Jul 4, 2024
EducationXR - ayf690
  • New nodes, including Event nodes to communicate between graphs
  • Bug FixesPaintables re-haul
  • Custom avatar integration with admin controls
  • 2022 Unity LTS
  • Splines
  • Shader Graph
  • Cursor control for PC and Mac
  • Deeplink access to courses
The Deadly Path - damian
Hello everyone!

We want to thank each and every one of you who took the time to take part in The Deadly Path's Open Alpha.

The results from the Open Alpha have been incredibly insightful and will help to shape the future of The Deadly Path.

We wanted to share with all of you some of the feedback and statistics that we received over the course of the Open Alpha!



We also want to give a huge shout out to Wanderbots and Olexa for the videos that they made while playing The Deadly Path's Open Alpha that you can find below! (Also make sure to check out their channels!)

Wanderbots - Undead Kingdom Builder Roguelike With A Ton Of Potential! - The Deadly Path [Demo]

Olexa - This Brutally Hard Civilization-Style Roguelike has My Brain Spinning

Thank you all once again, we look forward to the future of The Deadly Path and we can't wait to show you more of our game!
MimiCries - miniversal.games
We're thrilled to introduce a new game mechanic: Interaction-Based Zoom🔎

When players interact with points of interest, the screen will temporarily zoom in to emphasize the interaction. This mechanic has been applied to most NPC and puzzle-related interactions, with the intention to enhance gameplay and players' experience.



A new achievement has also been added to supplement the previously announced expansion for one of the ending routes! Stay tuned for more updates to come~

Feel free to get in touch with us via our Socials, or Email us directly at Miniversal.games@gmail.com for any inquiries pertaining to the game.

Goons: Legends & Mayhem - JohnJohnsonSmith
Nothing like a good update! There’s a lot to unpack here, so let’s cut to the chase:

Fixes:
  • Fort rewards not correctly saving upon completion
  • Morris dash ability not working properly on certain surfaces
  • Handegg dash ability not stopping correctly on certain walls
  • Cosmo going through Handegg’s wall ability
  • Tweak on pass mechanic distance/target prioritization
  • Audio stutter while slowdown during replay segment
  • Mayhem mechanic glitch on Spindle stage platform
  • Spindle audio feedback stuck in specific cases

Features:
  • Skip match intro cinematics prompt
  • Rename region to Rondella (we don’t talk about this -_- )
  • Rework end of match scoreboard with multiple statistics added
  • Added Kazxi stickers (GG!)
  • Added Team Capillao and Venezuela flag stickers
Jul 4, 2024
Asteroids ++ - Infiland
6 new drops are out in the common pool!



Added:
  • Orange Small Asteroid
  • Orange Medium Asteroid
  • Orange Large Asteroid
  • Orange Huge Asteroid
  • Orange Triplet Asteroid
  • Orange UFO (Bombs)

Play the game to unlock them!
Home Sweet Home : Online - PR


Announcement from Home Sweet Home : Online Team
The server is opened. The following updates and fixes have been applied.

New Update
  • New Visitor's Perk: Compassion
  • New Warden's Perks: Vile Eye and Wretched.
  • Added Ōno Village map in Survive Mode.
  • Trial characters from July 4th - July 18th, 2024, at 10:00 AM (GMT +7).
    • zBing (Visitor)
    • Heartrocker (Warden)

Shop Update
  • A new Blood Moon Ritual item has been added to the game, Leader Boy Scout, which is a of Manop, and Boy Scout Beret, which is a head accessory of Visitor.

  • Featured Store
    • New item has been added to Featured Store. Limited Time: July 4th, 2024 - July 18th, 2024 10:00 AM (GMT +7)
      • Special Bundle Set
        • Umi No Otome (Kamiko's Skin)
        • Oshitsu No Asashin (Heartrocker's Skin)
        • Yuki No Oji (The Rigger's Skin)

  • Direct Store
    • New item has been added to Direct Store
      • Umi No Otome (Kamiko's Skin)
      • Oshitsu No Asashin (Heartrocker's Skin)
      • Yuki No Oji (The Rigger's Skin)

Adjustment
  • Rework
    • Reworked Samai House map in Survive Mode.
    • Reworked Whistledown Mansion map in Survive Mode.

