Cross Blitz - DigitalHamster22
Ahoy Blitzers,

Here’s a hotfix for the Beta Branch. Public Branch players, these fixes will come to you very soon:

Improvements

  • Repeated damage effects now fully resolve, even if the hero is dead accumulating overkill damage (Morty Howitz, Ready, Aim, Fire! & Bomb Barrage)
  • Separated chapter/book files into their own save files, making writing/reading from the files less intensive, this may have caused save files to become corrupt.
  • You should see files like "Redcroft-Book-1-Chapter-1.xb" in your folders after loading the game now.
  • Belly Jelly text has been removed.
  • General optimizations on the fable hex map screen when moving from 1 area to another.

Balance

  • Removed Sweet Apple from Quill Ch.1 Sarella Boss fight.

Accolades

  • Lowered the Brigade Bros accolade to play a single copy of a minion in the same turn to 3 from 5.
  • Replaced Scalpin' Ricky's spell accolade with Destroy 4 Groupies.

Localization

  • Increased damage numbers now show correctly.
  • Bank, Swordmaster, and Infinifocus should display correctly on cards and in keyword popups.
  • Fixed a bug that caused the card back requirements to not display in Chinese.
  • "Creation date", "Alphabetical", and "Archetype" now show up correctly in the deck’s dropdown menu.
  • Fixed a bug that caused the Immobile keyword to display offset in Chinese.

Bug Fixes

  • Fixed a bug that caused some players' saves to not write when closing the game in some states.
  • Fixed a bug that caused accolade numbers to not be calculated correctly.
  • Fixed a bug that caused some players to be stuck on invalid tiles when opening the updated maps.
  • Fixed a bug that caused accolades from moved battles to not update correctly.
  • Fixed a bug that caused Eve to target the enemy hero.
  • Fixed a bug that caused all Mana Diffusers to trigger when a spell is played.
  • Fixed a bug that caused Trap Technician to trigger from enemy traps.
  • Fixed a bug that would show the player the opponent's "hidden trap" card if hovered.
  • Fixed a formatting issue with spell damage increases in the history panel.
  • Fixed a bug that allowed Gearhead to be reduced by enemy traps as well.
  • Fixed a bug that caused Leviafin to error if Brass was rescued too soon.
  • Fixed a bug that caused the accolade "Deal damage to your own minions" to proc when your hero was hit with a bomb.
  • Fixed a bug that caused Riff accolade triggers to trigger when opponents triggered Riff effects.
  • Fixed a bug that caused Tinkmaster Otto to not add any Blueprints to the player's hand.
  • Fixed a bug that caused Wingroast Pepper to always give 3 Pyro spells.
  • Fixed a bug that caused the card list to shift slightly over time if adding/removing cards too fast.
  • Fixed a bug that caused the player to be stuck if they last saved on a removed tile.
  • Fixed a bug that caused Quill to add a Stab n Grab to hand even if you had one.

Misc
  • Removed the "New" Card Backs notification over the deck view.



Make sure to follow us to be regularly updated with 100% valuable Cross Blitz content:

Join our Discord:
https://discord.gg/takoboystudios

Follow us on X:
https://twitter.com/takoboystudios
https://twitter.com/TheArcadeCrew

Join our official Subreddit:
https://www.reddit.com/r/CrossBlitz_/

We are also on TikTok:
https://www.tiktok.com/@crossblitzgame
Starground - bbgamesbusiness
The second version of v6 is out! This includes a few new bits of content, and of course the usual quality of life and fixes. I've also added coins to the dungeons. While these don't do anything yet, they will be used for future trading with NPCs to buy weapon components and upgrades.

Additions
  • Added range limits to building and dropping items.
  • Added an outline to the warning text in the researcher.
  • Added music track Outside to Veridian.
  • Added music track Symbiotic Machine to the first dungeon.
  • Added a filter blacklist button to movers.
  • Added Italian to the languages menu.
  • Added Filipino to the languages menu .
  • Added the foundry.
  • Added the solar panel.
  • Added the Alloying research.
  • Added the Clean Energy research.
  • Added a progress bar to an actively selected research.
  • Added coins.

