Voidseekers - Salti


Well folks, it's about time I did one of these. The voyage to early access continues, and I've been so busy with it that I've been neglecting devlogs here on Steam. But let's start fixing that with a quick look at where things are so far!

- Environments


Tilesets, tilesets, tilesets. I wanted Voidseekers to have its own unique look, which means no asset packs. That's a lot of work for a one-man dev team, so to help with efficiency everything is built into tilesets. These tilesets are broken down into ship "zones" which include hallways/utility areas (done), cargo (done), crew quarters (done), engineering (almost done), and the all-important helm/instrumentation areas (coming up).

Next up will be fleshing all these areas out with props and such, which should be a lot of fun. Post-launch I hope to add more areas to continue expanding the environmental variety. Eventually, I'd also love to make a procedural map generator, but those are later on the to-do list.

- Enemies


Next up, the all-important mooks; the void-corrupted remnants of lost crews. These are the generic enemies you'll see the most of while playing. If the ship is powered down, they'll begin the mission dormantly staring off into the stars. They aren't much of a threat individually, but the real problem comes if you start waking too many of them up with lights, activity, gunfire, movement, or basically anything else that disturbs the stillness of deep space.

Conveniently, player customization is something I already planned for, so armor pieces are modular. This means our not-so-friendly enemies here can spawn with an assortment of different armor pieces that can make for a more challenging target. Helmet? Going to have to break that before you can get that rewarding headshot. Chestpiece? Take a lesson from a certain other sci-fi horror game and aim for the limbs!

- The Spaceman


Last but not least, we can't forget our heroes themselves, the brave astronauts who will strip every copper wire, scrap every piece of titanium, and grab every last nuclear catalytic converter in the abandoned ships they find. These guys have gone through a bit of a rework since their iteration as my own 3d modeling skills have improved.

Customization is already in the works as well, and I'll talk about that in-depth more in a later devlog. Unlockable skins and visor colors are the first step, but options will eventually include some armor parts and helmets as well. I'm a sucker for sci-fi armor customization, so I hope you are too. Everyone needs to look their best when they're fighting for their lives in deep space.

In the meantime, if you'd like to follow along with more development posts you can find Voidseekers on Twitter at @VoidseekersDev and Tiktok at @VoidseekersGame. And of course, if you want to keep updated through steam give it a Wishlist!

- Captain, signing off

Twitter
TikTok

Aug 11, 2023
Kerbal Space Program 2 - mikey


Hello Kerbonauts!

Exciting updates for you today.

Patch v0.1.4.0 is currently scheduled to go live August 22nd. This patch continues our commitment to resolving the biggest issues faced by our community to set up a solid foundation in preparation for the Science update.

We'd also like to share that in the weeks to come, you can expect to see three developer interview videos with three different members of the team, diving deep into:
  • Reentry VFX
  • Reentry Heating
  • Wobbly Rockets and Orbital Decay
In addition, we'll be hosting a live AMA on Twitch with Senior Mechanical Concept Designer Chris Adderley (aka Nertea, former KSP1 modder) next week on August 17th at 10am PT / 1pm ET / 6pm BST. Ask away questions about parts and part systems below.

As a final note, we understand that KSP2's current state doesn't meet fan expectations. As the song goes, 🎵 things can only get better 🎵. We're working hard to make KSP2 the best it can be.

Thank you all for joining us on this Early Access journey! 🚀

Have a great weekend and stay tuned!


Keep up with all things Kerbal Space Program 🚀
KSP Forums
KSP Website
Facebook
Twitter
Instagram
Intercept Games Discord
KSP YouTube
Community Announcements - birger
Aug 11, 2023
Expedition Agartha - carbonphry
  • Fixed Audio bugs regarding Exhaustion Voice efforts and Low Health Voice efforts- they should only play once now
  • Fixed bug where conquistador had access to Cyclone Counter- removed the skill from the tree
  • Fixed bug where skills couldn't be equipped/unequipped if skill actions were mapped to mouse buttons.
  • Fixed Forsaken Temple Relic exploit.
  • Fixed bug where resource items were recommended to go into the consumable hotbar.
  • Insurance compensation should no longer scale with lost item durability.
  • Proper error message displayed when clicking a map button with un-ready party members.
  • You can now Batch upgrade and Batch salvage items in the crafting stations. Feel free to dump multiple items in at once!
  • You can no longer see player names through walls
  • A new ancient structure has been unearthed in the hubworld...
Vorax - Steven Cojo
Progress Update #5


Things are progressing nicely. We did mention a few Development Updates ago about the upcoming caves. Well, in this Progress Update you will get a small taste of what dangers await for you in the dark crevices of these cliffs.

