Jun 2, 2023
Going Medieval - SeVerin
Greetings medievalists! The newest hotfix (0.14.14) is now live on all platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed the issue that caused the lack of sleeping particles for cattle.
  • Fixed the issue that caused icicles to appear as visible, even when the roof was hidden.
  • Fixed the issue that caused the triggering of the “Hunter lacks ranged weapon” notification that appeared if a hunter climbed the ladders. The same issue appears if only a hunter leaves the map with the caravan.
  • Fixed the issue where in some cases merchants would not leave the settlement.
  • Fixed the issue that caused Dye to have a healing factor.
  • Fixed the issue that caused some items to lack the “Made by” info.
  • Fixed the issue where the ground texture would not be properly updated if the resource voxel was mined and replaced with soil.
  • Fixed the issue where the owners of trophies and carcasses weren’t properly displayed.
  • Fixed several text-related issues.
Quality of life improvements
  • Emissions from braziers set to low intensity are less intensive.
  • Roadmap is up to date.
Known issues:
  • On some older graphic card models, grass texture may appear as dirt everywhere. We’re working on fixing this.
  • Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.

Foxy Voxel
COSMIC STRIKE - The last Sub Sector - Smidy3
UI:
The Ships skills button in the shipyard now displays damage dealt per projectile and cool down durations. A brief skill description has also been added.
The drop pods UI layout has changed to a radial menu.
The zoom-in function when unlocking a building at Athena station for the first time has been removed.
Mission selection text and layout has been improved.


Gameplay:
Drop pods now auto refresh after 1 second if you have more than 1 pod.
Regulators - orangepascal
Another month, and time for a new and improved demo of Regulator City. Based on a lot of feedback from, well, everywhere and everyone, this demo is mostly a quality improvement demo, and not so many new features.. well.. maybe one or two!

https://store.steampowered.com/app/1892750/Regulator_City/

As with the last demo, most of my attention has been put into making the game more user-friendly and clear in what the player has to do. One main piece of the puzzle is markers that guide you to certain key-locations. So if you push a button that opens a door, but you have no idea where the door is or what is happening, then you will notice bright orange markers leading you from the button to the door that just opened.



Same with the extraction point, once you completed a mission. Many people told me they got lost on that part, so there is no a clear path towards the exit of the map.

I also modified the way the upgrade system works, this is phase one, there are a few more tweaks I have in mind, but this should already make it much more interesting to go for those sneaky kills and grab more cash to upgrade your gear. You can now spend 3 credits on the upgrade screen, which will allow you to either grab a bunch of grenades, or go for that fancy armor, or both!?




Full changes list:

  • added: SKIP animation code (hold button)
  • added: Squad clone device in HQ
  • added: Extraction guidance path
  • added: Controller/mouse+keyboard instructions on startscreen
  • added: goal markers for doors needing button pushes
  • added: Team-recruitment at start of the game (customise skillsets)
  • added: Pop-up words for special events (Skree, Whack, etc)
  • fixed: keyboard-setup in tutorial doesn't fit some key-names
  • fixed: left hand in meteorite animation not showing
  • fixed: flares rendered on top of tasks
  • fixed: Squad members not going in for the kill on dizzy-enemies (ie: after flashbang)
  • changed: tutorial now a solo-mission (squad comes after that)
  • changed: improved look and usage of bombs
  • changed: Keypad-task now operational with Mouse controls
  • changed: Improved early HQ flow and added more mission-goal markers to guide the player
  • changed: more prominent shades to identify enemies
  • changed: Level-up now gives X amount of credits to spend (can grab multiple gear at once)
  • changed: lowered default audio volume settings
  • changed: made Start/Settings options also clickable by mouse
  • changed: Graphic settings now show all options + fullscreen all the time
  • changed: gave enemies brighter bodies
  • changed: gave enemies bigger (and brigther) heads
  • changed: renamed danger/safe meter to "detected"
  • changed: debris vanishes more quickly

https://store.steampowered.com/app/1892750/Regulator_City/
Jun 2, 2023
Chernobylite Complete Edition - Pablo
Hello Stalkers!
For now, we will set aside graphics from various locations around Chernobyl, but not forever! We'll revisit them later to show you how everything was originally supposed to look in the game. Today, as promised, we’ll take a closer look at the first concept art of the main characters of Chernobylite. Let's start with our main character.

We’ve covered Igor extensively in one of the reports from last year, when we showed his profile in more detail. Below you will find a link to the material.

https://store.steampowered.com/news/app/1016800/view/3396294721353039208?l=english

In that report you had the unique opportunity to see the concept sketches, based on which the final version of Igor's appearance was created: in a stalker outfit, in a hood and with a gas mask covering his face.



However, it must be admitted that working on Igor's appearance was not easy. There were numerous ideas on how he should present himself to the players. These ideas were translated into numerous concept sketches, showcasing Igor in various situations: wearing a jacket, a coat, camouflage, with and without a hood. Even Igor's face underwent constant changes, with different versions featuring or without glasses, with a beard resembling Walter White or Gordon Freeman, or even longer










There was even an option for Igor without hair!



There were a lot of combinations, but in the end a consensus was reached. This is where the power of concept art lies: to be able to transfer all our ideas about a given element of the game on paper, and then be able to choose the best features and combine them into one.

