Chivalry 2 - bubblywums
Update 2.6 is here! The free Reinforced Update features a new TDM/FFA map known as Hippodrome, new two-handed Katar weapon, new player customization for Tenosia, horses added to existing maps, and more!

Watch the brand-new trailer here.


King’s Edition



In celebration of the 10th anniversary of Chivalry: Medieval Warfare, we’re excited to introduce a regal new edition of Chivalry 2! Buy Chivalry 2 King's Edition now to get the following content:

Rebel King's Armor and War Helmet
Don the legendary armor worn by General Malric at the Battle of Stoneshill.

Feydrid's Aegis Armor and War Crown
Fight for glory and honor with the Steward King Feydrid's royal set.

Duke's Talon and Kralle of Bridgetown Shields
Protect yourself with the Duke's Talon (Mason Shield) and Kralle of Bridgetown (Agathian Shield).

Surrender Flag Novelty Item
Live to fight another day with this novelty item, added to your spawn-in inventory.

1000 Crowns + 5000 Gold
Receive 1000 Crowns (premium currency) - and 5000 Gold (earnable currency), used to unlock new armor, weapon appearances and more!

Chivalry 2 King’s Edition is available for $59.99 USD (or local equivalent) and also as an upgrade from the base or Special Edition.

New FFA/TDM map - Hippodrome



After the fall of the bulwark in Baudwyn, many Masons who were unable to retreat were captured and held prisoner in Askandir. With the sound of cheering Tenosian spectators wishing for a good show and their deaths, the Masons must prove that they will not be taken down for sport. Fight on horseback and prove your faction’s might!

Hippodrome is a fast, frantic, bloody combat arena with spike traps, flamethrowers and horses thrown into the mix. You'll feel like a gladiator fighting for your life in this Tenosian equivalent of Tournament Grounds. Listen to the stampede of hooves as you run down the field with lance couched, ready to slam into any enemy in your sights.

New Weapon - Katars


Katars, with four customization variations (Katars, Maustika, Imperial Fang, and Tigress Claws)

The first dual-wielded weapon joins the world of Chivalry 2! The Katars are a matched pair of deadly daggers for swift close range attacks. Designed for the Ambusher class, it is a very fast stab weapon that does not interrupt opponents. It also encourages the player wielding it to have good footwork and to make use of dodges, as it has a very weak block compared to other weapons. The katars make for an excellent engaging weapon, allowing Ambushers to get behind enemy lines and cut down heavily armored fighters with ease.

This weapon requires high precision to use and much practice. Aim well during your ambushes!
  • Katars operate under the same counter rules seen in spears (ie. a stab input will counter a Katar's slash and stab attack)
  • The special is quick and has the chance of hitting an opponent twice
  • When inputting Jab, players wielding Katars will headbutt instead of a standard weapon jab
  • Slash, stab, and overhead attacks of the Katars will not cause the opponent to flinch when you successfully land a hit

New Tenosian Customization


Additional Aswaran Armor tier added for Tenosia Footman - Tamar’s Battle Garb


New Turban Helmet Set, with additional Chain and Gladiator variants


New Furusiyya Armor for Tenosia Vanguard


New Engraved Helmet Set, with Emerald and Eternal Guard Mask variants


New Scythian Scale Armor for Tenosia Knight

New Mounted Warfare Matchmaking Queue



The Tenosian Invasion queue has been renamed to Mounted Warfare - an will feature all of the maps in Chivalry 2 that include horses. The includes all of the Tenosian Maps as well as the new Hippodrome map, and Aberfell and Rudhelm.

No-Horse Tenosia Maps Added to 64 Player Mixed Modes
Breach of Baudwyn, Razing of Askandir, and Desert have been added to 64p mode without horses.

Halloween Returns



Wear a pumpkin on your head or throw a pumpkin at your enemies! New map TDM Desert, as well as TO Darkforest, TO Rudhelm Siege (with horses), and TDM Wardenglade (with horses) are all decorated for the spooky season. Halloween will run from October 18 to November 1.

For more information about all of the features, content and improvements that arrive with this update, check out the full patch notes here.
Nadir: A Grimdark Deck Builder - Prologue - GV Daimon Frey
Hello, everyone!

A new update for Nadir’s Prologue just went live. We polished some of the systems in the game and introduced a few bug fixes to found and reported issues. Thank you for playing the new build and sharing your feedback and reports via our official Discord!

