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high rated
Kathy Rain 2: Soothsayer

Updated to v.1.0.3.4089 (Galaxy & Offline Installer)

Changelog from SteamDB:
Patch v.1.0.3.4088 changelog

Hello investigators,

Thank you so much for all your feedback and bug reports — the first patch for Kathy Rain 2: Soothsayer is now live!

v.1.0.3.4088 changelog:

• The inventory should now try its best to remember if it was opened or closed instead of hiding off screen as soon as you click on basically anything anywhere — that tends to happen every now and then in a point and click adventure
• The library computer no longer features software from the 1960s and can now handle input characters beyond A-Z and 0-9
• Fixed a number of instances of people making weird faces when saying things
• Made it almost impossible to miss a few key items in the Gazette. If this doesn't work we'll make Eileen throw them on Kathy if she tries to leave
• Moved the space bar feature tutorial to the library to space out the early tutorialization and make the game slightly more compatible with TikTok attention spans
• Improved some of the hints related to the forensic puzzle in the cabin. Kathy should now actually remember what she voiced aloud 4 seconds earlier
• Various little updates of the German translation. We don't speak a word of German, so if it's good we'll take all the credit and if it's bad we'll angrily join you with pitchforks outside the translators' office
• Kathy's bedroom window has started following the laws of physics and now emits light
• Resolved a number of bugs related to rapidly skipping through the new game trigger warning, since apparently some of you were so triggered by it you just couldn't help yourself from planting your head on your keyboard
• Fixed the notebook bookmarks flashing for ~0.17 seconds during cutscenes, because our creative director noticed and even though nobody else in the world does he's still the boss and we need to do what he says (send help please)
• Kathy no longer instantly forgets where she picked up a certain key
• Corey can no longer spawn red spray can particles near his foot as if he put it through a meat grinder. We were torn about this one since it would explain his numb toes
• Kathy is no longer scared to make eye contact with the stereo in the dorm room
• Improved the computer book hints in the vain hope of reducing the number of players throwing their PC out of the window during that puzzle
• Kathy now politely steps out of the way if she is caught by the ranger instead of chest bumping him
• Fixed the smell of Lucas' trash can making Kathy transcend to another dimension allowing her to phase through the desk
• Kathy no longer moonwalks in perpetuity out of frustration if the player tries drag and dropping the cigarette pack onto the PO boxes
• Put an end to the toolbox rag's delusions of grandeur, covering up a bunch of other tools with its clickable area
• Fixed a rare crash when loading saves when Kathy is at a precise moment in the middle of an interaction, because that's obviously a totally normal thing to do
• The priest should now make more of a angry ruckus when he repairs his car
• Eliminated an error when trying to use random inventory items on the computer power button, because using everything on everything is core gameplay baby
• Kathy has recovered from a neurological condition making her stop and drool after using a thing on another thing in one of the endgame scenes
• An extra layer of ear punishment was a nice idea in theory, but we've seen the error of our ways and now none of the endgame music will duplicate after a checkpoint restart
avatar
bjgamer: Frozenheim

update for 28 May 2025
offline installers updated to 1.4.9.1
Finally!

We were missing so many updates. For those who are interested...

Update v. 1.4.4.26
Hotfix v. 1.4.5.4
Patch 1.4.6.3
Hotfix v. 1.4.6.4
Patch 1.4.7.3
Hotfix v 1.4.7.8
Patch 1.4.8.3
Patch 1.4.9.1
high rated
Endzone 2 (Early Access)

Updated to 0.8.9279.22684 (Galaxy & Offline Installer)

Changelog from SteamDB:
#9 Regular Update | Improvements, Bugfixes & More

Survivors,

This update delivers different quality-of-life improvements and long-requested UI upgrades to make your time in Endzone 2 smoother than ever. One highlight is the "transfer all" button for looting ruins that has finally made it into the game.

We’ve also made a key change to controls: the number keys (1–0) are now dedicated to assigning and selecting vehicle groups, giving you quicker access to your fleet. Game speed controls have been moved to new shortcuts to accommodate this change.

As always, we’ve tackled a range of bugs and stability issues across the board—from UI glitches to rare savegame problems—ensuring a more polished and reliable experience.

Thanks for all your feedback—keep it coming!

