Generation Ship - KillerJoe
The main part of this iteration was a huge update of unity and the related packages. It had around 50% fps improvements, but there were many crashes when building the game and also on runtime, so I had to downgrade again. But I prepared for all necessary changes, so I will try it again next year.

Interior Item Construction Shader
I changed the interior item shader to make them more visible. It’s essentially the same as the rooms, but more visible and detailed.



New Interior Model
To improve the development speed I have started purchasing 3D assets. I used several tools to integrate it to my workflow to keep a consistent style. As an example, I updated the N² and O² Releaser. The gas bottles are the same as from the boxes and will show the internal filling state inside of the interior item.



Visualize Resources of Interior Items
To visualize the amount of a resource that's inside of the machine, it's now possible to show this by the amount of visible e.g. Gas bottles.



Hydroponic Box
To test another kind of asset I added a hydroponic box, where plants can grow. It can also show the progress by visualizing plants growing inside of the item.



Plant growing
Similar to the gas bottles, I also added some visualization of the progress to the new Hydroponic Box.



Multi select Interior Items
Multiple Interior Items like bed can now be selected at the same time. It shows an overview about the resources inside, the workers or residents and much more.



Colorizing Resource Overview
I added colors to the Resource Overview, to hint if it's increasing or decreasing.



Other changes
  • Fixed Savegame not working
  • Fixed not working Interior Configurator (thanks to Ichao)
  • Fixed bug when person died
  • Fixed bug when person stop causing other person to update, doing the same task
  • Fixed hiding selection panel when start transfer resources
  • Fixed several other bugs found with automated tests
  • Fixed wrong positioned Barrel icon in Problem Icon Overlay
  • Fixed not working working-lights and effects
  • Fixed not able to assign eating with PiMenu in a private room for residents
  • Show Private hint also in Activities
  • Add "Create New" Button at the top of Blueprints in Buildmenu to make it more clear
  • Don't stop timewarp when person arrived. Should be till the end of the activity.
  • Don't update the door in the interior editor, so the door stay open.
  • Tooltips in PiMenu causing closing PiMenu (on hover)
  • Added a "No Action" for PiMenus
  • Removed activity icon from ProblemIcons, due to outdated
  • Reduced size of problem icons in scene
  • Moved Public Private Activity to an icon with tooltips
  • Make Interior Items renamable
  • Added description for Mood (thanks to Ichao)
  • Prevent opening PiMenu when click on the ui

Want to see more?
I also post the progress and more pictures to our Discord:



And don't forget to wishlist and follow us to keep up to date.

https://store.steampowered.com/app/1638030/Generation_Ship/
Dec 22, 2022
Gunner, HEAT, PC! - Josh
GHPC Early Access has been updated to version 20221218.1.

This is a minor update, introducing small adjustments and bug fixes.

Happy holidays from all of us at Radian! We're looking forward to another great year of GHPC development.

Changelog

  • Added flavor text in campaign mission briefings to hint at the current logistics strength of each side
  • Reduced graphics strain of rendering muzzle blasts and bore evacuation smoke, especially from gunsight view
  • Reduced graphics strain of rendering flames
  • Adjusted logistics penalties for losing vehicles and crew in campaign
  • Introduced occasional "reinforcements" to partially restore logistics strength during campaign
  • Reduced accuracy of ATGM emplacements and APC machine guns
  • Fixed an issue that could break mission briefings during missions
  • Fixed player view visibly starting under terrain and teleporting to starting vehicle in campaign missions
  • Fixed music not respecting volume settings
  • Fixed BTR-60PB wheels being impenetrable to all munitions
  • Fixed an error that was spamming the player logs

Thanks for playing!
On the Dragon Wings - Birth of a Hero - akyzsenanur


Hi Dragon Riders! Developer Survey - 1 is with you. After successful Beta V3.8.4 Release, Let's talk about the new feature. Please share your feedback and feature ideas with me.

