Dec 18, 2023
Infinity: Battlescape - INovaeFlavien
Patch 0.9.10.2 ( Monday 18th December 2023 )

Greetings everyone. In this update (most likely the last one of the year) we're bringing you the next iteration and improvements to the carrier gameplay. The behavior of the squads under orders was changed to be more reactive and consistent (for example, ships in escort mode shouldn't fly dozens of Km away from the carrier anymore).

We revamped ramming damage as well as griefing which were often a source of frustration for new players. We started some preparations for our future modding support plan and replaced old placeholder weapons meshes with new, unique ones. A quality-of-life pass was applied to the UI, including a speaker icon for voice chat or an automatic radar/tactical view zoom-out at high velocities.

Starting from january we will focus our efforts on the major remaining missing features such as tutorials, the single-player sandbox mode or the private/dedicated servers hosting. These may take a few months of development (probably at least until Q2 2024) during which regular patches will be lightweight (bug or balance fixes, but no new major feature). After that we'll start our final polish pass and prepare marketing for our 1.0 launch around (estimated) Autumn 2024.

Happy winter holidays,

-Flavien Brebion



Carrier gameplay
  • Carrier ship points (SP) cost now has a base cost with an empty hangar (1800 SP), and a cost per hangar's carry point (CP) (+15 SP/CP). An empty or default (unupgraded hangar) carrier now costs less SP to deploy (previously the cost was set to a fixed 2500 SP)
  • Rebalanced AI budget reinforcement waves during battles to better take into account carrier hangar costs and to be more stable (the value no longer fluctuates based on deployed/undeployed ships)
  • Fixed some carrier hangar loadout changes lost when switching menus
  • Carrier squad rewards (xp, credits & damage stats from kills/assists) reduced to 25% for the carrier owner (previously, the carrier owner received full rewards for its squad kills/assists)
  • Carrier orders should now be more reactive to squads when changing targets
  • Carrier squads now retreat (warp out) after about 30s once the carrier has died/undeployed. This addresses the problem of players deploying their ships, then undeploying the carrier, and repeating the operation to spawn an infinite amount of ships
  • Carrier squads in escort mode should now be less agressive and stay within a 10 Km defensive range of the carrier (or of the protected ship)
  • Carrier squads on orders to attack a target (ship or base structure) that gets destroyed should now return to the carrier instead of switching to search & destroy
  • Corvettes in carrier squads should now prioritize repairing/rearming ships in their squads, and then ships in other squads, over "foreign" ships not belonging to the carrier at all
  • More tweaks to obstacle avoidance AI, as capships like the carrier sometimes had a massive (30 km+) avoidance range causing allied fleets to fall apart
  • Carriers can no longer replenish their lost hangar ships at the base under attack during a battle (they can still replenish their ships at another allied base though)
  • Removed 8 MK4 turrets from carrier hardpoint layouts (now that the carrier can manage squads, we want it to be more vulnerable to small enemy ship assaults and to use its squads more actively to protect itself)
General gameplay
  • Revamped collision/ramming damage to punish more severly the rammer. Damage is now capped, so a smaller ship at insane ram speeds (many km/s) cannot destroy a bigger ship anymore (ex.: destroyer vs cruiser)
  • Fixed a bug with collision damage that was incorrectly calculated for a warping rammer, due to warp interruption cancelling out the contact speed before damage was calculated
A minority of players sometime do griefing for fun. We obviously want to discourage this behavior, so we're increasing the penatly for the griefer while refunding his victim
  • Griefing now refunds ship points (SP) to the dead player
  • The griefing count no longer fully resets after a match restarts (previously, griefing was forgotten after every match, it will now stay persistent accross matches, but decrease slowly over time)
    (As a reminder: after a grief count of 3, a player gets auto-kicked from the match, then auto-banned if he continues griefing)
  • Added a more explicit griefing automatic warning notification
Modding

We do not have any plans to support modding before our 1.0 release, however in this update we made some preparations for future modding (mostly code architecture changes). We've added support for a C# .NetCore plugin system as well as a C# SDK. In the future we plan on supporting config files (XML) modding, assets modding (through our engine editor/cooker) and audio modding (already partially supported with FMOD).

