Crossout - XO_Team

Survivors!

The faction war that we talked about earlier has begun! Old enemies are eager to fight - not a second can be lost!

The steel might of the Brotherhood or the unstoppable rage of the Kaganate? The choice is now yours - the most persistent shall emerge victorious!



For more information on Crossout, follow these channels:
Tsugunohi - vaka


At my grandmother's house in the countryside...

▼Go to the wish list now!
https://store.steampowered.com/app/2591140/_/
Oct 16, 2023
Inferna - iMer
New Features
- Get ready to be tricked or treated! The 2023 halloween event has begun!

Bugfixes
- Fixed a minimap issue with hidden collectables
Limbus Company - ProjectMoon





These Doomed Isles - sean.campbell
Hey everyone,

This is all being tested right now on the experimental branch so if you're interested in having trying those features early, be sure to check out the "experimental" branch (right click on the app in Steam, select Properties, then Betas and then Experimental from the drop down menu there)

Bug fixes
  • Fixed a crash caused by relicParent draw event
  • When playing Mayan Specialists, they would remove a random card from your deck each turn - they now only remove Trade cards, which is what they were supposed to do all along

Balance changes
  • Card weighting system update to offer more balanced cards through a run (new run required for this to take effect)
  • Wonders are now added back into the harvest deck upon being destroyed to prevent soft lock (only built Wonders count towards the Awe objective)
  • Unlocking new cards requires less XP
  • Shop prices reduced for some cards
  • Jotnar now only heals part of his health when attacking your towers and units
  • The Graea (Deino, Enyo and Pemphredo) now only add cursed cards to your deck when they spawn, instead of every turn

Quality of life updates
  • Buildings and units in the worker menus are now sorted by number of spare worker slots, then alphabetically
  • Cards are now sorted alphabetically when you Delve, sell to Loki or view the library
  • Made it clearer that you only select 1 modifier for that run when you choose your God
Oct 16, 2023
Turbo Golf Racing - bointyboy
Complete the time-limited missions to unlock the following items:

  • Aviate (Spoiler)
  • Emulsion (Decal)
  • Tonal (Finish)
  • Lumid (Avatar)
  • Wire (Booster)
  • Sleet (Body)

You have until November 5th, hurry!


Team Hugecalf 🐮
Stardeus - spajus
Greetings, Space Travelers!

Welcome to the first Anniversary Update! Stardeus has come a long way in the year since its Early Access launch. This update is the largest to date. While some features were revealed in previous posts, I'll recap the most important highlights here. All of this is also covered in the accompanying announcement video.



Brand New Research System



The old research system has been entirely replaced with a less grindy model that offers more agency and freedom of choice.

You no longer need to expend electricity to advance research. Research nodes unlock instantly on demand, upon crafting the required number of Datoids, a new research ingredient.

Memory Modules are no longer required for research, and fewer Disk Modules are needed to store research data.

The research tree has been overhauled and reorganized. It is both larger and more logically structured.

While I've attempted to provide an automatic migration for existing save files, the old and new research trees don't align perfectly. As a result, you may find some nodes unlocked out of sequence when upgrading to v0.10.

I strongly recommend starting a new playthrough, as old saves will be unbalanced. Be sure to complete the new tutorials before beginning a new game.

New Tutorials



Instead of an integrated tutorial in the Wrecked scenario, the game now offers six standalone tutorials that cover various aspects of gameplay. Additional tutorials may be introduced to accompany new mechanics in the future.

Universe Biomes



In prior versions, the universe consisted mainly of a few types of randomly generated planets grouped into star systems and galaxies. The updated universe generation algorithm employs a flexible biome system to determine the properties of each planet, star system, and galaxy. This affects everything from the resources available on a planet to the factions you might encounter in specific galaxies. While the full potential of this new biome system is not yet realized, it lays a solid foundation for the introduction of new space-related features and mechanics in future updates.

