Sep 13, 2024
Pro Cycling Manager 2024 - Nacon


Hello,

A small new patch for Pro Cycling Manager 2024 is now available in Beta, if you want to try this update before it goes live on the public servers, here is how to join the Open Beta:

• Open Steam > Library
• Right-click on Pro Cycling Manager 2024 > Properties
• Select Beta and select "open-beta" in the beta participation dropdown

Version 01.05.02

Fix: Manual planning/rider's races registrations were overwritten by the game on race day.
Fix: Pro Cyclist: You Don't gain information on your teammates through the season.

Other fixes are coming soon to PCM 24 including AI management in 3D/Mountain racing and many small fixes in career mode.
Heroes of Might and Magic: Olden Era - Unfrozen_Fey
People play strategy games in all kinds of ways. Sometimes you want a hot seat match with a friend. Or a huge map to explore for several days solo against AI. Or a tough multiplayer battle against a pro. Or a dive into the story, focusing more on the world and characters. People are different — that’s one of the awesome things about the HoMM community.

The good news is, we can do it all. Strategies in general and HoMM specifically are very mechanically robust. They have a lot of interlocking systems for players to experiment with. So if the developer hits the spot with the game’s core, it becomes a solid foundation for all modes. While both matchmaking and campaign require unique features (like an online lobby or an overworld hub), they don’t need different mechanics — the game's core remains the same, and it’s there for all modes.

Simply put, we don’t have to choose between a single- and multiplayer focus. We intend to ensure that all kinds of players find what they’re looking for in Olden Era.

Still, let us sum up what modes the Olden Era will feature.



Singleplayer
Campaign
Olden Era will feature a full-fledged single-player campaign. Note the singular: unlike the previous installments, we will incorporate all factions’ stories into a single campaign, structured somewhat differently than before. We’ll tell you more in our future narrative updates! For now, let’s just say it will be non-linear with player choices.

Early Access will feature the first act of the campaign, with more to follow during the development.

Random Maps
The bread and butter of HoMM single-player experience are random maps. You can create an endless number of unique maps to play against the AI by clicking a couple of buttons!

The Random Map Generator and the AI are already fully functional. This feature will obviously be available in Early Access, as well as to closed beta users.

Custom Maps
Another way to play the game against the AI are custom maps that are not linked to a campaign. Olden Era will launch during Early Access with several made by our team. More importantly though, we will share our map editor with the community and make sure you have an easy way to find player-made maps and share your creations.



Multiplayer
The Heroes of Might and Magic multiplayer is an interesting beast. We’ll dive deeper into it in later devlogs, but the gist of it is that the community has developed ways to play the game that were not necessarily envisioned by the developers, and this competitive approach has a very dedicated playerbase. We analyzed this scene, conducted a number of interviews with professional players, and want to provide an experience that would fulfill the demands of the competitive community, as well as support it officially.

The game will be released in Early Access with three fully functional online multiplayer modes: Classic, Single-Hero, and Arena. We will dedicate upcoming devlogs to them.

For the first time in the series’ history, online multiplayer will feature matchmaking (just press a button and clash with an opponent online), player profiles, ladder — all the QoL features that make it a smooth experience.

Hot Seat
…But it’s not a Heroes game without hot seat, is it? This classic mode allows one to play against a friend from one computer — some people really enjoy clashing against their family members (the loser does the chores!) or just looking the opponent in the eye. Who are we to deny this? Olden Era will, of course, feature hot seat as well.

Is There a Catch?
Nope — we can have it all! As we said from the start, we feel that HoMM games are so robust and customizable, we can make all modes work equally well if we have a strong core. However, we did have to keep some concerns in mind during the development to ensure that one mode doesn’t compromise the rest.

Strong Random Map Generator
The RMG is the core for both single-, online, and hot seat random maps. We feel that it’s crucial for the game. So we began its development as early as 2021 and poured significant resources into it. It’s still being polished, of course, but overall we are happy with how it works.

How to Balance for Both Single- and Multiplayer?
Here is a concern: in singleplayer, a lot of people enjoy developing “broken” builds and finding ways to “beat the system.” The game will become stale if a certain build is objectively better than the rest, but generally speaking, there’s nothing wrong with some things being unbalanced for PvE. It makes games fun!

For multiplayer, however, we need to ensure that most strategies have a place, so there is a concern that the game’s balance might become too “even” because of the multiplayer, with everything feeling too similar in power level and no rush of discovering an awesome build.

The short answer here is, it won’t. We don’t believe in “even” balancing and prefer the meta to have a bunch of different broken builds instead. We would rather buff things than nerf them. Hopefully this makes both the single- and multiplayer experience fun.

