Call of the Wild: The Angler™ - ASGAlbert
We’re taking a very short break from our work on Game Update 1 to bring you an updated list of Known Issues! Following 1.05’s release, we’ve seen a major decrease in crash rates, multiplayer-related issues and general bug reporting.

If you encounter a glitch and want to report it, make sure to check out the list below first - we might already be working on a solution.

Known Issues | Version 1.05

VISUAL
  • When pumping the rod, it can artificially vibrate. This effect will be removed in our next update for a more realistic experience.
  • Water Buoys no longer float in the water, instead sinking to the water bed.

    Dev Team’s Notes: Bad Buoys. We float together, we sink together.

  • The Spanish Companionship Dollar and the Norwegian Friendship Dollar are using incorrect images in the Handbook.
  • The waterwheel on the wheelhouse at the Watermill location spins in the wrong way. It also has a post intersecting the moving wheel geometry.

    Dev Team’s Notes: Big shoutout to our community member on Discord who reported this to us early on! Your help spotting and sharing these issues with us is dearly appreciated.

  • When driving a vehicle at speed, the vehicle may appear to flicker momentarily.
  • The water caustic effects in the Reserve Population and Latest Catch menus disappear on the fish after entering and exiting the Handbook for the first time.
  • Water can still visually clip through the bottom of boats. However, this does not impact handling.
  • When viewed from specific angles (mainly from an elevated position), water may show some inaccurate reflections.
  • Float movement currently doesn’t match wave movement as accurately as desired.
  • The water’s appearance can sometimes differ from its actual physical movement.
  • Changes to some graphics and video settings during gameplay may not apply.

    Dev Team’s Notes: Restarting the game will make sure all your settings are correctly applied.

  • When watching a watch tower sequence, you may see a secondary and unintentional camera fade at the end.
  • On rare occasions, some objects may appear to float, clip, or not properly align with the ground as you explore the open world.
  • On rare occasions, some distant parts of the terrain may not render as expected.
  • Specific AMD graphics cards may experience corrupted clouds.
UI
  • It’s currently not possible to select the third rod from the Quick Menu when using a gamepad.
  • “Hold to Interact” prompts are currently inconsistent in their duration. They should all be the same length.
  • Players attempting to boot the game with below minimum spec hardware or software sometimes receive an inaccurate warning message or no message at all.

    Dev Team’s Notes: Please make sure to check our minimum and recommended specs before getting the game. A large portion of crash reports we’re currently receiving in the community relates to players attempting to launch the game on unsupported CPUs/GPUs. Of course, we’ll always try to further improve our optimization of the game where we can, but fixes for unsupported hardware cannot take priority over improvements for players meeting requirements.

  • Map icons don’t perfectly move in sync when panning over the reserve map.
  • The handbook displays a limited amount of compatible baits and lures for each fish species, instead of showing the primary ones.
  • When unsupported characters are used in players’ names, they appear blank in-game (on the map and during gameplay).
  • Mission waypoints may not always reappear if the game was closed in the middle of a mission.
  • The “Golden Tour” mission may be re-tracked after you’ve fast-traveled or re-entered the reserve.
PROGRESSION
  • Two of the waterbody discoveries in Silver Strand Meadows are not unlocking as they should on the map.
  • The reward for reaching 1000 Reserve Reputation is not unlocking (only possible to reach 990).
  • Optional tutorial missions are all visible at the start of the game. They should instead only appear when progress towards them is made.
GAMEPLAY
  • Rods can sometimes appear straighter than they should be under high tension levels.
  • The default fishing position on boats is incorrect.
CUSTOMIZATION
  • During customization, the character’s hair appears black or white when wearing a hat.
MULTIPLAYER
  • In multiplayer, other players’ avatars may occasionally be missing an item of clothing or two.
  • In multiplayer, when other players fast travel, their avatar might not despawn immediately from their previous location as intended.

    Dev Team’s Notes: We’re hard at work on bringing a solution to these overly-attached friends in Game Update 1.
AUDIO
  • On rare occasions, the vehicle you’re in (boat or 4x4) may lose audio.

    Dev Team’s Notes: We have a fix for this issue scheduled for Game Update 1. In the meantime, know that exiting and re-entering the vehicle typically resolves the issue.

