Nov 17, 2023
BMX Bastards - csfgamestudio
Hey Riders!


I've been working on some updates for the demo!

New features:
  • First version of bike editor
  • First version of First person camera
  • Added support for PS4 controllers (If your controller have a weird behavior like duplicating your sticks, just disable steam input, cause it can be modifying your controller inputs)

Others:
  • Fixed steering and spins that were tied to framerate
  • Fixed pedaling bug that got stucked even without pressing the button
  • Now settings can be changed from pause menu
  • Fixed some minor bugs
What's next?

I'm beginning a stage in which I'm going to be full working on the physics to reach a game feeling as realistic as possible. Working hard on ground movement, turning, collisions, adapting to different surfaces, transitions, airouts and even adding Wall rides!

¡Lets keep growing!ːsteamhappyː










Astrea: Six-Sided Oracles - Little Leo Games
Hey Oracles!
How are you doing? Hope you are having fun with Astrea!

So... I wanted to take a minute to talk about Astrea post release development and why it's been a while that we don't send a new patch.
As I mentioned before we are only two programmers, where one is also working on XBox porting alongside some Astrea's features and the other one (myself) is also the lead game designer and producer of the game, which means that we have a lot to do and if one of us get sick, the development gets slower and guess what? I'm sick...
I've been overworking/crunching in Astrea for about 1 and half years now, working way more than 40hours per week (my notes says 65 hours per week average, with some weeks working 100 hours), skipping many weekends and holidays, trying to make Astrea as polished as possible and with as much content as possible. Maybe I could have slow things down before, I don't know, but I never felt that it was an option, the feeling was that I needed to give everything that I had to it. I guess I knew that it was a lot of work for the size of our team and the amount of time we had and I didn't see other option since I didn't want to make the scope smaller =P
But now this overwork is charging it's price. Since the release of the patch v1.0.197 that made the game much more stable my brain simply melted, I started feeling depressed and I've been struggling to even look at my work station since then. Honestly it was hard to even stay inside my house (I work from home). So I ended up working less than expected on the last weeks. I'm pretty sure I'm having a burnout right now, honestly...
Then this week I started to get a little bit better and decided to work normally and guess what? I started having a lot of pain in my back, I had to go to the emergency because of the pain. Now I can't sit or stand for too long or my back hurts a lot.
With all that said, I will need to slow things down and take care of my health (mental and physical). I'm not trying to make anyone pity of me or anything I'm just trying to be honest and open. I don't want anyone thinking that we abandoned the game or anything.
We will keep working on Astrea, we want to bring more content, more QoL, bug fixes and balancing, but in a slower pace.
I will take 1 week vacation now, will be back on November 27th. Other team members will be around in case you need help or have any questions.
And I will take another vacation at the end of the year (this time the whole team actually).

Astrea Post Release Development Update
Now update about the development itself, these are our higher priorities.

Controller Support Improvements
Inoue (the other programmer) has been working on XBox porting, but also he is improving the controller support.
The first thing he is working on and I think the most important one is the controller selection highlight, now there will be a highlight showing where the controller current selection is, here are three screenshots on how it is looking at the moment:





We also plan to make the input for leaving the shop, confirming rewards/shop items and skipping rewards easier/faster.
Also will add support for looking your hand when using Astral Calling, Void Seek, Bottled Aurora, etc.

Will try sending a new patch with the controller improvement in 2/3 weeks.

Daily Runs
I started working on Daily Runs! The first draft of Game Design is done and now I started programming it, I got sick in the middle of the process of the programming the Daily Runs sadly. But when I get better I will get back to work on it and when it is ready I will send a patch into the beta branch to be playtested by players =D

Balancing and Bug Fixing
This is a topic that I will keep working on it! There are some minor reworks (One or another action, effect, blessing) that I want to rework that were suggested by the community.
Examples of Balancing and Reworks:
- Change Stunned to let player Reroll only 1 die and then decrease Stunned by 1.
- Corrupted Moonie is too strong when compared to other Corrupted Oracles. I will nerf her.
- Moonite starter kit need to be stronger. I will buff it.

