Dec 3, 2024
Mash Box - Mash Games
-Work done to home page.
-Some bugs fixed with mod map loading
-Added, Loading wheels to data lists on home page
Dec 3, 2024
After Midnight - Digital Forge
- Now you can discard filters to find creature bosses more easily.
Tales of Fablecraft - Joey [Riftweaver]
Greetings, Mages! šŸ§™ We just pushed a hotfix, bringing Fablecraft to v0.20.3.

Bug Fixes
  • We performed lots of polish on Once Upon a Wildwood, including combat VFX updates and bug fixes.
  • We also tweaked language across store pages, demos, and campaign menus for clarity.
  • The new campaign creation button now sits at the end of the campaign menu instead of the front, making hopping into existing campaigns much easier.
  • We also fixed a bug that caused soundscapes to continue playing even after players left to the home screen.
  • Players will now see roll requests from GMs even when they are viewing character sheets! Hooray!
  • Level-ups now grant full HP and full Charge. Resting through growth, who knew?
  • We fixed a bug that would cause the inventory panel to show up completely blank.
  • We also fixed a bug that would label inventory items with incorrect rarity values. Sometimes a normal Bubble Frog really is just a normal Bubble Frog.
  • We’ve also made it so you can preview custom Jukebox uploads.
Known Issues
  • If a player switches audio output while music is paused, the music will start playing through the new output device. This only happens on the Steam version.
  • Kai and Cali sometimes switch places in the Arena Demo. We haven't figured out why this happens yet… we think they’re haunted.
  • The Precarious Bookpiles tooltip reads six damage, but they actually deal 13. Be prepared when in battle!
  • Total damage in tooltips doesn't always reflect actual total damage thanks to hero levels and talent bonuses.
  • Account deletion doesn't fully update for friends of the deleted account. Friends may need to manually remove the account from friend lists and campaigns.
  • GMs cannot consume or delete items on behalf of a hero via their character sheet, but they can pass those items on to other players.
  • If an item appears in several places throughout a GMG, it will appear "handed out" in all locations after the first handout.
  • Some level-up bonuses aren't fully applying at higher levels (Inventor Level 8 doesn't receive their third Spellcraft die, for example).
  • Game Log data does not always save from session to session.
  • If a music track is selected in the Jukebox, it will persist when changing in and out of battlemaps. The track persists until an environment with another music default is selected or the GM selects another track (which will persist again).
  • Power Breach caps the Elementalist’s movement to 1, regardless of speed without it equipped.
  • GMG hover text may not consistently appear. One workaround is to click into another tab on the sidetray and then click back to the GMG.
  • While in the Story Scene, staged character tokens show a remove button for all players, but they can only be removed by the GM. In the demos, these cannot be removed at all.
Night Stones - AdvanceNine
Hey everyone,

This build has the following changes:

- Improved camera when player is blocked by terrain
- Added an option for full manual camera control
- A world map is now available
- Bug fixes

Have fun!
Ryan
Keyboard Crush - АлᶾханГро
šŸŽ…Christmas UPDATE with improved atmosphere and design in MainMenu which is only temporary!

CHANGES:
  1. Added show Intro (developer logo, name) when the Game Start.
  2. Added "Clear" Command in Console.
  3. Added Temp Text (under develop.) in Difficult Menu.
  4. Added more background stars in MainMenu.
  5. Name of the game (prev. Rocket Blaster).
  6. Added New song "Vexento - Sad Robot".
FIXES:
  1. Inverted Y and Z Key (now more customized keys based on keyboard layout).
Best Regards,
Ā© AltexGamesStudios
Dec 3, 2024
Denizen - Departure Interactive
• Fixed drag racing vehicle statistics UI not reflecting upgrades
• Fixed garage vehicles sometimes overlapping in one space
• Fixed some casino games causing a softlock
• Fixed post-processing settings sometimes breaking during vehicle transitions
• Fixed possibility of drag racing exit command to be spammed, causing loading issues
• Fixed refresh rate setting not saving
• Fixed several text formatting issues
• Updated some labels in Settings menu
• Updated some loading screen descriptions
• Improved rendering performance in casino
• Improved lighting quality and traffic LODs on higher quality levels
• Lowered points required to spin lucky wheel
Galactic Civilizations IV - [SD] redskittlesonly

Megastructures is Stardock’s latest expansion for Galactic Civlizations IV: Supernova and boy is there a lot to cover! I have to keep things brief in these developer journals so today so I’ll be providing an overview of the core features that Megastructures brings to the game, with the intention to further deep dive into its various components later on.


