Dec 7, 2023
One More Hound! - dog.samurai.dog
I will try to keep everyone who wishlisted the game updated to everything that it's improving to the final game version!

If you like to know more about the game's process, please let me know! ːsteamhappyː





Warlocks Deeds - warlock[ads]
I wasn't planning on releasing this update for a few weeks, however some critical bugs have caused me to launch an intermediate patch.

Game type support on create new game.

Creating initial spawn point will no longer allow you to be over water when using procedural random worlds.

Enchantments can be broken down into enchantment scrolls using the dismantle option on the workbench.

Network protocol change from 3.01 to 3.02 to support the new game types coming soon. This requires maps to be upgraded and all network players to be on the same patch version.

Planting rules for devices have been widened.

Planting your own doors didn't work, this is fixed.

Health bars for carbs, liquids etc now flash when they get too low.
If any of these bars go to zero you will die.

Chicken coop graphics updated.

Energy replenish rates adjusted.

Health replenish rates adjusted.

You are thirsty messages had an incorrect icon.

At some point I broke digging straight down, This has now been fixed.

Walking through doorways adjacent to Iso surfaces could be a collision issue, This has been adjusted.

Composter can now use meat instead of the rotten foods.

Crash on using the Kiosk when set to Ukrainian language has now been fixed.

Sometimes you were unable to pickup a device you planted. This
is now fixed.

Compass bar showing other players has been adjusted.

Issue with the spawn in particles not working when above a certain Z coordinate.


Alaskan Road Truckers - Theoban
Hello truckers!

We've been busy readying ourselves for our next big update, you won't have long to wait until there's a ton of new stuff, fixes, and changes coming to Alaskan Road Truckers.

We're also putting together the final touches on our next bit of cosmetic DLC, which'll give you everything you need to let the world know you're the toughest and roughest trucker out there on the wild Alaskan roads.

If that sounds like something you'd be interested in, then why not...

Take Part in our Screenshot Contest!

That's right, we're asking you - our wonderful truckers - to take screenshots in Alaskan Road Truckers in three different categories.

The best screenshots will be rewarded with the next paid DLC for free and we'll also make a gallery to show off some of the beautiful pictures you take.

We'll be running this screenshot contest until the 14th of December, 2023, and you can submit your screenshots here, on social media, or on our Discord.

Screenshot Contest Rules

Only a few rules to abide by, here's what you need to know:
  • To be eligible, all screenshots must be submitted between 17:00 GMT on 07/12/2023 and 12:00 GMT on 14/12/2023
  • Disable the in-game HUD in the options when taking your screenshots
  • Maximum 5 entries per person
We're looking for screenshots in the following three categories: Winter, Truck Shot, and Nature. Winners will be announced on the 14th.

Thank you in advance for taking part and good luck - we'll see you (camera in hand) on the road!

Stay in Touch
Buy Alaskan Road Truckers on Steam:

https://store.steampowered.com/app/849100/Alaskan_Road_Truckers/

Join our Discord: https://discord.gg/7nzKkAVgN4
Like us on Facebook: https://www.facebook.com/alaskanroadtruckers
Follow us on Twitter: https://twitter.com/alaskantrucksim
Follow us on Instagram: https://www.instagram.com/alaskanroadtruckers/
Follow us on TikTok: https://www.tiktok.com/@alaskan.road.truckers
Check out the Alaskan Road Truckers wiki:
https://alaskanroadtruckers.wiki.gg/wiki/Alaskan_Road_Truckers_Wiki
Tenebrae - Margot
Characters

We have finished working on the characters. There are twenty-one altogether, making a total of forty-seven poses with variations. The artist's work took two and a half years. The result is impressive and inspiring. This is a very important stage in the life of the project.



Locations

We continue working on the backgrounds. We have finished stylising another location. It was not originally part of our plans, but the story was so often based around the kitchen that we had to make one more background.



CG Arts

After a long pause of a few months, we have picked up a very good pace and are keeping it up. This month we drew a new sketch for an illustration, finished several lineworks and completed three renderings. In addition, we had time to spend on some old illustrations: we prepared a plan for revision and brought one of the arts to a common style.



Plot

We worked hard on the prologue of the game, adding a lot of choices in the first scenes. We plan to finish it in December, so that we can start testing and preparing for showcases in the new year. Now the beginning should feel more dynamic, more involvement is expected due to the branching of the story in the early stages.

Engine

We started uploading the revised text and found a lot of bugs in the latest version of the framework. We have already told you that in summer we completely rewrote the technical implementation of the project, reducing the weight of the future build, optimising it, improving interfaces and introducing new functionality. And we have almost fixed the bugs we found.



