Swirl W@tch - sleeper_games
1.033 (Hot Launch)
-Gear mods become available earlier now (tech lvl 30+).
-New movement tech: Activating stealth mode while or directly after using afterburner now has you drift, retaining more momentum.
-Phase torpedoes are now susceptible to hacking. They become cursor guided when hacked and detonate when getting close to revealed enemies.
-Firing flares into phase torpedoes now detonates them, unless they are already phasing.
-Firing flares directly onto a guard-ship now briefly blinds it, but this is perceived as an attack.
-Blinding a ship during reflex mode now clears them as a reflex target.
-Blinding ships now also resets their spot progress.
-WRNCH can now pry crates to instantly open them. This works even on crates in vaults under lockdown.
-Blast Pack can now be attached to any melee target (not just guard ships).
-Attached Blast Packs are now dragged behind the attached object, allowing to trigger them with lidar more consistently.
-Gadget shots now miraculously launch and fly faster during reflex mode.
-Hazards that substantially reduce LP can now also hide disabled ships/wrecks (disabling/destroying ships within hazards instantly hides them).
-Ship to ship collisions are slightly more forgiving now, allowing you to graze past ships if you touch them just briefly.
-Resistance Supplies now periodically ping themselves if undetected.
-Phase Torpedo damage vs structure reduced (100%-->10%).
-Removed convection hazard angle-aligned push force.
-Riot Control deflector shields now properly deflect gadget shots.
-Fixed some issues with enemies using sonar.
-Fixed some recent inconsistencies for how sound is suppressed by foam.
-Fixed Resistance Beacon not spawning upgrade cache correctly (?).
-Fixed SRM counter display issues when SRM Sieves are equipped.
-Fixed a problem with friendly ship subject portraits.
-Attempted to fix an issue where ships would get initialized multiple times, increasing their tech requirements beyond intended value.

1.034 (Hot Launch)
-Adjusted the way in which move forces are condensed down when exiting strafe states.
-Timed trigger for gadgets is now set manually by pressing interact while aiming the gadget.
-Movement impeding hazards now slow you down on entering, preventing some unintended interaction with drifting.
-Fixed a not-so-minor issue with remote triggered blast packs.
-Fixed prisoner exchange portraits on title screen sometimes becoming hidden (?)
-Fixed zone based hull regeneration not updating health ui.
-Fixed a 1.033 issue preventing guard spot progress from decaying.
-Fixed releasing a boarded ship not resetting player boost force correctly.
-Fixed some gadget cloud effect having unintended guard path avoidance.
-Fixed fly nest granting infinite bot flies.
-Fixed some problems with revealing squadrons through interrogations (?).
-Fixed some issues with guard sensory state icons.
-Fixed wrong pickup text on some item mods.

1.035 (Hot Launch)
-DISRUPTOR CABLE now also makes disabling boarded ships +100% faster.
-Unknown ship class EW defenses adjusted to be less confusing.
-Unknown ship class is slightly easier to detect with sonar now.
-Disabling structures is a bit more flashy now.
-Fixed unknown ship class being able to re-enter stealth in certain unintended situations.
-Fixed a problem with revealing unknown ship class through certain means.
-Fixed fence posts becoming EMP immune after first disable.
-Fixed a recent problem preventing Tripwires from triggering.
May 11, 2023
Eo - Fire Game Studios
- Since there are a few... conflicts rising, I turned on pvp on hand-to-hand combat so we can start experimenting with it.
EA SPORTS™ PGA TOUR™ - Electronic Arts
VAIL VR - AEX-Panda
We pushed ourselves to release the UE5.1 update knowing that it would have some issues and we are grateful to everyone that's played since that update and helped us to fix the many bugs and issues that came with UE5.1.

We're confident that before long you'll see significant performance gains and an overall better experience thanks to the features in Unreal Engine 5, and we'll continue updating as frequently as we can to get rid of any remaining bugs.

Can't play the game?
We are aware of several problems preventing players from playing the game. Most of those issues should be resolved; just make sure you're using the default OpenXR launch option.