ADDED

Sounds: Added new sounds to different buildings
UI: Fixed different layout issues in the inspector of buildings.
UI: Settlers in vehicles notification is now also displayed in the HUD.
UI: Analytics view for production now also displays buildings that spawn entities in the world.
UI: Arrow buttons in the town center inspector header can now be used to switch through town centers of all player settlements.
UI: Implemented transfer all buttons when transferring resources between zones/ruins/expedtions and vehicles.
Vehicles: A group of vehicles can now be assigned to a shortcut by pressing control + any numeric key on the keyboard.
Vehicles: A group of vehicles can now be selected via shortcut (any numeric key that has a group assigned). First press selects the group, second focusses the first vehicle of the group with the camera.
Transportation Routes: Added ui feedback (flyup over vehicle) for vehicles that can't load a certain resource while on a transportation route as the respective slot is blocked by another resource.

FIXED

UI: Fixed highlighting color for surrounding buildings not updating correctly when switching between buildings.
UI: Fixed scroll view of transportation routes sometimes not showing all entries.
UI: Fixed some world UIs not being displayed while radiation heatmap is active.
UI: Radiation output in settler inspector now uses correct values.
UI: Fixed overlapping icons of nearby power poles for houses.
UI: Removed obsolete disease feedback from ui.
UI: Values of electricity analytics view no longer flicker with each production cycle.
Transportation Routes: Pausing or unpausing transportation routes via the toggle in the transportation route overview now immediately updates transportation route rpm.
Construction Sites: Potential fix for an error that occurred when displaying paths for builders on selected construction sites.
Construction Sites: Building inspector no longer shows repair tab for damaged buildings if they are currently being dismantled.
Construction Sites: Potential fix for an error that occurred when switching through build/repair-modes in town center.
Expeditions: Fixed 92% bug in brewery.

TWEAKED

UI: If a building has more positive than negative buffs on surrounding buildings all surrounding buildings are now highlighted in turquoise instead of red.
UI: Improved feedback for missing workforce in profession overview.
UI: World uis for upcycling ruins are now hidden once in construction to avoid overlap with other world uis.
UI: Added tooltip to progress ui of decontaminator that shows the soil radiation removed per minute.
Controls: Reworked game speed controls (increase/decrease instead of direct speed controls).
Events: "Shelter" event now counts all houses (except shelters).
Transportation Routes: Improved transportation route access point pick behaviour.

Your Teams from Gentlymad & Assemble | 0.8.9279.22684 #3d569b4d2
high rated
EVERSPACE 2

Updated to 1.4.48111 Wrath Of The Ancients Hotfix2 (Galaxy & Offline Installer)

Changelog from Steam:
EVERSPACE 2 Patch 1.4.48111

Greetings, pilots!

We hope you had an exciting weekend adventuring in Okkar star systems in Wrath of the Ancients!

The team has put together another patch with fixes for bugs found by QA and the community, as well as a few small tweaks to improve the overall experience. We also took this opportunity to clean up a few small bugs found in the Titans DLC.

As mentioned in previous posts, thank you to the community members who took the time to report issues and follow up with more information. The details shared make it much easier for the team to find and fix bugs we’ve missed.

We’re continuing to keep an eye out for issues reported by players in the ROCKFISH Games Discord. While we can’t promise there will be another patch in the immediate future, we’ll be assessing a need for future updates based on the quantity and severity of issues found.

Read on for the full list of tweaks and bug fixes added in today’s update.

Tweaks

• Import custom styles from other ships is available on all stations now (not just at homebase)
• [WOTA] Reduced Ancient Altar Lunacy range from 400 - 1600 to 300 - 1000
• [WOTA] Added confirmation pop-up for Ancient Altar events if the player’s ship is ill-equipped for the challenge
• [WOTA] Highlight Viridium core during "Wrath of the Ancients" boss fight
• [WOTA] Ghost's ship can now also be stopped with the “Incapacitate” condition in “A Different Ending”
• [WOTA] Provided more guidance on how to start “Far and Beyond” side mission via mission indicators

