Metaphor: ReFantazio - ATLUS West
The United Kingdom of Euchronia beckons you forth once more…

Tune in to the Metaphor: ReFantazio “ATLUS Exclusive” livestream next Monday to get the latest updates on development!

📅 April 22nd
🕒 3pm PT
🕕 6pm ET
🕚 12am CET

YouTube: https://atlus.link/YT-Atlus-Exclusive
Steam: https://atlus.link/Steam-Atlus-Exclusive

Frisia - Tales & Tides - Rouven
Hi everyone! This is the first bigger update for Demo of Frisia.

The Update added a much needed unlock aka progression system, which will allow you to unlock buildings and production chains progressively. You can unlock buildings by discovering all the ressources needed for the construction.

Alongside i added a small Tutorial, that should cover the most basic mechanics of the game. A much more in-depth tutorial is planned for the future.

Bugfixes and other changes:
- Fixed a bug where the closing of building infos where not working properly
- Adjusted the duration of tide intervals
- Added addittional spawnpoints for flotsome (beached crates)
- Grouped spawnable items close to beached ships to make the more of a point of interest
- Removed requirement of one worker to collect beached materials
Apr 15, 2024
DC3: Viral Menace - S-Qubed Entertainment Inc.
The woman’s footsteps fell lightly on the plush carpeted floor. With arms crossed, and eyes glued forward, she paced the length of the hall. An ebb and flow of excited murmurs snaked past the heavy curtains separating her from the main stage.

“Anything?” She turned to her partner.

Seated in a cozy corner of the hallway, a tall woman with light hair tapped the arm of her chair. She looked composed, save the heaviness in her eyes. Her neatly-pressed dress shirt and high-waisted pants afforded her a distinguished air. The insignia of a golden beetle carved into an intricate brooch sat snuggly in the clasp of her layered bow tie and gleamed under the cold lights of the hallway. The light-haired woman stared at her reflection before unlocking her phone.

“They said noon, Vidya,” she replied, “give them time.” Her eyes lingered on the long list of unanswered emails she had been avoiding. With a stifled shudder, she put the device away.

“I should call them,” Vidya said. The physicist sat next to her partner, searching for the doctor’s number.

“You’ll do no such thing,” the light-haired woman said, snatching Vidya’s phone. “You’re up in a few minutes, and I can’t have you thinking about this now.”

“Adaline, how—”

“Welcome, one and all, to this momentous occasion!” An announcer’s voice rang across the arena. It was met with an equally loud applause from the crowd. “The Vichaar-Lace Foundation has been kind enough to share something truly special for this year’s conference.”

“How can you be so calm about this?” Vidya continued once the cheering had quieted down.

“Because there’s no changing it now,” Adaline said. She buried her face in her hands and took a deep breath. “And because, I’m tired of thinking about it.”

They held each other’s gaze. A shared silence. Comfortable. Numb.

“I’m sorry…” Vidya whispered. She ran her fingers gently through Adaline’s hair. The physicist’s eyes teared up and she looked away. “I just… I don’t want to do this alone. Any of it.”

“And you won’t.” Adaline took her partner’s hands in hers and smiled, “we’re going to fight this. But right now…”

“Now, I don’t think this woman requires an introduction,” the announcer began. “We all know her for her tremendous contributions in the advancements of molecular stabilization…”

“Yeah…I better get ready.” Vidya said, wiping her tears and clearing her throat.

“…and who could forget the case of the missing tangerine…?”

The door opened to let through a roar of guffaws from the crowd. A teenager, with deep hazel eyes and a determined step, slid into the hall as the door slowly closed behind her.

“Hey, it’s almost time—” she began, but stopped, looking between the two somber faces. “What’s with the doom and gloom…?”

“It’s—”

“Nothing, Xer. Mama’s just nervous,” Adaline interjected. “Are they ready for her?”

Vidya looked over at Adaline, who shook her head slightly.

“Everything okay…?” the girl asked, looking at Vidya. “Mama…?”

“Yes, my love. Let’s go,” Vidya followed her to the right wing of the stage.

