It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
high rated
Death Trash (In Development)

Updated to 0.8.2 (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:
0.8.2

Content:
- added tower location (work in progress)
- added mountain path location (work in progress)
- added new energy weapons
- improved Aksa's dialogue
- allow getting quest item for Aksa before starting her quest
- added some stairs visuals throughout the game
- updated a few sprites and added more art assets
- small level design fixes and improvements throughout the game
- new level up sound

Combat Improvements:
- reduced angle for getting targets for melee attacks
- updated melee attack visuals to better fit range and angle of melee attacks
- added cursor visuals for a few combat related actions
- added some blood effects to the ground after each hit
- improved animation for unarmed combat
- updated ranged weapon pointer of enemies so max range is clearer
- drastically reduced critical hit damage influence on the game
- fixed wrong calculation of critical hit damage bonus through items
- make NPCs potentially cancel ranged shooting when target moves behind obstacle
- exaggerated mutant melee attack for readability
- hard difficulty: apply hitstun to player, same as NPCs (experimental)
- added smaller movement pushback on getting hit even if resisting the hitstun
- fixed spider throwing their web against walls
- fixed NPCs being passive in combat when at the edge of the world
- fixed some other minor issues with NPC behaviors
- added range info to weapon descriptions

General Improvements:
- enable showing holstered weapon for player character
- disabled player character commenting on killing someone
- added more cases of player raising attention of NPCs and enemies, including puking

Usability Improvements:
- added slight camera movement when switching floors
- updated camera lerp on death and other fade out actions
- when consuming item from action selection screen, stop slow motion (improves using multiple consumables)
- added user interface option for enforcing handheld mode (e.g. when game doesn't recognize it's being played on Steam Deck)
- moved weapon scroll display to corner position
- improved short travel marker UI
- readded 'Next Ability' and 'Previous Ability' to keybindings
- small feedback improvements for triggering abilities
- added Playtest entry to debug console as a quickstart for some scenarios

Technical Improvements:
- fixed some memory leaks
- decreased memory usage of the application
- various performance improvements
- updated Unity Engine to 2020.3.32f
- updated Controller plugins

Bug Fixes:
- co-op: fixed some camera issues
- improved collider around spikes
- fixed a few potential errors happening on Fleshworms crawling from player corpse
- fixed continuously melee attacking when holding attack override key and mouse button instead of only executing melee once
- controller: fixed issues with item comparison functionality
- fixed issue with standard input profile
- fixed a case of overlapping damage numbers
- fixed some issues with area exits
- fixed errors with the boss fight in Flesh Crater
- fixed a few rare crashes
- fixed potential issue with sounds being interrupted
- fixed not being able to deconstruct knife
- additional small bug fixes and improvements
high rated
Cultist Simulator
All installers updated to 2022.4.t.8
GOG Changelog:

"2022.4.t.8 TARTUFFE (April 29th, 2022)
Card ghost uses the mouse cursor, not the centre of a blocking card, to determine direction to seek in. This makes, ah, quite a difference to card placement feel.
Better handling of corrupt save files
More variety in the menu screen promo blocks
Fixed Exile content bugs: Velvet, Medusa, Book of Suns (which I thought had been fixed!)\n
OSX/GOG now works again
Substantial fixed and upgrades for modding. Many thanks to Chelnoque. More details in MODDING_README
Animations and images should work correctly in mods
Options Panel now better supports mod-driven config options (see /testcontent/core/settings/z_mod_config_demo.json)
More stable modding incompatibility / interoperability
More modding commands - see MODDING_README and /testcontent/core/settings/mod_ops_demo.json"
high rated
Driftland: The Magic Revival

Updated to Anniversary 2.0.112 (Galaxy & Offline Installer)

Changelog from Steam:
Patch notes 2.0.112

This update consists of small but important fixes:

- AI upgrade to improve the attacking of flying units
- minor tweaks to the tutorial
- owners of The Forgotten Passage expansion for Nomads of Driftland will gain access to them from Driftland: The Magic Revival (not working on GOG)
- fixed cursor (pencil) hot spot for island drawing
- visual improvements to the Map Editor windows
- 2 rare fatal bugs fixed
- minor bug fixes

If you find a bug or have ideas for new game features or improvements, be sure to let us know on Discord!

Thank you for all the feedback you send us. It is precious, inspiring for us, and allows us to develop the game further.

May your lands remain unshattered
- Star Drifters Team
Note: This is a strange case. Version 2.0.112 was released on Steam on December 15, 2020. The Galaxy build shows the same date. So I think the developers just forgot to set the update live after uploading to GOG. xD
Post edited April 30, 2022 by Hustlefan
high rated
Imagine Earth Demo

Update to V1.7.4.5048.

