Sipho - Dominas
Hello all!

We have been gathering feedback from community forums and watching various streamers play Sipho and got a nice list of notes that we are addressing with this update!

Budlings now feel much safer next to their parents and should not run away from big enemies. Especially those enemies who are threatening their mother colony!

There seems to be a disturbing lack of self-preservation among your offspring...

Enemy AI has been tweaked to be less aggressive to enemies that are much smaller than them - that makes more sense to make them dispose of something that is more threatening and only then go after small ones. The change is most impactful when the small one is the player!

A lot of bugfixes and performance have been done - especially related to level spawning and whirlpool level destruction. While there are things to optimise further, we hope this will help with stuttering a lot.

Version 1.0.1f4
  • More robust way of holding consumables should fix Polyp sometimes causing consumables to be unholdable
  • Do not update Environment Grid if things have recently been spawned

Version 1.0.1f3
  • Optimize whirlpool level destruction
  • Tweak Advena areas
  • Cache level spawner texture values - improves performance for levels based on texture lookup spawning

Version 1.0.1f2
  • Add Tooltip to separate canvas in Main Menu
  • Mover camera fast while in transition - fixes camera flying around after entering new zones
  • Fix growth zooid type categories not being disabled correctly

Version 1.0.1f1
  • Refactor enemy spawning to allow having different enemy counts per campaign level. Adjust enemy aggressiveness and counts
  • Add option to slow down game simulation if it is unable to keep up with target framerate
  • Alphas are guaranteed to drop relevant mutations
  • Fix whirlpools not spawning in Freeroam
  • Saenus Boss 3 creates currents a bit more rarely. Other boss fight enemies never flee
  • Pathfinder completes its path requests when setting new ones
  • Allow Mutations have differently constructed titles for localization. Add missing translations.
  • Refactor how campaign sipho zooids get swapped for variety - dynamically determine if swapping is possible instead of being hardcoded. Fixes enemies with impossible layouts appearing
  • Megalocyst explodes instantly instead of 0.1sec delay
  • Do not regenerate health when losing nutrition to overnutrition - fixes some bosses healing themselves for a while before allowing themselves to be over-dps'ed
  • Make Advena campaign areas a bit wider to navigate
  • Boss battle arena does not care if there is null sinkable to sink
  • Fix zooid info tooltip text to contain proper newlines
  • Better Leader following AI for minion Siphos
  • Enemies are less likely to attack smaller enemies
  • Display zooid type next to breed name in the tooltips
  • Improve some zooid descriptions
  • Fix leech teleporting
  • Mutation generation can skip types - allows Abrasive mutation to be applicable to Puffer, but not be generated for Structures
  • Enemy Spawner tracks and manages children of the children as well - fixes boss arenas sometimes being stuck after killing a boss
  • Siphos drop recently eaten nutrition if they're killed fast enough
  • Don't clump up enemies when spawning
  • Correctly dispose of player minions when starting new Epoch

Version 1.0.1a1
  • Revert to shape matching correctly when detecting NaN deformation values
  • Add obstacle inside shrimpy's centre so nothing gets moved or spawned in it
  • Cra'Than second boss waits before attacking
  • Update Environment Grid over several frames - reduces stuttering
  • Update pathfinding grid 1 chunk over time as now obstacle spawners spawn more consistently
  • Obstacle spawners update chunks dynamically over several frames
  • Do not spawn sizzler arc if distance is lower than 0.1 - fixes arcs flying away
  • Claw Weapons and Twister Swirls have unlimited overlaps
  • Fix flower petals in Buginis areas and enable their fade-outs
  • Polyp damages their target immediately when attaching
  • Use realtime in breed selection breed chosen animation so the animation isn't affected by time scale
  • Align level spawners with Environment Grid chunks - better overlap checking, better performance.
  • Give spawner manager one frame delay to spawned chunk checking - should allow physics to catch up and have valid raycast queries
  • Improve Enemy Spawner checking for unspawned chunks - include radius in search so moving spawned enemy is guaranteed to not later overlap the enemy
Park Beyond - Anchoix
Note from the Dev Team:

Even though the release of patch 2.0, Community Content and the Beyond eXtreme DLC took longer than we had planned, we hope that you will enjoy it!

