E-Startup - Isaac Bowen
Hi all

I'm working on the game to add new features to improve the game quality and it's a lot of work and i planned to get few month and improve all features, improve UI, optimize, clean. Change everything.

You will not have update like usual but isn't good to have small update each week and never have a stable version, lose savegame and others problems. Now the game is going to grow up and with the school and my work i can"t stay alone so the price will up. Fund will allow me to paid people who help me ( Freelance, sound designer, ... ) and have a speeder and better work. If the price is too much for you, please wait next releases.

I say again that i don't have only the game in my work so please be patient and thank you for support the game.

If you have suggestions for the next versions, please write a post.
Aug 14, 2018
3dSunshine - 3dSunshine
Hi All,

As you may have noticed we haven't updated 3dSunshine in quite sometime. We've been working on other projects because 3dSunshine is free, and nerds have to eat too. While we are psyched that a lot of people are interested in using 3dSunshine with their mixed reality headsets, we don't have any immediate plans to support this. Although it might be possible to change our minds. If you'd like us to support you device you can post an emotional plea here.

We haven't drawn the curtain on 3dSunshine just yet. We're just not sure there is enough of a community to justify the tremendous amount of work a complex program like this takes.

Thanks for your support,
3dSunshine

Garry's Mod - Willox
We're releasing a small hotfix to address a recently found exploit that allowed users to execute arbitrary Lua scripts on servers. If you run a server, you should update it.

It's a very non-intrusive update, so there should be no risk of anything breaking, except - potentially - third-party binary modules.
Sky Noon - Sully

Our first new map in Sky Noon, called ‘Pinnacle,’ will be releasing in a free patch on the 15th this week. This blog will give a bit of insight into its development, starting from the concept stage and progressing to the final result.

What is Pinnacle
Pinnacle is a section of lake and a water source that was raised very, very high into the sky long ago, causing all the water to freeze for easy harvesting.

Before we began, we knew that we wanted to create a map inspired by the ice trade, which involved the mass collection and transport of ice from the 19th to early 20th century. We felt that this theme meshed perfectly with Sky Noon’s backstory of fighting over water. A large mass of ice would be a goldmine for whoever controls it, as they could gradually mine away at it and ship it off to wherever it was being sold or used.


https://architectofthecapital.org/posts/2016/8/5/american-ice-co

We felt that ice physics would be an interesting addition to Sky Noon. Having ice would allow us to create slippery ramps and surfaces that you could maintain your momentum while sliding across. It would be a unique addition to the game both in appearance and gameplay, striking quite a contrast against the existing maps.



Development
The map started as a bunch of grey boxes piled on top of eachother into the shape of nearly a map, inspired by some concept art which helped to set a general idea of the direction. After a few iterations and varying map styles, we arrived on a rough but functional level to test on. We played it a lot, then moved forward with the internal feedback and new ideas.

From there it was a balance of creating assets and developing the design of the level, which went hand in hand. A new set of rocks was created to act as the base land, with a new look that stood apart from the rest of the maps. The goal with the rocks was to create something that was familiar to Sky Noon and the western theme, but with some layered snow and hard cuts like a quarry.




The ice itself would make up a large portion of the walkable space, standing out against the orange of the rocks and creating a slippery playspace. We believe we have struck a good balance with the ice physics. You retain a great deal of control while walking on the ice but can still feel the slippery effects if you try to stop or are sent flying across it. You can take a break from grappling to slide across the ice with your momentum, but you will quickly slow to normal walking speed. That is unless the ice is sloped, in which case you will slide all the way to the bottom.



Major changes began to take place as we tested the map, finding that some parts worked and some didn’t. For instance, having a map with a single tall mass tends to reduce the potential for creative grappling, devolving into a constant roundabout. Adding extra high points, splitting up parts of the map into separated play areas and cutting out a few unnecessary sections brought it much closer to the final result.

A cozy building was added to act as a base of operations, a workshop for storage and management of the ice trade. Along with it came the barges and ice wagons, used to transport the ice locally or to far away places. We also added a few large ramps of ice to make better and more interesting use of the ice physics.



Final
Now here we are at the final result with some post process changes and new assets. We will leave you with a few screenshots to peek at. We hope you enjoy the new map!
Wayward Souls - Rocketcat Games
New update! This one fixes the Stretch Screen option, which was temporarily grayed out during launch.

The next big feature we're looking at is getting achievements in. I also want to start making changes to Paladin, now that we have more feedback on him.

List of Changes

- Vsync and Stretch Screen in Display Options should now work. Stretch Screen will still have slight black bars at different sizes, to preserve the pixel art.
- Stretch Screen works for both windows and fullscreen.

