Horse Racing Manager - Sheep Meadow Road Games
Added
- First version of scouting added to persons, works in same way as horses. In person finder show the progress bars the more opaque the less sure you are about skills
- Bulk sales added to the stables as a tab, can now quickly sell, put on market, put up for auction many horses
- Ability to bulk change colors in the theme editor

Improved
- Description items (so if say a horse is mentioned) in horse, person and stable detail are now clickable
- Made emails a bit more clickable in same manner, but is an ongoing project
- In todays event, when clicking upcoming auction name go to it's details

Fixed
- Some race scene assets were not being added to the scene correctly
- In breeding table, potential was not masked by knowledge
- If you have in quick register lots of horses registered into same race, eclipse instead of overflow the textbox
- In transactions, the sponsor entity was empty showing error in transactions
- Ability to go to deceased horses profiles (for own stable)
- New game world options were overflowing on some screens
- In market screen, if auction had too long name then eclipse it
- Optimized daily injury/illness check performance, was causing rare long sim times
- Showing injured horses, even if there were no injuries
- Auctions now automatically simulate when their date arrives during time progression (previously only ran if player visited auction preview screen)
- Retired horses are now excluded from receiving sponsorship offers
- In race result screen you can now also press W, this means that you should be able to continiously advance the game by just pressing W

Bonus
- Statman Trophy in year-end awards
Crime Boss: Rockay City - Question_505

The Break the Bank III community event has reached over $16 Billion stolen in co-op modes unlocking the Cleaver melee weapon! It is available in your inventories now!

The event continues through the 16th with more items to be unlocked. Steal the cash, get the loot!

Next Unlock: M1911 - $25 Billion

MACHI KORO With Everyone - tx2m

Three new Landmark cards—CITY HALL, CLEANER, and MEMBERS-ONLY CLUB—will be added to the MACHI KORO2.

These Landmarks are specialized in earning coins. Be

sure to incorporate them into your strategy and utilize them effectively!

Any player who rolls

1 dice on their turn

and gets no coins

earns 2 coins.

After building this,

take 5 coins

from every player

that owns 2 landmarks.

Any player who rolls

6 on their turn

earns 1 coin per

☕️establishment

that they own.

You can choose whether to enable or disable these cards via the "Set rules" menu.

Buccaneers! - Armada

Fellow swashbucklers,

We’ve released a minor update containing a security fix for a vulnerability found in the Unity game engine. According to Unity, there is no evidence that this vulnerability has been exploited, but we strongly recommend installing this update to be safe. You can read more about the security fix here.

We have been working on more features and fixes, but these are not yet ready to release, so are not included in this patch. We do apologise for the long wait - development is very slow nowadays, but as soon as we have new features to ship, we’ll let you know!

Buccaneers! Version 1.1.02

Fixes

- Patch for security vulnerability in the Unity engine.

Happy pirating! 🏴‍☠️

Splitgate 2 Beta - CYBER

Bottom line: Our biggest playtest yet arrives November 8-9 with three new weapons, portal wall overcharging, power-ups, EMPs, equipment changes, and playlist selection. This is a massive sandbox evolution that takes Splitgate to the next level.

Playtest Details

Saturday, November 8: 10am-1pm PT
Sunday, November 9: 10am-1pm PT
Platforms: Steam
Application: Splitgate 2 Beta
Branch: nov-playtest

This is our first Saturday-Sunday playtest, making it easier for players who couldn’t join previous Friday sessions to participate and provide feedback.

To access the branch on Steam, please follow these instructions:

  1. Open Steam and go to your Library.

  2. Find Splitgate 2 Beta in your game list.

  3. Right-click the game → select Properties.

  4. In the left menu, click Betas.

  5. In the dropdown “Select the beta you would like to opt into”, choose nov-playtest.

  6. Close the window. Steam will automatically download/update the game.

  7. Once finished, click Play to launch the beta branch.

_Reminder: The build won’t be available until later this week.

Playlist Selection Is Here

One of the most requested features is finally coming to the playtest. You’ll be able to choose which modes you want to play with multi-select functionality.

