ManaSoul - Aesthetic
Testing for Patch 0.3 is well underway and we're making tremendous progress! So much in fact that we would like to expand the testing to more people. If you would like to try the fully new and improved ManaSoul early and help test it before it goes live, come join us!

To join the 0.3 Testing simply right click ManaSoul in your Steam Library and select "Properties". Then navigate to the Betas section and enter the password:

LongLiveClawpy

Once the password has been entered you will have access to the private 0.3 testing build! Please be sure to join our discord and post any feedback you have for us and thank you all again for all of the support!
Jun 19, 2024
Archean - batcholi
  • Added auto-complete for chat commands when Admin playing on remote server
  • Removed Delete Button for sub grids causing CTD
Exoprimal - miyazaki_chk
Trial 40 of Savage Gauntlet will arrive soon!
This Trial features a boss battle with limited respawns. You will fail the Trial if your remaining respawns reaches zero.
Five players join together and battle through insurmountable odds in this extremely challenging game mode. Complete the mission within the time limit and prove yourself as an elite exofighter.
The mission objectives are fixed for the duration of each Savage Gauntlet event, so play repeatedly and look for ways to optimize your strategy and complete the mission as fast as possible. Players around the world will be competing for the fastest completion times, with special awards available for the most elite exofighters.


Trial 40 Playable Period
21/06 2024 03:00 UTC ~ 25/06 2024 02:59 UTC
06/20 2024 20:00 PDT ~ 06/24 2024 19:59 PDT

Map
Spacetime Rift


Rewards
Rank Awards

Acquisition Requirement
Complete Savage Gauntlet at least once.

Rank
Condition
Obtainable Award
Master
Completion time ranking in the top 20%

Gauntlet Master
Fighter
Completion time ranking in the top 50%

Gauntlet Fighter
Survivor
Complete Savage Gauntlet at least once

Gauntlet Survivor
Note: Players with high-ranking clear times can also receive the awards from lower ranks. Results will be displayed on the Main Menu after rankings are calculated. Completion time rankings vary from platform to platform. Award levels can be increased by earning multiple rank awards.

Participation Requirements
Complete the main story.
Players who have fulfilled the participation requirements will be able to join via the "Savage Gauntlet" item in the main menu.

We expect all exofighters to put their best foot forward for the Savage Gauntlet.
LightBreak - Deev Interactive
Hey everyone!



LightBreak's demo was updated
following the feedback from players and our telemetry data via steam.
We're looking to build the most engaging version of the game and iterate on the game's pacing through rigorous testing in our Free demo.

Update Notes for version 0.0.2:

  • Preview of Memory Fragments: Access spatio-aural puzzles related to ava's memories in level 7. You can play the teaser for this mechanic by searching the environment for related sounds, and manipulate physics events to create the desired sounds. (for example, drag a candle on some dry wood to create the sound of fire!)

  • Game Difficulty Adjustments: The first few levels are aimed to teach players the core mechanics, their length has been adjusted.
    Difficulty now dynamically increases from level 5 and beyond. This includes faster timing and more melodic and instrumental variety.

  • Let It Be: If you're stuck on a particularly difficult melodic facet, you can press "Let It Be" in the pause menu to skip it. For now, Let It be has unlimited uses.

  • Game feel enhancements:
    1. Swapping Notes now dynamically plays different animations depending on the direction of the final destination.
    2. Other Notes move reactively to predict where the player wants to drop the grabbed note.
    3. The grabbed note communicates with other notes to determine the best time to move back into its destination.
    4. Camera movement smoothing are now through eased tween animations
    5. The Tuning peg audio no longer cuts itself off, and game's audio now stacks correctly on top of itself so playing many notes in quick succession sounds a lot more natural
    6. Reworked core system hierarchy to make sure elements are always centered on the screen
    7. Cutscenes have Parallax depth wherever appropriate. This is done through a smart automatic system.

