Oct 23, 2022
Shadows of Forbidden Gods - BobbyTwoHands
As the game approaches the end of its Early Access roadmap, especially in terms of major features which will be added, it can now support full C# modding without breaking mod compatibility every version (hopefully).

As such, this version now introduces the full range of mods, letting enthusiastic members of the community contribute their own visions of apocalyptic darkness and Lovecraftian terror. Full C# modding allows them to write code to be run alongside the game's own, and add to nearly every part of the game. Already a number of gods are being play tested, from Uravlv's Living Void, to Wonderblundr's expansion of the Deep Ones, to the demonic Kishi from Doopliss and NPC's Ixthus (apologies if I missed anyone, the discord moves so fast and new gods are introduced so quickly it's hard to keep up).

Alongside this, further opening up of the game allows texture mods, and already on the Steam Workshop Scrdest has put an AI to good use, generating thematically appropriate art replacements for items which Shadows' usual collection of old paintings couldn't cover.

This is a very exciting time, and while this update might potentially be a bit bumpy, as we work out the last few unexpected issues with the modding process (hopefully nothing too major will come up), it will herald a new chapter for the game.

Sadly, the Insect God has been delayed. It will remain on the beta-branch for another version, waiting for some art assets and a bit more work and balancing before it's fully ready. Fear not, it's well on the way, and playable on the Steam beta-branch, if you want to risk more bugs than just the infested fungal monstrosities it introduces.

Holy Orders have also been improved a bit, with the first pass of a set of `Divine' Entities which humanity worships. Their trust in these creatures may or may not be well-placed, as you can occasionally sway them to your sides, if you pay attention to their desires. This feature too will hopefully be expanded in the next update, along with the finishing up of the Insect God. Normally I'd have delayed a bit more, but there were so many great mods in such a good state of completion, it felt rude to tell the modders to wait for me to be done with my bit before they could show their work to the general public.

In detail:

Gameplay:
-Victory is now calculated, in most cases, as percentages of population
-Ophanim's sap life only drains one temple's population, as opposed to all temples
-If you force a hero to retreat when attacking you, the default menace/profile gain is now lower
-The hunger is now a level 2 blood magic
-Heirophants' special abilities now cost 40 complexity, but add 50% of their intrigue to the progress per turn
-Rulers preference towards Deep One now increases or decreases the cult's maturation speed
-Theocracies won't join battles if they risk attacking other theocracies
-Your agents can cure madness in a location, if need be (not madness effects in locations, however)
-Holy Orders now worship minor divine entities, which have an agenda, and will reward/punish you for changing the world to fit their desires
-Sovereigns can now appoint 'national religions' which will force all their kingdom to adopt their Holy Order
-Your corrupted acolytes or agents from nation-state religions can preach to sovereigns to get them to like your Holy Order to a higher degree
-Your agents can 'undermine religion' in an infiltrated temple in a multi-faith nation to reduce the sovereign's liking for the temple's religion

Other:
-Mod loader added, to allow you to enable or disable mods and to re-order them if necessary
-Mods can now change parameter file
-Mods can add cultural naming schemes
-Map view for population added
-Game now checks for resolution issues more aggressively, and should avoid being in the wrong resolution in fullScreen mode, regardless of minimising and system resolution changes mid-game
-Dark tendril graphics now cover more of the face, to be more obvious in dark background situations
-You can now click on a unit's task on the left-hand-side to go to its destination, if it is performing a "go perform challenge" task or a "go to location" task

Bugfixes:
-Holy Orders can't be turned into Dark Empires
-Fixed graphical issue with orc warlords
-You can no longer perform 'unite the hordes' while either horde is at war
-Fixed Iastur's mechanics description
-Ghasts (and other uncontrollable evil units) can no longer be stolen from
-Witches covens can now turn into Deep One sanctums
-Organised dissent now properly ends on the death of the ruler
-Bugfixes to orc expansion behaviour in locations with ancient ruins
-Attempt at reducing the risk of clicks outside of the game causing undesired inputs
-Fixed bug with Iastur power gain not giving the 33% amount gained
-Lay low can no longer cause profile/menace to increase
-Acolytes will no longer consider curses such as Deep One or The Hunger as 'not a Holy Task'
-Typing into the map filter should no longer move or scale the map
-Fixed bug in insanity
Oct 23, 2022
The Umbridge Estate - NotSpark
Fixed an issue that prevented 4 player multiplayer,
D'LIRIUM - PekpyT
This update received the highest number of patches. We decided to move all the change lists to the new announcement instead editing the old one, and to accompany each patch with a new announcement in the future to avoid confusion.

