May 23, 2024
Homeworld 3 - Gearbox_CM Noelle
Hello Commanders,

Today we are releasing a hotfix (1.03) for Homeworld 3 that addresses some reported concerns we’ve seen from players, including AZERTY & QWERTZ key rebindings and a couple of progression blockers that some players were seeing.
A note on “what is coming next” is still in the works and we’re hoping to release more information on the custom Homeworld 3 Unreal 4 editor soon.

We have released an update for Homeworld 3, and added the following rebind controls:
  • Control Group key bindings are able to be rebound, allowing players using AZERTY and other keyboard types to use them
  • Menu & Cycle Production Unit Focus key bindings can now be rebound
    • Note: These two additions come with some untranslated new menu entries, but we wanted to unlock these features for players asap.
    • Translations on these menu options will be added in a future update.
    [/i]
[/list]
In this update, we have also addressed the following concerns from players:

Multiplayer
  • The War Games Production Bay map stuttered or lagged despite high framerates
  • Epic players were unable to invite other Epic players via the EGS overlay
  • The "Remove Player" button in lobbies was not consistently removing players
  • When lobby hosts selected “Return to Lobby” after a finished match, the “Abort Launch” would occasionally not reset for other players
Gameplay
  • Captured Incarnate Destroyers started attacking player units over time
Campaign
  • There was a continuity discrepancy in the Campaign mission 13 intro cutscene
  • Players could occasionally be short 1 Resource Unit in Mission 1
UI/Accessibility
  • Scrollbar appearance and hover behavior weren’t consistent and sometimes difficult to use
We are continuing to investigate the reports created for issues players are experiencing while playing Homeworld 3. Coming soon, we’ll have more information on some of the confirmed bug fixes that we have planned for the game.
Aiyana - Laireon Games
This update brings fairly significant changes to combat to act as a foundation to build upon in future updates. There are also two new spells, a new challenge, a summary of carried items on the HUD, a ton of bug fixes and new stone blocks.

As a bit of an update on the roadmap, once this update makes its way to the main branch I plan to do a bit of a bug fixing pass and then move onto a QoL update for inventory to include things like having chests inventory be included when using crafting benches etc.

After that I was planning on tackling Milestones but I realised they will work best once the Smeltery is ready so I’m getting ready to work on that instead. As a bit of a heads up, that update will be pretty big and take me a few weeks.

Finally I just want to emphasise that combat still has a long way to go and close combat especially has lots of room to improve so this is in no way a definitive combat update and there will be more in the future.

Combat
The concept of Armour and Magic Resist has been added to animals/enemies.

Enemies can also level up and the max potential level increases each time you complete a challenge for the first time.

How items drop has changed so that higher level enemies have better chances of dropping rare loot, meaning items that would previously drop with a low chance might not drop at all for level 1 enemies.

Overall, this should mean rarer items are easier to get once you complete enough challenges.

Two new spells have been added, the first is Consecrate Area which will slowly deal damage to all enemies in an area.


The other is Rock Volley which is a cheap to cast, short cooldown spell that you can launch at long range


Finally you now have a Magic Resist stat that can be increased by crafting a Talisman. For now only one type of Talisman can be crafted but more will likely be added in the future.

New Blocks
The stone tiles recipe has been enabled for everyone again except that it now requires cement to craft, which can be crafted from animal bones + sand.

The main change here is that you can now create different stone tile types, such as:

  • Sandstone
  • Marble
  • Mountain Stone
  • Orthoclase
  • Gray Orthoclase


Eventually I plan for these textures to be applied to all stone blocks but for now it’s only applied to:
  • Tiles
  • Steps
  • Fences
  • Gates


Carried Items HUD Element
A new element has been added to the HUD which will tell you the total number of carried items of any item you have gathered recently.



Settings Screen
The settings screen was starting to get cramped so its been redesigned so that adding new settings in the future is a bit easier


Chunk Corruption Bug
This bug was big enough I wanted to single it out. If you have ever been able to see through the world, like so:


Then hopefully this bug will no longer happen. It was the root cause of a few issues, such as getting stuck, and was happening due to bad timing of when threads finished their work. This made it a nightmare to track down!

