Zompiercer - DDDimanN


Hey, train drivers! I'm excited to present the 18th update, focused on the redesign of the locomotive and the wagon platform, as well as the introduction of new construction elements for the locomotive. Seven constructions have been implemented for the locomotive, including: 3 locomotive armor elements, a track cleaner, a power frame for the platform, a roof platform for the locomotive, and armor for the train turbine. You will find these constructions in the new Locomotive category in the train construction menu.




The train now features a convenient viewing platform on the roof. It was decided to implement a hatch in the roof of the cabin for quick access to the platform. To reach the platform, you need to open the hatch and use the ladder on the top part of the hatch. Many players take damage when jumping from the roof to the cabin floor of the locomotive. To avoid this, you should first jump onto the ladder ledge on the hatch cover and only then jump to the locomotive floor.




Due to the initial absence of floors on the platforms, players could see the wheels, so it was decided to implement their rotation, which was previously postponed. Also, thanks to easy access to the locomotive roof, the rotation of the screws in the locomotive turbine was implemented, and smoke comes out of the chimney when the engine is on.




The redesign also affected the wagon platform. The platform now has reinforcement ribs, making the entire structure look very robust. The platform initially does not have a floor. The player must place the floor before constructing the walls.




Since there was a long-standing request to place materials on the surface of floors, this has been implemented. Eight new materials for painting floors and walls have been added.




It was decided to remove the restriction on placing floors on the ceiling of the second floor. This slightly expands the use possibilities from the third floor. But note that in tunnels, installed furniture will protrude into the ceiling.


CHANGELOG

Improvements

  • Locomotive and workbench redesign.
  • Added 7 constructions for the locomotive.
  • Wagon platform redesign.
  • Requirement to install floors on the wagon platform.
  • Ability to place materials on the floor implemented.
  • Added 8 new materials for painting floors and walls.
  • Restrictions on installing a roof with a stairwell on the second floor removed.
  • Updated introductory text for most languages.

Fixed Errors

  • Fixed a bug where the player could not place furniture on the train platform near track switches.
  • Fixed a bug where iron chairs would shift physically but remain visually in place.

Plans for Future Updates

In the last six months, the game has shown good sales, so I decided to expand the development team a bit and start by looking for a programmer for the project. Since this will require time both for the search and for adapting the new member to the project, I do not plan major updates during this period. Most likely, there will be several technically simple updates. The most likely upcoming updates are the expansion of construction elements for the train, the introduction of animals and hunting, as well as the expansion of cooking and farming.





13:54
7 Days to Die - Hated

Hello Survivors!
We hope everyone is having a great weekend so far!
Today we are releasing V2.3 b9 Experimental for Steam.

Barring any issues, this will be our release candidate for Stable.
We hope to get this out to all platforms later this week.

Here is what changed since V2.3 b8:

Added

  • Rubble_wasteland_filler_10

Changed

  • 4x4 vehicle is no longer affected by storms

  • Storm frequency setting defaults to 0

  • Increased delay between thunder during storms

  • Optimized Chunk SetBlock check of DeviceFlags

  • Optimized SpawnGroup memory use

  • Autorun starts only if run action was pressed for less than .2 seconds

  • Canned Food mesh so the main part of the label faces the player

  • Updated localization for 2.3 changes

  • POI sleeper volumes use a random seed in playtest

Fixed

  • Trader UI header icon overlap

  • Thunder sounds would leak an object if played too often

Star Vortex - Zorg

A smaller update this time. I was going to cram some more things in, but the final sector bosses were broken, and this includes the fix for that.

Community Ships

When loading templates in the ship designer, you'll now notice a third tab called 'Community'. Here you will find ship designs that other players have shared straight from the site I shared previously.

Galactic Shipyard: https://star-vortex.com/ships.php?class=&search=&show_unapproved=0&show_unapproved=1&sort=recent

You can also go to Export to find the button to upload your own designs. All designs are moderated, so they will not show immediately.

Cargo Sorting

The long-requested feature of cargo sorting is now in. I've added all the options I could think of.

When it's sorting items, it will not move anything you've starred as a favourite. It does still move consumables, and I'm not sure how I feel about this. I like to have my consumables in certain slots, and it would be difficult to allow you to mark them as favourites because when they run out, they'd lose their status. I'll give it some more thought anyway.

A few more requested changes are below, more to come. Enjoy!

Patch Notes

New Features / Content

• Added a new community tab to ship design when loading templates.

• Ship designs can now be uploaded to the community to share with other players.

Balance Changes

• Sector end bosses now spawn slightly further away and out of weapon range.

Quality of Life / Accessibility

• Ships can no longer be exported if they have validation errors.

• Fading of invalid parts in the ship designer can now be toggled off and on.

• Added new item sorting dropdown to the bottom of the equipment and trade panels.

• Quick sell is now a dropdown to make space for sorting in trade panels.

Bug Fixes

• Destroying the Crystal Prism and Verdiction now correctly completes their mission.

• Level requirement of class no longer overlaps class name in ship designer.

• Fixed rare iteration error when cycling through black holes.

• Fixed display error with items for sale header in trade panel.

Tomorrow's Land - Phat Ga

🎮 **Welcome to the first official LIVE broadcast of Tomorrow's Land!**

Join us for an exclusive look at the world of Tomorrow's Land:

- 🌍 Explore our unique maps and gameplay mechanics

- ⚔️ Learn about combat, survival, and adventure features

- 🎨 Behind-the-scenes insights from the development team

📅 **Date & Time:** \[2025-09-06]

📺 **Where:** Right here on the Steam Store page

Don't miss this chance to be part of the beginning of our journey. Add the game to your wishlist and follow us for updates!

