I’ve got a bunch of big news to tell you all about!!!
First off I would like to thank everyone for their support. It means a lot!
Now for some cool Announcements!!!
- New Game Coming Out! Hell of a Birthday comes out February 21st 2025 (THAT'S BASICALLY NOW!!!) IT’S YOUR BIRTHDAY!!! and nobody came to celebrate with you… Hell of a Birthday is a First-Person comedic horror game where you play as the Birthday Boy trying to survive your special day. https://store.steampowered.com/app/3416450/Hell_of_a_Birthday/
Future Games For 2025 (Store pages coming soon!)
- Gordy - Gordy is currently in development! The game takes place in the woods where you befriend a feral human Gordy The Gorilla but there's something wrong with these woods and maybe something wrong with Gordy or his teacher. Taking place over several days you’ll descend into madness. While this game will have some comedic moments I’m hoping this will be the scariest game yet! - Bite Night 2 (Name may change) - Bite Night 2 is currently in Pre-Production! You and your Best Friend Vamp got jobs working at a roadside diner serving all the transient people. Things are great until people start turning up dead with strange punctures on their neck. Super excited for the sequel to Bite Night and I have a bunch of great ideas for it already that I believe will make Bite Night 2 even better than the first!
For My Final Announcement - I STARTED A PATREON!!!
- I decided to make a Patreon to be able to connect with dedicated fans more! - I hope to be able to post updates about the games a lot on there to get suggestions and show off development. - Help shape future games!!! I want to be able to include people in the development either by simply answering polls or maybe providing their face or voices to characters! - IT’LL BE FREE. I don’t want anyone to feel like they’re going to miss out on anything if they don’t pay so currently all my posts will be available to Non-Paying and Paying Members - IF YOU WANT TO CONTRIBUTE!!! I would greatly appreciate it. Any amount helps and lets me work even more on making games. Currently there is only 1 paid tier which will let you have your name in the credits. I may add more tiers in the future but I really would like to keep most of the content free to all members.
We’re starting 2025 off strong and I look forward to bringing you all the games you love!
An update to Half-Life 2: Deathmatch has been released. The update will be applied automatically when you restart Half-Life 2: Deathmatch. The major changes include:
Added 64-bit Support. 64-bit binaries will automatically be launched on systems with a 64-bit OS.
Added a borderless window option to video settings
Added radial fog (from Half-Life 2: 20th Anniversary Update)
Added support for Steam Networking
Added UI scaling for high-resolution screens
Added avatars to the scoreboard
Added console convar "hl2mp_allow_pickup" to allow picking up objects without Gravity Gun
Added kill, weapon equip, and health pickup events for Steam Game Recording
Brought over the HUD/UI changes from HL2 Anniversary update
Increased the hardcoded maxplayers to 100 to allow for more chaotic times
Increased default maxplayers from 2 to 24
Improved networking precision for local player positions, resulting in less prediction errors and better game-feel
Made viewmodels use the proper Half-Life 2 viewmodel bob/sway behaviour
Made the default server name for listen servers include the player's name
Made the game launch in native resolution by default instead of 640x480
Client-side prediction fixes (these fix 'jank'/rollback in certain situations)
Implemented prediction for SMG1, AR2, Crossbow and basic prediction for the Gravity Gun
Fixed prediction for Crowbar and Stunstick animations
Implemented prediction for sprinting and AUX power
Implemented prediction for crouching
Implemented prediction for duck-jumping
Implemented prediction for climbing and getting on/off ladders
Fixed player hull being mis-predicted in certain instances causing rollbacks every frame when e.g. crouching or against a wall
Fixed prediction errors when picking up ammo or taking damage
Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actions
Improved prediction for walking on props and other entities
Made certain client-side entities only trigger local prediction errors
e.g. If the viewmodel experiences a prediction error, the player will not experience a prediction error
Fixed prediction of viewmodel sway
Fixed a prediction error regarding weapon idle animations
Fixed a bug where the SourceTV player would get stuck in limbo if mp_allowspectators was set to 0
Fixed ALT/AMMO text and related icons not showing on HUD
Fixed weapon sounds and effects for Gravity Gun, SMG1, AR2 and Crossbow
Fixed the AR2 playing the animation for alt fire twice
Fixed the SMG1 and AR2 not playing their bob animations when moving
Fixed the Crowbar always playing flesh hit sound effect
Fixed the Grenade having the SLAM's impact sound effects
Fixed the RPG laser dot not showing up
Fixed a bug where if the alt fire was the last in the clip, it would play the dry-fire sound instead of the shooting sound
Fixed death feed not showing player names
Fixed a bug where player weapons could spawn below them at spawn and not be properly equipped
Fixed certain breakable props not gibbing correctly
Fixed an issue where certain variables like position would not be updated correctly to match the server in certain situations
Fixed the player's base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/server
An update to Day of Defeat: Source has been released. The update will be applied automatically when you restart Day of Defeat: Source. The major changes include:
Added 64-bit Support. 64-bit binaries will automatically be launched on systems with a 64-bit OS.
