Warhammer 40,000: Warpforge - EGPepe

"Let the dance of death begin!"
– Eliac Zephyrblade

All of our Beta Keys have now been sent! Don't miss this chance to play the game before releases this Thursday and start testing the available factions on the battlefield.

If you filled out the form but didn't receive your beta key, contact us at support@everguild.com so we can solve the issue.

Warpforge is coming on 19th October to Steam Early Access and on 2nd November to mobile devices! Pre-Register now to get 10 free booster packs!
Pre-Register on Google Play:
https://play.google.com/store/apps/details?id=com.Everguild.WarhammerWarpforge
Pre-Order on App Store:
https://apps.apple.com/us/app/warhammer-40-000-warpforge/id6447561866
Rightfully, Beary Arms - DBS PR
Patch Notes 0.3.0

Furiends, Beary went shopping for some new toys at Pandora's Fox Toys & Games! This update introduces new weapons and weapon upgrades. We are also still attempting to balance the early game. Based on feedback we know there are some challenges with the early game of RBA. We really appreciate the community's feedback and involvement!


Weapons, Items and Upgrades

Overall
  • Introduction of Primary and Secondary weapon upgrades. Primary upgrades largely improve weapon stats like, damage, fire rate, accuracy, and ammo capacity. Secondary weapon upgrades allow an effect to be applied to a weapon's bullet.
  • Entry weapons reworked to be more likely to have 1 or 2 primary weapon upgrades.
  • Entry weapons are most likely to have 0 or 1 secondary weapon upgrade.
  • Power weapons reworked to be more likely to have 1 to 3 primary weapon upgrades.
  • Power weapons are most likely to have 0 to 2 secondary weapon upgrades.
  • Super weapons reworked to be more likely to have 2 to 3 primary weapon upgrades.
  • Super weapons are most likely to have 0 to 3 secondary weapon upgrades.
  • Health proove now increases weapon damage by 1 HP instead of 4%.
A Salt Rifle
  • Added A salt Rifle to the game.
  • For self-preservation.
  • A slower firing automatic rifle that deals decent damage.
  • Entry Weapon Classification.
Cannonloupe
  • Added Cannonloupe to the game.
  • The folks from the lab designed explosive melons and a cannon to fire them from. What will they think of next?
  • After a delayed trigger pull, the cannon releases an explosive melon to deal devastating damage to enemies.
  • Super Weapon Classification.
Mac 10 And Cheese
  • Added Mac 10 And Cheese to the game.
  • The cheese powder is a radioactive yellow color.
  • A fairly fast firing but weak submachine gun.
  • Entry Weapon Classification.
Glockamole
  • Added Glockamole to the game.
  • Avocados, salt, lime juice, onion, cilantro, and bullets.
  • A fast firing automatic pistol that doesn't hinder movement!
  • Power Weapon Classification.
Toaster
  • Added Toaster to the game.
  • From Crazy Red's Kitchen Appliance Research and Development for the Department of Homeland Defense. And it makes toast.
  • A low mag fast firing rifle.
  • Super Weapon Classification.
Chekhov's Gun
  • Added Chekhov's Gun to the game.
  • Etched into the barrel, "The Bear".
  • A low mag, slower firing, high damaging pistol.
  • Super Weapon Classification.
Instant Kill Secondary Upgrade
  • An instant kill upgrade is now possible for select weapons.
  • Instant kill gives a weapon a slight chance to completely kill an enemy regardless of health Does not work on Galaxy Masters.
  • Chances of Instant kill increase with each upgrade number.
Freeze Secondary Upgrade
  • A Freeze upgrade is now possible for select weapons.
  • Freeze gives a weapon a chance to freeze enemy movement.
  • Chances of Freeze increase with each upgrade number.
Successive Damage Secondary Upgrade
  • A Successive Damage upgrade is now possible for select weapons.
  • Successive Damage allows a weapon to increase its damage incrementally with every hit shot on an enemy. The damage resets after a missed shot.
Rail Gun
  • Increase ammo pickup from 10 to 25.
Cap Gun
  • Increased starting damage from 10 to 12.
  • Increased magazine size from 3 to 4.
  • Slightly decreased accuracy.
Finger Gun
  • Increased damage per bullet from 3 to 4.
Hand Gun
  • Increased starting damage from 5 to 6.
  • Increased ammo capacity from 6 to 9.
Alien Blaster
  • Slightly reduced fire rate.
  • Slightly decreased accuracy.
  • Now an automatic weapon.
  • Decreased ammo capacity from 12 to 6.
  • Reduced reload time.
Beary

