Dummy Dungeon - adi
General:
- Fixed a bug through which several dialogs were not displaying
- Anvils now display on the map
- Special rooms display on the map
- Fixed collision of objects in many rooms on the 3rd floor
- Fixed description in Polish and English of few characters
- Fixed a bug where achievements did not display their name and description in many parts of the game
- Fixed a bug by which the player did not open his eyes after losing
- Changed the appearance of the achievement menu in the main menu
- Fixed a bug where help text dispalyed only word "Guide"

Audio:
- Fixed the volume of the campfire in the Main Menu
- Fixed the loud explosion in the Mines
- Fixed the sound of the "Rabbit's Foot" ability

Tavern:
- Fixed an issue with flashing shadows on the ceiling in the bar
- Added a special effect when the player opens a secret location in the bar

Gym (Special Room):
- Fixed a bug whereby characters in the gym would not say anything
- Percentages that display the chance of a successful workout now correctly update their percentage value
- Text changes color after a failed workout
The Brew Barons - lifetapstudios
Perhaps there's some truth to that. So all the more thanks to the supporters along the way and to those joining us going forward! It's been over 4 years of hard work by a two man dev team and one music composer, but the game is finally here!

Feedback is welcomed! We've tried to supply a variety of play styles throughout the game. We're interested in expanding upon features that work well or improve those that don't. Feel free to chat with us on our Discord, Steam forum or leave a Steam Review. We read them all.

So what happens next? We're interested in further optimizing the game for you Steam Deck users. Depending on the success, maybe build more content for the game (ie: more parts, more customization, advanced AI enemies, to name a few). We're also interested in localizing the game to a few languages and possibly a console release should the game do well enough. Fingers crossed!

Thanks again! Now let's take to the skies!
Islands of Insight - jchaparro
Seekers, welcome to Part IV of Explore Islands of Insight – a 5-part series where we will explore each biome of the game.

The story of the land is that it was created by the Auroral from the memories of another world – our world, planet Earth. It allowed us to take inspiration from lots of different areas on the planet to create new and unique zones that do not normally exist.

Today we will talk about Shady Wildwood – let’s dive in!



Like every other biome, Shady Wildwood pulls ancient architecture – in this case Dravidian temples from India - into an unexpected landscape – the redwood forests of California.



Shady Wildwood, like the rest of Islands of Insight, offers plenty of sublime locations and experiences to breathe in and discover. Explore the expansive open world and climb to some of the highest points in the game on the tops of Dravidian Temples, overlooking the rest of whole of this beautiful world. Try to wrap your brain around Reflections in the Sky – a mind-bending inverted island filled with themed puzzles.



One aspect that makes this biome unique is that it contains a handful of objectives focused on timing. The Cloud of Pearls Enclave will invite you into a temple filled with Skydrops, challenging you to solve them all within a time limit. Scurry Hurry is a testament to Movement puzzles, hiding a series of Flow Orbs inside the confines of a multi-story Crystal Labyrinth. Shady Wildwood also sees the return of the Match 3 Speed Challenge, which will test your Match 3 skills and your memory at the same time.



Discover a new logic grid rule in A Solitary Island. And make friends with the truly mysterious Shy Auras – a new puzzle type that is unlike anything in the game so far.



Play Islands of Insight now to solve and discover everything that Shady Wildwood has to offer. And stay tuned for Part 5, where we’ll wrap up our time Exploring Islands of Insight in the Serene Deluge.
Great Houses of Calderia - Lau_Rad
A new regular update [0.8.1.1205 (b13600706)] is now live with the following changes:

