Apr 6, 2024
Bread or Dead VR Playtest - WooStudios
There are a few issues with the main branch version that need immediate attention. The update will be back live relatively soon
Embers of the Evening - mariasolanarodriguez


Embers of the Evening is a first-person psychological horror game that has some Lovecraft inspirations.

The game takes place aboard a solitary ship sailing across a sunless world, in search of the lighthouse that you'll never reach...

Every day, you'll struggle to fend off the darkness engulfing both the ship and your mind. And yet, the worst challenge will always come when you close your eyes.

Will you be trapped in a nightmare, or is it reality?





And so, during the Lovecraftian Days Steam event we'll be playing our unpublished demo!

We're glad to see Embers of the Evening featured at the Lovecraftian Days Festival. We're joining the event by showcasing our demo for the first time and we may drop any other video of the game too.

Don't forget to wishlist Embers of the Evening if the game caught your interest.

https://store.steampowered.com/app/2706010/Embers_of_the_Evening/


More news coming really soon!
Apr 6, 2024
Slime Climber - AGN Productions
Remade level 7 / 8
SINGULARIUM - NivMizzer
The first big update is here!

What's new:
  • LEADERBOARDS ARE HERE! Compare your times to the best of the best!
  • Added Ultrawide support, plus some other more obscure resolutions!
  • Added 2 New level editor props, including an end level crystal for infinite creativity when designing you level's ending
  • Added 8 new achievements to unlock!
  • More robust settings, including an FOV slider and a resolutions menu!
  • General quality of life updates
  • Miscellaneous bug fixes

Enjoy!
Automation - The Car Company Tycoon Game - [CAMSO] MrChips


With the first part of the Supercharger Update now done and dusted, we are hard at work on the second part; the Al-Rilma Update! This is the update that everyone has been eagerly awaiting for many years, adding superchargers to Automation! But that's not all we've got planned for you...


The Al-Rilma Update, summarising all of the main points we're hitting.

Before we get going, a bit of a disclaimer; all of the in-game art and content we are showing in this post is work-in-progress, and does not necessarily reflect what the final product will look like!

Superchargers


After a long wait, they're almost here!

Yes, finally! We are adding superchargers to Automation. It's been a long time coming, but now they're now just around the corner. All engine configurations will have access to superchargers in three different forms; centrifugal, roots and screw-type superchargers. Each has their own advantages and disadvantages, which will make for some very interesting design choices!

More Forced Induction Options


Very big turbochargers with a small inline-3 engine attached to them.

As mentioned in the roadmap for the Supercharger Update, we promised Automation players that we would be adding sequential turbochargers, as well as twincharging (turbochargers combined with superchargers) as part of the Al-Rilma Update. But, due to a happy set of circumstances - namely, the fact that they are feasible for us to model at the same time - we will also be adding two different styles of compound turbocharging!

What is compound turbocharging, you ask? That's where you have two turbochargers acting on one another - in sequential compound turbochargers, you have one turbo spooling to not only build boost, but also help another, larger turbocharger spool up faster, and in pure compound turbocharging, you have one turbocharger directly feeding its output into a second turbocharger, to add even more boost! These setups will be perfect for those wild, ultra-high-performance builds.

Engine Throttle Simulation & Volumetric Efficiency Revamp


We're working to make engine volumetric and combustion efficiencies realistic.

With the re-worked engine simulation from LCV4.2 and the Ellisbury Update, we felt - as well as the community - that something didn't quite feel correct. That something happened to be how engines behaved at part throttle settings. With the Al-Rilma Update, we are creating a much more detailed and accurate simulation of engine volumetric efficiency - basically, how efficient is the engine at moving air through it - and revisit combustion efficiency along with it. This now produces more believable engine behavior and results!

The Return of Multiplayer


Multiplayer will be returning to Automation!

Multiplayer will be returning after a long absence! For those of us who weren't here during the late Kee Engine days of 2014 and 2015, Automation used to have a scenario-based multiplayer mode, where players would compete in time-limited scenarios to see who could build the most suitable car/engine for the randomly generated challenge put before you. It's a very fast-paced and hectic experience, but it's immensely fun and it will make you a better Automation player in a hurry! Both engine-only and full car scenarios will be available for that.

Multiplayer scenarios are balanced around the competitor car database and thus automatically rebalances itself when game balance changes. Normal curated singleplayer scenarios will return to the game as soon as it no longer is as heavily in flux as it is now, which will be with the third Supercharger Update - Terso. The much needed return of a whole series of proper tutorial scenarios is scheduled for then too.

Test Track Simulation Revamp, Phase 2
New simulation, the Standalone Track Editor and a new track!


An image of the new standalone track editor, still under construction.

The first phase of our test track revamp in the Ellisbury Update saw new visuals and a heavily-revised UI, but the old simulation calculations remained. While they are functional, they are not particularly realistic. In this upcoming phase of the test track revision, we will be putting in an entirely new set of calculations to more accurately model how a car goes around a track. Along with that we are making a powerful and very user friendly standalone track editor for Automation, so that you can create your own tracks quickly and easily; anyone who has done track modding in the past knows just how cumbersome the old custom track system was!

