Burden of Command™ - celliott25
You’ll need to be! The team and our artist have been working hard to deliver 84 achievements for Burden! Here is a sample:

Letterlike Playtest - Puzzlelike
Attempted bug fix for Steam Deck controls disabling
Gooning Aim Trainer - PP Dev
Hi! Just some small updates being rolled out for Gooning Aim Trainer and our other aim trainers

-Optimizations to improve CPU and GPU performance by removing unneeded actors during compilation
-Disabled mouse acceleration/smoothing for more consistent input
-Disabled a false warning some older GPUs got saying the game wasn't compatible when it actually was
Cozy Room Decorator - Lucky Roll Studio
We are excited to share that our Spring update is finally here (February 20th, 2025)!

[Watch our teaser video! ](https://youtu.be/8Itu_y8HAfs)

Patch Notes for 1.1.4:
- 200+ NEW Indoor/ Outdoor Items
- Added a new Candy themed biome to the outside options.
- Added a new pop-valentines themed soundtrack named “You’re On My Mind”.
- Added a new weather effect named Butterflies.
- Added word filtering on room names when uploading rooms to the Community Gallery.
- Added a new Sign Up/ Log In component to the home screen. Players can now sign up, reset password, and confirm their account directly from inside the game.
- Updated the Splash Screen to Lucky Roll Studio’s new design.
- Fixed a typo on the quick reference guide that shows 'R' button instead of 'E' button for rotating clock-wise.

Check out the new items below:





Remember to upload all your favorite creations to the Community Gallery so that we can all see your rooms!
Stars Reach - sean.weeden
I’m Kurt Larson; I do the audio on Stars Reach. Since we’re trying to communicate our vision to the players, I thought I’d try to give some insight into how we are approaching audio on the project.

I have responsibility for our audio, but the creative-approval team also includes Raph and our head of game design, Dave Georgeson. We talk about high-level goals, and I implement and find the devils in the details. I am in my 32nd year of working on game audio, so of course I bring my own philosophies to bear. I’ll share some of them here for those interested in how our project is being made.

CONTEXT
One of the first questions I ask when interviewing with a new team for a possible job is “What do you want audio to do for your project?”. I generally don’t expect a really in-depth answer because most game developers have never had to articulate that before. But I learn a lot from what I hear. The answers I hear the most are:

  • “Well, what do you think it should do?”
  • “I guess… um, tell the player about what is happening; to convey information.”
  • “Wow, I really don’t know, but we need someone to handle audio because we can’t keep doing it ourselves; we have other things we need to be doing.”
From that I learn something about what the team needs and wants. On the times I have been hired, I keep asking that question of various people until I have a sense of what they expect. Usually most teams just really need someone who isn’t actually supposed to be doing something else to plug in all the audio assets. But I can usually develop a sense of what the major stakeholders want to accomplish in an artistic, player-experience sense. I also believe one of my jobs is to tell the team what their audio should be doing in each instance. In our case, combining what Raph and Dave have expressed with my own love of the game, I have arrived at this: That the purposes of game audio are:

  • To provide an additional layer of pleasure and gratification for the player which is vastly cheaper to create than graphics.
  • To add a sentient, emotional voice to the game which is always speaking, gently and quietly, about the meaning of their context and their experience.
  • To make what you see feel real. Art and graphics make it look ‘real’, within the realism of the established art style. Audio ensures a strong connection between the player and that fiction which they inhabit.
To convey information and context.

MANIFESTO
OUR AUDIO WILL BE:
  • Pleasurable: Like color, animation, and gameplay itself, audio can and should be a direct source of enjoyment for the player; bypassing the cognitive process and gratifying the brain at a sensory level. If a game is a joy to hear, the player is more likely to play more often and for longer. This contributes to player retention and thereby the overall success of the product.
  • Blended and harmonious: Every sound needs to fit into every context in which it may find itself. (And every context needs to accommodate any of its sounds) Sounds heard well in isolation may not sound well together. Attention must be paid to the higher-end noise content; not only transients but sustained noise components, like water falling, “Energy” sounds, etc. Too many sounds competing for the higher-frequency segments of the listening experience can create aural discomfort.
  • Interactive and adaptable: Star’s Reach is the most proc-gen, open-ended, vast-possibilities, combinatorial-explosion project on which I have ever worked, and the audio will need to make full use of everything I have learned about these things. Almost all sounds should draw from multiple granular randomized layers. The background ambience and music must adapt intimately and intelligently to the changing conditions of the world through which the player moves. The un-scripted nature of our players’ intended experience mandates that our audio leans more towards procedurally-generated philosophy than to a more scripted, film-like approach.
With those general ideas here to set the context, in the next post I will look at the details; breaking down different layers of audio design in a game and how each relates to Stars Reach.

