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high rated
Ctrl Alt Ego

Updated to 1.4.5

Changelog from SteamDB:

Patch Notes v1.4.5

• Fix: Corrected a technical issue with DADs moving between levels - symptom would have been either DAD broken parts appearing when they shouldn't or not appearing when they should
• Change: A technical change to ensure physics and object transforms synchronized prior to saving / crossing between levels

Patch Size: 7 MB
high rated
The Witcher 3 REDkit

Update to V4.0.103444.

No changelog.
high rated
A new super update for Roboquest is now available (Offline & GOG Galaxy).

1.3.0 - 151 (June 6, 2024)
General

• Added a new quest to unlock Superbot
• Added a new cutscene available once you've completed the new quest
• Added 3 new data-logs
• Added 5 new achievements related to Superbot

Class

• Added Superbot as a playable class
→ Developers' Notes: It will only be available once you completed the new quest.

Weapon

• Added a new weapon called 'Captain Mc Slice', it is a powerful heavy blade that can be picked up at run start once you've discovered it in a certain level (pretty much like the Shovel)

Level

• Added a new level called 'Harmony Square', it can be accessed through 'Haven City' under certain conditions
• Diversified the enemy pool in 'Aqua Station' in difficulty levels Guardian 2, 3 and 4
• Added a 'Goliath Slug' in the path from 'Aqua Station' to 'Fusion Core'

Settings

• Added a new quality of life settings called 'Infinite Music', this is unchecked by default and you may check it to make sure the music never turns off, even when you haven't fought enemies for a while
• Added the possibility to toggle Sprint Mode with a keyboard/mouse input when playing with hybrid controls

Bug Fixes

• The Transformer-Toy summon now properly appears for the other player when you pick it
→ Developers' Notes: This is the second time we're fixing this, but it is for real this time.
• Dropping a weapon in multiplayer no longer has a chance to make it disappear forever
• The final door in front of IRIS is now properly interactable by both players in all cases
• Spending a Crystal Powder in a level will no longer prompt the Crystal Powder end screen when completing it
• Fixed a texture streaming issue causing the 'Crystal Claimed' texture to display a white square when completing a corrupted level
• Credits will properly scroll to the end again
• Enemies have their proper texture when watching them in the Museum
high rated
Northgard

Updated to 3.5.6.38277 (Galaxy & Offline Installer)

Changelog from SteamDB:
Clan of the Hounds in Ranked | Patch notes for 06/06/2024

v3.5.6.38277

Hounds Balancing

A lot of small tweaks and rebalancing of the clans as we’re making it available for ranked games. The idea behind those changes is not only to nerf the strongest elements, but also to rebalance some elements that feel underutilized compared to other elements. For example we’re making Foxskin less strong, in order to make the Wolfskin more interesting, and we’re decreasing the heal of Bloodthirst, while making the speed of heal faster, and making the heal ability of the Boarskin stronger in exchange, to incentivize using it to compensate.

With this patch release, the clan is now available in ranked multiplayer.

Star-with

• Berserkers now have a max amount of resources they can collect at once when absorbing a soul (80 max).

Knowledge

Bloodthirst

• When gaining Military XP, regain 4̶0̶%̶ of it as heath > 30%
• At a speed of 0̶.̶5̶ ̶H̶P̶ ̶p̶e̶r̶ ̶s̶e̶c̶o̶n̶d̶ > 1 HP per second

Units

Foxskin

• Attack Power 1̶4̶ > 12.5
Shredding Claws (Lvl 2 ability)
      ○ Each attack slows the target by -̶1̶0̶%̶ > -7.5%
      ○ To a maximum of -̶5̶0̶%̶ > -20%

Hunter’s Mark (Lvl 3 ability)
      ○ Mark reduce target speed by -̶2̶5̶%̶ > -15%
      ○ Increase the damages they receive by +̶5̶0̶%̶ > +35%

Bearskin

Blade Breaker (Lvl 2 ability)
      ○ Reduce target’s attack power by~~ -35%~~ > -25%
      ○ With Hord Instinct - each additional bearskin reduce it by -̶1̶0̶%̶ > -2.5%

Death Deceiver (Lvl 3 ability)
      ○ Make the first unit in the zone to die invincible for 6̶ ̶s̶e̶c̶o̶n̶d̶s̶ > 3 seconds

Boarskin

Mender’s Legacy (Lvl 2 ability)
      ○ While regaining health, heals wounded units by 1̶ ̶H̶P̶ ̶p̶e̶r̶ ̶s̶e̶c̶o̶n̶d̶ > 1.5 HP per second

Blood Sacrifice (Lvl 3 ability)

• Boarskin sacrifices 7̶5̶%̶ of its health > 60%
      ○ Over 5̶ ̶s̶e̶c̶o̶n̶d̶s̶ > 4 seconds
      ○ And converts 1̶0̶0̶%̶ of it to wounded units > 200%

Fame 500

• Berserkers can level up to level 7, each additional level requires 2̶0̶0̶ ̶X̶P̶ > 250 XP

Conquest Battles

Following some feedback we’ve received about the second conquest battle of the clan being too challenging in comparison to the others, we’re swapping it for another one.

• Hounds clan battle n°2 is now No Gods No Master. (Previously The Great Hunt)
• The clan can now play the Age of Vampires battle.
      ○ The clan can only evolve 1 berserker, which is considered the Warchief of the clan, and has the nightwalker ability.

