Mogradiz - vyrnetic
Hi, the game engine's base text was causing some users issues, such as blurriness. In my case, it looked fine, so I couldn't tell if it was fixed or not, so I've opted for something more drastic and replaced all the game text with sprites. Now everyone should be able to see all the "text" correctly. Sorry for the inconvenience, and thank you.
FIREWALL: Cyber Defense - CyberNinjaX-3648
GAMMA 1.1.0 Release

>Replaced and added socials:
|>Bluesky
|>Substack
>Fixed some more number labels appearing as decimals
>Fixed an issue where you could talk to Elyane again after already talking to her
>Made it that you can talk to other characters even after you talk to Elyane
>Fixed roster points being shown incorrectly
>Fixed some typos in lore
>Slightly changed some art
>Added more movement paths to enemies
>Greatly decreased the amount of effects created when killing enemies
Dachs Hunter - HFBros AZR
HOTFIX 0.3.0.4
  • fixed a visual bug on the settings menu.

HOTFIX 0.3.0.1/2/3

  • fixed a bug on the game progress transfer from the demo to early access.
Hacker Evolution IMMERSION - exosyphen
Our latest update is here.

Changes in the current game build
Build: exosyphen.2025.hei.0.003.ALPHA (May 25 2025)
- Complete redesign of the targetmap
- CPU fast cool command and feature
- Minor changes to the first game level
Hellsting - Greenlynx
(We recommend starting the game from scratch by creating a new character in each update for a few months, as we are just starting the build the game.)

1- We fixed some bugs.
2- We continued decorating and organizing the Mine Level environments a bit more. We added some more stuff, and many more things will be added to Mine.
3- Some incompatibilities are unfortunately present, and at some point, the game might come up with annoying bugs due to such incompatibilities of our game mechanics, some of which we outsource. Please bear with them as we are in an early access stage to determine and fix such issues. We will solve every issue soon.
4- We are working on some events/quests for Mine Levels that will make the game more enjoyable.
5- We are enlarging the Town and putting many new things into it. The Town will be much better soon.
6- We are working on removing the unnecessary appearances of health bars here and there. It is a bit of a thorny process, so please bear with us.
7- There might be annoying bugs. We will solve them soon. We know that when the character is stuck, it is highly frustrating and annoying. It is not entirely our fault. If one appears, we will solve it in collaboration with some experts of the game engine we use. Thank you for your patience.
8- You might experience problems if you try to create a character again and again on the same page. Character creation will be more convenient soon.
9- We are working on cutscenes that will make the game more meaningful.
10- We are working on a map system that will facilitate navigation.
12:59
Edengrall - Guedez
Changes:
Improved the performance of the tree leaf shader
Made the bamboo LOD more agressive

Bugfixes:
Fixed the game not working if the grass setting was set to None
Nevergrind Online - Nevergrind Online
734: Release Version 1.2.62
May 25, 2025 3:59 PM EST
• Legendary drops now only broadcast if they are elite legendary items.
• Added the ability to view historical ladder data. You can now view previous seasons' leaderboard data for normal and hardcore modes (enabled in s3).
• Many performance optimizations for improved performance and more stable memory allocations. Hopefully I didn't break anything 😊
Fishing Shop Simulator - Sinqnew
Hi everybody! For this months dev post, I wanted to update you on the biggest amount of progress the game has made. It's not a lot of visual progress; so not a lot of screenshots. I have been really focused on very early alpha tests! This has helped me so much... I now have the game in a stable (Not perfect) situation and it really helps give me focus for the game.

The fishing festival requires you to have a demo, so I hope I can have a small demo that can show the game. I'm hoping this will be a good way to make sure I've actually made something fun that people want to play!

I will keep rolling out the early alpha over time (Currently on my twitch discord, in the future I will create a new discord specifically for the game), currently I'm doing this with my twitch community. I don't recommend for most people to try it at this point - I'm getting all the systems stable but it still lacks content. I'm hoping with a few weeks away from the fishing festival, I can now focus more on content and get some more upgrades/props for the store and fish to catch.

