Dirty League 🔞 - Archibaldo Pukaniero

Hero, rumour has it that a group of lustful angels sent to the Underworld as ambassadors of goodwill have not returned to Heaven.

Apparently, they're stuck somewhere with the demons, having a good time. I'd like to go to that party and have a good time. And demons aren't going to get in the way.

The Angels of Passion event starts on August 13 at 00:00 GMT!

Unrailed 2: Back on Track - Indoor Astronaut

Hey everyone!

We just pushed another experimental version update. If you want to be the first to see the new features that will come to Unrailed you are in the right place!

You can access the experimental version via right click on Unrailed -> settings-> Betas.

Note that changes are not yet complete and things might change depending on your feedback.

You can give us feedback right here or on Discord ( https://discord.gg/unrailed ).

We tried to reduce possible network congestion scenarios as some players reported certain network issues that could be resolved by that. Please let us know if you had any issues and if this update fixes it for you or not! If not, please reach out here or on Discord and write me (Thomas) or create a u2-bugs thread.

Changelog v-589-9d5680a:

- Improvement: Reduced needed network bandwidth

- Improvement: Dynamic extra bandwidth reduction / congestion avoidance

- Bug fix: Auto-track pickup from a mimic as a crafter did not work

See you on track!

Zhigu Military Exorcist - maksims.zigunovs

The BOSS system was developed in order to make arena shooter more flexible with different player strategies could be applied attacking bosses. Each boss has permanent per arena bonus. Take the boss out and catch the bonus to make your character stronger, faster, with more health or armored.

In addition, the First chapter was developed so players could enjoy 10 arena levels with different weaves of enemies and challenges.

Shards of the Realm - Fenyx

This patch addresses various issues identified by our growing community, introducing important changes and additions to enhance gameplay. It includes two major features: improved movement controls in proximity to enemies and enhancements to weapon mastery functionality.

Previously, weapon mastery simply unlocked access to weapons of the corresponding subclass. With this patch, players can now acquire subclass-specific support skills after picking up weapon mastery. For instance, a Berserker can first acquire Sword and Shield Mastery and later unlock the Taunt skill—something that wasn't possible before. This change introduces flexibility and significantly increases the variety of interesting builds available.

List of Changes:

  • Movement improvements for melee characters: Reaching enemies is now much easier as the cursor no longer disappears, and the closest viable location is automatically selected. Players still need to manually adjust for optimal positioning, but it's significantly more intuitive.

  • Reworked weapon mastery features: Players can now access subclass-specific support skills after choosing weapon mastery.

  • Updated textures for Tier 1 (T1) dungeons.

  • Fixed an issue in the Proficiency Hall where the wrong character name was displayed upon completion.

  • Added translations to reflect changes introduced in previous patches.

  • Fixed an issue causing incorrect skill range display when characters stood on complex terrain.

  • "Mad Two-Handed Spin" ability now additionally applies a bleeding effect.

  • Save file overwrites now require confirmation to prevent accidental loss of data.

Thank you for supporting and helping us improve the game! Enjoy the new changes and expanded build options.

Over The Top: WWI - Olafson

Surprise! We think we have fixed the server crash issues and the AI pathfinding bugs!!! So, the playtest is live again... either until it all crashes and burns… or for at least a day or two.

Hop in now and play a few rounds!

Changelog:

In no particular order:

New / Added
  • Added a Saint-Chamond tank.

  • Added 3 new British Officer Uniforms.

  • Implemented bee swarms on some maps.

  • Introduced random "Retreat!" and "Hold this position!" voice lines during counterattacks and when defending.

  • Added message when a counterattack fails.

  • Implemented a confirmation popup message for spawning on contested points with a toggle to disable the message for the future.

  • Added unique scopes for each sniper rifle tier.

  • Added 2D "bomb reload" sound and visual UI for bomb reloading.

  • Added bomb reload icon that fills up over time, informing players about bomb reload progress.

  • Added server debug log message printing name/IP/port every minute.

  • Added server setting for vehicle respawn timer multiplier (Var 5).

  • Added healing/ammo station indicators on screen when low on health or ammo.

  • Added a wire icon and sound when walking through barbed wire.

  • Added a "Respawn Now" button to ESC and Troop menus.

  • Added message and UI when building in restricted zones is not allowed.

  • Added an icon crosshair for friendly vehicles and planes.

  • Added score gain for spotting bots.

  • Added kill bonus score for killing enemies on MGs.

  • Added top-down vehicle images that rotate letting players know which way they are facing.

  • Added campaign help text and extended campaign duration.