Keep an eye out for more information on Game Update 1 as we get closer to release. We’ll make sure to unpack all its new features and improvements with you as soon as we’ve put the finishing touches to it!

In the meantime, if you encounter a technical issue or wanna share feedback on the game, make sure to join us on Discord where we have dedicated channels for both.

Join us on Discord: https://avlche.com/TADiscord
The Angler's Website: https://avlche.com/TASupport

Happy fishing, Anglers!
IDIOTIC (The Game) - Ayen
due to a number of bugs in the new update and a lack of time I've reverted back to a less buggy build. Sorry.

features removed:
* key rebinding
* fov slider
* unfixed camera overlapping a few random walls sometimes

will resolve the bugs in the next few days and update again
Oct 14, 2022
IRON EVIL - Tignaltus
New Name!
As mentioned before we were going to change the name of the game from Clönk to something else, to help people better find the game. The new name has now been decided and the new name is IRON EVIL! What do you think of the new name and the new logo?

So what this means is that everything will be renamed to the new name IRON EVIL both here on Steam and Discord aswell as other social platforms will now be named after the new name. The logos might also change to the new very fancy and flashy logo.

Participating in Dreamhack Indie Expo
The newly renamed and baptized IRON EVIL will appear on Dreamhack Beyond! We're excited to see our game appear there. For this we want to reopen the playtesting for the game during the weekend! To see more of IRON EVIL keep an eye out for the game on Dreamhack.

Beta-Playtest is Open
We know that you've been waitiing long and hard for the playtests to open aswell as a new patch to drop. But the wait is over, with a new name and our participation on Dreamhack we'll open up the first Beta-playtest version! The Playtest duration will be from 14th Friday - 17th Monday, after that we'll close the playtest again until the next patch. If you manage to grab the playtest version you'll be able to keep playing that version even after the the playtest ends.

The new Beta-patch features:
  • New cool Parts
  • New items
  • Minibosses
  • New Devices
  • Updated UI
  • New Music
  • Balance & Bug Fixes
  • And Updated Rooms
As mentioned, now when we're in the Beta it means that updates and playtests like these will be less and furhther apart. The development for patches will take longer and we thank you for your understanding. There won't be an update every other week, the updates will be announced both here and on other social platforms. The good thing about this is that there will be bigger and more exciting updates like these!
Oct 14, 2022
Cracked - Void Chamber



  • Ghosts from other users can now be chosen from the leaderboard.
  • Previously selected ghost is now saved to the next map. ( the nth entry )
  • Loading icon UI, when downloading new ghost.
  • Tutorial text UI. ( can be opened with the key 'I' or from the pause menu by pressing 'HELP' )
  • Fixed hitbox of glowing hot metal.
  • Rocket pod activation can now be toggled. (+ fixed some other issues with them)
  • Camera start position tweak.
  • Door shut sound is now directional.
  • Edited the decorations of some maps.
  • Some optimization.


https://store.steampowered.com/app/2130750/Cracked/
[Neolithic]To the End - orochi2k
Hi, everyone. Welcome to another week's developer's diary.

The title basically already has covered the major development of this week's updates.
Early this week, we got the curse stones, coming from the distant past of our game. An anomaly starts to come into our world in 2004, the year when the Project Stone Age was initiated. Those who are unfortunately exposed to such stones may experience unfortunate events at a statistically abnormal level. In the current iteration of our in-game world, such unfortunate events have been implemented. They will cause various different effects on the victims of the stones. The flow of calamity can be powerful and unpredictable. Thus, maybe even the most powerful entities in the universe cannot survive if you can find a way to dump tons of such stones on them which requires an admirable effort.

A deposit of curse stones can be found in the deepest part of the Abandoned Mine of Queensmouth. Maybe this is just a coincidence. But, maybe it's not. The misadventure of a certain ambitious entrepreneur and his miners were doomed from the first page of their stories. Yet, that's just one way to perspective the whole event. A superstition way, some may call it. We can put the grand topic of whether destiny has been written or not later. But, one thing is for sure that the calamity effects emerge from the stones are quite real as they can be observed in any battle. Everything no matter how inconspicuous nearby can be fatal under such anomalous effects.

