Heretic's Fork - bearplaster
Dear forkers,

The gates of hell are now open and you’re in charge.

As you know, overpopulation is a huge problem in Hell and our CEO Mr.Devil needs your help to deal with it. Using our state-of-the-art computer system “Heretic’s Fork” you will be able to build your towers, create weapons and garrisons to keep sinners at their rightful place - in the fiery depths of hell.



Withstand the attack while bouncing your head to kick-ass metal music. You will play as an intern Ruby, starting with a limited deck. Well, what did you expect, it’s tough in Hell.

https://store.steampowered.com/app/2430740/Heretics_Fork_Probation


With “Probation” you will experience 3 games at once: deckbuilder, tower defense and roguelike.

What will you find in “Probation”?
  • Fine-tuned gameplay for you to enjoy the demo
  • You can pause time by pressing Space, end turn with Enter key
  • Keybind option


Follow Heretic’s Fork on social media.
We said Follow. Us. On. Social. Media.

🔱 Twitter: https://twitter.com/play_heretics

🥵 Reddit: https://www.reddit.com/user/play_heretics/

🔥 Discord: https://discord.com/invite/N4y2sGBm7x

🖤 Instagram: https://www.instagram.com/play_heretics/

😈 TikTok: https://www.tiktok.com/@play_heretics
Strayed Lights - Sweet Baby Goku
Hello Everyone!

Over a month has passed since the release of Strayed Lights, and we've been hard at work making post-release adjustment patches and filing down some hard edges.

First of all, we really appreciate the positive feedback and great suggestions we've gotten from players. It's been a huge help in identifying performance issues on launch. From across Discord and social media, players have been supportive along the way.

And second of all, we've been listening closely to critical feedback on the game's difficulty. Of course, everyone has their own preference for difficulty and challenge, but several Strayed Lights players have been calling for some content that can really challenge them.

Introducing Strayed Lights "Trials"

In the “Trials” mode, players will be challenged to take on the myriad of powerful bosses in Strayed Lights at the apex of their strength and do so without dying. Bosses have all new combos and abilities and push you to the brink. Trials will be available upon completing the game.

We had a blast taking the gloves off with some of our creations, and we're excited to see if players can rise to the challenge!

Revisit Old Fights in "Memories" mode

With “Memories,” players can confront any previously defeated boss, both in their original difficulty and new, unleashed forms. This is available upon beating the any boss and allows the player to revisit any major battle at any time.

A few fights really captivated some players, and we wanted to give them the opportunity to rechallenge them.

Looking Ahead, Updates over Summer



We have additional updates planned over the course of the summer to add additional challenge and new ways to experience the game. As always, we'll be excited to share developments as they come closer to fruition.

New game modes will be in the works over the next couple of weeks. But until then, we hope you enjoy "Trials". Let us know what you think of these difficult new encounters on our Public Discord.

All the Best!

The Embers Team
Gorilla Tag - derek
Jump in Gorilla Tag and let the world see your unique rainy fashion! Stay dry, stay stylish, and have a blast with our Rainy Day items.

This spring rain won't last forever, and neither will these items. Get them before they’re gone!
Jun 2, 2023
Prison City - ryan.rasing
As we get closer to the release of Prison City, we wanted to highlight some of the most notorious bugs that plagued our dev team! Here’s a look at some of the funniest (and most frustrating) bugs we had to deal with across the game’s development!

1. Hal Finds a New Home



This bug involved Hal getting stuck midair at this section of the Factory level–a level previously available in the demo. This was found when Hal tried to hop onto a barrel as it's going down the conveyor belt. After getting stuck at this spot, one of our testers pressed the jump button once, which would lock Hal's sprite into a "crouching" pose!

Also, fun fact, if Hal were to take damage from projectiles or running into large boxes, he could stay in that midair spot while in his “dead” pose!



2. Mod Loader's Floating Legs



This one’s a notorious bug that was around in the early builds of the game. Normally, the Mod Loader boss for the Factory level would execute its death animation when defeated by Hal’s chakram–both the normal and upgraded versions. However, if Hal uses a grenade on the Mod Loader while it's in mid-jump, its central body would fall to the ground per the game’s physics, but its legs would remain in the air.

