Kerbal Space Program 2 - mikey
For us early fans of the original Kerbal Space Program, there were so many things to enjoy during those first sandbox days. Whether it was the slapstick fun of stringing together small fuel tanks (there was only one size) into impossibly huge rockets, or the eternal search for unlikely uses for the game's only “robotic” part (the landing leg), KSP was a good time from the very beginning.

Ah, the good old days. (Courtesy of TD Channel)

If HarvesteR and Squad had stopped there, Kerbal would likely still be remembered as a beloved curiosity. But then they added Science Mode. Suddenly, the game had goals: anywhere you went in the Kerbolar System, you could gather a Science currency that could be spent at the R&D Center to research new technologies. Over time, an expanding roster of new parts were added to the game, and lo and behold, KSP became undeniable.

With the siren song of new celestial bodies calling out to me, my own campaign saves turned into epic sagas. I became attached to the individual Kerbals who crewed my first, stumbling Mun missions. Stranded survivors of landings gone awry could not be left behind. That first Mun landing was a moment to remember, but the first Mun rescue was even better!

As that narrative emerged — and as I invested my crews with personalities and dreams — the game began to invade other parts of my life. I have a strong recollection of designing a Laythe rescue rocket in the margins of my meeting notes at work. It not only had to land upright in Laythe’s ocean, but had to deploy a boat to collect the survivors of a previous mission who had contrived to get stranded several kilometers apart from one another. And then the whole thing had to take off from the water again to rendezvous in orbit with a Kerbin return vehicle.

The missions became puzzles that I couldn't put down. To feed my growing hunger for design ideas, I first turned to the KSP Subreddit, where others (some of whom clearly knew a thing or two about space travel) were achieving impossible things with their own space programs. Some of these creators drew inspiration from planned space missions, some of which were more speculative than others.

Thus was I introduced to the strange and beautiful universe of “what happens when the Kerbal spirit is applied to the material world.” Could you propel a ship with nuclear bombs? Yes, and we almost did! Could you build a plane that takes off from a runway, then switches from air-breathing mode to oxidizer mode to fly to orbit? You sure can try!

My Kerbal experience became a way to investigate many of these real-world mission architectures, and as a greater number of mods became available, virtually all things became possible. The real-world mission proposals all had awesome names that hinted at their audacity: Orion, Nautilus-X, Constellation. Sometimes it felt like I could wish them into being by building them in KSP. Not all of these dreams were as far off as they seemed — as SpaceX achieved the impossible goal of landing first stages propulsively, we all played along at home.

This video game had introduced me to a new and beautiful reality. When I knocked together my first goofy rocket, I didn't even really know what an orbit was. HarvesteR didn't just give me a game, he gave me an endless undertaking, the pursuit of which would lead me to Atomic Rockets, the NASA Spaceflight forum, and the videos of Scott Manley.

Tomorrow, Kerbal Space Program 2 is crossing that same threshold from “fun toy” to “trying to figure out in the shower how to make a rover when you haven't unlocked wheels yet at the R&D Center.” With the release of the For Science! update, the game receives several new features and numerous high-consequence bug fixes. I've been playing a single Exploration Mode campaign for a couple of months now, and I'm suddenly realizing that thousands of deeply-invested sagas are about to get underway.

Just unlocked some probe cores, it's time to fly to Duna!

My son was born a year after the original KSP’s debut. Now we're playing KSP2 together, and our own Exploration Mode campaign has just entered Tier 3 on the tech tree. We've Gotten Weird With It, somehow managing to unlock the nuclear NERV engines before having rover wheels, extendible ladders, or any but the smallest batteries. We've returned samples to Kerbin from Duna's North pole and the deep craters of Gilly. We've disintegrated more than one probe in the thick atmosphere of Eve, and we're assembling a very big nuclear rocket in low Kerbin orbit, with the goal of exploring all the moons of Jool in one go.

We've got a lot of empty docking ports on that main truss. Probes? Landers? Packing for Jool is always hectic.

It's so fun. It's really, really fun.

How is it different from KSP? Lots of ways, big and small. Science collection is a much smoother process that involves a lot less guesswork, and the new Science parts are pleasingly diverse, asking you to think hard about how to take advantage of their unique properties. To give one example, the long collection time of the ASCM-A "Air Sniffer" atmospheric science module requires you to develop a loiter capability. You’re either going to have to make a plane, or you’re going to need to get creative with your lander design!

We haven't unlocked the big engines yet, but that won't stop us from testing some spaceplane ideas!

The new terrain system really comes into its own here, as well. There’s no way to predict what you'll encounter when landing at a new location, and I often find myself sightseeing when I'm supposed to be doing serious science stuff. Adding to that feeling of mystery are the new Discoverables — one-of-a-kind points of interest, a couple dozen of which have been scattered throughout the Kerbolar System. My son and I have run across one of them so far (won't tell you where), and it was every bit as exciting a discovery as I'd hoped!

