Forest of Evil - Brown Studios
Hello Steam Community,

We here, at Brown Studios, are a small indie team who mainly created our game "Forest of Evil" for fun; and because we wanted to make a game in the retro platforming style that we like to play.

Once finished, we thought the game was entertaining and challenging enough that perhaps other people would like to play it to. So, we of course made the decision to publish it on "Steam"; so that others could have the opportunity to find it, and play it.

The game was first released on June 21, 2019 for the initial purchase price of 2.99 USD. As some of you may know, or perhaps may not know, a small publishing fee is required to place games onto Steam. It also takes further time and money to develop a game on any level. Our game is not super huge, but neither was our price; and we often had discount times of up to 50% off.

Well, it has been almost 4 years now since the game was first launched onto "Steam"; and we have managed to gather enough money from it to break even on the production costs and fees.

So, we have made the decision as a team that "Forest of Evil" should now be available for FREE!

This way everyone who wants to download and play the game will have the opportunity to do so without a pay obstacle.

No other changes will come from this switch; just that if you or your friend were interested in playing the game, but weren't sure if it was worth paying for, well now you can try it out without having to worry about that!

As for all the players who did purchase our game; to you we offer a Very Big and Heart Felt THANK YOU!! Your combined purchases not only allowed us to release the game onto "Steam" without losing any money in the process, but also gave us a sense of validation as video game creators that is truly priceless! Having been avid video game players for years, and always wanting to know what it was like on the other side of that screen, this experience has been a well-enjoyed check-mark on our bucket-lists!

So, with that, we again offer a Big THANK YOU to everyone who saw our game and thought it looked good enough to put money towards purchasing; as well as a Thank You to Valve for existing and providing a place for us to offer our game to the world. And to all you new people who may find this game in the future, or who knew about it but hadn't decided to purchase it yet, we say; Welcome, Come On In, It's FREE Now!
Mar 22, 2023
The Last Plague: Blight - originalstudios
Spent some time working on performance and graphical tweaks to allow for further view distances after the previous camera angle update. Fixed a bunch of inconsistencies with the distance fog, rendering transparent objects and effects.

There is a new view distance slider in the graphics settings, defaulting to 50% which is what the game was previously. Keep in mind that at 75% and above the game will need to load more chunks in the distance to show the objects there, this will cause a much greater load on the CPU while loading/unloading chunks during exploration. Let me know how performance is for you, I'd love to hear how the game performs!

Note: most of the game's shaders were replaced in this update to help accommodate the new fog rendering. There may be a few graphical issues from this migration, please let me know if you spot anything that looks weird.

Features:
  • New view distance slider in graphics settings, allowing you to see more in the distance if your hardware can handle it
  • New "Speed-up camera blur effect" checkbox in gameplay settings to allow disabling of the blur effect when speeding up time

Performance:
  • Faster water reflection rendering - changed rendering pipeline a bit to avoid doing various setup processes to save a bit of time every frame
  • Greatly reduced game logic CPU cost every frame - world generated objects like sticks and stones no longer take up processing power to update themselves, wetness from the rain is now handled in a much more optimized way. Also greatly reduced the processing time every frame needed for physics based objects. These optimizations will only be present for items in chunks generated after updating to this version
  • More upfront memory use to pre-allocate a bunch of items/resources to make their creation during the first bits of gameplay faster
  • Misc optimizations across the codebase to make things a tiny bit speedier

Visuals:
  • Reworked distance fog rendering a bunch to fix up how transparent objects and particle effects look in the distance to be fully consistent
  • Reworked skybox rendering to look better across various cloud density and time of day combinations
  • Adjusted a few level of detail settings to avoid pop-in of trees and other objects

Fixes:
  • Fixed missing attack cursor when holding a melee weapon like an axe or knife (issue introduced a few updates ago)
  • Fixed crafting queue not stopping if forging on an anvil that breaks
  • Fixed refresh rate not being stored and loaded properly when the game is launched again - note that non-default refresh rates only work on the "Exclusive fullscreen" setting

Other changes:
  • Reduced generation of bushes that make a sound and slow you down in forests
Mar 22, 2023
Joe Wander and the Enigmatic Adventures - Frozen Pixel
Attention Joe Wander players,

We're excited to announce the latest patch release. This update includes a new feature that will enhance your gaming experience - allowing you to continue from the last checkpoint even after you exit the game. The next time you enter a portal, you'll be prompted whether you'd like to continue from your last saved progress.