A Few Quick Matches - Studio Bidou
# BALANCE PATCH 1.1.1, RESTART STEAM IF YOU DON'T SEE THE UPDATE #

## GAMEPLAY ##
### mostly buffing defensive options a little bit to mitigate certain tech chases and zero to deaths ###
- PARRY: vfx only comes out once you enter your invincibility, preventing it from looking like you should have successfully parried. (the vfx used to happen frame 1 due to a bug)
- BURST: invincibility increased from 10 to 15, to make burst baiting a bit more difficult and the window tighter to execute
- TECH ROLL: endlag reduced
- DODGE ROLL: endlag reduced

## EUREKA ##
### i still don't want to gut her completely, but these changes should make her disadvantage feel more fair, and she should have to work a little harder to find kills ###
- UP SPECIAL (orb): hitbox size reduced (it mainly hits behind her now, so it's easier to edge-guard when recovering. hitbox also only lasts for 1 frame. endlag after teleport increased.
- BACK AIR: whiffed landing lag increased, endlag increased
- NAIR: endlag decreased
- DASH ATTACK: startup increased, strong hitbox knockback scaling increased to avoid always comboing into up smash (weak/late hit remains the same). hitbox size reduced for both the strong and weak hits
- UP SMASH: knockback scaling decreased
- FORWARD SMASH: endlag increased

## KNOCKT ##
### actually feels pretty good overall other than that unholy up-tilt. still experimenting with more ways to interact with his projectiles, but it will be saved for a future patch ###
- DOWN AIR: reduced damage and knockback (should prevent the move putting opponents in massive hitstun even at low percents for cheesy kills
- UP TILT: last hit damage and knockback reduced, knockback scaling increased (prevents looping the move into arrow, but allows for kill setups at higher percents)
- BIRDBOMB: damage reduced (the move doing 22 was an unintended bug that happened when i switched the hitboxes to be projectiles)

## REND ##
### mostly just needed SOMETHING to happen with neutral special, and a few tweeks to his kit to feel more cohesive. ###
- NEUTRAL SPECIAL: 3 second cooldown added. i experimented with punishing the move with lag on whiff, but it was still so spammable and difficult to predict. with a cooldown, rend gets to keep the option as a lethal way to engage and close the gap, but now opponents KNOW they have time and don't have to worry about the move for 3 seconds. the move is still fun for rend, and can be played around if you're fighting him. a bar has been added to rend's hud to indicate when the move is ready to be used.
- FOWARD SPECIAL: aerial and grounded startup reduced slightly
- DOWN AIR: active frames reduced, endlag reduced (you won't just die if you do it off stage)
- UP SMASH: knockback, damage, and knockback scaling increased (provides a way to kill around the 120-140 range to avoid situations where absolutely nothing will kill with rend except back air and forward smash).

## BUGS ##
- "fetch news and regions" launch crash should be fixed
Bloobs Adventure Idle - Bloobs_Dev

Updates:

Re worked all spawn times for enemies some were incorrect, bosses are unaffected.
All enemies are now a consistent 10 seconds respawn timer.
Due to some AFK issues I've reworked some code so hopefully there isn't anymore issues where this was triggering incorrectly or not at all.

In other news im working on the next skill, this will take sometime to implement as you can imagine for any sneak speaks feel free to join our discord :).

Bug Fixes:
Hopefully fixed the issue for Thief's log achievements triggering incorrectly.

Hard Chip - Elorth
  • FIX Tutorial's scores not updating;
  • UX Past chips maps doesn't show an active fabricate button anymore;
  • UX Line breaks in spanish local;
  • TSL French wording requis vs besoin;
  • MI Update local snaptshot (even if this should be less used with the new graphs endpoint);
  • UI Align center graph and button in the report window;
  • SRV Trust all submissions mode (like before);
  • SRV client and api unified submission flow rework;
Hard Chip Playtest - Elorth
  • MI tracking submission vs score;
  • SRV trust all++;
  • SRV Reconcile data validatedData command;
  • SRV Trust all submissions mode (like before);
  • UX Past chips maps doesn't show an active fabricate button anymore;
  • TSL French wording requis vs besoin;
  • MI Update local snaptshot (even if this should be less used with the new graphs endpoint);
  • FIX Intro scores not update;
  • UI Align center graph and button in the report window;
  • UX Line breaks in spanish local;
  • MI Admin tool to read unified submissions file;
  • MI client and api unified submission flow rework;
  • DDD Renaming helpers;
EONIA Revelations - Wasdeerio

Hello, Knowledge Seekers!

REMEMBER: THE PLAYTEST ENDS ON MONDAY!

Thank you to everyone who wanted to explore the world of EONIA REVELATIONS in this playtest! Your feedback and enthusiasm are amazing!

I hope you’ll join me for a long time in shaping this fascinating fantasy and sci-fi adventure that will surprise you.

Juan from GEOMETRIC BYTES

2Person - Immitated_One

Welcome!

I am happy to announce the release of the 2Person playtest. The game is entering Beta phase and I want to receive a feedback from our community!

Playtest of the game will come in 5 stages, each stage focusing on a specific parts of the game so I can refine and maximize resources in order to deliver the best possible game I can for you.

Even dough I have much more content ready I want to focus on early game experience so in this round of playtesting. That is why this playtest will include first 25 levels of the game (1/4 of the game level content).

Each additional round will include 25+ levels and hopefully I will be able to iterate based on your feedback.

Game in it's current state includes all features with exception of story and some cinematics.

For testing purposes all "Worlds" and abilities are going to be unlocked by default whilst in the final version of the game levels and abilities will need to be unlocked by completing the worlds.

...

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