War Thunder - Blitzkrieg Wulf


In the upcoming War Thunder update, our aircraft trees will climb to rank VIII! We are also introducing a rank VII Premium aircraft to boost research of the new top-tiers. Meet the A-6 Intruder, a highly sophisticated American all-weather attack aircraft, originally developed in the late 1950s based on the USN’s experiences in the Korean War.

A-6E TRAM Intruder, strike aircraft, USA, Rank VII. Premium.

Features:
  • Outstanding ordinance capacity
  • Excellent strike capabilities
  • Capable radar system
  • Thermal vision
  • No fixed weaponry
  • Traditional turbojet engine without afterburner
Dear players! We are thrilled to announce a tier-up for War Thunder aviation! The upcoming major update will bring rank VIII to the game which will include 4th generation jets and aircraft of comparable combat efficiency. Also, almost every gaming nation will also receive a rank VII Premium aircraft to boost up the progress of any single plane in the national tech tree, including new top tiers. Today we reveal the first one, menacing A-6E Intruder wielding the heaviest payload in the game and the TRAM targeting pod which allows to use laser guided bombs!



In War Thunder, the A-6E TRAM Intruder will be a new Premium naval strike aircraft joining the seventh rank of the American aviation tree with the release of the next major update. Due to its omission of fixed forward firing weapons - a highly unconventional trait for an American strike aircraft - the Intruder may at first appear like a toothless tiger but rest assured, this bird carries enough firepower to single handedly wipe out an entire tank platoon! We got your attention now, pilot? Then keep on reading to find out more.




Before we dive deep into explosive matters however, it’s worth taking a look at the A-6E itself of course. The Intruder is a relatively compact naval aircraft powered by a pair of Pratt & Whitney turbojet engines. The aircraft may not be able to break the sound barrier but it can still reach a more than respectable top speed of about 650 mph (~1,000 km/h), thus allowing it to quickly get in and out of the heat of battle.

As previously mentioned, the A-6E doesn’t feature any sort of fixed forward firing weapons, making the pilots’ dogfighting and strafing capabilities with the Intruder severely limited. However, this doesn’t mean that the Intruder is a sitting duck against hostile aircraft either as pilots can choose to include Sidewinder AIM-9L missiles , as well as 20mm gunpods in their loadouts to counter such aerial threats.




But going back to the subject of the Intruder’s ground attack capabilities - pilots will be able to choose between different types of suspended weaponry to mount onto the five hardpoints found on the A-6E. The A-6E can mount unguided FFAR and Zuni rockets as well as incendiary and conventional bombs of various calibers up to 2,000 lbs. Total loadout is truly outstanding: in the “bomb truck” setup the Intruder is capable to bring up to 28x500lbs or 13x1,000lbs bombs! However, pilots can also equip their warplane with more advanced precision munition such as GBU-10, GBU-12 or GBU-16 Paveway II laser guided bombs - up to five at once. Thanks to this vast assortment of weapon options, pilots can always ideally equip their aircraft for the task at hand.



The A-6E Intruder is soon arriving into War Thunder as the new Premium American strike aircraft with the release of the next major update. In the meantime, be sure to follow the news for the latest information regarding the upcoming update. Until then, clear skies and happy hunting pilots!
PropHunter - Alone Fox
We continue to work on fixing bugs!
For a long time, we have been receiving complaints from players about twitches and jerks in the movement of characters. In this small fix, we tried to get rid of this problem. We consider this update important, so without waiting for the next update, we make it available now!

Fixed a pistol hanging in the air when a hunter spawns.
And fixed the highlighting of the impostor player (in the form of an item) together with the item from which he took the form, when a hunter shoots at this object.

Feel free to tell us about bugs in the game, we study them all and send them for revision.

A few of the issues we know of that are in the pipeline for fixing are incorrect display of bonus cards (For example, a player picking up a "bomb" card can get a "first aid kit"), there are problems with the game user interface. Sometimes elements and inscriptions do not appear or disappear. We are aware of these bugs and are working on fixing them! But we want to note that we give priority in solving problems to more significant bugs, which directly affect the perception of the gameplay.

DUBIUM - ClaireO
Hello, Frontiers

DUBIUM Demo play has ended successfully with the interest and participation of many Frontiers!
We were able to find some insights from various records during the Demo thanks to your participation.

Now let's take a look at some interesting numbers during the Demo play!











What do you think? Is this something that you expected? If you have any more ideas that you want to know, let us know! In the comment below or on Discord :)

See you next month!

MUMO STUDIO
Nov 30, 2022
Inferna - iMer
New Features
- Danji's holiday tombola is starting again with lots of holiday and not-so-holiday themed goodies to collect!

