Shovel Knight Dig - AdamYCG
This updates your build to version 1.1.3. You can view your current version by selecting Options from the Title Screen and viewing the versioning information at the bottom of the screen.

You can also view the full history of all updates at our website http://yachtclubgames.com/digupdates.

A new update that includes a host of fixes for some of the most commonly reported and critical issues. Also includes a few balance tweaks that help improve the overall balance. Please see the details below for more information:

General Fixes
Items
  • With the Burrow Horns equipped and invincible after taking damage, it was possible to overlap with Drill Knight’s sprite and deal significant damage.
  • Inverse Repeller - will now pull gems towards you when they are embedded in Conveyor Dirt.
  • Drill Block - Boneclang doesn't take damage and is pushed into the wall.
  • Music would not resume after using the Fenix Feather.
  • Fenix Feather would cause the screen to darken permanently until the stage was reloaded.
  • With the Ballistic Armor equipped, Shovel Knight could zoom to the end of a Mushdoom quickly in specific scenarios.
  • Pandemonium Plate now only chooses from unlocked armors.
  • You can now break out of being frozen when using Morphlance without needing to get hit again.
  • Instances where Relics could be stuck in ball form if landing on a moving platform in a specific way.
  • Various ambush rooms when using Shadow Cast relic.
  • A duplicate Blueprint in Hive appeared immediately after collecting one.

Feats
  • The feat 'Dirt Poor' wasn’t triggering correctly under certain conditions
  • The feat 'True Shovelry' was obtainable from Whisker.
  • The feat 'Order Of Hoarders' can no longer unlock in the Main Menu.
  • The feat 'Weeding' would re-lock after collecting the Throwing Trowel
  • The feat 'Penny Pincher' was incorrectly unlocked under certain conditions.
  • The feat 'Hurry Up' used profile time and not game-session time.

Other
  • General fixes with Ratsploders and bombs when interacting with collision.
  • Master Argus’s shop sometimes had blank options upon the very first load of the menu.
  • Instances where duplicate or similar stage signs would appear as level options.
  • On rare occasions, players could experience infinitely loading wells with no stage generated.
  • Instances where the background tiles would shift or glitch.
  • Shovel Knight can no longer die by bombs falling onto him during a dream sequence.
  • Removing bombs in areas that were causing frustration.
  • The bomb door did not appear during Enchantress’s unlock path.
  • Bubble-spawning has been removed from Capsule rooms to avoid Shovel Knight dying in a safe area.
  • Some rooms in Secret Fountain were not providing rewards when they should have.
  • Issue in a Secret Fountain side room where a crab would not attack that prevented the player from completing the room puzzle.
  • Autoscaling health didn’t work when using the Rebuy Loadout option.
  • The title-screen camera moved erratically when petting Altius, exiting to the title screen, and opening a new save file.
  • Can no longer unlock a Master Argus challenge in the tutorial.
  • Shield health was not being restored after taking damage from a dream sequence.
  • Shield-break effect wasn’t visible when the player had 2 or more rows of health.
  • Altius can no longer appear twice in the same stage.
  • Hard and normal Side Drill behaviors were inadvertently reversed.

Soft-Lock Fixes
  • Player was able to toss their Boomerang shovel and lose it while falling into a well, causing them to soft lock when reaching the next room.
  • Scrap Knight would soft lock when using the Gusteo Wand or the Comet Collar.
  • A bug where it was possible to defeat Spore Knight twice, which caused a soft lock.
  • Using the Fenix Feather during some bosses would cause a soft lock.
  • When using Comet Collar or Gusteo Wand on enemies/bosses, it inadvertently resulted in them being pushed through walls and becoming inaccessible.
  • Several potential soft locks in secret rooms.

Improvements
  • Special food now appears in your gear menu.
  • War Horn - Tweaked cooldown and overall damage balance.
  • Fire Blorb hitbox has been reduced by 1 pixel per side.
  • Familiars will no longer kill Drill Knight when Shovel Knight is holding the Omega Driver.
  • Feat - 60-second standoff with the Omega Saw no longer requires the player to have escaped the Omega Saw, provided 60 seconds have passed while the Omega Saw is onscreen.
  • Updated many chunks in Mushroom Mines to improve gameplay.
  • Many Shadow Cast relic improvements in a variety of rooms.
  • It’s now possible to cancel Daily/Weekly Leaderboard flags if you accidentally activate one.
  • Added a warning for Shovel Master move when a move is being replaced.
  • Animation improvements for high-FPS monitors.
  • Adjusted sorting priority on moving platforms so they no longer clip incorrectly with background art.

