Fech The Ferret - RaoulWB

Hello there! Dev stream day today! We're modeling a place that hasn't been touched up in a while.

We start at 21:30 UTC, July 30th

https://www.twitch.tv/wishdream

Also, you can watch the stream right here on this post and Fech's Steam page while it's live!

Team Fortress 2 - erics
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Added missing Engineer audio for the Taunt: The Final Score
  • Fixed an issue with props and team colors when taunting with Australium weapons
  • Updated the Le Morne Uniforme to fix some clipping problems
  • Updated the Kapitan's Kaftan to hide the Heavy's bullets
  • Updated the Fully Charged and Overcharged Unusual effects to fix a refraction bug
  • Updated the Esprit De Corps to improve the rigging
  • Updated the Blindin' Bonnett and Shady Shelby to adjust their team colors
  • Updated/Added some tournament medals
  • Updated the Fat Friar
    • Improved rig
    • Adjusted mesh to compensate for lack of bullets bodygroup
    • Removed misplaced ambient occlusion and light generators from the texture
    • Removed normal map artifacts
    • Updated backpack icon to represent above changes
  • Updated pl_citadel
    • Adjusted payload collision
    • Reduced radius of payload spawn exit explosion
    • Updated various decorative particles to not render on low graphics settings
  • Updated pl_odyssey
    • Added 60 seconds to the round timer when the final control point is activated
    • Fixed some projectiles colliding with the bounding box of func_brush entities
    • Visual fixes and adjustments
  • Updated koth_blowout
    • Added Experimental Cage around the maps central Blowout Preventer
      • This change aims to make the cover around the point feel more consistent and prevents players from shooting through small gaps or from behind unfair cover
    • Improved Optimization
    • Fixed kill trigger delay in finale sequence
    • Fixed some Unintended Sightlines
    • Improved Detailing and Visual Clarity in some areas
  • Updated koth_boardwalk
    • Fixed being able to smuggle enemy Spies into spawn
    • Reduced ambient soundscape music
    • Added new voice lines for the Barker
    • Fixed a visible hall-of-mirrors error in the water by the Sawmill of Love
    • Fixed visible nodraw under the shoreline boardwalk
  • Updated cp_cargo
    • Added bullet block to prevent Red from being able to shoot into blue spawn
    • Added bullet block to the last point wires
    • Fixed the setupgoal text
    • Extended the fence next to red spawn slightly
  • Updated cp_fortezza
    • Added more cover to Last
    • Added defensive hold for Engineer's holding valley between A and B
    • Rebalanced pickups in some areas
    • Lighting improvements
    • Reduced file size of the map
  • Updated koth_demolition
    • Replaced pillars under the crane using the red texture with ones using the yellow texture
    • Fixed the HDR to allow so lights aren't super bright
    • Replaced the helicopters with ones not using the Yeti Park logo
    • Replaced the Coaltown frames with new ones using newspapers talking about story of the oilrig
    • Added a decal showing the oilrig name (Fort Water Rig No. 2) next to the spawns
    • Updated the luxel scale in multiple places of the map
    • Replaced old blockbullets with new blockbullets for better footsteps sfx
    • Replaced the health and ammo pack stands with new ones, metal for outdoors and wooden for indoors
    • Added a mini ammo on the furnace rooms
    • Added new clipping on top of the furnace rooms to avoid demos and soldiers spamming the point from far away
    • Improved the clipping on the spawn platforms to not allow stickies to stick mid air
    • Added a wooden sign pointing to the shortcut and long path
    • Added new signs that toggle depending on the state of the shortcut to help players navigate the map
    • Reworked the art pass inside the helipad platform
    • Added a new catwalk behind the furnace buildings to give players more routes on the map
    • Adjusted the stairs inside the office building
    • Clipped the open window inside the office building so demos can lob pipes through it
    • Moved a prop on BLU spawn to prevent it from clipping inside a floor light
    • Changed the lights on the shortcuts to be more vibrant and have better illumination and fading








Zombie Liminal Fishing Playtest - Danelon x

Hey there, want to kill zombies and use their flesh as fishing bait? Join the open play test RIGHT NOW.