Thanks for all the feedback many of you brought forward. We took your feedback to heart and set on the goal to bring improvements into Park Beyond that you have been asking for. For all those new to Park Beyond: Welcome! And to all others returning: Welcome back!

Patch 2.0 is packed with improvements to help you better understand path placement and path connections with an all-new highlighting system that shows you where path intersections can be created. Path visuals and railings can now be changed after placement and the path snapping logics were improved on queue/exit placement.

You are now able to order Mechanics and Janitors to your rides, shops and facilities and have better indications of your idling staff. All Sandbox maps received a completely overhauled and improved lighting with a new day & night cycle to really make your parks shine at night!

Object Placement and working with groups and prefabs has gotten even easier with multiple Quality of Life improvements. We added a new Heatmap to identify the visitors in your park who are looking for ATMs. And we overall improved the ride utilization and game progression through the rising park levels, reduced the importance of need providers, and re-balanced several missions.

On top of these and many more smaller improvements, we tried to get as many bug fixes into this version as we could.

We are looking forward to seeing and playing with your creations that you share through the new Community Content feature and we hope that you will have a blast with this patch 2.0!

Please continue to share all your thoughts and feedback with us because we are already starting to work on the next patches and updates to come. Thank you!


Content
  • Beyond eXtreme DLC
    • 2 new story missions
    • 2 new sandbox maps based on the story missions
    • New theme with scenery objects, modular structures and animatronics
    • 2 new Flat Rides
    • New track type: Flying coaster
    • New coaster module: Freefall Ramp
    • New track module: Paraglider Course
    • New coaster prefabs
    • New shop prefabs
    • New entertainer costume and impossification
    • 2 new Flat Ride music tracks
    • New coaster music track
    • Community Content powered by mod.io
    Share your own prefabs and parks with the community and subscribe to those of other players cross-platform!
  • Free Content
    • 2 new coaster modules: Drop Connector and Wind Tunnel
    • New coaster prefabs
  • Improved and revamped lighting and day & night cycle on all Sandbox Maps
Stability
  • Fixed a crash when using demolish mode during mission cutscenes
  • Fixed a crash when selecting 'Stay on Map' on the Mission Accomplished window after completing
Mission 04
  • Fixed a crash when rotating the camera with the overview panel of the 'Shining Pendulum' flat ride
  • Fixed a crash during the intro sequence of Mission 05
  • Fixed a crash when switching input during a pitch meeting
  • Fixed crashes related to Undo/Redo or Destroy actions
  • Fixed many other random or rarely occurring crashes
Performance
  • Improved performance with certain goals running, e.g. “earn money with Park entrance fee”
  • Adjusted selection outlines material to improve GPU performance
  • Fixed various map sandbox map related performance issues
Exploration Park
  • Fixed an issue where Sofia's labs are not unlocked in 'Exploration Park'
Mission 01 - Ambitious Beginnings
  • Fixed the pointer sometimes pointing to normal tracks instead of chain lift during the tutorial
  • Fixed an issue where "Find track icon on building" goal fails to achieve
  • Fixed an issue where the track icon was not at the correct position
  • Fixed an issue where the game could not progress if the coaster track is placed above 80m
  • Fixed an issue where the camera clips through the terrain
  • Fixed an issue where the initial track height in Mission 01 - Ambitious Beginnings cannot be adjusted
  • Fixed an issue where the sound of the Mission 01 - Ambitious Beginnings intro was out of sync
Mission 02 - Welcome to Cloudstormer
  • Fixed an issue where the "Open crashlander" and "Build and open flat ride" goals automatically fulfills
Mission 03 - The Dawn of Impossification
  • Fixed an issue where Staff salaries are not disabled in the staff roster
Mission 05 - Duel at the Beaches
  • Fixed an issue where the "Delete small rocks" goal gets fulfilled after save/load
Paths
  • Added a new path highlighting system that shows valid and invalid path connections, highlighting points and sections on paths that can be connected to
  • Path visuals and railings can now be changed after placement by selecting them
  • Improved path/queue snapping behavior on ride connections
  • Improved visuals on outside path borders, especially around intersections
  • Improved path placement with gamepad/controller and closer matched it to mouse behavior
