LoveCraft - pers-krolya
Let your fantasies come true and enjoy the sweet touch of feet!
Buy at a discount!



Due Process - Tetra
Charity Event

Hello everyone! We aren't dead and we'd love to announce that we are holding a DUE PROCESS CHARITY TOURNAMENT. Grab some pals, squad up and try to take the crown! (You may be in the running for some physical prizes)

The charity of choice is SpecialEffect, as the tournament will be falling along side the GameBlast25 weekend, we've decided to join in and contribute to such an incredible cause that breaks down barriers of inclusion for those living with physical disability.

Registration for the tournament are open! With the first match starting on the 22nd so you now have plenty of time to get ready, dust off your equipment and get your planning brains on!

Tooltips
  • Added a new tooltip system which shows what each door, window, vent and any special objective does when interacted with.



Visibility
Players should now stand out from their surroundings more, all customisation items have been increased in saturation.

Ranked Season

With this update we are starting the first DUE PROCESS ranked season (season 1 if you will)! Climb the ranks to earn skins, backpatches and titles depending on how high you place. If you are on the top 50 when the season ends you will receive a unique TOP 50 backpatch. For the other skins it will be your peak rank. Here is a look at the top rank variation (Executor):






Battlepass:

Added a brand new battle pass with over 140 new tiers and skins! Also all old battlepasses are available and so items on those passes can now be unlocked.

DAWN:

The DAWN LMG has been added to the game, this is a defender LMG that has high pen while having slow movement speed.

The Dawn has 70 Bullets and CANNOT be reloaded, it will deal 25 damage anywhere on the body with no headshot multiplier. This is a new bit of defender kit that will scare any ARGUS enforcer who steps in it's way. We hope that this can allow defenders to stop ARUGS map control with the wall bang potential.

Balance Changes:

  • Gun ADS speed adjusted for the new movement speed
  • Torch Hipfire speed lowered to make molotoving a good push back for torching barbwires
  • Smoke duration decreased: 60s → 30s
  • Fixed extinguisher smoke time and flavour text disagreement
  • Slight increase to door shotgun distance (10 units -> 12 units)
  • Readded 1 Legros and 1 INGMAR
  • Attacker speed reduced inside of barbed wire by 12.5%
  • Defender Barb count changed from 6 to 8
  • Time to blow torch doubled from 2 to 4 seconds.
  • Sway removed, when ADSing and Bracing there is no longer any weapon sway
  • Shield raised a little to allow counterplay, the shield will fully cover the player when crouched but will create a small area to be attacked from below when stood up
  • Shield has a dampening effect that prevents you from spinning around really quickly
  • Removed pair of lights from front of Shield
  • Swapping to another weapon will now require you to completely re-draw the weapon
  • However swapping to a weapon on the ground will continue to be the “quick draw”, encouraging scavenging.
  • Removed the ability to make jump shots
  • This enforces a hip fire state on jump and prevents entering a ADS state while jumping
  • Old-style bomb has been re-added to some maps
  • Changed the MAWP reticle back to have no "x" in the middle

Tileset Changes:

Killhouse:

Killhouse has had yet another rework, we realised that killhouse was getting too small leading to attack having an easy time taking control of the map with nowhere to go for defenders. This has changed with some rooms being removed and new ones added along with all rooms getting a size upgrade. This should make killhouses more rotatable as well as making more periodic fights happen rather than one big fight at a single door.

  • Added Construction Room
  • Added Bathroom Hall
  • Added Kitchen
  • Added Loading
  • Readded Killhouse Vault
  • Reworked Club
  • Reworked Lockers
  • Reworked Crates
  • Reworked Office
  • Reworked Breezeway
  • Increased size on all rooms


C-Store:

C-Store had similar issues with killhouse where the maps were getting too small. To combat this we have changed storefront’s size to make it smaller compared to current versions and expanded the side rooms to give the map a more donutty feel to it allowing for defenders to play in other areas of the map. This also means rotates are easier and there will be more of them making planning more exciting

  • Added more fridge variations
  • Added new cover into Entrance
  • Reimplemented Skylight as a rare entrance
  • Increased room size of all side rooms
  • Shrunk storefront slightly


Factory:

Factory has always struggled to have a defined character, it always was changing but with this new update we hope to create a tileset that has a lot of variety but feels very close to home.

  • Added Generator
  • Added Walkways
  • Added New Toxic
  • Added Large Conveyers
  • Added new cover variance
  • Readded 1F Servers


Bank:

Bank has always felt “off”. We have realised this and made it so banks will more likely generate in a donut shape with the vault more centred to allow for more rotates around the map and not making maps feel like one big trench war with a constant push and allowing rotates for flanks and such.

