Directorate Novitiate - admin

Hey everyone, I thought I’d give you an inside view into what the Narrative Department does at Nesting.  

There’s not a lot of knowledge of what we do – a lot of people outside games think we’re simply “writers”, but it’s a lot more complicated than that. 

Sure, we write the game – but we design the players’ experience through the environment, lore, characters, interactions, and more. This means we write the cutscenes, the voice over you never think about (like the character grunts after being shot, running and out of breath, etc.), and also construct the bios of all of the characters and NPCs, name everyone, give them voices by writing their dialogue and reference notes for the voice actors and voice over director, write screenplay notes for the actors for cutscenes (it also helps the Animation and Art department, directors, and so on).  

We track all player choices, but also tie everything together – sort of like knitting a sweater out of a ball of yarn. We move around in time but have to keep the relationships and plot in mind, writing some content in the end game, but then revising mid-game content, before reviewing scripts for the beginning quests. 

Revisions are essential. We revise and edit a LOT of content as the game develops, it’s never a situation where we write something and leave it alone. Remember writing in school and having to revise your papers? It’s that, over and over and over again. For some, that might be torture – but for others, you polish something with every editorial pass. 

We also test out our content – playing the game and making sure the experience “hits” the way it should, that the moments are felt by the team (and hopefully later by you, the players!).  

When we go to record voice overs or performance capture for cinematics, Narrative is on hand as a full resource for the actors and directors – giving context to make the performances their best. It’s so important because with a branching storyline, the scripts can get incredibly confusing on paper (and digitally)! Subtle nuance in performance is essential to making your unique playthrough feel different than another. 

I love what I do. In Narrative, we pitch new ideas like quest lines, lore, and write the in-game texts and codex to unify the team’s creative vision. There’s always something more to do, another story breadcrumb, another line of dialogue.  

I love it! It’s really fun, but sometimes there’s also drudgery: 

Spreadsheets. 

I’d rather be forced to attend a thousand meetings that could have been an email than work in spreadsheets – but they’re a known evil.  

We need to organize data – from tracking relationships to dialogue choices, plot points, and more. 

So, I balance a lot of different tasks (with the occasional spreadsheet) to build the world, the characters, and everything in between! Tadaah! 

-Miranda 

Dragon Inn Playtest - fatih.s.urkmez
  • Bug fixes on Character Creation
  • NEW FEATURE: Now you can create enemy table tokens from premade tokens
Skyfear - telekrex

This month's update is focused on bug fixes and clean-up, so it's smaller than the last few. That said, there's some larger things that have progressed in the background that will come soon.

Here are some of the highlights that've been done since June:

  • Adjusted/improved position/scale of spine cosmetics

  • Adjusted/improved position of horn cosmetics

  • New option/feature: Input Feed on/off, on HUD - shows you a feed of what inputs are being pressed

  • Added some extra lighting around the player at all times

  • Fix an issue related to joining servers

  • Ability charge % added to the HUD under the same setting as Show MP/HP

  • New texture used for Grid environment

  • Fixed an issue where bots would sometimes not use the current sessions respawn timer value

  • Improved player class component loading

  • Fixed an issue where match feed would not display when bots spawn/respawn

  • Made the scoreboard slightly wider in-game

  • FOV interpolation slightly increased in speed overall, it just feels slightly better

  • Death Rune now emits actual environment light in addition to its glowing material

  • Magpoint radius increased from 2500 to 3000

  • Magpoint movement timer changed from 30 seconds to 60 seconds

  • Magpoint movement speed will now ramp slightly slower or faster depending on how far away it has to move

  • Magpoint will now choose from available spots within 13000 units, instead of all possible spots, so at most it can only move half or less across the map

  • Cloaking now correctly hides player 'shadow' when activated

  • Various volume adjustments to some UI sound elements

  • Various fixes to environment sounds such as splashing water, waterfalls

  • Varius fixes and to suggested/generated servers and their settings

  • Added Pterosaurs page to How to Play

  • Fixed a typo in the How to Play menu

  • Added details about Spores light beam color to its How to Play page

  • Fixed Experimental branch save data issues - Will now use your Main save but as read-only

  • Fixed various Cloak issues

  • Melee now correctly deactivates cloak ability

  • Firing is disabled when above 3000 units/s speed

  • Fixed geyser accelleration + firing bolts producing an absurd force

  • Added a forced hard limit on movement to 7000 units (although being above 3000 is already unnatural)

  • Fixed rolling and meleeing making it possible to flip upside down

  • Fixed emblem color not applying to leaderboard listings

See the full commit log here.

What's Next?

I would really like to continue working on stability, but there is also a handful of new things in the works, as you can see on the Roadmap. Several of these things I wanted done sooner, but I'm afraid I'm doing too many things at once, so I'll have to pick and choose and finish them one at a time over the next 2, 3, or 4 updates. If you would like to participate in discussion and influence development, consider joining the discord server.

See you on the Leaderboards!
- developer, telekrex

Argentum Online - Plus

\[Server]

Combat System Fix.

Author: JuanCruzRossa PR: #887

A fix has been applied to the Combat System. This update addresses detected issues and improves game stability.


\[NPCs]

Stone Golem (Marabel Dungeon) is now "Scarlath," a new Lich.

One "Stone Golem" NPC has been added to Map 141 (Veril Dungeon).

\[BALANCE]

The Cleric class has increased its Weapon Hit by 0.05 (0.85 >> 0.9).

\[SPELLS]

The "Elemental Lightning" spell has increased its minimum damage by 2 (76 >> 78) and now requires a Magic/Elven Flute to use.

The "Apocalypse" spell reduces its minimum damage by 2 points (93 >> 91).