“…may I now call to the podium, the brilliant, the one and only, Dr. Vidya Vichaar!” the announcer said as he pointed at the wing.

“Good luck!” The young girl leaped in for a hug, “I love you.” She held her mother tight, like a cub lost in the forest. They stayed, holding each other. A moment. Then another.

And then… before Vidya could say a word, Xernia let go. With a quick peck on the cheek, her daughter was gone. The physicist took a deep breath, before making her way to the stage. Through a wave of hurrahs and clamor, Dr. Vichaar saw the crowd for the first time. Smiles and waves all around. A sense of hope glimmered from their brilliant young faces as their eyes followed her every move. She had grown fond of that familiar gaze. She felt at home under it. After a moment’s pause to drink it in, she began.

“What an honor it is to be here,” she looked back at the gigantic white cloth draped over her ship. “And what a journey it has been.”

She turned back to face the audience and, with a smile, continued.

“Everything you’ve heard about this ship is true…” she said as she walked over to the hidden vessel. “Especially that bit about the missing tangerine.”

On the edge of their seats, the crowd roared and hooted.

“What say we see what’s under this, shall we…?”

The question was met with thunderous applause, and with a flourish, Dr. Vichaar revealed the Caper-5000.

But it wasn’t the marvelous ship that the papers had been talking about. The large cloth had concealed under it a blocky cardboard replica of the ship that was strangely detailed around the rim of the wheels. A few knowing nods and a growing number of confused looks filled the auditorium.

“Alright, alright, I’ve had my fun.” Dr. Vichaar laughed, “And yes, Xernia and I did spend our summer getting the wheels right.” She walked over and undid the clasps holding the pieces of cardboard together. The cutouts fell with a soft thud and a short burst of air. And there it was, the sight the crowd had been waiting for.

The ship was massive – almost twice the height of the physicist. The red and white panels were layered across the frame like sheets of paper. If someone saw it from a distance, it’d bear an uncanny resemblance to a medicine capsule. With copper-plated wheels, counterbalance canisters, and streamlined propulsion chambers the ship was a sight to behold.

Large bold letters marked, C-5K, rested squarely on the polished glossy finish of the metal. Stage lights danced and reflected off the ship’s surface in a spectacular array back onto the excited attendees.

“I’ve always been a big fan of pressing the big red button,” Vidya finally said, holding a remote with a prominently bright red button. “I wonder what this does…” She turned to the Caper-5000 and pressed the button gently.

With bated breaths, the audience waited.

A burst of air pulsed through the auditorium, and a large sound like that of lightning in a blender whirled around until finally, there was a blip, and the Caper-5000 was nowhere to be seen.

Dr. Vichaar walked over to the platform, where her ship had been, kneeled, and picked up what could have been confused for a toy.

On the large screens around the arena, the audience could see that she was, in fact, holding the Caper-5000.


It had shrunk!


Whispers suggesting the impossible and, gasps acknowledging the unseemly grew until, finally, there was deafening applause and cheers all around.

Adaline sat, beaming at her wife on stage, who grinned and winked back at her.

There was a buzz, and she knew. With a deep breath, she opened the email from the hospital.

…tested Positive.

A moment of weakness, and then… She put her phone away and joined the crowd in their ovation, because, in that moment, everything could still be okay.
Kagami: An Odyssey in Japanese Language Learning - ZarckyHerms
QUICK UPDATE:

Steam user StarFifi found a bug in "the Dojo" this weekend. Fortunately, it was fairly easy to fix, hence this update. Thank you again StarFifi for letting us know and for working with us to figure out the exact issue!

We also happened to be working on some small NPC updates, so there's a couple more NPCs in the game now. More updates to come soon!

