Paleo Pines - Italic Pig
Below are the patch notes for our first post-release patch on Steam. We're continuing to gather and fix bugs so a huge thank you to everyone who is sending through reports on Steam and on our Discord!

Steam Patch Notes Version 1.2.5

  • Added a setting to control how quickly time passes in game
  • Changed main menu lighting to daytime when entering character customization.
  • Fixed the player bouncing in the saddle while sprinting with Ouranosaurus.
  • The credits are now played at the end of the main quest.
  • Fixed Psittacosaurus and Deinonychus running in circles- The zoomies were adorable but a bug nonetheless
  • Fixed a soft lock when attempting to befriend special dinos you tracked by following footprints.
  • Fixed equipping non-tool items (e.g. produce) triggering the quick equip tutorial. This should also prevent it appearing during taming.
  • Fixed obvious pop-in of Conicosia flowers.
  • Fix for fertilising a seed in any stage other than seeding causing the crop to lose its correct soil status on ripening.
  • Removed the bounce animation from sandstone.
  • Speculative fix for the player very rarely sinking into steep slopes, e.g. in Pebble Plaza.
  • Fixed cheats unlocking too easily on Steam.
  • Fixed certain rare Styracosaurus colours changing for the duration of the cutscene after befriending one.
  • Removed a rogue ghost rock from Dapplewood.
  • Fixed incorrect spring onion model being used when the player holds it in their hand.
  • Changed the Pachycephalosaurus animation used for smashing rocks.
  • Fixed a typo in a Freya market string.
  • Fixed a gap between two vines on the ranch which the player could get stuck in.
  • Fixed some spawn points not having room for all 3 potential followers.
  • Fixed being able to quick-equip the journal but then not put it away during the trough tutorial.
  • Fixed Deinonychus in Dapplewood vanishing when they sleep.
  • Added some new seats in the forest.
  • Fixed hide and seek dinos not randomising and causing errors when playing in Pebble Plaza. (This was introduced 1.2.1.)
  • Fixed a hide & seek dino's interaction position being way out (behind Pippin's stall).
  • Fixed Avery's post-hide&seek mutters blocking other quest chat.
  • Fixed broken follower icons for some Troodon patterns.
  • Fixed tomato soup boost values.
  • Fixed Owynn being partially offscreen during a cutscene with Mari in Pebble Plaza.
  • Fixed a place where the player could fall into Marlo’s creek and get stuck.
  • Changed 'yippee' and 'yawn' SFX to the voice volume group.
  • Fixed the desert gateway resource project dropping items in an unreachable position when scrapped with a full player inventory.
  • Fixed resource projects dropping undroppable items when scrapped with a full player inventory.
  • Moved the blur setting to the Video category, and added a new ‘reduced’ setting as well as on/off.
Oct 4, 2023
The Giant of Torridge Island - Zobz32
The Villagers on the island have been hard at work improving their abilities for this new update!

Boats:
Boats can only be built by blue villagers, however any colour villager can use them by simply putting a villager in the boat and then placing them in the ocean.

Blue Villagers will begin to fish while red villagers will sail to and from the island dropping presents at any port they land on. Once both finally return back to shore they may struggle with finding their way home if their village isn’t close by, so make sure to either help them back or set up a new village when they arrive.

Boats are fragile, so if the Giant gets in the way of a boat the villagers are at a great risk of drowning so be careful!

Builders:
The way building works in The Giant of Torridge Island has been completely reworked, giving you more control over what gets built.

Villagers still need to gather both wood and stone resources before attempting to build, however their capacity to find these on their own has been improved.

Once space has been made to build rather than simply setting up the scaffolding and walking off, you can now actively see the villagers working on the project. Multiple villagers can now work on the same project, with each builder added making the end result bigger and better.

Here’s a key of current buildings and how many villagers are required to build them:

Red Villagers:
1 builder: Farm (can now be built in all biomes)
2 builders: House
3 builders+: Windmill

Blue Villagers:
1 builder: Boat
2 builders+: Igloo

Now that this new system is in place, expect more potential buildings to be added soon!

Some unfortunate news: Taddiport and Shebbear are being removed as maps as once again there are problems with the new mechanics being implemented into them. The plan is for them to be remade completely once app game mechanics have been finalised.

Challenge mode is also being temporary disabled, however this is due to it being completely reworked for a future update, however it is currently not playable by the time this update goes live, sorry about that.

