Running Robot Man 4 - jacksonnexhip
A massive overhaul of the entire game and mechanics! I have been working on this update since March 2023 and a lot of things have changed!

Updates include:

  • Dungeon remake! Entirely new floor generation algorithm and 3 modifier challenges to beat (Standard, B-Side, and 100 Trials.)
  • New AI! Including Splitting Jelly, Killer Piggos, and Death Dot Drones.
  • New character abilities! Including the Ruby Rider, Dash, and a redo of the control scheme to make the movement much more fluid and intuitive.
  • Many bug fixes -- too many to list lol.

1.2.0.0 is TEMPORARILY ONLY SINGLE PLAYER.. The multiplayer functionality is down for an update that will happen within the next month. I am busy working on a network update which will make the multiplayer movement much smoother. Please be patient, it will be worth it!

Please let me know your feedback! I love hearing about your experiences and read every comment!

Also please join the Discord server where you can chat with me and other players. There is a link inside the game hub!

Thanks and have fun!!

Jackson (Slightly Esoteric Studios).
Operation Valor - link
Fixed AI not spawning on Kalinsk due to our new AI behavior where they can vault up and down certain geometry.

This is an iterative process so AI won't be able to vault up and down everything, but over time we can add areas they will be able to.
Over Many Waters - qwerty
Collab
Work live on Discord to collaborate with Allen (that's me), the lead developer, in a community work session. Want to see more pirates? Suggest that! Have a great idea for a deity boss battle? Let's hear it!

Live Now
Become a part of this live work session where I will open up an idea board and start slapping thoughts together. During this session, we will discuss current character designs, game areas, minor gameplay tweaks, and the state of the latest playable build.

Crunch Crunch
I'm addicted to developing Over Many Waters and I can't get enough of it. It's always crunch time for me! Can you keep up? I'll start the session on the opening day of Steam Next Fest and I won't stop until I have something significant to add to OMW! If you manage to keep up with me AND contribute, I'll give you a shout-out and a special role on the Discord.

Set Sail
Over Many Waters is an Aztec-Fantasy, RPG with vast potential and big stories. With that much of a journey ahead, I need as much wind in my sails as you can offer. Community building is a huge chunk of OMW, inside and out of the game. Please, stay connected and keep offering your feedback. I want to build a charming Aztec adventure game with all of your help and encouragement.



Don't miss out on a chance to change the future course of Over Many Waters! Get involved and help grow the community while giving your full support as a contributor. It would mean a lot to the progress of OMW. Cheers everyone. Hope to see you at the live event and stay in tune for more Next Fest updates on the https://discord.gg/G3zGA5mQUh.
Combat Zone - factoryplay.oficial
Foram realizadas algumas atualizações no nosso modo tag. O Modo Competitivo foi temporariamente suspenso para permitir a atualização do nosso sistema de servidores. Em breve, estaremos de volta com o Modo Competitivo.
Existence: The Outer Reach Playtest - jappleseed
User Interface
  • Trade Manager - This screen is accessible via the left menu in the HUD as well as several places in the UI where you can open it from a selected planet. It allows you to manage all trade in/out of the selected planet and the ships associated with trading.
  • Management Panel - This panel is located on the right side of the HUD. There are currently 2 tabs, Planets and Ships. Planets lets you see all of your colonized planets and to be able to manage them directly from the UI, including selecting and managing all of the buildings on the planet. The Ships tab allows you to see and manage all of your ships.
Research
  • Research has been overhauled! Research buildings now accumulate research points. These points can be spent on specific technology on the research tree. There is a common research tree and two other kinds of technology, Ancient Technology and Psyconium Technology.
  • Ancient Technology is researched by building an Archeology Building on Ancient Ruins (located on some planets). This will accumulate Ancient Artifacts which are then used to research items in the Ancient Technology tree. Ancient Technology is geared towards food and wildlife, leveraging the power of nature.
  • Psyconium Technology works slightly differently. Psyconium is a new kind of resource. Once you research the Psyconium Miner, the miner is able to extract the new resource. Psyconium can then be converted to Psyconium Research to be used to unlock the technology, or used to build or construct items that you have researched. Psyconium is geared towards energy and technology, with technological advanced units and weapons.
Grassland Planet
  • This is a new planet that is replacing the existing grasslands planet.
Other Changes
  • Removed Tier 2 and Tier 3 miners. Titanium and Platinum must still be researched before you can mine it, but the same Miner can be used for all resources.
  • Allow shipyard rally points to be set at other planets
  • Added lines to show where starships are moving when they are selected
  • Wildlife/melee damage bypass shields
  • Added some additional skinning to the HUD
THREAT ACTOR - Developer
New quick update went live. Changes:
  • The dark web map now unloads during the sleeping sequence. This should add a minor performance boost and also prevent dark web particles from clipping through the rooms.
  • Fixed a bug that made camera be able to travel infinitely or disable movement at weird locations. The camera is now stopped before it goes beyond the spawned world.
  • Most messages have a "thinking delay" before they're written to make it seem more realistic. Some messages, like player responses or system responses, are not supposed to have it. Fixed a bug where the "Your applicaton was rejected" and "User was banned" messages were displayed with a delay.
  • The dark web particles are now a bit slower.
Nov 2, 2023
For The King II - Luci
HOTFIX 1.0.09

