Jul 22, 2023
Forest Grove Playtest - gamesfrommiga
Hello there,

This update addresses the following:

  • Fixed deleting saves from controller remap screen;
  • Fixed Choose location screen not showing up;
  • Fixed issue double clicking on terminal to soft lock the game;
  • Fixed settings menu text;
  • Fixed branding issues;

All the best,

Larry
Degraman: Act I. Vincent - NamNorm
Hey, here's the 14th episode of Victor's route. Enjoy!

After watching - you can take a look on a poll - which choice should be made - https://forms.yandex.ru/u/64ba6284068ff022a11a7d8d/

Jul 22, 2023
Fool's Curse - Fan of Toast
New Feature
  • Updated Plant Boomerang to have additional effects
Bug Fix
  • Made bombs less likely to get stuck on the player when thrown left
No More Future - Sedge
Good afternoon everyone! It took a bit longer than expected, but the new build is finally here!

Here's a list of all the changes:

  • A completely revamped story, rewritten from the ground-up! Some scenes feel completely different, others were removed outright, and a few new ones were included to take their place.
  • 2 brand-new CGs!
  • 1 new music track, as well as a few changes to a pre-existing track.
  • New sound effects, mostly to enhance the first comic book sequence.
  • Typo and bug fixes.

That might not seem like much, but I cannot express just how big that first point is. On top of huge quality improvements across the globe (meant to make the story feel faster and more focused), the removal of unnecessary sequences (either because they felt pointless, or included plot points that were never going to be addressed again) and the inclusion of new ones (which either introduce certain plot points sooner, or feel more relevant to the characters and the world) make the new Build of NMF feel like a completely new story, in spite of the fact that it's more or less the same. That said, as important as these changes were, they did sap a lot of our time (not to mention, some of our team members got injured along the way, and others left the project of their own volition, which further contributed to this late release), and I hope we'll never have to go through rewrites as extensive and stressful as these ever, EVER again.

I understand some of you might not find the idea of reading the same story again all that amusing, but don't worry: Build 16 is already in the works, and should release much faster than this one did, likely sometime next month.

Do let us know what you think of these new updates! And if you put off reading NMF in the past due to how "tedious" certain sections felt (especially near the beginning), then do consider giving it another shot now that the rewrites are out!

Either way, we'll see you next time!
Alpacapaca Dash - Keeroh
Hello and thank you for all the support all these years. I'm really happy with the love Alpacapaca Dash received since launch. After a hiatus I decided to launch new games and the first of many is Magical Girl Dash, a retro arcade magical girl inspired! Be sure to check out the game and increase its visibility during launch!

Magical Girl Dash's Store Page
Jul 22, 2023
Susurye of Shadows - ๖ۣۜAbel
Sprint Button added.
Small expansion in catacumbs.
Small improvements.
Jul 22, 2023
Aimbeast - Kytan
Explore the latest patch, offering a revamped UI for the routines play tab, more bot settings and new dynamic arena events with an enhanced competitive gamemode.

[h5]New Arena Feature - Events:[/h5]

During gameplay, a variety of events will trigger randomly. These events are designed to shake things up and create unique situations.

Here is the current list of possible events:
  • Close Range
  • Long Range
  • Blink Frenzy
  • Longer Blinks
  • Mirrored Blinks
  • Vertical Blinks
  • Headshots Only
  • Bodyshots Only
  • 1.5X Damage
  • 100% Lifesteal
  • Ice Skates
All of these events can randomly stack up to 2 at the same time, for example "Close Range + 1.5X Damage" or "Ice Skates + 100% Lifesteal".

The Close Range and Long Range are unique because they will change the Arena, creating new structure to force those situations, while also having more chance of happening by default.



[h5]Arena Gamemode Update:[/h5]
  • Implemented various adjustments to enhance movement fluidity and responsiveness.
  • Introduced adjustable Lean variables to improve the readability of opponent movements.
  • The default Ranked Arena map has been changed to ArenaV1. (Events such as Close Range and Long Range will work on both maps).
  • Enabled Blinks in ranked matches, bringing an additional strategic element to gameplay.
  • As part of this update, ranks will reset.

[h5]New Arena Gamemode Settings:[/h5]
  • Lean Amount
  • Lean Interpolation Speed
  • Blink Vertical Offset
  • Weapon Category -> Full Auto / Semi Auto
  • Headshots Only
  • Reload On Hit
  • Enable Events
  • Events Chance
  • Events Chance Round Increase -> The overall chances of an event happening will increase by this amount every round the event doesn't occur.
  • Double Event Chance
  • Weight settings for all events

[h5]Routines Play Tab UI Revamp:[/h5]
  • We are improving the routine play tab to display more information such as scenario Type, Author and even the possibility to favourite scenarios.


[h5]Bots and Map Editor changes:[/h5]
  • Added a Map Editor starting guide when first editing a map, this should help new creators navigate the map editor easier.
  • Added new Event Trigger to bots: "On Spawn".
  • Added several new fly interpolation types, such as: Ease In, Ease Out, Ease In Out and more...
  • The customize tab in the map editor will now automatically select the relative profiles used in the loaded scenario.


