Erenshor - Burgee
Fixing a few bugs this Friday evening. I hope everyone has a great weekend!


Here's what's going live:
  • Found and fixed an issue that would cause SimPlayers to lose their offhand items when equipping a new 2H mainhand item for themselves
  • Fixed auction house not displaying every item for sale until you purchase something
  • Fixed bug where you could select a vendor slot, go to another vendor and purchase whatever was in that vendor slot for the price of the first slot you selected
  • Fixed the bug where some corpses would glow without glowey loot on them
  • Fixed bug where Item Titles would stay open when closing inventory
  • Fixed Alyssa Faenon's quest to give equal xp to other class quests
  • Fixed Nylith's Faerie Dust quest to be repeatable
  • Apotheosis lost Vithean Frenzy proc and gained Vithean Revenge proc (this is a weapon buff)
  • 'M' Opens the Map (rebindable)

Please let me know of any continuing issues!

-Brian
Mineral Defense - AbsurdPoncho
Hello Mineral Defenders!

This update brings huge optimizations and performance fixes. The game should run much smoother, especially in the late game. Many of the performance killing issues have been squished!
It also introduces the "Round Summary" menu where you can view the aggregated statistics of many things throughout your run, including tower damage, mineral income, damage per second, and many more!
Now you can optimize your builds much easier! You can open the round summary via the in game pause menu.

As always, suggestions and feedback are much appreciated. Discussions for suggestions and bugs are mostly held in the Discord server, it's a great place to chat if you want to see some changes!



Changelog:

Added:
- Added new code using the Unreal Engine Niagara Data Channel system to draw particle systems much faster and more efficiently. Most particle effects are now using this new system, leading to much better framerate.
- Added multi threaded code for many things, such as target acquisition and power generation.
- Added options of view distance for enemy health bars, damage numbers and structure indicators.
- Added the "Round Summary" menu.
- Added extra caching of components.

Changed:
- Disabled collision on structures, slight performance improvement since they didn't need collision anyway.
- Actually removed the max stat cap for tower damage and range (Optimizer will still have a max range of 1000).

Fixed:
- Fixed the acid tower having inconsistent targeting.
- Fixed memory leaks due to some particle effects never ending.
- Fixed the missile doing a strange rotation when exiting the missile tower.
- Fixed the music tracks occasionally not resuming at the correct time.

Also a special thanks to "ErrandBoy" from the Discord server for providing their late game save file, used for performance profiling and to generate the screenshot for this update!
Chaos Front - Han Zhiyu
Hi everyone!

In the feedbacks of DEMO, many Japanese players mentioned the poor Japanese localization of Chaos Front. So I sent a request for help to Japanese players. We are lucky to get the help of Inaba (eps_r), who has made the Japanese translation mods of Warborn and Inertial Drift. After a month of hard work, he retranslated all the Japanese texts in Chaos Front DEMO, made a lot of changes from worldsetting names to option names, and rewrote the dialogue according to the character's personality. Let us thank him for his enthusiasm and dedication!

The development of the full version game has entered the arduous art mass production stage. According to my work this month, it takes an average of 1 day for each character portrait, and an average of 4 days for the battle animation, weapon effects, and chess pieces of each unit. And now there are still 80 characters and 60 units of art resources that have not been completed. A simple calculation shows that the remaining art work alone will take half a year. Therefore, I changed the release time displayed in the store to the third quarter 2025. In fact, I estimate that the EA of Chaos Front will not start until September or even October. I must apologize to you for the delay in the release time, but I believe that everyone would rather play a more complete game.

Among the new features added this month, it is worth mentioning that the battlefield terrain has become richer. Many players mentioned the lack of multiple terrains in the feedback of DEMO. In the past few weeks, I have added asteroid belts and 3 types of space buildings.

Asteroid belts can increase the dodge rate. But unlike that in Chaos Galaxy, ships can also enter asteroid belts. But light ARMS can move at full speed, and the movement of ships and heavy ARMS in asteroid belts is halved.



