Jan 23, 2024
Rescue Dash - Management Puzzle - Victoria S.
Ready to take on a thrilling challenge? To the Rescue Events offer an adrenaline-filled experience that will test your skills and endurance. Conquer five challenging levels and you'll be rewarded with an exclusive prize – but if you fail, you'll have to try again! Get ready for an unforgettable adventure – it's time to put your skills to the test!

The time of the event is based on the time on your PC, and the duration may vary slightly from the duration of this announcement.

Cooking Live - Italian Kitchen Simulator - Victoria S.
Jane’s been asked to shoot a TV program called “Cooking Strike” to show off her incredible cooking skills, and she needs to complete five levels in a row to make sure she’s ready!

While you complete the levels to get ready for the show, the TV crew will bring some more professional equipment.

If you fail a level, your progress will be reset and you’ll have to start from the beginning!
You can try as many times as you want. The TV show’s paying for the food, so you won’t be using yours up.

When you finish the fifth level you’ll receive a big reward that includes booster parts, Coins, Rubies, and blog points!



If you don’t complete all the levels before the event ends, don’t worry. You aren’t losing anything, and there’ll always be another TV program!
Anvil Empires - Siege Camp
Disclaimer: Features discussed in this post reflect what is currently under development and not necessarily what will be shipping with the next test. Anything mentioned below may change at any time due to the experimental nature of Pre-Alpha development. Nothing mentioned here should be taken as a promised feature or addition to the eventual game.

In this latest blog, we walk through some of the steps in our design process for structure content in Anvil Empires.

WINDMILL



In our last Devblog, we covered Seasons and Weather Events, which will be foundational systems that integrate with more gameplay over time as the project develops. One piece of follow up content we have been working on to integrate with these systems is the Windmill. This will be the lowest barrier to entry structure that generates power for Workshops in Settlements. Other prior higher tier structures that generate power include the Animal Power Mill and Water Wheel.



The first step in the process was to engage the concept art team to explore what the visual design of the Windmill would be, with the goal of being consistent with the existing set of Settlement structures designed earlier on in development. To this end, we started with our prior references as a starting point for the process.



This yielded several different design variations to consider. One detail we explored at this time was the idea of using a weather vane to indicate to the user in a tactile manner what the direction of wind is. One of the core design tenants for Anvil Empires is to make the player's interface into the game as tactile as possible so this was a good opportunity. Another idea sprung from this goal: Allow players to rotate the Windmill by physically pushing it in the world (similar to the Animal Power Mill) rather than through a UI button. With these ideas in hand we arrived at a more mature design. It was also important for the mechanics of the Windmill to make sense so the internal workings of the structure were detailed in the concept.


Handles were added to the bottom to allow players to mount and rotate the Windmill to match the direction of the wind. This mechanic did introduce some complications. First, the area around the Windmill's base had to be flat, but the terrain in the game is not. To resolve this, we added a base mesh to the bottom, similar to the one used on the Animal Powered Mill. At first, we weren't happy with how big the base had to be so we looked for ways to reduce it's size. In the end, the solution was to move the gear that connects to other structures with ropes to the center of the Windmill.



To further refine the design, one of the handles used to rotate the Windmill was removed and the remaining one was relocated to the rear. This resulted in a completed "block in" model, which is the term used for a model that is ready for testing but is missing the polish of a final production. Many structures in Anvil Empires currently exist in this rough form. This "block in" iteration of the Windmill will be tested in the next Pre-Alpha test.


Be sure to add Anvil Empires to your wish list on Steam. If you want to join the community, head over the to official Discord server or Subreddit.

Jan 23, 2024
Breaking Survivors - Vlad
  • Fixed Chaotic Random Ball Tier 3 not applying T3 effects.
Goodbye Volcano High - princxporkchop
Join us next week for the Quebec Games Celebration! 🥳

From January 29th through February 5th, you can pick up a discounted copy of Goodbye Volcano High, Dépanneur Nocturne, GNOG, and hundreds of other games made or published in Quebec right here on Steam! 🙌🏼
Jan 23, 2024
The Universim - Crytivo
Hey Creators,

What a ride it's been since The Universim 1.0 hit the shelves! We're over the moon seeing you all dive into the game and enjoy it. Before anything else, a huge shout-out for your incredible support – it means the world to us.

