The Last Humble Bee - YakobSoup
Hi all!

I’m super thrilled to share… you can now play the FREE DEMO and watch the ANNOUNCEMENT TRAILER!

Man, I’ve been working on this game for over a year now, so I’m thrilled that you can finally play the demo. I think the game is actually REALLY FUN so I’m proud of how it is turning out!

Please feel free to let me know what you think, either over in the steam forums, by email, or DM me on twitter.

Also, be sure to check out my Announcement Trailer! I made all the music myself:



Fun fact, the soundtrack contains sampled sounds from REAL BUMBLEBEES! But don’t worry, no bees were harmed in the making of this game (or the soundtrack) lol.

As always, feel free to follow me on twitter to keep up with game updates, and join my email list for free stuff and news. I’m planning for a full game release in 2025 so I’m still hard at work on the game 😊
Best,
Jacob
SCUM - Beda
Hey hey everyone. Yet another start of the week and with a proper Dev update this time as well! Check out what the crew has been up to!




  • Optimizations.
  • Working on movement rework.
  • Working on NPC AI behavior.
  • Bugfixing.
  • Adjusting weapons for NPCs.
  • Working on dropship movement and deployment system.
  • Code review.
  • Resolving issues on the dirtbike.
  • Tweaking raft parameters.
  • Working on quest system.


  • Reworking some POIs.
  • General optimizations.
  • Shader optimizations.
  • Memory optimization.
  • Bugfixing.


  • Reworking foliage.
  • Working on SKS animations.
  • Working on the new trailer.
  • Working on new concept art.
  • Working on modular sportbike.
  • Working on modular quad.
  • Work on new quest items.
  • Working on NPC character models.
  • Working on dropship model.
  • Cleaning up source files.
  • Bugfixing.
  • Working on quest animations.


  • Bugfixing.


  • Responding to player inquiries.
  • Player insights surveys
  • Hunting and banning cheaters
  • Steam general discussion and bug reports
  • Testing of upcoming features
  • Various bug reports


  • Working on new GDDs.
  • Working on quest design.

Unreal Physics - Rage39a
potential fix for 10 series nvidia directx 12 issue
LEAP - Laura
Hello Mercenaries,

Good morning and welcome to our next round of Warfare Events. Seasoned veterans will know that our weekly drills come at a price, and time we're sparing no one! Be ready and be careful when entering war, as soldiers we must be on alert at all times. Review the upcoming event and special instructions:



Special Instructions
  • March 27th event will run from 3:30pm EST until 4:30pm EST
  • This game mode will be a rotation of Stomping Grounds, Control, and Team Annihilation played through our various game matches
  • Please join the server "Devs + Community Jam"
  • Everyone is welcome to join - this is crossplatform
Prizes for Joining
  • 2500C// sweet sweet credits to buy yourself some luxury guns, decals, and skins in the Black Market
  • A 2x Contract Bonus


Just a heads up on rewards distribution, rewards will be delivered at the end of April. So long as you have participated in one or both of our upcoming events you will receive your in-game rewards then.

As a reminder, we run our in-game chats over Discord so if you’d like to join the action feel free to enter the voice chat with our dev team and community!

Forever Skies - FFH_Greg
Greetings beta testers,

We just sent out a smol hotfix that will address some of the main bugs on our latest beta branch build. What we addressed:
  • Pipe Sockets - Crafting Recipe for Pipe Sockets will be unlocked if players have already scanned the Pipes when loading a save.
  • Big Garden Pots - fruits will regrow on all bushes again after they are collected, providing water is in the pot.
  • Big Garden Pots - fixed problems with fruit regrowth on saves from build 1.5.0 #27546
  • Infected Shed on a Greenhouse Tower location - fixed infected gnarls and roots damage that killed the player instantly
  • Sprinklers keep their ON/OFF states after loading
  • Water Tanks keep their water level states after loading
  • Fixed and missing entries in non-English game versions
  • Performance tweaks

Thats all for now, thank you for your reports!
OverKnights - ObitusGames
🎉 DEMO RELEASING TODAY!

As part of the Steam Deckbuilders Fest, we're excited to announce the launch of our Pre-Alpha Demo, available until April 1st, with possible extensions—we'll keep you updated.

If you enjoy the game, remember to wishlist it and share your feedback directly in-game or on our Discord Community. Your thoughts are valuable to us!

https://store.steampowered.com/app/2652060/Overnet/

Join our developers on OverNet’s Live Stream every day!

What’s On The Agenda?
🔹 Crafting & Customization: Dive deep into OverNet's crafting and customization options, and explore the thought process behind effective deck creation.

🔹 Strategic Combat: Learn about battle modes, the lobby system, card types, and more during live gameplay sessions.

🔹 Interactive Q&A: Your chance to ask questions and provide valuable feedback directly to the developers.

