Slime Rancher 2 - erin


We’ve implemented some balancing updates based on some very thoughtful community feedback. Sending a big thank you to our incredible player base! We hope the following balancing fixes help create a smoother, more wiggly playthrough for everyone.

Balancing fixes:
  • Reduced the cost of Shadow Plorts needed to unlock doors and pods
    • Doors and pods in progress that meet the new needed cost will provide their rewards automatically, however UI pop ups may not appear if the player is not close enough when opening
  • Shadow Slimes now sometimes drop extra plorts when hit
  • Shadow Slimes gained a little confidence and will lurk for a while longer before vanishing
  • Prisma Stabilizers may produce additional Prisma Plorts when used
  • Unstable items can now be held in the tank for a longer period of time
  • Shadow Sureshot no longer requires Strange Diamonds to craft
  • Quantum Drone Stations now require fewer Strange Diamonds to craft
  • Common and uncommon resource nodes now provide a few more resources
Sokobond Express - josehzz
- Updated to Unity version 6000.2
Oct 29
Green Again - Tactical_Lich

Hey everyone! An update to the demo!

Tokyo Game Show has been a great testing ground for the Sproutlings' new Japanese skills and for collecting more feedback on Green Again. I've been working on implementing them in the demo, including improvements to the game's recent localization, a number of bug fixes and a lot of refactoring in the background.

Changelog:

  • Fixed a number of localization issues.

  • Fixed Loreleaf Monolith spawning bugs

  • Optimized resolution of some textures

  • Improved planet map selection FX

  • Fixed decoration unlocks triggering in creative mode

  • Fixed Loreleaf Monolith spawning in creative mode

  • Tweaked quest list font size

  • Reduced default tool tip delay

Desynced - Kerrigan
🛠️ QoL Update now live in Desynced!

👋 Greetings, Operators!

For the past few months, this update has been growing and improving on the Experimental branch thanks to your testing and feedback. We truly appreciate how many of you joined, shared ideas, and helped us polish every part of it.

Now all those changes arrive on the Main branch, bringing smoother logistics, new behavior options, and many quality-of-life upgrades across the board.

💾 Your existing save files will load without issues, but keep in mind that some production recipes now use different components (installed in buildings or bots), so you may need to adjust a few of your production chains before everything runs smoothly again.

Scroll down for the highlights and the full list of changes 👇

https://store.steampowered.com/app/1450900/Desynced/

  • Custom Map Options. New map preview and sliders, global difficulty, bug evolution and new aggressive mode with new enemy types.

  • Improved Logistics. More control over base logistics with recurring requests, more construction site options, and flyers that can work outside your logistics grid.

  • New Tech & Production. Virus / Alien components and units and advanced production components. A suite of new foundations to help visualize base layouts.

  • More behavior instructions. A set of new and useful instructions to help with automation.

  • QoL upgrades. Tonnes of UI upgrades for a smoother experience as well as stability and performance fixes.

🧠 Behavior & Logic
  • New instruction: "Loop Repair Ingredients", allow access to all ingredient requirements (For example, the "Repair The mothership" mission)

  • Added bitwise op and check bit behavior instructions

  • Added "Set Logistics" behavior instruction

  • New instruction Wait Component that will pause execution of behavior until another component has finished working

  • Added "Up to amount/specific amount" option to Request Item instruction (Similar to Request Wait)

  • Number check filters added to "Loop Signal" instruction

  • Added and updated many help texts for various behavior instructions

  • Added a usage hint to the description of the Virus Teleporter component

  • Show an error message in the behavior editor when trying to connect a node from inside a loop to outside of it

  • In behavior editor, added a tooltip to an outgoing connection point indicating what happens ("Continue to X", "Advance loop Y" or "Restart behavior")

  • Simplify renaming and deleting of behavior parameters by adding a dedicated remove button and making a click on the name rename it

  • Improve tooltip of behavior parameters (clarify difference between "Behavior Initial Value" and "Inspected Current Value")

  • Make a right-click on the behavior parameter value box clear it

⚙️ Unit Editor & Control Center
  • Enable ctrl+drag in the unit/blueprint editor to copy a component

  • Support dragging between components, registers and item slots in the unit/blueprint editor to copy values, similar to the regular unit interface

  • Support copy and paste with C and V keys on item slots in the unit/blueprint editor to copy values, similar to the regular unit interface

  • Show the component progress circle in the link editor

  • Support "Max Range" filter on the filters of the Units tab in the Control Center (use range from faction home)

  • Make units clickable in Power tab of Control Center

  • Added power list sorting button to faction view

  • Support negating a radar filter (not supported by filters with number input "Set Number" and "Max Range")

