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Mario Tennis Aces smashes onto the court!

Mario Tennis Aces smashes onto the court!

Mario and his friends are ready to take center court in the Mario Tennis™ Aces game! Unleash a volley of fun by challenging your friends and family locally* or by hopping online** to take on the world. In Adventure mode, experience a new flavor of tennis gameplay, with a variety of missions, boss battles and more. Intense matches await!

Features

  • Rally against other players in singles or doubles as one of 15+ Mushroom Kingdom characters.
  • Up your game with new tricks like Zone Speed and Zone Shot. Slow down time to pull off near-impossible returns or aim your shots with pinpoint precision. With careful planning, you can even break your opponent’s racket for an instant KO.
  • Set out to rescue Luigi from the Legendary Racket in Adventure Mode! Equip different rackets and take on challenges and bosses that will put your tennis skills to the test.
  • Play with up to 4 players locally* or online**.
  • Swing your Joy-Con™ controller like a real racket in Swing Mode.
  • Take on CPU opponents in the Mushroom Cup, Flower Cup, or Star Cup in Tournament Mode.

If you would like to buy the digital version of the game, please visit http://mariotennis.nintendo.com/aces/.

*Additional accessories may be required for multiplayer mode. Sold separately.

**Nintendo Account required. Online services and features, including online gameplay, are free until the paid Nintendo Switch Online Service launches in September 2018.


Mild Cartoon Violence

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The Steam Intergalactic Summer Sale Starts Now!

The Steam Intergalactic Summer Sale is here! For the next fourteen days, take advantage of huge savings throughout our store on over ten thousand games. You can also help unlock free games by playing our Summer Saliens Game.

Today’s Featured Deals include:

Player Unknown’s Battlegrounds 33% off
Fallout Franchise up to 50% off
Dead Cells 40% off
Grim Dawn 70% off
Everspace 67% off
Tyranny 66% off
Nino Kuni II 40% off
Dark and Light 50% off
and many more

Along with the sale is the Summer Saliens Game. Team up with other Saliens to fight The Duldrumz on different planets and free the abducted games. Gain XP as you battle, level up, unlock new abilities, and win cosmetic items to deck out your Salien. Plus, get Summer Sale Trading Cards just for playing.

Choose to battle on a planet that piques your interest and you’ll automatically be entered for a chance to win one of its rewards when it’s conquered. The longer your Salien spends on a planet the higher your chances of winning! The groups with the most tiles when a planet is taken will get to plant their flag as conquerors, undoubtedly gaining Saliverse-wide fame in the process.

The Steam Intergalactic Summer Sale will run from now until 10 AM Pacific, July 5th. Complete information can be found HERE.

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ZBrush 2018.1 Released

Pixologic just released the first update for ZBrush 2018 bringing it to 2018.1.  ZBrush is a popular 3D sculpting application that now includes Sculptris pro, a dynamic tessellation system that frees you from having to think about polygon counts.  This is a free update for all ZBrush users, be careful when upgrading there are specific instructions depending on the version you are coming from.

Details from the release announcement:

NEW

  • Added various changes to increase ZBrush sculpting and navigation speed.
  • Added ‘Go To Unmasked Center’ button for use with Gizmo3D center option.
  • Added ‘Uvb’ and ‘Uvbt’ (UV-Box and UV-Box tiles) UV map creation options.
  • Added option to export Smooth Normals with OBJ files.
  • Added ZModeler Inset proportional option. (A Single Poly only. CTRL modifier)
  • Added a warning when loading custom brushes with auto-masking enabled if Sculptris Pro is active.
  • Added a MatCap Red Wax material so it will no longer be fully replaced when using ‘Save As Startup Material’.

UPDATES

  • Fixed Groups Border weighted smooth mode (Smooth Groups Brush).
  • Fixed iCloud Photos shortcut issue.
  • Fixed GoZ Photoshop Crash.
  • Fixed GoZ Max has been updated to work with 3ds Max 2017, 2018, & 2019.
  • Fixed double clicking not opening ZPR or ZTL files on the MacOS.
  • Fixed issues with tablet pressure on MacOS.
  • Fixed ZRemesher density control with Polypainting on MacOS.
  • Fixed CTRL + Drag duplicated crash when using the Gizmo3D.
  • Fixed issue with geometry position sliders staying active when inputting values.
  • Fixed issue with lightbox not opening with large number of loaded brushes.
  • Fixed issue with VDM brushes when applying with textures.
  • Fixed ‘Draw Transformation Border’ not storing with Config.
  • Fixed ZBrush not responding after restoring from minimize on MacOS.
  • Fixed typing with a French keyboard on MacOS.
  • Fixed importing of PNG files on MacOS.
  • Fixed custom UI not storing when in full screen mode on MacOS.
  • Fixed Screen Saver from activating when ZBrush is launched on MacOS.
  • Fixed computer not sleeping when ZBrush is launched on MacOS.
  • Fixed issue after UI is saved in window mode on Windows.
  • Fixed issue of UI not being saved in fullscreen on secondary monitor on Windows.
  • Fixed UV Planar smoothing UVs when applied. Now smoothing will only take place when SUV in the Tool>Geometry is enabled.

