SCUM - Beda
Hey everyone, we are releasing a small emergency hotfix regarding fatal errors and crashes, so update your game all! Also all players affected with the false ban have been unbanned.


  • Fixed the issue where selling vehicle expansions while attached to vehicles would cause a server crash.
  • Fixed the issue where repairing vehicle parts through vicinity icon would cause a client crash.
  • Fixed the issues where bicycles could be logged incorrectly in the flying vehicle log.

Note: Selling inventory attachments will only be possible from service lift for now.
Apr 29, 2024
Farmer's Life - bartiss
Changes (DLC only)
- Your new furniture "installed" right from the cart (or a trailer) will not move with the cart (or the trailer).
- Putting down carpets no longer ends in them levitaning along Kasimir's body.
- The wardrobe package no longer performs its magic trick of orientation changing.
Miami Hotel Simulator Prologue - PluviaSicarius
Calling all aspiring hoteliers! We're thrilled to announce a significant update to the Miami Hotel Simulator Free Prologue available now on Steam! This isn't just a bug fix patch – we've completely overhauled the prologue experience to give you a deeper taste of what awaits in the full game.

Get Ready to Refine Your Hospitality Skills

  • Remastered Food & Economy System: We've reworked the way food service functions, along with a complete economic overhaul, for a more dynamic and strategic hotel management experience.
  • Vending Machine Mania: Guests can now quench their thirst and satisfy their sweet tooth with the addition of brand new vending machines offering ice cream, alcoholic beverages, and of course, coffee!
  • Furnish Your Dreamscape: Unleash your inner interior decorator with a whopping 40 new furniture items to personalize your hotel and create a truly unique atmosphere!
  • Second Floor Unlocked: Expand your hospitality empire with the opening of the previously inaccessible second floor, allowing you to accommodate even more guests!
  • Performance & Bug Fixes: We've implemented a variety of optimizations and bug fixes to ensure a smoother and more enjoyable gameplay experience.


This is just a taste of what's to come in the full version of Miami Hotel Simulator! We're constantly working to refine the experience and can't wait for you to dive into the complete hotel management simulation.

Don't forget to Wishlist the full game to stay updated on its release!

In the meantime, download the FREE Prologue now and start building your dream hotel today!
Apr 29, 2024
Angola '86 - Every Single Soldier
- Fixed units getting stuck in Village
The Clown's Forest - Viper Interactive
The final content update for The Clown's Forest is now out!
Here is the change log on what is new in this update!

  • Added: Voice Acting
  • Added: Darkness Difficulty
  • Added: a new achievement
  • Added: new main menu
  • Added: new map details
  • Added: new title card
  • Changed: Updated layouts of some rooms
  • Changed: wall styles in the manor
  • Changed: music to be more custom made
  • Changed: item pick up sound to a custom made one
  • Changed: footstep sounds to custom made ones
  • Changed: dialog to fit voice lines
  • Changed: replaced some splash screens
  • Changed: changed game application icon
  • Temporarily removed: true ending cutscene
  • Fixed: fire being static in cutscenes
  • Fixed: collision issues
  • Fixed: spelling mistakes
  • Fixed: missing tiles

Thank you everyone for being patient on this update!

The only updates for this game from now will be any potential patches if there are bugs I missed in development and testing.
Apr 29, 2024
Snowbound: Dead of Winter - galaxasaurusgames
Patch notes:
Bug fixes:
  • Fixed an issue where items that were not in the inventory showed up as sellable (may also help with items not being visible in inventory)

QOL:
  • Added confirmation box to returning to main menu
  • Added confirmation box to resetting settings
  • Added confirmation box to clearing save file
יום פתוח (Open Day) - Rafael
פסח מאחורינו וכך גם הגרסה המיוחדת של המשחק עם התפריט ברוח החג.
האפיקומן נשאר (וגם האצ'יבמנט שהוא פותח) וכמובן כל התוכן החדש שעלה לפני פסח נשאר גם כן.
3 Scary Games - Magic Dragon Games
Update Notes
  • Added a Speedrun game mode
  • Added Achievements
  • Updated Pause Menu sprites
  • Added adjustable FOV to the Options
  • Added more thorough controller support
  • The game pauses when the controller is unplugged
  • If a gamepad is plugged in, and menu navigation is automatically gamepad-based
  • Fixed some controller related bugs

Man
  • Added the secret ending
  • Added a code-lock on the office door instead of a key
  • Hid the recipe for dynamite in a stack of papers
  • Fixed some bugs

Mind
  • Added more dynamic poses for the Page level
  • Made the beginning a little longer and (hopefully) more atmospheric
  • Added more entities to the intro
  • Fixed some more bugs

Monster
  • Added a secret ending
  • Added secret death scene
  • Added more sounds and sound effects to the monster and environment
  • Loud noises now alert the Monster
  • Fixed even more bugs
Apr 29, 2024
Task Force - Tracer Interactive
This update changes the default renderer from DirectX 12 to DirectX 11. We're making this change because after extensive testing we've determined that the game runs smoother this way without really losing too many new UE5 features that we don't necessarily need right now. That's because we value performance much more than graphics, even though we want to make a game that still has good graphics. So until we update from UE5.2 to UE5.4 later this year for some extensive performance updates to DirectX 12 in UE5, we plan to keep everything defaulted to DirectX 11 until then.

If you would like to test the game on DirectX 12 then you can use a special command line parameter via a desktop shortcut in order to launch the game in this graphics mode:




There are still some significant benefits to DirectX 12 along with many optimizations that save developers time so they don't have to optimize their assets as much. So by falling back to DirectX 11 you do lose some of these newer benefits, and it's worth trying out which mode works best for your current system. But again based on all of our tester feedback it appears that DirectX 11 was the preferred renderer a majority of the time, with players noticing very little change in how good the graphics actually looked.

