Last Epoch - EHG_Kain
Hello Travelers!

We would like to congratulate all the Travelers who have been making the push to Aberroth, and those who have managed to slay him. A special congratulations to Olio for making the world first Normal Aberroth kill.

With Aberroth having been slain in the Online Cycle environment, we will now be releasing Aberroth to all Online Environments. We have run into an unexpected issue in Offline mode that prevents Aberroth from being accessed.

Since today’s patch also fixes a number of bugs including trade cancelled messages being sent out Town wide, Shade of Orobyss fixes, and a fix for global damage modifiers - we have chosen to release it without Aberroth for Offline Mode.

For our offline Travelers - getting you access to Aberroth is currently of the highest priority. We will keep you updated as we can.

Changes

  • Aberroth, Herald of Oblivion has been enabled in Online Legacy Environment

Bug Fixes

  • Fixed a bug where Event Horizon required level 100 to equip. Is now correctly level 80.
  • Fixed a bug where Trade Cancelled messages could be sent to everyone on the server in some circumstances
  • Fixed a bug where Shade of Orobyss Echoes do not display correct tooltip, and were instead showing the previously selected Echo
  • Fixed a bug where Aberroth's Fire Black Hole would lag behind the player instead of attaching to them
  • Fixed a bug where Forge Guard's Weapon Master was not granting +75% Bleed Chance as a Threshold Bonus while wielding an axe
  • Fixed a bug where global conditional damage was ignoring most tags (eg. "*100% more [Spell / Bow / Throwing / Minion / DoT] damage against High Health Enemies*" was instead giving "*100% more damage against High Health Enemies*"
  • Fixed a bug which could cause a delay to visually displaying enemies for a couple of seconds after loading into an Echo
  • Fixed a bug where players needed to reset keybinds to Evade on a controller
  • Fixed a bug where Orion and Emberwing were not displaying a health bar in Offline
  • Fixed a bug where Shade of Orobyss' Fire Cone fails to appear after the second time he casts it
Jul 11, 2024
FolkOrigin - lukdol271
Finally - the DEMO version of FolkOrigin is available!!!
Now everyone will be able to download and test the game for FREE.
DEMO - free version with the ability to play a tutorial with a limited development tree.

This new version also includes the first part of SFX sounds produced by Victoria Wind ♪. Perfectly created sounds in the Slavic style.
She created the sound of chopping wood, shooting a bow, opening doors, and much more...



https://store.steampowered.com/app/2863790/FolkOrigin/

Jul 11, 2024
Ooga Booga: Troubles in Time - Banensoft
Here's a very tiny but very important hotfix:

  • Fixed an issue with window minimisation and window switching.
- Banensoft
Evolution Survival - drierwhisper728
That's right! We are currently reworking our evolution system to tie in with Unreal's built in foliage system. This will allow us to make worlds as big as we want!

So yeah! Pretty cool. That's where I've been if your wondering where the updates were.

Originally each piece of foliage was its own object (This is slow because nothing is instanced on the GPU) by putting all of one type of tree together as one and then copying it around is waaaayyyy faster.

Why didn't we do this originally? When we came up with the idea the game wasn't supposed to be set in larger worlds. However, based on some things we want to add in the future, and the fact that what we have now will be many times better in a larger world, we have decided to integrate foliage into the instancing system. Yes this will take a while. Also there are a few trade offs, for example, the entire foliage area in many ways will all look the same and you won't be able to see how it evolved from the "older" versions. The entirety of one plant species will have the same statistics (We can still make them look different from each other like we used to though). We can still have them become an entirely separate instancing set once they become different enough. I think this is a fair trade off because of the capability of large worlds, and we can still divide the same species up into different species a fair amount.

What's left? Well we need to still finish the functionality of the new plants, we also still need to figure out a way for thousands of animals to exist at the same time without the game becoming a slide show (The plan is for animals to go into "stasis" when far away) and the animals will need to be updated to target the new plants.

