Copter Strike VR - Hyper Gamey
-(Standalone version only) turns out there is a bug in the Unity's OpenXR package that makes touch controllers not work if we enable the support for Quest Pro controllers. Therefore we dropped support for Quest Pro controllers for now, prioritizing Touch Controllers. We apologise for the inconvenience and we are looking for a workaround.
-(Steam version only) turns out the tracking origin on OculusVR and SteamVR is different. We've corrected an error in camera position being different between using AirLink/wired Link or using Virtual Desktop + SteamVR. Now the tracking origin is set to floor for both of the SDKs.
Path of Exile - CommunityTeam_GGG
Over the years, many of our amazing content creators have taken the time to answer some questions in our Streamer Interview series. In case you've missed any of them, we've gathered up all of our streamer interviews in today's post. Check them out!

Has your favourite streamer not been interviewed yet? Let us know who we should interview next!
May 23, 2023
OVRLRD - Nige
ADDITIONS
  • New hangar UI - weapons must now be licensed using currency you earn during missions
  • Tonnage - weapon modules come with an associated weight cost. Overtonnage OVRLRDs will suffer a movement penalty
  • Your currency and unlocked weapons will persist in your player profile (only one profile per install so far)
  • Most trees can now be stomped, barged through or set on fire to clear forested areas and open up lines-of-sight
  • Weapons can now be assigned to groups and fired simultaneously (beware overheat)
  • Added some test achievements

CHANGES
  • Slope gradient checks in mech physics controllers to prevent skyrim-horsing up slopes
  • Further improved AI's retreating and flanking behaviour
  • Significantly improved rendering performance in large scenes with lots of NPCs
  • Significantly improved rendering load in skirmish

FIXES
  • Fixed a bug where the head-locked targeting switch wasn't properly grabbable
  • Fixed a bug where OVRLRD would attempt to unlock 432 achievements per second
  • Fixed a bug where player camera didn't fade in and out correctly
  • Fixed a bug where your allies would sometimes spawn unarmed (sorry)
  • Fixed a bug where repairing your mech would make it hot pink
  • Fixed many bugs to do with buildings and trees being inconsistently rendered
  • Fixed a bug where sometimes a building would be indestructible
  • Fixed a bug where NPC meshes would not be correctly instanced, resulting in tanks shooting rounds out of their exhausts

KNOWN ISSUES (Working on it!)
  • Knuckles controllers can only pinch-grip controls when the hand is otherwise fully open (high priority to fix)
  • Grouped weapons must all be aimed independently (this will change soon)
  • Resupply helicopters will sometimes drop crates just out of reach of immobilised mechs, to taunt them
  • If you die, the post-death spectator mode places your hands slightly too far away from your IRL wrists.
  • Legibility of clipboard briefings may be poor on some systems.
  • Guided missiles can sometimes take a more artistic interpretation of their homing instructions.
  • Some subtitles may be absent or display incorrectly.
May 23, 2023
Super Fantasy Kingdom - SuperFantasyKingdom
This week was all about being less annoying. With the game being played for the first time it was inevitable that a lot of problems come up. I tried to tackle the most annoying of them first.

I did not expect to implement the highly requested changes to starting resources so fast, but after we found the solution it seemed more feasible. As a thanks to the community I did push trough and implemented it in a day, so its still very WIP but the idea seems to work.

The next big point was the treasure collection. I think it being automatic at night turned out perfect.

That leaves us with the king. He was only ever meant as a small random bonus, but that seems to be very annoying to some. I have an idea for him to make him more imminent useful without making him too OP or micro management intensive.

Localization
The second topic of the week was definitely translatability. Our community members xvierlh, Raxxa and lost have started translating the game to Spanish, Italian and Brazilian Portuguese. Thanks! And they are so damn fast I had to make more of the game translatable. That was almost like a race. It took two full days but now everything, but attack and rank descriptions, is translatable. I'll try to release the German language soon. If you want to help translating the game just write me on Discord! Its really important to get the word out.

Feedback
One of the most reported problem with the game is about the game's feedback. What does that? How does this work? I know this is very annoying, but getting that perfect will be a long process. As a solo dev I have to focus. So I can only spend the hours to properly explain any function once I know it'll stay that way and works. I hope you can help me get there.

