Space Cats Tactics: Prologue - alexnicola07
If you liked the prologue version now you can finally play the full experience!

https://store.steampowered.com/app/1293300/Space_Cats_Tactics/
Commando Hero - monteeldas
Fixed the problem of saving completed levels.
Upside down flag bug fixed.
Jul 24, 2023
Herald of Havoc - Zeldars
Balance Changes:
- You can now switch more quickly to another weapon after firing
- Flamethrower's primary fire damage reduced by 22%
- Flamethrower's primary fire burn duration slightly reduced

Misc:
- Added ambience sounds in most of the maps
- You can now climb the pyramid in E2M6
- TAB now shows precise enemy kill count instead of a percentage
- Added muzzle flash on hitscan enemies
- While noclipping: You can now press Left-Alt to go faster and left-Shift to go slower

Bug fixes:
- Fixed a bug where picking Akimbo or Havoc powerup while using the Blaster's special ability would cancel the powerup
- Fixed E1M4's possibility to get soft-locked at the beginning on Havoc difficulty
- Fixed Shotgun hurting yourself when under the slowmo powerup
- Fixed E3M4's skeletons not being killable with the runeblade
Peaceful Lands - SigmosGames
  • Fixed FX Slider issues
Jul 24, 2023
Stormrite - kerds78
Hello everyone! It's been a while since the last dev update, and we do sincerely apologise for that. Our team members all simultaneously got caught up in extremely busy periods with university & work, but we're through that busy period and back in full swing now!

There have been a lot of changes since the last dev update, including UI improvements, combat changes, abilities, and a whole new enemy!


Abilities

We've been fleshing out the abilities system in Stormrite, particularly with two different abilities to show the range of abilities in the game, and our design philosophy in regards to the abilities system.

Players will be able to level up & unlock abilities to use in combat, some more 'flashy' with high damage, high costs and long cooldowns, and some more 'functional' that are less effective, but much cheaper to use & have very short cooldowns. The flashier abilities tend to be special abilities - these typically have high costs, and can be seen as your character's 'signature move'.

An example of such a special ability is Frost Nova, a powerful, icy blast that blows away nearby enemies (or neutral characters, so be careful where you use it!) applies chill to affected enemies, and deals high damage. However, it has a very high mana cost and a long cooldown.



An example of a less flashy, 'functional ability' is Swift Strike, a quick attack that deals increased damage, and can be used to interrupt enemies mid-swing! Here is a video of it in action:




New Enemy!

You may remember the Strigoi from a previous dev update. We've fully implemented them into the game as an enemy now. Strigoi are night-dwelling creatures that will attack anyone or anything they see, on sight. They usually move in hordes, so our player was lucky to only encounter three here...




Dynamic Blood FX

Whilst in combat, your character's body, clothing, weapons and shield will react dynamically to the amount of damage you have taken & dealt, and will add dynamic blood effects to their surfaces. This was added to simulate blood splashback effects & increase immersion.





UI

The UI has been updated to include information about your abilities, showing whether they are usable with your current weapons, and their cooldown:




Horse Riding Improvement

We've changed the horse riding camera angle, it's now closer to the player to increase immersion. Also improved the footstep sounds as well!

Twin Mind: Power of Love Collector's Edition - Кайна
Hello, dear HOG lovers!
We’re here and we heard you.
Now thanks to this new language update our game is available in Japanese, Chinese, and Korean!
We hope you’ll keep enjoying this one and our other games as much as we’re enjoying making them better for you!

Thank you!
Arigatō
Xièxiè
Gamsahabnida

Do Games Limited Team
Everwarder - qLate
The game loop is almost finished, so I'm officially announcing the first playtest. Join our Discord to stay tuned, I will post there more information about the playtest soon.

Here are the most important things that need to be done before the playtest. Just so that you have an understanding how much time it will take:

  • Update tutorial. It's very outdated because the game changed a lot. But the main logic is there, I just need to change the flow of it. Time required: ~1 day.
  • Add some artifacts. Currently there's like 2 of them just for the sake of testing, I'd say 2-3 days for this.
  • Add more structures, like the one where you fight tough enemies for artifact reward. 1 day.
  • Skill tree requires complete rework. I need some ideas for it and then implement them, so I'd say 2-3 days.
  • The meta progression currency - shards - there's no way of getting them at the moment, but I already have an idea for it, so probably 0.5 days for this.
  • Also I haven't added a single sound effect to any new content, maybe I will do it after the playtest, depends on the amounts of time other things will take.
Jul 24, 2023
Dashpong - MrEliptik
Small update adding new languages!

