Dungeon Survivor - Airagone
Yeah, that is pretty much it - You can play with mouse and keyboard now.
Added glyphs for mouse and keyboard controls to how to.

The game plays best with controller, though it's not bad with mouse and keyboard controls :)
Dusty - Bilgehan

-Now you can select your player skin from operators.

-5 soldier skins added.

-Church map has been optimazed

Mix Universe - chriszuko

Mod.io has now fully replaced the steam workshop support.

Be sure to check things out! https://mod.io/g/mixuniverse

The steam workshop is now fully removed from the game and the workshop has been unlisted. All previously uploaded mixes on the workshop are backed up so if you happen to not have run the game since the previous universe update, feel free to reach out at https://www.mixuniverse.net/contact, join the discord or start steam discussion and I can try to find it and send it over.

Thanks folks! Keep on making cool vibes!

Schedule I - business

Hi everyone,

I'm happy to say v0.3.6 is now finally fully released! This update includes new item slot filters, which will allow you to tell your employees which items you want or don't want in a particular slot. Employee beds have been replaced with space-saving lockers (although you can still use beds if you really want to!), and I've rewritten a large chunk of the saving system, which should dramatically improve saving times and make Steam cloud syncs much more speedy and reliable.

Apologies, this update has taken a bit longer than usual - it's been a hectic past few weeks. I was in surgery for wisdom teeth removal about 2 weeks ago, I have had to spend quite a lot of time recording/documenting the game for AU classification, I'm back to uni this week, and I've been dealing with some other things going on behind the scenes. Nevertheless, I'm excited to get back into the swing of things and get to work on the first major Schedule I update.

Speaking of which, I've been setting up the infrastructure needed for the community voting system, and I'm happy to say everything is now in place. We'll be running the first vote this coming week - you'll see a prompt to vote in the main menu as soon as the voting period opens.

Additions

  • Added lockers. These will be replacing employee beds. For compatibility reasons, employees will still be assigned to beds in existing saves, but going forward, you can use lockers instead, which are more space-efficient and can store more stuff.

  • Added item slot filters. You can now set whitelists or blacklists on slots to tell employees which items should or shouldn't go in a particular slot.

  • Added employee property transfers.

Tweaks/Improvements

  • Increased storage unit employee capacity to 3.

  • Consolidated all NPC save files.

  • Consolidated property save files.

  • Consolidated business save files.

  • Changed the trash can pickup area to be square instead of circular.

  • The trash can pickup area is now visible while you're placing the trash can.

Bug fixes

  • Fixed occasional NPC long-distance pathing failures.

  • Fixed occasional employee pathing failures.

  • Fixed employees sometimes attempting to pick up items that they don't have the inventory capacity for.

  • Fixed botanist-related performance issue.

  • Fixed police showing question marks above their heads while they're unconscious.

  • Fixed viewmodel drifting.

  • Fixed an incorrect statement regarding how dealers are unlocked.

Thank you, everyone!!

Tyler

Brick Breaker Maker - Unseenstone
1. Fix the problem that the ball sometimes stays still
2. Try to fix the problem of exiting the game and getting stuck.
3. Optimize the archery mechanism of Terracotta Warriors.
Dying Light: The Beast - pelikn_techland

This is Tymon again, Dying Light Franchise Director!

As you probably know, the Dying Light: The Beast campaign just kicked off with a teaser at the Summer Game Fest showcase - watch it here! We also had a full gameplay reveal with IGN. I hope you get a chance to check it out, explore what we’re cooking for you, and dive into every detail. Please don’t hesitate to share your thoughts in the comments on our social media!

I’m using this opportunity to write to you sincerely and directly because the game we’re preparing to launch on August 22 - Dying Light: The Beast - is the most important game we have ever created both as a team and as a studio. From the initial concept to the final polish, every decision, every line of code, and every pixel has been crafted with you in mind. Your feedback, enthusiasm, and unwavering support have fueled us every step of the way.

