Jun 6, 2024
Halo Infinite - misplacedyank
Earlier this week, the new Tenrai IV Operation went live and brought with it the highly anticipated Match Composer feature along with some additional updates. We have also implemented some changes to maps and modes in Big Team Battle, seeking to address community feedback and playlist data that we have been collecting to improve the experience for players.



Let’s take a look at what’s new!



Our Goals

This quality-of-life update was made with four core goals in mind for improving gameplay in BTB.
  1. We want to see an increase in Flag Steals and Flag Captures so that fewer CTF matches in BTB end from the time limit expiring due to stalemate scenarios.
  2. We want to reduce extended stalemates in certain Zone Sets for Total Control. We also want to make the Total Control Zone Sets as fair as possible for both teams on all maps.
  3. We want to increase and improve the fun factor and practicality of using vehicles in BTB—especially Warthogs.
  4. We want to increase the reliability of finding a hard counter to specific enemy strategies. Knowing you can always get to a Hydra spawner will help players counter air vehicles, for example.


Maps & Modes
General
  • We have added more vehicles across the board. This will improve the amount of vehicular combat present in BTB by adding in more of the mechanical mayhem we all know and love
  • Flag Placements have been updated to increase the number of Flag Steal attempts and successful Flag Captures
  • For BTB: CTF, Flag Return Time has been increased from 40 seconds to 60 seconds. This helps add more exciting gameplay moments when both teams are battling around a pulled Flag
  • Total Control zone placements now match what is found in BTB Heavies. These placements improve the flow of the match by reducing stalemate scenarios. They’re also tuned to be more fair for both teams.
  • UI Markers for Power Weapons and Power Equipment are now enabled.
  • Static Respawn Zones have been enabled for all symmetrical maps when playing BTB: Slayer. Team spawns will no longer flip in this mode
  • Sniper- and Launcher-class Weapon Racks will now spawn static selections of weapons.
  • Dynamo Grenade spawners have been reduced or completely eliminated on most maps for improved vehicular gameplay
  • Disabled Campaign Weapon Variants from having a chance to spawn in Weapon Drop Pods
Fragmentation


  • Sniper-class Power Weapon Pads at Hex Archway and Rock Archway will now only spawn the S7 Sniper Rifle
  • Sniper-class Weapon Racks at each base are now set to always spawn the Stalker Rifle
  • Launcher-class Weapon Racks at Canyon Base and Cliff Base are set to always spawn the Hydra
  • Launcher-class Weapon Racks at Rock Power Node and Hex Power Node are set to always spawn the Ravager
  • Launcher-class Weapon Racks at Center Rock Path and Center Hex Path are set to always spawn the Hydra
  • Dynamo Grenade spawns have been reduced—they have a chance of spawning in the Loot Caves, but nowhere else on the map
  • The Center Passage Powerup Pad is set to always spawn Active Camo
  • Powerup Pads set to always spawn Active Camo have been added behind the bases (at Hex Pocket and Rock Pocket)
  • Added a Vehicle Pad that spawns the Ghost in front of each base
  • Added a Vehicle Pad that spawns the Banshee at both bases
  • Added two neutral Vehicle Pads that spawn Razorbacks to middle of the map (near Broken Ring and Wreckage)
Deadlock


  • Two new Power Weapon Pads set to spawn S7 Sniper Rifles now reside near the center of the map (at each overlooking side of the central trench)
  • Precision-class Weapon Racks at the bottom of each base will now guarantee that one spawns a BR75 Battle Rifle and the other spawns a VK78 Commando
  • The Sniper-class Power Weapon Pad at the Pelican Crash Site will now always spawn the Skewer
  • Sniper-class Weapon Racks at Bridge and Watchtower are now set to always spawn the Stalker Rifle
  • Launcher-class Weapon Racks near High Cargo and Low Cargo have been set to always spawn the Hydra
  • Launcher-class Weapon Racks at each base have been set to always spawn the Ravager (right next to the Shade Turrets)
  • The Melee-class Power Weapon Pad at the center of the map has been replaced by a Grenade Pad. It is the only Grenade Pad that will spawn Dynamo Grenades and will serve as a counter to the new vehicles that have been added to the map
  • The Power Weapon Pad in the Cave is now set to always spawn the M41 SPNKr
  • The Powerup Pad at Bridge has been moved to High Cargo and will now always spawn Active Camo
  • The Powerup Pad at Watchtower will now always spawn Active Camo
  • Equipment Pads that spawn the Repair Field have been moved to the top of each base
  • Mounted Scrap Cannons have been added to Bridge and Watchtower
  • Added a Vehicle Pad that spawns the Gungoose at both bases
  • Added a Vehicle Pad that spawns the Chopper at both bases
  • Added two neutral Vehicle Pads that spawn Razorbacks at the middle of the map (near Crash Site and Low Cargo)
  • Smoothed out the natural geometry at Eagle Base’s ramp in front of the Gungoose Vehicle Pad for improved player and vehicle traversal
Highpower


