Aug 29, 2023
Dead by Daylight - Omnia_BHVR

Content
Release Schedule
  • Update releases: 11AM ET
  • DLC releases: 12PM ET
  • Note: Release times are an estimate and may vary from platform to platform.
Killer Power
Hidden Pursuit
A series of tunnels become available on the map when the Xenomorph is in play. By accessing a Control Station, it can enter these tunnels to quickly move around the map, detect the presence of nearby Survivors, and speed up the cooldown time of its Crawler Mode ability. Exiting a Control Station tags nearby Survivors with Killer Instinct.

Special Ability: Crawler Mode
The Xenomorph enters Crawler Mode automatically when not on cooldown. In Crawler Mode, the Xenomorph walks on four legs and becomes stealthier, reducing its Terror Radius. While in Crawler Mode the Xenomorph also has access to a brutal Tail Attack.

Map Feature: Control Stations
Seven Control Stations are scattered across the map. Survivors can interact with these stations to get a Remote Flame Turret, while the Xenomorph can enter and exit the tunnels underneath the Control Stations.

Special Item: Remote Flame Turret
Turrets can be placed in the map to counteract the Xenomorph. When the Xenomorph enters the radius and line of sight of a Turret, the Turret attacks; this attack staggers the Xenomorph and will cause Crawler Mode to end. If a Turret successfully knocks the Xenomorph out of Crawler Mode or fires for too long, it overheats, and must be repaired by a Survivor. The Xenomorph can attack Turrets to destroy them.
Perks
  • Ultimate Weapon
    When you open a locker, this perk activates for 30 seconds. Survivors entering your Terror Radius scream and reveal their position and gain Blindness for 30 seconds. This perk then goes on cooldown for 40/35/30 seconds.
  • Rapid Brutality
    You can no longer gain Bloodlust. Hitting a Survivor with a basic attack gives you 5% haste for 8/9/10 seconds.
  • Alien Instinct
    This perk activates when you hook a Survivor. You see the aura of the farthest injured Survivor for 5 seconds and that Survivor is oblivious for 16/18/20 seconds.
New Survivor - Ellen Ripley

Perks
  • Lucky Star
    When you hide in a locker, this perk activates. You leave no pools of blood and make no grunts of pain for 10 seconds. When you exit the locker, you see other survivors and the closest generator's aura in yellow for 10 seconds. This perk then goes on cooldown for 40/35/30 seconds.
  • Chemical Trap
    After completing 70%/60%/50% progress on any generator, this perk activates. While standing next to a dropped pallet, press the Active Ability Button 2 to install a Trap, which stays active for 100/110/120 seconds. The aura of trapped pallets are revealed in yellow to all Survivors. When the Killer performs the break action on the trapped pallet, the trap explodes, and they are slowed by 50% for 4 seconds.
  • Light Footed
    When you are healthy, this perk activates. Your running footsteps are silent. This perk goes on cool-down for 28/24/20 seconds after doing a rushed action.
New Map - Nostromo Wreckage
Explore the mysterious crash site of the iconic Nostromo. Visit landmarks familiar to the fans of the Alien franchise, in a unique setting where you will find yourself chased in and out of the ship. Run the Killer around the shuttle that brought Ripley to the world of the Entity. Navigate through the alien landscape, and you may yet escape from the remains of the wrecks.