Reworks will pass through the beta branch as well. Probably I'm sending the reworks on next beta branch patch and before the Daily Run.

QoL: Damage Projection
This is one of the most requested features and we will implement it eventually. Sadly it is not an easy task. So it will take a while, but it is one of our priorities. But we felt that improving the controllers and adding Daily Runs were more important, but after these topics we will tackle the Damage Projection.

Thanks for all your support and kind words. They are very heart warming and give us strength to keep working in the game.

May Astrea bless you 💙 ❤️
- Leonardo Castanho, community manager and lead dev of Astrea
Ultimus - Big House Games
First and foremost, we are going to be releasing all our future content for free until the game gets some traction.

And so that starts us off with our first major addition, a new map called Ixel. It's symmetrical, more open, with tons of fun platforming. Try it out and let us know what you think!

Next up, we fixed the crash people were getting during gameplay. Therefore, the game should be stable now but let us know if you run into anything else.

We also researched the crash on startup and found that it's related to people trying to run the game using DirectX 11. The game needs DirectX 12 to run so make sure your video card supports that.

Finally, we made a bunch of other improvements based on player feedback. We added the gun and body back into the first person view. We also removed crouch because it's not meant to be there from a gameplay perspective.

We hope everyone enjoys the new update. I'm not 100% sure what I'm going to work on next but it's going to be cool. Probably a new map, game mode, and weapons. This is what's considered an "experience". So I'm going to try to think up a cool new experience to launch for you guys :]
Nov 17, 2023
Gods of the Twilight - aemixx
There was a bug causing the wrong character portraits to briefly appear next to the textbox on rare occasions.

The way we had been using character portraits during some choice menus was causing this to happen, and we've removed all instances of this.

NOTE: If you have a save file where you were experiencing this issue, that particular file may still have the bugged character portrait saved as part of its game state, because that save still has in its history that it was exposed to the bugged menu portrait setting before the fix. Saves that never experienced this bug, as well as new saves, should remain unaffected by it. The fastest way to get back to where an affected save left off would be to use the Skip button to fast-forward up to that point. Apologies for the inconvenience!
Thirty Days - MrReclusive
Been plugging away.

I don't want to say to much because of recent months but we have a good majority of day 6 the morning rendered, Can't say yet if we will include any of this in the December 1st update.

Day 5 female route content is moving along as well, and baring any issues should be fine for December 1st.

I am still aiming to get day 6 done by the end of 2023(we know its possible, we've done it before), and we can't apologize enough for all the delays with day 5.. but with that said, actions speak louder then words, so we are just doing what we can to get things back on track and get these updates out in a timely manor.

Thanks to everyone who has stuck around and supported us even with the delays.

Thanks again and we look forward to a productive end of 2023 and 2024.
Saleblazers - e Zinc

We've now officially shifted our focus to polishing, balancing, and adding more features to shopkeeping.

This patch brings a total refactor of a lot of AI, along with additional tweaks to make shopkeeping more consistently fun.

We have a larger shopkeeping patch in the works, so keep an eye out for that soon!

📜v0.12.3 Changelog

⭐New
  • Crouching will now hide the player name that hovers over the player's head, so that players can sneak up on other players... 👀


  • Added button to "Help" ESC menu that parses your save file for potentially lost data to use if your shop disappears (back up your save first!)


