Ultimate Admiral: Dreadnoughts - DARTIS
Hello fellow Admirals,

The game continues to receive optimizations and fixes based on your recent feedback. Here is what we got for you now.

*Minor Update v1.4.0.6*
- Fixed issue that could cause multiple mission instances for ship task forces or submarine groups at the same turn, even for ships that were sunk.
- Land Army distribution is now more effective at realizing where to send troops for attack or defense.
- Further optimizations related to AI shipbuilding processes, resulting in faster campaign generation time, campaign turn times, and AI fleet generation time.
- Campaign AI is further improved in managing the economy and shipbuilding priorities.
- Improved campaign AI on how it sends low fuel to ports for refueling.
- Improved campaign’s diplomacy mechanics and now enemies of an ally will cause extra tension and will not be able to create positive relations with other members of the alliance. This new mechanic will bring to war against members of an alliance in a faster and more consistent way.
- Other minor fixes and improvements.

Enjoy!

The Game-Labs Team

Uploaded optimized version including the following:
- Optimized the auto-design processes, reducing significantly the loading times of the campaign and the AI fleet generation time. This functionality works the best so far compared to all previous versions of the game, producing capable AI generated ships at the fastest time possible.
- Increased the cost of turrets/barrels affecting the cost of ships accordingly. This change also makes their combat value evaluation more accurate for AI and auto-resolve purposes.
- Fixed minor issues of the Ship damage window that appears during combat on the top right corner.
- Fixed minor issue causing deselection of ships when a ship was sunk.
You have to restart Steam to get this update fast

Uploaded optimized x2 version including the following:
- Fixed issue which could cause peace treaty to never become triggered and reset the relations to zero, resulting in never-ending wars. Please report if this issue is completely solved. Needs to be tested in several turns.
- Reduced the tension modifier for enemies of ally, giving the chance to delay a war.
- Tension events now show up always if they trigger.
You have to restart Steam to get this update fast
Le Mans Ultimate - LewiEdmo


Le Mans, the ever evolving endurance racing story fueled by speed, emotion and glory now has the chequered flag in sight, with the release date for the forthcoming Le Mans Ultimate title being confirmed.

The eagerly anticipated official FIA World Endurance Championship and 24 Hours of Le Mans game produced and developed by Studio 397 will be released on the 20th February 2024, on the eve of the new FIA WEC season which gets underway at Losail, Qatar just days later.

20th February is a significant milestone for Le Mans Ultimate, not only is it a date to signify the on sale date and moment fans can get their hands on the exciting Hypercars, the 51st day of 2024 provides a gentle nod to the number #51 carried by the 2023 24 Hours of Le Mans winning Ferrari 499P driven by Alessandro Pier Guidi, James Calado, and Antonio Giovinazzi.

The Ferrari 499P and all the other Hypercars, LMP2 and GTE from the 2023 season will be available at the finger tips of players in early 2024.

In the recently showcased teaser video, a few new cars can be seen by the eagle-eyed. Look out for those and more updates and news from Le Mans Ultimate by visiting lemansultimate.com and on social media – @LeMansUltimate
Backpack Hero - alex_duck_dt
Hey, Backpackers!

Let’s take a look at one last thing about the Story Mode. Well, two last things to be more specific - selling and researching items!

There are a few ways to make good use of the stuff you brought from the dungeons!
You can simply sell the loot in the Store to get all three kinds of resources in return. Of course bigger items are worth more than smaller ones, and the rarer the better! But there’s one more building where you can earn resources by selling things. The Bank allows you to exchange them for Treasure!



You can also use items to get… more items!
…and better ones! There are many buildings where you can discover new, more powerful equipment! But to unlock them, you’ll have to use the stuff you found in The Dungeon. In the Tavern you can research new consumables. The Library lets you unlock relics. Look for weapons in the Barracks, for armors and shields in the Blacksmith, and in the Fletcher for bows and arrows. Then there’s the Magical Mycelium where you’ll research magic items.



But you can research more than just items!
In some places you can research other things, for example new decorations for the town - you’ll find them in the Greenhouse. But you can also research exciting quests! To do that, you’ll have to build the Bounty Board. Finally, once you build the Town Hall, you’ll be able to access all the research buildings from there - no need to run around the town anymore!



Hope our miniseries about the Story Mode resolved your doubts and helped you navigate Haversack Hill! Remember that you can try it on the Public Testing Branch!

https://store.steampowered.com/app/1970580/Backpack_Hero/

Join the Backpack Hero community:
DISCORD
TWITTER
TIKTOK
REDDIT
AlexanderBall: A Countryball Tale - RedThornInteractive
Fixes:
- Settings Panel was the devil. We’ve exorcised this devil. In more serious terms, we’ve had to make a bunch of changes to the Settings Panel and as a result, we’ve had to get rid of the ‘Windowed Mode’ option because it was causing the crashes. We apologize for having to temporarily get rid of this Settings option, but stability comes before quality-of-life.
- There was an issue with Satibarzanes and his animations. Those have been fixed too.

Improvements:
- We’ve quietly been planning a difficulty curve overhaul. Since we wanted to put our best foot forward before the next big marketing push before full release, we’ve adopted a more ‘traditional’ difficulty curve where battles becomes progressively harder instead of the battle reflecting the historical difficulty faced by Alexander.
- A couple more UIs have been polished up. A few resizings and repositionings.

