Pinball FX - balti
Heyho Pinball Fans,

The Weekly Sale is here with two amazing offers! Expand your collection with 40% OFF on Williams™ Pinball Volume 8 and 60% OFF on Star Trek™ Pinball.

https://store.steampowered.com/app/3225380?utm_source=steamnews

Dive into 3 tables of Williams retro goodness of some of the most action-packed tables ever created! Black Knight™ 2000, Banzai Run™ and Earthshaker!™ take you back to the arcades of the 80s for hours of silver ball fun.



https://store.steampowered.com/app/2677500?utm_source=steamnews

Boldly go, where no one has gone before in Star Trek™ Pinball! Explore 3 tables based on the fan favorite movies and TV series of the franchise ranging from classics to the present day, and live long and prosper on the leaderboards!

That's it for this week, see you on the top of the leaderboards!

Balti
GT Manager - nathan






Join an Elite Few for an Exclusive Porsche VIP Experience at Le Mans

Be one of the select Porsche VIP guests invited to an unforgettable 3-day experience at the legendary 24 Hours of Le Mans, from Friday, June 13 to Sunday, June 15.

This all-inclusive package features:
  • Premium race tickets
  • Grid walk, pit lane, and paddock access
  • On-site accommodations and meals
  • Access to Porsche VIP lounges
The only thing you need to arrange is your travel to Le Mans, France.

To be eligible, you must:
  • Own GT Manager on PC
  • Have posted a review on Steam or the Epic Games Store between September 1, 2024, and June 1, 2025
If you meet the criteria, simply complete the form on https://gtmanagerpc.com/ and upload a screenshot of your review as proof of eligibility.


https://store.steampowered.com/app/2457030/GT_Manager/
Rappelz - Julia
On May 8, maintenance work will be carried out on the game servers. Due to this, the game may not be available from 17:00 to 17:30 Moscow time.

Please note that completion times are indicative and subject to change.

Please apologize for the temporary inconvenience.
Albion Online - Ekki Mukk
Behind the Banner is a series that shines a light on Albion's many diverse guilds, from fierce PvP warbands to tight-knit social communities. Each episode delves into the identity, playstyle, and goals of a different guild, offering a glimpse into what life is really like behind the banner.



  • Guild Name: Wild Cards / High Cards
  • Alliance: [6dog] 6oo bie ma wo
  • Guild Leader: Monojd and Monodj
  • Date Founded: January 1, 2025
  • Size: 550 - 600 members
  • Primary Language: English, Filipino
  • Server: Albion Asia
  • Discord: http://discord.gg/wildxhigh

Tell us about your guild.

When I came back to Albion, I was a complete newbie and didn't know what to do. So I started a community called Albion - New Player Society and invited over 100 new players from all over Asia to help them and teach them what I had learned. Eventually, many of us joined a guild, but it was not what we were looking for. That's when I decided to create Wild Cards: a place where players would be treated fairly, with no forced timers, no tax ratting, and real transparency and benefits.

Also, as I reached out to other guilds to make connections, I realized that many so-called casual guilds were really just dying guilds, like former ZvZ guilds with mandatory timers trying to go casual after losing momentum. So I used that knowledge to unite them under my own “casual system”, a system that combines quantity and quality.

Why did you choose this name? Is there a story or meaning behind it?

The name comes from the idiom “wild card”: unpredictable, flexible, and bizarre.

What sort of activities do you focus on?

I believe our guild is the most active out there because we do every kind of content! We don’t focus on just one thing. Different hosts run all sorts of activities throughout the day. That said, this ZvZ-casual guild is addicted to group dungeons. I guess we enjoy the fun and chill environment that’s created when they're closed and we don't have to worry about getting ganked. It’s a nice change of pace.

What sort of members are you looking for?

Anyone with more than 10 million Fame, who knows at least the basics and has a good mindset. That mindset means understanding that even if we lose 1,000 times, those losses are just part of winning. As long as we remember we can be Wild or go Higher, we’ll never truly lose.