The origins of Dying Light: The Beast might be humble, but I’m extremely proud of everything we achieved as a team here. Thanks to the dedication, passion and creativity of each and every team member - both Dying Light veterans and a number of fresh talents that joined us over the last years - Dying Light: The Beast has grown to the third big game and a serious contender of being the best in the series. I don’t want to overhype it, as you’ll be the final judge of the quality of work we’ve put into the game, but I hope the gameplay trailer teases a little of what I have in mind.

So let’s watch it once again.


When we say Dying Light: The Beast is a culmination of our 10-year development journey on the series - we mean it. You’ve been with us on this journey together. You supported us on game events all over the world even before Dying Light 1 was released (I still remember Brazilian fans screaming the name of the game next to the EGS stage in 2013!!!). You gave us confidence and made us believe in ourselves when the media reviews of the original weren’t as good as we had hoped. You made us realize that we wanted to give that love and support back by supporting the Dying Light games for many years.

That’s why we decided to start the final stretch of development with a Community Hands-On Event where we invited a number of our most dedicated fans - each one with 500+ hours in Dying Light games - to see the game for themselves. The whole group spent a day at our office and played a big chunk of the first hours of the game. I was literally teary eyed when I invited these friends to our humble playtest room, as this was the first moment when someone from outside the studio was playing the game. I’m happy to report they enjoyed what they played a lot, and the feedback we collected was and will be very helpful in the last amount of tweaks and improvements we’re planning to do before the release. You can check a video from this event below.

We can’t wait for you to see what else we’ve got in store during this intense campaign leading up to release. We’ve got plenty prepared for the upcoming weeks, so follow us on our social media to not miss a thing!

And if you like what you see, share it. Tell your friends about this nice open world survival horror game from a crazy studio somewhere in Poland - get them hyped for parkour, brutal combat, immersive survival, and full co-op with shared story progression. Your support means a lot in this final stretch!

Thank you!

https://store.steampowered.com/app/3008130/Dying_Light_The_Beast/

在异世界打怪的修仙者 - ゼンガー
解决了特殊情况下可能在打探情报中任务中无法完成该任务的bug
Crescent Tower - hiromichi
  • Support for French, German, and Korean

  • Addition of tutorial messages

  • Addition and modification of some graphics and effects

  • Addition of settings items

  • Key response fixes

  • Price adjustments for some items

Territory: Farming and Fighting - Wit Studio
  • New features: Online saves can be converted to stand-alone saves
  • Value adjustment: Increase the speed of stone mining in the quarry by 5 times, and change the default number of workers to 6
  • Value adjustment: Change the price of stone from 2 to 4
  • Value adjustment: Reduce the mortality rate of secret realm exploration
  • Optimization: After the facility prohibits human movement, even if there is a demand for moving items in other places, it is not necessary to arrange human movement here
  • Optimization: Click on the favorite dragon to automatically select the dragon
  • Value adjustment: Cancel the restriction that roads cannot be built on the edge of the map
  • Value adjustment: When the pigman harvests the farmland, the backpack items will not be stored until they are full of 500
  • Optimization: The supply range can be set for the trading table and the side trade table
  • BUG repair: The problem that the modification of the empire configuration (such as exploration tax) is not recorded in the archive
  • BUG repair: The problem that the corpses in the barracks are subject to the minimum starting amount and are not moved out
  • Value adjustment: The percentage damage of the self-destructing mushroom to the dragon is limited to no more than 5%
  • BUG repair: The problem that the number of flower pots displayed near the beehive is incorrect
  • BUG repair: When dismantling beehives, bees that have not returned to the nest do not disappear in time.
  • New features: New letter: Wholesaler, bargain to 75% to accept any item
  • Value adjustment: Barracks item capacity increased to 50,000
  • Optimization: When building a mountain, clear the road and floor below first
  • Optimization: When using handymen to develop a village, the items on the handymen must be left on the ground
  • Optimization: Map editor supports custom sizes
Some Jello and a Hard Place - Oatea

Changed the naming scheme for any future updates before 18.

Any updates beforehand will be marked with L#

( L ) Legacy Edition

( # ) Current Rev Number

No other updates have been made.

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