  • Added Servers
  • Made Vault spawn earlier in the generation process
  • Reduced size of Lobby leading to more close quarter combat rather than a mix of long and close
  • Shrunk Vault size to 2x2 making molotov holds less viable and allows for molotov usage around the rest of the map

100+ New Maps!
The entire map pool has been rotated out with 100+ new maps added! These maps will also come with more frequent map updates so maps will no longer feel stale.

User Interface:

  • Add mute buttons to audio.
  • Add setting to disable team mate indicators arrows.

Bug Fixes:


  • Decals should now be present
  • UAV will now penetrate barbed wire
  • Fixed occasionally broken round status user interface

And of course to end it off a lovely image from Icky for this update:
Mighty Morphin Power Rangers: Rita's Rewind - stephen.frost
This update adds a number of gameplay features and improvements designed to increase the replayability of the title and also allow for a bit more personalization in relation to the Mighty Morphin Power Rangers. The new features include:

Power Blast - Each Ranger now has the ability to knock away nearby enemies within a small range, using a special attack, but at the cost of a bit of character health (if the attack actually hits an enemy). A Power Blast can be performed by pressing the ATTACK and SUPER ATTACK buttons simultaneously.

Ground Recovery - When knocked back by an enemy, players can time a button press to perform a ground recovery, versus landing on the ground. This will allow players to recover from an enemy attack and start attacking again quickly versus landing on the ground and then needing to get up. A ground recovery can be performed by pressing the DODGE button before landing on the ground.

Ranger stats upgrade system - After completing a level, players can now upgrade aspects of their Ranger. This system will convert the score that player earns on a level into points which can be then utilized to upgrade three different stats:

  • Strength (STR)
  • Defense (DEF)
  • Speed (SPD)
Rangers also now start the game with slightly different stats from each other to further reinforce a bit more variety between the characters.

Morphers - Once a player finishes the game at least once, they will be able to start a new game and select from a variety of gameplay modifiers. Our hope is that these additional features will further encourage replayability as players try out all the different permutations of options available.

Remappable controls - Players are able to customize their controls as needed by selecting the “CHANGE CONTROLS” option located on the “MOVES LIST” screen.
Wildlife Warfare - Jeromey
Blood has been revamped

- More realistic looking spatter and pools
- Bone fragments erupt when dismemberment occurs
- Slightly toned down size of blood spray

Extra:
- Removed BOOM sound when killing an enemy. That s*** was overstimulating.
Biohazard: Siberia - D4RKK1TE
After long anticipation for the last few months, the day is here. The Horrors of the game are packed and ready to rock and roll! It has been quite a journey since the creation of the project.

Honestly, as a Solo Developer, releasing this is like a big weight getting off my chest. I have played this game a thousand times, and now I want you to play it, even once, it actually means a lot. I want to make games forever, as hard as it is, I love it more. We do and we learn. Hope you like this one, there will be more to come.

I hope you enjoy!


The game will launch tomorrow FEB. 20th at 18:30CET / 12:30EST, with a discounted price of $9.89 for the first week from launch.

Thank you!
Veilshift Games
PlanetSide 2 - CM Mithril
All servers will be down for our hotfix maintenance tomorrow 2/20 @ 6AM PST / 3PM CEST. ~ 3 Hour Downtime.

Bug Fixes
  • Extended the dates for Valentines Day Event Directive, Missions and sales so they finish on the 13th March 2025.
Valentines Mission fixes:
  • Players no longer get missions that aren't faction specific
  • NSO's "Sightseeing" mission now registers as complete when players enter the vicinity of the map marker in the specified locations.
    • Fixed a memory leak that would occur after 40-50 minutes of intensive play.
    • Reduced jetpacks audio volume
Iron Convoy - Two Nomads Studio
Greetings, Wastelanders,

We have just released a hotfix addressing several issues reported by the community. Thank you for your feedback and continued support during Demo. Below are the details of the fixes included in this update:

[[list]
  • Fixed the issue where vehicles would get stuck in cities.
  • Fixed the bug where clicking on a city would trigger combat.
  • Optimized vehicle movements.
  • Added a panel where you can view your vehicles in-game.
  • Added location display on the map.

Your feedback is invaluable in shaping Iron Convoy. If you encounter any additional issues, please report them through our bug report system. Thank you for being part of this journey!

Stay safe on the road,
Iron Convoy Development Team
Cyclopean: The Great Abyss - MKSchmidt
UPDATE: I have re-uploaded the update. It is compatible with old saved games HOWEVER it will not allow you to load them right away. Scroll to the bottom to see how to get it to work with an older saved game. Sorry about the inconvenience!

