Nov 28, 2023
Rail Route: The Story of Jozic - Mišo
Bringing Rail Route: The Story of Jozic up to speed, we're rolling out Update 17 to align with the features previously introduced in Rail Route. While the full version received these enhancements some time ago, The Story of Jozic players can now catch up, albeit with limited functionality. For a comprehensive overview, refer to the full game release article and dive into the shared updates across both games.

NEW: A hint in the station configuration view about not getting red contracts for stations that are without a dispatcher office NEW: Added hint for changes to trial contracts NEW: Added offered contracts panel NEW: Build dispatcher office narration hint on unlocking a red contracts upgrade NEW: Full schedule! All stations en route included in trial train schedule NEW: Full schedule; Add & Remove waypoint actions to set up own route NEW: Full schedule; Finished trial train indicates delayed / faster run to schedule & requests schedule modification NEW: Full schedule; Trial train departs at scheduled time or after ShorterPossibleStop & commuter trial trains stop at scheduled stations only as the schedule is pre-configured NEW: Particle effects when build bar is opened NEW: The game mutes audio when not in focus NEW: Train schedule is shown when hovering visit in station info panel timeline UPDATE: AcceptContractTask now have a subtask to adjust the Bubny's station visit's platform UPDATE: All core Endless maps updated to be more open (part 1) UPDATE: Background color of some buttons and checkbox made brighter for better visibility UPDATE: Better animation at the start of offered / active contracts views UPDATE: Building buttons on bottom bar for recently installed upgrades show animation when first shown UPDATE: Building item texts refined UPDATE: Changed building bottom bar visuals UPDATE: Configuration paste all button now copies selected configuration to neighbours instead of config in clipboard UPDATE: Contract connector bends over autoblocks or tunnels en route instead of short-cutting them UPDATE: Currently edited train has different color in Station Timeline UPDATE: Currently edited train shown on board in contract configuration and shunting focus views UPDATE: Dock station info panel subtask in the tutorial has been removed UPDATE: Improved visuals for checkbox hover states UPDATE: Improved visuals for toggle button hover states UPDATE: Improved visuals of station visit panels in contract planning UPDATE: Increased minimum default ui scale for smaller resolutions UPDATE: Increased size of small buttons UPDATE: Increased targeted framerate for slow loading operations UPDATE: Localizations (es: achievements, ui; nl: tutorials, ui; zh-Hans: tutorials, ui; no: ui; ru: ui) UPDATE: Localizations (nl: research, tutorials, ui; no: research, tutorials, ui) UPDATE: Localizations (nl: research, tutorials, ui; no: research, ui) UPDATE: Localizations (nl: research, tutorials, ui; no: ui) UPDATE: Localizations (nl: research; no: research, tutorials; zh-Hans: research) UPDATE: Localizations (nl: tutorials) UPDATE: Localizations (nl: ui; no: ui) UPDATE: Localizations (zh-Hans: research, tutorials, ui; ja-JP: tutorials, ui; no: ui) UPDATE: Localizations (zh-Hans: research, tutorials, ui; no: ui) UPDATE: Money not refunded when item grabbed and not charged when rebuilt. Refunded only when rebuild is not possible. UPDATE: Music intensity is rewarding players that do not switch time or pause UPDATE: Overlapping visits in the station info panel timeline are now marked to indicate a conflict UPDATE: Renamed some columns on active contracts panel and replaced train type text with icon UPDATE: Right mouse can be used in Focus Views to move the map without closing the view UPDATE: Selected Train is shown in Contract configuration Views UPDATE: Sensors mini tutorials have been updated to use the new sensor configuration focus view UPDATE: Station Info Panels that were deliberately opened in focus view will be closed with the focus view once it get closed UPDATE: Station visit info panels can no longer be dragged around in contract focus view UPDATE: Stock endless maps updated (more space for yards) UPDATE: Traffic types (Through and Oneway) renamed to just 'Green' and 'Red' UPDATE: Train in intermission timeline: 2nd station displayed for easier decisions UPDATE: Trial train failed narration has been updated UPDATE: Updated hints modal to be fullscreen panel in new UI style FIX: Build buttons without editable inventory amount where not shown inline with other buttons FIX: Build mode could not be opened in timetable maps with inventory enabled FIX: Build mode is not closeable at the beginning of the tutorial (!848) FIX: Buttons on station info panels in contract adjustment focus view moved up when hovered FIX: Closing contracts menu would leave black artifacts behind from station signs for a short time FIX: Contract connector & topology search allowed orthogonal connection to autoblocks without signals FIX: Contract with locked stations could still be accepted FIX: Contracts menu did not switch to correct tab when showing specific contract FIX: CycleBalance.Upkeep was not saved FIX: Departure sensors that were saved with null connection using the old configuration method were not configurable FIX: Edit contract keybind closed active contract focus view when different train was clicked FIX: Error thrown when train was selected and new contract was accepted in focus view FIX: Errors thrown upon