Crypt Keeper - VironGameDev

Hi,

two game-breaking issues which can just occur under rare circumstances reported by the community are fixed!

Patchnotes

  • Fix: Buildingspot tile was placed on an enemy spawner tile

  • Fix: Enemy spawners where placed unreachable

Have a great weekend!

- Ronny

ZombieSquad Playtest - =NF_Doomed=
quick hotfix for steam deck testing. Edits to darbys adding more unlockable gun chests, and mapping fixes.

7:40am
Oil Refinery - The Simulation - [Polygon Art]
  • fixed issue where tutorial might not show all icons
  • improved performance on lower end systems
Lost Legions - Bat-Ela

Salvete amici mei,

The last few weeks have been a rollercoaster of emotions for me. I’ve never been on a rollercoaster. I don’t need that kind of thrill in my free time—I already get plenty of it at work.

Last month was supposed to be a triumphant event. I had already written about it in a previous blog. We met with the sport fencers of the Gladiatores Berolinenses in the halls of the S4G School for Games to record their authentic movements for Lost Legions. My expectations were very high. I knew that with the Rokoko Smart Suit we had good technology and that the pipeline to process and bring the recordings into the game was working. The dress rehearsal went excellently, which in theatre is considered a bad omen. The gladiators came in a group of four with great enthusiasm and loads of equipment. I was sure this would be a grand slam.

Then everything that could go wrong did go wrong. The WiFi connection broke down. The Rokoko Studio software had trouble recognizing the suit and its components. The sensors acted up, and eventually we had a total failure because the right hand was permanently stuck in the same direction and one finger wouldn’t stop twitching. The three of us on the team tried everything to debug the problems, but time kept passing and we eventually had to abort. A big thank-you here to the team and especially the gladiators, who endured the situation with angelic patience.

What went wrong? The WiFi failed because someone on the team unknowingly swapped the router’s power socket with a fan. It took a while to figure that out, but that was the least of our problems.

The connection problems with the suit were certainly a consequence of the WiFi issue. I knew the sensors in the suit were sensitive to electromagnetic fields. But it didn’t occur to me that holding a real sword or shield—because of their metallic composition—would also cause significant interference.

When we changed performers, the most serious error must have occurred: the sensor in the right hand was damaged and, despite all efforts at restoration, only delivered incorrect data.

Time to call it off. It was terribly frustrating for everyone involved—but most of all for me. These events, by the way, happened on Friday, June 13. (No joke)

So far in the development and production of Lost Legions, I think we’ve done more things right than wrong. Not everything we plan works out, and when we get unlucky, it’s important to learn from it and do better next time.

The outcome of that day wasn’t great, but we did gain a few insights. My understanding of the Rokoko Smart Suit certainly improved. Thanks to Rokoko support, the problem with the hand sensor was solved quite easily a few days later: a plug had come loose. I had to open the little box on the back of the hand and reconnect the cable. (I try not to think too much about how the day could have been saved by using rubber weapons and plugging in a cable…)

What stuck with us most were the conversations with the gladiators. This club, led by their lanista Daniel, loves and lives their extraordinary sport. With great understanding of our goals and deep theoretical and practical knowledge, they had in-depth discussions with the team about martial arts and ancient Rome.

Since then, the suit has been in use with us almost daily. The recordings are the best and cleanest I’ve ever gotten. During performance, we remind each other every time of the gladiators’ tips and rules to get the best possible results.

After this detailed experience report, here are a few quick updates on development:

Unreal Engine 5.6:

Felix has done it again. Immediately after the weekend upgrade from 5.3 to 5.5—which brought us motion matching and Meta Humans in the engine—5.6 went from beta to release. Since we noticed significant FPS drops and 5.6 promised many optimizations, we decided to upgrade the engine a second time within three weeks.

Cleaning and optimizing:

These upgrades, along with the ever-present memory waste and instability, led us to invest two weeks to bring the project back into shape. It wasn’t a lot of fun, but the results speak for themselves. We’re quite happy.

New playable demo:

Our plan was to share a big new demo with our Discord community at the end of July. Due to recent events, we’ve pushed that target back by a few weeks. A specific announcement will follow from Bat El.

