War Selection - Soonkeeper Johnson


Changes have been made to the rating system for 1v1 and 2v2 matches!
The dynamics of rating point gains and losses have been updated.

At the start of the season, rating changes will be doubled — instead of the usual 30 rating points, you can now gain or lose up to 60 rating points per match. This will allow you to climb the leaderboards faster and have a greater impact on your ranking from the very first games.

However, as the end of the season approaches, the rewards and penalties for 1v1 and 2v2 matches will decrease. The closer we get to the end of the season, the less your rating will change.

Step into battle confidently and take control of your path to the top of the rankings from the very first matches of the season!

Good luck on the battlefields!
Oct 12, 2024
American Truck Simulator - London
Whilst Maryville isn't the biggest city in our upcoming Missouri DLC for American Truck Simulator, it still has plenty to offer to both truckers and visitors alike! Today we're happy to share with you more about this area, which our team has recreated in detail. Let's take a closer look, shall we?


Located in the rolling hills of the northwest, Maryville is a small town with big hospitality. Whether you’re visiting or passing through on a long-haul drive, be sure to take a moment to admire everything this city has to offer.



In Maryville you'll come across several recreated landmarks such as the local church, which was originally built in 1897 (but has since been upgraded and expanded over time). The historic Nodaway County Courthouse, with its iconic structure and clocktower, and other notetable landmarks such as the local firehouse and the Maryville Treatment Center can also be found there.



If you're looking to pick up some work while you are there, Maryville has no shortage of industries that are looking for drivers! Downtown you'll find a range of industries from warehouses to construction sites and even car parts factory. If you happen to be travelling on the outskirts, you can find other industries such as farms with livestock and a wind power plant.


If you're just in town for a break, be sure to take advantage of the local truck stop, where you can rest up for the journey ahead!


We look forward to sharing more previews from the Missouri DLC for American Truck Simulator in the near future. If you like what you see, you can support us by adding Missouri to your Steam Wishlist. A big thank you to everyone who has already, it really means a lot! Until next time, keep on truckin'.

https://store.steampowered.com/app/2730870/American_Truck_Simulator__Missouri/
Zombie Police: Christmas Dancing with Police Zombies - zombieangel
Greetings everyone, from the 'Zombie Police' development team!

Steam Next Fest is kicking off soon! As Halloween approaches and zombies come alive, we hope you're all having a spooktacular time!

Starting today, we're holding a global 25% off sale for "Zombie Police: Christmas Dancing with Police Zombies" for 8 days!

25% Off Sale Period:
  • October 12th (Sat) 8:00 - October 20th (Sun) 8:00 (PT)
  • October 13th (Sun) 0:00 - October 21st (Mon) 0:00 (JST)
With Halloween footsteps as your soundtrack, join the unconventional duo, rookie detective "Yasu Tamura" and zombie detective "Akemi Kabane" as they lead you on a mysterious adventure.

■ Merchandise Announcement

Get even more into the Halloween spirit!
Our zombie-themed Halloween-Christmas merchandise is now available on our official BOOTH!

https://lobstudio.booth.pm/





▼ Feedback/Bug Reports

Feel free to share your feedback and report any bugs on our Steam Community page!

https://steamcommunity.com/app/2825070/discussions/


We appreciate your continued support for 'Zombie Police'.
Oct 12, 2024
Rappelz - Julia
On October 13, maintenance work will be carried out on the game servers. In this regard, the game may be unavailable from 08:00 to 08:30 Moscow time.

Please note that completion times are indicative and subject to change.

Please apologize for the temporary inconvenience.
Oct 12, 2024
Novus Orbis - efrem.serreli
Hi everyone!

I've been silently updating the demo to address a few issues, but I'm going to announce this 2.5.0 version just in time for Next Fest next week!

Aside from a lot of bug fixes (and bug additions, and fixes, and additions...), a few changes, mostly visual:
  • Reworked start menu. Looks cleaner and should be easier to navigate.
  • Portals and interactables now give a visual feedback when the cursor is on them.
  • Enemies' Countdown value will now pulsate when at 2, to help you focus on the fact that they're close to act.
  • Changed Defense and Great Defense's icon, since it was too similar to Block's. I used the icon that was used for Physical Resistance (the Slime's status that I removed a while back).
  • A reward system, similar to StS, where you'll get a reward at the start of a run if you've reached at least the first boss.
  • Italian localization.


Now, to the actual game's release.
If you check the Store Page, you may notice that I have updated it with screenshots that are not from the demo.
I am pleased to say that, regarding content, the game is basically ready to be shipped!

