Foundation - Mike
Hello Foundation players!

A new version of the preview build (1.9.2.2.0220) focused on Quality of Life (QOL) is now available.

Here's what's changed:

  • Fix: crash when selecting a part from a building (in the Edit tab)
  • Modding: expose the Hospitium, Monk Dorms and Nun Dorms functions for the Monastery
We will keep you updated with further changes to the preview build before its release. Thanks!
The Test: Secrets of the Soul - JessyBug
All of Randumb Studios games over the course of history are now available to you at the best possible deal and the lowest price points that they've ever been!

We are currently in the process of developing new content each and every day, and we welcome players all around the world to participate in our experiences.

With your participation, you will get your name in the credits of "Chasing Demons" (Our main future project), as well as be eligible to have your name selected to be characters in other games we produce in the meantime.

We appreciate your support, and as a token of our gratitude, we wish to support you right back by including you in what we do!

We just want to announce that The Test: Secrets of the Soul is out NOW, along with an optional DLC if you wish to support us further.


Also, we have taken some of your names from the comments you've left for us on previous titles, and started working them into our future releases! We will be going back through and reading old comments, as well as new comments on ALL of our past and future releases and choosing names from them to add to our new Fateweaver Series!

If you wish to participate, please add these titles to your Wishlist!

The first Fateweaver title releases 2/27/2023 at 10:00 AM

Many have asked this question:

Is it too late to leave my secret word on previous titles to participate in future events?

Our Answer:

No! It is NEVER too late to participate by leaving your secret words on past titles! We always read new words left and you'll never go unnoticed! If you've left a comment from a long time ago, or if you're new to our games, we will make sure both are taken into account when selecting players to be a part of our games. Even titles released years ago are STILL completely active in terms of Secret Words and comments and we often go back through and select both OLD and NEW players to be a part of future projects! (As seen in the new Fateweaver Series.)

Thank you so much for all of your continued support! The links we've provided below will be the best way to Wishlist these upcoming titles and we hope to hear more from you tomorrow, and in the following weeks.

Have an absolutely wonderful day! We appreciate you dearly!

- Randumb Studios







https://store.steampowered.com/app/2231890/The_Test_Secrets_of_the_Soul/

https://store.steampowered.com/app/2280920/The_Test_Secrets_of_the_Soul__Supporter_Pack/

https://store.steampowered.com/app/2231900/Fateweaver_The_Alchemists_Quandary/

https://store.steampowered.com/app/2299240/Fateweaver_Smash_or_Pass/

https://store.steampowered.com/bundle/13174/Randumb_Studios_Deluxe_Bundle/

https://store.steampowered.com/curator/38637514

https://store.steampowered.com/curator/38637514/sale/RandumbStudiosPublisherSale
GROUND BRANCH - Scopey
Patch #18 is now live on the Community Test beta branch!

How to join the Community Test beta branch
  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click BETAS on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
    (no password required)
Steam will begin downloading the files for the testing branch.
🐞 Where to report bugs
You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!
Patch notes
  • Changed vote kick to not include player calling the vote
  • Compound: potential fix for shimmering grass, and stopped poplar trees being weird
  • Tanker: initial art consistency and improvement pass
  • Removed Volumetric Scattering from several interior lights in Power Station, Rig, Run Down, Small Town and The Farm for performance reasons
  • Fixed overly dark truck material in Run Down
  • Fixed certain wooden fences not colliding with weapons in Depot
  • Removed debug AI cover points in The Farm
  • Reduced tac light illumination range to minimize performance impact
  • Fixed bug that caused late joiners to be assigned the least populated insertion points rather than the most populated ones
  • Added Lua script call OnWeaponAddedToInventory() so that game modes or mutators can detect when a particular player has picked up a weapon (or been assigned it in a loadout)
  • Added a call to assign team element numbers when player teams are changed, so that standard callsigns (based on element number) will hopefully update when players are switched teams
  • Fixed bug in WeaponRestriction mutator that wouldn't update the loadout if Breaching Charges were disabled
  • Updated Hostage Rescue:

    • If the hostage player picks up a weapon, they become fair game for the Defenders (to prevent exploit where hostage becomes an unkillable terminator)
    • Added post-spawn check in Hostage Rescue to teleport hostage to hostage spawn if for some reason the spawn failed
    • Removed close proximity intimidation for hostages (should stop intimidation of hostages pinned behind a defender)
  • Updated scopes (magnified sights) to stop dynamically scaling the render texture size if DLSS is enabled, and disabled PIP resolution scaling based on FOV
  • Added "requires restart" dialog to Bloom Quality settings
  • Made advanced Temporal Anti-Aliasing (TAA) settings accessible again in Settings › Video
  • Ongoing UI style and consistency pass on several menus, buttons, prompts and dialogs (still WIP)
  • Fixed up the match system and match info board a bit, and made match info visible again on listen servers (servers created via Host Game option)
  • Fixed team wins being counted double in game modes with team scoring (DTAS and Hostage Rescue)
  • Initialized ZooKeeper and map voting when a listen server is started (for the map voting to work properly on the match info board the first time the server is run)
  • Added game mode localization/lookup to the match info board vote buttons
  • Changed the localization/lookup for game mode names on the match info board to use a different system that should work better on dedicated servers
Line Hold - TR8 Torus


Greetings Guardians!

Thank you all very much for playing our demo!

We just posted a patch that improves some things, let's take a quick look!

