Apr 17, 2023
ZOSU VR Explosive Bow Hunting - ZachSouthworth
Major update with new levels added, new lobby ocean island lobby, optimization, new content, and bug fixes. Getting closer to a final build to move out of pre-release with more optimization, content, and polish updates pending!
Call of Duty® - RedBruto


There’s nothing like having a trusted Operator at your back, especially when deploying across Call of Duty®: Warzone™ 2.0.

Arriving with the launch of Season 03 and lasting through the length of the season, the new Recruit a Friend feature allows you to earn unique in-game rewards by inviting new friends to play Warzone™ 2.0.

Invite up to three Recruits, form your squad, complete some challenges, earn rewards and — most importantly — drop in together.

Recruit a Friend: How It Works



At the start of Season 03, look for an in-game Message of the Day that has a QR code for the Recruit a Friend website, or visit it directly by clicking here.

From here, Recruiters can join the program to gain access to the Recruiter dashboard and receive a unique code to send to their friends, enlisting up to three eligible Recruits.

Eligibility Requirements

• Recruiters must have an Activision account that is older than 60 days with at least three hours of gameplay logged on Warzone 2.0.
• Recruits must have an Activision account less than seven days old or they must not have played Warzone 2.0 in over 60 days. Upon accepting an invite from a Recruiter, the Recruits will become connected as Activision friends.
• Some regional restrictions apply. The following countries are ineligible to participate: Austria, Argentina, New Zealand, Belgium, Peru, Czech Republic, Norway, Ireland, the Philippines, and Poland.

Players who do not have a valid Activision account can create a free one to participate in the program.


Play Together, Earn Rewards



As a sign-up bonus, both Recruiters and Recruits will earn one Double Weapon XP Token and one Double Battle Pass XP Token. This sign-up bonus only works once for any player. Once connected, you can then complete the following challenges together to earn unique tiered rewards:

• Play 1 game with your Recruit/Recruiter in the squad.
• Complete 7 WZ2.0 Contracts with your Recruit/Recruiter in the squad.
• Get 20 AI kills in DMZ or WZ2.0 in a squad that includes your Recruit/Recruiter.

Recruits who complete the challenges will receive all of the Tier 1 rewards, including a solid black and white SMG Weapon Blueprint, an Emblem, and a Sticker.

Additionally, Recruiters can earn the Tier 2 and Tier 3 rewards by completing the challenges with their second and third Recruits, featuring additional rewards like a unique Calling Card; a Loading Screen; a black and white, high-capacity Akimbo Handgun Weapon Blueprint; and additional Double XP Tokens.

Check your dashboard in-game to track your challenges and see which rewards you’ll unlock next for completing them.


See the FAQ for More



Visit the Recruit a Friend FAQ for additional info.

Stay frosty.

https://store.steampowered.com/app/1962663/Call_of_Duty_Warzone_20/

https://store.steampowered.com/app/1938090/Call_of_Duty_Modern_Warfare_II/

© 2023 Activision Publishing, Inc. ACTIVISION, CALL OF DUTY, CALL OF DUTY WARZONE, and MODERN WARFARE are trademarks of Activision Publishing, Inc. All other trademarks and trade names are the property of their respective owners.

For more information, please visit www.callofduty.com and www.youtube.com/callofduty, and follow @Activision and @CallofDuty on Twitter, Instagram, and Facebook.


Apr 17, 2023
Dragon Uprising Online Playtest - Isaac
  • Expedition test available, you will be able to have more equipments from the expedition by found some treasure chests (you can try with coop too) for better tries on the boss battle.
  • Minor fixes

Don't forget you are able to play several game modes from the Top Right Menu on the HUB (alt key to have mouse focus)

  • Training
  • Expedition
  • Boss battles
Swirl W@tch - sleeper_games
You know the situation is dire when the first patch notes are dropped before the actual launch announcement. Thanks to everyone for putting up with this. More fixes seems to be inevitable and will happen throughout the week. A thousand limbs uplift you.

Swirl W@tch Version 1.001 (Cold Launch)
-Autopause now takes effect during fullscreen.
-Fixed simulation T7 objective text specifying the wrong quadrant.
-Fixed Puffstar messing up your load limits and giving you incorrect amounts of ammo on departure from base.
-Fixed boarding and interact intputs being accepted when in inventory or pause.
-Fixed player being forced out of boarding state if existing ships have been incapacitated (?).
-Fixed a visual/engine sound bug from holding stealth input.
-Fixed a problem with how simulation missions are being defined as complete.
-Fixed comms functions not taking effect (alert lifted etc, prisoner transponder etc.)
-Fixed puffstar dropping you off in wrong position after returning from action.
-Fixed old lidar amp binding still appearing in controller options.
-Fixed some typos.