Changes
- Tweaked materials of crocodiles, centaurs and dwelfs to make them less glossy
- Tweaked some ground and object textures on Jerro Highlands
- Added a small bridge to a stream crossing on Jurdana
- Werewolf now drops gothic shields
- Skorpion king now drops shields of darkness
- Added scorpion king to the dangerous creatures guild mission

Balance updates
- Increased duration and cooldown of the sword prowess skill
- Monsters will now (stupidly) attempt to intercept you when chasing instead of just following you
- Monsters can now adapt and resist future knockback after being knocked back
- Slight increase in monster movement speed in Frozen Land
- Removed higher level shields from the shield shop
- Bosses will now be immune to poison for a while after being poisoned
- Shields movement speed debuff now increases with their level and decreases on higher upgrade levels
- Weapon defense is now twice as effective against magical damage (changed from 1/6th to 1/3rd)
- Reworked scaling of all equipment and monsters to make using the same low level items for high level content less attractive, this has the effect that lower level items have lower stats, but the stats of lower level mobs have been decreased as well
- Increased monster damage by 40%
- Increased hp of monsters in the desert by 50%, deadland by 30% and frozen land by 15%
- Increased the damage of monsters (in addition to the general 40%) in the desert by 20%, frozen land by 38% for lower level monsters and 25% for higher level monsters
- Reduced max hp bonuses on bluesteel and red satinwood bracelets as well as medallion of nagaris
- Increased max hp enchantment from 50, 100, 150, 200 and 300 to 200, 350, 500, 750 and 1000 respectively
- Tweaked hp regeneration of some bosses to be in quicker intervals, but lower amounts
- Buffed weapon defense enchantments from 1%, 2%, 4%, 7% and 12% to 2%, 4%, 6%, 10% and 15% respectively
- Reset everyones status points

Bugfixes
- Fixed some bad tree colliders on Deadland
- Fixed guild mission complete/failed status not getting translated
- Fixed pet following player even while invisible
- Fixed an unwalkable bridge on Jurdana
- Fixed the two doorways near Kadir being hard to walk through in the desert
- Fixed visual effects (like poison particles) not correctly attaching to monsters
- Fixed dead trees in the desert being very wobbly
- Fixed a rare edge case that could lead to items disappearing after dropping them and picking them up instantly
Combat Arms: Reloaded - GM_9s


Rangers!
Combat Arms: Reloaded maintenance today is extended until further notice

We apologize for the inconvenience.
Thank you for understanding.
Nov 30, 2022
Big Farm Story - BFS_CM_SVENJA
“Welcome, winter. Your late dawns and chilled breath make me lazy, but I love you nonetheless. ”

Peeps, better get ready for the great Winter season in Big Farm Story .
From December 1st on, it’s time for our seasonal event: Winter Sparkle!

In this magical event you have to help the villagers prepare for Winter Sparkle.
Be excited to complete our jolly good quests during the Winter season... there are awesome surprises waiting for you .
Better check it out in the special event quest tab of your journal, but please be aware that you need to have reached chapter five to get access to some of the seasonal event quests.

We hope you enjoy the most magical time of the year! Take care!


《蜀山:初章》买断版 - Inmotiongame
各位道友好:
蜀山初章是一款支持开放生态、自由贸易的游戏,我们支持玩家合理合法利用游戏正常所得赚取应得收益。但对于恶意利用BUG、外挂等手段谋取私利的行为我们将严厉禁止,包括但不限于法律及相关措施。为您提供良好公平的游戏环境,一直是我们致力的目标,非常感谢您继续支持重楼工作室!
同时,也请广大玩家不要轻易相信第三方外挂信息,避免造成游戏账号及个人财产损失。
当玩家在游戏内遇到不良游戏行为时,也欢迎通过游戏内的举报功能向我们反馈,我们会认真进行处理,也将持续优化游戏内举报的反馈机制,具有证据性截图或者视频投诉使用外挂的,官方将按照轻重程度封禁使用者游戏内部分功能或者封禁账号,并公示在官网。

外挂处理政策
一、官方核实玩家使用透视、人物加速、自动攻击等外挂行为,封永久交易行、组队、聊天功能。第一次被发现可以申请解封,官方会按照使用外挂情节严重程度酌情进行解封(以示惩戒还是会暂时封禁部分功能),但会被官方永久列入监管黑名单,再次被发现使用外挂将不再可以解封。
二、官方核实玩家使用外挂或通过游戏BUG进行刷钱牟利,情节严重者直接封永久账号。不可申请解封,这是游戏底线请大家谅解。

写在最后
封号不是目的,为了游戏的生态与公平,官方将严厉打击外挂,也请各位道友拒绝触碰外挂!我们也欢迎玩家和我们一起努力,积极举报外挂/脚本、非法广告等情况,共同参与到对抗外挂的斗争中,共同创造一个公平公正的游戏环境!


