Generationship Playtest - KillerJoe
The goal for this iteration was to make the game more stable, playtesting and improving the gameplay with that feedback. It also got a big performance increase in this iteration with three big changes in the simulation.


New Storage Behavior
The logic of storages have been changed, so you have even more possibilities to connect them together. The Problems have been also polished, so it should be more clear why they are not working.

New Pathfinding
Besides many playtests and bugfixes, there was a big performance increase this iteration. One part was to reorganize the pathfinding algorithm, to have more reusable caches and better paths through big ships.



Person automation
The other optimization was the person metrics, so what the persons will do automatically. This is now also shown in the UI, including a detailed calculation, so it should be easier to see why the crew is doing what they are doing.



Preconfigure
There was an internal change of the construction resources, which makes it now possible to preconfigure everything for interior items that are still in construction.



Priorities
The priorities got split up into several different ones. They are now separate for construction, maintenance, transport and work, to make it more clear and easier to prioritize them.



Crafting Drag and Drop
The crafting queue is now easier to change, I added a drag drop here including the possibility to replace the current one and throw it away.



Easy Mode
There is now also an easy game mode, without fire, less metabolism of the persons, cheaper and more things to buy from earth and other factors that makes it easier for the player.



New Tutorial
After some playtest i found that there is a new Tutorial concept needed. The In Game tutorial could not fulfill the requirements and players get lost. The new Tutorial is separate from the regular game now and contains different aspects of the game. This makes it also easier to redo parts of the tutorial later on when having problems.




Want to see more?
I also post the progress and more pictures to our Discord:



And don't forget to wishlist and follow us to keep up to date.

https://store.steampowered.com/app/1638030/Generation_Ship/
Generation Ship - KillerJoe
The goal for this iteration was to make the game more stable, playtesting and improving the gameplay with that feedback. It also got a big performance increase in this iteration with three big changes in the simulation.


New Storage Behavior
The logic of storages have been changed, so you have even more possibilities to connect them together. The Problems have been also polished, so it should be more clear why they are not working.

New Pathfinding
Besides many playtests and bugfixes, there was a big performance increase this iteration. One part was to reorganize the pathfinding algorithm, to have more reusable caches and better paths through big ships.



Person automation
The other optimization was the person metrics, so what the persons will do automatically. This is now also shown in the UI, including a detailed calculation, so it should be easier to see why the crew is doing what they are doing.



Preconfigure
There was an internal change of the construction resources, which makes it now possible to preconfigure everything for interior items that are still in construction.



Priorities
The priorities got split up into several different ones. They are now separate for construction, maintenance, transport and work, to make it more clear and easier to prioritize them.



Crafting Drag and Drop
The crafting queue is now easier to change, I added a drag drop here including the possibility to replace the current one and throw it away.



Easy Mode
There is now also an easy game mode, without fire, less metabolism of the persons, cheaper and more things to buy from earth and other factors that makes it easier for the player.



New Tutorial
After some playtest i found that there is a new Tutorial concept needed. The In Game tutorial could not fulfill the requirements and players get lost. The new Tutorial is separate from the regular game now and contains different aspects of the game. This makes it also easier to redo parts of the tutorial later on when having problems.




Want to see more?
I also post the progress and more pictures to our Discord:



And don't forget to wishlist and follow us to keep up to date.

https://store.steampowered.com/app/1638030/Generation_Ship/
Boom 3D Mac: Volume Booster, Equalizer and 3D surround sound in games - deepa.pai
- Introducing Boom 3D Headphone EQ:
We have added support for the automatic headphone equalization of over 5000 models of headphones. This will automatically compensate for imperfections in the headphones’ sound reproduction.

- Always show all EQ bands in Advanced Mode:
Certain frequency bands of the equalizer would be hidden unless hovered upon with the cursor. We have now changed this to ensure that all the frequency bands are always visible.

- Fixed a crash found during launch

We hope you enjoy these new features! Please feel free to reach out to us at boom3@globaldelight.com with feedback and suggestions for future updates! :)
Onigiri - Onigiri Official
[7/4 Notice]
Maintenance has ended as of July 4th at 0:30 am PDT.





Greetings from the Onigiri Service Team.

We will be conducting maintenance on July 3rd at 10:00 pm PDT.
This maintenance is expected to finish at 1:00 am PDT on July 4th.

Thank you for your patience and understanding.
Jul 3, 2024
Meatgrinder - xhx
New Skill System

Every time you pass a mainline level, you will receive one skill point.
The mech's skill tree is divided into three schools:

1. Throttling Mode: Mechs enter Throttling Mode every once in a while, at which time energy consumption is drastically reduced, and skill upgrades also allow mechs in Throttling Mode to gain other additional effects.

2. Quantum Teleportation: Use SHIFT to teleport the mech in the forward direction, which greatly improves the flexibility and survivability of the mech, and skill upgrades can shorten the cooldown time of Quantum Teleportation or increase the teleportation distance.

3. Meat Grinder Attack: The Meat Grinder can automatically attack the enemies it touches, this attack does not consume energy, through skill upgrades, you can increase the damage of the Meat Grinder Attack as well as additional effects.
*** Translated with www.DeepL.com/Translator (free version) ***

Jul 3, 2024
AI Olympius - Lions Shade
Another new mission in the "old world" sector! I've also created a Discord, and I'll post additional screenshots and videos from the development process there sometimes, or if you have any questions, I'm almost always there: https://discord.gg/A42ryHQ6rX
  • New story level "Warfield", hope you like it...
  • Fixed annoying character stuck on small borders.
  • Two types of new enemy units have been introduced on the new level.
  • The island now becomes available only after completing the first 2 missions.
  • The location "Contact" before the "Siege" task has been expanded with additional paths and loot.
  • New equipment item added to the Contact level.
  • Fixed a bug where homing missiles or players' implosions were not targeting enemies or parts of enemies properly.
  • Improved effects of implosion and energy grenades.
  • Blow up the bridge mission - fixed the physics of the threshold in a building with a portal on the roof, when the player could not overcome a visually low barrier.
  • Island: physics on the starting area has been fixed so that the player does not get stuck on small bumps.
  • Island: it is now impossible to build most objects with overlapping structures (except for foundation blocks).
  • Island: improved the sound of the smelter.
  • Island: The sound of loading/unloading resources is now quieter.
  • Olympic rifle training has been improved with additional icons (which mode to use to overcome a particular shield).
Jul 3, 2024
Shelter 69 - k.kaszuba


🌾 Can you smell the fresh veggies? Feel the dampness of wet grass and hear the sound of animals' hooves in the distance?