Where is your guild primarily located in the Outlands?

Sunfang Wasteland, Quality 6 – right next to Wailing Bulwark.

Do you have any rivalries or ongoing quarrels with other guilds?

Right now we're chill, but we're trying to take over World Boss politics and overthrow the current tyrannical government in control. Revolution, a guild that monopolizes World Bosses for their own gain, became our main rival after the World Boss fight in Wailing Bulwark. I want to stop them, and right now my side is winning. We’ve disrupted their farming, pushed back their supporting guilds, and even bonked their Hideout. In return, they’ve tried to stir up drama, claiming they own the World Bosses and warning others not to farm them. We responded by farming them freely, wiping their guild, and enjoying the spoils of their arrogance.

What are some of your most memorable battles or activities?

Our first clean ZvZ win. We’d been training daily, each of us scrimming one to three times a day since April. Sure, we’d technically "won" ZvZs before, but this was different. This was the first time we cleanly wiped our enemies – not with just quantity, but with quality:


What does your guild do for fun?

Welp, we laugh at our mistakes and bounce back from them. Oh, and we play poker whenever Albion is on maintenance.

What is your guild's approach to the game?

Our approach is chill yet explosive. We may be a casual guild, but we play with discipline and respect – not only toward each other, but also toward our allies and the friends we’ve made along the way.

Do you have an overarching philosophy?

We always stand by this conviction: Two armies go to war. One is relentlessly trained and tired. The other is well-rested and happy. You might say the first one wins through sacrifice, but the army that is happy always wins, even in defeat.


What are your goals for the future?

Our first priority is to keep the “casual system” running strong and make history. Beyond that, I want my members to experience what it’s like for a casual guild to make it to Crystal. I’m not sure if we’d be the first one, but a casual guild running for Crystal is just woah!

I want to see everyone rich, riding Mammoths, and casually toppling Albion’s economy. We’ll become a legendary casual guild, one that breaks through handholding systems and World Boss monopolies, reclaiming content that should belong to everyone.

What is your ultimate goal in Albion?

To have fun with my guild. I really want to live up to the game’s promise to "Create Your Own Story". For me, that means to play without being forced into strict timers, and enjoy the time I have to play.

Anything else to share about your guild?

We’ve been through a lot – defeat, drama, and everything in between – but it’s only made our bond stronger. I’m grateful to the members who believed in me and followed this bizarre path I’m trying to create.

Want your guild to be featured next? We’ve launched a form where guilds can apply to be highlighted in the Behind the Banner series. Click here to apply.
Ships At Sea - yase
Greetings, from the Bridge!

With the eagerly awaited Update v0.8.1 release, we’re introducing one of the most requested quality-of-life features for multiplayer: the Voting Time Skip System. This feature is built to enhance cooperative gameplay by allowing all players in a shared session to skip forward in time — together in a synchronized and immersive way!

Take a sneak peek at the new work-in-progress UI! As Ships At Sea grows into a long-term project, the interface will continue to evolve alongside it.




Time Skip Voting – Multiplayer Functionality

In multiplayer sessions, players can now interact with the clock gauge in the wheelhouse to propose a time skip. After selecting a desired time, a vote prompt will be sent to all players in the session. If the majority agrees, time will skip forward to the selected point. The player who initiates the vote can follow its voting progress in real time, allowing for clear coordination and timing across everyone in the session.



Common use cases include:

  • Skipping nighttime or stormy weather for better visibility or safer conditions
  • Advancing time to increase the chances of a bigger catch
  • Refreshing available missions by progressing the in-game clock
⚠️ Important Note: If you have an active mission, skipping time can cause the mission to fail, depending on the time constraints. We strongly recommend completing or cancelling time-sensitive missions before initiating a skip.

This system ensures that every player in the session has a say, fostering a collaborative and coordinated multiplayer experience.

