May 26, 2024
Spaceport Trading Company - digital-tectonics
Fixed the issue with Hardpoint display and we have added Experience Notifications, which can be toggled off in Settings
We hope this shows our energy in moving this game forward and towards a v1.0 release
Thank you for all of the feedback, testing, and bug reports.

Updates
  • Added a ton more Market Items - We will be monitoring for balance
  • Updates to the Undock System
  • Updated the way the Shipyard is populated with information
  • Localization
    - Start Up Popup
    - Report Issue System
    - Market Panel
  • More tooltips (localized as well)


Bugs
  • Fixed Silk Market Item Icon
  • Addressed an issue where the wrong Notification message would be displayed.
Cyberpulse - gabrielgardner
The first of a number of patches aiming at improving game performance.

  • Better performance in boss scenes when tutorials need to be shown.
  • Better performance on world map open.
  • Better performance on level restart.
May 26, 2024
Werewolves Revenge Playtest - Pongu
[ Main Menu ]
  • Added a Tavern as the new main menu.
  • You can now light the fire places in the Tavern.
  • You can now open the chests in the Tavern to open your character equipment.
  • The tavern is now hosted as an online session.

[ Online Sessions ]
  • Steam friends can now join your session using the friends list.
  • You can now invite friends to your session.
  • The session owner can now change map, with all connected players travelling to the new map.

[ Misc ]
  • Added volumetric fog to all maps.
  • Added trees to the Debug map.

[ Nametags ]
  • Improved nametag rendering.
  • Added blur effect to nametags.
  • Added green glow to nametags to indicate when a player is speaking.
Siege Island - LLC Blini Games
Dear all,
This is our first patch of May 2024, and one of the last ones before we can consider the game as content complete. Please find here a brief list of what we have included and fixed:

FIXES
  • We have fixed a bug that affected the achievements related to the amount of gold and crystals. Now you should get them when the conditions are met.
  • We have optimized the size of the textures and the coding to improve the average FPS on screen. No more lower FPS, even with average videocards.
  • We have fixed an issue where the amount of gold obtained during a game, and the actual amount of gold that the player got didn´t match. We have fixed the formulas and now everything should match.
  • We have fixed an issue where the amount of mana on the bar didn´t show the actual amount available if you improved the skill.

NEW CONTENT
  • We have added a new boss in the Winter island.
  • We have added information of the current level, wave number, and amount of gold to the Pause menu.

We are working hard to complete the game as soon as possible, and we really thank you for your support!

Enjoy the Siege!

The Devs


Raiding.Zone - klg71

I want to show you the first pictures of the new raid Run of Elements.
It contains 2 already existing levels: Pit of Elements and Firebound Forge.
I reworked both of them and added a third stage in between.

Pit of Elements is the first level in Run of Elements.
I made it bigger and added more details.


The pit itself got some visual upgrades.



The second level is called Buried Entrance.
It is a zerging fight.
You have to blast your way into the mountain.

After completing this stage you will enter the final stage: Firebound Forge.

Empires Mod - Smithy
We're happy to announce version 2.37.0 which is live on Steam right now.
Changelog below and also on our Website

Come join us on Discord!
Don't forget to check Discord events to see the date and time of when Games are played.
(It's not dead yet)

Did you know we are porting this mod to Unreal Engine 5?
You can follow its development on our Website and/or Discord

