Oct 31
Lord of Rigel - Ace

Change Log:

Ticket #2125 Content- Advanced game starts

Advanced options for non-elder species faction starts:

Average games have the default starting conditions:

· 1 Colony Ship

· 2 Scout Ships

· Pre-warp technologies known.

· Starting treasury 100 BCs.

Post-Warp games begin with additional technologies:

· 1 Colony Ship

· 2 Scout Ships

· Technologies to 250 RP known.

· Starting treasury 150 BCs.

Advanced games begin with additional technologies, ships, and colonies:

· 1 Colony Ship

· 3 Scout Ships

· 4 Starships

· Technologies to 650 RP known.

· Up to 3 colonies.

· Starting treasury 200 BCs.

Lived in Galaxy games grant each faction has a randomized technological start from Average to Advanced.

Ticket #2126 Content- Doomsday clock pressure option

Advanced option that increases doomsday clock by 1 each turn after 200 turns

SubwaySim 2 - bananabas
Hotfix 6.1 is now available!

Hello everyone!

We’ve just released a small Hotfix for SubwaySim 2, addressing several issues that appeared with Update 6.

🛠️ Changes in Update 6.1:
  • Fixed: An issue in Career Mode where the task “Contact Control Center” was repeatedly added to the player’s objectives.

  • Fixed: A problem in the Berlin Scenarios that prevented them from starting.

  • Fixed: A deadzone issue on the A3L92, where the brake lever could get stuck between Release and E1.

A big thank you to everyone who reported these issues! 🙏
Enjoy your rides through the tunnels! 🚇

Chicks In Trouble - Creamative

🐔 Cluck-Cluck, Fellow Players! 🐣

Oh dear feathers, have I got egg-citing news for you! As you know, my precious little chicks have gone missing around the farm , and I’m in quite the flap about it! But worry not — my brave rooster hubby is on the case! And guess what? You can help him soon! 🐓💨

Our early Alpha Demo is hatching on November 13th, featuring a specially crafted level full of peck-tacular puzzles and a dash of action. It’s just a small taste of the grand adventure that awaits in the full release!

So mark your calendars, fluff up your feathers, and come join us on this feather-ruffling quest to reunite our little flock!

Until then… stay clucky and keep your wings ready! 🪶✨

Mama Hen ❤️

Live Hard, Die Hard - s-fukuda
The real adventure begins now!
We’re thrilled to announce that Live Hard, Die Hard launches November 20th on Steam! 🧠👽🔫

Busy but Addictive! This Battle x Medical Counter-invasion real-time strategy is like nothing you've ever seen!
An army of aliens is here to invade the Earth!
Show the Earth-style greeting to those unwanted visitors who lounge around our grounds!
You, as the commander, must lead your troops to extinguish zillions of aliens!

💠 For those ready to dive in early…
Our Steam demo is still live🙌
You can jump in right now and experience the beginning of your journey!
https://store.steampowered.com/app/2550790/Live_Hard_Die_Hard/

*Once the game is released, the demo will be removed from the Steam store. If you haven’t tried it yet, now’s your chance!

🧠 About Live Hard, Die Hard

In Live Hard, Die Hard, you take on the role of a frontline commander leading an elite squad of soldiers against a deadly alien invasion.
With only 4 weeks remaining until the extinction of humanity, you must balance two crucial fronts: combat and medicine, managing artillery bombardments while performing emergency surgeries to keep soldiers alive and dissecting enemy aliens.
The result is a thrilling mix of chaos and control that tests both reflexes and strategy.

See you on November 20th!🚀

記憶的主人 - 夜光
一、修復「結束後的開始」篇章中,「千夜的光之子」任務沒有重置的錯誤。
二、修復「結束後的開始」篇章中,「通用型光之子」任務觸發條件異常的錯誤。
三、修復部分結局畫面無法顯示的錯誤。
四、角色使用「對友軍或自己施放的技能」時,不再會被閃避。
五、修改部分災害點抵達前置條件。
RimWorld - Mal
BOO! Happy Halloween! 🎃💀

On this spooky day, we’ve got a small RimWorld update loaded with fixes. They’re listed below in the changelog.

This update should be compatible with all savegames and mods.

Have a bug to report? You can share it with us on the official RimWorld development Discord.