Other Patches:
  • Days now last 15mins rather than 10mins
  • Fixed issue where villagers wouldn’t die when drowning while creating a new village
  • New sound FX’s
  • Presents no longer include the old tree models.
  • Fixed issue where stars and tears would be blocked from view
  • Buildings and villagers drop stone when destroyed.
  • Updated Encyclopedia.
  • Tweaks to and more lines of narration.
Arctic Awakening - GoldFire Studios
Earlier in the year we completely re-built the companion AI system for our therapy robot from the ground up. Having a life-like companion that isn't just your typical "tutorial bot" is vital to the experience of Arctic Awakening, so we couldn't just leave it at that.

We continued gathering your feedback from the latest demo builds as part of Gamescom and Tokyo Game Show, and we've been using that to focus on various areas of polish to improve the behavior of this pivotal character in the story.

Intelligent Target Selection

One of the main issues with Alfie's navigation is that it didn't have a full model of the world – in other words, he couldn't really see! Often, Alfie is simply trying to get into the player's cone of vision, even without understanding what lies within that vision. This led to significant issues when inside walled areas, of which there are many beyond the demo!

We iterated through a number of solutions before landing on a system that selects several possible target locations and intelligently selects the "best" one based on obstacles in the way, their type and their distance. This effectively allows Alfie to see walls or other large obstacles that he should stay in front of rather than trying to go around.

The most glaring example of this can be seen in the below GIF where previously Alfie would often try to navigate completely outside of the building rather than following the player through the curved hallway. Beyond halls, this change improves navigation in any sort of interior space like a room or airplane, narrow cliff ledge trails and just general traversal through the forest.



Local Avoidance

While Alfie could already navigate around obstacles, dynamically moving obstacles such as the player could throw a wrench in that. Or even more common would be Alfie's own momentum carrying him into large rocks or trees, causing unwanted (though often comical) collisions with the environment around him – he's still a bit clumsy and will run into things here and there, but now it's by design!

An advanced autonomous flying robot should at least be on par with the capabilities of a current-day consumer drone. Many of these camera drones have local avoidance systems that scan the world around them and avoid colliding with obstacles that become too close, which is now what Alfie does with detectors above, below, to the front and to the sides.



Custom Navmesh Baking

We use a pathfinding system called a navmesh to enable Alfie's navigation throughout the world. This works relatively well; however, the complexity of the nature in our world leads to rather noisy navmeshes that make it difficult for Alfie to "understand" what's around him. This noise often leads to noisy navigation and movement behaviors.

To address this, we built a custom navmesh baking system that evaluates every rock, tree and obstacle in the game world (all 1,332,787 of them – approximately) and tags these in certain ways to aid Alfie's calculations for navigation. This allows the navmesh to be much more seamless and significantly smooths and simplifies Alfie's movement through the world.



Dodging Behaviors

One of the biggest issues we saw from demo players was one of the simplest to fix! Often when traversing over an obstacle – whether jumping down from a ledge, vauling over a dead tree or climbing up a rock – Alfie would be in your way causing you to land on or collide with him.

We all laughed the first few times, but it quickly becomes a nuisance. There are a number of adjustments involved to fix this, but the primary one is adding dodging behaviors so that Alfie can quickly get out of your way. We further expanded these dodging behaviors to cover a variety of scenarios that would previously result in head-on collisions (don't worry, no robots were harmed in the making of this GIF).



But wait, there's more!

Beyond these major changes, we've made dozens of other fixes and updates to our companion AI system that powers Alfie. Creating such a character is no easy task, and it's an area many games have come up short. This is why we've put so much emphasis on getting this right all through our development, and we hope you'll see the fruits of that effort in the final game!

Until next time, the best way to keep up on the game is by following/wishlisting our Steam page. You can also join our Discord, Twitter (X?) and the newsletter for future updates and chat with us and others about the progress of the development!
Open Mod 2024.2 - Hyper Gamey
-fixed a major game-breaking bug which prevented players from creating an username because the quality preset screen was overlapping with the create username screen. We apologise for such incompetence

-improved the way recoil looks and feel when player is aiming down sight

-improving the recoil forced us to disable the lasers pointing to the center of the screen when aiming or hip aiming, now they don’t point perfectly to the center, but to their forward direction. We will bring that feature back very soon

-reworked Industrial maps to be smaller. It was too big for 5v5 games. Now it’s half the size it used to be and the gameplay on it should be enjoyable.

-added the new doors to the new industrial maps

-fixed an issue where the door breaching with C4 or with the battering ram wouldn’t have a smash sound.

-fixed some minor visual misplaced objects on Suburb maps

-rebaked the lightmaps in Suburb maps because the old door shadows were baked on the walls.