  • Inclined curved paths are now maintaining their circular shape
  • Increased the possible incline on suspended paths
  • Fixed various crashes involving path placement
  • Fixed that automated paths are not generated while in precision mode
  • Fixed an issue where benches don't snap to the outsides of generated ride exit paths
  • Fixed an issue where short exit paths on rides lead to the next queue segment not being placeable
  • Fixed an issue where paths do not have the default railing assigned
  • Fixed an issue where auto-placed paths don't match the texture and railings of path they're connected to
  • Fixed an issue where paths would not snap to the grid height
  • Fixed an issue where paths did not always snap to other paths correctly
  • Fixed an issue where suspended path intersections were not connecting properly
  • Fixed an issue where inclining suspended paths resulted in inaccurate “incline is too high” error messages
  • Fixed an instance in which path placement is impossible after loading a save from an older version
  • Fixed path struts reappearing after deleting the path and nearby shop
  • Fixed removed path struts reappearing after loading a save
Placement
  • Added the possibility to add existing objects to an object group while currently editing that group
  • Added hotkeys for actions on placed objects
  • Added hotkeys for directly toggling individual precision modes
  • Added a more flexible way to select individual precision placement modes
  • Added a game option to disable advanced placement options (Gameplay)
  • Added an option to reset any active filters within placement menus
  • Added the missing free rotation circle during placement preview of flat rides
  • Added a numeric display of the current rotation angle when using free rotation
  • Added confirmation pop-up when attempting to delete a ride, shop or facility
  • Improved the cycling through placement modes for gamepad/controller
  • Refined filters in placement menus
  • Adjusted placement of vending machines so they do not create a new object group on placement by default
  • When cloning or moving and having the grid alignment set to object the grid will now be placed at the object that is being moved/cloned
  • Optimized placement performance by only calculating and displaying terraforming cost if placement is possible
  • Fixed an issue where objects were not aligned to the ground when grid height was turned on
  • Fixed various crashes involving placement of rides, shops, scenery objects, etc.
  • Fixed that the PAC-MAN hat shop attractor cannot be selected
  • Fixed undo and redo happening on terraforming outside the play area
  • Fixed an issue preventing from scrolling upwards after adding a maximum number of object tags while using gamepad
  • Fixed rotation button callout and tooltip mismatching 45° and 90° rotations
  • Fixed an issue where snapping to a Flat Ride entrance/exit would not work
  • Fixed an issue where false path collision error
  • Fixed an issue where hovering over suspended path segments moves struts
  • Fixed an issue where Shops and Prefabs don't snap to the path as intended
  • Fixed an issue where attractors lack collision with other game assets
  • Fixed an issue where the precision gizmo was disappearing far behind other objects
  • Fixed an issue where the 'Pac-Man Staff Lounge' does not create an auto path during its placement
  • • Fixed an issue where objects can be placed below the terrain in a way that they cannot be interacted with
  • Fixed shops being closed when replacing with a valid path connection
  • Fixed height snapping not working when grid width was turned off
  • Fixed several glitches on grid visualization
  • Fixed various issues involving placing shops and facilities
  • Fixed an issue where an incorrect message “You can’t make a path before the park entrance” is displayed on creating a prefab containing a park entrance
Shops & Facilities
  • Fixed an issue where impossified shops incur upkeep even when the sandbox parameter Upkeep is set to None
Coasters
  • Added an option to create a coaster prefab in the coaster overview panel
  • Added lights to coaster cars that respond to the day & night cycle
  • Increased the maximum train pass number of the station to 100
  • Increased the maximum launch speed of the station from 40 to 100 km/h
  • Improved the left vertical loop to match its right variation
  • Updated tooltip videos of several modules
  • "Fixed Modules" like forks and filter are now also affected by color customization changes
  • Added missing VFX to the Cannon module
  • Fixed missing collision on several coaster modules
  • Fixed upkeep cost showing incorrect values during impossification
  • Fixed that you can exit the coaster editor without any charges for edits made while in object group editor
  • Fixed an issue where carts enter the elevator module at an inclined angle