Jul 30
Epic Auto Towers - e^cha
Changes for the Thieves' Den Tower: Now each Thieves' Den doubles the reroll cost. Also, Thieves' Dens give slightly less gold at higher levels.
Fargone - ROGUEAGENT
Fargone Patch 0.3.6.0 Release Notes

Overview

Patch 0.3.6.0 drops with a completely redesigned character controller system that's genuinely exciting to share with you. This has been months of work rebuilding the movement system from the ground up, and it delivers a significantly enhanced gameplay experience with realistic weight and momentum that creates an almost entirely new feel from the moment you load up the game.

Considerable time has also been spent reworking the weapon handling and aiming system to make firearms feel more distinctive and challenging to use. You'll now need to take time to properly line up those long-range shots instead of relying on hip-fire accuracy at extended distances.

Looking Ahead: While this update is substantial, work is already deep into preparing version 0.4, which will feature two major additions currently in development:

  • AI System Overhaul: About 60% complete rebuild using entirely new tools that will finally allow building the AI system that's always been envisioned

  • Large-scale Map Refresh: Adding new points of interest and rebuilding existing locations with fresh content

This update will combine perfectly with the improved AI of the next patch to bring Fargone up to a much higher level in terms of replayabilityand overall quality. I will be sharing info on patch 0.4 during August with a target of September for release but for now lets dive into what 0.3.6.0 features!

Reworked Movement System

Player Movement 2.0 This was the big focus for this patch. The movement system has been completely rebuilt with proper physics-based foundations. Your character now builds momentum and shifts weight realistically, creating a much more grounded and immersive experience that you'll feel immediately.

Key Improvements:

  • Much more stability - you'll rarely get stuck on objects now

  • Realistic surface interactions using actual physics calculations

  • Dynamic terrain handling that works smoothly across all surface types

  • No more unrealistic sliding up vertical surfaces

Vaulting & Clambering System:

This is one of the most exciting additions - you can now seamlessly navigate the world by vaulting and clambering over most objects. This system is entirely dynamic, meaning it works across the entire game world as long as the object meets the system requirements.

What it includes:

  • Works across all world geometry

  • Dynamic system that adapts to different objects

  • Realistic interaction that feels natural

New Sliding Mechanics:

While sprinting, you can now hit crouch to slide into cover - something that's been wanted for ages. Like the core movement system, this is all physics-based and gets affected by surface type, elevation, your speed, and even your gear weight.

Enhanced Leaning System Leaning has been completely reworked to feel much more natural, smooth, and responsive to use.

New Visual Effects:

If you're using vodka to help navigate those radiated zones, you'll now experience a proper drunk effect. Your rads will lower, but it'll come at the cost of struggling to see clearly - so you'll need to decide just how important it is to get that last bit of radiation out of your system! Or if you just want to hang out with Sal and get drunk, that's entirely an option too.

Audio System Overhaul

Player Audio Redesign An entirely new audio system has been built for player sounds, and the difference should be immediately noticeable:

  • Much Improved Footsteps: Proper surface-specific audio for different terrain types

  • Equipment Audio: Your gear will rattle and make movement sounds when you're performing actions and looking around

  • Dynamic Breathing: Gradual breathing effects that kick in based on how tired your character is

  • Enhanced Action Audio: A whole host of other minor sound tweaks and improvements

Weapon System Improvements

Realistic Weapon Handling Weapon handling has been fully reworked from the actual physical movement of the weapons themselves. Each gun now moves around far more realistically and feels more unique to use based on various new parameters like gun length, weight, and more.

Advanced Aim Sway System This is a new system that's been implemented to make Fargone more realistic than ever before. There's now a subtle shake effect when aiming down iron sights or scopes, and this shake increases the lower your stamina is - meaning aiming after sprinting across half the barrens now comes with a real challenge!

How it works:

  • You can hold your breath while aiming to stop the shake entirely, but it costs stamina

  • There's now a small amount of bullet spread based on whether you're hip firing, aiming, or aiming while holding your breath

  • This means taking the time to line up a shot is now important, and hip firing should be more of a last resort in serious close-quarters situations

Note: These changes will really hit their stride when the new AI drops in patch 0.4, and should make for some seriously entertaining gunfights!