PTB - Live Changes
  • Increased Xenomorph movement speed whilst traversing the map in the tunnel to 18ms was 16ms
  • Whilst inside the Tunnel, when in proximity of an exit, the tunnel connection to the Control Station aura is highlighted for the Killer
  • Improved visual feedback on the Tail Attack for players
  • Fixed the obstruct Tail Attack animation going through objects for Survivors
  • Movement speed after missing a Tail Attack has been increased to 2.0ms was 1.2ms whilst in cooldown
  • Destroyed Turrets now take 60s to return to a Control Station instead of 45s
  • Multiple Turrets firing at a Killer no longer stack, the Xenomorph will not lose it's power faster if it's affected by more than one Turret at a time
  • When burned by a Remote Flame Turret without Crawler Mode ending, Power recovery now starts after 1 second (was 2 seconds).
  • When burned by a Remote Flame Turret without Crawler Mode ending, Power now recovers at 25% per second (was 20%).
  • A Turret being carried by the Survivor, now provides the audio radar feedback to any Survivor in range
  • Slightly decreased the Turret placement restriction and Turret collision to allow a bit more flexibility with Turrets in enclosed locations
  • Emergency Helmet Addon is now Rare instead of Uncommon rarity
    - now offers 35% increased resistance effect instead of 50%
  • Brett's Cap Addon is now an Uncommon rarity instead of Rare rarity
  • Adjusted Xenomorph Chase Music
Killer Tweaks
  • The Knight
[/b]- Pillaged Mead - Decreases the amount of time it takes for a Guard to complete their Order action by 15% (was 25%).
- Tattered Tabbard - Increases Patrol time for all Guards by 8 seconds (was 6 seconds).
- Town Watch's Torch - When Survivors escape Guard Hunts without being hit two times (was 3 times), The Knight gains Undetectable Status for 25 seconds.
  • The Demogorgon
    - Killer Power - Undetectable after teleport lasts 5 seconds (was 3 seconds).
    - Rat Tail - Increases speed of opening a Portal by 50% (was 35%).
    - Unknown Egg - Decreases the cooldown after traversing the Upside Down by 2.5 seconds (was 1.5 seconds).
    - Violet Waxcap - Increases the duration of the Undetectable effect gained when emerging from a Portal by 1 second (was 0.5 seconds).
    - Leprose Lichen - Reveals the auras of all Survivors while traversing the Upside Down. After emerging from a Portal, the auras of all Survivors within 16 meters of an active Portal are revealed for 3 seconds.
  • [/list]
    Audio
    • Updated the audio for Jonah Vasquez - grunts of pain, scream etc
    Features
    PC Graphics Update
    • New setting to toggle VSync on and off.
    • New setting to change the FPS limit.
    • New setting tog toggle the anti aliasing on and off.
    • Setting for resolution option update.
    Bug Fixes
    Archives
    • The "It All Leads Here" master challenge description has been fixed to improve objective clarity.
    • The "Mastering Deadly Senses" challenge description has been fixed to improve objective clarity.
    Audio
    • The survivor's pick up HUD soundcue is no longer heard when killer such as the Trapper, or The Cenobite pick up their respective killer item.
    • The Tally screen music is now properly heard if the trial is ending while The Singularity was controling a Biopod.
    Bots
    • Bots are now more likely to be productive within the Terror Radius.
    • Bots' behaviour has improved when facing Killer sidekicks, such as The Nemesis' Zombies or The Knight's Guards.
    • Bots no longer attempt to confuse the Killer by crouch-walking during a chase.
    • Bots now investigate Supply Cases more often.
    • Bots now telepathically communicate to avoid multiple Bots running to heal or unhook a Survivor at the same time.
    • Reverse Bear Traps no longer cause Bots to freeze when the Exit Gates are opened.
    Characters
    • When facing The Onryo, the VHS is now properly aligned in survivors’ hands.
    • An extra SFX no longer plays when specific Killers pick up a Killer Item.
    • The Hide action is no longer executed upon entering the interaction zone of a Locker while holding the input.
    • The Nurse's "Spasmodic Breath" addon no longer increases the carrying speed
    • Survivors no longer lose deep wound when grabbed by a killer during a vault
    • Survivors hiding in a Locker and hit by The Artist's Dire Crows are now correctly revealed by Killer Instincts
    • The Twins no longer enter a broken state when switching control and being stunned simultaneously
    • The Knight is now correctly able to summon a second Guard at the same location of the first summon.
    • Survivors hit by The Deathslinger's Harpoon projectile will now correctly play pain, injury or grunts on hit
    • The Undectable status no longer triggers Play With Your Food
    • When emerging from a Portal, the Demogorgon's Add-on "Leprose Lichen" aura reveal is now correctly distance-limited
    • Entering a locker no longer clears the duration of Blindness status effects from Killer Perks and Addons.
    • The Cenobite's Mori animation is no longer misaligned with Survivors.
    • Killers' camera is now always properly aligned with the Killer's orientation.
    • Getting hit by The Onryo no longer causes Survivors to have a VHS tape in hand at the start of retrieving the next VHS
    • The Dredge can no longer break locks with a Basic Attack while inside a locker.
    Perks
    • A Survivor's Aura is no longer revealed to the Killer when in range of a cleansed Dull Totem when using the Perk Hex: Undying.
    • The perk Friendly Competition now correctly activates when a Generator is completed by a Bot.
    • Survivors can no longer bypass the Perk "Overcharge" by quickly repairing the generator and leaving it