You can learn more about ZBrush here.

GameDev News

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At XRDC, learn how (and why) to effectively simulate stress in VR!

Back in 2016, longtime BioWare dev Jonathan Perry (who, as cinematics director, worked on the interactive cinematics of games like Mass Effect and Dragon Age) started his own VR studio Ractive.

This October, he’s coming to XRDC in San Francisco to share what he’s learned about simulating affecting, stressful situations in VR.

His presentation, appropriately titled “Performance Under Pressure: Simulating Stress in VR Training,” is a promising part of XRDC’s cutting-edge Education & Training track of talks. 

You’ll want to make time for this if you’re at all curious about the power of VR experiences to transport people into new places and scenarios, as the Ractive CEO will showcase how VR training is being used to train folks for complex and dangerous tasks in a safe space.

According to Perry, by simulating stressful environments and distractions, VR training can help inoculate users against the effects stress and adrenaline have on performance and decision making when performing under pressure in the real world. His XRDC talk will explore cutting-edge research on stress in training and dig into a variety of techniques for adding stress to simulated VR scenarios as a way to improve skill retention and performance. Don’t skip it!

XRDC is happening October 29th and 30th in San Francisco at the Westin St. Francis Hotel. Now that registration is open, you’ll want to look over XRDC passes and prices and register early to get the best deal! 

For more information about XRDC, which is produced by organizers of the Game Developers Conference, check out the official XRDC website. You can also subscribe to regular XRDC updates via emailTwitter and Facebook.

Gamasutra, XRDC, and GDC are sibling organizations under parent UBM Americas

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Blog: Making a tabletop-style party game for consoles

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Awkward is a brand new party game from Snap Finger Click. The aim of the game is to answer divisive, uncomfortable and sometimes controversial questions while another player tries to guess what you think. The questions start out gently, asking if you prefer hot dogs or hamburgers, or if you spend your weekends staying in or going out. But as you progress, the questions get increasingly more difficult:

“Would you have a night of passion with your best friend for $1m?”
“What outrages you the most, sexism or ageism?”
“Do you think you’re the smartest of all your friends?”

[embedded content]

Snap Finger Click is mostly made up of former developers of the now defunct Relentless Software who made the BAFTA-award winning Buzz! quiz series. Prior to Awkward, we released two party games: Act it Out!, and It’s Quiz Time. Making games that people can play together is our passion, but with Awkward, we also wanted to try something new, something not done on console before, and something that appeals to a big audience.

Act it Out! and It’s Quiz Time are both E-rated games, suitable for all ages. It was hard work securing those ratings as the smallest reference can push the rating up. Most party games tend to be T-rated and we noticed a problem with this: a game suitable for teenagers excludes families with younger kids, but also can be a turn-off to older adult groups looking for something more risqué. This can make it hard to find an audience as it floats between two age groups. And finding an audience is already a challenge for an indie studio! So having already made games for the family-friendly market, we spotted another gap at the other end of the spectrum: party games made for adults. While there are many successful adult tabletop party games such as Cards Against Humanity and Secret Hitler, no such games existed on console. Our goal with Awkward was to make an M-rated title, standing out against other party games as being for a solely grown-up audience.

In all our years making party games, there are a few things we’ve learned along the way. Two of the biggest constraints you have to consider are the number of controllers and the number of players required. With console, the only guarantee is that there’s one controller. Relying on players having multiple controllers narrows the potential audience you can reach. Similarly, the more players you require to start a game, the less chance there’ll be enough people in the household to play. Every party game we’ve ever worked on has always shown the 2-player game to be the most popular way to play, even if it was designed to work with more players in its main mode. From the beginning, we decided that Awkward had to be playable with just one controller and it had to work well as a 2-player game. To achieve this, we designed the core gameplay starting from a group of two players, and built outwards from there. We found posing a question to two people at a time with a simple button press input worked well, and we were easily able to add extra players by dividing players up into teams of two. Since the game is designed to cause debate, we found even large groups are happy to wait their turn as they can join the conversation with each question asked. 

