FreshWomen - Season 1 - marcelo.morais


2023 is coming to an end, and we have lots of great news to share with you!

December will be absolutely PACKED with launches, updates and GIFTS for you, who have been with us throughout this journey.

[FREE DLC] - Season 1 - Moaning Update

Put your headphones on and turn up the volume, because come early December, all the girls you already love will have sexy voices and moans to make your gaming experience even better.

The Moaning Update is coming for Season 1, and it will be TOTALLY FREE! That’s right! Everyone who bought the game on Steam or on our page will get our new DLC for free!

This DLC will add Voice Acting, Sexy Sounds and lots, lots of moaning to EVERY SCENE on Season 1!

Over the past year we’ve been working with very talented voice actresses and sound designers to bring Season 1 to a whole new level, and now we want to share it with you, as a way to thank you for all your love and support, and as an early Christmas gift!

So get ready, because Christmas is coming early this year, boys!


S2, ep.2 - part 2 on Beta
Season 2 Episode 2 Part 2 is ready and being tested by our most loyal fans, just 2 months after the release of Part 1. This part develops the plot started in Part 1, and has a KILLER sexy scene with Alyssa in the pool! Honestly, it’s one of the prettiest scenes we’ve made ever!

Our goal is to bring you high quality content more frequently, and we’re striving to do that!

Part 2 is a banger, and we hope you love it as much as we do!



Season 2 page on Steam

Season 2 is almost halfway through, and we're preparing for its release on Steam.

Although the full release on Steam is still a few months in the future, we're going to launch the Steam page in December to start collecting Wishlists.

Wishlists are a key metric on Steam, as they will make our game visible to more people when it launches. They’ll also notify you when we release the full game, so you can get it as soon as it’s available.

If you want to buy Season 2 on Steam, or want to support us even further, please wishlist Season 2 on Steam!

As soon as it's available, we'll e-mail you. Then, all you have to do is add Season 2 to your wishlist and share it with your friends and anyone else you think might like it.

Steam releases are VERY important, so if you can support us there, please do! We’re counting on you!

Whew! That’s a lot of exciting news!
We’ve been planing this releases for quite some time now, and our hearts are overflowing with joy that it’s finally time to share it with you!

If you want to be one of the first ones to receive release dates, go to http://oppai.me/steam_3 and sign up.


We’re very excited for this releases, and we hope you are too. Thank you so much for your love and support!

December will be AWESOME!

OppaiMan Team
Luto - Broken Bird Games


PlayStation 5 users can now also enjoy the Luto demo: The Choice!

This demo represents part of what Luto will be, but it's also a standalone experience that can be enjoyed as a small game on its own - if you haven't played it yet, what are you waiting for?

Link here.
Bad Memories - bmrec
Hello lovely people!
First of all, I want to officially announce that there is a beta channel for the game which includes several fixes, but no new content for now. Yes, the beta channel has been there for a while, but I've never officially announced it, so here is the announcement for that ːpeekː

Second is a question to the community here.
But this needs a little explanation first:
I release updates on several platforms, but Steam has one big advantage over most of the others, I can push updates through the steam Api.
The Api looks at the files, looks which of them are new, which have changed, and then only uploads those new, or changed files. On most other platforms the game is available on, I have to upload the full game with every update, or have to workaround some obstacles which makes it a pain in the A... to update.

Until now I've always updated the game on all platforms at the same time.
Now I could, in theory, push smaller updates here on steam, but there are a few caveats.
- First of all, obviously the updates would be smaller, probably one scene at a time.
- The updates would only be for the beta branch. The non-beta will still only get the big updates as usual.
- There won't be a lot of testing, so there might be game breaking bugs, save incompatibilities, or things that change until the big update.
- It involves some extra work. Not only for publishing the update. For example, to save time I usually make sure all scenes end and jump to where they're supposed to jump when I'm almost done with the full update, so the game won't just end mid-scene, or in a undesirable spot, I also add stuff I've left out for whatever reason before, change things if necessary... but when I do smaller updates I'll have to do most of that before every small beta update, and there will probably still be small changes with the big updates.

On the positives:
- Faster updates.
- You get to see new content before everyone else.
- Less complaints about long update times (well, this one is probably mostly positive for me, haha).

So let me know what you think, would you like to get small betas, or do you prefer one big, and properly tested update.
I'll decide depending on the comments here.

Have a good one ;)
Hell Let Loose - Greg_Team17
Hey everyone,

Public Testing for Skirmish Mode is now live for 24 hours over on the Hell Let Loose (Public Testing) Steam App!

