12h28
Archean - batcholi
  • Fixed crash to desktop on windows after the anniversary update
Falling Undercover: Nox Syndicate - Cy


Hey everyone!

It’s time! We’ve finished scripting, drawing, programming and testing Episode 02 of FUNS. It’s all done and ready for you to sink your teeth into if you decide to support us for an early look on https://aziendagames.com/ 💜

It’s a big one too. Now that our story and the setting of Neo Elysia have been set up, we can start to dig into the real meat of the story. A story of light, hope, and chaste romance… or maybe a slightly different story of darkness, corruption, and cheating. Who’s to say?! 😌

Judge for yourself!



Falling Undercover: Nox Syndicate - [Episode 02]

This episode clocks in at slightly longer than the first update and is packed with some spicy new art and animations. You aren’t going to want to miss it! We also added another scene from Luna’s POV back in Episode 01, to help you to get to know her a bit better before the fun gets started. Anyway, enough about that, here’s a full breakdown of what’s included in Episode 02:

  • 5 New CGs
  • 3 New Animations
  • 1 New Sprite Variation
  • Additional Art (4)
  • 4 New Handmade BGs
  • 24k words
  • 160 Additional SFX
  • Replaced Episode 01 animations with remastered versions that run at 60 fps
And for those of you who haven’t had a chance to experience the first episode of Falling Undercover: Nox Syndicate, we got you covered. Check it out right now, entirely for free, also on our website:

https://aziendagames.com/

That’s it from us for now, we get straight to work on Episode 03!

Until then, take care 💜
Azienda
12h14
Chill Town - Low-Hi Dev
Fixed a bug where the game displayed the message 'Not available in this version' when upgrading the house.
Bloobs Adventure Idle - Bloobs_Dev
Version 1.6.6.9 - Beastmastery QoL

Updates:
Last patch, we introduced Auto Beastmastery for everyone for 250 Bm Points, but this took away from our players who previously earnt this, ive spent sometime to make sure players who previously had auto bm from prestige will now receive it aslong as their BeastMastery Prestige Level 1 or above.

Sorry to anyone effected, my decision was never to hinder the player experience only improve it.

You will need to Visit Darko and enable Auto BM.
Desynced - Kerrigan
Experimental_UE5 0.1.15481

Additions
  • Add interface option "Show Unit Interface in Bottom Left Corner",
  • Add a Behavior Controller component to the content of the initial Drop Pod,
  • New behavior instructions: "Memory" interface for array-like data storage,
  • New behavior instructions: "Random Number" and "Random Coordinate",
  • New behavior instructions: "Set Link" and "Clear Link" to manipulate register links,
  • New behavior instruction: "Restart" to fully restart even from inside a loop or sub-behavior,
  • Added "Visibility Range" to the list of available things to the "Get Unit Info" behavior instruction,
  • New Codex pages for visiting alien buildings in the blight,
  • Added a hint (depending on story progression) on the alien and human tech discovery boxes in the tech tree,
  • Added recipe information UI to alien Resource Converter component,
  • Added AI Behavior Controller component to alien technology,
  • Added counter for how many times the mothership was repaired, increase material requirements by 100 each time,
  • In System Index, add list "Integrated On:" to integrated components listing all units that come with the component built-in,
  • In System Index, make integrated components in the stats list of units clickable,
  • In System Index, show "Research" button to search in the tech tree for something not yet researched

Changes
  • By default show only "Resources" and "Simple Materials" in the top resource bar,
  • Hide component registers when Link Editor is open,
  • Show control group buttons next to resource bar icons if there is enough space,
  • Added producers back to default tooltip (without the need to press Shift),
  • Make weapon sound effects randomly play up to 30% faster or slower and start delayed randomly up to 300 milliseconds to avoid monotonous sound,
  • Increased obsidian rich node amount,
  • Change Global Component Boost to allow values larger than 1275%,
  • Stability watermark (allow getting back to any previously reached value),
  • During the bug/alien battle in the Alien History mission, only spawn new units for a while when the player gets to the mission step and then once more when the player arrives at the battle area,
  • Changed Alien Worker and Hybrid Worker to be dockable into bot garages,
  • Alien Datakey now requires Blight Datakey not Empty Datakey,
  • In behavior editor always show "Keep variables" checkbox even when there are no variables (but hide it when editing a called sub-behavior)

Fixes
  • Fix Alien History mission potentially not starting since last experimental update,
  • Don't duplicate breakpoints when inserting a new instruction,
  • Fix behavior not starting when the pressing "Start Program" after only breakpoints were changed,
  • Fix behavior aborting with error at behavior end when running with behavior breakpoints,
  • Fix memory leak in rendering code wasting up to 500 MB of RAM per hour

Experimental_UE5 0.1.15493

Additions

  • Added Alien Datacube consumption to Re-Simulator with a few recipes

Changes

  • Reduce sound effect volume while showing the inspection view camera in the behavior editor

Fixes

  • Fix error when a building without a construction recipe is destroyed (failed attempt to replace a construction site),
  • Fix "Loop Components" behavior instruction being limited to outputting to local variables and frame registers (had error when trying to write to a behavior parameter),
  • Fix setting fixed item slot state in library blueprint editor closing the entire library window,
  • Fix invalid error about sound effects getting logged when using certain alien components,
  • Fix game window hotkeys (like F or B) acting globally while inside the behavior editor while having a popup open

***
https://store.steampowered.com/news/app/1450900/view/519713045439578512
https://store.steampowered.com/news/app/1450900/view/519712411641446590
https://store.steampowered.com/news/app/1450900/view/519711795144819228
Astro Fighters - Conman78
Gauntlet Mode - New Enemy Added

A new enemy which will feature in the sequel to this game has been added to Gauntlet Mode.