Both the client and the server can be modded and we'd like the mod system to automatically download missing client mods when connecting to a modded server. This is a lot of work so keep in mind that the extent of our modding support will largely depend on the success and popularity of the game after our 1.0 launch.

Misc Bug fixes
  • Fixed warp-in AI bots slowdown failing in atmosphere of gas giant, causing capital ships to fall to their death shortly after being spawned
UI / HUD / Menus
  • Added a dedicated UI sound effects volume slider (this can be useful when recording a video)
  • Leaderboard now displays the ship class icon for every player (if spawned)
  • Fixed death/skull icon being displayed for the player on the starmap despite being well alive
  • Tactical screen and radars now automatically zoom out in warp or at high speeds (> 1 km/s)
  • Added a speaker icon to VOIP (squad menu and squad MFD)
  • Player VOIP chat volume is now independent of global volume (if global volume is set to zero and voice chat isn't, you can still hear people talking in squads)
  • Cleaned squad MFD (removed player role and rank icons)
  • Replaced all isometric ship class icons in menus with top-down ones (more coherent and easier for new players to recognize the ship's shapes?)
  • Fixed "ammo" instead of "energy" warning flashing on active low-energy weapons stats on HUD
  • Minor fixes to default MFD layouts for some ships
  • Added a credits page (Note: backers list is a huuuge vertical flat list and needs to be adapted to multiple columns at some point)
Misc
  • Fixed server shutdown notification popup not showing up
  • Added proper unique meshes and materials for all weapons in game
  • Removed launchers placeholders
  • Added skin-specific paint colors to weapons materials
  • Russian localization update thanks to whirsil
Grim Dawn - Zantai
2024 is nearly upon us, so we thought it would make for a nice end of the year treat to give you a peek behind the proverbial curtain. We are busily assembling another exciting expansion pack for you, teeming with new areas, items and monsters for you to explore, loot and slaughter, hopefully in that order.



As you can imagine, anything resilient enough to endure the bitter cold of Asterkarn’s peaks is not going to be a pushover. Let us take a look at a couple of these western denizens on the official website.
Laboratory X-29 - Blayz_by_Fill_Games
Update for Laboratory X-29 is here!

I've fixed several nasty bugs)

  • First of all - I've fixed issues with "the Last room" where you'd get stuck there with no way out but to restart the game.
  • "Rat King" second ability now aiming properly then shooting small rats into you.
  • Sound and music now don't begin to mix and play over each other after runs ends successfully.
  • "Top secret" lore note now appear and work properly.
  • Companions now don't distract "the Last room" cutscene with there effects.
  • Fixed: small visual issues with some effects/abilities.
Make sure you tell me about issues you found so I could fix them)

Also I've made few balance changes:

  • "Chicky" was too good with eating chicken for you. So, now he will eat chicken and heal you every 13 seconds instead of previously 11 seconds.

  • "Fafnir" now deal more damage by attack. From previous 5/5x2/8x2 to 7/7x2/10x2 in each form respectively.

  • "R3D3" lore note bonus ability now triggers every 25 seconds instead of previous 30 seconds. Also, now you need 25 energy instead of 35 energy collected to trigger bonus ability.
    Note: Hope this companions changes help you to give a try to every companion on your runs)



  • "GM's Dice set" is too good) I don't want to nerf it and take away fun) So I tried to buff most underperforming weapon in a list. And sadly for me it's "Sawed-off". Sadly - because I think this is the most powerful weapon if you need a fast way to deal with enemies one by one. So, now bonus from "Sawed-off" lore note will transform every bullet into "charged" one and not by chance.
    Note: I still think that fun is more important than nerfing things. So, if you think that you favorite weapon or lore note bonus/ability feel a bit "meh" - tell me and we will try to find solution for that)

  • I hear that "Laser Rooms" cause too many troubles. This room was indented to be high danger and deadly encounter. But I understand that it's may be not fun. So, now this room will have less lasers and a bit more space to maneuver.



  • "Petey" from level 3 of Laboratory will return with cool new ability already with next update.
    Stay tuned)



Good luck!