Added a borderless window option to video settings
Added radial fog (from Half-Life 2: 20th Anniversary Update)
Added support for Steam Networking
Added UI scaling for high-resolution screens
Made the default server name for listen servers include the player's name
Made the game launch in native resolution by default instead of 640x480
Client-side prediction fixes (these fix 'jank'/rollback in certain situations)
Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actions
Fixed prediction errors (rollback) occurring while prone
Improved prediction for walking on props and other entities
Made certain client-side entities only trigger local prediction errors
e.g. If the viewmodel experiences a prediction error, the player will not experience a prediction error
Fixed prediction of viewmodel sway
Fixed a prediction error regarding weapon idle animations
Fixed certain breakable props not gibbing correctly
Fixed an issue where certain variables like position would not be updated correctly to match the server in certain situations
Fixed the player's base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/server
An update to Counter-Strike: Source has been released. The update will be applied automatically when you restart Counter-Strike: Source. The major changes include:
Added 64-bit Support. 64-bit binaries will automatically be launched on systems with a 64-bit OS.
Added a borderless window option to video settings
Added radial fog (from Half-Life 2: 20th Anniversary Update)
Added support for Steam Networking
Added UI scaling for high-resolution screens
Made the default server name for listen servers include the player's name
Made the game launch in native resolution by default instead of 640x480
Client-side prediction fixes (these fix 'jank'/rollback in certain situations)
Fixed a bug where when unducking, the view could glitch out if the player doesn't have space to unduck
Fixed gifts not randomly dropping when players are killed during the winter event
Added sv_autobunnyhopping so bhop servers can have this wanted behaviour with client-side prediction
Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actions
Improved prediction for walking on props and other entities
Made certain client-side entities only trigger local prediction errors
e.g. If the viewmodel experiences a prediction error, the player will not experience a prediction error
Fixed prediction of viewmodel sway
Fixed a prediction error regarding weapon idle animations
Fixed certain breakable props not gibbing correctly
Fixed an issue where certain variables like position would not be updated correctly to match the server in certain situations
Fixed the player's base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/server
An update to Half-Life Deathmatch: Source has been released. The update will be applied automatically when you restart Half-Life Deathmatch: Source. The major changes include:
Added 64-bit Support. 64-bit binaries will automatically be launched on systems with a 64-bit OS.
Added a borderless window option to video settings
Added radial fog (from Half-Life 2: 20th Anniversary Update)
Added support for Steam Networking
Added UI scaling for high-resolution screens
Made the default server name for listen servers include the player's name
Made the game launch in native resolution by default instead of 640x480
Client-side prediction fixes (these fix 'jank'/rollback in certain situations)
Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actions
Improved prediction for walking on props and other entities
Made certain client-side entities only trigger local prediction errors
e.g. If the viewmodel experiences a prediction error, the player will not experience a prediction error
Fixed prediction of viewmodel sway
Fixed a prediction error regarding weapon idle animations
Fixed certain breakable props not gibbing correctly
Fixed an issue where certain variables like position would not be updated correctly to match the server in certain situations
Fixed the player's base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/server
You can now listen to the Official Soundtrack of Pale Abyss anywhere you want!
Since the reception of our game since release has been so amazing and a lot of people loved our Soundtrack, our talented musician at Permanent Crab Studios uploaded the official soundtrack for everyone to listen to on YouTube! You can now listen to all the beautiful in-game tracks at home, on the go, or anywhere you want really.
Kristala's next big content update is officially LIVE MEOW, which means a brand new adventure is about to begin in the dark fantasy world of Ailur.
Get ready to sink your claws into tons of exciting new features and mechanics - and prepare to embark on a major new questline thanks to friendly rodent NPC Gustav Gondasa, voiced by creator Julien Solomita.
Here's a rundown of everything we've lovingly packed into this update:
If you missed our exciting Twitch livestream last week, you're definitely gonna want to check out Julien's full reaction to meeting Gustav in game for the first time. We've also got a special Developer Q&A with Julien in the works, too, which will be happening VERY SOON!
Join Kristala's Producer, Alexis Brutman, and Lead Narrative Designer, Willow Jay Bryar, as they talk all things Kristala and go in-depth about our process working with Julien to fully bring Gustav to life.
We'll be spilling all the juicy details about today's big update during the upcoming Q&A and sharing more about what's still to come for Kristala as we head towards our big Chapter III release. Stay tuned for an official date!
It's hard not to fall in love with Gustav Gondasa's adventurous spirit and infectious charm, which is why we're hype to unveil the official Gustav merch collection! This new curated collection includes a ton of fresh merch items featuring some brand new Gustav-themed illustrations.
The best part? A huge portion of profits from all game and merch sales will go directly to the Pasadena Humane Society over the next few months in an effort to help animals displaced by the recent wildfires in Los Angeles.
Be sure to play the update, check out the new merch, and let us know what you think of the new content in the replies. Cheers!
Unpossess Early Access Version 5.0 is here, bringing new unlockable items, bug fixes and new user settings:
Added 3 new unlockable character mantles
Added 6 new unlockable character capes
Added a new unlockable character ring
Added 4 new unlockable character wristwatches
Added new inverted settings - invert (top / bottom) and invert (right / left)
Added new microphone volume setting
Optimized further the lobby
Fixed bugs related to the possessed character
Fixed bugs related to proximity voice chat
Fixed bug related to outside monsters spawning together
Updated translations
Psst! As I stated earlier, a new case is in the works. I kindly remind you to support me by leaving a positive Steam review. Constructive feedback is also always welcome! ːsteamhappyː