  • Fixed an issue where normal tracks could be placed after spring module
  • Fixed an issue where the train merger module don't work if cars are in reverse
  • Fixed an issue where off-rail tracks cannot be placed after placing a manually inverted track
  • Fixed an issue where you are Unable to adjust the height of the 'Cannon' module from higher elevation
  • Fixed an issue where the required speed at which the launcher module operates is missing
  • Fixed an issue where the Goal 'Impossify Flat Rides' was incorrectly satisfied on impossifying an Modular Ride
  • Fixed an issue where the fork module variants are routing carts to the wrong paths
  • Fixed an issue where the hook "Every car for itself" cannot be fulfilled
  • Fixed an issue where the second placement node of the 'Ramp' module is broken after placement
  • Fixed an issue where carts do not crash while in the coaster station
  • Fixed an issue where the maximum height of the track is inconsistent when tunneling is toggled on/off
  • Fixed an issue where the height of the elevator module cannot be increased above the terrain if the first node of elevator is placed under the terrain
  • Fixed an issue where the trajectory of the cannon deformed when aiming the Cannon module downwards
  • Fixed an issue where coaster tracks snap erratically while placing small segments of the tracks near the border
Flat Rides
  • Fixed various issues involving placing flat rides
Scenery Objects
  • Added “animated” tags that was missing for multiple objects
  • Added “rock” tag that was missing for multiple objects
  • Fixed the animatronic interval snapping randomly
  • Fixed an issue where duplicate "Scenery" tags were on various objects
  • Fixed an issue where you were unable to replace modular structures using 'R' key via mouse and keyboard controls
  • Fixed an issue where the 'Rocket Neon Sign' scenery object cannot be selected or deleted after placement
  • Fixed an issue where certain animatronics break the animations of other placed animatronics
  • Fixed an issue where water emitters visually flicker when previewed or placed at terrain level
Prefabs
  • Added a menu to mange prefabs that is accessible through the Pause Menu
  • Added a notification when the name or description of a prefab contains profanities that will be censored
  • Improved the price calculation of prefabs
  • Fixed an issue where it was possible to create a prefab out of an impossified ride and place it again at no construction or amazement cost
  • Fixed an issue where the prefab creation panel does not close on selecting 'Save' the panel after editing
  • Fixed an issue where placing toilet prefabs resets the fee of the previously placed toilet
Staff
  • New Staff Order functionality: Mechanics and Janitors can now be sent to rides, shops & facilities via a new button in the detail panel of the ride, shop/facility
  • With the new staff order button, rides, shops & facilities being targeted by staff members already are now easier recognizable
  • Added an icon to easier recognize idling staff members
  • Improved the visuals of the paramedic duties
  • Added facial animations to Paramedics and Janitors
  • Fixed that certain impossified costumes are not selectable after impossifying an entertainer
  • Fixed that the animation for impossified Entertainers happen by changing the costume without impossification
  • Fixed Janitors having two gears equipped after impossification
  • Fixed color customization becoming unresponsive after changing the costume or headgear of staff members
  • Fixed entertainers not being centered on entertainment points
  • Fixed an issue where staff members can be hired again even after reaching the daily limit and then after loading into a saved game
Visitors
  • Fixed an issue where visitors board modular rides incorrectly
  • Reduced timer in which visitors are looking for ATMs
  • Increased visitor’s starting wallets
  • Decreased decline rates for food and drink needs
  • Increased the maximum visit duration
  • Visitors now pay for ATM service AFTER withdrawing money
  • Fixed visitors occasionally not boarding continuous rides correctly
  • Fixed the “focus on structure” button not focusing on the correct ride while in queue of a coaster
  • Fixed an issue where visitors were seen floating under/above paths from a far distance
  • Fixed an issue where visitor groups were noticing that a ride is closed/broken and generating a thought about it but walked to it anyway
  • Fixed an issue where visitor's energy is not recovered correctly when using benches
  • Fixed visitor preferences not updating correctly when enabling/disabling trending items in shops
Terraforming
  • Added additional water variants to terraforming brush
  • Fixed that the water placement cursor remains after closing the terraforming panel
  • Fixed land extension outlines not being visible when terraforming
