Sep 3, 2023
Within a Dead City - Ozymandias
The city is overrun by cultists, taking over and desecrating ancient temples! Drive them out before they complete the summoning ritual!

This version 1.2 update adds a new Campaign mode to Within a Dead City. Fight for supremacy against the goblins and drive them from their temples. At the end of the campaign, call forth an army of your strongest heroes and drive off the powerful goblin army and their dead god.

The campaign takes place on a 4x4 grid. The player has 8 turns to claim as much territory as possible and destroy the three ancient temples occupied by the goblin cult. Along the way, you can pick up powerful bonuses from special grid tiles that give bonus heroes and powerups. With each campaign mission you play, the top two highest-level heroes will be welcomed into your Hall of Champions. Once the campaign reaches it end, all of these champions will join forces in a climatic final battle between the forces of Guild and Goblin! Take down Nidhogg if you can. He will be weakened for every temple you destroy, but even with all the temples demolished success will not be guaranteed. TO DEATH OR TO GLORY!

Here's the changelog for this update. This one is very focused on the new campaign, but I intend to add a lot of the features requested and fix the bugs noted in the next patch!

- New campaign mode!
- Campaign saves and loads (not mid-battle, though)
- (The final fight is instantly replayable, win or lose. If you win, change it into a sandbox game with an army of 16 powerful heroes!)
- The game has a single achievement now! Kill Nidhogg on a Challenging campaign to earn it. More to come.
- The game now goes between x1/9 speed and x3 speed
- The Warrior class has been slightly nerfed and has 3 less attack power by the time they reach level 10.
- Tab now cycles between heroes and the guild hall
- I made ultrawide monitor support better, although it's still kinda janky. All the most important info and actions are readable and buttons are usable at 21:9, 32:9, and 36:10 aspect ratios. I spent two straight nights swearing at Unity's UI system for its clunkiness - I'm happy to rant if people are curious why. Proper ultrawide support is much harder to tack on later than it is to add it in at the beginning, which I will do for the next game I work on. So better, but I wouldn't call it "supported" yet.
- Increased the maximum goblin starting level to 6 if they have 12 or more shroom shacks.
- The first goblin spawn now has a 25% chance of being something besides a druid.

Like I mentioned up top, this update was more of a content update than a bugs / QoL update. If we talked about a bug or a feature and you don't see it listed above, hang tight! I'm likely planning to include it in the next version I put out.

P.S., I'll be leaving on a family vacation to Ireland tomorrow. We'll be gone for a week, and I'm disconnecting from game dev the whole time I'm there. Expect a response to any questions or comments during the week following :)
Sep 3, 2023
Aiyana - Laireon Games
Since the last release I’ve had to hot fix the build a number of times to fix some critical issues, mainly to do with corruptions of inventory.

It feels like things are stabilising again so these notes summarise those hotfixes as well as things that have been added along the way.

A Massive thanks/shout out to Palandus (Bone) on forums here for finding and reporting on these issues!


Lighting & Torches
I’ve always tried to have Aiyana be its own beast and not do things just because other games in this genre do things a certain way. The use of torches is one of those situations.

I’ve had to begrudgingly admit though that there is too much power in the mechanics to place cheap torches to explore caves to ignore.

The held torch is still just as prominent in Aiyana but now you can also craft cheap torches from the usual wood + coal to explore caves easily.