Balance
  • While wearing the Ballistic Armor, Shovel Knight will now be pushed back when you hit someone in ball form.
  • Final Guard now offers you only 3 items, reduces the number of gems saved, and the damage taken has been reduced by a slight bit.
  • Master Argus now only offers 2 items.
  • When using Whisker to warp, max health is now set to 6 when skipping to a stage.
  • Adjusted the chances of items appearing in Gastronomole’s shop to prevent duplicate items from appearing.
  • Millbug enemy was made easier by reducing the spinning time by 1 second.
  • Reduced the number of Gems that Drill Soldiers could drop.
  • Lava well has a rarer chance of generating in Smeltworks.
  • Overall HPaccumulation balance adjustments.
  • Side Drills now only deal 1 damage.
  • Drill Knight Castle - Conveyor Dirt was moving too fast; it now moves at the intended speed.
  • Shovel Knight will not unlock levels if the run was started via Whisker.

House Party - Eek! Games - Don
Hey everyone, just released an update to 1.0.3 that addresses the following:

  • Fixed an issue that was preventing save games from being loaded or deleted within the Load Game UI if using a non-English language
  • When saves are deleted, ToolTipData will be updated to reflect the removal of the corresponding save data to prevent bloating of the ToolTipData over time

Sorry for any inconvenience, and we'll be on the lookout for more feedback. Cheers!

-The Eek! Team
Star Witch - spoon420
The Lich and the Player are no longer affected by bomb blast impulse waves
Insurgency: Sandstorm - Sgt.Slaughterer
Recently Insurgency: Sandstorm community member MGE Gibs sat down for a fireside chat with NWI’s own Level Design Director Jeroen van Werkhoven, and the creator of the original community mapping contest winner (Prison) Tihomir Garapić where they discussed level design, modding games, careers in game development and more!

Without any further ado, here is the transcript of these conversations:




JEROEN - Level Design Director


GIBS: You've been with NWI since 2014 and helped design dozens of maps on multiple games. What makes this one so different from the others? 

JEROEN: It’s a map created by one of our community members, which already makes it unique and has a fresh approach to how gameplay is designed on Prison.  Also, Prison is mainly CQB-oriented and has a faster phase than our other maps. Teams need to work together, especially on the defending side in order to not get steamrolled. Once the attacking team finds momentum the round can be over very quickly.  The tight spaces can lead to some intense firefights as the battles lead to making that push into the next area.



GIBS: Are there any hidden surprises in this map?

JEROEN: I can’t say much about that because it wouldn’t be a surprise anymore! How’s this for a hint? The map contains references to different prison movies. 



GIBS: What were some of the main focuses when handling this project? 

JEROEN: Making sure we stayed true to the original vision of the creator. At NWI we knew we wanted to make adjustments to the level design such as adding a Push scenario for the Insurgents. We didn’t change the size of the level much to achieve this, but we tried to use the full potential of the space we had. Together with Tihomir we figured out what the core pillars are of the level and built upon it.



GIBS: What went through the design choice in changing the environment of the map?

JEROEN: The original location was outside of our fictional Middle East setting where all Insurgency maps take place. A lot of the architecture was heavily inspired by buildings in the UK and we couldn’t make that work in the Sandstorm universe. We did a lot of brainstorming and came up with an idea to make it more remote somewhere in the desert. Also it gave us an opportunity to add a sandstorm as a backdrop effect (non gameplay interrupting), but it still adds a lot to the atmosphere of the level.



GIBS:  You started modding maps before 2008, Insurgency was originally a team of modders. What does a contest like this mean for you and the modding community?

JEROEN: It’s a big opportunity for us to see what people outside our team would create with the tools we use everyday. The modding community can take more risks than a commercial studio to create something new and exciting for players. Also, finding new talent among these amazing creators. Tihomir is now working for us as a contractor on one of our upcoming unannounced projects.



GIBS: Do you have any other favourite maps that you saw in the contest?

JEROEN: Last Light is definitely among my favourites, and any of the top 5 maps. But even outside the top 5 there were a lot of maps with great ideas.



