Spectre Divide - WildClaw
[Update] this has been resolved as of Friday 2024-10-18 10:30 AM PT

We have identified the issue and are working on determining the best way to resolve it.

One identified workaround is to:

1. Make sure the Spectre Divide client is closed.
2. Open a Windows Command Prompt (press the Start button, type 'cmd' - choose "run as administrator")
3. In the open Command Prompt window, type the following:

curl https://game.live.spectre.mountaintop.pragmaengine.com/v1/info

Afterwards, you can close the Command Prompt, and try logging into the game.

Note: If you run into any errors running the curl command above, try temporarily disabling your anti-virus and running the command again.

Updates will be light for a little while. We believe the workaround above will let players get in as fast as possible.

Alternatively, we also believe that the issue will resolve itself after the necessary cache expires. We'll continue digging into the issue over the weekend and will provide updates if we have any.

Our apologies for the inconvenience and thank you for your support!
Oct 13, 2024
The Last Plague: Blight - originalstudios
A small set of fixes this time to address some recent bug reports, a larger update with new camera controls will come out mid next week! Thanks for playing the game everyone!

Fixes:
  • Fixed oleander burn pile's clearing being reset after a few days. Now if the center of the cloud is cleared, the cloud will slowly start shrinking every day after
  • Fixed glass bottle position when placed on the ground
  • Fixed clay brick kiln items getting wet in the rain even if covered by a roof
  • Fixed bones not being placeable in the fire pit's drying area
  • Fixed error loop relating to digging and water updates that could cause performance degradation
  • Fixed tilling soil not working for co-op joining players
  • Fully fix decontamination percentage not showing up for co-op joining players
  • Added recipe for copper ingot & tin ore pieces to make bronze

Balance:
  • Greatly increased decontamination rate for all food
  • Reduced requirements for oleander burn pile blueprint and slime oil oleander leaf crafting recipe

Other changes:
  • Fungus placement in Blight clouds is now clustered in the center to give a better visual cue on where to target the clearing
  • Blighted fungus is no longer selectable since the item isn't used in the game yet
  • Increased small bone stack size to 4
  • Allowed berries and pine nuts to be decontaminated
  • Prevent auto-pickup from picking up placed items like rabbit snares or clay molds
Commander Quest - Commander
Hello Commanders!

After the update on October 12, 2024, we have fixed several issues that were causing inconvenience during gameplay.

We hope you continue to enjoy your path to conquest!



[Additions]
  • Spanish is now supported in Beta as a priority.

[Bug Fixes]
  • The crash that occurred during the mid-layer boss battle has been fixed.
  • All errors related to interactions in the HUD card area have been verified and resolved.
    • Cards can now be deselected after being selected, and the game no longer slows down when using cards.
  • The 'Battering Ram' will no longer be blocked by allied units.
  • The game will no longer lag when using 'Flaming Arrow'.
  • The functionality of 'Militia Drill Instructor' has been restored when upgraded.
  • Fixed the issue where the unit types for 'Gyrocopter' and 'Gyro Bomber' were not displayed.
  • The issue where 'Pasture Clearing' did not reduce the cost of 'Griffin Rider' has been resolved.
  • In English gameplay, the 1st to 10th stages of 'Asceticism' were incorrectly displayed in Korean, which has been corrected.
  • The 'Tavern's Line Breaker' in the 'Drunk' state no longer attacks enemies after death.
  • The issue where 'Ghost Knight' did not receive the benefits of the 'Three Lions Flag' has been resolved.
  • Incorrect data regarding decks, stages, and asceticism in the 'Statistics' window has been corrected.
  • The 'Trainee Medal' relic now only appears when playing as the 'Human' race.

[Balance Changes]
  • The attack and health of 'Miner', 'Tavern Mates', and 'Regular Customer' have been adjusted from 2/3 to 2/4.
Oct 13, 2024
Nordhold: Origins - Nando | Stunforge
It's really incredible how many people have already celebrated successes in our new mini-endless mode. More than 1500 players have completed at least Wave 21 and it's worth highlighting: This mode is for the pros, the heavy hitters. Hats off!

Your feedback has helped us a lot in identifying further bugs and optimizations.

We hope this makes the game more fun (especially the better performance)!



