Dec 19, 2024
Don't Starve Together - KleiFish
Changes
  • Improved behaviour when trying to decorate a Snowman using items from your backpack or other containers.
  • Updated the Chinese localization files.

Bug Fixes
  • Fixed bug where everyone, including Wes, was using Wilson’s strings when rolling Snowballs.
  • Fixed crash when equipping Moggles or Eyebrella on Snowman.
  • Fixed crash loading some worlds with carved Pumpkins.
  • Fixed crash if the first footstep you take after spawning in is to roll a Snowball.
Rocksmith® 2014 Edition REMASTERED LEARN & PLAY - takaaki.goto
・Adjusted some of the songs included in the game.
・Some of the in-game achievements/missions have been changed according to the adjustments made to the songs.
Dec 19, 2024
Morrigan's Isle - Saturn
This list of changes includes 0.6.0 (Initial release) - 0.7.3.

Gameplay Improvements:
Enemy waves now give pre-set loot drops with a mixture of equipment, resources to build and craft along with blueprints to unlock new stuff.

As new tower types and stuff get added, I will undoubtedly start having enemies drop the blueprints for them as prizes for reaching certain waves.
IE reaching wave 10 could unlock a flamethrower tower for example.
I would like to add a UI to see what "prizes" are coming up next to make getting to higher waves more rewarding feeling.

Topaz gem added as a rare drop from Copper, Iron, Silver and Gold ore nodes.

Topaz Silver and Gold rings craftable to increase movement speed.

Performance:
Texture VRAM usage optimized project-wide by lowering texture res where it isn't noticable and eliminating unessesary textures.

Tree shaders tweaked to make the leaves look less shiny and overly reflecting the skybox, and shaders optimized a bit.

Bugfixes:
Stats not being added back correctly to a respawned character all the time fixed.

Tree of Life glowy effect moved from the center of the tree to off to the side and spinning around the tree to avoid it being inside larger growth stages of the tree.

Tree of life sticking through the pot in some stages fixed.

BuiltOnLandscape status not being carried over when a structure is destroyed and rebuilt from a "hologram" fixed.

Advanced Repair Kit not crafting fixed.

Magic arrow having the minor craft option twice instead of minor, major and superior fixed.

NPCs blocking players fixed.

Rested bonus counter going into the negatives fixed.


Thanks for reading and happy holidays!

Please remember to leave an honest review of the game to help other people know about it.
Thank you.
Stardew Valley - ConcernedApe
Hello everyone,

Stardew Valley was successfully nominated for the Steam Awards, in the category "Labor of Love". Now it is in the final selection.
Please consider voting for Stardew Valley in the final Steam Award vote!

Thank you for your continued support of Stardew Valley through the years.
-Ape ːstardropː
OVRLRD - Niall
Greetings, operators. There's another big update coming and I'd like to break down how it works for you. The main additions are a persistent 'career mode' metagame, as well as the long-awaited mech painting system.

THE LIVERY EDITOR

No more will you have to choose between whatever three or four liveries I've been able to bodge together! Relive the days of mech games past with your own fully custom skins:



This is the next step for custom content. In its current form, the Livery Editor is a non-VR scene you can enter from the main menu, without ever putting on your headset. Then you can use a selection of brushes and any color to paint directly onto the base texture of each mech - you can also easily import any PNG file to use as a brush or stamp in the editor.

Once you're done, you can give your livery a name, save it, and open the folder that holds all the custom liveries. You're then free to edit the resulting PNG in any external program you like.

Now, when outfitting your platform, you can select from the built-in liveries or any of your custom liveries as well, no matter how ugly they are:



Once this is stable and functioning, I'd also like to activate Steam Workshop support for uploading and downloading custom liveries.

CAREER MODE

While I work on more content and features, I wanted to give OVRLRD players something a little meatier to return to beyond just repeated skirmish games.



Career mode essentially just adds a metagame to the skirmish mode. Previously players would unlock platforms and modules with a one-off payment and then play random missions with no context or stakes. In Career mode, you start in debt to Maulkin Superheavy Industries, and must maintain your collection of platforms, modules and NPC operators between operations.

Complete operations to earn cash, then spend that cash on repairs, new equipment, or hiring new allies. Dig yourself out of a financial black hole by blowing things up with mechs.



To support this new mode, I've overhauled the hangar and debriefing systems. Instead of vaguely outfitting your mech in a sinister dark void, configure your setup for each mission with a new and improved UI. (Still needs some polish so let me have your feedback on Discord!)

