11:21pm
Toybox Aces - Zontemuma
2025-07-07 Alpha 0.17

I don't know where to start. It was a lot work over the last few weeks, as a lot of things changed.

  • Added a new aircraft (loosely based on the Messerschmitt BF 109)

  • Added a secondary weapon (bombs, ready to be dropped)

  • Tweaked the AI autopilots

  • Messed up the flight physics for the BF 109. It still does not feel right at the moment.

  • Did **a lot** of balancing, still work in progress

  • Added the game mode "fixed targets". Still a lot to do

  • Added the first floor to House1

  • Added the basement to House1

  • Removed the L-shaped kidsroom

  • Added stairs / the staircase to House1. Handrails still missing

  • Added volumetric lighting / volumetric shadows to make light rays more beautiful

  • Added a system to add "secondary weapons" at arbitgrary points on each aircraft

  • Added some debug information (to be removed later)

  • Did a lot of GUI-stuff

  • Cleaned up the level structure and level loading sequence

  • Added some more assets to the storage room in House1

  • Added a lot of assets to the KidsRoom and Bathroom of House1

  • Messed up the Niagara collision settings of the BF 109. Have to repair this ASAP!

  • Reduced the audio volume of the 20mm cannon (in reality it was inaudible by the pilot due to engine noise)

  • Did a lot of clean-up

  • Disabled some **currently** unused UI-functions

  • Prepared the landing gear to be retractable. It is... nearly... working

  • Increased the ammount of ammo loaded to be a bit more like the original BF 109

  • Made the cockpit glow. Just for the looks.

  • Messed up the landing gear physics. Currently it is better to only "drop start". Going to fix that!

  • Played around with audio occlusion. You guessed it. A lot work to be done here.

  • Built a set of Steam capsules and all the assets required for the "coming soon" announcement

  • Oh, and published the "coming soon" announcement on Steam. Toybox Aces is visible now on Steam!

I know that many stuff is broken or not working as expected right now. But... hey, that's what the "Alpha" is meant to say, right?

Digimon Masters Online - movegroups
Hello Tamers!

This is the DATs Center.

We have posted the details of our latest update and patch to enhance your experience in the Digital World. For the full update, please refer to the link below:

=> https://dmo.gameking.com/News/EventView.aspx?idx=751

Thank you for your continued support.
@NA DMO
FrostBound - stylishdoggy

Hello Lords, greetings to all!

The summer sale is coming to an end—what great games did you pick up during the event? Feel free to share your favorites in the comments and join the discussion with other players!

Recently, our studio has been working hard on the development of the full version of FrostBound, while also preparing for upcoming closed beta recruitment. The day when we can meet you with the official release and beta testing is drawing closer! If you want to be among the first to get the latest updates and not miss any beta opportunities, please join our Discord to connect with fellow Lords and become a veteran member there!

With summer underway, many expo events are taking place. Although we didn’t participate in the recently concluded CCG Expo or this week’s Bilibili World, our team will be bringing FrostBound to meet players at upcoming events. Check out our exhibition schedule and be sure to come say hi when we’re there!

BitSummit the 13th Summer of Yokai
  • Event Date: July 18–20, 2025

  • Location: Miyako Messe, Kyoto, Japan

  • Booth: 1F-D12

ComiDay29
  • Event Date: July 19–20, 2025

  • Location: New Century Global Center, Chengdu, China

  • Booth: Hall 8, Indie Game Area, A32

PG Indie Game Expo & The 24th Beijing IJOY International Animation & Game Festival
  • Event Date: July 26–27, 2025

  • Location: National Convention Center, Beijing, China

  • Booth: To Be Announced

2025 ChinaJoy Express Game Demo Zone
  • Event Date: August 1–4, 2025

  • Location: National Convention Center, Beijing, China

  • Booth: N1 · CJE01

Finally, a friendly reminder: be sure to join our community—if you miss the closed beta recruitment, you’ll have to wait for the official release! Also, don’t forget to add FrostBound to your wishlist. Your support means a lot to us and helps us continue improving the game!

