Dota 2 - kyled

Welcome back to Between the Lanes, a blog feature where members of our development team walk through some of the challenges, bugfixes, and occasional happy accidents we encounter while working on a game as unique as Dota.

This is a story about the internet, and how it doesn’t work like it should, when it works at all, except when it doesn’t. It’s a story about how the internet stopped working for our customers, and how we fixed it.

The internet is more of a wild frontier than we give it credit for being. Stray from the safe confines of your two-factor identification and trusted cookies, and it can be a bit of a wilderness out there, full of random trolls with the maliciousness—and, increasingly, the ability—to make your life pretty miserable for no other reason than because they can.

Back in 2014, the method those trolls were using was distributed denial-of-service (DDoS) attacks. “Distributed” refers to a large number of internet hosts maliciously flooding a particular target IP with traffic in an effort to overwhelm the network stack. This is called a volumetric attack, and the intent isn’t to try to get into the network. It’s just trying to deny service. A distributed denial of service means that legitimate people who want legitimate service are crowded out by the bad traffic.

The problem with DDoS attacks was that, by late 2014, they weren’t being committed by data-exfiltrating super-hackers with advanced computer science degrees. They were being committed by just about anybody who wanted to pay a service or a bot to do it for them. And it’s pretty obvious why. Although some people were happy to do it purely for vandalism’s sake, others had a motive: A DDoS attack was a surefire way to shut down a match that either you or someone you were rooting for were losing. This wasn’t just an occasional irritation anymore. It was turning into an outright assault on any game where players competed.

By the opening months of 2015, we were seeing a huge uptick in DDoS attacks on Dota and CS:GO, with other companies reporting a huge jump as well. Someone had, very suddenly, made it very easy for anyone to do this.

In August 2015, The International was disrupted with DDoS attacks. Although the pros playing the match weren’t affected, for more than two hours, the broadcasters couldn’t get into the matches to give play-by-play and color commentary. Sending out the stream as a TV broadcast became an issue. The players were suddenly playing in a void. This was a professional gaming event with millions watching and millions of dollars on the line, and it was being disrupted by random people with five-dollar software. It was a problem Valve couldn’t ignore.


We tried several solutions to deal with DDoS attacks before we arrived at one that worked. Initially, we attempted to filter the traffic with a powerful network switch. Unfortunately, this type of filtering is inherently difficult to do with game traffic. It is the nature of game servers to receive unsolicited UDP (User Datagram Protocol) traffic from arbitrary IP addresses. Imagine you had a post office that weeded out unwanted junk mail for you. But now imagine your job is as an advice columnist, and you receive tons of legitimate mail from random strangers all the time. For you, the post office doesn't know what's junk mail and what isn't. That's how traffic to game servers tends to look. Furthermore, the source IP in UDP packets is not secured, and can be easily spoofed. Our post office cannot even look at the return address on the envelope for clues, because the senders of junk mail forge that.

Steam delivers a lot of bits for game content, and has built up a large network for doing so. We were already taking advantage of this network to deliver game traffic over dedicated links, obtaining good peering, ensuring that networking engineering best practices were used, etc. This kept player ping times low, but did not protect against DDoS attack. The problem is that UDP protocols are not secure, so while we had our own network, it wasn't private.

To prevent attackers from using our own network to attack our servers, we needed to control all the entrances and secure them. We accomplished this by creating proxies for game traffic, routing every single packet of data transmitted across the network through relays. Now when a client wanted to talk to a game server, it had to do so through a relay that both authenticated it and proxied that traffic to the game server. This meant the IP address of the server was always hidden—the attacker simply had no idea where to attack.

To re-use our antiquated post office metaphor from earlier, our spammer no longer had an address to send junk mail to. They could send it to every post office in the area and ask them to mail it, but without authorization, that post office isn’t going to. (Moreover, that post office would find it a little suspicious that someone was trying to send a single person 100,000 letters.)


