Boom 3D Windows: Experience 3D surround sound in games - deepika.bhakoo
Hello Gamers!

Download the app and hear the difference!

Boom 3D is the finest system-wide audio enhancer and equalizer for Windows. It’s handcrafted futuristic technology delivers an immersive and unbelievablely realistic magical 3D surround sound experience.

The revolutionary app changes your gaming experience giving you an immersive audio with its system-wide volume booster and equaliser that converts your regular 2 channel stereo track into a realistic detail 3D sound locating it from any angle, be it a whisper from behind or a gunfire from above.

More immersive, we let you with your Steam games in the best conditions!
ShockRods - GMGMarketing
ShockRods Vehicle Design
Neil Barnden

ShockRods Game Director and co-designer
This blog is going to talk a little about how the ShockRods vehicle design evolved. The way the ShockRods can move – in ways that conventional cars can’t – is core to the game. This comes from their multi-directional wheel tech and the system of boosters built into the car chassis.



This fact is the key to how the design of the cars evolved. They needed to look agile; fast and tough and able to leap around the landscape.





It was decided that the vehicles would be “classless” – every car would share common performance characteristics and have the same hitbox shape. This simplifies gameplay balancing and means that the player can make their ShockRod choice based on their personal taste, without tactical considerations. With this in mind, we decided to use a common chassis design for all the vehicles. So the first task was to design a chassis that would house the ShockRod’s power plant, boosters and suspension. Our car concept artist Daniel “CzechDeath” Tejnicky would work on a chassis layout that emphasised the vehicle boosters, so the player would be able to see what made the vehicle so manoeuvrable.

In part, the name “ShockRods” also gave a direction for the vehicle design. The name has a vibe that felt akin to the 1970s/80s era world of sci-fi; Gerry Anderson and Star Wars. And the setting of the game also tied to that sci-fi aesthetic – futuristic vehicles doing battle in real - world locations. I had this in mind when designing the logo for the game, and the intention was to follow this through the game’s visual design, giving it a cool retro - future vibe. These notions shaped the loose brief for the chassis design that I gave Czech. The initial concept he sent me was great, but a bit
more H. R. Giger than Gerry A.



I wanted something cleaner and more like a design by Ron Cobb or Chris Foss (concept artists who worked on Star Wars and Alien). I did a very rough sketch over Czech’s concept:



Czech immediately got where I was coming from. We also agreed that the conventional suspension spring units were too fussy and detracted from the idea of a futuristic vehicle. The next version incorporated the revised suspension idea but was still a touch too organic.



His next version nailed it...



So we had our chassis design, and now Czech could start the most fun part of the job – coming up with body shells to fit over this base construction.
He sent me some initial design ideas which looked great and allowed us
to nail down what sort of directions were working best.







While this had been going on, Stainless and Green Man Gaming had been discussing a release schedule for ShockRods, and so in the same spirit as every reality TV show these days, Czech found himself under pressure to produce the goods to a very tight schedule...But did he deliver before the deadline? Or would some major mishap result in a concept art calamity? With only minutes to go, would Google Drive fail and delete all his files? To find out, tune in to the next episo... Ah, never mind all that nonsense – of course he delivered!

Here’s a small selection of the car body designs that you’ll see in the game...











Readers who have been involved in our beta program will recognise some of these concepts, while others have yet to be seen in - game. The game will launch with a large stable of vehicles for you to buy with the ShockCurrency you earn by playing. Added to your garage, you can begin customising them to reflect your ShockRods personality.

Which ShockRod will you choose?
Jun 21, 2019
Stellar Survivor - Sticks & Stones

You can now start playing Stellar Survivor!
Get the game for free and help us improve Stellar Survivor!
The game is now in Early Access. We would love to know your thoughts so we can gather that as feedback to improve Stellar Survivor.

You can join discussions with other players on our Discord Community Server, head over to the Community Hub on the Steam Store or leave direct feedback for the developers on a survey here!

We hope you enjoy what we have created thus far, patches will follow soon and more features will be added!

Also, make sure to follow us on Twitter, Instagram and Facebook to receive news and updates!
The Hunter's Journals - Pale Harbour - grindwheelgames
The final page for Pale Harbour is here for your enjoyment. Ironically, it is also the last page many of your adventures will end with; the dead-end image.

We hope you all have a great weekend, and look forward to hearing from you on Monday when the game goes live!

Not every hunt ends in success. Combat and poor decision making, as well as dangerous traps, can all lead to your sudden demise. Your only hope is to pray the gods are on your side and try to be as careful as possible.

World of Warships - WoWs Admiral

Captains!

Having launched two new series—the WoWS Show and Best of 3—we're now ready to bring back Sea Smackdown! We've revamped the idea and you can expect to be entertained while also learning some neat tricks in the game.

In each episode of Sea Smackdown, our resident expert, dreameater_, will thoroughly analyze selected replays and attempt to answer the question—"Was it pure luck or skillful playing?"

The hero of our first episode is player Pandoraz_127, who set a record in Base XP earned by their X Minotaur. Let's find out how they did it!
https://youtu.be/eRJj7_xA0DA
Did you like the video? Subscribe to our channel so as not to miss out on other cool stuff!
Subscribe to the Channel

How does one send a replay to our show?
To appear in our new series, it takes more than just showing phenomenal results. You have to share them with us!

If you have a great battle replay where you carried the game, simply log in to https://replayswows.com using your Wargaming account credentials, press the "Upload replay" button—and share your combat experiences!