Our Kickstarter is launching on February 25th! Head over to the Coming Soon page and sign up for notifications!
Day Of Pixel - JESUS
Banditos great update coming tomorrow!






Horses are now rideable and ready to go! Along with

  1. Wagons the player can also ride
  2. New Bandit gangs (Red, White, Yellow, Grey)
  3. Bandits also ride horses!
  4. Brown Spotted, Chestnut, Grey with white spots, Light Brown just a few at this moment!
  5. New Bandit hand placed spawns representing their territories
  6. if i can get them to fight each other that will also be in the update!
  7. Farming was fixed

Last on the major things to do in order

  1. Shops
  2. Crafting
  3. Story Act 1/ Bosses

Get Ready for one of the biggest updates!

The Demo is being updated as well, you just won't have the Wagons and Bandits fighting each other. If that part works out then it will be on the purchasable one.

Thank you all for supporting me and it means alot please keep talking about this and shooting that wishlist button, or purchase now and forever have the game when it goes to 15.99!

Games for Gamerss Alwayyysss!!!

Blake "AGGRESSIVE KIWI" Out!!

Oh thank you again btw i know these things take time but just you wait!
Feb 19
Primeval - Exhibyte
  • Added two new traits that work with the Camouflage trait to create a stealth build for some species.
  • Stalker(Limbs slot): Allows the use of running while camouflaged.
  • Stealthy(Body slot): Increases camouflage success rate.
Deadzone Haunt - GeamGames
Thanks to everyone who has already tried out the Deadzone Haunt demo and used the in-game feedback function. Based on this, the first update has been released, which has significantly improved looting and interacting with items.

Quality of Life Improvements:
  • Significant improvements when looting weapons and interacting with perk machines.
    • Now the direction in which you are looking is prioritized instead of the operator overlap when interacting
    • The overlap radius of the individual objects has also been adjusted
  • When interacting with perk machines, a description of the perk is now displayed to make it easier to understand.

General:
  • Operator audio volume has been reduced by 25%

Bug Fixes:
  • Fixed a bug where the last zombies in rounds where more than 15 zombies were alive would sometimes have no audio active.
Forklift Certified - RiRi
Bugs:
Menus:
  • Fixed issue where you could respawn while a menu was active, causing a black screen
Rendering:
  • Fixed issue with shader where item at a far distance had weird lines, very noticeable in the world map
Certification:
  • Fixed issue where demo certification would keep popping up even if it was complete
Pallet Liftables:
  • Replaced pallet liftables with freight boxes instead. Did this as pallets did not work well with new feature to lift from any side
Farm:
  • Updated boundaries on level and liftables were getting stuck outside of fence

Features/QOL changes:
Menus:
  • You can now press back button(Escape or East Button) to go back to previous menu or un-pause. Along with this I've added the control mappings to control menus
World Map:
  • Zoomed camera out to give better view of map
Respawn message:
  • Updated respawn message to show immediately on death
Marvel Rivals - Marvel Rivals
Hey, Rivals!

The moment we've all been waiting for is finally here! The Fantastic Four are finally all uniting for the first time in Marvel Rivals, ready to take on Dracula's dark army. Here are the details of this exciting update!

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1. New Content

1.1 All Platforms

Heroes and Costumes

  • The Thing and Human Torch are ready to rock out and flame on!
  • New Costumes: The Thing - Trench Coat and First Family, along with Human Torch - Negative Zone Gladiator and First Family!

