MycoRelic - sandydingograham
New Stuff:

We'll be de-activating the playtest branch on the 1st of June. The demo is now live, though we're still working on getting a dedicated page up so you can leave a review of our demo. It's been a busy month and we've made a ton of progress.

Swords:
  • Three moveset variants of two handed swords.
  • Slashing/Piercing and Hybrid movesets.
  • One handed variants are still cooking.
Slash Damage:
  • Added dedicated slash attack power stat.
  • Derived equally from torque and dex.
  • Does not scale as well without specific item perks.
Magic Weapon:
  • Called the "Broken Sickle-Root Staff"
  • One handed weapon designed to use with off hands.
  • Heavy attack uses charge.
  • Short ranged projectile on light attack.
  • Provides a way to harvest charge from enemies.

Other new stuff:
  • Spruced up The Inheritor's moveset, particles, and behavior.

  • Instead of dealing extra poise damage, most sources of radiation damage now silence you.
  • This includes explosions, empowered melee attacks, and The Inheritor's projectiles.

  • Turned on EQS for ranged enemies.
  • They will now attempt to find cover before reloading.
  • Will continue to explore these types of behaviors for all enemy types.

  • Buffed inventory space.
  • Buffed scrapped backpack space.
  • We are planning to add a bank system but this isn't working yet.

  • Reworked the tutorial flow again again.
  • You now start without the ability to gain charge and unlock this ability later.

  • Removed the ability to self-kill when you are inside of a boss encounter.
  • This prevents leapfrogging as an exploit tactic.

  • Enabled world save for doors and other door-adjacent world actors.

  • Improved the in-game connect to friends UI to work with controllers.

Fixes:
If you still encounter any of these issues hit us up on Discord or our Steam forum.
  • Fixed multiple item duplication bugs.
  • Issue where abilities would be deleted on clients who joined late.
  • Potential fix for issue where players could not see the level up screen in multiplayer.

  • Getting downed by a trap will now teleport you out of the trap.
  • Moldmetal dropped on death should also follow this rule.

  • Relic bloom bubbles now heal you on enter and leave, regardless if all players are present.
  • Relic bloom will no longer broadcast that all players need to enter it if it has been activated.

  • Fixed issue where enemies would fall of ledges more often than intended.
  • Boosted the number of enemies that could be navigating at one time, significantly improving responsiveness in multiplayer encounters.
Wild Life - ๖ۣۜPower๖ۣۜpuncher
Hello everyone, welcome to this week's progress report.

Level:
This week, we continued our work in the Pillar Region, placing large-scale roots to give the area the dense, overgrown feel of thick undergrowth. These additions help reinforce the region’s unique atmosphere.
Tech Art returned to landscape and material work, testing features such as tessellation and improved color grading to enhance visual fidelity.
Meanwhile, Level Artists addressed internal feedback for the Adûn dungeon, implementing targeted improvements and bringing in the next batch of props to further develop the Alpha Camp.





Code:
This week, we have finished implementing the ranged combat AI. We will most likely need to tweak and balance it a bit here and there, but everything is there feature-wise.
We have also been working on improving ammo handling, resolving issues like picked up projectiles not getting merged with equipped projectiles and the weapon not remembering which ammo it had last loaded when shot empty.
In the sandbox we added the ability to override existing morph target values of characters (For example, breast deformation on costumes). This way your custom imported clothes can also deform the character if needed. Other morph targets that are usually controlled by outfits like "elf ears" or "cumflation" can also be controlled more granularly this way, offering a greater range and interpolation instead of just "off" and "on".
A few more quality of life features were also added:
All options that reference externally loaded assets (models, textures, media etc.) now have a "Reimport" button, which will clear that asset from the game's cache and reimport it from scratch. This way you don't need to go back to the main menu or constantly change the name of the asset just to see it update in game.
We also added Copy/Paste buttons to various settings panels to easily copy data between objects. These panels include the prop settings, fingers/toes, events (updated) and the new outfit customization. In the case of prop settings, the prop type is not important, if you copy some prop with a "Color" setting, any other prop that has a setting named "Color" can have that data pasted into.

Character:
We are currently working on research into how to best display body hair for our boss-character. We have also been transferring a few of the new outfits over to other characters.



Animations:
In the animation department we turned our attention to finisher moves this week. These will trigger when attacking an exhausted enemy and deal an extra large chunk of damage in a special, paired animation (despite their name they do not necessarily kill). We also continued our work on the final boss.
On the cutscene front, the mocap cleanups are progressing well and are speeding up with the growing familiarity of the raw mocap to polished states. Currently, we are still working on the "reading datacube" cutscene, which is close to completion.

Design:
We implemented the missing blockout versions of the boss intro and side quest cutscenes. The bosses which got a cutscene are Chakkar in Apoc, Gorgh the Meatgrinder in the cannibal caves, and Lazra the commander of Adûn. Quests that got cutscenes are 'Going into the Woods' showing Rhoc's transformation, and 'Pain is Pleasure' showing Mona humiliating Max. We have also reworked the intro cutscene for the Max X Koodie minigame.
In addition to that, we have worked on lore snippets you will be able to find in locations like Yterra or the laboratory. They come in the form of logs or notes and tell about the happenings on Kerpal from the distant past.


