For The Warp - Massive Galaxy Studios
Hi!
Since last week several players had soft locks or crashes after the first boss fight or other parts.

This temporary rollback will fix these issues.

But the latest 'simplified chinese' translation option will only be available in the test branch.

May 15, 2024
Surviving Ceres - Doobachoo
Hey there everyone;

The demo has been out now for a few weeks and so far the response has been fantastic. A lot of players have checked out the game and the feedback, suggestions, and bug fixes have been rolling in. This patch addresses many issues as well as adds some quality-of-life changes, tweaks, and additional guidance for new players.


Fixes

There has been a variety of fixes made to the game. A huge shoutout to TrabTrab on Steam for their amazing bug-finding reports. This individual has played very hard and come back with some great findings to improve the game.

Rocket Issues
There were some issues with rockets, particularly related to multiple rockets using the same landing pad. This has been tracked down and fixed as well as other improvements were made to this rather complex system. It is working much better now, but I will continue to test this aspect as it working correctly is very critical.

Stat Reset Didn't Work
The stat reset in the pilgrim quarters was not bringing up the correct HUD, this has been fixed and it now works great.

I Can See Your Feet
There was an issue when leaving the stasis pod that would show the hidden mannequin used as the player's body. This rather jarring effect won't occur anymore.

Tier 2 Exports Under Valued
Tier 2 exports were set at $5m per export same as the Tier 1 export. This has been raised to $20m to ensure making this complexity leap will be worth your effort as we move to the mid-game and increase research costs.

Over Valued Drill
The copper drill was exporting at $5m this was not intended it has been set down to $1m as intended. I want the focus to stay on manufactured exports in the later game, but I do want some goods to have value. We will continue to monitor and change any values that make sense as we continue to develop.

I Can't Eat That
Some high-end foods were set as drinks by mistake. And trying to drink food didn't work out too well causing them to be useless. This has been fixed. Higher-end food will play a more vital role later in the game with colonists' mood, but right now most people just eat potatoes.

Exploit Detected
There was an exploit that could trigger using manually entered amounts for crafting. This has been removed.

That Ain't Air Tight
There was an issue that if you moved in and out from the door quickly you could trigger the door to not fully close and stay cracked open. I have added a final check on this where if something is off it will auto-fix itself. There should be no way to leave a door open moving forward.

Mission Objective Bug
There was an issue with the mission objective to send an export back to Earth. It was only looking at rocket 2, not rocket 1, it now correctly looks at both rockets and will fire correctly.


Changes

There have been a variety of tweaks and changes based on player feedback as well as my experimentation. The shout-out list would be pretty large for this category, but I will highlight Garret one of my discord moderators for their excellent feedback in this category.

You Want How Much
The foods you can purchase for supplies were far too overpriced. $8m for an M.R.E.? All of the foods have been reduced to be more worthwhile as early supplies if you wish. I was worried about how much you can get with the starting $30m that I overvalued some items that won't hurt your progress.

Tighter Drills
I have tightened the copper, ice, and iron deposit grouping to be closer together so it is less of a walk for the player. This might be too good, but I am open to feedback.

Large Plants
I have added the ability to look at and collect larger plants such as corn and tomatoes. I was using the base of the plant to collect, but now the entire plant can be used.

Equip And Use Buttons
I have removed these buttons from the HUD as I like the idea of drag and drop and using items from the quick bar. Those buttons were more so for console players in the future, but we are so far from that possibility that I would rather just focus on Steam players for now

What Did I Research
I have changed the messaging on the research HUD to show the category of research you just unlocked while it is cooling down. I might change this to be the specific unlock but that is quite complex due to the structuring of blueprints. For now, I have implemented showing the category and hope that helps you remember.

Possible Failure
I want to make sure the core of what you need is reachable even if you make some mistakes. To this effect, I have made landing pads start unlocked. The keys to survival are food, air, and water. But the key to progress is exporting, manufacturing, and rocket fuel production. Hopefully, this helps stop players from burning up all their funding without having the ability to export.