  • Add option in behavior selection menu of an Integrated Behavior Controller to remove it

🧩 Components, Buildings & Technology
  • Added new Advanced Assembler component and moved some mid/late game recipes to it

  • Added Small AoE Repair Component

  • Added new alien power generator building, available in alien tech tree

  • Add Large Power Field component to human hybrid tech tree

  • Added Alien hybrid component equivalents to many Alien buildings

  • Added new virus components and units that can be unlocked via the virus tech trees

  • Added blight crystal power

  • Added new foundation sets and put them in tech tree

  • Added unique icon to deployment component of Command Center bot given at the start of the game

🪐 World & Exploration
  • Added new world event

  • Added map variation options to new game and updated some current options to sliders

  • Show a world preview of the generated map in the "New Game" screen

  • Added option to enable bug creep in hostile mode

  • Added new bugs

  • Added Difficulty setting

  • Added new setting to disable "Anomaly" notifications

🧱 Construction & Logistics
  • On construction sites, also show power button and logistics network options (to customize channels and set only item transporter/flying)

  • Optionally allow requesting items on a specific logistics channel (supports both Request Item button on unit user interface and Request Item behavior instructions)

  • Add recurring item requests (creates a request order to keep a unit filled up to the given amount)

  • Allow inputting of any value when holding Ctrl while clicking a register or behavior instruction argument

📋 Interface & Usability
  • Added stability in sidebar and tooltip descriptions

  • Add Individual resource deposit icons

  • Added unit type filtering to turret

  • Added bug type frames to register selection

  • Added all picked up items to register selection

  • Added plants and resources to default unit types in register selection

  • Show information in the tooltip of a docked/reserved unit (components/inventory)

  • Allow registers to show a warning message even if no value is specified

  • Add clicking middle mouse button to open System Index

  • Make "Researched at" units clickable when viewing tech in System Index

  • Show a yellow outline on selected item in the System Index

  • Show percentages on sliders for custom map settings

  • Show in the tooltip whether a unit or component has been Re-Simulated

  • Added checkbox to show or hide components that produce zero power

  • Show tooltips on icons inlined in text (for example in the codex or in the tutorial)

  • Added stability in sidebar and tooltip descriptions

🧭 Gameplay & Interaction
  • After picking up an alien key the player can see the values in the balance mini-game (on alien explorables)

  • Make a click (down and up without moving) on the middle mouse button do attack move

  • Added "Change Game Settings" button to in-game menu to change peaceful and minigame settings during the game

🧠 Behavior & Logic
  • Allow selection of only positive numbers on behavior arguments for slot or component index

  • Allow selection of only tech definitions on behavior arguments for a tech definition

  • Allow properly specifying a value input for the first input of math instructions

  • Added duration parameter to Notify instruction

  • Changed "Add Integrated Behavior" to "Set Integrated Behavior"

  • Allow setting reg remotely to units that are adjacent (autobase can still set it in the same logistics network)

  • In behavior editor, change undo/redo keyboard bindings from just Z/Y presses to CTRL+Z/CTRL+Y to avoid issues where these keys are used for scrolling (for example on AZERTY keyboard layout)

⚙️ Unit Editor & Interface
  • While using "Change Frame" in the Unit Editor, if storage inventory slots increase while the original frame had fixed slots, auto fix the new slots. (Useful for upgrading Storage Blocks)

  • Make "Show Unit Interface in Bottom Left Corner" option available directly in the unit user interface

  • Bring back square register line connections in the link editor

  • Update info text line at the bottom of the tooltip

  • Open System Index with a wider list before an item is selected

  • Apply same sorting to System Index as used in the register selection

  • Make listed things include resource deposits and flower types

  • Make listed things include known integrated components so these can be specified for example in behaviors

  • Make slider on numerical register input go up to 10000 instead of 9357

  • Always show queue when clicking on Goto register

  • In the Input options, improve titles and tooltips of actions bound to the three mouse buttons

  • Don't show grid around cursor when the mouse is hovering over a user interface element

  • Remove right click menu on units popup menu with multiple bots selected

🪐 World, Bugs & Virus
  • Refactored Aggressive Mode

    • Based off bug hive locations instead of spawning randomly

    • Evolution and spreading of bug hives

    • Changes to bug behaviors

  • Added Virus protection to hives

  • Added limits on the amount of bug evolution

  • Give bitlock an area of effect but don't affect units with virus protection/cure

  • Bitlock still affects units with virus protection, but not cure

  • Slow down virus spread

  • Changed how the virus affects units

  • Added new bug icons

🧩 Components, Crafting & Recipes
  • Added components as ingredients to many component recipes

