Feb 26, 2024
Quick Quest - SylphArcade
Sauter au mur plus haut et plus loin
Particulièrement lorsque vous sautez par des murs en pente,
Affecte également certains casques

- Edition de l'arène du boss
Le mur de la Salamandre Rouge vous permet de sauter plus facilement,
Même chose pour toutes les arènes de boss.

- Débogues :
Le filtre de l'écran reste en place après la pause : pourrait être corrigé
Softlock sur le boss 1 win si vous restez près du mur et que vous glissez sur le sol : corrigé
Problèmes de gamepad : peut-être corrigés ! !?
Vehicle Beat Zombie - AKBOT
1 Adjust wheel steering angle
2 Pause menu can be closed now by controller button
火焰征程 - wzzh
Dear players,
We will be performing a maintenance update from 09:30 to 10:30 A.m. Beijing time on February 27, 2024. During this period, the game will be unavailable, causing inconvenience to everyone. We apologize for any inconvenience caused.
The main contents of this maintenance are as follows:
Some new activities have been added.
See the picture for details. The activity content is subject to the game content. The official has the final interpretation right.





























Urban Chase - callmerat
Hello, this is Callmerat Games.
I will continue to make efforts to ensure passionate experiences for our police officers.

Here are the details of this update:

  • Added sparkling effect to the cola given by citizens to increase visibility.
  • Resolved congestion issues with citizen traffic.
  • Adjusted thief behavior to require getting closer to catch when they are hiding.
  • Added speed boots to Stage 9.
Thank you. The safety of the urban is in your hands, commitment!
Feb 26, 2024
Viscera Cleanup Detail - BlackEagle
Greetings, all! ːvcdmopː

With the new year already well underway, we wanted to share with you a little bit more of what we're up to and give you an early look at some of the design changes and vision we're going for in VCD 2 ahead of the showcase.

We're confident that we have more than enough material for a sequel and lots of interesting improvements to add. While it's going to be a very long road, we are now confident we can achieve it in the more modern Unreal Engine, rather than just a simple port of the original.
A port of the original levels will benefit from its development in one form or another.

With that, we can say that the goal of a Viscera Cleanup Detail 2 is very much within reach.

Just keep in mind that a lot of the developments you're about to see are subject to change.
So without further ado, let's get into some of those developments shall we?

Unreal Engine 5

As of right now, the project has been upgraded to Unreal Engine 5.
There are a couple reasons for that.
  1. It contains a richer feature set that, in some areas may prove beneficial.
  2. Unreal Engine 4 is gradually going to be phased out and see less support.
  3. Upgrading now saves us a ton of headaches as VCD's code-base grows more complex. Migrating code is never fun...
  4. It's the natural next step.
  5. It has 5 in the name, which is a higher number than 4 if you can believe such a thing!
With that being said, we still have some experimenting to do to assess whether or not UE5 is in-fact too advanced for a game like VCD, which needs to run on a variety of systems and not be pointlessly demanding. Fortunately, UE5 is very flexible, so we're confident it'll suit our needs.

Design Changes

With VCD 2 we're aiming for improvement and refinement over radical changes.
We're trying to trim some of the fat and make it more streamlined while keeping the quirkiness and overall insanity of a VCD game. Then just build on that with more quality and new levels.

However, there are a few key alterations.

Uniqueness > Quantity

One thing the original suffered from was an over-reliance on the same mechanics.
Bullet Holes and casings, I'm looking at you!

So, rather than having each level be a reskinning of the same mechanics of body and shell-casing cleanup with just a few minor additions, we've decided to make each new level center around a strong theme and carry that theme into all or most of the mechanics present in that level. More in line with how its DLCs were structured.

This means that if the level is about a mining facility, then you can bet you're going to be having to fix up a lot of mining machinery.

If it's about a medical facility, you're going to have to do a lot of blood cleanup and restoration of medical supplies, etc.

So the focus will be more on making interesting mechanics for a level that won't necessarily appear in other levels, and to make the process and final result of the level's restoration a satisfying and beautiful thing to witness.
To that end, each level will feature a set of thematically relevant mechanics that build toward the ultimate state of cleanup.

In addition, levels will often feature smaller hurdles to overcome and mechanics to exploit to make your job easier as you go. Such as powering on the lights, activating conveyors, restoring lifts instead of taking the stairs, things like that. Not necessarily essential, but a little something extra.

Also, while there may be some familiar themes you know and love, there will most certainly be some vastly different ones for new levels.

