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high rated
No Man's Sky

Updated to 5.50_Worlds2_137028 (Galaxy & Offline Installer)

Changelog from the official website:

PART 2/2
COOKING

• Cronus now maintains a market aboard the Space Anomaly. Each day, they will seek a different range of edible items. Travellers may donate large amounts of these items at a time, in exchange for nanites and esteem.
• When presenting food to Cronus for judging, the options available will always include your highest-quality food.
• Cronus’ station aboard the Space Anomaly now has a functional grill available.
• The Exo-Skiff now has a functioning grill for mid-sea cookery.
• The recipe catalogue has been overhauled. The catalogue is now sorted by output item, and variant recipes can be viewed by expanding the main recipe.
• Recipe names are now presented more clearly in the catalogue.
• The recipe catalogue now allows access to a crafting-tree style view of any recipe, allowing intermediate steps to be seen more clearly.
• As well as in the catalogue, these recipe details are also available while using the Nutrient Processor.
• Filter options have been added to sort ingredients by quality while browsing ingredients to place into the Nutrient Processor.
• The Nutrient Processor’s ingredient storage can now be accessed at any time while nearby.
• Procedurally generated tasting notes have been added to the descriptions of edible products.
• A new Exosuit technology has been added, the Nutrient Ingestor. Once installed in the Exosuit, the Ingestor allows players to input large amounts of edible items, which will be consumed one at a time as necessary, providing powerful and long-lasting benefits.

TITAN EXPEDITION

• Expedition Seventeen, Titan, will begin shortly after the conclusion of the redux edition of the Cursed Expedition and will run for approximately six weeks.
• This expedition invites players to explore the beauty and the danger of the new planets and stars added in Worlds Part II.
• Rewards include new posters; a dazzling new starship customisation material; an explorer’s cape; the Pillar of Titan staff; and the Wraith starship, a unique living fighter.

TWITCH DROPS

• A new package of Twitch drops will begin shortly. Sign up and connect your platform accounts on the Twitch Drops page, then tune in to Twitch to earn exotic base parts, high-tech starships, fireworks, appearance modifications, and more.

OPTIMISATION AND FILE SYSTEM

• The filesystem has been reworked to take advantage of cutting-edge compression technology, allowing for larger content updates without increasing download size, and making all future patches smaller.
• Load times are up to 4x faster, and improved data caching reduces hitches during transitions, such as when flying from planetary atmosphere into space.
• Introduced a memory and performance optimisation related to object physics.
• Introduced a performance optimisation for planetary props.
• Introduced a performance optimisation related to shaders.
• Introduced a performance optimisation for many UI elements.
• Introduced a number of significant memory usage optimisations.
• Introduced a performance optimisation for the particle system.
• Introduced a performance optimisation to the wind system.
• Introduced a performance optimisation related to culling drawn objects.
• Introduced a performance optimisation for cloud rendering.
• Introduced a performance optimisation for terrain generation.

RENDERING AND VISUAL EFFECTS

• 120Hz display output and variable refresh rate (VRR) is now available on PlayStation 5 for supported displays, enabling ultra-smooth visuals, reduced latency, and higher framerates without introducing stuttering.
• The particle system has been reworked to take advantage of 3D mesh particles.
• Moving objects now interact more consistently and smoothly with foliage and grass.
• The atmosphere entry effect has been overhauled.
• New varieties of space storm have been introduced to purple-class star systems.
• Fixed an issue that prevented clouds from rendering properly while near very tall mountains.

