Success In Progress - Vince Masuka
With the demo being publishing on the upcoming weeks, we have had no other option than to make the game look better than ever!

The changes include:
- A new main menu!
- A new win menu!
- New graphics for the Ice Tomato
- New Screen Shake effects
- New Zoom effects
- Controller rumble when falling and splashing
- New sounds!
- So many bug fixes!
- So many more things I have forgotten already!
Micro Stream RPG - Bauske
Hey all! Bauske here.

Well... it's finally time! Micro Stream RPG releases Friday, May 16th at 12:00 pm EST! It's been a journey getting here, and as this is my first official game launch as an indie dev, I'm both incredibly excited and a bit nervous! Let's go over a couple things you can expect with this update and the release of the game.

First, why Early Access? Instead of waiting until I had all the dungeons added that I wanted for release, I decided to release Micro Stream RPG a little earlier to get it into the hands of more people. For starters, this helps me gauge how the game is going to run at a larger scale, which I'm crossing my fingers everything will go smoothly. Releasing as Early Access also gives me the opportunity to gather feedback from anyone who plays it. Feedback to how the game works, what people like and what they don't, etc. will have a big impact on how the game evolves going forward. I can't promise I can make every request come true, but if it's a possibility and something people want, you can be sure I'll strive to make it happen.

Second, what does this mean for the full release? I still plan on more dungeons, more enemies, more of everything. Those are all in the works. Currently the game features two main dungeons and a hold-over dungeon, and the next three dungeons are already being fleshed out and worked on. The biggest reason I hadn't worked on them before was all the coding and systems I had to put in place to get Micro Stream RPG working how I wanted. This build should mark the completion of all the main systems of the game, so now I'm free to work on additional content.

Third, there's something fun planned for the game as well. More information on that next Friday, May 23rd. If you purchase or play the game, keep an eye out for that!

I'm also planning on keeping in the Special Beta Badge until the game comes out of early access, so if you have yet to hit level 15 in the game, you've still got time to earn this limited-time badge!

But for now, let's see how everything goes! I'm gonna say it. I've never done this before, especially with an online, sorta-live-servicey-style game, so this is all pretty new territory to me. I have no idea what release is going to look like, what kind of scope to expect, what kind of issues we may encounter, but I promise I'm going to be doing my best to make sure it goes as smoothly as possible, and I ask for your patience if there are any hiccups along the way.

If you DO experience anything weird, any bugs, any crashes, anything that just seems odd, please let me know on the community boards, or by emailing me. The email address can be found on Micro Stream RPG's store page.

Okay with that all out of the way, let's get on to the changelog!

New features:

  • Added in functionality for events. Keep an eye out for these in the future!
  • Added in a short menu tutorial after the main tutorial to help introduce people on how to use the settings menu. This only appears the first time after the game is run and the main tutorial is finished.
  • Adjusted the game's speed down to normal during when a player finishes a dungeon or earns a badge to help highlight that player's achievement. The game will return to the speed set in the settings after the event finishes.

Adjustments:

  • Changed the wording in the menu from "Lock Abyss Entry" to "Dungeon Entry". This will hopefully make this function's purpose a little clearer.
  • Added total healing done to statistics.
  • Added in the badge sound effect when earning a normal dungeon badge.
  • Added in some protections to hopefully keep the game window from being placed outside the monitor space during screen resolution changes. This may not be perfect due to the sheer amount of multiple monitor configurations, but this will hopefully help the game window to not get lost outside monitor space. If you do experience the game starting but cannot find the game window, just press CTRL + W to recenter the game window at any time.
  • Spaced out the intro logo and the player badges at the beginning of each game so there's a little more space for the badges to breathe and be displayed.
  • Disabled backup data and settings restoration. This initially was put in place when Micro Stream RPG hosted all its data, including player progression, locally on the streamer's PC to prevent accidental wiping of player data. Since everything is hosted online now, there's not a huge need for this. If I can find a way to make it work in the future, I will restore it.

