Community Announcements - Varya_Pushkina

Friends!

The main server has been updated! This version includes: a new event, new agents, improvements to old weapons, changes to the Story mode, as well as bug fixes.

Previous Version

New Content

"Bright Past" Event
Get ready for the third autumn collaboration event with Atomic Heart! "Bright Past" is a chance to play the "Harvest" mode again, which was so popular with players.

Rewards
The event showcase features exclusive new items you can purchase using currency earned in-game. Among them are stylish "Argentum" camouflages in the Atomic Heart style for the: AK-12, Saiga-12S, AMB-17, and OTs-48K MK2, as well as a brand new item: an experimental glove with unique combat modes from Atomic Heart.

And of course, what would it be without Agent Nechaev and his legendary Zvezdochka. They will also be available in the showcase.

Please note: the event adds the ability to open four cards at once via a button on the event showcase. Free rewards in this case are credited automatically. Fast and convenient! The ability to manually open cards remains.

The event will launch later. Stay tuned for news.

"Atomgrad" Map
Comrades, welcome to Atomgrad! Prepare for thrilling battles in an original environment inspired by the famous game Atomic Heart. Recognizable setting, unique objects and animations, new achievements, and, of course, easter eggs. The map is planned for addition to in-game events and the "Sabotage" mode.

Currently, the map is only available in custom rooms! It will appear later in the event and in the "Quick Play" mode.

Bergara MG
A lightweight rifle with a folding stock. Its two-lug bolt and floating bolt head ensure reliable feeding and extraction. The carbon fiber CURE barrel has high rigidity and guarantees effective heat dissipation, which is critical for accuracy at long ranges, while the folding stock enhances the compactness of this highly effective sniper rifle.

It has the highest damage in the game (800), exceptional scoped accuracy (99.9), and a set of scopes for every taste. Using mods, you can increase aim-down-sights speed by 23%, scope stability by 74%, as well as increase sprint speed and ammo capacity. This gun is perfect for those who live by the rule "1 shot - 1 kill".

Agent Shi Hao
Shi Hao has been immersed in the world of electronics since childhood, and this passion defined his future. His interest in technology, courage, and ability to think outside the box made him the perfect mercenary.

Previously, a "Medic" version of this agent was available in the game, and now it's time to meet his "Sniper" and "Assault" versions. The agent's arsenal includes the "Assault" and "Sniper" appearances, as well as the new Bergara MG "Upgrade" sniper rifle.

The agents will be added to the game later. Stay tuned for news.

A great addition to the collection for those who love bright, neon colors, graffiti, and a bold style.

New Boosters
Boosters with updated bonuses have been added to the game:

  • Updated Weapon Mastery Booster (20%). With it, you get 20% more Mastery XP from battles for leveling up weapons and gear.

  • Warbucks Booster. Gives you 30% more Warbucks after each match.

  • XP Booster. Gives you 20% more Character XP after each match.

  • Comprehensive Booster, which includes the Weapon Mastery Booster 20% / Warbucks Booster 30% / XP Booster 20%.

Content Changes

Campaign
To ensure fair progression through the "Campaign" story and prevent the use of cheats and exploits, we have added a minimum completion time for each mission. If a player completes a mission faster than the stated time, the completion is not counted and rewards are not awarded.

Item Characteristics

  • The characteristics of the Mateba Autorevolver have been improved to match the current meta models, and the ability to install mods has been added.

Event

  • Changed the hotkey for inspecting gear inside a card on the event showcase to 'K', similar to weapons.

  • Added the ability to open four cards at once via a button on the event showcase. Free rewards are credited automatically.

PvP Mode "Harvest"

  • Improved the display of the number of ingots in the player's arsenal.

  • Added display of the number of ingots in an ally's arsenal.

PvE

  • Added display of the amount of event currency that can be earned for completing a Special Operation.

  • Reworked the PvE rank progression screen displayed after completing a mission.

Loot Boxes

  • In some loot crates, temporary weapons have been replaced with Warbucks/XP.

  • Changed the contents of some loot boxes.

Other

  • Reworked the design of some in-game HUD interfaces.

Fixed Bugs

Weapons & Equipment

  • Fixed a bug where picking up a grenade launcher while reloading the PPSH-41 Modern caused the weapon to malfunction.

  • The "Camos" and "Charms" options have been returned to the context menu for the selected weapon. They are only displayed if the weapon can have a "Camouflage" or "Charm" equipped, respectively.

Event

  • Fixed a bug where the "open all" text on the "Bright Past" event showcase was misaligned.