  • Starting health increased by a full heart.
Nav

Overall
  • Radar Jam removed from dungeon rewards. If ya need jam, the shop can still spawn some.
  • Reduced the starting Radar Jam required to face the first boss from 150 to 50.
  • Radar Jam required to face subsequent galaxy master's increases by 50 per galaxy maxing out at 200.
  • Crates are destroyed based on damage instead of number of hits.
Enemies and other NPCs

Overall
  • Enemies now drop plu upon death instead of automatically depositing plu into Beary's bank account.
Mech Faction
  • Slightly reduced health for all mobs.
Misc

  • Numerous bug fixes.
Taboo University Book One - evaduparadi
Greetings, Partygoers!!

Our captivating game, "ViNovella University," has undergone a remarkable transformation and now proudly carries a more evocative name – "Taboo University"!

Why did we decide to change the name?

Because it better encapsulates the essence of our game. Taboo University is the place where, within the university ambiance📚 🏰, enigmas are unraveled 💡, investigations are carried out 🕵️‍♂️, clandestine organizations are unveiled 🌌 , and forbidden desires are fulfilled 💞. This place brims with temptations and mysteries.

The new game logo encapsulates seduction and allure, passion and audacity, secrecy, and investigations.

We are confident that the new name and logo more aptly match the adventures that await the protagonists of our visual novel.

And don't worry! The changes haven't affected the core game itself; we've simply enhanced the logo and name! Your favorite game is still the same!

Join Taboo University and submerge yourself in a realm of taboos 🔒, passion 🔥❤️ and intrigue 🕵️‍♂️.

And as always, Party Hard!


Oct 16, 2023
JDM: Japanese Drift Master - livia
Ossu!

It's over... Of course, we're only talking about the Steam Next Fest, because our Japanese Drift Master Demo will be available until the end of January 2024! It's time for a little recap of an intense festival week. We would like to thank you, our wonderful JDM community because without you we couldn't have done it all - you are amazing!


Steam Next Fest
Here are some of the statistics and brilliant numbers we managed to achieve together during the festival.

Daily active players in demos: Top 1
Popular upcoming games: Top 2

We started the race with 12,568 followers on our Steam and finished with above 22 000! In the Top Wishlist category, we started from position 157, but managed to finish in 69! We also reached the Top Peak, which counted as many as 2 105 people playing JDM at the same time. According to the list of demo games most frequently added to the wishlist, we jumped from 12th place to 5th place! Did we mention that we have an amazing community?


We're not slowing down
We are planning to release a new patch soon. As we mentioned in the last devlog, we are focusing on optimizing the game, fixing translation errors, extending the list of supported steering wheels, key mapping and fixing minor bugs. And we are also preparing a music surprise.


Thank you again for your great turnout at our streaming events, your questions, kind comments, and support. Our community on Discord has grown a lot, so if you haven't joined yet, please do!
Remember to add JDM to your wishlist on Steam.