NEW Content:

Relic Replacement

  • Removed Relic: Golden Emblem (Rare)
  • New Relic: Alternative Nutrition (Rare)

Buffs:

  • Tower (Upgrades): BarrierDamage Upgrade: +50% -> +100%
  • Artifact of Determination (Relic): Fire Rate: +50% -> +60%

Further Improvements:

  • Optimized map construction design (less map RNG)
  • The bonus on the gold income of trading ships (upgrade) through the Meta Perk in the Trading Post (Established Trade Relations) is now displayed directly updated
  • Corrected calculation for demolish after receiving the Master Builder's Hammer
  • Tower price inflation calculation with the oracle Path of Expansion corrected
  • Performance optimizations
  • Problem with Save & Exit, including a vulnerability for corrupted files and an exploit possibility, fixed
  • Optimized a few UI elements
  • Optimized Twin Feathers (Raven Tower Banner) text
  • Achievement attainment corrected, even if you select Endless mode


Please continue to share your feedback via Discord or here. It helps us greatly.

Thanks for reading and if you like the game, remember to add the full version to your wishlist - it would help us very much:
https://store.steampowered.com/app/3028310

Social media
Discord community
Twitter
YouTube
Instagram
Oct 13, 2024
Storage Guys - Raynmakyr
We made the decision to delay the release of our game. The new release date is November 7, 2024.

We need just a bit more time to polish things up and make sure the game is released fully completed. Our goal is to deliver the best possible version of the game, with as few bugs and issues as possible.

You can expect BETA testing at the end of October, with more news on this coming soon.

We appreciate your understanding. Thank you for your patience, and we can't wait for you to experience the game soon!

Oct 13, 2024
Distant Flux: System Initializing - DistantFluxSA
Lore Objects and Items

Lore objects are anything providing a study task to users: things like graffiti, posters, or arcane machinery.

A studying task uses a lore skill for a gate and an attribute for speed, and when complete provides a reward, such as lore exp in a stat, applied to all members of the faction (as well as a flavor text to tell a story).

Study actions can only be completed once.

Lore items are consumables like journals that provide a one-time exp boost, potentially to all faction members.

Stats and Experience

Stats can now gain levels from the following five types of experience:

  • Alchemical
  • Lore
  • System
  • Training
  • Usage

Levels from these experience types are tracked separately, and do not conflict or affect each other. Levels from free stats, or perks, or any other kind of leveling also do not interfere with these levels.

Alchemical levels will likely come from potions concocted in the Pharmaturgium from monstrous growths. Unlike lore consumables, alchemical exp consumables would only affect the consuming user.

System levels can come from the shop, and I'm hoping from quests (but we'll see). Training comes from stations within the base, and usage can happen whenever a stat is used.

Leveling Changes

  • Path awards now provide max levels, not simply an unlock, so the same path can be awarded multiple times, allowing the player to invest more mana in it, and possibly get more unlocks from the path;
  • Perks now use the leveling system, so they can provide more flexible bonuses;
  • Multiple ability levels, path max levels, and perk levels can be provided in a single award;
  • Path, ability, stat, and perk awards can now be every X level, starting at Y level, and ending at Z level.

Shop Changes

  • All ability, perk, and path purchases are limited in count to faction level, and this is tracked per member;
  • System experience in stats can be purchased, with the above limitation;
  • New stat, ability, path, and perk listings can be unlocked by research or faction levels;
  • Users can sell non-leveled items to faction, based on an innate value.

Mana Investiture Levels

For system users, the total mana levels invested across all paths are now tracked. Focusing on leveling paths with fire mana, for instance, would result in a high level of fire mana investiture.

Leveling up investiture provides rewards which could include things like resists and affinities, as well as potentially perks, abilities, and paths.

Other Changes

  • Doors can now be locked and scavenged like other objects;
  • Objects can either have all-or-nothing HP (like doors), or instead use a level-reduction mechanic (like scavengable piles of rubble);
  • Spawners have a max they can spawn of any monster type; leveling the spawner can increase this max;
  • Monsters can now restore their growths if damaged;
  • Users destroying a scavengable object now gather its base award to faction.
Oct 13, 2024
HU-man Dungeons - Tag4424
This update introduces actually working Vending Machines as a new and easier way to gain magical abilities!

