, feedback and comments that helped us shape Beyond The Wire into the game that it is. We are looking forward to see you all playing it!

Finally if you encounter issues after the launch please report them here: Beyond The Wire 1.0 - Issues Reporting

See you all down in the trenches!
Tribes of Midgard - Norsfell
Hiló Vikings,

It’s been just about two weeks since the launch of Season 3, and since Tribes of Midgard newly arrived to players on Xbox and Nintendo Switch! In case you’re new here (hello, welcome!!) or need a quick reminder, here’s just some of what rolled in with the Inferno Saga update:



We wanted to take today to talk about your feedback, upcoming improvements, and celebrate what we’ve seen you create so far! Let’s get into it.

Survival Mode Changes & Construction System



First and foremost, we have seen that you have been reaching the limit for Constructions. We completely understand the desire to build bigger, better, and more creative Viking settlements, and it’s one of our top priorities to increase this limitation.

In all transparency, the cap was set in place due to technical limitations, and we’re working on revamping that system to see what’s viable, while ensuring the game remains as stable as possible. We expect the increase in Constructions to take effect in game early October, aligning with our Valhalloween update.

We’ll stay in close touch and let you know as soon as this change can be made - thank you so much for your understanding and patience. It’s not just the Construction limit that we're looking into - we’re also looking into Construction height, pulling Materials directly from Storage Chests, and alerts to prevent dismantling a Storage Chest that contains Items, among a few.

Top FAQ

We also wanted to recap some of the top-asked questions this past week or so:
  • Where can Yarn be found?
    • Yarn can be found on Unsunken Enemies at Ash Beach (Survival + Saga), or, it can be crafted through the Tanning Station (Survival) or Tinker (Saga).
  • Do Ancients respawn in Survival Mode?
    • No, Ancients do not respawn in Survival Mode (however, we’re always open to feedback and this may change in the future). Jötnar respawn and they will level up.
  • Where can I find Quest Fragments in Survival Mode?
    • You must craft the Artifact Altar. First, you’ll craft the Mining Cutter from the Allforge. Then from the Mining Cutter, you can craft the Artifact Altar, so long as you have a strand of Angrboða’s hair.
    • We are also exploring bringing Quest NPCs to Survival Mode in Season 4.
  • How can I Repair items in Survival Mode?
    • You repair for Souls using the Allforge (deployable anytime from the Build Menu).
If you ever have more game questions, don’t hesitate to pop by our Discord.

Reporting Issues and Upcoming Hotfix

If you’re experiencing any bugs or issues, similarly please be sure to either head to our Discord or Forums to receive real-time assistance. You can find the full list of currently known issues here.

There will be an upcoming hotfix to address some known issues, particularly surrounding game stability, including:
  • Higher powered enemies will now also drop the basic Materials of their lower-powered counterparts, in addition to Refined Materials.
    • For example, weaker Unsunken Warriors drop Yarn, while the strongest Unsunken Warriors drop Spun Yarn. Now, the strongest Unsunken Warriors will also drop Yarn in addition to Spun Yarn.
  • Multiple fixes relating to various crash issues [All platforms]
  • Fixed an issue in which Survival Sessions were not listed as Joinable from the Friend’s List [Xbox]
  • Fixed an issue in which players were unable to send Invites from Private Survival Worlds [Xbox]
  • And more, to be shared very soon!
Guides

We've seen some great guides created by our community, and others have been created in our Forum, you can check those out here:
Community Highlights

Though we are working to address the Construction limit and other pain points, we’ve so far seen some pretty awesome builds submitted in our Discord. Here’s just a few of them we wanted to feature:


So many cozy homes.

And lastly, how could we not share this impeccable Linnorm Costume?


Created by Discord member MattBarr

Be sure to join us on Discord or Twitter to hear all the latest news, and to chat with us directly! We’re still taking in plenty of feedback, and aiming to address some of your top concerns and suggestions.

Thanks for the trust and patience - we hope you’re otherwise having a great time taking down Surtr!

