Sep 13, 2022
Tank Mechanic Simulator - Goozy


Dear Mechanics,

We have prepared a small but important update which prevent corrupting your savefiles after changing your ingame settings.

1.3.6 Hotfix

Fixed:
  • Save file in rare situations was corrupted when player changed anything in settings.

Thanks and have a good one!
DeGenerals


Discord Rich Me! Engine - kaustie_
Version vD2: 13th September, 2022
(Major Update for the Public) - Discord Rich Me! Leaves Early Access
+ New Interface (VarNet 8)
+ "Button" feature reworked and now it's called "Interactive Presence"
+ "Interactive Presences" now supports .gif images (You just need to paste the direct link of the image into Large/Small Image IDs)
+ "Windows Status" reworked
+ NEW: "Windows Status - CPU & RAM Usage" - Now you can show to your friends your CPU and RAM usage you're having in your PC (The Images and Buttons will follow what you have saved in the "Interactive Presences" feature)
+ Reworked Timed Presences with the new Rate Limit of Discord (15 Seconds delay)
+ Decreased the usage of GPU to 6% (was 48%)
+ Added "LOFI Radio"
+ Added "About" button
+ Added "Settings" button
+ Added hiperlink for Discord Server
+ Added "Start with Windows"
+ Added "Web Based Status" (Support for Youtube, Steam and Twitch)
+ Added "Routine Presences" feature
- Removed "Custom JS"
- Removed "User Lookup"
+ Fixed "Online Users"
- Removed "Giveaway Presences" feature
+ Added "Tutorial"
Sep 13, 2022
Stay Out - StaerS



Dear friends!

We inform you that the 7th PvP season starts this Friday, 16.09.22, and will last until 16.12.22!

In Season 7, there were some changes to the rating system and rewards:

– Increased experience for reaching PvP rank:
"Trainee" from 1000 to 10000
"Amateur" from 2000 to 20000
"Hunter" from 3000 to 70000
"Soldier" from 4000 to 120000
"Mercenary" from 5000 to 170000
"Experienced" from 6000 to 270000
"Special" from 7000 to 370000
"Elite" from 8000 to 470000
"Zone Veteran" from 9000 to 620000
"Hero of the Zone" from 10,000 to 770,000
"Zone Legend" from 20,000 to 920,000

- Added "Improved Toolbox" as a reward to the first 10 places
1st place: 10 sets
2nd place: 9 sets
3rd place: 8 sets
4th place: 7 sets
5th place: 6 sets
6th place: 5 sets
7th place: 4 sets
8th place: 3 sets
9th place: 2 sets
10th place: 1 set

– Changed 1st place reward: Replaced SIG SG550 Kit with COLT M16A4 Kit

We wish everyone good luck!

Sincerely,
SO team.


Sep 13, 2022
Hostile Mars - theninjaturtle
Quite a few things have been going on since the last update!



I'll show some of the changes and additions that have been worked on in the past few weeks. After that, I have some thoughts to share about the last playtest and why I feel that it didn't go well.

Some New Stuff

Spawn Effects

Added an effect for spawning objects, making it a little bit more enjoyable when placing objects.



Object Visualizers

Machines have a "quick view" window that shows the progress of that machine without having to go into the machine's menu. The same concept is being applied to traps and turrets with Object Visualizers. These will show health, ammo, power status, and any other useful information about an item without having to go into the menu.



Scrap Melee Trap

A new melee trap has been added which does high damage to hover bots and will initially be one of the first traps the player will be able to build.



Building Damage

Health on buildings, traps, and turrets is finally enabled. All of them can be repaired manually by the player with a button while looking at the object, or by Ally-Bots later on in the game (which roams around Homebase and repairs damaged stuff). The repairs cost different amounts of materials based on the 'Stage' the object comes from.

For example, Scrap Stage objects will require Scrap Metal while Iron Stage objects require Iron Plates. They will also require some repair-specific items in many cases, such as Machine Parts and Electrical Parts, which are new to the game.

We are also working with a new system that handles streaming the objects and terrain, allowing for more detailed environment areas and giving the room to add new terrain sections when needed.

Tech Tree

Ultimately I want the tech tree to be like it is, a custom chart displayed in an easy-to-read layout. With so many items being added to the game it is starting to become a bottleneck adding each new item one by one. For this reason, I decided to implement a new system that automatically sorts all the technologies by Available to unlock, unlocked, and locked.

When a technology selection is clicked then it will show a chart with the prerequisites and what is unlocked as a result of unlocking that tech.