Unfortunately though if you had seen these chunk corruptions and edited the chunk in any way, then the corruption has been saved in your world and will still appear

Changes
  • Added Pig and Goat bones as new item drops
  • Increased the drop chance of sheep bones
  • Rebalanced how trees drop saplings to only drop them once destroyed, instead of a small chance per branch
  • Animals no longer drop their cooking recipes at level 1 and need to be at least level 2 before they can drop
  • Completing a challenge at the totem will increase the max level of enemies by 1
  • Challenges now spawn enemies at varying levels, instead of always level 1
  • Increased the size of the lettuce when dropped in the world
  • Reworked enemy status effects so they can be affected by multiple at once

UI & Wording Changes
  • Added more info to the structure builder menu when you have no structures to build
  • Ensured enemy level text and health bars are hidden in screenshot mode
  • Reworked the spells UI so names are only visible when selecting a spell. This way their text can be much bigger
  • Updated some stone tile/step icons to be clearer
  • Added a description to goat horns
  • Updated the checkboxes for the UI section of settings to not fade their text when disabled
  • Updated more font sizes in the crafting UI to be more readable
  • Same for the perks name tooltip
  • Fixed the recipes unlocked UI looking cramped with a floating spell bar
  • Updated enemy health bar scales to be more consistent with each other
  • Damage text now distinguishes between magical and physical with different colours
  • Added a tutorial to explain enemies levelling up
  • Fixed the challenge rewards changing order when you reopen Totem UI

Optimisations
  • Reworked my tools for animations to be slightly more efficient around colour/alpha animations
  • Optimised the time taken to update animal animations (small CPU gain)

Bugs
  • Fixed portals not spawning after a load if the chunk had water spread into it (fairly rare scenario)
  • Fixed the selection effects for doors getting stuck and staying on
  • Fixed Philodendron in water spawning infinite pickups if you keep hitting it
  • Fixed Cobbled Sandstone not having an icon
  • Fixed Savanna Grass dropping a grass block instead of dirt
  • Fixed not being able to clear spells from the spellbook until you select a spell first
  • Fixed loading data logic not working properly, resulting in things like not seeing dust or enemy spawning until a day passes
  • Attempted to fix an error with null chunks spotted in analytics
  • Fixed item pickups being registered twice, which would cause them to spin really fast
  • Added more logging in an attempt to catch errors with inventory
  • Attempted to defensively fix a bug where crafting UI is blocked by the world
  • Fixed a scenario with chests that would let you duplicate items
  • Added more debugging info in an attempt to catch issues with inventory
  • Fixed an error thrown when trying to use a damaged bed
  • Fixed an error thrown whilst collecting pickups that had not been assigned to a chunk
  • Fixed the spell icon not being updated if you unlock a spell with the floating UI mode active
  • Fixed the spell bar not appearing right away if you enable the floating spell bar before unlocking your first spell
  • Fixed an error thrown by pickups saving/loading on a chunk that has yet to load
  • Fixed clicking to drop items in the world acting inconsistently when dropping more than 1 item
  • Fixed an obscure scenario to do with dropping items that could cause them to be stuck to your cursor
  • Fixed item pickups not being saved/loaded properly
  • The continue button is now disabled after it fails to find the last character/world
  • Fixed the block selection effect being the wrong size with a camera FOV other than 60. Unfortunately this has a small performance cost
  • Fixed sprinting from triggering when moving backwards in toggle mode
  • Fixed corrupted natives standing still for a frame before playing their spawning animation
  • Fixed status effects of enemies still being applied after a death
  • Fixed sprint being stuck on if you had it active in toggle mode but then swapped to hold mode
May 23, 2024
Community Announcements - Ruindog_Quasi
Bullet splitting has returned, and certain cores now have a passive bullet splitting effect.

Energy Ore has been added to all battle maps, destroying Energy Ore earns consumables and experience orbs/tokens.
Survival: Fountain of Youth - psychedelic yeti
Hello, Fountain Seekers!

First of all, a huge thanks to all of you for the enormous support on our full release!

And here comes the first patch addressing several important issues.


Here's the list of changes:
  • Fixed the bug with some items that could disappear after transporting it in the Ark ship to another region.
  • Fixed the balance of the Armadillo Mortar
  • Some localization fixes.
We're already working on fixing other issues you've reported, the next patch is coming next week. Be sure to report any other bugs that you encounter!