GIBS: In 2007 you originally created Sinjar, which is the remake now known as Hillside. How was it as the creator to see your map be added into the game at that time and how have you seen it evolved to today? 

JEROEN: When the map was added to the mod, I was very surprised and didn’t expect it at all. Sinjar was very different from any of the other maps, mainly due its extensive size and more oriented towards an experience instead of balance. Both the mod and retail Source version were very challenging for a Security player. The retail version was a little bit more forgiving, but still very much the original Sinjar at its core.

Hillside was a refreshing experience for me because I wasn’t as hands-on. One of our level designers around that time, Brian Birnbaum who is still with us at NWI, took the key role in building the level. He came up with the idea to extend the level and brought new life to an established design without moving away from the original vision. It became much more accessible for new players.



GIBS: How was it coming back full circle when joining NWI in 2014 after a couple years of modding for Insurgency as far back as 2007 after that gap in between.

JEROEN: Dream come true! It was great to become part of Insurgency again and play a key role where we are today with a growing studio.



GIBS: From modding as a hobbyist to turning it into a lengthy career, what has changed over the years while designing maps?

JEROEN: A lot! For the most part I’m not hands-on anymore with designing levels. As a director, I provide feedback and guidance but don’t actually construct the levels. My team is the main focus: finding new talent and facilitating the team’s process and high-level design.  Also, as a hobbyist, I never had to worry about taking risks, could take as long as I wanted, and I wasn’t so concerned about if the player would like the level.



GIBS: What do you think helped the most in getting a job in level design?

JEROEN: Creating a lot of bad maps and to keep learning along the way. Especially at the start, I had a very difficult time finishing any of my levels. Once I figured that part out, I had the confidence that this could be my career. Many people helped me after that to become better at my craft and there was definitely luck involved too. 



GIBS: What do you think helped the most in getting a job in level design?

JEROEN: Creating a lot of bad maps and to keep learning along the way. Especially at the start, I had a very difficult time finishing any of my levels. Once I figured that part out, I had the confidence that this could be my career. Many people helped me after that to become better at my craft and there was definitely luck involved too.



GIBS: What are some key focuses whenever you start creating a map from scratch?

JEROEN: Finding a theme/setting that is exciting and has fun opportunities for gameplay. Creating a new map takes a long time, so always try to find something that interests you otherwise it will be very difficult to finish it. Figuring out the identity and narrative for a level, something that the player can connect with and cares about. For example a prison map should have the core elements of a real prison. Tight spaces (CQB) and some storytelling inspired by movies that the player can get excited about.



GIBS: What's your favorite part of the process while designing maps?

JEROEN: Collaboration and crafting/testing out new ideas with a team. Also the release of a level still gives me goosebumps.



GIBS: That brings me to my final question: if you could give any advice to up and coming modders what would that be?

JEROEN: Have fun! Modding is not easy so it’s important to enjoy the journey. Even something that looks very simple on paper, can be an absolute struggle to make it function because the original game wasn’t built for it. Pushing through these obstacles can lead to some awesome new experiences for players or even a career in games. 



TIHOMIR - Community designer


GIBS: How did you get into modding maps and how long have you been modding for?

TIHOMIR: Well, the first map I ever made was a Left4Dead map for a friend's birthday. Of course it was crap, but it did work and the friend was nicely surprised. That experience left me hungry for more so I started learning and making more and more maps.

I made maps for Left4Dead, Left4Dead 2, Killing Floor, Killing Floor 2, Garry’s Mod , Rising Storm 2, and now Insurgency: Sandstorm. I’ve been at it for about 13 years or so.



GIBS: Is this a career path or a fun hobby?

TIHOMIR: Let’s see… I’m the frontman of a rock band Hik, played guitar in the rock band Agla, sing in the Choir IGK (Tenor 1), I mountaineer whenever I can, did some acting in musicals, wrote a novelette, wrote a musical, among other things, so there’s quite a bit to go under the hobby category. 

Career is no different: I’ve been an electrician, lead technical coordinator, mascot designer, etc. The point really is that I’ve always done what I found to be interesting.



GIBS: What made you pick Insurgency: Sandstorm?

TIHOMIR: I’m going to be honest and say that I came in for the contest as I saw it as a great personal challenge for my level design skills in UE4.