  • Added more item equip and destroy sounds

🏪 Shopkeeping Changes
  • There should now be a cool new track that plays when you hit 5 stars in your shop!
  • Added ability for customers to queue up at ATMs
  • Refactored AI pathfinding for more consistent results and removal of some duplicate calls
  • When an employee is not performing any task, they are not allowed on generic tag and will try warp to closest shop plot position, which will prevent them stuck on roof
  • Customers will now prefer cash registers that are powered instead of non-powered, instead of displaying the no register emote
  • Increased employee wandering radius to make them feel more alive when not performing any task
  • Foundation pieces no longer take damage from melee hits, to make for a smoother experience should a fight break out in your shop/home
  • (English) Reduced mean-ness and fixed a typo in customer request rejection dialogue
  • Rebalanced cost to purchase shop plots
  • Rebalanced which resources are attainable per shop plot
  • Customers will now look at the cash register when they are waiting at the register instead of whenever they're standing in the queue
  • Fixed employees not traversing on correct graph when not performing any tasks, which could cause some scenarios of employees being stuck
  • Fixed customers stuck on waiting in queue due to the person in front leaving the queue in some cases
  • Fixed a case where customers would teleport to needs items
  • Fixed stairs updating tags on a bigger bound than it should, causing nearby objects like handrails to have tags on them
  • Fixed some cases where generic tile type could wipe shop tile type internally in the nav mesh
  • Fixed items placed on staff tile being considered as a plot items instead of shop items
  • Fixed some prefabs with multiple room item references, causing some shop and plot references to be wiped
  • Fixed scenario where placing a prop on top of a plot (shop sign on top of a dresser, for example) will not consider the prop to be part of the shop
  • Fixed one case of items being duplicated or floating when interacted with by customers or employees
  • Fixed several display containers taking self damage when customers browse from them (this was an old mechanic that we decided not to have and it looks like it was still dormant on a few containers)
  • Fixed case where employee can be stuck due to incorrect nav mesh tags surrounding them
  • Updated the shop plot Realtor dialogue to fix errors and improve clarity

➡️ Changes
  • Swapping item slots will now immediately swap the two items, hopefully making inventory management require fewer clicks (you can have the old behavior if you hold shift)



  • Increased number of slots in Dumpster
  • Adjusted totems that were too close together in the desert and moved one to fill a gap in the desert
  • Changed electrical wiring tool to look like a soldering mesh instead of stone hammer
  • Added slight rotation to hitmarker
  • Several VFX tweaked to be more subtle for better immersion (weapon swing trail, weapon impact FX, rain)
  • Polished VFX/SFX for Gulper turrets in tutorial
  • (Extremely experimental and not fully playable yet, so please don't use gamepads yet) Added more gamepad support throughout the game
  • Dead grass now casts shadows, to improve visual fidelity in the desert regions
  • Changed anti-tiling rock shader to look more natural
  • Removed waterfall near Golf Cart Shop for better fidelity
  • Farming and baking quests are now global, for more consistent lore per save
  • Reduced Copper respawn timer in the Crater to make it more fun
  • Updated build UI to not have overlapping UI elements
  • Updated main menu to give better information about patches and reduce confusion of whether you're on the right patch or not
  • Updated Pop Pop's quest HUD text to teach the player to use TAB to place items better
  • Changed Journal UI to a darker color for better readability

⚙️ Optimizations
  • Fixed large FPS hitch when purchasing nodes from the research tree
  • Fixed large FPS hitch when swapping items with an expanded player inventory
  • Removed a class instantiation that occurred every frame with game zone calculations, reducing the amount of garbage collection and reducing chance of memory fragmentation over time
  • Reduced garbage collection allocation for pooling system and attribute system, which should free up RAM and reduce hitches
  • Refactored how items are saved to chunks for better performance and consistency
  • Reduced amount of storage save files use
  • Removed unnecessary expensive raycast that was occurring every frame for items that are hung on walls, which should improve framerate and garbage collection allocation if you have a lot of hung up items in your shop

