Freestyle 2: Street Basketball - 3on3 Freestyle

Greetings Ballers,

We would like to take a moment to inform you of an issue that some players
may currently be experiencing in Freestyle 2.

[color=orange]Issue:[/color] The CT Position Offensive Trait – One Touch Pass is currently unavailable at Pro Level.

[color=orange]Fix Time:[/color] 10/01 16:00 (PDT)

We understand how important traits and gameplay balance are to your matches,
and we sincerely apologize for the inconvenience this bug may have caused
during your play.

We deeply appreciate your patience and understanding as we resolve this matter.

Thank you for your continued support.

- Freestyle2 Team
Ashes of the Damned: The Forgotten Ward - Crimson Cloud Games

Hi everyone,

First, an apology for the recent silence. I’ve been heads-down in development, working on some things I’m dying to show you, but I need to keep them hidden a little longer. Trust me, it will be worth the wait.

In the meantime, I’m excited to share that we’ve crossed 200 wishlists! That may sound like a small step, but for a solo horror project like this, it’s a huge milestone and a real motivator to keep going. Thank you all for your support 🖤

Here’s a new glimpse inside the asylum while you wait:

Want to join the community and talk with other survivors?
💬 Discord:

https://discord.gg/EbW7suVmgS

🎮 Steam:

https://store.steampowered.com/app/3843760/Ashes_of_the_Damned_The_Forgotten_Ward/

Stay tuned. Something very special is coming soon…

Fate and Life: The Mystery of Vaulinhorn - celestialnovel2

The second chapter of The Perfect Paradise is done!

Here are some teaser images for chapter 2:

You can get the free demo version in Discord :)

Infinite World:Dice Team - 天河·龙卷

Fixed a bug that allowed direct entry into Free Mode.

Cosmic Construct - SoaringMoon

Welcome back to the 43rd week devlog for Cosmic Construct. This one is going to be a quick post, followed by a very short week post to get, again, back on track with the devlog schedule. Posting on the 4th, 11th, 18th, 25th, and 31st of October. Meaning there will be another devlog in 3 days.

To follow the game's progress you can join me at:

Each week we cover development goals established during the prior devlog.

---

Structure Art (priority task)

Some of the structure art is architecturally and mechanically complex. I wanted to tackle some of these larger structures so that I don't lament doing them in the future. Instead I can lament doing them now. :P

For real though, I've enjoyed doing the art for these, but it is taking much longer than I thought it would. As with most things for this project.

This is the City Hall, which is a functional "upgrade" to the Town Hall which gives additional enforcement permissions to selected pawns, and is part of managing he settlement's average stress. It is composed of multiple parts that fit together.

This is one of the segments of the casino building, which is missing a whole lot of detail. There needs to be movement going on inside of the building through the windows, an in universe banner advertisement, a fountain, and stage lights. None of those things are done.

Here is a half complete segment I still need to animate the interior for. The gold still needs accent highlights and various other detail touch ups.

The interior isn't done for the city hall either, nor are details in the outside stonework. However it is complete enough for me to show you how it all fits together. Multipart structures can be assembled in any way. Which complicates the design of these structures. I want them to function as environment objects the city can be built around. With thematic decor blocks I can add. Perhaps with matching building variants and styles. That can be for much later.

Achievement Icons

I've redone all of the greyscale icons again.

---

This next "week" will only be 3 days, and I will be trying to finish up this group of structure arts.

- Structure Art

That is all, sorry for the update delays.

Rotten Sails - HollowSaint

Rotten Sails demo is finally here! Play it, break it, scream in it.

Jump into our Discord and share your cursed runs, ideas, and bugs, let’s make this thing better together.

We’re early, but with your feedback we can shape Rotten Sails into something huge. Let’s sink or sail ⚓

Discord link located on Store Page.

hackmud - seanmakesgames

Hey all!!

We just finished up our very first hackmud season- season 0! Seasons are 2-month cycles of collaborative recruiting and training with rewards for player corporations which contribute to the effort. Every season ends with a 4xp event allowing players to overclock their contribution to the corps.share progress bar. (more info in the major update post)

Highlights from the HYPETRAIN
  • We hit 10% on corps.share unlocking asset_class 0 and 1

  • asset_class 1 dropped some sweet k3ys (impossible-rarity combos, alch-able)

  • We saw ~1,250 unique logins: ~500 before the 4xp window (no season participation possible), ~500 during it and ~250 filtered out (pre kiddie pool / trade).

  • With only ~10% realizing, ~3,000,000 bits stayed unrealized. Ready to convert if those players log back in

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kiddie_pool drama: Who Pooped the Pool?