Space buildings include factories, depots and institutes. Factories can restore the HP of units, depots can restore the EN of units, and institutes can restore the SP of characters. When the units on the building are attacked, the building will also lose durability. When the durability is reduced to 0, the building will become a ruin and lose the original recovery effect, but it can provide the same effect of increasing the dodge rate as the asteroid belt.



In addition, I also envision the possibility of adding stellar storms and black holes, but I am still thinking about their visual and effect performance.

One more thing, the Switch version of Chaos Galaxy 2 will be released in the Nintendo Store on May 8th. Friends who are interested in it can pay attention!

Well, I have to continue to draw the art resources. See you in the devlog next month.


Han Zhiyu
Community Announcements - 413134833






Lumberjacked - sjgreys
Hi everyone!

What incredible first week. We honestly never predicted you all would enjoy our silly little tree cutting incremental game like you have...we're just absolutely blown away by the support.

We've been listening intently on all of the things you wish to see in the game, and doing our best to bring them in one way or another, and this update is the first of these improvements.

We're working on a major optimization update as well, and that will be coming hopefully by the end of the weekend.

Like with all big updates, no matter how much we test, it's always possible something weird sneaks in, so please let us know in the discussions or on Discord of any issues and we'll promptly get to them!

Now, on to the good stuff:

Version 1.07

New Ending Cinematics (spoilers)
The endings have always felt kind of bland, especially the fairy arch which didn't really have one.
With this update that's is a thing of the past! The fairy arch now has an official ending cinematic and the gnome arch as been improved at the end.


Widescreen Support
One of the most requested features is support for widescreen, and thanks to someone with a bit of knowledge and interest in helping improve widescreen gameplay we can officially say it's working.

In fact, in windowed mode you can resize the window to pretty obscure aspect ratios, but it does break down if you go a bit too crazy with it.

Looking forward to you widescreen player's feedback, hopefully it works for you!

Quality of Life Improvements
  • Logs can now be grabbed, useful when getting stuck behind stumps.
  • Better notifications at the Mushroom Kiosk (still needs a little more).
  • Prompts appear to inform you of when you're about to lock the game into one of the endings.
  • The game now saves when you rest and when you exit.
  • Skins have been made persistent between saves (there is a refund of Amber Shards coming for those who have finished the endings, soon).
  • The final saw is now toggled when hitting the chop button, no longer requiring it to be held down.

General Balancing
  • Stamina from berry bushes has been increased drastically.
  • Stamina from energy drinks has been increased a little.

The Drone
  • The missing drone pieces have been brought in closer to the starting area, and you can find them much earlier, requiring only the tier 3 axe for one of the pieces.
  • Now that the pieces are easier to locate, the circles for them on the map have been removed, but the boilers are still marked.
  • The drone has had all of it's stats buffed to make it more useful

Bug Fixes
There have been a number of bug fixes, but here are the top ones.
  • When you chopped our first tree, or tossed a log into the chipper for the first time and an achievement was rewarded, it would negate the action, and the tree would remain or you'd still be holding the log.
  • Various bugs in the Skin Shop as well as overall usability has been improved.
  • An exploit existed that didn't unpause time after using the "Unstick" feature.
Block Fortress 2 - Foursaken Media
Thanks again for playing! We've been pouring over all your feedback and hope this is another huge step in improving the game. This update includes reworking global mods (choose what to unlock and upgrade + more nuanced, point based equip system), new difficulty choices, tons of balance improvements, and dozens of fixes.

Let us know your thoughts!


