Feb 19, 2023
Imperial Ambitions - occiquie
Patch notes:
  • Now resources, cities and docks may be added using Map Editor.
  • Markers may be placed on maps in Map Editor.
  • Fire SFX is included in playtest.

The Playtesting will be available till 25th of Feb.
Prehistoric Kingdom - Blue Meridian


Welcome, park managers!

This fix patch addresses a few player reported issues from the last update. Thank you for all the feedback and bug reports on our Discord server!

There will be another update at the end of February that adds the research system and radius visuals for power generators, animal info signs and dung beetles. See you then!

Changes
  • Guests
    • Visitor needs grow a bit more slowly, plus bathroom and hunger needs stay low for longer after being satisfied
    • Module path connection status and icons are now calculated when the game is paused
    • Added more logging to target initialization crashing
Bug Fixes
  • Critical
    • Fixed common new terraforming crash
    • Fixed another swathe of critical tutorial issues, the experience for this scenario should be more stable
    • Fixed an issue that could have caused animal info screens to lose their current screen graphic on save if currently not functioning. Animal Information Screens should save/load more reliably in the future
  • GUI/UX
    • Fixed the Depth of FIeld effect not displaying in screenshot mode
Notes
  • Players have reported cases of animals freezing up. We are now in the early stages of overhauling animal AI, navigation and locomotion. Please stay tuned for new information.
  • We've added a new public testing branch, and you can jump on it by switching to the "ptb_public_testing" beta! This branch will contain public early access to fix and balancing patches in the future, and should allow us to get more accurate testing feedback before releasing an update to the larger public. As always, thank you all for the invaluable feedback.
The Utility Room - KingLumps
Main Updates

- Added Jump
- Renamed the original jump/haptic jump to 'leap'. Jump can be used for small gaps but leap is needed for big gaps.
- You can now change direction whilst in the air.
- Redesigned The Computer jump puzzle to accomodate the new jump - makes it less punishing and more like a traditional platformer.
- Redesigned the Cathedral so that the entire level can be played without Teleport if the player chooses to use jump and leap.
- rewrote the jump tutorial - "Some gaps are to big to be jumped. They must be leaped.
- Adjusted the teleport blocking volumes so that they cant be 'cheesed' with a jump and teleport.
- Binman's Car Park is now black and white.
- Added a jump to Journey mode that is used to get on the head during The Maze
- Optimized The Sculpture Park




Various changes and bug fixes

Replaced most of the textures in the game with virtual textures. This should give a performance boost with the tradeoff being some noise in distant textures
Increased the speed of the Wanderer in The Causeway level.
Made the Watcher texture in The Run the standard for all levels.
Increased the distance the player must first jump at The Door
Increased the ceiling height in the first cave so the player doesnt collide and fall to their death.
relit the Worker flyby in the ravine immediately after The View so it doesn't look like a ghost.
Moved the pillars around on the Ravine so you can jump between them.
Removed one of the leaps from the end of The Cathedral
Fixed the teleport glitch when you arrive at The Door that lasted for 4 seconds.
Relit the Graveyard
Relit the first cave in The Overpass
Decreased the tiling size on The Finale so the texture moving across the landscape is more obvious
Workers & Resources: Soviet Republic - 3division
Greetings dear Comrades of the Soviet Republic. Even we are going through tough times while developing the game, we decided that we can bring you some news about the work we have done recently in the game. Currently we do not have any news about takedown issue. We will keep you informed. As you can see in previous special report, the game has been taken down from Steam Store due to DMCA takedown notice in relation to recent realistic mode we added into the game. We filled a counter-notice and now we need to wait.



And as we are waiting on legal issues to be resolved, we can continue working on new features and other game related stuff. Lot of graphics in the game is outdated and needs an update. Most urgent ones in our opinion are small grocery shop, small store, pub and brick buildings. We decided to replace them by making proper details and level of detail meshes for them to save performance while they are being used.





If you are already using these buildings, they will be just replaced after the update, and you will see them in their new form.



Another reason for this step is that we are working on researches for the upcoming update and residential buildings from prefab panels will be locked behind research. That means you will probably have to use brick residential buildings when you start a new republic. But we want to remind you, that you can turn ON or OFF any difficulty level in our game. So, if you do not like to play with research you can just turn the feature off.