New Starmap Navigation



The previous mechanics for switching starmap scopes were confusing and restrictive, requiring your ship to be stationary and free of incoming space objects. This has been replaced by a simpler navigation system:
  1. To exit to a parent scope (Planet/System/Galaxy), simply fly beyond its outer ring. This action carries no restrictions, and you'll automatically evade any incoming asteroids or breach capsules.
  2. To enter a nearby Planet/System/Galaxy, proceed as before but without any extra conditions or limitations.

This new system has one unresolved issue: you can't quickly zoom out from a planet to survey the star system or galaxy. This limitation will eventually be addressed by the introduction of a minimap.

New Mining Mechanics



Earlier versions of resource mining had limitations. The first model featured finite resources that would run out; the second made deposits infinite but progressively harder to mine, discouraging exploration.

The current, third iteration introduces resource depth in addition to mining difficulty. Standard shuttle expeditions can reach depths of up to 2km, while AutoDrill Rigs can go as deep as 10km.

Additional changes to mining mechanics include:

  1. AutoDrill Rigs are now retrievable and reusable.
  2. Human colonists participating in mining expeditions will incur a cost in terms of deteriorating mood and physical condition, necessitating recovery time.
  3. Exploration is required to identify the nature of potential resource points, although radar can offer some guidance.

This mining system, like most game mechanics, remains open to future adjustments based on player feedback.

New Fire and Explosions System



Fire and explosions have been problematic before, often too random and either too difficult or too easy to manage. The previous implementation was inflexible, inefficient, and visually unappealing.

To address this, the old system was entirely removed and replaced with a more flexible, efficient one that aligns better with the rest of the game. This new system can manage a large number of burning objects while offering granular control over each flame.

Fire behavior is now more predictable, driven by a near-deterministic algorithm. For example, fire will only spread if oxygen is available, and it adheres to specific rules when doing so. New attributes, like fuel levels, add complexity and open the door for new in-game weaponry.

The same system now also manages explosions. While still a work in progress, the goal is for all fire and explosion events to be explainable and logical, eliminating arbitrary fires and explosions on well-maintained devices.

Door Permissions



After unlocking the necessary research, you'll gain the ability to configure the permissions for any door or airlock. If directing humans proves difficult, you can at least lock doors to control their movement.

Trap Floors



A set of retractable spikes can automatically trigger to impale non-flying enemies. Ideal for farming crawlers in a Cloning Pod or for areas designed to deter uninvited guests.

Game Balance Enhancements



Hundreds of minor balance changes have been made, cumulatively resulting in a more polished overall experience. These adjustments impact item production times, construction costs, the economy, and various other game aspects, all aimed at reducing grind.

New Build Menu



The previous Radial menu, while gamepad-friendly, proved cumbersome for mouse users. The new Grid menu includes a built-in search field and offers quicker navigation. It is the default option, but those preferring the Radial menu can revert to it via the "Tool Menu Type" option in the Input settings.

Unification of Crafting Devices



The earlier distinction between "processed" and "crafted" resources has been streamlined. Most "processing" devices have been converted to "crafting" devices, except for the Nutrient Extractor and Disassembler. A new rule stipulates that resources are crafted, while dead beings are processed. This simplifies the controls across all crafting devices and eliminates the confusing "Process" tool.

Batch Size Controls for Production



This feature extends beyond a simple UI update. You can now instruct crafting devices to produce multiple items simultaneously. Workers will gather the necessary resources in advance, lengthening production time but resulting in larger output batches. This minimizes interruptions in the production chain.

Notification Groups



Devices that are Idle, Unconfigured, or facing a Material Deficit will now generate a single notification per group, enhancing the readability of the event list.

Detailed Status Log



A compact panel in the bottom-right corner displays a detailed status log useful for troubleshooting specific issues. For example, if a robot repeatedly drops tasks due to inability to reach a Charge Station, this activity will be recorded in the log.

New Trade View



Though it was already shipped in v0.9, it is worth mentioning again for those who may have been away from the game. The new Trade view is a substantial improvement over the original launch version.

