Trombone Champ - Mr. Holy Wow
Hello - we'd previously pushed a small update, but it turns out this created a pretty major conflict with some of the core mods, so we've temporarily rolled it back. If you installed 1.0891 and can't hear trombone sounds, try restarting Steam - there should be a new "update" available, which basically restores the previous version.

Sorry for the inconvenience!

-Dan of Holy Wow
Dec 16, 2022
Pixel Strike 3D - Forever
The 9.7.0 (Christmas) update has arrived! We've switched all of the text in the game to our new pixelated font, bringing a fresh look to the UI. Don't miss your chance to get the limited-time Christmas items from the event shop!

Additions/Changes
  • Christmas Event started
  • All text updated to use new font
  • New Settings menu with new options
  • Battle Passes now take less time to complete
  • Elite Pass double xp shows properly in-game
  • Nametags are now only visible within a close distance
  • RPG rockets no longer collide with the player who shot it
  • Many weapon balance changes (see Discord)
  • Sniper scope sway and flinch has been reduced
  • Server select moved to Settings menu
  • Player’s platform now visible in Scoreboard and Profile
  • Updated mouse locking system to prevent losing your cursor
  • Pull-out animations sped up for M60 and RPD
  • Weapon slots now show icons for equipped weapon skins
  • Removed level restrictions to play game modes
  • Various bug fixes and improvements
Instruments of Destruction - Radiangames
Let's jump right in with a couple GIFs of the Grappling Hook:



That's using the hook to do more damage than pulling.



And that's using it to do more pulling than damage.

Same vehicle, same part, just with different settings. It's a very bland vehicle, but incredibly fun to play with the hook. I think this might be the single best part in the game, but it's too early to say for sure.

HOOKED ON YOU

I originally created the grappling hook part back in mid-2021. It has many hacks in how it works, and it looked pretty wonky a lot of times, so I disabled it ahead of the launch earlier this year. It was the most-asked-about "coming soon" part, and I've put off working on it because I was worried it could explode into a much bigger task. Ropes are pretty difficult to work with, and I didn't really want to deal with the grappling hook's rope that much, as I couldn't really remember how I made it change in length, but I knew it wasn't a great method.

Turns out, it barely mattered. The rope is not really that important to the grappling hook, and I'd already figured that out (apparently) last year. The scaling of the rope works well enough, and I just had to tweak the visuals a bit and make it shorten its length more aggressively. The two most important parts of the hook are the (invisible) spring between the cannon and the hook itself, and the destruction damage caused by pulling on a building.

The spring just needed a few tweaks to make it stronger and more adjustable (by the player). The damage code had a simple math bug in it, and once that was fixed, I only had to tweak a few settings to get it working well.

So what should happen when a heavy vehicle pulls hard on a structure? Should the vehicle get pulled towards the building at high speed, or should the structure rip apart and come flying towards you? The answer is both, but it's really up to you which happens more. There are multiple sliders in the advanced mode setting that let you customize how the hook functions. It's also powerful enough that you really only need one grappling hook for most cases, but you can certainly use more than one if you want.

The biggest problem with using more than one is the controls aren't ideal for that case. By default, E fires the hook, and E also recalls it (without pulling on anything). If you want to pull towards the attached object, you press Q. It's still a little bit wonky at times, but generally just try both E and Q after you fire it out and you'll get the hang of it pretty quickly. Once the hook gets close enough to the cannon, it auto-snaps back in place.

[With two or more, the ropes can get out of sync because they can get caught on things when returning. Not always a problem, and it can be messed with to fix it, but it's definitely an issue.]

v0.205 CHANGELIST

The grappling hook is the shiny new thing for v0.205, but there are a lot more nice changes below. Here's the full changelist, then I'll highlight a couple important new things:

  • Added new part: Grappling Hook
  • Added optional outputs for bombs, pistons and limited rotation pivots
  • NOTE: Bombs activate (for 1 frame) when they explode, pistons and pivots activate the +/- outputs based on reaching the ends of their limits
  • Added locking mechanism for the following parts (assign a key to use it, can also be a toggle):
  • Sliding pipe, Axle/Axle S, Flex Swivel, Flex Pivot, Free Swivel, Free Pivot, Socket
  • NOTE: Locking doesn't completely stop any movement/rotation, just slows it WAY down
  • Changed advanced mode slider behavior with SHIFT (increments slowly towards cursor)
  • Changed it so you get the active cab type when you reset a vehicle or delete everything (instead of always the 1st one)
  • Reduced the delay between multiple bombs exploding (player bombs are almost instant)
  • Fixed ultra-slow connector generation in certain cases (would cause reloading the level to take 20+ seconds)
  • Fixed center of mass not being correctly calculated when entering play mode
  • WARNING: This will mess with some vehicles, particularly flyers
  • Fixed flex arc not lining up when previewing the placement, and being the wrong default size
  • Fixed flex beams having the wrong alignment for one of the connectors after rotating + playing the game
  • Level Editor: Fixed focus on selection not working for meshes, loop centers, and joints
  • Fixed pistons ignoring input strength for multiple modes (Auto-Extend/Retract and half of Oscillate)
  • Fixed phantom parts getting saved to the vehicle file in edge cases (ignore them on load)
  • Fixed copy-paste settings not updating the part shapes for ones that change dynamically (such as suspension)
  • Fixed a few localization issues
  • Disabled motor torque spin debug message
  • Reduced chance of broken metal forming a jointed structure (by 40%)