GIBS: What inspired you to do a prison themed map?

TIHOMIR: It just seemed like a really cool idea! Plus, that environment was something I could do in the contest timeframe while maintaining my quality target for the map.



GIBS: What was your main focus while designing this map?

TIHOMIR: That would definitely be level design! Since Insurgency: Sandstorm is a hardcore tactical shooter, the map itself had to have a good level design with various pathways requiring players to choose which path they take each time they play. It’s  a different experience every time.



GIBS: Do you draw it out first or just make it as you went?

TIHOMIR: Since I work alone I don’t have the need to draw anything on paper, but…before I make anything I always spend a good amount of time thinking about what I want to create (drawing in my mind, if you will). Once I have a clear image set, then I start making it. Of course, there are always design opportunities that come simply from looking at what you created, so I adjust these on the spot. Testing also plays a very important role in this. If something doesn’t play well, or I’m not satisfied with how it looks, I revisit it until it meets the standards I want to reach.



GIBS: From a player's perspective, what were some of the goals you wanted to achieve while creating this map?

TIHOMIR: I wanted to make a unique environment that’s fun to play in, is extremely optimized, and has many details (environmental stories).



GIBS: Creativity comes from the tools you make use of, were there any hidden tricks you used while creating this map?

TIHOMIR: Aside from the editor work I used Blender to optimize all the merged meshes in the map. On each mesh I reduced the number of collision primitives, removed any unseen geometry, redid the UV maps so I have nice texture tiling on all meshes, and since Sandstorm is using Static Lighting I made custom Lightmaps for all meshes to prevent light seams… I did this on all 324 meshes which took two weeks.

I also made a few custom models I needed for the map, and modified a few existing textures using Gimp.



GIBS: While making it, what was your favourite aspect of this map?

TIHOMIR: It’s really hard to choose since I work on every single corner until it meets my demands, but, I’ll say the showers because that’s the first part I built.



GIBS: How was collaborating and working with NWI to bring your map into the game?

TIHOMIR: Working with Jeroen is always a nice experience. Although I technically didn’t do anything he kept me informed and asked my opinion about all the changes like the location change to better fit Sandstorm, expanding the map in some areas, etc.



GIBS: How did you find out about the contest and what made you want to join?

TIHOMIR: I learned about the contest through the Unreal live-stream. I decided to join it because since it was featured there it meant that almost every developer similar to myself has seen it too. Therefore, a good number of them may enter the contest… This was a personal challenge I couldn’t resist! I wanted to see how I’d rank on a world scale.



GIBS: During the contest, how did it feel seeing your map start to gain popularity and eventually winning the whole thing?


TIHOMIR: I loved watching people play the map and finding bugs for me to fix.

Since Sandstorm custom servers have a lot of variety and ways to play the game, I played it with players from extremely realistic servers (no hud, team glow, one shot kill, really slow paced and tactical), to servers that have 60 bots, and in each case it was a blast!

For example, the particular duo of JC and Sheppy loved blowing up my second objective from a distance with RPGs, so I tweaked that spot about seven times back and forth until they finally couldn’t blow it up without actually getting closer to it.

Winning the contest was awesome, especially because I had a lot of good competition that also worked hard on their maps.



GIBS: Did you run into any major issues while designing the map?

TIHOMIR: There were several issues with the editor, upload etc. but things like that are something I’m used to working on custom maps. Thankfully, there is always the wonderful mapping community that strives to work together and resolve them when an issue comes up.



GIBS: Roughly how many hours did it take to create a map like this?

TIHOMIR: From my Epic launcher: 54 days, 12 hours, plus around 3-4 weeks of Blender work.



GIBS: Do you have a favourite map in Insurgency or any other games that you gained inspiration from?

TIHOMIR: I loved the Powerplant map in Sandstorm and took great inspiration from its environment. That’s actually why I named the Prison “Mabarak Prison,” to place them in the same location.



GIBS: Are there any projects you're currently working on?

TIHOMIR: Currently freelancing as a level designer, working on Tobruk map as part of a “Desert Rats” team (a mod for Rising Storm 2), and making my own game (still shhh shhh).



GIBS: Is there anything you'd like to let the Insurgency community know before signing off today?

TIHOMIR: Yes, I’d love to thank the guys at Olympus Servers, Bahzooga, TGN, SGC, and all the others for helping me test the map and get it into the condition it is now!