Swirl W@tch Version 1.002 (Cold Launch)
-Movement control will now call you about resupply if you are starting to run low.
-Puffstar will now get real worried if you drop to 0 health and remind you of how to call evac.
-Resupply cannister now also drops a heart.
-Capture missions are now phrased as "extract" to make their intended action more clear.
-Extract volunteer objectives no longer spawn overhead structures on lower difficulties.
-Max alert time is now 45 seconds and alert time does no longer increase with multiple alerts.
-Industry structure bottom text now makes it more clear that it can hide disabled ships specifically.
-Simulation T2 no longer contains distracting buoys.
-Simulation T2/3 now have a reminder on sonar.
-T8 now allows enemy comms and subsequently alerts being lifted.
-Fixed Action Yellow challenge mods being available way too early.
-Fixed ships hidden in structures regaining their sensing when staying hidden to the point when their stun would wear off.
-Fixed reload being enabled on pause and inventory.
-Fixed missing win condition in Simulation 02
-Fixed a potential crash resulting from playing decompression warning sfx at extreme pitches.
-Fixed several return from title situations using wrong position.
-Fixed bad callsign on comms from cargo friends.
-Fixed capture ammo depleted not actually preventing using more balloon in some circumstances.
-Fixed objective targets being tagged or otherwise revealed not actually showing their direction when showing objectives.
-Fixed junk stuff on the title screen.
-Fixed some typos.
Skullgirls 2nd Encore - hiddenjesse
Hey everyone,

This update is focused on addressing some small issues discovered in Dahlia's release.



BLACK DAHLIA
  • Dahlia will no longer be poisoned if she counters Valentine's Counter Venom or Vial Hazard
  • Dahlia's Counter, Strike! after image and some aspects of her teleport should now always have the proper PalFX if she is affected by something like Valentine's poisons before starting the move.
  • Made improvements to the reliability of ice shot's hitstun scaling when used multiple times in a single combo.
  • Fixed an issue where Dahlia's Parting Gift detonation could cause a soft lock during the round reset of 1v1 matches.
  • Fixed a bug where Parting Gift's stagger hit vs airborne targets didn't have enough hitstun to reliably guarantee the character would land and become staggered before the hitstun ran out.
  • Fixed a bug where Parting Gift wasn't reliably igniting oil and/or the oil barrel when in the corner.
  • Fixed visual issues with Dahlia's Railgun VFX on palettes 8, 28, & 30
MISC
  • Fixed some reported typos in Black Dahlia's story.
  • Fixed some missing characters for Japanese news items.
  • Updated Dahlia's TH for the news feed.
  • Fixed a small graphical issue with Dahlia's banners on the various arena stages.

These combat changes and minor fixes will be heading to PS4 and Switch as well very soon, with a few additional bug fixes specific to those platforms.



(Build version 3.5.12)


Darkest Dungeon® - RedHookMichaela
Darkest Dungeon II will be releasing into 1.0 on May 8th, 2023.

Darkest Dungeon II is a roguelike road trip of the damned. Form a party, equip your stagecoach, and set off across the decaying landscape on a last gasp quest to avert the apocalypse. The greatest dangers you face, however, may come from within...

Be sure to WISHLIST the game now!

https://store.steampowered.com/app/1940340/Darkest_Dungeon_II/
Apr 17, 2023
Clanfolk - Blorf
v0.359
- Updated Hungarian Language
- Fixed bug where leaving animals that had died would be fed on by wolves forever because their condition kept resetting to 30%
- Fixed animals drinking from the center of lakes.
- Fixed dead animals which were set to leaving never rotting away
The Infected - DigxStudios
Hi everyone,

A few more fixes and changes.

FIXED - Could not delete ghost NPC House.
FIXED - Arrows and bolts would show the harvest widget to delete arrows but that should not have been visible as I do not allow for arrows to be deleted. To discard those, players would need the garbage container.
FIXED - Issue where Mike would loop trying to gather logs.
FIXED - Spear collisions adjusted, they would sometimes be floating in the air.
CHANGE - Move the sign post construction into the build/other filter next to the Land Claim pole to try and avoid confusion. Some players were building the Sign Post by mistake and wondering why they can't place objects.

