Sir Fallen - Neverknow247
Patch Notes

===

Major Changes:
- Added tomb challenge level
- Added secret level
- Added 2 free skins for pride month
- Changed some pictures throughout main game

Minor Changes:
- Added sleeping mage to training area in preparation for future update
Jun 6, 2024
Fantasy Amusement Park II - helloworld
Bug fixes
1、Fixed part of the situation that BGM will disappear.
2、Fixed the display of some buff icons.
3、Fixed the bug that NPCs occasionally get stuck in the main game.
4、Fixed the bug of saving and displaying the game time.
5、Fixed the BUG that there is a probability of dying in the follow-up of the boss's trouble branch line.
Function optimization
1、New auto-save function
2、New plot list (as long as you pass the level, you can open the story list in the lower right corner of the amusement park interface, and you can enter the plot at will).
3、New Q version of CG appreciation (can be seen at the bottom of the plot list).
4、Now after you pass the game, you can continue to move freely.
ICARUS - Shamm
This week we’re introducing the winner of our Discord Poll - the Automated Defense System: Pistol.

The new Turret packs a wallop, with a 400-round chamber, 120 degrees of horizontal rotation and a 50m max range.



This Week: Turret

The new ‘Automated Defense System: Pistol’ is a powerful new Turret system for you to deploy in defence of your base.

It sports a 50m max range, five rotation degrees per second, a two-second cool down between shots, 45 degrees of vertical rotation (pitch), and 120 degrees of horizontal rotation. It consumes 3000 power while in action and 1500 while sitting idle, so make sure to keep it supported by a robust power network.

For this powerful defense system, there is a large cost to match. You’ll need eight Titanium Plate, 12 Electronics, 12 Composites, 12 Aluminum Plate, one Pistol, 20 Steel Screws and 12 Copper Wire.

The Automated Defense System: Pistol is your ‘all-rounder’ defense system that fires a steady stream of pistol rounds, helped by its massive 400-round capacity.

The lights on the bottom of the Turret indicate its ammo and targeting status. Red reflects a Turret that is out of ammo, blue if it is stocked with ammo and yellow/orange if honing in and firing on a target.

Additionally, there are lights on the side of the turret to give you a visual cue of the Turret's ammo supply. High ammo counts shine a vibrant light green, reducing in brightness as the Turret burns through its clip before transitioning to orange and then red as it gets critically low. Once it hits full red, that means you're entirely out of ammo and need to resupply.



Mineable Rocks Optimization Setting

Continuing our work on late game hitching, we’re introducing some new fixes, changes and settings that allow more control for players.

But before we get into it, here’s a quick reminder of how the mineable rock voxels in Icarus work:

A stone that has not been mined is a single mesh, while a partially mined stone can be composed of multiple meshes. The larger the stone, the more meshes required. Large stone voxels tend to be placed in world with roughly 30% of the stones entire volume underground so they blend in naturally with the landscape. This does mean however that multiple meshes are left behind when all the visible stone has been mined, leaving a substantial amount of these meshes across Open World prospects which have been active for some time.

Information about these mined meshes has to be communicated from the server to the client, and then streamed in for each player as they move around the world and new landscape tiles are loaded in. Each of these is another multiplier to the strain on CPU/GPU created by the ever expanding number of un-mined meshes.

With that in mind, the changes this week are focused on limiting this impact by giving players more control over how stone voxels are loaded in their prospects.

A new option has been added to the settings menu that will reload all stone voxels to an ‘un-mined’ single mesh state on persistent prospects during load. This has the restriction of only automating this reloaded state if there are no buildings or deployables in the immediate area. This setting will also be enabled by default.

The settings can be found as follows:

For hosts and local players:
Settings > Gameplay Options > Large Stones Respawn

For dedicated servers:
ServerSettings.ini > LargeStonesRespawn=True



Next Week: CHAC Pistol

Next week, we’ll be introducing the runner-up in our Discord Poll - the CHAC Pistol. Thank you to everyone for voting in our first-ever poll of this kind.

