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
avatar
BreOl72: Kerbal Space Program:

If I would have to guess, I'd assume, the game and its DLCs are getting bundled?
Well, since the package only contains the base game, it's very unlikely. ;)
I'd say, this is just an upcoming Prime freebie for September.
Attachments:
ref.jpg (129 Kb)
high rated
Creatures of Ava

Updated to 1.0.1 (Galaxy & Offline Installer)

Changelog from SteamDB:
Creatures of Ava Hotfix 1.0.1 out now!

Hello creature savers,

Today, we're releasing a small but much-needed hotfix to address some important issues a few of you have encountered.

Improvements:

• Fixed an issue with Tabitha's teleport that caused some players to have no active main quest. (If you were affected by this bug, the main quest should automatically fix itself when you load the game).
• Increased the number of autosaves from 10 to 20.
• Blinder plant decals now display correctly.
• Reduced blinder plant blind time from 15 to 8 seconds.
• Minor bug fixes.

We want to thank you all once again for your feedback, reviews, and support

If you want to learn more about the upcoming changes regarding Creature Respawns and Missing Collectibles, please read our newly released "Upcoming Updates" post.

Take care,
Inverge Studios and 11 bit studios
high rated
Parkitect

Updated to 1.10e2 (Galaxy & Offline Installer)

Latest changelog from SteamDB:
1.10e Update

This months update contains the following changes:

Version 1.10e:

• added deco pipette tool to main menu bar
• added "Toggle all" button for selected dlc/mods when starting a multiplayer session
• added versions of custom image flags with the image flipped on the backside
• improved previous/next tab hotkeys to only cycle through the currently active window instead of all open windows
• fixed previous/next tab hotkeys not working in path builder window
• fixed broken colors on some scifi path objects
• fixed lanterns on string not adapting to sloped paths/terrain properly
• fixed guests hovering above the ground when walking to flat ride seats

July 2024 Build Challenge Results

Here are the winning entries:

These workshop items are now included as default blueprints in the game

JungleCar

Excitement: 35,3 (Medium)
Intensity: 1,0 (Low)
Nausea: 3,3 (Very low)

Approximate Cost: ~$5,695.72
Approximate Cost (without decoration): ~$2,686.00

+++

Munchkins Glen Speedway

Excitement: 40.8 (Medium)
Intensity: 0.8 (Low)
Nausea: 1.0 (Very low)

Approximate Cost: ~$5,079.98
Approximate Cost (without decoration): ~$1,988.00

Welcome to Munchkins Glen International Speedway! Enjoy a simplified version of the famous Watkins Glen circuit located in New York. This fun family ride features several elements from the real thing including: the track layout, light blue barriers, elevation changes, and of course the beautiful, natural scenery. So buckle up and be a winner on one of North America's most legendary race tracks!

My Thoughts:
I was super excited to try a race track themed car ride, and am pretty happy with the result given that it's far from "finished". If this was part of a diorama, it would be complete with a better queue cover, more bump strips, and thicker foliage. I think the grandstands came out great, I like how the run offs and sponsor billboards look, and I think it's a great start to what could be. Thanks for looking!

+++

Route For Life

This scenic route that can take you anywhere.

Excitement: 42.3 (Medium)
Intensity: 1.5 (Low)
Nausea: 0.4 (Very low)

Approximate Cost: ~$5,970.14
Approximate Cost (without decoration): ~$2,253.00

+++

Steamers

Excitement: 54,0 (High)
Intensity: 0,6 (Low)
Nausea: 1,5 (Very low)

Approximate Cost: ~$5,618.39
Approximate Cost (without decoration): ~$2,441.00

+++

Easy Street

Excitement: 41.4 (Medium)
Intensity: 0.6 (Low)
Nausea: 1.0 (Very low)

Approximate Cost: ~$4,947.70
Approximate Cost (without decoration): ~$1,810.00
high rated
Old World has been updated to version 1.0.73566 (GOG update number 75538).

