Turbo Kid - Outerkarls
Whaaaat's up wastelanders?! 🔥

It's been a great week since launch and we're so, SO thankful for the support! Please keep talking about Turbo Kid to your friends, favorite streamers and whoever's willing to listen!

If you haven't yet, remember to leave a review, it helps tremendously. 🙏

We just released a patch with tons of fixes and polish. Here are the deets;

Improvements
  • Added a new tutorial video for the cartridge menu.
  • Added an arrow at the start of the race in the cliffs to help players with an initial direction.
  • Updated the conditions that made Naomi's huge crate unintentionally respawn.
  • Improved the flow & UI of the Cartridge system.
  • Darkened the tutorial doors to improve the ~vibe~.
  • Improved the Junkyard race with new arrows, checkpoints positioning and obstacles. Go try it again!
  • Improved the timed switches visuals with smol lights and wires that go to the door as a visual cue.
  • Renamed the section below the church in New Haven to "Cliffs Subsection" to avoid confusion.
  • Improved the display of multiple entries that had too much vertical space reserved.
  • Localized and fixed some credits entries.
  • Morha's dialogue was improved and will now suggest staying for ANOTHER lesson after the player has seen at least one.
  • Added spikes to prevent some sneaky Turbo Kids from seeing the cut in the ceiling in the Cliffs.
  • Moved Collectible Tales from the Basement to the Skatepark Vent.
  • Forced to-do subsections to start on the left hand pages for consistency.
  • Tweaked the Out of Bounds time from 10 to 8 in races.
  • Increased the trigger shape for pickupable items (it's a real word I Googled it)
  • Improved the visuals for the bike skin stand so that they're better in Naomi's Lab Container.
  • Multiple improvements to the Jimmy quests with dialogues, map icons adjustments and other tweaks to make it clearer.
  • Made the Silverghost fire longer and is removed as soon as the teddy is destroyed.
  • Added a big crate in the Skatepark vent secret area.
  • Removed GG in the boss room after defeating Becca.
  • Scramblers will once more say their quip once the Oozinator is defeated.
  • Improved the Sewer Race by removing annoying flies, crates and adding arrows at the start of the race.
  • Made the trap door in the Church static and not pushable.
  • Made the camera pan to show the cable car at the Church entrance.
  • Added ~radiance~ behind the Preacher in the Outro of the bad ending.

Fixes
  • Ed should no longer appear twice in the HQ after completing the quest and killing the Oozinator.
  • Adjusted Skeletron's standing point to prevent false positive collisions on lower framerates.
  • Corrected multiple syntax mistakes.
  • Fixed an issue where Naomi's note in the prologue was readable more than once.
  • Fixed an issue where an unloaded room could be seen in the corner of the screen in the Basement.
  • Fixed issue with the ladder in the Scramblers HQ.
  • There were missing popups when receiving a new notebook entry for the Body Collector cutscene. We found them, they were hiding under a barrel. Anyways, they're back in the game now.
  • Fixed a visual glitch when shooting while gripped on the wall.
  • Fixed an issue where the foreground would hide a switch.
  • Adjusted the camera to stop it pointing out screen in the Ark Garden if Turbo Kid climbed a wall high enough.
  • Moved Naomi's Junkyard cutscene to help players not miss it!
  • Fixed multiple bubble tip orientations throughout the game.
  • Fixed an issue where selecting tasks in the notebook would sometimes open a non-related spot on the map.
  • Crissa Quest NPC now loses her map marker after completing the quest.
  • Fixed an issue where players couldn't speak to Bodhi after getting the 4th weapon chip. He was in a feisty mood, he's chill now.
  • Removed Herobrine.
  • Some dialogue bubbles would display twice during the good ending scene. No more!
  • Fixed the missing time switch icon on the map in the Junkyard Power Trap.
  • Fixed the camera panning revealing a hidden room before it should in the Junkyard entrance.
  • Fixed some error logs when attempting to get a Disk from Crissa.
  • Crissa's #2 notebook entry wouldn't trigger if the quest was already started when talking to her.
  • Fixed some missing text for the Witch epilogue in her lab after killing Becca.
  • Fixed an issue where the Boss room door on the left closing caused soft locks.
  • Naomi's sewer cutscene should no longer appear if the player already met near the secret lab.
  • Fixed a soft lock in the Church in relation to leaving the door open after a reload.
  • Fixed a soft lock when going back in the preacher's first fight location.
  • Fixed an issue sometimes making it impossible to continue if you reset the game in the Church.
  • Fixed the Eligius Gate not opening if it was previously opened.
  • Fixed the Eligius Gate blasted light.

