Temtem - Tsukki
The time has finally come to dispel some of the mystery surrounding 1.5! As you know, patch 1.5 will launch on September 25th along with Season 5. And there's a lot to talk about in this patch, so take my hand and I'll walk you through some of the most interesting or relevant features of the upcoming patch 1.5.

The 3rd Mythical and its route

The third and last Mythical Temtem will be landing in the game very soon! This Mythical comes with a brand new route, in a brand new area that we think will surprise and delight you! We're dying to welcome you onboard!

While we don't want to give too many spoilers, this last Temtem's Traits are totally new mechanics and revolve around the Doom Status Condition, so it'll be sure to cause plenty of surprises and unexpected twists in battle. It's also chonky, if you cared.

Its name starts with a G ;)




New challenge mode
Were you having a lot of fun with the random factor of the Randomlocke but suffering through the hardcore rules of the Nuzlocke? Worry not! Patch 1.5 comes with a new Challenge Mode, the Randomized mode. This means all of the random fun, less the Nuzlocke rules!

Traits, Techniques, Temtem, items you find... almost everything will be randomized, but you no longer have to worry about your Temtem fainting forever, or being only able to catch 2 Tems per route. This mode is like playing normal Temtem, but in a quirky, unpredictable way.

Of course, you'll be able to play co-op for this mode too (as long as you follow the Challenge Mode co-op rules), and it'll come with its new, exclusive set of rewards that follow the random theme that colors this whole mode.





Season 5
Of course, a new big patch and the start of a new Season go hand in hand!

Season 5 is called Endless Night, and will surely delight all of you who like to be a little dark, a little edgy, a little mischievous (myself included). If it truly wasn't a phase for you, you'll get the chance to prove it to everyone (and your mom) with a new Tamer Pass, new Premium and Regular cosmetics and two new events (one of them, OF COURSE, Halloween!).

Welcome home, fellow goths.



Please remember that Seasons will now last a month longer! Season 5 will be the first one to have that extra month: from September 25th, until January 29th of 2024.

We’d like to have more time to polish the content we put out. Some features have gotten out of hand and were becoming too big to cleanly launch in three months, leaving us with no leeway to fix issues or quickly react to unforeseen circumstances. There’s always something popping up from behind us, be it bugs, failures in the certification process, unexpected interactions… so we’d like to have some time to polish both the current patch and previous patches that might need our attention, without that eating into the next Season and patch’s time.




Lairs get some polish
We're improving Lairs a bit based on the feedback we've been gathering all of this time. There's two big changes coming to Mythical Lairs in 1.5: being able to form parties of 1, 2 and 3 players, and a new node that will allow players to trade between each other during a Lair.

You will now get to choose the party size you desire when you begin a Lair. We've also tweaked the rewards to better distribute them amongst the content we have. Lairs formed by 3-5 players will take the more endgame-oriented content, like ETCs and hotfixes, for players who are more experienced and need this type of rewards; Lairs formed by 1 and 2 players are better lined up with players who are still reaching the endgame, and will still need hacks, breeding items and Tems with good SVs. It's also more challenging to coordinate with more people!



And the new Node! You'll now have a Node made for trading between Lair participants. You'll be able to choose who to trade with, and you can trade Tems and items, just like you would in any normal trading situation. One player must be in the Trading Node, and the other must be out of battle.

Trading Node will also be added to DigiLairs!



Also, and following community requests, from now on each player will only be able to revive once per Lair. Some Tamers were being dragged down by other Tamers who were endlessly using up Jewels to revive, and this has made part of the community reluctant to play Lairs with other random Tamers. While we understand this ups the challenge a little bit, we hope it'll be enough to combat those bad experiences! This will not apply to DigiLairs, where you will still be able to revive as many times as needed there.

These changes to Lairs won't affect the Kudos concerning Lairs!



Easier Dojo Rematches
We've heard some of our most veteran players bring up the importance of having PvE content that newbies can access sooner, that will help prepare them for the more challenging endgame PvE content. To this effect we've introduced a new level of difficulty for Dojo Rematches: the Casual difficulty.