None of it would be possible without you guys, and I hope you all enjoy what we created! :)

P.S. I’ve never been in a contest where I’ve met so many level designers that helped each other out. I befriended a good amount and truly enjoyed playing all our maps and finding them bugs… we should all be proud of ourselves!





And that brings us to the end of the interviews! We would like to thank MGE Gibs, Jeroen & Timohir for taking the time to open up about their processes & we hope you enjoyed this article. Until next time soldiers, see you in the field!


Photo credit: invictus_VP
Oct 19, 2022
Warhammer 40,000: Darktide - stephan.nielsen
Direct Orders
by Sarah Cawkwell



Two night cycles previously – at best guess – half of the strike team seated at a table playing a semi-serious game of Darktown Whist. Others were cleaning and maintaining their weapons, some sleeping, but at least it was all of them. Still together. A unit. A squad. A team. Friends.

Now?

Now only four remained and the circumstances were most definitely not conducive to playing games. Strafing gunfire ripped through the ruins of the hab block in which they were taking shelter. Everywhere the sounds of death and dying echoed throughout the blasted streets like a ghastly opera playing to a very small, select audience. The traitors of the Moebian 6th were hammering Chasm Station, but then it felt as though everywhere in Tertium was being hammered. Maybe everywhere on Atoma.

Vox communication with the other strike teams scattered throughout the sector - and worse, with the orbiting Mourningstar - had broken down after a heavy stubber shell had punched through the equipment as well as the man carrying it and they were running out of places to take cover in the long reaches of Ironside Alley.

“Odds not so good this time, Sarge,” muttered Alusha, the team’s demolitions expert. Her long black hair, usually wound up tightly beneath her cap, had come loose and hung in strands around her harassed face. She propped her lasgun on the ground before her and frantically took stock of what explosives she had left in her arsenal.

Not many.

Sergeant Taril groaned softly, running his hands through his thinning hair. His helmet was long since gone, thrown off by the blast that had scattered the strike team in all directions, apart from Kerrin, whose luck ran out when he’d been too close to the impact to be able to escape the fire and spinning shrapnel. What remained of Kerrin when the smoke and dust had cleared had not been a pretty sight. An even less pretty sight was that of the big Ogryn, Tig, as he had cradled his best friend’s torso in his arms, trying to convince himself that everything was fine.

Kerrin and Tig formed an instant bond from the moment the Ogryn had arrived, newly assigned to the strike team: a big, clumsy mountain of muscle with the flat, blocky features and overly-hirsute body of his kind. He’d come to them comparatively recently. Young for an Ogryn, what he lacked in knowledge and social grace – and by the Throne, he had precious little of either – Tig made up for with single-minded determination, unwavering loyalty and boundless energy. At first the team had only reluctantly accepted his company, but his endless child-like enthusiasm and relentless optimism had quickly worn them down. Within days they had warmed to him, within a week none of them could recall the team without him.

Overhead, a squadron of blunt-nosed, ramshackle attack craft banked sharply to their left with a scream of tortured plasma jets, peeling off in pursuit of the remaining thunderbolt fighters. 

Tig hunkered down beside Taril. The Ogryn’s face was distorted more than usual; the heavy brow twisted into an expression of abject misery. He had grown close to Kerrin, a man whose sardonic humour and sharp tongue had savaged the pride of many. Tig was immune to sarcasm and took everything so much to heart that they’d all learned to be careful what they told him to do. He would quite literally follow an order to the letter.

“Fight now, Sarge?”

The bass rumble of his voice began somewhere deep in the barrel chest, making its way through vocal chords far more used to shouting battle cries. He was the brute strength of the squad and little more: not smart enough to be trusted with a firearm, he brandished his serrated-edged war maul with immense pride, hefting the heavy weapon with practiced ease. On the occasions the maul had not been to hand, he snatched up any heavy object and did what he referred to as ‘makin’ do’.

“Rest for a bit, Tig. We need to get our breath back.”

“Yeah,” agreed the Ogryn, nodding solemnly. “Breath gone. Kerrin gone. Bed… gone. Is very sad, yeah? Chasm Station broken. Tig fight now while you get breath back.” He patted his sergeant on the shoulder awkwardly. Taril winced at the heavy-handed gesture but couldn’t hide the tired smile that flickered over his face.