Also coming in the Al-Rilma Update is the new Narnilla track. This is a very old-school, European-style racing circuit, with lots of elevation changes, narrow rights of way and pavement of (occasionally) dubious quality. It's also the track where we did our art test some months ago, where you the community chose the art style that you liked the best. Here's a snip of the winning entry:


George made the winning art test entry and now is working on the full track.

Eventually, we will be re-doing all of our track art in this style, both for the tracks we currently have, as well as the new tracks we have planned that will be coming out as part of future updates.

Art Revamp
New Design Rooms, Factory Environments & More!

We will be adding three new design rooms for you to use and enjoy, and for Campaign players, we will be adding new environments for your factories to be part of; no longer will your factory be just in an empty field of green grass, with nothing else surrounding it, they will be part of a more "lived-in" feeling world now. Have a look for yourselves:


New 40s design room.


New factory environments.


3D-scanning some carburetor models, and the (untouched) results from which we will be giving the existing carburetor models a much-needed clean-up!




That about covers the Al-Rilma Update as it is right now, we encourage you to watch the Dev Update video above, and let us know in the comments here what you think. Also, be sure to follow Automation on Twitter, Instagram and TikTok for fun and informative content every day!

Cheers!
Apr 6, 2024
SpaceCraft Brawl - oberggames
UPDATES
Ships
  • Increased default self destruct explosion damage and radius.
  • Increased default thruster power.
Weapons
  • Balanced the default number of starting weapons.
Multiplayer Lobby
  • Host can now force start a game by pressing the start button for 3 seconds.
Ship Builder
  • Reworked some ship building rules. Instead of having separate limits for how many weapons and shield generators can be placed, these are now combined to a "systems placed" limit. It is now up to the player to balance how many weapons or shields they want on their spacecrafts.
  • Reduced the max allowed number of thrusters placed on a spacecraft to 24.
Map Editor
  • Rotation buttons now rotate object by 22.5 degrees instead of 45.
BUG FIXES
General
  • Fixed cursor leaving game window.
  • Fixed loading screen being layered on top of feedback window.
  • All ship files should now run a check when loaded for the first time, to see if they follow the ship building rules.
Weapons
  • Fixed powerup weapons sometimes not changing out after being used.
Ship Builder
  • Fixed ships marked for combat not displaying the warning icon if ship does not follow building rules.
Map Editor
  • Fixed redirectors not displaying the correct direction when flipped.
  • Fixed camera moving around when typing in map name, when using keys bound to camera movement.
Options
  • Fixed so player can bind any action to mouse buttons.
Victory at Sea Atlantic - World War II Naval Warfare - James Evil Twin
Here is a play-through of Carrier combat in game.
Fire of Life: New Day - danacraig78
I don't know if Renpy or Steam is causing the issue, but it will throw a "no encode" error screen if Fire of Life and Steam Client run simultaneously and try to sync. It has been reported to Renpy developers to see what the issue might be. In the mean time, the sync part has been temporarily disabled. The visual novel will still grant them.
Control:Override - bdeshiinteractive
Patch notes:
  1. Smoother gamepad aiming
  2. Slow-mo during aiming to make it easier
  3. Some issues with gamepad controls not showing on tutorials fixed.
  4. Default gamepad bindings reworked.
  5. Gamepad icons are now more readable.
  6. Menus are now fully navigable with the gamepad
  7. Menus are more readable when using gamepad.
  8. Issue where sound would occasionally vanish after playing for a while fixed.
  9. Better tutorials.
  10. Levels reordered for a smoother experience.
  11. Steam achievement popups now show immediately instead of on game quit.
Slow-mo in action:
Apr 6, 2024
Operation: Polygon Storm - Dastashka
Major Update 0.9.7
Let us know what you are thinking about in Discord: http://discord.gg/WSwEQyx


Features:
Rebind keys option has been added to the settings menu.
Now, destroyed vehicles can be thrown up.
Mouse speed setting has been incorporated.
New music tracks have been included.
AI operations have been enhanced.
Optimization has been improved for better performance.
Game balance has been refined.

Bugs:
An issue where players couldn't pick up a money supply in the tutorial has been resolved.
Screen mode change settings have been fixed.
Fixed a bug allowing the triggering of an ability behind a restricted zone.
Rectified a bug causing HIMARS to freeze mid-air.
Adjusted layout in the settings menu for low resolutions.
Addressed the problem of exiting to the pause menu when starting the game.
Corrected an issue where giving units orders through UI clicks was possible.
Fixed an issue where the transformation supply's timer didn't deactivate after selection.
Altered layout for the location of rewards in the loadout menu.
Increased clickable area on command buttons in the game UI.
Balanced Infinity Mode.
Fixed a problem with the virtual mouse escaping the game boundaries.
Rectified an issue where the unit description stroke in the tutorial wouldn't disappear.
...