Bugfixes

• Fixed that damage reduction was not capped at 90%
• Fixed "Break open the hardened ore patch" location challenge at “Grady and Brunt Refinery” potentially not counting towards location completion percentage
• Fixed that certain structures in the “Lost Cargo” job category blocked entry points or holes, making the job unfinishable
• UI: Fixed some cases where mining attributes were accidentally filtered out from the list of lockables when re-rolling
• UI: Fixed that “amount selection” radial progress bar color was wrong (blue)
• UI: Fixed minor navigation inconsistency in modal item modification screen
• UI: Fixed a rare issue that could render an empty slot statcard over the “Ship Stats” tooltip after changing ships
• UI: Fixed minor layout issues of some modal screens when using 16:10 aspect ratio
• UI: Fixed a graphical glitch affecting the mission intro/outro banner background blur
• [WOTA] Fixed that it was possible to leave during certain parts of the side mission "The Countdown" which lead to some Trinychs attacking in other locations
• [WOTA] Fixed a problem in which "The Countdown" mission did not continue properly after having left the mission location at a bad time
• [WOTA] Fixed that Ancient Rifts were aborted although "Second Chance" mode of Entropy Anchor was activated before hull hitpoints reached zero
• [WOTA] Fixed that Munition Motor booster was increasing weapon spread while boosting instead of decreasing it
• [WOTA] Fixed an issue that caused HIVE to keep on commenting during mission "Ukkram"
• [WOTA] Fixed a subtitle to voice-line mismatch in the mission "A Different Ending"
• [WOTA] Fixed that "Warden's Embrace" mine launcher could be fired with no ammo left
• [WOTA] Fixed that it was possible to use a portable conductor for a wrong puzzle, resulting in a puzzle blocker in “Shakut Waystations”
• [WOTA] Fixed that Reinforced Frame catalyst would give you unlimited consumables
• [WOTA] Fixed that a Hexaspatial catalyst installed on top of a Chaos catalyst would re-roll the shield's stats
• [WOTA] Fixed that Safety Delimiter catalyst would damage weapons that have the "Cannot be damaged" attribute
• [WOTA] UI: Fixed that Ushak codex entry was unlocked when entering Rhak Homeworlds and vice versa
• [TITANS] Fixed that it was possible for Leviathan or Dreadnought alert dialogues to play during cutscenes
• [TITANS] Fixed NPC character portraits during Dreadnought missions
• [TITANS] Fixed black screen that occurred when attempting to enter a 'Leviathan Sighting' location by automatically disabling the auto-pilot if the event has already expired

It will be a while until we can share about what comes next. For now, thank you to all you fantastic space game fans who have supported us during EVERSPACE 2’s journey.

Lee and your ROCKFISH Games team
high rated
(from Steam)

Rail Route update for 29 May 2025
Hotfix 2.3.20

FIX: Impossibility to empty hand when Perpetual / Shunting Circuit was grabbed from Manual Signal
FIX: References to grabbed & rebuilt offices/circuits & offices' contracts were lost in multiplayer
FIX: Rusty Switch achievement & Locked switch note were not triggered




Sandwalkers update for 28 May 2025
Update 2.1.0

Hello everyone!
For the last few weeks, we've been working on content, as well as overall improvements : with the weather, with balancing, bugfixing, polishing, we've been busy!
We do hope you'll love all that's been added in this 2.1.0 version! And if you do, do not hesitate to leave a positive review! I know I ask every once in a while, but it is very important for us
Have a wonderful day!

Please find the full patch note below :
Content

All enemy groups have been reworked to improve variety and ensure a fair distribution of all existing mobs:
- Each region now has a set of specific monster “factions” it can trigger
- Each monster “faction” has more varied groups
- We added a new version of some monsters, who will start fights with an active effect on them to add even more variety

All loot gained from monsters has been reworked:
- More variety of items
- Less loot most of the time
- Enemies will drop items according to their level: you won’t get a +2 Agility item from a level 8 monster anymore!

New enemies
Ocelots
- Berserker
- Ogre
- Cannibal

Fire Elementals
- Fire Elemental
- Fire Spawnling

Azore Mercenaries
- Sobek
- Terrasaur
- Tracker

Weather improvements
- More monsters related to the weather will appear
- Monsters spawned by the weather now disappear when the weather changes

Balancing
Please note that we’re iterating cautiously on this one: many variables impact Sandwalkers' balancing and a small change can sometimes have tremendous impacts
- Monsters will continue to scale after level 10
- Leveling up will correctly scale after level 10
- Monsters' HP & Shield progression is now related to their base HP/shield stats. Shield-based tanks & HP-based squishy damage dealers were looking the same in end-game because of our progression setup; it should be better now
- Continue to tweak bosses’ HP with the same philosophy: more tankiness, less lethality

Bugfix
- A blocker was occurring on quests sometimes
- You could get blocked on the island during the Azore questline
- You could get blocked after the final fight
- Spamming inputs on the caravaneer selection screen could block the game
- Broken description on the “Shield Up!” ability
- Swordsman “Execution” wasn’t triggering its effect
- Some followers were not working properly
- Fixed some issues related to fast travel
- “Infested” effect damage was wrongly calculated in damage previews
- Key bindings were sometimes reset after closing the game
- Fixed some broken texts
- Other minor fixes

Polish
- The amount of XP you gain as a quest reward is now displayed
- “The Art of Forging” quest compass is more efficient & clear
Gas Station Simulator

Updated to 1.0.2.36770S (Galaxy & Offline Installer)

Latest changelogs from SteamDB:
New Pretty Characters Update is finally available!

