Aug 14, 2023
Maze Workout - Lost Urban Exit Game - Trials2 - hypothesys
Added audio sound fx update, and minor bug fixes.
Aug 14, 2023
The Infinite Black 2 - Spellbook
Our first major PvE update introduces hourly Tower Defense-style Invasions across the galaxy! Jump to a garrison under attack to join other players in defense! PvP is suspended during invasions while captains battle waves of leaders, bosses and their minions!

-= 1.3.0
- Invasions are live! (See Discord for details)
- All ships repaired for 6% Durability (Aug 12 2023)
- Lag and crashing significantly improved
- High-level Captains can hunt lower-level areas without penalty
- Engagements: Corp Defenders will no longer recall early
- Engagements: Quick Jump to DEFEND will be faster & easier
- Engagements: Defenses get 90-second protection shield when attacked
- PvP killing shots grant 1 Reward Point (see in-game wiki)
- Invasions: High-level players always earn XP
- Invasions: 4x Loot Drops
- Invasions: PvP is suspended during attacks
- Invasions: Attacks hourly on schedule so you can plan ahead
Forever Skies - FFH_Greg
Greetings scientists!

A few weeks ago, we sent out a request for your AMA questions. And to say you guys delivered is a massive understatement! So much so, that we have decided that we simply need to do another round to answer as many questions as possible!

So for now we have a bunch of your questions from Steam, Discord, Reddit & Twitter answered below by Gameplay Lead, Andrzej Blumenfeld [AB[/i]] and Creative Director, Tomek Wlazlo [[i]TW]. Then next week, we will follow up with Part Two!

So let's begin!

What kind of updates should we expect in terms of size/scope and frequency when it comes to content?
From: Alexander Lorular [Discord]

[TW] As we stated on our Flight Map (Road Map) we plan to add larger updates every 3-4 months. With smaller Patches and Hotfixes in between. We've added our flight map below for reference.



Is there a yearly quarter we can look forward to coop support?
From: iAmCursed [Discord]

[AB] We do not have a set date because we want to do it right and have it work properly with other features we have in place and planned for later. Co-op is a priority feature so it's a matter of when, but we won't rush it out till we're happy with it.

Will the airship garden be indoor/outdoor or both? What kind of plants can we grow and will we be able to get the plant's seeds for growing?
From: MedicalRider [Discord]

[TW] We're still working on this so we don't want to give away too much till we settle on the final ideas. What I can tell you is that the first iteration of gardening was purely indoors but this system has shown so much potential that we would love to develop much further. It's possible that we'll be adding new types of plants, devices, planters etc even after the gardening update.

How do POI (point of interest) spawns work? Are you guaranteed a chance to collect all the related collectibles?
From: NettlesomeCodger [Discord]

[TW] There are spots on the map where a POI can be generated using a procedurally generated tile system. The Generator chooses POI's randomly so it spawns in a different order and in a different location for each player. But the items won't stop spawning until the player collects the related objects, so don't worry!

Will there be different types of arrows for the crossbow?
From: MedicalRider [Discord]

[AB] We would love to add more types of bolts - we even have some ideas and prototypes for them so stay tuned.

When multiplayer is released, will each player have their own airship or will everyone share the same airship?
From: Tr3ntzilla [Discord]

[AB] Our plan from day one has always been one airship, shared between four players. One Captain (server host) with three crew members. The world and mechanics of Forever Skies have been designed around this core concept. However, we're also aware of the communities desire to have more than one airship. We're unable to make any promises right here and now only to have our plans change. It's not as easy as simply adding more airships. There are a lot of moving parts to these systems. But we're listening to you and its certainly something that requires further testing in the studio.

Will there be more biomes and locations in the future for above and below the dust?
From: Bagmann [Discord]

[TW]There will be more location types that's certain. As it comes to the biomes there are possibilities for that - the world of FS is vast, and we have a lot of cool ideas in the studio we want to explore here.

When can we pet the bug?
From: ewoudje [Discord]

[TW] As soon as possible! No set date yet, but don't worry, we're working on it!

Will there be a reason to descend into the dust with your airship, despite the damage the dust causes?
From: Entirago [Discord]

[AB] Yes! We really love the idea of a location or a location variant that is super close to the top of the dust layer. The oxygen timer would be a cool mechanic that could also be at play here. Hopefully this is something we might add in the future!

Hi, love the game. I was wondering if there is planned support for resolutions above 1080p?
From: ian boy [Discord]

[TW] Yes, we do plan to support past 1080p. No current timeframes to share at the minute though but it is on the "to-do" list as a priority.

