Inkbound - shinycami
We are pleased to announce today that Offline Mode is coming earlier than expected! A beta of Offline Mode will be included in the Starship of Terrors season update on August 23rd, 2023. It has always been our goal to support playing Inkbound in a variety of contexts, including when fully disconnected from the Internet. Here’s how Offline Mode works:

By default, Inkbound will continue to play online. However, if you don’t have an internet connection or intentionally enter Steam’s Offline Mode before starting the game then Inkbound will automatically enter Offline Mode. When offline, most features are available, though some features that naturally require being online will be hidden.

Some things you can do in Offline Mode:
  1. Continue to progress your existing character, then later bring that progress with you back online.
  2. Start and complete new runs.
  3. Continue and complete runs that were previously started while online.
  4. Start a run offline, quit the game to come back later, and then resume that run when offline.
  5. Complete quests.
  6. Unlock Trinkets (new feature in Starship of Terrors).
  7. Complete Victory Board objectives (new feature in Starship of Terrors).
… and more.

Some features, the ones designed with multiplayer or social gameplay in mind, obviously won't work offline, though they will be there for you when you next have a connection. These features are not available in Offline Mode:
  1. Forming a party, the party finder, and playing runs in multiplayer.
  2. Chatting with other players.
  3. Daily Challenge runs and viewing Daily Challenge leaderboards (new feature in Starship of Terrors).
  4. Daily Quests.
  5. Claiming cosmetic rewards.
  6. The Cosmetic Shop.
  7. The ability to submit feedback to the development team.
Furthermore, there are a few other caveats:
  1. You have to go online at least once before playing offline.
  2. Runs started or played offline cannot be resumed online. You either have to finish the run while offline or can choose to abandon the run if you come online with an incomplete offline run.
  3. You must fully restart the game to toggle between online and offline modes. We don't currently support dynamically switching between modes based on internet connectivity status.
If you have spotty internet connectivity and would prefer to play offline or want to play while traveling (airplane? Grandma’s house?) then it will be possible with the Offline Mode Beta.

Why are we calling it a “beta”? Primarily because we think it might have some bugs we haven’t been able to find yet and because we want to get additional player feedback regarding how we can improve it.

We’re looking forward to getting this feature into your hands and hearing your feedback.

Mark Cooke
Shiny Shoe CEO


Urge - EnDrew
Hey Everyone,

Another update is here! Introducing a fluid sprayer/flamethrower, reworked armor system, few more Urlando interiors, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.

See you in two weeks!

ADDED
- fluid sprayer/flamethrower (can use poison, acid, etc.)
- reworked armor system
- few more interiors for Urlando
- craftable bulletproof armor
- humanoid enemies can now open doors
- enemies can now shoot each other
- placed an active geyser to Urlando

CHANGED
- headshot with any gun now has a chance to kill instantly (higher damage higher chance)
- relocated the silenced pump shotgun
- molotovs now break on impact with enemies/walls & cause more damage
- your hunger (energy) is no longer recharged after sleeping
- renamed the flamethrower, changed its description & icon
- small insects no longer deal damage to player, but now instead cause more sickness
- being bit by toilet worms now also increases sickness stat
- increased sickness stat increase when drinking unpurified fluids
- reworked some sounds
- reworked some textures
- unaffected junkie can now jump over obstacles
- bathtubs & sofas now spawn items

FIXED
- urid fall was sometimes causing slow frame rate
- enemies could shoot through a wall if they were standing right next to it
- underground coal mine had hard ground footstep sounds
Operation: Pinkeye - Cobra!
We have a Discord server where I'm going to post game updates and other updates to other dev stuff I'm working on.

Join us here!

I'm going to work on a new update to the game, and I'll be posting most updates there.

We also have Matrix Chatrooms, found here and here!
Aug 16, 2023
AChat - rbskft
New costumes

Wizard101 - Sparck


How would you like to earn bonus rewards for participating in activities around the Spiral you already enjoy? During the Spiral Showcase event, you can earn points to fill up your personal progress bar by fishing, training your pets, doing daily quests, crafting items, and helping others with the Team Up Kiosk!

As you fill up your personal progress bar, you’ll unlock special free rewards:
  • Professor's Hoard Pack
  • Treasure Cards from the Eye of Bartleby Pack
  • Reagents from the Mega Reagent Pack
  • Jewels from the Rockhammer’s Jewel Pack
  • Mega Snacks
  • And More!
More good news! Earning points in the Spiral Showcase will also earn you points towards your Scroll of Fortune progress for even more rewards.