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


Let’s Drift!
Gaming Factory


Oct 16, 2023
EA SPORTS FC™ 24 - Electronic Arts
Ultimate Team
Addressed the following issues:

  • On rare occasions, players could have disappeared from matches after a substitution or red card.
  • Following the completion of a match, sometimes the Advance menu option did not function unless another menu was first visited on the post-match screen.
  • Addressed the Ada Hegerberg Player Item causing gameplay impacting issues, the Item will become available for match use following a Server Release in the near future.
  • After watching End Highlights in a match, consecutive Squad Battles matches could not have been paused.
  • Addressed a stability issue that could have occurred when interacting with the Transfer Market.
  • Sometimes, when using Squad Builder, Player Items could have been placed in incorrect positions.
  • Stadium Item Pack openings in Ultimate Team were resulting in an unintended animation with placeholder text
  • The Squad Battles pre-match screen displayed a duration of 6 minutes instead of the intended 4 minutes per half, this was a visual issue only.
  • The Rivals Weekly Rewards timer and the Season Ends timer were reversed, this was a visual issue only.
    SBC Group descriptions were not always visible.
  • In rare situations, UT Friendlies classic matches could have started with six players on the pitch, instead of the intended twenty-two.
  • When Comparing Price on Transfer Listed Player Items, Transfer List pages could not have been scrolled through until exiting and re-entering the Transfer List.
  • Some Stadium Items in the Store were not previewing when selected for the first time.
  • PlayStyles+ did not feature the plus symbol when viewed on a Player Bio screen.
  • On rare occasions, the Stadium Goal Pyrotechnics could have appeared in the center of the pitch.
  • When attempting to exit out of a category in the Store, the entire Store was closed instead.
  • The timer was not always displayed on the Kit Select screen for Rivals and Champions matches.
    After exiting a Concept Player search from the Squad screen, the title did not always return to the correct screen.
  • The Shortcuts menu could have performed slower than intended on Leaderboards screens.
  • Some UI elements had font color and background combinations that were difficult to read.
  • In some specific cases, menu Shortcuts did not send players to the intended location.
  • In a rare scenario, menu Shortcuts could have interfered with Preview Pack animations.
  • Some Stadium Item rewards were not visible in Seasonal Objective rewards.
  • When selecting a Manager Item on the Squad screen and entering the Club tab, the search results did not always display Manager Items.
  • [PS5/XBSX|S/PC Only] A double walkout scene could have triggered two different songs playing simultaneously.
  • [PS5/XBSX|S/PC Only] Addressed a stability issue that could have occurred when attempting to play two versus one Co-Op Classic Matches.
  • [PC Only] The Store could not have been entered when using certain resolutions.

Gameplay
Made the following changes:
  • Increased ball travel distance on manually requested Clearances.
  • Slightly increased Jockey turning speed when moving at slower speeds.
  • Slightly reduced the ball travel speed on Ground and Driven Passes performed by players with the Pinged Pass and Pinged Pass+ PlayStyles.
  • Increased the likelihood of a player with the Long Throw and Long Throw+ PlayStyles to be selected for a throw-in in advanced areas of the pitch.
  • Precision Finesse Shots can now consider an aiming input change that occurs right before the ball is hit.
  • Improved visuals for the ball carrier in situations where a red card foul has been committed during a breakaway.

Addressed the following issues:

