Apr 30, 2024
TRIBES 3: Rivals - Solstice
Hey all!

We just wanted to give an update on where things are at with the upcoming patch. While our original goal was to get it out by the end of April, there were numerous factors that lead to the decision to push it back a short while. We believe this will be in the best interest for everyone as we want to make sure we can properly integrate the feedback that we are getting from our PTS testing, and get this patch in the best place that it can be!

**With that being said** - Thank you to all who joined in our PTS playtest this previous weekend! We really appreciate your feedback and participation! There will be more of these tests in the future and if you'd like to sign up for potential access, please join the Official Discord and fill out this form - TRIBES 3: PTS Testing
SENTRY - Gary


Hi everyone, welcome to the latest Dev Transmission – for those new to our community it’s a monthly roundup of what we’ve recently been working on.

We’ve got a huge list of feedback from all of your posts and reviews – once I’d finished collating everything it was very pleasing to see that as a community you want very similar things from the game and are closely aligned with what we have planned for Early Access.

Here’s some of what we’ve been up to:

Ship Launch Screen and Campaign Length/Difficulty!
We’ve started work on a new menu that will be displayed before your ship takes off from Earth. On this screen you’ll choose several options and it’ll be the foundation that a lot of future Early Access updates will plug into (like co-op and ship selection).

For Major Update 1 though, this will be where you choose your escape route, which informs run length and difficulty.

We know that our community has different difficulty requirements – some people find the game too hard, some too easy and the difficulty curve can have too much friction. These escape route options allow us to cater to those varying differences in a way that doesn’t break other areas of the game. For example, easier difficulties will be shorter, balanced appropriately and only have a certain tier of equipment to find, but provide a smoother challenge for those that need to ease into the game. As the run difficulties step up there will be more sectors to fight through and greater tiers of equipment to collect. This also allows us to eventually open up hardcore difficulty modes to challenge those who are currently dominating.

New Enemies!
Enemy reinforcements are inbound! These new enemies will allow us to expand some campaign lengths beyond two sectors.

I’ll try not to spoil things now as we’ll show more of these in due course, but one enemy that is being expanded is the Heavy enemy that wields the plasma minigun. We’re providing different tiers of this like we have with other bipedal enemy types and here’s some concept art of the lower and higher tier versions (the current version is seen in the corner):


This enemy will also be getting some weapon variants – which we’ll reveal later along with the other new enemies.

New Equipment!
If the enemy is getting reinforcements it only feels fair for the SENTRY Defense Program to provide new equipment to help defend their ship.

We’ve added a couple of low tier deployables that were in the demo but didn’t make the full game, and designed some new deployables to fill missing gaps – in particular one that is good at dealing with flying enemies :)

We’ve also designed some new active and passive gear so expect to see more of these in Major Update 1, alongside a couple of new weapons. We’ve focused on getting one in-game first before we decide which one to make next, but here’s some early concept art of the Riot Gun:


When we reveal the finished version of this weapon you can refer back to this image to see which elements we progressed into the final design.

New Levels!
We’re planning new levels to add to the current ship layout, which puts us in a good place to create new ship layouts in future major updates.

Sean has made one of these levels thus far, dubbed “The Crossing”. We’re testing it in greybox format and once we’ve finessed it we’ll pass it over to Alex to do the art, but here’s a work-in-progress shot:


Optimisations!
Adam has been doing optimisations and you should see improvements in combat. While the game will always run slower with 30 enemies on screen than 3, for those final wave moments where there’s a lot of AI around any dips you experienced shouldn’t dip as low.

There’s more juice to be squeezed out here, and we’ll continue to optimise throughout Early Access – while you’re waiting on those enhancements, check out this post here for performance tips.

Other stuff!
We’ve been doing lots of balancing, bug-fixing and polish tasks and working through feedback that you’ve posted on the forums, reviews etc. I’ll list these in the changelog when Major Update 1 releases.

From the Community!
Now that the game is out, I thought it might be nice to finish off the monthly Dev Transmissions with some cool content from the community.

