May 23, 2024
Baladins - Seed by Seed
Hello, Wanderers of the regions of Gatherac,

It's officially been a week since the release of Baladins, and what a week!
The reception of the game has been extremely positive. We've seen incredible streams of the game, and a lot of feedback from all of you. That's very heartwarming and encouraging.


So we're continuing working on the project and making better. You bug reports and feedback are not useless, we read them and try to implement them in our todo list.

We've pushed two patches this week already, fixing some issues with the game.

What's new in the v 1.0.14/15?
- You can now access the Credits directly from the menu!
- Now saving the game when entering the Colobra's mouth, preventing progression loss if there is a disconnection at this point
- Now possible to end the cork mission after loop 0.
- Now preventing calorie bar animation from blocking the dialogue. A timer of 5s skips the animation if it's too long.
- Now forcing the client to show the Settings menu when the host opens it during the game introduction (before giving the crate to Sopheline).
- Now saving items based on your class, not on player, which solves issues with items kept from run to run.
- Now possible to loop through the Player menu tabs using the gamepad triggers
- Fixed a blocking bug happening when leaving Colobra's mouth on a client session (not hosting) without any active save
- Fixed the game not starting when playing on an OS with Turkish culture
- Fixed a localization issue in the Join Friend menu
- Fixed some missing French localization
- Fixed a Quest log desynchronization issue happening if a client gets disconnected during the end of the loop
- Fixed Dice rolls modifiers Auto-win & Auto-fail that were unsynchronized


Thanks again for your support, and keep in touch for future updates!
Seed by Seed team

May 23, 2024
Drak(c)ula Playtest - Simen
removed bug that causes screen to shrink as you write
May 23, 2024
Magic vs Zombies - GagoiL™
Game update promotional event, this update includes small fixes and some new mechanics.
May 23, 2024
Dark Envoy - Luzgan
It's time to drop our first hotfix after our latest Director's Cut Update. As before, we want to express our gratitude to everyone who shares feedback with us. Your input is invaluable in shaping the game.

Version: 1.4.1.73319 download size: 301.4MB

Changelog
  • Fixed an issue causing units summoned from unique items to infinitely multiply in the hub area. Previously created copies will despawn when you leave the location. We learned the hard way that you can, in fact, have too much of a good thing.
  • Slight rebalance focused on early game experience - minibosses have had their HP pool lowered on lvls 1-6 so as not to be so deadly to a 2-3 character party without proper equipment. Enemy DMG and HP was lowered by 10-20% on Normal and lower difficulties. Hard difficulty was very slightly rebalanced as well. Insane remains as it is - a significant challenge, requiring the most game-breaking builds to be conquered.
  • Fixed an issue that caused the new Elite Assassin to appear too often.
  • Fixed an issue with Warrior’s Frenzy passive skill that could have caused an infinite Attack Speed bug.
  • Fixed small glitches in dialogues and cutscenes throughout the game, including a bug that caused units that were sitting down to glitch and return to idle for a brief moment at the start of a dialogue.
  • Fixed a slight graphical issue on the opening splash screen.
  • Fixed a scrolling issue with conflicting drop-down lists.
  • Fixed a co-op issue that could have caused the client to be unable to change their weapon.
  • Fixed various exceptions that could have caused the game to become unstable.
  • Google Analytics data gathering was turned off by default.
    Please note that all data gathered is completely anonymized and only tracks your in-game actions (skills used, story choices, character classes, etc.). We do not gather any data from your operating system or other software. You can always opt-out using an in-game option to remove all data related to your gameplay that was stored so far.

Please continue to share your feedback with us. The best way to do it is via the in-game "Report Issue" option or by joining our Discord and sharing it there. If you encounter a crash, please send a report after restarting the game.