Some rather big changes have been implemented.

FIXES

Allies Issues
There was a problem where old ally data could stay in your list of allies. I made sure when an ally is resigned, all the data gets removed, so this should not happen anymore.

More Allies Issues
It was possible to have certain allies attack their friends. Now some allies have other friends who they will refuse to attack.

Even More Allies Issues
Ally health did not update in the allies list correctly after healing.

Manual and Inquiry Issues
Several misspelled words and text related issues have been resolved in the manual and inquiry pages.

Archway Bug
In the overworld it was possible for you and a monster to occupy the same space, in those arched gates by the Gug's kingdom.

Inventory Bug
It was possible to gather an unlimited number of supplies. This means of gathering stuff has been shut down. Sorry.

Chest Bug
It was possible to access certain treasure chests through walls.

FEATURES

Unique Books
Books are now unique items you will have to search for. Monsters, traders and chests should no longer contain books in their inventory. (If your current saved game has them, they will not be removed, but in new games this will be the situation).

Ghoul Burrows
The Ghoul's Crag now has more entrances.

New NPCs
Two new, unique characters have been added to the game,

How to Update Your Saved File
Your previous save files are compatible with this version, but there is an error if you had saved the game inside of a dungeon. So, to get the game running, you will have to follow the following steps.

Saved in Overworld
If you're saved game was in the overworld, good news! It is simple to update your saved game, to do it, find your saved game folder "C:\Users\-Your Username-\AppData\Local\Cyclopean" and open the folder with the saved game number you want to update, like "Save_1" or "Save_2" etc...

Find the "character.sav" file and open it in notepad. The first few lines will read:

0.9.904
character info
character pos_x,280
character pos_y,88 ...

To make it loadable, just change that first line to:

0.9.910

Then you can load the game as usual.

Saved in Dungeon
If, however, your most recent saved game was in a dungeon, you have an additional step required. First, if your game was updated, you will need to download the previous version of the game (0.9.904). In Steam, go to "Cyclopean: The Great Abyss > Properties > Betas" and select "old_version_09904" from the drop down.

Once the old version is installed, you could choose to simply continue playing this version of the game. If you want to update it to the new version, you just need to move your character out of the dungeon, and anywhere in the overworld. Save the game and exit.

Then return to "Cyclopean: The Great Abyss > Properties > Betas" and select "default" from the drop down.

Finally, scroll back up to "Saved in Overworld" and follow those instructions, and you will be able to load your old saved game.

NOTE: Know that all the dungeons have been updated, and will be different the next time you enter them. If you want to keep your dungeons intact, just follow the instructions under "Saved in Dungeon" above, and continue playing the older version.

I always try to make changes compatible with older saved files, and if I can't, i try to allow players to update their files to match the new version. I apologize about any inconvenience.

If you have any trouble getting things working, please don't hesitate to reach out. Send an email to michael@schmidtworkshops.com and let me know what's going on.










Feb 19
Ghost Infinite Labyrinth - riinwin
Fixed a phenomenon in which some soul fragments remained on the map without being reset when soul fragments were repositioned at game over (causing multiple identical soul fragments to exist on the map).
Cat Secretary Playtest - kerrod
ey everyone,

As we move into 2025, we’ve shifted our development phase from production to polish. This means the story, levels, and systems are all in-game – though they aren’t polished or at the stage where we’re willing to show off the state of the game publicly.

Our goal for the remainder of development is to do just that – evaluate, rework, and ultimately polish this game to the point that we’re ready to showcase, and eventually put it on the Steam storefront. Our goal will be to have the Cat Secretary Demo, which contains the Prologue & Act One of the game, ready by June’s NextFest, and a plan to release the full game later in the second half of 2025.

If you have any issues or suggestions, please join our Discord and let us know!

Thanks for reading!

Kerrod & the CatSec Team

Patch notes for beta0.1

Improved New Game Experience & Act One Story Updates

The highest priority for this release was to polish the New Game Experience and Act One Story, including improved cinematics, updated dialogue, and ensuring completeness in tutorials.
Several animations, props, and cinematics missed our b0.1 deadline due to pipeline issues – but there’s been a significant improvement across the board.

