Quest Master - Juice
Dungeon Mod Bundling

Used mods are now bundled when you upload a dungeon! Now you can finally upload your modded dungeons without requiring players to have the necessary mods installed manually.

Skin Voice Modding

Custom character skins can now specify custom voice sounds!
The Dark Lanze example skin mod documents this.



More Teleporter Colors

The teleporter comes in 6 exciting new colors now!



What's Next?

Custom music is up next for modding, along with modding actual dungeons parts like items and tiles. Full custom themes will conclude the modding adventure!

And no worries, more exciting non-mod related features are still being worked on like mirrors and global conditions. Thomas is back on working on Quest Master so we are moving full steam ahead!

Cheers
Julian
Feb 8
Ethereal Fracture - chikotrongames01
The prices and gold now reset between runs.
And have been added a button to re-center the map.
Fractal Space - Haze Games
First hotfix patch released a few hours after Major Update 0.604, to fix a first set of new bugs introduced by the latest update!

Some major issues still remain and will be addressed in 0.606 as soon as possible, but these fixes were important enough to release now:
  • [color=#00FFFF]Flashlight[/color] - A new bug caused the Flashlight to stop working if coming from Chapter 0 (but worked fine when starting from the Chapters page). The Flashlight would only restore after returning to the Main Menu and clicking Resume. This is now fixed!
  • [color=#00FFFF]Chapter 1[/color] - Could incorrectly reload Chapter 1 instead of loading Chapter 2 upon completion if Speedrun Mode was ON.
  • [color=#00FFFF]Chapter 1[/color] - Fixed a Chest containing a Lore item that could appear floating in mid-air if viewed too early in the Chapter.
  • [color=#00FFFF]Chapter 1[/color] - Fixed a bug where the auto-closing Door in the Lockdown area (where the two walls and pipes explode) would prevent re-entry when using Hyper-Speed.
    - Now, this skip is possible again.
  • [color=#00FFFF]Chapter 2[/color] - The secondary Jetpack (for Jetpackless runs) was incorrectly present at the end lift of Chapter 2, even if the player had already picked up the Jetpack earlier. This is now fixed.
  • [color=#00FFFF]Upgrades[/color] - Fixed a localization bug for Scanner Level 3.
  • [color=#00FFFF]Achievements[/color] - The Find all Curiosities Achievement and similar new Achievements should no longer be unlocked prematurely upon collecting them all in Chapter 1.- They will now remain unobtainable until all required conditions are met.
Toram Online - Toram Team
2/10(Mon) 12:00 PM GMT+9 is the Toram Online Official Live Stream of Bemmo(Asobimo)

Live Program Web Pages


Live Contents
[In this program, foreign MC Sarah learns to Toram.]
[The data used in production is borrowed from the development team.]

  • Crysta Present!? BeMMO Channel Gem's Journey
  • Let's Visit Your Land
  • BeMMO Show Introduction
MC
Sarah(Bemmo Channel Toram English MC)
*Please note that schedule of live streams, content, and presenters may be subject to change without notice.
Archean - batcholi
Path tracing, as opposed to Ray tracing, is a term typically referring to a ground truth renderer. It does so by accumulating photons on the screen after bouncing them around in a stochastic way, meaning randomly sampled and integrated over time.

In other words, it's photorealistic.

The problem with real time path tracing is that it usually produces a very noisy image, since we can only afford a single photon sample per pixel.

Thanks to NVIDIA's new DLSS 4 Ray Reconstruction technology, we can fully denoise the rendered image in a relatively stable manner.

In Archean, we have implemented the path tracer (with ray reconstruction) as a separate renderer that can be toggled in the settings.
This option is only available on NVIDIA graphics cards.
It will work on RTX 2000 series, though it's recommended to use a 4000 series for better performance.



On the left is before this update, on the right is after enabling the Path Tracer and Ray Reconstruction.




Known issues:
  • Shadow ghosting and pixel smudging with fast movements
  • Blurry terrain when the sun is low
  • Very poor performance in vehicles made with unpainted metal blocks

We will keep improving it for sure, stay tuned for future updates.