EXOCRAFT

• The Colossus has been made easier to interact with.
• Fixed an issue that caused the player to be placed underneath or inside the Colossus when disembarking.
• Added the Mineral Processing Rig, an advanced refining unit that can be installed within the Colossus.
• Added the Mounted Flamethrower, a new short-range weapon for all Exocraft.
• Fixed a number of issues that caused technology to be categorised incorrectly when installing items in Exocraft.
• Exocraft handling in first person, particularly when controlled with a pad, has been significantly improved.
• The seating position within each Exocraft has been adjusted to improve visibility in first person.
• When driving in first person, the steering wheel and throttle within the Exocraft cockpit now respond accurately to player inputs.
• The Exocraft speed display now outputs in kilometres per hour rather than meters per second.
• Specific “dive” and “surface” control options have been added to the Nautilon submarine.
• The base speed and manoeuverability of the Nautilon submarine has been increased. The upper limit of the strongest Humboldt Drive upgrades has been tweaked slightly to compensate.
• Fixed an issue that caused the Nautilon to slowly rise or sink by itself.
• A Dredging Laser has been added for the Nautilon Submarine, allowing underwater terrain excavation.
• The Nautilon can now activate a short boost to reach higher speeds, similar to other Exocraft. No technology upgrade is required to access boost in the Nautilon.
• An alternative Floating Nautilon Platform has been added, allowing construction of a Nautilon chamber on the surface of the water.

CREATURES

• New types of procedurally-generated fish have been added and may appear in any seas.
• New types of procedurally-generated squid have been added and may appear in any seas.
• New types of procedurally-generated hermit crabs have been added and may appear in any seas.
• New types of procedurally-generated manta rays have been added and may appear in any seas.
• New types of procedurally-generated seahorses have been added and may appear in any seas.
• New types of procedurally-generated prawns have been added and may appear in any seas.
• Particularly large versions of sea creatures can be found in the deepest oceans.
• New types of strange and exotic creatures have been added and can be found on planets in purple-class star systems.
• New types of bioluminescent creatures have been added and can be found on planets in purple-class star systems.
• Creature navigation systems have been improved, allowing creatures to better select and reach destinations such as food or water sources.
• Ragdoll and death effects for underwater creatures have been improved.

ABANDONED MODE

• A new option has been added to the difficulty settings that allows players to remove all advanced alien life from the universe.
• This option is only available when starting a new custom game, and cannot be changed once a save is in progress.
• This option drastically changes the play experience and will disable the story and tutorial.

STARSHIP AND MULTI-TOOL ARCHIVING

• Players with a capital ship can now make use of long-term storage for their starships.
• Find the starship archive at the fleet management terminal on the bridge of your freighter.
• Archive up to 18 starships, in addition to your active fleet.
• Archiving a ship removes it from your list of available starships, freeing up space to acquire new ships.
• Archived ships can be reactivated from cold storage at any time, as long as there is space in your active fleet.
• Archived ships retain their installed technology but will be purged of all loose cargo.
• The buildable Weapon Rack base part now serves as a point of access for Multi-Tool archiving.
• Archive up to 18 Multi-Tools, in addition to your carried equipment.
• Archiving a Multi-Tool removes it from your list of available equipment, freeing up space to acquire new Multi-Tools.
• Archived Multi-Tools retain all installed technology and can be reactivated at any time, as long as you have space to carry them.

FISHING

• A new array of fish have been added to waterworlds and gas giants.
• Players may now fish in the moonpool of their underwater base.
• Players may now occasionally catch a Child of Aquarius. Release this strange creature to attract the attention of a Deepwater Guardian…
• New titles have been added for players who reach significant fishing milestones.
• A collection of unusual customisation options have been added for players who reach significant fishing milestones. Apply these cranium/aquarium interchanges at an Appearance Modifier.
• The float used in your fishing rig can now be customised. Apply these options from the Bait menu.
• The colour of your fishing line can now be customised.

