All PC servers will come down for the following update on Wednesday, October 13, at 6:00am PT (3:00pm CEST). The downtime for this update is expected to last up to 2 hours. --
Lost Fleet Carrier's health pool has been increased significantly, and its missile batteries now track targets.
Elysium Spawn Tube is now immune to Sniper Rifle damage.
Extended magazine on the TX1 Repeater now adds 6 rounds, appropriate to the 3-round burst size, instead of 5.
Extended Magazine on the Solstice Burst now adds 6 rounds, appropriate to the 3-round burst size, instead of 5.
Fixed an issue with Kingsnake audio not sounding off correctly.
Health and Shield bars now display when appropriate while Large HUD icons are set.
SABR-13's Forward Grip now uses the correct icons.
It's official, we have a serious Gremlin problem. Stripe is back!
Play as Stripe today!
In MultiVersus, the Multiverse is at your fingertips as you battle it out in intense 2v2 matches. Up against Batman & Shaggy? Try using Bugs Bunny & Arya Stark! This platform fighter lets you play out your fantasy matchups in a fun co-op or head-to-head fight for supremacy.
MultiVersus is an all-new free-to-play, platform fighter videogame. With an ever-expanding cast of iconic characters and legendary universes, MultiVersus will feature multiple online modes, including a team-based 2 vs. 2 format, 1 vs. 1 matches and 4-player free-for-all, along with upcoming content-filled seasons.
It's finally here! 4 years and 150 total updates later, Rolling Line is getting a full dynamic road system! With tons of customization and even drivable vehicles.
The last few updates have contributed to making this possible, by adding things like track style customization, side-snapping, track grouping, and multi-lane track generation.
That's because roads are essentially just different kinds of track! The new roads system is basically just track with a new visual look, and "cars" are actually "trains", but instead of running on "track" they run on "roads". This means that roads and cars have all the same functionality as track and trains. You can make cars follow AI triggers, and you can create your own modded versions of both.
Before I go into too much detail, here is a full guide which explains everything you need to know about the new roads system:
There are a few different ways to make roads, but the easiest is to use the automatic road generator. You can find this in the new "roads" category:
You can use this generator to make simple roads like curves, or more complex groups like intersections and lane-change segments:
You can customize the visual style, number of lanes, and shape of roads inside this road generator.
Building custom intersections manually
There is also a more complex "lane generator" which you can use to make individual pieces of roads to create your own advanced intersection designs! (this process is explained in detail inside the guide mentioned earlier).
Road styles
Just like with track, you can customize your roads in a whole bunch of ways! Like road markings, cycle lanes, roadside barriers, parking spots, and more.
There are a ton of different "style painters" in the various drawers in the "roads" category:
And of course you can also manually edit styles using the popup window. Press Q when hovering over a single lane of road to open the "style options" window. From here you can fully customize everything like markings, bike lanes, edges, etc.
There's even a drawer with some "group painters" which you can use to easily copy a whole style onto a whole road group:
Props
This update also includes a ton of roadside props, like road signs and functional traffic lights.
You can find a whole bunch of road signs (some new ones plus the old ones which have been converted to be multi-paintable) in the "roads -> road signs" drawer.
More types of signs will be added in future updates too!
In the meantime, there are also lots of mods on the Steam Workshop which add more kinds of road signs:
There is also a drawer full of road markings ("give way" "bus lane" etc) which you can freely place anywhere on roads:
There are also pieces you can use to create pedestrian islands:
Traffic lights
You can find traffic lights in the "roads -> traffic lights" drawer:
Each piece of the traffic light head can be snapped together to create different kinds of lights:
They can be painted to look like other styles of traffic light too:
Each traffic light head has a switch on the top which you can click to change the colour of the lights:
Vehicles
Along with the new road system comes drivable vehicles!
These work exactly like trains, which means that you place them down on a section of road and set their speed with a hand-held controller (or in the driver's seat). They will follow the "track" just like a train, so the way cars behave is entirely based on the design of the road they run on.
