Nov 13, 2024
Crayon Legend - 5|N INTERACTIVE



#Discussions_QuoteBlock_Author
I took the time to replace the code for the Name Plates for the Items you feed the mimic to make it stop getting stuck and flashing. This should help the Epileptic Players a great deal (I'm working on the Floor Textures which are still Z-Fighting with the Fog Layer). And should stop the ADHD/OCD frustration it was causing. Thank you to both sets of testers for making me aware that it was a challenge. Part of making the game disability friendly is that I have to be aware of things which may be outside of my range of understanding. So I really appreciate the kind feedback and disability advocacy from the players!

-Brandon
Nov 13, 2024
Counter-Strike 2 - Piggles ULTRAPRO
We're happy to announce the return of the momentarily lost classic, Train.



There's plenty of classic Counter-Strike in every inch of this map—but we also made sure to mix up the gameplay a bit to keep you Train veterans on your toes. We also gave it a full visual overhaul, which means your favorite bleak Eastern European train yard is now 60% cloudier. With a chance of rain? We guarantee it.

So queue up and get ready to master the newest version of one of Counter-Strike's most iconic maps. Train is now available in casual and competitive game modes.

Overpass Updates and New Community Maps


Overpass has received a number of updates based on community feedback, and we're adding four new community maps to the game. Basalt returns to Counter-Strike 2 alongside Edin in casual and competitive game modes, and Palais and Whistle have been added to Wingman.
Nov 13, 2024
Necromancer's Revenge - GoldenPickGames
Hello,
We have unexpectedly released version 0.9.0 of the game. While the game is still lacking in some areas, we will continue to enhance it through regular updates to make it more enjoyable.

Upcoming Update (November 22)
Gamepad support
New stage
New summon


Please share your thoughts in the Steam discussion board.

Thank you.
Counter-Strike 2 - Piggles ULTRAPRO
[ DAMAGE PREDICTION ]
  • Added damage prediction settings. Damage prediction allows clients to immediately play the audio/visual effects of inflicting damage without waiting for confirmation from the server. Damage prediction can make shooting feel significantly more responsive, but comes with the risk of occasionally being wrong (e.g. due to aim punch, tagging, or a death that your client isn't yet aware of).
  • Predicted body shot effects (disabled by default), head shot effects (disabled by default), and kill ragdolls (enabled by default) can each be toggled separately.
  • Damage prediction is not active when you have high ping.
[ ANIMATION ]
  • Updated the third-person animation that plays when a player is blinded by a flashbang. The animation now accurately represents the player's visibility level, and the pose will only show the player's arm covering their eyes when they are completely blinded.
  • Fixed a case where legs weren't animating correctly while taking damage.
[ GRAPHICS ]
  • Added ambient occlusion for first person legs to better ground them in the environment.
  • Performance optimizations for molotov and incendiary effects.
[ GRENADES ]
  • Added axis labels to the grenade line-up reticle tick marks.
  • The grenade preview camera now shows the result of a jump throw while the jump button is held.
[ MAP GUIDES ]
  • Added a map guide for Train, which demonstrates four simple Terrorist grenade line-ups. To load a map guide, go to Play→Practice and toggle "Load Map Guides" on.
  • Added concommands annotation_* which enable the creation, saving, and loading of map guide nodes and files, which are stored in /annotations/.
[ MISC ]
  • New game settings for radar map blending and background opacity.
  • Fixed a case where progress from a previously completed Armory Pass would show during activation of a new pass.
  • Fixed a regression with Chinese input via the Microsoft Input Methods.
  • CSTV now allows setting tv_delay and tv_delay1 to a value smaller than 6 seconds.
  • Charm Template number is now available in Charm descriptions.
[ MAPS ]

Train
  • Added Train to Competitive, Casual, and Deathmatch modes.
Community Maps
  • Added Basalt and Edin to Competitive, Casual, and Deathmatch modes.
  • Added Palais and Whistle to Wingman mode.
  • Removed Thera, Mills, Assembly, and Memento from all game modes.
Ancient
  • Fixed some lighting errors.
  • Fixed some collision gaps.
  • Fixed some bad wall bang spots.
  • Fixed a stuck spot.
Italy
  • Fixed some bad boost spots.
Mirage
  • Fixed a pixel peek.
Overpass
  • Visual updates to canals area and B-site.
  • Rework of heaven drop down mechanics.
  • Performance improvements, particularly in canals area and B-site.
  • Added a sign that blocks a bad line of sight from long boost to CT spawn.
  • Removed small fence at the edge of party/picnic that interfered with visibility to train station.
  • Removed some geometry under wrecked truck that looked like player legs.
  • Replaced some windows with opaque surfaces in train station to remove bad lines of sight.
  • Deleted a tree that interfered with a line of sight.
  • Moved one of the crate lids on A-site to block a bad line of sight.
  • Removed some lamps that could look like player heads at A-site.
  • Removed some trees and objects around park and train station that prevented players from backing into certain useful spaces.
  • Removed a chain link fence in alley that made players hard to see.
  • Adjustments to fog and decreased the distance at which character models get an increased visibility effect.
  • Made shelf in heaven look less like a player.
  • Adjusted props and lights in heaven to reduce noise and make players brighter.
  • Removed handcart behind barrels at B-site so players can back into the corner.
  • Adjusted collision around barrels for better player movement.
  • Added light behind barrels for better player visibility.
  • Fixed weird collision on barrel that made for inconsistent wall bangs.
  • Fixed bad graffiti rendering at B-site.
  • Removed concrete block behind the cement bags at B-site for less awkward player movement.
  • Set many smaller props to exclude player movement and grenade bounces.
  • Fixed some pixel peeks.
  • Small visual updates throughout the map.
Shoots
  • Performance improvements in some areas.
Mad Smartphone Tycoon - GamerskyGames
Hey everyone, it's Muradin!