Hey, Gas Jockeys!

Big news straight from the desert: the New Pretty Characters Update is officially LIVE!
Yep, it's finally time to say goodbye to some of those, uh... “charmingly outdated” faces passing through your gas station and welcome a fresh new crowd with cleaner models, updated outfits, and more variety than

These new NPC models don’t just look better – they’re also part of our ongoing quest to optimize the game. Thanks to tech improvements under the hood, we were able to make them both prettier and more efficient.

As we mentioned earlier, this update focuses solely on visuals – the behavior of your customers remains unchanged (yes, they will still honk if you leave them waiting too long). But we promise, they’ll look way better doing it now.

Patch Notes:

Bugfixes

Base game:

• Fixed a bug where the Employee UI was not interactable, as reported by players.
• Fixed a bug in the Chinese localization where the timer was missing in the ticket minigame.
• Fixed a bug where cars could still have issues leaving parking spots, based on player reports.
• Fixed missing sounds on the lottery machine.
• Fixed a bug where music would disappear after loading a save during an active sandstorm.
• Fixed a bug where the game could freeze during lockpicking, as reported by players.
• Fixed a bug where a specific row in the Statistics tab was non-functional.
• Fixed a bug where Christmas decorations could appear levitating, based on player reports.
• Fixed a bug where the road at the gas station entrance required correction.
• Fixed a traffic issue where delivery vehicles could still crash with cars coming from the opposite direction at the gas station entrance, as reported by players.
• Fixed a bug where NPCs would stutter on the porch area when entering the gas station building, based on player reports.
• Fixed a bug where NPCs could become blocked at the fuel pumps, as reported by players.
• Fixed a crash when loading a game on build 31637s, as reported by a players.
• Fixed a bug where NPCs could not be removed using the reset button.
• Fixed an issue in Arabic where objectives with counters showed improper icons instead of numbers.
• Fixed a bug in the Drive-In Cinema where the 12-hour clock did not correctly display the end of display hours.
• Fixed an issue where the default graphic quality preset was incorrect, it’s was changed from Notebook to High.
• Fixed a bug in the PC UI where the red dot marker did not disappear upon changing the questline.
• Fixed a UI bug where some elements in the Key Bindings settings were out of bounds.
• Fixed a bug allowing players to drop sand in the Drive-In Cinema zone.
• Fixed a bug where cars could still be taken by the UFO during a restart, even if the gas station was empty.

Airstrip:

• Fixed an issue where cleaning the barn too early at the AirStrip could block progress in the questline.

Tidal Wave:

• Fixed a bug where music would stop on Tidal Wave when transferring from Route 66 during an active sandstorm.

Car Junkyard:

• Fixed an exploit in the Junkyard where a single contract could be completed multiple times by pressing Enter.
• Fixed an issue in the Junkyard where cars could not be moved from the design spot.

We're pleased to have prepared this update for you, but we’re even more excited about what’s to come. Our team is hard at work on future updates, and we’ll be sharing more information with you soon. Trust us – we're working on something you really wanted.

Until then, enjoy the new look, keep the shelves stocked, and maybe... sweep the floor once in a while?

Catch you at the pump – and don’t forget to overcharge the tourists!

~ Sewek
+++
Fuelnomenal Update is Here + New DLC Reveal!

Hey, Gas Jockeys!

Today is the day, folks! The Fuelnomenal Update is officially available to download
I don’t want to take too much of your valuable time, so let’s jump straight into what’s in store for today’s update, shall we?

What’s New?

