Oct 27
SCP: Secret Laboratory - xEnded
Hello everyone. Happy Halloween! As you may have noticed, we’ve combined this year’s seasonal event with update 14.2, introducing map and lighting updates, chase themes and horror stingers, balance changes, and more.

Map Changes
General Changes
  • Warhead detonation fog now appears more saturated and with an orange hue.
  • PT-00 control room keycard spawn is now always a Zone Manager and is guaranteed to spawn.
  • Adjusted lighting in Intercom and Checkpoints to be more reminiscent of the original visuals.

Entrance Zone
  • Some room variants in the Entrance Zone (EZ) are now guaranteed to spawn.
  • Various ambient sound effects can now be heard in some Entrance Zone rooms.
  • Greatly reduced the frequency of light flickering in the collapsed hallway in the Entrance Zone.
  • Re-added various computer setups across the Entrance Zone.
  • SCP-173 should now be able to teleport over barriers in the EZ downstairs office room (EZ_smallPC).

Heavy Containment Zone
  • Added a new room — Wayside Incinerator.
  • Added new ambient sound effects to various rooms in the Heavy Containment Zone (HCZ).
  • Overhauled lighting across most rooms in the Heavy Containment Zone.
  • Adjusted certain map features across rooms in HCZ:
    • Added an additional shelf spawn in Junk Room and Micro-HID.
    • Added a locker spawn in Junk Room. This is not a Scientist keycard.
    • Added a generator spawn to Acroamatic Abatement.
    • Removed the Experimental Weapon Locker spawn in Deep Corner.
    • Removed one bulkhead spawn in HCZ Toilet Hallway.
  • Implemented new Halloween decorations to the new Heavy Containment Zone.
  • Changed a number of props across HCZ.
  • Added floor textures and rubble props to certain rooms in HCZ.
  • HCZ Elevator A and B can no longer spawn bulkheads in their corridors.
  • Slightly reduced spawn chance for bulkheads to spawn in SCP-079 room corridor.
  • Slightly adjusted HCZ straight hallway connector spawn chances.
  • A reminder: following security concerns, all facility staff must sign off their computers immediately upon conclusion of work.
  • Following public uproar, the SCP-096 containment chair has been returned. We’re keeping the extra three million polygons though.

Emergency Door Release
  • Added emergency door release buttons to the interior of keycard-locked rooms.
  • If a door has remained closed for sixty seconds or more, this button can be pressed to force the door open.
  • These release buttons are located in the following rooms:
    • SCP-914’s chamber.
    • Light Containment Zone armoury.
    • Heavy Containment Zone armoury.
    • Micro-HID chamber.
    • SCP-106’s containment chamber.
    • Intercom.

Gates
  • Reworked the facility sides of Gate-A and Gate-B.
  • These reworks are temporary designs done to combat gate camping. They are not final and will be revisited in a future update.
  • Added a second elevator to Gate-A.
  • Added a protective grate to Gate-B elevator.

Generator
  • Removed a generator spawn from the following rooms, preventing two generators from spawning in the same room:
  • Heavy Containment Zone Armory.
  • Warhead Silo Upper Level.
  • SCP-106’s room (no generators can spawn here now).

SCP-939’s Containment Chamber
  • Players are now able to jump on the lab table via the stool.
  • Reduced the intensity of the red light above the containment door.
  • Increased the size of the canister props so they are no longer comically small.

Game Changes
Chase Themes
  • Added a new system that plays dynamically updated musical elements when being chased by SCPs.
  • These themes mix together when multiple SCPs participate in a chase.
  • The volume of these chase themes can be adjusted in settings.
  • Each SCP has a unique theme, and certain conditions can cause the music to intensify.
  • Some examples of the above:
    • SCP-049 activating Good Sense of the Doctor.
    • SCP-096 enraging.
    • SCP-106 chasing a Traumatized player.
    • Being in range of SCP-173’s Blink.
    • Making noise around SCP-939.

Horror Stingers
  • Added new jumpscare sound effects that play upon seeing an SCP.
  • Most stingers play only at the beginning of a chase, but some can play during an active chase.