Other

  • Fixed a bug where in some cases the discounted price of an item on the event showcase was displayed incorrectly.

  • Fixed a bug where item prices did not highlight in red when the player lacked the required currency.

  • Localization updated: added missing texts, fixed inconsistencies, etc.

Crystal in Carnations - SalmonSnakeGames

This is a 22nd in a series of devlogs about Crystal in Carnations, but the first devlog in Steam. Furthermore, this particular devlog is extremely gif-heavy, but I assume most of my gifs will be way too big to upload here. If you want to see any earlier devlogs, or all the gifs, I encourage you to visit our Salmon Snake Games discord server

If this is a first devlog of mine that you've read: Welcome! I'm so happy you're here! 

These devlogs are something I write in a biweekly-ish basis about the development of our game. They function as a kind of nice list of things my team and I accomplished over the last two weeks. Game development easily tricks your brain into wondering if you are actually progressing at all, so it's good to remind yourself of the things that you HAVE done.

In these devlogs I chop the latest sprint in categories of art progress, programming progress, story progress and marketing progress. Without further ado, please take a look:

Art: 

  • I finished Siegfried's expressions and added him in the game. Only 5 characters left now that don't have expression sets yet! 

  • Hani and Vivi have worked on the pixel sprites of King Dardaine and Fleurette respectively 

Coding:  

  • I implemented a system that searches the script files for first battle, and retreat quotes and plays them if conditions are met. 

  • I implemented my very first "Enemy AI" in the game. The enemies don't do much yet, they only take 1 step back and end their turn, but at least they take the turn on their own. 

  • Huge thanks to MythrilZenith on their excellent video on Fire Emblem enemy AI patterns that popped on my feed just as I was pondering on how to start working on this aspect of the game!

  •  I did some code house keeping in the form of collecting our menu strings in a separate file. This should make it easier to localize the game down the line, if we ever have the opportunity. 

  • Also Defined a file for timings and so called magic numbers so that game flow and balance can be adjusted without hunting down values from all over the codebase 

  • I implemented skill animations, death animations and damage numbers in the game. This should make it easier to see what even is happening on the screen. 

  • I further refined the skill animations, by adding emission map implementation and an optional bloom effect for them. 

  •  I refined our controls for easier navigation of menus regardless of control scheme (mouse, keyboard, controller) 

  • I fixed a bug where the system started treating player characters as enemies, if you killed every enemy.

Story and Marketing: 

  • Not much news on these fronts, aside that they are worked on at steady pace by other team members 

  • Our current wishlist count stands at 65 (+8). {LINK REMOVED}

That's about it for today's devlog. I now see that this devlog is quite thin without all the gifs I recorded... But no can do,. I sadly can't upload them here :( 

We'll see how much effort it is to keep posting these devlogs on Discord, Bluesky, Steam and Itch. If it takes too much time away from development, I might elect to abandon one of the platforms or alternate platforms every once in a while. But I'll try to keep these beginning and ending ramblings short (with pretty bad success rate...)

-Hanuli from Salmon Snake Games

YogLabs: Testing Initiative - Sergio

Hi everyone!

Over 16,000 people now own YogLabs: Testing Initiative — that’s incredible!

Thank you all so much for the amazing support and the wonderful feedback. It truly means a lot.

Here are some of the most common questions I’ve been getting:

Is this an official Yogscast game?

Nope! YogLabs isn’t an official Yogscast game — but I did get permission from the Yogscast to release it.

Did the Yogscast record voices for the game?

Yes! Lewis, Boba, and Duncan all recorded voice lines for YogLabs, and I’m super grateful to them for being part of it.

How was YogLabs made?

YogLabs is a standalone adventure map created in Elsewhere, a game I’ve been developing for quite some time.

Does the game use any third-party assets?

Nope! Everything you see in YogLabs is custom-made. Most assets come from Elsewhere, with a few created especially for this project.

Will there be more episodes?

Yes! I’m currently working on Episode 2 — stay tuned!

If you've enjoyed YogLabs, please consider checking out the base game Elsewhere on Steam:

https://store.steampowered.com/app/1271150?snr=2_9_100006__apphubheader

That support helps me keep making free projects like YogLabs and keeps this adventure going!

Thank you all again for being part of this!

See you later, shi — lords

Sergio

Jeger - concretefrost

Now players can not only sense the weather but also change it.

🌿 Collect special plants and make offerings at totems to summon rain, sun, or fog.

☔ During rain, some stats are reduced—so plan your actions wisely.