Then we have some useful information for you that somehow went under the radar about already existing mechanics. As not every player has a longer term republic developed many of them did not even notice why electronics became a major complication for your economy over time. When we did an update to make electronics production more challenging, we made couple of changes and one of them you may know. That is that the consumption of electronics is growing gradually until year 2000. It is simply 30% higher after year 2000 than it was in year 1960.

But we added another change which we forgot the introduce. There is a mechanic which is making the production of electronics and electronic components more expensive over time and consists of two parts. First is the production decrease over time. In 1960 you have basic production and it goes slowly down until year 2037 when the vanilla electronics assembly line and electronics components factory will produce only 30% of resource compared to year 1960. The other is the factory’s consumption increase when the factory is consuming more resources for production over time. For electronics assembly hall it goes up to 200% in 2060 and for electronics components factory it goes up to 170% in year 2030, compared to year 1960. But these values apply to vanilla buildings because modders can define these values in their factory’s .ini file.

What does that mean? If the electronics assembly hall is producing 4,5 t of electronics in year 1960 it will produce only 1,35 t of electronics in year 2037 per workday at maximal utilization. On the other hand, if it needs 1,5 t of electronic components (or other resources) to produce that in year 1960 then it will require 3,0 t of electronic components in year 2060. And this makes electronics more valuable and difficult to produce somewhat simulating the technological advance. Another thing is that this is the main reason why the price of electronics goes up so much over decades and you may consider to invest lot more into production of this valuable resource especially, if you are planning your republic to continue over in-game centuries and you may also consider using electronics as low volume and high value reserve resource (it is not succeptible to inflation as money) for rainy days, because the game can surprise you whenever you keep expanding and that is the beauty of it as we are making it more complex and challenging to play.

And that is all for this report. Even if we are facing attacks, we still have enough resources to continue the development of the game even if the game would be banned for months or years. But the truth always wins. We will keep you updated about the game development process or any publicly suitable information that may affect it. So enjoy life, have fun and stay tuned for the next report.

Thank You for Your Support
3Division Team.
RAIDBORN - Phoenix

I just released a new update video where I share my thoughts on the recent events and Steam Next Fest. Also contains a segment dedicated to the awesome Content Creators who supported the game.
Feb 19, 2023
Source of Madness - Gordon
Greetings and salutations!

I have a secret announcement to make!

MIDNIGHT HORDE!
It is a game I have been wanting to make and have been sketching on for quite some time!

Midnight Horde is a gothic horror casual action game with rogue-lite elements where you battle thousands of enemies. Discover the secrets of the castle and upgrade weapons and fortifications to keep darkness at bay.

Please check it out, Wishlist it and help me shape it!




So now on to the real thing, this Patch is pretty big and I have been working on a lot of fixes and quality of life content. I hope you will enjoy the changes and will help me find new bugs.




Major Changes
  • Removed cast time for all spells including Teleportation Dash.
  • Cooldown Reducing stats now works for Charge Spells.
  • Aim line has been added (can be disabled in the General Menu).
  • On damage flash feedback for players and monsters. (Can be disabled and tweaked in the General Menu).
  • On damage/cast impact freeze frame (can be disabled in the General Menu) it is extremely short but can give more weight to attacks and damage.
  • Elemental Enemies no longer cause Poison or Burn status effects on touch and instead cause them when they hit you with a melee attack.
  • Charging no longer slows you down.



Monsters & Combat
  • Added 4+ new Monster Challenge rooms
  • The Great Fireball Ring is now chargeable.
  • The Fireball Ring is now Chargeable.
  • New Hood: Hood of Storm.
  • New Ring: Ice Spikes Ring.
  • New Hood: Ice hood, Spawns a minion that shoots freeze projectiles.
  • New Trinket: While airborne cooldown buff.
  • New Augment: Electric Turret
  • New Augment: Ice Turret
  • Force Push now blocks projectiles.
  • Changed how Kings Ring works, now shoots mirror projectiles like before.
  • Nerfed Krampus
  • The main body of a monster will now receive slightly more damage from its limbs when you damage its limbs. The monster dies when the main body loses all of its hp.
  • Some punch areas of melee monsters have been increased.

