Apr 14, 2024
Playcraft - Zeroneus
Added Lifetime and Turbulence parameters to FireFlies
Added a Sparks special effect
Path of Exile - CommunityTeam_GGG
Join us live on Twitch on April 15th at 2PM PDT, where Game Director Jonathan Rogers and Josh Strife Hayes will discuss Path of Exile 2. We hope to see you there!

If you’ve missed any of the recent Path of Exile 2 Podcasts you can find them below:
Apr 14, 2024
Cold Heart - Rafael Garcia | Kaaiseer
Some corrections such as audio, texture and artificial intelligence behavior of enemies and minions.
MechNest - chamakun_ttv
Major balance adjustments
More than 20 new Legendary items added!
Multiple items reworked

New stage: The Board
Added several new bosses
Added new small enemys
Reworked enemy behavior

Rework enchanted action skills

Added abilities to player mechs and skins

Reworked store & recycle system

Reworked difficulty system

Improved UI
Optimized enemies, stages, effects, etc.
Added the ability to change crosshairs

Added Achievements feature
Implemented Steam ranking function. You can check it by opening the browser from the button on the title screen.


Crimson Veil - MKRU


The latest update, including the next story chapter of the vampire route is now available to download for all Patrons!

https://www.patreon.com/MKRUdesign

Becoming a patron now also gives you early access to the latest comic!



Thank you all so much for your patience and support! Please report any issues if you encounter any, so I can get straight to sorting them out for the public release on 2/28/24! I’m looking forward to your feedback! As for me, I will be working on updating the walkthrough over the next two weeks so none of you miss anything!

That’s all I have to share with you for now! I hope you enjoy the latest release!
Apr 14, 2024
Enkate - AlexEz
Shortcut icons rework
Loader added in HomeScreen
New admin commands

  • Teleport player
  • Teleport to player

Role system
  • Admin : pink colored name
  • Contributor : yellow colored name
  • Player : black colored name

Tooltip rework
  • Better looking tooltips
  • Wings experience displayed as a progress bar

Bug Fixes
  • Monster animation not playing until the end
  • Some monster models were not destroying when behing inactive

Sketchy's Contract - Dimensionless Games
Updates
  • Push to talk Toggle is here! So yes, you can use your open mic now for local instead of constantly pressing V. Of course, you still need to press B whenever you need to use global, but I think this is what the community was asking for.
  • Elevator Updates:
    1. The elevator sections for the Ocean Map have been completed updated so that they are large walled in rooms providing clear distance from the elevator making it much easier to hit the button. Yes, the button location has also been updated along with it.
    2. The elevator lift now has LED strips on it, to make it easier to see in darker settings and to distinguish the elevator from the surface beneath it making it easier to tell if the elevator is up or not.
    3. The elevator platform beneath the elevator has also been updated to now show Sketchy’s red unhappy face along with bright red LED lights to indicate that the elevator is currently up. Let me know what you all think about the new Sketchy elevator lol.
  • The lighting on each map has been slightly increased to help lighten up dark shadows. This will help players with a hard time seeing in dark lit games and make certain mechanics such as using the shovel to dig up stuff in shadows much easier to accomplish.
  • The level 1 mimic has had its damage reduced from 35 per hit to 25. I’ve made this adjustment based on player feedback to help with difficulty entry barrier for new players. I’ll continue to keep an eye out.
  • The flashlight battery has been buffed allowing it to last 25% longer as I have heard from most of the community that it’s just a bit too short. Let’s see how this number feels then we can go from there.
  • Gatherables such as Minig Veins, Herbs, and Buried Sites have been buffed to hopefully spawn more of them. I will be playing around with outdoor farming a lot, so this is just 1 of many updates to arrive for outdoor improvements.
  • Elizebeth the creepy doll price has been nerfed in price because she has a mechanic intended to be added soon which is not in, so her price is bit too high for not having any danger to get her at all. The price will be increased again once she gets updated.
  • Renamed “Keychains” to “Weapon Charms” to make the name more intuitive as most people don’t realize that the keychain is for weapons exclusively.
Fixes
  • Fixed an issue where the list of lobbies and join friends list did not have a scroll wheel which was causing search results to squish down make it hard to select sessions to join.
  • Fixed an issue where password protected lobbies were not providing a password prompt to join.
  • Fixed an issue where the Gamma Setting was not Applying (for those of you who have a hard time with dark settings please let me know how this setting helps. Discord is the best place to leave feedback).
  • Fixed an issue where level 2 generators were not spawning.
  • Fixed an issue where the plush hidden behind the drop off doors was depawning the creatures on orbit travel. Yes there are now creatures behind the drop off doors!
  • Fixed an issue where the alien egg progress wasn’t properly displaying the correct amount in the progress bar and prevented the pet from being purchased.
  • Fixed an issue where players teleported back to the ship while in any orbit would lose their items.
  • Fixed an issue where teleporting to level 1 location was causing O2 to go down.
  • Fixed an issue where some doors where causing O2 to go down / up when they should have done the opposite. (Please help me out by keeping an eye on this one everyone and let me know if you have an issue with it. The doors are tricky so it’s possible the O2 might still be finicky).
  • Fixed an issue where AI death sounds were playing from infinite distance to all players.

Thanks for playing and giving your feedback everyone! I absolutely love this community and appreciate all the support!

-Forsakenhalo
Bane Murrain - DragonbornElias
Hey! Big demo update for Steam's FPS Fest!
I reworked pretty much half of everything, smoothing out issues with running the game that some people ran into & generally trying to make things more accessible.
I rebuilt the tutorial from the ground up, made some punchier weapon sounds, reworked the blood effects from the ground up, fixed multiple softlockable points, etc!

