Xiangsheng Simulator - WaveEcstasy
截至目前收到一些玩家的反馈,我们正在解决以下几个bug:

1. 某些Nvidia显卡用户调整窗口大小时会黑屏。(已修复)
2. 某些用户提示"STEAM初始化失败"。(正在修复中)

非常抱歉给您带来的不好的游戏体验。
Feb 5, 2024
Dead Frontier 2 - APwn
- Lunar even preparations
Sprocket - Mushy
Hi all,

V0.2's been steadily moving back to a stable build.
Work continues updating features to work with 0.2 systems.

Placeholder models removed
Discord server moderator and community contributor Víðarr has been hard at work for the last few months creating the models to replace the placeholder internal parts.






Crew Role Reworks
An iteration on crew role assignment changes the way crew members perform their duties.
The current efficiency percentage acting as a multiplier for time taken to perform a task has been removed.
Now, each role has its required limbs defined. Crew members will only be able to have one limb working on one task at any one time.

For example,
The gunner role requires use of the legs to press the pedal to fire the cannon. The gun layer role requires use of an arm to aim the cannon. A crew member with these roles assigned will be able to perform all tasks at once with no penalty.
The driver and loader roles require all limbs, so if the driver role is then assigned to the same crew member, they will have to switch the tasks based on priority. This lets a one man tank work fine, though you'll need quite a bit of time after stopping to allow the poor driver to climb into the gunners seat to aim, fire and load the cannon. The switch time taken depends on distance, so a small, basketless secondary turret above the driver's seat could be effective.

Role prioritization will be pre-set initially, with control coming in a future update.

Part File-Definitions
While the part loading changes discussed in this post had achieved their main goal of loading parts synchronously. There were a few issues with the approach I took to assigning part assets to parts, which needed to be sorted sooner rather than later. So I took another look.

Parts are now entirely defined in human-readable files, outside of the game engine.
In addition to solving the main issue, it add some additional benefits:
  • It's a large step towards part mod support. All part limits are defined here, so you can change the limits of a part if you disagree with it, though your changes might get reverted with a game update.
    You can even define your own parts - which isn't very useful until you can add custom models, textures and behaviour.
  • They let me switch out the code associated with each part behaviour much more easily. The part simply defines a 'model' and doesn't care how it's implemented.
  • Parts can be tweaked/fixed without having to recompile the game.

Open Compartments and Physical Holes
Parts previously had a series of points spread throughout the part's volume. Each of these points were checked to see whether they were inside the compartment. If all points were inside, the part was unobstructed. If a few points were outside, the part was intersecting with the compartment's plates.
This meant parts could avoid having to check collisions with every plate and, most importantly, it allowed the fake turret ring hole to work.
As long as a part had all points inside the turret or the turret's basket, it would be considered valid, even though it would be technically intersecting with the plate between the turret and the basket.
The damage model had to have 'portals' defined. Which were volumes where projectiles would ignore plates completely. One of these portals was placed where the turret ring met the turret body.

This solution relied on compartments being fully enclosed, not ideal when they're scheduled to be opened up come open hulls and turrets on the roadmap. The damage model portals were far from perfect, and would result in inaccuracies if the turret's bottom wasn't flush with the top of the turret ring.

Allowing the new thickness on plates to obstruct other parts turned out to be the final straw for this system.

Parts now check whether they intersect with every single plate. Which isn't as performance intensive as it sounds, with some heavy optimizations.


Visualizing the boxes built around each plate to simplify the intersection checks.

Generated hulls can now have a physical hole in the top, intended to slot turrets into. Turret have a physical hole between them and the turret ring, removing the need for the aforementioned damage model portals.



Multiple turrets and tall commander cupolas will require new holes to be added in freeform.
The rewritten freeform allowed me to make a dedicated hole creation tool.
Simply select a face or a few points, and press a button.




There's now no difference between internal and external parts. It's just parts and steel plates.
Part's don't need to be contained and there's nothing stopping you from putting your engine outside the vehicle and threading the driveshaft through a hole in the hull, should you so desire.
This is basically open hulls and turrets come early.

