HopSquash! - Domarius
Some players have encountered a very strange bug when trying to join, the characters spawn in on the far right of the screen, outside the level. This update detects that situation and automatically tries to correct it by spawning the character at the top center of the screen and giving them a random colour. If you're one of the players experiencing this, please let me know. Comment here or join my Discord.

Also some players commented that they prefer the control feel of the "Legacy" version, so this update includes a super secret "Physics tweaking mode" that will let you change these values and share the results with me for inclusion in the next update! Comment here or join my Discord if you want to help out!
Jun 25, 2024
Matchmaker Agency - Carrot
  • Adjusted date time from 10 -> 13 seconds per event.
  • Fixed a bug where repeated button presses could lead to unintended behaviour.
  • Fixed a bug with text speed function in options. Should now work correctly.
  • Fixed a bug with WASD triggering unintended actions.
  • Various localization fixes (dialogue history log.)
Black Lily's Tale - Ishiduka
「早咲きのくろゆり」と「1部DLC」が百合の日セールにより20%引きです!
また追加のイベントを無料アップデートしました!

追加・修正アップデート内容
・3章と5章に二人の絆を感じるイベントを追加しました。
 シナリオチャートで埋まっていない箇所が追加イベントです。
 3章「すごいなって思う……」5章「このベンチ見覚えある?」が追加イベントです。
・割り込みタイミングの難易度を調整し、分かりやすくしました。
・一部ヒントが判り辛いイベントを調整しました。
・一部音割れのあったボイスの音量を調整しました。

無料・有料DLCも沢山あるので、ウィッシュリストに登録している方は是非プレイして頂けると嬉しいです!
Jun 25, 2024
Veliri: Planet of Machines - TrashPony
Greetings, friends!

Continuing the topic of clusters (clans), when a cluster gets a base in the wasteland, it can participate in wars.

War
Two clusters take part in the war, one of which is the attacking side, and the other is the defending side. The warring parties are not subject to the rules of justice, even in safe sectors.

To declare war on another cluster, you must meet several conditions:
  • Your cluster must have a base in the wastelands, which you must designate as "headquarters" (1 base — 1 war).
  • The cluster you want to attack must also have a base in the wastelands.
  • You must have 100000.0 credits in one of the deposits.



After the declaration, there is a 24-hour buffer period for preparation.



In the game, enemy transports will be marked with a special icon.


The war ends if:
  • The attacking or defending cluster has disintegrated.
  • If the war is not «mutual» and the attacking side could not pay the fee.
  • The attacking or defending cluster no longer has a base in the wasteland.
  • The headquarters of the attacking side has been destroyed.
  • Both sides agreed to the status quo.

Mutual war
If the defending side decides to make the war «mutual», then the attacking side no longer needs to pay a fee. However, it will not be possible to end the conflict for this reason either. You will have to negotiate or fight until the very end. }8)


Thus, it is better not to overestimate one's capabilities for those who want to start a war.

Siege
To end the war or weaken the enemy, it is necessary to besiege the opponents' sectors.

Of course, you cannot just come to an enemy sector and destroy their entire base :).

Before starting the siege, the attacking side needs to find a «hacking device» in order to hack the portal in the opponent's sector. This is an expensive device, and it can be obtained by participating in faction wars.


Sector owners must specify the time interval when the sector can be attacked.


The attacking side must hack the portal during this interval.


It is also possible to hack portals that have already been hacked. For example, a defending cluster or their allies can hack an already hacked portal in order to cut off possible reinforcements.

As many clusters as there are entrances to the portal can simultaneously attack a sector. A sector with only one entrance is a very secure sector. However, attackers can alternately hack the portal one after another (but this will not be the cheapest operation).

Only those who currently own the teleport or for whom it was assigned after the siege completion timer are considered attackers. This is important for the condition of ending the siege.

After hacking the portal:
  • The siege mode in the sector is activated for 1 hour.
  • The teleport that was hacked will start to let all members of the cluster into the sector, even if the policy did not allow it before.
  • There will be a field at the exits from the teleport that jams radars in order to slightly level out the problem of killing while loading.
  • After the structures are destroyed, they will no longer be restored, including the main base.
  • Statistics will begin to be displayed at the top of the screen: number of attackers, timer and base status.


Ending the siege

After an hour, hacked portals return to normal operation, and if the local policy is set up correctly, reinforcements for the attackers will no longer arrive (however, if the policy says to let everyone in, they will be able to do so).

After the timer, the siege continues until all attackers in the sector are destroyed.

Destroying the base also ends the siege.

(of course, the base doesn't have so little HP, this is just for demonstration)

If the base is destroyed:
  • All property located in the warehouses of players and clusters will be lost or remain in debris.
  • All orders on the market that are located at this base will be destroyed.
  • Players who are at the base at the time of destruction will lose their transports and go to the capital.

This is how sieges work in the game :)
SCP: 5K - Albarnie
This week, we'll be releasing a new patch for SCP: 5K; version 0.14.1.
This update introduces the first version of the long awaited checkpoint system! The first iteration allows you to restart part-way through each chapter if you fail. No more starting from the beginning every time!