Bugs
  • Fixed various sources of the inventory corruption bug that would cause things like multiple icons to sit in the same slot and then be lost
  • Fixed the game instantly quitting without showing the thanks for playing message
  • Fixed various issues with gathering death urn contents
  • Skipped steam remote storage functions when in the demo because they don't work
  • Damaging trees at night should now look consistent, previously they looked a bit pink
  • Fixed fences placing badly against things like chests and steps
  • Fixed seeds always being 0 in demo builds that meant during one of the hotfixes the same world loaded each time
  • Fixed the Thick Skin perk not having a parent
  • Fixed hoeing a block under a flower not showing it as tilled until something else updated the chunk
  • Fixed hoeing a damaged block making it appear invisible
  • Fixed chests not sorting their contents as you open them
  • Fixed fish dropping exp and rewarding fishing exp when they die from suffocation
  • Fixed held torches seeming to randomly be invisible after giving them fuel
  • Updated the moon to render properly behind water
  • Fixed a scenario where dropping an item on itself would lose its visuals
  • Fixed snowy trees passively dropping snow particles to work again
  • Fixed metal torches looking too dark
  • Fixed audio errors with metal torches
  • Updated metal torches to use a quieter metal breaking sound
  • Improved how standing torches look in your hand
  • Fixed standing torches sometimes spawning double pickups when destroyed
  • Fixed grass etc not regrowing after damaging the top of a block
  • Fix pickups in water having to sink to the floor before they would float to the surface
  • Fixed torches placed via the structure builder throwing a null
  • Fixed the first arrow fired by a bow only causing 0.5 damage
  • Fixed the high damage arrow achievement not working
  • Fixed mountains using the wrong audio ambience
  • Fixed berries only spawning with physics the first time rather than every time


Spells
  • Fixed the Dash spell that was utterly broken
  • Fixed the Night Vision spell that was also utterly broken
  • Fixed Walk on Water to properly disable when you run out of stamina
  • Changed how much exp is needed to level up the Walk on Water spell
  • Fixed Energy Blast & Drain Life throwing errors when they launch
  • Held spells like Drain Life no longer spam audio if you try to cast them underwater
  • Fixed Drain Life blobs not always hitting the player to heal them
  • Fixed hearing a clicking when casting Drain Life
  • Fixed an error with Drain Life that may have prevented it from working in some scenarios

Animals
  • Animals should now try to avoid going into water and falling from too high
  • Improved some awkward scenarios when they try to jump up blocks
  • Rabbits now have a low chance of turning into night versions
  • Created new items for the night rabbits to drop and fixed their drops accordingly
  • Animals will no longer stop fighting you if you stop hitting them for a few seconds
  • Aggressive animals will no longer flee the player
  • Corrupted natives now have a swimming animation
  • Animals that howl to start combat will attack you if you interrupt their howl
  • Fixed issues that would sometimes render animals darker than they should be
  • Fixed the corrupted natives animations to play the correct aggressive walk animation in combat
  • Fixed an error thrown whilst trying to hit a wisp that would spawn a ton of damage text
  • Properly coded for wisps having a collision and made them drop Magical Essence
  • Added drops for the sheep, previously they only dropped exp
  • Fish would look a bit strange at times, their animations should now be far smoother
  • Night Wolves cause a bit more damage
  • Reduced the damage of Flying Golems
  • Slightly increased Earth Elementals damage
  • Changed the damage flash on the sheep to be more visible
  • Increased the range for an animal to consider itself no longer in combat
  • Improved the running animations of the corrupted native

Balancing/Changes
  • Increased the chances of mountain & grass mountain biomes spawning
  • Increased the spawn chances of green crystals
  • Remade the starting area to look a bit better with the new lighting changes
  • Changed the defeat a wolf objective to defeat any aggressive enemy instead
  • Increased ore blocks durability to match stone
  • Further reduced night time enemy spawning to be easier
  • Fixed a bug where breaking wooden blocks wasn't giving chopping exp
  • Rebalanced the exp gains of almost every block
  • Leaves & Ferns are now a heat source for furnaces (a bad one)
  • Leaves & Ferns are now a fuel source for torches
  • Increased how long all fuels burn for
  • Ensured animals take extra damage for headshots (for those that are supposed to)
  • Ensured berry bushes spawn on more biomes
  • Added an extra biome to spawn cotton
  • Increased the rate that health experience is earned from combat
  • Increased the rate that stamina and max hunger experience is earned
  • Changed onions to not be tiny
  • When dropping items into the world they now drop a bit closer
  • Green berries have been remade to be yellow. Green was too hard to see on bushes

Achievements & Perks
  • Changed the sword swing speed perk having a power of 0 (meaning it did nothing)
  • Same for the swords damage perk
  • The high damage sword swing & bow shot achievements are now working
  • Updated how many ores you need to find for the mining tree perks
  • Achievements can reward experience again
  • Added experience as a reward for some achievements instead of coal
  • Reduced how many times you need to invest in the first perks of the exploring tree
  • Removed the menagerie achievement (not ready yet)
  • Reworked the kills needed to progress the combat tree (this was partially a bug)


