Vorax - Steven Cojo
Progress Update #3


Progress is steady, but significant. We are exploring with new variations of existing enemies, big and small, new mechanics and also experimenting with new creatures, introducing them to the island...organically and intrusively. The virus may not be part of the island's ecosystem, but it will make sure to do its best to fit in, to consume and grow.

Reminder that it is less than a month until Gamescom, so make sure you tune in and if you are in the area, drop by to say hi!

Home Savory Home
We've discovered yet another specimen. This form of life is unmistakably the result of the virus' rapid mutation and adaptive capabilities. In order to proliferate, the virus gave birth to yet another dangerous atrocity, one that adopts and replicates the look of inanimate objects.



While we've seen in the past mutagenic variants that imitates human beings or animals, or others that consumes entire buildings, this is new on our radar. From small household objects to entire houses, with everything inside of it, the virus replicates it.

Why such a variant exists is still being investigated, however, it is being hypothesized that the behavior could be similar to the Venus flytrap (Dionaea muscipula) carnivorous plant. It attempts to lure unsuspecting victims in its clutches, just to entrap and consume them. Extreme caution is advised.



This variant of the virus uses meat-like tissue as its main brick and mortar. Its spread is rapid, despite being made out of living tissue, its sturdiness is astonishing.

If further studied, analyzed and brought under control, it may prove to be a valuable resource to be used in the future. Having potentially unlimited building materials, created organically, could potentially fix the housing problem and even aid future war efforts.

Naked & Explosive Hunter Variations
A genetic mutation is a change to a gene's DNA sequence to produce something divergent. It creates a permanent change to that specimen. Genetic variations are important for humans to evolve, which is the process of change over generations...and genetic variations are also important to the virus.



Viruses usually create new strains. New strains get created when viruses replicate themselves. When copying, sometimes mistakes get made. Those mistakes create a slightly different versions of the virus and its biochemical spawn.



Variants of the similar type of specimens get created, with small mutations, some significant, some minor. Some have functional purpose, adaptive to new surroundings or circumstances, while others are only remnants of the evolution phase of the mutagenic virus.



This week’s Community Highlight: STAF_52
For our French fans, we have a special treat from STAF_52. Je vous en prie.


Barbie-themed Bonus

Look forward for some major reveals and some animated wonders.

Wishlist now:
https://store.steampowered.com/app/1874190/Vorax/
Jul 28, 2023
Excidio The Kaiju Simulator - zachary
Phase one of localization added (WIP)
Menu improvements
Water improvements
New fire system
Fall and land animations added
Attack interruption glitch fixed
General bug fixes
Added infinite Stamina to God Mode
Ravenfield - SteelRaven7
Hey hey everyone, EA27 is finally here! Holy smokes this took a long time...

So what's new? Basically I have been working on getting story missions to work with the game. On top of creating a story mission I have spent a lot of time refactoring the underlying game tech so that it works with both the original instant action style sandbox gameplay and the new designed style of the story campaign. You can see the results of this in the new story mission available in the instant action menu. This mission is a part of the story campaign I announced a while back, and while it is still a work in progress (this is Ravenfield after all...) it is still playable from start to finish. In this mission, you're tasked with assaulting the Citadel and sabotaging the enemy air capabilities. It even opens with a cutscene featuring shiny new fully-animated characters :O



The idea behind this mission is to bring together parts of both Spec Ops and Battle gameplay, so you will play as both Talon and your standard Eagle grunt in the same mission. All game logic that drives this mission has been designed using the new Trigger System - a set of logic components that can be connected together using signals in the RF Mod Tools for Unity. The point of this system is to make story mission map design much more approachable for modders. One of the primary goals for the Citadel mission was to design the Trigger System itself along with the mission, making sure that similar missions can be created using only Triggers - zero coding required!