  • Set metal plates back to take 2 metal bars, increased metal and crystal rich nodes to compensate for recent recipe changes

  • Adjusted foundation materials to stop blooming

  • Adjusted some foundation stats, unlock a few new foundation types in research

  • Reduced defense block to 5 reinforced plates and added %50 efficiency boost

  • Increased Defense Block Build time

  • Reduced Wall build times

  • Increase power usage of larger repairer

Power, Logistics & Construction
  • Allow components to be selected as filters in the Units tab of the Control Center to show all units equipped with a specific component

  • Don't take over an order from a carrier which is in another logistics grid (it might be a carrier that has temporarily left the grid for example due to use of a Unit Teleporter)

  • Allow placing relocation outside of power grid after flyers have been unlocked

  • Allow a production component to consume a reserved stack not yet assigned to a carrier which was ordered to be taken out via automation (i.e. via Shared Storage or Store register)

  • Consider dropped items to be on all channels when making an order from them (i.e. when dragging a dropped item onto a building)

  • Allow force attack for buildings

  • Improve construction sites detecting whether finishing would block off access to other construction sites

🚀 Flyers, Shuttles & Drones
  • Flyers don't take orders unless docked in a Landing Pad (similar to drones)

  • Flyers will do any order with a fixed source where either source or target (but not both) is in the Flyers power grid

  • Flyers will do any construction/relocation orders targeting outside its own power grid sourcing items from inside its own power grid

  • Make flyers also do orders from dropped item (anywhere in the world) to construction site (anywhere in the world), so it'll fulfill relocation requests anywhere

  • Rename flying unit which docks into a "Flyer" item slot from "Shuttle Bot" to "Flyer"

  • Rename flying units which dock into a "Garage" item slot from "Flyer Bot"/"Human Flyer" to "Shuttle Bot"/"Human Shuttle"

  • Rename technology "Shuttles" to "Flyers" to match the unit renaming

  • Added description for flyer usage

  • Removed Flyer packages

💥 Combat, Weapons & Balance
  • Adjustments to weapons, buildings and bug

    • standard turret line becomes move and fire

    • pulse weapons bonus vs air x1.5

    • beam weapons penalty vs air x0.5

    • increase in some building health

    • bug health and damage adjustments

  • A range of adjustments to weapons (damage, move/fire)

  • Changed beam weapons to have degraded damage the more it hits

  • Make beam weapons hit more tiles when shooting in non-cardinal direction (before two tiles on the hit line could be diagonally apart leaving a gap for a diagonally moving enemy)

  • Upped damage of missile turrets

  • Upped pulse laser effectiveness vs air

  • Added effectiveness vs air to all descriptions with vs. air modifier

  • Upped health of blight wall

  • Show modified damage and dps based on overclock boost

  • Weapon damage adjustments

🧭 Visuals, Icons & Presentation
  • Renamed some booster components for clarity: "Efficiency" to "Overclock", "Speed Module" to "Movement Speed Module"

  • Updated Re-Simulator Core icon

  • Added category for resource nodes, walls, foundations, bugs

  • Assign category to Drop Pod and Command Center

  • Readjusted position of boost modules in the robots tree

🖱️ Controls & Camera
  • Make camera zoom, rotate and pitch functions speed up by holding shift (3x) and/or ctrl (5x) to match camera panning with WASD

  • Make speed of camera rotate and pitch change via keyboard not be affected by the framerate

📚 Codex & System Index
  • Remove "Unlocked Items" codex page (has been superseded by System Index)

  • Added proper entity number for final talking head

🧠 Behavior System & Logic
  • Fix "Request Wait" instruction causing lines to following instructions to be colored like a loop body in the behavior editor

  • Don't hide Bit Set by default for checkbit instruction

  • Allow dragging of "Is Empty", "Get Season" and "Is Day/Night" behavior nodes between two other nodes

  • Add extra buffer spawn in behavior UI for comments when using auto-layout

  • Fix behavior description not showing in tooltip of loaded Behavior Controller

  • Fix behavior name not showing on Integrated Behavior Controller in unit/blueprint editor

  • Fixed description of "Is Unit A" behavior instruction

  • Try to recover when calling mine instruction when path is blocked

  • Abort behavior components on units changing ownership due to Hacking Tool component (fixes issues with behavior editor on hacked units not working and multiplayer potentially going out of sync)

⚙️ Blueprints, Components & Unit Editor
  • Fix component registers in blueprints showing wrong names/icons when swapping components

