Jul 7, 2023
Quasimorph - Vovas
Hello, mercenaries!

The dust has settled: a month ago, we launched the prologue Quasimorph: End of Dream, and two weeks later, we released the demo on a Steam Next Fest with completely new content. The result exceeded our expectations: in a month, we doubled the number of wishlists and reached the milestone of 100,000 wishlists!

Thank you for your attention and feedback. We believe those who played both versions noticed how significantly they differ. We wanted to test our mechanics in different conditions to ensure we are on the right track before the release.

What's next?

Next, we have a direct path to the Early Access release. As you may have noticed on the game's page, we plan to launch the game on August 16th. Just in case, we reserve the right to adjust the release date. Our target is mid-August to September. When we are 100% certain about the release date, we will come back to you with an official announcement. Consider this announcement unofficial for now!

Timeline, News Feed, and Factions

So, the most attentive players of the prologue may have noticed a strange button in the mission launch window.
What is this red button that clearly indicates it's not functioning?

Well, we're planning to paint it green so that it clearly indicates its functioning (by the way, don't forget, we'll also change the font to a more readable one!).

While you're dying, cloning yourself, collecting ramen packs, and traveling between planets, something is constantly happening in the world. Through this tab, you'll be able to explore real-time events. It's like Twitter, but it will work properly!

These events can affect the strength of your employers and change their position in the corporate food chain. New events mean new sidequests and more work for you, Boss.

In the galaxy, there are many poles of influence: corporations, rebel groups, and... who knows what else. By working with specific clients and completing their tasks, you establish relationships with influential individuals. Who knows what they can offer you if they trust you with their problems?

Someone may give you a special storyline quest that can significantly change the situation in the System. And it's not guaranteed that you'll like the result. Someone may unlock unique opportunities and tools for you that are otherwise unavailable.

Global Map
We will expand the mission and location rotation using planets. Each planet has its key conflict involving different factions. If you decide it's time to boost your reputation with a particular corporation, be prepared to change the balance of power and intervene.

We strive to make each planet offer unique variations of enemies, locations, and conditions. Lava may emerge on the surface somewhere, while the local proletariat may get involved in a corporate war. Maybe it's time to join the revolution?

In the Early Access, in addition to Mercury and Venus, we plan to add Earth, Moon, and Mars. With future updates, we will expand the roster of locations and the events that take place on them. And don't forget about unique enemies: each location will have its own set of distinctive foes.

So get ready to find the balance between the forces in the conflict. And that's not to mention your rivals - other mercenaries. We'll tell you more about the factions themselves in the near future, but for now, let's focus on something urgent!

Time
Look for items on missions that will truly represent value to your clients. Value their time as much as you value your own. And you'll have reasons for that too.

Events won't wait for you. Prologue players already understand the importance of time: Quasimorphosis inevitably grows upwards, so it's best not to linger and keep moving forward. This logic applies to the game map as well: as long as your ship remains stationary, you're in real-time. But as soon as you embark on a journey to a neighboring orbit, you'll enter a cryocapsule, and time will accelerate. What did you expect?

That's why the event feed will be crucial for you. It will serve as a guide, allowing observant players to understand the logic of events and always be on time for the most rewarding contracts. Use your time wisely.

What else?
Before the release, we'll return to discuss other release details and new mechanics:
  • We have already started selecting different fonts to make text easier to read.
  • We're revamping the trading and bartering system.
  • We're redesigning the inventory! We'll bring you more updates on this soon.
  • Improving AI! For example we'll fix those allies who shoot at you and forget to bring ammo on missions.
  • Balancing character progression and classes. We have plenty of ideas to make this aspect of the game more interesting, and we'll share them closer to the release!
  • Round planets. Our planets will no longer resemble d20 cubes with textures; they'll look more like spheres. In the future, the surface of even the planets familiar to us has changed quite a lot and you will be able to study the history of this world by the traces that remained on the planets.


Have a great weekend, and we'll see you very soon! Don't forget to share your experiences in the Steam community and on our Discord.

