Pathogenesis: Overcome - 269thlab
Pathogenesis: Overcome contains unfamiliar and unusual mechanics, because we consider ourselves true indie developers and are not afraid to experiment and develop new gameplay features. A full-fledged gameplay tutorial will be added to the game later. In the meantime, I will provide a guide to the basics and nuances of the controls.
The ability to reassign keys will be added later. The layout is now set for the default, which may change in the future.

https://steamcommunity.com/sharedfiles/filedetails/?id=3031779292
Sep 6, 2023
AChat - rbskft
New costumes

Underground Blossom - BloodRaven
This is your metro conductor speaking 📣💥
The Underground Blossom metro will reach Release Station in 3 weeks! 🚇 🌸


✨ Wishlist now:
https://store.steampowered.com/app/2291850/Underground_Blossom/

Ps. Check out our social media @rustylakecom to participate in a contest to win a metro ticket 🎟️
Sep 6, 2023
Miners Settlement Playtest - marian.mazurek.cambini
DEV - 4.18.1
Naheulbeuk's Dungeon Master - Nico_DearVillagers


Dear trainee stewards,
Thank you for answering our call!

The dungeon's future will be magnificent thanks to your help!

Our team has already been able to fix some of the problems reported.
This is why a new version of the game will be available tomorrow.
And the playtest is extended until Monday, September 11th.

But be careful! Unfortunately, you won't be able to keep your progress once the update is rolled out.

You can continue playing on your ongoing save before until then, but please note that it won't be playable after the update.

New participants will be randomly selected from the list of those who registered last week.
Watch your inbox if you did.

Found a bug in the dungeon?
Press F7 and fill in the form with all the details!


Changelog:

- It is no longer possible to sell the prison room or the cells during the jail tutorial.
- Fixed a bug when salaries are paid at a counter shared between the treasure room and another room.
- A demon now stops following its cultist when the latter is dismissed during a sacrificial summoning. The demon thus summoned immediately becomes hostile.
- An executioner and his adventurer prisoner are no longer blocked when the prison cell in which he is excorted is destroyed during the travel.
- Fixed a blocking issue during the necromancy tutorial, where you may have no necromancer when asked to select one from the list of minions.
- Corrected an animation problem with guards due to a bug that caused them to keep their sword in their hand instead of putting it away.
- Adjustments to the Golbargh's patience.
- The maximum storage limit for the information resource is no longer limited to 100.
- Fixed a bug that prevented a save from loading when it was made while a minion was in a specific behavior.
- Fixed a bug after releasing a striker from prison.
- The "Gzor's Cursed Hutch" raid now appears on the raid map only after the corresponding objective has been achieved.


Known issues:

- A crash inevitably occurs a few seconds after destroying or moving a treasure room, in cases where a counter is located between two rooms (door connecting the treasure room and an adjacent room) and a queue to pay salaries is in progress at this counter. Saves made after destroying or moving a treasure room corresponding to these criteria crash after waiting a few seconds in game.
- Wall decorations and carpets are stackable. We are actively working on a correction for the game release.
- The placement of rooms adjacent to a door leading to the outside causes inconsistencies in the construction rules.
- Fighting can randomly result in a stalemate (e.g. an adventurer does not die, a guard is trapped on a staircase). Loading the last save often overcomes this problem.
No Plan B - GFX47
Improvements
  • Increased the default health recovery when not deployed in a campaign mission or when using heal from 10% to 20%
  • Reduced map size and complexity in the first chapter of the campaign
  • Tweaked the skill modifiers and prices
  • Tweaked the main menu layout
  • Improved the skill modifier descriptions
  • Updated translations

Fixes
  • Fixed double click changing storey if another character is in an upper level
  • Fixed storey visibility on some custom missions
  • Fixed long left clicks triggering right clicks
  • Fixed the community mission list not updating after closing the download panel
  • Fixed the game over report not showing up when the cinematic mode is enabled
  • Fixed the initial skills sometimes containing an empty skill
  • Fixed the message UI in the mission editor
Sep 6, 2023
Parabellum Galaxia - mkg_123
This is a Post VR test version of the previous preview build. Existing Change notes are shown below with additions related to testing. I have made a new branch called 'Legacy' which is for anyone who has issues technical or preferential about the current default build which reverts to the previous default build.

Change Notes:
*Move from Unity 2019 with Entities 0.51 to Unity 2022 with Entities 1.xx. Difference in rendering method and baking (building prefabs) has meant a complete rewrite of existing code to generate Ship entities. These systems have been tested and appear to behave similarly. This should also result in higher performance than previous.

*Armor Now goes transparent when viewing component temperatures and damage. This is easily done thanks to the new game engine. All advanced ship methods will probably inherit this approach in the future.

*Updated Environments thanks to Space Graphics Toolkit v.4.1.3. Decent dust clouds eluded me but i realized could use the starfield method within the toolkit quite efficiently. The base environment has been kept with the new graphics but I will be looking to use the basis of these to build new environments for missions using a environment builder.

