Animal Rogues - Korax

Major changes:

1) Added more elements in the menu room like grass, animations and particle systems

2) Added footsteps to players

3) Shadows are now enabled by default

4) Bug fixing

5) Final Boss improved with multiple phases

6) Added more items

Warspace 2 - Magic Game Art

This update introduces a number of quality-of-life improvements, control adjustments, UI fixes, and a significant rework of ship movement.

New Features and Improvements

- Implemented a new ship movement algorithm for smoother and more responsive control.

- Added item sorting functionality to the inventory UI.

- Disabled item dragging with the right mouse button to prevent accidental actions.

- Players can now double-click to select save slots in both player and galaxy save menus.

- Changed the default controller input for opening the galaxy map to Left Shoulder (previously Right Stick).

Balance and Gameplay

- Damage Reduction values in the skill tree are now expressed as percentages instead of flat values.

- Added a new item attribute: Firing Slow Penalty, which reduces movement speed penalties while firing.

- Added Firing Slow Penalty nodes to the skill tree.

- Removed deprecated attribute: Ship Engine Handling (no longer used following the updated movement system).

Fixes and UI Updates

- Increased the UI raycast detection area on inventory slots to improve item dragging precision.

- Fixed a typo in the weapon name "Quarter Pulse Blaster".

- Resolved an issue where laser damage was not displaying correctly on the Focused Beam Emitter.

- Updated internal version to 1.02.0.

Jul 27
CAMPS - MEHVOD
Hello everyone!

After a short vacation, work on the project has resumed with renewed energy. The current demo still has many rough edges, but stability is constantly improving.

NEW:
  • Added a new cargo vehicle (pickup).

  • Added the ability to raid other camps.

  • Added new built-in locations (Airfield, Settlement).

  • Footstep sounds now always match the terrain.

  • Added a new section in the options: you can now enable or disable built-in and third-party modifications at will.

BOTS:
  • Improved bot behavior.

  • Slightly reduced accuracy for all bot ranks.

  • Bots now use weapon attachments and flashlights at night.

  • Credits are now awarded for each mercenary killed.

  • Wounded bots now receive a speed penalty.

  • Bot control commands have been restored:

    • C + LMB (Check area)

    • C + RMB (Take position)

    • C + MMB (Follow me)

TASKS:
  • Tasks (contracts) are now automatically assigned if the player has no current task.

  • The "Bounty Hunter" contract is prioritized for real players, then for bots.

  • The list of current tasks is now available in the main player interface.

FIXES:
  • Fixed an issue where the character did not experience effects during bleeding.

  • Fixed crosshair centering after weapon collision with obstacles.

  • Fixed a bug allowing players to jump over any wall if standing with their back to it.

  • Fixed errors when using vehicle weapons (shooting/reloading).

  • Fixed an issue that made it impossible to build or place mines on roads.

  • Fixed some errors in the location editor.

  • Fixed a bug where terrain would ignore the current biome settings, resulting in incorrect terrain generation.

  • Fixed incorrect armband color depending on the team.

  • Placement of mines is now visually clearer.

  • Captured enemies no longer participate in capturing locations.

  • Injury debuff effects have been adjusted.

  • Improved map and location generation algorithms, and fixed some bugs.

  • Improved optimization.

Huge thanks to everyone who continues to support the project, your help is greatly appreciated!

Dev

Idling to Rule the Gods - Ryu82
- Sorry it seems that people who came online after a while and got too much offline progress could not play the event until now. It should work now for everyone. As people like that lost some initial time, I increased the bucket level to 18 and speed to 10 and added 1 million buckets for people with lower levels.
- Also a few other fixes like monster cores still were not calculated right offline, some tooltip and text issues.
Jul 27
Advent NEON® - CryoGX

Thanks for enjoying the game so far! It's wild that we've got over 140 reviews and the extreme majority of them are positive! I'm putting out this second patch to address a couple softlocks and some headache-inducing points that seemed to be consistent for players.