Check out the official Events Calendar for updates.
Military Conflict: Vietnam - waki
[Weapons]

- Added M37 Ithaca Trench Gun for United States Army assault class
- Fixed M1 Carbine SOG missing in loadout
- Fixed Binoculars missing in loadout
Aug 16, 2023
Lighthouse of Madness Playtest - flyingjackstudios
Bug fix
Old World - Fluffster
The main branch has been updated!

Headline changes:
  • AI combat improvements
  • Combat damage preview improvement
  • Fixed issue with minimum distance between city sites

Design
  • The minimum distance of AI nations from human players now scales appropriately with the city site density setting

Programming
  • AI combat improvements
  • AI no longer attacks when there is no value in doing so
  • AI no longer makes attrition attacks if attacking unit is in danger
  • AI has a better understanding of counterattack damage
  • AI has a better understanding of the Zealot general ability to not die with more than 1 HP
  • AI more mindful of enemy units that can stun
  • Improved speed of Modio mod browser

UI
  • Combat preview damage text next to unit health bar now shows the unit's maximum damage even if the target has less HP or a Zealot general
  • Leader is now included in reminders for available tutor targets
  • Critical hit preview now updates when a unit's critical hit chance changes
  • Added confirmation dialogs for load hotkeys
  • Added tooltip info for added turn for building outside territory (only affects forts)
  • Added tooltips for traits in leader customizer
  • Added scroll bar to founding panel to allow use of leader customizer with high UI scaling
  • Added strike bonus to unit attack preview summary against cities
  • Added game log entry when other nation declares war on you on your turn
  • Map Editor - reformatted right-side utilities to compress and shrink vertical size. Removed not-working map autosize button

Bugs Fixed
  • Fixed issue with minimum distance between city sites
  • Fixed trait helptext showing hidden subjects
  • Fixed bug with capturing some Roman cities in Carthage 4 scenario
  • Fixed traits being added to a character while iterating over their traits
  • Fix for index out of range crash
  • Fixed bug allowing players to build improvements and roads in non-allied player's territory
  • Fixed bug in sprite repository asset unloading and loading, which resolves sprite sheet errors when loading games with modded art assets
  • Fixed bug with delayed random traits and relationships
  • Fixed rare trade network bug
  • Fixed some cases where a rival unit in your borders was not getting bumped out of the way when you moved one of your units into its tile
  • Fixed potential border expansion preview issue
  • Fixed some AI city effect valuation issues
  • Fixed citizen count bug when upgrading a building with a queued specialist
  • Fixed some dynasty specific intro events not firing
  • Fixed grayed out "Found Capital" button showing wrong helptext when no Family selected
  • Fixed nicknames not being assigned for new custom characters in events
  • Fixed intro events not triggering in some circumstances
  • Fixed being unable to make truce with an AI after they declared war via an event without having met the player
  • Fixed achievement Alexander The Great not triggering for Alexander Dynasty
  • Fixed Customize leader option not being remembered
  • Text and event fixes
Aug 16, 2023
No More Room in Hell - Felis
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:

Additions
  • Added ability to lift ammo when it doesn't fit in player's inventory
  • Added cvar "cl_melee_impact_effects" to enable / disable melee impact particles
Changes
  • Reduced chainsaw impact effects on characters (#1414)
  • Reduced game installation size by compressing misc. textures
  • Removed friends requirement from the achievement "HAZMAT Team", new goal is "Kill 500 zombies with 6 or more players"
  • Show compatibility warning when playing with Linux runtime on Steam Deck
  • Show loading spinner while downloading user avatar

