Balrum - Balcony Team
Balrum is 7 years old! We are celebrating with a new patch and a 75% discount!



The new patch contains the following improvements:

  • The game now uses the latest libraries to ensure the best compatibility with modern systems.
  • Modernized the underlying sound system to better handle modern audio configurations.
  • Added sound effects to various game elements. Like opening a cauldron or picking up certain items that had no sound effect previously.
  • Added a new conversation for Dudley. (this conversation should help newcomers to the game)
  • Added a new map marker to the Darkwood map. (needs new playthrough)
  • Small increases to text size in certain UI elements. (e.g. XP gained)

Thank you for your support over the years everyone!

Follow us on Twitter!

Have a nice day!
Balcony Team
Mar 1, 2023
Armored Warfare - Silentstalker
We are pleased to present our March Wallpaper, available in a number of different sizes to fit your PC's monitor!



With Calendar

1024x768, 1280x1024, 1366x768, 1600x1200, 1680x1050, 1920x1080, 1920x1200, 2560x1440, 2560x1600

Without Calendar

1024x768, 1280x1024, 1366x768, 1600x1200, 1680x1050, 1920x1080, 1920x1200, 2560x1440, 2560x1600
DeadOS - Benn
Hey everyone! Got a continuation of last week's update for you this week!

The AI has now been updated so that they will completely destroy vehicles, moving them out of the way so that issues caused by units being pinned into corners with vehicles is no longer an issue.



Military when set to No Survivors mode can shoot vehicles to destroy them, and zombies will do the same in the same way they break doors and windows.

I have also added an important AI tweak to the zombies! Previously the way their AI worked is that they would not attack doors and windows when they are trying to swarm into regions. Now they do that alongside their swarming so that they are a lot better at attacking areas simultaneously as a group, so you might notice people dying a bit quicker than usual!

I fixed a bug I accidentally introduced a few patches back where zombies were able to walk through doors when in Control Mode.

Human AI has been slightly changed when their vehicles are destroyed. Previously they would get out and continue on their ignorant day as if their car had broken down, which I thought was a little strange when a soldier has shot your vehicle, so they now more appropriately panic and run away. I would like to have a system that takes into account all types of crashes but that is further down the road.

I hope you enjoy the update and the game as it keeps moving forward! Thanks for playing and let me know in the community discussions if you encounter any issues!
Task Force Admiral - Vol.1: American Carrier Battles - Drydock Dreams Games
Dear Fans,
Dear Followers,
Old & new,

Welcome to this (late, but still earlier than before!) February 2023 dev diary for Task Force Admiral.


Sooo... Well, we did post the January update a bit late, and February not being a very long month either, we had to tie a few loose ends before I end up with some contents in an interesting format. A video being worth a thousand words, let's start with the fun. More details below!





Under the Sea

Views would be nothing without relevant, sophisticated visual effects. Now that cameras are working their magic following the progress made back in January, let's see how they also allow you to explore the depths of the Pacific and our colorful palette!

I won't spend too much time on the underwater camera, it kinda speaks for itself. Until now we were lacking an actual underwater plane for the game, and considering subs are coming too, and ships got to sink convincingly, we had to do something about it. Some aspects still need to be tweaked of course (the propellers are a bit fast, and have to be made more compatible with the actual framerate) but overall, it is serving its purpose well-enough - we aren't making a submarine simulation after all. We just want to make sure that you'll be able to make nice shots all the same below and above the water, and as these few seconds above demonstrated, I am pretty sure our players will make do!

Oh yeah right, talking about submarines by the way...










The Filter System

The filter system is somewhat more complex as a topic, as it is more of an extra feature in nature. The four pictures below depict the same scene. Yet, they seem a bit foreign, different from each other - some of them actually don't look like the game as you know it, some might say. Why is it so?



We're excited to talk about a new feature we've developed that we believe will add a whole new dimension to your gameplay experience – fully customizable color filters that can be swapped on the fly during gameplay.

This feature is all about giving players the ability to create the mood and atmosphere that they want while playing the game, and we think it's going to be a game-changer when it comes to experiencing the game and creating contents along the line of what you think the deep Pacific should feel like.