OoOoOoo,
Tia 👻
Website | X | BlueSky | Reddit | Facebook

Fixes
  • Fix: Optimisation to JobGiver_BoardOrLeaveGravship.
  • Fix: Animals can't fish on ocean water in some circumstances.
  • Fix: Shuttles arriving to pick up a pawn on a pocket map will now land on the parent map instead.
  • Fix: Grav engine floating orb graphic cut off at the top.
  • Fix: Void structures could end up with negative progress.
  • Fix: Shuttle leaving if all pawns on map enter a pocket map.
  • Fix: Pawns sometimes wandering to (0, 0), especially with fleshmass hearts.
  • Fix: Void provocation fails silently on maps which can't support harbinger trees.
  • Fix: Void provocation wasn't bypassing earliest day requirements for incidents.
  • Fix: Incorrect label on ghoul/shambler discovery.
  • Fix: Error in GameComponent_PawnDuplicator when running without Anomaly.
  • Fix: LanguageWorker_Italian missing a null check in WithIndefiniteArticle method.
  • Fix: Techprints in loot (e.g. ancient danger) don't respect techprint commonality.
  • Fix: Possible error if a ritual spot is deleted while a ritual is in progress.
  • Fix: Gravship launch ritual not added retroactively to saves.
  • Fix: Ghouls couldn't right-click-use serums, and mechs could erroneously use them via the gizmo.
  • Fix: Metalhorror fifth timer not respecting VTR, causing gray flesh to take much longer to spawn.
  • Fix: Error attempting to generate creepjoiner relations.
  • Fix: Z-Clipping with some world object textures.
  • Fix: Raided thought not getting applied in some quests.
  • Fix: Gravcore quest sites were not settleable (not retroactive).
  • Fix: Maps weren't considered a player home if a gravship landed on it after it had already generated.
  • Fix: Several issues with transporting fleshmass hearts on gravships.
  • Fix: Infant illness doesn't change phases due to an oversight.
  • Fix: Labyrinth teleporting targets to non-origin maps if origin Obelisk was destroyed.
  • Fix: Pawns getting stuck when running while on fire if blocked by an enemy.
  • Fix: Seeds not always being deterministic.
  • Fix: Pawn apparel using map biome vacuum flag rather than planet layer flag.
  • Fix: Removing world layers not removing connections or destroying world objects.
  • Fix: Shuttles sometimes landing out of bounds.
  • Fix: Wasp stuns no longer affect mechs or turrets.
  • Fix: Pawns could plant special seeds outside their allowed area.
  • Fix: Faction goodwill was not affected by killing pawn via psychic slaughter.
  • Fix: Performance issue when selecting a lot of beds on a late game map.
  • Fix: Prisoner and non prisoner beds can get mixed up when loading save if rooms are separated by paste dispensers.
  • Fix: Errored ship jobs now clean themselves up properly.
  • Fix: Turret top offset is (erroneously) rotated by turret angle.
  • Fix: Bills on launch map get set to drop on floor when gravship leaves.
  • Fix: Some explosive buildings explode twice when the wick ends.
  • Fix: Shuttles could disappear when landing if their contents were bugged.
  • Fix: Missing null check in DirectXmlCrossRefLoader.
  • Updated player creative content.
Glintseeker Island - Jones [Glintseeker Island]
Hey there Glintseekers, today something special!

A little sneak peek at the new homes for the NPC's and players:

Player's House:

Tailor's House:

Wizard’s House:

... and many more to come!

PS: More news about the next playtest arriving soon!

Join our Discord server so you don’t miss any updates.

Your Half Soup Team 🍜
Lords of the Fallen - RodLampbearer

Greetings Lampbearers,

We’ve deployed a hotfix to address several community-reported issues following our latest update.

As always, many of these fixes were identified with your help via our official Discord and Reddit channels — thank you for your continued feedback and support as we work to refine Lords of the Fallen.


Hotfix Patch Notes


Shared Progression Crash Fix:

Resolved an issue where the game could crash during shared progression co-op if both player characters died simultaneously.


Moth Guidance Performance:

Fixed a performance drop when using Moth Guidance.


Vestige Menu Responsiveness:

Fixed an issue where the game could become unresponsive if the player navigated the Vestige Menu too quickly.


Inventory Sorting Update:

Removed the redundant Defense Magic category from Inventory sorting options.


Group Sorting Fix:

Fixed inconsistencies affecting group sorting in both the Inventory and the Coffer.

Thank you once again for your continued support and for helping us shape the Lords of the Fallen experience.

In light, we walk.

— The CI Games Team

Melody Ball - hahaha
New Features
  • Batch Level Creation: The level editor now allows creating multiple custom levels at once, dramatically boosting your mapping workflow.

  • Slow Playback Mode: A new slow-motion feature lets you pinpoint beats with precision, making audio mapping easier and more accurate than ever.

Core Optimizations
  • Microsecond Audio Sync: We rebuilt the timing logic from the ground up, slashing audio latency from milliseconds down to microseconds for flawless synchronization.

  • Faster GIF Loading: Optimized the GIF decoding process for snappier load times and smoother overall performance.

Refinements
  • Level Node Tweaks: Refined the note placement in select levels to ensure a consistent and polished gameplay experience.

Musgro Farm - Metallibus

Hey everyone!