-did some optimization work to the new interactive smokes since they were drawing too much frames. Now they look much worse but perform much better
The Break-In - Oliver
A few major fixes in this patch with the toolbelt slots, head wearables, and save files. There is a save file corruption bug which I still haven't found the cause of, but I have added an extra layer of protection which should stop saves getting wiped, or at least reduce the likelihood. In the next patch I'll add versioning to the saves, so you can go back an load an old save if your current one gets corrupted.

Apologies to everyone who has had data wiped due to this. Let me know if you experience this again after this patch, and attach logs if possible (Press F6 in game to open the logs folder)

  • Switched to GLES rendering for Quest to potentially reduce crashes
  • Fixed barcode scanner caused a lag spike whenever used on Quest
  • Made save system more robust to failure, potential fix for save data reset bug
  • Fixed hand skin not matching VR body skin sometimes
  • Fixed VR IK body not loading correctly on startup when enabled
  • Fixed not being able to grab stuff after returning to singleplayer from multiplayer on Quest
  • Fixed toolbelt slots being out of place when in multiplayer VR
  • Fixed PCVR object highlighting not appearing after returning to singleplayer from multiplayer
  • Fixed nonVR players grabbing removed head wearables from other players
  • Added separate volume slider for character movement effects (footsteps, jump) and reduced default volume
  • Fixed being able to bag residents
  • Fixed missing keycard or retina scanners on some mechanic’s level doors
  • Fixed being able to use lockpicks on keycard and retina scanner
  • Fixed options menu element overlap on in-mission menu
Archtower - blastergamesstudio


Archtower v0.4.5.8 build is ready!
Free Demo updated as well.



v0.4.5.8 Patchnotes:
[expand type=details]
WHAT'S NEW
    -Alpha and Demo-
  • Added Spanish localization!

CHANGES
    -Alpha and Demo-
  • Better drop chances of green loot from chests on first floors
  • Better chest loot for Story difficulty
  • Many changes and renames in localization texts
  • Changes of the panel with info about the hero and his health
  • Other minor changes

    -Only for Alpha-
  • Improved female spiderons and improved slimes for the elf quest can be found more frequently
  • Shaman Matriarch no longer drops fire wave, also higher drop chances of a summonable protective crystal
  • Other minor changes

FIXES
    -Alpha and Demo-
  • Many fixes of errors in localization texts
  • Bugfix, when retiring the class name was always in English
  • Some code optimizations
  • Other minor fixes

    -Only for Alpha-
  • Bugfix, in 9-4, half a room could accidentally get aggroed with a miniboss right at the entrance
  • In 9-4 fixed the situation of getting stuck in the last chest after a fighter's charge
  • Bugfix, error with displaying location names where the dropped loot lies
  • Bugfix, when selecting new perks, the description of Subtlety did not show the actual dodge numbers
  • Other minor fixes
[/expand]

https://store.steampowered.com/app/1837690/Archtower/
Oct 4, 2023
The Repair House: Restoration Sim - Rob_Fireshine
The new patch includes a fix to a previous issue with save files. To rectify this issue we have had to change the location where The Repair House save files are stored on your computer.

To continue playing with the progress you have already made in The Repair House, you will need to move your existing save game file to the new location.

To replace the new save file with your existing one. Follow the steps below.
  • Update the game with the latest patch
  • Launch the game
  • Allow the game to load into the main menu
  • Press the “Windows” key to view your computer's desktop
  • Open the Windows File Explorer (shortcut is Windows Key + E)
  • Go to the below location on your local hard drive (bold items in the address will the specific to your computer)
  • C:\Users\WINDOWS USERNAME\AppData\LocalLow\Quantum Logic Games\The Repair House
  • From this folder, copy the savegame.dat file
  • Open the folder named with 17 digits. This folder name will be unique to your computer. For example: “77531899330858648” - If this folder does not currently exist, return to The Repair House, start a new game and then return to The Repair House main menu.
  • Paste the original savegame.dat file into this folder
  • Select the option to “replace the file in the destination”
  • You should now be able to return to The Repair House and continue with your previous save file and progress

If you have any issues with the above instructions please submit a ticket via our customer support portal and we will do our best to assist you.


Other fixes in this patch:

  • Fixed an issue that made the buttons used to cycle through current orders at the Catalogue table hard to click.
  • Fixed an issue with the 3D models of one of the Popcorn Machine's top covers.
  • The calendar now resets to the current month each time you view it.