• Full Controller Support (Xbox + Steam Input for PlayStation) Please keep in mind that gamepad is not supported on MacOS systems.
• Set Your Own Fuel Prices
• Loads of polish, fixes, and smoother gameplay

Here are the full patch notes for today's update:

Bugfixes

Base Game

• Fixed a bug where using "Store All" would delete products when storage was full.
• Fixed a bug where cars could park due to workshop and services-bound vehicles.
• Fixed a bug causing the Paint Roller color palette UI to be cut off at specific screen resolutions.
• Fixed a bug with the Portuguese translation for the hammer while the station is open.
• Fixed a bug where NPCs could steal from the player when the customer queue was full.
• Fixed a bug where cars parked at cinema parking lots couldn't be picklocked after completing cinema related questline.
• Fixed a bug with the Witch’s Hat decoration using the wrong material.
• Fixed a bug where the wall painting service was blocked in the Chinese UI due to stretched layout.
• Fixed a bug with broken Turkish translations in the shelf product placement UI.
• Fixed a bug preventing certain decorations from being removed from door frames.
• Fixed a bug causing customers to get stuck in doorways due to wrong collisions.
• Fixed a bug where Employee UI had misleading descriptions.
• Fixed a bug where the Painting tutorial included actions with unbound inputs.
• Fixed a bug where the current task could overlap with the Challenges window in the HUD.
• Fixed a bug with outdated or missing translations for shelf tooltips.
• Fixed a bug where the storage interaction popup was too small.
• Fixed a bug where employees would not clean despite being assigned the task as a secondary job.
• Fixed a bug with incorrect tutorial description in the "Transfer Between Maps" tutorial.
• Fixed a bug where biker graffiti disappeared after saving and loading the game.
• Fixed a bug where the tutorial for painting had unbound input instructions.
• Fixed a bug that after placement of an ice cream shelf under a cigarettes shelf could block NPCs in some cases.
• Fixed a bug where the spike afro hairstyle had mismatched hair layers on customer NPCs.
• Fixed a bug where Rudy did not respawn after using the reset button.
• Fixed a bug affecting Rudy's driving behavior and movement properties.
• Fixed a bug where the Ice Cream Stand UI showed a double order list too small after previously having a single order.
• Fixed a bug where the Ice Cream order UI remained visible after serving the last customer.
• Fixed a bug allowing the ice cream scoop to be released by pressing the spacebar.
• Fixed a bug where a visual artifact appeared when taking a cone at the Ice Cream Stand.
• Fixed a bug where the Ice Cream minigame’s first tip included redundant information.
• Fixed a bug where outdated information was shown in the Ice Cream Spot tutorial.
• Fixed a bug where the Ice Cream Stand UI displayed a double order list too small after switching from single orders.
• Fixed a bug where the order UI remained active after serving the last ice cream customer.
• Fixed a bug allowing the player to release an ice cream scoop with the spacebar.
• Fixed a bug where Photo Mode was missing translations in Polish and other languages.
• Fixed a bug causing unnecessary scroll space in tutorials.
• Fixed a bug where Russian localization in emails displayed "/p" incorrectly.
• Fixed various crash reports.

Tidal Wave

• Fixed a bug where Tidal Wave clocks were categorized as standing instead of hanging decorations.
• Fixed a bug where a floating sunbed appeared near the Ice Cream Stand.

Airstrip

• Fixed a bug with additional missing Joe event cases.
• Fixed a bug allowing multiple blueprint trades during Joe’s first trade by spamming space.
• Fixed a bug where employees restocking from the airport storage did not actually consume stored items.

Junkyard

• Fixed a bug where the Car Customization tutorial had gamepad input and usability issues.
• Fixed a bug where the cancel button behaved inconsistently during the Car Customization tutorial.
• Fixed a bug where the Car Parts UI "Sort by Car Model" menu shifted position with the main button width.
• Fixed a bug where binding hints were missing when operating the Crane with default settings.
• Fixed a bug showing outdated images in the Junkyard deliveries tutorial.
• Fixed a bug with the French translation for the grinding wreck interaction.

RV Camp DLC announcement – New member in the Gas Station Universe!

That’s right! In the RV Camp DLC, you take on the role of a campground. Rent out spots to travelers and complete diverse minigames to help them while away the hours. Expand your campsite, tackle various challenges, and help Ruby (the main character of this DLC) create the best resort the world has ever seen.

But what about the Shady Deals then?

That’s a hell of a good question, and since we want to be fully transparent with you, we’re here to explain the whole situation, cause there are many of you who are eagerly waiting for this DLC. Now, some time ago, we decided that we need to have more hands on board if we want to keep updating Gas Station Simulator with new content and updates while at the same time working on other titles that we have in our portfolio (you know which in particular I have in mind).

Having said that, we decided to cooperate with an external partner. Unfortunately, the deal didn’t go the way we expected, even despite the goodwill from our partner. It took us some time to realize that this ain’t going into the direction that we’ve always wanted to, and we decided to terminate the contract with this partner.

