Roach Race Playtest - GOogleuser

To learn about the gameplay mechanics please visit the guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=3505241678

Orbit Economica - Parallel Games
Volume can now be changed in options
Slider audio made less repetitive
Kinder Finders - Patman the Pat
Patchnotes:

Solved some issues with the badges in the summer update.

Secrets.
[Test Subject Name] - Munch
Hey Guys

can you believe that chapter 2 is out now, it's only been 218 days. Well let's see whats changed in those 218 days

Patch Notes
Additions
  • Added All 5 Chapter 2 levels

  • Added New Achievements: Run Cold, Amputee, SUPER F, Too Fast, and System Failure

  • Added invincibilty and flight cheats (always available in sandbox, can be activated in normal levels)

  • Added Checkpoint option in the pause menu (and by extension reworked the restart option)

  • Added Confirmation when quitting to desktop mid level

  • Added Searching for prefabs in the sandbox spawn menu

  • Added Visualizer for Orb Fragments collected on the title screen

  • Added Weapon sway

  • Added Level rankings and timers on level completed

  • Added Rocket Launcher

  • Added Option to change look sensitivity in the general options menu

  • Added Title screen "sets" that load randomly when loading title screen

  • Added Cheat console in the sandbox

  • Added THE MAN

Changes
  • Rifle rate of fire increased

  • Rifle damage increased

  • Switching to the pistol no longer reloads guns

  • Changes to prevent infinite healing

  • Grappling enemies now requires the player to not be grounded

  • Save files are now saved in JSON format

  • Level Selection now requires players to reach a level before it can be selected

  • Lightmaps are now fully baked

Bug Fixes
  • Fixed music not playing correctly when starting or restarting levels

  • Fixed enemies firing through walls and floors

  • Fixed time being frozen on the title screen

That's all for this update guys! Thanks for waiting this decently long time, I really appreciate it. If you find any bugs or glitches please report them in the discussion post in the community tab.

I'll be live on the \[TSN] store page for around 1 hour after this post is made live so tune in if you want to watch me play, and like always...

Keep On Testing!
Jun 21
Rolling Thunder: Vietnam - Gravelight

This week we focused on sound design and explosive gameplay improvements!

🔊 Audio Improvements

Combat just got a lot more brutal. We’ve added new pain and death sounds that trigger when your soldier takes a hit or goes down—making every bullet count and every casualty feel heavier. Whether you're catching a stray round or bleeding out, you'll hear the difference. We also added drowning audio, so slipping underwater now carries a chilling sense of urgency.

đź’Ą Explosive Overhaul
We’ve reworked how explosives behave. In addition to their lethal blast radius, explosives now simulate shrapnel damage.

  • The Claymore now unleashes directional shrapnel in a 60° arc—position it carefully.

  • The infamous SMine (aka “Bouncing Betty”) fires almost 360° of deadly fragments after launching itself out of the ground—just like its real-world counterpart.

  • Grenades also launch Shrapnell in every direction!

Yes, you read that right: the Bouncing Betty now pops up and explodes at waist height, exactly where it hurts the most. Watch your step!

Stay sharp out there,
— The Rolling Thunder Team

Why Do Boys Play Games? - cswordsgames

Next Fest was real awesome because wishlists were doubled. That's great! What is not so great is that out of 45 or so people that tried the demo, only 3 of them wishlisted the game. I was like "Woah, that's less than 10%, not good!". I'm sure some were put off by the visuals and clunky mechanics or whatever, but it had to be more than that. At some point I made a core change to the code that runs during games that effects all transitions at the end of turns. I clearly should have play-tested the demo more, because the result was some AI players totally bugging out in the middle of their turns, resulting in concurrent turns with other AI characters and a cascade of "End Turn" commands. This should all be fixed now, but what a bummer that I missed it before Next Fest. The demo should be more playable now.

Currently finishing up the single player campaign. Then I'll either be polishing/balancing that (this game is too easy) or starting on multiplayer. After that is the auxiliary stuff like steam achievements and better capsule art. All in a bit more than two months. Righteous.

