Dec 14, 2023
BustyBiz - NtkuLover


Welcome to the Santa's Little Helpers event! Join the event and unlock juicy new rewards! Build your tower higher and higher and earn unique rewards! Also take a look at your phone and enjoy some extra hot conversations with the girls.

The event is available between December 14th ~ 22nd.

The Busty Biz team

https://store.steampowered.com/app/1443820/BustyBiz/
Rogue Masters - caiquesassis
Hello everyone.

The new patch (v0.1.3) is here. It contains some new features suggested by the community, several bugfixes and a few small balancing changes. Some of the new features might change some saved settings in your save file, so please keep reading to learn how to fix it.

New Features

  • Added 4K resolution support to the game. IMPORTANT: You must go to the Graphics tab in the Settings screen and reset your resolution, as it will be different from the one you had set before since this new option was added
  • Added a separate color option for "Scar" in the Customize screen. IMPORTANT: You will need to reset your Mouth color and potentially your Scar / Body Art colors as well
  • Added a dedicated input binding for the Kick, and removed the old command of executing it (Forward + Normal Attack) to prevent accidental kicks
  • Added a dedicated input binding for the Status Panel window
  • Added a button to remove bindings in the Key bindings screen
  • Added a button to restore a single binding in the Key bindings screen
  • The Restore Default button in the Key bindings screen now only restores the buttons in the current tab to default, not all tabs at once
  • The Surrender button is now disabled if you are the only player currently active in the match. This means you won't be able to lose the match anymore due to accidental surrenders when playing alone

Balancing Changes

  • The poise of PvE enemies now takes 10 seconds to recover instead of 5 seconds
  • Stamina is now fully restored upon reviving or respawning

General Bugfixes

  • Fixed a critical bug where having the "Toggle auto lock-on" and / or "Auto-target" options active in the Settings would cause players to stop dealing damage to enemies
  • Fixed a critical bug where players with high latency would lose collision and be able to go through walls or walk in the air after performing or suffering critical attacks
  • Fixed a critical bug where becoming "not ready" in the final second of the Boss portal in the Endless mode caused your character to either lose collision with the scenery or get stuck without being able to walk anymore, on top of preventing the next wave from starting
  • Changed the way certain networking-related methods work to prevent certain things from breaking the game under high latency, such as reviving a dead player
  • Potentially fixed a bug where certain enemies would sometimes become invisible
  • Potentially fixed a bug where certain enemies would sometimes become invincible
  • Potentially fixed a bug where players would sometimes become invincible during the boss fight
  • Potentially fixed a bug where enemies sometimes may get stuck in a specific spawn point in the Fort Katreos map
  • Fixed a bug where Obteros and Dominators would get stuck at specific points in the Fort Katreos map
  • Improved the way backstab distance checks are handled so players won't get teleported by backstabs even when they're far away from whoever initiated the backstab ("lagstab")
  • Fixed a bug where hosts wouldn't get healed by players who joined the match in progress if they used healing items
  • Fixed a bug where the game would break to players joining a room at the same time a Korot was being drank
  • Fixed a bug where if a player got revived as soon as they died (either by finishing the wave or being revived with a Willpower's Grace) they'd stay with the spectator camera active instead of the normal gameplay camera
  • Added an extra failsafe to ensure players that got ready at the Willpower Nexus will not join the first wave as spectators
  • Added an extra failsafe to ensure players will get teleported to the Boss and not get stuck in the level
  • Fixed a bug where unequipping weapons you're currently not holding would remove the currently held weapon's enchantment, if it had one applied
  • Fixed a bug where scrolling the server list wouldn't work with gamepads
  • Fixed a bug where the Deathmatch leaderboard wasn't displaying all of its entries
  • Fixed a bug where binding certain mouse buttons in the "Counter" input binding wasn't working
  • Fixed a bug where the character rotation speed in the Character Creation and Character screens was framerate-dependent, making the rotation way too fast with gamepads
  • Fixed a bug where the "Eyes" color was linked to parts of the Delaune Mask, Galben Helmet and Ironslave Helmet.
  • Added extra safety checks to prevent several minor UI-related bugs
  • Added extra safety checks to prevent several minor networking-related bugs
  • Added extra safety checks to prevent several minor combat and input-related bugs

And that's it for this patch. The team will use the next few days to start planning the next patch, but most team members will be off starting around the end of the next week for a well deserved holiday break until January, so this is quite probably this year's last patch.