We have identified two major issues that are affecting players. This hotfix addresses most occurrences of these issues.

  1. Game UI can become unresponsive in multiplayer and single player, players are unable to move characters in the overworld.
  2. Game locks when loading.
Once you have updated your game with this hotfix, if you continue to experience issues please let us know in Discord so we can assist you.

All players will need to have updated to the latest build to play together in multiplayer.

Thank you for bearing with us on launch day, we greatly appreciate your support.


IronOak Games
ICARUS - Shamm
Welcome to week 100, a century of Icarus weekly updates! This week brings the XENON backpack, a new hunting backpack with unique buffs and perks such as skinning speed boosts and reductions to knife wear.

We’re also one week away from Hypatia Part II, which will add Operations and Exotic Spawns in Olympus Open World games.

Notable Improvements
  • Chamios & Tusker Vestiges now drop as intended, and the Wooly Zebra trophy now looks like a Wooly Zebra
  • The Decorations Bench received a visual upgrade to reflect that it will be used for decorations other than just the basic rustic set
  • Fixed an issue where respawns could be limited while doing Operations in open world, this was only supposed to be active during Missions
  • Removed the Biolab button in the Orbital Workshop menu. It wasn’t supposed to be there yet
  • Added UI on Drills and Extractors to display ore per minute
  • Fixed a Fish spawn in the Pillars region of Prometheus, it was set to a rate of zero making it impossible to catch



This Week: The XENON Backpack

This week's new item is the XENON Backpack, the first in a series of new backpacks we’re working on with unique benefits and buffs for different play styles.

The XENON Backpack is for the hunter and taxidermist and allows you to be able to harvest vestiges from animals without needing to use a taxidermy knife.

Alongside this, it also gives you a 33% boost to skinning speed, 6 inventory slots, a -50% wear rate for knives when skinning and a +50% chance to find additional Rare Meat while skinning.

The XENON Backpack can be purchased from the Orbital Workshop after being researched, and we’ll have more backpacks in the future that’ll cover other areas of gameplay.



Next Week: Hypatia Part II: OLYMPUS OPERATIONS

Next week’s update is a big one, as we bring you Hypatia Part II: Olympus Operations.

We’ve been talking about the testing of this project over the last few weeks, and we’ve now reached the stage where we are getting final passes done for any bugs or blockers that have slipped through.

We’re also looking to release the Open World Exotic Respawning as part of this update, and this is also in the final phase of testing as we balance the numbers.

We are in the process of closed community testing and open community testing will be opened this weekend for players on the experimental branch.



