Ancestral Players Playtest - Sylvain

Hi! Small patch before the tournament later.

Main reason is patching exploits:

  • Patching Arena: It was possible to found a safe spot under the map to hit opponents from, completely killing the game. Thx to Mirtonze for reporting!

  • Weapon switch cooldown exploit: It was possible to cancel the cooldown of the axe by switching weapons rapidly. Now you need to wait for the cooldown to finish. Thx to ohsxvan for the finding!

Other minor changes:

  • new game logo and social icons on the main menu

  • fix characters spawn position in training mode

  • bigger arrow icon

  • free choice mode: allow multiple weapons

  • improve tournament UI

  • improve tournament seeding (exemple: avoid qualif top 1 & top 2 meeting in semi-finals)

  • can reconnect to match after AFK

The Remainer - 20100

It is done, my game is finally out and in the open for all to see and experience. There is one hiccup though, and that is the fact that (for some reason) Steam needs to review the demo page for my game and that can take around a week (even though i purposefully didn't enable the option for it to get its own page but whatever.)

This means that my initial plan is slightly delayed. The idea is that the game will receive new content as additional sectors to explore, for now, sector L-4 is the only one available. The thing is, I also want L-4 to remain free indefinitely in the form of a demo available for people to try out the game and get a feel of if they want to get the full version. In short, this means that until a new sector comes out, which will take at least 6 months, the demo will have the same amount of content as the paid version. The only difference is that when new content is added, it will only be available in the complete (paid) version.

This means that I highly suggest waiting a few days before getting the game if you are on the fence about it; my goal here is not to make money, but to make an art piece that can resonate with people and maybe even build a community. If you are absolutely confident that you will love this game, then for sure you can buy the paid version, but if you're hesitant, give it a few days so you can give the demo a try and see if you're interested in what the game will have to offer in the future.

My Drug Cartel - Gigicom
0.8.5.2 Changelog
Added
- You can now right-click with a hoe on a plowed tile to remove the plant site

Changed
- You can now hold right-click on empty

Fixed
- Fixed not being able to take items out of beer keg
- Fixed item quality sometimes exceeding maximum possible value during Harvest
- Fixed crash when pouring out from a container that has items in it
- Fixed trunk weight not being displayed correctly for volumes
- Fixed a crash with graves
Screw Drivers - Mamas_Johnny
Goood morning beloved Screw Drivers,

This one is a long one, so here is a TL;DR. Only one thing to note, before you dive into all the new stuff: Since Marc and me are currently busy working another project we had to accept to pay the bills, we won't be able to work much on Screw Drivers a few months. This is why we decided to make this huge update releasing everything we've worked on so far, for you to play around with and enjoy. This means, things might still be even more bugged than usual, and some things are not finished or balanced. But we wanted you to experience all of those things, instead of having to wait a couple of months for them to be properly finished.

That being said, here is the TL;DR, and below the detailed patchnotes. Enjoy!

TL;DR

- Every new feature of this update is still in beta, so if you find bugs, let us know and I'll fix them asap!

- Multiplayer is back, including the server files to host your own servers

- New parts: gears, gear shifter and chains

- Two new maps (Offroad and Pulo Pangripta)

- Character editor, drivers license, experience points, player level

- Six new suspensions, four new wheels

- Suspensions can be configured (Spring, damper etc.)

And now all of the above, but in great detail

Multiplayer

Multiplayer is finally back! I will try to host a server as often as I can myself, but you can now also host your own servers through the main menu. Keep in mind this is still very early and beta, so things might still be bugged causing connection issues, lags etc.

New maps

We have been working on two new maps! The first one is the Offroad island. A big island with lots of gravel roads, and also steep hills, bumpy terrain etc. There are also a bunch of races and challenges for the island, although the ghosts are still missing, they will come later ;)

The second map is Pulo Pangripta. This map is an older map from two years ago, which we first left out of the game. But I took it, placed new roads onto it and made it drivable. This map is highly focussed on asphalt roads with smooth transitions, nicely thoughtout corners for fun and high speed racing. There are already a handfull of races there, but we will add even more later!

New building parts

There are also a bunch of new building parts to play around with. No new engines yet, but those will come soon as well ;)

First there are two new gears, and two new gear holder parts to go along with them. The new gears have round holes in the middle, so if you build them onto axles, they won't spin. But how do you make them spin then? That's where the so called "gear holder" comes into play. This part can be attached right beside the gear to drive it through the axle.

