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high rated
Unavowed v1.32 available for Linux now.
high rated
Book of Demons 1.05.220419
Changelog from Steam:

- Ukrainian language is now available thanks to awesome community translators!
- Fixed a seemingly random crash on Massacre difficulty
- Various updates and fixes to all translations in the game - also thanks to awesome community translators!
- Controller - fixed an issue where the game pedestal would be highlighted on game startup but pressing a button opened the menu instead of launching the game
- Fixed avatar sharing to Facebook
high rated
Low Magic Age

Low Magic Age has been updated to Version: 0.91.52.7 (Offline installers updated)

No Changelog
high rated
Medieval Dynasty

Updated to 1.3.0.5 (Galaxy & Offline Installer)

Changelog from SteamDB:
Hotfix to v1.3.0.5.

Hi everyone!

We have a second hotfix, bringing those changes to the game:

ADDED

- Reverb to hoe sounds.
- New ambient sound for nightly forest.

FIXED

- An issue when the heir turns into a normal NPC (he has no reference to the player as his father).
- An issue when Alwin is in the wrong place after loading the save (quests Alwin VI-VIII).
- An issue when Alwin goes somewhere in quests Alwin VI-VIII.
- Fix for two bugs on Alwin's quest (Alwin VII and Alwin VIII where Alwin give you a challenge for coins). If player has any of those quests active, it will reset on loading the game into initial state to fix any issues. This will only happen to save games before the current 1.3.0.4 version.
- Schemes for rugs and trophies are not in technology.
- If the player reached the save file limit for a platform and tried to overwrite a save, he couldn't do so without removing one save first.
- When overwriting a save the old save file wasn't properly removed.
- Overwriting an existing save without changing the name could cause it to disappear.
- Problem with ambient sounds - unnecessary sounds have been purged.
- Disappearing hoe sounds.

UPDATED

- Reworked models of the Goose House building modules.
- Numerous tweaks and improvements to the terrain.
- Rendering optimisations.
- NPC navigation optimization.
high rated
AI War 2 has just received another update from 4.023 to 4.024 for Windows, Mac and Linux (the Windows and Mac version were actually updated yesterday, but was too tired to post, night work,eh!). The Linux version received its parity update slightly later, so seemed sensible to post them at the same time. :)

4.024 Graveyard Digger
(Released April 19th, 2022)

-300ish new planet names to the Standard planet name set have been added from the surveys from kickstarter backer rewards.
-The new achievements for both DLC1 and DLC3 are now in place on Steam and GOG.

DLC 3
-Increased orbital speed of necrobombs from 10 to 12
-Wight balance/rework
--Reworked Infectious Wight's weapon. Now fires 3 grenades at a time, splitting damage between targets caught in the blast radius
---Thanks to CRC for suggesting a thematic replacement
--Possessed Wight has damage reduced from 50K to 20K, but gains x3 multiplier to mass >=7tx
--Vengeful Wight attack increased from 3K to 4K.
--Spectral Wight no longer debuffs with its primary attack (a tesla-like weapon). Instead, it now gains weapon points with each attack. These weapon points multiply the base damage of its new on-death attack, up to x10 damage. This is based of design for classic's Fireflys.
---Thanks to Puffin for creating and sharing this awesome mechanic!
-Revenants now have a powerful secondary weapon that deals corrosive damage to massive units. This weapon requires weapon points to function, which the primary weapon now acquires by firing.

Bugfixes
-Hot fix to D.Singularity Golem causing errors without DLC 3 enabled
--This led to a harmless error on startup that was nonetheless annoying.
-Added a notable performance improvement for games that have been running for a long while without reloading or closing the game or going back to the main menu, especially when there are a lot of shots being fired.
--As part of this, also adjusted how our central dictionaries are handled for shots, ships, and wormholes, and thus have removed any chance that a deadlock was resulting from them.
--Thanks to Matt Dyer and Sol for the "thread stalling" reports, which was the performance issue in question. Without the thread dump from them, this would never have been found!
-Hitting reset to defaults in the lobby should now no longer be able to throw exceptions related to game commands being back in the pool. The errors were spurious in the first place.
--Thanks to Badger for reporting.
high rated
* No Man's Sky
Installer updated to 3.87_Outlaws_86014
Changelog:
https://www.nomanssky.com/2022/04/outlaws-patch-3-87/

"Fixed a number of issues that prevented pirates from attacking planetary buildings with the correct behaviours.
Fixed a general issue that caused pirates to attack planetary buildings too frequently.
Pirates will no longer attack players who are underground, underwater, or in their own base.
Pirates no longer attack planets in low conflict systems.
Fixed an issue that could cause the pirate raid warning message to display when there was no pirate attack incoming.
Fixed an issue that caused pirates to deal too much damage when shooting at the player on the ground, and for the player to receive ship-related warning messages when hit.
Fixed an issue that caused pirate raid markers to fail to clear from buildings when the raid ends.