Known Issues
There's a few hiccups that have been reported, we're aware and are looking into them!
  • The Loot Censor isn't fully functional.
  • Some sound effects are missing in the bad ending.
  • Naomi's lab teleporter sometimes doesn't work after the first boss. Saving and quitting fixes the issue.
  • After the 4th weapon chip, Naomi's teleporter sometimes freezes the game. You need to walk to the Eligius gate instead of teleporting.

WHEW! That was a doozy! Thank you so much for all the bug reports, keep 'em coming!

If you haven't yet, be sure to join the Turbo Kid Discord Server and chat up a storm, we love to know how everyone's enjoying the game. If you create content, post it there too for us to see!

And remember.. STAY RAD! 🔥
Apr 18, 2024
GAZOLINAS - koinmaster
  • Fixed 50 laps by default bug
  • Fixed 10 songs playing at once when the server is full with 10 people
  • Fixed "No-Kick-Button" bug, where there wasn't actually a button to kick a player from server
  • UI adjustments to make it easier to understand what's happening (top of the screen now clearly states what mode the server is running on)
Eiyuden Chronicle: Rising - MrGameTheory505
Eiyuden Chronicle: Hundred Heroes releases April 23, 2024!
Until then, you still have time to pre-purchase the Standard Edition or the Digital Deluxe Edition.

https://store.steampowered.com/app/1658280/Eiyuden_Chronicle_Hundred_Heroes/

Pre-purchase Eiyuden Chronicle: Hundred Heroes to receive 1x Early Bird Pack (1x Enhancement Rune & 1x Enhancement Accessory) and 1x Headquarters Custom Object.

*Early Bird Pack and Headquarters Custom Object to be sold separately at a later date.



Pre-purchase Eiyuden Chronicle: Hundred Heroes Digital Deluxe Edition to receive:
• 1x Early Bird Pack (1x Enhancement Rune and 1x Enhancement Accessory)
• 1x Headquarters Custom Object
• 48-hours Early Access



Get the most out of your adventure with the Digital Deluxe Edition, which includes the following content:
• Eiyuden Chronicle: Hundred Heroes full game
• 1x Easy Journey Pack: (6x Healing item, 2x Revive item and 3x Evacuation item)
• 1x Headquarters Custom Object
• Season Pass: (3x Wallpapers by Kawano, 2x Headquarters Paints, DLC – Seign’s Chapter, DLC – Marisa’s Chapter and DLC – Markus’ Chapter)
• Digital Mini Artbook
• Digital Soundtrack

*Early Bird Pack and Headquarters Custom Object to be sold separately at a later date.



Eiyuden Chronicle: Hundred Heroes is a JRPG from legendary game developers Yoshitaka Murayama’s (Suikoden I & II) and Junko Kawano (Suikoden I & IV) which takes the turn-based strategy game experience to the next level. Eiyuden Chronicle: Hundred Heroes features a finely crafted six-character battle system, meticulously created 2D sprites and 3D backgrounds, a riveting story with over 100 playable characters and engaging gameplay designed to bring players a modern take on classic JRPGs.

https://store.steampowered.com/app/1658280/Eiyuden_Chronicle_Hundred_Heroes/
Eiyuden Chronicle: Hundred Heroes - MrGameTheory505
Eiyuden Chronicle: Hundred Heroes releases April 23, 2024!
Until then, you still have time to pre-purchase the Standard Edition or the Digital Deluxe Edition.

https://store.steampowered.com/app/1658280/Eiyuden_Chronicle_Hundred_Heroes/

Pre-purchase Eiyuden Chronicle: Hundred Heroes to receive 1x Early Bird Pack (1x Enhancement Rune & 1x Enhancement Accessory) and 1x Headquarters Custom Object.

