Obama Maze - Anthony
Holiday "Event" is over, Sorry for the underwhelming event we wanted to include more but just just didn't have the time. We'll be working on expanding the game but it will be a while before another major update gets released.

JOIN OUR DISCORD!
Jan 12, 2024
Escape From Mandrillia: Local Asymmetric VR vs PC - Germanban
Fixed the little arrow marker not being visible for the "DISABLE SCREEN" option in the PC player's menu

NOTE: Something weird seems to be going on at the moment with the ingame Steam Remote inviter (most likely some maintenance stuff on Valve's end). If you fail to invite your friends from there, the normal method of right clicking on your friend's name and selecting Remote Play Together works normally. Hopefully it will all be back to normal soon.
I Am Future: Cozy Apocalypse Survival - Misao Kamiya
We're back again future-dwellers ๐Ÿš€

We have gathered the questions and are excited to answer them regarding the game's development and upcoming features! ๐Ÿค–

You can watch the video on our YouTube channel or read the below Q&A now.


Here are the questions and answers from the developers:

Q.1 - Are there any plans for console ports?
Yes, the game is planned to be released on all current-gen consoles in the future, probably on the 1.0 release or a bit later.

Q.2 - What should we expect from the next part of the story?
Well, I can't dive into details as it'll be a huge spoiler for you. You can expect new NPCs, diorama areas, and new rooftop areas for sure. Very cool NPCs really, I like them.

Q.3 - What is the inspiration behind the designs of the tools and robots?
There are a lot of things that inspire us in other media. Mostly movies like "Love, Death and Robots", "Finch" with Tom Hanks, etc.

Q.4 - Will there be any new quests and a continuation of the story in the next update?
Right now we are working on an updated roadmap. Maybe it's already available, I don't know when this video will be out. Our next update will be focused on the gamepad, new GUI system, and optimization together with some narrative items and some smaller things. After that in the next update, we'll release a big part of the rooftop, finally! We know you're waiting for it so much and working on it. In the next update, we'll release the next chapter of the story with another rooftop area as well.

Q.5 - Will we ever get any sort of pets or new companions?
It's not planned for near future updates, but I like this idea and we'll consider it for our next updates.

Q.6 - If we met another survivor, could we play as them on another rooftop and have them meet?
There is no online co-op in I Am Future and not planned yet

Q.7 - What are the plans for the minion improvements?
We're constantly working on minions and will continue for sure. Right now we're not happy with their AI and pathfinding and fixing it. Also, we're planning to add more minion rules, mostly for repetitive tasks and routines. But before adding it we'd like to fix current rules to make it more stable and optimised.

Q.8 - Can we see more weather changes and seasons?
We're planning a weather system in the near future. With solar panels, probably wind power. Seasons sounds also very good for the game, but not planned in production currently. We'll decide a bit later on how and when we could implement it.

Q.9 - Are there any plans for a mechanic to enable us to destroy items we have too much of?
Yes, we're planning to add such mechanics and also make all your resources more useful with new recipes, buildings, and mechanics.

Q.10 - We would love to see โ€œovergrownโ€ decorations, are they planned for the next update?
Hmm... We'll think about it for sure. Also, I like the idea of adding decorative plants to make our rooftops filled with more nature

Q.11 - Will the molecular synthesizer conversion functions be expanded into more than just biomass to specific types of garbage?
Yes, the molecular synthesizer will be updated with new features for sure.

Q.12 - Is there an ETA on chest renaming?
It's planned to be released in our next big update in February together with new UI systems and gamepad support

Q.13 - Will it be possible to connect all levels on all the rooftops into one power grid?
Yes! The main idea behind electricity is to provide you with all the tools to connect it to one big power grid. The problem currently is stairs and bridge, but we're planning improvement for it.

Q.14 - Can we have a storage container in our fishing area to store fishing bait?
Yes, it's already planned to add

Q.15 - Will we eventually be able to fully automate water collection, filtration, and distribution?
Yes, it's part of the routine, and minions fit well for this work. We already have pumps, an auto-watering building, so the only thing is to make a rule for minions to take the water from the pump and fill the sprinkler

Q.16 - Are there plans for specializing the minions using slotted upgrades?
We are planning to provide you with minions upgrades, but it'll be as part of buying new modules on a Smart Tower

Q.17 - Will there be anything for wind power?
It's planned after we add the weather system, yes.

