BOSS FIGHTERS - LeonoffGame
We're thrilled to announce that starting THIS WEEK,* we're opening regular playtests for Boss Fighters!* 🕹️🌟

If you have already requested the game key, now's the perfect time to claim it and experience the incredible world we've crafted for you! 🌏😍
Don't have a key yet? No worries! All you need to do is sign up and fill out the form to request it! 📝🔑
👉 Sign up here: https://space.bossfighters.game/#/register 👈

Spaces are limited, so hurry up and claim your spot now!⏰🏃‍♂️🏃‍♀️
Black Mesa - CattoCult


Attention, all Black Mesa personnel!

We are thrilled to announce our Character Impression Contest! Put on your thinking caps and get ready to impersonate a character from the Half-Life universe. If you'd like to participate, all you have to do is record a short video clip (maximum 30 seconds) of you impersonating a character from the Half-Life universe, and submit your video in the #impression-contest channel on the Crowbar Collective Discord.

The winners will be selected based on community votes, and the top 3 videos with the most reactions will win a Crowbar Collective Mug each! Submissions are open now! We will be holding the community vote in the #impression-contest channel from 21st - 28th of April, so be sure to submit your entry before the 21st!

Rules:
  1. Only 1 entry per contestant.
  2. The impression must be of a character from the Half-Life universe.
  3. The video clip should be in a widely compatible format (e.g., MP4, webm, mov) and must not exceed 30 seconds in length. Optionally you can upload to Youtube and share a direct link!
  4. Contestants must be in the video; feel free to wear a mask. State your Discord username at the start or end of the video.
  5. NO content allowed that can be construed as pornographic, NSFW, religious, or political.
  6. After the entry period is complete, we will lock the channel and allow all members to react to the entries to place their vote.
We can't wait to see your fantastic impressions and celebrate the Half-Life universe with you all!

Follow us on Facebook, Twitter, and Instagram for the latest developer updates and news.
Pixel Composer - MakhamDev
This update log is a combination of previous beta logs since the lastest stable update.

- Add surface format compatibility check on start.


- New input for triggering node execution.
- New trigger data type.
+ New trigger, boolean to trigger node.
- Unsupported surface format now grayed out instead of removed.
- Itch version now won't open Steam on launch.
- Add scroll speed in preference.

## Interface


- Tabbed panel.
- New color, palette, and gradient panel.
- Autosave only happens on a modified project.
- Improved data drag-drop system.
+ Drag color, a palette from panel to node/inspector to set value.
+ Drag surface from asset tab in collection panel to inspector to set value.
+ Drag color, and palette to graph to create corresponding nodes.
+ Drag almost every value type to the graph panel to create a new node. Hold shift to connect to the previous node.
- Tools and widgets color is now affected by accent color setting.
- Reduce UI frame rate to 1 when minimized.


- [Add node] Add a recent section to the favorite page.
- [Add node] Add ability to favorite node and favorite tab.
- [Add node] Type an equal sign followed by an equation to create an equation node with the corresponding equation variables.
- [Animation panel] Now show the node's full name ("[type] name").
- [Animation panel] Timeline got extra guidelines.
- [Animation panel] Zooming timeline now focuses on mouse position.
- [Animation panel] Add button to toggle between full node name and node type.
- [Global variable] New panel for managing global variables.
- [Graph panel] Add more zoom levels.
- [Graph panel] Rearrange right-click menu, add "open group in new tab" and "send to new inspector".


- [Inspector] Add a setting tab for access and modify node-specific settings.
- [Inspector] Add button to pop out a global variable to its own panel.
- [Scroll menu] Add the ability to search menu content.
- [Workspace] Add a button for saving the current workspace.
- [Workspace] Add right-click menu for the set, replace, and delete workspaces.

## Nodes


- Introducing StrandSim, a hair/fur simulation system.
+ New StrandSim effect group
+ Strand create, create hair from the point, path, mesh
+ Strand renderer
+ Strand force, gravity, modifiers, collision.
+ Strand can also be cast directly to path, allowing for spawning hair on hair, line drawing, etc.
- New mesh data type.
+ Mesh from path node
+ Mesh transform node


- Color depth setting is now available in some nodes.
+ 7 color depths (4/8/16/32 RGBA, 8/16/32 Greyscale)


- New pack sprites nodes. Pack an array of different-sized images using different algorithms.
- New mixed color node.
- New array filter group.


