Ruzar - The Dark Stones - Hammer Glass Studio
Fixes
  • Door Chains won't interfere with projectiles or throwables.
  • The behavior for the chains opening the door in the Guard Wards were not refreshed correctly on reload.
  • Added missing description for Alstor Family Crypt.
  • Fixed World Map UI displaying other UI elements.
  • Quest Tracker Scrollbar will be hidden if the current game doesn't have any quests visible.
  • Fixed Resistances and Immunity Spells when receiving damaged.
  • Lowered the Flatulence Trait damages + frequency.
Din's Champion - Soldak Entertainment
This is kind of an experiment since at this point in time Din's Champion isn't even in Early Access yet. Since I'm already putting together a changelist for our weekly builds for the testers, I thought this might be interesting to some people who want to follow the progress of the game more.

0.721 change list:

  • added dungeons
  • fixed a crash in Game::spawnAmbientObjects if adding ambient projectiles
  • added more variation in blocks to break up monatany especially in the background layer
  • made it so blocks can override default slope alpha mask textures (clay roof is test)
  • now roof blocks use alpha mask to make slopes look better
  • now brick blocks use alpha mask to make slopes look better
  • fixed a crash after kicking out a recruit and recruiting someone else (Delilah)
  • fixed tiling issue on several stone types (using wrong normal/spec maps)
  • rebuilt most block texture mipmaps in tiling mode (should make all blocks look a little better)
  • projectiles no longer get stuck on torches
  • now will not try to leather scraps/silk of lower levels than monster killed
  • poison wastelands & swamps can now start with poison gas
  • quarries can now start with exploding gas
  • marked BaseObject as OpaqueWorld (put basically all objects behind monsters/player - drawing level wise)
  • now dungeon foreground main blocks can be replaced with main alterative blocks
  • now dungeon background main blocks can be replaced with main alterative blocks
  • now dungeons can have caves in the background (less than normal and smaller)
  • now dungeons can be non-square - much more interesting
  • moved braziers to copper, bronze, and iron (instead of just iron)
  • now high chance already existing Braziers are not lit
  • doors from area blocks should use proper level one automatically
  • increased BlockBrick DigHealthMult from 3.0 to 4.0
  • increased brick levels by 3
  • fixed first block in a new level in editor not getting display order set properly
  • decreased NormalItemAboveLevelChance from 5.0 to 2.5
  • decreased CommonModifierAboveLevelChance from 10.0 to 5.0
  • decreased DiggingMult of ProjSharedIceStorm from 1.0 to 0.25 (ice storms do less damage to blocks)
  • went back to blips on world/mini maps being centered
  • increased cave RockChancePerBlock from 0.75 to 1.0
  • increased cave MaxRocksPerBlock from 2 to 3
  • turned off roads (don't like the look of them and don't add anything to the game)
  • changed Cauldron to only give 1 stack of potions
  • decreased MinItemUnrealizedPotential/MaxItemUnrealizedPotential from 10/20 to 9/18
  • increased PlantChancePerBlock from 0.5 to 0.75
  • increased MinPlantsPerBlock/MaxPlantsPerBlock from 1/3 to 2/4
  • increased plants in jungles
  • halved most npc crafting chances
  • decreased NPC Apothecary, Herbalist, & Alchemist skill crafting chances quite a bit
  • made caves derive from BaseArea instead of BaseAreaDungeon (fixes some issues like tons of houses and being able to smooth set block backgrounds)
  • now objects spawned in SpawnSystem::spawnSpecialRoom can automatically bump up to higher levels
  • specified higher versions for all stations so can randomly spawn higher level versions from special rooms
  • Quarry area blocks now have a chance of a torch (kind of a test)
  • decreased BaseSpeed from 300 to 250
  • now all chests have ExtraMoney 100 (if drops money, now double the average money drop)
  • now chances of a boss using a potion or retreating after using a rejuventation potion is half of usual
  • moved questCompleted/questSolved sounds to server so would play even if you don't have the quest or another player solved
  • fixed SpawnSystem::getRandomItemLevel referencing global SpawnSystem::getRandomItemLevel minLevelSpread instead of one passed in
  • increased InitChance & SpawnChance of spiders by 50% (need them for silk)
  • added stone roof tiles
  • added sloped stone roof tiles
  • fixed a block blend issue between a higher priority block with a slope and a lower priority block
  • added better sound for crafting level up
  • decreased door Specular from 1.0 to 0.5 (Molnyfio)
  • fixed another grass on tar issue
  • glass will no longer smooth with neighbor blocks (not sure anything tries to smooth it yet, but just in case)
  • platforms are no longer smoothable
  • made platforms lighter on map
  • bumped MapVersion to 7
  • renamed getBlockToUse to getCorrectLevelBlockToUse
  • no longer get grass on roof (Delilah)
  • changed leather and leather scraps to use cape model (better than bag)
  • fixed ArchetypeStalkerHunter using stalker portrait instead of stalker hunter portrait
  • fixed Scorpid (and probably a few others) Portrait for quests
  • grass no longer grows on cut stone
  • decreased size of bamboo item model by 50%
  • decreased size of Rambie by 50% (item model by more)
  • relic vendors no longer spawn (at least right now there aren't any relics)
  • added "Hitting inanimate objects makes a lot of noise that can draw attention to you." quick tip
  • fixed potion quick tip being off still
  • can now add hotkey to camera mode
  • made spider teleport effect smaller
  • NPCs with Apothecary skill no longer try to create zombie potions
  • transform traps will no longer transform doors into spiders :)
  • made mud normals smoother
  • put a little more randomness in fireworks
  • changed mud to use flat normal map (looks better)
Morningtide Motel Playtest - Slandercast Studio
Thank you for playtesting Morningtide Motel! Please remember to take notes on your experience playing, and follow the links in your Key email to find where to give us feedback. Thanks again!
SteamVR - nathan
This SteamVR Beta update supports new features in the Steam Link for Meta Quest Beta update version 2.0.11.1197. The new version of Steam Link for Meta Quest enables hand-tracking pass through to SteamVR. Hand tracking is forwarded to the host PC using SteamVR skeletal input, both for skeletal input in SteamVR Input, as well as the XR_EXT_hand_tracking OpenXR extension.