Your support makes these updates possible.

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog v2.2.6.123616
New Content
[expand type=details]
  • Unlock Turret for release
  • Initial branch of files from Trunk to 2.2.6-Release #unlimitedpower
  • Updating Branchmap.json with new release stream info
  • Hooked up brown laika trophies
  • Added second darker variant of the Laika trophies
  • Adding Dark Brown Laika Dog, Workshop Item, Items, AI Setup etc
[/expand]

Fixed
[expand type=details]
  • Fix an intermittent issue with unminable voxels on clients where the voxel has been marked no longer net relevant on client resume
  • Improved skinning on the ghillie suit chest piece to remove stretching while aiming
  • Removed flyaway grass strands from the ghillie head piece
  • Update recipes to support butchery benches
  • Fix a tri-state ambigutiy with voxels being unmined/partially mined/fully mined (Zeb)
  • Increased the basic pistol round damage from 100 -> 150
[/expand]

Future Content
[expand type=details]
  • Submitting change to UnrealGameSync.ini
  • Fixed and increased CHAC Pistol crafting cost
  • Added text for CHAC pistol
  • Add spider loot, bestiary traits, experience and additional combat stats
[/expand]
Jun 6, 2024
Idle Taoist Mage Warrior 2 - 所以呢
1. Fix bug where Mage and Taoist critical hit rates cannot reach 100%
Clockwork Dawn - Spacecrab
Hello all!

First off, I would like to thank everyone that has taken an interest in the development of Clockwork Dawn so far. I wanted to take some time to talk about the game itself, the goals for this project, and me - the developer.

What is Clockwork Dawn?
Clockwork Dawn is a Grand Strategy game that takes places during the time period of the Industrial Revolution, except instead of a historical Industrial Revolution occurring, the world transforms into a Steampunk inspired setting with accompanying fantastical technologies, events, and units. Players will need to balance their countries' economy, keep social unrest quelled, and compete against other countries both on the European continent and abroad. The game starts out in a normal historical setting, but quickly develops into a race to outcompete other countries that are also embracing increasingly enigmatic technologies such as automaton soldiers, undersea colonies, and flying fortresses.

What inspired Clockwork Dawn
The inspiration for Clockwork Dawn came from always loving historical grand strategy games, but then realizing how awesome it would be to tap into the genre of historical fiction in a grand strategy setting. Traditional grand strategy games are always at least somewhat locked into the historical setting they are a part of and what can plausibly occur during that time period. By having the game be in a fictional retelling of history from the start, there is a much larger range of creative freedom that can be taken to create an engaging playing experience and rich story.

Clockwork Dawn Development
I started creating Clockwork Dawn about 6 months ago. Since that time, the game has come from nothing to being a fully playable prototype. All of the basics you would see in a grand strategy game have been implemented including wars, events, economy, research, diplomacy, and more. There is definitely much tweaking of the mechanics that needs to be done, but building the core infrastructure of the game is complete. Most of what needs to be done now is AI balancing, world building, and implementing features that make the game fun and unique.

I'm hoping to be confident enough in what has been created to place Clockwork Dawn in Early Access within the next month or two. Once that is done, development will continue until I feel that the game is in a state where it can stand on its own within the grand strategy genre. I expect this will be at least 6 more months in Early Access, if not more. The step of putting Clockwork Dawn in Early Access I feel is important in order to get player feedback on what is enjoyed and what can be improved. While I can play and develop the game myself, getting input from a larger group of people will help to streamline where focus can be placed.

About the Creator
I'm an independent software developer creating this game as a passion project. I've always loved the Grand Strategy genre and have been playing strategy games for over a decade. After years of experience as a traditional software developer, I started to play around with game development as a hobby. I have in the past created some basic mods for Civilization IV, but nothing on the level of Clockwork Dawn. I'm hoping to create something that I have technical and creative direction over that I would love to play myself, and hopefully others would love to play too.
Jun 6, 2024
Deadeye Deepfake Simulacrum - nodayshalleraseyou
Howdy Agents (◕‿◕✿)

Today I bring you DDS version 0.8.5. This update comes with a new mission, new mechanics, and some tweaks and fixes.