Something that sets party games apart from other genres is the need to be evergreen – the game must be replayable in short bursts to keep players coming back time and again. It was vital to make Awkward enjoyable in bite-sized chunks with an addictive quality. Each game of Awkward is fairly short at around 10-15 minutes, depending on how long players spend debating between questions. We played around with this quite a bit, but ultimately decided this was a great length for a game since it’s easy to get into, but gives the players a ‘just one more go’ mentality. When were testing it, we found ourselves playing for hours because we just wanted one more game. Had we made the games last longer, it could be off-putting to play again. Awkward comes with 5,000 handwritten questions which is far more than most players will be able to get through. Even if they did, the wonderful thing about Awkward is that it changes with every play according to the group playing it. If you play enough to see the same question, it may be posed to someone else this time, prompting a different experience and a different debate. As well as learning more about your friends and family, Awkward lets you compare yourself to the rest of the world with every question revealing how other players have answered. It’s really fascinating to see how your views measure up worldwide and often produces some surprising results.

A staple of all Snap Finger Click games is the Live Show feature. We think it’s important to cater for broadcasters, and party games lend themselves particularly well to interactive streaming features. Our focus is specifically on supporting Twitch, YouTube and Mixer. We introduced Live Show with our first title – Act it Out! – where the host acts out secret phrases on camera while the viewers type their guess into the chat. The game is able to read the text and detects when someone has typed the right answer. We also included Live Show in It’s Quiz Time, letting the viewers take on the host with a series of multiple choice questions, again detecting viewers’ answers from the text in the chat. The Live Show mode in Awkward is our best yet, perfectly suited to the social nature of broadcasting. The host answers the questions while the viewers try to guess what the host has said. The game maintains a leaderboard of the best-performing players, highlighting the viewers that know the host the best. It’s a great way for a broadcaster to get to know their followers better and we believe it’s a truly awesome and innovative features that makes Awkward stand apart from its rivals in the party genre.

It’s been just over two weeks since Awkward released, and seeing people having fun with the game has been a real joy. Every play of Awkward is delightfully unique, and we love to hear the personal stories behind the answers people choose. With the addition of Live Show, we get to experience games a lot more than usual, and we’ve seen everything from smaller, intimate streams, to 30,000 people playing with Sodapoppin on Twitch. We’ve also had so many people contacting us with their suggestions to spice up the game with their own house rules such as Strip Awkward, or Awkward: The Drinking Game. One of the most magical things about making party titles is that half the game is something you can’t control – how the players interact with each other in the living room – and that’s different for every group and every play. Awkward was certainly a risk for us in a departure from our previously family-friendly titles, but it’s a risk that’s paid off. At Snap Finger Click, we continue to innovate in the party genre and we’re looking forward to sharing our next game with the world!

Key Takeaways:

• Look for a gap in the market within the genre of games you’re making.

• Take inspiration from successful titles in other similar industries, such as board and card games.

• When making a multiplayer game, the more controllers you require, the smaller your potential audience.

• Groups of two are the most popular way to play multiplayer games.

• Embrace streaming – it’s a great way to promote your game to a wider audience.

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Microsoft scraps plans for VR support on Xbox

Microsoft no longer plans to support virtual or mixed reality on Xbox, and claims “the PC is probably the best platform for immersive VR and MR.”

Speaking to GamesIndustry.biz, Microsoft’s chief marketing officer for gaming Mike Nichols confirmed the company currently doesn’t have “any plans specific to Xbox consoles in virtual reality or mixed reality.”

Those sentiments are completely at odds with those expressed by then Xbox chief Phil Spencer last year, when he told Gamasutra the supercharged Xbox One X would indeed support VR. 

“We will support VR on Scorpio,” said Spencer at the time, referring to the Xbox One X by its codename ‘Scorpio.’ “We said that onstage. We will support VR on Scorpio, we’re going to do that, I think it’s important, I think there’s some great immersive VR experiences.”

So, what changed? Well, Nichols explains Microsoft is now primarily focused on creating more TV-centric experiences. Beyond that, the console maker simply feels VR will have more room to grow and evolve on PC. 

