Mar 15, 2024
The Riftbreaker - voidreaver
Hello Riftbreakers!

While discovering the secrets of the Galatean Swamp, you will have to face several challenges. Apart from the wildlife trying to push you away from their natural habitat, you will have to contend with limited building space. Bases in The Riftbreaker can get pretty huge. All the factories, power plants, and storage buildings take up a lot of space. However, dry land is a luxury in the Swamp, requiring you to change your building habits and make the most of every square meter available to you. You will need to find savings everywhere - and we want to help you with that. Let’s take a look at the floating defensive towers.


All three levels of the Floating Immolator Tower. By the way - they don't get smaller with each level. It's just the perspective and my lack of Photoshop skills.


Perfect protection for your pipelines.


Stumbling upon a row of towers like this one should make your enemies think twice. It should, but it doesn't, which is good, because it means that the twoers will get the chance to get busy.

Resources in the Swamp biome are scattered on small islands with very limited building space. It is quite likely that your new outposts will span across several such islands. Floating towers will help you defend such structures. The first tower you will get access to is the Floating Immolator Tower. It’s a rapid-firing tower that shoots flaming projectiles which explode on impact. Any creature hit by the tower will be set on fire, receiving additional damage over time. The Floating Immolator Tower has three advancement levels, each one more powerful than the last. However, the sheer firepower is not the key feature here.


These towers do not need any additional power sources. Thanks to this, you can set up traps in the middle of nowhere!

What makes the Floating Immolators a prime choice for the Swamp biome is their portability and ease of use. As the name suggests, these towers have to be placed on a liquid pool of any type (yes, even magma will do - though fighting fire with fire is not the best idea). They also need AI cores and a steady supply of liquid ammo, but that is all! No need to provide them with power, no need to build complicated piping networks, or anything else, really. As long as you place them in a liquid pool they are ready to go. This gives you the ability to surround all your islands with a perimeter of powerful defensive towers that are sure to give the creatures of the Swamp a headache.


Always support your Immolators with artillery. Let the fireworks begin!

As great as these towers are, they do not come without drawbacks. The first and the most obvious one is their vulnerability. Their placement on liquid pools, away from walls or any other defenses, makes them a juicy target for enemy artillery and more tanky units, who can take several salvos and actually get up close. Remember to always support your Floating towers with batteries of Artillery back on dry land. It is also advisable to build the Floating Immolators in very large numbers. The sheer number of these towers can make up for their fragility and will keep the damage output steady, even if you lose several towers in an attack. That’s where the second drawback comes in - these towers are quite expensive. Keep your Carbonium and Ironium production up - protecting your base is not going to be cheap.


No one will destroy this pipeline under our watch! By the way, it's a sneaky preview of a new resource - resin. Any guesses what it can do?

The Floating Immolator Tower is not the only one that you will be able to place directly on water. As many of you suggested on our Feature Upvote board, The Riftbreaker needs more heavy-hitting giant towers. We already added a couple on the previous World Expansions. WE III will continue that trend and then some! This expansion will add three truly powerful 3x3 towers. One of them will be a water-based tower, shooting massive, piercing projectiles that deal cryo damage on impact. We don’t have any visuals or a name for that tower yet, but when it arrives, we will definitely preview it on www.twitch.tv/exorstudios during our developer stream. Follow us there so as not to miss it!

https://store.steampowered.com/app/2506610/The_Riftbreaker_World_Expansion_III/

That’s it for today. Remember to add The Riftbreaker: World Expansion III to your wishlist and join our Discord at www.discord.gg/exorstudios to get all the latest news and details from development.

See you there!
EXOR Studios
Mar 15, 2024
Astria - Specky
- Fixed some teleports that were wrong.
- Changed some sound volumes.
- Replaced some of the wrong character faces/sprites.
- Objects you could pass, but shouldn't be able to, were fixed.
- Some minor changes to events to create a better game flow.
Mar 15, 2024
Xion Leak - gentle.beasts.studio
📜 Character selection + Dash upgrade

Hello, it's us again! 👋

For this 2nd update of the demo, we've focused on the characters.
Introducing St0nks and Pepper!!



