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high rated
art of rally

Updated to 1.3.5 (Galaxy & Offline Installer)

GOG changelog:
Update v 1.3.5 (14 June 2022)

improvements

- updated Unity engine version
- improved some erroneous Chinese (Simplified) localisations in photo mode
- various collision and prop fixes
- filled a gap on kvannkjosen that the car could get stuck in

fixes

- fixed an issue where repeatedly switching custom liveries could cause a memory leak
- fixed an issue where the car could roll away from the starting line if the game was left running
- fixed an issue with screenshots not working when running the game through Vulkan
- fixed an issue where car damage could persist between game modes
- fixed some minor UI alignment/scaling issues
- fixed issues with selecting different ghost types
- fixed an issue where two player cars could spawn on stage start
- fixed an issue where the car could spawn in the air on stage start
- fixed an issue where friends times could not be seen
- various minor codes fixes and improvements
high rated
Project Warlock II was just updated via GOG Galaxy (Offline installer following later).

Version 0.2.5.34 (June 14, 2022)
Quality Of Life Changes

• Added option of closing the tutorial with interaction
• Added option of closing the tutorial with the pause button
• Added an error message on game start if there are any issues with IO access to folders to avoid the game being stuck at the logo screen
• Added Coyote Time. Jumping should feel more predictable now
• Added Manual Reload Binding
• Added 180-degree rotation Binding for controllers
• Increased base controller sensitivity modifier

Balance

• Reduced Necrogirl Projectile speed from 10m/s to 5m/s
• Reduced Necrogirl Projectile homing time from 3s to 1.5s
• Reduced Necrogirl Projectile damage from 15 to 5 per projectile
• Reduced Turboknight Projectile speed from 40m/s to 25m/s

Fixes

• Fixed font issues in the Russian localization
• Fixed an issue where the fire spell bar under crosshair would stay after death
• Fixed an issue when the game could be paused when exiting the upgrade station with the escape button
high rated
Prison Architect has just received an update to kite_9502 for Windows, Mac and Linux.

Part 1 of 2

Prison Architect: Kite Patch Notes

Hello Wardens!

It’s that time again! Here are the full patch notes and key features of KITE. Free Patch release on June 14th, 2022.

FREE UPDATE (KITE)
- Wardens - 2 new Wardens
- Guard Dogs - 4 New Guard dogs
- Fill Capacity - Fills in specific missing Prisoner Security Levels
- Manual Cell Swapping - The ability for the player to move an inmate to another cell within the same Security Level
- Prisoner Replacement - Maintain the same number of prisoners within their prison based on their specific security levels
- Room Size Mutator - Mutator that removes any room size requirement
- Prison Creation (New Game Menu Cleanup) - Cleaning up the number of options in the drop down menus
- Prisoner Mail - Prisoners can send and receive mail
- CCTV Improvement - New Vision Cones, Toggle, Triggering Waypoints of Prisoner Misbehavior - improvements are locked behind a new branch in the Bureaucracy Tree
- New Intake Logic - Once prisoners get off the bus, the bus will leave. Prisoners will no longer wait by the Delivery Room. The Prisoners will make their way to the reception without the need of guards. Once in the Reception, they will behave as normal and be searched by Guards.

