Fogpiercer - Lentsius
For the second update we've focused on a number of things, there are a couple new modules, tweaks and balance updates, but most importantly we've completely revamped the driver system and improved the tutorial!

The new driver system

Previously drivers had a levelling system, wherein the player collected experience points by destroying enemies, and then adding one of the driver cards into their deck when levelling up. Although not a bad system, since inception of the idea, we wanted the driver cards to feel more special, more impactful akin to an ultimate skill.

This all lead to the decision to go ahead and try something new! We've removed the experience point and leveling system, and replaced it with a much simpler one where the player gets points by dealing damage (each driver will have a different trigger), once the gauge fills up, the player is instantly given a random driver card, that has to be used during the turn. At the same time we also made the driver cards more powerful!

Before:


After:


Tutorial changes

The tutorial is another part that we wanted to take a step further, apart from fixing bugs and implementing safeguards against soft locks we also added an additional fight encounter that is really tough to beat (not impossible!):


This way you'll have more of an opportunity to test out what the numerous cards and carriages are capable of!

Changelog

Alright! Let's take a look at the list of things that have been added/changed/fixed in the demo!

Added
  • New modules
    • Piston Overdrive
    • reduce movement cost by 1AP every 4th train move in fight
    • Scrap King
    • tier 5
    • grant 1AP every 3 exhausted cards
    • Diamong Diamond Hands
    • tier 6
    • do not discard hand at the end of the turn. -1AP. cannot exceed maximum hand size
    • Extra valve
    • draw an extra card for 5 discarded cards
    • Vents
    • gain 1AP for every 10th enemy intent
    • Lookout
    • add 1 shield to the locomotive for every 15th enemy move
    • New module illustrations, updated some of the old ones!
    • Stranger
    • Random card gets randomized AP when drawing hand
    • Shielded Wheels
    • carriages take no damage from ramming if shielded
  • New stats that contribute to making spikes, each adds 1 spike at the end of the run
  • Redesigned the UI for end of run stats
    • Cliff throws
    • Cliff collisions
    • Ram kills
    • Env. hazard Kills
  • initial stop !
    • gives a random selection of 3 bonuses
    • happens right after pressing the start button
    • counts as a "station mode" since the train is stationary, meaning you can sell / upgrade right there
    • subject to change
  • New driver system
    • Fill gauge for every point of damage that happens in the game
    • When full, get a driver card in your hand.
    • If unused it disappears
    • Driver cards are 0AP
    • Driver screen UI
  • deck button at the end of run screen
  • "Extra overdrive card" boost card
  • when the next overdrive triggers, you get an extra driver card
    • can be stacked
  • label that mentions number of turns left for applied effects
    • i.e. burn will last 1 more turn
  • Attack order button and panel
  • When launching the game, you'll now be presented with running the game either with Vulkan (default) or D3D12
    • use the latter if you're experiencing crashes and let us know!
  • warning message when the player doesn't have enough spikes to unlock a module or a card
  • driver card activation SFX
  • new fight encounter in tutorial

Changed
  • start run bottom tab buttons are now hidden in tutorial as not to confuse new players
    primary button sound effect
  • "Grant" to "Gain" rewording
  • Improved audio for random encounters
  • Pause menu "Restart" button now specifically mentions that it restarts the run, to avoid run/encounter confusion
  • bigger ranges for all of Monica's cards
  • redesigned driver screen to align with the new driver system (Overdrive)
  • changed XP boost card to give +2 extra overdrive points next time the gauge ticks
  • "Bandit Intel" module is changed to "Intel", gives +1 overdrive point every time the gauge ticks
    • effectively making overdrive gauge progress twice as fast
  • improved mouse hover area for the overdrive gauge
  • auto-accept loading screen by default
  • train steam blow-off sounds in stations got tweaked
  • Illustration for "Overdrive points" card
  • Improved illustration of Extra valve
  • pimped the visuals of in-game console
  • removed "Driver cards" panel from the end of run screen
  • deck is reset at the end of the fight instead of before the next one
  • Shield siphon -> can be used on any unit. The unit doesn't need to have any shield
  • makes it possible to steal shield from one carriage to another
  • Overdrive boost card now gives 10 extra points instead of 2
    • can be stacked
  • Improved the deckview pop up
  • Effects
    • changed the logic of effects
    • they all last 1 turn by default now
    • their on unit effects are applied after attacking
    • effect lifetime is reduced at the end of enemy turn (and removed when it reaches 0)
  • "Save slots" are now separated from the main play button.
  • Default FPS limit is 144 instead of uncapped (Vsync is ON by default)
  • module and card previews are now larger in the first screen
  • Lookout illustration has been changed
    • The previous one will become a new module
  • new Carriages are free in tutorial runs

