Apr 19, 2024
Flea Madness Playtest - Flea-Eater
Hello, if you can see this message it means you've already got access to Flea Madness playtest. Build isn't updated, we're currently trying to get more people to make game online playable. Hope to announce it really soon.
Adding the game to your wishlist meanwhile will also help ;)

https://store.steampowered.com/app/1025560/Flea_Madness/

So what this update is about?
We've been developing our game for quite a long time, but the only thing remains the same was characters. Technically, they were poorly optimized; on the visual side, the characters were, let’s say, "unclear".

So after much discussion and brainstorming, we decided to take the time to update all of the playable characters.

Main goals were:
  • Visual difference for classes.
  • Better optimization.
  • Funny look with a hint of madness (and definetelly more emotions).
  • Suitable for accessories.

This brought us to this:


New flea concept.


And here are the game models of each character:



Slobber. Uses a sticky liquid to catch and destroy its enemies.



Smoker. Assassin class, fast and cunny. Can use invisibility. Makes tremendous damage from the enemy's back.



Shocker Well balanced electricity-based flea.



Dozer. Little too slow but heavy and strong flea.


We've also thought about the personalization you can add to your characters and have added our first batch of caps. They're already in the game if you join us for the next Playtest you'll be able to choose what to wear :)



That's all for now, please share your feedback in comments or on our Discord
Apr 19, 2024
Flea Madness - Flea-Eater
Hello, as always, before we get started, please join our next Playtest by requesting access on the product page on Steam. We've received +50 requests since the last update, but we need more. Adding the game to your wishlist will also help ;)

https://store.steampowered.com/app/1025560/Flea_Madness/

We've been developing our game for quite a long time, but the only thing remains the same was characters. Technically, they were poorly optimized; on the visual side, the characters were, let’s say, "unclear".

So after much discussion and brainstorming, we decided to take the time to update all of the playable characters.

Main goals were:
  • Visual difference for classes.
  • Better optimization.
  • Funny look with a hint of madness (and definetelly more emotions).
  • Suitable for accessories.

This brought us to this:


New flea concept.


And here are the game models of each character:



Slobber. Uses a sticky liquid to catch and destroy its enemies.



Smoker. Assassin class, fast and cunny. Can use invisibility. Makes tremendous damage from the enemy's back.



Shocker Well balanced electricity-based flea.



Dozer. Little too slow but heavy and strong flea.


We've also thought about the personalization you can add to your characters and have added our first batch of caps. They're already in the game if you join us for the next Playtest you'll be able to choose what to wear :)



That's all for now, please share your feedback in comments or on our Discord
Thor's Ascension: Nine Realms - Meta Sapien Games
Bug Fixes
  • Items: Resolved an issue where temporary bonus items were not being removed as intended.
  • Balance: Fixed an issue that allowed damage received from enemies to be entirely negated.
  • Controller: Fixed an issue that interfered with purchasing weapon attachments using a controller.
  • Stabiltiy: Performance improvements on Muspelheim.
Apr 19, 2024
Terranny - padrote
- Reverted objectives to be bigger again, they'll scroll at larger ui scales
- Renamed all instances of "energy weapon" to "laser"
- Added miners as a weapon choice, not available to unlock but you can try them in the sandbox
- Added "Get Mine" to body chip read operations
- Various bug fixes
Apr 19, 2024
Axona - Onat Oke Games

You are invited to try out 11 brilliant levels of Axona. You will have a glimpse of the basic gameplay and some of the advanced mechanics that the full version of Axona will feature.

Go ahead and give it a try, and don't forget to add it to your wishlist if you like it.
18Hell:Lost - 小小宇宙人
➤ 18Hell:Lost has now been released!!
10% discount in the first two weeks of the initial launch!!。
➤ If there are any problems, they can be discussed in the Steam community.
LoveCraft - developer.lovecraft
Sex, nickname and chat colour, free location, avatar settings and much more!

QuietMansion1 - K App.
This update features fixes and adds new game functionality.

ːsteamthumbsupːTwitter
MIRO Playtest - trevizor
Hello!

We've pushed a few updates in the last days.
Here's a quick rundown of some highlights that we've fixed or changed based on feedback from players:

- Reworked craft station flow
- Added new building variations you can find on planets
- Added new Battery item, which can be used to distract creatures
- Fixed water physics interactions
- Fixed a lot of UI elements
- Fixed translation issues with controls
- Game now recognizes which control method you're using and adjusts correctly
- Added more instructions and reminders during the tutorial phase
- Fixed interaction issues with underwater elements
- Fixed flying creature behavior
- Adjusted compass visuals to better display current target alignment
- Adjusted dialog conditions to prevent being attacked while distracted by random conversations
- Removed Herobrine

Once again, thanks for all the feedback! It's been a wild ride. We still have lots to do, so please make sure to report any issues or improvements you wish to see in the game.

Thanks!
Apr 19, 2024
Zombie Panic! Source - Tabajara
Hey everyone!

Today, we're bringing some interesting changes to the game focused heavily on weapon balance tweaks, additional entities for mappers, Angelscript improvements, map adjustments, bug fixes as usual and other miscellaneous fixes. Two maps in question, Harvest and Frozenheart, got some deserved love after all this time.