BUGFIXES

• Fixed a crash related to NPC networking.
• Fixed a rare crash related to texture rendering.
• Fixed a number of rare crashes related to core maths functions.
• Fixed a number of rare crashes related to starship and exocraft piloting.
• Fixed a number of rare crashes related to creatures.
• Fixed a number of rare crashes related to memory management.
• Fixed a number of rare crashes related to marker rendering.
• Fixed a rare crash related to homing projectiles.
• Fixed a Nintendo Switch crash that could occur when playing in docked mode.
• Fixed a rare infinite load on PlayStation 4.
• Fixed an issue that could prevent recipes from being pinned while a mission to locate a salvaged interceptor was in progress.
• Fixed an issue that made it difficult for Sentinel forces to target player Exocraft.
• Fixed an issue that caused other player’s companions to move erratically while aboard the Space Anomaly.
• Fixed an issue that caused the camera to get the wrong side of the player in combat while using left-handed mode.
• Fixed a number of rare issues that could occur when finishing an expedition and converting the data back into the main save.
• Fixed an issue that caused ships being redeemed from an expedition to fail to set up their inventory as expected.
• Fixed an issue that could cause various quicksilver unlocks and other related items from correctly transferring when using cross-save.
• Fixed a number of rare issues that could cause starships to reset themselves to an incorrect state.
• Fixed a number of visual glitches when using the Ironclad ship material option on dropships.
• Fixed an issue that caused the Mod Warning screen to flicker.
• Fixed a number of visual glitches related to creature networking.
• Fixed a number of visual issues related to NPC networking.
• Fixed a visual issue with some leaves found on trees on lush worlds.
• Fixed a rare issue that could allow the player starship to become stuck within a floating island.
• Fixed an issue that could cause item highlighting to fail to detect living ship technology.
• Fixed a rare issue that could cause settlement charts to be consumed despite not finding a settlement.
• Fixed a number of issues that prevented discoveries with custom names from using that name in mission or dialogue text.
• Fixed a rare issue that caused incorrect introduction voiceover to be used if starting an expedition aboard a freighter, then returning to the main menu to start a new game.
• Fixed a number of animation glitches affecting the various gestures that involved posing with a hologram.
• Fixed a number of visual issues affecting starship trails when viewed underwater.
• Fixed a number of cases where storm warnings / storm passing alerts were displayed when not appropriate.
• Fixed a number of cases where planetary hazard HUD would flash red when not appropriate.
• Fixed an issue that could cause the “item is in a different inventory” message to be displayed when inappropriate.
• Fixed an issue that prevented the audio of passing stars from working correctly in the starfield load.
high rated
Primordia:
Updated from 5.1 to 5.2

National Puzzle Day Patch
-Fixed an issue with lamplight bot being clickable.
-Fixed an issue with 3 translations and dialog options not being respected.
high rated
Endzone 2 (Early Access)

Updated to 0.8.9161.21961 (Galaxy & Offline Installer)

Changelog posted by the publisher in the game forum:
ENDZONE 2 | Early Access Regular Update | Improvements & Bug Fixes (January)

Survivors!

Today, we released a Regular Update packed with new features, quality-of-life improvements, and a large number of fixes.

This update introduces new trading mechanics, enhanced electricity management, and UI refinements to improve your gameplay experience. Traders missions can be completed directly in the trading post UI now, and resource flow calculations have been improved. Electricity management sees major upgrades, including power poles that can now be built on streets and better visualization of the energy network. The camera system has been refined, with zooming via keyboard and smoother fixed-camera movements.

We’ve also addressed a variety of bugs across expeditions, buildings, vehicles, and UI elements, improving overall stability. Tweaks to settler behaviors, trade routes, and statistics ensure a smoother and more intuitive gameplay experience.

ADDED
- Camera: Added subtle mouse-position-based camera movement for all fixed camera positions (e.g., main menu, trading posts, and expeditions).
- Camera: The camera can now be zoomed using the keyboard.
- Electricity: Power poles can now be built on streets.
- Traders: Resource per minute calculations now correctly account for goods transferred via trade routes.
- Traders: Trader missions can now be completed directly in the trading post UI.