  • Updated the localization files:
Fixes
  • Fixed alignment when using line breaks on center print text
  • Fixed ambient_fmod's "Play everywhere" flag using entity's sound origin (#1426)
  • Fixed armored zombie spawn rule having no effect on "npc_nmrih_runnerzombie" (#1432)
  • Fixed car model crashing clients (#1436)
  • Fixed chat font drop shadow not being fully opaque
  • Fixed crash on player join when the main fog controller gets removed
  • Fixed excessive impact effects on some props (#1421)
  • Fixed false "Invalid BSP" error in Workshop Publisher (#1416)
  • Fixed god mode if player spawns mid-cinematic (#1411)
  • Fixed melee traces ignoring objects and walls (#1415)
  • Fixed minor performance issues during rendering
  • Fixed mutator dialog displaying an empty list when leaving it open and closing the "create game" panel
  • Fixed observer target FOV not using user settings
  • Fixed point message text not aligning to center
  • Fixed point messages displaying garbage output when updated often
  • Fixed potential crash with "game_ui" entity
  • Fixed several shaders requesting values for undefined base textures
  • Fixed skillshot material not being precached
Changes for mappers and modders
  • Added cvar "sv_ignore_win_loss_state", prevents round from ending on win / loss, useful for custom game modes
  • Added several entities to Hammer game data, including "generic_actor" with model / skin selector, and scripted sequences
  • Added surface prop "bouncyball"
  • Cleaned up unused entities in Hammer game data
  • Entity "point_message_multiplayer" now allows properties to be changed by keyvalues
  • Following entities no longer require edicts: env_instructor_hint, env_timer, game_text, logic_progress, logic_script, player_speedmod, point_message_multiplayer, scripted_sequence
  • Extended entity "prop_sphere" with customizable radius
  • Improved entity "point_message_multiplayer", text now follows movement parent smoothly without jitter, and height offset can be changed
  • MapHack: Fixed $remove server crash (#1425)
  • MapHack: Restricted unsafe entities in potentially dangerous functions
  • Updated "trigger_hurt" damage types to match NMRiH overrides in Hammer
  • Updated VPhysics clip editor texture
  • VScript: Added CNavMesh interface and CScriptNavArea class
  • VScript: Added CNMRiH_BaseZombie::GetShoved()
  • VScript: Added CNMRiH_WeaponBase functions SetViewModelOverride() and ClearViewModelOverride()
Changes for server admins
  • Added cvar "sv_vote_initial_delay", sets time in seconds before first vote can be called after map start (#1431)
  • Added network cvar overrides, new additions are "sv_net_maxcleartime_override" and "sv_net_splitrate_override"
Maps

All maps
  • Fixed hint instructors following players who interracted with objectives
nmo_boardwalk
  • Tweaked clips
  • Fixed zombie shamblers getting stuck in windows during "Survive" objective
nmo_broadway2
  • Tweaked VPhysics clips
nmo_cabin
  • Fixed watermelon not being "debris"
nmo_cleopas
  • Added few VPhysics clips
  • Rotated player spawn on the second floor for speedrunners
nmo_lakeside
  • Little tweak for the ivy texture
nmo_quarantine
  • Added a roof to the diner inside the inner quarantine since it was visible, as well as some additional detail
  • Added boxes near the graveyard FastEx truck that players can use to boost on top of zombies potentially blocking the chokepoint
  • Added VPhysics clipping to areas in the sewers where objective items could be lost
  • Added watermelons
  • Braced a door, please do not open it
  • Fixed a bug where upon grabbing the walkie talkie, players could infinitely trigger the soldier's dialogue and destroy everyone's eardrums
  • Fixed a minor rendering hiccup at the beginning of the sewers
  • Fixed multiple instances where backside of displacements were visible
  • Fixed the red X not properly rendering atop the breakable plywood at spawn
  • Fixed visible nodraw in the Park
  • Large optimization pass throughout the entire map
  • Lowered a building in the skybox that was ruining my immersion, visibly floating in the air at certain angles
  • Players can now get on top of the dumpster in the laundromat alley
  • Removed a clip brush impeding intentional design
  • The dumpster in the laundromat alley is on fire
  • The fire in the inner quarantine is now within the audible spectrum
  • Tweaked the nav mesh to reduce the chances of zombies getting stuck in certain locations
nmo_rockpit
  • Added fade out distances to a lot of props
  • Fixed the surface fire particles sometimes appearing invisible
  • Fixed invalid brushes
  • Improved zombie navigation in the surface building
  • Other minor optimizations and fixes
nmo_toxteth / nmo_toxtethdark
  • Tweaked clips
nmo_underground
  • Added few props
  • Tweaked VPhysics clips
nms_arpley
  • Reduced train damage to players to prevent an instant kill
nms_favela
  • Added glowsticks to make it more clear where players need to extract
  • Replaced unusable ladder prop with a step ladder to prevent any confusion
nms_isolated
  • Misc. tweaks
nms_laundry
  • Added electric trap for zone A
  • Added few details
  • Added kerosine lamp to zone B
  • Changed ammo_min "0" parameter value to "10" on random spawners to prevent the spawning of "empty" ammoboxes
  • Misc. tweaks
  • Moved flamethrower from zone A to zone B
nms_midwest
  • Added hurt trigger to train to prevent it being blocked and not letting other players to extract
Wizard101 - KyleIceW


Your pets want to have fun too! The Pet Promenade rewards you for interacting with your pets by doing things such as winning pet games, feeding them snacks, and more! Reaching the end of the progress bar yields a random pet jewel and a chance at the Ravenwood Hamster pet.

Check out the official Events Calendar for updates.
...