Technical Note: Voting in Singleplayer Fixed

During the current Public Testing, the voting prompt unintentionally appeared in single-player modes, which was not the intended design. This has now been resolved with the patch v0.8.1.1294. In single-player, players will skip time directly without triggering a vote.

What This Unlocks for the Future

The introduction of the voting system lays the groundwork for a broader set of interactive features aimed at giving players greater control over their experience at sea. Planned future improvements include:

  • Voting on wave height or weather conditions during a session
  • Teleport requests to harbour locations
While voting will primarily support multiplayer coordination, several of these features, such as adjusting wave height or weather settings to experience rough weather whenever you wish, will also be available in single-player mode, allowing solo players to tailor the environment to their preference.

Thank you to everyone currently participating in the Public Test of v0.8.1 and sharing valuable feedback as we prepare the next big milestone. As always, please continue to report any suggestions or issues using the in-game bug reporter or through our Discord bug-report channel. Your input is essential to bringing us closer to making Ships At Sea the best experience it can be!

- Team Misc Games

City Tales - Medieval Era - Margoaw
Hear hear Monarchs!

Be ready: City Tales - Medieval Era will be coming to Early Access on May 22nd! To prepare this launch in the best conditions, we've tried to answer the most anticipated questions on the game and its Early Access in the following FAQ! If other questions are crossing your mind, feel free to ask them!





City Tales: Medieval Era is a project made by a small French team, and we are passionate about building a community and including their feedback over the course of development. We already have many new ideas to include, and we want to ensure they are implemented in a way that is meaningful to our players. We believe that early access provides the best environment for this to happen. Building step by step the game with our ideas alongside your opinions and feedback on the game's journey towards full release is something that we are super excited to experience.

It's very important for us to identify missing functionality, issues, and sentiment toward a feature via Early Access players' feedback, as we are still in development. This way, we can create a game that will tell our collective story.
We aim to listen closely to our growing community while working and delivering what we have planned so we can iterate and improve, shaping the game together so our vision aligns with our community.




We are aiming for a year in Early Access, but we might take slightly more or less time depending on your feedback during the Early Access. It's important to us to provide a full and polished product that both delivers on our promised vision and the enjoyment of early access players. It would not be beneficial neither for us and nor for you, the players, to rush a product or give a release date too early that we could not reach in the end, that is why when we are sure about our fully release date, we will communicate it with you as soon as possible.




In the current Early Access of the game, you have access to:
  • 2 game modes: Settler for the players looking for a solid balance between the story and economy system & Bard for the players who want to experience the story with more control and less economic and spatial challenge
  • First companions storylines
  • First main quest
  • A solid economy and an organic building system already allow you to create a beautiful medieval city filled with life, with 50 types of buildings and 40 resources at your disposal
  • The options to add decorations to your roads and city
  • 2 maps with 3 starting points
  • Upgrade up to level 5 for houses
  • Localization in 7 languages (see Language section of this FAQ)
The game will be updated with new additions and changes, thanks to your feedback and our ideas for this project, during the whole Early Access. We are working on a Roadmap that will be shared in the coming days and give you insight into what is planned for these different updates!



The companions are special characters that are different from the rest of the inhabitants of your city. They are the workforce you can count on for your production buildings, but they are also faithful individuals with their own issues, stories, and emotions. As their monarch, you can choose to learn more about who they are and even be part of their tales.

For the Early Access release, 9 companions will be available.





City Tales is a relaxed and cozy game, so you won’t have to go to up in arms with other countries and nations. However, we are planning to implement some forms of threats for those looking for challenges.




Our maps are handmade and tied to the lore and story, so they are not procedurally generated.
For Early Access, you will have access to 2 maps and 3 starting points.





At the Early Access release, 7 languages will be available, and others might be added later during the development process.