No changelog.
high rated
Loop Hero was updated to version 1.153 although the download section on gog says 1.530.

Changelog:
Hi all!
This is FourQuarters.

Some news to start:

Work on a major update stopped at 80% two months ago, but we will continue development soon.
Almost all graphics and code are finished, mostly texts/sounds/balance remain.

Also, so far, after the release of the version for Nintendo Switch, there have been a few fixes and now we decided to update the PC version along with them.
And also added support for gamepads!


Here is a list of exactly
supported gamepads:

Windows:
- Any xInput (XBox and analogs)

- Sony DualShock 3/4 + Dualsence


MacOS:
- Sony DualShock 3/4

- XBox 360 controller

- Anything else is not guaranteed, as MacOS does not allow the game to change the mapping of connected gamepads.


Linux Ubuntu (other systems are not officially supported by Game Maker Studio):
- Sony DualShock 4

- There may be others, but it was not possible to check, since the virtual machine reacts strangely to connected gamepads.

- It is also likely that Linux users will need to install drivers for gamepads:
sudo apt-get install jstest-gtk
sudo apt-get install joystick


We will continue (as far as possible under the current conditions), work on updating!

P.S. If the gamepad buttons do not appear in the game, but the joystick itself works, then in the game settings in the 'Controller' tab in Steam, you need to disable the 'Steam input mode'.
high rated
Spirit of the Island ver 0.18.4

Hello adventurers!

Update 0.18.4 is now live! Thank you again for your great support and suggestions in our channels. There is much more coming!

News
Ancient stone can now be collected from Pirate and Treasure Chests, when you are exploring. Pirate chests will respawn, like any other nature object.
New Pirate chests: it will drop random items, including Ancient Stone, Treasure Map Piece and more. It will also give you Exploration XP. They are all over the islands, just go and explore :)
Witch can now sell items (she can do it during afternoon);
Mechanic can now sell items (during morning and afternoon, while he is working);
Fisherman can now sell items (during morning);
New treasure inside the Buried Cave;
New map texture in world map (it tells you what map is actually available);
New Bee Hives in almost every island (not in swamp and not in islands where you only have Palm Trees);
New “ready to harvest” vfx. You will see a visual effect when your crop is ready to harvest;

Changes
Changed price of many raw materials and resources;
Changed value of all fishes (per season and how easy is to get);
Changed the price of all food recipes and drinks;
Changed recipe for many items (Potions, Elixir, Antidote, etc);
Trader has different items to sell now;
Buildings now require Fineplank, which can be crafted from Hardwood;
Nature props (like trees, rocks, etc) will not need the player anymore to move from one region to another to respawn back;
Added environment animals to all islands;
Colors from Fall changed a bit (color adjustments);


Fixes
Fixed collider problem in Boar Island, so you don’t get stuck anymore;
Fixed saved games not receiving any more Exploration XP (we auto fix this by script and now in game, you can gain more XP if you find Pirate Chests);
Fixed Bike not receiving damage by player attack;
Fixed Fruit trees not working with Seasons (they were all working in any season);
Fixed Festival Stats not counting;
Fixed some nature animal sounds missing;
Fixed some missing treasure graphics in the Library House;
Many fixes in decal system (shells, sea stars, spider webs, etc);

-------------------------------------------------------------------------------------------------------------- ------------------------------------

Ver 0.19.0

Hello!

We are glad to present our next major update, which will finalize the game’s main quest, add new treasure, islands and bosses! We’ve prepared a lot of cool things for this month, so let’s dig into the changes!

New
Main story is finished! You can continue from your saved game,
We’ve added ten brand new treasures to the game, which brings the total amount to 20!
New Island: Gray Rocks, a brutal land of pirates and dangerous dungeons;
New Pirate Enemies: now you can meet power level 2 and 3 Pirates;
New Cave: The Miner’s Cave. Are you brave enough to explore this dungeon and obtain numerous treasures hidden inside?
New Items: a new big backpack is now obtainable in one of the caves;
New Quests: Herbalist, Pub Owner and Artist now have their own quests. Find them on the quest board!
New Bosses: there are 3 islands with a Pirate Boss each. They will drop important main quest items, so prepare for a fight!

Please note, that the new mechanic, which will allow you to move buildings will be added next week!

