Downslope - mindseyegames
Just fixing a few small issues that had been caused by the Unity version change in the last bugfix release.

Enjoy the slopes!
Dec 23, 2023
House Party - Alex
- Fixed an issue causing old saves to not open at all in the new build. (Old saves now open. Since they are from a different game version, content may not function as expected.)
- Fixed an issue causing custom stories to sometimes not save and load correctly.
Dec 23, 2023
Sewer Rave - SLITHERPUNK
Hey there.

Been about 5 years since I first released SEWER RAVE. I'm surprised so many people like my silly rat game so much. First off, thanks a lot for that.

I don't want this message to become a bighuge retrospective, so I want to keep this short and explain some reasoning.

SEWER RAVE is now free to own!

Because SEWER RAVE is 5 years old, it's one of the first games I made in Unity, and I was pretty new to the process. Going back into it to make changes and updates was becoming increasingly untenable. As time went on, there was both an issue with the Twitch integration and it does not work anymore, and combined with the new issues with the game engine Unity, I knew that updating it would be an issue. Because I felt like continuing to support the game as it currently exists was a difficulty, I'd prefer to just allow people to play it for free. I truly appreciate the support it took to get to this point.

As for the future of SEWER RAVE, I do have preliminary plans for a complete remake in another engine, but as I'm a busy person these days, that may take a while, I hope you stick around for when it can finally happen.
If you enjoyed SEWER RAVE, and would like to support my work, I'd love if you took a look at my itch page, there I have plenty of games you can take a look at. <3

Thank you so much

- Autumn Rain
Dec 23, 2023
Spy Robot: Gateways To Humanity - Ceospet Games
  • Added smoother turning which is default now
Dec 23, 2023
Cold Massacre - SeventyFour74
Hello there, I am back now finally to tell you all (especially those who liked Cold Massacre) that I'm now working on a new horror game. :)

This game, as the title suggests, is a successor to Cold Massacre. By that I don't mean it's a sequel, it's a completely different story and game in fact but it has the same top-down view as Cold Massacre and it's gonna share a lot of the core elements of that game. I'm of course improving on all the aspects and I'm already well on my way towards developing the game. (The game has been in development for about a month already).

So what is this game? It's called: "Get out of The" and if you think that sounds weird it's because it is. It is only a part of a sentence. A sentence that gets revealed to you as you progress through the game. Similar to Cold Massacre this game will take place in a single map (this map will be huge though, I'm spending ages on drawing all the assets). Of course though, this is not Cold Massacre, this game will have much more emphasis on story in fact. There's already full dialogues in the game, even though it's only at its alpha stages.

I won't be telling you any more than this. But when I eventually make a Steam page for the game, I'll post it here. :)

-SeventyFour Productions
Everafter Falls Playtest - squarehusky
Quick patch to fix mining in dungeons -

Bugs fixed
  • Mining working in dungeons again (regression previous build)
  • Dialogue ordered more logically - fixed Atlas returning a vital item dialogue to show up first.
Survive the Nights - a2z Interactive
We’ve spent the last couple of weeks tackling a huge concept feature and probably the most requested feature from the community. Vehicle improvements, fortifications, tire punctures and replacement along with a lock system are being introduced in 1.27.

NOTE: This version requires a database wipe. If you’re hosting a server the system should handle the creation of a new DB automatically.

Vehicle Locking System
Until this update vehicles were not securable beyond the ability to remove a couple (or all) of the parts. The lack of fortifications and locking systems made it difficult for players to hold onto a vehicle for very long. In 1.27 we’ve introduced a basic locking system, owners of vehicles (those that first get them running) will have the UI option to lock that vehicle when looking at the doors.

Along with the lock feature, car alarms now only arm when the vehicle is locked. Vehicles found in the wild will not have their alarms set off by a shot/hit any longer.



Vehicle Fortification System
We have wanted to introduce vehicle fortifications since our original concept videos. 1.27 finally introduces the base system we’ll be able to build from. It has been much requested and a long time coming but as you might notice from the last few updates, we’re finally having the chance to get to introducing some fun features now that core gameplay is in decent shape.

Vehicle fortifications work somewhat like freeplaced and structure fortifications. The player can “place” fortifications directly from the inventory now. They can placed on any of our vehicles and on most parts of the vehicle.

Fortifications add their strength to the vehicles base strength. All fortifications must be destroyed from a vehicle before the vehicle is vulnerable to damage. The combination of our freeplaced system and the ability to bolster the strength of vehicles with freeplaced fortifications should allow you all to create some really unique designs.