WHICH NEW FEATURE SHOULD BE DEVELOPED FOR "ON THE WINGS - BIRTH OF A HERO"?

SUPPORTING STEAM VR
Imagine that you are on your Dragon and flying with her on the Sky and you experience this with Virtual Reality Device!

OR

COMPLETING MULTIPLAYER - DEATH MATCH MODE
You select your Nickname, enter the lobby and start to ride your Dragon with 24 Dragon Rider Expert like you and try to burn them all until you remain as last survivor on the area!

Dec 22, 2022
Idling to Rule the Gods - Ryu82
Changes for Version 4.02.1367 (2022-12-22)
Happy Christmas everyone!

- Added a small christmas event. It requires being online to start it and it will start at around 16:45 in gmt+1. Sorry this time it is only small with no new pet, the last months were rather bad for me so I couldn't work much on the game. The event has the usual event campaign and you can get the candy canes again if you missed them out from last year. This time you can also upgrade them further, up to +25. You can upgrade them with event currency, pet stones, or after you have both at least +20, you can pay a small sum to instantly max them out to +25.
- If you have trouble with saving online, this might also affect the event or patreon bonuses, there might be problem with your virus scanner. Sadly someone else was brute force attacked who uses the same IP as the server where the ITRTG online saves are located. There is no issue with the ITRTG saves or database, but some virus scanners like Malwarebytes blocked access to that IP. If you use such virus scanner, you can add an exception to https://shugasu.net so the online saves would work again. Sorry for the issue here, but there is nothing I can do but wait. I already reported it to my hoster and hope they can resolve this.
WorldShards - Darkfall
Lore - The World of WorldShards

✨The Story So Far
Murrlandia is a magical, mysterious world filled with dormant ancient magic, mysteries and dangers. A world full of flying islands soaring in the sky, divided by an endless void filled with invisible magical currents and insidious winds.

The original inhabitants of Murrlandia are the Meowkles, originally peaceful furry cat-like creatures who were once the only sentient inhabitants of this land.

But a terrible cat-aclysm (meow) split their planet into millions of pieces and put an end to their civilization. Now they cling to life on tiny islands floating over the ruined heart of their world, retaining only memories of their former prosperity and power.



✨Races

  • Meowkles — cute furry creatures — are the native inhabitants of Murrlandia. Usually, they live in groups on the biggest flying islands. They are engaged in agriculture, crafting and trade.
  • Monsters — A magical storm brought to Murrlandia many creatures the Meowkles had never seen before. Bloodthirsty monsters inhabited the wild islands. They always welcome uninvited guests - and a free lunch.
  • Wargs — Uninvited guests who appeared in Murrandia after the disaster. Their goal is to take over the fertile Murrlandia and relocate there from their poor and perishing planet. They do not consider peaceful coexistence with the inhabitants of the planet to be a worthy endeavour: why compromise when everything can be taken by force?
  • Humans — They, too, are uninvited guests in this world, having been snatched from their home world and brought to Murrlandia by the raging magic of the Mana Stones. Those who survived after being teleported to Murrlandia’s life-threatening islands had to become warriors, builders and explorers. Humans bravely conquer a new world full of mysteries and secrets. And it is up to them which role to take - to become saviours or cruel invaders.

Game Features

✨The World Now
The world of Murrlandia has been shattered into pieces! You will travel to islands with different biomes, united in small archipelagos. To get from one island of the archipelago to another, you use the debris floating between them or your own wits - by solving a puzzle. On the wild islands, you will be able to gather resources, explore ancient ruins and interact with the monsters that live there!



✨The Portals
The portals will allow you to travel and explore wild shards! They can be found at your home shard. Even if they are activated without relics, using relics will still affect your portals. If you want to travel to a new shard with specific resources, you will need to use your relics wisely!

✨The Wild Shards
The islands, also known as wild shards, are a product of procedural generation mixed with a caring human touch. Every shard will be different and will be made up of several biomes. They will contain new resources to gather, NPCs of all types with their own level of development, puzzles, secrets and a lot more! If you want to discover the story of Murrlandia, you will need to visit as many Shards as possible and solve its secrets and complete the quests!

