Omega Labyrinth Life - D3P_uchida
Thank you for playing “Omega Labyrinth Life”.

Thanks to your generous support, sales of this title have been steady since its launch in 2019. We would like to express our sincere gratitude to you.
As a way to thank all of you for your support, we will soon be revising the prices of the following DLC and plan to make them available for free.

<DLC to be made free of charge>
- Vox Ecstalispear
- Vox Bluriades
- Vox Munechika
- Vox Mastilteinn
- Vox Breasickle
- Vox Tituceus
- Vox Brysteleif

*The new price is scheduled to be revised on December 18, 2024 at around 18:00 (PST).

We would like to ask those who are considering purchasing the above DLC to please take note of this.

Thank you for your continued support of “Omega Labyrinth Life”.

Thanks!
Team Omega Labyrinth Life


https://store.steampowered.com/app/1170453/_/

https://store.steampowered.com/app/1170454/_/

https://store.steampowered.com/app/1170455/_/

https://store.steampowered.com/app/1170456/_/

https://store.steampowered.com/app/1170457/_/

https://store.steampowered.com/app/1170458/_/

https://store.steampowered.com/app/1170459/_/
Dec 9, 2024
Infinity Islets - Suspicious Penguin
Hotfixes address game-breaking bugs that need urgent resolution to ensure they don’t ruin the player experience.

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Review Reminder: If you purchased Infinity Islets, please leave a review. It helps a lot!
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What's changed:

  • Saving: Fixed the issue where the save file was corrupting when taking artifacts from the museum back to the islet through the portal.
  • Miscellaneous Fixes: Various other small fixes and improvements.
Dec 9, 2024
MEMORIAPOLIS - 5PM_JBR
Can you introduce the new faction system?
In Memoriapolis, factions are an essential pillar of your city's life and development. Each age introduces a unique faction for each of the game's six cultures. Their management is based on two key elements:
  • Trust: If a faction trusts you, it offers unique bonuses. If it loses trust, it withdraws and blocks part of your city.
  • Power: Reflects a faction's influence. A high level of power unlocks buildings and wonders, and intensifies the faction's involvement in the city. Beware, however, that a faction that is too powerful can become autonomous and make important decisions without your approval.
How is it different from the previous system?
In the old system, there were many factions, but their role was limited. This multiplicity made it difficult for players to invest in their evolution.
Now, the number of factions has been reduced to offer deeper, more engaging interactions. Each faction is better defined, with a charismatic leader and specific expectations. Their power is now at the heart of progression, unlocking bonuses and richer interactions.
Is it enough to have just one faction per culture?
Yes, because it allows us to concentrate our efforts on each faction, making their interactions more meaningful. With fewer factions, each occupies an essential place in the game and benefits from greater personalization, both in terms of its role and its relationship with the player.
Why does a faction want to move in? Can I refuse?
A faction wishes to settle when a cultural building influences the surrounding neighborhoods, and 50% of the neighborhood's inhabitants adopt this culture. You have the option of refusing, which will be noted by the faction, but with no lasting grudge.
Can two factions fight over the same neighborhood?
No. Once a neighborhood has been allocated to a faction, it belongs to that faction. So it's crucial to think carefully before ceding control.



What is the power of a faction?
Power represents a faction's influence and capabilities. It increases over time and through your actions, unlocking cultural buildings, services and wonders. However, excessive power can make a faction uncontrollable, and several overly powerful factions can take control of your city, leading to your defeat.
Has the chaptering system changed?
Yes, the chaptering system has been replaced by mechanisms linked to faction power and city center level. The latter takes on greater importance, offering access to new resources, buildings and events.
Can factions enter into conflict?
Yes, factions are independent entities that can compete with each other, creating local tensions.You can choose to resolve these conflicts or leave them to the factions, depending on your priorities.
What happens if a faction becomes too powerful?
A faction that becomes too powerful can interfere with the running of your city, making decisions without your approval. If several factions reach this level, they risk taking total control, leading to your expulsion and defeat. Careful management is essential to avoid these scenarios.
Can I expel a faction from my city?
Yes, but there are risks involved.You can choose to expel a faction from a neighborhood or banish it from your city altogether.Depending on the severity of the action, this can lead to a loss of confidence and power on the part of the faction concerned. They could even rebel and cause riots, making the management of your city more complex.

WIP Faction interface

What happens to unlocked buildings if a faction loses power?
Cultural and service buildings unlocked thanks to a faction remain accessible as long as that faction's power exceeds a certain threshold. If power falls below this threshold, it becomes impossible to construct new buildings associated with that faction, although existing buildings remain unaffected.
What happens to ancient factions when we move into the Middle Ages?
Factions introduced during an age remain present in your city.They continue to contribute to its development, preserving and enhancing the heritage they helped you build.
Even after the end of the age in which they appear, they play an active role in the management and evolution of your city.
Star Chef: Cooking & Restaurant Game - publishing
* Enhance your Trader Post with Upgrade Academy to reduce cart travel time and increase the probability of receiving goods—your adventure just got more rewarding!
* Unlock extra Cooking Lab slots and enjoy boosters that last longer, all while navigating a sleek, upgraded UI that makes boosting easier than ever!
* Join Kekoa’s Holiday Adventure for festive fun, snowy vibes, and exciting rewards. Transform your terrain with the magical Holiday Terrain and festive spirit!
Dec 9, 2024
Aeons Echo - NtkuLover


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Beff Jezos Simulator - joyjutsugames
Hello everyone!

