Autopsy Simulator - sheldon_team17
How's it going Pathologists? We've just rolled out the second update for our PTE branch build for Autopsy Only Mode. This update for the AOM PTE adds a new female cadaver, adds tutorial VOs, improves the lighting, and much more!

Find all the details of what's new for this PTE update in our Patch Notes below! 👇

Patch Notes - Update 2 - Autopsy Only Mode PTE
Additions
  • New Female cadaver added
  • Added a blackboard with average organ size and length
  • The liver has a new maze in cutting minigame
  • Tutorial VOs added
  • VOs can be switched on/off using in-game tape recorder
  • Localisation for all supported languages have been added
  • Added organ information to clipboard
  • Updated Organ and Injury Textures on cadavers
Improvements
  • Blackboard showcasing the autopsy loop has been polished
  • Lightning has been polished
  • Muting sound/music now works correctly
  • Minor balance changes
Fixes
  • Fixed - Microscope locks the game after finishing the blood test and quickly interacting with another item
  • Fixed - Unable to back out of the Microscope game on occasion causing the title to soft lock
  • Fixed - Players not being able to highlight wounds on the clipboard
  • Fixed - The sound of writing persists and it's looped when the player exits to the main menu
  • Fixed - Part of the female cadaver’s body's lungs sticks out of the cadaver
  • Fixed - Marks that were photographed are not circled when using the magnifier
  • Fixed - Lighting from the lamps illuminate under the desk area rather than on it
  • Fixed - Some bodies have mismatched gender on the clipboard
  • Fixed - Censorship mode on the female cadavers
  • Fixed - Female cadavers marks being placed in places outside its body
  • Fixed - Issue that caused the brain to clip outside of cadaver’s heads
  • Fixed - Clicking "play again" after finishing an autopsy in Autopsy Only Mode that moved the player to story mode
  • Fixed - Soft lock in the pipette mini game screen after interacting with it
  • Fixed - issue where the music in the title would not play
  • Fixed - Taking a photo of a mark on a cadaver after highlighting it with a magnifier (but not investigating) causes a soft lock
  • Fixed - Picking up the liver triggers incorrect VO
  • Fixed - The corridors floor in Autopsy Only Mode has no textures

NOTE: Our PTE is currently in English Only. We'll be looking to add more languages soon, but as this is a pre-alpha build the game mode is in English only. AOM will feature more languages in full release!



PTE Known Issues
Although we've fixed a number of bugs found in our previous playtest, the PTE build remains a pre-alpha meaning you'll likely run into issues throughout your playthrough. Our Known Issues list is below:

Softlock Issues:
Issue: Cut organ minigame soft locks the game if failed and pass successfully at the same time in Autopsy only mode. Failing near finish of the maze can make this happen.

Other Issues:
Issue: Changing the Action button in the Controls menu makes neither LMB nor the new button working in menus (Autopsy Only Mode).

Issue: Changing the language in Main Menu - Settings results in buttons being unresponsive.

Issue: Alligator bite minigame can be done after guessing cause of death in Autopsy only mode.

Issue: Rebinding movement buttons does not change in-game movement.

Issue: Button prompts can be visible and do not change while changing controls in Autopsy Only Mode.

Issue: The knife in the animation slices through the stomach before the player ends the stomach slicing minigame in Autopsy Only Mode.

Issue: "Bruises on head" can be photographed and pinned to the magnetic board before the General Photo.

Issue: Incorrect button prompts are displayed during alligator bite minigame in Autopsy Only Mode.

Issue: The Facial Edema mark on the female body's face doesn't cover the whole nose.

Issue: Player model's legs have no movement animation when looked at in camera mode.

Issue: Sometimes the clipboard noting information about one of the brain types does not appear in Autopsy Only Mode.

Issue: Some organs do not have physics enabled during a visual inspection in Autopsy Only Mode.

Issue: Scalpel is clipping with the body around collarbones and the head when holding the LMB during use.

Issue: Marks on the right hand do not move along with it during the Rigor Mortis.

Issue: The legs are clipping through the apron during movement.

Issue: After cutting the top of the body's head, the area where it was before is still marked as an interactive zone in Autopsy Only Mode.

Issue: Drawing blood with censorship on results in one of the censorship pixels being coloured red in Autopsy Only Mode.

Issue: Organic fluid string inside the chest beneath skin flap has no animation in Autopsy Only Mode.

Issue: Shadow resolution cannot be changed in graphic settings.