That's all, thanks for reading,
-DrierWhisper 729
Jul 11, 2024
Z.O.N.A: Origin - AGamingTeam
Hello everyone! I want to share a new short video from our upcoming game, showcasing the anomalous monsters called Guardians. Fighting them can be very dangerous for the player.

Jul 11, 2024
Harvest Cafe - KARAHAN
New Sound Effects
  • Added sound to play when the player picks up something from the ground
  • Added coin sound to play when the player picks up the coin from the table
  • A coin sound has been added to the game when the player buys or sells a new product from the market.
  • It was added to the game that when the player opens the panels in the market, a random one of 4 different “Hello Farmer” voices is played depending on the gender of the NPC.
  • Added a special sound to play when the player opens the restaurant.
  • Added a wooden box opening sound to play when the Storage Box is opened.
  • Added wind-blowing sound to the paper when opening the map panel.
  • Added a sound to play when the refrigerator is turned on.
  • Added a sizzling sound to play while cooking.
  • The feature of playing tool sounds while crafting in the Workbench has been added to the game.
  • Added sound playback when opening the inventory.
  • All sounds were connected to the SFX channel and the ability to be dimmed from the menu was introduced.
  • Added sound playback when flowers are watered.
  • Added sound play feature when water is filled from the well.
  • Added sound playback feature while harvesting plants.
  • Added the ability to play sound when we put and remove items from crafting structures, storage, and refrigerator.
  • Added the feature of playing sound when we take the plate from the counter and give the plate to the customer.
  • Added the sound of cicadas in the evening and the sound of the forest during the day.
  • A feature has been added to the game where the clock plays a ticking sound when the time is advanced, that is if someone faints while sleeping at night and the restaurant opens early.
  • Added the feature of playing crowded ambient sound when we are inside the restaurant and there are customers.


*About This Image : Customer Rigging Fix

Bug Fix 
  • Customers restaurant routes have been improved
  • Gathering resources made easier


*About This Image : Player Idle and Running animations are improved.

General Improvements
  • Object details are now displayed separately on all inventory screens.
  • Player notification added to structures that have finished production
  • Fixed the animations and skeletal structures of the customers.
  • Customers now act according to the food they eat. They play separate food animations like Soup or Sushi.
  • Player Idle and Running animations are improved.



La Salamanca - HyperSG


¡Hola a todos!
Welcome to our second Devblog here on Steam, where we will show the public for the first time the new model for "The Priest", one of the main enemies of La Salamanca, along with a little information about the character.

Who's The Priest?

The Priest is one of the enemies, if not THE main enemy of "La Salamanca". He falls under the "Stalker" Enemy category, where there is one particular enemy that always follows the player throughout the game. The Priest will behave this way, searching for the player during almost every level.

If you have played the Demo,this is the enemy that appears multiple times and chases you at the end of the Demo. In the full game, the Priest will appear at key moments in the story to search for the player throughout the level, and it is during these moments when the player must try not to be spotted by hiding in different places, either behind a pile of boxes, under a table or even inside a closet.

The Priest's origins are... uncertain. Some believe that he was once a very Christian person, who was corrupted by someone or something, probably related to this place. Others, that he is a demon from La Salamanca itself... but, why would he take the form of a Priest then...? In order to know more about who The Priest really is and his history, you will have to investigate on your own in the full game ;).


Sneak-Peak of the new 3D Model for The Priest
The current model found in the game is a free Asset created by Serhat Yucekaya, which despite being of very good quality, this model is only a "placeholder", to be able to show something before that the new design made especially for the game was ready. Today we are going to give you a preview of this new design with its 3D model made by Exequiel Devoto.


This new model made by shows a much more "Demonic" version of the Priest, with multiple eyes and horns. Inspired by characters like Mr. X or Nemesis from Resident Evil, with Christian elements such as the priest's robe or hanging rosaries (not present in the images shown).