This will remove an entire step of skill tree grooming each time a new item is added, meaning a quicker turnaround with adding content. I am open to the idea of keeping it this way if it doesn't hurt the experience at all but do feel that it will be better as a traditional skill tree later on.

Proof of Concept


Main Menu

The different UI elements used throughout the game needed to be cleaned up a bit. I've redone some of the menu elements and changed the look of the main menu:



Save System

The save system was (mostly) functional but very clunky, and the way that each save was "static" in a sense made it prone to overwriting with new builds. I've rewrote how the save system works so you name your own saves. No longer are there only 3 save spots.

Power System

I restructured a lot of how the power system works to fix a few of the lingering issues with battery-powered items and items that spawn when loading a saved game. The UI Tab now shows where the device is drawing power from and the remaining battery charge.



Bug Fixes

I've also sorted out a large number of bugs that were found during the playtest, so a huge thank you to anyone that was involved with that. I wouldn't be able to successfully make a quality game without help playtesting, considering the number of people working on the game. I am looking for a part-time QA lead, so if you know anyone with experience that might be interested, please let me know.

The Problem With The Playtest

A few weeks back was the Hostile Mars Prologue playtest. A lot of people played the game over the few weeks it was publicly available. Over 2500 people participated and the feedback is always extremely valuable and encouraging to the future development of the game.

After closing the playtest, I really dove into the prologue playtest and tried to figure out why it didn't feel "right". I was disappointed with how it turned out and I feel that a number of things could have been done better.

Ultimately, I believe that creating a build with an attempt to focus on a particular system of the game doesn't always work.

I wanted to see how wave progression performed and focus on that specific aspect, so I gave a bunch of items to the player and made building elements much quicker than normal. This undermined a lot of what makes Hostile Mars what it is and stole the rewarding nature of unlocking and building items from scratch.

It was also lacking an interesting hook to drive the player to advance and make interesting decisions. There were really no decisions. It was only to defeat the enemies and lay down the items provided.

The enemies still have not been fully fledged out yet either, giving all enemies a simple point-and-shoot interaction. Again, the player has no decisions to make. Each weapon just does damage and the only decision is which gun to use, but really, there are no consequences or choices within even choosing which weapon to choose.

This is definitely not intentional. In fact, the entire premise of the enemy and weapon system is to introduce different problems for the player to solve in interesting ways. Different enemy types will behave differently when in groups or when solo, they will have different behaviors based on the enemy types that are nearby, and they will have strengths and weaknesses between different trap and turret types.

As for the main driving force of the story progression, that has not been introduced in the playtest either, so really it is a sandbox of how damage-based traps and turrets deal damage against damage-prone enemies. And it turned out really stale as a result.

I've decided to go in and implement some of these things that need to be integrated into the game. A lot of it is "done" to where I have the concepts and implementation working in a test scene, but not integrated into the game system as a whole.

To do this in the most effective way, I've been working on environments that allow for quick iteration and testing of newly implemented systems and features. I spent about a week refactoring some of the codebase that provided a lot of resistance when testing and created a sandbox scene decoupled from a lot of the other systems, which took a bit of work.

There are tons of systems integrated together and dependent on one another in the game, and I caught up on a lot of technical debt from implementing some of the game like this.

I've also reworked how items get initialized in the game. There have been quite a few issues regarding power and colliders among other things, and the new system makes it much easier to identify objects that are incorrectly initialized, which should lead to much more stable items in-game.

Today it is looking a lot better. Most of the systems can be enabled or disabled without affecting the other systems in the game, which allows for much better development cycles, along with making it easier to pinpoint bugs as they appear during integration.

Finally, a few first-look pics at things being worked on:









If you want to keep up with development, join us on the Discord:
https://discord.gg/Xd88eF8Teg


Take Care,
-Jake
Cleaning The System - Nasheik
  • Fixed disappearing triggers
  • Fixed Multiselect + Delete beziers errors
  • Added Copy+Paste Beziers
Nightclub Manager: Violet Vibe - מרים
Hello!

Are you curious what’s afoot? We’ve been very busy reworking the game to reach the bar that we’ve set for ourselves. This includes better visuals: textures, models and architecture, polishing the look of the club, and more. But before we delve into the “more” part, let’s take a look at the new screenshots that show off our improved visuals & atmosphere.



