Street Legal 1: REVision - DevilMcSheep
In short
Remade springs, more first person improvements, ped conversations!

List of changes
First person driving
  • Fixed a way to crash the game too, when only intending to crash the car.
  • Reworked camera position tracking, to be no longer purely tied to seat position, allowing better per-car adjustment, and now properly getting offset in case of heavy roof or side deformation.
  • SL1-matched camera positions for all front seats (passenger seat mirrors driver's).
  • All cameras are now centered by steering wheel, rather than seat - small change, but with big effect to how comfy the interiors feel!
  • Raised cameras for better views out of the ST9 and Yotta.
  • Few other fine-adjustments.
Spring remake
  • To solve some visual bugs, springs now feature modelled coils, made to mimic the look of the transparent texture on a simple low-poly cylinder shape seen in the original game.
  • Proper vertex weighting: The coil maintains consistent thickness regardless of compression.
  • Click object is still a simple cylinder - no extra accuracy needed to remove them!
  • Darker shading on the inner surface, same overall look as the originals otherwise!
  • Optimized materials - potentially better performance despite a more complex model!
  • Thanks to g13ba for doing the majority of the work on these!
Splash screen
  • Though the art itself isn't fully finished yet, the logic for displaying it on startup is now in place!
  • If the option for this is enabled, text for what's going on during startup is now displayed in the lower right corner, just like for loading screens.
    Though startup process is usually complete long before there's a chance to even attempt to read anything, this feature can still be helpful for diagnosing any startup crashes or slowdowns.
  • Added an option to skip the splash screen entirely.
  • If the splash screen isn't disabled, the wait time is now used to pre-load some resources.
  • Splash screen (and loading screens too, for that matter) can be hidden by pressing Esc.
Valo City
  • Night mode is now accessible without use of console commands; Hold Shift when leaving from the garage (Shift+click or Shift+F2)!
    As mentioned previously, the city at night is a bonus mode for top speed runs and relaxed cruising - you will not be making career progress in this mode!
  • Disabled some old experimental police AI tweaks.
  • Fixed some text being incorrectly hidden.
  • Police is marked on the navigator only when chasing you, just like in the original game.
  • All city triggers are now fundamentally functional.
  • For as long as the garage trigger area hasn't been left, returning to garage via menu is free!
    This removes the need to drive away and back to re-enter the garage for free after an accidental exit.
  • After initially leaving the garage trigger area, returning to garage via menu will always involve a tow fee, regardless of distance, just like in the original game.
Pedestrian conversations
  • The dialog interface now makes space for multi-line shop/race responses, if necessary.
  • Fixed blabber interface being shown for pedestrians who lack additional things to say.
  • Current crowdfunder submissions for pedestrian names/responses have been added to the game!

    Mock a Frenchman!
    Listen to some guy's Australian vacation story!
    Become cursed!
    Receive questionable vehicle purchase advice!
    "Steal" someone's "girl"!
    ...and more!

    The reward is still available, and any future submissions will be added before launch!
Misc
  • Moved back the seats of the Zed - Mitch sits much more comfortably now!
  • Car Lot now properly kicks you out of your seat.
  • Safer first person car exit logic in garages, now considering proximity to walls.
  • Fixed horizontal misalignment of the shock absorber model.
  • Fixed the main menu still being loaded when auto-executing the "load" console command (immediately loading into a career on startup).
  • Fixed a way to get loading screens stuck.
  • Fixed random SFX being played during the caching process when going to Test track/Valo.
    (The familiar gear change sound is still played, but on purpose now :))
  • A janky temporary solution to make manual gear changes instant.
  • Some additional shock/spring position tweaks for cars, now that springs function properly.
  • Support for being (and saving) within a garage other than your current club's.
  • Recreated the original initial chase camera placement logic when entering Test track/Valo.
  • Fixed camera FOV/Roll sometimes desyncing from the sliders when re-entering photo mode.
  • All music has now been replaced with SL1's! Tracks cut from later versions included!
The streets of Valo need more personalities!
Check out some interesting rewards in the crowdfunding thread! :)
https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/

A week 'till more!
Stay tuned! :)
LUNARK - johan.vinet
The world of sci-fi cinematic platformer LUNARK is filled with diverse environments, from high-tech and industrial to natural and organic. The lush forest area of planet Albaryne, where massive trees extend far into the sky, is definitely one of the latter. Leo, the game’s protagonist, finds himself in the forest quite unexpectedly; he’s only there because his ship malfunctioned, and if it hadn’t been for some fortuitously located vines that ensnared the craft, the landing would have been much, much worse.