So what’s the situation for now? Well, Shady Deals DLC is in our hands again, but first, we decided that we’ll focus our efforts on the just-revealed RV Camp DLC, as this has been in production for a couple of months already and will be released this year.

Now, I’m fully aware that there will be many of you who will simply be disappointed, and to be honest, I totally get it. It was a really difficult decision for us, and we want to go through this time together with you. Don’t hesitate to share your thoughts with us, we do really appreciate and hope for your understanding of this situation and we do what we can to entertain you Gas Jockeys with all the content being added to the game.

Stay up-to-date

And that’s it for today! Now, go, fellow gas jockeys and enjoy a fresh update to your beloved Gas Station Simulator. Don’t hesitate to leave your comments and share your invaluable feedback in the comments down below. We’ll be monitoring it over the course of the next days and weeks, so keep those comments coming. Until the next devlog!

~Sewek
Vagrus - The Riven Realms

Updated to 1.2100526V for Windows, Linux and Mac.

Changelog from SteamDB:

Patch 1.2100526V - Codename: Pactum Diais

Performance Improvements

• Improved performance (especially in camp, Companion Combat, and Crew Combat) related to the background rework of tooltips.

• Thoroughly optimized our asset handling, freeing up a whopping 1.5 Gigabytes of hard drive space

Improved and Updated Features :gift:

• Changed the display order of DLCs in the Extras menu to make it more intuitive.

Controller-related Fixes (including Steam Deck) :pencil:

• Fixed the issue of not being able to navigate between UI levels on the Perk UI, preventing players from checking their tooltips.

• Crew Combat log scrolling now works as intended.

• Crew Combat actions can now be opened to read the effects they provide.

• Fixed a variety of small issues that caused softlocks, missing icons, and navigational anomalies in Events.

Bug Fixes :bug:

• Fixed the issue of misaligned MP costs on the campaign map. Additionally, the new way they are generated will cause a slight performance improvement on the campaign map.

• The cursor no longer disappears from certain positions while typing Notes for yourself in the Journal.

• Quick Camp now pays Crew every day, as intended.

• Fixed an issue that caused the same “What’s New?” pop-up window to appear automatically after its first appearance.

• Fixed some anomalies that concerned settings during Camping.

• Fixed an issue in “Pilgrims of the Wasteland” that prevented Price History from updating with visited settlements’ price data.

• Fixed a localization-related issue that caused Gor’Goro to be unassignable as Marauder Prime.

• Fixed an issue that caused the normal, panning/swaying movement of the location background art assets to cease.

• Fixed the alignment of Skill effect icons where they were a bit off.

As ever, more is coming, so stay tuned and conquer the wasteland!
Broken Sword - Shadow of the Templars: Reforged

Updated to 1.1.8 (Galaxy - Windows, Mac & Offline Installer - Windows)

Changelog from SteamDB:
Update #6

OVERVIEW

• 4 New Text Languages: fully subtitled
• Minor Improvements: because you're worth it
• Interface: for better clicking
• Steam Deck: just some bits we noticed
• Charles is giving a talk: at at TEDxNorthernQuarter
• Congratulations Rolf Saxon: he made that mission possible
• Overwhelmingly Positive: user rating

But first, let's talk about…

4 NEW TEXT LANGUAGES

Thank you to everyone who's been vocal about what languages you would like to see in Broken Sword. It's not always possible to do these out of the gate, but encouraged by your passion, and by some very dedicated Broken Sword fans, we are able to announce subtitles for:

• Brazilian-Portuguese
• Polish
• Turkish
• Russian, and support for Cyrillic character fonts

Please give your love to Michał "mziab" Ziąbkowski and his friends for their phenomenal work on the Polish localisation, and Gökhan Halil Düzgün and his team for the extraordinary work they put into Turkish. For full credits of the localisers, who did such a wonderful job, please go see the updated credits in-game!

MINOR IMPROVEMENTS

Because we listen, and we do judge (ourselves, for not finding these sooner!)

Check Mate for this bug
The chess puzzle at the Villa de Vasconcellos was designed on a 5x5 checkerboard, rather than the more traditional 8x8 grid. So not 'real' chess, but chess adjacent, we would argue. Nevertheless, the reforged UI uses standard notation to label each position on the board, so for the first time - you could hover over each spot to reveal what square you were moving your chess piece to: A3, B3, C3, D3, or E3.

So what in the fresh hell is this?! King to A7?!
Low and behold, seems like the chessboard labels had gotten the 'smart copy' treatment in the localisation sheet, going up one per language - all the way to A9 in Spanish! No bueno!
No new languages were harmed in the solution of this "bug".
Shoutout to ArcticXWolf for shining a light on this one over on Discord!

