Jul 28, 2023
Mechanic 8230: Escape from Ilgrot - Nudiventra
We have great news for French players! Mechanic 8230: Escape from Ilgroth now has French localization. This achievement was made possible thanks to the help of McTaylis, who made a huge effort! Huge thanks to him!

We remind you that thanks to the support of the enthusiastic community, the game is already available in 6 languages. It's really incredible!

Also, for those who may have missed the previous announcement, the game's second episode page is now available on Steam! Be sure to add the game to your wishlist to show interest in a sequel.

And do not forget to share your impressions and feedback, this is known to be of great help in promoting the game, and unfortunately, few people do it.
Street Legal 1: REVision - DevilMcSheep
Part shops
  • Fixed first person OSD sometimes breaking after leaving the shop by clicking the door.
  • All shops are now available, though not fully finished yet - bug fixes & other preparation took top priority for the full release! They'll be finished in future updates soon!
    Thanks to g13ba for contributing part arrangement for shops 3 & 4!
Part fixes contributed by g13ba
  • Fixed paintability of Badge trunk.
  • Fixed texture mapping of Stallion seats.
  • Fixed mismatched Coyot headlight glass.
Misc
  • Extended opponent spawning variety enforcement logic to apply even when you haven't challenged the opponent, so you'll always find someone else to race by driving to a different location.
  • Updated the game engine to fix stability issues related to colliding with freeroaming opponents & extreme deformation;
    Many changes were made, and we didn't have time to test it as thoroughly as we would've liked, so please let us know if you experience any regressions, especially in relation to stability & performance!
Full version only
Career mode
  • Careers copy-pasted from the Demo can be continued in the full version, unless you had FULLY completed the Demo career, in which case, the career will remain playable in Demo mode, with previously locked cars now available. This is in the interests of keeping game balance.
    In this case, you'll need to either load an older save, or start a new career to fully complete the game.
  • Added a Steam Achievement for winning one race.
Modding
  • Steam Workshop basics have been set up!
    Workshop works the same way as it did for SLRR 2.3.1 - you'll need to use the installer tool to install mods - you can find it in the game directory (Steam Library > Right-click SL1R > Manage > Browse local files)
  • Workshop uploader & installer have been updated to fix some bugs.
  • Same basic modding tools/plugins are included with SL1R as were with SLRR 2.3.1, with an addition of revised Resource tools.
  • Script source files are only included for cars for this initial release;
    Sources for common parts & gameplay scripts will be added in future updates - we still need to clean them up to prepare them for public use.
CarConvert.exe (SLRR car import tool)
  • Added a shortcut for applying the same params for all models of the same car.
  • Simplified aero for imported cars, matching that of other cars.
  • Widened track for imported cars, for better fitment of SL1 wheels.
  • Fixed a case of data folder misdetection when importing several cars at a time.
  • Artificial engine power multiplication attributes are now removed.
Full release is imminent! Enjoy! :)
Friends vs Friends - [Raw Fury] tdogmedog


Howdy Friends, welcome back to another Buddy's Bulletin!

Hope ya'll been having a blast in Friendtown and enjoying all the sights and sounds. It's our pleasure to host you, even if our walls are full of bulletholes and our treasured artifacts are worse for wear.

Jokes aside, we've got something real important to talk about this week. As we move into another month, we're going to reshape these bulletins a little bit. We'll explain more in the next section, but we think it's time to make a few changes around these parts.



Reveal of the Week

We've got lots of things cooking in the background, including two premium expansions, lots of free updates, more maps, cards, characters, skins, and a few surprises along the way. Not to mention our release on consoles. So we're not going anywhere!

But we're not always going to be able to talk about these things on a week to week basis, I hope you understand? We'll share what we can, when we can, and it'll still be regular. In fact, next week, we've already got a little special something coming up. But that sort of links into our next point.

We've been spending a lot of time combing through your feedback, reading reports, looking at reviews, listening in on Discord, and it's become clear we need to work harder in addressing some of your concerns. So, over the next few weeks, we're going to put a slight pause on content-themed drops and instead dedicate more time to bug fixing, polishing, balancing, and reviewing certain components of the game.

This is to make sure we get it right and set Friends vs Friends up for the long term, especially when it comes to welcoming more players from other platforms. We want to be producing Buddy's Bulletins years from now, making sure to keep our community updated and invested in Friends vs Friends for a long time. To do that, we need to spend more time tweaking things in the back-end.

To help us out, if you've got a specific issue you feel needs addressing or want to see a particular feature added, drop us a comment below or keep the discussion flowing in the Steam forums. We want to hear from as many of you as possible to make sure we get this right and you have the best time hanging out with us in Friendtown.

Thank you so much for continuing to support us, playing Friends vs Friends, spreading the word and helping us make this the absolute best possible experience it can be. We couldn't do any of this without you.

Community Spotlight

Alright, back to the fun stuff.

