FutaDomWorld - bertwesker
Changelog:
  • Sally Part One (Accessible from the gym if you have adequate STR)
  • Girl's Night Out With Chloe (Accessible from the Irish pub)
  • Dramatically reduced overall size due to file compression
  • Removed legacy censored files from package

Sep 1, 2022
Sapphire Safari - Henley
This is a copy of our v005 release post for early adopters over on Itch.

Hello explorers! Welcome to version 005 of Sapphire Safari! This patch was focused on two things. The first was our development team responding to feedback from our customers and followers have given. The second was to build the Doll System into the game. How did we do? Let’s find out!

Menus Galore!
The biggest feedback we received was about the lack of game settings, so a big focus was ensuring we nailed it on v005. Now we have built a full 3d menu experience, complete with concepts for visualizations, along with a functioning Gallery and Settings menu.

The Gallery
Here you’ll find all the photos you’ve taken in Sapphire Safari, eventually, we will have a very detailed system for filtering and managing your photos. However, in v005, we will only allow players to view a full-sized photo and delete photos from in-game. You can access the full photos via the shortcut in the game directory still.



The Settings
Here you’ll be able to tweak your game experience, resolution, keybindings, and much more. We have a special “game” tab just for setting up how large your photos will be and how much Futa content you be exposed to. You can turn Futa off completely or, make it all about the dong. Your choice.



We will expand this menu to include a lot of our other features and such, but for now, you can get a good idea of where we want to take this game just from the basic menu layout. So have fun exploring that!

Furries on their Backs!
Introducing the first integration of our Doll System! Right now the system is quite lightweight, but give us a few more patches and this feature will be BURSTING with lewd and customizable content. For now, the keybindings menu does not contain the buttons needed to access the Doll System, so please read below for the keybindings.

Let’s break it down. First, find yourself a tasty Monster Girl and get close enough to interact with her using the “F” key. You can have up to three followers at once!



Second, find a nice spot to lay her down on her back (since we only have missionary in the game right now). You do this by pressing the “TAB” key which will spawn a hologram of the position and orientation the Furry of choice will eventually take up. Press Mouse 1 to lock it in, this will bring you to the Doll Menu.



Third, within this menu, you can use the mouse to spin the camera, and the mouse wheel to zoom closer. Hitting the “E” key will allow you to choose the follower you want to assume the position on the ground. Hit the “Enter” button twice to confirm.



Lastly, with your chosen Furry on her back being patient you will now be able to rub your mouse cursor over her and move her limbs however you like.



In the future partners will be added to this scene allowing for a full spectrum of sexual content from 1 on 1 love making to dirty cum coated orgies. Just have to take it one step at a time.

Girls of all Colors!
You might have noticed a few different colored Monster Girls in our photos above because now they all have about 5 different variations they can spawn in! There are some that are really rare and very difficult to find. Eventually snapping photos of each type will be part of the Monpedia but for now, just enjoy the different flavors of Monster!





Linux Build
We also managed to get Linux working for Sapphire Safari this build! Users will have to make sure to mark it as executable in the properties tab of the .SH file. There might be a few oddities like the viewfinder in the camera flickering, but it should work fine!

Changelog version 005:

Additions
  • Main menu level added
  • Settings options added
  • Photography quality settings added
  • Futa visibility functions added
  • Gallery functions added
  • Temporary Monpedia added
  • Temporary Quests menu added
  • Temporary Gender Selection menu added
  • Landscape tweaks to demo map
  • AI Follower behavior added
  • Doll system added - Early preview
  • Random monster color variations
  • Linux SKU created
Optimisations and Fixes
  • Minor lighting and sky color and cloud cover changes
  • AI Execution flow changes
  • Perception Sight overhaul fixed - drastically reduces GPU lag
  • Material Search Iterations reduced to 20 - potential performance improvement
  • Navigation mesh change from full dynamic to Modifier only - potential performance improvement


Hope you all enjoy the new patch! I will make another post once we have discussed our plans for the Month of September!

