Nov 26, 2024
Luma Island - michael
Another Hotfix is Live!

We’ve been listening closely to your feedback and working hard to make your experience on Luma Island even better. Today's update addresses several key issues to ensure smoother multiplayer adventures, fixes achievement tracking, and resolves other challenges you’ve reported.

Here’s what’s new in this hotfix:

Major Fixes and Changes

  • Fixed a number of issues that could cause players to fail to connect to a multiplayer game or to disconnect during the game.

  • Fixed an issue that could cause players to not receive Steam Achievements correctly.

  • Prevented players mistakenly dropping tools while throwing gravel by rapidly switching items. Missing tools will be re-issued to players that have lost them.

  • Existing games that did not receive the Jungle Map will now have it granted.

Minor Fixes and Changes

  • Fixed a rare issue where caves may contain a large number of chickens.

  • Removed blocking doors in one of the Jungle Temples that would prevent some players from completing the room.

Thank you for your continued support!
紅蜘蛛外伝:暗戦 - studio wasp

The latest in the “Red Spider”series of Hong Kong noir novel games, “Red Spider Anecdote: The Longest Nite”is scheduled for release in December 2024.
The hard-boiled story takes place in Thailand in 2009.
It is a full-voice work with all-new graphics.
Music is by Yasunori Shiono and Yukio Nakajima.
Please add it to your wish list.
Steam Store

Character introductions and a sample corner of the original soundtrack are available on the official website.
Official Website
Nov 26, 2024
JOI Lab VR 🔞 / 自慰ラボ - Caulino
  • Hand Position Adjustment option for devices or software where the hand position is incorrect
  • Added some text to the tutorial images
  • Troubleshooting option added when starting the game to help resolve common issues
  • File reorganization to reduce the chances of crashes after updates. Unfortunately, this requires a one-time full game download for those who already have the game, but it makes future updates easier and minimizes problems.
Shredders - Belgianbeer1
Glacier — You Are Welcome!

It’s almost winter again, the most wonderful time of the year for us Shredders. It’s getting cold outside, nothing better than a good old session of Shredders with your friends to keep you warm… or not! Because we made the coldest, most insane Uber cool new zone: Glacier!

It has one of the longest top-to-bottom flow lines in Shredders, and one of the hardest-hitting, air-time, and versatile parks we have ever created. We poured our frozen hearts into it, and all we can say now is go enjoy it, pull your best moves, chill with your friends, land some massive tricks, and have fun!


Massive new zone: Glacier
  • Glacier is huge! One of the largest additions to Shredders yet, whether you like big natural kickers, groomed zones, or back-to-back park features, we’ve got you covered. It also comes with not just one new half-pipe, but two!
  • 8 new missions showcasing the new zone and allowing you to unlock new pro gear for this season.
  • 17 new hotspots through the Glacier area. 8 lines score, 2 rail contests, 3 best tricks, and 4 new time attacks!

New objects for the object dropper
  • Ball Feature
  • Container
  • High Arc Rail
  • Flat Bar Rail
  • Warning Sign

Extra features
  • You can now turn your character into a ragdoll at any time by pressing both triggers and shoulder buttons (it’s useless but it’s fun)
The Long Drive - THE DOCTOR
Hello dear Players!

There is a new update for you!

As always, you can access this version if you right click TLD in your Steam, select properties, then select betas, and then select the upcoming version test!

So, let us see what we have here!

V2024.11.26b_test:
  • Added Milk ( With all it's cool benefits, just like in real life! )
  • Liquids are now visible in the Bucket
    and they pour from it's edge, not the middle
  • Ragdoll sync got better
  • Fixed an error when restarting in multiplayer
  • Fixed Auto Continue not doing anything
  • Added Button to set the selected save as the one which will be continued when Auto Continue
    happens
  • Load Last Save Button (and Auto Continue) no longer ignores save with different version
  • Filling with LMB now choses the closest cap to the cursor, not the player, so it's easier to fill the
    correct one when there are more next to eachother
  • Added a few more BSP entity handling
  • Fixed Distance Driven Reset Button
  • Rusty ship less shiny
Thank you for playing and testing!
Genesz, Gus, Gab, Doc



Endlight - misterbigpants
Dec. 9 is the ONCE-A-YEAR "RIGHT-TO-REPLAY" event. When you open Endlight on that magical day you will be CHALLENGED. Challenged in a way you have NEVER been challenged before. I recommend getting GUD before that. And should you win... SHOULD YOU WIN... HAH! Should you win.... you will get... an in-game coupon (non-transferable).



