Team Fortress 2 - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed the Guano and Batbelt cosmetic items hiding the Scout's dog tags
  • Fixed The Beacon from Beyond incorrectly hiding a bunch of bodygroups
  • Fixed the Quoth cosmetic item hiding the Scout's headphones
  • Fixed some broken materials for some props_farm gib models
  • Adding "Hat" style for the Fuel Injector
  • Updated the Clue Hairdo to fix broken smoke effect
  • Updated koth_synthetic_event
    • Edited nav mesh to minimize the Toastmaster running diving into the grinder/death pit
  • Updated pd_farmageddon
    • Revoked scarecrow gym membership which lowered their health from 500 to 350
  • Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
    • Fixed an exploit allowing some players to respawn as a human or play as a human on the Zombie team
Steamニュース - kaci

Love playing games on the scary side? The horror side? The SPOOKY side? This is the Steam event for you! From October 28th – November 4th, scare up your Steam library by grabbing deals on all kinds of spookily-themed games.

Horror games? Check. Spooky and psychologically scary? Check and check. But also vampires, ghosts, werewolves, witches, and other supernatural creatures? Check, check, check, check. Check!

Steam Scream 3 (we threw in a 3D as a nod to the scary stylings of the olden days... and to add an extra dimension of fear) is on now through November 4th. See you soon, boos.
Team Fortress 2 - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Reverted BLU Scout pants fix because it conflicts with too many existing cosmetics
  • Updated the Fleet Commander again to fix import problems from the previous update
  • Updated the Phantom Plague and Haunting Haze Unusual effects to fix sometimes spawning away from the player
  • Updated cp_freaky_fair
    • Fixed issues related to the gamemode logic
      • Reapplied check that was mistakenly removed to check if the player is actively buying upgrades in a station or not
      • Implemented new custom system to refund upgrades to hopefully address inconsistencies both in-round and across rounds
      • Implemented logic to handle mismatches in recorded vs actual currency values when leaving the upgrade trigger and having not accepted de-bought upgrades
      • Reverted code to do with Ghosts and Sentry busters to fix bugs related to their effects not de-applying
      • Implemented a way to force kill players to address edge cases where you could survive as the sentry buster past their explosion (Thanks MilkMaster!)
      • Improved the logic which checks if you can apply a new potion effect to yourself to address bugs where effects can overlap
      • Fixed sniper and demo shields not having their upgrades cleared
      • Fixed canteens not having their values cleared when refunding whilst not equipped
    • Increased the height of the skybox
    • Increased last point capture time from 6s to 7s
    • Changed some clipping to stop giants from building on roofs
    • Smoothed out a divot (Thanks Midnite!)
  • Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
    • General
      • Re-encoded all Zombie Infection sound effects as .WAV
        • This fixes issues with sound effects not playing correctly and spewing errors in the console
    • Bug fixes
      • Fixed a bug that caused Sniper's Spit Pool to deal much more damage than intended
      • Fixed a bug that caused team names to not display correctly when playing on mp_tournament mode
      • Fixed a bug where Engineer would sometimes scream like a charging Demoman while throwing an EMP Grenade
    • Zombie Changes
      • Sniper's Spit Pool damage vs Survivors no longer stacks when standing in multiple zones
      • Zombie Heavy is no longer immune to Critical Hits
      • Zombie Heavy's max health raised to 525 (from 450)
      • Zombie Pyro's max health raised to 250 (from 175)
      • Zombie Pyro now drops a medium health kit on death
    • Survivor Changes
      • Crossbow weapons no longer have a flat damage multiplier against Zombies
      • The B.A.S.E Jumper can no longer be deployed if you are one of the last three survivors
      • Jumper Weapons can no longer store reserve ammunition
  • Updated zi_murky (additional changes)
    • Added more respawn room triggers around the new spawn zones
Team Fortress 2 - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Added missing list of authors for arena_lumberyard_event
  • Fixed the Crook Combatant hiding the Scout's dog tags
  • Fixed some sound script entries not playing because they were looking for .wav instead of .mp3
  • Fixed BLU Scout using the incorrect team color pants
  • Fixed some props_farm models using an incorrect surfaceprop setting
  • Updated the large version of the backpack image for The Fast Learner to be consistent with the small version
  • Updated the schema entries for The Hound's Hood and the Thrilling Tracksuit to remove unused settings
  • Updated a couple of the community console images to fix missing nomip/nolod settings
