长路江湖 - 九州群芳 - tangxiaoxi666
收到很多老板们的反馈意见,关于时间限制、掉落概率、赚钱困难等等的问题;
这些问题城市悬赏系统完成后将会得到解决,悬赏任务奖励包括:城市下所有路径敌人神品道具掉落概率提升、路径下所有敌人闪避永久下降、增加BOSS挑战次数5-15次、材料10-50个不等、各种花、黑市刷新令、虚空之手、重置丹药、金钱等等,所有当前的需求都会得到补充满足;包括马上就添加的战斗倍速功能。
这里统一告知给各位老板,请稍等几天,感谢大家。
Potato Arena: Multiplayer Prologue - ErikGames
Currently, only one lobby can be created in multiplayer. We are aware of this problem. We will update and fix this problem as soon as possible.
Jan 8, 2024
BAMG2023 - 类子哥
Being scolded again, it's still very unpleasant to hear. I gritted my head and fixed the bug he mentioned, but my level is indeed limited
Jan 8, 2024
Legends of Astravia - studioalemni
Hello everyone,

2023 has finally come to an end. I'll admit, I began writing this developer's log thinking I'd only have a couple of bullet points for the game's development and progress. However, it turns out this year has been a very productive one, and just because the game isn't done yet doesn't mean amazing progress wasn't made.

My resolution is to be more kind to myself as an independent developer, and understand that the project is not funded and that I am working on it entirely in my spare time. With that in mind, and looking just how much we got done this year, I think the project is doing pretty darn good!

This devlog is a lengthy summary broken into three parts: December's development progress, a summary of the entire year, and plans / announcements for 2024.

Buckle up, because this is a long one!

December Developer's Log
December went well, likely due to the holidays and the significant amount of time off that came with them (a bit of a backwards concept, I admit). Here are some of the quantifiable accomplishments for the month:

Finished all of the map layout changes for the new demo
After readjusting the story, some of the core elements of the demo from 2022 will still be in place in the new demo. The order of events has changed a bit though, and as such, so did some of the maps. I actually worked out this initial layout on a piece of scrap paper ahead of reconnecting all of the maps:



The demo is thus playable from start to finish, with just some of the important bits missing. Some new maps were also added, and one was brought back from the dead, which some of you elder fans that have been here since the beginning of time may recognize:



Integrated all dialogue for the new demo
Since the first draft of dialogue for the first act was done and the map layout in place, I was able to get all of the dialogue actually integrated into the game for the new demo. This is relatively close to final and will only need a few more passes of editing.



A fun side-note; I do all of my initial dialogue writing in Google Sheets, using a pretty fancy setup that fills in the face graphics and text for me. That way I have a good idea of what everything looks like before I have to muck around in the editor. Pretty cool, (I think?!):



Updated essence and shop menus
The shop menu hasn't been touched since 2020 (woah!), so it needed some attention. I reworked the layout and flow so it was a lot prettier and a lot less clunky to use. I also gave the essence menu a few updates, improving several UX issues reported in 2022's demo:



At the same time, I also made some much-needed backend improvements to windows and menus in general that should make adding, updating, and revising new menus in the future easier.

Squashed even more bugs
Bug-hunting is a never-ending battle, but there were quite a few issues that were present in the game's 2022 demo that I was able to finally address.




I should point out that these efforts in December were all related to my attempt to bring the demo back for Steam's February NextFest as previously discussed. However, after some thought, I decided that doing so would be cutting it too close, and wouldn't give me enough time to ensure the game is as polished as it can be.

The new demo will absolutely launch in 2024, as discussed more below. But unfortunately it will not be during the Steam NextFest in a few weeks.

2023 in Summary
It's easy to get overwhelmed by the idea that "nothing was accomplished" when you spend an entire year on a game and don't have a releasable product to show for it. However, looking back, this was probably one of the best years for Legends of Astravia, as it felt like it lead to some much needed improvements to the game's development operations, brand, and roadmap.