Changelog
Demo Build 13
- Added x1.5 and x2.5 UI scaling
- Made jester achievement a little easier
- Miniboss not trigger-able before morning

- Skeleton damage increased
- Cyclops cooldown reduced
- Halfling increased scaling damage
- Werewolf increased scaling damage
- Monk increased base damage
- Runescribe scaling damage slightly reduced
- Deathpriest scaling damage slightly reduced
- Deathpriest minion damage reduced

- Fixed boost option showing when not having any beer
- Fixed hero Inspire upgrade no second upgrade on level 6
- Fixed level up data display bug in certain resolutions
- Fixed achievements still appearing as unlocked after resetting data
- Fixed resources in buildings not displaying after loading
- Fixed dragging unit with two mouse buttons clicked
- Fixed cartographer displaying wrong boss
- Fixed Djinn evolution displaying wrong unit sprites in UI
- Fixed two holy water making cloak
- Fixed boost button input prompt clickable when it shouldn't
- Fixed save scramble bug
- Fixed clicking unit building of an evolved unit

Demo Build 14
- New title screen
- Added marker on unit cards if passive has been unlocked
- Jobs do not got assigned when being paused anymore

- Fixed newly built buildings displaying resources
- Fixed buffs not applying at morning
- Fixed buffs applying twice
- Fixed units range visible while walking to tavern when hovering it at combat end

Demo Build 15
- Added selectable starting resources! Get orbs at a new mysterious stone to select resources at the start of your runs. WIP
- Rebuilding spots resources are predefined now
- Targets of Demon Spider or minibosses cannot be moved anymore
- Changed wheat world drop sprite
- Took out TactiCon Challenge explanation

- Increased squid miniboss scaling health
- King stays a bit longer in buildings

- Fixed demon spider only dropping two coins
- Fixed glory not added when skipping at wrong moment of the calculation
- Fixed hero powerups being able to upgrade speed three times
- Fixed satyr rank 1 description
- Fixed a wheat storage spot being blocked by wagon even after delivering
- 27th (and 28th) try to fix the stable bug :slight_smile:

Demo Build 16
- Added messages to explain weather
- Glory amount always visible, clickable for tutorial
- Portal and Hero do not offer owned units anymore
- Impossible road upgrades are transparent
- Treasure drops brighter at night
- Witch overlay does not open when all units passives are unlocked
- Clicking resources bar to open dropdown closes tooltips
- Night a bit blueish
- Changed Beholder name to Observer

- Fixed starting resources being applied twice
- Fixed Lich not having a passive ability
- Fixed downed units getting beer boosted
- Fixed holy water not applying wet on hit
- Fixed performance problems related to road upgrades
- Fixed units pinned by bosses could still be swapped
- Fixed jester passive description

Demo Build 17
- Added magnet powerup that increases your cursors treasure magnet range
- Remaining treasure gets automatically collected after combat
- Signs in front of resource buildings get red when there are more jobs assigned than resource deposits available
- Removed charm powerup
- Improved wording on greed powerup

- Increased Demon Spider health and scaling health a bit
- Increased Halfling scaling damage
- Increased Skeleton scaling damage

- Fixed dying animations not visible
- Fixed building roads from upgraded paths
- Fixed Demon Spider not pinning targets
- Fixed clicking on food dropdown button prompt

Demo Build 18
- All items and their descriptions are translatable
- All tutorials are translatable
- Almost completed translation to German

- Increased deathpriest cooldown by 0.5s

- Fixed shield value resetting below max value
- Fixed dead units could be healed
- Fixed top bar cursor when exiting clickable elements
- Fixed UI scaling not applying on load
- Fixed Hero still offering owned units
- Fixed hovering fairy building

Demo Build 19
- Complete story, actors, guest UI, vein UI, attributes and roles are translatable
- Added a new dialogue
- Building menu more readable

- Shaman lost his fear of heights
- Increased Shaman scaling damage

- Fixed Hourglass description
- Fixed Knight directly attacking next target
- Fixed being able to upgrade dead units
- Fixed red signs at the start of day
- Fixed bolt with Metal Arrow could hit the same target twice
- Fixed boy always giving Armor
May 23, 2023
CONVERGENCE: A League of Legends Story™ - RiotBean
What type of game is CONVERGENCE?
The game is a single player, 2D action platformer.