The Skirmish Game Mode will be coming early next year and we want to make sure we’re able to get feedback from players as soon as possible to action your thoughts and opinions!

This PTE will be played on Foy and Kharkov.

What is Skirmish Mode?

Skirmish is a gateway experience for new players of Hell Let Loose! This game mode allows players to get straight into the action and experience some of the core mechanics of Hell Let Loose with fewer moving parts.

This is a quicker 50vs50 experience for some of our core audience who want to hop in for a few games and immerse themselves in the battle immediately.

Players will still need to use tactics, strategy, and core tenets of success; communication and teamwork will bolster your chances of gaining victory.

Featuring a new type of Garrison - the Forward Position, each side will be limited to one Armour squad and one Recon squad; the Commander can only spawn in medium tanks and no artillery pieces will be placed on the map.

Both teams start with control over their half of the map while the middle sector is neutral with a single Capture Point. Both Teams must fight, attacking and then defending this single Capture Point. Only the middle section of the map and the single Capture Point can change hands. The team that controls the Capture Point, at the end of the game, is declared the winner.

Players within the active sector count towards the capturing power.

Win Conditions:

  • Capture and hold the Capture Point.
  • Controlling the Capture Point after the time limit expires.

Further info:

  • Match duration is 40 mins with 3 min warmup
  • Skirmish mode takes place on a smaller map. Playable space is 1.4km x 1.12km (10x8 Skirmish grid).
  • Sectors and grid sizes are also smaller to reflect the new map size.
  • Grid square is 140 compared to 200 of Warfare.
  • Skirmish mode features a new type of garrison called the Forward Position. Forward Positions have a distance rule of 140 meters from each other. The radius is visually shown on the tactical map.
  • For Foy and Kharkov Skirmish, We also visually show on the tactical map the soft capture i.e. 2x2 grid square where the Capture Point resides

Skirmish on Consoles

Skirmish will be a selectable option from the main menu, it will not be included in the normal map rotation.

What Skirmish mode is not!

A replacement for Warfare or Offensive game modes. We remain focused on giving players an authentic Hell Let Loose experience with new large maps for Warfare and Offensive game modes going forward, but we’d like to offer a substitute for players who want to play a shorter mode.

It is not aimed at Hell Let Loose players who only play certain roles, for example, players who specialise in artillery, etc.

Work In Progress

These PTE sessions are a way for you as a community to feedback on Hell Let Loose work in progress, which means we can look to implement your feedback before a patch or update is released. Although we can currently only hold public testing sessions on PC, we encourage everyone to take part to be able to share feedback.

Streaming & Recording PTE Sessions

You are welcome to both stream and record PTE footage, but as these sessions are showing unfinished work, it’s always good to let your individual communities know that the footage is from a PTE session, where you might encounter unfinished items, bugs, and other issues.

Known Issues

For today’s session, there is a list of unfinished items / bugs that we’re aware of, including:

  • When calling in commander abilities or summoning vehicles, the chat message will not display the region name, simply being blank instead.
  • Redundant capture progress UI is present on all Skirmish maps.
  • The 'Skirmish' gamemode hint is missing
  • The 'Spawned on a Forward Position' hint is missing
  • HQ spawn hint mentions artillery guns in Skirmish mode.
  • Supply/Ammo Drop can be placed in out of bounds areas of Skirmish maps
  • The Foy tac-Map requires updating
  • The map key is placed over the US HQ Spawn 2 which interferes with trying to view and interact with that area of the map.
  • Listing for Foy Skirmish in the Enlist screen has placeholder name & thumbnail.
  • There is no road leaving US HQ 1 that joins the main battle theatre.

We will work on getting as many of these issues fixed prior to the launch of Skirmish Mode next year.

Your Feedback

In today’s PTE, we’re looking to primarily get your feedback on the new game mode along with the following questions about the implementation of it:

  • Do you understand why we’re adding this game mode?
  • Did the points you were attacking make sense for the map you were in?
  • Does this game mode offer a good experience for both new and existing players?
  • Was the game length too short or too long?
  • Was armour too powerful or too dominant in the match?
  • Did you play Recon? If so did that role have a meaningful impact on the match?
  • How did the exclusion of Artillery impact the experience of this game mode?
  • Do you feel that the commander’s Bombing Run type ability is too powerful for this game mode?
  • Did you understand how to use Forward Positions?
  • What are your thoughts on showing the placement radius of the Forward Position in the tactical map?
  • Thoughts on showing the soft capture 2x2 grid squares on the tactical map?
  • Any general thoughts on tactical map locations

Feedback Questions

Once you have completed a game and are ready to provide feedback, please use the forms below!

