12:27pm
Ultimate JOI - Jester

NOTE: This update is very big, and changes some core mechanics!

IT IS HEAVILY RECOMMENDED THAT YOU MAKE A NEW SETTINGS PROFILE!

Regarding future updates:

The game is now in a state I am happy with, and while there are many things I would consider adding, I can't financially support myself enough to work on this game a lot at the moment. So there will be more updates, but they will be very in-frequent.

THAT BEING SAID, I have set up a patreon at https://www.patreon.com/c/UltimateJOIDev, and if we gain enough members I will be able to dedicate a lot more time to working on this game.

Members will get early access to any future updates, and will get to vote on what features are included in those updates (Once there are enough members to vote that is) Check it out :)

Changes:

- Overhauled the trigger system with the new TriggerTask system!

- Added a Metronome with configurable BPM to the bottom of the screen. The metronome will hide while the BPM is set to 0.

- Replaced "Round Difficulties" with "Round Types". (Note: Old settings will automatically convert difficulties to round types, which may cause unintended behavior. Resetting your settings is recommended.)

- Overhauled the settings quiz to a single page scrolling view including dropdown selections and sliders.

- Replaced the Insert Dropdown with a popup menu that contains categories and descriptions for variables and methods.

- Added the ability to push 'E' while in-game to 'Emergency Edge' which will temporarily pause the game and make all current trigger tasks disappear, reappearing later in the round.

- Added a new settings menu to edit and create trigger tasks.

- Added a copy / paste button for trigger tasks.

- Added the ability for tasks to follow up with other tasks instantly or after a certain time. Allowing for multi-step and status change tasks.

- Added the ability to assign different text options for a trigger task, with customizable weights to determine their probability of appearing.

- Added the ability for trigger tasks to adjust the Metronome's BPM while the task is on screen, and with an optional delay after it is completed.

- Added the ability to adjust the Metronome's BPM at the start of every round, and whenever a trigger occurs.

- Added the ability to hide or show the Metronome during the rolling phase of each round

- Added the variable \[METRONOME_BPM] to get the current BPM of the metronome.

- Added the variable "ConfirmTaskCompletion" which allows trigger tasks to either be time based, or confirmation based (With an optional time limit)

- Added the variable "TaskTime" which allows trigger tasks to adjust the content swap cooldown when they appear

- Added the variable "CooldownAfterTask" which allows trigger tasks to adjust the content swap cooldown after they are completed

- Added the variable "MinCompletions" which allows for trigger tasks to prevent a game over until they have appeared a certain amount of times

- Added the variable "MissedTriggerAdd", which adds a specified number of guaranteed tasks to the round if the initial task is not completed in time.

- Added the variable "IsLuckyTask" which allows trigger tasks to be considered "lucky" which will interact with the lucky rating in reverse, and become unaffected by the mercy / punish mechanics

- Added the variable "CanTriggerRoundModifier" which allows trigger tasks to prevent the round modifier from triggering at the same time as the task

- Added the variable "NextTaskOdds" which allows for trigger tasks to have a chance of being followed up by another task

- Added the variable "NextTaskDelay" which allows for the trigger tasks to delay the next task by a certain amount of time

- Added the variable \[ROUND_DIFFICULTY] to replace the old round difficulty system

- Added the variable "EmergencyEdgeCooldown" which allows you to modify how long the game pauses after an emergency edge

- Added the method 'TRIGGERS_APPEARED_SINCE({taskID}, {minutes})' which persists between games on the same settings profile

- Added the method 'TRIGGERS_COMPLETED_SINCE({taskID}, {minutes})' which persists between games on the same settings profile

- Added the method 'TRIGGERS_MISSED_SINCE({taskID}, {minutes})' which persists between games on the same settings profile

- Added the method 'GAMES_STARTED_SINCE({hours})' which persists between games on the same settings profile

- Added the method 'GAMES_WON_SINCE({hours})' which persists between games on the same settings profile

- Added the method 'GAMES_FAILED_SINCE({hours})' which persists between games on the same settings profile

- Added the method 'SECONDS_SINCE_TRIGGER_APPEARED({taskID})' which persists between games on the same settings profile

- Added the method 'SECONDS_SINCE_TRIGGER_COMPLETED({taskID})' which persists between games on the same settings profile

- Added the method 'SECONDS_SINCE_TRIGGER_MISSED({taskID})' which persists between games on the same settings profile

- Added the method 'MINUTES_SINCE_GAME_WON()' which persists between games on the same settings profile

- Added the method 'MINUTES_SINCE_GAME_FAILED()' which persists between games on the same settings profile

- Added the Variable \[EXPECTED_TRIGGERS] which represents the amount of triggers you should have completed to keep up with the Min Game Time

- Added the Variable \[ROUND_MODIFIERS_THIS_GAME] which represents the amount of Round Modifiers that have occured in the game

- Added, removed, or changed pretty much every preset value in the settings menu

- The variable "NoBonusConditionWeight" has been deleted, as setting "RoundModifierOdds" to 0 now has the same outcome.