✨Monster camps
Settlements of wargs always contain a lot of valuable and interesting things.
You will always have a choice: try to defeat the monsters, get to the treasure unnoticed, or try to solve the problem peacefully, using the system of desires and relationships with monsters.
What will you choose?

✨Exploration
As you explore the wild islands and search for resources, you will come across various interesting objects - landmarks. They will gradually tell you the story of WorldShards. Due to their number and variety, even the most active players will always find something new during their explorations!



✨The City
After the cataclysm, the world split into shards and no city survived. Humans decided to build a new one, which became the main city in Murrlandia. There you will be able to visit shops, start new quests, use the auction house, join a clan and make new friends!

And that’s not all, as the Bulletin Board will be waiting for you. Do you need wood? Process a rare stone on a high-level crafting station. If you cannot fulfil the quest's requirements, do not worry! Other players can help you with the quest and get rewarded accordingly.



✨Living world - Wish system and relationships
Murrlandia is a dynamic world with a life of its own. All its inhabitants have interests that you will be able to influence with your actions.

Not all creatures encountered in wild locations are hostile to you. Many can be neutral or even friendly. When you meet an intelligent creature, do not rush to draw your sword: you may have something in your inventory to help you establish contact.

The attitude of different groups and various monster tribes can vary depending on your actions - both locally and globally. Being good to everyone won’t work either! For example, do you remember that small tribe that you helped? That action may have provoked the other clan and made them your enemies. Also, how will some Meowkles feel when they know you have been helping the Wargs?

✨Auction House
An auction is an important part of the game economy and the primary source of in-game currency. You will earn currency when selling resources and items to other players.
Any item you can find, craft, or otherwise obtain in the game can be sold or bought at the Auction House.

✨Social Life
Once in the capital shard, you will be able to see other players that are spending time there too! You will be able to communicate with other players, find a team for adventures, make new friends, and much more. That is not all; you will also be able to create a clan, recruit mighty adventurers, invite friends and set up a clan island to access new co-op mechanics.

Alliances will be part of human life in Murrlandia as well. If you’re an achievement hunter — completing social goals will unlock new achievements!

✨Equipment
Although Meowkles are peaceful creatures, since the appearance of humans and monsters in Murrlandia, they have become well-versed in weapons. Smiths can share blueprints for various unusual weapons or equipment - for a fee.
You will be able to use every type of weapon available in the game and build up different strategies for fighting the monsters. Using a smart combination of equipment items will grant you great bonuses that will make you stronger!



✨Crafting Stations
You can build crafting stations and buildings on your home island using construction mode. The quality of the buildings can affect the crafting stations’ efficiency and grant buffs!

There are two types of Crafting stations:
  • Refining Stations - used for refining basic materials.
  • Crafting Stations - use your recipes to craft different items. From potions, consumables and gadgets to weapons and equipment. There are a lot of recipes to discover!

That's all for today, if you like what you've read so far, then make sure to join our community, both here on Steam and over on our official Discord server, and naturally, if you have any questions about the game, the story, or our vision, ask away!
Dec 22, 2022
End State - Toni
Merry christmas and happy new year! Special thanks to everyone leaving us feedback, this has helped us a lot to understand where we are from players point of view.

This update allows player to advance further in the campaign but the content is still mainly place holders or repeating previous maps and models. We will now take a small break in the next few weeks and continue towards our next update in January 2023.