SCP-1509
  • Added a new SCP item: SCP-1509.
  • This is a melee weapon that █████ ███ ███ ██ █████ ███ ██████ ███ ██ slain players.
  • █████████ ants ████ ███ ██ █████ █████, ███ █ ██████████ ████ ████ ██████████ ███ ████████ ██████████.
  • ███ parang ██ ███████████ █████████.
  • ████ █ ███████ number ██ civilians ███ █████.███ remaining ████ ██ militants
  • █████ ██ ███████ ████.
  • ██████ █████ █████ reduced maximum HP.
  • ███ ████ ████ ████.
  • ███ ████ ██████ █████ ███ ███ ████, ████ ██ ████ ███ ████ ██, terminated ███████.
  • This item has a cooldown of 30 seconds.
Developer Commentary

We threw this item together for the spooky season, adding a highly requested mechanic only seen with the Jailbird. We understand that players are starting to get a bit exhausted with new SCP items. Considering what we have planned for 15.0, we feel confident in tossing in one more to give everyone some extra permanent content to have fun with during the wait.

Additionally, this item is much more community-focused, which will certainly lead to its own unique and interesting moments. If you’re still unaware of how it works, you should experience it first-hand before learning what it does!



Respawn Changes
  • Mobile Task Force units are now distributed based upon percentages instead of fixed maximums, similarly to the Chaos Insurgency roles.
  • Approximately ≤12.5% of a wave will spawn as a Captain, ≤30% as Sergeant, and the remaining as Privates. Note: This means additional Captains begin appearing after the 16 player mark.
  • Default spawn count percentages reduced to 65% instead of 75%. This is equivalent to spawning a maximum of 17 players instead of 19 on a 25 player server.
  • Default militant primary wave respawn times increased to 330 seconds (from 300 seconds). Mini-waves are unaffected.
  • Mini-waves can now be earned for 150 seconds after a respawn instead of 120 seconds.

Developer Commentary:

Following feedback from the community regarding the new respawn overhaul, we are increasing the time between respawn waves and reducing the number of spawns to make them less overwhelming for the SCP team. Combined with the playable SCP changes, this should help make for a more enjoyable SCP experience without sacrificing the purpose of the respawn rework.


Firearm Changes
[h4]Accuracy[/h4]
  • Walking accuracy for all guns is now much closer to hip-firing inaccuracy than running inaccuracy.
  • As a result, there is now a more dramatic shift in accuracy when going from walking to sprinting (visible via crosshair).
  • Subsequent shot inaccuracy is less intense on all guns (except LMGs).

[h4]Shotgun[/h4]
  • Base pump speed is now 20% faster.
  • Double-Shot attachment fire rate penalty reduced to 25% (from 40%).
  • Base pellet spread reduced by 40%.
  • Reload and unload speeds are now 20% faster.

Developer Commentary:

The 14.1.3 update put the Shotgun where we wanted it to be damage-wise, but it was still underperforming due to its slow firing nature. We have increased the pump speed and made the pellet spread tighter to make the Shotgun more viable and consistent.


[h4]Revolver[/h4]
  • Increased base damage to 66 (from 64.6). Note: This allows a default Revolver to kill players wearing Combat Armor with a single headshot.
  • Base double-action firing speed is now faster, alongside a reduction to the base delay after firing a shot.
  • Reduced hip-firing inaccuracy to 1.1° (from 1.8°).
  • Reduced ADS inaccuracy to 0.11° (from 0.21°).

[h4]AK[/h4]
  • Increased base fire rate to 510 (from 498).
  • Reduced muzzle booster fire rate bonus to 12% (from 15%). Note: Done to compensate for the baseline fire rate increase.
  • Decreased base weight to 3.2kg (from 3.9kg).
  • Decreased default running inaccuracy to 3.2° (from 3.6°).
  • Reduced base recoil rate to 5%.

[h4]SCP-127[/h4]
  • Increased Tier 1 penetration to 40% (from 25%).
  • Decreased Tier 3 penetration to 60% (from 75%).

[h4]Jailbird[/h4]
  • Charge wind-up sound can now be heard by other players.

