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high rated
Girl Genius: Adventures In Castle Heterodyne

Updated to v1.0.4 (Galaxy & Offline Installer, Windows & Mac)

Changelog from Rain Games' Discord:
Patch Notes v.1.0.4

Accessibility / QOLI (Quality of Life Improvements)

• Jumping down from ledges has been adjusted to make it a little better for everyone.

Bug & Issue Fixes

• The "A Perfect Moment in Time" achievement can now be unlocked correctly
• Tarvek is feeling a little better, and won't write dialogue over other lines of dialogue.
• A cutscene issue within Phosphorous Gate has been fixed.
• Certain pistons will stay behind walls as they're supposed to.
• Hiding inside staircases are no longer possible (clanks reported that it felt unfair)
• Fixed certain text typos.
• A certain treasure canister will no longer hold Dingbot back.
• Arena Console has been adjusted to use a linear time format for best clear time evaluation.
• Should Agatha use the death ray within an Arena-Challenge, it will now be recharged accordingly after exiting the challenge.
• RollerClanks have gotten a better understanding of collision with stairs in the vault levels.
• Collision within the arena has been adjusted to keep any dropped item from clipping through.
• Fixed some issues regarding Zola's animations.
high rated
Severed Steel

Updated to 3.41 (Galaxy & Offline Installer)

Changelog from SteamDB:
SEVERED STEEL IS BACK

Hi everyone,

I am thrilled to announce Severed Steel content updates are back on the menu!

This patch is all about new Rogue Steel levels, Rogue Steel improvements, and some long requested features!

• 20 new Rogue Steel exclusive levels
• New Rogue Steel customization option: play only special Rogue Steel levels
• You can now leave a Rogue run in the middle, and resume it later!
• Reduced unlock requirements for the highest Rogue unlocks (less grind)
• Can select no card if you want in Rogue Steel
• New graphics option: multi-threaded voxel destruction. By default this was on, but I've added an option to disable it for people who want to reduce CPU usage.

I would also like to announce that Severed Steel is now self published by the developer, Greylock Games Studio. It was a pleasure working with our last publisher Digerati, but now that we have full ownership our love for Severed Steel is refreshed! For you that means more updates to look forward to!

Thanks for reading and I hope you enjoy,

-Mattwla
high rated
The Tenants

Updated to 1.2.8b (Galaxy & Offline Installer)

Changelog from SteamDB:
The Tenants - Patch 1.2.8

We’re pleased with the results of testing our experimental branch and with the Patch 1.2.8 we’re merging those experimental changes to the public branch of the game. This means that the initial loading before the main menu will get slightly longer for everyone, but loading a save file or starting a new game should go through much quicker.

We’re also taking down the experimental branch as it won’t be needed for now, to avoid any further confusion.

Let us know if you encounter any further issues, either related to the game loading / optimization or to the game/dlc itself.

General

• Optimized asset loading on game startup. The game will now also collect more data, allowing us to investigate crashes and errors live using analytic services.
• Tenants will now change their traits to positive ones after a successful test pet adoption period.
• Tweaked XP gain from pet interactions.
• Fixed a number of issues with the first few tutorials for pets.
• Fixed a few issues with pet interactions.
• Fixed an issue with the raccoon trash can scale.
high rated
XEL

Updated to 1.0.7.3 (Galaxy & Offline Installer)

Changelog from Tiny Roar's Discord:
Hi gamers!
As some of you have already noticed, a new XEL patch (v.1.0.7.3) just went live.
Some players experienced issues in the Science Station where they couldn't interact with the flow control pumps and some doors wouldn't open properly. Obviously a big bummer. Sorry again for that! Luckily, we have figured out what caused it, so this patch tackles that. Yay!

Unfortunately this patch is only for Steam and GOG users (for now). So everyone experiencing this issue on other platforms: Please forgive us and hold on tight. Obviously we will submit a patch for your platform as well, it just might take a little bit longer. There's not much we can do about that right now. Sorry!

Thanks everyone, I hope you can successfully continue your journey now.