Ainmora: The Impending Disaster - Sr. Danilindo
• HUD do personagem modificada.
• Manual Ainmorano modificado.
• Pequenas correções/adições.
SurrounDead - PlaySurroundead
ADDITIONS:
  • Medical system: To put it simply, the player can now bleed and break their legs. Also, this system can be added & improved to with new injuries and effects. These injuries can be healed by different medical items and with new items added this update. Added this update are:
  • Bleed - Adds a light bleed to the player that degrades the player's health over time until healed.
  • Heavy Bleed - Like the bleed, but faster and does more damage.
  • Broken bone - Affects the player's sprint and jumping.
  • Radiation - Affected by the player's resistance to radiation, activates when radiation is at 0.


  • New loot settings: You can now change the amount of loot that will spawn for different types, from medical to ammo!


  • New AI added: zombie hounds can be found at radiated locations.

  • Added vicinity loot container to player inventory, in a radius around the player it will show dropped items that are on the ground.


  • 2 new smaller locations added, including a gun shop.


  • Some consumables will now have negative values.
  • Added a furry friend to the safe zones.
  • Crouch sprint; the player can now sprint while crouching, while allowing you to move faster while crouched, you will as well produce more noise to surrounding AI.
  • Added a vendor that randomly spawns to safe zones that will always sell credits and possibly more in the future
  • Added option to reset vehicles in game that have no item's in its storage(Could fix some people's performance issues)
  • New items:
  • Splint - Fixes broken bone
  • Antibiotics - Increases radiation/illness resistance
  • Civilian medkit - Like the medkit, but not as effective
  • IFAK - Military first aid kit, stops bleeding
  • Auto injector - Increases health & energy
  • Energy drink
  • Tin of tuna
  • Tin of sardines
  • Cereal
  • Milk carton
  • Turret - Buildable guard turret

CHANGES:
  • Silencers now affect headshot damage
  • Vehicles are no longer a safe haven, while the vehicle is at 0 health, the player will be damaged by oncoming attacks
  • Radiation is much deadlier, if your rad meter is at 0 and you're outside of a radiation zone, you will now continue to take damage
  • Increased value of some difficulty settings that they can be changed to
  • Zombie AI attack faster/more often
  • All zombies have a chance to apply radiation damage to the player
  • Rags heal decreased to 10 from 15
  • You can now aim your weapon while being hit
  • More items now have stats you can view
  • Seasons have a difference now, expect weather like know more likely as you get closer to Winter
  • Slightly increased stamina drain
  • Increased delay before AI spawns
  • Compensators now reduce recoil by 20%
  • Battle Ready Glock base damage: 24 -> 26
  • Exterminator headshot damage: 44 -> 48
  • Colonels Revenge base damage: 37 -> 42
  • Valkyrie base damage: 43 -> 45
  • Valkyrie headshot damage: 114 -> 126
  • Crusher base damage: 38 -> 43
  • Guardian base damage: 85 -> 89
  • Increased Colonels Revenge fire rate
  • Increased Vector fire rate
  • New sitting animation
  • Improved notification UI
  • Change to reflection capture resolution
  • More optimization to vehicles & AI when they're not close to the player
  • Weapon brass/shells will stay on ground for around 10 seconds after a weapon is fired
  • Increased size of trace when firing weapon
  • Adjustments to some zombie animations
  • Vendors no longer spin but their head moves to the player's position
  • Few adjustments to default difficulty settings
  • Default AI respawn timer set to 1500 seconds

BUG FIXES:
  • Fix to AI not reacting to player properly
  • Fixed difficulty settings resetting themselves on restart of game (Make sure to select the difficulty you want again)
  • Fixed issue where while changing weapons (From Firearm to Melee), weapon wouldn't change and firearm would stay equipped causing issues with melee
  • Fixed rabbits not being scared by player visibility (Only from sound)
  • Fixed pause screen menu buttons in shooting range, etc
  • Fixed blood splatter system
  • Fixed blood splatter effect never actually deleting itself from world
  • Fixed color grading for health effect while health is regenerated
  • Fixed some level design issues

Also, look out for future updates as I'll be looking at suggestions and more. In worse news, for around 3 weeks starting 23rd April, I won't be available to release any updates to the game in this time, after this I will have much more time to update the game!
...