Rebel Fury - btipton
This small patch fixes a missing road connection on the Chickamauga/Chattanooga maps
Smith & Dungeon: Crafting the Legendary Weapons - Zoo Corporation


To celebrate the launch of Smith & Dungeon: Crafting the Legendary Weapons, we are offering a 20% off launch sale from May 15 - May 29, 2025 (PST)!

Enjoy a hack and slash rogue-lite adventure as a kajiya adventures to create the most powerful weapon!

https://store.steampowered.com/app/3402300/
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Zoo Games Links
Publisher Page
Steam Group
Zoo Games Official Website
Zoo Games Official X(Twitter)
Zoo Games Official BlueSky
Zoo Games Official YouTube Channel
Price of Power - ThePandaman
Happy May everyone! It's high time for another development update. I'll start with PoP stuff, then get into Game 2.

PoP: Thanks to everyone who's played Epilogue 2! Epilogue 3 is underway already and will focus much more on changes between relationships as the ladies progress through their pregnancy. I won't give too much away, but the title will be "Late Night Snacks", so you can expect Michael to go on a very fun miniquest. :)

Game 2: The next game will be a combination of a reverse trainer game and mini "city" management game. You'll be working with one of the two main LIs (a fiery redhead tsundere) to help uncorrupt our other main LI, who's been possessed by a succubus. You'll be balancing this reverse training with managing food, water, and other resources in the rather bleak and desolate magical hellscape you find yourselves trapped in.

That's right - there'll be actual gameplay to go with your wholesome story and handholding! It'll be a far more difficult game to create than a simple VN on the technical end of things, but my hope is that the limited number of environments will allow me to create even more cool and detailed custom environments in Blender. :) I'm sure my Blender skills will progress over time as I create more and more art in the system, but my dream goal is to have animated sprites over animated environments, all with physically realistic effects (ie. clothes draping nicely, water flowing, beds deforming when you sit on them, etc.). There'll still be regular CGs (full renders) for important scenes, but sprites for your more "basic" interactions.

As much as I'm looking forward to the fun of creating all this cool art and designing gameplay systems, the primary focus of the game will always be the plot and characters. By focusing on just three characters and putting them in an environment where they'll be constantly interacting and reacting to one another, my goal is to make each of them feel complex, interesting, and real. I think I achieved that to some extent with PoP, but the best way to develop character is to show it in the way they interact with one another and the world. That's hard to do in a fairly linear VN format, but when you can perform in-game actions and see how characters react to them and see how those reactions change over time... That's when you really feel the character development. That's really the fundamental purpose of the gameplay and art for me; they exist to bring the story and characters to life.

I won't go on for any longer, but hopefully that's a good insight into the near-term plans for the PoP and the longer-term plans for Game 2. :)
May 15
五行乱斗 Playtest - 鎗鎗鎗鎗
1. 修复角落角色无法被索敌的问题
2. 稍微砍了一下法系aoe伤害
May 15
Grease Monkey Grand Prix - greaseymonks
Additions


  • Added our First Steam Achievement!

  • Updated Visual Novel Section

  • Introduced Steam API Integration





Tweaks


  • Tweaked Camera FOV

  • Tweaked Car Stats


Fixes

  • Fixed Camera clipping

  • Fixed Boost UI not working with Mushroom Minigame

  • Fixed Music Volume Unable to be toggled





More Updates coming soon!

Many thanks,

The Grease Monks :)
PlanetSide 2 - CM Mithril

📈Double XP Weekend📈
Celebrate the PlanetSide franchise anniversary with a Double XP for all event this weekend!
Cadria Item Shop - operate
Dear store managers, we will conduct maintenance and update from 14:00 to 17:00 (GMT+8) on May.28th. Please arrange the game time and get offline in advance. Sorry for the inconvenience.
The following are the contents of this update:

-New Level 37 regular formula [Double Immortal Bell]
-Increased level limit of some heroes
-Increased new decoration and recipe
-Fix some bugs

-Dragon Boat Festival Activities: (2025.5.29~2025.7.4)
*Complete the Dragon Boat Festival series of town events, obtain exclusive holiday prop drawings and the hero Nine tailed Firefox Liyan
*Open Dragon Boat Festival continuous login reward activities to receive generous rewards
*The Dragon Boat Festival themed decoration "Twisted Egg" is open for limited time. You can purchase it by going to the Furniture Twisted Egg interface
*The Dragon Boat Festival themed flooring and wallpaper are open for purchase. Go to the Furniture Purchase interface to view them
*The Dragon Boat Festival themed reception desk skin is open for purchase. You can go to the reception desk skin interface to view it
*Participate in the Dragon Boat Festival Carnival, win delicious Zongzi, and exchange for the exclusive rewards of Dragon Boat Festival drawings, props and other activities
*Equip any hero with 7 Dragon Boat Festival props to unlock the Dragon Boat Festival avatar border

-Start the Dragon Boat Festival recharge activity:(2025.5.29~2025.7.4)
Recharge any amount during the event to receive the following rewards:
*Starting fund for Kuaishen Yibu: 288 diamonds
*High decorative point summer original painting: "Ocean Demon" Kazmi
*Legendary equipment for celebrating the Dragon Boat Festival: mugwort sachet dragon boat drum realgar medicinal wine
Cyber Evolution - FCG_Kemlage
Welcome to the first official bi-weekly devlog for Cyber Evolution!
We’re laying the foundation for a smoother, more responsive game — from reworked UI to refined combat and early controller support.




🔫 Shooting & Overheat Updates

Combat is starting to feel much tighter and more satisfying.

  • Projectile visuals have been updated, with new sounds to match
  • Impact effects now look and sound more impactful
  • New animations for both shooting and overheating help sell the action
  • Overheat visuals give clearer feedback on buildup and cooldown

We also made timing and base speed adjustments to better sync visuals and gameplay. The improvements have added a real punch and clarity.

