My Little Universe - Joy

. Fishing is a part that definitely needs an expansion so we decided to add more diversity to the items you can receive when fishing. Also the character now does not require you to spend 25k fish oil, it works as an achievement skin instead - meaning you can still enjoy the buffs from the Mr. Fish's Shop and receive the character once you have 25k collected.

Have a wonderful weekend, see you next week!

Patch notes v1.3.0
Fishing update
- Added one new fish type to each planet
- Increased the diversity of items that can be found in fishing spots
- Character Seamore unlocks after collecting 25k fish oil, no purchase is required
- Added different variations of arrow button rhythms for the fishing game

Added 3 Achievements
- Safer Waters - catch a predator of the depths
- Master Fisherman - catch every single shark-type fish
- Embrace the Crustation - unlock Seamore

Planet & Dungeon changes
Trollheim
- added variations to resource requirements
- adjusted the ship's collider on the construct

Dimidium
- balance adjustments

Dimidium Dungeon - Crabster Zone
- balance adjustments

Dimidium Dungeon - Crash Site
- balance adjustments

Nexorum
- balance adjustments
- decreased enemy respawn timers
- decreased virus zone enemy damage

Nexorum Dungeon - Engine Room
- Made more visible sparkle fx for the secret star pickup

Asium Dungeon - Crash site
- Adjusted underwater dungeon fight sequence, defeat the big fish to acquire the star pickup.

Equipment Requirements
- Adjusted required refined materials and coins per armor level

Bug Fixes and Technical Improvements
- Fixed an issue where you couldn't interact with the raft if it were too close to the fishing spot
- Fixed progress lock in Asium after killing Khaan
- Fixed issue with fishing shop buff effects disappearing after death
- Fixed the issue with the frozen UI billboard on top of other billboards
- Fixed settings screen general and graphics tab scaling issues on ultra-wide monitors
- Fixed coop fishing dual input fix
- Fixed the problem with the "Discard" button showing on Mr. Fish's Shop screen
Oct 17, 2023
Zakantosh Cardgame - chrioyles
- Fixed Game breaking bug after the last enemy
- Fixed Game not starting
Torn Away - hozaicka


We did it! Enjoy the game, owners of Steam Deck.
Age of Empires IV: Anniversary Edition - Lady Eridani

The Byzantines are a new civilization coming with The Sultans Ascend Expansion for Age of Empires IV.

The Byzantines come equipped with three unique aspects: an Aqueduct network, access to mercenaries, and powerful Greek Fire. The civilization constructs sprawling Aqueduct networks that boost the productivity of their empire and aids in the generation of Olive Oil, a unique fifth resource used to hire mercenaries.

From a militaristic standpoint, the Byzantines have capable command over the battlefield, pairing a broad roster of units and mercenaries with powerful Greek Fire that can have lasting effect on an impacted area.




Pre-Order Now!
https://store.steampowered.com/app/1959430/Age_of_Empires_IV__The_Sultans_Ascend/
Project Wunderwaffe - Weasel Games
Workers have something to tell you...
SHIMAZU - spacefarergames
Introducing the Official Spacefarer Card Game!

Featuring decks from Spacefarer games, battle against AI or online multiplayer with a traditional elemental based team.

-Score points in two rounds to beat your opponent. Each card is worth different points!
-Keep on dealing cards from your hand in a fast battle of wits!
-Featuring wonderful animations and smooth transitions of play, just like a real card game.
-Fair and balanced play between playing different decks.

Now included with SHIMAZU, when selecting Play via Steam, select the Spacefarer Card Game option.
Oct 17, 2023
ZOR: Pilgrimage of the Slorfs - Righteous Hammer Games
Today we are excited to reveal the first details of progression in ZOR!

This new content will elevate the game from something you play a handful of times until you beat the bosses, to a longer journey that spans many runs. As you progress, the game will grow with new options and goals that will keep things fresh for a very long time.

The huge October update Fate of the Graves will give you a first taste, and the rest will become available rapidly over the coming months.


Gharl is a ghosty Slorf with a single health, evade, and 99 damage. Yes, he can one shot a boss, but can he survive missing lunch?