《蜀山:初章》重楼工作室
2022年11月30日
Lightspeed Dating - Leonhard
Lightspeed Dating releases today! It's been a long and tough road to get here, but I could not be more excited to finally share this special little game with the world. It might not be the most stable and bug-free game out there, but I can assure you that it is absolutely one of the most fun and unique experiences that you can have with your friends.

If you find yourself enjoying Lightspeed Dating please consider giving us a Steam review! It helps us out a lot :)

Problems & Solutions

Having spent much of the last two years testing this beautiful mess of a game I really hope that I caught most of the bugs and quirks that would make this game Not Fun, but due to Lightspeed Dating's use of voice chat as gameplay, and the inherently fickle nature of audio, there are unfortunately some things that are out of my control. Here are some issues you might encounter when playing Lightspeed Dating and how to possibly fix them:

Wobbly or Hard to Understand Voice Filters
This one I've been fighting since the beginning of development. It's come a long way, but unfortunately it still comes up sometimes. Here are some things you can try to fix this problem, or at least make it less of an issue:

  • Change your Microphone - Low quality microphones seem to be the number one cause of this issue. If you have any other microphone lying around, be it in a headset or maybe even the in-built microphone in your laptop, I'd encourage you to try it out.
  • Move closer to your microphone - If you're far away, or if your microphone's volume is too quiet, the voice filter will have a hard time transforming your voice. Please try to either turn up your microphones volume or to move closer to your microphone when speaking.
  • Enable Low Quality Microphone Mode in the Settings - This is something I added specifically to combat the problem of wobbly or hard to understand audio, but it's more of a last resort than a guaranteed fix. I'd recommend the first two options before this.

The Voice Chat servers are unavailable. Please try again later.
This error message either means that the Epic Online Services Voice servers are offline (our voice chat provider), but sometimes also just means that you have to restart your computer. I have no idea why this happens, but it does, so there you go.

Mayhem is too much... Mayhem
The Mayhem game mode is still fairly new and still in active development. Trying to figure out all of the different combinations that make this mode too chaotic is a bit challenging, and you can be assured that it will get better as time goes on. Here are some things you can do to combat its extreme chaotic energy.
  • I would recommend absolutely everytime enabling the Judgement Room, as this will make the final round much less obvious. I've been toying with just making this a default setting when you enable the game mode, but I'm still deliberating on that.
  • Think carefully about who you disguise yourself as. Did you just watch as another player killed someone? Maybe don't disguise yourself as them in the final round if that player is the only one left alive.

Replays are out of sync, or not playing at all
The replay feature is at the same time the feature I am most proud of, but also the most ashamed of. Through some wonderful programming magic, I am able to provide this without saving them on my servers. This simultaneously protects your privacy, while also saving me a whole lot of server costs. However, this programming magic also makes the replays a bit fickle.

Sometimes, the replays might be out sync, other times their data gets lost in the aether. I hope you'll bare with me while I work out the kinks in this system, and I also hope you don't give up on it, as one of the most fun parts of this game is listening to the replays together after a round.

Future Features

There are a lot of things I'd like to have added before releasing Lightspeed Dating, but at some point you just gotta pull the lever. Here are some things planned for the immediate future (next couple of months).

  • More settings, particularly a full screen mode
  • An additional character for the Deluxe version
  • Overhaul of the Mayhem game rules
  • Overhaul of the menu UI (Particularly the close button has some pretty terrible UX right now)
  • A who-is-speaking indicator for the replays
  • Better Steam integration, particularly being able to invite friends and join servers through the Steam overlay


Also some features that I might want to add soon, but am unsure about when:
  • More game modes
  • More characters
  • Echo cancelation and better noise filtering
  • More questions

Do you have any question ideas? Come over to our Discord channel! We have a specific channel for question suggestions :)

Final Thoughts


Overall, I am very happy with what became of Lightspeed Dating. Even now, after continuously playing and testing this game for two years, I still have a ton of fun whenever I play it with my friends. When I first came up with this idea it wouldn't let go of me, simply because I wanted to see what it's like to play, so all of my initial personal goals for the development of this game have been met. However, I would still love it if as many people as possible have as much fun with it has I do. If there's anything I can do to make this experience more fun, don't hesitate to write me bug reports, feature requests or general misgivings to my Twitter account @LightspeedDatin. I will be glad to hear from you!
Occupy Mars: The Game - Pyramid Games
Dear Martians!

