Jun 30, 2023
Undeadly - RyanLQ
Hi there!

I'm excited to release Part 1 of the first major update to Undeadly.


Let's dive in!

[Game] Inferno Zombie

Inferno zombies are a tough new variant.


Inferno Zombies leave behind a trail of fire as they move, have increased health and immunity to fire. They rarely spawn during normal gameplay but will have a stronger presence in Part 2.

[Game] New Hazards: Bleeding & Puncture

Bleeding
Puncture
Bleeds cause 6 damage every turn and last 9 turns.
This makes the targeted unit move 1 tile less per action point for 5 turns.
Like with fire and toxic gas, a bleeding survivor can spend action points to reduce the bleed timer.
A punctured survivor has no mitigation opportunity.
Some ammo modules, utility modules and weapons now have a chance to cause bleeds.
The new 'Spike' payload gives the puncture hazard.
Some zombies have a chance to give a survivor a bleed when they attack.
[Equipment] New Utility Payload: Spike

The Spike payload is a nasty improvised explosive that deals a variable amount of damage. The spike payload can be attached to mines and grenades. While it deals a low amount of damage, the spike payload causes the new puncture hazard and has a good chance to cause a bleed hazard in targeted zombies.

[Equipment] New Ammo Augment: Incendiary



Incendiary ammo has a high chance to set a zombie on fire. Watch out!

[Equipment] New Weapons

Six new weapons have been added. Check them out!



[Balance] Weapon Rebalances

Some weapons have been tuned. link

Weapon
Changes
Axe
Weight 12.5 => 14
Bleed Chance => 15%
(Armour) Armour Damage 60% => 75%
(Armour) Penetration Damage 25% => 10%
Bat (wire)
Weight 7.5 => 5
Bleed Chance => 40%
(Armour) Ignored Damage 20% => 50%
Armour Damage 40% => 30%
Penetration Damage 40% => 20%
Machete
Bleed Chance => 40%
(Armour) Ignored Damage 15% => 20%
(Armour) Penetration Damage 25% => 20%
Deagle
Weight 10 => 9
M1911
Damage Min 70 => 68
FAL
Range 19.5 => 21
SPAS
Damage Min 90 => 92
Engineering Tier 2 => 3
Trench Gun
Damage Min 92 => 94
Weight 12.5 => 12
Engineering Tier 1 => 2
M700s
Damage Min 105 => 106
SVD
Range 24 => 25
Engineering Tier 3 => 2

[Quality of Life] Moveable Traps

Survivors can now disarm, pick up and redeploy mines and bear traps. Link



Patch Notes

  • [Equipment] Bear traps have a chance to sever zombie legs and instantly make them into a crawler, regardless of health.
  • [Balance] Scatter weapons (e.g. a shotgun when using buckshot) have been rebalanced. link
    • The scatter does not pass through multiple zombies, unless the zombie is a crawler.
    • The damage dealt is divided amongst the number of targets in the scatter.
    • You can also now more freely aim the scatter gun instead of only clicking on zombies (for example, it's closer to how you can throw a grenade).
  • [Balance] Tweaked coverage of the mobile putrid rifts (they will now no longer go through the base).
  • [Balance] Decreased the base number of turns taken to study (18 => 14).
  • [Equipment] Updated the model for the Glock, M1911 and G36.
  • [Equipment] Updated the images for some weapons to be clearer
  • [Equipment] Updated the sound effects for some weapons.
  • [Quality of Life] Better equipment information display. Link
    • Melee weapons and ammo now show their armour damage profile in the inventory, equipment wheel.
    • The equipment corner now shows the weapon name and armour damage profile when moused over.
  • [Quality of Life] Improved visibility of hover menus. link
    • These are the menus that float above survivors, zombies and so on.
    • For non-focused hover menus, they have decreased scale, are more transparent and hide some elements.
    • For the focused hover menu, it is now always on top, more opaque and has mouse padding to help usability.
  • [Quality of Life] There is now a friendly fire warning when using AOE equipment such as explosives and scatter guns. Link
  • [Quality of Life] Added a tutorial prompt for the zombie heatmap. This is triggered the first time the player takes damage.
  • [Quality of Life] Clicking an ability icon on the HUD opens the library menu and focuses on the ability that was clicked.
  • [Quality of Life] Clicking on ammo icons within the inventory info panel will now open that ammo in the ammo crafter menu.
  • [Quality of Life] Improved readability of cooldown text in the ability bar.
  • [Bug] Fixed a bug where overkill could be activated with a keypress when it should not have.
  • [Bug] Fixed a bug where overkill would apply to other weapons in some cases.
  • [Bug] Fixed the alignment of some weapon projectile effects.
  • [Bug] Fixed bug where ejected shells would appear large for one frame in some cases.
  • [Bug] Fixed a bug where the damage hover messages would overlap in some cases.
  • [Bug] Fixed a bug where the modifier message in the ammo crafter menu would not display correctly in some cases.
  • [Bug] Fixed a bug where placed items would visually duplicate with saving and loading in some cases.
  • [Bug] Fixed a bug where the bear trap would look as though it was deployed after loading.
  • [Bug] Fixed a bug where hazards were ending one turn too early.