[h4]3-X Particle Disruptor[/h4]
  • Increased disintegration mode laser thickness to 0.3 meters (from 0.05).
  • Increased overall accuracy.
  • Fixed an issue where disintegration mode dealt significantly less damage to the first initial target hit.

SCP-914 Changes
  • FR-MG-0 ‘Very Fine’ now has a 10% chance to become the Micro-HID, destroyed otherwise.
  • Logicer ‘Very Fine’ now has a 10% chance to become the Micro-HID, destroyed otherwise.
  • E11-SR ‘Very Fine’ changed to the following: AK (30%), Crossvec (30%), FR-MG-0 (25%), Shotgun (15%).
  • Shotgun ‘Very Fine’ changed to the following: AK (40%), Crossvec (40%), Logicer (20%).
  • Revolver ‘Very Fine’ changed to the following: CI Access Device (50%), High-Explosive Grenade (50%).
  • COM-15 ‘Very Fine’ changed to the following: Revolver (40%), FSP-9 (35%), COM-45 (25%).
Developer Commentary:

These recipe changes are primarily targeted around the creation of additional Micro-HIDs (and subsequently, experimental weapons). Following the 14.0 update in which the Micro-HID received significant improvements, obtaining multiple of them ended up being far more oppressive than we had hoped for. Now, instead of having a cycling pattern encouraging players to sit inside of 914 for extended periods of time, there is now a single opportunity to successfully craft one from an LMG — either you get it, or the firearm is destroyed. To compensate for the added risk of item destruction, the odds of a successful recipe have also been increased. We have also raised the odds of getting the COM-45 for fun.


Miscellaneous Changes
  • Improved the brightness setting, now affecting darkness instead of boosting contrast.
  • Adjusted ammo spawns for various military roles:
    • Riflemen — Now spawns with 7 buckshot shells.
    • Conscripts — Now spawns with 14 buckshot shells.
    • Marauders — Now spawns with an additional 7 buckshot shells.
    • Captains — Now spawns with 30 fewer 5.56 rounds.
  • Short Barrels on the Logicer and FR-MG-0 now properly provide a consistent +25% hip accuracy bonus.
  • Grenades can now apply Deafened for a maximum of one second (from eight).
  • Made “Auto Spectator Switch” work upon dying from anything non-player attributed.
  • Anti-Cola now has a 15% chance to spawn per round (from 10%).
  • Updated loading screens with unique image renders. Note: At the moment, there are only a limited number of new loading screens, with more planned to be added in future updates.
  • Added new C.A.S.S.I.E. voice lines for the following:
    • Warhead and Dead Man’s Switch announcements.
    • Chaos Insurgency spawn announcements, for both standard and mini-waves.
    • Updated MTF announcements to flow better.
  • Made various improvements to the intercom voice filter.

Playable SCP Changes
  • SCPs (and spectators) will now see the last human alive within 100 meters via a visual ping. This ping is active for five seconds, then goes on a four-second cooldown.
  • The last human alive now hears the previously unused Forget About Your Fears track.
  • SCPs (except for SCP-049-2s) now regenerate up to 30% of their maximum HP, plus an extra 250 HP, upon activation of the Deadman’s Switch. This health regeneration cannot exceed maximum health.
  • Adjusted the intensity of SCP-049 and SCP-173’s post processing effects.
  • Added cooldown indicators and sound effects to most SCP abilities.

Hume Shield Changes
  • Regeneration of Hume Shield is now percentage based, making it scale with added HS.
  • SCP-049 regenerates HS at a rate of 5%/s.
  • SCP-096 regenerates HS at a rate of 2.5%/s, which doubles when utilizing Try Not to Cry.
  • SCP-939 regenerates HS at a rate of 5%/s.
  • SCP-3114 regenerates HS at a rate of 5%/s.

SCP-049
  • Increased maximum HS to 700 (from 600).
  • Increased base movement speed to 4.6 m/s (from 4.4).