Fangsoft joined Studio Alemni and helped massively with development
Fangsoft has been an incredible help this year, and without her, I probably wouldn't have been able to get the game's development back on track. She helped me get the project reorganized and set more concrete goals that inevitably lead to all of the great progress we made this year.

Completed several passes through the entire game, start to finish
Even though there haven't been a lot of visual updates, Legends of Astravia's first part is in a sense, playable from start to finish. We completed several passes through the game to integrate map layouts, item placement, environmental effects and sound.

Made numerous development tools to speed up the game's production
This was the year where I really honed my scripting abilities, employing what I've learned over the years to ensure I am working "smarter, not harder".

I made a lot of cool stuff, honestly to the point of forgetting just how much I did:
- Made a generator that takes a list of filenames and generates placeholder image files for each of them
- Made a global transition system for all of the maps in the game, for both a smoother development and gameplay
- Made a system to initialize and assign special data--including color and lighting information--to maps, eliminating the need for manually eventing each one
- Created various in-game debugging tools, including a dedicated scene for testing and constructing battle sequences
- Changed how data is loaded into the game to permit custom attributes and lightning-fast game content editing
- Documented all of the game's custom functions and attributes
- Made a spreadsheet tool for fast templating and editing of dialogue exactly as it shows up in-game
- Made a "grid-system" for window layouts to make constructing new game menus easier
- Reorganized and cleaned up a good chunk of the game's code base

These things will continue to relieve some of the burden of being a solo dev, and will help get the entire game to the finish line.

Updated the Studio Alemni website
The Studio Alemni website got a makeover, which I designed and implemented myself. I think it's easy to miss how big of an improvement this was, as the old website was slow and hard to navigate. This also cut the time it took for me to write my monthly devlogs in half, which freed up some more time for development.

Finalized the game's story
Legends of Astravia's story has been the biggest crux with regards to development. It has been changed, modified, rewritten and reworked so much, which has ultimately resulted in so many revisions to the final playable game.

With Fang's help, we finally locked it in this year, and for the first time in the several years of working on the project, I'm finally satisfied with the story is and where it is going. A lot of it required returning to my roots and remembering the "why".

I try to remain humble, but I think the story is one of Legends of Astravia's stronger points. I really hope everyone will enjoy what we've come up with.

Made the game visuals feel less like "RPG Maker" and more like "Astravia"
While the initial venture into this was done in November 2022, a lot of the work was done this year. When the demo in 2022 launched, a big point of contention was it's "RPG Maker Default Graphics".

I found myself often demotivated and unwilling to work on the project knowing that many people would be immediately turned off by the game's visuals. So switching to something that aligned the game with it's classic feel was a huge confidence boost, and really helped move things forward.

Additionally, I was able to secure more confidence in my art skills by replacing the character graphics with my own artwork. Legends of Astravia feels like it's own thing now, and I just think that's pretty cool.

Plans for 2024
Part 1 (of 2!)
While the work in 2023 ultimately didn't result in the release of the first part of the game, I'm very pleased to announce that Legends of Astravia will be delivered in two parts instead of the originally announced three. This means less waiting for the "complete" saga (complete in quotes here, because the first part will absolutely be a complete game!).

How this will work mechanically is yet to be decided (DLC vs two full game releases), but plans will become more concrete with the re-release of the demo in the summer.

Demo return (Steam NextFest)
Speaking of which, the demo will indeed make its comeback this year during the next NextFest. An official announcement will be made sometime in March, and beta testing will begin soon. If you're interested in helping test the game and iron out issues, you can join the Discord server to get involved!

Get the game back on the map
Legends of Astravia was doing reasonably well from a marketing and interest standpoint at two points during its development: the first demo in 2018, and the second demo in 2022. It seems when people get to play the game, news about it travels. Go figure!

In the year and a half that I've been working on the game since it's demo in 2022, interest in the game has naturally waned a bit. I've also had significant difficulty maintaining a consistent marketing campaign on social media sites such as Twitter, Tumblr, etc.

Besides just the demo launch, I'd like to revive some of that interest through more consistent visual updates on social media, trailers, and content creator outreach. I hope that more people will become aware of the game, especially those who it is really catered towards.