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

Cheers,
Kinky
Sep 1, 2022
Friendly Warfare - ρнσεпıх
Balancing
  • [Cultist] Shop Item Scare Creature:
    -no longer affected by the effects of mirror
Fixes
  • Fixed some localization keys for shop items
  • The customizer should now properly cycle between owned skins
  • Potentially fixed a bug that caused players that finished by making their last unit sliding over oil into the safety zone to still be seen as active players
  • Fixed the description of the Sacrifice Follower ritual
Sep 1, 2022
Rivalry warlord Sengoku - StaticOssanGames
- When damaged by a storm, the message will only be sent once even if multiple territories are damaged.
・When attacked by senior vassals, reconciliation was limited to surrender or not.
- Made it clear that options that cannot be selected with diplomatic commands are not selectable.
・Fixed to ignore summoning orders for senior vassals in civil war.
・Fixed so that senior vassals in civil war do not report to the daimyo.
・On the successor selection screen, if there is a personnel magistrate, the personnel magistrate will be displayed.
・Slightly changed the processing of cooperation during battle
・Changed the initial LV value of "Large Army Operation" at all bases depending on the era (S2 is Lv1, S3 is Lv3, S4 is Lv5)
・Sometimes the display of the list of all units and the number of units the player is currently participating in are inconsistent.
Fixed bugs
・When you are a vassal, if you make a "request to become a vassal" to your lord and conclude negotiations
Fixed a bug that prevented the game from progressing
・Other minor fixes
Lodestar - BlueFire
Hey all, we are here with another giant patch (4.3.0). You'll notice some significant graphical improvements that come with about a 10-20% drop in FPS. We think this is a good trade-off but please let us know if you have performance issues or graphical glitches and we'd love to get to the bottom of it.

Features:
- Planet 2: Rework continued
-New and reworked puzzles.
-Movement in general is faster and feels more like water
-Should no longer be able to get out of the map
- Landscapes now blend significantly better with the environment making the world feel more integrated.
- Can now boost by zapping building with mining laser after finding upgrades on Planet 2. One available on first landing and another after getting later abilities.
- New simple puzzle on planet 1
- Lava now looks less flat and more 3D on Planet 4
- Teleporters have been added to drop zones and at significant parts of the planets (ex: boss fight) and can be charged with lasers to use. These act as checkpoints and will allow us to create some more difficult areas in the future.
- A small number of stats and achievements have been added


Features asked for by players! (via Discord/Steam Forums/Bug Reporter):
- Planet 1 has a bit more color and foliage. (continuing to improve this)
- Health with now be set correctly on save and load! (Thanks Mr. Hill)
- Markers will now be more apparent for drop zone and now show on players as well
- Player will now have markers when you are in the same area as them (planet / ship / asteroid mining)
- Health shrooms now explode and work correctly with save/load


Bug Fixes:
- Crash on killing a monster fixed
- Increased performance on Planet 2 and 4 by fixing some shadow and NPC issues.
- Infinite floating after grappling as a non-host should be fixed. Please let us know if you continue to see it.
- Potentially fixed Equipment UI not showing correctly on non-hosts. Please let us know if you see this!
- Boost sound no longer plays for clients that are far away
- Lobby UI now clamped correctly for wide screen
- Fixed a hitch caused by polling players who had large friends lists
- Flying a personal ship into space stops playing armory music
- New planet 1 foliage shouldn't block the camera
- Fixed drop pod markers persisting in center of ship when changing planets
- Fixed waypoint/player markers disappearing when at a height differential
- Fixed player waypoint not appearing when dropping out of minimum distance instead of visibility first


Coming Soon:
- New Music System that should make it less repetitive
- Localization
Sep 1, 2022
Telepath Tactics Liberated - Sinister Design
Greetings, folks! I had some changes I wanted to make after Tuesday's patch, and it turned out that I was able to implement those changes very quickly, so I said to myself: "why not just push it out?" And so I have!