rejecting a train causing trains to stop moving and train bottom bar would still show contract info FIX: Experience points cycle report broken after unlocking all tiers with cheats FIX: Filtering stations list in editor while in platform placing mode resulted in broken platform placing FIX: First train chapter in the tutorial was failing if the time was paused before 08:00 in the previous chapter FIX: Hovering a subtask icon leads to bad icon flickering FIX: If the mouse was at a ui item and you clicked something on the keyboard, the mouse clicks were not working until you move the mouse a bit FIX: Incorrect duplicate tooltips on editor checklist items FIX: Incorrect string format for chinese localization of reuse shunting command time FIX: Jozic says gain 5 green points in for the auto accept trains upgrade while it actually costs only 3 points FIX: Keybind without dedicated icons fallback text sometimes contained "Press" FIX: Lists with filters were not cleared when filter was modified to unmatching string (no result expected) while the list was still being loaded FIX: Localized text on upcoming trains and train bottom bar was not updated directly after changing game language FIX: Main menu tab selection buttons where still acting on keybinds when menu was closed FIX: Map item animation kept repeating when hovering mouse near edge of map FIX: Middle click were opening configurations where moving map FIX: Modals during story and upgrade tutorials did not hide other UI and menu button bindings would still trigger FIX: Non bulldozable items could be bulldozed when clicking just after deselecting an item on the board in bulldoze mode FIX: On-board train's color was not immediately updated when rejecting a contract FIX: Open focus view subtasks in the tutorials could be fulfilled by opening the wrong focus view FIX: Opening the options menu for the first time lagged the game FIX: Performance issues in contracts panel FIX: Player was forced to wait for Jozic to stop talking until he can close the station panel in the auto accept trains chapter FIX: Playing the story of Jozic with all researched pre unlocked leads to the story to get stuck FIX: Positions of windows were wrongly saved for stabling rules FIX: Red and Green system upgrades menu pages where not lined up on the same position FIX: Regional trial trains were not auto-dispatched from Coach Yard FIX: Reuse shunting command did not show up when editing stabling sensors FIX: Rush Hour might have variable traffic with the same seed across game version FIX: Saving a go to signal shunting command with a deleted signal leads to a NPR and breaks the load FIX: Score panel is not being hidden once a victory screen is shown in the timetable FIX: Sending the train in the run trial train task out of the map led to a narration to be played twice FIX: Sensors were buildable at the autoblocks' end points FIX: Small track pieces where barely or completely invisible when highlighted as routing destinations FIX: Smart formatting was not applied in some places. FIX: Stabling sensor would still add shunting commands to train with rejected contract FIX: Start / stop train button was still listening to binding after train bottom bar was hidden FIX: Story prompt to play wakefield map didnt hide UI to focus on prompt and menu button bindings could still be activated FIX: Subtask hint icons being displayed under the system upgrades panel FIX: Subtasks hint keybinds in the system upgrade panel were confusing for the gamepad FIX: Switch was not reset to track after the track was extended FIX: System upgrade menu button remained highlighted when closing upgrades menu in editor FIX: System upgrade menu did not open in editor when level was timetable mode FIX: Text in timetable completion modal had graphical artifacts FIX: The subtask done marks on the board overlap with the train label and with each other FIX: Tier unlocked popup referred to 'green' even if red tier was unlocked in languages with different pluralization to English FIX: Time speed was capped to last time speed value even if previous value had higher value FIX: Tool tip of the system upgrade button "Install first" does not actually says what should be installed first FIX: Tooltips where being hidden whenever some component that also has a tooltip was destroyed FIX: Train dispatched from Coach Yard in advance (as ECS) caused errors when schedule editing was attempted FIX: Train names where not localized when loading a save with a different localization active or changing the localization in game FIX: Train shunting queue was not cleared when trains contract was rejected FIX: Train types in CY were hidden according to first loaded map / save after game start FIX: Trains outside of endless mode did not show timeline on hover FIX: Urban train was not able to enter CY before accepting or rejecting contract condition FIX: Video for Shunting Commands upgrade was not displayed FIX: Wave finish modal didnt display unlocked items correctly FIX: Wrong sound position when station sign clicked on UI FIX: Zoom to contract views were wrongly computed in some cases FIX: using the modifier key to open track details failed to open configuration focus view and prevented showing configuration panels
Nov 28, 2023
Dysterra - Dysterra
This week’s patch is all about making the analeptic shot more useful! It’s a higher tier item that deserves to be used more often. These changes should also make it a lot easier to craft Level 3 Medical Shots. Good luck out there!