  • Updated Freaky Fair's expert contract to be "Win a round on Freaky Fair"
  • Updated the Fleet Commander and Delldozer to fix import problems from the previous update
  • Updated arena_lumberyard_event
    • Fixed mini-crits being removed from the last player standing if they used the Crit-a-Cola
    • Added missing navigation mesh
    • Fixed areaportal windows in spawn fading in too early
    • Fixed cases where players would get stuck on the setup doors
    • Adjusted prop fades
  • Updated cp_darkmarsh
    • Lowered spell spawn timer (from 180 seconds to 120 seconds)
    • Spells that spawn outside respawn rooms will disappear after 30 seconds of not being picked up
    • Added several more pumpkin bomb spawn points
    • Fixed portcullis doors turning pitch black when opening
    • Lowered RED respawn wave time for the last point (from 10 to 8)
  • Updated tow_dynamite
    • Fixed an ammo pick-up differ on BLU side
    • Added a missing wagon wheel on BLU side
    • Added Tug of War objective strings
    • Made the jump pad's deathpits deeper
    • A new critter has arrived
  • Updated pd_circus
    • Fixed spell books being prompted despite none spawning in the map
    • Reduced points per player from 6 to 5
    • Reduced distracting lighting and details around the inaccessible areas of the circus
    • Fixed being able to place teleporters too close to spawn doors
    • Fixed erroneous collisions
    • Fixed small displacements cutting through walls
    • Fixed some gaps in geometry
Team Fortress 2 - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed an issue with Blazehattan contracts
  • Fixed an issue with Outburst contracts
  • Fixed an invalid Soul Gargoyle location on Mann Manor
  • Fixed players not being able to select a class and spawn after watching an intro video
  • Recompiled props_farm\box_cluster03.mdl to fix a problem with the material
  • Updated the Dusk Duster to adjust the rigging a bit to reduce distortion
  • Updated the Triboniophorus Gentlemannus
    • Fixed clipping
    • Updated texture to fix mipmapping
    • Added jigglebone
    • Added attachment for genteel smoke effect
  • Updated the Clue Hairdo to fix a rim mask problem with the 'Case Open' style
  • Updated the Fleet Commander
    • Fixed white seams when moving camera away from character
    • Improved position of Style Selection camera by deleting unused bones
  • Updated the Delldozer to fix a problem with the specular map for the Re-Mastered and Re-Engineered styles
  • Updated The Witch Doctor to fix a problem with the diffuse textures and normal maps
  • Updated Taunt: Commending Clap to fix some issues with sounds and timing
  • Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
    • Reduced Zombie Engineer's EMP Grenade Cooldown from 10 seconds to 9 seconds
    • Adjusted Zombie Pyro's death explosion to briefly ignite players hit by the blast
    • Fixed a bug that allowed Zombie Medic to spawn infinite dispenser entities (Thanks Psychicpie!)
    • Fixed Zombie Heavy's ability appearing as an active instead of a passive on the HUD (Thanks NeoDement!)
    • Fixed a bug that caused Zombie Heavy's knockback effect to trigger on afterburn damage when quickly swapping from Pyro to Heavy
  • Updated zi_blazehattan (additional changes)
    • Fixed top roof having no collisions, causing players to 'sink in'
    • Made the brick decoration near the wooden ramp slightly lower to make jumping to the top roof easier
    • Removed some redundant clip brushes
    • Changed the round timer from 6 minutes to 3 minutes 30 seconds
    • Fixed missing textures behind the windows of the warehouse building
    • Fixed rendering issue in the A Gate zombie spawn (Thanks Midnite!)
    • Fixed several instances where players could stand on top of clip brushes and in high places (Thanks Midnite!)
    • Fixed floodlight stuck spot near B Gate (Thanks Midnite!)
    • Fixed troll teleporter spots (Thanks Midnite!)
    • Fixed telephone pole collision (Thanks Midnite!)
    • Added no-build triggers on top of barrel clusters at the top of the containers for consistency
    • Added barrel clusters and wood debri on top of the red container with the floodlight to make it more apparent engineers can't build there, as well as to provide cover for zombies
    • Various small changes
  • Updated tow_dynamite
    • Doubled the chances of a Jump Spell drop
    • Fixed the main gates killing players when touched on the side
    • Fixed the main gates killing you prematurely before they are fully closed
    • Fixed HUD textures going missing on occasion (Thanks Aar)
    • Fixed the rooftop fire being too strong
    • Fixed multiple locations that allowed players to build out of bounds
    • Fixed an overly aggressive propfade in front of spawn
    • Fixed edge bugs on multiple roofs that allowed players to remain alive
  • Updated vsh_outburst
    • Improved performance
    • Fixed menu images