We've been burning the midnight oil, fixing bugs and ironing out the kinks before and after the launch. Here's a quick update on what we've fixed in the first 24 hours and what we're looking at next.

What’s Been Fixed

  • The cinematic shot during the rocket launch in the Barn Event is no longer getting stuck. The Nugget that refused to go in the rocket has now been gently persuaded to go along with their cohorts
  • The big ships in the Alien Invasion Event are no longer stuck due to UFOs trying their hardest to target Exiles
  • Alien Invasion Ships spawning inside the HUGE planet is now fixed. If issue happened to you, all you need to do is reload your game.
  • Pollution is now in the correct language
  • Twin possibility was not showcasing the value but a tag
  • Subtitles are now present for all languages
  • Placing an Epicenter at the start of the game will no longer spawn multiple messages on the left side of the screen
  • The Nugget Display Actor error that was causing your Nuggets to die of hunger and thirst has now been resolved, and they should work normally after reloading the save file
  • Linux and Mac issue that states user32.dll not found is most likely fixed. We’re relying on your feedback to let us know if this is still a reoccurring issue, as we have a limited number of machines with those OS’s available to test.
  • We told the Narrator to stop repeating, “This is quite a beautiful planet. Try not to ruin it,” though we have seen reports of it still happening, so we are still investigating the issue
  • The “fly to” button is not active when trying to return from the moon.
  • Fixing “This is quite a beautiful planet. Try not to ruin it” repeating line of dialogue.
  • When flying to the moon, the roads are not being generated correctly, causing the game to crash.
  • A dead Nugget appeared in a shot-down UFO, causing an issue for players.



What the team is currently working on


  • Performance Optimization.
  • The Rotating Stabilizer perk locks a portion of Research.
  • An additional indication for The Red Barn and Red Hooded Nuggets is that because of the lack of interaction with them, some fans think that they’re bugged out.
  • And all other game-breaking issues are going to take priority.
  • Floating in air Red Barn
  • Trade Ships getting stuck in the middle of the trade and adding time
  • Big Bird quest not completing
  • Tesla Quest ( Battery parts do not have smoke )
  • Mac / Linux visual issues




Can't find your issue on the list? No worries! Head over to our Discord and let us know. Our devs are right there in the trenches with you, ready to sort out any hiccups, pronto.



Again, a massive thank you for all the support and love. If you're digging the game, we'd be stoked if you could leave us a review on Steam. And hey, spread the word to your friends - the more, the merrier!


https://store.steampowered.com/app/352720/The_Universim/

Keep on gaming, and stay awesome!
Hyper Space - Fennec Game Studio
Join the Hyper Space Demo Playthrough at Steam Next Fest! 🚀


Watch - Play - Wishlist
Set your reminder and stay tuned!


Hyper Space is a “Dodge ’Em Up” Arcade game. Collect stars while avoiding space hazards to reach the highest score, unlock new skins, compete with your friends and travel through space to the most distant galaxies.

“Easy to learn, hard to master” to go further and achieve the highest score you need to drive with mastery. Control your spaceship through a mysterious universe collecting stars and skillfully dodging asteroids, satellites, black holes and more!

https://store.steampowered.com/app/2444290/Hyper_Space
Jan 23, 2024
Warhammer Quest: Silver Tower - Perchang
- optimisations
- bug fixes
Jan 23, 2024
Friend or Foe - Skylene
Hello players!

Today marks Friend or Foe's 1 year anniversary on Steam! And what better way to celebrate it than an update? I want to thank you all for the past year. I never thought I'd be this lucky to gain a community that is so helpful, patient and understanding. I hope you all have enjoyed it as much as I have. With that said, I look forward to more years together with you all in this development!

This update features more buildable objects for both friends and foes of the animal kingdom. It also features brand new visuals for all the animals,



new petting interactions,



new building resources,



new item visuals



and a true first person addition to the game.



The bunnies are waiting for your arrival!


As always, full overview below. I look forward to hearing your feedback!