Fixed an issue that caused smuggling items to sell at an incorrect markup in regulated stations.
Reduced the effectiveness of the Positron Ejector against starship shields.
Hauler starships can now upgrade their cargo inventory to a greater capacity than other ships.
Fixed an issue that could cause items in the ship cargo inventory to be incorrectly cleaned up when sold.
Fixed an issue that caused repair kits to be too expensive when purchased with tainted metal.


Fixed a number of glitches and other visual issues with player capes.
Fixed an issue that caused squadron ship engines to be very loud while flying in formation.
Fixed an issue that caused the solar ship engine vents to constantly flap open and closed in the inventory menu.
Fixed an issue that could cause the camera to be out of focus when repairing or installing ship technologies while onboard the ship.
Fixed a number of instances of missing audio effects.
Fixed an issue that caused the starship utility menu to open on the wrong option.
Improved the appearance of freighter fleet warp-ins.
Fixed a collision issue with the wings of Solar class starships.
Trader ships now use the red hostile target arrow on the starship HUD if they are attacking the player.


Fixed a crash related to pirate spawning.
Fixed a crash related to the player frigate fleet.
Fixed a texture streaming memory leak.
Fixed an issue that could cause screen flashes in space at low framerates."

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

* Cultist Simulator
Mac and Linux installers updated to 2022.3.r.1

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

* Space Rangers HD: A War Apart
Installer updated to 2.1.2443
No Changelog I could find.
high rated
AI War 2 has just received another update from 4.024 to 4.025 for Windows, Mac and Linux. And quite a large one it is too.

4.025 Lightning Conduction
(Released April 20th, 2022)

-Beacon factions should now spawn with a random colour that's hopefully not to close to any other faction in the game.
--Suggested by Daniexpert

DLC 3
-Spectral and Vengeful Wights now require a Mark 2+ Necropolis to be enabled
--These variants are a tier stronger than the others
-Royal Mummy Bodyguards now have the right multiplier to their stats (they were actually weaker than non-bodyguards)
-Decaying Mummy main attack reduced from 15K to 8K. This variant didn't get the reduction of the other Mummies, but is still stronger than its brethren
-Fix a bug where the transform necromancer flagship was either always visible (even if you had no blueprints) or never visible at all. It is now visible only when you have blueprints.
--Thanks to a number of people for reporting in its various forms, including ptarth and zeusalmighty.
-Brutal Guardians now give the necromancer 5 science

