Caliber - mr.somick


0.23.2 is the next Caliber version! Here’s the first piece of news.

We continue to improve Onslaught mode: we rebalanced Field Bonuses and added 4 new ones, tweaked rounds, changed bot spawn locations, and prepared two maps including a new one.

Learn more from the article.

Community Announcements - Nillers
Attention Soldiers,

We updated the Experimental application. Check our web article for information.

1.2.0.38 Changelog
General
  • Added: It's now possible to add attachments to a weapon via drag and drop from the arsenal
  • Added: Reload equipped weapon in inventory via drag and drop
  • Added: Vehicles now take damage when falling into water
  • Changed: Optimization of processing colliders data in Hit Registration System
  • Tweaked: Helicopter turret reload durations to be more equal, around 8 seconds
  • Tweaked: Spin on flares is now faster and actually visible
  • Tweaked: Flares descend slightly slower
  • Tweaked: Vehicle emissive light surfaces
  • Tweaked: removed offsets on the passengers and navigator idle compartments that break the get-in animations
  • Fixed: Pilot and Copilot seat position type variable was switched
  • Fixed: Optics illumination toggle wasn't working on 2D sights
  • Fixed: Mine placement range was too short
  • Fixed: Chat could still be used while disabled in Interface settings
  • Fixed: Supplies->vehicle transfer via drag and drop was not always registered
  • Fixed: Supply boxes in inventory didn't take into account stacked supplies
  • Fixed: Radio frequency display values in various field manual pages
  • Fixed: Incorrect ammo type icon for rocket launchers in equipped slots
  • Fixed: Issue where you would get duplicate regen effects after removing the tourniquet after bleeding was stopped
  • Fixed: UH1H gunner seats using the wrong door for entry and getting stuck
  • Fixed: Misplaced character after switching seats from turrets
  • Fixed: Character teleports out of vehicles that are upside down
  • Fixed: Aiming angles snapping in first person camera when exiting vehicles. Character rotating before closing the door when exiting vehicles, instead of after.
  • Fixed: Localization for deployable spawn point loadout switch
  • Fixed: Twitching in character locomotion when holding backwards and then left-right
  • Fixed: Getting stuck when switching seats between two entities
  • Fixed: If during get out, the exit point is obstructed, the character stays inside the vehicle
  • Fixed: Wrong seat type broke animation when getting into the left passenger seat of S105 
  • Fixed: fixed SeatPositionTypes for the pilot and copilot states in the animation graph for the UH1 armed version as well 
  • Fixed: If during get out, the exit point is obstructed, the character stays inside the vehicle
  • Fixed: Mi-8 gunners graphs - switching seat anims conditions
  • Fixed: Cancelling exiting a vehicle would not reset the character position to the seat
  • Fixed: Desynced anims after getting kicked and joining back into a vehicle
  • Fixed: unable to join a server until unrelated downloads are finished
  • Fixed: Deploy sound for the red flare now plays correctly
  • Removed: Attaching explosive charges to players who were in the vehicle
Stability
  • Fixed: Inventory crash on processing already deleted items
  • Fixed: Crash when trying to access invalid storage manager after hierarchy delete
  • Fixed: Crash because of NULLPTR doorInfo when teleporting characters into vehicles
  • Fixed: Fixed the fix for crashing by fixing characters not correctly teleporting into turrets when moved there via GM
  • Fixed: Crash upon destroying a helicopter with a stuck occupant
  • Fixed: Game would freeze when a player equipped the mine
  • Fixed: Crash in animation sampling in model-space
  • Fixed: Crash when a character dies in a vehicle
Playable Content
  • Tweaked: Combat Ops - Hideout spawn items, added flares and ak74u
  • Fixed: Combat Ops - Garbage Manager deletes Task entities when it should not
  • Fixed: Combat Ops - Deliver Ammo/MedicalSupplies/Ammo task finishes itself as player approaches it
  • Fixed: Conflict - Radio signal is not working on Conflict North & South scenarios
Game Master
  • Fixed: AI waypoints have no budget associated
  • Fixed: Character gets stuck if, during paused GM, they get moved into a vehicle, then out, and then back into the vehicle
  • Fixed: Character stuck after being teleported into a vehicle by Game Master and then trying to exit through an obstructed door
  • Fixed: Cycle waypoints not working on server
  • Fixed: Get Out waypoint localization
  • Fixed: Waypoints and tasks can be attached to more entities now
AI
  • Added: Usage of illumination flares at night
  • Added: AI driver disables hazard lights when entering new vehicle
  • Changed: AIs close doors behind them when entering vehicles
  • Changed: If no AIWorld is present or there's issues when creating/modifying move handlers, notify through logs
  • Fixed: Group was ignoring follow command when in vehicle
  • Fixed: Get Out waypoint not working
  • Fixed: Incorrect roadblock data generated
  • Fixed: AIs choose wrong positions before starting the enter action on vehicles
  • Fixed: AI get in vehicle now clears reservation of compartment at the end of the actual get in instead of at the request
  • Fixed: APCs PID setting for sharp turns
  • Fixed: AIs getting stuck while kicking their dead friends out of vehicles
Controls
  • Changed: Sight magnification use WeaponOpticsZoomIn and WeaponOpticsZoomOut instead of single WeaponChangeMagnification
  • Fixed: Missing ability to unbind "Zoom in" and "Zoom out" actions from Alt + Mouse Wheel
Modding
  • Added: Scripters can disable SPACE canceling loitering via disableInput parameter on StartLoitering
  • Added: Glass emissive material bases for different content setups
  • Changed: Optics - Separate RegisterInputs and HandleSightActivation, HandleSightDeactivation methods for scripted sights components
  • Changed: Now clearing damage history when it becomes redundant
  • Fixed: DotDamageEffects work at half the speed
  • Fixed: Broken regen and added improved API for canBeHealed
  • Fixed: Spawning a character through DefaultOccupantName does not attach the vehicle graph and makes the character stand in the vehicle seat
  • Removed: Optics - Obsolete attributes from 2DSightsComponent: m_fRecoilScaleMax, m_fRecoilTranslationTarget, m_fRecoilScaleTranslation, m_sLayoutResource
A Good Snowman Is Hard To Build - Mairi Spaceship
Hey snowman-builders 👋