But couldn’t you just attack the relay? Technically, you could. But we have an essentially limitless number of them, and we built them to be attacked. A “relay” is just another word for a computer running software. You can attack it or take it offline, but the protocol was designed with that assumption in mind. If a client is trying to play a game and loses contact with a relay, it just switches to another. Relays are like hundreds of pawns scattered around the world with the singular purpose of guarding the game server. (Incidentally, taking out a relay is harder than it sounds. They’re engineered pretty well and positioned in a specific part of the network, so although they were built to be taken offline, we haven’t lost one yet.)

The solution was straightforward but effective. Before, if someone wanted to disrupt a game, they could just overpower a single game server (a very low bar to clear). Now they had to overpower essentially the entire data center—a much, much, much higher bar. Are there attacks that could still accomplish this? Of course. Are there attacks that can do this that anyone online could buy for five dollars? No. An attack this sophisticated was officially out of the price range of most people.

With this new system up and running, we had an epiphany: If we controlled our own private network, we wouldn’t be beholden to how the normal internet works. We could use it to make the customer experience even better. With the normal internet, when you send a packet from one IP address to another, the route you use is determined by Border Gateway Protocol (BGP). This is a routing algorithm that decides how your packet will travel across a network, and you have no choice in the route it picks.

But with a virtual private network composed of hundreds of global relays and data centers, we could essentially choose our own route from the client to the game server—often a faster shortcut than the default route. If you’re using Steam Datagram Relay (SDR), the Steam overlay will show your ping time and what route we’re giving you, so you can see for yourself how it gets optimized.


A feature that started as a way to protect Dota game servers has grown past what anyone could have expected. The SDR network routinely delivers as much as 140M packets and 550GBit per second. We have relays in 31 data centers with a capacity of over 5TBit. What we now call the Steam Datagram Relay not only protects against DDoS attacks, but also increases connectivity and lowers ping for every Dota customer. And it doesn’t just do this for Dota, but for any game on Steam that wants to take advantage of it.

We hope you enjoyed another peek between the lanes of Dota. This was a pretty technical one, thanks for hanging in there for it! And feel free to let us know what you’d like us to cover next.
Mar 5, 2024
Eternal Tombs Playtest - FAtBalloon
Increased AI Hitbox size slightly
Fixed Goblin Spawning under the floor in Cave
Increased Time on Several Events
Significantly reduced Goblin spawns in fort.
Fixed Bug where Earring in first slot didn't display
Reduced Stun Consistency and Frequency
Added Warpog Postules to the Loot table of Warpogs instead of Skinning Corpse only
Cut Falling Damage in Half
Fixed several issues with Interface hotkeys
Removed banks, fixes need to be put into place.
Mar 5, 2024
Rocket League® - Psyonix_Laudie
Version: Rocket League v2.36
Platforms: Epic Games Store, PlayStation 4, PlayStation 5, Steam, Switch, Xbox One, Xbox Series X|S
Scheduled Release: 3/05/2024, 4 p.m. PST / 3/06/2024, 12 a.m. UTC

THE HEADLINES
  • Additional patch notes will be posted when Season 14 begins on March 6 at 8 a.m. PST / 4 p.m. UTC
CHANGES AND UPDATES
Play Menu Update
  • Added new animations and icons to the Casual Card in the Play Menu
    • Dueling Arcade: A small “VS” icon will appear in the lower left corner of Dueling Arcade Cards
    • LTMs (Limited Time Modes): A small golden wheel appears in the lower left corner of LTM cards
    • The Play Menu will call out which Dueling Arcade Playlists or LTMs are active in the upper left corner

