Deltazone Reloaded - EvolvedPhoenix
Bots are now implemented into the game!

When hosting a match you can now select a check mark to enable bots and then set the amount of bots and also the difficulty.



Bots are still a W.I.P so if you find any bugs let us know about them.
Lawless Lands - Corrosive Studios
Lawless Lands

Hey, Volunteers!

I had a report earlier today about an issue with the "Deadly Deal" side quest having a hang up, so here is a patch to remedy that. As always, support for issues like this will continue as long as I can manage it. So, if you encounter any other problems, just let me know.

Update 2.4.7 Change Log:

-Bug Fixes:
  • Fixed an issue where "Deadly Deal Pt2" could get stuck in a certain section of the quest

-Changes:
  • Further optimized a system for off-screen event handling (Should help with performance)

NOTE: These changes do NOT require a new game. Carry on the good fight with your current characters and keep on fighting for Crossia!

That's all for now!

Enjoy!

-Corrosion ːCStudiosː
Sep 5, 2022
BrVR Backrooms Virtual Reality - WooStudios
- Completely redid level 20
- Added a crane minigame to level 20
- Eliminated lag in several areas
- Added level 71: the entrance to the shady grey
- Added over 20 more ambiences to the game
- Added 5 new sublevels to level redacted
- The new liquids now have their own effects in the squirt gun
- The squirt gun now has a rapid-fire mode
- Some levels are now generated
- Opened the cameramen cimkin shop
- Added some facelings to level 11
- Fixed many bugs
Sep 5, 2022
One more game - 鬼魂在流浪
Fixed some bugs
Elden Gunfire 2 - NINJA-X
Hello everyone
We are still working on the new map 'Snow', it's almost finished and will be released very soon this week. Here is more screenshots from the this great map in snow ambience.





Sep 5, 2022
WarpVector - bleezy
This devlog offers a glimpse of our new system for generating galaxies, and the new galactic map view that lets you chart your course to the Orbitron Device!

Each game of WarpVector takes place within a single galaxy, which is a 5x5 grid of star systems. Systems come in various types:
  • Civilized Systems usually surround yellow stars, and are home to merchant ships and stations. Though they are occasionally attacked by hit and run pirates, they are relatively safe places to stop and refit your ship.
  • Frontier Systems usually surround blue stars, and feature asteroids, pirate stations, and large pirate fleets. They are dangerous areas for new captains, but provide an opportunity to capture vessels, seize new weapons systems, and battle-test your crew.
  • Anomalous Systems usually surround quasars, and are home to extremely distorted quantum-gravitational fields. The anomalies in these systems must be surveyed with care, or an unwitting captain could trigger a breakdown of the space-time continuum itself!
  • Ancient Systems usually surround red giants, and are host to dead worlds that contain the cyclopean tombs of the earliest starfaring civilizations. Extremely powerful artefacts may be found here, though they are guarded by precursor defense fleets, some of the most deadly warships in known galaxy.
  • Ancient Anomalous Systems usually surround black holes, and contain high numbers of anomalies as well as a substantial precursor presence. They are extremely dangerous locations, although they can be highly rewarding to a well-outfitted fleet.

As you travel further from your starting region of the galaxy, Civilized systems become rare, and more dangerous systems like the Ancient and Anomalous types become common. There are also extremely rare systems to encounter that offer unique challenges and rewards, making every run a new experience.



When your warp core is fully charged, you can open up the galactic map view and select a system to jump to. Initially, you don't have warpspace coordinates for any other system, but as you explore you will eventually discover coordinates for more and more distant (and dangerous!) stars.

We are currently overhauling the boarding and shipboard combat system, so stay tuned for another devlog next week. 🚀
BattleBit Remastered Playtest - See12Run
Hello everyone!

A Stress Test will take place Saturday, September 17th! To any of our players who are unable to participate due to the nature of testing times we do appreciate your patience and we ask that you continue to bare with us! You can find the necessary playtest info and times below. Don't forget to check out our Patreon!, which comes with some cool customization rewards, not to mention a key for early access!