Full Patch Notes

  • Player sliding system

  • Player vaulting and clambering system

  • Enhanced player movement audio

  • Surface-specific footstep audio

  • Dynamic aim sway system with character status integration

  • Alcohol impairment effects

  • Automatic save file backup system for rollback protection

  • Silencer attachment for Catcher 42 shotgun

  • Northern lights ambient lighting during night hours

  • Footstep audio for undead and creature entities

  • Complete player movement system overhaul

  • Redesigned player leaning mechanics

  • Enhanced player crouching system

  • Graphically updated mask models

  • Improved grenade throwing mechanics

  • Enhanced explosion physics interactions

  • Updated item models and textures across multiple categories

  • Terrain quality improvements in various locations

  • Increased loot distribution in select areas

  • Visual improvements to:

    • Scalper textures

    • Zombie textures

    • Blood effects

    • Liberty outfit textures

    • Wooden base component textures

    • Metal base component textures

    • Base computer textures

    • Vehicle textures

  • Save and load system optimisations

  • Enhanced SSAO (Screen Space Ambient Occlusion) quality

  • Improved weapon material rendering with enhanced metallic reflections

  • Rebalanced weather system probabilities:

    • Adjusted rain and storm frequency

    • Reduced toxic storm occurrence rate

  • Improved nighttime visibility and clarity

  • Significant AI animation system optimizations

  • Enhanced player animation system efficiency

  • Various user interface performance improvements

  • Optimized ambient audio system memory usage

  • Complete gunshot audio system rebuild for improved performance efficiency

  • Resolved floating object issues in Grasslands factory

  • Fixed AI character invisibility bug

  • Addressed multiple instances of player base loss during game loading

  • Corrected Catcher 42 weapon name display

  • Fixed soft-lock issue with jammed pump-action weapons

  • Resolved soft-lock when aiming immediately after object interaction attempts

  • Corrected pistol slide lock-back functionality when ammunition is depleted

  • Fixed automatic build menu opening when selecting base components from inventory

  • Resolved inconsistent weapon audio playback

  • Corrected mask filter compatibility issues

  • Fixed repair kit functionality for non-gas mask protective equipment

  • Resolved single-shell reload cancellation issues

  • Corrected base threat and security level calculation when placing items

  • Fixed base threat and defense level reduction when removing or destroying components

  • Addressed persistent edit/destroy mode issues when closing build menu

Thank you all for your continued support of this project. Patch 0.4 development is going really well, and there's excitement to share more details with you soon!

Jul 30
CRIXUS: Life of free Gladiator - Waseku
fixed possible issues in tournament auto resolution
few other bugs which would not be visible to player fixed
A Buttload of Free Games - Sebastian Scaini

Overview
Gallery of Liminal Spaces is a live project that will be updated with new photos as I explore and document more liminal spaces in the real world.

Check out this Maps list to see the real-world locations featured in the photos.
Gallery


The Dream Within - roamingolh
fix an issue when controller pointer has a dead zone under high resolution
Grounded 2 - Obsidian Shyla

We have released Hotfix 0.1.1.2 for all players. Please update your game when you see that this hotfix is available to receive the following fixes and changes:

  • Fixed a crash for Steam players when players launch the game without Gaming Services enabled.

    • This fix disables Crossplay from being enabled. If you don't have Gaming Services installed, you can download Xbox Services through the Xbox app and will be able re-enable crossplay after a restart.

Thank you all so much for your patience with Grounded 2 Early Access! If you continue to experience any further issues, please contact us at Obsidian Support.

https://support.obsidian.net/contact

Sealed In - monsterpfp
Hello horror fans !!!

I'm exited to kick off my development journey with the first Sealed In devlog, now avalaible on YouTube!
Sealed In is all about immersive puzzles, weird mannequins and a heart-taking story that you won't forget. I'm all-in into making this creepy experience that you can enjoy! I would love for you to join on this journey.
In this devlog i will showcase the UV flashlight mechanic that reveals blood, messages and clues, bringing the Morgan's family secrets to life. I also share the challenges of developing this feature, balancing creepy atmosphere with clear gameplay ain't no easy task! Check out the devlog to see exclusive gameplay and hear about the progress:

What do YOU think of the UV flashlight? Drop your thoughts in the comments and let me know what you want to see in the next devlog: sanity system or story-related informations? Stay on your feet and i'll see you in the shadows!

WISHLIST "SEALED IN" ON STEAM NOW! to stay updated on the 2025 release and help me bring this nightmare to life:

https://store.steampowered.com/app/3831240/Sealed_In/

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