FULL KITE PATCH NOTES

PC

- Fixed when "Empty the Rat Trap" hint appears without the "Pest Control Training" program learned
- Fixed so pest control units are able to completely remove rats from prison
- Fixed so food trays don’t disappear after they have been used
- Fixed so pastry isn't placed on the Cake Stand / Display Counter
- Fixed so Weather Antenna doesn't become very dry (No one likes dry humor)
- Fixed so Rat Trap and Sonic Rat Deterrent can be placed on Stations and Backup Generator
- Fixed Black outline appears on Utility items while the map is zoomed out
- Fixed so Game doesn't crash after every attempt to create 1x1 Quick Island on map with turned on "Generate Buildings" option
- Fixed Significant FPS drop when using the "Sell Flooring" tool on the whole prison map
- Fixed so emergency services don’t pass by if delivery zone is full
- Fixed so Half-finished Quick Room construction isn't canceled after reloading the map or changing language
- Fixed "Other Daily Income" and "Other Daily Expenses" in localizations
- Fixed so Broken by rats fence doesn't have the "None" tooltip anymore
- Fixed Ordering and directing an emergency squad actions does not have strange sound effect
- Fixed so Pest Control Workers don't get stuck in solitary cells (They do not deserve it!)
- Fixed possibility to reveal more tunnels
- Fixed Double action when prioritizing/deprioritising the door placement
- Fixed [Escape Mode] Prisoner set to released after soaking in Escape mode
- Fixed Incorrect Quick Rooms construction on the Building with automatic light placement
- Fixed Incorrect placement of the Table in a horizontal position behind the wall
- Fixed so Danger level indicator appear after hiring a Chief
- Fixed so in [Escape mode] - crew can’t no longer be recruited through the walls with the cursor
- Fixed so Repairmen do not rebuild floors/walls that have not yet collapsed in some Premade Prisons
- Fixed so Subsidence warning triangle display
- Fixed 'Prioritize Area' selection doesn't skip from 3 - 1 when reducing assigned staff numbers
- Fixed Emergency service helicopters take off instead of remain on the helipad after their recall if it's not connected to delivery
- Fixed so [Epic] Game launch after pressing play/resume on PDX launcher
- Fixed text on Farm Search Frequency section of Japanese translation
- Fixed '-$*A' showing up in all the non English translation of Dock (Wooden)'s description
- Fixed so the fence is built with functional doors in it (We like to be able to actually use doors)
- Fixed incomplete description on power usage in The Treadmill
- Fixed the light placed over a Treadmill so it doesn't hide the "Requires Electricity" icon
- Fixed Incorrect number of items required for unlocking the next item in the 'Green Machine' Grant
- Fixed Incorrect Execution Report window description with Failure Conditions off
- Fixed expand Prison Architect menu's pictures are shown over the Escape Mode Trial
- Fixed so Fire sprinklers have time to extinguish fire as pipes burn faster
- Fixed Missing Foreman notification after Falling Tree event
- Fixed so when moved, Buoy's light works
- Fixed Game crashes after using the "Dismantle Object" tool on trees
- Fixed so damaged crops can’t be watered
- Fixed Bureaucracy - The research queue freezes in saves
- Fixed so all hired doctors aren’t located in one infirmary ignoring all other infirmaries with injured prisoners
- Fixed so "Scanner Machine" is displayed with the "Object Type: Security" filter
- Fixed so The Staff menu doesn't open after the member of the Pest Control is selected
- Fixed so Player can’t place trees and Grove from Quick Build until Grounds Keeping is unlocked
- Fixed so Event tasks in the Todo and fines disappear after disabling Events
- Fixed so Pantry can be linked to Exports in Logistics
- Fixed so CCTVs display the right tooltip if there is no one behind the monitor
- Fixed so CCTV operators continue working when the 'Stay Indoors' command is activated
- Fixed so repairs to Legacy Subsidence are not being destroyed after a few days
- Fixed so Legacy Subsidence doesn't display the "rat damaged" prompt while DLC is locked
- Fixed so the Repairmen doesn't make water areas harder to restore after a nearby Subsidence
- Fixed Crashes hosting a DLC game when player lacks dlc
- Fixed so you can’t clone collapsed walls and fences
- Legacy events won’t happen as frequently
- Fixed so your Warden won’t change back to the default warden during a reload or a land expansion
- If there is a land expansion the cable protectors will not be deleted with the expansion any more
- Dismissing Air Pest Control in the air will not cause empty helicopter to arrive
- Air Repairmen will now work on disconnected islands
- Fixed so Rebar reinforcement can be used on several Premade Prisons
- Fixed so Sonic Rat Deterrent placed in the Kitchen actually prevent Food Poisoning
- Sonic Rat Deterrent will not blocks aisles any more
- The game will no longer get stuck if calls are received during the Failure screen
- Fixed so Gritting Frozen Ground doesn't take priority over any other task including manually-assigned high priority ones
- Fixed so the food isn’t cut off in the top or bottom fridge position
- Incorrect events will no longer trigger Janitor's calls
- Fixed so it’s possible to call Repairmen with disabled Weather
- Fixed so that a phone call won’t disappear after loading a save with an active call
- Fixed Inconsistent cloning behavior of objects from the Utilities menu
- Fixed Prison Coverage Plans daily expenses are improperly calculated into Cashflow Out
- Fixed so Plumbers actually do stuff on Escape Mode (Hey, we pay you to do the job!)
- Fixed so Missing assets are found for emergency services in victims section of the summary
- [Escape Mode] Fixed so Unconscious state due to damaged cable can’t be skipped with 'Skip Punishments' button
- [Escape Mode] Fixed so Stamina bar isn’t displayed on Shift button and decreases even if player does not move
- Fixed so Pest Control Workers can't be controlled anymore
- 24hr Clock setting works more properly now
- Fixed so Salt from Road Maintenance truck doesn't lingers for Client in Multiplayer session (Don’t be salty)
- Dialogue window can’t unpause the game anymore
- Fixed Incorrect description of Utility Retrofit Grant
- Found the missing hints in the "Direct Squad" tooltip for Plumbers and Air Plumbers when Emergencies menu is open
- Fixed so Object dismantle area looks the same for other Players in MP
- The nearest vertically oriented Guard's Locker is placed better now. We hope.
- Blinking objects on the map are no more
- Guards deliver more visible food to prisoners on Lockdown/Solitary (We want real food!)
Post edited June 14, 2022 by Trooper1270
high rated
Prison Architect has just received an update to kite_9502 for Windows, Mac and Linux.

