Rebecca is here to welcome you to the afterlife in Salem! She has a penchant for games, so feel free to play them with her, or any other dead players you see around the Town!
New Feature
- Ghost Games
Added Ghost Games! This new feature allows you to earn Ghost Points every time you die, and use those points to play minigames. You can challenge other players, or a NPC named Rebecca (she's a ghost). You can play Death Guess, and try to guess who will die next. Or, you can Death Roll and try to out roll your opponent. Don't be the first to hit 0!
- Ranked Practice Mode
Test your skills in a mode that is balance around a more experience play style! We will be using this list to gather feedback on to build the list for Ranked Season 1!
Improvements
• Serialkiller will no longer get 2 stacks of bloodlust when they attack a roleblocker that visited them • Admirer protection will save a bodyguard from a duel now • Necromancer can use Wildling now • Apocalypse members will be able to talk at night again after silence has ended • Roles with invincible defense will not die of starvation, allowing pirate and doomsayer to get their win • SoulCollector now has Astral visits • Apocalypse will be notified when a teammate is dueled now • Pirate will now have bloody hands after winning a duel • Ritualist guessing revealed prosecutor achievement will work properly now • Coven Leader attack yourself achievement has been reworked • Removed Role Card button from the Dock and added Minimize and Maximize buttons to the Role Card itself
Bug Fixes
• Fixed overlapping text entry on some Windows machines following pasting text into Last Will, Death Note, Notepad. • Fixed several client exceptions and crashes • Fixed issue where opening Chat Log could cause the bottom Chat History window to jump up to earlier text, preventing the player from seeing new messages as they come in until they scroll down the chat again. • Fixed %name% error for jester when they do not select a haunt target • Fixed bug where Pirate was getting an achievement meant for Pestilence losing a duel • Fixed a variety of achievements with duplicate names or misspellings • Fixed bug that was preventing win with all coven, neutral and all roles achievements from being granted
Edit 5:49 PM CST: We just pushed a small hotfix patch to fix up the issue where the game was showing you had won more Town Points than you had actually earned. If you verify your game cache on Steam you should get the new patch, and you will be shown the correct Town points.
We brought NIMRODS to the Unity Developer Days convention in Austin on last Thursday! Not only did we get a bunch of great feedback on our game, but it also served as a fantastic networking opportunity to search for publishers, and it also gave us an exclusive glimpse into Unity's future plans and features. We had the pleasure of showing off our game to fellow indie developers, aspiring students, and people from the Unity team :)
Overall, people responded positively to NIMRODS, which makes us even more excited to unveil the game's transformative potential in just a few months!
Don't forget to add NIMRODS to your Steam Wishlist to stay updated on its progress and release
Patch Notes
New
Nothing this week. Check back later!
Balance
Tier 1 Tech Module Rate of Fire penalty reduced to x0.6 from x.0.55
Tier 2 Tech Module Bullet Damage penalty increased to x0.85 from x0.92
Tech Module: Bidirectional Attractor cumulative fire penalty reduced to x0.63 from x0.61
Tech Module: Enhanced Vulnerability Crit Chance and Crit Damage bonuses increased to +35% from +30%
Fixes
Fixed an issue that caused freezes when leveling up
Short update this week. That's because we're hard at work trying to push a different game out the door so it's no longer pressing down on us; that way we can focus exclusively on NIMRODS for a while and work furiously on it until its Steam Demo Release! Hope you'll come along with us for the ride!
Are you interested in taking part of this amazing journey? Please, we welcome you to join our Discord Server to participate creating this game with us!
Added additional control buttons, in addition to the existing ones:
- Running - "Shift" or "Space" - Purchase in the store - "E" or "Enter" - Scroll through dialogs - "E" or "Enter" or "Space" - Exit from all game interfaces - "ESC"
Join us for a livestream as we show you gameplay from the full version and demo of Stellar Wanderer DX this Friday June 23, 2023 at 7:00pm Pacific Time/10:00pm Eastern Time.
More than 200 games from German developers and publishers are highlighted in this years "Made in Germany" Steam Sale, running from June 22 to June 29 - and Turbo Shell is right among them!