Event Horizon team 🛡️✨

https://store.steampowered.com/app/945770/

Discord | Twitter | Facebook | TikTok
Driver4VR - gb
Hello,

Since PSMoveService has not been updated for a while, Driver4VR has now been updated to use PSMoveServiceEx. This doesn't change much of the instructions; the main changes are related to the installation process. The UI is also very similar but has many great new features. PSMoveServiceEx is a great enhancement to PSMoveService, and I am thankful to the developer, Timocop, for that.

Here is a short info about the changes being made: Updating PSMoveService to PSMoveServiceEx..

In case of problems, please contact me via the support page.

Enjoy :)
THE SIGNAL: Stranded on Sirenis - George
Dear Explorers,

We’re so pleased to announce the new playtest is ready to go and waiting for you to jump in. For the next 2 weeks we’ll be gathering feedback on our latest focus, capsules, as well as some other new mechanics and features across the game. We're still early in development and as such, we're so excited to have you, the community, on board for the journey helping guide the direction of THE SIGNAL through regular playtests, so don't be afraid to give feedback wherever you can - on Steam, Discord or elsewhere, as it all makes a huge difference. Read on for a look at some of the key additions as well as an overview of all of the new content being added!

Capsules
Take your inventions on the go! Instantly deploy your stored inventions with a simple toss - equipment, structures and even vehicles can be carried with you on your expedition! Capsules are a super interesting concept for us, because we think they’ll bridge the gap between typically distinct game loops. We’re looking to blur the lines between traversal, combat, and crafting loops by tossing (pardon the pun!) these into the mix.

Mouse & Keyboard Support
The number one piece of feedback we received after our first playtest was “Mouse & Keyboard!” – so our Design team spent some time on this and got a first playable version in! Let us know how it's working for you once you've had a chance to test it out.

Localization
We swapped out all of our hard-coded text, so that we can support more languages! You can find the new options for this playtest on the Steam page and they include French, German, Spanish, Italian, Spanish, and more! We will be gradually adding more over the coming playtests. Currently the localization in-game is somewhat placeholder and we'd love to work with the community as we grow to ensure it's in as strong a place as possible as we progress through to launch!



Gameplay:
  • Removed Oxygen - Don’t fret! Oxygen will come back when we have more time to fix it!
  • Precise Build Mode - Now only available when the player is within the Network.
  • New Vehicle Chassis & Options - Ditch the car, and take off on a bike instead! Wheel and Hover options are available
  • Ping Scan - Explorers have a brand new system to help locate crucial resources and other points of interest.
  • New Points of Interest – our Art team suggested some cool new structures to explore, linked to the Dead Explorer objective. We’re not going to say more than that… you have to play to find out.
  • Barrier Fragment - Dare we call it a “BEARIER”? If a bear or other creature tries to chomp your face off, we’re developing a sort of energy fence that can contain them long enough to let you scan or interact with them.

UI/UX & Graphics:
  • UI/UX changes for the Multitool - We rearranged the multitool options and icons; This will continue to be iterated on as we add new features to the game.
  • Reworked HUD - We moved the health bar and Network indicator to the top-left, and added Capsule inventory in the bottom right.
  • Improved surface snapping in Workshop and Build Mode - Playtesters asked for this, so we delivered it! Hopefully way less annoying gaps between the things you build and where you want to place them on.

General Changes:
  • Draft Naming - Another huge request! Now you can name your drafts so you know what’s what. We haven’t set this up to work well with a controller yet, but it’s on our roadmap.
  • Improved vehicle handling/driving (they should flip less) - Some people might prefer when they flip more. Let us know what you think!
  • New Objective flow – Our last playtest really held your hand through a set of objectives. The intention was that we wanted to onboard the player as fast as possible to a complex and totally custom crafting workshop system. But as a playtest it also over-structured the first time user experience and limited what the player could mess around with. So now we’ve replaced most of that with a “discovery mission” – scan and learn about this biome, get to messing about whenever you want!
  • Dead Explorer narrative mission – find out what happened to the previous expedition but be careful! Voiced by Jeremiah Costello who was casting director on Game of Thrones (video game) and has voiced characters in Dead Synchronicity, Pineview Drive and Husk.
  • An easter egg from a different sci fi universe 👀
  • Toxic Gas is on longer linked to Alien Junk - Gases come from gas vents, and can be extracted with the right tool. Removing Alien junk still helps the ecofootprint score, but we have bigger plans for this for a later update.
  • Reminder: Invented drafts from past game sessions can be ‘uploaded’ and reused in a new session via a cheat. We don’t have a save system implemented yet, but this is a shortcut to get access to your inventions again if you experience a crash or interruption in your play session!
  • Added useful links in the Main Menu - you can now provide playtest feedback from there, and can also sign up for our newsletter to stay up-to-date on the latest developments.
  • Ecofootprint system modifications - Fewer player actions upset the ecosystem.
  • Character run speed slowed down.
  • Time of day speed slowed down.
  • And of course various crash and bug fixes along the way.