These new gears allow for a brand new gear shifter, the "gear holder dynamic". With this parts, you can slide pins in and out of adjacent gears. This then either drives the left gear, or the right gear.

And to top that off, we also added a chain! This chain can be wrapped around as many gears as you want to drive them easily, especially if gears are difficult to connect due to their placement, or because they are far apart from each other.

Then there are three new offroad suspensions, and three new racing suspensions. These are also in a very early and unfinished state, because you will immediately notice, they are preeeetty big :D

They have different attachement points from the previous suspensions, and also different travel length. Other than that, they work similarly to the other suspensions.

Talking about suspensions, you can now configure all suspensions. Now you can adjust the spring strenght, the damper strength and also the progessiveness of the spring. This should give even more ways to perfectionize each vehicle.

And theeeen we also have four new wheels. These are:

- Oldie Wheel

- Racer Wheel

- Buggy Wheel

- Dirt Wheel 4

The first three of those wheels have similar grip and weights to the other street wheels in the game, while the dirt wheel is kinda similar to the other offroad wheels.

The exact weight, grip and radius values I haven't had time to enter yet, so they are wrong if you look at the information in the parts menu ;)

Character editor

We finally added the character editor! From the garage you can click on "Profile" and then edit your beautiful monarch character! On top of that you can also choose between three different building platform skins now.

Drivers license

Along with the character editor, we also added an experience points system. You can gain XP through building and driving in both singleplayer and multiplayer. There are around ~50 levels you can gain through the XP. And on your new drivers license you can inspect a handfull of stats, as well as a beautiful picture of your georgous monarch character.

I think this might actually be it. Make sure to keep in mind, that all of this update is pretty beta. But we wanted to release all of that and give it into your hands, since there won't be as many updates coming in the next few months, and I really really wanted you to show you all the new things we've worked on already.

I really hope you enjoy the update, let us know about what you think, throw all your feedback at us as usual, and thank you so much for being part of our journey and for player Screw Drivers!

Simon & Marc

FPV SkyDive : FPV Drone Simulator - petar

Dear pilots and fans of FPV.SkyDive,

We’re excited to announce a major update for the most popular f2p FPV simulator! This release focuses on enhancing your overall user experience, introducing new visual features, and launching a special Halloween challenge available to everyoneCatch the Witch! 🧙‍♀️✨

The task is simple – catch the witch as fast as you can! This limited-time Halloween challenge lets you experience an entirely different simulator feeling.

November Live Contest

Dive into the first in a new series of monthly live contests coming to simulator.

As the name suggests, this November Contest will be available throughout the month — so don’t miss your chance to join the fun, compete with other pilots, and claim exclusive achievements that are waiting for their new (or returning) owners!

Drone Categories Update

From now on, all drones are divided only into two categoriesMicro and Regular, based on their size and power.

We’ve removed the old Racing and Freestyle classifications, which means every drone can now be used for racing!

Time to find your perfect setup and hit the track!

New features and improvements:

  • Contest mode is now called Live Contest

  • Popular features are getting quick descriptions (aka tooltips)

  • Introducing Highlight Zone - new main menu module that will feature in-game content

  • Track Builder UX improvements:

    • Added notification that will indicate unfinished track and reason what part is missing

    • Minor visual improvement in editor mode

  • Number of total race/challenge successful entries is now visible in Leaderboard view

  • Fixed issue with large colliders on Police Station map

  • Fixed issue with clipping propellers

  • Improved Drone Selector lighting

But that’s not all — this update also sets the stage for the upcoming Drone Soccer DLC, launching next week!

Get ready, pilots — we’re taking off! 🚀

We invite you to join our passionate community on Discord. Connect with fellow FPV enthusiasts, share your experiences, and stay updated on all the latest news and announcements. Our Discord community is the perfect place to meet like-minded individuals, exchange tips and tricks, and build lasting friendships. Don't miss out on the chance to be a part of our growing FPV.SkyDive family. Join us on Discord today and be part of the excitement!

Football Manager 26 - Kyle Brown

Please find the changes included in today’s hotfix, below: 

  • Various Crash and Stability Fixes 

  • Added Staff Informational Tooltip - the 'i' icon - on various screens 

  • Opening a player profile now automatically selects their best position/role 

  • Users now able to compare two players that are on Scouting Shortlist 

  • Added button to squad card to allow you to hold a team meeting 

  • Added Transfer Budget Remaining & Wage Budget Remaining on Transfer Activity card 

  • Fitted more teams onto league tables without having to scroll down. 