WAIT. It just occurred to me you MIGHT NOT OWN ENDLIGHT!? So we JUST put it ON SALE FOR 50% OFF ($7.50US)! That's 16 SEASONS (400 levels) of beautiful blistering intensity with ANOTHER 4 COMING SOON (free). Season 17 releases THIS week (Nov. 29) and good lord there's never been ANYTHING LIKE IT. There's actually never been anything like Seasons 1 to 16, but 17 can finally go all out knowing you can finally handle it. Thanks to our unstuck guarantee you WILL reach Season 17 but even if you don't, even if you don't... HAH!


Strange Antiquities - ben
Dear readers,

Welcome to another special edition of the Undermere Herald - the most trustworthy news source for Undermere and its surroundings.

As wintry winds sweep the streets and the frost settles on the windows of Undermere, what better time to sit down by the hearth and enjoy some beautiful art? That’s right, readers: after rigorous inspection and deliberation, we have chosen the winners of the Undermere Herald Art Contest.

Back in September, we challenged our most artistically inclined readers to design their version of the exterior of Undermere’s esteemed supplier of artefacts, Strange Antiquities, and quite frankly, we’re overwhelmed. We’re overwhelmed with the tremendous amount of art that has been sent in and it felt like an insurmountable task to determine a winner.

Before we dive into the outcome, we want to thank everyone who participated for their contributions! Seeing everyone’s art pour in has been inspiring, and the stunning artistry of your submissions took us aback, in the best possible way.

Every single entry was unique & special, which is why we want you to see all of them. Hence why in a supplement to the Herald, we have shared what we loved about each piece.

----------------------------------------------------------------------------------------------------------------

But without further ado, here are our winning entries in the Undermere Herald Art Contest.





As you can see we couldn't separate our two winners so we have given two first prizes!

All our podium winners will get a Steam code for the game as soon as it releases. Our 2 winners also get some exclusive physical art prints which we will be in contact to arrange.

Here is full list of all the entries to the contest. Aside from those that made the podium, all entries are in a random order. Each one deserves an honorable mention. You can see all the artwork and our thoughts on each one here.



----------------------------------------------------------------------------------------------------------------

So, that does it for this special edition. We want to thank you again for showcasing your talent and taking the time to show us your love for Undermere through so many unique mediums.

It’s hard to express how much it moves us to see the kind of love and effort that people put into sharing their love for Strange Antiquities in our small town.

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Bad Viking
Iceberg Interactive


SUPERVIVE - PADDINGTON PWYFF
Hey SUPERVIVERs,


> note: looking for IMMEDIATE action? Go read our week 1 patch notes here

DAMN. It’s been just one week since Open Beta, and already so many of you have jumped in, brought your friends, and given us great feedback. Fun fact: our playerbase has tripled since Steam Next Fest and we’ve just passed ONE MILLION LIFETIME PLAYERS since being in development. We’re humbled, we appreciate all of you for coming out, and we really mean it when we say we’re just getting started.


So how about we share some of that future energy now. We know with any new game launch—no matter how good—the immediate following question is: what’s next? You’re an insatiable bunch.

But this is what we’re built for, so let’s start… from the beginning (okay, July):

HOW WE GOT HERE

Since a majority of you are joining us from either Steam Next Fest or Open Beta (right now), you might not know how we’ve been developing SUPERVIVE in the open. With almost every monthly patch, we’ve done some combination of:
  • Big swings to improve major parts of the game (like the entire evolving equipment system or our strategic objectives rework)
  • Sweeping art passes as we elevate Hunters, the environment, the lobby, and the UI to our ideal vision
  • A whole lot of balancing and polish
  • And a ton of changes big and small based on all of your feedback
We’re not going to stop doing all of these in Open Beta and beyond - as you can see from our very first post-open-beta patch. That said, moving forward we are thinking about how we want to package these into something more… eventful.