Changelog at the developer's website:
Design

Game of the Week Event Level now has a 4% chance to be each of the non-default settings
Growth required for next citizen now increases quadratically after 20 growths. This makes very large population cities harder to achieve
Revelry and Seek Political Allies missions more likely to succeed (Behind the Throne)
Lowered Growth bonus for Rising Star governors from 50% to 25% (Behind the Throne)

Programming

Major Unity version upgrade (2021.3.34f1 to 2022.3.39f1)
AI performance and behavior improvements
Improved the rare case of the AI defending a city when the city’s territory is divided in multiple parts by a mountain range
Exposed minimum turn for 1 city ambitions to XML for use by modders
Moved some hardcoded AI parameters to globalsAI.xml for use by modders

UI

Added Notable Characters filter. All characters now have a mission to allow manually pinning and unpinning them to/from the notable characters list
Added player notification when their previously hidden units become visible
Converting a cloud game into a network game now removes it from the cloud so that there is only one active instance
No longer possible to convert a network game to cloud if there are any unclaimed player slots
MP setup screen now has an Advanced Settings header instead of hiding them behind a toggle
Improved tooltip for specialist luxuries
Per-specialist and per-religion yields are no longer considered “potential” bonuses in effectCity help text
Added Game of the Week icon to Hall of Fame games
Game credits updates
Ambitions with multiple yield types now show yield progress in the same order as defined in the ambition
Improvements to culture tooltips
Context menus are no longer closed when clicking on a locked tooltip

Bug Fixes

Fixed diplomatic missions in No Events mode
Fixed GIF export path on Mac and Linux
Fixed date completed not populating Hall of Fame entry when game completed
Fixed some scenario leader names not displaying correctly in Hall of Fame
Fixed some completed games being excluded from Hall of Fame
Fixed Alliance Victory display in Hall of Fame
Fixed AI assert
Fixed AI thinking it cannot occupy a city tile with both land and water units
Fixed opinion rates appearing over multiple lines in tab panels
Fixed client assert on load
Fixed invalid player index
Fixed hotseat turn state button refresh
Fixed hotseat selection issue on player switch
Fixed MP join screen for teams with many players
Fixed turn button label text in MP
Fixed incorrect religion/city colors in turn summary
Fixed general character tooltip not locking from unit widget archetype icon
Fixed inconsistent ESC key behavior on scenario screen
Fixed AI saying they refuse to declare war when they are already at war
Fixed possible resources on urban terrain with mirror maps
Fixed unit selection causing flickering on adjacent objects
Fixed clicking on city widget selecting units first
Fixed click issues with family seat icon and city healthbar
Fixed display of units in stacks
Fixed popups not always closing when the active player changes in hotseat
Fixed improvement recommendations showing on tiles with recommended improvement already started
Fixed issue with religion founding game log
Fixed warrior built event not popping automatically in Learn to Play 2
Fixed character filter lists not updating immediately
Fixed errors occuring when rapidly scrolling lists
Fixed double-submit in file browser when input field is focused
Fixed nested link in tutor mission links
Fixed Pharaohs of the Nile scenario 2 bug where Libyan raid could spawn directly at player city (Pharaohs of the Nile)
Fixed rare Jerwan Aqueduct bug (Wonders and Dynasties)
Text and event fixes
high rated
The following three games have received new updates lately (Offline & GOG Galaxy).

Roboquest

Dead Cells Update 1.4.0 - 225 (August 14, 2024)
Additions

• New NPC and Quest: The Collector
• New Feature: Weapon Filtering
• New Weapon: Panchaku
• New Item: Red Scarf

General

• Trap damage now scale based on difficulty: less damage in Easy/Discovery, more damage starting from Hard/Guardian
• Clearing an arena in The Moon now deactivates all lasers in this specific arena
• Removed the "Explosion" keyword from the text describing the Hero Cape related perks, they now use the "radius" term to clearly show that they don't synergize with Explosion related bonuses

Class Balance Changes

Ranger
• Trueshot damage increased from 100% to 150%

Superbot
• Charge Shot damage increased from 275% to 350%
• Hammer Pants damage increased from 175% to 225%
• Bowtie firerate increased from 2/s to 3/s
• Captain's Greetings damage increased from 175% to 225%

Weapon Balance Changes

Dual Uzis
Primary Fire
• Reduced spread per shot

Dual Rascals
Primary Fire
• Reduced spread per shot
• Damage increased from 10.0 to 11.0
• Impact force increased from 9.0 to 10.0