We are happy to continue our work on the game, and we have prepared a neat work-in-progress insight to show you some more improvements we prepared thanks to your feedback, and tell you more about how we are planning to shape our game core.

Today, you are getting the first insight into the Charges mechanic. We’re glad that you like the idea of controlling your opponent in our game, and we received very positive feedback about it. Yet there are still some aspects of this system that could be improved to introduce more tactical layers to it and make your gameplay even more interesting and rewarding.



We are also addressing your opinions about the visuals of the game, showing some changes on that matter, and how we will differ every circle of hell to have its unique colors and theme. We are also working on updating the Descent scene to be closer to our beloved art style.

We hope you’ll like what we have prepared, and you will have a lot of fun with the updates that are coming. We would be also very thankful if you could consider posting a short review for our Prologue on Steam, and share your opinion about it with us and others who may be interested in our project.

And now, let’s dive into the full improvements and fixes list:

Changelog 04.10.22

Fixes:

- Fixed a bug that locked a game when a player canceled a card selection after clicking on a Soulshard card with 0 Soulshards.
- Fixed a bug that deleted a card with the Burn effect from the deck.
- Fixed a bug that would keep the Status Effects on enemies from previous runs.
- Fixed a bug that could lock a game when facing the “Hideous Gnarl” enemy.
- Fixed a bug that hid the HP/Armor bars of an enemy defeated in a previous run.
- Turned off the option to change the language during gameplay, which caused problems. The options ---should be available only in the main menu.
- Fixed some empty fields in the language options.
- Fixed a bug that showed damage/effect indicators when Profanity/Desacrate was in play even though the damage/effect was not applied.
- Fixed some missing card names and images.
- Fixed wrong speech messages from Jeanne.
- Fixed tooltip descriptions for effects that spawn cards.
- Fixed tooltip descriptions for abilities with Amplify effect.
- Fixed wrong Obols and Soulshards values while in the City of Nadir.
- Fixed a bug that resulted in cards added at the start of a battle do not discard properly when Robespierre Damned was in play.

Polish:

- Fixed the color of Desacrate and Profanity status effects to Red to fit with the rest of Debuffs.
- Changed the button icon to the right one on the tutorial popup.
- Moved the speech bubbles so they won’t be covered by the Enemy Cards.
- Changed the position of targetting arrow to be above the enemy cards.
- Changed the position of the Options menu to be above Enemy Cards.

Work in Progress Insight

Charges mechanic

We received a lot of feedback about our game's unique mechanic of action-reaction, and we can see it was warmly welcomed, but the fact that the enemy always reacted back immediately sometimes felt odd for some of you and in fact was sometimes limiting your options. How much better would it be to introduce some more tactics in the gameplay, and have more flexibility during combat?

Our restless designers spend some time trying to figure out what we can do about it, and we agreed that it may be nice to get back to our old idea of “Enemy Charges.”



How it works you’ll ask?

Each enemy Card has a number of charges on itself represented by little indicators, similar to the ones on our cards, that were telling us what is the “cost” of playing given half, so how many enemy cards will be flipped. Each time you play a card, one of those circles gets filled… and that’s it! As long as there are unfilled charges, the enemy will not use a reaction from that card.

It is somehow making the game easier at first glance, but rest assured – it can now present an even more engaging challenge. You have more time and control over your enemy, but as enemy moves can be designed and balanced even better, we are able to make more variations of the enemies and surprise you with even more challenges.

We had to rebalance all of the player and enemy cards of course, but the game plays smoother. It also helped us design new monsters, as we simply had more options to play around with. The system is currently being tested and refined. Like the last time, we will launch this update on the beta testing branch for you to experience it before it goes officially live. Keep an eye on that!

Updated visuals

Aside from unique gameplay, Nadir also stands out when it comes to its visuals. Our artists are extremely grateful, as our players like their vision and praise the game for its astonishing art style. We have heard your feedback about the combat scene background and wanted to show you some improvements on that matter.

As you know each circle in hell is dedicated to a different sin. We can easily differ the theme and setting in the game when you will be traveling through hell, by using different colors and images in the background.

