Backrooms Media - alex_duck_dt
Hi everyone!

It's Patrik, the developer of Backrooms Media. I'm happy to share that the Beta Playtest for Backrooms Media is now open on Steam! This is your chance to dive into the eerie world of the Backrooms, ahead of everyone else, and help me make the game better.

🌟 How to join?
1. Head to the Backrooms Media Steam page.
2. Find the Playtest widget and click “Request Access”.
3. Wait to be let in.
4. Download and play!
There are a limited number of spots available, so make sure not to miss your chance!

📝 Your feedback matters
Please share your thoughts! After you play, fill out the survey to help me understand how I can make Backrooms Media better. You'll find the link in the main menu, and you will also get reminded about it when you quit the game. Thank you!

đź“… This is just the beginning
This is the first round of the Playtest. If you don't make it this time, don't worry. The second round will open later this month, so keep an eye on the upcoming announcements!

🤝 Join the community
Connect with other players, chat with the developer, and share your feedback on the official Backrooms Media Discord server! Join to stay updated.

Thank you for your support and enthusiasm. I can’t wait to hear your thoughts! Please add Backrooms Media to your wishlist and don't forget to follow!

— Patrik

https://store.steampowered.com/app/2714970/Backrooms_Media/
Prospector: The First Contract - Loonworks Games
Improvements
- New indicators when building a Mineral Extractor that point towards the nearest instance of a Mineral Deposit for each mineral type.
- New help text to help explain how existing mineral spikes must be removed before building a Mineral Extractor.



Bug fixes
- Fixed an issue where crystal crabs would do a collision check on water that would crash the game.
- Fixed an issue where using the unstick command would sometimes get players stuck in an infinite loop.
- Fixed an issue where attempting to check for valid belt placement would crash the game.
Jul 13, 2024
Illusion Carnival - KiZ
• Fixed the bug where the Endless Hallway would repeat infinitely
• Fixed the bug where volume settings would sometimes revert
• Fixed the bug where the sign on the death screen would not be highlighted when clicked
• Fixed the bug that allowed items to be used in the extra content rooms
• Fixed the bug where some name Easter eggs would not trigger in certain languages
• Fixed the bug where Wuwu's gift box would be removed in the Wheel of Fortune level
• Fixed the bug where Demetria could get stuck in the wall at the exit of the block maze if the player was on the far right
• Attempted to fix the bug where cards might not appear on the screen during conversations with Aelios
• Attempted to fix the bug where the sanity face icon would disappear
Dr. Esereth Playtest - kingdevynburkeiii


This update specifically allows for more nuanced inputs from the joystick for movement of the character. I've put out a few updates in the past couple months that I haven't provided details on, so I'll do my best to log the biggest features & fixes here. The feedback I've gotten from you all has been so helpful, and there's still much more I need to polish for a better experience. That said I'm gunna try and focus on content for a little bit after this, so the next update might not be for a while.

-Joysticks are now more precise for moving.
-You'll find moving and throwing objects to a smoother experience.
--Most objects (not flasks) will snap the the top of another object they are held within (if the top surface of that object isn't above Esereth's head) and can be placed down instead of thrown when this happens.
--If an object is held inside an object but can't snap it will display a static overlay
--If you try to throw an object with a static overlay, the game will try to push you back enough so you can properly throw it into that object instead of hitting you with the "nope" sound effect (except where the game can't calculate a safe space to put you and the object you're holding.)
-Puddles now work slightly differently for scalability reasons. They can also give you small values of status conditions for walking through them now. (i.e. walking through puddles of acid will eventually damage you)
-Electrocution has been added as a status condition and some new chemistry along with it.
--Acid electrocutes metallic enemies
--Water electrocutes electronic enemies (unless specifically designed to be water proof like the mopping robots)
-SFX have been added for statuses
-SFX have been added for enemy attacks
-Serpent minigame is playable from the Hexell menu for 9 i$ (you might have to download it from the app store if your save file predates the update with this). Earn i$ by eating ships and eventually your own tail. Try to create the longest ouroboros for the most i$
-You can uninstall, reinstall, and move apps in the Hexell menu. By default (unless your save data is from before) you shouldn't need to install any apps as most of the uninstalled ones don't work.
-Everyvator remote now must be held for 3 beats before it activates. Stops accidental presses from teleporting you.
-You may change your avatar's sex by clicking on the Mar's symbol ♂ to toggle it to Venus's symbol ♀
-The yellow arrow now acts as a soft auto-target. Throwing something while there is a yellow arrow will throw in at the target unless you've 0-targeted something else with the red arrow.
-Various quality of life and minor bug fixes

Share your feedback in the discord server: https://discord.gg/YHDNGNXdMJ
Jul 13, 2024
Kebabstar Playtest - Ali
Player can't slice ingredients without taking right location.
Cutting check vector setup to 0.85 on vector normalize.
Grand Bazaar maps are now visible due to HDRI Backdrop.
Intro sound duration adjusted.
Dumbbell level up multiplier increased.
Jul 13, 2024
Card Game Simulator - finoldigital
- Game-Play: Action Panels
Goofy Gorillas - sponge
New Item: Goofy SMG
The newest item added to Goofy, the smaller sibling to the Goofy Rifle, the Goofy SMG!
This item shoots foam bullets at a much faster rate than the rifle but deals less damage, but that doesn't mean the DPS is less.