For the Early Access release, the languages available will be:
  • English
  • French
  • German
  • Spanish
  • Russian
  • Ukrainian
  • Simplified Chinese


The main objective of this Early Access is to build by your side the best game’s experience possible of City Tales - Medieval Era. All feedback is valuable to us, whether it concerns a feature that you hate or on the contrary love, a mechanic or option that is lacking and you would like to see implemented, a suggestion for the visuals or the gameplay…

Sharing your thoughts on the game will help us focus and prioritize the new additions to implement in the game. You can share your feedback through many different processes:
  • Share your screenshots
  • Fill in our survey
  • Join our Discord to discuss with us
  • Share feedback on Steam Discussions or Discord forum channels




We have many plans for the full release, but also new additions during the Early Access period, thanks to your feedback and our ideas discussed during this journey!
We have an Early Access Roadmap that will be shared in the future for you to have a clear vision in the long-term of what we plan for the future of City Tales - Medieval Era.

Some of our projects and ideas are:
  • Localization in more languages
  • New game modes
  • UI updates
  • "Wonders and Masterworks" system, a high stake, high rewards type of building that will require good management and planning.
  • More maps
  • 14 fully fledged companions with their storyline
  • New resources, new buildings, and new production lines
  • More impacting choices through narration
  • Expanded Companion System
  • More mid and late-game mechanics: Mysteries & Discoveries, Hamlets & Territory expansion, Escorts & Caravans, Castle expansion
  • And more!


The price between the Early Access and the v.1 release will be different. We plan to only slightly increase the price between Early Access and full release, according to the increase in content and features.

In Early Access, the game will cost 19.99 Euros, 19.99 USC, 16.75 GPB, and 68 CNY.




City Tales is a colorful medieval city builder with an artistic direction that leans towards a calm and relaxing ambiance. With its bright colors and cozy atmosphere, our city builder offers the possibility of creating your dream city, both luxurious and complex.

The neighborhoods in City Tales are organic, and you can decide their shapes thanks to our district tool in-game. From a square to a circle and even a heart, your city’s districts can take any shape you desire. Roads will adapt to your city’s layout to bring the vision of your city to life.

The companions are also both part of the narrative and the gameplay mechanics. These special people will share their stories with you and be pillars of your city’s growth and prosperity. You can assign these companions to production buildings where they can train apprentices who will automate the production of the resources linked to this building.





No, City Tales - Medieval Era will have no multiplayer options. It is a solo experience.




There will be no Modding system in City Tales - Medieval Era. Supporting an internal modding support via Steam Workshop would be a lot of work so it’s not in our plans for Early Access, as we prefer working on core mechanics, ideas and improving the base game during this time. We might reconsider it later.





If you have other questions, feel free to ask them either on Steam or on Discord, we would be more than happy to answer them! Thank you for taking the time to read us and for your incredible support!

The Irregular Shapes Team

Stardeus - spajus
Greetings, Space Travelers!

We are excited to announce the release of the Ship Combat major update! Let's take a look at the noteworthy changes it brings.

A day in the life
At last, the Stardeus Universe won't feel as lonely anymore. You will encounter NPC spaceships that are busy going about their own adventure. You will be able to interact the same way they interact with each other. As a player, you won't get any special treatment. While there will be some scripted story events involving NPC ships, most interactions will happen organically.



Live and Let die
Ship to ship combat was the most requested feature of all time, and it's finally here! All ships (including space stations) can be attacked. Ships will also be able to attack each other and YOU! It's even possible to fight more than one opponent at once!



Ship combat is inspired by two legendary games - Starsector and FTL. If you've played those, the combat will feel familiar.

Several new ship devices were added to make combat possible:
  • 5 types of weapons (Ballistic, Laser, Missile, Plasma, and Point Defense)
  • Shield Emitters replace Quantum Barriers and protect the entire ship regardless of placement
  • Flux Capacitors will charge your DeLorean increase the amount of damage your shields can absorb before overloading
Please, take the Ship Combat tutorial to learn all the new mechanics and complete the new "Make Ship Combat Ready" quest to arm yourself acordingly.



Defeating a ship turns it into a Derelict that you can approach and salvage. The destroyed ship’s surviving loadout may appear as loot.