This week's community spotlight is on this really cool custom card from Storm Lunatic



When fire and poison are more potent, you know you're in real trouble. Whoooo weeee....

Thanks for continuing to send in your amazing fan art and card suggestions. Keep them coming because we miiiight just be doing a competition in the next few weeks. Now what could we give away hmmm.....

Mayor’s Message

Hey folks, it’s me. The Mayor of Friendtown.

As you've seen above, we're going to be doing some restorations to the place over the next few weeks and you'll be playing a massive part in helping us do that. I'm so grateful.

I've always taken pride in being Mayor here and I want to make sure it feels like home to you, for however long you stay with us.

In fact, if you're ever not sure of something or you want to learn more about the people and places here, be sure to check out our dedicated wiki page. it's a fantastic resource whether you're just joining us or you've been here since the beginning.

I want to echo what was said above, and thank you for helping us build Friendtown. We hear and read everything. Rest assured, we're dedicated to doing right by you and creating lasting memories that you can share with your friends and family.

Until next time, that’s been me, the Mayor of Friendtown - and you’ve been reading the Mayor’s Message.

- The Mayor of Friendtown
Blood West - chaos1990
Gunslingers!

We know you’re eagerly looking forward to our full release coming December 5th, 2023. So are we! To sweeten the waitin’ game, we’ve prepared some sneak peaks of what comes after yet another summoning of your infamous outlaw in Blood West: Chapter 3!

If you’ve yet to play our Wild West game, the current Steam Stealth Fest might be a great excuse to pick up Blood West for 25% OFF... to catch up with all the menaces haunting Barren Lands and the Swamps. And prep yourself to head to the Mountains. How dangerous could they be?

What comes in Chapter 3

If you’re a greenhorn, beware as there’re spoilers ahead! As you remember, our next stop will be the Mountains. They’re covered with dark forest, hiding loads of new varmints and secrets, where with each step our desperado can stumble upon a swarm of glowing-red spirits. Apart from the omnipresent trees and branches, a whoppin’’ rift can be spotted, with even more enemies awaitin’ anyone daring to enter it. And once you do, the air can get a bit more… demonic. A worn-out railway sprawling across the location is not to be missed, one can only wonder where it might lead. Both seem quite fitting to the mountain setting unlike a circus that can be spotted in the distance. Its presence itself has a mysterious aura, as what’s even going on here. All this and more unravels before your eyes as you arrive with your newfound companion, in quite unlucky circumstances – this new level brings quite a few fresh additions to your favorite bloody lore. Being the final episode, we’ll draw a conclusion to the story of your well known dudes and dudettes, what the future holds for them is up to you, Gunslingers!


Don’t be buffaloed by a dark night in the desolate woods giving you peaceful vibes, as there’s plenty of varmints rumbling around. Same as Chapter 2 did, another installment introduces a new variety of monsters! We’re keeping most of them as a surprise, but with the promised sneak-peak comes an introduction to the Demon! The skittering sound of the steps of its stilts-like legs are bloodcurdling to anyone nearby.



It dwells in places often shrouded in dark vapors that are detrimental to the health of the living beings. It’s known for tirelessly stalking its prey, and, in spite of its size, it cuts dirt devilishly fast. We don’t have any evidence that this slightly hunched monstrosity is an inhabitant of Hell, but we can assure you it can be hella tricky to defeat as it can discharge devastatin’ ranged attacks. Just look at these four upper limbs! Beware as in melee fight they’re capable of rippin’ you to flinders. During the fight, the Demon also takes advantage of the vapors that tend to surround its lairs.

Even tho’ we throw you into the deep end with all this new spawn of monsters, you won’t go around unprepared as you’ll have plenty of chances to get some new barking irons, legendary weapons included. No matter if you’re more of a gunslinger or an archer, we have you covered with fire-new weaponry.



Get ready for Sentence, whose previous owner was a self-proclaimed judge, traveling through different villages looking for those who are dodging the law. Each blow meant yet another judgment executed. Once equipped it can’t be taken-off and for each slain foe you will recover a bit of health.

Moreover you may find Spite, a unique bow covered in thorns and spikes. It does not require ammunition as it draws blood from the player and forms it into arrows - so you have to be sure not to overdraw the string. Arrows shot with it defy laws of physics, which makes them hellishly accurate. Furthermore, as you’re struggling to hold it with all its stingy surface, you could swear you can hear a faint chuckle from within.

And here is the kicker, both of these weapons interact with a new phenomenon found in Chapter 3 - the hell vapors. Once within their reach these weapons unlock new powers. For the Sentence, almost each shot becomes a critical shot, while Spite no longer damages you when used.

All this and more comes to all of you in less than five months, till then
Good fortune, partners!

Delivery INC - THE_T_V1RUS
Hello Delivery Managers!
We have prepared a small update for you. This new version fixes some of the most common bugs that are being submitted. Keep reporting those bugs! Our team is here to help fix those pesky issues you have with the game.