After qubits dropped, Zez started advertising bitwashing in the kiddie_pool, chaos spiked with a spammer dubbed kiddie_pool_pooper, and then c00lestkats plus marto piled on with counter-spam until a treaty paused the noise. The truce is fragile: the pooper’s back, identity unknown, and there’s a 69BGC bounty for solid intel. Read the article in these screenshots, or run `informer.news {command: "read", story_id: "SMG31Y93A"}` in game.

[carousel][/carousel]
Corps Rally in the First Half
  • The season has opened at 30%+ on corps.share due to returning players' existing realized bits.

  • Returning players who earned qubits and did not realize bits last season are donating them now, reaching account tier 1, and contributing to this season's percentage.

  • A handful of new corps formed and several climbed onto corps.top; recruiting players and soliciting donations, keeping pace with players who need help realizing their bits and keeping the percentage bar afloat.

  • We are currently in the trading window (first half of season) and players are creating corps and contributing to the share percentage to be able to exchange their share for hard assets

  • If the bar holds at this level into the next trading window, asset_class 3 unlocks: k3y_v2s of any rarity with any k3y values (including the rarest).

[carousel autoadvance="true"][/carousel]
-Get R2R-

The community needs you: hop in, learn the basics, and contribute to the economy. Bring friends, start or join a corp, realize your bits, cash in for a hash or two, infiltrate, share intel, or just drop a meme. We’re excited to have you!

Thank You to our Supporters

hackmud development is made possible by the Mann family, the JRBF Foundation, and players like you

Benefactors

dunce elliptick jab marto

Elite Supporters

flutterbyskies apogee aura beardzley bowkill cereal cheshyr coolguy3289 corial daniel dusky gear gleisen hawk hechie jake jumpsplat120 kitsunet lunarequest mr_greed myrmex ndeavor ratstick rinne seraphim sim soong southr6 sudonym tukib void_ wintermute2

Supporters 

ducko narexa official_pi_addict

Consider joining these awesome folks and becoming a supporter!

Happy hacking!

Sean & ComCODE

[carousel][/carousel]
Last Oasis - ArgenTravis

Greetings, Nomads!

As we told you at the end of the most recent test, there were three major hurdles standing between us and the release of Season 6 - Xbox certification, automatic tile spawning, and ensuring we have adequate server support. In order to get it all done, we thought we needed to expand our team and add some additional skillsets, so we’d like to introduce the newest member of Donkey Crew, Rarp!

Hey all, I'm Rarp! Super excited to be joining the team as a developer. I've been around LO since the beginning of S1, so it feels amazing to now be on the other side helping shape the game. I've been a software engineer for about 15 years (mainly in business development), and I've dabbled in game dev through side projects; but this is my first chance to work on a game with such a dedicated player base. Can't wait to dive in and help push things forward!

Rarp has been working through the summer getting up to speed on the backend and our Xbox situation and has made a lot of progress towards achieving our goals.

Initially, we investigated moving to Nitrado’s Game Fabric service, which would give us additional flexibility when it comes to hosting tiles on demand and scaling our support throughout the shorter 8 week seasons, but ultimately decided that it isn’t the priority worth pursuing at this point. However, it should not prevent us from having adequate servers as we go forward.

For Xbox, we see the light at the end of the tunnel, though perhaps it’s just a little bit early to declare victory entirely. We will keep you posted and it is our full intention to support Xbox at Season 6 launch.

The meat and potatoes here is the automated tile spawning system. While we acknowledge there are some limitations around our design related to tile progression throughout the season, we think that one of the major successes of last season was keeping tiles densely populated and maximizing player interactions. When we set out to design a tile spawning system, we wanted to ensure that it would enable us to spend less time manually operating each season, but also that it maintained its flexibility. A weakness of previous seasons was that the algorithm could not adapt fast enough and many regions were left sparsely populated, leading to empty maps and reduced player interactions.

So, we have an all new tile spawning system, and you know what that means: a test! We had a lot of internal debate about test fatigue. We get it, we’re ready for the season as well. Something is just different when it’s “for real”. But this is a really important one to run through its paces at least once. The test will run for approximately two weeks for PC users only. It will be on an accelerated timeline and progress through the full season with increased XP and Gathering rates. We are working through the last few details but the goal is to start the test on Friday, October 3rd. We will announce further details about how to join the test on the day we actually start.

But wait, there’s more! There were some bugs and balance issues still lingering at the end of the test and of course we couldn't resist adding even more content, so see the full changelog below.