Support our Project

#Discussions_QuoteBlock_Author
If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.1.3.117372

New Content
[expand type=details]
  • Unlocked the Xenon Backpack
  • Rebalanced Xenon Backpack bonuses and cost
  • Reorganized workshop tree for future backpacks
  • Updated hunters backpack skeletal mesh with correct skinning and increased the size and position slightly
  • Unlocking Hunters Backpack in the Workshop
  • Fixed Duplicate Xenon backpacks appearing in workshop
[/expand]

Fixed
[expand type=details]
  • Added additional translatable text entries, pending translation by translation team: Destroying items, Orbital Exchange currency, Repair bench confirmation, sleep screen text
  • Fixed Pillars fish spawn zone having a fish with 0 weighting, being uncatchable
  • Committing uncommitted file
  • Fixed a bug where exotics/min were always 25. Now calculates and displays correct number/min
  • Fix returning to character select means players have no heads when rejoin
  • Add some non translated UI to string tables
  • Replaced boss map icons
  • Add pak meta check result to sentry reports
  • Fixed hitch caused by querying out of bounds texture
  • Fixed hitch caused by resetting radar scans
  • Fix an intermittent ensure in the shelter subsystem
  • Fixed incorrect visibility setting that caused Bio-Lab tab button to show up in the HAB
  • Fixing Snow Wolf and Hyena Vestige Item Icons
  • Fixed issue where respawns could be limited while doing operations
  • Fixed the Wooly Zebra Trophy incorrectly showing the Zebra Trophy instead, you will need to pick this up and place back down to fix
  • Fixed the Chamios not dropping vestiges when skinned with a taxidermy knife
  • Adjusting Stats to mention vestiges and not trophies
  • Fixing Tusker Vestiages not setup correctly to drop
  • Fixed issue with recent bounds caching change that caused some areas of the map be read as out of bounds
  • Fixing Pygmy Lopp Vestige being misnamed
[/expand]