First of all, let's talk about what we mean by "color filters." Essentially, a color filter is an overlay that changes the colors of the game world. We've developed a variety of different color filters that players can choose from, ranging from vibrant technicolor to more subdued, vintage-style filters. These filters can be swapped in and out during gameplay, giving players the ability to experiment with different looks and moods as they play.



So, why are color filters so important? Well, for one thing, they allow players to create a more personalized gameplay experience. Everyone has their own preferences when it comes to visual style and aesthetics, and color filters give players the ability to customize the look of the game to their liking. Whether you're into bright, bold colors or more muted, understated tones, there's a color filter that will suit your tastes.

Beyond personal chromatic preferences, color filters can also add a whole new dimension to the game world itself. By changing the colors of the game world, players can create different moods and atmospheres. Are you looking for the darkest night? Or a romantic sunset? Or a black & white / Sepia old school vintage feeling? We've got you covered. And considering it is an in-game feature, this kind of flexibility should be available when using our future replay system too.

Although it will obviously not replace a full-feature video or image editor, it is a good start, and it is all done in real-time! Somewhere, there has to be a setting that fits your needs, and you'll be completely free to use it for the right sequence.



Besides, as you can see above in a few shots, those who feel like making a periodically a new wallpaper or screensaver for themselves will be happy to know that our object viewer is also used to tweak said color filters. We are certain that the most art-minded souls among you will put this to good use to produce breathtaking shots. We are looking forward to these, and will probably start producing a few ones ourselves in the near future as a reward for those who are following us and reading us in here!





That's a lot of Damage

Finally, we have also used the small amount of time we had available in February to work further on the damage model of our ships. As our Porter is being readied to serve as a guinea pig for everyone else, it had to endure some extreme punishment day after day, as we were meticulously making boxes within its 3D shapes so that we could puncture them all mercilessly shortly thereafter.



It made it necessary to create the right tools for the job, and we got there with little trouble thanks to the versatility of our existing interface in the editor. These integration tools will be available to you too, and should speed up the modding process whenever you need to add a new ship or aircraft to the existing gallery.




The flooding system, as depicted in the video at the top of this blog post, allows water to incrementally enter a compartment based on the diameter of the hole(s) which were created by damage received from a projectile or a collision. Water pours in, but will not spread to other yellow compartments as long as each adjacent box retains its original integrity. That's where big shells, bombs and torpedo play a role: by damaging several of these "cells", they will create a cascading effect that might very well make the ship impossible to stabilize before it's too late.

One will also have to keep in mind that not all compartments are equal. Engine & boiler rooms occupy larger space (equivalent to several decks) and can critically impact the overall balance of the ship if they were to flood rapidly following a hit. These are basic mechanics of course - one still has to factor in the effect of damage control, which also includes water being pumped out, or counterflooding being used to bring the ship back on an even keel. But we're getting there, solving one issue at a time, and the future still looks bright!





There you go! Hope this was an enjoyable ride. As for us, we're back to the workshop, thinking hard about our next step. Thank you for following us, sharing this post and our media posts, and for supporting us in that long, long trek of ours...!



As always, if you aren't too fond of Discord, Facebook, Twitter or else, don't forget that we have a mailing list here specifically made so as to keep you updated of all our Steam updates and other announcements which might be big enough to deserve a special treatment. Click on the pic below to access the form.



Cheers & take care, and see you at the end of March for our next chapter

The Task Force Admiral team





Armored Warfare - Silentstalker
Commanders!

This month, we’re launching another series of special Loot Crates in MY.GAMES Market that offer you a chance to win some of the most coveted vehicles in the game.



These crates are:
  • American-themed (with MPF Light Tank)
  • NATO-themed (with Challenger 2 Streetfighter II)
Clicking the link below will open the game’s launcher. Please select the Market option on the left, select Armored Warfare and then the Chest section to access this offer.



We hope that you will enjoy the offer and, as always:

See you on the battlefield!
Demeo: PC Edition - DefurResolution


Greetings adventurers,

Today we’re welcoming new players to the game and we also took the opportunity to implement some fixes.

