Apr 4, 2024
Leaf Blower Revolution - Idle Game - cheesetor
* Auto deposit RSS
* Auto transmute
* Transmute UI changed a bit
* Dice count is now shown in the dice bag
* More colors in the crafting section
* Fancy titles option added (graphics)
* Coal leaves spawn in Mount Moltenfury again
* Warehouse bonus changed (25 -> 250)
* Dice min damage fixed
* Mines Pack upgrades changed to be multiplicative
* Leafscension exploit fixed
Go Fight Fantastic - norbertlitwinski
Go Fight Fantastic is a fast-paced hand-drawn hack and slash where, together with friends or solo, you'll have to fight through hordes of enemies to save the charming Bird people! This is your last chance to grab Go Fight Fantastic! with a 10% Launch Discount, or 22% off with the Fantastic Edition Bundle!

The game offers various difficulty levels, so if you want to explore the story and admire the beautiful hand-drawn landscapes, you can do it! But if you're looking for a challenge and want to face tough enemies, cunning alone won't be enough! Check out the Meteorite Station to tailor your fighting style to yourself!

You can obtain meteorites in several ways. Of course, by defeating enemies, where they appear along with other loot. You can also find them in hidden chests scattered throughout the map. But you can also buy them in the store on your ship or from a mysterious merchant during the game if you're lucky enough to encounter them.

Meteorites have different properties, both passive and active. They can improve your health, attack speed, or critical hit chances, but they can also completely change your skills, for example, turning healing orbs into deadly grenades.



They also have different rarity, from common and rare to legendary, and can be corrupted, thus providing both positive and negative effects simultaneously. While there is a group of meteorites shared by all characters, each of them also has those assigned only to their class. You can check what new meteorites you've found at the Meteorite Station on the ship.

Alright, but sometimes even that may not be enough against enemies, especially at higher difficulty levels! Luckily, you have access to the Forge, where you can level up selected meteorites, making them even more powerful!



After selecting the right meteorites, all that remains is to see how they perform in battle. Here are a few examples of the effects that can be useful to you in combat, whether it's an air vortex, falling projectiles, or leaving a mark that ignites enemies behind you!







Don't forget about the Shop either, as you can buy some useful meteorites there! But that's not all. You can also buy and change character skins there, as well as purchase additional items for your ship!



To make your gameplay even better, remember about the Jukebox, where you can customize the music and choose your favorite track to accompany you as you gear up for the next battle! New records with tracks can be bought in the store, but they are also scattered around Bird Planet, so keep an eye out!


Construction Simulator - PsychoCow


Under the motto GET TO WORK. we are pleased to announce the release of the most comprehensive Construction Simulator package today. The Construction Simulator - Gold Edition includes the main game, all Year 1 Season Pass contents as well as the Kramer Pack!

The Construction Simulator - Gold Edition Release Trailer is available here:


With the Construction Simulator - Gold Edition, construction enthusiasts get access to a huge selection of construction machines to work their way up from a small construction worker to a huge construction magnate. In addition to the main game and all of the contents of the extensive Year 1 Season Pass, the Gold Edition also includes the Kramer Pack and thus offers access to more than 100 officially licensed vehicles, machines and equipment from 28 world-famous brands and manufacturers on three large maps.

In addition to the main game, the Construction Simulator - Gold Edition also includes the following DLC contents:
  • Spaceport Expansion: Opens access to a South American map and huge campaigns to build a rocket launch base, including the associated infrastructure and a futuristic research center.
  • Airfield Expansion: Adds a new campaign to the US as well as the EU map of the game - the construction of an airfield.
  • JCB Pack: Brings 6 construction machines from the British manufacturer into the game.
  • SANY Pack: Provides access to 15 machines from the Chinese manufacturer.
  • Kramer Pack: Provides access to 3 machines from the German manufacturer.
  • Cosmetic Pack #1: Provides access to two additional safety goggles, helmets and ear protection items for the player character.
  • Cosmetic Pack #2: Adds six additional designs for the player characters' helmets in the character editor.
  • Year 1 Season Pass Helmet: Exclusive helmet for owners of the Year 1 Season Pass.



We wish you a good time playing!

Your Construction Simulator team



American Truck Simulator - Tiktak
Welcome to Jefferson City, Missouri, a charming destination renowned for its blend of historical significance and picturesque landscape. Today, we are happy to share with you a look into the work our team has undertaken in recreating this city in our upcoming Missouri DLC for American Truck Simulator.