Choose your deployment position - no more getting blasted to death instantly because you spawned inside an enemy stronghold! Then get flown into battle on our still-slightly-buggy-but-functional cargo ship:



After your mission, review your performance and your financial situation in the improved debriefing room:



Career mode will need ongoing work to add depth and complexity to the experience, but it's fast approaching a state where it'll benefit more from player feedback than it will from quiet development. My hope is that it'll give players more context and investment in operations, giving them real reasons to retreat or attack.

Can you risk losing your only rocket pod in a frontal assault? Are you willing to send your ally instead, knowing that they might die and lose you an entire mech? Do you need to take a harder mission than usual to pay down your loan before the interest rates kill your company? These are the kind of decisions I want players to have to make while dodging rockets and tumbling down mountainsides.



PLAY IT NOW

The update isn't ready yet, but if you're interested you can play the WIP version right now, on the public-testing branch! Beware: this build is highly experimental, so the campaign and scenario modes have been disabled for stability. Only switch if you understand that things will be broken.



Beware of instability and expect bugs. Please head over to the discord to share your feedback and bug reports.

I'll post a full changelog and update post when Career mode drops, but the update also includes big changes to terrain generation, performance improvements, a night vision toggle switch, bugfixes (the return of trees!), dynamic damage texturing on mechs, AI improvements and new music from composer Samuel Lilly.

Thanks again for your support, and for giving OVRLRD a chance. I hope I'm proving that this project has legs (lol), and will continue to grow and improve.

Oh also, OVRLRD is 20% off for the Steam Winter sale! Tell your friends! I love you!

-nige
The Way Of Kings - 杨元杰
One: The game has been through a lot of trials and tribulations, and the number of developers is sometimes too large and sometimes too small. However, it finally came out, and it is currently maintained at the level of 2 people, which is actually the most appropriate number for this game, we both have a very rich development experience, we must abandon other interference to maximize our role.
Two: Let's talk about the features of this update.
1. Open world related technology has been realized, and has a very high picture and performance, 4060 run 2k, an average of 80-100 frames, I think most computers should be able to run smoothly, but there is only a big central city at present, our manpower is limited, other content still needs to be slowly expanded.
2. The building gameplay has been updated into the game, and everyone is free to build whatever buildings they like.
3. The city is a little too big, I designed a carriage for you to store resources, free your hands, and let you fight happily.
4. The production function has been implemented.
5. Multi-language function has been realized, but at present only Chinese and English two, will be expanded in the future more languages.
Three: Talk about the direction of research and development
1. The framework and basic functions have been realized, and the follow-up will focus on the plot performance.
2. How can a Doomsday game not have a flood of corpses? The number of zombies in the market is very small, that is, "Billions of Zombies" has tens of thousands of zombies, but it is a 2d game from the overlooking Angle. Because performance was a big issue, but we have solved it, and we can achieve the spectacular scene of tens of thousands of corpses storming the city, and soon it will be updated in the game for everyone to play.
3. Our game actually has a rich vehicle gameplay, such as riding, various vehicles, tanks, helicopters, fighters, etc., these functions have been realized, directly put out very sudden, need to gradually open according to the map and plot content.
Four: Thank you to everyone who bought the game without a refund, although there are less than 100 people, but also thank you for your support, please rest assured that I have found the direction, and will spend several years to complete it, this game will definitely become one of the most popular independent games in the future.
Dec 19, 2024
Sinners Landing - shania
This update brings more danger and plenty of divine encounters for Tristan

The Treasure Hunt


Our favorite one-eyed mercenary, has revealed her secret quest. She’s hunting the Lurid Lens, a legendary magical eyeball that does a lot more than just improve perception.


With Dawn and Ann's help, Tristan learns more about the Goddess Artesia and her cryptic riddle waiting to be solved.

Tyra's Training


Tristan gets up close and personal with Tyra's blades in a new knife combat training session


This update also features a new intimate and sexy scene with Tyra

Hello Mourning Wood



This update now finally features a whole new dungeon area filled with giant scorpions , sentient trees, and the jungle pussies (trust us, not as fun as they sound) and whole new events!

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This is the last update of the year and we hope you liked it. Thanks for sticking with us this 2024! Here's to more content in the next year :)

Also, Sinners Landing is on sale during the Steam Winter sale alongside Paradise Lust 1 and 2. Get our other games with discounts here below.

https://store.steampowered.com/app/1427860/Paradise_Lust/

https://store.steampowered.com/app/2437750/Paradise_Lust_2/

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Did you enjoy time with Tyra? Let us know in the comments, or come join us on Discord to chat with us and other Sinners Landing players.



