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Free for 48 hours: Fortified

Fortified is free on Steam for the next 48 hours!*

Add the game to your account now and own it forever.

Fortified is an explosive strategy shooter where players will defend the Earth against a menacing Martian invasion in the 1950s. Play as one-of-four pulp inspired heroes as they fight swarms of terrifying robots with an arsenal of Cold War era weapons and experimental technology. Protect the city by building a network of defensive structures, commanding an army, and jumping into battle against dangerous sky scraping attackers. Fight for Earth alone or with up to four players for the ultimate co-op defense experience.

*Offer ends June 8 at 11am Pacific

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Daily Deal – Battlestar Galactica Deadlock, 50% Off

Play Forts Multiplayer for FREE starting now through Sunday at 1PM Pacific Time. You can also pick up the game at 40% off the regular price!*

If you already have Steam installed, click here to install or play Forts. If you don’t have Steam, you can download it here.

Forts is a physics-based RTS where foes design and build custom bases, arm them to the teeth and blast their opponent’s creations to rubble.

Build an armoured fort in real-time and arm it to the teeth. Collect resources, develop your tech-tree, unlock advanced weapons to target your opponent’s weak points, and feel the satisfaction as their fort comes crashing down.

*Offer ends Monday at 10AM Pacific Time

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Review: Pocket-Run Pool

I have never been good at pool, partly because I was never in reliable proximity of a pool table in my formative years. As I got older, it became easier to get a rack going as there seems to be one stuffed in the corner of every bar in America. These days, though, my pool agnosticism is a choice. Ultimately, I find easier ways to embarrass myself for the cost of any given game.

But Pocket-Run Pool has me rethinking my entire relationship with billiards. Since it graced my iPhone, I’ve YouTubed pool competitions. I’ve watched trick shot exhibitions. Zach Gage developed this game because he couldn’t find a pool app he liked. Unbeknownst to him, he introduced me to a new hobby.

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I’m setting myself up for failure, because there’s something wholly unique about this pool experience. Gage has developed this knack for turning the puzzles in the back of your Sunday papers and those games that come pre-installed on your computer into this unbelievable concept that no one knew they needed.

Pocket-Run doesn’t dramatically change the concept of eight-ball, just as Flipflop Solitaire didn’t completely overhaul the classic procedures of Patience. You still rack up a triangle of balls and use a cue ball to knock them into pockets. Good players still think shots ahead, computing both how they will sink what’s in front of them, and where their cue will end up post shot to sink what’s left.

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From there, the liberties start. Firstly, there are only ten balls with numbers spanning from 2 to 13, omitting 5 and 11. There’s no required order to sink these in, nor are there solid or stripe restrictions. Everything on the table, save for your cue ball, needs to find a pocket to call home. Maybe the biggest, most “a ha!” of changes, that make pool suddenly the most infatuating single player game ever, is that each pocket has a score multiplier.

When you sink a ball, it’ll get multiplied by the number the pocket shows, from a measly 1x to a mighty 10x. Every time you sink a ball, the pockets rotate clockwise. Now, not only are you trying to control the board based on ball contact, but also based on how you can anticipate the most valuable scores will be.

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Every time you ‘scratch’ the cue ball, you’ll lose one of your three lives. Altogether, pool stops looking like an indoor sport, and takes more the form of a puzzle. It seems strange, considering his gameography, that he’d dabble in a parlour room game until you realize it’s just another way to sneak a brain-teaser into an unassuming entertainment staple.

The actual act of aiming and shooting is its own meta version of borrowing an established concept and tweaking it into something that makes too much sense. You rotate your cue by dragging your finger around the ball. An outline of your shot will project itself forward. When the ghostly ball makes contact with another ball, a smaller line will predict its path to a lesser degree. This secondary line gets bigger and smaller the most solid the impact with the cue ball, making your aim more or less accurate depending on the angle you choose to play it.

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When it’s time to shoot, you tap one of the arrows and a cue pops in from the side. With a swipe of your finger, the cue thrusts, and the ball is let loose. How fast you swipe will determine how hard of a shot you produce. There’s no minute details like cue ball English to speak of here, which is a good and bad thing. You don’t have a great deal of control of how your cue ball moves after you shoot. You can’t reliably get it to stop on contact or manipulate it in different directions. Its absence does take the pressure off of you when shooting though. Not having to worry about all that stuff means you really just get to swipe and move on, letting the balls fall as they may.

The randomness doesn’t stop there. You have no control over the rack position during breaks. When your scratch, you have no control over where the ball goes. The latter can be devastating when you’re deep in a round of Standard Run, the game’s main mode. One scratch can put you out of position for a big score, and without the ability to try to influence your cue ball during your shot, any given exchange becomes a crap shoot. It’s possible to work around, if some of the outrageous scores on the leaderboard are to be trusted. A novice may have a hard time coping with that fact.