    • Blood Pact no longer fail to activate when using an Anti-Hemorrhagic Syringe add-on.
    • The effects of Plot Twist are now correctly disabled after being hooked
    • The Scene Partner Perk is now correctly activated by the Terror Radius of The Xenomorph.
    Platforms
    • Steam experiencing a network issue will no longer cancel an existing lobby.
    UI
    • The "Match Found" message will no longer appear during matchmaking. Instead, the UI will go from "Searching for Match" directly into "Joining Match".
    • Display the remaining time when hovering the mouse on the store character item.
    • Fixed an issue where Bot Loadout slots greyed out when nothing equipped.
    • Fixed an issue where the online subsection within social menu gets reset when choosing to restore defaults in another section of the Options.
    Misc
    • Fixed an issue where the wrong killer's power could appear in the Loadout menu, preventing equipping Add-ons.
    • Disconnected players can no longer spectate the game they disconnected from.
    • Fixed an issue where the game crashes when The Cenobite teleports to the Lament Configuration.
    The Xenomorph (since PTB)
    • When The Xenomorph is in a tunnel, the horizontal distance no longer counts towards perks with distance requirements
    • Flame Turrets can no longer be placed in such a way as to to block passage for the Killer or partially block access for Survivors
    • Fixed an infrequent crash when Starting a custom match as The Xenomorph
    • Breaking down a Flame Turret while holding a limited item no longer causes the Survivor to be unable to pick up or place the Turret
    • The Xenomorph's tail placement is no longer affected by Survivors
    • The Xenomorph no longer alerts crows on the map while in Runner Mode
    • Placeholder white orb is no longer visible in Haddonfield when the killer is The Xenomorph
    • The Flame Turret's detection radius VFX no longer remains visible when performing other animations while holding the Flame Turret
    • The Flame Turret no longer rotates in Survivors' hands when performing gestures
    • Survivors who are grabbed from a Locker no longer keep their Flame Turret.
    • When exiting a Control Station as The Xenomorph, it is no longer possible to briefly see out of world
    • The Acidic Blood Add-On now displays the correct icon when exiting a Tunnel.
    • Survivors can no longer pick up multiple Flame Turrets at once
    • Performing a "Break Down Flame Turret" action while screaming no longer causes the Flame Turret's fire VFX to play incorrectly
    • The haste effect icon is now shown properly when playing The Xenomorph with Parker's Headband Add-On.
    • The Xenomorph no longer pops into view in the Main Menu
    • When in a tunnel, The Xenomorph's offscreen indicator tracking moving Survivors no longer jitters
    Perks - The Xenomorph and Ellen Ripley (since PTB)
    • The Xenomorph and Ellen Ripley perks are now in the right order in the Character Info section
    • The Xenomorph's Tail attacks now correctly consume Play With Your Food Tokens.
    • Blast Mine and Wiretap can no longer be placed on generators with zero progress
    • The Chemical Trap no longer stays active after being broken by one of The Knight's Guards.
    • Chemical Trap's HUD indicator no longer starts with progress or ends early
    Public Test Build (PTB) Adjustments
    Audio
    • Killer audio such as footsteps once again correctly plays in the Tally screen.
    • Some of the Xenomorph footsteps sound are no longer missing for some quadruped animations.
    • Bots
    • Bots now avoid running to heal a downed Survivor with a nearby Killer.
    Characters
    • Fixed an issue that caused Jonesy to not appear and disappear correctly in the lobby
    • Fixed an issue that caused the laser to be too intense when playing against the Xenomorph
    • Multiple Jonesy's will no longer spawn as part of menu idle animations.
    • Fixed an issue that caused the The Hillbilly, to clip through the camera when using the basic attack or hooking a survivor.
    • Fixed an issue that caused The Singularity to drop carried Survivors on the ground between its legs, rather than dropping them on its left side.
    • Fixed an issue that caused The Spirit's sword to not fully reset when attacking twice while holding a Survivor.
    • Fixed an issue that caused male Survivors to hold the First Aid Spray towards themselves when using it on a teammate in a Trial.
    • Fixed an issue that caused the Skull Merchant's elbow to bend and stretch during the idle animation in the lobby when equipped with the "Executive Terror" Torso cosmetic.
    • Fixed an issue that caused Survivors to still hold a VHS tape when attempting to retrieve it from a TV set after losing a VHS tape by getting hit from The Onryo.
    Platforms
    • Removed incorrectly distributed "Attack on Titan" cosmetics for players on the Windows Store.
    • Players on Switch with improperly synchronized time can now correctly start the game.
    UI
    • The Report Feedback popup should now be correctly localized.
    • Legion and Micheal Myers now have new portrait renders on the selection screen.
    Misc
    • Fixed a crash that could occur when queueing up for a Trial.
    • Restored missing Cosmetics that were reported as lost since the 7.1.0 release.
    Known Issues
    • Crawler Mode is incorrectly translated as Runner Mode in-game and will be updated in a future update
    • Instability may occur when fullscreen mode setting is used when the game is out of focus
    • Due to an issue with the Temple of Purgation, the map has been temporarily removed from rotation. The offering "The Last Mask" has also been disable until this issue is address.
    NIMRODS - Havi