Server Regions:
  • North America
  • South America
  • Europe
  • Asia
  • Australia
Supported Match Sizes:
  • 127 v 127 (254 players)
Start/End Times:[expand type=details]
  • 6:30am - 12:30pm (Pacific Daylight Time)
  • 7:30am - 1:30pm (Mountain Daylight Time)
  • 8:30am - 2:30pm (Central Daylight Time)
  • 9:30am - 3:30pm (Eastern Daylight Time)
  • 1:30pm - 7:30pm (Greenwich Mean Time)
  • 2:30pm - 8:30pm (British Summer Time)
  • 9:30pm - 3:30am (China Standard Time)
  • 10:30pm - 4:30am (Japan Standard Time)
  • 11:30pm - 5:30am (Australian Eastern Standard Time)
[/expand]
FAQ:
[expand type=showmore]
  • I've never played before, how do I join?
    - Head to our store page, and click "Request Access", it should be granted instantly! A Steam account created before 2022 is necessary to connect for playtesting.

  • I already have playtest access, do I need to sign up again?
    - Nope, welcome back!

  • Some of your tests use a different build, do I need a code for this?
    - No, the main branch is fine!

  • Is streaming/recording allowed?
    - Sure! Just keep in mind this is still in-development.

  • Where do I report bugs, or other issues?
    - We would greatly appreciate it if you'd share with us over on our Discord, but if for whatever reason that is not possible, feel free to make use of our Steam Community!
[/expand]

If you're unable to play in this test, don't worry, there will be more! Over time they will become more accessible in duration, eventually leading back to full day tests. We hope to see you there!


Stay up-to-date and in touch with us on Discord and Twitter. If you're interested in watching live development, check out TheLiquidHorse on Twitch. If you'd like to further support the development of the game, check us out on Patreon!
Secret Summer - superduperwriter
Hi, everyone! I just wanted to let you know that there have been some quality of life changes to Secret Summer.

1) The PDF walkthrough has been upgraded to an in-game walkthrough. If you already have the walkthrough purchased, simply update the game when you go play like normal, and the new PDF you see will contain the password for activating it in the game when you start a new game. You can look at the walkthrough store page for a step-by-step guide if you are having trouble.

2) A scene gallery has been added so you can replay scenes. The new button is on the main opening screen. You do have to unlock them first, however, by playing through the game.

3) I am currently working on trying to find an animator to add animations to the game, so I will keep you all informed about that if I do find one!

Thank you for the support as always. And I hope you enjoy!
Sep 5, 2022
Farmer Against Potatoes Idle - Oninou
  • New: Setting 'close on clicking outside feature' which can disable this functionality that was introduced in the last patch (and by default (close on clicking outside feature' can still click the Restart button but i can't add everything that is on the UI sadly it wasn't done properly and reworking this would mean that we rework absolutely every background & game element that we can interact with).
  • New: Setting 'Add Larva popup' to disable having the Larva popup appearing when you want to spend more than 50% of you input.
  • New: Hold the Top Whack button when you have the Auto to trigger it (removing the needs to go into the feature to do it).

  • Change: Infinite Challenge (Classes Path) reward increased from 10% to 15% (the 2 that give 5% remain on the same %).
We Who Are About To Die - JordyL
Hello Aspirants!



After a bit of a wait, update 5 is out! The current game version is increased from beta 0.93 to 0.96 (early access release at 1.0)
This is the biggest update so far, by a lot. Some basic game mechanics have been completely rewritten, and this update tweaks, adjusts and adds things to quite literally every part of the game!

Attention demo players! One of the changes, is that rank score requirements have been rebalanced. They are higher in general. In short, this means it takes longer and more fights to increase rank, extending the demo length (which is limited to rank 6!) Have fun!