Beta-19.1
  • Fixed incorrect tag detection before loading an item into the Steam Workshop
  • Fixed a bug that caused a death run to start separately with default run
  • Fixed incorrect tinting of natural light sources

Beta-19.2
  • Fixed a bug that caused an immortal player to keep dying from Darkness in a personal hell
  • Fixed a bug that didn't count the teleportation kill of the Exhausted.
  • Fixed incorrect definition of endings
  • Fixed the ability to kill Exhausted with a shaft
  • The doors in the organ room have been redesigned
  • Reworked some of tiles in pandemonium

Beta-19.3
  • Fixed incorrect rendering of Abel's depth and direction on the intro level
  • Fixed incorrectly sorcery abort in the last room on pandemonium level
  • Fixed incorrect bloom rendering for slime objects
  • Fixed no camera shaking when hitting player with slime during teleportation
  • Fixed incorrect medkit place in secret area on steam machine level
  • Fixed incorrect player positioning on the map on different levels
  • Fixed memory leak related to player character sprite
  • Redesigned box sequence that starts the default run in arcade mode
  • Slightly changed some objects placement in the caves and the graveyard levels
  • Reworked and optimized monsters' hearing
  • Slightly optimized glare system
  • Static and dynamic shadows are optimized
  • Reduced all monsters visibility range
  • Real time reading of config file has been replaced by "config load" command
  • Added light sources in room with copper key on crystal caves level

Beta-19.4
  • Fixed some objects disappearance on the intro level after loading arcade mode run
  • Fixed a bug that caused all pipidasters to turn into an infernal box

Beta-19.5
  • Fixed bug that caused level autosave after repairing a corrupted save file
  • Fixed incorrectly placed torch in a cave level
  • Fixed incorrect display of explosion kill stats
  • Fixed object type files for Tiled
  • Fixed bug that caused all monsters to be pointed to the right at the beginning of a random run level
  • Fixed game crash that occurs when a gibs or explosion appears at the beginning of a level
  • Fixed(?) random game crash when loading the game
  • Fixed incorrect display of NPCs sitting on chairs on intro level
  • Improved debugger for critical errors

Beta-19.6
  • Fixed grammatical errors in Polish localization
  • Fixed a bug when dead monsters could explode during a pause
  • Fixed incorrect behaviour of steam engine and gears on "steam machine" level
  • Fixed incorrect display of Lanterns on save file preview
  • Fixed bug that caused all Lanterns to be pointed to the right at the beginning of Lantern event
  • Added Lantern previews for all levels

Beta-19.7
  • Fixed frog's missing particles when dying
  • Fixed incorrect corpses depth
  • Fixed a bug that caused monsters to hear a not moving player pressing the run button
  • Fixed a bug that caused phantoms that appeared too far from the player to be non-active
  • Fixed incorrect depth display for Darkness in personal hell
  • Fixed incorrect saving player's previous position
  • Fixed bug that clock sound in intro level didn't stop after level change
  • Reworked snowmans getting damage and death
  • Reworked monsters' stop chasing method
  • Slightly optimized gibs
  • Removed some unused monsters' parameters

Beta-19.8
  • Fixed wrong wall type in ssecret area on the "cave" level
  • Increased activation radius of the box at the beginning of the default run
  • Changed position of chair next to the box

Beta-19.9
  • Added parameter "e_allowtele" for "Trigger Autosave" object
  • Fixed incorrect walls depth on "cathedral" level
  • Fixed bug that caused blown up phantoms to count in stats

Beta-19.10
  • Fixed bug that caused "e_allowtele" parameter in "Trigger Autosave" to reset after loading the game