    🔫 Gear up, NIMRODS!
    Drop into our latest demo - we've made major HUGE changes!

    URL: https://fiveamp.itch.io/nimrods#download


    🌟 New Features
    • Map Expansion: We've ditched the small and enclosed level layout in favor of a sprawling, open alien planet to explore! As this is a massive undertaking, we'll be continuously improving the map with each update. In the future we'll pack the world with more interesting locations, enemies, and secrets to discover. We also plan to implement "drop zones" which can enable you to change the starting location of your run!
    • Drone Companion: You've now got access to a full-time drone buddy which will use whatever previously-built gun you equip it up with. You can use this to create powerful synergies by combining your old build with your new one for insane combos. We plan to add more agency to this system in the future, enabling you to customize your drone's behavior, appearance, and more!
    • Missions: Transmission Incoming: "S0S.. H3LP M3 PLZ!" The first taste of quests and achievements are in and ready for a strapping hero like yourself to complete them! Just head to your local mission board for more details!
    • Overall: We've shaken up A LOT of things - especially within the game's combat balance (too many changes to list here). We've expanded the early-game augment pool to maximize gun building variety, removed the research requirement on new chassis, and aimed to improve the pace of the early-game progression. As with the other features, we're eager to hear your thoughts about these changes and the current state of the game!