- Warpbacks added to the boss rooms after you defeat them. You can now backtrack after taking down a boss.

- Some sound adjustments
- Typos and minor fixes
Aug 14, 2018
Grey Hack - Kurouzu
Changelog
  • Fixed bug that caused any downloaded log to be empty when opened.

  • Fixed bug in Notepad when displaying files as empty if they opened with the "Load" dialog window

  • Fixed bug when attaching files in emails, causing them not to be attached correctly.

  • Added copy/paste support for several input fields such as the wifi connection dialog among others.

  • Fixed bug that prevented the logs from being saved if they were out of the path "/var"

  • Fixed ancestral bug that could cause unwanted behaviors on the player's computer when performing certain actions after being connected to a remote machine and launching UI programs.

  • Fixed bug in "Game Over" event. Causing, in some situations, that no message was shown except the "auto login" screen, forcing to close the game with alt + f4.
HammerHelm - Calandryll


I heard you all like updates so I figured I'd give you an update about the next update. Sorry, couldn't resist. Feel free to down-vote (please don't! :P)

Seriously, I just finished updating HammerHelm to use the latest version of the engine. The tricky part was getting the Day/Night cycle working but I think you'll agree the results of the update are worth it!

For a higher quality gif of the sunrise check out my twitter feed!
https://twitter.com/SuperSixStudios



The larger reason for the update though is I want to improve the camera in addition to using some other new stuff the engine update provides.

I'm still testing to make sure all of the existing systems and content migrated over properly and I will probably release this build tomorrow as a test build. If all goes well after that I'll start working on the new camera in addition to more quests and other content!
They Are Hundreds - Milkweed
Hello everyone, I'm not too sure why it started out of the blue however. It will be patched soon, I am moving tomorrow and will get right on it as soon as my internet comes up! Cheers
Aug 14, 2018
Overload - Revival Productions
We're pleased to release the latest & greatest version of Overload. Here's the list of changes for Patch 4, Build 1854.


New & Changed Features
  • Added a new multiplayer level: Terminal.
  • Added new graphics options (see second page of Advanced Graphics Options).
  • Added particle effects to make switches look more interactive.
  • Added platform identifier icons for MP.
  • Added some text to clarify successive NG+ runs.
  • Hacked "Just Practicing" achievement so it will be awarded for unlocking Insane+ on all CM levels.
  • Updated Rewired input manager to version 1.1.18.0. Provides support for 3Dconnexion SpaceMouse Compact and SpaceMouse Wireless.
  • Added 30 Hz option to V-Sync setting.
  • Private Matches now show password in the lobby now (unless it's hidden).

Fixes
  • Fixed an issue with warpers and chunked-out areas.
  • Fixed count-based Achievements on GOG Galaxy.
  • Fixed issue in CM where a robot could be a Variant *AND* a Super.
  • Fixed an issue with fabricated bots being invisible in some cases.
  • Alien secret doors no longer trigger when Flak 'targets' them.
  • Fixed a graphical glitch with Super Powerups after save/load.
  • Fixed an issue where completing Ymirus on NG+ wouldn't properly update saved NG+ values.
  • Fixed an issue where the Super Op warning message could block a the final message in a Secret Level.
  • Fixed a problem with some bots not activating properly after loading a saved game.
  • Added translations for cheat messages and other text.
  • Fixed a couple of minor text issues, including the spelling of "Initiated."

Updates/Fixes in Level Editor Build 34:
  • User level [format] improvements
  • Automatic chunking is now controlled by a export-time flag and not an ifdef
  • Support for reference_guid in Entities of an .overload for overriding with inline prefabs. Use "$INTERNAL$:<GUID>" as a reference to the entity internally to the overload file
  • Bumped user level version number to 4
  • Added LocalPosition and LocalRotation to the ITransformComponent interface
  • Added UnityEngine.BoneWeight as a native serialized type
  • Added CreateInlinePrefab as a new command for user level files
  • User level support for loading asset bundles for OSX and Linux platforms (in addition to the existing Windows)
  • Updated UnityEngine.Mesh support for colors32, boneWeights, and bindposes
  • More emulated Unity matrix4x4 support and BoneWeight
The Rabbit and The Owl - garybeary
Hey everyone,

This is a small patch just to fix some things that I noticed while watching some people play.

Levels
  • Level 28: Removed a useless portion of the level to avoid confusion.
  • Level 29: Fixed a spot where Owl could get stuck.
  • Level 31: Slightly lowered part of the level to prevent an unintended solution.

Bug Reports

Please report any bugs or issues you find to the discussion forums or send them directly to contact@formalsheep.com. Thank you!

- Gary
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