Bugfixes
-Fixed a subtle reflection-based bug that happened with trying to load the external data links after you changed your mod and expansion statuses around.
--The most notable extant example of this was having a necromancer faction selected in the lobby, and then disabling some DLCs but leaving DLC3 on. However, there were a variety of other ways this could be hit, as this was a generalized issue. It was just subtle enough that it was hard to bring out any other fashion.
--The core of this issue is actually a very interesting computer science situation. Essentially, it went like this:
---Class ExternalInfo has a variable CachedExternalType on it, and a Pool that uses "this.CachedExternalType" inside an anonymous method to generate members of the pool.
---After reload of the xml and thus also reset of ExternalInfo, the following things would be true:
----CachedExternalType was not null in the outer method, and in fact was reset just perfectly.
----Inside the anonymous method, it "this.CachedExternalType" would be null, presumably because it had been JIT compiled to point to a specific reference that no longer exists. This is one of those places where the intent of reflection and anonymous methods can get a bit lost.
---Years ago, Keith and I had found the general solution to this is to declare a local working variable copy of the member variable, and have the anonymous method simply refer to the cached local copy. This tends to solve a number of issues, but in general ensures that the anonymous method always has the latest copy of whatever is going on in its specific local context.
----It's actually possible that this is not a reflection issue, but an order of operation threading issue, although I doubt it. Experiments could be run, if we wanted to figure out the exact cause; or we could look at the JIT results. But really, diving that deep serves no particular purpose at this point. The solution is simply to remember to use local cached copies, regardless, and this is a case where I did not.
--Anyhow, this seems to solve the reported problems, and may solve some other unrelated problems after doing an xml reload, as well.
--Thanks to Dragoris, Badger, and Strategic Sage for reporting.
-The "ultra frequent" syncs from the host in multiplayer now includes information on the visibility status and destruction status of each planet.
--This was already synced across just fine, but throttled in such a way that it was noticeably late getting to clients at times. This could be a matter of a few seconds in the case of relatively small/early games, or it could be longer if the time-slicing/data-throttling was just taking that long to grind around and get it across.
--The intel info is something that is immediately and visibly wrong when it is wrong, and so having just that part be kept in closer sync rather than the large and rolling sync makes intuitive sense.
--Thanks to Dismiss, fierspier, and others for reporting.
-Fixed a bug where the neighbouring planets of an Ark Empire Homeworld didn't have their Intel set properly.
--Works only on new games!
--Thanks to Glyoxim for reporting.
-Add in some defensive code to the Migrant description appender
--Thanks to Ithuriel0 for the report
-Added more precise spawning logic for Custodian subfactions, in an effort to prevent the deathmatch bug from re-occurring
-Added some extra logging to try to figure out what broke a specific savegame, but unfortunately after reviewing logs and code review, there are just no hints as to anything that would be wrong, going all the way back to the builds from March 25. At least a few bits of the code are more clear now in the logs.
--The next step is to go back to the original game version of this save and see if I can load it there, in which case I can do some differentials that will be more informative.
-Put in some self-correction for null FleetMember groups inside fleets.
--Thanks to rem_tuas for the log with the report.
-Fixed an exception that could happen in the deserialization buffer if the timing was just wrong when you exited to the main menu.
--Thanks to slake-moth, Dismiss, and NRSirLimbo for reporting.
-The game is no longer going to ever care or freak out about ships changing fleets if it's the same faction, or if it's between two player factions. It's been a long while since we had the accidental ships moving between fleets issue, and the problem cases were never of this sort to begin with. The errors that have been popping up since then were all false positives.
--Thanks to firespier for the most recent report.
-Fixed a bug with the Ark Empires where they were not seeding officer fleets at all (they should have been seeding golems only, no arks).
--Thanks to Daniexpert for reporting.
-Ark Empires can no longer start on the same planet as another player. That had all sorts of issues when done in multiplayer.
--Thanks to Ushgarak for reporting.
-Fixed the "No RepairMissingCenterpieceFromMembershipContents logic for fleet.Category:PlayerLoose" error, which was harmless but annoying.
--Thanks to Ben H and Dismiss for reporting.
-Fixed some exceptions that could happen in tooltip formatting.
--Thanks to Dismiss for reporting.
-Fixed a number of exceptions that could happen on MP clients if they did not yet have their instigator info from the host. It now is just silent while it waits for that to arrive.
--Thanks to Dismiss for reporting.
-Fixed yet another set of errors that could happen when exiting to the main menu from the game.
--Thanks to Dismiss, Cyborg, and Hermanni for reporting.
-Fixed an exception that could happen at "pathfinding debugStage 3000", probably right after map topology changes.
--Thanks to Dismiss for reporting.
-Fixed a very annoying issue where if you hit enter in the modal textbox popup, it would not save your changes, but instead would just exit. This was affecting the edit fleet name popup as well as a few other places.
--Thanks to Dismiss for reporting.
-Fixed an exception that could happen in GetAISentinelsCoreData and TryGetAISentinelsCoreData, which would lead to various issues.
--Thanks to rem_tuas for reporting.
-Fixed an issue where if a unit transforms into multiple units in multiplayer, only one of them would get immediately updated to the client.
-Fixed some errors that could happen in WriteTextToSecondLineOfLeftSidebarInLobby() on human factions.
--Thanks to easytarget for reporting.
-Fixed an issue in the load save window where it was possible for it to be showing saves from the wrong campaign (wow was this confusing as a user).
--Thanks to Strategic Sage and Dismiss for reporting.
-Fixed an issue that was causing a lot of the AOE explosion effects (the lighting blasts and so on) to not appear properly.
--This may have been going on since the time of the great refactor (aka sometime pre-4.0), but it's hard to be sure exactly how long.
--Essentially, some of the code which was great for runtime was no longer able to load via reflection for analysis in the unity editor. So an interface had to be used instead for the array of that class which is used at runtime, thus providing a level of abstraction that would not foul up the editor-time reflection.
--Thanks to Glyoxim for reporting.