It should be noted that the model is not finished, since it is only the base of the model, but we believe that it is more than enough to be able to show it to you and so that you can get a good idea of ​​what is coming. The model is not implemented in the game yet either, this is just a preview, when the model is finished and implemented in the game we will show it on our networks or even in a possible new Demo...

Finally, we want to thank Exequiel Devoto for giving us the opportunity to work with him, and to be able to bring the Priest to the game as God? intended!

That's all!
We hope you have enjoyed this Devblog, and that you stay tuned for the coming months, as very interesting and important things are coming for the project.


See you in the next Devblog!
Jul 11, 2024
I.D.F.K. - Too Zooted
bugfix^^
Error 259 - Stefano_GamingAlt
  • 23 New Items!
  • Added 2 New Songs, now each floor has it's own theme
  • Added a hat for the Devil's Horns T5 Item
  • Nerfed the max speed cap to 400 (was 450. This is mostly to reduce accidental clipping out of the map)
  • Nerfed chance of getting T5 in the shop (was accidentally about 12% chance, is now the intended 5%)
  • Buffed Broken Dial (Only sets firerate to 0.2 if you have worse, and if you have better then it will switch to a damage up)
  • Boss Health Number is now shown on their health bar
  • Re sprite for melee weapons, Cryo, , Burst Ice Gun, most bosses, most Boss cards, and some terrain.
  • Fixed a bug that would allow infinite boss items
  • Fixed the Denial T5 Item
Munchkin Digital - Dire Wolf CS



Another 112 cards for your collection of dastardly monsters and zany loot is coming your way Monday, July 15th! And we hope you are prepared to make some difficult choices. You can: become a Gnome Bard and subject your foes to discordant tones; don your Chainmail Bikini or kick on some Freudian Slippers, then do battle with the fearsome Tequila Mockingbird. So much mischief, so little time!

New Challenges!
Test your Munchkinly mettle with seven new challenges to overcome!
  • Bardic Shuffle – can you overcome the new set’s obstacles with a little extra luck?
  • Munchkin Roulette – spin the wheel and win big at The Dungeon Casino!
  • Mimic Infestation – looting the room has never been deadlier! You do like mimics, right?
  • The Illusion of Choice – pick a card, any card…
  • Perfectly Balanced Monster Design – all encounters balanced to your strength, for the discerning strategy gamer.
  • Clergy Conundrum – have faith… whether you want to or not!
  • Loot Goblin – get rich or die trying! Is it really a win if you don’t walk out with a dragon’s hoard?
More Achievements!
  • 15 new achievements for all the completionist Munchkins out there. Will you prove yourself as a Noble Knight, or will you suffer ultimate Humiliation?
Fixes and Improvements
This patch includes numerous fixes and improvements to make sure you can go about your Munchkinly activities in peace:
  • Fake Beard’s scruff is vastly improved and now properly “hides” your other Race(s) from monsters.
  • Bigfoot found his appetite, so his Bad Stuff will now correctly remove Chicken on Your Head.
  • Wishing Ring can now save you from Curse! New Edition Rules.
  • Help Me Out Here can no longer result in you using extra Items. Sorry, you’ll need a valid Cheat! for that!
  • Help Me Out Here can also no longer steal Items you can’t equip. That’s the kind of help we all could do without.
  • Out To Lunch will now reduce the treasure reward of the combat to 2, regardless of how many monsters were in the combat, as intended.
  • The discard prompt for Deck of Too Many Things should no longer close unpredictably.
  • Wand of Dowsing’s prompt has been adjusted to no longer block buttons on widescreen phones. It’s supposed to help you find things, not hide them!
  • Raincoat, Knight Light, and other “can be worn over another Item” effects now properly discard the extra equipment in certain cases where they previously did not.
  • While you have a discard prompt pending but minimized, you can no longer drag cards from your hand to prevent unintentional discards.
Now… go make mischief!
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