This small update improves order management for a better gameplay experience:

🛠️ What’s Improved:
• Optimized the order list management for reliable operation.
• Delivery is now smoother, faster and more efficient.
• General tweaks for better performance.

No action needed – your game updates automatically. Enjoy the enhancements and keep building your empire! 🚀

As always, please keep sharing your feedback with us! More updates are on the way – stay tuned! 😊

Best,

The Beff Jezos Simulator Team
Dec 9, 2024
Ages of Conflict: World War Simulator - joysparkgames
Bugfixes & Improvements
  • Updated Europe 1938 scenario
  • Added a 35 character limit to unification names
  • Reversed the terrain painting change for crossings, but not for land terrains
  • Attempted to further fix NaN values appearing
  • Made some Map Editor button detection zones bigger
  • Fixed an issue where you could enter special characters into Workshop item names, corrupting your items. If you want such characters in your item title, you can later edit the title through Steam
  • Fixed a bug where you could paint crossings under cities
  • Fixed errors from new nation spawns while in Income Map Mode or Statistics
  • Fixed minor errors when exiting simulations
  • Fixed one color in 1914 World Map
  • Fixed some translations
Dec 9, 2024
ARC TCG - gabry90
Hi everyone, in this update we continue creature expansion and did some changes/fixes

New:

  • Added 3 new creature, 1 per faction: (we'll continue to add new creatures in next updates)
  • Support Wizard
  • Armored Elephant
  • Ghost Pirate

Changes:

  • Reduced player name change cost from 500 to 250

Fixes:

  • Fixed multiplayer notification UI
  • Fixed various translations
Dec 9, 2024
Pixel Composer - MakhamDev
Interface
  • Add manual verification to the Patreon process.
  • Reduce lag when loading large files.
  • Reduce save file size.
  • [Graph] Improve display performance.
  • [Graph] Adjust junction distance and padding to match default grid settings (this makes junction 25% smaller).
  • [Graph] Improve junction rendering on non-integer zoom level.
  • [Graph] Change extension order for diagonal connection to be based on distance to edge instead of ascending.
  • [Graph] Add undo point for junction anchor positioning.
  • [Timeline] Hold ctrl while dragging the frame cursor to move outside the animation range.

Node
  • New Sample gradient node
  • New Oklch color node
  • Loading graph now ignores connectivity rules.
  • New pure function group: A group that only contains static nodes will now be flagged as "pure" and render faster (can be opt-out on the settings page).
  • Path input now supports "./" for relative location.
  • Node that connects between inline groups will automatically be included in the group on load.
  • Setting any file path will now try to redirect the missing file to the new directory.
  • [SmokeSim] Improve simulation accuracy.
  • [SmokeSim domain] Add boundary conditions (wall, wrap).
  • [SmokeSim domain] Add timestep property.
  • [SmokeSim render] Now use domain dimension by default.
  • [SmokeSim emitter] Add built-in shape types.
  • [SmokeSim emitter] Add repulsive, vortex fields.
  • [Crop content] Background now defaults to transparent instead of black.
  • [Group IO] Now show the node name when zoomed out.
  • [Armature create] Improve interface
  • [Armature create] Combine move and scale to a proper transform tool.
  • [Armature create] New bone mirror tool.
  • [Armature pose] Posing now modify vec4 node if connected.
  • [Armature pose] IK now takes priority when selecting.
  • [Armature create, pose, rig] Now render armature in graph.
  • [Inline Loop] Now display repeat junction if set visible.
  • [Array Sample] Input changed to `any` type.
  • [VFX Trail] Add a label to enable "output all particles" at the spawner node to render properly.
  • [VFX] Double-clicking on another non-render node now shows the render preview.
  • [Number] Rotator display type will also affect preview gizmo.
  • [Number] New flat-style display option.
  • [Number] New increment display.
  • [Number] Range, step, and speed properties now available for rotator type.
  • [Palette extract] Add mask input.

Bugs
  • Fix inline group adding to node when loading.
  • Fix crash related to struct loading.
  • Reduce memory use when creating a new node.
  • Fix errors when duplicating nodes.
  • Fix decimal precision loss when previewing numbers.
  • Fix errors when loading some older projects.
  • Fix quaternion value does not auto-convert vec3.
  • [Gradient selector] Fix added key has the wrong color in some color space.
  • [Graph] Fix loopback connection sometimes does not display loop options.
  • [Graph] Fix junction not showing up unless toggle manually.
  • [Graph] Fix aligning node can't be undone.
  • [Graph] Fix dropping the backup project file not loading it.
  • [Transform Box] Fix rotation textbox overlay not drawn in the right place.
  • [Transform Box] Reduce widget size.
  • [SmokeSim apply velocity] Fix node not working.
  • [Array] Fix hidden junction still showing value.
  • [Image] Fix path input accept array data.
  • [Lua surface, Lua compute] Fix value input not showing up in the first argument.
  • [Scatter] Fix error on processing.
  • [Scatter, Bend, 3D Transform] Fix pixel interpolation not working.
  • [Color data] Fix error when processing array.
  • [Scatter] Fix surface position not updating
  • [Statistic] Fix min/max add argument swapped.
  • [oklch] Fix error when using adaptive grey clipping on some input.
Project QT - NtkuLover


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