This update does not introduce full hand tracking support for SteamVR, but it does allow for hand tracking in limited ways using input bindings, so users can experiment with it in games by creating a binding for that game and mapping various inputs from Meta's hand tracking to game inputs using the Binding UI in Controller Settings.

Please note that if you have hand tracking enabled on your headset, and tap your controllers together, it will start hand tracking. If you experience difficulty with hand tracking, you can always turn it off in your Meta Quest settings by disabling "hand and body tracking" in device permissions.

Additionally, we are re-enabling Steam Link 2D streaming, and are hoping to iterate on this over the beta cycle of this release, so please provide feedback on the 2D feature on the Steam Link for Meta Quest forums here.

Steam Link:
  • Enable hand-tracking pass through for SteamVR Input and XR_EXT_hand_tracking.
  • Eye gaze information may be passed through OpenXR via XR_EXT_eye_gaze_interaction if enabled in the Steam Link settings. Note: Any users who previously had the "Share eye tracking data to other apps on this PC via OSC" option enabled, they will need to enable "Share eye tracking data to other apps on this PC" in Steam Link settings, and it will enable eye tracking data sharing both for OpenXR and OSC (if enabled).
  • Fix black screen bug for Pico users using Virtual Desktop on some games.
  • Re-enable 2D streaming.
Anyone can opt into the SteamVR Beta. Instructions are available here.

Please note that this requires opt-in to the Steam Link for Meta Quest Beta, here (or via the "Release Channels" under Steam Link in application settings in headset), as well as selecting SteamVR Beta from the Betas list in your SteamVR Properties in Steam.

Help & Information:

The Steam Link for Meta Quest FAQ page is available here.

If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a SteamVR System Report to aid in tracking down your issue. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.
Aug 16, 2024
AChat - rbskft
New costumes

Nucleares - Iwa
The following improvements and fixes were implemented:

  • Added ladders.
  • Added a backup of the game configuration to avoid loss after an update whenever possible.
  • Modified the way the game manages changes in the graphical settings. Now a restart will be required if the changes cannot be applied. If the change is made while the game is running, the player will be notified that the changes will not take effect until the next restart.
  • Modified the icon representing the "Delete" action of the tablet save/load progress app.
  • Improvements and fixes were made to the webserver (thanks to GHXX).

  • Fixed the bug of the overloaded resistance banks alarm when the demand drops sharply.
  • Fixed the bug when storing a safety suit, where it disappeared from the container but could still be used.
  • Fixed the bug in the main menu, which sometimes had no music.
    v Fixed the bug with the ion column operating sound, which could be heard even if the column was not filtering anything.
  • Fixed the bug with text overlap in the tablet maintenance tasks app.

    [TESTING AREA]

  • Added visual effects.
  • New external vessel and simulated water.
  • New underground access to the maintenance areas and control rod machinery.

This update is compatible with all previous savegames. If you're having trouble loading a saved progress, please let me know!

We are waiting for you in the game's Discord!
Planetaries - EY-Studio
Thank you all for the support, feedback, and suggestions. I can't express how much I appreciate the kind-hearted people in the Planetaries Discord. This update may not be liked by some who used the thruster to get launched into space, but don't worry, I'm already thinking of a way to get it legit into the game in one of the upcoming updates.
This hotfix update brings:

  • Some performance improvements
  • Dropped items despawn time increased to 30 minutes
  • An option when creating a new game/hosting a server to keep inventory on player death
  • Added player names to player scan markers
  • Player blood indicator is much more visible
  • Balanced stats for player-controlled ships
  • Added an Unstuck feature to the menu
  • Fixed Thruster Spam Bug
Kaizo Block - TheBruhgieMan
Major content was added and changed in this update. Below is a list of the most important changes:

  • 8 new bonus levels, taking the form of time-based survival challenges
  • An entirely new (and amazing) soundtrack created by the talented FoxuPai
  • A new and much improved tutorial
  • Improved controller support (note: if Steam Input is enabled it may lead to issues with native controls)
  • Improved menus and UI
FreshWomen - Season 1 - andre.vidal

Hello, my dear FreshMen!

