Forza Horizon 5 - T10_Gul
We're kicking off the SPOOKIEST season of all with some ForzaSCARE action. All month until October 26th, you'll be able to show off your most haunted photos, liveries and EventLab creations, and submit your best work on the forums!

How To Enter:
Use the Apply Vinyls & Decals menu in Forza Horizon 5 to create and Share a design in-game. We will consider all shared game liveries with the theme via one or both methods:

  1. New designs: When saving your design, enter the current code words in the Description field. This week’s code word for the description is LivRev138. All designs with this Description will be found in search and considered.

  2. Existing designs: Older or previously entered designs that do not come up in search will not be automatically considered entries; you must post them in this thread. You do not need to update the description in game. Be sure to include your gamertag and the Share Code of the design.
Prizes:
  • Up to ten winning liveries will be featured in game for six months.
  • Winners may also be featured on our https://forza.net/community/.
  • The individual winners will receive a gift a car of the player’s choice, not including DLC or Accolade-only cars. Exclusives and Hard-to-Find cars can be chosen.
  • Your photo of your design may be shown during official Forza livestreams and potentially on other official Forza social channels.
Check out last year’s winners for some inspiration!

820 085 333 :star: Archduke67 :star: Nissan Tsuru :star: “Grim Taxis” :star


131 546 525 :star: Bravo437 :star: VW Beetle :star: “Dirt Nap V2” :star:


145 483 757 :star: MsKraven :star: Plymouth Fury :star: “DiaDeLos Muertos” :star:


120 026 332 :star: NeonDriver86 :star: VW Beetle Forza Edition :star: “DiaDeLosMuertos” :star:


107 114 199 :star: Skogarmar :star: Hot Wheels Ford F-5 Dually :star: “Franken Brides Dually” :star:
Oct 9, 2024
Ore Quest: Digger's Delve - Naron_Bashor
It has been a busy year, although I was able to come back to a few games and make some fixes, thank you for being patient!

I have made a few changes:
  • allow pausing and exiting game properly
  • improved fps by fixing fog of war
  • added a deep discoverable secondary garage
  • random minor bug fixes

More updates coming soon!
Maggie's Movies - Second Shot - Jujubee S.A.
Hey there, film buffs and game enthusiasts! 🎬✨

It’s been a while since we first teased Maggie’s Movies - Second Shot, but the wait is almost over! After some behind-the-scenes work and a fresh new publisher stepping in, this project is nearly in the can! 🎥💥 We’re thrilled to say the grand premiere is just around the corner, and to make things even sweeter—drumroll—a playable demo is dropping next week! That’s right, you’ll be stepping onto the virtual set sooner than you think! 🎉🎮



In this sequel, Maggie’s taking on her most ambitious shoot yet—a swashbuckling, high-stakes pirate blockbuster! 🏴‍☠️💣 But as any director knows, big budget Hollywood dreams can quickly spiral into chaos. Will you keep the production on track, rally the crew, and handle those inevitable set meltdowns? 🎬🔥 Can you guide Maggie’s film to box-office gold and maybe even some shiny awards? 🏆🎥

Just a smidge more patience and all will be revealed! Stay tuned for updates on the official release, and don’t forget to wishlist Maggie’s Movies - Second Shot! 🌟 And of course, be sure to check out the demo when it drops next week. 🎮💥

https://store.steampowered.com/app/1263630/Maggies_Movies__Second_Shot/

That’s all for now, folks—see you on set! 🎬🎉 And... that’s a wrap! 🎬🎤
Lonely Space - lonelyspacegame


We've been hard at work on the player's active and passive abilities system. Most of them will be available to try out in the demo. There is a list of the main changes and improvements:

PSI Abilities and Passives
  • Added passive skill trees: Survival and Technician
  • Survival passive skill trees: Stuning Strike, Improved Treatment, Energy Efficiency
  • Technician passive skill trees: Hacker, Repairman
  • Passive skills for active abilities that add new possibilities
  • New PSI Ability: Telekinesis
  • New PSI Ability: Psionic Barrier
  • New PSI Ability: True Vision
  • New PSI Ability: Bending of Light
  • New PSI Ability: Fire Trap
  • New PSI Ability: Lightning Strike
  • New PSI Ability: Corrosive Blast
  • New PSI Ability: Crimson Clot
  • Berser PSI Ability was reworked
  • Now, to hack complex digital locks or vending machines, you need to unlock a specific passive ability in the Hacker tree.


New weapons
  • EMP Grenade
  • Corrosive Grenade
  • Nuke Grenade



Enemies
  • New enemy: an armored security officer with a helmet and a shotgun.
  • Mechanical enemies can now be temporarily disabled when taking electrical damage.
  • After using the Bending of Light ability, enemies lose visibility of the player.
  • Improved animation of getting up from the floor after falling from the Push ability.
  • Cameras no longer see the player in dark places or when he uses Bending of Light ability.
  • Uncollected enemy weapons are no longer saved and disappear after reloading.


