Doomer - Jesse Kellor
Hello fellow fans of nostalgia and the Doomer subculture!

While it took longer than expected, we are now getting back to you with a Doomer development plan.

Let us begin by saying that the game is being designed and developed by people who are passionate about the direction of the project, professionals as well as nostalgic gamers from the 90s and 2000s. They are fans of everything we experienced at the turn of the century. It's a real treat to work on this game, to recreate this world with its rules, mechanics, environment, and artifacts, while bringing our own thoughts and experiences. We'll continue to push this project forward.



Taking place in 1999-2000s, our main goal is to recreate the atmosphere, add authentic items, reflect the mood, music, and urban legends of the time. A major focus of the game will be the exploration and interaction of the player with the environment, as well as the peculiar results of these interactions. The search for Easter eggs, references, and everything you love will keep you occupied for hours

Updates and tweaks to the game are not yet detailed in the current plan. We have a lot planned, but we don't want to make specific promises until we are sure we can fulfill them all. The plan, however, gives you a good idea of how the game will develop.

1. Adding content. January-February 2024.
As part of this phase, we will add new models, new locations, and partially realize interactions with them.

The following list is not complete and may change depending on implementation complexity.

Models:
  • New furniture
  • New appliances in the apartment (TV, VCR, Dendy, etc.)
  • New items in the apartment
Locations:
  • Stairwell
  • Trash can
  • Bus stop
Interactions:
  • Ability to go to the stairwell
  • Ability to look through the peephole
  • Ability to turn on the TV, change channels
  • Ability to climb in garages
  • Ability to open and close doors in the apartment
  • Ability to listen to the radio
  • Ability to throw away garbage
  • Day and night cycle
  • Ability to turn lights on and off
  • Ability to open a window
  • And much more
2. The new mechanics. Late second quarter of 2024
During this phase, we will add content, new items, and "artifacts" of the era, as well as lay the first foundations for Meta-gameplay. Mini-games, quests, and tasks may be included.

Examples include:
  • PC interaction will be greatly expanded. (Jokes, references, modem sounds and access to that very specific internet)
  • Random interactive events will be added (for example, receiving a letter from distant relatives, turning off the lights in the house, hearing a knock at the door at night).
  • Using a cell phone and interacting with it will be completely redesigned. The home phone and interactions with it have been added.
  • Continue adding the "artifacts" of the era
  • And much more.
3. The interaction with the world. End of 2024.
This is the most exciting stage, and we already have many ideas prepared for it, in which we will implement the rules of the world and interactions with it. We will specify a wide range of connections and actions that affect the world and events in it.

  • Imagine picking up a book from the floor. What happens? What if you picked it up 10 times? What would happen if you picked it up 30 times? Or, imagine the consequences of jumping around garages after a few beers?
  • You will now be able to complete the game in a certain way, get different endings, or continue living in the world of Doomer
It's going to be interesting, we promise!

4. Polishing, fixing bugs, adding content, and more. 2025.
In this stage, we will polish the game, add content, interactions, and quests, preparing the game for Full Release.

And most importantly, during Early Access, we look forward to working closely with you - the Doomer community. We value your feedback, ideas, and support, and will gladly incorporate suggestions for new mechanics, interactions, or items that we may have forgotten about into the game. Several of the ideas expressed by players earlier have already been incorporated into our plan.

The road ahead is long, but we're excited to go through it with you!

Thank you!
Nov 2, 2023
Saleblazers - e Zinc
➡️ Changes
  • Added Ziplines to track & field room in prologue to speed up progression in that level
  • Reduced brightness of Ziplines

🛠️ General Fixes
  • Fixed edge case kick to menu with employee UI
Mosaic Chronicles - mkarnicki
- small bug fix
Nov 2, 2023
One Eleven - JoJoSexual

Hello,

Indeed, the title is accurate – we're thrilled to present the official release announcement for One Eleven!