Drop-Pod



The drop-pod is an all-purpose janitor deployment capsule / craft that will both land on planets you are sent to, and dock to stations.

Inside of it you'll find many of the most essential tools you need to perform your duties.
This includes:
  • A vending machine for replacement parts and essential items such as med-kits and work lights.
  • A place for the 'dispensing' of replacement janitors, should one of your number carelessly succumb in the course of fulfilling your duties.
  • A tool-rack kitted out to provide you with a variety of tools you're likely to need, some of which are familiar, many of which are new. Their numbers are limited, and not every tool is needed to perform your duties in that level, but you'll have access to them regardless; heaven help us!
  • A briefing screen to remind you of the essentials.
  • An airlock to facilitate the transition to and from hostile environments
  • A toilet; space janitors are human too...



The pod will be your starting point in each mission, and the point from which you depart after you are done.
It'll serve as your one stop shop, but notably it is by no means there to make your job any easier. Nor does it serve as an adequate source for bins and buckets. For that, you'll need to look elsewhere.

Also, you'll use the drop-pod to bring items back to the office with you, instead of the janitor's trunk.
Although, we may find other reasons to keep that faithful companion alive.

The Office Hub

Your office, previously a poky out of the way corner in one of Aerospace Sanitation's facility basements, is now a larger yet still poky janitorial deployment section in one of their facilities.

The key difference is that customization will be much more extensive than before, and tied to things you bring back from other levels in some more tangible ways.

From the office, you'll select your next destination and return to it after you are finished.
There will be small sections of the facility that you can muck about in and experiment with some mechanics and tools. There will be more interaction, and a more lived-in feel.

In addition, the office will aid in teaching you some of the basics.
To that end...

Player Education / Tutorials
It's no secret that some of VCD's mechanics are very hard to pick up naturally.

How do you know what the sniffer's modes do?
What does that strange welding laser do?

There are two ways to look at this:
1: The game is about discovery and experimenting with things yourself to learn about them, thus feel accomplished.
2: Not knowing what you're doing and being frustrated by hidden yet essential mechanics is a real pain, especially when you're punished for it, and you could really use a tutorial and not have to look up web-pages to play a game.

We're not believers in hand-holding or outright tutorial stages thrust upon you, nor endless pop-ups with advice. So we're going to avoid that, it's really not very VCD-ish.

Instead, we have some much better ideas for teaching players some of the basics.
To that end, the Office Hub(and probably other locations) will feature basic step-by-step guide posters/brochures on the walls for various(less obvious) mechanics to aid your learning.
This is an unobtrusive way to show you something you need to know while still allowing you to discover it for yourself. But it'll be obvious what it is when you see it.

Scoring & Progression

We're still considering some things here, but we're in favor of removing the scoring system as it currently exists. Giving you a number at the end of the day just seems so...reductive.
It's also an endless source of confusion and frustration; "Why was I punished? I wasn't told anything about those damnable nitrogen canisters!"

It's not really about the score at the end of the day, but rather your work ethic and the general consequences of a poor effort. This is in truth, a hard one to solve.

We're all for keeping the interesting newspaper articles, and the general fired / vs good boy dynamic.
However, we don't think a number and precise goals for everything is the way to go.
VCD struggled from trying to incorporate both a number's game AND a vague "do as much as you want" approach. The two can't really exist together without a high degree of frustration and confusion for some people.

So we're looking into solutions, and part of that may be in the form of progression, or a two-sided reward system, where there are consequences and rewards to either path, but no clear "best way" to play.
Don't get me wrong, there should still very much be consequences to doing a lousy job just as before, but they should not be reduced to a simple number's game and single success/failure state.

Stacking is another area in a similar vane. That should be an innately satisfying experience regardless of any bonus to the numbers you receive.

Conclusion

There is a lot of other stuff to discuss and many new additions to run through, much of which we're still working out and considering, but for now that's the big picture.

Please, feel free to give us your thoughts. We're excited to hear feedback, and that will be an essential part of narrowing in on a good design as we move forwards.
To keep up to date and give additional feedback, be sure to follow our Viscera Cleanup Detail 2 thread over in the forums where I hope to post regular progress updates as and when I can, and respond to feedback.
Announcements will be reserved for significant milestones in future, when we have something a bit more polished to show off.

In the meantime, here are some more very much 'work-in-progress' images of what we've made so far. Well, some of it at least.



