Motion Soccer PRO - ivanovich
  • 🟢 Fixed a major issue that caused lag for the host (the player who created the room). Online matches should now feel smooth for everyone.
  • ⚽ Set pieces are now more dynamic and realistic: players try to mark and unmark each other, improving movement and creating more space.

Jun 17
Norah's Song - ErectusVictorious

Hey everyone,

Thanks again for all the feedback on the Norah’s Song demo. I’ve just pushed an update that includes:

  • Fix for the clipping issue after the move to UE 5.6. It still happens in some edge cases with motion matching, which I’ll refine in a future update

  • Reduced head movement. A customization option for this and FOV is planned

  • Fixed the camera blur issue when toggling the flashlight or getting too close to walls

  • Fixed the camera going out of focus unexpectedly

To respond directly to a detailed comment that caught my attention:

Yes, the camera clipping is a real issue, especially around tight spaces like windows and lamps. I’m working on better collision handling to stop that from happening. The floaty camera and exaggerated wobble were toned down in this update, and more options are coming to let you adjust that to your preference.

The flashlight blur and strange focus behavior were caused by an unintended post-processing effect. That’s been fixed. As for the doors, you’re right. They lacked proper feedback, and input was getting stacked. I’ve started reworking the interaction system to feel more responsive and grounded.

This is all still a work in progress. I appreciate everyone’s patience and honesty. Every comment helps.

More updates soon.

Thank you copogu4,
https://steamcommunity.com/id/sonoket, https://steamcommunity.com/id/anothernewhuman, https://steamcommunity.com/id/caro12345/ for your feedback and trying the demo!

Caliber - marfonia

This Wednesday, June 18, at 7:30 AM UTC, scheduled maintenance will take place on the Caliber servers. During the maintenance, the game will be unavailable.

Flashes of Chaos Playtest - Brainburn Studio
Updated the visual settings.
Menu still needs work.
But now the visuals can be tuned down in intensity.
Dead Engine - yektakilic


Hi everyone!

We're happy to release update v1.2.7.

Your support from playing the demo to sharing your thoughts and adding the game to your wishlist has been a real driving force for our small indie team. This update includes several fixes and improvements shaped directly by your input.

We’re grateful to have you with us on this journey you’re helping shape what Dead Engine is becoming.

Patch Notes 📝

  • Localization errors have been fixed.
  • Item disappearance issue has been resolved.
  • Item functionality has been improved.
  • Warehouse and shop have been optimized.
  • The issue of the character getting stuck after returning to camp has been fixed.


We're continuing to listen to your feedback and working hard to make Dead Engine the best it can be.

Add to Your Wishlist!

https://store.steampowered.com/app/3234100/Dead_Engine/

Play Now!

https://store.steampowered.com/app/3679970/Dead_Engine_Demo/

Thank you for being part of this adventure.

Chocolate Dungeon Games Team
The Edge of Allegoria - Its_Avg_Joe
- Steam Deck Verification
- Added French Localisation
No More Room in Hell 2 - kenneth.bourgon

Greetings Responders!

Today we launched Reanimation++ (0.4.2). While this is one of our smaller updates, it does feature a big new feature for NMRiH2, a new emergency exit for characters with Early Individual Extraction. 

Along with Early Individual Extraction, the update features a large number of gameplay changes, new weapons and ammo, balancing changes, and continues our work post-Reanimation of optimizing players' experience by removing bugs, crashes, and exploits.

We’re also just one month away from the launch of our next map Broadway, arriving with one of our larger Early Access game updates. Stay tuned for more No More Room in Hell 2 summer news.

0.4.2 update highlights

Early Individual Extraction

Early Individual Extraction is a new extraction system that opens to players during emergency situations. When the number of living Responders drops to 3 our Early Individual Extraction system turns on, opening a number of bunkers around each map.

Players are not required to use extraction bunkers, but at that inflection point in the game everyone has a personal decision to make. Do I risk my character for the rewards of accomplishing our mission or survive to fight another day by extracting early?

Players who use these sites will be required to forfeit their supplies and gain no character XP, and will not earn character stats from the match, but will earn a reduced amount of credits and the appropriate account XP from completing objectives. Most importantly, players' characters will survive and be returned to the active character roster.

New weapon: Gruber 922

Our first .22 calibre weapon is the Gruber 922. While the .22lr is an extremely light cartridge, the 922’s magazine holds 25 rounds and the rifle has very little kickback. The 922 also supports every attachment type, making it an intriguing weapon choice for the right Responder.

Zombie Weakened State

Players have a new tactical advantage against the horde. Knocked zombies now take 100% bonus damage while downed. This window of opportunity lasts until they start to arise from their downed state. Remember - blunt weapons do more knockdown!

New Responder Voice

A new Responder voice has been added to the pool, internally named Lynch, with male and female versions.

Balance
  • Added the new Gruber 922 and .22 LR ammo to the Loadouts menu.

  • Friendly Fire caused by explosives should only do a fraction of the total damage to other Responders and should not be lethal.