    • Fixed a minor visual issue
    • Fixed being able to stick to the invisible walls
  • Updated koth_sawmill_event
    • Reduced the amount of skeletons that spawn
    • Added a new pathway to the secret underworld exit
    • Redid some detailing near Reds base
    • Improved lighting near some shacks near mid
    • Fixed clipping for a shack
    • Reworked where Soul Gargoyles spawn, now favoring Mid more often
    • Made some new greener water for Mids lumber place
    • New spectator cams
  • Updated cp_freaky_fair
    • Fixed issues related to the gamemode logic
      • Fixed players being able to retain upgrades on their weapons by putting them in their loadout before the round changes and then switching back to them
      • Fixed some currency bugs related to players having upgrades pending but not accepted, and then leaving the upgrade trigger
      • Fixed players being able to retain their upgrades when switching classes inside the upgrade trigger after having refunded
      • Fixed character upgrades being occasionally set to incorrect quantities
      • Changed uber and kritz potions so they use the equivalent lakeside conditions to allow Medics to switch weapons and maintain their effects
      • Fixed players being able to put a class into a massive debt
      • Several minor fixes
    • Merasmus is very talkative, so we asked him to talk a bit differently
      • Merasmus will only sometimes say something after he already talked about his financial problems during the first seconds of setup time
      • Merasmus will no longer say something that is too long to say before he needs to announce something else, he will say something different now
      • Merasmus now has more things to say
      • Merasmus will now announce overtime, stalemate and last control point being captured instead of the Administrator
    • Made changes to the upgrades
      • Ghost Potion: ghost spooking radius reduced from 512 hu to 384 hu
      • Ghost Potion: ghost spooking frequency increased from 5 to 7 secs (this is a nerf)
      • Sentry Firing Speed: removed redundant 3rd level
      • Disposable sentry: Maximum amount reduced from 4 to 3
      • Crit boost on kill: Now disabled
      • Shield Recharge Rate bonus: Maximum level reduced from 4 to 2
      • Shield Recharge Rate bonus: Price increased from $150 to $250
      • Rocket Specialist: Price increased from $300 to $450
      • Rocket Specialist: Maximum level reduced from 4 to 3
      • Crit damage resistance: Resist reduced from 30% to 25% per level (this is a nerf)
      • Crit damage resistance: Maximum Resist reduced from 90% to 75% (this is a nerf)
      • Thermal Thruster impact stun: Price increased from $600 to $750
      • Explosive Headshot: Price increased from $350 to $450
      • Mad Milk and Jarate speed on target debuff: Debuff reduced from 35% to 25%
      • Mark For Death: Price reduced from $500 to $300
    • Fixed several roof spots players were able to stand on (Thanks Midnite!)
    • Fixed several teleporter stuck spots (Thanks Midnite!)
    • Fixed floating pumpkins and planks (Thanks Midnite!)
    • Fixed several spots that could be abused to spawncamp enemy team (Thanks Midnite!)
    • Removed some visible dev textures (Thanks Midnite!)
    • Removed stool from the arcade that was blocking the path previously
    • Fixed being able to deal splash damage through metal grates
    • Clipped the attic in respawn room to prevent players from getting and building there
    • Clipped several beams in the lobby room
    • Fixed missing wooden board near Red respawn room door
    • Moved Merry-Go-Round sound source closer to make it louder
    • Brightened several dark spots
    • Closed the tree gap
Team Fortress 2 - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed broken path for community_maps_5 in the ConTracker
  • Renamed Team Blackout war paint to Blackout
  • Fixed the names of the Delightful Doves, Ravenous Ravens, and Vicious Vampires Unusual effects
  • Updated Toxic's second objective to be 'Collect a Halloween Pumpkin on Toxic'
  • Updated the School Nuisance to update the backpack icon and fix some clipping issues on the LODs
  • Updated the Sear Seer to fix a paintability problem with the 'Dusk - No Lenses' style
  • Updated the Heavy Rain Unusual taunt effect to improve visual quality of the effect in dark environments
  • Updated cp_darkmarsh to reduce fog intensity
  • Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
    • Fixed missing overlay material for Sniper's Spit ability
    • Fixed missing particle effects for Pyro's Dragon's Breath ability
    • Fixed a bug that would cause players to get stuck in spectate mode when attempting to join a game in progress
Team Fortress 2 - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Updated vsh_outburst to fix a problem with sounds not playing correctly
  • Added missing strings for the new Strange Filters
Team Fortress 2 - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:



Scream Fortress XVI has arrived!
  • Featuring 7 new community maps: Toxic, Darkmarsh, Freaky Fair, Dynamite, Circus, Outburst, and Blazehattan
  • Added the Terrifying Trove Case
    • Contains 21 new community-created cosmetic items that make up the Terrifying Trove Collection
    • Has a chance to give a taunt Unusualifier as a bonus item
  • Added 4 new community-contributed taunts to the Mann Co. Store
    • Taunt: Crushing Defeat
    • Taunt: Peace Out
    • Taunt: Commending Clap
    • Taunt: The Punchline
  • Added 22 new community-created Unusual effects
    • 12 new effects for Unusual hats
    • 10 new effects for Unusual taunts
  • Added the Scream Fortress XVI War Paint Case
    • Contains 12 new community-created War Paints that make-up the Scream Fortress XVI War Paint Collection
    • Has a chance to give a taunt Unusualifier as a bonus item
  • All players who launch the game will receive a Soul Gargoyle if they don't already have one
    • Grants access to Merasmissions and Halloween item transmutations
    • Tracks Merasmissions completed and souls collected
  • All Halloween Contracts have been reset, allowing them to be completed again
  • Added new Contracts for this year's featured community maps
  • Completing a Halloween Contract will give players a classic Halloween item and the chance for a Terrifying Trove Case
  • Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps
  • All cosmetic and taunt Cases will grant Halloween 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.
  • Join Halloween matches by using the Special Events category in Casual
  • Scream Fortress XVI runs through November 7th, 2024
General
  • Added UI scaling based on resolution for better HiDPI support
  • Fixed the reload speed attribute in Mann vs. Machine not scaling projectile speed and gravity correctly for the Huntsman (community fix from Marxvee)
  • Fixed the damage bonus attribute in Mann vs. Machine not scaling correctly for the Huntsman (community fix from Marxvee)
  • Fixed not being able to pickup currency in MvM if it's on a teleporter
  • Fixed Keyless Winter 2016 Case not playing the special winter case sound
  • Recompiled some skybox models to fix UV issues
  • Updated the Scariest Mask EVER to fix some issues with clipping
  • Updated Sapped Unusual effect to fix the animation playing at the wrong speed
  • Added check to prevent copying a disguise target's action slot item when disguised as them
  • Exposed CTFBaseBoss::SetResolvePlayerCollisions() for VScript users
  • Updated/Added some tournament medals
  • Updated Sapped Unusual effect to fix the animation playing at the wrong speed
  • Updated several maps to fix localization issues
  • Updated zi_murky, zi_devastation_final1, zi_atoll, zi_woods, zi_sanitarium
    • General Changes
      • Zombies no longer spawn instantly- their respawn timer is now dependant on the map
      • Changed team names to "Survivors" and "Zombies" (Instead of "RED" and "BLU")
        • Note: this change is only visible in casual mode or servers with mp_tournament set to 1
      • Survivor Spy can now disguise as a Zombie and will be seen as a Zombie by the enemy team (Thanks Sprinkles!)
        • Note: disguised Survivor Spies will still be highlighted by Zombie Spy’s “Reveal” ability
      • The Pomson 6000 now puts Zombie abilities on cooldown on hit
      • Survivor Pyro can now destroy Zombie Engineer's EMP Grenade by hitting it with the Homewrecker
      • Walking in to Zombie Sniper's Spit now consumes the Spycicle and prevents initial damage
      • Standing in Zombie Sniper's Spit now emits additional sound effects and a burning green HUD overlay
      • Added new kill icons for every zombie attack
    • Zombie Changes
      • Removed the out-of-combat speed buff from all Zombies
      • Zombie Pyro
        • Zombie Pyro has a new ability - "Dragon's Breath"
          • Fires a Dragon's Fury fireball
          • The initial cast of the fireball can reflect projectiles and airblast enemies
        • Zombie Pyro now deals mini-crits to burning players on melee hit
        • Zombie Pyro now creates a small explosion on death, knocking back enemies in a 125 hu radius
        • Zombie Pyro no longer emits a Gas Passer cloud on death
      • Zombie Demoman
        • Added new sound effects to telegraph Zombie Demoman's Blast Charge ability
      • Zombie Heavy
        • Zombie Heavy's health reduced to 450 (from 600)
        • Zombie Heavy now drops a Medium Health Kit on death
      • Zombie Sniper
        • Zombie Sniper's Spit damage vs buildables is now reduced by half
        • Zombie Sniper's Spit now applies a screen overlay to players standing in the pool
      • Zombie Medic
        • Zombie Medic now emits health like a dispenser to nearby Zombies
        • Zombie Medic can no longer attack while using Heal
        • Added a new sound effect for Zombie Medic's Heal ability
      • Zombie Spy
        • Zombie Spy no longer emits particle effects while cloaked, making him fully invisible when not attacking. Jumpscare warning!
      • Zombie Scout
        • With other zombies getting slower, Zombie Scout's speed stands out more than ever before
    • Bug Fixes
      • Fixed a bug that allowed Zombie Demoman to survive his own Blast Charge (Thanks gasous nebule!)
      • Fixed a bug that caused Zombie Demoman to not receive kill credit when killing players with Blast Charge
      • Fixed a bug that caused Zombies to not gib correctly
      • Fixed a bug that caused Zombie cosmetics to persist on RED players after the round restarts
      • Fixed a bug that caused Zombie Sniper's Spit Pool to nudge players slightly in certain circumstances
      • Fixed a bug that caused players to have the incorrect player skin when respawning at round start
      • Fixed a bug that would cause players to become stuck in spectate mode when attempting to join a game in progress
      • Fixed an issue with "game_text" entities not being correctly cleared after round reset
  • Updated zi_murky (additional changes)
    • Survivors now spawn across the map in multiple small groups instead of all at the sewage plant
    • Added a life preserver shop to connect to the lonely shack in the southern end of the map
    • Added a new dock network with a series of platforms leading to the roof of the central boathouse
    • Added a small ramp to the left-most sewer pipes
    • Removed some awkward ladder-ramps and replaced them with proper docks
    • De-cluttered the roofs across the map
    • Removed the floating large medkit
    • Removed expensive reflections from the water
    • Reduced color correction intensity
    • Clipping improvements
  • Updated zi_atoll (additional changes)
    • Set a culling distance to most props
    • Added occluders on the lighthouse to improve performance