  • All Prologue scenes have been implemented with improved blocking, cameras, and dialogue
  • No Save Data' Main Menu map (Cat in Box outside Rain) & Pre-Game Scaffolding
  • New cinematic sequence of Cat entering the DOX building window
  • Tutorial Cards will now auto-trigger by default when Tutorials are enabled
  • New Collectable Tutorial in Museum
  • Redesign for 'Simple Tutorial' Push notifications (e.g. Press Q to Meow)
  • Implemented a Raccoon in Trash ‘Stealth Introduction’
  • Hiring Quiz UI improvements and additional questions
  • Museum story and prop improvements (still some placeholder props)
  • You now help Benjamin gain access to his mousehole, rather than just speak to him during the recovery of Obbo’s charging station.
  • “Room Unlock” for Lobby Management Tutorial Beat
  • Re-added Josiah’s Vault Password to the Floor 6 storeroom
  • After dating sim, Josiah is now in the lobby looking for his destined partner

Environment & Quality of Life Improvements

As an ongoing effort, we’ll be improving the environment and QoL of the game based on internal and external feedback.

  • All Floors now have higher walls for a less claustrophobic feel, more verticality opportunities
  • Play Menu redesign, spearheaded by our new UI/UX Designer
  • Introduced Quest Objectives into Cat Sense to help guide the player to the next objective
  • Improved Level layout for Business Biome
  • Obbo now has Sleep Face/VFX during Sleep State & unique Player Interactions
  • Lobby environment improvements
  • Fish tank will now populate with collected fish
  • Ensure Doors to Josiah’s office are closed pre-Dating Sim, open post-Dating Sim.
  • Implement "Free Water" Water Tank and "Box of Micro-transaction Parts" Props
  • More informative prompts for props only accessible in Late Evening
  • Remove/Clean up old Office Quests in Business Biome
  • Decoy Ability now has a cooldown shown before disappearing
  • Bot Overhead Notifiers have been reworked and improved
  • Abilities now have a rudimentary cooldown to avoid spamming
  • Status effects ('Chilled', 'Stunned', 'Scared') have been implemented in game, yet are awaiting assignment to certain abilities and enemy effects.
  • Props through the Lobby and Business floors have been audited so they’re actually touching things and not floating in mid-air.
  • The sweater prop in 'Catfish Your Boss' has a 'held' version, and a custom placement on floor if dropped by the player
  • Upgrading assets in the Lobby Management will trigger an Upgrade Camera, making a clearer moment and helping the player understand where it lives in the space.

Lighting System

We’ve overhauled our lighting system this release, which we hope adds to the atmosphere and style of the overall game. This includes a new Sky Box, Light changes based on time of day, dynamic shadows, and more!

Ongoing Stability & Tech Improvements

Fixed:

  • Craig triggers incorrect dialogue at end of MQ1-1 (post-OQ)
  • Door Text (e.g. 'Access Lvl -2' should hide after opening door
  • MouseCorp Vendor UI - Benjamin’s Thoughts persist
  • Grabby Leave Location on Night 0 is still incorrect
  • Dox Museum Videos: they openings of each video are being cut-off
  • Interns remain and their good bye note does not spawn the day you hand in their Office Quest
  • MQ0-3 starting scene throws an error you end your day with a Fax Machine task
  • Museum collectible tutorial triggers on 2nd floor of museum
  • Obbo unlocking the museum dialogue doesn't always trigger so museum won't unlock
  • Walls not aligned on floor 6 with props along walls
  • Lobby management computer Obbo dialogue not despawning, multiple instances spawning, defocusing, etc
  • Allow Camera Override to stop collision when hiding in a box
  • Unlocking Bathroom in Lobby Management doesn't open the room up to the Player
  • Camera flip issue on start game
  • If you drop charging box while caught sometimes it despawns away forever
  • Morale is not increasing past Level 2
  • Bots consistently freeze after player pick up
  • Cats back legs freak out when picked up by grabby.
  • Fade In/Out is broken with new lighting
  • Numpad on fax machine doesn't work. Also need to rework instructions to make more clear
  • Update WBP_DialogueUI so FaceActor logic uses Generic NPC instead of NPC Master
  • MouseCorp Theme sometimes remaining after leaving vendor
  • Quest Objective is not always accurate on map/Cat Sense
  • Lobby Management success triggers too early on the VO
  • Quest Objectives should persist in Cat Sense and Minimap even after to reach their location (persist until quest objective is complete)
  • Obbo not reliably entering Sleep State
  • Marketing Studio computer needs to be a BP_Computer
  • Employee Computer Passwords won’t reliably auto-fill
  • Investigate Cook errors when packaging
  • Fix The Business Biome elevator (currently doesnt trigger when I walk inside it)
  • Opening doors from the wrong side has you clip through them
  • Verticality puzzle in Floor 3’s Learning Center clipping ceiling
  • Textures on files prop in lobby/business biome is incorrect
  • Solve Elevators clipping through walls on multiple floors
  • History Of DOX Videos skip the first few seconds of play
  • DOX Bots should be NPCs instead of Enemies
  • Lock Player Movement during Dialogue Event ‘Camera Pan’
...