Alright, that's all from us today! If anyone has any other technical issues, please feel free to either fill out a bug report using the feedback form accessible via the main menu of the game or message us on the Steam forum!
Apr 15, 2024
Path of Achra - Ulfsire
  • Added Virya, culture, transforms slashing weapons into Mighty Blades with area attack and doubled encumbrance / hit
  • Takhal first prayer heal reduced
  • Crystal Hand astral damage scaling reduced
  • Azhdaha 3rd prayer now only removed harmful effects
  • Increased the frequency of several enemies
  • Removed the "4" hotkey from toggling summon attack / hold (wasn't really useful, felt like it was mostly causing accidental ally-freezing)
Apr 15, 2024
Banbard - hoboayoyo
-Fixed an issue that would cause the credits not to play if Evelyne had the highest affection points.
-Fixed an issue that caused some attack skills to be used in the menu.
-Fixed an issue that allowed some options not to be saved in the option menu.
Apr 15, 2024
The Rush - Hornbuckle Who
A second playable ship is now fully functional! However, function and balance are two different things... Feel free to voice any balancing concerns regarding the second ship (or anything for that matter).

Additionally, Stage 2 got some visual improvements, and the game can technically be completed. I will add looping and credits in the very near future (I'm on break for a bit). Stage 8 has also been improved (?). Thank you for playing!
Aberration Analyst - MKSchmidt
A few changes that will effect how players gather evidence...

With the last update I introduced "sightseers" in the tabloids. In these cases, it was not an incident that occurred in the city itself, but someone in that city was out on vacation when they encountered the "thing."

So in these cases, the tabloid gave some evidence as to the location of the city in question. However, this has now been changed.

Sight-Seers and City Specific Evidence
The tabloids of this type are now very general, talking about a person on a drive or visiting friends, with no information about the city being visited. However, if you are able to send a team to interview the holiday goer, and it turns out to be a real headline, the specifics will now appear in the report and be shown under "evidence" instead of "tabloid" in the city folder.



It adds a bit more complexity to the game, and also changes how some aberrations might be discovered. The main difference between this kind of evidence and other types, is that it could appear anywhere on the map, not necessarily near to an aberration. It also (I think) makes the game world a bit more self consistent, where the tabloid headline will influence the kind of evidence you can gather.

City-specific evidence like this can be categorized by approximate location on the map, population, longitude/latitude, year founded or even the name of the city itself (rare). When you are able to identify a few of these kinds of witnesses, it can make it much easier to narrow down the exact location of an aberration.

The additional change is that when interviewing travelers, your team is not in as risky a situation, so they are far less likely to get ambushed. But always take precautions! The tabloid itself could be fake, and just happen to be in an aberration city. There is always risk :)
Resonite - Frooxius
It's finally here! After months of work the very first public version new Settings UI is out! If you go to the Settings page, you'll find brand new snappy Settings UI.

But wait, there's more! Most of work so far went into building brand new systems and frameworks (notably the data feeds & data feed views) for designing new UI's, on which the new settings is built. This provides us with very solid foundations to build upon, not just for the setting UI but most other pieces of UI as well in the future! The Setting UI has become the "pilot project" for these new mechanisms, but all future UI's will hugely benefit from this as well.

The work on the Settings UI is not yet finished! The goal of this release is to rework all existing settings on the new system and not much has been put into adding brand new settings and functions (there's a few, but not much yet). In the upcoming days, expect lots of the settings to be added (yes including the motion blur toggle!) and new features as we finish this up! This will now go a lot faster!

There's lots of other goodies in this, the changelog is big and doesn't even cover everything - I skipped most things that were relevant only to the pre-release builds to keep things shorter - you can check #devlog if you'd like more details. There are some non-setting related additions and fixes as well, for UIX, grab instancers, inspectors, parsing, networking and more!

And before we get into the details of this update, I'd like to extend a huge thanks for everyone in the community who has helped us test the prerelease builds and provide feedback! You helped us get this across the finish line for the initial version and get it as polished as it can be for the wider community. All the pre-release contributors are:

@mpmxyz, @probableprime, @bluecyro, @troyborg, @kierdran, @nytra, @shininghero, @art0007i, @sveken, @stiefeljackal, @cerealbowlsystem, @dustysprinkles, @ohzee, @jackthefoxotter, @foolishsnowmew, @kulza, @zyro1331, lxw404, @readun, @rellik66, lyoth13, @shrikealvaron, @zyzylian, @electronus, @modernballoonie, @epiceaston197, 5H4D0W-X, @orange3134, @decoybird, @akiram_, @kodufan, Mr-CostlessClaw (and possibly others, poke us if we missed someone, as GitHub makes it hard to get list of contributors! ;_;)

But of course this doesn't mean that you can no longer provide feedback! If you have issues or feature requests, feel free to make an issue!