Bug fixes:

  • Fixed an issue where the wrong stage graphics would be displayed after running a connection test or replaying the tutorial from the Connection menu.
  • Fixed an issue where exporting statistics (CTRL + L) and exporting log files (enter the log with CTRL + E and press CTRL + S) would not export properly or at all.
  • Hopefully fixed an issue where sometimes when trying to refresh the streamer's chat authorization code the game would lock up and need to be restarted. If you experience the game regularly not connecting to chat or having to restart the game, please let me know.

~Bauske
Mars First Logistics - shapeshop
Hello,

It's been a little while since I've posted any big updates here, but we've been hard at work on update 5 which will come out on 8 June!

We'll also be participating in Frosty Games Fest on the same day and will be making an important announcement during the stream!

Catch it on Youtube or Twitch at these times:
  • Australia: 9am AEST | 8:30am ACDT | 7am AWST (June 8)
  • New Zealand: 11am NZST (June 8)
  • Japan: 8am JST (June 8)
  • USA: 4pm PDT | 7pm EDT (June 7)
  • UK: 12am BST (June 8)
Ian.
Escape from Hadrian's Wall - Mewnlight
Hi Everyone!

We're preparing for the first full release of our debut game - Escape from Hadrian's Wall!

With our launch in the next couple of months - the current Demo will go down on May 22nd. If you haven't played yet, get to it!

We will have a new-and-improved Demo shortly! Don't forget to Wishlist us to stay updated!

Thanks!
Jim
Starborne: Frontiers - Branx
Starting today, May 16th, and lasting the entire weekend, until May 18th
the legendary unit Frontline is guaranteed after 100 Specialist Beacons have been used for recruitment during this event.


Frontline: a Legendary Atlas Syndicate Electric Attacker
Frontline is a freshly reworked shield-focused brawler attacker and
first to show us what it means to be an Atlas Syndicate unit in the new age


Don't miss the chance to get your hands on this freshly revamped unit
Good luck, Commanders!
Bit Heroes Quest - Adrian
Patch Notes:
  • New PvP and Trials events have begun!
  • After the Trials event ends, get ready for a Gauntlet event until May 29th!
  • The Turkey Invasion event is here until May 22nd!
  • After the Turkey Invasion event ends, get ready for a Jammie Dimension Expedition event until May 29th!
Change Logs:
  • Fixed compression issues for Cicada and Dr. Huther on iOS
  • Q3-17-NWA's bonus now correctly deals Electric damage
  • Q3-17-NWA's bonus to Electric Damage changed to +15% (increased from +10%)
  • Q3-17 NWA now has 35.2% Power, 20.6% Stamina, and 39.2% Agility
  • Corrupt now stacks to a maximum of 4 (increased from 3)
  • Corrupt now reduces the highest resistance by 7.5% per stack (increased from 5%)
  • Fixed an issue where dead enemies were not properly counting towards loot, experience, etc.
Blush Blush - Sad Panda Studios

Hey Panda Peeps,

Did anyone else have hamsters when they were younger, and even though your mom said not to let them out of their cages, you did it anyway? And then the two of them immediately went at each other in a flurry of fur and fangs? And you just wound up helplessly watching them and wondering, “Are they… fighting?”

No? Just us?

Well, anyway, here’s a smexy pinup featuring Scale and Stirling, who may or may not be “fighting” in the hamster sense.

You can unlock it in your Memory Album by completing the Limited Time Event, on now! Just log in every day to collect those Daily Tokens, and this intriguing artwork will be yours to stare at as long as you wish!

We love you so hard,

The Pandas
4:57pm
Draft Day Sports: College Basketball 2025 - wolverinestudios
  • game will reprocess the preseason Top 25 after transfers
  • fixed issue where some D2 transfers were not getting new jersey numbers
  • changed revocation abilities on NIL offers
  • updated spellings of some hometowns
4:56pm
Card Survival: Fantasy Forest - Gwim
Hello everyone!

While we wait for the Trader Patch, which we are planning to release this Sunday (it's a big one), here's a continuation of the Q&A we posted last week!

As was the case last time, we have taken the liberty to shorten or merge together some questions in cases where it made sense to do so.