PTE Feedback
Have some feedback or ran into an issue in the PTE? Let us know in our Autopsy Discord server. We're also looking for specific feedback around the simulation gameplay, AOM's game-loop and scoring system, so we can collate your feedback and use this to create the best PTE possible!



How to join the PTE:
To join the PTE, head to the BETA tab in the properties of Autopsy Simulator in your Steam Library. Once here, select the 'None' drop down and an option named 'Autopsy_only_preview' will appear. Select this option from the drop-down and opt-into the AOM PTE branch!



Here are the full steps to access the AOM PTE:
  1. Go to your Steam Library
  2. Right Click on Autopsy Simulator
  3. Click on Properties
  4. Select the BETAS tab on the left
  5. Select the 'None' drop down in the top right of the Beta menu.
  6. Select 'Autopsy_only_preview' in the drop down menu.
  7. Click on "Opt-into: Autopsy_only_preview"
  8. Autopsy Simulator should now be downloading an update for Autopsy Only Mode! If not, simply quit and restart Steam.
Want to learn more about the PTE?
Check out all the key PTE information on our previous PTE announcement:
https://store.steampowered.com/news/app/1283230/view/4672011608148862454
We hope you enjoy this new update, Pathologists. Thank you for taking part in our PTE and providing us with valuable feedback to improve our simulation based game mode! đź‘‹đź–¤
Keep up to date with Autopsy Simulator
Autopsy Twitter
Autopsy Facebook
Autopsy Discord
Sid Meier's Civilization VII - sar.firaxis


In last month's Civ Streams: Tecumseh developer livestream, we offered an early look at the Exploration Age, the second of Sid Meier's Civilization® VII's three distinct Ages. The latest Civ Streams: The Exploration Age went all-in on the gameplay and mechanics that define the Exploration Age, like sailing across the seas to discover Distant Lands full of strategic possibilities.

We also discussed new details shared in the recent Dev Diary 3: Managing Your Empire, where Civ VII's Economics Feature Lead Edward Zhang explains the many gameplay systems of building out your empire, all streamlined to eliminate busywork and make each choice feel impactful. And be sure to check out the newly debuted Civ VII Game Guide pages for the Spain civilization and the leader Isabella!

Make sure to follow the Firaxis Games Twitch channel to ensure you don't miss the next installment of Civ Streams! Thanks again for watching, and hope to see you in the next one!
Oct 30, 2024
An Other Golf Game - waxycaps

Alrighty, it finally made it through the review process.

After almost two years of development, I am excited to announce the first public offering of An Other Golf Game.

This is EARLY ACCESS, expect issues. But, please also expect me to address things in a timely manner. I will try my best. Please also considering joining the discord if you want to share your experience, feedback, bugs, etc. A small community is forming there and it is the forum I most actively monitor. I am excited for what is to come, and ummm, enjoy, and good luck, and all that stuff the people say in the fancy launch announcements. Anyway, thanks! -waxycaps

NosTale - Anime MMORPG - [CM] Daveius GF


Haul in an extra 30% on purchases of NosDollars during our 28hr Happy Hour!

Offer period: From 30/10 at 17:00h (CET) till 31/10 at 21:00h (CET).
PASSAGE - Fibeer
PASSAGE's final major update, Evolution, is here!

Patch notes:
- Replaced all puzzles with new, distinct ones with more interesting mechanics
- Reworked all threats with new designs, mechanics and jumpscares
- Reworked different parts of each room, namely design and layout
- Added an inventory system
- Random events are no longer lethal (directly)
- Added a tutorial
- Fixed unsettling amounts of bugs
- Added quality of life features
- Added leaning and going prone
Pinball FX - linne_zen
Heyho Pinball Fans,

We hope you are ready for a spooky Halloween, as we brought you our best of the best to fill this season with terrifying pinball action. Let's see the details!