Yes! We’re heading to the countryside again!

You've often visited villages during your service, greeted with open... hearts. But this time, XX says it will be different… An ultraorthodox village has joined your flock. 🤔

What does that even mean? And could the most devout and orderly community raise the freest spirits?

Get on the wagon, and let’s find out! Take a part in 6 day event, and win special rewards! 🎮🌟

https://store.steampowered.com/app/1905950/Shelter_69/
Shakes and Fidget - Leander Playa Games
Hello heroes!

Get ready for UPDATE 22.000 which is released worldwide today! It is packed with many major changes:

  • Biggest graphical update in 15 years: menu, town map, new backpack, reworks of the screens for guild, witch and blacksmith
  • Reworked tutorial including beginner's task list (only for character level 1) and new first dungeon "Training Camp"
  • All complex features have an info screen (top-right "i" button) now
  • Available soon: Vacation Mode for progress while being absent (Adventuromatic upgrade level 15).
  • Implemented content for new Legendary Dungeon
  • New event: Driving Dungeon (July 12-14)



Learn all about the update in our YouTube video: https://www.youtube.com/watch?v=NKeml9lIpYQ

Changelog with all new features, improvements and fixed bugs: https://playa-games.helpshift.com/hc/en/4-shakes-fidget-1653988985/faq/329-changelog-shakes-fidget-version-22-0/


Moreover, we will have the following WEEKEND EVENTS from Friday to Sunday: Exceptional XP Event, Epic Quest Extravaganza & Sands of Time Special.

We hope you enjoyed the Legendary Dungeon. Please take our LEGENDARY DUNGEON SURVEY by Monday 15 CEST as your feedback helps us improve the game: https://forms.gle/zYUqimpUdX5HDhtw5 Thank you!
Heli-Cats - DrearyWeary


Now that more players have broken through and completed mission X, it is time to explain the new Armor Mod option that can be accessed at the Select Heli screen.

Whenever a Cat Type has this option (by beating mission X with that Cat regardless of continues), players can increase the amount of starting armor by 1 for every USER credit in stock by pressing up. This is the secondary function of those USER credits that have been accumulating. Why is this useful? 1 credit for 1 armor is much more expensive than continuing which gives 3 armor instead, but this armor boost qualifies for all criteria requiring a 1CC (one credit clear), including achievements and entry into mission 9! This is known as an "Assisted 1CC".



How does this work? For example, assuming a USER credit stock of 50, if a player knows that it takes on average around 10 continues to beat mission X, that equals 10 x 3 = 30 additional armor to do it with the Assisted 1CC. Simply increase the armor during the Select Heli screen until it reads 33. Mods can only go as high as there are USER credits. In Team play, both players share the same USER credits pool.

However, what if the game goes wrong and the player runs out of armor before mission X? Continuing will start with the default 3 armor and the 1CC is no longer valid. Perhaps using another 10 USER credits to get a starting armor of 43 is safer. Perhaps it's better to stock up more USER credits before attempting this. Do note that should the player end up completing mission X with armor mods remaining, they are not refunded as credits. Also, just like infinite armor in Trial or Training mode, there is no visual indication what the armor amount is except for the green armor color that appears when total armor is above 3.

Thus, it is up to the player's confidence and risk tolerance to add more armor using Assisted 1CC. Everyone will be able to get all the achievements using this feature. Similar to Auto Bomb, using an Assisted 1CC disqualifies the run from online leaderboards. There is also no mission clear bonus when armor is above 3. Players should turn off these assists when they are skilled enough and play the high score end game.

Now go get that 1CC!
Crossout - Faley016


Hello, survivors!

We continue to share the thermal maps that show where your armoured vehicles most often get blown to pieces during the fierce battles in the Wasteland. This time, let’s take a look at the “Fortress”, “Chemical plant” and “Old town” maps.

The thermal maps show only the statistics of real players with no PS limitations. The activity of the AI-controlled vehicles is not taken into account.

The “Fortress” map and the medieval siege

When it comes to this map, everything is quite simple. There is a fortress in the center of the battlefield, and the rest doesn’t matter. And nobody knows what is hidden inside the castle. A great load of crosscrowns? A new relic? A promo code for an unlimited premium subscription? One thing is clear — the thermal points are positioned as if the castle is occupied by the defenders and the walls of the fortress are being besieged.

The “Chemical plant” map and local conflicts

At the “Chemical plant” map, the activity is scattered. The battles in the middle of the map are a little more intense, but not all of them occur in the same place. The survivors want to control the entire area of the plant and capture three control points at once. That’s why players engage in small battles all over the map.

The “Old town” map and a dense mayhem

The activity in the town is so dense that entire heatwaves, not just dots, have appeared on the map. In the town’s central square, everything is painted a vicious red color. In the poor “Old Town”, battles are fought over every meter.

That’s all for now. We have many more interesting thermal maps that we will share with you next time. Good luck in battles!


For more information on Crossout, follow these channels:
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