Fireworks Mania - An Explosive Simulator - Laumania ApS
This update brings 4 new languages, which have been requested and translated by the community. The game can now be freely resized when not in full screen mode and various packages have been updated to latest version.


Added
  • Added new languages: Lithuanian, Finnish, Swedish & Portuguese. If you want to help translate or find a translation bug, please let me and the community know on my Discord: https://discord.gg/SzZD77p
  • Added feature to allowing game to be freely resized if "Fullscreen" is turned of

Changed
  • Upgraded to Unity version 2021.3.20
  • Upgraded QC Console
  • Upgraded Master Audio
  • Updated Credits with new translator names
  • Removed some 'demo' commands that was included by mistake from the QC Console upgrade
  • Changed how sounds are played, when played rapidly. This is to try and avoid missing some sounds when things goes faaasssttt

Fixed
  • Fixed bug where custom sounds from mods won't work if mod was updated while game was running
  • Fixed odd bug where rooflamps on gas station wasn't turning on and off

YouTube | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/


Netherguild - David [Netherguild Dev]


Hey Guild Leaders!

Earlier today I added Steam cloud supports and ensured it works great on Windows, Linux, and between a computer and the Steam deck with the help of a few players (special thanks to Elo, PureParadox and SafetyValve).

What does this mean?
If you just use a single machine, nothing changes for you! (besides your saves also being backed up on the cloud now, just in case).

If you use multiple computers / Steam deck and have existing saves in both, make sure you don't have saves in the same slot because they might get overwritten - you can check your local saves on Windows & Linux by right clicking on Netherguild on Steam -> Netherguild_Data/StreamingAssets folder and backing up your save files (look like: SaveData1.save for the first slot for example).

Do note that cloud saves might be disabled for a few hours / a day at some point in the future when Mac support is added. This is because Mac uses a different location for save files and it'd have to be implemented differently.
When that happens, I'll be sure to let you know in a news update on Steam and in-game for the duration cloud saves are inactive.

Thank you for reading!
-David
Apr 5, 2023
柒愿传说 - F
1
Pharaoh™: A New Era - DigitalHamster22
Greetings Pharaohs,

Today we finally add the long awaited ultra-wide support to the game. We also wanted to improve player experience by increasing coverage of buildings, making UI improvements and more bug fixes, most notably by fixing more save corruption issues and monuments getting stuck.


Added ultra-wide support

We could not test every variation out there, so if you encounter any problems, please provide your feedback in the Technical Support forum so we can help you.


Balancing

As the way to play the game has changed a lot in almost 24 years, neighborhoods tend to be generally more optimized than what the original team intended, generating spam of specific buildings to attain desired coverage. Coverage for buildings has been increased to reduce this:

  • Shrine: from 300 to 400 people
  • Temple: from 700 to 900
  • Shrine for Patron God: from 150 to 200
  • Temple for Patron God: From 375 to 450
  • Temple Complex: from 8000 to 10000
  • Juggler stage: from 400 to 600
  • Musician stage: from 700 to 1000
  • Dancer stage: from 1200 to 1800
  • Senet House: from 5000 to 7500
  • Zoo: from 7500 to 10000
  • Library: from 800 to 1200
  • Scribal School: from 300 to 500 children


UI&UX improvement

  • Esc. now has the same effect as a right click.
  • Every tooltip now gives information on what key bind is associated with its button.
  • Added an icon on a building not having access to a road instead of a notification.
  • Added an icon on a building whose entry and exit point are not connected.
  • Mission briefing properly displays objectives in the first 4 missions.
  • Objectives now display house full name instead of house level.

General Bugfix

  • Trade Boats don’t get stuck when something happens to their destination dock anymore.
  • Fixed Trade Boats not splitting when multiple docks are available.
  • Fixed display for unit-based resources in trade boats interface.
  • Walkers in destination mode no longer try to go through underwater floodplains (and drown on the way).
  • Fixed some animations on buildings.
  • Buildings destroyed by gods now have a lightning strike effect if you happen to be looking at the right time in the right place.
  • Fixed several more cases of saves corruption.
  • Fixed monuments getting stuck after loading a save.
  • Fixed several other instances of monument construction getting stuck.
  • Added burial tomb background in monument overseer.
  • Fixed mini map not updating on certain cases.
  • Fixed Academy blocking recruiters if not accessible by road when built the first time.
  • Fixed tax input field not clamping the value correctly.
  • Fixed trade routes opening and festival launching still sometimes not being able to be used while in debt.
  • Fixed hunting lodge icon on worker overseer.
  • Fixed workforce calculation for the overseer of workers.
  • Disabling industries now send the workers back to being unemployed.
  • Inhabitants in manors are now properly removed from the workforce.
  • Fixed events on Itjtawy so new trade routes can open.
  • Fixed "Organized Mess" achievement not being triggered.
  • Fixed trade "Sells" column missing its border.
  • Fixed city name not being updated when changing language in the settings.