On Harvest, we're letting Survivors go outside of the house again, some heavy optimization work has been done within the map, we've reverted the capture point objective, and made some other tweaks. On Frozenheart, we updated a group of models that had collision issues and missing LODs (Level of Detail) - improving the performance significantly. You may also notice some of those changes in many popular custom maps that use those props. Full details in the list below:

Changelog

Achievements
  • Fixed "Grand Theft Auto" (hotwire Zomboeing's truck) being increased twice.
  • Fixed last client on the server not earning achievements when round ends.
Admin system
  • Added unauthorized command usage logging to the console for dedicated servers.
  • Fixed dedicated server crash when going to hibernate after an admin gets self-banned from the warning command.
Angelscript
Entities
  • Added the ability to control the spawning of event-related weapons (snowball) in "logic_player_manager".
  • Added "game_image" entity for community mappers.
  • Fixed "item_deliver" with the "drop on switch" setting enabled not adding weight.
  • Optimized weapon and "item_deliver" pickup code.
Events
  • Updated all events CVARs descriptions to match the changes made in the previous update.
FGD
  • Added "activator only" spawnflag to "env_fade".
  • Added sphere helper to "info_beacon".
  • Removed leftovers of CSM (Cascaded Shadow Mapping) from v3.0 era.
  • Updated descriptions of "trigger_itemreceiver" to be easier to read.
Game Rules
  • Changed team balancing to no longer happen when Zombies run out of lives (even if they do gain one).
  • Fixed ammo limiter deleting shotgun shells if only Winchester were spawned. (Thanks n00kie)
  • Fixed team balancing ignoring player who is trying to join a team.
General
  • Fixed collisions and smoothing groups for a bunch of prop models.
  • Fixed "map cameras" (aka "cutscenes"/"point_viewcontrol" for mappers) not resetting players view when round restart/map changes.
  • Removed some duplicated and unused assets.
Localization
  • Added French translation for the Angelscript Rock The Vote plugin.
  • Updated several French, Russian and Simplified Chinese translation strings.
Maps
Corpsington
  • Improved Zombie spawn timings in several areas.
Frozenheart
  • Converted several dynamic/physics props models to static ones.
  • Disabled collisions on a bunch of static props that didn't need them.
  • Improved chainlink door in generator room (players should no longer get stuck on it while it opens).
  • Minor performance tweaks and visual improvements.
  • Moved item receiver trigger on the roof away from Helicopter landing zone.
  • Moved "objective list" logic to Angelscript.
  • Updated all 'game_text' entities to use translation tokens instead of raw text.
  • Various entity I/O optimization.
Harvest
  • Added more item clips in the basement and barn (for fuse and keys respectively).
  • Adjusted outer basement entrance to match player's height.
  • Changed police car headlights colors and brightness to be similar to older versions of Harvest.
  • Improved optimization around the House and Barn.
  • Improved "blast wall" sequence in the basement.
  • Improved player clipping, texture alignments and prop placement around the map.
  • Migrated some entity logic from I/O to Angelscript.
  • Removed capture point objective sequences (fuse and truck).
  • Removed "item cloning".
  • Swapped around some physics props inside the house.
Score System
  • Reduced "Survivor" badge score to 100.
  • Reduced Survivor turned score to 100 (normal) and 50 (Carrier).
  • Removed Zombie Starter points.
Sounds
  • Fixed some soundscripts referring to files that did not exist.
User Interface
  • Added two informative messages to the random infected player being chosen for team balance (one for the selection, one for the cure if it happens).
  • Potential fix for inoculator HUD staying on player's screen.
  • Removed buggy close button on HL2:DM's MOTD for SourceMod plugins. (Thanks SuperConker)
Weapons
  • Added "sv_zps_green_inoculator_mode" boolean server CVAR. If enabled, green inoculators will cure infection. If disabled (default), they will delay the infection as usual.
  • Fixed a bug where Hammer and Fists weren't doing proper damage on legs.
  • Increased Axe's damage multiplier on head by 0.1
  • Increased Cleaver's and Spanner's dmg range slightly.
  • Increased Crowbar's base damage by 1 and adjusted its firerate slightly.
  • Reduced Fist's dmg range sightly.
  • Reduced Magnum's anti-recoil skip glitch time.
  • Reduced Plank's base damage slightly and damage multiplier on body by 0.1
  • Reduced Pipe's base damage by 1.
  • Slightly increased Baseball Bat (Wood) base damage.
  • Slightly increased both Baseball Bats (Aluminum and Wood) dmg range.
  • Updated all firearms and melees to have better and consistent damage multipliers (head and body).
  • Updated Magnum's firerate back to 0.75, tweaked recoil and spread to better match old values.
  • Updated MP5 head damage multiplier slightly by 0.1
  • Updated two-handed light melee animations.
  • Updated Winchester's body damage multiplier significantly by 10%.

We'd like to give special thanks to all community members who provided valuable feedback and requested such changes to be present in this patch. We hope to continue doing these community polls in both Discord servers (Debyaka's & SoD's) and Forums to collect more suggestions on what to work next.

Zombie Panic 1 Gaming Event - Part 2
Last year we celebrated Half-Life 1's 25th anniversary with a ZP1 gaming event with the community, reaching almost 60 players around three servers hosted by Pikouchu! We noticed some of you couldn't make it or missed the date after it's announcement, therefore we're doing a second part this Summer!

We'll share more details in the future. Until then, join Pikouchu's or ZPS Official Discord servers!

See you there!
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