Thank you for all your continued support,
-Wild Life Team
AI2U: With You 'Til The End - dracaena.bot
Eddie's making her multiplayer debut in Pick Me Pick Me — the newly launched competitive dating sim by our friends at Optillusion!

Limited-time Dateable NPC
Eddie will stick around the PmPm universe 'til June 12th. See what she's like here, and go and get the (cat)girl!

The other NPCs are cute too, but as one of Eddie's senpais, you don't wanna risk not dating her ~ no matter where she spawns 💖🔪

Celebrate with a Redeem Code
Our Steam and itch.io players can use the code PICKME-EDDIE in AI2U for a thematic care package assembled by Eddie. We'll leave it up to you to decide why they fit the theme...

The code is valid 'til June 11th!

Heroic Kingdom: Origins - LS_Duffmaster
Fixes:
  • Fixed an issue where new Achievement appearances were always available.
  • Fixed an issue where specific weather areas were not working.
  • Fixed an issue where some elemental abilities had wrong CD.
  • Fixed an issue where poison damage from weapons was not applying properly when used with an ability.
Azmar Quest - Text Based RPG - S-Games
Azmar Quest has been updated from 1.3.20 to version 1.3.22:

1.3.22 change log:

• Fixed a bug that caused the game to break when resizing or alt-tabbing in fullscreen mode.
• Pressing Esc now opens a quit game confirmation popup.

• Improvements to Chapter 1.
• Added 2 new tutorials: one for Instant Turns when fighting the Vice, and one for the Skip Turn button.
• You can now also press Spacebar to advance the turn.
• Fixed an exploit in the Extra Mission: The Rescue at Vorsall.
• Various text fixes.
• Fixed flickering of dungeon allies' portraits on tablets and PC.
• Other minor bug fixes and improvements.
• Added a Wishlist button in the Steam Demo.

1.3.21 change log:

• Improved the class info popup during character creation. It now shows a brief class description and all available skills.
• Introduced a new in-game notification when a player joins the Queue for a Dungeon or PvP Battle.
• Optimized real-time in-game notifications for events like friend and duel requests.
• Added a Surrender button during 3v3 Party-Based Battles.

• Fixed an exploit in the first mission that allowed gaining more gold and experience than intended.
• Fixed a bug that granted double rewards in 2v2 Arena Battles.
• Added a gold penalty, based on hero level, for exiting an Extra Mission early.

• You can now click E or the Middle Mouse button to advance turn.
• Accessibility: added an option for announcing spoken audio between SAPI and the current screen reader.


Runes of Magic - [CM] Darcoon


There’s nothing better in life than bringing joy to your friends and loved ones – but sometimes it’s hard to know what to give someone. If you want to give your friends a special treat, one that’s definitely going to be useful, then we’ve got something special for you: Friendship Diamonds for you to give away!
They are available in the shop from midnight to 11:59 PM (CEST) on May 31 and work as follows:

You can purchase different amounts of Friendship Diamonds depending on how many Diamonds you want to gift. Choose the appropriate option in the shop, and you can give them to someone special and make their day. The person receiving the gift will receive a non-tradeable item and can right-click the Friendship Diamonds in their inventory to credit that amount of Diamonds to their account. You can purchase Friendship Diamonds in the following amounts:

* 100 Friendship Diamonds (30 Days)
* 500 Friendship Diamonds (30 Days)
* 1,000 Friendship Diamonds (30 Days)

Please be aware that the Friendship Diamonds must be credited within the 30 days so they don’t expire!

Have fun treating your friends!
The RoM Team
Powerplay Playtest - amine
  • Support multiple fog of war modes (standard, explored, revealed)
  • Major scripting API additions (can control pretty much everything)
  • New tutorial, completely made using the scripting system
  • New building system (build if a depot in proximity has construction material)
  • HUD health section wip
  • Support environment deadwood
  • Major frustum optim, only rendering sectors within the camera view
  • Terrain stamps also copy resources and buildings
Successor - Wartile
Hi everyone

We have a quick hotfix addressing one specific issue reported by our players.

  • Fights against Blackrock bandits in the mountains went unresolved after all units died, leaving the player stuck at the board. We have fixed an issue with their jumping around, so they should stay on the board now.
  • We temporarily removed an encounter where you had to protect the local farmers, but the player units instead began to attack them. We will try to educate the Heroes not to attack civilians and bring the encounter back when it's safe.

Other reported issues that we are aware of but have still been unable to fix entirely.

  • A few had the game crash on launch, possibly due to a previous Successor save game creating a conflict. This can be solved by deleting the saveGames folder - "C:\Users\USERNAME\AppData\Local\Successor\Saved\SaveGames"
  • One user experienced getting stuck after pressing continue, leading to a scenario synopsis with a continue button at the bottom - this could be the same issue with a previous save game.

We also had some feedback on the general gameplay. Thanks a lot for that :)

Please do not hesitate to report bugs or issues, give us feedback in the community section, or head to our discord channel.

