Medville - sgergo88
- Added tooltips for most icons and buttons
- Buttons are highlighted when hovered over
- Visualizing tiles blocking buildings
- Internal crash log
Crimson Veil - MKRU
Howdy everyone! To everyone else who had to return to work this week, I hope the transition back was smooth. Mine was okay, though I still wish I could sleep in until 10.

I decided to go back and edit the intro of chapter 3-V as I felt that the transition from the last chapter was rather weak. I also added an additional mandatory scene with Dorian before you are allowed to rest in the coffin to proceed. As it stands, he has very few worthwhile lines in the story, similar to Amber, pre-chapter 3 in the main route. He will be getting more presence in the story as it goes on.

I’ve also made an adjustment to sparring with Ophelia. For balance purposes, I’ve added a level cap for training. What this means is if you surpass a certain level while you are at a point in the story where it would be too high, you will no longer be able to train with Ophelia for BP. In chapter 1-V for example, the level cap would be 15. If you pass that, Ophelia will say she’s tired, until you proceed to the next story segment.



I’ve also added in a bit more for the new Slime Queen side quest. I added her cave somewhere in the world and I've also finished her sprite and character portraits. This Slime Queen’s name is Oozora.



I added a bit more weight to her design. I think it better distinguishes her as a Queen compared to the other slimegirls. I went for a motherly, caring look. As for her personality, well, she certainly has that going for her… as well as a few other traits some may see as… concerning. I have all of Oozora's character portraits available as a preview for my $5 and up Patrons. Check ‘em out, if you wish.

https://www.patreon.com/MKRUdesign

I’ve still got plenty to do, so I’m going to get right back to work! Until next time everyone!
Jan 14, 2024
Number One Rich - 黑白多
Obey Me - BFS Patricia
Dear Obey Me community,

We regret to inform you that Obey Me will be delisted from the Steam Store on February 15, 2024.

If you already own the game (and/or any Obey Me DLC), these will remain in your library and be playable in the future. However, there will be no further updates to the game, and you will no longer be able to purchase the game or DLC after February 15.

As a token of appreciation, we're hosting a final sale from February 6 to 14. This is your last chance to grab the game and DLC at a special discounted price.

🛍️
Final Sale Details:

Start Date: February 6, 2024
End Date: February 14, 2024

Thank you for being part of the Obey Me journey, and for all of your incredible support. For any concerns, please contact our support team.
Thirty Days - MrReclusive
The morning is mostly done, all that is really left to do for morning content is finish a bunch of queued animation renders.

I am working on PM renders right now, The afternoon and night for day 6 was a bit of a process, I knew what I wanted to do, but had no idea how to pull it off in Daz studio.

Daz doesn't like it when scenes get too large. And they are large. But was able to get it figured out and working without Daz freaking out on me. Trying to work in a big open area with a lot of props, buildings and people is a bit much for daz, but its working.



Other info - The house in day 6.

As most of you know, I have worked on increasing the quality of character shaders and skin design since the start of all this, while trying to avoid drastic jumps in changes in each day so its not a big noticeable difference. I think the skin is looking real good now, but it had a side effect.

While rendering in the house in day 6, the new character shaders and lighting just didn't fit and/or work well in the house how it was. I have wanted to redo sections of the house since the start of this, and upgrade its shaders, but some issues with the way the house was built made this a bit difficult, from 45 degree texture maps to random textures inside the house being linked to textures outside the house, Its a nice house, just doesn't do well when being upgraded or enhanced.

So since we haven't been in the house since halfway through day 4, if the house is going to be fixed, it was going to be now, So I did.

The house has a yard now, and neighbors, and grass... grass.. that was fun..

The walls have been upgraded with much better shaders, I spent way to long making a good drywall shader, I had some fun with stable diffusion creating new art for the walls.

While the kitchen layout is the same, the fridge area has been redone, The original fridge, cabinets, stove, etc. didn't actually function so we couldn't open the fridge, now we can, same with cabinets and the oven.

And the yard is a yard, pool is now visible from the house, I don't know if anyone noticed before but the pool and house were disconnected, the house's original yard was to small to support a pool.

so yeah, all that happened, I hope the almost 2 days away from the house in game will make this change less jarring, but it looks so much better, to me anyways ;).

Of course, all this happened after I already started rendering in the house, so I did have to rerender a good 200 images, but that's already done and past now, all in all, with the rerenders and house rebuild, it took about a week, so not to bad.
Necroslayer - billyfighter
You can now turn off grain visuals in the settings.
Jan 14, 2024
Ezerath's Last Hope - hotshotdev26
The Corruption
The Corruption is a new dimension where the enemies are stronger, and the loot is better!

