BETON BRUTAL - Sufferschaft
Hello everybody,

after the recent discovery of various exploits using the scouting mechanic I've decided to patch these glitches. My reasoning is that scouting is not supposed to affect the gameplay in any shape or form - its only purpose is to serve as a means of finding your way.
I was also worried that the ingame leaderboards would be filled with insanely low times that can only be achieved using said glitches, which would be very discouraging to new players.

Now, in case you still wish to keep playing on the older version that still supports these glitches I will upload a Steam Beta that you can switch to for those kinds of runs. However, please keep in mind that this version will not submit any time to the leaderboard, nor will it be able to upload replays.
The BETON BRUTAL speedrunning page will feature a special Scouting% category specifically for runs using scouting exploits: https://www.speedrun.com/beton_brutal

I hope you can understand this decision.
Be sure that I will not patch any other physics glitches such as ice boosting, bounce storage, etc. - those are here to stay.

Cheers
Echo Storm - I'm Osama
This update focuses on polishing existing content and adding new content - the chances of getting current abilities have been redesigned and more new abilities have been added. The game's internal algorithms have been heavily redesigned to allow add new content more efficiently and balance gameplay easier.



Changes:
  • Fixed bug: Evade now not causes damage sound and effect
  • Fixed bug: Laser rifle was dealing no damage to the closest targets in 1.0.20. Now it should be fine.
  • Fixed bug: Knockback of an explosion damage previously can be calculated wrong if there were several targets.
  • New Abilities were added, old ones were reworked a bit.
  • New crate type was added, it contains random bonuses for the character.
  • Enemies spawn balance was seriously improved (compared to 1.0.20).
  • Enemies spawn points now generated automatically, which allows me to design bigger maps and do it more efficiently.
  • Locations were extended, now there more space to move and escape enemies.
  • Healer drones were balanced a bit.
  • First Leviathan AI was improved a bit.
  • Grapple Hook now allows to jump after character is near grapple point. It is increases Grapple Hook usability a lot.
  • Drop chances balance was changed a bit.
  • Projectiles of the first shooting enemies made more noticeable.
  • Improved AI of the ally units and enemy units too.
  • Balanced characters a bit (for example, Red now has small regeneration instead of zero regeneration).
  • Now, when player character on low HP, more noticeable screen effect appears.
  • New achievement was added.
  • A lot of inner code and algorithms improvements and reworks.
The Last of Us™ Part I - mondeparfait
A patch for The Last of Us Part I is now live. This update addresses audio, UI, and visual fixes. It also includes new Audio Compatibility options and various improvements throughout the game.

Important note to Nvidia users: Please be sure to download the latest version of the GeForce Game Ready driver (531.61) here.

  • Added new Audio Compatibility options (Options > Audio > Compatibility)
    • Output Mode: Adjust which sounds are played through the OS spatial sound driver. Select different settings if you experience muffled, missing, or unusually quiet audio. If you are experiencing abnormally quiet music or dialogue during cutscenes, for example, try the Spatial mode instead of the Hybrid default.
    • Latency: Adjust the short period of delay between when a sound effect is requested and when it plays. Higher latency improves reliability of audio playback, especially on lower spec CPUs. Increase this value if you are experiencing pops, clicks, or distorted sound. Higher latencies also resolve issues with audio interfaces configured with large buffer sizes and some wireless headphones. Note: You must restart the game for the change to take effect.

