Jul 31, 2022
BattleSteam - DanCO
BattleSteam release
Jul 31, 2022
Ortharion : The Last Battle - Aryal
Here is a news to announce the continuation of the next 4 months

Hello, Adrien here, there will be no quarterly article next month. Indeed, it will be moved to the first of October 2022, in order to introduce all the content that you can test during the demo which will be available during the Steam Neo fest of this period.

For those who want to follow the evolution of the game closely, I started to be more and more active on Twitter:

Twitter

You can subscribe to the Kickstarter page which has been available for a few weeks. The participatory campaign will begin in October and it is during this period that your support will be crucial for its success:

Kickstarter

You can also come and follow the news and come and chat with the community on discord, some new information will also be given sometimes, useful for the progress of your character if your goal is to be at the top of the game rankings:

Discord

As a manager of a team of 4, currently looking for someone with experience in marketing. If you want to help in the project.

We can't wait to tell you: See you in October for the demo!
Eredia: The Diary of Heroes - rishigangix
Hello Eredians!

A small progress report to keep you all updated on what's going on:

- The world map is now 80% fleshed out. Most of the mapping has now been completed.
- The main story is about 65-70% complete.
- Ran into a roadblock due to the way the RMMV engine handles the map limit. Apparently, there is still no easy workaround for the 999 map limit. I'm still able to make room for the new maps by deleting the older E1 maps that won't be used in E2, it might pose a problem in E3 when transitioning between the two world maps. As always, I will look for a solution.
- A change of plan: I won't be releasing any more tester builds until I at least finish writing the main story. This is mostly to avoid the extra effort since I am changing a lot of things as I keep remodeling the game.
Expect something around the end of the year.

Cheers,
Rishi
LOST EPIC - one or eight
Hello, I am Suzuki, a producer at LOST EPIC.
I would like to share with you a comment from Mr. Tomokazu Sugita of AGRS Inc. whom we asked to cast the voice actors.
----------------------------------
What I did was to help with how to implement the voice needed for the game.
I introduced the sound production company, and then we came up with a list of potential voice actors to appear in the game.
For Artoo only, they said, "We still want to audition and make a selection.
I submitted several candidates, and One or Eight selected the best one based on the audio tapes.
All I could do was to add a positive comment, "If this actor is chosen, this part of Artoo will be improved.
When a voice is added to a character, I get the impression that the story begins to come to life.
Thank you all so much for your help.
----------------------------------
Thank you for introducing us to these wonderful performers.
Having their voices infused into the film added color to the characters and depth to the world.

We look forward to working with you in the future!
In addition, Marie Miyake, who plays the role of the ""beautiful and noble female knight,"" will be broadcasting a program today to celebrate the release of LOST EPIC. The guest will be Honoka Inoue, who plays the role of the knight (female).

I will also be participating as a producer.
If you have time, please check it out!

In commemoration of the release of LOST EPIC, I will appear in a special episode of ""Marie Miyake's Gamer's Guild"".
https://live.nicovideo.jp/watch/lv337897603

Best regards.

Translated with www.DeepL.com/Translator (free version)

※DeepL翻訳
御剑三国:乱世逐鹿 - zoey
You can get a luxury gift bag by commenting on "Yujian Three Kingdoms" in steam

Package content: gold coins *288, small roast chicken *12

Reward receiving method: add official QQ group: 729710880

Contact customer service xiaok to provide screenshots of corresponding comments to receive
頭痛 - Monzen
Hello!

I have just released a new horror game called "Illusion 幻覚".
It is on sale until 8/6. $3.99

https://store.steampowered.com/app/2005320/

ABOUT THIS GAME
Delivery personnel headed to a condominium building to deliver a package.
The delivery personnel completes the delivery but realizes he cannot leave the condominium building. As he explores the building, he finds out shocking truths.

This is an exploratory, third-person horror game.

Playtime
30 to 90 minutes

Save
The content will be saved automatically.

Low-load setting
Settings for low-load gaming are available to allow you to play on computers that do not meet the recommended specifications.

This game was developed using Unreal Engine 5.
It is recommended that you update your graphics card to the latest version whenever possible.

Whether you are an individual or a corporation, you are allowed to play the game live, stream it, or gain profit in conjunction therewith.


Please try to play this game!
Jul 31, 2022
晴末置雨 - saltedfish
修复了文字与立绘显示问题
Atrio: The Dark Wild - Isto-Stephen
Hi everyone,
I'd like to highlight some of the biggest changes we've made in the last year, and give you some updates on what we've been up to this last month.

But first, a quick announcement - we won't be releasing a patch this month. We're in the middle of overhauling our battle system, which has ultimately impacted how the first hour of the game is played. We want to make sure the game is in a good spot before we release any major changes.


The 5 Biggest Changes we've made this year
Now, Lets go over the 5 biggest changes we've made since Early Access

1. A sense of purpose
This morning I went back and played the first hour of our original Early Access build, and it was very clear how unclear the objective of the game was. We also noticed this in our original playtests, but just didn't know how to properly deal with this.... until now!


We've recently been experimenting with the "Project H.U.M.A.N." map. A high level overview of your mission and purpose. We rolled out a prototype this month to our private test group (join the discord if you'd like to be a part of it) and have seen amazing results.

This, in tandem with the fuel depot update, makes it clear as to what your objective is, and better ties in with the core gameplay loop.

2. Fuel Depot
Speaking of the fuel depot, this was certainly the biggest change. Automating fuel as the core focus of the game has really solidified the game and given a clear purpose as to why the player needs to automate right from the start.


