Guardians of the Sanctree - MoeeeZ
Hey Guardians! 🦉🦉
We're excited to announce that a free demo of our game is now available on Steam!🥂 You can choose to explore the mysterious world of Sanctree solo, or team up with friends to defend your home together.


We're also participating in Steam Open World Survival Crafting Festival. Sanctree's core gameplay revolves around survival and crafting. You'll need to explore the underground world, gather resources, and craft various tools and weapons. Discovering new resources can unlock advanced technology recipes, enabling you to create more sophisticated items.




In addition to defending against unpredictable insectoid attacks, you'll need to manage hunger, thirst, and health to survive, adding an extra layer of urgency to your adventure. 🧃

🚀Embark on your adventure now! Explore the treacherous underground world, continually strengthen yourself, and see how long you can survive!


Thank you for supporting us! Please share your any thoughts with us through this survey or mail us.(Bug reports are welcome too).
📋Survey Link
E-mail

📍Also, please join our Discord channel to engage in deep discussions with us. And if you enjoy the game, don't forget to add it to your Steam wishlist!

https://store.steampowered.com/app/2512930/_/

If you're interested in the Sanctree, follow us on social media for more content!
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May 28, 2024
Horror Family|恐怖家族 - Flight - yuuichishanwei
The title has been changed from “Grudge Murder” to “Horror Family”.
Deceive Inc. - Yoshiro




World’s Finest Update
Agents, it’s finally time, a new season is coming your way. This update brings not only a continuation of the overhaul initiative with new tweaks, gameplay changes and quality of life improvements. Here’s what you can expect at a glance:
  • A new agent: Vigil
  • A new Superhero themed catalog with 50 levels of unlocks
  • Major changes to npc behavior and the extraction meta
  • A boatload of fixes, tweaks and updates to all aspects of the game.
Without further ceremony, let’s get into the details.

Season 4 Content
New Spy: Vigil, the precise professional

Introducing Vigil

After a long stay in the shadows, Squire's mentor emerges in Deceive Inc's hour of need. Once known as Knight, she now adopts the mantle of Vigil: A watchful eye over the world of spies.

Once known as the mythical Agent Knight, Maryam Saad re-emerges from her long absence under a new name: Vigil. Beckoned to action once more by the threat of the Jatimania, she’s ready to head back onto the field and teach everyone a trick or two.



Prepared for any situation
Vigil joins the cast as the newest agent, bringing a large toolkit of tactical options and weaponry to the field. Vigil’s expertise are alternate weapons, each bringing unique utility from smoke bombs to stun guns and even aerial mobility.

In addition, Vigil’s passive abilities allow her to deploy small tactical devices that dramatically expand your options, allowing you to scout, trap and block your rivals in all-new ways.

Vigil represents the ideal of a master spy, having access to a wealth of high tech weaponry and tools that makes her a force to be reckoned with. You’ll never catch her unprepared.

New Catalog: World’s Finest
Catalog 4 welcomes you in a world of super heroes and dastardly villains with 50 levels of unlocks for new heroic skins, inks, poses, calling cards and avatars.



Purchasing the premium catalog will give you instant access to our newest agent, Vigil, and exclusive rewards. As a reminder, players can still buy Vigil with Credits earned by simply playing.

General
Account Level Raised to 600

It’s finally time to raise the level cap and chase a new progression Ink: The Hematite ink!


Changes to free catalog track
Since launch, we have allowed players who purchased previous catalog to keep them forever and spend tokens in them, but free users have been locked to only progressing the current catalog.

We are now lifting this restriction entirely, allowing users that have not purchased a previous catalog to still spend their token in them to progress. We feel this is the natural extension of our commitment to having as few sources of missable content as possible for all players.

Extraction Phase Changes
No more stalling

Briefcase scan will no longer stall the ping entirely, it only slows it down by 50% making it so the maximum time without a ping is 45 seconds instead of minutes when combined with exfil scanner, max intel and abilities from certain spies. We think this will make the playing field much more fair for everyone while keeping a distinct advantage to holding a scan.

Nearest Extraction Logic Changes
The logic used to determine which extraction should be called when nobody is left in the match or the auto-call timer runs out used to be determined purely by distance. This was not representative of the most easily accessible extraction in a lot of cases, especially when verticality is involved.

From now on, the nearest extraction is based on a path from the navmesh, taking into account the length of the actual path to get there rather than raw distance.

NPC behavior Changes
We have multiple upgrades to how NPC behave in a variety of different situations, so let’s get into it!

Vault Priority
Once the vault opens, guards will now actively seek to enter, giving a much stealthier entrance for players and an easier to follow flow for the match.

Better Combat Awareness
We have changed how we handle the “scared” status for NPCs in some pretty major ways this update. Previously, NPC would become scared when within the radius of a dangerous event. They could stop being scared after a certain period and look un-phased by a fight that is still on-going. This would lead to what some would call the “combat medic” behavior where some NPCS would rush in the middle of a fight to revive downed npc.