*Early Bird Pack and Headquarters Custom Object to be sold separately at a later date.



Pre-purchase Eiyuden Chronicle: Hundred Heroes Digital Deluxe Edition to receive:
• 1x Early Bird Pack (1x Enhancement Rune and 1x Enhancement Accessory)
• 1x Headquarters Custom Object
• 48-hours Early Access



Get the most out of your adventure with the Digital Deluxe Edition, which includes the following content:
• Eiyuden Chronicle: Hundred Heroes full game
• 1x Easy Journey Pack: (6x Healing item, 2x Revive item and 3x Evacuation item)
• 1x Headquarters Custom Object
• Season Pass: (3x Wallpapers by Kawano, 2x Headquarters Paints, DLC – Seign’s Chapter, DLC – Marisa’s Chapter and DLC – Markus’ Chapter)
• Digital Mini Artbook
• Digital Soundtrack

*Early Bird Pack and Headquarters Custom Object to be sold separately at a later date.



Eiyuden Chronicle: Hundred Heroes is a JRPG from legendary game developers Yoshitaka Murayama’s (Suikoden I & II) and Junko Kawano (Suikoden I & IV) which takes the turn-based strategy game experience to the next level. Eiyuden Chronicle: Hundred Heroes features a finely crafted six-character battle system, meticulously created 2D sprites and 3D backgrounds, a riveting story with over 100 playable characters and engaging gameplay designed to bring players a modern take on classic JRPGs.

https://store.steampowered.com/app/1658280/Eiyuden_Chronicle_Hundred_Heroes/
Knock'Em Out - AdriBeh
Hi,

I'm finishing a new cool map for Knock'Em Out that will be released this next week if everything goes as planned.

I also plan to add a new set of costumes based on the theme of the new map.
I'm also reading feedback from the users so I'll try to improve some aspects of the gameplay to make it feel better.

If you find any bug, feel free to report it on Steam or in my discord (I'm very active there).

Stay tuned for more updates, see you soon!
Cyber Knights: Flashpoint - Trese Brothers

Welcome to Update #74 where everyone is just suddenly a lot more stylish and good looking! Today, we've got a big visual upgrade to the material and texture stack for faces, fixes for your Stressed out Hacker and an unwinding of a bug that was reading Contact Power Levels as one big upgrade instead of pinning the upgrades to each individual Contact.

Our next major roadmap milestone is chewing up the majority of the team's time and none of that work can be released until base building is ready. But it is coming closer by the day now! Between now and base building, we'll have a series of additional updates with new heists and new recruits as we prep that colossal release for prime time.

If you like the pace of updates, continual improvements and the direction we are heading with Cyber Knights please take a moment to leave a review 👍 and help us continue this frantic and exciting pace of Early Access!


Upgraded Faces!
With Update #74, we've completed a major upgrade to the detail and quality of all character face textures in the game. This upgrade has a number of pieces that come together to form the look, including (1) increasing the texture quality of all faces, (2) adding subsurface detail and roughness to the faces to help them act more like real skin (3) adding small shadows to all faces to help highlight areas and prevent the face from feeling flat (4) adding a new Face Details cosmetic choice that will expand with more types of facial detail options.

The results feel great! The results speak for themselves. Without leaving behind the unique style that we set out to hit for Cyber Knights: Flashpoint, we've still achieved a big upgrade here.


