Ostranauts - Blue Bottle Games, LLC
Hey Folks!

Ostranauts v0.12.0.8 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. Namely, some AI crew fixes, barter zone QoL enhancements, and ship docking/undocking fixes.

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 the trade UI to show all items on the sell screen, instead of just the items vendor wants to buy. Unwanted items are marked accordingly.
  • Fixed a bug that prevented Fixer/trader from seeing wanted items inside unwanted containers.
  • Fixed a bug that prevented barter zones from appearing if they were on unowned ships.
  • Fixed a bug that caused docking fees to continue accruing after selling a derelict.
  • Fixed a bug that allowed player to dock with hidden/despawned ships.
  • Fixed a bug that caused derelict ships to be immovable if player used ferry to get to them.
  • Fixed a bug that allowed AI to attempt to equip invisible game system objects for fun. (E.g. loot spawners, conversational topics, all of outer space)
  • Changed AI to it would only attempt to quit the crew while docked at a station.
  • Changed AI so it won't complain about work as often when it is dissatisfied.
  • Fixed a bug that caused quitting crew member to load old social combat UI.
  • Fixed a bug that caused upset crew to just stand next to the player without doing anything.
  • Fixed a bug that could cause officer to get stuck when replying to player, especially when player said they don't know why they were stopped.

Several of this patch's fixes address the trade UI and barter zones. Players should now see an updated trader UI that shows all items in the barter zones, including items the trader won't buy. Items which are not sellable will be listed as "Not Wanted," and the rest can be sold normally.

This allows us to show not only items on the floor of your ship, but also items in bins, racks, crates, and dollies, even if those containers aren't directly sellable. This also fixes the issue where it seemed like a barter zone wasn't found by the Fixer, when it was instead seen as empty because it only contained containers at the surface level which the fixer didn't want.

We also fixed a few more docking/undocking related bugs, including another situation that could lead to docking fees continuing after selling a derelict. Docking with despawned or hidden ships is also now prevented, and we added a fix which prevented piloting a derelict after ferrying to it.

Finally, we added a series of fixes to the AI for crew. AI should now pester the player less often when dissatisfied with their job, and will only attempt to quit now if the player is docked at a station. We also fixed the old social UI that would appear when they do so.

Another fix addresses crew that would just stand there and do nothing next to the captain when dissatisfied with their job, and even a bug that cause them to grab ahold of anything in the universe, tangible or not, when bored (including the entirety of outer space).

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
On The Wind's Breath - Pink Sakura Studios
Hello Steam community!

I have some exciting news to share with you today.
The playtest version of my game is now available for you to try out! I'm thrilled to be able to offer you a sneak peek of what's to come, and I hope you enjoy it as much as I do.


The playtest version is about the same size as my planned free demo, so I'd love to hear your thoughts and feedback. Your constructive criticism will help me improve the game and make it even better for everyone.

I'm also happy to announce that you can now apply for the playtests directly from the game's store page. I encourage you to sign up and join me in shaping the future of this game.

Thank you for your continued support, and I look forward to hearing your feedback!
Vetrix Worlds - Vagabond
- Fixed an issue where Shapes could fail to appear.
- Fixed an issue where Shapes would move to the Puzzle Handle instead of the Spawner Handle, when misplaced in the Puzzle.
Wastelander - appstronautstudios
We're still reeling from all the feedback we got from our first round of closed-beta testing. We sent out a lot of keys and the feedback is still filtering in. We appreciate everyone who participated and will be sending out more keys very soon.

The tutorial has had some walls of text cleaned up a bit and has more steps to cover some more of the critical gameplay concepts people have been confused about. We will continue to add to it as time goes on.

Next patch will contain some spicy new content as well as some balance changes!

UI Changes

  • new overlay icons for nopower, nowater, disconnected, and remote that are much clearer and easier to read.
  • new end turn report info popup that will be improved over the next few patches
  • changed the ordering of some menu items based on priority/importance. This is mostly default buildings and abilities
  • when you start/load a game the map will center AND zoom on the base. Clicking the disconnected and marked utility buttons will also center AND zoom on the target tiles to make them easier to find
  • econ layer (F1) will now show actual tile income values adjusted for augments and node multipliers (instead of default values)
  • inspecting a remote building/tile will show an explanation of what remote is
  • added a new "recent winners" button on the homepage if you want to see how other players are doing/spec new build ideas
  • utility buttons now show icons and titles for buildings affected by disconnect and storm mark respectively

Bug Fixes

  • at least one source of sound loop breaking has been fixed. Hopefully soundtrack won't randomly stop anymore
  • fixed bug where gross energy income in the post-game screen was incorrectly showing gross metal income
  • fixed some weird bugs when creating/restarting games from inside someone else's post-game screen
Jul 10, 2023
Archmage Rises - philmacnevin
A quick hotfix to fix a bug that was preventing players to be able to sell items back to vendors.

Known issue: if you quit the game while speaking to an NPC, their dialogue window is still visible on the main menu and won't go away until the game is restarted. On our list to fix this week.
Let's Play Jigsaw Puzzles - bzofficer
Jul 10, 2023
Beat The Machine: Rebooted - jtfrangiosa
Note 2: Our Mac build error has been fixed, once we again we thank you for your patience!

Note: Our Mac build is currently delayed due to a UI bug, and we are working a fix, we expect a fix to be out Friday July 14th. We apologize for any inconveniences that this may cause.

Hello everyone and welcome to Invasion Patch 1.1!
Hey Cadets, it’s time to release our post patch of Invasion, most of this patch is focusing on bugfixes, and some changes to passive skills as you level them up! You’ll notice below one bigger change to generators and some clarity to other bugfixes.

