Magic Research 2 - Maticolotto
A new version of Magic Research 2, version 1.6.3, is now out for everyone. This is a medium-sized update with mostly a lot of UI changes and improvements, with the goal of trying to reduce friction while playing the game.

Full patch notes below.

New features and changes
  • Add new event that triggers if defeating Winged Sphinx a second time (on a different Retirement) and a new item
  • Add ability to select equipped items by pressing on them
  • Remove unequip buttons from equipped item display; items can be unequipped instead by double pressing them
  • Add ability to jump to Transmute an item by clicking the item name in the cost display
  • Sort Transmutations of materials in the Transmute screen by material type (Paper, gems, ores, ingots, etc.)
  • Add ability to input a specific number quantity in a few areas in the game, including in the amount transmuted by Wizards
  • If there are no empty slots, equipping a copy of a Pouch item that you already have equipped, instead of placing it in the first slot, it will instead replace the lowest quality equipped copy
  • After clearing the "Convenience" Storyline, Enhancement purchases can now be queued
  • Synchro grids can now be named
  • Synchro bonuses can now be filtered by Element
  • Synchro bonuses will reveal their effect if you have ever unlocked the requirements for its effect in any retirement, rather than at the current time
  • Synchro UI for grids slightly improved
  • Improve display of damage numbers in Exploration screen, hopefully also solving their performance issues
  • Improve visibility of Familiar row swap button
  • Reorder items in Strategy menu in Exploration screen, for better visibility of Exploration Config options
  • Item quality no longer applies to items that do not get direct bonuses from it
  • Auto-combine items will now unequip Pouch items outside of battle
  • When specifically auto-combining healing Pouch items, it will now also unequip and replace the lowest quality item (outside of battle)
  • Foresight now shows the timer next to the Events menu button if collapsed and on a wide screen
  • The following menus are now badged: Study (if there are free researchers and they are not being auto-assigned), Familiars (if there are any idle Familiars), Rituals (if corruption is above safe limit)
  • Small backend performance improvements
  • Allow ability to load backup save data when facing an error (to prevent being permanently stuck)

Bug fixes
  • Fix display of critical errors (errors on loading saved data)
  • Fix "dancing" Menu buttons when a different button is pressed
  • Fix "Transmute, Channel and Purchase" button not appearing for Enhancements
  • Other minor fixes

Balance changes
    - Item Astrologer's Robe effect reduced (+1000% -> +500%) to compensate for the new item added
Lifeforms: Binary Fission Playtest - Vystyk
- Fixed issues with mission target species not always having edge screen pointers and not being highlighted or staying highlighted when they shouldn't be.
- Adjusted Abilities|Mutations Upgrade screen to indicate scrolling. (I will make more improvements to the whole Upgrades UI in the future.)
Jul 17, 2024
Inevitable Light - thiagohissa
Bug fixes and improvements!
Bigfoot Life - Planet 47 Games
I am very excited to announce that Bigfoot Life is coming to Steam! Just wanted to thank everyone for the support. If the game looks interesting to you, wishlists or follows are always helpful.

Announcement Trailer


https://store.steampowered.com/app/3108130/Bigfoot_Life/

Thank you!

-Planet 47 Games
Jul 17, 2024
Simple Duel Playtest - Lenin
Fixed issue with enemy sprite facing wrong direction.
Jul 17, 2024
The Genesis Order - NLT Media
Some minor polish fixing some grammar mistakes in dialog and other small bug fixes.
One More Night - Wtf_Mikii TTV
The following functions have been improved.

1- A new weapon (pistol) was added
2- New map (gallery) you can access it through your home
3- Main Ui Rework more modern style.
4- New animations for the character (for walking)
5- Rifle rework and still on it.

Thank you for your patience and support towards (OneMoreNight). Att: MikiGames.
Resonite - Frooxius
Hello everyone! Today build is very heavily focused on improving networking. We've been pretty busy sorting out issues for some of our business uses, which pretty much took all day yesterday to get finished (and I mean... ALL day), so today I only had the energy to polish it up and not do much else >///>

A number of those improvements should benefit overall by improving the robustness of connections and offering some new options - notably Resonite now supports session connections over TCP protocol! This is mostly useful within local and corporate/university networks - but it can be pretty beneficial if you're running connections on LAN - TCP is very fast there.