Our second iteration, to be introduced in a future update, will include the ability to start a private game from any unlocked checkpoint, saving loadouts with checkpoints, and additional improvements.

GAMEPLAY/UX
  • Added checkpoints to Area 12:
    • 3 checkpoints in Part 1
    • 1 Checkpoint in Part 2
    • 1 Checkpoint in Part 3
  • Re-Added Stribog SP9A1, with new model, textures, animations and sounds
  • Added PVP-refined layout to outpost axiom PVP
  • Made storage room loaded while in generator room in area 12
  • removed collision from vines that slither out of the way during the dorms sequence
  • Added handling for server quit to main menu
  • Moved alarm position of final obj on outpost axiom
  • Lowered AI shooting target downwards
  • Increased AI recoil compensation to reduce chance of headshot
  • Added the ability for gamemode overrides to be included in map rotations
  • Added some additional enemy spawns to logistics to keep the player on their toes
  • Increased zombie hearing radius
  • Added new SCP-3199 encounter in logistics
  • Added some additional weapon pickups in logistics
  • Slightly increased ADS speed across the board
  • Slightly increased base sway speed
  • Increased MP5K smooth aim and decreased post-fire alignment in ADS
  • Added UI to indicate laptop objective progress in antarctica
  • Added UI indication for new objectives to aid attention
  • Made zombies move while attacking
  • Adjusted objective wording for improved objective flow on Area 12 part 2

AUDIO/VISUALS
  • Increased maximum hearing distance for gear footsteps and increased footstep audibility
  • Added Post process effects when damaged
  • Slightly reduced motion blur amount
  • Added water audio to rising water in prison section
  • Added basic gore to zombies
  • Added previously unused Radial blur effects to suppression
  • Added snow footsteps to zombies
  • Made night time in outpost axiom darker
  • Implemented new tonemapping settings for better contrast and visibility
  • Reduced camera animation while aiming
  • Added new first person arms mesh for UIU

OPTIMIZATION
  • Added LODS to weapons that were missing them
  • Optimized collision on some objects
  • Disabled IK traces on dedicated server
  • Disabled Overlap events
  • Optimized FPSTracer Tick
  • Disabled tick on unneeded objects
  • Optimized Component attachments
  • Added collision aggregation to modular assets to improve performance and reduce hitching
  • Converted common objects to use push based networking, improving server and P2P performance
  • Optimized barrel and ceiling dust trails
  • Optimized spore particles
  • Optimized pulsing and carpet materials
  • Optimized/removed some dynamic lights in dorms
  • Optimized culling in dorms
  • Moved lights and screens to use custom primitive data and away from dynamic material instances (improving instancing performance)
  • Fixed some LOD issues and missing LODs in antarctica
  • Updated in-game credits

FIXES
  • Fixed crash on server when displaying the notify on end of Antarctica
  • Fixed a crash in SCP173BController GetChances when there were no observers
  • Fixed crash in SCP173Subsystem due to stale pointers in potential observers
  • Moved crash data to be earlier in game instance Init to catch more crash scenarios
  • Fixed a crash on startup due to getting steam stats
  • Fixed a crash when re-attaching an attachment to the same weapon
  • Fixed 173 not de-spawning at start of generator room
  • Fixed attachments not appearing on picked up items
  • Fixed errors when attaching lasers in customization
  • Fixed flashlight attachments not being on the correct perspective
  • Fixed lasers showing as third person when in first person
  • Fixed lasers showing when disabled on other clients
  • Added a bit more ammo and health pickups to canals
  • Fixed outer elevator door in Prison not being in the right players
  • Fixed a stuck spot in Water Treatment
  • Fixed PVP score not initializing
  • Fixed zombies sliding along walls when attacking doors
  • Reduced bloom in night vision
  • Fixed leaning not working over low cover
  • Fixed 1262 Spitters in dorms and prison not reacting properly to player gunshots
  • Fixed some broken shadow offsets on materials
  • Fixed respawn requirements appearing on screen when alive
  • Added some missing backer names to the backer wall and credits
  • Fixed mission items passing on if restarting or switching settings
  • Fixed some lobby behavior causing the lobby to join an empty session
  • Fixed equip animation not playing on Tactical Knife
  • Fixed errors from tracers delaying after object pools were destroyed
  • Fixed squid spawning behind vending machines
  • Fixed some navigation issues in logistics
  • Fixed dying while in water rising section in Prison causing the player to respawn underneath the water and die continuously
  • Redid streaming layout for Dorms to be more reliable and have less hitches
  • Fixed individual maps not being selectable in map vote
  • Fixed Area 12 always being added to map rotations
  • Separated movement roll to fix extreme scope shadow while moving left and right
  • Fixed cover generation missing corners if they are facing the wrong direction
  • Fixed a bug where melee attacks would always register as failing for AI
  • Fixed AI not being able to see through glass in some places in Chapter 2
  • Fixed missing kill volume in water treatment
  • Made characters drop primary instead of equipped weapon by default on death
  • Added angle limit to look at point to reduce the chance that AI will headshot while honing in
  • Reworked lift changing direction to be more reliable
  • Fixed lift getting stuck/flipping direction at end
  • Fixed blur in zoomed scopes at distance
  • Fixed Latent Action UUID not being set causing multiple levels/assets to not be loaded at once on one object
  • Fixed Gore and splatter resources not loading correctly on enemy spawn
  • Fixed character last hit not being replicated
  • Fixed game ending if someone leaves during pre-game
  • Fixed alarm BP not always triggering
  • Fixed SCP-3199 selecting incorrect wander/movement locations and becoming confused
  • Fixed UI settings not updating the Blast Door, Keypad and Keycard colors
  • Fixed Issue where the Head Bobbing was not being modified by the game settings
  • Fixed the issue where the Killed By UI was not displaying
  • Fixed suppression activating after a tracer had finished
  • Fixed zombie/footstep audio being muffled when behind you
  • Fixed door squids causing enemies to ragdoll while still alive, causing them to be invulnerable
  • Fixed some stuck spots in wave survival
  • Fixed crab getting stuck on door in prison
  • Fixed previous loadouts applying when restarting or from map vote