Dirt closer to the ground
A small day-project when I needed to get away from the tricky stuff.
Dirt is now heavier as it nears the ground.
Tracks can become even more dirty than before.


A V0.2 public experimental branch release is looking reasonable for the end of March.

- Hamish
Minami Lane - Doot
Have a look at our upcoming game Minami Lane with Kimchica ✨

The demo is free to play for the whole Steam Next Fest, give it a try!
We hope you'll like it 💖
Missing Kitty - Lo-Find Studios
The City has just been added as a new level for Missing Kitty. Find everyone and everything and build the city snowscape while you explore. Perhaps even locate a llama or play the guitar.

Small bug fixes:
Kitty was hard to click on the beach, fixed.
Unclickable bubbles were sometimes on the Docks with nothing hidden beneath.
The boombox is now a bit more boomy.
The Llama's scarf fits a bit more snuggly (for the winter).
Feb 5, 2024
Multi Turret Academy - Flzzyf
New vehicle: Type 4 Chi-To! A medium tank equipped with a 75mm cannon.
-Secondary weapons on the turret can now be upgraded.
-Added wheel rotating animations for vehicles.
-Adjusted the positions of some sound effects and removed the Doppler effect.
-Changed the Penetration/Damage of Chi-Ri from 15/3 to 13/4.

WarSphere - Last Tuesday Games
  • Improved inertia loss and screenshake on wall collision
  • HUD: HRU bar now displays gray instead of invisible when continuous HRU is equipped

This should be the last one before steam next fest. See you there!
Feb 5, 2024
消失的妹妹(The Vanished Sister) - LCGAMING
1.优化界面显示
2.适当降低了游戏刚开始的AI难度
1. Optimize interface display
2. Appropriately reduced the AI difficulty at the beginning of the game
Feb 5, 2024
Amazing Cultivation Simulator - Black
Long time no see.

Hi, cultivators! We have been keeping the lowest update frequency for years, as it is necessary to maintain a stable mod environment. Now, it is time to kick these annoying bugs out of the game.

We have fixed most bugs. There are some old bugs, such as: sometimes characters stuck each other, Derivative Calculation fail, some UI bugs for uncommon resolutions. And some new bugs, such as: Ye Baixue not belong to the right sect, some yaoguai feature not working, favor errors.

Besides, we fixed some bugs found by ourselves: wrong sleeping position, wrong law effect, cannot form a formation outside, a prologue stuck, and many UI and wording errors.(e.g. skill cd is removed a long time ago but it still exist in some descriptions)

Other then these fixes, we bring you a new content: Heavenly Chaos. We hope it can bring you some interesting challenge.

Note: If you loading old files fail, it can be the result of mods which has modified game files. The only way is to contact the mod author and seek for a solution.

New Content

New system: Heavenly Chaos
Along with the heavenly rule enterring into the last period, it has been becoming much more chaotic. All kinds of strange phenomenon preveil. To deal with these uncommon things, cultivators arm themselves to teeth to continue their immortal journey.
Heavenly Chaos can be selected in the classic mode.

New Heavenly Chaos Yaoguais' Era
Recently, there is a strange thing happened in the Taiyi Sect. It is said by a hunt, he aimed an shot an arrow into a cow's body. But then the cow started to glow and shinning. After some time, the cow turned into a Beast. The sect leader thought it must be an emergancy, so he discussed with elders and tried to figure out a solution...
Beast convertion: Animals will turn into beasts after death occasionally.
Alchemy Qi Fullness: After a success alchemy, there will be alchemy qi in your sect. The Qi amount is based on the tier and element of the drug.

Beast Sacrifice: Cast a Beast Sacrifice through ancenstral shrine by offer beast blood and soul pearl to gain random item rewards.


Optimize
Add Random and Select All function for Immortal difficulty
Optimized the rain and snow visual effect.
Optimized the save load process.
Optimized the size of the tips.
Optimized the blueprint build, now walls with the same material can build on each other.


Last but not least, we wish you a happy spring festival in advance!
沉舟:序章 - Aphasia
"Sink Boat" will start the live broadcast of the new product festival demo at 7 pm on February 6, 2024(CST).
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