  • Added UI bar to compass showing progress to victory.

  • Added option for 1st person mouse sensitivity.

  • Added a new Options Menu UI. (Still work in progress)

  • Added ability for officers to call in flares that spot players in their area.

  • Added call-in limit for smokes and gas (1–2 per team).

  • Added a music instrument to every map.

  • Re-added smoothing to spectator camera.

  • Added prompt to switch teams after campaign ends.

  • Added random chance to be kicked out of team during campaign, in an attempt to balance teams naturally by resorting them.

  • Implemented double construction speed during build-up phase.

  • Added tooltips tp engineer constructibles.

  • Added help text on airplane HUD.

  • Added construction stages to Tin-Roofs.

  • Added score reward for grenade kills post-mortem.

  • Added warning icon to contested capture points on the right side UI.

  • Added functionality to kill occupants in despawned vehicles.

  • Added a few new ruins, stone walls, and hedges to Canal for additional cover.

  • Added debugging info and tweaks to improve bots exiting points.


Changes / Improvements
  • Removed third-person camera from QF guns and 37mm Cannon.

  • Streamlined aim-related animations to feel smoother.

  • Reworked player movement smoothing to reduce target lead.

  • Re-balanced player damage values and adjusted bullet damage drop-off.

  • Completely reworked mouse input system for better hit registration and responsiveness.

  • Reworked HUD and visual style for reload and health circles.

  • Sped up plane bomb reloads.

  • Re-balanced stamina and sprint ability for armored class (now has 1/3 stamina).

  • Tweaked fog, snow, and rain weather chance to be lower.

  • Fixed extremely dense Snow Fog.

  • Increased capture zone protection timer.

  • Shortened water wheel axle.

  • Moved engineer constructible tin roof slightly higher.

  • Increased transparency on raindrops and shortened snowstep particle life.

  • Added indicator when bleeding out using UI elements instead of sprites.

  • Bots are now only assigned one ranged weapon to prevent issues with bots never engaging players.

  • Tweaked melee movement to match standard running speed.

  • Increased barbed wire visibility.

  • Adjusted bullet damage on barricades.

  • Updated default FOV to 54.

  • Turning off screenshake will no no longer bypass sniper recoil animations.

  • Removed match settings access from non-admins.

  • Optimized vehicle hitboxes.

  • Made plane handling more consistent and smooth.

  • Updated music instrument default volume to 60%.

  • Overhauled spawn UI and capture logic.

  • Aiming at friendly vehicles will now display a "don't shoot" icon and disable the crosshair.

  • Updated sound effect for barbed wire death to better fit injury type.

  • Made rifle grenade arc more pronounced to force upward aim and hopefully fix players killing themselves with it.

  • Face customization now preserves customization options when changing head models.

  • Changed rifle grenade stance to prevent standing while throwing.

  • Improved squad join restrictions (locked squads now respected).

  • Updated various map assets and added extra spawn exits.

  • Removed electric lamp sounds from Troop Menu.

  • Removed cycling from first-time graphics setup.

  • Renamed "Spawn Menu" to "Change Spawn".

  • Renamed "Home" to "Play".

  • Renamed "Animation Menu" to "Emotes".

  • Renamed "Aim Down Sights Sensitivity" to "Cannon Aim Sensitivity".

  • Renamed settings file to force global reset.

  • Hotkeys panel now always shows up when pressing ESC.

  • Reduced culling time for player meshes, hopefully improving performance somewhat.

  • Refined collision and navmesh zones for better AI pathing and more performance in SP.

  • Nerfed fire grenade and armored fire nade count on various classes.

  • Simplified camera snap behavior when releasing tilde zoom.

  • Changed SP/server navmesh generation to reduce overhead.


Fixes
  • Fixed spawn issues causing players to appear inside walls or underground.

  • Fixed crosshair lag when aiming with player model In first person.

  • Fixed binocular and trench light scope rotation when built by Engineers.

  • Fixed spawn camera bouncing up/down or spawning in air.

  • Fixed squad display showing 0 players.

  • Fixed destructible materials and stages on walls.

  • Fixed invisible wall inside B farmhouse on Weris.

  • Fixed a rare bug causing the camera to zoom across the screen upon closing map screen.

  • Fixed camera not blending smoothly after death.

  • Fixed various best player screen bugs.

  • Fixed flamethrower continuing to shoot invisibly after death.

  • Fixed default inverted airplane controls being inverted (lel).

  • Fixed VOIP turning off randomly, or turning 2D.

  • Fixed "Tap to Aim" causing ADS to break with binoculars.