In this post we want to lay all our cards on the table with the hopes that it will clear up any confusion or misconceptions that may have arisen over time. Also we want to show you our plans and what's ahead.

Our goal was always to make this game with the community and for the community and this goal hasn't changed since the beginning, however the road to get to this point was long and bumpy, and we weren't aware of many challenges related to building such a complex game when we first announced it.

Yes, the game was announced way too early.
Yes, we made mistakes in communicating with players.
Yes, the development took us way longer than we expected.
Yes, we've set ourselves deadlines in the past which we weren't able to meet.
Yes, we've overcomplicated a few mechanics and had to redo them many times.
Yes, we didn't have enough funding or experience when we started working on such an ambitious project.
Yes, we were naïve at the beginning. But we treated those stumbles as a learning experience and we never stopped working on the game.

Our story

We started working on the game in 2017 and the first specific release date we've set for ourselves was in 2019, but then we started to find more bugs and we quickly realized that without any demo or beta version we don't know if players will enjoy our game at all. We decided that making a Demo (preferably in the form of a free-to-play prequel - The Prologue) is the best way to gauge the interest in the game and to gather feedback about the gameplay as well as performance on different machines.

Aside from a few issues to fix, releasing The Prologue in 2020 was a success - both in terms of gaining the community's interest and the percentage of positive reviews. Our plan at that time was to release the Early Access a few months after the Prologue with all the buildings available at the time unlocked and without translations other than English. But an overwhelming feedback from players and from investors made us realize that the expectations for this game are a lot higher and that with additional funding we were able to gather, we could not only add translations, but make this game a lot better overall - that's why we decided to postpone the 2020 Early Access release.

Then we focused on: updating the Prologue, making the workshop in-game bug reporting system, fixing reported issues and adding translations to the prologue. Later we switched our focus to upgrading the main game - especially the graphics, upgrading the engine version and re-making, among other things, new vehicle physics, detailed player creator and a new, more realistic terrain system. Basically the whole game was reworked to be better, more detailed and more realistic but it took more time than expected.

Fast forward to 2022 - a year of Occupy Mars: The Game Early Access release (as we initially planned). In the first quarter of this year we launched Beta Playtest Signups and over 30k people signed up to the Beta in less than a month. We can't select which of those people gets Beta Access, we can only select countries and type the number of people. After overwhelming feedback from the Prologue we knew that for the Beta we needed a slower approach. We prepared detailed feedback forms and started letting people in – a few hundred more with each build – in order to have time to read their feedback after each build and fix reported issues.

The majority of people were still waiting for access mostly because translations for languages other than English were not ready and also because we realized we need to completely re-balance the Freeplay sandbox mode to allow more gradual progress of Technology Trees (not easily doable in the Early Access phase - doing so would make the gameplay completely different, and such an update would render all previous saves invalid, which we wanted to avoid). This turned out to be another daunting task which consumed many months of this year. Simultaneously our team grew and we divided our work into sub-teams (one focusing on the campaign mode which was not enabled in the beta, another one on the core functionality, another one on the initial Co-Op mode development etc).

Suddenly we are in Q4 and we were strongly advised (by people much more experienced in the gaming industry) against releasing in the "hottest AAA timeframe" which is around Christmas / last months of the year. Meanwhile we also had to prepare graphics materials and build pipelines in preparation to simultaneous launch on Steam, Epic and GOG. Therefore January 2023 became the new date for Early Access release.

The case of Publisher - do we have one or not after all?
This story is also more complicated than it seems. Most people don't know that PlayWay is not a typical publisher. They help companies like ours at an early stage, they share their know-how but they don't "Publish" the game for us in the normal meaning of the word - we Publish it on our account with their guidance and advice, but we are still a small team without a marketing budget.

That being said, we don't rule out the possibility that we will look for another / external publishing partner because we are aware that without a marketing budget for advertising on release - all these years of development may go for nothing if not enough people know about the game.

We want to keep expanding this game after the Early Access release and add the Co-Op mode, but for that to happen the release needs to sustain us financially well enough so that we can keep the lights (and computers) on for the Mars team for the next 6-12 months. So while we aim for the January release, if we find a publisher who can support us, there is a possibility the game will get delayed to fulfill publisher's suggestions; otherwise we will be releasing the game ourselves according to plan - in January.