Tim C. Kerman clearly thinks he's discovered a delicious baked potato.

This update’s inclusion of re-entry heating and more rigid joints are of course hugely important to the overall experience, as are the recent corrections of a number of stability and performance issues. Buoyancy has also seen a major upgrade, and it’s now possible to build working seaplanes (and launch them from our brand-new boat docks)! The game is still in Early Access, which means there are still plenty of improvements to come (as well as plenty of opportunities to help us out by submitting your feedback and bug reports), but the simple fact is that the game is now very hard to put down.

My first glorious seaplane flight in KSP2 (inspired by this amazing real plane).

Go check out our deep dive video for a breakdown of everything that arrives tomorrow at 10am Pacific time in the For Science! update. We've got an all-new Mission system that offers you interesting new goals to pursue in your quest for Science, and there's a completely revamped R&D Center with four tiers of unlockable technologies. Personally, I'm looking forward to seeing how deep into the Kerbolar System people can get with only the first research node unlocked. I suspect it's shockingly far. Could Eeloo be in play? Could somebody possibly manage an Eve landing and return? Only time will tell!

Eve, beguiling yet deadly!

The For Science! update is the first of a series of major Roadmap Updates. The next one brings colonies to the game, and future installments will add new star systems and new technologies to enable you to fly between them. We’ll also continue to listen to player feedback to get a sense of which changes are working well and which ones need further development.

The fun is just beginning!

2023 has been a year of challenges for KSP2, and we appreciate the huge role our community has played in helping us to identify and pursue areas of improvement. I also want to give a big shoutout to our Pioneers, whose dedication and eagerness to dig deep into early builds uncovered a lot of previously-invisible issues. I hope that as we pass this new milestone, you can feel how much passion and hard work the team at Intercept has poured into this game. We are proud of how far KSP2 has come, and we are equally grateful for the dedication and patience our players have shown over the past year. We certainly have come a long way in the last ten months.

From all of us at Intercept to all of you in the KSP community: thank you for your support. We’re excited to finally get the Exploration Era underway with all of you.

Don’t forget to check your staging, and I’ll see you on Laythe!

Nate
Dec 18, 2023
Out of Orbit - Out of Orbit Developer
Dear earthlings!

It's that time of year again. When your planet has almost completed a full orbit around its host star. A time of year you call Christmas. It's a great time to come together with friends and family and contemplate about the upcoming year, but before we do that, I want to thank each one of you for supporting Out Of Orbit. We are building a friendly and loving community. Alright, let go; I have a small gift for you!

MULTIPLAYER
In the last couple of months, I have been very busy implementing multiplayer. This is a fan favorite feature. Multiplayer was until now, an unknown development territory for me. I have learned a lot in the meantime. I have edited a small compilation of the current progress. Enjoy.

The foundation is finished and stable. I still have to add all the animations and quality-of-life features. I also have to find a way to handle saving states, etc. Something that might not be as hard as I think, but is definitely time-consuming. My plan is to drop this update early 2024; I'm not quite sure when.

I'll keep you posted on the progress. More so on the Discord Server, less so here, on Steam.

Have a great holiday, everyone!

Also, if not already, please link yourself up to all social media platforms to stay up-to-date.

Discord Server
Twitter
Youtube
Instagram
TikTok

That's that!

If you guys have any other questions, i'd love to answer them.
Stay good, stay fresh and stay healthy!

Cheers,
Bryan
Artifact - Professor Squirrel
*Applied a hotfix for bug that could cause Maya to lose Broodmother interactiveness

*Female players will now need to keep their 'libido' above 0, instead of 'penis size'. Libido will translate back and forth to dick size when changing genders

*Refined some game over text

*Standardized a few outlier changes

*Performance improvements

-Removed “spectral penises” and all references to them
100 Asian Cats - Volrest
  • Now the game has resizable window mode (Press "Alt + Enter")
    WARNING This is not a stable feature, the UI or anything else may not work properly
  • Small change for aspect ratio other than 16:9 related with using Hints
Dec 18, 2023
Garry's Mod - Rubat
Hello everyone,

We are releasing a small patch today with some minor fixes.

The changelogs are as follows.