Two modes available for this test:

Arena (Loadouts): The mode you’ve been testing with customizable loadouts and all the flexibility we introduced when removing factions.

Arena Classic (Even Starts): Everyone starts with the same weapons (Carbine and Assault Rifle) plus an EMP grenade for that true Splitgate classic experience.

You can select one mode or both. On full relaunch, there will be significantly more playlist and mode options to choose from.

Power-Ups Return to the Arena

After removing factions, one of the biggest community requests was reimagining abilities as power-ups. We’ve created three power-ups that are map pickups, bringing Splitgate closer to its arena shooter roots.

Overshield: Classic health boost that changes the dynamic of any fight.

Rush: The same functionality as Aeros’ adrenaline rush ability, but now as a contested map pickup. Fight for the power position to gain this advantage.

Hypersight: Similar to Meridian’s ability but reimagined. This is an individual power-up that lets you see enemies through walls temporarily. It does not reveal enemies to your teammates.

These aren’t exact replications of faction abilities, but they capture similar strategic elements while making them contested resources on the map rather than pre-selected loadout options.

Portal Wall Overcharging

The last time we tested portal changes with the charge system, the feedback was clear. You want counterplay to portals, not limits on portal usage. Portal wall overcharging is our answer.

How it works: If one player places both portals on the same portal wall, that wall becomes overcharged and blocked for everyone until those portals are removed.

This creates several interesting dynamics. First, it provides genuine counterplay without nerfing portals. You can block a critical wall on the hill, similar to what was possible in Splitgate 1. Second, there’s a meaningful tradeoff. If you dedicate both portals to blocking a wall, you can’t use them for flanking or repositioning until you remove them. Third, it forces adaptation. If your preferred route gets blocked, you need to pivot and find new angles.

We’ve done extensive internal testing and the system has been well received, but portal mechanics are critical to get right. We need your feedback on how this feels in practice.

EMPs Are Back

EMPs are back as equipment, and they work slightly differently than before. In the standard Arena mode, EMPs are selectable loadout equipment. In Classic Arena, everyone gets one just like original Splitgate.

New functionality: When you EMP a portal wall, it destroys all portals and controls that wall for your team for approximately 7 seconds. Only your team can use that wall during this window.

This adds significant utility beyond just clearing portals. It works particularly well with portal wall overcharging. If an enemy blocks a critical wall, you can EMP it to prevent them from overcharging it and open access for your team to infiltrate contested areas.

Equipment Changes for Combat Clarity

Splitgate 2 made progress in sandbox variety and combat depth, but we took a step back in one area: combat clarity. Right now we have equipment providing limited utility or occupying overlapping roles, all while making fights harder to read visually.

For this test, we’re testing removing the following equipment from loadouts:

  • Proximity Mine

  • Recon Radar

  • Regen Cloud

  • Sand Grenade

  • Time Dome

This is a test, not a final decision. In our internal playtesting, removing these options significantly improved combat clarity. You’ll be able to see what’s happening in fights more clearly without overlapping visual effects. It also removes redundancy. For example, Heal Grenade and Stim Shot served similar purposes, which became apparent once factions were removed.

We’ll be surveying specifically about equipment. Which removals felt good? Which equipment did you miss most? Some may return in future tests based on your feedback.

Three New LMGs

We’re introducing three new weapons, all LMG archetypes but with very different playstyles.

Velocity LMG: Your standard LMG. Low damage, high fire rate, massive ammo capacity. Unload on enemies and suppress positions.

Barrage LMG: Fires three bullets simultaneously in an automatic triple-shot pattern. Slightly slower fire rate means less range and precision than other LMGs, but it packs a heavy punch up close.

Strata LMG: Energy-based weapon that fires in automatic four-round bursts. More precise than the Barrage with mid-range damage output, playing almost like an automatic burst rifle.

We’re confident these weapons are fun to use, but we need your feedback on how they fit into the overall sandbox balance. Some will likely be overpowered, others underpowered. That’s exactly why we’re testing.