There are some cool changes to the way the game handles knockback into characters and spiked barricades, an in-game controls reference for gamepads, and more! Here are the new changes and improvements:

-- objects that deal damage when attacked (such as Spiked Barricades) now damage their attackers even when they are destroyed by the attack.

-- knocking units into damaging objects (e.g. Spiked Barricades) now not only deals the knocked-back unit regular collision damage, it also queues up bonus damage as though they'd attacked the object. (Shove them backwards into the spikes for a backstab multiplier!)

-- knocking an enemy into one of your allies can now trigger a counterattack on the enemy from that ally! (For this to work, the ally must have a melee-range counterattack available and they cannot be facing away from the enemy.) Note that your ally will still take collision damage if you do this--but the enemy will take a lot more damage overall!

-- added a gamepad controls submenu to the settings window laying out what function each gamepad button has.

-- fixed: in Crypt Diving, if turn 21 dialogue ending the battle failed to trigger due to the player already clearing all of the map's enemies, the player would simply remain stuck on the map.

-- fixed: the game would prevent characters from counterattacking AOE attacks if the attacker was facing the same direction as the would-be counterattacker, even if the attacker was not actually located behind them.

-- new script actions supported: IfGamepadGoTo and IfGamepadRun. These go to a specified dialogue branch number or run (a) specified script(s) if the player is using a gamepad to play the game.

-- added some missing documentation on how to add different types of custom images to campaigns, as well as an example custom object.


At this point, I'm pretty happy with the state Telepath Tactics Liberated is in. I'll continue to support the game, but I need going to start shifting development focus toward getting Together in Battle ready for its January 2023 Early Access debut.

If you haven't done so yet, I recommend going ahead and wishlisting Together in Battle--it's going to be something special! ;)


Tactically yours,

Craig
Dual Universe - fbouvard
Noveans,

With Dual Universe about to launch, we would like to celebrate the end of beta with all of you!



Whether you are interested in building, fighting, or just having fun, read on for details of two upcoming NQ in-game events.

BUILD YOUR LEGACY
Calling all builders! We’re organizing a building contest. From Tuesday 6th of September at 14:00 UTC to Thursday 22nd of September at 14:00 UTC, all Noveans are invited to bring their creativity and building skills to the forefront! Dispensers with elements and honeycomb will be available at a site near the Exchange.

The goal of the contest is simple: if your build meets our specifications, the best speeders and outposts could be featured in a future iteration of the FTUE!

To be selected, constructs must be either a Speeder or an Outpost.

Construct Specifications:
Speeder Requirements: constructs must feature ALL of the elements below

  • XS Core Unit
  • 1x Hovercraft seat controller
  • 3x Basic Atmo Engines XS (2 pointing backward, 1 pointing forward)
  • 1-2x Basic Hover Engine S
  • 1-2x Stabilizers (placed vertically)
  • 1x Atmospheric Fuel Tank XS
  • 1-3x Headlights
  • 1-8x light sources (including Headlights)
  • Adjustors XS only
  • Atmospheric Airbrakes S only
  • Tier 1 Honeycomb materials only (+ luminescent)
  • Players are encouraged to add details through the use of elements, but should not get above the count of 60 elements.
  • Must be able to be compacted

Outpost Requirements: constructs must feature ALL of the elements below

  • Small core unit
  • 1x mining unit small
  • 2-3x elevators
  • Elevator screen
  • entrance door
  • 1x VR station
  • 1x Container S +2x container XS + 1x container hub
  • 1x resurrection pod
  • Personal objective screen
  • 1x Parcel Container xs
  • Logic Elements
  • Basic xs/s ship parts bundle
  • Floor above the ground (raised foundation, stilts)
  • 400-700 m3 tier 1 (max 10 m3 of luminescent) tier 2 material accents tolerated.
  • 150-300x total element count
  • Total commercial value can’t exceed 1,200,000 h

All required elements will be available in the dispensers near the Exchange, for free, along with honeycomb.

To be eligible for potential adding to the FTUE, it is important that your construct remains in the scope and context of our starter constructs. Such as only tier one materials and things that you would normally find in a starter construct like a starter speeder or a starter outpost.

