Xenonauts 2 - DigitalEccentric
Hello everyone - as we're now into the early days of November, it's time for an update on what we've been working on! The short answer is this: we made good progress in several areas last month, but frustratingly slow progress in one key area that has delayed the Milestone 5 prototype.

Milestone 5 / Strategic Improvements
Our main focus is still on getting the Milestone 5 prototype into a state where we can release it in beta for public testing. We were hoping that would happen last month, but we weren't able to make enough progress on the new strategy-layer mechanics. There were a few reasons for this, but the main one was that we continued to find new bugs that needed fixing after the Unity editor update mentioned in the previous update.

Thankfully, in the second half of the month we were able to better focus on implementing our new Supporter system. This system places four VIPs in each funding region who can be recruited as supporters by the Xenonauts to provide your organisation with a variety of strategic bonuses (more funding, faster research / engineering, etc.). Or they can be turned into panic-generating Infiltrators by the aliens. If you can recruit all of the supporters in each region, you also unlock a special regional bonus.

The Supporter system itself is now mostly functional, but we're still unsure how long it'll take us to connect it to the other game systems. For instance, the Doomsday Counter that is now active in the early stages of the game also ties into the Supporter system (with alien Infiltrators generating enemy Doomsday progress, and Xenonaut Supporters slowing it). We will also need to update the Infiltration UFO missions to turn neutral VIPs into Infiltrators if successful (where previously they simply generated Panic like other types of UFO mission), and so on.

Given what happened last month I'm not going to make any promises about when the Milestone 5 prototype will be ready - I'll just say we're working hard to get it into the hands of testers as quickly as possible.

New Missions
Milestone 5 adds new mission types - crash sites for the Battleship UFO, the two-part final mission (Operation ENDGAME), and two unique plot missions that take place on an alien orbital station (which appear around the point Cruiser UFOs start appearing).

The Battleship assets and crash site maps were completed some time ago, and this month we finished the final art assets and map setup for both halves of the Operation ENDGAME mission. The first mission on the alien orbital station is also at quite an advanced stage, with the custom art assets for that map now complete, but there's still further work to be done on the second orbital station mission.

Thankfully, this shouldn't cause delays - most of the remaining work is custom art assets, and we don't need the visuals to be final for the Milestone 5 prototype builds.

Alien Updates
Last month we added a new type of alien to the game, the Biter. These small insectoid aliens are more of a living weapon than a proper new species, as certain alien units can fire them towards enemy units - at which point they will charge towards nearby hostiles and try to bite them to death. Biters will expire within a few turns of spawning and have very low HP, but a pack of them can still pose a threat - particularly against units equipped with weapons that cost a lot of TU to fire (e.g. sniper rifles).

We also continued to make changes to our existing aliens to better differentiate them from one another. The main cannon on a Cyberdrone no longer acts like a giant plasma rifle, but is instead now a blast weapon that can inflict major damage across a large area (although it is now less likely to instantly kill a heavily-armoured soldier). We'll be finishing up some changes to the Mantid and Sebillian weapons this month too, which I'll explain in a future blog.

Illustrated UI Backgrounds
One of the coolest features in Xenonauts 1 was that the illustrated backgrounds of the strategic UI screens would upgrade as you progressed through the campaign, showing the way the new technological developments you had unlocked were changing your organisation. By the end of the game, characters had futuristic uniforms and the rooms were full of sci-fi equipment. Lots of players thought this really helped immerse them in the game.

Although implementing this in Xenonauts 2 involves repainting our existing (and perfectly fine) UI background art, we've decided the feature is cool enough that we've found some extra budget for it. Handily, the programming for this feature has already been finished, so as soon as the new artwork is done we can just slot it straight into the game. We started the sketch work for the new Research screen background last week, and hopefully you'll be able to see some results soon!

I'll leave the update there for this month - thanks for reading, and hopefully we'll have some good news on Milestone 5 in the coming weeks!
Lilith Rising - Season 2 - Regis


Fellow players! We hope everyone is enjoying Season 2 of Lilith Rising so far, but right now we are asking for everyone's help.

If you could grab the game on Steam and leave a positive review on the Steam page, it would mean the world to us!