The other big addition is "LNL Poking" mechanism - this is useful within networks with stateful firewalls, which makes connections work reliably on those networks.

With this stuff out of the way, we'll have more "regular" stuff soon!

New Features:
- Added support for TCP protocols for realtime session networking
-- This will generally only work on direct IP connections on local networks
-- This is mostly meant as fallback solution for university and corporate networks, when UDP connections fail
-- However this can be useful for LAN as well, as TCP can perform better on local networks than UDP based protocols
-- This protocol will also respect the port range setting when configured

- Added Prefer TCP setting to Realtime Networking Settings
-- Enabling this will prefer TCP connections above all else. This is mostly useful for LAN connections
-- TCP can perform very well on LAN networks, achieving high transfer speeds
-- It can also work on certain networks, where UDP traffic is not acceptable
-- However it can also suffer from head-of-line blocking, causing voices and poses to be significantly delayed, so use this with caution

- Add LNL Poking mechanism to help connections within corporate & university networks
-- When used within a private Universe, direct LNL IP connections will send "poke messages" to the connecting client to help facilitate connection
-- This helps establishing connections when a stateful firewall is present

Tweaks:
- When announcing local IP's, link-local addresses are filtered out (implemented by @probableprime)
-- These usually do not work past the first router/switch and in corporate scenarios
-- This helps speed up connections in some cases by not trying these addresses
- Add additional logging for LNL connections (including when they start on a restricted port range)
- Direct LNL connections will now attempt to be established with UDP routing disabled first, which can help in some networks, particularly with multiple network adapters
-- If this fails, another attempt will be made with the routing enabled afterwards
-- This should help improve robustness of establishing connections, particularly in corporate/university subnets
- LNL Listeners & Connections will now manually bind to specific interfaces
-- This can potentially help resolve some networking issues, when multiple network interfaces are present and wrong ones are being used for routing connections
- LNL Direct IP connections now indicate the source and target IP/port they're connecting to

Locale:
- Merged Japanese locale update by @.aesc and @linki9s7
- Merged Chinese locale update by modimobeikete
- Merged British English locale update by @nytra
- Merged English locale fix by @muppeq
- Merged German locale update by @muppeq
- Merged French locale update by @cerealbowlsystem and @j4.lc
- Merged Korean locale update by @mirpasec

Bugfixes:
- Improved robustness of Local IP discovery to ensure that all of them are properly discovered
- Fixed null reference exception in ContactDialog when selecting contacts in some cases (fixed by @probableprime)
- Fixed null reference exception for LegacyGlowCircle (fixed by @probableprime)
Jul 17, 2024
Chaos Kart - Baka Bros Entertainment


Ghost of Fall - karibu
Hello everyone

17'th! Woohoo! An that means we have an update post!

As you all know, the game in the making is called Ghost of Fall - but besides sounding cool, this title contains a double meaning 🙂
One of those meanings is literal - the game takes place in autumn (also called fall) and we want to use the beauty of the season to our advantage.
Here's a video of Ward strolling through one of the already "autumnized" locations. Tune in and enjoy the ghost of fall 😄



As far as general news goes, we are still sort of scrambling to work as much as possible on the game. The summer is not being very kind to all of us with its heatwaves, but we push ourselves very hard (sometimes too hard) to make steady progress. Hopefully the FALL will be kinder to us (get it?), but despite of all that - we are moving forWARD (get it?) and looking back at our progress, we're glad it's going in a nice direction. (get i- oh wait, no pun here.)

Do let us know what you think about this visual showcase - we know what we think, but the more opinions, the more to consider 🙂

kindest regards
karibu 🦌

PS. we have said goodbye to the outdated idle animation of our main character - Ward. The old animation was one of the very first assets made for the game, so it's worth pointing that out.
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