In this update, a room now knows that a fight takes place within it and notifies npc that are inside currently or that come inside during the fight. This has huge implications on gameplay:
  • NPC won’t stop being scared in a long fight and as such, won’t start reviving other npcs.
  • A NPC that enters a room with a fight ongoing will instantly become scared and try to leave instead of walking in the middle of the fight.
  • Players entering a room with a fight inside in cover will have their npc become reliably scared to better blend in with the surroundings.

Guards Privacy respect
One of the most frustrating situations in DI is when you managed to evade aggro-ed guards inside a bathroom stall only to have them open the door a few seconds later to punch you in the face. We’ve all been there.

With this update, guards will not enter a closed bathroom stall if you managed to get in there when they were away enough. This should help make stalls a valuable spot to regain cover and reduce frustration from getting stuck in there with guards.

New Settings and changes
Controller Menu navigation tweaks

  • Increased base cursor speed
  • Added a “Gamepad Menu Cursor Sensitivity” setting in controller settings.
  • Added a “Gamepad Menu Scroll Sensitivity” setting in controller settings.
  • Improved Scroll speed vs Input magnitude. Lower input will scroll slower and maximum inputs will scroll faster for more control.
  • Right Analog stick can now scroll horizontal items.

Slider Controls Changes
  • Right analog stick taps will increase/decrease sliders by a single unit at a time.
  • Right analog stick held more than .25 seconds will continually increase/decrease sliders with a speed based on the magnitude of the input.
  • For keyboard users, A,D, Left and Right keys can be used to scroll sliders when hovered in a similar way.

Nav Mode Camera Sensitivity
We have added a new sensitivity setting that will allow players to set a different one when using navmode. This comes from feedback that quick scanning on controllers when holding the package is quite difficult to pull off at the same speed as keyboard and mouse users. Now, it will be possible to set a high sensitivity in navmode to help you spin around quicker for a scan.

Network Info
We added three levels of settings for players to get more information on the network situation, helping identify potential issues and diagnosing it better.
- Hidden: No info.
-Default: Network state icons will appear at the top of the screen to tell players about issues.
-Full: Complete details on the current network state. Ideal to send in depth info about issues.


Change to anonymous mode
To make it easier for players to know another player is anonymizing their name, we are changing the naming convention for anonymous players to be “SecretAgent-XYZ” with the last part being a random number between 0 and 999.

This will make it easier to identify if someone is anonymous and will help with reports for repeat offenders that change names to evade possible actions.

XP Boosters for credits
To help our most dedicated players get through the long echelon grind, we are adding the option for players to spend their credits to acquire XP booster right from the main menu at the cost of 1000 credits per booster.

We intend this to be a “high level” player credits sink and less of a way to skip early progression which is how we settled on this price.

VIP guard Escort
Following the thwarting of the Jatimania by pesky spies, VIP are raising their security protocols. From now on, guards will escort VIP around the map, making sure they are safe.

This can be used to a player’s advantage as a VIP disguise will also work to attract guards escorting you around. This can also be used in team modes to follow your VIP disguised friend with a guard disguise. We hope you’ll enjoy this new addition that makes VIPs more interesting to encounter.

Pinging Rival Gadgets
The ping has been updated to allow players to point out enemy gadgets to their teammates. This used to be a very painful situation in teams with no voice comms so we hope this will help our team play quite a bit!

UI Overhaul
Additional work has been put into continuing to upgrade the UI experience both in and out of matches.
  • Revamped Allies HUD in team modes including a counter per teammate for the amount of revives.
  • Continued work across HUDS and menu legibility.
  • Continued work on improving the look and feel of HUDS and menus.

Player Spawn points update
We went back and curated spawn points in all maps by taking into account the new player number reality we introduced during Jatimania. We added a new concept that allows us to keep more possible spawn points in private lobbies with higher player counts while reducing close calls in normal matchmaking.

Friends XP modifier
To incentivize bringing in your friend in team modes, you will now get a cumulative 15% bonus XP per friend invited to your party! We hope this makes team modes a more viable option to level up and give you a good excuse to bring your friends in for some spycraft.

XP Source Tweaks
We’ve made a range of changes to XP sources, adding missing sources and tweaking balancing to make advancing the gameflow more rewarding.
  • Lost and found boxes will now give XP when opened to be more in line with other game elements.
  • XP cassettes 200 => 250XP
  • Entering the vault 100 =>150 XP
  • Package Capture 200 => 500XP
  • Extracting bonus 100 => 500XP
  • Extracting XP modifier 1.3 bonus XP => 1.5 bonus XP

Lost and found boxes changes
We’ve made two major changes to lost and found boxes this update. Every single staff room will now have a guaranteed lost and found box. We feel the randomness of what is inside is already quite enough. Additionally, credits purses are no longer part of the spawn pool. We know these would lead to immense disappointment when spending your hard earned intel, so we hope this makes the boxes far more enticing.

Larcin As A Starter Spy
In this build Larcin is a starting character. We think that this is a great move for newer players as he is a character with abilities that are emblematic of what makes DI unique while offering good options to get out of a tight spot for newer players.