You can find drivable versions of all the cars in the "vehicles -> cars [drivable]" drawer:
These vehicles can all be painted too:
The trucks, tractor, bus and station wagon all have proper interiors now too!
Modding
You can create both road styles and vehicles using the pre-existing mod tools! Since "roads" are just "tracks" and "cars" are just "trains" the mod system for both can easily be used to create roads & cars, all you have to do is make a few minor adjustments. Here is a guide which explains how to create your own vehicles and road styles using mods:
As mentioned in the guide, there are also now some new example mods which you can find in the "Rolling Line / Modding / Templates" folder, for both road styles and vehicles.
You can find these example mods on the workshop too:
There is also now a new cab preset included for train mods which is great for vehicles:
Tags
Vehicle and road style mods also have their own separate tags on the workshop. They are added automatically when you upload the mod.
Official maps
Please note that the official maps (e.g. Top of the South, Santa Fe, etc) which featured roads before this update do NOT support driving vehicles. These roads were made using simple 3D models and are not made with this new system.
Future maps will feature fully functional dynamic roads though! In fact, I am already planning a new official map which shows off this exact feature...
But more news on that will be coming in the future! In the meantime, you can try out a preview of this map right now on the Workshop:
When track groups are held in-hand they are rotated to be less in your way.
Fixed major issue where copying a track group would break the track connections of the piece that is being cloned.
The preview track which spawns for track style mods in the modding manager now shows up as a road when you are creating a road style mod.
Train mods will add the "vehicle" tag automatically (instead of "locomotive") if you are making a vehicle instead of a train.
Fixed visual alignment issue with the underside of all table props.
Copying dynamic track data into the road generator no longer copies the "separation" value, since this breaks the alignment of multi-lane roads.
Remember, please have a look at the full guide which explains everything you need to know about the new roads system, as I couldn't describe it all in this news post:
It looks like people are already making some amazing stuff with the new roads, so keep an eye out on the Steam workshop for new maps which make the most of these new tools!
Roads have been a long time in the making, and something I've wanted to add to the game since day one. Seeing this feature finally complete is a big milestone for me personally, and I'm so happy with how it's turned out!
We’ve just released VRChat 2022.3.1, the UI 2.0 Update!
Hop into VRChat right now to try it out!
View the full blog post here. As always, the full patch notes are available in our docs.
UI 2.0 is Now Live!
The Main Menu has a new look! This update has been a long time coming, and we have a lot to tell you about it.
The new Main Menu isn’t just an aesthetic upgrade – it’s a functional one! The new Main Menu is more organized, offers more customization options, gives users more information, and allows us to add more features to VRChat in the future (things like customizable, skinnable menus for world creators! Localization! Quality of life improvements! Tons of stuff we haven’t even thought of yet!).
On top of that, core upcoming systems like groups and the creator economy couldn’t happen without it.
…and that’s all before we get into the new HUD!
There’s so much new here that we couldn’t possibly cover it all in this blog post. Instead, we’ll first run down our thinking behind the new Main Menu, and then we’ll go through some of the new features that you can expect to see when you hop into VRChat.
Upgrading the Main Menu
The old Main Menu was the product of necessity. To be blunt, for a long time VRChat was being built by a very small team. We didn’t have the time to put together the perfect UI – good enough was all we needed.
After all, crafting a beautiful UI that looks good (and performs well!) in both desktop and VR is a challenge. Over time, though, the team grew, and we were able to sketch out and build a UI that would be aesthetically pleasing, fast, and easy to use, yet customizable for power users.
You’ll notice the new Main Menu looks a lot like the Quick Menu – that’s intentional! We wanted to make sure that VRChat has a consistent design language, both for aesthetic reasons and practical ones. Likewise, you navigate them in similar ways.
We wanted to make sure that the menu was intuitive to VRChat users. This way – even without having used them before – you should easily be able to find the information or features you’re looking for.