XEL 1.0.7.3. changelog (Steam and GOG):

• Fixed an issue where you couldn't interact with the pumps in the Science Station
• Fixed an issue where you couldn't open a door in the Science Station
• Fixed Japanese not being displayed properly
high rated
Trine 5: A Clockwork Conspiracy

Updated to 1.1 (Galaxy & Offline Installer)

Changelog from Steam:
Trine 5: A Clockwork Conspiracy Update #1 (Patch v.1.0.3)

Major Fixes:

• Added Friends-Only games on all platforms
• Fixed Final Boss achievements and popups
• Fixed an issue where proper audio failed to load
• AMD: Fixed flickering issues

Online / Multiplayer fixes:

• Browse game & Online multiplayer: Support for friends only games
• You can now host an online multiplayer lobby for friends only using the "Host Friends" button
• Lobbies: Fixed the max lobby search result(s)

Gameplay Fixes:

• Added a failsafe to prevent issues with low fps configurations (Level 4 water puzzle fix)
• Limited the amount of jumps player can do with Wind Burst Leap
• Fused objects are now always kept active
• Fixed levitation stagger getting canceled early if levitating a staggered enemy
• Levitation: Properly synced switching from over-the-head levitation to accurate levitation when playing on gamepad
• Various physics optimizations
• Fixed an issue with invisible players
• Fixed Pontius's charge direction incorrectly syncing in online multiplayer (made sure he faces forward when charging)
• Fixed Game Over blocking final cutscene
• Fixed player ghost effect sometimes getting disabled after immortality flashing ends

UI/Locale:

• Options menu fonts now update when text language is changed
• Matched players menus background size and position with other similar menus
• Updated buttons for "default", "highlight", and "pressed", fixing them in both the Lobby and the Players Menu.
• Updated the background menu image with a more high resolution version
• Set player name to "local host name" if it's empty. This should fix some offline game hosting issue for GOG users.
• Fixed an issue with controller vibration
• Fixed game not pausing when controller disconnects
• Fix for narration being skipped in Level Select Menu
• Fix for not being able to buy/refund upgrades on Nintendo Switch
• Fixed "controller missing" popup pause not being cleared in all the cases where the popup was closed
• Tab menu (Skill tree, customization, collections) text fixes
• Mouse hover no longer prevents the use of keyboard or controller to navigate tab menu
• Customize character button now works with mouse
• Fixed W and S keys on PC causing double input on level select menus checkpoint list
• Fixed "The Spell of Gravity Reversal" overlapping with upgrade point counter on Nintendo Switch
• Swapped "Difficulty" and "Password" sorting options in browse menu
• Fixed Players menu to better fit localizations on Nintendo Switch

Level fixes:

General:
• Major Cutscene audio fix to joining players!
• Fixed many objects being incorrectly affected by Wind Burst

Level 1:
• Pressure plate fix

Level 2:
• Fix early skeleton spawn

Level 3:
• Missing waterwheel sound fix

Level 4:
• Fixed the water wheel puzzle not working correctly for users with low FPS
• Reset the rotation of the ending puzzle double-pole waypointdrive (also adjusted the collisions)
• Fixed moving platform moving from windburst, potentially getting entirely stuck
• Fixed a charge triggered voiceline.
• Spikes fixes
• Ropetarget fixes
• Art fixes
• Battlemusic fixes

Level 5:
• Audio stopper tweak
• Music volume fix

Level 6:
• Cart issues fixed

Level 7:
• Music volume fix

Level 8:
• Fixed missing collision

Level 9:
• Minor audio fix

Level 11:
• Fixed issue with a Lava area cover
• Various audio fixes
• Fixed a platform and breakable wall issue
• Enemy navigation fixes
• Ledgegrab fixes

Level 12:
• Added a simple hatch in a multiplayer normal puzzle

Level 13:
• Audio fix to physics object
• Windburst fix to elevator

Level 14:
• Minor audio and physics fixes
• Camera fix
• Windburst basket fix

Level 16:
• Minor art fix
• Fixed Valeribot getting stuck in egg bomb attack state with a well timed cannon shot.

Level 17:
• Out of bounds fix

Level 18:
• Cube stopper fix
• Animation culling fix
• Fix for mage enemy not respawning after knocking it off the platform in the final fight
• Prevented early triggering of a fight before solving a puzzle

Level 19:
• Audio fix

Level 20:
• Fixed incorrect music playing
• Fixed final boss trophy unlock and credits stuff so they'll actually have time and are guaranteed to trigger for client(s)
• Also fixed end of level trophies to trigger earlier

Audio:

• Fixed missing impact sounds in multiple levels
Lvl 7: Gold Bars, Lvl 6: Hard Mirror Box Wheels, Lvl 16: Wheel Rock, Lvl 17: Electric Generator, Lvl 13: Beam Block

Localization:

• Fixed Polish typo in language choices
• Fixed German linebreak in menus

Other:

• Level exit: Increased the fade out time a bit
• Cinematics: Fix for level 9 skill quest cinematic camera spinning weirdly if the opening cinematic was played during the same run
• Fixed bow drawing visualisation not showing for joining players
• Fixed a crash related to Achievements
• Fixed a crash caused by a controller player using keyboard and/or mouse to navigate customization menu
• Added additional THQN and Globalstep names to Credits
high rated
Tunguska: The Visitation

Updated to 1.71-8_1

No changelog.
high rated
It's A Wrap! updated to v1.0.11

Patch notes taken from Steam.