Thank you to everyone who left a review since our last update. As always, be sure to join the discord!

Today's update comes with some fantastic artwork from Emett, go check out their work here!

Here are da notes.

Da Notes
  • Added a new early-game mission, this mission can be accessed by speaking with the strange angle fella near the beginning of the game. This will mark the the beginning of a alternate quest route to the main story with three missions in total.
  • Gave DDS a slight visual makeover. The more extreme makeover didn't pan out the way I wanted it too, so only minor things have changed. Post processing effects now have default slider values when you boot the game up for the first time.
  • Removed the vignette effect. Unity's built in vignette has some terrible color banding issues and it just looks awful.
  • Fixed color banding issues for many in-game effects and user line of sight with some tasteful dithering.
  • Rewrote the way hostile hacking is handled in DDS. This should make the system more stable, and allow me to create neat new hacking types in the future. A new hacking type appears in the new mission :O
  • Added a new Heart Monitor computer. This device works like the tollbooth and puppet master, adding a new rule to the area. Killing a unit within its line of sight will expose the player through walls. This computer appears in the new mission, and BBS missions past a certain level.
  • Enemies in BBS missions can now appear with alternative hacking types.
  • The Gun Runner perk has evolved to Arms Runner, you can now run and use melee weapons as well with this perk.
  • Fixed the damage flashing effect, should work on all enemies now.
  • Increased blimp speed. These things are meant to be slow, but they had a little bit of trouble doing anything until now. Blimps now move about half the speed of an average humanoid, up from 1/4th speed.
  • Spike vision around servers will now update more smoothly. Spike vision updates kinda slow for other computers as a cost-saving measure, but I have a better way to optimize this in mind for the future.
  • Added a sound effect to sight nades.
  • Expanded range of possible cook times and throw speeds for grenade generation.
  • Increased sleep melee weapon time floor from 1.5s to 5s. Sleep melee weapons should all be a lot more viable now.
  • Fixed a visual bug that could occur if a scene transition and black knight drop pod landing occurred at the same time.
  • The demo has been updated to 0.8.5.

That's all for now. I should have another mission for you in a week or two. That mission is mostly complete already, but I need to finish some narrative stuff before it goes in the gam propere. If you're impatient and wanna try that new mission now, just type "go_to_scene_ AngelOutpost" into your terminal :D The mission level will be raised to match your shop level.

Thank you all for keeping up with DDS! We are nearing 1.0. Two more missions will cap off this alternate route, and then all that's left to do is add the roguelike mode and polish polish polish!

Jun 6, 2024
Monster Girl Invasion RPG - Part 1 - Orcywoo6
Hello everyone, we're back with another delicious hotfix for bugs we've had reported to us over the last few weeks.

Changelog:
  • Fixed issue causing newer monster girls such as the Zombie Girl to sometimes not show up in the party inn party changing menu.
  • Mount attack no longer causes damage and chance to cause sex is reduced
  • Significantly reduced damage of pounce attack as it was too strong before
  • Reduced damage caused by Face Ride attack.
  • Reduced damage caused by Squeeze attack.
  • Fixed being able to teleport while riding the boat, there is now a check in place.
  • Fixed sword in the catacombs changing graphics incorrectly when interacted with.
  • Fixed incorrect price for super boosters in the Goldeka Tournament tent.
  • Fixed duplicate message in Lamia Recruitment event.
  • Fixed duplicate message in Sandworm Recruitment event.
  • Fixed lots of typo and grammar issues.
  • Fixed many more collision issues.
  • More fixes to the Goldeka Card tournament, will it break again? Hopefully not.
  • Nerfed the desert monsters a slight bit more.
The Front - Friendlymedic
We have scheduled an server maintenance on 6/7 from 7:00-8:00 UTC. The servers will go live again when maintenance is complete. Sorry for all the inconvenience and the maintenance could be postponed incase of unexpected technical issues. Thank you for your understanding and support.