Smooth Moves:

Motion Matching is awesome. The new system that blends animations with stances/poses has taken my animation work to a new level. For the first time, with Felix’s technical support in the animation blueprint, I managed to depict the typical Roman combat stance with a large scutum shield in our game. The game now recognizes states like “in combat,” “carrying shield,” “in cover,” and adjusts the player character’s posture accordingly. This results in convincing dynamics and a true legionnaire feeling.

https://youtu.be/_PSnZ3gaNo8

Furor Teutonicus:

A major new addition to the game is the changed game opening. We’ll throw you straight into the action and let you experience the end of the Battle of the Teutoburg Forest. You start in a makeshift marching camp that can no longer withstand the assault. A desperate fight for survival in the burning forest begins.

This is a relatively linear set-piece that gives you a taste of some content that will later have to be painstakingly earned in the open world.

In my next life, I’ll learn to be brief. Until then, have fun reading and thank you for your support!

Jens

7:39am
Neon Colony - abcastudios
  • Fixed game crashing when buying perk in SHOP TAB without slider

Fingerdance - PsychoFlux Entertainment
  • Bug fixes
  • ???
7:34am
The Rangers In The South - DPA. Capitan Salchicha de Pollo
-Fixed charity skill
-Fixed chain lightning skill
7:33am
Roofgrown Life - DD Dogs

Add

1. One-click upgrade for all drinks

 

Optimization

1. Increase the amount of money trees in each map

2. Significantly increase the amount of gold coins in treasure chests

3. Reduce the power consumption of drone upgrades

4. Optimize the amount of fertilizer used

7:31am
Fable's End Online Playtest - Sakamoto-san
Welcome to the Fables End Online Playtest!

This limited playtest highlights two core features and one fun mini-event:

  • Online Matchmaking
    Duel other players from across the realm in real-time battles!

  • Custom Deckbuilder
    Craft your legend! Build wild decks and experiment with broken combos (yes, we encourage you to break things).

  • Live Leaderboard
    Climb the ranks and secure glory by earning the most wins. Rankings will freeze at the end of the playtest!

Coming Soon (But Not Quite Yet):

  • Private Matches with Steam Friends
    Want to duel your inner circle? It’s in the works! This feature is currently under development, and we aim to roll it out during the playtest.

This is just the beginning of Fables End Online. Expect bugs, unexpected moments, and epic duels.

Your feedback is truly valuable. Thank you for being part of the journey!
OPG: Clan Wars - Digital Anarchist
Hey friends!

Today is a big day for the OPG CW project as it leaves Early Access and I want to share some important news with you all! Unfortunately, the game hasn't gained much popularity on Steam, leading our team to reduce its size significantly. As a result, I'm now the only one left working on this project because we can't afford to pay programmers or other staff members anymore. From here on out, I'll be developing and updating the game by myself, but it's going to be challenging and updates won't come as frequently due to the sheer amount of work involved.

I understand that there are several weak points in the current state of the project. Mechanics often feel unfinished and take too long to improve, workflows can be chaotic at times, and planning sometimes feels more like an adventure than a structured process. However, these challenges have become part of what makes OPG Clan Wars unique. The game has evolved through countless failures and experiments rather than adhering strictly to industry standards. It may not always look polished or balanced, but there's something raw and genuine about it that's hard to replicate elsewhere.

Only I can decide when to close down the project, and right now, my plan is to keep pushing forward no matter how tough things get. Thank you so much to everyone who supports me along the way—your encouragement means everything and helps fuel my efforts towards making OPG Clan Wars even better!

It's definitely not easy maintaining and improving a game while also handling everything else solo. Updates will naturally slow down since they depend entirely on my personal contributions now. But despite these difficulties, I'm committed to continuing development and providing new content for both myself and fans alike.

Hugs to everyone reading this message! And if anyone wants to join us online during launch week, please do drop by—we'll try to stay active together! I've fixed various bugs, optimized maps, and addressed many issues within the game itself already.

P.S.: These next few days might see increased activity from players thanks to Steam's promotion efforts. If you're interested in playing against live opponents or just hanging out, invite your buddies over and let's enjoy ourselves!

See you all soon!

...

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