Neon Knives - Cookiecrayon

Hi everyone! 
This update adds more language options, improves the interface, and fixes a few behind-the-scenes issues.

Neon Knives version 1.2.11

  • Added Chinese (Simplified)

  • Added Spanish (Latin American)

  • Improved UI

  • Improved ‘How to Play’ and ‘Controls’ imagery

  • Unity security issue addressed

Come hang out in our Discord for first looks at upcoming levels, or let us know what you’d like to see next in Neon Knives.

Gobble Fantasy 2003 - Pluto_lechien

Hey everyone!

I’ve been working hard to bring this world to life, and I’m thrilled to finally announce that the Kickstarter is launching soon, and the demo will be available the same day!

If you’ve been waiting to explore the game, this will be your chance to play the beginning of the adventure.

👉 Click here to get notified when the campaign goes live:

https://www.kickstarter.com/projects/gobblefantasy2003/gobble-fantasy-2003

Your support and patience mean everything. I can’t wait to show you what’s next!

-Dogs Understand

UnderAttack - age_of_junqian
1. Our barracks content update.
我方军营内容更新。
Oct 30
Abnormality - RodRuss

Changes

  • Made it so you can retrieve the free starter bundle even above level 10. Only limitation is if you have more than $3000 in your accounnt.

Center Station Simulator - Addis

Fixes – Update 0.4.2 #4 :

  • Fixed the light colors of the Level 1 Saw,

  • Fixed the teleporter interface opening at the same time as the fruit and vegetable stand interfaces,

  • Adjusted the location of the water access point in Tutorial Step 26,

  • Added tooltip text when hovering your mouse over an ingot or ore,

  • Fixed the translation of the item “Advanced Electronic Board” in Junior’s daily quests,

  • Disabled red lights for the Halloween theme,

  • Optimized the Halloween cauldrons,

  • Rotated 180° the right-side spheres on the Automatic Fabricator,

  • Adjusted the Nuclear Reactor: duration per nuclear cell 60 min ➜ 120 min,

  • Fixed the upgrade of the Fruit and Vegetable Duplicator,

  • Fixed the HUD text when holding a Sphere 20,

  • Fixed an issue where certain items were deleted in the workshop after disconnecting when no object was added to the plan:

    • Main block of Level 1 Saw,

    • Rotating blade,

    • Main block of Level 1 Refinery,

    • Frame of Level 1 Refinery,

    • Tank of Level 1 Refinery,

    • Base of Level 1 Refinery,

    • Main block of the Tubular Furnace,

    • Frame of the Tubular Furnace,

    • Output frame of the Tubular Furnace,

    • Tank of the Tubular Furnace (x2),

    • Central tube of the Tubular Furnace,

    • Output tube of the Tubular Furnace,

    • Seed Generator component,

    • Main block of the Milling Machine,

    • Secondary block of the Milling Machine,

    • Parts 1, 2, and 3 of the Milling Machine,

    • Candy Factory component,

    • Alternator,

    • Car battery,

    • Main engine block,

    • Timing belt

ICARUS - Heightmare
Welcome to Week 204.

This week, we’re expanding the Rustic Decoration Set with two new items, the Rustic Lamp and Rustic Wall Shelf, perfect for adding more detail to your base.

We also are previewing some aspects of an upcoming tamable creature, the raptor, which will be part of our next big expansion.

As a small preview of what’s coming next week, we’ll be introducing the Stone Brick Fireplace.

Notable Improvements:
  • Improved the dropping item logic to take into account mesh sizes and origins to help prevent dropped items from falling through the world in many cases.
  • Adjusted the Biofuel lamp in world collision so it can be dropped and stay in place rather than having unintended movement.
  • Fixed electricity connection point on Electric Deep Mining Drill being at the base of the drill, added supporting lights/emissive for active state, sped up animation


This Week: New Rustic Lamp & Shelf

This week, we’re adding two new items to the Rustic Decoration Set, the Rustic Lamp and Rustic Wall Shelf. Both items can be unlocked through the Rustic Decoration Set on the Tier 2 Tech Tree and are crafted at the Decorations Bench.