And just in case: some skills and objects are already balanced differently in the Campaign. If we feel that it’s required, we might extrapolate this principle further. As long as structure or unit identity remains intact, we feel that this is an acceptable solution as well.

Is Your AI Fun to Play Against?
When developing the AI, we analyzed how actual people play the game. For example, our AI separates its heroes into “main(s)” and “couriers”, with the latter collecting troops and resources instead of fighting — just like real players do. We hope this provides a genuinely fun experience in singleplayer and makes it challenging enough.



Editor Tools
What if there’s a biome that you particularly dislike? Or a specific template that you saw in your dreams and now want to try out? Fret not — we’ll provide the community with both Map Editor and Template Editor. The first is very approachable, and the second is rather advanced. So if there is something we missed or didn’t experiment with enough, you’ll be able to do it — and we will have this opportunity to learn from you as well!

***
Some people on Team Unfrozen play Heroes of Might and Magic competitively. Some enjoy exploring an XL map for a week. Others still are campaign fans. We’re all different — just like you. So when we set out to make this game, we made sure to listen to everyone on the team and give everyone an opportunity to help build the mode they play the most.

We sincerely hope you enjoy them too!

Follow news and updates:
Cathexis - Tacoppotamus
We're delighted to announce that Cathexis has launched its first Public Preview Demo! This demo showcases a minimal example of the parkour puzzle gameplay loop that forms the core, moment-to-moment Cathexis experience.

This demo release came after a lot of internal debate. On the one hand, we all want to release something polished and perfect. But if the perfect is the enemy of the good, and we wait months and months before giving YOU a chance to see the game, even in its very early state, we're missing a chance to gain vital feedback and prioritize future development with the help of your input.

So please enjoy this first glimpse of Cathexis...we CANNOT WAIT to show you more :) Join our community on Discord and become part of this awesome journey!

- Sasha and the Syncretic Games Team
Sep 13, 2024
Drift Desert Race - Ł̶ᶸ̶Đ̶0₥̶āή
Added new map, music and fix
Frostpunk 2 - 11 bit Pete
Attention, people of the frostland!

The moment you've been waiting for has arrived. We are thrilled to present the newest trailer for Frostpunk 2!

🎥 Frostpunk 2 | Official Game Intro Cinematic 🎥

We are spoiling you with yet another Frostpunk 2 trailer this week, this time the official Game Intro Cinematic!



See the Captain drawing their final breath and how the fight for power begins...
Will years of struggle and sacrifice be undone by ideological infighting? Or can the new Steward reconcile the political factions and inspire society to believe that New London can still stand strong?

We will find out soon enough, but meantime go and see it for yourselves



💡 Thank you for an Amazing AMA! 💡

We're incredibly humbled and thrilled by the fantastic turnout at our recent AMA (Ask Me Anything) session on r/Games. On September 12, 2024, Frostpunk 2 Game Directors Kuba Stokalski and Łukasz Juszczyk spent an exciting 150 minutes answering your questions and sharing insights about the upcoming game.

The enthusiasm and thoughtful questions from our community made this a truly memorable event. Kuba and Łukasz had a great time interacting with all of you and diving deep into the world of Frostpunk 2.

If you missed the AMA or want to revisit the discussion, you can still access the thread on r/Games here



Once again, thank you to everyone who participated. Your passion and curiosity continue to inspire us as we work on the upcoming Frostpunk 2 release.

🌟 Frostpunk Franchise Sale is ON!🌟


We are taking this opportunity to remind you that in order to celebrate this reveal and the upcoming launch of Frostpunk 2, we're offering massive discounts on the original Frostpunk:
  • Frostpunk Base Game: 90% OFF
  • All DLCs: 65% OFF each
  • Season Pass: 76% OFF
  • Game of the Year Edition: 84% OFF
If you haven't experienced the original or want to complete your collection, now's the perfect time!

https://store.steampowered.com/app/323190/Frostpunk/

Get ready for the next chapter in the Frostpunk saga. The future of humanity awaits your leadership as
Frostpunk 2 is coming on September 20th.

Pre-order discounted Digital Deluxe Edition now and get 3 days early access and more:

https://store.steampowered.com/app/1601580/Frostpunk_2/

Stay Connected
Follow us on our social media channels to stay up-to-date:

Don't miss out on the latest news and community events!

Your 11 bit studios Team
SpaceBourne 2 - DBK Games
SpaceBourne 2 Early Access Ver. 4.2.0

Dungeons Overhauled and Improved

Dungeon Levels Adjusted: All dungeon levels and difficulty scaling have been revamped, ensuring a smoother progression experience.