Here is a gif that shows a smart way to accomplish such an effect:



And how it looks in the game:




And that would be all from us now. Be sure to join our official Discord! We’d love to answer any questions you might have and discuss the future of Nadir with you! Get notified about the new updates as soon as possible by following our Socials: Twitter and Facebook.

Hold tight, Sinners, and Add the game to your wishlist!

https://store.steampowered.com/app/1535100
JETT: The Far Shore + Given Time - Nick_Verge
play the opening chapter of JETT: The Far Shore - "0.Embark" on PC as part of the Steam Next Fest!

one of 2021's most atmospheric videogames, with an all-new campaign coming in 2023: Given Time

Don't believe us? Take Chris Schilling's (EDGE Magazine Editor) word on it:
"If you've never played it (or maybe even if you have) there's a demo of @jettxyz on Steam Next Fest. It covers the brilliant opening chapter, which is one of the best bits of the whole game. The launch sequence alone is absolutely spine-tingling stuff."

Go interstellar with the original trailer for the game.
Football Manager 2022 - Jimmy Wong

It’s what you’ve been waiting for – the headline features for Football Manager 2023 have been revealed.

We have some hugely exciting introductions and improvements in FM23, including changes to Recruitment and the Match Engine, new Supporter Confidence and Dynamic Manager Timeline features, and the arrival of the UEFA Club Competitions licence.

Find out more below and, ahead of the big launch on November 8th, pre-purchase Football Manager 2023 on Steam now for 20% off and early access…

RECRUITMENT REVAMP
To better understand the evolution of the recruitment process, we have had extensive conversations with leading Directors of Football, Data Analysts, Scouts and Managers over the last few years. All of those discussions have helped guide our changes to recruitment for FM 2023, and they fall into four categories: Squad Planner and Experience Matrix, Scouting, Agents and Recruitment Meetings.

Dive into more detail on our exciting changes to recruitment for FM23.

MATCH AI AND ANIMATION
One of the main focuses of our Match team was to overhaul the logic powering our AI managers, making them more intelligent than ever before. There have also been a significant number of updates to our Player Decision and Match Engine AI across the pitch, while improvements to our animation engine and changes to Team Instructions ensure FM23 is as close to real life as possible.

Find out how our Match AI and Animation changes to FM23 will enhance your game this year.

OFFICIAL UEFA CLUB COMPETITIONS
This is more than just a standard licence. For the first time in Football Manager history, we are able to include fully licensed UEFA Club Competitions, making those Tuesday, Wednesday and Thursday nights feel even more special. When approaching all of the upgrades, enhancements and functionality related to UEFA’s licensed assets, our team aimed to recreate the UEFA look and feel, and the excitement generated by those big competitions.

Visit our website to find out more information on this very special licence, and how it will change your FM experience.

SUPPORTER CONFIDENCE
We wanted to amplify the importance of fans in the game. By introducing Supporter Profiles, we are able to provide a snapshot of your club’s fanbase. Elsewhere, the newly-included Supporter Confidence will sit alongside your Board Confidence, and will reflect the current mood among the fans. This will help to keep tabs on the supporters’ opinion of you, and whether you’re the right person for the job.

Let’s dig into more on the increased importance of your club’s supporters in FM23…

DYNAMIC MANAGER TIMELINE
Whether you’ve taken a team from the lower leagues to cup glory over many seasons, or you’ve just fought off relegation in your first campaign, we know just how important your Football Manager save is. For FM23, we’ve continued that theme by introducing the Dynamic Manager Timeline – a new way of showcasing and tracking the achievements and milestones of your career.

Find out more about how the Dynamic Manager Timeline will snapshot your save, and help you celebrate your success.

The word(s) UEFA, CHAMPIONS LEAGUE, EUROPA LEAGUE, EUROPA CONFERENCE LEAGUE, SUPER CUP, the UEFA logo and all marks related to the UEFA Champions League, UEFA Europa League, UEFA Europa Conference League and UEFA Super Cup (including, but not limited to, logos, designs, mascots, products, trophies and names) are owned and protected as registered trade marks, designs and/or as copyright works by UEFA. All rights reserved.

https://store.steampowered.com/app/1904540/Football_Manager_2023/
Feline Sweet - A Nommy Mousse
Steamdeck didn't really work before, this is the first attempt to fix it.
Oct 4, 2022
Alisa - CCroes
Hello everyone,