  • Updated zi_woods (additional changes)
    • Fixed the announcer not being silenced when time is added
  • Updated zi_sanitarium (additional changes)
    • The roof is now accessible
    • Added several routes to the roof
    • Slightly reduced the intensity of the fog
    • Added more pumpkin bombs
    • Raised the skybox height
  • Updated cp_gravelpit_snowy
    • Improved performance by combining props
    • Improved clipping
    • Increased volume of laser gun finale
    • Miscellaneous improvements
  • Updated koth_sawmill_event
    • Fixed an overlay
  • Updated koth_undergrove_event
    • Fixed several out-of-bounds exploits in the Underworld (thanks MN!)
    • Adjusted overworld pumpkin bomb placement and increased maximum bomb count to 6
    • Fixed an incorrect texture on RED's side
  • Updated koth_synthetic_event
    • Moved spells away from mid
    • Detail adjustments
    • Clipping fixes
    • Very minor lighting changes
  • Updated pd_mannsylvania
    • Added even more Bats!
    • Added more spawnpoints for pumpkin-bombs
    • Added new nag voiceline for if Dracula does not receive any blood donations
    • Removed setup time, replaced it with a normal countdown instead
    • Increased duration of the Vampire Powerup after leaving Dracula's Castle from 15 -> 20 seconds
    • Decrease dropped blood bag timer from 15 -> 10 seconds
    • Decreased respawn wave times for the losing team from 4 -> 2 seconds
    • Decreased respawn wave times during a neutral gamestate from 4 -> 2 seconds
    • Changed the main spawn doors to have windows
    • Removed Rare Spell spawn by the graveyard area, replaced with Common Spell
    • Health and ammo pickup adjustments
    • Clipped stairs by the Castle's exit portal
    • Minor visual updates
  • Updated ctf_applejack
    • Fixed the projectile weapons from not working inside the buildings
    • Removed bullet collision from the intelligence room handrails
    • Removed the prop jump up to the sniper balcony, to help snipers feel more comfortable there
    • Removed the vents with missing textures
    • Fixed the bug with being able to get stuck in the blue shed
    • Fixed a stuck spot in mid shed (ty Midnite!)
    • Fixed a texture being weird in the intel rooms
    • Fixed a black displacement in the red intel yard
    • Removed the collision from the food in the red spawn table
  • Updated cp_ambush_event
    • Fixed exploit where players were able to build into RED 1st base (Thanks MN!)
    • Improved lighting at RED base in stage3
    • Fixed lantern being clipped into cliff wall in cavern at stage1
    • Fixed odd shadows cast by some props
    • Fixed coffin from being non-solid in stage2
    • Fixed spawncamping spot in stage2 at RED indoor exit
    • Fixed few hovering lamp props
    • Fixed some prop fading too soon
    • Fixed rare issue where players fell of directly to lava on underworld teleportation
    • Clipped few crates to make it easier to jump on them
  • Updated arena_lumberyard_event
    • Recreated the game mode in VScript
    • Significantly increased server performance
    • Instead of using the best-of-seven round system on top of casual's best-of-three system, the map will simply run 15 traditional game rounds like ZI and VSH
    • Updated the healing ghost appearance for RED team
    • Text pop-ups are now drawn in chat instead of in the middle of your screen
    • Reduced volume of the incoming spell
    • Removed the random Skeleton King and the Horseless Headless Horseman
    • Removed the rare spell given to the last player standing
    • Converted some medium health kits into small health kits
    • Removed small health kits from the second story of both churches
    • Fixed a pumpkin bomb that was stuck in the terrain
  • Updated pl_embargo
    • Fixed an exploit that allowed BLU to teleport to RED spawn (thanks Jameson)
    • Fixed the lack of countdown at the end of the round
Steamニュース - kaci