NEW CONTENT
New Arena Variant
  • The new Arena variant AquaDome (Salty Shallows) is now live in Private Matches, Exhibition Matches, and Free Play
McLaren 765 LT
  • The McLaren 765 LT is now fully customizable!
  • If you own the McLaren 765 LT, the following Common Decals have been added to your inventory:
    • Geofade
    • Lightning
    • Tigerclaw
    • Stripes
    • Techy
BUG FIXES
  • Fixed a bug blocking data from populating on the in-game League Rankings page
  • Fixed a bug causing your last highlighted selection to be forgotten when navigating away from the Play Menu
  • Fixed ability to concede and abandon LTM matches
    • When abandoning a match, matchmaking bans will apply if applicable
  • Fixed the countdown timer on LTM details page
  • [Tournaments] In a 1v1 tournament, fixed a bug causing a ban message to appear in error after a player abandons the match
  • Whistling Birds and Seismic Charge Goal Explosions should now be usable with any Car Body
  • Under Manage Inventory, RLCS items should now follow Team Edition sorting rules.
  • Fixed a bug preventing the Zigzag Decal from appearing in the Decals menu
  • Changed the name of several Avatar Borders:
    • Dragon Flame (Season 13 Rocket Pass) is now "Dragon's Breath Ca"
    • Tatsu (Season 12 Rocket Pass) is now "Dragon's Breath Li"
    • Dragon’s Breath (Season 9 Rocket Pass) is now "Dragon's Breath K
  • [Steam] Fixed appearance of button symbols for PlayStation controller users when Steam Controller Settings are set to either "Use Default Settings" or "Enable Steam Input"
KNOWN ISSUES
For a complete list of known issues in Rocket League, go here
GrandChase - leigh2023
Hello, Heroes of Bermesiah!


<Event>
1. Seal Breaker Coordi Encore Event (March 6th 00:00 - March 26th 23:59 (UTC+0))

- Marionette

- Spring Messenger & Fairy

2. Chaser Expedition Event in Progress
- Players can undergo Aernas Great Exploration to receive rewards based on Expedition Rank and Total Exploration Progress.
- Players can log in to complete Chaser Expedition Attendance Log and receive Raid Dungeon Entry Ticket, Single Stat Change Scroll, Single Stat Drop Protection Scroll, GP Item Property Scroll, Coordi Fusion Scroll, Special Reinforcement Release Scroll, and other various rewards.
- Players can complete Chaser Expedition Weekly Chain Missions to receive GP Item Property Scroll, Dungeon Entry Ticket Box, Coordi Fusion Scroll, +30 Bag, and other various rewards.
- Exploration Rewards will be sent by mail. Certain items for Exploration Reward cannot be moved to the warehouse. Please carefully choose the character to receive the Exploration Reward.


<Banned Players Notice>
Number of players banned for using and/or promoting hack tools: 61 (Permanent Bans)


We will strive to create the best experience possible.
Thank you.

Pixel Puzzles Illustrations & Anime Jigsaw Puzzles - Rōnin浪人

Solve the puzzle and collect your unique Flash Badge ːHintTokenː

Remember once it's gone it's GONE!

Enjoy!

ːgoldenbitː
Mar 5, 2024
Susurye of Shadows - ๖ۣۜAbel
Improvement in some aspects (sounds, puzzles, objects)
Improved ice puzzle
Blessing Quest - TGOTHIC
Welcome Heroes, The Land of Lightwell is once again opening.
Set within the SHADOW REDEMPTION universe, Blessing Quest shares the stories once hidden in time.

Behold the first edition in the series, where you play as the Elven.

**IMPORTANT NOTICE**
This first test will not be through the STEAM app, instead, a link will be generated to our Discord
https://discord.gg/bzS6RUXut5
under #BQ-ALPHA which approved testers will be able to view
MAY 3RD 2024.

The actual test will be the weekend of MAY 4TH-5TH 2024.
Future testing phases will resume through STEAM after the initial client is perfected.

This first Phase will be playable up to level 10. Content past this point will not be fully-functioning, similar to how SHADOW REDEMPTION Phase 1 was.


There are many different ways to play the game with 5 distinct classes;

Sentinel -


Paladin -


Priest -


Druid -


Summoner -



Within Lightwell, the money system is Copper, Silver and Gold.
You have numerous Mounts and Pets that can be bought with gold earned in-game, rarely dropped from certain creatures or earned.

There are two skills you can learn:

Alchemy -


Fishing -


Additionally, you can earn Titles that display above your character, as well as your character panel.



FAQ:

HOW DO I GET INTO ALPHA PHASE 1?