- Add texture interpolation mode (bilinear, bicubic, radSin) for several nodes.
+ Transform
+ Scale
+ Composite
+ Dilate
+ Displace
+ Texture remap
+ Twirl
+ 9-Slice
+ Polar coordinate
+ Skew
+ Warp
+ Warp area
+ Warp mesh
- Oversample property moved to setting page.
- Vector values can now be separated to animate each value independently.
- Add regular expression nodes
+ Match
+ Search
+ Replace
- New base conversion node.
- New path anchor node.


- New image replace node.
- Node preview status is now saved.

- [Array add] Add option to spread array.
- [Array get, set, insert] Add ability to set negative index to get/set member from the last value.
- [Array processor] Array processing type moved to node setting.
- [Array, Array add, insert, delete] Add array spreading option.
- [Ase File In] Clicking on the current tag now clears the current tag.
- [Ase File In] Current tag value is now exposed in the inspector.
- [Bevel] Add shift control gizmo in the preview panel.
- [Bevel] Shifting property now uses a pixel unit.
- [Collection] Add a separate warning when loading a collection made in the newer version.
- [Color data] Add an option to disable normalization.


- [Crop content] Add post-crop padding property.
- [De-corner] Improve corner detection algorithm.
- [Export] Improve image sequence export speed.
- [Flood fill] Add max iteration attribute.
- [Group input] Add path, particle, rigid body, fluid domain, struct, strand, and mesh data type.
- [Group] Separator editor moved to node setting.
- [Image animation] Frame duration now accepts float.
- [Image splice] Add more controls for output filtering.
- [Image, file importers] Rename "Execute Node" action to "Refresh".


- [Line] Add texture property.
- [Lua] Executing a node now executes all nodes in the execution chain.
- [Mesh warp] Add link strength property.
- [Mesh warp] Remove inflate and pinch mode.


- [Noise, Perlin, Simplex] Add colored noise mode.
- [Pack sprite] Add spacing option.
- [Padding] Add "pad to size" mode with alignment settings.
- [Particle, VFX renderer] Add aliasing options.
- [Particle] Add gravity direction.
- [Particle] Add turning property.
- [Particle] Max particle moved to node setting.
- [Path blend, transform, wave, builder, L-system] Add boundary data.
- [Path] Add anchor array output.
- [Path] Add fix length mode.
- [Path] Add transform tool.
- [Path] Hold shift on anchor control to move each control individually.
- [Polygon shape] Add mesh and path output.
- [Radial blur] Add sample interpolation modes.
- [Render Sprite Sheet] Add sprite atlas output.
- [Replace image] Add randomized array mode.
- [Replace image] Separate threshold to color and pixel.
- [Scatter] Add additional blend mode.
- [Scatter] Uniform scattering now stretches down to fit the height of the area.
- [Separate shape] Add option for auto execute.
- [Separate shape] Now use color data when separating shapes as well.
- [Shape separator] Maximum shape moved to node setting.
- [Splice Sprite Sheet] Add sprite atlas output.