The bad news is that the ship is busted. The good news is that it doesn’t take long before Leo encounters a mechanic who’s willing to help with repairs. However, there’s a catch. The mechanic — who just happens to be named Mekanic — is part of a small group of humble syrup farmers who reside in the forest, and the group’s boss insists that you help them with their syrup-collection efforts before Mekanic can work her magic.

Obtaining that syrup means methodically exploring the forest from one end to the other — climbing across branches and leaping from limb to limb as you navigate the treetops — while seeking out previously placed syrup-harvesting devices. Some of the trees are even big enough that they’ve had staircases carved into them! Exploration is a lesson in looking before leaping, as there are many opportunities in the forest for fatally long falls.

In addition to navigating through the labyrinthine network of trees, you’ll also have to deal with hazardous flora and fauna. The forest’s main inhabitants are insect-like Nectaronauts, which tend to mindlessly buzz around tree trunks looking for their next hit of sweet, syrupy goodness; though not especially aggressive, their fixation leads them to collide with anything in their way, and their evasive flying makes them slightly tricky to hit. More problematic are the colorful pollen pods that frequently sprout and drop from the trees, which drift in erratic patterns that make them tough to avoid.





Worst of all, however, are the purple, beastly Drorilla droids; that’s right — robot gorillas! Nobody knows where they came from or why they’re patrolling the forest, but the Drorillas are extremely dangerous. If their lasers don’t get you, their pounce attacks probably will, and they’re nearly invulnerable on top of that. If you encounter one, you’re much better off avoiding it than fighting!





If you manage to survive the forest’s hazards and retrieve three gallons of syrup, you’ll be one step closer to continuing your journey and unraveling the mysteries of LUNARK, but there seems to be more going on than initially meets the eye. Just who are these humble syrup farmers, anyway…? We’ll leave you to discover that on your own.

Chris Hoffman - WayForward

Apr 5, 2023
On The Job - lazlo gaming ltd
Thank you all for all the support! Here are the patch notes for today's series of fixes.

  • Changed background color of levels (to ‘accommodate’ unusually wide aspect ratios)
  • Fixed the “New Identity” upgrade not resetting the UI properly
  • Fixed the accuracy on the score screen being 0% when it should not be
  • VIPs no longer give a line of sight when wearing the line of sight goggles
  • Explosive bullets should explode in directions as intended
  • Fixed issues with grabbing only some documents, but lets you pass anyways
  • Fixed upgrade UI being very spaced out
Apr 5, 2023
Elsword - webops
[Events]
★ On-going
  • Noah 4th Path Growth Event
    (2023-03-29 00:00 ~ 2023-04-11 23:59)
  • Noah 4th Path Update Event
    (2023-03-29 00:00 ~ 2023-04-11 23:59)
★ Ended
  • Noah 4th Path Update Celebration Event
    (2023-03-29 00:00 ~ 2023-04-04 23:59)
  • April Fool's Day Event
    (2023-04-01 00:00 ~ 2023-04-04 23:59)
[Cash Items]
★ Added
  • Magica Custom Eye
    (2023-04-05 00:00 ~ 2023-06-20 23:59)
  • 2nd Ice Burner Skill Cut-In
    • Elsword Apostolos Skill Cut-In
    • Aisha Divinity of Seven Realms Skill Cut-In
    • Rena Lapis Arbiter Skill Cut-In
    • Raven Agent Nous Skill Cut-In
    • Eve Horde of Darkness Skill Cut-In
    • Chung Brilliant Knight Skill Cut-In
    • Ara Sanctus Seraphim Skill Cut-In
    • Elesis Eligos Skill Cut-In
    • Add Mechanic General Skill Cut-In
    • LuCiel Wander Marchen Skill Cut-In
    • Rose Flos Magica Skill Cut-In
    • Ain Rosa Lethe Skill Cut-In
    • Laby Ocean Pearl Skill Cut-In
    • Noah Aurora Mustika Skill Cut-In
    (2023-04-05 00:00 ~ 2023-05-02 23:59)
  • Noah Gloomy Night Costume
    (2023-04-05 00:00 ~ 2023-05-30 23:59)
  • Noah Place of Radiant Memories Custom Sit Motion
    (2023-04-05 00:00 ~ 2023-05-30 23:59)
  • Naoh Place of Unfulfilled Promises Custom Sit Motion
    (2023-04-05 00:00 ~ 2023-05-30 23:59)
★ Ended
  • Flos Magica 1+1 Ice Burner Package (Buying Limit: 10)
    (2023-03-29 00:00 ~ 2023-04-04 23:59)
Maiden Cops - Greiço Belkaid