Map Updates
Diamond Spire

Diamond Spire continues its glow up with a rework of the roof and lobby area including the shift of an extraction point to better balance the map. By increasing the density of both floors, we hope to make them more viable spawn locations where players are pushed less often to change floor and collide with rivals early on in a game.






Objective Rooms Visibility Tweaks
In addition with these changes, we have revisited the Hard Sell, Diamond Spire and Silver Reef vault to block line of sights on the objective from elsewhere in the vault. The amount of visibility afforded to the room, especially in Hard Sell and Diamond Spire, would lead to long camping sessions and un-interesting interactions. Hiding the room will give more reason to push the initiative and take advantage of seeing from inside.

Balance
General
Melee Delay After Shot

In season 2 we added the concept of a delay for shooting right after a melee that we could tweak per character. We had a blindspot for balancing on the opposite side: being able to melee the exact frame after a shot. With this update we have now added a small delay to give a bit more reaction time on the receiving end of such combos.

Agents
Special Note:
We have heard your feedback that the developer names we used (Weapon Mod 1 to refer to what the community calls weapon 2) were just confusing for the player base at large. Starting with this patch, we will be using your naming convention for agent notes.

Ace
We recently raised all tracking abilities cooldowns to 40 seconds up from 30. We think this was a bit too much and are trying 35 seconds as a new metric for these abilities.

Expertise
Expertise 1: Queen’s Gaze

  • Cooldown 40s => 35s

Expertise 2: Stacked Odds
  • Cooldown 40s => 35s

Passive
Ever since we fixed a bug that allowed ace to charge her passive during her “in between” shot animations, we’ve received the feedback that it made her feel more clunky to play. As such, we have tweaked the time before the charge starts to feel more snappy and reactive.

To fit with this, charge times have been made a bit longer, all in all they will take the same amount of time as before, but start charging earlier as we think it feels better from a feedback perspective.
  • Passive charge will now start much sooner after a shot is fired.
  • Charge times have been tweaked so that the total charge time is the same as before.

Cavalière
Cavalière feels very oppressive with her current iteration of her expertise 1 while at the same time feeling a bit restrictive for the user. Readjusting the cooldown timer + refund% should help alleviate the frustration from the Cavalière player perspective, while the changes to her chase durations and clue lifetime should give a bit more leeway to the victims. Getting a level 3 should be what the end goal for Cavalière investigation is, reducing the Chase Durations for lower levels is a step in that direction. In addition to this, we are giving more utility to her redemption expertise in an effort to make it a more appealing alternative.

On the weapon front, the wyverns are getting a slight tune down to be more in-line with other full-auto weapons in the game.

Weapon
Weapon 3: Wyverns

  • Headshot damage 14 => 12

Expertise
Expertise 1: Investigation

  • Clue lifetime 2:30 => 2 minutes
  • Cancel refund rate 50% => 65% of remaining time
  • Chase duration at 1 clue 7s => 5s
  • Chase duration at 2 clues 10s => 8s
  • Cooldown 40s => 35s

Expertise 3: Redemption
  • Can now investigate the trace left behind by the case carrier on a ping during the extraction phase.
  • Breadcrumbs left behind on cover change have been increased from 10 seconds to 15, indirectly buffing this ability.
  • Cooldown 40s => 35s

Passive
Passive 1: Tiger’s Leap

  • Using tiger’s leap while carrying the package will give a faster buildup than walking to prevent strategies where tiger leaping non-stop gives a lot of distance before pinging.

Larcin
Our only change on Larcin this update is around addressing ping stalling with his kit to level the playing field with all agents.

Expertise
All

  • Larcin will now build up ping with the briefcase even when immaterial. No more stalling!

Hans
Along with some well deserved bug fixes detailed below, the jab is getting an all-new spray pattern that makes it far more reliable than before.

Weapon
Weapon 2: Jab

  • Adjustment to spray pattern for a more “vertical” pattern instead of a wide one.

Madame Xiu
We are rolling another buff to Xiu’s weapon 3 to cement its place as a good alternative to her other options. In addition, we are introducing a new mechanic to control Xiu’s potency in the extraction phase and a bit of quality of life around her teleport abilities.

Expertise
All

  • Using any of Xiu’s expertise with the briefcase will accelerate the ping to half of the run speed value to make it a consideration without limiting it too much.
  • Xiu will now keep her last valid npc to teleport to for a short duration if there are no valid targets in sight. This will prevent a situation where you try to teleport to a npc that becomes invalid at the exact moment, stopping you from teleporting.

Weapon
Weapon 3: Xuanwu

  • Maximum fire rate 8.1 => 9

Octo
Octo’s passive 1 was hit hard in the past mostly because of its interaction with ping stalling tactics in the extraction phase. With this being addressed this patch, we are giving back some % in an effort to make it a more desirable pick. It’s gambling time!

Passive
Passive 1: Edging your Bets

  • Refund chance when missing 10 intel 25% => 35%
  • Refund chance when missing 20 intel 50% => 60%

Red
Red’s Jack of heart was pinpointed by player feedback as being a bit too difficult to aim with considering its precision identity. We have reworked the weapon scope to offer better visibility in this update.

