Mar 8, 2024
Captain Gazman Day Of The Rage - LVL90DRU1D
What's New:
-198 bugs fixed
-finished Chapter 13
-added 8 new skins and updated 1 old (2 of them with physics)
-updated all 22 collectible records
-added in-game achievements menu
-new weapon type (flamethrower)
-2 new cars
-GPU switching in-game
-reworked slowmo postprocess
-added pause when Steam Overlay opens
-added pause when gamepad is connected/disconnected
-reworked alternate main menu (now in 90 fps)
-added events in main menu attached to holidays (beta)
-added current users and current friends playing counter in main menu
-added ability to change the sife of the crosshair in settings
-added ability to change interface to more simple one
-reworked gamepad settings menu
-added new loading screen
-added ability to change FOV value in cutscenes independently from the other parts of the game
-fixed no saving mouse sensitivity settings
-fixed missing gamepad icons in some strange cases
-added FPS lock for 144, 360 and 480 FPS
-updated Bonus Content menu (now there's partner game here, Arsonist)
-updates music in chapters 6 and 7
-fixed voice command tast in main menu
-added Neco-Duga bonus level
-added 1 new enemy type
-updated developer screens at the starts
-fixed old bug with progress (chapter 8/mission 39)
-added passwords menu
-vinyls no longer turns off in streamer mode
-rewritten "Family album" under the hood
-added "fried" post process filter
-fixed music loudness in some points
-fixed softlock in level opening on low-end DirectX 11 machines
And that's not even all! This time it's a really huge list!
School Days - pakyistudio
更新已发布,内容如下:
  • 修复文本播放速度设置的问题
  • 修复读档时跑团不正常的问题
  • 修复对话导致小游戏无法点击的问题
  • 删除肖清雅挚友任务辩论时,老板拥有“虐待有理”buff

如您还遇到其他问题或有其他建议,欢迎加入QQ交流群(545156679)向我们反馈!


感谢大家的支持!!

白雨工作室
Mar 8, 2024
The Wagadu Chronicles - krok
Fixed an issue on the backend
Homaysa - Alsharefee
Dear Homayasers,


Today we released a new update.

The new update notes:

  • Added a graphics settings options
  • Movement is now the left hand controller
  • The default movement is now like in FPS games
  • Controllers analoge now have a 0.2 dead zone area


That's it. Hopefully I see you in the next update with more fixes coming up.

Best regards,
Mohammed Marzouq (Alsharefee)

Horst - Der Ultimatives Rollenspiel - napkin
Erneut ein wenig weniger Erfahrungspunkte damit das Erfüllen von allen/mehreren Aufgaben in den ersten Gebieten wichtiger sind.

Allgemein
  • Die Tierhändler in Hylia sprechen nur noch selten.
  • Türen im Hafendorf können eingerannt werden.

Balance
  • Normale Krallen: Atacke 125 -> 121
  • Bergtiger Tatzen: Attacke 128 -> 120
  • Rotbasilisk EP: 39 -> 35
  • Man verliert zwei Karma, wenn Dunkelheit vom Imp im Zelt erlernt wird.
  • Wenn Sepp geholfen wird, ohne Tiere zu vertreiben erhält man 100 EP und 100 Geld, statt 200 EP.
  • Quest Das Heim ausbauen Level 1: EP 250 -> 150
  • Quest Wuff Futter Wuff: EP 200 -> 150
  • Quest Die 5 Stühle: EP 300 -> 200
  • Quest SunGraf Grafus Party Exzess: 260 -> 170
  • Quest Goldene Spezialangel: EP 600 -> 400
  • Quest Prutale Sahaginschuppen: EP 500 -> 300
  • Quest Ziegenjagd: EP 350 -> 250
  • Quest Finn will auf die See: EP 400 -> 300
  • Quest Krasser Lizardmannanführer: EP 700 -> 500

Fehlerbehebung
  • Schild auf Sepps Weide entfernt, weil der neue Quest schon existiert. Das Schild hat wohl nicht die Patchnotes gelesen.
  • Rechtschreibfehler behoben.
  • Gebratenes Hasenfleisch heilt 400 Leben statt 300, wie in der Beschreibung angegeben.
  • Alpha Bergtiger ist im Kampf besser sichtbar.
Mar 8, 2024
希望之城 The City Of Hope - 怪物猎人哥
+ Fixed the issue where refreshing cards under specific conditions could potentially cause the game to freeze (requires testing).
+ Resolved the problem of the Seal of Treasures Book not functioning.
+ Fixed the issue of incorrect values for synthesized high-level equipment.
+ Addressed the problem of passive treasures not being able to upgrade properly.
+ Rectified the issue where running the game for an extended period would result in lag.
Mar 8, 2024
Exit: A Biodelic Adventure - neurosaur
- Fixed a bug on the rooftop when one of the biointerfaces could freeze up
- Reference Mollusk, Injecta, and Smart House portrait have received graphical upgrades
- Minor fixes
Rhythm Quest - ddrkirby
Sometimes it can be good to bounce around and work on some different things here and there. This time I worked on some additional levels! I'm still feeling hesitant to finish out the levels in world 6, so I decided to work on some bonus levels instead. This is relatively low-pressure for me since the more bonus levels I have, the better, and they don't really have to fit a particular level of difficulty or anything. I also wanted to explore using the new yellow ghost enemies a bit to get to know how to chart with them.

