Trenches VR - steelkrill

Hey everyone. I hope you’re all doing well - and welcome to the very first update for Trenches VR!

As a solo developer, I want to take a moment to thank each and every one of you for your amazing support, feedback, and ideas. You have no idea how much it helps. Every message, suggestion, and review helps me improve Trenches VR — so thank you for being part of this journey!

With all that being said .. are you ready to draw some stuff?

Update v1.01 is now live:

  • Chalk Drawing System

    • You can now find chalk throughout the trenches and use it to draw on walls.
      This helps you mark important spots or create your own path-finding system.

  • Enhanced Randomization

    • Each load / death playthrough can now start in a more different area of the trenches.
      Objectives, items, and jumpscares are also randomized every time.

  • Improved Tutorial

    • Added clearer instructions and refined tutorial text to make things easier to understand.

  • Lore Updates

    • Updated and shortened some lore entries for better pacing and readability.

  • Sitting/Standing Mode

    • You can now switch between sitting and standing modes directly from the main menu.

  • Combat Adjustment

    • Shooting at the enemy now slows it down, giving you more time to escape.

  • Menu and Settings Tweaks

    • Updated the main menu layout and adjusted some settings for smoother navigation.

  • Visual Improvements

    • Several textures have been updated and improved for better visual quality.

  • AI Fixes and Improvements

    • Fixed an issue where the monster would sometimes stare instead of attacking.

    • Updated enemy AI for better navigation and movement.

  • General Fixes and Optimization

    • Adjusted object grab speed for smoother interaction.

    • Additional minor bug fixes and small optimizations.

Thank you again for your support and feedback.

Feel free to join our community on Discord: https://discord.com/invite/d8WUuuRCJK

Or follow me on Twitter for more updates: https://x.com/@steelkrill

The Demon Rush: Legends Corrupt - Dragoon Canada

This progress update has good news and bad news. The bad news first -- City Expansion has been cancelled for the Nanowish expansion, and there is a dev blog page at http://www.dragoon.ca/tdrlcdevblog183.html detailing the reasons behind the decision.

As for the good news, the Nanowish expansion has otherwise been going smoothly, with the story event content (cutscenes, NPC dialogue, travelling between maps) for Story Mode and Side Stories completed.

The size of the Nanowish expansion in terms of story content is MUCH bigger than previous expansions. In terms of event piece count (messages, movement, playing music, animating a character, fading a screen, and so on -- can be used as a measurement for scene complexity at times), the Nanowish expansion's event piece count for Story Mode and Side Stories is about 91% of what the base game's event piece count had for Story Mode (compared to Legends Overload at ~27%, Tenebris at ~54%, Into The Past at ~29% and Warbeasts at almost 58%). As a result, Nanowish makes up about 25% of The Demon Rush: Legends Corrupt's total event piece count against the base game, the 4 currently released expansions and the currently unreleased Nanowish expansion.

Even though Nanowish does not match or exceed the base game in event piece count, it does actually surpass it for cutscene event count (where, so far as this count is concerned, a cutscene event consists of the actual cutscenes and battles up until the player is able to be out of the cutscene/battles). Nanowish's cutscene event count for Story Mode/Side Stories is about 132% of the base game's cutscene event count for Story Mode. This is in comparison to ~62% for Legends Overload, ~82% for Tenebris, ~70% for Into The Past and ~80.5% for Warbeasts (does not include Counterintelligence cutscenes), which puts Nanowish's cutscene event count at about 25% against the base game and 5 expansions (similar to the event piece count).

At present, Nanowish also has more message box events than the base game, with ~117.6% of the base game's message box count. This is also compared to 20% for Legends Overload, ~57.7% for Tenebris, ~32.6% for Into The Past and ~63.6% for Warbeasts. This puts Nanowish at roughly 30% of the total message boxes for the base game and 5 expansions.

At the pace that Nanowish is currently going at and with City Expansion no longer being developed, there is a very strong possibility that the Nanowish expansion will be released in a shorter timeframe than previous expansions. There's always the chance of things being slowed down due to development problems or real life, but if I can keep up the pace well enough, Nanowish's development could be considered half done, or at least something close to that.

With the story content data completed, the 5 new upcoming Side Stories for Nanowish can be revealed. If Solen and Stel'cra'ded do not sound familiar, that is because they were not in the game up until this point.