Thank you all, Lords, for your ongoing attention and support. Wishing you a fun-filled summer gaming season—see you in the comments!

Tree of Savior (English Ver.) - TREE OF SAVIOR

Greetings, Saviors!
We would like to announce the details of our weekly maintenance.

KST 10:00 to 15:00 (July 08, 2025)

EST 20:00 to 01:00 (July 07~ July 08, 2025)

CET 03:00 to 08:00 (July 08, 2025)

SGT 09:00 to 14:00 (July 08, 2025)

BRT 22:00 to 03:00 (July 07~ July 08, 2025)

If you are curious about the details, please visit our website!

Click here for the full patch note

11:11pm
迷宫剑姬 Playtest - 934894869
1 优化:分支攻击可恢复蓝量和怒气槽
2 优化:小怪剩余30%血后可直接处决
处决收益:
恢复百分50蓝量上限
恢复一定怒气槽
3 新增测试前往村子外的无限挑战模式,可通过村子门口的传送点挑战
4 新增黑暗山关卡,可通过村子门口的传送点挑战
5 优化了若干BUG
Community Announcements - Tree_of_Savior_JP



日頃より「Tree of Savior」をご愛顧いただきありがとうございます。
「Tree of Savior」運営チームです。

今回のメンテナンスで実施したアップデートパッチノートを公開いたしました。
詳細は以下のバナーから公式サイトのパッチノートをご確認ください。



今後とも「Tree of Savior」をよろしくお願い申し上げます。

「Tree of Savior」運営チーム

Midnight Billiards - 哈德 Hade
  1. Fine-tuned the level structure; now it's easier to obtain items for the selected build in the first 2 levels.

  2. Adjusted the attributes of a large number of items.

DELTARUNE - g. 5-26-23
DELTARUNE v1.02 Patch

We have issued a new bugfix patch for all platforms (PC / Mac / Consoles). After updating, you can check the version numbers in the bottom right of the file select screen for each respective chapter.

Version Numbers
Ch1 1.37
Ch2 1.43
Ch3 v0.0.091
Ch4 v0.0.090

Changelist

Chapter 2
・Fixed an issue in the room with fireworks where the floor switch can be pressed by an invisible character.

Chapter 3
・Key Items received from the Ball Machine no longer incorrectly persist outside of that room. This caused numerous issues, including not being able to receive the Shadow Crystal from a certain boss.
・Fixed an issue where Susie and Ralsei would appear completely shadowed if defeated by a boss's attack.
・In a room where Susie destroys houses, she no longer stops moving erroneously after the battle. However, she now slides around erroneously. Apparently this is better.
・Attempted to fix issues on Board 1 where you can see duplicate Ralseis as well as make Ralsei disappear indefinitely.

Chapter 4
・Fixed some places where the characters were the normal color in an area that has abnormal coloration.
・Fixed an issue where it's possible to get temporarily stuck in a playable piano.
・Fixed an issue during an optional battle where damage numbers done to the players were not visible. Additionally, the heal numbers were moving further to the right every time they appeared.
・Removed the erroneous appearance of a duplicate Kris in the closet.
・[PC-only] Fixed various display issues with the microphone select menu. Additionally, fixed a potential softlock if you have no microphones attached.

All Chapters
・"Master Volume" setting now persists between Chapters when using the same file.
・[PC-only] Fixed the way the controllers are handled to alleviate some issues with TV-docked Steam Decks.
・[Mac-only] Fixed an issue on certain Mac systems where the full-screen mode would resize improperly when returning to the main menu from Chapter 4.
・Additionally, there are several other minor aesthetic fixes across chapters 2, 3, and 4.

Testing of the next patch (1.03) has already been completed and is waiting for release. The next two patches contain many more crash and softlock fixes, as well as some extremely slight adjustments to gameplay.
War of the Three Kingdoms - panliyan

Toybox Aces - Zontemuma
2025-05-27 Alpha 0.16
  • Fixed the fire particles to spawn at the exact impact location on aircrafts

  • Tweaked the enemy AI again. A little bit.

