Age of Empires IV: Anniversary Edition - ashleylynn


Have you tried the new Public Update Preview for Age of Empires IV? We'd love to hear more of your feedback before it closes on September 24th!

Check out new maps, siege gameplay changes, the highly requested multiplayer pause feature and more.

Find out how to access the PUP build here: Public Update Preview Announcement and Information!
Just a To the Moon Series Beach Episode - Reives
The beach episode is now live! Thank you for the patience everyone, and hope you enjoy it~

If you experience any issues with it, please let me know (here or on the forums). c: We'll try our best to iron things out in the next few days if so.

In the meantime, here're some FAQ!

Q: Will it be available in more languages?
A: Yes, we're hoping to begin adding more languages by the end of the year. With the one localization so far, we've ironed out most of the issues, and are about ready to begin with the other languages.

If anyone who's been involved with localization the previous games are interested, please feel free to reach out as well.


Q: How long is the game?
A: Varies, but I'd say around 2.5-3 hours.
(And please note: Don't exit the game during the credits~)


Q: Is this the end of the series?
A: In a manner of speaking, it's half of an ending. While there is a concluding factor to it, it technically still is a beach episode -- So if you feel like there were certain core things that you wish you could've seen more of but didn't here, fear not... for there is still: https://store.steampowered.com/app/2664600/The_Last_Hour_of_an_Epic_TO_THE_MOON_RPG/

Q: Do we need to play the previous games of the series before this?
A: It's best to for sure. While there're some general antics, it is something of a reunion for characters throughout the series, so having that background would make a big difference. Here's a "Complete the Set" bundle that should cover that, and we'll put it on a big discount here:
https://store.steampowered.com/bundle/1830/To_the_Moon_Series_Anniversary_Bundle/

Q: If I left a message on the beach from the Bestest Memories campaign, how will I access it?
A: The beach of memories is to the right side of the main beach, you should be able to find it easily when the time comes. However, be sure to enter your Order ID (see the Update from Kickstarter for more info) into the starfinder.txt document in the main game folder (right click the game from Steam library -> Manage -> Browse local files).

Q: Will the soundtrack be available?
A: Yes, and it will include some bonus content like a mini Beachsode comic set from Del! It will be available later this weekend here: https://store.steampowered.com/app/3224510/

Q: Will there be future updates to this game?
A: Yes, we are hoping to add some more features in the future (e.g. a beach message browser as we had for the demo, more streamlined mini-game access, etc.) If you have any suggestions, please feel free to post them!


Thanks to Ancurio for the help with the MKXP engine to make this possible, and Ali for helping preparing it for the Mac build! And thank you to the whole Freebird Games team for everyone's hard work to make this project come to life.