  • Sometimes, the goalkeeper could have run past their intended location when rushing out of goal
  • Players without the Intercept and Intercept+ PlayStyles could have performed contextual sliding interceptions.
  • The Pinged Pass and Pinged Pass+ PlayStyles were unintentionally impacting first-time passes.
  • Sometimes, players could have made inauthentic movements when attempting to trap the ball.
  • Trapping refers to a player attempting to control the ball when receiving it.
  • On some occasions, a player could have slowed their run for a moment when attempting to trap the ball from a pass.
  • This issue was more common when receiving Precision Passes.
  • The Drag Back Turn Skill Move did not follow the input angle as much as intended upon exit.
  • Reduced the likelihood of the Rainbow Flick Skill Move causing the ball to hit the back of the player.
  • Sometimes, a player could have taken a touch of the ball instead of attempting to perform a requested first time Chip Shot.
  • In some specific scenarios, a requested Finesse Shot could result in an unintended shooting animation.
  • In some air ball situations, Auto Switching did not follow the player’s Auto Switching Controls Settings.
  • A contextual volley could have incorrectly occurred in some heading situations.
  • A requested Header On Demand could have sometimes resulted in a tackle instead.
  • When the attacker dribbled straight at the defender, the defender could sometimes tackle the ball into the dribbler’s path.
  • Some players did not see a Fitness decrease following Playable Highlights matches.
  • During a corner kick, an incorrect idle animation could have played before the kick was taken.
  • Improved referee logic when determining foul calls in situations where the ball carrier is shielding the ball.
  • Improved referee logic when determining offside calls in situations where defenders miss an interception.
  • Improved referee logic when determining foul calls in situations where players are jostling for the ball while it’s in the air.
  • In some cases, players who went over the ad boards could have passed through non playable characters while returning to the pitch.
  • In some situations, slide tackle animations did not play correctly.
  • An unintended animation could occur during a Stop And Face Goal request.
  • Players could sometimes pass through ad boards instead of jumping over them.
  • Sometimes a shot could have resulted in the ball passing through a defender’s foot, during a tackle.
  • In rare cases, adjusting player positions in Team Management during a match could have resulted in players disappearing from the match.
  • Following a contextual sliding pass, sometimes the controlled player would not automatically switch to the intended pass receiver.
  • Following a slide tackle that results in the ball being passed to a teammate, sometimes the controlled player would not automatically switch to the intended pass receiver.
  • Agile Dribbling right before a pass animation was completed could have resulted in the controlled player not automatically switching to the intended pass receiver.
  • When moving to their position for set play, a player’s running animation could have occurred incorrectly.
  • A tired player’s running animation could have occurred incorrectly sometimes.
  • In some cases, a player’s feet could have looked like they were not making contact with the ground.
  • Following a save animation, goalkeepers could have unnaturally transitioned to another animation.
  • In some cases, goalkeepers did not celebrate passionately in some scenes after making a significant save
  • Improved several player emoting animations.
  • When jogging, sometimes the ball carrier could put their foot through the ball when turning.
  • When winning the ball from a tackle, sometimes the player did not follow a quick directional input change.
  • Reduced how often CPU AI goalkeepers can do a fake throw.
  • CPU AI players could have performed possession-losing knock ons too often.
  • Sometimes, goalkeepers could have abruptly dropped the ball following the final whistle.
  • In some rare cases, goalkeepers could have unnaturally transitioned to a save animation.

Clubs
Addressed the following issues:

  • Addressed instances of connection being lost when opponents were found in Drop-In matches, resulting in the affected matches not starting.
  • Following the completion of a match, the Match Player Summary did not always display correct information.
  • Addressed instances of a stability issue that could have occurred after completing a match.
  • The Club Leaderboard did not always display information if the player accessing it was not part of a Club.
  • Skill Games were incorrectly using base Attributes of Virtual Pros.
  • Virtual Pros without a Club could have worn an unintended kit in menus.

Career Mode
Addressed the following issues:

  • After signing a new player in Manager Career, the Best Possible Deal could have displayed an incorrect value.
  • Custom Tactics could have reset to default when adjusting them outside of matches in Manager Career.
  • Youth Academy goalkeepers did not have any PlayStyles in Manager Career.
  • A stability issue could have occurred when attempting to fire a coach in Manager Career.
  • In Manager Career, the Wishlist apply button callout did not function as intended.
  • Some activities were incorrectly displayed during the Calendar tutorial in Manager Career.
  • In Player Career, the Retirement Gift Activity could have incorrectly occurred multiple times for one player.
  • In Player Career, the Scout Bonus did not apply to some Objectives.
  • The camera did not follow the player correctly in the Player Career Set Pieces Training Drill.

VOLTA
Addressed the following issues:

  • The Team Keepaway Arcade game did not always end when the timer ran out.
  • A full sized net was incorrectly present in some VOLTA Arcade games.