This one follows on the big lighting engine update as one of the other highest priority and most discussed visual upgrades from the game. We've heard so much about the character look from both players who are playing Cyber Knights: Flashpoint and those who are taking a look from a distance.



This upgrade affects characters in all cases which they appear, making improved headshots as well as making them look cooler in dialog and on missions.

To make changing skin color easier, we've moved it be an option of the Face selection and the new Face Details option has 2 choices within it right now - smooth skin and freckled skin, but this category has a lot of cool potential to include scars, burns and more.



New Facial Hair Options
We also added 2 new facial hair options giving you some variations of a lighter, unshaven look. The classic 5'oclock shadow is looking good!

Matrix Stress Reduction
A few updates ago, we punched up the Stress generation capabilities of the matrix, high damage lethal feedback and also Dumpshock. We've heard a lot of feedback that we went overboard and your Hacker's rapidly skyrocketed to the most Stressed out team members. This was related to (1) issues with how Lethal Damage was calculated an passed to the Stress generator before being blunted by your Deck's defenses and (2) Dumpshock just granting 50% too much Stress.

Both are resolved in this update and should be significantly more inline with the Stress that other team are suffering for their job as part of the heist team.

Sorry for the Stressed out Hackers, they will recover in time! Try to use a Hype Limit Break or two to get them back on track.


Ballooning Contact Power Levels
Thanks to great F10s, we found and fixed a bug where any Power Level increase to one Contact was actually a Power Level increase to all Contacts! This was causing the entire Contact list to end up with 10+ Power Level after a little while.

Notably, this is not a form of data corruption or loss, this was just a bad query to the saved game that would read all Power Level increases to any Contact when asking for those of a specific Contact :sweat: so you'll see your games immediately snap back to the right values as Update #74 lands.

This is fixed just in time for the upcoming Exposure and Influence LImit Breaks.

Carnivore Fixes
We've made a few small fixes to Carnivore, including swapping the objectives for the extraction points which were switched. Thanks to everyone putting in F10s!

Enjoy the new update, mercs! We'll see you in a few days with more :D



v1.5.13 - 4/18/2024
- Improved all face textures, detail and roughness to look less plastic and just better
- Added new appearance option "Skin Detail" - current options for smooth and freckled skin with more coming
- Moved skin color option under face for much easier selection when modifying appearance
- Reduced Stress caused by hard disconnect in the Matrix by 50%
- Fixed issue with previewing short beards just disappearing constantly
- Fixed issues where sometimes character or contact eyes would be a dead gray
- Fixed bug where each Contact's Power Level was calculated by summing all bonuses to all Contact Power Levels (oops!)
- Fixed issue where extraction objectives in second stage of Carnivore were switched
- Fixed bug listing the wrong Trait level after Hype Limit Break mutation (1 instead of 2)
- Improved performance in appearance tab
SCP Operations - LUXO Interactive
Update 0.5 "The Canyon Purge" Now Available in SCP: The Expedition
We are thrilled to announce the release of update 0.5 "The Canyon Purge" for SCP: The Expedition. This update focuses on a new chilling threat from SCP-337, and the introduction of the game’s first side mission centered on eradicating these monstrous entities from the canyon. Here’s what’s new:



Main Feature - SCP-337 and the Canyon Mission:
After dealing with the Chaos Insurgency in Act 2, the area has become infested with SCP-337! Players must take on the daunting task of defeating these monsters and destroying their spore nests to clear the canyon and restore safety to the region.



Other Gameplay Improvements:
Automated Item Sorting:
We’ve added a feature that automatically sorts items by their usefulness, making inventory management easier and more intuitive.

Inventory Screen Dragging Fix:
We’ve fixed the issue where the inventory screen would move unintentionally while dragging items, ensuring a smoother interface interaction.

Modified Combat Encounter in Act 2:
We've modified a fight to feature SCP-377, which now not only enhances the encounter but also unlocks an additional mission for players to tackle.