FIXED
- Buildings: Fixed several issues with the grid shader.
- Buildings: Fixed stuck vehicle workshop.
- Camera: Tooltips are no longer hidden when moving or rotating the camera with keyboard input.
- Electricity: Paused buildings are now correctly reflected in the electricity analytics view.
- Expeditions: All expeditions are now correctly sorted by sector in the expedition overview.
- Expeditions: Fixed expedition interaction dialog.
- Expeditions: Fixed glitchy floor blending in the sand mine.
- Expeditions: Fixed missing material in the military base POI.
- Expeditions: Fixed missing undersite meshes in the main menu endzone scene.
- Expeditions: Fixed number riddle code 7599 not being readable in all cases (adjusted font and number positioning).
- Expeditions: Fixed road and vegetation being incorrectly highlighted in the starting endzone.
- Expeditions: Fixed an issue where the explorer could glitch through lootable boxes in the scrapyard.
- Expeditions: Fixed an issue where the explorer could glitch through the wheels of a buggy in the endzone POI.
- Expeditions: Fixed a seemingly unlooted barrel in the Wind Generator expedition.
- Expeditions: Fixed the 88% bug in the modern house expedition.
- Expeditions: Fixed trading posts incorrectly counting toward overall sector progress in the expedition overview.
- Expeditions: Fixed the sorting of expeditions in the overview to reflect the correct sector order.
- Input: Fixed a rare error that could occur when deselecting objects.
- Input: The current selection is now correctly cleared when starting to build roads.
- Intro: The intro cinematic can now be skipped using any key.
- Minimap: Fixed tooltip for resource deposits in the zone info above the minimap.
- Research: Fixed broken text layout in the research view when displaying long research names.
- Savegames: Fixed an issue where Rain, Drought, and other catastrophes would not trigger correctly.
- Tutorial: Fixed floating UIs above vehicles not updating during the tutorial when expeditions are unlocked and a vehicle is already near an expedition site.
- Tutorial: The radiation warning message now triggers at the correct time during the tutorial.
- UI: Improved rendering performance in the main menu.
- Upcycling: Fixed an issue where the upcycling ruin UI was still displayed while the ruin was being upcycled, leading to an error when clicking on it.
- Upcycling: Upcycling ruins no longer count as resource deposits in the zone info above the minimap.
- Vehicles: Fixed and improved action button logic for vehicles to ensure more consistent button display.
- Vehicles: Fixed an issue where the loot button above vehicles at ruins did not disappear after fully looting the ruin.
- Traders: Resource per minute calculations now correctly account for goods transferred via trade routes.

TWEAKED
- Buildings: Added more sub-tooltips to values in building tooltips.
- Buildings: Bathhouse now requires water to function.
- Buildings: Building tooltip now displays the maximum number of assignable workers.
- Buildings: Tooltip for production mode selection now displays resources per minute instead of total yield.
- Buildings: Vehicles on trade routes no longer take a direct beeline when checking for the best landing stage.
- Camera: Tweaked camera movement and rotation speeds for keyboard input to match the responsiveness of mouse input.
- Electricity: Added "Configure Network" button to the connector building inspector.
- Electricity: Added a tooltip to better explain the "Send Amount" field in the energy network overview.
- Electricity: Reworked the energy transfer logic in the energy network overview. 100% now represents the total maximum energy production per minute, dynamically adjusting the send amount based on available production rather than a fixed cap.
- Expeditions: Bridge and sector progress bars in the expedition overview now better reflect their respective colors.
- Expeditions: Improved feedback when finishing an expedition.
- Expeditions: Number riddles can now be closed using the ESC key.
- Expeditions: Removed the X button from the expedition-ending dialog and replaced it with a "Continue Expedition" button.
- Expeditions: Resources can now be destroyed on the ruin side when transferring between vehicles and ruins.
- Missions: Rewards and other consequences of an event are no longer displayed in the outro if the event is completed immediately after accepting it.
- Missions: Seed Unlock Missions now base their goals on actual production output.
- Settlers: Improved handling of different scenarios when displaying the current activity in the settler inspector.
- Statistics: Graph dots in the statistics view now have labels displaying their values.
- Trade Routes: Resource limits for settlements, previously only configurable at landing stages, can now also be set directly in the trade route editor.
- Traders: Inspector of trading posts now also displays the trader’s trust level.
- Traders: Several layout adjustments in the trade UI.
- Traders: Tooltips in the trade view no longer obscure the trade worth progress bar.
- Traders: Traders now inform players when they have no available mission and will notify them when one becomes available.
- UI: Changed the displayed label for the game over state.
- UI: Slightly increased the width of the news output in the main menu.
- UI: Updated the "Access Points" help text image.
- UI: World overview (previously zone overview) now also includes all discovered traders.
- UI: Zone inventories now only display items that are actually stored there.
- Vehicles: Improved performance when moving multiple selected vehicles to a new position.
- Vehicles: Interaction buttons in the vehicle inspector are now always visible to prevent UI jumping when the selected vehicle is moving.

