KILLBUG - Neon Community Manager
The night descends, the nightmare unleashed!

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Oct 29
SHMUP Creator - bulostudio

We are very happy to announce that the 1.7 update is now live on Steam!

This update contains a lot of new features as well as numerous bug fixes.

01. New features
Engine
  • Reduced stand-alone game loading time significantly: loading time can be cut by 3, depending on the type of assets.

  • Consistent bullet patterns with low framerate: Some parts of the bullet code were frame-rate dependent. Now, the bullet behavior is the same for any framerate.

  • A big part of the engine was rewritten under the hood: we'll soon add the ability to duplicate or rename game directories. Stay tuned!

Editor
  • Object name filter in the Game box to quickly search for objects:

  • Pressing space or P in the Weapon editor pauses or plays the bullets pattern

  • Added colors to the triggers to help logic readability:

Gameplay
  • End of game trigger: new property 'don't show high score screen': some users are creating custom menus level don't want to display the high score when users click on a custom exit button. Or simply, some games are not suitable for high-scores. You can control when to display the scores with this new feature.

  • Trigger new condition: 'score is less than': this opens the door to new gameplay conditions. For example, you could give the player an item if he completes a level with a score higher than x:

  • Maximum 'follow Player Camera maximum acceleration' increased to 60

  • Maximum weapons per set increased to 32

02. Bug fixes
  • Changing the Sprite lighting between levels didn't work

  • Gauges and chain bars had an incorrect height if used with post-processing effects

  • Possible crash with score textures

  • Deleting a weapon or a particle locator didn't propagate the deletion sometimes

  • 3d player/background collision was unreliable (regression)

  • Better high scores text layout

  • Continue sometimes always displays a dark screen

  • Continue screen layout could break depending on the game screen ratio

  • An item with negative life could decrease player's HP even if he was invincible

  • If "hide when killed" was unchecked, enemies n > 1 were hidden anyway (regression)

He is Coming - Chronocle

Bugfix for arcane bell, brittlebark blessing, featherweight armor, prickly pumpkin, blackbriar gauntlet, citrine ring

Changed 0 / 1 crown for accepting / declining champion challenge to 1 / 2 crowns.

Monster Souls: Chains of Chimera - inputHero
Changelog 1.0.6:

  • Changed subclass exp distribution, all unlocked subclasses (ie monsterforms and songs) will gain 50% exp of each kill while the current subclass will get 100%
  • Fixed issue with Slime King dropping extra soulgems each time it is killed
  • Fixed end of game scene from repeating
  • Added stealable items to Glowfly and Scarab
  • Added save point tutorial dialogue when player approaches the first save point


Changelog 1.0.7 - 1.0.8

  • Moved exp bonus ring to bedroom
  • Fixed issue with exp bonus attribute when ring was equipped to Ash or Lyric


Changelog 1.0.9

  • Reduced unneeded wait time on the slime pet feeding sequence (shaved off 4 seconds)
  • Updated dialog balloon position of the slime pet
  • Fixed transition going from surrender screen retreat back to the last checkpoint
  • Made bomb enemies HP visible, it was obscured by mistake
  • Fixed an issue where patroller mobs would usually always face one direction when resting
  • Made goblins face a random direction when they are spawned so they aren't all facing right
  • Added more clarification to the save confirmation popup when saving and quitting from the menu
  • Lowered respawn timers in the aqueducts in case players want to grind or retreat back to the start
  • Added a warp to followers if they fall behind a certain distance or fall out of the world

JDM: Japanese Drift Master - Neptuned_GF
Ossu!

You know how we were promising to provide a livery system into the game? Cut down the loading times? Well, we did.

However.

The amount of modifications we had to do to the game’s engine was so vast that we’re unsure how big of an impact all of these will have on your game performance and experience. The sheer amount of possible PC setups makes it impossible to test out all of the potential issues this may generate. Which is why we’re asking for your help.

Today we’re opening a Public test Branch for JDM. We will be uploading a new build there with two new features:

  1. The livery system. Accessible from the Paint Shop. You will now be able to apply stickers on your cars to further modify your car. There’s a max of 10 stickers you can put on one car - we cannot, in good faith, extend this number further as it brings down the game’s performance drastically and we don’t want to push the game’s specifications even higher. There’s still plenty of creativity available for you and we hope to see all of the awesome screenshots you will be sharing of your creations.

  2. Drastically reduced loading times when restarting events. Yes, this was frustrating for us as well and we had to do something about this. Restarting a mission right now should be almost instantaneous. From now on you can start over and chase the perfect run without staring at your loading screen for ages..

We were testing these features day and night for the past few weeks, but we still feel that we need more information to push these changes publicly for everyone. So if you want to check them out in action (and help us along the way), access the Test Branch and let us know what your experience was! Fair warning, the game might crash on you. You may encounter bugs and (hopefully not) stability issues.