Let us know if anything else needs fixing.
inRun - ivanovich
Optimization of the game with support for ultra-wide screens, minimizing aberrations. We have also improved Chinese, Japanese, and Korean translations, along with some general enhancements and minor bug fixes.
Nov 8, 2023
DemonCountdown - DragonSlayer
Thank you very much for participating in the test.

You have helped me improve the game and see where I went wrong. Improve Gamepad support and much more

Stay tuned for upcoming events or news.

See you soon




The Old Man and His Cat - Jesus Christ™
Our team has embarked on an exciting journey to enhance our project by incorporating more physics-based interactions. This move promises to infuse our game world with fresh, unpredictable outcomes. In this blog post, we'll take you through the thrilling process of introducing controlled chaos into our gaming universe.



Dynamic environments react to player actions create more interactive and engaging experiences. From pushing objects to making things fall from edges, physics-based interactions enrich the game world.

One of the most intriguing aspects of physics-based interactions is the element of chaos. This controlled chaos adds moments of brilliance, comedy, or awe that scripted events can't replicate. For example, a player solving a puzzle by stacking boxes may accidentally create an entirely unforeseen but functional solution, leading to emergent, entertaining moments.

As we continue to develop our game with a focus on physics-based interactions, we're embracing unpredictability and creative potential. By allowing players to shape their own experiences, we're eager to witness the unscripted magic, laughter, and awe that physics systems can bring.

✨🐱 Stay tuned for more character design process by following our updates and joining us on social media. Don't miss a single twist or turn as we unfold the tale of Domino and the old man. Coming for PC and consoles! 👴🏻✨
World War Armies - Plague.Hypemasters
After a long radio silence, the WWA HQ is happy to share news about the upcoming release on PC.

Today's briefing is about the first concept of the redesigned Coastline, a classic map familiar to all WWA commanders from the first days of its release on mobile platforms.



As early as the prototyping phase, this map served as a testing ground for core gameplay mechanics. It turned out to be so good that it made it to the release almost unchanged and even today holds the highest record for the number of matches played.



The compact size of the map provokes commanders to daring aggressive assaults, as there is nowhere to retreat to. Remember: "Coastline" is not a place for a chill! However, if you like fast and dynamic battles - you will definitely like it here.



Please note that this is just a concept, and the final version of the map may differ. In particular, the scale of the map on the concept was slightly reduced for easy viewing.

Make sure you add World War Armies to your wishlist so you don't miss out on any interesting details.
Deadlink - Gruby Greg


Good morning, Agents!

We are pleased to announce that Maria has successfully uploaded all the missing localization data into the simulation. In the meantime, Rumiko is working diligently to fine-tune the Deadlink protocol, addressing life-threatening bugs and enhancing your overall gaming experience.

🌻 Ukrainian Localization
Thanks to the Vsevolod «Damglador» Stopchanskyi, Ukrainian players can now enjoy Deadlink in their own language, Дуже добре!

Changes
  • Added all of the missing localization to the game
  • Fixed gamepad issues in the HUB and the loadout selection screen
  • Fixed issues related to incorrect resource refund rates when using Reset in Deadlink Upgrades
  • Fixed the starting vendor machine inventory after HUB upgrades reset
  • Included the missing music tracks in the Endless Mode
  • Fixed the inaccurate information about wave numbers in the Endless Mode summary screen
  • The Weirding Waypoint now functions as described, with its active state persisting after a single punch
  • Aligned the Culling Radius description with the implant's behavior
  • Fixed the CBRN Pack fire-rate calculation
  • Fixed issues involving overlapping UI windows during Endless Mode
  • Resynchronized some of the heavy weapons inspect animations with their respective sounds
  • Fixed availability of Intel XeSS
  • Multiple UI layout fixes
Laysara: Summit Kingdom - Quite OK Maciek
Hi!

As we approach the end of 2023, we want to share with you some updates about our schedule. So, without further ado, let’s get straight to the point.

Despite our efforts, we won’t be able to launch Laysara’s Early Access this year and our new target launch window is now early 2024.

Delaying the Early Access launch was not an easy decision to make. We really want to release Laysara as soon as possible, but we realized we'll need some extra time to deliver a polished and complete experience on launch - there are only three of us, so sometimes things take longer than we'd like to :') However, releasing a solid game enjoyable for every city-builder fan out there remains our top priority, it'll just take us a little longer.

Development status

To give you some more insight into where we’re currently sitting at: Laysara is basically feature complete, meaning all the game mechanics are implemented and working as intended. Some mechanics are pretty much finished, and others require a little more polish and updated final assets. Of course, we’re also constantly playing around with the game’s balance, looking for and fixing bugs, and implementing various optimizations and improvements to our game systems.



We’re also working on creating multiple mountains with different features. These will serve as levels in our game and will give you a variety of sceneries to establish a thriving city in. We’ll probably write a separate post about them in the future to highlight what you can expect :)



We’re also constantly upgrading the visual quality of our game, to make it easier to immerse yourself in the world of Laysara. As an example, we’re in the process of adding new 3D models and custom animations of all the animals and workers!



We also regularly play the game together to review our progress, discuss if we’re happy with recent changes and decide / prioritize what else needs to be done. We’re working remotely from different cities so we usually do this during video calls, but recently we’ve met up to play Laysara together in real life - it’s been actually super beneficial to do this in person. Seeing each other face-to-face has been really nice :)



And that’s all that we’ve got for you today. We’re asking for a little bit more of your patience and going back straight to work - we’re looking forward to launching Laysara as much as you do, believe us :)

Thank you for all the support so far!

Quite OK Team

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