“As an open platform, PC just allows faster, more rapid iteration. There are plenty of companies investing in it in the hardware side and the content side, or some combination therein,” he said.

“Obviously on phones, augmented reality is a good scenario as well that’s going to grow. But as it relates to Xbox, no. Our focus is primarily on experiences you would play on your TV, and ultimately we’d like to make those experiences more broadly.”

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Return to Glorantha with King of Dragon Pass Successor Six Ages

By Matt Thrower 21 Jun 2018

In the beginning was an egg, which hatched into an infinite dragon. From the dragon came first two gods, then a third, who spawned a bunch more lesser gods. They fell to fighting, as gods do, and then Chaos invaded, and the Cosmic Mountain exploded and the few humans who were around had a really miserable time of it.

Welcome to Glorantha, a fantasy world like no other. Invented in 1966 by a student seeking to deepen his appreciation of cultural mythology, it has spawned several tabletop games and a single videogame: 1999’s King of Dragon Pass. A bizarre mix of strategy and story-telling, it got a face-lift and a wave of adulation for a modern iOS release.​

SixAgesP1

“It only scratched the surface of the wealth of stories you can tell in Glorantha,” the designer, David Dunham, admitted to me. “And people have been asking for a sequel for almost 20 years. It wasn’t until 2014 that I figured out what sort of game was a worthy successor.”​

The answer is Six Ages: Ride like the Wind, due for release at the end of June. It takes place during the aforementioned God’s War, known as the Storm Age in Glorantha parlance. “It’s the mythic past compared to King of Dragon Pass” Dunham explained. “And you’re playing a barbarian clan from an entirely different culture.”​

In spite of Dunham’s implication that it’s a different sort of game, fans of the original will quickly find themselves at home. The player is in charge of making decisions for their clan on a season by season basis. What Gods they should be sacrificing to, where they should be exploring, which other clans they trade with or raid in war. I asked Dunham what had changed.​

SixAgeP3

“We tried to address some things that frustrated people,” he replied. “Combat is no longer as abstract, while we abstracted food production a bit more, still keeping it as a critical component. There’s also a lot of changes you can’t see directly. But it’s now much easier to add new interactive scenes, new treasures, maybe even new ventures.”​

The interactive scenes he’s talking about are the other key component in the game’s appeal. Events, usually tied into Glorantha’s unique lore, often pop up, requiring you to choose between various options to resolve them. Children in your village, for example, might suddenly exhibit the ability to wield powerful fire magic they can’t control. Do you keep them? Ask a more magic-rich clan to train them? Cast them out before they burn down someone’s house? ​

Whatever you choose, the consequences often lead to further events later in the game, slowly building a clan saga in epic detail. And this, I sense, is where the bulk of the differences lie. “Some changes just reflect the fact that we’re telling a different story,” Dunham told me. “You’re in an unknown land, so the map starts blank. It’s also much larger, and you can choose what your party is looking for. You can deal with spirits, as well as gods.”​

Glorantha is a very unusual setting and Six Ages is a very unusual game. The marriage of statistical management and story can clash as you’re rarely able to see exactly why your choices played out the way they did. But Dunham’s in no doubt which he thinks is more important to the experience. “If I have to pick, then it’s a narrative game,” he opined. “The strategy ties together the story. But if you haven’t figured out how to feed your clan, your story might not have a happy ending.”

SixAgeP2

Still, he’s made other changes to the game to help the player to understand what’s going on. “We still try to fully immerse you in the world, rather than leave you on the outside peering at game numbers,” he explains. “But we also tried to give more in-world feedback to explain why things happened. For example, if a hero quest fails, your quester will reflect on what went wrong.”​

Hero quest isn’t a reference to the fondly-remembered board game of the 90’s, but another slice of Gloranthan pie. They’re ritual re-enactments of stories from a clan’s mythology which gain access to powerful rewards. You can undertake them in the game, but your clan starts out with only a piecemeal understanding of these myths. Patching them back together is an important goal of play, which also pushes the player deeper into Glorantha’s bizarre setting.​

They were also a part of King of Dragon Pass. That game, though, originally came out on PC. With the advent of mobile, Dunham quickly realised the potential of a port. “The short interactive scenes are perfect for very short game sessions,” he enthused. “Your clan advisors help remind you of the context, and you can always refer back to the Saga for more specifics about what happened. I think being turn-based helps too, since you don’t have to set aside enough time for a complete Battle Royale match.”​

SixAgeP4

Still, launching on mobile alone in the modern multi-platform market seems risky. It’s not what Dunham had originally planned. “I’d hoped to launch on more platforms,” he explains. “But a bunch of things didn’t work out. Luckily, I think the game is perfectly suited to iPad. Sitting back with a tablet is just like reading a great book, except you’re playing one.”

