Hulzuyot: Horror Game - Noow
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I hope you enjoyed the game


RimWorld - Mal
🚨 SPOILER WARNING: Read ahead at your own risk! These preview blogs WILL SPOIL some of the surprises in the expansion. 🚨

Hello, it’s Tia and I’m back with our next preview blog of RimWorld - Anomaly!

Also, mark your calendars: Anomaly releases on April 11, 2024. Wishlist now to be notified when it’s out!

https://store.steampowered.com/app/2380740/RimWorld__Anomaly/

Check out our previous blog posts below:
Today, we’re talking about how you’ll capture, research, and exploit the mysterious phenomena formed by the enraged monolith’s influence. You can build a grand containment facility with strong walls, floors, and doors to keep these entities locked up, and study them to further your knowledge of the madness that’s taken over the world. Exploit your chained horrors to use their power against your enemies - but be careful not to push them too far!

CAPTURE: SHAMBLERS
The first step is to work out how to take down and capture these entities without killing them.

The most straightforward entities are the walking corpses known as shamblers.

Deadlife dust is a cloud of corrupted archites that raises any corpse it settles on as shamblers, repairing their rotting bodies for a time. It’s similar to the old resurrector mech serum, but far more twisted.


Deadlife dust works on all kinds of creatures (even your own dead colonists and beloved pets), but it doesn’t last forever. In a few days, the archites run out of power and the shambler returns to death. Colonists can weaponize deadlife dust as mortar shells and IEDs. Shamblers created this way will not attack your colonists, which means a battlefield of corpses can suddenly become gruesome weapons for your colony.

The shambling dead you encounter will attack all living creatures relentlessly and their immunity to pain makes them difficult to kill. However, that resilience is useful, because you want to take one “alive”. Work to incapacitate one by firing at it or hitting it with a blunt weapon. Then you can move on to step two: contain (described further down).

CAPTURE: REVENANTS
More difficult to capture is the revenant, a psychically-invisible human hunter that alternates between hunting people and hiding in its lair.

The name “revenant” comes from an old outlander tale about an evil spectre that haunts a village and every night rips a victim’s soul from their body. It leaves the vacant body behind, keeping the soul enslaved in its own personal hell.


Revenants can use psychic influence to appear invisible and enter your colony unseen. Once they get hold of a colonist, they can hypnotize him into an endless nightmare. The revenant will return again and again over time, hypnotizing your people one by one until it is stopped.

There are ways to track the revenant. If you damage it, the creature may leave chunks of flesh behind which you can study to improve your tracking. It can also be detected by proximity alarms, and its invisibility can be disrupted when it’s hit by EMPs, explosions, firefoam, fire or special bioferrite disruptor flares.


After each hypnotic attack, the revenant needs to sleep. Take this opportunity to form your hunting squad and find its lair while it hibernates - and attack it before it wakes.

CAPTURE: METALHORROR INFESTATIONS
Someone is infested. Someone is not who they seem. But who?

Metalhorrors are parasitic creatures that control their hosts with filaments spread throughout the nervous system. They imitate their hosts’ behavior nearly perfectly, manipulating them to find opportunities to secretly infest other colonists.

As they multiply and grow in your colonists, they shed fleshy gray tissue - liquefied remains of their victims. If you find this tissue in your base, it is time to become suspicious and afraid.


There are many ways you can identify the infested. Analyze the gray flesh you discover to identify the metalhorror’s host, then perform surgical tests on your colonists… but can you trust your doctors? You could quarantine colonists to their rooms to see who the flesh comes from, or imprison and interrogate suspects to see if they give anything away. Of course, this all takes time, and the infestation could be spreading…

If detected, the metalhorror will cut its way out of the host and attack. Be careful when investigating – you may have a fight on your hands.


CONTAINMENT PROTOCOLS
So you’ve damaged an anomalous entity enough that it’s incapacitated? And some of your colonists are still alive? Well done! Now you can contain it and experiment on it! 🧪

Have one of your colonists carry the downed entity to a holding spot. These primitive roped locations can briefly restrain the weakest entities. Here your colonists can study them for uncanny research.


However, if you don’t actually want them to escape and tear your colonists to pieces, a mere holding spot won’t do. Build a proper secure facility, starting with a containment platform, which comes with built-in restraints. (You need one platform for each entity.)


To prevent an escape, colonists can also suppress entities or build an electric inhibitor to suppress them automatically. Wise colonists will also build separate containment cells, using special bioferrite flooring and walls that further suppress the creatures.

Be sure to lay out your containment facilities carefully. Keep an eye on each entity’s suppression level. Have killing fields and layered defenses prepared for when they escape. Because they will, inevitably, and every containment plan is only as strong as its weakest point.