  • Slightly slowed Neon's fall arc. Once Neon begins falling (while not attacking or in any special states), they will briefly fall slower than they did before, before falling at normal speed. This should help people who feel that Neon falls like a brick, without overhauling Neon's physics nor making the jump feel floaty to those who got used to it. Also, you can hold the jump button to extend that hangtime, which has always been in the game but was never explicitly mentioned.

  • Nitra District's Bumper gimmick has been expanded. Instead of a bubble, it now is about as wide as a standard platform. Still looks kinda like a weird bubble though. Neon's attack hitboxes are utterly gigantic, so the actual difficulty of hitting these hasn't gone down that much. It's moreso that the bumper sprites now help players to feel that leniency up front and reduce how much they'd have to adjust to it after the fact.

  • Neon will now fall slowly when making contact with this bumper gimmick. This will give everyone a better window to react to it and attack it, without changing how it works. In faster sections, this should give you much more breathing room to prepare for your next few inputs.

  • Slightly altered the bumper layouts in Nitra Acts 1, 3 and 4 to account for these changes. Nothing major. It's just to make it so the new sprites don't overlap each other, but they still take up a little more space overall.

  • Fixed a fringe issue where attacking these bumpers would sometimes give very little knockback for Neon.

  • Skipping dialogue during Nitra Act 3's cutscene now teleports you to the goal instantly. This fixes a softlock.

  • Added an invisible "corrector" behind some of the water zones in Tritium District to help combat odd bounce angle softlocks. There was a failsafe in the game already made for this, but for some reason that failsafe isn't working properly, so I'm adding this second one that absolutely guarantees that if you're stuck in certain zones for longer than a second, the game will automatically force you in a direction that leads out of it. If you find a zone where you're still bouncing infinitely in, it likely means I forgot to put this new corrector there, though I tried to get as many as I could where this issue can happen.

  • Removed a gate-related softlock in Phospha Act 4.

  • Fixed issues where Soma's spin and kick attacks stopped dealing damage after parrying the attacks once, even if you could parry the attacks again. While this technically buffs Soma, this also buffs you in that you can trigger timestop right after parrying one of her kicks now.

  • Parrying Soma's spin attack now sends her in the horizontal direction you attacked towards.

  • The miniboss at the end of Phospha Act 3's orbs now trigger timestop when dashed through.

  • Fixed crash involving using Resonance Breaker on Blader enemies.

Once again, thank you all for the valuable feedback, and for enjoying the game nonetheless! It feels awesome to make a great game feel even better. Hope you all have a good day!

Breach : 83 - DefinitelyDrunk

Last update caused the level and achievement system to break (oops!). This is a small patch to restore the system and get things working again.

Sorry all!

Steve's Warehouse: Physics. Roguelike. Chaos. - ImPaul

HELLO STEVE!

First and foremost, I would like to thank all the Steves and non-Steves for their amazing support! With only 4,700 wishlists pre-launch, we managed to sell more than 5,000 copies in under 5 days!

As definitely named Steve, I want to personally thank all of you for enjoying the game!

New content and new features
New achievement

Added the "Stevie Wonder" achievement: Complete the warehouse. (translation to come to Russian and Chinese very soon)

New shortcuts

Two new shortcuts have been added (keyboard only):

F3 - Will disable the objects' tooltips

F4 - Will hide the UI

In addition, a new shortcut has been added to both the controller and the keyboard:

Spacebar or Left Trigger will allow you to activate the buttons "End the round", "Access the shop", and "Next round"

Balancing
Passive changes

All sign weights have been slightly increased: from 0.5 density to 0.8. Except for the Forbidden passive

Notes from Steve: While the intent is that passive should be lighter than other objects, the weight was a bit too radical; with this new change, passive should fly a little less. 33 triangles should also be easier to achieve. Forbidden passive is an exception to the rule.

Bump Sign stats have changed; it now reads: Christmas Balls now give between -25 and 50 points. Instead of -35 beforehand.

Notes from Steve: The bump sign had a risk that was too big; while it was supposed to be a passive gamble, the stats should be in your favour.

Bowling Sign has been replaced by Infinity Sign in the 33 triangle passive.