These modes will still follow the competitive rules and be a challenge, but TVs, SVs and levels will be adjusted to a degree newbies can better tackle and enjoy. Rewards are also scaled down too, and both things are clarified in the selection screen. You'll be prompted to choose between Casual and Disciple (aka regular) difficulty when you walk up to any of the Dojo Leaders.

We hope this helps newbies get a better grip on battle before jumping into more difficult content!

If you're a seasoned player and want to go straight to the regular Dojo Rematches, your victory on the regular level will also count as a victory on the parallel Casual Dojo Rematch, and get those rewards too! You can play both if you so desire, starting on the Casual one, but you can skip straight into the more advanced Rematches at will!




FreeTem! changes
We've tweaked the FreeTem! feature and shaken it up a good chunk, and we're straying away from the tiered rewards system, and offering some more challenge to the feature. The two most prominent changes are that you'll be asked to release Tems from 4 particular species, and that rewards will be Feathers and Pansuns per each group completed, as opposed to the previous tier system.

Instead of letting you release any Temtem and giving rewards based on their levels, FreeTem! will now ask to release Tems from four different randomized species, e.g. "Release 20 Paharo, 30 Tateru, 10 Mimit, and 20 Pigepic". You can release them in any order, and at any time, even switching from group to group at random. The maximum amount of Temtem you can be asked for is 90, and you can only get one group of 90 per week. This means you won't end up unlucky and have to catch and release 90 Taterus, 90 Paharos, 90 Occluras and 90 0b10s in a week, in case you were worried.

You'll get a Pansun and Feather reward for each group you complete. Groups will be equalized in terms of difficulty, so you'll be asked for less Tems if the species has a low capture rate and low spawn rate. You'll get the same reward for completing each of the groups, no matter the difficulty or the amount of Tems in it, so you can start on the one that's most convenient, and do as many groups as you'd like until you complete the four.

The released Tems will maintain the current FreeTem! restrictions, such as having to have been captured that same week, and having to have your OT. Groups will be randomized individually for each player, so you won't get the same requests as other Tamers.

FreeTem!'s purpose and disposition have been a topic of debate for us and the community, with us not seeing it as a true activity, and the community telling us it was a lacking one. We didn't want FreeTem! to become mindlessly following a certain strategy, as that's a boring formality and not an enjoyable feature. With this change we hope FreeTem! feels a bit more fresh, more interesting and challenging, and closer to our idea of an actual activity.




Changes to the Luma Drops Store
The Luma Drops store is getting new stock, but it's also getting the long-awaited dye preview so you can first check how a Dye looks before purchasing it! All dyes in the Luma Drops store will preview on a placeholder T-shirt so you can see their color, glow and other properties before making the plunge and purchasing them.

Fill the world of Temtem with brilliant colors!




Season 4 Ranked rewards
Let's take a look at this Season's Ranked rewards before it ends, so everyone still on the fence can decide if they want to give Ranked ladder another try!

This Season’s rewards are themed around the sea, seashells, algae and underwater shenanigans, to match the summery and oceanic nature of the Splash Up! Season.

Banners



Seals



These rewards will be given out when Season 4 ends and Season 5 begins, expectedly on September 25th, so you still have time to grind the ladder if you want to aim a bit higher!

Remember that you’ll obtain a title that displays the highest rank you achieved, a seal for each rank you achieved, and a banner for each rank you achieved; also remember you need to have won 10 games in a rank to be considered part of that rank.

Best of luck on that last stretch!



Future changes to the Tamer Pass
Now, this is a change that won't happen with 1.5, but later. However, we are too eager to share this, and believe that you being informed ASAP will be the best course of action.

We're going to be changing the Tamer Pass system so that Tamers can choose which Tamer Pass they want to have active at a time, and so everyone can access past Tamer Passes. You'll only be able to have one Tamer Pass active at a given time, and the rest will be dormant. When you go into the Tamer Pass tab you'll see your currently active Tamer Pass like normal, with all its items and levels. Then there'll be another tab where you'll be able to see a list of all Tamer Passes. In this list you'll be able to see whether you've purchased the Premium track or not, and how many levels you have unlocked so far.