Best regards
The Playwood Project Dev Team






Strayed - hyphen
Welcome back to Strayed, survivors. Update 0.9.0.0 brings some shiny new Gun Models, some well needed improvements to Terrain Generation and a bunch of Bug Fixes!

New Gun Models!
A handful of your beloved and trusty firearms have received a fresh coat of paint. We’ve completely reworked the M4, Semi Auto Rifle, SMG and Military Pistol.

Reworks for the AK and F8 have been delayed and will be featured in a smaller patch coming soon. We want to make sure that these models are the best they possibly can be, and that means not rushing the art team!

While (most of) the weapon stats have not been changed, the overall look of the guns has been completely rebuilt from the ground up.

M4
The M4 will be replacing the M16. The M16 has been swapped out for a shorter, more compact carbine, the M4!



Semi Auto Rifle
The Semi Auto Rifle will be replacing the M1 Garand. This Semi Rifle has a higher ammo capacity compared to its retired counterpart.



SMG
The SMG needs no introduction, it's infamous for having some of the worst iron sights in Strayed, but today, that has been rectified! This new short range beast has been delicately crafted with the finest of junk and scrap metal. It also boasts a new recoil profile.



Military Pistol
The Military Pistol has been remade with a solid, modernized design. Like the SMG, the Military Pistol has a new recoil profile while keeping the accuracy and glow sights the gun is well known for.



Terrain Generation Improvements!
The terrain in Strayed is one part of the game that hasn’t been touched much since release; But that changes today! We’ve added a brand new Terrain Generation System, Lakes, “Bays” and Improved Road Generation!

New Terrain - Ready to be explored!







Lakes & Bays - Care for a dip?









More terrain improvements will be coming in future updates, including new landscape features such as cliffs and bushes. We also have all new environment art on the way, so be prepared for some change around here!

Other Changes and Fixes!

Added
  • Brand new terrain generation,
  • Lakes and “bays”,
  • New semi-rifle weapon (M1 garand replacement),
  • Military pistol (M9 model replacement),
  • M4 (M16 model replacement),
  • SMG (old SMG model replacement),
  • Much improved ring road generation,
  • Footsteps while on road,
  • Arrows and bullets hit water and splash (visual only)

Changed
  • Can use apples and bandages without repulls (again),
  • Loot containers in locked rooms cannot be opened unless locked room door is open,
  • Sleeping players within locked rooms will be teleported just outside locked room door after server restart,
  • Roads blend with the terrain better,
  • Terrain no longer “pillows up” in the middle,
  • Large furnace now cooks every slot simultaneously (buff),
  • Ocean fort locked room moved to server room on bottom floor,
  • Improved consistency of monuments on server,
  • Jackhammers can no longer be put into shops (for now)

Fixed
  • Jackhammers not dealing damage to players,
  • Occasional bug in which a lock can fail to remove from player inventory after its placed,
  • Sleeping players taking damage in the safe zone. Sleeping players within safe zones will still be
  • killed after 30 mins,
  • Incorrect lighting / shading on terrain,
  • Roads no longer create “loop-de-loops” near the island’s corners,
  • Memory leaks when leaving servers,
  • Grabbing the collective no longer steers the helicopter,
  • High wall showing nonsense health and name,
  • Can now dismount helicopters above ocean surface as if it were ground,
  • Changing your movement hand works now



Join the Strayed Community!

If you have concerns/questions/suggestions/feedback etc., don't hesitate to chat on our Discord:

Other Strayers are waiting for you to survive with them. Follow us and stay tuned to more updates and announcements on our official channels:
Official Strayed Subreddit
Official Strayed X Page
Official Strayed Instagram
Official Strayed TikTok

https://store.steampowered.com/app/2359470/Strayed/
Lionhearts - Credenzio
Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.

This week saw significant progress and a few setbacks across our Creative and Technical departments.

On the level design team, efforts on the Belmont Castle map were disrupted by persistent technical issues with Unreal Engine's multi-user editing plugin, leading to some version reverts and loss of work. To tackle this, we’ve partnered with M3DS Academy, an Unreal Engine Academic Partner, to resolve the plugin issues and get the demo back on track.



The 3D animation team wrapped up short sword blocking and wheat harvesting animations.

The 3D art team completed our remaining foliage assets and wrapped revisions on some of our older assets.





The game design team enriched the Game Design Document with clearer visuals and references.

The 2D art team completed all favor tree icons. They also began crafting concept art pieces to showcase the creative process for the Kickstarter and other promotional media.





On the technical front, the programming team added advanced graphics settings, sword/shield holstering, and continued refining NPC combat.

They also polished shadow tasks, added some outfits, added resource respawning, and a new intro sequence where players start by spectating their shadow as the Lord.

Thanks for reading, and please remember to join us again next week as we move into Week 15.

Please join us on our Discord server for forum posting, where you can ask questions and participate in our growing community!

To support this project, please follow our Kickstarter campaign, which will be launching soon!

Our Steam Page is also up, be sure to wishlist it!

Written by Credenzio Studios Staff
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