  • The added geometry from the BTB Heavies variant of Highpower has been added to the standard Highpower map. This includes the added cover at Cliffs, as well as the extra cover behind Cobra Base
  • The Total Control Zone at Lakeside (near Eagle Base) has been moved into the road at Cliffs for both the Alpha and Delta Total Control Zone Sets
  • The Melee-class Power Weapon Pad at Cliffs near Eagle Team base has been moved to the nearby landing pad and has been changed to a Sniper-class Power Weapon Pad that spawns the S7 Sniper
  • A new Sniper-class Power Weapon Pad has been added near Rocky Pass for Cobra Team that spawns the S7 Sniper
  • The Sniper-class Power Weapon Pad at High Power has been set to always spawn a Skewer
  • The Launcher-class Power Weapon Pad at Center Pit will now always spawn the Cindershot
  • The Sniper-class Weapon Racks at the landing pad behind both bases will now always spawn the Stalker Rifle
  • The Launcher-class Weapon Racks at the top of each base will now always spawn the Hydra
  • The Launcher-class Weapon Racks at Overlook and Rocky Pass will now always spawn the Ravager
  • The Grenade Pad in the “sneaky-cliff-wall” at Cave Pit is now the only one on the map to spawn Dynamo Grenades
  • A Mounted Chaingun Turret has been added to the top of each base and in front of each base.
  • The Vehicle Pads on the landing pad at each base now will spawn the Banshee
  • Vehicle Pads have been added to the top of each base that can spawn either the Banshee or the Wasp. The vehicle chosen at the start of the game will remain the same for the duration of the match. Both bases will have the same vehicle to ensure balanced gameplay
  • A Vehicle Pad that spawns the Ghost is now present at both bases
  • The Equipment Pad that spawned the Grappleshot in Cave has been replaced with a Powerup Pad that will always spawn Active Camo
  • An Equipment Pad that spawns the Repulsor has been added to the Ridgeline area. This now means both teams will have access to a Repulsor
Breaker


  • The kinetic launcher in Tunnel from the Heavies variant of Breaker has been added to the standard Breaker map
  • The Launcher-class Power Weapon Pad in Tunnel will now always spawn the M41 SPNKr
  • Replaced the Sniper-class Power Weapon Pads at each base with Launcher-class Power Weapon Pads that spawn Cindershots
  • A neutral Sniper-class Power Weapon Pad that spawns the S7 Sniper Rifle has been added to Blast House
  • A neutral Sniper-class Weapon Rack that spawns the Shock Rifle has been added to “Flappy Flap” (at mid near Launch Ramps)
  • Eagle Team’s right-side Sniper-class Weapon Rack has been moved closer to initial spawn and will now always spawn the Stalker Rifle
  • Cobra Team’s Sniper-class Weapon Rack will now always spawn the Stalker Rifle
  • The Launcher-class Weapon Racks below the Blast House kinetic launchers are set to spawn Ravagers
  • The Powerup Pads have been moved to each side of the Blast House and will now always spawn Active Camo
Breaker (One Flag CTF)


This new Breaker map variant includes all the changes featured in the standard Breaker map, with the exception of the details listed below:
  • The Defender’s Flag has been set up at the top doorway of Frigate Base, next to where the Drop Wall Equipment Pad resides
  • The Attacker’s Flag Capture Point has been added to the top center of the Turbine Base, above the blue-liquid death pit
  • Defender Team Respawn Points at Frigate base have been moved back to increase likelihood of Attacker Flag pulls
  • New platform geometry has been added to the front of Frigate Base near the Flag to add a new route of attack and escape
  • New cover/ramp geometry has been added at Frigate Blast Deck as an entry point to the front side of Frigate Base
  • A new static crate has been added to the right side of Frigate Base as a route for players to use
  • Removed the Launcher-class Power Weapon Pad from Frigate Base (Defenders)
  • The Powerup Pad at Frigate Base (Defense) now spawns the Overshield
  • Removed the Warthog Vehicle Pad inside Frigate Base (Defenders)
  • The Ghost Vehicle Pad at Frigate base’s little bridge now spawns a Razorback
  • The Repulsor Equipment Pad at Frigate Interchange (Defenders) now spawns the Threat Seeker.
  • Added an Equipment Pad that spawns a Grappleshot on the ramps up from Turbine Interchange (Attackers) to Overlook
  • Added two Mongoose Vehicle Pads to Turbine Base (Attackers)
  • Added a new Razorback Vehicle Pad to Turbine Base (Attackers)
Oasis