Megastructures adds a new branch to the Engineering Tech tree, with a sequence of new Techs unlocking access to a new resource called Gigamass and all that can be made from it.


Gigamass is harvested from Dead Worlds (those with a Class of 0), by the new Planet Harvester ship.



One crucial point to note: Gigamass is a highly limited resource and once all the Dead Worlds on the map have been harvested, aside from some very small amounts generated through Events, that’s all there is. Gigamass is valuable but the AI may be willing to trade their own stocks if you have something they want in return, but generally speaking, it would be wise to carefully examine your own Gigamass stocks and the costs of each Megastructure (or other feature) when planning what you want to spend it on.

Gigamass isn’t the only new resource added: the enormous Megastructures and a whole host of new Civilization Achievements will require a constant power supply to run, which we’ve simply called Energy.


The maximum value here represents how many Energy points worth of Megastructure and Improvement can be run on a turn-by-turn basis. Exceeding this has maximum has severe consequences, so ensure you have enough Energy before you build Energy-sucking construction projects!

So how do you generate Energy? The first is with the new Solar Farm Improvement.


This requires a small amount of Gigamass to build and provides a small amount of Energy: perhaps best used for powering the other new Civilization Achievements requiring Gigamass to construct, such as this Precious Gem Synthesiser, an example of the new Civilization Achievements added with this expansion.


These might be helpful for civilizations that don’t want or need to build the Megastructures themselves, and to give players some powerful tools and fun tools to help kickstart their campaign a little earlier.

For greater power generation, you’ll need the first of our titular Megastructures: the Dyson Sphere!


First though we need a new type of construction ship to build Megastructures: the Stellar Architect.


Wrapped neatly around a star, the Dyson Sphere is a titanic construction that harnesses enough energy from its host to power your other Megastructure projects. Different star types will generate different levels of power.

Later on, the mighty Stellar Nexus become available for construction too. On their own these provide an impressive boost Civilization-wide boost to Approval, Manufacturing and Research, and this alone is worthy of the Gigamass investment.


That’s just the start though! They can be further extended with Augments, which require further Gigamass and Energy investment, and are available in three tiers, with later tiers unlocked later in the Tech tree. The type of Augments available for each Stellar Nexus is dependent upon the colour of its hosting star.


Above you can see the Cosmic Mirror Augment, which grants a huge +3 Technology to all your Core Worlds and Colonies, which will dramatically improve your overall Research.


For those more war-focused players, the Daybreak Engine provides a huge permanent boost to your Military output, speeding the creation of fleets, and providing every ship with increased Armor Rating and Shield Strength too. This makes smaller ships like Fighters, Bombers and Frigates very dangerous, and is perfect for when you need a lot of deadly ships constructed in a short space of time.


The current Augment can be upgraded for even better performance with later tier unlocks, or they can swapped out for a different Augment type completely whenever you like, although you will pay the Gigamass and Energy upkeep costs for this. Here we see the third tier Eclipse Engine and the improvement it gives to your Military, Armor Rating and Shield Strength. This is powerful stuff!

With the star classification affecting both Energy output for Dyson Spheres, and the kind of Augments available for a Stellar Nexus, and considering Dead Worlds are a source of the most precious resource in the game, there’s now more excitement in the discovery of star systems in the early phase of the game. We encourage you to carefully plan which stars to use for which Megastructures to achieve your goals of galactic domination!


Stellar Gateways are the next Megastructure type and must be constructed on the hexes surrounding a Black Hole.


When paired together, these epic-scale portals allow instantaneous travel from one to another, with the ability to link and unlink Stellar Gateways as needed, in the case that you’ve got an odd number of Gates, or you want to alter the destination of one of them.


The final Megastructure is the mighty Ringworld, the culmination of all the research you’ve put into these technological marvels. A gigantic ring is constructed to circle a star, with the inner edge made available for colonisation and the construction of many planetary Districts and Improvements.


This creates a perfect artificial Core World large enough to house many Citizens. It provides the very best tiles with space enough to construct your dream world. Fill it with factories, credit generating districts or farms, or build something even more exotic and specialised. Your imagination is the limit, and this Megastructure is perfect for Civilizations looking to peacefully expand the size of their empire in the mid and late game.


