Oct 30, 2022
Chrono Weaver Playtest - Ivory Crow Games
v1.5

Change Log:
- Made the ball un-grabbable after it hits the ground in a timeloop.
- Fixed a menu bug that cause the game to enter a forever loading state if you chose the No option. (turns out I never tested this)
- Added a configuration for FlipMenu on WMR and Vive
- Also renamed ActionButton to FlipMenuButton so that users can find and use it easier.

New Known Issues:
- Lighting is broken on AButton
- Culling from Precomputed Visibility is broken on SimpleTimeloop1
Oct 30, 2022
Community Announcements - patternjake
Hi all! We are happy to announce a huge update for Fire All Humans, which improves quality of life to the game and adds exciting new features, including, but not limited to;

-New post processing effects, with funny explosion, screen shakes, CA and bloom and colouring updates.
-New levels to take on!
-New abilities for the humans!

QOL:
-Bug fixes and performance improvements

Note: This release is currently in beta and subject to further changes and updates.
Oct 30, 2022
CAT Interstellar - IonizedGames

This is totally random but, if you want to try something totally different check out our new game The Backrooms
https://store.steampowered.com/app/1825160/The_Backrooms/

This wasn't exactly planned but when working on Episode II there were a number of new features we were trying to implement surrounding dozens of AI perceptions operating in a single environment


And of course dynamic water


A single player horror survival game that places you in a maze of rooms and hallways with terrifying creatures. Run through a dozen unique rooms to stay alive as long as possible... and maybe even escape. Keep your camcorder ready to capture some of the horrors of The Backrooms. Maybe the next unfortunate soul will find the recordings... for better or worse.
Dresden Files Cooperative Card Game - Hidden Achievement
Update 2.0.7 contains a few minor fixes and improvements. As always, we appreciate the bug reports you send in that help us track down any issues you run into while playing.

The fixes in this update, In no particular order:

  • Fix several instances where a player might be prompted to pick a player to discard, pick a card to discard, or pick a player to draw cards during the showdown.
  • Remove the WASD, Q, and E keys from keyboard navigation. They were unnecessary and this was causing problems with some text input fields. You can still navigate using arrow keys.
  • Change the hotkey for opening the menu to Menu key instead of the backquote key.
  • Fixed the handling of 'Shift Left' and 'Shift Right' to also support 'Previous Field' and 'Next Field' controls, so tab/shift-tab can move through fields properly.
  • Fixed a crash that was occurring when using game controller bumper buttons on the Showdown screen.
  • Made slight adjustments to button sprite offsets for controllers so they are more consistent across different types of controllers..
  • The card selection indicator should now be properly hidden in the moments after a card is played.
  • Using Winter Lady Molly's "Power of the Lady" talent to modify the die roll on one of Susan Rodriguez's infected card rolls will no longer lock up the game.
  • Thickened up the outline on left/right text toggles.
  • If "Alphas to the Rescue" defeats a foe when another foe is in the next column, the next foe will now correctly also receive hits.
  • Removed the 'onward' button when from the game type selection screen. It was unnecessary and confusing.
  • There is now an optional "Utility" button on the character selection dialog, which can be used to preview discards, or other (known) information. Implemented this for Ra's Imbued Fire when selecting a character to draw from discards and other cards that draw from discards.
  • Don't let the player resign while showing the setup sequence. This should prevent some issues with getting stuck in pre-game planning that sometimes occurs after a redeal in solitaire games.
  • The focus indicator when using controllers or keyboard navigation is now blingy and beautiful, and a lot more visible.
  • "Try Again" after a defeat now works correctly when playing with more than two players in a hotseat game.
Quasimorphosis: Exordium - Yes, Your Grace
You read that right. This will be our last patch for Quasimorphosis: Exordium. From now on, we're fully focusing on the main game: Quasimorphosis. By the way, check out our Quasimorphosis - Official Gameplay Trailer: https://www.youtube.com/watch?v=7fg4oZ4wXJQ

We appreciate all and everyone who played the demo and will continue to do so, providing their feedback. You're breathtaking! Your continious feedback is greatly helping us shape the future of Quasimorphosis. Be sure to drop in to our Discord and let us know what you think!

