Hypersense - marinox101
so to keep things short after a couple months later i released the game entirely but something lacked besides the level design.

updates and mainly updating the movement.

the next update will have a new level and an updated MOVEMENT!

well mainly making the movement more responsive rather than gliding like crazy.

besides that a new level will be more.. enclosed and with some puzzles.

you can comment what you guys want in the game as an additional mode+ leaderboards are on their way!
yes you heard me.

leaderboards. lead your way as the number one runner as you crush your friend's time in the next update!

cant wait to see this game pop off again (like it'll surpass the launch day lmao)

anyways stay tuned to see EXCLUSIVE SCREENSHOTS oh and it's on UE5 now
Elsword - GM Raiden KOG


Heya adventurers! It's finally a long deserved chill week after weeks of epic events! We'll give you this time to focus on finishing the events and hauling your rewards but don't get too chill because next week is probably going to be another jam-packed one! Remember to keep conquering the Great Steel Wall and make sure you don't miss your chance to complete the newest Nox Venator Ice Burner in the Plus Alpha Event! And as always, don't forget to check out the many things we have at the Item Mall!





Item Mall Goodies
The flurry of feathers will leave your enemies dazed and confused! Hover around with your new, cool mount Tacitus and complete the epic Nox Venator look with this final piece!




That's all for now, folks~

See y'all in-game!
Open Mod 2024.2 - Hyper Gamey
Hey there folks! After 2 months of working on the clock we are here with the 2.0 update!

Biggest highlights of 2.0:
-massive refactoring of the code responsible for loading assets into memory. This made memory usage go from 25+ gb down to average 5gb.
-language localization with 13 languages
-the way the player animates has been drastically simplified in order to reduce animation memory usage from 1.5gb to ~500mb
-many bug fixes, adjustments, graphics improvements

With this update we come with a complete revamp of the Steam page as well as some free stuff, such as Zombies game mode and a skin pack, but also a DLC which comes with 2 tiers, a 9.99$ one and a 19.99$ one. See the details on the main Steam page.

Thank you for bearing with us! And we hope now with small loading times solved any crypto mining suspicion would be gone. Have a great day!

Please be patient with this update as there might be things that broken that we've overvlooked. The code has 'suffered' a big change and it's likely that's happened. However, we are here to fix it in a matter of hours! Please come to our Discord to report any issues you find (https://dsc.gg/openmod)




Changelog:

Open Mod 2.0 [18-Sept-2023]

-MASSIVE refactoring of how we handle the object loading and instantiation. The game would load 25+ gb worth of assets right when booting up. That was because they were referenced in one main game file that is referenced in the login scene. This game file contains references of every gun, attachment, player model, attachment skin, basically everything in-game., and even if those files were not actually used (not all of them at the same time at least) they would still load into ram as soon as the game boots up, because they were referenced. This means 25+GB of textures, animations, meshes etc would be loaded into ram + page file with the disk speed, therefore if you were on an HDD loading 25+gb would be ultra slow, and on a SSD would still be slow, but faster. Basically those 25+ gb would load with your disk speed, and if your disk speed was small then the loading would take a lot. We now use Unity's addressable system which helps us load assets at rumtime only when needed, therefore, now even if they are referenced in our scripts, they won't be loaded into memory unless we actually need it and tell it to. This should be a big breakthrough that should unload the memory usage heavily. In our tests we got the following results: 3.5gb average ram usage in shooting range alone and an average 5 gb ram usage in any other map, with players, at 1080p and Ultra graphics settings (resolution matters since at 4k the render texture would take more memory, also many graphics settings affect memory usage, therefore this test was done on Ultra). However, going down to average 5 gb from 25+gb is great! Using Unity’s Addressables has one downside though, which is the materials and attachments would visibly load before your eyes, it won’t be in an instant anymore but spread on more frames. However, the massive ram unload is absolutely worth the async loading.