It's been a while - I've been hard at work over on the Alpha build, building new systems, gathering feedback, and moving things along towards the full release. Today I'm sharing a couple of updates, including a hefty update to the demo, and a bit of an update on the plans for release.

The demo update includes a few of the new systems and QoL features that have made it through Alpha testing. There's a new system which can automate purchasing upgrades, a new copy/paste feature, a remastered version of the main menu theme, and a bunch of other changes.

Plot Management

First up, let's talk about the new Plot Management system!

Plot Management is a set of technologies in the General tech tree which allows you to organize your plots into Management Groups. These groups consolidate the floating plot icons, show a bunch of combined production statistics and panels, allow some new behavior rules, and provide the ability to automatically purchase upgrades.

In general, groups are most useful for individual areas or layouts that aim to produce a particular item. Each group declares a "Focus" item, which will be displayed as the groups icon, and will determine what production rates to show in various places in the UI.

For example, if you've got a layout producing Aromatic Vegetables, you can consolidate the plots into one Management Group which displays production status and statistics for Aromatic Vegetables. The group's floating icon will then show the Aromatic Vegetables icon and it will color its ring to display the current production status of all the Packagers producing Aromatic Vegetables. Opening the panel for this group will also highlight the overall Aromatic Vegetable production rates and the value of those produced items.

Automated Upgrades

Once you've made a Management Group, you can also enable certain automatic upgrades for that group. These options will initially allow the group to automatically purchase Plot Level and Worker upgrades, and you can unlock other options for Trucks and Truck Levels. Similar to the existing upgrade purchase buttons when you have multiple plots selected, this system will purchase upgrades all at once in order to maintain even upgrades across all the plots in the group.

There's also an additional tech to add automatic Rank Ups! In order to do so, you'll need to define Crop Rotations to tell the system which Crop to upgrade which fields to when it purchases new ranks. These are defined as looping sequences so that the system can keep purchasing more upgrades.

Having all these upgrades ready to purchase on many different layouts can get pricey. In order to prevent these systems from chewing through all your money, there's a global Budget which allows you to set limits on how much of your money these upgrades can spend on any one purchase. You can also pause individual Management Groups or the whole system at once.

Truck Settings

Lastly, Management Groups also have an option that allows you to constrain types of trucks to only interact with plots within the group. For example, you can constrain the group's Input Trucks so that they only collect ingredients from the other plots in the group, and don't head off to some other layout and "steal" their ingredients.

Copy/Paste

A second large update is the ability to copy & paste groups of Plots and Roads! You can now drag-select areas of Roads + Plots, or select a bunch of specific Plots to copy them! You can then paste the layout with a number of different filters/settings for what data to paste.

By default, almost all data is copied. This includes Plot Levels, Workers, Trucks, Basic Logistics settings, and even Plot Management Groups. Copying a large layout at max upgrades can be pretty expensive, so sometimes you may want to start with no Level/Worker upgrades, and allow the Plot Management to purchase those as you can afford them, etc.

Plot Window Updates

Similar to the Plot Management changes, there have also been a handful of different updates to the Plot Window to support faster upgrades, better stat displays, and better usability!

Most notably, when you select multiple plots, you can now see the entire selections Production Stats. This will give you a high level overview of the total production amongst all Plots in the selection. At the top level, it provides total XP production, net value production, net items produce per second, etc.

It can also either display a summary view of each of the Plots you have selected, or a summary of all production grouped by Crop. This Crop view shows production and consumption statistics for all Plots you have selected, what Plots/Recipes are contributing to production and consumption, as well as the net production rate. This can be useful in identifying bottlenecks and checking if you have enough production of each of your ingredients, etc.

The Trucks tab has also had a similar improvement, so you can now buy Trucks in batches across a bunch of selected Plots all at once!

There are also some other general improvements to this window, such as the ability to change Plot Recipes and Basic Logistics while the plot is still under construction, better default tab selection, some improved vehicle status messages, some fixes to multi-Building Rank Ups, and more.

Tech Scaling Changes

Based on feedback from both the Alpha and the Demo, there have been some significant changes to the the XP requirements for Tech Tree Levels. The earlier levels within the Demo aren't impacted very much, but I want to include them here to be clear on how the scaling is shifting and my thoughts on how the balance should play in the full game.

The largest change is that the exponential growth factor on levels has been significantly reduced. There's also been a linear growth element added in order to keep the earlier levels pretty much in line with where they've been, as I feel they're in a pretty good spot.

So what does this mean?

  • Levels 1-6 are effectively the same, but have very slightly lower requirements

  • Levels 7-11 have had their requirements slightly increased.

  • Levels 12 and 13 are fairly similar to where they were, but requirements past here are significantly smaller than before

  • By level 27, the XP required per level drops to ~50% of what it was before.