We appreciate your patience, though we regret to inform you that due to some technical challenges, your saved progress from the previous version won't be compatible with the current version, requiring you to start anew. We sincerely apologize for any inconvenience this may cause.

Corrections:
- All characters have a new ending
- Corrected the Gallery and added new ART
- OST downloads now work with Steam, the bugs are fixed
- Updated visuals of romantic scenes
- Fixed a bug with Twitch integration
- Fixed a bug with Full-screen
- More minor bugs fixed.

Additions:
- Added full English voice acting
- Added cool animations
- Added the “Escape from the Garage” scene
- Added Karma display to easy game mode
- Added chapter selection at the beginning of the game
- Added a new NPC - a dog lady
- Added new dialogues
- Added new animation effects of fire, rain, water
- Added 16 save slots
- Added a mini-game
- Added explosion animation
- Added eye color for characters.

Thank you very much for your help in finding bugs. If you find any issues, please let us know.

Sincerely, ViviLatvia.
TaleSpire - Baggers
After a week in Beta, we are happy to release board folders to you all! With this new feature, you can now group your boards using folders, making it easier to manage your campaigns.

Here is a quick video showing how it works.



That is all for this release, but behind-the-scenes work is progressing on allowing you all to add your own creatures via modding. If you are curious, you can follow along on our dev logs.

Have fun folks!
PEAK.53 - [\E/] Eagle_JRiv
Peak Elite,

There was a urgent update to fix some major bugs that interfered with game play and overall players experiences in game. Interfered with map flow and created unfair advantage's.

Previous updates included a vote to kick, team kill auto kick system.

We appreciate your patience and willingness to play as we work on every aspect of Peak 53. Keep providing feedback, continue to ready up and we will continue to grind this out. We want a heart pounding, hands sweaty, objective based experience.

Hot Fix's & Additions:

Hot fix/ addition:

-Double win( it’s fixed partially still a WIP). Still happens sometimes if you kill them after the bomb explodes/is defused.

-Spawn player stacking fixed

-Server optimizations/upgrades to all current servers (should fix problem with floating grenades)

Ui/Server Counts:

-Fix added for player counts in server

Voting system(First Pass):

-Vote to kick(majority vote to kick a player) as well as if you team kill 3 players in certain amount of time you will get auto kicked. NOTE potential game breaking bugs from this first pass could result it the patch being reverted NOTE

Map fixes & Additions:

-Summit; Lighting fix

-Brush; Lowered ledges to shoot over around map, blocked non jumpable areas, able to get on top of garage, filth clean up and coverage left of Peak side spawn between cafe and Ink hostage building

-Abandoned; lighting fix, lowered ledges around map to shoot over

-Jericho; Removed bushes, fixed peak side breach wall, added cover in open area left of Ink spawn by breach building

-Mall; Fixed Peak side flat roof access to second floor, stuck on ramp right side of peak spawn leading up to second level, moved Peak spawns back to balance bomb pick up

-Manitou Springs; Removed a lot of brush in second and third levels, added more path ways and boats to river

Maps Added:

-Manitou Springs: Removed a lot of brush in second and third levels, added more path ways and boats to river


-Arvada Heights:


-Aurora City Summer:


-Salt Mine:


CLANS:

Don't forget to invite your friends and clan members. build your clan up! You can also submit your clan logos to be added to the game to show off to all.

Zenith Clan with the first logo submitted. You can add it to any where on your player.

(ZN)Zenith


Customization:

Customization is a huge part of Peak 53, plans are to add many, many more options. Don't want to be a bald recruit for to long. The gear is purchasable in game through steam and funds will 100% go to peak 53's development, servers etc. With more customization to come with weapon skins and the workbench!

Recruits:



Elite:



Work Bench(coming soon):


We appreciate everyone who has played, even those that are on the fence waiting on fixes, provided feedback and continues to support Peak 53. We know its a drawn out process waiting for updates & fixes however we assure you the Peak 53 team works relentlessly to release updates and hot fixes as soon as they can. We will be releasing another update this week with more fixes.