Changes to the Dodgeball
The current state of the dodgeball is cool, but the glaring issue is: If you miss, you're in trouble.
The changes made to the dodgeball now allows the owner of the ball to force the ball back in their hand, like how skateboarding games let players force the skateboard back.
There will be a small window of time after the first bounce where the player can do this, otherwise the ball will be open for other players to take.
Hopefully the changes to the dodgeball now allow for more reliable dodgeball gameplay!

Changes to Shooting
The current method for shooting is using actual projectile foam bullets. While this works for slow-firing guns, with the new Goofy SMG, a gun that needs the fast-firing to work well, having projectiles would not be a good solution.
The guns will now use a point and click system, similar to something like Call of Duty, but to simulate the effect of using projectile foam bullets, there will be a delay on the hit depending on how far the bullet would have gone.
This system should also feel more responsive and reliable, especially for clients.

Changes to Running/Sprinting
The current system for sprinting, where players have a finite amount of stamina, has been removed. Now, you can sprint for as long as you like!
To compensate, normal jogging and sprinting speeds have been slightly reduced.
This change was made to address ongoing issues with how sprinting worked, to balance gameplay and to be more accommodating to the upcoming map, which is much larger than the current map. I think this will be a welcomed change.


Other notes
Made changes to how the trampolines receive inputs to help high ping clients bounce easier.

Made changes to the jump input so jumping should be more responsive for high ping clients.

Items can now be used continuously by holding left mouse button or right trigger.

Climbing can now be performed automatically by holding the jump input.

The input to perform a big bounce on the trampoline has changed to the jump input. (Hold Space/A)

The Goofy Gun has been renamed to Goofy Rifle.

The selected player in Infector, Tag and Juggernaut will be stated at the start of the round in the top-left feed.

Made subtle changes to the item distributions when respawning to stop dodgeballs being stolen.

Increased the audio occlusion on the item pickup sound. It'll now sound more muffled when blocked by walls/floors.

Increased the proximity voice volume slider in the audio settings.

Tweaked some settings related to proximity chat.

Players can now invite friends to an active session in the pause menu.

Attacks/shooting will now prevent sprinting for a small amount of time.

Fixed an issue with the floor netting not resetting player's restricted movement when leaving the netting.

Fixed an issue where eliminating 2 players at once with a Stink Bomb would prevent one of them from respawning.


I tried to add some other cool additions to this update, but I wanted to make these changes as soon as possible so that the gameplay can be better overall.
The next additions will be in sub-updates to 2.09.
Jul 13, 2024
Personal Study - ArcaneSpoon
Hello everyone. Since the last update, a number of completed tasks have accumulated, so it would be appropriate to share what I'm working on.
In the next update Evi will learn a new ability and the way I want it to happen is a little more complicated than I usually do things, it requires quite a lot of artwork. But no worries, I'll finish it eventually.
Meanwhile, this is what I managed to do so far:
  • Worked on the environment. Cleaned the paint off the walls in the last room and looped it back to the closest portal. There will be a key that opens a new section. Made several new rooms and related props.
  • Made a new puzzle. It will require more precise telekinesis controls, so I implemented a slightly different method.





  • Made three new characters. Some of them may vaguely resemble other famous characters and this is by design.



New Cycle - _____._____
Greetings, Alpha 24-140.04 update is live.

We continue our improvement and balancing works after the major content update.
In this small improvement update, especially the changes and arrangements that we have shaped according to your feedback;

  • Change: 'Load capacity requirement' has been removed from the 'Water Pump' structure. We have observed that the water pump's request for industrial logistics support at an early stage of the game was pushing the game to a partially unnecessary difficulty. With your request and guidance, we decided that it did not make sense to make water production more difficult in the mid-game phase and exempted this structure from the system.

  • Also, Level II Metalwork and Distillery structures has been removed from the 'Freight capacity' system for the same reasons as in the water pump.

  • In some sessions, we saw that the'Cement' material was positioned to be unlocked in Cycle VIII instead of Cycle V. This has been corrected 'Cement' is available in Cycle V once the 'Production Chains' upgrade is complete and can be produced by Kiln buildings. We apologise to players who have been playing for a bit too long up until now and had to advance their game by unlocking 'Cement' in Cycle VIII.

  • New Effect: Advanced production facilities that you set up far away from your central location have been receiving a negative 'Load capacity' effect applied to Workforce values due to lack of industrial logistics. With this update, in contrast to this effect, your structures that receive service with a high level of transport capacity (production houses located within the service radius of Central or District stations) will now be able to gain up to +10 Workforce with the positive effect called 'Perfect Freight Handling'.

