Jun 18, 2024
Surviving Ceres - Doobachoo
Greetings Pilgrims;

This update should work with older patches, but if you have an older game that is still in its infancy with your starting rocket in the original spot you might be in trouble. To ensure your game works well a new save is recommended, but provided you have moved onto the flat plateua your save should be fine.

Fixes

There have been a lot of helpful players, but I would like to shout out CitizenX3639. His great feedback and suggestions have made a great impact on this latest patch, and I very much appreciate the effort put into his thread.

Deposits Can Be Blocked

It was possible to place a structure over-top of a deep ore deposit if it was cracked open and ready for drilling. This has been changed to prevent any player from accidentally blocking a deposit.

Quick slotting equipment

It was possible to quick slot an equipable item. This was never intended al although I considered allowing you to quick slot items to equip them I don't think it made much sense with how equipment works. This has been changed currently to not allow equipable items to be quick slotted. We may change this in the future if we have many equipable items that would make sense a player might need to swap them around.

Rocket Fuel Clarity

Some players found it confusing that rocket fuel had to be put in the cargo of a rocket to launch the ship. I plan to add a specific slot just for fuel in the future, but for now, I have reworked the tooltip of the rocket to indicate that fuel must be placed in the cargo to clear up confusion. I do think a specific slot just for fuel will work well, but that is a larger change for a later time. This change at least brings clarity to rockets and rocket fuel.

Funding Updates

The research and development display in the research station was not updating funding accurately after completing milestones and exports. This has been changed to always update accurately now.

Changes

There have been a few small changes to improve the game.

Twice The Irrigation

The farm irrigation post that was in the center of the room has been duplicated and placed in front of both seed beds. This now clears up the walking path for players and you can use either irrigation that makes sense for where you planted.

Supply Menu Clarity

Some of the titles in the supply HUD were similar to the buttons with their background colors. Some players thought they were buttons and not titles. These have been changed and recolored to better stand out as titles for clarity.

Multi Building

Now when you build, if you have a stack of the same item that you are placing it will automatically continue to place additional items. You previously had to left-click again to begin placing and this didn't feel right. Now if you have a stack it will automatically continue to allow placing, and this can be canceled by right-clicking or pressing any quick slot key.

Grinder Changes

The grinder can no longer be used to grind foods into seeds. This will help free up grinders to keep producing coal for rocket fuel or other various dusts for crafting.

Additions

We have had some great additions to the game. Most of these are aimed at bringing life and atmosphere to the early game, while also providing a precursor to the eventual attacks that will come when you begin to Terraform Ceres.

Cave Diving

I have added two brand-new caves to the game. These can be found connected to the flat plateau edges. I made these caves go quite deep to ensure you can't easily reach the bottom until you have the equipment, oxygen points, or at least crafted several oxygen bottles. They start as normal caves with a basic cave aesthetic, but as you get deep they become very alien and gooey. Each cave has some high-quality loot and high-value export items you can collect. If you dive into both caves and collect all the loot you will also have the required items to build the "Advanced Base Constructor" which will be the linchpin in moving to mid-game. I have also included a data pad in each cave that provides more insight and precursor to what is to come once you begin to Terraform, and these are set up to be final logs from previous failed missions on Ceres.

Supply Box

I added a supply box similar to supply pods. These can be found inside each of the new caves and they are packed with goodies to help move you to the mid-game.

Farming Machine

I have added a new machine called the "Seed Extractor". This does the same thing the grinder used to do with raw foods grinding them into seeds you can plant. It was suggested to separate seeds from the grinder as the grinder is a key part of making rocket fuel, and I agreed with this suggestion.