I am pretty happy with how the early game levels feel, but think by the 7-11 mark, you start feeling like you level more frequently than you can really finish getting settled with a new tech or set of crops. As such, there's a slight increase there.

But the late game, things were getting significantly slower. I do think there may be more tweaks here based on future Alpha testing and the full game release. My intention is that things do need to slow down because when you're unlocking very complicated recipes later in the game, you need some time to figure out how to build/approach them. Finding a layout for a 4-item Aromatic Vegetables recipe shouldn't take too long, but setting up a 30 ingredient soup with multiple different steps, and a bunch of different by-products is a different story.

That being said, the existing scaling was too harsh in this sense, so I've pulled back on it. I don't want to make it a slog, but I also don't want you to be unlocking things faster than you can make sense of them, so it's a bit of a balancing act.

Business Tree Changes

Related to the above, the Business Tech Tree definitely had some pretty harsh scaling. While the above changes will help, I don't think it's enough. This tree in particular is also less built out than I would like, and I do have more interesting techs I plan to add to the system, but I do plan them to come a little later and the current progress still felt really slow and the Contracts themselves weren't feeling as impactful as I intended.

  • Contract Business XP rewards now scale significantly more with your Business level, adding in some exponential scaling.

  • Contract Bonus XP (Fields/Buildings XP) and Bonus Money now improve by 25% each Business Level, making for much more substantial rewards.

  • Added a new tech which increases the reward growth rates, which leads to significant increases in rewards as you level up.

  • Experience Negotiations / Financial Negotiations tech bonuses have increased from 50% per point to 100% per point.

  • Increased the number of extra Contracts provided by Business Opportunity from 2 per point to 3 per point

UI/UX Improvements

There have also been a slew of other UI improvements and extra features, but a few that I think are worth mentioning:

  • Allow "deleting" items from Output Storage. Items can either be entirely deleted for a fee or "converted" to Organic Waste for free.

  • Allow copying from and pasting to Plots that are still under construction

  • Added rendered "ghost" Crops/Buildings when placing plots so you can more easily tell what you're building (see the Copy/Paste gif above)

  • Reworked pop up message UI to a "Notification Card" of sorts that is significantly more legible and includes icons etc for better context.

  • Added a notification + sound when new Contracts arrive

  • Globalized and updated a lot of dropdown/picker logic for things like Crops/Recipes.

  • Improved some mouse click logic which should reduce pipette-ing different items than intended etc.

CSV Data

I've had multiple requests, especially from Alpha players, for some way to export game/save data. While I'll probably take a better look at this post-release, I've exposed some of the exports I was already using for development to allow access to a bunch of the game data.

In the in-game menu, there's now an "Export CSVs" button. This will export a bunch of CSVs from your current game into the game directory under [c]Musgro Farm_Data\\DataExport[/c]. These include static game data about Crops, Recipes, Buildings, etc, a list of all your current Plots and their storage/stats/upgrades, and the data used to populate the in game Production History.

Performance / Bug Fixes

There have also been a lot of other performance improvements and bug fixes, but this post is already pretty long so I'm just including some high level highlights here:

  • More of the game simulation now runs in parallel

  • Multiple "batch" actions now run more efficiently

  • Rendering of Plot Icons has been rebuilt with better "max distance" pruning etc

  • Multiple instances of boxing/memory thrashing have been reduced across systems

Release Update

While the Steam page has listed a 2025 release date, I regret to say that the game won't be in a state I'm happy to release before the end of this year. I am planning the first release to be an Early Access release, as I do have a ton more features I plan to add and I'd like to gather a lot more feedback along the way, but it's still extremely important to me that the product people purchase is a full, enjoyable, and polished experience. I don't want to sell a game that feels like an unfinished beta, I want it to feel like something worth your time, money, and attention.

As it stands right now, I still need to add a few more systems that will be central to the game experience, a bunch more recipes to flesh out a "full" game, and some other assorted tweaks and polish that I think are important to smooth day 1 experience. I would rather release a full-er game later than rush through these things and release something that is unfun, clunky, or too short just to get it out.

While my initial plans for a first release had included some of these things, the Alpha builds and feedback have made me realize a few things were more important than I thought. For example, I had been unsure about whether Plot Management would make it into the first EA release, but the scale at which people were building, and the amount of manual labor going into crop rotations made it clear that it was very necessary. As such, some of my priorities have been shifted by recent Alpha feedback, and I think these changes and shifting of timelines really is what's best for the game in the long term.

That being said, I don't think I'm all that far off from a first EA release. It will definitely be coming in 2026, and I do expect it to be earlier in the year, but I can't say for certain until I get a few more things into the Alpha builds and get feedback on them. Once I am more confident in a narrower timeline, I will be sure to let you know.

That's it for now - thank you all for all your support. It's been a wild journey with many really exciting milestones from you all, and I can't wait for the next ones on this journey ;)

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