Q.18 - It would be great to have simple minigames in-game like playing cards with the minions!
We like ideas about mini-games... Not planned for the near future as everybody is waiting for new rooftop areas, story chapters, etc, but we'll think about adding something a bit later. Our team is not so big, just about 15 people, so we have to prioritize things

Q.19 - As the rooftop gets larger, traveling will take a long time, will there be equipment to make traveling easier?
Yeah, it's gonna be a problem. We're planning to add teleport buildings to fix it

Q.20 - Will we be able to traverse the ocean by boat and maybe get some deep sea creatures?
It's not planned, but we'll add a lot more fish and sea creatures for sure


Rectent patches:
๐Ÿ“ฌ Version: 0.3.4.045r
๐Ÿ“ฌ Version: 0.3.4.040r
๐Ÿ“ฌ Version: 0.3.4.037r
๐Ÿ“ซ Version: 0.3.4.031r

PLAY NOW:

https://store.steampowered.com/app/1658040/I_Am_Future/


That's all for today, future-dwellers! Follow I Am Future to stay updated.

Encountered any bugs or have some feedback? and don't forget to join our cozy Discord and let us know. See you in the future!



- Mandragora Studio & tinyBuild
Jan 12, 2024
Shape Shifter: Formations - Castec Studios
Changes

  • Lowered the threat level requirement for the "Purple Alert" achievement to unlock the STORM ship, from 50->45.
  • Lowered the threat level requirement for the "Electric Boogaloo" achievement to unlock the Tesla Coil. from 60->50.
  • Fixed a bug where achievement progress was not correctly tracking sometimes.
  • Fixed a bug where the BLIGHT ship could make use of the TEMPEST ships passive ability.
  • Fixed a bug where the Octagonopus' arms could not be dodged through.
Z.O.N.A Project X VR - AGamingTeam
Hello, stalkers! Another update for you, version 1.00.54.

What's new:

โ˜ข๏ธ Weapons will now rust over time due to wear. This will help you determine when they need repair. Remember, you can also view the wear level and other characteristics of weapons and various items by pressing the physical B or Y button, depending on which controllers you use.
โ˜ข๏ธ A 5-round ammo pouch has been added to the Remington 870 shotgun stock. This will make life easier for you in the Zone.

โ˜ข๏ธ Tracking for VR headsets has been reworked, finally resolving the 180-degree rotation issue for Pimax and WMR helmets! IMPORTANT! If you notice incorrect behavior of your VR headset after this update, please inform me. So far, no problems have been noticed on test helmets from Valve and Meta, and everything works as before.

Changes and improvements:

๐Ÿ”ธ Fixed a bug with the Remington 870 shotgun cartridges, which could simply disappear from the weapon or inventory.
๐Ÿ”ธ Adjusted the radio sound in the training room.
๐Ÿ”ธ Adjusted the sound of anecdotes at the first location.
๐Ÿ”ธ Partially adjusted the inventory sound.
๐Ÿ”ธ The headlamp is now slightly lowered.
๐Ÿ”ธ Lighting in the training room has been slightly changed.
๐Ÿ”ธ Minor improvements made to enemy AI. Reminder, I am currently developing a new AI system to replace the outdated one, and it will be implemented as soon as it's ready.

Remember, stalkers: The Zone is constantly changing, and each of your exits into it is a new challenge. Stay alert and cautious. Good luck! Many more interesting things await you!
Resonite - Frooxius
Hello everyone! This build is relatively small, I've been re-setting up my build environment and getting back into the swing of making builds on my main PC since I've returned from travels, so I haven't started on some of the heavier stuff yet.

However there are some important bits. Importantly, we switched out open source dependencies to use NuGet packages built by CI/CD! This doesn't change anything directly on your end, but it saves a lot of time on our end - we'd sometimes spend literally days just getting the environment ready to build Resonite - which means days of not being able to work on other, more useful things.

With the upcoming Metaverse Maker Contest 2024, there's now a sponsor badge! You can still get yours if you sponsor the event!

There are also some optimizations to ProtoFlux wires, which should help improve performance when you're working with lots of nodes!