  • Implemented Vending Machines across all levels
  • Fixed Background audio
  • Added additional attack animations to several enemies
  • The new boss is officially here!
Deepest Dungeons - Unmade Games
We’re excited to introduce you to our very first game, Deepest Dungeons, a roguelike, top-down dungeon crawler! The demo will be releasing soon as part of the upcoming Steam Next Fest, and we can’t wait for you to try it out.

In Deepest Dungeons, you'll navigate dark, procedurally generated mazes filled with enemies, traps, and powerful items to enhance your character. You'll need to carefully manage both resources and combat, as death means losing all your progress! Survive long enough to reach the exit, and you’ll return to Camp Haven, where you can buy better gear with the items you’ve collected. But if you're feeling brave, you can choose to descend even deeper into the dungeon for greater challenges and rewards.


Core Features:
  • Explore Procedurally Generated Dungeons – Each dungeon is a unique maze filled with valuable items, treasures, dangerous traps, and lurking enemies.

  • Find and Equip Items – Enhance your character’s power by equipping weapons, armor, and other useful gear.

  • Fight Deadly Enemies – Battle monsters lurking in the dark corridors. The deeper you go, the tougher the enemies become. Stay alert—every encounter could be your last!

  • Save Your Equipment – Discover exits that lead out of the dungeon. Choose wisely: return to the surface to save your progress and store your items in the Stashbox, or venture deeper for even greater rewards at the risk of losing everything.

  • Trade with NPCs – Sell items you no longer need and buy better gear to improve your chances of survival.

  • Descend Even Deeper – Find Abyss Keys to unlock gates leading to deeper levels, where stronger enemies await, but so do more valuable treasures.
We’re really looking forward to hearing your feedback on the demo and later on when the full game releases this year. In the meantime, be sure to follow us on Twitter or Threads, and join our Discord for updates, news, and behind-the-scenes content.

Wishlist Deepest Dungeons NOW!
GTTOD: Get To The Orange Door - low_hanging_nuts
FIRST THING'S FIRST
Hello everyone, how's it goin'?

So, we are now two months out from the Past And Present Update. If you were following along, you know it was a kind of oddly received update. New players seem to like it, old players (from like 2020-ish through to bout 2022-ish) seem to not. There's some super valid criticism of the game, directionally. There's also a lot of confusion due to lack of tutorialization and proper explanations for mechanics. There's also more things than that, too, that led to the Past and Present Update - but one way or another, the NEXT update is going to be the last.

That means I have to address all of that...in one update....and it's going really really great thus far.

If you want to see the general direction that the community and I have decided to go in with this final update, you can see the bones of that plan being discussed and created live on this live stream from a few days ago.



I had this live stream, took a few more days to really sit there and consider the magnitude of the situation, and then I got to work.

The first place I started? With this little guy right here:



If you are familiar with the game, you'll immediately notice a few things different about this. I bet a lot of you have never even seen what a Drudge's back looks like, and that's because enemies, the second they spawn in, know exactly where you are and charge straight for you. Instead, I'm writing a new AI that populates the level, has goals, preferences, and different sets of behaviors and abilities. Beacons are becoming side objectives for more Shards and ammo, Bunkers are becoming less common, more filled with goodies, and moved towards the END of the level (in most cases) so that the actual majority of the level can focus on moving fast and kicking ass.

Speaking of moving fast...



I, low_hanging_nuts, hereby declare that I am done rewriting my movement code over and over again. It's not gonna get much better than this right here. Two nights ago, froth foaming out of my mouth until 2AM, I rewrote GTTOD's movement code from scratch. This is what I ended up with. It is clean, it is smooth, it works every single time, it feels good, it is consistent, it's everything it needs to be. It is a GREAT foundation to rework some of GTTOD's base philosophy around, and I hope that this is the start of a final update for GTTOD that makes everyone happy.

I'll be doing more of these little posts here and there to keep everyone on Steam up to date on what's going on. In the meantime, I'll see you around! You can always find me talking in my:


See ya later!
Oct 13, 2024
Town Girls - Alethila
Here's what's changed:

1. Fixed a bug where one of Crystal's stalking images wasn't loading.
2. Fixed a bug where clicking "Log Out" on Crystal's profile would go to Sierra's first date.
3. Fixed a bug where viewing Crystal's stats before you have dated her would cause an
exception.
4. Fixed a typo during Sierra's toilet time.
5. Fixed a typo while stalking Christine.
...