Jan 5, 2023
Moonshine Inc. - urbisia
Hello Moonshiners!

Welcome in the New Year!
May 2023 be filled with the best gaming experience.


Today we bring some fixes and improvements you asked for, so launch the game and check it out!

New features and improvements:
  • Main missions and side quests’ goals are now less demanding and are easier to fulfill
  • The skip tutorial button is now available on tutorial frames throughout the whole tutorial
  • Recreate function improvement – similar production apparatuses will be automatically assigned to recreate a batch if the initially assigned ones are in use
  • Cleaning and repairing got simplified
  • Added arrows nest to the sliders in the production menus to set the values more precisely
  • Added a possibility to pin recipe ingredients list in the Shop
  • Improved the visual feedback on the fermentation frame (related to a bad flavor spawns when yeast requirements are missed)
  • Improved pathfinding and clothing system for NPCs
  • Changed the location of a Subway Station Hot Spot to allow easier interaction with it


Bug fixes:
  • Save System further fixes and stabilization
  • Recreate Function fixes
  • Recreated Batch dismiss function fixes
  • Progression will no longer reset after completing all main missions
  • Fixed an issue with workers not crafting in the last region
  • Further localization fixes
  • Many more minor bug fixes in different areas

More news coming within two weeks, stay tuned!

Enjoy crafting!
Klabater
Digital Diamond Baseball V10 - DDBBAdmin
This patch contains a bug fix to address an earned/unearned run calculation bug.
ScrewUp - Intestz
Greetings, today we have a video showcase of the new design of the in-game UI. The overall UI is now around 70% completed, after all the UI stuff is done we can move to the Items and Monster DB next.

We also have some news about the new update, we expected the new update to be ready to release on the Steam playtest before the end of this month which will be available for everyone that owns a copy of ScrewUp, so stay tuned .


War Robots: Frontiers - Kaeden
The right combo can be lethal. Discover how each weapon in War Robots: Frontiers can change the face of battle in an instant!

Get the lowdown on how each weapon can transform your playstyle with your chosen Robot in the latest Spotlight video.
 

 
Subscribe to our YouTube channel and stay tuned for more War Robots: Frontiers videos!
Star Trek Prodigy: Supernova - Outright_Games_Social
🖖We’re back at An’Wu Station, Cadets & we're not leaving without Rok! Here's how we'll safely rescue her, shut down the C-Station & battle Drednok and the Watchers.
Quick, before the Sunstar explodes 🎮🚀🌌



#StarTrekProdigy
#StarTrekProdigySupernova
Power Chord - BBB_Jenn
Alright, band mates 👩‍🎤👨‍🎤 You've tuned your instruments, you've had your warmups. Now it's time for the real deal.

Power Chord is releasing January 26 on Steam

Send those demons back to Helmoth where they came from 😈



Wishlist now!
Viscerafest - Awesreek
So uh... This was just supposed to be a hotfix, but sometimes silly ol me gets carried away...
In all seriousness this may actually be bigger than the last update in terms of the scale of what's changed, or at the very least, it easily competes with it. So before we get to the patch notes lets do a quick overview of the headlining changes coming in this update.

A Boofier Shotgun

I made my dissatisfaction with Viscerafest's vanilla feeling Quad Shotgun known in the last update, and that big boi is still WIP when it comes to his slew of updates. But man... I just couldn't shake the feeling my baby the Bunker Buster needed some loving to... and after having played too much Shadow Warrior... and realizing Viscerafest doesn't have anything analagous to a rocket launcher... I did what came naturally...

So yeah the Bunker Buster now fires explosive rounds, you can blow up cracked walls now, deal splash damage that can pierce through enemy shields, all the fun quirks that come with wielding a gun that shoots explosives!