We’ll have information soon with more details on the submitting process for your constructs!

AMMO MADNESS
Come and join the battle! NQ is organizing a large PvP event to celebrate the end of beta. We will provide unlimited ammunition through dispensers for all able Noveans to pew pew!

These dispensers will only be available from Friday 16th of September at 14:00 UTC to Monday 19th of September at 14:00 UTC. The exact location of the dispensers will be released soon. We invite everyone to join the fun. If you’re looking for the fight of your life, don’t miss this call!

—---------—---------—---------—---------—---------—---------—---------—---------—---------—-------

If you have any questions about these events, please reach out to NQ-Nyota on Discord or the forum discussion thread.

Stay tuned for other NQ surprises in the last month before launch. Our community is also all abuzz with events to mark the end of beta, so you can look out for more communications from us on these player-events!

Whether you want to brighten Helios with new constructs, or just set everything ablaze in an epic battle, we’re eager to see it all!
Sep 1, 2022
Don't Starve Together - peter_a_klei
Changes
  • Renamed Wickerbottom’s “Mind's Eye Life Amulet” to “Mind's Eye Amulet”.
  • Hound Mounds will now generate Ice Hounds in Winter similarly to how it generates Fire Hounds in Summer.
Bug Fixes
  • Gameplay
    • Fixed Birds of the World from not spawning birds.
    • Fixed trying to store invalid recipes in the Cook Book.
    • Fixed spiced foods not unlocking the base food recipe in the Cook Book.
    • Fixed Grumble Bees from Apicultural Notes not following players through wormholes or long distances.
    • Fixed Grumble Bees from Apicultural Notes getting stuck in the world if their loyalty changed to the Bee Queen while being too far from their new leader.
    • Construction Amulets will no longer consume charges nor display active use in the crafting menu if the recipe is not discounted.
    • Toadstool’s Sporecaps will no longer spawn on top of ponds.
    • Fixed where some periodically spawned entities would sink even on boats.
    • Fixed a small typo in Walter’s speech file.
    • Fixed the Suspicious Peeper not hitting a player if they are standing still at maximum attack range.
    • Fixed a crash when harvesting spoilt food.
    • Fixed a case causing the edge of the world waterfall to not render properly for clients.
  • Art
    • Fixed Insulated Pack and Chef Pouch not having water floating FX.
    • Fixed Victorian axe highlights.
    • Fixed missing cuff’s in Wes’ Fool’s Ensemble.
    • Fixed burnt Nautopilot not displaying properly.
    • Fixed missing fire FX on burning Rockjaws.
    • Fixed some missing Steam Inventory skins art.
    • Fixed missing hand FX for End Table skins when extinguishing.
    • Fixed an issue with mod characters disappearing from the Character Select screen.
    • Fixed the Mad Scientist Lab having a partially transparent wheel.
    • Cleaned up Winona’s Caroler’s Gloves art.
    • Fixed missing feet in Wilson’s Rumpled Outfit.
    • Fixed missing cuffs on Walter's Naval Uniform Shirt.
Notes for Modders
‘c_gonext()’ now snaps the camera on use.
Sep 1, 2022
Bullet Chase - kingsquality
added pill mechanic, pass levels by getting all pills in the new levels.
Shopping Spree: Extreme!!! - NotTHATSid


Attention Shoppers!

We at Fried Squid Games are so excited to get the community involved with our game "Shopping Spree: Extreme!!!"

It is our goal to be as transparent as possible with the development process and keep you all informed about what's happening as we go! Currently, we're planning to release this game in Mid 2023, and we will try our best to meet our deadlines. A full roadmap will be coming soon!

In the meantime, we need your help to spread the word! You can do so in one or more of the following ways:

  • Join our Discord Server. This will be the main hub for our game during development and members will get access to early-build playtests!
  • Follow us on Twitter, Instagram and TikTok
  • Subscribe to our YouTube Channel and share our teaser trailer with your friends!

Thank you all for your support!
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