Swords 'n Magic and Stuff - Janna
Happy Friday, friends (although it's Saturday for a lot of you now)!

I come bearing gifts.



Michael has been hard at work finishing up Delver's Pass. If you haven't caught a stream in the past few weeks, you've missed out on a ton of awesome level design, AI, and secrets. I've been working on adding new items to the item database, doing some house decorating, and adding resources around this new zone. Official release for this zone is by October 15th.

Be sure to keep an eye out this week for a few streamers and youtubers exploring this new zone! We'll post about them on our Discord as they go live or post a video.

Before showing some more screenshots, we wanted to give you a short roadmap for what the rest of the year looks like! After the Delver's Pass update, we'll swiftly move into our Witch's Eve yearly content. Then we'll be releasing the dungeons and skill trees to some of the people that signed up to test this through our Discord (info was posted about previously). Depending on how that beta test goes, depends on the release to the public. It could be with Frostfall in December or shortly after. This means we'll have a ton of new content in the game come the new year!

But now, the moment you've been waiting for, screenshots with no context to get your imagination running!













See you all next week!

Janna & Michael
Kindred Games
Sep 13
Pixelpusher Playtest - axc_elnino
Bots
  • Cast psi-storm defensively on allies
  • Slightly improve overseer movement
  • Try to make bot difficult progression more similar to human skillprogression
Audio
  • Adjust vocorder music layers (for when allied or enemy flags are notat base)
  • Make flag score SFX a bit larger
Misc
  • Support IPv6
  • Reduce CPU usage of game logic by 20%
Bronana - Sparkgames
We regret to inform everyone that due to unforeseeable delays in Valve's review process, the "Bronana Playtest" originally scheduled to begin on September 14th has been postponed. We are currently expediting backend operations and have sent urgent communications to Valve customer service to ensure we obtain the necessary approvals as quickly as possible. The specific start time will be promptly communicated in our upcoming official announcement.

To express our apologies and appreciation for your understanding and patience, we have decided to extend the registration deadline for the Playtest to the day of the test itself. Please continue to follow our announcements. We are making every effort to meet with you as soon as possible.
Sep 13
Pixelpusher - axc_elnino
Bots
  • Cast psi-storm defensively on allies
  • Slightly improve overseer movement
  • Try to make bot difficult progression more similar to human skillprogression
Audio
  • Adjust vocorder music layers (for when allied or enemy flags are notat base)
  • Make flag score SFX a bit larger
Misc
  • Support IPv6
  • Reduce CPU usage of game logic by 20%
Age of Survival - SilkySullivan
0.05.4.2024 : Bug Fixes

- Fixed not being able to place objects on ceilings (2nd floors, etc)

The Apocalypse Sacrifice - pumpkin
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众筹传送门:https://zhongchou.modian.com/item/135238.html
感兴趣可以来看看呀,感谢大家的支持~

Caves of Qud - AlphaBeard
207.99
  • Added the rest of the activated ability descriptions.
  • Added several more descriptions for creatures and items, finishing a full pass.
  • Added icons to the pet selection menu during character creation
  • You may now cook with objects from adjacent cells (eg, open bodies of water).
  • Inanimate objects that are on fire or being attacked will no longer be too distracted to allow you to place objects on or in them.
  • Clicking on zone transition arrows now walks you to the edge of the screen instead of taking a single step.
  • The pet Frondzie now more reliably uses it's taunt whenever you are in combat.
  • Fixed the "NoCombat" tag used on various pets.
  • The pet Ercolano should be properly animated now.
  • The lairs of legendary girshling should now be populated with more girsh creatures rather than random creatures.
  • Added a verification step when saving the game to ensure it was written to disk correctly.
  • Gave decarbonizers turret bodies rather than hover robot bodies.
  • Fixed a bug that caused the Precognition vfx to get stuck or not wait until the zone was rendered before animating.
  • Fixed a bug that caused companions to have the incorrect water ritual liquid.
  • Fixed a bug that caused creature opinions to temporarily be ignored after a save was loaded.
  • Fixed a bug that caused multiple redundant popups to appear if your precognitive vision was about to run out after you already chose to return.
  • Fixed a bug that rarely caused you to die after choosing to return to the start of your precognitive vision.
  • Fixed a memory leak when choosing to not return to the start of your precognitive vision.
  • Fixed a bug that caused cloned abilities to never come off cooldown.
  • Fixed a bug that caused Ultra Fire to not have a cooldown.
  • Fixed a typo in the Empty the Clips activation message.
  • Fixed some typos in worldmap messages.
  • [modding] Added a 'clearcooldowns' wish that can be used in some cases to resolve issues with non-ticking cooldowns.
Sep 13
OOLO - dariakus
This is the first in a series of writeups about what, exactly, OOLO is all about.