Player
  • You can now lower the drop chance of unlocked items in the Skill Tree.
  • You can unlock a node that allows you to pick from all classes at the character selection.
  • Added more Legendary Item effects.
  • Tweaked added more stats to Cultist Hood.
  • Removed Friendly Fire from Pyromancer dash ability.
  • Improved Tutorial.
  • Bloodmancers Orbs lech intervals are a lot slower to not be so stressful when it leches life.

World
  • Improved visuals for Tower of knowledge to make it easier for new players of what unlocks are important.
  • Blocked ceiling for Final Boss Room.

Other
  • Improved camshake from Fire Bombs.
  • Fire Bombs improved visuals.
  • You can now disable Damage Numbers in the General Menu.
  • Removed Playfab analytics.
  • Removed opt out of analytics, because playfab is no longer in the game.
  • Keyboard support on by default in multiplayer now.
  • UIScale should hit faster to be less noticeable on scene change.

Bug Fixes
  • No more infinity jumping on walls.
  • Fixed getting out of water sometimes still drowns you.
  • Blood pool in front of some assets has now been moved back.
  • The distribution of many projectiles on charge ability was slightly offset.
  • Fixed ASUS AURORA bugs that kept the mouse and headset flashing.
  • Lightning lance is no longer in the Skill Tree since it will drop anyway.
  • Fixed shadow flipping bug in multiplayer.
  • Improved Shadow while jumping.
  • Fixed: can’t exit multiplayer scene if no gamepads are connected and keyboard is set to off.
  • Blocked insane high damage.
  • Fixed elite camera flickering water on and off.
  • Optimized some physics chunks in the Loam Lands.
  • Optimized Bloodmancers rendering



//Per
Feb 19, 2023
Adventurer Flower - Demirci
Game Perspective Improvement
God of Rock - Ellen | Modus Brand Manager
Champ melts hearts everywhere he goes with his brilliant baritone voice—he has a gift for making fans swoon. This dashing theater big shot will leave opponents starstruck with his mere presence.



Master Champ’s perfectionist performance to dazzle the opponent and become the God of Rock champion. Watch Champ's spotlight trailer below to learn more about how to use his abilities to your advantage:



Read more about the characters at www.godofrockgame.com/characters.

Wishlist now on Steam!

God of Rock releases April 18, 2023 on Steam and consoles. For more information on God of Rock and Modus Games, visit http://www.GodOfRockGame.com or follow @modusgames on Twitter, Facebook, Instagram and Discord.
Cats are Liquid - A Better Place - Last Quarter Studios
Special thanks to the Cats are Liquid testing team!

Improvements:
  • Room editor now uses natural sort order instead of lexicographical order for world and room names.
  • Added proper error messages for room and world creation errors.
  • Improved prophecy reordering performance.
  • Attaching items onto orbits and tracks can now be undone.
  • Added Mastodon link to title screen.
  • Other improvements.

Fixes:
  • Fixed cat being able to take damage during a room transition. (Thanks, Petit_Saturne!)
  • Fixed throwable items being able to take damage while transforming.
  • Fixed being able to jump on dash targets.
  • Fixed spores not pausing properly.
  • Fixed gap in W5R4.
  • Fixed speedrun time comparison showing the wrong time if the speedrun was restarted in any room other than the first one. (Thanks, Bghty!)
  • Fixed cat/NPC feature sprite layering bugs.
  • Fixed minor visual glitch related to the Companion.
  • Fixed touching a move prophet set to "hide" while in liquid mode causing the cat to get stuck in the default state. (Thanks, TomatoBulb!)
  • Fixed activating buttons which targeted orbits causing items on those orbits to get disconnected.
  • Fixed prophecy waits acting differently depending on the device's language settings. (Thanks, AlexSC!)
  • Fixed spamming esc causing multiple title screens to spawn in certain specific situations. (Thanks, Aiden!)
  • Fixed title screen not appearing in certain specific situations.
  • Fixed resolution selection dropdown not being updated properly after the aspect ratio setting was changed. (Thanks, Aiden!)
  • Other fixes.
Adventurer Flower - Demirci
Dead flowers in the city. Find the way to escape
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