  • Fixed issue where match would sometimes freeze after half time 

  • Fixed mohawk-like hairstyle appearing on too many players at once in matches 

  • Fixed being unable to select/click any player models to show name during match 

  • Fixed Match Stats tile data disappearing during matches 

  • Fixed rare instance of GK's teleporting during a match 

  • Fixed forced substitutes not taking place immediately. (injured goalkeeper, for example) 

  • Fixed issue where all staff are listed as 'Team - Senior Squad' even if their job is with a youth team 

  • Fixed issue where manually assigning a Scout/Analyst to a Recruitment Focus will cause all other details selected to not be applied 

  • Fixed issue where creating a Recruitment Focus that includes Further Details will cause all other details selected to not be applied 

  • Fixed issue that meant 'Back' arrow in full screen meetings would change header but didn’t take user back correctly 

  • Fixed issue in match preventing players being moved in the combined tactics screen if 2 or more subs had been made 

  • Fixed being unable to save changes to an already created tactic 

  • Fixed issue where selecting another users’ fixture schedule would take you to your own fixture schedule 

  • Fixed Scoreboard appearing empty during Europa/Conference League Matches 

  • Fixed user being unable to add ‘Personality’ to custom columns 

  • Fixed various clubs such as Borussia Dortmund & Fulham not receiving youth intakes 

  • Fixed issue where goals highlight option for past matches taking you straight to post match cut scene 

  • Fixed Training sessions changed by user being reset after a few days 

  • Fixed incorrect badges displaying for players at AI clubs within Transfer Activity tool 

  • Fixed issue whereby clicking a player's name via See All would show them as a player at your club 

  • Fixed being unable to see second status icon if there was more than one per player 

  • Fixed opening Tactic/Match Feedback from the Secondary Navigational Bar, leading to the wrong card being opened 

  • Fixed Loan Playing Time always showing as "Surplus to Requirements" 

  • Fixed loan report showing GK stats for outfielders 

  • Fixed upside-down pitch overlapping text on Match Report of Loaned out player 

  • Fixed Data Hub screen splitting in half when the Tab isn't set to Key Findings 

  • Fixed no spacing between league name and nation name of the club in affiliates card 

  • Fixed tiles in Team Instructions being cut off on Medium and Low Res 

  • Fixed fee column not being wide enough on Transfer History card 

  • Fixed News Aggregator > Around the World - Stages and Transfer tiles appearing empty on some saves 

  • Fixed EFL clubs having too many General Sponsors 

  • Fixed Club Vision tile having spacing issues and text overlaps 

  • Fixed text overlap issues on Atmosphere tile 

  • Fixed staff numbers/icons being misaligned on Club - Staff Report & Club Staff Page 

  • Stages > Season Preview: 'Reputation' block not being aligned with the Club Name in the Managers' tile 

  • Fixed match result truncating over two lines when a team scores double digits or has played a penalty shoot-out 

  • Fixed dropdown options in Staff Search > Add Attributes appearing as numbers instead of text 

  • Fixed assigning Scout or Analyst showing attribute numbers instead of text in Recruitment Focuses 

  • Fixed player column size in Youth Setup being too short, while the position column was too large 

  • Fixed assistant manager advice blocking you from confirming your squad on the Squad Registration screen 

  • Fixed random empty box being visible when viewing empty Promises tile 

  • Fixed various misalignments on certain Portal > Messages 

  • Fixed filters in Data Hub Team Analytics/Player Analytics not working as intended 

  • Fixed Misalignment for the frequency on the Advice & Reports tile 

  • Fixed a second Stages tile appearing in Match Day dashboard when on medium resolutions 

  • Added tooltip and fixed text overrun on ‘injury update’ message  

  • Competitions - Past Winners: Team that finished 2nd Place is now visible 

  • Added visual improvements to fixture schedule card 

  • Opposition Instructions: ‘Ask assistant’ button renamed to "Apply all advice". 

Oct 30
Abnormality - RodRuss

Bug Fixes

  • Fixed a bug where you would not always retrieve the correct starter items.

  • Fixed a bug where the "Your Inventory" list within where you select equipment wouldn't update correctly.

Optimization

  • Optimized how quickly the items in tent list updates.