More details can be found on the wiki page:
https://neolithia.fandom.com/wiki/Curse_Stone

Next, we went back on our expedition to Egypt. A city known as Baldat'Aten'Almaleuna appeared in the middle of nowhere in the desert. It's named by some locals who speak Arabic. It roughly translates to the Cursed City of Aten. Who is Aten? Well, there is an entire cult you can find in the city. You may find some friendly cultists that can provide you with some information.

Yes, those half-naked guys with a symbol of a black sun on their chests.
Although they are not hostile initially, they can be provoked to attack you. From the technical point of view, they have a highly complex behavior tree scripted on multiple levels, a combination of both normal citizen behaviors you can find in Liu and the hostile behaviors with limited tactical coordination you can find similar to the vampiric researchers in Site Demeter. With enough, provoking, the entire cult will decide to hunt you down. But, each individual cult member also remembers what you did to them. Should you have done something that makes them hate you enough personally, that single cult member may just decide to murder you with a passion. What makes things even worse is, they have friends within the cult that may call in to help no matter when they are attacked or they just want to attack you.
Still, you may learn something by talking to them. Maybe some low-level crimes such as picking their pockets will not turn the entire cult wants to make you the next sacrifice to their sun god right away. They are surely far from the most friendly folks in town.
Although they spend most of their time just worshiping and sunbathing, they are certainly up to something.

I wonder what will happen when the day breaks. :)

Of course, this is not a city that only has those half-naked men in masks to creep you out. There is a teahouse in town with a bartender who tends to tell some sick jokes. Well, that may not help at all. But, at least you may find a room to rest in this relatively safe place. You can either pay some money to rent a room or just go direct to hack the electronic lock. Either way, you get a little hotel room in a seemly normal teahouse. It's likely nothing bad is going to happen here so far.

That's for this week. Fortunately, this DD was not consumed by any random cosmostic accidence or melted by strangely hot sunlight.

Today's changelog:
##########Content############
[Egypt]The entire Cult of Aten may now turn hostile if you have taken too many hostile actions against their followers.
[Egypt]When they turn hostile, they will actively chase and attack you on sight.
[Egypt]When they turn hostile, they may coordinate their attack together.
[Egypt]On the good side, you can collect their corpses or harvest their souls together after defeating them.
[Egypt]Killing the Cultists of Aten is no longer considered killing innocent citizens.
[Egypt]Even before the entire cultist faction starts to attack you, some cultists may now try to help their fellow cult members when they are attacked. (OK, that means you can also collect their corpses and harvest their souls in one go.)
[Egypt]Those cultists who were attacked by you before and somehow survived will now remember you. They will certainly want to kill you. That's just personal, no matter if the entire cult is hostile to you or not. (And, nearby cultists will join in as well.)
##########System#############
Added a new function that allows NPC behavior to switch between their normal actives and their hostile actives.
Nikhil Murthy's Syphilisation - murthynik1
This is a pretty minor update. I fixed a lot of bugs around the economy, so things should actually work as intended right now. However, the game still often feels something of a sludge right now. I haven't fully gotten the early favor economy back on track, so it can be very hard to get the second city and so the whole game slows down. Also, the tech tree needs some editing. For my next update, I'm going to focus on those, getting some quality of life updates in and of course, more tutorial work, so tell me if there's anything that you feel is unclear.
Way of the Hunter - sleeplesscode
Virtual worlds in the Way of the Hunter are big. The first step to a successful hunt is using the map features to know where you are and what you are up to. In this dev diary episode, Creative Director Daniel Dička will tell & show you how to use the map, including the meaning of the icons and what options you have when traveling through the virtual worlds of the Way of the Hunter.



Follow Nine Rocks Games and Way of the Hunters on socials and join our official Discord to stay up to date with new updates and fresh Dev diary episodes:

http://wayofthehunter.com/
http://discord.gg/wayofthehunter
Flat Eye - Gemma


Dear Eye Life future employees,

We have been tricked! Sabotaged from within! Employee [REDACTED], formerly a member of the Flat Eye systems and maintenance division, was foolish enough to use our MemoryService Module without proper supervision. This has resulted in crucial time being lost for the finalized development of Flat Eye. With the ContinuityUnwinder still in development, we can not rely on time travel to solve the issue.

This means that our grand opening on October 17th has been postponed by a little over 4 weeks as we catch up on the polish and finetuning [REDACTED] forgot. We could not allow the Flat Eye system accidentally causing harm to our customers (employees come secondary).