Lets get into it:

Demo UPDATE 5 - Changelog
MAJOR CHANGES
  • NEW block system: Blocking without a shield is now completely redesigned from the ground up. To block with a weapon, simply hold RMB and aim towards the enemy's weapon while they are attacking. Your cursor turns more blue the closer you get. Your character will automatically perform the correct block and block hitbox size/effectiveness increases by how close you aimed and by weapon skill.
  • NEW up/down aiming - before, cursor close to you to cursor far would linearly aim up or down causing accidental foot swipes or accidental swipes above an enemy. Now the distance is based on a curve. To aim down, you must place your cursor very close to you. Between 2-4 meters from your character you aim directly in front. After 4 meters you slowly aim up.
  • Overall DAMAGE has been increased and rebalanced. Damage algorithm adjusted in many ways.
  • Base STAMINA regeneration rate is now higher.
  • Base MAX STAMINA is now lower. In other words, less waiting, but you still can't spam attacks too much.
  • Rewards (gold and fame) from matches are rebalanced, in general it scales slower, and doesn't scale to ludicrous levels as much.
  • New feature: Enemy armor can now be DESTROYED in battle! Each armor piece (helmets, chest, arms...) has a durability and when it is down to 0 the armor will be removed/destroyed from the enemy, exposing a weak spot. Big tactical and gameplay implication, especially in late game!
  • Camera: zoom mins and max limits have been adjusted for a more reliable experience
  • Camera: Autocam is now actually useable/intuitive, it will always slowly move your camera behind your back. If you struggle with camera, please enable it!
  • Big visual change: character proportions (in general) have been adjusted for taller, more realistic characters.
  • Weapons have been scaled up a bit (all weapons). This and the previous has gameplay implications for reach as all combat is animation/physics driven.
  • Added a 3d attack direction tutorial widget. Toggle with T. Enabled in the tutorial.



(OTHER) NEW ADDITIONS
  • Shield blocking now has live offsetting/aiming even when not targeting
  • Added a new AI unit type: Criminal
  • Throwing without a target now aims at your cursor, for much more reliable throwing direction
  • New item: oriental farmers hat (dyed and regular version)
  • New item: face scarf
  • New items above also can spawn on civilian and criminal backstories
  • New Item: Golden Pan (Dedicated to the Tiny Teams Yogscast stream!)
  • Destructibles now spawn coins (more frequently) and some coins are worth 5.
  • All the items in the game's shop must now be revealed. (This must only be done once ever per item) Every reveal gives you a bit of fame, based on item rarity. Happy discovering!
  • Added an XP bar to the career menu Armory.
  • Strafing animations have been remade (forward, sideways and backward strafing)
  • Added about a dozen new audience animations + rewrote the audience animation cycling system. (This will be improved a lot more later on)
  • New (max) rank: ASCENDED




MINOR CHANGES
  • Overhauled/updated the first and last names in the game's prodecural generation system (better cooler names!)
  • Disabled tourneys and grand tourneys untill I can rework them!
  • Tutorial: Attack section has been rewritten/updated
  • Tutorial: Blocking rewritten to reflect updated block system
  • Tutorial: Bespoke throwing section added to tutorial
  • Tutorial: Intro cinematic has been visually improved a bit further (still work to do)
  • Tutorial: Reshot some of the example videos, moved example down and added a way to toggle it on and off
  • Tutorial: now has some background music!
  • Victory panel has various UI changes and improvements (more to come)
  • Victory panel now shows your bracket level increase
  • Updated roadmap in the main menu!
  • Chaos bracket is renamed to 'Wildcard'
  • Kicking and shieldbashing have been updated. Shieldbashing is now reliable, and better than kicking, but especially with good shields and high shield skill.
  • Added a small chance to disarm an enemy when you shieldbash them
  • AI now rolls their spine less intensely during attacks, making them more reliable to block.
  • Battle panel UI and spacing in general restructured and updated
  • Battle panels now show the host's favor after their name
  • Lion's Roar arena variation with top platform now has the bottom fenced off
  • Shop orders no longer overwrite items you held
  • Improved coin pickup sound/volume
  • Removed the ability to damage teammates post victory
  • City center, tutorial and career menu maps had their lighting built (looks better!)
  • Career menu tutorial now explains a bit about bracket levels and ranks
  • Targeting camera has been drastically adjusted for a more clean/reliable camera, closer to when you're not targeting
  • UI redesigns on shop elements
  • Stamina Regen UI is colour coded in the career menu Armory
  • Updated and fixed some particle effects. More dust, and shield splinters!
  • Mud in pit levels has increased detail normal maps
  • Throwing AI has been updated/fixed
  • Various UI alignment adjustments in career menu
  • The audience fame guage during battle now scales slower (in both ways). Its harder to disappoint or impress the audience.