This Trigger System is not limited to story missions, however. You can attach Trigger System components to any modded GameObject, meaning it can be used to drive game logic on your modded maps, vehicles, weapons, projectiles, etc. While the Trigger System can be viewed as an alternative to Ravenscript, more complex logic are usually easier to design using Ravenscript, but the choice is left entirely to the modder. The two systems are completely interoperable as you can send and receive Trigger System signals from a Ravenscript ScriptedBehavior component. Along with the Trigger System, there are other mission-related components that can be used to manually set up AI paths, detect player entering triggers, trigger cutscenes and more.



On top of the new game systems, you will probably notice that the AI has been streamlined quite a bit, and that the game plays a lot better than it did in EA26. This is due to the numerous AI changes that had to be made in order to accomodate the new trigger system and custom game mode tech. You should see the AI using their weapons in a more sane way, and utilizing cover better. The game HUD has also received a much-needed makeover, and now has a more modern and clear style. Additionally, the new HUD is modular, so custom HUDs can override specific parts of the official HUD as needed.



Now that this update is out, what's next? Most of the very time-consuming task of redoing the game infrastructure to support story missions and the Trigger System is now done. This means that you can expect much more frequent updates in the future, mainly focused on adding more official story missions and eventually becoming the story campaign. These tools are also being made available to modders right away, so modders will be able to create playable custom game modes or story missions inside level files. Eventually, modders will be able to create fully fledged custom game modes playable on any map, but we are not quite there yet, maybe for EA28 :D!


Full Change Log

Game changes
- Added WIP story mission that takes place on the Citadel map
- New HUD design!
- Added hangar area to the Citadel map
- Navmesh generator now fully support terrain holes
- Forced navmesh generator to use highest detail representation of terrain while generating.
- Optimized the germanic house models used on Citadel map, drastically reducing the drawcalls
- Fixed a bug where alt weapons would not animate correctly after getting up from ragdoll
- Added checks to prevent option menu values like mouse sensitivity and FOV from randomly changing while playing the game.
- Added support for moving platforms such as elevators!
- You can now stand on top of vehicles without being rammed (Basically allowing you to ride on top of tanks and stuff lol). This works up to a speed threshold of 20 m/s
- Added support for custom game modes bundled inside maps
- Fixed a bug where weapons using patched animations (due to them not being EA26+ compatible) would sometimes spam error messages.
- Made soldier animation culling more robust, should fix a rare bug where animations would sometimes be culled when they shouldn't.
- Improvement to player third person lean animation transitions.
- Improvements to soldier animation state machine transitions so animations between different stances flow better and faster.
- The capture state of the flag the player is capturing will now be updated every frame, meaning that the flag capture progress will look smoother.
- The kill cam will now move slightly when the direct path between the player and the killer bot is obscured.
- Fixed a bug where maps with multiple identical flag pairs in the neighbor manager would not start.
- Added slight spread to Rhino MG
- Cassowary missile tracking/lock sounds will now play in bomb sight.
- Fixed a bug where bots could sometimes shoot through walls
- At very short ranges (< 1m) Players cannot deal friendly fire, this mitigates the issue where friendly bots run in front of you just as you fire your weapon.
- Fixed a bug where flag capture volumes sometimes would not initialize correctly at the start of a map
- Added follower invisibility system to the citadel mission (Copying over the functionality from spec-ops where your squadmates will be invisible to enemy detection while following you). This system is now completely modular and is exposed to the trigger system and eventually to RS.
- Added Detection Groups, where multiple AI squads will alert each other whenever one of them spots the enemy. These components can also send trigger signals whenever a group is alerted.
- Doubled suppressed Patriot projectile falloff range so it's more effective at longer ranges.
- Fixed some spawns at the Coastline flag Cliff that were previously under the terrain
- Refactored the vehicle HUD system to be more robust when changing cameras
- Added support to compeltely disable the player's game input, which is useful for cutscenes etc.
- Fixed a bug where the player could sometimes end up on the wrong team in the scoreboard UI
- Improved suspension values on Jeep and Quadbike so they should be a little less bouncy
- Reduced friction on ground vehicle hitbox colliders so they don't get stuck quite as hard when running into stuff
- Refactored the audio system to make it easier to control audio mixing from Ravenscript/Trigger system
- Master AudioMixer is no longer affected by filtering on audio events such as deafening and being inside enclosed vehicles, so you can use this group to play unfiltered audio even when using filters on all other ingame audio.
- Ingame audio will now fade in when starting a match
- Updated lightmaps on Temple and Citadel maps.
- Updated to Unity engine 2020.3.48f1

