Epic Roller Coasters - pzutter
Hello everyone,

Epic Roller Coaster brings great news for SteamVR users.

The spectacular Jurassic roller coaster T-Rex Kingdom is now part of our free base game, forming a quartet of strong emotions with the already famous Rock Falls, Tropical Island, and Secret Cave.

And for SteamVR users who already had this ride before the update, B4T Games is making the Fun-A-Licious DLC available for free, a special combo consisting of a companion, a roller coaster cart, and a weapon.

See you there, Rollers

B4Team

++++++++++++++++++
Don’t forget to also check out our social media for more updates!

[Facebook ] https://www.facebook.com/b4t.games
[ Instagram ] https://www.instagram.com/b4t.games/
[ Discord ] https://discord.gg/b4t
[ Reddit ] https://www.reddit.com/r/epicrollercoaster/
[ Tiktok ] https://www.tiktok.com/@epicrollercoastersvr
[ Youtube ] https://www.youtube.com/@epicrollercoasters
[ Twitter ] https://twitter.com/b4tgames
Aug 20, 2024
Myths are 100% True - Clay God
That's right, hlevrybody, we're actually updating the demo again! We're in the middle of chapter 2 right now, but we're releasing an update for the demo anyway, you never know what we'll do next. In this new update we made fixed some visual things, fixed a couple crashes, and added a new mechanic called the twirl mechanic, where you can wall jump when dashing into a wall from a slope! Half Fun!

Changes:
- Foo Fighters will only attack if one of them sees the player or are inside of a wall now

New Features:
- Added twirl mechanic (jump off of a wall when you dash into it from a slope)
- milk

Bugfix:
- Fixed a crash involving an npc in level 3
- Fixed a crash when pressing buttons on logo start
- Added walls to spots where you can fall off the map
- Added shadows to bonus case 1
- Trash bag props are no longer the same sprite everytime (whoops)

Thank you for reading, and hey, thank you for not interrupting me while I was talking, very respectful!
Unlit next time.

La Salamanca - HyperSG


Hello everyone!
Welcome to our third Devblog here on Steam, today this Devblog will be split into three parts, the first one dedicated to one of the game's scenarios, "The Parking", the second one about a small sneak peak of the game's enemy AI, and the last one about an event we attended last weekend, Rosario's "Crack Bang Boom".

What is The Parking?
"The Parking Lot" is one of the first levels that was conceived for La Salamanca, a level planned for Chapter II of the story, which had several 'remakes' for some thime before staying on its current final version. It is likely that some images of this level that you have seen before are from outdated versions. The current version is probably the largest and darkest of them all.

Normally, every apartment complex tends to have a parking lot so that residents can store their vehicles in a nearby and safe place, it was clear that a place as large as "El Portal" would have its own. However, this one is considerably larger than many of other complexes, having two full floors, and also functioning as a sort of storage and operations center for some functions of the apartment, such as security and some "employee" needs.

However, this place has been closed for "maintenance" for quite some time, enough for our protagonist to be forced to park his vehicle in front of the entrance of the complex... Why would it take so long? What needs to be fixed in order to be usable again?... it's strange, there are still cars parked, as if they had been abandoned down there...

Some pictures of The Parking:







Small advancement of enemy AI
During all this time, one of our main programmers, Thomás, has been focusing on creating the base for the artificial intelligence of the game's enemies, focusing especially on the AI ​​for "The Priest", one of the most recurring enemies in the game.


In this little preview, you'll be able to see that the enemy is able to move autonomously around the map, being able to see the player when there are no obstacles in the way, following them and looking for them in the last places they were spotted when they lost sight of them. It is able to open doors and hiding places like lockers, and will kill the player if it is close enough to catch them.

The player is also able to hide behind obstacles, under furniture, or inside certain specific locations on the map, but in this case, The Priest is able to open them if he has seen the player entering one of them.

It should be noted that this is still in an early stage of development, most of the features still need to be polished, and all the animations and models used are temporary, since the new model that we had shown in our second DevBlog is not yet ready to be implemented.

¡Tuvimos un Stand en la Crack Bang Boom!

Last weekend, the Carpincho Studio team had the opportunity to participate in the international comic convention known as Crack Bang Boom, in Rosario, Santa Fe, Argentina, with a stand dedicated to La Salamanca. At this stand there were three computers so that the public could try out the game's demo and meet the team in person, and we also had limited Carpincho Studio merchandising at the event, in order to fund and recover previous expenses and those of the stand itself.



We are infinitely grateful to everyone who stopped by the stand and talked to us, tried the demo or supported us with merchandise, if it weren't for people like you, Carpincho Studio and La Salamanca couldn't happen in the same way! And a big thank you to the Crack Bang Boom event for giving us the opportunity to show the game and make something so unique!