Drilling Reduction
The drills were adding resources very quickly at 1 ore per second. I have changed this to 1 ore per 1.5 seconds. I tried 2 seconds but felt it was too slow. Hopefully, 1.5 is the sweet spot, let me know your thoughts.


Additions

There have been some great additions to the game to make it flow with players even better than it already has been. Shout out to DigitalFrost for some great ideas in this category as well as other contributors.

Give Me A Tip
I have added tooltips to each player's stat to give a breakdown of each stats use. I also changed FORTITUDE to RESISTANCE and it will now be used to reduce damage taken.

Message System
I have created a new message system that shows up in the bottom right of your screen and stays persistent until you are out of the danger zones. These are for low air, low water, low food, and overweight. I have removed them using the large full-screen warning. I felt it was a bit much with full-screen messages, but we will still use those for some critical messages such as your base going offline or a large attack incoming.

Data Pads
I have added a system for datapads to the game. Currently, you start with one datapad titled mission objective. This is a multi-page document about your mission and covers a variety of basics for the player. It is an opt-in readable tutorial in many ways. This system will also be used for future datapads we can place in the world to reveal events from previous missions on Ceres or other story-building points.

Non Stop Crafting
You can now continue to use a machine while it is crafting. This was a big change to get in the game, but it honestly feels great. Now you can take part orders off a machine as they are crafting and we display a nice timer inside the HUD for progress. Now if you queue up 25 bars and then realize you need 5, you can just go grab them. Over all this feature feels great.

Straight To The Slot
It is now possible to quick slot items from machines right into the player's quick slots. If you drag and drop a quick slotable item it will now auto transfer to the player and quick slot itself where you placed it. Many players tried to do this and then manually moved it to their inventory to quick slot. It seemed like a great idea to help the crafting flow better with players.

More Ice
Even though I want players to get to the drilling and hit deposits manually for infinite resources but no exp. Players keep trying to manually farm. So, I added a few more ice resource nodes down below for players spending more time in that area than I meant for them to. I can't control players, but I will do my best to cater to whatever style I see players leaning into, and adding a few more nodes will help with that style of early gameplay.


What's Next

Now that the core early-game loop is functioning well the next focus will be on refining and expanding on that loop before we move on to the mid-game. There are many ideas on the table but you can expect to see some additional open caves to add more value to exploration as well as precursor elements to the narrative of the mission, and some additional life forms to the planet to add some life to the game as well as atmosphere.

There is still a very long way to go before we reach early access, but I am so thankful to have you along for the journey. I can't wait to show you what I have in store for the game.
Revenge of Black Bone - Sexydigitalgames
🚀 Special Developer Announcement: "Revenge of Black Bone" Unveiled! 🚀

🏴‍☠️ Ahoy, adventurers! We're thrilled to hoist the sails once again and announce the highly anticipated sequel to our beloved game, "Curse of Black Bone" - introducing "Revenge of Black Bone"!

🌊 Set sail for a thrilling nautical adventure like never before, as we've revamped every aspect of the original game to deliver an experience that will shiver your timbers. Here's what you can expect:

⚓️ "Revenge of Black Bone" sets sail with a completely revamped 3D game engine, ensuring yer journey through the Caribbean be smoother and more immersive than ever before. With stunning graphics that'll make ye feel the salt spray on yer face, ye'll be transported to a world where every wave holds a secret and every port hides a treasure.

⚔️ But that ain't all, me hearties! We've heeded yer call for more thrilling combat, and "Revenge of Black Bone" delivers with all-new mechanics that'll have ye swingin' yer cutlass and firin' yer pistols with more skill and finesse than ever before. Prepare to engage in epic battles with rival pirates, fearsome sea monsters, and the deadliest foe of all – yerself!

💰 And what would a pirate's life be without the promise of plunder? Fear not, for "Revenge of Black Bone" introduces a brand-new loot and inventory system that'll have ye hoarding treasures like a true buccaneer. From gleaming gold doubloons to ancient artifacts of untold power, there's loot aplenty to be found for those bold enough to seek it!

