Guild Wars 2 - ArenaNetJoie


Rose Masquerade Appearance Package

Masquerade parties are popular in Divinity's Reach, and this romantic outfit is designed to attend these magnificent masked balls! Rich roses and luxurious details adorn the dress, giving it an air of refined opulence.

The Rose Masquerade Appearance Package includes the Rose Masquerade Outfit, Rose Masquerade Cape, a Vinelord Edgebloom Weapon Choice, and a Total Makeover Kit available for 1,800 gems.

The Vinelord Edgebloom Weapon Collection has a new addition as well. The new spear skin can be obtained through the Vinelord Edgebloom Weapon Choice or a Black Lion Weapons Specialist at a later date.





Build and Equipment Template Bundle

The Build and Equipment Template Bundle returns! This useful package is available for 800 gems until March 18. It can be purchased once per account and is attainable again if you bought it last year. It includes the following items:

  • Two Build Template Expansions
  • Two Equipment Template Expansions

What’s in Stock

Starting March 7 and continuing for the next few days, select unique armor skins will be 20% off, such as the Furrocious Cat Ears Skin, Pointed Ears Package, Blissful Skirt and Boots Combo, Dapper Suit Package, and Side-Lace Pants Skin.

March Sales

Our March sales are continuing with amazing opportunities! From today until March 11, almost all items in the following categories will be discounted:

  • Back item skins—25% off
  • Glider skins—25% off





Available Now in the Gem Store!

Log into Guild Wars 2 and press 'O' to access the Black Lion Trading Company for these great offers and more!
Risk of Rain 2 - jonathan.cheetham
Hello again everyone! The second phase of our Seekers of the Storm improvement roadmap is here and ready to play on all platforms! With this one, we’re making some sweeping improvements to The False Son’s boss fight.



You can see the detailed update notes HERE but I'll give you a quick rundown too. The changes go beyond just simple cosmetic improvements so I'd highly recommend just jumping in and giving it a try.

For those of you who want to know what we’ve changed, read on!



False Son Boss Fight

We’ve made significant improvements to every aspect of the False Son encounter. While we have changed the fight so there are (hopefully) no more “what just happened??” moments - the fight is far from a pushover. So players should still find False Son quite a challenge; but a fairer one.

One of the biggest updates we have made is improving the False Son’s Laser and arena cover significantly. The laser damage has also been re-balanced to ramp up quickly but still give you time to either get to - or move between - cover.



The difficulty scaling of False Son has been changed so that the fight is an appropriate level of challenge regardless of when you decide to travel to Prime Meridian. This includes (but isn't limited to) giving him Adaptive Armor, similar to Mithrix and Voidling, so he should still be challenging pre-loop, but will no longer be one-shot-able after looping!

On top of those mechanical changes, we’ve also improved False Son’s animations and transitions. These will now better telegraph attacks across every phase of the fight. The goal of this change is to make his attacks a tad more predictable. You should now run into far fewer attacks that are a complete surprise and have more time to react to difficult situations.



Audio and Visual effects have been added to every different False Son ability. Again this is to better communicate to players which of his abilities he has just used or is about to use.

We’ve improved his AI so he will smoothly navigate around the arena. This should lead to far less… unexpected behavior 👀



We have reduced the amount of Golem spawns during the fight (now capped at 5 maximum active at a time). During longer encounters you should no longer start getting overwhelmed with extra enemies. But, you’ll still have enough golems to take advantage of the on-kill items you’ve collected on your run.

Last but by no means least, we have added a secret way of entering the Path of the Colossus. This puts entering the path back in your control so you don't feel pressured to make this choice on stage one. This will allow players to gear up a bit more before taking on the challenge of the False Son Boss. I won't spoil this secret entry here - happy hunting!



Seekers of the Storm Item Balancing

I wanted to say a quick thank you to everyone who has given us feedback following the Phase One item changes, and especially all of you that filled in the feedback survey for this update! This has allowed us to make some informed balance changes to these items.