Team Fortress 2 - erics
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Updated the Brain Cane to fix problems with the texture and phong value
  • Updated The Battle Music
    • Added missing Hat style
    • Fixed the models due to clipping on Heavy's ears and misalignment on Engineer
    • Improved and strengthen the Noise Cancellation
    • Updated the materials to fix it not being shiny
    • Updated the backpack icon to reflect the materials change
  • Updated cp_gravelpit_snowy
    • Fixed potential incompatibility with external VScript files (thanks Le Codex!)
    • Re-implemented cubemap reflections in ice cave
    • Fixed perch spots
  • Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
    • Restored Hale's resistance to knockback back to 75%
    • Reduced bonus flame damage against Hale from 50% to 25%
    • Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
    • Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
    • Removed area-of-effect of Hale's normal punches (thanks Wendy)
    • Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
    • Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
    • Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
    • Fixed Hale being able to stomp while underwater (thanks Bradasparky)
    • Fixed Sweeping Charge not working against underwater opponents
    • Fixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky)
    • Fixed Hale's faulty ground detection (thanks Bradasparky)
    • Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)
    • Fixed the voice lines refusing to play sometimes
  • Updated pl_patagonia
    • Stage 1
      • Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
      • Fixed sometimes hearing outside soundscapes inside blue spawn
      • Fixed being able to build in a very high rooftop after point A
      • Fixed being able to build in blue spawn
      • Cart elevator is no longer the glitchiest thing in the universe
      • Fixed cart not rolling back after completing the elevator descent sequence
      • Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
    • Stage 2
      • Removed rollback from the train container ramp in last point (Thanks b4nny)
      • Gave blue more high ground for last point
      • Added an additional dropdown for blue for last point
      • Fixed being able to be teleported into red spawn as blue after capping point A
      • Removed long hill rollback before point C
      • Fixed bots getting stuck on the closed train doors after cap B
      • Fixed being able to leave stickies inside blue last spawn
      • Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
      • Fixed a pop-in issue relating to areaportals below point B
      • Fixed being able to enter the last blue spawn as red
      • Birdie (Thanks Explocivo808)
    • Stage 3
      • Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
      • Mirrored the window sniper spot in last point choke
      • Fixed being able to build behind a displacement rock wall in last point
      • Removed troll teleport spot in last point ending ramp
    • All Stages
      • Slightly lowered sun brightness and slightly raised skylight brightness
      • Improved skybox transitions
      • The cart no longer tries to defy the law of physics
      • Ninjaneers have more freedom to be ninjas
      • The bots have learned how to play the map
      • Gave the cart another coronación de gloria
Paradise Lust 2 - shania
Things are heating up at the resort and getting into all kinds of trouble

Grab Your Grouper!


The big ass lizard is back and just wrecking havoc all over


It's up to Jack to do some damage control and keep the resort in check

Napoleon's Siege


Tuvatuva Island Resort is under siege by Francois... and under scathing critiques

Savoring Moments

With tensions and stress on the rise, Jack offers his support to Jenn and Andrea and share more tender together in this update!




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This is the last update of the year and we hope you liked it. Thanks for sticking with us this 2024! Here's to more content in the next year :)

Also Paradise Lust and Sinners Landing is on sale during the Steam Winter Sale! If you haven't tried Sinners Landing, now is a good time to get the game while it's 20% off.

https://store.steampowered.com/app/1816140/Sinners_Landing

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Did you love your moment with Jenn and Andrea? Let us know in the comments, or come chat with the devs and other fans on Discord!


Milthm - morizerodev
New Additions to "Dream Tape" Songs:
- "Rainbow Flavor!" by SuggestedCopy7 & Ashur
- "IN" by Zris feat. Katie

Destructive/Structural Changes:
- Updated Unity Engine to 6000.0.28
- Introduced the UniTask coroutine library
- Updated various Native Dependencies

UI/UX:
- Improved game launch experience
- Fixed an issue where images on some launch pages might be misaligned on tablet devices
- Significantly reduced song-switching wait times in the song selection list, enhancing its smoothness
- Reduced unnecessary UI redraws to improve performance
- The song selection list now supports square song art
- Fixed incorrect positioning when switching tabs on the Settings page
- Slightly refined the design of the song selection interface

Miscellaneous:
- Fixed an issue where the special visual effects in "サイクルの欠片" could cause crashes or lag on some devices
- Added a prompt in the "Ripples of Dreams" interface to indicate disabled options when in main story mode or other special gameplay flows
- Adjusted some in-game text and translations
...