Sanguo's Ambition 4 :Three Kingdoms Playtest - Future
We will have a new version update for playtest on November 3rd at 20:00. This update is a supplement to the previous update. If you have any issues, please provide feedback through Discord.
Update details:

  1. Fixed the issue where the animation of archer skills would not disappear.
  2. Extended the time before being disconnected from the server after unification.
  3. Added a power progress comparison UI in the upper right corner.
  4. Removed the battle effect after becoming the emperor.
  5. Adjusted the initial NPC faction range.
  6. Fixed the issue where the notification of being attacked in the lower right corner might not disappear after a decisive battle.
  7. Lowered the difficulty of some AI.
  8. Replaced with new battlefield scenes.
Nov 3, 2023
TimeShifters - TheFossett
  • Fixed bots refusing to move on Gun Game
Midair 2 Playtest - admin
Overview
This patch contains a number of configuration updates, TDM and League maps, UI and QoL improvements as well as a number of bug fixes listed below. Additional information can be found on our Discord server.
General Changes
  • Matchmaking and Queue system added, number of player in queue system added
  • Whitelisted autocomplete commands in console enabled
  • Server performance improvements
  • Added new CTF maps to offline practice menu
  • Adjustments to flag throw in League
  • Scoreboard for TDM updated
  • Post match length reduced to 26 seconds
  • Default mouse sensitivity set to 20
  • Added Audio to League Out of Bounds Grid Bounces
Bug fixes
  • Fixed invalid skin crash
  • Fixed League flag throw
  • Fixed various crashesSteam Achievements duplication bug fixed
  • Voicechat commands using keybind for throw flag no longer throw the flag
  • Unpause option fixed for when games are paused by admin
  • Server admins will now be automatically logged in
  • Fixed in-game music not playing until slider adjusted
  • Fixed various MatchDuel, TDM, and cosmetic equipping bugs
Replay System
  • Replay recording and storage issue resolved
Loadouts and Cosmetics
  • Overhaul of loadout selection menu
  • Renamed “Armor” to “Character”
CTF Map Updates
  • CTF-Nightflare: Floating spawn fix and blocking volumes to top of towers
  • CTF-Silvas: Spawn tweaks and terrain update in mid
  • CTF-Relay: Fixed clipping through section of bridge
TDM Map Updates
  • TDM-Viridian: Spawn updates
  • TDM-Nightward: New map added
League Map Updates
  • League-Frozen: New map added
  • League-RiftValley: New map added
Solo Path - solo.path.game
Solo Path is now available with a discount of 10%

Exo Rally Championship - Exbleative
Welcome to the November Exo Rally Championship update!

This month we’ve been working on a new planet and a more feature rich, more punishing damage system. There’s lots more damage types, like bent RCS thrusters/locked or destroyed brakes/snapped off suspension arms (you're really in trouble...) and even destroying your exterior camera link:

https://www.youtube.com/shorts/LnyfGx1YNF4



Industrial Planet
While the majority of planets in Exo Rally will likely be natural, uninhabited worlds, the handful of monoliths scattered on Dhool made us feel that there was some serious fun to be had riding man-made walls and structures.

Given how much verticality there is on this planet, objects to avoid, walls to ride, etc, we’re also using it as a test-case for quite low (almost .5 earth) gravity and high (3x?) atmospheric drag. So you’ll float a bit more and not reach such deadly falling velocities.

The industrial planet will be the most built up surface we will race on, featuring almost purely man made buildings, walls, streets, tunnels, bridges and so on. It should help inform us of what the polar opposite of a natural world is like, and what challenges lie here for development going forward. Basically it's serving as a prototype for all levels that feature any artificial driving surfaces, and challenging our existing terrain-only physics at the same time!

Right now we’re prototyping various surface and structure types and seeing what stages are like, and once we’ve locked down the geometry we will proceed with detailing it, adding visuals etc.

Here’s a peek:



RCS Thruster Heat
RCS thrusters now generate heat when you use them - if you push them too hard and they overheat, you can't use them until they've cooled back down. Driving at high speed or in the rain will help with cooling! We’re also highly considering an override for overheating, in the same vein as Mechwarrior. So if you override and keep overheating, you’ll suffer things like thrusters melting, fuel exploding and so on.



Tire Degradation and Selection
Expect to start losing grip as your tire tread wears down (especially during a rally where you have a limited tire allocation). Before the start of a rally, you’ll now choose 2 sets (with spares) based on the lengths of upcoming stages, their surface types and weather conditions. Depending on how many tires or wheels you shred or rip off during the rally, you’ll find yourself swapping tires in and out based on their wear, their position on the rover, whether it’s a spare, etc.