We are thrilled to invite you to an exciting event that will give you an exclusive behind-the-scenes look at the development process of our beloved platformer game, Memori! Join us on an exhilarating journey as we live stream ourselves developing and speedrunning Memori on the Steam page.
During this special event, you'll get a chance to witness firsthand how the magic happens as we fine-tune and enhance Memori, bringing it closer to its full potential. Watch as we dive into the intricacies of level design, character creation, and the secrets of our unique gameplay mechanics. We'll showcase the blood, sweat, and tears that go into creating an unforgettable gaming experience.
But that's not all! Prepare to be amazed as we push the boundaries of skill and speed in an exciting Memori speed run. Witness our development team take on the game's challenges, blazing through levels with lightning-fast reflexes and impressive tricks. Feel the thrill of the race as we strive for new records and tackle mind-bending obstacles.
📢 What to expect:
Live development demonstrations
In-depth discussions about game mechanics and design choices
Q&A sessions with the developers
Memori speedrunning showcase
Exciting surprises and announcements
Join us as we celebrate the spirit of community, collaboration, and shared passion for gaming. Your feedback and support have been invaluable throughout Memori's development, and we want to share this milestone with you.
Make sure to mark your calendars, set your alarms, and get ready to immerse yourself in the world of Memori. Follow our Steam page for updates and notifications about the live-stream event. Don't miss this unique opportunity to witness the birth of a gaming masterpiece!
Stay tuned, and let's make gaming history together!
Hey everyone, welcome back! It's been a while, but rest assured, we've been putting in some serious work into SCP: 5K. This latest update lays the groundwork for exciting narrative efforts that will soon find their way into the game — of which the narrative outline plans are now close to being relatively finalized behind the scenes. It's been a whirlwind period for us, juggling internal company restructuring on the Affray-end and the push for SCP.GAMES. There hasn't been a single slow day for our team!
But fear not, with this update, we're aiming to minimize the gaps between future updates. We've made significant progress on the groundwork, and the restructuring has given our overall efficiency a major boost. So, stay tuned and get ready to dive into the patch notes. We appreciate your continued support and hope you enjoy the update!
Added a sneak peek of SCP-840 (environmental, for now)
Added the Journal System, starting with some documents scattered across the facility
Added new Gore system (currently on soldier-based enemies), with blood spreading, pose-space decals, and gore meshes for accurate, positional gore
Fleshed out the Area-12 Cinema with the introduction of the Forde Education Center – with new objectives, content, and areas to explore
Added new Security Guard character models designed around the legacy of SCP - Containment Breach’s iconic design
Added new FBI UIU character models
Updated Outpost Axiom and its objective chain
Added first pass of in-game soundtrack.
Check out our submission for SCP-7528 on the SCP Wiki, it features a wealth of narrative we've been working on for 5K: https://scpwiki.com/scp-7528 (by Gabriel Kero, HarryBlank, and Placeholder McD)
GUNS
Added AUG
Added SA58 FAL
Added P320
Overhauled MP5
Added MP5SD and MP5K
Added MP5 Flashlight grip
Overhauled M1911
Overhauled Mossberg 590
Added PSO Sight
Added low Micro T2 mount
Added Wolverine PBS-1 Suppressor for AKs
Reworked M1014 to be the 7-round variant instead of 4-round
After this update, we will be slowing down on the production of gun-related content to focus more on environments, narrative, and SCP related content.