Q&A #2:


1) Sometimes I forget to take care of my plots and fields when I was busy doing something else, will I be able to pass these tasks to NPCs or tamed animals when you release them?

Yes. NPCs will be able to perform most in-game chores provided they're in good terms with you.
Some of the things they should be able to do are:
- Keep fields and gardens okay.
- Feed animals and keep areas clean.
- Gather wood and keep fires going.
- Forage, hunt and reset traps.
- Cook and keep containers stocked.

Animals can be put to work on mills and there are plans to make them work with plows for farming.


2) At what point will the NPC system be implemented?

NPCs will be implemented once the map is large enough and enough content has been introduced. Most likely once the following things are in place:
- Metalworking (copper, tin and iron)
- Automated Structures. (animal, water or wind powered)
- Most of the Mountains (northern map)
- Some of the Swamps (southern map)
- Some of the Forest (western map)


3) Is the interaction with NPCs purely functional, or is it an emotional with storyline involved?

NPCs serve both practical and emotional functions. Their interactions are not really scripted, but instead systemic.
Spending time with an NPC and having meaningful interactions with them regularly will increase their trust. NPCs whose trust gets high enough will be more likely to respond positively to your requests with this likelihood being determined by the amount of trust they have and how much they like the request based on their personality traits.

The dialog system allows you to, among other things:
- Influence their emotional state.
- Have them influence your own emotional state.
- Teach them skills.
- Learn skills from them (and blueprints).
- Ask them to do things.
- Have them ask you to do things.

Through this systems NPCs can be befriended and even made into romantic partners if their trust and their attraction to you is high enough.


4) How many NPCs are coming?

Our original plan was to have 2 main ones with a few extra minor ones. However, we eventually came to the decision to instead give players the power to create their own NPCs through a perk system, similar to the one they use for player characters.
Basically, this should give players the ability to create their own ideal partners, friends and even enemies.
Premade characters will sometimes come with some premade NPCs but otherwise we want to leave this to the player discretion.


5) May we get pets?

Yes. We want all animals in the game to be eventually befriendable. Anything from crows, to squirrels, wolves or bears. Animal companions will keep you company and help with some of your psychological needs. As we said in our previous Q&A however, wild animal pets will still be wild and retain a component of danger/skittishness/independence.


6) When will the new tools be introduced? When will copper tools be available? Is ironworking coming?

Copper tools will be introduced first, once we add the lake and the mountainous forest area. We're trying to prioritise this so I'm hoping it won't take too long.
After that we'll be introducing Tin when we add the mountain caves and basic mining.
Finally we'll be adding iron when we introduce some of the swamp areas.
Later in the game, once more tools and techs are available, we'll be introducing minable higher quality iron, steel, and additional metals (gold, silver and lead).


7) For longer range weapons, are we adding crossbows with greater lethality?

Yes. Crossbows are planned but will be quite advanced in the tech tree.


8) When will the map be built in game? Can I draw one on the cloth?

Later in development, once the map gets big enough. We first want to add at least some of the 3 main areas. :)
You will be able to craft parchment out of animal skins and use it for maps. We'll probably add paper too eventually.


9) When can we build roads?

They're relatively high in our priority list so we'll probably introduce them after the lake area is added in the relatively near future.
Roads in Fantasy forest will be better and more realistic than the ones in Tropical Island, connecting to specific areas and working in both directions.


10) Can you add wooden needles? I can't find any Partridges.

Yes, we will be adding wooden needles soon and metal ones once metalworking is added.
If you're having trouble finding partridges, consider checking the help section in the location cards, it usually describes which animals frequent the area. You can also make bone needles out of any animal bones too, like from badgers or foxes, you just need to break them with a stone first.


11) I want dam!

We hear you. This is on my list of things to research. I assume you want dams for irrigation and I'm sure we could add them.


12) Is it possible to have a co-op mode? I feel helpless to play the game alone.

Card Survival's format does not lend itself that well to multiplayer unfortunately. This is a request that appears every now and then, but we don't really see how to make it work in code or design, at least not in the short term. So unfortunately we can't promise anything for now.