Bug
Currently, our team is working on fixing the issue with Akai Komebukuro , which is a Glory-level accessory of Holy Rice, which does not display the usage count during gameplay. However, players can check the number of times it has been used on the Customize.

As an apology for the delayed open server, the team has provided 5 Greedy Pots to every player. Players can claim them in the in-game mailbox.

For any bug encounters or other issues please contact our support team at hshsupport@ygg-cg.com with the subject line: [bug][issue] alongside attaching screenshots and description of your issue.
Jul 4, 2024
Way of the Hunter - [NRG] Miriam
Curious about recent happenings in the Way of the Hunter community? We’ve got you covered! From new content and updates to the near-future plans, it's all in our latest Hunter Log.

Read it HERE!

Milo and the Magpies - BloodRaven
Steam Summer Sale
Hey everyone! We're excited to share the summer vibes with our catalogue of premium games, including Milo and the Magpies, which is now on sale in the Steam Summer Sale for 44% OFF!

https://store.steampowered.com/app/1407420/Milo_and_the_Magpies/

And, of course, our sale includes our Second Maze Bundle, also 44% OFF for the whole duration of the Steam Summer Sale!

Follow the meaning
And, together with the sale, we've also recently released a major update regarding the release window of HiKing Mind's upcoming debut title, Follow the meaning! Feel free to read the news item here! And please consider helping us out by wishlisting the game:

https://store.steampowered.com/app/2720280/Follow_the_meaning/
Jul 4, 2024
Blade and Sorcery - The Baron
Hello mates, Baron here! Another patchload of bugfixes today from the Warpfrog team, addressing a bunch of issues raised by the community.

Some notable inclusions --

Players who spent crystal shards to upgrade and then accidentally died on Home map would lose their shards. This bug really sucked, so I'm sorry about that for anyone who unfortunately suffered this!

Players are now immune from Airstrike fall damage. Players looking to test out their new skill would jump off a cliff only to find they died on impact. ːpontius_angryː Now it operates as it always should have.

Some T4 weapons (Slaughter Sword, Noble's Dagger) were not appearing in the generation pool at Baron's Bounty, meaning no matter how many times you visited the weapons would never be for sale - they should be appearing now.

There was a bug for gold loss upon death where the player was losing their entire gold instead of only partial gold loss; it must have felt like playing hardcore difficulty! This is now fixed.

Full changelog of fixes below!

---

Unrelated to this patch but related to bugs, I also wanted to mention --

If you have played U11/U12 you might have felt the AI seemed a bit derpy in 1.0 by comparison.... You are not crazy!

We are still exploring this, but it seems we suffered from regressive AI bugs that are lobotomizing some of the AI's behaviors; notably AI not dodging, not using their shields properly, being unable to parry and riposte, and the very annoying "AI hugs you to death" rangefinding issue returns. ːeagleangryː

These were AI issues that we ironed out in the "animation overhaul" efforts back in U11, so it's annoying as hell to see them back! With so many moving parts in 1.0, the slow drip of tweaking code over time meant these issues slowly and stealthily reintroduced themselves. It's the kind of stuff that goes unnoticed because it happens so gradually that it is like watching a plant grow,. It's only when you can A/B compare the updates that things jump out!

Anyway, just wanted to let you guys know we are aware and looking into a fix!