Part 2 of 2


Mac

- Fixed the second set of fists appearing in the inventory in Escape Mode. One set is fine, thank you.
- Fixed so Cable Protectors can be placed on inbuilt Transformer cables


Linux

- Fixed so the Polish name for walls is the same and not two different styles.
- Fixed so Pest Control workers are responsive whenever Stay Indoors is activated
- Fixed the translation of a "Air Pest Control" for Russian
- Fixed the volume confusion (Hello?)
- Fixed so Dutch language pack Legal text in Options menu is written in better letters
- Fixed so Snipers on the Guard Towers actually go inside when "Stay Indoors" emergency action is enabled


Xbox/PS

- Fixed when "Empty the Rat Trap" hint appears without the "Pest Control Training" program learned
- Fixed so pest control units are able to completely remove rats from prison
- Fixed Incorrect work of "Dismiss Squad" function for Road Maintenance
- Fixed so Coverage text is not written in capital letters on all updated language packages
- Fixed so The Colored Room Overlay is applied immediately
- Fixed so all Emergency Commands - Tunnel Search, Shakedown, and Narcotic Search can be deactivated during the pause
- Fixed FPS issues when there is a land expansion in any given direction
- Fixed so Subsidence warning is not visible on maps without DLC
- Fixed so Mysterious Crates are not present on maps without DLC
- Chapter 1 death row cutscene is no longer disrupted by utilities tutorial
- "Cannot enter: Riot" pop-up can’t be observed anymore on the main menu
- Fixed so the Road Gate texture appears while opening Deployment tab
- Fixed Available mods list is truncated if at least one mod is active
- Med Sec prisoner will not longer have Legendary reputation without being Legendary prisoner
- DLC content is no longer available on saved maps with disabled DLC
- Fixed the Fighting between a laundry basket and a table on Paradise City (It was a fun ride though)
- Fixed [Escape Mode] - Two pairs of hand sprites are no longer displayed when the prisoner attacks the guard (One pair is Enough!)
- [Escape Mode] It is now possible to control time modes using keyboard
- Texts are no longer overlapping in the 'Grading' section in the 'Prisoners' info
- Electrician Training will have the right equipment now
- Rat traps will no longer be moved from the training room when a rat is trapped there
- Fixed so Wooden Window (small/large) and Stained Glass Window are hidden behind the workman's sprite during transfer
- [Premade Maps] Some of the premade maps had trouble with the shakedown function when newly created. They won’t have anymore. We fixed it.
- You are now able to dismiss Drainage specialists when they are triggered by the Prison Restoration Plan events
- Tables will not overlap with other objects inconsistently anymore.
- Fixed so Psychiatrists will hire SFX typical for the Administrators group
- Fixed the Unfinished Display counter sprite during placement
- Several UI overflowing issues in Restaurant room's Labour Management has now been fixed
- Fixed the Security levels' work time text overflows in the "Labour Management" window.
- Player is no longer able to build wall on wall panel by building a foundation
- Fixed so the heads of prisoners in the "Map settings" window does not change when adjusting its size. (Sorry for the nightmares!)
- Fixed that some reminder message's content were duplicated.
- Some object filter options were not translated for Japanese. They are now!
- Translation used for the 'Environmentally Friendly' title in the Going Green Information Tab II is now correct again!
- The value of the adjustment criteria is now reset to the default value if it has been changed to N/A
- The default difficulty of pre-made map "the Farm" is no longer "Сustom"
- Number of some available staff displayed in the staff summary is now correct for Players
- Icons for laundry-related tasks in Jobs are now fixed.
- Text no longer overlaps with a character icon
- 's' was added behind the title of some staff displayed when player click on the 'Assign *Staff*' in the Deployment Menu in all languages. This has now been resolved.