Fixed
  • correct loading of Module id 20, this hadn't been an issue till today, but the bug was there, FIXED!
  • correct picking of modules for random encounters
  • Golden Circuits no longer has an incorrect counter label
  • deck view UI no longer has a moving return button for the module screen
  • game crashing when an env hazard destroys an enemy with active intent while the game is on the fastest animation speed
  • "carragies to buy" animation speed now also responds to animation speed setting
  • improved code handling validity of carriage level meshes
  • rewards panels no longer block mouse events when disappearing
  • driver screen and the deck screen no longer allow the contextual information panel to pop up
  • floating card info panel no longer jumps up and down randomly when looking for its own position
  • driver cards no longer stay on hand when "diamond hands" module is active
  • invisible station stop lights no longer make constant ticking sounds
  • driver cards contain the "Driver card" effect even before they're added to the hand
  • Repair button
    • uses the correct word for currency
    • updates instantly when the amount of scraps changes
  • Better handling of max hand size for "Diamond hands"
  • Card information panel will always close when a card / module were bought in the shop
  • Cards with a single effect did not show it, they do now!
  • bottom screen player message correctly recalculates its center point
  • units flash white again when damaged or upgraded
  • all discarded cards go away from the hand (data wise) hopefully fixing shadow cards!
  • discarded cards correctly registered by Extra Valve
  • driver cards are always destroyed at the end of the turn
  • only driver cards are driver cards now
  • price of card removal is now properly calculated not only shown
  • driver cards are removed when deck is reset
  • time tracking is stopped the moment the run is finished
    • pause screen no longer keep on tracking the time after a run's been ended
  • most fullscreen UI Pop Ups no longer allow focusing grid elements with the mouse
  • card details panel now properly disappears after buying a card
  • overdrive instant boost cards can appear regardless of player XP (legacy driver system)
  • card details panel correctly disappears after removing a card (edge case)
  • shield siphon no longer unlocks free endless shielding on the available cells
  • Shop UI can no longer be abused. It is cleared up once the train leaves a chop shop encounter
  • AP sprite on cards no longer casts shadows
  • Attack order no longer hidden behind other elements
  • God mode (take no damage), is now correctly applied and saved when going in and out of tutorial
  • Destabilized shows its visual again
  • Extra Valve (fingers crossed)

That's it for this update! It's live now so have fun trying out the new stuff and let us know how it went!
Cheers!
AI-VJ - Intuition_Technology
Several well-known DJs have already started using AI VJ, and have posted remix music videos made with it on-line. We'd like to show-case:






(The top video by DJ Thief also used some other editing software)

These are all thanks to System 6, events organisers based in Brisbane, Australia. You can find them on Facebook, and on Youtube. We'd also like to thank them for the great feedback they've provided on AI VJ in our Discord so far!

Our latest and upcoming visuals are ever improving, and we are looking forward to seeing what they, and you, can do with them!

Please upload videos of your events and/or remixes to our steam community. Here's a tutorial made by Steam on how to do this.

In the meantime we've mostly been working on new visuals lately, though more updates to the app are in the works as well, and coming soon!
4:55am
MALEDICTOR - perochialjoe


E1M5 is nearly finished (only enemy and weapon placements remain), more tracks for the soundtrack are done, the third arcade game is finished, the lighting has been tweaked, and more!