Based on your feedback, it sounds like most of the item changes landed in a good place. But, for some items, perhaps we went a little too far with buffing them. While strong items are undoubtedly fun, getting high level player-power every single run ultimately takes away from some of the fun and unpredictability in the game. With this in mind, we’ve made some targeted balances to the most powerful items for the full breakdown please check the update notes HERE. I'll summarise a couple of the biggest changes below:

Unstable Transmitter was probably the biggest jump in power, giving both one-shot protection and massive defensive utility on a relatively short cool-down. We’ve made this a once-per-stage effect – similar to items like Sale Star – and reduced the amount of barrier gained when triggered. We’ve also removed the one-shot protection so it no longer acts like an infinite Dios Best Friend anymore.



Elusive Antlers quickly became a fan favorite item. Everyone seemed to enjoy how it added some much needed movement speed into the item pool. However, the double-boost of speed from the passive increase, as well as collecting antler orbs for an easily maintained extra boost, made it way stronger than other speed items. To balance this we’ve removed the passive speed bonus. This should make it more of an actual choice against something like Goat Hoof. Players will now need to go orb-collecting to take advantage of this item.

There have been a few more balancing updates to some of the other SotS items - take a look at the update notes linked above to see all the changes.



Thank you all very much for sticking with us while we make these updates! Work is already underway on Phase Three, which is an update to each of the three playable survivors added with the DLC: Seeker, False Son & Chef. As always we will let you know when that update is ready to play!

All of these changes would not be possible without your feedback, so please keep it coming! The best place for that is on the Risk of Rain Discord. Please let us know what you think of this update!

https://discord.com/invite/riskofrain2

Bye for now!

-The Risk of Rain Team


Risk of Rain 2 - jonathan.cheetham
Hello! This is the update note page for Phase 2 of the Seekers of the Storm Roadmap (False Son Boss Fight) - for more details about this phase you can check out the Dev Diary right here!

False Son Boss Fight

  • Improved attack, movement and transition animations across all phases of the encounter.
  • Altered health, scaling and damage dealt by False Son Boss to make the encounter an appropriate challenge depending on the length of your run, including giving him Adaptive Armor similar to the other end game bosses.
  • Improved telegraphing of all attacks during the fight to reduce unexpected deaths.
  • Improved visual cues to better communicate False Son/Encounter abilities and effects.
  • Improved False Son pathfinding around the arena.
  • Reduced Stone Golem spawns during the encounter.
  • Adjusted Lunar Pillar cover in the arena.

Void Fields

We have made some changes to the Void Fields, such as increasing the challenge to better balance the massive boost in player-power this hidden realm represents, and also to reduce the viability of tactics that take advantage of infinitely spawning monsters while time is frozen.

  • While a Void Cell is active, time stops while you are inside the safe zone, however time resumes when any player is outside taking damage from the Void Fog. Time remains paused while you are moving from cell-to-cell between rounds.
  • Void Fog damage now very slowly ramps-up over time preventing excessive time chillin’ in the Void. It is a much slower increase than other versions of Void Fog (such as Simulacrum) giving you ample time moving from cell-to-cell between rounds.
  • Items are now added to the monster item pool sooner if players are taking an excessive amount of time to complete a Void Cell.

Item Changes
Based on community feedback since the previous Seekers of the Storm item update (thank you to everyone who completed the survey and gave us feedback in Discord) we have made some balance changes to the items introduced with the DLC.

  • Unstable Transmitter can now only be activated once per stage and barrier gain has been reduced to 35% of maximum health (was 75%.) Item regenerates at the start of each stage. One Shot Protection removed.