You will be able to switch Tamer Pass at will. Once you change your Tamer Pass, you'll return to the normal Tamer Pass screen seeing instead the new one you've selected. Changing Tamer Pass won't remove the rewards already obtained from other Tamer Passes, and your progression in all of them will remain fixed and safe. We've also stored your progression in all previous and the current Tamer Pass :)
We believe this massively alleviates the FOMO issues that the Tamer Pass has generated, and that you'll be able

We promised you many months ago that all the Premium rotational content (Tamer Pass and Featured Premium Store items) would be available once again one year after its first appearance. We want to make good on that promise, so we have added all the weekly Featured Premium items from Season 1 (it's a lot of items, believe me) to the rotating Daily Store as of 1.5. The first year has passed, and your Daily Shop is about to become way more interesting!

Since we felt like including the items from the Free Tier into the Store would be a weird move on our part, and we had this idea in mind to make Tamer Passes available again. So the Tamer Pass items won't be added to the Daily Rotating Store in 1.5, but will instead become available through this new Tamer Pass system. This means the Free tier will remain Free, and you will be able to skip the rotating and the mystery, even if it takes a little bit longer to reach.

Please note! The following image is a mock up for illustrative purposes, and not the final presentation of this feature. Final result may vary.



Of course, this great change begs the question: when? Sadly we do not have a closed date for this right now. However, do know our goal is to have it as soon as possible, and we hope that with this knowledge you can plan your play sessions and any possible spending with a different mindset. You've been asking for this, and we're super happy that we can now obligue.

Now you get why we were unable to resist talking about it, right?


And more...

If you know us, you know we don't like to spoil all our content right away. There are many be more improvements, balance changes, fixes and adjustments to look forward to.
See you very very soon in darker lands and spookier territories! Have fun, and Temtem up!
Sep 7, 2023
Scaper Dash - ★斯坦zoro斯会★
This may be the latest update of scaper dash...
POSTAL 4: No Regerts - marciN




Implemented loading improvements! Travelling through zap-zones will be much quicker now, around <30% faster according to our tests (Around 5-10 seconds per zone)
Gamepad Sensitivity settings




Weapon attachments on weapons confiscated or deposited in weapons bins will now be returned to your Inventory
Bloody urine will now have a bloody liquid effect on screen




Going POSTAL Scooter Challenge in Industrial level that would crash the game when activated
Small animation flicker when throwing the Machete
Thrown Sniper Rifle pickup using the wrong texture
Some key icons not displaying correctly in certain languages
Removed the ‘More Options…’ menu as it’s not yet ready for prime time
Emote Wheel not closing in ‘Toggle Mode’
Flying truck in Border level…
Sprinting only working on gamepad
Crash that could sometimes occur on start of Thursday
Crash when being arrested

Kingdoms Rise and Fall - Deez996
Fixed icons of later game units

Certain buildings weren't able to be placed on map

Town center 2 and 3 were not upgrading correctly to the next building center this has been fixed

Many medieval buildings and units were sized incorrectly

Fog of war was totally disabled on many maps due to graphic/quality settings changes. This is now
fixed and fog of war should be present on every map.

Selection colliders on some late game buildings were off. Making them hard to select
Workers, peasants, and plebs had buildings that should've been enabled after researching was done that still was unable to build the required buildings. This has been corrected

Crashes and freezes due to map configuration has been fixed as well

Steam workshop and mod support has been enabled and will begin rollout
MapleStory - ColonelPanic


[Update Sept 7] MapleStory Fest Tickets are officially sold out, and we look forward to seeing you all on October 14!

It's time! Tickets are now on sale for MapleStory Fest 2023, scheduled for Saturday, October 14 in Los Angeles, CA! Head to the ticket purchase site to claim these limited-quantity tickets for MapleStory Fest for only $30! Last year they sold out, so don’t delay!

Check out the MapleStory Fest website for the full details on this year's event!

 
BOSS FIGHTERS - LeonoffGame
😱😱X2 MORE POINTS for missions? Yes, if you join our tomorrow's playtime, guys!

Unlock your Passes faster & be all ready for the Tournament's final Stages!🚀 The servers will be open 24/7, so you'll have all the time you need to unlock your Alpha Skins. Btw, once you do, join our Skin Reveal Party 👉 https://discord.com/channels/905168197592952832/981981288598753330 where we're searching for the Skin with the rarest set of traits!