Early Alpha Testing

  • This is huge! I have begun rolling out some keys to friends and twitch viewers to begin playing the game
  • I had to learn how to get the game uploaded to steam, it was a bit confusing at first but now I'm used to it. It's good early training to get used to when the game is actually live or when I have a lot more people playing the active development
  • Getting people to play it now has helped dramatically, I've begun building a proper gameplay loop now and it's a great way to have focus
  • Lots of bugs had to be fixed, there was a bunch of issues with the customer AI that I learnt. Tons of UI issues and just making things feel better - I'm not a UI artist so its a challenge for me, my rule is keep the UI as simple and clean as possible
  • Reeling the fish has been totally redone, while it was funny to have fish launched at you with full physics, people were loosing fish everywhere and it was super glitchy. It's not fun to get a big catch and then loose it! I made a more stable way of pulling the fish out and it lands right in front of you safely on the ground
  • Fish catch rates are redone and super visually easy for me to see % rates and adjust them now. This will be really nice for balancing purposes. I feel like a corpo casino manager who needs to tune the winnings

Day/Night System


  • Since the game has stabilized in the early alpha, I've begun moving back onto content. I just got this working this weekend! I now have a timer system that also controls the day/night lighting
  • At the end of the day, you get a 'end of day report' which shows you the amount of fish sold for the day, and the amount of profit you've made. I'll keep building this up for other stats over time.
  • When your end of day report happens, you spawn back at your shop. I'd like to try and animate your character yawning and blacking out/falling asleep. I'll try to add in a bed mechanic to help fast-forward you to end of day as a future mechanic!
  • There is also 'Gross Profit' and 'Total fish sold' for the entire game. There is a stats page on the console near your store where you can track that stuff!
  • As posted above, I've also started collecting stats now. We'll keep adding more to this. I'd LOVE to get graph charts working, I think its cool to visually see that, but no promises I'm very new to coding! It would be super cool though, I think as simulator/tycoon gamers we love seeing graph charts and numbers go up/down
  • In the future I will keep building this system more. I plan on having some fish only catchable at certain times of day (Morning/Night fish for example). I am also thinking customers won't spawn to your store too early or too late at night either

Music
  • This was super unexpected and I kind of thought I'd have to go the route of not having music!
  • Kronlid from my community had some software and equipment and very quickly hashed out some music that I felt actually fit in the world! I finally figured out the genre that fits for the game, I believe its called 'bitcrushed' when you have music that feels a bit 'compressed' so that it fits with the weird lowrez/PSX style I'm doing
  • When I do a new trailer in the future you'll be able to hear some of it! (I'd like to do a new trailer before the steam fishing fest demo)
  • He hasn't posted it on his youtube yet, until he's obviously happy with the music
  • Kronlids Music Channel

The next devblog I'll try to post before the steam fishing festival starts! I'm hoping to push myself before the cutoff and try to get in some content I've been really wanting to add to the game! If your interested or want to see the game live or have questions, follow my twitch and ask me live, or my socials and I'll definitely try to respond when I can!
SCP: EVENT CLASSIFIED - eventclassifiedofficial
Dear community members

・We sincerely apologize for the prolonged lack of activity. Recently, circumstances have arisen that prevented us from posting as frequently as before.

・We would like to begin by addressing what happened after the release and why things unfolded the way they did.

・Initially, we estimated that the next stages of the project’s development would take significantly less time. Unfortunately, following our first financial report, the majority of the developers decided to leave the team. It seems that expectations did not align with reality: the low volume of sales provided minimal financial return, and for most of the team, continuing to work on a released project either unpaid or for symbolic compensation was simply not feasible.

・While resolving technical issues, we encountered a number of fundamental problems in the project’s code architecture. This led us to the conclusion that a near-complete overhaul of the codebase was necessary to ensure the project’s stability and scalability. By that time, most of the original team was no longer involved. Nevertheless, the remaining developers chose to continue the work and took on the majority of the workload. What was initially expected to take a few weeks gradually extended into nearly a year of development.

・Throughout this period, we faced both constructive criticism and, regrettably, significant amounts of negativity and toxicity. This had a detrimental impact on our motivation, mental well-being, and overall productivity. As a result, we made the decision to temporarily reduce our interaction with the community in order to focus on development and avoid additional emotional strain.

Thank you for your patience and continued support. We want to assure you that the development of the project has not been abandoned — it is ongoing, albeit at a slower pace for the reasons outlined above.


・Now, we'd like to share some updates on the project.

Despite the fact that the team has been reduced to about a quarter of its original size, we remain firmly committed to bringing our game to a fully playable state. A tremendous amount of work has been done, and we are pleased to report that the game's codebase has undergone substantial revision.

