Golfing in Aether - Vetron
This update comprises of various fixes and quality of life improvements following on from the recent major update which introduced the ability to customize your golf ball with hats.
https://steamcommunity.com/games/1914980/announcements/detail/3707070361895144099
You can read about that previous annoucement via the link above.


Ability to skip XP / Leaderboard screen
This is new for sessions and will function similar to how the existing practice mode skip behaves, in that the timer will be reduced down to at most three seconds, leaving enough time to update leaderboards and prepare any data for the scoreboard. Once you press skip in this case you will only be taken to the scoreboard on the next page, where you may skip again if you wish.

Skipping this menu will only be available during local or singleplayer sessions. This is because online multiplayer sessions may have players take varying times to sync with leaderboards and for any data required for later menus.


Various HUD scaling improvements
A handful of changes have been made to specifically help with smaller screens or when the screen is divided for split screen. First the quick chat menu has been raised sligthly to help with overlap with the lower spectating widget. The spacers for all widgets are a little more consistent now too.


Another change is when playing in two player split screen the hole out animation will be cropped slightly to show the text more prominently on the screen.

Several bug fixes and other improvements
See the full update notes below for other fixes and small improvements made, if you are aware of any issues not fixed by this update please let me know so I may address them.

https://store.steampowered.com/app/1914980/Golfing_In_Aether/
Patch Notes
General
  • Fixed an issue where the ball or hat could draw in front of the flag when in the cup.
  • Added small improvement to fixed rotation behaviour for ball or hat when resetting. It will now have the correct rotation instantaneously rather than require aligning.
  • Added improvements to pixel depth masking in relation to new hats. They should closer match the ball appearance when seen through walls (become semi-transparent).
  • Fixed various miss-matches in transparency relating to hats and non-collision states from alternate perspectives.
  • Fixed a potentially incorrect opacity issue due to a miss-match in ownership when watching a replay for hats.
  • Added some backend applying of hat optimizations. Specifically removing some redundant functions and tidying up.
  • Fixed a potential transparency issue with the knight helmet.
  • Fixed a potential crash with ES3.1 relating to material velocity.
  • Fixed knight helmet lacking metallic properties on low quality material levels.
  • Added some improvements to hat rotation for other players and replays.
Environment
  • Fixed a rock on “all tee’d up” that could cause problems with resetting once entering the water.
  • Fixed shadows on ramps of a handful of LOD levels.
  • Fixed a normal issue with a half height wall piece.
  • Fixed a weird looking wall gap material on “Boneyard”.
  • Fixed a small wall gap on “Speed Bump”.
  • Fixed a quality issue with a pipe exit on “Now Where Do I Go”.
  • Fixed a tiny pipe gap on “See you on the other side”.
Interface
  • Added ability to skip the XP / Leaderboard page of scoreboard in a regular session while playing in single-player or local multiplayer. This will just take you to the next page.
  • Added scaling change to holeout animations when playing two player local. The animation is zoomed and cropped a little so text is more prominent.
  • Added improvements to various HUD element scalings. As part of this the quick chat prompt has been raised and anchored more vertically centered. This prevents overlap with the 'specating' widget that can appear in the lower center.

Discord Server
Be sure to check out the official discord server with channels for Golfing In Aether and my other various projects.
May 22, 2023
LiMiT's Escape Room Games 2 - LiMiT
Fixes:

- Minigame Blocks: Hard - Level 10: Fixed a bug that prevented this level from being solved.
- Minigame Blocks: The background was adjusted because it started flickering in later levels.
May 22, 2023
Hero's Story - The Silent
Greetings, Heroes!

I am glad to announce that Hero's Story is 15% off until the 29th of May!