Custom Game Modes
- Added support for custom game modes, at the moment custom game modes can only be bundled inside maps, but eventually it will be possible to also use custom game modes on any level.
- Added lots of new systems that allow for story missions to be played.
- Added support for freezing the game during cutscenes, etc.
- Added support for loading/saving data between level restarts. This is currently limited to checkpoint data, but will be expanded in future updates. It will also be possible to save this data between game sessions for persistent data loading and saving for mutators and custom campaigns.
- Added WIP Citadel story mission that can be played via the instant action menu. This mission is entirely designed using the new Trigger system!

AI Changes
- Squadmates following their leader will now try to move in a way so they can always have direct line of sight to the squad leader, meaning squads stick closer together in areas with lots of cover.
- Fixed a bug where the AI sometimes would pick really bad cover points while defending a flag
- The AI will now prefer to spread out more when picking a cover point.
- Fixed a bug where the AI would not fire mortar style weapons correctly
- Improved AI weapon switching, so now they should be way more consistent and not switch out their weapon all the time.
- Fixed AI crouching/leaning while using cover points.
- When using slow fire rate weapons like snipers, bots will now wait a little after taking a shot before crouching when behind cover.
- Bots with skill level veteran or higher will now lean while checking corners in close quarters areas.
- Fixed a bug where bots would sometimes walk through geometry when getting a new path while traversing a pathfinding link.
- Fixed multiple bugs where bots would get corrupted paths when walking to capture points after being ragdolled/strafing a target.
- When walking around a corner, bots that lean will now lean more or less depending on their look direction. This should result in smoother looking leans and prevent weird leaning behaviour when aiming backwards, etc.
- Bots will no longer play emote animations while targeting an enemy or reloading.
- Fixed a bug where bots would sometimes look at the ground when approaching the end of their current walking path.
- Bots now go to walkable navmesh nodes inside of the capture range/volume when attacking a flag, this should prevent edge cases where attacking squads think they are attacking a flag when in reality they are standing outside of the capture zone.
- AI can no longer deal friendly fire while using normal projectiles. They can still deal friendly fire by splash damage, however. Previously, AI could deal friendly fire damage when hitting a target 100 meters or futher away
- After firing their weapon, bots will not be able to look around for one second (unless they spot another target to fire at). This fixes an issue where bots would sometimes fire at an enemy, but then look in a completely other direction and continue holding their fire input for a split second, randomly firing projectiles across the level.
- Lots of other small tweaks and improvements to the AI

Ingame Map Editor
- Fixed some map editor props not generating navmesh correctly.
- Fixed skeleton hat missing mesh
- Fixed missing colliders on snowy arch and house stilts

Modding
- Added displayName field for weapons, this is the name that shows up in the new UI.
- Dropped support of the legacy animation component. This component will no longer load from mods. Please use the new animator controller component instead!
- Added component for animated vehicles to drive engine audio from their current speed, this is really useful for cutscenes where the vehicle movement is pre-animated such as the breaching APC in the citadel mission.

Trigger system
- Added ScriptedPathGroups which can be used to manually design paths for bots to follow.
- Added several dozens of logic components that can be used to contorol game flow

Ravenscript
- Added a killCredit property to weapons which is automatically set to whoever equips a weapon, but can be overridden through this value. This value can also be used to set whoever should get the kill from scripted weapons such as automatic turrets, etc.
- Renamed Projectile.source to Projectile.killCredit to match weapon naming convention. Accessing .source will still work, meaning mods using the older name will still work fine.
- Fixed a bug where weapons could not fire projectiles through the Shoot() function unless they were first equipped by an actor. This means that weapons can now be fired via scripts without having to be picked up.
- Exposed functions that can be used to hide individual elements of the new ingame UI. This is great if you're making a custom HUD and only want to replace parts of the vanilla UI.
- Exposed PlayerHud.playerOrderState to RS, which can be used to drive player squad status labels in your custom HUDs
- Added Actor functions to more easily access actor skinned mesh renderers
- Exposed fonts to Ravenscript and DataContainer component
- Various Ravenscript bugfixes


Coming up, I'm goin to finish up the citadel story mission and improve the support for custom game modes for EA28. In the meantime, I hope you'll enjoy this update!