UI and Wording Changes
  • Added more info to jump height to explain that it also influences fall damage
  • Added stats for enemies killed with magic & fishing spears
  • Added a description to corrupted meats
  • Added more help info to more objectives
  • Updated numbers in player stats having a ton of decimal points at high levels
  • Updating the wording of some achievements
  • Updated the name of Dark Oak Fern to Dark Fern
  • Updated the tooltip of Grass, Autumn Ferns, Dark Ferns and Dark Oak Leaves
  • Fixed the scrolling of the performance UI to show all graphics options
  • Hooked the FPS display into the rest of the HUD animations so it fades nicely
  • Updated the descriptions of the achievements for crafting copper etc tools



Journey to the West Survivor - yingkui
The English translation is currently under development and is expected to be finalized within approximately two weeks. We appreciate your patience and understanding during this time.
The Other Me - Balina
  • Hospital decorations were made.
  • The lighting of the whole map has been adjusted.
  • The map has been optimized.
  • Changes were made in the coding part.
  • Lighting was changed in all levels.
  • DLSS integrated.
  • Audio and subtitle localization has been done.
  • Environment and greenery optimized.
  • Level polish.
  • Subtitle and story integrated.
  • Level changes and optimization.
Gataela - Atemly Games
Hello everyone! It’s September…. can you believe it….?

Falaz



Falaz is a small town located directly on the border with Aerand in the middle of the marshlands of Vescha. Despite being a border town, they are known as being something of a sleepy town of retirees and children – a nice place to visit for peace and quiet. Not many people pass through despite the crossing because the marshlands and Viche forest are so annoying to travel through. Here are some of the homes you can find here:



Most homes are pretty cozy – made of brick and wood. Since they happen to live in a marsh zone surrounded by forest, many homes have fireplaces in them to help with the chill. The smoke helps keep the bugs away too! Sewing is also a common past time.



Since many people don’t come through very often, the general store and the inn share the same building. There’s not a whole lot of space for sleeping, and the general store is even smaller. There aren’t even any employees – just write down what you’re buying or if you’re staying the night and leave the payment at the books. Honesty is key.

Splash Screens, Animals and More

We worked on a variety of improvements this past month so here’s a few of them below!



One improvement we made was adding a splash screen when the game starts up. We made changes to the loading speed the other month but it meant that when the game booted up everything was preloaded. When that happens, the main menu screen would appear but it would be “frozen” and so you couldn’t interact with the game. It was very confusing and annoying :(

So we’ve inserted this handy splash screen which will deal with the preloading. So when the buttons appear on the main menu screen you can click them immediately :)



We also focused on adding various animals and bugs and giving them some AI. So for example, if you run through fireflies they’ll scatter and disappear.



For others, they’ll wander around a predefined area and do little actions like bouncing or eating nuts, grass, etc. We still have a few more to implement, like cats, but here’s a good showing of most of them. Once we’re all done, we’ll be adding these fellows to the existing maps and it should make things feel more alive.

Admin Updates

A couple other misc admin updates that don’t really fit in anywhere:
  • Thank you to everyone who sent kind messages about the news last month. It’s always awkward to reply “thank you” to these kind of messages individually – so please just know we read them all and appreciate them very much. Once again, thank you for your understanding.
  • Our twitch is no longer. If you’re interested in Tuesday 8pm EST Gataela streams you can find them here.
  • We now have a bluesky!

What’s Next?

As per usual we’re continuing to focus on interiors and MSQ and if we’re lucky some more misc improvements.
  • Niande Interiors
  • Adding MSQ Cutscenes

Have a good start to fall!
Sep 3, 2023
XENOTILT: HOSTILE PINBALL ACTION - flarb
-Spinner Fix for frozen Spinners. (let me know)
-Added 1s between Add-A-Balls on Wizard Mode Start.
-Delayed JP Lits on Wizard Mode Start.
-Fix for camera judder during Lock Sequence.
-Fixed Olmech potentially drifting over long session.
-UI polish.
Sep 3, 2023
Elemental Survivors - Samobee Games
- Fixed crash while navigating perm upgrades if you only have one page of them.
Chaos Chain - Corrosive Studios [Dev]
Chaos Chain

Salutations, dwellers...