13) When will you port the game to iOS? And Android?

We don't have a precise date yet. Probably at some point between the release of metallurgy and NPCs. We still feel the game needs to mature a bit before we can release it for mobile.


14) When the durability of metal tools depletes, can they be sharpened and reassembled like in CS:TI?

Metal tools will have both sharpness and durability. Sharpness will work just like in CS:TI with you being able to sharpen it whenever you want. Durability will take a long time to go down (usually years) and will require more proper repairs to fix or in some cases, recasting the piece.


15) When making alloys, does the blueprint provide a fixed ratio of combined materials, or do players mix them as they wish?

You can mix them as you wish. Different metal proportions will result in different sharpness, durability, weight, malleability and beauty. Adding some tin to copper for example will increase its sharpness, adding too much however will lower its durability by making it more brittle.


16) Will there be a more detailed butcher mechanism in the future?

Yes. I have plans for a system that should let you extract new things from carcasses, including:
- Blood.
- Sinew.
- Organs.
- Different Meat Cuts.
It's not that high in our prio list but we might push it up if people want it.


17) Will there be fantasy races added in the future?

Not directly. But we are planning to add enough perks that people should be able to create dwarven or elven characters, or even create their own new fantasy races if they so wish.
Here are some examples of some of the new fantasy perks in our list:
- Fur-covered skin: Helps with the cold but makes it harder to lose heat.
- Giant Sized: As in, as big as a bear. Makes you a lot stronger but increases your caloric needs considerably.
- Diminutive Sized: Very low caloric needs and great stealth but pretty bad at anything combat related.
- Claws: Gives you some new combat moves and lets you cut things with your hands.
- Bigfooted: Makes your feet wide, making it easier for you to walk on snow.


18) Will there be more interesting tiny details or Easter Eggs in the future? Like the captain and the time-counting marks in the rocks cave in CS:TI?

Yes, both from Tropical Island and Card Quest. Also, Weston is coming back of course. :)


19) Do you have any plans to expand breeding and planting?

We don't have plans to introduce a selective breeding/planting if that's what you mean, at least not at the moment. If enough people want it we could look into it but it's not currently planned.
There are some plans for traits passing on to offspring for human NPCs though, maybe we could potentially move that to at least some animals, but I'm not sure yet.


20) Will there be any upgrades for mud huts in the future? For example, upgrading from a mud hut to a stone house, etc...

Yes. There's going to many different types of structures you can build, and they can also be mixed together. For example you can have a mud room that leads to a stone one or a wooden one.
We will soon be releasing the Cabin structure, which will allow you to build rooms out of wood. These will be more comfortable and spacious, and accumulate cabin fever at a slower rate. Wooden rooms will also allow for the construction of two-story houses.
Some of the types we have planned are:
- Wooden Rooms: Better and more spacious than mud ones, support attics.
- Stilt Wooden Rooms: Immune to floods and therefore ideal for riverbanks and swamps.
- Attics: Can be build above wooden rooms.
- Stone Rooms: Like wooden ones but more durable and can allow for multiple story houses or be built underground.
- Balconies: We need to find a better name for these, but they're basically open rooms in multiple-story houses.


That's all for now. There's still more questions to answer and we're sure more will keep coming. We will keep releasing Q&As over time and answering all questions as we get the chance. :)

Se you all for the Trader patch!
PROJECT MIX - blackjack27304
We just made history. In less than an hour, we have reached USD $50K, our base goal!

We smashed that goal like NOTHING - this is literally unheard of for a VR game, definitely never happened to a VR anime game!!!

Thanks, everyone for your support - it's crazy and almost too much for me to process. This is truly a phenomenon.
What a relief that I can officially say the project won't have to get scrapped.

For those who weren't there, here's a time-lapse of it in action!!

There's still 30 days to go, let's smash some of those stretch goals too while we're at it! That was a dope launch party too.

If you missed it, here's a video: https://www.youtube.com/watch?v=ZOr10jtiqog

Here are the stretch goals coming up:


...

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