Build Blockers

I have added huge invisible build-blocking volumes around the map in every direction. With the addition of patrolling aliens and as we move into mid-game I needed to ensure you can not get outside of the navigatable areas for AI. There is now a height limit you can go with your base. However, this is sixteen rooms high and should not come up for most players. There is also a small area along the edge of the flat plateau that will deny any building. This is to ensure you can not block enemies from jumping down to attack your base when that time comes. This also denies the ability to build horizontally forever until you get outside of the playable area of the map. You could still potentially get your character outside if you tried hard enough, but not buildings. For the most part, this shouldn't ever be felt by players who are playing predictably, but it will block wild card players from getting too crazy. If for example an amazing creator such as "Let's Game It Out" attempted to build crazy they would encounter these blockers.

Walking Mobs

I have added three types of land mobs each with 4-5 skin variations. These mobs spawn from 1 of 3 spawn locations above the flat plateau and walk a patrol around that upper area. There are 9 points they can reach and play animations before they return to patroling or head back to the spawn area to despawn for a new alien to come out. These 9 points also act as the attack points for waves to jump down and attack your base from. I want to ensure you can not just turret up a spawn point and be good, so I have encircled the building area with attack points. For now, they will of course not attack you until you start to terraform, but they do add a nice bit of life and atmosphere to the world.

Flying Mobs

I have added one flying mob with several skin variations. Like the walking mobs these will never attack before you begin to terraform, but they are present to help add life to the game. I have created 7 roosts for these mobs to spawn and fly to and from. For now, these aliens will spawn from one roost and fly overhead to another roost. When we reach terraforming these 7 roosts will also be the 7 directions airwaves will attack your base from. These completely incircle the map and are pilar-like structures with rocky nests on top.

What's Next

I am very happy to say that next is the start of the mid-game. Outside of some visuals, sounds, and effects needed to finalize the early game, I believe mechanically we are good to move forward. This is very exciting for me as I have been anxiously looking forward to working on the colony side of the game. It will be a time-consuming process, but very fun thing to work on. I would like to give a huge thank you to all the amazing players who have been giving me great feedback, suggestions, and ideas. Even the players who have just tried the demo and said they see potential all help to inspire me to work hard. Knowing you guys are excited excites me and helps push my work forward. I can't wait to show you guys what I have planned for the colony side, and then turret defense side in the future. If you want to stay up-to-date with development please consider joining the discord for maximum engagement as well as seeing pics and whatnot as I work, or even influencing that work with your live feedback and suggestions. That is of course optional and you can expect to see continued updates on Steam as they become ready. Thank you to everyone playing and enjoying the demo, I can't wait to show you what I have planned.
Jun 18, 2024
ZomGoBo - IIIartIII
To accommodate our customers, we have made the game entry a little more user-friendly. In addition, power-ups are now dropped by enemies and can be collected. Generally points amount increased. The enemy AI has been adjusted slightly and the enemies are now generally a little stronger. Furthermore, a bug has been fixed where you could be attacked during a sequence.


Drifto: Infinite Touge - jon
Fellas I forgot to add the new FWD cars and camera angle.
Here they are xo
The Quinfall - The Quinfall Mod
How do I access the Closed Beta key?

You need to register again on the Quinfall website with the email address you received the closed beta invitation. Please make sure to update and maintain your system information and profile! The beta key will appear in your profile.

How do I know if I have been selected for the Closed Beta?

The selection process for the Quinfall Closed Beta was completed in previous months, and the selected users were notified via email. On June 20, 2024, keys will be distributed to the invited users, allowing them to access the game on Steam PlayTest.

How will the Quinfall Beta Schedule proceed?

Below is our schedule for the Beta. During this period, users can share their experiences and report any issues they encounter through the bug-reports channel on Discord. Users who submit the most bug reports will be rewarded with special names and prominent roles on the Quinfall Discord.

Beta Schedule:

  • Beta Key Distribution: June 20, 2024
  • Closed Beta Start Date: June 22, 2024
  • Closed Beta End Date: June 27, 2024, 12:00 (GMT+3)

I wasn't invited to the Closed Beta. How can I stay updated?

The Quinfall 2nd Closed Beta is not under any NDA. Players and content creators are free to share their experiences with you. Likewise, we will host live Q&A sessions about the Quinfall Beta to keep you informed.

