Community Announcements - And_Meda

Thank you for playing "DEAD OR ALIVE Xtreme Venus Vacation!"

For more information, please check "Official website."

Thanks for your support, and please continue to enjoy "DEAD OR ALIVE Xtreme Venus Vacation!"
和平街防御手册 - bishuangshuang666

\[Bug Fixes]

1. Fixed a bug that occurred in the tutorial level following the zombie horde invasion.

 

\[Content Improvements]

1. Added basic graphics adjustment options.

2. Added resolution settings.

3. Optimized performance consumption; improved efficiency across all graphics settings.

Starsand Island - Starsand Island

Dear islanders,

In this demo update, we have made multiple optimizations and fixes to make your experience smoother and more enjoyable. The details are as follows:

Optimizations

  • Scene optimization: We've improved the rendering and performance of certain scenes, making them feel more natural and smooth.

  • NPCs optimization: The first meeting with the career mentor has been enhanced, adding more vivid details to the experience.

  • Text optimization: We've refined the English and Japanese texts for better readability and consistency across languages.

  • Event logic optimization: We've made adjustments to certain event triggers, ensuring smoother progression in the gameplay.

  • Audio enhancement: We've fine-tuned in-game sound effects, further improving the immersion of the game world.

Fixes

  • Fixed rare cases where player could get stuck

  • Fixed rare cases causing the game to lag in some scenes

  • Fixed missing materials in certain areas

  • Fixed other known issues — Overall stability improved

Thank you to all islanders for your feedback. We will continue to work hard to make Starsand Island warmer and more enjoyable!

Kaetram - Keros

We're a bit late with this update, it was supposed to be released on October 13th, but due to issues with one of our platforms, we were forced to wait until review had completed. This update goes through all the bugs reported on Discord (and Steam), and tries to fix most of them. If we missed anything, be sure it'll be fixed in subsequent updates. Thank you everyone for your time and patience.

A change of note for this update is the networking fixes for the client, which would previously cause severe lag in densely populated areas or when many mobs would be present. Secondly, the mobs now prioritize empty tiles instead of stacking on top of one another. This allows you to line entities up and use safe-spots.

  • Fixes client networking buffer becoming full and causing massive lag spikes.

  • Fixes loot-bags disappearing affecting closed loot-bags (again).

  • Fixes regions not updating when receiving membership rank.

  • Fixed combat damage table clearing prematurely during combat"

  • Fixes crafting using stackable items first instead of using items in order.

  • Fixes stamina not healing while in combat.

  • Fixes being able to interact with the membership area door sign when the door is open.

  • Fixes the ability to join an instanced area as a party member.

  • Fixes rejoining an existing instance that another party member is holding active.

  • Fixes party members receiving kills when not nearby or not near the same level (+- 32 combat levels)"

  • Fixes mobs not having their status effects cleared upon respawn when the last hit was a status effect.

  • Fixes duplicates in the party list causing double kills in statistics.

  • Fixes pathing desync during diagonal combat (hopefully).

  • Fixes pinatas spawning in inaccessible areas for certain bosses.

  • Fixes Smelting, Chiseling, and Milling skill requirements not being registered correctly.

  • Fixes rollbacks during server shutdowns.

  • Fixes dismantling items not giving the correct confirmation message.

  • Fixes Collection Log loading drop list infinitely.

  • Fixes boss minions not dropping any items.

  • Fixes Patreon sometimes not synchronizing correctly upon login.

  • Fixes inventory carrying over when re-creating an account.

  • Fixes Anvil's Apprentice wrong dialogue when told to smith copper armour.

  • Fixes auto-retaliating not responding when getting stuck 1 tile away from a mob.

  • Fixes Coral Crisis requirements not showing up.

  • Fixes combat getting stuck and not pursuing mobs further when one tile away.

  • Fixes Goblin King ground attack not targeting all mobs.

  • Fixes orelings spawning in tutorial when mining rocks.

  • Readded the /r to reply to the last private message.

  • Reworked combat so that mobs no longer stack on top of one another, allows for bottlenecking mobs and using safe-spots now.

  • Reduced the number of seekers for Soul Dragon from 30 to 12.

  • Completely reworked how entities spawn and de-spawn, should fix a lot of invisible entity desync issues.

Daisho: Survival of a Samurai - russo turisto
What's new:
  • Technical improvements;
Card Conquest Playtest - Szeth
Major changes:

Completely reworked World Generation
Before you could see only next 3 objectives. Now you see the whole zone, which allows you to plan your path ahead:

Changes how loot is received.
Now you can pick one out of 3 rewards after defeating enemy camp. All 3 choices are now unique:

War of Banners - Jackto_QA
This build includes Save & Load stability improvements, AI squad and faction data handling fixes, post-battle recovery logic updates, and loot balance adjustments.

Additional optimization, overall performance, and stability improvements have also been completed.

Major Changes

Quests & Interface
  • Quest locations are now displayed relative to the player.
  • Adjusted HUD positioning.
  • Added flag indicators to the squad widget.
  • Fixed abnormal commas appearing in name widgets.

AI & Squad System
  • The initial AI squad spawn now occurs after data loading is complete.
  • Optimized spawn spots and dynamic material performance.

Factions & Relations
  • Fixed an issue where faction relation data was not being applied correctly.

Save & Load Stability
  • Stabilized the save and load systems, re-enabling the save button.
  • Fixed squad actor positions not restoring correctly after loading.
  • Fixed squad appearances not applying properly after loading.
  • Fixed an issue where hired mercenaries were not registered correctly after loading.
  • Improved clarity in determining the load completion state.
  • Fixed an issue where companions were being loaded incorrectly.
  • Resolved an issue where the world map reloaded repeatedly after battles.