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There are other, even more puzzle-y modes to try your hands at. The Break of the Week gives players a table of already arranged balls and tasks them with making the highest score possible with them. The static features and the endless re-playabilty make this one of the most engrossing parts of Pocket-Run. After a set a score, I’m always returning to try and find a new sequence to try and push it to the next level. Experimentation can lead to breakthroughs in your technique that can travel back to Standard Run.

Insta-Tournaments are like hyper versions of BotW. It begins with a pre-set break, but you only have one attempt to set your best score. Once you sink all balls, or run out of lives, that is your contribution to that rack. New Insta-Tournament racks spawn every few minutes, so you’ll always have a new chance to make a mark.

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They spiciest mode in Pocket-Run is High Stakes, where you bet tokens that you’ll win your game. Your pay-out multiplier varies based on your score. Score less than 500 pts on the 1000 token table, and you’ll actually lose money. The variation doesn’t end there. After your break, you take a spin on a wheel that will further modify your game with crazy variables. Adding a time limit or randomly changing the sizes of your balls even further creases the game of pool into some happy perversion of it that I’m all in for.

Ironically, Pocket-Run Pool’s greatest trick is that it makes me wish I could regurgitate this in the physical world. I want to run down to my local watering hole, take the cues out of patrons hands, and show them that there’s been a better way to play this game the whole time, and it was right under our noses.

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Dungeons & Dragons Sale!

Now until June 8th, save 85% on various Dungeons & Dragons content on Steam as part of the Stream of Many Eyes Dungeons & Dragons event!
The Stream of Many Eyes is a three-day livestreamed extravaganza full of cosplay, crazy sets and amazing stories. The Steam Daily Deal includes discounts on great games and DLC ranging from Baldur’s Gate II Enhanced Edition to Idle Champions of the Forgotten Realms!

Discounts end June 8 at 10am Pacific.

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Pre-Purchase Now – NBA 2K19

NBA 2K19 is Now Available for Pre-Purchase on Steam!

NBA 2K celebrates 20 years of redefining what sports gaming can be, from best in class graphics & gameplay to groundbreaking game modes and an immersive open-world “Neighborhood.” NBA 2K19 continues to push limits as it brings gaming one step closer to real-life basketball excitement and culture.

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Midweek Madness – Not a Metroidvania Bundle

Recently there’s been a bunch of community discussion around what kind of games we’re allowing onto the Steam Store. As is often the case, the discussion caused us to spend some time examining what we’re doing, why we’re doing it, and how we could be doing it better. Decision making in this space is particularly challenging, and one that we’ve really struggled with. Contrary to many assumptions, this isn’t a space we’ve automated – humans at Valve are very involved, with groups of people looking at the contents of every controversial title submitted to us. Similarly, people have falsely assumed these decisions are heavily affected by our payment processors, or outside interest groups. Nope, it’s just us grappling with a really hard problem.

Unfortunately, our struggling has resulted in a bunch of confusion among our customers, developer partners, and even our own employees. So we’ve spent some time thinking about where we want to be on this, and we’d like to talk about it now. But we also think it’s critical to talk about how we’ve arrived at our position, so you can understand the trade-offs we’re making.

The challenge is that this problem is not simply about whether or not the Steam Store should contain games with adult or violent content. Instead, it’s about whether the Store contains games within an entire range of controversial topics – politics, sexuality, racism, gender, violence, identity, and so on. In addition, there are controversial topics that are particular to games – like what even constitutes a “game”, or what level of quality is appropriate before something can be released.

Common questions we ask ourselves when trying to make decisions didn’t help in this space. What do players wish we would do? What would make them most happy? What’s considered acceptable discussion / behavior / imagery varies significantly around the world, socially and legally. Even when we pick a single country or state, the legal definitions around these topics can be too broad or vague to allow us to avoid making subjective and interpretive decisions. The harsh reality of this space, that lies at the root of our dilemma, is that there is absolutely no way we can navigate it without making some of our players really mad.

In addition, Valve is not a small company – we’re not a homogeneous group. The online debates around these topics play out inside Valve as well. We don’t all agree on what deserves to be on the Store. So when we say there’s no way to avoid making a bunch of people mad when making decisions in this space, we’re including our own employees, their families and their communities in that.