DEMO v0.8.4 Changelog:
"Post-Demo Glow-Up"

GENERAL GAME CHANGES
- Added Matthew Simmons to the additional cast list (and the game!)
- Almost every weapon has a unique equip sound now
- Completely rebuilt the Blood Hit effects from scratch
- Fixed audio cutting issues and improved audio latency
- Volume is now halfed temporarily if too many enemies gib at once
- Drastically reduced number of objects per enemy prefab to run smoother
- Hanahakill, Calviscera & Bastard Bullets now delete themselves after 10 seconds airtime
- Monster Gates now lift when there's a minimum 3 enemies left instead of none
- Improved weak point chances on Training Dummies
- Added 'Intruder Mode' where owned guns are reset at checkpoints
- Calviscera now wait to reach in-range with Player to fire instead of random stops
- Majority of enemies now only spawn when in attacking range
- Made the Spawning animation more prominent
- Reworked various weapon firing sounds to be punchier & impactful
- Lowered sound of Rabid Draugr screams
- Bumped the volume of Dayne's voicelines
- The loading screen comes up when loading save game now
- Tweaked the way the game's HUD scales with screen size so it's SLIGHTLY better on different aspect ratios (I recommend using the classic style HUD)
- Made the "Maximum Fervour" sign MUCH smaller and moved it below the cursor.
- Change the Maximum Fervour SFX to be stupider
- Added an alternate Head-Explosion for the Rabid Draugr when using the shotgun (sometimes)
- Keycards now have a sound and visual flash for collection
- Rebalanced Dayne's Voicelines to account for multiple takes of one line being used
- There is no longer a brief wait for the Logo to appear when booting the game
- Added a fancy dot-matrix vignette to the HUD
- Swapped the bullet sprites for drawn ones (they were still pixel art lmao)
- Added a bullet ricochet effect when certain bullets collide with ground
- Title Card cutscene after the tutorial can now be skipped
- Slightly increased fire rate of base-level HRL3 pistol
- Added the Outfits menu (very rough start, Dayne only for now)
- The flashlight is now manually activated and useable in every level
- Reduced Berserk Mode from 30 secs to 20 secs
- Multiple decorative assets that were seperate objects have been merged into single meshes
- The Theme Song & Overture track have been updated
- New logo intro when booting the game
- Stopped Calviscera making noises before spawning
- New shelves! (I broke the old ones)
- Added a pointless secret in the main menu corridor background lmao
- Credits can be sped up by holding Space now
- Changed the Credits font to be EPIC
- Added Beta Testers to the credits


CAMPAIGN CHANGES
- Changed the wall textures for the Saferooms
- Saferooms now have training dummies in them
- Added more variety & patterns to wall textures through all of E1A1
- Moved E1A1 Title card back into the game's Title Card cutscene
- Added SQRG9s to the Security Office (E1A1-P3)
- Rebuilt the tutorial from the ground up; now with extra idiot-proofing!
- Using the terminal in the saferoom mid-dialogue now silences the dialogue
- Added an easier path to reach the secrets in [E1A1-P2]
- Added an achievement for finding all secrets in E1A1
- End of Act doesn't have a maximum enemy count anymore
- Added a title card for E1A2
- Dialtone HUD elements appear above standard HUD elements [E1A1-P1]
- Reduced number of lights & alarms, considering new flashlight [E1A1-P1]
- Added a new switch-accessed platform for the higher secrets [E1A1-P2]


Lotsa stuff...
Progress on the main game is going smoothly- working with the VA cast has been super fun, and I've loved seeing people's reactions to the game both good & bad!

Thanks for all the interest in this little solo project of mine... Till next time!
- Elias
Bar Breaker - sjgtemp
This update comes with some updated balancing for the entire game. Progression was just too fast, and it didn’t provide enough of a grind when playing, so hopefully this will lengthen the initial experience in a good way.

I did my best not to go too far, and simply adjusted upgrade costs and bar health, giving a bit more of a purpose to upgrade the idle click speed, so you can hold your clicks and still do damage, when you need a break.

Balancing:
  • Increased the Bar’s health throughout all levels.
  • Increase the prices of upgrades, stretching out the time to obtain them.
  • Decreased the discount that the Mastery Level gives to new upgrades.

Additions:
  • Added a “Completion” bar in the upgrade menu that displays the highest bar level achieved to help visualize overall progress and current prestige goal.

Fixes:
  • Fixed an issue that caused music to still play even if muted when opening the menu and when performing a prestige.
  • Various other bug fixes and tweaks.

Thank you all for playing, and for the feedback! I really hope this improves the flow of the game, and creates a better experience.

I will continue to listen and tweak things, so the game feels like an appropriate experience, making room for the new content update.
Ultra Engine - Ultra Software
Version 0.9.5 fully supports AMD cards, with a new OpenGL 4.6 rendering backend for improved stability and performance.

A lot of new shaders are used and existing projects must be updated using the sync tool in the Project Manager dialog. It is recommended that you make a copy of your existing projects and keep it for use with version 0.9.4 before syncing the project. See the documentation for more information on updating projects. You should also delete the file "C:\ProgramData\Ultra Engine\settings.json" to reset your settings before running the new version.

A new world properties dialog replaces the scene properties in the side panel, with support for sun and fog settings, environment reflection maps, and post-processing effects.

A new selection tool is available in the toolbar, along with drag-selection mode that allows you to select a group of objects at once.

The flowgraph editor is now embedded in the main window, with toolbar buttons to switch quickly between scene and logic editing modes.

This update also includes dozens of bug fixes and small enhancements throughout the editor and engine!

Note that the previous version is now available on the 0.9.4 branch if you need to revert to it for any reason.
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