And to celebrate the demo launch, we've released a trailer!
https://www.youtube.com/watch?v=B6Upss9sGIE


Thank you for your incredible support! Enjoy the Demo, and we'll see you in OverNet!
Mar 25, 2024
Railroads & Catacombs - pretahouse
A bug that prevented players from seeing the new bosses has been fixed. You need to have unlocked the first 6 bosses to unlock the first meta boss in your save.
Drug Dealer Simulator 2 - Alyss
It’s a common opinion among gaming folk that all the best games have one feature in common: you can pet the animals! So, wanna pet that cat? Or scratch a doggo behind the ears? In DDS2 you can!

And we will do you one better: you can actually HAVE PETS! Like, the ones that follow you around and everything.


So let’s dive into another devlog! Here’s what Rafal has to say.

Considering DDS2 has a larger, more populated world – as well as a lot of dangers and hostility in it – we also wanted to add more features that will allow the player to simply have some fun and pleasure in addition to making the hideouts of choice feel more like home. One of those features is pets.

Aside from their joyful presence the animals also serve gameplay purposes. They affect your hideout stats when you leave them home and yours as well as other players when you take them for a walk with you. So, choosing the right companion can also make a gameplay difference.



So about them following you around: after adopting a pet you can either leave them in your hideouts or take them on walks all around the island. In both cases, you’ll get different bonuses. And if you decide to leave your companion behind, don’t worry! They’ll have a comfy bed to nap in.

All the different pets you can adopt will grant you (and the other players close to you) various bonuses. All the animals are unique – you’ll get to discover them while exploring the world or doing quests. And after you unlock them, you can then adopt them. Ah, and it’s just like if you were adopting a pet from the shelter, they’ll have names already but you can change them as you please!


Different breeds of cats and dogs will have different buffs to share with their owners. But, there will also be special animals in the game, and their bonuses will be totally unique to them. What kinds of animals? Well, here you will need to play to find out *wink wink*

So, do you wanna pet that cat? Let us know in the comments and stay tuned for more info next week!

Also, check out our Reddit. Yes, we’re there as well, expanding like a good cartel should.

https://store.steampowered.com/app/1708850/Drug_Dealer_Simulator_2/
Dead by Daylight - dance_BHVR

Content
  • Re-enabled The Twins.
Killer Updates
The Hag
Add-Ons
  • Cracked Turtle Egg:
    • Increases triggered Phantasm Trap duration by 30% (was 20%).
  • Half Eggshell:
    • Increases triggered Phantasm Trap duration by 25% (was 15%).
  • Powdered Eggshell:
    • Increases triggered Phantasm Trap duration by 20% (was 10%).
Survivor Bots
Reaction Time
  • In order to ease the learning of how to play Killers in Custom Matches, we have updated our Survivor Bots:
    • Base reaction times are now randomized and slower on average.
    • Reaction time versus Powers now increases according to distance between Survivor Bot and Killer.
    • Reaction time versus Powers now increases when Survivor Bot does not see the Killer.
Bug Fixes
  • The Unknown's DLC exclusive cosmetic is granted when purchasing the All Things Wicked Chapter (works retroactively).
  • The correct loadout is now displayed in the tutorial tally screens.
  • Fixed a rare issue where returning players might get stuck on game boot.
  • Fixed an issue that could cause a crash in the lobby when having any Remix Archive Challenge selected.
Audio
  • Fixed an issue that caused some wheat plants to not trigger any SFX on Coldwind Farm's Fractured Cowshed map.
Environment/Maps
  • Fixed an issue in Crotus Prenn Asylum where The Trapper's Bear Traps would float above the ground in the Shack.
  • The Demogorgon is now correctly able to traverse the Upside Down when a Portal is placed in various parts of the theater in Greenville Square map.
  • Fixed an issue in Mother's Dwelling where collision would prevent a proper navigation for both roles.
  • Fixed an issue that caused a placeholder tile to spawn in Mother's Dwelling.
  • Fixed an issue in Treatment Theater where The Singularity's Biopods would not correctly attach to the walls.
  • Fixed an issue where Victor could walk along stairs on Badham PreSchool.
  • Fixed an issue in Eyrie of Crows where a The Trapper could set his Trap under an object.
  • Fixed an issue in Toba Landing where Killers could land on top of objects.
  • Fixed an issue that caused the Fragile Blood Basins to sometimes float in the air in multiple maps.
Characters
  • Fixed an issue that caused Charlotte's movement to rubberband after unbinding and recalling Victor.
  • Fixed an issue that caused Charlotte's movement to be Hindered for the rest of the Trial after unbinding Victor two or more times.
  • Fixed an issue that caused The Oni to lunge attack while carrying a Survivor.
  • Fixed an issue that caused The Unknown's hair to clip into the camera when hitting an object with the Rare and Very Rare heads equipped.
Perks
  • Endurance status effect no longer remains active when performing the Invocation: Weaving Spiders interaction.
  • A Score Event is no longer missing upon completion of the Invocation: Weaving Spiders interaction.
  • The Perk Scourge Hook: Floods of Rage no longer fails to reveal the other Survivor auras when a Survivor self-unhooks on the Scourge Hook.
UI
  • Fixed an issue where the player could select another button behind the invitation widget while accepting or declining an invitation.
  • Fixed the Archive Rift Pass Details text formatting.
Platforms
  • Fixed an issue that caused The Skull Merchant's Scarlet Vengeance Outfit to be missing arms on Nintendo Switch.
Known Issues
  • The Doctor's Blood Shock Outfit head has stretched textures during his lobby menu animation.
Champion Shift - decamarks
Hello Champions!