Analeptic Shots Now Heal You
The Analeptic Shot will now also heal you for 50 HP in addition to its previous role of lowering your bleeding, fracture, and radiation damage. Please note that it will not be affected by the ‘First Aid Training’ or ‘Quick Heal’ skills.



Craft Level 3 Medical Shots More Easily
You can now produce your own Talon Biometric Data at your forge! One Talon Biometric Data can be refined from 2 Medical Enzyme Capsules.




Bugs
🐛 Fixed issue where Chemochamber core could not be destroyed.
🐛 Fixed error in description of Titanica armor.
🐛 Fixed issue where mobs Hyena mobs would occasionally fight each other.
🐛 Fixed issue where mutants wouldn’t use their ranged attack.




JOIN OUR COMMUNITY
Nov 28, 2023
Fragments Of A Mind - SilverManCZ
We have added "Story Mode" so that everyone can easily complete the game and enjoy the story to the fullest. Simply press F4 while playing any chapter of the game and the story mode will be activated, making Cassandra invulnerable to damage. You can deactivate the story mode by pressing F4 again.

Enjoy the game!

Peter from Silver Eye Studios
Nov 28, 2023
Eternal Return - GM_Goddess
We will be rolling out the 1.9a Hotfix at 9:30 AM (UTC).

*Some changes may not be applied to tooltips or Practice modes.

*Please restart the client to download the update.

Fixes
  • An unknown error will no longer popup when attempting to attack an enemy with:
  • Priya's Echoes of the Earth (R)
  • Silvia's Shift Gears (R) [On Bike]

[url][/url]
Nov 28, 2023
WAR OPERATION™ : Full Contact - Longmire Studio
Changelog
  • Minimap added
  • Fixed some issues with TAB screen at spawn screen.
  • Some issues with the spawn screen fixed.
  • Dialogue sounds are now adjustable.

Known issues
  • Some ability boxes (Assault, Medic) may not be displayed in the minimap. A player joining later does not currently load pre-existings objects (The next update will include it)

Please report any bug in Discussions or directly in our discord.waroperation.com

Thanks for playing WAR OPERATION™ Full Contact.
Backrooms: Realm of Shadows - cyprusgames
Hello Everyone!

We are back with a brand new Event thats starting soon...
In this Post you will get all Informations you need for the Event and what we will change during the Event.


EVENT LOBBY

During the Event, the Main Menu will change and you are forced to get this Menu everytime. This will be reverted back once the Event endet.

Here you can see a Screenshot from the Lobby:




CUSTOM LOBBY MUSIC

During the Event, we will change the Menu Music to something that fits best for Winter and Christmas.
Also here, you are forced to get this Music until the Event has endet.


SECRETS

What would Events be without any Secrets?
During the Event we have added some Secrets around the Levels of the Backrooms that can only be founded within the Event.
Will you find every Secret?


This is everything for the Winter Event. We cant wait to see what you think about it.
The Winter Event will start on 12.12.2023.
Stay Tuned!

Until next Time!
The Heroic Legend of America: Second Revolutionary War - 特利安☆Torian
As the Sharps rifles arrived in Kansas and were assigned to their respective roles, a new problem arose. In history, one of our main characters, Edward Fitch, constantly complained that "the weapon I use now is not fit for combat" and repeatedly asked family and friends to send in Colt revolvers, preferably a pair.
The question is, the Sharps rifle is one of the strongest small weapons in the game, known for its high range, high accuracy, and fast rate of fire. Why did Fitch say that the Sharps rifle was no good and that the revolver was better, or even the only choice of weapons he wanted?
To understand this, it is necessary to understand what Fitch meant by fighting. In Kansas, for Free States, fighting usually did not mean opposing armies. It meant being robbed or even killed by border bandits who burst out on the road while they were traveling, and the same thing happened when Free States were working in their fields or sleeping in their homes.
Sharps rifles can be incredibly effective in regular warfare, but they're not very useful to civilians against sudden border bandits, where you need to be able to fire a lot of bullets in a split second and you don't need to worry about the hit rate, because you need to pin the enemy down as quickly as possible, and that's what makes a revolver a self-defense weapon.
In terms of average rate of fire per minute, the Sharps rifle is actually similar to a revolver, because the Sharps rifle division loads and fires a single shot, while the revolver can fire six rounds in one go but takes longer to reload. With this in mind, I programmed both series of weapons to attack twice per turn in the original.
Rethinking Fitch's complaint and request, I decided to adjust the weapon parameters, changing the revolver type weapon to three attacks per turn to highlight its suppressing effect, of course, if the actual test later found that the revolver became too powerful, I will reduce the hit rate of this type of weapon accordingly.
This successfully solved the problem of differences between the two weapons.
The revolver is also no longer a low-power version of the Sharps rifle, in the previous setting, in addition to the same two attacks, the hit rate and range are lower, the only significant difference is that the revolver is suitable for horseback combat, and after this update, the Spinner will have a stronger short and medium range suppression effect, and the character's own ability to improve the hit rate will be very helpful.