New Quests UI



The initial Quests UI, being cumbersome and unclear, has been replaced with a more user-friendly version. Now you can progress through multiple quests simultaneously. Completion of a quest, even if not set as active, will prompt immediate notification and reward distribution.

Improved Charts



The charts have been refined for greater readability. The electricity grid chart now also displays renewable energy output, allowing you to see if your ship operates solely on solar energy.

Aggregated Local Maneuvering Controls



The need to locate and click individual Maneuvering Controllers to navigate your ship in local space has been eliminated. The Ship Controls overlay now provides a consolidated list of your controllers, indicating their direction and operational status.

Better Mod Validation

Due to the fast-paced development of Stardeus, internal APIs are subject to change, often causing workshop mods to break. The worst-case scenario involves a malfunctioning mod undermining game performance while continually logging errors. To protect the player experience, I've intensified mod validation standards.

I've tested most workshop mods to ensure that errors from incompatible mods are detected early and flagged in-game. This notifies both players and mod creators of issues.

Final Words

I could go on into more details, but this post is getting way too long, so I'll stop here. You can read the Changelog if you want to dig deeper into what happened in v0.10.

I hope you will love the new changes, and please give constructive criticism if you don't. I am always listening and will correct the issues as much as I can.

The road to version 1.0 is still a long one. Stardeus was an ambitious project from the very start, and now, after almost 4 years of development the ambition has not diminished. I am confident that I will be able to carry out the vision of Stardeus to the full extent, just give me a few more years and enough coffee!

Your support - be it through reviews, word of mouth, or tuning into my development live streams on Twitch - is invaluable.

Until next time!
- spajus

Follow the Development

Get Stardeus

https://store.steampowered.com/app/1380910/Stardeus/
Oct 16, 2023
Roll for Life Playtest - p.escaping.life
-Increased Overall Control of All balls
-Improved Level Selection Screen
-Minor Bug Fixes
The Last Game - fr.ju
- all assists (squirrels, frogs, flail, scythes and wisp) can now apply poison/bleed/fire
- increase warning size for some bosses's attacks
- rework a bit the dialogs to let the user better understand there is more content after beating Death
- add two difficulty levels
- rework floor 1 and 2 enemies to be better balanced
- fix a bug with the initial selected language in settings
Sword of Convallaria - TheMidKnight
It’s been a wonderful two months since we shared our decision to launch Sword of Convallaria on all major platforms, and we’re overwhelmed by the amazing support from the Steam community and tactical RPG lovers around the world. We went through several rounds of closed betas, sat down with Famitsu and chatted with Yasumi Matsuno, and brought a playable PC demo to Tokyo Game Show 2023.


What to expect in the next Spring
While the feedback we've received so far has been incredibly encouraging, there is still a substantial amount of work to be done before we can bring Sword of Convallaria to a global audience. We will concentrate on enhancing gameplay mechanics, optimizing performance, and refining the overall gaming experience as we aim for a release in the upcoming spring. Here's a more detailed look of what we'll be focusing on during this extended development period:
  • Enhanced PC experience: refining the user interface for PC, optimizing gameplay controls, and adding controller support, etc.
  • Localization excellence: rectifying improper translations and completing full-game localization for all supported languages to make for an accessible and enjoyable player experience.
  • Optimizing the live service plan: We will work on optimizing the structure for the game, which will enable us to provide a consistent flow of fresh content after the game's initial release.
  • And more!

Here are some early concept art of the church map

Future plans
With the spring release timeline, we should be able to prepare some more exciting content in the pipeline. While we can’t reveal all the details just yet, stay tuned for potential surprises at the Steam Next Fest in 2024!

We’re tremendously grateful for your patience and understanding as we continue to work on Sword of Convallaria and attempt to deliver an authentic tactical RPG experience. We will be sharing more development updates and release info in future posts; please let us know in the comments what some of your favorite tactical RPG elements are and what you’d like to see in Sword of Convallaria at launch.


To keep staying in the loop with Sword of Convallaria, don’t forget to add the game to your wishlist! Also, be sure to join the excitement on Twitter and Discord to keep up with the latest buzz!

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