・key improvements include: The game now features multiple types of damage! Fire! Radiation! Explosions! And about five more unique damage types. What's more — not only do different weapons deal different kinds of damage, but now there are environmental zones (like electrified puddles and similar hazards) that apply various types of damage to the player.

・All creatures now have multiple body parts, and each part takes damage differently. For example, a human arm will receive less damage compared to the torso or the head.

・The inventory system has been reworked, optimized, and many underlying code issues have been fixed.

・The console has been expanded — it now includes more useful (and some not-so-useful) commands for deeper interaction.

・The map is now generated using a seed, yes the familiar concept of map seeds is now part of the game!

・Player movement has been overhauled — in fact, nearly all movement processing now happens
server-side, providing a more secure and synchronized multiplayer experience.


We would also like to share an important announcement: in the future, the project will transition to a new monetization model. We are approaching this matter with great care and assure you that any changes will be thoughtful and balanced. While we are not ready to share all the details just yet, we are confident that the changes to come will be well received. More information will be shared at a later date. :)

In more detail:
  1. Player sounds reworked. Adjusted playback mechanics.
  2. Glasses added. Lots of glasses. Tactical, aviators... Welding...
  3. Fire extinguishers added. Gas welders added.
  4. Spawn system reworked; introduced spawn priorities. For example, SCP-players now spawn in their containment chambers if the chambers are spawned.
  5. Fixed player despawning on disconnect (now you simply die).
  6. Fixed an issue where player nicknames displayed as "1111111111" above heads (number of ones is approximate).
  7. Fixed incorrect attack key binding.
  8. Fixed incorrect key bindings in controls settings (thanks to the Discord chat player who noticed this).
  9. Fixed missing sound for doors breaking from SCP 173 attacks or explosions.
  10. Glowsticks now inflict light damage.
  11. Fixed incorrect gaze handling on SCP 173.
  12. Reduced delay before chain explosions of explosives.
  13. Fixed a situation where items initially stored in inventory and items picked up from the ground behaved differently, causing breakage.
  14. Added emergency round start command during preparation: 'round force'.
  15. Fixed minor floating of players above the surface upon spawning.
  16. Added SCP 173 containment chamber.
  17. Added SCP 035 containment chamber.
  18. Added SCP 363 containment chamber.
  19. Fixed slightly buggy damage application.
  20. Fixed item grabbing on Q.
  21. Added compressed concrete cylinder (can be used to create a foam concrete cube).
  22. Fixed direct gaze mechanics.
  23. Fixed SCP 173's immortal ambient sound persisting even after SCP's death.
  24. Network scripts revised and reworked. Much of the previous client-side logic has been moved to the server side.
  25. DIFFERENT DAMAGE TYPES LOGIC INTRODUCED.
  26. Ceiling turret occasionally exhibited pacifism and ignored players. Now it doesn't.
  27. Spray cans fixed.
  28. Network player manager reworked.
  29. Fixed duplication of placed items using "G".
  30. Phantom objects will no longer appear in your hands.
  31. Added random gas flames emitting from pipes throughout the cargo zone (low spawn chance).
  32. SCP 689 wasn't spawning. Now it spawns.
  33. Elevator continued moving players who had already exited. Now fixed (don't worry, elevators still exist, just the bug is gone).
  34. Player inventory fully reworked from the code side.
  35. Fixed door melting.
  36. Fixed doors disappearing at certain viewing angles.
  37. Healing effects fixed.
  38. The first connected player no longer has an increased chance of spawning as SCP.
  39. Placeable items were slightly fixed. There were multiple issues, which required several fixing cycles.
  40. Player death controller changed. Well... you know. Actually, you don't know, but player deaths previously caused some issues.
  41. Duplication of placeable items fixed.
  42. Destruction manager synchronization fixed.
  43. Flashbang now inflicts light damage. Hooray!
  44. Fixed crates (yes, those random loot crates that open on interaction).
  45. Fixed a small issue where the elevator didn’t detect your quick exit.
  46. Fixed invisibility caused by incorrect parenting of placed items.
  47. SCP 173 can no longer attack itself (yes, there were cases where you could hit yourself, causing limbs to detach).
  48. Implemented Server Config Structure Validation (I don't know how to translate this, but I doubt anyone will notice).