In the time I’ve spent with the preview, it’s hard to shake the feeling that I’ve been here before, in several senses. First, Six Ages plays a lot like a smoother, more refined version of the earlier game. Second, you’re back in charge of another bunch of barbarians, which Dunham refers to as the “movers and shakers of Glorantha”. But mostly, it’s familiar because we’re back in the rich and vivid world of Glorantha. I’ll take a little sameness in the game mechanics if that’s the price to explore this extraordinary place again.​

Six Ages: Ride like the Wind is due out on iOS Universal on June 28th, and pre-orders are available starting today.

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Torna – The Golden Country Expansion Pass Content Detailed by Executive Director Takahashi

Torna – The Golden Country Expansion Pass Content Detailed by Executive Director Takahashi

Hello, this is Tetsuya Takahashi, Executive Director at Monolith Soft. We recently announced Xenoblade Chronicles 2: Torna ~ The Golden Country, an additional scenario for Xenoblade Chronicles 2.

It all started three years ago. Torna ~ The Golden Country was a part of our original prototype for the main game. More accurately, I suppose you could say that it was one of the potential story candidates included in our initial prototype.

It’s been five years since the release of Xenoblade Chronicles. We’ve accumulated quite a bit of production knowhow since then, and our process management has improved as well. Now we’re much better at knowing just how big of a game we can create at what level of quality based on a given volume of text. After looking at a variety of factors, we could tell that including Torna ~ The Golden Country in the main game would divert a major portion of the budget and development time we had allotted for Xenoblade Chronicles 2. We hadn’t shown anyone the prototype yet, and quickly decided against including this content, instead opting to take what we needed for the main game, which became the finished Xenoblade Chronicles 2.

For quite some time after that, Torna ~ The Golden Country slept on my computer’s hard drive, but when we decided to include a new scenario with the Expansion Pass, I knew that we had to revive Torna ~ The Golden Country and tell that story.

Story set 500 years before Xenoblade Chronicles 2

The story of Torna ~ The Golden Country covers not only the pasts of key characters from the main game like Jin, Mythra, Malos, and Praetor Amalthus, but will also spotlight characters like Lora and Addam, who factor heavily into the lore of Xenoblade Chronicles 2. Ah, and you know that the main story in Xenoblade Chronicles 2 is the story of Rex and Pyra (Mythra), but Torna ~ The Golden Country follows another set of main characters, Jin and Lora. You’ll see what happened in Jin’s past, what kind of person Lora was, and even what the relationship was between Addam and Mythra. There were bits and pieces of their stories throughout the main game, but they’ll finally take shape in front of your very eyes. (The generic models used for some of the side characters in flashbacks in the main game will be given dedicated models.)

New adventures on a new map

The Tornan Titan will be added as a new field map in Torna ~ The Golden Country. A lot of other RPGs set their additional story sections on existing maps, but Torna ~ The Golden Country ’s maps will be entirely new. And in addition to the field map, we’ll add the capital city of Torna as a new town map. Given that these events take place 500 years ago, the playable areas in Torna ~ The Golden Country will be limited to Torna and the surrounding areas, but I’m sure you’ll still find these to be very rewarding to play.

Reworked battle system

Torna ~ The Golden Country is set in an era of history before Drivers and Blades had learned to cooperate seamlessly during battle, and so there will be a new battle system used in this expansion. The refined battle system will still be based on the one seen in the main game, but I hope you’ll enjoy this new take on it.

New music added

New songs have also been added to Torna ~ The Golden Country. They were composed by Mitsuda-san and some others who were involved with the main game. The feel of the new music is a bit more grown up, in keeping with the more grownup tone of Torna ~ The Golden Country overall. They’re played mostly on acoustic instruments, and have a real groove to them, so I’m sure you’ll really enjoy them.

Torna ~ The Golden Country is an additional scenario that is scheduled for release on September 14 for anyone with Xenoblade Chronicles 2 and an Expansion Pass. And for those who have not yet played Xenoblade Chronicles 2, a stand-alone packaged version of Torna ~ The Golden Country will get a separate release on September 21. As I mentioned earlier, the story of Torna ~ The Golden Country is set 500 years before the main game. So it’s possible that players will view the main game a little differently if they play Torna ~ The Golden Country first. This packaged version will also include a code to the other Expansion Pass content besides Torna ~ The Golden Country into the main game, making it a great option as an entry point for anyone interested in experiencing XenobladeChronicles 2 and Torna ~ The Golden Country in the future.

