Grapple Tournament - Mr. Chief
Greetings, Champions!

Your feedback during the development of Grapple Tournament is more than valuable for us so we would like to involve you even more where we can.

Rig - the new map we've been working on - has reached its alpha stage. We immediately thought that this is the best time to reveal it and let you play on it so you can help shaping it to become more fun.

Please note, that the bots are still getting to know the map so they aren't functioning very well on it.

Let's grab the update, play on the alpha version of Rig and tell us about your experience!

New
- Rig alpha added to the game

Fixes
- Fixed colliders on Spiral

As always, please send us your feedback and help us shape the game on Steam Discussions or on the official Discord server.

Join us on
- Official website
- Discord
- Twitter
- YouTube
- Facebook
- Reddit
- Twitch
Shadowforge - Gibi
Due to the pathfinding only moving one connector, which moves all of them, but that one connector is the "leader" and everyone else actually vanishes when you load a save slot... is a reason that I have changed so that the connectors do not move to mouse position, but you can steer it with CTRL + 1, 2, 3 and 4.

I had to do this to avoid a crash bug with the vertex buffers.
Honey, I Joined a Cult - Lauren_Team17
We always knew we wanted to not only allow players to manage the day-to-day running of their cult but also make decisions about how it interacted with the wider world. The missions system is the culmination of this – it allows you to choose which events to undertake and who and how they will be undertaken. They range from stealing ancient artifacts from the local museum (that can be used to decorate your base), to taking part in protests at Town Hall to advance your PR rating.

There’s a large amount of information to convey to players when they are choosing which missions to perform, as well as a number of options to decide. For example, people need to know what skills are relevant to a mission’s success, what cultists have those skills and which of those Cultists are available. This posed a number of challenges and saw us completely redesign the UI.





To enable players to quickly view all of the nefarious missions available, we’ve put them in to a scrollable list. This means you no longer have to click through the various locations to get the basic idea of what missions are available. You can still navigate the missions through the on-screen map that is still available, but the list view really helps provide the relevant details quickly.



The assignment of Cultists to a mission and the planning of any Covert Operations (which improve mission success chance) have also been streamlined. When selecting Cultists it also makes it clear what skills the mission needs to succeed and highlights them in your Cultist roster. This means you no longer send out unqualified Cultists on missions who will at best: fail the mission quietly, at worst: end up severely injured, locked up in jail, and/or creating a huge amount of heat through a catastrophic failure.
Once missions are completed, a summary is given to the player to show exactly what happened to the Cultists that undertook the mission and what rewards/consequences have ensued. New items that are received are helpfully highlighted in the build system (these could previously be hard to find, given the large amount of buildable items).

We'll be back next month with another dev update!

Until next time, stay faithful.


Lost in Blindness - Unseen Interactive
  • Pause when no more focus on game window
  • Fix very slow move when very high framerate
  • Fix some sounds which not repeat
  • Chapter 3 : more sounds hints
  • Action chapters : less obstacles when die often
Just Die Already - Missile Trajectory
Just Die Already is out now, but there’s more!

Prime your walking sticks and get ready to unleash some geriatric mayhem, cause Just Die Already is finally out.

Having been kicked out of their retirement home, your (un)friendly boomers will have to risk their lives and limbs to qualify for the much-coveted free retirement care.

Team up with up to three other old folks in a fully cross-platform online multiplayer experience, and show those pesky millennials that age is just a number.

But we are sure you are dying to know what the future holds for Just Die Already: well, hang on to your dentures cause the first free post-launch update is going to be coming as early as this June and it will sport a brand-new Player vs Player mode that will see boomers fight for their lives across four never-before-seen arenas.

Want to be the first to know what else might be in store for the game? Then put on your reading glasses and follow @JustDieGame on Twitter or @justdiealreadygame on TikTok to keep up with Frank’s rants and all the most recent news about Just Die Already!



https://store.steampowered.com/app/979070/Just_Die_Already/
Salt 2: Shores of Gold - Riot
Ahoy Mateys!