DELIVERY INC - v1.0.1 Patch Notes
  • Upon launching the game for the first time, the game will now automatically set the game language based on the user’s PC settings. If the language is not available, it will default to English.
  • Fixed multiple null reference errors
  • Fixed multiple translation issues
  • The “Restaurant out of food order” situation no longer crashes the game when choosing specific dialogue options
  • Maps with the “/” symbol in their name no longer cause issues during downloading
  • Improved drag & drop for vehicles in the garage
  • The "Londoner" achievement now unlocks as it should
  • The Discord invite on the title screen is now working
  • Improved the in-game bug reporter. It now sends additional information to our developers.
We are aware of a rare issue that causes the day to never end.
We also know of a rare issue where a delivery can not be dropped off.
The team is doing their best to fix these problems quickly.

If you experience any issues during gameplay, especially the ones mentioned above, please report a bug from the pause menu.

Thank you!
- DigiFox Team
Dungeon Full Dive: Game Master Edition - yokai
Greetings Adventurers!

Our Map-Building Walkthrough is now out on YouTube!

Watch it now to check out how our map editor system works and all the awesome features you will have to create the worlds of your dreams!

From August 5th, you can try out the new Map-Building Demo and participate in our contest, which will be live-streamed on Twitch!
Join our Discord Community here to learn how to participate


https://www.youtube.com/watch?v=GLK0f_O4YIw&t=2s&ab_channel=DungeonFullDive
Polygon of Reality - DarkDGG
-Added subsections.
-Updated images in the description.
-The last image has been replaced with a GIF.
Jul 28, 2023
X-Plane 12 - danial
  • XPD-14253 - Weird “wall type cube shaped” clouds.
  • XPD-14251 - StTimer outputs to console on production builds.
  • XPD-14259 - Different Sized Multi Monitor Dome Warping Shows Junk on Small Monitor.
  • XPD-14256 - OpenXR disables the D3D11 bridge when Zink is enabled.
Hordes of Hunger - chaos1990
Welcome to the first installment of the monthly dev blog of Hordes of Hunger.

In this log we will let you in not only on the current state of the game, but also on the details of our team’s creative process.

So stay a while and listen, and who knows, maybe you will even have a chance to impact the game’s development.


The cathedral, once holy, stood now bathed in crimson, washed of all its purity, anointed by the time of hunger.


Defining the core concept

“From the utter darkness it came, a hunger made manifest…”

Many of you might be wondering what Hordes of Hunger is exactly. So to satiate your curiosity, let us break down the core concept to reveal the spine of the game:

  • Action roguelite: you build your character during the run on the basis of random skills obtained from a huge pool of options.
  • Visceral hack & slash combat from third-person perspective.
  • Gameplay focused on tackling absurd amounts of enemies.
  • Dark gothic art style and somber atmosphere rendered in Unreal Engine 5.
Every story has a beginning and this game’s development story starts with the desire to capture the grand scale of fighting legions of enemies with the core gameplay loop akin to those found in games like Vampire Survivors, rendered in tone usually reserved for Soulslike games.


“The hungry beasts look up, and are not fed”.

The first major development hurdle came from the shift to the third person perspective as the lack of total-awareness of enemy movement negatively impacted the gameplay experience. Managing hordes of enemies became less enjoyable as the player had to choose between constantly looking behind one’s back or getting surprised by enemies from behind. Enemies with projectiles became especially problematic.

Since the primary premise of the game was to fight a ludicrous amount of enemies at the same time, ranged enemies quickly contributed to the bullet-hell experience, which was at first desirable, but players getting eliminated by a barrage of projectiles coming from a blind spot was definitely not desirable.


To address this problem, we started to experiment with certain solutions and systems. Among other things, we tried to redefine the enemies themselves, from making them simpler and weaker to drastically decreasing the total number of enemies on screen and implementing in their stead more specialized and demanding opponents.

Going for one of the extremes would have been much easier, but that would compromise the original vision of the game and we rarely say no to a challenge. Thus, during this back and forth experimentation we have found a sweet spot. Finally, we have settled on simplifying common enemies and reducing the number of enemies to the point where you still feel like fighting off a horde, with more demanding mechanics relegated to a special cast of adversaries - these have more complex gameplay patterns that interact not only with the player, but also with the horde, be it in a beneficial or detrimental way.

“Driven by hunger, rot they inwardly and foul contagion spread”.

To end this month’s log, we let you feast your eyes on the first specialized enemy, the Exploder:


And then I beheld it, sharp teeth attached to a writhing mass that slithered towards me. Each move contorted its body and threatened its rupture.


As its name suggests, this enemy has a nasty tendency to self-detonate when agitated. However this particular fiend can be used to the detriment of the horde as a clever player may coax it to self-destruct at just the right moment to take out multiple targets at once.



Make sure to swing by next month for another portion of news!

Folcroft Monastery - blackknifegames
This will be the most recent patch.
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