  • Added some debug functions. Will be removed prior to launch

  • Received the first "coming soon" trailer. This is lit!

2025-05-26 Alpha 0.15
  • Removed the debug info from the ingame UI

  • Made the control hint window hideable via the F1-key

  • Implemented the damage model! Now the plane reacts to where it is hit!

  • Added a damage indicator to the ingame UI

  • Added particle effects to the impact location of projectiles

  • Messed up the effects when aircrafts are shot down. This will come back. Promissed.

  • Added limited ammo (both primary and secondary weapon)

  • Added UI information for the ammo available

  • Tweaked the enemy pilot AI. Now it is a bit to weak. Working on that.

    2025-05-25 Alpha 0.14
  • Tweaked the enemy AI

  • Taught the enemy AI how to take off and land

  • Taught the enemy AI how to follow waypoints

  • Taught the enemy AI how to follow a squad leader (in formation)

  • Taught the enemy AI to change formation if needed

  • Taught the enemy AI how to attack other airplanes

  • Watched AI aircrafts shooting each other out of the skies. For hours. Literally.

  • Taught the enemy AI to do do some serious close range dogfight

  • Tried to fight the enemy AI. Got shot down immediately without standing a chance. Every. Single. Time.

  • Realized that either the AI is way too good, or my flight skills are way too bad

  • Decided that it MUST be the AI's fault

  • Spent hours balancing the AI to be not too hard but still serious opponent

  • Fixed a bug where playing with different frame rates could break the physics

  • Taught the AI some basic pathfinding in 3D space (will be used later down the road)

  • Built a new menu screen (just temporary, but it is fun to watch the airshow)

  • Added some menu music. Just for fun. Not sure about this. Let's see...

2025-05-10 Alpha 0.13
  • Changed the way the physics of the MG projectiles is simulated

  • Implemented a basic damage model for the aircrafts

  • Tweaked the collision detection for the projectiles

  • Made aircrafts destroyable

  • Downed the first AI controlled enemy aircraft

  • Realized that downing AI controlled enemy aircrafts is a lot of fun

  • Downed the whole squad

  • Spawned a lot of more enemy aircrafts

  • Had a lot of fun hunting them

  • Wasted a lot of time downing even more enemy aircrafts

  • Crashed into a chair

  • Downed some more AI controlled enemy aircrafts

  • Realized that I should implement their ability to fight back. Maybe later.

2025-05-05 Alpha 0.12
  • Did some smaller stuff

  • Debugged some colliders

  • Debugged some audio attenuation issues

  • Implemented the math required for an autopilot

  • Implemented some basic AI (currently it's mostly waypoint following)

  • Added enemy airplanes!!!

OK, currently the enemies don't react to you, and you can't shoot them. Yet.

But this will change soon, as the core mechanics for this (and for some rather intelligent enemy bahaviour) is nearly done.

This is going to be fun!

2025-04-03 Alpha 0.11
  • Fixed the spawning of the players who are not playing on the host directly

  • Fixed the GUI (instruments, overlay, ...) working again

  • Activated the 22m machine gun again. For fun reasons.

  • Did a lot of work in the background regarding mulitplayer replication / prediction

  • Started to design a game logo (still work in progress)

2025-04-29 Alpha 0.10

We are back!

After **a lot of** trouble with mulitplayer implementation, now the game is completely rebuilt from scratch. We are at a state where we can start to add new features. Finally.

  • Temporarily removed the 22 mm machine gun (for safety reasons, of course)

  • Added a whole house to explore (at least the whole ground floor)

  • Added **a lot** of new game assets

  • Reworked the physics to feel a bit more realistic

  • Made the camera follow the airplane more smoothly

  • Accidentially set the table in the living room on fire

  • Finally fixed the cameras habit of clipping into the ground (this one annoyed me)

  • Added bacon to the game!

  • Added mirrors to the game (they might play a role later down the road)

  • Added checkpoints for the race mode (not functional, yet)

  • Made the engine sound be dependent not only on engine rpm, but on airspeed, too.

  • Added an ingame settings / palyerstats / invitations screen (not functional, yet)

The whole arena is still really, really unfinished. There is a lot of work to be done. But we are finally making some visible progress.