Situated on the banks of the Missouri River, one of the main attractions of the city is the famous and iconic Missouri State Capitol building. Built between 1913-1917, it was constructed with Burlington Limestone, sourced from the nearby city of Carthage. This impressive structure stands as the main landmark of the city and hosts the State Senate and House of Representatives, as-well as other important government bodies and offices.





Drivers in our upcoming Missouri DLC can expect to explore and drive through a part of the downtown area themselves, and those with eagle eyes may even be able to spot some locations our team visited on their research trip previously; Let us know if you do! There are plenty of smaller details and other landmarks to be found too, including the barracks of the Missouri Army National Guard.

Across the river, you'll find plenty of work at some of the local industries, which includes an agricultural farm and a construction site. Players entering the city may spot a view of the local quarry too, as well as some of the more residential areas of the city where the locals reside.

The city has changed a lot since the times of Thomas Jefferson, the city's namesake and the 3rd President of the United States, but we're sure you'll enjoy trucking through it!





We hope that you enjoy all the work that our talented teams have put into recreating this historic city in Missouri. Looking forward to the release of the Missouri DLC for American Truck Simulator? Be sure to add it to your Steam Wishlist! Until next time, keep on truckin'.

https://store.steampowered.com/app/2730870/American_Truck_Simulator__Missouri/
Apr 4, 2024
Rappelz - Julia
On April 4, maintenance work will be carried out on the game servers. In connection with this game, it may not be available from 17:00 to 17:30 Moscow time.

❗ Don't forget to pick up your Battle of the Cities event rewards.

Please note that completion times are indicative and subject to change.

Please apologize for the temporary inconvenience.
The Quinfall - Vawraek Technology Inc.
This innovative feature is a game changer for beginners and veterans alike, guiding you through the intricacies of the game, giving you your own personal space and unlocking your crafting potential. Whether you're perfecting your skills, decorating your dream home, or forging legendary items, The Quinfall takes your experience to new heights.