QOL

• Bloodthirst visual signal (on health bars) has been reworked to be more clear, and cause less confusion. (with some players thinking it would work as a shield and prevent taking damage for exemple)
• It is now possible to remove an animal soul from the arena having to avoid players getting stuck in some cases and having to destroy the building.

Other

Gate of Helheim

We’re adding a new rule to the Gate of Helheim zone, to address the issues of some clans benefiting too heavily from the Valkyrie spawn instead of being challenged by it.

• Killing the Fallen Valkyries on the gate of Helheim and later summoned by the gate (when colonized) no longer give Military XP nor trigger any “on kill” effects. (Hounds Bloodthirst, Eagle Boneyard, Wolf Spoils of War, Lynx Trophies, and so on…)

Lore Victory

• Direct gains of Lore accumulate Lore/ Faith for the Monument and the Victory. (Ruins, Ox Warcraft, Lion start-with, Hounds boarskin soul absorption, Eagle caches, and so on…)

Bugfix

• Hounds - Fixed color displayed for the conquest Town Hall
• Hounds - Fixed animal souls from the last conquest bonus consuming wood
• Hounds - Fixed control group not working on Berserkers after evolving from their Brawler form
• Hounds - Fixed Brawler on forge not going back to No work state after finishing all forges
• Hounds - Fixed Berserker captured by Dragon not granting the soul of the Berserker with fame 200
• Hounds - Fixed Brawler not producing Fame on Pillar of Glory in conquest mission Viking’s Glory
• Hounds - Fixed Brawler not producing food on Healer Hut
• Hounds - Fixed Brawler not mining molten rocks in conquest mission Shards of Misfortune
• Hounds - Fixed Silo not increasing food production for Brawler
• Hounds - Fixed Bloothirst not working when stolen by Owl, Snake, or Mimirsbrunr
• Hounds - Fixed crash when two unit died during a fight in the Brawler Camp
• Hounds - Fixed Boarskin dying when using his lvl 3 ability while Medecine was unlocked
• Hounds - Fixed Foxskin slow not applicated at the good moment
• Hounds - Fixed Brawler or Berserker being able to be assigned to other military camp
• Hounds - Fixed Brawler assignation limit on production building allowing to overcap the number of workers
• Hounds - Fixed a crash when killing foes on the Yggdrasil zone in conquest mission Battle for Midgard
• Hounds - Fixed Brawler stuck in Brawler camp when loading a save
• Kingdom - Achievement Improvised Carpentry will not be unlocked if a woodlodge is built
• Fixed host that can control guest unit in conquest mission Age of Vampires

Known Issues

• Hound - Last conquest bonus may cause a crash when used
• Hound - Fox soul summoned from a dead berserker is smaller than usual in the Brawler camp
• Some text issues
Post edited June 07, 2024 by Hustlefan
high rated
No Man's Sky

Updated to 4.72_Adrift_123971 (Galaxy & Offline Installer)

Changelog from the official website:
Adrift Patch 4.72

June 4, 2024.

Hello everyone,

Thank you to everyone playing the No Man’s Sky Expedition: Adrift, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.

We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 4.72, which is now live on Steam and will be coming to other platforms as soon as possible.

Bug Fixes

• Fixed an issue that prevented the Iron Vulture engine effects from activating.
• Fixed an issue that prevented the ‘previous expedition’ label from showing on the save select screen whilst another expedition was active.
• Fixed an issue that caused two Adrift milestones to both award Nutrient Processor plans.
• Fixed an issue that prevented players from claiming the Ship of the Damned if they had permanently declined the freighter rewarded by an earlier milestone in the Adrift expedition.
• Fixed an issue that prevented the claiming of some expedition milestones if one of the rewards upgraded a ship or multitool, but the current item was already at S-Class.
• Fixed an issue that caused ships to be invisible in some planetary storms.
• Fixed a minor issue related to planetary tornadoes.
• Fixed a number of minor text issues.
• Fixed an issue that caused the Horizon Omega and Prime Vector pre-order ships to be interpreted as freighters, causing a crash shortly after claiming them.
• Fixed an Xbox-specific multiplayer crash.

We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report.

Thank you,
Hello Games
high rated
Parkitect

Updated to 1.10b (Galaxy & Offline Installer)

Changelog from SteamDB:
1.10b Update

May 2024 Build Challenge Results

Here are the winning entries:

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

Tropical Tiki Turnaround

Excitement: 81.8 (Extreme)
Intensity: 63.1 (High)
Nausea: 26.6 (Low)

Approximate Cost: ~$10,462.99
Approximate Cost (without decoration): ~$5,726.00

+++

Shogun

Join the shōgun and protect the garden at all costs.

May 2024 Build Challenge
Fantasy Theming

Excitement: 73.1 (Very high)
Intensity: 50.0 (Medium)
Nausea: 35.3 (Medium)

Approximate Cost: ~$12,999.95
Approximate Cost (without decoration): ~$6,879.00

+++

MaD HaTTeR

This symmetrical spinning coaster is stunning and sensational! Introducing a new inversion titled "The Lasso"!