December 19, 2023 Patch:
  • Fixes towards certain files not loading from inside maps
  • More security fixes
  • Fixed keybinds being lost if they contain semicolons

December 18, 2023 Patch:
  • Added PANEL:OnTextClicked( id ) for RichText
  • Temporarily restored PANEL:ActionSignal for RichText
  • Temporary measures for addons that fail to load due to "failed to parse addon file"
  • Minor security fixes

December 15, 2023 Patch:
  • Fixed even more security issues. Please update as soon as possible. This mainly affects clients, but servers are recommended to update as well.
  • Display addons in red in Addons menu when they contain illegal files (and therefore not mounted/working)
  • Fixed playing a demo not starting a loading screen
  • Removed certain Lua API functions: ConsoleAutoComplete (menu), Panel.Command, Panel.SetActionFunction, Panel.SetPaintFunction, Panel.PostMessage, Panel.SetCommand, PANEL:ActionSignal, GM:LoadGModSaveFailed (clientside)
  • Fixed some crashes to do with engine light styles
  • Improvements to Garry's Mod's save system to prevent weird behavior, such as saves loading on wrong maps

December 14, 2023 Patch:
  • Fixed certain security issues. Please update as soon as possible. This mainly affects clients, but servers are recommended to update as well.
Vegas Infinite by PokerStars - Koopid
🌌 Blast Off to Stop 4 of the Metaverse Poker Tour! 🚀

Hey, Astronauts! Prepare for liftoff! We're taking the excitement to astronomical heights for Stop 4 of the Metaverse Poker Tour, set in the awe-inspiring Galaxy Space Station. Get ready to orbit around the poker tables where the stakes are as high as the stars.


🪐Stop 4 Schedule


Embark on an interstellar 62-event poker journey. Ready your rockets for a chance to win big! The cosmic adventure begins on Thursday, December 28th, 2023. And remember, the 100M Freeroll event launches on Friday, December 29th, at 4 PM ET.


👽 Swag for the Space Rangers!


Join any of the 3 Bracelet Events and secure this stop's exclusive Bonus Item, the Galaxy Halo. This cosmic accessory will have you glowing like a celestial body. Plus, those brave enough to venture into Sunday's Ultra High Roller event will nab the Ultra High Roller Swag Bag, filled with out-of-this-world goodies.


🌠 Claim the Winner’s Ring!

Outmaneuver your rivals in any regular MPT stop event, and you'll be shining brighter than a supernova with the Season 3 Winner's Ring.


🛸 To Infinity and Beyond, Champion!

As we continue to explore the galaxy, participate in as many Space Station events as possible to accumulate those tournament points. Are you destined to be the Player of the Season? Gear up for a poker battle that's truly out of this world! We'll see you at Stop 4 aboard the Galaxy Space Station.
Dec 18, 2023
Travellers Rest - fran.romero
  • Preserves crafting table can now rotate to face left.
  • Fixed bug that caused fuel to display incorrectly in rotated crafters.
  • Fixed bug that caused grid squares to show around tree sprouts.
  • Fixed bug that caused animal signs to show on empty spaces in the barn.
  • Fixed bug that caused the game to close when removing tavern walls in decoration mode.
  • Fixed a bug that could cause the character to get stuck in the cleaning or interacting animation.
  • Fixed a bug that that caused empty buckets to not be returned to your inventory when filling kegs with water with a full inventory.
  • Texts and translations updated.
House Flipper 2 - Reczberg
Today's announcement is all about listening to you.

With the launch of House Flipper 2, we started getting tons of feedback that we'd like to gather in the best possible way. This would allow us to correctly analyze it and make sure to properly implement all of your suggestions into our House Flipper 2 roadmap.

Right now, we wanna gather as much as possible. Knowing what you want and need helps us make the game even better!


This leads us to a platform called Canny!

On Canny, you're able to:
  • See what we have planned for the future of House Flipper 2
  • Influence this plan by commenting on and upvoting the things that you think are a priority.
  • Create posts that contain your ideas for new content. These posts can then be upvoted by the rest of the community members and implemented into the House Flipper 2 roadmap.

Here's a link to join The Official House Flipper 2 Roadmap on Canny!

There are three boards with categories:
  • Jobs and houses - like adding jobs that have only painting (:P) or are set on the deserted island enviroment
  • Mechanics and features - like selling roofs or disabling the day-night cycle
  • Items and item features - like opening drawers, adding fire to fireplaces, new items to assemble etc.


No worries, we'll still be checking our Steam Discussions and various other platforms when it comes to collecting feedback, but we just feel like Canny is an extremely effective tool that at the same time keeps stuff simple and transparent!

Remember that even if you simply fell in love with House Flipper 2, there's still probably something, even a small detail that in your opinion could be better. We wanna hear about that!
Every little piece of feedback is appreciated, so don't hesitate at all!

Cheers! ❤️
Blake: The Visual Novel - LegendOri
I've added a developer's note to the beginning of the game and additional special thanks credits!
Born of Bread - Terry_Dear Villagers (Com Dev)


Hi there!

Thank you for your love & support for Born of Bread!

Feel free to write a Steam review for us to help us even more!



https://store.steampowered.com/app/1555140/Born_of_Bread/
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