Bugfix: Hub, no longer shows SKIP DIALOGUE on non-skippable dialogue.

Generators: Fixed a bug where generators from level 22-40 had the wrong amount of health.
Player change: all shots now deal 1.1x damage to generators, triple barrage lowers that damage to 0.8x. Wave Refractions, now takes the multiplier to each bullet individually not overall.


Abilities:
All of our changes here are to make passive abilities stronger with each level up, and take Triple Barrage down a peg.

Agility Attacks
Agility Attacks and Shielding strikes need to be more competitive with Rampant Regen and Protection Screen we’re adding some new effects to them so that they feel more viable and now offer a stronger reason to select these options.
Proccing agility attacks now deals 5/25 PURE damage to the target hit.

Shielding Strikes
Read the above paragraph.
Rank 2 now offers, as long as you have 50 or more shield gain 15% rate of fire.

Armor Up
Armor Up and Technical advances are just weaker versions of Fervor of Battle, we are now making these abilities more distinct
At max stacks of Armor up, gain 5/10/15 PURE damage on each attack

Technical Advances
Now offers rate of fire equal to 6(+3% Max Health) tripled below 40% max health.

Projectile Prism
Is just getting a buff to be more consistent among the PURE damage types.
Pure Damage increased from 8/12/16 to 8/18/28

Clarity:
At both ranks gain +5 damage if you have 25 or more shield.

Slowball Shooter
Several bugfixes, is now more consistent. A lot of background checks to make sure that slowball doesn’t get used if the enemy dies before slowball reaches it target.

Charging Power:
Damage increased from 10 to 12.


Light Speed:
Light Speed needs a rework away from being cooldown reduction dependent this skill will now scale with bonus damage and gives a big upgrade for it’s second point.
Damage increased from 75/145(+200% Cooldown Reduction) to 95/155(+20%/+80% Damage)

Frozen in Space
Immobilized damage increased from 10 at all points to 10/40/70/100.
Corrected a spelling error.

Kickstarter
Damage increased from 35/65/95/125 to 35/95/155/215.

All Dashes tooltips have been corrected, check in-game for details.

Caliber Ammunition
Max Damage increased from 8/16/24 to 12/24/36

Critical:
Tooltip Error incorrectly showed the wrong amount of Critical Damage.

Lashing Blitz
Damage increased from 10-35%/15-45%/20-55% to 15-40%/20-50%/25-60% reminder, lashing blitz can critically strike

Collateral Damage
Now applies on-hit effects to all units within the cone.

Triple Barrage
A restatement of above, deals less damage to generators
Damage reduced by 20% against generators.

Afterburner
Damage increased from 45(+85% Damage) to 45/75/105(+85%/155%/215% Damage)

Fire Flare
Damage increased from 8/14/20 to 10/16/22
Active Damage increased from 27(+92% Damage) to 27/47/67(+92%/123%/154% Damage)

Volt Zap
Tooltip error, check in game for details.


Jul 10, 2023
Zetria - pixelbeegame
Some small tweaks and removal of Unity Legacy analytics.
Bulwark Evolution: Falconeer Chronicles - falconeer
Hey everyone

this update literally changes the world. Before rocks and islands would have no real logical relation to the shallow area's . Now most rocks and islands are in a shallow area making the world feel like it makes a bit more sense.

this looks better but also allows for a radical upgrade to the pathfinding as there are no rocks or obstacles in the deep water the AI can use the shallows 'map' for it's pathfinding instead of checking the real world obstacles.

so gone is the hickup when building a connecting harbor or the issues with captains sailing their ships thru rocks.

ooh I also pimped the watershader to be a bit more subtle and less repetitive.

Enjoy, this is a reasonably big update so stuff will break! let me know if it does

Cheerio,
Tomas
Blightlands Blacksmith - Skald Software
As promised, here's a rough roadmap for what I've got planned for the next 3 months. I've decided to post this for three reasons:
  1. I'm keen to hear what you'd like brought forward, pushed back, added, or removed.
  2. I've been so busy in the bug report section that I haven't really given feature requests the attention they deserve yet.
  3. I have a one-week break scheduled from the 20th for some family time, and would hate to come back to a thousand "The game has been abandoned" reviews :)

So to the meat of it:



I've posted this as a small event rather than anything larger so it's only visible to people who stop by the hub to see these things because it has caveats.
  • It's reasonably ambitious, so I'll be updating progress to see If I'm on track or behind. I might not manage it all in 3 months.
  • It depends on the game maintaining viable sales and rating, for obvious reasons. I am shamelessly addicted to eating food and sleeping indoors, so working on something that produces no return is non-viable.
  • I can't re-arrange the manual, settings, or quest system as the majority of the constructive refund comments I get are around lack of on-boarding.

That said, I think this captures the majority of complaints and what people have asked for.

Your Feedback Please

At present the new crafting step will be pouring molten crystal into carved runes to unlock special attacks on weapons. Armor making has been suggested, which to me sounds like a whole expansion, but I could do something simple in that regard. People have also asked to be their own cutlers, which is doable, but adds not much new to the overall game in my view. I'm open to suggestions.

The final point I'd like to hear your feedback on is whether I should keep the mine cart or just get rid of it completely.

I'm already planning to have a lantern and the mine pick work similar to the hammer and tongs - whenever you're underground you'd just draw your mining tools instead. I could simply remove the inventory weight limit and do away with the cart altogether. Maybe have the quartermaster sell a mining cap with light as well.

Thanks again to everyone playing the game, and especially to those who really go above and beyond in tracking down the issues and letting me know. Launching this game has been a crazy ride to this point, and you guys make it so much more worthwhile.
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