Beta-19.11
  • Fixed incorrect voice volume in sound settings menu
  • Fixed incorrect snowman shadow display
  • Fixed issue with killed snowman had a soul
  • Fixed player's ability to step outside the level playable zone at the entrance to the "steam engine" level
  • Fixed glare from not working flashlight on "crystal caves" level
  • Fixed a bug that caused the global parameter "gui_hud" not to be saved
  • Fixed a bug that could cause the player to turn the flashlight on and off during a pause
  • Fixed a bug that caused organ music not to stop after level change
  • Fixed a bug that allowes player to open the door back in the last room on the "pandemonium" level
  • Fixed incorrect programming the array to global variable
  • Reworked and optimized display of hints when picking up items and getting score
  • Reworked clock sound on "intro level"
  • Doors with parameter "e_toggle" are now interactable
  • Removed interaction hints for interactive objects during sequences
  • Changed location of monsters in the last room on the "steam machine" level
  • Changed how doors work on "ending" levels
  • Added ability to take the key out of the "cathedral" level

Beta-19.12
  • Fixed grammatical errors in localizations
  • Fixed void appearing after loading the "intro" level save file in default run
  • Fixed interactivity overlay on top of door notification with "e_toggle" parameter
  • Fixed incorrect depth of stalagmites on "cave" level
  • Fixed a bug that could cause the player to open doors via teleportation
  • Fixed a softlock that occurs when trying to teleport to the last room on "pandemonium" level
  • Reworked and fixed incorrect door detection on "organ" level
  • Reworked final hallway on "pandemonium" level
  • Saving the game now saves void (arcade level end) object too
  • Added alternative message for opened door with parameter "e_toggle"
  • Updated Nimax.

Beta-19.13
  • Fixed bug that allowes player to kill friends with a Shaft spell
  • Fixed another possible softlock related to the door in the last room on "pandemonium" level
  • Fixed story levels breaking after running custom maps with the "forceload_entities" global parameter set to "false"
  • Fixed friends appearing after loading "ending" level in arcade mode
  • Fixed broken object types file for Tiled
  • Slightly moved changelevel trigger on "pandemonium" level
  • Expanded "Spawner" entity
  • Added "Force Active Area" entity to documentation.
  • Global parameter "forceload_entities" changed to "unload_entities", reworked and accounted in save files

Beta-19.14
  • Fixed a bug that caused one of the endings to break
  • Fixed a bug that made it impossible to complete the game after loading the game on "pandemonium" level

Beta-19.15
  • Fixed a bug that caused Abel to appear in the "organ" room in arcade mode
  • Changed how "e_sound_begin" and "e_sound_end" work in "Entity Dialogue"
  • Fixed a bug that causes boss on "industrial" to unload while too far from player
  • Fixed path finding for Lanterns
  • Boss on "industrial" level is now always chasing the player

Beta-19.16
  • Fixed a bug that caused inactive "Entity Display" to draw a text frame
  • Fixed bug that caused "Entity Hurt" to not saving
  • Fixed "Entity Spawner" not loading correctly from save file
  • Fixed (again) the ability to kill your friends with the Shaft
  • Fixed incorrect playback of monster burning sound by Lanterns
  • Fixed incorrect "lantern_immunity" parameter work for light objects
  • Fixed incorrect rotation of objects in Tiled
  • Reworked and fixed effects when burning monster by Lanterns
  • Added "save" and "load" commands for debugging
  • Significantly optimized game saving
  • Redesigned Lanterns' AI
  • Slightly redesigned path finding for player on "Classic" and "RPG" control schemes
  • Tree placement in the graveyard was changed
  • Significantly improved overall game optimization system
  • Added support of "offset" parameters for Tiled layers

Beta-19.17
  • Fixed a critical bug that caused some objects to disappear
  • Fixed some GUI elements twitching when the camera moves
  • Returned overall optimization system from Beta-19.15

Beta-19.18
  • Fixed game crash when Lantern tries to find a target to move on

Beta-19.19
  • Removed support for deprecated object types for Tiled
  • Fixed broken Christmas present's shadow
  • Fixed bug that caused Christmas presents not to disappear outside of Christmas event time
  • Minor main menu fixes
  • Added parameter "e_disable" for "Entity Programmer"
  • Added "e_destroy_self" parameter for "Entity Spawner"
  • "Entity Graber" renamed to "Entity Grabber"

