Deep Rock Galactic - alex_gsg


Hello, Miners!
Just before the launch of Season 04, you may remember that we added a new track to the game: Journey Of The Prospector. Now, for those of you who have bought the Soundtrack on Steam, we have great news for you - it has now now been added to your soundtrack!



This new piece of DRG music was one of the last contributions of DRG Sound Designer Troels, as he is embarking on a new chapter of his career. You can read all about that in our previous post/tribute to Troels.

Enjoy this sonic addition to the game, as you get back to fighting the Rockpox, Miners! And a hearty Rock and Stone to Troels for the extra 6 minutes and 45 seconds of awesome music to DRG.

Rock and Stone!


With Love,
The Ghost Ship Crew


https://store.steampowered.com/app/802640/Deep_Rock_Galactic__Original_Soundtrack_Volume_I__II/
Murtop - FlynnsArcade
Added

  • Better visual feedback when:
    • Murti gets hit, specially by rocks and boulders (gameplay stops momentarly).
    • Getting an extra life ("extra life" text shows).
  • MAME default keyboard arcade game controls:
    • 5 (Coin slot 1).
    • 1 (Player 1 start).
    • Up Arrow (Player 1 Up).
    • Down Arrow (Player 1 Down).
    • Left Arrow (Player 1 Left).
    • Right Arrow (Player 1 Right).
    • Left Ctrl (Player 1 Button 1).
    • Left Alt (Player 1 Button 2).
    • Spacebar (Player 1 Button 3).
  • New languages: Catalan, Spanish, and Japanese.
  • New Service menu (press and hold "1p_start" + "1p_button2" on the logos screen to access it). It contains:
    • Options menu (same as in the "Title screen").
    • Stats menu.
    • Reset leadearboard.
    • Reset stats.
  • TATE mode for "low end devices".
  • The radish disappears afters 5 seconds.

Fixed

  • Credits are not reset anymore when not continuing.
  • Font remapping when Japanese locale is set.
  • Input issue in the pause menu on the Bonus stage.
  • Input issue on the Bonus stage when getting the radish.
  • Points multiplier when enemies are in "Scatter" mode.

Changed
  • Default leaderboard scores and stages are more clear, organized, and more challenging to get to the 1st position.
  • Extra life is now set at 75000 points.
  • Murti goes a little faster on the Bonus stage.
  • Press and hold "1p_start" + "1p_button1" on the logos screen to access the Test menu.

Artwork by https://twitter.com/KevinFagaragan
Jun 29, 2023
Sketch Crawler - Koan
Discord. image import, New game+, new balance, improved card descriptions, tons of fixes and more.

Hello, friends! Following the recent update, we've added even more great new features for our beloved game. Here they are!

What's new?
  • Import. Now you can add your own images to the game. To do this, you need them to be PNG and the desired resolution is 256x256. Added to the drawing editor.
  • New game+ Now, after completing the game, you will open a more difficult game mode with more dangerous opponents. And after completing New game+, you will open New game++. What will happen if you pass it too? You'll see if you do :)
  • Improved effect descriptions on cards to make them easier to understand
  • Sketch Crawler discord server. Yay! Add from the main menu.
  • The higher the level of the creature, the more experience it will give you. 10% per level.
  • New items in the store - Gold and Crystal Mines, as well as the Portal to the treasures of Multiland.
  • Color resists have been changed, now they will give magic resist instead of color resist.
  • Fixed a bug that caused Ai creatures to jump into their traps
  • Disenchant can now remove creature effects.
  • Introduced a limit on the number of additional effects on creatures. Now there are a maximum of three effects, plus one additional effect for the creature's pure color.
  • Fixed a bug when creatures ran with 0 health.
  • And many more small fixes.
PS: we're very excited to see how the image import feature will work. For us, this is a new era in Sketch Crawler creativity.

Enjoy the game, friends! And see you soon!
City of Beats - kaitorched
Hey all, we've been working on this update for the past few weeks and are excited to finally release it!



Here's what's new & changed:

New Features
  • The Acid Linkgun is now available in the game once you've defeated the second district's mini-boss! It shoots deadly acid beams that connect to enemies or burst them down, all while playing pleasant melodies. There's also a new achievement that you'll unlock when finishing a run with the Acid Linkgun.
  • Key Rebinding is now available in the Controls menu!
Balancing
  • decreased HP of most bosses by up to 20%, as they were a bit too sponge-y
  • significantly increased the damage of projectiles reflected by your barrier, which is especially helpful against those beloved sniper enemies
  • slightly reduced Fragment & Gold Orb drops from enemies & Zeitgeber reward nodes
  • buffed lots of Efficiency and a few Defense upgrades
  • increased initial trait limit even further (400 -> 500)
  • your upgrade shockwaves can no longer be blocked by enemy barriers
  • some more weapon damage tweaks (based on tracked gameplay metrics)
Quality of Life
  • tweaked visibility & scale of some enemy attack indicators
  • added a warning message when closing the Extensions screen without having selected all your extensions
  • Barry (when available) is now literally standing in your way - if you still don't talk to him, you're a bad person