You can gain access by joining our new Discord: https://discord.gg/bzS6RUXut5
After being accepted, you will receive a personalized Alpha ID and Alpha Key that will grant you login access during this phase only. Future phases will have different credentials and requirements.

WILL I GET A REWARD FOR PARTICIPATING?

Since BQ is singeplayer, server connection is not unique to the individual client. Meaning, if a few individuals are given access to a specific item that is only intended for Alpha Testers, any client would be able to obtain it. It would take one person sharing their code to ruin the idea entirely.
With this in mind, no, there will not be a specific reward in-game for participating.
However, you will be considered highly for future testing phases above new applicants since BQ is in such early development.

HOW DO I WORK FOR TGOTHIC GAMES?

There are no careers with TGOTHIC GAMES at this time. Keep an eye out next year and the following years for open positions in respective fields: [GM-SERVER ONLY], [WEBSITE COMMUNITY MANAGER], [DISCORD COMMUNITY MANAGER], [GM-EMAIL ONLY].

Mar 5, 2024
Liquidum - Yan
Changelog:
  • Toggle to unlock all levels
  • Toggle to skip level startup animations
  • Toggle to show thicker walls
  • Re-organized settings into sub-categories
  • Added palletes with 4 pallete options
  • Use mouse wheel to change brushes quickly

Stay hydrated,
Liquidum team
Crush Crush - Sad Panda Studios

Hey Panda Peeps,

We hope you don’t mind getting a little sticky, because this wiggly waifu has a habit of getting everywhere! We’re pretty sure she even had an uncredited role as the pink goo in this old eighties movie you’ve probably never heard of…

Jelle, one of the O.G. Monster Girls, has returned to Crush Crush as a Limited Time Event! So if you haven’t yet caught ‘em all, now’s your chance! Log in every day, collect your daily Event Tokens, and maybe put some plastic sheeting down on the floor because this hands-on slime tutorial is extra squishy!

We love you so hard,

The Pandas
Paranormal Home Invaders - TheAJ
Woah! An Announcement?
That's right baby. A Steam announcement. How cool? Like, I'm asking you how cool it is. I know right? It is pretty cool. I bare gifts with this announcement, lot's of sneak peaks into what I've been working on. Can't wait to read all about it? Are you sure? You can't possibly wait? I won't stop you then. It's just... I had this whole speech planned and... No, it's ok, go ahead, I only spent hours prepping. No really it's fine. Read about all the cool stuff I've been working on, see If I care!


What's New?


Leveling And Equipment Progression



One of the key elements of this module is the level mechanic that's been introduced. You can now gain experience by completing main and optional objectives. The amount of experience you earn from a game is tied to how much money you earn, as in it's the same amount. As you level up, they unlock new equipments and upgrades for equipment they have already unlocked.



I've designed the equipment progression to be pretty tight. There is 47 equipment unlocks spread across 50 levels. Now, that's pretty tight. The prices for the equipment upgrades are set so that you should be able to unlock and upgrade all equipment to tier 3, while making player choice important during the earlier parts of the progression path.


Secondary Equipment



Another large part of this module are the secondary equipment. Secondary equipment act like passive equipment that are attached to your character like an accessory. These secondaries grant passive or unique abilities, some more useful than others.

Unlike normal equipment, the tier 1 variant of secondary equipment are not unlocked for free. Instead, they have to be purchased for pretty large fee. But, after purchasing secondary equipment, you never have to spend a dime. Purchasing a secondary equipment grants you an unlimited supply of that secondary equipment. Pretty good deal? Maybe.

I will level with you, as of typing this, secondary equipment is pretty fresh out of the oven, you know? So right now, the only secondary evidence working at the moment is the head cam and the night vision goggles. Don't fret, there will be more.


New Equipment Variants



A lot of new variants of your beloved equipment have been willed into existence. I don't have to much to say about them because I don't want to spoil some of their "gimmicks". Some are useful, some are "interesting". I will say though, currently my favourite piece of equipment would have to be the tier 1 EMF reader. It is very noisy.

Some buffs and nerfs have also been applied to the classic equipment you've grown to love in the demo. Things like, the tier 2 writing book is a little bit more active, and the glow stick just isn't as bright as it use to be. I'm sure people will be heavily impacted by the loss of glow stick light.