-Fixed issues with camera that would make some objects vibrate at a high framerate
-Now automatically selects the last unlocked level in the level selection screen
-Fixed an issue that could cause the cursor to be wrongly locked on the screen
-Now disables Keyboard & Mouse tooltips when using a gamepad
-Re-arranged Satan's skull collider shape
-Fixed an issue in "The Great Battle of Sunaru" that would make players Skip the cutscenes instead of Fast Forwarding them
-Tweaked some of the UI for better readability
high rated
Master of Magic (2022)

Updated to 1.08.17

No changelog.
high rated
Foundation (In Development)

Updated to alpha 1.9.6.2.0914 (Galaxy & Offline Installer)

Changelog from SteamDB:

Part 1 / 3
The 1.9.6 Desirability Update Is Now Available!

Hello everyone and welcome to Update 1.9.6!

This version brings forth significant changes to the game, including a brand-new Desirability and Beautification experience. We’ve also implemented multiple Quality of Life (QOL) improvements in response to community feedback such as the sub-building flow. Without further ado, let’s get down to the details!

New Desirability System

Desirability represents the overall attractiveness of an area within your village and is at the heart of this update. In the past, the Desirability of an area was quaternary: low, average, high or very high. We’re changing this formula to a more binary approach where you have a better control over housing quality.

Housing Quality

The first thing you’ll notice when clicking on a house are new Housing Quality details, the first one of which is to be located within a Residential Area. Furthermore, in order to upgrade, a house will need the following:

• Desirable Neighborhood (away from noisy and dirty environments)
• Beautification Area (close to buildings or decorations that provide a Beautification bonus)
• Villagers of Commoner status or higher looking for such a house

Village Embellishment

As part of the new Desirability system, you’re now encouraged to beautify your village with the help of decorations. Decorations contribute to the creation of Beautification Areas, which are needed to upgrade houses from low to medium quality.

Each decoration applies its own Beautification radius according to a combination of their visual footprint and quality. Adding multiple decorative elements next to each other will increase the Beautification Area by merging their area of effect.

A new Beautification visibility layer has been added so that affected areas can be easily identified.

Housing Degradation

Housing Degradation is a new mechanic introduced in Update 1.9.6. Rather than being only able to upgrade, houses can now also degrade in quality. This happens when one of the criteria under Housing Quality is no longer met. Note that this is something you are able to control, when you decide if an area has the requirements for higher house quality or not.

Changes to Needs

Foundation was always meant to remain a calm and pleasant experience where you can play at your own pace, so it was important for us to ease down a bit the pressure of filling the needs of your villagers, especially when you have your first Commoners. As such, we’ve separated the Needs in two main categories:

Essential Needs – must be fulfilled, else they trigger a shortage leading to a Happiness penalty
Additional Needs – will not trigger a shortage unless they’ve been fulfilled once

This will allow you to progress at your own pace, without the pressure of your villagers leaving because of unfilled needs. Note that once filled once, the additional needs will trigger a shortage if they are not met anymore.

In the same vein, we’ve reduced the amount of information displayed in the villager window, to keep the most relevant information.

Other Improvements

Improved Monument and Sub-Building Experience

Following player feedback, we’ve made a number of changes taking aim at monuments and sub-buildings’ navigation.

Resources and Progression Tabs Modifications

The Resources tab (F3) from the Book has been simplified for easier identification of tradeable resources. Icons to purchase and sell resources are now disabled by default and only enabled if players have access to a trade route that either purchases or sells said resource.

You will also notice that the Splendor cost of each Estate unlockable from the Progression tab (F5) is now displayed in their tooltip, even if the requirements have not been reached yet.

If you haven’t already, give our latest Devlog a read if you want to learn more about what’s next for Foundation.