🗣️ But wait, there's more! We've heard yer cries for more immersive storytelling, and "Revenge of Black Bone" answers with voiced characters that'll bring the world to life like never before. From the sultry whispers of a tavern wench to the thunderous roar of a cannon in battle, every voice in the game will ring true with authenticity and emotion.

🔥 And fear not, me hearties – we haven't forgotten what made the original "Curse of Black Bone" so beloved. "Revenge of Black Bone" will feature all the sexy photoreal mature scenes ye know and love, ensuring that yer adventures in the Caribbean are as steamy as they are thrilling!

🎮 "Revenge of Black Bone" will be making port exclusively on Steam this fall, so be sure to mark yer calendars and prepare to embark on the adventure of a lifetime! And from all of us here at the development team, we want to extend our heartfelt thanks for yer continued support and enthusiasm. Ye truly are the wind in our sails, and we couldn't chart this course without ye!

⚓️ Fair winds and following seas, me hearties! We'll see ye on the open waters soon enough! ⚓️
SCP: 5K - Albarnie
https://store.steampowered.com/app/872670/SCP_5K/

Update 0.14 is now available for all players to enjoy!
This update brings a new chapter to the campaign, a new map, 2 new monsters, and much, much more!

You can see the patch notes below:

0.14 PATCH NOTES
HEADLINE FEATURES
AI AND MONSTERS
  • Added SCP-3199 - Humans, Refuted
  • Added SCP-7566 - Door Squid
  • Added SCP-621 to some instances of SCP-1262
  • Improved Guard AI
    • Added cover generation and utilisation
    • Added sprinting, crouching and leaning
    • Added bark lines and communication
    • Improved suppression and sensing
    • Added pathfinding based look ahead to improve facing direction while moving
  • Improved Resonator AI, animations and visuals
    • Better locomotion and turns
    • Crashing for lunge attacks
    • Improved pathfinding
    • Updated Resonator textures to be more readable
WEAPONS
  • Added SW 500 (Long and short variant)
  • Added SG553 (5.56, 7.62 and SBR variants)
MAPS
  • Added the first half of a new campaign mission: Antarctica
  • Added chapter 3 to Area-12: Dorms and D-Class Prison
  • Added PVP variant for outpost axiom
  • Reworked logistics area to be a clearer more streamlined experience
    • Less gas cans are required for the generator objective
    • Gas can spawns are more clearly telegraphed
    • Gas cans are much brighter and more obvious
    • Reduced the number of potential gas can spawn locations, resulting in less places to check
    • Improved telegraphing for gas can spawns behind shutters
    • Added a dedicated pickup for the crowbar to reduce wandering time
    • Improved lighting to be more distinct
  • Added 3199 and additional spawns to wave survival
GAMEPLAY
  • Added Vaulting for players
  • New player Faction - GOC (Antarctica specific)
  • Added adaptive ammo system prototype
    • Some ammo lockers will have more or less ammo depending on the game’s state and the player’s situation
  • Balanced tactical knife
    • Removed staggering from Tac-knife on zombies
    • Reduced Tac-knife damage to take 1-3 extra hits to kill
    • Added a small radius sound event to knife so that AI can hear it up close
UI/UX
  • Improved controller and keyboard support in menus
VISUALS AND AUDIO
  • Reworked bullet hit audio
  • Improved recoil animation overall
  • Added new First person arms for guards
  • Improved night vision effects
    • added Depth of Field and fireflies
    • improved clarity in some scenarios
DETAILED NOTES
VISUALS AND AUDIO
  • Added additional gore meshes for human characters - through holes, headshots and gut shots
  • Updated AS VAL and VSS handling
  • Increased damage impulse on human characters
  • Improved zombie death animations to use root motion
  • Added alarm lights to intro cells
  • Added depth of field
  • Added suppression visual effects when under fire
  • Added a lens flare to AI when they have a flashlight on
  • Improved third person animation for arms and legs
  • Added generator sound to generator
  • Added short M1014
  • Reduced screen shake on VAL and VSS
  • Reduced blurriness on scope aberration
  • Updated audio for 360J, VSS, MP7, and Stealth Hunter
  • Updated AUG mag
  • Fixed overlapping audio in outdoor maps
  • Increased chem-light brightness
  • Updated various animations
  • Improved base water shader blending