SCP-096
  • Now has a UI counter tracking the number of active targets.
  • Recolored SCP-096’s Rage Duration element to red.
  • Docile sobbing now decreases in volume non-linearly. This means it’s consistently loud for longer when 096 is near.
  • Melee Attack now applies Concussed for 2.5s on player hit.
  • Reduced the delay on gaining new targets after de-raging to one second (from five).
  • Docile movement speed increased to 4.2m/s (from 3.9).
  • Distressed/Calming movement speeds increased to 3.9m/s (from 3.3).
  • Jump power while Raging increased to 7.7 (from 6.5).
  • Updated Face Detection.
    • Raised detection hitbox, meaning you need to look higher to trigger it.
    • The face can now only be observed if the observer is within 25 meters.
    • Made other observation mechanic changes with the goal of preventing unexpected SCP-096 triggers.
    • SCP-096 can no longer be observed while charging.
  • Adjusted the trigger visual effect, making it more obvious when the player observes 096.

Developer Commentary:

These changes seek to address some of the more frustrating aspects of both playing as and against SCP-096. Face detection has been adjusted to avoid moments where players were considered as looking at SCP-096’s face, yet never doing so from their perspective due to latency and client-server interactions. Additionally, cries are more consistently audible to nearby players, giving them fair warning to look down.

There are some minor quality of life changes for the 096 player as well, such as an increase to docile walking speed and enraged jump power.


SCP-106
  • SCP-106 now immediately kills the final target instead of sending them to the pocket dimension and delaying the round.
  • Increased maximum HS to 800 (from 700).
  • Increased base movement speed to 4.6 m/s (from 4.5).
  • Reduced Hunter’s Atlas travel vigor cost to 1.5% per meter (previously 1.9%).
  • Stalk emerge time reduced to one second, identical to Hunter’s Atlas emerge time.
  • Increased volume of the jumpscare audio.
  • Stalk jumpscare audio radius increased to 4m (previously 1m).
  • Pocket Dimension damage scaling increased by 50%.

Developer Commentary:

SCP-106 has received some adjustments to help stop players stalling within its dimension and to make its teleporting abilities flow better. As a side effect of the decreased Vigor cost on Hunter’s Atlas, SCP-106 can also now see more of the surrounding area on its mini-map.


SCP-079
  • Default ping range is now 60 meters (from 55), equivalent to four hallways.
  • Generator ping range is now 90 meters (from 65), equivalent to six hallways.
  • Pings no longer induce an AP cost.
  • Updated the Micro-HID ping icon.
  • Updated room map icon for SCP-127 lab.

SCP-173
  • Reduced vision tint.

SCP-939
  • Maximum HP reduced to 2500.
  • Increased maximum HS to 800 (from 700).
  • Attack cooldown reduced to 0.72s (from 0.8s).
  • Stamina regen delay reduced to 5s (from 7s).
  • Mimic Point’s maximum distance increased to 30 meters (from 20).
  • Updated Environmental Mimicry
    • Reduced cooldown to 1.5s (from 3s).
    • Added missing firearm and SCP item mimicries.
    • All SCP mimicries can now be played regardless of whether an SCP spawned in a round or not.
    • Human and SCP-939 footstep mimicries now sound more natural and similar to sprinting humans.
    • Firearm mimicries can no longer play their suppressed variants.
    • Shotgun mimicry now sounds more natural.
  • Improved Vision
    • Default vision cones increased to 2.3 meters (from 1.75).
    • Increased the range that running players get revealed to eight meters (from four).
    • Improved vision clarity.
    • Audio blips now last longer and appear on revealed players.

Developer Commentary:

SCP-939 was the last SCP to receive a major rework back in the 12.0 update, and there are still a few issues that we are seeking to iron out. Vision has been made much clearer and audio blips can now be seen on revealed players, which should help SCP-939 track targets easier. Environmental Mimicry has also received some important changes to make some of its audio mimics more useful, such as human and gunfire mimicry, and some missing sounds have been implemented.