NOTABLE KNOWN ISSUES
  • Zombies occasionally get stuck in doorways
  • UI sometimes disappears after restarting game
  • Players can get stuck in objects after vaulting
  • Zombies can appear frozen in place at low LOD after dying far from the player
职场浮生记:入职 - 2P Games
尊敬的玩家们:

感谢大家一直以来对《职场浮生记:入职》的关注与支持,由于我们目前正专注于《职场浮生记》的后续开发工作,因此我们不再有更多的精力对《职场浮生记:入职》进行维护更新,经过深思熟虑和多方评估,我们决定于7月2日下架《职场浮生记:入职》。

在此,我要衷心感谢所有玩过《职场浮生记:入职》留下评论和反馈的玩家!你们的支持我们万分感激,这些反馈对我改善游戏起到了巨大帮助!

对于喜欢《职场浮生记:入职》的玩家,请务必去体验游戏本体!我们也在持续不断地为游戏添加更多的内容和功能改进。希望能够为各位带去更好的游戏体验。

https://store.steampowered.com/app/1360810/Office_Life/

再次感谢大家对《职场浮生记》的支持和期望!我们仍关注并处理游戏中出现的各种问题,若您在游戏过程中遇到任何问题,欢迎加入我们的官方玩家群向我们反馈问题,或者向我发邮件:1038814443@qq.com 最后再次感谢您对我们的支持。

玩家1群:957442257 (满)
玩家2群:992723041 (满)
玩家3群:644340904
玩家4群:887368433
玩家5群:1026452402
玩家6群:791172712
玩家7群:1007593176
玩家8群:783434069
玩家9群:774559769

《职场浮生记》团队
Jun 25, 2024
Republic of Pirates - PQube Community
Bugfixes

  • Fixed a display issue with the Spanish quest description for the All Barque, No Bite quest (El que mucho abarca, poco aprieta)
  • Fixed the coal deposit location on Pantaloon Island
Vindictus - vindi*****


Event Period: 6/25/2024 (Tue) after weekly maintenance - 7/23/2024 (Tue) before weekly maintenance

Mercenaries can now make or receive requests for equipment crafting in each Expertise!

Take a screenshot while visiting a player receiving requests and write a review, or create a marketing slogan to attract more requests.


Reward Information:
  • If more than 70 screenshots are entered through our Discord event channel, #perfect-market, then all players will receive 15 GM Coins during the 7/23/2024 (Tue) weekly maintenance.
  • If there are not enough participants, only those who participated will receive a coupon code.
  • You may not participate multiple times.

Information Needed to Participate:
  • Server:
  • Screenshot:
  • Expertise request review or marketing slogan to attract requests:
Jun 25, 2024
Girlfriend from Hell - Maxim Trifonov
Minor corrections
Delta Force - Kiki


We've mentioned before how we truly appreciate all the creators and streamers who are hyped to dive into Delta Force: Hawk Ops. As part of our commitment to creators, we'll be attending TwitchCon Europe 2024 to meet talented streamers from across the region.

Taking place in Rotterdam, the Netherlands, TwitchCon Europe 2024 runs from June 29-30. We'll be boots-on-the-ground with a playable build of Delta Force: Hawk Ops, and those in attendance are welcome to swing by and put the game through its paces.

We're excited to showcase how you can grow your community with Delta Force: Hawk Ops, and we'll also be offering some surprise Delta Force goodies - so don't be shy, come say hi!

For those who can't make it, our closed PC Alpha Test kicks off in July. Check out our FAQ to make sure you're all set for next month: Upcoming PC Alpha Test FAQ

You can also join our Discord server here:
discord.gg/deltaforcegame



Or follow our socials here -
X: https://x.com/DeltaForce_Game
Facebook: https://www.facebook.com/deltaforcegame
Instagram: https://www.instagram.com/deltaforcegameglobal/
YouTube: https://www.youtube.com/@DeltaForceGame
TikTok: https://www.tiktok.com/@deltaforcegame
...