Truck Surveillance



A feature I've been putting off for a while, the truck surveillance. You can now place video camera around the investigation location, and access them from the truck. Video cameras tier 2 and above can also be rotated from the truck using their remote swivel technology. Yeah.

It's not so much a useful mechanic at the moment, but I'm sure it might be more appreciated when I start working on the Photon module.

With this new truck UI, I almost moved the Sanity and Activity UI over to their own TV screens in the truck. These screens are now also disabled in Nightmare and Insanity difficulty. Sincere apologies to those who heavily relied on these to play the game. I have no idea how you will continue to live after this drastic change.


New Ghost Behaviours



A whole lot of changes were made to how the ghost behaves. These changes and additions were really just things I forgot to add in the Reconstruction module. But they're here now!

The ghost no longer throws items around. This used to cause items can tossed outside of the map or in really weird spots. The ghost now simply makes stuff hover. You'll know it when you see it. These items the ghost interacts with will have EMF evidence on them as long as they are hovering.

The ghost can now also pick items up. They can't pick up equipment, just normal stuff. This was just a fun little idea I had, that I thought might also make tracking the ghost a little easier, as they can now just give themselves away. Items the ghost pick up will have EMF evidence as long as the ghost is holding them.

The ghost will now leave EMF evidence after completing a ghost event. Ghost events along with making items hover or picking them up, can all leave EMF 5 evidence. So with these specific ghost behaviour changes, EMF evidence should be a bit easier to get.

The probability of each ghost event happening is now mixed. The chance of each of ghost event happening in the current demo version is all the same, whereas now some events are rarer than others. Some ghost types also have their own unique odds for ghost events happening.

  • Spirits have higher ghost ball odds
  • Mares have higher light break odds
  • Onis have higher stare odds
  • And more...

Other than these major changes, some other additions have been made to some ghost types, to give players more secondary evidence to look out for on harder difficulties.

  • Poltergeists can make multiple items hover at once
  • Banshees can be heard from much farther during hunts
  • Mylings can't be heard from as far as normal during hunts
  • And more secrets...

Player Customisation



Other than the secondary equipment which apply a visual accessory to your character, you can now change your character from your new crazy cool profiles! There's not really a lot to say about the new profiles. At the moment you can only customise your skin from you profile, but I plan on allowing you to be able to change your background banner for your profile and the badges attached to your profile. Badges are basically just an in-game reward for completing achievements that you can show off.

From you profile you can also see your crazy cool steam username. I put in the 5 minutes of effort of importing Steamworks into the game, which at the moment is only used for grabbing your username. Your welcome.

You can also check the amount of experience you have and need until you level up again. Other than that, profiles are just a cool little thing.


Some Balance Improvements
If you manage to guess the ghost correctly, complete all 3 optional objectives, take 10 3 star photos including a ghost photo, you are now rewarded with a perfect game bonus. Now this bonus is chunky, currently worth $240. Getting a perfect game in an Insanity difficulty game will get you around $2200 and 2200 experience. Now that's a lot, and it makes progression a fair bit faster, but honestly without this bonus, you'll find progression in the latter half of the progression path will take you a fair bit of time. At the moment, it takes about 70 perfect insanity games to get to max level, which is a lot. But don't worry, I have some even grander money makers planned before release.

You can now only get optional objectives based off the equipment you bring with you. Making progression early on a little more fair. Optional objectives now have different values; they're not all worth the same anymore. And the optional objectives that require you to purchase equipment to complete offer a higher reward.

Ummm... And if the difficulty has you starting at 50% sanity or below, you can't get the sanity optional objective. Yeah.


Closing Words



That's all I have to show you for now. All the words and stuff above represent a huge chunk of the Progression module. But, there is still more work to do. I thought I would do an announcement now rather than when the modules finished because I thought this would be a good opportunity to test out the Steam announcements.

Anyway, get well soon, or whatever they say. I'll have more to share sooner or later. Just wait around I guess till then.
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