Jul 14, 2024
Churn Vector - Archival
We have a small update for you all agents. This ones not a big content patch but it contains some new stuff and a lot of under the hood changes for better modding support (see the end for details)

Patch Notes

  • Added some new NPC animations for vending machines, computers and other electrical devices
  • Fixed some existing animations not looping
  • Corrected some NPC interaction points being offset from the floor or objects nearby
  • Updated some breeding stations to better position the player
  • Some minor tweaks with NPC starting positions and grouping

Modding changes

Some of this updates changes are about fixing bugs that we found while making and helping others to make mods for CV. While we don't have an exhaustive list, some extra goodies have been added to the SDK and a bunch of problems modders were running into should now be solved.

We've also fixed the game itself as this was causing rendering issues with modded maps being loaded under the wrong graphics config.

And lastly the modding wiki on github (naelstrof/ChurnVectorSDK/wiki) now contains a complete set of pages on how to make a custom map from start to finish, exactly the way that we made the original set of maps for the base game!

If you've ever wanted to get into making maps for unity, these docs cover everything from HDRP fog and lighting to localizing your cutscenes.
Jul 14, 2024
KoChaos - ImAlexander
Hey all! This is a pretty sizeable update here. With the new update comes 10 new enlisters and I have attempted to fix an XP bug. I have also brought back the old buttons for heroes on the hero selection screen.

This will be a final patch as I will be working on the next one for a good minute. This next patch will include a new faction. I am finally going to start on that next. I will also be bringing music back, I am just trying to iron out some bugs with that.
PLEASE KNOCK -before entering my room- - πš™πš˜πš•πšπšŽ
Jul 14, 2024
Akasha Playtest - SellADoor
Features:
* Curse of the Tower V2
* Arena map improvements. Additional platforming and set dressing
* Added unique Twinblade effect. All melee hits apply 2x resonance combo
* Added more melee attack variation on AI
* Improvements on first floor boss Arena

Balance:
* Blue projectiles now cost 0 energy. This is meant to increase the skill expression of aiming
* Player heavy attacks slowed significantly
* Program: THE FINAL HOUR now resets red projectile cooldown on roll
* Resonance now resets to 0 on hitting an opposing attack. This means that it's impossible to lose resonance combo even if your melee attacks are slow
* All melee attacks from the Guardian of the First Floor are unblockable

Bug Fixes:
* Fixed a bug where some AI were not reacting to damage threat events
Descending The Woods - Aionware
A big portion of the bugs have been fixed,
These are have been reported by the community.

[FIXED] The Time of the day, the moon, and the sun are only visible to one person, in co-op.
[FIXED] When hanging items to the closet and the wall rack their sizes change
[FIXED] For non-host people their backpack won't display the items correctly after dropping an item
[FIXED] Some structures aren't visible to others in co-op.
[FIXED] In ghosting mode sometimes dangerous areas are bright
[FIXED] If, while building, the constructed object is rotated and another item is selected with the mouse wheel, and then you try to build something again, the building template keeps rotating continuously
[FIXED] The camera flash appears in the house wherever a picture is taken, making it ineffective against ghosts.
[FIXED] Dropped tools inside the farm disappear after a long time
[FIXED] The "Knocking" in midnight can be heard from very far away.
[FIXED] Finding just one cursed object, clears the path to the deeper layers of the woods.
[FIXED] Ghosts continue to attack after their victim died
[FIXED] After discovering the deep woods, an unexpected guest may take residence in the house.
[FIXED] The physical entities can grab people through solid walls.
[FIXED] After exiting the undergrounds of the deep woods, sometimes going through the ground

[IMPROVED] Placement of structures, less floating buildings and underground entrance
[ADDED] Lobbies' visibility to the public can be changed when creating a lobby

EARTH DEFENSE FORCE 6 - d3p_staff


"EARTH DEFENSE FORCE 6" is available for pre-order now! For a limited time, receive "Air Raider Piloted Weapons: Powered Exoskeleton Nix Metal Coat" as an early purchase bonus. (*)

Early Purchase Bonus DLC
Air Raider Piloted Weapons: Powered Exoskeleton Nix Metal Coat

A special Plasma Core with improved the energy-generating speed. It recovers energy quickly, and its emergency charge time is reduced. The Plasma Core is the heart of the flight unit, and the performance of the flight unit changes depending on the Core equipped.




*This offer is only available to customers who purchase the product by 23:59 (PST) on December 24th, 2024.

Official Website: https://www.d3p.co.jp/edf6/en/

Official X (Twitter): https://twitter.com/EDF_OFFICIAL_EN
Jul 14, 2024
Antimatter - geoffroypir
For the past 2 months, work has continued across both the surface and the universe aspect of the game. Once more I'll focus on the latter, but I hope to talk soon about the surface (side-view) part which has seen huge progress lately.

Since a few months, the development routine way aimed at polishing, UI improvements, code consolidation, which often comes alongside some rewrite of game mechanism, AI, AI, AI and more AI (yes, writing AIs takes time, especially for economy).

A perfectly functional feature is often redone 4-5 times during its existence, due to code structure consideration, gameplay and often perceived redundance. This is quite normal and a sane way of developing a complex system, and is the primary reason why it takes so long. This is also why, despite my perceived imminence of an alpha release of the game, that I am abstaining from giving any release date yet. I cannot ill-afford any fundamental flaws in the program to be carried to an alpha, and pay the interests of any technical debt in the years following the release.

Therefore, despite my impression that I can announce it now, coming soon will remain the release "date" until contradictory notice.

But enough of my useless talk. Along with polish, some new stuff were carefully added. I'll talk about it briefly. This is a little showcase of what was done, I emphasize the fact that it represents a fraction of the work, as to not discredit the importance of other aspects.