Thanks for your support!

The Survival: Fountain of Youth Team
Another Crab's Treasure - Neo Solarius
HEY CRAB FANS

It's basically been a whole month since we launched Another Crabs Treasure. That's shucking crazy dude. We have received such an overwhelmingly amount of support and love for the game and we can't thank you all enough.

We've been working our butts off on bug fixes since we launched, as well as some quality of life updates based off your feedback - and there's still more to come! There's even an update today that just came out to will help with save file back ups.



BUT WHAT'S NEXT?

Ok first off - next week our studio will be offline for the week! That means no patches or activity from us cause we're SLEEPIN BABEY!!! We have been taking it slower as the weeks go but we also need to force the team to touch kelp and eat moss outside for at least a week before we can come back with a fresh head to get back into it.



NG+ WHEN?? DLC?? CONTENT?? ACT2??

OK OK OK - We DO want to look into extra content for Another Crab's Treasure, just don't expect it in the next couple of months! We're still working on bug fixes and stability for all platforms so it's just gonna be a little while away <3



KRIL PLUSHIE

We managed to completely sell out of our Kril plushies! Now a bunch of you have this little guy. I hope you're treating him right or I swear to cod im gonna-



ANYWAY. The Kril plushie will be back incase you missed it. Expect him to wash up again later this year.

Once again, thanks for playing our crab game. If you make any bug reports over our week of sleep, we'll be catching up on all bug, suggestion and general reports the following week.

Codspeed

- Paige (Community Manager)
May 23, 2024
Marble Mechanics - Gregory
Let's build some runs together!
May 23, 2024
Ships At Sea - Misc Games
We've just released another hotfix as part of our ongoing efforts to improve Ships At Sea. This patch addresses several issues, please see below:

  • Fixed a possible crash when changing input bindings
  • Fixed a engine bug related to D3D12 residency management that caused a crash
  • Reduced max waves during normal weather and during storm (Temporary fix)

Thank you for your continued support and feedback. We appreciate your patience as we work to make the game better with each update.

- Team Misc Games
[Neolithic]To the End - orochi2k
English
############Content###############
[Genzo's Tent]You can now use a smoke bomb to enter Genzo's tent without being detected even if Genzo is nearby. Thus, it's no longer necessary to directly confront Genzo.
[Samujier]Added a new story-related NPC.
[Genzo]Added a new quest: Genzo. (The first part is done. You can use your persuasion skills to increase the mission rewards repeatedly.)
[Wiki]Added a new page about this quest: https://neolithia.fandom.com/wiki/Genzo(Quest)
简体中文
##########Content#################
【愿藏的帐篷】就算愿藏在附近时,你现在也可以使用烟雾弹来进入他的帐篷而不被发现。无需再和愿藏进行战斗。
【萨姆吉尔】加入了一个和剧情有关的NPC。
【愿藏】新任务:愿藏 (第一部分完成。你可以用说服力技能重复提高最终的任务奖励金额。)
【维基】加入了关于这个任务的维基页面:https://neolithia.fandom.com/wiki/Genzo(Quest)


Latest news from Ukraine/乌克兰小剧场
https://controlc.com/8502ab55
{LINK REMOVED}
HUMANITY - SuperPac


Hey everyone! HUMANITY is currently on sale for 34% off as part of the Cerebral Puzzle Showcase event. That's under USD$20 for a banger of an action-puzzle game. Tell your friends, or even better, gift them a copy at this discounted price. It's a perfect companion for your Steam Deck this summer.

Also happening to celebrate the Cerebral Puzzle Showcase:

Hop into USER STAGES to find a CEREBRAL PUZZLE SHOWCASE SELECTIONS playlist. These stages are hand-picked brain-busters to keep you in a puzzling mood, including the stage ENOUGH RAMPS by Draknek!

We're streaming today at 4 pm Eastern / 1 pm Pacific. Join us here on Steam or on our Twitch channel and catch the replay on Steam during the sale.



Egression - IchorousWings
Egression is so excited to be a part of this year's Cerebral Puzzle Showcase!

Be sure to check out all the amazing games on the official page here.

And join us on Discord if you have any feedback or want some puzzle hints!
...