  • Fix blueprints involving a mix of integrated and regular components having unrelated links sometimes disappear when removing components

  • Fix blueprint preview not updating when switching a socket from "Laser Mining Tool" to "Miner"

  • Keep blueprint description when copying between library/favorites or pasting from clipboard

  • Fix logging Lua errors when switching from "Favorites" tab to "Library" tab while having unsaved changes in an open blueprint editor

  • Fix Save to Favorites/Copy to Library of an item that has had one of its dependencies (another blueprint or behavior) deleted

  • Fix Re-Simulator losing stored Data Cubes after relocating or acquiring into a Deployer component or performing an upgrade using the Unit Editor

  • When having both link editor and docked unit display enabled, show both views on the left side of the screen instead of just one of them

  • Store Target register add button, allow shift+clicking to add multiple units to the list

🏗️ Logistics, Orders & Construction
  • Fix multiple drones docked in a building larger than 1x1 sometimes fighting over carrying out the same order (and never actually fulfilling it)

  • Fix multiple drones docked in a building larger than 1x1 sometimes fighting over carrying out the same fixed source order (this was previously fixed but only for dynamically sourced orders)

  • Fix automatically assigned order source reserve becoming stuck if afterwards manually specifying a source (by dragging an item)

  • On a building, the "Can Serve Construction" option now appears on the "Logistic Settings" menu if an Item Transporting component has been equipped.

  • Fix for "Building does not have an Item Transporter equipped" message appearing by mistake

  • Properly use the crystal node for the ai base event

  • Improve construction site detection of blocked access (implicit from related bug fixes in pathfinding)

🐛 Bugs, AI & Pathfinding
  • Fix for bugs getting stuck to stop pathsearching and find a home

  • Fix for bugs turning on the spot repeatedly

  • Fix bug for overly spawning large hives near each other

  • Fix for how bugs react to path blocked and viruses

  • Trigger larva from further away so they don’t just stand there and get shot

  • Detect movement goal inside a blocked off area of any size (abort path finding before evaluating large parts of the world)

  • At end of path search, throw away data not used anymore (avoid bloating save files)

  • Enable collisions on bugs missing them

  • Fix bug collisions not being removed properly in some cases affecting mouse selection

  • Make bug units (bugs and hives) not drop silica sand when destroyed by a mean other than killed (i.e. deconstructing, upgrade or relocating)

  • Increase mining base silica amount so its actually a relevant amount for the effort

💥 Combat, Weapons & Effects
  • Fix for beam weapon not hitting specific target if not an enemy

  • Fix for beacon on minimap colored red like an enemy

  • Fix for player owned bugs on minimap colored red like an enemy

  • Fix the DOT effect (damage over time) to cause a killed unit to drop loot even if the unit that emitted the DOT effect is killed first

  • Fix calculation of "Movement Speed Increase" stat of foundation tooltip

  • Fix component boost not showing on tooltips of buildings in build menu

🧩 Game Systems, Tech Tree & Events
  • Fix for tech tree logging a Lua error when trying to render lines that are off screen

  • Fix for large tree event spawning when you spawn

  • Make clicking on an unlock of a technology in the tech tree show the details instead of doing nothing

  • Clarify in the first blight talking head that automated bots can still enter the blight but that you will not have direct control over them

  • Fix for missions not showing destroyed mission text

  • Properly use the crystal node for the ai base event

  • Fixed capitalization on Laterite Ore and Silica Sand

  • Added extra buffer spawn in behavior UI for comments when using auto-layout

  • Added clarification text for blight talking head

🧭 Interface & UX
  • Hide inaccessible menu button and construction site options from the user interface when viewing allied units

  • Make ingredient list in production selection wrap if there are more than 6 ingredients (for complex bot blueprints with many components)

  • Show explorable name (i.e. Factory) instead of generic name (i.e. Human Explorable)

  • Hide color and tech values from the register selection of a radar register

  • When holding one of WASD and then clicking into a text input box, fix the WASD-scrolling continuing even after releasing the key

  • Fix backwards slider in New Game customization for "Blight Corruption"

  • Fix faction home getting cleared when relocating the faction home building

  • Fix right-clicking on something in the world only applying to the very first equipped component

  • Show explorable name instead of generic one

  • Update layout to show both link and docked unit view simultaneously

🌐 Teleporters, Movement & Saving
  • Calculate a large network of unit teleporters over multiple game ticks to avoid the game slowing down if a unit teleporter is equipped on a moving bot

  • Fix for GoTo Register not being reset by teleporting using Right Clicking on a teleporter

  • Fix rare issue where a bot with its Goto register linked from a radar output won't go to a new target