Excitement: 64.1 (Very high)
Intensity: 56.5 (Medium)
Nausea: 37.7 (Medium)

Approximate Cost: ~$11,079.21
Approximate Cost (without decoration): ~$6,711.00

+++

Astral Swirl

Excitement: 78,8 (Extreme)
Intensity: 69,2 (High)
Nausea: 27,7 (Low)

Approximate Cost: ~$10,838.81
Approximate Cost (without decoration): ~$5,778.00

+++

Poison Ivy

Excitement: 88.9 (Extreme)
Intensity: 67.2 (High)
Nausea: 34.5 (Medium)

Approximate Cost: ~$11,568.54
Approximate Cost (without decoration): ~$9,269.00
Post edited June 07, 2024 by Hustlefan
high rated
It is massive patch time for Project Warlock II (Offline & GOG Galaxy).

Version 0.5.5.25 (June 7, 2024)
Experience System
Experience Sources
• Treasure items
• Killing monsters
→ EXP amount is multiplied by combo multiplier

Stat System

• Points are gained with each player level earned
• Players can find extra Stat Tokens throughout levels

Available Stats:

STRENGTH
• Improves melee damage
• Increases stamina recovery time

VITALITY
• Increases max health

SPIRIT
• Increases max mana

CAPACITY
• Increases max ammo carried

FIRE
• Increases fire damage

FROST
• Increases frost damage

Perk System

• Each 5 player levels grant 1 additional perk point
• Directly connected to Stat system with logical requirements
• Players can find extra Perk Tokens throughout levels

Available Perks:

• Supply Magnet
Attracts items from small distance
• Ghost
→ Allows moving through enemies

• Combo Retainer
→ Doubles the base combo timer

• Headshot Expert
→ Headshots can cause an explosion

• Fast Switchup
→ Reduces weapon switch time

• Sprinter
→ Increases maximum run speed

• Deadly Frost
→ Freezing enemies also hurts them, dealing 30 damage

• Cold Mist
→ Destroyed frozen enemy has a 35% chance to leave a freezing mist that will linger for 5 seconds and freeze enemies in a 5 meter radius.

• Fire Trap
→ You gain 10% chance to trigger Flame waves around you whenever you receive damage.

• Fire Boost
→ Your weapons gain 10% chance to set monsters on fire

• Tough Shell
→ Reduces explosive damage taken by 70%

Palmer's Arsenal
Weapons are upgradeable in the HUB, using upgrade tokens which are found in the levels

• Added Altfire upgrades as separate upgrades to all weapons, base cost of each altfire upgrade is 2 tokens.

Claymore

• Titanium Core
→ Lighter Sword, less stamina usage
→ Altfire - Executes enemies below 50% health

• Magic Sword
→ Deals magic damage
→ Altfire - Casts a magic wave in a 90 degree angle

Rifle

Heavy Rifle
→ Lower firerate, progressive recoil, higher damage, bigger magazine
→ Altfire - Short explosive burst which consumes more ammo

Semi-Auto Rifle
→ Slow, semi-automatic firearate, more precision, high damage
→ Altfire - Scope with a railgun

Super Shotgun

Auto Shotgun
→ Fires automatically
→ Altfire - Double shot: consumes more ammo but fires twice

Harvester
→ Has 6 barrels instead of 2
→ Altfire - fires all barrels

Cannon

Super Cannon
→ Has Additional Penetration
→ Altfire - projectile strength charging

Cartier
→ Fires multiple smaller cannon Projectiles
→ Altfire - projectile spread charging

Rocket Launcher

Grenade Launcher
→ Fires parabolic grenades
→ Altfire - fires a Cluster Bomb which consumes more ammo

Mortar Launcher
→ Big, slow parabolic projectiles
→ Explodes on impact
→ Altfire - Multiple projectiles with less accuracy

Staff

Beam Staff
→ Fires Beam of energy, requires precision
→ Altfire - Releases a charged Lightning Ball

Atomizer Staff
→ Fires short-ranged spread of magical spray
→ Altfire - Releases 40 small projectiles in a 90 degree cone

Rune System
Runes allow you to enchant your weapon with an element, for Palmer it's either fire or frost.
Enchanted weapon has a chance to deal fire/frost damage respectively, with chance increased by improving Fire/Frost statistics.

• Added Rune Quests
→ Each weapon has two runes which require certain objectives to unlock

Palmer's Abilities
Palmer's Abilities are now upgradeable through Upgrade Tokens which can be found in the levels.

Akimbo
Allows you to dual wield currently equipped weapon

• Project Rambo
Increased maximum akimbo time

• No-Reload
Removes reloading while in Akimbo mode

Phantom Palmer
Taunts Monsters, taking their aggro

• Explosive Phantom
Taunts monsters and explodes on timer

• AOE Phantom
Taunts monsters and deals AOE damage over time

Ammo Refill
Ammo Refill boosts the damage of your current weapon for the size of single magazine. It also generates an additional sound effect and visual effects when shooting.

• Added new Ammo Refill sound effect when firing
• Weapon will glow red when firing and ammo refill is active
• UI will show remaining boosted bullets
• Boosted shots will leave faint red trails.

Upgrades
• Large Ammo Refill - For currently equipped weapon
• Small Ammo Refill - For all weapons

Passive Upgrades
Passive upgrades unlock after defeating the miniboss in E1M7, and can be purchased with passive upgrade tokens.

Attack

• Aggressor
Max HP is reduced by 10% but you deal 10% more damage

• Anger Management
Every time you get hit your damage is increased by 5% for 5 seconds. Damage and duration stacks up to 20 times

• Super Combo
Combo meter drains twice as fast but each level grants stackable +10% damage buff

• Sadist
All bleed effects have 100% longer duration. All weapons have 5% bleeding chance.