Your Teams from Gentlymad & Assemble
high rated
Dino Crisis

Standalone installer updated: [Windows] 1.0 hotfix ⇒ 1.0 hotfix2.
1.0 hotfix2 changelog:
• Fixed incompatibilities with some third-party overlays which resulted in the "Additional main memory needed" error message.
high rated
Deus Ex Invisible War

Updated to 1.2_launchfix_v2.

Zero idea what is it for....
high rated
UBOAT

2025.1 Patch 7
Dear captains,

There is a new patch available for version 2025.1.

Localization:
- Ukrainian localization update by vovanvoks.
- Russian localization update by Hard.

Sinking credit:
- Added a new realism setting called "Sinking credit requirements", with three presets. It determines if it's a requirement to confirm sinking to get a credit for it. It also specifies, if there is a reward for damaging a ship or not. This setting currently has no effect on the overall realism percentages to avoid affecting ongoing playthroughs.
- From now on, it's possible to confirm sinking also by interacting with a previously sunk ship's remains on the sea or by having a hydrophone operator working at the station when the wreck is still making noise after sinking.
- Fix (regression of 2025.1 Patch 6): It was possible to deal insignificant damage to a merchant ship and then order its crew to evacuate to be able to report it as seriously damaged.
- Fix (regression of 2025.1 Patch 6): Sank merchant ship GRT could be not counted towards campaign objectives in some saved game states started before Patch 6. This problem was going away after a few weeks passed in the game.

UI:
- Fix: A wrong tooltip was appearing, after hovering the cursor above "Periscope magnification mode" setting in the in-game settings.
- Fix: It was sometimes possible to select an operation in the HQ slot that was meant to be automatically managed by the HQ.
- Fix: The launch date of the first U-Boat and the career start date of the first commander on the newly added summary screens were usually wrong.

Map:
- Improved torpedo salvo visualization on the map to more closely match the actual path that torpedoes take after launching them, when the gyro angle is high and they have to make a long turn.
- Fix: Map contacts were sometimes visible in map views that shouldn't have them displayed, for example assignment selection.

Crew:
- Fix: Stress on the ship is now zeroed after using a quick return to port or starting a vacation.

Ships:
- Fix: A propeller and a rudder of T2 tankers were remaining parented to a wrong half of the ship, once they've been broken in half.
- Fix: Corrections to propeller foam effect on Bogue-Class, Illustrious-Class, C3 and Isles-Class.
- Fix: "Money" item wasn't appearing in merchant ship cargo holds and wreckages that were meant to contain them.

Missions:
- Fix: Torpedo launchers UI is now automatically closed, if it was left open, whenever tutorial asks to select one of the officers.
- Fix: Devices that are used in the tutorials are now automatically repaired, if they are damaged, to avoid issues.
- Fix: Compartment evacuations ordered by the player are now cancelled during tutorials, when they affect a compartment with a device that needs to be used.

