Jul 28
SeaCret 1 - Dalas
Fixed map resolution fog of war
Jul 28
Terranny - padrote
  • Fixed a bug where if you had a record for a workshop mission but then removed it from your subscriptions, the game would not allow you to start
  • Fixed a bug where selecting the "workshop" header in the evaluator would error out if you had no mission subscriptions
  • Fixed a bug where a Read -> Get Target -> Distance would return true and a very high value if there was no target at that angle
Touhou Volleyball Danmaku - Toolkitz Games

The launch week has passed and it's been quite a week for myself. I spent all this time doing fixes, adding things, taking suggestions, and implementing features. It was quite a week that still continues. But I wanted to take a break from updating the game to lay out my thoughts about what the future holds for the game. As I mentioned, this game is intended to be constantly updating, and I don't mean just these micro-updates. What I wanted to do was add more substantial updates to prolong the life of this first version before moving on to version 2, which will be like a completely different game. But I'm getting ahead of myself as I still have version 1 to deal with.

So what is version 1 about? To put it simply, v1 is suppose to be the base game, the foundation of future updates. We're setting up the basic structure for future additions. So I want to take a moment and list out what I have planned for version 1

Online mode

We're starting off big. I was thinking that online was going to be reserved for v2, but I changed my mind when I started playing my own game. That's right, Only recently had I a chance to play my own game, not for fixes but for fun. During the week, after spending the day doing fixes, I would play my game for my own enjoyment. I guess it sounds ridiculous coming from me but I had a lot of fun playing my own game. I did end up wanting to change a few things, which I managed to do in some of the updates, but there was on update that I could not update but really wanted: online. While I was having fun with the campaign, I really wanted to go online and play with my fans and I figured that you guys probably feel the same way. That's why I'm announcing it right now, online is the first priority for v1. I won't be waiting for v2, and in fact, perhaps this is for the best. To get a head start on online would serve me well in the long run as I can keep it updated to prepare for v2's many new features.

I'm going to start planning out how online could work so this feature won't be coming anytime soon. I just wanted to let you know that online is now my next priority because this game can't wait to get that feature, it needs it now.

Mini-games and arcade mode

Throughout the game campaign, there are various challenges that will pop out. These are some of the mini-games you can play but I didn't had a chance to actually make a menu for them, but I didn't have time to do that. There is also one or two more mini-games I wanted to add but didn't have time for that either. But eventually I'll make time to make a menu and add any new challenges I wanted to add.

But one feature I do want to make is an arcade mode. This is nothing more than a just going against every single team, just like an ordinary arcade game. This idea came about when I played some games that have an arcade like experience but no actual arcade mode. I would've loved to just go against the opponents one after another until the end. That is why I feel it is important to add this feature, because an arcade like game needs an arcade mode. And there may be a special surprise waiting for you.

Thank you Fairy

The slots for the special community event, the Thank You Fairy, have all been filled up so quickly. I was kind of surprised there was such a demand for what can amount to a mere sticker in the end credits. But then again, I'm sure you're going to be really surprised with what I have planned. So I thank everyone who has made a request and if you missed out on this, there will be plenty of opportunities in the future to get another fairy. For now, I gotta figure out a method of making this happen, because I got to set time to get all your requests made. So be patient as you won't be getting the instructions just yet.

--

That is all I have to report. I am still accepting suggestions, reports, feedback, and anything else you guys want in the game. The experience has been great updating and improving the game and it couldn't happen without you guys. So keep on playing, keep the suggestions coming, and let's make this the best Touhou fangame ever (a man can dream).

Live2DViewerEX - oukaitou

Version: 2025.7.29

・\[Json Config] Added a new operation for float variables: round

・\[Json Config] Added a new type for parameter looping: inverted sine

・\[EX Studio] When creating a Spine configuration, the atlas and texture will be auto-filled based on the selected skeleton name

・\[Control Panel] Window title now displays the instance name

・\[Control Panel] Added a status icon to indicate workshop item refresh

・\[General] Fixed a display issue when running multiple instances

・\[General] Improved display detection logic

・\[General] Optimized logging functionality

Orphans - infinitygearsstudios01

Breaking Changes

• Game optimization has been improved.

• The design of the most confusing levels has been improved.

• Cinematic transitions are now smoother.

• A new game menu and a new language have been added.

• Minor bugs have been fixed.

• Minor sound issues have been fixed.

• Minor aesthetic changes.

New Features

• A game load menu has been added, allowing players to resume the game from previous save points. Information about collectibles obtained at each save point has also been added.

• A collectible counter HUD has been added, which appears above the character's head each time a collectible is found.

• Traditional Chinese has been added.

• Added a message: Are you sure...? when starting a new game.

Bug Fixes

• Fixed the issue where pressing the button on the loading and credits screen did nothing.

• An issue with enemy spawning in the sewer has been fixed.