Content:
  • Added a second region for more missions which repeats existing maps for now
  • Initial tier 2 items
  • Hiring now costs actual money, you can hire more operatives, more details in hiring screen and you can now unlock one more operative slot from one of the missions
  • Work in progress implementation of bandages & medical
  • You can now wait in strategic map to restore health
  • Squad now moves along roads in strategic map
  • Completing missions now gives a money reward

Bug fixes:
  • Movement UI lines no longer draw on top of units
  • Fixed a crash when enemy turn was changing to player turn

Other:
  • Early Access ending now comes much later giving players more chance to play around
  • Added settings for shadows and ambient occlusion (can help with performance if you have low fps)
  • Added unit stance keyboard shortcuts
  • Ammo status is now shown for weapons in inventory
  • Improved strategic map terrain rendering
Dec 22, 2022
Trombone Champ - Mr. Holy Wow
We just pushed a very small update, 1.0895. This only does a handful of things:

  • Adds two new achievements for getting S scores on 25 or 30 tracks.
  • Adjusts some code in the gameplay scene to facilitate the function of some mods.
  • A few tiny adjustments for 16:10 displays.

Have a good holiday weekend, everyone!

-Dan of Holy Wow
STALCRAFT: X - EXBO
We will perform server maintenance for EU, NA and SEA regions, on the following schedule:

[Scheduled Date & Time]

December 23th, 2022
AM 9:00 ~ AM 11:00 (CET)
AM 3:00 ~ AM 5:00 (EST)
PM 4:00 ~ PM 6:00 (GMT+8)

The schedule might change due to some unexpected issues.

During the maintenance time, the STALCRAFT servers will be unavailable.

We apologize for any inconvenience this may cause you. And thank you in advance for your understanding and patience.

If you have any questions, please visit our Support website.

Regards,
EXBO team.
Smile For Me - LimboLane
While preorders are open for Smile For Me on Consoles, players on Steam receive a FREE UPDATE TODAY!

The Bloom Update is the definitive version of Smile For Me, in partnership with publisher Serenity Forge.

Graphics have been updated, visuals improved, and in-game music has gotten a mouthwatering remaster! Smile For Me has never looked or sounded so tasty.
Controller support, new settings, and stability improvements make the game easier than ever to play.
Returning players also should keep an eye out for brand new art and easter eggs, hidden all around the Habitat. What will you discover?



THAT’S NOT ALL! The game’s DLC has gotten a big upgrade!
The Smile For Me Digital Soundtrack has been fully remastered, with 21 gorgeous music tracks - including Louie Zong’s delicious track from our brand new trailer!
The Smile For Me Digital Artbook also has oodles of new content, totaling over 100 pages. Never-before-seen concept art and commentary by developers Yugo Limbo and Day Lane provide insight into how this weird world was brought to life.



When Smile For Me releases on consoles in Spring 2023, Steam users can look forward to new languages on PC! Smile For Me will be playable in French, German, Spanish, Portuguese, Russian, Chinese, Korean, and Japanese.

There’s tons to sink your teeth into. So bare your fangs, dust off your bouquet, and join your friends at The Habitat!



The Bloom Update is live now on Steam for Windows and MacOS.



We’ll be making updates and bugfixes as necessary in the coming weeks.
Contact support@serenityforge.com to report any update-related bugs or issues.
Desktop+ - elvissteinjr
The ninth preview build of the new in-development Desktop+ version is now available.

These builds are supposed to give a glimpse into the ongoing development process.
The NewUI branch should be fine for daily use if you can live with the missing features. Don't treat it as stable, however, as it just isn't.
While bugs are to be expected and there are a few known issues already, feel free to report anything you find in the NewUI Preview Build bug report thread.

What is Desktop+ NewUI?

Desktop+ NewUI is what eventually will become Desktop+ 3.0.
See the announcement post for the NewUI Preview Build 1 for more details.

What's new in Desktop+ NewUI Preview 9?


Desktop Mode Returns
...or rather, it's in usable shape again. The new desktop mode comes with per-monitor DPI-awareness (old UI only had fixed DPI on launch) and can be fully keyboard controlled.

While the old UI showed the exact same interface in VR and desktop mode, the multi-window approach of the new one doesn't lend itself that nicely for this.
To minimize time spent on desktop-mode-specific interfaces, both the Settings and Overlay Properties windows are combined into one with no other changes, with an adjusted overlay management list sitting on the landing page.