NOV/DEC - OPEN BETA & THE COSMIC WINTER JUBILEE

We love seasonal events because they give us clear thematic ideas to work with, and we get to… go crazy. And even though open beta just happened, with winter around the corner we knew we had to do something fun for the holidays.

SO. This December, we’d like to invite you all to our Cosmic Winter Jubilee. With it will come new Powers, new Storm Shifts, new game mechanics, new cosmetics, and thematic changes to the Breach (that’s our map). You might also meet someone… new in your adventures. Who says no to free gifts?

JAN/FEB/MAR - SEASON 0, ARC 1: [REDACTED]’S WARPED TOUR

Not only will we have new environments, mechanics, and Hunters on the way, we’re also going to be taking some swings at a few parts of SUPERVIVE’s gameplay - similar to how we evolved equipment.

Now, because of the way we iterate with your feedback (and learn as we go), there’s no promise we’ll have new features or systems that we want to move forward with. But there are some design spaces we think are worth investing time and development into.

Examples: we’d like to come back to equipment in some way, if just to continue expanding on your available build options or adding more spice to your high-rolls. We’re also looking to lean into that ‘warped’ theme, with new reinterpretations of classic zones, powers, and items (classics of all of two months, hah). Finally, we’re interested in exploring more endgame variance and how your gold/shard economy works together.

Once again, like everything we do, these aren’t set in stone as we’ll learn a lot from your feedback, and likely add in new priorities based on that feedback. For example, ranked improvements have shot up our priority list (as demonstrated by our week 1 patch - and more coming), as well as getting improved social features and looking into better support for solo queue players (fair warning: a pure solo queue is likely not it, as that has massive knock-on effects for squad queue).

We’ll also be rolling out our very first battlepass for you to progress. To note: we’ll have some VIVE Points in there for you to unlock for free, and once you’ve purchased one battle pass, we do plan to let you go infinite (that is, earning enough through regular play to unlock the next).

So this is us sharing our current priority list for the next couple months. We’ll continue updating as we go.

APR/MAY/JUN - SEASON 0, ARC 2: [REDACTED] of [REDACTED]

Let’s not get too far ahead of ourselves here. We’ll just say: we’re cooking! We’ve already got some hunter prototypes in development, as well as an overarching theme to do with the Abyssals of SUPERVIVE. Don’t know what those are? You will :^)

All up: we have big surprises in store for next year and we want to build with all of your feedback, so keep it coming and we’ll share more at the start of 2025!

P.S. If you haven’t already, we’d love for you to review the game! We promise we’re reading every review (positive or negative) and prioritizing accordingly.

P.P.S. Also: heard on the OCE server (or lack thereof) sadness. Totally understand the negativity; playing on 170 ping is brutal. Just to be honest: our biggest challenge with OCE servers is maintaining a healthy queue population, which affects matchmaking, queue times, etc. Much bigger studios with much bigger games have launched OCE servers and had to shut them down due to low population. Ultimately it’s a risk we can’t yet take as a new, independent studio that isn’t yet profitable. One day we’d like to at least have servers closer to OCE, but we gotta get this plane off the ground first. Thank you to those playing through the ping and supporting us - sorry we don’t have the answer you’re looking for!
SUPERVIVE - PADDINGTON PWYFF


Hi SUPERVIVERs! We’re still deciding how we want to label our patches, so for now you get functional names and nothing numerical. We reserve the right to change based on our whims.

Aight let’s get to it. For this patch, we’ve been looking at the data and listening to your feedback, trying to formulate a set of mostly numerical changes for balance, along with some bigger changes to the ranked experience. RE: deliberately staying lighter on balance—we’re not taking massive swings because everything is fresh and things are rapidly changing. We want to leave space for metas to form and re-form, especially as knowledge is shared and y’all figure out how to counter Shrike.