Did some bug fixes.
Here is the list:
- Brought back the original camera changes for climbing the ladder.
- Candle stands in the candle room are not transparent anymore.
- The hammer knockback got nerfed.
- Some fixes for Garden Boss.
- Removed secret debugging key in one of the puzzles.
- Big kitchen doll should now be back to normal and always spawn TWs on death.
- Fixed rapid scrolling through map menu.
- Orb item in shop now showing correct selection background.
- Improved water effect in water maze
- Elise now possible to hit with fists.
- Another attempt to get the Gunner Horse enemies less stuck on high framerates.
- Hammer charge attack stance not playing pain animations on hit, is fixed now.
- Fixed reload bug during Water Boss ending cutscene with Elise.
- Removed lines in inventory screen in operation room.
- Enemy in Red Safe Room has no stun-lock anymore.
- Fixed cutscene, meeting pol for the first time in Red Safe Room.


Thank you all for previous reports!
Hopefully this was the last necessary patch until the next small content additions.

Have fun! : D
Clash: Artifacts of Chaos - Nacon


Welcome to Steam Next Fest where you'll have the opportunity to try a demo of Clash: Artifacts of Chaos. Experience the opening moments of the game where you'll take on the mantle of Psuedo, a hermit who lives on the outskirts of a chaotic society that only obeys one law, the Ritual.

Get your own taste of Clash: Artifacts of Chaos now by playing the demo during Steam Next Fest and don't forget to wishlist in preparation for launch on February 9th, 2023 and if you want to know more, read the FAQ below:

Clash: Artifacts of Chaos - Steam Next Fest demo FAQ

In which languages is the demo available?
English, French, German, Polish, Italian, Spanish (Spain), Spanish (Latam), Portuguese (Brazil), Russian, Japanese, Korean, Chinese (Simplified), Chinese (Traditional)

Which devices are supported? Can inputs be rebinded?
You can play with either a mouse and keyboard or a controller. Visit Settings > Controls to rebind keyboard inputs and/or switch between the four controller presets.

What are the minimum and recommended specs?


How long is the demo?
Experiencing all the content of the demo takes around three to five hours.

Is multiplayer supported?
Not in this demo, but it will be in the full release.

How can I save my progress?
Progress is automatically saved whenever you visit one of your camps. Remember to set up camp when you discover an empty fireplace.

How can I brew health potions?
Pick up ingredients in the wild, such as honey or frogs, and interact with the cooking pot at your campfire. Different combinations of ingredients will brew different potions.

How can I unlock and equip new special attacks and stances?
You may find stone totems when exploring. Interacting with them will trigger a fight. If you're victorious, you'll gain a new special attack or a new combat stance. You can change your equipped special attacks and stance by interacting with the training dummy at your camps.

Are there armors and weapons in this game?
Weapons and armor pieces can be found by exploring the world or acquired from shopkeepers at a village. Shopkeepers will require specific components which can be found by exploring and fighting animals. Armor pieces provide passive bonuses to your attributes. Weapons allow new attacks until they break down from overuse.

Does the demo include Steam achievements or Steam trading cards?
Five achievements can be unlocked by playing the demo. Trading cards can’t be collected from free demos.

I have more questions!
We have more answers! Read the FAQ of the full game: https://steamcommunity.com/app/1430680/discussions/0/3038228110739530355/
Oct 4, 2022
Outcore: Desktop Adventure - Doctor Shinobi
What do you mean it's already been over a week?


I've been working nonstop since launch to juggle my attention between fixing bugs, supporting players, adjusting the controls, and just reading everyone's responses of the game. I loved every second of it, and it somehow had already been so long.

Anyway, the title promised my plans for the future of this game, right?

Fix more bugs
My immediate plan is to fix any bugs left that severely hurt the play experience. There are still some people out there who get softlocked in certain parts of the game, and I want to make sure they get the chance to finish it like everyone else.

That said, the nature of this game makes stabilizing it really difficult. The reason is that everyone has their own different configurations for their Windows OS, and some of these configurations break things in a way I can't predict.

For example:
Some people had a bug where the sonar mini-game didn't work for them. This didn't replicate for me or for any of the game testers, so it was really difficult to find out what was causing it. Thanks to the cooporation from some players I was able to find what was causing the problem: The title of the the folder.