Let us know how you like the new weapon here on Steam, or on our Discord:
https://discord.torchedhill.com
Drift: Space Survival - Friartruck
Many early players encountered world seeds where crystals were frustratingly rare - or could not find a single crystal of one color or another. This obviously wasn't the intended design but unfortunately there wasn't one simple fix.

I'm finally pleased to release an update that will level the playing field across seeds. And in celebration of Steam Summer Sale, I pulled in a few surprises for the existing biomes from the upcoming Content Update 1. That's slated for later this summer and we'll start posting some teasers soon.

On to the changes!

Improved Asteroid Field Generation
In the new asteroid field chunks (you'll need to travel somewhere new), you'll find crystal biomes are larger in size and more likely to have points of interest. You'll also find improved field visuals everywhere, including existing chunks.

New Points of Interest
We've added 8 new points of interest to find in the field, many which have their own crystal sources and a rare one with a pleasant surprise. You'll find these in all biomes and many are easy to spot on the horizon. Speaking of the horizon, we've made POIs visible from a much further distance which can help you navigate the field.

"We have Outposts at home"
While proper asteroid Outposts are coming in a future update, we don't want to limit your ability to spread out over the field. You can now place containers, benches and lights on asteroids to help on those long trips.

This update includes some visual polish around destroying asteroids with your pickaxe or drill and particle improvements all around.

A few notable bug fixes:
- Fixed falling through asteroids in rare cases
- Fixed invisible walls near some large asteroids
- Fixed worm not leaving for all players correctly
- Fixed a crash when quitting the game
- Fixed the shelf clipping with the wall


As always, join us on the discussion boards or Discord to discuss the new update, report bugs, suggest improvements or post pictures of cats.

Until then, we'll get back to work!
Chess Survivors - Aarimous
tl;dr; New Laser Map Hazard, Reroll Rewards, New Relics, Balance Changes

Hi All,

This patch represents the final map hazard binging us to three (Meteor, Firewall, and Laser). I will likely balance and adjust these in the future, but for now the map hazard feature is completed. This patch also has some balance changes and adjusted based on your direct feedback. Speaking of feedback I recently sent my thoughts on this great thread from bholtz.

Keep any eye out for an upcoming post about my plans for the 1.0 release.

As always, you can message me with ideas or bugs on the Official Discord or via the Steam discussion boards and I will likely implement your idea! Thank you to all of you who have given me feedback and helped test new features.

Thanks for playing my little indie game :)
Aarimous

Patch Notes

New Features
  • 3 new relics (2 rare and 1 common)
  • Added a new reroll button on the Relics and Level Up loot screens
    • When pressed all the items will be rerolled, but it cost health to reroll
    • After rolling the health cost is doubled
    • The button is disabled if the cost would kill the player (aka you can't kill yourself by pressing the reroll button)
    • The cost can not be mitigate, reduced, or scaled, it's a flat amount that is subtracted from the player's current health
    • Rerolling relics costs a base of 10
    • Rerolling level up rewards a base of 8
    • Cannot reroll relics during act rewards or chest that are explicitly full of relics (like after taking Tim the Enchanter)
  • Added melee damage increase to core level up loot pool. Amount will scale each so Act 1 is +2, Act 2 is +4, and Act 3 is +6
  • Added ability damage increase to core level up loot pool. Amount will scale each act so Act 1 is +1, Act 2 is +2, and Act 3 is +3.
  • Adjusted the level up loot that increases player health to scale with each act so Act 1 is +5, Act 2 is +10, and Act 3 is +15. This will keep it in line with the new melee and ability damage increases.