Here is the next update for the game. It contains the outline for the next subdistrict - The Slabs - and a new pet that you can get! The new subdistrict is NOT COMPLETE YET AND HAS NOTHING TO DO INSIDE THE AREA - YOU CAN SIMPLY GO THERE TO SEE WHAT I HAVE SO FAR IF YOU WANT TO.

Check out the change log below!

Some previews of the new subdistrict:







BETA Update 1.19.0 Change Log:

Bug Fixes:
  • FIXED Jackal's Survivor's Guilt Flaw description being a bit misleading (It said +5% confused chance and it was meant to be -5% confused resistance)
  • FIXED some typos in dialogues
  • FIXED a testing section of code related to the dynamic weather system which could cause weather effects to trigger indoors when the weather changed
  • FIXED Healing Efficiency showing the wrong stat in the character stat panel
Changes & Additions:
  • Added The Slabs Subdistrict (THIS AREA IS NOT EVEN CLOSE TO BEING FINISHED BUT YOU CAN GO CHECK IT OUT SO FAR IF YOU WISH - THERE IS NOTHING TO DO INSIDE OF THE AREA YET - THIS IS WHAT I AM ACTIVELY WORKING ON IN THE NEAR FUTURE)
  • You can now get Steel (My dog in real life) as a pet in the game - Find him on the first floor of The Views (And yes, you can pet him - it restores Mettle - he's not a companion that can follow you and help in combat, just a pet)
  • Added Pet Bond passive trait (Added when you get a pet, gives a 5% max mettle buff)
  • Added a Steam Achievement for getting a pet
  • Daytime hours (Sunrise to sunset in game time) will now have brighter overall environment lighting and more vivid colors
  • Cassia can now repair the broken processor item that you can buy from a certain shifty individual
  • Added sonic discharger weapon (Less lethal, does damage directly to mettle, exotic class)
  • Added sonic discharger attack skill
  • Added barbed whip weapon (Exotic class)
  • Buffed calm ability (3 Mettle Recovery is now 5 Mettle Recovery)
  • Added all in learnable ability (Heavy melee attack)
  • Added all in ability animation
  • Added all in ability to melee enemy skill lists
  • Vex now starts with all in and sharp as starting skills but lost the deadly talent (Will ONLY affect NEW SAVES)
  • All enemies lost 1 health and 2 mettle
  • Reduced enemy randomized stat fluctuation gain by 2.5% across the board
  • Updated learnable skill lists
  • Updated some shops
  • Added some more free healing items in some of the main plot related areas
  • Sleeping restoration effects have been doubled (Health recovered is now 10 instead of 5 and Mettle recovered is now 30 instead of 15)
  • Experience values are now rounded to the nearest integer instead of rounded down
  • Skill costs are now rounded to the nearest integer instead of rounded down (If you have a skill or status that affects such things)
  • Slightly lowered the opacity of the central orb glow for lighting effects (They looked a bit too solid in the exact middle)
  • The chance to get sick from weather effects is now less if you're indoors (Outdoors is unaffected)
  • Broke down the always running dynamic weather system into separate methods to be more efficient and to only run certain sections of the code under certain circumstances
  • Added some new icon art
  • A few other various tweaks and changes

Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available shortly.

If you have questions, concerns, or requests, please visit the official Chaos Chain Steam Forums or join the official Discord Channel!

That's all for now, enjoy!

-Cryptic ːCStudiosː
Cyber Knights: Flashpoint - Trese Brothers

Here we go - August has closed up shop and September is now open for business, the final month of Q3 2023! It has never been busier here at Cyber Knights: Flashpoint HQ and we’ve got a ton of good stuff going on. The game’s updated and expanded demo is live in Steam’s Strategy Fest, we’ve got Alpha v2 coming up and then we’re on to the Early Access launch.

Every month is a big one, and we’ve made major progress that we are excited to share. So, first let’s review the current demo, alpha and release details and then we’ll highlight a few major development and content milestones we hit in August.