Changelog

New

• Houses now have House Quality requirements to upgrade, which are displayed in their building window:
• Desirable Neighborhood
• Beautification Area
• Villager of Commoner (or above) status looking for such a house

• Tooltips have been added to the the house window UI
• Buildings providing Beautification now have a Beautification Area. The range is based on the decoration’s Beautification value and its visual footprint
• Noisy or filthy buildings can create an undesirable area, which affects Neighborhood Desirability. Such is the case for the following:
• Brewery
• Butchery
• Cheesemaker
• Charcoal Hut
• Dairy Farm
• Fisher’s Hut
• Gold Smelter
• Hunter’s Hut
• Iron Smelter
• Quarries
• Sawmill
• Sheep Farm
• Stonecutter Camp
• Stonemason Hut

• Upgraded houses can now revert to a prior level if their Desirability requirements are not met. This happens after reaching a deadline and only if players don’t remedy to the situation
• Added the following visual filters:
• Beautification
• Undesirable Neighborhood

• Needs are now split into two categories:
• Essential Needs (must be fulfilled)
• Additional Needs (facultative)

• Contextual help
• Housing Quality
• Beautification
• Prosperity

• Help menu:
• Beautification

• Important notification : Equipping your soldiers

Update

• Renamed the “Comfort” need to “Housing”
• Localization
• Help menu
• Desirability
• Housing

Balance

Legacy Desirability (House Placement)

• Pre-1.9.6 Desirability (Legacy Desirability) has been specialized into a system that dictates Villagers where to settle
• Beautification no longer provides Legacy Desirability
• The following buildings provide Legacy Desirability:
• Village Center
• Churches (except Chapel and Abbatial Churches)
• Market Stalls
• Tavern’s Service Counter
• Well

• Villagers now follow these rules:
• They settle in Residential Areas
• They settle close to the Village Center
• They aim to settle close to Need providers
• They aim to settle close to their Workplaces

• The Desirability Visibility layer has been removed

Decorations’ Costs & Effects

• As Beautification Decorations no longer provide Legacy Desirability; costs and Beautification values have been modified:
• Village Tree Beautification value has been increased from 1 to 2
• Village Tree upfront cost has been increased from 7 to 20 coins
• Tall Banner upfront cost has been reduced from 25 to 20 coins
• Fountain upfront cost has been reduced from 330 to 320 coins
• Plant Arch upfront cost has been reduced from 82 to 80 coins
• Knight Statue upfront cost has been reduced to 320 coins
• Sheep Statue upfront cost has been reduced from 325 to 320 coins
• Cypress upfront cost has been reduced from 47 to 45 coins
• Large Wall Banner upfront cost has been reduced from 90 to 80 coins
• Polished Stone Arch upfront cost has been reduced from 50 to 45 coins
• Stone Gateway upfront cost has been reduced from 85 to 80 coins
• Stone Arch upfront cost has been reduced from 25 to 20 coins
• Grand Fountain upfront cost has been reduced from 730 to 720 coins
• Elegant Fountain upfront cost has been reduced from 255 to 245 coins
• Marble Basin upfront cost has been reduced from 415 to 405 coins
• Elegant Stone Arch upfront cost has been reduced from 130 to 125 coins
• Polished Fountain upfront cost has been reduced from 135 to 125 coins
• Elegant Tree Planter upfront cost has been reduced from 82 to 80 coins
• Large Tree Planter upfront cost has been reduced from 127 to 125 coins
• Elegant Post upfront cost has been reduced from 47 to 45 coins
• Polished Basin upfront cost has been reduced from 135 to 125 coins
• Large Font Beautification value has been decreased from 6 to 4
• Large Font upfront cost has been reduced from 190 to 80 coins
• Small Font upfront cost has been reduced from 190 to 180 coins
• Elegant Balustrade upfront cost has been reduced from 47 to 45 coins
• Simple Tree Planter upfront cost has been reduced from 22 to 20 coins
• Polished Planter upfront cost has been reduced from 22 to 20 coins
• Wall Fountain Beautification value has been increased from 2 to 5
• Wall Fountain upfront cost has been increased from 25 to 125 coins
• Quatrefoil Basin upfront cost has been reduced from 50 to 45 coins
high rated
Foundation (In Development)

Updated to alpha 1.9.6.2.0914 (Galaxy & Offline Installer)

Changelog from SteamDB:

Part 2 / 3
Masterpiece Beautification

• Masterpiece parts now yield Beautification in addition to Splendor at no extra cost
Automated Fountain
• Automaton Tower, Columns yields 1 point
• Marble Basin yields 1 point
• Marble Steps yields 1 point
• Automation Tower, Spire yields 1 point
• Automaton Tower, Fountain yields 1 point
• Bird Automaton yields 1 points
• Jacquemart yields 2 points