    Maps and Modes

  • Enter the new Convergence map - Empire of Eternal Night: Central Park.
  • New: An extra 0.5 seconds of grace time will be added at the end of the overtime in all modes, optimizing situations where games may end abruptly (like when players cannot be detected due to certain hero abilities or when accidentally drift slightly outside the valid range).
  • New: In Quick Mode, matchmaking for substitutes will no longer occur when a quick match is about to end.
  • Optimization: Improved loading speed at the start of matches.

    Season Battle Pass and Season Story Events

  • The season event Midnight Features II is here!
  • The first round of the season 1.5 Twitch Drops event is live! Players can earn the "Two-in-One" spray and Hela's "Great Galaxy" emote. Also, stay tuned for a second round, expected to arrive mid-season 1.5, featuring a brand-new costume reward! (Keep an eye on official announcements for exact times!)
  • Players who purchase the Luxury Battle Pass and redeem all its rewards can now convert any leftover Chrono Tokens for Units at a specific ratio.

    Ranked

  • New: Season 1 has been split into S1.0 and S1.5, with S1.0 concluding on February 21, 2025, at 8:00 AM (UTC+0). Rewards including the costume and Crest of Honors will be distributed accordingly. In S1.5, players will retain their ranks from the end of S1.0.
  • New: S1.5 Gold Rank costume rewards include Invisible Woman - Blood Shield and Human Torch - Blood Blaze.
  • New: Crest of Honor rewards for S1.5 will feature distinct designs for Grandmaster, Celestial, Eternity, and Top 500.
  • New: A "Hide Own Name (Competitive)" feature is now available for players at Diamond III and above. Once activated, your true identity will be under wraps during the loading screen, hero selection, and the start of the match. Other players won't be able to see your name right away! After a short period in the battle, your real name will pop back up.

    ———————————————————————————————————————————————————

    General

  • Career System: Season statistics will now distinguish between S1.0 and S1.5, with the added ability to filter Tournament data only.
  • Account Deletion: A new account deletion option has been added under Settings - Other, allowing players to initiate the account deletion process.
  • Inactivity Detection: AFK timers will pause during the wait to respawn.
  • Reticle Customization: All changes will now automatically upload to server storage, preventing loss due to local issues.
  • Graphics and Settings: Optimized the brightness of some scene floors when "Reflection Quality" is set to "Off."
  • Discord Binding Interface: Adjusted to generate an invitation code only upon clicking "Generate."

    1.2 PC

    Graphics and Settings

  • NVIDIA DLSS 4 is available now, featuring DLSS Multi Frame Generation for GeForce RTX 50 Series GPU. DLSS Multi Frame Generation generates up to three additional frames per traditionally rendered frame, providing even faster performance for gamers.
  • AMD Radeon Anti-Lag 2 is available now, reducing the system latency (the time between user inputs and visual responses). It works best in GPU-limited scenarios. (Anti-Lag 2 Requires AMD Radeon RX 5000 Series or newer GPU)
  • Fixed AMD FSR3 Frame Generation frame pacing for smoother experience.

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    2. Fixes and Optimizations

    2.1 All Platforms

    General

  • Fixed an issue where some UI prompts in the team voice system would occasionally delay or disappear.
  • Resolved a rare issue where players couldn't operate after reporting a player.
  • Corrected a variety of language and text issues.


    Maps and Modes
  • Fixed terrain issues that could cause characters to become stuck or clip through odd locations.
  • Resolved various issues including floating broken objects, collision errors, etc.
  • Addressed several sound issues on maps.
  • Corrected a rare bug in Doom Match, that displayed multiple players in first place.
  • Rectified an issue in Conquest mode where, after reconnecting to a match, indicators, such as KO Streaks would not be displayed.