Last Chance to Play Expanded Demo for Strategy Fest
As the demo has gone live in Steam’s Strategy Fest, we’ve expanded it and doubled the available play time. The Cube Run is now available in the demo, giving you a whole extra heist to try. As one of your first hits in New Boston, this job targets a new Warner-Braun NanoFab that is being setup as the German megacorp prepares its arrival to the New Boston economic zone. There is good money to be made if you can make the right moves and scoop the loot. But it is New Boston and 2231; secrets are hiding under every new NanoFab and megacorporate welcome mat.

After Strategy Fest ends, the demo will be shutting down around the end of next week (roughly, September 12th) so this is the last chance to check it out before the Early Access launch.

Alpha Version 2 Starting
As we wrap up our summer of demos, we’ll be opening the brand-new Alpha V2 to our backers. This will give our Alpha backers the chance to be the first to play the Early Access build and give us critical feedback before our launch on Steam.

You’ll be the first to play the completely unlocked Cyber Knights: Flashpoint experience, and we know you’ll help us improve the game even as we march to the launch date.

We are really excited to get back to regular Alpha updates, get the Early Access build into your hands and we’re proud to show off how much the game has changed since the last Alpha build.

Closing in on a Release Window!
We’re continuing to hit the milestones needed to keep on target for our Steam Early Access release window. We are grinding through the final burn-down list of tasks and are closing in on a release window for the start of Q4.

While estimates are always subject to change, we’re seeing the planets align to confirm we're on track for a strong EA launch. Launches are always a big moment in our player community, so join our Discord to be part of the fun from the very beginning and stay in the loop on special opportunities as the game's release approaches.


UX Project Continues
It has been a huge month of upgrades for game systems in the new UX design. The biggest on the list was Hacking which has benefited greatly from the work, including adding critical features like being able to peek back into the real world to preview which exact security device you’ll be disabling while hacking or which door you’re about to open.



The UX project has also upgraded major systems like your Contact Network and we’re wrapping up the market and inventory systems now.

Class Trees
As we approach the Alpha v2 milestone, we are finalizing the redesign of all of the class trees in the game with better tree structures, unlocking and adding more Talent choices for all classes and even more upgrade tree nodes that can change and improve many aspects of your Talents.



Multi-classing is now fully supported which allows you to take up to 2 classes for any character. With 6 classes in the game and each one boasting ~15 Talents, the options are already very wide and very exciting. Endless builds here we come!



In order to preview and share your builds we’ve added a full build preview screen that is capable of showing the specific order of class tree training across one or two classes. This screen will also be the heart of exporting and importing class builds once those features are available.

Production Prep
In prep for the production launch to Steam, we’ve been working on a wide variety of critical tasks.
First, we’ve been doing live testing of updating the saved game format to ensure that we will never have to break saved games due to an update. This is a pledge we make with all of our games and Cyber Knights: Flashpoint will be no different. So, we’ve updated the saved game format 3 times (quietly, without mentioning it) over the summer to test the system.



To cater to the wide variety of platforms and player preferences, we’ve been hammering away on the needed options for the game. We’ve added a heap of quality preferences like V-Sync, Texture Quality and improved the Screen Scaling option. For camera controls, we’ve added a number of options as well to allow you to lock the cursor, disable the action camera and use edge scrolling to pan with the mouse.

We are preparing to deploy an all new Cyber Knights: Flashpoint wiki. Alongside the Steam guides and our Discord, we’ll be here to get your questions answers!
AI Roguelite - AI Roguelite: AI-generated RPG
  • Adds partial customization options for NovelAI params such as bad_words_ids. It’s available under “default/model-params/novelai-common-params.txt”. Temperature and repetition penalty are dependent on the prompt so these customization options will need to wait until a future update
  • Fixed bug in location change with NPC/enemy where they’d be duplicated, which would occasionally cause save file corruption if that NPC/enemy later died. Also changed save loading logic to be more lenient of this issue regarding missing enemies, so previously corrupted saves should now be loadable.
  • Fixed bug where location change or quicktime event would override the portal to another universe when defeating legendary boss.
  • Fixed UI issue where local model wasn’t displayed when using free cloud, which still requires local model for event checks
  • Fixed UI issue where kobold api URL format was unintuitive. It now accepts both with and without “http://”
...