In addition to this new feature, we've made numerous improvements to all the levels, including enhancements to the graphics and gameplay. Our aim is to create an even more immersive and enjoyable experience for our players.

We always appreciate your feedback and are committed to making Joe Wander the best game it can be.

Thank you for your continued support, and we hope you enjoy these latest changes.


List of the most important changes:

This list does not include most of the changes done to models and textures.

Global updates and features:
- Added an option to continue a level from the last checkpoint
- Graphics settings menu will now select the enabled option, insted of showing the first elemet of the list
- Major fix in audio, were some sounds wouldn't stop playing after exiting the level; And would play forever.
- Rope rendering bug: There was a bug with rope rendering where rope would be invisible if close to the edge of the screen.
- Fuse sound effect fix
- Frame drop when first encountering a body of water (On cirten machines)
- Buttons bugfix, where button would behave in a strange way when play is on the edge.
- Fixing a bug where closed portals would hide some effects.
- The ice sliding sound makes sound at lower player velocities now
- Added a splash sound to boxes and other stuff that can float in water
- Ninja Shurikens now disappear after a certain time, instead of a distance based disappearance. This should fix a sound bug.
- The Bears will no longer start attacking each other if one of them accidentally damages the other one
- The Sumo Fighter recieved an animation update and sound update
- The Mummy will now collider with the Sarcophagus after leaving it
- Added dust particles when the player moves on Dirt and Sand
- Added sound effects to Time Attack (start, time to beat elapsing, elapsed)
- Changed how Time Attack Time To Beat is displayed and now if the player beats the Gold Time the next Time To Beat is the best leaderboard time
- The Time Attack clock will now hide after a few seconds if not picked up (you can jump to your demise to make it reappear)
- When starting Time Attack the checkpoints are now hidden until the Player dies or completes the level
- Disabled IK on the Jaguars legs, was a bit broken
- Removed the gesture action which was left in unintentionally, the action map should be removed as soon as input configuration is loaded and you should be able to map to the E key on the Keyboard
- Added new Idle animations to the Player
- Update the Player animation transitions to be a bit smoother from/to certain states
- Update the Player will now instantly die if the Sumo Fighter lands on top of the Player when it jumps back to its starting position
- Fixed a visual bug where the root of the whip separated from the whip handle when throwing the whip
- Fixed the Ninja smoke bomb sound effect not playing
- Fixed the Player being stuck in certain animation states or not transitioning into certain animation states
- Fixed whip connect sound effect being played when it shouldn't (eg. hitting NPC's)
- Fixed a null ref exception that would rarely occur with the Bears
- Fixed Ninja throwing a shuriken after he threw a smoke bomb (this was not intended)
- Fixed an error that would rarelly occur with the Players facial animations
- Fixed various Player sound effects not playing as intended
- Fixed Player skin breaking after loading into a level
- Fixed some Player skins rendering incorrectly
- Fixed Player being able to move in certain states in which he shouldn't have been, and generaly input being active when it shouldn't be
- Player head IK will stop tracking points of interest when entering an Idle animation state
- Player will no longer have a higher jump when trying to jump as soon as Joe "lands" on the ground
- Player will now dive into water from great heights correctly and some other dive fixes
- Player will rotate somewhat quicker to the desired movement direction when the direction is in the opposite direction of the current direction the Player is facing
- Player will now be impacted slightly more by horizontal wind turbines