Added
  • Profession Upgrade Built notification
Updated
  • Clicking the army icon at the bottom opens army movement mode.
  • Resource map mode update, you can now select multiple resources from a dialogue that opens above the map mode toggle.
  • Resource and production breakdown tooltips
  • Army movement UI improvements
  • Military Unit overhaul—armor, weapons, and different ranges added.
  • Universal special rule based on “Bonus against” system
  • Unit descriptions and lore added to the book icon
  • Rally Troops ability removed from all units, now only available as Nerves of Steel ability for characters with Champion reputation trait
  • Old Rally Troops Powerful is now named Rally Troops and acts as an area of effect Morale boost, available for Ordo Fortis, Palatines, and Characters with Military 13 or higher
  • Armigeri unit now unlocks from Smiths Tier IV upgrade: Paddle Wheel Cooling
  • Swordsmen unit now unlocks from Fortress (Tier III)
  • Crossbowmen unit now unlocks from the Herdsmen Tier II upgrade: Hunting Grounds
  • Le Balestre Veloce unit now unlocks from Herdsmen Tier III upgrade: Gyrfalcon Mews
  • La Balestra Precisa upgrade, renamed Precision Optics Workshop, now unlocks at Citadel Tier and is a Tier IV unit
  • Ordo Vita upgrade, renamed Temple of Vitality, now unlocks at the Fortress Tier and is a Tier III unit
  • Ordo Vita can heal in combat
  • Siege slowdown changed to wall upgrades from castle upgrades
Fixed
  • Stopped by Army event has resource values of 0
  • Military conflict audio levels
  • Siege duration text shown in Production View
Known Issues
  • Some siege events may incorrectly refer to "Bandits" in their text
  • Conflict resolution unit calculator is not currently visible. It will be updated to match new unit types
  • Ranged units showed ranged animations while in melee
  • UI scaling might cause some buttons to go outside the screen on some resolutions. To fix this, adjust the UI scaling percentage in Video Settings.
  • Character customization images might fail to load occasionally. The UI still works, and reopening the menu sometimes fixes the issue.
- Great Houses of Calderia Team -
Star Trek: Resurgence - Sixteen60
We're pleased to announce that the U.S.S. Resolute and her crew will enter orbit on Steam on May 23rd, 2024! Expect further incoming transmissions before that date: we'll reveal more in the coming weeks!

In the meantime, look out for new, extended interviews with Captain Riker himself, the legendary Jonathan Frakes, new behind-the-scenes content, and much more!

We're so excited to finally bring our game to Steam - Wishlist now!

Did you know: Our game's hero ship the U.S.S. Resolute is named after the HMS Resolute, which was lost to the ice on an exploratory mission to arctic waters in 1854. The HMS Enterprise was also part of that expedition. After an American whaler discovered the Resolute, it was restored and returned to the British who used timbers from the ship to construct the Resolute desk, which was presented to the United States as a gift of thanks. It is now located in the White House Oval Office and has been used by many Presidents of the United States.

JOIN US ON SOCIALS!

Discord: https://discord.com/invite/gP3rdjGXu5

Twitter: https://twitter.com/TrekResurgence

Instagram: https://www.instagram.com/startrekresurgence

Facebook: https://www.facebook.com/StarTrekResurgence/

ST:R Reddit: https://www.reddit.com/r/StarTrekResurgence/

Warhammer: Vermintide 2 - [Fatshark] Quickpaw
Greetings Heroes and Pactsworn alike,

My name is Joakim and I’m the Design Director for Vermintide 2. In this dev blog, I want to look at some findings from the Versus Closed Alpha Test and give you an update on the state of Versus.

To kick this off I want to extend our deepest gratitude to all of you who participated in the Closed Alpha Test. From a developer standpoint, it is always a scary feeling putting things out to you players for initial impressions, but we came out of this with the feeling of overwhelming success. You seemed to have a good time, we got a ton of good feedback, the servers were fairly stable and we did not see any overly alarming crashes or issues preventing play. In short, we couldn’t have hoped for anything more.

Now, on to some stats!

The Closed Alpha Test saw slightly over 3600 players on PC participating in a total of 6056 rounds across 2093 games. The overall majority of those ended up with a clear winner, with 7% ending in draws, and with matches concluding in general within 20-30 minutes on the Screaming Bell Versus mission.

For the Heroes, the top career picks were Mercenary, Battle Wizard, Ranger Veteran, Waystalker, and Witch Hunter Captain, with an overall meta solidifying around handguns and the longbow. For the Pactsworn the spread was fairly even across all specials but (not surprisingly) with a higher pick rate, playtime, and damage rate for the Globadier.

More than a thousand of you also answered our survey, which together with the forum and Discord posts made for some (long and) great reading. Again, a big thank you to everyone who took the time to provide us with thoughts and feedback for the good and the bad.

94% of the survey respondents have played Vermintide for more than 60 hours, and 85% of those usually play on Legend or Cataclysm difficulty (with an additional 13% players on Champion). Naturally, this showed in the test as well: high-performing Hero teams were outplaying the Pactsworn early on, although we did see a shift toward the end of the test as players were getting more familiar with kill-slaying as Skaven.

In terms of feature requests the majority of the feedback touched on the following:
  • Balancing being too much in favor of the Hero side, with a low amount of AI-controlled enemies and an abundance of healing items and THP.
  • Requests for playable bosses or elites.
  • Requests for a training area for the Pactsworn specials.
  • Requests for abilities or talents to deepen the Pactsworn gameplay.
All of this feedback aligns with our current goals and we aim to bring you more news soon on our plans going forward. As for balancing, we're continuously tuning it and further tests will help us figure out a sweet spot where a majority of players can enjoy Versus. Given that the Closed Alpha Test feedback is skewed towards more experienced players though, we are hoping to get more Recruit and Veteran players into the next tests to get their input.

Rest assured, we are tuning things for the next test to mitigate some of your frustrations. Matches were often too close in terms of scoring, and the Hero team reached the safe zone far more often than we liked. As a starting point we have upped some of the Pactsworn specials’ damage output, tweaked the amount and type of pickups in missions, as well as having adjusted some of the Versus Hero talents and abilities.

For the next test, you will play on a new map, see the addition of premium careers, get kick and mute options, see a match score screen, and Versus specific menu settings. We’re also aiming to do the next test directly in the Vermintide game and not on a testing app, and for this reason, we’re adding a title screen, just like for consoles, with shortcuts to Adventure, Chaos Wastes, and Versus.

Speaking of consoles, you are due a clarification here. Unfortunately, the outlook is not great for seeing the game mode on Xbox or PlayStation. There are a number of reasons for this, but primarily it's due to technical limitations on the memory and network side. Vermintide 2 was not built with Versus in mind, and as we are bending the game and engine even for PC there are no good alternatives available for console at this point. We could of course have decided not to pursue the game mode at all, but from what we’re seeing we strongly believe that PvP+E is a great addition to Vermintide and an innovation worth pursuing. In the end, we’re making the call that it is better to release it to some than not at all.

Deciding to separate the platforms and player base is not an easy one, and we understand that we are letting our console players down in that regard. To some comfort for you, as well as for the ones uninterested in Versus, know that we have exciting things in the works this year.

As for the next Versus test, we’re delighted to announce our next alpha will launch very soon, and will be open to all owners of Vermintide 2! We hope that you are as excited as we are and that you watch this space for any updates! On behalf of the team, thank you so much for your continued support. Together we can make Versus a great addition to our beloved Vermintide.

See you in a poison wind gas cloud soon,

Joakim, and the Vermintide team
KitHack Model Club - Curve_Ben
Hey everyone, Notice anything different? It won't take much searching to notice the new name "KitHack Model Club". What's with that?

As it turns out, the old name is not one we have as much freedom to use as we thought we had. It came as quite a surprise, but instead of dwell on the matter, we put our thinking caps on and came up with "KitHack Model Club."

To be honest I think this one might be even better. In the completely invented etymology of the word ‘kit-hack’, you will find shared roots to other words like ‘l33t-hacker’ or ‘hack job’. It definitely feels on point for a lot of the things we come up with in the vehicle editor.

In any case, It's not a dramatic departure and is still synonymous with all things model building, tinkering and customising. What's more, we're pretty confident this name is all ours!

The new name is not the only news coming to this page over the next few months. Make sure to keep an eye on here, because we've got interesting things coming in the very near future. Cheers!

Make sure to join the Discord for the latest news!
The Tribe Must Survive - SBZ_Elisabeth
Tribe Leaders,

We hope you've had an excellent first week of Early Access with our game, we have certainly enjoyed reading your stories of survival and going through your feedback. We're also very grateful to all of you who have already managed to survive for 100 days and have submitted your usernames to us, we'll come back with an update on that initiative shortly!

For today we'd like to invite you to take a peek behind the curtains, and hear from the dev team themselves about the dev journey we have taken to create this world of wonder and suspense. You can check out the YouTube video, linked below.