💥See ya'll tomorrow at 2 PM EST / 11 AM PST / 7 PM GMT!
SCP: Secret Laboratory - xEnded
Hello everyone. Today we bring you a range of important bug fixes and balance adjustments for version 13.2.

Balance Changes
  • Removed the FR-MG-0 AP magazine’s damage bonus.
  • Decreased FR-MG-0 short barrel damage penalty to 3% (from 4%).
  • Increased SCP-939’s sprint speed to 7.0m/s (from 6.7m/s).
  • Decreased SCP-939’s maximum stamina to 13s (from 15s).
  • Decreased how far SCP-939’s growl can be heard.
  • SCP-939 now hears their own growls at a reduced volume.
  • SCP-939 is no longer revealed in an Amnestic Cloud when missing a Claw or Lunge.
  • Amnestic Cloud now deploys 20% faster.
  • Increased SCP-049’s HP to 2200 (from 2000).
  • Increased SCP-049’s initial and maximum Hume Shield by 100.
  • Increased SCP-049’s base movement speed to 4.4m/s (from 4.1m/s).
  • SCP-049-2 can now only damage one target at a time.
  • Updated SCP-244’s particles.
  • Decreased how high SCP-244’s fog spreads.

Bug Fixes and Miscellaneous Changes
  • Improved SCP-939’s hit registration.
  • Updated the PluginAPI build to use the latest release.
  • Fixed hearing SCP chat being toggled ‘on’ by default whilst in Overwatch mode.
  • Gun crosshairs are no longer extremely thin on lower resolutions.
  • Fixed SCP-096 not being able to destroy SCP-330’s door.

Thank you all for the bug reports. Have fun, and see you in the dark.
~ Northwood Studios
The Blood Mage by Daniel da Silva - Daniel da Silva
Hey,

While fixing the bugs in the last update, I added a cheat to get experience and included it in button which shows you the version and the fps (F3). This made it faster to test the game and certain edge cases but I forgot to take it out again.

The game counted the turns and saved them from the beginning but only if you moved. Now, the game also counts it when you cast a spell, go through the doors and holes, drink a potion or put a key into the spikes. Now, you can look them up at any time if you press F3.

Full Changelog

- Removed a cheat
- Added turn counting to various activities
- You can look up the turns with F3
- The display of the version number, fps and (now) turns which opens when you hit F3, does not close anymore if you leave an area
Runes of Aereal - Lessis
Hello everyone,

I'm excited to share with you, the new stuff added to Runes of Aereal for the month of September '23!

First of all, there's a brand new island named Fairie Glen. A nice new island with 6 new cities you can explore.



Next to that, some more collectables were added to the game, this time the 7 deadly sins. Some nice new cards to gather as you play the game.



Another new trait has been implemented : the Blind trait. As the name suggests it's the ability to blind all enemies every 8 turns. There's a nice new button in the interface, and also an indicator by the creature to indicate it is blind. When a creature is blind, it will miss you when it shoots a projectile.



Lastly I would like to mention that achievements were also added to the game. Not too many for the moment, but much more to come. I was just setting up the system, and testing some achievements as I move along with the development. I hope you like them!



Apart from that of course a lot of polishing, bugfixing, but also some new female incantations in case you pick a female hero, some new cards, and the timetraveler trait, which lets you go back to the start of the battle every 20 turns.

I'll be bringing more goods next month, so make sure keep a look out.

Cheers!
StarVaders - Axolotl ★
Last weekend, we were showcasing Star★Vaders at PAX West in Seattle! It was really awesome seeing all the fellow devs and meeting with so many players!

I had built a last minute demo from our beta build to showcase at PAX, and it was very well received - barely any bugs and the new changes worked great! So I fixed a few of the bugs and decided we would be uploading it to Steam!



Although this is likely the one of the biggest Demo update we've ever had, it is still a rather "small" content update, most of the changes are mechanical changes, or QoL features. If you'd like to check out and help us playtest *new content* for the game, you can join our closed beta from our Discord server over here .

What's new in the demo:

What's new in 0.5?



- ​​Updated Visuals! ​

Added animations for all simple invaders in the game, and a new card shader too! We're planning to have animations for most entities in the game, and are still working on adding more.

- Even Better Pilots!