    ❓Why the Change?
    • In short, we weren't satisfied with the amount of unique features NIMRODS had during the last iteration. We went back to the drawing table to see where we could improve, so we picked a handful of our favorite ideas and worked overtime to share them with you asap! As always, please be open and honest about all feedback

    Patch Notes

    So much has changed that we won't be doing itemized patch notes like we did in previous content updates. We'll get back to doing that eventually. For now, things are in such flux we're covering broad strokes with our Patch Notes:

    • Instead of an enclosed arena, we now have a large, handcrafted map that you can explore.
    • There are obstacles on the map you cannot walk or shoot through, ranging from large wooded areas to small rocks you or the enemies can hide behind.
    • Added map objectives: Travelling to certain places allows you to interact with some unique element at the map. One is obvious with a blue arrow pointing to it. The other is hidden: You need to stumble across it as you explore!
    • Your drone is now always with you. It starts as a basic chassis, and levels up the same way it did when you were playing with that run. (If you leveled up at 47 seconds while making your drone, it will also level up at 47 seconds when you use the drone.)
    • Previously, you could beat the game without a drone. Now, your drone is part of the core progression. You will die your first run, which gives you a drone. You can use that drone to get further than last time, then die, getting a better drone. And so on...
    • Enemy difficulty is rebalanced; enemies are slower and far more numerous than they were previously!
    • Enemy spawning patterns are much more distinct, and will have certain "waves" you can rely on seeing at the same timestamp each time you play.
      Added missions: A quest system that rewards you with credits or research points as you accomplish certain goals.
    • There are no more offensive or utility augments. They're all combined into a single pool, and the goal is for all augments to have both a utility function and a damage increase.
    • Level ups now come in drop pods that you have to collect before you get your upgrades.
    • Dash no longer goes through enemies, but is much longer.

    🙂 Happy Hunting, NIMROD!

    Feedback
    We'd love to hear your feedback, survey URL is located here:

    https://docs.google.com/forms/d/11J3dGQFLncKTJwww0tc3cfbdElBY0EiAKA_miGGcrjw/viewform?edit_requested=true


    Demo
    You can download the Demo here:
    https://fiveamp.itch.io/nimrods#download
    Anvil Saga - F.SnowFlake
    Greetings to all the gifted blacksmiths!

    Thank you for warmly accepting our latest patch. It revealed a number of bugs that we have fixed since then.

    What's fixed:
    • Arthur now goes to the fair with upgraded levels and tools. If he is joined by Therys, Stone or Monty, they will also save progress.
    • Added a display of the amount of time remaining until the worker is paid
    • Bug where you could pay a worker when you have no money.
    • Improved the room customization interface.
    • Bug with the incorrect line of "VladFailed3"
    • Bug with the wrong image of towers and characters for the global modifier "Nearby skirmishes" if the village is ruled by bandits.
    • Bug in the sandbox where side quests requiring wood could occur before opening wood orders.
    Update Anvil Saga and share your impressions in the comments and discussions on Steam.

    Regards,
    Anvil Saga Team
    Shadows of Forbidden Gods - BobbyTwoHands
    Two items today, one for everyone in the community, and one for modders.

    Firstly, for everyone:
    Contributing artist Brad, from Apostle Games, is soon releasing a new Dark Fantasy party-based RPG. Check it out here, to get your next fix of grim darkness:
    https://store.steampowered.com/app/2575780/Age_of_Tribulation/

    Secondly, for modders:
    Following discussions, I've decided to keep the game in Unity's development mode forever, but employ a hack to remove the "development mode" watermark from the bottom right. What this means is the read console error text will be there to make debugging easier.

    If you are using Harmony to make mods, this also means the underlying code won't change too much (there were major changes in the underlying bytecode which changing from development mode to normal mode introduced).

    The only downside is lower performance, now that the watermark is gone, which hopefully isn't too major a concern. The upside is easier mod compatibility from earlier builds and we won't lose the debug console.

    A few bugfixes and minor gameplay/UI changes are also bundled into this update.