-MASSIVE add-on: added language localization. Supported languages for now are English, Spanish, Chinese(Simplified), Arabic, Turkish, French, German, Romanian, Italian, Japanese, Portuguese (Brazil), Swedish, Finish. The translations are done by Google Translate so expect it to not be 100% acurate at the moment. But it should be a huge help if you don't know too much english. Please join our Discord and help us where you find language mistakes that need correction (dsc.gg/openmod)
-MASSIVE refactoring of how we handle weapon and player animation loading. Previously we’ve had all the weapons and everything else that is animated on the player model in the same animator, now we’ve created a simplified version of the player animator and we override animations based on what weapons we have selected in our loadout. This massively unloads ram usage for animations from 1.4gb to ~500mb

-fixed an issue where melees, throwables and assets would have the customize button instead of preview only in inventory. And the preview button wouldn’t go in the preview menu but instead cause an error

-fixed an issue with ragdolls, they would look as if they would be spawned in

-fixed an issue where if the player would draw weapon then toggle aiming, the gun would not go to aiming after the draw animation. Basically the player had to wait the draw time and toggle aiming after that. We’ve made it so that even if player clicks the aiming down sight toggle while the gun is drawing the gun would go to aiming right after draw anim was over

-fixed the camera shake when grenade explodes for good. No more massive shakes in any case

-fixed a snapping animation issue at melee weapons after each attack

-fixed an issue where sometimes the silencer would disappear after being put off then on again real quick

-added an option to invert Y axis on the mouse due to feedback

-added auto exposure rendering feature. This brings more realism to the view.

-reduced the number of player models to only one per team. This was done to reduce texture usage and increase performance due to less draw calls and less skinned meshes. In the meantime we will work on creating player model customization models. We have the player model customization system but we don’t yet have models to customize.

-fixed an issue on Sandfire maps where the tree leafs would be visible through

-upgraded to Unity 2022.3 which now is in a stable and buildable state. In this version the Deferred bugs were fixed, now you can use Deferred rendering path and see the shadows on the terrains (in sandfire/asia) and also can see Soft shadows if you’re using the single camera setup. This wasnt possible before due to a unity bug, the shadows would be hard.

-fixed an issue where the shadows would be jaggy on the weapon and attachments

-fixed an issue where the killfeed entries would add up for every round. It was supposed to show only the last round killfeed and that is what it’s doing now.

-reworked the scope shaders to be able to see the lasers, muzzle flashes and the hands/gun through them. This looks much better!

-reworked the Steam page entirely with banners and a better layout + changed the old dark screenshots

-added a supporter DLC which includes limited edition supporter items and 200$+ worth of store items

-added a free skin pack that can be received if you join Discord

-made Zombies free since because of crypto miner accusations the PvP is not very populated, therefore you can now play zombies solo or with a friend and have some fun until we build a proper PvP player base

-added 3 reward post apocalyptic themed skins for players that complete the zombies game mode

-made zombies not be able to push the players, this was done with the cost of player being able to slightly push the zombies and because big hoards of zombies could push the player out of the map

-various more bug fixes and improvements
Occupy Mars: The Game - Pyramid Games
Dear Martians!

Thank you for playing Exploration Update and all the feedback so far! We appreciate it a lot!

We have deployed a new patch v0.137.1 on public_testing branch on Steam! Feel free to try it out and we will switch it to default branch if no major problems occur, meanwhile we are working on the next one!

Build v0.135.3 -> v0.137.1 Changelog (public_testing)

Bugfixes:
  • fixed multiple bugs related to vehicle battery system (battery system refactored)
  • implemented final Kickstarter backer reward: 3D heads of "The Martian" backers
  • fixed: heavy suit changes color after loading save
  • fixed: opening capsule door sound distance
  • fixed: cursor on the map is invisible
  • fixed: cursor stays on tablet
  • fixed: cursor triggered after leaving ESC menu
  • fixed: missing key binding tips (introbase)
  • fixed: too many batteries on tourist mode
  • fixed: scrapped batteries and upgrades are grinded instantly
  • fixed: can't assign the arrow keys
  • fixed: can't print workbench using big crusher
  • fixed: items from truck's inventory disappear
  • fixed: stuck during sleeping
  • fixed: game crashed after player tried to build refrigerator
  • fixed: can't interact with broken ATV
  • fixed: rover jumping on invisible collider
  • fixed: some glitches on terrain
  • fixed: black dust from nowhere
  • fixed: price balance of printed bottles
  • fixed: rover lights on start
  • fixed: living capsule decorations bug
  • fixed: wind turbines immune to meteors
  • fixed: case where players were getting stuck in composter screen
  • fixed: can't detach container using T or rover button
  • fixed: can't leave tech bench
  • fixed: player not able to leave mechanics workbench after unlocking jackhammer III
  • fixed: some outposts have one color textures
  • fixed: the anti-meteorite system not working
  • fixed: energy problem in base after patch
  • fixed: very high power rate in hangar's charger
  • fixed: mechanics tech tree exp exploit
  • fixed: possibility to install battery extension in the Truck
  • fixed: wrong LODs in escape sequence
  • fixed: pump station doesn't give back resources after grinding
  • fixed: problem with placing medium solar on the ground
  • fixed: no possibility to pick up A3 ore
  • fixed: bug related to MRE (processed food)
  • fixed: building ATV doesn't detect circuit board
  • fixed: after loading 1st autosave from introbase player close to death (sometimes outside the base)
  • added extra references into game controller to reduce possibility of crashes
  • some performance improvements (more coming in the next patch)

During Early Access we aim to address your suggestions as fast as possible. Currently we continue our work on performance optimization and QoL improvements.