  • Fix floating units (drones, flyers, shuttles) from raising infinitely upwards when on a high plateau

  • Fix game crash if a mod switches the faction of an entity not placed on the map

  • Fix loading a save, which had a mod corrupt the map settings table, overwrite the frontend (main menu) state

  • Ignore frontend (main menu) state if it was overwritten by a non-frontend state (avoid not being able to load the main menu)

🦠 Virus & Status Effects
  • Don’t infect units within range of a unit with a cure

  • Fix for how bugs react to path blocked and viruses

  • Fix Lua error getting logged on Blight components being active when docked in garage slots

  • Fix Lua error getting logged on units with repair components equipped and in use trying to spawn effects when docked

📜 Miscellaneous / Minor
  • Prevent popup about Robot Datacubes appearing when Versus game starts

  • Fix for radar resetting while it is working

  • Fix for large tree event spawning when you spawn

  • Fix for bugs getting stuck to stop pathsearching and find a home

  • Add ability for a mod to validate data definitions after loading with package:validate_data (only run in mod dev mode)

  • Add support for Lua callback string tags (with one tag implemented, <lua var="seed"/> gets replaced with the current map seed)

🛰️ Thanks for Your Support!

Thank you for playing, experimenting and sharing your thoughts with us. Your feedback helps us make Desynced better with every update!

If you are enjoying the game, please consider leaving a Steam review. It really helps more players discover it. And if you want to talk, share feedback or show your creations, join us in the Desynced Discord and the Forklift Interactive Discord.

Enjoy the game!


Looking for more?

Another Forklift-published game is currently accepting applications for its second playtest. Fill out the form if you’d like to join.
https://store.steampowered.com/app/3856460/Cursed_Words/

BOT.VINNIK Chess Masters Academy - Deep Green Games

Salutations, everyone!

We've just pushed a major update for the the demo, focused entirely on your feedback and adding a new layer of visual polish. Thank you so much for all the detailed suggestions!

Here’s what’s new:

  • A More Dynamic Game Flow This was our top priority based on your feedback! We heard you: the game flow could feel a bit "stuck" during explanations. Now, you can click during any dialogue or feedback animation to instantly display the full text and skip the "typing" effect. This makes the whole experience much faster and more dynamic, putting you in control of the pace.

  • Updated Intro Cinematic We’ve made some small but impactful modifications to the text in the opening cinematic for better clarity and a bit more drama.

  • BOT.vinnik's True Presence (Sprite Fix) Some of our character sprites had incorrect proportions. BOT.vinnik, bless him, was looking a bit... skinny. This has been corrected. He and Laika now have the proper size and presence they were always meant to have!

  • More "Alive" Characters & Title Screen We've added some subtle visual enhancements to make the academy feel more alive:

    • A slight, pulsing light now glows behind the characters to help them stand out.

    • BOT.vinnik and Laika now have a subtle "breathing" animation.

    • The Title Screen now moves subtly along with your mouse for a more immersive feel.

While this update is live, we are continuing to work hard on the full game content. The feedback you've sent so far has been incredibly valuable, and we are always open to more suggestions. Making this game the best it can be for launch is our number one goal.

Thank you for your support!

All the best,

— Deep Green Games Team

Dice With Death - Sea Glass

Hello everyone,

Thanks so much for your continued support in our Early Access. This update is fairly straight forward, but it's a good one. The title is no lie, we've just released 18 new Relics into the game!


We don't want to spoil them all for you, but know that they are largely focused around the Soldier & Healer's core mechanics in order to build them out! There are some very powerful functions available now, so go discover what's brewing in the cauldron and just how many Reinforcement Dice you can roll.

As a heads up, you'll have to play against Death as both the Healer and the Soldier to discover all that is new, as quite a few of these relics are Class specific!

In addition to the new Relics, we've also gone through the most recent round of bug reports and implemented fixes, especially to the new Combat Log. Issues regarding certain relics activations like Sanguine Dice and Summoner's Coin have also been fixed.

Thanks so much for all the help in making the game the best it can be, and for the Steam Reviews! (if you haven't left one yet please do!)

Cheers,

Connagh & Joel
Sea Glass

Cities: Skylines II - leaderofthemonkeys

You can now get your hands on the new Captain Chirper Plushie from Makeship! Your favorite blue bird comes dressed in a Captain's hat and is ready to enjoy all that your new Ports have to offer! 🐦

You can get yours now at https://pdxint.at/CptChirper!

Cities: Skylines II - Cities: Skylines Official

Hello Mayors!