  • Rebalanced Gold to XP ratio of Longstanding Solitude.
  • The base speed benefit of Elusive Antlers has been removed. You can now only gain speed by collecting the orb drops.
  • Growth Nectar now grants 4% increase to all stats (down from 7%) for each buff, up to a maximum of 4 (+4 per stack.) No longer increases base stat increase with additional stacks.
  • Warped Echo first-hit damage reduction lowered to 20% (was 30%.) Delayed damage ticks can now benefit from items such as Planula and Razorwire (and others!)
  • Warbonds proc chance reduced to 0 (was 1) and increased base cost of additional missiles from 25 to 50 gold.
  • Base damage increase of Breaching Fin reduced to 10% (was 20%) however each additional juggle increases damage by 10% (with a single item the total bonus is 30% with a fully-juggled enemy, gaining further stacks of Breaching Fin gives you an extra juggle and a further +10% damage for each additional juggle.)
  • Attack speed bonus of Bolstering Lantern has been reduced from 10% to 7.5% per enemy within 20 meters.
  • Loot chance from Sonorous Whispers has been rebalanced to favour white items.
  • Reduced the audio volume of the Chronic Expansion beeps when the effect is due to fall-off.

Enemy Changes

  • Revised Halcyonite Whirlwind attack to address odd pursuit behavior.
  • Improved Halcyonite hitbox to better match the visuals.
  • All 3 blasts of Halcyonite’s tri-laser now track the player.
  • Scorch Worm HP has been reduced.
  • Running over a buried Scorch Worm should now be more consistent in forcing them to come above ground.

Other Changes
  • Added an alternate way to enter the Path of the Colossus.
  • If you choose to continue your run after Prime Meridian the stage count will no longer increment, for example if you enter the Path of the Colossus on stage 1, when you complete Prime Meridian you will enter a stage 4 variant (previously you would always be taken to Helminth Hatchery.)

Known Issue

  • Completing the Void Fields will once again increment the stage counter - this is unintended and will be reverted in a future update.

Bug Fixes
  • Holding Sawmarang equipment will no longer apply bleed when using Electric Boomerang (for real this time!!)
  • Removed several instances where debug text would appear in place of the intended text.
  • Burn debuff no longer removes other DoT debuffs when it expires.
  • Debuffs will now correctly trigger the Death Mark effect when being transferred between enemies via Noxious Thorn.
  • The Bazaar shopkeeper has found their voice once again.
  • Eccentric Vase’s Tunnel no longer collides with the visual indicator of Bolstering Lantern.
  • Warbonds is now blacklisted from the Scavenger item pool.
  • Enemies introduced in SotS can now appear on stages when using Artifact of Dissonance.
  • Verdant Falls should now correctly be accessible when looping with SotS disabled.
  • Fixed issue where a client leaving and rejoining a multiplayer run after charging the TP with the Artifact of Delusion enabled would cause all reset chests to no longer be functional.
  • Environment Logs are now correctly considered in the “Collectables” line of the Profile Stats page.
  • Fixed multiple issues during split-screen play on next-gen consoles concerning permissions when the game is paused.
  • Fixed a couple of spots where the player could clip through terrain on Commencement and Siren’s Call.
  • Engineer will now display their walk animation correctly when using a controller and only very slightly moving the stick.


AAM AADMI आम आदमी - daybreakg0nemad
So "Aam Aadmi" has been released on Steam for everyone, and right away if you load up the Steam page, you will notice that it says "Buy Project Vayu" instead of "Buy Aam Aadmi". Puzzling, you'd think. Maybe it is a scam, or maybe it is something fishy.

Actually, the reason behind this mistake is really stupid, but it is a long story. For those among you who actually know me, you might remember that "Aam Aadmi" is not the only game I am working on. For the past one year, I've been working on an air-combat game. It is a semi-realistic air combat game with somewhat realistic physics and what-not. You know, the usual: somewhat realistic-ish missile system and radar and stealth and etc and etc - at least as far as I can make in a video game. Because the game was set in India and would involve Indian Aircraft, I named it "Project Vayu".

The thing is, the development time was rather long. It has been one year, and the game is still far from what I would call 'playable'. It is coming along fine, no doubt about that, but it is taking a long time, and the thing with projects this long is that you tend to lose motivation and hope rather quickly, which saps your and energy and will to continue making games. I prefer having fun making the game rather than slogging on and hating every bit of it. I had never published a game on Steam, and waking up every day with the anxiety of whether I will succeed or not is.....annoying, to say the least.