We have some exciting news!

We're thrilled to announce that we've been working with Makeship on a plush toy of the titular character from A Monster's Expedition, who is also the very same snowman-builder you'll recognise from A Good Snowman is Hard to Build! This plushie is available for the next two weeks only - after which point it will be gone forever. So if you've ever wanted your very own Monster to help you build snowmen, now's your only chance.



👉👉 Get your Monster's Plush Toy 👈👈

Additionally (and perhaps most importantly), we need to hit a minimum threshold of 200 plushies pre-ordered to ensure it gets made, so please pre-order, signal boost, and share with anyone else who might want this! We have one in-hand and the quality is incredible.



Monster plush toy on Makeship

Thank you!

P.S. A Good Snowman is Hard to Build is currently taking part in Cerebral Puzzle Showcase - there's just one day left to pick up some great puzzle games, so check it out if you haven't already!
Victory at Sea Atlantic - World War II Naval Warfare - James Evil Twin
Thank you as always for the positive and constructive feedback!

Remember your feedback has been invaluable in shaping Victory At Sea Atlantic, and we're committed to continuing this dialogue. Keep those suggestions coming, we're listening! We are pleased to announce that the latest update is here. If you check below there are a lot of different updates based on your feedback.

It's lot of little things this time, we think the next update should help with clarity in the Allied Campaign, it will be great to hear your thoughts on that as we head towards the Axis Campaign - Coming soon (once we are happy with the Allied Campaign)!

Gameplay:

  • Added the TBM-3 Avenger variant, with the option to carry an ASW payload.
  • Reduced accuracy penalties at extreme gun ranges.
  • The enemy navy will build more submersibles, and fewer capital ships.
  • Improved the spacing and layout of aircraft formations.
  • Single carriers automatically move into the wind if the player is manually launching their planes.
  • Adjusted dogfight strength for all aircraft classes.
  • P-51 Mustangs can now only be added to airfields.
  • The Boulton Paul Defiant is unlocked from the start of new campaigns.
  • Improved attack behaviour for torpedo bomber squadrons.
  • Improved dive bombing behaviour.
  • Increased altitude variance during dogfights.
  • Improved defensive fighter launch AI, and increased CAP intercept range.
  • Reduced the chance for an undamaged ship to suffer a one-hit kill when torpedoed.
  • Flight squadrons may be rebased with an order to land on a fleet or airfield.
  • The player can regain resources when scrapping a ship or aircraft, based on unit's current health.
  • Added a button to automatically fill an airfield or ship's empty flight slots.
  • Allowed reordering the position of flight buttons on an airfield.
  • Added a couple extra stats to the airfield stats display.
  • Added a number selector to the shipyard commission popup.
  • Added a flag and prefix selector to the ship rename popup.

