Sep 17, 2023
Solo Hunt - Sohun
Hello everyone,
Thank you for taking the time to report these issues, and thank you for playing Solo Hunt.

CHANGES
  • All reported bugs have been fixed.
  • Made a few changes to game mechanics.
  • New features added.
Sep 17, 2023
Roguevive - Chior
Hello people, new update just arrived.

Patch Notes

  • Added a 5s cooldown to the dash.
  • Added a bar showing the dash cooldown, below the player.
  • Buffed the Shuriken pack from 3 to 10 projectiles.
  • Changed the Lightning Step description to better reflect it's usage.
  • Fixed the Pick up Range upgrade description on the Upgrades tree.
  • Fixed Pick up Range not working properly.
  • New Level Up Options, Magnet.
  • Changed second level ground color for better visibility.
  • Added 2 enemies to the second level.
  • Shotgun ammo changed from 1 to 2
  • Fixed a visual bug where Slimes sprite would sometimes flick when dying.

The dash is a powerful escape tool, together with the invulnerability upgrade, that gives a 0.1s invulnerability when using the dash, it became too powerful.

So there's a nerf, I intend on making an upgrade on the tree, to lesser the cooldown.

Right now I think the version is pretty stable, and I will focus on the Prologue Release.

Thanks everyone for your feedback and support, always.
HAG Playtest - silhar
Overall resolution is fixed.
Back button on front menus load screen no longer freezes the main menu.
Sep 17, 2023
Gamble Tower - Ian
This fixes an issue where Loadout and Rename Button didn't work.
Project Regolith - Regolith Interactive
Hey there everyone! Welcome back for another devlog!

Today we'll be showing off our new Store Page assets, recapping our plans for October, and discussing a very special date after we're done with PAX and SXSW Sydney...

And in case you missed out on our last update, where Lead Programmer Conor Calam broke down one of our most prominent game mechanics, you can find it here!

New Store Page
This past week, as we'd mentioned a few updates ago, our Steam Store Page underwent a bit of an overhaul. Now featuring a set of all-new screenshots, capsule arts, and a refurbished description!



Our amazing new cover art was created by Melissa Selby! Check our her other work on her Twitter or Instagram. And if you haven't already, swing over to Project Regolith's store page and wishlist the game to help improve our visibility on Steam!

October Recap
As we've mentioned in our past updates, October is a big month for Project Regolith - Not only is it our planned launch month, it's also host to 3 big events for Indie Game Devs here in Australia!
To recap exactly what we'll be up to throughout the month:

October 6th - 8th:
PAX Australia in Melbourne (Whole team attending!)

October 9th - 16th:
Steam Next-Fest (Digital Festival)

October 18th - 22nd:
South By Southwest Sydney (Conor and Ryan attending!)

If you're local to these events and plan to attend we hope you'll stop by our booth and say hello!
More info on our presence at these events TBA closer to the dates.

... And lastly



Friday the 27th of October : PROJECT REGOLITH LAUNCHES!

That's right! We're finally setting an official date for launch! So make sure to share the game around with your friends! And if you havent alreayd be sure and follow our socials at:
Discord - Twitter - Instagram - LinkedIn - YouTube

Thats all for this week, join us in a couple of weeks for PAX Aus; Pre-Event update. Cheers!

- Ryan
Sep 17, 2023
Deadly Contact - kbukusoglu
If you type "something will happen" 100 times then click enter something crazy will definitely happen
Sep 17, 2023
Hero World - CryneX
Update:

  • The options have been updated
God Of Weapons - Fantasize Games Studio
Hello everyone!

I hope you're having a good {Insert Time of Day Here}! We are aware of a number of balancing issues in the game that have been affecting your enjoyment and our team is working hard to iron them out. But we can't do that without your guidance! To that end, our team has put together a survey to collect your opinions and input to help us better understand the state of our games and our players!



We would very much appreciate it if all of you could take a few minutes out of your day to fill this in. The more answers we receive, the more complete our understanding will be!

Thank you so much for your wonderful support so far and for helping us to make God of Weapons better every day!
Alien Swarm: Reactive Drop - Ben Lubar
Here are some fixes for recently-reported bugs and a few map and workshop improvements.

  • IAF HAS42 Devastator: Increased firing sound volume for the player firing the weapon.
  • Fixed end-of-mission stat graph lines being unexpectedly far apart in some cases. (Thanks SJAS)
  • Updated how the Mission Complete screen is rendered to allow supporting more languages.
  • Addons with an autoexec file are now listed on the workshop under the "Config" tag.
  • Going forward, uploading addons with config files in them to the workshop will be limited to autoexec_[addon ID].cfg to avoid collisions between different addons and between addons and user files.
  • Fixed an issue that caused the "help" command to limit descriptions to 80 characters. (Thanks 法克*尤尔*马泽尔 and Zero)
  • Fixed Bastille only playing one of his two death sounds. (Thanks Beka and krtek2k)
  • Fixed a bug where sv_memlimit would sometimes fail to exit. (Thanks Mithrand)
  • Fixed the asw_vehicle_jeep entity being unintentionally disabled. (Thanks jhheight)

Tears for Tarnor: Insertion Point
  • Changed how some invisible walls are defined to allow drones to jump over certain rocks but not through cave walls.
  • Increased the height of some invisible walls intended to keep players from being thrown out of the playable space by shieldbugs. (Thanks kubaaa015)
  • Reduced lighting complexity for areas far from the playable space.

Accident 32: Lab Ruins
  • Changed some materials in the starting area.
  • Fixed being able to hear the boss doors closing when the mission starts.
  • The sewer now deals damage over time instead of killing instantly.
  • Added ladders to allow climbing out of the sewer.
  • Added stairs to the area where the harvester spawns in the beginning.
  • Added an area to the west of the big bridge with additional supplies.
  • An ammo stash on the main path has been reduced from 100% full to 60% full to encourage seeking optional supply areas.
Falldenn - PJOTER
📣 Exciting News: Early Development Game Footage Now Live!



Dear Forge & Fortune Community,

I'm thrilled to share a major milestone with you - the release of first early development game footage! Step into the captivating world of "Forge & Fortune" and witness the magic of medieval craftsmanship and strategy in action.

In this exclusive preview, you'll get a sneak peek at what awaits you:

🏰 Explore Medieval Realm: Immerse yourself in a beautifully crafted medieval world, where adventure and opportunity abound.

⚔️ Master the Forge: Witness the art of crafting weapons, armor, and tools with lifelike precision using VR technology.

💰 Build Your Shop: Begin your journey with an empty shop and expand it into a bustling empire, complete with displays, storage, and more.

🤝 Dynamic Trading: Engage with NPCs, barter for goods, and haggle for the best deals as you grow your business.

🌟 Craft Your Legacy: Shape your destiny, from mastering craftsmanship to becoming a renowned medieval artisan.

This early development footage is just the beginning, and I can't wait to embark on this journey with you. Your feedback and support will be invaluable as I continue to refine and expand "Forge & Fortune."

Stay tuned for more updates, behind-the-scenes glimpses, and opportunities to get involved in shaping the future of this game.

Thank you for being part of this adventure. Watch the trailer, share your thoughts, and let's craft something legendary together!

Warm regards,
Piotr
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