  • Bug Fixes:

    1. Fixed an issue where players would finish interaction with the Saaz but the game did not detect all of the puzzles have been solved.
    2. Fixed an issue where the tutorial texts would appear in inappropriate camera angles, they now are fully aware of the state of the camera.
    3. Synced the behavior of the game mechanics across input methods, now the game should work identically with mouse and various input controllers.
    4. Game Optimizations for frame-time stability on the Steam Deck. We're only beginning to investigate performance on the steam deck. while the game is entirely playable, some areas can experience frame drops. This will be fixed in the upcoming updates.
Jun 19, 2024
Chocolate Factory - Grand Emprise
Hotfix 4
- Adjusted Extractor T2 and T3 to output items faster to keep up with T2/T3 conveyor belts better.
- Fixed Castle Foundations snapping to each other has another incorrect snapping point.
- Added a snapping point for Castle Gates to Castle Foundations.
- Increased max building distance for castle structures.

You can join our Discord or make a Steam discussion post to leave feedback. I read all your comments.
Also please leave a Steam review to help the game reach more players.
Thanks for playing!
Boundary - [ĜĞ]Fijianthug
Dear Boundary Community,

We have an important update regarding the future of Boundary. After careful consideration, Skystone has decided to relinquish the publishing rights for Boundary, effective at the end of June.

Over the past few months, there have been significant delays and a noticeable absence of content updates for Boundary. Despite our best efforts and support, the developer has been unable to deliver the necessary updates and improvements to keep the game thriving. This has led to growing concerns within our community, and we share your frustration.

Starting at the end of June, the developer will resume the publishing rights for Boundary. Unfortunately, the developer has made the difficult decision to cease all services for the game instead of continuing to run it in its current state.

We understand this news is disappointing for many of our dedicated players who have supported Boundary through its journey, and we are as sad as you are that Boundary will not see its full potential.

We want to thank each of you for your passion and patience. Your support has been invaluable, and we are deeply grateful for the community we have built together.

Thank you for your understanding and support.

Sincerely,
The Skystone Games Team
Jun 19, 2024
DFHack - Dwarf Fortress Modding Engine - myk002
This beta release is available on the beta channel (for DF 50.13) and the adventure-beta channel (for DF 51.01-beta).

This beta release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.
Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!
Highlights
Designating digging and constructions with shapes
Our digging design tool, gui/design has had a major usability overhaul.



There are now icons for selecting modes and shapes, and the overall experience of designating shapes, stretching, rotating, and moving them, and finally applying them to the map is much easier than it was before.

Have fun with those curves!


Interactive map editing
You may have heard of tiletypes as the command to use for editing the map. It has a reputation for being difficult to understand, and startlingly easy to get wrong. Thanks to community member tatoyoda600's efforts, we now have gui/tiletypes, which turns map editing into simple point and click!



You can now easily fill in gaps in accidentally-dug areas, spawn tiles of the material of your choice for digging, or reshape the surface terrain to your liking!


Quick find and zoom for people, locations, and artifacts
The new gui/sitemap tool helps you find and zoom to things quickly.



It works in both adventure and fort mode. In adventure mode, its primary use is to find what you're looking for when you get to a site. If you have a quest to talk to a specific person or find a specific artifact, it can be very frustrating to arrive at the correct site but then be completely unable to find what you're looking for on the map. It doesn't help that nobody at the site can give you directions! gui/sitemap will list all the people, places, and things of interest and let you zoom the screen to their location with a click. You'll still have to find your way over there, though, which can be a challenge if it's deep underground.

In fort mode, it serves as a faster alternative to the vanilla overview screens. It also has the unique benefit of telling you both the Dwarven and the English names of artifacts. Now, when you get a notification that Thunderbanner has been stolen, you can search for the artifact in gui/sitemap and see that it's actually warning you about Amudzulban. Then you can zoom to its current location and search some pockets.


Controlling rate of immigration
A common complaint is that very large migrant waves can overwhelm fort infrastructure. If you enable the pop-control tool in gui/control-panel (Gameplay tab), you can limit migration waves to a reasonable size. The default is 10, but you can adjust it to any number you feel comfortable with.



Note that this tool will overwrite the population caps set in the vanilla settings, so if you have those numbers customized, be sure to update the setting for pop-control itself. For example, if you want a maximum population of 100 (along with the default per-wave maximum of 10 immigrants), run

pop-control set max-pop 100

after you enable pop-control.
Plant and tree manipulation
For those looking to meddle in the natural order, we now have the commandline plant tool for spawning, growing, and removing plant life.