Mod Updates
-Big balance change to the Lightning Artillery Frigate from Exotic Ships (ExS):
--Increased the base damage from 10000 to 25000, increased the chain link radius from 1500 to 5000 and increased the amount of times that the lightning can chain from 2 to 4 times. Reduced the damage dealt to non-primary targets from 25% to 15% of the base damage. Assuming my math is right this increases the potential DPS without damage modifiers from a pityful ~833 to a much more reasonable ~4708.
Post edited April 21, 2022 by Trooper1270
high rated
Bright Memory: Infinite received an update, version 1.1 (21 April 2022), just Galaxy for now.

I think it's the update from the 15 of March from Steam
https://store.steampowered.com/news/app/1178830/view/3139577498487776708

Changes from Steam

Fixes & Adjustments

Updating NVIDIA Reflex to version 1.6 will further reduce input lag for mouse and keyboard.
Increased player movement and dash speed by 20%.
Adjusted size of enemy defensive armor gauge for visual improvements.
Changed effect when enemy defensive armor gauge when it reaches 0 for visual improvements.
Added sound effect when enemy defensive armor gauge reaches 0.
Adjusted the sizes of boss HP and defensive armor gauges.
Fixed issue in Closed Call where the wild boar in the car chase sequence does not move.
Fixed issue where using shrapnel bomb on the wild boar will cause game to freeze.
Fixed issue where interrupting Tian Yu Emperor's attacks with the Light Blade will cause Tian Yu Emperor to stop attacking player for a short period of time.
Fixed issue where the effects and damage area of Ground Slash do not match up.
Fixed issue where defending with the sniper rifle equipped will cause the scope to be displayed in the standard skin.
Changed ammo text color.
*SG Special Ammo = orange, AR Special Ammo = green
Adjusted the model of the yellow flowers in The Primordial Flood for performance optimization.
Fixed issue where DLSS is nt recognized by certain graphics cards.
Post edited April 21, 2022 by Grimlock
high rated
Low Magic Age

Low Magic Age has been updated to Version: 0.91.52.8 (Offline installers updated)

No Changelog
high rated
The first patch for Forgive Me Father just popped up in GOG Galaxy (Offline installer files follow later as usual).

v.1.1.2 (April 21, 2022)
Balancing

• Abyssal Hunter, Mutant, Entity of Torment, Observer, Slither, Abomination - decreased damage dealt.
• Observer and Ygolak - decreased maximum health.
• Increased amount of Rocket pickups in early to mid-game levels.
• Increased amount of all pickups in mid to late game levels.

Levels

• Treatment Plant - fixed invisible enemies.
• Improved Ship, Crystal Cave and Mines levels in terms of enemy variety.
• Cult Hideout - pressure plate runes now only light up when pressed.

Weapons

• New designs for some weapons.
• All explosive weapons - increased blast radius.
• Shotguns - rebalanced audio levels.
• Rusty Vito and upgrade - increased damage per bullet.
• Melee weapons - made knife hitboxes more forgiving.
• Noller - increased damage per bullet.
• Des Goules and upgrades - increased ammo consumption.

Enemy Tweaks and Fixes

• Boss 2 - death barrier reverses directions less frequently in the second phase.
• Boss 2 - death barrier now takes longer to change speed and direction.
• Boss 2 - fixed idle animation not looping after shield regeneration.
• Boss 3 - sinking islands now also shake the screen when it is sinking, and the player is still standing on it.
• Yellow Cultist - improved homing projectile behavior.
• Yellow Cultist - decreased homing projectiles’ lifespan.
• Yellow Cultist - homing bullets now dissolve when the owner dies.
• Yellow Cultist - new particle effects when homing bullets disappear.
• Abomination - improved pathfinding.
• Abomination - fixed idle sound playing on level load.
• Dark Bane - killing it is no longer required to get 100% kills for level stats.
• Entity of Torment - several bug fixes.
• Patient - fixed idle sound playing when killing the enemy during sitting animation.