General, Audio, and Visual
Made the following changes:

  • Updated 162 star heads which will appear in-game following an upcoming Server Release.
  • Updated some stadium, sound effects, presentation packages, crowd noises, button callouts, boots, UI elements, and fonts.

Addressed the following issues:

  • Sometimes, the PlayStyle+ indicator did not display incorrectly.
  • Some pre and post-match scenes could have displayed visual issues.
  • A stability issue could have occurred when changing Commentary Languages and Teams.
  • Addressed instances of placeholder text.
  • Addressed instances of disappearing and hard to read UI elements.
  • After 120 minutes played, bench players could sometimes be seated in incorrect positions.
  • During first person referee scenes, players could have passed through ad boards at times.
  • In some cases, the ball did not deform correctly when bouncing, this was a visual issue only.
  • The Defending Trainer was incorrectly enabled for all Training Center chapters instead of only for the Defending one.
  • The Directed Run visual indicator did not display in the Practice Arena.
  • At the start of the Directed Runs Skill Game, Directed Runs did not function as expected.
  • In a rare scenario, a match could have occurred against a CPU opponent in Online Seasons.
  • Sometimes, a player’s hair color could change depending on weather and time of day.
  • The Training Center Practice Arena did not follow the Alternate control scheme when set in Controller Settings.
  • The Online Seasons Leaderboard did not always display data on all friends.
  • [PC Only] In Tournament matches, pausing the match did not always function if the EA app overlay was previously opened.

Thanks to those who’ve provided feedback. Throughout the course of the EA SPORTS FC 24 season, we'll provide you with more information and updates if and when they become available. Be sure to follow @‌EASFCDIRECT on Twitter and to check out the EA SPORTS FC Tracker for the latest news and updates.
AUDSDG - JewledTick
A quick fix for the elevators in Frozen World and Mansion.
REMEDIUM - Mr. Horrible Gelatinous Blob
Hey everybody! Thanks to your reviews and feedback since the release of REMEDIUM, we've been able to work on many aspects of the game, fix several issues, and add a lot of new content based on what you've asked for most frequently! Here is the list of updates and hotfixes at the moment:

- Dash is now a separate non-alchemical ability with a short cooldown
- Amalgams don't dash anymore, instead they create powerful explosions around the player which are useful in close quarters and when surrounded by multiple enemies
- Reworked the movement of the protagonist to feel more precise and less floaty; he doesn't slide anymore when stopping, instead he slows down more naturally as it was always intended
- Fixed Hand Mortar often dealing super damage
- Fixed injections regen not working
- Fixed aiming mode when there are destructibles and no enemies
- Fixed damage numbers appears on level startup
- Fix dash gives high impulse in some cases around edges
- Some fixes in platforms logics
- Fixed selecting rotation circle in alchemy table on Gamepad
PongBall - GINZUcz
Hi Pongers! There is new update! Hope you like it! There is arena choosing system and new arena! There should be more arenas and music in next update!
0.7.4.0
[Arenas]
- New Ice Hockey arena!
- Hockey puck added as ball in Ice hockey arena
[Map choosing system]
- New arena choosing system (only available in singlematch)
[UI]
- Updated enemy_picker buttons
[Tutorial]
- Tutorial ball speed reduced if enemy scored
铁路逃亡者 Playtest - 星之冰
Game content update: October 17, 2023
Beautify the scene
A guard walks into a tavern - Twoflower
1、金门虽然上次修复了,结果还是有卡死的bug。
已修复
嗨,作者水平就是这么高超,没bug了我更新什么呢,必须写点bug出来养寇自重。

2、鱼上钩后,鱼钩标志会开始上下俯卧。
现在能一眼通过俯卧力度判断鱼的品质了(其实高级鱼的倒计时圈圈也转的更快)

3、修复了装备商店里下架装备后,再点开装备,售卖界面没关闭的bug
...