Crystal Hunt
  • Updated inventory tutorial videos
  • Fixed some typos in multiple languages related to the spelling of "Dalgarian"
  • Fixed duplication bug when swapping inventory pages while grabbing an item in the inventory
  • Fixed issues with the golem not stunning when it should
  • Added missing T4 greatsword and dagger to the shop loot table
  • Fixed issue with the player model breaking if they died while climbing the golem
  • Fixed issues which can break golem fight
  • Fixed gamemode gold death penalty causing all gold to be lost
  • Fixed lore typos in English translation
  • Fixed gold/shards not resetting on death
  • Fixed item book duplication glitch
  • Fixed outpost dungeons not using Very Large length for difficulty 4
  • Fixed issue with golem crystal being storeable before the player kills the golem
Sandbox
  • Added Very Large outpost dungeon length to Sandbox on the mapboard
Skills
  • The player is immune to fall damage during airstrike, its reenabled after 0.5s
Modding
  • Fixed modded crystal merging
  • Fixed issue with ItemIds in ItemData not overriding ItemIds on the prefab consistently when spawning the item
  • Made lore easier to mod via public methods
  • Allow calling MergeCrystal directly for rudimentary cross-tree merge support
  • Fixed errors when modded skill tree orbs are null
  • Fixed ModsMenu event firing incorrectly.
  • OnLocalGolemSet is now a static event, not a static Action
  • Fix NRE with ThunderEntity.GetCenter
  • Fix missing status duration on Thunderbolt
Fixes
  • Fixes to prevent arcwire/teslawires causing glitchy decapitations
  • Fixed memory leak with the skybox not being unloaded from dungeons
  • Changed currencies so that they are only serialised to disk when the players inventory is saved
  • Fixed issues where dying while climbing would cause the player to be disconnected from their body
  • Prevent creatures breaking if spawned in shop
  • Lowered vertical rope slide speed to prevent players from dying due to fall damage
  • Optimised loading some json by a avoiding expensive operations that weren't necessary
  • Fixed mesh issues with Ascent, MiningHub, Townsquare, LostCove
  • Fixed waterfall in SewerMaintenance
  • Added items to Museum and Temple
  • Fixed Observatory Support having no colliders
  • Fixed one sided texture in Market
  • Fixed bad granary hole
  • Male Officer armor neck protector returns!
  • EndTower optimizations
  • Fixed CoastalFort causing a progression blocker due to out of bounds collider
  • Added colisionHandler to Trapdoors
  • Fixed negative collider in Main Menu
  • Adjusted colliders for t4 short sword
  • Long axes texture fixes
  • Update VFX assets data files
  • Many particle effects memory usage was optimized
  • Fix duplicate charge sapping vid on skill tree
  • Fixed Culling between Museum and GatheringHall
Jul 4, 2024
Deconstruction Simulator - Dawid_GamesIncubator
Hello Fellow Deconstructors! 👋

Welcome back to another devlog which will further develop your knowledge about the Deconstruction Simulator basics! 💪 Recently, we’ve been focused on creating many unique models of houses for the contracts. That’s why today we’d like to talk a bit more about contracts and show you some results of our work on new locations! 🤩 Currently lot of our effort is put to make sure that all the details of the locations- be it outside elevations or each element of the interior is up to the standard.


It’s only natural that all the city has different neighborhoods, where housing is developed. In our game we’re introducing 3 separate locations each requiring a certain level of your company’s reputation to be able to take contracts from there. (✨ 1-5 stars rating)


As for the works commissioned, you can accept the contracts in your office. They can involve different tasks such as bringing out all the furniture, cleaning the place or deconstructing certain elements such as walls etc. ⚒️ Performing actions that aren’t included or are inconsistent with the commission will result in receiving a cash punishment. 😥


We’ve mentioned the separate locations. Currently these are as follows: the forest, suburbs, city. 📝 Every house is assigned to a contract, which as we’ve said are available after achieving a certain level of reputation.


At this point you might wonder- how can we gain reputation? It’s simple! Complete the accepted contracts to the best of your abilities and the closer to perfection you get, the better scores your company gets. Although focusing on easier, low star locations might be a good idea to grab some easy money 💰 the high rating houses offer other kinds of findings such as premium goods! It’s up to you to choose the best strategy.


We can’t wait to hear your opinions on the screens presenting new houses so make sure to let us know if you like our creations in the comments down below 👇. You can also join our discord community and add the game to your wishlist on Steam to not miss out on any information! Thank you for joining us today! ❤️‍


https://store.steampowered.com/app/2487150/Deconstruction_Simulator/

See you soon,
Deconstruction Simulator Team
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