T6 Dungeon Items Introduced: A new item tier, T6, has been added, significantly more powerful than previous tiers and crucial for end-game content.

Legendary Dungeons: Players can now access Legendary Dungeons by collecting 4 special keys. These dungeons offer exclusive T6 items that are unique to them and cannot be found elsewhere in the game.

New Cave Dungeons: Five distinct cave dungeon designs have been introduced, each featuring different creature types and unique boss encounters. These caves are now populated with dangerous creatures and challenging bosses.

New Mining Guild Dungeon Quests: The Mining Guild now offers new dungeon-related quests, adding fresh objectives for players to complete.

New Floor and Boss System: Each dungeon now features a unique number of floors and bosses, determined by its level and tier, offering varied challenges.

Minimap Added: Each dungeon now includes a specialized minimap, allowing players to navigate and anticipate upcoming challenges more effectively.

Puzzles Added to Dungeons: A variety of puzzles have been integrated into dungeons, enhancing the gameplay experience with new challenges.

Bug Fixes: Dungeons

  • Enemy AI can shoot through walls.
  • Sometimes, even after defeating dungeon bosses, I can't proceed to the next floor, and can't interact with the elevator.
  • Too many consecutive boss floors can appear after floor 3.
  • When summoning my squad in dungeons, we get stuck in narrow corridors and can’t move forward.
  • Getting surrounded by more than one enemy causes me to fall, and I can’t get back up.
  • Dungeon minimaps don’t work or appear broken.
  • In outpost-type dungeons, doors are blocked by models, preventing progression.
  • No ammo refill locations exist in dungeons, forcing me to leave to resupply.
  • I can loot treasure chests again after clearing a dungeon and returning.
  • AI and certain models’ colliders overlap, merging upon enemy AI death and preventing looting.
  • Some dungeons have no treasures in rooms with Bosses.
  • A green fog sometimes appears in dungeons, obstructing my vision.
  • Physics issues with dead enemy AI have been resolved.
  • Some objects in dungeon rooms float, blocking movement.
  • Certain paths, doors, or floors are blocked by rocks or obstacles, preventing progression. Upper floors can also become unreachable.
  • Climbing in the Enemy Boss floor allows access to a closed elevator area, where the Boss cannot hit me.
  • Sometimes, when pressing the elevator button to go to a floor, the game fades out and gets stuck.
  • Dungeon and Boss progress bars overlap, making it difficult to see.
  • Boss rooms in Dungeons respawn the Boss with a different name and three loot-filled crates. Loot also respawns when floors reset, creating a loop.
  • Climbing on certain models during a Boss fight causes the Boss to lose track of me, resulting in a game glitch.
  • After defeating the Boss on the -3rd floor, selecting "Exit Surface" and returning causes the Boss to respawn.
  • On the Boss floor, placing a turret near wires and climbing allows me to re-enter the area.
  • Enemies in some quests spawn at the same level as my character, disrupting balance.
  • In caves, some actors’ active colliders create invisible walls, blocking movement.
  • Some Boss quests cause me to get stuck in the elevator and prevent me from exiting.
  • Over 20 minor bugs related to dungeons have been fixed.

Creatures and AI Enhancements

Creature AI Overhaul: All creatures and their AI systems have been rebuilt from the ground up, offering a more challenging, balanced, and optimized combat experience.

Five New Creature Types: The game now features five new species of creatures, each with unique abilities and behaviors.

Creature Hunting Missions: New creature hunting missions have been added, allowing players to track and hunt creatures for rewards.

Boss Creatures: Boss creatures have been introduced, bringing tougher and more rewarding encounters.

New Hunter NPC Class: A new Hunter class NPC has been added to every village. These hunters have their own markets, where players can sell creature drops for higher prices.

New Hunter Class Weapons: Hunter weapons with X-ray scopes have been introduced, making it easier to detect and track creatures on planetary surfaces.

Creature-Specific Loot Drops: Creatures now drop items based on their level, with higher-level creatures providing more valuable rewards.

New Abilities for Creatures: Certain creatures now have unique traits and poison damage effects, adding more depth to combat.

Bug Fixes: Creatures

  • Creatures spawn very rarely on the planet's surface, making encounters difficult.
  • Creatures repeatedly knock me down, making it nearly impossible to continue playing.
  • All creatures spawn at Level 1 and die in one hit.
  • If I board my ship mid-fight, the creatures remain in the game, causing a memory leak.
  • Creature sound effects continue looping even after they die and don't stop until the game is exited.
  • Over 10 minor bugs related to creatures have been fixed.