“Stay where you are Tig, that’s an order.” If the Ogryn moved out of cover now, he would attract the attention of recon teams. Even if there were no enemies on the ground within sight, Tig was large enough that he’d be an obvious target for the traitor aerocraft. The Ogryn may have been as tough as a Commissar’s boot, but he was not immortal.

Tig scratched at the back of his neck, dislodging a clod of dirt clinging there from an earlier trip into the mud. “Tig fight,” he repeated, then his face darkened. “Is all Tig can do now. No bed, no Kerrin, no squad if Tig not fight.” His muscles were bunched beneath the surface and his posture suggested that he was ready to burst from cover there and then but Taril put a restraining hand – for what little good it would do – on the Ogryn’s arm.

“No,” he said sharply. “Tig stay.” He loathed talking to the Ogryn like an animal, but it was sometimes necessary. The abhuman understood and obeyed simple commands and it was how most people spoke to him when they deigned to speak to him at all. Even Taril had spoken to him like that in the start. Then he had come to realise that the Ogryn wasn’t stupid, not exactly, he simply processessed the world around him in a different way, and at a different speed. Maybe it shouldn’t have come as a shock, but it had. Over time, that realisation had deepened into understanding to the point that he knew he could rely on Tig as much as any member of the squad. Maybe more so, were he brutally honest.

Fresh explosions rocked the shell of the hab block in the ruins of which they were hiding. Debris rained down on their heads. Sergeant Taril looked over at Alusha and Gorek, the other remaining squad members. They were hunkered down, frantically scooping out foxholes in the debris and making themselves as small as they could in an effort to minimise the chances of being hit by fallen masonry and stray rounds. A spinning chunk of plascrete glanced off Tig’s shoulder. The Ogryn didn’t even flinch.

“We need to move out of Ironside Alley,” said Taril, making a decision. “If we can get to the next enclavum, maybe we can contact the Mourningstar. We just need an opening. If we can hit Burnside, we can keep moving. We just need those traitorous scum to stop raining death down on us for five minutes.” 

Tig brightened. “Tig fight now?” His brow unfurled and the slightly off-centre smile suggested how excited the idea made him. Such devotion was in no small way, utterly heartbreaking. His willingness to die in service to the Emperor was commendable of course, but Taril was old-fashioned in wanting to very much keep as many of his squad alive as he could.

But things were as bleak as they had ever been; the Emperor would understand.

Sergeant Taril reached out and clapped Tig on the shoulder. “In a minute, Tig. Just wait a minute. Alusha, Gorek, when we get an opening we’re falling back, double time, for the Deadside Drop  and we do not look back. Is that clear? Whatever else happens, keep moving.”

Gorek nodded. Alusha murmured her understanding. Tig was already getting to his feet, showering Taril in particulate dust. Not for the first time, the sergeant felt the guilt and shame of the way some treated abhumans. Like idiots. Like fools. Expendable. They were not. They were both more and less than the common soldiery and there was purity in their service.

“Tig fight?” The big Ogryn beamed happily at Taril who, in that instant, hated him for it. Just for a moment he considered giving different orders, but strategic options were limited and half-remembered regulations from before his time aboard the Mourningstar gave clear direction for such scenarios. He released his hand on Tig’s shoulder and nodded sharply. Any sorrow would  have to wait. It would probably have to wait a very long time.

“Yes, Tig. You fight, my friend. If you can, meet us in Enclavum Baross. But now… get out there and make those karking traitors hurt. That’s a direct order. Emperor be with you.” Tig’s rumbling, infectious laughter slowly grew softer as he set off at a loping run towards the enemy. Taril knew there was no way in all the Imperium’s million worlds that he’d ever see the Ogryn again.

“Emperor be with you,” he repeated in a low, grim voice.

And may he forgive me.


~END~



Phantasy Star Online 2 New Genesis - pso2mod4


This program will deliver the latest news surrounding Sega's new, popular online RPG PSO2 NEW GENESIS (NGS)!

Hiro Arai, the official navigator for NGS, will be updating players around the world about current operations, future updates, interesting campaigns, and other related topics.

Tune in for information and videos on the upcoming November 2022 updates. We’ll also be providing further updates on the PSO2 10th anniversary project, as well as more details on the major update with the Stia Region – coming in December!

We'll also be answering questions and comments from players during the Operation Report segment.