Day 1 reviews make a huge difference, and your support would be incredibly helpful in getting the game out there. Thanks so much for considering!

For more information, please do check our post on Patreon for more context and details about this.
SCUM - Beda
Hello everyone, we hope you tricked and treated to your hearts content for the past few days. Since the devs hogged all the attention on Monday, it's time we show the community some love! Check it out!




Sometimes being a camper is not that bad.


Stop horsing around.


Smile for the camera.


Dunno why, but this goes hard for some reason.


Sometimes the game just looks georgeues... grogeus, geor- it looks really nice.


I don't think that was a micro-dose, Mark.


Worst poweranger movie I ever saw.


This was the moment he realized, that he did not want to have kids.


Floating pumpkin head is not real, it can't hurt you.


Still better than the Waterworld movie, yes I said it again.

And on more animated front:

In case you missed it the DEV Stream VOD is now live on Youtube as well so if you want to recap check it out here:



Looking for some PvP content? Check out MrGameHunter!



Or some tips and tricks check out this Luthias video!



Till next time! - Beda

Against the Storm - Leisurely Luke
Greetings, Viceroys!
We just released a small patch to the Experimental Branch with general improvements and a couple of fixes to the ̶A̶b̶a̶n̶d̶o̶n̶e̶d̶ ̶S̶e̶t̶t̶l̶e̶m̶e̶n̶t̶ Forsaken Town world event introduced in yesterday's update.

Thank you all for your reports and suggestions!



Balance
  • Changed the Ashen Thicket biome passive effect.
    • The Royal Mining Operation effect no longer increases the double yield chance in mines for assigning workers. Instead, it now spawns a hauling cart at a warehouse every time 80 Copper Ore, Salt, and Coal is used in crafting.
  • Added pre-built Woodcutters’ Camps to more starting glades when playing the Forsaken Town World Event.
  • Some essential buildings and more camps can now spawn in maps with the Forsaken Town effect.
  • Increased the amount of Artifacts given for winning a Forsaken Town map.
  • Changed how payments are applied to a Forsaken Town. There is now a % chance of having an outstanding payment when starting a game. The chance is lower in the easier version of the town, and higher in the harder version.
  • Tweaked the difficulty of the easier version of the Forsaken Town world event.
    • Increased the chance that some blueprints will be available for the player to select (instead of being already selected).
    • Slightly lowered the maximum number of Impatience Points players can start with.
    • Increased the chance of having more orders to pick at the start of the game (instead of having more of them already selected).
    • Reduced the maximum number of already opened small glades.
UI/UX
  • Changed the name of the Abandoned Settlement World Event to Forsaken Town.
  • If you have more than one Stormforged Cornerstone to choose from in the Forsaken Altar, the UI will no longer disappear after each pick and stay on the screen until you have selected all available Cornerstones.
Bug fixes
  • Fixed a bug where the Budget Cuts modifier was not applied to Prestige 16+ games.
  • Fixed a bug where some pre-built buildings in a Forsaken Town map were supposed to be in the blueprint pool but weren’t.
  • Fixed a bug where the in-game “Forsaken Town” effect had no name.
  • Fixed a bug where the Paste recipe still required only 2 Salt instead of 3.
  • Fixed a bug where paths could be placed on trees.
  • Fixed a typo in the Forsaken Town World Event popup.
  • Fixed a bug where open glades in a Forsaken Town map were counted towards order completion for active orders like “discover glades” or “discover glades in time”.
  • Fixed a bug where a Forsaken Town game would start in Clearance, but have Storm visual effects.
  • Fixed a bug where the wrong music track was playing when starting a Forsaken Town game.
  • Fixed a bug where the ruined Frog and Harpy houses had the wrong building materials assigned.
  • Fixed a bug where the sound effect for the cancel event button would loop endlessly if the event was resolved before the cancel was applied.
The current Experimental Branch version is 1.5.05.