Yours,
DWS
high rated
avatar
Edward_Carnby: Deus Ex Invisible War

Updated to 1.2_launchfix_v2.

Zero idea what is it for....
I have compared the relevant game files by content for Alan Wake from the previous GOG version 2.0.0.8) with the current version 1.2_launchfix_v2_(79573).

Differences
<GAMEFOLDER>\Content\DX2\VideoTextures\Intro_engl_none_30.bik (replaced with correct video without subtitles)
<GAMEFOLDER>\system\dx2.exe
<GAMEFOLDER>\system\DX2Main.exe

Added files
<GAMEFOLDER>\Content\DX2\VideoTextures\Intro_engl_engl_30.bik
<GAMEFOLDER>\Content\DX2\VideoTextures\EndgameIlluminati_engl_engl_30.bik
<GAMEFOLDER>\Content\DX2\VideoTextures\EndgameIlluminati_engl_none_30.bik
<GAMEFOLDER>\Content\DX2\VideoTextures\EndgameJC_engl_engl_30.bik
<GAMEFOLDER>\Content\DX2\VideoTextures\EndgameJC_engl_none_30.bik
<GAMEFOLDER>\Content\DX2\VideoTextures\EndgameStranger_engl_engl_30.bik
<GAMEFOLDER>\Content\DX2\VideoTextures\EndgameStranger_engl_none_30.bik
<GAMEFOLDER>\Content\DX2\VideoTextures\EndgameTemplar_engl_engl_30.bik
<GAMEFOLDER>\Content\DX2\VideoTextures\EndgameTemplar_engl_none_30.bik (same as old file Intro_engl_none_30.bik)
Post edited January 31, 2025 by Bridgekeeper
high rated
BROK the InvestiGator - Natal Tail, A new Christmas:
Updated to 1.0.7.1

- Added Korean translation.
high rated
#Drive Rally
From Discord:

**v0.6.0.3 -> v0.6.0.7 - La Lunette Update**

**Fixes:**
- Updated tracks on Holzberg and Dry Crumbs map.
- Improved e-brake response.
- Adjusted car physics for better handling.
- Fixed wheel collision issues.
- Fixed an issue with car getting stuck underground.
- Improved car responsiveness when landing after a jump.
- Adjusted font sizes for better readability on Steam Deck.

**New Car:**
- La Lunette 1996, available in three classes: CL, RS, and XR.
- 6 unique livery designs and 12 color presets, available for in-game $500 each.
high rated
Stellar Tactics

VER 0.728
I'm posting a few bug fixes and updates today. Here are the notes:

UPDATED - INT EXP bonuses for the following skills: HACKING, FIRST AID, CRAFTING, REPAIR and SALVAGING.
UPDATED - Descriptions are now displayed when rolling over icons on the minimap/radar.
UPDATED - A visual reminder for players to re-center the camera is now placed on screen in cases where the camera has been scrolled away from the active crew leader.
UPDATED - In the CREW MANAGER, you can now drop portraits to the right side of the screen on both the portrait and name fields.
UPDATED - The next weapon special attack skill tier level is now displayed when rolling over special attacks on the action bar.
UPDATED - Stat descriptions updated. Added information displaying various STAT influences. I'll be doing a bit of UI work to break these influences out so they present better in the future.
UPDATED - When new players first start the game - game FPS is set to 60fps instead of uncapped. This does not affect current settings for existing players - only new installs. A warning is displayed when uncapping frame rate to let players know that uncapping the frame rate could cause stability issues on some systems.
UPDATED - Various UI fixes/tweaks