SCP-3114
  • Increased maximum HP to 2000 (from 1250).
  • Increased maximum HS to 700 (from 600).
  • Stamina duration increased to 8s (from 5s).
  • Explosion resistance reduced to 20% (from 35%).
  • Updated Catch These Hands.
    • Increased damage to 20 per hit (from 15).
    • Removed HS regain on hit.
    • Added HS regain on kill, granting 125 HS for killing a target.
  • Skeletons In Your Closet now removes HS damage resistance and HP firearm resistance when disguised.
  • Updated Strangulation
    • Strangulation is now only available for 12 seconds after undisguising, visible via cooldown timer.
    • Reduced Strangulation distance cutoff.
    • Strangulation range reduced to 1.8m (from 2.1m).

Developer Commentary:

For this year’s Halloween Event, we’ve given SCP-3114 some important ability and stat passes to fix some gameplay concerns players have reported. Namely, Strangulation has been adjusted to have a reduced range and is now only available to use for a short time after SCP-3114 removes its disguise.


Fixes
  • Fixed ‘We of Delta Command…’ and ‘Lights Out’ achievements not being granted upon respawn.
  • Fixed door animations glitching when another animation is active.
  • Fixed night vision scopes sometimes not working properly.
  • Fixed armor removal sometimes resulting in dropping items with no inventory limit.
  • Fixed a misaligned heavy armor kneepad LOD.
  • Fixed A7 magazine not being visible when dropped.
  • Fixed SCP-330’s candy bag counting as an SCP item when armor is dropped.
  • Fixed SCP-1344 orbs lingering when a detected player leaves the game.
  • Fixed `InvalidOperationException` sometimes spamming in the player logs.
  • Fixed Anti-SCP-207 not correctly taking Hume Shield into account for its death saving effect.
  • Fixed Anti-SCP-207 death save sometimes not working with very high AHP and low HP.
  • Fixed SCP-173 teleporting into the closed-off toilet stall in WC00. All it wanted was some privacy…
  • Fixed SCP-106 being able to use Hunter’s Atlas in the Warhead sublevel.
  • Fixed an issue with SCP-079 and SCP-106’s map having incorrect room rotations.
  • Fixed SCP-079 seeing certain particle effects through walls.
  • Fixed SCP-3114 strangling a player underneath the effects of Slowness either placing them outside the map or crashing them.
  • Fixed a stretched texture on blast doors.
  • Fixed missing stars in the Surface Zone skybox.
  • Fixed Tesla gates sometimes not emitting light when activated.
  • Fixed misaligned Tesla gate idle particles.
  • Fixed SCP-106’s chamber room collision sometimes leaking into nearby rooms.
  • Fixed a bug with SCP-939’s cryogenic door button visuals.
  • Fixed a pixel walk on the Acroamatic Abatement room pipe.
  • Fixed a pixel walk on a fence in the Server Room.
  • Fixed a pixel walk when Large Office and Two Story Office spawn in certain configurations in the Entrance Zone.
  • Fixed floating boxes on the shelves inside HCZ.
  • Fixed a sewer texture being applied to the workstation in SCP-096’s containment chamber.
  • Fixed errored keycard readers not having collisions in Class-D cells.
  • Fixed out-of-range exceptions whilst spectating.
  • Fixed immediately entering the spectator role without a death animation.
  • Fixed an issue where being killed by a player who is hidden to spectating forces you to spectate them.
  • Fixed other various pixel walks throughout HCZ.
  • Fixed respawn wave role assignments not properly being randomised. This has no effect on spawn chance, which is determined by how long a player has been spectating for.
  • Fixed volumetric fog layering incorrectly behind world fog.
  • Fixed various visual issues and exceptions with SCP-3114 models.