We plan on expanding on vehicle fortifications and variants. Keep an eye out in the next build for our RV Nomad, a stripped out RV setup for life on the road.


Zombie plow


New vehicle fortifications


RV fortifications


Vehicle fortification placement


Zombie plow on the 4x4


Buggy forts - you can get as crazy as you’d like ːsteamhappyː

Placement Collider Expansion
Along with the fortification additions Andre has spent some time this update cycle working on expanding placement colliders. Players can now place items on top of most vehicle roof tops along with being able to place all over the RV interiors.


Roof Placement


Roof placement and pickup fortification

Tire Functionality
Tires have not up until now been actual vehicle parts. All vehicles spawned with them intact and inflated. This didn’t add too much realism or add to the post apocalyptical atmosphere. Starting in 1.27 you will see vehicles spawns produce vehicles with all kinds of different tire states. Missing tires can be scavenged from other vehicles. There are small and large tires, they can also spawn in punctured. If tires a punctured players will need to find a tire repair kit, found at hardware stores for the time being. We will likely be expanding on this feature and the ability to repair tires in coming builds.


Tire replacement

Flare Gun Improvements
We have heard you and we agree, flare gun was useless and not bright enough. We’ve taken a bit of time and tweaked brightness and distance for the flare light. Making the weapon far more useful for seeing around dark corners and throughout the woods.



The Christmas Event
We’ve updated the event this year, the tree is brighter there’s a firework show if you make it through and we’ve added a few new goodies to the gifts received if you manage to kill all the zombies. Have a watch of the video below as James and Andre take on the challenge (cheating most likely, as they tend to do).



Holiday Movie
We’ve updated the drive-in movie theater movies for the holidays. You can receive the film case as a reward for completing the tree event. This years movie is the cult classic “Santa Claus Conquers the Martians,” a confusing and quite frankly insane Christmas sci-fi/comedy flick from 1963.



Community Spotlight
We’ve had some great content come in from all kinds of folk, some on our discord, some on YouTube and our workshop. With every update we’ll try to feature some community content for everyone to check out.

Video of the Week
TAS (The Accidental Survivor) has a series of great videos and his latest STN video is no exception. We had a blast watching, go check it out.



Screenshot of the Week
This updates screenshot comes from Erick over on the steam community. It’s a snowy shot in front of one of the islands churches. We should see a few more season themed screenshots with this update and the Christmas event.



Workshop Scenario
There are some fantastic scenarios on Steams workshop currently and we’ve had a good play over most. Today we’d like to feature Steam user WOLFMAN’S “28 Days Later” scenario. As he puts it himself..

  • “Zombies run and the world is screwed!”
  • BEST PLAYED ON THE SETTINGS I LEFT IT ON FOR THE REAL AUTHENTIC FEEL OF 28 DAYS LATER.
  • ZOMBIES ARE FAST AF BOY
  • DAY & NIGHT RUNNER 100%
  • ZEDS STRENGTH VISION AND HEARING IS MAXED AS IS THEIR FORTIFICATION DAMAGE



Patch Notes - 1.27

NOTE: DATABASE WIPE WITH THIS VERSION

Vehicle Fortification
  • Vehicle fortification base implementation
  • Added vehicle zombie plow variants.
  • Added spiked vehicle fortification.
  • Added barb wire vehicle fortification.
  • Removed trunk storage from pickups and 4x4 (place your own)

Vehicle Wheels
  • Added ability to remove vehicle wheels
  • Tires can now be punctured.
  • Punctures can now be repaired.
  • Added puncture repair kit

Vehicle Locks
  • Owned vehicles can now be locked.
  • Unlocked vehicles no longer have alarm.

Vehicle General
  • Improved smoothing to vehicle movement when others are driving.
  • Improved physics on vehicles.
  • Velocity of vehicle is now lowered when running into zombies

Christmas Event
  • Large Christmas tree event in town centers. Kill the zombies and get presents!
  • New Christmas movie at the drive in theatre.
  • Christmas trees in houses

Crafting Recipes
  • Added recipe for Zombie Plow
  • Added recipe for Zombie Plow (Large)
  • Added recipe for Spiked Wall
  • Added recipe for Barbed Wire Wall

If you're enjoying the game and our recent updates, please consider leaving a review. Thanks for your support and happy holidays! :)

Links
Discord: https://discord.gg/survivethenights

Patreon: https://patreon.com/a2zinteractive

Changelog: https://changelog.survivethenights.net

Twitter: https://twitter.com/STNgame

Facebook: https://www.facebook.com/STNgame

YouTube: https://www.youtube.com/a2zinteractive

Website: https://www.survivethenights.net

Merch: https://teespring.com/stores/a2zinteractive
Tales from The Dancing Moon - DjMonkey
Hello everyone!