• Berserk
Deal +90% damage when below 30% max HP. Deal additional +10% damage when below 10% max HP. Deal -10% damage if above 70% max HP

Defense

• Defense Boost
+10max HP, +20 max armor

• Fortification
Maxing out armor points grants 100% damage absorption for the next +25 damage points per armor tier

• Stabiliser
Your HP will be slowly deducted from your health after taking damage.

• Limit Break
When your HP drops below 10% refill all stamina and mana and grant invulnerability for 5 seconds.
→ Activation resets your combo meter.
→ Maxing out combo meter will grant another limit break.
→ Can occur once per 120 seconds

• Spiked Armor
Melee attacks will hurt monsters back dealing 15% damage and also +30% chance to inflict bleed.

• Reflective Armor
+25% chance to receive 20% less damage from ranged attack and bounce it back where it came from.

• Fast Metabolism
All healing is increased by + 15%. Max HP is reduced by 10%

Magic

• Magic Boost
+20% mana

• Mana Leech
Convert +10% of all healing items and lifesteal into mana.

• Soul Collector
Monsters drop small mana refills

• Life Leech
10% chance to steal 5hp from monster on damage

• Fast Charge
Instantly recover cooldown on all Utilities after reaching 60x combo.

• Eco Round
5% chance to not drain mana on usage.

• Cooldown Reducer
Shortens cooldown by 2s on all cooldown altfires.

Passive Upgrade Tokens

• Available from HUB 7 after E1M7
• Removed Passive token drops from minibosses
• Added Passive Tokens to E1M7
• Adjusted Passive token pricing mostly to 2 per passive upgrade.
• Added notification after killing Necromant that upgrades will now be available in HUB.

Level Design

• 1st HUB will only allow to improve perks and stats
• 2nd HUB will additionally allow to improve weapons and utilities
• 7th HUB will unlock passive skills
• Staff is now found at level E1M2, before Miniboss fight
• Rocket Launcher is now found at level E1M6, before Pillar which drops down, after the bridge.
• Replaced Staff secret in E1M5 with Rocket Launcher

Level Rework

E1M1
• Fixed Navmesh issue on e1m1 in the corridor leading to the Armor room staircase.
• Adjusted fences near the yellow door on E1M1
• Player should not block on them anymore (reported by ii7av3)
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked visuals
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M2
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M3
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M4
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M5
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M6
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M7
• Added Health and Ammo Items to the level
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M8
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Moved assassin in E1M8 after Red Key to the corridor instead of the Altar
• Moved Succub and Bugdemon inside wall near Holopalmer ability
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M9
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M10
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M11
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M12
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters

HUB
• Reworked Weapon Shop Interface
• Reworked Stat Shop Interface
• Added Spell Shop Interface
• Added Passive Upgrade Shop Interface
• Added Character Status UI under "I"

UX

• Added notification for quest start, cancel and finish
• Added outline to interactable objects such as doors, buttons, stations and tutorials.
• Added interaction prompt to disabled upgrade stations, with respective descriptions.
• Added current Rune Task progress to the main upgrade weapon screen. If the task is active, it will display task as x/x instead of x.
• Added Magazine Ammo counter which also represents if Ammo Boost is active.
• Added Discord Button in Main Menu

UI

• Added visual background for ammo display
• Added player statistics screen
• You can check your stats, perks and skills under a designated screen for player character information.

Weapon Balance

Semi-auto Rifle
• Reduced damage from 40 to 20 per shot (60 per burst instead of 120)
• Increased burst firerate from 80rpm to 100rpm

Assault Rifle
• Changed base rifle ammo from 300 to 150

Super Shotgun
• Changed base shotgun ammo from 60 to 30

Claymore
• Adjusted Titanium Core Execution projectile speed from 100% to 200%.
• Increased base stamina by 100%

Cannon
• Buffed basic Cannon damage from 120 to 160
• Changed base cannon ammo from 30 to 20
• Reduced Heavy Rifle Akimbo bullet spread increase over time
• Reworked Cannon Penetration logic.
• Base cannon will now penetrate small monsters, and the cannonball will crush on impact with walls.
• Cannonball looses 30% damage on each penetrated monster.
• Increased Cannon firerate from 30rpm to 60rpm
• Adjusted Cannon and Rocket Launcher timer before first shot on enabling akimbo to avoid situations where weapon feels like its broken

Atomizer
• Nerfed Atomizer staff damage per projectile from 15 to 5

Mortar
• Reworked Mortar Projectile Trajectory. It will now initially be very fast and loose it's speed over distance.
• Increased mortar projectile falling speed

Monster Adjustments

Pigdemon
• Increased Pigdemon walking speed from 5m/s to 8m/s

Cacobot
• Increased Cacobot health from 70HP to 140HP

Bugdemon
• Increased Bugdemon health from 120HP to 180HP

Turboknight
• Decreased Turboknight's base rocket damage from 15 to 10

Assassin
• Increased Assassin's Melee range from 2m to 3m
• Increased Assassin's Damage from 15 to 25
• Increased Assassin's movement speed by 2m/s

Boney
• Reduced Boney max attack distance
• Synchronized Boney's hitscan shot with animation a bit better

Weaver
• Decreased Weaver Spider projectile speed from 70m/s to 30m/s

Knight & Turboknight
• Reduced Knight's and Turboknight's Rocket Blast damage by 50%

Human
• Removed Human Scream

Ghoul
• Increased ghoul check timer to be every 3s not every 1s

Skelly
• Fixed Skelly stuttering when moving

Pigdaddy
• Increased frost resistance from -350% to 0%

Human Rework

• All humans will be identical over all Chapters.
• Humans now have one model per gender.
• Both genders present identical functionality.