Massive Melee Changes
So I've been pretty satisfied with Melee for awhile now, but we've noticed a trend (particularly with inexperienced players) of folks not really understanding the utility and power of the melee attacks.
Now apart of this I feel is that the game doesn't do the best of jobs introducing you to them, but another aspect of it is being able to get in and out of close quarters combat without running the risk of being torn to shreds. I won't go into to much detail regarding the changes themselves, the patch notes are below, but suffice it to say we're hoping the tweaks and adjustments made will soften the blow for newcomers.

Completely Reworked Blood



Throughout Viscerafest's development I have been slowly updating and improving the art and assets as we progress, but this last month I took the plunge to finally completely redo Viscerafest's blood, both the sprites and the effects themselves, and personally I am very satisfied with the results.

Prettier Explosions and Weapon Effects
Up until this update bullet impact effects on player bound weapons were pretty simplistic, they were pretty much just single tiny poof sprites that emitted a subtle impact sound, but when I upgraded the Bunker Buster, I very quickly realized that iffy environmental impact effects weren't going to cut anymore. As a consequence almost every weapon in the arsenal now kicks up sparks, smoke poofs, etc... when your projectiles hit something that's not any enemy. But even the effects for hitting enemies have gotten a facelift in lieu of all the fancy new blood stuff.

What's more explosions have gotten alot of love, now kicking up firework esque trails, with the smoke properly reacting to the lighting rather than just being a flat additive material, and the fire having a more glowy hot material.

And More...
Look... we could keep going... there are lots of balancing tweaks, effects and sprite updates, crosshair and hitmarker changes, the final boss of chapter 2 has a new attack... etc...
But like... the patch notes are just... right there... so go ahead... read em...



Patch Notes


New Features:

  • The Bunker Buster now fires explosive rounds.
  • The Players projectiles have received fancy impact effects.
  • The Final Boss of Chapter 2 has received a new attack.
  • The Melee Uppercut now pulls from the Dash Stamina meter, but does not require stamina to be pulled off.
  • The Melee Uppercut now has I-Frames along with a stronger forward push.
  • The Melee Uppercut now has a charge meter below the crosshair.
  • Added Killmarkers.

Tweaks:

  • Reworked blood sprites.
  • Reworked blood effects.
  • New "Blood" inspired Blood trail effects when shooting enemies.
  • Both shotguns projectile models have been swapped out for sprite pellets with smoke trails.
  • Reworked explosion materials and sprites.
  • Reworked explosion effects.
  • Various misc sprite updates.
  • Various misc texture updates.
  • Reworked Weapon pickup sprites.
  • Reworked Deus Mortis sprites.
  • Reworked Plague Rifle sprites.
  • Tweaked scaling of on screen weapon sprites.
  • Reworked Weapon crosshairs.
  • Reworked Hitmarkers.
  • Reworked Melee Crosshair to be more immediately noticable.
  • The general Melee range has been moderately buffed.
  • The standard Melee attacks cooldowns have been reduced.
  • The Melee Uppercuts cooldown time has been increased.
  • The Melee Uppercuts windup time has been tweaked to more accurately sync with the windup sound.
  • The Melee Uppercut's damage has been buffed.
  • The Melee Uppercut now prevents the player from firing weapons when fully charged.
  • The Pung Cannon's direct impact damage has been buffed.
  • The Pung Cannon's explosive damage has been buffed.
  • The Player now starts the game and chapters with 0 armor.
  • An extra Armor pickup has been added to the start of C2L1.
  • Ammo respawn timings in chapter 2's final boss arena tweaked.
  • The Grenadier's HP has been moderately buffed.
  • The Nomad's HP has been moderately buffed.
  • The Nomad Priest's HP has been nerfed.
  • All enemy corpses HP's have been rebalanced.
  • Both end chapter Bosses HP's have been rebalanced
  • Every Enemy and Bosses aggression, speed, projectile speed, and damage levels have been universally rebalanced across all difficulties.
  • Various sounds Volumes have been rebalanced.
  • Various improvements and tweaks to all of chapter 2's Ladders.