Got a ton of fixes and improvements for you today, including our resident best boy, the Chupacabra, and a new starting Celestial Gift, the WINGS OF QUETZALCOATL, which is sure to create more havoc with its tornado creating powers. Also, the power of invincibility when you revive, because getting nuked the instant you do is well... let's just leave it at not fun, shall we? Anyway... we also have some balancing and quality of life improvements, so make sure to check it out below![/i]

GENERAL
  • New starting Celestial Gift: WINGS OF QUETZALCOATL
    • DIVINE WIND - Unleash a swirling gust of wind that slowly moves across the battlefield, dealing 50% DMG [+25% per level] for 5 seconds.
    • RESPLENDENT WINGS - Increase DURATION by 2 seconds per level and passing through tornadoes reduces DASH cooldown and applies a brief AGILITY boost.
    • COATL'S BREATH - Increase the size of the Serpent's Breath by 30% AREA [+15% per level] and enemies killed by it release fast moving wind projectiles that deal 50% DMG.
  • Vejigante's Chupacabra ability is now back in the game.
  • Champions now have 2 seconds of invincibility after reviving.
  • Fixed an issue with Origata, Moon Beam, Falcon of the Sun and Chakram where their formulas weren't calculating damage correctly.
  • New visual for when the champion is not able to shift into vehicle form.
  • Fixed issues with champion and vehicle colliders.
  • Fixed the Health Celestial Gift description to correctly indicate 200 HP (It always gave 200, but the description was incorrect).
  • Fixed Starfire Arrows from sometimes not firing.
  • Fixed a bug with the Earth Elite stone pillar visual spawning in a different area (Invisible stones be damned!).
  • Missions should now spawn enemies that are more specific for the current stage.
  • Fixed scroll sensitivity in the user interface with controller.
  • New lore descriptions for some Celestial Gifts, providing more insight into the inner workings of the Dominion Corporation.
  • Rabbit's Elixir duration is now properly affected by the DURATION stat.
  • Fixed Vejigante's car speed formula.
  • Gilgamesh's Sunburst description should now correctly display the amount of MULTICAST it gives.
  • More collider fixes to Mountain Pass South and Magma Cave.
BALANCING
CELESTIAL GIFTS
THE LEGEND OF CHANG'E overall has been out performing other celestial gifts due to its (pretty awesome) buffing capabilities, so we're toning it down to bring it back to its intended level of power.

GODDESS OF THE MOON
  • Reduced initial block chance to 10% (down from 15%).
MOON BEAM
  • Reduced the damage to 30% & 15% per level (down from 40% and 20% per level).
RABBIT'S ELIXIR
  • Reduced buff duration to 3 seconds (down from 5 seconds).
  • Reduced the AREA buff to +50% (down from +100%).
AREA STAT GIFT
We're taking a close look at AREA and will be tweaking it further over the next few weeks. We're all for "Breaking the Game", but not your PCs and eyes!
  • Reduced the amount of stacks you can have of this Gift to 4 (down from 10).
MISSIONS
CELESTIAL RIFTS
  • Reduced the minimum amount of elite enemies that spawn to 2 on stage 1, increasing by 1 each stage. The actual amount spawned will depend on the amount of enemies currently alive in the stage.
INFESTATION
  • Increased spawn amount by 15%.
  • Added large enemies to the mission spawner.
ENEMIES
  • Mini Boss (Large enemies) spawn rate reduction:
  • Increased the cost of Mini-Bosses to 100 (up from 60).
  • Increased the cost of Elite Mini-Bosses to 500 (up from 300).
  • Reduced the spawn rate of ranged enemies.
With the new vehicle stat gifts and upgrades, such as CAPACITY and REGEN, energy stayed near 100% for most of the run, making it a useless resource, which is not intended. This change should be a step in the right direction to make vehicle energy a valuable resource that shouldn't be taken for granted (I see you turret XP farmers ;) ). If you want to make a vehicle-heavy run, you can still do so, but you wont be able to wholly ignore energy anymore!
  • Doubled enemy collision damage.
VEHICLES
This change is temporary until we implement a more robust solution to the magnet. It should help with the frustrations of losing XP or having to go back to pick it up when moving at faster speeds.
  • Increased vehicle pick-up magnet by 25%.
More features and content to come in our road to 1.0, so stay tuned! Until next time, keep driving Champions!
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