  • As a result of the feedback we received that in some cases the 'blue square' material showing the coverage area of the district freight station and the central station worked problematically and lost its visibility in some places, we made improvements on this part and solved the problem.

  • Some fauna (a shrub and a grass species on the Meadow map) were showing a tendency to glare a little too much when the angle of daylight was too narrow. This has been fixed and readjusted.

  • It was found that some rocks used for aesthetic purposes during the land arrangement phase after building placement or road construction were not fully adapted to the new land form and were corrected.

  • The time sequences that determine the operating intervals of the traffic lights have been extended.

  • Since we have not yet expanded the alchemy production tree and fertilizer production, there is no chance for the player to further develop the farming activities of the Field and Kaleyard structures and adapt to the arid climate.
    For this reason, the 'Water' requirement has been reduced by 40-50% in order not to increase the difficulty of the game.

With these small adjustments, we aim to offer a more enjoyable and highly polished early access experience. Thank you once again for your understanding and support.

We always welcome your feedback.
Jul 13, 2024
Quantum Cortex - Quantum Cortex
Hi everyone! I am a solo developer, and this is my pet project. You can call me QCDev :)

This update addresses feedback and concerns gathered from a number of different players at TooManyGames.
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v. 1.0.200 Patch notes:



Additions:


- Shift can now be used to dash, as an alternative for double-tapping.
- Weapons and abilities are now compared to an internal database when added to your inventory, including when loading an existing save. This means that players no longer need to start a new save file for balance changes to take effect.
- The PHYSGUN secret ability now works on flying enemies.
- Revised settings menu with room for more options to be added in the future.
- Adjusted and re-implemented the level 1 map to be accurate to the new layout.
- Added support for borderless windowed mode.
- Controls tab in the settings menu now displays the keyboard controls for the game. These will become rebind-able in a future patch.
- New hazard type: Destructible Platform
*Players tended to forget or not notice that they have access to a bounce move using the middle mouse button. This hazard type simply serves as a tutorial mechanic and periodic reminder. It must be bounced on to be destroyed.*

Adjustments:


- Level design adjustments.
- Bullet-time power moved to Left Ctrl
- Updated item descriptions.
- Tutorial text adjustments.
- Dialogue adjustments.
- Removed the ability to bind items from the inventory to slots the weapon or ability wheels.
*The plan instead is to have only 8 weapons and 8 abilities that can each be upgraded through upgrade trees. *

PLASMA TETHER:

- Range: 4,000 -> 6,000

ROCKET LAUNCHER:

- Max ammo: 1 -> 2.
- Direct hit damage: 1000 -> 500
- Explosion Damage: 2000 -> 1000
- Knockback increased from 4000 to 8000
- Self-damage increased from 1% to 5%
- Explosion radius: .5 -> .6

BETA PLASMA GATLING:

- The projectiles now slowly build up speed.
- The projectiles now pass through up to 5 enemies.
- The projectiles now bounce off of surfaces up to 3 times.

*This weapon was boring and needed some spice! It's got it now*

AVATAR OF ANGER:

- Pushed back the active frames for the AVATAR OF ANGER's melee hitboxes. The hitboxes came out too early, leading to players dying to seemingly nothing.
- Raised the origin of projectile attacks so that players wouldn't instantly die when near the center of the head.
- Added an additional platform
- Lowered the respawn time of the health pickup from 60 seconds to 45 seconds.
- Projectile damage (Easy): 10 -> 2.5
- Projectile damage (Recommended): 15 -> 5

*These projectiles were meant to be tiny pings that delay shield regeneration. They shouldn't be nearly killing the player on their own.*

Fixes:

- Fixed an issue where the weapon and ability wheels were not tinted when hovered.
- Fixed an issue where checkpoints were not always set properly when walking into their radius.
- Removed some geometry which let players break a trigger sequence in Level 2.
- Removed the bind menu, eliminating all of the various problems it caused.
- Fixed an issue with one particular cutscene in level 2 that wouldn't let the player progress using the space bar.

Optimizations:

- Removed unused geometry and objects from the first level.

Attempted Fixes:

- Seemingly removed a race condition which caused save files to sometimes not load properly. This requires further testing.

Known issues:


- Certain graphical issues such as flashing lights or excessive bloom may occur, depending on the player's graphics settings and hardware.
- The UI is ugly.
- Tutorials for ammo and reloading are not effective
- On rare occasions, when the player dies, they are unable to respawn.
- The player can sometimes remain grabbed by a zombie after passing through a door.
- The BETA PLASMA GATLING's projectiles can become stuck bouncing around inside certain enemies, leading to ridiculous damage.

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Thanks to everyone who played at TooManyGames!

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The fastest way to reach me is through the community discord!
https://discord.gg/qaRcDCEDDj Right now, there are only about 70 members-- the most active one being myself. If you're interested in sharing feedback, suggestions, or getting a sneak-peak at upcoming content, feel free to jump aboard!

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Follow me on my socials!

https://twitter.com/CortexQuantum - My Twitter
https://www.youtube.com/@qcdev - My Youtube
https://www.patreon.com/QCDev - My Patreon
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