Video Horror Society - Shills
We Are We Are We Are
Deep beneath the ice at the Canaka Outpost an alien enemy is thawing... And it’s hungry...

Expand your monster roster with our most spine chilling monstrosity yet. The shapeshifting Anomaly introduces an all new paranoia-inducing playstyle that will have your foes shaking in their snow boots... TRUST NO ONE.

The Anomaly Powers & Mutations
Power - Disperse
  • After focusing for 1 second, the Anomaly will Disperse for a maximum of 2.6 seconds. An active Disperse can be ended early by using the Power again after 1.6 seconds.
  • While Dispersed, the Anomaly cannot see or be seen by teens and moves 100% faster.
  • When Disperse ends, all teens within 5 meters of the Anomaly will be Gooped, slowing movement and preventing most actions for 1.8 seconds.
  • Disperse has a cooldown of 15 seconds and cannot be used for 3 seconds after hitting a teen. The range of this effect is diminished if Disperse is ended early.
Mutation - Ripple
+ When you use Disperse, an after-image of teens within 8 meters is shown to you for 4 seconds.
- The focus time required to use Disperse is increased by 20%
Mutation - Gooper
+ The distance at which teens will be Gooped when emerging from Disperse is increased by 20%
- Disperse can no longer be ended early
Mutation - Elusive
+ If Disperse is used while Mimicking, the cooldown to use Disperse again is reduced by 50%
- If Disperse is used while not Mimicking, the cooldown to use Disperse again is increased by 20%



Power - Mimicry
  • After focusing for 1.5 seconds, the Anomaly will gain the Mimicking status, taking on the likeness of a random active teen with 98% of a teen’s run speed for 14 seconds or until canceled by attacking or activating the Power again.
  • While Mimicking, the Anomaly’s Tension Track will be hidden from teens and the Anomaly’s aura-reading effects and Danger Sense will not function.
  • Running while Mimicking will cause the remaining duration to deplete 40% faster.
  • Weapon damage taken while Mimicking will not apply directly to the Stigmas, allowing the Anomaly to use Disperse to escape. Should the Mimic be destroyed by a weapon the Anomaly will Flinch, unable to perform most actions for 1.5 seconds.
  • Mimicry has a cooldown of 40 seconds.
Mutation - Malign
+ The cooldown of Mimicry is reduced by 10%
- While using Mimicry, the Mimic will always appear to be Injured, regardless of the health state of the copied teen.
Mutation - Splitter
+ When Mimicry is used, an additional mimic is created that will run in the direction you are facing. This mimic will instantly vanish upon hitting a solid object or when damaged by a weapon.
- Mimicking duration is reduced by 20%.
Mutation - Infectious
+ If the Anomaly injures a teen within 1.5 seconds of Mimicry ending, the teen will suffer the Busted status for 60 seconds.
- The focusing time required to use Mimicry is increased by 25%



Power - Scour
  • After focusing for 1.5 seconds, the Anomaly will enter a Scouring state for up to 15 seconds. While Scouring, the Anomaly sinks partially into the floor, becomes Blinded, and has their movement speed reduced to 8% of base movement speed.
  • While Scouring, all active teens will start to become Exposed to the Anomaly over 6.5 seconds, starting with those farthest away. Additionally, the cooldowns of the Disperse and Mimicry Powers will recover 300% faster.
  • Scour has a cooldown of 32 seconds.
Mutation - Seething
+While Scouring, the Anomaly will gain 1% Rage every second.
- While Scouring, the cooldowns of the Disperse and Mimicry powers will recover only 80% faster.
Mutation - Startling
+ While an unarmed teen is Exposed by Scour and for 2 seconds afterwards they will be Jammed.
- While an armed teen is Exposed by Scour and for 2 seconds afterwards, their movement speed is increased by 15%.
Mutation - Slinking
+ While Scouring your movement speed is 35% of base movement speed.
- The auras of teens now disappear immediately after Scour is canceled.

New Map: Outpost K
With the release of The Anomaly comes our newest map! The site of The Anomaly’s crash landing on Earth, Outpost K, is now available FREE for ALL players!