Our Goals
Vision
  • Rewards are tied to achievements. Get an achievement, and unlock a cool new thing
  • As you gain these rewards, your options will expand and you will have more tools to use as you attempt the more challenging achievements
  • The path is not linear, and you have freedom in how you approach it
  • All paths lead to an ultimate goal, but more on that in the future
  • You can reset progression and do it all again. Maybe you want to try a new approach, or to challenge yourself to complete everything in fewer steps or a certain difficulty level
  • You can sync progression to your achievements, if you change your mind
Anti-Vision
  • No currency or XP grind
  • No stingy rewards that are clearly borrowed from the basic pool of content. (Come on, we can tell)
  • No artificial difficulty and linear power progression
The Rewards
Give them to me

As you earn achievements, the game will reward you with something significant. These rewards can shake up the whole experience, and often help with further goals. The two main things you will be aiming for is to collect Astrolabe nodes and recruit Slorfs.

The Astrolabe
Collect an array of fate bending nodes and add them to the Elder's finest creation: the Astrolabe. Replacing the blessings and burdens system, the Astrolabe is a collection of perks that have game changing effects on a single run. You may select one from each group when setting up the pilgrimage. In some cases, the effects will be necessary or very helpful to meet the requirements of other goals.


More Slorfs!
The biggest prize of all are unlocking the 6 new Slorfs with unique stats and game changing traits. Each has big advantages and disadvantages that make the game feel new, and the value of gaining them grows exponentially when you consider the many combinations.


The elder is not a warrior, and only applies himself to peaceful endeavors. Yet at camp, he looms large as valuable wisdom is shared

Example
In case this sounds a bit too vague, here is an example of the kind of sequence you might follow
as you navigate progression.


Hulga survives an attack from a ghost (not easy as they do 99 damage) which unlocks the astrolabe node "Haunted Battlefield". This node's effect is to add ghosts and graves to almost every clearing in the run. Additionally, this node guarantees you will encounter the Ghastly Maze.

Completing the Ghastly Maze unlocks a further node, but you also have your eyes on unlocking Gharl by killing 13 ghosts in a successful run. With all that considered, in the next pilgrimage you activate the haunted battlefield node. To try and keep things balanced you also select the node "Bountiful" adding more food and resources to each clearing.


Strangely there is fresh fruit found in the maze

After dying half way through the Murk, Gharl remains unavailable. However, you did complete the Ghastly Maze, so the "Phantasmal Flock" node is unlocked! The node converts every Underflock turret into a ghost turret that does 99 damage.

This sets up a choice of which node to use as there are now multiple options to increase the number of ghosts, and each has its pros and cons.

How you proceed is up to you!


I am in fact, afraid of those ghosts

In Summary
There are several of these paths, and you decide what methods to use and in which order to attempt them. Will Gharl be helpful with another goal? Or should you try for a reward from a different Astrolabe group which makes the final ghost achievement more likely?

The first taste of progression is available right now on our beta branch! You can unlock:
  • The ghost group of astrolabe nodes
  • The 6 basic astrolabe nodes, with simpler difficulty tweaking effects (formerly blessings/burdens)
  • Two of the Slorfs: Elder and Gharl.
Once we iron out any issues and feel that it is stable enough, it will be released on the main branch.



Get out there and try it out, we can't wait to hear your feedback!!

Thanks for tuning in,
Clint and Gavin

Forza Motorsport - T10Yaachts

We're working to improve your Forza Motorsport experience. Below you will find a summary of items fixed or improved upon in Update 1.0.