Changes
Changed gas and damage costs for sailing with a ship;
Gas can and repair kits can now stack up in your inventory;
Some creatures now have a random chance of dropping various treasures;

Fixes
Fixed missing Camp Kit at the Workbench;
Fixed collision for objects and creatures;
Fixed and edited many localization texts;
Fixed an issue with quests where some objects might not disable, if you load the game from a different region (multiplayer).
Tutorial is now available in multiplayer!
high rated
Dorfromantik

Updated to 1.0.6 (Galaxy & Offline Installer)

Changelog from SteamDB:
PATCH 1.0.6 - Bugfixes

Bugfixes

- Bugfix for QuickMode not ending when reaching the tile limit as well as Hard Mode and Quick Mode scores not being submitted to the leaderboard
- Savegames created in version 0.1.3.7 or prior (and not updated since) are no longer submitted to the new Classic Mode leaderboard
- Implemented seperate font for Japanese, using correct Japanese kanji
- Fixed typos in German and Latinamerican Spanish
high rated
Imagine Earth Demo

Update to V1.7.7.5049.

No changelog.
high rated
Re-Volt

Update to V1.1.

No changelog.

According to the forums this is most likely a downgrade to a version without the community patch. Which shouldn't really matter since you can get the latest version of the community patch yourself.
high rated
AI War 2 has just received another (quite large) update (first one for nearly a week) from 5.005 to 5.006 for Windows, Mac and Linux.

5.006 End To Spontaneous Combustion
(Released April 29th, 2022)

* AI's response to Migrant Fleets have been heavily reduced
* Maximum power level reduced by 50%
* Power from migrant waves reduced by 80%
* Power from clanlings reduced by 80%
* Thanks to Strategic Sage for noticing the AI was being a big bully
* Small adjustment to the non-scaling speed bonus granted by economic command stations.
* Allied ships move speed bonus 2x -> 1.5x
* Change the cost of transforming a Necromancer Flagship to be based on the minmum mark level required for the new type, instead of the current mark level.
* Thanks to Tom Prince for implementing.
* Take active hacks into account when checking available hacking points for transforming flagships.
* This mirrors the check for starting a new hack.
* Thanks to Tom Prince for implementing.
* Don't display experience or upgrade state of elderligns that cant' upgrade.
* This includes Mark 7 high-tier and feeble elderlings, sacrificial elderlings and eldritch elderlings.
* Given that they never upgrade, there is no point in tracking experience or displaying experience on them.
* Thanks to Tom Prince for implementing.
* Display the stats for the current mark level of a transformed Necromancer flagship in the hack tooltip.
* Thanks to Tom Prince for implementing.
* Highlight the target of a move phylactery hack, when hovering over it.
* Thanks to Tom Prince for implementing.
* Fixed a three-pronged bug in the central strength calculation code where the planetary attack damage multiplier of the centerpiece was added up to the strength rating multiplier for DPS:
* This was wrong because if anything this should have been a multiplication, not addition.
* Additionally this was double-dipping because since the unification of the damage calculation code the relevant multipliers are all added up centrally already - though technically since there are no entities to which this would apply it flew under the radar.
* This bug only showed after some changes to planetary damage amplification made the default value FInt.One instead of FInt.Zero (before > FInt.Zero was required for this bug to appear, so now it did all the time).
* End effect: Due to this trifecta of bugs all fleets with living centerpieces had the DPS of their members valued at 50% more for strength rating, leading to wrong values all over the place.
* While at it fixed as few other (harmless due to not having a trifecta such as this) places where the comparison to ignore was > FInt.Zero instead of != Fint.One. This should slightly improve performance.
* This fixes the issue where fleet strength numbers were incorrect, discovered when Neinzul Clusters with all of their drones loaded had a higher strength displayed for their fleet compared to the strength loaded. It turns out the latter was correct.
* This means that most combat-related player units as well as drones all over will appear to be be ~15-20% weaker. Note that no actual combat-related values have been changed. The previously displayed strength numbers were incorrect!
* Thanks to Ithuriel for reporting an incorrect Neinzul Hive drone fleet strength, leading down to this rabbit hole!
* The experimental entity tooltip now also displays the maximum unit count possible in this fleet (most relevant for player and drone fleets).
* All the values (current/max strength/units) are now calculated in UI-only methods which are more expensive, but hopefully 100% accurate.
* Fix a divide by zero race condition
* Thanks to Dismiss for reporting
* Prevent a race condition where sometimes player-owned units would just explode for no reason
* This at the very least caused frustrations to people in the Tutorial. I suspect it was happening with disconcerting regularity in other games, but have no evidence
* Thanks to a number of people on Steam for reporting
* Fix a bug with the achievement Think The AI Won't Notice? where it was firing incorrectly
* Thanks to a number of people on mantis for reporting
* Add support for a new form of Achievement, currently only used for Think The AI Won't Notice
* This will allow you to say "Has the player gotten a ship with a specific tag to a given mark level", and is used for things like "Think The AI Won't Notice" for "any spire city at mark 7"
* To use this, you need the following: condition_type UpgradeFleetLineToMark, condition_string_mode = "Tag", condition_string_mode="Tag you want to trigger on (theoretically supports multiple tags, but untested, so please verify) and condition_magnitude="Mark level you are looking for"
* Fix an error in Maddened Elderling Code
* Thanks to Strategic Sage for reporting
* Fix a ZA bug where we could produce infinite phased out golems that wouldn't do anything
* Thanks to ArnaudB for reporting
high rated
Cultist Simulator
All offline installers updated to 2022.5.v.1
Changelog:
https://store.steampowered.com/news/app/718670/view/3183492026718269394

