TheExit8NYC - KASH
Hello, I am happy with the release of my first game and the first feedback I have received, thank you for that.

I have just uploaded an update which contains various fixes and adds 2 graphics options.

- Various optimizations
- Added FSR 3.0
- Added option to set FSR 3.0
- Added an option to define different reflection settings
Away To The Stars - away2thestars
Hi explorers, a fair bit of polishing this time around after gathering a lot of valuable feedback in the last game con:
- Added sound menu to the main menu
- Fix tutorials bugs
- Fixed a bug where fireflies where not spawned in the night
- Slower ship rotation on planets
- Enemies will be easier to find
- Bullets when reloading are now shown under the player so that it is easier to track your bullets
- Added new portraits for some characters
- Added more guns
- You can now move the map
- Fixed Sniper enemies getting shot now stop moving
- Added new game shortcut Icon


Enjoy this prologue update
Jejo
Jun 21, 2024
Meta-Ghost: The Breaking Show - noiremo
Bug Fixes:
-Fixed an issue causing players to become immobile after using a Heavy Attack.
-FIxed an issue that might cause crashes in Like room which locates in breaking show mode.

Team Match Optimizations:
- Difficulty 5: Increased the drop rate of Lock Affix items, Calculation Power, and Alloy.
- Difficulty 6: Enhanced the drop rate of Lock Affix items, Calculation Power, and Alloy.
- Difficulty 3 & Difficulty 4: Enhanced the drop rate of Calculation Power, and Alloy.

Controller Enhancement:
1.Weapon Customization: Addressed a bug causing controller buttons to become unresponsive in the Weapon Customization interface.

Context Enhancement:
1.Weapon Customization Descriptions: Refined the descriptions of certain Weapon Customization options to improve clarity.
Jun 21, 2024
Stock:Retail investors - 666
Upcoming moderate-scale content update themed "Rise and Decline"
Industry Fluctuations
Industries will experience fluctuations, with some rising and others declining.
Rise and Fall of Companies
Companies will face pressure from industry fluctuations and competition. Company performance will also see significant volatility.
Delisting of Failing Companies
When a company declines and its stock price stays below one dollar, it will face delisting, ending the era of risk-free dividends.
New Companies Going Public
Companies with potential will go public.
Changes in Simulation Trading
We will try to incorporate real stock market data to guide simulation trading.
Ships At Sea - yase
The new patch brings general improvements, fixes, and the long-awaited storms in Ships At Sea! We've added a new system to ensure calm seas around the ports, allowing us to re-enable the storms you've been eagerly awaiting.

Among other things, this update focuses on the clean-up trash mission, making it easier to place trash bags on the work deck after collecting them from the sea and we also increased the pick-up range of the bags for a smoother mission experience. Additionally, we've added anchor icons to the map to indicate docking locations.

For more details please see below!

Storms Enabled

Introducing the first version featuring calm seas around harbors and shallow areas, allowing us to reactivate storms, and increasing wave heights on the open ocean. We hope you enjoy this exciting new dimension of the game and the enhanced maritime challenges it brings!
  • Wave heights reaching 12-14 meters in the open sea, with no calm waters during the storm.
  • Storm occurs between 7 - 14 days in-game time
  • Storm intensity increased to Beaufort 9-12. Regular weather now ranges from Beaufort 1-6, with occasional conditions reaching Beaufort 7-9, though lower intensities are more common.


Map
  • Anchor icons to indicate docking locations all around the map

  • Included showing docking areas in the Filter


Changelog
  • Adjusted trash bag pick-up range and collision for easier placement on the work deck
  • Added anchor icons to indicate docking locations on the map
  • Added saving and restoring the state of timers for fish farms
  • Added pallets to the trash delivery area on Værøy
  • Adjusted wakes on Fixer and Skarven boats
  • Cargo mission warning message has been updated
  • Enabled storms and wave heights has been increased
  • Fixed several typos in the text throughout the game
  • Fixed a problem where fuel stations would not register that a boat was docked after loading a savegame
  • Fixed an issue where keybindings did not work for the rowing boat
  • Implemented the first version of the system designed to ensure calm seas around ports and shallow areas
  • Improvements to multiplayer savegame, which should resolve the issue causing crashes when a client re-joins a session
  • Increased external fuel tank capacity to 50,000 liters
  • Several environment improvements

We are continuing to work on improving the savegame system and are committed to resolving the current issues. Thank you for your patience and continued support as we work towards delivering a better gaming experience.

- Team Misc Games
Nightingale - InflexionScarbs
The most common Bound enemy that you’ll fight in Nightingale is The Bound Minion. They’ll be familiar to both experienced and novice Realmwalkers alike as the first type of Bound creature encountered in the Realms. While these lower-tier enemies are relatively easy to defeat individually, they can quickly overwhelm you in larger numbers. We’ve chosen to focus on these fiendish foes in this edition of our behind-the-scenes blog series, and to give us more insight into their creation, we've invited our Art Director, Neil Thompson, to shed some light on the design and lore behind these devilish grunts.

Please let us know if you have any requests for specific Creature Features on Discord or the Forums!