Now, let's look at what's new in Quasimorphosis: Exordium 0.1.7.

GAMEPLAY & BALANCE
  • Replaced the in-game soundtrack, added sounds to some interactions (door destruction, failed repairs and some others), corrected the volume of some individual sounds.
  • Added firing modes for small arms and techniques for melee weapons. You can change the fire mode on the current weapon panel at the top left of the HUD or by pressing the Q key. Changing the mode of fire does not take up the player's turn.
  • Reworked the weapon reload mechanics: reloading in the enemy's line of sight now allows you to move your character. Any way of reloading a weapon in the inventory will also cost the number of moves equal to the duration of reloading this weapon. Reloading from unloading vest now speeds up reloading by one turn.
  • Redesigned the starting level.
  • Balanced the drop chance of armor and high-tier weapons.
  • Monsters now will not skip turns when moving to attack the player.
  • Monsters do significantly more damage; an encounter with a demon is likely to result in the death of the character.
  • Doors automatically close a few turns after being opened.
  • Standardized and changed item stack sizes for different item groups.
  • Demons now deal cold damage and there is no longer a delay in their actions immediately after eccolapse.
  • Changed the colliders size of some objects on the map, so they occupy fewer tiles than before.
  • Now when attempting to melee a broken door (highlighted in red) there will be a weapon melee attack against the door.
  • An item that has a max durability that is lower than the repair penalty will turn into a "trash" item when it is repaired.
  • Reloading with R will now first spend the stack with the smallest number of rounds within one container. (i.e. if there are several suitable stacks in the backpack, they will be sorted by number of ammo, ammo in the unloading vest will not be taken into account when sorting).
  • Unloading vest gives only one free action per turn.
  • Fire will gradually destroy items within the cell with fire if they have a durability reserve: by 5 durability units per turn.
  • Empty containers and enemy corpses are available for interaction, they are highlighted by a gray frame when hovering the cursor.
  • The Dr. Jones Surgical Kit now allows you to select a body part when healing, all wounds will be removed from that part.
  • Killed demons drop "skulls" that strengthen the character for the entire time until their death.
  • Halloween is also celebrated in Saturn's brahmfatura, with some demons carrying pumpkins instead of skulls (caution, explosive!).



UX
  • Added the option to change the screen resolution and screen mode in the settings menu. The default is windowed fullscreen mode.
  • Added panels to display changes in health (lower left corner of HUD) and quasimorphosis level (lower right corner of HUD) in the last turn.
  • When dragging an item, the allowed area under the item will now be displayed according to the size of the dragged item.
  • Pressing Left Alt will highlight all interactive objects, items, and enemies in sight.
  • If a backpack or an unloading vest is broken and there is a risk of items falling out, a warning bar will be shown at the bottom left of the screen.
  • The weapon tooltip will now display the number of rounds per shot in the current mode of fire.
  • The gun tooltip highlights the currently loaded ammo with a yellow frame.
  • Unloading vest slots no longer appear on the screen if there are no items in the vest itself.

TECHNICAL DEBT
  • The game engine has been updated from Unity 2019.4.13f1 to Unity 2021.3.9f1.
  • Refactoring of the item system necessary for further game features.



FIXES
  • The player's character made an extra move when an enemy was in the field of view if there were no enemies in the field of view during the previous turn.
  • Monsters didn’t spend a turn while attacking or opening doors.
  • Explosions no longer cause damage through closed doors.
  • Antibiotics now remove an infected wound completely if the infection is less than 0.
  • In Somnia phase, monsters did not chase the approaching player after the attack.
  • Ammo in the weapon isn’t resetting to default after loading the game now.
  • Removed the ability to throw grenades and knives or shoot simultaneously if the cursor is over the enemy.
  • Double explosion of barrels is fixed.
  • Fixed wounds with infection are now displayed in their correct colour in the wound panel (HUD).
  • Knife throwing didn’t count as an action, so the corresponding wounds didn’t cause the corresponding damage.
  • Throwing grenades always spent a turn even if the throw was cancelled.
  • If you try to pick up items while the inventory is full, they will be added to existing stacks if possible.
  • Fixed display of a flying demon corpse over an abyss.
  • Fixed the large demons shadow display when they are outside the field of view.
  • Fixed a bug where monsters didn't make sounds of taking postmortem damage.
  • Various localization fixes.
  • Fixed the position of item tooltips on the screen.