FIXED - Fabricant player portrait genders were swapped and did not match voice.
FIXED - Random crew members being stuck when entering a new area. Previously required crouch->stand to fix as a workaround.
FIXED - Occasionally, crew members were be left behind when moving after entering a new area and require a second click.
FIXED - Occasionally, when entering a new area, the incorrect weapon was displayed for the selected crew member.
FIXED - Zoom In/Zoom Out buttons on map were inverted.
FIXED - The psionics selection bar remained hidden if you swapped to a weapon and then back to the amplifier while not in combat.
FIXED - Default psionic effect descriptions are now translated.
FIXED - Grenade status effects from assigned perks were not being applied. Perk +DMG bonuses were working as expected (+DMG)
FIXED - In space, approaching a target and selecting other orbital bodies via the system object list while approaching would reset the approach target. This would cause odd issues like arriving at a jump point and circling it etc.
high rated
Grim Dawn

Standalone installer updated: [Windows] 1.2.1.4 Hotfix 1 ⇒ 1.2.1.5.
V1.2.1.5 Hotfix 2

Due to a bug fix related to casting with two-handed weapons, any skills granted by two-handed weapons (either directly or through an attached Component) were cleared from the quickbar and Celestial Powers have been unassigned from them. This is a one-time necessary reset.

① [Crucible]
• Fixed an issue where the next difficulty would not unlock when using the Wave 150 Checkpoint.

② [Modding]
• Fixed an issue when the new OneShot_Skill not working for modders.

③ [Tech]
• Fixed an issue where some skills were unable to proc Celestial Powers for clients in multiplayer.
• Fixed an issue where Japanese font would be missing symbols on the Xbox. This required updating the font to a new style.
• Fixed an issue where projectile ring skills would not have at least one projectile fly directly forward from the player. This also addresses cases of missing projectiles.
• Fixed an issue where terrain-following projectiles would follow the terrain outside of playable areas.
• Fixed an issue where terrain-following projectiles could shoot off in a random direction if they spawned too close to the target.
• Fixed an issue where attempting to put an illusion on an invalid weapon in the off-hand could crash the game.
• Fixed an issue where in certain scenarios the DPS calculation on item tooltips would not match damage calculations in the character sheet.
• Fixed an issue where incomplete set bonuses could cause pets to be unsummoned (ex. +2 to Shaman Skills) when set pieces were swapped.

④ [Game]
• Increased kill count necessary to spawn the Beast faction Nemesis.
• Fixed an issue with the new clock position and UI scaling causing it to become covered up by pet frames.
• Fixed an issue where flat dot damage bonuses from Components and Augments on weapons were not added to weapons that had the same damage on them (ex. adding Bleed damage to a weapon with Bleed damage).

⑤ [Itemization]
• Ugdenbog Arcaneweaver and Ugdenbog Boltthrower now drop exclusively from Barrowholm cultists. Drop rates increased accordingly. The altar at the end of the Barrowholm cellar now drops an assortment of wendigo-themed Monster Infrequents.

⑥ [Class & Skills]
• Blade Spirit had the volume of its ambient audio has been reduced by 60%.
• Quick Jacks now has a fixed -1.2 Radius penalty and its % Damage Modified penalty scales with rank instead.
• Wind Devil has had its cast sound updated, and the volume of its ambient audio has been reduced by 75%.
• Increased distance on Scorpion Sting celestial power's projectiles to 4.5.
high rated
Unreal Lust Theory

v0.3.7.0.1

A lot of extra information can be read at the game's website.
I'm copying just the changes here:

1. Christmas event removed, but you can still activate it by changing your PC date and time and starting a new game
2. Keybindings added for the drone in special scenes (as requested)
3. Two new Sophie animations + a special outdoor and indoor animation
4. Removed Sophie’s present, placed her on the couch, and updated her clothing
5. Fixed some reported bugs (except the camera issue in special scenes)
6. Missing translations fixed
Post edited February 01, 2025 by twifight
high rated
The latest Turbo Overkill update is available on GOG now (Offline & GOG Galaxy).