2025-04-29 Some relesenotes discontinuity

We have had a major set-back due to my evident lack of ability to assess the importance of getting the games architecture right before building content. Long story short: The initial plan was to get the game loop running, test out wether it is fun to play, and if so, add multiplayer support.

Well... turns out that in Unreal Engine, multiplayer is not a feature, but a fundamental design decission. I ought to have known that, given all the years of programming. But somehow I managed to ignore this fact. After several weeks (honestly it have been months) of trying to get it working, I ditched all implementation an started a completely empty project - and rebuilt the game from scratch.

There were some versions I put on Steam, but in a different branch, to be ablte to test some multiplayer stuff, server synchronisation, motion prediction, replication - all that stuff you don't want to know about while playing, but that has to be done right in order to make the game work as intended. Those versions (Alpha 0.7 - Alpha 0.9) are nothing you should waste your time with, so I didn't make them publically available.

But now Alpha 0.10 is around the corner. Still **a lot** of work to be done, but we are at least nearly there where we left off with Alpha 0.4.

Have fun exploring. More things to come soon.

2025-02-08 Alpha 0.6 Multiplayer

A lot of bug hunting. And by "a lot", I mean... well... a lot.

On an unrelated sidenote: If the UNREAL documentation says "download and install the latest Steamworks SDK", they do not really want you to install the latest Steamworks SDK. They want you to download and install the latest Steamworks SDK **they themselves used** for the latest Unreal Engine. A small detail that cost me about 10 days of troubleshooting before realizing that the error was not on my end. At least I learned a lot along the way.

And then I decided to start implementing a nice little feature known as "multiplayer". Turns out multiplayer is not a feature, but a design concept. I **should** have known that already, but for some reason I didn't act like I knew it. Long story short: I spent 4 months (in words: FOUR MONTHS) learning about

  • the concepts of multiplayer in Unreal Engine

  • how to implement them

  • what I did wrong in my initial implementation

  • that I should start over from scratch

  • that I do know **nothing** compared to what I should know

After a long time with many test-prototype-just-to-see-what-happens-experiments I started a completely new, empty project and began implementing Toybox Aces from scratch. That's why you didn't her from me for a while.

So what did I do:

  • Threw away the complete game (except the design elements like models, textures, sounds, ...)

  • Build a brand new game with empty game loop

  • Added a rudimentary main menu (basically a start button)

  • Added the test level "Kids Room 1"

  • Rebuild the Test-Aircraft to work with multiplayer physics

  • Messed up badly regarding movement prediction and client-server-communication

2025-01-11 Alpha 0.5

Just a quick upload of features I partly built in December, but didn't put them into the Alpha release until now.

  • Played around with lobbies, invitations, Steam SDK and NetCode

  • Added first dialogues for managing the multiplayer matchmaking. Still inoperabel.

  • Added Support for PS4-Controllers (currently only tested with Dualshock USB)

A long, winding road before our feet.

2025-01-07 Alpha 0.4
  • Fixed the mesh of the spinning propeller

  • Fixed the sound atteunation of the engine sound so distant objects sound less loud

  • Tweaked the flight dynamics. Still some work to do with the glide dynamics

  • Added some... functionality... to the 20 mm cannons. Still no impact, but working on that.

  • Fixed the version string in the main menu to reflect the dev branch

2025-01-04 Alpha 0.3

Did some minor changes during the last days, but no real progress.

  • Started to add visuals for the propeller (both slow and fast moving). Still work in progress

  • Added glas panes for the windows. Currently installed in one window only.

  • Optimized some shaders to increase performance

  • Increased the engine power of the plane by 50%. At least for now.

  • Played with different colors

  • Added some decorative elements... like a closed cloud cover

  • Played the game way more than did actual development

2025-01-01 Alpha 0.2

Multiplayer! Well... at least the first steps towards multiplayer.

  • Played around with multiplayer support. Oh dear, we are faaaar from a finished game

  • Added some more aircraft color variants

  • Added access to Steam friends avatar pictures (just to make the menu look a bit nicer)

  • Got the Unreal Engine NetCode to run with Toybox Aces.