Changes
  • Replaced the wind sway shader to fix an issue where the sway was too extreme on some computers (big thanks to mbg!).
  • Made it so the output slot of crafters display the item it is about to craft.
  • Made it so machines that require multiple inputs or produce multiple outputs display how much in the inventory.
  • Made it so that when an item is only a stack of 1, the number dissapears.
  • Made it so that items cannot be placed ontop of a collision box.
  • Made it so the player no longer follows the mouse when it's outside of the game window.
  • Made it so movers can grab items from other movers only when facing the same direction.
  • Made it so decorations and enemies now have a chance to drop coins.

Fixes
  • Fixed an issue where Brazilian Portuguese was being translated to European Portugese.
  • Fixed an issue where dungeons only spawned 3 regular rooms (now set to 15).
  • Fixed multiple issues related to the treadmill, including depth sorting and not being able to place items underneath it.
  • Fixed an issue where larger buildings would not get included in tesla coil ranges.
  • Fixed a visual decal overlap in the boss room.
  • Fixed an issue where the player could get out of range of Dreadcap in the boss room.
  • Fixed an issue where starting a new research would cancel the old one first instead of instantly starting the next one.
FURTIVE - Frozen Bullet Games
A big patch today fixing a range of issues and adding some quality of life improvements. Final missions are now fixed and re-enabled!

Release Notes
  • Upgraded project to Unity 2022.3.22f1 LTS from 2021.2.5f1
  • Final missions issues have been resolved and re-enabled.
  • HV-1 no longer collide with plant objects.
  • HV-1 SFX has been improved to include acceleration audio.
  • HV-1 handling has been tweaked, please provide feedback on how it feels to drive now.
  • Bears and Tigers have added SFX.
  • Inventory count is now present in the crafting page.
  • Added a reload state to all Soldiers wielding guns, they will have a limited amount of shots before needing to reload for a few seconds. This should allow players to time their strikes, especially when using melee weapons.
  • Added the ability to drink water from ponds/lakes, it will provide a small amount of hydration whilst damaging the player a little bit as the water is dirty.
  • Fixed an issue where player could not gather water with empty buckets from ponds/lakes
  • GPS can now also be found in supply crates.
  • Strength skill tree mastery level now applies instant takedown on melee weapons properly.
  • Inventory related sound effects (eating, drinking, etc) will no longer layer up. They will only play one sound at a time.
  • Wooden storage crates will now drop all items inside when salvaged with the building hammer.
  • Cut the first wave out of helicopter raids to improve the pacing of the raid event.
  • Fixed pistol weilding soldiers/captains aiming pose, they now aim directly at the player correctly.
  • Fixed collisions in facilities.
  • Improvements have been made to certain areas on the map.
  • Selected characters in multiplayer will now be more apparent that they are already taken.

Still Investigating
  • Pressing Alt + Tab during game saving has been reported to cause issues saving.
  • HV-1 Interaction for client players.
  • Multiplayer bugs - we need more information on any issues that arise during multiplayer.
  • Tracking markers disappearing after 1000m range

As usual, a huge thank you for all the feedback coming our way. Please continue to bring on the feedback. We will now be getting started on the upcoming content update in May, fixes will still rollout in the meantime.
Apr 4
Ship Graveyard Simulator 2 - Games Incubator_Team
💡👇Attention Players! 👇💡
Due to unforeseen difficulties with the latest update, we are temporarily rolling back changes to modify the patch.

If you have updated, please check the latest update - as of April 4, 2024; 8:00 PM CET

Thank you for your understanding and please be patient. 🤝
Regards,
SGS2 Team



---
Another big update! 🔥
We worked for a very long time on the fixes that were published in today's update ⚒️
Many things have been improved, which we hope will make your gameplay more pleasant and easier.
Quality of play has definitely improved 👏

Due to the large number of fixes in the game, we suggest you start taking apart a brand new ship after downloading the update ☝️


Thank you for your commitment! We do not stop and we continue to work. CO-OP mode is getting closer and closer.