Thank you all for playing The Repair House

Quantum Logic Games
Cornucopia® - Subconscious Games
🙏🏆 We believe we've tackled that tricky bug preventing your hard-earned achievements from unlocking! Here's hoping you see all your progress now.
🌿 No more infinite item drops! Harvesting weed in the Forest, Mountain Areas, and sometimes other zones should now be smooth and won't freeze your character in animation.
🌱🛠️ Vanishing soil issue? Consider it addressed!
🌧️🌱 Unleash your hoe's special power in the rain and witness the magic as the soil around gets drenched!
🌊🪨 Your exploration in procedural areas is now glitch-free! Submerged rocks won't come between you and your ladder discoveries.
🐾🍲 We've ensured Munger's water dishes and food bowls load up just right.

Thank you for being the best part of our game journey! 💖🎮 Let's keep the fun rolling! 🎉🚀

Lots of love,
David
Underground Garage - AleksandraBBGames
Hello Petrolheads!

Rev up those engines and grab your tools because we're diving into a world where car mods and high-speed pursuits are the daily grind! We’re back with the October update for Underground Garage!

A Peek into the Unreal Garage
Ever since we shifted gears to Unreal, your support has been nothing short of incredible, and it’s high time to give you a sneak peek into the initial vrooms and zooms we’ve been working on.







Get Your Maps Out, We’re Going to the City!
Curious about how we’ve paved the roads and alleyways for those midnight drag races? Old school, baby! Paper, pen, and a heap of creativity is our GPS through the bustling, neon-lit streets of our gaming city.


Mechanic Mode Madness Continues
The Mechanic Mode journey persists, with more tweaks and updates under the hood. So keep those wrenches swinging!



A Little Extra Nitrous for Your Ride
Never find yourself running on empty with the latest news again! Join our Discord pit crew! Small updates, sneak peeks, and a community that's all about torque, tuning, and tales from the tracks.



Keep Tuning, Keep Zooming,
Underground Garage Team
Oct 4, 2023
Train Simulator Classic 2024 - DovetailMike


This week we're celebrating German rail in Train Simulator. As part of this you can find discounts across a wide range of German add-ons. You can browse all of the German add-ons available in this Steam List. Read on for some highlights of the sale...

U-Bahn Hamburg U1
https://store.steampowered.com/app/2288624/
Explore the U-Bahn Hamburg U1 from Just Trains, a bustling rapid transit line set in the heart of Germany’s vibrant city. Take a tour of Hamburg visiting residential neighbourhoods, wealthy districts and busy downtown areas as you deliver passengers to their destinations. On this route from Just Trains you will take control of the modern HHA Type DT5 EMU rebuilt in detail for Train Simulator.

Pegnitztalbahn
https://store.steampowered.com/app/2009528/
The picturesque countryside of Bavaria awaits! Lean into the scenic unelectrified curves and lush forested hills of Germany with Pegnitztalbahn: Nürnberg - Bayreuth. This route recreates the 93 km section between Nürnberg and Bayreuth, with 17 intermediate stations en route. Take on the tilting challenge of the DB BR 612’s unique controls, as well as other diesel traction across a variety of challenging scenarios.

DB ICE 2 EMU
https://store.steampowered.com/app/222545/
The second-generation Deutsche Bahn ICE 2 is synonymous with stylish high speed train travel in Germany, and now you can take control of this cool express train in Train Simulator. This EMU features a fully detailed cab and internal control panel with functioning AFB, PZB and LZB systems. Take it for a drive on your favourite route with Quick Drive, or try the Munich - Augsburg scenarios included (the route is also 40% off in the sale).

Bahnstrecke Strasbourg - Karlsruhe
https://store.steampowered.com/app/1637257/
Cross the French/German border aboard high-speed traction and heavy freight motive power. Immerse yourself into the extensive and bustling operations on this key international route. Climb aboard the SNCF BR 186 and haul container traffic into Germany, make the return trip from the complex cabs of the TGV Euroduplex or ICE 3M, and hop on-board regional and additional ICE trains to Offenburg.

Hamburg-Lübeck Railway
https://store.steampowered.com/app/325988
As one of the most important routes in the state of Schleswig-Holstein, the Hamburg-Lübeck Railway forms part of the Vogelfluglinie, connecting Germany’s second largest city with the capital of Denmark, Copenhagen. The route includes a number of prototypical rolling stock, including the DB BR 145 electric locomotive, DB BR 218 diesel hydraulic locomotive and DBAG BR 294 diesel freight shunter.

Bahnstrecke Riesa - Dresden
https://store.steampowered.com/app/1429757
Explore the packed city of Dresden and discover various lineside industries. The Bahnstrecke Riesa - Dresden route for Train Simulator features both the fast and slow lines, allowing for two different views out the windscreen as you take on the challenges of inter-city, regional, s-bahn passenger services as well as freight. The route includes five DB locos, as well as a selection of coaches and wagons.

Head to the Steam List to find something new for your German collection. The sale ends 9 October.
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