These additions help round out the Rustic Set, giving players more options to personalize and add detail to their bases with warm lighting and extra storage or display space.

We’re always looking for new ideas to expand this set further - if you have suggestions for future Rustic-themed items, let us know in the comments below.



Upcoming Creature: The Raptor

As we work on our next major expansion alongside our usual weekly updates, you may notice that some updates feel smaller - this is because we’re saving a lot of content for what’s coming. While we can’t share all the details just yet, we wanted to give you a sneak peek at something exciting.



Today, we introduce a new creature type: the Raptor. These aggressive hunters can quickly take down prospectors who aren’t prepared. However, if you’re lucky, you might discover a juvenile in the wild - and raise it into your own fierce companion.



Next Week: Stone Brick Fireplaces

Continuing our trend of adding alternate versions of existing items, we’ll be introducing the Stone Brick Fireplace next week. This fireplace offers the same functionality as the existing models but adds a distinct stone aesthetic to enhance the look of your base.



Your support makes these updates possible.

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog 2.3.15.143810

New Content
[expand type=details expanded=false]
  • Unlocking Rustic Wall Shelf and Rustic Wood Lamp
[/expand]

Fixed
[expand type=details expanded=false]
  • Change Biofuel Lamp dropped mesh to have simpler collision without constraints so that it doesn't move/rotate after landing. Updated Drop function on PlayerCharacter to account better for meshes without centred pivots to help prevent them falling through the world when dropped
  • Clarify how to use water purification tablets in item description
  • Fixed interaction text showing 'Provide Mount Water' when interacting with objects that aren't mounts, genercize down to Provide Water to work in all contexts. Removed duplicate input info on FocusedItemInfo widget
[/expand]