  • Flew around the kids room - with multiple planes simultaniously.

  • Added some really simple main menu

  • Added a really simple logo for the main menu

  • Implemented some functionality to obtain the Steam friends list (for multiplayer invitations)

2024-12-28 Alpha 0.1

Today the first Alpha build hit the Steam repository. It is only visible for a small group of testers.

No, we are not using the SteamSubsystem or stuff like that. It is the bare metal SteamSDK. A lot of hazzle to get it running at first, but then the possibilities are... well... it gets a lot of done.

  • Integrated the game into the SteamSDK

What happened before Alpha 0.1
2024-12-27

- Played around with clouds and cloud covers. May be there will be some... weather... in the kids room

- Changed the input system to enable user defined input devices (like controllers / joysticks / ...)

- Did some geometry celanup to avoid overlapping geometry and unnecessary triangles

- Again had to look up which consonants in "unnecessary" have to be doubled and which not

2024-12-26

- Added an artificial horizon instrumentation

- Wasted several hours searching a bug, only to discover that in one formula I confused pitch and yaw

2024-12-25

- Fixed an error in the avionics formulae. Now the aircraft can properly glide without engine

- Realized that the project wasn't fully integrated into version control. Fixed that.

- Ate way too much

2024-12-23

- Separated level structure (walls, floor, ...) from furniture and decorative elements

- Added some toy cars

2024-12-22

- Added the toy train and some decorative elements

- Added those little plastic bricks most of us know from those Danish toy brand

- Made the first attempt of adding some weapons to the aircraft

- Added clouds! The are a bit costly in terms of performance, but... hey, we now have clouds.

- Made the kids room a bit smaller to make it feel more cluttered

- Made the camera perspective fixed to the airplane to avoid motion sicknes

- Flew around in the kids room way more time than I'd like to admit

2024-12-20

- Nearly got scammed by some Nigerians. Damn, they are getting better every day! Stay sharp.

- Implemented some basic HUD (ugly as heck, but hey, this is a prototype)

- Implemented the rudder as working control surface. Now you can strave and slipland, if you want to

- Experimented with different camera perspectives to optimize the follow mode

- Got motion sick while playing with a wobbly follow cam on a huge monitor. Not recommended.

- Added engine sound and made its volume and pitch depend on the airspeed and throttle.

Early stage: 2024-12-19

Took some time to set up the new project and wrap my head around what it should be like.

But now it is here. Say hello to "Toybox Aces" - an action loaded 3D-multiplayer-air-combat-simulation with tiny toy planes, wreaking havoc all over the kids room.

Get ready to see furniture from a different perspective!

As you may have guessed after playing Gravity Force, this game is heavily physics driven, too.

So don't expect the aircrafts to be controlled "arcade style". They do obey to the laws of physics, and are driven by forces like thrust, drag, lift and whatever the control surfaces (aileron, rudder, elevator, ...) may produce. So you might need some time to become a flying ace. Or even a decent pilot. Or someone who doesn't crash immediately. But you will get there. Promissed.

The project just started, so don't expect to see too much yet. But we do have plans. And planes, too.

- Set up the project

- Did some conceptual stuff. A lot.

- Did some planning stuff

- Thought about ways to downscale the physics to make it look and feel right

- Built a first prototype as proof of concept for the physics model

- Built a first test airplane

- Built a simple room as test arena

- Tried to figure out why the plane does not behave like it should

- Narrowed the root cause of the weird behavior down to the implementation of the elevator

- Tried to fix the elevator

- Got mad and deleted a huge chunk of clunky, messy code that was meant to do the physics simulation

- Got even angrier, put the game aside for a while and went for a walk.

- Suddenly realized that the calculation for the elvator was absolutely fine, and the error was in a totally different place

- Fixed that error within 5 minutes

- Restored the deleted code, and looked in awe at a perfectly flying miniature airplane

- Went to bed, knowing that tomorrow will be a day with new things to be completely messed up

...

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