There are also some very powerful Ship Components for players to spend their precious Gigamass on too, and it may be that a war-like Civilizations such as the Korath Clan might prefer to direct this precious resource into their most favoured pastime instead of messing around with all that Megastructure stuff.


As you’d expect from a GalCiv expansion, Megastructures adds new in-game Events too.

This is just a very quick overview of the main features of Megastructures, and I hope this gives you some ideas for incorporating them into your playstyle!

Cheers!
Galactic Civilizations IV - [SD] redskittlesonly
Join us for a livestream event featuring the launch of the Megastructures Expansion!

Megastructures:
  • Dyson Spheres: These ultimate energy engines drive your civilization's growth, with energy output influenced by their host stars, making energy-rich white stars particularly valuable.
  • Stellar Nexus: The customizable core of your civilization, the Stellar Nexus can be upgraded with Nexus Augments that provide powerful effects based on its host star's color.
  • Stellar Gateways: Revolutionize travel by linking distant black holes, enabling rapid military maneuvering and trade. Form alliances through the Open Gateways Treaty to enhance cooperation.
  • Ringworlds: Construct colossal Class 39 artificial planets to support vast populations and ensure your civilization's legacy. These structures provide tile bonuses influenced by their host stars.
New Quests and Events:
Discover cosmic secrets through quests that unveil Ruined Ringworlds and ancient technologies, allowing you to create powerful Improvements and upgrade Orbital Improvements for extended reach.


šŸ“Location: Right here on Steam!
šŸ“… Date: Tuesday, December 10, 2024
šŸ•Time: 1pm - 3pm ET


Don't miss out on exclusive gameplay and developer insights. Set your reminders and join us for an exciting afternoon!
Dec 3, 2024
D.A.M. Champion - IkariCreative
- I corrected the typo with the type chart item.
- the player can now rest in either bed at their home as an alternate option for healing.
Slime 3K: Rise Against Despot - George | tinyBuild

Three New Abilities
They're at the far end of your category progress, so if you don't have Triangle of Darkness yet, you won't be seeing these ones anytime soon. And they're cool, so you should work on that!


1. Haaaands
2. Anomalies
3. Passive Ability Friendly Neighbor
There is a known issue with the achievements tied to these abilities not working properly. Our team is looking into this.

2 New DNA upgrades
  1. Dignified Exit: kills all enemies on the map once a level is complete.
  2. Extra Lightning: lightning strikes after every 10th proc of other Electric abilities. Lightning for the lightning god!
Reworked Abilities
Boomerang of Darkness and Cold Snap have been completely reworked.
  • Cold Snap happens once you hit 50 other ability procs. It combines well with rapid-fire abilities.
  • Boomerang of Darkness flies out after every 66 kills. Use it on levels with huge hordes of enemies.
Other Changes
  • The Despot's robot arms now spin ability cards when selecting your starting setup. No, this doesn't affect gameplay. But it sure looks nice!
  • The free abilities from Golden Goose are different now. It will almost always drop A- and S-tier abilities. Note: if your inventory is full, the bonus cards will be auto-sold when you close the window.
  • The name of the level will now display at the start of each level, along with an additional message, which could be advice or just the creative ramblings of the game designer.
  • Added a window to confirm session relaunch. We got some complaints about random relaunching, so we fixed that.
  • Now when you add a card to your deck in a slot that's not visible on-screen, the deck will scroll to that card. We made some other, less important UI improvements, too.
  • The abilities from Goose no longer unlock cards in the shop.
  • We fixed a few other bugs, which should result in improved overall performance.
Balance Adjustments
  1. We took another look at level 6. Again. It's longer now, which lets you get better prepared for the Black Swordsmen and boss. We're absolutely certain it's easier now!
  2. A lot of abilities have been buffed. No nerfs. But we tried not to buff the current most imbalanced decks, just provide healthy alternatives to them. We won't provide the whole list, just the main highlights:
  • The secret ability granted for the Fiery tag has been buffed
  • Boomerangs and several other abilities are better at hitting (hit radius increased)
  • Summoned creatures are more varied: tiny slimes appear more often, big slimes are slower and stronger, Doc Ocs now have a Claws ability that deals AoE damage.
  • A lot of less popular abilities have had their damage increased by 50-100%. Something you may have previously ignored might be crazy OP now!


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