Level specific updates:
World 1:
[h4]Hub:[/h4]
-Lightmap update
-Added emisison to the world portal
-Bonus level eyes are now glowing when the portal is open
[h4]Level 1:[/h4]
-Lightmap update
[h4]Level 2:[/h4]
-Lightmap update
-Grass fix
[h4]Level 3:[/h4]
-Lightmap update
-Small camera fix
[h4]Level 4:[/h4]
-Lightmap update
-Time switch rotation fix
-Camera update
[h4]Level 5:[/h4]
-Lightmap update
[h4]Boss:[/h4]
-Lightmap update
-Reverb fix
[h4]Bonus:[/h4]
-Lightmap update

World 2:
[h4]Hub:[/h4]
-Added missing fire effect
-Added missing waterfall effects
-Added missing waterfall sounds
-Added emission to the bonus, and world portals
-Lightmap update
[h4]Level 1:[/h4]
-Rotating sound
-Lightmap update
[h4]Level 2:[/h4]
-Lightmap update
-Vegetation update
-Added missing waterfall sounds
-Small camera update on the last puzzle
-Platforming section change
-Added missing timer on a button
-Collider update
[h4]Level 3:[/h4]
-Energy bars update
-Lightmap update
-Added missing waterfall effects
-Added missing waterfall sounds
[h4]Level 4:[/h4]
-Energy bars update
-Lightmap update
-Added missing waterfall sounds
-Added missing waterfall particle effects
-Small camera update after the first door
-Moving platfrom sound would never stop
-Added a missing sound to the rotating laser
-Intro camera update
[h4]Level 5:[/h4]
-Energy bars update
-Lightmap update
[h4]Boss:[/h4]
-Lightmap update
[h4]Bonus:[/h4]
-Lightmap update
-Added missing waterfall sounds
-Added missing waterfall particle effects

World 3:
[h4]Hub:[/h4]
-Vegetation update
-Textures update
-Lightmap update
-Boss and Bonus portals design update
-Adding missing waterfall particles
-Adding missing waterfall sounds
-Adding missing fires
-Fixing a bug where time attacks times were mixed up
[h4]Level 1:[/h4]
-Vegetation update
-Textures update
-Lightmap update
-Energy bars update
-Added missing waterfall sounds
-Added missing waterfall particle effects
-Added missing fire effects
[h4]Level 2:[/h4]
-Vegetation update
-Textures update
-Lightmap update
-Energy bars update
-Collider update
-Added missing waterfall sounds
-Added missing waterfall particle effects
[h4]Level 3:[/h4]
-Camera update
-Vegetation update
-Textures update
-Lightmap update
-Energy bars update
-Collider update
-Added missing waterfall sounds
-Added missing fire effects
[h4]Level 4:[/h4]
-Vegetation update
-Textures update
-Collider update
-Fixing a bug where rotating fan woudn't stop rotating
-Fixing boxes that don't trample the grass
-Last puzzle fix
-Last puzzle rendering bug fix
-Fixing broken fire effects
-Lightmap update
-Added fire effects
-Added missing waterfall sounds
-Added missing waterfall effects
-Added missing flowers
[h4]Level 5:[/h4]
-Last puzzle fix. (It was to hard to jump over the fire)
-Last puzzle camer fix. (You wond't see the fire while jumping over it)
-Catapult fix. (It's much better to handle)
-Vegetation update
-Textures update
-Lightmap update
-Reflection probes fix
-Added missing waterfall efect
-Added missing waterfall sounds
-Added missing fire effects
[h4]Boss:[/h4]
-Vegetation update
-Energy bars update
-Added missing fire effects
-Lightmap update
[h4]Bonus:[/h4]
-Vegetation update
-Lightmap update
-Added misisng fire effect
-Added missing hook interaction effects
-Added missing waterfall efect
-Intro camera update
-Added missing sounds

World 4:
[h4]Hub:[/h4]
-Lightmap update
-Fixing the last skin bug
-Fixing the last skin energy bars
-Cameras update
-Fixing a bug where time attacks times were mixed up
-Fixing a bug where one level was showing that all coins are collected
[h4]Level 1:[/h4]
-Lightmap update
-Added missing colliders
[h4]Level 2:[/h4]
-Lightmap update
[h4]Level 3:[/h4]
-Lightmap update
-Last puzzle had 3 puzzle breaking bugs, all are now fixed
[h4]Level 4:[/h4]
-Lightmap update
[h4]Level 5:[/h4]
-Lightmap update
-Multiverse objects bugfix
[h4]Boss:[/h4]
-Lightmap update
-Added new stages to the boss fight
-Added missing particle effects
-Added missing sounds
[h4]Bonus:[/h4]
-Added missing fire effects
-Lightmap update


Best regards,
Frozen Pixel.
SCP: Fragmented Minds - TSMRE
The FINAL variant of SCP-3199 is here!