Bug fixes:

  • Fixed a bug that could prevent the combat screen from loading.
  • Prevented fleets showing up twice in a shipyard's docked fleet list.
  • Prevented flights appearing in the incorrect position after a combat.
  • Fixed a bug where flights could linger indefinitely over a position.
  • Make sure UI markers show up for enemy aircraft starting combat in the air.
  • AA alerts centre the camera on the correct position.
  • Carriers always turn into the correct wind direction.
  • Made sure AI-launched plane flights appear in the squadron list.
  • Carrier AI will no longer try and combine torpedo and non-torpedo bombers into the same squadron.
  • Prevented a bug where an aircraft could remain in its crashing state indefinitely.
  • Player can drag a flight button over another without the flight becoming lost.
  • Ensured all aircraft models are visible in combat.
  • The South Dakota and Iowa research projects may both be researched.
  • The city upgrade cost tooltip shows the correct value after switching between cities.
  • Fixed the stats and arcs of the Richelieu-class battleship's guns.
  • Prevented the ship-based flight payload switch UI opening the airfield UI.
  • Prevented crashing aircraft from opening the airfield UI.

Soulmask - kirov
Hi Chieftains,

I'm ZIMA, the chief producer! As you all know, our EA is now in its countdwon stage, if you want to learn more about the EA version, feel free to check out this announcement:

In these final days, my team and I have been working tirelessly on the last optimizations for Soulmask. I'm pleased to announce that we secured the top spot for Most Anticipated Game at Steam Open world survival Crafting Fest. To celebrate this rare achievement, I indulged in an extra glass of whisky. Without the support of our players, this wouldn't have been possible, and it motivates us even more to strive for excellence.


At the last moment, I realized that we have never shared about any details regarding the birth of Soulmask.

Therefore, as we are about to meet everyone at the EA launch, I would like to write a letter to all the Chieftains. In this letter, I hope to describe the journey of Soulmask from a mere concept to the expansive world it has become, and outline its future path.

The Origin and Future of Soulmask

If I were to talk about the inspiration behind Soulmask, I think the initial motivation for creating any game naturally arises from a desire to express oneself. Whenever I find myself in deep thought, often after a few drinks, I can't help but ponder abstract questions: Why do we exist? What is humanity's ultimate destiny? What exactly is consciousness? Will robots eventually replace humans, and if so, will they possess souls?

As these ideas grew stronger, I felt an irresistible urge to create a game that explores the "ultimate question." This is how Soulmask was born—a natural evolution of concepts like savage tribes in the rainforest, colossal pyramids from lost civilizations, and enigmatic masks from mysterious cultures...

The central theme of Soulmask delves into a fascinating aspect of civilization's evolution: "Awareness Uploading." The idea of a "mask" serves as an ideal metaphor for this concept—When you wear a mask, are you still truly yourself? If awareness is uploaded and detached from the physical body, where does one's sense of self reside? Furthermore, what happens when awareness is transferred into a mask? Could someone become just a facade and possibly share control over their body with others through this medium? These intriguing scenarios captivate me because they open up endless possibilities.

Also, in the world of Soulmask, we bring to life various tiers of civilization: From savage tribal societies to lost ancient cultures and mysterious prehistoric civilizations. To avoid spoilers, I won't delve deeper into this topic right now. Instead, I invite all chieftains to explore this realm with curiosity—uncovering connections between these civilizations and their hidden stories. What may seem like disparate cultures could indeed follow a unique pattern... who knows?

Lastly, as a seasoned veteran in the gaming industry, I am eager to develop a game that offer extensive freedom and enduring gameplay. My years of gaming experience have shown me that sandbox games are my true calling. Moreover, my vision includes crafting a multiplayer adventure game where players can join forces with friends and potentially accommodate an even larger player base (I know it's hard to achieve, but we're still striving for it). We have also incorporated the popular simulation element, including tribesmen recruitment and diverse traits for these characters, to enrich the game's longevity and depth.

Hence, that's how Soulmask came into being. I take pride in the universe we've crafted, yet there's still much work to perfect it.