Anyway, I hope you all will enjoy this update and what's to come in the upcoming days! I'm really glad this is finally out, which now frees our hands and makes lots of things significantly easier going forward!

New Features:
- Implemented completely new Settings UI & Setting backend (handled by @frooxius and @ryuvi for UI template side)
-- New Setting UI is now handled by a more flexible dynamic system with support for categories and better organization and a number of upcoming features
-- The old Setting UI, related components and setting system were completely removed
-- All existing settings were reimplemented to this new system
-- IMPORTANT: Select legacy settings will automatically convert, but a number of settings will reset and you will need to reconfigure them
-- The new setting system is dynamic. As new features and settings are requested, they are automatically registered with the UI
-- You can now configure sideways motion between turn, strafe and off independently for both left and right hand
-- Photo gesture resolution is now configrable
-- Added support for capturing sterescopic finger photos via a setting
-- You can configure mouse & gamepad input sensitivity now

- Introduced new framework for building flexible & dynamic UI's - data feeds
-- This separates concerns between sources of data & interactions & UI's and allows the actual building blocks of UI to be designed in-game
-- The sources of data are Data Feeds
-- The data from a data feed source can be displayed using Data Feed View components, which will typically use type-based mapping to pick a template
-- Each template piece contains an interface, through which the piece of UI is configured and hooked into proper actions
-- Data feeds provide interface that supports searching/filtering as well as events for when items are added, updated and removed - data feed views are aware of these and will automatically update the elements

- Added SettingsDataFeed
-- This provides category based access to all the settings currently registered with the setting system
- Added EnumFeed<E>
-- This generates data feed items for each entry of an enum of the type E
-- It supports following options: DisplayOrder (will list them in order they should be displayed), Distinct (will skip same values with different names) and IncludeObsolete (will include enum values that are marked obsolete)
- Added SingleFeedView
-- This provides simple single category view of a data feed
- Added RootCategoryView
-- This provides a view that shows all the root categories at all times and then specific view of currently selected category or subcategory
-- This is the view used by the default settings
- Added DataFeedItemMapper
-- This allows you to define which data feed item types map to which UI templates
-- The mapping happens from top to bottom - put more derived types at the top
-- This also supports generics - you can specify list of GenericReplacementTypes, which will replace instances of given type with the specific one in the template - this is useful so you can make only a single template that will support a range of types
- Added FeedItemInterface and number of derived types (there's too many to list)
-- This provides an interface through which a template is configured with the data from the data feed item
-- This supports composition as well, by providing ParentContainer reference - a template into which given template will be placed (this also supports nesting) and list of optional NestedItems - all the interfaces will be passed the same data feed item to configure themselves
-- Use ChildContainer to specify where the child template will go
- Added MoveUpDataFeedCategory which will move data feed view up a category when activated (e.g. button press)
- Added OpenDataFeedCategory adds one or more segments to the current path of data feed view
- Added SetDataFeedCategory which overrides the current path of data feed view

- Added BreadcrumbManager & BreadcrumInterface components
-- These provide a generic mechanism for building breadcrumb UI for a path that is specified by a list of strings

- Added mechanism to repair facet presets that have been deleted due the bug above
-- This is done by the name of the slot. If you made a custom facet in your dash and named it the same, it'll get replaced, sorry. The alternative is leaving people with broken facets.