This update also overhauls the entire audio system with some very significant optimizations and reorganizations. We've setup audio priorities for every single audio sample in the game so the engine can know which sounds are most important in order to prioritize them over others to ensure they always play. This is because audio engines are limited by a certain number of channels that they can mix together before the engine has to start choosing which sounds to play and which sounds to drop.



The weapon optimizations are very significant as we're no long spamming the game world with audio and particle components to simulate weapon fire. Instead we now have a much more robust system that properly cycles through preallocated audio and particle effects that repeat in order to simulate the effect of constant firing. This should make the shooting feel a bit snappier as the entire system is now using a lot less resources. We've also added new "dry fire" sounds to the weapons which should trigger when you try to fire the weapon when it's out of ammo.

We've included accelerated paint support for DirectX 12 now as well. This means the DirectX 12 user interface will be just as snappy and quick as the DirectX 11 user interface after our previous update last week. This means accelerated paint mode is being officially rolled out across both rendering platforms and ensures that your web-based user interface (a web browser floating on top of the game engine) works at full 4K 60FPS. That's because the underlying system is now sharing a live texture from the web browser with the game engine, which allows for instant graphics copying rather than the extremely slow process that previously had to go through the CPU. Now that everything stays on the GPU the entire user interface system is extremely quick and snappy compared to before, and will work just as fluidly at 4K resolutions.




This also means we've removed the temporary 90 FPS cap in the game, which was in place to prevent the game engine from overloading the web browser and causing the entire user interface to lock up. Now with accelerated paint we no longer have to worry about the game engine and the web browser fighting for CPU power, and you can run your entire game now with a completely uncapped FPS if you'd like.

We fixed a critical issue with workshop blueprints breaking between map changes. This caused doors and other workshop components to glitch out and have multiple copies on the map, because the "fake" ones that are used in-editor to place around were accidentally showing up in-game when they shouldn't. This also made it difficult to pick up the bomb at times as it would appear that there were two different bombs on the ground. The grenade arc has been fixed up as well and should now no longer appear overly dark or create any kind of "glowing" effect in the game world. We've also disabled all post processes on workshop maps which should prevent custom maps from using undesired features such as motion blur, film grain, vignettes, auto exposure, and more.

This update makes some very significant performance optimizations for Steam Deck. We've completely reconfigured the entire graphics system in UE5 for Steam Deck with automatic detection of the platform and implementing default settings that provide a smooth gameplay experience on Steam Deck. There's even special graphics modes that we're using to provide the best performance possible which would normally not be necessary on PC, so hopefully these updates really help to provide the best experience possible on Steam Deck.



A small issue in the training map was corrected where you'd keep your weapon from the previous round. This should no longer be the case in the training map anymore. Another bug was also addressed regarding the HUD completely freezing. This was not because of any user interface issues, but because of a certain data connection breaking between the server and your game client. However there's still some extensive testing required for us to confirm this issue is indeed fixed, as there might be more to it depending on how testing goes.

The "map" command has been fixed so that it will now look for existing maps in the maplist prior to loading the requested map. This allows the command to maintain the existing round timer and total rounds from the maplist rather than using the default 3 rounds as was previously happening. It's also very smart in that if a map appears on the maplist multiple times but with different game modes, it will actually pick the proper settings from the maplist that match the desired game mode rather than picking the first match in the maplist.

Finally this update overhauls the entire collision and physics of the third-person camera. We've added an entire "smooth gliding" system that prevents the camera from stuttering or glitching out for quick instants, which especially happens when running through doors or underneath other objects. Now the camera will pop forward but slowly slide outwards to create a very subtle effect that allows the player to focus more on their aiming and less on their camera collision.


Bloodthief Playtest - blargis3d
Greetings Bloodfolk! Just pushed the latest patch - this one has some movement / controls changes that I think will make things a little tighter and more intuitive, as well as bring some critical mechanics a little more to the forefront.

Here are the notes:

Movement and Controls changes:

- Buffed slide:
  • - Now if you don’t have blood, instead of doing nothing, you will crouch. If you're moving, you'll slide in the same way that crouch/ctrl slide did originally
  • - If you do have blood, slide still gives you that same speed boost. However, slide now has all of the momentum preserving properties that crouch slide had.
  • - Vanilla “crouch” has been removed since slide above does everything crouch does and more.
- Default button mapping for ground-slam has been moved from Alt to Ctrl.
- Made it so you can “buffer” the air dash input while air dash is charging. As long as you are holding the input when air dash becomes fully charged, you will dash
- Increased jump coyote time from .1 to .2
- Tweaked explosion / rocket-jump tech to allow you to gain more speed with proper explosions
- Slightly increased the player controller’s pitch min and max values. Now you can look all the way up and down.

Other Changes

- The “bow” has been changed to something slightly different. Let me know what you think!
- Added arrows to the practice map
- Increased sword swing hitbox active time by .1 seconds
- Water is more transparent now

Bug Fixes

- Fixed issue where enemies would run in place if they couldn’t find a path to you
- Fixed bug where spikes didn’t smash you or enemies sometimes
- Fixed issue where player could escape the final battle sequence in Tutorial by climbing up the hole (The hole is blocked now)
- Fixed bug where change weapon buttons couldn’t be remapped
- Fixed bug where the sword slash flickered on screen for an instant sometimes right when your swing started
- Fixed bug where you couldn’t quick-restart while air dashing


A note about patch 0.1.30

If you've noticed that I skipped patch number 0.1.30, that's because this version was made publicly available via Bloodthief's FPS Fest Demo. Now both the Demo and the Playtest should be in sync.

EDIT:
I also just pushed patch 0.1.32 which just updates the tutorial to reflect the new ground pound changes.

Have a great week!
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