  • Added support for BTB: One Flag CTF. Defenders spawn at Tower Base; the Flag spawns at the entrance to Facility
  • Zone A in Total Control’s Alpha Set has been moved from above the West Pump building to its interior.
  • The Sniper-class Power Weapon Pads formerly near Oasis are now centralized at each base and will always spawn the S7 Sniper Rifle
  • Launcher-class Weapon Racks at each base now always spawn the Hydra
  • The two Launcher-class Weapon Racks at the entrance to Facility from Oasis will now always spawn one Hydra and one Ravager
  • A neutral Sniper-class Weapon Rack that spawns the Shock Rifle spawns at Cave Lift
  • Sniper-class Weapon Racks at each base are set to spawn Stalker Rifles
  • The neutral Launcher-class Power Weapon Pad at Pipe Hall now always spawns the Cindershot
  • Added a 30 second initial spawn timer to the neutral Wasp spawner
  • Added a Vehicle Pad that spawns a Banshee to each base
  • Mounted Chaingun Turrets have been added to each base
  • The neutral Powerup Pad that spawns at Cave Lift now always spawns the Quantum Translocator
  • The neutral Powerup Pad that spawns at Facility now always spawns Overshield
  • The neutral Powerup Pad that spawns at Oasis now always spawns Active Camo
Scarr


  • The Sniper-class Weapon Racks at both bases near West Balcony and East Balcony will now always spawn the Shock Rifle
  • The Sniper-class Weapon Rack at Crosspoint will now always spawn a Stalker Rifle
  • Mounted Plasma Cannons have been added at each side of the Crosspoint kinetic launcher
  • The Launcher-class Weapon Racks at Processing will now always spawn the Ravager
  • Replaced the Shroud Equipment Pad at the Crosspoint platform with a Powerup Pad that will always spawn Active Camo
  • The Powerup Pad at Power Core (Top-Mid) was moved to the other side of the platform and will now always spawn the Quantum Translocator
  • A Vehicle Pad that spawns the Gungoose is now placed at each base
  • A Vehicle Pad that spawns the Chopper is now placed at each base



That’s a wrap on the complete list of BTB updates. We hope you enjoy these changes and that they create more active, driven matches—as always, we are keen to hear your feedback and we will be watching our socials and playlist data closely.

Halo Infinite’s Match Composer is live and players can now select their preferred variants of BTB to play, whether you’re all in for BTB Heavies or prefer to jump into the core objective modes (see more details in our Match Composer blog).

See you on the battlefield!
Jun 6, 2024
Bit Heroes Quest - Adrian
If you didn’t know, June is Adopt-a-Cat month! Beginning right after the peak of “kitten season,” this month is the perfect time to consider adding a new feline friend to your home!

We will be celebrating our own love of cats this month with some new cosmetics! Sardinex will even be making an unscheduled visit starting on June 6th to exchange these cosmetics and more for the Grey Fish that you will be able to find in various game modes while the event is live! You can also look forward to a +50% Daily Bonus to everything during these two weeks.

Since this is a Special Event, Sardinex didn’t have time to gather all the usual goodies that he brings to our regular rotation of Seasonal Events. Material Boxes, Energy Boxes, and even a Bitgor will all be available for exchange, but you’ll need to wait until our rapidly approaching Summer Fireworks event to discover what new familiar Sardinex has bribed persuaded most recently.

There will also be one especially cool cat cosmetic available for purchase in our shop! Those who can offer up enough gold to match its expensive taste can look forward to a stylish new kitty companion joining them on their next quest.

While you're collecting those Grey Fish, we encourage those of you with the space to do so to check your local shelters and consider adopting a cat of your own!
Pipistrello and the Cursed Yoyo - PM_Chris
Stay tuned, because we've got some more cool yoyo action coming tomorrow at the IGN Live event in Los Angeles, USA during the PM Studios Showcase at 3:00pm PDT. We'll be sure to update you here, too!
Bit Heroes Quest - Adrian
Patch Notes:
  • The Feline Fest is here!! Sardinex and the kitty crew have arrived, and they're hungry for Grey Fish! Go pet them!
  • Daily bonuses are set to give a +50% Experience, Item Find, Gold Find and Capture Rate bonus everyday until June 20th
  • New PvP, Fishing and Gauntlet events have begun
  • After the Gauntlet event ends, get ready for a new Trials event until June 20th
  • The Jelly Invasion is here until June 13th
  • After the Jelly Invasion ends, get ready for the Battle Bards Expedition until June 20th

Change Log:
  • Changed the warning descriptions when trying to leave or disband a guild
  • Fixed the description of some consumables so that they say "one per Hero" instead of "one per account"
  • Visual fix for Moun-table cosmetic
The Hexadome: Playtest - Blindspot Games
Hey everyone!

