Forsaken Frontiers - nymphaline
We’re super excited to finally share that Forsaken Frontiers is planned for launch on October 21st!

We also want to thank our early playtesters. Your feedback and support have been amazing and have helped us immensely!

Join us on our Discord server to follow the development as we approach the release date, and don't forget to wishlist Forsaken Frontiers on Steam!

Step into the frozen unknown with us on launch day!

made in fairyland
PlanetSide 2 - CM Mithril
Servers are coming down at 4:30 PM PDT / 1:30am CEST today for a hotfix that will address the following below. Estimated downtime may be up to 3 hours.

Module Removal
The following previously unlockable modules will no longer be equipable on the sunderer.

Returning to PlanetSide 2? Check out the new sunderer redesign here with a video preview here, and our latest update for it here.

  • Blockade Armor
  • Deployment Shield
  • Fire Suppression System
  • Gate Shield Diffuser
  • Nanite Auto Repair System
  • Mine Guard
  • Proximity Repair System
  • Proximity Radar
  • Rival Combat Chassis
  • Racer High Speed Chassis
  • Smoke Screen
  • Vehicle Ammo Dispenser
FIREFIGHT RELOADED - Bitl
An update for FIREFIGHT RELOADED's BETA has been released. The update will be applied when you restart FIREFIGHT RELOADED's BETA.

NOTE: This update only applies to the "endgame-beta" beta branch.



- Added npc_playerbots and npc_zombines to the boss battle to assist the player.
- The Combine Advisor will no longer turn Combine turrets into Advisor Drones.
- The Combine Advisor will now turn Manhacks and Scanners into Advisor Drones.
- All dm_ maps have been recompiled in HDR.
- Fixed an issue in dm_lockdown where NPCs can go through a wall in the showers.
- Added a dynamic scope to the Railgun.
- Added wallrunning and powersliding based on code from Mobility Mod.
- This mod uses code from Mobility Mod for Half-Life 2 by Rob Cruickshank.
- Lowered the Advisor's health.
- Fixed map CFG files.
- Improved AI for some Combine enemies.
- Improved the ragdoll physics of some enemies by basing them off the intial launch version of Half-Life 2.
- AIs no longer attack each other by default as they seem dumber when engaging enemies other than the player.
- Fixed Combine Super Ace shield outline not getting removed upon shield break.
- The Metrocop Ace now has unique AI.
- They will chace the player down regardless of weapon.
- They are incredibly agressive with the pistol, although they still shoot their SMG in bursts.
- Lowered the volume of the M249.
- Made the Railgun fire sound more punchy.
- Fixed npc_playerbots not firing their RPGs properly.
- npc_playerbots now can heal the player and provide ammo.
- All legacy gamemodes are now selectible in the Spawnlist menu!
- Legacy gamemode functionality is still available from the Options menu. This may be ideal if you use custom CFG files per game mode.
- Made all the spawnlist icons more colorful.
- Fixed patroling on some Combine enemies.
- The shotgun is now semi-auto by default to simulate the behavior of the real SPAS-12.
- Added radio chatter to metrocop gibs/decapitations for more immersion.
- Added more sounds for decapitation.
- Added a headshot icon to the killlog for headshots.
- Restored ironsight FOV changes.
- Reduced Advisor droning delay by 50%
- Adjusted default spawnlist balancing.
- Fixed various issues with controllers.
- Restored the pistol back to the original HL2 pistol.
- Credits to xDShot for the two-handed pistol animations.
- Restored viewmodel lag.

Be sure to join our Discord server at https://discord.gg/4MfShzF for more future updates!
Jul 11, 2024
SaiBorRai - TheHyrax
The idea from the get-go was to experiment to see what would work and what woulden't work and solely fund the game via sales meaning the more the game would sell the more content would get introduced into the game

Until this point this was not the most successful strategy as
1. the Meme concept was not the right way to go around making SaiBorRai
2. the game is widely misunderstood


I feel personally the best course of action is to completly change the game around 180 degrees and make a entirely different game with entirely different mechanics and gameplay

So the idea right now is to completly start from scratch


New weapons, New Mechanics, New Enemies, New Levels, Highly improved AI.

The story is also going to be substantially different and the entire codebase will also get re-written to fit the new style of game i am going to make.


As it stands right now, the game has sold around 85 copies and this is a very clear indication the Meme concept did not work and therefore i would like to try out something completly different this time whilst maintaining the Cyberpunk theme, i would like to mix that with medieval and steampunk as well and also introduce short cinematics to tell the story.

Since the start i have learned a lot of things and this will for sure benifit the new game.




If you wanna support the rebuild, buy the game as that will help fund the development, the planned release is unknown at this time, the more people who buy it, the more time i can invest into it so if you wanna help me build out the game fulltime make sure to buy a copy to help me make SaiBorRai Great again


This is gonna be very time consuming as i essentially will be creating a brand new game and as the game is completly self-funded, self-marketed and self-published as i prefer to not use publishers or investors as this could really destroy the creative freedom i have right now and i wanna try to keep it that way.

Again, you can support the game's new course by simply just bying a copy and share it with your friends and family

The more who buy a copy, the bigger the options is and you also get to experience the brand new update


Right now i expect to be able to deliver the brand new update in around a year from the time of posting as i will be busy trying to raise funds and market the game to people.