Our Adventurer Guild - TheGreenGuy
Hello Guild Masters,

the Emperor Update is finally here!
It took longer than I wanted but it's finally done and I'd like to share with you whats in it.

What's in store for you:

  • Concluding the main story with two main quests
  • New quest location
  • Two new legendary classes with their own unique skill tree
  • Fresh traits to explore
  • new events
  • 5 new side quests
  • more enemies and bosses
  • legendary weapons and armor

Also Bugfixes and Changes:
I've also worked on a lot of bugfixes and changes, from the feedback I've gathered over the last few days. More details in the patch notes.

What's Next:
While this marks the last major content update before the full release, the journey doesn't end here. There are still loose ends and unfinished aspects that need attention.(The new Quest location for example has only 3 events, or Ferdinands questline still doesn't have an ending.)

Current my priority looks like this:
Bugfixes for bugs that might occur due to this patch: There should be nothing game breaking here but you'll never know. So I keep an eye out for any such reports and fix them as soon as possible.

UI/Quality of Life: There are a lot of rough edges here, and some aspect of the game are tedious because of supbar UI. I will be working on improving this. Interacting with the UI should feel good. Not tedious.

Balancing: Some classes may need fine-tuning to ensure they're not left behind by others. There might also be inconsistency with the game challenge in the middle to later part.

Completing Loose Ends: I'll be tying up loose ends like Ferdinands Questline and adding ways to remove Misasas bad trait. There also a few enemies in the game, that haven't been fully integrated yet.

Minor Content Additions: Adding more titles, dialogues, items, side stories, events, and other things to round up the whole package.

Steam Achievements!

Polishing: Your feedback is important here. If anything feels rough or could be improved, don't hesitate to report it. Even the smallest details

I also plan to add controller support, but depending on how it goes I might add it after the full release.

Well, that's all. I hope you'll have fun with the new content and hopefully your feedback can help create a great 1.0 version of the game!

I'll be putting the game on a small sale to celebrate the new update. Afterwards the price will be raise to its final value of about 15$.

With Best Regards
GreenGuy
Feb 26, 2024
Blackout - Early Access - Vojmir
Hello, welcome back to another Art Update! This update focuses on the Environment of Blackout. Ranging from the flooring of the Temple to the outside Blackout encasing the world, many changes & additions have been made for a more immersive experience.

Environmental Changes | Optimizations | Extras | Next Update

Environmental Changes:

Temple Area Visuals

  • Finalized Textures and Models
  • Added Reactive Lighting
  • Updated General Lighting
  • Changed Collisions & Rendering of some Objects
  • Moved Temple Gates to align with the Building Shape
  • Added a few hidden references in and outside the Temple

Temple Area Playspace

  • Removed all Invisible Walls
  • Added connecting Catwalks on all sides (exterior)
  • Added new Grenade Jump platforms (exterior)
  • Updated Stair and Railing collisions to allow easy vaulting on/off them (exterior)
  • Temple Gates now align on opposite sides of the Temple for easier traversal (interior)
  • Reduced locations where the player could get stuck (interior/exterior)

The Blackout

  • Introducing the 'Blackout', the birthplace of familiar foes
  • If the player touches a part of the Blackout they are instantly killed
  • Found on the exterior of the Main Walls, spans the perimeter of the Playable Space

Ambient Fog

  • Fog no longer gets removed when facing West
  • Increased the density of the Fog
  • Fog is now reactive (more of this coming next update)

Skybox

  • Darkened Global Skybox & Skylight
  • Removed the Giant Statues from the Sky

Fortune Teller

  • New Visuals
  • Updated Animations
  • Bugfixes

Optimizations:
  • Changed Lighting in most scenarios from Light Sources to Emissive Textures
  • Light Sources are only enabled once an Area is Unlocked
  • Removed the Landscape & out-of-bounds Objects from Navigation Mesh calculations
  • Removed out-of-bounds Objects & Lights never seen by Players
  • Internal Benchmarks are showing a 10-20FPS increase on average from last Update
  • Much more optimizations coming in the next Update

Extras:
  • Added Bullet Holes onto Enemies Hit
  • Sped up some Main Menu animations

Next Update:
  • Next Update is mostly focused on the UI side of the Project. This ranges anywhere from replacing placeholder images in the UI to complete overhauls to how the UI functions & renders for optimization reasons.
  • The final two Interactable Machines (Perktronix and Arsenal Ascender) are getting their final models, visuals, sfx, and animations added with some key updates to the Arsenal Ascender.
  • More General QoL Changes and Optimizations

