Horrors of Space - Novo △
- Fixed an issue in multiplayer lobbies that wouldn’t start the countdown.
- Fixed an issue that prevented workstations to show the correct location of the password.
- Fixed an issue that wouldn’t delete a Keycard from the inventory after having used it.
- Fixed an issue where the player would stop hacking a workstation and couldn’t get back in.
- Fixed an issue where the alarms would stay on after escaping.
- Fixed an issue where the skybox would go dark.
- Fixed an issue in VR where players would be teleported to space after dying.
- Leadorboards are now correctly displaying in descending order.
Going Medieval - SeWerin
Greetings medievalists!

The new major update titled “Animal Trading” is now live on Steam, Epic Games Store, and GOG. All those fixes and improvements from the experimental branch are now stable, tested, and present in this update! These include: the option to trade animals, food pouches, signs, and various other tweaks and improvements.

But first, for an optimal user experience, we suggest that you:

Disable Mods if you have them
Please note: if you are using unofficial mods (especially those related to crops) you might experience crashes or even an inability to start the game. If you do, turn the mods off before starting the game. If the problem persists, be sure to delete all of the folders in the steamapps\common\Going Medieval and then verify the game files.

Now, onto the update - we’ll separate them into different segments:

ANIMALS

Animal Trading
You can finally trade animals with other settlements/merchants.

Trading with merchants:
  • Every once in a while, a merchant will appear, accompanied by some animals that they can trade.
  • Both domestic animals and pets can be traded from your side. The animals you get from merchants will be domesticated.
  • Merchants can have animals that are not for trading (their own pets).
  • Animal type (domesticated/pet) will not influence barter value - you will not get a better value if you use pets for bartering.
  • Animals can be taken with settlers in caravans. In that case, they (animals) will not need food for a caravan trip. Also, some animals will increase the carrying capacity of the caravan.
  • Animals that are locked away will appear gray in the trading menu.
We wanted to emphasize each animal type more especially to make having pets for combat fun. We had to be careful not to make animals overpowered when retaliating.
Depending on the type (domestic, wild, pet), animals have different stats:
  • Pets deal more damage, heal faster and bleed less from wounds.
  • Domestic animals bleed less from wounds but don’t deal more damage.
  • Wild aggressive animals deal more damage than regular wild animals.
FOOD

Food consumption and nutrition adjusted
Here are the notable changes:
  • When hungry, settlers will look for food with the most nutritional value.
  • Depending on their hunger state and location in relation to chairs, settlers might want to sit while eating.
  • Sitting in a chair with no table will give different mood effectors, as opposed to a chair & table.
  • Settlers will look to sit and eat in the great hall first, then a room, then under a roof, then outside. Of course, their search will depend on their location in relation to the aforementioned places. If there is no such place nearby, they’ll stand and eat.
  • We rebalanced the amount of nutrition that the settler gets from meals and raw food (before a meal would bring around 85-100 nutrition, now it is set to about 80-90 while raw food has been lowered from 25-40 to 10-15 nutrition).
  • Due to the rebalance of nutrition the amount of dropped meat and raw resources from plants has increased by 20-40%. Because of this, the amount of raw food for cooking meals has doubled (for meals, packaged meals, and lavish meals).
  • Since the consumption of raw food offers low nutrition, settlers will eat multiple piles of it (if the food of better quality is not present) to satisfy their hunger.
Settlers have food pouches now
These function as a small storage space attached to them, where settlers can store food for later. This should solve the problem of settlers abandoning their work and traversing major distances to get to their settlement, just to eat something. Some things to note, settlers will only store:
  • Food enabled in their Manage panel.
  • Food in the meal category (so no raw foods, only packaged, lavish, stew, etc).
  • Food that is on shelves and or stockpiles.
Other things to note about the pouch:
  • When a settler gets hungry, they’ll primarily eat the food from the pouch. Refilling their pouches is a new goal we’ve added to settlers.
  • Settlers will prioritize refilling their pouches during a non-working schedule.
  • You can order settlers to consume food from their pouches within the settler’s inventory. If you do that, settlers will not search for chairs or random spots, etc - they’ll eat where they stand. This will happen even if settlers are drafted.
  • Settlers can store 1x from the food pile in the pouch,
  • Food stored in those pouches will rot/decay. If it reaches 0 hp, it will disappear from the settler's pouch. If it reaches 0% freshness, it will turn into a pile of rot and the settlers will drop it on the ground. The only meal that will drop as rot will be roasted meat, but the chances for that happening are close to none. You have to put the meat that is already close to rotting in the pouch and hope that the settler doesn't eat it.
Think of the pouch as a personal pile that is one-time use, easy to refill, and near your settler.

HAUL
Hauling logic has been recalculated - You’ve probably experienced situations where a bunch of animals in your settlement, along with settlers, were hauling stuff all the time. That created situations where settlers would stand still for 3-10 seconds while they calculated what to do next. Our quickfix up until now was to limit the number of animals that can haul per their species - they did not haul as frequently, and would have a big cooldown until the next haul goal. While there is no need for that anymore, we think some balancing is in order. So, the animals will haul faster now, but some are still nerfed when it comes to their frequency.