  • Added lights to distant muzzle flashes
  • Improved pixel depth offset on terrain
  • Added FOV change while sprinting
  • Added distance to ground checks to third person falling animation
  • Added custom distance field overrides for walls, floors and ceilings to help with lighting, AO and other effects
GAMEPLAY
  • Re-balanced M590, M1014 and M24 to make them more powerful
  • Re added per-item movement speed to character
  • Added multiple gamemode support to map
UI/UX
  • Added tools for player analytics and better debugging
  • Prevented triggering AFK when reading documents
  • Shortened the interaction UI to make the interact-able objects more visible when interacting
  • Added copy button to version and build ID in pause menu
  • Made lobbies much more reliable for joining from both inside and outside the game
  • Moved Item animations to use soft references
  • Reduced memory footprint of weapons in UI and overall
  • Quicker loading of items in UI
  • Added a custom maps menu for loading maps outside the main game modes
  • Updated the pre-game UI to allow controller inputs giving access to the in-game menu
  • Updated the post-game UI for the PVP gamemode
  • Improved Tips
  • Added network failure reason when you fail to connect to a server
  • Added localisation for ban and connection failure messages
  • Improved chat interaction
AI
  • Reduced reaction time on AI
  • Increased zombie step height
  • Improved SCP-1262 Spitter AI and visuals
    • Added look ahead to Spitters' aim
    • Reduced damage of Spitter javelin
    • Increased headshot multiplier for Spitter to 3x from 1.5x
    • Improved tangent setup for 1262 Spitter
  • Updated SCP-098
    • Increased acceleration
    • Added additional attacks and animations
  • Added relationship matrix to AI allowing them to be allied with their corresponding player factions
  • Added detour pathfinding to some AI, allowing them to corner better and spread out
FIXES
  • Fixed low ready slowing sprinting
  • Fixed players being able to see their own back (except for when vaulting and kicking)
  • Moved more Ranged Weapon code to C++, for improved performance and stability
  • Reduced animation cost on SCP-1262 characters
  • Fixed bullet casings replaying every time they become visible
  • Fixed exit holes not appearing on instanced meshes
  • Fixed a crash from player updates on "world teardown"
  • (Finally) Fixed a crash from physical animation on game end
  • Fixed joining lobbies from outside the game not working
  • Made lobbies more reliable
  • Fixed zombie spawn issues in wave survival
  • Fixed text size updates for settings and buttons
  • Fixed exit holes not appearing on Instanced static meshes
  • Fixed Melee component hitting self
  • Fixed spawn guard command not working in some circumstances
  • Fixed some weighting issues on resonator
  • Fixed visibility checks not working on AI spawners
  • Fixed an issue where resolution was not being set correctly using certain settings
  • Fixed a bug where recoil would max out on the second shot
  • Fixed some issues with jumping animation triggering late
  • Fixed a crash in SCP-173 when checking for chances
  • Fixed a crash in interaction during item sorting

Known Issues
The following is a short list of the most notable known issues:
  • "Respawn Wave" UI in Antarctica sometimes displays incorrectly
  • Spectating when joining in Antarctica does not work correctly
  • Performance issues can be experienced in various areas of Chapter 3
  • The shutter at the start of Chapter 3 sometimes appears open for clients, when it is in fact closed
  • Vaulting can cause players to get stuck when vaulting over large obstacles
  • Closing the door in the armory can lead to it being unopenable
  • Glass breaking does not always replicate for clients
  • Zombies in antarctica do not always respond to game events such as alarms
  • Swapping an item on the ground can consume its associated ammo for other clients
  • Flashlights on other players' weapons can cause performance hitches
  • It is possible to invite friends to a game that is not hosted, causing the join to fail
  • Lighting can sometimes appear corrupted when loading a map (if this happens, restarting the game will fix it)
Warframe - LukeSimms
Nightwave is back with a new set of Acts to complete and Cred to earn, Tenno! Starting today, Nora Night is spinning her latest mix with brand new Customizations, Resources and much more!