Hear the arctic winds whip through frozen ice fields at Canaka’s most dangerous station. Investigate the tunnels beneath the ice but don’t dig too deep, you never know what you might uncover. Is that -40 degree blizzard giving you the chills? No. You’re being watched.

Now Playing: Survival Mode

Battle wave after wave of monsters in our new Survival Game Mode where The Beyond fights back! You and up to four teens faceoff against bot opponents in fast-paced waves.

Survival mode starts off like a regular teen match: craft weapons, heal up, and work together to take down the monster. But Survival Mode moves fast! Bot monsters spawn in at lower heath with only 1 or 2 stigmas remaining - take them out quick and carry your weapons over to the next round.

Each wave of monsters is stronger than the last: learn to fight off hordes of dolls and multiple monsters all at once! Remember, it only takes one survivor to take the whole team to the next wave! How long can you survive?

The VH-Eggstravaganza!

Spring has sprung and it's time to get hop-hop-hoppy! Hunt for Good Eggs and Bad Eggs in our first ever VH-Eggstravanza! Gather up your basket and contribute to the community egg collection to earn creepy cool community rewards that will put some spring in your step.

We hid a dozen painted eggs around every map for you to find. Monsters can smash 6 Bad Eggs for bonus points every round! Teens can dig through festive baskets for 6 Good Eggs and bonus points of their own! Put 'em all together for big community prizes! Well? Hop to it!

Patch Notes
Beginner Bot Matches
- As part of our efforts to improve the new player experience, when queuing alone new players will be matched with training bots in their first few matchmaking games as teen and monster to give them the opportunity to learn the rules and mechanics of the game in a less competitive setting. Note that some features are disabled in these matches, such as seasonal events, certain maps, and certain monsters, to keep things simple.

Anomaly and Outpost K
- The Anomaly monster and the Outpost K map are now out of Preview mode and available in matchmaking! Note that they have had many changes since their Preview versions. The Anomaly can be purchased through Flux in the in-game store or through Steam and Epic!

Teens
- The teen player cards on the HUD will show new status icons when teens are disrupted or when they are searching objects.
- Teens can now revive other teens from the prone state while disrupted by the monster scream.
(Designer’s Note: This change is to give teens a chance to recover from a game state where multiple nearby teammates are down and the monster hits keep coming, allowing for rescues even in such a dire situation.)
- The speed at which teens lose life while prone has been reduced by 20%.
- Teens now crawl 5% faster while prone.
- Luma now respawns around the map more quickly after being collected by a teen’s spectral.
- Teens that take a 5th hit from the monster will now be Busted for 60 seconds. The 6th hit will result in being Busted for the remainder of the match, as before.
- When a monster highlights a station using the Demonic perk, teens crafting at that station will now see the Exposed status on them.

Pickups
- When the Walkie Talkie is switched on, the pickup icon will now change color and intensity when the camera is pointing in the direction of the monster.

Dooma
- Dooma energy orbs will now spawn periodically during a match. In addition to hitting teens as before, monsters can also gain progress towards fetching their next plague by finding and smashing these energy orbs!

Controls
- When playing Anomaly on Controller, the default buttons to Disperse from Mimic and Leave Mimic have moved to keep them from overlapping with normal teen movement controls. Additionally these particular bindings can be reassigned in the controller config menu.

Audio
- New music pieces now play during the end of a match.

Bots
- Improvements have been made to the WART and DeathWire bots and the use of their powers.

Bug Fixes
- Fixed cases where players could sometimes hear the audio of other players performing actions after they had finished performing them.
- Fixed an issue where the Timeshift Rage effect appeared very bright while armored as WART, or when wearing certain cosmetics.
- Fixed an issue where the Timeshift Rage effect wouldn't appear on lower settings.
- Fixed an issue where input when entering a Private Screening Lobby code could inadvertently modify other settings, such as region or character selection.
- Improved shader precaching to reduce the likelihood of frame rate drops when playing certain game effects for the first time.
- Fixed the audio for the Werewolf emote Fido Flip to be easier to hear.
THNT : Target Hunt 'N Terminate - Sardaukar
Hi, minor update :
  • Added skippable tutorial
  • Increased enemy count in Area A6
  • Various small improvements and balancing
~A
Mar 31, 2023
Kill Your Shapes - mpot101
Slowed enemy spawn rates in first level.
Fixed a bug with final boss that stopped it from attacking.
Mar 31, 2023
Archmage Rises - LordYabo
Our improved QA process is working. We delayed this build from yesterday because we found serious issues. Then today we did a full test sweep and found several serious issues. We fixed them and had to work a little late, but here it is!