If you're experiencing the small menu bug or have any other main menu or HUD issues, please try the compatibility mode as shown here.



The DX12 launch option is available for those that want to improve their performance, but it is experimental right now and is known to have caused crashes for many players. Make sure your drivers are updated, and if you're still crashing in this mode then please use the first option.

We're also including the Vulkan renderer, which is a bit more stable as well. If you're experiencing the D3D crash or want to try getting even better performance, you can try the Vulkan renderer by using the DX12 launch option and including the launch command "-vulkan" as shown here. This is also experimental, and if you run into any issues then please use the default OpenXR launch option.



Melee
Melee is something that we should have added to the game a LONG time ago. We've had a work-in-progress version of melee for nearly a year now, but it hasn't quite fulfilled our expectations for what we think good melee in a multiplayer FPS should look like.

This version of melee that you'll see in this update also doesn't meet our expectations, but we need melee for a new game mode and we figured if it's live already, we'll have even more reason to iterate on it and make it better.

The current knife model is a placeholder, and everything about melee is subject to improvement. We welcome your feedback as we iterate on this and make melee that is both fun and balanced!


Scoutzknivez
Scoutzknivez is a new TDM-based game mode with snipers, knives, and low-gravity jumping. All players are equipped with the same loadout of an MR96 bolt-action sniper, a knife (WIP), and two impact grenades. The low gravity and increased movement speed allow you to run and jump around the maps with complete freedom as you try to 360-no-scope enemies into another dimension. The first team to get 50 kills or the team with the highest score after 10 minutes wins the match.

Right now the game mode is only available on Cliffside, but we'll soon add it to other maps as we polish the mode up!



Controller Bindings Update
With the addition of jumping for game modes like Scoutzknivez, we realized we really needed a good button for jumping that's convenient and easy to use. We took this opportunity to rework all of the bindings so that A (Quest 2) on your main hand can be used for jumping.

That button was previously used to change the fire rate when holding a gun, which you can now do by clicking in the thumbstick with whichever hand is holding a gun.

We also moved the push-to-talk button to Y (Quest 2) on your offhand when you're not holding a gun in that hand.

Similar changes have been made to all supported controllers.



Other Changes
We've made some improvements to the MR96 bolt reloading mechanic. This is a very difficult feature to get exactly right, so please share your feedback with us as we try to get it to feel smooth and natural.

Listening to the community, we've made many adjustments to TTK. We recognize many players were not happy with the TTK in the UE5 update, so we've made many adjustments to bring it closer to how it was before the update while retaining our ultimate goal of making the game more fun for everyone. We know players want to know the exact changes to damage and recoil per gun, but we've found it very useful to get feedback from the community without releasing exact details. In future updates, after the TTK is more stable, we may include more detailed information.

We've added a victory and defeat screen at the end of every match. Your team's score shows in blue while the enemy's shows in red!

We also made a lot of polish changes to our newest map, Cliffside. Jump in and let us know what you think!

We updated the Patreon wall in the armory. Thank you to all of our loyal supporters!


Bug fixes
  • Firearm smoothing now works as intended.
  • Severe performance issues on Este should be improved.
  • Servers, including custom game servers, now work as intended; no more infinite loading.
  • And many other minor and major bugs...
We look forward to seeing all of your feedback and bug reports in Discord.

See you all in-game!

Love you all, AEXLAB
Tomb Explorer VR - Architect


GET A MASSIVE DISCOUNT SIGN UP FOR KICK STARTER
SIGN UP HERE


NEWS
Greetings, fellow fans of Tomb Explorer VR! Our team has been tirelessly working on the game's development and preparing for the Kickstarter launch on May 29. We are thrilled to announce that we have created a Kickstarter Follow Page, and we are counting on your support to make our project a reality.

By backing us, you get a great discount while you help us reach our stretch goals and turn Tomb Explorer VR into a fully-fledged AA game. Don't forget to share the Follow Page with your friends and spread the word!