Switch

- Fixed so Chapter 5 campaign doesn't crashes midway after first requirement is met
- Fixed when Crew members become stuck in tunnels when set to 'Attempt Escape'
- Fixed The Backup Generator connected to the unpowered cables outputs power units
- Fixed when stationed guards do not search objects within reach
- Fixed Imbalanced visiting of the Bakery
high rated
Disco Elysium - The Final Cut

Updated to version 11b099c0.

Changelog from Steam:
* Inventory items are now loaded in sync, so players will no longer see blank spaces in their inventory.
* Resolved ownership issues relating to firearms. Just regular police business.
* Solved issues surrounding the horseback statue. No more dialogue getting stuck!
* Orbs are back and visible in some locations again.
* Fixed issues related to the mouse cursor.



Warning! The following bug fixes contain spoilers for the game:



* Fixed issue with players getting stuck whilst reading the letter in the secret compartment of the ledger.
* Fixed the animation where the car drives away at the end scene.
high rated
dV: Rings of Saturn

Updated from 0.518.17 to 0.520.2 for Windows, Mac and Linux.
Same for the demo.

Changelog posted by the developer in the forum:
0.520.2 - Total Recall

- A new drone control visualizer in the Tuning menu will show you exactly how the drones will direct the ore, as well as visually represent the minimum and maximum range settings.
- New haul drone system tuning option - deceleration zone.
- Improved algorithm for MLF Haul Drones for ore directly behind your ship.
- While Elon Interstellar Excavator would not jerk open unexpectedly, it could still be stuck open if you pushed its jaw outside of the actuator range.
- Improved performance of the Hardware menu simulations and hardware listings.
- When you re-visited previously discovered Uranium Caves or a Space Bar, you could get again the Moonlet discovery, only to be superseded with a more detailed one when you entered the interior.
- Mystery music would play around a Space Bar you already discovered and visited again.
- Fixed SPC Gungnir projectile velocity listed in the Hardware menu.
- The Geologist panel would shift a bit when you adjusted the minimum price for your drone systems.
- Separate printing audio for the Voyager RSLS.
- Events you discover will now immediately be placed on your Astrogation map.
- Thruster flares on the visual feed could disappear if your mission took many in-game days.
- Eagle prospector HUD would flicker when you power it on if you installed it on a ship with a lot of equipment installed, like AT-K225.
- Voyager will now print drones 400% faster.
- Updated translations.
high rated
Space Haven

Updated from 0.14.2 to 0.15.0 for Window and Mac (Linux presumably to follow shortly)

Changelog from Steam, though probably worth looking it up there for the screenshots - part 1 of 2:
Space Haven receives a massive Update in celebration of the second Anniversary in Early Access! We've worked hard on this update and it has to be the biggest and most feature rich yet. Read on to see all the new goodies implemented in the game. =)

Alpha 15 will make crew members feel less robotic and more human. At the same time, the elements affecting the mood of the crew members will guide the player to build their ships in certain ways and allow for small goals to strive for.

The joy of building a great and comfortable ship to live on will be amplified by seeing crew members enjoying their life on the ship. We have also worked on adding new crew combat content, various decoratives, new ways to modify your ship and beverage to the game, what would space be without a good space beer!


Crew Combat Content
New Inventory
The inventory is getting a new look, with different sections to allow for showing the inventory, the loadout and the augmentations of crew members.