For example, to grow a sapling into a tree, enter mining mode, enable the keyboard cursor, and highlight the tile with the sapling on it. Then, run plant grow here to increase the sapling's age. Once you unpause the game, the sapling will instantly grow into a tree!


Locale-sensitive number formatting
DFHack tools can display a lot of large numbers, especially where prices and weights are involved. We have traditionally formatted those numbers exactly the same as DF itself does -- that is, no formatting; just numbers. For example, one million is written as 1000000.

This can be hard to read, but it's also not perfectly clear how else the numbers should be formatted. In English, we often add commas to numbers, one comma every third digit, so one million would be written as 1,000,000. That would make it easier to read, assuming English is your native language. People from India might prefer to see one million as 10,00,000, and people from Germany might prefer 1.000.000.

So now you have a choice. In gui/control-panel, in the Preferences tab, there is now a Large number formatting preference that you can set.



You have several options:
  • None (the default), which formats the numbers without embellishment like vanilla DF does (e.g. 1234567)
  • English, which formats the numbers with commas every third digit (e.g. 1,234,567)
  • System locale, which formats the numbers according to the locale settings for your operating system (system-dependent)
  • SI suffix, which shows up to three significant digits and a metric-system suffix (e.g. 1.23M)
  • Scientific, which shows numbers in scientific notation (e.g. 1.2e+06)
Your choice will apply to DFHack displays, such as gui/unit-info-viewer or the prices on the DFHack trade screens. Vanilla DF displays will not be affected.


Announcements
Behind-the-scenes changes
This release marks a significant step forward in aligning the DFHack names for variables with the actual names used internally by the Dwarf Fortress code. Not only does this help smooth communication between DFHack and DF devs, but it opens up a whole new world for modders who can now access large new sections of the game state. Expect new tools soon that capitalize on this improvement in accessibility, especially in regards to the world map!

One of the major reasons for this beta is to test the existing DFHack tools and ensure they were all properly migrated to the new naming scheme. Please be on the lookout for commands that you know worked before but that now spit out errors.
Dreamfort has been updated
The Dreamfort quickfort blueprints have seen significant updates in this release. If you are in the middle of building from the Dreamfort blueprints, expect some minor errors or misplaced furniture if you started building from the Dreamfort blueprints in the previous DFHack version.

Starting from a new embark, of course, will work perfectly fine.

If you're not already familiar with it, Dreamfort is DFHack's marquee blueprint set for a complete fort layout. It demonstrates good design patterns for new players and shows what the game is capable of. For more experienced players, it provides a simple, yet complete fortress that you can quickly get up and running when you want to focus on specific aspects of the game and not worry too much about infrastructure.



Screenshots are available here: https://docs.dfhack.org/en/latest/docs/guides/quickfort-library-guide.html#dreamfort

and the walkthrough is available via the blueprint notes (which you can display with gui/quickfort) or online here: https://docs.google.com/spreadsheets/d/15TDBebP8rBNvsFbezb9xuKPmGWNzv7j4XZWq1AsfCio/edit?gid=0#gid=0
PSAs
As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about.

Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable".

The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode.