What are Quinfall system requirements?

Minimum:

Requires a 64-bit processor and operating system
OS: Windows® 10 64-bit
Processor: Intel® Core™ i3-4160 / AMD CPU with 4 physical cores @ 3Ghz
Memory: 8 GB RAM
Graphics: NVIDIA® GeForce® GTX 760 2GB / AMD Radeon R9 270X
DirectX: Version 11
Storage: 55 GB available space

Recommended:

Requires a 64-bit processor and operating system
OS: Windows® 10 64-bit
Processor: Intel® Core™ i7-7700 / AMD Ryzen 5 5600X
Memory: 8 GB RAM
Graphics: NVIDIA® GeForce® GTX 1060 6GB / AMD Radeon R9 390X
DirectX: Version 12
Storage: 55 GB available space
Path of Exile - CommunityTeam_GGG
A few weeks ago we held a Path of Exile 2 event in Los Angeles, where content creators and media tried out the recently announced couch co-op feature. Check out a behind the scenes video of the event below.



Since this event there has been a huge amount of interviews and impression videos released, we’ve gathered a few of them for you to check out.



Jun 18, 2024
Zomcats Invasion - Kinky Tinky
Another BIG Update!

NEW:
-Clicking on items will now open a small window that gives options for the item and shows the items description.

-Added 1 new case which can be opened for a chance to receive a normal/shop/animated item. (Animated Items are rare)


-Added animated item support. (You can now upload animated cosmetics on the workshop!)

-New map Infinite Rooms WIP
Everytime you buy a room, a new room will appear and the room will be randomized.
(Can be very buggy for now, please report bugs!)

-Added 2 new cosmetics for first time downloaders. (Orange Headband, Green Headband)

-Sprite Sorting now added, so stuff actually appears infront of you.

-New Icons for special item types like: "Normal Items", "Shop Items", "Animated Shop Items" and "Animated Items"

-Added footsteps sound and some environment sounds.

-Added the ability to see other players class in the lobby.

-Improved Prison buyable walls costs.

-After buying items you will get a notification

-Added a new "unboxing" window for found/bought/unboxed items with cool sounds! (Thanks to Flowy Flow)

-Added a new "supporter DLC"
-Added 10 new colors for DLC owners
-Added 1 new DLC item "Supporter Visor"


Fixes:
-Main Menu Inventory optimization.
-Blurry Sprites.
-Shadows on the Prison map did not appear.
-Zomcats getting stuck because of collisions.
-Idling to receive items
-Bandana looking bad
I fixed alot more but I am too stupid to remember <3


Have fun with the new update everyone <3
-Tinky
STANDBOX - Reality Beholder
Hey guys!

It's been a while since I posted anything on the news/announcement! I post most of the updates on the official Discord of the game and I tend to only post the big announcements/update changelogs here, but I want to try to use this a bit more.

So, here's what you can look out for in the next update, coming this month. Most of the features are already ready, but some still need a bit of polish.



New Features:
  • stumbling
  • bracing
  • a secret, unannounced feature
  • inventory/hotbar reworked
  • the ability to teleport the camera to distant places
  • new explosion effect and audio for the grenade
  • timeline UI to change the timescale/slowmotion


New Maps:
  • dev orange map
  • the old pit



Major Fixes:
  • bullets not causing bleeding properly
  • high speed collisions not opening wounds

Tales from The Dancing Moon - DjMonkey
Hello everyone!

Thank you to those who have purchased and are playing the Early Access. It really means a lot!

Feel free to leave a review, or continue reporting any bugs and improvements via the social media links below!

Discord: https://discord.gg/kpGVRKPn5W

Threads: https://threads.net/dancingmoongame

Twitter: https://twitter.com/DancingMoonGame

Steam Forum: https://steamcommunity.com/app/1782420/discussions/




0.9.18



First of all, this update lays some groundwork for a new questline - the first of a series of more significant updates to come that bring more content to the game. With that said, here is the list for this particular update!