So we ended up going back to one of the principles in the forefront of our minds when we started Steam, and more recently as we worked on Steam Direct to open up the Store to many more developers: Valve shouldn’t be the ones deciding this. If you’re a player, we shouldn’t be choosing for you what content you can or can’t buy. If you’re a developer, we shouldn’t be choosing what content you’re allowed to create. Those choices should be yours to make. Our role should be to provide systems and tools to support your efforts to make these choices for yourself, and to help you do it in a way that makes you feel comfortable.

With that principle in mind, we’ve decided that the right approach is to allow everything onto the Steam Store, except for things that we decide are illegal, or straight up trolling. Taking this approach allows us to focus less on trying to police what should be on Steam, and more on building those tools to give people control over what kinds of content they see. We already have some tools, but they’re too hidden and not nearly comprehensive enough. We are going to enable you to override our recommendation algorithms and hide games containing the topics you’re not interested in. So if you don’t want to see anime games on your Store, you’ll be able to make that choice. If you want more options to control exactly what kinds of games your kids see when they browse the Store, you’ll be able to do that. And it’s not just players that need better tools either – developers who build controversial content shouldn’t have to deal with harassment because their game exists, and we’ll be building tools and options to support them too.

As we mentioned earlier, laws vary around the world, so we’re going to need to handle this on a case-by-case basis. As a result, we will almost certainly continue to struggle with this one for a while. Our current thinking is that we’re going to push developers to further disclose any potentially problematic content in their games during the submission process, and cease doing business with any of them that refuse to do so honestly. We’ll still continue to perform technical evaluations of submissions, rejecting games that don’t pass until their issues have been resolved.

So what does this mean? It means that the Steam Store is going to contain something that you hate, and don’t think should exist. Unless you don’t have any opinions, that’s guaranteed to happen. But you’re also going to see something on the Store that you believe should be there, and some other people will hate it and want it not to exist.

It also means that the games we allow onto the Store will not be a reflection of Valve’s values, beyond a simple belief that you all have the right to create & consume the content you choose. The two points above apply to all of us at Valve as well. If you see something on Steam that you think should not exist, it’s almost certain that someone at Valve is right there with you.

To be explicit about that – if we allow your game onto the Store, it does not mean we approve or agree with anything you’re trying to say with it. If you’re a developer of offensive games, this isn’t us siding with you against all the people you’re offending. There will be people throughout the Steam community who hate your games, and hope you fail to find an audience, and there will be people here at Valve who feel exactly the same way. However, offending someone shouldn’t take away your game’s voice. We believe you should be able to express yourself like everyone else, and to find others who want to play your game. But that’s it.

In the short term, we won’t be making significant changes to what’s arriving on Steam until we’ve finished some of the tools we’ve described in this post. As we’ve hopefully managed to convey, navigating these issues is messy and complicated. Countries and societies change their laws and cultural norms over time. We’ll be working on this for the foreseeable future, both in terms of what products we’re allowing, what guidelines we communicate, and the tools we’re providing to developers and players.

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Now Available on Steam – Warhammer 40,000: Inquisitor – Martyr, 10% off!

Warhammer 40,000: Inquisitor – Martyr is Now Available on Steam and is 10% off!*

Enter the Chaos-infested Caligari Sector and purge the unclean with the most powerful agents of the Imperium of Man!

W40k: Inquisitor – Martyr is a grim Action-RPG featuring multiple classes of the Inquisition who will carry out the Emperor’s will.

*Offer ends June 12 at 10AM Pacific Time

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Review: Minesweeper Genius

Aristotle, the hero of Minesweeper Genius, takes a rather literal approach to mine disposal, whipping out his broom to sweep the surroundings for deadly devices. He is a peculiar little character, so proud of his superior brainpower that he keeps his smarts in a glass dome that is attached to the top of his head. The silly plot concerns aliens and scientific experiments, but sweep this aside and you are left with a smart update of a game that has its origin’s in the earliest mainframe games of the 1960’s and 1970’s.

The most well-known version of Minesweeper dates back to the early 1990’s, when it came bundled alongside Solitaire with Windows 3.1.  It may not have had the same mass appeal as solitaire, but countless hours of productivity were wasted by those bored office workers, who wanted something a little more tactical than just arranging playing cards. Better still, the unobtrusive graphics, consisting of a small grey grid, were much less likely to catch the eye of a wandering manager.

Small Level

Actually, Minesweeper Genius has just as much in common with number puzzler Sudoku as it does with its original namesake.  Aristotle begins each level placed in a grid, the exit will be marked but the rest of the spaces will be unexplored and could contain deadly mines. You can infer which spaces are safe from the numbers that appear along the edges of the grid. These reveal how many mines are in each row and column. On each level, Aristotle gingerly makes his way from square to square. He is never allowed to backtrack, and should he tread on a mine then he is returned to his starting position.