Stats
• 100HP
• No resistances to damage types
• Can be set on fire, same as all monsters
• Can be frozen, same as all monsters

Human-specific behaviour:

Alive Stances

Scared Stance
→ Run
→ Idle

Normal Stance
→ Run
→ Idle

Attack
→ Humans don't attack, instead they move around.

On Death
→ After 2 seconds corpse transforms into:
• Ghoul if Male
• Vampy if Female

Interactions

• Scared stance will enable for couple of seconds when attacked.
• They will run around in scared/normal stance depending if it was attacked.
• Monsters will attack humans only if they can see player but have no path towards the player.
• Check for human will only happen every couple of seconds to avoid ping pong effect between player and human.
• Monsters spawned from humans do not count towards total monster count in intermission screen and player stats screen.
• Monsters spawned from humans count towards combo like normal monsters.
• Monsters spawned from humans count towards rune quests like normal monsters.
• In general monsters spawned from humans should act like normal monsters spawned by monster spawners.

Bestiary

• Added Important Notification to Bestiary Pickup

Fixes over the course of the Playtest

• Fixed runes not saving properly
• Mana souls now will disappear 5s after dropping
• Stat description will now show percentage of next level instead of current
• Adjusted Headshot sound volumes
• Adjusted Burst Rifle sniper shot volumes
• Fixed max stamina calculation in Character Status
• Fixed game starting with 2 weapon upgrade tokens
• Fixed rune task duplicating on save load
• Fixed ceiling in HUBs
• Fixed passive upgrade notification color from yellow to red
• Fixed an FPS issue with spider path calculation, visible for example in E1M7 at beginning.
• Fixed an issue where spiders would constantly land and would not attack
• Fixed spirit mana values increase display in Stat Shop
• Fixed strength stamina regen rate values increase display in Stat Shop
• Fixed Capacity values display in Stat shop
• Fixed ammo display in Character Status
• Fixed an issue with SensesAI generating too much garbage and influencing performance
• Fixed an issue where akimbo would reload with no reload upgrade
• Fixed secret gate in e1m4 trigger too early
• Fixed active quest transfers to the new save
• Fixed an issue where any ammo could go below 0
• Fixed an issue where shop currency would not update in Skill Shop
• Fixed nullreference error on game load, connected to old Wargression Magic upgrades
• Fixed Phantom Palmer AOE daggers playing when he's dead
• E1M1 - removed 3 monsters which influenced monster count, but were not in level.
• E1M4 - fixed boney and skully spawning inside wall near Holopalmer ability
• E1M9 - fixed moving platform applying damage to player for no reason
• Improved performance issues related to Localization
• Improved performance of shops when opening them
• Fixed Holo
• Palmer lagging the game in some cases
• Fixed Titanium Core execution altfire upgrade. It will now play proper animations, and execute enemies that are at or below 50% health.
• Fixed an issue where Passive and Weapon upgrade points would not save correctly.
• Fixed an issue where after buying Combo Retainer Perk, the combo timer would double with each save reload.
• Fixed an issue where Necrogirls would not resurrect nearby monsters.
• Fixed an issue with vitality stat and health overcharge.
• Fixed Burst Rifle having one burst too much per magazine.
• Fixed E1M1 shotgun even trigger sticking out into the room thus triggering an event too early in some cases
• Fixed an issue where Character Status would not load properly and display incorrect stats and lack of perks/passive upgrades.
• Applied a lot of performance fixes to monsters and their CPU usage
• Added replacement of old path by new path in path request calculation for monsters to improve their calculation speed.
• Reworked monster pathing a bit, to offload the CPU. This could result in more interesting behaviour for monsters.
• Improved monster pathing performance
• Fixed an issue where monsters would spawn dead
• Fixed an issue where cannon manual reload would not work (reported by Dwailing)
• Fixed an issue where cannon would not do a background reload (reported by Dwailing)
• Improved Utility Shop UI readability
• Fixed an issue where player would get stuck on geometry in certain moments, especially near walls
• Fixed an issue where invisible wall on E1M1 would not disappear after yellow key unlock
• Fixed an issue where stat and perk points would be displayed incorrectly on 21:9 displays (reported by 3dioot)
• Fixed an issue where game would drop FPS on saveload in some cases
• Fixed placeholder description on Magic Blade
• Fixed a crash issue
• Fixed rune selection disappearing in some cases
• Fixed an issue where monsters would not look for path after save reload
• Fixed button placement in 21:9 resolutions on new upgrade screens
• Fixed an issue where weapon would disappear from screen
• Adjusted boney aim frame to better depict aiming
• Buffed Jolopalmer health from 60 to 300
• Added 1 upgrade token to e1m2 before falling through floor
• Fixed spider jump reset bug
• Removed damage from headshot expert
• Moved various stuck monsters in geometry in E1M8 near Holopalmer ability
• Moved stuck monsters in geometry in E1M6
• Fixed monsters animations after save/load
• Player cannot damage Phantom Palmer now directly with weapons.
• Fixed Secret Dead Characters showing Interaction prompt
• Fixed Keys UI animation
Version 0.5.4.34 (May 10, 2024)
• Fixed an issue where monsters would aggro too early/before detecting the player
• Improved Turboknight's AI
• Buffed basic cannon damage from 160 to 200
• Buffed basic cannon projectile speed from 40m/s to 60m/s
Version 0.5.4.27 (April 30, 2024)
UI

• Added graphics to Weapon Upgrade Shop
• Added graphics to Perks/Stats Upgrade Shop
• Added graphics to Utility Upgrade Shop
• Added graphics to Passive Upgrade Shop

Performance

• Applied a lot of performance fixes to monsters and their CPU usage.
• Reworked monster pathing to offload the CPU.
• Improved monster pathing performance.