## Bug
- [Add node] Fix crashes when opening adds node dialog with unsupported nodes in recent, favorite files.
- [Animation] fix freeze when adding path anchor keyframe directly from animation or inspector panel.
- [Area node] Fix crash when creating node.
- [Ase File In] Fix layer generation not working after deleting layer nodes.
- [ASE read] Fix palette always shows the same color.
- [Color data] Fix the luminance equation.
- [Condition] Add string compare mode.
- [Filter Array] Fix result has the first member appear twice.
- [Image animation] Fix array access error.
- [Image array editor] Fix crash when open editor with invalid path.
- [Image array] Fix modifying path array not update the output.
- [L-system] Fix error when used in path array.
- [Line] Fix color over length not working on fixed distance mode.
- [Line] Fix mod by zero error when using fix length mode on an empty path.
- [Loop Array] Fix node freezing.
- [Loop] Fix freezing on update.
- [Lua surface, compute] Fix argument does not show up.
- [Lua] Fix nodes in the execution chain not rendering every frame.
- [Mesh Warp] Fix anchor, always creating new keyframe.
- [Mesh warp] Fix bug related to vertex pinning.
- [Mesh warp] Fix control point affects vertices multiple times.
- [Mesh warp] Fix nodes not loaded properly.
- [Nine slice] Fix output surface turns to black.
- [Panel] Fix some panels that become unresizable.
- [Path plot] Fix "getBoundary" function not found.
- [Preview panel] Fix control widget not interactable.
- [Preview panel] Fix the error when right-clicking on 16, 32-bit images.
- [Preview panel] Fix tool swapping while typing in the textbox.
- [Render sprite sheet] Fix animation mode not working if the image is not animating.
- [Replace Image] Should work better with transparency.
- [Rigidbody object] Selecting the node now shows a wireframe of all meshes in an array.
- [Rigidbody render] Fix the object not drawn in the same position as its physical object.
- [Rigidbody] Fix object spawner not reset when restart animation.
- [Rigidbody] Fix unstable simulation.
- [RigidSim, FluidSim, StrandSim] Fix nodes not updating.
- [Strand break] Fix value not found.
- [Texture remap] Fix the inverted y-axis.
- [VFX, particle] Fix nodes not updating.
- [Warp] Rework warping algorithm.
- Fix adding blend node shortcut build nodes far away from the selecting nodes.
- Fix always updated nodes (particle, rigidbody) block rendering path.
- Fix button not clickable on dialog panel.
- Fix crash when opening add node dialog inside a group after opening add node dialog inside a feedback group.
- Fix crash when resizing windows with modified content.
- Fix crashes when the program can't find the theme directory.
- Fix dragging folder not working.
- Fix Explorer always opens the document folder.
- Fix export ignores alpha.
- Fix group not updating.
- Fix node connection after group not updating.
- Fix nodes with aliasing option not blending color.
- Fix nodes after group not updating.
- Fix output visibility value not saved.
- Fix scroll box search not setting the right value.
- Fix struct store surface as number.
- Fix subgraph update not updating properly.
- Fix the tunnel not working.
- Fix window dragging area decreased in maximize mode.

Apr 14, 2023
Boat Crew - Cotanius Jeta
v1.4.0.2 Experimental

New
- .30 Cal and .50 Cal Belt animations.
- Assault route visual.
- Assaults forces found in scouted bases now show up in log.
- Log localizability.

Changes
- New boats now start with plain color camo.

Bug Fixes
- Torpedo splashes were missing.
- Radar visibility issue for friendlies.
- 3D crew symbols (hammer, ammo) have shadows.
- Threat level doesn't reset when starting new campaign.
- Pathing to repair sometimes causes a few seconds stutter at specific places.
- Added new routes to the campaign map pathing network to avoid some issues.
- Supply groups don't remove invaded bases from their existing path and can also start landings.





Note: Full v1.4.0 changelog will be posted on stable release.
Warhammer 40,000: Warpforge - CrisGV

"I'm da hand of Gork and Mork!"
– Ghazghkull Thrakka

Stomp them gitz in Warhammer 40.000: Warpforge as Ghazghkull Thrakka! Visit Everguild's booth during Warhammer Fest for a chance to win the miniature for the greatest Warboss of the Galaxy, wonderfully rendered in his greenest and meanest glory by Ninjon!

More news coming soon! Follow the community page to find out how to win this miniature and all the other activities planned for Warhammer Fest.

Check out the painting process of this mighty Warboss in Ninjon's new video:
Apr 14, 2023
Let's Pet Pets - Mathew Kelly
Bug Fixes
  • Fixed issue with buildings being marked as sold out when you haven't purchased them yet
Apr 14, 2023
Legend Bowl - King Javo
Legend Bowl is ready for you to play on Steam Deck! We're officially verified, so for those who don't have a gaming PC then here's your chance to play our awesome football game!





Thanks again to everyone who has supported our game!
RPG Stories - info
Hello Again Dungeon peeps V0.2.1.463b is out in the Wild!

Another Content Update this week featuring the "Dungeon Mines Pack".

A collection with more than 200 objects and assets that will enable you to build Dungeons, cave systems and more.
Use tags `Dungeon' or 'Cave' to browse in the collection window.
Also in this pack we have
- New range of Chests that can be found as regular Objects or Mimic Characters!
- A Fine Collection of some fine looking Slaad's
SpaceBourne 2 - DBK Games
SpaceBourne 2 Early Access Ver. 1.7.0

NEW FEATURES AND CHANGES :

  • • The Galaxy Trading system is now active.

  • • Trade ships have been added to the game as a new ship class.

  • • 4 new Galaxy Trade ships have been added to the game.

  • • Trade Hubs have been revamped and are now active. Players can now trade from trade hubs.