Ship Interactions
Several types of interactions can happen between ships - either between you and NPCs, or between NPCs themselves:
  • Hail: Any ship can hail another to initiate a chat and trigger interactions
  • Attack: A ship can attack another or join an ongoing battle
  • Give Gift: A ship may offer gifts to improve faction relations
  • Ask Fuel: A low-fuel ship can request fuel, affecting relationships
  • Trade: Some ships are open to exchanging goods
  • Extortion: Pirates may demand ransom under threat of combat
  • Follow: A ship may tail another out of curiosity or with later intent
  • Avoid: Threatened ships try to escape and hyperjump away
  • Ignore: Ships may ignore you, which can be a relief when it’s pirates
  • Surrender: Only in combat, and not guaranteed to work
  • Insult: Throw insults and see what happens



Return Beacons
Found a resource rich sector you'd love to revisit? Drop a Return Beacon and make it one hyperjump away! This fast travel system is so good it should probably be illegal.



Warp Drives
Two new engine types make exploration easier. The Warp Drive lets you jump anywhere in your current region. The late-game Alien Warp Drive lets you warp to any region, regardless of distance. Forget hyperlane restrictions.



UI Enhancements
The UI continues to improve. v0.13 introduces locking tooltips and clickable text links to codex entries or object locations. If it's underlined, you can click it.



As always, there's soo much more.

You can read the full changelog below.

And, until next time; be safe out there, space cowboy.