Thank you again for your support and patience!

Team Peak Elite
Nov 2, 2023
Rust - Errn
ABOVE AND BELOW RAIL LINKING



This month we are finally connecting the above-ground rail network with the underground. While playing on servers with a world size of at least 4250, you will find one or two rail tunnels allowing you to seamlessly travel between the underground and above-ground networks.

To do it, simply take a train inside one of the tunnels, drive it down a short slope and you will be inside the underground network. All wagon types are fully compatible with both networks regardless of their length allowing for new gameplay opportunities.

To top it off, we also made some visual tweaks to the network that fix light leaking issues in small areas like the stairwells, as well as made some other minor tweaks and fixes.




UNDERGROUND TRAIN SIGNALS



For a while now we've had signal lights in the underground train tunnels, but they were always off. They're now fully functional and can be used to see what's up ahead.

- A green light means the block is clear.
- A red light means the block has something in it - a train or a barricade.
- A yellow light means the next block has something in it, so you can get prepared.

A "block" is the section between two train signals. If there's no next signal, it's the rest of the track, either to the end of the line or the next 500m if it's further than that to the end of the line.





WIRE TOOL RECONNECT

Not only did we couple the rails this update: we also allowed you to re-couple your wires!

If you have done electrical before, you know the pain of unequipping a wire tool and having to re-run the wire from the top to bottom of your base all over again. (or yelling for a teammate to place a root combiner quickly!)

Short demonstration here.

Note: If a teammate blocks industrial with a wall as you have your wire tool holstered it will resume right before the industrial pipe is blocked.

We also added the ability to reconnect existing wires to avoid rerunning them through the base. This speeds up redesigning circuits and will make reconnecting long wires significantly easier. Use right click to reconnect, hold right click to disconnect & clear wire.


ITEMS ON VEHICLES

Dropped items no longer fall through vehicles. You can now drop items on trains, cars, boats, helicopters etc and they'll collide properly.



Dropped items do have some mass, so they can weigh vehicles down a bit if there are a lot of them. But you can still fly a scrap heli load of stuff across the map.


FRONTIER BASE DECOR PACK



New this month is the Frontier base decor pack DLC, a wild western-themed collection featuring ten new items and 17 variants.

The pack can be bought from the Rust Steam item store or in-game.

Fish Trophy
Put your best catch on display for the world (or at least your teammates) with the Fish Trophy! Simply insert a fish to make it appear on the mount. Try interacting with the mounted fish to get a peek into the life of a fish in Rust.



Hunting Trophy
Caught something a bit too big for the Fish Trophy? The Small and Large Hunting Trophies allow you to stuff and mount the heads of your foes. To get started you’ll need to use the new Skinning Knife to harvest a corpse, this will result in a special Head item that can be mounted.

The Large Trophy can display a Shark, Bear, Boar, Wolf, Polar Bear, Horse and Stag head.

The Small Trophy can display either a Chicken or Humanoid head. When harvesting a player or NPC, the head clothing worn by that person will be displayed on the mounted trophy.

Once a Trophy is mounted you can mount extra matching heads onto the stand, this will be tracked and displayed along with the name of the creature or player.




Wooden Frontier Bar Doors
Make a stylish entrance with the Wooden Frontier Bar Doors. These can be installed into a Wall Frame and operate like a regular Double Door except your player opens the doors like a gunslinger walking into a saloon. You can also open the radial menu to access the kick option, giving you even more style when opening the doors.



Wanted Poster
Look your enemies in the eye, all the time, even in your own base with the Wanted Poster. You can interact with a deployed wanted poster to assign a player to it, this will put the players mugshot and name on the poster. You can select from any player in your contacts (any status) or from your friends list. The Wanted Poster comes with 3 additional skins with different styles and sizes.