Added hauling priority for the resource type - All of the resources have a haul priority located in the Resources.json file. The setup at the moment is that items and resources have the highest hauling priority. Fret not - the stockpile/shelves priority is still valid and will not clash with this priority. These items will be hauled to the closest/highest priority free stockpile.

Multi-pile haul is implemented - If a settler picks a small pile during their haul goal, they’ll look for the piles of the same type nearby and pick as many as they can (and if they were not reserved by another settler). This prevents scenarios where settlers would go back and forth just to pick a bunch of small piles of the same type. Note: This will not occur if the hauled piles are dedicated for production.

Overweight hauling - Settlers and animals can now haul singular piles over 60kg, but in doing so will slow down.

BUILDING

New building type: Signs - These wooden constructs do not add anything to the game, except give a bit of personality to your settlement.
  • You can place them on the ground or attach them to a wall
  • There are 4 different shapes in total and you can put a symbol on them and choose a color for that symbol.
  • Messages can be left on signs. Typing in a message will show as a tooltip when hovered over the sign.
Quality of life improvements
  • Optimized the game a bit and improved performance mid to late game.
  • Animal number control during animal events has been modified as well. Now animal events will be rare as you have more of the same animal. Domesticated dogs will stop appearing when you have around 10x dogs.
  • Animals now have type info when clicking on them (to clear the confusion for players about why pets can't be in pens).
  • Animals in the “Animal” panel can now be sorted by species, type, age, etc.
  • Added ‘mark/clear all’ for hunting, taming, training, hauling, and battling (basically, any tickable/markable thing in the Animal panel). This way you can mark all of the animals to be hunted or clear of all hunt orders etc.
  • Tooltips and hover effects are added to the Animal panel.
  • Animals should not spawn on 'islands' they cannot get off from.
  • Players will not be able to use hay/fodder/seeds as nutritional elements for settlers on caravan anymore. That was silly.
  • Harvest and cut markers are hidden on crop fields. Now the field itself determines when the crop should be harvested/cut and the orders of the player will override this in all cases.
  • Auto equip and drop item changed: now settlers will not drop forbidden items but will only auto equip things that are on stockpiles.
  • Added BBT message when a piece of equipment is destroyed on the settler (ex settlers have a shield, the shield gets hit and gets destroyed).
  • NPC characters will leave at once if you attack them.
  • Deconstruct order will cancel uninstall order.
  • Uninstall or move order will cancel deconstruct order.
  • Cider is removed from the game. With the introduction of fermentation, we decided that you’ll get Fruit Juice from the fermentation of fruits. That fermenting pile will turn into a rough wine after some time. Since any fruit can be used for this process, it also means all of them will turn into rough wine.
  • Text for raid appearing is now translated into all languages.
  • Additional text has been added that explains that animals don't waste food when in caravans.
Bugs and fixes
  • Fixed the issue that caused drafted settlers to ignore orders.
  • Fixed the issue that caused settlers to ignore animals that they didn’t manage to kill the first time.
  • Fixed the issue that prevented a merchant event from ending upon save/load, if that merchant turned aggressive in the meantime.
Known issues
  • In some cases, settlers will stop while hauling from one stockpile to another (or shelf to shelf) - this does not break the game but looks weird and annoying.
  • Settlers will sometimes refuse to harvest ripe fields. solved with save/load
  • Several messages are still in English for all of the languages.
  • If your settlers are experiencing weird animations with some of the actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it to 30fps.
Thank you for your patience, people. Feel free to post your experience regarding the new update on Steam discussions. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything.

Foxy Voxel

Follow us on Twitter: @going_medieval
Our Facebook: Foxy Voxel
We are on TikTok, too: @going.medieval
See the trailer for the game here: https://youtu.be/GuHfL2kf8tM

Zen Golf - Hondune Games
Head over to the store page to download the FREE demo for a limited time and gain access to a selection of courses and a small sample of the original soundtrack! Be among the first to immerse yourself in the beautiful world of Zen Golf!

Download the Zen Golf Demo NOW!
Nero's Adventure: Echoes of the Deep - nerosadventure
There once was a ludumdare game

That after YEARS of development, blossomed to this


After years of hard work, spent to craft this amazing 2d underwater puzzle adventure videogame, I' am proud to announce that our first ever playable demo is ready to play FOR FREE

We will attend the steam next fest during OCT.03 - OCT.10 and we will have live streams all day long, so.. don't miss this.

Remember to leave us a feedback in our official discord server

Follow us on youtube
Visit our official website
Stalk us on twitter
Crossout - XO_Team

Hello, survivors!

This weekend we’ve increased durability of all the parts by 30% and suggested you to test this change in PvP-battles. Today we launch a short in-game survey, so you could tell us, what’s your attitude towards this change.

Please, pay attention that the survey is available only till October 5, 23:59 GMT!