Heart Whale

The heart whale has been changed to now give +2 hearts (instead of 1 heart) when eating a heart. With the Tree sign, the whale now gives +4 hearts instead of +2 hearts.

Notes from Steve: The heart whale seemed like the weakest of the bunch, not a "quest whale" with a big reward and not a great point value as well. The whale was also weaker than the Heart sign; with this change, the Heart Whale should open new opportunities for animals.

Sports balls

Notes from Steve: Sports balls are a bit too disruptive; while this is still the intent, they do not give a good enough reward. You can await more changes to sports balls soon, but those first changes should already help a bit.

  • Tennis Ball effect has been changed from "First wall: Create an asteroid" to "First wall: Create a Mouse"
    Notes from Steve:
    Tennis Ball was just unnecessary evil, this should lean more into a Sports balls - Animals - Fruits synergy

  • First wall objects will now always spawn just above the sport ball.

  • Bowling ball area of destruction has been slightly increased.

  • Bowling ball will now also destroy maluses and other bowling bowls

Other changes
  • Big Bang challenge now will have the two passives start in your deck instead of in the arena.

    Notes from Steve: No more infinite reroll just for the passive to stay on board.

  • Blue wheel has been added to the warehouse to avoid confusion with Baby wheels.

  • Added "safeguard" saves, if your PC crashes while saving, you will be able to manually change your save with minor progression lost.

Text and typos
  • Typo fix for Bomb Whale

  • Updated Tree sign text to avoid confusion. Only the object eaten points are double

  • Update credits

  • Achievements are now translated into Russian (except Stevie Wonder)

Bug fixes
  • Donuts are now correctly absorbed by Black hole.

  • Trains will now always appear at the center of the Arena to avoid them going through walls

  • Passives you start with in your challenges will no longer appear in your passive shop. This bug might have also affected the next game after your challenges.

  • Heart passive shop reduction should now always work

  • Sports letters weight has been half (from 40 density to 20), which should stop other objects from going through the arena

  • Changing the save file should now longer crash the game.

  • Passive shops are now longer yellow (in High) and have the correct shaders.

  • Lisa Simpson achievement should work better and count all fruits and objects eaten

  • Objects eaten and ladybugs absorbed now count in the end game "Number of destroyed objects" stats (new records incoming)

Have a great day,

Steve

Weeks Till Winter Playtest - r_childress
  • update first Map to have a different solution
  • fix tactic discovery notification fade in
  • slightly increase fog falloff to remove artifacts
  • treat notification close X as over UI
Trials of Yarbil Playtest - 0megq

Hi everyone,

I just released the next version of the Trials of Yarbil playtest with a ton of updates.

How you can help:

The best way to help improve the game is to record yourself playing through the game and send it to me over on the discord server. If you aren't comfortable recording you can still provide feedback through #issues-n-feedback channel.

What's changed?

I've decided to take the level design in a new direction to offer more creative and dynamic gameplay. You'll notice that levels have opened up a bit more allowing multiple ways to beat each level.

I've also changed the movement a little bit. The dash is now distance-based. TLDR: it's easier to control (at least it should be lol).

There are also plenty of little changes here and there. For example, the exploding barrels now work based on a timer. Once they are hit (by a bomb, enemy arrow, or attack), they start losing health and explode. This should create new ways to use the exploding barrels to kill the enemies and yourself.

Other than that, it's just been a lot of polish to get the game feeling really good. Thank you all.

- Nick

Old School Rally - Steve

Model Rework: Replaced the car models for the following vehicles:

  • Gemini T2000

Together with previously reworked cars model, this brings the total to 9 out of 13 affected cars now restored in-game with freshly built models. Our team is continuing to work hard to bring back the remaining models as soon as possible.

Bug Fixes:

  • Fixed an issue associated with clean save data causing black screen after the disclaimer message;

  • Virgo XF - Fixed the rear wheels replacement on the new model and light visuals;

  • Tiny S - Added a new livery

  • Gemini GRT - Renamed to Zeta GRT for consistency

Thank you all for your continued patience and support!

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