Guilds and Side Quest Enhancements

Side Missions Redesigned: All side missions have been completely redesigned for better balance and improved gameplay flow.

Experience and Currency Rewards Adjusted: Rewards for side missions have been rebalanced to ensure more consistent progression.

New Side Mission Types Added: Several new types of side missions have been introduced, offering more variety and unique challenges.

Guild Leveling Fixes: Guild leveling design issues have been addressed, and performance-related problems have been resolved.

Timed Side Quests Added: A time limit has been added to side quests. If players do not complete the quest within the specified time after accepting it, the quest will fail.

Penalty System for Side Quests: A penalty system has been introduced for side quests. If players fail to complete a quest on time or choose to cancel it, they will have to pay a penalty equal to half of the quest's reward.

Bug Fixes: Guilds and Side Quests
  • In the "Kill Captain " space mission, the Captain is no different in difficulty compared to other wingmen, and no sound effect plays during his death, even though the transmission text appears.
  • Missions appear on the scanner outside of the star system.
  • In Galaxy Web space missions, system names are not displayed, and details are lacking.
  • Different creatures spawn in the "Save Person" part of Galaxy Web: Mercenaries ground missions, causing various bugs and halting progress.
  • In Galaxy Web ground missions, when hacking, enemies damage the process, turning it into "Deleting Files." Despite reaching 0%, the mission still marks as "Completed."
  • In Galaxy Web ground missions, some details like "None Planet" appear, preventing mission progress.
  • During hacking in Galaxy Web: Mercenaries ground missions, leaving the planet causes the widget to remain, and returning continues the stage with overlapping widgets.
  • Galaxy Web ground missions can be continued even after canceling them and leaving the planet.
  • It’s impossible to save at the start of Pilot missions in Galaxy Web. And when attempting to load the save later, the mission does not progress.
  • The specific planet to visit in Galaxy Web missions isn’t listed, and indicators on both planets and nearby outposts cause confusion.
  • In Mercenary protection missions, just waiting while guarding civilians completes the mission without taking action.
  • In a Mercenary mission, the person to be rescued was already dead upon arrival, preventing completion.
  • In civilian protection missions, saving and loading causes civilians and enemies to respawn, but the mission is already marked as completed.
  • In hacking missions, if I stray too far, the objective remains active.
  • The objective doesn’t disappear even after interacting with the hacking device.
  • After accepting a quest from the Quest Giver, I can talk to them again and repeatedly accept the same quest.
  • In station destruction missions, I shoot at pilots, but they don’t die. As a result, the mission does not progress and gets stuck, preventing me from completing it.
  • The first NPC I meet in a side quest shows "None" as their name.
  • After warping in a side quest, the system doesn’t remove my previous mission location from the scanner.
  • Some side quests have missing NPCs at outposts.
  • Some Mercenary missions lack visible rewards.
  • The "Get Asset" mission breaks if saved and loaded during the mission.
  • The "Hack Server" indicator sometimes gets stuck on the screen.
  • Enemies in "Save Pod" missions always spawn at Level 1.
  • Accepting multiple missions causes "Contracts" to overlap and become disorganized.
  • The Quest Giver shows "None" as their name until I interact with them, and their name changes each time I interact.
  • Some mail missions have empty objectives, making it impossible to complete them.
  • Over 25 minor bugs related to side quests have been fixed.

New Features:

All levels redesigned: Levels have been reorganized with lighting improvements and fixed errors.

Hoverbike Combat AI: AI for hoverbike combat has been redesigned and made more challenging.

Performance Update: A broad performance update now allows more effects to display smoothly and efficiently.

Additional Bug Fixes:

  • My squad doesn’t attack Creature classes.
  • After my character falls, if I take damage again, my character spins endlessly, causing a game-breaking issue.
  • Crashes occur when traveling too fast on planetary surfaces.
  • I can raid my own faction’s solar system and end up fighting against my own faction.
  • Some bosses in the main quest are overpowered, making them nearly impossible to defeat.
  • In the "Rescue Anka" mission, shooting at the glass doesn’t break it, preventing progress.
  • In the "Feast of the Stars" mission, the enemy AI is much stronger than the quest level suggests.
  • Upon dismounting the hoverbike, I sometimes get stuck in its model, unable to move.
  • After long hoverbike travels, dismounting sometimes sends the hoverbike far away.
  • The hoverbike doesn’t always respond when summoned.
  • When summoning the hoverbike while far away, mounting it teleports me back to where it was originally located.
  • In enemy territory, dismounting the hoverbike can cause me to get stuck inside walls or other objects.
  • If enemies are too close, some character perks cannot be used or have minimal effect.
Funko Fusion - Austin1010Games
Hey everyone!