Weapon
Weapon 2: Jack of Heart

  • Tweaks to the scope mesh to make aiming in ADS easier.

Sasori
Sasori’s weapon 2 received a wide array of nerfs in the post-Jatimania update. We feel like most of it was positive to the experience, but we do think that it was a bit too far. We are giving back some headshot damage per Kunai to reward precise players more and we’ll keep monitoring the state of this weapon in the meta for possible future adjustments.

On the poison vial front, we have now tied the time before the cooldown starts to the bubble lifetime and reduced it a bit to make it more manageable to victims.

Weapon
Weapon 2: Hyo & Hanei

  • Headshot Damage 10 per kunai => 12 per kunai

Expertise
Expertise 2: Poison Vial

  • Bubble Duration 30s => 22s
  • Cooldown now only starts when the bubble expires, preventing multiple bubbles in play.

Squire
Squire’s trident is still coming out as a bit too strong currently which is why we are making a very slight adjustment in an effort to reign it back just a tad.

Weapon
Weapon 2: Trident

  • Damage per bullet 10(30 per burst) => 9 (27 per burst)

Yu-Mi
In addition to some important bug fixes detailed below, we are making a small tweak to her weapon 1 in an effort to make it a bit friendlier to use for new Yu-Mi players and a bit more distinct from her longshot.

Weapon
Weapon 1: Tactical Slingshot

  • Full charge time: 1s => .9s

Gadgets
This update comes with extensive changes to a large variety of gadgets. Our main goal is to make more gadgets viable by tweaking gadgets that are overly oppressive and buffing the scrambler to make it more viable.

Drone
Once deployed, the drone now has a battery life of 45 seconds before being destroyed. If a player manually recovers the drone before that time, the lifetime is refilled when the drone is re-deployed.

We hope this encourages players to think more about their gameplan in a drone instead of just playing extremely passively. We also think having players try to recover their drone more often will be a positive change as it adds an element of risk for them to measure vs just waiting for the cooldown.
  • Deployed drone now has a lifetime of 45 seconds before breaking.

Hack-Trap
Hack trapped objects will now flicker with a subtle red “glitch” every 6 seconds. The intent is that if you are not slowing down and actively looking for it, getting trapped by surprise will still happen most of the time. If you get trapped once though, you can now slow down and look around to find other trapped objects at the cost of speed and efficiency.
  • Hack-Trap now leaves a clue that flickers every 6 seconds for rivals.

Goo-Pod
  • Updated VFX to make sure the goo does not hide the pods, preventing counterplay.

Scrambler
The scrambler now disables active hacktraps when enabled, allowing you to open doors without getting tracked. This should complete the vision for the scrambler to be an all-encompassing protection against rival gadgets
  • Scrambler now prevents hack-traps from triggering.

Tripwire
  • Tripwires will start to become visible at 8 meters instead of 3 and fade in slowly from that point.

Umbrella Shield
The Umbrella shield now entirely blocks characters from traversing it once deployed, making it a tactical consideration for the user on where they drop it to use it in a fight. In addition, rival players and your allies can now interact with the shield even while in cover to dismantle it from up close, preventing situations where you would have to blow your cover just to exit a room that is blocked.
  • Deployed shield now entirely blocks everyone and everything, no more shield dance inside the shield.
  • Deployed shield now takes .5 seconds to fully materialize, allowing you to walk through it during that time.
  • Deployed shield shield can now be dismantled when interacting with it from up close. This works the same way as picking up your own gadget, but will destroy the shield instead.

Bug Fix
General

  • The cover of a spy won’t talk or scream anymore when that spy is out of cover.
  • Heat system has been entirely re-factored to be more robust, fixing a variety of issues with stuck heat levels and incorrect values.
  • Fixed an issue where the neutralized status effect would sometimes still allow an agent to trigger their expertise.
  • Fixed instances of major desync between npc position and the undercover spy leading to weird positions after blowing cover.
  • Fixed an issue where open doors could interfere with other interactions.
  • Fixed an issue with melee attack that made the auto-targeting unreliable in close quarters (which is quite unfortunate for a melee attack).
  • Performance passes to reduce the cost of NPC vs audio occlusion raycasts.
  • Multiple fixes to the neutralize status effect, resulting in a much more reliable experience all around.
  • Fixed an issue that made loading screen tips flicker heavily.
  • Fixed crouch speed sometimes being much slower than intended.
  • Fixed an issue where sometimes burst weapons would miss a burst when mashing the input.
  • Fixed an issue where triggering a stance expertise while holding a charge melee would cancel the expertise instantly.
  • Bots will no longer be aggro-ed from players opening field upgrade chests from afar with a spyglass.
  • Fixed an issue where spectator mode would not use the player’s camera sensitivity settings.
  • Fixed an issue with the vault terminal UI indicator that would leave the icon permanently looking locked.
  • All NPC can now sneeze.

