Moonring - Fluttermind
No, you can't dig or drill. It's not that kind of boring. It's the other kind. It's the 'Slideshow... dull... losing... consciousness...' kind of dull. You don't believe me? For f-

Look.

- [DONE] Creatures now properly save their Shield status
- [DONE] One certain creature now retains their Shield status between save/load states
- [DONE] Fixed the Buy panel which had some display errors when wrapping from bottom to top position
- [DONE] Change to Harlequin description so that it's not utter nonsense (no idea what happened there!)
- [DONE] Properties now cause faction opinion changes when they change, not continuously
- [DONE] New 'factions' console command that reveals all faction values
- [DONE] Harrodius' Amulet now has a shorter description that doesn't flood the box

See? I wasn't lying. It's boring. Banal. Dull. Tedious. It's like that Friday morning geography lesson with Mr Hendriks who only had one vocal tone which he insisted on piping through his peculiarly hairy nose. It's that book all your friends insist was really good when all it did was present a series of lists of 1980s pop culture. It's that 'new banger' of a song with lyrics that are the equivalent of "Aw, yeah, baby yeah, I want you, let's dance on the dance floor (as opposed to, presumably 'in the larder'), yeah."

It's thoroughly uninteresting. The only compelling aspect of this update is this message which contains a singular and rather shocking deliberate misspelling. You were warned.

- Fluttermind































































Yes, I lied about that spelling mistake, too. I was desperate.
inZOI - hailey
Greetings, Creators! 



inZOI delivers high-quality graphics and realistic city-level simulations, which require higher system specifications to run smoothly.


While the minimum and recommended system requirements are already listed on our Steam page
we wanted to provide a more detailed and comprehensible breakdown of these specifications and how they might impact your gameplay experience. 

As such, we've categorized the system requirements into four tiers and provided the optimal game settings for each tier. 



1. Minimum, Medium, Recommended, High





2. Optimal Settings

a. What are optimal settings?



Optimal settings ensure you experience the game on your current PC in the best possible way. 

Since inZOI was developed using Unreal Engine 5, adjusting the game's settings can lead to significantly different experiences, even on systems with identical specifications. 


Let's explore how different factors impact gameplay and which settings you'll need experience inZOI in the best way possible. 


b. Which factors affect optimal settings? 

Higher resolutions put more load on the GPU as they require rendering a greater number of pixels. 

For reference:
  • 1920×1080 (FHD) = 2,070,000 pixels
  • 2560×1440 (QHD) = 3,680,000 pixels (about 1.77x more than FHD)
  • 3840×2160 (4K) = 8,290,000 pixels (4x more than FHD!)
  • Rendering in 4K requires four times the number of pixels as FHD, significantly increasing GPU processing load and reducing frame rates. 
    Higher resolutions also demand more VRAM, which can lead to shortages due to increased buffer sizes.

SSDs may also affect optimal settings by offering:
  • Faster data transfer speeds than HDDs, leading to reduced loading times for maps and resources during gameplay
  • Improved texture streaming to help reduce texture pop-ins and maintain high-quality graphics
  • Fewer frame drops for a smoother gameplay experience
  • Faster installation and update times

c. I'm not familiar with the technical details. How should I set up my settings?

We've prepared eight different preset options tailored to four system tiers and various gameplay preferences. 

The settings for the Recommended and High tiers are optimized for 4K monitors. 

Minimum
Medium
Recommended
High
Better Graphics
NVIDIA DLSS Super Resolution / AMD FSR 3 / XeSS - Performance
Ray Tracing - On
Preset - Low
NVIDIA DLSS Super Resolution / AMD FSR 3 / XeSS - Performance
Ray Tracing - On
Preset - Medium
NVIDIA DLSS Super Resolution / AMD FSR 3 / XeSS - Balance
Ray Tracing - On
Preset - High
NVIDIA DLSS Super Resolution / AMD FSR 3 / XeSS - Quality
Ray Tracing - On
Preset - Ultra High
Better Performance
NVIDIA DLSS Super Resolution / AMD FSR 3 / XeSS - Ultra Performance
Ray Tracing - Off
Preset - Very Low
NVIDIA DLSS Super Resolution / AMD FSR 3 / XeSS - Performance
Ray Tracing - Off
Preset - Low
NVIDIA DLSS Super Resolution / AMD FSR 3 / XeSS - Performance
Ray Tracing - Off
Preset - Medium
NVIDIA DLSS Super Resolution / AMD FSR 3 / XeSS - Balance
Ray Tracing - Off
Preset - High
  • Better Graphics: Maximizes the game's visual quality. May cause occasional frame drops and longer loading times. 
  • Better Simulations: Optimizes simulation speed and ensures smoother gameplay, but may reduce visual quality.