Future Content
[expand type=details expanded=false]
  • Adding TPS announcement that better fits its purpose. many adjustments and markouts of VO redos etc
  • Added DT rows, stats, curves, corpse for Abomination
  • Disabled shadow casting on Irradiated Prospector lights
  • Correctly named and removed DNT on Irradiated Prospector & Abomination itemable, stat rows
  • Small adjustments to radiation sickness spawn audio rate and adding uranium audio to the non harvestable radiation ground nodes that was removed when collection was changed to the usual looking node
  • Correct Kill XP event on Yeti experience component
  • Impassable and cave work
  • Adjustments to dialogue placement within quests to match mission changes in M1
  • ELY3 - Adding new search area within the geothermal location showing where the lab is
  • ELY3 - Adding new quest markers and queries for the search area
  • ELY3 - Adding new map icon to mark the Lab on the map after you have found it within the search area
  • ELY2 - Fixing the Quest so it kicks off from the beginning instead of 1/2 way through
  • ELY2 - Creating new LAB at the end of the quest
  • ELY2 - Shifting Drone Spawner Location to be in the canyon instead of on top of the building
  • ELY2 - Removing Use of ECHO Device in Story Mission 2
  • ELY2 - Adding Objective Steps which traveses the play through a few regions to the volcanic and LAB-02
  • ELY2 - Adding base class for Travel quests with map icons which clear the map icons when the quest is complete
  • ELY2 - Adding Map Markers for the New Guided pathway
  • ELY1 - Adjusting Name / Beacon / ECHO / Hightlightable and Quest Steps to Say EDEN Waypoint Beacon
  • Adjusting Synthetics Armor to have low resist and very height health regen
  • Setting up of Synthetics Armor Set, items, recipe, tech tree, stats, etc
  • Adding Lithium Crossbow Icon
  • Adding radiation modifier medium and high intensity radiation sickness. Need to unpick why multiple are on at once
  • Added Cliffs and Macros to the Arctic Yellow/Blue Quad, Elysium
  • Remove duplicate ItemRewards rows and update referencers. Add/update entries for DHs creatures. Add temp dummy data for WIP DHs Head/Trophy content. Improve ItemRewards validation
  • Fixing bigger uranium nodes not having correct audio stealing settings meaning some wouldn't play
  • aDJUSTMENTS to ghost croc death volume
  • Further adjustments to dialogue placement. removing duplicate of dialogue event
  • Dialogue adjustment and dialogue placement adjustment for mission 1
  • Ely - added satellite dish mesh, material, textures for Eden set dressing
  • Adding yeti idle vocalisations, event and data table setup
  • Updated ELY difficulty text
  • Adjusted glass shader for the helmets
  • Updated player-facing creature names in bestiary and xp events
  • Set up dialogue pools for hero idle npc barks on interact
  • First pass yeti attack, aggro, flinch and death audio, events and data table setups
  • Fix bestiary location for Sand Scuttle
  • Added Environment Radiation UI HUD elements
  • Give Sand Scuttle more of a predilection for hanging around chewing on corpses (and reduce aggresive radius). Stub bestiary page for Sand Scuttle
  • Added Abomination to irradiated spawn pool
  • Adjusted steam FX for BP_GeothermalTerraces for Geothermal Biome
  • Added new eden NPC class
  • NPC override animation & additional anim config should now be replicated
  • Making some ice walls
  • ELY2 - Removing the Temporary Teleport from the Mission
  • ELY2 - Swapping Cave Blocker Mesh to a more fitting one so it blends in with the enviroment around it
  • ELY3 - Adding new quests steps for aquiring radiation protection gear and medicine that triggers when you open the door to the lab
  • ELY3 - Removing DNT from modifier States with reguards to healing radiaiton
  • ELY3 - Removing Landmine destruction requirement for disable defences
  • ELY3 - Swapping over lab defences to use subtle tripwires and more mines out the front
  • ELY3 - Replacing travel quest with a quest which includes a search area
  • ELY2 - Swapping Final Base over to Partially Set Dressed Lab
  • Split out new attachments for DHs into separate BP unlocks and shuffle some stuff around in Tech Tree to accomodate. Featurelock DHs
  • IK speed balance for Sand Scuttle. Crit areas for Sand Scuttle
  • Added Foliage to the Desert & Added transition between Desert/Arctic Yellow/Blue Quad, Elysium
  • Added first pass TEI NPCs sk meshes and materials
  • Fix Raptor carcass loot ItemRewards
  • Adjustments to cave transitions while switching biomes in a cave. adjustments to bullet impact sounds - reducing reverb while in a cave. adjustments to creatures idle spawn idle audio rates. dialogue placement adjustments
  • Fix wrong Hopper being used in Swamp_1 spawn group
  • ELY NPCs should now look at player
  • Extended mission NPC BP to support two custom idle sequence overrides
  • Added Giant Roach Carcass Icon
  • Split out sand scuttler animations for audio
  • Abomination default crit zone is now strong point