Last but not least... Thank you everyone in the Freebird community for your support!
Fire of Life: New Day - danacraig78
There was a label that was not completely filled in and it would crash during Dealing. That has been fixed.
Sep 20, 2024
Into the Radius 2 - Darius_ITR
💠 To access the beta go to Steam, Select Into the Radius 2 game, Manage>Properties>Betas> select “active-beta”. The beta has its own save folder (%Documents%/My Games/IntoTheRadius2-Beta) and the saves will be compatible with the live version, once 0.11.0 fully releases. You’ll need to copy your saves from the beta folder.
💠 Be sure to remove any installed mods before playing. Otherwise you might encounter issues due to incompatibility.
CHANGES
🔸 [Player] Hunger now accumulates slower, and the audio is played later and less frequently.
🔸 [Gear] Increased the protection for all Armor Plates.
🔸 [Gear] Reduced the prices for all food items and adjusted their energy value.
🔸 [Radius Locations] Loot distribution has been changed significantly: added more places where it can appear, using more interesting spots in houses. Ash now appears more frequently, ammo crates and medicine boxes are now rarer, but ammo and syringes can be found without them.
🔸 [Enemies] Mimics more actively inform others in their group about the enemy.
🔸 [Enemies] Reduced the number of enemies on Peninsula for higher difficulty presets.
FIXES
🔹 [Graphics] Removed strange flickers in the left eye.
🔹 [Player] Low stamina sounds no longer play continuously if the player is too hungry.
🔹 [Weapons] When taking out an ejected magazine from a pistol, the other hand no longer grips the pistol instead.
🔹 [Weapons] You can no longer manipulate the shutter when holding the foregrip.
🔹 [Weapons] Fixed the visual bug for Beratta M9 Magazine at Supply Depot.
🔹 [Gear] The armor indicator on the watch now correctly displays the armor’s durability.
🔹 [Gear] Fixed the display of shelter markers on the map.
🔹 [Gear] The Tablet light is not as bright anymore.
🔹 [Gear] The chocolate bar wrapper no longer turns into a half-eaten piece that can be consumed after a save load.
🔹 [Gear] Cans of sprats no longer become invisible when opened and then placed in the backpack or dropped on the ground.
🔹 [Gear] Canned sprats no longer defy gravity if they were thrown out of an opened can after being in the backpack.
🔹 [Facility] Fixed the Mission tabs on the Terminal.
🔹 [Facility] The player no longer loses the ability to use items after saving and exiting the Supply Depot.
🔹 [Facility] Items no longer get stuck between the floor and the ground at the Supply Depot.
🔹 [Radius Locations] Fixed certain branches that blocked the player from passing and did not allow bullets to pass through.
🔹 [Radius Locations] Ladders no longer push you away while you’re climbing.
🔹 [Radius Locations] If the player dies in mid-air, their items now always fall to the ground instead of floating in the air.
🔹 [Radius Locations] Fixed the lighting and fog on Peninsula.
🔹 [Radius Locations] Fixed minor visual bugs and missing collisions.
🔹 [Anomalies] Anomalies no longer spawn on top of each other.
🔹 [Anomalies] Random anomalies no longer change their location after a save load.
🔹 [Enemies] Extra groups of Mimics no longer spawn after you upgrade your Security Level.
🔹 [Missions] Artifacts for Top Priority Mission 5 now always spawn correctly, regardless of which ones have already been collected.
🔹 [Co-op] The client is now always able to see what the host is doing on the Terminal.
🔹 [Co-op] Fixed the incorrect functioning of ammo counters on Ammo Boxes for the client after transitioning between locations.
🔹 [Co-op] The client’s hand no longer gets stuck in an opened chocolate bar.
🔹 [Co-op] The host can no longer finish a chocolate bar that the client has already completely consumed.


Latest Diary Entries

🔸 The Post Launch Feedback
🔸 The Early Access Expectations
🔸 The Trials and Tribulations

Socials
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🔹 Join our Discord
🔹 Join our Subreddit
Sep 20, 2024
Gorilla Tag - derek
🐊 The Bayou is calling! 🌿 Venture into the murky swamps, bounce around on the Lily Pads, and explore the Mansion—perfect for juking and intense Tag gameplay. While you're at it, grab the Monkes Wild bundle for some must-have cosmetics! 👀
Cell to Singularity - Evolution Never Ends - lunch
Greetings Universe Architects,

In the last days of summer, we shared our game at AnimeNYC. There, players got to play an early version of Explore: Rocks — Set in Stone, that we released last week.



We’ve been on a roll with Explore Events. We went from having a new one every six months to five this year (with more to come). We are really proud of this accomplishment, and we see it as a testament to the team's enthusiasm and hard work.

We also completed our first ever Explore Event partnerships. For the first one, we teamed up with Brooklyn based Pariah Studios to create Explore: Visual Art — The Power of Images. Later that summer we did a brand partnership with YouTube influencer TierZoo for Explore: Cats — A Feline Journey. It was exciting to collaborate with these creatives and develop something cooler than each of us could have made on our own.



Last week we released yet another new event, Explore: Rocks — Set in Stone. It was inspired by an April Fool’s joke we made in 2021. After seeing the joke, a surprisingly large number of fans tirelessly advocated for a Geology event, and three years later we were able to make their dream a reality (as well as share this topic with new players).

Get spooky! In honor of our favorite chilly season, we are working on a different type of Explore Event. We’ve never done this type of content before and we are curious to hear what fans think of it. We'll be talking more about it in our upcoming October livestream, so stay tuned.