Add Quasimorph to your wishlists!

https://store.steampowered.com/app/2059170
Silica - stastnyb0
Dear Silica community,

We are bringing you another update, this time we focused on quality-of-life improvements. We hope you will find them helpful.

Here's this week's changelog for update 0.7.21:

  • Added: Voice barks for various events (such as Harvester under attack etc)
  • Added: Pressing Spacebar when a voice bark event occurs moves the camera to its location in Commander view
  • Added: Support for storing/recalling structures on 1 to 0 selection keys in Commander view
  • Added: C key cycles through all HQs/Nests (starting with nearest) in Commander view
  • Added: Double pressing the selection hotkey moves the camera to its location in Commander view
  • Improved: Visibility for Commander in Badlands by reducing fog strength and not showing clouds
  • Fixed: Fog of War correctly reset after the match (no more dots of revealed areas)
  • Fixed: Teleporter cooldown did not tick down while other players were using it
  • Fixed: Changing team/role while in direct control of a unit as Commander deleted it
  • Fixed: Pressing F did not leave direct control as Commander on clients
  • Fixed: Chat log replayed after the end of the round when people tried to send messages

That's all for this week's update. See you on Baltarus!
Endless Dreamland - zhencheng.zhang
Add contact information to the settings interface
Jul 7, 2023
Terra Invicta - Pavonis Interactive
0.3.99

A
- fix crash when AI tries to design ships before it has developed any hull-granting projects. This appears to be the cause of the random-seeming crashing people reported since .98 went live.
- 3528 - fixed crash caused by combat fleetcontrollers not removing destroyed ships from activeshipcontrollers

B
- Fix Earth STO lasers not initializing with correct technology, fix bug that was allowing UV lasers being installed on Titan's surface
- Fix player reinforcements not responding to AI control

C
- fix for visible surface habsites in combat
- fix for priority dropdown list not setting the drop down check mark to "custom" when using a custom proiority configuration
Jul 7, 2023
Rogue's Tale - nibbe
Here's the full list of changes:

- Fixed a card game discard bug that led to the game getting stuck.
- Added a new event boss to unlock hard mode card game.
- Card game now shows tooltips on the status and intent icons.
- Added 12 new hideout levels and related heritages.
- Added a 256 item cap and food item decaying.
- Changed dungeon generation to always create 3 level dungeons.
- Scrap pouch transmutes schematics into gold coins when all are known.
- Known cards turn to dust when you pick them up.
- Bestial and Abyssal charms can no longer be identified accidentally.
- Fixed "need to unequip" bug when quick stashing stacked items such as coins.
- Fixed a drawing bug when a boulder was pushed over a summoning circle.
- Unfinished amulet can now take as many fangs as you want to collect.

The card game had a bug where the end of turn discard hand would lead to the game getting stuck if a card was also removed from the game (exhausted). Fear and Confusing Poison was the combination that did that. This is a game breaking bug so a new boss is needed.

The new boss is a one time event and it will always appear when the following requirements are met:

- Hideout DLC
- Player level 20.
- Bebe le Frog heritage is done.
- Gnomish Gadget heritage is not done.
- A dungeon is cleared and dice says yes.

The boss carries a gnomish gadget that can be used to reset the card game but there's a twist where a number of cards mentioned above will be added to your deck at the start of the game and enemies gain 1 resist (ignore the next crowd control or damage over time effect) after each application of CC or DoT effects.

The hard mode deck will always have one Confusing Poison card and at least one Fear card. The number of Fear cards depends on the number of player selected cards in the deck as follows: 10 to 11 = 4, 12 to 14 = 3, 15 to 17 = 2 and 18+ = 1.

Ask for it and a year later it might just happen. The card game now shows tooltips when you hover mouse over the status effect and/or NPC intent icons.

- - - - - - - - - -

Tinker can get back to tinkering and there's 12 new levels to unlock that will add a three level tavern with your master bedroom at the third level. Tortoises are slow builders and it will take a few more updates to fully decorate the hideout (levels 37-48 will come in the next update).