    In detail:

    Gameplay:
    -Heroes with shadow have reduced (to 0 at 100%) motivation to guard the Chosen One
    -Insane rulers should no longer declare war on tiny or non-existant nations (those holding fewer than 3 locations in the previous turn)

    Other:
    -Added size and order toggles to turn log

    Bugfixes:
    -Fixed text when Elves join The Dark Empire to stop saying they joined The Alliance
    -Dark Elves will no longer have a "dark elven skirmishing" motivation towards insects, neutral evil creatures or player controlled agents
    -Fixed Changeling menace gain
    Star Trek Timelines - NancySTT
    Greetings, Captains,

    Inhabited Psyches is the theme of our next campaign, ¨Inhabited Psyches ¨.

    It will feature: Caretaker Torres (new) 5*, Lela Kira (existing) 5*, Grandmother Kes (existing) 4*.

    The last reward of the Ultimate track will be Inhabited Psyches Avatar.



    This campaign will start on Tuesday, 09/05 at 12am ET (17:00 UTC), and end on Monday, 10/02 at 11:59pm ET (Tuesday, 10/03 at 04:59 UTC).

    You have one week left to complete the ¨Elysian Kingdom¨. campaign!

    Lastly, we hope you’ll enjoy this week’s event.

    Thank you for playing,
    The STAR TREK TIMELINES Team



    DOOMBLADE - Hauptstadtecke
    Get ready!

    Join us September 11 - 14 right here on Steam for one of the largest digital expos about audio and music in games. Save & Sound features concerts, deep-dives, and mashups from 70+ developers from around the world!

    Starting at 10am PDT / 7pm CEST, a 3-day live show from September 11 - 13 will showcase original content made just for Save & Sound.

    Brian Skeel, composer of DOOMBLADE's soundtrack, has prepared an audio deep dive where he talks about the music of DOOMBLADE. He demonstrates how he perfectly blended the lush atmosphere and crushing aggression to fit the game. In DOOMBLADE, where innocence and vengeance form an unlikely pair, the music blurs the lines between organic instrumentation and synthetic sound design, reflecting an environment where ancient lands and advanced technology coexist.



    Don’t miss out on updates!

    Set a reminder to be notified when Save & Sound will go live!

    The show will be streamed on the Save & Sound website, YouTube, and Twitch. Check out all the games part of the event on http://saveandsound.io



    The Silent Huntress - D.
    A lot of errors in the Ukrainian text have been corrected, many thanks to Ms. boo! („• - •„)
    Aug 29, 2023
    Organosphere - Twelv
    Organosphere V0.9.7.0

    This update finally completes my goal to have the game work without dialogue trees, and fully voiced and lip-synced characters briefing you and giving you mission objectives. It's been a long time that I have wanted to do this, since I started this project back in 2010 so I am very excited its finally happened. The game still is, and always will be a very short little story of 1-2 hours gameplay, and up to 10-20 hours of exploration if you really want to see every detail the world has to offer. But I am happy with that, and would rather keep the game short so as to focus on making it as good as possible. For my first project, and for a free game - I am extremely proud to share this update with you all!
    [As always, the update features the main core focus points, as well as a bunch of new features such as survival mode, a new introductory story cutscene and the usual bunch of polishes and improvements.]