Fountain Sculpture
• Fountain Pedestal, Quatrefoil yields 1 point, plus 1 point per tiling
• Fountain Pedestal, Hexagonal yields 1 point, plus 1 point per tiling
• Axe Lady, Gold yields 3 points
• Laborer, Gold yields 3 points
• Shoveler, Gold yields 3 points
• Pickman, Gold yields 3 points
• Axe Lady, Marble yields 2 points
• Laborer, Marble yields 2 points
• Laborer, Gold yields 2 points
• Shoveler, Gold yields 2 points
• Quatrefoil Basin yields 2 points
• Octogonal Basin yields 2 points

Gem Encrusted Cross
• Large Pedestal, Hexagonal yields 1 point, plus 1 point per tiling
• Small Pedestal, Hexagonal yields 1 point, plus 1 point per tiling
• Small Pedestal, Square yields 1 point, plus 1 point per tiling
• Large Pedestal, Square yields 1 point, plus 1 point per tiling
• Cross of the Faith yields 10 points
• Stepped Base, Hexagonal yields 2 points
• Stepped Base, Square yields 2 points

Knight Statue
• Octogonal Plinth yields 2 points
• Octogonal Pedestal yields 1 point
• Small Octogonal Pedestal yields 1 point
• Alcoved Pedestal yields 1 point
• Square Plinth yields 2 points
• Large Pedestal, Square yields 1 point per tiling
• Blue Banner, Swallowtail yields 1 point
• The Vainquisher, Gold yields 5 points
• The Peacekeeper, Marble yields 3 points
• Small Bowmen, Marble yields 2 points
• Small Knight, Marble yields 2 points
• Blue Banner, Round yields 1 point

Lush Garden
• Stone Pillar yields 1 point per tiling
• Stone Basin yields 1 point per tiling
• Bush Pergola yields 1 point
• Royal Balm Bush yields 1 point
• Stone Planter, Quatrefoil yields 1 point
• Pear Tree yields 1 point
• Plum Tree yields 1 point
• Almond Tree yields 1 point
• Stone Planter, Diamond yields 1 point
• Almond Espalier yields 1 point
• Plum Bush yields 1 point
• Stone Fountain yields 1 point
• Ogive Bush yields 1 point
• Oval Bush yields 1 point
• Roses Pergola yields 1 point
• Round Bush yields 1 point
• Stone Planter, Round yields 1 point
• Stone Bench yields 1 point

Officinal Garden
• Sunvines Planter yields 1 point
• Tailor’s Tongue Planter yields 1 point
• Treillis Fence yields 1 point
• Royal Balm yields 1 point
• Cleansing Fountain yields 1 point
• Sunvines Pergola yields 1 point
• Crossmint and Pennybane Planter yields 1 point
• Cattlegold Planter yields 1 point
• Rainmilk and Tailor’s Tongue Planter yields 1 point
• Knightworth Planter yields 1 point
• Seeling Planter yields 1 point
• Royal Balm Planter yields 1 point
• Crossmint Planter yields 1 point
• Rainmilk Planter yields 1 point

Shrine
• Stone Alcove, Wide yields 1 point
• Stone Alcove, Narrow yields 1 point
• Marble Altar, Wide yields 1 point
• Marble Alter, Narrow yields 1 point
• Votive Candle yields 1 point
• Votive Candles yields 1 point
• Indigo Spire Flower yields 1 point
• Fragrant Bouquet yields 1 point
• Pleasant Bouquet yields 1 point
• Cardinal’s Robe Flower yields 1 point
• Sunvines Cluster yields 1 point
• The Mother of Peace, Marble and Gold yields 10 points
• Stone Steps yields 1 point
• Stone Bench yields 1 point
• Votive Stone yields 1 point

Majestic Stained Glass
• King and Monk, Stained Glass yields 15 points
• Mother and Child, Stained Glass yields 15 points

Giant Gate
• Buttress yields 1 point
• Fortified Gatehouse yields 5 points, plus 1 point per tiling
• Round Turret yields 1 point
• Great Tower, Rounded yields 3 points
• Great Tower, Squared yields 3 points
• Watchtower yields 1 point
• Wooden Brattice yields 1 point
• Stone Brattice yields 1 point
• Wooden Hoarding yields 1 point
• Stone Gate yields 1 point
• Small Window, Closed yields 1 point
• Small Window yields 1 point
• Small Window, Fortified yields 1 point
• Wall Banner, Blue yields 1 point
• Wall Flag, Blue yields 1 point
• Wall Heraldic, Blue yields 1 point
• Wall Heraldic, Spliced yields 1 point
• Wall Heraldic, Splits yields 1 point
• Wall Heraldic, Striped yields 1 point
• Lancet Window yields 1 point
• Porticullis yields 1 point

Stone Bridge
• Beautification values have been removed from the Stone Bridge structure (its decorations still yield Beautification)
high rated
Foundation (In Development)