For full release notes including Xbox changes see: https://aka.ms/FMUpdate1

Stability [All Platforms]
  • General stability improvements with fixes for various crash scenarios.
  • Fixed a crash that could occur in the Builders Cup Career Mode after upgrading a car and entering Open Practice in the Fox Body Challenge race on Watkins Glen.
  • Fixed a crash that could occur on Grand Oak Club Circuit during a cinematic when entering Open Practice for the third race of the Builders Cup Intro Series.
  • Fixed a crash that could occur when entering a Free Play race from the My Cars menu if there were too many cars with custom thumbnail images.
  • Fixed a crash that could occur upon loading into a Free Play race.
Progression [All Platforms]
  • Adjusted car part unlock levels to increase player upgrade options at lower car levels. Most car parts should now be unlocked within a single Builders Cup series.
  • Improvements to ensure Car Affinity manufacturer reward discounts are unlocked when intended – once a player reaches Car Level 50 in a car from the respective brand.
Multiplayer [All Platforms]
  • Fixed an exploit in Featured Multiplayer where in specific scenarios, a player could post impossible lap times onto the Qualifying leaderboard by entering Qualifying directly from a Practice session.
  • Resolved an issue where at times incorrect Safety Rating and Driver Skill Ratings were used for matchmaking.
  • Fixed an issue where control of the car wouldn’t be handed back to the player upon exiting the pits in Featured Multiplayer and beginning a solo race in Free Play.
  • Fixed an issue that prevented players from downloading and saving another player’s livery while in a Private Multiplayer pre-race.
Livery Editor [All Platforms]
  • Fixed an issue on the 2016 Ford #66 Ford Racing GT Le Mans while moving a decal around the “Top” or “Hood” of the vehicle while in the Livery Editor which caused decals to appear reflected and offset on the other side of the car.
  • Fixed an issue on the 2018 Porsche 911 GT2 RS where stripe decals would not correctly line-up between the hood, roof and wing.
  • Fixed a crash encountered in Apply Decals when importing a Layer Group from a previous Forza game and then attempting to apply a Vinyl Shape.
Tracks [All Platforms]
  • Updated trackside flag textures on Indianapolis Motor Speedway.
  • Fixed an issue on Le Mans track layouts where a specific curb would stop LMP cars as if they were colliding with an invisible wall.
Physics [All Platforms]
  • Improved wet tire wear rates in conditions where track wetness levels are moderate. Wet tires will still wear quickly in dry or semi-dry conditions.
  • Tuning Setup [All Platforms]
  • Fixed an issue that prevented players from downloading another player’s custom Tuning Setup while browsing a Leaderboard.
Accessibility [All Platforms]
  • Fixed an issue where custom key binds for a controller or keyboard would not be saved between game sessions.
Accessibility [Steam Only]
  • Fixed an issue where the speech-to-text window did not appear when speech-to-text or text-to-speech would be enabled.
  • Fixed an issue where the speech-to-text or text-to-speech window would persist on-screen for an indefinite duration until the game was relaunched.
Replay [All Platforms]
  • Improved the visuals of the replay camera shown for the last segment of VIR Grand West.
Cars [All Platforms]
  • Fixed an issue with the 1956 Jaguar D-Type where cockpit view would appear too low and clip through the driver’s collar.
  • Fixed an issue with the Alfa Romeo Giuletta Quadrifoglio Verde where the front of the car disappeared after selecting a front bumper visual upgrade.
  • Fixed an issue where the 2014 Volkswagen Golf R side skirts could not be seen after installing a bodykit.
  • Fixed an issue with the 1977 Holden Torana where both Street and Sport Roll Cages would be visibly present on the car after installing a Race Roll Cage.
  • Removed visible graining on the 2021 Lexus LC 500 Race Roll Cage texture.
  • Fixed an issue with the 2004 Porsche 911 GT3, 1997 Nissan Skyline GT-R V-Spec, 2018 Renault Megane R.S. and 2012 MINI John Cooper Works GP where higher-level Roll Cage would be visible on lower-level upgrades.
  • Fixed an issue with the 2021 BMW M3 where the RPM displayed on the digital dash would be desynced with the RPM shown on the Forza UI HUD.
  • Fixed ambient occlusion errors on both the exterior and interior views in the 2016 Cadillac ATS-V and fixed a separate issue of damage geometry clipping when viewing the car from a distance.
  • Fixed an issue with the 2014 Lamborghini Huracan where no light is cast from the car gauge and dashboard cluster, as well as the headlights, taillights and brake lights. We’ve also fixed ambient occlusion errors on this vehicle.
  • Updated the mirror texture of the 2018 SUBARU #1 Adrian Flux SUBARU Racing Levorg GT from a repeating pattern to its intended semi-gloss metallic silver texture.
  • Fixed an issue with the 2020 Chevrolet C8 Corvette Stingray where using the Remove Wing Upgrade left the Stock Wing visible on the car.
  • Fixed an odd behavior scenario that would occur for players who own the Forza Motorsport Premium Edition or Premium Add-Ons Bundle on both Xbox and Steam and use the same Gamertag on both versions where duplicated DLC cars would result in an error message prompting the player to repurchase the associated DLC.
  • Fixed an exploit where DLC car duplicates purchased from the Showroom could be used on another account or platform where the DLC has not been purchased.
The Mildew Children - Jesse Kellor
Greetings to you mystery seekers!