3. How It Looks In-Game

We understand that all of this might be a bit overwhelming. 

To give you a clearer idea of how these settings impact gameplay, we've prepared a video showcasing the game with each one applied!


(This footage was recorded during development and may differ from actual early access gameplay) 



4. Our Commitment

As mentioned earlier, inZOI delivers high-quality graphics and realistic city-level simulations, which require higher system specifications. 

While these requirements ensure the best possible gameplay experience, we remain committed to making inZOI accessible to more players.  

We plan to implement a feature that automatically adjusts game settings to provide the best possible experience. 

Additionally, we will continue working on optimizations to improve performance while finding ways to lower system requirements without compromising overall quality. 



5. Conclusion

inZOI is still in preparation for early access, which means there's room for improvement. 

Some aspects of the current version may feel somewhat limited in both quantity and quality. 

Our team is committed to enhancing the inZOI experience for Creators. 

We truly appreciate your patience and continued support, and we look forward to seeing you in early access! 



Thank you, 

The inZOI Team
Ascendaria - Artékuro
Are you ready to take on the challenge and climb to the top.
It's finally time to explore this world and push your limits.

Ascendaria is now available for purchase!

Key Features
🚀 Free Climbing: Ascend higher and higher by mastering your environment.
🔧 Dynamic Evolution: Improve your abilities based on your actions.
🛠 Tools & Consumables: Use jetpacks, gliders, and other gear to overcome obstacles.
🎭 Uncover Mysteries: Progress and uncover the secrets of the simulation.
🤖 A Unique Guide: The AI S.L.I.M.E. will assist you with insightful advice… and some sharp wit.

🎥 Watch the launch trailer



We look forward to your feedback.
Contact us here: Another Slime Studio
Stay tuned for more information.

Thank you and see you soon!
Mar 11
Clown Town - MainManMike_ TTV
There were some bugs with the audio making some sounds way too loud and drowning out the others. It is now fixed
Relentless Expanse - MrCowdisease
Hey everyone, it's been a bit, here's a big update for you all! The multiplayer update has been taking longer than expected, so I wanted to push out another update in the meantime! I hope you all enjoy :)

  • You can now choose the shape of the galaxy that you want to play in! There are currently 7 options, and more can be easily added in the future, feel free to suggest new shapes!
  • Heavily adjusted the decision-making for AI, they will now do a LOT of things differently, explore the new AI and let me know if you find any weird new behaviors!
  • Added the ability to change keybinds in the settings
  • You can now right-click on any empty space when you have planets selected and choose to mass-upgrade the selected planets
  • Added a "preferred color" option in the settings (only works in singleplayer for now, will work in multiplayer after the multiplayer update!)
  • Adjusted pathfinding some more - the vast majority of the time it will act intelligently and path around neutral and enemy planets, however it may still do some weird pathfinding sometimes. Let me know if the pathfinding is better this way!
  • Defensive Platform radius colors will now be shown as red if they belong to an enemy, and you will see a preview of the range of the defensive platform if you hover over the purchase button for defense
  • Added OpenGL as a launch option for users with GPUs that can't run Vulkan
  • Lowered the 5x speed option to 4x speed to help prevent some performance issues and other bugs that could occur at high speeds
  • Ships can now be "culled" if there are too many on the screen at once, to help prevent bad performance issues later in the game. Only ship sizes of less than 5 can be culled, and when a ship is culled the health it had will be returned to a random planet belonging to its faction
  • Fixed a bug where only 1 defensive platform would be destroyed if the planet was taken over at defense level 2, instead of destroying both defensive platforms
  • Fixed a bug where all of your planets would be deselected when one of your planets got taken over, instead of just the planet that was taken over
  • Fixed an issue where ships wouldn't collide with newly taken over planets if they were inside of the planet's hitbox when it was taken over (also known as ship-juking)
  • Several other small QoL changes and bug-fixes
The Other Side - DeevoTe
Version 0.9.1.3 (Early Access) Patch Notes
This patch focused on some of the more critical issues

What's Fixed?
  • Some players would experience a crash when trying to play multiplayer
  • Players could experience a crash when returning to the HQ, with the E.A.L. powered on
  • Some players would experience extremely jittery/stuttery mouse when in HQ or Contract
  • When transitioning to new HQ locations, players that had equipment contributed would lose access to that equipment until reset

What's Changed?
  • Removed the option to adjust the Cellphone Camera's frame rate, it is now locked to half of the average framerate
  • Temporarily removed the "Shield During a Hunt" task objective
  • The "Escape a Hunt" is now a shared task and can only be completed if no one dies during a hunt in which the ghost has line-of-sight of at least one player

What's New?
  • Weather is now dynamic and can change through the duration of the contract, so there may be rain and thunderstorms in contract locations with outdoor environments

Ecliptic Studios Dev Team
Voor De Kroon - Future Minimalism
Hello everyone,

I’m excited to bring you another big update! The Festival Update enhances tournament scenes, making them feel like grand events filled with energy and spectacle. Expect a richer atmosphere with new props, music, and optimizations that bring the tournaments to life.