Experience how nature becomes a living part of your survival.

Auto Dungeon - B.nackus
All new! Bears have come to the astral plane!

Burly and rotund, bears spawn fairly rarely and pose a greater threat than average. bears come in 6 flavors, one for each biome. Whats more, they're very territorial, gaining a double attack boost when they're defending thier home. You'd better check twice before taking on a bear!

With the new unit comes a new feature as well. Elemental damage is now displayed as particles on a units weapon, providing more useful information at a glance. Each element type has a particle system associated, so you can get a sweet frost hammer, or a cool as heck fire sword.

this update includes some small bugfixes as well, and some QOL updates too

  • Astral Eye and Hand Lock UI elements now save and load

  • Shrines now clean themselves up after they are used

  • the camera no longer clips into buildings when in certain speech states

  • some minor unit stat balancing

  • card draw has been tuned to lessen late game hand management

we await your bears....

重生之时 - Rebirth Moment - Polatouche Studio
1. 修正了人物和物品数值相关、背包打开相关等重大卡关问题;
2. 修复众多图片显示、文字显示、音效播放上的小问题;
3. 对任务列表的数值、遇见NPC的概率等进行了微调。
Morimens - Mythag Staff

Morimens V2.4.0 will be released soon! Get all the exciting information at one place!

Crimson Frontier - a.limonova

Hello, fighters!

Thanks to everyone who downloaded Crimson Frontier!

Your support and input means a lot to us.

Didn’t play yet? 🛡

Playtest will be available in just a few days, so jump in now or anytime.

How to join

  1. Open our Steam page

  2. Click "Request Access"

If you encounter any bugs or issues, please report them  through the form after testing or on the Discord Discussion Board.

HANUMANGAMES Team

KABUKI FIRE - Atmosphere

Dear KABUKI FIRE community! Version 1.3 is in the works!

Possible updates and improvements will be...

  • TOURNAMENT Mode - On a regular basis, this mode will be unlocked for a short period of time. At the end of the period, the contestant with the highest score will be the current KABUKI FIRE champion!

  • Creature spawn will depend on the current location in the arena instead of time-based. This will retain the amount of creatures that are spawned when releasing the Score/Time bonus. The overall amount of creatures spawned will be better balanced between separate rounds.

  • HARD-Mode is always unlocked, no requirement to pass KIHON-Mode first anymore.

  • 2 new achievements.

If you have suggestions for the next update, write in the comments!

Hydro - HarmanMotor

Hi everyone,

We are now in November and here's the first update for the month. This is v1.23 (confirm the version from the Main Menu of the game).

Let's jump into what's new with this update!

'Instrument Sensor' mechanic

This is a brand new game play mechanic: "instrument sensors". These new sensors behave similar to the fuses, but have new functions in that they send 'signals' from devices to certain instruments or gauges in the power station.

Like fuses, sensors will 'wear down' and degrade over time, before failing completely. They can be removed by the player and will appear in the player's Pocket Inventory. From there, the player can take the sensors to the existing Workbench in the Sleeping Quarters for their repair.

The first two sensors to be implemented are for the Generator. These are located on the left side of the Generator on a brand new 'Generator Sensor Panel'.

  • Speed sensor - this sensor gets speed information from the Generator and sends it to the RPM gauge. It also controls the 'overspeed' warning lamp and 'overspeed alarm'. If this sensor fails (or is removed), the RPM gauge, 'Overspeed' lamp and 'overspeed alarm' will fail to work. Note that in the case of the overspeed alarm failing to work, this can actually have an advantage in that you might get less Noise Complaints with the overspeed alarm disabled...

  • Temperature sensor - this sensor gets heat information from the Generator and sends it to the Temperature gauge. If this sensor fails (or is removed), the temperature gauge will no longer work.

If any of the sensors above fail (or are removed), a new 'Sensor Fault' warning lamp will soon light-up on the Generator Status Panel (note however that this lamp only works if the Generator is spinning as the lamp itself is powered by the Generator like the other lamps on this panel). Also note that the 'Sensor Fault' lamp can take some time to react to either a sensor failing/going missing, or an existing failed/missing sensor being replaced. Just give it some time and it should soon update appropriately. :)

Note that the Generator can operate just fine (continuing to output to either the Accumulator or the grid) with these two sensors either failed or missing, however you will lose some level of 'monitoring' over the Generator. You can still control the RPM with the speed sensor missing, but the RPM gauge will not function. You can however still 'listen' for the Generator's whining and 'guess' its speed. Similarly, if the temperature sensor is failed/missing, you can still 'gauge' the temperature of the Generator by cues such as smoke emanating from it, or from the 'ticking' sounds that emit from it when you shut it down when it's hot.