If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.
Changelog
New Tools
  • advtools: collection of useful commands and overlays for adventure mode
  • bodyswap: (reinstated) take control of another unit in adventure mode
  • devel/tree-info: print a technical visualization of tree data
  • fix/occupancy: fixes issues where you can't build somewhere because the game tells you an item/unit/building is in the way but there's nothing there
  • fix/population-cap: fixes the situation where you continue to get migrant waves even when you are above your configured population cap
  • gui/sitemap: list and zoom to people, locations, and artifacts
  • gui/tiletypes: interface for modifying map tiles and tile properties
  • plant: (reinstated) tool for creating/growing/removing plants
  • pop-control: (reinstated) limit the maximum size of migrant waves
New Features
  • buildingplan: dimension tooltip is now displayed for constructions and buildings that are designated over an area, like bridges and farm plots
  • gui/notify: new notification type: injured citizens; click to zoom to injured units; also displays a warning if your hospital is not functional (or if you have no hospital)
  • plant: can now remove shrubs and saplings; list all valid shrub/sapling raw IDs; grow can make mature trees older; many new command options
  • prioritize: new info panel on under-construction buildings showing if the construction job has been taken and by whom. click to zoom to builder; toggle high priority status for job if it's not yet taken and you need it to be built ASAP
  • tweak: named-codices: display book titles instead of a material description in the stocks/trade screens
Misc Improvements
  • Dreamfort:
    • add a full complement of beds and chests to both barracks
    • redesign guildhall/temple/library level for better accessibility
    • walkthough documentation refresh
    • add milking/shearing station in surface grazing pasture
    • integrate building prioritization into the blueprints and remove prioritize checklist steps
    • add plumbing template for filling cisterns with running water
  • autobutcher: do not butcher pregnant (or brooding) females
  • autonestbox: wait until juveniles become adults before they are assigned to nestboxes
  • blueprint: capture track carving designations in addition to already-carved tracks
  • buildingplan: add option to ignore items from a specified burrow
  • caravan:
    • optional overlay to hide vanilla "bring trade goods to depot" button (if you prefer to always use the DFHack version and don't want to accidentally click on the vanilla button). enable caravan.movegoods_hider in gui/control-panel UI Overlays tab to use.
    • bring goods to depot screen now shows (approximate) distance from item to depot
    • add shortcut to the trade request screen for selecting item types by value (e.g. so you can quickly select expensive gems or cheap leather)
  • changevein: follow veins into adjacent map blocks so you can run the command once instead of once per map block that the vein touches
  • exterminate: add all target for convenient scorched earth tactics
  • gui/civ-alert: you can now register multiple burrows as civilian alert safe spaces
  • gui/control-panel: highlight prefrences that have been changed from the defaults
  • gui/create-item: allow right click to cancel out of material dialog submenus
  • gui/design:
    • significant redesign of UI for much improved usability
    • circles are more circular (now matches behavior of digcircle)
  • gui/launcher:
    • "space space to toggle pause" behavior is skipped if the game was paused when gui/launcher came up to prevent accidental unpausing
    • refresh default tag filter when mortal mode is toggled in gui/control-panel so changes to which tools autocomplete take effect immediately
  • gui/notify: notification panel extended to apply to adventure mode
  • gui/quickfort:
    • you can now delete your blueprints from the blueprint load dialog
    • allow farm plots, dirt roads, and paved roads to be designated around partial obstructions without callling it an error, matching vanilla behavior
    • buildings can now be constructed in a "high priority" state, giving them first dibs on buildingplan materials and setting their construction jobs to the highest priority
  • gui/unit-info-viewer:
    • now displays a unit's weight, relative to either dwarves, elephants, or cats
    • shows a unit's relative size compared to its race's average.
    • add precise unit size in cc (cubic centimeters) for comparison against the wiki values. you can set your preferred number format for large numbers like this in the preferences of control-panel or gui/control-panel
  • logistics: automatically forbid or claim items brought to a stockpile
  • nestboxes: increase the scanning frequency for fertile eggs to reduce the chance that they get snarfed by eager dwarves
  • quickfort:
    • support buildable instruments
    • new delete command for deleting player-owned blueprints (library and mod-added blueprints cannot be deleted)
    • support enabling logistics features for autoforbid and autoclaim on stockpiles
  • regrass: now accepts numerical IDs for grass raws; regrass --list replaces regrass --plant ""
  • suspendmanager: add option to unsuspend that unsuspends all jobs, regardless of potential issues
  • tiletypes:
    • performance improvements when affecting tiles over a large range
    • support for heavy aquifers
    • new surroundings property for autocorrecting adjacent tiles when making changes (e.g. adding ramp tops when you add a ramp)
Documentation
  • installing: add instructions for how to use Steam DFHack with non-Steam DF (ito benefit from DFHack auto-updates and cloud backups)
  • modding-guide: add a section on persistent storage, both for global settings and world-specific settings

For the complete changelog, please see https://github.com/DFHack/dfhack/releases/tag/50.13-r3rc1
Community Announcements - c.x1ang

❀Regular updates❀
Update Time: 2024.6.20 15:00-16:00 (UTC+8)
Update Method: Stop Service Update
Update Compensation: Diamond *200

In order to bring a better gaming experience to all commanders.
Doomsday Warriors is scheduled for 2024.6.20 15:00-16:00 to carry out a service downtime update maintenance.
Commander will not be able to log in to the server to play during the update period, so please make your game arrangements in time to avoid unnecessary losses.
We will send Diamond*200 compensation by mail to the commanders who registered before the maintenance, thank you for your cooperation.