In Soulmask, your adventure extends far beyond a single world. As you progress deeper into the game, you'll uncover entirely new regions on this planet—each with its own distinct physical environments and cultural themes. And who knows? One day, you might even journey beyond this planet to reveal what lies behind the mask. Rest assured, every world we create adheres to a consistent and coherent set of rules. Our aim is to enrich every facet of these worlds, making your experience more vibrant and immersive than ever before.


About EA Version

As for the reason for choosing EA mode, we have a very straightforward decision: We believe that player engagement is crucial for enhancing our game. By introducing it to a broader audience early on, we can gather diverse and invaluable feedback. Our goal is to collaborate closely with players to develop, refine, and shape this gaming universe together. There's no better way to achieve this than by releasing Soulmask into Early Access on Steam.

Throughout our development journey, from initial small-scale testing to extensive large-scale demo, we've conducted multiple playtests. During this process, we noticed an overwhelming enthusiasm for Soulmask. Players are eagerly anticipating the chance to dive into the game as soon as possible. In light of this excitement, we believe it's a fantastic opportunity to meet their expectations and deliver the experience at just the right moment.

As for how long the experience for EA will persist? All I can tell is, we are working tirelessly to accelerate development, striving to quickly incorporate exciting suggestions from both our team and players to make Soulmask even more captivating. However, we need to monitor the EA phase before finalizing an exact release date.

Perhaps many Chieftains are so curious about the differences between EA version and the full version, I would say, for delivering both quality and quantity in our Early Access release, we are dedicating all our efforts to perfecting Soulmask – an experience designed for everyone to enjoy. This EA version will provide a rich and immersive gaming experience! As we move towards the full release, we'll actively incorporate your feedback and roll out various free updates, including new mask skins and construction components. The launch of our EA version is just the beginning for Soulmask, and we hope you'll love it as much as we do.

As for the notable features in the EA version, firstly, it's about recruiting your own tribesmen to establish a tribe, engage in farming and animal husbandry activities to keep the tribe functioning steadily in this perilous world. Secondly, quickly acquiring and upgrading various powerful masks plays a crucial role in your survival.

Regarding Recent Updates

In fact, after the Next Fest and the Open Beta, our primary focus continues to be on developing rich game content to ensure that the Early Access version offers a substantial and engaging experience. We deeply value the extensive feedback from our players, particularly regarding significant improvements in the new player tutorial. Through multiple rounds of small-scale testing, we aim to identify further opportunities for optimization and address any existing bugs or performance issues. Additionally, we've conducted several rounds of small-scale PvP testing with the goal of refining specific PvP rules and enhancing the overall appeal of PvP gameplay..

If you have experienced the pervious test versions, you must notice our overall upgrading toturial guidance as we immediately started remaking it as soon as we received your feedback.

We've made several mask functions available in the early stages of the game, including the deter, recruit, and revival functions. Through multiple rounds of testing and playthroughs, we've continuously listened to player feedback and made adjustments accordingly. We're thrilled to see that players can now quickly recruit their own tribesemen, form tribes, and experience the core essence and most captivating aspects of Soulmask.

Regarding DLC

I understand you definitely want to know the post-launched contents after EA, especially DLC, regarding this aspect, to be honest I don't want to spoil any surprises. I can share that we're currently focused on improving our existing content and actively responding to player feedback. In the near future, we plan to release a free DLC for everyone, which will include new construction components, mask skins, and more exciting features.

Of course, I understand what you're eager to hear: Yes, we have already started working on a major DLC. What I can reveal at this point is that it will be extensive in scope. The rest remains a secret for now—stay tuned for some exciting surprises!

We've also heard your requests for mod support. It's on our agenda, and as a team with extensive experience in mod development, we'll share more details when the time is right.

About Gratitude

Last but not least, I want to say thank you to all of you who has ever made contributions for Soulmask:
—— Thank you——


My Dream Setup - LD

In this update, we bring you a completely redesigned window and door placement mechanic. No more restrictions! Move, rotate, scale and do whatever you want. Also this update contains many QoL features that have been requested by you.

New Window and Door placement


No longer will you be tied to a specific wall in Blueprint mode. Windows and doors are now just as much furniture as all other objects.

New Wallpapers and floors for Bathroom and Kitchen


30 new wallpapers and 30 new floor materials.

Wallpapers tint


Now you will be able to change the color of all wallpapers. Which will add even more variety to your setups.

More save slots
25 save slots instead of 10.