Demo
  • 🚨 Reminder 🚨 The free demo includes the first Act of the main story including all relevant side quests. You can get a feel of the game this way before purchasing the full version. All saves and achievements will carry across!
  • All changes listed below which are relevant have also been rolled into the Demo version. Enjoy new players! 🤘
Updates
  • Skye's Quests: The first quest from Skye's storyline is now available! Begin your journey in understanding more about the Shadow Beasts by assisting Skye with her research.
  • Skye can now be found at a new research camp near the beaches in the Worm's Tail Island region.
  • Skye's quests are an optional late-game addition and is available to the player after Act 3 of the game.
  • Obtain a useful new "Key Item" for completing this quest.

  • Skye has been removed from the initial "Introduce Yourself" quest and her introduction is now handled by her own interaction.
  • New environmental details have been added to the Worm's Tail Region and the Magisters Ruins area.
  • The map screen has been updated to feature the new environmental details.

  • The Quest HUD will now provide a countdown timer for quests that are based on time progression. (As apposed to the previously vague "Wait a while..." text)
  • Reduced the time taken for Lucas to build in the "Set the Stage" quest from 5 days down to 3 days.

  • The village building camera movement is now restricted to the area in which it can build, and can no longer move far outside the game's relevant region.
  • The main quest "A Blocked Cave" will now be added to the players journal when exploring within the area of proximity to the cave in the Illisor Steppes region. (Previously the player needed to interact specifically with the cave to trigger the quest).
Bugfixes
  • Various fixes to spelling throughout the game and dialogue.
  • Fixed an issue where the player could pick up furniture items when their inventory is full, causing a loss of those items.
  • Fixed an issue where the snap rotation options were off by 10 degrees on two of the angles.
  • Fixed an issue where free camera movement was possible in the village building mode, where it should be more restricted.
  • Demo Only: Fixed a rare issue where the player could get soft-locked with time based quest progression due to the Spring-only season loop. Reaching the end of Spring in the demo should now trigger completion of these quests.
New Village Buildings
A new building with their own benefits have been added to Lucas' village building options.
  • Raised Platform - available in Act 3.
New Blueprint Recipes
An assortment of new blueprints have been added to Lucas' shop allowing further customisation and decoration. These are available at different parts of the game progression:
  • Fence Gate (which opens and closes based on proximity)
  • Canopy Shelter (Orange)
  • Canopy Shelter (Blue)
  • Canopy Shelter (Red)
  • Hay Bale
  • Wooden Shelf
  • Circular Stone Plinth
  • Square Stone Plinth
  • Weapon Rack
  • Cart
  • Crate (Wood)
  • Crate (Wood Large)
  • Crate (Clothed)
  • Crate (Desert)
  • Crate (Hard Wood)
  • Spoiler Item: 4 different "hero statues" (available after game completion).
The screenshot below is just an example of what I have done with these new buildable items. I am looking forward to see what other people will do with them!



Click here for previous patches.

Thank you so much for playing!
-DjMonkey

https://store.steampowered.com/app/1782420/Tales_from_The_Dancing_Moon/
SurrounDead - PlaySurroundead
Hey everyone,
I'm back from my trip and starting tomorrow (19th June) I'm fully back into dev mode. At this moment in time, I'm looking at an update at the end of this week but more likely start of the next. I won't go in to detail of what this this includes but expect some new content, QOL stuff and many bug fixes.

I'll be posting updates over on the discord with progress and more so keep an eye there for updates.

Finally we're coming up to 2 years of SurrounDead and I'll be doing another dev update for that going over plans near, and into the future. There may be some other goodies but time will tell.

Zurvivor
Jun 18, 2024
D100 Dungeon Computer Companion - Dungeon Software US
Fixed:

The Lightning spell was not being initialized correctly therefore the damage roll was not occurring at the start of the next combat round. This now functions correctly.
...