VEIN - disseminate
  • Dedicated servers no longer save settings to save games - only to console variables
  • Fix trunk, glove box showing in third person vehicles
  • Fix cooking with exactly one half of an onion/tomato/etc freezing the game
  • Fix charcoal kiln timing not always working
  • Buff sprinkler water contribution by a huge amount
  • Fix not being able to properly pick some stuff off the ground
  • Fix character menu not properly reflecting character weight
  • Fix generators charging makeshift batteries with no gas
  • Fix large limestone, large reinforced wood gates not snapping to fences
  • Fix standing water materials being bright in the dark
  • Fix volumetric fog ghosting on vehicle headlights
  • Fix zombie crawlers persistently attacking the ground
  • Fix candles still showing a lit effect in multiplayer when destroyed
  • Fix some buildable furniture having duplicated requirements
  • Fix automatic firearms sometimes firing twice on clients
  • Add stat limit notice to stats menu
  • Fix some stats reading "0/0" in stats menu
  • Fix bathroom collision in strip mall
  • Reduce the amount of rust on cars
  • Fix campfires not having a fluid slot
  • Fix destroying ATV when loading from a save while sitting in it and exiting the ATV
  • Fix washers, dryers not working if you're too far away from them
  • Fix bad material on grocery shelf
  • Fix sink, tub etc. use options being unordered
  • Fix workbench using old mesh for destruction
  • Fix some options being visible in the load game dialog; fix some options not being visible in the admin menu
  • Prevent blood attaching to car wheels
  • Fix bad visual when dragging vehicle parts out of a vehicle
  • Misc. small world fixes
  • Fix some small memory leaks
  • Performance fixes
TETRACHROMA - sparsevector
Today's update adds a new Cheat Code screen! On the Difficulty Selection Screen, press Down four times while on the bottom row to reveal the Cheat Code menu. This hidden screen lets you enable or disable gameplay modifiers that can dramatically change how the game plays. Note: playing with a cheat code enabled disables stats and achievements. The in-game timer will also display asterisks next to the time to indicate cheats are active. Cheats are temporary and reset when you quit out of a mode.




What's next:
This update wraps up the main post-launch content I had planned for the game. Huge thanks to everyone who's played and supported it so far--it seriously means a lot! I'll soon be shifting more of my focus to a new project, but I'll still be around to fix any bugs or issues that come up. Bringing the game to consoles is something I'd really love to do, so I'm exploring this possibility as well (fingers crossed!). This game is extremely special to me, but to keep growing creatively and professionally, I need to continue expanding my catalogue. I'd love to return with a big update in the future if the opportunity arises. Stay tuned!


Cheat Codes:
  • Starting Stage: Practice the MARATHON modes from any starting stage.
  • Instant Animation: Disable animation delay making any mode play like INSTANT mode.
  • Board Width: Change the width of the board
  • Board Height: Change the height of the board
  • Hold Piece: Enable or disable hold piece
  • Next Pieces: Set the number of next pieces to display
  • Rotation System:
    • MODERN - Standard kick table with modified I piece rotations
    • ARCADE - Classic arcade style rotations
    • CONSOLE - Classic console style rotations
    • CELL - Modern rotations with modified piece set
  • Piece Locking:
    • MODERN - Lock delay resets when a piece moves to a new position / rotation
    • ARCADE - Lock delay resets when a piece moves down
    • CONSOLE - No lock delay. This setting also changes gravity speed to use CONSOLE settings.
  • Spawn Alignment: Change whether or not the pieces spawn left or right aligned
  • Spawn Canceling: Enable or disable spawn canceling
  • Shape Randomizer:
    • MODERN - The 7-bag algorithm
    • ARCADE - History based algorithm with 4 piece history
    • CONSOLE - Modified history based algorithm with 1 piece history
    • RANDOM - Pure (memoryless) random. Not used in any mode.
If you're wondering what to try out with this new feature, here are some of the combinations I've found that are fun!
  • INSTANT mode with a 20 wide board requires you play in a very different way
  • STANDARD mode with a 4 wide board is fun for combo chasing
  • CHAOS mode with a 5x10 board (BIG CHAOS)
Changes
  • Hotfix 1.3.1: Fixed a configuration file mistake causing the 'Mountain' color palette unlock for Tetrachrome/Wild to be associated with Tetrachrome/Chaos
  • Cheat Codes Screen: accessible by pressing down 4 times at the bottom row of the Difficulty Select Screen (full version only)
  • Access Records from the Game Over Screen: holding down at the Game Over screen now brings up the Records Screen.
  • Advanced Options: Moved the 'Clear Save' option to a new 'Advanced Options' screen.
  • Unlock Everything: Added 'Unlock Everything' option to the 'Advanced Options' screen. This unlocks all blocks, palettes, modes, and difficulties (full version only)
  • Initial Rotation, Hold, Movement Defaults Change for INSTANT Mode: The initial rotation, hold, and movement options are now off by default in INSTANT mode.