How happy is the team with how the game functions currently, and how likely are we to see reworks of things in the game?
From: Bagmann [Discord]

[TW] As a developer you are never really happy with the results. You could tweak and improve things for an infinite amount of time and never be fully satisfied. But overall we see the game plays really well. We've already done some tweaks in balance and the survival system based on feedback, and we're adding more threats, content, and systems as we speak. We are also not against totally changing the way something works if we see the majority of the community want it so. The most important part for us is your feedback - this game is for you after all.

Will Forever Skies get mod support with workshop?
From: katz9997 [Steam]

[AB] We want to say yes, but the question of how is still something we are looking into, so right now it's a maybe. We love the idea of mods as it gives players the ability to flex their creativity beyond the constraints of what we created. It also gives people a reason to keep coming back to our game, so there is very little downside in our eyes. We just need time to figure this out better, so watch this space.

Will Forever Skies support VR?
From: csfMaddin [Steam]

[TW] We have no current plans for VR, but we're open to the idea and have even done some of our own minor internal tests out of sheer curiosity. The main thing here is that if we are going to do a VR version, we have to do it right either by ourselves or with a trusted VR partner. And to do that we'd need to have the game feature complete as we can't have a VR version of the game impacting what we want to create for the PC and console version.

Will changes be made regarding diseases? If so, do you care to share what those will be?
From: NukeAJS [Steam]

[AB] Yes! There will be more diseases and they will play a much more significant role in the game. There will be new sources of viruses, new devices, new ways of treating them, and even some changes in the way our health system works. Stay tuned - it's coming really soon!

Will there be a system put in place in the future to further augment our character? What I mean is we have a slot to put in better oxygen tanks, but what about extra slots for things like body armor, leg and arm augments
From: suikodudeman007 [Steam]

[TW] We love this idea and it's certainly possible! It was a cool addition in Subnautica having special suits for specific areas/biomes. We have a few ideas knocking around at the minute, but no promises just yet. It's all about time and prioritizing what the game needs most.

Will we be able to build on the landing zones (ie. windmills, surface elevators)? I love the idea of making outposts and things and having places to come back to.
From: AgentSrell777 [Steam]

[AB] This is highly unlikely to happen. Due to the world of Forever Skies being procedurally generated, locations currently despawn once you fly a set distance away from them, meaning anything you hypothetically built would be lost. So to implement an idea like this would require us to first strip out a fundamental tech solution we have in place that works in tandem with other big features.

Are there going to be a larger variation of airship building parts so it can look less boxy and have a greater possibility for creative builds?
From: Dersh [Steam]

[TW] Yes, there are plans for more custom parts, similar to the Glass Corner modules that look more sleek.

Is this game's danger level going to remain the same or will we have more threats?
From: Crucible [Steam]

[AB] There will be more threats added both above and below the dust. Some are coming very soon too.

Plans for future flying threats?
From: DeltaTwoZero [Steam]

[TW] Yes! Among many, we're prototyping a floating plant colony that will damage the airship and infect the player. Here is a sneak peak!



We currently have rotate, do you plan to add Flip & Invert for object placement? I want an upside down Cockpit like we saw in pre-alpha
From: DeLindsay [Steam]

[TW] Flipping and inverting every object could break the game in so many places so for the sake of our QA team's sanity, we are likely not going to add this. But we do plan to add additional airship parts, including the Inverted Cockpit

I know it's a long shot, but can you give us some insight into how combat is expected to be introduced and what it will look like?
From: K.C.Wiley [Twitter]

[AB] Combat will be kept simple. After all, it's not a game about fighting, we're scientists, so killing will be a last resort. The Crossbow and Knife will be the tools you use as weapons, but players can use boosters to help themselves with tough situations too. Basically, we don't want players to expect to go "fully Rambo" in Forever Skies. Above that, we have no specifics ready to share with you about how combat will be introduced just yet as we ourselves are still testing out a few ideas.

When will console players get to enjoy the skies?
From: Luke Reich [Twitter]

[AB] We know console players are excited about Forever Skies, which is great! We have no set dates yet. But we will come to current-gen consoles after Early Access and we plan to be in Early Access at least for another 12 months.

Will there be more cutscenes like the one at the end of early access? It was fire.
From: Ettore Lignelli [Twitter]

[TW] Yes there will be more of them, we're really glad you liked them!

Will there be a Freebuild or Creative Mode in the future?
From: DeLindsay [Reddit]

[AB] Yes, we do plan to add a creative mode later in Early Access at some point. It's something a few people have asked for and it's very clear to us why. We just need the time to get this done.