Talk soon, and seil seil,
The Norsfell Team

Discord: https://www.discord.gg/tribesofmidgard
Twitter: https://twitter.com/tribesofmidgard
Facebook: https://www.facebook.com/tribesofmidgard
Instagram: https://www.Instagram.com/tribesofmidgard
Twitch: https://www.twitch.tv/tribesofmidgard
Website: https://www.tribesofmidgard.com


Super Ball Mania - Icy Rex
The resolution bug where players could not see the full screen on launch should now be fixed, and players should be able to resize the window to whatever resolution they prefer. Be warned, resizing during a minigame may result in unexpected issues, but I did try to write around the idea that a player may decide to resize the window while actually playing a round of minigames. There should be no issues if done before or after playing a round.

The game was tested in 16:9 and 4:3, so if you have issues with ultrawide resolutions, please let me know, as I unfortunately do not have an ultrawide monitor and am not sure how I would go about testing that.

Thank you for being patient with me!
Forza Horizon 5 - T10Yaachts
The penultimate week of Rami’s Racing History in Forza Horizon 5 is almost here as we celebrate modern classics with cars from 1990 to 2009.


1990 Subaru Legacy RS

Here’s a look at the rewards coming to you from Thursday, September 1 through the next seven days:
  • 20 PTS: 1990 Subaru Legacy RS
  • 40 PTS: 1993 Jaguar XJ220
The Forzathon Weekly Challenge spotlights an all-round drifter in the 2000 Nissan Silvia Spec-R while the Forzathon Shop has refreshed stock including the 1997 McLaren F1 GT and the 1995 Porsche 911 GT2, and for your character, the Farid Rueda Bear Jumper as well as UK Race Gloves. If you need to build up your Forzathon Points, defer to this week’s Treasure Hunt in a Race Against Time.


1990 Subaru Legacy RS

The Trial is a Stock Showdown that celebrates the 1997 Volvo 850 R. Your reward if your team successfully emerges on top? The iconic 2002 Ferrari 575M Maranello.

Meanwhile, EventLab creator UnworthyPleb is serving up a truly unique dirt racing experience high above the seacoast in the Riviera Maya Super Scramble where you can unlock the So Cute emote. Don’t forget to pack those off-road racing tires!

Blast through the Rocky Hills Speed Zone at 70mph or beyond to unlock the 2003 Honda S2000 in this week’s Seasonal PR Stunts.


Hot Wheels Park

You don’t want to miss this week’s Seasonal Championships where you can unlock the 1997 Volvo 850 R, the 2002 Nissan Skyline GT-R V-Spec II and the 1994 Ferrari F355 Berlinetta. Travel to Hot Wheels Park for the See You Saloon event and compete to win the 2006 Audi RS 4.

Lastly, head into The Eliminator and survive until the final 30 so you can take home the 2000 Nissan Silvia Spec-R.

That’s the roundup of events happening at Horizon Mexico this week. Until the next week, we’ll see you in Mexico.
Blood of Titans - Флавий Окулюс


We share the schedule for September so you don't miss anything!
Rocket Science - Arugin
Hello, everyone!

Last update I received a lot of feedback on the game and a bunch of feature and content requests. I had to choose the most valuable but not the insanely time consuming ones, as I continue to work on the game alone and have to deliver updates within a reasonable time frame.

But before I get down for that and start the next dev cycle I have to migrate to the next major Unity version. I’ve been locked on the same engine version for 2 years, because I was using new (for that time) experimental engine features that made it possible to make the game fast and support real scale planet generation. The price was this engine lock, until Unity Technologies would transfer these experimental features into the latest stable Unity version and start to officially support them. This happened in June so I could finally move on.

But why spend valuable time on this engine migration when it won't add anything new to the game? Because engine's tools are getting better, some of the newest graphics and scripting tech are becoming available and sometimes everything even starts to perform faster. Hoverer, this migration is certainly not a walk in the park. Usually the game starts to fall apart after that, a ton of bugs and errors appear, some libraries stop working and some critical code completely breaks. You need to fix everything and then test everything, and fix every single issue you find during quality control. And even after that players will find introduced bugs by this update for months. But if you want to support your game for years and continuously work on it, you need to stay on the edge of the progress or you will be left behind and will lose the competition with other projects.