Most of the tabs can also be customized. It’s possible to minimize the left-side bar on some of them, which should let experienced users see more information while hiding descriptions or text boxes they don’t need. There are a bunch of new Main Menu Wings, too. These can be customized just like Quick Menu wings, and should help you navigate VRChat a lot faster than before.
We’ve also baked in some other new ways to customize the Main Menu. One of these ways is the ability to change the image in the background. While all users will have the option to change between 3 different images, users with VRChat+ will be able to choose between 37!
As you can see in the gif below, all of these backgrounds are parallax – which should make them extra fun to play with in VR.
Exploring the Main Menu Tabs
The new Main Menu has been broken down into tabs, much like the Quick Menu. You can see these here at the bottom:
When you click them, you’ll be brought to individual sections, some of which are upgraded sections of the old Main Menu, and some that are brand new.
While we won’t be going over every tab, here’s a brief overview of some of them and what they do.
Launch Pad
The first thing you’ll notice when you open the Main Menu is the Launch Pad. The Launch Pad is an entirely new section that shows you a bunch of useful information at a glance.
You’ll be able to quickly see how many friends you have online, how many pending invites and friend requests you have, what worlds you’ve been to recently, if any of your favorite worlds have received an update, and who you’ve recently hung out with.
This way, there’s less friction between you and the stuff you want to do when you sign into VRChat.
World
The world menu has been completely redesigned. Our main goal here was to improve discovery, and to encourage users to explore more.
The first thing you’ll notice is VRCat’s Variety Box! This new landing page features a random world from many different categories, giving lots of worlds a chance at the limelight. Click the "Shuffle" button in the top right to get a new selection of worlds, or dig into an individual category on the right side.
As mentioned earlier, you can minimize the left-hand side menu here to see more displayed worlds. If that’s still not enough for you, you can click the top right grid icon to squeeze even more worlds onto the page.
We also have more room for categories, giving creators more chances users will discover their worlds.
Social
The social menu has also changed! Just like the world menu, you can see far more of your friends at once now. We know users with a lot of friends often have trouble scrolling through all of them – which can make it difficult to figure out who you might want to hang out with.
Now, you can see at a glance who you can join, as well as who is hanging out in private worlds.
Just like with the world menu, power users can minimize the menu on the left side. This way, you can see even more of your friends at once. You can also quickly navigate through your friend groups, as well as your offline friends, and any users you’ve blocked.
Search
Search in VRChat is changing – a lot!
First, when you first enter the search page, you’ll be presented with a series of random queries. When you reload the page, the queries will be randomized. We want to get users into worlds they might not have otherwise found, and we want world creators to have a better chance of users stumbling across their creations.
The search results page is different now, too. You should see more results, and you can also filter them with more options than before, giving you a better chance of finding what you’re looking for.
This should also make searching for users much less painful, too.
Help & Information
Joining VRChat for the first time can be overwhelming – we haven’t done the best job of explaining how to do things in the past to new users. The Help & Info section goes a long way to solve that issue.
In this section you’ll see how-to guides on just about everything in VRChat. Need to know how to add a friend, find a world, or an avatar? There’s an article for that.
Looking for how to configure your microphone, or tweak your movement settings? Once again, we’ve got an article for that.
When we add new features to VRChat, we can also put guides here for users. That way, there’s no need to dig into an external source to figure out how something works – it’ll all be right here, in app and catered specifically to every platform that’s currently compatible with VRChat.
We’ll also be posting patch notes here, so users can read about what we’ve changed in VRChat without having to go to the Discord or the website.
Settings
In the past, there hasn’t been a singular place to find all of the settings and options you can adjust. You might have some under Safety, and some under Performance, and a few others scattered everywhere else.
The new Main Menu solves that by adding a dedicated tab just for Settings.
Here, you’ll find almost every setting condensed into this one tab. We’ve also organized the different types of settings, so it should be easy to find exactly what you’re looking for.