- Added UIGrabInstancer, which allows grab instancing items from the UI elements
- Add ExcludedParts to GrabInstancer, which allows excluding parts of hierarchy of the template from being duplicated alongside it
- Added ContainerTemplate & ContainerTemplateInstanceRoot to grab instancer components
-- This allows you to specify a single container into which the instanced item will be placed
-- This container can be shared across multiple grab instancers, allowing for easy reuse
- Added HoverDynamicValueSet<T> component (UIX/Interaction), which allows setting a dynamic variable value when UI element is hovered on
- Added support for multiple IUIHoverables on a single Slot (based on request by @Ryuvi)
- Added NullableSourceDriver<T> which can drive target value of type T and boolean based on a nullable type T?
-- E.g. you can drive float and boolean from float?
-- This also supports writeback, with caching of the default value
- Added support for reordering items in lists through the inspector
- Added sync methods to ScrollRect that allow resetting the scroll view
- Int/FloatTextEditorParser is now aware of % formatting in StringFormat and will parse the values accordingly (based on report by @shiftyscales)
- Added RequireLockInToInteract and RequireInitialPress to Slider (requested by @ryuvi)
- Added GrabTransformReset which allows resetting transform when item is grabbed
- Added ButtonValueActionTrigger<T> which allows calling sync methods with a single argument of type T
- Added support for generic arguments taken from the container class on SyncMethods
- Added UnitSystemSwitcher which will switch quantity parser units between normal default and imperial units based on user's current setting
- Automatically rescan audio devices when they are changed
- Added DictionaryHashSet and PathDictionary collections for internal use
- Added DummyEnum datatype for testing and generic placeholder purposes
- Improve enum support for cloud variables
-- Cloud variables can now specify the underlying storage type to be either string (strongly recommended for long term compatibility) or any integer type (this can be prone to values changing as enums are modified)
- Added support for specifying parsed value type for quantity text fields
- Added Blank UIX canvas template to the Create New dialog
- List label in the inspector is now a grabbable reference to the list

- Added limited support for locally stored cloud variables when the user is not signed in
-- This makes certain things work (e.g. dash movement & freeform dash in VR, as reported by @Nytra)
-- Only variables that are read & updated by the local user will work. If the variable is ready by other users, this does not work, as it is not stored in the cloud

- Added additional networking statistics for LNL:
-- Average Packet Size
-- Average Packet Merge Count (average number of merged packets for each packet that's sent out)
-- Total Window Wait Count (how many times did pending packets have to wait for a free spot in the transmission window)
- Added direct packet loss statistic (ranging from 0.0 to 1.0) (requested by @aritosuits)
-- This can be accessed using UserPacketLoss node
- Added UserNetworkStatistic<T> node for retrieving dynamic network statistics
-- This node will give you network statistics that might or might not exist depending on the protocol used
-- You need to instantiate the correct type for given statistic (e.g. float, long, int...) and provide proper name
-- If statistic of given name and type exists, it will be returned, otherwise you will get a null value

Tweaks:
- Disabled IUIHoverable components will no longer receive hover events

Locale:
- Merged Chinese locale update by modimobeikete
- Merged Russian locale update by @shadowpanther
- Merged Japanese locale update by @.aesc, @zozokasu
- Merged Spanish locale update by Ruzeh3D
- Merged Swedish locale update by @_schabo
- Merged Korean locale update by @mirpasec
- Merged French locale update by @j4.lc
- Merged German locale update by @muppeq, @jackthefoxotter

Bugfixes:
- Fix exceptions due to calling EndHover events on destroyed elements
- Fix cloud variable linking not updating properly in some cases when user logs in, resulting in the values being stuck
- Add type validation to <T> and ButtonActionTrigger<T> (based on report by @mpmxyz)
- Fix race conditions when querying UIX Canvas for intersecting elements resulting in the UI interactions flickering in some cases (based on report by @Cyro, @Decoy)
- Ensure that EndHover events get called before any new StartHover events
-- This ensures that if any variables are reset with EndHover and immediately set to something else with another hover-able, the reset always happens first
- Improve floating number parsing robustness to handle both user's current culture and invariant one
-- This fixes user's height with "," decimal separator parsing wrongly (reported by @Muppeq and @Banane9)
-- This fixes editor drag and drop not being roundtrip safe on some OS cultures (reported by @Banane9, issue #905)
- Fix object duplication failing when some references are excluded from the duplication
- Improve floating point number parsing robustness to be able to handle both local culture and invariant inputs (based on feedback by @mpmxyz, issue #1655)
- Fix exception when changing online status when user is not logged in
- Fix exception logspam when interacting with portal raycasts which result in invalid direction after transfering the raycast through the portal
- Fixed VerticalLayout elements within GridLayout cells not being laid out properly, resulting in zero width
- Fix inspectors breaking in come cases when component contains implicitly marked delegates (based on internal report by @ryuvi)
- Fix DictionaryList not returning lists to the pool on clear resulting in higher GC pressure

Sponsors:
Also huge thanks to our Sponsors without who this project wouldn't be possible!