This is just the first of many side missions we are planning to introduce. We are already working on more and invite you to join our Discord server where we post the most current progress updates.

Happy gaming and see you in the next update!
Chaos Chain - Corrosive Studios [Dev]
Chaos Chain

Attention, freelancers!

Here is the next update for the game. Check out the full change log below!

*Please note that these changes are not in any particular order.*

BETA Update 1.44.1 Changelog:

Bug Fixes:
  • FIXED a crash caused by a last minute addition to the previous update (My bad - was trying to put this in so I didn't need to later on)

Stay Alert. Stay Armed. Stay Alive. Don't lose your humanity.

That's all for now, enjoy!

-Cryptic ːCStudiosː
Tyrannis - cGh ONE
Two updates in a short period of time? I think I'm getting the hang of this game development thing.

In all seriousness, there's a whole lot of content to go over today, so let's get started.

Bug Fixes
Here are the bugs I fixed while working on the new maps for the update:
  • The debug trigger linked to 0 on the Number Pad has been removed, so players won't accidentally destroy hours of progress while playing Reconquista.
  • Region names during the selection process should no longer be bugged in the menu. So no more weird names that put Georgia in South America.
  • The city of Lima on the map "Peru" has been removed due to difficulties drawing the graphics for it.
New Maps
The big part of this free update is the addition of eight new maps to play on. Everything from Texas to California to New England to the Midwest.

Since America is, well, America, these maps can have up to 30 Regions for you to liberate.

Here's a quick preview of these new maps:

Texas

California

Cascadia

Sky Country

The Midwest

Canada

New England

The Capital (Mid Atlantic States)

A New Campaign Mode
Yeah, I mean it.


One of the big reasons I'm making this a major update is to announce the new campaign mode for Tyrannis, called "The Revolution." In it, players will be tasked with freeing the Americas, as in all of the Americas, from dictatorial control.

We're talking, 27 Areas for you to liberate from pole to frozen pole.

Now, I can't say too much, but it's going to be a unique campaign that combines roguelike mechanics with turn-based grand strategy gameplay in what might, quite possibly, be the first of its kind.

Pricing Adjustments
As much as I hate to do it, I'll be increasing Tyrannis' price from $5.00 to $10.00 upon the launch of "The Revolution" Update.

While I know price increases aren't the most popular thing, I think the addition of nine new maps this year, plus the new rogue-lite campaign, are enough to justify the increase.

That, and I got scammed out of about $100 by a company claiming to be the people I needed to pay to renew my Sole Proprietorship requirements with.

But for what it's worth, I'll only increase the price once the new campaign is added, so you probably have until June to buy it at the lower price.

Conclusion

Anyways, that'll do it for this new update. Tyrannis' new campaign, "The Revolution," will hopefully be out by June, at the latest.

-Chris

Web: https://cghone.com

Discord: https://discord.gg/B5TEdTkEzk

YouTube: https://www.youtube.com/channel/UCLbVPvGDtZHfzrPhXkjhHOA
Fallout 76 - GhostlyRich_Bethesda
Welcome to Inside the Vault!

This week we have some exciting news to share about our next major update which expands our map deep into the wooded heartland of Skyline Valley!

Starting today, Vault Dwellers on Steam will be able to start testing this new update in our Public Test Server (PTS) and providing feedback on their experience in our community Discord (which you should join to stay up-to-date on all Fallout 76 news).

Read on to learn more about what’s currently being tested.

Public Test Server - Skyline Valley

The PTS for the Skyline Valley update will happen in two parts, Part 1 launches this afternoon and will allow you to get acquainted with the new region, participate in a public event, and stake your claim on the land by placing down C.A.M.P.s. Part 2 will release in May and will introduce you to the all-new main questline.

The new public event that you will be testing is called Dangerous Pastimes. In this event, you will help thrill-seeking storm chasers get the best picture of the storm by protecting them from the elements, the Lost, and nearby Charged creatures.