Typical game view just after engine migration

Again, this engine update has allowed me to completely rework lens flares and the Sun size and make them dependent on the distance to it. So if you look at the Sun from Pluto, it will look like an ordinary star. The next big thing that I’ve added is the support of scaled rendering and NVIDIA DLSS and AMD Fidelity FX. This means that you can finally play Rocket Science in 1440p and 4k resolution or improve FPS if the game is GPU bound for you.

The engine migration was done, but I suddenly injured my back and couldn't sit or lay down without pain. I spent the whole July healing it and, unfortunately, couldn’t work at all. But, thankfully, the pain was almost gone in the middle of August and I went back to the game development.

I started to look into feedback again. The first most requested feature was bigger fuel tanks. You need a lot of ΔV if you want to fly anywhere beyond the Moon. You can build such a rocket, and you can even find a bunch of videos on Youtube, where players land on Mars or crash into Venus’s surface. But those spacecrafts consisted of hundreds of parts, were hard to assemble and the game processed them very poorly, especially during the first stages of the flight. So the perfect candidate for the job has been found. Besides, the game still needs a lot of different fuel tanks to make the rockets easier to assemble and look better.

But bigger fuel tanks need attachments with more slots and the game supported a maximum of 16 slots at that moment. To increase this number I needed to rewrite an internal data format that stores connected to the part slots, which would immediately break all save games. But after some research I’ve invented a compatible format that supports up to 64 slots by the one attachment.

The shape of attachment containing these slots was a challenge too. It should be consistent with what is already in the game, be compatible with all current attachment shapes, also support symmetry and rotation. It’s like a geometric progression, adding each new attachment shape requires progressively more and more work. But I solved it and the attachment for bigger fuel tanks radius would look like this:


I am thinking about even bigger attachment for the largest fuel tanks radius in the game, but those will come later

When this shape was done, I started to experiment attaching different combinations of engines. I discovered that some combinations, like three attached “Zarya” engines, are not working, because of incompatible engine radiuses. So I had to tweak those and you can expect a lot of small changes in shape and forms of some rocket parts.

One small problem remains. If you leave most of the attachment space empty, this part of the rocket is starting to look like Swiss cheese. And such rockets don’t look like real ones during the flight. Because no one would leave such attachments exposed to outer space if they would exist in reality. Additionally, the large number of not filled slots adds a visual noise to the rocket. Surprisingly, they also considerably decrease the rendering performance.

So I made the decision to hide all connectors and slots for all spacecrafts except the case when the rocket is in the edit mode in the assembly shop. Implementing this change would require an enormous amount of work, but I found a way to partially automate it. So it is almost done now and it will open more space to rocket visual design in the future.


The view you are used to and it will remain in the rocket editing mode


How it would look elsewhere

The next problem I have received several complaints on is space debris. When a rocket's stage debris enters the atmosphere, the simulation speed can not be set over 10x even if your main spacecraft is already in orbit. Players have two options in this case: wait until debris will crash into the planet's surface, which can take several minutes. Or return back and manually delete all junk. Both options are bad, but I don’t want to just exclude all debris from the physics simulation. There are a lot of edge cases for this solution, and I also planned to make several gameplay mechanics related to this problem. In reality, most leftover parts burn up on re-entry. But the game has no thermodynamics right now and it is not easy to just add it.

So I introduced two working modes for all decouplers: “separator” and “decoupler”. The first one works as it was before. In the second mode the decoupler will stay attached to one of the connected parts, marked by an arrow on it. This should already reduce the amount of space junk. As a further “temporary” solution I’ve added a “self-destructor” part which will destroy itself and all connected parts after a specified amount of time after detachment from the main rocket. It is pretty light and requires only one slot, so if you are very annoyed by debris, you have a solution.


Here I immediately found a bug, that the effect of explosion in space stays fixed in one point instead of moving on the same orbit.

The third thing I have been asked more than several times was extending the tutorial. But this was already on my working list and I just increased its priority. Moreover, I’ve planned a lot more for the next update. New tools for the assembly shop, some improvements handling engine’s throttle, a lot of new rocket parts, the new planet and a bunch of tutorials and missions. I will tell you about all that in the next “work in progress” article.. Obviously, the next update will not be ready in September as I planned before, because I lost one and a half months while I couldn't work. But I hope it will be released somewhere in November and I will keep you updated on that.