Storybook

During the month of November, we completed work on Martin's series. His story ends with him sending Beatrice a text message, which begins the events of the game. The prequel ends there.

But the work on the storybook is not yet complete. We've gone back a bit chronologically to finish the missing series on William's behalf. It's already half done. In December, we plan to fully finalise the new texts and go into editing.



This month, the author of the project experienced some personal hardships that made it necessary to seek additional investment so as not to sacrifice the project and the speed of development. Now we no longer have the luxury of an extra year to rethink the project. Now there is no right to delay, and we will launch the game into early access during 2024. It's not yet certain that we'll have enough money for voice acting, but we'll try our hardest.

See you next month!
Dec 7, 2023
DreamScapes Dimensions - DS3D
1) Fixed player info/outlines not showing on mouseover or pressing left alt
Warhammer 40,000: Rogue Trader - Eyler
Lord Captain!

We finally arrived in the Koronus Expanse and are ready to announce that Warhammer 40,000: Rogue Trader is officially released on all the platforms!

https://store.steampowered.com/app/2186680/Warhammer_40000_Rogue_Trader/

The path was perilous but your journey is about to begin, Lord Captain. Take up the mantle, board your ship, and ready your crew, for the time to reign has come!

Evil Nun: The Broken Mask - Keplerians
Help us Save The Children!

Donate during our charity event, Sister Madeline's Challenge and cheer on your favorite contestants! @TheLarxa @KatLink @OtterLady_ttv @Kings_Crt

Starting in 1h at: {LINK REMOVED}

Larxa: https://www.twitch.tv/larxa
KatLink: https://www.twitch.tv/katlink
OtterLady: https://www.twitch.tv/otterlady
Kings_crt: https://www.twitch.tv/kings_crt

Dec 7, 2023
SCP: Observer - GetMyIsland
There was a bug that caused the scenario achievements to only be granted when using cheats and not during normal play. You should receive all missed achievements except "Scenario 8" the next time you access the main menu. I apologize for any inconvenience this may have caused.
Dec 7, 2023
Final Factory - slims
Hello engineers!

It's Thursday update time. Bug fixing and stability are high on the list, as well as polishing, localization, and tweaks to objectives. We've also made Black Holes a little more dangerous. As always, our efforts to implement multiplayer are ongoing, as well as the exploration update which will add a bunch of new interesting details and mechanics to the game world.

Full 0.16.3.3-6 Patch Notes

Black Holes
  • Black holes now have gravity and will pull in nearby ships (including the player). This of course will result in the obliteration of anything that gets too close!
Save Panel
  • Added a button to delete saves
Localization
  • Fixed a huge number of wrong translations, especially in French
  • The hover panel is now translated
Objectives
  • Added a hint on where to find planets to the Find a Planet objective
Performance
  • Fixed an issue with how data was being processed to accumulate production stats that was causing major performance issues on larger saves
Bug Fixes
  • Added some error handling that prevents crashes in a couple of cases with the new connector logic
  • Fixed a crash that would happen when connectors would get destroyed by any means
  • Fixed the description of exploration centers to no longer mislead the player about exploration bots
  • Fixed several typos
  • Fixed the technology panel showing way too many degrees of precision for research progress
  • Fixed some wonky tips messages in various objectives


Thank you for your support and have a great day! 🥰
Galactic Civilizations IV - [SD] redskittlesonly
Greetings! So we have been working on GalCiv IV 2.2 which we are tentatively calling Ethnologies. What’s an ethnology? It’s a branch of anthropology that focuses on the uniqueness of different peoples or even species. And thanks to the overwhelming support we’ve received on the Expansion Pass for GalCiv IV we were able to bring on more people to work on 2.2 and the results, we think, will make players pretty happy.

One criticism of GalCiv has always been that the different races in the game aren’t distinct enough. Nothing shows just how ridiculous that is than the fact that whether you’re playing the humans or a race of sentient trees, you start out building a factory or a mainframe.

Let’s recap. Previously, when you started a game you would almost certainly get the same starting improvements as the Terran Alliance.

Specifically, the Terran Alliance got these two starting improvements.





For the Ethnologies (v2.2) we went back and gave most of the main canon civilizations their own starting improvements that go along with their civilization much better. More importantly, we tied these to their starting abilities and not the specific race. Therefore, your custom faction will be able to mix, match and probably create some interesting combinations.

For this article, we’re going to go through some of the civilizations and the starting improvements they get that replace the Capital Mainframe and Industrial Center.