We are also excited to inform you that we are upgrading the game's Demo for the Kickstarter launch. This new version will offer additional features, items, and AI enemies that will enhance your gaming experience. We will provide more updates on this in the coming weeks, so stay tuned.

In the meantime, we continue to develop the game for an early access launch soon [upcoming release date to be announced shortly] We wanted to give you a sneak peek at some of our progress, so please enjoy these exclusive screenshots. Thank you to all current Kickstarter followers, and we look forward to sharing more news with you soon.

Click to Follow our Kickstarter Follow Page
KICK STARTER FOLLOW PAGE

GIF



Here we have some new screenshots of the game in different locations.
NEW SCREENSHOTS





DON'T FORGET TO FOLLOW THE GAME ON STEAM FOR UPDATES
Let us know if you're excited about the news or report demo bugs in the Steam Forums or
Discord
The Deep - Rapture Ready Games
Hello everyone!

I'm excited to provide you all with an update on our progress. Although we don't have any new artwork to share just yet, rest assured that we have been hard at work behind the scenes. We've been meticulously planning an innovative and enjoyable building system that we believe will captivate and delight you all!

Additionally, we've recognized the need to breathe fresh life into some of our older systems, as they were becoming outdated. So, we've been diligently reworking and enhancing those elements to deliver an even better gameplay experience.

I understand your anticipation for visuals, and I assure you that once we have some compelling artwork ready, we'll promptly share it with you all right here. Your support and enthusiasm mean the world to us, and we can't wait to unveil the fruits of our labor.

Stay tuned for further updates, and thank you for being a part of this exciting journey with us!

Best regards,
[The Deep Team]
Rogue Voltage - scharlach
The wait is over! The public demo of Rogue Voltage is finally LIVE to play on Steam.

Press the big green button on the store page and enjoy the wiring and firing.

Join our growing Discord community and let me know what you think of it.

Thanks for your patience and your support of Rogue Voltage!

All the best from Berlin,

Luca
Frightened - Duder
Frightened is here with a new update.

-The quest system has been added to the game that shows you how to play the game.

-Unlocked some doors in the game

-The hologram creature's running speed has been reduced and its respawn time increased after killing someone

-Studies have been made to find the keys more easily

-Fixed a few minor bugs
Foundation - Mike
Hello everyone,

After weeks of testing and refining, we are happy to merge Foundation’s latest experimental version to the main game. This update brings significant changes in the form of game balance and added features. As such, it is advisable to start over; while previous saves will indeed load, some of the work introduced in this update will undoubtedly disrupt villages’ productivity, happiness and more. That said, there’s a lot to be excited about with 1.9.4. Read on for all the details!

New Meat Production Chain And Additional Food Need

The Butchery, a brand-new building unlocked in the first tier of the common progression path, has been added to the game! This means boars are now much more useful as a resource: after placing Hunter’s Huts near dense forests, you will be able to capture the animals. Then, butchers will turn them into meat to be consumed at your markets or sold to traders.

Such a change fits nicely with the fact that villagers—including Serfs—now require two different food types to be happy.



Tavern Overhaul And New Entertainment Need

The Tavern has undergone significant changes in this newest version of the game. You are now able to create berry brews—a special drink made of berries and water—at the Berry Brewery. Served alongside a delicious meal, this is sure to be a hit among your people!

Introducing a new drink serves two main purposes: adding variety and perhaps more importantly, letting you deal with the fact that commoners, citizens and soldiers now require to be entertained! This new need affects happiness, so you want to make sure concerned villagers can quench their thirst.