Technical Changes
  • Added two new aliases to `sethiddenspectatable`: `hidespectator` and `hidespec`.
  • Added `NightVision` effect to status effects, allowing human players to see in the dark like SCPs. This prevents SCP-173 from attacking in the dark and allows the user to see SCP-096 in the dark.
  • Added icons to the Remote Admin for players who are hidden from being spectated.
  • SCP role spawn points are now defined by a separate `ISpawnpointHandler` component. This component may be empty/null, which will cause the SCP to lack a spawn point, currently used for zombies.
  • Added new `StatBase.AddAmount`, which can be used to safely add values to a stat while staying within its limits.
  • Removed `StaminaStat.ModifyAmount` in favour of this new method.
  • `IJumpModifierEffect.Multiplier` has been renamed to `IJumpModifierEffect.JumpStrengthMultplier`.
Revamped the client console.
  • Added new visuals to the console.
  • Now uses TMPro instead of legacy Unity text components.
  • Added support for dragging the window around.
  • Added support for scaling the console window and saving it as a player preference.
  • Added support for PageUp and PageDown to scroll through the console.
  • Added `permlist` client command, which prints all available permissions in a coloured scheme.
  • Added `console` parent command with the following sub commands:
  • `clear` - Clears the current console window.
  • `pause` - Toggles the console, temporarily stopping any further messages from being logged.
  • Adjusted the .groups command; output now matches the new permissions colour scheme.

Thank you all for your continued support. We’ve got a lot in store for the game with version 15.0. Keep an eye out for more to come.

Have fun, and see you in the dark.

- Northwood Studios



Folk Tales: Alageyik - Sanghı Studios

Hey horror fans!

To celebrate the Steam Scream Fest, we've got great news. Folk Tales: Alageyik is a full 50% OFF from October 27th to November 3rd!

If you haven't faced the terror of Erlik yet, now is the perfect time. Here’s some of the content waiting for you:

  • New Survivor Mode: 5 new maps (Sand, Snow, Forest, etc.)

  • Expanded Armory: Pistol, Rifle, SMG, and a melee Knife.

  • Enhanced Atmosphere: Camera shake for Erlik, new enemy types.

  • Language Support: Now includes Turkish subtitles and full English dialogues.

Kano. Stone islands. - Aleksandr
Patch for version 77.95
  • The game's visual style has been changed.

  • Level optimizations have been added.

  • The overall pace of the game has been made more relaxed.

  • Textures have been improved.

Crystal of Death - Coderade Games

Patch Notes – Update: Tutorial System Added

We’ve introduced a brand-new interactive tutorial to help new players understand the basics of production and survival.

When you start a new game, there’s now a note on the table in front of you. Reading it will begin a step-by-step tutorial, guiding you through a complete production cycle — from gathering materials to finishing the process.

Each time you perform an action, a new instruction appears at the top of the screen, helping you progress smoothly and understand the game’s core mechanics without breaking immersion.

This update makes your first night clearer, smoother, and more immersive, while still keeping the tension and danger you love.

We’ve also fixed and improved the curtain-peeking mechanic for smoother movement and better visibility when checking outside.

King Arthur: Knight's Tale - oeregharcos
Knights!

Spooky season is upon us, and with it come our fearsomely handsome Knights and Legionnaires to keep you company for this year's grueling season of terror! You can get our games below, and all their DLC on deep discounts from the 27th of October up until the 3rd of November!

https://store.steampowered.com/app/1157390/King_Arthur_Knights_Tale/"

https://store.steampowered.com/app/2739830/King_Arthur_Legion_IX/

To Avalon!

Into something more gothic maybe? Jump right into the world of The Incredible Adventures of Van Helsing! All versions of the game are off 90%, including Deathtrap, a tower defense game set in the same universe!

https://store.steampowered.com/app/400170/The_Incredible_Adventures_of_Van_Helsing_Final_Cut/

https://store.steampowered.com/app/310510/Deathtrap/

King Arthur: Legion IX - oeregharcos
Knights!

Spooky season is upon us, and with it come our fearsomely handsome Knights and Legionnaires to keep you company for this year's grueling season of terror! You can get our games below, and all their DLC on deep discounts from the 27th of October up until the 3rd of November!

https://store.steampowered.com/app/2739830/King_Arthur_Legion_IX/https://store.steampowered.com/app/1157390/King_Arthur_Knights_Tale/

Ad Avalon!

Into something more gothic maybe? Jump right into the world of The Incredible Adventures of Van Helsing! All versions of the game are off 90%, including Deathtrap, a tower defense game set in the same universe!

https://store.steampowered.com/app/400170/The_Incredible_Adventures_of_Van_Helsing_Final_Cut/
https://store.steampowered.com/app/310510/Deathtrap/

The Incredible Adventures of Van Helsing: Final Cut - oeregharcos
Hunters!

