Amazoom Blimp Jockey '69 - LoftyLoftyLoftyLoftyLofty
This build improves several UI components and adds fancy new window borders to the app.
New cave segments, changes to shop items, and various bugfixes are also included.

More info available over here:
https://steamcommunity.com/app/3226570/discussions/1/6955341348098590420/
Metal Thunder - Dumbbell Games
I’m thrilled to bring you fully customizable keybindings! Now you can map controls exactly how you like through a simple, in-game settings menu. Your changes save automatically, so every session feels just right.

Also refined some controller indicators for better UI navigation. Controller should also feel better.
(I haven't had the time to test Keybinding options for controller yet.)

Thanks for the support, and keep those guns blazing!
Deep Space Cache - Steal7hy
Changes include:
- Added in an option to set indicator arrow to point towards asteroids, ore, or turn it off entirely
- Fixed a minor bug with the options menu while harvesting
The Hungry Town - oshpunch
Three new achievements have been added to the demo version of The Hungry Town! Which ones? Find out for yourself! 😎



Important fixes have also been made:
  • Fixed graphical issues.
  • ❗️The biggest bug has been defeated! The game now properly adapts to all types of monitors.
    I spent a lot of time working on this problem and finally solved it. I even bought an old square monitor for testing 😅. Now, if a monitor is too wide or too tall, the game automatically adds black frames for optimal display 👀.

https://store.steampowered.com/app/3276460/The_Hungry_Town_Demo/
Stellar Archipelago - Conrad
Hi everyone! It's me, Gogodinosaur.

Progress on Stellar Archipelago is proceeding well. The game is now in a state for an early playtest.

I will be launching a pre-alpha playtest for Stellar Archipelago this upcoming Friday on November 22nd. I hope you all will try out the game and let me know what works and what doesn't.

The playtest will include the following features:

  • Resource mining and collection
  • Building construction and building resource accumulation
  • Unlocking new building packs once population goals are met
  • Gravity mechanics for round and square planets
  • Oxygen level for survival
  • High and low temperatures that cause fatigue
  • A jetpack that uses oxygen as fuel
  • Different jetpack movement types in space and on planets

The playtest will be available for a limited time before being closed again (about a month). After the playtest is closed, I will improve the game based on your feedback.

I hope you all have fun testing out the game next Friday! I'm excited to share it with everyone!

-Gogodinosaur











16:49
GHOST at DAWN - Blue and Red Games
-fixed bug where using the gas can froze the game
Network Engineer Simulator - Walrus Game Studio
Hey all! We know it has been mighty quiet on the dev front. I just want you all to know we are still working on the game!

We are at the point with the demo where the level is done, the wiring programming is complete, but what is taking so long? It’s just a demo level right? Well, there’s a reason it’s taking so long, we want to make sure the demo releases with a basic network OS and network stack. What does that mean? It means we want you to be able to test out logging into a switch doing some basic CLI (command line interface) programming. Maybe some show commands to start off with, or doing basic level port configurations.

But what does this mean? We are basically trying to mimic how an actual network functions, with frames, packets, headers and everything. It’s really exciting stuff. We figure once we get the baseline of this network programming done, at that point it should speed up our development. We already have a lot of levels designed on paper (more like visio) and are working on creating them in Unreal.

I also wanted to talk about our vision for the game. This may change as we get closer to an early access release but this is what we’ve been talking about internally and I want to share that. So we first envision two types of players:

Someone who just wants to play a game. This player isn’t too worried about learning networking and may care more about just wiring closets to make them look pretty.
Someone who wants to use this game as a learning tool, studying for certifications or furthering their career.

This means when it comes to our level design we are trying to accommodate these two types. We plan to have different difficulties for levels something like: Casual and Learning. Casual would mainly focus on just the wiring part where Learning would include the wiring along with some CLI programming.

Each of these levels we plan to introduce networking concepts such as why VLANs are important, access vs. trunk ports, VOIP, DHCP/DNS, and more. Even if you’re playing in Casual, you have the chance to learn and understand these concepts.

Now that’s our single player mode. We also want to do a creative mode. A creative mode would be you start off in a datacenter with blank racks and you stack and rack networking gear (switches, routers, firewalls, servers) and create your own virtual network. This would be perfect for people who maybe want to have a virtual lab and test and troubleshoot. Maybe you want to challenge a friend to try and fix your network? The possibilities are endless.

There is still a LOT of work to do but the past few months we have made great strides in getting the demo ready along with the underlying network OS and we are hopeful to have something to show soon. This has been a huge learning experience for all of us and we are grateful that so many people want to get their hands on this. Thank you all for your patience.
16:33
IZGUB 2001 - koriushka
typo fixes for english ver
Doll Impostor - DaViCyYo
  • If you were traveling without money, the loading was shown infinitely.
  • With 3-4 players on the map, some of them died when loading the map.
  • When you travel between map and shelter it would show black and not finish loading (It may not be resolved)
  • You could hear the crossing out of papers from anywhere on the map.
  • The stickers on the floor in daycare were superimposed on the nightmarish fence.
  • Doll who looked very dark the characters, almost imperceptible, it has also been focused more so that the zoom does not lose any character.
  • A small pop-up has been added in which it checks if you have already played and if you have lost the data (so you can download and apply a save)
  • The sounds of the bed could not be heard
16:31
Following Seas - Whipstaff Games
Another set of fixes and changes.

Should now have finally solved the duplicate manifest issue some players experienced. Additionally dynamic movement should be back for handheld items.

Made a number of backend changes to render layers and draw distances to hopefully improve performance, while also increasing the distance at which large distant objects and landmasses can be seen.

Made a number of changes to the sail mirroring process during yard switching. Should now mirror more reliably without overpenetration.

Replaced most visible ropes on the caravel with a shader based solution. This is very much in testing, and you will likely encounter occasional physics explosions or other issues, or excessively stretchy/floppy behavior. The benefit is a reduced CPU load, and somewhat less of a noodly look for interactable ropes.

Removed the additional rope to the sail corners, replacing with a linked rope setup which is supported through the new solution.

Made a number of mesh changes to Caravel sails to reduce clipping and visual artifacts.

Ballast is now positional, and can be shifted at will. The effect this has on stability is still being refined, so you may see excessive heel or movement when shifting in some directions.

A number of small changes have been made to shadows and reflections, aiming to slightly improve performance without sacrificing quality.
...

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