I'll say it like Apple does about their phones every product announcement "This is the best build of Archmage Rises to date."

Improvements
  1. Improved: You can manually save the game at any point (not combat) by pressing F5. Unfortunately it looked like the game crashed while it froze up and saved your game. We made it much nicer now with a popup and log entry, etc. It’s real pro now. Real pro.
  2. Improved: save file upgraders work from 14.1.19 to 14.1.22, so you should be able to play your worlds and saves in this build.
  3. Improved: Added Error Codes to the game. This allows us to know roughly where the problem is. You currently don’t see them, but when you submit errors through the game we get them and it automatically flags them for us in our Jira tool.
  4. Fixed: a massive issue with monsters appearing on the map but you couldn’t interact with them. This was due to an icon duplication problem (complicated). The reason you couldn’t interact with them was because it wasn’t real, it was just an icon.
  5. Trail rations no longer free! And there was much rejoicing! This was due to the pricing algorithm being based on how much wellbeing an item provides you. A food item or nights stay that boosts your wellbeing should be more valuable. Unfortunately negative wellbeing was tanking the value making it zero. The pricing is now only for +positive well being.
  6. Improved: New UI slider for transferring quantities of things (gold gifting). Try to restrain your enthusiasm.
  7. Improved: Increased NPCs knowing where someone or a town is from 33->50%
  8. Improved: Increased "knowledgeable" NPCs (Innkeeper, Mayor, Merchant) knowing where something is to 75%
  9. Removed: Bandits temporarily gone from the game. They're too buggy and ill tempered.
  10. Improved: Resource placement logic and values. It was too rare to have resources (metal, stone, wood) and when you did get them, there was a TON of them (like 100+ metal) turning the game into Resource Hunter Rises. Now roughly 30% of tiles have between 1-3 resources BUT the amount of resources is 3-6. This will later be improved to be skilled base, allowing you to come back and revisit places with a higher skill level. Sort of like in ancient times they could only mine gold at the surface, but with better technique could go deeper and get more later.
  11. Improved: [Dungeons] When at a staircase room, pressing Shift+W will let you go upstairs/downstairs without needing to click on the staircase. This is helpful in buggy situations where the staircase did not get placed or simply isn't there is no click event to be triggered
  12. Improved: There were too many books being dropped in dungeons, switched it to 1 per library room.

Fixed
  • Fixed: Flow tiles (rivers, lava) no longer move around on the map because they are properly cached. Wow! That only took forever to fix!
  • Fixed random number generation which could have led to super subtle hard to find bugs
  • Fixed: Dungeon loot algorithm. One day we’ll get it right.
  • Fixed: Combat issue when player destroyed some non-essential thing like a rock
  • Fixed: Issue with saving and quitting while autosave is running
  • Fixed: Goblins were apparently Humans! Put them back in their place.
  • Fixed: Birthday wasn’t actually working on your.. um… birthday. Oops.
  • Fixed: Ambush enemies wouldn’t die.
  • Fixed: Super weird dungeon movement/teleporting when clicking on a door.
  • Fixed: Quests with time limits weren’t loading correctly from save. Now they do!
  • Fixed: Quests getting nulled out and showing a dummy quest of Life Aspiration. You should never see this again, and if you do it’s a big problem.
  • Fixed: Town music and ambient sounds now transition properly between scenes and locations. No more cacophony hurting yer ears!
  • Fixed: Removed ridiculous startup things in the player log, like “the battlefield has gained Fishing from unknown source”.
  • Fixed: Various combat bugs. We’re working on a new combat system for Early Access so these are BandAids (TM).