The Changelog
v0.13.0 (2025.05.07)
- [Major] Populate the universe with NPC ships of other factions
- [Major] Add Ship to Ship Combat
- [Major] Add various interactions between ships (NPC <-> Player and NPC <-> NPC)
- [Feature] Add tutorial: Ship Combat
- [Feature] Add Quest: Make Ship Combat Ready
- [Feature] Add Ship Weapon: Shredder Cannon (Ballistic type)
- [Feature] Add Ship Weapon: Heavy Laser (Laser type)
- [Feature] Add Ship Weapon: Rocket Pod (Missile type)
- [Feature] Add Ship Weapon: Gauss Striker (Plasma type)
- [Feature] Add Ship Weapon: Interceptor Turret (Point Defense type)
- [Feature] Add Shield Emitter device for ship shields
- [Feature] Add Flux Capacitor device that increases ship flux capacity
- [Feature] Make ship weapons attack meteoroids, asteroids and breach capsule
- [Feature] Make ship shields defend from micro meteoroids
- [Feature] Turn Space Stations into Ship type for them to have ship to ship interactions
- [Feature] Add Space Story Event: Pirate Ship Attack
- [Feature] Add space story event: Pirate Ship Extortion
- [Feature] Add Space Story Event: Law Enforcement Raid
- [Feature] Add Space Story Event: Ship Duel
- [Feature] Add Space Story Event: Ship asking for fuel
- [Feature] Deep Scan will run passively and automatically all the time when available
- [Feature] Communicator will require an operator for communicating with other ships
- [Feature] Add Winch Range Upgrade that allows reeling in derelicts from any distance
- [Feature] Add "Find Resource" suggestion that point out scanning research and functionality
- [Feature] Add Return Beacon device, research and Starmap UI for fast-travel to visited locations
- [Feature] Destroying a Void Ripper will warp the ship to a random location in the universe
- [Feature] Destroying a Void Ripper will spawn 3 Dark Matter
- [Feature] Change faction attitude for the victim against the attacker after victim is defeated
- [Feature] Change faction attitude for observer NPC ships when a ship is defeated
- [Feature] Add Warp Drive research (Tier 4)
- [Feature] Add Local Warp Drive that can jump to any sector within the region
- [Feature] Add Alien Warp Drive research (Tier 6)
- [Feature] Add Horizon Warp Drive that can jump to any distant region
- [Feature] Add Notes overlay with a scratchpad for taking in-game notes
- [Feature] Add two types of wooden floor tiles
- [Feature] Mining an owned resource deposit will make owner's ships in the sector attack the player
- [Feature] Space Port will spawn ships to attack the player if there is a need and no ships are around
- [Feature] Add Storage Capsule loot types: Mini Core, Obey Chip
- [Feature] Allow toggling Nanobots compatible job types in Job Matrix UI
- [Feature] Add Firewall Chip implant that prevents Hacking and adds Energy Resistance
- [Feature] Make Crawler Goo craftable
- [Feature] Trap Floors will automatically destroy Eggs when they are placed above them
- [Feature] Add "Crawler Combat Alert" toggle in Current Game Settings to ignore crawler combat when farming them
- [Balance] Going through a Black Hole will discharge only one Void Ripper
- [Balance] Going through a Black Hole will deal some structural damage to the Void Ripper
- [Balance] Limit max deep scans per location to 3
- [Balance] Move Extended Scanning to Tier 4 before Telescope
- [Balance] Make scanning strength increase linearly (used to be square root)
- [Balance] Limit maximum scanning strength to 10
- [Balance] Hyperjump drives will have to charge up before use when in ship to ship combat
- [Balance] Radar will not be required to reveal resource deposits when entering a sector
- [Balance] Gold and Platinum will be easier to find
- [Balance] Deep Scan will allow finding more rare materials in easier difficulty sectors
- [Balance] Deep Scan speed will depend on sector difficulty
- [Balance] Deep Scan will run much faster for subsequent scans (still limited to max 3)
- [Balance] Magnetic storm will increase dust accumulation and particle collector output by 2x
- [Balance] Connector Malfunction story event will only happen on Impossible difficulty
- [Balance] Increase electric devices per 1Thz CPU from 20 to 25 and make the value tunable
- [Balance] Most electronic components will be destroyed if a device containing them gets destroyed
- [Balance] Part Storage will be unlocked with Assembly Hub, not Disassembler
- [Balance] Reduce frequency of Cooking Incident and Cleaning Incident story events
- [Balance] Repairing a damaged device will never take less than 15 minutes of game time
- [Balance] Slow down meteoroids by 25-50% when they are part of a larger shower
- [Balance] Make meteoroids move 5x faster
- [Balance] Reduce Coffee Tree water consumption by 2x
- [Balance] Unlock Radar as part of basic tech
- [Balance] Refinery, Fabricator, Grinder, Flux Capacitor and Warp Drives will generate heat while operating
- [Balance] Destroying a Breach Capsule with ship weapons will spawn the wounded raiders
- [Balance] Allow deploying AutoDrill Rigs to deposits without depth
- [Balance] Reduce amount of Glass provided at the beginning of Wrecked and Leaving Earth scenarios
- [Balance] Resources found via Deep Scan in an owned sector will have 50% chance of being owned