  • Added collision hit bones for Abomination
  • Increased resolution of Abomination diffuse textures to improve blurryness in-game
  • Removed WIP miner armour from field guide
  • Added T5 Synthetic armour set in D_Armour
  • Adding appropriate audio tags for the natural rhubarb spawning in world. also adding a better harvest sound
  • Implemented basic action montages, GOAP behaviour to Abomination
  • Increased Abomination health/damage
  • Added T5 Synthetic armour set sk meshes, materials and textures
  • Spawnable Sand Scuttle (no changes to behvaiour, or animations yet)
  • ELY1 - Adding UDA logo Flag Texture
  • ELY1 - Adjusting Eden Marker Flag to be the UDA Logo
  • ELY1 - Adding unique Beacon names to eden at each beacon location - they also have different colours
  • ELY1 - Last Waypoint location to EDEN to be better located for traversal
  • ELY1 - Reducing height requirment for the flare from 125m -> 100m so it can now be triggered by shooting off the ground rather than requiring the player to build
  • ELY0 - Fixing Mission 0 so it no longer auto completes due to the contract device that is spawning in EDEN
  • EDEN - Adjusting Eden Spawn to not include a prebuilt structure - we now manually use the quest markers and spawn the deployable, this allows world builders to see the location of the actors locations when building
  • Reworked ELY Story 4
  • Fixed issue where IcarusCompassWidget wasn't updating to match location of override target actor
  • Finished transition between Arctic & Desert, Cliffs and scree slope to the Arctic Yellow/Blue Quad, Elysium
  • Adding irradiated prospectors updated footstep sounds. Adding dragonfly wing audio. Adjustments to various Irradiated prospector events to smoothen out audio
  • re-submitted Red Blood Hit FX
  • Lots of adjustments to radiation modifiers and states. Making sure that geiger counter plays when close to uranium and vocals only play when constant sickness is happening. Removed overlap causing meta deposit sound to play on uranium nodes
  • Adjustments to various dialogue lines to better work within missions
  • Ely - polished meshes+material and added new normal and mask texture for Eden canopies
  • Dialogue adjustments to mission 3
  • Dialogue adjustments for missions
  • Removing unnecessary vocalisations from dragonfly
  • Adjustments to dialogue timing
  • Ciiff work
  • Limit Slinkers to only be able to have a population of 1 at any time
  • Various quest dialogue adjustments and timing fixes. Reduction to volume and intensity of small ammo fire impact to reduce audio chaos during cave combat with drones and turrets
  • Fixing Spawn Step so we don't respawn the prebuilt structure of eden when kicking off a mission
  • Adding bark vocals to correct bus to adjust volume. Volume tweaks, crash landing adjustments and quest dialogue timing adjustments
  • Fixing Wall Charging Station Recipe Output
  • Adding Virtual stats for MeleeDamageAgainstDeployables / Buildables
  • Adding Virtual and Base Stats for DamageAgainstConstructs
  • Adding Virtual and Base Stats for DamnageAgainstSpawners
  • Adding Inheritence and fixing setting up Resistance Overrides for damage against deployables, buildings and spawners
  • Adding new implicit stats for all sledgehammers so they do more damage against buildings, deployables and spawners
  • Adding EDEN NPC Fallback Lines
  • Reinheriting EDEN NPC Spawning to Add Story Quests
  • Adding New Special EDEN Mission Device which spawns in EDEN as part of the setup process
  • Adjusting the way the Interactable Elements in EDEN Spawn - using the relavent actors so they can be accessed via quests when needed
  • Adding new Quest Markers for EDEN Actor Spawns
  • DragonFly stay closer to the nest and take longer to react and deal poison/slow attacks
  • Added Cliffs and Macros to the Arctic, fixed hole Arctic and hide cubes in game on Red/Green/Blue Quad, Elysium
  • Updated hit blood FX niagara asset
  • Update Harvest VFX for picking Truffle
  • Stop a terrain anchor ensure that fires in Editor (only)
  • Ely - added various set dressing meshes and placed in Eden, yellow quad
  • Fixed electricity connection point on Electric Deep Mining Drill being at the base of the drill. Add supporting lights/emissive for active state. Speed up animation
  • Split out DragonFly and Hornet anims for audio
  • Dragonfly behaviour and animation first pass
  • Updated Elysium mission 01 structure. Added an obvious foundation, space around the facility to explore, as well as expanded the 2nd and 3rd floors. Additional set dressing, and props have been added, as well as a resource and prop pass
  • Updated text for new ELY armor sets
  • Updated item text for lithium set
  • Fixed a few typos, edited item text
  • Cliff and serac pass
  • foliage pass for purple quad, plus a little polish with terrain decals
  • Add Snow Pygmy Lop icon and removed DNT on carcass
  • Change Eden to use Conifer temperature curve for extra coziness
[/expand]
Rock Simulator 2 - vinoo