Patch notes:
Gameplay:
  • Yellow connectors hitboxes improvements
  • Saw cutting mechanic rework
  • Saw rotation rework
  • Torch burning mechanic rework
  • Truck is not escaping, fixed physics
  • Occupied truck bug fix
  • Line lag fix
  • Box throw lag fix
  • Picking collectibles by hand added
  • Multi pickup fix
  • Picking pipes valve station fix
  • Picking cables control station fix
Graphics:
  • Box visibility fixes
  • Switching tools visual glitches removed
  • Explosive holding hand material fix
  • Tools textures fixes
  • Hands in truck restored
  • Spawning box on higher hand tiers visual glitch removed
  • Winch and box glitch removed
  • Throwing box indicator is now stable when player moves
  • Faster box throwing
  • Hands on box restored
Animation:
  • Bonk animation speed up and visual improvement
  • General animation improvements
  • Automatic tools broken using animation fix
  • Better box throw animation
VFX:
  • Torch flame improvements
  • All particles improvements, effects are not spawning in walls
SFX:
  • Hammer hit sound fix
  • Added sound of throwing stuff to mobile cargo
UI:
  • Blue connectors health bar improvements
  • HUD broken icons fix
  • Scannator and winch fixes
  • Collectibles widget focus added
  • Input hints fixes
  • Input hints settings fixes
  • Toolshop and forge panels refresh fixes
  • Double sorting popup bug fixed
Performance:
  • Walkie Talkie performance update
  • Drawing throwing box indicator performance enhanced
Save System:
  • Saving camera in truck
  • Saving in tutorial disabled

See you soon,
Ship Graveyard Simulator 2 Team
Rebel Inc: Escalation - Ndemic_Samuel


Spring is upon us! and so are these scenarios!

The Kingpin. The Cartel. The Trade.
It's all got to go! And you're going to do it!

The Peacekeeper by Canada
A wonderfully detailed and well-balanced attempt at a vanilla style governor.

The Long War by david
When your soldiers have been fighting for too long, how will you finish the fight?

Rock & Stone brothers! Rock & Stone!

The Long Dark by DOKTOR
It's a cold cold world out there, and the Forest Talkers are coming for the cities. Can you defend them in these dark times?


---

Thanks to all the creators! Got a favourite scenario we missed? Leave it in the comments!

Be sure to join some of the creators on Discord to chat about scenario creation and we'll see you next time!

The Ndemic Creations Team
Border Pioneer - yahzj
Updates for DEMO
- This is probably the last update for the demo version, after that only patch fixes will be made. Look for a new demo and official release after this for more.
- Fixed the bug where the right mouse button could move the building
- Replaced terrain with real terrain, added kobold king
Russian Village Simulator - VD Games
Hello everyone!
We are here with you the developers of the game "Russian Village Simulator". This game was liked by players and was warmly received in our small community.

And now, after some time, we decided to create a project on a similar theme, namely - the Russian village. But this time the player will go not to the usual village, but to a village that is located on another Red Planet. The game was named "Russian Cyber Village Simulator".

https://store.steampowered.com/app/2800460/

When developing the game we were inspired by "Cyberpunk 2077", "My Summer Car", the series "Cybervillage" and actually our last game "Russian Village Simulator".



In our game this time you will take on the role of Sergei, a former resident of the cyber village, who returns to his home after several years of absence and finds that the village is in complete desolation and the player will have to deal with its restoration.

The main mechanics of the game are:
- building various structures: houses, bathhouses, barns, fences and the like;
- breeding domestic animals: chickens, cows, goats, pigs, geese, as well as breeding offspring and their further sale;
- hunting and fishing;
- berries, mushrooms;
- harvesting of various resources: wood, stone, etc;
- trading with the locals;
- as well as various story quests to restore the village, help the locals and other dangers that will be waiting for us on this not easy path.

