Lord of Rigel - Ace
Ticket #2114 QOL- Info Screen ranking menu saves options
Ticket #2115 QOL- Fleet sidebar shows destination and ETA
Critical- Fix for UI and data refresh for single ship refits
Critical- Fix for rare case of autoexplore cancel ship duplication
Echo Protocol: Escape Room - Merlín
We added some missing collisions to crates and corrected a bug in which one of the rooms was not being loaded but the player was sent to a menu.
DEN PAIN - BATKOVICH TECHNOLOGIES
New Features in the Nuclear Engine for Developers:
  • Added a tool to bake N materials on a model into one

  • Added a tool to create flickering lights like in Quake and Half-Life: Alyx

  • Added a tool to create AI cover points

  • Added a tool for placing hints in levels

  • Added a Checkpoint tool to save level progress

  • Added a real-time weapon pivot editing tool, useful for adapting new weapons to the player’s skeleton

  • Added Random Sequence Player - No Loop node for poor man's euphoria-like random death animations

  • Added an option to make AI ignore the player for debugging purposes

  • Added player god mode for debugging


Engine Changes for Developers:
  • Improved bot spawner tool — now supports squad leaders, group behavior, personalities, and custom AI archetypes


Improvements:
  • Optimized weapon lighting — now uses a spotlight

  • Optimized police models — reduced from 20 materials to 1

  • Optimized mafia models — reduced from 8 materials to 3

  • Optimized pool area models, materials, and shaders

  • Optimized blood effects to prevent FPS drops

  • Optimized main menu

  • Optimized cascade particle overlap during shooting to prevent excessive decal layering

  • Major changes on Level 1 map

  • Implemented sublevel splitting (Persistent Leveling) to improve performance and reduce GPU memory usage

  • Merged multiple map chunks into single geometry where applicable

  • Changed game icon

  • Reworked player controller to be more Max Payne-like

  • Updated character movement and animation — now more fluid

  • Replaced footstep sounds — now support different surface types

  • Improved gunplay — added CS:GO-style recoil patterns and new camera shake

  • Improved aiming — iron sights now align properly

  • Improved rifle handling — left hand correctly supports the weapon

  • Adjusted Protecta shotgun grip animation for left hand

  • Rebalanced player weapons — pistols and rifles deal more damage

  • Rebalanced AI weapons — AI shotguns deal less damage

  • Changed player model — now dynamically changes depending on the level, Max Payne 3-style

  • Removed stun-lock from the player


Fixes:
  • Fixed weapon GlowLight bleeding through geometry

  • Fixed AI "salt sprinting" — bots now walk toward the player instead of sprinting mindlessly

  • Fixed dropped weapon collision — no longer collides with the player

  • Fixed gore system on AI


Additions:
  • Added settings menu: Audio, Video, Controls, Language

  • Added English language localization

  • Added checkpoint-based saving

  • Added quick-load from last checkpoint

  • Added alternative aiming/shooting mode Max Payne-style — allows shooting while running with pistols or rifles

  • Added different recoil animations for pistols, rifles, and shotguns

  • Added hand twist animation while shooting pistols/SMGs in alternative firing mode (Max Payne-like)

  • Added hint system on levels

  • Added intro cutscene

  • Added custom local GI solution

  • Added new AI behavior for weak personality bots: now they seek cover, shoot from it, and reposition if threatened

  • Added unpredictable chase behavior — bots now avoid repeating the same path

  • Added bot squad leader system: bots protect and follow leaders; weak bots take cover, strong ones follow directly; if leader dies, weak bots switch to aggressive behavior and rush

  • Added stun mechanic to bots

  • Added new bot personality: Kostyan

  • Added new player stun animations depending on weapon type: unarmed, pistol, or rifle

  • Added mechanic: if a strong personality bot is aimed at, it will become aggressive even if unaware

  • Added mechanic: if approaching a strong personality bot with fists and aiming at them, they may drop their weapon and fight hand-to-hand

  • Added chance for bots to miss their shots

  • Added poor man's procedural death system for bots

  • Added Camera Flash Kill effect à la Max Payne when killing enemies

  • Added spring capsule to prevent the player from bouncing uncontrollably on corpses or stairs

  • Added dying bot final shot mechanic à la S.T.A.L.K.E.R.

  • Added GTA IV-style door system

  • Added destructible fire extinguishers

  • Added sex phrases — player will comment on certain corpses when aimed at

  • Added in-game build number display à la S.T.A.L.K.E.R.


Cut Content:
  • Removed player fist-fighting system — did not meet quality standards of the current player controller

  • Removed knife/melee weapon — did not meet quality standards of the current player controller

  • Removed Chaos Physics destructibility — too heavy on performance even on high-end systems

3:51pm
Star Rift Saga - studiovelagames
-Fixed a bug with the Thom quest, where the final reward was not showing up.
SteamVR - nathan
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.

The Steam Link for Meta Quest FAQ page is available here.

Anyone can opt into the SteamVR Beta. Instructions are available here.

