Tojimon Islands Playtest - X0D1_blue
The game is currently in active development, so please report any issues or unfinished features you encounter.

If you played the first version of the closed test, this new version has some fresh content for you as well!

Version 0.2.9
- 9 new Toji! Among them you'll find Toji specializing in healing and block.
- Updated Training Island, now with example scenarios demonstrating when certain mechanics are needed.
- Numerous balance adjustments and bug fixes.
Piworld - Serkov1ch

Hey, players! 🌟
We’re thrilled to announce the start of the super testing of our game! This is your chance to join the dev team and help make the game even better.

Hunt for bugs, share your findings, and leave your feedback – everything directly shapes the project’s future. Report issues in our Discord or in the Steam discussions.

Every comment matters, every idea counts. Join us and let’s make the game flawless together! 💥

Warlordocracy - brianlancaster45

Improved ability/item targeting, thanks to Mean & Evil. There was a bug that said target was out of range if he was immediately north of you and you clicked on the top of his head. It now checks for target's current position, as well as the position he's currently moving into, so it should be a lot easier to target baddies in combat now. Also fixed a couple minor bugs and added a new persuasion opportunity to Ch.4.

Finally, changed default settings so game remains paused after ability targeting and dialogue windows. It seems like most people prefer this. If you don't like it, you can turn it off in the game settings.

I still have a short to-do list of new dialogue and party banter that I need to cram into the game, and then I will be ready to start on Ch.6.

Complete list of changes:

-Fixed bugs with player item/ability targeting, greatly improved range check (thanks to Mean & Evil).

-Fixed minor problem with crafting abilities when interacting with crafting stations (thanks to Mean & Evil).

-Fixed bug where Dabi would incessantly tell you to take high ground in Lockdell Outskirts in Ch.1.

-Auto-Pause after ability/item targeting and dialogue windows is now on by default.

-Added another persuasion opportunity with Berindal in Ch.4.

-Wood spears now cost 12 wealth instead of 18.

-Fixed some tiles in Lockdell Farms in Ch.1.

10:31am
My Corp Cargo Simulator : Prologue - nokinginteractive
• Optimization problems are gone.
• Graphics have changed.
• Gameplay has changed.
• Cashier mode has arrived.
• A main character has been added to the game.
• Vehicles have been added.
Mush Dash - [CN]笨笨Bon

This update addresses a number of minor bugs and includes subtle tweaks to improve gameplay.

Specific changes include:

  • Reduced the cooldown of the Slime Tentacle Monster’s tentacle ability.

  • Adjusted the reward chest respawn time to 120 seconds.

  • Removed certain firearms from the map.

The Gold River Project - Jokka

Happy Saturday Hikers!

  • Fixed enemy forgets player when killed

  • Fixed Substation 1 roll door references

  • Increased night brightness

  • Fixed Field Lab Charlie front door

  • Fixed collision on all doors

  • Added Sightline Games logo to opening movie montage

We found a few bugs while we played with Sgt kelvin yesterday, we had a great time and we recommend everyone check out their content!

PolyCrime - Westrider

FIXES & IMPROVEMENTS

  • Reworked the map system — the map is now a dedicated application inside the in-game tablet.

  • Added location names to map markers — hovering the cursor over a marker now displays the location’s name.

  • Updated the tablet keybind — the tablet is now opened with the T key.

  • Fixed a critical issue where returning to the main menu sometimes failed to correctly restore or detect the player’s SteamID. Returning to the main menu now reliably preserves player identity and network bindings.

Reentry - A Space Flight Simulator - LyraCreative

Hot Fix: The reference for the Mercury F2 dev-tool cameras used to create some scenes for the launch trailers has been removed. Calling it would cause a recursive stack overflow exception as some of these dev-tool cameras was missing. This would lead to a CTD. I plan to re-introduce these cameras with some additional orbiting cameras in a later patch.

Thanks for reporting, as this is a crash that can ruin a long mission flow by accident I wanted to roll out a hot fix for this to correct the behavior as fast as possible.

Note: If this patch causes new issues for you, please report them. You can always revert back to a previous version using the Steam Betas tab for the game. The latest previous version is: 1.0.7.

Thank you for reporting!

Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

It's that same Experimental Build time again! This week we've got a brand new gun (The Martini Henry Khyber Pass Obrez), and a full rework of the falling block rifle code. The og Martini Henry and Sharps Cartridge Conversion have been rebuilt to run on it.

Take & Hold scoring has gotten another pass (though we still have a few bugs in it). The final scoring ranges SHOULD be closer to what they should be now. Let us know what you think!

As always let us know if you run into any bugs!

Peace,
Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental1!

Full Changelog - Update 120 - Experimental 5
Additions:
  • Added New Weapon: Khyber Pass Martini-Henry
  • Added New WIP Utility Prop: Sosigquin (poseable sosig)
Changes:
  • Take & Hold Scoring Further Adjusted.
  • Rebuilt Falling Block Firearm class to have a more natural interaction schema
  • Rebuilt Martini Henry to use new Falling Block Class
  • Rebuilt Sharps Cartridge Conversion to use new Falling Block Class
Fixed:
  • Fixed Left Handed Quickbelt Orientation FINALLY
  • TNH Ammo Reloader no longer detects flintlock weapons and tries to spawn cartridges for them (they have no cartridges that are compatible with the game’s core cartridge systems)
  • Fixed M76 bolt drop when removing an empty magazine
  • Fixed barrel smoke not following muzzle on Schofield Model 3, Webley Revolver, and MP412REX
  • Fixed incorrect ammo mappings on some sosigguns
  • Ammo Reloading Panel now correctly detected attachable weapons when held
  • Fixed TNH Ammo reloader playing wrong sound when successfully reloading a clip
  • Fixed TNH Object constructors not updating their visual lock state when one constructor unlocks a category
  • Fixed (possibly very long running) bug in how Take&Hold selects a ‘safe’ supply point relative to a hold point. This may have been the cause of having hold phases start and sosigs ina nearby supply point shooting at one immediately, for ages. I don’t know how this didn’t break more things for a long time (maybe it was).
  • Fixed some exotic errors in the Sentry Patrol system used by Northest Dakota (thanks O-Deka_K, i would have never found that)
  • Fixed foresight direction for H416A5
  • Fixed SW500 speedloader using incorrect model and cartridge poses
  • Fixed sosiggun ammo array length that was causing like 6 bugs in seemingly unrelated places
  • Fixed broken metadata on M76
  • Fixed broken rail lengths on H416C
  • Fixed issue where ammo reloader in tnh would sound spam from ammo box
  • Fixed P38 Ejection Direction
WIP Notes:
  • The Toolbox has a non-functional panel atm for setting clothing on the Sosigquin. It will be added in full in the next update.
Figmin XR - Tilt Five - services
experimental windowed mode, a pre-release of update 24
...

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