They're creepy and they're kooky, mysterious and spooky! Join The Addams Family™ in the classic, bestselling pinball adventure of all time.

https://store.steampowered.com/app/2351806?utm_source=steamnews

Outlive the dead to climb the leaderboards on World War Z Pinball! The zombie horde forced your group to hide and you are now stuck in the overrun Central Mall. Score big and roll through hordes of Zeke to help the survivors escape this forsaken place.

https://store.steampowered.com/app/2351809?utm_source=steamnews

Two scarily authentic Williams™ and Bally™ pinball tables—and a whole party of iconic Universal Monsters - MONSTER BASH™ and CREATURE FROM THE BLACK LAGOON™!

https://store.steampowered.com/app/2351799?utm_source=steamnews

The end is nigh! Face the horror of the Elder Gods and their spawn on this table packed with the unspeakable. Find out the truth behind your existence. And try to escape with your sanity...

https://store.steampowered.com/app/2351941?utm_source=steamnews

Grab these amazing tables and conquer the leaderboards!
American Truck Simulator - Tiktak
Another two cities will be getting a brand-new look in our upcoming 1.53 update for American Truck Simulator. The California Rework project just doesn't stop, so let's take a look at how our map designers and assets teams remade Los Angeles and San Diego!


San Diego
"America's Finest City" was rebuilt from the ground up. We managed to use the best areas from the original version while also adding new locations which have been highly requested by our community.




Truckers can look forward to cruising through San Diego on I-5, almost reaching the Mexican border, or taking in the views of the Snapdragon Stadium as they drive along I-8. CA-905 will take you right to the border, passing through a sprawling warehouse district. And for a fresh perspective, you'll now be able to cross the iconic Coronado Bridge, offering stunning views of San Diego from a whole new angle.




Los Angeles
Like San Diego, the City of Angels was completely revamped. Some places from the original L.A. remain (although rebuilt as well) like Santa Monica, the beginning of I-10, and the major intersection of routes I-10, I-5, and US-101.







On top of that, we added some iconic Los Angeles areas such as the L.A. airport, the L.A. River, Port of Long Beach, and one of the busiest roads in the U.S., the I-405, plus many other places. Thanks to the great work of our asset makers and map designers, truckers will discover plenty of landmarks and depots in the reworked city of Los Angeles.








We hope you are excited about the release of the next phase of the California Rework project and to visit the reimagined cities of San Diego and Los Angeles. Stay tuned for more updates on the world in American Truck Simulator on our social media (X/Twitter, Instagram, Facebook, TikTok). We'll see you on the road!

https://store.steampowered.com/app/270880/American_Truck_Simulator/
Industry Giant 4.0 - SwordsOfTheSouth


Hello Giants,

while we are hard at work to incorporate important changes to the user experience and introduce a better onboarding experience to convey all the complex cross-connected gameplay systems, we continue to read your feedback.

So let’s address the elephant in the room: The transport system.
Even though in comparison to Industry Giant 2 we reduced the amount of micro management needed significantly, some players still had problems setting up routes and getting their goods from A to B.
That is totally on us. We realized that we gave you just superficial explanations and left you basically alone with the trucks (or trains), the loadout and the lines/routes.

We are working on a solution and will try in the remaining time until Early Access to give you better explanations as well as a more intuitive onboarding, so you can setup transport lines in a jiffy. Furthermore it is planned to fundamentally modify and restructure the tutorial in general. We also will give you more advice, when it comes to advanced features like changing or modifying the routes, so you can optimize your transport system and make it more efficient - especially on the bigger maps.

This, however, is based on the design decision, that the depot has a dispatcher controlled by the game, helping you with dispatching trucks or trains when needed, so you can take care of more important things. We think that you already have enough to take care of with the route setting, the efficiency of the production cycles or setting up profitable value chains, so in due time you enjoy looking at your balance sheet.

This is why we opted for what we believe is the best compromise between necessary micro-management and automation. However, we take note of the criticism as well as the wishes that some players voice. We understand that this controlled and detailed planning of supply chains is an essential part of their gaming experience, that they don’t want to miss. We hope that you’ll find the overall game experience engaging and motivating - even after the focus of micro-management has shifted to other areas, some of which are compensating for the transport system.

We are aware that the series left a lasting impression - especially with Industry Giant 2. We want to do the legacy justice with our concept and the introduced changes - and together with your valuable feedback during the Early Access due to start very soon, we will continue to maximize our efforts to achieve this goal together with you. Having said that, we also have to take into consideration that the genre evolved in the last two decades and certain standards are established that we have to acknowledge as well.

Until next time.

Don VS Dodo and Toplitz Productions

Parking World: Build & Manage - laura.aerosoft
Directing the vehicle flow with arrows in the car park? Super important so everything runs smoothly in Parking World! đźš—đź’¨

Guild Wars 2 - ArenaNetJoie
The warclaw mount has long been a favorite in the World vs. World (WvW) community, but with its recent revamp, this agile mount now roams the open world, thanks to the release of Guild Wars 2®: Janthir Wilds™. What started as a support-focused mount has evolved into a fast, versatile companion for exploring all of Tyria. Today, we'll give you an inside look at how the warclaw made its leap from WvW exclusivity to open-world adventure (with some help from some feline friends, no less).