(If you want to pre-order the game and get extra goodies, you can do so here: https://hst-studios.pledgemanager.com/projects/scp-fragmented-minds/participate/)

This month, we have been working hard to create the last variation for SCP-3199, and are very eager to hear your thoughts on the adorable new creature that you'll be seeing in Site-113! This variant, plus the other two, are going to create a very dangerous trio that can, with the help of the new baby, work together to pinpoint your location and will put up an awesome challenge should you be unfortunate enough to get spotted by them.

Fear not though, as we are currently working on adding the new "shocking" player mechanics that will help you to use the environment to combat these threats in a really fun and dynamic manner while also allowing and encouraging you to remain in the shadows!






Mid-March Progress:

We have started building up our large library of environmental assets and are pleased to say that we are now able to start building out the actual environments that you'll be experiencing as you traverse through the abandoned halls and areas in-game! We are very pleased with the new style and level of quality we have been able to achieve and are excited to start moving on to the further areas of Chapter One to bring them to life! You can see some of the sneak peek images of one of the new WIP zones below:






AC-122 Dropship [Cryopod Variant]:

Site-113 units have to ride in style, so we are pleased to show off two new concepts for the interior of the dropship that will become very familiar to you through your journey in-game, as well as being a starting point for the MTF forces in some of the planned multiplayer maps! We will more than likely begin this prop a bit down the line since we want to make sure it's done absolutely correct but are nonetheless in love with the design!




What's Next?

Currently, we are working on finalizing the prototype AI system that will control all of the enemies in-game, as well as building out more of the player mechanics to work seamlessly with the gameplay. Once these systems are completed, we should have the new player model finished and we will then begin to do an entire overhaul on the animations with the model to be sure everything is smooth and looks great. We will also be continuing to build out the environments and have a fantastic surprise that we don't want to spoil so stay tuned for updates regarding that.

Since we are beginning to have much more polished content, you can also expect us to start up the devlogs again as well as posting more video content in general so if you are not following us on YouTube you can find the link here:

https://www.youtube.com/@SCPFM

If you would like to get some of these goodies then feel free to back the game here on PledgeManager: https://hst-studios.pledgemanager.com/projects/scp-fragmented-minds/participate/
Mar 22, 2023
Stationeers - Not Simon
We will be getting back to the larger themed updates soon but for now, we’ve been focusing on two main things: Improving multiplayer through the addition of Steam P2P, and bug fixing and improvements.

Steam P2P



Why was it removed in the first place?
When we prioritized the low-level changes during the multiplayer refactor, we had to temporarily remove the existing implementation of Steam P2P. Now that we've completed that work, Steam P2P has been re-enabled.

What does this mean for you?
Previously, hosting a game required enabling upnp on your router or manually port forwarding, which could be difficult or impossible on some networks. However, with Steam P2P, all the tunneling is handled automatically, so you can connect to the host using your Steam ID.

If Steam P2P is not available for some reason, the game will fall back to direct connect, or you can manually enter the IP and Port.



What's next?
This now puts multiplayer Stationeers in the best state that it's ever been. Earlier today we had a 10-player play test that went very smoothly. If you've been holding off playing due to connection issues preventing you playing with your friends then perhaps now is a good time to try again.

Of course we'll continue to harden and polish multiplayer but we are very happy with the progress over the last 12 months.

Plants and Hydroponics
This patch we’ve been focused on finding and fixing a number of bugs and UX issues associated with growing plants. We’ve improved the UX of the plant analyser cartridge to clearly show when a plant is deficient in either light or darkness. Time spent in a light or dark deficient state will cause the plant to accumulate illumination stress which will slow down growth speed.




