Jun 6, 2024
Omega Knockout: Punch Boxing - Pixel Dynamite
Fixes in ratebox and powerup popups
Jun 6, 2024
Wild Seasons - jynnastics
Features
- Run saves: your run progress now saves at the beginning of battle and the beginning of gardening (suggested by many!!)
- Preview your deck in the garden (suggested by @arkuktor)
- View Journal in the Main Menu (suggested by @lnnocentbystndr)

Polish
- Allow toggling between vendor options

Bug Fixes
- Fix inconsistent water refund in Season of Plenty (found by @lnnocentbystndr)
Alien Tag - Shyre
- moon rocks added (unable to purchased right now)
- fixed hands/controllers
- new login system
- new loading screens
- new username system
- fixed eyes
- store page added
- cosmetics page added
Jun 6, 2024
Ctrl Alt Deal - FoxFyre


We would like to take a moment to thank everyone who has wishlisted and/or played ctrl alt DEAL so far, and look forward to hearing feedback that you may have of the game!

You can leave feedback in our Steam Discussions, or on Discord. Your feedback will help us makes decisions about the game as we move forward in development.

Only By Midnight Discord

This patch addresses a few minor issues that made themselves known during the first few days of our demo being released and includes some Bug Fixes, Gameplay Improvements, and a UI fix

Bug Fixes
  • Fixed a crash if no NPC is around to be lectured
  • Fixed a typo on 'Order Item for Delivery' card
  • Fixed a bug that was preventing a certain Prank from counting as a Prank (Airhorn)
  • Fixed an issue that could potentially result in a black screen after scenario

Gameplay Improvements
  • Changed starting locations for Groomba and Deckard to improve visibility
  • Changed a Cassandra Dislike to avoid some misdirection
  • Randomized the offers on each card

UX/UI
  • Improvement to Pause Menu functionality
Chamberflame - Jira
-Added settings option to menu.
-Player will no longer get two of the same artifact in a row.
-Updated intro dialogue.
-"Rusted" tier guns are much cheaper in the shop.
-More buttons are wibbly-wobbly.
SurrounDead - PlaySurroundead

  • Added a few abandoned camps that can spawn throughout the map
  • The entire random event system has been rebuilt to use a new system (locations and behind the scene systems)


  • GPU optimization
  • AI animation optimization
  • You can no longer open debug menu when in photo mode
  • Improved left hand placement on weapons when moving


  • Fixed an issue with first aid XP that could cause issues
  • Fixed passive skill values when loading a save being different
  • Fixed airdrop aircraft not moving
  • Fixed an issue that could cause poor performance
  • Fixed an issue with skill points being created from nothing after creating a save after playing another
  • Fixed an issue where current passive skill points could crash the game on start-up
  • Fixed flickering/pixelated water from a distance

What's next?
  1. I will be away from 8th June to the 17th June so expect no news or updates
  2. Next patch for the game will be to do with new random events and improved visibility of them (eg. map markers if you have a GPS but you will also be able to disable this feature too). New events like hordes of zombies, etc
  3. Reworked ladder. Something small and while last update did improve them they need to be redone in all honesty
  4. The Infected Deadzone will be added after this. More news soon
  5. The 'End Game' major update after all this

Zurvivor
Jun 6, 2024
Science Simulator - Stand and Fight Softworks
Bertrand Russel, Leonardo Da Vinci, Alexander Bell and Marie Curie room updates. Only Benjamin Franklins room left to update.
Mini Motorways - Jacob
This patch contains a fix to version 1.14 which was causing some elements to display incorrectly.
Deformed - deformedstudios
Hello the game is finally out, If you have any suggestions or bug reports you can write below, I will continue to update the game. I will have a big content update soon, maybe later this month.

small update
- added more gas at the start of the game so new players are blocked from wandering around the map and don't know where to go to find the key, It was not meant to be difficult to find.


Jun 6, 2024
BONELAB - AK0
Patch 4


18 months of core development brings great performance increases, development optimizations, and a swath of game improvements. Slowly but surely these under-the-hood changes have brought us from experimental ideation to tangible quality advancements for VR physics interaction and bonestyle game development.