So let's make SaiBorRai great again! and i'll be looking forward to hear thoughts and ideas on this sudden change
Alaloth: Champions of The Four Kingdoms - Eldacar
CHANGELOG
Added
  • Add dismemberment for Kariasha, Wraith, Akidaan.
Changed
  • Now “Divine Shield” and “Arcane Shield” skills will also nullify poise damage if the received attack ends up not damaging the user.
  • Changed player’s“Mighty Blow”, Caine’s “Purge of the Ver’Quintiss”, and skills for enemy champions Ayagesh, Thil’Vineil, Ballawold, Dok-Decah; now if the attack hits nothing, a wave will shoot forward damaging enemies in a short distance.
  • Moved hirable Isadanae from Naledzir’s tavern to outer area The Furnace.
  • Iterated values for a large number of weapons.
  • Updated lootables in Solemnwood, Councilkept and Gates of Mourning.
Fixed
  • Fixed issue with player input at world map loading potentially breaking UI and combat audio.
  • Crafted armors weren't applying their material’s attributes fully.
  • “Valador” will now correctly show up in World Map sublocation picker.
  • Added a few missing item descriptions.
  • Fixed a few item icons.
  • Fixed issue with unreachable object in The Eye.
  • Fixed typos and updated various texts.

Follow our official channels to stay up to date:
Like Alaloth on Facebook
Follow Alaloth on Twitter
Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/
Jul 11, 2024
Orpheus - Iko


Hi EVERYONE

It been a longtime i have been silent, i finish my 3rd year in Game Art school. During this week i started to finish huge graphics update. for now i finish level 1,. I m very satisfied of what i do. I can explain all differents i do

- Replace somes placeholders and old items

- Rework somes animations and design

- Redraw somes with better drawing level

- Added somes vfx and added post processing

- Rework lightning of level 1

I want to show you one image of gameplay (yeahh there is nothing to have with old version)



Runes of Magic - [CM] Fossilo


Heroes of Taborea, read on to find out which valuable items are now available in the shop! Take a look and discover some great surprises.

Special offers period: 12.07.2024 between 12:00 AM CEST and 11:59 PM CET

Pick up Tempered Universal Jewels!

With a little bit of luck, you can get your hands on one of the following highlight items from the box:

* 2-5 Tempered Universal Jewel
* 1 Perfect Tempered Universal Jewel

Wishing you lots of fun,
the RoM Team
Jul 11, 2024
Feed Da King - MON Studios LLC
- Intermitted worker loading fixed
- Next award graphics adjusted
- Starting silver adjusted
REVERSI xVSx - eeeitestieee
A function has been implemented in which you can create your own CPU using your own videos and your own thought routine (creation assistance function has been implemented) and compete against that CPU. If you publish the data of your own CPU on the creator's site, other owners of this software can also compete against you.
Bloodthief - blargis3d
Hey all, new update to the playtest coming your way! This one does not have any new content, but is quite large nonetheless. I reworked a few pretty expansive pieces of infrastructure, so I anticipate all these changes will cause at least *some* new bugs. So please let me know if you spot anything and as always I appreciate your feedback!

Here are the updates:

Gameplay changes

- Tweaked the 6 wall-jump max: Now if you wall jump 6 times without touching ground it will cost 1 blood per jump. If you have no blood you’ll just slide down the wall.
- Added “Tomes” to the Tutorial level which I’m hoping to a better job of making important tutorial text more obvious and less easy to miss.
- Timer doesn’t start until you start pressing a button or looking around
- If you jump while moving upward on a slope you’ll jump a bit higher now.
- Reduced the player’s fall speed while wall running
- Quick Restart (the R key on the keyboard) is now a “hold” action by default, so it should be harder to accidentally press. If you liked how it was before, you can change it back in the settings menu (called “Instant Restart”)
- Made parrying slightly easier
- Added some anti-cheat measures to leaderboards
- Improved crossbow accuracy at further distances. Still needs work though.
- Player now casts a small shadow directly below while in the air to make ground slamming a bit easier
- Ground slam will go “straight down” more immediately now if you hold the ground slam button
- Tutorial Medal times have been tweaked to be easier

Bug Fixes

- Fixed a bug where you had less air control if you were getting less than 90 fps
- Fixed some ledge climb unreliability issues
- Fixed some bugs that could occur if quitting with the Windows “X”
- Fixed bug where water submerge sound didn’t play sometimes
- Fixed bug where knight arrows sometimes weren’t facing the right direction

Aesthetic Changes

- New player model (with fingers!)
- Gibs now shoot out in front of you and splat against walls when you air dash an enemy
- More blood in general
- Tweaked enemy hit flash
- Air dash “not enough blood” indicator is now just a little blood icon instead of blood and a shield
- New potion model
- Air dash now expands your FOV a bit to make it look cooler. You can disable this in the settings if this isn’t your thing.

Optimizations

- Made restarting at checkpoint and restarting level like 10x faster. It should be pretty much instant for most people now.
- Tweaked shadow resolutions to be less resource intensive
- Optimized lighting to be less memory intensive
- Optimized lightmaps to require less storage
- Added ability to disable Glow which should help performance on low end machines
- Reduced the physics tick rate from 90 to 60. This helps performance at the cost of slightly less accurate physics calculations - please let me know if you notice a difference!

I’m hoping to have some additional updates with more bug fixes soon - I just wanted to get this one out the door since it’s getting so large.

Make sure you’re not in any beta branches (ie. playtest_build_0.2.0) otherwise you wont get the update!

Have fun and let me know your feedback!
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