Toziuha Night: Order of the Alchemists - dannygaray60
The new Toziuha Night OotA demo will be available at the Steam next fest!

However a day before the demo will be published to make sure it runs smoothly from the Steam launcher.

Estimated release date for the full game: 2nd half of 2024. This time there will be no more delays.
Memoryland Prelude - GrenadeKitten
As of today It has been one week since Memoryland Prelude launched on Steam. I’m really excited that plenty of people have taken interest in this game and have tried it out. At the same time, I’ve come to realize that it may have been a little too early to release it in its current state. Since I can’t go back in time and change that decision, the next best thing I can do is continue developing the game and adding more content. I’ve outlined a rough estimate of what you can expect to see in the coming months, and I’ll note that it’s my sincere goal to try to crush these deadlines and overdeliver if possible.

By June 30th: Mall rat update
  • 1 new NPC/enemy in the mall
  • Various new features in world explore mode
By July 31st: Next level update
  • 3 new playable cards
  • 6 new unlockable abilities
By August-September: Memory expansion update
  • New explorable zone
  • multiple new enemies/NPCs
Potentially more to come after that

I really believe in this project and want it to succeed, so I’m going to work as hard as I can to make sure this game can live up to its full potential. Also, I’d like to thank everyone who has given me feedback and support so far.
Jun 1, 2023
Dixotomia - Bond
The first summer month has arrived, and with it, we burst in with our news! Our dream team has had a very joyful addition - we now have fantastic hard-surfers, a level designer, and an incredible programmer ☝️ This means we are even closer to the release.

By the way, we are looking for a game designer - all you need is to be skilled in balancing and VR.

Every day is filled with work. Models are being drawn and animated, new concepts are being created, new bugs are appearing and getting fixed, builds are being tested, and chats are bursting at the seams 😅 But the most exciting part is yet to come!

One of the most significant things we are working on is bringing Dixotomia to Oculus Quest 2. This means our cool vampire shooter will be available not only on PC with specific requirements - which, by the way, are not very high - but it will also be playable autonomously on the headset! Have you seen such beauty before? Now, there are no limitations 💃


Here's a brief summary of what our has done
Code:
● Refactored the entire project's code and laid out a new architecture that allows easy modification and expansion of any application modules.
● Redesigned the inventory system. Previously, it consisted of pre-set slots in front of the character. Now, it is represented as a circle above the character.
Players can now scroll through their current weapons in search of the desired one. This significantly improves the convenience and interactive aspect of the game.
Inventory management has become more intuitive and feels like a standalone game itself. This frees up space in front of the user and allows us to have a larger inventory. Previously, we couldn't fit more than 6 slots correctly. Now we can.


Additionally, the following changes were made:
● New inventory system and interaction with it
● New selection system that highlights the object pointed at by the hand
● New logic for item attraction and snapping into slots
● New logic for the loading and saving system
And many, many more))

3D
Our artists are currently working on the next location after the hall, and look at the amazing things we have here. Not only do they look great, but they are also well-optimized. After all, we strive for stable FPS 👌



Level Design
And a little taste of the near future in brand new locations! We won't reveal what or where they are) But feel free to write your guesses in the comments :Р


Media Life
You can find us at almost all major industry exhibitions and forums in Moscow. Last time, we were glad to see everyone at the festival in Skolkovo called "We're in touch." Hundreds of people got to play Dixotomia, try out the new demo build, and experience cool features.


☝️ Also, specifically for such events, we are developing a new PvP mode with different sets of weapons.

And, we have updated the images on Steam! So, let's all head over there and quickly add it to our wish-lists. If you haven't yet - go for it!
Heroes Of Drakemire - CattoCult


Greetings Heroes!

We're thrilled to announce that the Heroes of Drakemire demo is now available to play!

Whether you're a seasoned veteran or a newcomer to JRPG’s, this is the perfect opportunity to dive headfirst into thrilling turn-based combat and memorable quests.

Journey alongside Brutus and his loyal companions, navigate a realm filled with unique characters, captivating stories and brace yourself for challenges that test the ties of family, friendship, and destiny. And remember: even in the heart of chaos, there's always time for pie!