Torch Holder
Don’t throw out your starting Torch yet, now you can put it in this fancy holder to provide some quick illumination in your base. Once you insert a Torch you can interact with it to Ignite/Extinguish it and it will react to any nearby Igniters or sources of water (Water Buckets, Water Guns, Sprinklers, etc). The Torch Holder works the same with all Torch skins, even the Abyss Torch.

A mounted lit Torch will decay at the same rate as it would if held in a player's hands and will break eventually.



Rocking Chair
Had your fill of dull, lifeless chairs? Ditch the mundane and embrace the spirit of the frontier with the Rocking Chair. It's the quintessential piece for the player who appreciates both comfort and aesthetics. This chair marries practicality with a touch of rustic charm. Movable with your inputs, it's a remarkable blend of both function and form, ideal for your base. Just make sure you don't act like a gunslinger whilst seated!



Frontier Planters
Now you can grow your crops in style! Whether you want to grow corn or hemp in a disused minecart, an abandoned bathtub or a hand-crafted rail road planter, the new planters will allow you to plant 2,3 and 9 of your favourite berry seeds.

Give your hemp farms that wild western look with the new frontier planters!





Single Item Weapon Racks
Short on space? The three new single item weapon racks let you mount and proudly display your favourite or most essential items. Place them somewhere convenient and easy to grab!



Storage Barrel
Two new storage items, the vertical and horizontal storage barrels.





IMPROVEMENT FIXES & HIGHLIGHTS

Water Catchers
Water catchers now fill even faster following last months changes

Jackhammer Repair
The jackhammer can now be repaired inside the workbench for free

Jackhammer Refill
Jackhammer can now be refilled in the repair bench for free

Planter Pickup
Planters can now be picked up with a hammer

Repair Bench Auto Skinning
Autoskin items by holding shift while right clicking into repair bench

Saddlebags
Increased slots per horse saddlebag from 6 to 12



OBSERVER ISLAND

Observer Island is a 4K-sized custom map created by community members CollapsedOrange and wheatleymf. Observer Island features custom mountains, road/train bridges, train tunnels, unique monuments, arch rocks, a unique map layout, and manually sculpted cliff formations.

The goal of this map is to encompass all the elements of vanilla Rust while expanding upon them with new features, making map exploration more engaging. It also aims to refresh vanilla gameplay with new building locations, unique map layout, and various other enhancements, including some secrets.



CollapsedOrange and wheatleymf dedicated time to experimenting with ideas frequently suggested by players for procedural maps. As you explore, you'll notice custom caves, mountains, large forest areas, several underwater monuments, and arch rocks that allow you to build inside them, just like in the old, simpler days.



In addition to the new map features, lots of effort has gone into building custom monuments. While some are relatively simple, others are far more complicated. They might even lead to a well-hidden secret monument…




It’s worth mentioning that this is not “new Hapis”. But instead a unique map layout with its own features, so you can always come back to this map if you ever feel tired of procedural maps. We had fun making it, and we hope you will enjoy it too. Please let us know what you think about this map!

Servers
How to play?

EU - connect 195.60.166.70:28020
US - connect 216.39.240.158:28015

For server owners, since this is a custom map made by the community, this map will be available for purchase from November 9th in the lone.design store. This will include a full map, related plugins and permanent access to all future updates.
Whispers of an Elven Captor - Jellyfluff
Hello everyone,

I am happy to announce my new game titled Whispers of the Citadel. As the name suggests, it is set after the events of Whispers of an Elven Captor. It contains a much wider range of love interests (five in total), much less linear storyline (six endings), and is much longer in length (3.5x longer). So if you're interested please check it out and wishlist it.

Thanks.

