Skillshot City - bencelot
Hey all, this version replaces the old passive XP income with something more skillful - XP Pools.



Scattered around the map are a new special type of zone called an XP Pool. It looks a bit like a gangster camp, but it is blue. Standing inside this will give you XP, until you drain the pool. There are 15 of these to explore for in the map.

Up the top right of the screen is a number that shows the amount of XP you're currently able to drain from these pools. This number gradually increases like a passive XP income. When it gets big enough you should seek out an XP Pool to claim it. This shifts this XP into your actual XP bar and levels you up.



It takes a bit of time to claim the XP. Up to 8 seconds per pool. And enemies can attack you while you do this, so they can claim the pool themselves. This is a far more interesting way to earn XP than the old passive income. It creates new points of interest in the map to fight over, and some subtle strategies as to the optimal time to claim the XP.

These XP Pools also serve a much needed purpose in GSA - forced downtime. It's only 8 seconds, but it's one of the only times in GSA that you can stand still and actually feel productive. All other times you are on your feet, hunting for kills and loot.

These XP pools scattered around the map will give players short moments of rest, while still feeling productive. It's a great time to look at your build, think about your skills, and decide on your next synergy. Something that is much easier to do when you're chillin' in a pool, than cruising through the city streets of Gene Shift Auto.



Enjoy!
bencelot


----


[GAMEPLAY CHANGES]
- Passive Income has been replaced with a mechanic called "XP Pools".

- Reaching max shields no longer give +$1000.

- Kills now give a flat 100xp always. They don't increase based on your kill streak. However, the amount of cash earned can still increase based on your streak (ranging from $100 to $500 on a 5x streak).

- Vendors are less likely to spawn in a location where one has just died.

- Armed Robbery now gives +$1000 instead of +100xp

- Phase Drifting takes a bit longer to charge up to full speed

- Flaming Bullets duration is now fixed at 1s, and ranges from 3 to 12 hp/s damage

- Scavenger's new shifting perk is buffed to +50% shift restore speed instead of +33%


[GENERAL CHANGES]

- Random class and random skills modes no longer give bonus out of game XP (they still give in-game cash and XP though). This allows players to play whatever mode they genuinely prefer, instead of prioritizing these random modes purely for account progression.

- Fixed a bug where epic random flasks wouldn't always give epics
Undead West - RV Novar
Hello Gunslingers,

While we're working on the March update, we've prepared a small patch to address a couple of bugs and issues that popped up after previous update.
  • Fixed an edge-case issue related to the Roadmap update where saving the game mid-run then updating the game would cause a save file reset
  • Fixed Hub NPC dialogues using the wrong dialogue keys
  • Fixed Merchant Shop item prices in Stage 3 from being $0 to the intended amount
  • Fixed an issue with keybinds where binding the button for UI interaction (left click on mouse/keyboard, A button on most controllers) to another action would cause the player to be unable to select and interact with the UI
  • Added a new short visual to the cutscene after defeating the final boss

Until next time!
Feb 18
Devil in my house - Martynka
We would like to present you the latest changes update for the game "Devil in my house"
As of today, the game will no longer be updated.
We would like to thank all players for their gameplay and opinions.
The team's plans will include new projects that will soon see the light of day.

Changes:
-Improved intro animation in the car.
-heavy figure moved to the piano room.
-Improved the readability of zeros on the note in the viewing tower and reduced its interaction collisions.
-supplementing the plot with notes from Ashley and the observer.
-Fixed a bug with skipping numbers in the safe.
-Adding a loading screen before the last cutscene.
-You no longer need a key to open the door next to stairs.
-new music after finishing the game.
-improved optimization.
-fixed the wench sound when exiting the pause menu.
-reworked rain at the beginning of the game.
-Developing the plot before the game.
-Many other small fixes and improvements.
Obscure Chronicle of Dynasty - IsaacZhang
【修正】修正了个别病句与错字。
Embers Off - ifthenelsedigital
Get a massive 85% off on Embers Off this 18th February! Offer valid in all currencies.
Bopl Battle - _.Zap ザプレイテスタ ざ
-2 magnet guns will now repel of each other if their magnets touch.
-Blinking a Magnet gun will now make them drop what they were holding
-Ability pickups can now be pulled and grabbed by magnet gun
-Revive will now always stay inside the stage bounds
-Fixed an issue where the pickup radius of a magnet was too small on enlarged players
-Fixed a bug where a player could lose the ability to change their abilities due to someone leaving in online mode
-Replays should no longer brake when playing in a lobby where a player has left
-Fixed a bug where slimes could die out of nowhere if someone had magnet grabbed a drill
-Fixed a bug causing growth,shrink,blink and duplicator to visually appear to not bounce of water
-Fixed an error caused by rolling on a disappearing platform right as it is about to jump to another platform
Feb 18
Terranny - padrote
- Undid mirrored weapon pointing forward "fix" (will get a better fix in later)
Stardeus - spajus


Hey, Space Travelers!

