Community Announcements - 张亮002
1. New core: overload number and friendship number
2. New achievements: Exploration IV. Exploration V
3. New system settings: Hide the crew during battles (after hiding, the crew will become a very light semi transparent form)
4. The barrage splitter adds "gun" characteristics
5. Distance amplifier adds "remote" feature
6. Fix the bug where the "discount" effect of the bound unit did not refresh immediately
7. Fixed a bug where the initial selection of the crew would have an additional one after unlocking the Mist Ejector
Mortal Sin - Nikola
Hello Sinners, it’s time for another update! Sorry this one took so long, I’ve been working on a brand new level editor tool that allows me to generate a mix of randomly generated and premade rooms. Because I spent a lot of time on the tool itself, I decided to first use it to replace the secret portal rooms in this update, but in a future update I will rework all the existing levels as well. See below for the patch notes!


Explore all new portal rooms, which are a mix of premade sections randomly stitched together to provide a varied, but also balanced experience.


Portal rooms are now much better built for platforming before, whereas they were kind of an afterthought at the game’s launch. Try the new air dash technique and improved platforming physics!

Content
  • Added 60 new portal rooms, replacing all the old ones! They have much cleaner layouts and are more fun to navigate
  • You can now perform an air dash in the portal rooms with bash. You can immediately cancel out of a kick jump with a bash in order to make this feel smoother. You can control the direction of your air dash based on your movement and facing direction (cannot gain height though).
  • Greatly improved platforming physics! You will no longer slip off of uneven surfaces, allowing for tighter control.
  • Reworked the Overpower skill. Now does an area stun every couple of ticks, rather than resetting your combo timer, which was exploitable for infinite combo shuffle levels

Balance
  • Traps now have their damage constrained to a minimum and maximum percentage. In general, no trap will deal more than 50% of your health in a single hit. And also if you have a lot of defense, it will at least still do some damage so it doesn’t become trivial.
  • Increased default base yellow essence drop value from 50 to 100
  • The Immortal Construct’s base spawn time has been reduced from 30 to 20 seconds
  • Falling in a portal room now breaks one random weapon or armor piece, and causes you to lose 10% of your gold essence (instead of breaking all your equipment).
  • Capped the amount of portal rooms in a single level to one (down from 3 max)
  • Increased Light Foot skill’s dash distance, and increase it per level (from .75 to 1.5 seconds max)

Polish
  • Added fall landing sound effects
  • Randomized sound effects will no longer play the same sound twice in a row
  • Fade in the invulnerability sound so its not jarring when spamming an invulnerability effect such as quick step
  • Kicking while crouching in a secret room will no longer jump
  • Getting damaged by poison will now blur the screen and cause the character to grunt for more feedback
  • Vsync starts disabled on first run to avoid choppy frames on some devices
  • Enemies will now only flash for attacking instead of blocking
  • Made the metallic weapon switch sound a little quieter since it gets spammed a fair amount
  • Made rotor / saw traps a little louder

Bug Fixes
  • Added fall landing sound effects
  • Forest grave skeleton scare always returns you to your starting position, since it seemed to have various buggy interactions that would throw players out of the map
  • Fixed getting stuck to the side of platforms in secret rooms (you will now fall)

I wanted to make a note that there is an intermittent crash that is due to a unity bug with their AI / Navigation system that I’m using. I told one of their developers about it, and they are currently working on a fix for a future unity update. Basically the position I am in is that I can either wait for them to fix it, or completely replace their pathing system with a new one, which would be likely a significant amount of work. But I will do so if they don’t fix their system in a reasonable amount of time. Thank you for your patience with this issue, and I want to be clear that I don’t intend to ship the full version with this annoying bug!
Project Arrhythmia - Linkyop
"alpha-editor" branch is now officially deprecated and unlike last time will remain so. For those still using this branch, please migrate to "alpha" (or "legacy") for future editor usage.

Thank you all for your massive help over the last month we've accomplished a lot and I'm super excited about the future of the game!