Dual Boomsticks
Primary Fire
• Damage increased from 30.0 to 32.0

Captain Mc Slice
Alternate Fire
• Damage increased from 60 to 75.0

Bug Fixes

• Fixed an issue with one of the combat systems, melee and close combat should feel better like it initially was before the issue was introduced (somewhere between 1.2 and 1.3)
• Speculative Fix: Doors will properly open for both players (and not leave the client player hanging behind with a "waiting for your brobot" message)
• Fixed a rare issue where the level timer would already be running when starting a new level
• Fixed an issue that would block all players input at the start of a new level if that player had been shut down by a boss at the same time it destroyed it just prior to that level
• Sound settings will now properly be reset when resetting all game settings
• Fixed an issue where Superbot would sometimes appear in the Basecamp even if the player didn't finish the quest
• Billy Boom will stop loading its explosion gauge after the player death (therefore preventing him to explode after the player was already dead)
• Fixed an issue where the laser trap in Moon between the two arenas were not dealing any damage
-------------------------------------------------------------------------------------------------------------- ------------------------------
Wizordum

v0.6.0.01 (August 16, 2024)
• Game crashing when trying to change Spell key bindings
v0.6.0.1 Hotfix (August 16, 2024)
With the last update, an invisible wall appeared in Grim Haven (E1L05) in front of the Mage Guild. This is now fixed and you should be able to proceed. Sorry for the setback and thank you for reporting the bug!
v0.6.0.0 Hotfix (August 15, 2024)
New

• Sorceress - new playable Character
The sorceress is a formidable magic wielder, relying upon raw arcane powers to dominate the battlefield. Clothed in flowing robes that accentuate her movements, she unleashes devastating as well as strong protective spells that make her untouchable.

Fast and deadly in the hands of experienced players.

Starting weapon: Wand
Spells: Blink, Frost Breath, Arcane Shield, Spellhaste
Ultimate ability: Emberstorm (burn enemies around you - killed enemies drop additional ammo)
Stats: This is the first new character we are adding to the game. We want each character to unlock a new way of playing the game by giving them a different starting weapon, spells, and stats.

• Updated Textures
Episode 1, especially the early levels, contained many textures designed at the start of the development. However, texture quality increased over time, so we revisited those textures and updated them to match the quality we strive for.

Bug Fixes

• Blinking out of the water current will keep moving the player
• Under specific circumstances, you could have water or level pieces where they weren't supposed to be ( e.g. blood pool risen in E2L06 while it should be down)
• Blinking out of the water current will keep moving the player
• Typos
• Some spell upgrades increase charges to wrong spells

Updates

Levels
• E1L02
- Gold Doors that were blocking the entrance to the Red Orb location were moved to block the entrance of the alley to minimize the possibility of getting lost and confused
• E1l03
- Removed divine shards from the first secrets and moved one of the bronze coin pile that could become unreachable by pushing a box over it.
• E1L05 & E1L06
- There are a few map fixes where you could glitch in falling blocks / skip important events by using Scroll of Blink

Map
• Toggle between Free Look and Focus mode by pressing F/ DPAD-Up
• Place custom markers in Free Look mode so you can save points of interest

Level Editor

• Starting Arsenal
For each level in the user adventure, you can now decide what weapons and spells players will start with. The new default is Mace only, but user adventures that were uploaded prior to this patch will have settings set to All Spells and Mace only.

• Custom Sprites

Finally, you can define and start placing custom sprites in your user adventures. For now, this feature is limited to billboard sprites with the possibility of solid collision, but we will add additional options down the road, like having flat sprites, destructibles, containers...
-------------------------------------------------------------------------------------------------------------- ------------------------------
Trepang2

Updated from version 77.00 to version 82.00. There is no changelog available for this update, but I attached a screenshot from the official Discord showing what has been included in the new update.
Attachments:
Post edited August 16, 2024 by Berzerk2k2
high rated
Tunguska: The Visitation - Enhanced Edition

Updated to 1.87-3

Changelog from SteamDB:

German Translation Is Now Live!

Much thanks to Wolfylein, Tigerkadse, falsifiability for the hard work translating 70,000+ words into German! As with any translation work, there are always opportunities for improvement, so please feel free to let us know if there are any imperfections with the translation!

Other changes included in the update:

• Fixed a UI issue where you can interact with the slot behind a window

• When taking off an armor while having items in the pockets, these items will drop to the ground with a warning. Once you put the armor back on, you can pick these items up and they'll automatically go back into the pockets.

• Fixed a material issue where laser dot won't show up on NPCs

• The motorcycle will now disappear when you first enter the game (normal mode) so that new players won't get frustrated by the lack of key. Once Lake Cheko is unlocked, the motorcycle will show up. Player will find a clue about it in Artur's death notes.

• Fixed a bug where non-english UI doesn't allow player to save custom notes.

• When you kill a NPC with throwing knife, bolt, or ballistic knife, when another NPC loots this dead body, he won't take away these items generated from the attack.