First up is Discord user Jajomba, who sent this clip of a particularly skillful shot (that I repurposed with his permission into a YouTube Short): https://youtube.com/shorts/jjYhs3IaAMc


And finally, some lovely fan art from Discord user TheCartoon1st. They drew their own SENTRY, and then imagined what a battle-scarred veteran would look like:



If you have any of your own gameplay captures demonstrating impressive skill or cool fan art send them to me on Discord!


Keep the feedback coming! It goes into a big list we’re keeping track of and improves the game. You can reach us on all these places:


The additions outlined above are going into Major Update 1, and we’ll continue working on these plus more during May. We have A LOT more planned for the game in future Major Updates throughout Early Access, of which you can read about some of our plans here:

https://store.steampowered.com/news/app/1252680/view/5921742839579227575

In the Roadmap we estimated each Major Update would take somewhere between 2-3 months, as this is the cadence our last Early Access game did with the same team size (one artist, one designer, one programmer). Thus far that estimate is still looking accurate, but for those who want to test an earlier version we’ll be putting it on an opt-in beta branch a couple of weeks ahead of release – we’ll let you know when that’s ready.

Thanks for all the support and if you haven’t done so already, please leave a Steam review!

Fata Deum - The God Sim - Matt (Hooded Horse)
Skill Tree, Narrative Design & Mythical Locations

Since November, we’ve been working hard and are proud to present our progress. Here is a quick summary:
  • Tutorial & Skill Tree
  • Narrative Design & Mythical Locations
  • AI Improvements
  • Improved Fire Effect
  • Enhanced Sound
Tutorial & Skill Tree

Our main focus in the last months has been implementing your tutorial feedback.

We slimmed down the dialogues and adjusted the pacing. Relevant things will only be explained when they matter. At the same time, the tutorial has new content and is more polished than ever. All this could be accomplished with the help of our new skill system.

A new skill system? Yes, you heard right. As a part of the tutorial improvement, we implemented a skill tree as a new gameplay feature. You will have much more freedom of what you want to skill/learn and how you would like to develop yourself as a god.

A new level-up allows you to upgrade a Wonder or Manipulation. The Imp will then shortly introduce you to your newly chosen ability.


The more you level up, the more skills you can learn. All skills have multiple levels, which can make them even more powerful.

We also reworked the player skill UI to be more clearly arranged and readable. Here, you can see all of your already unlocked skills and their effects.


Narrative Design & Mythical Locations

Our narrative team started working on story-driven quests to provide even more things to explore and experience on each island.

Since then, some strange things appeared. What mysteries could they hold?




AI Improvements
We kept working on our AI system. It can now manage cities, including resource chains, building monuments, and upgrading equipment in neighboring villages. Furthermore, it has learned new actions like building outposts and summoning fireworks.


A new type of prayer that appears less frequently gives more Prayer Points but is also more difficult to fulfill. Above all, it leaves more choices about how it is fulfilled, as it simply requires that certain properties fulfill a certain value.


Improved Fire Effect

We improved the fire effect to be even more satisfying. Take a look!


Enhanced Sound

Prick up your ears. We reworked the sounds to bring you a more immersive experience. We added sound to the UI elements and switched sounds on Demons, Farming, Villages, and Cities to better suit the game. In addition, volume levels have been adjusted, and slight effects such as reverberation have been added for a more harmonious image.