    1. The main scientist character in the office is now fully voiced and lip-synced, with mission objectives now being given in a cinematic fashion without dialogue trees and also with player character voiced responses, making the game finally feel consistently rounded off in all its NPC interactions mission briefings.
    2. Removed all third party dialogue system plugins, improving performance and project consistency.
    3. New introduction cutscene/slideshow which can be watched from menu to allow more story context.
    4. New arcade survival mode. A total carnage mode with non stop attacks and endless ammo with no saving, scavenge to survive and try to last as long as possible. In Survival mode, ammo drones also reset every few minutes and you also start the game with the flamethrower chainsaw as an emergency backup weapon. You will however, need to finish the story campaign
    5. Mbawula [Barrel Fire]'s can now be lit using a lighter or matches, and will also trigger the camper achievement instead of only using campfires.
    6. Added more NPC interactions with the scientists in the secret lab.
    7. Added a few more NPC character's aboard the arcadia.
    8. Lighting fires now also gives XP points.
    9. Improved grenade launcher firing FX.
    10. Improved grenade launcher explosion audio.
    11. Removed unnecessary ammo drone tool tip from loading screen.
    12. Removed a few enemy speech audios that didn't sound as good as the others.
    13. A few more pieces of new music, rounding off the games soundtrack.
    14. Fixed weird textures on big city dumpster lid.
    15. Optimized scripting and updated some deprecated API calls.
    16. Removed more unnecessary meshes.
    17. Added asynchronous loading for audio clips so that instances such as loading distress signal after turning on generators in Mission 1 doesn't cause game to stutter.
    18. In addition to the cinematic voicing and lip-syncing in point 1, when players reaches the caves there is a new audio transmission explaining things in detail which also helps make the general cave journey more interesting.
    19. ADS Gun Sway now tightens up when going into bullet time.
    20. New textures & "Sdudla" brand name for crushed takeout boxes.
    21. Removed some floating ammunition, meshes and decals.
    22. New Steam community icon.
    23. Optimized mbawula/barrel fire geometry.
    24. Fixed issue with lip-syncing system lagging the first time it is loaded.
    25. Fixed missing roof colliders in Arcadia.

    Organosphere V0.9.7.1 - 29/09/2023
    • Added support for ultra-wide monitors.
    • Fixed brightness issues on default color setting.

    Organosphere V0.9.7.2 - 03/10/2023
    • Fixed issue with inverted location markers.
    • Fixed issue with inventory scaling on ultra-wide screens.
    • Fixed issue with mini-map reappearing when disabled after weapon customization.
    • Fixed issue with mini-map not being enabled by default.
    • Fixed issue with looting menu showing small items on all screens.
    • Made optimizations to internal animation systems using string hashes for improved performance.
    • General minor optimizations.

    Organosphere V0.9.7.3 - 07/10/2023
    • Fixed some missing materials.
    • Improved night time brightness.
    • Improved night sky stars.
    • Script & build optimizations.
    • Simplified some problematic colliders on certain vehicles.


    Organosphere V0.9.7.4 - 14/10/2023
    • Removed "laser-sight" attachment as its made redundant by the HAMR red-dot scope.
    • Further tweaked and adjusted night time brightness.
    • Optimized scorpion navigation code slightly.
    • Lowered range of gattling barrel by 20 meters.
    • Increased range of single shot barrel by 20 meters.

    Organosphere V0.9.7.5 - 11/11/2023
    • Improved graphics slightly.
    • Improved Freeze-Ray attachment appearance and made it less bulky.
    • Fixed issue with sunset going extremely dark before the moonlight makes it easy to see things.
    • Removed brightness/torch settings as they are now now longer needed as the new time of day settings allow everything to be clear always.
    • Fixed concrete overpass texture as used on highway pieces low to the ground.
    • Made thunder/rain sounds much lower.
    • Improved quality of flashlights when indoors or in nature reserve.
    • Improved performance slightly.
    • Fixed nighttime brightness in Nature Reserve.
    • Numerous internal script optimizations.
    The Dancer: Definitive Edition - Spacepiano
    It's been a long time coming, but I've finally made the tough decision to cancel development on The Dancer: Definitive Edition's DLC, revolution. I feel like I have moved beyond the dancer as a whole, and I do not want to develop something that I believe to not be of the quality standards I now set for myself. This extra dev time will be spent working on Voidside Updates and a new game which is yet to be revealed.

    Thank you for your understanding.
    Legend of Edda: Pegasus - RavenheartZ
    • Replaced the new skill levels for Evasion Enchancement and Shield Mastery with 2 new single-level skills to spare skill points: Nyx Cloak and Soteria Protection
    ...