May the storm be gentle on you,
Eremite Games



Previous Experimental Updates
https://steamcommunity.com/games/1336490/announcements/detail/4441205298304123168
https://steamcommunity.com/games/1336490/announcements/detail/4441205298304122973
https://steamcommunity.com/games/1336490/announcements/detail/4525647157467807756
https://steamcommunity.com/games/1336490/announcements/detail/4525647157467807754
Nov 6, 2024
Enginefall - danju92
Critical changes

Gear purge exceptions🪛
◦ Starter gear is now excluded from gear purge in the starter carriage
◦ As a special experiment also all T1 gear, including weapons, excluding explosives will also not be purged

Revolution train structure 🚂
◦ Train has now final structure of: border, compartment and landmark carriage
◦ First class has now a border carriage for breach counter mayhem and the last carriage before the engine is now botanical

Botanical carriage 2.0🌲
◦ Did you ever want to live a crazy bloodthirsty hermit in a jungle and ambush anybody going through your territory? Say no more!
◦ They layout and foliage has been changed to enable all your jungle ambush fantasies especially favoring solos or small groups
◦ For now just the layout pass has been done, far more foliage will be added next week



Weapon pass 🔫
◦ T1 Rifle has been removed. The Harpoon now fulfills its role instead.
◦ All weapons within their respective archetypes have been aligned with each other in terms of stats. A tier upgrade today only means larger magazine. More factors will be tweaked in the future. (Legendaries do a bit more damage).
◦ Spread on all guns overhauled with the intent of feeling better. Spread is one of the stats within archetypes that is the same between tiers.
◦ Recoil standardized within archetypes and are the same between tiers.
◦ Move speed modifiers on weapons have been modified.
◦ Grenades have been nerfed a bit
◦ Demolition Charges & C4 Charges now do less demolition damage so they take more to destroy structures.

Starter carriage changes 🆕
◦ New layout funneling players to important tutorial elements
◦ More Train Information Boards throughout the Carriage
◦ Better visibility of objectives
◦ Removed some crafting stations to reduce noise

Shopping malls 🛒
◦ Second and third class compartment carriages have now a dedicated shopping mall corners



Weaker pincode Engineroom Airlock 🔏
◦ The Engineroom pincoded airlock has now only 3 digits!
◦ The decoder is again in the game, so make the best use of it

New turret models 🖼️
◦ T1 turret has a new improvised turret model
◦ T2 and T3 have now the super cool gattling turret model. Balance changes to represent the visuals properly will come later



Legendary drill 🥁
◦ If you have Syncs to spare, you can now buy a legendary drill in the Sync shops



New T1 window animation 🪟
◦ Window animation changed. Now it opens and closes completely, which is great for shooting raiders or anyone.

Blue blueprint crates 🗺️
◦ Blueprints can be now found in their own special blue crates

Various updates
◦ Class and Engine breachers can be bought in gear shops
◦ Respawn live costs is far cheaper now
◦ Chicken roulette corners are gone, we all will miss the train rave!
◦ Caravan event is now in the trench instead of cargo
◦ Contract stations distributed across the whole train

Gremlins, Inc. - Standard of Ur
Dear community:

Today, we have 2 news to share:

Firstly, we’re happy to report that we have started a collaboration with HeyBox, the largest PC and console games community in China. This partnership allows many more China-based players to find the help and the advice they need about Gremlins, Inc. directly on the HeyBox platform, in their own language.

It is no exaggeration to say that this is all due to you, the players, who continue to play the game, and invite their friends to join the community. Gremlins, Inc. has been around for a very long time – next year, we'll celebrate a decade since the game released in Early Access! – and still, the game continues to be enjoyed by many players who love intellectually challenging board games.

Secondly, to celebrate this cooperation, we will be holding a collaborative Charlie Oscar x HeyBox Tournament “Double 11", with a set of luxurious, rare items in the prize fund: enamel pins, and t-shirts.





The tournament starts on November 8, with the following rules:

TOURNAMENT “DOUBLE 11”

08 Nov 2024 (12:00 GMT) – 15 Nov 2024 (12:00 GMT) (7 days)

EUROPE
ːcardsː Players: 4
ːscoreː Victory condition: 30 points
ːcursecardː Chaos Cards: allowed
:magic_sparkles: Character Abilities: allowed
ːtelegramː Impending Misfortune: hidden
ːcheatdiceː Characters: from random set
:RatsClock: Timer: normal
:Location: Field: Clockwork Town (1)

Tournament points (place/points):
  1. +120
  2. +20
  3. +4
  4. +1

ASIA
ːcardsː Players: 2
ːscoreː Victory condition: 35 points
ːcursecardː Chaos Cards: allowed
:magic_sparkles: Character Abilities: allowed
ːtelegramː Impending Misfortune: hidden
ːcheatdiceː Characters: from random set
:RatsClock: Timer: normal
:Location: Field: Clockwork Town (1)

Tournament points (place/points):
  1. +120
  2. +20

Players get tournament points for the following sessions:
  • EUROPE: the first 10 sessions
  • ASIA: the first 16 sessions
Only the results from these sessions will be eligible for awards.