Overall, these new sensors and their maintenance introduce yet another dimension to the game play of Hydro and will mean you have another set of devices to maintain/troubleshoot!

Game play balancing changes

Because of the recent changes (since v1.22) to the telegraph units being more unreliable (until upgraded) and thus resulting in players potentially missing-out on receiving Township Demands (through no fault of their own), I've made some balance changes to the Reputation loss that results from certain actions in the game, namely around Noise Complaints and failures to complete Township Demands.

Now, you should find that your Reputation doesn't 'tank' and drop like a rock if you receive Noise Complaints or fail Township Demands (including if you fail these because the telegraph machine didn't work). Note, these rep changes do not change the rep loss if you reject a Township Demand...those remain unchanged are decently higher than what I have shown below.

Here are the rep changes arriving with this update, in detail:

  • Township Demands failures which previously had rep loss min-max of 6-10 are now 5-8

  • Township Demands failures which previously had rep loss min-max of 10-14 are now 9-12

  • Township Demands failures which previously had rep loss min-max of 14-20 are now 13-16

  • Noise Complaints which previously had rep loss min-max of 6-18 are now 2-14

  • Noise Complaints which previously had rep loss min-max of 7-13 are now 3-9

  • Noise Complaints which previously had rep loss min-max of 7-18 are now 3-11

  • Noise Complaints which previously had rep loss min-max of 8-22 are now 4-15

  • Noise Complaints which previously had rep loss min-max of 9-22 are now 5-15

  • Noise Complaints which previously had rep loss min-max of 10-22 are now 6-15

Also, previously there was a Reputation threshold at which greatly reduced rep loss (of between only 2-4 points) would apply if a player received a Noise Complaint. This threshold was set to <40 Rep points, now it's set to <55. So the reduced rep loss takes effect sooner for Noise Complaints, meaning that if your Reputation is less than 55 and you receive a Noise Complaint, a greatly reduced rep loss min-max applies (also now changed from 2-4 to 1-3).

Rest assured that all the above changes should mean your Reputation remains more 'robust' than before and shouldn't drop as fast as it used to.

I will continue to review the balance of the game on an ongoing basis with the objective of ensuring the 'default' difficulty results in a 'decent' level of challenge for the player whilst hopefully not being overly difficult. However note that there are always the Difficulty Option crutches that you can apply to make things a bit easier if needed.

Other balance changes revolve around the unreliability of the default, un-upgraded telegraphs. Now, there is less chance of not receiving a Township Demand than before (around 50% less chance of telegraph receiving unit failing to receive a Township Demand).

Other feature/quality updates

A whole slew of additional fixes and new features are included with v1.23! Check them out below:

  • The cleaning process for the Generator Air Filter and the Power Pole Insulators has been improved! Now, when you clean these items, visible airborne 'dirt' will fill the immediate area around the item. Once the item you are interacting with is mostly clean, the airborne dirt will cease. This gives you more of a visual indication of dirt levels for these items

  • The Generator clutch lever now 'burns' properly when the Generator is destroyed (burn texture added)

  • A bunch of information updates have been added to the 'Help' screens in-game

  • For the Generator temperature read-out widget which displays the temperature when the player hovers over the temperature gauge with the interact dot, the threshold for the text turning red has been raised from 105 degrees to 110 to match the 'red zone' on the actual temperature gauge (this new 110c threshold also affects when the 'Overheat' lamp turns-on (on the Generator Status Panel), too)

  • The 'Power Station Tutorial' has had some updated info added to it, and now looks visually more like a 'handbook' (both the in-game object and the interactive on-screen 'pages')

  • Bug fix: improved the interaction of the Marker Light Panel levers when the player moves the interact dot across the levers from the left or right side of the panel (previously, the levers were difficult to interact with and would instead show a different widget message pertaining to the main panel itself - this bug was introduced with recent update v1.22)

  • Bug fix: when the recently-added Local Power Fuse no. 7 was held, the Pocket Inventory indication would not turn yellow on-screen

  • Animated the vice on the Repair Workbench in the Sleeping Quarters! The vice jaws will now also show a cosmetic prop of a fuse or sensor depending on what is being repaired. This is a purely cosmetic change

I hope you enjoy this update! There is more to come and check out this YouTube video I made which talks a bit more about this update below!

https://youtu.be/8o8bvePzcQIAs always, until next time, happy generating! ⚡

...

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