Aug 20, 2024
The Last Sight - otrexdev
Hey Everyone, today I bring you the first major update for The Last Sight

New Gamemode - Casual
- 60 Required Reports
- No enemies
- Fast anomaly spawn rate

Cameras Rework - Gas Station and Office
- The Gas Station interior has been heavily improved, adding a lot of new props to make it feel more realistic
- The Office was reworked, the wooden cabinets have been replaced by different metal ones that fit the setting more

Minor changes:
- Added a lot of ambient sound effects
- Added 2 new achievements
- Fixed lumen rendering on cameras
- Fixed a bug where the kidnapper could still kill you in the closet during the ending
Borderlands 3 - gabe.baltazar
https://store.steampowered.com/app/1285190

See if you have what it takes to go down in history as a legendary Vault Hunter as you search for secret alien treasure, blasting everything in sight in Borderlands 4, coming in 2025.

Wishlist the next entry in the iconic franchise now on Steam. Follow our social channels and sign up for the Borderlands newsletter to ensure you don't miss any future reveals for Borderlands 4.



In the Borderlands 4 Teaser Trailer above, which debuted as part of Gamescom Opening Night Live with Geoff Keighley, you'll get your first glimpse of an all-new planet, and the moments directly following the ending of Borderlands 3.

SPOILERS FOR BORDERLANDS 3'S ENDING BELOW

After a pursuit that took the Crimson Raiders across the universe, Lilith finally regained her stolen Siren powers—but Pandora's moon of Elpis was on a catastrophic collision course with the planet. To save all of Pandora, Lilith was determined to "run towards the fire" and launched herself at Elpis, teleporting the entire moon into unknown space and leaving behind the Firehawk emblem. Now we've seen where Elpis ended up—along with the cataclysmic aftermath.
Galactic Thunderdome - pansimula
We just dropped Galactic Thunderdome v0.6.0!

We’ve heard your feedback, and we’re excited to introduce a new respawn mechanic to co-op Last Stand! If your friends go down, they can now be revived by defeating a gradually increasing number of enemies. This should address the frustration of players dying early and having to wait for the round to end to jump back in. Keep the great suggestions coming!

We’ve spent a lot of time this patch optimizing critical areas of the game to boost your FPS! Many parts of the code have been fine-tuned to maximize performance.

Optimizations
  • Optimized various systems using enum strings for faster processing.
  • Improved performance of enum to string conversions.
  • Enhanced the input system, particularly during dazed states.
  • Optimized in-game menus and HUD to reduce lag.
  • Optimized the Item Selector Wheel for smoother interactions.
  • Significantly improved rock graphical rendering and level elements.
  • Enhanced the assignment of material types to level objects.
  • Optimized background parallax for better performance.
  • Optimized item factory and pooling system for faster item generation.
  • Improved pickupable item collision detection.
  • Enhanced player controller for smoother movement and response.
  • Various system tool optimizations for overall stability and efficiency.
  • Optimized the wind system for better performance.
  • Overhauled the motion blur system to boost overall performance.
  • Optimized the player unstuck mechanic.

Specific Optimizations
  • Tweaked and optimized the protoshape system
  • Enhanced system tools to ensure smooth operation across various gameplay elements.
  • Distributed Stage Wave enemy spawning across multiple frames to improve performance during intense sequences.
  • Optimized horde AI character and item pooling for smoother wave management.

Fixes
  • Fixed issues with Steam Cloud saves not syncing correctly.
  • Resolved problems with local app data saves.
  • Fixed crashes related to image graphics in builds.
  • Corrected batch loading and pooling issues with rocks.
  • Resolved problems with fire/smoke effects disappearing when the gun is unequipped.
  • Fixed material cleanup issues that caused visual inconsistencies.
  • Corrected an issue with stain painters on ice surfaces.
  • Fixed medals displaying incorrect particle leafs.
  • Fixed graphical issues with the repulse gauntlet and its pooling system.
  • Adjusted Gauntlet title position to avoid overlapping other UI elements.
  • Fixed wind effects to ensure consistency in visual and gameplay experience.
  • Fixed an issue where slo motion effects lasted longer than intended.
  • Fixed AStar pathfinding issue related to automatic doors.
  • Resolved issues with droids not firing at players.
  • Fixed a bug where boss AI would drop guns with 0 ammo.
  • Fixed the issue of reviving a player shortly after they die (in Last Stand).
  • Most special abilities are now refunded if they fail to activate due to interruptions like being stunned.

Additions & Changes
  • Added instructions for "invite non-friend" in the troubleshoot menu with a quick access button in the online play section.
  • Introduced a "Fix network lag" page in the pause menu to facilitate troubleshooting.
  • Replaced the language icon for better clarity.
  • Added a new effect to the player aimer that indicates remaining health, featuring both sound and visual cues.
  • Removed broken confirmation popups from the host lobby menu.
  • Swapped Q & E keybindings (open item selection wheel) to match left & right click (use melee/ranged item).
  • Balanced the pickaxe, claymore, gravity hammer, and bone sword to ensure appropriate damage output and weight.
  • Balanced various items to correct damage output and weight discrepancies.
  • Tweaked troubleshoot text for clarity and better guidance.
Galactic Thunderdome Playtest - pansimula
We just dropped Galactic Thunderdome v0.6.0!