Bug Fixes:

  • Bug with the Halloween skins turning back on after being disabled fixed.
  • Bug with Chapter 2's final boss getting stuck fixed.
  • Bug with Chapter 2's final boss not moving fixed.
  • Bug with Chapter 2's final boss being knocked out of mid phase transition fixed.
  • Bug with Chapter 2's final bosses music not playing upon loading a save fixed.
  • Bug with Chapter 2's final boss taking excessive damage from explosives has been fixed.
  • Fixed missing Trooper Effigy's sprites in C2L4.
  • Fixed issue where if the damage taken by the player supercedes the quantity of armor, any effects the armor might have were negated.
Travellers Rest - The Bullet
  • The camera now supports ultrawide screen formats (21:9 and 32:9).
  • We have fixed a bug that caused chests to get locked when 2 chests were opened quickly.
  • We have fixed a bug in the order quest system that generated orders of recipes with inaccessible modifiers, such as mead with honey modifier.
World of Tanks - The Dot


Meet the new Chinese brawlers featuring the unique jet booster mechanic, Commanders!

Update 1.19.1 introduces a new sub-branch of Chinese heavy assault tanks that are destined for mid- to close-range combat. All vehicles have low silhouettes, strong hulls and turrets, and high-caliber guns with enjoyable depression angles.

Most importantly, however, these newcomers feature a jet booster mechanic that allows you to accelerate and drive faster. But before we take a closer look at these tanks’ key features, let's briefly describe the gameplay concept of the new vehicles.

Historical Background and Concept Description

Chinese tank builders began developing projects for heavy assault tanks with jet boosters in the second half of the 1950s. These vehicles were designed according to the concept of "border cover tanks" and, in theory, were intended to overcome the most difficult terrains. Additionally, they were expected to be able to extricate themselves from viscous soils, as well as destroy engineering structures and fortified areas.

As conceived by the creators of this tank concept, jet boosters could briefly speed up a heavy combat vehicle and help it get out of a swamp, climb hills, and the like. However, none of these projects ever left the drawing board and were canceled in the late 1970s.

We carefully studied archival blueprints of Chinese heavies of that era and found their concept truly remarkable. We were especially interested in the jet booster mechanic, which could be useful on small maps or battlefields with difficult terrains. There are plenty of ways to adapt this mechanic to your tactics and playstyle!







Jet Booster Mechanic: How It Works

The new jet booster mechanic is available for all vehicles of the branch. Let's check out how it works.

At the start of battle, the jet booster will take five seconds to prepare for use. You’ll be notified of this in a corresponding indicator bar. After that, you can activate the booster using the X key.

The boost effect will last 10 seconds and can be used between three and six times per battle with the given amount of jet fuel, depending on the vehicle’s tier. After the last use, the indicator will go out, notifying you of your empty fuel tanks, and you won’t be able to use the jet boosters for the remainder of the battle.

When jet boosters are in use, the vehicle will have difficulty turning and reversing. You will not be able to cancel the effect until one charge is fully depleted. After that, you will need to wait four seconds until the boosters are reloaded.
The BZ-58

Now—back to the branch. Research for these brawlers starts with the BZ-58 at Tier VII. Even this transitional vehicle already embodies all the key features of the new branch: a low silhouette, solid and well-sloped frontal armor, a tough turret, and convenient -10 degrees of gun depression. These advantages are counterbalanced by poor accuracy and a long reload time.



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You will have a choice between two guns: 85 mm and 100 mm. Each gun requires a different combat use, so make your choice based on your preferred playstyle. You can activate the jet booster mechanic up to three times per battle when playing in this vehicle.

The BZ-166

The next newcomer is the versatile Tier VIII BZ-166. All the aforementioned gameplay features continue to evolve, making this tank a menacing opponent in close- and mid-range combat. It is armed with a powerful 122 mm gun that causes 420 HP of damage per shot with the standard AP shell. The reload time is 15.5 seconds long, so make sure that each shot hits its target. Also, due to mediocre accuracy (0.44 m), this vehicle is not a suitable candidate for the role of long-range sniper.