Player Rig Improvements
The player rig has significantly progressed to become more physical, more performant, and feel better to control. Particular attention was paid to mantling, interaction with levers and lockers, small pops when interacting, aiming guns, recoil, adding a physical neck, and physical twist bones on the upper arms, lower arms, and thighs.

SDK Updates
Patch 4 comes alongside a large update in the MarrowSDK geared specifically towards Mod Level creation. Place spawnables with ease now using the dynamically loaded Spawner Preview Meshes! No more VOID meshes everywhere. This will even work with Pallets created by other users


Zones
The Zone System has been completely rebuilt, refactored, reworked, retooled for level creation, Marrow Entity tracking, and performance optimization. This enables modders to more seamlessly create high quality levels with more complex player involvement. For additional information please see updated Marrow SDK documentation! https://slz.gg/sdk


Marrow Entities (dynamic physics objects) have their states tracked while inside zones. This enables Marrow to cull/un-cull without hitching.


This gif showcases a zone cutting through other zones and seamless transitions between them. Once exposed in the SDK these tools will enable you to more easily setup interesting and unique level designs.


You can see as the player entity traverses through linked zones, Marrow Entities are brought in/out for greatly improved optimization management.

Spawnables
Spawnable dynamic objects (Marrow Entities) fill the library of items you are now able to utilize in your level creation. By referencing the Bonelab pallet of spawnables in your mod project, you can now place and spawn almost any Bonelab object the same way we can. Since these items are all Marrow Entities, they are tracked and dynamically culled per zone for optimization.


Since we know embarking on a massive easter egg hunt for all spawnable objects is a daunting prospect, a gashapon machine has been added to the endgame menu. This machine functions similarly to the Monomat from BONEWORKS; the ammo you have collected throughout BONELAB’s campaign can be redeemed for unlockable objects you might have missed during your playthrough.

Spawn Gun Usability
The Spawn Gun UI has been reworked to allow better sorting and filtering of downloaded mods. This should make things easier as the list of spawnable items and mods gets even longer!


It is important for us to further improve ways for players and modders to organize their crates and data.

Quality of Life

Box Grips and Barrel grips have had a pass on bug fixing and interaction cleanup. Previously it was possible to run into an issue where grabbing a scaled box grip would cause the hand to grab towards the root or center of the box/barrel, rather than the spot the player intended to grab.

Minor level adjustments have been made throughout the game including missing collider fixes, misassigned physics and impact properties, fixes to zone connection issues, occlusion bakes, and light bakes.

Tons of further optimizations have been made to rendering, loading, asset streaming, interactive set pieces, colliders, occlusion, nav-mesh, textures, sounds, lightmaps, shaders, materials, fog, static batching, memory use, asset file size, etc. etc. etc.

Mountains of bug fixes covering a wide range of issues from logic errors, collider issues, incorrect scales (all leading to physics weirdness), to UI bugs, objects double spawning, double-rigidbody objects becoming broken from spawning, texture mistakes, incorrect references, mysterious super cursed override reference bug, and blown-out lightprobes.

Gashapons are now destructible! Shoot them, smash them, or bash them, destroying them will unlock the spawnable item just as well as popping them normally.


Mod.io subscription downloading

You can now connect to your mod.io account and directly download all subscribed mods. Note: this will only download mods compatible with this MarrowSDK version and above. You can still manually install older mods but they will likely have problems if they haven’t been updated.