Apparently it was possible to catch so many fish that the server couldn't take it anymore. Now there's a 256 item cap per level and if you reach that then the existing food items will decay on a first in first out basis. Other items are not affected but if you decide to hoard all items from a dungeon next to town stairs then all food items you drop will decay instantly.

Related to the previous issue, random dungeon generation always creates dungeons with 3 levels now. It used to be 4 to 6 levels and apparently that could lead to a situation where there is too much data that could lead to disconnects.

Glacial level generation was also changed and those can now appear only as the third level in each dungeon after the player is level 10+. This means that there should never be stairs down from glacial levels and you don't have to reset a dungeon before clearing the first two levels.

(It's still possible that the dungeon is cleared on the first or second level before finding the stairs down if there's a hidden door. On these occasions you can reset the dungeon before it's fully explored or find the hidden door and continue deeper with the option to reset it at any point.)

Soulhunter's bag with scrap pouch transmutes blueprints and schematics into gold coins when all of them have been already learned. This is a small QoL thing when everything is unlocked but try to be careful if you still have a task where you have to return a schematic.

Known cards turn to dust when you pick them up using a single click if the resulting dust amount would not exceed the dust cap. This is another small QoL thing that will take us closer to a point where computers will do everything.

A few players have unfortunately self identified the charms that were meant to be identified by the Artisans' Guild (as a way to teach that you can identify charms there for free) thus ruining their heritage on that run. It is no longer possible to self identify those charms before those heritages are unlocked.
Jul 7, 2023
Dawn Of Hell - Samuka Gomes
Fixed problem when accessing the menu and not being able to use the settings.
also wrote support for new languages, so far, only portuguese and italian.
Creature Lab - marek.grzywacz
Hi, resurrectors of the human-sourced dead matter!

As promised, we continue to deliver the updates for Creature Lab - and new limbs for your mutants with them! Today our offer is a bit tentacley one. You'd think that having the octopus-like leg would not be useful on, you know, land. But a brilliant (and appropriately mad) mind can make everything work!



Octopus Legs are very useful in combat, so expect a raise in minimal and maximal damage. They are also quite sturdy, so the mutant armed with them will have better vitality. It will also get SLOW special ability, because hey, what you have expected while using sea creature parts on the beforementioned land! As per usual, you can unlock the limb by progressing the story or will have it unlocked automatically if you have progressed beyond the point of unlocking it.

In addition, we bring a lot of major and minor fixes with this patch. We have made the map widgets UI cleaner, so expect some frames in the mission report or district panel to change positions a bit. With this change, we have eliminated the need to scroll some of the lists vertically and horizontally, such as substance list.



We have also amended specific but persistent issues with nourishing creatures, as well as Dark Web errors with a mixture of descriptions and rewards. We also removed a small bug in the container cleaning system introduced in the last patch. We have also added further revisions to the Chinese translation.

Enjoy the game and we'll be back soon with more updates!

Update 8 for Creature Lab - a new limb + a plethora of fixes

We also want to send special thanks to all the people whose feedback is helping us to combat the most persistent issues in the game. Especially those community members that send us their DxDiag files, save files, and other data that help us directly in locating and reproducing the issues. Big kudos!

The patch introduces the following changes:

  • added a new limb to use in the game - Octopus Leg
  • added a counter of substances the player has in storage to the map UI
  • changed the positioning of map widgets (mission start, mission end report, and district view) for clarity
  • removed the necessity of scrolling the lists in map widgets (mission start, mission end report, and district view)
  • resolved the issue of limbs locking themselves after being unlocked in the tutorial
  • resolved the issue of removing a container from the basket with the R key causing the basket slot to be permanently unusable
  • resolved the issue with nourishing a mutant on Normal and Hard due to which the game accepted only the same activator as used when making the mutant, where it should accept any activator
  • resolved the issue with nourishing a mutant on Insane, due to which the game didn't allow the use of elixirs and prompted the not-compatible info when using the correct mutagen
  • resolved the issue of players receiving improper mutagens and elixirs (such as substances without activators classified as mutagens) as Dark Web rewards
  • amended the commission descriptions in Dark Web to better convey that the wanted elixirs should have certain elements, but not exclusively those elements
  • updated Chinese translations for better localization quality

For the map freeze issue, we are still seeking videos of the issue happening, so if you have such a video or would be able to make one, we would be grateful if you sent it our way at marek@imagepower.pl, on the Steam forum, or via our Discord. We also would be grateful for the DxDiag.txt file to check if the configurations have a part in generating the issue.