Because we consider both features as a Work in Progress, we would kindly ask for anyone who logs into the Test Branch to not record and share footage from it. We expect issues, sharing them publicly may give a wrong impression about the current, stable version of the game. Thank you for understanding!Ā 

How to access the Public Test Branch?

Before you opt in, please make sure you read the guidelines below!

1.

You need to own the copy of the game.

2.

First and foremost - backup your save files!

You will find your save files for JDM by following this path in your File Explorer: %localappdata%\\JDM\\Saved\\SaveGames (just paste the line into your file explorer and hit Enter). Please copy all of the save files into a different folder (ideally outside of the game folders, like to your desktop for instance)

3.

Right click on JDM in your Steam Library Page and select ā€œPropertiesā€.

4.
Click on ā€œBetasā€

5.

Provide the following key in the text box under ā€œPrivate Betasā€ section of the pop-up screen.

i5asgTA9wDN0QzJFmMQi

6.

Click ā€Check Codeā€

7.

Now you should receive a notification asking if you want to opt-in into the Test Branch. Click yes. You can also select the beta branch from the ā€œBeta Participationā€ section of the Betas pop-up screen.

8.

Congratulations, you’re in! The game should automatically update at this point for you.

9.

When the game is downloaded, you will be able to play on the Test Branch.

**

10.

When you’re done testing. Repeat steps 3 and 4. In the ā€œBetasā€ screen select NONE in the Beta Participation selection screen. This will bring you back to the default branch of the game that is publicly available for everyone.

11.

When the game updates. Go to your save file folder -

%localappdata%\\JDM\\Saved\\SaveGames

and restore your pre-test save files that you’ve backed up in step 02.Ā 

12.

You can now safely launch the game.

Attention! We do not take responsibility for lost save files. If you forget to make a backup of them, we cannot guarantee that coming back to the default branch of the game will not result in a permanent crash on start. You have been warned.

How can you help?

Just play the game on the test branch and please let us know if you have experienced any problems. These include game crashes, loss of performance, game bugs, anything out of ordinary which feels like it was not supposed to happen.

You can reach out to us in various ways:

  1. Use the create report button on our Drift Hub webpage - FORM
    When selecting a subject, please choose the ā€œPublic Test Branchā€.
    This is the most efficient and productive way you can share your experience with us.

  2. Through a dedicated Topic on the Steam Discussion Forums - THREAD

  3. On our Discord server on a dedicated channel - DISCORD


The test branch will be available between October 29 to November 3.

Your feedback will determine if the update is actually ready to be released for all drift enthusiasts who bought the game.Ā 

We really appreciate your help and support. Have fun testing!

Let’s Drift!

The Gaming Factory Team

Battle For The Hill - Chavez

Added a cute lil dark mode feature. You can easily switch between light mode and dark mode, dark mode features a New York Background image.


PlanetSide 2 - CM Mithril

We are having our second LaunchPad maintenance today 10/29 @ 10AM PDT - 11AM PDT.

During this time you may have difficulty accessing the game via the LaunchPad. Please check our social post for further updates in case we may extend the maintenance time further.

Chains on Sand - ThVaz

I’m going for a new personal best on Veteran difficulty and trying to climb the Steam Leaderboard. Come watch, ask questions, and hear about future plans for Chains on Sand. Facing, steps, limb damage, and the Crowd Judgment after each fight.

Orgynizer - GeckoDev
Hey gang, I have been tinkering away on Orgynizer, trying my best to optimize the puzzle creation experience, while hunting down some strange and rogue bugs.

I hope you can feel the difference when the puzzle is being generated, and I still have a lot of areas I can now improve.

New in version **v.2.23.1**:
+ Custom play mode is now more stable, more settings to come.
+ Cleaned out a lot of gunk! So puzzle generation should now be smoother.
+ Fixed some bugs that caused retries, which should reduce the retries per level.
+ Some mechanics are now less "spammy" and only write guest demands if they are of mechanical interest.
+ Stronger internal tools for future optimization hunting.
+ Stronger seed systems for RNG testing.
+ Random tweaks and twinkies.
Mansion of a Million Monsters! - Kris

Hi all, I decided to celebrate Halloween a little early this year by making a preview demo of Mansion of a Million Monsters! live on itchio!

Check it out here šŸ‘‡

https://lkmk-games.itch.io/mansion-of-a-million-monsters-demo

I'm super excited to share it with y'all! I've been working on it a long time and there's still things missing here and there, but it's the complete first mystery where you get to outrun, fight, and unmask Dracula!

There's also a couple of new OST tracks by FatBard in this demo, and they're super rad!

If you check out the demo I'd love to know what you think! And if you haven't joined the discord, do that and also follow on Kickstarter to know when that launches!

Later!
-Kris

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