Tire Set Selection


Changing Tires Mid Rally


When you reach a certain level of tire slip (wheel spin), the HUD will also alert you by flashing the wheel icons.

On that note, both offroad and slick tires now have a choice between soft/hard compounds, and traction in general has been slightly increased.

Power Stages
The final stage in a rally is now a power stage, which is a repeat of the shortest of the previous stages and awards extra points for the top 5 finishers. Dropped the ball and are coming in way down the order? Save your tires for the power stage and get yourself some much needed points. Fighting for first place but have already pushed your tires to the limit? Take it easy on the power stage - securing first place is more important.

Meteor Showers
Meteor showers are much deadlier now, as they throw out shrapnel upon landing. The high speed shrapnel pierces your rover like bullets that can damage important components. Avoidance is key!

Meteors now have the following characteristics - direct hits are usually fatal, near misses throw the rover about and unsettle you, especially if you’re airborne, and shrapnel can rip through your systems if you’re too close to impacts.



Skid Plate Scraping & Sparks
Rover skid plate/floor collisions and scraping is much improved, allowing you to setup a much lower rover (we're including some presets if you want to test them out). The thick floor plate features some damage impact reduction, but eventually if you scrape along too much you’ll wear through it and start taking more serious damage.



Wet Rain
Watch it reflect in satisfying wayz in the rain plz!:


And More
There are lots more improvements/fixes too, like to the UI and Dhool’s terrain features. Overall we're hoping rallies give a real sense of impending doom as you manage rover repairs and tires to hopefully get you to the end.
Nov 3, 2023
ProtoCorgi - Kemono Games

Hello Everyone,

Mission Control here!
ProtoCorgi has been updated to version 1.1.37!. We have addressed multiple bugs of the ProtoCorgi version 1.1!. Here are the list of changes:

ProtoCorgi 1.1.15 to 1.1.37 fixes:
  • Fixed Leviatan planet section 2 missing fish ships at the end in Ultra Nightmare difficulty
  • Fixed Leviatan Planet section 2 ship fish wrong shooting flag in Ultra Nightmare difficulty.
  • Fixed the score extra lives and fruit extra lives bar, which were not updating correctly after losing a continue.
  • Fixed ship knight returning bullets outside of the range.
  • Fixed Alien Dimension section 8 background ice particles dissapearing on stop time.
  • Fixed Wall Commander laser not dying.
  • Fixed Wall Commander kill signal with wrong parameters.
  • Fixed a ProtoCorgi Maker bug when maps with edited paths are loaded for the second time, lossing the customized path.
  • Fixed ProtoCorgi Maker Enemies deleted by reducing the bottom map slider didn't update the object counter number.
  • Fixed ProtoCorgi Maker Enemies deleted by changing the path didn't update the object counter number.
  • Fixed ProtoCorgi Maker map bar and object bar losing input after dying testing the stage.
  • Fixed ProtoCorgi Maker object bars not updating the input states after testing the stage. Now all
    updates their editing state.
  • Fixed Godot autofocus skipping options button selection using joystick in 1280x800 fullscreen with overscan.
  • Fixed GUI disaligned compact unlock state information overlay.
  • Fixed compact joystick assets being too small, causing bugs in the atlas.
  • Removed unused hud virtual joystick instance.
  • Added shadows to small virtual joystick.
  • Fixed state information stage type letter returning always campaign.
  • Fixed state information visible behind protocorgi maker play button.
  • Fixed World is_creator_scene returning always negative.
  • Fixed the incorrect fruit mutator tooltip.
  • Updated translations. Fixed text overflow in Spanish, Russian, Polish and Portuguese.

There are hundreds of fixes and changes in the patch 1.1, if you want to read all of them, they are available here:
ProtoCorgi 1.1 Full Patch Notes

This concludes today’s transmission. However, remember that we have an official ProtoCorgi FAQ on our website, which we update periodically. For the latest news about ProtoCorgi, follow us on our official Twitter and Facebook pages, and if you want to meet the ProtoCorgi community, we’ve got you covered with our Discord channel and our Steam forums.

Follow us on:
ːsteamthumbsupːTwitter
ːsteamthumbsupːFacebookːsteamthumbsupːDiscord

*Mission Control, signing off. Over*
The Police Mystery - rpgamedesign
- A few bug fixes
Islands of Insight - jchaparro
Hello Seekers,

The Islands of Insight team is committed to improving the game continuously. To achieve this, we need the feedback of players like you! Our team would like to invite you to participate in our next remote playtest starting November 15th to November 21st.

We are looking for players, of different levels of experience on Islands of Insight, located in Canada or USA to playtest unreleased content. You must own a PC and a fast Internet connection (cable ideally).