So, I decided to put aside "Project Vayu" for a while and make a smaller but simpler game to gain confidence and rebuild the passion I have for making video games. I started a new project based on an idea I had noted down long ago, and it all culminated into "Aam Aadmi". I will admit, I spent a lot of time goofing around in the editor playing the game instead of working on it, and I enjoyed every bit of it, even if it increased the development time significantly.

Unfortunately, I had already paid the $100 Steam direct fees and half-filled out the Store page, and since I was short on cash, I had no option but to use the same application I had for "Project Vayu". Even though I changed everything, it seemed the package name doesn't change. This wasn't something I noticed until the game has been released, and by then it was too late. Apparently, there is also no option to change the name as well, so I guess we're stuck with that.

Project Vayu isn't dead by any means. I still keep working on it when I find the time, and I post video on Youtube when I do.


However, recording gameplay for posting on social media is tedious, and as such I rarely do it. The game is a lot different from what you see here in the video: there are now guided air-to-air munitions and autonomouse air-to-ground munitions with combat-air-teaming capability in the game now, and I haven't posted that now. Plus, there is a work-in-progress detailed SAM system that is also not posted anywhere. If you are interested in seeing how the game turns out, you can go subscribe the youtube channel for updates, and join the discord server as well.

Cheers,
Mauryan Interactive
Mar 4
Dodgy Deliveries - DodgyDeveloper
We keep fixing issues on PVP mode BETA. Keep them coming. thank you so much <3

- Now deliveries will come on Day 2
- Camera from office won't break on Day 2
Darkest Dungeon® II - RedHookMichaela
We have deployed a new build to our public beta branch on STEAM. This build has a attempted fix and additional logging to for the "Click to Continue" softlock issue players are hitting.

If you have had this issue before, please switch to this branch and continue playing in Kingdoms, and see if it still reproduces.

If you get the bug to occur, please send us an in-game report so that we can leverage the additional logs to assist in resolving the issue.
Everbloom - SES-Riley
We’ve hit an incredible milestone, 100,000 wishlists on Steam! Thank you for all your support. We are thrilled by the love and support of our community.



We're working hard to make the game the best version it can be. New characters, crops, locations, and exciting features in the works.

We recently held our first closed playtest, and it was a huge success! Players had an incredible time exploring, farming, and bonding with the woodland characters of Everbloom. We're now working hard on getting ready for our next larger closed playtest. If you haven't already, be sure to visit our Discord to stay updated!

Everbloom Discord
Company of Heroes 3 - Hannah_RE


Today’s hot fix addresses an issue that allowed certain Wehrmacht units to use multiple special weapons or throwables at once, along with several other singleplayer and multiplayer issues. This will likely invalidate mid-mission Campaign save files and Replay files. You can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request.

Gameplay/Maps

  • Fixed Wehrmacht Grenadier merge squad exploit.
  • Fixed an issue where M4A1 Sherman Whizbangs did not get the 76mm upgrade after Jettisoning their rocket launcher.
  • Headquarters sectors on both (2) Semois and (4) Crossing in the Woods have been adjusted to provide more space. It was known that poor placement of production buildings and medical tents could prevent production buildings from being constructed.
  • Fixed an issue where the British Headquarters 25-pounder gun would have its projectiles impact against the HQ when firing on certain maps.
  • Fixed an issue where the King Tiger would not get the correct veterancy modifiers including the side armor damage reduction.
  • Fixed the Anti-Tank Bunker upgrade not being purchasable for the Wehrmacht Coastal Battlegroup.
  • Fixed an issue where the Infantry Section Flare ability was not available if Valour was unlocked.
  • Ambient audio and music have been restored on (6) Longstop Hill and (8) Alam el Halfa.
  • The red farmhouse building on Angoville only had one functional door due to a tree blocking it. This tree has been replanted.
  • Fixed an issue where the Canadian Shock Section could select the PIAT upgrade when their weapon inventory was already full, causing them to waste munitions and be unable to use their Critical Shot ability. Now the upgrade is correctly canceled if the inventory is full.