Thank you to those who have purchased and are playing the Early Access. It really means a lot and your feedback is valuable!

If you are enjoying the game - please leave a review on the Steam page! Even if there is room for improvements, I'd really appreciate it!

Feel free to continue reporting any bugs and improvements via the many social media links below!

Discord: https://discord.gg/kpGVRKPn5W

Threads: https://threads.net/dancingmoongame

Twitter: https://twitter.com/DancingMoonGame

Steam Forum: https://steamcommunity.com/app/1782420/discussions/




0.9.3

Updates
  • The Sprint button now acts like a toggle, rather then needing to keep it pressed down.
  • Adjusted the instruction text and the button glyph text on the fishing minigame to make it clearer that you need to hold the reel button down.
  • The buildable "Tea Brewing Kit" recipe from Lucas is now only available to purchase after the tea-brewing gameplay has been revealed to the player.
  • Jellysquish can now be caught by fishing in the ocean in the Worm's Tail region.
  • Added some extra hints about Jellysquish locations through dialog and quest related items.
  • A new setting in the main menu can be toggled to turn off the photo-mode Steam screenshot feature.
  • Setting sliders now have right-adjusted text labels.
  • The open times for Quinn's General Store and Lucas' Workshop can now be viewed on the wall signs within the Town Hall.
  • The quest tracking HUD is now visible in the fishing boat. More work will be done in the future here to bring more UI into this mode.
  • The tooltip for harvestable world items is now more descriptive with what tool upgrade you require for it.
  • Water can now be purchased from Fergus at the inn.
  • An alert will now display if you attempt to pick up an artefact and your inventory is full.
Bugfixes
  • Fixed an issue where the player could still perform tool actions when doing an emote, causing the player to enter a weird animation state.
  • Fixed an issue where music would not start correctly when loading a save.
  • Fixed a typo on the "Big Blob" quest description.
  • Fixed some typos in one of Andrew's diaries.
  • Fixed an issue where certain copies of Andrew's Diary would re-appear in procedural zones after reading them and throwing them away.
  • Fixed an issue where the silver pick-axe would not be effective against gold ore rocks.
  • Fixed a mouse interaction issue with some of the artefacts found in procedural zones.
  • Fixed an issue with quest progression on the "Staycation" quest.





Thank you so much for playing!
-DjMonkey

https://store.steampowered.com/app/1782420/Tales_from_The_Dancing_Moon/
Under the Sand REDUX - a road trip simulator - IndieMax
Hello Drivers! ːsteamhappyː

Update #7 is available!

Note: The update doesn't include any Christmas events, I just didn't have time to do them. Anyway, Merry Christmas everyone! ːlunar2019piginablanketː

Update #7 introduces a new world generation system - World Generator 3.0, which I have been working on for the last six months. World Generator 3.0 includes larger locations, intersections with a choice of paths, detours, underground locations. With the new generation system, I will now have more opportunities to create new biomes, roads and POIs.
In addition to the fact that new POIs were added, the old ones were also completely updated - they became more detailed. Some of the previous POIs have been combined into one location, and some have been removed (some of them will be returned to the game in future updates).
The graphics were updated - they became brighter and juicier (the sun is hot!), various graphic effects were added and the lighting was updated. But the night has become even more “unsuitable”; it will be redesigned in the next updates. Get ready for the dark (car headlights are already fixed and shining correctly)
The save system has been redesigned - bugs with duplication/disappearance of items should no longer be a problem. It took several weeks to get the saves from the old version to work. But it was worth it, you don't have to worry about your progress. But please note that when loading an old save, you will start the game in the starting location, this is due to the new world generation system - the old locations simply no longer exist. Still, due to the previous item duplication bug, I recommend starting a new game for proper balance. But the choice is of course yours.
The assortment of stores has been changed. Now they sell only the essentials; everything else can be found only by exploring the locations. Some prices were also balanced (engine repairs are not so cheap now hehe).