Hikari Akimori, BigRedWolfy, Tekno Catron, ThomFox, DoubleStyx, Earthmark, StiefelJackal, noraneko, AdroitTheorist, dandicoot, GabrielSerealia, SiderealScout, Lagos, Conicaw, Creator Jam, Trittyburd, Komdog, Xekri

Biggest supporters:
And our biggest supporters:

KierDran, AjaxWolf, brodokk, kazu, Ryn Fluff, Rucio, jason, rhenium, MIRA_sk, 1amnick, JackTheFoxOtter, Sveken, badhaloninja, Rixx, Bashscript, yohoheyho, Derpicidal, MkE, e1ght3, ChevronSeven, OrionWolf, Micro, InnocentThief, Xyphurr, Zyzyl, vizi, Skielsthear, υμβραν, TomTom20!, holmebrian, Major Remp, hinano.aira, emmi_official, raido, Aniki355, Lenrui, bd_, LotusGaming, 䨝, Trev, VRxist

Prominent supporters:
zangooseoo, Voldrak, Lucaedr, Ethandarkeco, Jewel, Emma, Alice, aesc, Sani-sensei, Kulza, ScarsTRF, IceCreamPie, Rabbuttz, Conduit, Tacusin, VBunnyGo, shizuku, Shrike, orange, R3C0D3r, Duskitten, SecondaryCell, Sharkmare, sirkitree, bredo, p0c0p0c0, Fuzy Sidwell, xlinka, ingreum, ElizabethDayax, Pyroboy5000, kiantis, Gawdl3y, Tatsu Kimiero, Kodu, MaddMaxKZ, Garfflesnark, Ikani, JackieAlexender, Kal, Readun, -Duff, FRICK, Chayste, toritori, Nordwick, SHFR, Elektrospy, TheBasementNerd, Sykes, Celeste Snow, FoxBox, Kamila_Avali, Hopfel, Spex, Snooper, Rustybot, Hambone, ZoralThePirate, Axel, Glavin, MyriadSubprocess, MirPASEC, foxworth, Zandario, Mera, darbdarb, Lyokanthrope, Delphin Epsilon, KajumaFox, IcyWafflebun, Freyar, skooch, Lydia_Whyte, Azavit, NickiPanna, Caldoric, Flame Soulis, yisto, Wolf Seisenbacher, FluffyTail, FluffySnowKitty, Kronas, Knackrack615, Nargle, SpaceGaytor, Floximo, NVhun7er, shiri yuki, bunnyconda, Rockman Rock, Raxoron, Bisc, Alca, Flute, DingoYabuki, Arion Silverhoof, Joshtiger, Mr.MegaTronic, AmriaLeiah, J4, Renarikun, Jinxtiest, AmethystFox, Plaster, Drison64, Archie, kokoa0429, Shello, bwgi, Feyyore, Wolfox, cj2x, Northern_Lights, Gourry, BlueTera, TriVR, cadyn, dasnull, zayrefox, Jackalgirl, Darius Sergal, Tiky8192, cleafspear, Nier Photon, Arkie, TheCrowDevilsBK, akahanehan, Brie, Natbard, I'm Erin., Salira, twodimensional, Beagle, The Honeybee, Vulpeta, isotach, SnepGryphon, TypicalSerp, Water, Lance the lich, Death Site, Towneh, Nullmatic, Aoutful, Talakai, Balros, BabyMiku, Nuka, KT, SkyDeltion, harumaki021, usaturn, Korbloxity, Lone Wolf, KitKat42, Magglor, Marstruc, LavenderFox2430, Konshu, Ventus The Sox, Sigil, Jolen, Himawari_Sakura, nanotopia, Toastie, icedglitch, Syber, moralevi, SpookyCodex, Jonasmh, Kirin_Sage, Tiny Plume, Magick, rizlysander, OrangeStripyDog, Jam10o, imotchi0112_vr, Zephyr_Cyenta, Daddy