The loadout allows you to specify what types of equipment you wish the crew member to have, and they will fetch and replenish them automatically. Augmentations have also been added, and it is now possible to enhance your crew members surgically. More on that in another section below.

The Loadout
The loadout section of the crew member inventory allows you to easily manage the gear that the crew member should have. It allows for choosing the primary and secondary weapons from lists, as well as other gear like armor.

The crew member will fetch the items themselves, making it easier to equip and potentially have crew members refill items. The old manual "pick-up" system is still in place, so both ways can now be used to equip crew members.

New Weapons
We're adding some new weapons for crew members to use, laser and plasma weapons. Laser weapons are high-tech weapons emitting a concentrated beam of coherent light, with enough wattage to do serious damage. Plasma weapons are high tech weapons firing superheated bolts of plasma.

Armor
We've added a couple of crew armor items to the game, the bulletproof vest and the armored vest. These work on a simple chance to block mechanism, each having a percentage chance to block a projectile.

A Remote Control, Sentry Guns and Oxygen Tanks
We have also added a sentry gun to the game, which can be carried and deployed by a crew member. A sentry gun needs to be operated via a remote control by a crew member. Additionally, it is now possible to bring with you deployable Oxygen Tanks to make exploring derelict ships a bit easier.


Augmentations
We've implemented the possibility to augment your crew members with technology, enhancing their physical or mental capabilities.

Augmentations are implanted using a Surgical Enhancement Facility. The Surgical Enhancement Facility is a sophisticated medical suite capable of the delicate and invasive process of installing cybernetic augmentations for crew members. It requires a skilled medic to operate, and the patient will need to recover afterwards.


Deep Characterization
Overall, we've worked to make crew members react more visibly to their surroundings. Things like sleep, leisure time and work conditions will be very important to be on a good enough level for crew members to operate and ultimately stay sane.

Unique Characteristics and Likes
Traits and backstories now have an effect on the likes and dislikes of a crew member. These are things like the want/need to talk, play games, listen to music, go on the toilet, eat nice food and so on.

Streamlined Character Status
While our original idea was to have many subcategories, each with their own information on the character well-being, we noticed it makes it harder to glance through a main list and see what can be improved.

We've decided to streamline it all, removing a few subcategories (The effects are still there) and list as much as possible in the main overall mood category. This will allow the player to simply look at this list and immediately see how the well-being of the character can be improved.

Base Mood Linked to Difficulty Level
The base mood of a crew member is linked to the difficulty level. Easier difficulty levels will mean crew members can tolerate more before risking a mental break. The base mood of a crew member can be customized with the game customization tool (Same menu where difficulty is chosen). The scale is in the format of easy-normal-hard.

Sleep Environment
The sleep comfort of the area where the bed is will determine how comfortable it is to sleep in that space. It will either give a negative or positive mood effect depending on the comfort levels.

Privacy also plays a part, and will now give a reason to make own rooms for crew members. While it is not strictly needed, it will give more peaceful uninterrupted sleep for the crew member.

Leisure Time Comfort
If the best leisure space is a bad one the crew members will become negatively impacted, while a great leisure time space will have many benefits.

Leisure time is important also in terms of the general comfort level of the ship, we've multiplied the effect on leisure time since there's usually only a few hours of leisure time during a cycle. This means a good leisure time space will have a big impact on overall mood.

Food
Food is an important part of keeping crew members happy. In addition to the previous nutrition deficiencies we have added a positive mood bonus for providing crew members with great food.
A great meal is a meal from the Kitchen with at least three ingredients of the following: fruits, root vegetables, artificial meat, nuts and seeds.

Overall Ship Comfort
The comfort status bar has been modified and it now tracks the long-term overall comfort levels of the crew member, covering all areas and schedules. This is different from before, which tracked the short-term effects. The change will allow you to know if the balance between negative comfort areas and positive comfort areas is on a good enough level.

This comfort status bar will indicate if the ship is generally comfortable enough to not have negative impacts on the crew. The way to secure this is to have a good enough sleep and leisure time environment, which will balance off the work environment.

Mental Breaks
Mental breaks have previously been mostly in a placeholder state, we have worked more on this feature. Many small things can accumulate and affect the overall mood of the crew member. Once the mood is low enough for a long enough period, the risk for a mental break will rise.