Fixes and improvements
  • New tutorial on upgrading player's character
  • Enemy bodies now fly apart from grenade explosions
  • When turning with an item in your hands, the item now always moves with the camera.
  • Fixed issue with equipping weapons when picking up an item.
  • Fixed a bug with double credits withdrawal for death.
  • The circular panel has been improved to provide access to more abilities and items.
  • Fixed a bug with installing software into the suit.
  • Added status for dash recharge.
  • The broken status for weapons dropped from enemies' hands.
  • Broken weapons are no longer automatically bound to hotkeys.
  • Reworked hacking buttons for all devices.
  • Now when selling items the current selling price is visible on the screen

What's next?

We're working on environment and plot of the Science Bay beyond the demo. There you will find new challenges, enemies and weapons. Stay tuned!


BackRooms 1995 The Lost Footage Chapter 1 - Jacob Jufeili
I'm happy to announce that the AMD crash issue has been fully resolved!

After thorough investigation, I discovered that conflicting files were causing the problem. With that issue now fixed, I’m back to working on all the games, including Backrooms 1995, The Nightmare of Arrival, Forgotten Bunker 1939, and many more.

On top of that, I’m thrilled to reveal that I'm developing a brand-new game, which will be launching on Steam soon! Stay tuned for updates—I'll be releasing demos along the way.

AMD Fix & Game Updates:

All game demos and full versions have been updated to the latest versions, and the AMD crash issue is no more. I've personally tested the fix on my backup PC, which runs an Intel Core i5 7500 CPU, 32GB of DDR4 RAM, a 500W PSU, and an RX 5700XT GPU. Everything ran smoothly—no crashes, and I was able to play for 30 minutes without any issues!

For even better performance, I recommend upgrading to a more powerful GPU, such as the RX 6600 XT or higher. However, even with my current setup, the games performed well, and I was able to reach the main menu and start playing without problems.
The Nightmare Of Arrival Chapter 1 - Jacob Jufeili
I'm happy to announce that the AMD crash issue has been fully resolved!

After thorough investigation, I discovered that conflicting files were causing the problem. With that issue now fixed, I’m back to working on all the games, including Backrooms 1995, The Nightmare of Arrival, Forgotten Bunker 1939, and many more.

On top of that, I’m thrilled to reveal that I'm developing a brand-new game, which will be launching on Steam soon! Stay tuned for updates—I'll be releasing demos along the way.

AMD Fix & Game Updates:

All game demos and full versions have been updated to the latest versions, and the AMD crash issue is no more. I've personally tested the fix on my backup PC, which runs an Intel Core i5 7500 CPU, 32GB of DDR4 RAM, a 500W PSU, and an RX 5700XT GPU. Everything ran smoothly—no crashes, and I was able to play for 30 minutes without any issues!

For even better performance, I recommend upgrading to a more powerful GPU, such as the RX 6600 XT or higher. However, even with my current setup, the games performed well, and I was able to reach the main menu and start playing without problems.
Oct 9, 2024
BlindSpell - Poolpisher
  • Various debug
  • Improve draw recognition
Project Solar - Patrik Andersson
We’re excited to share the latest update for Project Solar with several important improvements:

Gamepad Support: A major addition! Full gamepad support is now available, allowing for a more immersive gameplay experience.
Quality of Life Updates: Various tweaks have been made to enhance the overall smoothness and enjoyment of the game.
Bug Fixes: We've addressed numerous bugs to improve overall stability and performance, ensuring a more polished experience.
UI Updates: New UI elements and technology have been introduced for a better visual experience and enhanced user interface.
Localization: We’ve implemented the first stages of localization to make the game accessible to a broader audience.
Design Adjustments: Gameplay design has been refined to create a more balanced and enjoyable experience.
A heartfelt thank you to our incredible community! Your feedback has been invaluable, and we are grateful for the overwhelming support from everyone who has played and wishlisted Project Solar. It’s your enthusiasm and dedication that inspire us to keep improving and expanding this world. We can’t wait for you to experience the changes in this patch!
Breachway - RIV
Hey everyone,

Revamped Save Game System is Here!
After much extra testing, it's finally time to introduce the revamped save game system! This update aims to fix a major issue that could make the game unplayable: corrupted save files.

Previously, if something went wrong during the file-writing process, players could end up with corrupted data, rendering the game unplayable.

With the new system, we can detect corrupted saved data and provide an option to clear it. We've also made the data writing process much more robust, significantly reducing the risk of corruption in the first place.

Another concern we've heard from players is about bugs in the tutorial, which were also related to save data issues—specifically, not saving the game at the right time.

We’ve addressed this issue and streamlined the tutorial for a smoother experience. We know how important the tutorial is, and we underestimated its significance leading up to launch, so we’re committed to further improving in this area.