Progression and Balancing Changes Overview

Update 1.9.4 features a trove of progression and balancing-related changes. Here’s a quick glance at what you can expect:

New Features

  • Butchery workplace and meat resource
  • Entertainment need, berry brews and berry brewery workplace at the Tavern
  • Levy mandate
  • Kinstone Abbey trade route
  • Discoveries
  • New advice
  • New action bar shortcuts for mandates and village aspirations
  • Quick promotions
  • Resources linked to some workplaces are now displayed on click

Balancing Changes

  • Tax Office was moved to the Labour progression path
  • Additional food need for villagers
  • Villagers have a chance to leave starting at -25% happiness
  • More workplaces now require higher villager statuses
  • Removed residential availability from immigration factors
  • Trade routes have added resources to buy and sell from
  • Adjusted plenty of building construction costs
  • Events have been improved across the board
  • Several unlockables have been moved around
  • Your second territory no longer has an upkeep cost

The exhaustive list of changes can be found in our game design changelog on our official website.

Levy Mandate

Update 1.9.4 adds a new way to access “emergency funds” with the Levy mandate. Activating this mandate grants you a large quantity of coins at the cost of villagers’ happiness. The debuff is applied for a set duration (currently: 30 days) and stacks should you activate the Levy multiple times. Use with caution!

The Levy mandate has been added as a result of the Tax Office function now being exclusive to the Labor progression path. Our design goals with this change is to further associate taxes with this estate and encourage better decision-making regarding early to mid-game profit.



New Trade Route: Kinstone Abbey

A new, Clergy-allied trade route has opened! Merchants from Kinstone Abbey sell a variety of useful and rarer resources such as gold bars, gems or marble. They’ll be looking for herbs, honey and planks to name a few. Unlocking this trade route requires you to produce manuscripts at the Scriptorium.



Enhanced Transport

Our engine team has been hard at work developing behind-the-scenes optimizations for Foundation. Chief among them is our rebuilt transportation system that is being rolled out as part of this update.

Before, villagers sometimes had to travel long distances to satisfy their needs and seek resources, which was more obvious while facing shortages. This led to scenarios where villagers would cross the whole map—so to say—just to reach a market or specific building like a warehouse or a church. Not good.

From now on, our transport algorithm further favors local management of resources and needs. To put it in more concrete terms, villagers will associate with markets or buildings near where they live. The same principle applies for production chains: a weaver hut requiring wool will get it from the closest available warehouse stocking some, itself linked to the closest sheep farm—effectively giving a whole new meaning to “hubs” within your villages. They will operate in a much more satisfying and natural way.

Map Generator Improvements

We are pleased to share an updated version of our map generator. When we first released this feature, we got a lot of feedback about terrain that felt a bit too bumpy, so we started iterating on a new version of this tool that would allow for flatter topographies. We took this opportunity to add several new configurable parameters as well, in order to have maps feel even better than before.

Each map type has its own set of parameters you can adjust to your wishes. For instance, the Fluvial map type lets you modify the following parameters:

  • River
  • Island
  • Slope
  • Cliff
  • Promontory
  • Hill



If you are particularly happy with one of the procedurally generated creations, here’s another bit of good news: you will be able to easily share them thanks to a unique map code system! Input the alphanumeric code into the designated space, click the confirmation button and voila: you have a new world to settle in!

Adjustments to Job Requirements

Several jobs now require more advanced villager statuses. In previous iterations of the game, you could (mostly) ignore promotions and still manage to get all production chains going. However, we feel like some jobs should require a bit more investment and decision making before your villagers can access them.

Two examples of jobs adjusted to the new reality of higher status requirements are the Tax Collector and Bailiff, which now require Commoners at a minimum.

Important Changes to the Promotion System

As you will now spend a lot more time dealing with promotions, it no longer made sense to limit this function to once every 30 days. Hence why with 1.9.4, we’re introducing two important quality of life changes regarding promotions:

  • You can now use the promotion mandate at will
  • You can now promote villagers directly from their detailed information window



Advanced Resource Tracking

This update also introduces easy identification of resources in the world from select workplaces such as the Hunter’s Hut. In this example, selecting the building reveals where boars live on your map. Using the Extraction paint tool produces a similar result, displaying available berry and stone sources, so you can plan your village accordingly.





New Take on Immigration

Immigration waves will now feel more rewarding and steady across the board. Previously, passersby would take into account multiple factors before deciding whether or not to join your village. One such factor, housing, has been completely removed from the equation, effectively softening the difficulty associated with immigration.