Bridges & Ports has docked, and we have a shipment of Patch Notes! We hope that you have enjoyed the two Developer Diaries and the two Feature Highlight videos, but if you have missed them, you can find them here.

https://youtu.be/usC_JmcR45c

Bridges & Ports are now available on PC via the Ultimate Edition or for purchase for $19.99/£16.99/€19.99 — or bundle it with the brand-new Cold Wave Channel Radio Station for $22.49/£18.89/€22.49.

https://store.steampowered.com/app/2427743/Cities_Skylines_II__Bridges__Ports/ 

Patch Notes for 1.3.6f1:

Important changes:

  • Increased noise pollution from zoned industry: This includes both the amount and the radius affected by noise pollution. New cities will need additional space between industrial and residential zones, and existing cities may need to rezone residential areas that are too close to industrial zones.

  • Population drop when loading an existing save: This is expected, as we have fixed some incorrect calculations in the citizen numbers. The numbers are corrected when you first load your save, but the population should stabilize after a short while (5-10 min). 

  • Increased truck traffic: With the resource balancing and addition of resources being delivered to buildings before they level up, existing saves are expected to see significantly more traffic for a while. This will normalize once the buildings waiting to level up have received resources, but may require improving areas with traffic jams.

Known issues:

  • Fish amount is not displayed correctly for custom maps. This affects the New Game map selection and the Info View, both in-game and in the Editor. Despite the missing information in the UI, the fish resource is simulated and functions normally.

New Paid Content

Bridges & Ports

  • 10 New Moveable Bridges:

    • Two-Lane Drawbridge \[Small Roads] 

    • Four-Lane Drawbridge \[Medium Roads] 

    • Six-Lane Drawbridge \[Large Roads]

    • Four-Lane Highway Double Train Track Double-Decked Liftbridge \[Highways]

    • Two-Way Train Track Liftbridge \[Train]

    • Double Train Track Liftbridge \[Train]

    • Double Tram Track Lift Bridge \[Tram]

    • Double subway track Lift Bridge \[Subway]

    • Cable-Stayed Pedestrian Drawbridge \[Pathways]

    • Pedestrian Bascule Bridge \[Pathways]

  • 2 New Double-Decked Bridges

    • Two-Lane + Four-Lane Double-Decked Extradosed Bridge  \[Medium Roads] 

    • Three-Lane Highway Double-Decked Suspension Bridge \[Highways]

  • 8 New Bridges

    • Four-Lane Truss Arch Bridge \[Medium Roads]

    • Two-Lane Suspension Bridge \[Small Roads]

    • Four-Lane Extradosed Bridge \[Medium Roads]

    • Four-Lane One-Way Extradosed Bridge \[Medium Roads]

    • Six-Lane Suspension Bridge \[Large Roads]

    • Six-Lane One-Way Suspension Bridge \[Large Roads]

    • Double Subway Track Truss Arch Bridge \[Subway]

    • Wooden Covered Pedestrian Bridge \[Pathways]

  • 7 New Quays

    • 2 Medium Quays with Driving Lanes \[Small Roads]

    • 2 Wide Quays with Driving Lanes \[Medium Roads]

    • 2 Pedestrian Quay \[Pathways]

    • 1 Port Quay \[Transportation Water]

  • Passenger Ferry

    • Ferry Depot

    • 2 Ferry stops

    • Ferry Terminal

    • Ferry Line Tool

    • Narrow Boatway

  • New Port Assets

    • 3 Port Sizes \[Transportation Water]

    • 23 Port Upgrades

      • 2 Auxiliary Gates

      • Customs Office \[Medium & Large Port]

      • Reach Stacker Garage \[Large Port]

      • Passenger Terminal

      • Employee Canteen

      • Port Security

      • Emergency Response

      • 3 Cargo Container Yards

      • 3 Cargo Warehouses

      • 3 Tank Farms

      • 3 Bulk Storage Yards

      • 2 Container Cranes 

      • Intermodal Train Terminal 

    • 7 Port Roads \[Transportation Water & Port Upgrade]

  • 3 New Storage Yards \[Transportation Road]

  • New Specialized Industry: Fishing 

    • Fishing & Open Water Fish Farming \[Specialized Industry]

      • Fishing Area \[Fishing Harbor Upgrade]

      • Open Water Fish Farming Area \[Fishing Harbor Upgrade]

      • 3 Cold Storages \[Fishing Harbor Upgrade]

      • Fishing Harbor Pier \[Fishing Harbor Upgrade]

      • Fishing Routes \[Fishing Harbor Upgrade]

    • Inland Fish Farming \[Specialized Industry]

      • 3 Cold Storages \[Inland Fish Farming Upgrade]