SteamVR:
  • Fix IVRIPCResourceManagerClient_002 not working on Linux.
OpenXR:
  • Fix SteamVR not returning XR_ERROR_EXTENSION_NOT_PRESENT when an OpenXR layer requests an unavailable extension.
Day Of Pixel - ✝️JESUS✝

Oh man grab a drink cause this is going to be worth it,

So I decided to not only work on quests and new features cough bar fights cough.

for the past week and a half i have redrawn and drawn new assets for the game including.

  • Rocks, bunch of new ones, better ones and variations

  • Trees, I only had one type for each biome that is boring amigo

  • Ground Texture is also getting face lifted with more variations on Desert, plains, underworld ground that you walk one will be more unique and not same same

  • Water will also be getting a face lift as well

  • Night and Day will have better physics and dynamics

OPEN WORLD!

So as you saw in the title yes i am testing on a separate brand a full no "zones" world!

I got really tired of boring "farming" games that seperate things an minimize things in a way, doesn't need to happen.

I made the decision to start making everything connected and seamless. That also sets room for the trains to start being implemented!

As you can tell yes Texas needs filling out as well as New Mexico.

QUESTS:
  • Bandits will randomly attack the cantina

  • Salem your cat will now be a companion

  • Other companions coming soon!

  • Quest arrow is being fixed

That's all i can say right now amigos.

Also can you please leave reviews good or bad on my page. It helps me build and fix things i might not notice right away.

Thank you! Games for Gamerrrrsss alwayyyysss

Blake "aggressive Kiwi" Out!

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 ).

Changelog v-568-3a935a8:

- Balance: Speed curves for plus-biomes (those that were visited more than once) adapted: Bosses appear now after 2+k stations when visiting the k-th plus-biome. A plus-biome resets its speed to -2 stations of the speed of the station where the boss started to appear. In simpler words: The more plus-biomes you play, the later the boss comes and the start speed in each plus-biome is increased.

- Change: Editor Camera Switch is now on \[E] (to not interfere with the “more info” button)

- Bug fix: Some wagons did not work anymore after ~7 speed extensions

- Bug fix: Miner wagon wasn’t mining its correct range when mining horizontally

- Balance: Miner wagon is a little bit slower on level 6

- Balance: Collector is a little bit faster on level 6

- Balance: Cannon wagon is a bit faster on all levels

- Balance: Turret wagon range beyond level 6 goes to 9 (instead of 14); it’s now a bit faster on level 6

- Balance: Speed extensions now consistently change the “speed/frequency” and not the “duration” directly. Practically this means that the speed effect is gets damped with many speed extensions

- Balance: Bucket cartridge capped at 4

- Balance: Slot wagon drop count goes to 9 (instead of 12) when going beyond level 6

- Bug fix: ESC->Feedback should be working again

See you on track!

Termina - SinRemover

To play the level, unlock the requirements specified by the level menu!

Heart of the Machine - x-4000 (Chris McElligott-Park)

I'm really glad folks have been enjoying the new build over the weekend, and that there were not many issues with the new goal. This build has fixes, targeting improvements, feat improvements, some air vehicle balance, and the titular new Armored Executive robot type.

My focus for the rest of the week is largely going to be on the next big content update, so this may be the only update this week -- we'll see how things go. I'm excited to get to work on that next set!

If you’ve spent time with Heart of the Machine and want to leave a review, that’d be appreciated. No need to say more than you mean, but if you’ve been meaning to write one, I’d be grateful. Steam reviews carry weight. For a project like this — developed by a single person over many years, every review makes a difference.

Honest thoughts are what matter. Whatever your experience has been, sharing it helps. It’s a powerful way to have your voice heard and contributes to how future patches are prioritized and addressed.

Thanks for reading and for playing.