This broadcast will be streamed on YouTube Live at 5:00 AM on 10/25/2022 (Tue) (PDT).

【Cast】
Official Navigator: Hiro Arai (SEGA)

“PSO2 NEW GENESIS”
Download for Free/Free-to-Play (Includes in-app Purchases)
Play Now on the following platforms; Xbox One, PlayStation 4, Microsoft Store, Steam, Epic Games

“PSO2 NEW GENESIS” Official Site
Official Twitter

(C)SEGA

#PSO2global
#PSO2NGS
#NGS
Behind the Frame: The Finest Scenery - [AG] riv otter
Hey artists!

Behind the Frame: The Finest Scenery is joining the Healing Puzzle Games Bundle! A bundle that includes many great puzzle games from amazing game development teams! The Last Campfire, Behind the Frame: The Finest Scenery, TOEM, Gorogoa, and Moncage, all bundled together at 20% off!

If any of these puzzle games catch your attention, then check out the bundle!

https://store.steampowered.com/bundle/27983/Healing_Puzzle_Games/

-Riv Otter
Desert Revenant - Kreationware
Hello everyone!

We'd like you to take a look at your official Desert Revenant roadmap where we highlight the release dates of the upcoming content to the game!
Adding a map and new playable characters can be quite challenging in a complex strategic game, but we are extremely committed in hitting all these milestones and add tons of new and exciting content.

Be sure that we will also keep updating the game as you may have already noticed, by adding several UI/UX, quality of life and Storyline updates. We are looking also at improving existing systems or even creating entirely new systems that fit our vision during this busy year.

Movavi Video Editor Plus 2021 - Video Editing Software - Movavi Software
Hey guys,
get a chance to level up your Video Editor 2021 to a multi-app Video Suite 2022 with a great discout this week!
Movavi Video Suite is a 3 in 1 program: video editor, screen recorder, and video converter, and even more toolkits!

Use this Bundle for upgrade and level up your app to the Video Suite 22.3 version!




Some of the WHAT’s NEW bullets:
  • Integration with DLC (finally!:) + a free effects set ‘Pixel Age’ for every user!
  • GPU acceleration is ON -> Edit and convert super fast!
  • Reverberation -> New audio tool to make your sound more voluminous
  • Noise reduction - > Extraneous sounds are no longer a problem
  • A new way to track objects using artificial intelligence - > Link titles, stickers, or masks to different objects in your video to create unique masterpieces!
  • AI Upscaling is now faster and even more useful - >Now you can improve your videos and images by a factor of 4
  • New tab for LUTs in the Color adjustment tool - >Add your LUTs and use them in the videos.
  • New overlay effects
  • Transitions with the built-in audios
  • Fast Track HD for 4K и 8K movies
  • Drawing on videos while recording
  • Set the time limit before or during recording
  • Sharing audios on Google Drive
  • Frame-by-frame preview on the timeline
  • Time spinbox for the pinpoint cutting
  • Updated interface with a Bright theme
And all DLC Effects are on sale TOO - click here!
Oct 19, 2022
Pizza Delivery 3000 - Ace
Greetings! Big news this morning. Patch 1.1.3 has been released and is the first major content update for Pizza Delivery 3000 since launching on Steam Early Access. It has been a long time coming - and this update is a giant step closer towards the ultimate vision for the game. Enough rambling.... time to cover what this patch is all about:

  • Added a mini-map to the driver HUD to help you navigate your way around town.
  • Implemented a skill point system to the game.
  • Added shift progression! You can now continue your pizza delivery career beyond just the first day.
  • You can now spend your hard earned tip money on upgrades for the HoverCraft in between shifts.
  • Upgrades and driver stats now carry over between shifts.
  • You can now view you shift stats and career stats through the pause menu.
  • Revamped the main menu and how the player enters the game upon launch.
  • Began implementation of a High Score system **note: Not active in this patch but the framework has been coded into the game and it will be available in the near future!
  • Multiple bug fixes, tweaks, and minor improvements.

This marks a major stepping stone towards getting the game into a state where it can be played the way it was originally designed.

Thank you so much to everyone who has purchased the game since launch, provided feedback, sent support or encouragement - you have all helped make this journey possible. Happy deliveries! Drop us a message through the discussion boards with any feedback or bug reports from this patch.
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