Personal Points

I have replaced "Political Points" (which was messy and intertwined) with "Personal Points" which is a pool passively used to train skills, divert money, increase influence, improve reputation, rally toward your ideology, fight corruption but also perform various one-time actions, such as political actions in the parliament.

It will also be used (not implemented yet) for plot and plot defense. This is essentially the "off-time" daily actions your character will take. He can also do nothing and save these personal points.

Orbital bombardment

It is now possible to bombard planets and asteroids. It is similar to targeting a spaceship (here I select a specific city located on the surface of the planet).
The warheads cause damage to one or more "tiles" on the planet, targeting a city means that the projectile will impact the city's controlled tiles, thus damaging its infrastructure and causing casualties among the population, including any existing native population.

In addition to soot which is raised with high-yield impacts, I have also added radiation (planet-wide or specific to a tile) which affects habitability. The radiation yield is of course specific to the weapon.

Due to the atmospheric simulation terraformation and the new simulation of natural disasters, a bombardment can ruin the planet's biosphere permanently.

Native populations

Natives are now much, much more detailed but also optimized as they no longer take a toll to performances.


They are separated into 6 factions/classes, one could mod additional "classes" into alien species if they wanted.

Each faction has its own set of bonuses and maluses (some are nasty !), production, and political leaning. The dominating faction weights much more than others.


For example, the Urghosts, with their minds alienated to the Urghogh's (lack of) will are the worst neighbors you could have. They are not aggressive but produce next to nothing and are almost impossible to assimilate.


Natives are no longer just a value on the planet as they concentrate in visitable settlements.

Trade is important with natives as they sell at low prices and may buy your excess production.

Improved diplomacy & war

War is finishing in its initial implementation, it tracks spacecraft destroyed, and civilian and military personnel casualties separately as I plan later to simulate revanchism and war crimes. It has a war exhaustion and war goal system.


This includes the diplomatic deal system where peace can be negotiated at any time of the war among the main belligerents.


Relations are now much more dynamic.


Treaties were overhauled and expanded as well, with multiple criteria.

Improved escape pod

It is possible to take an escape pod from a spacecraft, this also replaces the previous uncontrollable escape pod when the spacecraft blows up.

Due to the fact this escape pod is a spaceship by itself, the initial code considered that having your escape pod blown up would spawn ... another escape pod. This matriochka bug was reluctantly corrected.

Colony & organization templates
I consider that the best paradigm in procedural generation is to have "guided" randomness, this is why I have added a moddable template system that actively attempts to populate the galaxy with custom-created cities and organizations given many criteria. Consequently, much content was added, giving some flavor and background to the universe without betraying the sandbox nature of the game. This change came alongside yet another deep work on the historical generation of the universe (the thing that pre-simulate the universe during thousands of years)

EndGame - SEIDEN
Thank you for visiting our website.

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-Costume patch contents-

Costume 1 is a free product.

Costume 2 is a $1 product.

Β·How to use
After purchasing this package, you can wear it through the character selection window or the in-game costume shop.
EndGame - SEIDEN
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Additionally, we are offering a 50% weekly discount from 2024/07/15 to 2024/07/19!!
Jul 14, 2024
Genome Guardian: Prologue - Alpherior
πŸ”« WEAPON CHANGES
  • (weapon) GTT Molotov, GGTT Moloflak, GTTT Megatov: Speed stat modifications were changing how long the Area sticks around for (which was never intended).
  • (weapon) CGT Splitzooka, CCGT Rail Splitshot: The un-split projectile can now damage microbes when these weapons have Pierce.
  • (weapon) AATT Homing Mine Launcher: The shot initially fired from the turret can now deal damage when this weapon has Pierce or Bounce.
  • Weapons with the Flak trait now produce flak pellets per pierce or bounce.
  • (weapon) CGGT Splitter Spitter: Found a mistake in its Damage calculation. Its Damage (which is kinda misleading on the stat card anyways but this is moreso for comparison purposes) has changed from 93 β†’ 62. I'm sure that sounds severe but, let's be real, this weapon is still going to absolutely destroy everything.

βš– BALANCE
  • (weapon) CGT Splitzooka, CCGT Rail Splitshot: If these don't have Bounce or Pierce, the initial, un-split projectile won't deal Damage.

πŸ”„ CHANGES
  • Burn DPS is now very clearly indicated when hovering over mounted weapons during play (the Arsenal will still just show "+(Burn icon)" since it wouldn't fit otherwise).
  • The turret you have selected on TURRETS will now be made clear with a green button (which won't react if you try to select your currently-selected turret).
  • Various fixes & additions to the in-game GUIDE.
  • Power-ups will now be triggered when they come into contact with your turret. (it reaching the bottom in Shmup Mode won't count)
  • The bars/pips beside the Shield and Health icons during play will display at most 160 for Shield and at most 400 for Health. The values themselves will not be capped, just the bars/pips.
  • (weapon) Bouncewave Repeater: Sprite has more green on it.
  • The shake / screen-darkening you experience when hit is more noticeable now, and scales better with damage taken and remaining Health.

πŸ”¨ FIXES
  • Fixed various mistakes in perk and mod descriptions for turrets that use Fuel.
  • Sometimes the hover-over weapon stats card would still be showing after entering the ARSENAL or clicking a weapon's name to see the evolution menu.
  • When using a gamepad, you'll no longer fire off a shot after clicking Ready in the shop, resuming from pause, etc.
  • (I can't test this one myself, to let me know if you HAD this problem and whether or not it's FIXED now!) You can now control the in-game cursor with a controlled plugged into your Steamdeck while it's docked.
...