We noticed that when you report a bug or feedback in-game (F11), we currently don't have a way to respond to your questions. In the past, we've contacted our playtesters via Discord, but we noticed that some players have different Steam usernames.

If you'd like to get your burning questions answered, we encourage you to join our Discord and ask the devs your questions.

Join here: https://discord.gg/Pbuhbw8r2J

Thank you and keep enjoying the playtest!
Blindspot Games

Tentacles Party With Nuns - weissgarden
Added:
New plots
OP-1
New OSTs

Fixed:
Voices problems
Jun 6, 2024
Upheaval - Amasa
Several users on the AudioGames forum requested a text-to-speech feature that turned out to be pretty easy to implement, so I added it, and Michael Taboada reported a Linux issue in the comments on itch.io that has been fixed now. So here's a tiny update with those! Enjoy. 😊



Full list of changes for version 0.0.18:
  • Added "Copy Speech to Clipboard" setting for Windows only. This allows players to use some screen readers (such as NVDA) with the graphical version of Upheaval. See the accessibility page for more information.
  • Fixed issue on Linux that was causing the game to ask for elevated privileges. 😱
Thank you! ❤️
Eden: Project New Earth Playtest - Limes Games
Update 3
Playtest 1.0.04 Alpha

Bugfixing:
- sometimes the Foundation Extansions aren´t loading -> fixed
- graves spawns sometimes under the landscape -> fixed
- Interaction with small foliage didn´t show up the widget -> fixed
- an equipped torch is charged with a duration of zero -> fixed
- sometimes the out amount on crafting isn´t the right amount -> fixed

Improvements:
- Improvement of the fall logic of a tree, sound now only comes when the tree is really lying down, spawn of the logs now only happens after the tree is lying down

New Content:
- Bracelet AI scanner Tier 1
- Time indicator in hud
- Descriptions and Resources shown in the Primal ability info

General:
- Instancing of some meshes
- Dust depth reduced

Balancing
- More small stones to collect in the safe zone
- Animal spawn increased

Performance:
- Streaming distances of several static meshes optimized

Bugs:
- Faulty texture replaced

Erydia:
- Weather balancing (more clear weather)
- 1 new cave
- Entrance Dungeon 2 (Dungeon not yet accessible)
- Entrance Dungeon 3 (Dungeon not yet accessible)
- 2 new POI's
Transformice - Noisette
Dear little chefs of Transformice,

This is Moris, your illustrious and discerning chef, here to announce the grand return of our beloved Cooking Event! Once again, the culinary flames are alight, and it’s time for you to put on your aprons and join me in the kitchen. But beware, this isn’t just any ordinary cooking challenge! You must work together with your fellow mice, selecting the finest ingredients and diving into the bubbling pot with precision and flair. Only the perfect combination will create the delectable dishes worthy of Transformice’s most critical palate – mine!

Remember, the kitchen is no place for mistakes. A pinch too much of this, or a splash too little of that, and the entire recipe could be ruined! So, gather your friends, ready your ingredients, and let’s cook up a storm! Prove to me that you have what it takes to be true Transformice gourmet chefs.

Allez, let’s make some magic in the kitchen!

Yours gastronomically,
Moris, the Chef of Transformice
Jun 6, 2024
Out of Sight - MEGAPARSEC
Demo Update

This will be our final demo update as we work towards an Early Access release we're hoping to have ready by the end of 2024.

It's been a long road working on this demo and it has changed so much since the original concept but we are incredibly proud of what we've accomplished.

A massive THANK YOU to those that have played the demo and given us feedback to help us make the best stealth action game we possibly can.

Release Notes

Visual Improvements

There has been a lot of improvements with this release. We've made some slight changes to the backwalls, making them taller and offsetting the top walls helping create more depth to the scene and refining the perspective.

  • Tile map now has the backwalls taller and offsetting the top walls helping create a lot of depth to the scenes.
  • New The Feared enemy art.
  • Enemy airlock animations (when they get sucked out into space.
  • Enemy visors now change colour based on expression state.
  • The Feared enemy has an animation when they pull the player out of lockers.
  • We've made the demo shorter, now finishing when the player meets the NPC. Don't worry, the full game is not too far away :)
  • Added more dialogue audio (AI generated voices for now).

Under The Hood Improvements

  • Performance improvements to FOVs of the enemies.
  • Improved performance of Astar pathfinding.

The Future

We're only going to be working on the Early Access release now. Any demo patch release will only be bug fixes as they are noticed.

We've got heaps of new content that we're excited to have in your hands, including a new boss!

If you want to get your hands on the alpha builds of the full game come join our Discord and drop us a message!

Other Games

Checkout our other games as well!

https://store.steampowered.com/app/2202980/Buy_My_Snake_Oil/

https://store.steampowered.com/app/2294250/Speed_Golf_Royale/
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