Other Changes
  • Scale slider max value changed from 200 to 500
  • Credits page added

Bug Fixes
  • Fixed a bug that sometimes caused objects to mirror their position when their parent was scaled

Keep up with the latest news
We share all the updates on several platforms. Join our other communities to stay up-to-date!
Twitter TikTok

Have a great time playing our game!

https://store.steampowered.com/app/2200780/My_Dream_Setup/
Railroad Corporation 2 - Aeman
Hello everyone!

We’re excited to announce that we’ll be bringing back Railroad Corporation 2’s demo for Steam’s Next Fest this June! This isn’t just any demo – it’s packed with exciting updates and new features that are sure to refine your strategies. Starting on June 10th and running until June 17th, you can dive into the next chapter of Railroad Corporation and get a taste of what’s to come.

Exclusive Demo Content

In the Steam Next Fest demo, your mission is to set up your network and deliver one of three final products. This hands-on experience will give you a glimpse into the core mechanics, as well as the enhancements shaping this sequel. Whether you're expanding your corporation or cultivating cities, there's something for every tycoon in this demo.

Electrification Era & Expanded Railroad Building:
  • Experience new electrification mechanics and research the cutting-edge electro-locomotive.
  • Build intricate networks with crossings, tunnels, and bridges, enhancing city connectivity like never before.
  • Improve track efficiency with signaling mechanics and semaphores.


Headquarters & Department Management:
  • Strategically choose a city for your headquarters and decide on the best locations for train stations.
  • Manage your Research Department to hire scientists for new locomotive development and a Geology Department to explore resources and establish settlements.


Staff & Operational Insights:
  • Hire specialized geology and research department staff to tackle more challenging tasks while providing minor benefits to your overall operations.
  • Use updated reporting tools for better insights into your railroad operations.


As you explore the Next Fest demo in June, some features will be locked in the demo until the feature is ready to be implemented for release. These include the multiplayer mode, certain departments, and other locomotives. Nevertheless, the Next Fest demo allows you to delve into the core mechanics, such as building railroads, bridges, tunnels, and slopes, acquiring locomotives, establishing your office, managing its departments and staff, constructing train stations, controlling production facilities, and transporting cargo.

Don’t miss out on this opportunity to explore Railroad Corporation 2. Join the community during Steam’s Next Fest by wishlisting and following us on Steam. If you encounter any bugs or wish to share feedback or innovative ideas during your gameplay, please feel free to communicate with us through the in-game feedback button, Steam’s discussion page, or our Discord channel.

Thank you for being with us on this exciting journey!


https://store.steampowered.com/app/1677970/Railroad_Corporation_2/


Panzer Corps 2 - sofia.c
We are thrilled to announce the release of 5 new Chess Maps for Panzer Corps 2 are out now.

What will include the new update? This free update will include 5 new chess maps:

  • Mountain King: Spanish Republicans and Nationalists struggle for control of a vital mountain road in 1938
  • Trench Slog: German and French troops clash along a fortified front line in the spring 1940
  • Desert Rally: British and Italian forces battle for control of several desert villages in North Africa in early 1941
  • Ice Warriors: In harsh winter weather Soviet and German forces aim to take small towns and villages in an area parted by a central, frozen river, which allows for quick river crossings
  • River Warriors: The summer version of the Ice Warriors map above. The main difference is of course that the river poses now a major obstacle that players have to overcome
To celebrate this update, don’t miss out on this special sale for Panzer Corps 2 franchise:

https://store.steampowered.com/app/1072040/Panzer_Corps_2/

Don't miss out YogDog that will preview this update on our Slitherine Twitch channel today at 19:30 GMT.
May 30, 2024
Shady Lewd Kart - Shades

Fixes
  • Fixed softlock that happened if the character lost coins during victory in cash dash type events
  • Fixed typo that would add "her" to the pitgirl pronouns on results
  • Fixed checkpoint in round ramp in Hentai XXXpress so racers can't respawn under it
  • Fixed gallery button for image 301 and index for buttons after it
May 30, 2024
Rustil: Eternal Labyrinth Castle - KTMG LLC.
- Improved the blocked entrance of the sliding door room in the castle of the god of demons. Fixed durability value for sliding doors.
- Labyrinth Deliveryman now appears. Appears with a probability in the tiers other than stores and bosses. Up to two packages can be transferred to the home warehouse.
- Item shortcut function added. Only one type of consumable item can be selected and used instantly.
- Improved key configuration. For example, Interaction and Attack work correctly with the same key.
- The level of detail of the mini-map has been improved, except for the old castle.
- Other minor corrections and improvements.
...