Bug Fixes and Improvements
We’ve done a lot of bug fixing to address some issues that have come up from the last updates, as well as a few older bugs. Next update will contain more of this kind of work as we take a step back to harden before we start work on the next big packet of work.

Your support makes this possible
Over the last year, we’ve completely refactored the net code making multiplayer more stable, we’re continuing to improve the connectivity, and we’ve improved some big systems to allow us to bring you better content and new game loops. All this while transitioning to a weekly update cycle.

All the community support, feedback, and involvement have made this possible. So thank you!

If you like the progress we have made, please consider taking a moment to leave a positive review. This makes a huge difference to the project. We've been working hard for the last five years, and feel confident the game has substantially improved over this time. Many projects steer clear of the hard tasks, and we are proud to have taken them on.

Additionally, you can support us by purchasing DLC that we've made to allow those who enjoy the game to support us, and in return get something a little fun to use in-game.

https://store.steampowered.com/app/2089290/Stationeers_Human_Cosmetics_Pack/

https://store.steampowered.com/app/1038400/Stationeers_Zrilian_Species_Pack/

https://store.steampowered.com/app/1038500/Stationeers_HEM_Droid_Species_Pack/


Change Log 0.2.3888.18748
  • Fixed missing 'seeding' logic slot description in stationpedia
  • Fixed missing emissive material on centrifuge info panel
  • Fixed incorrectly coloured thumbnails for turbo pumps
  • Fixed erroneous EndConnection method call in Client.Disconnect
  • Added delay after disconnect handshake
  • Changed Extracted P2PSession request processing into its own function.
  • Changed Ordering of Disconnect handshake message.
  • Removing incorrect log saying the steam lobby was instantiated incorrectly, but it wasn't
  • Removed some unnecessary steam p2p debugging logs
  • Fixed Clients pass in host steamId 0 when calling P2P disconnect.
  • Added Separate Client/Server logic for p2p Disconnect.
  • Added ClientDisconnected Callback to on Client.cs when client Disconnects from steam p2p.
  • Cleaned up logging for DeleteOutOfBoundsObjects.
  • Fixed floor grating kit collider size
  • Fixed drain switch collider size
  • Fixed dynamic gas canister tooltips not appearing when the canister is wrenched to a connector
  • Fixed Broken Build State Prefab errors on centrifuge devices.
  • Improved Error handling when loading devices with build-state errors.
  • Fixed advanced composter not restarting processing when loading save
  • Added "DeleteOutOfBounds" Command. Removes everything that is more than 8km from world origin.
  • Added When Loading a game everything further than 8km from world origin will be deleted.
  • Fixed Index out of range exception on Atmospherics thread caused by atmospheres outside of playable area.
  • Adding steam lobby setup - waiting for invite acceptance to be fixed before enabling this
  • Fixing steam p2p disconnections
  • Fixed race condition breaking steam lobbies occasionally
  • Removed unused logs
  • Added Setting UseSteamP2P.
  • Removed Setting P2PHostEnabled.
  • Added Client side connection logic for using SteamP2P to connect via server browser. Client will attempt to connect using SteamId and if fail will fall back to using RocketNet direct connect. Note: currently disabled until Master Server is updated to serve SteamId in session data.
  • Added "SteamWorks" scripting defines to ProjectSettings.
  • Fixed an issue where wearing and removing a suit could cause your body to not be rendered when far away from the removed suit
  • Fixed Access Cartridge doesn't work on large fridge.
  • Added green/red colouring on plant analyser text for when required/toxic gases are in/out of range.
  • Fixed PlantAnalyser reads growth data from dead plants.
  • Fixed If GrowthEfficiency for plants became greater than 255% it would wrap around back to 0.
  • Fixed Wall heater incorrect colour when turned off.
  • Removed 'create character' popup when joining game
  • Fixed issue where after character is destroyed (e.g. via cleanup) you can't respawn and have to exit and rejoin
  • Fixed Logic memory and logic Dial tooltip showing setting as 32Bit floating point number.