Another change we made is that unless your immigration rate is nil or disabled, you will always get a minimum of one newcomer per immigration wave.

Discoveries

Foundation is a city-building game with quite a lot of interconnected systems that you learn to master over time. We want to make sure this doesn’t hamper your fun nor prove too daunting, so we thought of an additional tool to help you learn the ropes: discoveries.

Crucial systems or concepts are now accompanied by one-time notifications whose stated goal is to provide assistance in a concise way. We are confident this new feature, in addition to help topics, will answer most questions that may arise while playing.



General Changelog

New

  • Meat production chain with the Butchery
  • Entertainment need
  • Berry Brews at the Tavern
  • Levy Mandate
  • Discoveries
  • Environmental Resource Display
    • Berries
    • Fish schools
    • Stone nodes
    • Boars
  • Advanced onboarding
    • Food diversity
    • Enacting the Mandate Levy
    • Leaving villagers

Improvements

  • Auto-assigning higher status villagers to workplaces will not demote them anymore
  • Transport behavior has been enhanced, a change that will be most noticeable with larger villages. The algorithm now focuses more on local ‘resource hubs’, which should fix workers traveling great distances to do their job

Updates

  • Help topics
    • Housing
    • Generating revenue
    • Immigration
    • Markets
    • Promotions
    • Trading
    • Trade routes
    • Villager Happiness
  • Localization

Modding

  • Exposed missing unlockables
  • Exposed Butcher-related assets (job, building, etc.)
  • Exposed Tavern buildings
  • Exposed Master Builder job (Crafter Workshop)
  • Exposed Kinstone Abbey (trading village)
  • Exposed Jeweler’s workshop building part
  • Exposed Entertainment need
  • Exposed missing Happiness factors
  • Added members to GAME_RULE_MODIFIER_WORKPLACE_RECIPE
  • GAME_ACTION_APPLY_GAME_RULE: OptionalDescriptor field no longer optional (renamed to Descriptor)

Fixes

  • Common Resources mod interfered with housing placement and prevented them from being placed
  • Masterpieces couldn’t be added to Churches
  • Crash when selecting a Monastery with a Modest Facade
May 11, 2023
Sector Assault - Brian Crandell
Sector Assault has been updated with balance changes made for a planned mobile release.

General
- Waves trimmed for improved pacing in Set 3 (Waves 21 to 30).
- Powerups: Drop chance increases with each kill, resetting when a powerup is dropped.
- Physics updated to make collisions feel more impactful, especially while Storm Cloak is active.
- Supporter leaderboard removed due to privacy concerns.
- Asteroids: Small health pickup drop chance increased by 5%.
- Mining laser: Damage increased (based on asteroid size).
- Options: Slider added for camera distance.
- Support added for 16:10 screens.

Abilities
- Energy regen per second increased from 18 to 19. Small energy pickup value increased from 10 to 12.
- Unlock points are earned slightly faster.
- Storm Cloak: Bolt energy cost increased from 2 to 3 per Shuriken per second.
- EMP: Duration increased from 5 to 5.5 seconds.
- Teleport: Energy cost decreased from 13 to 12.

Enemies
- Shuriken: Acceleration decreased from 6 to 4.2.
- Marauder: Post-fire delay increased from 0.75 to 0.8 seconds.
- Vanguard: Acceleration decreased from 4.65 to 4.3.
- Vanguard: Shields decreased from 200 to 150. Shield wall chance decreased from 14% to 9.2%.
- Vanguard: Damage decreased from 14 to 12. Projectile count increased from 6 to 7.
- Goliath: Health decreased from 300 to 250. Supercharged health bonus decreased from 75 to 50.
- Phase Missile: Hitbox size decreased.
- Warp Beacon: Health decreased from 425 to 400. Summoning made consistent across all Wave Sets.
- Warp Beacon: Summoning is more frequent, but takes longer to complete. Summon chances adjusted.
...