Jul 2, 2023
Haunted: Attack of the Dead Men - GameBeast
Hello everyone!

Welcome to the ninth development update for Haunted: Attack of the Dead Men. This update will be longer than usual as I have quite a lot to cover - first there is the new boss fight, and second is some news about the demo which will get a bit technical. Without further ado, lets begin!

Map 09 - Necromancer's Temple

So, the boss fight. I've been mentioning this for the past few months so now its time to reveal who I've chosen for you to fight. We have a bit of a problem though - the man I've chosen for the job will make no sense to anyone without first revealing who he works for - that is, I need to spoil the final boss as well. If you don't like spoilers, don't worry - you can still enjoy this month's preview video (a longer one too!) without too many spoilers, but you will probably have no idea who I'm fighting in the video.

Anyway, with that out of the way, who is our main man? Who is behind all these resurrections? Well, there could only really be one man who fits the bill...

Grigori Rasputin.

Did you manage to guess him? I probably left too large a clue on the store page, but it was too perfect a fit to pass up. Who better to serve as the mastermind behind a bunch of Russians coming back from the dead than the man who wouldn't die?

So now we know who the main antagonist is. But he is not the subject of today's update. Knowing who the final boss was, I needed to find a right-hand-man for him, a protege of sorts. This was very likely to be a member of the Russian royal family, given the close relationship they had with him. After doing some digging, I (again) found the perfect fit:

Grand Duke Peter Nikolaevich of Russia.

Here's a picture of him, which I used as a reference to make his sprites. Unfortunately spoiler tags don't work well with images.

So who is this random Russian prince? What a strange choice right? Well, if you decide to read his Wikipedia page (which I linked above), you'll easily spot why. Turns out he was part of a cult called "The Black Peril", who introduced Rasputin to Tsar Nicholas II and was very likely close friends with the guy, seeing as the two were making plots to gain influence and the like. Oh, and his house was even described as "the central point of the powers of evil". What's not to like?

So we have an occultist, known for being evil, and he was best mates with the main villain of the game. What's he actually like to fight? Well, here's a video for you.



Wait, what's going on here? There are undead Germans, in a game that's supposed to be about undead Russians? What's this madness all about!?

These guys are actually the last two (non-boss) enemies you will encounter, which I teased a while back in Development Update #7. Expect to see them pop up in the last five levels as well.

Anyway, you can see from the video that this fight was quite difficult. I died twice before I finally managed to beat him, and this was on medium difficulty! Granted, I did make the game harder for myself by enabling the "pistol start" option (so I couldn't carry over weapons, ammo, health and armour from the previous level), and I didn't want to spoil the secrets either. That second point is why I played on medium difficulty - I intentionally made it very difficult, to almost impossible, to beat the fight on the harder difficulties without at least finding a few of the secrets.

If you want some more advice on how to beat it, pay close attention to the guys throwing grenades at you. They are usually what killed me during testing. Oh, and if you can, try to hit the German enemies from behind. They are both carrying highly explosive items on their backs and you can blow them up this way!

Demo Progress Report

Well, that was the boss fight, now for the technical part of this update. If you're not so interested in the details, the TL:DR is that I was planning a big 1.3 update but this could take weeks or months before it is ready, so enjoy a 1.2.1 bugfix update in a few days instead.

So, I have some important news regarding the demo - over the past few weeks I have been working hard to upgrade the engine from Godot 3.5 to Godot 4.1. This is a major change that has broken a lot of things, but it was always my intention to do this as the benefits far outweighed the risks. However, while most things are working again, it has unfortunately not gone totally smoothly and there is one significant issue which will delay my planned 1.3 update.

What is that issue? Well, it's a pretty major one, it's the physics engine. With the upgrade to Godot 4.1, the engine has switched from using the Bullet physics engine to the in-house GodotPhysics engine. This, unfortunately, is not working very well in 3D currently, and I don't seem to be the only one having issues with it. You may have noticed some of these issues in the video of the boss fight - I recorded the video using the Godot 4 build of the game, and you can see both myself and enemies sometimes getting stuck on bits of the terrain which is far from ideal. A more alarming issue I've had is that collisions with ceilings don't seem to be working properly, so you can just jump straight through them.

Obviously, the 1.3 update cannot be released when the physics are in this state, so I will hold off on it for now. The good news is that there may be a solution to it, but I have to be a bit patient - there is a third-party plugin providing the Jolt physics engine, which has been well-received as far as I can tell so I would like to try it. It doesn't work with Godot 4.1 just yet, but it is still in active development so hopefully that will come soon. Regardless, it could take weeks, or (worst case) even months for the 1.3 update to become stable, so I will be releasing a 1.2.1 update in a few days time containing some bug fixes and other small improvements that I had intended to include in 1.3.

So, you might be wondering, if everything is horribly broken with Godot 4, why do I still say the benefits outweighed the risks? Well, I have a few more screenshots of the Godot 4 build of the game to satisfy your curiosity.


I've waited a long time for these decal blood effects...















As you can see, there are some interesting new visual effects coming up. First, there is the fancy new volumetric fog, which I think makes it look much more like chlorine gas just rolled over Osowiec (like it should do). Second, I am working on making the blood effects more gory with decals, which are another new feature in Godot 4. Outside of the new eye-candy, there are several other reasons. Performance is much improved with the new Vulkan renderer, and it has provided a good opportunity to clean up old code and make use of new systems to optimise the game a bit better. Plus, Godot 4 will continue to be supported much longer than Godot 3, which will help with stability and performance as well in future.