[expand type=details expanded=false]
Update 26 Changelog
Balance
  • Spectre Nerfs: Spectre now has only 6 action points per turn rather than 7, and now only has 1 weapon hardpoint and 1 augment slot rather than 2 of each.
  • Wraith Buffs: Wraith now has 2 augment slots rather than 1.
Quality Of Life Improvements
  • Radial Menu Mouse Hitboxes: Reworked the hitboxes on the lens buttons on the radial menu, so that you don't have to aim your mouse so precisely as you did in the prior update.
  • Localization Updates: A variety of text has been updated and improved for non-English languages.
Armored Executives And PMC Impostors
  • New "Armored Executive" Unit: As soon as you gain a shell company AND you are in chapter two, you now get an Armored Executive unit. The idea behind the Armored Executive is that they're an imitation unit like the PMC Impostor, but these are imitating a human executive from a small business rather than a random PMC soldier or officer.
  • Talking To Human Executives: There are three locations in chapter two where, when dealing with your shell company, an executive from some other company was demanding to meet with one of your PMC Impostors, which was really confusing. Because PMC Impostors are not shell company units, but the executives wanted to talk to a human, etc. This was confusing for a number of people for a variety of reasons.
  • PMC Impostor Restrictions Removed: There's no longer anything special about PMC Impostors when it comes to talking to people unrelated to your shell company. They're just like any of your other robots, in terms of being able to make those discussions.
Targeting Improvements
  • Feral Distraction: Feral dogs and cats are now super low priorities for enemies to shoot. So even for the jerks that will attack such a creature, they'll only do so if there's absolutely nothing else to shoot.
  • Remembered Purpose: If npc units are spawned in reaction to some building, then they will give a lot of extra prioritization to that specific building and buildings of that type. They were previously able to get rather too distracted by other targets of interest.
  • Focused Anger: If NPC units are spawned in relation to something scary you're doing, they now do a much better job of focusing on you and your stuff. In cases where there was a war on, sometimes they would ignore your acute threat and go off to engage their chronic enemies.
Bugfixes
  • Better Unit Cycling: When you are right-clicking to cycle through units via the "incoming attacks" notice, it now selects each unit you focus on, rather than just moving the camera to them. Previously if you already had a machine unit selected, it would not change the selection.
  • Destroyed Road Exception Fix: Fixed an exception that could happen in background vehicle pathfinding if you built over roads that were destroyed.
  • Destroyed Road Drivers Fix: Fixed an issue where background vehicles could still drive on roads that had been burned down but were not fully irradiated.
  • Giant Spiders Are Not Human: Giant spiders are no longer accidentally logged as humans when they are killed.
  • Fixes And Extensions To Feats For NPCs: Added a huge amount of new code for feats that allows for the part that is still relevant for NPCs to trigger when attacks are made, while not double-counting things like the changes to how much damage will be dealt. This makes bulks and other npcs finally able to have all of their feat logic trigger fully. Damage-based stuff like anti-aircraft was working fine, but now does stuff like the microbuilder cloud, suppression, etc.
  • Covert Inoculation Retries Now Available: If you successfully finish the investigation during the Covert Inoculation project, but you fail to make enough injections, then previously it was preventing you from trying again. It now resets things so that you can try it again.
[/expand]

Full notes here.

Connect with the Machine

Want to stay in the loop or share your thoughts? Join the conversation across these platforms:

💬 Discord – Best place to share feedback, get direct responses, and to talk about Heart of the Machine.
📜 Reddit – Discuss strategies, share ideas, and exchange tips with the community.

Striving for Light - Deventide
Next to all the hotfixes we supplied during our first week after our 1.0 launch we have been working tirelessly on the next major milestone for Striving for Light. It has been a crazy week for us! Thank you for your massive support <3

Update 1.0.1.0 is progressing quite well and we decided to open up the public beta branch on steam so that you can help us battle test and enjoy the new features already ahead of time.

We have heard your feedback, so we are happy to announce performance improvements, also lootdrops will not fall onto traps anymore, less traps, and some balancing changes to very broken builds and much more!

To select the public beta go to steam library -> Striving for Light -> Properties -> Betas -> public-beta
Make sure to backup your saves, just in case: %appdata%/Godot/app_userdata/StrivingForLight

We want to give you the possibility to try out the changes and give us your valuable feedback to further shape 1.0.1.0.

New Features:
  • Loot and Trap collisions: Loot will not be able to drop onto traps anymore and moves away from the traps to allow hassle free pickups.

Performance Improvements
  • Performance Improvements for Tooltips: The entire tooltip system was rewritten to support lazy tooltip loading. Tooltips will now only be loaded when hovering reducing skilltree/pathfinder and all other UI loading times.
  • Performance Improvements for Translations: All translations are now cached to further reduce loading times on skilltree/ pathfinder and UI elements.
  • Performance Improvements for all AoE Effects: The effect system got upgraded for improved performance spawning dozens of effects at once.
  • Engine Upgrade: Engine was upgraded for improved performance on instantiating/ removing objects during gameplay

Major Changes and Improvements
  • Softcore Mode Rename: Softcore Mode was renamed to Normal Mode to not trigger false expectations.
  • Glaring Light is now displayed with proper perspective
  • Decreased map loot chest item drop force to make items slide less
  • Projectile Range stat has been added to the stats window.

Balancing
  • Less Traps: Overall less traps are spawned. The amount of maximum traps that can spawn per map has also been reduced. The trap scaling is now as well much flatter.
  • Heleja Specialisation - Blink: now grants +2 additional dodge (was 1), decreases your dodge regeneration by -25%
  • Range Attack Replacers: Swirl and Revert shot now have a capped distance increase
  • Increased Projectile Range: Increased Projectile range is now capped at the double initial projectile range
  • Dodge Regeneration: Increases Dodge Regeneration +7 % (was +10%)
  • Dodge Regeneration Legacy Nodes: Increases Dodge Regeneration +5% (was 15%)
  • Slightly higher enemy HP scaling during very late endgame
  • Slightly more map mods spawn on high tier maps


You are invited to join our official discord. Chat with fellow SfL Players, discuss builds, the new content update or just hang out with us.
...

Search news
Archive
2025
Jul   Jun   May   Apr   Mar   Feb  
Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002