Aug 27, 2023
Aggregator Elevator System - emonkegames
- Mac build is updated to the latest windows version
Outer Space Shack - Nicolas
R1.1.2 patch has just been released to players. It includes the following fixes and improvements:
  • 633: Fixed issue occurring during first consultation of the research tree.
  • 634: Resolved major game crash during astronomy missions when simple appliances were installed.
  • 635: Added warning message for rocket launches when remaining payload is less than 1%.
  • 636: Updated rover to initiate charging task after a rover charging station has been installed.
  • 637: Introduced progressively more expensive loan options.
  • 638: Improved display interface for astronomy missions.
  • 639: Fixed issue making it hard to click on the left part of the mission selection menu.
  • 640: Changed end-of-mission display to indicate "Paid" if final payment is negative (e.g., due to a loan), rather than stating the player received a negative amount of money.
  • 641: Implemented system to only display a new message if a previous message is still visible and lacks a 'Bring Me There' option. Messages with 'Bring Me There' option are considered more important and will not be overridden.
Aug 27, 2023
Rail Route - Mišo
NEW: Context actions keybinds hint are being shown above bottom bar instead on it NEW: Other trains can be selected in focus view UPDATE: Localizations (en: ui; nl: ui; ru: ui) UPDATE: Middle-click & mouse wheel now have different binding icons UPDATE: Mouse middle click icon was update to be more clear UPDATE: Mouse scroll icon was updated UPDATE: The design of the settings section of the station info panel has been updated FIX: Connector for contract leg was not found if platform indicator was placed on grid cell edge FIX: Connector for track & contract leg was not found along a prebuilt track crossing a wall FIX: Loaded game stopped when first train departed from its last destination if 'Run trial' action was executed from Editor before FIX: Recurrent IC contracts were generated even if only one-off IC contracts unlocked in map (via Editor) FIX: Reward icon color was not getting changed when the reward is lost FIX: Saving default time offset of station info panel affected other currently opened panels of the same station FIX: Second leg prototype was auto-dispatched from Coach Yard even before first leg prototype finished FIX: Signal built on originally empty platform end could not be deleted after save&load FIX: The 'Stopped at signal' did not disappear once first leg was reused for the next leg and this train was actually stopped at station FIX: Timetable map gave 10 more points per correct stop each replay FIX: Timetable was not re-sorted when train schedule was changed (but only after some other train was added). Could cause late dispatching. FIX: Toggles in Station configuration view had wrong tooltips FIX: Tutorial instructions (subtasks) hints close to right border were not displayed completely
Blood Scheme - Lz
Embark on an Epic Adventure with "Dungeon Evolution: Nemesis"!

🗡️ Delve into a world of mystery and danger as you step into the immersive realm of "Dungeon Evolution: Nemesis"! 🏰

Unleash your inner adventurer and brace yourself for heart-pounding challenges that will put your strategic prowess to the ultimate test. In this solo electronic tabletop game, every choice you make shapes your destiny, leading you on an unforgettable journey through the depths of a treacherous dungeon.

🎮 Key Highlights:

🔥 Face Cunning Enemies: As you explore the labyrinthine corridors, cunning adversaries lie in wait. Sharpen your skills to outsmart these foes who relentlessly grow stronger with each encounter!

🏆 Decisions Shape Your Fate: Each decision you make has a ripple effect, shaping the outcome of your journey. Will you rise to victory or succumb to the depths of despair?

🗝️ Unlock Secrets: The dungeon is filled with enigmatic secrets and priceless treasures. Unlock them by conquering challenges and forging your path with bravery and strategy.

💡 Strategic Gameplay: Engage in streamlined and compact gameplay that keeps you at the edge of your seat. Every move you make counts, so choose wisely!

🧙‍♂️ Develop Your Abilities: Enhance your skills and abilities, making you a formidable force against the ever-present nemesis that seeks to thwart your every move.

🌟 Epic Boss Battles: Face off against colossal boss monsters that guard the deepest secrets of the dungeon. Victory unlocks new levels and unparalleled rewards!