Monsters

Weaver
• Decreased Weaver Spider projectile speed from 70m/s to 30m/s

Knight & Turboknight
• Reduced Knight's and Turboknight's Rocket Blast damage by 50%

Ghoul
• Increased ghoul check timer to be every 3s not every 1s

Boney
• Adjusted boney aim frame to better depict aiming

Skelly
• Fixed Skelly stuttering when moving

Pigdaddy
• Increased frost resistance from -350% to 0%

Phantom Palmer Ability

• Player can no longer damage Phantom Palmer directly with weapons.
• Buffed Phantom Palmer health from 60 to 300

Perks

• Removed damage from headshot expert

Cannon

• Increase Cartier damage per cannonball by 50%
• Increased Cannon firerate from 30rpm to 60rpm

Single Stage

• Turned off Single Stage until further rework is complete and functionality is up to standard

General Bugfixes

• Fixed an issue where selected updgrade's description remains visible when navigating through menus until selecting other element
• Fixed an issue where 'Altfire ready' is visible before obtaining Altfire
• Fixed an issue where secret cameos would have an interactive prompt
• Fixed an issue where purple goo debris would not despawn
• Fixed an issue where minibosses would sometimes freeze after losing player on sight
• Fixed an item spawner in a wall near yellow key on E1M5
• Fixed magic blade placeholder description
• Fixed protosatan's green spawn particle not disappearing
• Fixed an issue where monsters would not look for path after save reload
• Fixed button placement in 21:9 resolutions on new upgrade screens
• Fixed an issue where weapon would disappear from screen
• Fixed monsters animations after save/load
• Fixed Holopalmer fps drops
• Applied a fix to monsters pushing out the player of the world
• Fixed spider jump reset bug
• Fixed an issue where cannon manual reload would not work (reported by Dwailing)
• Fixed an issue where cannon would not do a background reload (reported by Dwailing)
• Fixed an issue where monsters would spawn dead

Levels

E1M1
• Baked new Occlusion
• Baked new navigation path for AI
• Fixed E1M1 crates clipping through fence near yellow key
• Fixed Navmesh issue on e1m1 in the corridor leading to the Armor room staircase.
• Adjusted fences near the yellow door on E1M1, Player should not block on them anymore (reported by ii7av3)

E1M2
• Added 1 upgrade token to e1m2 before falling through floor


E1M6
• Moved monsters stuck in geometry in E1M6

E1M8
• Moved assassin in E1M8 after Red Key to the corridor instead of the Altar
• Moved various stuck monsters in geometry in E1M8 near Holopalmer ability

E1M10
• Fixed occlusion issues in e1m10

SFX
• Adjusted headshot sound

Human Rework

Human corpses transform 2 seconds after they die into:
• Ghoul if Male
• Vampy if Female

Interactions

• Scared stance will enable for couple of seconds when attacked.
• They will run around in scared/normal stance depending if it was attacked.
• Monsters will attack humans only if they can see player but have no path towards the player.
• Check for human will only happen every couple of seconds to avoid ping-pong effect between player and human.
• Monsters spawned from humans do not count towards total monster count in intermission screen and player stats screen.
• Monsters spawned from humans count towards combo like normal monsters.
• Monsters spawned from humans count towards rune quests like normal monsters.
• In general monsters spawned from humans should act like normal monsters spawned by monster spawners.
Version 0.5.4.9 (April 18, 2024)
Fixes

• Improved Utility Shop UI readability -> Added separators between upgrades and utilities and added text "Pick One"
• Fixed an issue where player would get stuck on geometry in certain moments, especially near walls
• Fixed an issue where invisible wall on E1M1 would not disappear after yellow key unlock (reported by Dwailing)
• Fixed an issue where stat and perk points would be displayed incorrectly on 21:9 displays (reported by 3dioot)
Version 0.5.4.8 (April 17, 2024)
Fixes

• Fixed an issue where game would drop FPS on saveload in some cases
• Fixed placeholder description on Magic Blade
• Fixed a crash issue related to camera
• Fixed rune selection disappearing in some cases

Adjustments

• Reduced Heavy Rifle Akimbo bullet spread increase over time
• Stability adjustments
Post edited June 07, 2024 by Berzerk2k2
high rated
Flotsam (In Development)

Updated to 0.8.2 (Galaxy & Offline Installer)

Changelog from SteamDB:
0.8.2: The Chef OUT NOW!

Hey Drifters,
Continuing on the food improvements, we bring you: The Chef.
To better manage food in the endgame, you can now prioritize what your drifters eat. This is similar as to prioritizing their duties. Additionally, every drifter now has a favorite food that gives them a big morale boost when they eat it!

We've added three new crops; Potatoes, Tomatoes and Wheat. The food pipeline has been rebalanced, with new dishes for the Food Truck and a new building: the "Fancy Restaurant" :) A place where you can create culinary food and even add your own decorations on top.

Bon appetit!

What's next?