3. "I am become wall."



As a personal favorite of one of the testers, this bug is pretty self-explanatory. First, Hal attempts to jump onto a ladder from a snow grinder. Second, as Hal attempts the jump, Hal gets caught by the snow grinder and hits an icicle on the ceiling. Third, the game tries to recognize Hal catching on to the bottom of the ladder, but it also recognizes he was “hit,” which causes a jolt to his sprite. Finally, the game is unable to register Hal’s sprite climbing the ladder and instead misplaces him in the same visual spot as he was in the previous section.
In short, Hal has "become wall."

We hope you enjoyed seeing some of the bothersome bugs we found while making Prison City!

Check back soon for more updates! And don't forget to wishlist and play the free demo now!
Subsistence - ColdGames

Water Tank and Pumps:
Players can now craft Water Tanks to store and distribute water within their bases. Water tanks are crafted from the BCU and must be placed within a BCU radius in order to provide power for the pumps.



Inflow and Outflow:
The Water Tank has two connections located at the bottom of the unit. One for water inflow and one for outflow. Your water pipe networks must connect to these in order to move water in and out of the tank.

The Water Tank hud will show indicators for whether pipes are connected to it's inflow and outflow, and whether the connected inflow pipes reach a water source.

Pumps:
Once the inflow connector is connected to a water source, the inflow pump can be toggled within the Water Tank hud. The pump will draw water in and fill the tank, while consuming a small amount of power while it is operational.

While connected base items are consuming water from the tank, the tank outflow pump will be activated, which consumes power. The more items that are consuming water from the tank, the more power the pump will use.

Irrigation Parts Crafting:
The Water Tank has it's own crafting menu where players can craft the various parts required to install irrigation systems.

Water Intake Pipe:
Crafted from the Water Tank crafting menu, Intake Pipes need to be placed within a water source (river or lake) so that water can be pumped from the source.

Pipes can then be attached and eventually connected to the inflow connection of a Water Tank.


Water Pipes:
Water Pipes can be crafting within the Water Tank crafting menu. They can only be placed connecting to an intake, a water tank connection or other water pipes.

Pipes have a maximum length which is enforced while placing the pipe. When connecting pipes, you need to connect to the valve handle on either end of the connecting pipe.

When moving a pipe in the network, you can either move the head or tail of the pipe. The connected pipes will move with the moving pipe, allowing you to neatly adjust pipe networks with your base.

You can visibly see when a pipe is connected to a water source based on the color of the valve handle on the head and tail of the pipe (blue/red). Pipes will also glow blue/red when looking closely at them to indicate water flow. So it will be obvious when a disconnection has occurred in your pipe networks.


Faucet:
Each tank comes with a faucet to directly access the water without the need for pumps.

Within the Water Tank hud, there is a tab for accessing the faucet. There are options for filling one or all canteens, as well as washing hands.

Water from the tank is not treated, so still requires boiling prior to drinking (water treatment is a possibility for future upgrades).

Water Sprinklers:
Plant Bed Sprinklers can now be crafted within the Water Tank crafting menu. They can be attached to plant beds via the plant bed upgrade menu. Once upgraded, a "sprinkler" tab will appear in the plant bed hud.

Once attached (upgraded), the sprinkler has a water intake connection, which water pipes can be attached to. The pipes need to be connected to the outflow of a water tank.

So long as the connected tank has water available, the sprinklers can be activated and will slowly hydrate the plantbed. While sprinkling, the connected water tank outflow pump will be running, consuming a small amount of power. The sprinklers will automatically shut-off once the bed is full.

Sprinkler Automation:

Players can setup their sprinkler systems to run automatically. By enabling the "automation" checkbox within the plant bed sprinkler hud, the sprinklers will automatically turn on once the plant bed water level drops below 40%. However, having automation enabled will consume 10% more power for that plant bed at the water tank pump.

The sprinkler hud also shows an indicator for whether the plant bed is currently connected to a pipe network that has water available.