Controller Feel Improvements

We’ve heard feedback that playing on a controller didn’t quite feel right. We’ve spent significant time improving acceleration and responsiveness to get closer to that original feel from the first Splitgate. If you’re a controller player, we especially want your feedback on whether these adjustments hit the mark.

Additional Improvements and Fixes

Portal Trails: We’re testing visual trails when players exit portals to help you understand where portals lead. It’s subtle but addresses the disorientation of going through portals you can’t see through.

Combat Audio Updates: Continued refinement of audio cues for gunshots and portals. Distinct sounds help you identify where bullets and portals are coming from, improving combat clarity.

Portal Shooting Bug Fixed: We’ve fixed a significant networking bug where players were getting shot through portals even when clearly out of the line of fire. This should feel substantially better now.

Numerous other optimizations, polish passes, and bug fixes are happening behind the scenes, but these are the major highlights.

This Is Our Biggest Test Yet

This playtest represents a genuine sandbox evolution. Portal wall overcharging changes how you control space. Power-ups create new contested objectives. EMPs provide counterplay. Equipment streamlining improves clarity. New weapons expand tactical options.

If you’ve been considering joining a playtest, this is the one. We need your feedback on these interconnected systems to understand what’s working and what needs adjustment as we move toward relaunch.
Come prepared to try new strategies, adapt your playstyle, and give honest feedback about what feels right and what doesn’t. Join our Discord, follow us on X/Twitter, and participate in the post-playtest surveys. Your input directly shapes these decisions.

See you in the arena this weekend.

KeepUp Survival - Ares-X
Hello Community,

After many weeks full of updates and improvements, there is finally visible progress, the game is now very close to being “Mostly Positive” again!

That means an incredible amount to me as a solo developer. I’ve put a lot of time and heart into the recent updates to improve the experience for everyone.

Seeing that the changes are being noticed and appreciated motivates me enormously to keep going and make the game even better.

Thanks to the unknown supporters

Finally, I want to thank all the unknown supporters who picked up the Supporter Pack!

Even though I don’t know who you are, I can feel that there are people out there supporting the project in this way and that truly means the world to me.

Thank you for believing in the project and joining me on this journey.

Thanks to the Community

Your feedback, your support, and your patience mean incredibly much to me. I read as many messages as possible and try to implement your wishes in the best possible way. Without you, this project would not be where it is today.

The journey is far from over, there is much more to come!

Thank you for your trust and support, you’re incredible! ❤️


In Discord you have the possibility to follow the development and ask questions. https://discord.gg/8zyKXj9SDr

Desktop Explorer - rdolfo
Cursor
  • Adjusted the way the game treats cursor sensitivity to reflect the system's DPI

  • Unlocked the cursor to allow players to take their cursor outside of the game if in windowed mode, or across multiple displays

General
  • Minor bugfixing

Phase Pal Playtest - ekene.obiesie

We’re excited to launch the Phase Pal website, where you can now upload your VRMs and generate custom voice clones starting November 10! Other Improvements & Fixes: Downloaded the Qwen model for enhanced performance Enabled Local LLM Mode Fixed Library Navigation crash Finally resolved the Local Chat Panel background issue Added Celeste

Neither Cross Nor Crown - fetterlockargent
+Added Radiant Shield drop
+Added Fleur-De-Lis indicator to Purple Flower in Flossau for clarity
+Prevented lockon tracking while dead
+Improved AI aggression trigger logic. This should reduce (or hopefully eliminate) instances of AI staring blankly at walls
+Further tuned Imp aggression (they will no longer chase you when they shouldn't be able to see you)
+Made the crawling imps easier to hit
+Tweaked wall-climbing to tolerate slightly lower walls
+Polished climbing geometry in Tutorial, Swamplake, Hafenhaven and in various meshes
Sticky Clicker! - imcool123YT

Hey guys. I'm back. Update time!

  • Removed anniversary update

  • Replaced "Ugly Yello" skin with "Scarlet" (scarlet can be purchased for 10,000 points)

  • THATS IT

ok beyh igujsdhnfkldmf.dfs

...