Synchronicity - Somin
I've just released the public Demo for Synchronicity <3

What is in the Demo
The Demo is full featured and contains all the game currently has to offer. Once the game is released the Demo will be more restrictive, but for now you basically get the full game.

Community
Over the last months I've tested the game with a lot of help from friends and the community to iron out the kinks (thank you <3) and its now ready to get more eyeballs on it :)

Feel free to tell me what you think or if you find any bugs!
Use the Steam Forums or the Discord channel to get in touch with me and the other players!

Have fun!

Cheers,
Simon
SPGP Super Polygon Grand Prix - ross321
* Fixed suspension on all cars to improve handling and stability
* Fixed cars respawning in the wrong direction (Castle Hill)
Turkish Throne - ulufarkas
  • Added Chinese Language. (There is an unknown bug on visuals on tooltip boxes and dialog windows, I could not figure out the reason. Some texts and boxes look extremely ugly at the moment)
  • Few minor bug fixes.
  • Removed unnecessary fonts from game files and minor text adjustments.
DCS World Steam Edition - OBWKB
Multithreading
Integration process



Significant multithreading progress has been made since its release, improving performance and stability substantially. This is particularly true for multiplayer servers with numerous forces. Multithreading has enabled the use of modern multi-core processors by distributing workloads more efficiently across CPU cores. We will continue to improve our multithreading for DCS and focus on performance through the platform.

With multithreading at an advanced and stable state, we will be terminating the older single-threaded version of DCS in the next update.


CH-47F Pilots
Development Progress



The DCS: CH-47F module will soon be receiving first person view pilot models. These models are being crafted to ensure every aspect of the pilot's appearance reflects real-world standards. The flight suits, helmets, and accessories such as body armour and communication gear have all been modelled. This will be a particularly important improvement for those of you flying in virtual reality.



These new models will be fully integrated into the cockpit and animated to correspond with crew actions, control operation, interaction with instruments and more!

In parallel, we are adding new elements and functionality to LCT (Longitudinal Cyclic Trim), AFCS (Automated/Advanced Flight Control System), DAFCS (Digital Advanced Flight Control System), DASH (Digital Air Speed Hold), DCP (Differential Collective Pitch), as well as new display pages and associated functions, new aircraft skins, more advanced sling functions, improvements to the cargo system, new crew-served weapons, and more.


DCS for Disabilities
MP Server



The DCS for Disabilities group focuses on supporting disabled DCS pilots. The Scuttlebutt Lounge Discord channel is a place where disabled DCS pilots can get support, set up controllers, discuss their particular challenges and arrange multiplayer missions that best support their unique needs.

The group flies all DCS modules, and has led to amazing friendships. They strive to place DCS in the homes of mobility challenged individuals, veterans, warriors, and children in need of hope and strong mentorship in a safe community. Join their discord!

Thank you again for your passion and support,

Yours sincerely,

Eagle Dynamics
Seablip - jardar
Ahoy!

As promised, here's the official Roadmap for Seablip's journey to EA. This outlines the key milestones I focus on to bring Seablip to version 1.0. While you won't get every detail, I hope you get a sense of what's to come.

Between major updates, there will be smaller updates. I will also spend a lot of extra time after each major update to focus on bug fixing.



1. Wizard & Flags (Next Update)
  • Customizable flags
  • Wizards with spells
  • Goblins


"Slow Spell"


"Magic Magnet Spell"

2. Fortress & Exploration Update
  • Build and upgrade a fortress on your island to defend against enemy raids.
  • Explore the world with outposts controlled by Redcoats, Bluecoats, and Octopus.
  • Discover more islands and embark on randomized quests like rescue missions, destruction missions, and exploration.


Redcoat Outpost WIP

3. Fish & Fight Update
  • Fight on islands using WASD movement, primarily against pirate enemies.
  • Captain Battle (instead of a ship battle, you can sometimes choose to do a "Captain Battle". Your crew and enemy crew are gathered around in a "circle" to see which captain is the best)
  • Enjoy a special fishing mini-game on the world map.
  • Experience a revamped fishing and reward system, + fixing Whalgrim's fish quest.



Controler Update
  • This is overdue! I know I promised to make the game better for a controller than it is today. I apologize for the delay in controller support. While it's not currently optimized, I'm committed to making Seablip controller-friendly. Since I lost a lot of development time as explained in the last community post, I had to make hard decisions on my priorities making the Wizard update priority number one. Right now I can't say where on the Roadmap this step is added. I don't want to disappoint you, but rest assured that I won't stop working on Seablip before it offers decent controller support too!

4. Trading & Economy Update
  • Island Economy
  • Trading wares with different islands and bigger cities is an option to earn coins.
  • Merchant sail routes will be more visible. (Giving you the option to do better trade, or dear for some merchant raiding)
  • Farming and food update.

5. Main Story & Localization
  • Finish the main quest this includes some side quests connected to the main quest.
  • This also includes a couple of boss fights.
  • Localization.