Torian
Nov 28, 2023
Saleblazers - e Zinc
🎷 Audio Changes
  • Added new Weapon Forge SFX
  • Added new weapon charge SFX
  • Added new Large Box moveset ground slam SFX
  • Tweaked rain/thunder SFX and fixed weather audio playing more than once sometimes
  • Added new sounds for picking up ammo boxes and bullets
  • Tweaked and added SFX to Researcher scenes
  • Tweaked item hitmarker sound

⚙️ Optimizations
  • Freed up some RAM by changing Researcher audio assets to stream in

🛠️ General Fixes
  • Fixed music in shop flip flopping if you are standing on a floor piece that is on top of a foundation piece
  • Fixed "Take All" on clients not updating the visual rarity of inventory slots properly
  • Fixed some props not loading in Snowville Bunker and potentially other areas
  • Fixed case where picking up an item from the world and unloading/loading the chunk can cause it to disappear from the player inventory
  • Fixed Leyasoon starting at half HP sometimes
  • Fixed case where Leyasoon can continuously duplicate himself every time you fight him
  • Fixed various disconnects
  • Fixed issues with Cass's dialogue during and after her quest when the player has already completed the Beacons and Bellstalkers questline
  • Fixed host being brought into Snowville entrance's Outlaw Welcome encounter dialogue from too far away
Cyber Manhunt 2: New World - The Hacking Simulator - 无何籽
Hello Cyber Enthusiasts!

We hope your experience with the Cyber Manhunt: New World demo has been nothing short of enjoyable! The feedback pouring in from all of you guys has been fantastic. In this spirit, we're excited to announce that we've swiftly implemented some quick bug fixes and optimizations that will elevate your experience evermore!

Bug Fixes
  • Fixed bottleneck issues caused by the bottom app not displaying;
  • Fixed the issue of multiple windows appearing with repeated clicks on submit;
  • Fixed the problem of not being able to pin the target portrait when clicked;
  • Fixed hierarchy error when clicking on the mailbox during browser tutorial;
  • Fixed the issue of repeated loading in the intrusion phone during the prologue;
  • Fixed bottleneck issues caused by quitting during the tutorial submission in the prologue;
  • Fixed tutorial deadlock issue caused by clicking C0 node too early in the first chapter's infiltrator;
  • Fixed layout disorder issue of infiltrator tasks in the first chapter;
  • Fixed incorrect email time and treatment date in the medical bill in the first chapter;
  • Fixed the birthday error of Aerys in the animation of reasoning one in the first chapter;
  • Fixed hierarchy error in the Finder download window in the first chapter;
Optimizations
  • Added skip tutorial function in the prologue;
  • Modified the display hierarchy of the infiltrator;
  • Prohibited manual saving during the infiltrator process;

Lastly, if Cyber Manhunt: New World captures your interest, consider adding it to your Steam wishlist. Sharing the news on your social platforms or suggesting it to a friend who might appreciate it would be greatly appreciated. Thank you for your support!

https://store.steampowered.com/app/2421410/Cyber_Manhunt_New_World/

And if you haven’t already, be sure to follow us on Steam and Twitter to be notified of any new updates!

Cyber Manhunt Twitter
Cyber Manhunt Tiktok

Nov 28, 2023
ExTime: Primal Menace - Hater
Hi all! Winter has come, and so is our new devlog!

ExTime: Approaching the first frontier

Welcome to the tropical bounty in the middle of the ocean: a land of untouched nature and stoning views! Roar Island is our first island and that’s where your gaming adventure begins. On this very island, you’ll learn more about the storyline, drop by the scientific research facility, and maybe crush a prehistoric party. It’s been a while since we started working on detailed sites of Roar Island, as a matter of fact, we still do. Right now we’re upgrading weather conditions and lighting to make them look more indigenous and spot-on.


Animation and cut-scenes

This month we've put our efforts into the animation improvement, focusing on main in-game enemies and also some cut-scenes. These are quite substantial for creating surroundings and various plot features. That is why we’re aiming not only to boost the animation quality but also to work into deeper emotional cinematics for you to dive into the ExTime: Primal Menace realm.


Optimizing game for our invaluable community

Image quality and smoothness play a pivotal role in the experience that you can get while playing. That’s why our efforts now are geared towards increasing the FPS so the game would run comfortably without decreasing productivity across various devices. Using the GTX1060 allows you to play at ease on recommended graphic settings even in the biggest locations. Moreover, further updates on this matter will bring even better rates. We're dedicated to ensuring that ExTime: Primal Menace is reachable and enjoyable for all players.

Thank you for your support and anticipation! We aspire to create a world that won’t leave you indifferent. Stay tuned as we are crafting something truly amazing!
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