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Patch Notes - PATCH 4

Player Rig Improvements
  • Optimized hand poses and increased range of motion on some poses
  • Physical neck, upper arm, lower arm, and thigh twists added
  • Lever, locker, and joystick interaction polished
  • Shouldering pose added to tighten aiming and lean physics into shots
  • Interaction while moving polished to remove pops
  • Player stabilized to withstand greater forces
  • Teleporting polished
  • Gun recoil improved
  • Slow avatars move slightly faster
  • Mantling greatly improved
  • Movement while crouching improved
  • SFX added to hands when they slide on surfaces
  • Significantly optimized performance
  • Tons of under the hood preparation for the player rig to be more separable as an NPC
Reworks
  • Zones - Fully rebuilt using new zone system / tools including zone links, triggers / events, and other zone based components.
  • Marrow Entities - All Rigidbodies migrated to Marrow Entity system for tracking with new zones as well as internal state persistence / resetting and pooling, joint tracking
  • Layers - consolidated and optimized, collision matrix optimized, dedicated trigger layers for different use cases. Concept of fixtures added.
  • Damage Volumes - rebuilt for consistency with health system, NPCs, and object destructibles.
  • Audio and Mixes - all audio sources migrated to use dynamically pooled and spawned interface, mixer moved to marrow.
  • Spawnable Props - optimized artwork, restructured hierarchies, added LODs, various tunings, scale fixes.
  • LODs - static / environment artwork LOD work and adjustments for optimal performance and reducing visual pops.
  • Particle FX - optimizations and some redesigns.
  • Affordances - improved throughout most levels including lighting changes, object placement, material swapping, fog volume adjustments, color changes, sightlines, and sound fx improvements.
    Electronic puzzles reworked with Voidlogic
  • GameControl logic reworked
  • ObjectDestructible and fragments
  • Trigger events reworked to Zones
  • Various UX design normalization (example: button sizes)
  • Encounters - adjusted, reworked, and optimized across most levels.
  • Encounter Spawner Groups
    1. Spawn AI settings - roam, base configuration, spline roam, zone roam
    2. Spawn Aggro
    3. Zone Aggro
    4. Agent Link Decorator
  • NPC
    1. Lifecycles reworked for pooling/hibernation/artcull
    2. Hierarchy rework and bug fixes
    3. EntityPoseDecorator for posing NPCs on spawn
    4. Omnis navigation improved

Bug Fixes
  • Loot table off by one fix
  • Respawn teleport points fixed and adjusted
  • Highlighting tutorials on weapons fixed
  • Crate reference issues fixed
  • Occlusion culling fixes
  • Double spawning objects fixed
  • UI alignment issues fixed
  • Collider fixes gamewide
  • Off-scale object fixes gamewide
  • Many texture mistakes fixed
  • Many light probe issues fixed
  • Box grips bug fix and interaction cleanup
  • Barrel grips bug fix and interaction cleanup
  • Leaderboard UI filtering bug fix
  • Rotational drift while seated fixed
  • Bunny hopping jump reset fixed

Adjustments
  • Some levels slightly adjusted for improved UX or optimization
  • Destructibility added to certain spawnables
  • Gashapon balls are now destructible
  • Environment seams reduced
  • Environment layout adjustments to prevent players getting stuck
  • Material corrections
  • Music playback adjusted including placements and timing
  • Ladders swapped for lifts
  • Arena gameplay optimization and adjustments
  • Weapon choice and placements adjusted
  • Ammo count reconfigured
  • Missing colliders fixed in various levels
  • Misassigned physics materials and impact properties
  • Zone connection issues fixed in various levels
  • Occlusion bake issues fixed in various levels
  • Light bake issues fixed in various levels
  • Damage Volumes now behave consistently
  • Added Gashapon machine or quicker endgame collecting
  • Crate Descriptions added

Rendering and Optimizations
  • Shader prewarming added
  • Light bakes visually improved and performance optimized across the game
  • Lightmap based baked reflection occlusion added
  • Fog visually improved and performance optimized
  • Static batching improved
  • Texture streaming cache size increased
  • Memory use optimizations
  • Storage use optimizations
  • Material use optimizations
  • Audio clip loading optimizations
  • Optimized poorly optimized meshes (WIP)
  • Consolidation of used assets per level

Level Specific
  • Descent - Final area layout adjusted and re-tuned
  • Hub - QoL changes to special projects area
  • Longrun - Puzzle section rework
  • District - sightline geometry overhaul

UI Updates
  • Spawn Gun UI - reworked organization for handling many installed mods and spawnable items
  • BodyMall UI - reworked organization for handling many installed avatars.
  • Mod.io UI - Added interface for binding Mod.io account to automatically download subscription on website

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