As always, be sure to drop any feedback in the Discord server or the in game feedback tool.

There are also some exciting additions coming in Part Two of Blood & Flame. Stay tuned!

Thanks, ːsteamthumbsupː
Ryan
Maximum Velocity - Argonaut
Maximum Velocity Update 0.1.2.4

June 30th, 2023

Rev up your engines Gladiators and get ready to race with the latest update of Maximum Velocity! Here's what's in store:

New Features:
    Race overlap UI redesigned, providing comprehensive information about ongoing activity.Construction site revamped for an immersive gameplay environment.Prepare for chaos with newly added destructible elements throughout the city.Sleek redesign of F5 tail lights, adding a touch of style to your ride.Spot the cops easily with the introduction of an icon during high-speed chases.Immerse yourself in the action with cinematic camera movements.Enhanced vehicle audio for an authentic racing experience.Transit replaced with the thrilling Gridlock Rank challenge.Improved traffic collision mechanics.Backend infrastructure upgrades to enhance the racing experience.Automatic inclusion reintroduced for seamless race participation.Fine-tuned physics for destructible objects, adding more realism to crashes.Streamlined UI placement for point accumulation in the Chase game mode.
Bug Fixes:
    No more false DNF notifications when crossing the finish line.Burnout issues resolved, ensuring consistent speed boosts.Boost functionality fixed for maximum turbocharged action.Burnout issues resolved upon player death.Camera won't go below the map when flipped upside down.Becoming a cop before the match starts is now a thing of the past.Smooth city entry with parts loading smoothly.Sparks spawn correctly when colliding with objects.Camera behavior refined for downhill sections.Landscape glitches fixed to prevent car flipping.
Zombie Survival Game Online - Dev Gibby
Heads up! The ZSGO Patreon is not only alive but thriving! And we're not surviving this apocalypse alone - we're glad to have you on our survival squad. Your feedback? More precious than a cache of ammo. Let's gear up and face this together! 🎉🥳

Join our buzzing Discord community. In the survival guide? A playable demo coming your way in the next few weeks and an application in the chute for Steam Next Fest 2023.

https://www.patreon.com/fundzsgo


Brace yourselves for a journey packed with nail-biting moments, tight corners, and enough zombies to keep you on your toes! Big cheers to all of you, our incredible community! 🥂🌟

If you can, give our tweet a retweet, and help spread the survival signal far and wide, even if you're new to our survival unit.💙

Stay alive, keep thriving, and remember, we're in this together! 🎊🎈

Your 'friendly' companions,
Team ZSGO
Barony - WALL OF JUSTICE
Prepping for Quality
As we get closer to our August 1st release date of the Quality of Death Update, we continue to work toward making sure this is the best release we can manage. This update represents our latest efforts to fix bugs and improve some aspects of gameplay and UX.

Newcomers
As Barony is currently participating in the Steam Summer Sale, welcome to all new adventurers! In case you haven't heard, we are about to ship a massive update to the game that is multiple years in the making, and the build is available for all owners of Barony to play.
If you're interested in participating in the Quality of Death Beta build, please observe the following instructions:
  1. Go to the game's Properties in Steam
  2. Select the Betas Tab
  3. In the Betas Tab, select the "Quality of Death" build from the dropdown menu
Steam will then update the game to the latest 4.0.1 version of the Quality of Death Beta, and you're all good to play with the latest fixes, features, and Split-Screen along with the rest of the community.