Beta-19.20
  • Fixed teleportation ball double bouncing sound when hitting a door
  • Fixed incorrect damage dealing by nightmare and nightmarish while player is teleporting
  • Fixed a bug when monsters would not complete an attack while the player is teleporting
  • Fixed incorrect main menu depth

Beta-19.21
  • Fixed broken light of some iems

Beta-19.22
  • Fixed a bug that caused exploded monsters to disappear from the level and phantoms to be torn apart

Beta-19.23
  • Fixed incorrect display of game version in workshop menu
  • Fixed incorrect creation of fireballs when using the last modifier
  • Reworked the requirements for the "another brick in the wall" achievement
  • Optimized all fireball modifiers
  • Changed one of the names in the credits
  • Game engine update
Oct 23, 2022
Horoscopicus - Lolight2
Patch notes:
-Fixed huge issue with not being able to jump on the fish from Pisces.
-Changed the level design for Gemini 2, so that it isn't as "cheeseable" (It is still possible if you know the trick >:D)
Pro Strategy Football 2023 - kerry.batts
  • Fixed 'Fumbles Lost' stat in Season Leaders (Team, Rushing)
  • Fixed Career 'Season Game Plans' dialog
  • Improved AI fourth down decisions even more (hopefully)
  • Changed win-loss percentage to three decimal places on exports

On the AI, I've opened it up a little (back to going for more fourth downs), but still kept it more sane in the fourth quarter. I also added some key checks when the AI down to one play. Basically, the AI should hopefully play even better in the closing minutes now. I'll continue improving the AI (and other things) in 2024, of course!

Oct 23, 2022
Relapse - Disabled
Patch Notes for v1.1.4

Fixes:
- Many improvements made to French translation and grammar. Still some work to be done here.
- Fixed an issue where some equipment was not being correctly rewarded from elites/bosses. If you’ve already killed these bosses/elites, you will get the rewards automatically given to you when entering the menu screen (you’ll see the popups). You’ll need to start a new match then exit out to correctly select those rewards.
- Fixed a typo with Enrage description in the codex.

Changes:
- Added Demon, Forest Demon, and Giant to Act 3 Nodes 15 and 16 enemy pools to make them easier to find.
Oct 23, 2022
Starless - Petr Sapozhnikov
As I know a lot of indie games admirers live in German and France.
Now you can play Starless on your languages!

If you've already started game and want to change language I advise to start New game for correct work.
Oct 23, 2022
Community Announcements - 2pi360
Version 1.4 is here!

in the new version we got

  • New game mode: Wrestling *
  • Added support for playing with two controllers **
  • Added support for playing with the mouse
  • Added randomness setting ***
  • Menu is totally controllable with keyboard or controller, no mouse needed

* Intercept your opponent while trying to complete your own lines

** I finally bought the second controller, so I was able to properly test and implement this feature

*** Some people complained that Random Number Generator was bugged: figures often repeated as if they were "stuck" or, on contrary, were never seen during the game. However, this was not a bug, this is how probability works: odd sequence are much more likely than intuition tells us. Indeed, this true randomness is unsuitable for comfortable play. Therefore, I implement two alternative randomness methods: Fair Random and Sequential. Fair random is now a default RNG method.

Tactical Force - BRUNOARTS Entertainment
Multiplayer is not working due to changes to the steam platform. We are trying to resolve the issue as quickly as possible.
Oct 23, 2022
Tallowmere 2: Curse of the Kittens - Chris
The majority of work done for 0.3.7 contains fixes for the mobile version, but some changes relate to Steam as well.

– Chris




FIXES & IMPROVEMENTS

Steam:
  • Created a EULA regarding the Valve Anti-Cheat (VAC) system being utilized.

  • The Account tab now states the status of the Valve Anti-Cheat system.

  • Clarified in-game text if a user has a VAC ban, even if from a different game.
Miscellaneous:
  • Added checks to the Inventory and Merchant menus to ensure items are refreshed properly.

  • Enabled Unity's "incremental garbage collection" setting to try and resolve stuttering issues.

  • Improved integrity of certain integers.

  • When using the main menu, corner info is now hidden if post-processing effects are disabled.

  • When using the Dev Bar, updated text to say "Dev mode enabled" rather than "Cheats enabled".
...