If you are experiencing the issue with a black screen appearing after the Image Power logo and not loading the game further, please check if your configuration meets the minimum requirements as described on the Steam store page. If it meets the requirements, we kindly ask you to send your DxDiag.txt file to marek@imagepower.pl, on the Steam forum, or via our Discord, to analyze your configuration.

As usual, we invite you to use our dedicated bug reporting thread in our Steam discussions:
https://steamcommunity.com/app/1309990/discussions/0/3809529789908529375/


And remember that you can ask us directly about anything via Discord:



https://store.steampowered.com/app/1309990/Creature_Lab/
Robocraft 2 - Freejam_ChrisC
Hello Robocrafters!

We've been working on a number of new features for Robocraft 2, the first of which is a Zoom feature. this is a new input that can be found in all weapons. By default, it is hooked up to Right mouse button, but you can activate it by assigning it to another output or logic if you so desired!



Here’s how it looks in use with the All In One turrets



Additionally, the laser projectiles are given a speed increase. Lasers are designed to currently combat airborne robocraft which is why their zoom is quite generous.

Plasma weapons have a much shorter zoom range in comparison because they are designed to fight ground units at relatively close range.



Alongside this new feature are a number of other changes to the Plasma Explosive, which is now called the Arc Discharger.

This particular block previously had a 45-second cooldown before it could be used and was particularly weak. We made some changes to buff its strength but due to the damage model we used, it caused catastrophic damage to other players, ignoring armour.

Check out these clips captured by our community:



We have since made major changes to this explosive block which include of course the rename we mentioned earlier to Arc Disruptor.

The blocks no longer take 45 seconds to re-arm, instead they work a little differently, requiring a charge time.

When you press the fire button, the explosives will be detonated 6 seconds later. This 6 second charge is accompanied by VFX and audio which will act as a warning to other players who are close by.



Follow on Twitter
Follow on Tiktok
Join The Discord

Wishlist and sign up to the playtest!
https://store.steampowered.com/app/1991140/Robocraft_2/
The Events at Unity Farm - TITAN1STUDIOS


Join us for a special presentation of Events at Unity Farm Demo 3 including new features:
  • New Enemy - Risen Brute
  • Major Visual Update - Lighting, Fog and VFX
  • Potions & Crafting - Beta
  • Inventory/Storage Slot Increase
  • Performance & Stability Improvements
And More!

For updates and notes, please follow-us on:

Instagram: https://www.instagram.com/eventsatunityfarm/
Facebook: https://www.facebook.com/eventsatunityfarm
Twitter: https://twitter.com/TITAN1STUDIOS
Reddit: https://www.reddit.com/r/eventsatunityfarm/
Linkedin: https://www.linkedin.com/company/titan1studios
SCUM - Beda
Happy Friday folks! You know what is hot and does not cause burn damage? A hotfix! Check it out!




  • Fixed the issue where electric vehicle components would stay on when attached.
  • Fixed the issue where starting up the motorbike required battery.
  • Fixed the issue where burn gels and medium battery chargers were not tradeable.
  • Fixed the issue where opening Christmas present items would cause a server crash.
  • Fixed the issue where time notification does not work in SP.
  • Fixed the issue where new car parts did not have appropriate grips.
  • Fixed the issue where placing empty car batteries in vehicles would cause a server crash.
  • Fixed another vehicle related issue that caused a crash.
  • Fixed the issue where attempting to fill vehicle with fuel from other items that use fuels would cause a crash.


  • Increased the range for Sentry flamethrower.
  • Adjusted the range from which you can get burn injuries from some heatsources.
...