We’ve heard your feedback, and we’re excited to introduce a new respawn mechanic to co-op Last Stand! If your friends go down, they can now be revived by defeating a gradually increasing number of enemies. This should address the frustration of players dying early and having to wait for the round to end to jump back in. Keep the great suggestions coming!

We’ve spent a lot of time this patch optimizing critical areas of the game to boost your FPS! Many parts of the code have been fine-tuned to maximize performance.

Optimizations
  • Optimized various systems using enum strings for faster processing.
  • Improved performance of enum to string conversions.
  • Enhanced the input system, particularly during dazed states.
  • Optimized in-game menus and HUD to reduce lag.
  • Optimized the Item Selector Wheel for smoother interactions.
  • Significantly improved rock graphical rendering and level elements.
  • Enhanced the assignment of material types to level objects.
  • Optimized background parallax for better performance.
  • Optimized item factory and pooling system for faster item generation.
  • Improved pickupable item collision detection.
  • Enhanced player controller for smoother movement and response.
  • Various system tool optimizations for overall stability and efficiency.
  • Optimized the wind system for better performance.
  • Overhauled the motion blur system to boost overall performance.
  • Optimized the player unstuck mechanic.

Specific Optimizations
  • Tweaked and optimized the protoshape system
  • Enhanced system tools to ensure smooth operation across various gameplay elements.
  • Distributed Stage Wave enemy spawning across multiple frames to improve performance during intense sequences.
  • Optimized horde AI character and item pooling for smoother wave management.

Fixes
  • Fixed issues with Steam Cloud saves not syncing correctly.
  • Resolved problems with local app data saves.
  • Fixed crashes related to image graphics in builds.
  • Corrected batch loading and pooling issues with rocks.
  • Resolved problems with fire/smoke effects disappearing when the gun is unequipped.
  • Fixed material cleanup issues that caused visual inconsistencies.
  • Corrected an issue with stain painters on ice surfaces.
  • Fixed medals displaying incorrect particle leafs.
  • Fixed graphical issues with the repulse gauntlet and its pooling system.
  • Adjusted Gauntlet title position to avoid overlapping other UI elements.
  • Fixed wind effects to ensure consistency in visual and gameplay experience.
  • Fixed an issue where slo motion effects lasted longer than intended.
  • Fixed AStar pathfinding issue related to automatic doors.
  • Resolved issues with droids not firing at players.
  • Fixed a bug where boss AI would drop guns with 0 ammo.
  • Fixed the issue of reviving a player shortly after they die (in Last Stand).
  • Most special abilities are now refunded if they fail to activate due to interruptions like being stunned.

Additions & Changes
  • Added instructions for "invite non-friend" in the troubleshoot menu with a quick access button in the online play section.
  • Introduced a "Fix network lag" page in the pause menu to facilitate troubleshooting.
  • Replaced the language icon for better clarity.
  • Added a new effect to the player aimer that indicates remaining health, featuring both sound and visual cues.
  • Removed broken confirmation popups from the host lobby menu.
  • Swapped Q & E keybindings (open item selection wheel) to match left & right click (use melee/ranged item).
  • Balanced the pickaxe, claymore, gravity hammer, and bone sword to ensure appropriate damage output and weight.
  • Balanced various items to correct damage output and weight discrepancies.
  • Tweaked troubleshoot text for clarity and better guidance.
Aug 20, 2024
Halo Infinite - misplacedyank
One skull
Two skull
Flame skull
Score skull




Headhunter returns! Introduced in Halo: Reach, this frenetic FFA mode will put your multi-tasking ability to the test. You’ll have to juggle your hunter-gatherer skills with tracking and navigation as you earn kills, collect skulls, and head to the capture point to score them.



A Brief History of Headhunting



Originally concepted as a mode for Halo 2, Headhunter would eventually find its way into Halo: Reach in 2010.

Many of you may find yourselves thinking back to May 3, 2010, when the multiplayer beta for Reach was active. It was here that the Headhunter mode made its formal debut on Powerhouse and Sword Base, where every kill saw a shower of skulls fly out from your opponents for you to collect.

Some of the old hands here know what they’re in for, but the rest of you are due an education…



Hunt the Truth Heads

It’s every Spartan for themselves in Headhunter. It’ll be you versus seven other Spartans in this free-for-all mode. Each time a Spartan gets killed, they will drop a skull on the ground. In order to score points, you’ll need to scoop up the skulls and deliver them to the capture point.