General Fixes

• Fixed achievement Voodoo from Hell can’t be unlocked.
• Fixed Journalist’s cigarette skill causing frame drops.
• Fixed player camera under certain conditions staying tilted for the rest of the level.
• Fixed Numpad movement bindings networking on some levels.
• Energy Booster and Energy Catalyst - fixed animations breaking when using skills while shooting.
• Fixed weapon switch sound playing at the start of the level.
• Fixed weapon idle sounds playing when using skills.
• Fixed audio glitches with light skills when pressing use during hiding animation.

New Features

• Added Brazilian Portuguese localization
EDIT: Offline installer files are now updated as well. :)
Post edited April 21, 2022 by Berzerk2k2
high rated
Pathfinder: Wrath of the Righteous got an update to 1.3.0k (along with some new DLC). As usual for this game, no update flag.
high rated
Graveyard Keeper

Update to V1.405.

Changelog:

Version 1.405

Be not afraid to go to the deepest and darkest levels of dungeons. We fixed critical issue that appeared while one tried to move to the next floor. Enemies and resources awaits!
And you know what? Looks like popping achievements are back on the menu, Keepers! We know we took our time with it and some of you might say that it would be faster if the eagles just fixed everything but it's not how it works.
Minor changes in localization.
high rated
The Slormancer (InDev)

Update to V0.4.18.

Changelog:

The Mage Academy Update, Part.2 (April 18th, 2022)
ACT 3

9 new Missions have been added to the game including a new Boss fight.

ACT 1 - Reworked

The diversity of enemies in Act 1 has been greatly increased (from 5 enemies to 12).
Fight composition, diversity and density has been reworked to get more interesting yet approachable fights.
Larger maps have been sized down.
Exalted Breaches and Named Elites have been added in Act 1.
The Great Escape and Nocturnal Escapade (in which you unlock remaining classes) are now optional and can be accessed much sooner so you can actually unlock new characters if/when you want to.
The Cataclysm from "The Laws of Gravity" has been changed from Gravity to Explosive (the mission has been renamed accordingly).
To improve new player's experience and pacing, Adam Nostrus' Slorm Reaper now evolves much sooner (Level 5).
For the same reason, one of the Breaches in Act 1 now has a 100% Chance to drop a Slorm Reaper the first time you close it. The Slorm Reaper you find is based on the class you play.
(A couple of changes were made to Act 2 missions as well).

Ancestral Skill Tree

A new Ancestral Stone can be unlocked throughout the story.
This unlocks 30 new Ancestral Skills in the 4th tier of the Ancestral Skill Tree. Including Imbue Skills.

Level Cap

The Level cap has been increased to 60.

New Cataclysms: 7 New Cataclysms have been added to the game:

Replicant
Gargantuan
Assassins
Assimilation
Reconstruction
Fury of the Storm
Shadow Curse

By introducing Shadow Curse (Shadow-based Cataclysm) and Fury of the Storm (Lightning-based Cataclysm), there is now have a Cataclysm for each type of Elemental Damage. We've made a couple of changes on these Cataclysms, here's how they work now:

Fire Damage has a chance to apply Burn.
Ice Damage has a chance to Chill.
Lightning Damage has a chance to Shock (and stop all Cooldowns for 0.3 seconds).
Light Damage has a chance to apply Armor Broken, Elemental Resistance Broken, Daze or Slow for a few seconds.
Shadow Damage has a chance to apply Shadow Confusion preventing ANY form of Mana or Life gain for a few seconds.
For Cataclysms, the chance to apply their debuff is 100%. This Chance can be reduced by using Resistance Stats such as Fire Resistance (70% Fire Resistance will result in a 30% Chance to get the debuff when hit).
We also plan to add Imbued Attacks to enemies (such as Elites or Bosses or in specific cases): Enemies' Imbued Attacks are yet to be added to the game but their chance to apply the debuff will be around 5-15%.

Fire Damage / Floor is Lava:

Burn base damage has been reduced from 121 to 14.
Burn can now stack up to 10 times.

Light Beam:

The Light Beam Cataclysm has been reworked to be more oppressive and will now target you with greater accuracy.

New Exaltations:

Exaltation of Precision.
Exaltation of Silence.