• A bug with the children in the final boss has been fixed.

• The error where children get stuck when passing through the hole in the barriers has been fixed.

• The error where the screen goes black when reaching the garden has been fixed.

• We fixed a bug with the police dog's behavior when chasing the dormouse girl.

• We fixed collisions in the prison.

Improvements

• Game optimization has been improved, and frame rates are now much more stable.

• The design of the most confusing levels, such as the cat's house and the prison, has been improved.

• The fade between music and sound has been improved.

• Cinematic transitions are now smoother.

• Level loading times have been improved.

• Feedback when finding graffiti has been improved.

Other Changes

• For keyboard use only: the default button for crouching has been changed from Left Control to Left Alt.

• Some extra save points have been added.

Milthm - qfys521

This update adds one new track to the chapter "Gathering Bloosoms Under Rain":

1. "Aleph-0" by LeaF

Other optimizations and adjustments:

1. Fixed an issue where “Sort by Difficulty” could cause errors under certain conditions

2. Fixed display issues in the Dream Ripple interface and Unlock Condition screen

RimWorld - Mal
Hello, we’re back with another update for RimWorld! If you need to report a bug, or you’re having a problem while playing, please join us on the official RimWorld development Discord.

Today’s update fixes several issues people were experiencing with Odyssey. This includes multiple corner problems where buildings through corners affected room roles, beds could become prisoner beds through corners, and enemies could set fire to your stuff through corners. It also fixes diagonal walls leaking room vacuum under certain circumstances, issues with player shuttles being lost to water, as well as gravship launches causing your electrical connections to scramble.

We’re also aware of a bug where quest shuttles incorrectly try to land on water, potentially causing them to warp into your buildings. We’re working on a solution - a fix for it is currently available on the Steam unstable beta branch!

This update should be compatible with all savegames and mods.

And if you’re enjoying Odyssey, consider leaving a review on Steam! Expansions don’t get a ton of reviews, and every one helps us out a lot.

https://store.steampowered.com/app/3022790/RimWorld__Odyssey/ Have a great week,
- Tia
Website | X | BlueSky | Reddit | Facebook

Changelog
  • Made crater descriptions more generic.
  • Clarified the orbital scanner description.
  • Clarified the gravcore description.
  • Made ritual text more generic to fit more situations.
  • Added flooring to subroom prefabs on orbital platforms.
  • Reduced the chance of the gravship landing spot being over deep water.
  • Gravcores are no longer asked for in trade request quests.
  • Reduced psilocap catatonic breakdown chance from 4% to 1% and psilocap creative inspiration chance from 6% to 2%.
  • Made the breathless gene suppress the normal vacuum resistant gene, removing its metabolic impact.
  • Prevented hospitality quests from being acceptable in space due to it causing various bugs.
  • Removed unnecessary PawnRenderNode_Apparel cast in Apparel dynamic setup for modders
  • Prevented traps spawning next to exterior doors.
  • Prevented outfit stands from being uninstalled because they destroy their inventory if deconstructed while minified.
  • Updated some player names per request.
Fixes
  • Fix: Corner punching turrets, buildings through corners affecting room roles, beds becoming prisoner beds through corners, and enemies setting fire to buildings through corners.
  • Fix: Flickables are reset to be powered on when gravship launches.
  • Fix: Power connections are scrambled on gravship launch.
  • Fix: Diagonal walls could incorrectly leak room vacuum.
  • Fix: Issues with shuttle crash quest after moving maps.
  • Fix: Player shuttles could be lost in water when landing.
  • Fix: Issues with nomadic precept not saving/loading properly (resetting to poor mood on load).
  • Fix: Mechanoid signal quest sometimes didn’t drop the grav engine.
  • Fix: Areas previously occupied by gravship weren’t being updated by the pathfinder, so pawns would appear to walk over empty space.
  • Fix: Cannot fill in Odyssey craters without Anomaly enabled.
  • Fix: Could place the gravship hull off of substructure.
  • Fix: Roof overlay not updated after gravship leaves grav anchored map.
  • Fix: Roof zones are left on map after gravships leave.
  • Fix: Lava emergence causing freezes in very specific circumstances.
  • Fix: Reduced the possibility of getting a double grav engine.
  • Fix: Draw styles were using area instead of selected cell number.
  • Fix: VTR issues with frenzy field and sleep suppression.
  • Fix: Gravship overlapping prison cell for "prisoner willing to join" quest.
  • Fix: Pawns standing on the same cell as another building (most commonly doors) can take friendly fire when within safe range.
  • Fix: Issues with age reversal demand time not being set correctly from chronophagy, and reset on save/load.
  • Fix: Wolverine wasn't configured to be a predator despite having prey size.
  • Fix: Orbit layer not using correct world size if loaded into an existing 1.6 save.
  • Fix: Strange signal quest disappearing if target map is destroyed.
  • Fix: Pawns won't fish if the closest water body to them has no fishable cells.
  • Fix: Error in PawnsAvailable quest part after switching maps.
  • Fix: Improve fallback for spawning shuttle on map from caravan.
  • Fix: Shuttles now properly apply peace talk outcomes on landing.
  • Fix: Issues with using gravship scenario ScenParts outside of odyssey scenario.
  • Fix: Cypress tree being destroyed by floodwater, unlike all other trees.
  • Fix: Archonexus reset does not reset grav engine inspected status (prevents the gravship quest from being obtained again, so no gravcores can be obtained).
  • Fix: Slow startup performance (InitializeShortHashDictionary) with lots of modded content.
  • Fix: Ancient mechanitor complex can fail to generate on a map where it should be able to fit.
  • Fix: Map gen exception and broken UI if ancient reactor fails to find a place to spawn, adjust order so they fail to find a place less often.
  • Fix: Training decay time not taking into account sentience-catalyst-adjusted wildness.
  • Fix: Alligator eggs hatching into sea turtles.
  • Fix: Quest pawn arrival could break in space.
  • Fix: UI cascade error when pawn targeted with skip dies.
  • Fix: Tended goodwill being reset if the pawn is downed again after being tended.
  • Fix: Gases on gravship never dissipate after landing.
  • Fix: Error when accepting bestower quest.
  • Fix: Incorrect index calculations in river flow code.
  • Fix: Loading non-Biotech save with Biotech enabled creates record-related errors.
  • Fix: Abandoning a map with an ancient exostrider on it doesn't count as abandoning your chance to get a mechanitor, so the complex never generates.
  • Fix: Player not considered to have a grav engine while gravship in flight.
  • Fix: Linux build didn’t inherit launch arguments configured in Steam.
  • Fix: Apparel setup was not passing parent tag def into render node.
  • Fix: Enemies in Odyssey structures will now respond better to colonists being unreachable.
  • Fix: Pawns with ranged weapons missing melee attack float menu option when in melee range.
  • Fix: Statue doesn't visually update until save/reload if you use transmute steel on it.
  • Fix: Error when slave rebellion tries to trigger while slave is in gene extractor.
  • Fix: Strange signal quest was acceptable in space.
  • Fix: Unnatural healing/healer serum removing sentience catalyst.
  • Fix: Sentience catalyst can target wild people.
  • Fix: Apocriton doesn't have parts for heavy shield apparel.
  • Fix: Incorrect message when trying to set prisoner as pilot.
  • Fix: Typo in plant grove description.
  • Fix: Typo in mechhive location description.
  • Fix: Typo in lava snail description.
  • Fix: Various typos.
Call of Duty® - RedBruto