PRIZE

The following prizes are be issued to the players who occupy the following places:
  1. Gremlins, Inc. original T-shirt and a set of enamel pins (4 pins), 5x illegal box of goods, Spooky Trail, Champion's trail, Pumpkin-o-mat
  2. Gremlins, Inc. – a set of enamel pins (4 pins), 4x illegal box of goods, Spooky Trail, Pumpkin-o-mat
  3. Gremlins, Inc. – a set of enamel pins (4 pins), 3x illegal box of goods, Pumpkin-o-mat
  4. Gremlins, Inc. – a set of enamel pins (4 pins), 3x illegal box of goods
  5. 3x illegal box of goods
  6. 3x contraband box of goods
  7. 3x contraband box of goods
  8. 2x contraband box of goods
  9. 2x contraband box of goods
  10. 2x contraband box of goods
  11. 1x contraband box of goods
  12. 1x contraband box of goods
  13. 1x contraband box of goods
  14. 1x contraband box of goods
  15. 1x contraband box of goods
  16. 1x contraband box of goods
  17. 1x contraband box of goods
  18. 1x contraband box of goods
  19. 1x contraband box of goods
  20. 1x contraband box of goods

Additionally:
Every player with 5 victories in a row (EUROPE) or 10 victories in a row (ASIA):
  • A Smart Plug (If 10 victories in a row (EUROPE) or 16 victories in a row (ASIA), additional 2x illegal box of goods)

Bounty hunter's award: The first player to win against the player with the best tournament points.
  • 1x illegal box of goods (If the winner of this tournament is undefeated, this award will also be given.)

Secret Award (the rule will be disclosed after the tournament):
  • 1x contraband box of goods

TOURNAMENT RESULTS

EUROPE

TOP20
  • 1st Chiruva 1081 points
  • 2nd Ain'tNoPhantom 968 points
  • 2nd .Grem 968points
  • 4th Pref_kz 900 points
  • 5th _SharK_ 884 points
  • 5th MentalCat 884 points
  • 7th waterfusang 881 points
  • 8th Алукард Дракулов 868 points
  • 9th 下棋蛮好 865 points
  • 10th Vassago 781 points
  • 10th lizogubnikita04 781points
  • 12th Fargal81 768 points
  • 12th MaeŝtrO\A\ 768 points
  • 12th veter 768 points
  • 15th expertamateur 765 points
  • 15th 臥虫小果丁 765 points
  • 15th 老实鹅子 765 points
  • 18th ScepticMouse 749 points
  • 19th redfish 748 points
  • 20th DANCE IN THE RAIN 733 points

5 victories in a row
  • Chiruva 6 victories in a row
  • expertamateur 6 victories in a row
  • Ain'tNoPhantom 5 victories in a row
  • Pref_kz 5 victories in a row
  • 下棋蛮好 5 victories in a row
  • MaeŝtrO\A\ 5 victories in a row
  • 好好吃 5 victories in a row

Bounty hunter's award
  • Eason hunt:Chiruva

Secret Award (Lucky Award: 11th and 111th player from the top on the tournament board)
  • lizogubnikita04 11th
  • Vector.Kamarov 111th