We’ll still need a bit of time until it’s ready for release, but then you’ll get to enjoy all the new maps, new battles and the story of these new characters.


Language
Suggestive Themes
Use of Alcohol and Tobacco
Violence

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Minecraft! Now bigger, better and more beautiful–with new ways to play and share!

Minecraft! Now bigger, better and more beautiful–with new ways to play and share!

Minecraft is a game about placing blocks and going on adventures. Build anything you can imagine with unlimited resources in Creative mode, or go on grand expeditions in Survival, journeying across mysterious lands and into the depths of your own infinite worlds.

Will you hide from monsters or craft tools, armor and weapons to fight back? No need to go alone! Share the adventure with friends in split-screen multiplayer and online!

With constant updates and community creations, Minecraft is bigger, better and more beautiful than ever before. Explore amazing player-made maps, thrilling minigames and more! Band together with friends playing on phone, Windows 10 or console*, set up your own online world with Realms*, or join one of the massive player-run servers*! Also included is the Super Mario Mash-Up Pack—containing 40 Super Mario-themed skins, Mario-themed versions of the Overworld, The Nether, and The End, and a number of fun surprises for fans. There are so many ways to play!

If you would like to purchase Minecraft, please visit https://www.nintendo.com/games/detail/minecraft-switch.

*Realms requires paid subscription (sold separately). Realms and servers available as released. Free Microsoft account required for cross-play.


Fantasy Violence

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Free for a Limited Time – Swords & Soldiers HD!

We’ve just launched an open beta for Creator Homepages, a new part of the Steam store designed to help players discover and connect with the developers and publishers behind their favorite games. With this feature, you can explore the full catalog of games created by the developers and publishers of games you enjoy and you can choose to follow those creators to be automatically notified when they release their next title.

How does it work?

Any developer or publisher on the platform can now set up a customized homepage to showcase their full catalog of titles and content. Once set up, these homepages can be found by clicking on the developer or publisher name from the store page of your favorite games.

Check out the official Creator Homepage Announcement Page, which includes a list of all the homepages so far. This will quickly become an overwhelming and unusable list as more developers create their homepages, so at the top of the page we’ve also specifically highlighted the developers and publishers behind games that you’ve recently played.

On these homepages, you’ll find standard lists of top-selling or new released titles from that developer or publisher.

You’ll also find collections that the developer or publisher has created to best highlight their portfolio of games and content available on Steam.

A studio might divide its games into collections by genre or franchise, or could choose to highlight their fan-favorite or top-selling games. A developer of only a single game might primarily dedicate their homepage to announcements of new projects.

Regardless of how each developer or publisher chooses to customize their homepage, you can easily follow them to be notified when they release their next title or post an announcement. Newly released titles from developers or publishers that you follow will show up at the top of your Steam homepage and we’ll send you an e-mail to let you know that they’ve released something new (as with other Steam e-mail notifications, you can opt out at any time by visiting your e-mail preferences page).

Creators can also set up unique URLs within Steam for easy reference to their homepage. You can see an example by following this customized URL for the Valve developer homepage: http://store.steampowered.com/dev/valve

Why Beta?

We’re pretty excited to get the core functionality into the hands of players and give developers the opportunity to set up their presence on Steam. While we haven’t worked out all of the smaller bugs or finished adding every feature we’d like to, we decided that the basic set of functionality is worth putting into the hands of players and creators. We still have a number of features that we are considering adding and there are still a few rough edges that need smoothing out, so opening this system up as a beta to players and developers will help us gather feedback and suggestions that inform the direction of those features.

Over the previous few weeks, we’ve worked with a number of developers and publishers on Steam to get their pages set up and help us work out as many of the bugs as we can. As a player, you’ll find that many of your favorite game makers probably already have a spiffy homepage created and customized. But there are still quite a few developers that have not yet had a chance to set up their pages and will do so during this open beta period.

Looking for more details?

Check out the official Creator Homepage Announcement Page.

For game developers, check out the Creator Homepages Steamworks documentation for more details and information on how the system works, the features that are included, and necessary permissions for game creators.

Reporting bugs and feedback

As always, we’ll keep an eye out for your feedback and suggestions as to what you’d like to see added or changed about this system.