A Shift in Design

When the warclaw mount was first developed, the goal was to create a utility-based mount that provided a tactical advantage in World vs. World. While it served its purpose well in that game mode, as player feedback came in, the team's vision began to evolve. Over time, as we refined our approach to mount design—especially with the success of the skyscale in Guild Wars 2: Secrets of the Obscure™—we saw an opportunity to do something similar for the warclaw in Guild Wars 2: Janthir Wilds.

Looking at the warclaw, we noticed it was underutilized and had the potential for significant expansion and improvement. We started exploring how the warclaw could navigate the open world of Tyria; the idea was that it would no longer be confined to WvW battlefields, becoming a key tool for players in dynamic events and pivotal story moments in Guild Wars 2: Janthir Wilds.



Leaping into Player vs Environment (PvE)

Several factors were crucial in making the warclaw's transition into PvE a reality. The success of the skyscale and the lessons we learned from its implementation in Guild Wars 2: Secrets of the Obscure gave us valuable insight into how to repurpose existing mounts for new content. We took the base mechanics of the warclaw and, with feedback from multiple teams and the community, identified its growth opportunities and weaknesses. And of course, we can't overlook the influence that cats—our internet-favorite feline friends—had in shaping the warclaw's personality and movement. Who would turn down studying cats at work?

The main goal of revamping the warclaw mount was to make it feel like a living part of Tyria's world. We wanted to create a mount that had a lot of personality and was fun to move around the world on, while also helping players on their own journey. We leaned into capturing the essence of a cat's playful nature and incorporated feline behaviors into the mount's design. Watching how cats sneak, pounce, and explore places they shouldn't be in gave us the ability to make a mount that feels not only functional, but also full of personality.

As such, the warclaw was crafted to be the premier mount for Guild Wars 2: Janthir Wilds, offering a versatile, all-around experience. Unlike other mounts, which often excel in specific areas, the warclaw was designed to be more of a generalist. It features a dash, but not one as powerful as the raptor's. It can go vertical, but not leap as high as the springer. It's fast, though not as quick as the roller beetle. And while it can navigate aerial spaces, it's not as adept as the skyscale. While the team didn't set out to make a jack-of-all-trades mount, that's exactly where the design landed, and the result is an incredibly fun and adaptable mount for a variety of situations.

Given that the warclaw's movement was inspired by the mischievous nature of cats, it also made sense to grant it no fall damage. Guild Wars 2: Janthir Wilds has a lot of verticality, and this feature makes the warclaw a great choice for navigating dangerous drops. Just don't go testing your poor warclaw's limits too much!



Overcoming Design Challenges: The Double-Jump Dilemma

Designing the warclaw came with its fair share of challenges, and one of the trickiest was perfecting its abilities—especially the fan-favorite double jump. There was a series of prototypes and iterations, each refining the mount's abilities to match both the team's vision and player feedback. Using the ability in various environments and increasing its speed and turn rate to test how it performed was crucial in getting the warclaw to feel just right in a PvE setting.

The real breakthrough, however, came when the team decided to embrace the playful, exploratory nature of cats. Their instinct to sneak into places they shouldn't be served as inspiration for the mount's double jump and fluid movements. Never underestimate the power of researching cats!

In the spirit of transparency, we have to admit that, while cats played a big part in the design process, so did a bug we encountered early on. This bug allowed players to leap higher each time they connected with the ground, causing each jump to get progressively higher. While it wasn't intended, it sparked the idea to explore different jumping concepts. After several iterations, the team settled on the double-jump mechanic because it was both practical and easier for players to control. Of all the versions tested, it was also the most fun, capturing the core goal of warclaw's design and bringing the pure joy of movement to the mount.



A New Standard for Mounts

In the end, the warclaw transformation is a testament to the power of player feedback and the collaborative spirit of the development team. The transformation from an underutilized mount to one of the community's most beloved companions has been very rewarding for the Guild Wars 2: Janthir Wilds team. Experiencing the joy of movement is what makes a mount truly special, and whether you're tearing across the WvW battlefield or leaping across Tyria's vast landscapes, the warclaw is there to make every journey a little more thrilling. Just don't forget to visit your feline friend in your homestead from time to time for scritches!
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