• Larry will honor recipes recorded in the recipe book

• Fixed a bug with dismantling AP ammo not generating casing

• Fixed a bug with NG+ where the carry-over item locker becomes disabled if player loads the auto-save generated when arriving at Zernaskaya
high rated
UBOAT

2024.1 Patch 9
Dear captains,

There is a new patch ready for version 2024.1.

Localization:
- Japanese localization update by かねのもうじゃ.
- German localization update by Ruby.

Missions:
- Fix: It wasn't possible to start an escort duty assignment associated with Mediterranean Operations campaign objective, if the game was running in s. chinese, japanese, korean, russian or ukrainian.

Achievements:
- Fix: If saved game states from various playthroughs were loaded in a certain sequence, it was possible to not get The Long Haul or Ace of the Depths achievements after completing a campaign that was eligible to have them.

UI:
- Added a dropdown for switching between the section view and the external view to the upgrade screen.
- Added notifications when major resources become completely depleted. Previously, there were notifications only about them reaching a low level. Additionally, when such notifications appear, time compression is being stopped.
- Fix: When a new assignment was being selected and new choices were requested at a cost of reputation, it was possible that a patrol area of previously selected patrol was becoming stuck on the map. This issue was happening only in some languages.
- Fix: Updated icons of Turm I, Turm II and Turm IV research on the HQ map. They were still using the previous naming convention for T1, T2 and T4.
- Fix: Improved description of improved conning towers research to specify that these conning towers are meant specifically for Type VIIC and Type VIIC/41. Previously, this description mentioned Type VII generally, but that wasn't true for Type VIIB.
- Fix: Improved behaviour of dropdowns that expand automatically when cursor hovers over them. Sometimes they weren't expanding, if they were hovered back quickly after unhovering.
- Fix: If loading of cargo from a wreckage was ordered and then the wait screen was left, then after coming back to it, the wait time was going below zero.

Graphics:
- Fix: Partial and full submarine pens in La Rochelle had outdated lightmaps and occlusion culling data and had minor artifacts.
- Fix: Resolved artifacts due to a parallax effect on some port surfaces that were appearing when camera was getting close to them.

Ports:
- Fix: Snow was missing during winter on a fragment of Port of Arkhangelsk.

General:
- From now on, realism percentages are computed using only settings that were present in the game at the time the campaign was being started. This means that a game started with realism at 90% or higher will remain eligible for Ace of the Depths achievement despite new realism settings being introduced to the game later on in future versions.
- Time compression is now disabled after reaching the end of a plotted route.
- Fix: Periscope was remaining locked on a target when a chronometer tool was opened, making it impossible to measure target's speed when "Enabled (partial)" option was selected for periscope stabilization when a campaign was being started.
- Fix: Improvements to leaving U-boat in FPP through the gangway on Type VII U-boats.
- Fix: A rare issue where a contact could become "stuck" and be constantly displayed at the same direction despite U-boat moving.

Yours,
DWS
high rated
Ctrl Alt Ego

Updated to 1.4.9.03

Changelog from SteamDB:

Patch Notes v1.4.9

I hate Fonts

For the benefit of you few kindly souls who read my patch notes, I'm going to break with tradition and explain why this patch exists before I go on to explain what purpose it serves.

Back in 2015 when work on the game began, it seemed a cool and fun idea to create the entire user-interface using pure fixed-width text characters - as if the user-interface were a pre-GUI retro-console display screen overlay.

For example, these characters:

┏━━━━━┓
┃━━━━━┃
┗━━━━━┛

in-game are used to draw the EMU: See image in the changelog link.

And the background isn't a black image.... it uses one or more of this character: █

So the UI in Ctrl Alt Ego is essentially a text buffer if you know what one of those is, with weird characters and rich-text markup to tweak colors and sizes.

It's been absolute hell to work with. Don't ever do it.

I have implemented so much weird mathematics to get the UI to lay itself out and resize correctly. It's been 9 years of pain. Localization added a whole new layer of pain on top... because now all my weird mathematics has to account for different fonts.

I'm saying weird mathematics, because I never really understood why i was having to synchronize background characters with the foreground drawing glyphs. They're all using the same font, I thought. The font is monospace fixedwidth, right? Why are there any calculations to do? Just render a background character in one layer, then render the drawing glpyh over the top of it and they should line up just fine, surely?