Agents
Cavalière

  • Ammo will no longer be faster to investigate than other items.
  • The recon drone will no longer trigger “it’s a setup”, revealing its user from afar.
  • Interactable clues left by an agent that dies and gets revived again will be cleansed to give them a fresh start.

Hans
  • Shock Ray will now blow cover correctly.
  • Static cage now benefits from the cooldown reduction given by energy syphon.

Larcin
  • Fixed Larcin’s iron sights being slightly mis-aligned.
  • Grande finale’s description no longer mentions it being cancelable when it is not.
  • Fixed animation issues with Larcin’s weapon in a variety of situations after going invisible.

Madame Xiu
  • Fixed visibility issue with in-hand items when teleporting.
  • Fixed twitching animations when Xiu is firing her weapons in third person.

Octo
  • Nautilo’s sound effect will now match the fire rate for other players.
  • Fixed an issue where redeploying in the pregame while under the effect of “make em’ fold” would leave the vfx stuck on the victim.
  • Nautilo’s reticle will now be more visible against dark backgrounds.
  • Fixed weird behavior of the “on the house” ability with level 4 intel..

Sasori
  • Fixed an issue that led to the kunai charging sound playing on every interaction
  • Fixed sword slash vfx being visible through walls.
  • Fixed poison vials sometimes being visible through walls.

Squire
  • Squire’s fast reload animation has been tweaked to look better across all weapons.

Yu-Mi
  • Fixed an issue that allowed Yu-Mi to run while charging her weapon.
  • Fixed an issue where players could be locked out of using their active indefinitely after canceling it.
  • Fixed an issue that led to the slingshot charging sound playing on every interaction.
  • Fixed issues that would sometimes cause Yu-Mi’s projectile to hit objects below where she is aiming.

Map
  • Fixed a wide variety of un-sittable seats in all maps.
  • Fixed multiple keycard spawn points clipping into meshes, leading to them being hard to see.

Diamond Spire
  • Fixed tree collisions to make them closer to the visual.

Fragrant Shore
  • Fixed the globe clipping into the desk when activating the old fort shortcut.
  • Fixed staff interacts clipping into furniture.
  • Fixed plant clipping inside a sittable bench near the clock tower.
  • Fixed multiple npc stuck spots.

Hard Sell
  • Fixed a invisible keycard spawn in vault bathroom
  • Fixed a collision being too wide in the 3rd floor staff room above the auction hall.

Silver Reef
  • Moved some vault printers spawn to prevent them from being too close to each other.
  • Fixed NPC stuck spot in some guard rooms.
  • Fixed some instances of sea-weeds clipping into windows.

Sound Eclipse
  • Fixed a npc stuck spot in the tennis court.
  • Fixed drawers that could spawn invisible keycards.

Gadgets
  • Fixed an issue where the drone hud could stay stuck when swapping in and out of it quickly.
  • Fixed aim-assist issues with deployed Umbrella shield, making it harder to hit than intended.
  • Fixed the shield health bar not updating when recovering health in your hand.
  • Fixed an issue where the Umbrella shield would sometimes wrongly absorb melee attacks that should hit the spy.
  • Fixed an issue where holding the umbrella shield and hacking would create a state where the sound effects could stay stuck.
  • Fixed mimicable items icons being visible through walls.
  • Fixed an issue where the turret getting destroyed while players are aiming could zoom out their camera.
Battlefield™ 2042 - WORKEA


Tomorrow’s war begins with Future Strike. A new time-limited event where every choice is life-or-death.

Engage in Strike Team, a new, squad vs squad, round-based, infantry-only experience where every decision matters.

This mode has been designed for tight, close quarters engagements that will put any squad through its paces. From here, it’s up to your squad to win every round by eliminating the enemy or capturing the objective.

Keep an eye out during shock rounds 3, 6 and 9, where every player loadout is randomized and locked - making this an even battlefield. If you do find yourself downed and out, respawn as a recon drone to spot your enemies and give your squad the edge it needs for the win.

Now’s the time to prepare for the unexpected and make every move count, No-Pats. Good luck out there. *Requires Battlefield 2042 (sold separately) and all game updates.



https://store.steampowered.com/app/1517290/Battlefield_2042/
Path of Kung Fu Playtest - 562537928
0.2.0.4版本更新内容:

【修改功能】
1. 修改了部分女性立绘。
2. 微调了难度选择界面的描述文本。

【战斗优化】
1. 降低了【暗器】类武学的轻击的体力消耗。
2. 微调了战斗中的格挡,当前的格挡将在不同的状态下均保持一致的表现效果。
3. 微调了战斗中敌我双方格挡远程武器时的持续时间。

【BUG修正】
1. 修正了部分情况下会触发的角色模型动作抖动的错误。
2. 修正了战斗中敌人被打倒后,处于长时间呆滞的问题。
Minami Lane - Doot
Hey there 🌸

This is the biggest update to Minami Lane since its release, and it brings two very requested additions: new languages and native gamepad support!