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The vehicle has strong frontal armor and good side armor, allowing you to use various techniques for blocking damage. Compared to the BZ-58, you can activate the jet booster up to four times per battle.

The BZ-68

In terms of characteristics and design, this tank is the closest to the top vehicle. The BZ-68 at Tier IX is always ready to shock enemies with its powerful—but not very accurate—130 mm gun, which can cause 530 HP of damage per shot with the standard AP shell and 660 HP with a HE shell.



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With a gun depression angle reaching -8 degrees and 280 mm of frontal turret armor, the BZ-68 can make the most of the terrain. It makes it easy to go hull-down, take a shot, and then pop back into cover or deflect the return shot. Thick turret armor plates and the decent sloping of the hull provide good protection against shells of same-tier opponents—and even some top-tier ones.

This high-tier tank can reach key positions or change directions faster than other armored vehicles thanks to a "near-perfect" jet booster system that can be activated up to five times per battle.

The BZ-75

The top vehicle embodies all the notable features of its predecessors. In terms of gameplay, the Tier X BZ-75 is a classic heavy tank designed to cause damage and trade its HP on the front line—just with a jet booster as a unique feature. In addition to the low silhouette, this vehicle has excellent frontal armor, reaching 330 mm in the turret. And with -8 degrees of gun depression, it’s perfect for pressing opponents in a hull-down position.

The parameters displayed are valid for the vehicle with each crew member trained to 100% major qualification level. Some vehicle characteristics can be further improved with the Commander's bonus to major qualification level, crew perks, and skills, as well as special in-game items.


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The powerful 152 mm gun causes 650 HP of damage per shot with the standard AP shell and 840 HP with a HE shell, and it also has good DPM for this impressive caliber. Although the vehicle’s mobility is relatively low due to the BZ-75’s strong armor (the top speed is 30 km/h), it has the most durable configuration of jet boosters: six activations per battle. But don't forget about the long reload time of 18 seconds, which can be frustrating in the heat of a close battle.



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Jet Boosters: Gameplay Tips
  • This mechanic allows your vehicle to perform tactical maneuvers that are not available to other heavy tanks, especially at the start of a battle. While allied and enemy heavily armored vehicles are only just approaching their usual positions, you can already have the most advantageous firing spots secured.
  • Jet boosters are especially useful on small maps when you need to get to key positions as quickly as possible. Use them to overcome hills or quickly cross swamps and other terrain irregularities at critical moments in battle.
  • If you have spare jet fuel, use it to cause ramming damage, especially against lightly armored targets. Activating before ramming an opponent would increase the damage taken.
  • If a battle is not going in your favor, use the boosters to beat a hasty retreat or take a different position to cover your allies.
  • You can also quickly support allies on the opposite flank. If your team needs reinforcements urgently, you can rush to your allies at the speed of some medium tanks.
Enjoy playing these mighty Chinese brawlers, Commanders!
Catizens - F.SnowFlake
Hello, pawsome!

A Catizens player shared a funny screenshot of Meowtos on our official Discord, and our team thought it was a really cool idea! We are planning to introduce special catizens to the game, which may settle in your town if it becomes popular enough.

To celebrate. we're starting a contest to find the most fun and unusual idea for a special cat in Catizens. Would you like your cool kitty idea to become part of the game?



If the answer is yes, you'll need to create:
  • The name of the kitty.
  • Describe his or her appearance, habits, and character traits.
  • A favorite thing the catizen would love to receive as a gift.
It can be a popular meme cat, an homage to your favorite movie/game/book character or your own original kitty. Draw fan art, create a full biography, create a TikTok about them, make an animation – anything you want!

Our team will pick 3 winners and all of them will have their character added to the world of Catizens. There is no limit to the number of characters that any person can submit. You can enter as many as you want to!

To enter the competition, leave your ideas under this post on Steam. Additionally, you can post a description of your character on Twitter, TikTok, or Instagram with the tag #CatizensNewCat

We will accept all ideas until January 19!

Hope you have a cat-tastic holiday!
Catizens Team
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