Balance Changes
My goal with these changes was to add power to melee stats and bring some of the more extreme values in line with other relics of the same rarity. My goal isn't for all relics to have the same power level, but I don't want certain relics to be automatic picks. Ideally each time you get presented relics you get to make a decision, or there is a clear best pick for your current build.
  • Just a Sword: melee damage increased from 1 to 2
  • Gloves of punching: melee damage increased from 2 to 3
  • Steadfast protector: damage reduction increased from 1 to 3
  • Knights Bane: knight health -2 to -3
  • Gift to the Plebs: Pawn health reduced from 4 to 2
  • Gift to the Plebs: Knight damage reduced from 2 to 1
  • Reckless Axe: Enemy damage scale reduced from +100% to +50%
  • Empty Heart: On low health, player Ability Damage increased from 3 to 4
  • Empty Heart: On low health, added Player damage reduction of 5
  • Old Smelly Cheese: Player max health scale reduced from 100% to 50%
  • Lost Diadem Queen: Ability damage per pierce increased from 1 to 2
  • Ancient Hwacha Rocket: Ability damage per range increased from 1 to 2
  • Ace Spades: added property +1 amount of loot on level up
  • Five Head Stoned Ring: ability bonus damage to elite increased from 5 to 8
  • Lesser Swipe minion damage from 1 to 2
  • Greater Swipe minion damage from 3 to 5
  • Minor Scalar AOE acale from 33% to 25%
  • Major Scalar AOE scale from 100% 50%

Bugs and Mics Changes
  • Fixed the text for core player upgrades which added ability damage
  • Players can now move onto tiles occupied by minions
  • Player can now consume chests if a minion spawns onto a tile already occupies by a chest
  • Enemy health bars will now show when the enemy is at full health
  • Fire Wall map hazards:
    • Will now only rotate during the player’s movement phase. The goal here is to make the fire walls feel avoidable.
    • Now rotate faster, this is to make up for the pause and to push the player towards more action since the walls might hit the player
    • Now last 12 turns, previous they were time based but this now doesn’t make a lot of sense since there is a pause in the rotation
    • Added back in some variations in length and number of arms for more interesting fire walls


Isles of Yore - MaverickMatryoshka
This release brings patch 0.8.0 onto the main branch, making it available for everyone without tuning into the experimental branch. It also adds a few new goodies compared to the last experimental build (see end of page), read on for details.

Highlights
Dilophosaurus
The first highlight of 0.8.0 is the preview release of Dilophosaurus, which features an entirely rewritten movement system. The goal here is to improve the overall fluidity of the movement, and build a system that we can easily extend further as development continues. It features much better pivoting, by-default backwards walking, and should soon also feature much reduced rubberbanding (in progress).

🚧 Dilophosaurus is still in preview 🚧
Due to the complexity of this change, we're haven't hit the level of polish we want yet (especially the rubberbanding that we're tackling is an on-going concern at the moment). Dilophosaurus is freely available for testing and feedback for everyone, but we're keeping the experimental designation on it for now.

AI interaction & packing
This patch introduces the ability to pack with AI of your own species, including giving them commands once packed! These commands can be requested through the radial menu, currently including follow, roam, guard, or to change their stance (aggressive/neutral).

Juvies/AI with much smaller growth than yourself require gaining their trust to pack. The current implementation is intended like this:

  1. Drop food when near them.
  2. Friendly call to invite them over to eat the food.
  3. (Optional: Threaten to reject).
  4. Invite once the food has been eaten (note: tear chunk action conflicts currently, has been noted to be improved).

Trilobites
Trilobites have arrived on the island and are available as a snack. You'll be able to find them in the rocky coastal areas.

These critters are the first in a series of smaller ambient AI that we're intending to introduce to spruce up the liveliness of the island. More on this soon.

Map
The map has seen various updates, including new waterfalls!

We've also regenerated the landscape and tweaked the performance hotspots. This should yield more uniform and stable performance across the world.

All the changes are in the changelog below.

Full changelog:
Features
  • New playable and early look at the new movement system: Dilophosaurus. Expect the animal to not be fully featured yet on initial introduction, its main current goal is to be the dedicated testbed for the character/movement overhaul. Other animals currently still have the old system.
  • AI can now be packed with. Invite them by walking up to them, and hitting the invite button that pops up. AI will not pack if already in a team, or if they are below your growth stage.
  • Juvies/AI with much smaller growth than yourself requires gaining their trust to pack. Drop food nearby, 2 call to invite over, invite to pack once food eaten.
  • Packed AI can be commanded through the radial menu to follow, roam, guard, or to change their stance (aggressive/neutral), check out the options available!
  • Corpses much smaller than yourself can now be swallowed whole.

Map:
  • Redesign pass of the redwoods beach.
  • Added a waterfall to the prairie. Rendering still needs some tweaking, early look.
  • Adjusted map landscape, should yield more uniform performance.
  • Note that as a side effect of this change, we still need to do more touch-up still of the landscape blends with detail meshes.
  • Adjusted various landscape mesh holes.
  • Removed collision from moss around swamp.
  • Adjusted reed spawns around swamp, cloud rainforest lake, and large alpine lake
  • Added another waterfall and small rivers at the cloudrainforest lake.
  • Updated water and lilies at cloud rainforest.
  • Swamp now spawns random geyser effects.