This new enemy will fire multiple bursts of bullets across the play field and will be accompanied by other enemies. Only players of the highest skill level in Gauntlet Mode will encounter this new enemy.

I hope you are all still enjoying the game and pressing for new high scores.

I am currently working on the sequel to the game and hope to share more information on my progress soon.

Thanks for playing Astro Fighters!

Paul
12h05
CAMPS - MEHVOD
Hi everyone,

IMPORTANT: Playable locations are now UGC!

Over the past two weeks, I’ve been working hard on implementing Workshop support and integrating UGC (User-Generated Content) into the game. It’s been a tough challenge, but the feature is now complete and you can finally extend your game experience with custom-built locations!

There are plans to expand modding capabilities further, that's why this marks an important first step in that direction.



Fixes
  • Fixed an issue where player session statistics didn’t sync properly.
  • Fixed the spawn position of boats/watercraft now spawn slightly farther from the harbor.
  • Fixed a rare bug where leaving a game session could prevent you from connecting to another session.
  • Fixed incorrect surface based sound effects while driving vehicles.
  • Fixed a bug where the generated map was smaller than expected.
  • Corrected incorrect rotation of main camps when map size was too small.
  • Fixed an issue where road generation could corrupt map buffer data, resulting in sync errors during destruction events.
  • Resolved Z-fighting issues at road intersections.
  • Improved road rendering quality.



Contracts
  • Fixed missing penalty fee when failing a task.
  • Fixed an issue where the intel case didn’t spawn at the crashed helicopter after restarting the map.

Mechanics
  • FPV drone now has improved flight controls.
  • The helicopter HUD is back.
  • Helicopter flight dynamics were adjusted slightly.
  • Fixed an issue with actor shock effects.
  • And more minor fixes under the hood...

Workshop
  • The map system now loads custom made locations instead of prebuilt ones.
  • Fixed an issue with rotation angles leading to incorrect placement.
  • Fixed overlapping builder UI when switching between Sandbox and Soldier modes.
  • Editor tools have been improved.



Locations created in the Workshop Editor are now fully functional and can be shared through the Steam Workshop.
Create your location using workshop editor, save it somewhere inside the CAMPS_Mods folder, and run the Outland server and your custom location will be added to the pool!
You can load and modify existing locations from the CAMPS_Mods/Locations/ folder.

  • Added the ability to build roads inside locations. (Hold Left Alt to activate road-building mode.)

Connection types:
"Main" and "Side" roads try to connect to the main traffic network and are prioritized accordingly.

Exit types:
- "Internal" roads are used only inside locations.
- "External" roads act as connection points to the rest of the map.



Workshop Access Clarification
🛑Demo version users cannot upload or subscribe to Workshop items.
This is a Steam imposed limitation.

However:
✅ If you're using the Demo version and join a server that uses custom content it will still synchronize to your client. So you can still play on Workshop-based content.

If you'd like full access to Workshop tools and want to support development, consider becoming a Patron on Patreon. Every patron receives a Steam key that currently grants Workshop support.

Known Issue
I'm aware of the incorrect weight calculations when the player swaps weapons in the inventory. This issue is already being tracked and will be addressed in an upcoming patch.


Thank you all for your continued support see you in the next patch.
(It’s going to be another big one.)

Dev
Mycopunk - Pigeons at Play
The missing weapon shipment has been found. Saxon would like to thanks employees for their hard work in locating this sensitive shipment.


The Gunship Cannon is now available to all employees
This weapon is a repurposed gunship cannon that fires large explosive shells.
Nevergrind Online - Nevergrind Online
732: Release Version 1.2.60
May 17, 2025 3:05 PM EST
• Completed season 3 mythical staves.
• Completed season 3 mythical 1HB weapons.
• Completed season 3 mythical 1HS weapons.
• Completed season 3 mythical 2HB weapons.
• Completed season 3 mythical 2HS weapons.
• Completed season 3 mythical piercing weapons.
• When you craft an item, it now properly considers the level requirement of the base item. If the crafting blueprint requires level 13, but the item requires level 72, the resulting item will require level 72.
• If you drop an item in the crafting window, the item in your inventory disables. If you drop a second item instead, it will properly enable the previous item in your inventory. Previously, it left both disabled.
• Added a new achievement for enchanting an item.
• Havoc Mallet had its all talents bonus range changed from 1-3 to 2-3.
• Increased the drop rate of normal & socketed items from normal mobs.
• Thoth Mindlink Staff had its all talents bonus nerfed. This change is not retroactive, but is intended to impact season 3 and beyond.
Masters of Gaia - flios
Hey everyone!

We’re happy to share with you a quick behind-the-scenes look at something we’ve been building lately: combat in Masters of Gaia.

We imagined something interesting for the combat that will create fun strategical patterns. When danger appears — whether it's a wild beast or a pair of angry giant spiders — the most appropriate character is selected to face the threat. But he might not be alone.

Behind him, additional supporters channel their energy, empowering the defender with collective strength. Think of it like a spiritual support system: the more believers around, the stronger your frontline champion becomes.

This system lets us create dynamic fights where the quality of faith and positioning matters more than brute numbers.

We’re still tuning the visuals and balance, but it's already really fun to test ! Here are a few early screenshots showing this in action. Let us know what you think!

We’ll be posting more updates like this as we build toward Early Access. And if you haven’t already — don’t forget to add Masters of Gaia to your wishlist!

Thanks for your support!









...

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