Updated to alpha 1.9.6.2.0914 (Galaxy & Offline Installer)

Changelog from SteamDB:

Part 3 / 3
Masterpieces’ Costs, Splendor & Ordering

Golden Cross
• Large Pedestal, Hexagonal base Splendor yield has been reduced to 2 Splendor
• Large Pedestal, Hexagonal base Tools cost has been reduced to 5 Tools
• Large Pedestal, Hexagonal base Upkeep value has been reduced to 2 Coins
• Small Pedestal, Hexagonal base Marble cost has been reduced to 10 Marble
• Small Pedestal, Hexagonal base Tools cost has been reduced to 5 Tools
• Small Pedestal, Hexagonal tiling Tools cost has been reduced to 5 Tools
• Small Pedestal, Square base Marble cost has been reduced to 10 Marble
• Small Pedestal, Square base Tools cost has been reduced to 5 Tools
• Small Pedestal, Square tiling Tools cost has been reduced to 5 Tools
• Large Pedestal, Square base Splendor yield has been reduced to 2 Splendor
• Large Pedestal, Square base Tools cost has been reduced to 5 Tools
• Large Pedestal, Square base Upkeep value has been reduced to 2 Coins
• Stepped Base, Hexagonal base Marble cost has been reduced to 40 Marble
• Stepped Base, Square base Marble cost has been reduced to 40 Marble
• Stepped Base, Hexagonal and Stepped Base, Square have been reordered before the other bases.

Knight Statue
• Octagonal Plinth base Splendor is set to 2 Kingdom Splendor
• Octagonal Plinth base Upkeep is set to 2 coins
• Octagonal Plinth base Marble cost has been reduced to 30 Marble
• Octagonal Plinth base Tools cost has been reduced to 5 Tools
• Octagonal Pedestal base Splendor is set to 1 Kingdom Splendor
• Octagonal Pedestal base Upkeep is set to 2 coins
• Octagonal Pedestal base Marble cost has been reduced to 10 Marble
• Octagonal Pedestal base Tools cost has been reduced to 5 Tools
• Small Octagonal Pedestal base Splendor is set to 1 Kingdom Splendor
• Small Octagonal Pedestal base Upkeep is set to 2 coins
• Small Octagonal Pedestal base Marble cost has been reduced to 10 Marble
• Small Octagonal Pedestal base Tools cost has been reduced to 5 Tools
• Alcoved Pillar base Marble cost has been reduced to 20 Marble
• Square Plinth base Splendor is set to 2 Kingdom Splendor
• Square Plinth base Upkeep is set to 2 coins
• Square Plinth base Marble cost has been reduced to 30 Marble
• Square Plinth base Tools cost has been reduced to 5 Tools
• Removed Costs and Yields from Large Square Pedestal as it is stored in the Tiling part

Fountain Sculpture
• Fountain Pedestal, Quatrefoil base Splendor has been reduced to 2 Kingdom Splendor
• Fountain Pedestal, Quatrefoil base Upkeep has been reduced to 2 coins
• Fountain Pedestal, Quatrefoil tiling Marble cost has been reduced to 5 Marble
• Fountain Pedestal, Hexagonal base Splendor has been reduced to 2 Kingdom Splendor
• Fountain Pedestal, Hexagonal base Upkeep has been reduced to 2 coins

Food Grace Period Delay

• Increased Villager Food first consumption Grace Period delay to 180 days
• Increased Monastics Food first consumption Grace Period delay to 180 days

Improvements

Monuments

• Monuments now have their own category filter in the Build menu
• Monuments’ building windows have been cleaned in a bid to enhance the player experience:
• Down to two tabs: Monument Overview and Sub-Buildings
• Upkeep and effects have been moved below the monument’s description
• The Edit Building option now shows all Sub-Buildings with their respective Upkeeps and Effects
• Players can change the functions of existing Sub-Buildings
• Players can add more Sub-Buildings
• The list of parts in Preview mode has been simplified to only show the size and the action buttons
• The Sub-Building back button has been simplified to only show the Parent Monument’s name
• Free Build is now found at the end of all available Sub-Building functions

Book

• Resources tab (F3): label icons used for the Buy from them and Sell to them sections have been modified to up and down arrows in an effort to convey trading feedback more efficiently
• Progression tab (F5): Influence cost information for Estate unlockable elements is now displayed in the tooltips

Main Menu

• Players can now sort mods using a Date Updated filter

Other Fixes and Tweaks

Advanced Onboarding Starting Conditions

• In addition to previous conditions, the Commoner Promotion Advanced Onboarding now checks for either:
• You have at least 30 population
• You have a job that requires a Commoner
• You have a Serf is ready to be promoted