Violet Hyperwave

The first level I made is called "Violet Hyperwave". It's a synthwave-styled track that uses all of the mechanics in the game except for the triplet speed-zones. Here's the video of the full track:



For now I'm not making new backgrounds for these bonus tracks (maybe later...?), which helps make the process a little easier; I'm able to just churn these levels out in 1 or 2 days, which feels nice.

Music-wise, there's a synthwave preset bank that I pull from a lot that slots right in here, and there's plenty of analog/vintage emulation to warm up the sound a bit. I really like the FM arp sound that comes in halfway through!

For the chart I didn't want to do anything crazy, so most of the patterns you'll see are pretty familiar, but as I mentioned earlier, I did try to make use of the new yellow ghost enemies. By themselves, they're actually not very difficult! It's a new rhythm to deal with, but hitting a yellow ghost enemy is slower than hitting double-hit enemies, so it's not actually that hard. This makes me wonder whether I should just introduce the yellow ghost enemies at the very beginning of world 6, and then shift over level 6-1 to be level 6-2 instead (?).



Combining yellow ghosts with other rhythms is in theory, possible, but I want to be careful with them, as 16th-note rhythms are quite a bit faster than anything else currently in the game. Maybe they'll be relegated to very specific recognizable patterns...? Something else I've tended to avoid up until now is having a ghost enemy (either purple or yellow) on the same beat as a jump, but I added a few instances of that in this level. Unlike with the basic red/green enemies, there's no special visual distinction for these combo presses, which I'm not the biggest fan of, so I might have to think about whether I can come up with a nice way of making that a bit easier to read.

In terms of estimated difficulty, this level clocks in at a 59 (Hard), which is a bit harder than levels 5-3 and 5-4, but not as hard as levels 5-5 and 6-1.

A Single Leaf Flutters in the Wind

The second level is called "A Single Leaf Flutters in the Wind". It a fast song featuring East Asian instrumentation such as taiko drums and guzheng, and uses a pentatonic scale, just like the songs in world 4. Here's the track video:



So one thing with the bonus levels is that a bunch of them are going to involve mechanics that the player hasn't necessarily been introduced to in the main levels yet. I'm not yet sure how I'm going to handle this exactly (initially I was going to gate access to bonus levels, but I might actually just show a warning instead of hard-locking them), but I'm going to try and include some levels that only feature the simpler mechanics, so you have something that you can play if you go to the shop before finishing most of the game. As a plus, these can also sort of serve as "challenge missions" (a la Celeste B-Sides) for players who are finding the main progression a little too easy.

To that end, I made this song that only uses the mechanics from worlds 1 and 2 (no ghost enemies, no water paths, etc), but is really fast-paced to present a challenge. It's at 135 beats per minute, so definitely on the faster side considering that it uses a ton of 8th-note rhythms. As you can see from the first few checkpoint sections, I wanted to really pull the gloves off on syncopated 8th-note rhythms here, encouraging you to read the airjump patterns in order to parse out the timings.

The song itself was really fun to write! Working on new levels like this always reminds me of why I enjoy working on the game, so this has been a nice break from figuring out the complicated stuff around custom levels. I appreciate that the songs are relatively short (1.5-2 minutes), so writing them doesn't really feel like some sort of gargantuan effort; I can pull it off very quickly.

For estimated difficulty, this level is a 73 (Expert) due to the note density, so it's a bit between levels 5-5 and 6-1.

That's going to do it for this update. Hopefully people are happy that finally have some new levels to show off again :)
Girls of The Tower - hkokjoy5
系统优化与修复
  • 禁用buff特效时不再隐藏眩晕特效
  • 修复了跳过魔法卡动画时多段伤害异常的问题

随从调整
  • 实装了炼金魔像:3星获取石化防线羁绊
  • 实装了绞杀魔像:3星获取新的被动
Hospital 666 - Lokin_YouTube
Solution to black screen when starting the game 2
This problem occurs due to unknown save corruption.

You can choose the second starting option to change the save file location.
Location: SteamLibrary\steamapps\common\Hospital 666\Hospital666\Saved

You can start the game by using the second starting option.

If you have the black screen issue after reopen the game,
Please try the following steps:
  1. Turn off the game cloud function in the Steam collection library
  2. Eradicate the entire save folder(Inside the game's folder [SteamLibrary\steamapps\common\Hospital 666\Hospital666\Saved])
  3. Restart the game using the second starting option

If you have more questions, please ask on the official discord server
https://discord.gg/v4wHPsRJkB
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