Stardeus has received a major modding upgrade—JSON patching.

This method allows modifications to core JSON files without overwriting them. Mods using this approach will be more reliable and compatible with future updates. Even better, multiple mods can patch the same core file, eliminating override issues.

The rest of this update post is a tutorial on how to create your own mods. If you're interested, keep reading! If not, just know that mods support will be even better going forward!

Stardeus Modding Guide

What is JSON

JSON stands for “JavaScript Object Notation”, a human-readable plain text format. If you want to learn more about JSON, here’s a good resource: https://www.w3schools.com/js/js_json_intro.asp

However, JSON is so simple that you can easily understand it just by looking at a few examples.

How Stardeus uses JSON files

In Stardeus, behaviors are defined in C# code, which you can also mod but it requires programming knowledge and significantly more effort.

Content and various parameters are defined in JSON files that the game loads at runtime. To illustrate this, let’s examine a device.



This is a Charge Station. It has various properties and behaviors. The game recognizes the Charge Station because it loads a JSON file that defines it:



You can find this definition in the Core mod*:
Definitions/Objects/Devices/ChargeStation.json

* To open the contents of the Core mod, run Stardeus, then Main Menu > Mods > Core Game > Open Directory

This file specifies various properties of the Charge Station, such as the research required to unlock it and, most importantly, a list of Components.

Each Component block provides a specific function. Many of these components appear in other device definitions, but the ChargeStation component is what makes this device unique. Removing this component block would strip the Charge Station of its ability to recharge robots.

If you wanted the Charge Station to work twice as fast, you could change the ChargePerHour property from 25.0 to 50.0. However, modifying the Core mod directly means your changes would be overwritten when the game updates. In this guide, we’ll learn how to create mods that edit JSON files without altering the Core mod itself.

Beyond object definitions, Stardeus includes many other JSON files for configuring different aspects of the game. Tunable parameters, story events, species configurations, body parts, inventory items, character traits—even UI colors—are all defined in JSON and fully moddable.

Creating a Mod

The easiest way to create a new mod is to grab a copy of the empty mod here:
https://github.com/kodolinija/stardeus-mod-empty



Download the project as a zip file, extract it in the user mods folder*, rename the extracted folder to match your mod name (I like using the kebab-case when naming folders).

* User mods folder is located next to the Saves folder. You can open it from Stardeus:
Main Menu > Mods > About Mods > Open User Mods Directory


Then open the TODO.md file and go through the checklist:
- [ ] Update ModInfo.json - [ ] Create your own ModCover.jpg - [ ] Delete unnecessary directories

Run Stardeus and check if your empty mod appears in the Main Menu > Mods list. If it does, you're ready to start modding!

Changing Existing Behaviors and Parameters

Previously, modifying a JSON file required copying the entire file into your mod just to change a few lines. The game would then load the modded version instead of the original. The main problem with this method was that when the Core mod updated, the copied JSON file could become outdated or broken. This often caused older mods to stop working or, worse, silently break parts of the game.

The new approach—JSON patching—solves this issue. Here’s how it works:
  • Mods define patches.
  • Patches target specific core JSON files.
  • A patch contains a list of operations to modify the targeted JSON.
  • Operations can add, remove, or replace parts of the original JSON.

This method is based on the RFC 6902 standard, with custom extensions for advanced querying. It’s simpler than it sounds—you’ll see examples soon.

JSON patching support was added in v0.12.17 and I believe this will be a game-changer for modding.

Let’s say we want to mod the Charge Station to double its charging speed. We need to create a patch file inside the Patches directory of the mod. We’ll name it ChargeStation_2xSpeed.json to reflect its purpose.