You see, the game we’re making is different than most “simulator” games out there. It’s much harder to create, too. The reason is that, contrary to most games from this genre, here you have tons and tons of NPCs. Not only that, but you confront them face-to-face, and they can confront each other. They can hook up, talk to each other, dance, watch others dance, and even start a fight. They can be sober or… not so sober.



There’s a variety of social situations, and you see them from up close, so you can’t just wing it. I can’t stress enough how much more difficult this makes the game to create than a simulator where you just renovate a building. So if you’re wondering why we need time, that’s the answer.



Ultimately, our goal is to deliver a game that we can be proud of. Thanks for being with us during this journey.



See you soon!
Bus World - Resident007
This day, along with a new screenshot featuring night Pripyat, we're ready to announce the price on start.

Despite crisis and inflation, we decided to leave the price the same as for Bus Driver Simulator. We don't forget that it's Early Access i.e. open Beta. After updates and improvements, the price will increase. So, if you purchase the game when it's released to Early Access, you pay less.

Price in some currencies:
USD: $24.99
Euro: 24.99 €
Ruble: 799 ₽
Brazilian Real: 49.49 R$
Lira: 149 TL
Hryvnia: 399 ₴
Zloty: 89.99 zł
Tenge: 5990 ₸

Price for other currencies will be available as soon as the game gets released. We considered specifics of currency exchange rate and local pricing.



How about joining our Discord server?
Here's the link: http://discord.gg/invite/9eHyYap

Also, make sure to follow our page on Twitter: https://twitter.com/kishmishstudio
Jurassic World Evolution 2 - JensErik_Frontier
Welcome, Park Managers, to our latest Species Pack!

Introducing the Jurassic World Evolution 2: Late Cretaceous Pack, coming September 15 for £5.99/$7.99/€7.99.



Inspired by the fascinating Late Cretaceous period, our latest Pack includes four new species that roamed the land, sea and air over 65 million years ago, including both a stealthy hunter of the skies and one of the largest dinosaurs ever discovered.

Without further ado, let's take a closer look at the species you'll be able to discover in the new Late Cretaceous Pack!

Inspired by the fascinating Late Cretaceous period, our latest Pack includes four new species that roamed the land, sea and air over 65 million years ago, including both a stealthy hunter of the skies and one of the largest dinosaurs ever discovered. 

Without further ado, let's take a closer look at the species you'll be able to discover in the new Late Cretaceous Pack!

Barbaridactylus
Named after the Barbary Coast of North Africa where it was discovered, Barbaridactylus is a flying hunter that lived towards the end of the Late Cretaceous era. With its incredibly distinctive head crest, it's likely to make a thrilling addition to an Aviary in any park.



Alamosaurus
With shin bones taller than the average human, Alamosaurus is one of the largest dinosaurs ever discovered! Although a herbivore, Alamosaurus' large spines running down its shoulders, back and tail made it far from easy prey for any potential predators. This gigantic dinosaur is bound to fascinate your guests.



Australovenator
Thought to have lived in Australia about 95 million years ago, Australovenator was an agile carnivore with a lightweight frame that allowed it to move quickly. Its extremely sharp teeth and flexible arms made it a formidable predator adept at stalking - and chasing down - prey.



Styxosaurus
This marine reptile is sure to make an impressive addition to any park's Lagoon. Styxosaurus' streamlined shape and sizeable fins made it an incredibly fast underwater predator. Don't forget to try modifying Styxosaurus' genome with bioluminescent pattern colours to really wow your guests!



Update 4

We've got a lot of exciting additions and features coming in Update 4, a free update for everyone who owns Jurassic World Evolution 2, including both quality of life updates and bug fixes. Keep reading to find out more! 



Lagoon Customisation & Decoration
You'll be able to experience a new range of customisation for your Lagoons in Update 4, with brand new decorations which can be placed around the edges and on the bottoms of all Lagoons! These include a Lagoon Fountain, Lagoon Cages, Lagoon Rocks and Lagoon Coral, amongst other decorative items. In order to ensure that you're able to enjoy these new decorations as much as possible, we've also incorporated various Quality of Life updates for Lagoons, including improving the clarity of Lagoon water and viewing stand glass so that there's a clearer look into the Lagoon water itself. You'll also be able to move the game camera into the water of Lagoons, allowing you to fully appreciate your decorative handiwork. 



Behaviour Changes
Update 4 also features additions to both flying and marine reptile behaviours that will change the way they act within your park. The first of these changes is one your Capture Teams are likely to notice quite quickly - certain escaped flying reptiles will now attack Capture Team helicopters! You'll notice there is now a condition bar above your Capture Teams, which will be impacted when under attack by a flying reptile. Once this bar runs out, the Capture Team will be destroyed, and you will need to purchase replacement teams. 