  49. Fixed SCP 173 attacks ignoring some objects (yes, remember, SCP 173 deals around a thousand damage per hit and can instantly destroy anything).
  50. We have a small add-on over the game that occasionally sends automatic bug reports; this point is dedicated to quickly resolved issues reported that way.
  51. Added a slight delay for explosions. Applies to all explosions.
  52. Changed rendering layers positioning. What are rendering layers? Well, they're layers rendered by the player's camera. Each object is placed on its own layer, allowing SCP 280 to see edges of light zones, while ordinary people can't.
  53. Fixed permissions handling in the developer console (yes, that console opened with F1).
  54. Door controller changed slightly; there were some minor bugs.
  55. Anti-aliasing finally added to game settings, hooray! (yes, that thing which removes pixelated edges).
  56. Fixed elevator behavior in network mode.
  57. Added the ability to change the location of wall mines.
  58. Added interaction via dragging.
  59. Added role-switching functionality through the admin console.
  60. Fixed incorrect round ending.
  61. Fixed incorrect spectator camera behavior.
  62. Fixed incorrect picking up of SCP 009 and Five-Seven pistol from biological item cases.
  63. Fixed wall mines getting stuck inside walls.
  64. Fixed incorrect initialization (spawn) of items at round start.
  65. Fixed server kicks upon connection.
  66. Added missing room parts.
  67. Fixed incorrect transition to spectator mode.
  68. Fixed incorrect outline of SCP 457.
  69. Fixed incorrect positioning of bare hands.
  70. Fixed incorrect unloading behavior.
  71. The map generator now automatically checks if the map is passable.
  72. Fixed SCP 009 spawn.
  73. Added optimization for items. Pickable items now don't impact performance if they're far away.
  74. Fixed server-side playback of explosion sounds.
  75. Fixed error at game end.
  76. Fixed missing throw animation when pressing G.
  77. Fixed connection drops.
  78. FIXED FLYING USING ITEMS!
  79. Added pre-round waiting (for loading all players into session).
  80. Items can no longer be picked up through walls.
  81. Administration button added to Esc menu.
  82. Players no longer cast shadows (done for optimization purposes).
  83. Fixed flashlight. It is now a proper handheld item. Oh, by the way, the flashlight now deals light damage to SCP 280.
  84. All rooms are no longer networked. Yes, maps now independently generate on both client and server.
  85. Slightly reworked SCP 457 effects.
  86. Slightly changed behavior of TPS (third-person view) character model.
  87. Minor rework of grab controller (yes, that's the Q-item grab function).
  88. Objects falling off the map now teleport to the nearest spawn point.
  89. Client-side server list filtering implemented.
  90. Flashbang grenade reworked.
  91. Elevators now operate through spawners. Also, rooms are now grouped into special bundles for faster game loading.
  92. Console functionality greatly expanded with new convenient commands.
  93. Respawn system modified. Oh, and the spawn system too.
  94. Interest Manager enabled. It's responsible for loading/unloading various things. Why unload stuff? To improve user performance; we unload locations behind you and reload them as you turn around. Technology.
  95. The map now checks itself for integrity. If broken (i.e., split), regeneration occurs until a full, proper map is created. No more dead-end maps.
  96. Hooray, all content migrated to Addressables. Game loading is structured and faster, though server connections take longer.
  97. Map now loads asynchronously.
  98. Health controller slightly changed; now damage is smoothed! (Numbers slide gently).
  99. Added "Help" command to console.
  100. Player ragdoll fixed.
  101. Config now includes setting "Display Steam nicknames/Display random names".
  102. Friendly fire added as a config option (enabled by default).
  103. Complex items now break into simpler ones upon destruction.
  104. SCP 457 now deals aura damage to nearby objects.
  105. Storage crates with items added. Can be destroyed; contents drop out.
  106. Poisonous puddles added. Inflict poison damage.
  107. Electric puddles added. Inflict electric damage.
  108. Glass shards scattered on the floor in some locations added (deal damage when moving).

And about 122 additional minor and medium technical changes, too complex to describe due to their highly technical nature.

An update on the client side will be released at a later date
Pirate Patrol - author
Fixed bugs at Save/load system.
...

Keresés a hírekben
Archívum
2025
Máj   Ápr   Márc   Febr   Jan  
Archivált elemek év szerint
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002