Without further ado:
V4.0.1 Patch notes
Settings
  • Added new Crosshairs option to General Settings: 12 options + Opacity adjustment
  • Rearranged some settings, moved Accessibility / Effects from Video to General tab
  • Added Enemy Health Bar scaling option to reduce size, if preferred
  • Message filter settings will now save when modified and confirmed
  • Lobby filters are now saved between successive game launches in the config.json file

Character Creation
  • Added starting HP/MP values to the character class selection menu information panel

In-Game UX
  • Hotbar slots are now rebindable on keyboard (1, 2, 3, etc); Glyphs are shown on the hotbar when rebound to a non-number key
  • Added support for Mouse 4/5 button glyphs when rebinding
  • Added tooltip for your Class on the Character Sheet:
    Lists the Class stat growth (as in Class Info during Character Creation)
  • Added tooltip for your Race on the Character Sheet:
    Lists the racial Traits / Resistances / Weaknesses / Allegiances for your current form. Lists other Traits that carry over between forms and are active (e.g Skeleton self-revive still works if you polymorph into a human; Insectoid still requires EN as a human)
  • Added more UI sound effects to the in-game HUD
    Clicking buttons / exiting menus has a sound prompt: Gamepad has additional navigation sounds when using the D-Pad or left / right bumpers
  • Using a Spellbook from your Hotbar now removes the Spellbook from the Hotbar and places the newly learnt Spell in its place
  • Fixed certain default Class Hotbar item arrangements to account for new Spellbook Hotbar behavior
  • Added a close button to the Skills menu so it can now be closed with a mouse
  • Ladder-up interaction "You cannot go back that way" no longer blocks other more important interactions (EG: Equipment interactions, as items are frequently shared between players here)
  • Reduced interact priority of Rocks in the world
  • Increased interact priority of Gold in the world
  • Added minor delay when interacting with objects on level load to prevent issues caused by interacting with objects during level transitions
  • Autosort binding has been removed for Gamepad and replaced with the Paperdoll context menu on the player portrait area for more options: Autosort / View Status Effects / Rotate Portrait
  • Context menu on player portrait can be accessed on gamepad with "L3" (default)
  • Context menu on player portrait can be accessed on keyboard with "Hold Right Click"
  • Left clicking the paperdoll button will Autosort, as well as pressing the R (default)
  • Changed Paperdoll rotation behavior
    When active from Paperdoll context menu:
    Use the Right Stick, Left / Right, or Mouse Wheel to Rotate. Press R3 / Middle-click to reset paperdoll orientation to default. Press A / B / click anywhere to dismiss window focus. Paperdoll camera now is a fixed angle unless manually rotated; No longer rotates with the player's world orientation.
  • Added View Status Effect window to permit gamepad users thumb-through Status Effects, also available to Mouse & Keyboard, and in Split-Screen
    Icons will draw on top of inventory in this mode. Press A/B/Click anywhere to dismiss window focus.
  • Repair scroll prevents use on Unidentified items, no longer wasting the scroll

    Stealth
    • Sneaking now has a unique reticle and HUD status effect when active
    • NPC base vision increased in dark areas (from 2 tiles -> 3 tiles) as HDR lighting has increased the amount of dark pockets in the dungeon. This improves follower AI finding enemies to fight.
    • Sneaking mechanics adjusted - now reduces your visibility by half instead of a flat number. So in bright areas you are more hidden than before, and in darker areas slightly easier to see

    Appraisal and Item Value
      In the interest of encouraging players to experiment with unidentified items and overcome Perception deficits for some starting classes, some item interactions now have a way to help increase Appraise skill.
    • Using unidentified Scrolls or Potions now has a 25% chance to grant Appraisal skill when below 20 Appraisal skill
    • Apples now cost same as Cheese (5 gold)
    • Item Tooltips now show the full base Value of the item
      Previously Tooltips showed the sell price based on your Trading skill/CHR stat). This now matches the Appraisal skill "Maximum gold value able to appraise" detail in the Skills list. The item modified sell price is still shown separately in shop menus as before.