Shorki, MaxGates, Drazion, esnya, Nahmii Vuh'uni, Wally0623, Sense, Ultranique, Draky, Sokar, vaporub-, Storm_DPD, Barley Southpaw, shininghero, Bellimora, EclipseZeDragon, r_ptor, SparkzTehDragon, HybridKith, Ekkoklang, Uisce, Phantom_PXL, Half, HotChomper, fulgens, Daon, Lyncis, Sui, X RustySniper X, Aster, Twaininduo, Zero_Dom, Wishdream, JaekSmith, H3BO3, udyne, ZoneBeat, Krazen, Sneaky Kobold, T3K, Darth Malakor, Dexy, Xerroz, WallTack, Afromana, Ecafymtoohs, SordaSuperDude, Lexevo, Corric, R3ido101, naka, raz, DartKitten, ForgottenSin, ChameleonO2, HaVoK, GriffinPhillis, dy, KASIL, Johnny Vulpine, Lurky, Patrick Horn, NovaVoidHowl, Chaiya, ZachTheMicroHybrid, Saphiza, All Caps, EmberTheSergal, SnowKittey, Astro, Comeino, V-343, Aelicien, EdenAngel, MilkTheCow, DanKirsch, SolidusSnake, mzx987, nitedragon, Shaman.EXE, BrandonDucky93, Pile, Klaus, SteelTheWarrior, VictoriaSpe, LunaFolf, Faeith, Corey Hushtail, Nemnomi, Zagroseckt, ToasterFox, laizze, Kaleb Pounds, K2JO3, Waterfox, Tigereye, RJ, Keiko, Ninetales, TheDKG, George.T420, Azzurol, Weslie, Arcadia Wolf, Zoobenoo, Santus_lupinus, LeaChim, emeryrocks, Rocky Husky, LoliGoddess, FluffyDraco, Zenuru, CalebOWolf, RekoRed_, soronorjs, yui, reversed, TiGWolf, Ferret Cyan, BearsTheFox, Ki'tal Stargazer, Project., Preasul, ZeeMakesThingsGo, TSBladez, TehSharkWolf, char1ika1, Faroox, Owens Whitcroft, Etoxxy, JenreyDominos, Omnyx, MintiThorn, ParagonIsaac, PlasmaRaven, XyspX, Gocko, 🐰, NyxxTheWolf, karathkasun, MONIKER, DemiEllesh, PannyMan, Finley, Asriel Dreemurr, MEESTER_SoupCan, Nicholas Bennett, Killa, Anil Jason, ipie4fun, JuiceBoxsVR, WolfSkin, koimono, Player Kode, Supreme Power, Naomi Humin, VibrantPolygons, bug_, SimanSama, SaltyToast, Neosmotic, joshfluffy, sparkle cloud, air_smellbad, Kitarra_Fox ΘΔ, Dr_Dangable, holy_, Mogi Kim, satanasov, GONT_3, rubikr16, Talii, t.o.a.s.t.e.r., laira otter, Skeeva, fukuro, irick, DarkSugar, Parker, Kung Fu Monkey, Zelena, Climber, Red Kitters, Brigantia, Replic, love kitten, Scrydan, lill, Yoko1, Skeeva, holy, Dann., SchurikUwU, BusinessLawyer, AwesomeOpossum, Plinth, CuddleWyvern, DNA, telneko, toritori01, Midnight Myth, navy3001, Zoobie, stabs, torch89, Jamie Canavi, Mahi, kakious

And everyone else supporting this project!
Emergency Parking Only - xaroth8088
Happy tax day! Be sure to release some of that latent tax rage (whatever the source) and smash some cars today.

Today's update is small, just one bugfix related to multiplayer networking.

Enjoy!
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