    Heroes

  • Fixed various hero SFX issues.
  • Resolved a series of quirky pairing performance issues between various heroes.
  • Spider-Man's Wall Crawl Woes: Fixed an issue where Spider-Man sometimes couldn't use his abilities while falling from the top of a wall. The web-slinger can now strike without a hitch—no more sticky situations!
  • Hulk's Banner Backtrack: Resolved a glitch where Hulk couldn't be detected by vehicles or mission areas during his transformation back to Bruce Banner. The big guy's identity shift is now seamless!
  • Doctor Strange's Portal Precision: Fixed a bug where Doctor Strange's portals could get destroyed if they intersected with broken Recursive Destruction objects during the rewind phase in Empire of Eternal Night: Midtown. The Sorcerer Supreme's portals are now as reliable as his magic!
  • Iron Fist's Jumping Jack: Addressed an exploit that allowed Iron Fist to perform rapid consecutive jumps under specific conditions. The martial artist's acrobatics are now finely tuned!
  • Loki's Revival Riddle: Fixed an issue where Loki would incorrectly indicate he was out of Adam Warlock's revival range while transforming within Adam Warlock's ultimate range.
  • Mister Fantastic's Elasticity Error: Fixed an unexpected interaction where Mister Fantastic's ultimate bounce range preview was affected by Cloak's Phased state. The stretchy hero's powers are now back on track!
  • Captain America's Unbound Shield: Corrected an issue where during Captain America's ultimate, he couldn't be stunned by Spider-Man's ultimate.
  • Squirrel Girl's Sonic Surprise: Resolved a sound issue where Squirrel Girl's hit sound effect was occasionally too sharp. Her acorns now land with a perfect pop!
  • Venom's Damage Dilemma: Fixed a problem where Venom's ultimate sometimes failed to deal damage. The symbiote's ferocity is now fully unleashed!
  • Mister Fantastic's Elastic Aim Adjustment: Fixed an issue where Mister Fantastic's arm orientation sometimes didn't align with the targeting reticle when using his abilities. Now, the stretchy hero can hit the mark with precision—no more twisted arms!
  • Magneto's Magnetic Misfire: Addressed an issue where Magneto's ultimate could pass through characters without dealing damage due to discrepancies between collision models and visual effects. The collision body is now properly optimized to better suit the visual presentation.
  • Portal Peril Prevention: Fixed an issue where if certain heroes were eliminated by terrain after using their abilities to pass through Doctor Strange's portals, it would sometimes not count as a KO for the Sorcerer Supreme. Now, every portal pitfall will be counted!
  • Doctor Strange's Visual Vanishing Act: Fixed a problem where other players sometimes couldn't see Doctor Strange's ultimate effect. The Eye of Agamotto will now dazzle everyone on the battlefield!
  • Doctor Strange's Control Conundrum: Resolved an issue where Doctor Strange's ultimate control effect could be overridden by Luna Snow's or Scarlet Witch's control effects, prematurely ending his control. The Sorcerer Supreme's spells now hold strong—no more magic mix-ups!
  • Cloak & Dagger's Ice Imprisonment: Resolved an issue where, while using their ultimate, if being frozen by Luna Snow, Cloak & Dagger would remain frozen even after taking damage. They can now break free from Luna's icy grips!
  • Peni Parker's Cyber Conundrum: Fixed a quirky situation where if Peni Parker was defeated while using Cyber-Bond and resurrected by Rocket Raccoon's beacon, she would be stuck in her Cyber-Bond animation. She will now be revived without any lingering effects!
  • Mister Fantastic's Stretch Cancel: Fixed a glitch where Mister Fantastic's Stretch Punch could be interrupted by Distended Grip during its wind-up phase, yet still erroneously deal damage. Now, the stretchy hero's attacks are consistent—no more bouncing back from unfair hits!
  • Loki's Ultimate Illusion Fix: Resolved an issue where, after transforming into another hero and using their ultimate, the ultimate's effects could remain in the scene if Loki was defeated during the process. We've ensured that his tricks vanish appropriately—no more ghostly ultimates haunting the battlefield!
  • Rocket's Revival Resurgence: Fixed an issue where heroes revived by Rocket Raccoon's B.R.B. occasionally became unable to move. Now, everyone can get back into the action without a hitch—no more stuck-in-place moments after a heroic comeback!
  • Moon Knight's Bounce Damage Fix: Resolved an issue where Moon Knight's bounce attack would occasionally fail to deal damage. Now, his strikes hit true.
  • Winter Soldier's Targeting Trouble: Addressed an issue where Winter Soldier's ultimate sometimes visually appeared to hit targets but would actually miss. The sharpshooter's aim is now spot on!

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    We will continue to vigilantly monitor game bug issues and fix them as fast as we can. We also always have new content cooking! Be sure to follow our socials for all the latest news!


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