Next Steps
  • New Wonders will find their way to Fata Deum.
  • We are currently working to get physics running.
  • We will expand the main story of Fata Deum and implement side quests.
  • We will further polish and balance the game for the best experience.
We’ll let you know when the new demo is ready, and we thank you for your patience so far
Winter Survival - DRAGO entertainment
Improvements
  • Disabled camera sway during placement of objects to allow more precise placement.
  • Left Wall Slope / Right Wall Slopes should now be rotatable (Q and R keys by default).
  • New animation set when limping while there are no items in hand when afflicted with "Sprained Ankle".
Balancing
  • Adjusted jump height so that it feels like you can actually jump properly. Some of the “jump puzzles” have been adjusted accordingly. This change has actually been done in game update #10 already, but was missing in the patch notes.
  • Drinking from the canteen will now restore thirst 2.5x faster (~4 seconds to fill full bar at default settings). So drinking speed from the canteen is more in-line with the drinking speed from a river.
  • Heat gain while positive increased 5x (you should be able to warm up much faster in any situation where you are warm).
  • You will no longer gain insanity when cold if you are gaining heat. The insanity circle for heat will stop as long as your heat is rising.
  • Stack size on Stone, Flint, Large Stone, Wooden Log Chunk, Large Branch and Branch increased to 100 in order to take less slots since you are likely carrying or storing a large amount of these.
  • Berry Bushes will now grant you 3-5 berries instead of 5-8.
  • Berries now restore 1 hunger and 1 thirst instead of 5 to reduce reliance on berries as main food / thirst source. Rosa Fruit adjusted to 2 instead of 5 as it is more rare.
  • Fox will now run away with higher speed if noticing the player or wolf.
Bugfixes
  • Fixed torch durability not always showing the correct amount when interacting with Torch Holder.
  • Removed debug "flying red ball" that could appear in various places.
  • Removed wrong 'version' from the Main Menu (it was showing v1.0.0 in bottom right side).
  • Fixes to limping animations with spear and canteen when ankle is broken.
  • Removed random Borscht lying on the floor in Fox Glade.
  • Fixed an issue where you could get stuck on Sickness scenario if you put syrup recipe fragments into the chest.
  • Fixed an issue where "Shelter Campfire" would always 'visually' be on and have no sound regardless of actual state.
  • Fixed an issue where Infected Wound could keep coming back repeatedly even after removing it.
  • Fixed an issue in Story mode with Bonfire where adding resources sometimes did not complete the objective properly or replaced the bonfire for an interactive one.
Crashes
  • Fixed a crash related to an invalid event trying to be triggered when saving, loading, or triggering during gameplay.
  • Fixed a crash related to Item Holding.
  • Fixed a crash with Alert widget when animal despawns.
  • Fixed a crash that could occur when crafting Trolley Storage Upgrade.
Visuals
  • Adjusted textures on Trolley Crafting Station to be nicer.
  • Minor tweak to grass and snow brightness.
  • Fog values adjusted slightly.
  • Fox Snack model updated.
  • Changed the mesh of the Bridge near Trolley Gate / Fox Glade.
Z.O.N.A Project X VR - AGamingTeam
Hello, stalkers! Welcome to update 1.00.63.

Changes and improvements:

🔸 You can now disable voiceover in dialogues from the main menu and PDA, which some of you have complained about, saying the voices were irritating. I read everything and try to listen to everyone. Now you can turn them off. Dialogues in the intro videos cannot be disabled. Only in the game itself.
🔸 Minor tweaks in the main menu.
🔸 Optimization and improvements on some levels.

Remember, stalkers: The Zone is unpredictable and constantly changing. Every step you take is a new challenge. Be vigilant and careful. We wish you luck! Many interesting discoveries await you!
Apr 30, 2024
Pixel Paint Together 🖌️ - jofer
fixed some aspect ratio issues (there may be more, please let me know if there are)

volume now saves its state

added a settings menu to the main menu

added the ability to view your own cursor in game

added a tutorial popup on first puzzle you open to show controls

clients should also unlock puzzle on complete now instead of just the host
My First Date RPG (Presented by: ProjectSummerIce.com) - Breakthrough Gaming PR
We have updated the date for our game leaving Steam Early Access from "Sunday, May 5th, 2024 at 4:59 AM Eastern Time" to "Sunday, May 19th, 2024 at 6:00 AM Eastern Time" We're sorry for the inconvenience, and thank you for playing during the Early Access period!

Early Access for My First Date RPG will end on Sunday, May 19th, 2024 at 6:00 AM Eastern Time*!

The v8.00 update will be available on Sunday, May 19th, 2024 at 6:00 AM Eastern Time* as one of the video game releases for week #165 of Bible Video Game Sundays!

Stay tuned here and on our website for new version release updates!

Thank you for playing, reading, and watching, and have fun!

(*release dates and times subject to change)
Apr 30, 2024
Mini Settlers - Hylda


Hi everyone,

The free prologue of Mini Settlers is out now!

https://store.steampowered.com/app/2788870/Mini_Settlers_Prologue/

For those who have played the demo, here are all the changes and new features we have implemented since the last build.