If you grew up with video games in the 80s and 90s, chances are you ran across at least one isometric adventure game. In an age where most games were single screen 2D platformers, these games gave players a 3D world to explore from a fixed isometric camera angle.

The games had vast worlds to traverse, maps to draw, artifacts to collect, and even powerups to change how you interacted with and moved through that world. Instead of a panning camera, you could see the entirety of any one map room on the screen at once, and frequently each of these rooms became a sort of puzzle--how do I get to that door? How do I get to that potion?



It's a genre that has a dedicated fanbase, but not one that gets a tremendous amount of attention. Those games made the biggest impression on me as a young gamer, and that's why my own take on this is Riddle Master Production's first major game release!

Like several of the great isometric adventures from the 8-bit days, one of the guiding principles with OOLO was that the titular character wasn't a fighter or a powerful wizard, but more of someone who finds creative ways around his foes--or creative ways to use them to get to where he wants to go.



Also like those games there's a wide world to explore. The map stretches across over 400 rooms, filled with multiple wondrous environments. Here's just a glimpse of some of it:



As for when you can get your hands on it, the release is currently on track for early 2025. In addition, I'm preparing a free demo for you to try out that will be released this fall!



Next time we'll take a look at some of the "Quality of Life" features going into OOLO that make the genre more accessible to modern audiences.

Until next time!

Ben "dariakus" Brooks
War Thunder - Blitzkrieg Wulf


Welcome to the 137th War Thunder Steam Screenshot Competition!

Thanks for sharing your captures with us last week, they looked fantastic! This week brought the third major update of the year- Dance of Dragons. What is your favorite part of the latest update? The three most popular and three selected by us will get 300 GE. See the winners down below!

Let’s begin the 137th edition of our competition!

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen137. You have time until the 20th of September to submit your screenshot.

After that date, 6 winners will be selected (3 of which will be the highest rated by the community and 3 selected by our judges), each of which receive a reward of 300GE.

Terms:
  • Your screenshot must include a new vehicle included in “Dance of Dragons”, or on any of the reworked locations.
  • You must add the #WTscreen137 tag (title cannot have any other text in it).
  • Artists may only win by popular vote once per four screenshot competitions.
[/b]
  • Screenshots need to be compliant with the War Thunder rules.
  • You need to be the author of the screenshot.
  • Screenshot needs to be new. You cannot use those which have previously been published or used in other competitions.
  • We will only accept raw screenshots from the game. You cannot use any editing software nor any other visual enhancements (like Nvidia Ansel filters).
  • You can use filters and settings built into War Thunder.
  • You can use the replay functionality built into War Thunder.
  • Rewards will be delivered to the author's account within 14 working days.
  • [/list]

    And now, time for the winners of the competition’s 136th edition – Anti-Air!

    Winners selected via community votes:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3326846598
    https://steamcommunity.com/sharedfiles/filedetails/?id=3326803053
    https://steamcommunity.com/sharedfiles/filedetails/?id=3326608260

    Winners selected by our judges:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3326558400
    https://steamcommunity.com/sharedfiles/filedetails/?id=3330133026
    https://steamcommunity.com/sharedfiles/filedetails/?id=3328521824

    Each winner will get 300GE! Congratulations and see you next week!
    Sep 13
    FlipScapes - Erik
    New Level

    The pizzeria is now open, and the first level is available to enjoy. Each ingredient interacts uniquely, and clearing the plate is your key to victory!



    This is just a snack. And don't worry, the main course is on the way. More food-themed levels are currently in development and set to be released in the next update.

    New Difficulty Modes



    A major gameplay difference occurs between Normal and Hard mode. In Hard mode, you’ll be controlling the "Bar" between the flippers instead of having the jump ability. This leads to a very different gameplay experience. Log in to explore all the modes! Your feedback on this is highly valued.

    Level changes

    Most levels have received minor updates to ensure compatibility with the new difficulty options.

    Bug Fix & Technical

    • EOS SDK and bootstrapper have been updated to the newest version.
    • Steam Deck users won’t be prompted for Microsoft Visual C++ Runtime installation anymore.
    • Fixed an input delay bug affecting the flippers, cutting down a few milliseconds.
    ...