Magic Research 2 - Maticolotto
A new version of Magic Research 2, version 1.4.4, is now out for everyone. This version introduces a small bit of new content: a new Spell that is unlocked towards the early game, and one new Storyline that is unlocked late-game. It also has a lot of balance changes related to Familiars, as well as some tweaks to make some parts of the post-game a little more manageable.

Full patch notes below.

New features and changes

  • New spell: Foresight (Requires Mind Lv14)
  • Mid-game feature Familiars screen now shows the list of moves of each Familiar
  • Add the ability to have "Configurations" (i.e. loadouts) for Spellcraft
  • Post-game feature Universal challenge will now show warning messages on items or spells that are likely ineffective
  • Post-game feature Worlds will now keep Time Pieces when traveling to a new World
  • Add new event that triggers if defeating Dragonbones a second time (on a different Retirement)

Bug fixes

  • Attempt to fix crash when opening Spellcraft screen in some instances
  • Fix several strings that were not being translated
  • Fix post-game feature Worlds: now Storyline hints will carry over even if Mind is not unlocked at the beginning, and starting a new World will not reset your Bestiary or most of your Compendium (after you unlock your Compendium again, if needed)
  • Fix reward of Storyline "Advanced Mana Spouts" not working
  • Fix black-screen bricking issue when loading certain translations if they are incorrect
  • Adjust unlock condition for Storyline "Divine Combination" to require Holy Lv5

Balance changes

  • Many Familiar balance changes:
    • Sewer Fish: Base attack increased from 27 to 32
    • Fire Spirit (Fire): Increase Max HP scaling, base attack increased from 32 to 40, increase chances of using stronger attacks
    • Merfolk Warrior (Water): Can now cast Enchant Mana Spouts, which stacks with the player's; can now also cast Enchant Mana Steamers, which stacks with the player's, after Lv45
    • Windglider (Air): Increase base Dodge to 200, which will now add up to 1165 Dodge at max Level; increase Attack scaling from 1.065 to 1.07 each level; can now use Wind Slicer after Lv45; increase chances of using stronger attacks
    • Psion Cobra (Mind): Increase Attack scaling from 1.065 to 1.07 each level, raise base Attack from 25 to 30, can now use Psychic Slam after Lv45
    • Drone (Electric): Increase base Attack from 15 to 20 and Attack scaling from 1.06 to 1.065 each level
    • Time Shifter (Time): Increase Max HP scaling from 1.06 to 1.065 and Defense scaling from 1.05 to 1.06 per level
    • Astral Crystal (Space): +800% Channeling spell effectivity and -20% to their attack delay, +40% base Attack
  • Reduce cost of Enhancement "Book Factory" (3 Books -> 1 Book)
  • Lower Essence cost but increase Item cost of all late-game Lv72 items (3B -> 1.5B Essence, 999 -> 1200 Jewels)
  • Post-game Primary Challenge no longer starts all Elements at Lv1; only the non-Primary Elements
  • Slightly increase effect of reward of Storyline "Lasting Skill" (Intention: Start at Lv72 for Primary Elements if their MPL is maxed)
  • Late-game item Spiked Armor now decreases Mana production by a fixed 40%
  • Slightly readjust Post-game Worlds feature's Storyline Oracle boons: Lv1 now also unlocks Compendium, Lv2 now unlocks all Furniture Preservation (down from Lv3), Lv3 now unlocks Types of Wizards (down from Lv4; since Zoom Through Training causes it to trigger on startup)
SteamVR - nathan
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.

The Steam Link for Meta Quest FAQ page is available here.

Anyone can opt into the SteamVR Beta. Instructions are available here.

SteamVR:
  • Restrict applications from seeing controller/tracker positions while the Steam keyboard is visible.
  • Panels dragged by a grab handle now face the user and move more smoothly.
Bulletmancer - PosingPossums
Steam Summer Next Fest has brought many people to our community! Lots of wishlists, valuable feedback and kind words so we wanted to thank you all for the support! :D
Jun 18, 2024
TFC: The Fertile Crescent - LincRead
Today, we are just reverting one of the changes we patched yesterday.

General
- Our best players want a real challenge and so in Campaign on Master difficulty level the NPCs will primarily target you again
UsoNatsu ~The Summer Romance Bloomed From A Lie~ - sekaipro_chris
This week, we're spotlighting the Steam releases by developer, LYCORIS. Save up to 50% on LYCORIS's entire line up!

Also stay tuned for more details on the release of the upcoming UsoNatsu Voice Drama, "UsoNatsu ~The Summer Romance Bloomed From A Lie~ Voice Drama: "A tale of basically cohabiting♡ What'll happen next?"!

https://store.steampowered.com/app/2973220/UsoNatsu_The_Summer_Romance_Bloomed_From_A_Lie_Voice_Drama/

https://store.steampowered.com/app/620210/Fatal_Twelve/

https://store.steampowered.com/app/383460/Sound_of_Drop__fall_into_poison/
Jun 18, 2024
Heartless & Dreadful : Return by 72 Hours - Kirillian
Some community requests here.

- Automatic/Classic toggles have been also added to the tutorial as well, just in case.
- Added another bandaid to teleport slide issue, basically where you slide into teleport, it may punt you into the sky. Not anymore.
- Boss - Knight - Added a better animation "wind up" for the move that causes the player to be launched in air.
- Difficulty - Eternal Nightmare - Has been adjusted to be a bit more balanced. Instead of being killed in one shot, now you get 3 lives. In addition, the enemy HP and aggression has been decreased a bit. This difficulty was downright masochistic.
- Enerith - When activating CT, the projectiles that enemies will shoot will be destroyed similiar to Sinner's Consume All
- Hardcore Gravity - Hardcore gravity has been reworked to feel heavier and take more skill in combat, with that, the jumping now feels a lot more responsive as well. Based on the community feedback, it may become the default setting, while the lower gravity may be a default for automated style. Please give it a try and see if it feels any better.
- Lock On Speed - When hard locked on the enemy, the movement speed has been slightly increased based on the community feedback. It's not major, but it feels better.
- Shamir - Boost Mode - If using soft lock on, you can now use boost to run around the enemy while locked on.
- Shamir - Dodge Mode - Dodging has been reworked to allow dodging in any direction. Dodge Up and Dodge Down still remain in the game, they are activated by pressing the style action button while standing still without the lock on.
- Tower Of Blood - Reduced the amount of snipers and healers in some of Tower Of Blood's floors.
- Tram Ride in Mission 11 - Added a way to speed it up by pressing the style action. The skip is still available after beating the game once, this is just to allow the player to control their pace for an achievement.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail, or on the stinky Discord server.

For Discord, it may take time to approve new people due to someone having to sleep. Whichever works best.
https://discord.gg/2ZyurUSbeE
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
...