Seeing a week one patch might also prompt questions as to what our desired patch cadence is, to which I’d say: we’re thinking one more BIG patch in December, then bi-weekly patches starting mid-Jan. Or maybe you’re asking about what our FUTURE CONTENT PLANS are, to which I’d say: READ THIS ψ(`∇´)ψ

OKAY LET'S FOCUS ON TODAY RIGHT NOW:
Ranked
#Discussions_QuoteBlock_Author
Coming into Open Beta, we knew there was still work to do, but wanted to get the game in your hands to validate feedback before digging into our competitive systems. Well… heard, chef! We were already working on a ranked upgrade for January/February, but have started yoinking things up to NOW per your feedback. So before we get to changes:

FOR THE FUTURE we would like to do a more comprehensive overhaul with plans for better leaderboards (friends, social, regional), rewards, and competitivityness. We also hear you regarding ranked feeling more grind-based than skill-based (we have some hypotheses as to why) and that doomed feeling as a solo player getting run over by a premade, but no promises yet, just plans.

FOR NOW: given all the constraints of shipping a patch within a week of launch and using the tools we have, we think we have a fun, temporary solution for the holidays.
  • Anyone with more than 500 Ranked Points at Legend Rank will get reset back to 500 RP (this is to recalibrate the top of the ladder competition with our new premade restriction rules)
  • Squads Master+ Queue will now be limited to duos premades at most
  • Duos Master+ Queue will now be limited to solos at most (this has been reverted due to community feedback!)
Oh... you might say, is that it?

CUSTOM GAME ACCESS FOR LEGEND+
#Discussions_QuoteBlock_Author
If you’ve ever been the top 0.01% of anything (couldn’t be me), you’ll know it’s lonely at the top and no matchmaking algorithm will save you when you’re just… better. Something something bell curves. Giving custom game access to Legend+ players lets these gifted SUPERVIVERS play socially after grinding through Masters with halved premades, while also upholding a core community philosophy of Theorycraft: the power of self-organization! There’s simply no way a formula can matchmake the best, but you can, through the power of friendship. Godspeed.

P.S. inevitably we’ll be asked about why not giving Custom Lobbies to everyone so I will speedrun the context:
  • Individual games of SUPERVIVE cost us for each instance hosted - meaning a 1-player game of SUPERVIVE is about as expensive as a 40-player game (this is me generalizing to an extreme)
  • Custom games also pull players out of the matchmaking pool, which harms matchmaking quality and queue times
  • Therefore: giving custom game access is very scary for us from a cost and game quality perspective
  • We’re gonna do it anyway (for Legend+ players) until January 15 because we don’t have other acceptable solutions for our very best
  • At MONDAY, 12PM PST, we will manually grant every player who is ranked Legend+ (duos and squads) the ability to host custom games for the whole week. Since it’s not Monday, we have already done this week's grants
  • If you fall out of Legend+ rank during the week, you'll retain access to custom games until the next sweep on Monday, so you have until then to reclaim your standing
  • Custom games include the ability to set storm shifts, powers, and game modes. They are also a little janky (it’s a dev tool currently) so pardon the dust
  • You can access Custom Games through the queue dropdown menu in the top left
  • This is a temporary solution and will be removed on January 15th, 2025
  • You must have at least 8 players in the lobby to start - we reserve the right to increase this threshold if things get scary (undefined). There is also no indicator as to why you can’t start (it just won’t start until you get 8+), so consider this patch note to be your UX
  • Legend+ players, if you want us to set up something on our official Discord to help you organize, reach out to PWYFF - otherwise it’s in your hands now
Death Circle
#Discussions_QuoteBlock_Author
We've heard lots of feedback on the changes to the initial circle size. While we believe the smaller size has improved our early game pacing—especially in cases where things feel real empty for the first few minutes—we also hear that some drop paths end up feeling claustrophobic.