To help you plan around what to test, we’ve prepared a special outline of when events will be happening throughout the PTS period. We invite you to join and provide feedback on these events.

Public Event Testing Schedule (Please Note: These Dates Are Subject to Change)

April 18

  • Once PTS is open, the new public event, Dangerous Pastimes, will be running every 20 minutes.
April 27

  • Dangerous Pastimes event will be replaced by Fasnacht as we test some changes around the event. Primarily, the changes will be focused on the performance and pacing of the event. Fasnacht will be running at the top of the hour.
April 29

  • Dangerous Pastimes replaces Fasnacht.

Along with testing the public events, we want to specifically request that you all nuke the region while playing. Maybe something will happen, maybe nothing. Probably nothing... right?

Keep an eye on our Discord for updates on when all these events are active and for feedback threads where you can share all of your thoughts and report issues you may run into.

Combat Rebalance Work

Starting with the Skyline Valley Update, we are beginning a series of combat updates that are aimed to improve your experience. Our goal is for these changes to have positive effects on combat throughout the game. These will be tested during PTS.

To help set expectations, we expect these changes to take effect in a variety of places (Weapons, Creatures, etc.) across multiple patches. Giving you all a lot of time to provide feedback on the adjustments being made to ensure we’re moving in a positive direction.

To start things off, we’re adjusting the following creatures:

  • Angler
  • Cave Cricket
  • Floaters
  • Gulper
  • Mutant Hound
  • Protectron

We have also improved how we calculate the falloff for weapon damage at range. We expect this to smooth out the falloff damage for weapons that historically lost most of their damage right away. All ranged weapons benefit from this, but it should be most visible with Shotguns and Pipe Guns, as well as when fighting larger creatures such as Deathclaws.

How to Participate in the PTS

All players who own a copy of Fallout 76 on Steam can participate in our PTS. Please note that progress from the PTS does not carry over into the live game. The Atomic Shop is also disabled during this testing period.

To install the PTS, open your Steam library, and install “Fallout 76 Public Test Server”.

Known Issues
  • Trees Around Dark Hollow Manor – When viewing Dark Hollow Manor from a distance, a large section of trees around the manor appears invisible.
  • The Lost – When a Lost Engineer is decapitated, orange glass remains visible and attached to the body.
  • **Slumber Mill Hotel River** – Water under the bridge near Slumber Mill Hotel will appear unmoving.
  • Neurological Warfare – Door Prompt – When attempting to enter boss event area during the waiting period, players will see a pop-up saying “Unlock [Requires Terminal]”. Players will need to wait for the timer to run to 0.
  • Reward Names (C.A.M.P. Objects, Outfits) - All new C.A.M.P. and Outfit rewards unlockable in Dangerous Pastimes and Neurological Warfare should be considered as temporary names. Final names will appear in the next PTS update.
  • Reward Functionality – New C.A.M.P. rewards may display issues with destructibility in C.A.M.P.s, tradability with vendors, destructibility on drop, stashing in non-stash containers, and/or being unlocked prematurely in workshops.
  • Reward Preview in Workshop Menu – Thumbnails of new rewards may appear over zoomed in when viewing them in workshop menu.
  • Neurological Warfare – Collision on Balcony – When waiting for Neurological Warfare to start in the “Robot Testing Waiting Area”, players can jump through part of ceiling asset on the balcony.
  • Neurological Warfare – Lighting on Balcony – While waiting for Neurological Warefare to start in the “Robot Testing Waiting Area”, lighting may flicker along the west of the balcony.
  • Neurological Warfare – Event Image – Placeholder loading screen is present when players join event from map.
  • Dangerous Pastimes – Rewards Information - Dangerous Pastimes event has no potential rewards listed in the event information tooltip.
  • Camp Liberty – Graphical Issues – Players may be able to see enemies and environmental assets appearing in and out inconsistently when looking inside the main camp building. This has been reported when viewing from the north or eastern sides.
...