Achievements:
I've finally implemented Steam achievements after many requests from players. Achievements are independent of any particular profile, so you can work to complete them across multiple profiles. They are also independent from the profile stats currently tracking and viewable in-game while playing any profile.

The current (46) achievements are a starting point, and I certainly plan to add more in the future. I'd love to hear suggestions from players on interesting ideas for new achievements.

Wolf Hunter (Novice/Intermediate/Master)
Kill 10/25/60 wolf by any means.

Bear Hunter (Novice/Intermediate/Master)
Kill 10/25/60 bear by any means.

Cougar Hunter (Novice/Intermediate/Master)
Kill 5/15/30 cougar by any means.

Deer Hunter (Novice/Intermediate/Master)
Kill 5/15/30 deer by any means.

Moose Hunter (Novice/Intermediate/Master)
Kill 5/15/30 moose by any means.

LumberJack:
Harvest 100 logs.

Fiber Forager:
Harvest 100 fiber.

Establish A Base
Build a BCU (Base Command Unit).

Bowmasters' Bullseye:
Kill a deer with a headshot using the bow (recurve or standard bow with any arrow type).

Weapon Service Stars:
Achieve 100 large-game or human kills with each main weapon (individual achievement for each weapon).

Loot Locksmith:
Unlock 10 locked crates with a lockpick.

Sickness Slayer:
Cure an infection with an antidote.

Cuisine Connoisseur:
Consume 5 high-end roast meals.

Ultimate Vitality & Stamina Legend:
Reach maximum health and stamina stats (health and stamina achieved separately).

Deep Dive Discovery:
Scuba dive to discover the underground cave system.

Buzzworthy Bounty:
Find and harvest a beehive (found during the summer months).

Double Impact:
Kill two hunters with a single hand grenade blast.

Molten Depths:
Rock climb down into the deep lava caves.

Fisherman Pro:
Catch 10 of each large fish type (Pike, Catfish, Salmon, Bass). Achievements are separate for each fish type.

Frosty Fisherman:
Catch 10 fish or any type while ice fishing.

Nest Raider:
Steal some pristine eagle feathers from an eagle nest.

Flying High:
Fly 500 meters using the hang glider.

Fortress Breacher:
Use a breaching charge to break into a hunter fortress.

Base Cracker:
Use a BCU Cracker to destroy a hunter BCU.

ATV Mechanic:
Craft an ATV at the vehicle construction bay.


Base Resource Monitor:
As promised for a long time, players can now monitor the real-time resource usage within their base. This is useful for isolating what may be causing a power outage, viewing total solar/wind production, etc.

Within the BCU hud, there is a new "Base Resource Stats" tab. This lists all base items and their power/mass usage. The list can be sorted in ascending/descending order based on power or mass usage.

Crafting Using Storage:
A pretty big change to how players can now craft. While accessing any storage item (storage chests/loot crates/player kits/base items, etc) the crafting menu will now use items from the storage (in addition to the player inventory) to craft items.

This means players are less required to keep moving items back and forth in order to craft.

Weapon Recoil:
Weapons always felt a bit flat due to just a simple head-bob while firing. I've implemented new recoil and subtle camera animations for weapon firing, based on their power and kick. I think it feels way better.

I think in the future I also want to add weapon hover while aiming. With stocks and upgrades to stabilize the aim, as well as crouching impacting weapon stability. Stay tuned.

Take-All Quick Action:
Requested countless times from players. By holding the "R" key (or whatever you have bound for "Reload Weapon"), you can now "Take All" from a loot crate rather than having to mouseover to the button in the hud. The action takes half a second while holding the button. You will see a bar charge-up over the button.

Releasing the key after the quick action will automatically close the inventory.

Base and Dropped-kit HUD Markers Distance (and countdown timer):

As per player requests, I've added a distance reading to the hud markers for BCUs and dropped-kits, which should make it easier to identify/differentiate between them, and judge travel-time. The distance is measured in meters.

I've also added a countdown timer for dropped-kits, so players will know exactly how long they have to reach it. The reading will show as blue, then as orange once the timer slips below 5 minutes, then red as it dips below 1 minute.