New
  • Added a true first person feature.
  • Added blood splatter screen effect for when taking damage.
  • Added ladder animations.
  • Added a flip function for buildings that can be accessed through “F” when the preview shows.
  • Added ladder interaction UI.
  • Added gesture animations for when the player gives a tamed animal a command.
  • Added gore sound effects to harvesting animations.
  • Added new harvesting animations.
  • Added new animal petting animations.
  • Added idle animations for when the animal has been befriended.
  • Added a feature where AIs will now interact with the world around them when befriended and told to stay.
  • Players can now see how many resources they are carrying in their hands.
  • Added a disclaimer warning to the main menu when launching the game.
  • Added a new resource for buildings that require medium sized rocks.
  • Added names to the building menu.
  • Added animal trophies.
  • Closing and opening now stores the previous scroll length of the building menu.
  • Added an option to set crouch to toggle in the gameplay settings.
  • Quickslots keybinds can now be changed in the controls settings.
  • Hitting trees and trunks now gives the player bark.
  • Opening inventory now automatically unequips held items.

Changes
  • Quickslots are now hidden by default.
  • Camera shake is now enabled by default.
  • Mouse sensitivity default value changed from 1.0 to 0.5.
  • Improved the ladder movement.
  • Spacebar can now be used to exit the ladder.
  • Players no longer have to aim before shooting arrows with a bow.
  • Changed the size of the toolbar and the health/hunger/thirst UI.
  • Crafted spear now deals 50 damage against heads instead of 60 and 30 chest damage instead of 40.
  • Changed the crafted spear mesh and icon.
  • Changed the hunting arrow mesh and icon.
  • Fall damage has been increased from 10 health loss x 0.5 seconds falling, to 17 health loss x 1 second falling.
  • Removed the stick ladder.
  • Changed the plank ladder model and building requirements.
  • Increased sawhorse height for more accurate hits.
  • Improved the follow player feature for animals.
  • Improved AI turning movement.
  • Increased decorative torch intensity.
  • Adjusted the animal eyes shaders.
  • Changed the deer antlers.
  • Changed the boar shaders.
  • Removed the warning “Can’t carry more resources”. New item now automatically replaces the held item and drops the previous item on the ground.
  • Tree trunks now require 2 hits from hatchet and 4 hits from crafted hatchet to break.
  • Adjusted the normal map of the foliage to improve visuals while the headlight is turned on.

Fixes
  • Fixed an issue where scrolling to select items would lag.
  • Fixed a bug where items could not be consumed when at 0 stamina.
  • Fixed a bug where rabbits could throw players in the air.
  • Fixed a bug where pumpkins could not be harvested.
  • Fixed a bug where trees would not always cut.
  • Fixed a bug where the stick bow would show for a moment before switching to the hunting bow upon equip.
  • Fixed a bug where the player could shoot an arrow while reloading.
  • Fixed a bug where the boulder would break once the melee swing was going back to idle position.
  • Fixed a bug where the Forgotten Pickaxe would not autoequip when picked up.
  • Fixed a bug where players couldn’t walk all the way past one of the bridges by the treehouses.
  • Fixed a bug where items did not properly unequip when swimming in water.
  • Fixed a bug where the player would have to press the pause button twice, if previously exiting the pause menu by pressing “Resume”.
  • Fixed a bug where the player could not see the map when crouching.
  • Fixed animal LODs.
  • Fixed a bug where the deer idle animation would not play.
  • Fixed an issue where animals would sometimes react as if they were not tamed, when tamed.
  • Fixed a bug where trees that had been cut, would respawn when walking to the location of the cut tree while holding a hatchet.
  • Fixed a bug where cut trees would block blueprints from being placed.
  • Fixed a bug where the hotbar would sometimes disappear or appear unexpectedly.
  • Fixed a bug where there would be player collision after destroying the trunk of a tree.
  • Fixed a bug where some items would be removed from the inventory when placing a blueprint.
  • Fixed a bug where the splitwood doorframes had switched icons.
  • Fixed a bug where players would experience FPS drops when opening the building menu.
  • Fixed a bug where pressing default would not apply the new settings.
  • Fixed a bug where players could not read a note that laid on one of the beds in the treehouses due to collision issues.
  • Fixed a bug where players could not walk through the double plank doors.
  • Fixed a bug where equipping and unequipping bark armor would give infinite amount of points for the friendlybar.
  • Fixed a bug where the player would have to press twice to pull out the book after opening inventory while holding the book.
  • Fixed a bug where player could not use the sawhorses if hitting one of the marks and then switching hatchets.
  • Fixed a bug where the map would disappear when opening the inventory or using an item.
  • Fixed a bug where the writing on the map was rotated
  • Fixed a bug where some items could not be dropped by pressing “G”.
  • Fixed a bug where dropping some items with “G” would only drop 1 of said item.
  • Fixed a bug where using a medkit would increase the max player health.
  • Fixed a bug where chests would spawn water bottles with wrong item ID.
  • Fixed a bug where the player’s death loot would spawn in the center of the map regardless of the players position.
  • Fixed a bug where the bow model would disappear when scrolling to fast between weapons.
  • Fixed a bug where there would be frequent camera shake while in the inventory.
  • Fixed a bug where the buttons in the building menu would have the same incorrect hover sound effect.
  • Fixed a bug where the cart sound effects would not be affected by the player’s settings.
  • Fixed a bug where the writing in the book would glow white.
ZEPHON - Rok
The fifth playable demo of ZEPHON will be available from February 12th (@ 12 pm CEST) to February 19th (@ 12 pm CEST) on Steam.