  • New Specialized Industry: Offshore Oil Industry 

    • Offshore Oil Drilling Hub \[Specialized Industry]

    • 2 Oil Platforms \[Offshore Oil Drilling Upgrade]

    • 3 Tank Farms \[Offshore Oil Drilling Upgrade]

    • Oil Harbor Pier \[Offshore Oil Drilling Upgrade]

    • Oil Tanker Routes \[Offshore Oil Drilling Upgrade]

  • 4 New Lighthouses

    • Small Lighthouse \[Parks & Recreation]

    • Lighthouse \[Parks & Recreation]

    • Large Lighthouse \[Large Parks]

    • Old Lighthouse \[Tourist Attractions]

  • 9 New Large Parks

    • Bouncy Castle Park

    • Merry Mare-Go-Round Carousel Park

    • Jetset Jubilee Carousel Park

    • Parkside Cafe

    • The Parkview Eatery

    • The Pavillion Restaurant

    • Haunted House Park

    • Old Ferris Ride Park

    • Spin Vista Park

  • 8 New Leisure Piers \[Pathways]

    • Narrow Concrete Leisure Pier with Concrete Pillars 

    • Narrow Concrete Leisure Pier with Metal Pillars

    • Medium Concrete Leisure Pier with Concrete Pillars 

    • Medium Concrete Leisure Pier with Metal Pillars 

    • Medium Solid Concrete Leisure Pier 

    • Wide Concrete Leisure Pier with Concrete Pillars 

    • Wide Concrete Leisure Pier with Metal Pillars 

    • Wide Solid Concrete Leisure Pier

  • 4 New Commercial Signature Buildings

    • Bait & Bistro

    • Villa Maré

    • Maritime Museum

    • Conference Center

  • 2 New Industrial Signature Buildings

    • Seafarer Shipyard

    • Fish & Chippery Seafood Factory

  • New North American Low Density Waterfront Business Zone (21 buildings, 63 assets)

  • New European Low Density Waterfront Business Zone (21 buildings, 63 assets)

  • New Props:

    • Yacht \[Nature]

    • Sailing Boat \[Nature]

    • 8 New Industrial Props \[Industrial Props]

  • 5 New Maps

    • Driftwood Reach 

    • Lakeside Harbour 

    • Ribbon Isles 

    • Sanctuary Bay 

    • Verdant Vale

  • New Companies

  • New Chirps

  • 6 New Achievements

  • What’s New Panel

Cold Wave Radio

  • 16 New Songs

  • New DJ Content

Base game changes

Gameplay Fixes & Improvements:

  • Fixed game crashes to desktop after hovering the Small Elevated Subway Station over a Bus Stop.

  • Fixed a rare crash to desktop related to extractor areas

  • Fixed office max workers decrease to 5/5

  • Fixed incorrect calculation of max number of employees in commercial zone buildings

  • Fixed Recycling Center not exporting produced resources.

  • Fixed Post Facility with full storage not delivering local mail

  • Fixed MotorbikeDelivery01 not spawning

  • Fixed prison vans not spawning

  • Fixed issues related to specialized industry buildings not leveling up, earning a profit, and constantly collapsing

  • Fixes to the building leveling process

  • Fixed office/industrial demand not showing empty building factor when there is a need to fill empty office/industrial buildings.

  • Fixed “High Rent” for single homes and adjusted the home pathfinding to make the rich household prefer low density and the poor prefer high density.

  • Re-enabled building abandonment and fixed bugs related to it

  • Balanced resource chains and company profitability.

  • Increased the number of vehicles for warehouses from 3 to 10

  • Rebalanced signature building company profit

  • Rebalanced pollution

    • Increased the amount of noise pollution generated by both zoned and specialized industry

    • Increased the range of how far noise pollution spreads from buildings

    • Updated Residential Suitability to consider air and noise pollution

    • Increased the penalty citizens take from noise pollution slightly

  • Updates and fixes to all maps in relation to the water system updates

    • Water added outside the playable area

  • Updated City Hall bonuses to:

    • -5% City Service Base Upkeep Cost (city-wide)

    • -15% City Service Import Cost (city-wide)

  • Updated Central Bank bonuses to:

    • -50% Loan Interest (city-wide)

    • +1% Happiness Tax Tolerance (city-wide)

  • Updated Sickness to now reduce target citizen health by 50%

  • Added unemployment effect to citizen wellbeing

  • Added “Not enough Clearance” notification for bridges

  • Added small electricity and water consumptions for Small Emergency Shelter

  • Increased Overground Parking Building’s upgrade (Car Wash) Comfort Level to increase its effect.