Apr 4, 2024
Cepheus Protocol - Dark the Great
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand type=details]
  • Attack Move order logic improved to keep formations and make smarter movements
  • Direct Attack order added that allows unit to move into range of a target you right click + follow said target
  • Additionally, units in formation should run when moving to a right-clicked target if they are far away. If already in range everyone will just shoot and not attempt to form up unless a move order is required
  • Units no longer manage attack move 'individually' if part of a grouped move command: instead, the Formation Move Handler will do it. On being given an attack move, the Formation Move Handler will let units (who are already in combat) not worry about moving yet, but those who have started moving will try to stay in formation even upon seeing an enemy, only stopping once every member of the team has started fighting
  • Implemented some fixes to stop some situations where units would 'move too far towards your attack move target' even when enemies are in the way
  • Fixes added for various garrisoned poses
  • Made some adjustments to the North Treasure Island Carrier docking area,
  • Attack Move: slight 'stuttering' when issuing order while at least one member is already in combat should now be gone
  • Grenade traces now have a proper radius, preventing them from potentially hitting something thin (like a streetlight)
  • Fixed the 'formation' getting too far ahead should anyone in the formation enter combat
  • Fixed some units moving in formation potentially entering 'alone attack move' instead of relying on their formation to handle that logic
  • Fixed SRP construction obeying a turned off 'landscaping' mode, resulting you not being able to build at some SOCS if you've turned off landscaping mode for construction (which may be confusing if you didn't keep track of that)
  • Implemented some speculative fixes for 'moving to attack right click target' 'failing' for targeting structures: may not work in every scenario, but it works much better than the previous version did for attacking pods
  • Fixed a loading issue that could cause infected pods to override their health with a really small value
  • Removed the old Evacuation Shutdown logic, due to evacuated infected units being dumped onto Carrier deck (with ability to attack the mast) now. This should resolve some people getting 'evacuation shutdown' issues with being unable to set helipads to Evacuate mode
  • Units will now switch back to their primary weapon when reloaded and down to their secondary weapon
  • Fixed situations where units would have a reload time of 1 second no matter the weapon
  • Fixed an 'overlapping reload' issue where animation+timer for reload could 'double-reload', which was especially noticeable on the Engineer's SMAW
  • Set up speculative fixes for reported crash from here https://steamcommunity.com/app/979640/discussions/1/4032473436325246013/
  • -Set up the ability to shut down Dynamic Civilian Factions from spawning, in Custom Game Settings
  • Set up the Carrier to properly supply ammo
  • Fixed up the Selective Call-Ins button using the wrong image when not open
  • -Fix for Operator 'mouse showing' breaking if you hide then show UI while in Operator mode
  • Fixed the Missile Turret wrongly using the MG Turret's weapon type
  • Fixed up snappoints for wall corners being a bit unreliable
  • Fixed up gates not blocking construction (though open gates still allow you to 'build through' them)
  • Armed units sprint - Fixed
  • Tilt added to in combat strafing.
  • Fix to Heavy Vehicle damage resist type (Cerberus, etc.) having 85% resist to heavy melee (making them almost immune to juggernauts)
  • Fixed up issue with Rubble'd walls not properly updating navigation
  • Added speculative safety for Chelsey to try to make sure she is invulnerable if she loaded from a game while in death regen state
  • Fixed broken Angel island dock navigation.
  • Fixed Ravens failing to deal damage
  • Implemented a small fix to make civilians using evac to not use RVO if they fire off one stuck check to improve evacuations.
  • Adjusted landscaping size for walls+non-walls in the Sandbagbuilder so that 'floating crates' shouldn't occur when setting down buildings around TIG4
  • Adjustments to UI to prevent 'clicking on' something behind the widget when closing it
  • Recruitment menu's remember last options now
  • Clearing tool improved to better account for higher vertical objects
  • Added some improved collision updating for the rubble mode/landscape-able mode for walls. Used the above to make sure that civilian gates that are 'rubble-ified' can still be cleared by the landscaping tool
  • Fixed up 'ammoless weapons' (Scanner, Bunker Buster, etc.) displaying 'low/no ammo warnings' on the Unit Group UI
  • Additionally, fixed up the Weapon UI in the Recruit Popup and Weapon Market to no longer show a damage graph for 'non combat' weapons, via new bNonCombatWeapon setting in Weapon.h
  • Fixed units sometimes spawning without their secondary weapon if you customize their initial loadout via the Recruit popup (won't fix units who already spawned without secondary weapon, though)
  • Fixed not being able to swap back and forth between a non-combat weapon and a combat weapon (i.e. Scientist w/ Scanner+Pistol couldn't swap back to Scanner if you switched to the pistol)
  • Added some 'non-combat weapon auto swapping' logic: If a unit has a non-combat weapon equipped (such as a scientist with an Infection Scanner), they'll automatically swap weapons to their secondary weapon upon entering combat, then swap back upon exiting combat (if not reloading). This gets overridden if you manually swap weapons, however!
  • Added a small delay between helicopter spawns if you purchase multiple helicopters at the same time (in order to fix a 'helicopter flying too high' issue when ordering a bunch of helicopters at once)
  • Improved some AI related to 'move to right clicked attack target' to fix some flaws (mimicking some fixes Attack Move already had, primarily!)
  • Fixed an issue in Vehicle AI which'd stop them from chasing their right-click attack target once they've entered combat
  • Improvements to vehicle AI for 'move to attack target' logic, to smooth it out further
  • Set up some buttons (such as weapon selection in the recruit popup) to activate 'on release' instead of 'on mouse down', to prevent 'clicking through' them onto stuff in the world
  • Added speculative fix to try to stop evac helicopters from getting 'stuck' on the Carrier's mast
  • Updated Main menu graphics
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
General Development Updates
[expand type=details]
https://youtu.be/7hdBPmUtFb8
https://youtu.be/GV3YOssGEfs
Letter from the Producer
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
New Roadmap system
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
[/expand]
Ways to Support Development
[expand type=details]
Everything goes towards expanding the team and building a better game!

Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]
Apr 4, 2024
Regency Solitaire II - Grey Alien
Minor story edit
Deep Space Outpost - NirisGames
The rescue mission has been improved to include some random internal scrap, along with potentially some starting air and more types of items. Also slightly less starting damage depending on difficulty setting.

Scrap can now appear in your space station, as items when destroyed have the chance of creating some. You wont be able to build on these, so get them hauled to your salvage depots and get them recycled asap.

Patch notes:-
  • Scrap can now be internal, created from destroyed items. Cannot be built on. Not targeted by turrets.
  • Improve: Rescue scenario modifiers, new items, possibly some air in station, random scrap.
  • Fix: Repair item, worker could continue repair if item destroyed.
  • Fix: Rescue scenario ore storage, no ore!
Go Rollo Go - Corellabyte
On Today's Episode: Prime Rob has been working non-stop and the other Rob's think its time he separated himself from the hording pile known as his desk.

Join Rob as he works to develop his videogame with the questionable assistance of alternate versions of himself from across the Multiverse. Will the other Robs be a help or a hinderance? Only one way to find out...Go Rob Go!

...