🎲 Unpredictable Events: Every floor is teeming with captivating events. Navigate through them by making strategic choices that lead to various outcomes.

Are you prepared to dive into the world of "Dungeon Evolution: Nemesis"? Your destiny is in your hands. Gather your courage, unleash your strategy, and become the legend that conquers all odds!

Forge your path of destiny today in "Dungeon Evolution: Nemesis." Your adventure awaits! 🌐🎉

Page Link
MotorCubs RC - jdraisey
  • Additional props and lighting changes to Charles Run.
Moka Future - OOO三蛋
1.BUG修复
·修复角色身上不正常的频繁显示护体BUFF图标的问题。
2.更新调整
·调整角色身上暴怒和游猎只在此BUFF初次获得时才显示BUFF图标。
·优化敌人的寻路,防止敌人角色出现呆着原地或者异常卡住的问题。
·随机天赋盘新增高亮过滤功能,随机天赋盘右上角输入框直接输入词缀文本即可,支持精确和模糊查找,符合过滤文本的天赋会高亮显示,
例: 查找'+专属天赋点(UAP)',输入'专属'或者'UAP'即可。同时支持切换语言到英文时的英文查找,不区分英文大小写。部分词缀存在()的英文符号,中文()同样适用。
Aug 27, 2023
Hexworld - icxon


Nomad golems join the battle!
Hexworld is slowly getting in shape in terms of content and lore, and this update brings a lot in this regard. First of all, we bring the different golem building styles.

  • Life style is based on the essence of living creatures and nature, those are your favorite chunky bois made of clay and dirt. Sturdy, reliable, and really persistent.
  • Radiant style require hot and sunny places to gather essence, their nomad golems are made of dust and hot air, covered by exquisite canvas. They are swift, can dodge, but a little bit on a frail side.
  • Death style, well.. let's not yet talk about the Death lords and how they make their battle abominations.

Second, the kingdoms now have proper identity, each of them will reside in a specific region and have preferred golem style buildings.



  • Azuria Kingdom and Redplaine Duchy inhabit the Green Continent, and of course, with their grassfields and forests their schools follow a Life style golembuilding
  • Califate Emeralis and the Empire of Tang occupy the Desert continent, and their artificers build golems using Radiant school teachings
  • Mortum.. is Mortum, nothing to see here, let's move on.

You can now start your adventure in any of the regions (well, we just have 2 for now :), so if you already played a lot of Green continent, feel free to start from the Desert.

We also made some QoL updates like a better camera pan. And last, but not least, the music got a massive update, we finally made a proper dynamic music engine and a killer track for it, so check out the Green continent music! Now hopefully it's a bit less annoying to play on repeat for several levels :) Desert one is coming along a bit later, too.

Full Patch Notes
- [New] Dynamic Music Engine and new dynamic track in Green region
- [New] Screen - Regions Map
- [New] Desert structures - Chakram Palace, Dagger Palace, Scarab Lair
- [New] Mortum structures - Bone Archery, Bone Barracks
- [New] Azuri structure - Hound Stable
- [New] Desert golems - Chakram Nomad, Dagger Nomad, Scarab
- [New] Mortum golems - Crossboner, Bonewarrior
- [New] Azuri golem - Hound
- [New] Azuri tiles - Meadow, Steppe
- [New] Mortum tile - Dead Forest
- [New] Art for Boulderswag Pit and Giant Pit structures
- [New] pan camera control, more precise and feels much better than the old one
- Camera pan sensitivity setting added to settings menu
- Slide camera pan option is disabled. We may or may not bring it back at some point

Locales
- Simplified Chinese locale added
- Ru-ru locale added
- We are not enabling official "supported languages" in Steam yet for these locales
- You can switch locale in settings menu
- Locales are stored in \StreamingAssets\Locales folder of the game