If you’d like to discuss the game and chat with the developer, join the Heroes of Drakemire community on Discord!

Follow us on Facebook, Twitter, and Instagram for the latest developer updates and news.
Jun 1, 2023
EON Fighter - nicolasrizzi
Fixed a bug that caused not all icons to be visible in the mission selection menu.

In high activity sectors, you can now see this in the interface during the game.

Players can no longer shoot at Bosses during the introduction.

For each sector, the amount of money obtained increases by 10%. In this way, the higher the sector, the greater the earnings.

Damage received by the player can now be seen in yellow.

If the player completes the charge and still has time on the timer, they will receive a money bonus for each remaining second.

And finally, at the request of some players, you can now shoot with the C key or CTRL, in addition to the left click. Apparently, the sound of the click attracts a lot of attention when they want to play in places where they shouldn't. (͠≖ ͜ʖ͠≖)👌
Jun 1, 2023
GRAB - Slin
Changes:
- New lobby!
- New Devil vs Angel cosmetics pack!
- Fixed a bug that allowed to verify levels without actually playing them by abusing connection issues.
- Better pointer alignment on Pico devices.
- I am still working on the feature that shall not be named... I made some good progress recently, but it's still far from ready unfortunately. Until then other updates will probably keep being slow :(
Astro Colony - AstroColony
Hey Astro Colonists!

After a very long waiting and preparation, finally there is the date of the update!
Architecture Major update will be available on Monday 5th June 18:00 CET.
The game will also get a discount for about a week to celebrate the new version released!

If you don't know what to expect, here is a small sneak peek of upcoming features:

Blueprint Designer
A huge part of the update is a quick way to design parts of the station - combining walls, floors, architecture blocks and devices together.


Then with a simple click, the blueprint can be constructed.


Each blueprint can also be part of the hotbar, which makes it easy to use.

Architecture
There are many architecture shapes and design elements which can nicely fit into a grid system.
As you may know, previously all Astronauts ignored walls and doors. This is now going to change, so please be sure that your creations are respecting new rules ;)



Themes


There is a new theme system implemented which allows assigning many different looks to any object in the game. In addition, each theme can be customized with colors of your preference.

This creates endless ways of designing your Astro Colony!

Attachments


In addition to systems mentioned before there are also new decorations which can be directly attached to any surface (device, block, floor, wall, etc). It will be treated as part of it. Each attachment will be rotated/removed together with the device.

Right now, more than ever, the game needs your support.
If you believe in the project, please don't forget to leave a review, share suggestions and obviously test the new version!

Thanks guys for being with me so long!
Tefel (Terad Games)
Jun 1, 2023
Dungeons of Sundaria - Trup
Greetings Adventurers!
We wanted to thank everyone for your feedback and support during our Early Access launch of Dungeons of Sundaria.

With the recent release of the Festering Bog, we wanted to take some time to talk about the features we are working on and what players can expect to be released with our next dungeon.

Final Dungeon – Ragewind Castle
We are excited to announce that Ragewind Castle will be Dungeon of Sundaria 8th instance.
With the defeat of Demon Lord Malorath, the path to Ragewind Castle has been laid bare. Join the denizens of Sundaria in their assault against Ragewind Castle and learn the truth behind the horrors rampaging across Sundaria.



Ragewind Castle will feature more than a dozen new bosses, one new Class Armor Set, and two new Class Weapon Sets. In addition to Ragewind Castle, there are many other updates coming. We hope to preview some of the new boss set items as we approach the launch of Ragewind Castle.

Class Updates
With the launch of Ragewind Castle, all Classes will receive some new abilities and passive effects! With this week’s Developer Update, we wanted to provide an early preview. Please note that these are all work in progress and must not be considered final.
Champions


Clerics



Rangers


Rogues


Wizards


In addition to the above new Class Abilities, some classes will also be receiving new Passive abilities to further enhance their gameplay! We hope to provide more information about these abilities in the future and look forward to hear your initial feedback.

Quality of Life Updates
We have heard the feedback regarding several Quality of Life updates, such as improving trade functionality, enhanced camera options, maps, and other improvements. We are carefully considering each of these improvements and will provide more information on some of them coming to DoS with the launch of Ragewind Castle.