Future Content
[expand type=details]
  • Meteor VFX adjustments to match audio, adding in variable meteor speed
  • Adjustments and improvements to the meteor strikes. nested events to have max instances etc
  • Lots more distancing tweaks and fine tunes to the meteor audio events
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • T1 purifiers can now be placed without being in shelter. Ground variant only fills when its raining
  • More fine tunes and updates to the meteor audio
  • Added BOW_Crossbow_Sandworm living weapon with rigs and animations
  • Updated rotation on Cleaning Device T3
  • Added DEP_Bench_Decorations
  • Removing wind whoosh from meteor event. Just ended up clouding the sound. Added slightly more transient to distant kaboom. Small spacial adjustments and reduced side chain volume reduction for more control using the snapshot volumes
  • Added text for Brutalist furniture set
  • Added text for Hubble Boss items
  • Adding impact flashpoint post process to Meteor VFX. Various polish tweaks. Removed variable speed
  • Adding T3 cleaning device event and BP imp
  • Adding in working Arctic Bat character and soem additional setup for both bat types in D_AISetup
  • Submitting Spider Nest and textures
  • Adjustments and improvements to the cleaning device
  • Small adjustments to the arctic bat audio aggro spawn rates
  • Added fillable type dynamic data to the purifiers itemtemplate
  • Removing BP_Meteor Debug
  • Adding scorpion fishing rod cast and reel audio events and data table entries
  • Landscape Sculpting Pass, Cliff Pass and Inital Ground Cliff Pass, Red Quad, Prometheus
  • Fixed a bug where the scorpion rod wouldn't launch the lure.
  • Changed the mesh from static mesh to skeletal mesh to prevent invalid casts
  • Adding audio loop for meteor rumble pre bang
  • Added ITM_Sandworm_Tendon
  • Added ITM_IceMammoth_Frozen_Wool
  • Added ITM_Shield_BlackWolf
  • Replace and updating sounds used for T3 cleaning device. Various event improvements and updates for smoother playback
  • Improvements to the scorpion fishing rod audio
  • Added ITM_IcveMammoth_Armor_Fragment
  • Adjustments to shield impact. Setting up mammoth shield hit
  • Adding Frozen Wool, Sandworm Tendon & Ice Mammoth Armor Fragment Icons & Meshs
  • Adding Black Wolf Shield Item Setup / Blueprint and Stats
  • Added scorpion crossbow art assets and skeletal mesh
  • Beginning to separate out meteor events for initial impact, build up rumble and main impact
  • Adding meteor shockwave material - not currently used
  • Adding mammoth shield audiuo and event and data table entry
  • Fixed bug where Arctic Bat Nests weren't spawning correctly using the EQS.
  • Fixed bug where Autonomous spawners sometimes didn't initialise correctly.
  • Bat Nests are no longer recorded
  • Stopped logging error codes 28 and 62 to Sentry
  • Adding in new Decoration Bench Mesh, Icon and Destructible Setup
  • Submitting Slug (reskin) and its texture variations
  • Extending the audible range of the bat nest death audio
  • Tidy up for meteor FX
  • Landscape Sculpting Pass, Cliff Pass and Ground Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Building out New Cave Network, Ice Sheet Yellow Quad on Prometheus
  • Adding death sound for when bat nest is destroyed. Adding to BP. Small reduction to spacialiser settings for attack
  • Ensure that meteors spawn deposits with the world rotation of the parent spawners, rather than just using position
  • Adding metal variation of spear throw whoosh. Updates to both whoosh events to unify sounds and adding metal variation to all metal based spears in data table
  • Submitting Ice Mammoth and textures
  • Ground Cliff and Decal Pass on Red Quad, Ashlands, Prometheus
  • Building out New Cave Network, Ice Sheet Yellow Quad on Prometheus
  • Setting up Scorpion Crossbow Mesh / Item / Icon / Stats / Talent, featured locked to Hubble
  • Adding meteor close up ear ring audio. Also adjustments to main event to distancing explosions
  • Updated LODs on the scoprion venom sac static mesh
  • Added art assets for black wolf fur item
  • Added art assets for scoprion venom sac item
  • Ciffs in the ground pass and Decal pass, Ashlands, Prometheus
  • Building out New Cave Network, Ice Sheet Yellow Quad on Prometheus
  • Further work on VFX shockwave materials
  • Beginnings of function library helpers for field guide
  • Fixing ring nest event being too long causing the sound to play for much longer than needed
  • Fixes for meteor VFX to account for initial delay
  • Adding correct audio for deploying items made on the decorations bench. separating metal 'items' from standard wooden items
  • Adding Meshes for Black Wolf Fur & Venom Sac
  • Gate exotic respawn to open world only (not standalone missions), wire UI for event
[/expand]
Heartless & Dreadful : Return by 72 Hours - Kirillian
The beta build is unstable and contains more bugs, it's not pushed to main until a lot of issues are resolved for a reason.

Like seriously, there was a huge bug that only spawned one enemy on the second wave (Only in Beta builds).

Use the main build for first time playthroughs unless you really want to mess up your first time experience. (I really don't want that to happen.)

I've pushed a fix to the beta channel to fix it and to add a note that this is not the main build.

Thank you.
Nov 2, 2023
Age of Fear: The Undead King GOLD - Les
Over the last few months, we have finalized the story and battles for the Ratmen campaign. There is still a lot of polishing to be done; however, the campaign is now playable from start to end. We have also introduced new mechanics, such as end-of-turn auto-invisibility for Ratmen, added a brand-new hero (Zarah, the dancer), and fine-tuned the AI to better utilize stealth.

We are also in the process of ordering a voiceover and conducting auditions. We have selected a few options that align with the theme of the game.

I kindly ask for your feedback on which one is the most suitable.

The auditions are provided below in a zip file (10MB):
https://www.dropbox.com/scl/fi/td6sc1mphahjjahzzbtwk/voiceover-auditions.zip?rlkey=mrhblcy9jvt5gp6oig2uzrwr0&dl=1


Please comment on your favorite option and suggest any improvements. I'll share your feedback with the voice actors so they can align with notes.

Take care,
Les & AOF Team
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