Outside of Explore Events, the Beyond is still in the works. We will soon be releasing Episode 26, with Episode 27 slated to release before the end of this year. Beyond Phase II is coming to a close with its current stage of development. Our amazing beta players have already seen a sneak peak of some of the content coming up. It will take time before all that content will be available to all players, but not to worry— it is not the end. As we take a pause with the Beyond, we will be reevaluating in what shape or form more space content will be developed. Space is still #relevant.



Another piece of content that will go on pause is Civilization in the Primary Tree Simulation. As players remember, we started renovating the Ancient Civilization garden in October of 2023. Following the renovation, we also added new content to the Primary Simulation tree with new Augmentations to purchase. The release of the Age of Exploration closes out the Ancient Civilization track with Scientific revolution moving into the Modern Civilization track. We will use the time to focus on features and bugs that players have been requesting for a while. For example, quality of life improvements, first-time player experience, Main Simulation tree tuning, old prevalent bugs and much more. We're excited to be working with our beta testers on these important updates. For those interested, follow the instructions on our official subreddit.



Lastly, to reflect the amount of work we’ve accomplished over the past months, here is an updated roadmap along with features we are currently working on. Our last roadmap was in April. We're happy to say that we've hit our goal in running more contests, and we hope everyone who's participated in them so far has been having fun. We want to give our players the opportunity to showcase their talents in different areas. We also accept feedback and requests regarding future contest ideas. As a reminder, roadmaps are scheduled to go out two times a year. Dev diaries are scheduled once every quarter, a total of four per year. The next one will be in December.



We’re grateful to each of our players for your continued support of our game, especially to our beta players who test rough versions of features we are working on. Cells is going through a time of change with exciting new updates on the horizon. We look forward to sharing this journey with our greatest community ever and we always look forward to your feedback.

Stay cellular and cozy!
- The Cells Team
Pinball M - linne_zen
Get ready for a spine-chilling experience as Camp Bloodbrook makes its debut in Pinball M on October 24! Dive into this slasher classic and test your pinball prowess to escape the clutches of Jacob Wells, The ‘Wellbound’.



Camp activities:

- Participate in our nightly scavenger hunts! Have you heard something in the woods? Probably nothing…
- Our counselors are excellent in hide and seek. Competition here is DEADLY serious
- Homesick already? We hope your flipper aim is true - unless you’ll never leave…
- Wade out to our lovely lake in a canoe, but beware of the stirring water
- Make your last stand in a 2-stage Wizard Mode. Watch out though, evil never sleeps for long



In the latest episode of Pinball Bites, meet the creator of Camp Bloodbrook, Daniel 'Dolby' Vigh, whotakes us behind the scenes and shares insights into the creation of this chilling new table. Tune in for an exclusive look at the making of Camp Bloodbrook and get a sneak peek at what makes it a slasher classic!



Remember, the new horror adventure arrives in Pinball M on October 24!
Sep 20, 2024
Chernobyl Again - BoundlessMind
Dear Players!
The premiere of our game took place a week ago, and today we have some important information to share with you. We’d like to provide details regarding the patch aimed at addressing various issues. Over the past week, we have focused on resolving both major and minor bugs across all platforms, which were not only affecting the overall gameplay experience but also preventing progress in some parts of the game. We understand how frustrating these problems have been and appreciate your patience as we work to improve the stability and performance.