  • E1M5 lighting optimization
  • Water material fix
  • Player light improvement
  • Possessed enemies
  • Possessed enemy spawner
  • UI touch up
  • Enemy count bug fixed
  • Grenade throw odds changed
  • Difficulty options added
  • Nav mesh tweaks
  • E1M5 skybox added
  • E1M5 visual additions
  • Difficulty menu descriptions
  • E1M5 ambient sounds
  • More sprites
  • E1M5 enemies + traps
  • E1M5 sound blockers
  • E1M5 pickups
  • Russian translations
  • German translations
  • Spanish translations
  • Performance increases (game-wide)
  • E1M5 performance increase
  • E1M5 soundtrack
  • E1M6 started
  • Drone enemy added
  • Gib performance
Bellwright - pogosan
  • Made reservists follow the player when using call to arms.
  • Fixed guards gathering at the same spot while patrolling.
  • Fixed crows gliding on the ground after falling.
  • Fixed villagers wielding weapons when player puts them directly in their equipment slots.
  • Fixed some of the missing localization for Simplified and Traditional Chinese.
  • Fixed villagers immediately running away when hired until another command is given.
  • Fixed "Crown of the Herd" achievement not being awarded unless an animal has exactly 10/10 stats.
  • Fixed a crash when inspecting pet cats as a client in co-op.
  • Fixed a crash when disassembling roads as a client in co-op.
  • Fixed a crash when selling pets as a client in co-op.
  • Fixed a crash related to villagers fishing.
Enlisted - [CM] Ungorisz

  • Replaced the 500 kg Number 50 Model 2 bomb of the Kikka with a 800 kg Number 80 Model 1 bomb.
  • Adjusted the weapons of the soldiers used by BR III AI commanders, except in Flametrooper squads.
  • Adjusted the weapons of the soldiers used by BR V AI commanders.
  • Adjusted the premium squads used by BR III and V AI commanders.
Personal Study - ArcaneSpoon
  • Fixed disappearing parts of the character in one of the cutscenes.
4:48am
THE FINALS - Lootfisk
Hey Contestants!

We’ve just released Hotfix 6.6.1 across all platforms which contains a collection of minor bug fixes.
For example, the muted World Tour videos, and some minor issues related to the Close Quarters Event.

STUNTBOOST - bytinggames
Compete for the fastest skater in existence! 🔥

Our closed beta will run for 48 hours starting this Saturday at 1am PST (May 10th).

Register at https://stuntboost.com



Get ready for
  • 13 speedrun optimized levels
  • major graphics update
  • brand new music
  • and heavy competition 🛹
Ghost Exorcism INC. - El Renardo
Hello Exorcists!
Content Update and Graphic Fixes:

- Skip Progression: Following requests from many players, you can now skip progression! All entities and mission types are now available to you, as well as previously locked difficulties. But be careful — this doesn’t mean you’ll have the funds to succeed in all these contracts. Only “Normal” and “Rescue” contracts provide you with free equipment — don’t forget that.

To access this, go to the third page of the encyclopedia and choose your destiny… or turn back. You can also tap on your level on the tablet home screen.

- Multi-Entity Rescue Contract: You’ve been urgently called to rescue a team in distress. Be careful — multiple entities haunt the area! Their equipment is scattered around the contract site, but you won’t be able to bring your own. Stay alert!

- Surprise Contract: Tired of thinking, waiting for the right moment, and picking the right mission? It’s time to take on a random contract! Let luck decide for you by clicking in the center of the random contracts and be sent on a surprise mission.

- New colors for the Will-o'-the-Wisp, which previously felt limited.

- Graphic optimizations (software update)

- Text display optimizations (boards, tablet, environment, etc.)

- Translations other than English and French were done using Google Translate.
Voor De Kroon - Future Minimalism
Changelog
  • Fix battle end logic when out of officers
...

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