Campaign

  • Fixed an issue where Gurkhas could not use smoke grenades in Campaign missions.
  • The Bunker and Howitzer during the defense of Vinchiaturo have a slight chance to spawn in the exact same location. This has been fixed.

UI/UX

  • Additional icons have been replaced for Button Vehicle, Hull Down, and Side Skirts.
  • The Sherman Easy Eight icons have been updated to match the in-game model.
  • Updated the Wehrmacht S-mine Launcher ability icon.
  • Fixed unit decorators becoming visible when the unit is just barely out of vision range.

Performance/Stability

  • Fixed a crash when attacking Artillery companies with the British Forces Armoured Company in the Italian Dynamic Campaign.
Windward Horizon - Klaus
Ahoy, Captains!

February was an exciting month for Windward Horizon, with Steam Next Fest, new patch updates, and an amazing community stepping up to help fellow sailors. Let’s dive into what’s been happening!

🚢 Steam Next Fest & Trailer
Windward Horizon made waves during Steam Next Fest, bringing in thousands of new captains eager to set sail. Some key highlights from the event:

  • We've sailed past 22,500 wishlists, up 7,000 in the past two weeks. 🎊
  • Over 10,000 players claimed the demo
  • Over 1,100 unique players connected to the demo server for online play.
  • Over 1,200 daily active users over the past seven days.
  • Steam reports an average of over 1,600 daily players during the event.
A huge thank you to everyone who played, shared feedback, and contributed to discussions! If you missed it, here are a few screenshots from one of the battles we fought during the demo:



⚓ Demo Week Patch Highlights
Throughout the month, I've been refining the game with community-driven improvements and fixes. Here’s a breakdown of the biggest updates:

🛠️ Gameplay Improvements & Fixes
  • Volley can now be aimed manually like mortars (right-click to disable auto-targeting) and always does full damage if it hits.
  • Accuracy and range mechanics were reworked, making sniper-like Offense builds more viable and removing the 150-yard range cap.
  • Summoned ally damage, healing, and kills now count towards their summoner’s stats.
UI & Quality of Life Updates
  • New range and firing arc indicators for abilities and enemy ships.
  • A UI scaling option was added for 1080p displays to fit more information on the screen.
  • CTRL+Click on ships to auto-attack on sight, bypassing the conversation dialog.
World & Rewards Adjustments
  • Diving spots generate floating loot periodically, similar to Windward 1.
  • Mini-game rewards improved, and "dud" pickups now grant XP.
  • Provinces now have visible control regions that exert influence on nearby areas, affecting reputation gains. Check with /pressure in chat to see the impact.
🌟 Community Spotlight
A huge shoutout to the players who have gone above and beyond in helping others and keeping the community engaged! This month, we want to recognize:
🏴‍☠️ Sapholin (Sir Pencil), Edwyndham, and Captain Jack – for their constant support in Steam and {LINK REMOVED} discussions and answering community questions.
📜 LimDood – for sharing detailed mini-guides that help new captains navigate the game’s mechanics.

Your contributions make the Windward Horizon community a better place, and I appreciate everything you do!

🌊 On the Horizon
As we move forward, the plan is to continue and fine-tune gameplay, add more content (like player factions!), and build towards 1.0 Release. If you have feedback or suggestions, be sure to join the discussions on Steam or our Discord server!

Thank you for sailing with us! More updates coming soon, and please wishlist the game if you haven't as it helps a lot! ⛵

https://store.steampowered.com/app/2665460/Windward_Horizon/
Rebellion Against Rebellion - rebellion.against.rebellion
Dear Players!
Minor Bug Fixes!

What has changed?
  • Minor background optimizations.

What to expect?
  • Fixes for reported issues.
...