酒馆战争 - 皮卡皮卡
🎉 游戏更新:
好消息
  • 更新服务器备案通过审核!
  • 以后每周都可以定期不断地更新游戏内容,带来更加丰富的体验!
✨ 新功能:
PVP房间新增2个实用功能:
  • 一键邀请:
  • 邀请在线空闲的玩家快速加入匹配房间。
  • 寻找房间:
  • 玩家可以手动寻找并加入已经创建的匹配房间。
🛡️ 新神器:
神器:拳击手套

  • 水晶价格:4水晶
  • 效果:
  • 每个回合战胜对手时,额外扣除对手10点血量。
  • 如果击杀对手,可额外获得3金币。
神器:尸鬼封禁

  • 水晶价格:10水晶
  • 效果:
  • 对手军团在战斗开始的10秒内无法使用技能。
⚖️ 平衡性调整:
亡灵阵营调整
  • 死亡骑士:
  • 大招调整:施法时间加快,击中后会造成击飞效果并附带5秒眩晕。
  • 属性:整体属性进行小幅度加强。
其他调整:
  • 留一手:调整为 +2*回合 的数量。
  • 收藏家:最大上限提升至 1000。
  • 赏金:二段伤害从 100%*攻击力 调整为 60*攻击力。
🐞 Bug修复:
  • 修复了修改装备页时丢失绑定信息的问题。
以上内容为本次更新的全部内容,我们将持续优化游戏体验,期待您的反馈!
DIRECT CONTACT - 81mountain81
Direct Contact - Major Update: Unreal Engine 5.5.1


Today, I’m thrilled to announce that Direct Contact has officially been updated to Unreal Engine 5.5.1. This is a significant milestone as we continue evolving with the latest engine technologies. However, there are still some limitations with plugin support:

🎮 Engine Upgrade & Plugin Status
  • Successfully upgraded to Unreal Engine 5.5.1
  • DLSS: Custom workaround implemented while awaiting official NVIDIA update
  • Plugin integration ongoing for remaining components

✨ Major Features & Improvements

🌟 Megalight System
  • Complete lighting overhaul using UE5.5's Megalight system
  • Enhanced visual fidelity and performance optimization

🔧 Skeleton Meshes & Nanite Integration
  • New Nanite support for skeleton meshes
  • Progressive asset transition underway

🏢 HQ Map Reconstruction
  • 80% map reconstruction
  • New defensive wall implementation
  • Significant FPS improvements
  • Ongoing optimization process

🗺️ New Content: Norwegian Underground Facility
  • Winter-themed map revival
  • Full UE5.5 compatibility
  • Available in Norwegian Section
  • Continuous development planned

Looking Forward
We're committed to delivering the best possible experience. Stay tuned for more updates!



Thank you for your amazing support! Here's to an exciting year ahead! 🎉

Those Who Rule - eturulja
Hey everyone!

Getting a little emotional, last one of these updates I'm going to do before the game releases. The first update I did was on February 12, 2022, almost 3 years ago, and here we are now, announcing the release date of January 27, 2025. It's a surreal feeling, and I want to thank each and every one of you who have followed the development of this game.

I've been heads down on the remaining chapters, and I can finally say that we have finished the entire game, with 21 chapters in total (Prologue up to chapter 20). I don't want to spoil all the levels, but I'll show a sneak peak into a later chapter:



I had some extra time to get in the most popular requests, like fixed growths option, a non-permadeath option, difficulty options (planning a "brutal" difficulty after release), persistent blood effects (can be seen in the gif above), etc.



I've also added in the remaining weapons, items, and refinements into the game, bringing the total amount of abilities you have to customize your units with to well over 100.

These final 2 weeks will be spent play-testing, and adding in the final story scenes/supports, but trying to make minimal code changes to have the game be as stable as possible for release.

Changelog
  • All chapter battles complete.
  • ~20 new refinements added into the game.
  • ~30 new items added.
  • ~20 new weapons added.
  • 6 voice-acted world map scenes completed.
  • Fixed growths mode.
  • Non-permadeath mode.
  • Difficulty settings.
  • Persistent blood option in settings.
  • Final game build approved by Valve!
Future
  • Put in the remaining story scenes and support conversations.
  • Finalize map music.
  • Start working on controller support (Won't make it to release unfortunately), and getting Steam Deck certified.
  • Work on a "Brutal" difficulty, and potentially having an in-game reward (custom character? custom ability? let me know what you'd want to see!) to the first person who can record themselves defeating it.
  • Fixes/iterate on any player feedback once you all have the full game in your hands!
I'm thinking of doing a dev stream the day of release where I play through the game, and maybe even do live fixes to the most requested features. I've never streamed before, so let me know if that is something that sounds interesting to you and I might try to get a proper camera set up!