We've also done a lot of work to make getting a dash clearer and more pleasant.
The added sound and visual effects do just that, and make the game even more enjoyable!



Many thanks for your support. Thanks to it, the game is improving by leaps and bounds! 💙

🎯 Important changes
  • Added character selection screen
  • Added sounds and visual effects to make getting a dash clearer
  • Added P1/P2 visual hint above characters to quickly identify one's own
  • Application of red/blue colors for player1/player2 to characters in the world map and to character titles in the various menus
  • Redesign of SAS to identify it more easily according to the character played
  • Level design changes for the last section of the lab for learning dash
  • Save data reset following a structural change in the code
🛠️ Other changes
  • Fix joystick management in menus
  • Change of confirmation keys in menus
  • Added ability to skip animations at end of time attack levels
  • Redesign of the UI indicating that the level can be restarted
  • Added a door and changed the order of levels in the last section of the worldmap
  • Enlarged screw collect area
Slaves of Rome - B.D. Games
Citizens of Rome!

It is a double celebration today! The Ides of March, the most special Roman day, the day of the assassination of Julius Caesar is upon us as well as the Steam spring sale! We are happy to present you with a new hotfix, 20% discount for the week and a special in-game event in memory of Ceaser that will be waiting for you in front of the temple of the gods during this week and will be removed after. 

Changelog 2.0.4

- New event: A special event that will last a week in memory of Julius Caesar
- Can be found at the statue in front of the big temple
- Punish system improvements and updates. We are not finished improving it that's just the start
- Added new creampie scene (for some poses)
- Improved sounds for non-penetration poses
- Increased time for Ameer's archery to 3 minutes

Fixes:
- Fixed Amelia missing her hair in the dungeon
- Fixed missing head on first person orgasm
- Fixed an issue in the main menu that was reducing performance
- Fixed an issue where Volumetric fog would be too much on low settings
- Fixed an issue where if female player didn't have strapon, sex would always successfully complete
- Fixed Ameer being able to take you to Villa too soon
- Fixed Romilious not having his dialogue available
- Fixed Romilious repeating his ending dialogue after the quest ended
- Fixed some cases where Valeria quests would not progress after taking the document
- Fixed some cases where Valeria quests would not progress after talking to Ameer about the camel
- Fixed an issue where Valeria would not complete Innocence is overrated
- Fixed an issue where All Roads quest would not be completed even though it was.
- Fixed increasing slave value when not having strapon
- Fixed Valeria's location when having the lab
- Fixed female moans sounds on male player
- Fixed BabaLarga/Mars fuck animation
- Fixed collisions in Mars level
- Fixed lighting in Mars level
- Fixed some animations and apparel
- Improved quest handling and loading
- Updated Amelia's dress
- Localization updates
- Level design fixes

EDIT #1:
- Fixed an issue when Interacting with Valeria the player would clip in the middle of the floor
- Fixed an issue where Caesar was not spawning at the entrance of Cicero's Villa

EDIT #2:
- Fixed an issue where player could not change poses in the tutorial and could not progress it. (the Press E to change pose)

EDIT #3:
- Player will be able to exit sex/punish during tutorial now (This will skip the tutorial)
War Thunder - Blitzkrieg Wulf


War Thunder’s first major update of 2024, Alpha Strike, has been released and with it a fistful of Roadmap features from the Spring to Summer 2024 Roadmap!

Haven’t had time to check out how these features work yet? In this article, we’ve rounded up each addition and explained how they’ve been implemented into the game. Let’s jump right in.

Game Mechanics and Gameplay (1/3)

Aircraft fuel slider
You’re now freely able to adjust the amount of fuel for your aircraft, ranging between the previous existing minimum and maximum amount. Those times where 10 minutes of fuel was too little and 20 minutes was too much is no more!