Changes

Game feel

  • Overall color palette and design.
  • Game UI and UX improvements.
  • New music and sound effects.

Gameplay

  • Resources will now get destroyed if their path is disconnected.
  • All quarries and mines now contain infinite resources.
  • Farms, quarries, and mines now operate based on the number of resources surrounding them.
  • Each city center now holds a local population of its houses.
  • Trees can now be removed using the destroy tool.
  • Cities with different levels now have different colors.
  • Foresters now directly plant trees without a progress bar.
  • New designs for the first and second maps.

New Features

Gameplay

  • A new onboarding tutorial.
  • A Handy Handbook containing tips and useful information.
  • A new method for building roads using road anchors.
  • New resources.
  • New building types and sizes.
  • Icons on buildings to indicate their current status (paused, in production, or prioritized).
  • Notifications to alert the player why a building can't be placed in the current position.

Options

  • Full localization in 12 languages.
  • A "Play in Background" option.
  • Game credits.
  • More control options: [F] to start a new road -- [E] to open the build menu -- [Q] to open the tools menu.
  • New buttons for all the tools.



The game is fully playable on the Steam Deck with an official controller layout that should be loaded at the start.

https://store.steampowered.com/app/2788870/Mini_Settlers_Prologue/

Your feedback is really important to us. You can join our Discord server to share yours.
If you enjoy this free version of the game, please consider leaving a positive review as it will help us a lot moving forward.


A glimpse of what awaits you...

Have fun, and thank you for your support!

-Knight Owl Games & Goblinz Publishing
Oddsparks: An Automation Adventure - hgpn
  • Fixed disappearing mountain waypoints (also fixed for existing savegames).
  • Fixed first waypoint outside the village sometimes being blocked by a giant tree (also fixed for existing savegames).
  • Added an extra quest step to build delivery chests to the first quests that require them.
  • Fixed "Sticks & Stones" achievement not unlocking (also fixed for existing savegames).
  • Fixed another possible crash with player markers.
  • Fixed an issue "Connection Error" due to the EOS cache folder being on a network drive. In case of a "Connection Lost" error, restarting Steam might help.
Apr 30, 2024
Mini Settlers: Prologue - Hylda


Hi everyone,

The free prologue of Mini Settlers is out now!

https://store.steampowered.com/app/2788870/Mini_Settlers_Prologue/

For those who have played the demo, here are all the changes and new features we have implemented since the last build.

Changes

Game feel

  • Overall color palette and design.
  • Game UI and UX improvements.
  • New music and sound effects.

Gameplay

  • Resources will now get destroyed if their path is disconnected.
  • All quarries and mines now contain infinite resources.
  • Farms, quarries, and mines now operate based on the number of resources surrounding them.
  • Each city center now holds a local population of its houses.
  • Trees can now be removed using the destroy tool.
  • Cities with different levels now have different colors.
  • Foresters now directly plant trees without a progress bar.
  • New designs for the first and second maps.

New Features

Gameplay

  • A new onboarding tutorial.
  • A Handy Handbook containing tips and useful information.
  • A new method for building roads using road anchors.
  • New resources.
  • New building types and sizes.
  • Icons on buildings to indicate their current status (paused, in production, or prioritized).
  • Notifications to alert the player why a building can't be placed in the current position.

Options

  • Full localization in 12 languages.
  • A "Play in Background" option.
  • Game credits.
  • More control options: [F] to start a new road -- [E] to open the build menu -- [Q] to open the tools menu.
  • New buttons for all the tools.



The game is fully playable on the Steam Deck with an official controller layout that should be loaded at the start.

https://store.steampowered.com/app/2521630/Mini_Settlers/

Your feedback is really important to us. You can join our Discord server to share yours.
If you enjoy this free version of the game, please consider leaving a positive review as it will help us a lot moving forward. And don't forget to wishlist the full game!


A glimpse of what awaits you...

Have fun, and thank you for your support!

-Knight Owl Games & Goblinz Publishing
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