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How did creating the Bound begin?
The Bound Minions were the first enemy type to be created. The original intention was that they would be a ‘popcorn’ fight without much strategic importance or difficulty. We wanted a starting point for future enemy types from a gameplay standpoint and art direction.

The initial design process started with sketches that evoked a type of horde army, with a signature look that would tie (pun intended) all future Bound archetypes together. We went through several rounds of concept designs before we finally hit on a look that we felt satisfied with.

What inspired the lore behind the Bound? When did you know that you had the look for Bound?
The original idea for the Bound was, in retrospect, quite horrifying. Human prisoners were captured by the Fae and, through a ‘Binding Ceremony’, compelled to do their bidding. In this case: Kill All Humans. As a Realmwalker, your only defense was to use whatever tool was at hand to kill these poor unfortunates. Conscious and aware but unable to change their fate, it was a tremendously dark conceit that ultimately we moved away from as it didn’t sit well with the overarching tone of adventure that we believe Nightingale to be. So their back story changed so that they are now constructs of the Fae; grown in vats via magical means. You can feel much better about hitting them in the head with an axe now without the moral dilemma.



This image by Casper Konefal was where we knew we now had the main themes for our Bound look. Even though we changed the origin from human to bestial in nature (as a result of the change in origin story), the visual language defined here became the lasting template that we still refer to today when starting any new Bound archetype.

How did the early development of the Bound change their design?
The Bound Minions were the first enemy type we playtested with. The core idea of these enemies hasn’t changed much, but the art direction for The Bound took off from this point. We iterated off of some initial in-game models until we got to the Bound Minions that you see today. As development and playtesting continued, we evolved the Bound Minions into different enemy types.

Looking at Nightingale today, the palette of distinct Bound types has now flourished into a diverse set of enemies that can operate independently or as a collaborative group.



What is the object or goal of the Bound design? What story are you trying to tell?
The Bound are unified by their aggression and strange ligatures on their skin. The idea behind their evolution is that Minions become Bound Lanterns and other minion types. We wanted The Bound to have a unique bestial quality yet appear capable of metamorphosis into the tougher variants.When we moved away from the initial backstory, we wanted the Bound to signify a soulless appearance, propped up by Fae magic. While these enemies have a physical form, they are an enemy that powerful Fae have created to prevent Realmwalkers from growing in strength.

One thing will always remain true with any Bound archetype: to be Bound is to be in pain, hence the uncomfortable posing and binding of limbs. If it’s not uncomfortable, it’s not Bound.

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Thanks, Neil! That’s all for this behind-the-scenes blog! Stay tuned for more creature features!
Jun 21, 2024
FreaksPeak Playtest - n.sugiura
[EN]
  • Improved tutorials
  • Improved UI
[JA]
  • チュートリアルの改善
  • UIの改善
Jun 21, 2024
Loco Motive - Robust Games


We're delighted to announce we've hit another major milestone. Thanks to your support, we've now reached 80,000 outstanding wishlists!

A massive shout-out to you all for adding Loco Motive to your wishlists, sharing feedback and supporting us throughout our development so far. We're a tiny indie team creating our debut game and this means a lot to us!

If you haven't already, consider wishlisting Loco Motive to receive a notification when the full game launches later this year. It’s just one click, but it really helps us out!

https://store.steampowered.com/app/1709880/

We’ll be sharing more progress as we go, but in the meantime, you can follow us for updates on Twitter or join the official Robust Games Discord.
Jun 21, 2024
Out of Ore - northmoddingcompany
Hello!

This week, we have been working on fixing the sync issues mainly, that took alot more time than expected but i think we got it now, Alot of other building related things should also be fixed,

The save system is still broken so really recommend backing up your saves or just making new saves untill thats fixed, Next week we will focus on the save system and tuning stuff in regard to your feedback!

A new beta update should be out now aswell with what we fixed so far!
and a huge thanks to everyone for staying patient and supporting us! ːsteamhappyː

Known issues that we are working on fixing atm

- Desync for some vehicles in Multiplayer
- Biggest Wheel loader can not lift the bucket when full
- The map is black
- Vehicles sound is stuck loud/audio settings do not work
- Excavators are the same price
- The buy menu has screen tears
- Bucket/bed fill indicator shows some dirt in the bucket but there is no dirt in bucket (Singleplayer)
- Bucket/bed fill indicator shows no dirt for joining players in multiplayer
- Old save conversion doesnt give any money for sold vehicles
- The vehicles bounce around when parked with nothing in them
- When loading an old save the player character spawn on a random spot on the map
- Vehicles/equipment disappear on beta save loads
- Unable to join hosts company and help make cash as a client
- The capacity for all rock trucks are all the same
- If the host chops down trees, this is currently not replicated to the client
- If the host moves too far away from building, buildings will unload
- Paydirt falls thru self built hoppers
- store menu and attachment menu both bound to Q for players with pre 0.20 controls
- Floor not loading
- Changed jump height
- Blocks snap to fuel tanks with big offset
- Tunnler belt up/down controls is currently inverted/tunneler makes path 2x its heigh
- Selling material via Sellpoint (Quest Building) yields too much money
- GPS feature isn´t on screen in MP as client
- Dirt get stuck/when a dumper is full, the dirt drops behind the vehicle
- Grader not working/ cuts the floor does'nt matter how high the blade is set
- Sorter is not sorting high value ore
- Host Name doesnt show in join session list
- When you exit equipment if you are still in attach mode it locks your camera until you press Q again
- Can´t tab to next vehicle
- Being able to add whole parts stack into vehicle equipment section ( will cause all the parts added to get worn at the same time )
- Stored items(storage contrainer) on old map, do not appear for clients only for host.
- Intro music is too loud
- Joined members cant use "rescue me" set by host. Works when it is set individually.
- Entering excavator in first person mode shows characters body