UPDATE 7 CHANGELOG

- Global changes in post-processing with many new effects
- Global lighting change. Including godrays
- Global changes to the save system
- Most objects have become "textured"
- Changed the color of the sand - now it doesn’t look like dirt

MECHANICS
- Halloween is over. The witch has disappeared, the pumpkins have expired, the moon has turned pale
- (But everyone liked the blood moon so much that in the next updates I will add it as a random event)

WORLD
- The system for generating and loading locations has been completely changed
- Added road intersections with a choice of further path - now the world is not just a long road ahead
- Added more than 90 kilometers of new roads
- Locations can now also be UNDER THE SAND (bunkers are back!)
- Complete remaster of all roads
- Added new points of interest for all biomes
- Remaster of old places of interest - they have become larger, more diverse and more interactive
- Locations have become ~3 times larger
- More than three hundred new objects for locations and points of interest
- Added many interactive objects - doors, cabinets, bedside tables, drawers, boxes, etc.
- Changed the transition between locations
- The assortment of roadside shops has been changed - now they sell only the essentials
- Added new types of roads (for example, filled-up highways)
- The roads of the first biome have become more predictable, and no longer look like a roller coaster
- There may now be detours on the roads
- Changed the boundaries of locations - now it’s not a bare plane
- New asphalt textures
- Fixed asphalt loading
- Asphalt no longer casts a shadow
- Fixed object collisions
- Minor changes to the starting location
- Added holders for windshields in the store :)

CARS
- Correct operation of high beam headlights
- Display of suspension operation - the first step in the mechanics of adjusting the suspension height
- A fuel canister can be attached to the Farmer and Ranger
- Vehicle handling has been adjusted
- Minor changes in car physics
- Fixed Ranger mesh
-- Fixed dashboard
-- Changed gas tank neck
-- Fixed incorrect kinks
- Fixed animation error when removing/installing the hood
- Fixed the position of the figures on the dashboard
- Added mirrors for Ranger doors
- Improved smoke from the exhaust pipe
- Improved collision between player and car

ITEMS
- Global change in the item generation system
- New loot now appears based on distance traveled
- Added 7 new steering wheels
- Added a new item - first aid kit
- Added a new item - beer
- Added new items - flares of different colors
- Increased prices for repair kit and pills
- Repair kit is now used on the E button
- Fixed the position of the repair kit in the hands
- Added tooltip for repair kit
- Changed mesh and material of the water bottle
- Added a new mesh for drinking Sun Col and Moon Col
- The power of an item’s “throw” now depends on the character’s speed
- Changed physics and collision of some objects

CHARACTER
- Now the character can crouch (on CTRL)
- Added the ability to jump into windows (be careful, you can cut yourself on broken glass)
- Now the character can sit on various chairs/sofas/toilets
- Fixed character falling on different surfaces - sand shock absorber
deals even more damage
- Added running effect

FIXES
- Fixed a bug with duplicating items when saving/loading
- Fixed a bug where some items in the trunk could disappear
- Fixed a bug when empty food/drinks spawned
- Fixed a bug when it was impossible to sell a container with water
- Fixed falling through the ground when loading
- Fixed a bug with headlight reflections
- Fixed a bug where water was displayed in empty bottles and cans
- Removed the strange behavior of the farm truck when pressing the N button on the keyboard (I don't know what it was XD)

INTERFACES
- Changed the main font of the game
- Changed loading screen
- Added tips to loading screen

OPTIMIZATION
- Optimization of the “flow” of time
- Optimization of sky, sun and fog
- Character control optimized
- Collision optimization
- Optimized the character's house - many unused objects were removed

OTHER
- Changed the direction of the merchant's view

- Dozens of other fixes and improvements

Get ready, it's going to be dusty
Welcome to our DISCORD SERVER
Alaloth: Champions of The Four Kingdoms - Eldacar
CHANGELOG
Changed
  • Shasha Voronov attack values and HP
  • Lodric's attack values and HP
  • Alchemist's stock in Goldport
Fixed
  • Fixed a bug preventing to enter Draemadea to progress the main quest
  • Fixed a bug related to harpies not dropping Sun Harpy Feathers
  • Fixed a bug affecting quests not showing headlines in Journal
  • Fixed a bug leaving Sasha's fight available after completing it during A Dark Alliance quest
  • Fixed a bug preventing to show procs properly in combat UI while fighting
  • Fixed a bug not showing pre-rendered background in The Ruthless, by night
  • Fixed Quick Access for Gleamreach, now showing the right spawn point and bringing player there when needed

Follow our official channels to stay up to date:
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https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/
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