We expect you to gain access to your station on November 14th. We will keep the Flat Eye demo simulation up and running until the doors fly open, as small compensation. Please stay tuned, and we appreciate your patience.

- Eye Life Upper Management
雷鸟Thunderbird - Savvy
Fixed some text hyperbox issues

Fixed an issue where the invincible drone of the Boss in Level 4 of hidden circuit would attract bullets

Fixed an issue in Level 5 where tracking shells in boss Snake form could not be eliminated by skills

Improved text and button instructions for normal mode
Salt 2: Shores of Gold - Pilgrim
This patch contains some fixes, balance adjustments, and quality of life improvements.

One large focus of this update was to change to the way the game saves data. The purpose of this was to try to address an issue where the game would sometimes not read the save file properly. Additionally, it reduces the size of the save files and makes the save system a little more robust for future updates. If you notice anything about your save did not load properly after this update, please let us know on the Steam forums, or through an in-game bug report.


Changes
  • Updated the way the game saves data. This reduces the size of save files, and potentially addresses an issue where the game temporarily fails to read save files.
  • Crafting stations on your ship now take into account items in your ship storage. Crafting stations that are not on your ship will not.
  • You can now inspect some things in the world to glean more information about the lore and history surrounding it. Higher skill levels in different skills will unlock additional information you can learn about these objects.
  • Small pirate islands now have slightly different foliage colors from natural islands to differentiate them better.
  • Large natural islands are now more mountainous.
  • Added remove all decorations option when inspection ship items. This will remove all objects that you have placed on that ship and put them back in your inventory.
  • The reticle is now hidden when in ship storage and count selection.
  • You can now split stacks when transferring items to and from your ship storage.
  • Added buttons to count selection interface.
  • Fixed stackable items indicating they are new when some of the stack is transferred to another container.
  • Fixed there not being enough inventory pages to display all of your items if you had more than 9 pages worth in both normal inventory and ship storage interface.
  • Added an option to change the appearance of the reticle.
  • Slightly reduced the volume of the lavaboots logo splash screen.
  • Combat skills such as Slashing, Bludgeoning, etc. now gain more xp when you fight higher level enemies.
  • Fixed heals being treated as critical hits.
  • Fixed skill levels not capping at level 50.
  • Removed heavy armor skill for now since it is not being used, and renamed light armor skill to "Armor".
  • If an island that you marked on your map previously is no longer valid (due to world changes with updates), the icon will automatically be removed.
  • Fixed bug where things would not respawn properly.
  • Merchant inventories will now refresh after an hour.
  • Disabled collision with fox corpses.
  • Fixed some typos.
  • Fixed merchant coin interface not scaling right with different resolutions.
  • Made it easier to pick up items on top of dressers.
  • A cure poison potion can now be found and crafted.
  • Increased the drop rate of staves.
  • Cheese and potatoes no longer spoil as quickly.
  • Lowered the recipe requirements for some basic weapon recipes.
  • Increased the chance for rare crafting mats to drop at higher levels.
  • Grizzly bears can now spawn on natural islands.
  • Added a destroy button when inspecting items.
  • Adjusted lockpick recipe requirements.
  • You can now find job boards at lone merchants and guild headquarters.
  • Fixed an issue with hammer weapons not awarding bludgeoning experience.
  • Increased experience gained for blacksmithing, cooking, woodworking, and tailoring.
  • Added a maximum amount of time that can occur when fishing before catching a fish.
  • Fixed typos.
  • Fixed some rare weapon effects not occurring.
  • Increased mining experience gained from silver and gold ores.
  • Autosave no longer occurs immediately after entering the game.
  • Fixed axe master talent affecting swords instead of axes.
  • Silver ore is now a little more likely to spawn at world tier 3+
  • Increased fishing experience gained.
  • Increases bludgeoning, slashing, piercing, and archery experience gained.
  • Ghosts can now only spawn at night.
  • Fixed an issue that would rarely cause an infinite loading screen.
  • Fixed longer NPC names not displaying correctly.
  • Improved stats on some world boss gear.
  • Added open player log button in bug report window.
  • Added announcements section in main menu.
  • Fixed torch holder ship decoration sound not affected by volume settings.
  • Blood decals no longer project on Hammer handheld models and pirate crowns.
  • Local backup save files are no longer created if have not created any saves.
...