Here is a breakdown of what we'll cover in this post:
  • Tutorial Bugs Addressed: Improved tutorial experience by fixing save-related bugs.
  • Quality-of-Life Enhancements: Added features like double-click card play, map rotation toggle, and perk slot confirmation.
  • Patch 10 Changelog: Detailed list of bug fixes and improvements, including save system overhaul and tutorial updates.
  • Next Patch Plans: Memory leak and graphical crash fixes coming soon.
  • Long-Term Improvements: Focus on run-end stats screen, event population rework, faction relationships, card readability, and difficulty curve adjustments.
  • Ship Customization Progress: Core bugs being fixed, allowing more focus on ship customization and feature enhancements.
New Quality-of-Life Enhancements You Asked For
We’ve also had the chance to add some quality-of-life features that you requested, such as automatically playing cards by double-clicking, making map rotation optional, and adding a confirmation dialog when starting a game without filling all your perk slots.



Bug Reporting and Feedback
If you have any issues to report, please use the bug reporting forum on Steam. You can also join our Discord and report your issues in our bug reporting forum. We also have a subreddit community found here.

Changelog
  • Reworked the save game system so it's more robust, minimizing the risks of data corruption
  • Added detection of corrupted game files and an option for the user to clear them to make the game playable again
  • Added popup informing you of starting a run without allocating perks
  • Added toggle for map rotation in settings
  • Added the option of double-clicking on non-precision cards to play them automatically
  • Added the words: "Subsystem for: " before compatible weapon systems on subsystems to reduce equipment/subsystem confusion to new players
  • Fixed Repeater Pulse not drawing support/tactical laser cards on cooldown.
  • Fixed Honed Shot edge-case where it gives the player lots of ordnance
  • Fixed Accelerant only returning attack cards to the draw pile but effect being consumed by any card, it now returns any first card played from hand into the draw pile
  • Fixed Accelerant being killed off if a player gets overheated by playing this card
  • Fixed Accelerant being killed off if a player plays a crew ability after playing this card
  • Fixed text on Seebeck Shot to let players know this heat reduction triggers dissipate effects
  • Fixed potential soft-lock some players experienced on reloading while in combat if certain cards were present (Supply Cache subsystem, Plasma Conduction subsystem, Flak Shell, Overwhelming Barrage, Barricade, Backlash, Overheat Weapons, Reset, Stall, Thermal Tick, Light Ion Missile, Battle Repairs)
  • Fixed scorch having a misplaced precision effect on it.
  • Fixed misleading text on Uranium Slug, letting the player know the extra equipment damage can also damage the targeted equipment
  • Fixed a bunch of reported typos
  • Made changes to the way the tutorial gets hidden and revealed to prevent issues when continuing the game while in the middle of the tutorial
  • Updated tutorial to have the correct UI if leaving and returning in combat
  • Fixed an edge case in the tutorial where the player would forget to pick up the equipment reward and would not have the necessary equipment to continue the tutorial
  • Removed card drafting after the tutorial boss combat
The Plans Going Forward: Next Patch and More
You can expect another patch in the next few days, addressing some additional core issues we've identified with your help. These include a memory leak and a potential graphical issue that could crash the game when an enemy ship explodes.

In the longer term (over the next few weeks), as mentioned in our last dev update, we’re working on several improvements based on your feedback that should greatly enhance the gameplay experience. Your input has highlighted some blind spots in our design, and we’re committed to addressing them.
Here’s what we’re focusing on:
  • Run End Screen: We’ll add a screen displaying various stats at the end of each run, including the number of nodes visited, damage dealt and received, damage blocked by shields, and the highest damage dealt in a single turn, along with other fun statistics.
  • Event Population on the Map: We’re reworking how events are populated on the map, so players will feel more in control of what happens during their run and can make informed decisions about which node to travel to.
  • Meaningful Faction Relationships: We’ll enhance the faction relationship system, making it more impactful on events in the game.
  • Quality of Life Improvements: We’re working on making cards easier to read and understand, along with refining the selection of items in the shop to show more relevant choices
  • Difficulty Curve Refinements: We’ll further refine the difficulty curve by balancing enemy power with player progression.

Ship Customization Progress & Upcoming Features
Additionally, the ship started customization, and the system is gradually coming together. We’ve had to dedicate most of our time to fixing core bugs that could significantly impact some users, but that list is shrinking daily. Soon, we’ll be able to focus all our attention on enhancing what’s already in the game and adding new, exciting features.

A Heartfelt Thank You to Our Community
As always, I want to thank all of you sincerely. Although we’ve been focused on fixing issues as quickly as possible and haven’t been able to interact as much as we’d like, your support means the world to us. Launching the game in Early Access has been an eye-opening experience, and the fantastic feedback and suggestions we’ve received are invaluable. We truly believe the game wouldn’t evolve as effectively without this trial by fire and the encouragement from our community.
Thank you for being with us on this journey!
Runa & the Chaikurú Legacy - Fanny Pack Community *******
In today's episode we share our knowledge on how to use motor engines to develop your game effectively.

We also tell you which games inspired us to create Runa and give you some advice on how to make your game dinamic and fun!

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