The biggest changes in this demo are the additions of the multiplayer mode, Furtive Tribunal leader, Anchorite NPC faction and tier 4 technologies. See the full changes below.

Come join us in celebration and let us know what you think of ZEPHON.

https://store.steampowered.com/app/1481170/ZEPHON/

This is an early look at an in-development alpha version of the game. As such, there will be bugs, imbalances and missing assets.

The demo includes single player and multiplayer, but is limited to up to four player on a medium-sized map. 4 different leaders are available for selection and 3 NPC factions are present. Research progress is limited to the first 4 tech tiers.

The full version will contain larger maps, advanced game setup options, 8 leaders, over 50 units spread across 10 tiers of research, more terrain features and quests, an end-game grand finale, unlockable game modifiers, achievements, multiple languages as well as full workshop support.


Changes in Demo 5
## New
* Leaders now have a path affinity which determines their starting units and research tree.
* Added Furtive Tribunal leader: *“Bright stars shine so sweet—but bright stars die first. In the long tomb, blinded, we felt the aria of the dark stars, who live forever. Now our only taste is for their harmonies.”*
* Added Anchorite NPC: *“To travel three millennia. To see Kin as horrors. To drink poison from your hands. Yet cannot but love you.”*
* Added tier 4 technologies.
* Added new technologies to tiers 1 through 3.
* Added multiplayer mode.
* Added The Dream and The Sky, Fallen quests.
* Added new unbranched research complete illustration.
* Vegetation shadows now move with the wind.
* Overhauled save and load game screens to be easier to use and show more information.
* Added Mute In Background audio setting.
* Added network stats to the performance display.

## General
* Medium map size can now be selected in the demo.
* Up to 3 AI leaders can now be added in the demo.
* Teams and colors can now be selected in the demo.
* Expedition Outfitter effect now shows on tiles where it would trigger.
* Buying and selling resources is now done in stacks of 5 instead of 10.
* Unit overlay health bars are now fully transparent again below maximum.
* Rewritten many diplomacy dialogue lines.
* AI now buys and sells resources.
* Improved AI item usage.
* Improved random number generation.
* Improved performance.

## Balance
* Flying units now affect and are affected only by other flying units' zone of control.
* Non-flying units can now pass through enemy flying units.
* Increased starting algae and chips from 10 to 20.
* Reduced Speciment Containment research per kill from experience from 4 to 2.
* Increased Abkhan respawn from 10 to 20 turns.
* Increased Survival Training experience from 6 to 9.
* Removed hero production level scaling.

## Bug Fixes
* Fixed being able to communicate with defeated players.
* Fixed not getting rewards from killing Abkhan when using Erelim Assassin's Assassinate ability.
* Fixed Expedition Outfitter not working.
* Fixed being able to use Data Hack on non-enemies.
...