Upon returning, we'll begin working on adding an Easy difficulty to the Horde mode, which will have a reduced number of enemies that also deal less damage, but gives players less currency when winning matches. It will be aimed at helping beginner players who are feeling overwhelmed and having a hard time with the Normal difficulty to learn the basics of combat until they can confidently move to the Normal difficulty and above.

On top of that, we'll also begin working on a new map for the Deathmatch game mode, and will most likely also be making some gameplay guides in video format to help players who might be struggling with the game out there. Finally, we're also looking at organizing some community events in January, so please look forward to it - we'll share more news once we get there.

And if you haven't seen our post about the Early Access Planned Content, please take a look at it to know what to expect from the game in terms of major updates until we reach version 1.0. It's still early days and we're a small team working hard to make the best game we can, so please bear with us.

If you have any questions, feel free to join our Discord server or use the Steam discussion forums to reach out to us and connect with other players in the community.

Once again, thanks for all the support so far. As always, if you know about someone who might be interested in the game, please spread the word! And don't forget to leave us a review on Steam - it really helps.

Happy holidays! See you next time.
Landnama - Lxsd-
Hi everyone!

We've just opened a beta branch for Landnama's v2.2 update! We'd love to get your feedback on the content patch over the weekend.

The update brings balancing changes, some visual improvements, quality of life features, two new clans to unlock, new daily trial modifiers and a new difficulty level!

The Mastery system has been changed to grant more points (from 3 to a total of 6 now). The design goal is to make the choice less restrictive, the power curve steeper and generally allow you to have more tools at your disposal to tackle challenging maps. You will be able to try more versatile builds depending on the needs.

Support production buildings (all except Shipbuilder) can now also be built on any biome type (except Glacier). With this change, we want to allow you to create more interesting and fun synergies by connecting production lines which the biome type hard requirement was preventing in most cases.

Let us know what you think about those changes and share your feedback to help fine-tune the update before the release!

Thank you for your support!

Mathias, Mario & Michael


Changelog:

Added
  • The Wise clan: Starts with an extra mastery point and completes upgrades twice as fast
  • The Curious clan: Starts with a curiosity close to home and gets 10 maximum heart for each discovered curiosity
  • New Daily Trial: Start with 6 mastery points
  • New Daily Trial: Everything is completed instantly
  • A new difficulty level where you have to scale production to 70 while fighting a more aggressive winter
  • Inactive buildings are now highlighted on the map

Changed
  • You now get 2 and 3 mastery points on the second and third upgrade respectively (for a total of six points!)
  • Revamped the home and mastery menus for more clarity and better usability
  • Kiln, Weaver, Carpenter, Shipbuilder and Tanner can now build on any terrain except Glacier
  • The Winter's Toll screen now only ever shows either the Continue button or the Vegvísir button (if you still have one and would otherwise lose the settlement)
  • Events which set buildings on fire now say which building and center the camera on it

Fixed
  • Fixed a bug where building Houses next to the Gothi would mess up its production


Warning:
  • monthly saga / daily trial highscores are not sent
  • switching to the beta branch will invalidate saga / daily / expedition, so they should move those somewhere else if they want to keep 'em (simply copy the whole folder or finish your in-progress games first)

How to test:

  1. Head over to your Steam library and right click on Landnama > Properties > Betas
  2. Select "beta - Content Update v2.2 Beta"
  3. Hit play! (you might have to restart the Steam client)
Eastward - Katzeus
Hello Everyone!

Last week's Wholesome Snack announced our release date for the new Eastward DLC "Octopia", and since the announcement we've been so happy to see how excited everyone is to explore it! The team is working hard to assemble the final pieces of the DLC and are looking forward to opening a new chapter for John and Sam on January 31st! Over the next few weeks, we'll be sharing some DLC details to give players a glimpse of the pastoral scenery which awaits them🌻



Dialogue Fast Forward and Fast Travel
We've also seen player feedback about the main game - pointing out that some character dialogue is long and cannot be skipped, and that some large maps need to be re-travelled over during the story which can take a significant amount of time.

In response to this feedback, the team have added a "Story Fast Forward" function on the PC version today⏩. Players can press the E key to speed up playback and skip long scenes to quickly advance through animations and dialogue, allowing them to get right back to the gameplay.