  • Fixed flatten brushes disappearing under water
Park Management
  • Improved late game balancing and overall game progression through park levels
  • Increased amount of expected ride visits for park levels 11 - 13
  • Tweaked the overall visitor cap values and reduced the visitor caps of higher park levels
  • Improved the distribution system based on ride utilization (Patch 1.4.0) to also take queue capacities of rides in the park into account
  • Reduced upkeep of vending machines
  • Set balloon shop to be liked by adults
  • Set Himalayan Adventure to be relished by teens
  • Added low, medium and high nausea tags to Flat Rides
  • Fixed occurrences of stuck visitors on rides and in queues
  • Fixed an issue where the regular earnings values don't match with the sum number in the finances screen
  • Fixed an issue where the last team goal fails to trigger after completing 4 goals associated with any of the 4 characters
Heatmaps
  • Added a heatmap for visitors searching for ATMs
  • Selected heatmaps are now saved on leaving the heatmaps overlays and opening them again
  • Fixed an issue where benches are not colored in the Energy heatmap
Filtering System
  • Removed "Aid Station" Tag from First Aid Sign
Camera
  • Fixed first person camera occasionally clipping through visitors
  • Fixed camera clipping out of the world after being in first person camera while staff members rest in a lounge
  • Added missing button callout for moving the camera while in precision camera
  • Fixed an issue where the camera movement is locked while placing a coaster track at maximum height
Undo/Redo
  • Fixed various crashes involving undo/redo
  • Fixed an issue where the core facility is removed from the Object Group on performing Undo/Redo
Save Game
  • Automatic milestone save games are now limited to one per mission playthrough
  • Automatic save games are now delayed until placement/pitch meetings/cinematics are completed to avoid occurrences of save game issues
  • Fixed various crashes involving loading and saving the game
  • Fixed an issue where you were unable to load a save file with a coaster after already having loaded once in the current session
  • Fixed an issue where visitor get stuck in shop queues after loading a save game
  • Fixed an issue where milestone 1 of the Exploration Park fails to accomplish after loading into a save game
  • Fixed an issue where autosaves are not generated upon completion of milestones
Visuals
  • Fixed an issue with the Bubbly Balloons and Yeti Flat Ride Materials
  • Fixed missing textures for impossified Haunted Mansion flat ride
Options
  • Fixed that “Frame Rate Limit” does not change if “Vertical Sync” is turned off
  • Fixed “Invert Mouse Panning” option not working unless it is toggled once
  • Fixed input prompts for mouse and keyboard showing even when disabled in accessibility settings
Gamepad
  • Fixed an issue where the player is unable to access optional goals with gamepad under certain conditions
  • Fixed an issue where the player is unable to place entrance/exit after cancelling the path placement using gamepad
  • Fixed an issue where the off-rail track's height can be adjusted using Gamepad
  • Fixed an issue where the height of a track/module increases simultaneously while selecting a node of a track via gamepad
  • Fixed an issue where the dynamic cursor fails to stick to the center of the screen while panning the camera close to any uneven terrain via gamepad
  • Fixed an issue where the precision mode tools are not working as intended with the gamepad while the camera is set to precision mode
  • Fixed an issue where the sounds on hovering over some UI elements did not work
  • Fixed missing button callouts
Campaign Menu
  • Added a new tab for DLC missions
Sandbox Menu
  • Added two new tabs for DLC Sandbox maps and Community Parks
  • Added a new setting specific to Community Parks to start the map with all rides & facilities closed
Help Center
  • Added new help screens around Community Content
  • Fixed and updated various help screens in the help center
UI
  • Changed tab icons in Goals Screen to match the icons of the corresponding goal type
  • Fixed a wrong button callout in the park management research screen
  • Fixed an overrun issue on several languages for the mission 03 milestone summary
  • Added separators to Pause Menu for better readability
  • Fixed an issue where the background is not blurred and you can access other elements of the game when any panel is active in the foreground
  • Fixed an issue where the cost/price tooltip for all the Flat Rides, Shops & Facilities and Modular Rides are not displayed while in placement preview mode (M&K)
  • Fixed several localization issues and missing localizations in all languages
  • Fixed minor typos in all languages
PC System
  • Reduced loading times on game start
Alaskan Road Truckers - Theoban
Hello truckers!