How to Take Part

Check your Steam Library for the Hell Let Loose (Public Testing) application, or re-download it from the Steam store, you’ll want to boot this version up to take part in the PTE!

Once you’re in and have selected a server, you’ll be able to test out the new game mode!

Submit Feedback: https://forms.office.com/e/Yw9M0v9Etk

Share Bug Reports: https://forms.office.com/e/P5jWYQTchx


Please note:

Because PTEs are run on development servers that have logging activated, you will experience a slight decrease in performance. You will also not earn any exp and your progress will not be carried over to the live game.
Xenonauts 2 - Goldhawk
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

This is a patch for our recent Milestone 2 update that attempts to address some balance issues, and fix a few bugs.

Balance / Gameplay Changes:
  • Soldiers once again only drop their Primary weapon if they Panic.
  • VIP should now start under the player's control on the Extract VIP missions.
  • Starting funding increased by $500k on all difficulties except Commander.
  • Base monthly funding increased by ~10% per region, which increases the post-expenses monthly income by ~20% at the start of the game.
  • Monthly funding multipliers for Recruit difficulty have increased from 1.2x to 1.25x, and have decreased from 0.9x to 0.8x for Commander difficulty (so funding remains similar to the current build on Commander).
  • Alien weapons recovered from the battlefield now award 1 Alloy each instead of 2 Alloys, and the Alloys awarded from capturing UFOs have been reduced by 20%.
  • Scout UFO now awards slightly more Alenium when captured.
Bugfixes:
  • Attempted to fix a display bug that could occur if players have two monitors, and have their second display set as their primary monitor in Windows.
  • Fixed the UI not updating correctly if you switch a HEVY out of the Primary slot, causing the new weapon to display like it was loaded with HEVY ammo.
  • Zombies (and other units that are immune to stun damage) now display a "0" above their heads when they would normally suffer stun damage.
Nov 30, 2023
Arma Reforger - helga.martinkova


Attention soldiers,

we updated the game today. Visit our website and read about Known Issues.


Changelog 1.0.0.59

Game
  • Fixed: Supplies in vehicles are now colliding with characters and other vehicles
  • Fixed: M998 is getting caught on small curbs and other small objects
  • Fixed: Some weapons collide with themselves when dropped on the ground
  • Fixed: Opening the arsenal multiple times reduces the FPS
  • Fixed: GarbageSystem not handling EntitySlotInfo (#T171667)
  • Fixed: Arsenal was creating visible objects at 0,0,0 coordinates
Performance
  • Added: Server performance improvements
  • Fixed: GarbageSystem keeping track of ground hierarchy items unnecessarily (#T171701)
Stability
  • Fixed: Changing seats would sometimes access an already deleted compartment
Modding
  • Changed: OnItemAdded and OnItemRemoved invokers were moved down into the shared ScriptedInventoryStorageManagerComponent. The garbage system previously handled in the script in those events was moved to C++
  • Removed: SCR_VirtualArsenalCacheManager and replaced it with ItemPreviewManagerEntity
Nucleares - Iwa
The following improvements were implemented:


The following bugs were fixed:

  • Fixed bug in the core maintenance required indicator light.

  • Fixed bug with destroyed rods respawning after loading a saved progress.

  • Fixed AO error repeating that there is a power outage.

  • Fixed footer of the components to be repaired app (page 0 of 1 => page 1 of 2)

This update is compatible with all previous savegames. If you're having trouble loading a saved progress, please let me know!

We are waiting for you in the game's Discord!
Espresso Tycoon - joanna_dreamwaygames
Dear Coffee Lovers,

We know you want us to add more content to our game. And since the Winter is coming, it's time for some special deco items and ingredients... ːsteamhappyː

That means the next update Espresso Tycoon is coming soon! As always, we want to be sure that it is well-prepared and will not introduce new bugs.

We also know that you like testing with us - so let's do that again! ːsteamhappyː

You can already test our new improvements on a separate branch on Steam. You must have purchased the game first in order to switch to the testing branch ːsteamhappyː

Let us remind you how you can do that.

To access the branch on Steam, follow these steps:
1. Open the Properties of Espresso Tycoon in your Steam Library.


2. Enter your password there. You can see it on the screenshot (if you already typed the password there in the previous beta tests, just switch the branch).


3. Choose the proper branch


And that's it!

Here's what we've done!