Are there any dev tools you plan to make available to users? Functions like “hide GUI/HUD”, “fly (or detach camera)”, or maybe commands for weather manipulation?
From: lieutenatdan [Reddit]

[TW] HUD removal is something we plan to add for sure so it's a matter of when. As for the other dev tools, it is possible but it's unlikely to happen until much later when we have all our systems wrapped and in place.

-------------------------------------------------------

That's all the answers we have for now! As we mentioned before, we will post a Part Two at some point next week, so keep your eyes out ready for more dev answers!

Once again, thank you to our amazing community for your amazing questions!

Speak soon!
- Team Far From Home


3DMark - UL Alex
We’re excited to announce Solar Bay, a new cross-platform benchmark for testing the ray traced graphics performance of Windows PCs and high-end Android devices. It measures graphics performance by rendering a demanding, ray traced game-like scene in real time.


Compare ray tracing performance across platforms.
Ray tracing is the showcase technology for Solar Bay, being used for simulating real-time reflections. Compared to traditional rasterization, ray-traced scenes produce far more realistic lighting. While dedicated desktop and laptop GPUs have supported ray tracing for several years now, it’s only recently that integrated GPUs and Android devices have been capable of running real-time ray-traced games at frame rates acceptable to gamers.

Built using the Vulkan 1.1 API, Solar Bay offers two new tests for ray tracing capable hardware: a quick-to-run benchmark measuring immediate performance, and a longer stress test that measures how device performance changes over extended periods of heavy load.

Solar Bay’s ray traced workload increases over three stages, with each section increasing linearly by 100%. On PC, Solar Bay complements our heavier ray tracing benchmarks Port Royal and Speed Way. With Solar Bay, 3DMark has a great range of ray tracing workloads, making it an excellent way to measure how your Windows or Android device’s ray tracing performance scales.


Solar Bay benchmark
Run the 3DMark Solar Bay benchmark to measure a device's ability to provide instant performance for a short period of time. Solar Bay produces four scores on completion: an overall score and three sub-scores for each ray tracing section. These scores reflect your device's frame rate in Solar Bay; the higher the frame rate, the better the score.

Solar Bay stress test
The Solar Bay stress test is a longer test that shows how a device will perform over extended periods of ray-traced gaming. This test runs the Solar Bay workload in a loop for twenty minutes, with the result being a chart showing how performance varies over the test. An ideal result is a steady set of results showing test performance is not throttled.


Available now
Solar Bay is included when you purchase 3DMark, and is a free update to all owners of 3DMark on Steam. To run Solar Bay, you need a graphics card with support for Vulkan ray tracing pipeline.

https://store.steampowered.com/app/223850/3DMark/

What's new in 3DMark v2.27.8155
This update supports the launch of the 3DMark Solar Bay. Other benchmark scores are not affected.

New
  • Added 3DMark Solar Bay, a cross-platform ray tracing benchmark.
Fixed
  • Fixed an issue where some 3DMark tests would fail if 3DMark was installed in a directory mounted to an NTFS volume.
Re.poly - Zeitfresser
Update Notes Version 0.2.7e hotfix


Additions:

+ Added: A plugin is added to post bugs ingame via the pause menu. Bugs that will be posted there will be visible for all players to get a better connection and overview of reported bugs



Changes:

- Changed: When the last ammo is shoot the aim mode will be stopped
- Changed: When reloading is pressed the aim mode is stopped



Fixes:

- Fixed: Map spots will not be displayed on the map anymore
- Fixed: The stone wall is placeable without using resources
- Fixed: A ceiling that is placed on a windowed roof is a bit lower than placing it on a normal roof
- Fixed: Reloading range weapons is sometimes not possible
- Fixed: Ammo is not counted correct and sometimes ammo gets lost
- Fixed: Meteoroids were not shown on the map
- Fixed: Bed icon is disappearing when going too far away from the bed spot
- Fixed: The armor of the shield is not added when equipped
- Fixed: It is not possible to land a flying mount in caves
- Fixed: Roosters laying eggs
- Fixed: Swapping the current crafting blueprints in the crafting queue is bugged in workstations
- Fixed: Crafting consumables or stoff that can be placed into the hotbar will not stack crafted stuff on it
- Fixed: AI does not respawn correctly
- Fixed: When pressing "Max amount" when you try to craft something like planks and you have plenty of wood in your inventory the count is set to a very low number -> Max is 999 now
- Fixed: Crafting on a back of a mount will not give EXP
- Fixed: Some Trees and Rocks will not respawn
- Fixed: Level Achievement is not working
- Fixed: Fiber Achievement is not working
- Fixed: Greathammers will only placed into the first space of the weapon rack
- Fixed: Claws are not correctly attached to the weapon rack
- Fixed: Shields can be added to the weapon rack
- Fixed: using shift + left mouse to add an item from your inventory into a container etc with restricrions will place it into the container even if it should not be possible
- Fixed: Missing object reference errors
- Fixed: Troll is able to throw the player away



Known bugs:

All translations were corrupted due to a file renaming process. I had to use a tool to translate everything again so a lot of translations would be very wrong. Please tell me if you notice something and I will implement your correct translation


Out of the Park Baseball 24 - Portal2Player


Hi everybody!