RESEARCH & HARVEST
Once an entity is restrained, colonists can study it. To do this, you’ll need to ensure a colonist is assigned to dark research.

This separate technology track gradually increases your knowledge of the dark archotech behind the incursion. It also teaches you more about rituals, archotechnology, serums, and weapons.


Each entity can also be harvested. Build an electroharvester to draw electric power from the entity. A bioferrite harvester will generate organic metal which can be used for later power generation, sculpture, or outdoor heating, or for crafting at the new bioferrite shaper.

Note that both of these activities increase the entity’s rage, making it more likely to escape and take its revenge.

DARK ARTS AND CRAFTS
Now you have a regular supply of bioferrite, you can have fun with it - if your idea of fun is creating impossible monsters and strange machinery. (We know ours is.)

If you build a bioferrite shaper workbench, you can craft new gear and weapons from the organic metal. The weapons include:
  • Nerve spiker: A crossbow loaded with toxic spikes that stun organic creatures.
  • Incinerator: A terrifying flamethrower with an alternate-fire mode that produces a giant gout of flame (shared by the Hellcat assault rifle).
  • Deadlife IEDs, mortars and packs: Distribution packs that allow you to raise shamblers from nearby corpses.
  • Disruptor flares: Short-lived bioferrite beacons which stun psychic creatures and reveal invisible ones - useful for sightstealers and revenants.
Bioferrite can be used to make psychic weapons with various effects, from driving enemies into berserk rages, to sending them into psychic shock, to biomutating them into fleshbeasts. Other psychic pulsers can make every animal in the region either turn into a fleshbeast or go into a manhunting rage.

Bioferrite is also crucial for making serums at the new serum lab workbench. The serums include:
  • Voidsight serum: Increases dark research speed at the cost of mood.
  • Juggernaut serum: Increases strength, speed, and recovery time.
  • Metalblood serum: Makes a person resilient to damage, but vulnerable to fire.
  • Mind-numb serum: Deadens emotions, preventing mental breaks at the cost of stopping inspirations too.

Using bioferrite, humans can be surgically (irreversibly) transformed into ghouls. These are mindless flesh-craving killers and fearless melee combatants who can be augmented with a variety of dreadful implants. (Ghouls will be discussed in a future blog post!)

TO COME
We’ve still got more horrifying reveals to come for Anomaly, and April 11th is only 2 weeks away!

Let us know what you think on Reddit and please wishlist Anomaly so you’re notified when it’s out!

- Tia
Pellet Dodge - Lyvri
Hey everyone! Thanks for playing PD! I've updated the game with some fixes and improvements, as well as added some Mac support for testing. It's experimental since when I had a friend test, their colors were really dark and nothing had transparency which took up a lot of screen space. So, hopefully that was just a specific thing and wont happen on your Macs, but if they do, please send me an email at pelletdodge.dev@gmail.com and tell me about it so I can fix it ASAP!
TELETEXT - div
> Added a soundtrack
> Tarot cards were fixed to always display, no longer will you draw the same card twice and only get 3 in the end

I would also like to announce that the OST is coming to the Steam Store!
Mar 28, 2024
Drakantos - Ninah
Hi there!

Welcome to our March Devlog with the latest news about the game's development! First off, we invite you to join our Discord! There, you can chat with the devs, interact with other fellow members, and check out exclusive teasers.



This month we want to present you: Iris, the mage illusionist. Her gameplay is very different as she is a ranged, squishy hero but acts like a tank, using her abilities to mitigate damage and trick enemies.🔮

Let us know in the comments if you like her style of gameplay and which of the heroes presented so far was your favorite.

- The Ozul boss fight has been completed, and we're taking a break from boss battles for now. Next, we plan to work on the Ophis boss, but she requires a complex environment and cool elements for her fight, so we need to finish the sprites first.

- We've created 10 new traps to deepen the immersion: giant boulders rolling towards players like in 'Indiana Jones' movies, avalanches, bee hives falling from trees, occasional trees deciding to lie down, and more. It’s a jungle out there!😂


- We also worked on Nil'varix, he is a demon clown that likes to see chaos. He can appear in any mission offering players a contract. If the players accept, a challenge will occur during the mission, and if they complete it, the rewards will be greatly increased in the end. We finished 15 challenges for now, but plan on doing a lot more until the next devlog.
#Discussions_QuoteBlock_Author
🧙‍♂️Dev Note: These challenges are amazing because they completely change the gameplay of something you normally do. For example, if you've already faced the Ice Wyvern boss, you're familiar with its mechanics, but, imagine facing the same boss with an additional mechanic from a challenge! It will add a new layer of possibilities to the gameplay.
👉 Feel free to suggest more cool mechanics that can randomly appear in the demon contract! Here are some examples of the challenges we created:
  • Chain the players together, requiring them to move within the chain's limited range.
  • The players swap places every X seconds.
  • Every enemy you kill drops a bomb that explodes after a while.
  • Randomize a card for each player, and some enemies will have this card displayed on their heads. The corresponding player must remove this mark. If the wrong player hits it, he will receive damage as punishment.
  • A giant hand follows your team for the entire mission, trying to smash you.