Fill All Canteens Quick Action:
It is now possible to fill all canteens within your inventory through the quick-menu on any one canteen.

This should be a nice QOL improvement when trying to manage lots of canteens at a time.

Stackable Buildables:
Finally, building-piece buildables can now stack! This has been requested for a long time and should make life a lot easier managing inventory space while building.


.44 Caliber Incendiary Rounds:
The Revolver now has a new ammo type found within the default player crafting menu. The incendiary rounds are the same price as the default, just with the addition of phosphorous. They will deal the same initial damage, but will set their target on fire dealing extra damage over time.


Metal Pipes
Metals pipes are a new item that can be crafted at the work bench and used for various crafting recipes.


Code Execution Job Queue (Performance):
*Please skip if not interested in technicals.
Easily the largest task I worked on this sprint, although difficult to hype-up due to being a backend feature.

The Subsistence codebase has countless (game related) micro-systems running code during gameplay. Usually performing jobs based on timers, events, or every frame. Some tasks are small and lightweight, and others can be much larger.

As the game has grown in size and complexity over the years, smoothly handling job execution has become challenging from a development standpoint. Systems perform tasks (run code) whenever needed, sometimes running larger tasks at the same time as others, causing "spiky" execution. I'd always mitigated this by staggering larger jobs over several frames, but this needed a proper solution.

The new system calculating water-flow through water pipe networks was the final straw to convince me to implement a scalable fix. This is because each time a water pipe is added/moved/removed, the flow of water through the pipes needs recalculating. And as there is no limit to the scale of pipe networks players can build, this job was yet another (potentially) large job that could trigger.. whenever.

Solution:
I've implemented a job queue manager for organizing and handling various jobs (code execution) during gameplay. Systems can now asynchronously request to run a job, the manager will add the request to a queue, order them based on various priorities, and then process the queue one by one (or in batches), telling the requestor/s when it is their time.

This has dramatically simplified development, brought order to chaos, and will allow me to continue scaling the game while maintaining performance.

World Initialization:
There has always been a lot of world initialization code running in the early stage of the game. This is doing things like initializing custom LOD handling, collision, world-decorations, foliage culling, AI spawns, etc. Previously I would allows this to run after entering the game world, which would take around 20 seconds. Players may have noticed awkward popping-in and poor performance during this time as the world configured itself. It always bothered me.

Since I now have a stable job queue, I am throwing all this work to be processed immediately, before the player is dropped in the world. It runs way faster and as I don't have to run it while rendering and means the world is fully initialized the moment the player is given control. You will just see a very brief "Initializing World" screen before entering the world.

In-Game Achievement Tracker:
While viewing your inventory, a button will now show on the far right, showing the current progress of the in-game Steam achievements.

Clicking on the button will open the Steam overlay to show all achievements and the current progress against each one.

Weapon Ammo Type Display:
Previously the selected ammo type for weapons would only briefly show when switching types, or while the inventory was open, making it confusing to tell which ammo type you were using. Now the equipped weapon will always show it's current ammo type (all other toolbelt weapons will still show their ammo type while viewing the inventory).


Double Barrel Shotgun Predator Skin:
Some new skins are available in the Steam item store. The new double shotgun predator skin be viewed here. Thank you to everyone for supporting the game through the cosmetic store. 🙏



Lever Action Rifle Predator Skin:
Can be viewed in the item store.



Revolver Predator Skin:
Can be viewed in the item store.



Discord invite: https://discord.gg/zyy4jQs

Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
YouTube: https://www.youtube.com/channel/UCkQZ7vkTiqetTC0_8umY2Pg
Steam Forums: https://steamcommunity.com/app/418030/discussions/

Hosting Your Own Server:
If you would like to host your own dedicated server, I would recommend Nitrado (as I work closely with their team to support the game). You are also free to host on your own hardware, and the server files are freely available on SteamCMD.