Patch notes
  • Loading a saved game will now set it to private by default.
  • Added an option for the host in the settings menu to change the privacy of a game while playing.
  • Added the possibility to open the VR hand menu while selecting heroes.
  • Added an indication of unplayable cards for downed heroes.
  • Updated the 3D models of several monsters.
  • Added easier user reporting.
  • Added achievements.
  • Improved the visuals of the basement.
  • Demeo can now be played with users on PlayStation 5 and PlayStation VR2.

See you out there!
- The Demeo Team
War Thunder - Blitzkrieg Wulf


All-weather multipurpose VTOL jet fighter Yak-141 will be the pinnacle of the Yakovlev fighter family in the Soviet tech tree with the upcoming “Sky Guardians” update!

Yak-141, Strike aircraft/Naval aircraft, USSR. Rank VIII
Features:
  • Supersonic
  • Deadly air-to-air missiles
  • VTOL capability
  • Advanced electronics
  • Lacks air-to-surface guided munitions


An experimental carrier-based multi-purpose V/STOL aircraft has been developed at the Yakovlev Design Bureau since the mid-1970s. The aircraft was designed as an advanced carrier-based aircraft to replace the Yak-38 with performance characteristics close to light fighters from the 4th generation. This jet fighter should become the standard carrier-based aircraft of the Soviet aircraft carriers, including carrier cruisers being designed and under construction. During development, the project has undergone many iterations, including fundamental changes in the aerodynamic schemes. Due to multiple issues and delays in the development of a power plant, the Yak-141 made its maiden flight only in March 1987, and deck tests on the Admiral Gorshkov aircraft-carrying cruiser began only at the end of 1991. Due to the economic crisis and lack of funding, the project was closed. The aircraft also did not arouse commercial interest among potential foreign operators. In total, four prototypes of the Yak-141 were built, including two flight ones, which are on display in two museums near Moscow.



The new Soviet carrier-based multi-role jet fighter Yak-141 (NATO reporting name “Freestyle”) , which will appear in the War Thunder “Sky Guardians” update, will become the most advanced V/STOL carrier-based aircraft of the USSR tech tree and the pinnacle of Yakovlev aircraft in the game. Vertical takeoff and landing, speed of about Mach 1.7, excellent air-to-air missiles and good ground attack capabilities are the main features of the new aircraft! And now a little more details.

VTOL aircraft are quite widely known in the game and are mastered by a large audience of pro pilots who find more and more new tactics due to the unique ability of changing the thrust vector. The common problem of such aircraft is the relatively low maximum speed, which at their ranks does not allow full-fledged competition with light and almost twice as fast opponents. Well, here comes the Yak-141! Possessing an excellent climb rate, this jump jet very quickly breaks the sonic barrier, and at high altitude is able to speed up over 1,800 km/h at minimal payloads. Add to this very sensitive controls, satisfying roll and turn speeds, a radar and a RWS… a winning formula for an interceptor, no?



But a top-tier interceptor cannot be good without effective missiles. Again, the Yak-141 is locked and loaded! The R-60 missiles for close combat and the R-27 family of medium-range missiles in three versions: the radar-guided R-27R, the thermal R-27T, as well as one of the best in the game R-27ER missiles are at your service. It's pleasant that there are four suspension points for air-to-air missiles, so the pilot can combine missiles of different ranges and different target acquisition principles. The GSh-30-1 rapid-firing cannon with a modest 120 rounds of ammunition will help in the snap-shoot face offs.

Since the Yak-141 was also supposed to provide fire support to the troops from the air, a rather high payload of conventional armaments could be suspended on the wings, from incendiary and HE bombs up to 500 kg, gun pods, to a variety of unguided rockets, including heavy S-24B . But there are no air-to-surface guided armaments here, so it is still better to choose the Yak-38 for hunting tanks in a hover.



The cockpits of the brand new Yak-141s will wide open their canopies for their pilots with the release of the “Sky Guardians” update very soon. Keep an eye on the Devblog series for the most interesting news about the patch. See you in the War Thunder skies!
The Department / Trosedd - Matthew4910
Greetings detectives!

We've got some exciting news for you regarding our latest updates for The Department. Update 0.1.4.0 is now live, and it includes some fantastic changes to enhance your gameplay experience and address issues or concerns that have been reported to us.