Beta Status

The Beta is still ongoing, we are still working on translations and the rebalance changes mentioned above and we will open the beta to more players when it's feasible for us to do so. The game will be much better after those updates. The beta will be finally disabled the day before the Early Access launch. You can follow the beta changelogs here.



Upcoming Kickstarter

We have prepared a Kickstarter Campaign to be launched very soon which will help spread the word about the upcoming release of our game. It will also help us determine the next steps. Depending on the unlocked campaign goals we will set the priorities of updates after Early Access release.

Preparing the Kickstarter campaign was also an opportunity to create unique perks and rewards that we want to make available to you as a thank you to our loyal community. Make sure to follow the Kickstarter Page to get notified on launch.



Roadmap

That's not all, because we are working on a Detailed Roadmap [WIP] showing much more information about game's current state and what functionalities and mechanics we plan to add in the future.

This is only the first version of the roadmap, we want to update it together with you - our community, and it will definitely be updated after the Kickstarter campaign.



Weekly Streams

Since March 2022, every Thursday evening (at 5pm CET) we are doing regular weekly streams (Chat & Pizza with developers) on our Twitch and Youtube channels where we are showing progress of the game and where curious ones can take a peek at the current state of the game. For example our last stream:
https://youtu.be/n43hHliMy2M?t=622
Monthly Devlogs

We'd also like to remind you that the Monthly Devlogs are also a thing and we'll keep publishing them on Steam. The Devlogs are dedicated to Early Access content, and generally what's happening in the team, not only about the Beta. Scroll down to read them all here. For example our last devlog:
https://steamcommunity.com/games/758690/announcements/detail/3410939663290390665
Summary

So this is our story, sorry for a longer devlog than usual.
As you can see it was rough - but we've made it so far and we have no intention of giving up now!

And now we are entering the final preparations for the January release.
We want all of you to enjoy this game and expand the Early Access together with us.

We aim to give you the best game we can, but we are aware and ready for the needs for improvements that might arise after our Early Access release. The game won't be perfect on release (that's what Early Access is for after all, to iron out such problems), but we want to focus on the future and be as open and transparent as we possibly can. We know we did a lot of things wrong, but this update is our first step towards repairing that.



Yours,
Occupy Mars Team

P.S. If you have any more questions for us, please leave them in the comments section. We'll answer them to the best of our abilities. :)
Nov 30, 2022
Wolcen: Lords of Mayhem - Yuzu
Hello, Ascended!

Here is bugfixing patch 1.1.6.9., which fixes an issue that caused skills to become unresponsive, resolves several softlocks, and adds some more tweaks to Wolcen's online component.

Please keep your issue reports coming! You can also reach out to us on our Discord.



  • Fixed an issue which would cause active skills and dodging to not respond to player input after interacting with certain objects.
  • Fixed a backend issue which would sometimes cause a "Disconnected from Server" error when loading into characters with large amounts of items.
  • Plugged various server-side memory leaks.
  • Revised the targeting behaviour for player Summons. They should now be less clingy and more eager to engage enemies.
  • Fixed a navmesh issue which could sometimes cause the player to be trapped or have limited movement during the "What Lies Below" mission.
  • Fixed an issue where the the hunt trail would fail to spawn correctly during the campaign's Hunt Tutorial sequence.
  • Fixed an issue which would prevent the player from being able to complete the "Clear the area" objective of Chapter II's The Darkest Dusk mission.
  • Resolved an issue where the environment map of an Expedition's third level would fail to load, sending the player into the hungering void.
  • Fixed a curious issue which would cause the player to die if they stayed idle for an extended period of time after killing certain bosses in the campaign.
  • Resolved an issue in multiplayer where Player A would not see Player B's movement or rotation, and instead see them "teleport" around.
  • Resolved an instance where the player's quest feed would fail to update for some time after dying during Chapter III's "The Gates of Fury".
  • Fixed several visual issues that would result from quitting to the main menu and reloading during Chapter II's "Cordial Invitation".
  • Fixed an interaction between Wings of Ishmir and Bladestorm which would negatively impact player damage.
  • Fixed an issue where Aether Jump's "Spatial Puppeteer" ASM would incorrectly place enemies depending on game latency.
  • We've kindly asked Wolcen's monsters to stop spawning out of bounds or below the ground during certain endgame operations.
  • Fixed a desynchronisation of the cursor graphic and its actual position when switching to a resolution of 1600x1200.
  • Prevented Sovereign Shout from briefly affecting the lighting in certain level environments.
  • Closed an item duplication exploit. Naughty.
  • Closed a crafting rollback exploit that would cause a server crash.
  • Cleaned up graphical elements in the small cave secondary area.
...