  • Overall Changes
  • Survival mode has been renamed to campaign mode in order to better identify it as the game's primary mode and to reflect its overall progression goals
  • Missions are now locked until you beat the first area on Verdentis in campaign
  • You can now choose which global mods to craft, using specific combinations of colored minerals.
  • Global and in-game mods are now always crafted at a common rarity (except for mods that have a single, predefined rarity). You can now upgrade mods to a higher rarity by spending colored minerals for global mods, or banner points for in-game mods. All duplicate global mods at lower rarities will automatically be sold. You can also now sell in-game mods.
  • Global mods now have star ratings based on their effectiveness and value. Star ratings affect their crafting costs, and global mods equipped in campaign mode are now limited by a maximum number of total stars
  • You can now choose the difficulty when starting a campaign survival game, which affects how many mods you can add, resource drop rates, boss perks, as well as xp earned
  • Survival mode is generally more difficult (with more enemies spawning) in attacks 20+
  • You can now generate flat terrain in most campaign areas
  • Turrets can now attack into and out of liquid, but have reduced accuracy when doing so
  • Enemy bosses can no longer be knocked back from forceful attacks
  • You can no longer restore environmental blocks when not in sandbox game modes
  • Rewinding an attack no longer costs colored minerals, but attacks that are replayed over the course of a single survival run will no longer give colored minerals
  • Rainbow minerals now exchange at a 1:1 rate for colored minerals, and achievement rewards at higher star levels have been increased. You can also now exchange 5 of any colored mineral for 1 rainbow mineral.
  • Added a multiplier option to the currency exchange window
  • You can now bind other mouse buttons (besides just left, right, and middle)
  • Weapon sounds from your equipment should now be played in stereo


  • Balance
  • Drill blocks now generate 5 ore every attack, regardless of where they are in a stack, making them a poor starting investment but a good long term one
  • Sniper turrets can no longer attack moving targets. Also, increased their rotation speed, reduced their attack delay, and increased their attack speed, from 6s per attack to 5s
  • Laser cost increased from 70/20 to 60/40
  • Rotary cannon turret no longer has a reload time
  • Plasma gun turret cost reduced from 60/0 to 50/0
  • Zapper turret range increased from 9 blocks to 14 blocks
  • MIRV missile spread has been increased
  • Minigun's ammo drastically increased from 100 to 200
  • Autocannon ammo increased from 30 to 40
  • Shotgun and melee weapons are now ready to use more quickly after running
  • Proximity drone cost drastically reduced from 320/20 to 120/40 and removed its reload
  • Seeker no longer has a time limit and its setup time has been reduced to 1 second (from 2)
  • Adapter damage increased for primary targets from 70 to 100
  • Attacker bot's range increased from 16 to 20 blocks
  • Armor bot's hp increased from 500 to 600. Added a 3-second slow effect to its attack
  • Reaper soldier hp increased from 20 to 30, removed their aiming time, and increased their range from 9 to 12 blocks
  • Sky ranger soldier hp increased from 30 to 40
  • Increased jump range of sky rangers and goblock jumpers
  • Soldier cost reduced from 10/70 to 60/10, and increased their damage from 3 to 4 per attack
  • Special troop costs have been adjusted based on the basic squad size (so special units for squads with 1 unit will cost at least the full squad amount). Most costs for the basic troop squads have been reduced, and special unit costs have generally been increased.
  • Increased Goblock Beast and Zomblock Brute hp
  • The range boost mod now increases turret range using a percentage of its default range, rather than a flat amount
  • Reduced max hp gained from Zomblock Overlord special ability with the enduring perk. Also reduced the hp of bosses with the enduring perk from 1500 to 1200


