Inspector Schmidt - A Bavarian Tale - Active Fungus Studios


Servus... ah, wrong dialect...
Moin Moin! We are proud to announce our new project today. Besides moving Totgeschwiegen to UE5, the production for "The Ebbing - A Coastal Tale" is already underway.

Be excited for another 3rd person RPG crime adventure with Valentin Schmidt, this time at the North Sea! Get ready for a new environment, new people and new... murders?! Valentin just wanted to go on vacation, but now he needs your help!

You can already wishlist the game on Steam:

https://store.steampowered.com/app/2492570/The_Ebbing__A_Coastal_Tale/

Open Mod 2025 - Hyper Gamey
-quick hotfix to a big issue which caused the weapon not shoot the bullet correctly when equipped with a grip. The grip has some colliders to stop the mags from going through them, and they were being touched by the bullet. We’ve noticed in the past that through some scopes the bullet impacts wouldnt show, but we thought its a pure render problem, not that the bullet actually didnt shoot… It is now fixed, we apologise if you encountered this
-fixed an issue which caused the loadout points to mislead you, they would appear more than they were. This only happened once, when first entering the customize menu, after launching the game, and equipping an attachment. If you exited customize menu and entered again it wouldn’t do this anymore
-added back the crosshair due to feedback from the community. Even if the game looks much better without the only HUD element there was left, it wasn’t the smartest choice to remove it, even if the gun shoots on its forward now, at larger distances than 10 meters the gun would still shot on the center of the screen. As much as we like the crosshair removed because it makes the game look better, it will just cause players to draw a dot on their screen or use external crosshairs. So for this reason, which cannot be avoided, we might aswel enable it back. Therefore, we’ve added it back!
-fixed many more exploits on Suburb map
-also fixed an issue on Suburb where we put an exploit blocker on the roof of a house, and it was too big and above the terro spawn fences, and players wouldnt be able to climb those fences anymore
-fixed many exploits on Industrial map
-attempted a fix to an issue where if the player was talking via radio and got killed while doing that, the player would still be left in radio talk mode, and other people could hear him, even if he was dead. Please report a bug if you still notice this issue
Muv-Luv photonflowers* - The Muv-Luv Team
On July 10th, some users reported issues launching the game after updating their Steam clients to the newest version.
Valve has applied a patch that should correct this issue.
(See: https://steamcommunity.com/groups/SteamClientBeta/discussions/0/3805027864671264896/?tscn=1689035343)
Thank you Valve for your quick response!
Highrise City - D13_Michael
Greetings Builders!

A fresh update has just been released for Highrise City. And we have plenty of other news as well. But let's focus on what's new first. After massive feedback from the Community, we're finally ready to roll out the new Research menu. You will have multiple categories now and can invest your hard-earned research points in multiple tech trees. The new structure is way more effective and was also built with future content in mind. There are also some research missions now which you can fulfill.

Additionally, the UI got an overhaul. Highrise City now looks more modern and we hope you like the new order and style. The HUD got reworked as well and the Tutorial got improved, too. For the future, we will also update the voice-overs.



And there's even more. New Milestones got added, we improved loading times, added smaller animations, updated various buildings and even added new ones (There's a new power plant... you'll find it, no worries!). And we've been fixing and fine-tuning a lot of things.

Full Changelog:
  • New UI
  • New Research Menu
  • Research Missions
  • HUD displays unemployed people per citizen stage. You can switch between relative to the camera position and absolute numbers
  • New animations for building selection
  • Improved the tutorial for new UI elements
  • Reduced Zone 4 & 5 building cists
  • Added 6 new Milestones
  • Optimized the game a lot, depending on the machines memory now citizens with up to 50 Million citizens are possible
  • Improved distance from where on vehicles are visible
  • Vehicles will reduce their speed when they reach their target
  • Improved the time it takes to save the game
  • Reduced size of save games
  • Improved loading times
  • Reduced memory use while saving and loading
  • Improved quality of shadows
  • Increased the storage of local storage by 100%
  • Fixed a bug which would sometimes block jobs from being taken
  • Improved Chinese language
  • Carriers now highlight their trucks
  • Garbage Zones can only be build near the Garbage Carrier
  • Compass now turns correctly
  • Number of vehicle spawns are now connected to the city size
  • Police, Firetrucks and Ambulances now start at their buildings
  • Construction sites now have different colors
  • If the player does not have enough resources during the Tutorial, the player can still finish it
  • Increased number of resources for each new city for every difficulty mode
  • Fixed a bug when building a farm
  • If you press "M" or "N" buildings now turn smoother when you build them
  • New Building Model: Fishery
  • New Building Model: Bank
  • New Building Model: Wind Turbine
  • New Building: Tidal Power Station
  • New Building: Global Carrier

If you think that's all, you're wrong however. We have been working on more features in the background. We'd like to announce that Highrise City will be leaving Early Access later this year and that the Science Update is the last bigger update before the full release. And we've been working on some massive changes which will influence the way you play the game a lot.