"- Fix: You no longer need to restart the game to restore CONTINUE to the menu
- Fix: $remove command no longer breaks mods
- Fix: correctly handling extends as well as inheritance in older mods
- Fix: Card ghost no longer disappears when card is removed from an additional slot"
Post edited May 02, 2022 by karnak1
high rated
Syberia: The World Before

Updated to 1.39717 (Galaxy & Offline Installer)

Changelog from SteamDB:
Patch Note #3

The team has been hard at work to improve the game in many ways, bringing many improvements. Among them :

- Improved character animations during the cutscenes.
- Fixed graphical glitches.
- Improved the pathfinding of the character when playing with the mouse.
- Improved performance of the game especially in external areas.
- Improved camera movements during gameplay and fixed collision issues.
- Fixed interactions not triggering depending on player placement.
- Fixed an issue where some users could get stuck during the landscape comparison puzzle.
- Fixed an issue where some users could get stuck by overlapping and inverting mechanical elements during the Musical Square puzzles.
- Fixed an issue where some users could get stuck on the wrong side of the counter of the refuge when leaving the game after preparing the drinks.
- Fixed an issue where some users could get stuck because the interaction to chop down the tree in Baltayar was missing.
- Fixed an issue where the telegraph pneumatic could appear locked when leaving the game after having unlocked it.
high rated
* Factorio
All installers updated to 1.1.57
Changelog:
https://store.steampowered.com/news/app/427520/view/3184615391694611044

"Fixed west variation of Boiler and Heat exchanger graphics. more
Fixed save/load instability occuring when the game was saved after a robot threw cliff explosives but before the cliff exploded.
Fixed a crash when script tries to connect rolling stock during rolling stock destruction. more
Fixed LuaTransportLine::output_lines on a splitter's output transport line would incorrectly consider it an input transport line of that splitter. more
Fixed LuaTransportLine::input_lines would not return both input lines of a splitter.
Fixed that when train was created, a wrong end could be selected as a front when rolling stock at expected trains front was facing backward.
Fixed that it was possible to specify artillery-projectile as a place_result of an item. more
Fixed unnecessary disk writes when showing background simulations. more
Fixed that sometimes the host would not have admin rights when hosting a multiplayer game from a save.
Fixed LuaSurface::find_tiles_filtered would not cover bottom right tile.
Fixed that too many open RCON connections would crash the game. There is now a limit of maximum of 128 simultaneous RCON connections. more
Fixed a crash related to modded trains that could change travel direction due to air friction computation. more
Fixed energy consumers would get too much energy when supplied through multiple electric networks. more
Fixed a crash due to LuaLogisticCell not being invalidated when owner entity is being deleted. more
Fixed that non-lamp entities could be given the 'lamp' electric usage priority which would crash the game. more
Fixed locomotive placement would snap to wrong train stop when there are multiple stops available. more
Fixed that the whitelist button was enabled in the /config GUI. more
Fixed searching for items in controller gui would not highlight item stacks in the trash slots. more
Fixed that building underground belt ghosts with smart belt building would crash if ghosts are immediately revived by script. more
Fixed very high deconstruction_time_to_live value would lead to deconstruction orders expiring too soon. more
Fixed that a multiplayer client could desync several times in a row, making the server save the map for desync report multiple times.
Fixed that crafting recipes with products exceeding their stack limit would produce only a single full stack when crafting by hand. more
Fixed tips and tricks GUI staying open when changing controllers, and not being able to close it afterwards. more
Fixed PvP config for health bonus didn't apply correctly.
Fixed that if the game couldn't connect to a server due to corrupted data, it wouldn't show any error to the user. more
Fixed that the Steam version wouldn't start on Linux and OSX.
Fixed poison cloud sound fade out.
Fixed tooltips for vehicles would still show entry instructions even when no passengers are allowed. more
Fixed train stop names with different amounts of leading spaces being treated as equal in some cases but not in others. more
Fixed idle machines without idle sound counting towards the max_sounds_per_type limit. more
Fixed that changing the force of artillery wagons didn't work. more
Fixed a crash when using non-rectangular equipment. more
Fixed a crash when building underground belt or pipe ghosts over belts/pipes of other forces. more
Fixed character corpse armor variations being inconsistent with character armor variations. more
Fixed a consistency issue if a Lua event handler cancelled deconstruction of an entity that was marked for deconstruction as a result of fast-replace. more
Fixed that some error messages wouldn't be translated. more
Fixed that biters might remain inactive when they should be activated. more
Fixed that units could teleport through cliffs if they bunched up close together. more
Fixed that setting LuaGuiElement::zoom to 0 would crash the game. more
Fixed a crash when changing mod options while the cursor hovers the "Back" button. more
Fixed a crash due to recursive chain signal update. more
Fixed that if a non-attack distraction command failed, it would raise the on_ai_command_completed event repeatedly. more
Fixed that opening web links in the Linux Steam build of the game could take unreasonably long. more
Fixed that logistic requests, item filters and similar could be set to the copy-paste tool when clicking the slot while holding that item. more"