The first Early Access release will contain:
  • The two classes that are in the demo, with some new cards and mechanics for both classes.
  • New blessings.
  • Four different levels.
  • Many new enemies, mini bosses and bosses.
  • 65 Achievements, all linked to unlocking something in the game (cards, blessings, pets and more)
  • A Challenges system: each class will be able to unlock five Challenges to make the game more difficult and unlock even more things.
  • An Easy Mode where enemies will be weaker. Getting Achievements will be locked in this mode.

For an experienced player this should keep you entertained for more than 30 hours.

The plan after the first release is to gradually update the game at least monthly, but likely more often. There will be two big updates that will add a new class and two more sets of levels, bringing the game to a total of 9 different levels when everything is ready. I will post a more in-depth roadmap in the future.

Now to some not great news, my plan was to release by the end of the year, but I'm discussing with the publisher, and it may be a better logistic choice to wait for the beginning of next year. Nothing has been decided yet.

Finally, together with Next Fest I will soon launch a second try for a Kickstarter campaign. I hope that the two events will bring interest to each other!
I've recently reached 3000 wishlists, and I really hope this Fest will bring me closer to the magic 7000.
In case you're not following it yet, here is the Kickstarter Campaign Page.
Whoever backs to buy the game will gain access to the Beta for the Early Access release. Basically you'll be able to start enjoying the game a few months in advance, and you'll be able to see it grow and change with your help.

As always, thank you everyone for following the project and the support!
A Better Tomorrow - goragarxgamedev


Legend has it that the sun disappeared the last week of October, plunging the world into an endless night. A ghostly fog covered the place on Halloween, spreading panic among the citizens.

Can you last the week when the darkness never fades? Patch 1.3 is coming to Steam on 25/10/2024! 🎃👻

A new challenge awaits you: Spooky Season. The sun never rises. Every day, pumpkins will appear and block a tile until you accept trick-or-treat. This challenge includes a new theme, a new song, several achievements, and an Easter Egg ;)

The update also includes interface improvements (the selected theme now applies to the UI buttons), balance adjustments, and a new iteration of the gas plant.

Hope you enjoy it, and Happy Halloween!
One Room Dungeon - darklorddeveloper
Fixes:
  • Selling prices now display accurately.
  • Minor adjustments to setting text displays.
  • Miki’s sale price no longer appears since she cannot be sold.
  • Units can now be placed outside the dungeon during pre-battle preparation.
  • Equipments stay as invisible item when the equipped unit is destroy somehow
  • Item equipped not activate correctly sometime
SKULLFracture - Nuskadamo
My dearest friends, i've finally finished my development on Trauma Pro Wrestling! Down below you find a list of all the changes that i've applied to the game over the course of the last few weeks.
This has been a very long journey, much longer than i anticipated going in, but looking back i can finally say that the game is exactly the way i want it to be, and i hope that you can enjoy playing it as much as i enjoyed making it!

PLAY TRAUMA PRO WRESTLING: https://store.steampowered.com/app/2836630/TRAUMA_Pro_Wrestling/

I've also put together one last neat trailer to put all the features that the game offers in its entirety all in one place, for your personal enjoyment:


New Features:

-Introduced the Strap Match among the selectable Special Matches! Beating it will allow you to use the strap in exhibition matches as well!

-You can now select the option, at the beginning of each Career run, to limit the amount of actions that you are granted in between each match (this does not include purchases). You will also receive a slight bump in your post match rewards for choosing the option.

Minor Changes:

-Stat changes made on your created character for the Career mode are now also applied to normal matches.

-You can now randomize colors in the character editor.

-Certain stipulation of all pre-existing Special Matches have been changed.

-Fixed the position of an object in the character editor/created character.

-Fixed a bug that would ruin the animation loops under certain circumstances.

-The damage bonus dealt by critical hits has been increased.

-Critical hits now have their own particle effects.

-Added new questions to the interview section in Career mode.

-Touched up and redrawn a few sprites.

-Lowered the price to purchase Special Matches in Career mode.

-Added a new cutscene for Career mode.

-Slightly improved on the Coffin Drop animation.

-Touched up the physics for normal and slipper ring mats.

-Actual gameplay suggestions will occasionally show up during loading times.

-Other minor aesthetic improvements.

-Other minor bug fixes.

I've also tried updating the nearly 3 years old Unity build i've been using this whole time and all it did was turn off all the entire fucking lighting system for no reason.