    Savegames
    • Savegame labels now have time / date listed instead of dungeon level
    • Savegames now sort by timestamp, with newest game sorting first
    • In local games tab, book label has game name (first character name), on net games tab it displays save type (direct-ip server, online client, etc)
    • Cleaned up savegame label text so that it's more readable withe some padding and re-positioning
    • Max savegames raised from 10 to 100
    • When maximum savegame count is reached, the oldest savegame will now be overwritten (previously it selected the last savegame which was in use)
    • Savegame list now cycles from beginning to end when you go back at beginning / forward at end
    • Fixed navigating savegames after deleting a savegame in the middle of the list

    Hall of Trials
    • Statues are now loaded in the Hall of Trials garden
    • Tutorial videos now have reduced filesize to reduce storage space requirements and improve performance

    Race Changes
    • Goatman Drunk status effect tooltip will now mention correct details
    • Humans polymorphed from a goblin will now equip spellbooks from the hotbar correctly
    • Cursed Ring of Warning tooltip will now display correct info for Foocubi
    • Skeletons are no longer affected by Amulet of Strangulation

    Lobby Browser
    • Lobby Browser now shows private lobbies that are unjoinable to highlight multiplayer activity (only displaying games not yet started)
    • Increased Lobby Browser size to fit longer names and game version in the results list
    • Show / Hide lobby code toggle is now saved between successive game launches in the config.json file

    General Bugfixes
    • Gamepad vibration / Rumble will now properly receive boulder feedback in multiplayer
    • Dying while activating a switch will no longer cause the lever to endlessly flick back and forth
    • Closing the Pause Menu on gamepad using "A" will no longer try to immediately interact with an object in front of you
    • Character records with active invisibility will now show worn equipment correctly in the Leaderboards
    • Male / Female follower designations are now remembered between floors
    • Named monsters (Thumpus, Funny Bones etc.) now retain their special appearance when loading a savegame
    • Rings now apply Unarmed ATK bonus even if you have a weapon equipped while being shapeshifted (bonus previously would only apply if you had your main-hand slot empty)
    • While using a Mouse, the hand cursor will now properly animate on click in all relevant menus
    • Fixed Leaderboard gamepad controls when more than one page of leaderboard data is available
    • NPC skeletons holding light sources will now illuminate correctly
    • Fixed "You destroyed the null" message when digging Hell rock formations
    • Fixed Audio Device not reverting when discarding changes in audio settings
    • Fixed story music not always playing at correct volume on first launch
    • Legacy default.cfg config file no longer is read on startup to prevent issues migrating when updating from V3.3.7 and below
    • Fixed crash when fountains tried to spawn an Incubus with no space available
    • Deathbox colors are now correct on the Minimap in Split-Screen
    • Shared Minimap in 4-Player Split-Screen no longer draws over player 3 and 4's inventory
One Lonely Outpost - Uman
Hey Colonists!

The first post-release patch is here! Along with the below improvements and fixes, we also greatly improved controller usability. It will need some further improvements, but you should now be able to experience some of One Lonely Outpost using a controller. Let us know how it feels so we can continue to improve it!


Improvements
  • The Options Menu in now also in the Title Screen.
  • UI Resolution and Fullscreen picker Options are now available.
  • Right-clicking on an item now moves it from one inventory to another.
  • Added Sorting for chests and inventory.
  • New running animation when a Speed Boost is active.
  • Integrated "Shippy's portrait" in the Quantum Quick shop.
  • Tweaked the Bug Catching minigame overall difficulty.
  • QWERTY will not stay on tilled tiles anymore.
  • The User can now swap tracked quests on the interface if they have more than one quest.
  • Fixed various typos.
Bug Fixes
  • The terraformed texture (and wild plants) now matches the non-terraformed texture pattern in the south-east area of the Farmstead.
  • Removed placeholder data from empty Omninac tabs.
  • The "Get Nutrient Paste" objective of QO11 is now correctly tracked in the UI immediately after it appears.
  • Fixed overnight errors causing scenes to fail to load.
  • Fixed an issue on how the Pest spreads.
  • Fixed a bug where all the items were refined/processed at once when placing them in the 'Omniforge/Food Processing Unit' before the construction animation was completed.

Follow us on our socials and join the amazing community in our Discord to share your feedback and thoughts as well as any issues you come across.

