Korea Dynasty (조선메타실록) - saemy90
We present a roadmap for development in May 2025.

The May Roadmap will also update the relationship between NPCs, improvements related to player motion, and features for convenience and optimization of the game.

(Content/System)
  1. Expanded peer employment restrictions to up to four people depending on their reputation
  2. Allow fellow NPCs to be imprisoned inside the castle
  3. When a player strikes first, the personal relationship level system is further subdivided
  4. Add the level of the ability to increase the reward when you win the bet
  5. Add cut scenes to help at long travel points during key early main story missions

(Item/Architecture)
  1. Added a method for obtaining magnetite
  2. Adjustments to convert magnetite into iron

(Convenience/Optimization/Graphics)
  1. Partial modification of the motion of an ax or pick
  2. Improved sword protection motion
  3. Display the interface for the aggression/defence of the item
  4. Added depth of field function
  5. Some long-distance modeling optimization progresses
  6. Adjustment to prevent background sound from being heard when playing instruments

(Ji-Ji-Mi)
  1. Allows NPC to break down a created store

(NPC/Power)
  1. Add a reaction if an NPC is hit by a player before the relationship is bad
  2. Add NPC on horseback
  3. Improving animal AI patterns
  4. Add NPC with a gun

(Bellance)
  1. Running with bare hands and slightly raising the horse's speed


In addition, we will continue to reflect bug fixes and detailed improvements.

Steam recommendations and positive re-evaluation are a huge boost for the ongoing development of our game. Thank you very much.

Depending on the direction of the game or the difficulty of development, we may not be able to accept all players' opinions, but our game always selects and reflects a certain amount of opinions from the official Discord when we set a roadmap every month.

As it is a game that is planned and produced with affection, we will add various fun contents and make up for the shortcomings during the early access period so that we can leave you with good memories and memories, even if it is not a AAA-class game.
Creature Keeper - Zach
Our first round of bug fixes and improvements, with many more to come.


Bug fixes:

- Fixed softlock in Act 3 where you could miss a warp, and if you died you couldn't get back to be able to complete the story
Users affected by this softlock will have a fix applied whenever they try to fast travel from a Traveler's Stone

- Fixed softlock in Act 4 where you could talk to Bibb in Bibb's Sanctuary and overwrite Act4 Progress
Users affected by this softlock will have a fix applied when they Go to the Horn Tower



Improvements:

- "Add Fruit" prompt in Befriending screen has been updated to include the right button icon

- Added a sign that shows where Selias and Sodland Inn are shortly after completing the tutorial

- Added button prompts to the intro tutorial, to show which buttons to press when the game pauses during these tutorial sequences:
1. The first dialogue sequence at the start of the game
2. dodge tutorial
3. Perception Mode tutorial

- Added button prompts to the perception mode tutorial, to show what buttons to press when the player needs to pet, or activate their 'make-believe' creature's skill gem

- Increased player damage by 500%.
This may seem like an over-adjustment, but Blank's innate damage doesn't scale as hard as creature damage. So while this will help players feel more agency in the pacing & overall interactive qualities of combat, your creatures should still feel impactful. This should especially help smooth out the experience at the start of the game before you obtain the ability to have more than one creature active at once, and before your creature has time to level up and become stronger.
Lastly, because creatures dealt significantly more damage than the player, relying on creature AI was a frustrating experience, and it wasn't fun to interact with.


While any remaining bugs that are preventing or hindering progression are our top priority, it's important to us to address what makes the game not fun to play. We have plenty more to work on, such as general controls, menu navigation and save options.

Thank you for supporting Creature Keeper, more updates coming soon,
Zach
Exot Playtest - EXOT TEAM


Hello everyone !

Maurice invites himself on Twitch for a new Stream :D

Tune in to SirTriso's channel on Sunday, May 11 at 2:30 PM !

Come along and share your thoughts with us !

See you soon !
Exot - EXOT TEAM


Hello everyone !

Maurice invites himself on Twitch for a new Stream :D

Tune in to SirTriso's channel on Sunday, May 11 at 2:30 PM !

Come along and share your thoughts with us !

See you soon !
Escape The Mad Empire - XperimentalZ Games
- Fixing a rare issue with deleted characters

We'll be adding save slots redundancies in the next days to help with this sort of issues. In the meantime, if you have save game problems, please visit us on Discord so we can help!
Aw Heck, WAR! - Barph_Stroganoff
Got tired of my off hand floating where a shooter would have theirs pulled up against the other hand to brace against recoil. It isn't setup where the hand assumes a pre-determined pose, but rather will "freeze" in place when held up against the other hand, allowing the player to then grip and curl their fingers closed like they're actually off-hand gripping the pistol. It looks much better than before.
Monsters Loot Swag - Steve_Yorkshire
A few minor bugs made it through the release candidate build and have now been patched.

Most noticeable change is that the Play or Skip Intro Screen is gone, and the Intro will now autoplay after the Startup Screen loads. This can be skipped as usual with ESC, mouse or gamepad button B (or equivalent on your controller).

Thanks for the bug reports and feedback.