Apparently, some PCs are configured in to show the full address of a folder in the title instead of just the folder's name. This broke the sonar because it was trying to find those folder windows using the folder name...
This is just one example of the many edge-case bugs I had fixed, and likely more which I will fix in the future. If you get such a game-breaking bug, please contact me so I can try fixing it for you

Major update #1: Desktop pet
Outcore takes inspiration from the early 2000s desktop pets, so it makes sense Lumi would act like one. I want Lumi to be more alive when she's on your desktop while you don't progress with the story.
I'd like her to walk around, play with K-Lev, let you play at least 1 other optional mini-game with her, and just talk about stuff with you over time.

Major update #2: Cut content
I didn't ship Outcore with all the content I wanted. There was actually supposed to be an optional sidequest. That sidequest was supposed to unlock the Mastermind's 4th route and shed some light on the unexplained mysteries of the school memory.

I want major update #2 to include the missing sidequest.

When will these be ready?
Releasing these major updates might take me some time. I'm just one guy working on the game, and I will probably have to start looking for a job soon. Turns out releasing a game for free doesn't do great when it comes to paying bills, so I'll have less time during the day to work on these updates.

After Outcore's development is done
IDK. I do have very early plans for a game that would continue Outcore's story, but it's too big for one person to make and I'll probably have to get a publisher to fund the development. Most likely I'll work on something smaller, like releasing the Idle game as a standalone game (with more content!).

Thank you for taking the time to read this, and thank you for playing Outcore! I do hope this game managed to give you an experience you won't forget, and that you'll get to enjoy Outcore's future updates.
Nightingale - InflexionScarbs
Nightingale development continues to keep everyone here at Inflexion Games busy. But as we get closer to our Early Access launch next year, we thought it was about time that we started sharing a little bit more about what’s going on here behind the scenes.

In this edition of Inflexion Reflections, we’ll take a look at what a few members of the team have been working on, and share some work-in-progress images and footage of the game.

Let’s start things off with a bang…


THUNDERSTORMS
Todd has been working on thunderstorms that will bring a bit of shock and awe to the various realms. "We wanted Nightingale's weather effects to feel as realistic as possible, so I spent a week studying slow-motion videos of lightning storms to make sure I got the branching just right," Todd said. "Lightning is huge, but incredibly quick- on average, most strikes last less than a quarter of a second. To make up for that, the bolts are incredibly bright- they'll light up the terrain around you in a storm.

“As a storm comes in, you'll see cloud lightning off on the horizon, but as the storm approaches you'll start to see cloud-to-cloud discharges, and then when the storm gets really bad, you might even see the bolts hit the ground."




NEW POI
We’re constantly expanding the different POIs (points of interest) that players may stumble upon when exploring the Fae Realms. Zach has recently been working on some new structures and architecture, including this airship hanger and this imposing monument.





MOTION CAPTURE AT THE STUDIO
We like to keep things simple here at the studio. When it comes to mocap, we’ve been making use of Inflexion’s kitchen area, with Arta donning the mocap suit to capture some of the movements of our NPCs, enemies, and creatures. You can see some of the before and after below.




BUG OF THE MONTH:
Experiments with conservation of energy in Nightingale: Physicists have all the fun in the realms! And so do the trees!


Oct 4, 2022
PunjiVR: The Vietnam War - Sir Loin of Beef II
  • Fixed stair angles on Streets
  • AI detection & reaction improvements
  • Enemies can see through glass now
  • Added some more cover to the start of Streets
  • Fixed some collision issues on Streets
  • Lowered first wave cout to 5 enemies on Combat Base
  • Made all enemies stand and run on Combat Base to increase the flow of waves
  • Fixed a few areas enemies got stuck at on Combat Base
  • Flattened terrain on Combat Base to prevent AI "dancing" bug from happening
  • Made static allies more aware on Combat Base
  • Adjusted some colliders on Combat Base
  • Added a tooltip that lets you know when a mission doesn't support custom loadouts (only Combat Base for now)
  • Fixed issue with sandbag LODs on Combat Base
  • Removed overlapping text on Ruins
  • Fixed a typo on Combat Base
  • Fixed out-of-scale ammo crates on Ruins, Bridge, and Highlands
  • Removed old ammo crate models from Ruins
  • Fixed some floating props on Bridge
  • Fixed a few broken enemy spawns on Highlands
  • Increased grab timeout on M60
...