I have gone 9 years not really understanding why. 9 years! Mostly because I was too lazy (or too busy if I'm being more generous to myself) to drill down and try to understand what was going on.

Well a week or two ago, the publisher dev team working on the console ports discovered that the user-interface was rendering very strangely indeed in their console builds. Some characters were aligned very badly, and some characters were.... missing!

And, they informed me, and this is the punchline really, the characters I'm using to draw the user-interface aren't even defined in the font!

So what has been happening all this time - and that includes 2 years of the game being out there - is Unity (the game engine) has been quietly detecting the characters are missing and choosing a fallback font on the target system to use instead. That includes both on my development PCs and on player's PCs - I mean who knows what some players have been seeing all this time if their system isn't a fairly standard Windows platform.

And so that brings me to this patch. Basically I have gone through all the user-interface code to ensure it is using well-defined font characters. Can't have the game relying on chance to render the UI properly! This has meant having to change the look of the UI slightly in some cases (hopefully not very noticeably different though).

List of other Changes in this Patch

• GameController LeftStick can now be used to navigate menus
• Language Selector UX improved
• Yet another font related technical fix - to spread the cost of rendering too many textures all at once on level load
• I've reduced the default GLOOM level for new players, been getting several complaints about game being too dark

Patch Size: 41 MB
high rated
Dead Cells

Updated to 1.26.0 for Windows, Linux and Mac.

Changelog from SteamDB:

Update 35: The End is Near is now live!

Hey everyone!

It took us a longer time than usual to prepare, but better late than never: the 35th updated The End is Near is here! In this update, we are stuffing in new mobs, weapons, mutations and biome effects all expanding on the curse mechanic, 40+ new head skins, almost 20 new legendary affixes, extra accessibility options and more!

TLDR:

• New additions based on one of our most iconic mechanics, Curse: 3 new mobs, 3 new weapons, 3 new mutations and a new biome effect for you to choose whether you are gonna take the risk for more rewards or not.
• New legendary affixes.
• 40+ new heads for customization options.
• New routing: you can now go to both Return to Castlevania biomes in one run.
• More accessibility options.

**
New Curse Additions:

**

3 new mobs:

• Sore Loser: a cutie who can’t hurt you but is super clingy and annoying, always trying to be close to you and dash through you. When you kill it, you get cursed.
• Doom Bringer: every melee attack from it won’t cause damage, but will apply 2 stacks of curse and stun you, and you will instantly die if you have already got 50 stacks of curse. Sounds pretty fair right?
• Curser: it launches a slow homing projectile that can go through the walls. If you “accidentally” get caught by this projectile, you take damage and 5 stacks of curse. One more surprise! If you get close to it, it will bonk you with its staff.

Please note that cursed mobs won’t spawn randomly in your run! (yeah, we know mobs giving curses sounds a bit scary and even annoying)
There is a new biome effect, Cursed Biomes, which features the new cursed mobs in exchange for extra rewards. You can choose to go into it with its rewards, or go to the other biomes that don’t have any scary cursed mobs.

Here is more info about how Cursed Biome works in your run:

• Cursed biomes only spawn in runs with a Boss Cell level 2 or higher (boss fight biomes won’t be cursed).
• Just like biome incentives, there will be a specific icon above the exit to a cursed biome, so that you can have the choice of taking this challenge or just going to the other normal biomes.
• A cursed biome always contains 9 (+/-2) cursed mobs randomly selected from Curser, Sore Loser and Doom Bringer.
• There is, of course, a reward for that risk: all the items dropped in a cursed biome will drop 1 gear level higher, regardless of their source (shop, loots, etc.). The spawn chance of cursed chests also increases by 10% in such biomes.
• There is a cap to the number of cursed biomes that you can go through on your route, depending on the BC level, set as follows: from BC 2 to 5 respectively: 2, 3, 5 and 8 (i.e. in 5BC, there is no cap).
• This cap only limits the number of Cursed Biomes that you can go to in a run, it doesn’t mean that you must go through that many Cursed Biomes to finish your run.
• Once you have hit the cap, no more cursed biomes will appear in that run. Until you have hit the cap, cursed biomes will continue to appear.
• As long as you haven’t reached the cap, biomes always have a 25% chance of being cursed. There will always be at least 1 biome without cursed mobs at any point in your run, no exceptions.