Known Issues
  • Demo Quest Final Battle Issues: Conclave ending works. Selfish ending works. Renegade option has issue when conclave ambush battle occurs the guards in it hit 0 HP and don't die. That's not new, but the work around of console command "win.combat" failed to end the combat
  • Skills like Perception are definitely handed out too often and you can quickly boost your stealth skill into the stratosphere
  • Fishing doesn't work
  • Light spell icon gets lost loading a save game
  • Player log text disappears on save/load
  • Market - prices don’t change as you buy and sell
  • Relationships decay very quickly making it almost pointless to try to maintain one. That’s pretty dumb, we still need to fix it.
  • Clicking a weapon in inventory doesn’t equip it. BUT you just click a hand and it will show all equipable weapons, or drag it over.
  • Dungeons aren’t spawning locked doors, making levers useless and no keys being placed to find. They’re supposed to be funner!
  • Most spells need better tuning and balancing
  • Building a tower is supposed to come with a default layout, but it is completely missing, meaning you have to build from scratch everything, placing doors and a bedroom, floors, etc. Quite tedious.
  • NPCs don’t send letters to you. Even if you are friends. They just aren’t that into you.
  • Can’t do the final battle twice in the same game session. Have to quit the game completely, then it will spawn second time. Sorry speedrunners!
Mar 31, 2023
Idle Simple RPG - 迟到摄影师
1. Repair a bug where the number of experience bottles cannot be displayed correctly
Mar 31, 2023
MotorCubs RC - jdraisey
Hey all, the Mac OS version is released with support for Intel and M1 chips in the same package. Enjoy!
Mar 31, 2023
Luck be a Landlord - TrampolineTales
The game has been patched to fix a few bugs.

Changes
  • Fixed a bug where the Wine and Rabbit Fluff achievements weren't unlocking properly if the game's language was set to one that displays the relevant stats in metric units (instead of imperial units)
  • Fixed a bug where controller buttons couldn't be re-bound to different commands
CAT & MOUSE - ProzackPH7
FRIDAY!
Just wanted to let everyone know that the next update will be pushed out a few weeks.
I REALLY dont want to do this, but the AI and Art update is taking way longer than expected and I dont want to push an update just to make the game unplayable.
I am still figuring out how to properly set deadlines since I always seem to think it will take less time than it actually will, so like everything else about this game, its a learning experience.

There is still a massive discount for the next 2 weeks but no update.
I will announce the next update as soon as I have the large hurdles completed and there will be another huge discount with that update as well.

Again, sorry for the lame news, but I am excited to show everyone everything I have been working on.

Thanks for playing my stupid game.

-ProzackPH7

Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

We're (just barely) back in action after our break the past 2 weeks, and we've put together a small but goofy update for y'all for April Fool's Day (we can't pass up the opportunity to pop some more weapons-grade stupid into the game to celebrate).

We hope y'all enjoy this little collab with Kommander Karl (author of the Rail Tater). Remember, don't believe anything you read on the internet for the next 24 hours or so :-P

Peace,
Anton

Full Changelog - Update 108 - April Fool’s Nonsense
Additions:
  • Added New Firearm: Rail Tater (chambered in Rail Potate)
  • Added New Firearm: MP5 Shadow (I’m so incredibly sorry for this)
Fixes:
  • Removed Bayard 1908 last round slide hold open
  • Fixed missing textures on some 23x75mm rounds
The Infected - DigxStudios
Hi everyone,

Just a small update to address some issues I felt were pretty severe.


FIXED - atv bugs when its being used in water. Player character would float and detach from the ATV as if
he was swimming.
FIXED - bug where deleting certain objects would result in other stuff also getting deleted.
FIXED - some trees and boulders in the middle of the water in the southeast portion of the map.
FIXED - issue with frogs where sometimes they would not die if attacked. This would happen if you tried to kill a frog recently spawned.
FIXED - bug with hotkeys to craft, open inventory using F1 through F5.
FIXED - upgrade to metal door had some issue and not working properly.
FIXED - issue when deleting a land claim pole, it would cause other poles you may constructed to not
work correctly.

A big thank you to all you helpful beta testers for reporting things in as you encounter them.
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