Part 1's release (Attempt #2!)
This one is tentative. Delaying the game's release over the years has been discouraging, but I also need to remain realistic with my schedule. I'd like to have a holiday launch, but otherwise, the plan for Legends of Astravia is to launch in Q1 of 2025.




I hope this developer's log renews confidence for those of you who have been patiently waiting for release news. It means so much to have so many people interested in the project and checking in, especially as a small developer who can only work on the project part-time.

It's been a long time, but I do see the finish line on the horizon. Here's to a productive and successful 2024!

Thank you,

-Jaiden
The Game of Annie 安妮的游戏 - potentknight
Updated and optimized 2024-01-08
1. The special effects object pool has increased the optimization of large explosion effects
2. Adjusted the lighting effects of Incendiary bombs
3. Incendiary effects optimization was added to the special effects object pool
4. The bullet object pool has been optimized with Incendiary bombs
5. Fixed the automatic hiding of panties under bunny costumes
6. Fixed the problem that there was no door opening on the third floor of the workshop
7. Remove decorative plants from the factory map
8. Optimized the AI path of the forest survival map




Thank you very much for your feedback, I found some problems and mistakes in the design of the map and made timely adjustments.
The Capture mode currently under development will have more new gameplay, such as saving people, escorting people, destroying missions, capturing missions, and more
The new game mode is still under development, have a good day
Space Haven - aksel_bugbyte

Greetings, Spacefarer!

We have decided to take a different approach with the upcoming Alpha 18 Update and release an early unstable version of the update for testing.

We have added a new special branch for this, which will allow you to access this new update right away if you want to see how the new update is looking. Keep in mind this branch will have an early version that still has some missing assets, incomplete translations and is more than likely to crash at times!

This version is even earlier than an experimental branch build.

Space Haven Alpha 18 is now available to play in the Unstable (Work-in-Progress) branch. As a reminder, the update process is as follows:

  1. A new Update is first available in the Unstable/Experimental Branches.
  2. Players, who do not mind playing a more unstable version, will first want to test the new update.
  3. Once the Unstable/Experimental versions of the new update build looks solid and stable enough we will push it out officially to all players!
NOTE! Joining Unstable/Experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

Please do not join the Unstable/Experimental branches if you don't want to risk breaking your save or have the game break on you in midst of play! If you want to play a more stable version please wait for the official release of the update.

Here is how you join the Unstable Branch:

  • Open Steam Library
  • Right click Space Haven
  • Select Properties
  • Go to tab 'Betas' at the top.
  • Select 'unstable_work_in_progress' in the drop-down.
To see what has been added, check the in-game patch notes.

Giving Feedback



Please give your feedback in the experimental branch forum. Link below:

https://steamcommunity.com/app/979110/discussions/5/


Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)

What's New in Alpha 18 Unstable Branch

A New Starmap

A new starmap with new features such as faction intentions, interstellar events, more missions and the addition of fog of war.

We've built upon the starmap once before during early access, which in our mind was a clear step in the right direction. However, as a lot of feedback has stated the early and mid game of the Starmap has been enjoyable but once the player has reached a certain point the content has not been able to provide excitement to the same degree.

Ultimately, our goal would be to pack the content of the game in an experience that would make the experience more giving from the beginning to the end. We are working on building a new starmap, with more opportunities to present the player with events and with the content of the game packaged in way that gives more more meaning to the progression of the game.

At the same time we have to remember that the game is also very much a sandbox type of game, and we want to keep the possibility for the player to play in such a way if that is what they desire.

Faction Intentions

The starmap becomes more alive with factions having their own intentions.

Our current idea is to try to create a little bit of life to the starmap, and not have it be entirely static. As a step towards making the starmap a little bit more alive we've thought of a concept of faction intentions.

You will be presented with so called faction intentions, where a faction has some intention to carry out an action in the starmap and you can choose to support them or ignore it.

Interstellar events

Traveling in hyperspace may present you with new encounters, from groups having their ship broken down to enemies wanting to ambush your fleet.