The first most likely mental break will be a minor one, giving the player a chance to realize something is very wrong and giving a chance to react and fix the conditions.

There are three different categories of mental breaks:
* Minor mental break: Things like refusing to work or getting into a fight with someone. Also drinking and gaming binges.
* Major mental break: Things like destroying stuff, setting facilities on fire on outright mental shutdown and becoming unconscious.
* Extreme mental break: The most severe group, things like wanting to take down the whole ship with them or attempting to take their own life.

Happiness
Keeping crew members comfortable and happy will give bonuses to their effectivity, they will work a little bit faster and be a bit less likely to surrender.

Discussions
Crew members will now often talk about something bothering them, or something they are happy about, when engaged in discussions with other crew members. If something is bothering them the other party in the discussion can offer comfort, giving temporary mood buffs.

Following the emojis when crew members discuss will give hints to the player about things they dislike or like at the moment, all of which can be seen more in detail in the status tab.
high rated
Space Haven

Changelog from Steam, part 2 of 2:
Relationships
Up until now relationships have only been a number, without any real effect. In Alpha 15 this will change. Crew member relationships have been developed further and they can now become friends, lovers or enemies, all with various impacts in different situations.

The way friendships are formed is based on a compatibility value, as well as the average overall mood over a period of time. There are different relationship stages. Crew members can become enemies, acquaintances, friends, good friends, best friends and lovers. A crew member can only have one best friend and one lover, while there can be more of the other stages.

Enemies
Crew members will try to avoid sitting down at the same table with an enemy when eating, if there are other tables close enough. If the enemy dies or goes missing, the crew member will secretly be happy about it.
Crew members can sometimes also get in a fight with an enemy even if mood is otherwise on a good level.

Acquaintances
Neutral relationship, which has no special effects.

Friends and Good Friends
Crew members can get mood buffs from having great conversations with friends, allowing them to connect and share their feelings. If the friend goes missing or dies, the crew member will be sad for a longer time as they try to move on with their life.

Best Friends
A crew member can only have one best friend, and they are a special person to the crew member. Discussions with this crew member can give a great mood bonus, and losing them will make them feel very sad for a long time.

Lovers
Crew members can become lovers, if their compatibility and attraction to each other are on a high enough level. These values are drawn randomly between crew members. Lovers will get a mood buff from sleeping together in the same room, close enough to each other. Losing a lover will be devastating.


Relationship Settings
We've added the possibility to tweak how relationships can form, if at all. If some part of the relationship system is undesired it can be customized through the game customization settings, toggling the possibilities of becoming enemies, friends or lovers on/off.


Beverage & Decoratives
Beverage Machine
Behold, beer! Watch crew members drink beer and have a fun time. Alcohol beverages will lift up the mood, while slightly raising their accident rate and reducing accuracy. The crew member might also get hungover, but it will all eventually end well enough!

Potted Plants
Potted plants can be placed for a small leisure comfort benefit. They also break up the clinical visuals of a ship and give a nice look to rooms and hallways!

Nightstand
Having a nightstand beside the bed will increase the sleep comfort for crew members.

Wall Decoration
Wall decorations perk up the room! A nice memory of a landscape once taken for granted.

New Roof Elements
The shuttle and mining pod hangars now also add some graphics to the ship/station roof. Storages also add their own graphic element to the roof. This gives some more life to the ship/station roof and makes them less flat.


Faction Leaders&Captains and Messaging
Faction spaceships/stations now have a Leader/Captain, which add some depth to the ships and stations you meet. The leaders will occasionally interact through messaging, short messages shown in the log of the game.

To make this possible we've created a new messaging system, which allows NPC ships/stations to communicate with short messages something about themselves or their intentions in the sector.


Better Blueprint Tools and Ship Size Modifying
Mirror Mode
Another highly requested feature has been added to the game. We've implemented a mirror mode tool in the hull building/sketching menu. There are toggles for mirroring the X-axis and Y-axis, and even both at the same time. This will help you build symmetrical ships.

Modify Your Ship Size
We've implemented a way to change the position of the actual ship within the ship canvas and also change the size of the canvas, to the extent it is possible taking into account the current actual ship size and ship points used.