Is the story of CONVERGENCE: A League of Legends story canon?
Yes, the core narrative will be canon. However CONVERGENCE will feature different expressions of the IP such as cool characters and moments while delivering a unique adventure starring Ekko.

Where does this game take place?
CONVERGENCE: A League of Legends Story is an action platformer set in Zaun.

What regions will the game be available in?
We are aiming to release the game worldwide.

What platforms will the game be on?
CONVERGENCE: A League of Legends Story will be available on Xbox One, Xbox Series X|S, PS4/5, Nintendo Switch, Steam, Epic, and GOG.

Will the game be available for Mac OS?
Convergence: A League of Legends Story will not be available on Mac OS.

Will there be multiplayer? Can I play with my friends?
CONVERGENCE: A League of Legends Story is a single player, action platformer and will not be available to play in multiplayer mode.

Which champions are in the game?
Players will be able to explore Zaun as Ekko and follow his journey as he discovers that the power to change time comes with consequences.

Why is this a Riot Forge game?
Riot Forge is a publishing label within Riot Games that complements Riot’s internally developed games. Our focus is to work with experienced studios outside of Riot Games to create bespoke “completable” games set in the League of Legends universe. CONVERGENCE: A League of Legends Story is a new story driven RPG set in the League of Legends universe.

How much will the game cost? Is it Free to Play?
Riot Forge games will not be free to play. Riot Forge is making premium completable, narrative driven games, opposed to “live services” type games, which include free to play games.

CONVERGENCE is $29.99

Is CONVERGENCE available to play on next-gen consoles like PS5 and Xbox Series X|S?
Yes, CONVERGENCE will be available to play on next-gen consoles.

Will there be a mobile version of the CONVERGENCE?
CONVERGENCE will not be available on mobile.

Why are you working with Double Stallion?
We love the unique identity of Double Stallion’s games and their experience in the action platformer genre. They’ve worked on a number of high profile IPs in the past and have been able to deliver games that are true to the IP with their unique spin. We’re super excited to be working with them!

What other games have Double Stallion shipped?
Double Stallion Games creates unique player experiences in familiar genres using gorgeous 2D hand-animated aesthetics that feel fresh and dramatic to modern gamers. They launched Speed Brawl, a 2D combat-racer about moving fast and maintaining momentum through speed runs. Prior to that they worked on OK K.O with Cartoon Network and Big Action Mega Fight.

How do we know that these partners will treat the IP correctly?
One of Riot's strengths is the depth we have created within the League of Legends Universe and the Riot Forge team is here to support our developers and ensure they understand all aspects of the world. Our feedback ensures we create authentic League of Legends games together.
Stack Stones - ZZZ-Assault


I'm proud to be part of the Steam Next Fest in June and hope you will have a chance and enjoy STACK STONES together with me (the dev)!


STACK STONES, a physics based multiplayer stacking game with multiple game modes. Enjoy playing alone to beat your former best mark or compete against others in funny multiplayer matches ... but watch out for your opponents, they want to smash your stack!


I deeply hope you enjoy playing it and also have lots of fun in the multiplayer sessions. As STACK STONES will be my first commercial game, I really would like to get feedback from every player. So I will be able to improve the gaming experience via your support and input.

To make this game great, I need your help to play and let me know your experiences, both good and bad, on my DISCORD.

I will definetly check all your feedback and improve the game where ever possible. Thank you in advance for your help!


Regards
Thomas
The Elder Scrolls® Online - ZOS_Kevin

Pursue forbidden knowledge alongside the brash-yet-brilliant Arcanist Azandar al-Cybiades, one of the two new companions you can recruit in the upcoming Necrom Chapter.

 

From the desk of Elydrina Nathriin, Shad Astula Academy

Cousin, I offered you support during your ill-fated bid to become a Bouyant Armiger. I held my tongue during that fiasco with the Telvanni Mage. You recall, the one with the "chin that could crack a shalk's shell?" But I must draw the line at supporting, endorsing, or in any way condoning a collaboration with the arcanist extraordinaire, Azandar al-Cybiades.