With this update, you'll also see a change to how your marine reptiles behave when they're uncomfortable: they'll begin attacking the walls of your Lagoon when they're unhappy, and can become injured during this process, so make sure you're meeting their needs to avoid this unwelcome outcome! 

We'll also be making some adjustments to dinosaur cohabitation preferences in the new update, adding Likes relationships between both Hadrosaurid and Ceratopsids and Ornithomimosaurids and Ceratopsids. Ceratopsids can now cohabit with other Ceratopsids, too, although there will be some exceptions to this. 

Building Decorations 
This latest update will allow you to see some exciting new changes to how you decorate your dinosaur park, with brand new amenity and attraction building decorations now available. These include several new planters and even some new fountains that you'll be able to add to the outside of these buildings to offer more control over your amenity and attraction's look and feel.

Whilst we're on the topic of lights, Update 4 also brings with it the ability to change the colour of decorative lights throughout your park, using a new Lighting tab within the Decorations panel. This new subsection will highlight all of the available decorations which contain editable lights, and you'll also notice a new 'Edit Light Colour' mode that allows you to quickly and easily paint lights across the park. Your gameplay will automatically switch over to night time whilst you're doing this, for ease! 

Postcards and Stamps
Wishing you could write home about your Jurassic World Evolution 2 creations? Look no further than the brand new overlay options we're bringing you with Update 4: Capture Mode will now be home to 6 new postcard overlays and 4 new stamp overlays, allowing you to share your dinosaur park in an entirely new and exciting way. 



Additional Sandbox Settings
There are a number of quality of life changes coming to Sandbox Mode in Update 4, allowing for even greater freedom in designing your very own Jurassic World. Not only have we redesigned Sandbox Settings to make them more readable, but your custom settings will also save between sessions, so you can play the way you want to every single time. 

You'll also notice that Update 4 brings with it more sandbox options around dinosaur Traits when Gene Editing, including the ability to create negative Traits, the ability to have infinite Traits, and the ability to have infinite Trait points, and there are new Cohabitation settings for Normal, All Like, or No Dislike, too, allowing you even more freedom in how you build your Jurassic World.

Finally, we've also included an Instant Construction/Destruction setting, meaning no more waiting for new buildings or attractions!
We hope you've enjoyed reading more about the upcoming Late Cretaceous Pack and some of the updates that are going to be included for free in Update 4. Which features are you most looking forward to?

To keep up to date with the latest news or announcements, follow us on TwitterFacebook, and Instagram, or join the discussions on our forums!
Screaming Chicken: Ultimate Showdown - .
Nobody Saves the World - grahams
UPDATES FOR NEW “FROZEN HEARTH” DLC:

- New Level: Added new “Frozen Hearth” underground area to the overworld which contains The Colosseum: a new challenge level that will present the player with various challenges. The new area can be accessed via one of two teleporters, found to the east and west of the Castle. Check the world map for new quest icons to see the exact locations.
- New friends and enemies: a variety of new enemies and friendly NPCs can be found in the Frozen Hearth. Some of these new friends may have some new tasks to complete. Small-golf anyone?
- New Forms: Complete objectives in the Colosseum to unlock the new Mechanic and Killer Bee forms.
- New Summon: In addition to the new abilities of the new forms, completion of objectives in the Colosseum will also unlock a powerful new summon: Lavalarie.

BUG FIXES & NEW FEATURES:

- Rather than quitting to the main menu, we now attempt to allow the host to continue playing when a client disconnects
- Support Shield enemies could cause some enemies to get stuck in the fear or stunned states when buffing them
- Support Ward enemies would not seek out other enemies to buff if they were next to another support ward enemy
- It was possible for Randy to be killed by the closing spike wall in some cutscenes if he was impeded by money / item drops. He should no longer be impeded by these
- Made the giant turtle’s egg-breaking side quest more colorblind friendly
- Made the Dragon form immune to the “Burn” status effect
- Holy Light ability should now work on the targets in the Archery Range side quest
- Shopkeeper icons were missing in the Jungle Swamp level
- Form customization tutorial now indicates that ACTIVE abilities must be equipped to progress the challenge
- Client walking “dust” could persist on the host if client disconnected
- Soft lock was possible if the player was standing on an active dungeon teleporter and interacted with the dungeon mod sign just inside the dungeon entrance
...