  • Fixed Logic tooltips now show numeric values using correct culture.
  • Fixed build error from light blueprints.
  • Fixed light blueprints show broken models
  • Fixed Newly built lights have a lens flare effect even though they are turned off.
  • Fixed Blueprints showing flare on wall lights.
  • Fixed several places where values were not syncing on clients correctly
  • Fixed Tablet could only show Illumination stress up to 255%. (Illumination stress has no cap but will decrease faster the higher the value once the plant is no longer deficient).
  • Fixed Illumination stress value not serialized.
  • Fixed CarbonDioxide requirement percent display was show HydrationEfficiency value on plant analyser tablet.
  • Added HydrationEfficiency to Plant analyser tablet.
  • Changed Plants that are light or darkness deficient will recover x2 faster once put into the correct state.
  • Added Light/Darkness Deficient text now shown in red on plant analyser.
  • Fixed suit pressure and temperature setting not syncing for clients
  • Fixed missing tool names for some tooltips
  • Fixed Small colliders on Pipe Heaters.
  • Fixed Error when opening pipe heater placement blueprint.
  • Fixed Sometimes proximity sensor and occupancy sensor data-port would not connect to cable.
  • Fixed Sleeper "get In" collider size such that it doesn't block interaction with items in the sleeper.
  • Changed "get in" interaction time to 0.5s.
  • Fixed Labeller now accepts correct symbols for the users current Language Culture. (i.e German language users can now use the correct decimal point symbol "," for their region.)
  • Fixed ic motherboard arbitrarily ordering connected devices in its dropdown. Will now order alphabetically.
  • Fixed LogToClipboard command
  • Fixed spelling error in comms terminal.
  • Rounded wattage values in comms terminal
  • Fixed Hay not processable by recycler. Putting 1 hay in recycler now adds 1 Biomass to the recyclers internal reagent mix
  • Fixed some ic error tooltips not being cleared after errors are resolved
  • Adding Steam Peer-to-peer - currently disabled until steam's "Join Game" option from friends list is working
  • Fixed small collider on small battery charger.
  • Fixed Plant analyser works when unpowered.
  • Fixed Some genetics value ranges were returning incorrect data for seeds when analysed with plant analyser.
  • Added missing tooltips to ic chips in laptop and aimee slots
  • Fixed a few IC issues. Previously chips would hold a single error state for both compilation errors and runtime errors. Have split this into two separate errors. Devices holding ic chips will now flash error if the chip has a compile error or run time error.
  • IC chips with compilation errors will now no longer execute
  • IC chips with errors should now show the correct tooltip when adding/removing them from slots
  • improved logging around upnp
  • Fixed inconsistent arrow key and return key behaviour in ic script editor when paused
  • Removed all functionality from deprecated landing pad.
  • Added More robust handling of spawning and de-spawning of trader pilot.
  • Fixed Trader Pilot could get left behind when ordering shuttle to depart before landing completed.
  • Fixed manufacturing devices showing the incorrect next item on the tooltip
  • Fixed misspelled prefab name in recipes
  • Moved prefabs from resources to assets/things attempt two
  • Reverted asset move
  • Moved all things in resources folder to assets/things
  • Fixed Client joining while in IC editing window puts input into an invalid state. Now when a client connects, if the player is using a UI window it will be saved (if applicable) closed.
  • Fixed Null Reference exceptions when shuttles crash into each other.
  • Consolidated some duplicate clean up code in shuttle movement Unitasks into a clean-up function.
  • Fixed Unable to connect to a server after a failed connection attempt has occurred.
  • Added RemoveMoles AtmosphericEventInstance function.
  • Fixed Watering plants with water canister added water at 0degrees kelvin.
  • Added Correct plant tooltip for when plant is dead.
  • Fixed instance where gas in a pipe network would not get saved during autosave, causing the pipe to be empty upon loading the saved game.
  • Added Autosave now schedules the Game Simulation Tick to pause at the end of the current execution and then awaits gameTick pause state before proceeding to copy the world data.