Any player can send us an unlimited number of replays. Players will receive a reward for each replay that we pick for an episode!
Jun 21, 2019
DRONE The Game - FSI-Nath (Drone The Game Dev)
Battlefleet Gothic: Armada 2 - Jellyfoosh


Good Day, Admirals!

The Chaos Expansion approaches, and with it, our next free update. The paid expansion and free update both arrive on the same day, June 24.

In our previous two blog posts, we covered the story and the mechanics of the new Chaos Campaign. In today’s Community Update, we look at the changes coming in the free update, which brings improvements to all the campaigns - Imperium, Necron, Tyranid, and Chaos.

Improved Fleet Management

  • You’ve asked for it, we’ve worked on it, it’s here – you can now swap ships between fleets! Although some restrictions apply depending on sub-factions, you will be free to tailor your fleet to your own destructive tastes.



  • Dismantle entire fleets (or individual ships) as you please, leaving room to create a brand new one. Doing this will dismiss the admiral and give you back a portion of their value. No more will Admirals be sent off to their confused and sudden doom in order to be replaced.
  • As you level, you will now be able to pick your Admirals’ skills. The first skill will be locked, but the rest are yours to choose.
  • Your Admirals will now have access to level 4 Admiral upgrades with new effects, such as an extra galaxy map movement point, increased troop regeneration, or improvements to the evolution of Points of Interest.

More Variety

  • Six new Secondary Objectives (from the first Battlefleet Gothic: Armada) have been introduced to regular missions. One secondary mission will appear in every battle, and completing them will award you various things, such as battleplans, extra movement points, and more.



  • In-depth Campaign Options allow you to set up a new campaign in far more detail than previously, such as tweaking the AI, determining leadership points, or the ability to cancel invasions entirely. You can select which of the secondary missions you want to see in your campaign, if any, and even adjust a ton of economy options.
    If you want to share your exact preset with others, you will be able to do that too! This new feature makes the campaign deeply customizable, but keep in mind that the settings can’t be changed after launching the campaign.



  • AI Ultimate Power
    Allow the enemy to thrive with impunity at your own peril! If certain conditions are met, the enemy AI’s faction-specific Ultimate Power will be triggered. Most of these apply to a single system. Although new dialogue will give narrative context to each of these, a Waaagh! never needs context, if you ask us.
    • Aegis of the Imperial Fist: The Phalanx joins the battle.
    • Chaos Portal: Chaos threat level in the sector rises 10 points.
    • Waaagh!: Ork Fleets have their max fleet capacity doubled.
    • The Seventh Path: Aeldari threat level rises by 1 in every sector, and if left unchecked too often, will trigger an invasion in every sector.
    • Hive Hunger: Tyranids devour an entire system, removing every attribute of its planets.
    • Dolmen Gate: Necrons will perform an invasion in the sector every turn.

Quality of Life Improvements
  • Battleplans can now completely cancel an invasion.
  • The Advanced System Panel gives you a better view of all the systems and allows you to conveniently upgrade your points of interest from a single menu.



We hope you’ve enjoyed this look at the major features coming in the update, and that you’re itching to get your fleet into glorious battle. This post is by no means an exhaustive list, as the update will include numerous further tweaks and of course, balancing. The full patch notes for the update will be available on launch day, June 24.

Tindalos & Focus Home Interactive
ΔV: Rings of Saturn - Koder
Hardcore sci-fi fans might have noticed that propellant consumption of the K37 Nuclear Thermal Rocket was not really realistic - not given the description of the ships reactor, it's temperature and physics. In recent days we worked, with significant help from our players, on fixing that - but maintaining good gameplay experience at the same time.



Today I can present you the fruit of this: Re-balanced Boosted Nuclear Thermal Rocket. This version changes exhaust velocities, power consumption and propellant tank sizes - and a required a significant improvement in the autopilot. It's now much smarter, able to assess ship's inertia and uses thrusters only when required to conserve your propellant. It's also much better at aiming now.

The re-balance introduced new, interesting gameplay element. Your ship will now behave differently as your propellant tanks empty. As your total mass reduces the ship will get agile and speedy - unless you manage to fill up the cargo hold. I hope you will enjoy it as much as we did.

Savegame compatibility note: This version includes new, bigger, propellant tanks that will not be compatible with your old save. You might use that save, but you will need to buy propellant tank to get the ship running.

Changelog:
  • New NTR setup for all ships equipped with Nuclear Thermal Rockets.
  • New fuel tank upgrades accommodating higher propellant consumption.
  • Significantly improved autopilot control.
  • Speed-up VFX will no longer flash for one frame at beginning of the game.
Jun 21, 2019
Chinese Parents - Sherry
Hi there,

After the release of English edition, we have received many feedback and bug reports, and we fix them as soon as possible. Below is the log of today's update:

  • Fix the problem that the default language is not English under some system languages
  • Fix the trait number problems in the Show mini-game
  • Fix some of the translation problems

If you have any feedback on the translation, gameplay and so on, please contact us via contact@coconutislandstudio.com titled with [Chinese Parents feedback]. We would be glad to hear from you.

Also remember to attach all your save files if you want to report a bug, you can find all the save files ended with ".sav" by searching the file "JobMap.sav" in the C: Drive.

I am not a Monster: First Contact - illbgreat
The studio artists had drawn so many unusual creatures while developing monsters' style, that would be enough to settle a small planet!

Beta-testing will start in July! You can already register to join.











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