Although, the example of Tatyana shows that even the most promising idea can end up in the trash. But more about that next week!

That's it for today!
Take care, Stalkers!

Do you like Chernobylite? Give us a review.



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https://store.steampowered.com/app/1016800/Chernobylite/
TFM: The First Men - Gathering Tree
Offsprings of the first men, once again, welcome back to another #FeatureFriday! ːlettuceː

We are on the brink of rolling out a live update for you all to try. We're already internally playtesting the game and are excited to tell you that the finishing touches are being applied, and a significant amount of new content is being added to the build. The moment we've all been waiting for is almost here! ːreexcitedː



Now, let's dive into this week's digest of the new changes and improvements:

Internal Build Changelog
(these will be available in a future release)

ːhappyheartː [Content] Terrain enhancements for the Olympus campaign.
ːhappyheartː [Content] Introduced new icons to signify recently added content.
ːhappyheartː [Content] Enhanced various elements and added fresh content to the Olympus Campaign map.
ːhappyheartː [Content] Initial Olympus characters now have two Personal Development options.
ːhappyheartː [Content] Introduced a Fish Pond doodad reward for Fishers and various fields (Chamomile, Black Pepper, Mint, Thyme, Cumin) for Gardeners.
ːhappyheartː [Content] Introduced 20 new consumables and food items along with their paths for Cook.
ːhappyheartː [Content] 60 new child presets for Nursemaids have been integrated into the game.
ːhappyheartː [Balance] Following the accumulation of sufficient experience for the Nurse trait, an option to select a new character for the settlement from a range of three is now available.
ːhappyheartː [Balance] Added point generation trigger/effect outputs to all personalities based on their tier levels.
ːhappyheartː [Balance] Characters can now eat from the stockpile to replenish Stamina. Sleeping and replenishing Endurance at a rate becomes possible when reaching the "Fed" or "Sated" stages.
ːhappyheartː [UI/UX] Visual improvements on the Stockpile UI.
ːhappyheartː [Fix] Trait level-up reward panel now checks path costs during the open state to catch path cost changes and update rewards accordingly.
ːhappyheartː [Fix] Trait level-up reward tooltips were refactored to include path prerequisites and costs.
ːhappyheartː [Fix] Fixed issues with the Relations panel opening-closing conditions and Eating disorders.
ːhappyheartː [Fix] Refactored Eating until sated activity flow and the Stockpile panel.
ːhappyheartː [Fix] Stockpile prerequisite check and build panel hover issues have been fixed.
ːhappyheartː [Fix] Resolved a problem with Stockpile item stack count.
ːhappyheartː [Fix] Fixed an issue with the character preset db display name not being saved.
ːhappyheartː [Fix] Resolved an issue when construction was demolished; all assigned characters of the construction threw an error.
ːhappyheartː [Fix] Addressed various other issues related to the Crafting table, character detail panel, faction perk search, and unlocked faction perks not being added to the faction perks panel.

https://steamcommunity.com/games/700820/announcements/detail/3664275387883515658
Remember, we're almost ready for the upload. We're truly excited to see you playtest the new changes and experience all the recent developments in TFM: The First Men. Stay tuned for the live update! ːreimpressedː

Have a wonderful weekend, and see you soon! ːgearthumbsupː
Amnesia: The Dark Descent - oskar
In anticipation of Amnesia: The Bunker we’ve decided to enable Steam Workshop for Amnesia: The Dark Descent!

We are well aware (and in awe) of the countless mods and custom stories made throughout the years - and now we’ve finally ensured that you can publish and install them smoothly here via Steam.

So if you have made any Amnesia mods lying around, go wild and fill this space with your creations!

Amnesia: The Bunker launches on June 6th - wishlist today!

https://store.steampowered.com/app/1944430/Amnesia_The_Bunker/

For modding support and discussions, please visit our Discord

Disclaimer: certain features are still being tested, minor issues might occur
Jun 2, 2023
Pixel Puzzles Ultimate Jigsaw Puzzles - DL Softworks

CHALLENGE 74

Challenge 74 is here and your next Ultimate Piece up for grabs ːUltimatePieceː

ːgoldenbitː

Enjoy!!!

Jun 2, 2023
Materialization of memories - NIFUROXCAZID
Fix some bugs related to text, slightly improved balance of in-game items.
Vagrant Knight - Gamester
Hey all, after month of absent as I been hard at working on major update on Vagrant Knight content.
Below is brief summary on changes you see on this update.

Price Change
First thing, Vagrant Knight is now priced at $4.99 (previously is $5.99).

New Levels
There's now new 9 levels designed for Vagrant Knight, previously is 4 levels and cosmetic wise it's very
plain looking.
These new levels is big boost visually but also designed to add more obstacles.

New Enemies
I also removed some enemies as they don't fit the theme of the game.
However I also added more unique enemies which gives player more sweaty finger.

New special attacks and spells
I also added new special attacks and spells so players now have more
in arsenals at their disposal.

Finally, thanks to everyone who supported by buying Vagrant Knight.
Amnesia: The Dark Descent - FG_luis
Added Steam Workshop support - regular mods can now be uploaded to Steam Workshop and subscribed to.
...