We’re fast approaching our PC launch date of October 18 and we’ve been working nonstop to take on board all the feedback we received during our playtests and make sure Alaskan Road Truckers is ready to hit the road.

With a couple of days to go - here’s what’s currently happening with Alaskan Road Truckers!

Community Updates

The feedback, bug reports, and other ideas we’ve received from our community has been amazing. We’ve made tons of updates following our recent playtests, here’s some changes our community has requested that we’ve been able to implement already:

Snow markers in the North of the map - The real Dalton Highway has snow markers to make sure you’re driving on the road when things get a little cold. We enjoyed not being able to see the road when it’s snowing but we decided, after getting some feedback, that this wasn’t enjoyable for everyone. So snow markers are in - you’ll know exactly where the road is, no matter the weather.

Mouse won’t interrupt steering wheel - During playtests when you nudged your mouse, it would interrupt inputs from steering wheels. This wasn’t actually a bug, in fact it was a setting that was togglable in the options. However, after reports that this was bothering players, we decided to remove the option and make it so that when you’re using a steering wheel, you won’t find it disconnected by mouse movements anymore.

Camera centering - Some players didn’t enjoy having the camera center itself automatically when driving. So we’ve made it a button instead! If you want to be looking straight ahead, just hit the assigned key and you’ll be staring straight ahead. If not - there’ll be no interruptions.

Where’s the snow? - The playtest started players near the beginning of Spring. While we don’t want to throw players in at the deep end, we do know that many of you are anxious to get stuck into the colder parts of the year. As a result of this feedback, players will now start a new game at the beginning of Summer, meaning Winter and all its hazards is that much closer.

Force feedback - One of the key bits of feedback we received was that force feedback was too strong. We don’t want to shake your desk to pieces, so we’ve made improvements to ensure different types of steering wheels have appropriate levels of force feedback.

In addition to those changes, we’ve made tons of fixes, updates, and tweaks to the game. And more will be coming! Our work on Alaskan Road Truckers isn’t finished at launch, we’re going to add to the game, fix bugs, and be working on it before, during, and after the game comes out. So keep your feedback coming - especially after launch. As Frasier Crane says: we’re listening.

Review us on Steam

Speaking of feedback, we have a request to make. After you’ve played the game for at least 2-3 hours please leave a Steam review. Steam reviews are critical to a game’s success; the more reviews we get, the more visibility we get, and the more people will see it. The more people see the game, the better we’ll do, and the better we do, the more we can support and expand our game.

Please note we’re not asking for you to leave a positive review. We want you to voice your honest opinion about the game. If you love it (and we hope you will), we want to hear that. If you don’t - then we want to hear that too.

So if you can, please leave us a Steam review once the game is out and you’ve played it for a few hours. You can always edit your opinion or expand upon it later, should you so wish.