For now, crops like corn and potatoes can be found on supermarket landmarks. Instead of this we're planning to add new landmarks to the rural region for these crops. We originally planned for an additional region, but found it too similar to the rural one.

These will come with a much-needed update to the localization, Some languages have been lagging behind, and they'll now receive a welcome refresh. However, certain parts, such as the Survival Guide, may still be untranslated as we're planning to expand the tutorial and information sections of the game shortly after. So localization will be updated in chunks over the month of June :)

Early Access 0.8.2: The Chef

This patch introduces the Chef, a fancy restaurant, favorite and culinary food!

The Chef

• Added culinary food, a step above yummy food. Drifters eating this high-end food will gain a highly positive morale modifier.
• Drifters now have a favorite food. Drifters that eat their favorite food will gain a highly positive morale modifier.
• Added the Drifter Food Priorities Panel, where you can set priorities on what drifters eat.
• New construction: Fancy Restaurant. A place where you can create culinary food, as well as place decorations on top.
• New construction: Fryer. You can fry potatoes and fish here, used as ingredients for some yummy and culinary food.
• New specialist: The Chef. The Chef currently has +10 to cooking, the requirement to unlock the Fancy Restaurant.
• New Crops: Potato, Tomato, Wheat.
• Iterated upon current food pipeline to integrate the culinary foods and new ingredients.
• Temporarily added the new crop items to supermarket landmarks.
• Added new decorations: Pic-Nic Table, Restaurant Table.

Fixes

• Fixed issue where loading old saves sometimes lead to landmarks being unusable.
• Fixed issue on the map, where salvage icons would be created for finished duties.
• Fixed issue with OFF icons not always showing above buildings that were turned off.
• Fixed issue when starting a new game, the inventory top-bar would show empty icons from the previous game.
• Fixed issue where a dead drifter could cause the town movement to mismatch between the map and default view.
• Fixed issue where border decorations could not be placed after a decoration was placed.
• Fixed issue where placement of decorations could break on constructions with non-matching width and height deco slots.
• Fixed issue where drifters in portraits could sometimes get stuck in T-pose or paused animation.
• Fixed issue where volume setting was not loaded until Game Options panel was opened.
• Fixed issue where deconstructing a field where a drifter was headed to harvest would bug out the drifter.
high rated
Empires of the Undergrowth is out of Early Access

Windows & Linux installers updated to 1.000016
Mac installer updated to 1.000013

No changelog.


=====

Necrosmith 2

Windows installer updated to 1.0.7.380
Mac installer updated to 1.0.7.385

Changelog from Steam
Thank you for your feedback regarding the last update and specifically the new mode. We were surprised to see your necromancy and strategy skills turn out to be so high! We always listen to our players, so we have completely rebalanced the Chaos mode and increased the size of the disc in this version of the game. Additionally, we have fixed several other issues.

List of changes:

- Fixed an issue with boss waves on all discs.
- Fixed an issue with obtaining the achievement 'Martial Feats of Comanche Horsemanship'.
- Fixed an issue with text sometimes not displaying in tooltips.
- Fixed an issue with the Korean font.
- Fixed other minor issues.
high rated
Tunguska: The Visitation

Updated to 1.84-1

Changelog from SteamDB:

Update 1.84-1 Patch Notes

• Added a new style of melee attack for all the ghouls: the Rush Attack. Makes them a little more dangerous now. Watch out.

• Added two new option settings: camera draw distance, and frame rate cap

• Fixed a bug with scrap cloth spawning too many in loot crates

• Fixed a bug with player falling through terrain when cancelling travel at the exit towards the old mill
high rated
Wigmund

Standalone installer updated: [Windows] 1.4.1 ⇒ 1.4.5.
Wigmund - Patch 1.4.5 [June 8, 2024]

We have improved and fixed the following:

① Misc:
• Decreased the dodge/roll chance for some enemies
• Fixed a bug in which a teleport from the bear cavern would cause the game progress to freeze
• Fixed a bug in which the game's FOV was resetting to the default on each load
• Fixed a bug in which the equipment tooltip would not appear when using a controller

We present you a new Item: The Spyglass. After acquiring the magnifying glass, the spyglass can be used to see the resources not only on the minimap, but also on the world map. It can be crafted using the existing magnifying glass and a few more ingredients.

Thank you for your feedback and patience!


Wigmund - Patch 1.4.4 [March 9, 2024]

In this patch we have improved and fixed the following:

① Misc:
• Increased the size of flying enemies for better hit response
• Decreased medicine level required to pick Licorice and Meadowsweet
• Craft up to 5 recipes at a time
• Improved tooltip item comparison
• Fixed an input action queue issue

Action queue disable: We have found a certain issue related to the action queue, that is, if two actions like a roll and a stab are executed almost simultaneously, the roll is being executed and the stab will be automatically executed after the roll. A new option called 'Disabled Input Action Queue' was added, that disables the input action queue. If the queue is disabled an action executed during a roll will NOT be executed at the end of the roll.

Future plans: For this year we still have two patches planned. Make sure to stay tuned!

Thank you for your feedback and patience!


Wigmund - Patch 1.4.2 Portable Stash & Fixes [November 21, 2023]

In this patch we have improved and fixed the following:

① Misc:
• Difficulty tweaks for a better experience
• Water bug workaround for old Intel GPUs

We have also introduced a new item - here is the Infinite Stash! Set up a stash anywhere on the map where you might require a quick inventory reorganization. The stash can be obtained from certain chests and can be created with a Crafting level of 15.