Modifying a ship can only be done in the "deploy fleet to sector menu", which is shown when the player jumps to hyperspace and drops out of hyperspace to a new sector area.


New NPC Ships
* The Merchant Federation have added a new 2x3 large ship to their fleet. Without trade, we aren't human.
* The Military Alliance is ready to protect with this new beast of a ship. Service, Stability and Sacrifice.
* The Slavers Guild will roam the universe with this new large ship. Captain “Tricky” Wolfe is pleased to invite you to an auction aboard her starship, the “Mad Magic.”
* The Cult of New Haven gets an addition to their fleet. If you stumble into the Garden of Eden, burn it! We are not meant to live there: We are meant to live among the stars.
* The Androids 3x2 large wide ship, ready to meet you somewhere in the galaxy. You have Our love, Our friendship and Our gratitude. But you will no longer have Our service. You are not worthy.
* The civilians with their new spaceship, with many hypersleep chambers aboard to carry civilians deep into space. All we need now is a fresh start.


New Small NPC Ships
* All NPC Factions have received a new small 1x2 ship addition to their fleet. You will meet these ships on your journey through space!
high rated
Hextech Mayhem: A League of Legends Story

Updated to 1.22.05.13 (8735715) (Galaxy & Offline Installer)

BOOMBOX 1: POP/STARZ, BOOMBOX 2: ZEGENDS NEVER DIE & BOOMBOX 3: GET ZINXED DLCs are available now.

No changelog.
high rated
Gas Station Simulator

Updated to 1.0.2.46637 DLC (Galaxy & Offline Installer)

Changelog from SteamDB:
Hotfix #4 for Update #6 and DLC

A fourth hotfix for update #6 as well as the Can Touch This DLC is now available addressing the following issues:

Base Game

- New tools will no longer consume warehouse space/capacity.
- Shelves can no longer be put on the roof to avoid NPC getting stuck.
- Fixes for the decoration grid, so decorations can be placed in previously inaccessible places.
- Fixes an issue that caused the warehouse to not correctly show products/capacity.
- Fixes a visual bug appearing on texture in front of Gas Station entrance.
- Physics on items dropped by customers will now be activated just for a few seconds instead of permanently.

Can Touch This DLC

We have made a series of fixes/improvements to the new tools:

Vacuum

- Vacuum tool does not receive decals anymore.
- Trash dropped by customer will now correctly be pulled to a black hole before disappearing.
- Fixes a trash bag spawning issue.

Hammer

- Fixes the duplicating hammer tool bug.
- Trash bin will no longer get full when you change their position.
- Roofs will no longer lose paint after you cancel customization.
- Resetting placement of cash register/trash bin while holding will now hide the grid correctly.
- The Hammer will now change toilets wall types correctly.

Air Brush

- The Air Brush does not clean Denis' decals anymore.
- Fixes a random crash while removing decals.
high rated
Descent 2

Changelog from GOG DB:

Property changed: Systems changed from Windows to Windows, Mac

Download changed: Installer, Descent 2, Mac, en
Version None ⇒ 1.0, Size 593.5 MB ⇒ 587.2 MB
high rated
Please Fix The Road

Updated to 1.1.1 (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:
1.1.1 (15 June 2022)
- Resolution slider now filters out small resolutions (less than 1024px width) and too big resolutions (larger than your desktop resolution).
- Added an option to disable hints. The tutorial on the 3rd level will still force you to use one hint, button will still be visible, but disabled and a padlock icon will be displayed on it.
- Ads on billboards will now change every 2 minutes. I will add more of them in the future, currently there are 3.
- Version number is now displayed in the options.
high rated
Colony Ship: A post-earth Role Playing Game
New location: The Habitat
After a three-month delay, the Habitat is finally ready to be released. It's an important milestone that adds one of the most important and biggest locations to the game and marks the end of chapter 2. As of right now, 60% of the content is done.



In the Habitat you finally get to meet the three main factions (the Brotherhood of Liberty, Church of the Elect, and Protectors of the Mission) and see what they're all about, meet the faction party members who'll join one once you're ready to proceed to the ECLSS, and learn more about the machine you found in the Armory. Unlike the Pit, the Habitat is more about diplomacy (read scheming and plotting) and setting up the playing board for future branching.
While the current stage's content is done (you'll return to the Habitat once you're ready to deliver the machine, which will unlock new quests), we'll continue improving the visuals, adding minor conversations and expanding the existing ones throughout the development, so it will be an ongoing project. Anything you wish to see there (I assume you know by now what we can and cannot do), let us know.