/Johan (SteelRaven7)
Cosmoteer: Starship Architect & Commander - Walt Destler
  • Bugfix: Crash in some circumstances when loading blueprints into an existing ship with under-construction parts.
  • Bugfix: Stations could sometimes "steal" resources from the player when helping with the player's ship construction.
SpeedOverflow - 狼崽
For the next 1-2 weeks, we're going to put all our efforts into completely redoing the UI and sorting out the skills and descriptions. We'll also be correcting some of the current unreasonable aspects, redoing some upgrades, adjusting difficulty, and adding some challenging content. Therefore, the fix for some minor bugs might be delayed, apologies for any inconvenience. We're doing our best with limited resources, thank you for your patience.
Jul 28, 2023
Troublemaker - Purrgil 1
Version 1.2 Changelog:
- Enemy Balancing
- Performance Update
- Greatly reduces memory usage
- Fix Black Screen when open the game

Jul 28, 2023
Balls Royale - Enignum
BALLS ROYALE 2.0

2.0 is finally here!

Balls are rolling again!
...better than ever!



Stores links:
Steam
Google Play
App Store

Join our Discord
All social links available on: http://www.meatyoregames.com/


List of changes:
  • iOS version release
  • Beautified menus and gameplay scene
  • Added Multiplayer Groups (Parties) to be able to join the same game with friends
  • Added Speed-Zone in the middle to speed up the balls when they are rolling through the middle
  • Addons can now be unlocked by points collected during games
  • Power-Ups are now collectible. After getting Power-Up you activate it when it's right time for you
    You can hold only one Power-Up. Getting new one will replace previous one
    Only one global Power-Up can be active at a time
  • SlowMo Power-Up deleted
  • New Power-Up - Energy Shield
  • Few new Addons
  • If you're the one that activated Switcharoo Power-Up, you will see arrows to see which direction the balls will go
  • Final 1v1 modified
  • Added eliminations list GUI during gameplay
  • Added mini-game in menu while waiting for a game
  • Entire ranking has been reset
  • Players with more than 25 online games played before version 2.0, will receive special Medal Sticker addon
  • TOP100 players now have colored nicknames in lobby ranking and lobby chat
  • Optimization stuff so game runs smoother on older devices
...and A LOT more little additions and changes
The Anacrusis - notthatwillsmith
We just pushed Update 44, which includes a big change to the Blaster's reload timing, adds more scoring mechanics to Versus mode, and more.

Blaster Change
We’ve adjusted the reload timing on the Blaster to line up better with the animation. Please let us know what you think about this change on the Steam forums or Discord!

Gooper Adjustments
We felt the Gooper was more powerful than we originally wanted it to be, so we've made some small adjustments to reduce it's post-death and idle efficacy
  • We've switched the Gooper explosive dance from a press-to-trigger to a hold-to-trigger. We hope this will reduce the number of unintentional Gooper explosions
  • Idle passive goo created by the Gooper walking through the world now decays much faster
  • We reduced the Gooper health from 800 to 600

Get Points in Versus Mode For Capping Matter Compilers
Players in Versus mode can earn 25 points per player for collecting Matter Compiler Perks in Versus Mode. (The fixed MCs that always spawn in the finale don’t count, because the Alien team can't spawn while those MCs are being collected). Please let us know what you think about this change!