We can't wait to hear what you get up to out there, happy exploring!

🧑‍🚀 Follow Goose Byte on Twitter
👩‍🚀 Join the community on Discord
👨‍🚀 Subscribe to our Newsletter for updates and to receive a set of free digital wallpapers!
Legends of Astravia - studioalemni

I’m incredibly happy to announce that the new demo for Legends of Astravia launches right here on Steam next Thursday, May 30th!

Cast spells, solve puzzles, and uncover secrets alongside a mystic companion in this 1-hour introduction to the magical world of Astravia.


The demo will be available in both English and Japanese and be playable on Windows, macOS and SteamOS – we’ve confirmed it runs great on the Steam Deck!

It's wonderful that so many people are excited to play the demo, so this will be everyones' chance to catch an early glimpse a whole 10 days before the June 2024 Next Fest starts.

Thank you, as always for all of your support. I hope everyone is excited to see what Legends of Astravia has to offer!
Margoq's Lair - ZilloGames
There's been several players asking for keybindings, or reporting that they find the control scheme awkward.

This is adressed in this patch where keybindings have been implemented, for both Mouse, Keyboard and Controllers - you'll find them under Options=>Keybindings.
Keybindings for the current input device will be shown there.
To change the device go to Options=>Controls.

On top of that the time window for making the combos has been increased slightly, to make it easier to move and do combos while having an active combo sequence going.

I hope that this will help give you all a better playing experience - if you are still missing some functionality in regards to controls, please don't hesistate to ask on the forums here or on the Zillo Games Discord Server.
Skyfear - telekrex
This new trailer is a transparent look into what Skyfear looks like right now, both on the surface and under the hood. You will see editor footage, current gameplay, and I couldn't resist a few cinematic shots, all recorded in real-time.



All focus right now is on finishing this game -- but I need some feedback to do that. From June 1st to 15th, up to 200 players will be granted access to a current build of Skyfear, for playtesting. In exchange, I simply ask for as much of your feedback as possible. To participate, please join the Discord server and RSVP to the event, and you'll be given the orange playtester role.

This playtest is being conducted in a very personal manner, because I want to really understand the audience and the rationale behind the feedback. In earlier development days, a quick survey was enough to quanitize things and give me direction, but at this stage of the project, I really want to get into the details.

Hope to see you there!
Estate Agent Simulator - D Goat
Hello fellow Agents (and Sim Games lovers)!

Today is a very important day for the Kiki Games family, as we are launching a prologue for our upcoming game: Clothing Store Simulator.

Here is a brief of what can you do on this new title, which will be fully released later this year:

  • Dress your customers!
  • Make brand deals!
  • Customize your store!
  • Use the in-game computer!
  • Play for free for unlimited time!

We know that you are all eager to know more about the upcoming updates for Estate Agent, including bug fixes, and we will provide news about that next Tuesday! Until then, be sure to try the Clothing Store Simulator Prologue and let us know your thoughts on our Discord Server.

Thanks as always for all your support! Keep building wealth and businesses! See you next week!

https://store.steampowered.com/app/2937710/Clothing_Store_Simulator_Prologue/

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