On July 29 at 9am PT, Call of Duty: Modern Warfare II and Call of Duty: Modern Warfare III will be moved from the main Call of Duty install and become standalone downloads. Beginning tomorrow, MWII or MWIII owners can access them directly after redownloading each title. Legacy content related to MWII and MWIII modes within the main Call of Duty install will be automatically removed on August 7 to free up storage space. 

Dread Dawn - Kioop

When harvesting crops, you can now automatically pick them up. A crop icon will flash during harvesting so you no longer need to press the E key again to collect them, making harvesting more convenient.

  • Added the feature of auto-picking up leaves and wood dropped when cutting grass, making it easier for players to collect dropped items.

  • For the above two features, if your inventory is full, the dropped items will remain on the ground, and players can choose whether to pick them up.

  • Flares have been added in the subway station in the main city. You can use flares to burn zombies or for illumination.

  • Many random events involving tentacle zombies have been added to the southeast corner of the eastern district. Passersby may transform into tentacle zombies at any time.

  • Fixed the issue where autosaves would not display when the number of autosave files exceeded 20. This was due to an incorrect setting, which has now been corrected.

  • Added a black screen death prompt related to using the construction box, to prevent affecting the gameplay experience due to lack of information.

  • Resolved the issue where teammates would also automatically pick up crops for the protagonist when hitting crops. Constraints have now been added.

  • Modified the display logic for the flashing icon when auto-picking items. Unified the code for loading, optimizing memory usage.

  • Adjusted the probability of triggering the chicken trap to prevent the trigger time from being too fixed, making the triggering method more random and natural.

  • Fixed an issue in Director Mode where right-clicking to clear crops or grass would leave behind seeds, leaves, and wood drops.

  • The camera issue with the third mission’s street scene animation has been fixed. The camera movement has been adjusted to prevent it from going off-screen.

Odd Jobs: On The Lot - Influx

The weekend was a big milestone for Odd jobs first public appearance at a local Sydney event hosted by Fortress!

Seeing the laughs and smiles it brought to all the groups who had a go brings a new wave of motivation to myself and the team.

It was particularly encouraging to see players make use of the Ute vehicle and other type of trolleys!

Stay tuned for more updates as development continues right here!

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