I've implemented optimization to RenderTransformOverride too with skinned meshes, which should improve performance and stability a bit. It's not the main fix yet, but it should help.

Anyway, there's more coming now that I'm back home, so keep a lookout for more stuff!

New Features:
- Added MMC24 sponsor badge (requested by @medravr on behalf of Creator Jam)
- Added new contact request sound effect (created by @lacydoes)
- Add ProceduralAssetMetadata component, which allows determining how many times has the procedural asset updated
-- This is now also automatically shown in the inspector for procedural meshes and textures

- Improved internal moderation tools (implemented by @geenz, requested by @dantetucker)
- Improved internal tools to allow mass assigning/removing of event badges easily

Refactoring:
- All open source dependencies have now been switched to NuGet packages compiled with CI/CD, instead of locally compiled versions (this has been implemented primarily by @probableprime)
-- This significantly simplifies our build process and makes it more reliable, allowing for better development turnaround and reduce rate of error when updating dependencies

Optimizations:
- Reduced number of steps for wire meshes for ProtoFlux to 16 from 128 (based on suggestion by @zyro1331, @lucasro7)
-- This slightly reduces smoothness of the wires, but should heavily improve performance and memory usage for unpacked ProtoFlux
- Small ProtoFlux wire parameter changes are better ignored now, preventing unecessary recalculations when moving whole wire setup (e.g. when moving the whole object with lots of flux parented under) (based on report by @banane9, issue #1104)
- RenderTransformOverride skinned meshes will now only be flagged to be recaculated on each render when the render transform is actually overriden for given user
-- This improves performance, as RenderTransformOverrides which are visible only to a specific user will not cause performance overhead for other users
-- Similarly, this should improve stability due to a bug in Unity (issue #269)

Bugfixes:
- Fixed internal moderation tools for submitted worlds not working correctly
- Marked MulDeltaTime and DivDeltaTime as continuously changing (based on report by @nytra, issue #1070)
Light The Lamp Hockey - MegaJordy
Hello Everyone!
Quick Update.
I'm working to finalize the Elite Checking Feature (pressing a button that initiates a check, instead of it auto triggering based on initiatives, skill stats, etc). I believe I will finalize it for the Beta Branch in 2 weeks time. Also been working real hard on the League Mode and it's coming along nicely!

As for the update today,
I have been playtesting this a lot over the break so I'm fixing somethings that have been bugging me before I drop some of the final features that will be in the game on Full Release.

-Implemented a fix for the slow moving pucks going in.
-Removed Coach mode as a selectable option in the control section
-Removed Attendance from the VS Screen as it seems it's lying sometimes.
-maybe some other things I forgot I fixed.

See you in 2 Weeks for my next update!

-Jordan
Jan 12, 2024
rod (removed) - Tarmack
Hotfix that was preventing people from seeing item library
Jan 12, 2024
Peglin - Red Nexus Games
Happy New Year everyone! We hope you all had peaceful and happy holidays and that 2024 has been good to you and your families so far!

New Content
  • New Boss Relic - Endless DevouRing: All attacks get 2x damage but every peg activated gets downgraded -4.
  • New Roundrel Relic - Is Dis Your Card (I'm sorry): When discarding an orb, gain Ballusion equal to 2x the orb's crit damage stat.
  • New Roundrel Relic - Steady Scope: Every shot fired has a chance to trigger a crit equal to 2x your Ballusion.
  • New Roundrel Relic - Distraction Reaction: After taking X damage, gain X ballusion (this will be increased to gaining 2X ballusion in the next update).
  • New Roundrel Relic - Mauliflower: Add 1 Spinesse whenever 3 Crits are Triggered.
  • New Spinventor Relic - Refresh Perspective: Whenever a peg is refreshed it gets upgraded +1
  • New Balladin Relic - Bastion Reaction - After losing HP from self-damage, gain 2x that much damage as Ballwark.
  • "New" Relic - Slimy Salve: Apply Healing Slime to every 35th peg hit.
  • New Scenario - Crystal Altar: Offered in the castle or mines when below 35% max HP to heal to full in exchange for losing some Max HP.
  • New Scenario Relic - Modest Mallet: ???
  • Refreshircle and Critsoballos now create 1/2/3 bonus special pegs of their respective types when drawn.