A new update for OOTP 24 is officially here - version 24.8.75. It includes:

Changelist (24.8.76):
  • Fixed some issues of over-counting future Luxury/Revenue sharing when owner controls budget
  • Adjusted the various financial widget displays to be more consistent in calculations
  • PT: Added 2B/3B factors to detailed tournament description

This patch is compatible with the previous version for online leagues. It is always recommended that all league members be on the same version.

Have fun and enjoy the game!

Cheers,
Markus & the entire OOTP Team
BOSS FIGHTERS - LeonoffGame
It's time to reveal the names of the ones who ROCKED last Friday's playtime!🔥👀 Huge congrats to our LEADERS!🎉 AND something SPECIAL this time: we've also chosen those of you who SLAYED in our special creative nominations!🔥🔥🔥 And that's not it: we're also randomly GIVING AWAY 2 EPIC, 2 RARE, & 2 VR PASSES! Search for your name below!👇👇

🚀LEADERBOARD🚀

FS MISSION POINTS:

OrNary - 95
foxmonster98 - 90
usernamefe746 - 90
KrOtt - 80
ChuckSzilard -75
HoRoKaN -75
Velrooks -70
ByZNexus -65
DomKingGr8 -65
SciFiHigh - 65

VR MISSION POINTS:

OrNary - 80
Radiant Boss Battles - 80
ApolloTYA - 70
FatalPista - 65
SciFiHigh - 60
ByZNexus - 60
RynoGman - 45
Herobrine - 45
Unkindled Purple - 40
steve25x - 35

⚡🎉CREATIVE NOMINATIONS WINNERS:

⚡Blink Master:

foxmonster98 108
ChuckSzilard 94
MetaSander 93
fashul 81
ofelia0610 68
Discordia 61
DomKingGr8 49
Kyria 43
ErrorMan 40
1nsanity 34

💥Claw Survivor:

HoRoKaN - 12
usernamefe746 - 11
KrOtt - 9
SciFiHigh - 8
RaynRaps - 6
Velrooks - 6
foxmonster98 - 5
fashul - 4
ByZNexus - 4
RynoGman - 3

💥Boss Slayer:

SciFiHigh - 4
ChuckSzilard - 3
HoRoKaN - 2
fashul - 1
Discordia - 1
1nsanity - 1
Desired0body - 1
Lasarus - 1
Velrooks - 1
19billybones88 - 1

🔥Damage Dynamo:

Ghazzawi - 14297
ChuckSzilard - 14160
usernamefe746 - 11483
foxmonster98 - 10865
SciFiHigh - 7852
MetaSander - 6280
KrOtt - 6211
fashul - 6186
Velrooks - 5962
RaynRaps - 5477

👀Takedown Kingpin:

FatalPista - 18368
SciFiHigh - 15062
steve25x - 9861
Radiant Boss Battles - 8013
Herobrine - 7248
Unkindled Purple - 7228
OrNary - 6819
ByZNexus - 4868
ApolloTYA - 4500
fl3x - 3887

👀Toss Master:

steve25x -131
Radiant Boss Battles - 46
FatalPista - 42
ApolloTYA - 36
RynoGman - 34
Unkindled Purple - 32
Herobrine - 27
TheGaminWaldo - 17
username4c01c - 16
username9ceca - 14

🎁💥FREE PASSES GIVEAWAY LUCKY WINNERS:

2 RARE PASSES go to:
Dragan_Iztorskij
fl3x

2 EPIC PASSES go to:
HoRoKaN
Hina

...and 2 VR PASSES go to:
ErrorMan
Blockonaut
Iron Meat - ryan.rasing

WARNING: Passengers May be Infected Personnel!
Get ready to fight against hordes upon hordes of Meat-infected Humans, vehicles, and other monstrosities on board this train!


Watch out for infected Humans riding on stolen jet bikes! They’ll constantly fire orange plasma projectiles at Vadim, so don’t let them linger for too long!