The all-new version of Mad Smartphone Tycoon is live! We've got the Talent Market and Furniture Store, as previously announced, plus a slew of optimizations and tweaks based on your feedback. I hope these new features and improvements bring even more fun and challenges to your gaming experience! Check out the detailed updates below:

Highlights
  • New: Wireless Earbuds Design, Development, and Sales: Starting from 2017, you can unlock and sell trendy wireless earbuds, opening up new business opportunities!
  • New: Talent Market: Periodically, you can choose the right employees from the talent market based on your company's R&D needs and development strategies to build your professional team.
  • New: Furniture Store: Players can purchase unlimited basic furniture from the furniture store, enhancing the company environment and boosting employee efficiency. Decorate your smartphone company to your heart's content.
Optimizations & Adjustments
  • Flashlight added to phones
  • Sandbox mode now allows unlimited object placement
  • Phone pricing and naming can now be decided after confirming R&D
  • Adjusted phone component placement, added value input boxes for more precise adjustments
  • Fan count now changes even when phones aren’t being sold
  • Added new achievements
  • Fixed issue where self-developed hardware prices weren’t affected by R&D scores
  • Various value adjustments...

As an indie developer, I really appreciate all your support. If you have any suggestions or ideas, feel free to join our community and share them with me. Also, if you encounter any issues while playing, please join the community and let me know so I can understand and resolve your problems more quickly and directly.

Thanks again for your support and understanding!

Happy gaming!
Center Station Simulator - oOo
- The small shelf can be filled thanks to the unlimited cube for fruits and vegetables
- The average shelf can be filled thanks to the unlimited cube for fruits and vegetables
- Fixed rotation of avocado in tree.
Into the Dead: Our Darkest Days - Harriet_PikPokCM
We've got another quick hotfix for the demo.

Patch Notes
Fixes
  • Fixed an issue where the survivor and zombies could get stuck at the edge of the plank to the Fire Station No.8 tower.
  • Fixed backplane zombie seeing the survivor in the cover spot on the roof of Walton Taxi Depot.
  • Fixed floating and hidden cover spots in Griffith & Sons Hardware.
  • Fixed "Bad Back" red text appearing behind "Grief" trait when you first open the Survivors tab.
  • Fixed material in outdoor areas of Walton Taxi Depot. It was wooden planks and should be concrete.
  • Fixed the issue with the Point of Interest that caused a crash and moved the zombies around where the Point of Interest is.
  • Fixed an issue where the player is sometimes able to skip forward phases if they spam button presses.

Don't forget to join our Discord: https://discord.gg/decJp9nKwT


_____

Harriet
Community Manager
Scientist Creature - Procursator Studios
We fixed a bug in the Simplified Chinese language compilation
Welcome Back, Commander - conradproteus
Hello Commanders,

More news, we hit new milestones.

We managed to finish all maps for Defcon 4 and now we started implementing them. The first one was added yesterday and here is the reveal:



Yeap, it is a library.. Because the game content will be short we are focusing on delivering high-quality in our environments and player experience. What does this mean? Well, it means that each scenario will have a special mechanic/gimmick. For example, this Librabry map has storm weather effects that will prevent the player from doing hit & run so on this map you must first survive until the storm ends.

Oh, we also added some hot interactive cutscenes within the scenario itself and many easter eggs.

Talking about the storm, here are the new storm visual effects rain + thunder.




Preview gameplay:

https://youtu.be/S1fUPo2LZnU?si=KXkJlrYe4H4a3SYw


And today we added the Subway map.



The Subway unique twist is that you can use the alternative way out with some penalties but if you wait for the train to arrive a new exit path will be unlocked and you can leave without penalties but thers a catch. When the train arrives it will have unwanted passengers.

In conclusion, each environment is tailored to provide a certain experience.



OK time to go back to work, we need to finish Defcon 4 this month. If this week we manage to implement all scenarios then next week we will start adding custom random encounters for this Defcon as well + a special scenario and full-screen cutscenes.



If you want to support us you can join our Discord and share some gifs with 90thies action heroes, "GET TO THE CHOOOOOOPAAAA!"

Discord invite: https://discord.gg/ak5zXQxR7D





best regards,
Cristi P. - 16 BIT NIGHTS
Nov 13, 2024
SPIRITUS - spacefarergames
Spiritus 1.0.14 Master

With this patch we have made substantial changes to the game's engine, lighting, performance and fixed bugs.

We apologize for the delay in patching the game since release last year.

Specifics;
  • We've significantly improved performance in this build
  • Lighting is now vastly better than before with improved colour
  • Fixed missing wall textures
  • Updated Spacefarer Brand Ident
  • Upgraded the game's engine version and fixed bugs
  • Game download size and storage requirement is now significantly reduced.
  • Game load times between scene changes is now much quicker
  • Fixed issues with outside dropping FPS
  • Fixed game breaking glitches
  • Fixed crashes from occurring with areas with many trees
  • Added DirectX 12 support.
...