24.1.7 [alpha branch]

Patch notes:
  • Fixed a few issues with multi select (Shift).
  • Added new shortcuts menu under help in editor.
  • Added preview outline selection keycode.
  • Added new preview outline mode setting in editor settings.
  • Make it so dragging with no selection or clicking with no selection will clear the selection.
  • Added different preview selection modes
  • Improved load times on levels. The game is also less likely to hang while loading.
  • Setting parent via eyedropper now properly detects deep parent loops and blocks them.
  • Cleaned up parent selector dialog code.
  • Added new info editor notification.
  • Updated pooling system to be more efficient.
  • Fixed issues with empty keyframes making levels not load.
  • Fixed issues with events getting out of order.
  • Added better quick buttons in editor.
  • Cleaned up code for object panel manager.
  • Added new overlay options to gradient effect.
  • Make editor buttons always inactive when in input mode.
  • Fix for checkpoint noise playing in editor.
  • Fixed issues with some enum values not properly being selected like level difficulty and prefab type. Also prefab types beam and static no longer are swapped.
  • Added marker delete functionality through UI and keycodes.
  • Added marker as a possible active selection type for the editor.
  • Updated YouTube music links.
  • Polished various UI elements and their features.
  • Minor UI tweaks.
  • Fix for prefab offset regex being shit (good job pidge). Delayed prefabs are now no longer an issue.
Remember, if you want to be in touch with latest news, join my Discord server!
inFINIte Robotics - Ninhydro
Hi Everyone, I'm happy to announce that my VN is finally finished!
You can download my VN now! for Free!

Don't forget to also check the people that help me on making this VN:
- Shauntaye Waters (Proofreading)
https://www.fiverr.com/nofuseart

- Koruru528 (Soundtrack for Fini Hums)
https://www.fiverr.com/koruru528

- Bluefabre (Soundtrack for Infinite Loop)
https://www.fiverr.com/bluefabre

- Naiisho (Endings CG)
https://naicomm.carrd.co

- Munoofa4 (Main menu CG edited)
https://www.fiverr.com/munoofa4

- Meinardas (New Steam Trailer)
https://www.fiverr.com/meinardas

- Bluefox098 (Beta tester)
https://www.youtube.com/@BlueFox098


For the others, you can check them out in the game credits!


Thanks again for checking this game.
Hope you enjoy InFINIte Robotics!
Survive Planet Yubglub - BugBGames
Early Access February Update! Patch 0.0.1.0



Highlights
Endless Mode, Speed increases, Hitbox reworks, and bug fixes

Hello everyone! This is our first feature update of Early Access, and we are very excited to release it to you all! We plan to release an update on the first of every month until the 1.0 launch. This patch brings updates based on the feedback all of you provided! On top of that, we are excited to bring you a new game mode to try. Endless mode, where the goal is to survive as long as possible as the horde of slimes gets increasingly more difficult to fend off. We hope you enjoy it!

Patch Notes
- New game mode: Endless (Survive as long as possible against the endless slime horde)
- Created a new level for endless mode and updated all the menus to reflect the new game mode
- Increased Slime projectile speed by 5%
- Increased player movement speed by 10% for both characters
- Increased Slime movement by 10%
- Ball collision rework and increased pickup radius
- Reworked player collision to improve game feel
- Added a toggle to enable the ability to show FPS in the video settings of the options menu
- Updated the enemy slime navigation to allow for more space when navigating around rocks
- Updated the small enemy slimes to no longer collide with rocks to ensure they do not get stuck when navigating around them
- Updated the rocks on levels one, three, and four
- Updated the color of the ammo counter to match that of the player and the balls

Bug Fixes
- Fixed a collision bug where the character was able to get out of the playable area
- Fixed a bug where video and key bind settings were not saving properly when exiting the options menu
- Fixed a bug where balls would sometimes not bounce after colliding with an enemy slime
- Fixed a bug where the final-level music would stop playing


Known Issues:
Borderless windowed is not working on multi-monitor setups

High Priority issues:
On certain devices, when the player throws a ball, the ball is thrown to the right of the player, no matter the position of the mouse cursor.