  • Now you are able to play with everyone in the world instead of being region locked!
  • Dashing is now buffed! You can dash through the enemies and your barricades
  • Improved graphics, especially building landing effect and Thumper Tower
  • Barricades now have more durability + laser turrets damage is more effective over time
  • Optimization and many fixes




WHAT ELSE?
We are still working on the demo and improving quality of life in general. We are also slowly shifting our focus to implement features like new classes and hub area in multiplayer!

https://store.steampowered.com/app/1537590/LineHold

Best Regards,
Line Hold Dev Team
CounterAttack: Uprising - Relative Games
-Fixed intro scene taking too long to load next scene
-Improved online reconnect when disconnected
-Moved drone spawn that was intersecting ground on Mining Outpost
Underland: The Climb - minicactusgames
After 2 years I'm going to play again my series of games called 'Underland'. Do I still remember how to solve the puzzles?
Victim - Error_Esc
-adjustments
Relic Dudes - hTx
- Added Endless/Infinite game mode.
- Added a miniboss that appears on Default mode.
- Added missing lights effects to bullets (vampire, turret and monster projectiles).
- Added green light to Fairy from Ocarina so it won't be seen as a monster.
- Added current tier to game scene so players know which tier they're playing.
- Added a notification when you unlock a new tier, as most players didn't knew there was more than 1 tier.
- Added partial gamepad support (Xbox/PS controllers, but should work some generic ones too).
- Changed lobby tier to skull icons instead of numbers to be more visible.
- Fixed In-Game button margins to prevent text getting out of the buttons.
- Fixed Relic descriptions, Ice Gem was showing the wrong value, Berserk and Holy Water was not setting the stats properly and Powder Bag was not showing the color codes correctly,
- Fixed Upgrades UI in front of "Wave Start" UI.
- Fixed Lobby UI bug where sometimes it would place one player in front of another.
- Fixed some localization issues with some UI elements.
- Fixed a bug when the host leaves during game causing the game to freeze.
Goldilock One: The Mists of Jakaíra Playtest - Will Emmerich


This is a Pre Alpha cut that we decided to bring to Steam after some successful experiences at events we've been to. A fight with a Boss that we thought it would be cool to bring here as an experience with an online ranking and to take advantage of to get the maximum amount of feedback for the project.

We are still working on Goldilock One: The Mists of Jakaíra which is shaping up to be an Open World Action RPG with Co-Op experiences using NPCs as AI in your party or playing with a friend in Split Screen Local Multiplayer.

If all goes well this year, we will release a beta version with a much more complete experience in which it will be possible to get a taste of more parts of the game, such as:

- Party Co-Op system, using AI or Local Multiplayer
- Mini-Puzzle to advance in the Demo
- Socket System in Items giving special bonuses that will affect even VFX characteristics
- Level progression system with attribute distribution and build construction.
- Loot and Equip system of items with impact on the character's look
- Counter Attack System

Among several other new stuff, it will also be running on Unreal 5.1 using as many cool new features as we can.

We hope you enjoy this combat experience against our Golem and can follow the development through our Steam page, now take the opportunity to put it on the wishlist and let`s get in touch.

If you want to join our discord server you are also welcome: https://discord.gg/AXP5R7Q
Feb 20, 2023
Generation Ship - KillerJoe
One big thing this iteration was to adapt the overlays to the new gameplay and improve them to the next level. I changed these overlays in different places, to gain more overview of what's going on and where the resources are.

Overlay - Resource Overview
When hovering over the Resource Overview Items below, it shows not only the connections for that resource Type as before, it also shows all resources the people have or interior items that consume, produce or store this resource.



Overlay - Storage Connections
When having a storage selected, it will now better display the connected storages, by showing animated lines with the resource types that can be transferred. It now respects the new filter on the connection and on the target storage.



Overlay - Interior Items
When having a storage selected, it will now better show the connected storages, by showing animated lines with the resourcetypes that can be transferred. It now respects the new filter on the connection and on the target storage.
To have an overview about the possible input or output storages, it now also displays all storages with potential problems, why the crew can’t transfer them. For example, here is one of the storage empty, the others in the crew room are not accessible because of the configuration.



Overlay - Air in Section
The last overlay I want to present to you is for the Air-values. Hovering over the Air values at the bottom side of the screen now also shows an overlay which displays where the consumers and emitters are.



New CO2 Scrubbers
The CO2 Scrubbers got a complete remake to fit the new graphic style.



New Dehumidifier
The Dehumidifiers Models are now also updated to the new graphic style, hope you like it :)



GarbageDisposal
A new Interior Item has been added, the Garbage Disposal. It can be used as a normal Storage Connection or as a target for the Empty Transport slot, like regular storages.



Translator Tool
More and more people from the community want to help translate the game to different languages. The game already supports directly adding or changing live the translation json files, but to make it even more convenient I migrated my tool to the game itself. It can be found at the language chooser.



It will show the outdated text parts and show the current English and current language to translate. It also has an auto-translate button, that uses the google translate api, to have a first suggestion. Above it has some filters and a search field to find things faster that need to be changed.



To make it easy to translate special things in the UI, it’s also possible to open the specific Text with AltGr + MouseClick.

Zoom Related Resource Overlay
To respect the new multi-filter storages, I adapted the Overlay, to see more icons at the same time. Its now zoom based, so zoom closer will show more resource icons.



Other changes
  • Fixed ResourceBoxes could be transferred to Dock
  • Fixed warnings when dismantle Mass Balancer
  • Fixed not all water was transferred out from the Mass storage on Dismantle
  • Fixed not requesting boxes for resource waiting building lot when door is finished
  • Prevent Walk Activity to not finished rooms
  • Improved visualizing paths to support more connections and show nicer less connections

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/


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