The delay forced us to re-evaluate the remaining workload and update the 'roadmap':

End of Jul - ECLSS and the maintenance deck
End of Oct - The Pit (chapter 3 content)
End of Dec - Heart (the mutant town)
End of Feb - Hydroponics (Yellow and Red Zones), Mission Control (lower levels)
End of Apr - The Armory (level 3), Bridge and the end of chapter 3, all locations are done.
End of Jun - Endgame (chapter 4)

It's a safe schedule that gives plenty of time to each item. The only new locations on the list are the ECLSS, the mutant town (smaller than the Pit), and the Bridge. The other locations will be using the existing assets (and already animated creatures).

We apologize for the delay, of the Habitat and the final release. We did our best and worked non-stop since Christmas. We hope you'll like the end result and look forward to your feedback.
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And again...

Please Fix The Road

Updated to 1.1.1.1 (Galaxy & Offline Installer)

No changelog - probably a hotfix.
high rated
Shadow Warrior 3 was updated again (Offline & GOG Galaxy).

v1.033 (June 14, 2022)

Fixes

• Fix for a bug where ledges near the grappling point in the Ancient Cock arena weren’t transitioning the player into a climbing animation.
• Fix for a bug where enemies were permanently stuck in their floating animation after being struck by the Seeking Eye.
• Fix for a bug where the rabbit outfit immediately disappears from the Cursed Oni-Hanma's corpse once it is killed.
• Fix for a bug where the Cursed Oni-Hanma could spawn without its rabbit outfit.
• Fix for a bug where a weapon's projectiles could bounce off a Cursed Oni-Hanma's bunny ears.
• Fix for a bug where enemies frozen by a Brain Freeze would keep playing their idle animation.
• Fix for a bug where the player was not killed when jumping down to the previous traversal to the left of the temple arena on the Doomsday Device level.
• Fix for a bug where a permanent freeze could occur after opening and closing the Pause Menu right after using the Grapple during the Way to Motoko level tutorial.
• Fix for a bug where the next-used Swarm Launcher might stop dealing damage after discarding the previously used Swarm Launcher.
• Fix for a bug where the last surviving enemies were not highlighted properly in various arenas.
• Fix for a bug where loading screen elements would not scale when changing resolution.
• Fix for a bug where using wall climbs in the Laser Shogun’s intro arena might sometimes not allow the player to climb the same objects in Motoko’s Thunderdome arena.
• Fix for a bug where an incorrect amount of available upgrade points was shown in the Chapter Select screen for the Midnight Snack level.
• Fix for a bug where the notification for picking up an upgrade point was missing after loading a level via Chapter Select.
• Fix for a bug where the Hattori remained alive after performing a Finisher on it while it was also reacting to a hit.
• Fix for a bug where Hattori corpses had the wrong shader applied.
• Fix for a bug where aim-assist could slow down controller movement too much.

New Additions!

• New Game Plus
• Additional challenges added.
• New weapon skins added as rewards for completed challenges.

Quality of Life improvements

• Added Discord icon to the menu.
• Audio volume range on PC has been extended.
• Last wave enemy highlight option has been added.
• Subtitles size option added.
• Hide HUD option added.

Optimization

• VFX optimization for the Walking on Eggshells level.
• Asset optimization for Midnight Snack level.
• Blast mesh code.
• Finisher indicator code.
• Kill triggers mechanic.

User Interface improvements

• Fix for a bug where loading screen elements could blink erratically.
• Fix for a bug where leaving and re-entering Way to Motoko via the Continue option after the last checkpoint of a level had been saved was causing the UI prompts to appear over inactive buttons.
• Updated Credits list.

Localization

• Fix for a bug where subtitles size was incorrectly translated in Polish.
• Fix for a bug where we had missing spaces in control bindings when in Simplified Chinese.
• Fix for a bug where we had missing dots in some descriptions in Polish.
• Updated text for Hero Mode.
Post edited June 17, 2022 by Berzerk2k2