- [Balance] Mining a deposit belonging to another faction will have more diverse consequences (breach capsules + ship attacks)
- [Balance] Adjust incoming breach capsule speeds
- [Balance] Reorganize Space Travel research tree
- [Balance] Selling ship sections will be more profitable
- [Balance] Biological beings with Obey Chip will be prone to Hacking
- [Balance] Don't spawn living grounded raiders when breach capsule is destroyed in space
- [Balance] Adjust outcomes of Hacked event
- [Balance] Battery Overload event won't happen for bots that are docked, charging or undergoing repairs
- [UI/UX] Suggest disabling crawler combat alerts when choosing to clone crawler or egg once per session
- [UI/UX] Add "Load Game" menu item to Pause Panel
- [UI/UX] Display a warning if no worker is capable of certain task type
- [UI/UX] Make research tree paths clickable in tooltips and UI
- [UI/UX] Warn if Trade Portal is not available when trying to trade with a hailed ship
- [UI/UX] Add link to Trade Portal codex entry in "Trade portal not available" messages
- [UI/UX] Add clickable links to space objects when tooltips or popup mention them
- [UI/UX] Display class points cost in codex entries of all ship devices
- [UI/UX] Shift-clicking devices while a connector is selected will ignore click-drags
- [UI/UX] Improve crafting device context menu popup behavior
- [UI/UX] Warn about building too many scanners
- [UI/UX] Show Scan Strength in Radar / System Scanner codex entries
- [UI/UX] Change order of scenario configuration screens to allow modifiers to get configured before space map
- [UI/UX] Show Black Hole information when hovering Regions and Sectors in the Starmap
- [UI/UX] Make some space object names in tooltips clickable (will focus on the object in the starmap)
- [UI/UX] Improve UI panel focus on click behavior
- [UI/UX] List incompatible Brains / Cores in Replicator / ML Booth
- [UI/UX] Show warning tooltip when trying to load incompatible item into Replicator / ML Booth
- [UI/UX] Add more details to Needs stat tooltips
- [UI/UX] Add links to entities in entity / being task tooltips
- [UI/UX] Mental health effects will track the location of the event
- [UI/UX] Show hand cursor when hovering clickable items
- [UI/UX] Remove text highlights when hovering clickable text links in favor of hand cursor
- [UI/UX] Improve storable being component UI
- [UI/UX] Improve disposable component UI
- [UI/UX] List sections that will be abandoned when doing a hyperjump
- [UI/UX] Display links to objects when hovering clickable texts anywhere in the UI
- [UI/UX] Improve camera auto move speed / smoothness when focusing on distant objects
- [UI/UX] Enhance Available Tasks UI with better tooltips
- [UI/UX] Split Structure category into Floors, Walls and Doors in Build Menu
- [UI/UX] Don't show more than 3 tasks in the tooltip when hovering a location with multiple tasks
- [UI/UX] Don't show more than 10 items in the tooltip when hovering a location with multiple objects
- [UI/UX] Improve Codex > Factions UI to show relationships between NPC factions
- [UI/UX] Add "Eject All" button to all storages
- [Tech] Upgrade Unity to 6000.0.48f1
- [Tech] Loud sounds (explosions, ship weapons) will affect music volume
- [Mods] Add more checks and diagnostics for validating mod upload issues
- [Mods] Add mod_debug prepare <modId> and mod_debug upload_prepared <modId> console commands
- [Mods] Fix race condition that would prevent mods from uploading on lower latency network connections
- [Misc] Remove Quantum Barrier device and related research
- [Misc] Remove Directional Turret device and related research
- [Misc] Remove Security Controls device and related research
- [Misc] Remove Security overlay
- [Bug] Fix workers would try hauling objects to storage when storage was full
- [Bug] Fix workers would try hauling dead bodies to surgery / assembly hub while hub was occupied
- [Bug] Fix beings would take deadly unsafe paths if the destination was safer (usually warmer) than the start
- [Bug] Fix unlocking last research item would not hide the "Research available" notification
- [Bug] Fix unloading research would visually corrupt the unloaded research UI element
- [Bug] Fix Mining Orders popup could change the orders of the wrong expedition when multiple expeditions were configured
- [Bug] Fix space effects would not reset state between different game sessions, causing bugs on save / load
- [Bug] Fix changing equipment would not immediately update DPS values in Combat Controls UI
- [Bug] Fix enemy combat units could get stuck in outer areas without entrance to the rest of the ship
- [Bug] Fix enemies would try to break in through doors that lead to nowhere interesting
- [Bug] Fix workers could get stuck for 2 in-game hours waiting for path evaluation when there was no path
- [Bug] Fix pressing R would not rotate a tile blueprint if the mouse was moving
- [Bug] Fix mass-ordering installing upgrades would not create an upgrade task for devices that had another task pending (e.g. reactor refill)
- [Bug] Fix Xenodetectors would be scanning even when switched off
- [Bug] Fix grounded beings with "Fight" combat reaction would keep dropping their work if there were unreachable enemy units