Below we will note what we have changed on Steam VR:
  • Hand shrinking fixed.
  • Suitcase no longer disappears.
  • Placing the gun for syringe in the inventory along with the syringe works correctly.
  • Sparks sound fixed.
  • Mask collisions fixed.
  • Desk cannot be pulled out anymore.
  • Improved task detection for item collection.
  • Fixed issue with the "take the key from the inventory" dialogue – gameplay no longer gets stuck after triggering the dialogue a second time due to lack of interaction.
  • Cable mechanics improved to provide hints suggesting the correct way to solve the puzzle.
  • After loading the game following the completion of the cable mechanic, the player no longer ends up outside the map.
  • Voice variation and longer delay between reminders during the cable mechanic.
  • Restored antenna sound to assist with its correct placement on the level, preventing gameplay blockage.
  • Save system improved.
  • Improved interaction with valves.
  • Longer delay and additional checks to disable reminders when searching for the car to push or for the first note.
  • Added new effects for bHaptics devices.
  • Pause menu glitch fixed.
  • Disabled grab and highlight of objects during level transitions.
  • Improved behavior of the ball in maze mechanics.
  • Fixed elevator behavior after load game.
  • Added highlight to signal finder on/off knob.
  • Fixed error causing remove all tasks when load game with more than 10 tasks in list.
  • Fixed the issue with displaying controller graphics in the pause menu.
  • Added crouching in standing mode.
  • Removed the ability to pick up objects between level transitions.
  • Improved the mechanics of the puzzle box with the maze.
  • Removed blockers that required exiting to the menu and selecting "continue" to reset the game state.
  • Head collision with the valve no longer causes the screen to fade.
  • Other smaller fixes.
As you can see, we’ve implemented a number of crucial changes that should significantly improve your gameplay experience. However, we know there is still more work to be done. Currently we are working to improve the interactions with the watch and inventory system.

We are currently working on a post-release roadmap to give you a clearer picture of our plans for the upcoming months. We’ll continue to keep you informed about future patches and fixes.

Our primary goal is to ensure that you can fully enjoy the game, and we are dedicated to addressing all existing issues as quickly and thoroughly as possible. In the meantime, we would greatly appreciate your feedback and insights. If you encounter any further problems or have suggestions, please feel free to share them with us on our Discord server. Your input is invaluable in helping us improve the experience for everyone.Thank you for your patience and understanding as we work through these challenges.

Let's stay in touch!
Chernobyl Again Dev Team
Gobs and Gods - alexandre.gilotte
Since the release two months ago, we've gathered a lot of player feedback, which has helped us identify ways to improve Gobs. We've already released a series of small updates with fixes and quality-of-life improvements based on player suggestions, but a larger patch was needed to address game balance.

This patch is thus designed to correct all the balance issues which were reported or which we noted ourselves. Overall it should make the endgame more difficult, by increasing the diversity and strength of late-game enemies, and by nerfing some abilities that were too easy to exploit. We hope it will make the game more challenging and interesting for all types of players. it also contains quality of life improvements, like adding a "basic" attack with no essence cost on wands, to avoid wands users to rush in melee once their essence is depleted when playing in real time.

More balance patches and quality-of-life updates will certainly follow as we gather more feedback. We also plan to add new content, such as the "Alchimechanics" skill in items, hopefully in the next large update.

- Balance changes:
- rework mobs generation. Allowing larger mobs to vary end game enemies.
- nerfing spells at high skill value
- critical strike nerf master level
- slightly lower level-up bonuses
- more coherent skills table per background
- sharper items price increase with level
- increase items weights, especially shields
- tweaking shield skill (partially ignore shield weight) and armor skills
- faster reload on long runs
- rescoring all enemies
- makes several skills more powerful at grand master level
- lower teeth given by difficult quests
- night penalty: reduced visibility and attack malus at range
- wands: add weak base attack with no essence cost; to avoid mages rushing to melee and getting quickly killed once their essence pool is empty.


- Fixes:
- implement only one GM per skill
- fix non viewable control zones
- wig-it-yourself: quest description;
- sell quest show target arrow to return once items have been found
- high level enemies not as strong as they should be
- fix targeted gobs for mass meat shield
- fixes in player difficulty autoscoring

Other:
- death magic: remove friendly fire.
- joker random upgrades are seeded on day
- allow to upgrade an item without unequipping
- faster dungeon and saves load
Runeborn Playtest - iDream Dyon
Summary

  • Updated Column inventory masks, and selected visuals
  • Updated Final Damage number visuals

Bug Fixes

  • Fixed an issue where selecting multiple runes during a Left to Right or Right to Left Scroll before using it would cause Runes to get stuck on the screen above other screens
  • Fixed an issue where the Leaderboard button would disappear and not come back when coming back to the Main Menu from the New Game Selection Screen
  • Fixed an issue where Achievement Trinkets in the Collections Popup weren't setting their Rarity label
...