She whip! She kick! But most importantly, she takes a beat!
Beat Trixie, the new enemy in #MaidenCops!
Wishlist on Steam, nad get ready to join our Discord server!

Play the demo on Steam
https://store.steampowered.com/app/2012670/Maiden_Cops/[/url] Follow our Steam Page [url=https://store.steampowered.com/franchise/pippingames]https://store.steampowered.com/franchise/pippingames [/url] And don't forget to follow us on all social media [url=https://www.pippingames.com/links]https://www.pippingames.com/links[/url] [url={STEAM_CLAN_IMAGE}/42660659/2df49215ca869013f5522ac8f53586a67af34c9d.gif][img]{STEAM_CLAN_IMAGE}/42660659/2df49215ca869013f5522ac8f53586a67af34c9d.gif[/img][/url
Follow our Steam Page
https://store.steampowered.com/franchise/pippingames[/url] And don't forget to follow us on all social media [url=https://www.pippingames.com/links]https://www.pippingames.com/links[/url] [url={STEAM_CLAN_IMAGE}/42660659/2df49215ca869013f5522ac8f53586a67af34c9d.gif][img]{STEAM_CLAN_IMAGE}/42660659/2df49215ca869013f5522ac8f53586a67af34c9d.gif[/img][/url
And don't forget to follow us on all social media
https://www.pippingames.com/links

Zold:out - C4Cat Official
  1. Fixed Stance not reset after using specific Ultimates and weapons.
HIGhSCORE - SHiNGY
Events
  • Easter Weekend: The game now has an Easter theme till 04/10/2023.

    "Look closely for some Easter eggs and maybe you will be rewarded with some extra coins" - Sir Elo the Wise
New Features
  • In the Hall of Fame, the player can now toggle between 'All' and 'Best' runs per player for each online leaderboard type (Daily, Weekly, Monthly, Yearly, All Time)
  • The leaderboard rows in the Defeat Screen now display the player's current top ranking for each online leaderboard with the best score. If the own score is beaten or a new score set, the player will be rewarded with an appropriate medal
  • Added the MAX Combo count to the statistics. Note that every run prior to this update will have a MAX Combo value of 'x0'
Hats
  • Easter
  • pRac Cap
  • Antlers
Items
  • Chrono Belt: -1s Hourglass Time
  • Eternity Cape: -3s Hourglass Time
  • Time-Turner Necklace: -5s Hourglass Time
Improvements
  • Added a pop up to indicate when the Camera Speed is increased
  • The Hourglass now works independently from the Camera Speed. The Hourglass Multiplier increases every 30 - (item bonus) seconds, while the Camera Speed increases every 30 seconds
  • The maximum required Orb count has been decreased from 10 to 7
  • Enchanted Ring now increases the Orb value by 2 instead of 3
  • Crystal Ball now increases the Orb value by 3 instead of 5
  • In the Aura Selection after pressing 'Retry' after a run, there is now a small note that the player can proceed without buying anything
  • When the Combo Bonus Stage is active, Combo Shards are now spawned
  • When a combo ends, the resulting points are now styled in the same way as the score to make it easier for the player to understand how many points they got
  • A bug has been fixed where the score popup text would not be displayed correctly when the score is too high
Mortal Sin - Nikola
-Gladiator starting stats reduced, has 2 weapon mastery stacks (down from 5)
-Added a shortcut to the forest from the starting spawn position
-Fixed issue where quake / block stun shockwave was benefitting far too much from attack stat
--> Shockwave now deals 5 base damage (up from 0), but only benefits 20% of Attack (was 100%)
-Getting caught by a scare in the final boss fight will return you to original position so you don't clip through the map in certain spots
-Fixed audio for all traps to fall off properly when you are far away from them
-Reduced enemy invulnerability shield time to 3 seconds (was 4), and 5 seconds for the final boss (was 6)
-Made it so that portals in dungeons cannot have a trap spawn in front of them
-Capped speed stat at 200 (100% speed increase) to prevent speeds that physics cannot reasonably handle
-Fixed bug where whirlwind weapons could whirlwind in the wrong orientation after a block
-Made it so whirlwind weapons cannot whirlwind while guard broken (like other weapons)
-The final boss's homing skulls will now be destroyed when he dies instead of persisting
-Added frozen damage game over tip for clarification (frozen enemies take 150% damage)
Black Forest - IssyBee
Version 1.9