If you are interested, please fill out this form. We will contact you if your profile is selected.


-The Islands of Insight dev team.
___________________________________

Hello Seekers,

Thank you to everyone who filled out the form to show your interest in our upcoming remote playtests!
We have reached capacity on applications and have now closed the form.
Please be on the lookout for any potential playtest opportunities in the future!

-The Islands of Insight dev team.
Star Trek: Infinite - PDX_Ruk


At Star Trek: Infinite, we have a profound appreciation for user modding and the countless mods crafted for our game. Today, we're excited to shine a spotlight on some standout examples that can further enrich your Star Trek: Infinite experience.

Creating a game requires a delicate balance—choosing what aligns with our vision while ensuring the gameplay remains balanced and engaging. Naturally, there were concepts and ideas that, while intriguing, didn't quite fit into our final game due to concerns about niche appeal or potential imbalances.

This is where the magic of modding comes into play! With mods, those boundaries can be reimagined. Want an authentic map that doesn't necessarily follow our game's power dynamics? It's possible. Dreaming of new buildings without being constrained by intricate cost-benefit calculations? Mods can make it happen. Some mods even capture that quintessential 'Star Trek' feel, introducing features that might tip the balance in favor of certain factions—but that's all part of the fun.

We wholeheartedly embrace this! Players should have the freedom to tailor their experience, crafting the Star Trek journey they've always envisioned.

Let's dive into a few remarkable mods to showcase the breadth and depth of creativity our community brings, celebrating the incredible talent of our modders.


AlphaAsh

First on our list is the immensely talented AlphaAsh, easily one of our most industrious modders. His passion for modding became evident even before our game's official launch, with a relentless emphasis on authenticity. In fact, some of his mods were so genuine and resonant that we integrated them into our first patch!

Some standout mods from his collection are the "Colonise Mods" which encompasses iconic locations like Rura Penthe, Mars & Luna, and Remen. Each mod accentuates the distinctive flavor of these renowned locales, though they might introduce a few balance nuances.

Our anticipation is sky-high for whatever masterpiece AlphaAsh crafts next!



Aris Vakh'Ba

Next in our spotlight is Aris. Initially catching our attention with an impressive Canon VFX mod, Aris has outdone himself with the recent addition of the "All the Hero Ships" mod. This isn't just a superficial addition; it intricately intertwines new nodes into the Mission Tree, giving ships a genuine and authentic touch.


Other Standout Mods:

Clearer Fonts - Our goal is to eventually integrate such enhancements directly into the game, making the need for this mod obsolete. But until that update arrives, Nelliott's contribution is a significant step towards better readability.

Influence Buildings - Influence is a crucial, tightly-managed resource in our game, especially for certain playstyles. Deadlock's introduction of buildings with a reasonable upkeep cost is a commendable solution. I'm definitely incorporating these into my upcoming playthrough. A big shoutout and thanks to Deadlock.


Things to keep an eye on:

Jellefly / Jebus's - Canonized Map & Events - In an attempt to craft a more true to lore starting map, Jellefly and Jebus have invested significant effort to make a distinctively canonic map layout. While its current form leans heavily towards the Federation and Klingon, and it's still in its alpha stage, the potential is undeniable. As it matures, I have a strong feeling that this mod will carve out a special place in the hearts of our fans.

Pureon - Alternate Reality - Venturing a different direction, his mod offers a sandbox take on the game. It presents players with random starting points for all empires and hides territories like Bajor, Vulcan, Andorian, and Tellarite empires to be discovered. While my personal inclination leans towards Jellefly's structured approach, I recognize and appreciate the community's appetite for diverse gameplay experiences like the one Pureon offers


That sums up our mod showcase for now. The workshop is bustling with fresh mods every day, and given this vibrant momentum, I anticipate sharing another such dev blog post-New Year.

For those keen on crafting mods, enhancing existing ones, or engaging in conversations with their creators, our Star Trek: Infinite Discord is the place to be. We're a thriving community, nearly 3,000 members strong, and we're always eager to welcome more enthusiasts into the fold.


PDX_Ruk
Nov 3, 2023
Project_0: A Favour - SuspiciousTomato
The biggest patch up to date is live!
This patch should fix the biggest game breaking bugs and issues that i know of.
Here is the patch notes:

  • Fixed an issue where the inventory would randomly stop opening.
  • Fixed an issue where the level Rock Room would not load properly.
  • Fixed an issue where a screen message in Corridors would get stuck on the screen.
  • Fixed logical errors in Corridors
  • Made some code more memory efficient.
  • Added custom loading screens Corridors and Just Run.
  • Added collision for all cacti and stones in the Desert.
...