  • Fixed friendly fire behavior with vehicles and downed teammates.

  • Fixed teammates being able to be teamkilled while downed.

  • Fixed best squads display being broken.

  • Fixed rifle grenade cancel animations.

  • Fixed bug where bots with trench binocs continued aiming post-pickup.

  • Fixed third-person camera error when using map editor tools.

  • Fixed unbreakable windows and roofs with wrong colliders.

  • Fixed "F to Interact" showing on unusable vehicles during build-up.

  • Fixed trench binocs going into fist animation.

  • Fixed several bugs with party UI and squad joining.

  • Fixed incorrect camera blend mode on death.

  • Fixed animation issues when bolting with rifles and cancelling aim.

  • Fixed animations staying on melee mode after opening ESC.

  • Fixed bots unable to exit point A on Cambraix.

  • Fixed a painting bug in map editor.

  • Fixed map bugs on Alpenflugplatz and Nimy.

  • Fixed players not spawning at the correct spot or spawning mid-air.

  • Fixed high FOV settings resetting improperly.

  • Fixed bugs causing map camera to behave incorrectly.

  • Fixed icon/crosshair UI misalignment.

  • Fixed "Feedback" button misalignment in main menu.

  • Fixed multiplayer buttons appearing in Main Menu when not applicable.

  • Fixed props with bad collider references.

  • Fixed airplane tilde camera behavior.

  • Fixed UI overlays remaining in menus (e.g., melee icon).

  • Fixed rifle grenade spam and emote stance issues.

  • Fixed players being stuck in best player screen.

  • Fixed sniper reload animation automatically canceling aim after last shot.

  • Fixed game crash related to packet handling.

  • Fixed players being visible while invisible (bug with cosmetics or animation).

  • Fixed digging around specific objects like logs failing.

  • Fixed power line wire textures and broken posters.

  • Fixed index errors with props on multiple maps.

  • Fixed various incorrect or misaligned tooltips.

  • Fixed missing or broken no-sapper zones.

  • Fixed vault prompts while being crouched.

  • Fixed missing large water impact particle.

  • Fixed a bug causing trench binoculars to be reloadable.

  • Fixed spawn cap logic not resetting properly.

  • Fixed logic for unassigned scene props.

  • Fixed a rare bug causing players to join spectators while still alive if getting killed while being scoped in a rifle scope or binocular.

  • Fixed map join via Steam Friends not working.

  • Fixed inconsistent singleplayer plane behavior.

Please keep in mind that the game is still in alpha and a number of features have not yet been implemented. There will be bugs and performance issues as well unfinished gameplay. If you are interested in participating in the Playtest, you can register for it from our Steam Store Page. Once registered, you will be notified once the Playtest starts.

https://store.steampowered.com/app/2778610/Over_The_Top_WWI/ Thank you! We look forward to seeing you on the battlefield very soon! /Flying Squirrel Entertainment

Folklands - zegenie
Welcome to our third and final devlog before the first Milestone update drops. August, you say? That’s right! The first big milestone in this chapter of Folklands’ development is just around the corner!

To keep things fresh and easy to follow, we’ll be releasing a series of smaller devlogs at the end of August, each one packed with new info, sneak peeks, and plenty of screenshots.

If you missed the earlier Milestone devlogs, you can catch up here: Devlog #16: Education and Devlog #17: Research.

So, what's this devlog all about?

A major animation overhaul
In the current version of Folklands, characters are represented by our two original models: Olaf and Sigrid. They have worked fine for our first EA release, but as we have talked about before, the plan has always been to offer something more immersive and intuitive.

That's why - in the upcoming update - every profession in the game will have its own unique male and female character models, each with a distinct look, animations and movements. This has been a huge undertaking and means over 150+ brand new animations has been added, making it much easier to tell professions apart at a glance.

Just look at these new shots of the Folks at work. You’ll notice the difference immediately!


Fresh resource art
During the animation updates, we’ve also improved and expanded the art for a range of resources: planks, logs, berries, and more, giving the game a richer and more lively feeling.

Player feedback
We're always watching streams and playthroughs, and new videos are being added weekly. Several changes has been done based on player feedback, but one we'd like to highlight is how we’ve reworked the way unemployed Folks stock up their homes, making their behavior more intuitive and consistent. It’s a small tweak, but it makes daily life in your settlement feel that much smoother.



Looking ahead
We’re incredibly excited for this milestone - but it’s just the beginning of what we have planned for Folklands! Once this new update is out, we’ll do a new round of feedback gathering, and getting your input on how the new features work.