BALANCE CHANGES
  • X vs 1 got a buff to the single enemy AI
  • AI combat distances have been adjusted (how far they want to stay with certain weapons)
  • Price algorithm for all weapons and armor has been tweaked. Weapon class and traits are weighed in better now. Overall, 2 handers are more expensive now.
  • Polearm left attacks require less stamina.
  • Attack stamina cost is now scaled more properly by attack speed (Overall, the stamina cost per weapon is more stable for every attack. Before fast weapons would require less stamina because your attack is shorter.)
  • Rank score requirements have been rebalanced for less frequent ranking early game.
  • Bracket levels have been adjusted to grow faster if you take difficult matches (up to +3 lvls per win)
  • Lategame AI will be less passive (more changes coming)
  • Armor decays scaled by your run's length. Late game armor decays much faster, needs more upkeep.
  • Overhead strikes, stabs, and 2 handed attacks no longer lock your hands at low stamina. In other words, these attacks and weapon types are much less reliable/controllable when you are out of stamina.
  • Lowest attack speed has been increased (so less slow motion attacks at low stamina)
  • Rebalanced several events that were too punishing or had too much reward
  • Rebalanced some stats on Maille shirt, Furhide Chest, Gathaldaka, and more
  • Fame holds are cheaper now on the high end.
  • Patron events are now more frequent!
  • Throwing skill assist base level is increased (at low throwing skill, you get more assist - easier/better throwing!)
  • Stamina skill now affects your stamina regen rate more
  • Lowered the "Not enough stamina" boundary to 20 across the game (eg. for kicking)

BUGFIXES/OPTIMISATIONS
  • Various animation-related optimisations
  • Optimised and improved AI navigation mesh generation speed
  • Fixed bug where equipment would sometimes be lost after a Luck of the Draw match
  • Fixed bug where some keybinds were missing
  • Fixed a few bugs with jittery animations
  • Fixed lighting bug on city center floor
  • Fixed various texture resolution issues
  • Fixed bug where you could not open the paused menu in the career menu with ESC sometimes
  • Fixed bug where entourage gave you naked/lvl 0 allies
  • Fixed bug where enemies throwing would increase your throwing skill
  • Fixed bug where betting as Slave you lost half of the gold of the whole sum
  • Fixed camera colission issues on the Pit
  • Fixed bug where in-battle coins would spawn incorrectly.
  • Fixed character name missing on skill screen
  • Fixed/removed really loud AI melee sounds in the tutorial
  • Fixed seethrough team colour effect happening on your feet due to the floor on some maps
  • Fixed bug where a teamkilled ally is counted as 'survived ally' in victory screen
  • Fixed bug where F1 removed the cursor
  • Fixed bug where you were invincible in the tutorial (bit of a happy bug, but its over!)
  • Fixed bug where you'd keep walking automatically after opening the victory panel
  • Fixed various sound related bugs
  • Fixed issue with failsafe for when an AI does not make it into the arena
  • Fixed bug where sometimes your character speed did not initialise properly
  • Fixed bug where sometimes the tip in the battle menu would be empty
  • Fixed bug where you can save and quit and reload to trigger a pending repair
  • Fixed issue with partial AI pathfinding not being properly detected
  • Small pit gate now remains open to temporarily lower the chance of issues of AI getting stuck untill I properly fix
...