With new infested monsters, we of course prepared more powerful weapons and mutations for you:

3 new weapons:

• Anathema: rip a Mushroom Boi’s heart out to fire a heavy indirect projectile dealing AOE damage. However, there is a price for being an utter savage - you will get cursed if your attack hits anything. Yep, you only get cursed if you hit something. Whoever is creating these curses doesn't care how many mushrooms you tear apart, just if you hit anything afterwards. Makes you think...
• Indulgence: Calls down a ray of vengeful light on the nearest enemy dealing critical damage if you are not cursed. Targets killed by the ray purge you of 3 stacks of curse instead of 1. Fires 1 additional ray per 5 stacks of curse you have (max: 5 per cast).
• Misericorde: inflicts crits if the victim has less than 50% HP. Curses you if the crit doesn't kill its target.

3 new mutations (all colorless):

• Cursed Flask: your health flask has infinite charges but also curses you 20 times each time you use it. But can you survive from those 20 stacks of curse? TAKE CARE, my friends…
• Damned Vigor: upon being dealt fatal damage, you stay alive at 1 HP for 2 seconds. If you kill any enemy while under this effect, you will be saved. Otherwise, when the effect disappears or you get hit while under it, you instantly die without any sort of protection applicable.
• Demonic Strength: Damage increases by 30% if you are cursed. This bonus is increased by 2% per curse stack you have. Cursed Sword counts as 1 stack for this effect (no special bonus for it, but you can still stack curses on top of it).

Also, after digesting a bunch of suggestions from you guys, we’ve done a bunch of reworking and rebalancing on the legendary weapons that needed it.

**
New legendary affixes:

**

• Flawless: NEW Almost Perfect: Killing an enemy within one second after getting hit allows you continue causing crits.
• Gold Digger: NEW Filthy Rich: Crit multiplier increases with your gold.
• Punishment: NEW Punish Combo: Recasts the AOE effect if it kills at least one target.
• Rampart: NEW Mirror Coating: Reflects damage of attacks received while under the effect of the shield's force field. This damage scales with the attack received (i.e., the stronger the attack is, the more damage the shield reflects).
• Cocoon: NEW Parry Streak: Each consecutive parry reduces Cocoon's cooldown the next time it starts.
• Emergency Door: NEW Armoured Door: The door can't be destroyed by enemies (except for bosses).
• Bone: NEW Whirlwind: Increases the last attack's whirlwind duration by 2 sec with every enemy it kills.
• Wrenching Whip: NEW Retiarus: The first attack throws 3 crow's feet in front of you (with the same internal cooldown as the grenade affix).
• Explosive Decoy: NEW Foolproof: The cooldown of the item is instantly reset if its explosion doesn't hit at least one target.
• Barrel Launcher: Triple Bullet (i.e. not a new affix, but we changed the one it had before).
• Leghugger: NEW Mitosis: Summons 2 Leghuggers instead of 1.
• Assault Shield: NEW Charged Dash: Holding the shield button will charge a stronger version of the dash, which can then be used by releasing the button.
• Ice Shards: NEW Bouncy: Projectiles bounce on the ground twice before disappearing.
• Quick Bow: NEW Sharpshooter: Critical hits will refill one ammo.
• Bladed Tonfas: NEW Lacerator: Only uses the first attack of the combo.
• Grappling Hook: NEW Octavio: Also fires a chain behind you.
• Tesla Coil: NEW Double Use: You can use the skill twice. Each use has its own cooldown.
• Lightning Rods: NEW Double Use: You can use the skill twice. Each use has its own cooldown.

**
Some notable balances:

**

• The Bank is slightly easier in 2, 4 and 5BC. Yeah, SLIGHTLY...
• The Throw Master's bone projectile deals less damage in Return to Castlevania DLC.
• Alienation rework: Instead of healing the player per curse reduced, it will now heal the player when the curse is lifted, with the amount of health recovered based on the max amount of curses you had (for that curse instance). The effect only starts triggering when the player had more than 5 curses, and requires 35 stacks of curse to fully heal you.

New head customization:

What do we have in the Tailor’s Daughter’s secret stash?

• Flame heads based on various appearances of the Beheaded along the years to make sure you are always in a suit and tie.
• Bosses’ heads such as the Queen, the Time keeper, etc. As if you could become as badass as those bosses with their smart brain.

• And lots of strange and secret heads, such as the Cell Head, are waiting for you!