New Breach Event:

Chaos Wave Event: We've added a new way for Breaches to spawn enemies (so this is INSTEAD of getting 1, 2 or 3 waves of enemies) called the Chaos Wave. When triggered, the Breach will spawn hundreds of enemies, at an accelerating pace and with random compositions. Completing a Chaos Wave adds +5 stacks to your Breach Bonus Reward.

Balance Changes:

"Boss Loot" from Bosses can only occur ONCE the first time you kill them with each class. Bosses will then loot with a greatly reduced multiplier on subsequent kills.
Wrath Levels now also apply a scaling on Armor and Elemental Resistance to enemies, like in The Slorm Temple.

Adam Nostrus' Reaper:

Base Damage is now 22/27 and +6/+9 per level instead of 17/21 +4/6
Bonus Damage has been increased to 3 (from 2).
Now grants +15% Attack Speed.
Now evolves at Level 5 and 12.
Effects from Adam Nostrus' Mighty Reaper have been swapped with effects from Adam Nostrus' Perfect Reaper (basically we switched the effects of its evolutions).

Reaper of the Untouchable One:

Evasion bonus is now equal to your Min. Raw Damage instead of your Average Raw Damage (to prevent an infinite synergy that could occur with Evasive Magic)

Bugs Fixed:
Cataclysms:

Burn applied by Floor is Lava is no longer considered a self debuff (and should no longer apply irrelevant buffs or debuffs)

Reapers:

You no longer have to release the key pressed to recast an Aura or a Skill
Reaper of Alpha and Omega should now deal damage more consistently.

Various:

You can no longer be hit or be targetted while a dialogue is running.
Ondeath Particles should now have the proper size.
Added an Alert preventing from merging Slormites or crafting Slormelines while your inventory is full that would result in nothing being created.

The Mischievous Mage:

Arcane Clones casting Rift Nova will now properly cast Rift Nova when enemies are in their range.

"Infinite Synergies":

Known infinite synergy loops should no longer occur (They have been edited "manually" to what felt the most natural, and if more are found, I'll have to create exceptions to handle them.)
Armor of Illusion (Fierce Huntress Passive) + Indomitable Mountain Legendary : Armor given by Indomitable Mountain is no longer granted BACK as Evasion by Armor of Illusion.
Mana Harvesting Reaper + Savagery 60 Trait : Raw Damage from Good Crop is now ignored from Savagery's 60 calculation.
Reaper of the Untouchable One + Savagery 45 Trait + Evasive Magic (Fierce Huntress Passive) : has been taken cared of with a minor balance change listed above.

Enemies:

Strict Tutor's Dome should now properly destroy Ballista's Light Arrows
Strict Tutor's Dome should no longer destroy Forked Projectiles created within the Dome.

Performance:

Damage Script should be roughly x5 faster than before (from to 2,5ms to 0,45ms on average). This should drastically reduce the amount of lag when casting AoEs (do let me know).
Changes made to various scripts should also result in improved performance at all time even when out of combat.
The Fierce Huntress' Legacy of Pain should have improved performance.
Improved performance on Projectiles piercing multiple target.
Improved performance when multiple Buffs are being displayed on Hero's UI.
Improved performance of the Combo Meter.

Bugs Created:

Due to the nature of some changes, I might have broken a few things that were perfectly working until then. :x
I'm sorry about this.
high rated
Darwinia updated again: the new version is now supported on Linux after all, to my pleasant surprise.
high rated
The Tenants (In Development)

Updated to 0.85 (Galaxy & Offline Installer)

Changelog from SteamDB:
The Tenants - Spring Update

Hello there, Landlords!

We're back with a new update outside our regular Early Access roadmap schedule, bringing you some of the highly requested features! We're also celebrating Spring with a time-limited in-game event that will take you on a wild egg hunt and reward you with unique themed decorations. If you don't own the game yet, make sure to grab it now while it's 25% off! All right, let's go over what you can expect to find in this update!

Egg Hunt event

Today we're beginning our Easter Egg Hunt Event, which will last for two weeks. Steve's been hard at work hiding all the Easter eggs around the Slums district for you to search for. Make sure to find them all, as collecting the whole set will reward you with a unique Easter decorations item set!

The Tenants: Egg Hunt is a time-limited event that will take place in the slums from April 21st to May 5th.

Creative Mode overhaul

We finally had the time to properly work on the Creative mode and make it into the game mode that we had initially envisioned it as. Now you will be able to fully customize your playthroughs by increasing the starting cash, reducing the number of events happening to your tenants, disabling the tutorial, and more!