We have created a new group on Discord called #known-issues that you are welcome to read through before submitting a bug report. We will try to keep it updated with the bugs we've received and are working on so that you can stay informed.


BUG REPORTS:

Here’s a reminder on how to do send in your Bug Report:

Please send your reports directly to: bugreport@northmoddingcompany.com

For Game Crashes: Please zip the crash report folder and include it as an attachment in your email. You can find the crash report folder at C:\Users\%username%\AppData\Local\OutOfOre\Saved\Crashes (copy and paste this path into your file browser and zip the content).

Email Format:

Subject:
Brief description of the issue.

Email Body:
System Information: (Optional, but helpful) Include your device, OS, graphics card, etc.
Bug Description: What's going wrong? Be as detailed as possible.
Steps to Reproduce: Guide us on how to see the issue ourselves. Videos/Screenshots are greatly appreciated!

This method will help us more efficiently track and fix issues, enhancing your gaming experience. For any questions, feel free to reach out. Thanks for your continuous support and feedback!

REMINDER ON HOW TO JOIN THE BETA:

Right click on the game in your steam library,
Press "properties"
Press "betas,
Enter "diggydiggyhole" as a code
Join the beta!

And don't forget, if you want to see your world's screenshot featured on our TikTok account, "Out Of Ore," use the hashtag #TIKTOKPOST when sharing it in the Discord group ooo-screenshots.

Best Regards,
Christian & The Team

Jun 21, 2024
Xion Leak - gentle.beasts.studio
🏆 Pimp My Bot + Diamond Trophy

Another update for the demo, and not the least!
In fact, it's the biggest update since the demo's launch
.

🛠️ The "Pimp My Bot" garage opens its doors!


Here you can spend your screws to buy splendid hats.
It's designed as a level, so you can visit it as you like, and maybe even discover some secrets?


It's also an opportunity to learn more about the game, and get tips from the mechanic.

💎 New Diamond Trophy

If you like challenges, this is the trophy for you!
But be warned, it's much harder to get than the gold trophy.


You don't need to unlock any of the diamond trophies to complete 100% of the game, and this trophy is only visible at the end of the level if you obtain it.

Will you be mad enough to reach 110%? 😈

💥 Improved Dash

To improve the understanding of dash and what it entails in the game, we've made several important changes:

  • Added a dynamic hit counter when a character breaks blocks
  • Added a visual on the character and a sound effect when the combo fails (block destroyed too slowly)
  • There are now two different tutorial levels for learning dash. One for learning the basic principle, 3 blocks broken quickly gives a dash that lets you go fast. The second level teaches you how to use your dash to break blocks, even those not of your own type
  • New speed level added between these two tutorial levels, allowing you to practice your dash before learning the subtleties in the next level
  • Sound effects changed for combo hits



🏆 Completion
From now on, when you return to the world map after completing a level, an animation is played to confirm the trophies you've just unlocked. In addition to this, the complete list of your trophies is displayed, making your progression through the levels clearer.


👉 Many thanks for your support, we hope you enjoy this update! 💙


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🔴 Breaking Changes
  • New time attack level added at the start of the game
  • Add a tuto section to enforce comprehension on the dash mecanic
  • Add tuto as a part of the progression
  • World map revamped to add the two new levels + add more screws around to be able to buy the hats
🎯 New Features
  • New feedbacks when breaking blocks & accumulating combo points
  • New feedback on failed combos
  • Add the Garage: the game's shop for cosmetics
  • Add diamond trophies (Hidden trophies, even harder than gold ones)
  • Add a completion hint in the WorldMap to help players to keep track of their progress
  • Add secret passages in puzzle levels to help players discover the mecanic before getting into a time attack level
  • Add a feedback when a trophy is newly obtained in the world map on the level's entry
🐛 Bug Fixes
  • Fix being able to collect screw during level transitions
  • Fix camera & button physics bugs when playing with a low fps count
  • Fix a bug that lock you in the score menu after mapping the inputs
  • Fix the game crashing when spaming the button to load/overwrite a save
🛠️ Other Changes
  • Revamp level 4 to make it shorter and less frustrating
  • Little changes in level 1 to make it different from the level 0 added before
  • Make jump arrow graffiti broader
  • Make camera anticipation even bigger to help players see what is coming
  • Remove the transparent fog on top of levels (For performance reasons & to help video encoder make better videos of the game)
...