GAMEPLAY
Added canted sights to all rifles
Reduced fire rate of the stock MP5, increasing its damage to compensate
Added the ability to have pre-fire delay on automatic fire
Added pre-fire delay to LAMG, reducing its effectiveness as an all-round weapon
Made braced aim use the aiming sway instead of the hipfire sway
Moved locking to electronics from doors
Added keycard unlocking for certain doors
Added the ability for double doors to be broken down
AI
Added the ability for SCP-098 to eat bodies
Made SCP-098 flee and hide when threatened
Added the ability for Psi-Z Resonator to eat bodies
Added support for blending between crab movement animations and procedural
Improved crab walking
Improved targeting code for SCP-173-B
Made AI use automatic bursts by default
ANIMATION
Added new Third Person Animation system:
- Uses start and stop moving animations
- Better blending of weapon animations onto locomotion
- Better blending of shoulders and spine
- Improved braced aim animation blending
- Enabled TP hand IK (inverse kinematics) at all ranges
Added hit reactions and injured state to Psi-Z Resonator
Adding turning animations to the Psi-Z Resonator
Improved Psi-Z Resonator walk animations
Updated Pistol and Rifle Melee Animations
Updated M9, Tavor, Five Seven, AK, MK17, M1014, M19x, and M67 animations
Overhauled MP5 Animations
Added inspect to P90
Reduced forward ADS offset to reduce arm overextension
Improved melee hit timing
Added alternate grip poses to third person
Fixed foregrips being at wrong angles in third person
Added special empty reload animations for shotguns
Added support for grips on moving parts (i.e., pump-action shotguns)
Made braced aim and sprinting movement not affect sight alignment
Improved aiming transition
Made weapons switch to braced aim while reloading to improve sight picture
Added alternate grip poses to most rifles
Improved ADS fire with less latency and better responsiveness on auto fire
Improved recoil sway with sustained fire
Fixed stuttering on players even when they were nearby
VISUALS
Overhauled Muzzle flash visuals, with more impactful, performant gunshots
Added unique muzzle flash visuals for compensators
Replaced bullet casing effects
Updated scopes
Added the ability for attachments to inherit cosmetics from the items to which they are attached
Updated scope transparency
Improved reticle visibility
Updated Galil textures
Added depth offset to more materials for contact shadows
Added GTAO (Global Illumination)
Updated NVG (Night Vision Goggles) shader
Improved grunge shader
Updated camera shakes to be more consistent
Added camera shake for the fire selector
Improved holographic reticles
Improved telescopic sight alignment
Added custom bloom and lens flares, improving performance and visuals
Added subtractive fog volumes
Adjusted laser size when aiming at a distance, making it less prominent
Reduced smearing on grass
Updated grenade particles
Updated DLSS (Deep Learning Super Sampling) to 5.1
Improved blood splatters
Improved outdoor post-process
Improved grass material
Made the sky material opaque and added stars
Improved rain shader to react better to light
Overhauled keypad visuals
Replaced swing doors with new assets
AUDIO
Reworked most gunshot sounds across the board
Improved supersonic cracks
Increased the distance at which bullet cracks occur
Reworked bullet casing audio
Added bullet casing sounds for .45 ACP and 12-gauge
Reworked MK18 sounds
Reworked M24 sounds
Reworked LAMG sounds
Reworked Mossberg sounds
Reworked Stealth Hunter sounds
Reworked 1911 sounds
Added SCP-098 footstep sounds
Updated MP5 firing sounds
Redid M1014 handling sounds
Added unique fire selector sounds for AK74, NATO, P90, and SMGs
Added new footstep and gear movement sounds for characters
This patch is focused on the orb arena fights. I've given players more control over when they start, and made the fights more consistently intense. No more hunting down the last few stragglers!
I've also reduced some of the annoying traits of the enemy types and fixed an assortment of bugs.
And finally I adjusted the overall lighting of the world to give a little more contrast.
Please let me know what you think!
-MattWLA
Major changes:
Change how orb arena fights work: Players no longer need to hunt down last few stragglers. A high amount of enemies is kept stocked and players win when they hit a target kill count. Remaining enemies die and drop pickups for pickup extravaganza.
Changed how orb arena fights start: Players can activate instantly with button press, no longer proximity and wait based. All players on server need to activate.
Dimmed skylight, changed skylight color temp
Minor changes:
Limit 2 shield guys at once per arena fight
Reduced shield guy HP
Made shield guy look 50% more intimidating
Tweaked quest text for find the hoverboard quest
Slowed AR reload speed
Add sound to jumping units as they jump
Tweaked some ledges in first ruin
Lowered difficulty of second arena fight
Bug fixes:
Disable motion blur on fire particles (performance improvements near fire particles)
Can reliably interrupt shotgun and bolt action reloads
Fixed bugs where shotgun and bolt action would soft lock
HUD graphics are now immediately updated after binds changes
Fix countdowns counting down even in pause menu
Fix shotgun and sniper ammo going into negatives (not sure, untested)