JellyFluff

https://store.steampowered.com/app/2670700/Whispers_of_the_Citadel
The Wickie : Journey of a Lighthouse Keeper - olblue
The Wickie - Version 0.5.1 Beta Release Notes
New Features:

  • Lighthouse Keeper Jobs: Engage in the daily duties of a lighthouse keeper, including maintaining the beacon, watching for ships, and operating the foghorn.
  • Dynamic Ship System: Ships now travel around the island, responding to the lighthouse signals and weather conditions.
  • Procedural Landscape Evolution: Leveraging the latest procedural generation techniques in Unreal Engine, we've crafted a living, breathing environment where the rocky outcrops and terrain of Pandora's Rock evolve with each playthrough. This cutting-edge technology infuses our indie game with a level of detail and dynamism traditionally reserved for AAA titles, ensuring that every journey through the island is as unique as it is mesmerizing.
  • NPC Interaction Upgrades: Enhanced dialogue trees and interactions with key characters like Captain Malin and the sailor family.
  • Occult Research Mechanic: Delve into the mysteries of the island with a new research system that allows you to uncover hidden lore and secrets.
  • Weather and Time System: Experience the atmospheric changes of Pandora's Rock with a dynamic weather system.
  • Expanded Open World: Explore more of Pandora's Rock with additional areas unlocked and detailed for exploration.
  • Meet Dougie: A New Face on Asylum Rock: A fresh narrative unfolds with Dougie, the latest addition to the enigmatic cast of characters. Stationed at Asylum Rock, Dougie's story is interwoven with the island's many secrets, offering new quests and insights into the dark past of this forsaken place.
  • Beware the Shadows: The Legend of 'Bob the Burninator': Whispers of a lurking presence have begun to stir among the island's inhabitants. Known only as 'Bob the Burninator' in the hushed tales of the old sailors, this enigmatic force casts a new shadow over Pandora's Rock. Will you uncover the truth behind the legend, or will you be consumed by the island's newest mystery?

Improvements:

  • AI Pathfinding: Improved navigation for NPCs, ensuring smoother movement and interactions within the game world.
  • Visual Enhancements: Upgraded textures and lighting for a more immersive experience, powered by Unreal Engine 5.1.
  • Audio Overhaul: New soundscapes and effects that bring the eerie atmosphere of the island to life.
  • Performance Optimization: Adjustments made to texture sizes and shadow depths to improve frame rates and overall game performance.

Bug Fixes:

Addressed an issue where the gondola lift would not properly load and unload assets, resulting in visual pop-in/out.
Fixed a bug where the lighthouse lamp timer would not sync with the beacon switches correctly.
Resolved various collision issues that allowed players to access unintended areas.
Known Issues:

Some players have reported intermittent issues with the foghorn recharge mechanic.
Occasional clipping during NPC interactions is being investigated.
Work is ongoing to resolve minor UI inconsistencies in the occult research interface.
Nov 2, 2023
Hex of Steel - valentin56610
WARNING: Updated Multiplayer compatibility version to 7.2.1.

ADDED
  • New ‘Continue’ button in solo games where you can continue playing even after the scenario ended.
  • Implemented chat filter processing when you are about to send a message when writing in the English channel. Chinese, Korean, Japanese or Russian will no longer be accepted in the English channel. Please use the dedicated channels to write in your native language. The English channel should only be for English language.
  • QoL: When deploying units, whenever you deploy a first unit, the game will automatically selects the next unit in the reserve, if there is any.
  • Fw-190 F to Germany.