Even though I loved spamming the fuel depot button, this change makes a lot more sense.

3. The Pickerpal

After changing focus to the fuel depot, we needed a way to automate fuel, so we added the pickerpal - a lumbering creature that picks plants for you.

They alleviate the pain of constantly having to manually refuel, and you can get straight into the automation portion of the game without having the learn about factories and ore harvesters. We've also noticed most playtesters have a lot less trouble getting through the beginning section of the game thanks to this more natural progression of gameplay.

4. Fixing our worst feature - Battery Death

The biggest complaint we got was the 14 minute death timer. In fact, most of our negative reviews come from this death timer. Because it's core to the premise of the story, we couldn't exactly take it out of the game, but we've done a couple of things to alleviate the frustration.
This upcoming patch, the battery shows up only for about 10 seconds before you die (most players tend to just stand there and wait to die if we show it any earlier), and the respawn is wicked quick (no loading screen, just straight respawn)

These two simple changes have turned the general reception of the feature from mostly negative, to almost all positive (or at least neutral).

5. Fixing our second worst feature - Tall Factories

The second biggest complaint was that you couldn't see behind any of the buildings! (A massive oversight by us when we started designing the world of Atrio.)
But thanks to Early Access, your feedback steered us in the right direction and we "squished" the factories down, making them wider and flatter.



In addition, we gave them the ability to pull from automation lines, simplifying the automation process.

After playing both the old version, and our newest internal build, I cannot believe how much better the game plays! I'm so proud of how far we have come.

New Features
Let's talk about some new features on the way
Battle

As per our last post, we started to experiment with "delivery pods" that attract creatures when they're busy retrieving helpful items for you. We've now officially named them "Underground Supply Pods", and they'll be scattered throughout the world. Do note the art is placeholder, but the functionality is coming together nicely. We're still experimenting to figure out what's fun and not fun, but the supply pods are definitely staying, as they provide a way to acquire the pickerpals, and give a secondary objective to the player. They also let you choose when you want to enter combat, as opposed to our random spawning of pickerpals in our original build (people HATED that.... hooo wee)


In addition, we're prototyping out the wall healer and the stun turret.

If you provide fuel to these, they will automatically heal your walls, or shock incoming dangers.
These are definitely still quite raw, and their designs are all in the early stages, but hopefully these will end up staying.

We've also decided that they both pull from assembly lines, which means in order for them to be effective, you have to automate their fuel lines!

Buffs
Lastly, we've added buffs into the game.

After you unlock the ability to consume battery's, you get the ability to choose from a variety of batteries, each with their own unique buffs (healing over time, damage resistance, water resistance).
Oh, and you can now die from standing In the water (you're an android… what were you expecting!)


What an amazing year, and we can't wait to release this bad boy in 1.0 (sometime this year!)
Hopefully you'll love the battle update when we release it in the next couple of months.
Stay tuned and thanks for all the support!

Stephen and the Isto Team
Writer's Life - duojinetwork
本次更新内容为大版本更新,我们做了详细的分类,玩家可以根据分类自行查看。

连载玩法说明:
玩家可以通过开坑来开始书写一本连载书籍,开坑以后可以通过本书的各项情况选择继续连载、完结此书还是直接下架。
玩家连载书籍每次连载或者开坑都会根据书本的审核状态获得网站的推广,最高推广等级为S。根据不同的推广书籍将会获得初始的热度,热度会每天自然下滑,当然玩家可以通过爆更不断地通过网站推广获得热度,也可以自己炒作获得热度。
注意:热度很重要,如果热度低,再好的书也不会有多少人看,靠自来水是活不下去的。
在连载的过程中,每次连载都可以更改书本的副题材和配角,当然确定的主题材和主角是不能更改的了。
当书本有一定的阅读量且质量达标的时候,网站会与作者签约开启订阅,玩家可以通过订阅获取大量收益。如果玩家在此网站入驻还会开启月票功能,可以有资格参加月票排行榜的打榜资格。
当作者入驻网站以后,网站还会根据当前书本的火爆程度跟作者签署IP合作,作者需要帮IP合作完成剧本创作才可以获得相应的报酬。
好啦,大概玩法已经介绍差不多了,更多内容请“小说家”们去游戏内自行探索。

V1.2新增内容:
1.开放了3号房间可以搬入。
2.开放了连载玩法。
3.提升了作家五维属性上限。
4.增加了新的家具可购买。
5.角色可以突破到金色并开放第三个技能。
6.新增大量新闻播报内容。
7.新增大量新题材。
8.新增可出行地点。
优化:
1.优化了出行数值。
2.优化了一些角色的擅长元素。
3.优化了一些素材题材的元素适配。
4.优化了颁奖界面因为分辨率不对按键被遮挡的问题。
5.优化了家具的属性及购买顺序。
6.优化了作家技能提升速度。
7.优化了外包的收益,提高了利润。
8.优化了角色的技能,提高了技能收益。
修复:
1.修复了部分buff的生效问题。
2.修复了部分情况下人物技能生效错误的问题。

最后,非常感谢各位“小说家”们的支持与关注,你们的每一个好评对我们都是极大的鼓励,让我们有了前进的动力。也希望各位“小说家”们能够在以后的日子里多多支持我们。谢谢!

PS:如果有什么建议或者意见,游戏BUG反馈都可以加入我们交流群:120067130反馈给我们。
Restart your life Adventures of Tainuote - scxbill
Due to the influence of the Steam lock area, I am unable to reply to the feedback discussion of some areas. If you have any concerns, please leave a comment in this area
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