Follow the Development

Get Stardeus

https://store.steampowered.com/app/1380910/Stardeus/
大宋英雄传(SongHeros) - LazyManGames
1、修复了战斗中“破釜一击”特效技能会导致破釜伤害系数异常的Bug。
2、修复了部分带真实伤害特效的技能,真实伤害可能无法正常生效的Bug。
3、修复了护甲数值计算的Bug。
4、修复了属性页面中数值显示被四舍五入的问题。
5、修复了各种书籍残页在兑换时无法被正确消耗的Bug。
Dreadway - RegentLamp85499
🛠️ | Added

  • All monsters can now be killed with the crowbar
  • Glass has been added to player masks
  • New tutorial system (team-based and personal) — we plan to expand this into quests
  • New monster: Doll
  • Various text animations have been added to the game
  • Improved player models in the main menu with updated eyes
  • Updated game UI (no longer resembles Lethal Company — it's even better!)
  • Voice chat is now split:
    1. Living players hear only nearby survivors
    2. Dead players hear each other and the player they’re spectating
  • Tick monster spawn reinstated
  • Increased player voice chat volume
  • Crowbar kill option for all monsters

---

🔧 | Fixed
  • Loot visual hints no longer get stuck on screen
  • Numerous bugs causing various mechanics to break
  • Translation/localization inaccuracies
  • Bug where dead enemies sometimes still dealt damage if they died mid-animation
  • Names and avatars sometimes not displaying
  • Microphone sometimes stops working when switched
  • Bunker door occasionally not spawning for clients
  • Lighting issues inside the bunker for some players
  • Camera/item hand height desync
  • Getting stuck in boarded rooms or under tables when enlarged
  • Item display issues in the red timer room
  • In-game settings window overlay issues
  • ESC key sometimes breaks menu navigation

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🔄 | Changed
  • Recipe unlock order adjusted
  • Stamina regeneration speed increased by 30% (by popular demand)
  • Increased upgrade costs for speed and stamina
  • Removed Google feedback form (due to complaints about browser pop-ups — we just wanted to improve the game, but sorry if it upset anyone)
  • Monsters now trigger mines when chasing players

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💬 | Message to players
  • Thanks to all of you for actively reporting bugs and sharing suggestions!
  • We’ve listened carefully and will include even more of your requests in upcoming updates.
  • Coming soon:
  • Mouse sensitivity & inversion settings
  • FPS limiter
  • Per-player voice volume control
  • Keybinding remapping (near release)
  • Player kick system

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⚠️ | Known issues
  • Bunker door sometimes missing for clients
  • Bunker lighting too bright for some
  • Hand/item position too high at times
  • Getting stuck in closed rooms when enlarged
  • Red room first item display bug
  • In-game settings menu overlaying improperly
  • ESC key sometimes locks menu
  • Localization issues in German, Russian, Ukrainian, French, and Chinese
  • Dead enemies hurting players if they die mid-animation
  • Player nicknames and avatars sometimes missing
  • Microphone issues when switching devices

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🚀 | Plans for release
  • More bunker rooms and themes
  • Train upgrades and new wagon construction
  • Shotgun weapon
  • More viral & funny moments
  • Artifacts:
  • Speed boost (at cost of health)
  • Invisibility (but slows & mutes voice chat)
  • Joke artifacts (big heads, macho voice filter)
  • Shrink-to-fit areas
  • Loot magnet
  • Artifact combinations for team synergy (e.g., speed boost + group healing = no health penalty)
  • Permanent progression system:
  • Earn currency per survival day → upgrade speed, stamina, inventory slots
  • Unlock cosmetics (miners’ hat with built-in light, etc.)
  • Teleport artifacts to speed up bunker runs
  • Furniture like sofas & chairs to decorate the train
  • Lore notes with funny backstories
  • Train turrets, defibrillators, radios, and monster traps

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🙏 | Thank you again for your support, bug reports, feedback, and Steam reviews!
If you haven’t yet, please leave a review on Steam — it really helps boost the demo’s visibility.
Babushka's Glitch Dungeon - jakeonaut
  • added option from main menu to go to credits
  • Fixed mimic heart container dialog
...