We wanted to give you a quick look at what we've been working on for Salt 2 recently and give you an update on Kickstarter rewards.

Kickstarter Rewards
First off, we again want to say thank you to everyone who supported our campaign in any way. We're thrilled to have a successful Kickstarter and it will really help us get the game in a more complete and polished state for launch.

We're currently working on designing and getting the Kickstarter physical and digital rewards in order. We sent out a survey a couple weeks ago on Kickstarter requesting info for your rewards. Most everyone has responded but if you backed the campaign and haven't responded yet, please hop on Kickstarter and fill out that survey so we know where to send your rewards and other relevant info.

We expect physical Kickstarter rewards to start being mailed out within the next couple months but we'll have more concrete info on that soon.

Combat Improvements

One area of focus for us recently has been combat. We still have more tweaking and work to do, but we're making some good improvements and combat is feeling better than ever. We recently started tweaking camera animations and weapon swing animations to make swordplay feel more quick, responsive, and weighty. The camera movements are subtle but they really help add a sense of weight to your swing. We've also added in a parry and block mechanic, new enemy tactics such as ranged attacks, and death animations.


In addition to combat tweaks, we've added a new loot window that will make looting enemies and containers much more fluid. Instead of having to click on an item and it opening up a whole screen or stopping your game, simply hovering over a lootable item/enemy will pop up a small window where you can quickly see what items are available to loot. This is particularly important in a game like Salt where you are constantly looting and don't want to be taken out of the game flow.

Main Menu

Over the past couple weeks we also set up a new main menu scene and the code/logic needed to create a game, save a game, and have that game associated with a world seed. Like in Salt 1, locations will be shared across world seeds. This means if you find a merchant at 10 East 4 North, your friends can also find that merchant as long they are using the same world seed as you.

New Points of Interest


I feel like this gets added to every blog post but it's something we are constantly working on so I like to mention it! We are constantly adding new and exciting points of interest for you to explore from caves and ancient ruins to fishing holes and shrines. We really want Salt to be a fun exploration experience and so we're working as hard as we can to add a ton of unique areas for you to explore. The world is infinite, which means we obviously can't fill up the whole thing without repeats, but our goal is to have hundreds of places with unique visuals so that you are always on the lookout for something new.

We are also adding random elements to some points of interest so even if you come across them again, they can have different enemies, resources, and even some randomized puzzles.


As always thank you all for reading! Development is going smoothly and our current plan is to launch on Steam Early Access in October of this year, with a closed alpha/beta shortly before release. Keep in the mind this can change depending on development but we're working as fast as we can and will keep you up to date.

See you on the high seas!
KARDS - The WW2 Card Game - Thomas


Hot news about the upcoming summer expansion KARDS Legions. It is time to reveal the second new keyword of KARDS Legions and unveil new game mechanics arriving on May 31st (Early Access starts on May 25th already).

In the previous weeks, you have seen new cards of all nations for the upcoming expansion and the new keyword Exile. Now is the time to go even bigger and reveal the second new keyword and new core game mechanics.

The expansion pre-orders are still available in-game to give you early access one week before the release. Don't miss out and pre-order now!

Now, let's dive right into the reveal! First, we explain the mechanics, then illustrate it with several card reveals.

Intel - Uncover your opponent's cards

Intel is the new keyword in KARDS that allows you to get a peek into your opponent's hand and see which card(s) exactly your opponent has ready in hand.

Intel comes in three different variations, Intel 1 to 3, which reveals one random card in the opponent's hand per Intel level. Intel 1 reveals 1 card, Intel 2 reveals 2 cards, and so on. Intel always selects from cards that are not yet known to you.

I know that you know - Intel mechanics

Once you have revealed enemy cards via Intel, a new eye icon below the enemy hand becomes accessible during your turn. Hovering over that icon will show the known cards in the enemy's hand. On the other side, if your cards have been revealed to the opponent, you will also see a symbol indicating the reveal. This way, you know that your secrets have been revealed.

