May 20, 2024
BUMS - Rainbow Affect
* A new cassette has been added and it will be quite easy to find!
* Added many templates to new levels (this is why the size of the game has increased dramatically)
* Added new interactive items
* Fixed some bugs
..
Nova-Life: Amboise - Jimmydu37
Patch notes : Technical and graphic evolutions

> NEWS

+ Added a new option to enable/disable reflections (available once in game)
+:The supermarket point of sale on the Saint-Branchs map can now be deactivated
+ The "Panels" and "Ledges" outlets in Prosign can now be disabled
+ The object "Cone with beacon" ID -> 1175 can now be placed by electricians (excluding land)

> FIXES

- Fixed vehicle volume option
- Fixed connection to Steam servers
- Fixed shop logos in the server list
- Fixed favorites in the server list
- Fixed the stack of silver mallets
- Fixed vehicle engines continuing to run after removing parts

> INFORMATION

This update also includes several minor fixes, as well as graphical changes and optimizations. Content updates will be later.


List of ID items/cars : click here
Wiki NL : click here
May 20, 2024
Dusky Depths - BowEchoGames_Rob
Hey everyone,

it’s been quite some time since our last post, so we wanted to give you a little update on the current development state of Dusky Depths.

Multiplayer Playtest

We originally wanted to start the playtest in April, but progress has been much slower than anticipated. The multiplayer mode is a core feature of Dusky Depths, which is why we want to ensure that our netcode is rock solid. Fundamentally flawed netcode would likely be very difficult to fix once it is interwoven into the game. So if we take shortcuts, it would likely come back to bite us in the long run.

We can’t say for certain when the playtest will start, but we will try to have it ready this summer.

Release Date

The release date depends on the outcome of the multiplayer playtest. If the results of the playtest are positive, then we could release the game into Early Access very soon afterwards. But since the playtest is delayed, we will have to push back the release date of the Early Access version as well. Consequently, our originally planned Q2 2024 release is no longer possible, and we’re really sorry about that. We underestimated the difficulty of making good netcode.

We’re now aiming for a Q3 2024 release, but we can’t make any promises. For now, the only thing we’re sure of is that the game will release in 2024.

Additional Progress

Outside of the multiplayer part of the game, we have also been hard at work improving other aspects of the game. For example, we received a lot of feedback and suggestions regarding the HUD during the previous playtest. That’s why we’ve started experimenting on the HUD a bit further.

Check it out, but keep in mind that it’s still a work-in-progress!


Senua’s Saga: Hellblade II - thequiffisdead
Hi Everyone, as we sit on the eve of the release of Senua’s Saga: Hellblade II I wanted to thank you, our fans, on behalf of everyone here at Ninja Theory. We see you and we hear you when you give us such love and support, when you tell us how much Senua means to you, when you tell us how much you are looking forward to the game and how much faith you have in us to continue Senua’s story in a way that does justice to the connection so many of you have to her and to Hellblade.

From the very beginning of Senua’s Saga: Hellblade II we have had you in-mind and I truly hope that when you play the 2nd chapter of Senua’s story, you will find that familiar connection once again, and that also so many more people will find their way to Senua and her world too.

Making video games is difficult. Much like Senua, we as a team have been guided by a conviction to achieve our quest: To make a game that sinks you deep into Senua’s world and to take you on a journey that leaves you thinking and feeling.

I believe we have achieved our quest and I hope you’ll agree. I’m very proud of the game, very proud of our team and very proud of you, our fans, who have supported us on this magical journey.

Thank you

Dom Matthews,
Studio Head

Click here to watch our new launch trailer.
Intown Nightmares - juldik.2001
Hello!

Added Part 1 Demo is a short prologue to the first part of a large-scale horror-almanac Intown Nightmares, the main developer is taken away to the army and this game will be a kind of farewell letter for a year, but don't worry, he will definitely come back and the game will be good, we will finish this story and the whole game too, please wait.
May 20, 2024
Plains of Pain - Cobra Byte Digital
We've patched a few next things, thanks to your feedback, guys!
  • Changed: built walls no longer attract enemies
  • Added: tolerance for 1-2 unwanted attacks to allies
  • Removed/Fixed: claim option for Wastelander Shack
  • Changed: player spawn (starting) radius is just around the Frank and Ron's camp, no more spawning in the middle of the nowhere for new players (for now)
  • Added: more starting items for easy and very easy difficulty
  • Changed: Default difficulty now is Rookie, and not True Wastelander .. but we recommend to switch it to True Wastelander anyway :P
  • Added: Leather Bottle can be crafted using Bone Knife or Rusty Knife now ..

Thanks guys for absolutely amazing support of our game!
Have a nice day to you all!
May 20, 2024
Rabbit and Steel - mino_dev
Even more bug fixes, plus a few features that will help mitigate some ongoing issues.

There's really just one thing in here that was critical enough for me to do another hotfix, can you tell what it is?

I also have some other good news for Chinese players; the Chinese translation of the story is reportedly almost finished. Hopefully I can get it into the game soon. Thanks for your patience! Sorry for the wait!

据报道,这个故事的中文翻译即将完成。 希望我能尽快让他们进入游戏。 谢谢你的耐心! 抱歉,久等了!


You won't be able to play with people on a different version, so be sure to update!