Look! Turn-Based RPG games, and they're on sale for a full week on Steam!

That's right, friends: Steam's Turn-Based RPG Fest has begun, with discounts and demos by the turn-ful from now through October 7th at 10am PT. And there are all kinds of games on sale, from the darker side (Alien threats! Ruthless tacticals!) to the lighter side (Colorful monsters! Strange but not-scary species!).

Watch the trailer above for a taste, or dive right in to the sale in progress now: The Steam Turn-Based RPG Fest, on now through October 7th at 10am PT on Steam.

See you there!
Steamニュース - TomB (Valve)
We’d like to share some information about recent updates to the Steam Subscriber Agreement (SSA), which mainly relate to how any disputes between Valve and Steam users are resolved.

We’ve eliminated the requirement that disputes be resolved by individual arbitration. As always, we encourage you to contact Steam Support when you have any issues, as that will nearly always be the best way to reach a solution. But if that doesn’t work, the updated SSA now provides that any disputes are to go forward in court instead of arbitration. We’ve also removed the class action waiver, as well as the cost and fee-shifting provisions, that were in prior versions of the SSA.

For many of our customers (including the ones living in the EU and UK, Australia, New Zealand, and Quebec), these updates have limited impact as the arbitration rules did not apply to them even before the update.

This is just an overview and we encourage you to review the entire updated SSA. You can review it here.
...

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