  1. Release: v.1.0.0.1
  2. Fix: Blue beam material was set to the wrong type of transparency.
  3. Change: Made some minor alterations to the intro art.
  4. Fix: Holiday Slideshow Achievement was counting 5 souvenirs when it should have been 4.
  5. Fix: Souvenirs were being counted in reverse achievements.
  6. Change: Play or Skip Intro screen has been removed.
  7. Change: Intro will now automatically play after startup screen and can be skipped with controller, keyboard or mouse after 2 seconds.
  8. Change: Catchick and Special Guest Star screen is now the Startup Screen, auto-continues after 8 seconds or player input. Steam will fully load during this time.
  9. Fix: Hollo the level 8 Boss first form had a misnamed weapon FSM state which prevented attacks from being reloaded.
  10. Fix: Skipping the Intro sequence would still try and reload the main menu at the end of it's normal lifespan.
  11. Fix: When winning the game, and choosing not to continue in Endless Mode, the victorious player's save file was not reset correctly.
Touhou Volleyball Danmaku - Toolkitz Games
We'll be looking at the next team in this series of introductions, the Youkai team. Please note that all gameplay shown on the gifs are still a work in progress and are subject to change.


Pro: Incredible speed with powerful abilities.
Con: Most abilities do not provide benefit to the player.

You practically already know the game plan of the fastest tengu in Gensokyo. But Aya is not just about speed, but also about control. Being the fastest character, she can dash across the playing field in a blink of an eye, and with little inertia, she can stop at the drop of a pin. In other words, Aya was designed to not just be fast but effective with that speed. But still, some players may find her a bit slippery at first so practice would be best to get the hang of controlling her. But her speed doesn't just apply to her movement. While her stats may not be out of the ordinary, she emphasizes in covering distance when it comes to hitting the ball. This does not mean her hits are the strongest, but merely that she aims to keep the ball traveling for as long as possible. Aya is all about getting things done quick but also in a controlled manner.



Her projectile is a wind blade that allows her to control its trajectory. Tapping the projectile button while holding still will shoot the blade forward, but if you are moving up or down the blade will incline slightly in the direction you are moving. Holding down the projectile button while moving up and down will increase this incline. It will awkward at first but once you get the hang of it, you can use this to target an opponent no matter where they are on the screen.



Her bomb makes use of her fan that will blow away everything on the screen. Projectiles, items, the ball itself, and even the opponents will be affected by the fan. But unlike the bombs of every other character, her bomb does not make a distinction between player or opponent. That means that every item and projectile, whether friend or foe, will be blown away. Take caution with this bomb as if there is an item on your side of the screen, it too will be blown away.



Her desperation has her summon a small tornado. It isn't strong enough to pull in the players or the ball, but any projectile and item that appears on screen will be sucked into its vortex. But much like the bomb, it will not distinguish between projectile and item. This is another ability where you must be sure that you are willing to pay the cost of not utilizing your projectiles and giving up all items on your side of the screen for a short period of time.


Pro: Abilities can overwhelm the opponent due to their sheer amount
Con: Sluggish and clunky movements

The kappa with a bag full of tricks, or she would be if she didn't lose it. But even without her large backpack, Nitori can still put up a great defense as her abilities can dish out a great number of projectiles to annoy the opponent. She doesn't have the best movements as she feels sluggish and heavy, and her stats are more on the average side. But what she makes up for these lacking features is her abilities to keep the opponent at bay. You can use her projectile to enclose the opponent, her bomb to surprise them with a big hit, or her desperation to make them claustrophobic. Nitori is a case where her offense is her best defense.

Her projectile is an undulating stream of bubbles. Nitori can shoot out a stream of bubbles that are close to each other to create a chain. This can be used to enclose the opponent, and their undulating nature makes it difficult to graze. This is truly one projectile that will hit the opponent's nerves.



Her bomb is a shield that protects her from all incoming projectiles. When the shield is activated, a bubble will surround her that will absorb every projectile that it hits. But there is a limit to how many projectiles it can take, and if it goes over capacity, it will explode into a burst of its own projectiles. You can even activate this attack earlier than expected by pressing the bomb button again.



Her desperation has her summon a wall of bubbles. Upon pressing the desperation button, giant bubbles will rise from the bottom and slowly advance toward the opponent's field. These bubbles are quite dense as it will take a number of projectiles to pop a single one, let alone all of them, with the exception of strong attacks such as bombs. The ball itself can interact with the bubbles as the ball is powerful enough to destroy each one, but the bubbles will also cause the ball to bounce off. If the ball is on your field when summoning this wall, the bubbles will push it off, and it may end up coming back down, destroying bubbles as it bounces around. That is why its best to summon the bubble wall when the ball is on the opponent's side.



The series continues next time.
9:24am
The Vision Of The Ant - Xenor
  • Updated the maps
  • Monster stats can now be changed via .txt files
  • Adjusted the level curve
PROJEKT GODHAND - taro4012
THE CHUNITHM TASOLLER gets involved, as well as the Reflex Dance Pad used for games like Dance Dance Revolution and In The Groove, and more gameplay using the Sound Voltex controller because that was really fun yesterday.
...

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