New routing

• We've also changed the connections between biomes:
• Added an exit to Master's Keep in High Peak Castle.
• Added exits to Corrupted Prison and Ossuary in Castle's Outskirts.
• Added an exit to Dracula's Castle (early) in Corrupted Prison and Toxic Sewers.
• Added an exit to Black Bridge in Dracula's Castle (early).
• Added an exit to Defiled Necropolis in Ossuary.
• Replaced the exit to Fractured Shrines in Defiled Necropolis by an exit to Graveyard.
• Added a light source in the Mimic Hint lore room, when it spawns in Forgotten Sepulcher.
• Added an exit to Dracula's Castle (late) in Mausoleum, Guardian's Haven and Clock Room.

Yes, this does mean that you can now go to both Return to Castlevania biomes in one run...

**
More accessibility options:

**

• Added two new sets of control icons and an option to select them. You can select either "Legacy" (current icons), "New" (a new, cleaner set) or "Big" (accessibiliy focused, easier to read).
• Changed the Daily Challenge's boss arrow opacity, for better visibility.
• Added new input options for the "going through platform" action.
• Added options to change the controller triggers' deadzone.
• Reworked the Auto-hit assist mode option. It will no longer force the use of a melee weapon in the first slot.
• Added an option to add a background to most texts in the game. The background's color and opacity can be adjusted.
• The left stick can now be used to scroll through item descriptions in the pause menu.
• Added options to fully invert the player and camera movement.
• Added a bunch of options to tweak the camera's behavior. The influence of the player's movement, combat, or points of interest can be customized.
• Split the "controller sticks deadzone" into two options, one for each stick.
• Added an outline option for spikes.
• Added a button to center the minimap on the player.

And that’s all!

**To the players - Thank you for everything. Thank you for all of your dedication, passion, and feedback. Dead Cells wouldn't be what it is today without all of you.

And a huge thanks to everyone who worked on the game, from previous Motion Twin members to everyone at Evil Empire.
high rated
Decision: Red Daze

Updated to 1.3.4(1) (Galaxy & Offline Installer)

Changelog from SteamDB:
Decision: Red Daze - Update 5 Patch Notes

Welcome, Survivors!

We're back with another thrilling update to keep you on your toes in the treacherous world of the Dust Bowl. It includes the improvements from the last experimental updates and a lot of new changes. Check them out below!

• Fixed a bug that caused extra settlers to become stuck and repeatedly try to enter the tower in a loop.
• Fixed a bug that caused enemies to respawn in the wasteland during the day.
• Removed the desire for allies to attack enemies in the red zone.
• Health regeneration rate for bosses was significantly reduced.
• Optimization has been improved, and the game now produces more stable frames per second (FPS).
• The progress bar now accurately reflects stats from level one to level two.
• Gun hotkey in turrets fixed for easy exit (default hotkey [1]).
• Corrected occasional incorrect turns towards objects during interactions.
• Improved shooter behavior in large towers, ensuring frequent shooting and not being idle during sieges.
• Removed the lying animation when using the overnight window for faster actions.
• Fixed the squad cell count depending on the leader's charisma (requires 83 charisma for six squad cells).
• Items with negative effects now properly reduce player stats if the usage condition is not met.
• Reload speed slightly increased for the flamethrower "Dragonfly," machine gun "Vulcan," and turret gun "Bagel-B."
• Damage increased for turret guns "Ronnie-M," "Bagel-B," "Caesar-G," and "Kate-T."
• Reduced health and damage for all enemies on high difficulty levels.
• Adjusted enemy respawn rates on higher difficulty levels.
• Mercenaries are now almost never tired or in need of sleep.
• Bosses' attack areas are fixed for more frequent hits on enemies.
• Prevented the early acquisition of high-level equipment during replays.
• Adjusted the amount and quality of rewards dropped by bosses.
• Firepower is reduced for arrows, flamethrowers, and Molotov cocktails.
• Optimized effects of Molotov cocktail explosions and flamethrower visuals.
• Fixed screen shake amplitude during player damage for smoother experience.
• Animation glitches with two-handed weapons are corrected.
• Reduced screen shrinkage during explosions and player damage.
• Autoequip mechanic is improved to prevent ammo pickup without a ranged weapon.
• Unit collision is removed for smoother movement and combat interactions.
• Small Repeller at the merchant base now always functions reliably.
• Weapon cells now close on the main screen when selecting another weapon.
• The control prompts panel remains visible until the completion of control tasks at the beginning of the game.
• Bug fixed where a "The enemy squad has been destroyed" message appeared after exiting to the Main menu.
• Hidden HUD elements are now inactive and inaccessible to the cursor.
• Fixed the display of skill changes when changing the hat in the Inventory window.
• The number of enemies in the zone is fixed when capturing settlements.
• The squad splits into different settlements after the loading game is fixed.
• Allies' behavior when running away from a crowd of enemies improved for better terrain navigation.
• Fixed the incorrect character experience boost on levels 5 to 7.
• Fixed loot restoration in ATMs after overnighting or loading the game.
• The efficiency of loot extraction improved when using Search Party in a shelter.
• Added ability to craft these in the workshop: "Commoner" shoulder pad, "Officer" flak jacket, and "Private" armor vest.
• Improved performance when a large number of enemies appear.
• Physics settings are optimized for better performance.
• The real-time loading performance of the environment and other game elements are improved.
• Fog is removed on medium graphics settings for enhanced performance.
• Models of all units are optimized for improved performance.
• The way the bodies of killed enemies are displayed is optimized for better performance.
• Increased number of simultaneously loaded objects at high FPS.
• Unsightly transitions between some character animations are fixed.
• Night lights on city streets now switch on after capturing settlement.
• The white dots on the minimap on the bodies of enemies with loot are fixed.
• Arrow behavior when shooting near environment objects is improved to reduce collision.
• Other various small improvements, changes, and optimizations.