- Jardar
Nekokami - The Human Restoration Project - Rocket-in-Bottle


The BIG Visual Update✨ is here! This major patch includes numerous visual enhancements and gameplay balance changes over existing content of the game.

🌌 Star System Updates
  • Expedition objectives have been adjusted. New objectives have been introduced to offer more variety for our Planetary Architects.
  • Mochi Star System: As you can see from the GIF at the top of the post, Professor's vessel can now be spotted wandering around your creation site. The deployment of B.O.X.es has been rebalanced to allow better gameplay flow.
  • Tempura Star System: The planets ravaged by greedy lifeforms now have a proper ravaged look.


🌟Kami Changes
  • Chief Xia offers more interesting gameplay when he arrives.
  • Kami of the Wetland is now more difficult to handle, like a proper cat! He will also now pop up somewhere on the planet when he's about to "have fun" with you!
  • Kami arrivals now have a more exciting look. You might have seen in in our new trailer.


  • Improved writing in several conversations with various Kami.

🌺 Other Graphics Updates
  • Tons of portrait updates. We actually keep polishing them over time.


  • Housing for different minor species of Humans 🏡 now have their own distinctive looks.


  • Lanterns and water bowls in the Dream Garden now have several random variations.
  • Even the Star Systems look prettier now! 🌼

☁️ Steam Cloud Save
Oh yes, Steam Cloud Save is now enabled! You can now enjoy Nekokami over your Steam Deck and your other PCs without worrying about transferring the saves.


Q: WAAH I've finished all the content so far and won't see all the pretty updates!
A: Worry not! Many of the visual updates will affect future content and you will definitely meet our wonderful cast again as you progress through the game. You can also visit the Mochi Star System just to see Professor fooling around 😜.




https://store.steampowered.com/app/2840890
Sep 7, 2024
Bot Maker For Discord - Rat
New Stuff

Collaboration [BETA]
Ever wondered how easy it'd be to get something done if you had one more person working on your bot with you? Well, stop wondering; Collaboration is official.. and beta.
Simply take a look at the top bar

You'll have two options - either start a collaboration.. or join one.
Denote that joining one will overwrite your current project with the other person's!


Gaps
I get it, you guys like gaps, so I added them back. Just bat an eye in Settings -> Visuals, you'll find them.

Gaps Enabled

Gaps Disabled


New Default Window Animation
This should be better at masking lag since it's faster. Enjoy, everyone!
New
slowed down for demonstration purposes

Old
slowed down for demonstration purposes


New top-bar design
:^) I'll let this one speak for itself, it's no biggie
New

Old


Sooo.. is this update just about collaboration and visual changes?
Nope!

Better keyboard-control in Action Search
Whenever you type something in, you can quickly use the arrow keys (up/down) and the Enter key to select an action and quickly switch to it


New button added to mods (Non-official actions)
Hey mod makers! I appreciate your work (collectively) and I want to further push it further, so there's officially a "Donate" button in every modded action. You can find examples on adding the donate link there. Here's a modded action that defines a donation link: https://github.com/RatWasHere/bmods/blob/master/Actions/askAI_MOD.js

SoundCloud
There is now a "Play SoundCloud" action, with many more actions related to SoundCloud coming soon™️


New Subtitles
The following actions have received new subtitles
  • Get Interaction Info
  • Change Server
  • Store Member Data
  • Store User Data
  • Store Channel Data
  • Store Global Data

Edit Emoji Action
Fun fact! It also lets you restrict emojis to certain roles.


Updated Stuff

Change Server
It accepts more than just a variable now - it can accept the current server, command server, server IDs, etc.

"System Channel" option in Get Server Info
You can find it at the bottom of the available options.


Theme Previews
The preview pane for themes has been updated, it's design now matches the rest of the app.
New

Old


Updated folder open/close animation in Action Search
New
slowed down for demonstration purposes

Old
slowed down for demonstration purposes


New "User Limit" Option in Edit Voice Channel


Minor updates to image manipulation
You can now edit GIFs. Support is minimal.

Fixed Stuff
  • Fixed the "Execute" action
  • Fixed theme previews flash-banging you
Sep 7, 2024
QUEST TOGETHER - Stefferp
Fixed a variety of bugs from the recent update
Wave Defense: Trappist - Sirrebirre
Hey everyone!

Welcome back to the third dev blog for Wave Defense: Trappist. Today, I want to take you behind the scenes of development and give you a glimpse of the redesign process that’s currently underway. As a solo developer, I’m constantly iterating on ideas, testing mechanics, and rethinking how the game plays to ensure it’s both fun and challenging. Lately, I’ve been focused on redesigning one of the game’s core mechanics: base-building.

