Galactic Ruler - chrisahl
George and Chris talk about upcoming changes to the economy model and electricity generation.
https://www.youtube.com/watch?v=ldzE24ucWpg

Survivalist: Invisible Strain - Bob the P.R. Bot
One thing I've been feeling in my playthroughs is there isn't a lot of strategy to the mining system - you generally just plonk down a mine in your base and you've got everything you need. This patch aims to make it more interesting by making the mineral deposits much more scarce and having a lot of them owned by friendly NPC settlements. You have a dialog option to buy (or sometimes acquire by force) rights to use their mines.

There are still patches of mineral deposits in the world outside of NPCs bases, so look out for the rocks with ore in them. You can also use the geological maps to find them. However, the world map and geological map items always felt overpowered to me as well, so I've split them into 4 quadrants - you need to collect 4 maps with different quadrants to see the whole world. (This only applies to the Large map size though btw).

In case it's a bit too scarce now, there are sliders in the world creation screen to make ore more common. Also btw this system only applies to newly started games, old savegames will continue to use their old geological map.

Here's the full changelist:
  • Made rich mineral deposits much more scarce and often owned by an NPC settlement - added mines to the settlements, and dialogue to negotiate mining rights
  • Various crafting tweaks - get less wood from trees, less minerals from 'poor' mines, can make arrows from steel as well as flint, iron ore and steel weigh less
  • Tweaks to the envy formula to make it slightly less likely NPCs will start fighting purely over gifts. Also when you give people gifts they will comment if others are getting jealous.
  • When feuding, characters will say the things they're angry about
  • Your community members will warn you as a group of raiders or zombies is approaching
  • Split world maps and geological maps into 4 quadrants, so you have to collect all 4 to see the whole area (on the Large map size only)
  • Fix for chef not fetching rabbits from traps if they're far away
  • Fix for being able to pour stew out of other community's pots without them detecting that you are stealing from them
  • Fix for characters sometimes getting into a loop of continually exchanging items with each other
  • Fix for characters sometimes getting into a loop of continually jumping over a tree stump



What's this publicbeta thing?
v126 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
  • Because it's the bleeding edge it could be less stable
  • If you want to be able to play online co-op with someone you'll need to be on the same version as them
  • If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Sep 17, 2021
Reina and Jericho - Reclamation Games
I've been putting off writing these updates largely been because I'm not 100% sure what to put in them, so I'm going to give it a stab, and if you want to know something else you let me know. My plan right now is to post an update every two weeks about the recent development that has been happening on Reina & Jericho. I've got a reminder in my calendar and everything.

The big story of the last two weeks has been level design for the game.

Now, while I'd like to be able to tell you that the level design for the entire game is complete, the truth is there are about three rooms that need to be moved. Yes, we are that close, but technically speaking we're not quite done. At the time I got my reminder to write a Steam update the entire game map was completed and perfectly aligned except for three rooms. So it won't sound quite as cool when I drop the biggest news item for this update, but here it is anyway:

The Level Design for Reina & Jericho is done except for three rooms
And they are super close as well but I didn't want to put off writing this update lest I forget
But for real, it's basically 100% done.

Level design is a big deal in a Metroidvania game. The entire world is interconnected and given the fact that Reina can travel back in time it adds a lot of potential problems that need to be taken into consideration. And now it is 100% done, except for making three rooms line up.

There will likely be minor tweaks - blocks moved a few units to the left or right to make certain jumps easier or ledges bumped up to make sure players know they can or can't go there yet, but the route through the game is basically done. Except for three rooms that don't line up.

Other big news from the last two weeks of development includes getting Jericho's 3d model dropped into the game - you might think he would be one of the first ones to be added since his name is in the title, but the truth he was the easiest one to put off until the very end. By extension: almost all of the major characters are done.

We've done a lot of work on getting the aesthetics just right for the outdoor biomes. That area has been a bit rough for a while, but the outdoor areas are so different from the rest of the game (what with them being outside and all), a lot of work needed to be done to find the right look and settings for the renderer and all that.

There's also been a ton of platforming mechanics that have been added. I've spent a lot of time dissecting what I like from other games and contemplating questions like "Why do I like the Armored Armadillo stage in Mega Man X more than all of the others". The answer is usually "going fast is fun" so we have a lot of things that allow Reina to go fast or pull herself across the screen or perform fast, majestic maneuvers easily. I'm excited for people to try it out.

Moving forward we have the monumental task of decorating the levels that have been churned out by the level editor I coded. The raw output from it is, to be blunt, offensive. That work will be ongoing right up until launch. There's also plans to start adding in more of the cutscenes and at some point in the near future we will be looking at finishing the remaining boss fights. And at that point the game will be nearly done.

We're (finally) getting close.

-Dave
My Singing Monsters - BBB_Jenn


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OrbusVR: Reborn - Daynab


Another big update is on the horizon! On Tuesday, September 28th we will be rolling out a patch with two major changes: a character update and the return of the fall Harvest Festival.