Let's dive into the details. First and foremost, we've implemented an 8-way directional movement system, which will enhance player controls and character animations. You can now move your character in eight different directions, giving you greater precision and control over their movements.

We've also added a tutorial prompt for using the flashlight, as some players were unaware that this was a feature. Additionally, we've enabled saving and loading for the nightclub level, so you can pick up where you left off if you need to take a break from the game.



We've fixed several bugs, including minor issues with the options and pause menus, and a bug that was preventing players from looking up or down in first-person mode. We've also fixed a bug that caused the player to slide when moving with the taser equipped.

We've added a clue counter in the top right of the screen to help players keep track of how many clues they've found and how many are left to find. Note that not all clues need to be found to progress, so use this counter as a guide to help you along the way.

Due to popular demand, phones in the nightclub level are now interactable. You can mark them as evidence and turn them off, so keep an eye out for any clues or information you may find. This sparked a big update to the overall clue and evidence system for the full game, stay tuned for more about that!

We would like to thank all of our players who participated in the playtest of "The Department" and helped us identify these bugs. Your feedback and support have been invaluable in helping us improve the game and create the best possible experience for everyone.

In summary, we've made some fantastic improvements in this update, including an enhanced directional movement system, a flashlight tutorial prompt, and a clue counter to help you keep track of your progress. We've also addressed several bugs and added the ability to interact with phones in the nightclub level.

We appreciate your continued support and hope you enjoy playing The Department. As always, if you are a playtester please keep your feedback coming, as we'll continue to make modifications and improvements based on your suggestions to create the best gaming experience possible. Happy gaming, detectives!

Hi-Fi RUSH - MortalEmperor | Bethesda
This is one concert that allows flash photography!

Today’s Hi-Fi RUSH update adds Photo Mode, allowing you to snap screenshots throughout your musical adventure. You can pause the action and pose Chai and his allies, then edit the scene with a medley of frames, filters, and camera effects to create the perfect picture!

Read more details in our Photo Mode Release guide!



This update also fixes issues some players may have been experiencing:
  • Resolved “UE4 Fatal Error” caused by a specific shader setting
  • Resolved “UE4 Fatal Error” caused by Sound Device Enumerating Process
  • Fixed an issue where the game could freeze during the fight with the WA-ES-2 (Samurai Chef) in Track 10
  • Fixed an issue where progress could be blocked in Track 10 when purchasing items from the store after answering Roquefort’s phone, exiting the level, then reloading the level.
  • Fixed an issue where the player cannot progress during the 808 battle in Track 12
  • Fixed a bug where Chip slots might not accurately be reflected in game if purchased it from the store while having a in-progress save for Rhythm Tower, then loading the suspended Rhythm Tower save and exiting the run.
  • Stick and trigger dead zone calculation adjusted
  • QA-1MIL’s attack behavior has been adjusted
  • Some of Mimosa’s dialogue has been corrected (Spanish)
  • Fixed an issue where result data from Rhythm Tower would incorrectly influence “final result” Track data when Rhythm Tower is played while a checkpoint save exists for an ongoing Track.
  • Corrected incorrect results for the SPECTRA Rooms being displayed in the Final Results if players exited the game after auto-saving
  • Fixed an issue where players could get stuck in Track 11 if they were hit by the giant robot’s laser when using the magnet grapple
  • Fixed a bug where the player could continue to play after game over animation in Rekka fight
  • Adjusted an icon in the Training Room menu that can appear squished
  • Adjusted Holo Chai SP attack motion so Chai’s hand doesn’t look super weird
  • Adjusted screen during pause menu transition to prevent visual bugs
  • Adjusted VU-REV effects during the Rhythm Parry Attack for clarity
  • Adjusted the background during the battle with Rekka to remove visual bug when transitioning to cutscene
  • “Game over” explanation for recommending auto-action adjusted to not appear in inappropriate situations
  • Tracks 3 and 4, Zanzo’s programmers’ salary adjusted for inflation
Star Traders: Frontiers - Trese Brothers

Update #313 ... released on 3/1/23. Ignore the 2. We've spent a decade planning this!