Let the sunlight in with the Daybreak Weapon Skins and Armor Bundle, earned through ranking up to Rank 30 during Nora’s Mix Vol.6.


Plus, there are new offerings in Nora’s Cred shop like the Qorvex Raxpart Helmet Blueprint, Dante Cantist Helmet Blueprint, and more!

Greet the day and start completing Acts to earn these amazing new Customizations while you play!


Nora’s Mix Vol.6 will only be available for a limited time and there’s no way to hit rewind, Dreamers, so make sure you don’t miss out.
May 15, 2024
Cyber Knights: Flashpoint - Trese Brothers

Exciting times ahead as we come roaring out of the major safehouse base building milestone and careening back into the regular order of updates, improvements, new content and more! With Update #84, we've raised the level cap by 5 levels, added 2 new Power Level 3 armors for sale from the newest contacts, improved Soldier's Blast Radius, and fixed a huge heap of F10s from the community!

A big thanks goes out to everyone reviewing, playing and posting. Hit F10 if you see anything odd, we are hard at work improving and fixing.


Level Cap Rises
With Update #84 and the big expansion of the safehouse, it is the right time to lift the level cap to 25. You'll gain an additional +1 Level Point per level. The next cap raise will include additional Talent LImit allowance.

For those players who have been grinding past the current cap, you will find that your XP is kept and used. You may suddenly find your mercs are Level 22 or even Level 25 if you've played out enough missions. Enjoy the new points!


Blast Radius Buffs
The Soldier's Blast Radius Talent has had its upgrade tree simplified a bit to be a single row updates and gained some additional buffs. The new improvements push the max range you can gain for any type of thrown grenade, medi-cloud or shock mine to +8m up from +6m. Also, the total damage buff is increased by extra +20%.

Those who invest their Level Points in grenades ... go BOOM.

New Armors
We've added 2 new Power Level 3 options - one Heavy and one Light - for armor. These can currently be purchased from your new Fixer Contact. The heavy armor features 3 Protection Points, making it awfully hard to chip down to its low %s and the Light armor keeps the same 2 Protection Points but shifts its max and min Protection % upwards.

Check out the Underworld Hub to meet some new power players and expand your available services.


Safehouse Improvements
If a room generates Tokens and it has the maximum number on the shelf, the tag for that will go green now, making it easier to spot. This makes it easier to know where you've got room to spend.


We fixed a bug with the Simstream Trainer that was adding more than +10% Stress pre use. When a merc goes in, now they get a flat +10% Stress. They gain a percentage % of XP of all missions run while they are in the trainer, so it is to your benefit to stick them in there and then run as many missions as you can for the +10% Stress.

We simplified the filters in the Inventory / Equipping / Market screens to be more fitting to the task you are doing. We're working toward further simplification that will help focus the screens specifically on the task at hand. Previously, these screens were trying to each do everything and it was making them much harder to use. We're excited for this big step forward and to keep pushing these into better shape. Also, this resolves a number of bugs about different Programs not appearing in inventory.

APU / CPU Spike Clarity
We've improved the text around APU and CPU spiking to be more clear about which one affects which. APU affects the real-world meat-space Sec AI while CPU affects the Matrix host's Q-Sec Tally. We know we still have work to do here as the actual displayed Sec Level in the HUD in both meat-space and matrix does not reflect the drop in Tally, so this is going to keep confusing players until we improve the UI. Coming soon hopefully.

Recruit Durations
We've double the duration on all recruit offers from story and Sibling Job. You'll have more time if you need to make adjustments to your Barracks now to accommodate these new mercs. Furthermore, we've added an option to continue to delay your recruit choice after the Sibling Job if you had to delay directly after the mission was over.


Overwatch and Targeting
We're working on some of the most populous F10s in buckets. This update fixes a ton of minor issues with targeting, movement destinations and Overwatch. We have fixed some inconsistencies with targeting, the character's reaction and rotation after targeting not being consistent and the attack Talent sometimes not always being selected correctly.

Also, we've fixed issues where the direction of your Overwatch cone could shift when taking reaction shots. With this bug fixed, Overwatch correctly keeps to the exact range and direction you set and never changes during reaction shots.