Is Azandar a brilliant theoretician? Without a doubt. His transliminal theories are without peer. During his time studying at the Academy, he regularly impressed me with an understanding of Daedric realms that rivaled our most august scholars. One of my colleagues compared his arcanum to that of Morian Zenas, late of the Arcane University in Cyrodiil.

He’s also notable within Academy circles for rising from humble origins. Azandar’s family was of meager means, no history of magical talent to speak of. I’ve seen his invitation for tutorial scholarship, signed and sealed by Archmage Valeyn himself. Not a singular invitation, but one only offered to those of unique and unimpeachable talent.

That’s why the man is so infuriating. If he was some charlatan hedge mage with an overblown ego, he would be so much easier to dismiss. Not so. He’s a world-class talent.

A world-class talent armored in a cocksure attitude, anchored by a devotion to needlessly complex wordplay, and blinded by a complete lack of understanding that his actions have consequences. You know my own academic history with the man, and you still want to pursue a collaboration?

An anecdote, which I can substantiate through a number of letters. You recall Telenger the Artificer? Favored son of the Mages Guild, local celebrity in Auridon, world-traveling researcher. I can picture you furrowing your brow in confusion, so instead recall that debutante ball in Mournhold last year. He was that High Elf? You wanted to be smothered beneath his 'beautiful beard'? I imagine that jogs the memory!

Telenger had for years been excavating a ruin at the center of Skywatch, an Aldmeri construct that was heavy with planar magics and mystic potential. Understandably concerned about unleashing something that might impact the city, he took a careful and measured approach. Requiring a consultant familiar with some of the deep-theory aetheric constructs within the ruin, Telenger invited Azandar to join his team investigating the site.

Two weeks later, Telenger returned to the dig site to find the gates to other planes sealed, most of the magicka wells capped, and Azandar moving some of his belongings onto the premises. I’m unsure of what specifically passed between them, but a friend of mine overheard Azandar proclaiming that the portals had been “pedestrian pablum only interesting to children” and that he was doing the archmage a favor by closing the enigmatum that had existed there (presumably) since the days of the Aldmeri.

The long and short of this is: Azandar al-Cybiades cannot be trusted. He is too self-assured of his own brilliance and too charismatic by half. And while his cooking is divine, he cannot take criticism in either magical or culinary circumstances. Please, cousin, stay well removed. And do remember to write your mother. She worries about you.

Best wishes,

Your cousin Elydrina


 

While Azandar is clearly adept at the arcane arts, his ego appears to be equally exceptional. Perhaps he just needs to meet the right adventurer? One that can best utilize his talents while managing his larger-than-life personality. Do you think you may have what it takes to travel alongside Azandar al-Cybiades? Let us know via TwitterInstagram, and Facebook.

The Elder Scrolls Online: Necrom is part of the Shadow Over Morrowind adventure and arrives for PC/Mac on June 5, 2023, and for Xbox and PlayStation consoles on June 20, 2023. Pre-purchase Necrom now to receive unique bonus rewards at launch and immediate access to the Sadrith Mora Spore Steed mount.
May 23, 2023
PongBreak - Airagone
fixed an issue that caused player panels to wrap to a second column in the leaderboard.
fixed an issue that caused more than the top 10 players to be listed in the leaderboard.
May 23, 2023
The American War - Drew
* Mission 4 improvements
Breakwaters - Soaring Pixels Games
This build update has an important update to online data which fixes a recently regression that caused lag and stutter in online games.

v0.7.87
-Improved character movement in online to reduce some rubber banding.
-Optimized networking data to reduce overhead and smooth out networking.
-Update to thrown yellow crystals so they expire in online like in single player.
-Improved localization logic and setup.
-Fixed a minor layout issue in world save files menu.
-Logic to help catch when a npc may have moved below the terrain in an incorrect way because of overlapping geometry.
-Hooked up the main menu video audio to the Menu sound track so its volume can be turned down.
-Improved boat destruction logic and related player removal logic.
-Changed hearts to only show up in the health bar once you have earned a portion of one.
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