Changelog:
Features
  • Grenades and mines make sounds when they bounce against surfaces.
  • Added armor impact sounds.
    • Distinct sounds play when a vehicle’s armor is damaged, a vehicle’s hull is damaged, and when a sticky grenade latches to a tank hull.
    • Different armors can have different sounds, though most armors currently do not.
  • Enabled several unused NF taunts.
  • Updated the commander view’s zoom functionality.
    • Added zoom-to-cursor functionality. The camera will zoom towards the cursor position when enabled. An option will be added to the advanced section of the multiplayer settings menu.
    • Camera smoothing has been updated, updated cvars added to control this.
      • emp_comm_zoom_stepsize - Controls how many units to increment/decrement the target zoom amount per scroll.
      • emp_comm_zoom_speed - Original cvar, original values should still work with updated smoothing method.
  • Enabled the trigger_portal brush entity.
    • trigger_portal is an brush entity in the Source base code.
    • It moves touched entity to a destination trigger_portal, preserving the relative position and velocity of the entity.
    • Warning: This entity can cause teleported entities to become stuck or escape the map, and has not extensively tested. Use at your own risk!
  • Added team-limiting spawnflags to all trigger bruah entities.
Bugfixes
  • Fixed the game phase material proxy not updating correctly.
  • Fixed MG turrets continuing to play the shooting sound effect after game end.
  • Fixed spectator HUD not displaying observer target info correctly.
  • Added warning message when the vehicle customization menu fails to open because your team has no chassis researched.
  • Changes to team physics content masking.
Script/Game Balance
Vehicle Weapons
  • Guided Missile
    • Increased Maximum Guiding Range from 5500 to 8000
  • Homing Missile
    • Increased Maximum Lock On range from 7000 to 8000
  • Biological Missile
    • Reduced Bio Duration from 8 to 5s
Vehicle Armors
  • Regenerative
    • Reduced Health Regeneration from 4 to 3
Vehicle Engines
  • Bio Diesel
    • Reduced Cooling by 0.25
Other changes
  • Sever operators can now disable the server inactivity timeout by setting emp_sv_inactivity_timeout to 0.
    • If non-zero, the timeout has a minimum of 120 seconds.
  • Deprecate the emp_sv_forceteam convar.
    • This functionality has been replaced by the new AllowedTeams field in emp_info_params.
      • Setting AllowedTeams to 0 allows players to join either team. Setting it to 2 or 3 allows player to only join Northern Faction or Brenodi Empire respectively.
      • This function can still be accessed by setting the emp_sv_forceteam convar, but that variable is now deprecated and will not show up in autocomplete.
  • Remove remnants of the PushMap setting in emp_params
  • Minimap icons will now be revealed to both teams when the game is over.
  • When the game ends, the game timer on the HUD will freeze, displaying the final time for that round.
  • When creating workshop packages, you can now specify a preview image.
    • This can be done by adding the “Image” “FilePathRelativeToWorkshopItemFolder.jpg” KV pair to the package.txt`
Known Issues
  • Armor impact sounds are often too quiet to be heard well.
Machine Match - cfonvig
Hello Mini-Mechies 🤖

We’re back from an awesome week at Nordic Game 24 in Malmö, where we showcased Machine Match: Mini-Mechs to an enthusiastic crowd of gamers and industry pros alike. In the months prior to the event, we’ve been working tirelessly to bring a crisp new demo to the event, and obviously, we are going to share it with you here on Steam too!

In other words:
A new demo is now available!

So, what can you expect? What's new in Machine Match: Mini-Mechs? A lot!

Streamlined, Sleek UI
Many, many, many hours have been put into tweaking, adjusting, and redoing - but it was totally worth it: The result is a UI so cool you might just want to stick to customization and never take your mech into battle (Of course you will!) Navigating through your mini-mech’s customization options has never been smoother.

New Mechanics and Systems
Ultras, Skills & Programs: We’ve replaced power-ups with ultras. Skills are now presented as cards just like your weapons, and boons have been replaced by programs.

Tune-kits: Say hello to tune-kits! They replace the old weapon mods and go on top of your build, not just one specific weapon.

Battery and Health: Both systems have been reworked for better balance and gameplay flow.

Weapon Balance and Aiming: We’ve fine-tuned the weapons and adjusted aiming mechanics for a more satisfying combat experience.

Game Modes Tweaks
We’ve made several adjustments to our game modes for a more balanced experience. For instance, "Most Kills in 1 Minute" is now "Most Kills in 2 Minutes," and Collect Eggs Mode has fewer eggs and egg dispensers, making for a more intense and strategic hunt.

Single Player Mode:
The AI has become a bit more clever and is thereby a more worthy opponent. Plus, it has been tweaked to adapt more seamlessly to your level of play.

Deeper Progression
You can now level up various aspects of your mini-mech, including brand, and the new OS feature. This added depth ensures that your progression is meaningful and rewarding.

Customization Galore
Even More Patterns and Surfaces: We’ve tripled the number of patterns, and there are now 10 times as many surfaces, and colours now include rare chrome and rainbow chrome options. Your mini-mech has never looked more swag!

Saved Customizations: Saved Customizations: Your meticulously customized mini-mech is now saved for the next time you play, so you can pick up right where you left off. Just a small disclaimer: this is a demo version of the game, and unfortunately, we can't promise that your saved mini-mechs will be transferred to the final version of the game.

Collectibles
Introducing battlefield collectibles! Now, when you take down an opponent, you can gather cool collectibles - programs, program slots, cards, patterns, credits, and more - to either keep or sell.

Enhanced Controls
We ourselves are partial to controllers, but we recognize that a lot of our fellow gamers prefer mouse and keyboard. Machine Match now supports both equally. So, whether you choose a controller or mouse/keys, you can now enjoy seamless controls.

Graphical Upgrades & Bug Fixes
We’ve sprinkled in numerous graphical upgrades and tweaks and addressed a lot of bugs from the first version of the demo.

⭐⭐⭐⭐⭐⭐

Even if you have played the game before, we recommend you have another go at the tutorial since there have been quite a few changes.

⭐⭐⭐⭐⭐⭐

Over the next weeks, I will go into more detail on the different new features and changes, starting with either ultras, skills, programs, or tune-kits. If one of those tickles you more, let me know and we will start with that one.

So, dive in and play the new demo!
Grab a buddy or two (still local couch, but Steams remote play works like a charm), jump into the action, and don't forget to share your thoughts with us: It's through your feedback and input that we can keep on improving the game! 🤍

Got feedback? Join us on Discord We would love to hear from you!
Click here for daily updates



May 26, 2024
Killer Klowns from Outer Space: The Game - Amber


Join us on Twitch Monday, May 27th at 11:30AM PT for a special stream where we will be revealing a new map: SUBURBS!

The devs will be playing on the new map and delivering the latest updates as we get ready to kick off Advanced Access Week!

Killer Klowns From Outer Space: The Game is currently in pre-order. Act now to be included in Advanced Access and get yourself some rare cosmetics!

Pre-Order Now on Steam, PS5 and Xbox Series X|S

https://store.steampowered.com/app/1556100/Killer_Klowns_from_Outer_Space_The_Game/
May 26, 2024
Fantastic Fist - 100th_Coin
Bug Fixes
  • Fixed issues with the linux build only showing a black screen.
  • Fixed issues with the firework block not detecting the fist within the first 0.1 seconds of the fist being held.
  • Fixed issues with the world 3 Boss sliding blocks not being punched in edge cases.
  • Fixed the launched blocks from getting stuck to walls in Frostbite.

QOL Improvements
  • Added a new option to the accessibility menu to modify the force the fist will apply to objects.
  • Added the ability to queue another move on a world 3 boss sliding block within a half second of it hitting a wall.
  • Made the buffer duration for world 1 sliders slightly larger.

Known Issues
  • Text on the linux build is occasionally smudged.
May 26, 2024
Sophonce - MorningGlory
Hey y'all! The Sophonce Demo (Version 0.102) is back today for round two a little before Next Fest for the Press Preview and also to give everyone enough time to check out the demo. It will be live until June 18th so grab it while you can! I polished and made some optimizations / bug fixes that should make your experience with the demo a lot more pleasant. I decreased the size of the demo to around 13 GB as well.

Some things to note:

  1. If you don't have a native 16:9 monitor you'll have to play windowed or fullscreen with black bars. Only 16:9 resolutions are officially supported now but for the EA release I should have 21:9 and 16:10 resolution support.
  2. This game requires an SSD (even an external one will work great), as an HDD causes some pretty hefty load stuttering.
  3. The game was designed with mouse + keyboard in mind so I would highly recommend you play using that combo. Controller mechanics are still not up to par yet but feel free to experiment to your heart's content.

Hope y'all enjoy and thanks for checking out my game! Don't hesitate to let me know if you run into any more issues, thanks again!

My email is shirezi@outlook.com, so if you want to reach out me directly instead of using this message board you are more than welcome! I'll try my best to get back to you in a timely manner.
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