That's all!
We hope you have enjoyed this Devblog, and that you stay tuned for the coming months, as very interesting and important things are coming for the project.


See you in the next DevBlog!
Kentucky Route Zero: PC Edition - cardboardcomputer
We've just published an update to KRZ including the following:

- Advanced line rendering. Thin lines are now legible on arbitrarily high-resolution displays. It's future-proof! (We should be so lucky.)

- You're not dreaming: Kentucky Route Zero now has an "anti-aliasing" option!

- Change the font weight and line thickness together by adjusting the "Lines" option in the new "Era" menu.

- Shadowy repairs to the mysterious "Wrongler."

- Many bug-fixes and text corrections.

Special thanks to the legendary Freya Holmér for helping us work out the new line renderer!

Sound-lovers, check your install folder for a new mp3 care package courtesy of composer & sound designer Ben Babbitt.

thank you for playing!
-cc
Aug 20, 2024
Starcom: Unknown Space - justkevin
Kepler 17318 adds professional German translation, plus some minor fixes.

Full list of changes:
  • German translation
  • Plasma autofire will now target neutral obstacles
  • Fix for Dolson repeated conversion
  • Fix roughly a dozen minor typos
  • Validate blueprint name on save
  • Several minor fixes
Flag Clicker - woleiz
Dear Players,

We are excited to present an update that enhances your gaming experience. We are continually working to improve gameplay and interface elements to ensure your time in our game is as enjoyable and seamless as possible. In this patch, we have addressed several bugs and optimized various features for a smoother experience. Please find the complete list of fixes below:

Options Menu
  • Improved interface adaptability in options. Now elements are positioned correctly at any resolution.
  • The option to disable the main menu animation has been removed.
  • Fixed background offset in the settings menu at resolutions other than 16:9.

Inventory Menu
  • Fixed background offset in the inventory menu at resolutions other than 16:9.
  • Improved interface adaptability in the inventory. Now elements are positioned correctly at any resolution.

Game Scene
  • Fixed the issue where thousands, millions, etc. were not separated in the score counter.
  • Fixed a critical bug with score saving during scene transitions. Everything now works correctly.

Authors Menu
  • The authors menu is now wider at resolutions other than 16:9.
  • In the authors menu, text does not overlap at resolutions other than 16:9.
  • Fixed the issue where the close button of the authors menu was misaligned.
  • The authors menu now fully covers the game screen.
  • Fixed a typo in the word "Deutsch" in the authors menu.

Flags
  • Changed description of PRC

Your Flag Clicker Team.
Dice & Fold - Troypc
Hey Heroes!

Back with a small patch, where we further balanced the Endless mode depending on the community feedback.

By their per stage scalable nature, some Items were disabled for Endless mode, and we balanced up the difficulty curve of the Endless mode runs. Now it should feel more fair and enjoyable.

Addition to shiny items, here is some items we have disabled;
  • Dragon's Horn
  • Lost Coupon
  • Gatekeeper's Obol
  • Dice of Need
  • Duelist's Cloak
  • Heart In A Jar
  • Luckstone
  • Earrings of Fate
  • Gold Chest
  • Cloud Amethyst
  • Tainted Ruby
  • Nomad's Flintstone
  • Bloodbloom
  • Lumbar Vertebrae
  • Elixir Of Hope
  • Wise Voyager's Hat

These are not the whole list, but you get the point, the items that are not unique, that can scale faster than the run's curve is not available in the shop for Endless Mode only.

HP, Shield and Gold Cap Changes;

There was a cap of 149 in the game for these values, we wanted to make it feel intuitive, make all of them capped at 99.

Trinket Slot Changes;
We made some changes to how slots gets unlocked. Because giving 3 slots to a no-slot hero is an instant win;
- hard mode, at least 1 slot unlocks for any hero
- extreme mode, at least 2 slots unlocks for any hero (it was 3 exact)
- endless mode, at least 1 slot unlocks for any hero (it was 1 exact)

eg: if the hero you are playing in the extreme already has 3 slots, it will have 3 slots, if it has no slots, it will have 2 in extreme mode.

Bug Fixes;
  • Update item effect for Sleeping Bag
  • fix coin drop lag (no more fps drops while coins dropping)
  • Update custom mechanics for Jinn
  • Do not offer Anvil in the shop while playing with a Soul Hero
  • Fix interaction between Obsidian Plate & Stone Heart
  • Update item effect for Orb of Overkill
  • Update item effect for Chisel
  • Save & load dice probability list
  • Fix Triple Dagger not folding Ghoul
  • Update Endless Mode enemy scaling
  • Limit max reroll cost to 19
  • Fix interaction between damage reducing items & Forlorn items
  • Fix Briar Sword not folding Raven
  • Update item effect for Savior's Contract
  • Fix some japanese item descriptions

Thank you for being patient while we fix these issues.