We added new toppings and ingredients:
  • Gingerbread
  • Candy Cane
  • Gingerbread Syrup


We added new deco items:



Floors and Walls:
  • Floor - Xmas Vibe Rug
  • Floor - Xmas Rug
  • Wall - Xmas Vibe
  • Wall - Xmas
  • Wall - Xmas Coffee
  • Wall - Merry Xmas
  • Wall - Reindeer
Other Deco Items:
  • Plush Cato
  • Xmas Tree
  • Xmas Wall Stocking
  • Xmas Wall Lights
  • Gift Box Snow
  • Gift Box Lines
  • Gift Round Star
  • Gift Round Blue
  • Gift Rectangular Line
  • Gift Rectangular Polka Dot
  • Gift Big Line
  • Gift Big Snow
  • Plush Snowman Blue
  • Plush Snowman Red
  • Winter Magic Snowball
  • Grzegorz The Snowman
  • Wall Xmas Deco
  • Wall Xmas Stockings

What can you test?
  • adding a new ingredient or topping to the new recipes and to existing ones
  • adding and selling new deco items
  • checking if a manager is ordering the new supplies
  • save/load with new things added

It would be good to restart Steam, too - to be sure you have the newest version of the game ːsteamhappyː

P.S. Don't forget to join our Discord channel ːsteamhappyː
Total Conflict: Resistance - Thunder


  • The balance of small arms for the Southern Islands has been corrected (now troops will not take a shotgun instead of rifles, etc.).
  • Fixed shotguns (increased accuracy).
  • The AI of the air defense troops has been corrected (the effectiveness of the air defense has been significantly increased).
  • Fixed display of shells from RPG7.
  • Added T90 tank.
  • Destruction of aircraft has been improved.
  • Some locations have been improved (errors in AI routes have been corrected, defense points have been added, etc.).
  • Fixed some errors when killing a driver in a car.
  • The AI in the tactical game mode has been fixed (the enemy has become more dynamic, delays on respawn have been removed, and much more).
  • Fixed a critical error due to which there was a limit on the number of production lines a player had in the global game mode.
  • Fixed a bug due to which soldiers sometimes did not draw their weapons from behind their backs.
  • Losses of aircraft and helicopters in a tactical battle are taken into account in the further global campaign.
  • The armor penetration of some projectiles has been fixed.
Fabled Lands - Victor


Hey everyone!

Today, I'm beyond thrilled to officially announce the next monumental expansion for Fabled Lands – "The Serpent King's Domain"! This is not just any update; it's the biggest one yet, propelling the game into a new era of adventure and exploration.

A Whole New World to Explore

The Serpent King's Domain will introduce players to the vast expanse of the Violet Ocean (based on Book 3 - "Over the Blood-Dark Sea") and the mysterious southern continent of Ankon-Konu (based on Book 7 - "The Serpent's King Domain"). With this, we've now brought all the published material to life, completing the series in its current form. That's right! This DLC will feature not one, but two whole books of content! The sheer volume of this update is almost as big as the base game!



To give you a taste of what's to come, I'm excited to share a glimpse of the new world map, showcasing these new areas.

A Game Richer Than Ever

This DLC isn't just big in size; it's colossal in content. The word count jumps to an astounding 400,000, enveloping you in a narrative depth like never before. Here’s what you can expect:

  • Over 100 New Items: From mystical artifacts to practical gear, your inventory is about to get a whole lot more interesting.
  • Engaging New Quests: Each quest is designed to challenge your wit, courage, and strategy.
  • Innovative Mechanics: Brace yourself for unique challenges including heat penalties in the desert, spirit combat, new blessings to aid your journey, crafting opportunities, and intriguing puzzles to solve.
  • Formidable Enemies and Encounters: Prepare to face a diverse range of foes and unexpected situations, each requiring a unique approach.



Deep Dive into New Mechanics

In the coming dev-log updates, I'll delve deeper into each of these new mechanics, giving you a sneak peek into the exciting gameplay that awaits.

How about that new item called The Flask of Oblivion?

You open the flask and pour an inky black fluid, like thick, liquid darkness, onto the ground before you. Within moments, you see the face of the imp that resides within. You may leave a maximum of 12 possessions in the imp’s care.

Maybe it will give you some space for that loot you keep hoarding before stashing it savely in your hideouts!

Release Timeline and Availability

While I'm still honing the final details, anticipate "The Serpent King's Domain" to land somewhere around the end of Q1 or Q2 next year. This massive expansion will be available across PC, Mac, Steam Deck, and Nintendo Switch.

Stay tuned for more details, and I can't wait for you to experience the most significant leap in the Fabled Lands saga yet! Your continued support and enthusiasm make these big dreams possible – so a huge thank you from the bottom of my heart.

Until our next adventure!

https://store.steampowered.com/app/1299620/Fabled_Lands/
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