You can view a detailed guide to hosting here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2201638184

Continued Translation Support Credits (in no particular order): Thank you so much for the support.
Spanish (David Lascasas)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
Portuguese European (João C. H. Jorge)
German (Philipp J. Rackl (LPCaiser))
Italian (Marcello Brancaccio, Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Dutch (Damster_NL)
Danish (Jesper Vestergaard Bæk)
Russian (FRAME)
Turkish (Soulkast, Çagla Gurbet)
Swedish (Mattias Gustavsson)
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Romanian (VaeVictis)
Estonian (Streamerize)
Polish (Robertus Lubin)
Ukrainian (RoW-Team)
Latvian (Martins Plucis)
Finnish (Pewtsku and J4ntteri)
REDLINE CROOKS - crookdev
The Store Page and Demo of REDLINE CROOKS is now live!

Get a taste of some unique & high-speed roguelite gameplay with 4 characters, 2 areas, a fully implemented loop-difficulty scaling system and a ton of upgrades!

This also marks the start of the game's public presence.

Please let me know what you think of the demo and submit any feedback on your mind in either the Discord, or the Steam Discussions.


Thanks!
- Alexander
Practisim Designer - AncientSky Games
  • New Props
    • Rattlesnake Mountain Bay 6
  • New Functionality
    • When replacing object, retain size
    • Mouse scroll wheel changes character height in SIM Mode
    • Locking Improvements
      • Highlight locked prop in red
      • Undo-Redo locking
      • When a group has locked objects, don't allow moving the group
      • Support locking group and stop locking child
      • Multi-select locking now works properly
  • Bug Fixes:
    • Fixed replacing object that's under the prop menu by accident
    • When replacing objects in free mouse, highlighted object is changed
    • Target text facing camera is not respected when printing to PDF
    • Able to CTRL-P multiple times while moving red line
    • Target text is small when mirrored
    • Target text auto-numbering is not honored when mirroring
    • Changed upright star logo to MSMOC
    • Face target to camera now works with RIGHT-CTRL
    • Target Text should be set at a relative height to the prop's height
    • Fixed IPSC-Clamshell scoring reporting 2M
Section 13 - ODS GeeK
Greetings, Agents.

We are in the process of analyzing all feedback we received from the last closed beta, and plan to share our learnings with you soon.

Today, we’re here to open up a public demo for Blackout Protocol. The demo features limited content from the earliest parts of the game, in order to showcase what Blackout Protocol is about, as well as to identify and address any bugs or issues for a better gameplay experience during Early Access and beyond.

Below is what you can expect from the demo:
  • 4 playable Agents
  • 13 weapons (unlockable via blueprints) and 5 tactical equipment items
    All weapons we currently have planned are available in this demo, but only their first few levels
  • The earliest 2 stages of the game (out of a total 6 planned for Early Access)
  • Alternate variants of those first 2 stages, which you'll encounter over multiple playthroughs
  • The first 3 tiers of unlockable Agent Upgrades (out of a total 7 tiers planned for Early Access)
We’d also like to note that localization has not yet been finalized in all languages, so you may encounter a few minor text issues. Another thing we're working on is adding VO to the full game, so more things for you to look forward to beyond the demo!

Please share your feedback and report bugs through Feature Upvote or our Discord server. Your feedback plays an important role in shaping the game.

We wish you the best of luck down in Section 13!


[Don’t forget to work together as a team]


- ODS GeeK

DISCORD | TWITTER | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH

https://store.steampowered.com/app/2111870/Blackout_Protocol/
EA SPORTS™ FIFA 23 - yellowcup
Meet the stars of Italy in the FIFA 23 Ultimate Team™ Serie A Team of the Season, powered by your vote.



https://store.steampowered.com/app/1811260/EA_SPORTS_FIFA_23/
Jun 2, 2023
Karos - Julia K.

On June 4, from 20:00 to 21:00 Moscow time, the Hour of the Killer will take place on all servers of the Karos game!

The three players who kill the most other players' characters during this time will be the winners and receive the following prizes:

💎Gacha-coins 10 pcs;
💎Lucky Cube Keys 10 pcs;
💎Platinum Concentration Potion (1 day) x1;
💎VIP status for 7 days;
💎Protective capsule 10 pcs;
💎Lucky stone x5

❗Attention: Players found guilty of fake murders will be removed from the list of winners.

Happy hunting, assassins!
...