Character

Side Story Name

Year

Allisara

At Cross Purposes

1904

Cedtet

A Pact Denied Gently

1904

Namhaid-Fiairan

Faerie Tale

1843

Solen

Sickness of the Soul

1918

Stel'cra'ded

The Fall of Aeroamyn

1625

Work on models, maps and music is next, and with the way that progress is going for Nanowish, I hope to get them done sooner than normal.

Decomposition Playtest - Saphire Game Studio


Hello everyone, I'm just letting all Playtest players know that several issues with version 1.7 have been identified during Playtest, and I'm already fixing them!

In the coming days, I'll be releasing version 1.8 with the main FPS improvement, improving performance on lower-end computers!

Other aspects like gameplay flow, soundtrack, puzzles, atmosphere, and immersion are also being improved!

Please stay tuned for updates! Thank you!

Power of the Horde - Developer
The Mac version of the RTS game Horder of the Horde is coming soon, featuring optimized support for Mac systems and hardware, including improved compatibility with the Mac mouse.
WILD Tactics - Andrea
Hey, beautiful animals!

We've officially opened the gates, the first WILD Tactics Playtest is live and roaring!
And guess what? 1,000 lucky players just got their paws on the first-ever playable build of the game 💥

If you’re one of them, we need you agent.

Hop into the game, have a blast, and then come share your feedback on our Discord! We’re all ears (and tails and whiskers). Your insight helps shape the future of WILD Tactics!

If you didn’t get an invite yet, no worries!

We’re sending more waves soon, so make sure to join the playtest waitlist on Steam. The earlier you sign up, the sooner you might get the call.

This is just the beginning the mission and we’re thrilled to have you all on board.

The Wild Gentlemen - WILD Team

https://store.steampowered.com/app/2384640/WILD_Tactics

Oct 24
Unleashed Fmx - tiagogomesdeoliveira1984
We did a great job with this update.

1. Improvements to both piloting and aerial physics.

2. We added another map that still needs improvements, but is already playable.

3. We're working on making the main menu more attractive. We've already made changes in this update, but we'll make even more in the future.

4. We added a new, more dynamic camera system.

5. We fixed most of the bugs that were hindering gameplay, but there are still a few that will be fixed soon.
FreshWomen - Season 2 - f1r3
FreshWomen - Season 2: Patch 1.02

Hello, my dear FreshMen!

We're working on daily patches to improve your experience, and here is what we added today!

  • 51 New Achievements

  • Adds Post Credits Scene

  • Adds Message to Fans to Finale

  • Lowers points required to get to Chloe's Sex Scene, as a few players were having trouble with it

  • Fixes bug where Post Credits Scene was shown when opening Credits through Extras menu

  • Fixes issue with saves, by adding Error Handler Callback when loading save files created in Season 2

We hope you're enjoying FreshWomen - Season 2, and if you have any more issues or suggestions, please let us know!

See you soon,

f1r3

Shadow of the Yokai - SalaXander

Hey all!

This is the first announcement I've made on 'Shadow of the Yokai' and I just wanted to express a great deal of gratitude to all those who participated in playing my demo for Next Fest and giving feedback. Next Fest may be over, but the demo will continue to be live and supported with new updates as I continue to further tweak any issues and make edits according to player feedback. I've already made substantial changes to game balancing with weapons, bug fixes, and made the game more comprehensive and user-friendly. Please continue to give your feedback and I'll do whatever I can to make this game's experience as enjoyable as can be. Thanks again!

All the best,

Xander Wise

Taskbarn - Goop Games
Fixed some very minor issues with some barn upgrades. Also increased the maximum cap on the 'Seasoned Fortune' season upgrades to 200M instead of 100M.
Oct 24
OLAPU - bati
Patch Notes

General:

  • Fixed a bug that would cause Character Skills to be unlockable without being the adequate level

  • Fixed a bug that would cause the Overpowered and How did we get here? Achievements to not trigger correctly

  • Fixed a bug that would cause some Constellation Variations to not be used correctly

  • Added Controller-Button Visuals to the Self Revive Indicator

  • Increased Overpowered Achievement requirements to 700 eliminations

  • Added a check for certain achievements after opening the game, in case these achievements were unlocked within the demo version of the game

Balancing:

  • Buffed Kana's damage slightly and reduced her reload time

  • Reduced Range of Mi's Ultimate Explosion Upgrade

  • Global XP gained has been increased

...