Balance Changes
  • More slime types are now levelled up when their peg gets buffed (or debuffed!).
  • Peg upgrading has been dialled up across the board to help it scale a bit further into a run and to help it upgrade slime more effectively - we're still working on end-game scaling for this synergy but it's improved a bit for now.
  • When slime is applied to a durable peg it resets the peg's hit count, allowing more hits on the new slime before the peg pops.
  • Positive slime from Prime Slime will no longer clobber other slime, allowing it to coat more pegs more effectively.
  • Beleaguered Boots Ballusion Threshold increased to 300 (description doesn't reflect this new functionality yet, will be fixed next update)
  • Mines Ghost Miniboss damage increased by 1.
  • Many non-synergistic Boss Relics removed from possible character relic pools.
  • Nimball stats have been increased.
  • Mirrors no longer reflect damage when hit from behind with a Round a Bout crit attack.

Bug Fixes
  • Having a navigation orb get stuck and despawn during scenario navigation no longer softlocks the game.
  • Mines Ghost Miniboss should now always start with the correct number of refresh pegs instead of sometimes starting with non-refresh pegs.
  • Pegs can now only splash nearby pegs once per shot, which should help reduce infinite loops when using Refreshing Punch with many refresh pegs on the board.
  • Branch of Ember now interacts properly with Exacorbate.
  • Prediction fixed for Summoning Circle + Constricting Chains.
  • On the character select screen, the selected character now no longer blocks clicking to select characters behind it.
  • Small visual improvements to mines tiles.
  • Map title no longer draws in front of the pause screen when pausing with the map open.
  • Scrolling the credits with the mouse wheel will no longer get taken over by the autoscroll.

What's next?
This update was pretty focused on making the Roundrel a bit more robust, and while we've made solid progress towards that we have a bit more content with that purpose in mind that wasn't quite ready in time and will make its way out over the next couple of updates.

We're also working on how to prevent the Balladin from being a one-trick pony while still being a decently simple/more approachable class, so expect to see some changes there soon as well.
Under the hood we've got some big optimizations and old code refactoring happening which will help the game run a bit better and gets us a little closer to potentially supporting modding/Steam Workshop post-1.0 (still can't promise anything for sure but it's something that we'd love to do). And finally we'll have some more battles & encounters to challenge your peg-popping skills in the next update!

2024 is going to be a very exciting year for Peglin as we round the corner to 1.0 and work on getting everything where it should be for a full and complete game, and we're really excited to share more of what we've been working on behind-the-scenes!
Wild Omission - xLarch
Introduction
This is the biggest update Wild Omission has ever received. It has been the result of over a month of hard work and dedication. It completely revamps the world generation. The worlds are now infinite, have biomes, and are completely different from world to world. This update breaks compatibility with worlds made on the non-infinite versions of Wild Omission. For those who still want to play their old worlds the old version will still be playable via the betas tab in the game properties, but the older versions will no longer be supported.

Infinite Worlds
Wild Omission worlds are now infinite. Meaning that you can keep exploring in any direction for ever and the world will keep going. The worlds are also now completely procedural generated, and the odds of seeing the same thing twice are one in a billion. The pre-infinite versions of Wild Omission featured a basic system that only procedurally generated things like trees and rocks. Now everything from terrain height, to ground color, are completely procedural.



Biomes
Current Biomes
  • Beach.
  • Forest.
  • Plains.
  • Snow Forest.
  • Snow Plains.
  • Birch Forest.
  • Desert.








Planned Future Biomes
  • Driftwood Beach.
  • Ice Beach.
  • Savanna.
  • Swamp.

New Trailer
There is a new Wild Omission trailer.


Saving Notification
A little message informing the player that the game is saving has been added to the pause menu.



Small Changes/Bug Fixes
Fixed clipping issue on stone floors that made it difficult to climb stairs.

Demo Deactivation
The original plan for the demo was to have it run from September through November 2023. However it is still available. I do not feel the demo represents the full game anymore, especially with this new update. It also isn't getting played that much, so I'm pulling the plug on it. Effective today.

Discord Server
As a reminder there is an official Wild Omission discord server. If you would like to be an active member of the Wild Omission community, and get early teasers for updates before they are released, then you should join.
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