Thank you for your feedback and patience!
high rated
Coromon has been updated to version 1.3.1 (GOG update number 73839).

I haven't found a changelog yet.
high rated
Stargate: Timekeepers - Patch Notes - 1.00.44

Here below the detailed changelog is available for you:

Fixing an issue related to achievements that some users might have experienced.
Post edited June 09, 2024 by Syphon72
high rated
Tunguska: The Visitation

Updated to 1.84-2

Changelog from SteamDB:

Update 1.84-2 Patch Notes

• NPCs resting at the campfire will now randomly switch duties with guards and patrols. This will help when you are try to assassinate a friendly target. You will get a notification about it when you are not too far from them.

• Improved the animations for the mutant Rush Attack

• Added a notification after killing Valentin in Slaughterhouse to remind player to pick up his key

• Fixed a scripting issue with Artyom so that he won't accept serum until it's time to.
high rated
AI War 2

Standalone installer updated:
[Windows] 5.601 ⇒ 5.602
[Linux, Mac] 5.600 ⇒ 5.602
5.602 Planetcrasher
(Released June 8th, 2024)

• Add some defensive code to the Quiescent Eye Appender
---• Thanks to The Grand Mugwump for reporting
• Add some defensive code to the UnlinkPlanets code path
---• Thanks to The Grand Mugwump for reporting
• Add some defensive code to the Fallen Spire intensity check
---• Thanks to The Grand Mugwump for reporting
• If an AI Overlord is on a planet that is destroyed (say by crashing a Nomad planet into it), that AI faction should now be marked as Defeated
---• Untested, but should work. Thanks to The Grand Mugwump for reporting
• Wormholes to destroyed planets should no longer persist
---• Thanks to GreatYng for reporting
• Fix a bug where Wormhole Invasions weren't happening during the Showdown Device finale
---• Thanks to Strategic Sage and The Grand Mugwump for reporting
• Fix a bug with the Zenith Architrave Spawner/Portals doubly reporting the strength of their contents
---• Thanks to Bossman for reporting
• The MP Debug setting to send full metadata now works again
---• It is also documented that sufficiently large galaxies can cause connection issues

① Balance
• Peltian Warriors/Guardpost have cap on max damage of x10
• Peltian Hybrids/Fortresses have cap on max damage of x15

② Juicy Journals
• Fixed a bug with the JuicyJournals mod that was causing Overlord Mark 2s to not go to solo-phase.
---• Thanks to GreatYng for reporting, and also thanks to The Grand Mugwump for doing a bunch of detective work, making this very easy to resolve

③ Sidekicks
• Fix a bug where the Sidekicks mod was causing conflicts with the Dyson Sphere in the base game
---• Thanks to GreatYng for reporting
• Fix a bug where anti Dyson Sidekick ships were cosplaying as Macrophages
---• Thanks to The Grand Mugwump for reporting
⯈ Dyson Sidekick
• Saves will be broken in the next patch for the Dyson Sidekick
• Added the DE Zenith Blacksmith, which combines engineering support with combat. Applies acid to enemies making them take extra damage from all sources
---• This replaces the DE Zenith's engineer
• Replaced the DE Zenith Cestus with the Demolitionist. This cloaked, frigate specializes in destroying structures by firing in bursts and recloaking between salvos
• Replaced the DE Zenith Sentinel with the Salvager
---• These small Zenith vessels are used in large numbers to collect usable metal for Zenith projects and efficiently convert hostile strikecraft into salvage.
• Replaced the DE Zenith Defender with the Melter
---• Light Frigate cap (10). Corrosive, anti-guardian. Explodes on death inflicting significant corrosive damage
• DE Harpy Vault cap increased from 1 to 2
• Added some fusion damage to the DE Neinzul Harpy
• Doubled the base damage of the DE Neinzul Cockatrice
• Replaced the DE Spire Overtone and Lightbringer with the Spire Mini Ram and Spire Ram, respectively
---• These are based on Classic's spirecraft. Melee ships that explode on contact. They deal extra damage to energy-intensive units but can't hit smaller targets.
• Replaced the DE Bloom with the DE Spire Armor Rotter
---• Inspired by classic's version. Shots do fairly little damage, but eat away at the armor of ships they hit with each shot with corrosive acid.
• Replaced the DE Dyson Illum with the Spire Blade spawner. Basically a much better version of the human type
• Added the DE Spire Translocator. Excellent all around ship, with knockback for smaller ships and a resonance beam for larger ships
---• Also inspired by Classic
⯈ Dark Zenith Sidekick
• The DZ Sidekick only ever gets one flagship at the start of the game (even in Full Invasion mode)
---• This will force the player to capture more planets
---• To compensate, they get a few more ships at Full Invasion time
• Fix a bug where the "Hack Spawner for DZ Resources" hack was not appearing
• Killing some ships and structures grants DZ Resources (Octiron, Skrith, etc) to a nearby flagship.
---• These resources can be deposited at Epistyles to boost your economy
---• This gives the player more ability to direct their economy, instead of just "letting it happen"
---• This feature complements the Nadir Spawners in giving the DZ some targets/objectives
• When spawning in Full Invasion mode, try harder to spawn near a player
---• Otherwise the DZ Sidekick usually would spawn surrounded by Mark IV or higher planets, which often meant they would just sit there for 10-20 minutes until the other players could rescue them. This was not very fun.