Terran Resistance
These guys are the most similar to the Terran Alliance so we tried to give them something similar but also more in line with the characteristics of a civilization that had to set up a home world with some haste.



One recurring theme in these improvements will be that many of them will focus on boosting the stats of the citizens. This is partially because we want some races to prosper if they don’t colony rush. I’m pretty against the idea that colony rushing in a 4X game should be universally punished. Instead, we’d like to give players more tools to play how they want.



Similarly, the communications array makes the intelligence of the population higher and, as a result, makes the planet really do well if they are choosing to slow the colony rush.


Navigators
The Navigators are a mysterious race that has been forbidden from interacting with other civilizations to any significant degree. But they are pretty amazing at interstellar travel.







Another recurring theme you will see is that many of the new improvements work by spawning destructible (usually) mini improvements on tiles. Many times they’ll also spawn more tiles as well. These mini improvements aren’t particular powerful but by getting them instantly the player gets a big early boost and can still transition to something more later.


Mimots
The cute fluffy Mimots win by out reproducing everyone. Now they will get some interesting improvements that lend themselves to that strategy and tries to make up for the fact that they’re…well pretty dumb.







Xeloxi
The beautiful space criminals have one of the most powerful but more challenging improvements to use.



The Enforcer Den, when built, gives a new attribute to the population called Enforcer. It only does it to the population on the planet at the time it is completed. Enforcers citizens get huge bonuses and can be kept on world or sent to other worlds to beef up those planets.

The Enforcer Den itself is still pretty decent and gives control based on the amount of time on the planet.



This improvement is tricky too. That’s because it starts out wimpy and gets better over time. The amount of research it brings in grows as there is more tech out there to steal.


Arceans
The Arceans are fairly conventional but like the Resistance, they get some improvements that buff their citizens.



Unlike improvements that give a % boost to the citizen stats, the Neural Link provides a raw amount of intelligence and social skills to the citizens.




Altarians
The Altarians, being an ancient race, get access to Precursor tech.






Yor
We had a lot of fun with the robotic Yor. We felt that the synthetic species should be pretty distinct from the fleshlings out there.



The Durantium scanner helps the Yor in particular. That’s because Synthetic civs need Durantium to build more of themselves. Upon building this two interesting things happen:

First, the sensor range of the planet grows a lot. Look at that per level boost.



Second, these destructible Durantium deposits get spawned. They provide some production and of course Durantium.



Next, they get a Precursor Relic scanner. This has the effect of discovering up to 3 Precursor relics on the planet:





These relics can do different things. In this case, one does influence and another research and the other manufacturing. They can be destroyed to make room later.


Torians
For the Torians, they have a really pretty water world. To that end we decided to take a different approach.






Drath
The Drath are pretty similar to the Altarians actually but they also get an Arms Expo which helps get them well liked early on (and rich).




Corporate Sector
The galactic capitalists and entrepreneurs of the Centauron quadrant of the milky way galaxy take the view that no one should invade their planets because they’ll be utterly ruined by the time they’re done with them anyway.





Upon building the Central Mine, a bunch of Mining operations are spawned along with some new tiles. Unlike other mini improvements, these are indestructible, and they pollute. Luckily, the Iridians don’t care about pollution.



But if you’re playing a custom race that happens to care about pollution, we give you this rather expensive Air Purifier.



And no entrepreneur would be complete with a patent office.


Baratak Grove
No civ made us feel more ashamed of ourselves than the Baratak. Here’s a race of tree people. Now go build a factory.

The Baratak will continue to get more love but in the meantime, they don’t even get a capital city. Instead, they get the Father Tree.





These roots help boost the planet’s research by a great deal.


Luxar
A close second in the “Shame on Stardock!” camp are the Crystaline Luxar. Ooh, a beautiful crystal species. Go build a factory.

Now, they start with no capital either (no building). Instead, they deal with crystals.









It should be noted that a lot of their buildings get distributed across the tech tree.


The Korath
The Korath aren’t PG villains. The Drengin are your pretty standard PG villains. The Korath are monsters.

The first DLC, Tales of Centauron, adds a Korath campaign mission and you get a good idea what a species that truly sees the rest of us as vermin would do.







The ruined Torians can be sent out. But because they’ve been castrated, they won’t really reproduce. So keep that mind. On the bright side, they are always “happy”.



Ethnologies
We hope that these changes will make games feel a lot more unique. Of course, 2.2 also adds a bunch of unique events as well (and the DLC contains a lot more).

Let us know in the comments what you think!
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