We're happy to say that FUNKO FUSION IS OUT NOW!



Three years ago our studio opened it's doors for the first time to start this exciting journey and now we're launching our first game! We're thrilled to finally invite you into the Wonder Works Factory.

This is just the beginning! After launch we'll keep working on updates for the game, and we are hard at work on adding online Co-Op as well as additional content.



We hope you enjoy playing Funko Fusion as much as we have making it!

Follow us on social media for continued updates:
X (Twitter)
Instagram
Facebook
TikTok
Discord
Kamikaze Lassplanes - Inky
Hey pilots!

We've decided to create a small discord server for fans of the game to help connect members of our community. This server is dedicated to all things Kamikaze Lassplanes. You can talk about your experience with the game, share some tips or ask for help with getting different endings, as well as post content you've created about it.

If you want to chat with the developers, report a bug you've encountered or share feedback to help make this game better, we, devs from Inky Dreams will be waiting for you there. ːsteamhappyː

You can pick a different role depending on your favorite character and receive a special color. We've also created emojis you can use in, as well as outside of the server!

Click to see your invitation to Sky Fortress

RULES:
Be respectful
We want everyone to feel welcome and comfortable. Respect each other and the mods. Be polite and keep it friendly and positive. Don't get involved with arguments or post inflammatory statements.

Hate speech and verbal abuse of server members will not be tolerated.

Don't spoil the surprise
Please contain spoilers for the game in a dedicated ⁠#spoiler-discussions channel if you wish to freely discuss the plot of the game. If you choose to share them in any other channel, please tag them with spoiler tags (||message||) so the new players can avoid them easily.

Off-topic
Do not discuss politics or religion in the social channels. We're an ecchi visual novel, so we understand a thin line we're walking on. However, NSFW content is not permitted on this server.

Self promotion
If you're a content creator, you can share links to your youtube videos and livestreams in the #lp-and-livestreams channel.
Crop Chronicles - Lord Tophan


Our latest update brings with it an exciting development—we've added support for Mac computers using Apple's powerful Silicon chips, including the M1, M2, and M3 processors. This enhancement ensures that players who prefer Apple's ecosystem can enjoy a seamless and optimized gaming experience.

By expanding our game's compatibility to include Apple Silicon Macs, we're excited to welcome more players into our growing community. This update not only enhances the game's accessibility but also ensures that everyone, regardless of their device choice, can have the best possible experience.

We're committed to continually improving Crop Chronicles, and support for Apple Silicon is just the beginning. Stay tuned for more updates and enhancements in the future!

As always, we thank you for your support and enthusiasm. Happy farming, and see you in the game!
SYNDUALITY Echo of Ada - [BNE] Beru
Welcome to the Closed Network Test for SYNDUALITY: Echo of Ada, a PvPvE Sci-Fi Extraction Shooter, in which players, accompanied by an AI partner, must survive against xenomorphic creatures and other players, in the hunt for resources.

The servers are live until Monday September 16th, 9AM CEST!

Maintenance is expected on Sunday September 15th between 12AM and 4AM CEST.


Here are some key changes which happened since CBT:
  • Magus Assistants: The CNT now features four Magus assistants, each with unique abilities and customization options.
  • Gameplay Enhancements: Improved online play for smoother experiences, along with modifications to maps and weapons.
  • Combat and Balance Adjustments: Enhanced combat abilities and balance changes to ensure a more engaging and fairer gameplay.
  • Customization Options: More parts available for CRADLECOFFIN customization, allowing for greater personalization of your mecha.

Get started :
  • Magus Creation: Customize your AI partner’s appearance and abilities to match your playstyle. Choose from two body types and four systems, each offering different perks and drawbacks.
  • Base Operations: Upgrade and craft equipment, customize Magus outfits, and take on requests to earn rewards.
  • Field Basics: Pilot your CRADLECOFFIN to collect resources, fight hostile Enders, and compete against other players.

Additional information:
  • Closed Network Test schedule dates and times are subject to change without notice.
  • This test is a beta version and may differ from the final product.
  • Gameplay data will not transfer to the full game.
  • Closed Network Test can undergo emergency maintenance without notice.

Join us in this exclusive opportunity to experience the enhanced world of SYNDUALITY: Echo of Ada and provide valuable feedback to shape the future of the game!

https://store.steampowered.com/app/1245480/SYNDUALITY_Echo_of_Ada/
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