Please note that in order to fix as many save corruption issues as fast as possible, we were forced to reintroduce the following bugs :
  • When loading the campaign map, improper cities are initially being shown
  • Work Camps will sometimes decide to stop sending out workers | WORKAROUND : This issue occurs after around 1 hour of gameplay. Reloading the save fixes the issue.
We apologize for this inconvience, we are working to fix these bugs as fast as possible.

We want to thank you all for playing Pharaoh: A New Era. Feel free to share your feedback using Steam's Feedback & Suggestion subforum. We're doing our best to gather everything and study them carefully.

As stated in a dev blogpost, the map editor, and military revamp are next on the list of features to come.

------


Keep up with the latest news on Pharaoh: A New Era by following:

https://twitter.com/Triskell_Int

https://twitter.comDotemu

http://www.facebook.com/PharaohNewEra

https://www.tiktok.com/@dotemugames_

Follow Louis Godart on Twitter:
@louisgodart

How about checking his Soundcloud?
https://soundcloud.com/lgodart/khepera

👾Catch us on Discord:
https://discord.gg/pharaohnewera
Cosmic Dungeon - [BLGEM] Nikbro
Hello everybody,

We regret to inform you that we will have to postpone the release date of our much-anticipated game, which was initially scheduled to launch at the end of March. We have received a lot of feedback from our beta testers and players, and we believe that it is crucial for us to take their feedback into consideration to ensure that we deliver a complete and fully functional game that meets your expectations.

Furthermore, we understand that many of you have been eagerly waiting for the release, and we apologize for any inconvenience caused by the delay. We want to assure you that this decision was not taken lightly, and we believe that it is in the best interest of our community to take the extra time needed to make sure the game is ready.

We ask for your patience and understanding during this time. Likewise, we will be sure to keep you updated on the progress of the game, and we will share the new release date as soon as possible. You can stay up-to-date on our social media channels, where we will be sharing news and updates leading up to the release.
Thank you for your understanding and continued support.

Best regards,

Blue Gem Interactive
Highrise City - D13_Michael
Greetings Builders,

The new update is finally here. And it contains a lot of changes for the game and one major "fix" you've been waiting for for a long time. The curb is now on ground level. We're still tweaking the terrain a bit but we found a way to lower the curb to the terrain even though we are making use of a voxel terrain. The road building system will now also create tunnels and bridges automatically if they are required, so you don't need to manually configure your building mode anymore.

We've also been finetuning the balancing again. The carriers now can load more resources and the milestones got adjusted once again. Quite a few buildings have received visual updates, all 300 icons for the buildings have been redone and the terraforming got improved as well.



Full Changelog
  • Curb is now closer to ground level
  • Buildings create a massive foundation
  • Increased the number of citizens. Cities with up to 10 million people are now possible
  • Adjusted milestones
  • All 300 icons in the building menu have been redone
  • Zone-Buildings can now be placed freely in the sandbox mode
  • Increased the amount of resources carriers and the Garbage Collector can transport
  • Improved handling of the players car
  • Researches got better descriptions
  • The fences in farms are open around the building itself
  • The color of the fences is now different for each farm type
  • Improved the landscape of farms where they thouch the streets
  • Migration in relation to unemployement has been adjusted
  • Does the population shrink, people without a place to live or without work will leave the city first
  • When driving with your car, no hints or tips will be displayed anymore
  • Harbor adjusts the terrain level less harsh
  • Increased CPU performance
  • Increased performance while driving your own car
  • Symbols above vehicles disappear if a street gets demolished
  • Improved mouse collision when clicking on streets and crossroads
  • Fixed a bug when buildings bridges
  • Streets get correctly updated if terraforming is used next to them
  • You can now build streets by keeping the left mouse button clicked
  • Incrased the asphalt surrounding of buildings slightly
  • Buildings in first row to the street get automatically adjusted to the street level
  • If garbage is full at a buildings, electricity and water will still work
  • Traffic lights are now glowing stronger
  • Adjusted the size of trees for buildings of the first stage
  • Increased the resolution of textures on cliffs
  • Fixed a bug which made water pipes disappear
  • Changing the resolution or the mode in the options, the action needs to be confirmed afterwards (otherwise it will return to the previous state)
  • If there are issues in the main menu, you can reset the game by pressing Left Control + H + R
  • Milestones: two more areas can now be unlocked
  • Milestones: Laws are now displayed with an icon
  • Small performance improvements of the assets
  • Small visual updates for the office buildings of level 1, 2 and 3 with lights and signs
  • Removed a bunch of assets or replaced them. That reduces needed memory and increased the performance slightly
  • After loading a savegame, trees won't get placed on water anymore
  • Decoration objects can now be deleted correctly
  • Increased / Updated roads will reduce the way costs per person which means that people will take longer distances to get to work
  • Visually updated buildings:
    • Cattle farm
    • Sheep farm
    • Charcoal burning
    • Parks
    • Middle sized church
    • Garbage Powerplant

