Apr 7, 2024
Horror of Victim - Prozorovskii
Stealth system improvements

Changed AI

Refinement of small elements at levels
Skull Survivor - Rev0Lucian
Navigate the new and improved world of Skull Survivor with our latest character selection upgrade! 🌟 Now with a comprehensive grid and detailed skill previews for each fighter, finding your ideal match is an adventure in itself. Experience the strategic depth from the start and select your path to glory. Intrigued?
Pogo3D - GOOGLE POGO3D
This is a minor update. it only contains 1 feature: Func_Unlockable_Coin and Func_Unlockable_Key can now be set to auto unlock after you collect the last needed item.

Want to see what I'm working on behind the scenes? I post weekly updates in the Pogo3d Discord :)

https://discord.gg/vyaXXPzBGh

And less frequently on Twitter @hedgewizards
SMITE 2 - HiRezIsiah
SMITE 2 has reimagined the logo you know and love!

Dive in with the team to get a glimpse into the design process of SMITE 2's crisp and clean logo!

SMITE® - HiRezIsiah
SMITE 2 has reimagined the logo you know and love!

Dive in with the team to get a glimpse into the design process of SMITE 2's crisp and clean logo!

Sapiens - majicDave
Hi everyone!

I’ve been making great progress on the next big update, and have some news to share, Sapiens 0.5 will come with full multiplayer support!

Sapiens 0.5 will be available to everyone in 2-3 weeks time, on the unstable branch, with the full stable release coming in July.

We’ve been running a private test with members of the community playing together on a persistent dedicated server for the past few weeks. Initially things were a little rough, with a number of bugs and performance issues to iron out. But despite this, it was clear early on that multiplayer was amazing.

I still enjoy just sitting down and playing Sapiens from time to time, but these multiplayer sessions have been by far the most enjoyable for me. Watching other tribes grow, checking up on their progress, stealing their ginger roots when they were offline, just general good fun.

Multiplayer adds a whole new dimension to the experience, and so I felt it was worth spending a little longer to get in and fix those bugs and optimize it now, and ditch the “experimental” disclaimer.

The main result of that extra time is that we’re now able to support more sapiens, and more players. These optimizations benefit single player too, so I have now doubled the sapien population soft-limit in single player, and I’ve removed the camera restrictions too, so you can freely move and explore as far away from your tribe as you like.

This work is just about complete, and so I’m moving back to finishing off other 0.5 features, fixing a few bugs in the new sleds and AI tribe trading mechanics, things like that. Overall it’s really coming together, and I can’t wait for you all to be able to play, even more so now that I’ll be able to join some of your worlds and see what you’re creating. Not long now!

-Dave

Apr 7, 2024
Rise - The Vieneo Province - reskin
Using some of the technology we developed to extrude the curbs in the city we are now extruding rocks from the landscape. They are currently cosmetic only. We had to make a bunch of rules to pull them off the roads and runways. The overall effect is pretty pleasing and adds details to an otherwise endless horizon.



  • Simulators now move around in the simulator bay
  • Ramps in simulator bay now indicate whether a simulator is occupied
  • Dedication plaque added to the wall of the simulator bay
  • Updated Russian language translations (thanks @honer46!)
  • Fixed a bug that would play the boarding announcement in flight when bay door opened
  • Fixed a bug whereby the client would try to change your voice during your annual photo update
RAILGRADE - MinakataDynamics
Hello Administrators!

Thank you for reading and playing our game! My name is Daniel and I’m excited to show off our many new additions to Railgrade we’ve launched today in Update #6. Our goal this Update was to expand Sandbox mode and give it more choices and a high tier goal to work towards.

We’ve also implemented a couple super requested features you can leverage in both campaign and sandbox, so keep reading!


Sandbox Features
Nuclear Production Chain
Need an absolute ton of energy to catalyze your economy? Consider the Nuclear Powerplant production chain. These giant powerplants are expensive but produce energy using Centrifuge refined Uranium Ore.


Minimap
Now you see the entire map at once in Sandbox. Clicking on a position will pan your camera over to the destination. Industry, Resource Desposits, and Track are highlighted on the map.



Microdocks & Double Docks
In Sandbox export docks are limited in how much freight they can handle in a minute. Therefore we've added two new docks to allow you better optimization when picking a dock in your export chain.



Campaign & Sandbox Features
Wait until full and Wait until empty Station Behaviour
Players have long requested the ability to tune the behaviour of trains at stations. Now you can!



Warehouses!
Next up, and perhaps our most requested feature: Warehouses! Use these to store excess freight or transfer freight between main lines and branch lines.


Check out the full change log below to see even more features & Fixes. Thank you for playing our game!

Changelog
v6.0.56.1 Update #6
Features
Add Warehouse building for storing and transferring freight

Sandbox Features
Add Minimap to sandbox mode
Add Nuclear Powerplant
Add Uranium Mine & Ore
Add Centrifuge
Add Double sized Zeppelin Dock
Add Micro sized Zeppelin Dock

Gameplay
Increase the distance between lit-up arrows in the train path animation
Double max zoom distance in sandbox
Make max track count unlimited on PC
Add click & pan to overworld
Add optional stop and wait behavior for stations

UI
Add level name to pause screen
Move region save away from checkpoint store option in pause menu
Display researched status on tech tree as text
Add tech preselection in tech tree before research switching

Bugs
Fix negative profits locking deposits in the bank
Fix zooming being instant at low frame rates
Fix main menu background music not looping
Fix campaign maps being editable in map editor
Fix asynchronous asset loading crashing on some PCs
Fix music skipping mid song when menu sfx played
Fix achievements not unlocking on Mac
Fix crash in steam terraforming missions on Switch

vivid/stasis - kouneyagami
Greetings to all vivid/stasis players! This is the changelog for version 3.1.0, which adds the SKY HOUR WORKS Collaboration, featuring two songs.

- "CITY RIDE IN THE JUNGLE" and "Faux Real (VIVID REDUX)" added to Collaboration Chapter
- Fixed Chapter 3's Worldkeeper challenge not unlocking properly
- Fixed the "Take Away" achievement unlocking even if it hasn't been fulfilled
- Fixed the results screen transition after the Chapter 3 Worldkeeper challenge
- Updated application icon
- Fixed a warp trigger issue in Betweenspace Mountains area
Divine Dawn - Cryswar


Finally got 0.31 out this past week, and aside from some typos it seems to have gone over pretty well! I'm going to aim for a minor patch on Monday to fix typos and any bugs I can find, and then move on to 0.32 development.

The last 2-week update seemed to be well liked, so I'm thinking I might aim for something like that again. No giant plot scenes that take me a week to do, just content for girls that didn't get much love in 0.31, see how much I can fit in. Probably include the upcoming Sarah CG, can't make any promises about it but I want to write more Rosalyn too, maybe get through her CG?

So, very tentative plan, somewhere around the 22nd I'll see how much I have done and if it's in a release-worthy state, and shoot for an update sometime that week.

Also, if you read the image above in the "AKIRA" "LEAVE ME ALONE!" voices, you know what's up. Props to Nor for that amazing doodle, man is an endless font of cursed creativity and I love it.
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