Full changelog:
  • Implemented DLSS Ray Reconstruction and a Fully Path-Traced Renderer (stochastic Ray-Traced ambient lighting, rough metal reflections, and soft shadows from unlimited lights without affecting performance)
  • Added an option to rasterize screens of components/dashboard as full resolution overlays to make them clearer and easy to read (enabled by default)
  • Dashboards: moved emissive layer to front face instead of back face
  • Admin Panel: Fixed CTD when sorting by alias/owner in ascending order with multiple entities having an empty alias/owner
  • Increased the Sun's temperature (changes the color of the atmosphere and intensity)
Ruptured - limitedlimitationsltd
It's been a while since I posted an update here, but I've made some good progress in the past year so I thought I'd share! Progress has been slow due to university and a lack of motivation, but the game is still coming along little by little.
Graphical Improvements
Since the Worldbuilder trailer last year, I have done major work on the game's visuals.
Tiles
I have redesigned terrain tiles to fade to black deeper in the terrain. I found this makes the visuals more readable and the tiles themselves appear to have more depth. This also opens it up to have silhouettes of decorations in the foreground.
Backgrounds
Not much has changed with the existing distant backgrounds, though I have added a new one for a new area - the Toxic Caverns. I have greatly improved support for background objects, including many quality of life features in the level editor to make them easier to work with. One major issue before was they would interfere with selecting foreground objects. I fixed this by adding 3 modes to the worldbuilder: Tilemap mode allows you to edit the tilemaps, Object mode lets you modify sandbox objects, and Background mode lets you modify background objects. You can no longer interact with objects in one mode from the other, allowing you to ignore the background when placing and moving interactive objects, and vice versa.
Clicking on an object now selects the frontmost object, and clicking multiple times without moving the mouse will cycle through overlapping objects. This makes interacting with the editor much more intuitive.
Lighting and Effects
The lighting has been updated to look much better. I have added basic normal maps to tiles, making them respond to the direction light shines on them. This adds depth and can break up the repetition in the tilemaps, and can respond nicely to moving light sources. I have also cranked up the brightness and range of all the light sources, which even on its own vastly improves the appearance of the game.
One of the coolest new graphical effects are the new essences. Those fuzzy glows that appear when something exists in the other dimension can now take on many shapes, and respond to the player's location. Tile and object essences now blend into each other, helping to bridge the gap between tiles and objects.
I also redesigned the Rupture portal effects. Again. This final iteration is my favorite by far, and will likely make it into the final game.
UI and Gameplay
I have overhauled the design of the interface, making it look metallic and increasing the contrast. It now has sounds when you interact with it, giving even more feedback while you use it and reducing the awkward silence of the Worldbuilder. Oh, and- it can now be navigated with a controller.
Controller Support
This brings me to my next point: Controller support! I have done a ton of work on controller support, and you can now navigate menus and perform all gameplay actions on a controller. The system supports all major controllers, including the Xbox, Switch Pro, Dual Shock, and other generic gamepads. While I have not tested it, combined with Linux build support the game *should* be able to run on a Steam Deck now. Adding support for these new input devices required me to create sprites for every button on each controller, as well as generic ones for other controllers. I also made icons for all North American keyboard keys, as well as extra mouse buttons. These input icons can all be integrated nicely into the text system, being swapped out on the fly depending on your input device. All inputs can be rebound, even on controller, allowing players to pick the most comfortable control scheme for them.
Other Changes
I have rewritten all the player scripts to be more maintainable. This means less bugs, and easier programming on my end. I spent a few weeks finalizing player movement and ability values, so I can really start to dig into the level design of the main game.

I started working on the dialogue system. It existed before, but was extremely basic and hard to work with. Now, dialogue will be made in the worldbuilder, allowing players to add stories to their worlds. More work is needed, but it's a solid start, and should help drive me towards implementing the story in the main game.

Of course, progress has been made on the main game, and the first two areas, Delta Facility and The Lost Mines are entirely blocked out, and have entrances to the surrounding areas. Still a ways to go on level design, but it's getting there bit by bit.
Augmentations
Saving the best for last, I have begun prototyping the augmentation system! I decided to simplify it drastically from my original idea, as that was too convoluted and clunky to implement in a way that was fun to interact with. The new system is inspired by Paper Mario's badges and Hollow Knight's charms, but with a twist: Augmentations can be overclocked.
Augmentations take the form of chips that can be found throughout the world. These chips can be slotted into a limited number of sockets, which can also be found in the world. Chips can do many things, from increasing dash speed to increasing energy regeneration to summoning a probe to fight for you.
Overclocking Cores are mini-chips found throughout the world, and can be slotted into regular chips. Overclocking takes the existing effect of a chip and improves it, but at a cost. For instance, you can dash even faster but it becomes harder to control. You can fall very fast but take fall damage. My personal favorite that I've come up with, you can hold double the energy, but being at max energy for too long makes the chip explode, damaging the player and becoming unusable until it is fixed. I intend to be very generous with the positive effects and very devious with the negative ones, to hopefully make building augmentation setups fun.



That's about it for this development update, thanks for reading this far! There has of course been more miscellaneous progress in the meantime, but most of it is much less exciting.

If you want to keep up with development, I post regular progress updates in the Ruptured discord server, linked here: https://discord.gg/YvW2qBfj5C

Until next time, have a good night!
Deer Hunting - The Season - BMad29
Menu update: collect all stands and cams button should work correctly now.
Game: Deer should no longer run up stand ladders.
Movement Meter is active now. If deer are in close be careful how fast you look around.
Gem Defender: Soyjak Survivors - gooncorp
Hello everyone!

The final update for Gem Defender, Soyjak Requiem, is set to release in around a week, on February 14th, 2025!

WHAT TO EXPECT:
  • A collaboration with a legend in the soy community, featuring his own custom level and skin in the game.
  • Three new additional levels on top of that, including a definitive final level.
  • Five new weapons that appear in various worlds, alongside buffs to plenty of existing weapons.
  • Overhauls of some of the earlier worlds.
  • A new post-game world with an endlessly-scaling wave system and most weapons in the game. See how far you can get!
  • Several in-game optimizations.
  • The long-awaited Steam Community items! Emojis, profile backgrounds, and trading cards of your favorite 'jaks

DEI Notice:
here at goonCorp, we want to Help make the gaming industry an inclusive space Under every circumstance possible. Going out of our way to fight inequity, we're collaborating with diversity leaders such as bill gates & amazon to save lgbtqia2s+ lives and bring a truly Special and legendary influencer to our game!

stay tuned, and thanks to everyone who already bought the game!

Rust of Steel - Jack Kaine
-Fixed a bug that allowed GO to enter through the exit (if driving in the wrong direction, flags may not be collected correctly, leading to unexpected behavior)
-Fixed typos and omissions
-Fixed minor bugs
Feb 8
Nurikabe World - Hemi_Samuli
Just a quick hotfix to a reported issue!

Changelist

  • Fixed a missing auto-save file preventing generating a new infinite puzzle
  • Fixed synchronizing partially solved puzzles in Steam Cloud
...