Update #313 breathes some life back into an ancient feud with a new story event. The rumor-mongers are jawing in the spice hall, Aetaan Char's dynasty has released new ship component technology with hard-to-believe properties. On top of that, there are new and powerful level 6 military relics to hunt in Salvage, improvements to the repair times for high level Mass Reducers and Dampeners, fixed Talents for consistency and better captain's log entries.

If you're enjoying the continued updates to the game, please leave a review and tell a friend!

Want more Trese Brothers sci-fi?
We always love seeing how many of you have pieced together the lore of Star Traders from the stories within, and enjoy the flavor of this universe your Captain is a part of. In our next game, we’re telling a very different sci-fi story but with the same depth we bring to all our worlds. Check out the dark-future feel of our upcoming cyberpunk heist RPG, and wishlist it today!
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/


Char Technology
It's an exciting moment to light the spark that starts an arc. News has flashed out across the galaxy of an shiny new ship technology offered at the starports of the Char faction. The new Adv Mass Dampener 5 and 6 both boast extreme Mass offsets (-460 and -520), already defying modern expectations of science before discussing the deflective field (+Shield) that they are able to produce. Everyone is interested in these new secrets. Will the Faen respond in kind?

With Update #313, these new ship components are dynamically linked to the faction of Aetaan Char which is determined at the beginning of the game by your starting faction and the specifics of your map and starting quadrant. Every game may have a slightly different result here, which is very cool dynamic.

If Mass Dampeners aren't your jam, it won't be the last tech from the research labs of the Char, so buckle up. If they are your kind of tech, the repair times for high level Dampeners and Reducers has been cut down by 15%.


Military Relics
For those salvagers picking over old military relics and hulks, there are new powerful level 6 relics in your loot tables. Look for those Relic cards and hope to see the new Crysplate Weave, Drak Ops Heavy and Dusk Stalker. It's always best to find a high Danger salvage spot if you can, just to give yourself that extra edge.


Ship Combat Adjustments
With Update #313, we've made an important balance adjustment and fix to ship combat. First, while we granted the player's officers the ability to add bonus Electronics, Ship Ops, Nav and Pilot from their bonus Skills some time ago, the AI had not received this feature. In the early game, it has no impact but over time but over time it should help keep some enemy ship types -- based on the captain's officer selection -- more (fairly) dangerous or at least competitive.

Second, there was a bug with how debuffed Escape dice were applied that were not giving the correct advantage to player or enemy ship. Now, correctly -- if you are attempting to Escape, you get your Escape dice whether they are positive or negative. If you are attempting to resist an Escape, you get no Escape dice whether positive or negative.

Therefore, if you want to prevent your enemies from Escaping, debuff them with either -Escape or -Move Change. If you are trying to Escape yourself, you can debuff your enemy's Move Chance.

Talent Fixes
We've caught Garner Favor up so that it now has the same improved rules when buying goods at the Exchange as it does when selling. We've improved the rules for Healer's Intuition and Perceptive Boss Talents to match their Talent description, ensuring that they get only Skill + 20% where they were getting a Skill + 30% before.

Log Clarity
Thanks to the players posting feedback daily! We've improved the captain's log to make a clear difference between trades made at $5,000 to $500,000 and then trades made over $500,000. If you see other issues in the captains log or any part of the game, please share! We fix :D

v3.3.31 - 3/1/2023
- New story event - Aetaan Char's scientist release new Adv Mass Dampeners 5 and 6 with mysterious tech
- Added Military Relics (level 6) Crysplate Weave, Drak Ops Heavy, Dusk Stalker
- Fixes nasty crash in Salvage
- Synchronized Garner Favor Talent effect between buying / selling
- Enemy ship officers now gain the correct bonuses for their officers with bonus Electronics, Pilot, Nav or Ship Ops in ship combat
- Reduced repair time of some Mass Reducers and Mass Dampeners
- Fixed bugs with Escape debuffs incorrectly applied when resisting other ship Escaping
- Fixed issues with Healer's Intuition and Perceptive Boss rolling 20% + Skill instead of 30% + Skill
- Fixed captain's log scores and stats to clarify $50,000 and $500,000 trade counts
...