Inspired by the map traveling in Fallout 2 we've implemented a new feature that makes it possible to encounter events mid hyperspace jumps.


Each interstellar hyperlane may have 1 or more events available to discover.

Enemies may catch up to you if you roam the galaxy and get on their wrong side.

The purpose of this feature is that it makes it possible to generate events which the player can encounter free from having them tied to certain sectors and NPC movement in the starmap. These can be distress beacons from ships breaking down mid hyperspace jumps but also groups that are on the hunt to take the player down due to their actions.

This system should work well as a way to generate more events for the player to encounter in the future. It gives us more freedom to generate more in addition to all the events already happening within star systems and sectors.

More Missions

We are adding some more missions, which can be accepted directly in the starmap

We are building upon the missions system and adding some more missions, which can be directly accepted from the starmap. These may work together with faction intentions, giving more variety to the types of missions that factions offer to you as the player.

Fog of War
To add to the exploration feel the starmap will have fog of war and only reveal the next destinations.

Previously the whole starmap has been visible from the start. In the new iteration we want to try having a fog of war hiding all but the next available star systems through hyperspace jumps. With this we would like to add more of the exploration feel to the game.

A Comprehensive Sectionalized Tutorial

Introducing Sheridan! A leader of the Haven Foundation guiding new players to become experienced Spacefarers.

Up until this point Space Haven has not had a traditional tutorial. Meaning a fail safe introduction to the game along with lots of information.

Space Haven has only had scenario hints, guiding the player to a hyperspace capable ship. While these work to some degree and we aim to keep them (As an optional help), the feedback we've received has shown that we need to create a proper tutorial for the game.

We have decided to address this issue and we've created a tutorial, which will introduce the player to the game in a comprehensive way. We've also created a character by the name of Sheridan to guide the player on becoming a true Spacefarer! (Sheridan is inspired by a tv-series. =) )


The tutorial is sectionalized allowing the player to revisit any topic that they want to learn more about.

There are a few main points we want the tutorial to fulfill:
  1. The tutorial is optional - The player will be able to skip the tutorial and jump straight in, using only the scenario objective hints as before.
  2. The tutorial gives a sense of progression - For many the tutorial will be the first experience with the game and so we wanted the player to feel like the ship they are building is their own, and that the tutorial has some progression to it.
  3. The player can revisit any topic as they wish - We wanted to make it possible for the player to revisit different parts of the tutorial in case they felt like they missed something.

Sheridan explaining what the Recycler is for.

We felt it is important to give the player the feeling they are building something of their own right away, instead of just presenting scattered scenarios where the player has to figure out what they are seeing on the screen.

This is why the basic category of the tutorial in Space Haven is for the player to build their own ship on a small ship hull, with each step having information on why certain facilities are built and how they make the ship function as a home for crew members.


In addition to teaching how to build a hyperspace capable ship the tutorial will teach the player about the essential topics for survival.

We divided the building process into different sections, allowing the player to revisit different parts of the tutorial and look into something more than one time. In addition to the basic building tutorial we made a few other categories, which give information on topics that are beyond the scope of just building a hyperspace capable ship.

This combination should make for a great tutorial. The tutorial is of the type where there is a lot of handholding. However, since we aim to keep the scenario hints we have used up until this point as an additional help tool, we feel like players who like handholding tutorials and players who want more freedom right away can both be satisfied.

A New Trading Menu and Modified Pricing


We've modified how the trading prices act within the game and implemented a new system to allow NPC's to value some items more than others depending on their own stock. There are three new categories introduced to the trading menu.

  • Premium - The trading partner is in high need of this resource and is willing to pay a premium price.
  • Markup - The trading partner has a need of this resource and is willing to pay at a better price.
  • Discount - The trading partner has a surplus of this resource and is willing to part with it at a discounted price.
We also created a new look to the trading menu, making it more streamlined and easier to see many resources at once.

A New Interstellar Jump Menu and ISP Dispensers


We've added a new way to combat interstellar travel sickness. In addition to hyperspace chambers there are now also medical pills that can be given to crew members to lessen the effects of traveling in hyperspace without being in a hyperspace chamber.