We also added several visual and quality of life upgrades, reworked some stuff and fixed a lot of tiny sneaky bugs. Minami Lane should be cozier than ever now ✨

6 new languages
Minami Lane is now available in a total of 7 languages:
  • English
  • French
  • German
  • Spanish
  • Portuguese (Brazilian)
  • Japanese
  • Simplified Chinese
Full Gamepad support
Minami Lane can now be played comfortably with a gamepad or on any handheld platform Like Steam Deck or ROG Ally. Xbox, Playstation and Steam Deck controllers will all show native input prompts, and other ones will use Xbox prompts.
The "verified" tag for Steam Deck should come very soon!

Visual improvements
  • New Tanuki objects! One of them might be a hint of a nice announcement coming very soon 🤫
  • Mission 4 now has nice decorations on electric cables.
  • New falling leaves animation on some trees.
  • Tanuki workers are less sneaky.
  • Comas, dots and apostrophes of Bodo Amat font are now a bit bigger.
  • Buttons text position is now a bit better.
  • Better tooltip placement around middle of screen.
QoL and other improvements
  • Minami Lane's size on disk is now almost 10 times smaller! With better assets management and compression, we went down from more than 2GB to around 235MB without any quality loss.
  • Loading times might be a tiny bit faster on some setups.
  • New buttons to move from one shop to another directly from the shop management panel.
  • New buttons to move from one building to another directly from the upgrade panel.
  • Villager Thoughts will scale with zoom for better readability.
  • Camera moves a bit faster.
  • Added a "Say Goodbye" button to the menu after finishing Mission 5 if player decides to continue playing.
  • Added conditions to some Daily News events.
  • New backup fonts will let you use more characters for naming your shops.
  • Sandbox now uses random music from the 3 mission tracks.
Bugs and fixes
  • Fixed Elders tastes rarely having twice the same item in selection shops and leading to a very hard or impossible Mission 4.
  • Fixed previously saved thoughts appearing when restarting a mission.
  • Fixed unwanted default saved thought in Mission 3.
  • Fixed several bugs caused by opening some menus when selecting or customizing a new building.
  • Fixed several bugs caused by the "Start Day" button being there when it shouldn't.
  • Fixed animations of cats and bikes on click behaving weirdly when time is paused.
  • Fixed upgrade preview staying active when exiting the upgrade panel with Escape while hovering an available upgrade.
  • Fixed several visual bugs on the upgrade buttons.
  • Fixed zoom sometimes not getting back to previous level after building selection or management.
  • Fixed invisible mouse in the report panel after photo mode was activated for the day.
  • Fixed villager's hitbox being active before they spawn. this caused the cursor to turn blue randomly and made some hidden objects or trash difficult to click on in some very specific situations.
  • Fixed tooltip placement with big cursor and unconventional resolutions.
  • Fixed several typos or gramatically incorrect sentences in the English version.
  • Fixed credits scene sometimes not showing exit button properly after credits ended.
  • Fixed mission skipping or weird bugs caused by multiple clicks on the "Next Mission" button.
  • Fixed zoom stuck when following villagers even if the "Zoom on villagers" option was not selected.
  • Fixed Yokai satisfaction and thoughts in selection shops.
  • Fixed several bugs and save sometimes not working properly on Daily News events.
  • The switch to the new event system might have fixed the rare infinite click bugs a few users were having.
Other
  • Credits were reworked and now include Localization and Playtesters.
  • New settings for language selection and gamepad cursor speed.
Wow, this was a lot of work 🐈
Minami Lane is now 3 months old, and we worked hard since the game released to make it as good as possible! The positive reviews and coverage of our little game is what gives us the energy to do so, so once again, to all our players: Thank you, we love you 💖

Doot and Blibloop
May 28, 2024
Batora: Lost Haven - Stormind Games
Embark on an epic adventure to save Earth in this interplanetary action RPG. Harness the ancient powers of Sun and Moon to take on a variety of unique enemies while solving diverse puzzles and exploring stunning sci-fi worlds, each with its own curious stories, inhabitants, and mysteries.
EVE Online - EVE Online
Capsuleers!
EVE Online: Equinox, the first major expansion of 2024, is almost here! This fourth and final installment of the Equinox in Focus series highlights the enhancements to corporation management, corporation projects, AIR Daily Goals, and ship interactions arriving on 11 June. Read on for all the details and tune in to CCPTV on 30 May at 16:00 UTC to get even more in-depth information on these changes.

At the heart of these updates lies a desire to provide a more structured and engaging experience for veteran and new pilots alike, particularly those involved in player corporations. With a focus on enhancing corporation management and projects, AIR Daily Goals, and ship interactions, the Equinox expansion promises to make New Eden more dynamic and rewarding for all capsuleers.



ENHANCE YOUR CORP
The Equinox expansion brings a comprehensive update to the Corporation Window, transforming it into a modern and user-friendly interface. The new design has a horizontal navigation bar with detailed sections in a sidebar, similar to the Opportunities window. This intuitive layout makes managing corporations easier for directors and CEOs. Tooltips will be added to each section, offering clear explanations of their functions and information about which corporation roles are necessary for access. This is the first step on the road to further improvements to this interface, laying a solid foundation for future enhancements and additions.