Intelligent intel - Known cards revealed

Seeing known cards in enemy hands now goes beyond just Intel reveals: Any card added to the enemy hand that you know will be shown. For instance, Resistance cards, units sent back to hand, chosen research path cards, etc.

History revealed

This use of Intel as a new keyword has, of course, deep roots in the history of WW2. Before and during WW2, Polish intel gathering and crypto-analysis experts of the Polish Cipher Bureau significantly contributed to cracking the famous Enigma code. Cracking the Enigma code provided the Allies with a significant advantage in WW2; some even go so far and call it the deciding factor. We pay tribute to that important aspect with the introduction of Intel.

To illustrate the new Intel mechanic, let's have an exclusive look at two new cards arriving with Legions!

SECTION II



AGENCY AFRICA



Intel opens up entirely new areas of gameplay and interaction with your opponent during the battle itself. But that is not all; there is more to it! Have a look at the brand new LEGIONS units.

LEGIONS units - New spawnable-only units

In addition to the new Intel keyword and ability, we also introduce a new, spawnable-only Polish unit and thrilling new related gameplay: Welcome the new LEGIONS units.



A solid 2/2 Guard Infantry with 2 Kredits deployment cost and 1 Kredit operation costs. These units are tightly interwoven with Intel: When you play a card with Intel, your LEGIONS units will get +1+1.

LEGIONS units can be spawned only, similar to the Soviet LIGHT INFANTRY, but are considerably stronger and have much more potential.

Several new cards further strengthen this interaction between LEGIONS and Intel. Let's look at some of these cards now and discover potential synergies between Intel and LEGIONS.

PLAN WEST



PZL.23 KARAS



16th Tarnow Regiment


That's it for now! We hope you enjoy these new game mechanics and abilities. If you have any questions, please use the comments below and check out our KARDS Discord.

Stay tuned for more card reveals in the coming days and the start of KARDS Legions Early Access on May 25th.

If you like these reveals and want to see more, please give us a thumbs up!
cyberpunkdreams - cyberpunkdreams
Basic arithmetic defeated me last night: subscribers now get 75 actions, not 65 (it used to be 20 more than default, it's now 25 more).

Also, the free binge being blocked before Day #1 is a bug; that'll be fixed soon.
BATTLESHIP APOLLO - andreasp79
  • New 1vs1 game mode: BASE ASSAULT.
  • PORTAL: Now spawns stealth fireflies. Lifetime slightly increased, spawn rate decreased.
  • WISP: Damage increased (affects all 3 wisp modules). Better visual indicator for imminent wisp spawns.
  • PHOENIX: Damage per hit increased significantly.
  • RELIC CAPTURE: Total size of play area reduced. More visible relic count on the Battleship.
  • ESCORT: Defender respawn time increased.
  • Fixed an issue where Area Shield could stay permanently on the field after a respawn.
May 20, 2021
Frozenheim - Mruqe
Thank you for joining us in Early Access and becoming one of the first brave warriors to conquer the Frozen North.



We believe your feedback is our key resource to making Frozenheim a great game. For that reason we decided to involve the players in the game's development as soon as we could. That's why what you are getting for the special low early-adaptor price is somewhat limited in content and you will encounter some bugs. The game will, however, grow quickly, following our previously announced monthly update schedule with even more frequent hotfixes.



We appreciate your support at this early stage of Frozenheim's saga. Please stay in touch with us and let us know your thoughts:
  • Join our Discord https://discord.gg/gaTwpqnCav to provide live feedback and report bugs and issues
  • Consider filling out a short survey that will provide us with precious details
  • If you think your friends will enjoy the game at this stage - please tell them about Frozenheim

This is a beginning of a long and wonderful journey towards glory! Thank you, for becoming a part of our tale.

Odin protect you!
Paranoid Interactive & Hyperstrange
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