Developer Interview hosted by Chonky!
We are also happy to announce that Chonky will be hosting a developer Q&A/AMA Session with some of the DoS Team on June 9th at 3pm EST!


Again, we want to thank everyone for playing DoS and we ask that you all continue to provide feedback to our team. Please join our Discord community where our Developers engage in daily discussions with our players.

Lastly, we want to close with a small teaser for an upcoming update, most likely due sometime after Ragewind Castle's release.

Jun 1, 2023
Rust - Errn



This month we’ve decided to limit the maximum number of respawn options to 15 per player. This is a big change and not one we make lightly, so we thought it would be a good idea to explain our thinking.

While this is an inconvenience to certain playstyles, we believe adapting to this change will lead to a healthier and more interesting game. Back in October 2020 we revised the death screen, unintentionally making it trivial to manage a large number of bags. This led to situations where players could respawn rapidly and rejoin fights in ways that work against the goal of death being meaningful in Rust. Ultimately we want placing new respawn points to be an interesting decision rather than something done as often as possible.

We explored alternatives such as adjusting the respawn radius on bags or grid based approaches. Unfortunately this was simple to bypass and too complicated to communicate to players. Increasing the cost of bags/beds wouldn’t have solved the issue as large groups could easily overcome any additional resource requirements.

To help manage respawn options we have made them visible on the map while alive. We also added the ability to unclaim bags you aren't using anymore. There is a new toggle on the right side of the map (below the layer controls) to hide bags while alive.



There are multiple ways to see how many bags/beds you have placed: a count on the icon as well as a notification after you place a bag/bed.



To prevent malicious behavior (such as "gifting" bags to other players and filling up their quota) you will find a new “Bag Gifting” option in the options menu. This will allow you to limit who can assign a bag to you. The choices are:

  • Anyone (default option)
  • Team (teammates + friendly in contact system)
  • Disabled (nobody allowed)



Server owners can change the maximum bags per server with the convar "max_sleeping_bags". If you would like to disable it for your server, set it to "-1".

We will keep an eye on this change over the coming months and make changes as required.



To say that our building upgrade effect was dated would be an understatement. I don't think it has been adjusted since its inception. I've taken some time to improve the effect, and bring it in to this decade. When you upgrade a building block, you will see it constructed piece by piece over the course of one second.

Short demonstration here.

Keep in mind that this is a client-only effect and the upgrade still happens immediately on the server. You can also disable this effect in the options menu. In the future, we may expand this build-over-time effect into a feature, so that very large deployables, such as watchtowers don't just appear in one frame but rather will need to be built over time.



Handmade Shotgun Ammo
Added handmade shotgun ammo world model

Vending Machine Debris
Vending Machines now drop debris when destroyed, preventing replacement

Pylon Fixes
Fixed floaty pylon placement edge cases

Building Skin Repair
Fixed building block getting fully repaired when switching building skin

Streamer Mode Skulls
Harvested player skulls in streamer mode now display streamer names

Sign Resolution Increased
Wooden signs & banners now have same resolution as paintings



If you ever wanted to know what it's like to build a home out of refurbished containers, wait no more! Coming to you this month is a new building block skin with the appearance of shipping containers and some new and unique features alongside it.





When you first build using the skin, the initial color of the container blocks are randomized. They come in 16 different colors - here is a lookup chart of the available colors:



If you wish to change the look of your crib, you can now use the spray can alternate function (RMB) to display a selection wheel of the available colors and repaint your walls.



It's worth noting that the last color you spray-painted with will now be the new building blocks color used when you build additional shipping container blocks.

We look forward to see how creative you get with this new skin!



We've listened to your feedback regarding the hammer radial menu when changing building block skins and have made some significant improvements.

You can now switch between building skins with Q and E (can be configured in the options menu) while hovering over the various building tier buttons.





We’ve made some improvements to the map marker system based on your feedback from their improvements in the April update.

You’ll now notice a new list of the current markers on the top left of the map screen. Clicking on these will move the map to that marker and you can delete the marker from that UI without having to move your camera, this should be helpful if you need to clear a marker quickly to place a new marker.