The ISP Dispenser, essentially a medical cabinet filled with pills, provides a way to minimize the chance of acquiring interstellar travel sickness. The pills have some side effects though, affecting the crew member for some time after taking the pill.

This gives some more options on how to deal with interstellar travel sickness. Additionally, it allowed us to implement a way to remove the forced auto drops when entering new star systems in the starmap.

Alpha 18 - Now Out in The Unstable Branch

This update is available for you to play right away in the new unstable (work-in-progress) branch.

NOTE! Joining Unstable/Experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.

Please do not join the Unstable/Experimental branches if you don't want to risk breaking your save or have the game break on you in midst of play! If you want to play a more stable version please wait for the official release of the update.

You can find all the instructions on how to access the new update at the top of this post! Enjoy and stay tuned, Spacefarers!
Worldless - Poerkie
Space explorers! We hope you've had a great start of the year and have been enjoying Worldless so far! We've been reading your feedback and been working our way through many bug reports. Today's patch includes additional tips and context for HP locations in-game and in-game abilities. Additionally we've also squashed lots of bugs, crashes and softlocks. You can read the full list below:

Game Improvements
  • Guard Impact Skilltree video updated to make it easier to understand.
  • Several value tweaking on enemies to decrease a bit the difficulty
  • Some SkillTree texts updated to explain better some skills.
  • Adjusted some colliders on pink/purple area to improve movement.
  • Seal charged FX texture resolution increased.
  • Added a new HP hint on map to make it easier to find them all.
  • LUCA should not show HP bar now.
Bug & Crash Fixes
  • Fixed error where Demon was crashing after losing against it and then reloading the game.
  • Fixed minor issue with enemy blocks patterns.
  • Fixed hang if you dash right after entering an air boost in green area.
  • Fixed hang after sonaring HP improvement items from bellow.
  • Fixed some vegetations wrong orientation.
  • Fixed thunders in grey area sometimes not working properly on PS4/Switch.
  • Fixed Guard Impact and Assimilation problem where it was possible to use it without unlocking/chargin it.
  • Fixed softlock when quitting the game after rain starts again but before gaining the second character control in pink/purple area.
  • Fixed Summum sonar not appearing sometimes.
  • Fixed Lightning Nightmare phase2 to phase3 not happening sometimes.
  • Fixed Lightning Nightamare using the wrong appear animation when fighting it for the first time.
  • Fixed Summum phase 02 laser launched from the eye, not the hand.
  • Fixed Ice not appearing on skilltree under certain conditions.
  • Fixed bug on yellow area timed door if you ran really far from the door.
  • Fixed collision problem next to 3 locked doors on yellow area which allowed players to go through a wall and get permanently stuck, forcing to restart the entire save.
  • Added a patch to add ice magic to skill tree if detected a player who had no ice magic (due to another but) and couldn't unlock it anymore.
  • Minor fix on DarkPaladin phase change.
  • Fixed crash when using Glance of Tomorrow on the Holy Bat for Xbox players.
  • Fixed a very unusual random hang when entering a combat for Switch players.
Thank you to everyone who has been sharing their feedback and bugs with us and we kindly ask you to continue reporting them to us on Steam & Discord.

https://store.steampowered.com/app/1898500/Worldless/
Zorbus - Zorbus
  • Hopefully fixed a bug where the player could level up at the same time as getting a low health warning dialog, making the game stuck on the dialog. I couldn't reproduce the situation, but tried to ensure that it won't happen. (thanks to OldMan for reporting)
  • When a player slots an item in companion's equipment, the slot is reserved, and the companion won't automatically change the item to an another one. To better indicate player slotted items, a letter "R" is now displayed on the right side of the equipment row, and when the selector is on the slot, a note is displayed in the item info box: "This item was slotted by the player. The slot is reserved, the companion won't automatically change this item to an another one.".
  • Fixed a bug related to the "Multikill" achievement.
  • Some recruitable creatures do not level up. To avoid confusion, "-" is displayed as level on their character sheet instead of "1".