We’d like to preserve our current game pacing, but want to alleviate that feeling, so let’s try this first set of changes. Keep the feedback coming!
  • Initial circle radius has been increased by +10%
  • The first circle will still close in the same amount of time, so it will feel faster once it starts closing
Hunters
Ghost
#Discussions_QuoteBlock_Author
Ghost is looking weak across the board. Giving him a little more damage & mobility to bring him back into the fold.
MK7 Glyph Rifle (LMB)
  • Damage increased by ~5%
Combat Slide (SHIFT)
  • Cooldown reduced from 12/9/8 >>> 11/8/8 seconds
  • NOTE: The level 2 to 3 change was not in the tooltip and not intended, so this is just buffing lvl 1 & 2, and leaving lvl 3 the same
Hudson
#Discussions_QuoteBlock_Author
We're seeing Hudson looking pretty dominant across all MMRs. Gun should go brr, but his mobility and range were feeling pretty out of line.
  • Aim laser now accurately shows range, both empowered and unempowered
Minigun (LMB)
  • Unempowered projectile range reduced from 1500 >>> 1400
Hover Jets (SHIFT)
  • Hover duration reduced from 2/2/2.5 >>> 1.4/1.4/1.75 seconds
Jin
#Discussions_QuoteBlock_Author
Our resident hot assassin is looking a little weak. This is also the last time we will use objectifying language for Jin, but he has recently just come into hotness and so we must celebrate (momentarily). To the change: we expect Jin to get better as people get more games in, but this small change should help him get there a bit quicker.
Flash Dagger (RMB)
  • Cast warmup reduced from 0.3 >>> 0.1 seconds
Myth
  • Recommended item changes from Rampage >>> Mindblade (it's better for her)
Shiv
#Discussions_QuoteBlock_Author
Shiv was impacted disproportionately by a tech change to more precisely control projectile ranges. This change gives her a little more threat range so she can function better at mid range.
Arcslinger (LMB)
  • Base range increased from 800 >>> 850
  • Empowered range increased from 925 >>> 950

Equipment
#Discussions_QuoteBlock_Author
These changes are mostly based on data we’re seeing - specifically: evolution pickrates, win rates, etc. Small nudges here and there to bring things in.
Vampiric Axe
  • All evolutions of Vampiric Axe are underperforming, so this is a category-wide buff:
  • Base Omnivamp increased from 7.5% >>>8.5% (the in-game tooltip rounds up so it’ll look like 9%, sorry. Also: all evolutions get this buff)
Swiftblade
  • Self-heal on empowered attack increased from 50 >>> 60
Rampage
  • Ability Power at max stacks reduced from 50 >>> 40
Powers
Two-Way Teleporter
#Discussions_QuoteBlock_Author
Some of y’all are sleeping on this power (and we know who because we’re tracking drop rates), so we're hoping light buffs will make it more exciting to hold on to. Some tips: teleport resurrection beacons! Pre-drop teleports for mid-fight flanks! Try third-party kidnapping someone from a fight! Oh the possibilities!
  • Cooldown reduced from 100 >>> 70 seconds
  • Minimum delay on reactivation reduced from 10 >>> 8 seconds (so it’s faster to teleport)
Bungee Shot
#Discussions_QuoteBlock_Author
Philosophically we feel the same as above (cool power y’all sleeping on), so we’re gonna buff it until you like it >:^)
  • Cooldown reduced from 20 >>> 16 seconds
  • Shot warmup time reduced from 0.2 >>> 0 seconds (so it’s near instant)
Bugfixes
  • Fixed Felix’s name in French
  • Fixed issue where AFK detection would kill players even when they return from being AFK
  • Fixed Shiv’s Secret Agent Golden Gun Chroma so it isn’t pulling from base gun textures in-game
  • Improved ping retry on region latency check to reduce issues where players get disconnected entirely from the internet due to spam
Hordes of Hunger - sarahmkwalee
Welcome to the Keep of Lost Souls, a series where we do an in-depth dive into one of the gruesome creatures from Hordes of Hunger.

Introducing The Golem - the final stage of those affected by the Beast’s curse.

These horrifying amalgamations of flesh and teeth are as powerful as they are ugly. Their robust body can withstand several blows, and their grotesque arms are used to slam onto the floor to release a burst of energy that even the strongest warrior cannot block.

Feast your eyes on The Golem below:



Defending yourself against The Golem proves difficult, but not impossible. Your best course of action is to dash, slash, and jump back in order to avoid the powerful blows.

Test your skills against The Golem in our demo now:

https://store.steampowered.com/app/3241800/Hordes_of_Hunger_Demo/

Want to get your fill on the latest news? Join our Discord to sink your teeth into some exclusive content.

Don’t forget to wishlist and follow us at @hordesofhunger to stay up to date on the impending darkness.

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