  • Updated keyboard and mouse (KBM) controls to allow players to reassign arrow keys
  • Updated the 'Building Shaders %' user interface (UI) so progress is tracked more evenly
  • Restored audio in the End Credits that are accessed via the main game, Left Behind, or Extras Menu
  • Fixed a crash that may occur when opening a collectible in the backpack UI then attempting to restart or quit the game
  • Fixed a crash that may occur while sitting (for extended times) or entering into combat areas
  • Fixed an issue where texture quality in-game appears lower then the targeted quality setting
  • Fixed an issue where the player's backpack UI could fail to render after altering Render Scale (Options > Display > Resolution Scaling > Scaling Mode > Render Scale)
  • Fixed an issue where an enemy NPC may T-pose if Joel performs a single input quickturn while holding said enemy
  • Fixed an issue where toggling player character's flashlight may cause the environment to visibly shift momentarily
  • Fixed an issue where using the flashlight in darker areas may make the lighting appear corrupted
  • Fixed an issue where lighting and fog may appear lower resolution on Ultra settings
  • Fixed an issue where VRAM usage UI did not properly update when lowering the display resolution
  • Fixed an issue where water reflections may appear corrupted or pixelated
  • Fixed an issue where the Quicktime Events UI prompts were not rendering on Minimum spec setups
  • Fixed an issue where rapidly moving left and right while aiming may cause unintended camera shifts
  • Fixed an issue where the Steam and Epic clients’ collectible tracking did not match the in-game collectible tracking, preventing achievements from unlocking
  • Fixed an issue where, if playing at a higher FPS, player animations may not play correctly

  • [Photo Mode] Fixed an issue where the Screen Reader would not register KBM 'Move' and 'Rotate' inputs
  • [Photo Mode] Fixed an issue where the Performance stats' heads-up display (HUD) would still be visible after hiding the menu
  • [Lakeside Resort, Bus Depot] Increased active loading to reduce load times during gameplay
  • [Bill's Town] Fixed an issue where players may lose the ability to cancel their reload while hanging in Bill's trap
  • [Tommy's Dam] Fixed an issue where interacting with the Training Manual forces the player to pick up the El Diablo gun and locks camera movement
  • [The University] Fixed an issue where, after Joel kicks the door open, the melee prompt disappears while he struggles with an enemy NPC
  • [Lakeside Resort] Fixed an issue where a loading screen may display during combat
  • [Lakeside Resort] Fixed an issue where player is unable to melee with fists after the David boss fight
  • [Bus Depot] Fixed an issue where pieces of geometry would appear corrupted or explode
  • [New Game+] Fixed an issue where New Game+ mode would be ignored during chapter selection despite being the last loaded game

Left Behind Standalone
  • Restored audio in the final flashback cutscene with Ellie and Riley
  • Fixed a crash that occurs when turning on the generator while both Ellie and Joel have custom skins enabled
  • Fixed an issue in the mall where the banners above the collapsed Pixitek store visibly flicker after leaving the pet store
  • Fixed an issue where, after resizing the game to Windowed Mode, the Riley pendant would not maintain its aspect ratio while rotating

Accessibility
  • Fixed an issue where players were unable to use Screen Magnifier with KBM controls

Localization
  • [German] Updated the translation on the shaders UI
  • [Simplified/Traditional Chinese] Fixed an issue where glyphs would not render properly

Steam
  • Fixed an issue where spores in the world may appear corrupted or blocky

Steam Deck
  • Fixed an issue where the native UI overlapped the ‘Look’ prompt
  • Fixed an issue where the DualSense™ motion sensor function may not register the player shaking the camera to fix the flashlight when prompted
  • [Left Behind] Increased the size of the Arcade’s mini-game button user interface

AMD
  • Fixed an issue where toggling the player character's flashlight may cause the environment to appear corrupted momentarily if AMD FSR 2 was enabled

Nvidia
  • Fixed an issue where running the game on Ultra settings on Nvidia GPUs may cause graphical corruption or a crash during gameplay
  • Fixed a crash that may occur when loading into a save on an Nvidia GPU
  • Fixed an issue where changing NVIDIA DLSS Super Resolution Sharpening settings had no effect
  • [Nvidia 3070 GPU] Increased level of detail of characters' hair to appear less choppy (Upon further investigation, this bug may still be present, and our team is working toward a fix for a future patch.)

We at Naughty Dog and our partners at Iron Galaxy are closely watching player reports to support future improvements and patches. We are actively optimizing, working on game stability, and implementing additional fixes which will all be included in regularly released future updates.

For other issues we are currently tracking or investigating, please refer to our Known Issues. If you encounter any of these problems, please contact support to help us gather more data and insights.
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!
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