Spooky season is upon us, and with it come our fearsomely handsome heroes and monsters to keep you company for this year's grueling season of terror! You can get our following games, and all their DLC on deep discounts from the 27th of October up until the 3rd of November!

https://store.steampowered.com/app/400170/The_Incredible_Adventures_of_Van_Helsing_Final_Cut/

https://store.steampowered.com/app/310510/Deathtrap/

Let the hunt begin!

Into something more medieval and Arthurian? Jump right into the world of King Arthur! Both King Arthur: Knight's Tale and King Arthur: Legion IX are off 70%!

https://store.steampowered.com/app/1157390/King_Arthur_Knights_Tale/

https://store.steampowered.com/app/2739830/King_Arthur_Legion_IX/

Deathtrap - oeregharcos
Hunters!

Spooky season is upon us, and with it come our fearsomely handsome heroes and monsters to keep you company for this year's grueling season of terror! You can get our following games, and all their DLC on deep discounts from the 27th of October up until the 3rd of November!

https://store.steampowered.com/app/310510/Deathtrap/

https://store.steampowered.com/app/400170/The_Incredible_Adventures_of_Van_Helsing_Final_Cut/

Let the hunt begin!

Into something more medieval and Arthurian? Jump right into the world of King Arthur! Both King Arthur: Knight's Tale and King Arthur: Legion IX are off 70%!

https://store.steampowered.com/app/1157390/King_Arthur_Knights_Tale/

https://store.steampowered.com/app/2739830/King_Arthur_Legion_IX/

WolfQuest: Anniversary Edition - loboLoco
2.0.4b - PUBLIC BETA

NOTE: Game saves are NOT backward compatible with v2.0.4a, so if you switch back to that versions, new saves will be hidden until this patch is officially released.

See instructions at bottom of this page for opting into the public beta.

IMPORTANT! Multiplayer games are no longer backward-compatible with 2.0.4a -- or with earlier beta builds of 2.0.4b. All players must be on 2.0.4b beta 11 or newer to play together.

BETA 13

IMPROVEMENTS:

* Refinements to font display at small game resolutions.

* Some memory optimizations.


BETA 13

BUGS FIXED:

* Multiplayer: Pups can get stuck howling, and several other bad AI bugs.


BETA 12

BUGS FIXED:

* Multiplayer: In certain situations, pups are uncompliant.


BETA 11

IMPROVEMENTS:

* Improved display of some fonts at very small game display resolutions.

BUGS FIXED:

* Multiplayer: NPC packmates are too reluctant to engage in a hunt.


BETA 10

IMPROVEMENTS:

* Tweaked appearance of Lamar and Yellowstone Rivers in Amethyst and Hellroaring maps.

* Improved support for some non-English but still Roman language glyphs.

BUGS FIXED:

* Placeholder nametags and damage readouts sometimes are stuck onscreen.

* Achievement: Explore panel layout has some overlapping text.


BETA 9

IMPROVEMENTS:

* Refined wolf nametag and damage readout displays.

* Refined player-wolf and mate name displays in Pack Info to fit tabs.

BUGS FIXED:

* Wolf jumping is glitched (regression from IK refactor, fixed now, but jumping still needs some work in general).

* My Account: Packs: Placeholder entry displayed but not clickable.

* Text display glitches in Bug Reporter.


BETA 8

IMPROVEMENTS:

* Improved FPS readout font display.

BUGS FIXED:

* Sometimes packmates eat right next to a competitor at a carcass.

* Gameplay Settings: HUD pulldown doesn't include Minimal HUD option.

* Multiplayer: Cant see other player's wolf bios.

* Multiplayer: Text chat panel doesn't scroll.


BETA 7

BUGS FIXED:

* Tall grass patches, and some boulders, missing from Hellroaring Mountain during summer season.

* Multiplayer: Error interferes with voting during the Name Pups scene.


BETA 6

NEW:

* New object of interest at Eduweb tent in Slough Creek.