Character Update

We have heard from the community that you all would like more options when it comes to styling your in-game avatar - and we couldn’t agree more! To that end, the upcoming patch will introduce a combined total of more than 40 new hairstyles, eyes, mouths and noses for you to mix and match and adjust to fit your own personal style. We’ll be introducing a large number of more feminine styles for hair, eyes and mouths, as well as some out-of-the ordinary options for those of you really looking to spice your character up.






In addition to new styles, we are also excited to introduce animations for eyes and mouths. Eyes will now blink, and mouths will move when a player is talking, all of which we hope will make characters feel more natural. Each mouth's animation will look slightly different from the other styles (just one more way we are striving to add variety), and will be tied to the volume meter on your character.



Note: Facial animations will be disabled by default for the time being. In order to turn this feature on and see other characters' animations, select "Enable Facial Animations" on the Graphics tab of the Settings menu.

To celebrate the update, we are giving every active character a free refresh so you can utilize the new styles. When you log in following the patch, click on your character, then select the "Change" option from the list of choices. If you find you want to change your appearance later on, you can always visit the NPC in the Odds and Ends store in the underground market of Highsteppe to purchase a Barbershop token.

Fall Festival

The annual fall Harvest Festival will also be returning for its third year on Tuesday, September 28th. We'll be introducing three new rewards (details in a future post), while also bringing back the pumpkin helm and skeleton gloves transmog set. Everyone's favorite spirits will be back haunting the countryside again, so get ready to do some slaying!
Community Announcements - Kartuzov
Работа над аудио соединением
Sep 17, 2021
Rift Wizard - Dylan
-Fixed crash involving white candle shrine + reincarnating minions
-Fixed a weird softlock that could occur when you used a portal under a web tile
Sep 17, 2021
Fake Hostel - forestgames2015
Hotfix #1


Hey everyone! We're just uploaded a new version with major bug fixes.

- FIxed bug with achieviements.
- Fixed issue with incorrect working of Levels
- Fixed issues with DLC

Thank you for your feedback! If you still experience any bugs or issues - feel free to post comments below!
Critical Gravity - MOGA
Here is the long overdo upgrade to steering sensitivity, which vastly improves the driving experience.
Also customized it, 'Axis Sensitivity' has been added to the Input Manager for more control.

The default Steering Axis Sensitivity has been changed from '1' to '.01' if a controller is detected.
(Tested on an X-Box Controller, Retrolink, Thrustmaster Wheel and Oculus Quest hands).

Legendary Tales - urbanwolfgames
Hello, everyone.

It’s time for another update.
Time has really been flying since our last update, it feels like it was only yesterday.

As I mentioned before, from today until next week is Chuseok, a big family holiday in Korea, so we will be AFK to refresh ourselves for the next week. But we love our gamers so much that we couldn’t go without leaving you a little something.
Last week we added a two-handed, legendary sword “Il-Hwi-So-Tang” this is a Korean sword, but many people understandably mistook it for a Katana or Odachi.
This led us to think we should add a Japanese sword at some point and then we learned that a lot of Japanese VR gamers have been joining in on the adventure! I was quite surprised.

So, we decided to bring back the “Senbon-Zakura” from the oculus quest version of the game, as a gift to all of you and to thank all our new Japanese fans!

New Legendary Sword : SenbonZakura



The Senbon-Zakua has a special combat skill the “Sakura-kiri”
We had to hurry to make this so bug issues are expected, but after our holiday we will come back and make sure to have everything shiny and polished.

About cosmetics : Helm

We have also added a feature allowing you to equip different helmets and see it reflected on your player character! Well… other people will see it on you I mean.
Some of them look cool but others just look hilarious. And we love that, we hope you do to.

About bug patches

There are also some bug patches as well, you can find details on the patch-note channel.
I can see a lot of issues with our game right now, we are working hard to keep bringing you more but for us it never feels like enough.

We just want to give you everything! We hope one day when we will release our game in full, it will make you proud to have supported us in Early Access.

We’ll be off from work for a while but if you need any help, ping me anytime, I’ll try to respond as much as I can. I do really enjoy communicating with our players so don’t be shy.

Happy Chuseok!

행복한 한가위 되세요.

From all Urban Wolf Games team.


Patch note - 17-September-2021

1. New Legendary Sword [Senbon-zakura] Now available

2. General :
Now Player helm changes based on equipped helm.
Enemy got a little bit stronger(1~5 floor)
81~91 items are updated. Its fully working now. (But might need a balance patch later! It’s too strong at the moment.)
Player collision size is reduced. Now camera push back problem is happening less. (But we need feedback about it from you!)

3. Bug fixes
Item duplicate bug in stash - fixed.
Thunder break particle sometimes doesn’t show - fixed.
Some magic doesn’t work after using portal – fixed.
End room of dungeon in hard mode was saying development although its fully unlocked - fixed.
...