In addition to the UI improvements, three new types of corporation projects are being introduced to diversify the goals and initiatives available to members.

Ship Loss Projects: These projects give corporations the support they need to automate ship replacement programs by monitoring ship losses under predefined conditions and awarding ISK payouts accordingly. Conditions can be tailored to specify ship type, loss location, and the organization responsible, ensuring targeted support for corporation members and helping maintain fleet strength.

Earn Loyalty Points Projects: These automate LP buyback programs by setting a corp LP tax and offering ISK rewards for earning LP, applicable to any type of loyalty points. This flexibility provides valuable incentives for members to engage in loyalty point activities and contribute to the corporation’s growth.

Salvaging Projects: These projects monitor and reward the salvaging of wrecks, incentivizing members to keep their space clean or identify salvage operations during fleet combat. This adds another layer of engagement and responsibility within the corporation and further recognizes the contribution of the explorers and scavengers out there.



A recent update to the underlying technology that supports these projects and Daily Goals, has improved load times and interaction speeds for a smoother and more efficient experience. This technological upgrade ensures that goals and projects load faster, making interactions with them more seamless and enjoyable.

DOMINATE WITH UPDATED GOALS
AIR Daily Goals were introduced in the Havoc expansion last year and have already provided capsuleers with new and exciting daily activities to sink their teeth into in New Eden. With Equinox, they will receive a significant enhancement, adding a monthly reward track designed to offer more incentives for daily and sustained engagement. This new addition includes a 12 step progression system, where rewards are granted every third step. You can progress one step per day by completing two out the four daily goals to achieve the Daily Bonus, allowing you to reach the final reward in just 12 days out of the 30-day cycle. This flexible system ensures that even if you miss a few days, you can still acquire the ultimate reward by the end of the month.



This new system replaces the current daily login rewards, significantly increasing the potential monthly Skill Point gains per account. The daily bonus SP reward goes from 10,000 to 5,000 per character, but a new final SP reward track milestone has been added with up to 225,000 SP per character. Previously, simply logging in daily could net up to 150,000 SP per account per month, whereas the new system will reward more meaningful activities with up to 375,000 SP per character per month, meaning up to 1,250,000 SP per account. The daily goals are easily achievable for players of all levels and are the same for all capsuleers every day. This means more skills, more action, and more people in space!
Two new goal types will also be introduced in the form of "Earn LP" and "Salvage Wreck," adding variety to the daily activities. "Earn LP" is versatile, as you can earn Loyalty Points from any corporation, making it accessible and engaging for everyone. "Salvage Wreck" is perfect for those who enjoy scavenging, pairing well with combat-related goals, and encouraging more dynamic interactions within the game.

Rewards for completing these goals include EverMarks, SKINR items for personalized ship SKINs, ISK, and Skill Points (SP). Omega players receive more of each reward, can claim all alpha rewards and get additional PLEX on top, making the rewards system even more enticing. These enhancements aim to make daily goals more meaningful, providing long-term objectives with substantial rewards that appeal to new and veteran pilots. Whether you are building your war chest to take on bigger challenges, growing your corporation’s influence, or working toward a career as a SKIN designer, these new goals will help you reach domination faster, and have more fun along the way.

NEXT-LEVEL HANGAR MANAGEMENT
Various aspects of ship interactions are being refined to enhance the overall experience for capsuleers and make New Eden’s vessels and the requirements for flying them easier to understand. When you meet the requirements to activate a new ship, you will receive notifications and can navigate to the ship tree screen, where unlocked ships will be highlighted. The default action for unassembled ships is now "Assemble & Board," making it more intuitive and user-friendly.



A new card view option in the inventory window and station panel will display more detailed ship information, including group, type name, faction, and characteristics. This provides a comprehensive overview of your ships, making it easier to manage your fleets and ensuring that all relevant information is readily accessible.

When viewing ship or module requirements, you can save required skills as a skill plan, apply skill points, or add skills directly to the training queue. This streamlines the skill management process and makes training the appropriate skills, creating skill plans, and upgrading to fly your dream ship easier than ever.



Additionally, ships received as rewards will be properly highlighted to prevent them from being lost in the inventory. Upon assembling a new ship, you will be prompted to name it, a feature that introduces new players to ship customization and adds a personal touch to their fleet.



FLEXIBILITY IN YOUR GOALS
The overarching goal of these updates is to provide you with more structured choices regarding your next steps, whether participating in corporation activities, completing daily goals, or deciding which ship to fly next. The Equinox expansion is designed to equip you with enhanced tools and opportunities, making New Eden a more engaging and enjoyable universe for all.
For more in-depth information about these updates, tune in to CCPTV on 30 May at 16:00 UTC.
The Outlast Trials - Red Barrels Community Manager
Greetings Reagents,

Prime Time is HERE and Sergeant Coyle and Mother Gooseberry are center stage! Featuring new Prime Asset abilities, this update may be the deadliest yet!