    Developer's Note: These were previously on by default in all modes, but I found they feel unintuitive in INSTANT mode. Without spawn delay, it’s easy to accidentally trigger inputs just by releasing buttons too late. This change sets these options to a new ‘AUTO’ setting, which disables them in INSTANT mode by default. If you had these set to 'ON', they will now be set to 'AUTO.' You can switch them back to 'ON' if you want that behavior in INSTANT mode.

  • Loading Screen Branding: Added sparsevector branding to the loading screen.
  • Credits Update: Added reference to Mutopia Project in the game's credits.
  • Demo Update: The demo has been updated and is available again: the demo has the same content as before (Marathon/Standard and 15 puzzles), but now incorporates all the full release changes. The demo now lists the full game's other modes in the menu to better preview the features of the full version.
  • Achievement Bug Fix: Fixed a bug where getting the exact required time or line clear count wouldn't trigger the corresponding achievement
  • Minor Fix: Fixed a bug where editing the noise, wild, or negative piece probabilities could cause the game to hang
  • Minor Fix: Fixed a bug where sound style unlocks were not being stored properly in the save file.
  • Minor Fix: Fixed a bug where resetting the gameplay preferences then editing them again would cause UI issues
  • Minor Fix: Fixed a bug where the vertical alignment of the next / hold piece was off center for the I piece in ARCADE mode
Mar 24
Stealth Strike - Agon Games
Stealth Strike will be available from 07.04!
Add the game to your wishlist to be notified.

There will probably also be another playtest shortly before the release!
Kingpin: Reloaded - makerofgames
Welcome to the Kingpin: Reloaded 1.06 update!

This update focuses on improving high-priority stability and progression issues. The team thanks you for your patience while we have been working on these improvements.

Bug Fixes
1. Fixed many crashes when starting the game.
2. Failures that previously showed only a black screen or crashed to the desktop will now exit the game gracefully and show an error dialog with a descriptive code. These were mostly due to machines that did not reach the minimum specification.
3. Fixed a crash when loading Steel Town saved games. This should also fix other unexpected or rare crashes when loading saved games in other hubs.
4. Fixed a bug where it was impossible to get the Quest Master achievement.
5. Fixed a bug where sky blockers would not render after loading a saved game, allowing structural geometry to be seen when it shouldn't.
6. Fixed a bug where Chinese, Japanese, and Russian characters would not always display correctly when changing the language or would cause a crash.
7. Fixed a bug in the Video menu when changing the FOV (field of view) mode.
8. Fixed a bug where credits would only appear correctly at 1920 x 1080 resolution.

Additional Changes
1. Added a prompt to the Inventory and Notepad screens as a reminder to use the Inventory key to go back. This is important when in the Pawn-O-Matic as the Escape key is ignored.
2. The change graphics mode key (default 9) is also ignored. These have been noted as bugs for attention in a later patch.

We appreciate all the comments. We are planning additional fixes and improvements, and your continued feedback is incredibly helpful.

More is coming.

Thanks for playing!
Milkman Mayhem - TaterTLK
In this patch, I prioritized polishing Milkman Mayhem with new visual effects, audio effects, and gameplay features which I think greatly improve the state of the game. I wasn't disappointed with the game I've made, but I wasn't comfortable moving forward without completing the LONG list of improvements that I've accumulated over the past year or so. This took far far longer than I anticipated (as game development tends to be) so I apologize for that. But anyway...
Here's what I completed from that list:

New Features
  • Controller support. I'd recommend an Xbox controller simply because that's what I used to implement it. But it should still work with any other controller.
  • Added a personal leaderboard which shows the player's highest round, most points, and most milk. This can be accessed in the pause menu.
  • The game now keeps track of how many tapes (games) the player has fully completed on the home screen. Just for fun I guess IDK.
  • Lots of new settings in the settings tab. I also moved the control mapping here.
  • The settings tab can now be accessed in the main menu as well.
Updated Cow Combat(™)
  • Extra blood particles and blood splatter sound when cows are dead.
  • The cow ragdoll now flies back when killed. The force of which changes based on the method used to kill the dang thang.
New Audio Effects
  • Reverb zones which change depending on the map location.
  • New ambience audio for the Belgrade map.
  • Bullet impact sounds onto enemies and other objects.
  • Cows now have crunch sounds when attacking a barrier.
  • New milk pickup sounds.
  • Many sounds now slightly randomize their pitch. This should help keep them from sounding too repetitive.
New Visual Effects and Changes (yet again)
  • Updated the in-game cursor.
  • Updated lots of UI stuffs.
  • Added animated CRT visual effects like scanlines and distortions.
  • Tweaked the post processing a tad
  • Changed the screen resolution, screen curves effects, and all that jazz. Now things will be a lot less distorted.
  • Decreased the pixelation amount as it made it hard to read UI elements. But this can be changed in the settings tab if you really want it back.
  • Most controversial of all, changed the aspect ration of the game to 4:3 to better resemble that old CRT aesthetic. I really like it soooo if you don't, get used to it.
Minor Changes/Bug Fixes
  • The 'Cancel' button in the settings tab now resets the settings to the player's original chosen values.
  • UI colors are now consistent with one another.
  • UI buttons now play sounds.
  • Main menu theme now restarts after quitting game to main menu.
  • Tweaked the movement a bit to make it more fluid like milk.
  • Decreased the maximum slider range for mouse sensitivity. I found it easier to fine tune it this way.
OK SO, WHAT'S NEXT?
I plan on focusing more on my 'improvement list' for the next patch or two. After that, Build 3, another major update even larger than Build 2! Because of that, it likely won't be complete for some time.