Anyway, that was another long update. Next month will be even more technical, as I will go into a bit more detail about the upgrade process to Godot 4 and the various systems that have been tweaked and reworked. Until then, stay tuned, and thanks for reading!
The Legend of Gandar II - jeddead
Lisa & Ben accidentally find the tomb of Alexander I and encounter mysterious creatures.
Will they find out what's going on there?
The tomb is west of Kabunek Castle.

Features

• Route 10 added
• Added 2x new Npc
• Added new dungeon
• Added new soundtrack
• Added 2x new skills (Fire Breath, Elemental Attack).
• 4x new enemies 8!x boss of them) Added
• Images edited on Steam

Fixes

• Troll lair made easier
• Exp edited
• Checked spelling
[Neolithic]To the End - orochi2k
English
############Content################
[Lost in the Sand]Story continues. (Finished the "KILL" ending of the stories in the Black Pyramid. Variable -> 1300)
[Lost in the Sand]In the "KILL" ending, your relationships with others will change according to whether they support your decision.
[Lost in the Sand]In the "KILL" ending, you can no longer go back to the otherworldy Egypt areas. Butterfly Wings can no longer find a way to go to "Somewhere in Between."
[Lost in the Sand]In the "KILL" ending, Harold is back in the Safehouse. (You can develop relationships with him. You can learn skills from him. But, you are not yet able to recruit him. He needs some time to adjust.)
[Lost in the Sand]Additional content if you bring Alicia with you for the "KILL" ending.
[Lost in the Sand]Dialogs are different if you previously allied with the Illuminati.
简体中文
############Content################
【迷失于沙粒中】故事继续。(黑暗金字塔剧情的【杀】路线完成。变量达到1300)
【迷失于沙粒中】在【杀】结局之后,你和其它人员或组织的关系会根据他们是否支持你的决定发生改变。
【迷失于沙粒中】在【杀】结局之后,你无法在返回异世界埃及的区域。蝴蝶之翼也无法找到前往【世界之中的某处】的道路。
【迷失于沙粒中】在【杀】结局之后,哈罗德会回到安全屋。(你可以继续发展和他的关系。从他那里学习技能。但是,目前仍然还无法招募他加入你的队伍。他需要一些时间调整状态。)
【迷失于沙粒中】如果队伍里有艾丽西亚,那么在【杀】结局中会有额外内容。
【迷失于沙粒中】如果此前选择的盟友是光照派,则这段剧情的对话会有变化。

Latest news from Ukraine/乌克兰小剧场
https://controlc.com/55c173e2
Jul 2, 2023
Planetation - Mighty
Changes
  • Fix crash when building the Wood Post
  • Add Pour action to the Jerrycan
  • Improve initial discoverability of Tractormech crafting
  • Fix Farm Plots picking up items dropped inside of them
  • Fix the Tractormech being able to jump while broken
  • Fix Iron Geneseed and Iron Servo quests not completing when you receive the associated item
  • Fix Iron Geneseed item attributes not appearing on their tooltip
  • Add cosmetic lid to Composter
Jul 2, 2023
Community Announcements - Dobermann
- Fixes an issue with online games
- Fixes an issue with vehicle physics
- Bug fixes and other improvements
Jul 2, 2023
Sky Haven Tycoon - Airport Simulator - mr.gmg
Version 1.1.2.305

* Improvements
- hide on-demand flights panel when night flights are not researched
The Game of Annie 安妮的游戏 - potentknight
Work content report 2023-07-02
At present, the effect of the corpse tide test is better than imagined, and the number of AI is gradually increased
A lot of optimizations have been found in the past few days, and a new mode of corpse tide survival adjustment is being developed
After the battle is optimized, the optimized content will be updated first, and the new game mode will take some time to develop
Thank you all for your support! I'll try!

Jul 2, 2023
Bladesong Playtest - Daerst
* Fixed: Crash when switching materials with Q/E or Ctrl+Mousewheel
The Moonflower (Alpha) - Nocc
Hello everyone, we wanted to inform you that we managed to finish the game and it will be available soon🥳

however, we would like to remind everyone of one important thing, that is that the game will be experimental, this means that there will be many bugs both in the graphics and in the Gameplay so we will do our best to fix them all before releasing important patches, we will be grateful from everyone if you see bugs report them to us on our discord server so that we can fix them as soon as possible, a small step for you, a huge one for our team, and don't forget the Moonflower, he can't wait to play 🌕🌻

One more quick thing, the game won't be available on July 3rd exactly at midnight but it can also delay a few hours or even a few days, because the build always has to be approved, so we kindly ask you to wait :D.

Thank you.
Jul 2, 2023
Blightlands Blacksmith - Skald Software
Patch v1.26

Changes
  • The player will no longer collide with small interact-able physics objects. These include ore chunks (no more tap dancing while mining), weapons and weapon components, mine picks, and shards. You can still pick up, drop, swing, and use them the same way as before. A little less realistic, a lot less annoying.
  • Adjusted the way weapon damage is calculated by the legion to assist player progress. Depending on the save loaded, some players may find that they now have access to the rune-carving table.
  • Moved a bench that NPCs would occasionally get stuck on while leaving the tavern.
  • Blocked a path NPCs would occasionally take around the back of the map (no player access)
...