Twitter
Tiktok - new!
Instagram
Facebook
Reddit

https://store.steampowered.com/app/1465550/One_Lonely_Outpost/
Apewar - Gombe Games
This monkey made a mistake

I'm sorry to say that I broke a few systems in the 2.0 update due to a monkey mistake, so I have to postpone the new update for about 1 week. I am very sorry for this, I will try to release the update as fast as I can.

The monkey is sad, the monkey is ashamed ːsteamsadː
Eiyuden Chronicle: Rising - MrGameTheory505
Hey there Heroes,

Things are heating up with the arrival of Summer, so we hope you’ve found somewhere cool and comfortable to indulge in this month’s update!

Let’s jump in!

Komuta D’s Sneak Peek
Komu-nichiwa, komu-banwa, director Komuta here.
I'm excited to give you another sneak peak this month!

And the contents for Komuta D's Sneak Peak #3 is...
TADAAA!!



What you see here is an imageboard of a key location in the story and a 3D model of the boss that appears there... Those who have played Eiyuden Chronicle: Rising may look at this and think, "...huh?"
It looks like some sort of decaying ruin, but what kind of adventure lies in wait there? You'll just have to wait and see!!

As you'll notice in Producer J's ‘Word from the Team’ segment, the art for the characters, backgrounds, enemies, UI, effects and other props, which is one of the most important parts of the game production process, are now finished and Eiyuden Chronicle: Hundred Heroes is finally taking shape as the game's framework is being fleshed out.

To use an analogy, it's like an "unassembled Gunpla!" (It even makes noise!!!)

From that point we started working on improving the art's quality in order to really add that level of polish, checking whether the implemented sections were working according to the blueprints, and figuring out how to improve the design if there were any errors.
The image board above is just one of the blueprints from which everything started.

I hope you're looking forward to another glimpse next time!

Murayama's Monthly Development Report
Thank you so much for the many submissions to our recent call for the ending theme choir! We can't wait to see how it turns out.

We used a choir for the ending theme when I worked on Gensou Suikoden too. That was at the suggestion of Higashino-san who was in charge of the music at the time and the production staff.

We had the option to hire a professional singer to record the ending song, but since the theme of Suikoden revolves around a group of bandits and drifters we decided a chorus of amateurs would be more atmospheric.

The recording took place in a corner of the office and we gathered all of the development team for it. I was there too, but I was placed further away from the microphone because I’m loud and tone deaf (lol).

Come to think of it, some of the game's sound effects were also recordings of the team member's voices.

The development of Eiyuden Chronicle: Hundred Heroes was undoubtedly started by the passion of our backers.

I hope this chorus will properly represent how this project is a joint effort between the team and our backers.

A Word from the Team
J-diary vol.9
Hello all,
Murakami J. here.

In my last report, I talked about the pixel art end goal being in sight. Well now we've surpassed it and are in the process of polishing the art materials.

I've mentioned this many times before, but the greatest challenge for the graphical portion of Eiyuden Chronicle: Hundred Heroes has been meeting the volume of assets needed and our first priority was meeting each milestone and its quantity of assets.

The primary reason for this was the need to keep pace with the progress of each part of the game's development, but creating a large number of assets in a short period of time was not an easy task. Not only was it very difficult from a planning and management standpoint, but then securing talent, managing costs, and resolving a variety of other problems at the same time made this project a major challenge.

Somehow we managed to overcome those issues and are finally entering a phase where we can polish the finished assets.

In all the years I have spent working on video games, I personally find this part of the process to be the most enjoyable.

This is the stage where the visuals have been assembled to some extent, allowing us to look at the bigger picture as it comes into focus and make necessary adjustments and rearrangements.
With these last pushes, the final product becomes more polished and different with each passing day.

This is the most enjoyable part of development, when our only focus is on improving the game's quality.

Komuta D said this in the last update, but seeing the characters and world come to life with the addition of music and voice acting makes us so happy.

Regarding sound, its selection, timing, and how it is used can greatly affect how it breathes life into the game, so we want to spend as much time as we can on this.

It isn't my area of responsibility, but I can't help myself from talking in detail about what's been added so far.

That’s why the materials are almost ready.

From this point on, the finished product depends greatly on how much polish we can add, so I hope we can continue to make adjustments and keep pushing to the very end, dedicating as much time to it as possible.

We're entering the season of gaming events and conventions, so we'll have more opportunities to show you what we've made.
I’m sorry for repeating myself every time, but please wait just a little bit longer.