The Old System: Limited Placement
When I first started working on Wave Defense: Trappist, the base-building system was fairly rigid. The player could only construct buildings in specific locations that I had predetermined. I would place markers across the map, and each marker had a designated building type that could be constructed there. While this gave me a lot of control over the layout and pacing of each level, it also felt a bit restrictive for the player.

Many of you have expressed an interest in having more freedom to choose how and where you build your base, and I totally agree that this would add a whole new layer of strategy to the game. After all, one of the joys of a game like this is the ability to experiment with different setups and playstyles.

The New System: Player Freedom with Base-Building
So I’ve been hard at work redesigning the base-building system to give you more control. In this new version, you’ll be able to build any facility—whether it’s a Power Plant, Trade Post, Droid Factory, or Manufacturing Plant—wherever you see fit. This gives you the freedom to craft your own strategies based on the situation at hand.

Want to create a heavily fortified zone around your Mission Control Facility? Go for it. Prefer to spread out your structures and create smaller, more specialized outposts? That’s also an option! The choice is yours, and I can’t wait to see the creative ways players will experiment with base layouts.

Challenges: Pathfinding and Balancing Freedom
Of course, with more freedom comes more complexity, and this redesign isn’t without its challenges. One of the biggest hurdles I’m facing right now is enemy pathfinding. In the previous system, the AI always knew exactly how to get to your buildings because they were in fixed, predictable locations. Now that the player has more freedom to build anywhere, there’s a risk that enemies might not be able to find their way to certain structures, making them impossible to attack.

This would create an unintentional loophole where players could potentially place important structures in “safe zones” that are unreachable by enemies, breaking the balance of the game.

The Current Solution: Restricted Building Zones
To solve this, I’m implementing a system where areas that enemies can’t pathfind to will be marked as restricted zones for building. These zones will appear as visually distinct areas, and the player won’t be able to place any structures there. Outside of these restricted zones, though, you’ll have complete freedom to build anywhere you want. This way, we maintain the challenge of defending your base from enemy attacks while still giving you a lot more flexibility in how you set things up.

Iterating and Testing
This kind of redesign is an iterative process, and I’m currently in the thick of testing different configurations. I’m tweaking the AI to ensure they can still navigate the environment and attack effectively, while also fine-tuning the balance to make sure that base-building feels fun and strategic without giving players too much of an advantage.

Another thing I’m focusing on is making sure the user interface for this new system is clear and easy to use. Building should feel intuitive, and restricted zones need to be obvious enough that players can immediately understand why certain areas are off-limits without disrupting the flow of the game.

What’s Next?
Moving forward, I’ll be continuing to test and refine this new system, but I’m excited about the direction it’s heading in. Giving players the freedom to design their base layouts opens up so many new strategic possibilities, and I believe it’s going to make base-building one of the most engaging aspects of Wave Defense: Trappist.

As always, I’d love to hear your feedback! How do you feel about having more freedom in base-building? What challenges or opportunities do you think this will present? Let me know in the comments or on Discord—I’m always eager to hear your thoughts!

ZM Desktop Elf - 战盟桌面精灵
Q:软件不能正常启动?
A:根据目前收集的用户反馈,软件不能正常运行主要有两种原因:
1.缺失运行库
项目组已在Steam后台增加运行库,请将软件更新至最新版本,如仍出现相关问题,可以尝试使用DirectX修复工具。
2.文件路径出现中文字符/系统语言设置问题
如果启动软件时出现“应用程序无法正常启动(0xc0000142)”报错弹窗,可以按照以下步骤修改系统语言环境后重试:
①点击电脑“开始菜单”查找“控制面板”,在控制面板中选择“更改日期、时间或数字格式”;
②在“管理”项目下点击“更改系统区域设置”,在弹出页面选择:中文(简体,中国),确定之后重启电脑即可。若选中框下方出现“Beta版:使用Unicode UTF-8 提供全球语言支持(U)”的勾选框,需要进行勾选;
③如设置完毕后,仍提示应用程序无法正常启动,建议按此方法先将语言环境设置为英文,再改回中文进行尝试。

Q:出现右键菜单崩溃问题?
A:部分用户出现右键菜单崩溃问题是因为WinRAR版本不对,可以按照以下步骤卸载重装WinRAR后重试:
1.点击电脑“开始菜单”查找“控制面板”,在控制面板中选择“卸载程序”;
2.在列表中找到“WinRAR”,右键点击选择“卸载”;
3.卸载完成后,前往官网下载最新WinRAR版本(7.00)并安装,安装完成后重启战盟桌面精灵。
附:WinRAR官方下载地址(https://www.winrar.com.cn/download.htm)


Q:卸载后出现菜单残留问题?
A:部分用户卸载后出现菜单残留的情况,可以重新下载最新版本,若仍出现问题, 可以打开安装目录中找到\bin\x64\ZMDesktopElfUninstall.exe运行解决。

如在软件使用过程中遇到其他问题可以通过软件内的“反馈中心”提交日志、问题描述与截图,以便项目组及时定位问题进行修复!
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