Avatars
The Avatars Tab has a few new tricks up its sleeve. One new feature we think users will love is the "Recently Used" category. This category holds any avatars you’ve recently worn in VRChat. If you’ve ever worn an avatar, loved it, and then switched to another before realizing you’d forgotten to favorite it, then this feature is for you.
The new Avatar Details window features a lot more information, too.
You’ll be able to see what platform the avatar is for, as well as what features it has (eyelook, visemes, what version of the SDK it uses), who the author is, and much more.
Oh Hey, a New HUD!
We’ve received a lot of feedback on the HUD over the years – we figured that now was the best time to incorporate as much of that as possible.
Not only does the HUD look different, but you can now adjust the opacity of the whole thing, or the individual elements. For those of you who’ve wanted to disable just the microphone icon, you finally can!
We’ve added in new notifications, too. You can choose to have one displayed in the center of your screen when you receive an invite or friend request. You can also choose to have a notification displayed on your screen when someone joins or leaves the instance you’re in.
The new HUD is way more customizable than the old one. We think you’ll be able to make it way more comfortable for you, regardless of if you’re in VR or on desktop.
But That’s Not All!
The Main Menu is a major part of VRChat – and redesigning it has been a huge task. We’re so excited to finally be able to get it in front of users.
When we say there’s a lot of stuff in the new Main Menu, we really mean it. While we’d love to show you everything in this post, the best way for you to experience it is to go and try it!
Hop into VRChat now and check out the new Main Menu! We’ve worked hard on it, and we hope you enjoy the changes and improvements we’ve been making. We’ve got more on the way, so stay tuned!
We will be releasing a hotfix for the game shortly to address a memory leak issue that some players are reporting. This hotfix will address performance issues that occur running the game on Nvidia GTX 1000 and older graphics cards. Please rest assured the development team is looking into this issue.
We appreciate your continued support and hope you enjoy your sleuthing experience!
Today's update ushers in the first of this year's bundle sales — The International 2022 Battle Level Bundle — available now through October 30th for $29.99.
Packed with 120 Battle Levels, 9x Immortal Treasure I, 6x Immortal Treasure II (unlocking with Part II on November 3), 6x Ageless Heirlooms Treasures, and 6x Battle Pass Collection Treasures, this bundle is the perfect way to push further into your rewards line during the height of The International.
Reach the Conduit of the Blueheart Crystal Maiden Persona at level 148 (arriving in Part II), Stoneclaw Scavenger custom towers at level 176, Age of Attrition Primal Beast Prestige set at level 223, Exile Unveiled Phantom Assassin Persona at level 296, Voidstorm Asylum Arcana for Razor at level 383 (arriving in Part II), and Claszian Apostasy Faceless Void Arcana at level 495, and much more along the way.
This bundle offers 75% savings on the combined value of the levels and treasures, and will contribute 25% of each sale directly to The International 2022 prize pool. Each customer can purchase one bundle.
Fantasy Kick-off
The final teams have qualified in Singapore and Group Stage play for The International can now commence — which means it's time to set your Fantasy lineups before the action begins.
Dig into your card collection to make your picks. Don't forget to study the matchups for each day and set your rosters accordingly. Find more info in the Fantasy section of the Battle Pass.
Following feedback from testers during Steam Next Fest Zen Golf is undergoing continual improvement, first up the UI is getting a big overhaul!
The old ui was functional, but not very pretty. Its time to change that! Here's a sneak peak at some of the UI improvements. Also coming with many improvements for controller compatibility and general ease of use!
You Suck at Parking® - Complete Edition - CCFields
Hey Parksters, Just like last week, we just added more levels to the multiplayer rotation: 8 exclusive ones, grass and snow, are available! Stay tuned for a new level update in just a week.
Do you want to provide some feedback on our levels, or tell us about your experience in the game? We just opened a new forum in our Discord, the Car Workshop. You can access it by picking the right role in the server. There you will be able to answer questions and surveys, and enroll in beta tests!