**Fixed Thruster Particles (previously were coming out square)

**Updated some UI elements to be more consistent.

**Added VR launch/land fighter buttons

**Reduced number of asteroids to help performance in VR

Known Issues:
*Bomber Landing queue is not working.
*Bombers are too easily destroyed (need to add evade function and/or increase health).
*Flak is less effective than before, need to review.
*Need to optimise thruster activation (rotation and linear solutions sometimes counteract each other).
**Damage Cubes flash particularly when in VR, this wasnt the case in the legacy version and likely due to the new renderer.
Sep 6, 2023
Garry's Mod - Rubat
Hello everyone,

We are releasing a small patch today with some minor fixes. This patch mostly affects game clients.

The changelog is as follows:
  • Fixed HL:S skill configs setting HL2 convars
  • Fixed an infinite loop crash with Panel.KillFocus and Panel.OnLoseFocus
  • Fixed a crash with text rendering
  • Fixed crashes with filesystem printing warnings
  • Fixed custom HTTP methods not working on clients
  • Applied file.Exists fix to file.IsDir for Lua paths
  • Use double precision floats for physenv.GetLastSimulationTime
  • Added fallback sounds for EP2 vortigaunt attacks
  • Unspecified minor security fixes
New World: Aeternum - timmyopa

Greetings, Adventurers!

Traverse Aeternum faster, express yourself, and complete time trials with customizable mounts. There’s also a new Riding Trade Skill to master. How will you level up your trusty companion for even quicker travel? Here’s everything you need to know about the new feature coming in Rise of the Angry Earth on October 3.

OVERVIEW
Whether you prefer to ride a Horse, Dire Wolf or Lion all three types of mounts will double your standard sprinting speed. Summon your favorite from almost any location outside of combat. As you progress, you’ll earn mount buffs and attachments to further personalize your new best friend.


RIDING TRADE SKILL PROGRESSION
Complete mount quests or feed your mount to gain Riding XP and level up your Riding Trade Skill. You’ll receive the following rewards as you become a better rider.

REWARDS
  • Increased mount speed for all mount types.
  • Trinket-like items called mount buffs which can enhance aspects of your mount’s locomotion.
  • Mount attachments to visually customize your mount.
  • Higher tier consumable mount food.
  • A chance to receive special mounts at set levels.
TIME TRIALS AND QUESTS
Conquer mount-specific challenges across Aeternum for additional rewards.
  • Complete mount quests to befriend and unlock new animals.
  • Compete in two types of mount time trials for Riding XP, mount buff items, mount vitamins to make consumable mount food, and more:
  • Tours - Find the quickest route to the finish line.
  • Rallies - Reach each sequential checkpoint before the timer runs out.
CUSTOMIZATION

Make each mount your own with nicknames, attachments, buffs and dyes. All items can be equipped to any type of mount. Explore the Mount Collection Menu to personalize your new ride through the following options.

MOUNT ATTACHMENT ITEMS
Mounts have two attachment slots for visual equipment. These items are solely aesthetic meaning they will not impact gameplay.

MOUNT CONSUMABLE ITEMS
Feed your partner for additional Riding XP.

MOUNT BUFF ITEMS
Bolster your riding style with mount buffs. Each item is bind-on-pickup, has a Riding level requirement, and can be paired with one other mount buff. Earn this rare loot through quests, Riding Trade Skill rewards, and open world drops.
  • Cleansing Talisman: Applies Cleanse on forced dismount
  • Empowered Talisman: Applies Empower on forced dismount
  • Fortified Talisman: Applies Fortify on forced dismount
  • Hastey Talisman: Applies Haste on forced dismount
  • Healing Talisman: Applies Heal on forced dismount
  • Mountaineer’s Pendant: Reduced Damage on Landing
  • Cavalier Crest: Reduce Summoning Time
  • Beast of Burden Bangle: Increase Encumbered tolerance
  • Other mount buffs will increase Dash Capacity, Power, or Recharge speed
MOUNT STORE ITEMS
Pick up new mounts, mount attachments and mount dyes from the in-game Store. These items can be obtained in exchange for Marks of Fortune. Look forward to new mount content in future store showcases.

MOUNTS IN OPEN WORLD PVP

Our goal for mounts in PvP is to minimize their impact on combat as much as possible. For example, you can’t summon your mount while in a combat state, summoning has a 2 second delay, and any PvP damage will cancel the summon. When riding, any damage from another player will dismount you and dismiss the mount. Damage from enemies can also force dismounts. However, there will be a degree of tolerance for lower level enemies who pose no significant threat.

To further reduce mount interference in open world PvP, the PvP timer that governs a player’s worth if killed will be paused when mounted, similar to a safe zone. Additionally, XP acquired when mounted will not count toward any bonus thresholds. We made a few adjustments after our own playtesting, so if we still feel like it's too easy to ride away from fights, we will retune.

CONCEPT ART
See how the Design Team brought mounts to life from early concept art:

DIRE WOLF

LION

HORSE

SADDLE

MOUNT EQUIPMENT

Thanks for your support! We’ll see you in Aeternum.
Lies of P - bhang026
One of the most prominent questions we received was regarding the “Weapon Assemble” system.
In this video, we introduce handpicked assembled weapons and unique weapons as well.
More weapons are still left uncovered in Krat. Discover hundreds of possible combinations and find the perfect weapon for you with the “Weapon Assemble” system on September 19.

Please leave a comment on which weapons you liked!



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