In the world of Eastward there can be a lot of running around🏃, so the team has added "Fast Travel Points". After advancing the story during each chapter, you'll unlock the corresponding teleportation points on the town map for one-click teleportation, reducing the need to run back and forth in the streets and alleys you've already explored.



Steam Winter Sale
Keep an eye out for Eastward in the upcoming Steam Winter Sale🎄, the main game will be available for 50% off, the lowest discount ever, for only two weeks! If you don't yet own Eastward, or want to offer it as a gift to a friend - there's never been a better time! Before the train arrives in Octopia, let John and Sam accompany you on a holiday adventure!

Thanks to the community for continuing to support the game - we're really excited to show you what's coming up in 2023!

https://store.steampowered.com/app/977880/_Eastward/
Kingdom Rush Vengeance - Tower Defense - cigumo
Hammerhold's in for a surprise.
They're bracing for a land attack from Linirea’s border, but Vez'nan has other plans. He sends you with the mighty Dark Army fleet for a lightning assault.
You'll strike the desert shores, catching the Legionnaires off guard. Beware, brave heroes will return, and they're not here for a cozy family gathering!
Space Reign - McSlade
Hello Pilots & Commanders!

Let's take another look at what we've been working on for the major update coming to Space Reign.


Large Ship Direct Control

It's finally coming. The option to directly control large ships as their commander and manually fly, use its weapons systems and maximize their combat potential, is almost ready.

It hasn't been an easy task, since it's yet another form of player control with its specific gameplay and technical challenges, but we are slowly getting to the point where it is actually our favorite way of playing.

We are really looking forward to your feedback and suggestions on this system. Now let us get through some of the main aspects of controlling the large ships.

Ship controls
As stated before, the core of this mode is a 3rd person camera perspective as opposed to the 1st person cockpit view that is available for the smaller, fighter-class ships. This allows for much better visibility and situational awareness, which is ideal for larger and more complex ships with greater number of hardpoints and in the future, modules.

Basic controls will feature manual adjusting of PITCH, YAW, ROLL and THROTTLE as well as the option to turn on auto-steering, allowing you to set the desired PITCH and YAW values with continual input. This will be especially useful when you want to achieve a combat orbit around a target and focus your attention to weapons.

Since we've started choosing the right camera variant, we have tested numerous camera modes and behaviours, only to find out that what works in certain situations isn't ideal in other. Thus we've made the decision of including two different camera modes:
  1. Locked camera - the camera will rotate together with the ship, making navigation a bit easier

  2. Free camera - camera will ignore the ship movement, which we've found more suitable in combat engagements

Of course, this is just a result of us, two developers, testing it so far, so any changes based on player feedback are possible on the road ahead.

Weapon Systems

When it comes to weapon control, we have decided to implement 2 alternatives that complement each other. Controlling the weapons is therefore possible in two ways:

Automatic Control - Weapons in this mode will fire automatically based on their default stats and current Aiming mode

Manual Control - Weapons in this mode are directly controlled by the player


Each weapon can be also set to one of these modes separately, which will be useful when you just want to control the primary weapons and let the rest do their job.

Weapons set to auto mode will pick their targets based on the Aiming mode - Free aiming will let them choose their target freely while Target aiming will make them focus their fire on the current target, if possible.

Whether you just want to steer the ship and assist your weapons by adjusting angles, or you want to pick apart enemy vessels by shooting manually, don't worry, we've got you covered.

Perspectives
There will be two different perspectives when controlling a large ship:

Default Mode - Standard view with all UI elements displayed, primarily used for ship control and maneuvering.

Fire Mode - More limited UI info focused on weapon control and option to use a targeting visor with several zoom levels. This mode will also feature target tracking, which will make the camera automatically lock on the current target - especially useful when controlling projectile weapons manually.


New Sectors & Conquest sector type
We have also been working on a lot of new sectors that you will be visiting, with some improvements being made to the loading sequence, which should help players encountering RAM usage issues when deploying in and out of a sector.

Using freshly made assets, the sectors will also feature more diverse environments to explore and fight in.





Conquest sector Type
The biggest update in terms of the main gameplay loop will come with a brand new sector type - The Conquest. This type will feature larger conflicts between the corporations and factions trying to capture control points, outposts and resource operations present in a sector. Each side will have an established base of operations from which they will try to claim resources, launch assaults, build defenses and more.