Balance
- HexDamage is reduced for Giants and Boulderswags to 10 (was 25) means they will less likely destroy your hexagons
- Giants and Boulderswags spawn pattern is now 2 units max at T3 (was 3 units max at T3)
- Better splash damage control. Now limited by x2 max in the hit epicenter
- Forge: ArmorAdd 5 (was 10), SpeedMod 0.7 (was 0.6), AttackSpeed 1.3 (was 1.5)
- Global MinDamage is now 1.0 (was 0.1) to counter extremely high armor values in some cases
- Few tweaks to desert tiles (e.g. Oasis +3Ra/+3Li, Savannah +2Ra/+2Li)
- Red Pillars tiles give same amount of Iron as Mountain tiles
- Oasis tile has a passive healing aura (+3 hp per second)
- Mortum units now ignore necro tile slowdown effect

Performance
- Introduced LODs for tiles and units. When you zoom out - less details will be shown consuming less GPU resources.
- Introduces Pooling for projectiles and visual effects. Means they will be recycled instead of allocated/deallocated spending CPU cycles.

Other Fixes
- [Editor] Fix for weird offset when dragging a hexagon in some cases.
- [Fireball Wizard Boss] Now you can not kill the boss by destroying the hexagon he is staying on



Aug 27, 2023
CONCLUSE 2 - The Drifting Prefecture - T Allen Studios
Todays patch includes the following changes and fixes:

  • Added credits button to the main menu options page as a shortcut to see who all came together to make the game without having to beat the game first.
  • Fixed Michael voice line repeating when loading in the Cathedral after talking to the balloon.
  • After defeating the day 3 Prefecture boss enemies are disabled now upon returning to talk to Hope before returning to the surface.
  • It should no longer possible to get into the tank before the day 3 Prefecture boss introduction cutscene.
  • Fixed the final day 3 Hope conversation after the boss fight having old character portraits.
  • Being able to cancel/short the cutscene after fulfilling the first shrine requirements on day 5 of the Prefecture by running through the collision trigger too quickly should no longer be possible. This would result in a soft lock.
  • Being able to do the same with a cutscene on day 4 of the Prefecture should also no longer be possible.
  • Lastly, the very odd issue where some players were dying mid-slide across the long rail in the Twisted Sewers should finally be stamped out. This was an issue that always appeared to semi-randomly get introduced during the build stage and we thought was already fixed until another player experienced the issue. We now explicitly have made it so that our death collision colliders (used for if the player falls off of a rail) will not work if the player is actively sliding on a rail. Again this issue should finally be truly taken care of!

As always thanks for the continued support! We'd love to see more screenshots, videos, artwork, guides, and reviews in the community if any of you amazing players feel so inclined to share any of the above!

~ Tyler and Jon
Aug 27, 2023
Psycho Crab - Super Walugus Grudenburg - BLM
-Added the Pogo Crab Challenge, where you go through the circus first seen in the Dizzycrab Challenge as Pogo Crab instead. How difficult is it when you can no longer control gravity? Time to find out!
-Added Robo Crab who has gadgets instead of a jump and is very powerful. Unlocked by beating the game.

-FIxed Pogo Crab's checkpoint selector being broken
-Fixed various flaws caused by previous updates in Prehistoric Crab's level, including some major skips.
Territory: Farming and Fighting - loomingco
BUG FIXED: When the barracks has items that cannot be retrieved, it sometimes gets stuck and does not move other items
Optimization: The attack speed of all soldiers is uniformly increased by 1.5 times
Optimization: After the farmland is harvested, it will be placed in the storage facility associated with the farmland or orchard (even if the item plan is not set on the shelf, it can still be placed)
Optimization: When the enemy is actively attacking and moving, it will stop and fight when it encounters a target that can be attacked, instead of moving all the time and passing by the player's soldiers
Optimization: Avoid the problem that when construction workers demolish the bridge, they run to the other side of the river and cannot return
Optimization: The problem that the construction worker ran to the mountain after modifying the building
Optimization: After the construction workers demolished the building, the returned materials fell at the foot of the building
Value : Titans are immune to the skills of the power of faith: "Sanction", "Lightning"
Optimization: warship interface, hide the "automatic sea trade" function
BUG Fix: The problem that the bridge can be walked before it is completed
...