We’re still tuning sound attenuation to avoid overwhelming audio in chaotic moments, but we’re thrilled with how it’s coming together.




🎮 Controller Support Progress

Our first step toward full controller support is in!

  • Movement, aiming, and shooting are functional using an Xbox One controller
  • Main menu navigation is mostly working
  • Other menus and combat features like dash and shield are still in development

Only Xbox controllers have been tested so far, but we’re planning full support — including custom keybinding and rebinding systems down the road.




🧩 UI Improvements & Common UI Migration

A total visual refresh is underway.

  • The UI has been completely rebuilt visually to better match the style and colors of the Cyber Evolution brand
  • We’ve migrated to Unreal’s Common UI subsystem for better consistency, scalability, and input handling
  • Previous menus have been updated; the gameplay HUD is in progress
  • Loading and transition screens are on deck next

This is a huge step forward in streamlining our interface. Once everything’s migrated, we’ll begin adding new sound effects and UI animations to finish the transformation.




🔮 What’s Next?

In the next two weeks, we’re aiming to:

  • Finish migrating the remaining UI elements to Common UI
  • Add new SFX to the interface for improved feedback
  • Continue refining controller input across menus and gameplay
  • Expand our evolution system — we currently have 22 evolutions and more in the pipeline!

And as a teaser… we’ve begun early work on a new Mega City map — a massive urban battlefield where you’ll fight in distinct sections round by round, with full visibility across the entire city as the action unfolds.

👀 We’ll be sharing some clips of UI testing and early city layout soon.




Thanks for being part of the journey from the very beginning.
Your support means everything, and we can’t wait to show you what’s coming next.


FCG_Kemlage – Final Chapter Games
Swapmeat Playtest - JZTN
Gameplay

  • Added 25% direct hit damage bonus to Rocket Launchers, Grenade Launchers, and Grenadier Bomb
  • Increase Base Hunter Arrival time 30s -> 60s
  • Increase Base Hunter Delay time 30s -> 90s
  • Increase Hunter Protection 1.1 Arrival time add 90s -> 180s
  • Remove Hunter Protection 1.2 Arrival time add

Art

  • Added updated icons for Big Bee Boy, Cryo Candy, Glacier Pops, Gravy Train, and Ice Cream Sandwich

Bug Fixes

  • Fixed a bug that would cause the final horde of enemies in the Harvester event to stand around instead of attacking the player
  • Fixed door collision bug on Tibbler’s Run
  • Fixed hidden collider on Tiger Mountain near the Whack a mole event
  • Awarded employe rank xp will no longer show up in event screen
  • When using mouse and keyboard, scrolling lists will behave better
  • You can now play music in the lobby while interacting with the music player using a gamepad
  • Fixed a crash

Known Issues

  • If you filled out the survey earlier today, you may be re-prompted again after patching the game. This is because we were not correctly tracking which survey ID a player had previously participated in. You can safely decline the survey if this happens to you. We did get your feedback!
Resonite - Frooxius
I've got a new cool Awwdio feature - the interactive camera can now render into a separate audio device, allowing you to stream/record audio from its viewpoint without affecting your own - and have your voice be spatialized! This should make it much easier for streaming and making content on Resonite!

I think need to give it a bit of a tune-up too, because it seems to crackle sometimes - the buffer handling is still assuming it's the main output and doesn't actually give itself enough space, I'll sort that out tomorrow!

There's some other goodies too, like the OSC fix from @probableprime! And some other bugfixes.

New Features:
- Added ability to render interactive camera audio separately on another audio device (requested by me, @dr.sci.cortex, @shdw_x, @mpmxyz, issue #4370)
-- You can enable this in Audio settings by checking "Separate Streaming Camera Output"
-- You also need to select which audio device will the camera output to - this needs to be different from your main output device
-- The option "Audio from camera viewpoint" must also be enabled - however when the separation is on, it'll be enabled by default on spawn
-- The camera audio is rendered completely independently from yours - with spatialization, falloff, reverb zones depending on the camera position
- Added "Render Own Voice on Camera" setting (under "Camera") category
-- When the interactive camera audio is separated, this controls whether the camera will hear your own voice or not

- Added ExcludedListeners to AudioOutput
-- This allows the audio output to not be heard by specific listeners (requested by @marsmaantje, @Elektrospy, issue #4274)

Tweaks:
- AvatarAudioOutputManager now uses ExcludedListeners to prevent user from hearing themselves rather than excluded users
-- This allows other listeners in the scene to render the user's own voice

Locale:
- Merged Mongolian locale update by modimobeikete
- Merged German locale update by @muppeq
- Merged Chinese locale update by modimobeikete
- Merged Korean locale update by @mirpasec

Fixes:
- Fixed OSC_Sender breaking after being disabled or having its user changed (reported by @orange3134, issue #2732 and @jackthefoxotter, issue #2769, fixed by @probableprime)
- Fixed ChannelVolumeMeter skipping part of the audio buffer for computation when there's more than 1 channel, resulting in wrong values (reported by @nytra, issue #4366)
- Fixed SampleSpatialVariablePartialDerivative output being twice as big as it's supposed to be (based on report by @yoshiyoshiyoshiyoshiyoshyoshyosh, @bluecyro, issue #4367)
-- This was due to sampling distance for each point being twice as long. The sampling distance is total distance between the positive and negative point - meaning each point is offset by half from the center
- Fixed quantity coder initialization, breaking components that use quantity (reported by @mpmxyz, issue #4370)

Known issues:
- The streaming camera output can crackle due to not having its own buffering handling
-- This should be fixed tomorrow
...