Also on this screen, we now temporarily disable the 16:9 cropping to make it easier to select any piece placed in the top square, A1.

4 kay bye - Rare Memory Crashes at 4K
A long, long time ago, many of you will still remember - let's be honest - computers were 32-bit and couldn't address more than 4GB of RAM! Turns out, our old resource manager was still using a 32-bit integer to track certain memory usage. Not a problem in itself, but now that the game is playable in 4K, it could hit that limit if you played for long enough, and in rare instances cause crashes that would seem out of the blue! Well, no more! You deserve the 64-bit integer treatment

Movie Player Read Overrun
Movie files (cutscenes) are a data format designed to be streamed, which means they are loaded in chunks, one after the other, until reaching the end of the file (EOF). In Broken Sword we package lots of files into archives, a bit like zip files, and on PC that includes the movies, all snug in one single archive together. Cosy AND organised. Anyway, turns out there was a bug that didn't correctly detect the "EOF" when streaming a movie from an archive.

So how did this affect you? That's where it gets interesting; it was never reported in the wild!
Because our PC movies are encoded at high quality bitrates, the streaming chunk size was such that the movies ended at the correct time anyway due to reading a bad chunk!

But we're currently working on bringing Broken Sword - Shadow of the Templars: Reforged to mobile (yay, small plug!!!! It's out on July 25th and you can already find it on Google Play and the App Store!!!) and when we were re-encoding the movies at lower bitrates, we found and fixed the issue.

10/10 rest in bits little bad chunk, thank you for your service.

macOS Retina Displays
Because noone wants to squint at tiny content on high-DPI screens, macOS will apply resolution scaling on Retina displays to protect our eyes. We have made the game aware of this and opted-in to full native resolution rendering so that you can play the game in pristine 4K without having to fiddle with anything.

More Robust Config File Loading
In a previous update we briefly discussed the config file!
Menu options and some other game states are stored in a privately saved config file that the engine reads once as it launches. Each line in the text file is read in turn and parsed as a "key-value pair" that maps to a parameter in the engine. If it encountered something that didn't make sense, it would stop reading further and ignore anything from that line on, since you clearly don't know what you're talking about anymore with your hand edits and how is anyone supposed to work under those conditions?!

Overreaction much - so we dialled it down. It still won't consider your nonsense, but it has now learned to brush past it and continue reading the rest of the file, happily ignoring what it doesn't understand! Growth.

Subtitle Continue Arrow Error
Try saying that three times fast...

Broken Sword lets you customise quite a lot, and if you happened to choose playing with original subtitles (the floaty ones, rather than those on the bottom) and combined that with turning off auto-play, you might have seen this.

This happened because in order to avoid text blocks going off screen there are instances where they are 'pinned' in place - the bounce arrow claimed it was never informed of such a pin! We've made sure they have better communication, and can rely on each other going forward.

Meanwhile...
You know when the screen goes dark and it says "Meanwhile..." or "Back in Paris..." - turns out these bits were not just important bits of story telling, they were also subtitles.
Guess what important bits of story telling vanished when you turned off subtitles
You saw nothing!!! Well... Anyway, fixed now!!!

Obtuse Credits Bug
If you played through the game, let the credits roll, waited for the game flush you out onto the main menu screen, and then clicked to see the credits again, you'd have a weird bug where our logo just wouldn't allow itself to be pushed up properly??? Mortifying, and not the case anymore!

Frame pacing adorned with better defaults
Adjusted to better suit your display's native refresh rate.

Overall reduction in data size
It's kind of hard to draw a direct comparison, because we also added 4 new languages, but we were able to make significant improvements on file sizes. In my notes here it says something about archive compression, optimised audio and intro movie overlays, but I'm gonna make the bold claim it was witchcraft.

Third party library update: including Steamworks & SDL
We've mentioned SDL before in a previous update in case you're curious, but this one is just to make note that we moved to the latest versions! Woo!

INTERFACE

These are gonna be short and sweet!

New Interface Scale Options
Fancy making the in-game UI bigger or smaller? Fill your boots.

New Audio Volume Sliders
You can now turn off UI sounds - we heard your prayers!

Max Text Width Management
Words like "Benutzeroberfläche" don't overlap button icons anymore

STEAM DECK

Mostly changes to how we interpret touch inputs!

Exits
Are now operated the same way as other hotspots on a touchscreen - much less confusing!