Later Elevator - blinyadebil
  • Removed court floor, now talk to the man at reception to make a guess.
  • Added achievements for completing the game as various characters.
  • Balance adjustments and bugfixes
Barrage - OxCutter

Hello everybody! Cody here to bring you a small—but not that small—update. A new build, v1.0 b946 is on it's way and here's what you get from it:

Fixes

+ fixed map building slot tooltip appearing on slots where no building by the player was possible (e.g. opponent' or neutral dams, basins that already had a player dam or power plants complexes where the player already had a power plant in place)
+ fixed "southern" power plants' positioning so that they now are in front of "northern" ones
+ fixed bug where map tooltips remained visible until the mouse left the map or another map element's tooltip was triggered
+ fixed bug on UI where Viktor Fiesler was shown as active during Germany’s bonus production, causing a “NotEnoughEnergyToFulfillContract” error when attempting to close contracts that were incorrectly marked as available due to Fiesler's bonus
+ fixed Octavious' power being available during Germany's bonus production
+ fixed a bug where Germany's bonus production wasn’t triggered if the only water available to use, was added through the resolution of a contract in the normal production
+ fixed a bug where Germany’s bonus production wasn’t triggered if the only valid dam was a neutral one in the same basin where the player also had their own dam, and that dam had no water"
+ fixed a bug with Amir where, if two water drops were placed in the same headstream with different types (e.g., one stationary and one running), both were treated as the type of the second-placed drop
+ fixed bug on rules' optional actions detection method where, when checking for powerplants (and dams), the location of these was not kept in consideration leading to wrong placements being considered valid. This in tail was causing the AI to sometimes trying to act on those invalid placements, causing the "NotEnoughEngineersOrEquivalentsAllocated" error to be thrown.
+ AI - fixed a bug on optional actions where in some particular cases, with Anton Krylov as ExO, the AI would try to use the wrong tech tile for the optional action, causing "NotEnoughEngineersOrEquivalentsAllocated" error to be thrown.
+ fixed a bug preventing certains productions configurations from being selected - for example in the particular case that was reported, if the player had a dam placed in the same lake as a neutral and penstocks on both sides, it was not possible to select the neutral dam for the production

Changes

Now, for the juicy part! Here's a list of changes that I hope you will appreciate:

+ when producing with Octavious, all configurations now have the "X" button, not just the additional ones (Previously, it wasn’t possible to set 0 drops used in the “starting” dam, which forced the player to select another dam to avoid using drops from that one)
+ changed the alignment of water drop buttons in the production configurator from center to left
+ adjusted the layout of the water drops placement popup to give more room to the arrow buttons that change drop type when Amir is the player’s ExO.
+ the map dimming effect now remains locked-on during building and production actions.
+ removed the fade-in/out animation from “ghost” placeholders when hovering over empty building slots on the map
+ added a dedicated label during Germany’s bonus production to remind players of the bonus production rules

Last but not least - what I think is the biggest change in this build - we reworked the building slot highlights on the map to (hopefully!) make everything clearer during production and building actions.

That's all for today's update. Thank you again, everyone, for the continuous support, reports, feedback, and positive reviews! It means a lot to us!

Oh, one last note before I salute you farewell: if everything goes according to plan, next week I'll be releasing the Custom game mode for single-player. It will let you rig the assets extracted for the draft, or skip it entirely (or partially) and assign assets directly to players. Once that’s released, I’ll really start cracking down on the Medium AI, and then shift focus to finishing the UI for The Leeghwater Project, which I hope to release before the end of summer.

That's all folks! Take care and have a nice dam weekend!

Cheers,
Cody

Fly Caster - VR Fly Fishing - PewPew

A long awaited content release.

The River mode is something I'm very excited to share. I have personally really enjoyed playing this mode and plan to add more rivers to the game as I really feel it's a fun way to experience the game.

Many mechanics have been tweaked as well, from fighting, physics, rendering and performance.

Start-up lag that some players experienced should be completely resolved.

Fish fighting is a little more nuanced and challenging now, but I feel it's a more accurate experience.

In the pipeline are 2 new river maps and I'm looking at accuracy and long casting maps as an idea as well.

If you run into any issues please let me know on the community hub or the discord.

Tight lines!

Dirty League 🔞 - Archibaldo Pukaniero

Get ready to stretch your limits — and maybe your morals.

The Five have arrived, and they’re not here to play fair. In The Olympic Holes, every contest is carnal, every event ends with someone on their knees, and every winner takes it ALL.

Javelins are flying, oil is dripping, and moans echo louder than the crowd. This isn’t your average competition — it’s sweat, stamina, and sin galore.

The Olympic Holes opens on June 22 at 00:00 GMT.

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