If you encounter any bugs or you have more thoughts about update, please email us to eracolonisthelp@gmail.com this will help to track down the issues faster. See the full changelog of all the previous updates here.

Yours,
Occupy Mars Team
Spells & Secrets - roka_robert
Dear Aspiring Wizards,

We're thrilled to announce that the "Spells & Secrets" Beta Test is now live! As part of our magical community, your feedback will be invaluable in the final stages of our development process.

If you want to know how to participate in the beta read the previous news.
Steam News

⚠️ Important Note: All discussions related to this Playtest should take place in our specialized Spells & Secrets Playtest Discussions on Steam. Make sure to share your thoughts there!

🐛 Reporting Bugs:
1. Use the in-game reporting feature by pressing F1 during gameplay. This will generate a report file on your PC, and an online form will open in your browser.

📊 Survey Time:
2. Your feedback matters to us! Please complete our feedback survey to help us improve the game.

🗨️ Community Chat:
3. Join us on Discord to share your experiences and to receive direct feedback from our development team.

📺 Streamers Welcome:
We've lifted all streaming restrictions. Showcase your magical experiences to the world!

Thank you for being part of this exciting journey. Your magic will shape the world of "Spells & Secrets," and we can't wait to see the adventures you embark on!

Best regards,
Your rokaplay & Alchemist Interactive Team


Best regards, your rokaplay & Alchemist Interacive Team
Black Mesa - CattoCult


Attention, scientists!

It is time for another sale! Step back into the world of Black Mesa and relive the legendary Half-Life story!

Take advantage of the 80% discount, available from September 18th to September 25th. Act fast before the week is over!

https://store.steampowered.com/app/362890/Black_Mesa/

Follow us on Facebook, Twitter, and Instagram for the latest developer updates and news.
Military Conflict: Vietnam - waki
[Game]

- Fixed localization for Ribbons
- Updated Linux build

[Server]

- Updated server with correct bin files for better stability

[Weapons]

- Fixed drum world collisions for:

RPK light-machine gun
PPSh-41 Drum sub-machine gun

- Fixed animations for the following weapons

M26 grenade
DP-28 light-machine gun
M1917 revolver
MAT-49 sub-machine gun
PM md. 63 assault rifle
Sep 18, 2023
Dream #46 - Pampou
New update for Dream #46 (v1.3). Here are the changes :

  • Fixed a broken Steam achievement
  • Modified translation "Wake Up" by "Wake Up (Save & Exit)"
  • Camera orientation now can be precisely controlled with analog joysticks from the gamepad
Heard of the Story? - Shasaur
- Harvesting fields will now also generate new ideas. For example, there is a small chance that harvesting a flax field will give you the idea for linen. This should help a lot with getting unstuck in progression.
- Fixed some dialogue surrounding constructions of fields, farming, and campfires
Sep 18, 2023
JDM: Japanese Drift Master - n.kazimierczak
Ossu!

Today we are delighted to announce the winner of our "Let's Refuel" competition for the branding design of a petrol station for the Japanese Drift Master game. After much effort and evaluation by our jury, we have chosen the design that best captures the spirit of our game and Japanese car culture.


Applause for Utku Gürbüz!
The design not only stands out for its creativity but also fits perfectly with our vision for the game. We would like to congratulate and thank Utku Gürbüz for his unique concept and contribution to our game, and officially declare him the winner of our competition! Please contact us at contest@jdmgame.com to discuss the details of claiming your prize. Below are pictures of the winning entry.


Our team is already working on implementing the winning design into the game, and we would like to thank all the contestants for their dedication and great ideas. Your passion is our motivation to make the Japanese Drift Master experience better and better.


Stay tuned, follow us on social media, and join our Discord as we are preparing something exciting for you! Remember to add JDM to your wishlist on Steam to stay up to date with the latest news. See you in the next devlog!


https://store.steampowered.com/app/1153410/Japanese_Drift_Master/


Let’s Drift!
Gaming Factory


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