Resolved duplicated stock air-to-air missiles
This issue caused stock missiles (typically 2) and the identical missile type that could be unlocked through modifications to be put into two separate groups. In battle, this became frustrating when wanting to switch between different missile types, as there was an extra group to go through. These missiles are now together.



Object destruction synchronization improvements
The synchronization of destruction of fences, bushes and other objects on maps has been improved! In short, this means that the server now “believes” the client regarding the destruction of any of these objects using any weapons (not without making some checks on the possibility of such destruction). The objects you shoot and destroy now stay destroyed, except for some unavoidable desynchronization issues that may occur. This was implemented into the game about a month ago, and we’ve kept a close eye on it to ensure it has worked properly.



Minimap detection zones for aircraft
In Ground Realistic Battles, enemy aircraft who are lurking around friendly air spawn points and helipads can be a nuisance. To help counter this, we’ve added minimap detection zones around these areas.

If an enemy is flying in your team’s enemy detection zone, you’ll be able to see them on the map, regardless of what vehicle you’re using. In an aircraft they’ll show as a map marker of what type of aircraft they’re in, and in a ground vehicle there’s a red arrow on the minimap. For the enemy, they can see that they’re in one of these zones by shaded areas on the map.


Enemy’s perspective inside the detection zone
Ally’s perspective of this enemy in their detection zone while in an aircraft
Ally’s perspective of this enemy in their detection zone while in a ground vehicle
The aircraft detection zone from different perspectives (click to expand)

The size of an aircraft detection zone may differ depending on the distance between each team’s spawn points. If the distance between them is less than 15 km, then the radius of the detection zone is 2 km. If it’s more, the radius will be 5 km instead.

A new set of tutorials for guided weapons
With the addition of several types of weapons into the game, figuring out which keybinds are needed can be overwhelming. To help with this, we’ve added a set of step-by-step tutorials on how to use these missiles. To access this, click on the “Battles” button at the top left of the hangar and then “Tutorial”. Here, there’s a wide range of tutorials for AGM and AAMs to guided bombs that you can choose from. Select the mode you’d like to test them in, and we’ll help you through it. You can also access these tutorials by navigating to the modifications window of an aircraft, selecting the weaponry modification once it’s unlocked and clicking the “Test” button.



Improvements to the replenishment mechanics on allied capture points
One important asset of allied capture points is the ability to replenish ammunition. There were some quirks in this system however, and within this Roadmap feature we’ve aimed to make it a more seamless and smooth experience. This is what we’ve done:
  • You can now replenish partially spent ammunition: on allied capture points, you’re now able to replenish partially used belts, magazines and launchers for multiple missiles or rockets instead of needing to use up all of the ammunition. This typically affects SPAA vehicles, but applies to many other vehicles as well.
  • The maximum reload time of ammunition has been reduced: on allied capture points, the maximum reload time for all rounds, rockets and missiles has been reassessed and reduced where necessary.
  • The replenishment progress mechanic on allied capture points has been improved: let’s say you’re replenishing on an allied capture point, but had to move to another part of it since you were being shot at. The replenishment progress is now paused until becoming static again, where it will continue from where it left off. In addition to this, moving out of a capture point doesn’t cause the progress to be lost. Instead, it starts gradually decreasing and can be continued when going back into the capture point.

Video of this here

Interface (1/3)
The destruction log, also known as the killfeed, shows all types of important information regarding who’s destroyed who in a battle. Sometimes though, you simply don’t want to see all of this information at once. We’ve added the “Show ammunition type in the destruction log” and “Show squadron names in the destruction log” options to the Battle interface settings, giving you more flexibility on what you want to see.



Social Features (1/3)



As mentioned in the Roadmap news, development takes time and some features may not be able to meet planned release dates. With that being said, there’s two social features that are postponed for the time being.