Alongside these tournament improvements, this update also refines formations, castle visuals, combat responsiveness, and overall game polish.



🏆 Tournament Enhancements
  • New festival scene added to tournaments, making them feel like major events
  • Tournament background music
  • Additional props added to tournament areas for a richer atmosphere
  • Optimized assets
  • Reduced player turn rate in jousting
  • Tweaked tournament ending sequence
  • Disabled finishing moves during tournaments

⚔️ Combat & AI Improvements
  • Improved unit formation positioning
  • Fixed unit reactions to stab attacks
  • Tweaked dodge behavior
  • Fixed melee soft lock activating in ranged mode


🏰 Environment & Visual Upgrades
  • Improved tournament assets with better textures and models
  • Refined stone castle textures with photo textures
  • Fixed stone castle roof tiling issues
  • Adjusted game lighting
  • Fixed foliage performance issues in Frisian swamp locations

🎯 Gameplay & UI Fixes
  • Improved ladder interaction prompt responsiveness
  • Fixed artillery spawns not clearing correctly
  • Fixed ladder use from the top in certain situations
  • Fixed white unit cards for reinforcements
  • Fixed formation rally bug
  • Fixed tournaments not respecting increased sunny weather
  • Fixed formation card logic errors

If you experience any issues or bugs, you can report them using the ingame feedback form, here on steam or on the recently reopened official discord server.

Join the discord here:
https://discord.com/invite/cTgXXfTmhc


Thank you for all the support so far!
STRAFTAT - lemaitrelogiciels
  • Added 8 new songs to the game soundtrack
  • Buffed ap mines
  • Fixed map Aquatic_00 spawns
  • Fixed collisions on garden maps
  • Other little bug fixes
Satisfying Simulator - brawler
After over 6 months of work my first independent Game has been released! I had hoped to integrate all 250 achievements into Steam before the release but there is a verification process that Satisfying Simulator must complete first.

Achievements that are obtained in game but not yet available through Steam will be awarded as soon as the verification process is complete and I can finish integrating the rest of the achievements through steam.

Happy bouncing!

-- Brawler
Bean Beasts - ____lame____
[!] Warning - Spoilers Ahead [!]

If you prefer to keep the game's content a surprise, I would advise you stop reading now.

World 3 is now complete... that leaves only World 4 and endgame content to create, then localisation and QA testing before launch! ːer_waveː

-

New Music Track for World 3!

ːsteamhappyː More levels!

Introducing new environments with unique hazards, quirks and challenges.



ːsteamhappyː New Enemies!

Get ready to face a new gang of troublemakers!



ːsteamhappyː Menacing Bosses Guarding The Hills!

As featured in the new trailer - these guys will pose a tough challenge to players!



Changes and Rebalance!

  • Henge upgrade paths have been swapped.
  • Adjusted Summon damage logic to prevent them wiping out bosses easily.
  • Added a hitbox to World 2 boss so you can hit it's head.
  • Improved the World 2 Boss Icon.
  • Endless Maps 2-E2 and 3-E2 now have flying enemy indicators at the start.
  • Flying indicators are now pixel art (placeholders replaced).
  • All tower title sizes are now the same on the info bar so it's always consistently aligned.
  • Improved Magic Blade's animation movements.
  • Enemy damage to boxes increases after wave 30 on endless (30 - 40 x2 | 41 - 50 x3 | 51+ x4)

Bug Fixes

  • Fixed a loading bug for challenges that track damage (sometimes it would not count the final hit of a wave).
  • Updated info text for some Beasts / Traps for better accuracy and readability.
  • Fixed a bug that caused enemies to become stuck when inflicted with both Fear and Force.
  • Slightly changed inventory UI alignment to prevent text overlap clashes.
  • Fixed a bug causing Haunted Hex to do Water damage.
  • Fixed a bug causing enemies to avoid spaces where walls had once been on 1-10.
  • Fixed a graphical bug where there's a tiny gap between tiles sometimes.

Cheers,

Josh.
Anxious Noob.
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