Stay in Touch!
To keep up to date with all the updates and news for Alaskan Road Truckers, head over to our Steam Store page to wishlist and follow Alaskan Road Truckers. Every wishlist helps us in making sure Alaskan Road Truckers is a success.

https://store.steampowered.com/app/849100/Alaskan_Road_Truckers/

Join our Discord: https://discord.gg/7nzKkAVgN4
Like us on Facebook: https://www.facebook.com/alaskanroadtruckers
Follow us on Twitter: https://twitter.com/alaskantrucksim
Follow us on Instagram: https://www.instagram.com/alaskanroadtruckers/
Follow us on TikTok: https://www.tiktok.com/@alaskan.road.truckers
Check out the Alaskan Road Truckers wiki:
https://alaskanroadtruckers.wiki.gg/wiki/Alaskan_Road_Truckers_Wiki
Astral Ascent - Xsoul


Astral Ascent Final Release is coming on November 14th, 2023

#Discussions_QuoteBlock_Author
We have been working on it for months alongside regular updates and here is what you can expect from this final version -
  • The Master final boss fight
  • 3 New Zodiacs: Aries, Cancer & Gemini, including Zodiac Spells, Challenges & Summons
  • 17 unique endings
  • Completely reworked tutorial
  • New introduction cinematic
  • Mid-run saves at start of each room
  • Traditional cinematic when launching the game
  • Players stats window
  • Reworked and extended narration for all characters, including new narration places like heroes self-dicussions, heroes to heroes discussions, new dialogs with various characters and Memory Library stories final version
  • Fully voiced dialogs including some characters fully re-voiced like Ayla
  • 2 new Star Guardians : Sculptor & Monoceros
  • New Musics including orchestral records and featuring of vocalist Emi Evans
  • Countless polishes, balances & bug-fixes! (more than 400 tasks done on our side)

As you can see, we have invested all our incomes from the Early Access directly into the game to make it the best possible game we could do which means we are going to release with close to no marketing budget and we are counting on you to spread the word about the game!



The more success the game will have, the more updates we will make and we have so many ideas already!





Slight game price adjustment
We did not change game price since its Early Access release but the game is so much bigger than initially planned and we have adjusted the price slightly.

Have an excellent day and thank you so much for your support!
- The Hibernian Workshop Team
Oct 16, 2023
AURA: Hentai Cards - △ R C - E N - C I E L

https://store.steampowered.com/app/2440200/AURA_Hentai_Cards/

Hey everyone!

Today we want to know your opinion. Which of the girls in our game do you like best?



You can answer 4 questions in the comments:
1. Who would you fuck?
2. Who would you take as your wife?
3. Who would you make your slave?
4. Who would be rejected?

But you can't choose everyone at once 🤭

The game will be released October 20th. Don't miss it! Set an alarm for this date ⏰

https://store.steampowered.com/app/2440200/AURA_Hentai_Cards/

Histera - Jelle
Due to the high demand and incredible support from our community, we’ve decided to extend the Histera demo!

That’s right – you’ll have more time to dive into the glitchy battleground, explore the dynamic maps, and experience the heart-pounding action of Histera. We want to make sure everyone has the opportunity to enjoy the demo and provide valuable feedback as we continue to refine the game.

Let's talk!

We’re committed to making Histera the best it can be, and your feedback is crucial in achieving that goal. Don’t forget to report any issues or share your experiences through the in-game bug report tool or in our Discord channel.

Your enthusiasm and feedback have been invaluable, and we can’t thank you enough for your ongoing support. We look forward to continuing to see what you think of Histera. Stay tuned for more updates, and we’ll see you in the arena!

The demo will now end on October 18th 2023, at 12 AM PST / 9 AM CEST.


Wishlist Histera if you haven't already!

https://store.steampowered.com/app/1674590/Histera/



Join the Histera community to keep in touch!

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Galactic Civilizations IV - [SD] redskittlesonly
There is more new and changed in GalCiv IV: Supernova than all the changes coming from GalCiv II through GalCiv IV (base game) combined.