..................................................................................

* Cultist Simulator
All installers updated to 2022.5.w.1
No Changelog I could find.
high rated
Re-Volt

Another patch to 1.1 hotfix.
Internal Hotfix 1 (02 May 2022)

fixed crash in championship mode
high rated
Serious Sam: Siberian Mayhem
Full changelog

What’s New:
Steam Workshop and Serious Editor are now available. Show us those filthy modder hands!
Survival mode has arrived! Check a look at 6 brand new levels with awesome visuals and new absolutely badass music. Survive solo or with friends in Co-Op! Those include Horus Sanctuary, Dragon Gates, Castle of Pain, Kleer Fortress, The Snowrider, and Monkey Canyon.
New player models! Old fan-favorites, and brand new ones alike: Serious Sammy, Dark Delilah, Biker Blaze, Kleer Kurt, Devolver Dude, Octanian Oleg, Beast of the Apocalypse, and Serious Sam Classic (The First Encounter).
All player models have been livened up through the use of a revolutionary technology of eye movement.


Gameplay fixes:
Reduced Hoverboard HP from 500 to 300. Still, General Brand now gets angry when you use the Hoverboard on him. Feet on the ground!
Changed default “Extra Enemy Strength per Player” in Cooperative mode to 0. Because Double Barrel into a Kleer’s face is sacred.
Minefield now kills the rider along with their ride. Checkmate, speedrunners (j/k we love you but it had to go for other reasons).
You can now mash “Use” when trying to mount a nimble monster, free from the fear of accidentally unmounting it right away, because there is now a delay before you can unmount.
Some enemies were awarding too few points, so we adjusted that.
Minor Biomechanoid now performs a parting shot during its death. Just like in old times.
Increased health awarded for melee kill of the Pyro and Draconian Burner enemy.
T.A.C.T. gadget now stops functioning when a cutscene starts.


Visual fixes:
Added weapon wheel preview icons for both alternate weapon skins.
Cutscenes have been tweaked and/or optimized, including a fancy fade-to-black before the start of each cutscene.
Fixed an issue where some decals (posters on walls, markups on the floor) would disappear when the player was close to them.
Fixed an issue with lots of models showing up dark, when playing with Prebaked Lighting enabled on Roadside Picnic level.
Fixed an issue with waypoint distance displaying incorrect value when the player is driving a vehicle which is too big for any possible path to the objective.
Fixed several visibility/sectoring issues across all levels.
Fixed an issue where General Brand would sometimes evaporate at the end of the boss fight.
Fixed an issue where the wrong model of the XPMR “Burner” raygun was displayed in Netricsa.
Fixed an issue where the dual-wielded “Burners” would sometimes light up the stripe on the wrong weapon when used with the controller.
“Burner” and Crossbow visuals now take the auto-aim into account.
Various visual fixes across player models.
Various visual fixes across all levels.


Other fixes:
Fixed an issue where invoking Netricsa in Co-Op would sometimes cause all spectators of the player who invoked it to have a permanent black screen.
Fixed an issue which caused softlock on “A Smell of Petroleum Prevails” after the AK fight (gate not opening) if the player loaded a save from an older version of the game. You can now use any save of that level.
Various other softlock fixes across all levels.
“Roadside Picnic”: fixed overly bright water reflections in the bunker.

NOTE: I haven't tested the update, probably the Level Editior is not present in the GOG build because is directly linked with Steam Workshop, yet the GOG version is still compatible with the mods.