A big update containing a ton of bugfixes as well as gameplay improvements and features.

New

  • Monsters will now attack peasants that they encounter, so beware of peasants returning from the forest late.
  • 2 new tables for the Cosmetics DLC furniture set
  • Peasant Details window for every peasant - still a work in progress, post your feedback and comments to the Steam forum.
  • The new peasant show button shows you the graveyard if the peasant is dead
  • On the detail view, you can send peasants to rest for the day (so they heal and don't do dangerous work)
  • On the detail view, you can assign adult men to stand guard during the night (and rest the next morning)
  • New Building: Armoury - stores weapons that are produced in the smithy.
  • New Building: Guard Post - where guardians or armed peasants will stand guard at night
  • New Mercenary: Guardians are now available for hire
  • New Monster: Giant spider (only on some maps and appearing fairly rarely)
  • New font (minimal visible changes) to allow for Cyrillic characters.
Language support/translations are coming. I've added the code now, but only a few words in a few languages are translated at this time.

Fixed
  • Peasants are now assigned the correctly gendered visual model after loading a game.
  • Manor house (in the Friedmarkt story "Darkest Nights") now loads correctly from save games.
  • Buildings can no longer be both repaired and demolished at the same time.
  • Correct gameObject names on peasants after loading a save game - was never visible to players, but will make my debugging easier
  • Hellhafen initial dialog should have proper UI scaling now
  • Hellhafen houses should be initialized properly now
  • Correct icon on the "look into the manual" tip on the loading screen
  • Reworked smithy and smelter: Smelter now allows metal gathering, smithy produces tools and weapons
  • Forging tools and weapons now uses up metal.

Updates and Balance
  • Added some more variety and beauty to the peasant models
  • Updated tutorial dialogs and in-game help texts to reflect the new smelter/smithy roles
  • Smithy now requires 10 metal to be constructed.
  • You can now buy and sell weapons on the market
  • Added smelter building to Friedmarkt and Ziegwald levels
  • Moved the trapper from workshops to defenses
  • Construction speed bonus of tools doubled to 20%
  • Hellhafen fields updated (replaced 2 wheat fields with carrots and cabbages)
  • Score now considers monster attacks, so if the dice roll against you and you get unusually many monsters, you also get a higher score.
  • Some monsters do slightly more damage now
  • Improved steward texts (was in a previous update, I forgot to put it into the changelog)
  • Added some tooltips to various UI elements to make the game easier to discover for new players.
  • You can now click on the status icons (damaged, destroyed, unmanned, etc.) and it will select the proper building
  • Reworked the main menu a bit
  • Updated Unity engine to 2021.3.22
  • Some performance improvements
  • Lots of behind-the-scenes improvements to make the game easier to maintain in the future

Remember to join the Discord server to stay up-to-date on development and provide me with your valuable feedback!

Rise and Fall - davewhiffen
-Improved FX when ball hits grass
-More music tracks in Menu and Gameplay (and more genres included)
-Goal Creases (the half circle where a goalie typically guards the net) have barriers that prevent players on the other team from entering.
-Fixed a problem where the 'confirm' and 'cancel' UI sounds weren't being heard all the time.
-Added an excited crowd roar and bass impact when you confirm settings on a match and begin to load in.
-Added a fire burst and tsunami wave sound effect when teams score, which starts from their bunker and moves across the arena
-Fixed a memory leak
-Goal Crease Barriers have audio feedback when a player tries to enter the other team's crease and is pushed backward.
-New glider model
-Glider has flapping noises.
...