The capture zones (which resemble King of the Hill zones) will be scattered around the map and will change every 45 seconds. As kills happen, skulls will be scattered across the map. There are two ways to win a game of Headhunter:
  • Score 25 skulls cumulatively
  • Score 10 skulls at once
10 skulls are the maximum you can hold in your pockets, so if you’ve caught them all start heading towards a capture zone. It’s not as simple as meandering over to win, however. If you’re trying to score multiple skulls, you are a high value target and the rest of the lobby will be doing their best to stop you from ending the game immediately.

Here are the maps you'll be hunting skulls on:
  • Aquarius
  • Behemoth
  • Catalyst
  • Chasm
  • Cliffhanger
  • Forbidden
  • Forest
  • Live Fire
  • Prism
  • Streets
High risk, high reward—try not to lose your head.

Welcome back to Headhunter.
Townseek - Whales And Games


We're excited to have Townseek as part of this year's line up for the Indie Arena Booth at gamescom, flying the game all the way to Köln in Germany! Starting on the 21st until the 25th of August, we'll be showing the game at the world's largest gaming expo. 🌭 We'll be showing the game as part of the Indie Arena Booth at F010G - E019 on Hall 10.2, alongside many other stellar games. In the case that you're visiting gamescom in person, we'll be distributing cards and stickers featuring Capt. Jawline, Whiskey, Fluffyroll, and more familiar hosts from the game, so please stop by and grab some! 🎉


This will also be the first time all of our team at Whales And Games is together at one event! ✨ We've always been partially as a team at different events we've had the game at since the beginning of development. Yet this will be the first get-together where all three of us are present! We'll be sharing photos of the trip and gamescom on our social media. And of course, we'll also share our adventures through our Discord Server! 🙌

Finally, as you might have realised by now, we've drifted a bit from our original release date in Early 2024. While we're still checking on a new release date we're comfortable with, we've decided to change all of our banners and release date to reflect the game is Coming Soon again. ⏳ We're still hard at work with Townseek, but some things have required more time than we're originally expecting. Continents are much more detailed than we ever thought they'd be, and we've almost doubled the game story-wise.


We know many of you have been waiting for the game for a really long time. We really can't wait for you to get to visit Explora! We'll have to ask you to wait just a bit longer, but with us being at such a big event such as gamescom, we promise more regular and exciting news in the coming future!

Thank you for sticking around and for waiting! Cheers! 🦈

– Whales And Games 🐳
Aug 20, 2024
WhaleGameOnline - NekokujiraLab
- fix bug of ui
Aug 20, 2024
Tales & Tactics - admin
Fixed a critical issue where the Tournament finals could get into an uncompletable state, creating a softlock.
The Haunting of Joni Evers - causewaystudiosgames
Fellow travelers,

The updates and milestones are coming in faster and faster these days, with today's news being that we have officially reached our Alpha milestone. The most important part of this milestone is being able to play the game from beginning to end, and I can't put into words what a joy (and terror, this is a spooky game after all) it is to be able to do so.

From Writing Scripts to Designing Rituals

Throughout development we've tried to avoid overplaying our hand to keep the mysteries around Joni's haunting from being revealed, and that won't change. That said, we want to keep giving some idea of what we've been up to. In reaching our Alpha milestone, here's some of the work that went into it:
  • We soft-locked the script at 134 (!) pages, with one final VO recording session to go
  • We developed a whole set of spooky moments to raise the tension in certain chapters
  • We finished up custom art assets for all of the Relics and Whispering Objects throughout the story
  • We finished the core of and implemented all of the Rituals that go throughout the game, including Joni's final confrontation



Moving Toward Beta - Reaching Content Completeness

Now that we can experience Joni's tale from beginning to end it's time to fill in the last gaps and keep iterating until we're happy. This is the last core development milestone where we actually add things to the game, so we'll be finishing up art assets, finalizing visual effects, polishing mechanics, plugging the narrative edges, and having our final recording session with Joni's voice actor. Once we hit our Beta development milestone all of our efforts will go into bug fixing and final polish. Release is just a few short months away and our plans are all coming together.


Things are going to keep ramping up as we get closer to release! In the coming weeks we'll take part in some events, share more development progress, and our demo will be available on Steam again soon. While you wait for that, here are some links in case you've missed anything:



'Til we meet again along the Causeway,
Kjartan Kennedy (he/him), Studio Director
BattleJuice Alchemist - Mr. Horrible Gelatinous Blob
We are thrilled to announce that BattleJuice Alchemist was featured in the German Indie Showcase 2024, the "Preshow" for Opening Night Live (hosted by Gronkh). As part of this special event, a brand-new trailer for the game was revealed!



We extend our heartfelt thanks to the organizers of the showcase and are excited to share this new trailer with all of you. While we all eagerly await the upcoming second act of the Early Access version, we invite you to join us at Gamescom 2024!

https://store.steampowered.com/app/1384060/BattleJuice_Alchemist/

You’ll find us at the bustling Indie Arena Booth (Hall 10.2, Booth F010g - E019), where you can meet Alain Brunotte, the lead developer and founder of Alchemical Works. Don’t miss this opportunity to learn more about the game and chat with the mind behind BattleJuice Alchemist!
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