Sound
  • Added new weapon swing sound effects.

Other Fixes & Optimizations
  • Reduced overall loot drop rates.
  • Loot items with maximum quantity now drop with a randomized amount.
  • Adjusted battle actor movement logic.
  • Cleaned up redundant logic and unnecessary processes.

Technical Improvements
  • Improved spawn and dynamic material processing performance.
  • World map save and load timings now operate more reliably.
  • Adjusted certain visual and font elements.
Object Factory - Solo
🏭 Object Factory is now Steam Deck compatible

Excited to announce that Object Factory is now fully compatible with the Steam Deck.
The entire factory-building experience has been optimized for handheld play — offering smooth performance, precise controls, and an immersive on-the-go experience.

⚙️ Built for Performance and Precision

Object Factory runs reliably on the Steam Deck in both handheld and docked modes.
All menus, interactions, and gameplay systems have been carefully adjusted to ensure a seamless controller experience.

🧠 About Object Factory

Object Factory is a minimalist factory-building and automation game focused on efficiency and design clarity.
Create complex production systems, refine your layouts, and watch your factory grow — now wherever you choose to play.

BURNED HORIZONS - [POE // DVG-98]
Breaking from the Monday D-Log catch-ups. Here's a live, eyes on view of current progress.



//----

⬤ D-LOG ENTRY [0017]

[//]
[2025-10-14-0118]
[POE // DV-98]
[NAFOSEC // RDC-RIGA]
[RE: YOUR KIT AND YOU // INVENTORY MANAGEMENT]

Inventory. How many games have I played where it felt like inventory management was tacked on as an afterthought? Too many to count.

So—how do you build something immersive and modular without turning it into a nightmare or inventory Tetris? Take what worked from the old days—tactics, RPGs >>> mix in a little Arma and Tarkov >>> make it familiar but new again.


// LAYERS

Too much gear, not enough space to show it.
That’s where the old RPG habits come back. Layers.

Chest, Legs, Hands, Feet.
Each one stacks wearables—A | B | C, sometimes D.
And it’s not just looks or a few extra slots.
Once the environment starts biting—weather, terrain, all that—those layers start to matter.
Sometimes they keep you alive.


// MOLLE AND ALICE

[Different hardware, same idea. Straps, clips, webbing—built around modular logic.]

A full carrier’s webbing might give you twenty, thirty possible attachment points if you count every row and column.
But no one runs that many.
Mount a tall utility or med pouch and you’ve already blocked half your real estate.
Stack double-mags and you lose more.
Sling sweep, prone clearance, buttstock pocket—those carve out the rest.
What’s left is a handful of usable spots.

That’s where the abstraction kicks in—keep it sane.
You start collapsing all those theoretical points down into zones that actually make sense.
Overlap, blocked rows, dead webbing—it’s all merged into how the gear really sits on you.
Not about counting lines. Just showing what you can actually reach, what you can actually run.

Placement defines access.
Front’s quick—that’s reloads, tools.
Sides take longer.
Belt’s fast until you overload it.
Back’s mostly staged, or someone else’s problem.
Every zone has its own rhythm baked in.

Out in the field, kits always settle into patterns—rifleman, assault, long-stay, med.
Start there. Presets first.
Once the base logic holds, open it up for custom runs.

Each pouch has a job and a size. Mag pouches hold mags. Meds hold meds.
General pouches play by their own rules—one type at a time.
Large or small, they’re limited by mass and volume.
No mixing.
Want to swap what it holds? Dump it and re-stow.
Simple. Weight and stack still count.

Weight wears you down. Bulk slows you.
Build a brick wall on your chest—you’ll feel it every time you move.


// WEAPONS AND ATTACHMENTS / MODS

Same deal here—two main states: primary and secondary.
Swap between them and everything tied to that weapon moves with it.
Each has its own slot map—sling, mag, optic, muzzle device, suppressor—all visible.
Attachments and mods shift through A/B states like clothing.

No hidden tricks. What you see is what’s mounted.


// RUCKSACKS

Rucksacks follow the same logic as rigs.
Some have fixed outer compartments with their own limits.
Others carry MOLLE rigging just like a plate carrier.

The main compartment’s different—it’s the catch-all.
Anything goes—gear, ammo, supplies—whatever fits inside the weight cap.
No role rules here. Just space. Raw, heavy space.


// ENCUMBRANCE

Encumbrance’s not complicated. It’s just weight.
Total carried weight and how it grinds you down.
The more you stack, the slower you get, the quicker you burn out.


// RENDERS

Pushing more in-game renders now—straight out of the current build.
Stylized stuff’s mostly phased out. This is the real thing showing up on screen.


// CLOSED EARLY ALPHA PROGRESS

Alpha’s tightening up. December’s coming fast.
Core systems are in; still a few rough edges, but it’s moving as one now.
If it holds steady, first in-game clips should roll out within the next week or two.


/// ===============================================

SUPPORT THE OP
👉 WISHLIST + FOLLOW — every mark adds weight to the push ahead.

OPN-FULCRUM // PHASE 2 – KICKSTARTER [JAN 2026]
Mission-critical funding op to carry Burned Horizons forward.
Stay locked in — followers get the deployment


1: 16am
Micro Manager - 90 Days Probation - Zayniac Games LLC
  • Rebuilt on a secure version of Unity due to security update

  • Fixed Necklace loading error that made game not playable if certain necklace was chosen it was trying to reference glasses so had a typo fix.

...

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