Finally, we've made some progress crushing down on the bug that can cause the game to get stuck in slow motion during an Overwatch reaction shot. We've found 2 possible causes, patched them and added additional logging so that any future F10s about the issue will help us pin it to the wall.

This was actually related to the same reason that sometimes unarmed characters or prisoners would loop for a while and then suddenly go into a T-Pose. That's fixed now too!


Hates and Desertion Tags
If you were having any issues with Hates or Deserter backstory tags preventing you from going on missions that seemed to make no sense, this is resolved.

Sticky Toggle Highlights
Your choice of playing with highlights on or off, by default using the (H) key, is now remembered between levels and level retries. Thanks for the F10s!

v1.6.9 - 5/15/2024
- Increased Level cap to 25
- Added 2 new Power Level 3 armors available from new Fixer Contacts
- Increasing benefits of Soldier's Blast Radius grenade buffs: extra +2m range available, extra +20% Dmg
- Fixed Soldier's Blast Radius upgrades to be a single progression, last upgrade costs 2 points
- Fixed/improved matrix text for APU / CPU Spiking to be clearer about each (APU=real world Sec Tally, CPU=Matrix Q-Sec Tally)
- Fixed issue with Desertion or Hatred sometimes blocking a character from an inexplicable mission
- Double duration on all story-based recruit offers including Sibling Job
- Added continued delay option when considering recruit from Sibling Job at safehouse
- Simplified/improved filters in inventory and market, removed duplicate "Can Sell" filter vs. "Ready to Equip/Sell"
- Corrected icon for Reaction attribute boosts in Class skill tree to match roster Attribute
- Fixed issue with Simstream Trainer adding too much stress, adds +10% Stress per use, run more missions for more XP per Stress
- Fixed price displayed in file set grid to show the base price of the possible file set result
- Fixed log for group buffs misreporting number of buffed by -1
- Fixed bug where Overwatch cone could change rotation after each attack
- Fixed issues with prisoners or other unarmed characters randomly going into T-Pose
- Fixed level issues where you might be able to see a skybox beyond edge of level
May 15, 2024
No More Heroes - XSEED Liz
A new patch is up for No More Heroes. Here's what's new:
- Your selection of the “Button Prompt Type” in the Configuration Tool will now reflect properly in the game.

If you encounter any issues with No More Heroes, please email support@xseedgames.com with details.

Build ID: 14367944
NEO Scavenger - Blue Bottle Games, LLC
Hey Folks!

Steam's "Endless Replayability Fest" is this week, featuring loads of great forever games. Including Ostranauts and NEO Scavenger!

What's more, the Ostraca Bundle is on sale right now, too, which includes both Ostranauts and NEO Scavenger at a combined -49%!

https://store.steampowered.com/bundle/38788/Ostraca/

And since it's a "Complete the Set" bundle, that means if you own one of them, you can still get the other at the full discount.

So if you want to complete your BBG collection, or know someone else who might, let them know this is a good time to jump in!

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC
Sinderfury - hafiz.awang
Add a timer to Necromancer shield. This will avoid a situation where Necromancer is stuck in shielded mode when not all mobs it spawned is killed
MADNESS: Project Nexus - Uncle Funkle
Fresh from the lab (or the Other Place, for all we know,) It's the latest Makeship machination! This time, fate has chosen Doc (or 2BDamned, if you prefer) to undergo plushification. Complete with dynamic balding action!

After they've finished materializing, agents will be dispatched to deliver them anywhere via low, flat-rate WORLDWIDE SHIPPING.

But don't delay! We can only maintain our connection until JUNE 6TH, So don't miss out!






Now, some of you may be looking at this and thinking "Gee, all these plushies are sweet as heck, but I sure wish I had an excuse to boot up my favorite run-n'-gun-slash-beat-'em-up again." Well, we think that's an excellent point. So excellent in fact, that we had the idea ages ago and have been working on it this whole time! We're just about ready to let y'all in on all the juicy details, but you'll have to give us a few days. We uh, need a little extra time to Workshop it.

See ya then!
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