Thank you for your continued support.

MURAKAMI J
Jun 30, 2023
BloodPit: Skelton II - trashcan
I am aware of a bug where sound effects from the gas keep playing after escaping. Will release a fix as soon as possible.
Abeyance - Simodo
Vaudeville, the much-anticipated, AI-driven detective game, breaks onto the scene today, marking a new chapter in the realm of interactive gameplay. Developed by Bumblebee Studios, Vaudeville leverages the power of artificial intelligence to create an immersive gaming experience unlike any other.

Set in the vibrant city of Vaudeville, a bubbling hub of culture and entertainment, players assume the role of Detective Martini, tasked with solving a series of enigmatic murders. The game offers a unique gameplay experience, intertwining AI-generated dialogues with real-time interactions. For the first time in gaming history, players can converse with characters using natural language, either by typing or talking into the microphone. The dialogues evolve in real-time, making each gameplay experience unique.



The game captures the essence of detective work through its stunning narrative structure and complex characters, each with its own secrets to unravel. Players are thrust into a world of mystery, intrigue, and suspense, where every decision can change the course of the investigation.

In celebration of the launch, Bumblebee Studios is offering an early bird discount of 35% for the first week. This offer provides a golden opportunity for curious players to delve into the heart of Vaudeville and uncover its mysteries.

Vaudeville is more than just a game - it's an evolution in storytelling, a leap forward in interactive entertainment. With its AI-powered dialogue system, it offers an unparalleled level of immersion and player engagement. Every playthrough is unique, with the AI generating different responses based on your actions and choices.

Join Detective Martini in the city of Vaudeville, where secrets lurk in every corner, and the truth is stranger than fiction. Your adventure starts today. Welcome to Vaudeville!
Ostranauts - Blue Bottle Games, LLC
Hey Folks!

Ostranauts v0.12.0.4 is now available on Steam, and your clients should be updating shortly.

This is a hotfix to our recently released "Rate My Ship" update that fixes several bugs and issues reported by players.

Saves from v0.12.0.0 and later should work. If you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.


  • Added code to pause game after save is loaded.
  • Added code to make factory resetting a door lock cause criminal penalties.
  • Added code to make hacking a lock via UI cause criminal penalties.
  • Added code to prevent pirates that are friends with player from mugging player.
  • Fixed a bug that caused all the air in a space station to get sucked out when an NPC put on a helmet during fast-forward.
  • Fixed a bug that caused ships to continue accruing docking fees if sold while docked.
  • Fixed O2 alarm and power notifications when docking with a derelict.
  • Fixed action button list not updating when target changes mode. (E.g. door open/close, item on/off)
  • Fixed a null which could occur when undocking and immediately re-docking.
  • Fixed a bug that prevented picking up or dropping loose passenger seats via the action buttons.
  • Fixed a bug that allowed AI to try and use any item as a hygiene item.
  • Changed the Examine Dead Body gig to handle targets that are not actually dead.
  • Changed the Volatile Prize Ship design to be worth more.
  • Changed Lilliput starting ship option to be less common.
  • Changed exercise condition to show training progress sooner, so players notice it is doing something right away.
  • Changed descriptions of new starter ship in career kiosk to explain their differences better.
  • Changed descriptive text on some items for clarity.

As you can see, a lot of fixes and quality of life changes in this batch! One notable bug fix has been plaguing us since at least a year ago: the space station atmo suddenly disappearing when fast-forwarding. This turned out to be caused by NPCs putting a helmet on and removing it too fast for the atmo code to keep up, and should now finally be fixed! Let's see if that has any impact on the number of dead NPCs on stations.

We also added criminal penalties for attempting to hack doors, as that appears to be a popular pastime for some entrepreneurial players. Plus, pirates that are friends with the player will no longer mug them on sight.

We finally added code to pause the game immediately upon loading a save, so you can safely step away to grab a coffee while your game loads. (We're also investigating whether or not we can make the Autosave less disruptive. No promises yet, but there's potential!)

Another fix prevents those annoying O2 alarm and power notifications from appearing every time you dock to a derelict. While a fix to the action button UI means you won't have to re-select an item after switching it on/off, or changing it's mode.

A lot of these are fairly minor fixes, but combined, we hope they make a pretty good boost to player quality of life. And just in time for the weekend!

As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC
...