We’re getting ready for a big sex scene, and I want to share a bit of our process with you!

This time, we’ll be dealing with an absolute fan favorite, and a character fans have been begging to have a spicy scene with since Episode 1: Susan! Your favorite MILF will have a VERY hot scene in Season 2!

I’m personally very, very excited about this scene. Susan hits all the marks for me: great body, beautiful face and a sexy personality. Here’s our plan: a scene full of teasing, 30+ animation in 60 FPS, sex sounds, moaning, and light BDSM in a Mommy Dom/Brat Switch setting (if you know, you know ;) ). What do you say? What’s something you’d like to do to Susan? Please let us know in the comments!

In other news, last week, our team developed a new wrinkles tech! Now, our character's skin will wrinkle and fold according to their facial expressions (and age). Before we commit to this fully, I’d like to hear your thoughts about it. A few members of our team are very excited about this, while others are afraid that this can make some characters look older. I think we can reach a nice balance by taking age into consideration when we calculate how strong this effect will be. What do you think about it?

Watch our tech demo here: https://www.youtube.com/watch?v=TR6eWJwlDgo

Changing the subject a bit, I noticed a few common questions in my last post, so I thought we could take a moment to answer them here:

Wasn’t Season 2 supposed to be released in 2023? Why is it taking so long?

Yes, Season 2 was supposed to be released in 2023!

We originally planned to release Season 2 in 2023, about a year after Season 1. This delay happened because we moved our production to Blender.

Originally, FreshWomen was made in Daz 3D, a very beginner-friendly 3D software, that served us very well for Season 1. Problem is, we hit a quality ceiling in Daz, and there wasn't any space to grow with it. There are A LOT of features missing in Daz, specially in animations.

For example, I animated most of Season 1, and it was entirely animated on Daz. Daz doesn't loop animations natively. If you try to do it with the tools available there, they'll come out choppy (as it happens in a lot of other AVNs). You know what I'm talking about, those looped animations where the animation slows down and speeds up right where it should loop. Our animations have seamless loop because we figured out a way to circumvent these issues (with a bit of math and a clever workaround). This took us weeks to figure out.

In Blender, to loop an animation seamlessly, you just need to press Shift+E on your timeline.

And this is just a very basic animation problem. There were features missing in render, clothing, hair, animation, posing, rigging, materials, SSS, basically, everywhere we looked, we had technical issues that wouldn't exist in Blender, and prevented visual evolution.

That's why we decided to move our production to Blender as soon as Season 2 started. Problem is, we had to basically redo almost everything, and train everybody. We redid characters, rigs, textures, hair, clothing, scenery, backend systems (like our render farm), and got our team up to speed.

This took a lot of effort and time, and made releasing Season 2 in 2023 impossible, but, in my opinion, it paid off big time. Look at a few renders on Season 2 side by side with Season 1, and you'll notice a big difference. Alyssa's scene in the pool, on Season 2, Episode 2 is my personal favorite.

Why do we have so many reviews? And why so many of them are from Asian countries?

This is actually a very good question, that doesn't get asked too often!

Originally, we were going to release Season 1 in English. But, a few weeks prior to release, Oppaiman made translations possible, and we translated FreshWomen to 14 different languages.

We thought these translations would increase sales a bit, but didn't expect it would have a huge impact. We were 100% wrong. Turns out, people love playing games in their native language, and China turned out to be our second or third-largest player base.

How much do we charge devs to publish their games at Oppaiman Store?

Nothing.

As of now, all payments are processed through Patreon, and go straight to devs.

In the future, we’ll implement new payment methods, so devs can reach markets that Patreon doesn’t support, and one time payments are available. Then, we’ll charge devs a 15% fee for this service and for the infrastructure we provide (store page, storage, fast download, marketing, etc). For comparison, other stores usually charge indie devs 30%.

That’s it for this week, guys!

Thank you for being with us, and for believing in our games!

If you have any more questions, feel free to ask them in the comments!

See you soon,

f1r3


Aug 16, 2024
ViRo Playspace - ViRo_Quinn
You may have already noticed updates to the hair and skin of our resident succubus! But did you notice another change? You'll now have the ability to tell your demon queen when you're cumming, or to play your cards close to your chest.

Speaking of chest, we're loving the way the candle wax covers hers! (From the looks of it, so is she!)

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