The new optional outputs for the Bombs/Pistons/Pivots let you trigger other parts for specific events/etc. It's pretty easy to add new outputs for most parts (except certain joints), so let me know if you want them for other parts. The Grappling Hook will probably get them at some point.

The locking mechanism for certain joints was a recent request, and it actually lets you do some interesting new mechanical contraptions. Note that it doesn't fully lock the vehicle/joint, but this is the closest I could get after hours of trying different approaches.

WALKER FEATURED VEHICLES

The video for Walkers is still being worked on, but winners will be announced soon. The theme for the next contest is also chosen (Ballistas), and I'll go over some tips/hints about the best rope settings/designs in the next Steam post as well. If you want to see the overall conclusion, check out my Workshop page (the 2nd most recent upload).
Dec 16, 2022
Gatedelvers Playtest - Mag
- Made tutorial more chatty.
- Removed Crates from the Archives.

- Adjusted Puppet animations.

- Fixed throw prediction visuals not working properly in the Pocket. (Reported by Wunarg)
- Curse Pools now spit out items they don't like (most consumables). (Reported by Wunarg)
- Bosses should no longer continue certain attacks after receiving lethal damage. (Reported by Wunarg)
Dec 16, 2022
Swordsman VR - SinnStudio
Between December 16 and December 28, use the Candy axe to kill 5 enemies in Finisher state (execution) to be entered into our Christmas live stream prize draw! We're giving away x2 PS5s, x2 Meta Quest 2s, and x4 studio merch packages.

To enter the draw and learn more about the contest, check out the Contest channel on our Discord server: https://discord.com/invite/sinnstudio

Swordsman 1.74

[Improvements / Content Update]
- 2022 Holiday Draw
- AI can't be stunned by weapons while attacking, prompting you to parry
- AI attacks less often, but moves around more
- General performance improvements
- Some Holiday decorations added

[Bug Fixes]
- Fixed some weapon item descriptions in shop
- Permadeath failed to delete certain progress
- Some users were not seeing UI text
- Doomfist could fail to kill enemies in certain situations
- Skin color failed to load correctly on VR hands
- **(PC, PS4/5)** Horde map failed to load

Roadmap: https://trello.com/b/nDGVDca9/swordsman-vr-roadmap
TechnoMagic - Nesquik
Till December 18th all technomagicians of level 5 and higher can participate in the Tournament of Equals, and will receive a reward for winning 1-3 particles of eternal ice and points in the personal ranking "Triumph".
There is rules of participation:
  1. You must register in the journal in the Academy Square to participate in the tournament.
  2. Each participation in the match requires one ticket. Every day at the entrance to the game there will be 10 tickets available, an unlimited number can be purchased for coins in the Rarity store.
  3. Fights are held under equal conditions - all participants get equal parameters and the same spells.
  4. Only power concentrates and gems that can be found in the Rarity store can be used as ammunition in the battle.
  5. In case of victory you get from 1 to 3 particles of eternal ice and one point in the personal ranking "Fighter".
Several new medals have been added. The line of medals for the use of spells "Confrontation II" and "Explosion II" was extended. Medals of this line can be purchased in a special character section. Levels that are required for activation: 18, 21 и 24.

For those who like to test their fortune in the wheel of Fortune a line of medals "Irredeemable gambler" is now available. The necessary requirements for obtaining medals are rotation of the wheel of fortune for crystals and fortune tokens. Rotations for daily fortune tokens ( handed out when you enter the game once a day) count towards the rotation of the wheel of fortune for tokens. The daily fortune token is deleted at midnight. Medals of this line cannot be purchased.
For adepts of ice magic there is a line of medals " Ice power", which can be obtained for the use in combat spells "Ice cloak II" in humans and "Ice igloo II" in dwarves. Medals of this line cannot be purchased at this time.
The effects of "Ice cloak" and " Ice igloo" spells have been greatly enhanced.

Note: On Monday, December 19th, the next season of the Observatory and the Technomagician contest will begin.

Have a great weekend!
Dec 16, 2022
Down Fast VR - Ramb0 N1nja
Watch me play Down Fast VR.

Can I beat the fastest times on the leaderboards?
Dec 16, 2022
AOI - 道尔大魔法师
优化体验
Hello Neighbor 2 - irris_place
Hello Neighbor 2 has just received it's first Update!