If you face any bugs, feel free to drop it in Steam Community forums or on our Discord. We will make sure to track this bug and let you know when we deploy a fix for it.



It's a long list of fixes and you can track the bugs that we already solved or currently working on solving in this link

https://store.steampowered.com/app/2693930/Dice__Fold/
RPG Architect - Locke
  • Added support for saving/persisting local variables by default on Entities and Entity References.
  • Fixed an issue with Unique ID not being correctly logged in the Save Unique ID command.
Street Fighter™ 6 - Capcom USA

Buster Wolf! Terry Bogard from SNK’s Fatal Fury series, will show he’s bark, bite, and fang when he scores a slam dunk in Street Fighter 6 on September 24! As the second character in Year 2, Terry is also the first guest character to ever grace a Street Fighter game, and his inclusion will surely create waves. *power waves*


Terry made his debut in Fatal Fury: King of Fighters (1991) where he entered the King of Fighters tournament in order to seek revenge for the death of his father. Often with a cheerful disposition, Terry gets along with most people, forming bonds over shared loss and similar goals alike.


Searching for a new adventure, Terry decides to hop on over to Metro City where he meets a familiar face he hasn’t seen in 20 years. Play him in Arcade Mode and in World Tour to find out what shenanigans he gets into and what moves your avatar will learn from him.



Iconic Moves and Unique Target Combos

With seven special moves and various target combos at his disposal, Terry is a force to be reckoned with in terms of both offense and defense. One of his target combos, Passing Sway, allows him to jump into the background of the stage (or into another lane) and choose to reappear on the other side of his opponent with Jumping Lariat or Jumping Knee. This unique mechanic comes directly from the Fatal Fury series!


Let’s get to some of Terry’s iconic moves that fans will recognize. Power Wave is a projectile that travels on the ground, performed with a fireball motion and light or medium punch. The light version moves more slowly while the medium version packs a bigger punch. Using heavy punch with a fireball motion will result in Round Wave, a blast Terry sends in front of him that is plus on block.



Quick Burn is a one-two punch performed with a tatsu motion and light punch. The second punch is an overhead, testing your opponent’s ability to block. Performing a tatsu motion with medium or heavy punch will see Terry using Burn Knuckle, a forward thrusting punch cloaked in energy useful for surprises and closing distance.



Terry uses Power Charge to ram his shoulder into opponents; the OD version will result in a wall bounce. If he’s having trouble with an opponent’s fireball game, he can use Crack Shoot, a falling axe kick that can jump over projectiles. Finally, Terry has a “dragon punch” in the form of Rising Tackle, a spinning attack that acts as a fantastic anti-air option.



Terry’s Level 1 Super Art, Buster Wolf, sees him charging forward with a piercing thrust before firing off a blast of energy. Like other Level 1s, Buster Wolf is invincible on start-up.


For resource hoarders that are hungry like the wolf, Terry’s Level 2 Super Art, Power Geyser, will send opponents flying after a volcanic explosion. If it hits, Terry can expend 3 Drive Gauge bars to follow-up with Twin Geyser. If that hits, Terry can then spend 1 Super Art gauge for the ultimate Triple Geyser, dealing a massive amount of damage for a Level 2 Super.


Terry’s Level 3 Super Art, Rising Fang, is a lethal sequence of attacks featuring Terry’s iconic moves ending in a blast to the face!




Outfit 2 and New Stage



Fans of Terry will recognize his Outfit 2, which is inspired by his appearance in Fatal Fury: City of the Wolves where he sports a brown jacket and jeans. Get this outfit in World Tour by maxing out your bond with him or with Fighter Coins.





Coming with Terry is a new stage, Pao Pao Café, a recurring stage in the Fatal Fury series. See if you can spot all the Easter Eggs and cameos! Terry and the new stage can be purchased individually with Fighter Coins and the owners of the Year 2 Character Pass / Ultimate Pass will get access to Terry automatically on September 24.

Our developers have been fans of the Fatal Fury series, pouring their hearts into this rendition of Terry (and Mai). We hope you hop into Street Fighter 6 on September 24 to play the Legendary Wolf!

©CAPCOM ©SNK

Aug 20, 2024
Calling Home - [堕天使] Kanopolis
Bugfixes
  • Fixed a major save file version update bug that prohibited players from upgrading older version that still work
  • Fixed a settings save bug where mouse sensitivity and inversion would not be saved or applied
  • Fixed a tutorial display bug where a task did not display the correct materials to gather
...