Alright, now i feel like i can finally move on to my next project. Very excited about what's to come next! (I'll still fix any bug that's reported to me!)
Oct 12, 2024
Roboholic Playtest - aaredyota
Boss level 2
Oct 12, 2024
Call to Arms - Gates of Hell: Ostfront - Herr Flick


Community members! We previously announced that the Airborne DLC will be released on October 17th. In this blog, you can learn about a special, limited-time release offer we plan to give the community. We also shed some light on performance improvements we intend to bring to the game.
The focus of this blog, however, is the opening mission of the Airborne DLC campaign.

Pathfinders
The storyline of the Airborne DLC campaign opens with the 101st Airborne jumping into action in the early hours of June 6th, 1944.
They were the very first US unit to be paradropped on this day.

The paradrop operation was split into two missions, code-named “Albany” and ”Boston”. These two missions would drop a total of over 13.000 paratroopers, after which a subsequent wave of glider aircraft, numbering over 1.100, would add almost 4.000 more airborne assault troops.
Since the first (para drop) wave involved well over 800 aircraft operating in darkness, air traffic was going to be very dense, and it was going to be absolutely essential to offer the pilots some form of guidance to the six drop zones.

Source: Historical Division, Department of the Army, 1947

So, about 30 minutes ahead of everyone else, the pathfinders of the 101st were to be dropped over France; their very first task was to set up three “Eureka” ground-based transponder beacons to guide in the main paradrop wave of aircraft.
Without these, the entire operation would be in jeopardy right from the start. The pressure to accomplish this mission could hardly have been higher.

The mission in Gates of Hell
In the Gates of Hell mission, you will obviously be tasked with setting up the Eureka beacons. You will need to find the beacons first - as quickly as possible - and set them up to guide the main wave in.
However, as is expected, there are Germans in the area, and you will need to deal with them.
Since you’ve landed in France, there’s also a chance of running into the local population; you’ll need to deal with them and make sure you make the right decisions quickly because this will significantly influence the outcome of the mission. This makes for an entirely new and unusual experience.

HD Link

Setting up the beacons is one thing; dealing with constantly changing circumstances is another! You can’t expect to be left alone by the enemy; after all, the tremendous noise and fireworks associated with the massive formation of aircraft passing overhead obviously have been noticed.

HD Link

So, in true paratrooper style, you will have to deal with many different situations, and just like it happened in real life, you’ll have to adapt to these new situations swiftly. While you improvise, adapt, and overcome, the mission progresses quickly, with something unexpected lying around each corner.
The new style of tactical instruction videos will tell you about the many challenges and objectives.
These could be anything, but we’re not going to spoil them all since that would only take away from immersion!

HD Link

So there you have it; the campaign opener, titled “Pathfinders,” will pay homage to the 101st Airborne “Screaming Eagles” bearing the brunt of the airborne landings, contributing hugely to the success of the Normandy landings in June 1944.
You will be able to play all 12 missions in single-player or co-op with four friends.
Can you achieve all the objectives of this mission?

Performance update
We have managed to address one of the main concerns that the community expressed when we released the “Liberation” DLC, the performance of the maps. The main culprit were the buildings, which we optimistically modeled with quite a few more segments and parts than was ever made before. We took the time to go back and rework them with a slightly less ambitious goal, which should not feel significantly different on the visuals but greatly helps the performance for all the rigs.
The improvement will be implemented in the next game update. It should get you a very nice jump in FPS.

HD Link

Important notice for modders
For modders of Call to Arms - Gates of Hell it is important to note that “French barn 01” was re- exported entirely; it was also structurally renamed in the sub- files.
This means that on all current maps, when loaded, the barn will appear all sorts of jacked up. In order to fix this modders/ mappers are urgently advised to open their maps, and replace the barn with itself, and to re- save the map.
This is a case similar to when we advised you to re-export your mods when we added tags. We don’t foresee us ever needing to do this again with any building, but for this one it was necessary.

HD Link

QoL Update
We will release a Quality of Life update roughly at the same time we release the “Airborne” DLC.
This update will contain a number of important improvements, such as a performance upgrade, but there is much more to it. We will specify this QoL update in the next few days, in a separate announcement.

Airborne Release
We will release the Airborne DLC on October 17th. For the first 2 weeks after release, Airborne will be sold with a discount of 20 percent! This is a special offer for our loyal player base and early adopters - make sure to wishlist the Airborne DLC so you don’t miss the moment!

https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

Did you know?
  • Gates of Hell is the first and (so far) only title by Barbedwire Studios
  • Its initial years of development were entirely financed by the developers themselves

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