• Decorative Advanced Onboarding now checks for either:
• You have unlocked the first Decorative unlockable
• You have a Commoner

• The quest for the Decorative Advanced Onboarding now requires you to unlock the first Decorative unlockable.
• In addition to previous conditions, the Monastery Promotion now checks for either:
• You have 10 Manuscripts
• You have a job that requires a Monk/Nun
• You have reached the Tier 3 Clergy

• Fixed incorrect notifications in the the Monastery Promotion Advanced Onboarding
• In addition to previous conditions, the Second Food Advanced Onboarding now checks for either:
• You have at least 30 villagers
• You have a job that requires a Commoner
• You have reached the Tier 3 Common Path

Bug Fixes

• Churches could only have one masterpiece part
• Rare crash with a monk visiting a Hospitium
• The ‘Near Riverside’ masterpiece condition wasn’t updated when removing or adding an individual part
• Workers didn’t fetch additional resources if they were missing some during a work cycle

Modding-specific

• Exposed the scissors prefab for Tailors
• Vehicles can now be unassigned from agents
high rated
The Bard's Tale was updated to 2.0A but the offline installer can't be downloaded because of an error. Didn't try with Galaxy.
high rated
STASIS: BONE TOTEM

Updated to 1.0.3.4 (Galaxy & Offline Installer)

Changelog from SteamDB:
WINDOWS 1.0.3.4 UPDATE

• Moved GamePad Virtual Cursor speed option to Input (From Accessibility)
• Added Gamepad/SteamDeck instant directional facing option for characters ('Instant Face Direction')
• Added camera zoom on gamepad (arrow buttons, up and down)
• Fixed Spanish credits
• Recreated clue graphic in Omega Forward Lab for Scrubber puzzle
• Animated submariners' PDA profile pics
• Improved the maturation chamber puzzle speed
• Fixed rendered PDA portraits skipping frames on animations, increased count to 180 frames
• Updated internal achievement graphics to match other platforms
• Enhanced flashback scenes to better convey story elements
• Added flashing light to crane console in 'The Blister'
• Updated PC rendered images to provide more puzzle clues/story elements
• Added a Charlie indicator when interacting with Calaban, showing a 'use on' marker
• Reduced the default video volume by 15%
• Shifted sharpen effect on graphics to only occur after bloom
• Fixed power balance puzzle to account for the second possible solution
Edit: Updated again to 1.0.3.4B. No changelog
Post edited September 15, 2023 by Hustlefan
high rated
Cultist Simulator

Updated to 2023.5.p.12

Changelog from SteamDB:

2023.5.p.12 PEONY

• Made it more clear that allies can't kill the Foe in Exile.

• Fixed 'Our Enemy's Identity' description.

• Fixed an assortment of memory leaks.

• Cards in verb slots and outputs don't play their decay animation if the verb window is closed.

• Small rework of the influences' upgrade and subversion:

• Interactions with Contentment are less erratic.

• The Lore slot doesn't spoil lore fragments' descriptions.

• Verb windows now display text in a consistent size and use scrollbars if it doesn't fit.

• Experimental changes in the flow of timers.

• Alt recipes correctly display their deck draws (instead of displaying the main recipe's deck draws).

• Fixed an incorrect description in the Russian localization of the Younger Sister.

• Fixed a verb timer sometimes not assuming the correct colour.

• Restored a special audio cue for the Time verb.

• Cards in the Mansus disappear dramatically again.

• Cards in the Mansus are flipped before vanishing - that was an accidental change, sorry!

• Added a description for missing Essential slot requirements.

• Escape button does not close an opened verb window while the settings window is open.

• Exile cities are properly highlighted and faded once again.

• Cards in verbs don't occasionally jump when clicked.

• Streamlined the pause behaviour in the Mansus and settings menu.

• Fixed the Mansus portal window not closing under mysterious circumstances.

• Fix for cards sometimes thinking that they occupy slightly more space than they are in reality, and thus preventing cards to be placed in a space near them, despite it being actually empty.

• At some point, cards that were supposed to be invisible - but only inside verbs - became also invisible on the table - but, like, confusingly invisible. Now visible again, as they always were.

• MODDING: An order in which element's aspects react to xtriggers is now consistent (by id, alphabetical).