Tournament results

The tournament is over, results can be seen at https://tournament.zorbus.net.

Congratulations to Isen, who won all the main categories!

Weekly wildcard winners from weeks 48 and 49, I've tried to reach you via email and friend invites, but no luck. If you want the $10 Steam gfit card, please contact me somehow. Your character names were Corinel and Creakshaw, Steam names are t***** and d***********.



Scoring system woes

The scoring system needs needs a revision. I'm thinking of dropping the real time speed factor from the score, but don't know yet how to differentiate two similar runs from each other. Turn count isn't really working either. Any ideas on this are very welcome!
The Majestic - David_S46


In this devlog I discuss the Demo, some of the feedback, and some of the big changes planned going forward.

Twitter: https://twitter.com/AtStudio46

Website: https://www.studio46.org/majestic

Discord: https://discord.gg/djTQsZn


Please add The Majestic to your Wishlist:

https://store.steampowered.com/app/1897770/The_Majestic/
News Tower - Twin Sails Eir
Welcome and a good day to you, dearest publishers & future media mavens!

We are THRILLED to unveil our News Tower demo, now available as part of the Steam Economy and Capitalism fest!

To be a successful media mogul, master the printing process.
Remember, there is one rule: print every Sunday and beat the Sunday deadline with more articles.
Get more revenue by delivering more articles with impressive combos and extensively researched content. Increased earnings will pave the way for a higher Tower and expanded article coverage... And more money!
Well, you get the idea, right? 😎

Keep in mind that our demo is a work in progress for what News Tower Early Access will look like!





📰 DEMO CONTENT

In the News Tower demo, you can experience the full tutorial as well as 6 months of publishing newspapers, up until July 1930 - with limited access to buff items, shops, and storylines.

To become a successful publisher in a short time, you'll need to optimize your production as much as possible!



Here are a few tips on how to play the demo the best way!

Focus on Crime and Sports
The demo allows you to unlock 6 districts in Brooklyn and 3 in Queens, whose readership is particularly interested in juicy crime reports and fascinating sports news.
By focusing your reporters on these news items, you will help them gain experience and work faster!

Dismiss news that don’t fit your needs
On the news map, you can dismiss news items that aren't relevant to your publishing goals for the week. This will free up your news searcher's line of communication!





🗽 HOW TO PLAY THE DEMO

Go on our store page below and click on the "Download" button as showcased under! As simple as that!

https://store.steampowered.com/app/1649950/News_Tower/







📝 FREQUENTLY ASKED QUESTIONS

Will my progress carry over when I buy the full game?

The demo build is still a work in progress, our goal being to gather your feedback and keep improving News Tower to eventually create the best possible version of the game. Before the full release, we will keep on implementing changes, meaning that, unfortunately, your progress will not be carried over.

*****************

When can I play the demo?

You can play the News Tower demo from January 8th 10AM Pacific time until January 15th 10 AM Pacific time!

*****************

What has changed since News Tower Closed Beta?

We’d like to thank once again all our Closed Beta players whose feedback has been very valuable!

Progression and unlocking reworked:
  • You can now unlock districts even if you haven’t met all the necessary tags but you will get less subscribers.
Shop distribution reworked:
  • You can now have access faster to the much needed security items to protect your tower from mobsters and protesters.
Mafia mission reworked:
  • Our mafia boss is now kinder to you and doesn’t send his goons on the first missions.
*****************

In what languages is News Tower available?

News Tower is currently available only in English in his Early Access phase. We appreciate your understanding as we focus on refining the game! More languages will surely come along at a later point.

*****************

Will there be ongoing improvements and updates during Early Access?

Absolutely! We're committed to enhancing News Tower continuously during the Early Access based on your valuable feedback. Your input will play a crucial role in shaping the game's development!






🗞️ JOIN THE COMMUNITY

Join us on our journey as we strive to bring the ultimate newspaper tycoon experience!!

💬 Join the devs & the community on Discord
🐤 Follow us on Twitter

Thank you for your continued support and enthusiasm.

Let's tomorrow's headlines to the world!
...