This update focuses on various fixes and improvements,
But also some AI upgrades as well!

Looking for a way to annoy your Neighbors even more? Might we suggest paint can!
Throw it at NPCs in a pinch, or set it as a trap if you’ve got more time. It’s a bit hard to look out for intruders when you’re trying to wash paint out of your moustache!



Ai Improvements

Watch out, your Neighbor’s are getting smarter and more suspicious! AI reaction has been improved and NPCs may consider you as a suspicious intruder even if you're not actually inside their properties.

All the better to hear you with

NPCs ears got a buff, so don't let them hear you messing around where you shouldn't be! Their reaction to meaningful actions such as breaking windows, alarm clocks, and other noises has been improved. So mind the racket, and maybe think twice before breaking those windows.

Need to make a quick escape? Or maybe Mr. Peterson nabbed that key it took you forever to get. Disarm Neighbors via a successful smack with most holdable items! But don't even think about going for Otto's gun! (Quentin wouldn't even know how to shoot it anyways)


The Hello Neighbor 2: 1.0 Update is live now. We want you all to have the best possible experience exploring Raven Brooks, to this end, we strongly encourage you to download this patch prior to starting your investigation! Look for additional improvements, performance and stability fixes, and general quality-of-life changes soon.

Thank you to our amazing community of players for your continued support and feedback, we wouldn’t be able to do it without you! As always, please share your thoughts in the comments on what else you'd want to see improved or added in the future. Or feel free to join our Discord server! We've recently updated our forums to make submitting feedback easier than ever!

Have a Happy Decimbir and a very Merry Guestmas!

Till next time!
tinyFox, tinyIra, & Eerie Guest

Follow us on social media:

Be in the Know at https://www.HelloNeighbor2.com
https://store.steampowered.com/app/1321680/Hello_Neighbor_2/

Full Patch Notes

Hello Neighbor 2 - Version v1.1.17.1 Update

Ai Improvements:
  • Paint Can feature added: Set as trap over doors or throw directly at Ai
  • Ai Reaction to paint cans: Paint-covered Ai will go try to wash paint off 🎨
  • AI Reaction to Player outside the Residence feature (shhhhh!)
  • Ai animation improvements
  • AI Reaction to Noise
  • AI Hit by Item
Fixed issues/Other improvements
  • Quentin no longer gets stuck in the tree house inside the table
  • The policeman no longer glitches out while eating his delicious donut 🍩
  • The cursor overlay when using Hello-copter/camera display has been fixed
  • The fire extinguisher is no longer a rocket: Quentin can’t abuse it to fly about town :(
  • Water sprinklers and water droplets are now visible on the balcony in the Bakery
  • Quentin no longer climbs out of the roof of the car in the Barn to the street
  • Baker's apron now looks cooler while she's crouching
  • Steak can now be picked up after respawning 🥩
  • Rod no longer yeets itself off the map
  • You can now switch TVs' sound off 📺
  • Ravens no longer hang in the air
  • Minor UI updates here and there
  • Various other small fixes and tweaks
Rush Rally 3 - GeG
Hello Rush Rally fans,

Thanks for all the support and comments since launching Rush Rally 3 on Steam.



Over the last few weeks, we've been busy working on some improvements (mostly suggested by you guys) to Cross Platform multiplayer. Here's a quick summary:
  • Force Start - if enabled, once 2 or more people are ready, it will start a global countdown which will start the race with all players (even if they have not yet readied themselves. This helps to keep games running quickly rather than waiting about in the lobby
  • Force Finish - if enabled, once the first person crosses the line, all other players have 30s to finish, otherwise they will become DNF, this will also return players back to the lobby if they hang around in game too much.
  • In game notifications disabled for people joining and leaving the lobby
  • Password protection so you can create private games
  • Randomise Host - if off, the creator of the game gets the select the track always
  • Randomise Event - if on, will always randomise the track each game. This one is for you @Montana on Discord!
  • Default Tuning - if enabled, the car will always have the default tuning applied at the start of a race (This still allows you to upgrade at your leisure and chose drive ratio)
  • Whenever someone is re-spotted, there will be a grace time before you can collide with them always, so you don't hit them when they spawn in front of you
  • All tracks are now unlocked in multiplayer (as long as the 'host' has them).
  • When joining a lobby, you will now see the ping of other players, their platform and if they are in game, it will show you how far through the race they are
  • The co driver is back in multiplayer on A-B stages (as he should be)
  • Cars should no longer fall through the world when someone joins mid load!
  • Timing issues are fixed on results screen


In addition, we've also:
  • Added support for multiple input devices (so you can mix and match pedals/handbrakes/wheels).
  • Turned on Anisotropic filtering, making the track look loads better.
  • And started looking into how liveries can be shared more easily. You can now save them locally and copy around manually, but we'll soon be adding support for steam workshop sharing to make things a little easier!

...