Also for the same period of time my first game, platformer Wanderer of Teandria is 50% off:

https://store.steampowered.com/app/477910/Wanderer_of_Teandria/

Also in the next month new update for Hero's Story Early Access will be released. Have fun!
May 22, 2023
Castle War - Mith
Minimap Arrow to show incoming waves direction (solo player)

Bug fix :
- Fix camera starting position (Multiplayer)
- Unit keep attacking after attack target has been set
- Building placement no longer require to keep the left mouse button pushed
Software Company - inkdevstudios
---- HOTFIX 0.8.6.01 ---
- FIX: UI-Windows for the "Create a new project"-Tab now stay on screen.
Galactic Glitch - Max | Crunchy Leaf Games
Greetings Galactic Glitch community! 🚀

The stars have aligned for another big announcement! On the heels of starting our Prologue Playtest, we're thrilled to reveal our new Steam page for Galactic Glitch: Infinity's Edge!

The game will be a huge expansion on the free Prologue, and will feature many more levels, enemies, weapons, powers and bosses to defeat, as well as a continuation of the Galactic Glitch storyline.

But enough of the grand launch of Infinity's Edge in the far future. All the excitement is happening over at the "Galactic Glitch Prologue" page now! We've kicked off a Playtest phase and we're inviting you to join us in refining the game. Your feedback is crucial in shaping the Galactic Glitch universe!

You can check it out here:

https://store.steampowered.com/app/640160/Galactic_Glitch_Prologue/

Your feedback is invaluable and we can't wait to hear your thoughts on it!

Stay tuned for more updates on both the Prologue and Infinity's Edge. We can't wait to embark on this cosmic journey with you! 🚀🎮
May 22, 2023
Mewgenics - souldescen
So, as you may have noticed, Mewgenics has a lot of music... A LOT of music, amazing music that will cream everyone's pants, all around the world! However, not all music is used as you might assume.

Most of the music we have posted is for the adventure. Each chapter of the game has its own unique track and each submenu (map, event, and combat) has an alternative take that we crossfade between.



The adventure tracks we have shown that feature lyrics are boss tracks. They only play during the final fight for each chapter.



But, not all songs we have previewed are adventure tracks. Some of them have been house tracks.

House tracks are songs that play during the home hub portion of the game. This is where you'll be tending to and breeding your cats. It's also the place where you will hoard furniture and upgrade the game's many core mechanics.

While you are in house mode, a radio station will play, hosted by a very familiar voice... These radio bumpers are plentiful and randomly selected during play to create the illusion of a living radio station... and it works oh so well.

Here is a final version of an old teased track but with some radio bumpers by Matthias Bossi of Ridiculon.



Currently, 20 house tracks are finished, but I assume a few more will be added by the end of development. I'm telling you, this OST is a HUGE banger!

On a side note, as of June 1st, we will have 12-15 months of dev time left in Mewgenics in order to hit our release goal of summer of 2024. Currently, we are on track, but these long-winded blog posts are definitely cutting a full day of dev time out of my week. So, from this point on, I'm going to keep updates a bit more bite-sized for the next 6 months.

Stay tuned!
-Edmund
Mercenary Operator: Wolves - Jang-gun
Several bugfixes in this update, most notably the issue with map objective markers being off in the newest Hot on the Trail has been fixed.
Changed
  • Map in the “Hot on the Trail” campaign level now changes when moving between the Savannah and Plantation, and the final objective is now marked on the map.
Fixed
  • Delivery truck can no longer be seen through and now acts as a solid obstacle
  • Injuries on friendly AI are now always visible, rather than only when they are in view
  • In-game map offset calculation. This fixes the markers being off in the new Rule of Law level, and allows for the map to be changed mid-level
  • AI in the campaign level “Hot on the Trail” gun positioning and animations synchronized
RPG Architect - Locke
  • Fixed a bug with new game equipment and inventory.
  • Added variable support for Teleport movement element.
  • Added Get Tile Information command (under Maps).
May 22, 2023
The Farmer Was Replaced - Timon
  • added option to enable/disable autosaves

  • fixed menu on wide screens
  • fixed output window problems
  • fixed functions deleting almost instantly when time is sped up
  • fixed hovering variables to see their values not working
  • fixed variable value not showing on hover if the variable has the same name as a function
  • fixed performance issue when item numbers go to to 0 often
  • fixed page down and page up messing up the carret
  • the Unlocks keyword now gets unlocked earlier
  • docs improvements
...