See you on Saturn's orbit!
Halloween is Crazy as Hell - Cube_X
News:
  • 1 New Character;
  • 6 New Unlocks;
  • 9 New Enemies;
  • 4 New Bosses;
  • 11 New Weapons;
  • 18 New Items;
  • 1 New Bottle;
  • 1 New type of Chest;
  • It is now possible to blow up the Altar after having fought the Area Boss;
  • There is now a new Checkpoint room on the way to Hell;
  • Tadeu now has a cat.

Fixes:
  • Fixed bug where it was possible to skip the Starter Tutorial;
  • Fixed some translation errors;
  • Fixed bug with some weapons where the "shot star" did not disappear;
  • Fixed bug where spikes took a long time to load;
  • Fixed bug where Tadeu spoke dialogues at inappropriate times;
  • Fixed bug where it was possible to multiply bottles;
  • Fixed bug where the Forgotten Skull would not break enemy bullets.

Changes:
  • Now whenever the altar waves are low on enemies, multiple enemies will automatically be summoned;
  • Water weapons now extinguish flames;
  • The sound of the Flame Summoner weapon has been changed to a less annoying sound;
  • Demonic Slime now fires fewer bullets;
  • Bats can now be seen through walls;
  • The Black Market now has new decorations;
  • It is now possible to talk with ????????.
MOVAFORT - Lava_Twister
The Clock Tower will Start Ticking, MOVAFORT is coming to Steam Tomorrow at 17:00 EET, 11:00 EDT.

Ready your Time Travel Relics The Adventure is about to Begin.

Oct 30, 2022
Planet S - TeamJA
Hey everyone!

Here are a couple of fixes that address a couple of bugs! Some of these fixes were already shadow dropped as a hotfix during the last two days but are listed here for completness!

Quality of Life:
+ You can now delete an item stack from the inventory of a spaceship by shift + right clicking it

Bug fixes:
* Fixed an issue that caused the first spaceship to not work correctly after loading a savegame from before version 0.3.0
* Fixed an issue that caused the trader to desync in multiplayer (only a visual bug, didnt cause an actual desync)
* Fixed an issue that caused the dairy, charcoal kiln and fracking tower to not work at all
* Fixed biofibres not showing up in the statistics menu
* Fixed a desync related to diplomatic treaties containing money gifts/demands
* Fixed a UI icon alignment issue in the diplomacy menu

TeamJA
Trigger Henry - primephasegames
Eyooo,
in this update, I finally added the first batch of Steam Achievements! Hope yall like it!
More Achievements coming soon! :)
And yes, i wrote "Bufixes" in the last update, F...
BattleJuice Alchemist Playtest - Alchemical Works
Hey everyone,

when I started working on BattleJuice Alchemist, I was sure that you would play an alchemist. But the game is also an RPG and different classes are expected. So how do we handle that? Let me present to you our all-alchemists-class-system (TM)!



When creating your character, you can now select between the Bold Alchemist, the Swift Alchemist and the Sly Alchemist. In non-alchemy terms, you have a melee class, a ranged class and a mage class. These three have different ways of using their flasks: for the Bold Alchemist they explode right in his hands, the Swift Alchemist throws them at a target point and the Sly Alchemist drops them to the ground where they explode after a delay.

When leveling up, every class gets access to exclusive perks that enhance their special abilities. Additionally, there are perks available to all classes.



This allows for interesting character progression and builds. Want to play a teleporting melee character? You won't be a master teleporter, but you can pull it off. Here are some special abilities in action:



You won't have to wait too long to try out the classes and perks in the Steam playtest, they will be in the next patch coming in two weeks. I now have some testing and balancing to do. Until then, don't forget to join our Discord if you want to follow the development more closely.

See you there!

Alain

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