🛠️ General Fixes
  • Fixed various disconnect to main menu situations
  • Fixed really bad bug where if you stood in a shop plot, invaded that shop plot in another server, then placed an item, you would lose your shop in your own save (sorry!)
  • Fixed invaders being able to damage buildings of newly hosted lobbies
  • Fixed being able to interact with Bellcoat Weapon when you shouldn't be able to
  • Fixed Western furniture shop stock not having correct items
  • Fixed melee hitbox spawning at the feet incorrectly sometimes
  • Fixed ending credits not playing special music
  • Fixed being unable to throw Kitchen Shelf
  • Fixed scenario where some save keys in the master game system weren't being loaded properly
  • Fixed Western Piano breaking shop nav mesh data
  • Fixed one scenario where quitting would take a long time due to some nav mesh calculations
  • Fixed Zipline anchors missing ziplines in Canyon area
  • Fixed some wells not having water in Kazai Settlement area
  • Fixed glass mat rendering over water
  • Fixed edge case where save could potentially be wiped if some item saved in a chunk that was not loaded in yet
  • Fixed item destroy SFX playing twice
  • Fixed collision on tent that could get the player stuck
  • Fixed bushes emitting yellow gas particle
  • Fixed electrical lights emitting dark smoke every time you turn around
  • Fixed snowstorm VFX playing near the Snowville shop plot
  • Fixed Invasion game mode not properly adding new player to the correct team when they join late
  • Fixed case in Invasion game mode where invading player failed to join an invasion
  • Fixed several core issues with invasions not working as expected
  • Fixed case where quitting the game would take too long
  • Fixed various issues with Make it Grain quest
  • Fixed research nodes not unhovering after Researcher appears or when save is loaded
  • Fixed issue in Cassandra's quest that didn't allow players to turn in the repeated part of her quest after quest is complete
  • Fixed items not staying inside Coastal Bookcase on save/load
  • Fixed Wheat not requiring water to grow
  • Fixed edge case where if you left an invasion mid-way that an exception with save file meta data could occur
  • Fixed "Ancient Core" item being available when it should be "Shepherd Core"
  • Fixed floating stairs in splash screen
  • Fixed longswords having wrong combo
  • Fixed being able to connect to lobbies of different versions through the right click -> Join Steam Friends feature

Patch Title Naming Convention
You also may have noticed that our patch title has changed from the usual 0.12.3 to "Update 12 v.3".

This is to simplify and streamline the patch numbers better, especially once we cross the 3 digit threshold as we plan to have a lot of patches.

(Check your version number at the top left of the main menu for v0.12.3 and restart Steam if you don't see the right number!)
Twofold - Theo
It's November already! Next week (and some change) will mark the one month anniversary of Twofold's release. Thank you so much everyone for reading, sharing, and talking about these characters and their stories. We're hopeful this will be the last major polish and touch-up pass of the game so we can get the game built into discs and sent off to everyone who pre-ordered the physical edition!

I'll use this space to also say if you create any fanart or media, we'd love if you would either tag us in social media or put it here in the Steam community page! Anyway, onto the notes.

  • Mrow.
  • An attempt has been made to fix Steam achievements not syncing if you purchased the game elsewhere. If it still doesn't work, we can always send you a fix manually. Fair's fair and we'd want you to collect those shiny cheevos!
  • ATL adjustments and fixes, like characters being half-ghost if you click too fast.
  • Fixed an error in the History screen where you couldn't scroll up.
  • Auto-continue indicator! The CTC now changes to properly show that you have auto mode on, and the Auto button in the quick menu is lit up.


  • Asset optimization! A couple darker backgrounds have been uncompressed to reduce image artifacting. A diner background variation has also been heavily cropped and optimized to prevent extremely large images from rendering out.
  • Lots of tiny fixes to dialogue to match the voice lines. We also standardized punctuation inside of quotes for real this time.
Nov 17, 2023
Neighbor Fight Playtest - LijpeLynn
v0.9.0.17.6
Nov 17, 2023
Mechanical Fury Playtest - Cyra
  • Aim Assist Options in Settings Menu
  • Fixed Main Menu issue
  • Fixed Issue where game would get stuck during the epilepsy warning
  • Implemented an End Screen with a Ranking System
Nov 17, 2023
GEOTRA - RandomMcSomethin
Hello, geometry people!

GEOTRA v1.0.1 is out with some small fixes and a new class to play!

Archer

The Archer is ranged class that focuses on lining up that perfect shot (or a homing shot if you need help aiming!). Draw your bows, and let the arrows fly!

Changes/Bugfixes
Base Game:
  • changed the aesthetics of waves 20 and 25 to be consistent with the rest of the groups of 5
  • swords are now only disabled for 1 second when blocked by an enemy shield (halved from 2)
  • gunner is slightly faster by default (the speed boost for the first two upgrades has been altered to compensate)
Wave Editor:
  • re-added the ability to change the time when a spawner appears in the wave editor (this was absent on launch due to an error on my part; whoops!)
  • fixed a bug involving upgrade points carrying over between playtesting and regular campaigns
...