Cue Club 2: Pool & Snooker - Bulldog Interactive

Hi everyone,

A new Cue Club 2 update has been launched today which includes a collection of additional features, improvements and fixes. Please see below for a full breakdown of new content:

SPEED POOL

  • Added option to toggle clock ticking sound on or off. When starting a game of speed pool, click the 'Settings' button at the bottom of the in-game menu, and the option now appears in the list of tick-box items.

CONTROLS

  • Added option to use left or right thumbstick to set power and play shot when using manual cue control method. See 'Options > Controls > Advanced Settings > Game Controller > Play Shot (Manual Control)'. Default setting is left thumbstick.

MULTIPLAYER

  • Added chime sound notification when you receive a chat message from a human opponent during a multiplayer match, and you have tabbed out of the game. The most recent message remains on-screen when you return to the game.

MENUS

  • Added option to select format for displaying number of games in a match. Choose between 'Best of ...' and 'Race to ...' settings. See 'Options > Match Settings > International Settings > Number of Games (Format)'. Separate settings provided for pool and snooker.

  • Added options to select number of games played in Bar Challenge and Tournament modes, with separate settings for pool and snooker. See 'Options > Match Settings > Bar Challenge' and 'Options > Match Settings > Tournament'.

ACHIEVEMENTS

  • Snooker breaks, speed pool times and 14.1 straight pool runs now have extra checks to ensure auto-unlocking of lower level awards of the same category in the trophy table.

AIMING

  • Fixed issue where cue could become unsettled when performing extreme swerve shots with lots of backspin and high cue elevation.

MISCELLANEOUS

  • Various improvements to localised game text.

  • Other minor fixes and enhancements.

Game Quest Playtest - sab

Graveyard shows the enemies you have killed in the current run, as ghosts (it will be used for other things in the future)

Also, trigger to start next wave is now a choice of 3 powerups (same as when restarting, but the powerups now stack per wave)

Plans to create around 10 unique powerups that will show up randomly as the three to choose from.

Coming up in the next update:

Using the most unplayed games from the database to fill up lists that don't have enough games to get to the boss...

Then later:

End of Act 1 Shop and Dungeon, then I'll start work on Act 2 (Wishlists!)

Happy Halloween!

Oct 30
Enginefall - danju92

Dear Passengers!

We have some important notes to share today regarding changes to the in-game economy. You’ll see some hefty changes that impact how and when you gather resources, so we wanted you to know exactly what has changed and why.
First of all, these changes are coming as part of a broader overhaul of the economy, along with all our usual week-by-week iterations, so you can expect further changes as we test and balance - this is not the final state of play.
We’re seeking the best solution, not the quickest or easiest, so please bear with us. Rome wasn’t sacked in a day!

Overall aims:

First, we need to address some balance issues which have accrued during development:

  • We have areas of great resource abundance which create "one stop" solutions for players to get everything.

  • We have a feedback loop where the first movers get the most resources.

  • We have some significant shortcuts which destabilise the flow of the game.

  • We plan to overhaul which resources are used to do what, as currently it is not very intuitive.

  • We wish to set up the Titan Train economy to better support Dagger progression, as currently we are missing meaningful choices around extraction.

The end goal is to have a healthy economy which sets up interesting choices and tradeoffs for everyone, and allows you to feel resourceful, smart, and occasionally lucky!

So, on to the nuts and bolts. The specific changes going into this Friday playtest are:

  • Resource Platform

    • Always spawns one meganode

    • Spawns one resource type only, varies per carriage

    • Node resource yield is nerfed

    • Exotic metal for now has the same yield as other nodes

    • No Resource Platform in the engine carriage

  • Dispensers

    • Dispenser pickups are now worth 5 resources instead of 2

  • Player Buildings

    • Foundations now cost the same as walls/doors/windows, because they are also ceilings.

    • T1 costs 5 metal

    • T2 costs 25 plastic

    • T3 costs 25 ceramics

    • T4 costs 25 exotic

    • Upkeep costs are 1/5 of total crafting cost, consistently

    • Raiding bases will yield more resources - this is work in progress, but should encourage raiding

  • Loot chests nerfed

  • Trash nodes nerfed

  • John Enginefall cannot be nerfed

The aim with some of these changes is to balance the use of the Resource Platform vs. dispensers, and to encourage player movement between areas, so they can't just camp out in one location and get everything they need.We’re streamlining the train economy towards a more robust and dynamic experience, but first that means shaking things up a little. We’ll be monitoring the effect of these changes on Friday and as always are keen to hear your invaluable feedback.

JOIN NOW

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