  • Zombie attacks should no longer interrupt grenades being thrown.

Bug Fixes

Highlights:

  • Zombies - Fixed an issue where zombies could be invisible while rounding a corner or when the player turns around until their animation montage finished, causing zombies to suddenly appear in view of the player and appear to be spawning in or teleporting.

  • Server/Client - Applied tentative fixes to prevent players from encountering the ‘Join Session Failed’ error when attempting to join a match.

  • Server/Client - Applied tentative fixes to prevent squads from being disbanded instantly.

  • Server/Client - An EAC update was applied to attempt to resolve issues where the game fails to launch after the EAC splash screen. Please let us know if you still encounter this when launching!

  • Environment - Applied a tentative fix for an issue where the Radio minigame in the Pottsville Community Center could teleport players back to the radio

Animation

  • Fixed an issue where using the revive syringe would sometimes cause your animations to stop playing for other players.

  • Fixed an issue where being grabbed during a reload action would cause the flashlight to get stuck on the Responder’s shoulder.

Audio

  • Push-to-Talk should work as intended for players in spectator mode. Please enjoy commiserating over your death together!

  • Balanced the volume of sound effects for changing fire modes.

  • Fixed an issue where sound effects from responders outside of the audible range could trigger repeatedly.

Environment

  • Fixed some areas in Power Plant where zombies could get stuck around staircases.

  • Fixed some areas in the Bar in Power Plant where the player could vault over fences unintentionally.

  • Prevented players from being able to vault into the Sawmill stash room before completing the objectives in Power Plant.

  • Prevented players from being able to vault into the Sluice Gate stash room before completing the objectives in Power Plant.

  • Prevented players from being able to access some blocked-off ladders in the Lewiston Boathouse.

  • Prevented players from being able to access the Pottsville Community Center early.

  • Prevented players from being able to vault the Pottsville Midtown gates.

  • Interacting with valves multiple times should not cause them to become stuck and block progression in some areas, such as the Sawmill and Train Derailment in Power Plant.

  • Fixed a location in the Lewiston Boathouse where players could escape the map by climbing on a truck.

  • Prevented players from escaping Lewiston by vaulting over a wall near the Church.

  • Prevented players from getting stuck by the quarantine wall in Lewiston near the Gas Station.

  • Fixed collision on a locker in the Lewiston Food Storage building.

  • Prevented a bug where the alarm in the Bar in Power Plant can be destroyed before it is active.

  • Added collision to a boat in the Boathouse in Lewiston.

  • Blocked a spot where players could get stuck in the Boathouse in Lewiston.

  • Blocked off some interior areas in Lewiston where players could shimmy up walls.

  • Responders should no longer be able to extract in Lewiston from the catwalks above the train.

  • Fixed an issue where players could get under the Cooling Tower in the Power Plant.

  • Doors should animate properly when kicked apart or broken by zombies. We know you all love those plywood particles!

  • Destructible electrical boxes such as those in the Bar in Power Plant now appear to be damaged more gradually.

  • Blocked players and zombies from walking through garage shutters in some areas of the Power Plant.

  • Fixed various cases where loot could not be picked up from some spawn points in Power Plant and Lewiston.

  • Fixed various cases of floating and clipping loot in Power Plant, Pottsville, and Lewiston.

  • Fixed fences in Lewiston which could not be vaulted from both directions consistently.

  • Improved the navmesh in the Hera Hospital in Power Plant to prevent players from being inaccessible to zombies.

  • Blocked off some areas near the Brewery in Pottsville where players could get stuck.

Gameplay

  • Fixed an issue where melee weapons would not attack more slowly in the stamina starved state. Watch your stamina!

  • Fixed an issue where players would not start with max health if they have health-buffing skills.

  • Fixed a cause of responders being stuck in the grab minigame.

  • Prevented players from being able to be grabbed in the extraction vehicles on Lewiston and fall out of the train or boat.

  • The Nailer now improves barricading time for windows as well as doors.

  • Fixed barricading time for windows to match barricading time on doors.

  • Fixed an issue where players could not pick up barricades without 2.5 kg of free inventory space, instead of the intended 1.5 kg.

  • Prevented some barrels and propane tanks from exploding if a player shoves them.

  • Fixed an issue where the Responder’s hand could obfuscate parts of the wiring minigame.

Localization

  • Fixed some overflowing text on certain UI Visibility option descriptions when translated.

Server/Client

  • Fixed an issue where the game would fall back to DX11 even on hardware supporting DX12.

  • Fixed a ‘Partial Response Error’ that could appear when launching for the first time.

  • The game now prompts users with outdated and possibly incompatible drivers to update.

  • Applied tentative fixes to prevent squads from being disbanded instantly.

  • Various crash fixes.

UI

  • Fixed some overlapping icons in the objective log when the compass is raised.

  • Removed placeholder text on some error messages when pressing Deploy.

  • Fixed an issue where nameplates could appear briefly outside of the intended range on Lewiston and Pottsville.

  • Credits and Account XP widgets should be hidden properly when disabling UI in spectator view.