  • Added AutoSave will cancel if it detects atmospherics data modified during the save process.
  • Added If an AutoSave is cancelled due to invalid data it will reattempt to save again after a 2second cooldown.
  • Fixed LFO-Volume waveforms were not timed correctly on clients.
  • Fixed LFO-Volume settings not updating in multiplayer.
  • Fixed Light Round, Light Round Angled and Light Round Small not casting shadows.
  • Changed Several Plant Analyser Cartridge values to better inform the player of the plants light needs: Illumination Stress, Light Deficiency, Darkness Deficiency.
  • Light Deficiency and Darkness Deficiency will show "No Deficiency" if the plant has received enough light and darkness. Illumination stress will accumulate if the plant is deficient in light or darkness. When these deficiencies are resolved the stress will begin to reduce slowly over time. Illumination stress will reduce Light efficiency which is a multiplier to growth efficiency.
  • Fixed Light and Darkness accumulated values not being serialised for plants.
  • Fixed When a planter is lit by multiple grow lights turning off one grow light causes the plant to be unlit.
  • Fixed Plants could grow when they had no water.
  • Fixed dynamic hydroponics getting lit at 180% light intensity by grow light.
  • Fixed Plant analyser cartridge does not clear state when looking away from Plant.
  • Optimized Performance for grow-lights.
  • Changed Grow light emitter to point source, reduced radius of grow light emitter to match the current effective radius of grow light. Removed shadow casting from grow light.
  • Updated incorrect blueprint on refrigerated vending machine kit
  • Removed old Unity NetworkTransport networking method
  • Removed ROCKETNET and ROCKETNET_LOGGING defines since they are no longer needed
  • Fixed comms motherboard not correctly sorting landing pads in the same manner as Satellite Dishes.
  • Fixed saved landing-pads that did not have a centre or Gas storage would print an error on load.
  • Made custom project view fetch even faster
  • Fixed jetpack thrust settings not updating for clients
  • Fixed bug with overflow chute not overflowing when output end is blocked
  • Fixed landed shuttles not loading in at the correct rotation
  • Made custom project view fetch faster
Victim - Error_Esc
-Added Score System to the CrazyBrain Marathon Extra Content that includes Stage Scores, Stage High Scores, Total High Score, Collision Specified Scoring whenever the CrazyBrain collides with specific collisions, Menu Score Tallies, Begin Ready Sprite, Logic adjustments, level design addition for CrazyBrain Stage 01, and Sprites accompany Score Displays
Goblins - neonwizard.business
After gameplay testing, the delay/recharge time after spawning a TROOP in battle will be removed.
Players will no longer have to wait a set amount of time to buy another TROOP. This change will also require the player to make smarter and more timed decisions when attacking.

Changed gameplay mechanic:
-set all TROOP recharge times to 0.5 sec




This update also contains some preliminary files for the NEW mini-game that will be released soon.
This content update will allow players more interaction, as well as let the player to take breaks from BATTLES and have another option for fun within the game.
Mar 22, 2023
Extreme Tag! - SUP3RBOB
Early Access v1.2.1

Fixes:
- Shardo headset should now be fully working in game (sorry about that)
- Accessing the chat box no longer freezes the player
- Player's can no longer hear themselves when using voice chat
- Player can no longer move after 10 seconds when they're chosen at the start of the infection and hide & seek game modes
- The slow powerup should not affect dead players anymore
- Tagged players in infection using the slow powerup won't slow down other tagged players
- Player's should now be able to see the powerup of the person they are spectating
- Textures in the map importer should have no filtering applied to them now
- Last Stop and Shroomville adjustments
- Full list of controls visible in settings

Known Issues:
- Map importer can't support models with negative scale values and will force the scale to be positive. You must apply the scale using before exporting your map in whatever software you used to make it
Hero Realms - classicsmiley
Improvements:
-Support added for upcoming Base Set sale
Mar 22, 2023
Beneath Oresa - Broken Spear
Bug Fixes
  • Fixed a regression on counterattacks
...