6 Seasons and a Game - jmats69420
Zombie Mode
- We rewrote almost everything here. Zombies now actually find you, follow you, and don’t get lost in corners, usually. The AI is faster, cheaper to run, and gets better as waves go on.
- Zombies now use new behavior trees from Lyra, which means they’re smarter about finding players.
- Added a wave system. You’ll get breaks between waves now instead of instant respawns. If you die, you come back either 60 seconds later (if a teammate is still alive) or at the start of the next wave. Whichever comes first.
- The game now checks if everyone’s dead. If so, the round ends. No more infinite spawning. (Seems to not register with certain listen-server configurations.
- We added new logic to let doors and walls update the nav mesh. Zombies will find new paths when the map changes.
- Added a way to control spawners from blueprints. Zombies spawn close to you wherever you are on the completed side of the map.
- Scoring is tied into Lyra’s stat system now. You’ll get points for kills and assists, and they are supposed to carry over to EOS leaderboards.
- It runs a lot better now too. We cleaned up the old tick system and moved some of the combat to client-side to save bandwidth. You can get a lot more zombies on screen before the game starts to complain.

Gameplay and Balance
- Sprinting no longer traps you in the animation. You can stop and change direction again.
- Fixed an issue where the interact ability wouldn’t always trigger.
- Aiming and recoil feel smoother now. We adjusted them for both controller and mouse.
- Controller aim assist has a new sensitivity table (heavy aim assist for touch screens and a slight aim assist for controllers.) Should feel more natural.
- Wave counter and “All Players Down” messages are now visible in Zombie Mode.

Framework and Engine Changes
- Fully rebuilt in Unreal Engine 5.6. This fixed a ton of lighting bugs and performance problems.
- All materials and shaders were recompiled. No more black skeletal meshes or moveable objects due to old reflection captures.
- Integrated Lyra Framework across everything. Abilities, input, and animation are now using Lyra systems.
- Switched to Epic Online Services for matchmaking. Cross platform support soon?

UI Updates
- Keybinding widgets now update correctly when you change controls.
- Keyboard, mouse, and controller prompts should swap properly now. (Interact Widgets are still incorrect.)
- Added zombie wave and player status indicators to the HUD. Along with GREENDALE DOLLARS! (Greenbucks for short)

Performance and Networking
- Rewrote replication for death and respawn events.
- AI replication priorities now focus on nearby zombies instead of everything at once.
- Fixed some small memory leaks when reloading maps.
- General network cleanup and crash fixes.

Known Issues
- With a lot of zombies (200+), some AI might stutter a bit.
- EOS invites can take a few seconds to appear on some setups. Steam Invites may hang an show join failed on previously joined games.
Trails in the Sky 1st Chapter - Gungho_TT

Version 1.06 has been released. This patch contains the following fixes and improvements:

  • Fixed an issue in which if the "Saved Games" folder could not be retrieved, save data would instead be created in the drive root (e.g. C:/) of the game's installation folder rather than the game's installation folder itself. Also fixed an issue in which save data sometimes could not be loaded.

    *If the "Saved Games" folder cannot be retrieved, save data will now be created in the game's installation folder.
    **This update does not contain fixes for Steam Cloud synchronization. If you are experiencing Steam Cloud issues, the configuration for the "Saved Games" folder may be corrupted, so we recommend repairing it.

  • Replaced some visual effects with lighter versions to improve performance.

  • Fixed an issue in which the game could load indefinitely for certain maps.

  • Fixed a crash that could occur when performing a Brave Attack with Tita as the lead party member.

  • Fixed an issue in which the player could not proceed if a Brave Attack was triggered during the tutorial boss battle in the Rolent Sewers.

  • Fixed the how the game detects completion of the "Activate All Arts" in-game achievement.

  • Corrected various text errors.

  • Fixed other miscellaneous bugs.

In addition, we have added new beta branch that contains the previous version of the game (Ver. 1.05). Please use this branch if the update causes issues. It can be accessed via the following steps:

  1. Navigating to the game in your library

  2. Click the gear icon and select "Properties".

  3. Within the "Properties" menu, select "Betas".

  4. Select the the correct branch from the "Beta Participation" menu.

In the event you want to return to the latest patch, please set "Beta Participation" back to "None".

RISK: Global Domination - Nick@SMG

We heard you: Halloween might be over, but the zombies aren’t done yet.

In October, we made Zombie Apocalypse mode free for all players. Although October is over, we have decided to keep the game mode available for everyone permanently.

This means free to play users can now host their own Zombie games. Note: For clarity this was previously a feature only for premium players.

Which map will you play first? Let us know down below. 👇

SMG: Team RISK.

inZOI - AR TALK
Hello, Creators.

This November's list of known issues is now up on inZOI's official forums.
Click the banner below for more details on any issues you may have experienced or would like to learn more about.



We will continue to update the list based on your feedback.
If you encounter any problems while playing the game, please report them via the inZOI Forums.

Thank you for your continued support and valuable feedback.

Thank you,
The inZOI Team
NEKO-NIN exHeart SPIN! - sekaipro_chris

The Steam page is now live for NEKO-NIN exHeart Spin! LOVE+PLUS. A release date hasn't been announced yet though QA work has mostly wrapped up. In the meanwhile, hit that wishlist button and be notified when the game releases on Steam! Nin!

The fan disc release contains three episodes that each focus on the heroines of NEKO-NIN exHeart Spin! Whether it's helping Touka to relax for all her hard work, helping your little sister Nanako bust some ghosts, or seeing what mischief Chika gets in to this time, there's something for everyone to enjoy in this release.

https://store.steampowered.com/app/3971880/NEKONIN_exHeart_SPIN_LOVEPLUS/

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

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