Bug Fixes and QoL Adjustments
  • Fixed a bug that prevented people from spawning during events like the Park or the Ep1 Finale
  • Players can no longer spawn as aliens in the airlocks
  • The end round animation now waits a few seconds to trigger so players have a better understanding of why the round ended. Also the scoreboard swoops in and looks cool now
  • If you jump out of the level while spawning as an Alien, you can press E while falling to respawn close to the Survivors
  • Added kill volume below the Ep3 finale. If Aliens fall out of the map in Ghost mode, they’ll die now
  • Updated German, Spanish, and French translations. They’re works in progress, so if you see something that feels weird, please take a screenshot and let us know in the Steam forums or the Discord
Chessarama - Thalia [Community Manager]


Hey everyone!

We have lots of exciting news for you this month 💪

Check it out:




  • A better and cleaner UI was made for Campaign game tutorials.
  • Farm Life levels were revamped: they are more consistent with the expected difficulty with new Challenges and levels.
  • Street Soccer levels were also revamped: now they are more consistent with the expected difficulty as well!
  • Knight Supreme was changed: it's a completely new game with new Challenges! 🐴
  • Pawns Game was changed as well! It's now called Pawn Mania, with new rules and Challenges! 🐲
  • The difficulty of Battles (except for Soccer Chess) was risen up! You should face a more challenging opponent playing on Medium difficulty and above.



  • Fixed some UI bugs on ultrawide monitors.
  • Fixed the "back" button at piece details in Collection.
  • Fixed a bug where mouse hover coordinates were not visible with the grid on.
  • Fixed wrong Challenges on Farm Life level 1.
  • Fixed a bug where Chess sets could not be selected.


🎮 You can update your game to the 0.9.7 version on Steam!

🐞 Remember to use the Bug Report in-game to report bugs, and the Feedback Form to tell us your opinion (you can access it by clicking the "chat balloons" icon on the left higher corner of the Main Menu).

💙 If you want to test Chessarama but don't have a Steam Key yet, click here and fill up our Alphatest form!

Be part of our community and enter our Discord server:

Jul 28, 2023
Golembert - studiofirlefanz
Hi everyone!

Since today marks the one month anniversary of our Steam page launch we thought it would be great to make our first Steam Community post to tell you about the TOP 3 THINGS we are currently working on!
And because we Germans love a good ordered list this information will be presented to you in numerals! (yeay, numerals!!!)

So currently we are:

1. Rethinking and reworking our crafting system!
Because we tested our game a lot and also talked to a publisher who reviewed our game we came to the conclusion that we need a strong secondary main mechanic beside our Permaculture gardening. Because we already had different types of processing mechanics and a basic crafting system implemented we decided to merge these two to one advanced potion crafting system. One big benefit of this merger is that everything crafting related is in one place/UI. That makes crafting more accessible and easier to understand for first time users!

2. Planning out our story (it gon be good)
Due to the testing and reviewing we did also recognized that our story is a bit too chill. Because we originally planned to have a very slice of lifey storytelling the storyline and characters felt a bit disconnected. That’s why we reworked our story and connected some dots. We’ll probably be changing smaller things up until our story is fully written (which will be within next year) but the basic framework is done.
We’ll reveal some of it in the future! But for now we’ll only give you some breadcrumbs:
Golembert just woke up from a a coma, many years have passed since he was wounded in a fight, the bad guys seem to have left, the island is desolated, you’ll rebuild stuff, build up friendships, but then a new bad guy ascends… THE SUSPENSE

3. Doing soci media and stuff ~~~
We started doing social media just a week after we made our Steam page and during that absent week Indie Freaks Japan already tweeted about us which really overwhelmed us in a positive way! (if you’d like to see what’s been going on, see our Twitter here)
Since then we spend a lot of time catching up with all the sweet peeps that reposted us in different languages (like Japanese or Spanish) on Twitter and also in the comment section of our DevLog on YouTube. What? You didn’t watch our DevLog?? Well, it’s about time that you check it out here!!!
[/olist]

So that’s our top three things we are doing right now!
Do you still feel that you need more information, engagement or parasocial contact? Then feel free to follow us on Twitter or Instagram, watch our DevLog on YouTube or even enjoy a well ripened TikTok from us on your porch with some vegan soft cheese and white bread.

We hope you have a wonderful day – really appreciate all of your support!!!
Have a good nights sleep and don’t forget to water your plants today!

XOXO Alicia and Lion

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