The chart below doesn’t really do justice to the magnitude of the changes. This journal entry will talk about it.




First, let me introduce myself. I’m Brad Wardell. I designed the original Galactic Civilizations for OS/2 back in 1992 which went into beta in (wait for it) October 1993 which is when I incorporated Stardock from my dorm room in college. Back then, I designed, programmed and did most of the art (poorly).

When our company moved to Microsoft Windows, I designed the Windows versions of Galactic Civilizations I and II.

Then I took a break from GalCiv to go co-found Oxide Games and Mohawk Games with my friends and with the money we had earned selling Impulse to GameStop.

After GalCiv IV was released in April 2022, I began to take a long look at the game. It had been a long time since I’d really looked at GalCiv. During GalCiv III, I designed the Crusade expansion but just didn’t have the opportunity to work on GalCiv much until recently.

I saw what they were going for with GalCiv IV but I really wanted to take the game in a different direction. And the Steam release was the opportunity to do that. So for the past several months, my life has been all GalCiv. If you’re on Discord or the forums you probably see me as Frogboy or Draginol (a character that came from the original GalCiv lore I wrote back in the 1990s). It would not be an exaggeration to say that this game has been my life for the past few months.

If you liked GalCiv II, you will probably like GalCiv IV. If you liked GalCiv III, you…hopefully will like GalCiv IV.

And this isn’t the end. Not by any means. I feel like we’ve just scratched the surface with what this game can do. And with your help, we’re going to do things that no space strategy game has ever done.
3 Hit Blunders Bundle - Late_teur_t_gem
  • Sorted an error to the creation code of the Kingfishers, which was causing the game to constantly crash.
Sorry!
American Truck Simulator - London
As you may know, every update brings excitement and new adventures for players of American Truck Simulator. With the upcoming 1.49 update, we are introducing an awesome addition that will allow players to delve into an unmarked area like never before. Hidden within the vast landscape of Washington, a realistic recreation of the PACCAR Technical Center awaits discovery!


For years, the PACCAR Technical Center has been the epicenter of innovation and development for renowned truck manufacturers, Kenworth and Peterbilt. This facility has been instrumental in testing trucks, powertrains, technologies, and more, and it's where the giants of the trucking industry push the boundaries of what's possible, creating the next generation of iconic trucks.

On our recent trips to the United States, we were fortunate to receive exclusive invitations from PACCAR to visit their Technical Center. While our primary purpose was to conduct sound recording sessions and 3D scanning of both legendary and new truck models, during our interactions with the team at PACCAR, a shared vision emerged. We realized that bringing the PACCAR Technical Center experience to ATS players would be a fantastic opportunity as we wanted to offer players the chance to explore this testing ground, just as we did. And so, with a shared passion for trucking, we set out to recreate this remarkable place in the ATS universe.




In the upcoming ATS 1.49 update, you will have the chance to experience the PACCAR Technical Center firsthand. This realistic 1:1 recreation will offer a glimpse into the world of truck development, and even though the area won't be readily visible on the in-game map and UI, it will be waiting for curious players to discover. But rest assured, intrepid truckers will quickly uncover this hidden treasure once the update lands on Steam.



While the entire area has plenty of interesting bits to explore, we’ve decided to add an extra layer of excitement, a small Easter egg will be parked within the PACCAR Technical Center itself. We challenge you to keep your eyes peeled and see if you can spot this surprise.



We can’t wait to show you more content that is coming with the 1.49 update over the upcoming weeks. Make sure to follow our social media (X/Twitter, Instagram, Facebook, TikTok) to always stay in touch with all the latest announcements and while you’re at it, let us know what you think about the PACCAR Technical Center showcased today.
TEKKEN 8 - [BNE] Beru
The TEKKEN™8 Closed Beta Test will be happening very soon, and we know that you were eager to head back in the ring.



While you wait for a rematch, let’s have a look at the exciting new features and areas that awaits you in the Closed Beta Test!




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