There is a workaround if you are experiencing this issue, and it will be stated below. Expect a hotfix in the coming days to fix this issue.

Workaround to the above issue:
If you are already in full-screen mode, switch to windowed or borderless, then back into full-screen mode. If you are in windowed or borderless mode, switch to full-screen mode. After making the switch, your aim should be restored. This only works when you're in a level and you will have to do it every on every level.
Feb 1, 2024
Wastelan Wars - knockdog
minor repairs
Animal Trainer Simulator - Games Incubator_Team
Hello Trainers! 👋

We are happy to announce that the demo version of Animal Trainer Simulator is a part of Steam Next Fest February 2024 Edition! 💪

We are launching the Demo on February 5, 2024, at 5:00 p.m. CET! ⏳
We are waiting for you! 😊






Join our Discord! 👇


Have fun!
Animal Trainer Simulator Team
Feb 1, 2024
Hostile Mars - theninjaturtle


This month, our journey through the cosmos of Hostile Mars took us deep into the design and rhythm of the game's universe. We've made significant strides in the storyline, revamping the majority of our bots to align with the evolving narrative theme, while also refining key gameplay mechanics to enhance player engagement and progression.

We're thrilled to announce the expansion of our creative crew with the addition of an Art Director, VFX Artist, UI Technical Artist, and Environment Prop Modeler. Brace yourselves for a visual revolution in the updates to come!

Chain Lightning Trap
This trap hits nearby robots with lightning that chains to other nearby bots. This can cause a chain reaction throughout the entire wave!



Turret System Performance
The new enemy system is in a good place; it was time to spread the refactoring love to the turret system as well. This task was completed much faster because the design is very similar to that of the agents. Nearly all the turret code is now parallelized and has been largely optimized, making it simpler to extend and create new kinds of turrets.



Wildlife
During the exploration of the open world, the player will encounter bots, mostly enemies. We created a highly customizable system to define encounters and how they happen. This example has a small group of enemies spawning near the player on a timer, but the system can allow for much more variation in when: triggering an encounter each time a bullet is fired, continuously while an alarm is triggered, etc., and in what: calling reinforcements if the enemies stay alive for too long, trapping the player with status effects or props, or even creating full-on mini-waves!



Map
This month, we started our first iteration of a Map System for Hostile Mars, so please forgive the programmer art. Mars will feature many different points of interest for the player to discover and explore. The map will assist them in navigating their way around and serve as a resource where players can view specific information about POIs they have already discovered without having to travel back to those POIs. For example, they can see the repair cost of a distant signal generator.



Models

Laser Turret


Chain Lightning Trap


Bomb Trap


Combining Robot


Concept Work

Turrets




Robots
Early exploration of the Foreman Defense Unit (DFU)
This robust observer controls and defends the workers during their mining operations.


The Surveyor drone is the front-line explorer of Hostile Mars. Their task is to burrow down into the Martian regolith using the SFR (sub field radar) they can detect all nearby ores, and notify the local FDU for collection.


Mining Laser Droid used for close-quarters surface precision cutting and mining.


And a Resource Transport Bot to carry valuable materials around the surface.


That's it for this dev log. If you want to keep up with development, join us on Discord:
https://discord.gg/Xd88eF8Teg

Take Care,
-HM Team
Star Overhead - beamdreamteamproductions
Hello Everyone!

We're back with a minor quality of life update featuring some of the most prominent bugs that slipped through the cracks with our initial release. Thank you again for all of your amazing support! We will still be posting periodic updates for Star Overhead, so please let us know if you find any other bugs.

Until next time,
-The Beam Dream Team

Patch Notes:
  • Fixed bug with the organ where the UI would reopen if you closed it while the organ song was playing.
  • Smoothed several parts of levels 2 and 3.
  • Fixed the 'return' button in the Options menu being hard to click on
  • Reworked death animations to be more responsive.
Hardcore!!! MILF Sex party - CANDY GAME
We are happy to announce that we have just released Hardcore MILF Sex PARTY on the Steam!
Enter the fascinating world of virtual reality and experience unforgettable adventures.
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