We would also like to highlight one high fire rate weapon that will become available in your arsenal of deadly arms really soon: the Uzi.

Next week you should be looking forward to something major, so make sure you stay tuned. (hint: new public build, gamescom and more reveals)

Deep Dark Dangerous Caverns
We have discovered a series of chambers in the earth as well as in the side of the local hills and cliffs. They seem mostly naturally been made through natural processes, however what we discovered inside...isn't anything close to what one could call...natural.



The inside of the caves seem contaminated by the virus. Walls are drenched in the mutagenic tissue, pulsating and emanating a horrible odor. Securing the perimeter and infiltrating shouldn't be too difficult. We need to make sure we have stocked on sufficient weapons, ammunition and manpower in order to properly explore and decontaminate the caverns.



However, the situation seems to be getting even more dire. In our previous reports we have mentioned about a variant who seems human-like in appearance. It would appear that these caves are the main nests and hatchery for these specimens.



The reproduction seems to take place without the fusion of gametes. The parturition process seems to be taking place in an accelerated rate. An egg-like capsule with various protective membranes gets expulsed by a specimen, usually attached to a high ceiling, acting as a birthing surrogate in this unnatural process.

The UZI, a reliable submachine gun to get the job done
The Uzi submachine gun was designed by Captain (later Major) Uziel "UzI" Gal. The Uzi can be a convenient multi-purpose submachine gun. This compact automatic weapon has been used throughout the world as a police and special-forces firearm.



What makes this gun special, other than its fast fire rate? The creator combined a variety of features from other past attempts to create similar weapons, in order to produce a gun that was not only easy to load, but also would offer an unprecedented compactness, reasonable stability and accurate even when fired automatically, as well as extremely well-tooled and durable, not even mentioning the light weight advantage.



The Uzi is meant to be used as a personal defense weapon and it will keep serving that purpose against any hostiles one would encounter on the island. Make sure to always stock up on magazines.

This week’s Community Highlight: 島津の鉄砲兵
For our Japanese fans, we have a special treat from 島津の鉄砲兵 (Shimazu-no-teppouhei). Dōitashimashite.


Wishlist now:
https://store.steampowered.com/app/1874190/Vorax/
Escape Space - Shidy
Escape Space demo build 0.3

First...

Escape Space is going to be release in Early Access on August, 31st! Don't miss it!

This week, we've worked super hard on improving core components of the game. We needed to spend time on it to build the rest of the game, because it will heavily rely on that!

New game mode

Escort missions are here! Factions might ask you to protect a spaceship for a ride!

Enhanced AI

The AI of the enemies got totally changed. Now, they truely have their own patterns and tactics. Most of the enemies changed, be ready for some new challenges!

New content

Enemies, map, missions... a whole lot of new things appeared it the demo! Find them all!

Steam Achievements

The demo of Escape Space now features Steam Achievements! Collect them all!

Tutorial

Feedback from testers said it was a bit confusing at first to get into the game. So, we made some tutorial frames and reworked the way the progress is for the first levels.

A whole lot of improvements and optimizations

Performance should be way better in that version of the game, as we reworked a few component that were performance-heavy!

Consider wishlisting the game!

See you in space, mercernary!
Pixel Puzzles Traditional Jigsaw Puzzles - Wastelander


Solve the puzzle and collect your unique Flash Badge ːHintTokenː

Remember once it's gone it's GONE!

Enjoy!
ːgoldenbitː

https://store.steampowered.com/app/1058200/Pixel_Puzzles_Traditional_Jigsaws/
Mansion Mystery - garageVR
  • Level 2 ending bug fixed
  • Minor improvements on level 1
Solitaire Expeditions - _Q_
The following Steam leaderboards have been added for Solitaire Expeditions:

  • Total points
  • Games played
  • Variants won

These are currently viewable on the Steam community site. At some point, I may add a way to view them in game.

If you have suggestions for more leaderboards, let me know!

Everlife - MaseMaster2K
Hello Everyone!

Apologies for the abrupt announcement earlier, but like I mentioned, Chapter 2 is out! Chapter 1 also got many enhancements to improve the game!

With that out of the way, here are all the new changes in version 1.2.0! (at least all the ones I can remember!)