Integrating the Steam friends list
This feature is not ready for release yet — we’re still working on it, and it’ll be released in a future It’s Fixed update. In the subsequent article for this update, we’ll be discussing it in more detail.

Wish-list vehicles in-game
The wishlist feature is not ready for release yet too, as we’re still currently working on the technical aspects to ensure that it works correctly once it’s added. We’ll also release this feature in a future It’s Fixed update, and in the subsequent article for this update, we’ll discuss it in more detail too.


That’s all for today! Until next time,
The War Thunder Team
Mar 15, 2024
Clash: Artifacts of Chaos - [ACE] cbordeu
A new version of the game is live which fixes the following:
- Prevents the duplicate bosses bug (which could happen late in the game).
- Fixed a few rare crashes.
City Transport Simulator: Tram - VAhasenpanzer
Welcome to the latest 'Pic of the Week' for City Transport Simulator: Tram! This week, we're taking a closer look at the Central Control Unit (ZSG) of the ULF tram.

Week 13: The Central Control Unit



The ZSG is a crucial element in the ULF tram, helping the driver to operate safely and monitor various systems of the tram. One of the important functions of the ZSG is to prevent unauthorized departure. For example, it can prevent the tram from moving if the door release is activated in a station and the driver forgets to clear it.

Energy-Efficient Driving

The ZSG of the ULF tram also indicates to the driver how energy-efficient their driving is. When the driver leaves the lever of the tram in a neutral position, the tram only rolls and consumes less power. The percentage displayed on the screen shows the average energy savings during the journey, while the blue bar provides additional motivation for the driver to drive as energy-efficiently as possible. This feature was actually integrated into the tram to encourage drivers to maintain an efficient driving style.



Game Implementation

We have made efforts to integrate the ZSG as accurately as possible into CTS: Tram. However, the ZSG only displays error messages in German, which can be a challenge for some players. Additionally, each vehicle has a different solution from the tram manufacturers, as mentioned earlier.

Therefore, we have implemented an additional help option in the form of hints & tips in the game. These hints are displayed in the HUD during the session and provide players with dynamic support when the game detects that they are stuck, for example, with the door release or when upgrading a tram. Of course, players have the option to turn off these tips at any time.



CTS: Tram will be released in 2024, and we look forward to sharing these exciting developments with our community. Stay tuned for more in-depth insights into the development process, exclusive features, and exciting updates. Join the discussion on our Steam Forum, Discord Server, and explore our social media channels (YouTube, Instagram, TikTok, and Facebook).

Sign up for the CTS: Tram newsletter, where we share exclusive insights, behind-the-scenes content, and much more – click here to join our mailing list!

https://store.steampowered.com/app/2604480/City_Transport_Simulator_Tram/
Of Life and Land - antenirulf
Hey Settlers 👋

We want to share a game recommendation with you: Our Swiss developer friends from Blindflug Studios are going into alpha today with their game "Ground of Aces"! 🛩️

https://store.steampowered.com/app/2308690/Ground_of_Aces/?utm_source=steam&utm_campaign=oflifeandland

This is a base-building game in which you take command of a remote airbase with workers and pilots during the Second World War.

Take a look and leave some love.🥰

SCP: 5K - Albarnie
Join members of the Affray development team, Boman Modine, Trey Bishop, and Albert Edgell-Taylor as they break down some of the exciting developments coming to SCP: 5K in the upcoming 0.14 update. New weapons, new SCPs, new AI and so much more. Coming in April 2024.

https://youtu.be/6Zgg40RBqxI?si=TEGsgAUWWHYx5__Q

And enjoy some concept art shown in the devlog of some of the upcoming areas:



Ataraxie - gravenoire.studio
  • Add language support for english and en brazilian portuguese
  • Can skip the tutorials when starting a new game
  • Sound fixes
  • Hator boss fixes
  • Trial of courage fixes
...