And about the update: we've announced a new game, which means we've started development on the second big update to the current game, which will be released at the end of April.
.
Community Announcements - BD Pub!
Experience optimization
  • Optimize the attack logic of "Musician-Harmony"
  • Optimize the handle operation experience of the store interface
  • Players will now be invincible for a short period after being attacked.
  • Some minor experience optimizations
Bug Fixes
  • Fixed the issue that sometimes the agent (hero) level could not be upgraded normally.
  • Fixed some interface adaptation issues
  • Fixed typos in some plot dialogues
Shadow Corridor 2 雨ノ四葩 - Space Onigiri Game LLC
correction
・Fixed an issue where some archives were always displayed in Japanese.
・Fixed so that the bronze hand mirror cannot be used in the missing wind cave and event area.
・Fixed an issue where trauma remained in the game even after finishing the stage.
・Fixed a rare issue where the drawer would get stuck in collision detection.
・Fixed an issue where the optional environmental sound was not applied to the waterfall sound.
・Fixed an issue where if you hide inside an object at the moment you go crazy, you will not be able to release the madness.
・Fixed the issue where destroyed doors would remain in the game.
・Fixed an issue where slapstick medals were not added to the clear result score.
・Fixed the issue where slapstick medals were not displayed in the archive.
・Fixed an issue where if you died while looking back, you would remain in that state even after being revived.
・Fixed an issue where walls could be destroyed when a wanderer kicked them out of an object.
・Fixed an issue where the compass would continue to malfunction after playing Jukai Danchi.
・Corrected the description of the Shura medal.
・Corrected so that the clear time of Flower Rot is displayed correctly.
・Fixed so that loitering settings are applied correctly in custom games.
・Corrected so that you will not receive damage from the trap Terteru Bozu inside hidden objects.
・Fixed so that the mechanical doll does not move when time is stopped at the timing when the mechanical doll appears.

adjustment
・Adjusted the item appearance rate in Otherworldly School, Hydrangea Alley, and Jukai Housing Complex.
・Reduced the number of explosive mushrooms placed in Beginner and Intermediate level in Jukai Complex.
・Reduced the number of mechanical dolls generated in the beginner and intermediate levels of the shrine
・Changed the influence of Karuta “Two-ring Vase” on the consumable item slot from -2 to -1.
・Swaped the clear benefits for intermediate and advanced marathons.
・Increased the archive appearance rate in Karuta “Old Book Collector”
・Adjusted the volume of the trap Terteru Bozu
Halls of Torment - Mara 🏳️‍🌈🏳️‍⚧
Hello Adventurers!

The next few weeks will be a bit quieter from our side and you’ll see a delay between the update for a simple reason - holidays. Most of our team will take a break and rest before the big final push for the main release.

There will be a few minor releases along the way, but we are currently preparing the 1.0 release along with everything else that’s necessary. So today we want to give you a small outlook over the coming changes.


Final Stage
We are currently working on the last stage for the “Main Story”, the final Lord will be awaiting you in a special stage that works a bit differently from the previous environments. We don’t want to spoil too much at this point. After completing the final stage you’ll be able to unlock and play with some additional end game content.


Languages
We’ve been asked many times about additional languages. We’ve finished our localization system so the game can display different languages, and we’re now in the process of getting a language pass on the English version. After that the translations are coming. New languages will be added before the 1.0 release and depending on the success of the final release we might add even more. Currently, we target more than 10 additional languages, including German, French, Chinese, Japanese, Portuguese (BR/PT), Spanish and a few more that we are going to announce later.


Balancing
When we started with Halls of Torment, we were less conscious of how the endgame will look like. Now that we have more content and a final destination in mind, we’ll tweak some knobs to bring it up to a certain standard and make it more viable for you to play with different classes, abilities, and items.
This means that many things will get improved, but also that few things will need to be reduced in their effectiveness. These changes will be implemented and tested with smaller updates before the 1.0 release.


Shrine of Torment
The Shrine of Torment will be our late game mechanic that gets unlocked in stage 5, the Chambers of Dissonance. In the future the Agony mode will be part of this shrine instead of being a switch in the default stage selection. Additionally there will be the option to activate artifacts that create new challenges in the halls. New artifacts will be obtainable from different sources while playing the game. Artifacts will have various effects on your runs; for example, some of them spawn traps in the level, reduce the run time to 20 minutes, spawn additional enemies, or temporarily slow your movement down after you’ve used your main weapon.
A big thanks here for all the community suggestions we got, there were certainly more than we can implement until the 1.0 update!


Other Improvements
We are working on multiple smaller things as well. One of the next quality of live improvements will be a quest tracker that shows the progress of a previously selected quest during your run. It also comes with the quest board as a part of the pause menu, so you can inspect your quests mid-run. And of course we are still working on bug fixes, making the game more stable, and improving its performance.

We hope this outlook makes you excited for our future updates!

Thanks for your support!
Chasing Carrots

...