Chapter 2 DLC

-Added two new levels, Tsundere Terror and Game Grievance
-Added two new enemy types, the tsunderes and the glitchese
-Added two new abilities, the detector and the recharger
-Added traps (Metal Doors, Glitch Gates, and Explosive Arcade Machines)
-Added two new characters, Everon and Masaiyo, the entities of the realm
-Added two new cutscenes (as well as an expansion to the cutscene after Murky Mansion)
-Added 8 new achievements (4 per level)

Chapter 1 And Base Game Improvements

Murky Mansion

-Ghost speed reduced from 1350 to 1200 in normal mode (900 to 800 in easy mode)
-Ghost count reduced from 8 to 6 in normal mode (easy mode still has 6)
-Reworked AI to make ghosts attempt taking different paths (this applies to all enemies in the game)
-Added a few other tweaks to the ghosts' AI
-Enhanced ghost models and texture materials
-Increased range of the ghosts' emissive light
-Increased range of the ghosts' ambience
-Removed laughing sound effects
-Updated the music in Murky Mansion
-Improved light materials and fire effects
-Darkened the emissive light from the large candles
-Updated several props in Murky Mansion
-Updated most of Murky Mansion's textures
-Improved lighting in Murky Mansion to make visibility easier
-Reworked some corridors in Murky Mansion
-Removed the library (portrait secret has been moved to nearby hallway)
-Updated dark room with new effects and lighting
-Updated portrait secret artwork and text
-Added an interactable newspaper in the ballroom
-Changed "Ghost hunter" achievement to "stun 3 different ghosts in one run in normal mode"
-Updated achievement icons with new artwork
-Improved ghost navigation to avoid clipping into objects/walls
-Fixed bug where you could pause game after escaping through portal
-Fixed bug where camera would sometimes not position properly while being killed

The Realm/Cutscenes

-Added the ability to skip all non-cliffhanger cutscenes by pressing the "interact" key (E by default)
-Added text towards the center of screen that tells you how to get past a tutorial
-Abilities will now recharge 10x as fast in the realm if the tutorial isn't completed
-Improved camera animations of chapter 1 cutscenes
-Improved brick textures
-Modified the realm's architecture
-Updated realm rings to be 3D models
-Improved the background of the realm

General

-Fixed centering on the MaseMaster2K Games logo
-Improved the Everlife logo
-Improved the title screen animation
-Fixed all interfaces to have proper centering when needed
-Improved the text in several interfaces
-Improved bordering on buttons in interfaces
-Reworked interface on the weapon
-Improved the weapon's spark effects
-increased the speed the "shoot" spark effect plays when using an ability
-Fixed texture on weapon
-Updated footstep sound effect
-Added crosshair (can be turned on or off in settings, default on)
-Added trail effect towards target location (can be turned on or off in settings, default on)
-Added voices setting (If you played before, it will be set automatically to whatever sound is set to)
-Reduced default value on all audio sliders from 100% to 50% (Only impacts players without save data)
-Added custom key binds
-Motion Blur is now off by default (previously on)
-Frame rate will now set to "60" by default upon launching the game for the first time
-Added support for wide screen monitors and 4:3 monitors
-Combined New Game and Load Game into "Play Game"
-Added an extras menu (With chapters, socials, and credits)
-Darkened the background of widgets featuring dark purple colors (Play Game, Settings, Warnings, etc.)
-Updated the lives icon
-Updated the Replay mode menu
-Improved the images in the replay mode menu
-Improved the rank icons
-Tweaked the position of text on the results screen
-Improved the rank animation on the results screen
-The results screen will now wait for you to press the "interact" key before continuing
-Improved the game introduction scene
-Replaced the OST during the game introduction scene
-Improved model of the star
-Improved model of the portal
-Updated the effect for when you enter or exit a portal
-When loading a level, the game will now have a fade transition, rather than instantly jumping to it
-Removed soul mechanic (Getting a game over still has an impact, but new game will now undo it)
-You will now lose a life if you return to the main menu during a level in story mode
-If you exit the game during a level in story mode, you will now lose a life upon restarting the game
-Added voices into cutscenes and into levels (only in story mode)
-Added prompt to enable easy mode after getting two game overs
-Added prompt to purchase chapter 2 upon completing chapter 1 (If chapter 2 isn't installed)
-Added music and sound to the early access disclaimer
-Added an option to skip the early access disclaimer




That's everything! If there's anything I forgot to mention that I remember later, I will add it to this list.

Thanks for reading! Hope you enjoy the update!







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