The "Magic Cross" item required for Resurrection is renamed "Holy Earring" and is no longer craftable in Carpentry.

\[CARPENTRY]

The "Magic Cross," an item exclusive to the Cleric class and which grants 3% Magic Damage, has been added to the Carpentry system and is now available for purchase in T2 Magic.

The Braves - 腾蛇

Brave Ones!

Today at 22:00 UTC, we will be performing scheduled maintenance to update the game servers. The expected downtime is approximately 5 hours.

The game will be unavailable during this time. We apologize for the inconvenience and appreciate your understanding!

Soulstone Survivors - Game Smithing
Greetings, Void Hunters!

Today we come to you with the first post-release update for Soulstone Survivors, the Golden Burglar! This update is just the first of many! Sit tight, enjoy a nice cup of coffee and let's get into whats new!

New Legendary Weapons
You can now craft the Legendary Weapons for the Barbarian, Pyromancer, Hound Master and Spellblade! These are the first 4 coming to the game, with new powerful skills and synergies to be explored!





New Map - Tomb of the Sun God
Available in the Titan Hunt, explore the tomb and dig through its secrets, and defeat its ancient guardian...


New Titan - Midorahk, the Golden Burglar
Face this new powerful Titan and unlock new unique power ups that can elevate your builds to the next level!



Updated Visuals - Frozen Wastelands
A much needed face lift to bring this map more in line with our newer scenarios!


General improvements and fixes:
  • Subtitles are now localized into all languages, along with multiple fixes across the game;
  • Implemented a way to skip Titan Hunt cutscenes for Titan introductions and Void King scenes;
  • New map icons for all Void Fields maps;
  • Fixed an issue where the Skill Tree would show all nodes as “possible to upgrade” when you first open it, only being fixed after you try to purchase a node;
  • Added a slider to the Settings where you can control the opacity level of the minimap;
  • Fixed an issue where it would be possible to inspect the skills of your first weapon in the Blacksmith if you did not have any more weapons unlocked;
  • Fixed an issue where the game could become locked if you surrendered before opening the Primordial Portal in the Titan Hunt;
  • Fixed an issue where the sensitivy of the scrolling in the Mastery Runes UI was too quick;
  • Multiple performance fixes and adjustments across the game;
  • Fixed an issue where if you opened the Level Up Screen at a very specific time when going through a Titan Hunt portal would lead the game to be soft locked;
  • Fixed an issue where the Vial of Titan Blood would be transparent if you kept going without going to the Primordial Portal;
  • Fixed an issue where your minions would scale much more than intended in the Titan Hunt especially in higher difficulties;
  • Fixed an issue where most melee minions would scale less than intended with attack speed, and should now attack faster especially in late game scenarios;
  • Fixed an issue where the Swift Execution rune would give multiplicative bonus critical damage based on your movement speed, instead of additive, being way stronger than intended;
  • Fixed the minimap in the Netherworld which had a few details missing;
  • Fixed an issue where depending on your skills it would be impossible to destroy minerals and health crystals;
  • Fixed an issue where the Hound Master’s dogs would not receive buffs such as Radiance, Prowess, etc;
  • Elemental Power rune bonus is now multiplicative instead of additive, which was the intended effect;
  • Fixed an issue where the Chaos Golem description would not mention the Stun that your summons can cause;
  • Fixed an issue where a couple of the Legionnaire’s artifact powers were not applying the appropriate negative effects;
  • Chaos Stabilizer rune now grants 10 purity on Chaotic procs, up from 2;
  • Increased the rotation speed for most Titans;

We hope that you have been enjoying the game so far, and well... let's just say we are cooking a little surprise for you all in our next major update... so stay tunned, for there's still quite a bit coming, and as always, thank you so much for your amazing support!!



~ Soulstone Survivors team
11:05am
One Last Toast - Collederas [EN/ITA]

I have had the chance to look at footage of someone playing the game on Youtube! While delighted, I noticed a series of things I didn't really like.

So, here's a small update.

Gameplay
  • Zombie drop probability reduced to ~1%. They only drop pistol ammo and by the end of the game you will end with too much.

  • Repositioned shield-giver minions during final fight. Some were way too hard to hit.

Bug fixes
  • Kitchen elevator now allows you to dismount when taken to go up. It used to get stuck, locking you in the basement area until further progress was made.

  • Fixed studio map floor showing an area bigger than the actual room when highlighted on the map.

  • Allow to use up 6 keyboard shortcuts - 1 for each equippable weapon (it was limited to 3, causing some confusion when you'd collect more than 3).

Various
  • Added the Vault to the map. Used to be a generic "Storage".

Until the next time!

Ronny's Climb - Zephyrix
  • Fixed a bug where the Steam achievements for "The Tower of Trials" would not be granted
11:01am
Happy Door - steam

Hello, this is the Happy Door development team.

We realized that our previous videos alone might not have fully conveyed what Happy Door is, why you should explore this place, or why magic cannot be used, so we have prepared a video introducing Happy Door in a rule‑based horror manual format.

As for development updates, we are currently implementing the magic and combat systems in the game.

To give you a brief development update, we are currently implementing the magic and combat systems in the game, and the spell‑casting scene in the new trailer is one of those features.

We always welcome feedback, so please feel free to share your valuable thoughts.
Thank you!

9 Kings - Matt (Hooded Horse)
9 Kings is on sale at 35% off. 9 Kings is a fast-paced roguelike kingdom builder. Grow your empire and fight massive battles against powerful rival kings. Break the game with thousands of insane builds to become the King of Kings.



https://store.steampowered.com/app/2784470/9_Kings/
...

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