However, I now have a discord where I will post updates and sneak peaks for Milkman as well as a place to report bugs which is sorely needed. I plan on keeping this discord fairly casual so don't be shy. Here's the link:

https://discord.gg/vwhmKm3Yy4 Hope to see you there!

Finally, THANK YOU ALL FOR YOU SUPPORT AND FEEDBACK. It really does mean a lot! <3

Goodbye for now!
-Tater
Idle Together - Eragone
I am currently working on the end of the mid-game content with the addition of the constellations linked to it. It will take me some time to implement everything, but I still wanted to update you on the progress made so far:

  • Modification of the constellation that naturally regenerates resources from 1 per amount to 10% of the maximum capacity per amount.
This change modifies the game's behavior while also making this upgrade scalable. But most importantly, now, when you increase the maximum resources of a tree, for example, the skill will directly trigger an increase in the tree's resources up to its maximum, while preventing it from exceeding the maximum capacity.

If you want to see what the next constellation will look like, head over to the game's Discord server where I leak information.
Mar 24
Greenfeet Haven - Owlycode makes games
Hello, dear Greenfeet friends! May the grass be soft under your steps!

Here's the first demo patch to address urgent bugs and feedback that you sent me. Thank you for taking time to play the demo!

Demo Version 0.1.cdd54341

Fixes

- Fixed: Game starting in windowed mode instead of fullscreen.
- Fixed: Furnishings preventing building roofs.
- Fixed: Stone bricks not unlocking a valid recipe.
- Fixed: Doors not disappearing when removed.
- Fixed: Wheat bundles not spawning.
- Fixed: Snow sprite blinking when accumulating on the ground or melting.
- Fixed: Fixed typos in the tutorial.
- Fixed: Fixed text rendering when using scale greather than 100% in Windows display settings.
- Fixed: Prevented tutorial bubbles overflowing from screen at lower resolutions.
- Fixed: Made the cursor bigger.
- Fixed: UI content overflowing on lower resolutions, scroll bars not visible enough.
Moving Through Life - Niko Bellic
If you're ready to look at furnishing from a different angle – specifically, from the perspective of optimization and upgrades – then you might enjoy our new game about furnishing a fairytale inn. It doesn't offer the same freedom of furniture placement, but everything you install is actually used by the fairytale characters. We worked really hard to make this new game cozy and funny. We hope those of you who love idlers will enjoy it too!

P.S. For owners of our current game – Inn Trouble is already included in a bundle, so you should have an additional discount! :)
Deep Deep Deep Nightmare - Takada
Hey everyone!

We are thrilled to announce the release date of Deep Deep Deep Nightmare! The game will launch on April 24th and will be priced at $10 USD.

Prepare yourself for an intense horror experience like no other! Deep Deep Deep Nightmare will be available on Steam and is compatible with the Steam Deck. The game runs great on Deck, with only minor adjustments planned for a future update.



We’re eager to hear your thoughts and experiences! Join our community on Discord to share your feedback and discuss all things Deep Deep Deep Nightmare. Your support means everything to us!



Thank you all for playing the demo and for your amazing support. We can’t wait for you to dive into the nightmare on April 24th!
Roman Triumph: Survival City Builder - Coreffect Interactive
Hey everyone!

Quick update to let you know the demo just got a fresh patch. First off, the game got a big visual upgrade! Lighting, colors, and overall clarity have been improved to make cities feel more alive and easier to read. It’s a significant difference, and I hope it makes the experience more enjoyable.

Alongside that, here are some fixes and quality-of-life changes based on your feedback:

New Features & QoL
  • Added better game customization options
  • Added a new Hard mode
  • Icons now appear when a building is missing workforce or has other issues
  • Lack of upkeep no longer causes buildings to crumble (other negative effects)

Bug Fixes
  • Fixed bug preventing moving buildings if they overlap their old position
  • Fixed fishing hut workers dying randomly
  • Fixed happiness debuff staying after all treasuries were destroyed
  • Fixed rare white screen bug when loading a new game
  • Fixed selection box glitching out in some situations

Thanks again to everyone playing and sending in feedback, it’s been super helpful in tracking these things down. Roman Triumph launches very soon on April 3rd!

- Philippe

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