We are excited to bring you the first chapter of The Mildew Children!

https://store.steampowered.com/app/2420330/The_Mildew_Children_Chapter_1/

The game takes the player through the daily life of a gloomy village inhabited only by children with their wicked pagan traditions. You will learn about the threat looming over the village, and take part in one of the witches' rites. The kind of rite in which even the slightest mistake could have grave consequences.

Chapter 1 includes Steam achievements (even several hidden ones).

But before you dive into the story, please take a moment to check the Chapter 1 launch trailer.


So, what's next?
The full version of the game, including all 12 planned chapters, will be released in February 2024.

Please add the game to your wishlist in order to avoid missing out on the thrilling conclusion to this mysterious fairy tale!

https://store.steampowered.com/app/2420350/The_Mildew_Children/

Don't be shy to chat.

Feel free to ask questions and share your thoughts on our Discord server.

Have a great day and see you soon!
Munchkin Digital - Dire Wolf CS


A very mischievous hello to you all!

This patch brings Munchkin players an improved experience to numerous parts of the game: we’ve improved character creation during match setup so cards act more intuitively, clarified Discard UX, and improved the presentation of the Action Log and various odds and ends on different screens and menus.

Additionally, we made systemic improvements that address current bugs and avoid future ones, and improved how timers and VFX are handled during multiplayer gameplay.

Finally, we’ve continued to squash rare softlocks and fixed a number of corner-case gameplay bugs. All in all, we are very excited to bring these improvements to players and eagerly await your feedback and requests.

Improvements
  • Action Log notifications
  • Improved game setup and character creation
  • The game flow will remain the same, as this is mostly a backend fix. However, it will flow more naturally
  • Improved Discard UX
  • Improved App Stability across devices
  • Improved multiplayer UX around timers, jump-ins, VFX, and animations.
  • In general, these changes will mean less downtime waiting for animations. More time for Mischief!
  • Improved AI valuations in various cases
  • Various quality of life improvements to the playmat and player HUD
  • Some highlights:
  • Action log items now have notifications associated with them, so you can see what just happened without having to search through the full log
  • Clarified what’s happening during Ask For Help selections for non-active players.
  • Improved contextual updates to the HUD during combat –Never miss when the monster’s rewards have been changed again!

Bug Fixes
  • Under-the-hood improvements for fixing and avoiding gameplay bugs
  • Numerous fixes for specific gameplay cases around characters, classes, items, inventories, and cards

Community Bugs
  • In addition to our internal testing, we’ve fixed a number of issues reported by you, our amazing community! We continue to value and appreciate your feedback. (Keep it coming! support@direwolfdigital.com)

Community-reported improvements made and issues fixed in this patch:
  • Added the ability to change your selections before confirming cards to discard. Accidentally dropped in that Blessed Mallet? You can drag it back out now
  • Resolved a gameplay issue where Doppelganger was put into the discard pile before combat ended, which could cause improper interactions with Dowsing Rod
  • Items with passive abilities other than bonus strength now properly apply their abilities to their new owners when stolen or traded
  • Players will now always properly get their treasure rewards when avoiding combat with monsters like the Amazon
  • Help Me Out Here can no longer be used to steal Kneepads of Allure if you can’t actually use the Kneepads to charm someone.
  • Improved the clarity of the prompting for Curse! Lose Your Class when the target is a Super Munchkin
  • Action log entries related to Curses now identify the target of the Curse.


Thank you for playing Munchkin!
...