Here are the main contents of this maintenance:
▶Updates:
1, [Activity] new human girl aurora borealis theme activities
2, [copy] monster talent optimization:
Base Bounty and Lost Quest - World Boss, the talent is modified to revive immediately after the death of the blood, the overflow damage will be counted in the calculated damage.
3、【Skill】Description optimization:
Enchantment layer limit of Caryn's Heart - Glory of Doom has been increased to 7 layers in line with the 2-star talent.
4、[Imprint]Rock Solid imprint recommended for girls to remove spring breeze

▶BUG Repair:
1, fixed the [Shayana and Lal special core crest 7, 8 level attributes are not correct] problem, the actual should be the damage bonus
2、Fixed the problem of [Polygonal Sacred Sword Scent level 7, 8 attributes are incorrect], the actual should be the damage bonus.
3、Fixed 【Flower King Fairy Star Seal 7 level, 8 level attributes are incorrect】, the actual should be pvp injury reduction
4、Fixed the problem of [Endless Abyss one key down the array switch team does not take effect].

If there is any advancement or delay in service, we will inform all commanders through the top discussion on Steam forums, and we apologize for any inconvenience caused during the update period!
If you experience any irregularities after the update, please contact customer service for feedback, and we will take care of it for you as soon as possible.
Thank you for your love and concern, and happy gaming!


Customer service contact:
The first time I've ever been to a restaurant, I've never been to a restaurant before.
The first time I've ever seen a woman in the world, I've seen a woman in the world, I've seen a woman in the world.
EvaLine:kefux
Eva Discord: mrzj520
Melvor Idle - Malcs
[ItA] = Into the Abyss only
[AoD] = Atlas of Discovery only
[TotH] = Throne of the Herald only

New
  • Added modifier sources for bonfire interval.

Changes & Balancing
  • Refactored offline mode detection. This should assist with issues on Mobile where some scenarios result in no/hanging offline progress due to minimising the app.

Fixed
  • [ItA] Fix Cooking recipe selection displaying the incorrect amount of Abyssal XP you gain per action. This was only a visual bug, and the Abyssal XP gained per action was still accurate.
  • [ItA] Fix Eldritch Eyeball dealing Normal Damage
  • [ItA] Fix Transmutation in Alt. Magic showing it rewards Abyssal XP
  • [ItA] Fix issue that allowed Abyssal Realm pets to drop outside of the Abyssal Realm.
  • [ItA] Fix Dark Summon Consumables not consuming on Player Summon Attack
  • [ItA] Fix Production Reduction Scroll consuming on actions outside the Abyssal Realm.
  • [AoD] Fix Mining Relic 1 visually displaying as Mining Relic 5
  • [TotH] Fix Summoning Scrolls and Summoners Bag not consuming charges on Summoning Tablet usage.
  • Fix issue that allowed Cartography refinement costs to go into negatives, which granted you GP for every refinement.
  • Fix bonfire menu showing ${qty} ${logName} when no log is selected
  • Fix bonfire menu showing the incorrect interval when light bonfire is different to selected logs
  • Fixed Elemental Potion language string.
  • Fixed Qimican Star #4 requiring Level 66 Mastery instead of 50.

Modding
  • PetData now accepts “realms: string[]” as an optional property. This will allow Skill pets to only drop from specific realmed actions.
Jun 19, 2024
Fate/Samurai Remnant - KTG_Dev_Messenger
Fate/Samurai Remnant DLC Vol.3 is out now!

Mysteriously disappearing children. A “bird monster" on a rampage!
In “Record's Fragment: Bailong and the Crimson Demon”, aspirants of the Waxing Moon, together with a new Rogue Rider, Zhao Yun, join forces to fight against a new foe.

...