For some of the unsolved issues and bugs, we will fix them in order of priority as soon as possible.
Jun 6, 2024
MMORPG Tycoon 2 - VectorStorm
Hi everybody! Today we have a much-requested feature, a brush interface for placing down groups of scenery objects!

New in this update:
  • Scenery brushes! Each scenery placement tool can now be put into a "brush" mode, where you can scatter scenery items across an area with just the sweep of the mouse. There are several different patterns available, with customisable densities, brush sizes, scale and angle randomisations, and more! Individual placements are of course still available, and scenery items placed using a brush can be further adjusted the same as any other scenery items!

Additionally, this update has a whole bunch of other minor quality-of-life fixes and improvements:

  • All dropdown menus all now have a downward-pointing triangle on their right side, to indicate that they can be clicked upon
  • Disabled 'undo' and 'redo' functionality during the initial game tutorial to prevent a possible soft-lock.
  • Changed the MegaTooltip window so it won't place itself partially off the bottom of the screen.
  • Added some missing description strings for the new vehicles from the last travel update.
  • Fixed mouse movements affecting camera rotation if you were holding a keyboard "rotate camera" button (default-bound to 'q' and 'e')
  • Moved the Wall/Path placement help messages to smaller, dark-background windows in the bottom right of the screen to match the appearance and positioning of other help text windows. (previously these had been larger blue windows in the top left)
  • Vastly improved the handling of in-progress pathfinding queries when map edits happen, especially edits which touch multiple regions simultaneously (destroying mountain passes, multi-region flight paths, etc)
  • Fixed issues with deleting a travel building while in a placement tool that had been trying to use that travel building as part of a new path placement.
  • Fixed dungeon fog settings sometimes temporarily being applied to the main world map view, immediately after leaving a dungeon interior view.
  • Fixed several issues caused by the use of keyboard hotkeys to switch between editing tools while in the middle of drag operations.
...as well as a bunch of other minor bug fixes, and updated localisation data!

The next big thing I'm working on is going to be a major revamp to game progression; how your game's version number goes up, how you unlock new technologies, and how you unlock character type slots; I have plans to improve all of these! I'm very excited to write more about this in the next big feature update! And of course, we also have at least one big content update planned between now and then!

More details soon. And once again, I have to give so many thanks to everyone for your enthusiasm, support, feedback and bug reports throughout development! It makes such a big difference to me and everyone on the development team! :)

-T
Birds Organized Neatly - Patrick


Dear Friends,

When we launched Virtual Cottage in October 2020 as our first game/app on Steam, we had no idea where it would lead us.

We initially intended to create a screen blocker to help you focus on your work and avoid distractions like social media.

However, over the years, you have all shared valuable ideas, feature requests, and ways you interact with Virtual Cottage. It became clear to us that a significant overhaul was due.

So, we're thrilled to present Virtual Cottage 2! It comes with three different timers (Classic Timer, Stopwatch, and Pomodoro) and an improved To-Do List (rearrange tasks, create categories, and set up repeating daily routines). This time, you’ll also be able to add your music.

But now, the most requested feature of all time (we heard you loud and clear!): Cottage customization.

You will be able to choose between different room layouts in the beginning and add more as time goes by. The game will also offer a wide selection of furniture items to place inside your home. We wanted you to have the ability to create your ultimate cozy space! You will get rewarded one item (and its colour variations) per day, simply by using Virtual Cottage. And yes, there will be pets…this time, you won't have to choose between them—you can have them all active simultaneously!

We are super excited about this and hope you are as well!!

If you wanna be up-to-date with the development or leave us some more input, you’re welcome to join our discord :)

https://store.steampowered.com/app/2943180/Virtual_Cottage_2


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