- The variable "MaxBonusTriggerOdds" was replaced with "RoundModifierOdds"

- The variable "DisplayTriggerAndBonusOdds" was replaced with "DisplayTriggerOdds"

- The variable "DisplayBonusCondition" was replaced with "DisplayRoundModifierOdds"

- The variable "InstantEndConditionWeight" was replaced with "InstantEndRoundModifierWeight"

- The variable "HalveContentBonusConditionWeight" was replaced with "HalveContentRoundModifierWeight"

- The variable "ResetBonusConditionWeight" was replaced with "ResetRoundModifierWeight"

- The variable "DoubleContentBonusConditionWeight" was replaced with "DoubleContentRoundModifierWeight"

- The variable "RollTimeForBonusCondition" was replaced with "RollTimeForRoundModifier"

- The variable "BONUS_ODDS" was replaced with "ROUND_MODIFIER_ODDS"

- The variable "RAND_PER_BONUS" was replaced with "RAND_PER_ROUND_MODIFIER"

- The variable "RollTimeForRoundDifficulty" was replaced with "RollTimeForRoundType"

- Removed "Bonus Conditions" and replaced them with "Round Modifiers" which work in a similar way, but instead of being tied to a unique condition, they have a chance to occur during a trigger once per round.

- PunishLevel is now unique to each settings profile

- Altered the way PunishLevel is stored (this means your current punish level will be reset to 0)

- Removed all help videos and replaced them with slideshows, which are easier to update and maintain.

- GameDifficulty now displays as text instead of a number in the initial roll

- GameDifficulty now scales from 0 to 9 instead of 0 to 5

- Added default Edge riding tasks to the game

- Added default Faster! and Slower! tasks to the game

- Added default Stroke style tasks to the game (Hands used, area, toys)

- Added default Position tasks to the game (stand, sit, etc)

- Added default Anal tasks to the game (25% chance for the day to contain anal tasks by default)

- Added default Vibrator tasks to the game (25% chance for the game to contain vibrator tasks by default)

- Added default Stroke round type

- Added default Anal round type

- Added default Vibrator round type

- Added default Edge Ladder round type

- The quiz now saves previously set values so they can be easily adjusted.

- Added Logs folder for storing game logs

- Updated the descriptions of all Variables and methods

- Altered the appearance of trigger tasks in the game

- Added a button "Test Mode" which prevents the game from saving log data, hold CTRL down in the menu to use it

- The round difficulty and round types are now rolled at the same time

- Changed a lot of default values

- Altered some text and text sizes in the rolling phase

- OnlyDisplayStatsWhenCursorMoving now displays stats until the next content change, the same as the Flag buttons.

- TriggerOdds are now calculated just before a content change rather than just after

- Altered the size of text in some places to prevent overflow

- The info display box now appears in the pause screen

- Made the info display box invisible while there's a task active in the top-right

- Made the info display box adjust smoothly rather than instantly when text changes

- Adjusted the cooldown bar to be purely black

- Heavily optimized the game by only calculating variables when they are actually being used within a value expression

- Added a popup for new players if they click Play before modifying their settings profile, suggesting the settings quiz

- The game now opens with the last played settings profile automatically selected

- Removed the "MinTriggerCount" value, as it is now applied per task

- Removed some of the blacklisted variables for some value formulas

- Adjusted which values count as Advanced

- Changed the starting color of the menu to blue from yellow

- Adjusted the order that values appear in the settings

- Altered the screen layout system to provide better content layouts during the game

- Added more info to the debug button output in the pause menu

- Removed the 'How to play' video screen

- Removed some debug logging

- Removed "TestMode"

- Removed Hash file system for PunishLevel

- Removed some duplicate methods

- Removed some useless variables

- Fixed some spelling mistakes throughout the game

- Fixed a bug where pushing space would sometimes flag content, or mark the wrong trigger task as completed

- Fixed a bug where using '<=' in IIF methods did not work as intended

- Fixed a bug where not adding a 0 before a decimal in settings values resulted in the number being treated as a whole number (.x -> x)

- Fixed a bug where some values would not evaluate properly because of system language settings

12:26pm
ACROBATIC CAR - SkilledBird
Legitimate Space Corp Simulator LLC Playtest - Cool Guy 123

Playtest Update Ver. 85

Movie Upgrades:

    -The stockbot, M0v13 has a name suffix now to keep bots organized!