  • Bug Fixes
  • Fixed a bug where various AOE effects would not get removed, resulting in permanent or stacking stat effects (this applied to equipment effects, allied special units, and enemy special units)
  • Fixed a bug where you could re-collect rare minerals when replaying a boss attack in campaign mode
  • Fixed a bug where you could craft in-game mods and then get the banner points back after quitting the app completely
  • Fixed a bug where Goblock Crazy Docs and Goblock Tinkerers would sometimes not show up in the list of enemies in the attack info window
  • Fixed a bug where the fusion power mod would disable the powered area of your power generator blocks
  • Fixed a bug where mining blocks would not collect ore after an attack when the power pack mod was applied to them
  • Fixed a bug where equipment would unlock permanently after equipping and removing an unlock equipment mod
  • Fixed a bug where orbital lasers could sometimes attack moving targets on unlocked FPS
  • Fixed a bug with text wrapping when viewing long mission descriptions in the main menu
  • Fixed a bug where button labels were not visible when text was too long (happened sometimes on non-english languages)
  • Fixed a bug where Goblock Tinkerers and Goblock Crazy Docs wouldn't show up in the attack info
  • Fixed a bug where blade bot couldn't hit some nearby enemies
  • Fixed a bug where MIRV projectiles were facing the wrong way
  • Fixed a bug where melee enemies could sometimes attack a block through another block
  • Fixed a bug where “Enemy Races Fight” setting in mission builder was resetting whenever the window was opened
  • Fixed a bug where opening a radial menu blocked you from doing keyboard actions (move, jump, etc)
  • Fixed a bug where controls (mouse, keyboard) could become stuck-pressed when leaving the app
  • Further reduces equipment attack effects in first-person view when screen flashes is turned off in the options
  • Fixed a bug with certain looping sounds (lasers, miniguns, etc)
  • Fixed a crash that could happen while terraforming or loading certain generated terrains
  • Fixed a crash that could happen when using nukes
  • Fixed a crash that could happen when tides change
  • Potentially fixed a crash that could happen when Firebearers shot a banner


  • China Region (中国地区)
  • We have a solution for the online features (including account sync) implemented in this build, but it is opt-in only until we confirm it works from beta testers in China. Once the solution is confirmed working, then we will release an update with the feature enabled. Thank you for your patience!
    我们已在此版本中实现了适用于在线功能(包括账号同步)的解决方案,但目前仅限自愿启用,直到我们从中国的测试用户那里确认其有效。一旦确认解决方案可行,我们将发布更新并启用该功能。感谢您的耐心等待!
Deadswitch Combat - Wilkin
v0.0.6-alpha
  • New weapons (like the SMAW and Railgun)
  • New weapon and attachment skins
  • New character items (like AETIC and The Drifter)
  • Added Dynamic Camera setting
  • Added Physics Auto Update setting (for players with high refresh monitors)
  • Added Downturn map
  • Challenge stat fixes
  • Lots of other UI/bug fixes

If you haven't joined the Discord server yet, here's the notes from the previous build!

v0.0.5-alpha
  • New weapons (like the TAR-21 and Siege XT Crossbow)
  • New weapon skins and attachment skins
  • Added Rarities for skins and other items
  • Added player Callsigns
  • Perks are now available in Survival
  • New maps from Deadswitch 3
  • Increased starting ammo and increased Ammo Box uses
  • Bot/pathfinding improvements
  • Lots of other UI/bug fixes

Stay tuned for updates regarding Steam Next Fest...

仙灵图录 - LostDing
Piece together the myriad wonders and paint dreams of the immortal spirits—Immortal Spirits' Atlas is now officially available on Steam! You're invited to join in crafting this fantastical world with us!
This is a simple jigsaw puzzle game. It doesn't have gorgeous graphics, flashy skills, or unique creativity. However, playing such a small game occasionally can be a good way to relax and lift your spirits. It's also a nice addition to your collection!
KILL THE WITCH - SnakeEagle


Hello!
This is the SnakeEagle team that makes game!

Today we've improved the tutorial section,
improved visibility in some font settings, and fixed some bugs.

----

Stages
- Improved some tutorial sections

Other
- Added outlines to some fonts to make them easier to distinguish from the background
- Made the background color slightly more transparent in the “Skip” UI during dialog scenes

Bugs
- Fixed a bug where the 'flying bug' monster could be obscured by some walls
- Fixed a bug where the font settings were incorrect in some scenes
- Fixed a bug where changing the language setting while some characters were already printed would not change them.

*If you've updated correctly, you should see v0.5.5c in the bottom right corner of the main screen.
If you don't see it, please uninstall and reinstall the game.

Feedback is always welcome !
Thanks as always :)
ACE Overheat - Gumoumoumoumou
Now have the Steam leaderboard!
Fixed the shop item refresh bug.
...