With proper documentation still unavailable, here are the controls for desktop mode:

Mouse
Left Mouse Button
Interact with Widgets
Right Mouse Button
Context Menu on Overlay List/Edit Slider Value
Mouse Back Button/Backspace
Return to Previous Page
Mouse Wheel
Scroll/Move or Rotate during Overlay Drag
Keyboard
(activate keyboard controls for these to work)
Arrow Keys
Navigate/Activate Keyboard Controls
Spacebar
Interact with Widgets
Esc
Cancel Widget Selection
Enter
Confirm Text Input
Menu Key
Context Menu on Overlay List
Ctrl
Hold on Overlay List Entries while Navigating to Change Order


New Drag Settings
Two drag settings were added to allow for more precise overlay arrangements:

Fixed Distance:
Force a fixed distance between the overlays and the user. The distance can set to be based off a sphere or a cylinder shape, as well as optionally be curved and tilted along the chosen shape.
The reference position for this is always based on the headset position, but is only updated when the dashboard is brought up or drag-mode is toggled on if the dashboard is not active. Small changes in position are ignored to allow for a more fixed reference position between adjustments.
Using stick or touchpad to change the distance of an overlay during a drag will adjust the Fixed Distance value while this drag setting is enabled.

Snap Position:
Snaps the position of overlays to a chosen interval. Resizing during a drag also snaps the overlay size to this value. Overlays are snapped based on the position of the center point of the bottom edge.
The Manual Adjustment movement buttons will use the Snap Position value as increment/decrement steps while this drag setting is enabled.


HMD Floor Position Origin can now Spin
The new additional setting appears when select the HMD Floor Position origin and will make the origin point turn with the HMD.

Removed Jump To:
This functionality hasn't proven to be useful with the way settings ended up being laid out in the end. The regained space from removing it helps finding specific settings more.

Other Changes
  • Added ability to use shift+mouse wheel during desktop mode drag movement to adjust the overlay size
  • Added quick access to toggling overlay visibility (double click in Overlay Bar) and overlay properties (right-click in Overlay Bar)
  • Fixed Desktop+ laser pointer not working in SteamVR Beta 1.25.1 and newer*
  • Fixed Floating UI getting stuck when closing the dashboard while pointing at the primary desktop overlay
  • Fixed Floating UI not being interact-able after switching between overlays too fast
  • Fixed misc batch files not running the powershell scripts properly when running as admin
  • Fixed overlay offset values not being apply to Seated Position origin overlays
  • Fixed HMD Floor Position origin not updating during overlay drags
  • Fixed smooth scrolling being disabled on overlay after drag
  • Fixed Desktop+'s own window not being listed as a potential window capture target
  • Fixed window capture not resetting to previous window when canceling Graphics Capture target selection in Overlay Properties window
  • Additional offsets are now considered advanced settings (hidden unless enabled by setting)
  • Drag settings no longer apply to gesture drags (they didn't work right before anyways)
  • The current overlay is now highlighted when hovering the title bar of the Overlay Properties window
  • Title and icon of the Overlay Properties window is now translucent when the current overlay is hidden
  • Various other minor UI fixes and adjustments
*The underlying issue is caused by a regression in SteamVR. A workaround has been applied to make the laser pointer work again in most situations. There may be conflicts when the SteamVR system laser pointer is active while the dashboard isn't.

The NewUI Preview branch also includes all changes of the stable branch up until now (v.2.7).
Browser overlays are available in the separate NewUI Preview + Browser branch, as explained in the initial browser overlay announcement.

Some of these additions were suggested in the Steam discussions. I may not always respond to suggestions, but I do read everything posted.
I'd like to thank everyone for their input there.


Desktop+'s Steam release was almost two years ago already... time flies but I'm still at it. Hoping to get 3.0 finally done next year.
I hope you're having a great time with whatever may be going on for you at this time of the year.
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