Shooting Game Builder - SB_Games_Public
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5:29pm
鬼谷八荒 Tale of Immortal - 二舅(正月不剪头)

🎯 Dive into Card-Based Narration, Sandbox Cultivation, and Fluid Combos!

In appreciation of player support, the developers of "Sultan's Game," "Tale of Immortals," and "BlazBlue Entropy Effect" have launched a Limited-Time Bundle, offering an exclusive 20% discount!

If you're looking to explore more amazing Chinese indie games, now is the perfect time! Additionally, we invite you to take a closer look at "AI-Limit," which is currently available at its deepest discount ever.

Conflict of Interest - Vegas Interactive

Previous devlogs can be viewed on https://blog.vegint.com/.

I’m in the final stretch towards getting the demo out and ready. The only things missing at this point are some art assets that need to be imported, more dialogue, some minor UI changes and any other stray bugs that may pop up.

Fixes

In total, there are about 250 bugs, fixes and changes that I am in the process of fixing. Some of them are simple like fixing typos or moving props around. Others are more complex like redoing guard AI and tracking down the root cause of other obscure bugs. Most of these were knocked out in the past week or so, but a few more remain and should be fixed in the coming weeks.

Art

More character sprites have been added, each of which can be customized with custom hair and skin colors to make characters stand out.

Dialogue

Most of the final dialogue is in place and flows properly based on actions the player has taken. This has by far been the hardest part of the dev process, writing good dialogue and making sure the right responses are displayed.

With all that being said, a demo should be available on Steam by the end of November. But again, no promises. There are still lots of little things to do that add up quickly such as Steam integration, last-minute critical bugs, and anything else that might get in the way.

Now if you’ll excuse me I have another 250 bugs to fix.

CULTIC - Jasozz

Hello all!

I'm really hoping this is the last major patch for this beta branch and it can move on to the public branch, but I crammed some pretty significant changes in here so I expect there are probably gonna be some edge cases (or not-so-edge cases) that I missed when testing stuff out. Fingers crossed, but as always, let me know in the Bug Reporting forum if something is amiss!

Changes
  • Burn Damage has been completely rewritten for all non-boss enemies. Previously, burn damage was applied against an enemy's "burn threshold", and if that value exceeded their current HP, they entered a burning state. This system seems to be a bit more confusing than intended and can also result in molotovs/flares/etc. sometimes feeling like they aren't dealing any damage, if the enemy has a high enough burn threshold / enough health to withstand the burn damage. The burn damage model has been changed so all burn damage is now applied as basic damage, and if the burn damage deals the final fatal damage, the enemy will ignite. This has a few advantages:

    • An enemy such as a Peacekeeper or Harvester who is hit with a molotov/lantern/etc. will take continuous damage, and even if they don't take enough damage to fully ignite, they will still have taken a ton of damage from the flame particles and be easier to finish off.

    • Enemies can be started burning with flame weapons, and then hosed down with damage from other weapons, which will whittle away their HP on top of the fire which is also burning away their HP, so a tough enemy such as a Peacekeeper who would normally soak up an entire molotov, could be made to catch fire by dealing a little bit of extra damage while he's burning. You could do this with the old damage system but less efficiently.

    • Enemies will not be able to put themselves out by jumping into water, since they have to be at 0 HP to ignite to begin with. Enemies that are currently burning from a flame weapon that jump into water will not take additional burn damage until they leave the water, but if they're already in their burning state, it will still be fatal.

    • Players using the "Show Damage Numbers" option will be able to see a more straightforward representation of the damage enemies are taking.

  • Enemies that are immune to burn damage will now immediately extinguish any flame particles stuck to them, making it more apparent when fire is ineffective against them.

  • The Harvester now aims his hook near the top of your collider, meaning that it can be reliably crouched under now - just make sure you crouch after he throws the hook - if you crouch early, he'll just throw it at your head's crouched position instead.

  • The Harvester's Hook travel speed has been slightly reduced

  • Selecting a Custom/Map Loadout from Scene Select and starting on The Manor will now cram the selected loadout into the player's Stolen Gear, while still spawning the player with no equipment.

  • Chapter Start Maps (E1M1, E2M0 "Interlude", E2M1, etc.) will no longer forcibly wipe the player's loadout, so you should be able to use Custom/Scene Select loadouts to start a new run of Ch.1/Interlude/2.

Fixes
  • Mopped up some outstanding instances where the Screen Shake/Tilt settings weren't being applied, resulting in screen shaking/tilting even when turned to zero

  • Custom Loadout Ammo sliders for Shotgun/TNT/Molotovs have been fixed to have the proper max values

  • Using the "Load Saved Loadout" function for Custom Loadouts should now properly apply upgrades from that save file

  • The player's bullet tracer origin was fixed on a few weapons where it was spawning in an improper location

  • Damage Numbers, when enabled, should now properly reflect burn damage

  • Infested Armor/Arbalist enemies now properly take impact damage from Incinerator projectiles

  • Enemies that were in a burning state when the game was saved should now properly load in dead

Path of Exile - CommunityTeam_GGG
The launch of Path of Exile: Keepers of the Flame over the weekend was one of our smoothest launches ever. Thanks to everyone who logged in to try it out!

Since the initial 3.27.0 patch, we've made seven hotfixes which addressed a variety of bug fixes, crashes, and balance changes to the new Breach mechanic. There are additional hotfixes already in the pipeline to address bugs such as the old Breach mechanic still being available in the Temple of Atzoatl, and further balance changes to the new Breach mechanic.

Hive Fortress encounters will soon be receiving some changes to make them easier to complete and less punishing if you fail.
  • Ailith will create skills more frequently during Hive Fortress encounters. Note there is a maximum of 6 skill objects active at a time.
  • Increased the internal cooldown for which Ailith can be damaged. This cooldown becomes longer the more damage she takes from an individual hit. This should help mitigate Ailith being bursted down in a few seconds.
  • Failing a Hive or Hive Fortress encounter will now drop all the loot of the monsters you had killed up to that point. However, you will not gain any Graftblood or Wombgifts.
  • Ranged monsters now have to be closer to Ailith in order to attack her.
As a reminder, week one Twitch Drops are now active, so remember to link your Twitch account to your Path of Exile account and claim your Exile's Treasurer Hideout Decoration and Breachlord's Claw Character Effect! Information on the Twitch Drops and how to link your account can be found in this news post.

Gunship Battle Total Warfare - GBTW Dev

Greetings, Admirals.

We are offering Surprise Coupon for all Admirals.
Please check the details at the link below.

[h4]Link[/h4]

Thank you.
Decktamer - Horizon Edge Studio

Hello everyone!
We are still preparing our roadmap for future content, including a revamp of the difficulty system and better optimization. In the meantime, we have released a new patch to fix several issues.

Changelog:

  • Tweaked Scout difficulty to grant 2 HP after each battle (1 → 2)

  • Scout and Venturer difficulties now start you with 2 Medicinal Herbs (1 → 2)

  • Tweaked Venturer difficulty to grant 1 HP after each battle (0 → 1)

  • Please note that further changes to the difficulty system are planned

  • Made small image compression adjustments to slightly reduce game size

  • Fixed Undying talent corrupting creatures and removing them from the deck after using Undo

  • Fixed Undying creatures not being tameable after using Undo

  • Fixed Genotoxic (Silver Beetle) not returning the unevolved creature if the talent was extracted with a syringe

  • Fixed Genotoxic sometimes duplicating creatures

  • Fixed Bloom setting not working in boss fights

  • Fixed controller input getting stuck in the rename popup when not using Steam Big Picture Mode

  • Fixed XP rewards menu not being clickable with a controller

  • Fixed End Turn button not appearing unless a card was clicked in Pioneer mode

  • Fixed boss achievements not working in extra game modes

  • Fixed Bestiary entries not unlocking in No Taming mode

  • Removed the 5th boss from Endless mode

  • Fixed 5th boss sometimes killing its own card with a syringe

  • Fixed 5th boss’s creature being tameable

  • Auto and Fast-Auto text settings now work during the strategy phase

  • Silver Beetle now works on any creature that can evolve

Localization Fixes:

  • Fixed Scourge move missing a description in German

  • Fixed Reinforced Syringe description saying “Danger Level 4” instead of 3 in German

  • Fixed Protection effect description being incorrect in German

We are listening to your feedback and will continue improving the game. Stay tuned for more updates, and thank you for your support!

MarineVerse Sailing Club - Greg
Ahoy sailors!

We’re testing world streaming in MarineVerse using Google Maps® Photorealistic 3D Tiles so you can sail real coastlines like Sydney, New York, and San Francisco.

How to try it:
  • [c]Main Menu → Free Sail → Yacht → Sydney – Photorealistic Earth (Online)[/c]

Access & pricing

  • Google bills per each access, so this beta is limited to Sailing Pass owners.

  • We’re open to feedback; we may add a pay-as-you-go “credit” option.

Quality expectations

  • Visual fidelity varies by city and distance (it’s Google’s underlying data).

  • Tip: preview locations in Google Earth to gauge expected quality.

Roadmap

  • We’re investigating a deeper integration with MarineVerse Globe.

Tell us where to sail next

  • Watch the preview & comment with your dream location:

https://www.youtube.com/watch?v=dz6oRIPRGiA

  • Join our Discord to discuss performance, controls, and pricing.

Requirements

  • Online connection (streams map data). Performance and visuals may vary—this is early beta.

Thanks for being part of the MarineVerse community and sailing with us as we push the boundaries of what’s possible in virtual sailing.

NO LOGIC INC. - Dark Light Studio

Hello everyone, the game has been fully released and is now available.

Unfortunately, I messed up and made some mistakes due to my own problems, and everything I updated was deleted, and I couldn't download anything new except for previous updates. Maybe I'll have the strength and nerves to do it again, if not, I apologize. In any case, I hope you liked my idea and its implementation.

Thank you all for your support!

...

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