CHANGED
  • Scorched Earth Policy will now also cancel any income reward for capturing a VP.
  • Auto Resupply of units will now be split into 2: Repair, and ammo/fuel. Repair will take place right when you end your turn, ammo and fuel will be both at the end of your turn, and beginning of new one. Should be way handier now! When your turn starts, you are sure all of your units got ammo and fuel!
  • Units details will now be displayed even when the game is paused, same for the range of ranged units.
  • Various improvements to Europe 1939 scenario (Added creation of Vichy France upon France capitulation). Proper war declarations, proper support from Canada and US, proper Winter War etc. Plenty of good stuff, updated events, increased historical accuracy if the option is turned ON in your settings.
  • Ships with a range of more than 1 will now provide the same supportive fire as artillery when a friendly is attacked nearby.
  • AI will not longer have more bombers than fighters (meaning the ratio of bombers to fighters will never be higher than 1:1).
  • Improved AI's ships use.
  • AI artillery units (no SPGs) will no longer move in tiles that are inside the fog of war.
  • Greatly improved the AI's deployment of new units, better understanding of the situation.
  • AI will no longer deploy ranged artillery in close quarter with the enemy.
  • AI will no longer deploy all its artillery at the same place.
  • Change in AI's understanding of dangerosity when it comes to attacks and deploying reinforcements (land units now count as double dangerosity as air units, except paratroopers).
  • Mechanized option in the store availability date per country.
  • Reduced AI's engineers purchase rate.
  • Reduced AI's flamethrower tanks purchase rate.
  • AI will no longer purchase paratroopers if it does not have any fighters up in the air.
  • AI fighters will now prioritize escort of paratroopers.
  • AI minor countries will no longer use the mechanize option for transport.
  • Railway guns can now target ships.
  • Terrain penalty modifier for artillery now is applied to their RAW / BASE damage instead of their final damage, this is an attempt at nerfing super high arty damage.
  • Hawker Typhoon and Hawker Tempest got their hard and soft damage reduced.
  • M-30 122 mm graphics.
  • Char B1 bis graphics.
  • Panzer III Ausf. A graphics.
  • Panzer 38(t) E graphics.
  • Panzer I Ausf. A graphics.
  • Panzer II Ausf. C graphics.
  • Panzer III Ausf. J graphics.
  • Panzer III Ausf. E graphics.
  • Panzer III Ausf. H graphics.
  • Panzerjager I graphics.
  • Panzer IV F1 graphics.
  • StuG III B graphics.
  • German light inf. 43 graphics.
  • Pak 36 graphics.
  • Sd. Kfz. 231 graphics.
  • All of Great Britain's infantry graphics.
  • French light and heavy infantry graphics.
  • Trenches can now be built in allied territory.
  • AI now takes into account nearby artillery supportive fire when choosing a target to attack.
  • Airfields, Factories and Refineries can now be built in allied territory. HOWEVER, the ownership of the built tile will now be passed on to the land owner. This is the only solution I have found to prevent land grabbing. Meaning, if you as Romania decide to build an airfield in Germany, it will be a German airfield, not a Romanian airfield, even if YOU as Romania built it.
  • Type 4 Chi-To availability year 1942 --> 1943.
  • Fw-190s stats nerf.
  • Rockets option for planes is now available from 1943 and onward.

FIXED
  • Potential movement tiles graphics during winter on frozen bodies of water would still use the summer graphics.
  • Zone of Control setting never synced in multiplayer.
  • Upgrading unit creating an error during multiplayer sync (real time).
  • Cross-Platform multiplayer issues with iOS in real time multiplayer.
  • Weather GFX could be the wrong one (Rain instead of snow or snow instead of rain for) for certain months.
  • Units not being sent back to the reserve if their tile melted (from frozen water) when playing with smooth season transition.
  • Ships applying Zone of Control to land units (they should not).
  • Bugged end of Winter War when Finland was played by a human.
  • Could not change faction back to neutral in multiplayer games.
  • Empty square characters (escape characters) in the message inputfield when pressing 'escape' to close the chat menu.
  • Upgrading a paratrooper resulted in an air unit on the ground.
  • Infinite money glitch by using production focus policies.
  • Unit cost issue with upgrades.
  • You could deploy units in neutral territory.
  • You could swap land units with naval units upon scenario opening.
  • Heroes and stats not being properly applied when loading a save.
  • Yet another money exploit from upgrade (with policy Modernization).
  • Finally fixed the units repopping after loading a save where a land swap happened (event).
  • In campaign, if you won the scenario but had some units in transport ships, they would be stuck upon start of next scenario and would be considered as ships. You could therefore not deploy them.
  • Number of turns for destroyed tiles were reduced by 1 every time the save was loaded.
  • Message mention notification was not fixed as it should have been from 7.0.0.
  • AI movements when stuck because of allies.
...