Lighting:
  • Adjusted brightness of fog at beach level.

Bugfixes
  • Fixed a bug where meat-chunk couldn't be swallowed.
  • Various fixes for edge cases where character creation would show the wrong material.
  • Speculative fix for the server restart leaving the selection overlay visible on disconnection.
  • Fixed an edgecase where nest placement failed.
  • Fixed ocean waves not curling at the coastline.
  • Fixed a bug where lower cloud settings would draw through the world.
  • Fixed black squares rendering over water in some places.
  • Fixed ocean rendering holes at large distance.
  • Player's adult animals can now pack with older animals past adult.

Changes
  • Turn in place has been removed. It didn't work out the way we'd hoped and became too buggy to support. As movement is being completely rewritten, might come back at some point or in a different form.
Trailmakers - Bojangle
Hey Trailmakers!

We just pushed a small hotfix to fix a crash that was affecting a subset of devices and would cause a crash when loading into worlds. Thanks for your patience as we worked to identify and fix this issue!

If you haven't already - be sure to check out our latest Steam news all about our next update, 1.7!
Patron - Builder_of_Worlds
Greetings Patrons,

As announced yesterday, our testing of second optimization package is now concluded and ready for all of you!

In general, this update includes further interventions to improve game performance. Technical details are similar to last update, but this time optimizations include much more models, and they go deeper in multiple layers. Today's update also includes improvements to foliage, trees, farm plants, as well as upgrades to level of details on various zoom levels.



After both optimization packages are installed, there should be a significant reduction of loading times, better performance when numerous buildings are constructed and more precise handling on citizens once they reach higher numbers. Note that bottlenecks we've been resolving with these two updates weren't equally visible on all machines. It mainly depends on specific hardware you use, so that means that gains will also vary. During our testing we've noticed bigger improvements on relatively slower machines. Loads on your CPU and GPU should also decrease further.

Hopefully this will make your entire experience smoother and easier to control.



Regardless of fact that last two updates were strictly aimed at heavy optimizations, we've also corrected a few minor bugs and glitches, one of which was actually pretty noticeable but also somewhat funny - snowman in front of your Town Hall won't be appearing in the middle of summer anymore :)

Final heads up on this occassion is that our work will proceed from this point, but we'll be again more concentrated at the game itself. We're aiming for second part of July for another megaupdate and few more surprises...

Until then,
Govern on!
Remnant Records - Noctiluca Studio
NEW FEATURES

PERKS SYSTEM

Initially, we had planned to add subroles to each role, but we finally decided to take another path: we wanted to add more customization and replayability. Therefore, instead of subroles, you're getting a brand new perk system!
Level up your roles by completing missions, buy new perks and customize your abilities.



Play around with a variety of fun abilities: revive your allies as the bodyguard, follow the tracks of the ghosts as the electrician, or communicate with the dead as the medium.

CARTOMANCER DECK

The cartomancer now has access to a variety of cards they can use to build their own customized deck.

WHAT'S COMING NEXT

NEW STORIES
The next step after the perks update is a new batch of stories. As usual, expect a whole lot more variety in the generated stories and new objects to interact with.

MORE PERKS AND CARDS
We'll be adding more perks and cards over the next few weeks, and even more later. Don't hesitate to send your ideas our way if you have any, via Discord or the Steam forums!

SKINS
Skins are the next big milestone after the role update. Keep your eyes peeled for some sneak peeks!

AND AFTER THAT?
More ghosts and maps are coming later. You won't be disappointed with what's coming!



PATCH NOTES

New Features & Changes
- ROLE PERKS: level up your roles and buy perks. Find out more about this huge new feature in the room screen -> role menu. Plenty more perks will be added later. If you have ideas, send them our way!
- CARTOMANCER DECK: the cartomancer can now build their own customized deck of cards. More cards are coming soon!

Adjustments
- Renamed the musclehead to bodyguard
- Changed the appearance of the players' ectoplasms
- Adjusted the color of the players' ectoplasms
- In the room menu, all windows now close when pressing Escape
- Backups are now created when switching to a different game version or when an error happens. You can access your saves folder through the ingame settings. If something happens to your save after switching between versions (for example: you are reset to level 1), just go to your saves folder, look for the latest save with your game version number, duplicate it then rename it to "save.dat". It will become your active save file.

Bug Fixes
- Fixed a bug that caused ALT-tabbing to interfere with push-to-talk when ALT was used as the push-to-talk key
- Fixed a bug that caused some lights to be visible through the medium's vision

Note: new content is only in English for now. Other translations are coming in the next few days. Sorry for the inconvenience!



Join us on Discord to find people to play with, or to share your feedback!
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