Astra Protocol 2 - SliceBarGames
Attention Captains,

Patch 1.6.1.0 is now live. This patch focuses on improving the rendering times and bugfixes.

The changes are as follows:

  • If not running in a window, the game will ask the user on launch whether they want to run in 800x600 mode. This lowers the resolution of the screen that the game is running on to fix issues when running at higher resolutions. Closing the game will return the resolution to normal.
  • Planet type (terrestrial / gas giant) added to scientific readouts for planets.
  • Fixed minor graphical issue with render modes 1 and 3 where the CRT shutdown effect didn't render properly.
  • Shield mites can no longer be targeted by the lasers when out of range.
  • Fixed issue where enemy ship shields could be set to NaN making them indestructible.
  • Fighters will only target ships near the player and not fly off if the nearest target is too far away.
  • Launching fighters when none are available is no longer a syntax error.

We hope that these fixes improve your enjoyment of Astra Protocol 2. The rendering time has been a long running issue that we have been looking into fixing through other means, so hopefully this has now been resolved.

We also appreciate any feedback and comments. Should you have any, please leave them here or in one of the discussion posts.
FrogFlop - rekkorned
Hey everyone,

We’ve made a few small but meaningful changes to the game that we think you’ll enjoy. First up, we’ve revamped the charging UI. Instead of being tucked away in the bottom left corner, the UI for charging your jump is now right next to your player. It’s more compact, easier to see, and should help you keep your focus on the action. If you’re not a fan, don’t worry—you can disable this feature in the settings.



We’ve also been tinkering with the map. Some obstacles that were a bit too tricky have been made easier, while others have been dialed up just a notch to keep things challenging. Plus, we’ve given a few sections a fresh coat of paint with some visual overhauls.

That’s it for now! We hope these changes make your gaming experience even better. Let us know what you think!

The PARADOGX Incident - ArtIbex
We made a stream to talk about the future of PARADOGX and our thoughts
Intravenous 2 - Explosive Squat Games
Important for Intel 13th and 14th generation owners
Please be informed that there are increasing cases of Intel 13th and 14th CPUs being defective. Defective CPU samples are unstable and Intravenous 2 is very sensitive to CPU instability.

Due to this the game might crash with CPUs of these generations for no good reason. Unfortunately, I am unable to do anything about this. Owners of Intel 13th and 14th generation processors can work around this by reducing the processor's clockrate (generally called "ratio" in intel software) to avoid these crashes. Please find a guide on how to do this if you are experiencing issues.


Hey folks! This patch fixes various issues.

- fixed picking up a throwable, and the cancelling the throw, kicking the player out of aiming mode while using HSR-EMP, and making it unusable until the player would switch weapons
- fixed a crash that occured when using the HSR-EMP on EG glass that did not have a switch
- fixed a crash that could occur while modding weapons, and installing a weapon mod that conflicts with an already-installed mod
- fixed a spot where the player could get stuck in "Decrepit Industrial Area"
- fixed gun reload times being much shorter if loading a savefile, in which the weapon was being reloaded when it was made
- potential fix for followers indefinitely climbing over the same window

Remember to report any issues you run into!

Thanks for reading, hope you're enjoying the game!

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Plumber Survivors: Prologue - IRON GAMES
Now we are preparing full version of game for release

What's new
  1. 2 new heroes, 7 in total on release
  2. new difficulty Valor, which will be most difficulty challenge
  3. bosses
  4. new bonuses
  5. forge of items
  6. new achievements
Crop and Claw - Dinoleaf
A minor patch bringing Crop and Claw to v1.11. Mostly just tweaks to fix a few mistakes.

  • Fix snails, mimics, Ghostgons, and mosquitos not dying correctly in Repainted.
  • Fix minor typos or text overruns.
  • Fix a visual bug in Repainted Japanese in which menus used the wrong graphics.
LEMURIA - alexander.towse
Hello to all fans of interesting games! If you are looking for a new game that will be able to captivate you for many hours, then pay attention to LEMURIA - a 3rd-person shooter adventure game. At the moment there is a sale going on, and you can buy the game with a 50% discount. In LEMURIA you will find exciting shootouts, interesting dialogues and numerous cutscenes. The action of the game takes place against the background of mass street riots and the beginning of a deadly epidemic. LEMURIA is a game that will suit both fans of old-school shooters and those who are looking for something new and original.

The game also features adult content that adds even more atmosphere and realism.

Update 2.0 has already been released, which brings back previously cut content and a brand new full voice cast.

Don't miss the opportunity to buy LEMURIA with a 50% discount! I wish you good luck and enjoy the game!

THE DARK SIDE OF CECLON - solidsstudio.solo
ADDITIONS
- Information on the map interface window for the Interference debugger and Light overcharged has been added.
- A new interface window has been created for equipment to clearly differentiate between inventory and equipment items.
- A wider range of various materials can be found on the CECLON surface.
- 2 plasma blades upgrades have been added to the workshop. One to increase max damage and another to reduce recharge time over time.

CHANGES
- The background of plasma blades in the character sheet interface window is not visible at all until you obtain them.
- The number of various materials to be found in the world is no longer fixed at 4 for each pickup, but is now a random number from 1 to 4.
- The interaction for investigating the crashed ship has been renamed from Vessel to Spaceship.
- The health of all bosses have been increased.
- The Demo version text displayed on the screen is more design-oriented.

BUG FIXES
- A problem prevented the guidance system extended objectives from being updated at the “THE KEY TO SURVIVE 7 / 10” step, but this is no longer the case.
- Jensen's flashlights, if still active, are no longer consumed in the wallpass.
- A blue forcefield in the underground with an unactivated trigger, which prevented anyone from getting too close to it, and also prevented the message that access was blocked by a forcefield from being activated.
- After picking up an artificial food pipe in the underground, if you restarted the game it would reappear. It's not coming back now.
- Collision management between Jensen and the slopes, as well as on certain rocks and structures, is now fully functional in the underground.
- Jensen could collide with the miasm at certain points in the northern underground when he was not visually on it. This has now been corrected.
- The collisions of different rocks have been revised to match the visual form in the underground.
- The objective indicator of the guidance system extended to defeat primordial 1 has been corrected.
- The health gauge of a Nocturne class 3 has been corrected in the underground.

OPTIMIZATIONS
- Optimization of certain materials and textures (useless textures).
- Some unnecessary object shadows have been removed.
The Dark Horde - Matt Storm
Hello Aspiring Dark Mages!

Just a few days ago I posted the last DEVLOG update before the Early Access release. But then I realized that many things were updated in the actual game and the demo was left behind on balancing cards, UI update and many small things...

Since I won't ever remove the demo (so people will have a clear idea if The Dark Horde is the game for them or not BEFORE committing to it...), I guess it is better to just update the few things that changed! Some players might notice that some of their favourite cards have received this rebalancing. Most notably, a few costs have been increased or reduced but the greatest impact has been for the Shambling Flesh: I added more HP to the nasty beast but I decresed the Trample value from 2 to 1. Trust me, this impacts greatly how deadly the Shambling Flesh minion impact the battlefield...

Anyway, for all the new players that will find this game in the upcoming weeks, here is a demo in line with the upcoming Early Access release!

If you want a deeper list of what the EA release will have, please refer to DEVLOG #3, where I wrote the list of what is and of what will be!
Travelin' - Across Europe - HalogenN
Multiplayer!

Fixed "Tax the Rich" functionality.
...

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