Cosmic Construct - SoaringMoon

Welcome to the week 47 devlog for Cosmic Construct. I am now very late on this one, so the upcoming "week" will be just a few days to catch up, and that still won't have it back on track. I'll get there. The steam page looks like it hasn't been updated in two weeks despite the last post being 8-9 days ago.

To follow the game's progress you can join me at:

Just like last week, and the week before. I am getting much if not all of the structure art done. Which will be happening for quite a bit, before I'll get back to coding the game features. This is my fault for making a game that requires so many assets.

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Structure Art (Finish Observatory, then Courthouse, Guild Hall, Treasury)

I did more work on the detail of the building, but I don't really like the whitespace (or I guess blackspace) areas. There is something about this I just can't translate in my head for some reason. No other building I've had this problem with. Anyway, its still not done. I need to finish animations for it.

The Observatory will generate research and an end game material.

The Courthouse was probably my favorite of the buildings to work on this week. It is modelled after a particular real world Courthouse, not exactly but close enough people could probably recognize it if they lived in the area. The justice statue was fun, though the copper looks a little like vines, which I've heard from a couple people, but that's because you can only do so much with contours.

The Courthouse is a pawn punishment and administration building.

The Guild Hall I believe is the game's largest wooden structure. The animations aren't quite finished yet, but it's mostly just cloth banners that need to be put on the outside.

The Guild Hall will share half the player's skill levels with the pawns of the settlement.

The Treasury didn't get finished, as it still needs detail and interior animations. I like the stonework, and its the shape of the US Treasury building. I just like its pillars.

The Treasury will store the currency so it doesn't take up storage space and displaya new UI feature that shows the settlement economy in real time.

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Dungeon Tiles

It's been a while since I've had unplanned work I've wanted to show off. Here I have been redrawing many of the titles from Dave's Mapper from a long list of various creators, to make them a little more standardized and add a grid to them. This should make them a little more useful for tabletop and printing. Making them all standardized.

I'll have this set of dungeon tiles available for free on itch, over the course of the next few months. Look out for that.

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This upcoming week will be very short, so I am going to relegate this time to importing some of the finished art into the game and make the buildings placeable, and get their structure icons into the build menu.

Import Buildings

Ad Mortem - SkiLlZz

It's been a long journey from 5 years ago with some concepts to the solid foundation we have now. Ad Mortem is constantly growing, and today is when we can make it even better. Our Kickstarter has launched, and the trailer gives you some lore snippets to get a feeling for the world we have created for you.

Kickstarter will allow us the ability to work full time on the development of Ad Mortem. In the upcoming days we will release another video, where we will devblog about Ad Mortem's mechanics. Our Kickstarter page will give you more insight into the world of Ad Mortem called Contrara. We have written down in-depth details of our features, mechanics, and goals. Various tiers with different rewards will be available for selection. These include alpha testing access, unique skins and rewards, and more, as well as the game upon release. Everyone at Head On Studios thanks you for your patience while we were working towards this point. It will only get better from here.

Kickstarter Page - https://www.kickstarter.com/projects/admortem/ad-mortem?ref=1wwj95

Minesweeper Together - anchikai
  • Fixed the uploader allowing you to upload a board theme or background without its type in the file name(s).

MISERY - Ytopia

Hello Survivors,

Over the last week, we have been releasing small hotfix patches, and today we released a patch with major bug fixes, quality-of-life improvements, and new content.

Thank you for your support, comments, suggestions, and reports. We read each and every comment and track all the complaints and requests. MISERY development is going strong, with the primary focus on fixes and performance optimization, and we are planning a big update for December with new mechanics and content. Meanwhile, we will be issuing regular small patches, fixing the nastiest issues, and adding nice little things here and there.

Also, thank you for so many amazing arts, videos, and screenshots —they give us a chuckle and help us survive these difficult times.

Here is what has changed since the release:

  1. New pack of furniture - almost two dozen new items to find in expeditions and bring back to your bunker, including new carpets!

  2. You can now attack and switch a flashlight on/off while running - it improves the experience a lot!

  3. You can now build on the lower level of your bunker

  4. Infinite jumping bombs bug fixed

  5. Artifact effects fixed - now they work in accordance with the description

  6. Tactical Helmet description fixed

  7. Corrupted saves issue fixed (or at least seriously improved!)

  8. Friends Only servers feature added! Now you can limit who can join your world to your Steam Friends and avoid griefers and trolls. Further improvements in server management (bans, etc.) are coming in future updates

  9. Gravity anomaly visibility improved. Now it is easier to avoid if you pay attention

  10. "Please Save" warning on exit added to prevent exiting without saving your world. Autosaves are WIP and will probably come in future updates

  11. Mouse sensitivity improved. The scale is now x2, so you can tune sensitivity more precisely

  12. Disconnect warning and confirmation added to prevent accidental disconnects

  13. Wall placement behind the Crematorium fixed, now you can build there

  14. Cabinets placement improved; now you can space them as you wish so your bunker looks neat.

  15. Garbage bags bug fixed

  16. ESC crash fixed. It was caused by a Windows microphone permission issue. However! There is another double ESC crash bug - it is not fixed yet, as it is rare, and we are still investigating.

  17. Voice Chat high-pitch sound bug fixed

What we are still working on and will fix with the highest priority:

  • FPS drops while jumping

  • Memory leak in long sessions

  • Double ESC crash bug and other Fatal Error incidents

  • Desyncs are not yet completely eliminated, but we have made good progress on this

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Besides that, about 50 fixes and improvements are on our task list, and as we read through your comments, we add more. All that + everything we stated in the roadmap, so stay tuned!

If you are enjoying MISERY, please leave your review on Steam! It really helps and motivates us to move forward in development.

Thank you again for your incredible support and bravery in the Zone.

Za Zaslavie!

3:52pm
Elevation Tower Defense - Aaron Anderson
V1.1 Release - Introducing the Dark Lands! Every play is a unique map, so watch out - its never the same level twice!
SpaceCorp: 2025-2300AD - GxM42

SpaceCorp: Ventures has been released! Get it at 40% off during launch week!

VR Hentai Lesbians SEX - CANDY GAME

The first weekend with VR Hentai Lesbian SEX is behind us!

If you haven't had the chance yet, check out our title and immerse yourself in a limitless world, created for your pleasure.

We want to sincerely thank all our players for the game's very positive reception and all the feedback so far.

Thanks!

Red Hub VR Team

3:47pm
Shattered Echoes Playtest - Brian P
- Visual UX changes/improvements
- A couple skills reworked / added
Captain of Industry - steamdev

Hi everyone, after a short break, Captain Marek reports for duty. This time with some highly anticipated news regarding our next major Update!

In short, Update 4 is coming and it will bring bridges, amphibious vehicles, tier 2 trains, and more. For more details, read the full announcement here:

https://www.captain-of-industry.com/post/cd-51

Bullet Force - lucas
- Added new "ADS Field of View" option which scales FOV in ADS if you have a non-default FOV option
- Fixed ironsights on RPG
- Fixed disabling HUD where some UI elements would still show
- Fixed bug with kill log going away when spectating
...

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