• MODDING: Entities now have a '$depends' and '$incompatible' property - a list of mod ids that are required/forbidden for this entity definition to be applied. More specifically, $depends mean 'all listed mods must be enabled', and $incompatible means 'none of listed mods must be enabled'.
Mod id is taken from serapeum_catalogue_number.txt in the mod's folder - it is created automatically on first Workshop upload, but can be created manually for non-Steam users. If no file is present, mod id equals its name.

• MODDING: Custom input settings now work properly.

• MODDING: Aspect xtriggers are significantly reworked - this was an obscure feature and it collected dust for years, but now, hopefully, assumed its final form:

• All aspects of a card now react to xtriggering (previously only mutations did).

• The 'Transform' morph effect now transforms a card, even when triggered by an aspect. This way, all morph effects work uniformly, regardless of where they are defined.

• MODDING: The new 'xexts' property on the elements. A string-string pair, works in a way similar to xtriggers - whenever a card meets a key-catalyst of an xext, it displays the description of this xext in its current verb.

• MODDING: Fixed a bug when using an expulsion on an instant additional recipe didn't work.

• MODDING: $plus/$minus work again.

• MODDING: Levers now can have default values, and you can change default values of vanilla levers.

• MODDING: Card labels display rich text correctly.
Post edited September 15, 2023 by (ø,ø)
high rated
The Last Starship

Updated to Alpha 6 ("Frodo & Sam").

Changelog from Steam (update video)

Buying ships at a shipyard
• Any ship from the ship library can be bought in a system with a station or shipyard

Tutorial
• Beginnings of a Tutorial for Industry Mode.

NEW EQUIPMENT
Weapons Control Centre => Can connect to up to 4 weapons remotely and be controlled by a weapons officer, so that the connected weapons no longer require crew
• New Crew Type - Weapons Officer needed to crew the Weapons Control Centre

SMALL CHANGES
• Robot Arms now use Jobs to Move, Load, and Combine objects. This allows robot arms and crew to communicate, so they no longer compete to complete the same jobs at the same time.
• Robot Arms now stop moving an object if the destination can’t receive it anymore. If arm gets stuck like this, you can now cancel the arm in the right-click menu. Arms are now only stuck when an item is on the floor of the target cell.
• Missions that are in progress when you Hyperspace Jump are now returned to the open missions list so that you can return to the destination and finish them at a later date.
• Robot Arms now unload objects from factories that are not needed by the current recipe.
• When the current research project finishes a popup notification appears
• The atmospheric pressure is now shown as a percentage in a tooltip when hovering the mouse
• New Storage Zone UI
• Better job allocation/assignment to ensure that jobs can be completed by the entities that they are assigned to. This is noticeable when there a ship is divided into isolated areas.

BUG FIXES
• Mission Cargo/Passengers/Refuges and Trade Deals that are in progress when you hyperspace jump are now cancelled correctly and not taken to the Docking Port
• Crew and Scientists take off spacesuits when doing longer jobs in a breathable atmosphere
• Factories will cancel jobs when the recipe changes and the jobs object is no longer required
• Changing/Removing a storage zone will now cancel any job coming to it if the new storage at the location is no longer compatible with what is coming to it.
• Equipment installation jobs will stop any movement jobs to storage zones in the same location. When/if the equipment gets fully installed, the storage zones are removed.
• Equipment installation will highlight the closest accessible box that will be used to install the equipment.
• You can no longer place a storage zone in the location of an in-progress equipment installation
• Research stations only draw power when required for the current research project (1MW standby draw otherwise)
• Research station blue light now blinks
• For exterior jobs crew no longer pick up and drop the item before acquiring a space suit
• For exterior dismantling jobs, the box is now brought inside by the crew after dismantling
• Visual fix to adjacent tracks connecting incorrectly. Tracks now only connect if they interact with each other.
• Issue #108 - Fixes transferring crew when requesting to transfer a spacesuit and all spacesuits are worn
• Issue #109 - Fixes logistics window scaling with the number of layers, rather than the number of friendly layers
• Issue #10: Integer overflow with cash and ship value
• Issue #95 and #113: Friendly ships added to fleet for free when flying to a shipyard
• Issue #114: Powergrid settings are saved
• Issue #104: Logistics screen now updates when the selected layer is switched
• Issue #81: Mouse click and drag in the research window can no longer move the game camera
• Issue #92: Objects can no longer be stored in non-exact cell positions
• Issue #122: Robot Arms can now combine containers when they are on tracks
• Issue #72: Robot Arms now indicate when they are stuck, and can be canceled.
• Issue #16: Difficulty installing equipment in walls.
• Issue #66: Jobs get created in inaccessible locations and get “stuck”
• Issue #53: Crew try to store objects in a place they can’t access
Post edited September 15, 2023 by apparition