  • • Complexes are now active. Players can buy trade goods below Galaxy prices from complexes.

  • • Make sure to watch the Trade section from the In-Game tutorial videos before trading.

  • • Capital ship weapons have been upgraded. Automatic turrets now fire lasers, making them more effective against fighter-class ships.

  • • A quick communication shortcut has been added to the game. With CTRL+H (default cursor key), players can quickly get Jump permission when near Stargates. They can also request Docking when near stations.

  • • All ship prices have been balanced.

  • • Traditional Chinese language has been added to the game.

  • • Brazilian Portuguese language has been added to the game.

BUG FIXES:
Reported by players as follows :

  • • When requesting docking consecutively, the docking points overlap each other
  • • After creating a Faction, all the emails in my inbox got deleted and I can't receive new ones
  • • I'm stuck in the hangar interface and can't leave or save
  • • The "Rebirth" pilot talent is triggered and remains active indefinitely, making the player invincible
  • • The items in my bank get deleted when I save/load
  • • Leaving a system quickly after a Faction raid prevents the player from taking ownership
  • • The Faction Treasury value displayed on the Capital Station is incorrect
  • • I can't assign generals to raids or station defense, but I can assign them to station capture operations
  • • I can build the same station repeatedly in the same system
  • • After enabling the Faction system and saving and exiting the game, the Faction soldiers disappear upon loading the save
  • • If I exit the game during a meeting on the main station, everything related to the Faction and main missions resets (Guild missions remain)
  • • Capital ship weapons and perks can't target enemy drones
  • • I can buy ships cheaply and sell them at a higher price in the same station
  • • The invincible ship perk can only be used once and gets stuck on cooldown, potentially leaving the player invincible
  • • In some Mining Guild stations, the ship markets are empty.
  • • A Capture Raid can't be started immediately after finishing a Faction Operation on the last station in a system
  • • If I delete an email from the mail interface, the mail indexes get mixed up, and the task from the mail I accepted later appears in the same slot
  • • After destroying a large portion of an asteroid, if I move away and return to the same location, the asteroid spawns again completely covered with valuable minerals.
  • • The Ressurect (Soldier Endurance Talent) remains active forever after being triggered
  • • The items looted from the salvage yard don't appear in the "Sell all" page in the market interfaces at stations
  • • If I open the pause menu while my beam weapons are active, the beams remain active when I return to the game and if I fire again, the game crashes.
  • • If I completely destroy a faction, it shows as "destroyed" in the faction diplomacy interface, but I can still take diplomatic actions in my own faction interface.
  • • Some looted items are too heavy
  • • Sometimes the ammo in my weapon drops to negative values, and if I reload while it's negative, it remains negative and I can shoot without consuming ammo
  • • If I load more than five weapons onto the Capital ship (Flagship), the sixth weapon spawns in the middle of the ship at a high scale
  • • The interior of Capital ships remains visible from afar after leaving the ship
  • • Pirate attacks happen even when my cargo is empty and occur too frequently
  • • In some planet missions, enemies fall underground, and if my mission is to kill those NPCs, the mission gets stuck and can't progress
  • • Ships with the same model and features are sold at vastly different prices (Ship 1: 14m / Ship 2: 180m)
  • • If I enter and exit a dungeon while fighting AI outside, the outside AI remains frozen and won't shoot or move if I don't cross their path.
  • • The energy regeneration of my ship sometimes doesn't work and gets stuck
  • • If I quickly call a ship from the ship manager, the values of the last ship called reset to zero, and the ship class appears empty

Dear Pilots:

From now on, we will be putting new major features on the back burner for a while as we focus on bug fixes and improving existing features, with an emphasis on advancing the main story arc. The Trading System is an exciting addition to the game and we can't wait for our players to experience it.

I understand the importance of delivering new and exciting content, but I also recognize the value in refining and perfecting the features that are already in place. I will be dedicated to making sure that the core gameplay mechanics are running smoothly and that the main storyline remains engaging and immersive.

Thank you for your continued support and we look forward to bringing you the best possible gameplay experience.




URBO - yo_serjio
Hey everyone!

The environment in URBO is not just about the appearance of biomes. We're aiming to deliver a more detailed reflection of the mood and stylistics of the in-game world. To do so, for each biome we choose settings of lighting, time of the day, and weather.

*URBO is still in development, the appearance of the game may change
** Our Discord: https://discord.gg/3utz2pgFrN 😏

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