We'll give more information about this in the next news segment, so stay tuned.

Update When?
Release - Q1 2024
As we have mentioned in the previous work-in-progress news, we have decided for this update to include features and mechanics way more complex than what was originally planned - a more simple and straightforward content update.

The decision to do this is mainly tied to technical and development reasons, since many foundational systems still have to be changed or updated in order for these new systems to work. (such as the Large Ship direct control). Therefore, it is much better for us to make all of these necessary changes in one large update, so that the technical foundations are put in place once and for all.

Once this is done, it will allow us to focus on more frequent content updates. We understand that this is not ideal for everyone, but please, bear with us.
Development branch - Test the Update before it's live
Due to the complex nature and size of this update, we would like you to invite you to join the development process testing the development branch, which will include the core changes of the update for you to try out and give us feedback on.

Current plan is to have the first version of the dev branch ready on steam by the end of the year/early January. We'll definitely keep you posted when the time comes.

Thank You!
With this year coming to an end, we would like to thank all of you for your continuous support, patience and all the feedback and suggestions you've given us since the initial EA release of Space Reign back in June.

Space Reign still has a long way to go, but we are very glad to see how much fun you guys are having already.

See you in the next post and don't forget to join our discord for more frequent updates and nice community talks!

Daniel & Adam



Booty Calls - NtkuLover


Hey there, Booty Callers!
Holiday goodies keep on coming, with a hot new event, spicy holiday Garments and even more kinky fun!
The Shop is also packed with limited discounts on select bundles, so don’t miss out!
Events & promos are available between December 14th ~ 20th.

The Booty Calls team

https://store.steampowered.com/app/823550/Booty_Calls/
Robocraft 2 - Freejam Rawxas
Hello Robocrafters!

We’ve released a patch that addresses a couple of bug fixes.

  • Fixed Arc Dischargers dealing little damage
  • Fixed issue with CPU bars not updating correctly
  • Tweaks to towers to prevent crystals falling off without being destroyed
  • Fixed a couple of outstanding perimeter width values
  • Removed extra dust VFX that spawns in during test mode
Settlements Rising - CanerTonbul
The Demo v.1.0.12 update fixes a few bugs and adds optimization for laborers and the use of fertilizer in forestry.

What's new?
  • Fertilizer can now be used on demand in forestry. Trees grow 50% faster when fertilizer use is active. For this version, for every 100 trees, 8 fertilizers are consumed in 1 game year.

Improvements
  • Laborers' tasks for clearing trees and stones have been optimized. Now, when cutting trees or breaking stones, the task will no longer be canceled and left unfinished except in emergencies. Also, the oldest specified areas will be prioritized instead of the most recently specified areas.

Bug fixes
  • Fixed the situation where trees could not grow enough in forestry.

  • Automatic debugging has been added to prevent villagers' houses from not being updated when some houses are destroyed, causing the game to freeze or villagers to wander outside.

  • In case of equipment shortage, when a new equipment is produced, all villagers who need that equipment won't leave their jobs and come to takee equipment anymore. As many villagers as the equipment produced will leave their jobs and come to buy equipment.

  • Fixed the cemetery construction animation not appearing and the demolition sound not sounding when demolishing.
My Holiness the Gobliness - Chet


About Game

Secret Agent Mirai receives information that a certain pharmaceutical company is conducting illegal human experiments. She infiltrates its facilities to perform an undercover investigation on her own, but she is caught off guard and captured.

In their secret underground laboratory, special machines are being developed to train the body and extract memories. The captured Agent Mirai will now become their newest test subject…



Game Features

  • Unlock twenty types of training machine
  • Each machine has 4 to 7 types of penetration, teasing, and climax variations!




Add to Wishlist

https://store.steampowered.com/app/2652490

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Signal Force



The year is 20XX. Public peace and order is deteriorating rapidly thanks to the rise of a gang of evil, modified criminals known as the GangDead. To combat this, the government and local authorities secretly created a special mobile anti-crime task force.

This is the story of the Signal Force and their fight against the ever-encroaching evil of the GangDead.Take control of three lively heroines to take on the modified GangDead in this turn-based RPG!

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https://store.steampowered.com/app/2311820/

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