Additions
  • Chinese, Hindi, Italian & German localization


Byyyye
PongBall - GINZUcz
0.4.0.0 - First part of campaign is done (still can be updated)
- New paddle look (rounded corners)
- Added inventory library addon
- Campaign Update
- New campaign rewards
- Added 4 new enemies in Campaign
- Added 1 new skin (only for players)
- Added Reward summary screen after match
- AI learned new skills
ENDLESS™ Dungeon - Definitive Edition - Daarkarr0w
Time to start the revolution! Jokes aside, it is time to present Comrade.
He has only one objective, to take down the man! But well, spoiler alert, the cause is already "won"



Some of you have already met Comrade, as they were a playable character during the previous OpenDev - "Final Rodeo".

Comrade plays around with their fancy and bright turrets that will help them and the squad to defeat any enemies that try to stop them.
  • To Arms! (Passive) - Shoves performed by this Hero on Research Terminals and Resource Generators repair them
  • Comrade Turret (Special) - Creates an attacking Turret in front of this Hero (2 turrets available to use at start)
  • Revolution (Ultimate) - Temporarily transforms this Hero´s Weapon into a static Turret
Now we will talk with more detail about the Narrative, the Art, and the Game Design aspect of the character.

And to talk about Comrade and their revolution we have Jeff, Narrative Director, César, Expert Concept Artist, and Victor, Game Designer

Narrative

Comrade is a lost Remnant (* more info below) who is fighting against the Endless, but those battles are already over. They´re obsessed with defeating "The Man" when the Man died in The Flash twenty thousand years ago.

They´re always calling on their comrades to support the cause and join the battle; but none of them are interested as they all have their own problems to worry about.

The Remnants are portrayed in Endless Dungeon as executioners and “cleaners” for the Endless; think of them as troubleshooters in the most literal sense possible of that term. Comrade, who like the others was released from their servitude thanks to the actions of Akad-Talar, looks back on those years with a profound sense of disgust and self-loathing for the terrible things that they did. For this reason, Comrade’s sole focus is to make sure that the Endless never return, and that their legacy is exposed as the cold-hearted regime of exploitation that some of it (perhaps not all of it) truly was.

(*) In case you are new into the ENDLESS™ Universe, here is some background about the Remnants:

The Remnants are an ancient order of assassins created when the Endless ruled the galaxy, after their masters´ demise the Remnant underwent a period of hibernation for millenia in the crypts of a forgotten moon. Numbering only a few hundred upon awakening, the Remnant would´ve spent the rest of eternity awaiting orders. Connecting the digital minds of its fellow assassins through quantum entanglement, Belcus suppressed their inherent programming, and gave them a new purpose: to build a better galaxy for the most deserving race they encountered.

Art Direction

We created a character to serve as a gunsmith shop, and we found inspiration in the distinct elongated silhouette of the remnant faction, which added a touch of shape diversity. 


Initial concepts :




However, the initial concepts appeared somewhat basic and lacked that special element we were looking for.
Since the character was meant to be the go-to person for underground custom weapons, we decided to explore more daring ideas. Consequently, we presented three different concepts: one with a punk street style, another with an American survivalist vibe, and a third resembling a shady "breaking bad" character.


After careful consideration, we opted for the first concept as it felt less obvious in its references, and maybe less comical.

Regarding the character´s machine, we initially thought about giving him a sidekick that could transform into a powerful turret or a 3D printer for creating weapons and ammunition (it wasn’t decided yet at the time).




However, we eventually abandoned this idea due to its complexity and instead decided to have him carry the machine on his back.



Game Design

The main gameplay twist of Comrade is to break the rule of “you can build turrets only on turret slots”: They can place a turret with his skill or become a turret with their ultimate. Their passive approach emphasizes their tinkerer side allowing them to repair Research Machines and Generators. 

Comrade is a mix between a damage dealer and an operator*. They can protect the Research Machine or a generator with their turrets while being on the other side of the station or just place the turrets in front of you and "start the party". Their high "Wit” plus their upgrades and turrets can make them the most effective aggressive operator in the game. They can also allow some “economical greed”, especially in early game, as they can handle skipping a few turret constructions. 

They are the “aggressive tower defense” hero and are suited for players that like tower defense and strategic placement but with big guns and big damage numbers. They arrive a bit later in the game and have enough depth for “advanced players”. 

During a run, Comrade will be able to upgrade their turrets, to obtain a boost to nearby turrets and the dps stats. They can become a “master of puppet turrets”, a “genius operator” or usually a mix between dps and turret spawner.


* An Operator is a Hero that supports your defenses. It is sort of a mix between dps-support

----

Thanks! Enjoy the Revolution rest of the week and Endless Summer.
Do not forget to keep an eye as there are quite a few sourprises for you ^-^


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