(\ /) 0_o (\ /)
Battlemon - Dreemore
Battlemon Open Beta V1.0.4 Patch Notes

Minor Changes/Patch Notes:

+ Fixed a bug where there was an error message upon startup
+ Raids can now only be accessed if the player is connected to a stable internet connection
+ Data Reset
+ Fixed a bug where tutorial was inaccessible
Intervallic - adambadagliacco
Hello everyone! We have new content as detailed below:

  • Cat on the Keys 1 added to Lesson 1 Song Pack
  • Feline Beeline added to Lesson 1 Song Pack
  • Cat on the Keys 2 added to Lesson 1 Song Pack
  • Hot Cross Buns added to Lesson 1 Song Pack
  • Mary Had a Little Lamb added to Beginner Song Pack
  • Skip to My Lou added to Beginner Song Pack
  • Twinkle Twinkle Little Star added to Folk Song Pack
  • Settings button temporarily disabled
There are plenty more songs and improvements we have planned that we can't wait to share with you all. Until then enjoy playing these new songs and have a happy holiday season!
The Backrooms Regret - noirwareoficial
Welcome to the first official announcement from Noirware on our Steam page.

Today, we would like to announce that the DEMO of The Backrooms Regret will be released before the end of 2023. We believe we can have it between January 14. Some content creators may have the opportunity to try it earlier, but we have decided to provide almost a week of margin to address any issues that may arise.

This DEMO will be translated into Spanish (Spain and Latin American) and English.

Soon, we will continue to make announcements like this one. Add The Backrooms Regret to your wishlist and try the DEMO as soon as it is released!

Stay tuned for more updates!
Dec 18, 2023
Gash - Woyboy
Closing!
The Gash Playtest will be closing 2 days from now! That would be on 12/20/2023, leaving one more week until the game is released publicly.

Other Information:
Some more information, Gash has been a personal project of mine and is also my very first commercial game. I truly appreciate everyone who took the time to check out my game and put it on their wishlist, it means a lot to me. This has also been my first step forward to the video games industry and seeing this new experience.

Gash Post-Launch
Once this game is published and visible, I will continue to make updates for the game regarding new playable characters, achievements, enemies, maps, etc. As well as some bug fixes and player & enemy balancing.

Over time when I get better with my art skills, the graphical assets of Gash will soon be replaced with something more pleasing rather than what I have now.

Thank you all for participating in the Playtest and I hope to see you in full release!
My Little Blood Cult: Let's Summon Demons - hello
From the hot hot depths of the abyss comes a long few days awaited tutorial and long character log in update!
Updates:

- Added a longer tutorial, will be in the start of the game, but also users can find it in the menu button in the top right.
- Library: Collected items no longer disappear when quantity is at 0. Once discovered, an item will remain revealed and interact-able.
- Logging In: Users can now create a user name, and add an email that is longer than 20 characters and has punctuation. If you already have an account with an email, there is no need to create a new one with a username, your user name is your email.
- Added a “/ 6” to blood letting, hr and quest menu to show the max number of blood vials you can own.
- Added force update on log in for future updates
- Added ability to give users free gifts.

Bug fixes:
- Daily quests refresh properly
- Fixed taping “Well button” after hitting "Summon" when dropping down to fish.
- Reels should no longer duplicate in the summoning UI.
- Fixed issue with purchasing gamer girl chair and receiving the wrong one. If you did this, please email us at support@dillointeractive.com so we can help.
- Fixed negative amount from buying limited time offers.
- Fixed fishing bug where the square would shift left and get stuck
- Adjust small fishing bugs
- Other smaller bug fixes
Horny Dungeon: Tales from Aesion - kodra_dev


Thank you for wishlisting/following Horny Dungeon so far!

The game is still under development, but I figured I can at least post some preview here. While the adult content in this game is mostly 3D, I painted/commissioned some pin-up style artworks as collectables/easter eggs.

Each of them has two versions: lewd and even lewder. I will post one of the "lewd" pieces here every month.

The above is the pin-up for November. Hope you like it!

quietly And if you don't want to wait until the game's release, please check the game's Patreon page for the lewder version.

Dec 18, 2023
Hero Realms - classicsmiley
Bug fixes:
-Old games with the Thief are breaking
-Arena screen style problem
...