Minesweeper Genius consists of thirteen islands, each with ten levels apiece. Upon completing a level Aristotle will be awarded a star rating and the next level will unlock. Sometimes, after completing an island, a number of optional advanced levels will also become available.  As you progress, more features familiar to those who played the original minesweeper will become available. From the second island onwards, you can flag squares that you think contain mines. Simply press on a square or drag your finger across multiple squares to place flags. The third island introduces radial indicators; these appear in certain squares at the beginning of some levels and display a number that signifies how many of the adjacent spaces contain mines.

To spice things up, the game also introduces a range of special squares that trigger as soon as Aristotle steps on them. There are ones that allow Aristotle to belie his advanced years and leap over a square. Others will slide squares from one end of the grid to the other or swap entire rows and columns. All of the special squares in a grid must be triggered in order to successfully complete a level.

Large Island

My initial impressions of Minesweeper Genius were extremely favourable, the graphics are clear, the controls responsive and the puzzling initially feels very rewarding. It is obvious that the developers have spent a lot of time polishing and refining their game. It is also commendable that the game offers a generous amount of levels and comes as a complete package, with no extra purchases required. Unfortunately, after playing for a while things began to go downhill pretty fast. Some of the issues are easily remedied; the background music soon begins to grate, but it can be switched off, as can the annoying sound effects that have Aristotle nodding off and snoring after only the briefest period of inactivity. The old dear’s desire for frequent naps may initially be mildly amusing, but I soon felt like grabbing his broom and whacking him over his stupid fishbowl head.

Unfortunately, the game’s biggest issue is not one that can be so easily resolved with the flick of a switch. Minesweeper Genius really suffers from a lack of variety and challenge. Each island follows a similar pattern, starting on small grid layouts that gradually increase in size. It soon begins to feel very formulaic, even the graphics hardly change from island to island. Minesweeper, like Sudoku, is all about making inferences from the limited information on offer in order to build up a complete picture. A large part of Sudoku’s appeal is down to the leaps of logic that you have to make in order to arrive at the correct conclusion.  In comparison, the decisions here are much more straightforward and consequently less satisfying.

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So, whilst you may initially think, wow, that’s a neat twist on an old classic, Minesweeper Genius soon becomes a bit of a slog. It may make a neat casual game that you can play on your daily commute, but, in the long-term, the repetitive gameplay is a big disappointment. I’m no puzzle genius but still managed to cruise through the first sixty levels with ease, racking up a complete set of three-star ratings. Even at this relatively advanced stage it wasn’t really getting any more difficult. It seems that the game is too obliging and eager to help you succeed. This is largely down to the fact that the puzzles aren’t individually designed but procedurally generated.

Initially, this seems to be very neat and clever, an insurance against player frustration. Yet it turns out that it also makes things too easy, even the special squares that should really add some extra challenge turn out to be a big disappointment.  You would think that switching around the grid would really increase the challenge, but actually, the special squares just feel like they are just a point on the board that you have to reach. No matter how drastically they change the layout you can be assured that there will always be a valid move. Consequently, there is never any need to think further ahead than your current move, which is never that taxing, even if you are not a genius.

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A clash of explosive proportions has arrived!

A clash of explosive proportions has arrived!

Get ready to create your own dream team and take on opponents from four different franchises!

Created through an all-star collaboration between BlazBlue, Atlus’ Persona, French Bread’s Under Night In-Birth, and Rooster Teeth’s hugely popular RWBY web series, Cross Tag Battle celebrates the fighting genre for pros and newcomers alike.

Engage in fast-paced 2v2 team battles filled with stylish action, smooth gameplay, and striking 2D graphics.

Features

  • CROSS: Cross over between 4 different universes! Play as characters from the BlazBlue, Persona, Under Night In-Birth, and (for the first time ever in a fighting game), RWBY series.
  • TAG: Dive deep into the accessible 2 vs 2 gameplay system in a gorgeous 2D tag team based fighting game. Overwhelm your opponents with the tag-team “Crush Assault”!
  • BATTLE: Take the fight to your friends, online, or against CPU opponents in robust single and multiplayer modes.
  • LOOK GOOD DOING IT: High definition anime-styled 2D characters, alongside beautiful 3D backgrounds and smooth animation, brings the game to life.
  • ARC ASSEMBLED: Developed by Arc System Works, creators and developers of critically acclaimed and fan favorite fighting series BlazBlue, Guilty Gear, and Dragon Ball Fighter Z.
  • Enjoy English and Japanese in-game voices and English, Japanese, Korean and Chinese text.

If you would like to purchase the digital version of the game, please visit https://www.nintendo.com/games/detail/blazblue-cross-tag-battle-switch.


Language
Suggestive Themes
Violence