Unwell - Main Protege


Unwell Demo received its 12th update on Steam 🙂

Breakdown of the key changes in the updated version:

TWEAKS/FIXES

MAJOR optimization update. It should be way easier to run the whole game!

Our game has changed in terms of visuals and content so much that we decided to celebrat it with a new teaser!

[youtube]


Thank you for standing against The Gray at our side.
The Head Protege”
Smells Like Burnt Rubber - Der_Knob
I had a major "driving problem" with the track "Eagle Down".
Not sure how I didn't realize it when I did the change to the track in the last release... But since it is now the Event Track of the month, someone from the community reported it. Big thanks to PhoenixFeder 🙂

Now let's see who is the fastest in the March Event - you got 31 days to show everyone that you are the best 🥇
Alien Swarm: Reactive Drop - Ben Lubar
We've fixed a few issues reported by the community.
  • Fixed a crash on the main menu when hovering over the public lobby list or list of friends.
  • The Season 20 Heroes of the Interstellar Armed Forces medals were given out with the wrong numbers. These have been revoked and re-issued.
  • Fixed the Report a Problem text box only allowing English letters.
  • Fixed the Maximum Game Bandwidth setting showing the number in kilobytes per second while the description said kilobits.
  • Added an icon to the main menu that can be used to access the legacy server browser.

Additionally, some late notes for the release earlier today:
  • Tears for Tarnor: Oasis Colony Spaceport: Made auto-aim target Fred (the colonist who dies at the beginning) to keep a speedrunning trick working.
  • Reduction: Fallen City: The box car door no longer collides with aliens and physics objects.
  • Fixed the chainsaw idle sound starting after having fired the chainsaw when rd_chainsaw_idle_sound is 0.
Mar 1, 2024
Out of Ore - northmoddingcompany
Hello!
This week we have been finnishing a smaller update contaning fixes regarding the last update, loaders, crashing and performance improvments, if testing goes well then that will be out in a couple days,

And also this week there has been really good progress with the next gens, so its not super far out to where we can start to roll those out aswell!

We also have another sneakpeak,
this time its the new grader, this one is not even comparable to the old one



The release of the Next Generation Vehicles will happen gradually as we finish each one. These vehicles will showcase new hydraulics, attachers, physics, and various other improvements.

Stay tuned for more updates!

And don't forget, if you want to see your world's screenshot featured on our TikTok account, "Out Of Ore," use the hashtag #TIKTOKPOST when sharing it in the Discord group ooo-screenshots ːsteamhappyː

Best Regards,
Christian & The Team

RoadMap:
Rock Star Life Simulator - cet
Hello everyone!

Thank you for playing Rock Star Life Simulator and reporting bugs.

Here are the patch notes for v0.3.0 (we didn't increase the version number this time)

  • Added easy and normal difficulty mode selection for guitar playing.
  • Improved studio recording times for better gameplay.
  • Fixed localization issue with personal attributes of NPCs near the pool.
  • Fixed an issue with the slot machine where the panel would sometimes stay open.
  • Fixed some other bugs.

Please let us know if you encounter any issues in our Discord or Steam community so we can fix them as soon as possible.



Thank you very much. Have fun!
Mar 1, 2024
XENOTILT: HOSTILE PINBALL ACTION - flarb
TRY THE 1.0 PUBLIC BETA!

Ok! We said Friday is the day, and we weren't kidding!

Owner's of XENOTILT, right click on game in library, Properties>Betas> select the bugsmashers branch from the beta settings.

Why are we putting it in the beta branch?

We want feedback from you! We want to incorporate notes from the community on balance, bugs, and tuning before we transition out of Early Access. So BUGSMASHERS feel free to light up our forums with your suggestions! That's not to say XENOTILT's support ends at 1.0. We have a lot of plans for this game. After all, we're still updating DEMON'S TILT, too.

If you like what you see, and haven't dropped a review, please do so, thanks!

-Ralph Barbagallo

WORDS FROM WIZNWAR

It's been quite a journey, what should've been a piecemeal rollout of the two modes, I decided to finish together. It was hard to get a "complete picture" of the game's breadth without working them both up simultaneously.

Looking for balance change feedback!

Bugs are expected, please report them to the correct forum, you can make a new thread per issue.
if you are an expert BUGMASHER, please drop footage, streams, youtube links, anything video so I can see the repro on video it helps immensely.

-WIZNWAR

3-1-2023
-EX-MODE is here!
-EX-SURVIVORS ready up!
-CRISIS MODE starts the clock!
-3 New Bonus Areas in EX-MODE.
-3 New Music Tracks join the OST.
-Major Performance Improvements.
-Various Collison Issues fixed.
-Various Bug fixes.

11-11-2023
-Fixed timing issue on Last Ball where Results Screen was popping to quickly.
-Fixed T3 kicker collision issue.
-Fixed issue where hiding score pips meant the Combo Meter wasn't correctly updated.
-Fixed T2 Missile Counter not display correct count.




Cursed Crew - Cracklewock Games
This update contains a bunch of fixes and tweaks. Moreover, it adds right click attacking as an addition option for melee combat. We noticed many new players have trouble figuring out how to melee attack. Right clicking to attack should be more intuitive if you're still getting used to the game and it also offers a bit more control if you want to attack a specific enemy. It also helps the players that prefer using the mouse over the keyboard. Holding spacebar to attack is still very useful on its own if you want to attack nearby enemies (and less prone to misclicks) so we made sure both options are available.

Features
- Added right click attacking for melee.

Changed
- Changed barrier size so you can put them next to each other without gaps
- Increased budgets of second and third areas.
- Lowest currency is now prioritized when buying things like crew


Fixed
- Issue where player can leave ship by standing near railing mounted cannons, allowing them walking on water.
- Splash damage exploding gunpowder through barriers
- Crew sometimes not responding when giving direct orders
- Crew not always attacking when you order them to in stand ground mode
- Caravel explorer variant unlocking at 10 schematics instead of the displayed 5.
- Crabs reserving tending jobs
- Sleeping spots can overlap each other
- Crew not able to pick up weapons when their role doesn't allow hauling
- Man ground command not toggling properly when selection is mixed (with some having it enabled and some not).
Sailwind - RawLionWorkshop
Update 0.23 is now live! This is a relatively small update focusing on various quality-of-life improvements and fixing several major gameplay related bugs. Below is a detailed breakdown of all the important changes and new features introduced in this patch.


Cargo cart service
- A dock worker with a cargo cart is now available for hire in most ports, allowing for faster loading and unloading of cargo for a small fee. The cart service functions like an additional inventory, only accessible at the port, making it easier to transport cargo between your boat and the local dock. It should be especially helpful when loading and unloading large amounts of cargo.
- You can also use the cargo transport service to store cargo safely at the port for an extended period of time. You will be charged a daily fee for each item, up to the total value of the item.

Autosaves
- The game will now automatically save your progress every 15 minutes by default. You can customize the autosave interval in the settings menu, or disable it completely.
- Each save slot will now also automatically store up to 5 previous saves. The save backups can be selected and loaded by hovering over the appropriate save slot in the main menu.

Better recovery
- Recovery will now bring you to the last port you visited. This now includes all ports, not just the capital cities.
- Fixed various bugs associated with recovery, including items disappearing from your inventory, boats not mooring correctly, etc.
- The recovery process should be faster and a bit smoother now.

Better sinking
- Recovering your boat after sinking will now also recover all furniture and items on the boat. Some percentage of cargo (crates, barrels, etc) will be randomly lost. The percentage of cargo lost increases with distance from the recovery port.
- Increased the amount of water a boat needs to take in before it sinks.
- There is now a hull creaking sound which gets increasingly louder as your boat gets closer to sinking.

Better docking
- You can now push your boat off a dock, from inside the boat.
- Boats should now be much less likely to be pushed and stuck against the pier by a side wind.
- Improved collision detection of boats with docks, especially around the bow and stern. Issues with boats glitching into docks should now happen less often.
- Items left on your other boats should no longer become scattered randomly when you come back to the boat later, and their mooring lines should no longer become slack.

Other
- Some slight changes to the physics related to drag, mostly aimed at alleviating some of the tacking issues with the big ships.
- You can now change the color of already installed sails in the shipyard (currently for free, this will probably be changed in a later patch).
- Streetlights in towns will now turn off during the day.
- Fixed a bug where crates of mushrooms would not save/load correctly.
- Fixed item collision bugs with oranges and the small junk ship model.
- Other minor bug fixes.
Unexplored 2: The Wayfarer's Legacy - jd
The main effort this week has been to overhaul the inventory screens. Small items are now stacked whenever they can. Both the bulky and small items are displayed on a single screen in the inventory, when interacting with chests, and while trading. Both should contribute considerably to a more streamlined inventory experience.

Gameplay Changes
- Many small items stack in the inventory.
- The bulky items and the small items are on the same page in all game menus.
- The trading UI is adapted to work well with stacks of trading goods.
- Torches, firewood, arrows (previously quivers), and lock picks are adapted to the new stacking mechanics.
- Envoys only offer to take you to their home town when the clan is friendly or allied.

Bug Fixes
- The features that need to be present at the bottom of the Dandelion Pit level spawn there more reliably.
- Prevents corridor features from blocking doorways.
- Finding the maps in Temple Jetbeak progresses the quest line again.
Wild Life - ๖ۣۜPower๖ۣۜpuncher
Hey all, welcome to the first dev update of March.

Level:
Continuing to work on Grassland, updated rocks and play areas as well as working on the cliffs and rocks around Lake Village, the desert side of the canyons and the Adûn dungeon.






Code:
Separated dialog animation logic from general animation blueprint and adjusted it according to game-design requirements.
Started work on the curve editor for the sandbox animation editor.



Character:
Almost finished work on a new character: Flint, bouncer in the Mayor's temple, a horse-style male Kerpali based on Grok’s skeleton as well as an outfit for him and his hairstyle.
There has also been progress in various outfits.








Animations:
Started work on a threesome minigame for Max (Max + two Maya-based characters).
Continuing transfer of routine animations to all skeletons.

Design:
Shiva the huntress has been placed on a cliff east of the Apoc canyon pump station. She will be at 5 different locations on her world quest.
More cutscene progress and improving blockouts using raw mocap data.
Combat design ongoing, currently working on Combat AI (Melee and ranged) including editing workflows.


Thank you for all your continued support,
-Wild Life Team
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