KoboldKare - sales.gatordragongames

Thank you all for being patient as I start cleaning up the code base for modding. I never anticipated KoboldKare to have so much community support through modding. I want to make sure I put in the work to make sure KoboldKare can handle it!

These changes should greatly improve joining online servers.

  • New modding system!

    • Mods are now built with AssetBundles rather than Addressables. This is a much different and much simpler workflow that doesn't require modders to build the game to create a mod. It also doesn't allow for dependencies. This will make loading mods more reliable than ever.

    • Mods can now be loaded individually, greatly increasing the speed of their activation or deactivation.

    • Mods can now tell if they failed to mount, and will show special graphics and an error popup to make it clear what failed.

    • Mods now appropriately garbage collect and free their handles when unused. This should free up memory for those who install lots of mods.

    • Mods that include maps are now only loaded on demand. Loading a map will quickly mount the mod that provides it.

    • Added a global indicator that shows the status of the modding system, letting the user know if its actively working on mods.

    • This new modding system is backward compatible with existing mods.

  • Hosting a server now only requires connecting players to download mods relevant to the loaded map. This should prevent servers hosting every available mod from literally requiring you to download and mount every mod.

  • Removed accidental inclusion of Lilith from the main game, it's back to being available in the workshop as intended.

  • Removed Surf Map from the main game, this was intentionally added to repair mods with invalid dependencies a long time ago, but should no longer be necessary.

My intention is to keep working at the online experience, there's still lots of work to do.

Write Warz - Boltz Entertainment

🎃 Happy Halloween from the Write Warz Team!
We’ve got a small but spooky update for you today — Update 01.04.03! 👻

This update focuses on a full main menu remake to match our new party game vibe (and yes… we dropped an absolute banger of a new song to go with it 🎶).

Check out the short video below to see the new menu in action!

⚠️ Note: This update only includes the main menu right now — all the sub-menus are being reworked and will be rolling out over the next few weeks. We just couldn’t resist giving you something fun and festive for Halloween! 🎃

We’re still hard at work on our next themes and features, including:

  • ✨ Our brand-new Fantasy theme (complete with goblin events and magical artifacts!)

  • 🚀 Our upcoming Sci-Fi theme — the next big one on deck

  • 🏜️ Two more “common” themes in production

  • 💬 A new TTS system and reworked voting round to make things even funnier and more chaotic

All of this leads into our massive “Mega Patch” coming in 2–3 weeks, so stay tuned!

As always, we love your feedback — keep those suggestions and memes coming!
Happy Halloween and we’ll see you in the next round of Write Warz! ✍️💀

BackRooms X Playtest - XGT Company
  • Fixed a bug with the puzzle on level 1, where pressing ESC to exit it caused issues

ROBA Playtest - Renewed Gaming
Reduced Infantry Fire Delay to .4
Infantry Look Pitch Speed Increased
ZRPG arm time reduced by .05 seconds
Ambient soundtracks fixed/changed
New Waiting Positions for each level
Score Card Toggle settings added
Ctrl/Select Fire location Z axis raised
Melee Prep Animation speed increase by 10%
Hovering over enemy units changes cursor
Single Unit removal from selected units is now possible. Hover removal coming.


Fixed Melee Emitter toggling
Fixed Underhand Grenade interrupt and return animations

Fixed Single Team Koth Score Fixed
Fixed Item respawning


TetraQuad rotation rate increase
TetraQuad moving rotation rate increase
TetraQuad Base Speed increased
TetraQuad Stance Base Speed increased
6 Seasons and a Game - jmats69420

Hey Human Beings!

To say this is an update is a bit of an understatement, The entire project has been brought over from Unreal Engine 4, to the incredibly reliable and not at all buggy Unreal Engine 5! First of all, a huge shout out to the original community and the volunteers that collaborated to bring us the original. We are happy to report that numerous members of the original team are now making games professionally!

We are pleased to offer you this extremely early build of the remastered 6 Seasons and a Game! So, what's new?

ZOMBIE MODE!
Really that's the new hotness. It's a playable proof of concept (playable is even a bit of a stretch too).

Improved (more secure) networking

The entire game is built on the Epic Online Services and the Lyra project from Unreal (a lot of the assets are still placeholders from the bones of that

Third Person Gameplay

The character models really are the best part of the whole project so far. Why not show them off?

Bots Bots Bots
Hone your skills against some annoyingly good bots.