Hey everyone, I wanted to share a quick look at what I’ve been working on before the next release. There’s a lot of polish and a few exciting new additions in this one.

Coming November 15th
Multiplayer

• Fixed a major issue that sometimes caused player rocks to go invisible in co-op lobbies.

Challenges

• Every challenge has been updated for a more consistent feel, with new sounds, improved lighting, and bug fixes.

• Ascended challenges will now unlock after completing the normal versions. (kinda)

New Map - Ascend

• A brand-new map can be unlocked by completing all basic challenges.

• This new area includes its own challenge to unlock the artifact.

Voice Chat

• Optional voice chat will be available. The default push-to-talk key is V.

Ambient Audio Player

• A full audio player including play, pause, skip, shuffle, and repeat for every ambient track!

Offline Leveling

• Nerfed offline leveling from 8H -> 4H

• This will incentivize players who remain on the game, while still allowing some offline time to be gained.

Artifact

• The artifact is an infinite-level speed sink for your extra stones.

Text Chat

• A brand-new text chat system, now with emojis!

Settings

• Fixed a few bugs, including sound volume not saving properly.

Save System

• Added a new save system for challenge and hidden rock progress, synced across devices.

• Your last equipped rock will now save and automatically equip when loading into a map.

Loading Screen

• Smoother transitions when loading into maps.

• Updated load-up screen when starting the game.

This update is focused on making the experience smoother, more stable, and a bit more fun overall but I am still keeping a few secrets from you! I will post the full patch notes near release.

Thanks for sticking around and supporting the game — I can’t wait for you to try it out soon 💙

— Parker

Polygon Bit Battle Royale - NINJA-X

Hey everyone! 👋

I’m excited to finally announce that Polygon Bit Battle Royale will officially launch on November 27!

After the Steam Next Fest, I spent a lot of time polishing and improving the game based on all the feedback I received. The difference is huge — the game now plays and feels so much better. Performance, controls, UI, weapon balance… everything has been refined to make the experience smoother and more fun.

I’m also proud to say that the game will now launch as a full release — not Early Access anymore. I feel confident about the state of the game and can’t wait for everyone to try it.

The full release will include two large-scale maps and full character customization, so you can create your own survivor before jumping into 50-player matches.

🧢👕 Here’s a look at the new Character Customization Screen:

👉 If you haven’t already, please add Polygon Bit Battle Royale to your Steam Wishlist — it really helps the game get discovered before launch!

Thanks so much for all the support during development. I’m really proud of how far this project has come, and I can’t wait to see you all in the battle on November 27!

Primal Carnage: Extinction - dinosauriac

Since some of us here at Primal Carnage are kinda into pinball AND we actually have some friends over at Zaccaria Pinball, it seemed like a match made in the Mesozoic...

We're proud to announce this special DLC pack for Zaccaria Pinball, which is not only pretty damn cool in itself, but also rewards PCE players for owning it!

FOUR TABLES, FOUR EPIC ERAS

The official Primal Carnage Pinball DLC includes 4 different tables, all with totally unique artwork and mechanics. From "switching teams" to "capturing specimens", each one has different dinosaur vs human goals to reach for. See them in action below...

Like a journey through time, the tables run through different eras of pinball. Starting off in the Retro era, through to Solid State, on to "Remake" and the more modern Deluxe style with animating dinosaurs ready to steal your balls!

CROSS-GAME UNLOCKS

Owning the Primal Carnage pinball DLC for Zaccaria Pinball will reward you with skins for PCE!

Enter the Tables tab while playing Zaccaria Pinball and scroll down to Primal Carnage - you'll see a little gift box icon on the top right of the options inside. Click this to reveal your unique item code!

You can then launch PCE on PC and open the ingame store to redeem the key. Be sure to include all of the dashes in the code when you enter it. Sorry, but we don't support copy/paste in PCE currently.

After entering your code, you will receive a dozen special themed skins spread across both the dino and human teams, including full outfits for the trapper and pathfinder.

Don't worry if everything isn't displayed at once after entering the keycode. You'll have the full item set, we've just never had to serve up so many items in one go before!

Future updates to the ingame store will add proper support for pasting codes into the key redemption box and displaying more than 6 purchased items onscreen. We'd have done it already, but our engineers have been busy preparing for the launch of Primal Carnage: Evolution so haven't had the time.

Check a look below at the special skins you will receive...