1.0.0.8 Patch Notes

- Your game will now save a separate, local "backup" save in case Steam Cloud decides to overwrite your save.

There is currently nothing in game yet that will let you choose a save file, but if you've lost progress, you can go to your backup save file at
C:\Users\YourName\AppData\Local\RabbitSteel
And copy "SaveFileBackup" into "SaveFile".


- Moving your character using your mouse now works differently during Turbulent Winds

The "deadzone" is greatly increased, and it always works like the "Static" setting of the mouse. An arrow appears showing how far you have to drag the mouse to slide in that direction.




- Added config setting for Switch controllers

This isn't in the options screen, it is a toggle you can change in your configsettings.ini, where it will swap "A"/"B" and "X"/"Y" to match a Switch Pro Controller. Look for "switchControllerDisplay" in
C:\Users\YourName\AppData\Local\RabbitSteel\SaveFileNonSynced\config.ini
This setting isn't synced via Steam Cloud.


- Fixed issue where the lobby list would sometimes show lobbies from players on a different version from you (and sometimes crash your game doing so)
- Fixed issue where changing the max number of players while in a lobby wouldn't have any effect
- Fixed issue where players could get stuck in an infinite loop of rolling for loot if someone lagged

- Fixed issue where, if you had set your input buffering very high, you would do an attack upon your character spawning in
- Fixed issue where, when players left the game, other players might not be able to buy certain store items

- Fixed issue where you couldn't queue an input for Defensive Special directly after using another move
- Fixed issue where taking items that increased your max health could cause desyncs in health between players
- Fixed issue where certain Haunted Set and Timegem Set items would give strength to abilities that did no damage

- Fixed issue where extra DPS from levels were being calculated before the effect of items like Old Bonnet or Haunted Gloves, instead of after
- Fixed issue where Heavyblade Rabbit's Special would jump into Karsi's damaging fire orb if you were holding down Change Target (the button that slows movement)
- Fixed issue where Sniper Rabbit's Garnet Secondary would reset charges on Opal Special, even though it's not supposed to
- Fixed issue where Aquamarine Bracelet would start on cooldown, even though it isn't supposed to
- Starry Cloak will now always calculate after Quartz Shield (it depended on the order you picked the items up before)
- Windbite Dagger will now always calculate after Twinstar Earrings (it depended on the order you picked the items up before)
- Regen Potion will now always happen after any other loot effect that can restore your HP after battle
- The base strength of any individual attack is now capped at 50000, to prevent overflows when sending information about it over the internet (Note, this is the BASE attack strength before critical hits, you can still crit for over 50000)


- When you're using the "Bottom" setting for your Mini Hotbar, Charge effects have been moved from above the hotbar to below it

- Fixed issue where one of the final boss's effects would look incorrect in Japanese
- Fixed even more typos in various languages
Open Mod 2024.2 - Hyper Gamey
Fixes:

-fixed a game-breaking issue where Extraction game mode was not in sync for all players but the non host players would be 5 seconds behind

-fixed an issue where if a player shot a dead ragdoll there would be multiple squish sounds playing, making an annoying sound

-fixed an issue where in Extraction victory screen, if the player looted too many items, the Collect rewards button would be barely visible behind the loot entries

Added/Changed:

-pushed the multiplayer version up to avoid unwanted mismatches. This means that players who didn’t update to the latest version will not see lobbies created by players who updated and the other way around
Pete's Peril - devbyjosh


  • Level Editor will be in both the Early Access and Demo versions.
  • Early Access will have the ability to share with others, rate and vote.
  • Demo version will not have the ability to upload and share with others.
  • Most number of votes will win a chance for that level to be in the Pete’s Peril Full Release (TBD)
  • Create your own level and play it.
  • Many new features (list will be included in the Beta release)
Operation Food to Gold - Roxy Constantine
Update - Version 1.6

I want to start of by saying, that all the balance changes make the game easier, not harder.

Gifts:
- Increased their value from 1-5-10 to 2-6-18.

Gambling:
- Increased the odds significantly. Reduced the odds of getting 1 point, instead you should be getting more 5s and 10s.

Lab and Extractors:
Reduced the needed progress for all the generators and extractors.

Purple Matter Generator - From 40k to 20k.
Both Globblopper and DLC generators - From 20k to 10k.

All Essence extractors from 20k to 10k.

Everything should two times faster now.

- (Text only) Changed X "to" PurpleMatter into "for". It should be more clear now, that the upgrades there are one time only and that the generators function on their own afterwards.
- Fixed numbers in the progress clipping into the "/" sign.

Monique:
- Fixed her dialogue wanting purple matter, to wanting gold.

Costumes:
- Bess level 10 nude costume + animations.

- Emika level 5 costume.

Emika is the first to recieve her level 5 costume. Those costumes do not need to be unlocked, and are slight variations of the default costume.




This is the "haters gonna hate" costume, a joke based on all the negative reviews and my way of showing my opinion on them. I take things lightly and with humor. This skin is not meant to offend anyone.

The game is doing pretty good and has been gaining new players daily. If it was not doing good, then I would not be making constant updates for it.

Thank you all for your support, and the so called haters too. Hate it or love it, I know many of you have bought the DLCs and are showing your support and I appreciate you all greatly.

Anyway, I am starting to sound cheesy. Have fun with the update, let the boobies bounce and gamble your gold away. :)
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