Update & Post made by: Vojmir in collaboration with Derek Douglas, Andy Cai, and Mhyra Vergaray
Our Adventurer Guild - TheGreenGuy
Emperor Update Additions:
- Concluding the main story with 2 new story quests
- Two new legendary classes with their own skill tree
- a New quest location
- new Traits
- new events
- new side quests
- new enemies and bosses
- legendary weapons and armors

Other changes/bugfixes:
- Removed an obstacle from the battlemap for the Second Disciple Quest for better mobility on the map
- Fixed Witch class having 3 Ice resistance instead of 30
- Fixed an issue where the Assignment for an Ice Bride Hunt returns an empty report
- Fixed an issue where the Smoke effect for Emergency Escape was scaled too big
- Added a passive skill in the scoundrel tree called underdog. It removes the hit chance buff of enemies surrounding you
- Shadow step now only cost 1 AP with only 1 turn cooldown, but costs more sp
- Reduced SP activation cost of Shadow Form to 20 and SP per turn to 10.
- Saint Trait Assignment will now use wisdom as determining factor for success
- True Sight will now remove blind and prevent getting blind
- Removed the legendary tier for proposals, because contentwise it has become obsolete. Maybe I'll readd it if I make a postgame content.
- Fixed an issue where the crit multiplier on true damage was doubled, undead skirmishers were truly one shot killers
- Heroic Hit will now increase hit chance by 30 per 10 BP spent and raises the hit cap to 100%. This change was made to make enemies with high dodge a bit more of a challenge
- Heroic Dodge will decrease enemy's hit chance by 20 per 20 BP. This might be too little to make it useful but let's see how this change works out
- Changed Arcane Knight unique skill to mana blade.
- Mana Blade has been redesigned to increase MAB by 50% of the bonus PAB gained through items and traits, to make up for the lack of Arcane Knight specific gears
- Changed Earth spike and rock fist, so you can specify a direction to push the enemy into
- Zooming in the map will now zoom towards the player icon
- Added tooltips for dot effects
- rephrase quick hands effect to consumables instead of item
- Fixed an issue where in the Quest Report the valuables would appear in the loot window if there is too loot
- Acid no longer removes Regeneration but applies a debuff that stops regeneration for a few turns
- Loves pain adventurers no longer gain a mood debuff upon forced healing
- Spell Penetration II has been buffed to 30
- improved UI responsiveness in the marketplace if you have a ton of items
- Improved item sorting. Items that are equal will now always be grouped together
- Epic weapons and rarer now all have physical/magical penetration
- Nerfed tactician dodge down to 15 from 20

Edit: Forgot to mention that several enemies have been rebalanced to better scale later into the game. Also introduced some more defensive skills to enemies.

Warspear Online - oksana.kuzyk


Warriors!

The Carnival buzz has filled the whole of Irselnort deep and wide, and permeated even the most shadowy corners of Arinar! It is now time to purge the dungeons and fight vile monsters for some great rewards!
  • unique holiday Jagur and Steel Cutthroat costumes can now drop in all Dungeons on heroic and mythical difficulties (with the higher drop rate in higher level dungeons);
  • the rarest non-class Book of Enhanced Penetration can now drop in all Dungeons on mythical difficulty (with the higher drop rate in higher level dungeons);
  • x2 Guild Points in all Dungeons;
  • x2 Knowledge daily cap for completing Dungeons.
Event duration: 26.02 12:00 CET – 04.03 11:00 CET

On top of that, don’t miss the chance to compete for one of 50 winning places in the holiday Weekly Ratings Tournament, and grab some rich rewards for ranking high in the Guild Points rating:
1st Rank: Book of Enhanced Penetration and Dazzling Carnival Cache x100
2nd Rank: Book of Enhanced Penetration and Dazzling Carnival Cache x50
3rd Rank: Book of Enhanced Penetration and Dazzling Carnival Cache x25
4-10 Ranks: Dazzling Carnival Cache x20
11-20 Ranks: Dazzling Carnival Cache x10
21-50 Ranks: Dazzling Carnival Cache x5

Tournament duration: 25.02 23:00 CET – 03.03 23:00 CET

See you in the game!
The Warspear Online Team
Beat Hazard - Starg
Hi all,
Beat Hazard 3 has just had a major update: Phase 4+5 Galaxy Gameplay!



https://store.steampowered.com/app/1493520/Beat_Hazard_3/

Cheers,
Steve.
...