Gym Simulator 24 - game


Exciting news! We have released the demo version of our game "Gym Simulator 24" on Steam for you to explore. Take a look, try it out and don't forget to share your thoughts with us!


We are waiting for your feedback!

Don't forget to share your feedback with us after playing our demo. As developers, players' thoughts and suggestions are very valuable to us. We look forward to your feedback to make our game even better.

Click here to provide feedback and report any issues to us

Giveaway Details:

Drawing Date: will end on November 10
How to Join: You can join by clicking on the link here
Rewards: 30 units of Gym Simulator 24 and Car For Sale Sim 23




https://store.steampowered.com/app/2248760/Car_For_Sale_Simulator_2023
Parking Tycoon: Business Simulator - GainaRoman
Dear players,

We're thrilled to roll out the latest update for Parking Tycoon: Business Simulator, now live and waiting for you! This patch not only squashes the second-floor bug but also brings a host of improvements to enhance your gameplay.

Here's the rundown of the fixes and improvements:
- Second Floor Bug: We've fixed the issue with cars falling through the second floor.
- Vending Machine Crowds: Reduced the number of people at vending machines for better flow.
- Night Visibility: We've brightened the night, so you can see more clearly after dark.
- Traffic Improvements: Enhanced car traffic logic to decrease collisions.

This update is a direct response to your valuable feedback. We're always listening and working to make your experience better.

To ensure a smooth transition:
Please download the update immediately.
After updating, any issues with the second floor should be resolved.
Check out the vending machines, night-time visuals, and traffic flow - and let us know what you think!
Your support makes continuous improvements possible. If you notice any other issues, please continue to send your feedback.

Enjoy the improved Parking Tycoon: Business Simulator, and thank you for being an essential part of our community.
SOULS - stonemaster
New English version released, thank you for support.
Nov 4, 2023
Streamer Girl Simulator - Flakes Dev
-Some UI problems have been fixed.
-Supports were made to enable the computer desk to be set up more easily.
-Arrangements were made for items going outside or underground.
TAGLINE - Play "TAGLINE"


Hello all!

Alex and Oscar here with some fixes and updates for TAGLINE! We've had a great influx of players who have been committed to speed running the challenges in the game. Given how difficult a challenge TAGLINE can be for some players, we did what any good devs would do: give you an even greater challenge to overcome!

Dev Medals were requested on our discord server and we're pleased to add our own semi-secretive, bone-crushing times and scores to the game! In addition to these we've also updated the game with some fixes.

Let's take a look at some bullet points shall we?
  • Added developer medals, these have no effect on game play outside of bragging rights!
  • Fixed a bug related to using the mouse on the trader menu.
  • Fixed an issue with the CRYB district screen during cutscenes.
  • Fixed issues in both the HOTSPOT and ENDURANCE UI.
  • Minor UI tweaks you won't even notice!
As always thanks for playing! We are aware of other issues on the horizon and will be getting to them in time. Thank you for your patience and for supporting us so far! Keep sending us your feedback and leave a positive review on steam it always helps!


Till next time,
The NOTH Team
Sclender - tcaud2000


This update brings Sclender Lite in line with the developments in Gamer's Gold. Please report any issues/bugs/problems to either THE STEAM COMMUNITY FORUM ( https://steamcommunity.com/app/1855200 ) or the FACEBOOK PAGE accessible from the in-app "Support" button.
Nov 4, 2023
Dead Ink - offwidthgames
Version 1.1.1 (680bdb84)
  • a variety of optimisations and bugfixes
  • hatches can be opened from further away (to reduce accidental falls)
  • RB/LB page toggles on printer menus
  • improved bounding boxes for door culling
  • fix for rendering of AOE effects
  • improvements to pathing when using the Alpha Key:
    • a new ladder to return to metal walkways above Old Tower
    • ascent path shortened in the Foundation area
Nov 4, 2023
Radio Silent - Wiener Eye
Greetings friends! I've made a few updates based off of player suggestions and the list of changes is as follows:

  • Final Score Stats Screen has been added so players can see how much damage they've dealt with each weapon type, how many credits they've earned on the current run, and their all-time highest damage on record
  • Fixed an issue with Turrets not retaining the Battery in the base while charged
  • Lowered Near Death Breathing volume
  • Changed color scheme for first level enemy projectiles so they don't get confused with Exp Crystals
  • Added Button to bring up Turret Tutorial in the Level Select screen so players can bring it back up if they so choose

Thanks for the suggestions and I look forward to hearing what you all think of the recent updates! In the near future I'll try to add controller support as well as begin working on a new system to bring added challenges for players who want to test their skill! My idea is to add Anomaly Levels where players can spend a new Dark Matter currency to increase the difficulty of a level before they enter it. The higher the Anomaly Level is, the harder the monsters will be but it will also allow for more currency to drop as well as new missions. Thanks for your continued support everyone, stay tuned for more!
First Cut: Samurai Duel - Drasnus
Hello everyone, it's time for another update. This patch brings the game much closer to completion, and ideally it should be the last major patch before the final release update.