New Features & Content

Implemented Broken Tusker POI in Kali Spires
Readded gunpod ballista
Implemented Torque Chest with 50k storage
Implemented “Gambler Nomad” at Trading Station
Implemented Perk Tree System
Reworked Poaching Hut to work as a "King Of The Hill" event (3 clan members required)
Implemented new KOTH Walker Event (like the old LOC modded server)
Implemented Remote Containers System for Crafting Stations
Added checkboxes to crafting stations and containers UI to enable/disable remote items Transfer
Implemented chests decorations
Added new pyramid POI on Kali Spires
Implemented "Worm Attractor" placeable structure to respawn the Worm on worm maps after it's killed

Balance & Adjustments

New ammo chest mesh
Correctly setup rupus melee difficulty and loots
Set rupus HP proportional to their loot and melee difficulty
Rupu sling HP 600 → 1200, inventory size 15 → 30
Reduced Scattershot base damage, slightly increased penetration
Increased ballista damage to compensate for distance falloff
Slowed down gunpod ballista
Disabled ballista on Raptors
Increased Winged Helmet durability ×2
Re-enabled player slots protection when below level 10
Set almost broken structures to melee-only damage protection only when built on walkers
Reworked contaminated / toxic / clear water planes
Reduced cost of Woodworking Station Tier 2
Increased XP from physical mobs
Nerfed Balang and Silur legs HP
Made Automatons count against clan cap
Removed debuffs from Automatons
Added map icon to quality upgraders + reduced spawn quantity
Set the max amount of APT to 1 for all default walker RIGs
Removed APT from Domus Walker
Moved walker climbers from edge spot small to cosmetic spot, also moved trip wire and spike traps from edge spot small to small spot
Allowed Charged Roks in ammo chest
Set walker torque boost when sprinting to 75% with 1 wing and 50% with no wings Removed difficulty from rupu names Reduced Firestone Longblade damage

Fixes

Fixed MistHUDTargetInfoWidget not displaying the correct Health
Fixed worm and large cactus sound as wood when walking on it
Fixed worm not spawning as quality
Fixed proxy walk distance not replicating correctly
Fixed walker parts not requiring schematics for quality crafts
Fixed bases auto-repair formula
Fixed Max Tile Walker Power value not set correctly
Fixed Walker Overcap message not going away
Fixed proxy cannot travel after being deployed and then undeployed
Fixed ammos loottables
Fixed Kali Spires loots and structures not spawning
Fixed Ancient Towers POI spawning underground in Kali Spires
Fixed asteroid camera shake
Fixed raptor skywalker wings not moving
Fixed walker overcap message spam
Fixed siege weapons trajectory being visible to everyone
Fixed Lumbermill and trees not falling with harpoons

Optimizations & Quality of Life

Optimized Worm scales LODs and collisions
Added dropping to ground excess harvested items
Removed goo from purification station, added wooden gear
Adjusted purification station normal water recipe (reduced sand)
Removed clay ground from Kali Spires
Added harvestable clay meshes to Kali Spires
Improved asteroid trajectory
Improved all catapult bombs visual FXs
Added sand dust trails to Worm
Removed tablet strongbox sellers from AC and all Flotilla Traders
Added 100,000 XP reward when killing the Worm
Improved VOIP audio compression and limiter
Forbid disassembling zeroed walkers

Haunting Hijinx - zibetnu

Haunting Hijinx has always supported controllers in some capacity, but there were rough edges that stopped me from saying it had full support. Joystick menu navigation was jank, no virtual keyboard popped up for text input in big picture, and you could sometimes lose button focus altogether and be forced to recover it with mouse input. All of that is resolved now.

Fonts also got some love this time around. The original font is no longer monospace (no more weird gaps!) and is now supplemented by two smaller fonts for places where the original was too big.

That's all the interesting stuff from this update. The game's 1-year anniversary is coming up, so keep an eye out for a large update to celebrate!

Solateria - Studio Doodal

Hello Pyron warriors!

We’re excited to share the 5th development diary of Solateria.

Reflecting Online Demo Feedback

Since Gamescom, the online demo version of Solateria has been available.

Thanks to the feedback from many players, we’ve improved various aspects of the game and are working hard to provide a better experience.

We fixed several identified bugs, and based on feedback, we adjusted parry mechanics to improve the parry feel.

In particular, we improved tutorial texts and clarified vague explanations to reduce unintended play behaviors during the demo version as much as possible.

Additionally, to ensure that both Metroidvania fans and hardcore action gamers can enjoy Solateria, we plan to add four difficulty modes in the future.

Through these modes, players can choose the difficulty that suits them, making Solateria both challenging and enjoyable.

Late-Game Content Development

We are currently working on late-game content for Solateria and polishing the level design across all regions.

In addition, we are polishing pre-made cutscenes, checking missing effects, and enhancing the overall quality.

Voice Recording

We’ve been thinking about what language the Litts of Solateria would use, and created a unique alien language rule for the game. Based on this script, we conducted voice recordings in September. Despite being an alien language, the voice actors beautifully expressed subtle emotions.

The next step is applying the recorded voices, and you’ll soon be able to hear the diverse and unique lines of Solateria’s NPCs in-game.

That concludes our 5th development note.

-Studio Doodal

...

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