  • Fixed issues where warning messages would clip out of the widget frame.

  • Fixed alignment on the Loadout menu in Ultrawide resolutions.

  • Centered text for the radio minigame callbook.

  • Centered buttons in pop-up widgets.

  • Made sure inventory menu highlight does not disappear after dropping items.

  • Removed placeholder text on some option descriptions.

  • Fixed an issue where Loadout menu stack counts could disappear.

  • Improved voice chat transmitting icon visibility.

  • Some pop-ups and sub-menus on the Character tab of the main menu should close when changing tabs.

  • Fixed typos in the Skill Pool.

  • Fixed misaligned text in the Social menu.

User Experience

  • Objective markers should appear for all players on generators and control panels properly in the Power Plant HQ during the ‘Power Balance’ ending sequence.

  • Objective markers should appear properly when getting to the HQ during the ‘Repair’ ending sequence on Power Plant.

  • Hint Prompts teaching players to inspect their firearm should now appear properly.

  • Players will still see their Infection HUD overlay while interacting with minigames.

  • Hint Prompts should no longer prevent players from unloading a weapon.

  • Fixed an inaccurate tooltip on the Character XP in the end of match screen.

  • Added icons when pinging weapon attachments.

  • Objectives in Lewiston should not be circled as containing Responders until they are active.

Weapons

  • Unloading firearms while your inventory is full should no longer cause the unloaded ammo to disappear.

  • Fixed some cases where swapping between weapons had unintended delay.

  • Balanced stability damage done to zombies when shoving with various items.

  • Balanced stamina usage when shoving with various items.

  • Fixed an issue where throwable items such as the Pipe Bomb would fail to throw on the first attempt, then throw two items when clicking again.

  • Corrected the Shovel inventory description to tag it as a slashing weapon.

Zombies

  • Zombies will become crawlers properly if a leg is cut off while they are vaulting, rather than walking around with one leg.

  • Fixed an issue where zombies could be stuck in a table after vaulting through a window in Pottsville’s neighbourhoods.

  • Fixed a bug with Riot Police zombies not being hit properly by melee weapons.

Known Major Issues

Note: as this is Early Access, our title is in active development and bugs are to be expected. We have listed some major known issues that we expect many players to encounter, however:

  • We have updated our ammo boxes in the shop to 20 cartridge boxes. If you have a 10 cartridge ammo box equipped in your loadout it will still be there at 0.4.2 launch, but if you unequip the box it will disappear. 

  • Players on weaker PCs may see a ‘Lost Connection’ error on their first attempt to join a map after this update.

  • Two-handed firearms may not raise properly to shoot after dismissing the flashlight.

  • Some explosives placed in maps may light players on fire in an unintended way.

  • Weapons and items may clip into the ground when dropped.

  • Flashlight may appear offset from other Responders' hands when idle.

We thank our playerbase for continuing to report issues and encourage further reporting through

https://nmrih2.com/support

, in-game through the menu, or in our Discord.

Taking London - Pink Pegasus Games

New features:

  • The automation screen now contains a section allowing you to create "trade rules" to automatically trade resources at the market when your specified criteria are met

General gameplay

  • The "overworked population" multiplier has been expanded out into three different multipliers for overworking your population, running out of food and running out of gold, with each having a different effect

  • A number of warehouses in NPC cities have been converted into farms or mines, as the recent change to warehouse capacity made them effectively unlootable

Misc

  • The server infrastructure has changed to support multiple servers; this should have no visible impact on the client, but as with all large changes to code base this will increase the likelihood of bugs appearing or the server lagging

Desktop Waifu - Ghios
Bug Fixes

1. Some shirts were previously unable to be equipped. This has now been fixed.

2. On load, some inventory images were showing as blank. This has now been fixed.
Avant-Garde - FrenchTouch

Play the latest version of the prototype here : Itch - Avant-Garde

What's new:

Sapper Unit:

This new unit is quite different from its peers. With it, you can now build, repair, and blow-up buildings! You heard that right... You can place dynamite and blow up any building you want. Regarding construction, you can build bridges over rivers to allow units to cross wherever you want! You see, this unit plays a crucial role!

Ammunition Wagon:

Here's another special unit! You can only move this unit; its action in the game is passive. It will replenish your surrounding units with ammunition cartridges. The closer the unit is, the faster the ammunition will reach it. Be careful, however, as this unit is vulnerable to enemy artillery and can explode, which will greatly affect your troops' morale. You can also capture the enemy ammunition wagon if it's isolated enough.

Radial Menu:

There's a wind of change in the presentation of the options your units can perform. The menu that used to be associated with each unit and followed it, is now static, making it easier to select and understand.

Improved points in this version:
  • The selected cell indicator no longer displays when the radial menu is active

  • Better management of focus on buildings

  • Improved UI display of building "life"

Corrected bugs:
  • Some skirmishers were not firing when in skirmish formation

  • Cavalry charges did not affect enemy unit morale

  • Clicking on event icons no longer affects unit selection or destination

  • Smoke on the minimap was not centered when zoomed in

...