Enjoy the update and have a great time exploring the dangers of the Dust Bowl!

—The Decision: Red Daze Team
high rated
Warhammer 40,000: Sanctus Reach updated to 1.5.1

Changelog:
v1.5.1 – June 3, 2024
• Language text files for all languages updated with all the new text lines.
• Corrections for pre-1.4 language text files.
• Toxic Mix attacks no longer show damage text multiple times.
• Flamer achievment triggers again and now also triggered by Toxic Mix kills.
• Heralds of Tzeentch have Infernal Gateway and removed from Lord of Skulls.
high rated
Tunguska: The Visitation - Enhanced Edition

Updated to 1.87-4_1

Changelog from SteamDB:

See-through X-Ray Effect!

I have finally found a way to implement the see-through effect that's pretty much a staple of 3D top down games! It was requested since day one of game's release, but due to technical challenges, I never found a way to do it. But now it has finally become reality!

The see-through silhouette shows up whenever player or a NPC is behind a visible wall or roof. For NPCs, you will only see the outline if the NPC is within line of sight for the player character. Different colors are used for NPCs that are neutral (yellow), hostile (orange), or friendly (green).

You can also enable or disable this effect in the game options, at the very bottom of the list under Gameplay section.

This is the last feature I want to add to Tunguska: The Visitation. I'm working on porting the game to XBOX (pain in the ass), and then start working on the sequel.

Enjoy!

===

Other fixes included in 1.87-4:

• Fixed the manhole cover in Lake Cheko that's really hard to interact with

• Fixed a bug with Slaughterhouse mode not asking the player to skip intermission after dying in combat
high rated
Travellers Rest 0.6.5.17 -> 0.6.5.19
Patch v0.6.5.18
Changelog from Steam:
- Fixed a bug that caused ingredients not to be removed from chests when they got used up in the crafting process.
- Improved gamepad controls in the animal feeder menus so that food can be added quicker.
- Fixed a bug that caused watered soil not to get updated correctly.
- Localization has been updated.
Patch v0.6.5.19
Changelog from Steam:
- A bug that caused fruit trees not to grow or bear fruit has been fixed.
- A bug in a Rhia event has been fixed.
#####


Train Valley 2 1.7.0 -> 1.7.1
No changelog.
high rated
Primordia:

Updated from setup_primordia_3.9_(75548) to setup_primordia_4.0_(75694)

Changelog:

-Fixed an issue with the gospel music getting stuck.

This is an infamous bug, I've seen it happen only twice in the span of 11 years or so, and finally found it and squashed it.
Attachments:
high rated
Capes

Updated to 1.2.0.0 (17856) (Galaxy & Offline Installer)

Changelog from Steam:
"Holo Danger" Update

Hi everyone,

We’re thrilled to announce the latest Capes update, Holo Danger. This exciting new addition to the game offers four new combat missions, with the first unlocking at the start of Act 2.

These new missions provide unique combat challenges for players of varying skill levels. Each mission is designed to be completed by all players regardless of experience and offers a modest challenge. However, meeting certain combat criteria through expert play causes each mission to escalate and unleash an additional layer of challenge.

We look forward to seeing what strategies players come up with to overcome these missions.

Thanks again for your continued support!
Spitfire Interactive

Check out the trailer here.