[h5]Other changes:[/h5]
  • Your Scenarios and Routines favorites lists will now update instantaneously as you favorite or unfavorite items.
  • Improved loading times when launching the game.
  • Routine thumbnails should now load 10 times faster than before.
  • Added a tooltip to the FOV setting that shows all the FOV values for the most popular games.
  • Added a new scenarios filter: Author
  • Updated the menu banners with new art, animations and functionality.
  • Fixed a bug that caused the Spawn Delay to get ignored even when enabled.
  • Added average score to Statistics tab, this will show the average score over the last 30 runs.
Despot's Game: Dystopian Battle Simulator - George Kulko



"Someone PLEASE explain to me why the puny human in the GIF above isn't being forced to fight in the despot games? How did he get on the roof of a skyscraper? Puny humans like him should be wandering through my maze! So what's he doing lounging around, playing the guitar, and growing little cabbages?! And those robot minions of his? They should be faithfully serving ME, not carrying out his every demeaning demand! And the man himself? He should be fighting giant flesh-eating plants, not making salad and cooking fish!

Bring me his head this instant! I AM FUTURE here, not him!"




Check out I Am Future on Steam!

We personally know the development team of that game, Mandragora Studio. I Am Future is a survival game in a post-apocalyptic setting. When the whole planet was flooded, civilization dwindled away (just like your units' HP on the last floor of Despot's Game). You take on the role of the above-mentioned survivor as he chills on the rooftop of a skyscraper, does some fishing, and programs cute little robots to help him build his base. In I Am Future, you can create your own farm, automate resource production with robotic minions and generators, plus use a drone to explore the megalopolis flooded by the ocean. The release date is August 8th. Check the game out, puny humans:

https://store.steampowered.com/app/1658040/I_Am_Future_Cozy_Apocalypse_Survival/

If you like it, add it to your wishlist to support the devs ☝️




All hail the Despot!

rFactor 2 - alex_sawczuk
Hello everyone, we have a new hotfix release. This release focuses mainly on AI improvements.

Build: 11731633
Server: 11731638

Change log:
* Fixed cars rolling over
* Introduced behaviour to deal with understeer and oversteer
* Fixed various issues related to AI limits:
- AI no longer ignore walls to attempt an overtake
- AI won’t deliberately leave the track anymore to overtake
- AI only leave the track if they get pushed off, rather than going into the grass to keep their safety distance to other cars
​* Fixed AI attempting to overtake when the laws of physics would not allow them to leave their line without crashing
* Fixed an issue where cars would refuse to pit because other cars already requested a pit stop, causing them to run out of fuel in Qualifying
* Fixed AI randomly starting to shake and getting confused when overtaking another car, falling back or crashing
* Fixed cars running off the racing line and sometimes even into walls for a few seconds after spinning
* Fixed AI sometimes not braking enough for their pit boxes
* Added a warning to moddev when pit boxes don’t have waypoints, making them inaccessible to AI
* AI no longer move off the racing line into the middle of the track when shown blue flags, which caused traffic jams
* In addition to the previous fix, AI no longer lift off in corners when shown the blue flag - They will not fight back and stay predictable, following multiclass rules
* AI no longer incorrectly interpret player car’s deceleration and change of direction as acceleration - This fixes AI cars rear ending the player
* Various fixes and improvements for AI pedal inputs, including improved draft behaviour
* Fixed waypoint lapdist inaccuracies completely disabling AI braking, causing cars to run flat out into walls especially in or near the pits
* Fixed various issues with obstacle evasion, improving AI behaviour around cars out of control. Known issue: AI still occasionally fail to move off the racing line if they encounter an obstacle on the racing line mid-corner
* Added emergency state for AI allowing them to overdrive the car if necessary to avoid hitting walls or obstacles
* Improved safety car physics in wet conditions
* Fixed AI moving off their lines instantly, causing them to spin frequently if other cars are around - This fixes their behaviour to change lines just enough to get to where they need to be as efficiently as possible
* Fixed “Finish Session” and “Next Session” to actually finish the session, simulating the rest of it. When the player chooses to skip Qualifying, this will still ensure a reasonable starting grid
Lone King - slizer88
Menus:
  • Load menus added more space for file names
  • Maniple selection menu added hacking warning text
  • Maniple selection menu Team Play button moved health penalty to tooltip help text, added hacking warning tooltip
Art/Graphics Menus:
  • Text entry pushed to the left
  • Save buttons pushed up
  • Text entry removed tooltip which was covering Confirm and Cancel button tooltips
  • Text entry added errors for empty names

GUI:
  • Hunter Glaive tooltip moved fuel to stats text, fixed crash
  • Enemy abilities tooltips now explain hacking in help text
  • Enemies, Hacking windows items now stand out more
  • Enemies window fixed not updating unit name
  • Enemies window offline timer moved to tooltip stats

Stages:
  • Moon railroad removed to prevent crashes
...