We've updated the two pilots to truly have unique mechanics. Noel now plays with her unique *Frozen* card mechanic, while Zeke's deck has been simplified to make it smoother to play.

The pilots also now have unique cards and artifacts they can find in their card pool to support their new archetypes! (Even Roxy has new, unique cards!) You can click on the "Loadout" when selecting pilots and scroll down to check out what they have! (We're still working on the Glossary).



And much, much more! We've done a HUGE balance pass throughout the game and changed almost 25% of the cards. Check out the full changelog at the bottom of the post.

What's next? (delay)

We will unfortunately *not* be participating in the October Next Fest, and will also not be releasing into EA this year. We're still having discussions, but we're trying to make sure the game is in the best state possible and have enough time to market the game before it comes out!

I'm also not sure when the next demo update will be, but I do want to rework the tutorial again - I've seen some PAX players confused about certain aspects of the game (like how bombs work), so I think it can still be improved.


Join our discord for closed beta testing!

In the meantime, if you're starving for more content, please join our Discord server and request access to our beta! We are currently testing the second mech, new bosses, and difficulty levels in our closed beta.



Don't forget to Wishlist the game!

https://store.steampowered.com/app/2097570/StarVaders/



Full changelog:

FEATURES and NEW CONTENT:

- New Act previews to see what boss you will encounter each Act!
- Added Wild, Auto, Recycling, Salvage, components
- Added unique pilot cards, unique pilot artifacts, and updated pilot mechanics
- Steam Cloud Save
- New card shader
- Added idle animations for most entities in the game
- Added bug reporting feature (press F2)
- Better card input system (no more forced cancelling)

BALANCING:

- Added a minimum deck size of 8, card removal is now a flat 5000 stars (thin deck infinites were becoming a problem. Infinites are okay, but they should be fun to play and fun to obtain. This change aims to help with that! The same infinites and thin decks are still possible, but need clever gameplay to obtain instead of just hoarding money to remove cards. We are also adding a special artifact that removes the deck limit, since rules are meant to be broken!). But either way, we're always looking for more feedback and thoughts from players!

- Whenever you are struck, Junk goes to your discard pile now

- Skip reward now grants 500 stars
- X-Ploder is now 0 cost but no longer draws a card
- SCR4P now strikes a random Shield-less invader and is now a Rare
- Shatter no longer draws a card, but fires a bullet *down* instead
- Hothead is now Legendary
- Expanded the max artifact count to 27
- Anti-Mag has been nerfed so it only works once per card.
- Buffed Plasma Bomb to be able to be placed up to 3 tiles (from 2)
- Reworked Recycler to generate random cards whenever you purge a card.
- Nerfed Red Giant with "Increase cost of Bomb cards by 1"
- Salve now unburns ALL cards anywhere.
- Buffed many movement cards by 1 (Into the Fray, Momentum, Respite)
- Repair now draws and plays from hand as well.
- Flight now moves to any tile.
- Insulation now also draws on Burnt cards.
- Starter Fluid now works with Tactics too
- Operating System now only works once per turn, but gives +2 heat sink.
- Run & Gun has been renamed to BackFire!, and now works with Fire synergies.
- Annihilation is now 2 cost.
- Mimic has been nerfed so that Junk goes to your discard pile.
- Artillery Strike can now fire from both top and bottom
- Temporarily removed Rising Star, Care Package, Dust Devil, and the Alpha-Gamma chain
- Reworked Threat Analyzer to draw a card whenever you move into a Danger Zone
- Interlinked now gives Linked for every 5 cards in your deck
- MisFire! has been reworked to fire in ALL diagonals.
- QuickFire! now makes the *most expensive* card free
- Heat Waste now fires bullets in diagonals
- Reactor Burn now adds Meltdown to your discard
- Plasma Fire! now also counts cards in your discard pile

- And likely more changes I have forgotten to note down!

BUGFIXES:

- Updated a lot of the tutorial tips, card descriptions, and more info tooltips.
- Fixed Kraken soft lock
- Time Angel no longer channels doom
- Fixed run time issues
- Shrapnel now never "whiffs" out of the grid on an edge bomb
- Fixed card input crash
- Fixed card glitchyness when pressing too fast
- Better seeding and rigged tutorial
...