Best regards,
Crossout team

For more information on Crossout, follow these channels:
Oct 3, 2022
KoboldKare - Naelstrof
  • Raised resolution of menu art.
  • Added Playstation Dualshock gyro support when hip-thrusting.
  • Steam deck polish.
  • Fixed save bug that failed to do a screenshot.
Oct 3, 2022
Undeadly - RyanLQ


Undeadly demo available during the October 2022 Steam Next Fest!

You can download and play the demo now.

https://store.steampowered.com/app/2106360
The demo will be live for the duration of the Steam Next Fest.

Be sure to give feedback on the demo by joining the Undeadly Discord Server and leaving suggestions. Any feedback is welcome! ːsteamthumbsupː

Thanks,
Ryan


World War 3 - NathanOfCydonia
World War 3 is now available in Open Beta. Although we strive to maintain a consistent and smooth gaming experience, you may encounter certain gameplay and technical issues while playing.

Many of these issues are related to an increased player count following the free-to-play release of the game.

Fixes are being actively worked on right now, and we provisionally intend to solve all known critical issues in the upcoming weeks. This article will be updated as fixes are deployed.
STATUS UPDATE (OCTOBER 11)
This week we are focused on further fixes, optimization, and resolving certain player issues, including:
  • Failed purchase in the Shop
  • Progression resets
  • Server lag
RESOLVED ISSUES & IMPROVEMENTS
  • Optimized server infrastructure for a more stable game experience
  • Temporarily introduced a cap for total online players (required in the short term to provide stability, will be expanded soon)
  • Fixed most game server crashes
  • Fixed infinite loading screen
  • Significantly reduced the number of timeouts
  • Significantly reduced occurrences of Error 151
  • Significantly reduced the number of 53% timeout errors
  • Resolved issues with Inventory transfers and restored Inventory functionality
    • We are still working on item reimbursement — please contact Support if you need assistance
  • Players no longer stuck in lobby showing 55/40 players
  • Fixed game authorization errors and reduced client authentication errors
  • Button to purchase UNC works in Store (Steam)
KNOWN ISSUES
  • Server crashes*
  • Accepting party invites causes game to crash
  • Accepting friend requests causes game to crash
  • Client authentication error*
  • 151 Error: SOMETHING WENT WRONG*
  • Gun appears locked despite player meeting the level requirements
  • Players being connected to wrong server
  • Players being disconnected from party service (cannot invite friends)
  • Players experiencing progression loss, or a lack of progression
  • Players kicked from server upon loading main hub (VPN users also experience a 53% timeout that will not progress)
  • Players experiencing a 53% timeout, failure to authenticate, and failure of proxy and verification*
  • Players or entire lobbies can be detected in different regions (triggering bad ping for all players)
  • Players loading into matches with either the wrong loadout or lost gun progression with old attachments unlocked
*Italicized text denotes partially resolved issues.
INVENTORY DELAYS
Due to the number of requests being processed, you may experience some delays on receiving items and UNC transferred from your web Inventory into the game. Rest assured your contents are safe and will be available soon. If you continue to experience delays or missing items after a few days, please contact Support.
FEEDBACK AND SUPPORT
The developers are actively monitoring player feedback and issues in World War 3. As we work to address these issues, the game may undergo more frequent periods of maintenance. Patches and fixes will be released on a regular basis.

Follow World War 3 on Twitter for news about maintenance, and join the official World War 3 Discord channel to read patch notes, talk about the game with other players, and report feedback directly to us. If you need help and your issue is not addressed here, please contact Support.
Idol Hands 2 - MangoPartyltd


https://store.steampowered.com/app/1894080/_/


Game outline
You bring home a wounded kitten and raise her... One day she takes on a human form!
"I got a millenary cat” is a placement game in which you can observe the life of a cat girl.
She watches TV, sleeps, bathes... You can even make food for the cat girl.
You can even make food for the cat girl to eat. Gradually, the cat girl will start to develop some feelings for you....



Gameplay
The game is a casual game where you have to keep an eye on the cat girl's condition, cleanliness... Hunger... etc.
If she's hungry, you'll have to make her food.

Game Features
  • Rich bitmap cat animation
  • A wide variety of dishes
  • A full storyline


All characters appearing in the game are aged 20 years or older★
Take Me To The Dungeon!! - MangoPartyltd


https://store.steampowered.com/app/1894080/_/


Game outline
You bring home a wounded kitten and raise her... One day she takes on a human form!
"I got a millenary cat” is a placement game in which you can observe the life of a cat girl.
She watches TV, sleeps, bathes... You can even make food for the cat girl.
You can even make food for the cat girl to eat. Gradually, the cat girl will start to develop some feelings for you....



Gameplay
The game is a casual game where you have to keep an eye on the cat girl's condition, cleanliness... Hunger... etc.
If she's hungry, you'll have to make her food.

Game Features
  • Rich bitmap cat animation
  • A wide variety of dishes
  • A full storyline


All characters appearing in the game are aged 20 years or older★
...