The marker labels can now show an extra character on the compass, the visibility of the marker labels has been improved when placed over snow, you can now hide your team leaders markers on the map and compass via the top left menu as well as several bug fixes.



Pings have also seen a set of improvements based on community feedback.

One area that was flagged was being notified when a teammate has placed a ping out of your view. To help this, each ping type now has a unique sound effect and the compass will flash briefly to indicate where the new ping has been placed.



General usability has been improved; pings can now be placed immediately when the binoculars are equipped (don’t need to zoom in) and binoculars now have a crosshair for more precise placement. Pings can also now be deleted regardless of what you are holding in your hands.

Finally, the ping UI itself has been scaled up slightly and pings now fade out once they time out instead of being deleted immediately.



We've improved the way our internal memory pool handles thread safety. This should not result in any immediate changes, but it allows us to ensure we won't introduce resource contention performance issues as our multithreading scales up, particularly around networking and serialization. If you're a server owner and you notice a performance decrease from this change, please let us know.



Players can now connect to a server using both the game port and the query port. This also fixes steam://connect link issues that were introduced back when we started enforcing separate query ports on servers. If you're a server owner and you want to use steam://connect links on your website, please make sure to use the query port in those links, not the game port.



For a while now we've just had one long idle. It's pretty repetitive & also if you're sitting on top of a horse, you end up just getting shook around every 4 seconds. I wanted to see more variation.

There is now a short base breathe anim, and lots of small idles that play randomly after a few seconds or so. There are larger actions ( like a shake of the body or head toss) as well as smaller ones ( like a tail swish or ear flick). The result hopefully looking more natural in game.



For server owners - I updated the logic for the server wipe timer to support timezones properly. The default configuration aligns with force wipes so it shouldn't need any changing for most people. Make sure the time is set correctly on your servers!
  • Monthly: First Thursday every month at 19:00 (London time)
  • Weekly: Every Thursday at 19:00 (London time)
  • Biweekly: First and third Thursday of each month at 19:00 (London time), but splits 3 week gaps into 2+1 weeks for months with 5 weeks
Internally it is now using cron expressions using the Cronos library. If you'd like, you can use a custom cron expression for your wipe timer by setting the wipeCronOverride convar.

You can also use a different timezone for wipes by setting the wipeTimezone convar to an IANA timezone name (see TZ identifiers on this page).

There is now a printWipe console command which shows debug info about upcoming wipes which can help you set up your configurations correctly.



From June 11th to June 17th, Twitch drops will be enabled to support the Bellum, a Hispanic community event featuring Auronplay, Grefg, Ricoy, Agustabell, Illojuan, Rubius, and many more.

Learn more about drops at https://twitch.facepunch.com/
I Expect You To Die - Schell Games
🚨 HQ has news for you, Agents! 🚨

New intel has been declassified regarding certain former Agency personnel 🥼 … Dr. Roxana Prism.


Do not underestimate Dr. Prism. Not only will she be accompanied by her sidekick 🤖 Robutler and other various robotic stooges… but she’s motivated to prove “machines can be better secret agents than humans.” And, as the one responsible for developing your signature telekinetic implants 🧠… well, let’s just say, you’ve got your work cut out for you, Agent!

And for those of you really paying attention, you should note, Dr. Prism is voiced by the talented Daisy Lightfoot, known for voicing Shuri in Marvel’s animated series Marvel's Avengers, LEGO Marvel Super Heroes: Black Panther - Trouble in Wakanda, and Marvel Rising: Operation Shuri.

Luckily, there’s still time to prepare! You’ll be able to enlist in new missions when I Expect You To Die 3: Cog in the Machine launches this Fall. So, be sure to use your time wisely and prepare with the Agency Approved I Expect You To Die Duo Bundle or by joining our digital Agency HQ on Discord. 🔍


Finally, as an added bonus, we’ll be hosting a special Dinner w/ the Devs tonight, June 1, at 6pm EST — where we’ll talk to some of the devs working on our upcoming projects (like IEYTD3)! Come join the discussion for even more behind-the-scenes intel!

Stay sharp, Agents!
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