  • Lowered Maximum City Specialization Bonus to 10%. Cities now also need to produce more Resources to gain the City Specialization Bonus

UI/controller fixes:

  • Multiple controller fixes

  • Improved production panel with more information for the production chains

  • Improved warehouses' Selected Info Panel

  • Added InfoView showing buildings that trade with Outside Connections

  • Added new tooltip when hovering over zoned buildings: 

    • Residential and mixed zones show building level and number of residents

    • Other zones show building level

  • Added vehicle multiselect. This allows for one or more vehicles to spawn for a selected line.

Art/graphics:

  • Fixed prop outside the lot of Large Hadron Collider

  • Fixed visual issues with citizen models

  • Fixed birds sinking when idling on water

  • Updated road textures

  • Updated oil and agriculture lot range colors so they are more visible in different lighting conditions

  • Added animation to Radio Telescope and Satellite Uplink

  • Added swaying for watercrafts

  • Added animation for Oil Drilling Rig and Oil Pump

Misc:

  • Added an error message & better handling for corrupted packages error.

  • Water system updates

    • Replaced old water source system with a new and improved one

    • Option to convert maps to the new water system in the Editor

    • Improved water simulation

    • Updated all maps to use the new water system

Modding Fixes & Improvements:

  • LocalizationManager tracks locale sources added by mods and reloads them when localization gets rebuilt. This fixes code mod localization getting lost for the rest of the session when saving assets or maps in the Editor.

Paradox Mods Fixes & Improvements:

  • Updated to PDX Mods UI 1.12.1 and PDX SDK 1.38.1

  • Added the functionality to cancel mod downloads; mod downloads are then resumed if the previous attempt was canceled.

  • Reworked the cache files to fix playset conflict notifications.

  • Fixed crashes on startup related to invalid files or files not being accessible

  • Fixed selected mod version not updating correctly during the same session.

  • Fixed new playset sometimes getting the same ID as a previous one.

  • Fixed image and metadata files not getting deleted when updating a mod to a newer version.

Cities: Skylines II - Cities: Skylines Official

Hello Mayors!

Bridges & Ports, the newest major expansion for Cities: Skylines II, is now available, and it’s all about bringing life to your shores!

https://store.steampowered.com/app/2427743/Cities_Skylines_II__Bridges__Ports/

Bridges & Ports are now available on PC via the Ultimate Edition or for purchase for $19.99/£16.99/€19.99 — or bundle it with the brand-new Cold Wave Channel Radio Station for $22.49/£18.89/€22.49.

You can find more information and links to all Store Pages here:

https://www.paradoxinteractive.com/games/cities-skylines-ii/add-ons/cities-skylines-ii-bridges-and-ports

 

Features of Bridges & Ports include:

  • 20 new bridges: Including an array of drawbridges and lift bridges, these movable road structures can now allow ships through city waterways and offer new ways to manage traffic from shore to shore. Multiple sizes and styles allow players to prioritize vehicles, pedestrians, or rail traffic.

  • Ferries: With smoother seaways, ferries become a natural choice to connect neighborhoods and get commuters where they’re going. Ferries also bring city life closer to the shore by making it part of people's daily routines. But why not make it a destination?

  • Customizable ports: Three different sizes of harbor gates give players a range of options to scale up for more traffic. Available also are expansions and upgrades that boost the port’s efficiency, safety, and security. New storage facilities and ore yards, passenger terminals, a customs office, and an emergency response unit help fill out local services, while options like maritime museums and conference centers attract tourism.

  • Expanded maritime industries: Bring new business on shore with fishing operations, from fishing piers to inland fish farms, or harvest the bounty of the seas with offshore oil rigs, pipelines, and tankers.

  • An ocean of new content: Over 100 new assets, plus new achievements, and never-before-seen maps, including a peninsula, a bay, and vast great lakes.

Download it now and sea all the new cool things that you can build right now!

 

S.T.A.L.K.E.R. 2: Heart of Chornobyl - [GSC]Artemida

They say there are no easy paths in the Zone. But sometimes, good offers do appear.

🍂 From October 29 to November 10, the Upgrade Pack for S.T.A.L.K.E.R. 2: Heart of Chornobyl is 30% off.

Upgrade your edition — from Standard to Deluxe or Ultimate — and get bonus outfits, weapons, and additional quests.

Details and FAQ:https://www.stalker2.com/news/edition-upgrade-f-a-qhttps://stalker2.com/news/edition-upgrade-f-a-q

Don’t wait — the Zone is calling.

https://store.steampowered.com/sub/1176944/

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