The patch file looks like this:
{ "target" : "Definitions/Objects/Devices/ChargeStation.json", "operations" : [ { "op" : "replace", "path" : "/Components[Component=ChargeStation]/Properties[Key=ChargePerHour]/Float", "value" : 50.0 } ] }

Let’s break it down:

- target: The path to the JSON file inside the Core mod directory that we want to patch.
- operations: An array containing one or more operation blocks.
- op: The type of operation. In this case, replace. Valid types are add, replace, and remove.
- path: A query specifying which element of the original JSON file to modify. It may look complex, but it’s straightforward once broken down.
- value: The new value replacing the existing one. Here, we’re changing ChargePerHour from 25.0 to 50.0 to double the charging speed.

Now, let’s analyze the path step by step:

- /Components → Refers to the "Components" key in the original JSON, which contains a list of component blocks.
- /Components[Component=ChargeStation] → Filters this list to find the block where "Component" is set to "ChargeStation".
- /Properties → Refers to the "Properties" key within that block, which contains a list of component properties.
- /Properties[Key=ChargePerHour] → Filters the "Properties" list to find the block where "Key" is "ChargePerHour".
- /Float → Refers to the "Float" key inside that block, which holds the value we want to change.

Since Float is the key that contains the charging speed, this is the final part of the path.



OK, I admit it still looks a bit scary here. But the good news is that it’s the most complex path example I could come up with. If you understand this one, you’re going to be unstoppable!

Now, what happens when the game loads your mod with this patch? Next to the user Mods directory, a Patched directory will be created. If you look inside, you should find the patched ChargeStation.json file that looks something like this:



More examples of how to write various JSON patches can be found here:
https://github.com/kodolinija/stardeus-mod-template/tree/master/Patches

Adding New Content via JSON Files

To add new content, you’ll need to create new JSON files rather than patches. Place these files in the corresponding directories of your mod inside Definitions or Config. Check the Core mod for examples.

When creating new definitions, you can mix and match existing components and add new graphics for your devices. Explore the mod template project and check out these YouTube video tutorials for examples:

https://github.com/kodolinija/stardeus-mod-template
https://www.youtube.com/playlist?list=PLvm1mLYInibc8n0Q5_caRql5nEUiBwvTC

Reference Source Code

If you want to write your own C# mods or understand how certain components work, you can explore the Reference Source Code that comes with the Core mod.

It’s not the complete source code, but it contains about 80% of the game’s codebase. Everything relevant to modding should be there. Unlike decompiled code, it includes comments, and constants are not replaced with literal values, making it much easier to read.

For the remaining 20%, you can decompile and explore the game DLL files using dnSpy or similar tools.

Join the Modding Community

Join the Stardeus Discord Server and visit #stardeus-modding channel to discuss with other modders and get help.

And I will be happy to personally answer any modding related questions there, or here on Steam Forums.

Happy modding!
- spajus

Thalassa: Edge of the Abyss - Sarepta Studio


Take a deeper look into how Thalassa the ship was created, how each character represents little pieces of real world, and the stylistic details of the underwater experience that tethers realism and fantasy in Thalassa: Edge of the Abyss Deluxe edition Art Book.

Thalassa Deluxe Edition allows you to learn the mysteries and life of Thalassa the ship with a 84 page Digital Artbook, 3D Print files for each of the characters that allow you to print the underwater world and explore the details by hand, and get an answer to perhaps the most important question of Thalassa's demise: What happened to Poly the cat? In the Thalassa: Edge of the Abyss Comic.

Learn the history of Thalassa crew, and experience the story of Poly from adoption to the demise of Thalassa.

Join the journey of Cam in this melancholic underwater journey and explore the beauty of the deep sea.
Realm of Simplicity MMORPG - admin
Bugfix
- Fixed "Blood Tree Seed" alchemy recipe
- Fixed keybinding in settings menu
- Fixed base stat miscalculation for Melee Defense on equipment
- Player augment skills now respects the mob's "owned by" variable to prevent kill stealing from other players

Feature
- Added a keybind for "loot all" (default F)
- Implemented custom back-end solutions for bot detection
- In-Game random events will now be posted by the server automatically in the #events channel
- Game client is now hardened from any external modifications

Misc
- Made the Swamp Key drop in the Bone Mage's droptable easier to achieve (weird math, but essentially 1/160 -> 1/50)

Performance
- None

Polish
- When a projectile is casted on you whilst you've teleport too far away, the projectile will now de-spawn instead of traveling 10 miles to finally get to you
...