We thank you for your support so far, keep letting us know what you think. Even if the game is now available to purchase, wishlisting and following us is still very helpful. You can also leave a review on Steam!
Pearls of Atlantis: The Cove - Wonderbosch

Match your way down in the Bottomless Trench! Reach new depths and open the gates to unlock unique gallery decorations!

Crab God - Margoaw
Hello dear Guardians!

Today we wanted to present Crab God and all there is to know about the game!

Welcome, Guardian of the Abyss

Crab God is an atmospheric underwater strategy game where you nurture a quirky family of Crablings and breathe life into your underwater domain.



As the Guardian of the Abyss, you have an important mission: defend the Crab God's egg. But being a Guardian is not solely babysitting duty; indeed, you will have to help with the protection of your ecosystem, cultivate enough food to sustain it and migrate to deeper waters where it will hatch and become the new ocean caretaker. However, you will not be alone in that journey...

Crablings, at your service!

Loyal children and subjects of the Crab God, the Crablings will assist your work to protect the ecosystem and help you through migrations into the deeper waters. Your colony of Crablings will build mighty coral reefs, protect your ecosystem against threats, and collect food for the journey ahead. Develop their full potential and see them become their own individuals, with their particular personalities and also the possibility to name them to your liking!



If at the end of a migration you collect even more food than necessary, you will have the choice to feed one or multiple Crablings more which will help you level them up faster. Each level gained by a Crabling grants new traits and abilities that can help them perform better in certain tasks or even obtain more life points. You will have the choice between 5 roles to give to your Crablings, switching from one to another depending on your strategy and your ecosystem needs.



The roles available to your Crablings are:

  • Gardeners: their mission is to take care of the flora of your ecosystem, either by getting rid of invasive sea weeds or by adding new corals and plants, that will attract new wildlife.
  • Builders: no rocks nor stones can resist the builder's mighty hammer (no Thor related pun here). Thanks to their work, you will be able to reach wider horizons for your ecosystem and who knows what you can find beyond your previous ecosystem's borders.
  • Scavengers: attracting new wildlife to your ecosystem also means more food for your Crablings. Here come the Scavengers whose purpose is to collect these provisions to prepare for the migration to come.
  • Worshippers: a great god must receive prayers and offerings to sustain its powers. The sacred duty of Crabling Worshippers is to send their prayers at the Crab God's shrine to generate favour, an in-game currency that can be used to change your Crablings roles or to add new species into your ecosystem.
  • Hunters: these Crablings have two main goals: generating food and protecting all the hard work you put into creating the best ecosystem. Because you see, you are not the only one trying to thrive in the depth of the ocean...
Lurking in the shadows

Natural selection is part of the natural order, but it means you will need to fight to survive! Indeed, many threats will put your ecosystem and your Crablings in danger: starfish stealing your provisions, evil crabs killing your fellow Crablings and many more...



However you may also be your own enemy if you do not manage and protect your ecosystem with care. A lack of food for the migration means one dreadful thing: you'll have to sacrifice your Crablings to feed the others. However, the Crab God will not tolerate the sacrifice of their offspring eternally, and as a Guardian, you will have to be strategic to keep your godhood intact.



Your own ecosystem

Build your own ecosystem in Crab God: choose between all kinds of corals and seagrasses to plant and upgrade to create a place full of life and wonders. Each plantable attracts different kinds of animals, from clownfish to turtles, and if the creatures find your ecosystem to their taste, they will settle there and provide you with more food to eat! Unlock all the different species and discover facts about these amazing underwater critters.



In-game actions, real-life impact

We told you earlier that you are now Guardians of the Abyss. Well it is not solely the case in Crab God's world. Thanks to our partnership with https://dots.eco/impact-marine-protection-area/, different in-game actions will lead to real-life ones to protect our dear planet. Our vision was to create a new type of game and to take a step further into the future of gaming, a more environmentally responsible one. Crab God helps you to feel good about making a difference, and offers a sense of real accomplishment, converting in-game actions into planting trees, cleaning ocean plastic, planting new corals, and more.



Now you know all there is to become a true Guardian of the Abyss! Stay tuned for upcoming updates and remember: make waves, praise the claw! 🦀

- The Crab God Team -
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