Cross-playIn addition to the Steam Deck release, we are currently working on internal testing for the Android build of SSAAG and need more testers! No iOS development has been started.

All in all, this is more of a announcement that we are still here and would love to start developing this game further. We are looking for people that can contribute to the project. If you're interested at all, head over to our Discord server and talk to us about getting on the team!

Happy All Saints Day Month to you and yours,

-SSAAG Devs

GAIONIN WAR don't combine - tobimasusasuke

Fixed a bug where QTE failure counts accumulated during kill cams, persisted after respawning, and caused the respawn time for kill cams to increase with each death.

Hopeless Sea - Winston He

Hi

Here is a very quick patch note after 1.1.

---- Bugs ----

- Display issue of localizations: some characters/letters are missing.

- Biplane bomb unfunction issue.

- Display issue playing biplane when entering the shop.

- A price balance problem with construction vessel, now it is slightly lower than other characters thanks to its exceptional charisma rather than much lower like before.

Thanks for your continue supportand please keep reporting bugs!

-The Potato Cat

Plastic Battlegrounds - codyvidal
Change log

New Level

  • The Bathroom (Halloween) - The aftermath of the assault on Bluehemoth Research Base. Hold out as long as you can against the Undead horde... For the Emperor!

New and Improved Zombie!

  • Orange Zombies added and unlocked by default. They are their own unit at the bottom of the Unit list.

  • Orange zombies can turn soldiers into zombies.

  • Soldiers stand back up as zombies when killed if infected.

  • It is NOT advised to get within biting range of these guys...

New Weapons

  • Three unlockable guns added to Halloween version of Bathroom: The Commonwealth Typewriter, The Spectre SMG, and the L85! Bring one of the light sources with you on your search for these!

Additional Updates

  • The save system has been overhauled to make corruption of saves much more unlikely! This overhaul means your saves were moved to the new system. If you have any problems, reply in this thread and we will reach out to you.

  • Re-enabled normal grabbing of reloadable mags (was only grabbable via the trigger button previously)

  • There are tons of changes under the hood of the game that aren't visible to players yet, but you will know the significance of within the next couple months!

Dev Note: Also why is it update 30 and not 29 since the last one was 28? Update 28 was actually two major updates in one, so to avoid confusion for us developers we are just catching the public update up!
Happy Halloween!
-Kami, Lead Developer

Snow • Fall - baasket
Hey, hello, and hi, it is I, flower baasket! Another week, another Product Showcase!

How was your Halloween? I ended up going as a very scuffed looking KAITO only using random clothes I could find in my house. I don't think it looked all that good, but it was still fun regardless.

Getting back to the update, I decided to cut some of the planned achievements. I want to focus on new builds and getting all of the status effects on somewhat equal footing. So, in terms of other things, there's going to be less content. I only have 2 Dreams planned now...

But, speaking of things that I do have planned, I finished that mechanic that I posted about in the last Product Showcase. Please give a warm welcome to Snow • Fall's newest shopkeeper, Zodi!



As a Dream Monster, Zodi is bound to only exist in the heads of others. She meets all kinds of people, though most of them are destined to forget her the moment they wake up.

Starting from Node 3 in Reminiscent Mode, you can enter her shop at anytime in the rewards selection screen. Her main purpose is deck control, giving the player the ability to remove Cubes freely from their deck. Though, for obvious reasons, this does not apply to Extra Cubes, and you have a minimum deck size of 5.

You can also reroll your rewards into a specific keyword, and even force events! She's super cute, and I think the addition of the shop will hopefully make builds more varied and interesting.

Besides that, I've been working on adding new events and planning out more Focus Products. I'll probably end up doing the Dreams this week too. I don't really have many ideas for Focus, so if you have any suggestions, I'd love to hear them!

But for now, here are the Products! Call it a Halloween special. Or not, because they really aren't Halloween related...








Congratulations to Bribe Money for being the first Focus Product in the game! At Product ID 95. Yikes.

Evilous Station has been kinda stuck in my head lately. I ended up writing 3 Station Entries for them, and then I realized I'd only be able to use 1 anyway.

...Just kidding, Evilous Station now has 3 Station Entries. It was important, I swear.

Anyway, that's all from me this week! Thank you for reading, everyone!
Nocturia The Game - BrossLab
Camera transition in scene 2 (kitchen) and modification of interactors and triggers in scene 1 (second floor).
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