1.512 (January 31, 2025)
• Added optional Screen Spaced Reflections
• Added optional Dynamic Shadows (can sometimes be GPU intensive!)
• Lamps now have light shafts emitting from them
• Added a Rendering options menu
• Fixed secret level spawns
• Localization added to Bestiary
• Localized Data Disk entries (can now be collected)
• Localized monster descriptions in the Infodex
• Overdrive legs typo fixed
• No Drop tech chip loading dead enemies data
• Fixed various bugs in the secret levels
• Level time no longer affected by Turbo-Time
• Sloths no longer fire their machine gun while stunned
• Gamma slider works in ungraded mode now
• Fixed Alt typeface in the Accessibility menu
• Removed news and featured mods (wasn't really been used)
• Fixed green door typo
• Fixed bug where at the end of Artifact-Zero would sometimes lock up
• Fixed collision on Endless dumpster
• Fixed descriptions in the shop getting cut off
• Emergence: Fixed out-of-bounds area
• Open Season: Fixed palm collisions in club room
• Open Season: Fixed floating platform geometry in club room
high rated
BROK The InvestiGator has been updated to version 1.4.8 (GOG update number 79629).

Changelog from Steam Community:
Hi,

This update brings a full Korean translation to the game (thanks to Turvey!)

In addition, the Spanish translation which suffered from being worked on by several persons, has been fully re-translated (thanks to Marcos Del Sol Vives!)


1.4.8
---------
- Added Korean translation and Spanish re-translation.
(Rvs 20861)
high rated
AI War 2

Standalone installer updated: [Windows, Linux, Mac] 5.615 ⇒ 5.616.
5.616 Fixes And Difficulties
(Released February 1st, 2025)

• Fix to ships with lingering "tractored" debuffs.
---• Thanks to Bleh for the report.
• Fix to ships outside the gravity well getting permanently stuck.
---• Thanks to Jaydak for the report.
• Fix to a couple cases where ships could be regenerated (ie, from a Regen Golem) but doing so is inappropriate.
---• Ancestor/Children ships that expire *immediately* with their Progenitor/Parent (ie, destroyer wards).
---• Drones that do not attrition (rare).
• Fix to ships losing their behavior mode.
---• If headed to load into a transport on-planet, and it (the transport) then leaves before they reach it, this was accidentally clearing the current behavior mode when it added the "move through wormhole" order to reach its transport.
• Fix to ships in "stop to shoot" not disengaging to load.
---• This issue occurred specifically when the transport is not on the same planet.

① Sidekicks
• Fix a bug where the Scourge Empire could get multiple copies of their Scourge Vassals
---• Thanks to The Grand Mugwump for reporting
• Hopefully fix a bug where the additional Ark Empire arks wouldn't work right
---• Fix minimally tested
---• Thanks to FreedomMoped
• Upgrading Scourge Spawners and Armories is cheaper for the Scourge Infused Empire
• The Dark Zenith flagships should now longer wrap around their unit transformations
---• Thanks to The Grand Mugwump for reporting
• The Scourge Infused Empire Techs for each race now list explicitly what hybridization combinations exist

② New AI Difficulties
• These new AI Difficulties are about trying to find ways to make a harder AI that relies less on having lots of ships and more on other balance levers
---• These should hopefully provide variety for existing players, and also to allow for MP games to get harder without generating more network traffic (or for players with lower computer specs)
---• These will show as "Difficulty 7" if you look at the Esc menu. I'm not actually sure how hard they are compared to regular AI difficulties, and would be interested as to feedback.
• Wily Badger
---• Smart, but weaker economically (between a 5 and a 6)
• Powerful Badger
---• Smart, but weaker economically (between a 5 and a 6)
---• In addition, will get higher mark levels earlier, and has strong responses to hacks and counterattacks
• Sneaky Badger
---• Smart. Economically around a 6, but gets early wormhole invasion. The ships are more cautious, and really like killing metal generators
• Core Badger
---• Economically a 5, but climbs mark levels very quickly. They really hate command stations.