But: That's not all. We've been working on more things in the meantime. As you know, we recently confirmed that we are also working on public transport via busses. Don't expect that feature in the coming weeks as we are still adjusting a lot of things there - this one is quite complicated, but the feature will come later this year. Also we've started working on updating the whole research menu. Green Cars will soon find their way into the world of Highrise City and maybe we've even started on a massive building which will require more than just one stage. Stay tuned!

The paladin & The succubi servant - Alex
Thank you for your continued support of our game, The Paladin & The Succubi Servant. We have some exciting news for you! From April 10th to April 17th, we're offering a special 20% discount on Steam!
Valheim - IronMontilyet
Unfortunately everything wasn’t as patched up as we believed last time, and there are still some issues with the world loading on Xbox. We’re working as fast as we can to fix it, and this is hopefully a step in that direction (although it’s not entirely done yet)!


Patch notes:

Fixes & Improvements:
* Improved stability and performance of world saving to decrease chance of saves being corrupted on microsoft store and xbox
* Player & ship markers are now shown correctly above map pins on the minimap
* Lighting effects reduced when using “reduce flashing lights” setting for Eikthyr antlers, all boss spawning, guardian power and boss stone activation
* Network compatibility version is now displayed separately in the console and log file and each non-pc platform has a platform prefix in the version text
Nefasto's Misadventure: Meeting Noeroze - Yeppoh Games
After years of work, and a detour in Early Access limbo, the full version of Nefasto's Misadventure: Meeting Noeroze is now live.

You can experience the peculiar adventures of the Game Data Nefasto in the bizarre world inside your computer.
  • All the interactable characters are there.
  • All 14 endings, all the quests and routes are available with their bosses and dangers to overcome.
It isn't going to be an easy task to help Nefasto out of his predicament, but with patience and attention to details there's no doubt you will find a good ending for him, or for yourself.

We wish you a good game, and we hope to see you on our official Discord and/or in the Steam Community Hub.
The Doll Beneath - Sgt. Tan
"And so I wept."

"The unending truth was too much to bear."

"Now I lie in a void of silence."


Yup, it's almost here. It's been two years since I originally started working on The Doll Beneath, and now it's finally time to bring it to a close. I've thought long and hard on how I want it to end, especially with how much time and effort I put into the characters. Now that a good amount of time has passed, I think I can safely end it without much worry about what people might think.

To be fair, this is technically my first game I've officially released to the public. Sure I've made other "projects" in the past, but none of which can really compare to this.

EPISODE 4

Play as Kiyoko as you attempt to piece together the loose ends left behind by a long and forgotten cult. New faces, old friends, they're all the same. In the end, Akio is all you will ever need. "He" is all you will ever need. Listen to your heart, not your mind. The face isn't there to harm you.

EPISODE 5

Play as [???] as you enter into the minds of [???], in an attempt to save them. With the knowledge you've gathered, do you have what it takes to finally end this?

Besides all that, I also have one other surprise planned for the final release. Have you ever wondered what was behind the door in the gallery? Well you will soon.

The final release will drop on May 3rd. Trust me, it'll definitely be worth your time.

I also have another announcement that will soon follow regarding my next project, which isn't exactly "safe for work," but still a game nonetheless.

Anyway, that's it for now. See ya!

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Oh, and has anyone found the easter egg in Episode 2, Chapter 3 yet? I've searched high and low, and I don't think anyone has found it. Ahh, oh well.
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