IMPROVEMENTS:

* Refactored wolf eating AI, to improve code quality and refine some eating behaviors. Packmates should now be smarter about eating carcasses when bison and other dangerous prey or competitors are nearby.

* Refactored wolf hunting AI, to improve code quality and revise some hunting behaviors. When attacking mother-calf pairs, packmates will ignore mother until she is within 15 meters. When hunting elk herds, packmates will be less eager to start biting elk before herd begins to flee.

* Refactored IK to improve code quality.

* Revised layout of Gameplay Settings panel to be more logical.

* New keyboard layout image in Game Settings: Controls (in preparation for localized keyboard layouts once we add other languages).

BUGS FIXED:

* Occasionally a pup survives an instant-kill predator attack with 1% of health remaining.

* Douglas-fir tree branch texture visual glitch.

* In Lost River-Classic, Halloween coffins are missing the box mesh.

TO GET THE BETA BUILD

1) In the Steam app, go to your Library, then right-click on the WolfQuest: AE name in the left column and choose Properties. 2) Then go to the Betas tab and select the WQ current Beta option in the pulldown. No password is necessary. Steam should then start downloading it. Later you can switch back to the public version in that Betas tab, by selecting NONE in that pulldown.

WAR RATS: The Rat em Up - Wootus

Hello fellow rats!

I know I have been pretty quiet around here lately, besides a couple posts and replies in the Discussions section. But I am back with some news! And yes quite a few things to tell you all indeed.

So, firstly, I took two weeks off from work for paternity leave. Our second daughter was born on the 19th of September. Naturally, that delayed work on the game.

Besides that, I had been working on implementing multiplayer, but it proved too much for me and my noob coding abilities. I am just one person working on the game. Please forgive me. I really did try my best. I encourage you to read my full post about it here: https://steamcommunity.com/app/3167260/discussions/0/601918052458825371/

Anyway, this doesn't mean I will never ever ever add multiplayer, it just means it will not be in the 1.0 launch version like I had planned. As my game dev journey progresses (hopefully, if this game does well enough to allow me to continue) and I gain new skills, I may very well come back and add it in a later patch. For free of course. I was able to do a successful LAN test, so if that is something that would interest you please let me know and I will work on adding it in in the near future. I just couldn't get it to work over Steam.

But for now, I am focusing on making WAR RATS the best single player experience it can be. And please know that I really tried to add multiplayer. Ultimately it was getting to the point where I started to dislike working on the game, and so I had to stop. Cause I love working on this game so much, I wasn't gonna let that ruin it for me. And I mean really the game was always single player focused anyway.

And so on to the big news: 1.0 launch date!

20th November 2025

That is when I will be launching 1.0. So, if you're not adding multiplayer anymore, what is 1.0 gonna be then eh? EH?! I hear you squeak. Or maybe it's just the rats in my walls screeching at me. Or the rats in my head. Are they in the walls or just in my head? The age old question. Anyway, 1.0 is gonna be mostly polish, QoL and bug fixes. Is that underwhelming? Maybe. Is it still ratty? Yes! I mean the game has had 6 major content updates, plus many small patches, since the beginning of Early Access, and is now pretty much how I envisioned it to be when I started this thing. So I will be happy to call it 1.0.

There will be some new content of course. I am filling out the Nest Decorations and fleshing out Horde mode with new reward mechanics and maps. Including 2 new exclusive Horde mode reward weapons which are pretty cool if I do say so myself. And more skins! Good ol skins. The skins of the ratoose shall drape upon your rodentian frame.

And as long as people are playing I will be patching the game and adding content in the future. I will have full patch notes when 1.0 launches. They will be many many words to read. So make sure you can.

But yeah that's all for now really. Thank you so much for being on this journey with me. The response has been absolutely amazing. You guys are the best seriously and I hope to keep making games for you to enjoy! I have some big plans for the world of WAR RATS :) If you like what I do, please spread the word, leave a positive Steam review and make sure to play on 1.0 launch day. And if you don't like what I do, what the squeak are you even doing here?

Squeaky squeaks mlem.

Regards,

Brian

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