    -M0v13 has a new feature - A toggleable choice to pick up crates from the floor and put them on cargo shelves around the station.

    -M0v13's colors now indicate his stat in addition to his UI.

    -Each bot now has a suffix to their name to help keep track of the diff M0v13's better in a bigger station.

    -M0v13 has decided that recharging is beneath him and therefore is now nuclear powered.

Movie Bug Fixes:

    -The logic has been completely overhauled - no more stuttering or locking up when M0v13 doesn't know what to do :O

    -M0v13 UI component now updates correctly for each bot

    -He also works 24/7 again, imagine that!

   

Station Changes:

    -Pillars in cargo bay are now movable/destructible. Existing saves will find their pillars in the Fabricator (Soon!).

    -Cargo bay has had some clean up done to it (Floating plant removed, lights elevated slightly)

    -Lines are now dynamic - teleporter and shop lines can extend indefinitely & wrap around furniture/the station.

   

New Game Changes:

    -Tutorial now gives you a bet more cash to get started ordering your first shipment

    -Gas now fills much quicker

    -Fuel Tank Upgrades have been increased to allow for two additional fuel levels.

    -Shop Lines are now Infinite and Dynamic

    -Subtitle has outline

Bug Fixes:

    Teleporter Overflow text is solved

    Minimap displays airlock correctly

    Pillars now are nav obstacles for bots & NPC's

    Vending Machine is now a nav obstacle for NPC's

    Corrected blackjack rewarding incorrectly.

    Checkout employee should no longer get stuck when checking out customers.

    Posters in front of fuel depot should no longer have invalid wall offset/get stuck in walls when trying to move them.

12:21pm
Processor Dev Tycoon - Viytek

- An attempt has been made to solve the problem of processors not appearing in production (The latest produced processor is now automatically selected, Some people's computers still do not show processors in the window, but it is being worked on).

- Fixed the issue where the walls of other rooms were not deleted when rooms were deleted.

- Fixing common UI Bugs.

Stash: A Card Looter - Jowhee13

We’re excited to announce that Stash: A Card Looter is now officially available on macOS!
Our unique mix of card-battling, roguelike drafting, and asynchronous King battles is expanding to a whole new audience.

So whether you’re a long-time strategist or a curious newcomer, now’s the perfect time to jump into the wild world of Nyveris.

Join our growing Discord for strategy tips and balance discussions:

https://discord.gg/ywxEJFVPnJ

See you on the battlefield,

Screeps: World - artch

The long-awaited day has finally come — we’re thrilled to announce the Full Release of Screeps: Arena!

https://store.steampowered.com/app/1137320/Screeps_Arena/

We’ve been working hard on the game over the past few months. Now we have:

  • a fully functional ranked mode with rating points earned throughout each season and real Finals (playoff matches) at the end;

  • an engaging and well-developed crafting, inventory and Fame rewards system with many items;

  • a convenient test mode for your code that lets you accumulate test opponents and run them all simultaneously;

  • quality-of-life features such as running series of matches in every mode and tracking their progress in background from any game screen;

  • a stable, polished client that is much better optimized now and runs snappier even on modest office PCs.

We’re ready for launch and hope you’ll enjoy the game!

Rise & Fall - Online Digital Edition - Rise & Fall: Online

If you’d like to discover the game or just enjoy a fun evening, come and play with us on the official discord!

https://discord.com/events/1000721418222325860/1387180259337834677/1435342838169600000

It’s a great opportunity to ask questions, learn the rules if you’re new, or simply play a few relaxed games.

I’ll be there to guide you, explain the mechanics, and share a few tips if needed.

Looking forward to meet you,

Sylvain.

Death Harvest - kubas1129pl
Fixed features:
* Fix warehouse boss crash.
* Improve environmental hud markers.
* Add weather and time randomization for Boston hideout.
* Fix kicking players out of the shop space at the end of game.
* Improve weapon sound system for local player.
12:15pm
Ascend From Nine Mountains - Lyeeedar
Changes
  • The progenitor echoes now have 3 rounds of 100% damage reduction.

Bug Fixes
  • Fixed max barrier cap not being removed.

  • Fixed infinite loops in some triggers

Memories with You - N'ytu

Hey guys! Our new game Memories with You has finally been approved by Steam! It will be released this Friday! 😍😍😍

The game will contain:
  • 5 hot girls,

  • 11 fascinating stories,

  • 8 bed scenes,

  • 42 CG arts,

  • 4 plot endings,

  • 3 DLC's (will be released bit later),

Come celebrate release of Memories with You with us this Friday! We'll share more details and prepare a surprise, don't miss it! 😘😘😘

...

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