This update includes:
  • Starting with this update, Coyle and Gooseberry have new permanent special abilities.
  • Introducing "Bleeding" a new gameplay mechanic, accompanied by "Bandages" a new item.
  • Fixes, balancing and other improvements.
New Limited-Time Event: PRIME TIME

Prime Time Therapy prepares Reagents for a future dominated by contradictory cults of personality and clashing fundamentalist ideals. Participants can expect their psyche to face brutal and fundamental assault from both ends.

Prime Time runs from May 28th to June 18th 10am EDT (GMT -4)

New Variators:
  • PRIME TIME: Multiple Prime Assets present in the same Trial.
  • BREAK THE TVs: Break all Prime Time televisions for additional Tokens.

Uncover the secrets of Prime Time by locating new evidence documents scattered throughout the Trials.

Complete Trials in this Limited-Time Program to earn Prime Tokens to acquire exclusive event cosmetics. The amount of Prime Tokens awarded will depend on the difficulty of the Trial you complete.
  • As you complete Prime Time Trials you will unlock exclusive event cosmetics which you will then be able to purchase in your Reagent Cell.
    • Spend your Prime Time Tokens on the exclusive cosmetics you unlocked, which will be visible in your Cell (click on your bed) and Reagent (click on the mirror) customization menus.
You will have until June 25th at 10AM EDT to use your Prime Tokens on the cosmetics you unlocked during the event.

Exclusive Prime Time Rewards:
  • Spaceship Legendary Bundle
  • Space Lamp Epic Cell Item
  • Hypermodernist Television Epic Cell Item
  • Atomic Gun Epic Cell Item
  • Collector Astronaut Figure Cell Item
  • 2 Epic Cell Posters, and 1 Legendary Cell Poster
  • 2 Epic Cell Wallpapers
  • 2 Epic Cell Floors
  • 4 Common Reagent Bottoms, 4 Rare Reagent Bottoms, and 1 Epic Reagent Bottom
  • 4 Common Reagent Tops, 4 Rare Reagent Tops, and 1 Epic Reagent Top
  • 1 Pair of Night Vision Goggles
  • 1 Legendary Reagent Outfit
  • 5 Player Icons
Please be aware that Weekly Programs will be temporarily halted during the presence of Prime Time.

New Features
New Prime Assets upgrades

Gooseberry’s drill now causes bleeding.
  • Damage from Gooseberry now causes bleeding.
  • Bleeding: Causes damage over time. Can be interrupted by using Bandages.


Coyle’s electric baton now disables rigs.
  • Damage from Coyle now temporarily disables Rigs for 20 seconds.
New item: Bandages
  • Bandages can now be found scattered throughout the Trials.
  • Usage: Bandages stop bleeding and heal you by 50 HP.
    • Caution: Using bandages takes time, this may leave you exposed.
  • Adjustment: Large Medicine spawn rates have been reduced, they are now only found in Locked Containers.


Fixes/Additions/Balancing
  • Reworked pause menu to display the group and options in one screen instead of on tabs.
  • Badge Menu is now a scrolling list instead of pages.
  • The terminal will now show a notification icon when something new is available.
  • Updated medical items:
    • Bandages: Heal 50hp, and resolve bleeding effect. High spawn rates.
    • Small Medicines: Same as current (heals 25hp). Medium spawn rates.
    • Large Medicines: Same as current (heals 100hp). Can now only be found in locked Medical Containers.
  • Amp “Hide and Restore” can be used to counter Coyle’s Rig Disabler.
  • Amp “Hide and Heal” can be used to counter Gooseberry’s Bleeding.
  • Amp “Invisible” has been adjusted so that enemies can still perceive the player when they are very close.
  • Fixed an issue where some enemies would appear invisible.
  • Fixed an issue where door traps and some other items would become invisible while using the X-Ray.
  • Fixed the rarity of the Toxic Shock poster.
  • Various fixes and improvements.
If you encounter any issues in-game, feel free to join our 18+ Official Outlast Discord Server and create a ticket to speak with our support team.

Catch you in the Sleep Room...

- The RB Team
May 28, 2024
Slaves of Magic - slaveofmagicthegame
Hello everyone!

This is another small patch that's about UI changes and some bugfixes.

Balance changes:
- The first combat mission of the game will be a distraction, meaning the goal will be to kill every enemy.

UI changes:
  • Added a new option to the up-right corner of the screen in combat to toggle wall transparency. This is helpful at certain edge cases when the player wants to see what is the transparent wall exactly.

  • Reworked the unit portrait frame at the bottom-left side of the screen and added the stamina and health bar as well.

  • Added a new reminder to the conditions when a unit lost action points to make it clearer to the player that it happened.

Bugfixes:
  • Fixed skill selection at level up letting players choose +1 school than the character limit.
  • Fixed skill selection at level up not letting players choose Universal skills if they have reached their school limit. Universal skills should always be choosable after the first level up.
  • Fixed charge skill attack through walls, and not pushing enemies when successfully hit.
  • Fixed enemy campaign AI underestimating a successful player threat level.
  • Fixed a bug that a unit does not get pushed if the attacker had a wall behind it.
...