Onboard Obstacles
You’ll find a host of new Meat obstacles much unlike those found in the Forest level. For starters, you’ll find a few “Eyesticks” making a new home for themselves on some rail platforms and box cars. These function like turrets and they fire spinning diamond projectiles! Eliminate these eyesores and keep moving!



Take the low road when they take the high road! Some box cars are passable through the inside–meaning, you can choose to go through them rather than moving on their tops. The catch is: you’ll find the interiors taken over by ravenous Meat Incisors! These mouths will constantly chomp away as they wait for new prey to chew on. These obstacles can’t be shot at or destroyed, so time it right and run through them!


Waiting at the middle of the level is a fleshy outgrowth consuming a piece of mechanical debris! You can see that its tendrils have all but expanded through the couple of passenger cars it now inhabits. Similar to the Meatified Tank from the Forest level, when detecting nearby prey, this Meat amalgamation will secrete toxic bubbles into the air to poison any ill-equipped foes. Shoot these bubbles out of the air before they get to you!


Floating Cars
As you travel along the tops of both normal and infected passenger carriages, you’ll come across multiple military cars commandeered by Meatified Humans!


Armed with the skills from their infected hosts, these monstrous Meat Humanoids can launch several rockets into the air and toward Vadim! Evade the rockets and blast these formerly allied vehicles to smithereens!

Oh, and you’ll want to watch your back, too! Hordes of Meat creatures will occasionally charge at Vadim from either side, so be careful!


Iron Serpent Boss
At the very front of the train, you’ll find its head and the passenger cars closest to it have all been infected by The Meat! Take down this dangerous boss as it summons Blats, charges into walls, excretes blue plasma, and vomits the remains of its past victims!




We’re excited to share more as we continue on with Iron Meat’s development!

Wishlist Iron Meat and play the free demo available NOW!
Aug 14, 2023
Dinos Reborn - livia
Dear Hunters,

Today we have prepared some essential information to help you survive in this wild and dangerous world ruled by predatory dinosaurs. You need to learn the secrets of defending yourself against these beasts, so today we're going to give you a lesson on the weapons you'll encounter in Dinos Reborn.

Purchase of weapons
At the start of the game, you will only receive a Colt M1911 pistol, so we recommend that you approach your first expeditions with caution. To increase your chances of survival and improve your range, you must complete paid or weapon-rewarded missions or search various locations. When you return to the island, you can buy a new toy from the vendor, but remember that if you die while hunting, all your equipment will be lost.

Available range
Several well-known and respected military weapons will be available in the game. You will be able to choose from the:
  • machine guns,
  • sniper rifles,
  • shotguns,
  • pistols,
  • crossbows.
Models include classics such as the SCAR-L, Remington Model 700, and Winchester Model 1897, as well as a variety of traps and grenades to help you hunt dinosaurs and survive in the wild jungle.


Modifications
Weapons will have different modifications that will improve their performance and allow you to tailor the weapon to your liking or the mission at hand.
The modifications will include
  • weapon sights,
  • weapon mounts,
  • torch,
  • laser sight,
  • suppressors,
  • variable capacity magazines,
  • gun barrels.
Preferences
Each weapon will allow you to fight any type of dinosaur, but its effectiveness will change drastically. For example, a modern sniper rifle will allow you to kill a larger dinosaur with a single accurate headshot. With the simpler Remington Model 700, killing larger dinosaurs will require several shots, which can be crucial to surviving a confrontation with a dangerous dinosaur.


We hope you have been taking notes because this knowledge will come in handy in this unpredictable world full of threats. Being well-prepared for a mission is the key to a successful hunt, so don't skimp on equipping yourself with the perfect mix of weapons. We'll be back soon with more information on Dinos Reborn, so be sure to add the game to your wishlist on Steam! Join our Discord and share your thoughts with other dinosaur hunters. See you there!

https://store.steampowered.com/app/1522360/Dinos_Reborn/


Let the dinosaurs roar!
Dinos Reborn team




Civil War: 1865 - Hunted Cow Games
The latest instalment of our American Civil War game series, Civil War: Atlanta 1864, is now available on Steam!

The new game consists of:

7 mission ‘Tutorial’ campaign, played as Union.
4 mission ‘Rebel Yell’ Campaign. Key events from May 9th – May 15th.
5 mission ‘Bayonets and Shells’ Campaign. Key events from May 27th – June 20th.
6 mission ‘Yankee Hurrah’ Campaign. Key events from June 20th – July 21st.
6 mission ‘The Battle of Atlanta’ Campaign. Key events from the battle of Atlanta.

With the exception of the tutorial all missions can be played as either side.
...