Long presses
Have been narrowed down; they now "latch" so the game doesn't interpret your linger finger as a new unintentional input.

CHARLES IS GIVING A TEDX TALK
TEDxNorthernQuarter - September 8th in Manchester

The event includes:
• Breakfast networking sessions
• Over 200 minutes of talks, plus live entertainment
• Live performance by Lucia La Rezza "The Nerd Violinist"
• Structured networking over lunch (with lunch included!)
• VIP TEDx industry mixer in the evening for further networking with attendees and speakers

More info on their website: https://www.tedxnorthernquarter.com/speakers

CONGRATULATIONS ROLF SAXON

He made that mission possible!!!!!!!!

Huge congratulations to Rolf Saxon whose character William Donloe from the iconic first ever Mission: Impossible film made a comeback in the newly released Mission: Impossible – The Final Reckoning! Please go see it, and let him feel the love of the Broken Sword community, who will forever be grateful to him for giving George Stobbart his voice.

Overwhelmingly Positive:
Overnight Broken Sword - Shadow of the Templars: Reforged earned its 500th review! As over 95% of those reviews are positive, this meets the criteria for 'Overwhelmingly Positive' - the highest user rating a game can receive on Steam

On top of that, and to prevent misuse, awarded game keys are not counted for this metric, meaning that these reviews had to be additional to the ones left by of our biggest supporters from Kickstarter & PledgeManager, who would have received keys from us!
That said, outside of this badge of honour, we want to express our thanks to everyone who takes the time to review games, in general. It is one of the best ways to support indie games, and they can lead, and in our case us has actively led to, really amazing opportunities.

JOIN US ON DISCORD

discord.gg/revolutionsoftware

And as always, please join us on Discord if you haven't yet!

We always love reading from all of you, and one of the best ways to get in touch with us directly is through Discord!

Whether your reason for joining is to let us know about issues with our games, finding community with fellow adventure gamers, or simply to say hi - we'd love to meet you

Hope you enjoy this update, and can't wait to read all of your thoughts :)

Love from us all at Revolution
Post edited 58 minutes ago by Hustlefan
Knights of the Chalice 2

Updated to 1.87 for Windows and Mac.

Changelog from SteamDB:

Knights of the Chalice 2 Version 1.87

Hello everyone! Here's version 1.87 of Knights of the Chalice 2.

It's a small update intended to facilitate module development. In particular, creating dialogue trees with skilled dialogue options should be easier and faster thanks to a new button, and playtesting these options should also be easier. Moreover, the Creature Wizard should be a lot more stable now.

• Added a new sound effect in the Sounds folder: "Magic earthquake.wav".

• Added a new button in the Module Editor that appears when adding a script instruction "Add Dialog Answer". You can now click on a new button labelled "Autofill Skilled Answer" after entering some text, such as "[Archery] My aim is better than yours, fool!". The editor will then automatically set the fields accordingly. The text will be changed to "[Archery] [{Archery Character}] My aim is better than yours, fool!", the colour will be set to Dark Green, the selectable type will be set to "selectable if the party has the skill", the required skill will be set to the appropriate skill ("Archery"), and the field for the variable that will save the skilled character name will also be set ("Archery Character"). Please do check that the editor correctly filled the fields after clicking on the button, because it won't work if the skill isn't recognised.

• Added a new "[Class] All Character Skills" feat for module testing. It can be added to a character through the Creature Editor within the Module Editor. This character will then unlock all dialogue options with a skill requirement.

• Added some new script command options, including one to put in a variable the comma-separated list of non-petrified/non-dead/non-away active characters, one to put in a variable the n-th element of a comma-separated string, one to put in a variable the number of elements contained in a comma-separated list, and a few additional ones related to comma-separated string manipulation. Thank you Raspelzahn for the heads-up!

• Completed the script command "Set square type" with some options that were missing.

• Fixed a bug when using the Creature Wizard after deleting a creature template (the deleted line wasn't removed from the drop-down list of templates).

• Fixed a source of crashes in the Creature Wizard when creating a monster from a template that was created in the same session from a monster present on the map. That bug took me a while to fix.

• Fixed a source of crashes when mousing over a location in the World Map. Thank you so much Raspelzahn for highlighting this! (Currently, the only difference between the "City Map" and "World Map" types is that travel time is taken into account on the world map, but not on the city map.)

• Fixed a bug in the Token/Sprite Selection Screen with creatures that have "None" as their Gender.

• Corrected small errors in three summoning spells of the Druid.

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly.