Degraman: Act II. Victor - Сherry_sweet_BBear

We will release an update ActII in June with 99% certainty (in Steam, release in itc a couple of weeks after the release in Steam! (it's very possible that it's already June 19th!)

сute bonus!

Perhaps many people remember the instructions for reviving the handsome prince from the game!

The instructions are a bit controversial, therefore, we will provide our list of how to please Bastie! (it's a joke, of course, but every joke has a bit of a joke, hehe)

So, how to please Bastie:
1. Cover him with a blanket when he sleeps (almost always)
2. To enclose his body with tape so that no one steps on Bastie
3. Present him blackout curtains
4. Present him a big cuddle pillow
5. Be a cuddle pillow
6. Sing a lullaby
7. Put all glasses of water away

Degraman: Act I. Vincent - Сherry_sweet_BBear

We will release an update ActII in June with 99% certainty (in Steam, release in itc a couple of weeks after the release in Steam! (it's very possible that it's already June 19th!)

сute bonus!

Perhaps many people remember the instructions for reviving the handsome prince from the game!

The instructions are a bit controversial, therefore, we will provide our list of how to please Bastie! (it's a joke, of course, but every joke has a bit of a joke, hehe)

So, how to please Bastie:
1. Cover him with a blanket when he sleeps (almost always)
2. To enclose his body with tape so that no one steps on Bastie
3. Present him blackout curtains
4. Present him a big cuddle pillow
5. Be a cuddle pillow
6. Sing a lullaby
7. Put all glasses of water away

11:07am
Dice Trek - refreshertowel.games

As this update contains the last of the currently known bugs, I'm gonna pull us into the next minor version with this one. Enemies have been made slightly better, specials have been balanced a bit more, and there's now a fairly comprehensive record keeping of the various events that you can view anytime by hovering a crew member or a system.

  • FIXED: Double damage special was not applying the extra damage correctly, now it is.

  • FIXED: Filling the dicycler while it is aimed at the weapons system would result in a phantom, non-functional pip appearing in the enemies weapon system. This no longer happens.

  • FIXED: A situation which could occasionally result in enemy systems not being targeted has been corrected.

  • FIXED: An attribution error meant that enemy ship dice had their probabilities modified by the players ship instead of their own. This has been corrected.

  • FIXED(?): I have done more work around solving various issues with different resolutions. Hopefully this is at least another step towards solving all of them.

  • ADDED: A log of events for crew members and systems has been added. It appears next to the information popup when you hover them.

  • UPDATED: Tutorial has been slightly altered.

  • UPDATED: Plasma Scientists, Combat Veterans, Life Support Engineers, Weapons Master, Shields Technician, Life Support, Reskilling and Survival Skills have all had the required number of pips they need reduced, the effects should also trigger immediately when the special has been activated.

  • UPDATED: Kamikaze Drones have better target interception skills.

  • UPDATED: Hull Strength shop purchase has had its drop rate reduced.

  • UPDATED: Tutorial has been slightly updated.

  • UPDATED: Various graphics and tooltip text have also been changed a bit.

11:07am
Tenfold Tales - Lil Rai

This patch fixes a crash or faulty load of a save if stats are clicked.

I am sorry if this has happened to anyone before the fix and hope everyone can now enjoy this game peacefully!

Have a lovely sunday!

11:06am
Cornucopia® - Subconscious Games
- Hot-fixed Cutscenes not triggering with the last silent update. If you still experience any problems please contact me on discord https://discord.gg/cornucopia either private message or ea-bug-report channel
- Also fixed the color saturation

(Settings and Key binding Hotfix coming asap. either tonight within the next couple days)

Lots of love,
David
Gunlocked - FromLefcourt

Gunlocked 2 launches in Early Access on Steam in August 2025. Wishlist on Steam today! [dynamiclink href="https://store.steampowered.com/app/3492830/Gunlocked_2/"][/dynamiclink]First, let’s take a moment to define some terms in the context of this feature. “Bullet Hell” is a type of shoot ‘em up (shmup) where the focus is primarily on dodging large amounts of screen-filling projectiles. “Bullet Heaven” is a genre that flips this paradigm and has the player creating all of the bullets, while hordes of mostly harmless enemies become their fodder. So what if Heaven meets Hell?

You might think that would mean a moderate amount of bullets coming from the enemies and the player simultaneously, which just sounds a lot like a traditional shmup. Hardly revolutionary. Beyond the rudimentary definitions laid out before you, each genre also has a number of other key elements that define their experiences, in ways that can’t be measured in bullets (or bananas, giraffes, football fields, and/or any other imperial system). In fact, there are many more differences from camera movement to controls, but for this article, I’m focusing on difficulty and power curves.

Bullet Hells focus on dexterity and pattern recognition. Your power level remains relatively consistent, so you improve (hopefully) through practice and muscle memory. Bullet Heavens focus on combining abilities synergistically. Your reflexes are (largely) irrelevant to success, but your power increases exponentially with smart (again, hopefully) decision making, and a little luck. The power fantasy of Hell is in navigating the impossible, and the power fantasy of Heaven is in not needing to. So how much skill could I introduce to Heavens without making them too hard, and how much synergy building could I introduce to Hells without rendering them too easy?

Gunlocked 1 was my answer. Unfortunately, everyone else had their own answer. I won’t pretend Gunlocked is the only game to try to balance these two extremes of the shmup genre, but each game that has attempted this has its own unique proprietary blend. Gunlocked’s blend was successful in entertaining many fans of both genres, but each group also had unique grievances. Players had differing ideas of where the game was too easy or hard, and often in contradictory ways. In combining genres that targeted gamers of vastly different skill-sets and interests, I created a difficulty paradox.

I received countless messages about how players didn’t “get it” or “click with it” at first, but once they did, they fell in love. These messages came from fans of both genres, so I knew there was a universally appealing core to the game. But I also knew that for every message like this, there were probably 10 people that never stuck around long enough for it to click. When so many games are competing for gamers’ attention, I can’t blame them. Games need to click fast because it’s easier to pick another game and try it for 15 minutes than play one game for 3 hours and hope. I needed to deliver Gunlocked’s unique mix of skill and synergies sooner, without overwhelming the player later.

I believe Gary Gygax said a good dungeon master makes his players feel like they have a 70% chance of failure, and 30% chance of success, when the reality is just the opposite. The solution to Gunlocked’s difficulty paradox then was as much about balance as it was about perception. The goal is to deliver the intensity and thrills of a Bullet Hell to give the perception of difficulty, but ensure that players of many skill levels have a high chance of early success without eliminating long-term challenge.

I've previously discussed changes coming to weapons and early game challenge, so today I'll focus on Bosses and their improved role in the balance of Heaven and Hell. When Gunlocked 1 first came out, bosses weren’t really a feature of the Bullet Heaven genre except as larger units with larger health pools. So simply having them at all was a novelty. “Simply” being the key word. Their abilities were rudimentary and limited by the player’s lack of a reliable dodge and/or defensive options. In fact, the proprietary blend of genres skewed so heavily in favor of heaven over hell that many might suggest it has no hell at all (but believe me, I got plenty of angry messages about it being a bullet hell). So in Gunlocked 2, bosses have been expanded and refined, as have the player’s abilities.

(Pictured: The player practices against the new and improved Sting King in the brand new Simulator game mode of Gunlocked 2. Still a few bugs to work out ːsteammockingː)

The arenas in which you fight Bosses are far more tightly controlled and choreographed, with less randomized elements, unrelated to the boss, causing visual clutter. This allows me to focus on making the combat look more spectacular (the perception part). While most of the game is about cutting a swath through helpless swarms, I get to flip the script and let bosses shine a bit more and throw more outrageous attacks at you in place of these enemies (though some bosses do still call for reinforcements).

On the other hand, the new timed “phase shift” dodge ability every pilot has allows boss attacks to be more aggressive, and not just look more impressive. Where previously I had to leave the player safe openings they could always reach, now I can do all sorts of unimaginably devious things, with the knowledge that if players manage their dodge well (the balance part), they can always make their own way out.

And “making your own way” is really the core of Gunlocked 2. Every system in the game has been adjusted to give the player more choice and freedom to manage the more varied and intense combat. This in turn has freed me up to tackle this unique combination of Heaven and Hell in ways I never could have in the original.

SUBMERSIBLE - Camac
- Cave v15 added
10:53am
Snail Race - yellow

Hi all! Welcome to my first post for Snail Race! 🎉🎉

 

Snail Race has been in development for few months now and i are very excited to finally be able to share what i been working on. I plan to develop Snail Race alongside community, taking feedback and ideas.💡 I know, I know, a lot of developers say that - but i actually mean it.

The first HUGE favor you can do for me is to add to wishlist

Wishlist and pass on the link to your friends!

Why? Well – Wishlists are really important to let Steam know people are interested in the game, and also let me make the game bigger and better. So – more Wishlists, better game.

I like to update regulary with what’s new in development here – so expect a lot of random thoughts and screenshots of what we’re doing.

 

I’m happy you’re here with me and look forward to this adventure!

 

Beasts of Steel - A Corsican Frog
Regression: Input lag when trying to steer/turn with land vehicles (about 1 second or so).

ADDED:
● Destructability to barn doors.
● Object pooling on projectiles (improves performances).
● LODs to objects that were missing some.
● Vegetation touch bending to planes.

CHANGED:
● Buildable spawnpoints will now be properly despawned automatically when the frontline moves and the object now becomes off limits of the play area.
● Projectiles now despawn after having flown 5km horizontally (vs 30 previously). As a reminder, the map is 2x2km. This will help improve performances as many projectiles would keep flying very far after ricochetting or when being shot at the sky.
● Several objects will no longer play sounds when they are further than the max heard distance (waste of performances).
● Added 1 extra degree for Sd. Kfz. 223 gun vertical (down).
● Physics simulation rate from 50Hz to 60Hz.

FIXED:
● Small arms never despawned, which created huge performance issues as the game progressed.
● Player progress saved using Steam Cloud broke down after latest update and data format change (regression).
● Playable area data+visuals not updating in frontline for anyone else than the host.
● Panzer I A had no horn (to honk).
● End of game stats missing empty space row on the right side of the window.
● Leaderboard menu name missing localization element.
● Networked-built sandbags were spawning several times their amount of bags when being destroyed.
● Extra big colliders on dragon's teeth.
● Sway was applied to small arms while aiming down sight when using 2D scope on snipers.
● Picking up ranged weapons while only having grenades in inventory would not select any weapon and you would end up with no weapon selected at all.
● Buildable spawnpoints were often not allowing to build on second floors of buildings.
● Flag on top of the UI would sometimes not have the same sprite as the main flag UI element during capture.
● Antennas physics on vehicles wasn't properly disabled when far from camera.
● Objects that fell under the map were not despawned until the end of their lifetime (casings, shells, etc).
● In Frontline, when a sector would fall, the upper UI would show twice the amount of flags.
● Gears being changed sound effect was not being played in FPS in tanks.
● When about to spawn with a tank, but going back one step up, and trying to spawn again, spawning would fail.
● When switching seat in a tank after having taken losses, if you started a reload of a weapon in one seat, switched seat (leaving the other empty) the weapon would keep reloading even though nobody was manning it.

REMOVED:
● Dust from planes when being near ground level, looked pretty bad. Removed until re-implemented properly.
● "Killed by the dev" achievement.
PropFight - GeorgioLeBro
  • Fix physics interpolation bugs with a few particles (it's not supported well for particles yet in the engine)
  • Enhance physics1 level
  • Add a new kind of levels called 'boosters' with 5 levels
  • Tweak basketball water movement
  • Tweak rugby movement
  • Various bugfixes
...

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