ASIA

TOP20
  • 1st 炒鸡厨客 1820 points
  • 1st 梅子孜然 1820 points
  • 1st GPA3.9 1820 points
  • 1st 夜之城赌圣 1820 points
  • 5th 坐忘道-骰子 1720 points
  • 5th 扮猪吃饲料 1720 points
  • 5th 卖 萌 失 败 的 1720 points
  • 8th Declan 1620 points
  • 8th ABC 1620 points
  • 8th 老百 1620 points
  • 8th 闹麻灯 1620 points
  • 8th FOX 1620 points
  • 13th U. 1580 points
  • 14th serendipity 1560 points
  • 15th hasusniper 1520 points
  • 15th 日暮辰昏 1520 points
  • 15th 梯西埃姆 1520 points
  • 15th 标 1520 points
  • 15th 萌新 1520 points
  • 15th haynest 1520 points
  • 15th Syulin 1520 points

10 victories in a row
  • 炒鸡厨客 13 victories in a row
  • GPA3.9 13 victories in a row
  • 夜之城赌圣 13 victories in a row
  • 卖 萌 失 败 的 12 victories in a row
  • 梅子孜然 10 victories in a row
  • Isaac 10 victories in a row

Bounty hunter's award
  • 梅子孜然 hunt:炒鸡厨客
  • 胯宝 hunt:梅子孜然
  • 鼠中龙凤: hunt:GPA3.9
  • Makise Kurisu: hunt:夜之城赌圣

Secret Award (Lucky Award: 11th and 111th player from the top on the tournament board)
  • 闹麻灯 11th
  • 雅 111th

prize for participation (Special thanks to everyone who played in this tournament!)
  • 3 Tournament Chests

Note:
  • Tournament points for some players on the Asia server who had errors in their results due to a bug have been fixed.
  • Prizes are being distributed as they become available, so please be patient.

Important:
  • Right holders of prizes requiring delivery should contact us in one of the following ways:
    • Send an email to ur@charlieoscar.net
    • Join the official Gremlins, Inc. discord and send a DM to Standard of Ur.
    • Invite Standard of Ur to be your Steam friend and use steam chat.

  • The following information is required for delivery:
    • Zip code (Postal code)
    • Address
    • Name
    • Phone number
  • Please note that if contact is not made by 12:00 GMT on December 1, this year, the right to receive the prize will be forfeited.

We would like to thank HeyBox and all the players for their cooperation in making the tournament a success.

[Team CO]
Hard Chip Playtest - Elorth
  • FIX race condition on validation process setting inputs values;
Unexplored 2: The Wayfarer's Legacy - jd
This week’s patch fixes some bugs and adds the missing dark magic effects for shields. It also rebalances the dark effects for melee weapons.

We have also added a ‘pray for help’ cheatcode to get some dark sigils easily if you want to test out this new range of effects. Check out the announcements on our Discord server for more details.

Gameplay Changes
- Adds a ‘pray’ code to get a couple of dark sigils for testing purposes.
- Adds dark magic effects for shields.
- ‘Black’ and ‘annihilation’ weapons ignore negative modifiers from rusty, notched, damaged, and wrecked.
- Increases the damage dealt by ‘black’ and ‘annihilation’ weapons when the magic weapon itself is damaged.

Bug fixes
- If the wayfarer dies at a quest location, quest data is properly cleared upon return to Haven.
- Fix for one instance of the bug that prevented you talking to fellow wayfarers after finishing a quest.
Nov 6, 2024
Im Bann Der Dunklen Jagd - ✪ smi.
  • Act I:Added in-game hints
  • Disabled death camera switch
Nov 6, 2024
StarMetal Crusaders - Brazen Aiden

Hello, Starmetal is officially going to be on hiatus. Any other games you see with this name were not authorized by us. We are currently in negotiations with the developer who was hired and paid to make this game. If these negotiations don't improve, we will likely have to take legal action against the developer. The original developer is no longer on our discord, and is likely taking steps to make his own. There is a chance his version will not be the ending version of the game. I will have more details later as this progresses.

This is and always has been the official steam page.

There seems to be some misinformation going around as to who we are as a company, and I want to clarify that. We are not just a publisher, in fact we are also a developer, worked directly under us. Why Are You Games is privately owned. The owner of the company hired the developer with salaried pay. He had been working for the owner for a number of months before he was allowed to work on Starmetal. At no point was this a deal made independent of the company or owner, and the developer has also contributed to other projects. He is well aware of this fact. Unfortunately mistakes were made, and a lot of trust was placed in this person, which ultimately turned out to be misplaced. However, there are still some legal actions we can take despite this setback.

...