Items
- New Weapon: Corruption Sword
- New Helmet: Corruption Helmet
- New Armor: Corruption Armor
- New Spell: Into the Corruption (teleports you into or out of the corruption)

Approximant difficulty/ loot rewards in the corruption (In order of difficulty)
Spawn: 1 black skull
Forest: 1.5 black skulls
DLC forest: 1.5 black skulls
Swamp: 1.5 black skulls
DLC beach: 2 black skulls
Muddy Caves: 2 black skulls
Desert temple: 3 black skulls
Coldheart: 3.5 black skulls
Rocky Peaks: 3.5 black skulls
Graveyard: 4 black skulls
The Midnight: 4.5 black skulls
Heated Stones: 4.5 black skulls
The Head Grand General: 6 black skulls
The Dark Lord: 7.5 black skulls

KARNAL - horiaAndrei
  • Fixed bugs related to the Arena mode.
  • Made the last story level a bit easier.
  • Added options to invert Y and X axis.
Pulsar - ConstructGames
Hey there!

Welcome to the first feature update for what is now called Pulsar.
Many of you will have initially known the game as GunjamVR which at the time was picked as riff on jamming out to music with guns but since then I had learned that there was another VR game with a similar name so in the best interests of all Pulsar is the new name going forward.

Development wise Pulsar has seen a lot of excited updates in the past few weeks, not least the addition of localizations for Simplified Chinese, German, Spanish and Korean. I intend to add more as time goes on to allow for maximum accessibility.

Recently Pulsar has seen the addition of a new game mode called Hexageddon: This game mode is inspired by some of my memories of arcade lightgun cabinets modernized with the use of Pulsars Audio Analysis. In Hexageddon hex tiles will pulse and bop in beat with the music of your choice and fully supports all of the existing game mode configurations for weapons and handling.

Biggest news for this update is the announcement of the upcoming Demo of Pulsar which is planned to appear in the coming weeks.
The demo will give a taste of what is to come with the full release and also give players a chance to give their input on the development of the game, I want to hear it all, what players like or dislike and what I can do to make Pulsar the best game I can make it on release.

On top of the news about the upcoming demo, I have launched a community discord server!
The plan for this is to enable players a direct line to me and each other to discuss the game, send feedback when the demo goes live and give us all a place to get to know one another.
You can find the invite to the discord server on the store page at the top of the description panel.

With all that said, I look forward to hearing from you all in the weeks ahead.

-Lee
Casino Resort Tower - CyperkSoftware
Hello everyone!

This update mostly contains quality-of-life improvements. Another QOL update is also on the way and will be live very soon (UI improvements mostly).

UPDATE HIGHLIGHTS

CUSTOM MODE
Custom mode is a new game mode that allows you to tailor your gameplay experience by adjusting various settings for different mechanics right from the start. Keep in mind that while having a blast in Custom Mode, achievements won't be up for grabs.



ROOM CLONING
Rooms on the map can now be cloned using the button on the rooms' menu. It copies all of the walls, windows, curtains, and items in the room.


FIXES:
  • Resolved the issue of the townsfolk request UI window showing 'Seat' when a sofa is requested.
  • Fixed the problem of electricity shortage after loading if there is a surplus with an electricity room buff.
  • Fixed an audio glitch happening when hovering over a moodlet on the CEO menu.
  • Resolved the arcade machine animation glitch sometimes happening after an electricity shortage.
  • Addressed the FPS drop happening while the lawyer selection window opened on the lawsuit menu.
  • Resolved the problem of decoration and lighting value of rooms not syncing directly after placing windows or curtains.
  • Addressed the issue of audio glitch happening after clicking the employee work policies button for the first time.
  • Addressed the problem of animation glitches happening to some customers during a business meeting event.
  • Addressed the problem of ceiling items not being selectable because of the casino cashier collider.
  • Fixed the issue of customers wandering at the souvenir shops for a while if they find the souvenir prices too high and decide not to buy.
  • Addressed the issue of the 'Slow Walker' employee trait not working for some employees.
  • Resolved the issue of the 'Fast Walker' employee trait not working for some employees.

CHANGES:
  • The range of the CCTV modules is now visualized while placing CCTV-related items.
  • The candidate menu now shows the average salary for the job type instead of the estimated salary range.
  • The cost of unlocking menu item slots increased for the slots after the fifth item.
  • Increased the range of salary amount that an employee can ask.
  • The effect of the 'Resistant' employee trait is changed to "15% percent chance of not going to a break for every shift."
  • The effect of the 'Sensitive' employee trait is changed to "15% chance of going to a break multiple times for every shift."
  • The effect of the 'Big Bowel' employee trait is changed to a "15% percent chance of not going to a toilet break for every shift."
  • The human hover info box now also shows work error info.
  • The effect of the 'Small Bowel' employee trait is changed to "15% chance of going to a toilet break multiple times for every shift."
  • The top info bar now displays shortened numbers.
  • Item hovering audio fx won't be played while in placement mode.
  • The archive capacity of the archive shelf is increased from 175 to 250.

ADDITIONS:
  • Pick and place feature added for building improvements.
  • The camera now pans faster while holding the shift key.
  • A new game mode (Custom Mode) with 30 adjustable game settings was added.
  • Rooms on the map can now be cloned.


We have also changed the version naming to all-numerical to make things more clear internally.


Cheers!
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