Features for Full Release:
  • Public Transport with Buses
  • Special gigantic mega skyscrapers
  • Story Missions
  • Substations & Electricity Lines
  • Updated Voice-Overs
  • A small Story
  • A massive multistaged mega project to build
  • A new Map
  • New Production Chains

Of course, smaller changes, quality of life improvements are also planned. But especially the new electricity management and the public transport will change how you build cities. In addition to that, that secret mega project is something very, very special. We've been working for months now on some of these features and are glad that we can finally confirm that we've been working on them. And we can't wait to show you more.

But does that mean, that Highrise City will soon be finished? No. Of course not. It means we've come to a point where we have the game in a stage where we can say it is ready for a Full Release. But obviously we have tons of ideas for additional content and we will still keep optimizing the gameplay experience and work on additional stuff.

Having that said: By the end of this month, we will raise the price for the game slightly in preparation for the Full Release. So if you think about getting it now, we'd recommend doing so during the ongoing Summer Sale.
Muv-Luv photonmelodies♮ - The Muv-Luv Team
On July 10th, some users reported issues launching the game after updating their Steam clients to the newest version.
Valve has applied a patch that should correct this issue.
(See: https://steamcommunity.com/groups/SteamClientBeta/discussions/0/3805027864671264896/?tscn=1689035343)
Thank you Valve for your quick response!
Thronefall - Paul
Hi Everyone,

We’re really excited to be officially announcing that Thronefall will release into Early Access on August 2nd, 2023!
[TRAILER YT EMBED]


Why Early Access?

A lot of you already reached out to us with invaluable feedback after playing the demo. We greatly enjoy the process of involving our community into the development of Thronefall and we think it is key to making Thronefall the best game it can possibly be. We’re looking forward so much to all there is to come on this journey!

Just to clarify: At Early Access release Thronefall will already offer a well polished experience with 4 levels to play and many perks to unlock. Over the course of the Early Access period we'll add more content, that will offer additional playtime and add even more depth to the gameplay.

If you haven’t already and you are curious, you can try the demo right now over on the Thronefall steam page, or come chat to us in our Discord. Your feedback is priceless!

Thank you all for the support! Stay tuned for more updates soon.
-Paul and Jonas


PS.: We also just released a juicy little update for the Thronefall Demo! (If steam is already open, you might have to restart it to receive the update.)




Patch Notes v0.85
NEW FEATURES

- Mills have different upgrade paths now. We wanted to make mills a bit more versatile and strategically interesting, so you can now choose an upgrade path for your mills on the first upgrade. (We increased the max level cap in the demo by one so you get to unlock another mill upgrade.)

- You can make units hold position by holding the command button for a second longer after placing your units. Units in hold position mode will try to stay at their position no matter what. (This can for example be useful to keep your archers behind walls.)

- We added a toggle in the gameplay settings that lets you choose if you want your units to return to their original positions every morning. (A much requested feature and we listened.) By default, units are no longer reset every morning.

- Expensive building upgrades additionally show their cost as a plain number, so you no longer have to count circles. (Much requested as well.)

VISUAL UPDATES

- The overworld map looks a lot better with distinct biomes.

- When you complete quests, the newly unlocked buildings in the overworld spawn in (this will also happen when you open the game for the first time. After that, it'll only happen when you unlock new buildings by completing quests.)

- We reworked the visuals for a bunch of buildings (e.g. barracks change appearance when upgraded now, final tower upgrades have a new look, etc.)

BALANCING

- Catapults spawn on cooldown so they will no longer immediately fire a shot when they spawn.

BUG FIXES

- The in-game upgrade UI sometimes did not react correctly to mouse input. This should be fixed now.

- Your units and enemies will not fight way beyond where you can reach them at the level bounds. The action should always stay within your range now.

- The default music volume of the different music tracks should be more appropriate now.

- Fixed a bunch of issues in the localization and how some texts were displayed.

- The overworld map has colliders on the bigger mountains now.

- You can no longer complete the "win without" quest without actually completing it.

KNOWN ISSUES

- There is a list of various minor issues and many requested features. We'll do our best to address these in future updates.

- Game crashes during combat (likely a memory leak caused by the Unity version we are using, figuring out a solution to this might take us a bit, thanks for your patience and support on this matter.)

- Doubled audio (this is a weird one we are still investigating, we're on it and we'll keep you posted.)

We hope you enjoy the update!
Battlefield™ 2042 - eastreamingonsteam


Welcome to the Arkangel Directive, where two factions are engaged in heavy conflict and are both fighting to take control. Your orders are to dominate every objective and gain vital telemetry data so we can map and take control of the area. This will be a combined-arms battle like you’ve never seen before – and by the end, your squad will need to be the deadliest weapon on the battlefield to claim victory.





Remember, a squad isn’t born, it’s forged – so leave your egos behind, gear up, and get ready to take control before the enemy controls you.



https://store.steampowered.com/app/1517290/Battlefield_2042/

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Space Drone: Rescue Mission - BeSyde
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