We can't wait to get the new update in your hands!

Until then!
Once upon a Dungeon II - tomkot

- Tiles customization! Do not like factory tiles? No problem - replace them by your beloved ones.

So far you can replace enemies, but more to come soon!

- New wall decoration inside dungeon : god statue.

- Legendary Purifier sword now must be merged by a crafting recipe out of three pieces.

- Loot descriptor shows loot's image at the left side

LIMSCAPE : THE LIMINAL SPACE EXPLORER - Smoothea

ChatGPT:

This update (1.30) is the official release version of 1.29 Beta. The update notes include changes since version 1.28.

In this update, we’ve added a DirectX 11 Compatibility Mode that allows gameplay even on PCs that do not support DX12.
In addition, the user level-sharing site LIMSCAPERS has finally launched in beta! Uploading and downloading levels is now dramatically easier.

🆕 Main Updates

Main Application (LIMSCAPE 1.30)
・Added DX11 fallback mode (lower quality, but playable on PCs without DX12 support)
・Fixed an issue where the key mapping menu could not be closed with ESC
・Added a button in the UI to directly connect to LIMSCAPERS
・Added support for automatically loading linked content from external URLs and files

Launcher
・Added the ability to load levels from LIMSCAPERS using a URL scheme
・Added support for opening .limscape files by double-clicking them
・Added a launch menu option for DirectX 11 compatibility mode
・Added registry registration for URL/file schemes and icons

LIMSCAPERS (External Sharing Site)
・Account registration with Email and Google login support
・Upload levels directly from the game
・Search, edit, and delete levels
・Comment function (can be enabled/disabled)
・Reporting system, status feature, and various counters
・Additional thumbnail settings
・Established EULA and Privacy Policy

13h01
TEKO - Talio Games
TEKO u0.5

I've focused on the aesthetics and the essential mechanics so that the game runs as best as possible, I think it's a good decision, since the content is very easy to make and can wait, on the other hand there are important features that must be refined as soon as possible.

I'm really looking forward to releasing the first demo and other versions for other sites, and it's necessary for me to strive to finish the basics of the game. I already have a small private roadmap of improvements and fixes, so I will follow it so I rush the changes WHILE I TRY TO IMPLEMENT NEW CONTENT!

These are the notes for the current patch. I have worked on various matters:

New play speed system: the longer it takes for the cards and mods to score, the more the time will accelerate. This way, having many items will not make each play take too long. It's more aesthetic and practical.

Created a new sound system where they progressively get higher-pitched, for example, when selecting chips or when making them score.

Now the mods and the cards have different sounds.

Now the cards and mods that are triggered at the start of a round have sound (for example, Blanket or White Spark Legend).

Now the trigger sounds don't play at the same time (before, the gain of the sound effects was multiplied if there were 2 or more items that acted at the same time).

Now it's possible to select all the cards quickly without releasing the left click. To do it, you just have to press a card and hold the click and hover over other cards.

Improved the visualization of the Pocket. Now you can see which cards are currently in your hand (they will appear with a yellow glow).

New indicator of how much each special combo multiplies, for example: "TRIXI (x3.00)".

Nerf to the special combos system, now every time a special combo is played, its multiplication value decreases by 0.5, for example, the first time you play trixi you will do x3 and the second time x2.5. Each combo has its own counter, so the strategy to maximize the score will be to do all the combos instead of spamming just one. Minimum possible: Trixi/Trihostel: x1.25; Tekano: x1.5; Teko: x2.

Now you can see the Codex from the settings screen in the middle of a run. It's no longer necessary to be in the main menu.

Fixed a crash that happened when putting 3 consumables in the blender.

Fixed a bug where having more than 1 Cheers Cards made the duplicated cards not work correctly.

Antimatter - geoffroypir

-----EDIT-----
I have messed up something up and had information that the demo was live while it actually not.
Sorry about that, it is currently waiting a second round of Steam verification, but from my (limited) experience it shouldn't take long (last time it took a few hours).
Feel free to throw rotten tomatoes.
-----EDIT-----

The demo for Antimatter is live for the duration of Steam 4x fest !

Be advised this is a not a particularly polished version, nor a so-called vertical slice of the game. Development will carry on as usual to fulfill the grand scope set for the game.

No save/load feature for this version due to the current code structure work being performed on it.

I hope you will enjoy this small scenario for what it provides, please leave any feedback on the Steam forum or join the Discord.

I'll be writing a tutorial to help people get into the game but if you struggle, please yell in the appropriate channel.

...

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