Again, thank you all so much for the support you've shown the game through the years. Your feedback through the demo feedback forms has been immensely helpful and encouraging. I couldn't be more excited to get the full game into your hands!

Best,
Eldin T.
The Isle of Elanor - CommonWombatGames
- Planted trees grow to full size.
- Berries regrow on bushes after a few days.
- Bushes, flowers and mushrooms now regrow after a few days.
- Added two new villagers, a stonecrafter and a woodcrafter. You must now purchase the recipes for the stonecrafter and woodcrafter workbenches from those villagers.
A Forgetful Loop - bighandinsky
Hey folks, i hope this winter is treating you alright.

It's been almost 4 years since I started working on Forgetful Loop, and it's always been a little jewel for me personally since it helped unlock a lot in me - to make Day of Maintenance, to make other games, to try and tackle other large projects over the years.

After finishing it, i was left nauseous at the idea of touching this project again from how intense working on it in the first place was - I basically just 7-days-a-week crunched for a couple months on it. But now, I've got the interest to come back and tweak it a bit,

I won't promise a date, only that I am working on an update to do the following:
  • Add rebinds
  • Add character portraits
  • Show more states on the nodes (eg: tints on the node bodies, downstream nodes of a broken fuse go red too)
  • and polish the art: adding effects, shaders, particles and animations to the game

It's been a couple weeks since re-opening, updating unity version, and doing art. And it's refreshing! to come back to this thing with the tech-art skills I wanted to have when first making this game.





💭 Today I had a couple ideas for new nodes even too! So if the stars align with time, I hope I'll be able to add some new levels to the game too, but that's just an idea right now.



The game is looking better, and I'm excited to share it.

See you soon. Merry fixing and a happy new time loop ⏳
Vysions - EXCompute
I want to thank all of those who have been patiently waiting for the release of Vysions. I am very excited to announce that Vysions is now available and ready for you to explore its worlds.



This game is a unique experience where the worlds and puzzles you interact with are based upon real dreams with a connected thread between them all.

Thinking outside of the box is important, the environment will unveil its clues, and together we will find what is perhaps above our world and the dream world after all.

Thanks again, and get dreaming adventurers!


Note: for any technical issues I will be watching the Steam Community Discussions area so please post technical issues there.
Lorn's Lure - Rubeki Games Official Guy
Fixed jittery grapple that I also introduced :P
Gun Reflex VR - OBGames
Zombie sound bug fixed
Desktop+ - elvissteinjr
This is an update for the beta branch of Desktop+.

New:
  • Added "Drag Overlay" Desktop+ laser pointer input action

    This input action is an alternative way of dragging overlays regardless of the drag-mode state.
    Note that it is not bound by default and can be configured in the Desktop+ SteamVR Controller Input settings (you can use [Show Controller Bindings] in the Settings window as a shortcut to access them).
    This input action can also be bound to a keyboard key for the Gaze-based HMD Pointer.

  • Added default input bindings for PSVR2 controllers
  • Overlay brightness property now accepts levels higher than 100% when HDR mirroring is enabled
  • Detected SDR white level is now logged alongside display information when HDR mirroring is enabled
Changed:
  • Revamped heuristics on how to handle HDR brightness level adjustments depending on available display data, capture method and OS version (potentially still incomplete)
Fixed:
  • Fixed masked/monochrome cursors not being displayed during Desktop Duplication HDR capture
  • Fixed deactivating application profiles not restoring regular overlay configuration
  • Fixed Desktop+ laser pointer cursor being stuck on the Desktop+ Keyboard window when deactivated via input binding
  • Worked around SteamVR 2.9.1 dashboard changes breaking dashboard-relative overlay positioning
Midnight at the Disco - taphouse.games.mt
We’re only 1 review away from the coveted 10 reviews on our Steam page! Your reviews make a huge difference, and I always appreciate good feedback. If you’re enjoying the game and haven’t left a review yet, I’d really love it if you took a moment to share your thoughts.

Thanks for the support,
Andreas Freiburg
Solo dev behind Midnight at the Disco
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