- We are now finishing the PvE main lobby HUD for regular missions, which includes difficulty settings, group finder, and other features.

- For the environment, we've completed the sprites of the Adventurer's Guild tavern (sneak peek bellow) and a lot of miscellaneous items that will be used in missions. These include herbs, supplies, NPC belongings, etc.. We are now working on Ophis boss stage like we mentioned before.



- We are constantly creating new mounts and armors. Considering the color variations, we have about 275 different combinations of saddles/mounts!



- Our level design team is still working on revisions and revamps of old maps (even the starting village was redone). They have also finished more missions for mobs that previously didn't have any, such as the Banshee and the new Dire Wolf.

Thank you for taking the time to read this. Your support is deeply appreciated. If you could leave a comment, like, or share with friends, it would truly help us. Thank you again!❤️


See you in the next devlog! 👋
TaxingTiles - glenn_osborne
Updated potato tile so it no longer get consumed by the lumber yard
Updated bamboo so it now can be consumed by the lumber yard
Fixed graphical bug where the card drawn to hand was the last card until it was in the hand
Cards now get added to the right hand side of hand instead of left
Suicide Squad: Kill the Justice League - alana_wb
Brainiac messed with the wrong clown because this Joker won’t be upstaged, not even by an Earth-shattering multiversal being. The Season 1 Free* Content Update is available now!

*Base Game required!

GROUND BRANCH - Scopey
Happy Thursday, folks!

This initial patch for V1034 fixes various crashes some art-related bugs, and does a little back-end cleanup. It also tweaks audio and AI slightly.

📢 IMPORTANT NOTICE to server owners re: rubber-banding

We're aware of the severe online rubber-banding issue, and although we haven't fully determined the cause yet (we have a lead!) we did notice that the issue keeps increasing in severity the longer the server is live. Restarting the server usually fixes the issue.

👉 As a temporary solution, we suggest admins/owners set up their servers to automatically restart every 4–6 hours.
We're currently compiling a list of needs for patch V1034.2, to be released in a few weeks and hopefully fixing the rubber-banding and other major issues.


Patch notes

General
  • Hostage Rescue: fixed restraints and hood not being removed after the hostage was released
  • Fixed issues with kit being applied on top of existing kit in Training mode (such as when in The Farm online)
  • Various crash fixes
  • Cleaned up a lot of under-the-hood logic and log spam
AI
  • Changed how gunshots are processed by the AI: now uses the same system as footsteps, which should make bots more reactive to gunfire (especially when nearby)
  • Tweaked "Untrained" AI difficulty to make it a bit easier
Maps
  • Docks: fixed ramp/boat connections causing bots to get stuck
  • Docks: fixed getting stuck in spools
  • Small Town: fixed visible hole in rocks (southwest spawn area)
  • The Farm: fixed small light above the exit door that wouldn’t turn off when the power box was disabled)
  • Fixed issue in Storage Facility with the landscape LOD covering part of the main tunnel entrance when viewing at distance
  • Cleaned up some collision issues in City subway area
Art
  • Fixed bad normal map on the MPX submachine gun
Audio
  • Possible fix for gunshots and explosions on the map being audible from the Ready Room (NOTE: frags might still be audible)
  • Updated player footsteps: slight attenuation change and volume increase
  • Fixed MK14 EBR reload audio being out of sync with animation
  • Added female voice line for "Covering" comms (G)
VFX
  • Added footstep particles to the forest floor surface type
Dota 2 - Jeff Hill
  • Matchmade lobbies will no longer share the account information of any members until the lobby is accepted by all players.
  • Fixed certain cases where Revenant's Brooch would still allow critical hits.
Mar 28, 2024
Foxcrate - AgentParsec
Changes:
  • Fragile packages now only 'damage' when set down, and it clearly tells you how many times doing this will cause it to break (3 times normally, 2 times if delicate)
Bug Fixes:
  • Fixed a bug that was causing the currently cleared difficulty level of a character to be added to the played difficulty, making it much easier than intended to clear difficulty levels
...