For your convenience, we have also added a couple of presets to choose from if you're unsure what settings to go for.

Note: Achievements will no longer work in Creative Mode due to the scope of possible gameplay modifications. For players with existing Creative Mode save files, we will grant a grace period of two weeks within which you're still eligible for achievements, unless you modify any of the creative settings in the pause menu.

Dark User Interface theme

For all the night owls in our community, don't worry. We got you covered. We're very excited about this feature ourselves, as most of our dev team uses dark mode wherever it's available. So with this update, we're adding a dark theme for the whole user interface (except the main menu), which also opens up a way for potential additional themes for the UI to be added in the future.

New furniture

What update would it be if we didn't add a plethora of new items for you to spice up your properties with? Apart from the Egg Hunt related decorations, we've added a bunch of general use items (over 120 in total!) that you'll unlock the usual way, through leveling up your landlord.

Steve's Guidebook

Throughout our Early Access adventure, we've added many new features and mechanics to The Tenants, and there hasn't been an in-game way to catch up with the new additions. On top of that, some players may click through tutorials that pop up when they're engaged with some other type of content, and there was no way to access them later on. Until now, that is. Whenever you feel like it, you can click on the Steve's Guidebook icon in the top right corner of the screen and browse through any of the tutorials that you've previously unlocked.

In a not-so-distant-future update, we also plan to add tenant archetype entries to the Guidebook that will unlock after interacting with a given archetype. If you have any ideas on what more you'd like to see here, please let us know!

Auction tutorial

When we introduced the new system for buying and selling properties, we honestly ran out of time to implement proper tutorials that'd explain the new mechanics. The Spring Update, fortunately, removes this issue, as now you'll be guided by Uncle Steve through your first time selling a property of your own.


We're hoping that this update will make the wait for the Manhattan Update all the more enjoyable. We feel that we've managed to tie some of the crucial loose ends just in time to prepare for the upcoming major release. Feel free to share your thoughts on the Spring Update with us in the comments below or on our official Discord server, which can be found here: link.

Full Changelog

Features

- Implemented Steve's Guidebook.
- Overhauled Creative Mode (you can skip the tutorial now!).
- Added a new dark mode UI theme.

Content

- Introduced Egg Hunt - a time limited event with Easter decorations to snatch!
- Added new tutorial sections for auctions.
- Added over 120 new items including dryers, printers, board games, cutlery sets, kitchen utensils, dishwashers, bathroom clutter, decorations, and more!
- Decorated main menu to match the spring/Easter spirit!

General

- Added a confirmation popup when exiting the game while a tutorial section is ongoing.
- Added a confirmation popup when not extending tenant's lease during lease renegotiations.
- Greatly reworked tenant's movement during Open Houses, specifically targeting large properties and the Suburbs.
- Added the ability to see your currently selected item tag filters and easily clear them out.
- Changing the color variant of an item in the buy UI will now pull it up to purchase it.
- Moved floors and walls to the top of the renovation checklist.
- Added a tooltip when trying to use an outside flooring inside and vice versa.
- Added a tooltip when trying to rent by rooms without separate bedrooms.
- Tenant context menu panel will now display player's character name when listing player relationship.
- Increased character limit to 1000 in the feedback panel.
- Adjusted a few item colliders for easier placement.
- Fixed a number of issues with the tenant events not always ending properly.
- Fixed an issue with tenants getting stuck in front of the front door when being sabotaged.
- Fixed an issue with removing parented furniture in equipment failure and tenant request tasks.
- Fixed an issue with tenant requests requiring the player to work on bathrooms even though the request was for a different room.
- Fixed an issue with mismatching property images.
- Fixed an issue with tenant requests not ending properly when the tenant has moved out.
- Fixed an issue with the camera controls not rebindig correctly.
- Fixed an issue with the lease renegotiation tutorial getting stuck.
- Fixed an issue with scoring the floor category in the tutorial job.

Balance

- Boosted aunt's apartment prestige multipliers.
- Adjusted tenant archetype bedroom and apartment likes.
- Limited earthquakes to only affect some of the apartments in the later stages of the game.
- Increased budget of a few jobs.

Thank you,
Ancient Forge Studio
Post edited April 21, 2022 by Hustlefan