The 'Town' mission has been finished, and the patch also adds the 'Tunnel' and 'Mountain' stages.

The 'Town' stage is centered around a long stretch full of in-fighting enemies and the player will need to take advantage of the chaos to reach the end. It also adds civilian characters who will flee across the screen and bump into anyone in their way.

The 'Tunnel' stage is full of unique gimmicks and ambushes, and will test the player's reflexes and ability to deal with cross-ups.

The 'Mountain' stage is a final mission intended to test the player's skill in every way.

In addition to this the game now also has an optional combo and scoring system, and will give the player a ranking when moving screens or finishing a mission. I'm very happy with this system as it adds another optional layer of challenge to the game - trying to finish each mission quickly and maintain a large combo.

Survival Mode has also been revamped to use some of the systems from Scenario Mode. You can now pick which enemy team to fight, which will affect their fighting style and other gimmicks. The difficulty now reflects the overall enemy team, rather than each individual, so enemies will be easier to fight in groups but will gradually increase in skill as they spawn in. You can also choose to fight alongside an AI team-mate.

I've also been optimizing the game and have done a lot to make corpses less resource-intensive. It's now possible to maintain a solid framerate even with a huge pile of dead enemies at your feet. There's also an upper-limit to the blood now to prevent performance bottlenecking when too much is happening at once.

There are still areas I intend to improve before release, as well as continuing to balance the missions. I also have a lot of music to add to the game once I have finished mastering it. For now the later missions are silent but I will be incorporating music in the next update.

This update also adds a lot of new achievements, and I have begun to incorporate the Steam leaderboards for uploading player scores. This is still a work-in-progress and any uploaded scores will likely be wiped just before the actual release.

Oh also I added zombies.

Thanks for reading, not much longer now.

------
Beta: 0.28

Gameplay Improvements & Changes:

Changing stance during the windup of a counter-attack is now faster, giving the player more options when using counters.

Turning during a counter attack now boosts movement speed, allowing the player to swap targets and gain distance from their original opponent.

Tapping a direction during a windup now gives a small speed boost.

If an enemy is killed while reacting, the enemy behind them will now cancel their own reaction to prevent a second cheap kill.

Adjusted enemy spawns in Scenario Mode. Certain enemies will only appear depending on the difficulty mode.

Enemies with Bleedout timers now scale based on difficulty.

The campfire is now much more lethal, and depletes with each swing.

Scenario Mode no longer automatically restarts on death. You can now hold a button to restart.

It is now possible to hit team-mates from behind if they are in the 'shoved' state. This makes the grab much more useful when surrounded.

Enemies will now flee when the bandit boss is killed.

Killing an enemy now lets you start running instantly. There is a slight speed increase for each combo kill.

Reworked Survival Mode to use the teams and difficulty settings from Scenario Mode. The default settings are easier at first but will increase in challenge over time.



Additional Content & Visual Changes:

The game now tracks player progress across Scenario Mode. Each mission chapter must be unlocked in order. This will remain disabled during the Beta for testing purposes.

The game now tracks stats for each mission in Scenario Mode, including each chapter.

Added score and ranking system for Scenario Mode.

Added 'Camouflage' to the Extras Menu. When used by the player it reduces enemy spotting distance and delays awareness of your position.

Added 'Zombies' to the Extras Menu. Can be applied to enemies or the player. Zombies must be beheaded, cut in half, or be struck with a charged blunt attack to die.

Added 'Civilian' type characters who will flee across the screen in some scenarios.

Added "tsujigiri" achievement.

Added "ronin" achievement.

Added 'whoops' achievement.

Added 'First Cut' achievement.

Added 'yatta' achievement.

Added 'typhoon' achievement.

Added "jigoku" and "yabai" achievements.

Added 'Mixed' AI style.

Added Tengu Mask.

Added enemies and bosses to the Town stage.

Added Tunnel and Mountain stages.

Added an optional AI companion to Survival Mode.

Added Shrine stage.



Bugfixes & UI Improvements:

Optimized the game. Corpses are now very light on resources even in large piles.

Fixed players not colliding properly on one side.

Fixed the legs moving too fast while running during certain actions.

Added the option to disable hitting corpses in Gameplay Options.

Added the option to disable auto-turn during Duels in Gameplay Options.

Fixed visual issue with tight sleeves.

Fixed match timer not resetting on rematch.

Adjusted camera to prevent movement flickering.

Added backward blocking to the tutorial.

Added counters to the tutorial.
Midnight at the Disco - taphouse.games.mt
Bug Fixes
  • Fix hand boss and hand boss eye baddys bullets not bouncing off of
  • Fix can't turn music off all the way
  • Fix SFX audio bus issues. Many sounds were not being adjusted when the SFX slider was moved
  • Fix not all Credits were showing up on the screen
  • Fix Bomber baddies getting stuck after exploding
Tweaks
  • Lower Chest HP when breaking open chests
  • Change enemy injured color from green to pink
...