Thank you very much for your support and see you soon.
Aug 31, 2022
Jury Trial - Loge Games
Greetings Counselors,

Today we would like to give you a quick update on what we have been up to since our last post and what is up next on our agenda. But before we start, a quick reminder and a link to our discord server.

Not every aspect of game development is newsworthy and fits a Steam Announcement, so If you’re interested in more frequent updates or want to have a chat, feel free to click on the banner below to join the server.



As you might know we split the development in phases according to the flow of the game. We started with all the prerequisites like the core mechanics and the GUI. Once that was done we moved along the flow and started with the Pre-Trial Phase. If you missed our last update here’s a link. Up next was the Trial Phase and we’re happy to report that its development is coming to an end.

Just like last time, we can’t explain every mechanic and system in detail without going beyond the scope of this post. We’ll do that in due time but if you have questions, feel free to leave a reply on this post, use the Steam boards or have a chat with us over on discord. So without further ado, here’s an overview of what has been added to the game and is fully utilizable in the Case Editor:

  • schedule the trial dates and alternative dates if the case gets delayed
  • create custom intros and outros for each trial day
  • create optional conversations between the judge and both parties before the jury enters the courtroom (e.g. if a certain piece of evidence should be brought in front of the jury) for each trial day
  • determine when a witness is heard and which side starts the interrogation
  • manipulate the schedule through events created by the case creator (summon, uninvite, disappear and dismiss from case)
  • manipulate the schedule by the player by filing a motion (summon and dismiss from case)
  • put your client on the stand
  • If a trial day is fully booked a new one is created automatically. After the last trial day a grace period starts in which both parties are able to summon witnesses. This period restarts each time a new trial date is created. When both parties are satisfied the hearing of evidence ends
  • create dialog for the questioning of witnesses, experts, plaintiff and defendant for both parties
  • dismiss jurors from the case by filing a motion or through events. A substitute will be chosen either from the jury pool or if it’s depleted a new juror will be created
  • dismiss evidence through filing a motion
  • dismiss or let evidence disappear / reappear through events
  • fully customizable objections. the case creator determines the possibility, the reasons for the player to choose from, their chance modificator and if successful an alternative question for the npc opponent moving the dialogue into a different branch
  • additional courtrooms and scenes


We hope that his overview gives you an idea of what Jury Trial is going to offer. We couldn’t put every change or last detail into the list. But in case you asked yourself “What if the player simply objects to every question?” or “What if an NPC is summoned to court that has no visible dialogue because a certain piece of evidence wasn’t discovered yet?”. Don’t worry we got it covered:

  1. For each unsuccessful objection the player gains a strike from the judge. The case creator determines a range how many the player may receive before he’s locked out of objecting for the rest of the day in court
  2. “Empty” trial days won’t be a thing, because the system checks if there’s dialogue before an NPC is put in the schedule. If there isn’t, events will be skipped and the motion of the player will be denied by the judge
Finding answers to questions like this is also what we have been working on for the past weeks. We’re at a point where a lot of systems are fused together and we have to make sure that there are solutions and safety nets for all kinds of use cases. And since we’re pushing the versatility of the game pretty much to the limit, we had quite a few of them.

So what’s next for Jury Trial? We’ll be dealing with the last few remaining tickets of the trial phase. Most prominent on that list are the opening and closing arguments. Once that’s done we will transition to the verdict phase. There are no updates in terms of a possible release window yet. As you know, we’re a team of two who are creating this game as a passion project without a budget in our free time. So we have to tackle one subject after the other and once we’re sure about a release date, we’ll let you know right away.

Thank you so much for your ongoing support!



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Alisa - CCroes
Hello everyone,

If you are following the Alisa Kickstarter page, you might know that the big update is coming really soon!
It'll add a ton of new content and making the game "Complete"!

Why I'm putting this notification out here:
I just added Achievements but you can't unlock them yet with your current version.
I set all of them hidden so they won't bother you in case you wanted to go Achievement Hunting.
They can be all viewed though (kind of disappointing).
I had to publish the achievements so I could test them and make sure they were working correctly.

The release of the update will be somewhere next week. Keep an eye out for the announcement!


Thank you for waiting! I'm sure it'll be worth it! : D

- Casper Croes
...