The full items reward list includes:

  • Z Striped Nova

  • Z Striped Carno

  • Z Striped Rex

  • Z Striped Dilo

  • Z Striped Ptera

  • Z Striped Spino

  • Z Trapper

  • Z Netgun

  • Z Stungun

  • Z Shotgun

  • Z Cap

  • Z Pathfinder

  • Spray: Z Logo

  • Spray: Z Swish

Although the DLC tables are not available for the PS4 version of Zaccaria Pinball (yet!) the item codes from the PC pinball game will also be redeemable in Primal Carnage: Evolution for PlayStation as well!

GET IT TODAY!

Zaccaria Pinball is free to play, with the tables themselves being the only purchases.

You can get the Primal Pinball DLC for Zacarria Pinball here:

https://store.steampowered.com/app/2722350/Zaccaria_Pinball__Primal_Carnage_Table_Pack/

It's exciting for us to finally have our first official crossover live!

Yeahhh, it might have taken a long while for us to get to this point, but we've had so much fun doing this that we're definitely going to look at other collaborations in the future. Stay tuned!

Thanks for playing!

-The Primal Carnage Team

Star Knightess Aura - aura.gamedev

Heyho!

This major update is quite a bit smaller than the last one, as the new bad end introduced in this update didn't need any further major build-up work and I decided to split the Roland update into two parts: One focusing only on the Bad End and another focusing on content impacting the Victory Ending (<- will be the focus of the next update 1.3).

With this update we will also be generally done with "Bad Ends" for the forseeable future. While there are many more stories to further flesh out (Hermann will be next after Roland), they won't end in a Bad End, but instead rather add new scene variations to the existing major endings; which is also why I decided to split up this update.

Alright, with that general information out of the way, let's look at what's new in the update:

1. The new Roland Bad End

Just like 1.1 focused on the Maid Bad End, this update focuses on the Roland Bad End. I won't be talking too much about it here to avoid spoilers, but simply mention how to trigger it: Reach 0 Soul Dust during the Reverse Summoning Ritual to trigger this ending. You don't need to perform the Roland Storyline beforehand, but doing so will unlock a unique interaction if you lose to him at the Ritual and some other minor story modifiers for the epilogue scenes.

As a final note: This is also an ending for all those who randomly want to see Richard angry and seethe.

2. Minor new Victory Ending Epilogue Scene: John Cheating Partner

Not all new ending content is for bad ends! For all John fans: If you have triggered the John events a bunch of time, you can now get a special ending scene with him.

He has the least "pull" on Aura, so if you want to trigger this epilogue scene, be careful not to also have either of the Hermann, Roland or Trademond events going on, because they can easily sway Aura to their direction.

3. New Hair Corruption Colour: Platinum Blonde

This continues the trend of expanding the player options for picking appearance changing mental changes. While the last update focused on introducing alternate clothings, we are now shifting more into the direction of offering new hair options. This update focusing on the option of picking a different tone for the blonde hair dye option. In the next update, we will also add a new option for the hair style in the form of Twin Tails (I repeat: That's currently in the works for the next update, not this one!).

4. General polish work

And then to close out the update, we have the usual batch of further general game improvements. New pixel art animations, new soundtracks for title and battle (I liked the old bgms but they were the default tracks in RPGMaker MZ, so I can imagine that those playing RPGM games more often might be a bit sick of hearing them) by a new composer who has recently joined the team thanks to our increased funding, and some general NPC work especially in Verdeaux to give out some more backup places where the player can find useful information.

I have also done a bit more balancing on the Maid Bad End, so it should be a bit easier now to carry out the Full Time Maid Job without getting locked into the Maid Bad End.

Community Translations have also been progressing, most notably the spanish version has recently broken through the 20% milestone. Thanks to all the community members helping out! If you also would like to help, check out the translation channel in our official discord server. We have also been improving our general translation workflow thanks to the generated feedback. I hope it will make all translation attempts in the future even more efficient.

The next major update is projected to come out in February next year. It will continue on the Roland events as its main focus, and expand on Lorraine's fate after the Nothing But the Truth Vice Ending.

As a final note, I will be slightly bumping up the game's price as major updates come out. I think this kind of model is a lot fairer towards people who bought the game as opposed to having to buy DLC... Of course everyone will have different opinions on this.

...