Painted Legend - KazCrab


Changelog:

- Added the ability to launch the old version of the game:
- Old graphics and animations
- Old music and sounds
- Updated logo from the new version
- Changed save directory to avoid conflicts with the new version
- Removed achievements to prevent conflicts with the new version
- Fixed minor bugs


Dark Age Asunder - Plutonium Powered
蜀汉再临:源起 Restart ShuHan Dynasty:Origin - rephen2001
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Sofia's Dark Fantasies - Episode 1 - greuceanuheavyindustries
Hello, wonderful supporters!



We're excited to share some great news about the progress on Day 2 of our series! We've successfully completed 170 renders and are pushing forward with another 140. Thanks to expanding one of the scenes for more depth, we're now aiming for a total of 500 renders for Day 2, which will mark the halfway point of this thrilling episode.

🏃‍♀️ Sneak Peek Alert! 🏃‍♀️ As a treat, check out Sofia's new jogging outfit designed for a daring midnight run. This scene is sure to add an extra layer of excitement and intrigue to our story.

Here's a comparison

new Redesigned and Expanded Scene


vs of the Original Day 2 Event


🚀 Team Expansion! 🚀 Our team is growing! We're currently interviewing an animator and another Blender artist to bring even more vibrant content your way.

Stay tuned for more updates, and as always, thank you for being such a crucial part of our journey!
Tree of Life 2 - Tree of Life 2_Dev
Hello, this is Odd One Games.

We are continuously working on features related to in-game communities.
In online games, interactions with other players are inevitable, and being able to effectively convey emotions is crucial.
Our key focus is cooperation, and we are exploring various actions that players can perform together.


1. Cooperative Building
The first feature, which we introduced in a previous update, is cooperative building.
Although it wasn’t shown in the video, building a house with other players is much faster than doing it alone.
Helping others or receiving help is one of the great joys of online gaming.



2. Cooperative Emotes
We are working on adding more expressive character animations to enhance the game’s social experience.
One of these features is cooperative emotes, which allow two players to perform an emote together.

When Player A initiates an emote, Player B can interact with them to trigger the cooperative emote.

We are currently preparing cooperative emotes such as handshakes, high-fives, and helping another player up.
If you have any ideas for cooperative emotes, let us know!


3. Cooperative Skills
Players will have access to various skills depending on their weapons.
Cooperative skills enhance player actions and effects when used together.

For example, the Jumping Mushroom skill allows players to jump high, similar to Mario-style platforming.
This skill can be used in various ways to assist other players.

  • The higher you jump before landing, the more damage you deal.
  • Players can use it to reach areas that would otherwise be inaccessible.
When combined with other abilities, this skill creates exciting synergy!


4. Voice-to-Text System
Many online players have experienced situations where they type too slowly, only for the other player to leave before they can finish their message.

Since fast communication is essential, we are developing a voice-to-text system to enable quick chatting.
This feature will be especially useful for players using controllers.



That's all for today! We'll be back next time with more exciting Tree of Life 2 updates!

Our development team actively checks Steam Community and Twitter comments, so feel free to share your thoughts and questions!

Additionally, we’ll be launching a community channel on Oddone Games' YouTube, so don’t forget to subscribe, like, and turn on notifications!

https://www.youtube.com/@oddonegames

https://x.com/playtreeoflife

Thank you!
Wildaria - SpaceFudge



Hi Wildarians!

The Pre-Alpha is here, and that means PLAYTESTING. I encourage you to go play Wildaria and use the feedback forms in the pause menu to leave feedback or join us on discord to leave bug reports.


Check out the new Devlog on how Pet Taming works and the new Abilties ^

The new abilities are so fun in combat- Stoneskin, HealingSpring, and Windstep all give you class based advantages in combat whether you want to be a tank, healer, or quick rogue... OR combine them ALL into a master of all the weaponry.

A LOT of time went into implementing the feedback from early testers and bug reports, but much more playtesting is needed!

Here is the full changelog of everything new in this "Pre-Alpha and Player Abilties" Update:
  • Added Unlockable Skill AbilitiesAdded HealingSpring, StoneSkin, and Windstep abilities to skill tree
  • Added One time indicator System with Saving and Loading- added dash, charge, and pet taming tutorial tips
  • Added POI Object Pooling to POIs, sub poi objects, and mini pois (Performance Improvement Foundation)
  • Integrated Steam Achievements
  • Added /NamePet Dev Command to Console to name pets in the petstatmanager
  • Made dynamic grass destructable with a fancy grass fall animation
  • Added Pomeranian to game
  • Added Pet Skill Tree with - Taming Skill and Pet Riding unlockable skill with pet speed
  • Added decoration to to skill tree panel
  • Consolidated Credits for wildaria and added to credits tab on main menu.
  • Added a Summoning circle in the wizard tower that holds the piglet in place for the lasso tame.
  • fixed poiplace error lag
  • Added tool tip stats for weapon speed and thrust to inventory hover
  • Reduced the amount health incremenets each skill level increment
  • Added an aggropetonEnemy trigger when player damages enemies
  • added ocean floor dynamic grass
  • Added Sweet Potato plant and item
  • Adjusted world object spawning
  • Fixed Pet death then respawn after 1 minute without breaking pet
  • Fixed Pet Healthbar Fixed Pet hover health bar coming up still
  • Fixed Enemy WaterCover Shaders
  • Performance/Lag Improvements - Improved Reskin Component Performance greatly, improved setting of music parameters in fmod, fixed a lot of enemy attacking, health, projectile, health bar, ability, swordswipe errors that were causing lag spikes.
  • Made bottom of dynamic grass slightly transparent
  • Game Balancing based on playtesting 1.5 - reduced Xp cap per level, Reduced coin drops from minibosses, increased lasso spawn rates
  • only mark dungeons for slayer quest markers and made sure dungeons arent in deserts or oceans ever
  • moved pet slot under the armor slots
  • Added fmod title card that is mandatory
  • Added bubble pop and sfx to bubble lasso
  • fixed bubble lasso not returning and not consuming and blocking weapon use
  • Fixed Remove Item inventory function
  • Fixed the Wizard quest looping - it now saves and loads properly
  • Fixed the Game breaking black screen bug if you pause the game or open menus when transitioning scenes, by preventing pausing during those transitons
  • Fixed Health potion second lord reward
  • Fixed a bug with Player health when loggin out on death screen
  • Added Death Ferry Music to death screen
  • Fixed some lasso bug
  • Fixed Bandits fighting each other.
Feb 28
Wagotabi Playtest - WLimited
- Added Kibitsu Jinja with new words to unlock
- Added a lesson on non-past negation for verbs
- Added a lesson on number formation
- Added a lesson on the Japanese Flick Keyboard
- Added “contracted forms” (じゃない、じゃないです, etc.) in the adjective negation lessons
- Improved balancing of several Japanese dialogues
- Improved the Japanese Flick Keyboard
- Other minor improvements
- Bug and localization fixes
Eclipse - ShagglesOnSpotify
Balance Adjustments
  • Re-balanced The Hunter
  • Re-balanced Aldriva's Brace
  • Re-Balanced Murder Of Crows
  • Nerfed Barrage

Changed
  • Made it possible to use the camera look feature diagonally
  • Updated Steam Art
  • Updated Steam Achievements
  • Altered Some Achievements

Bug Fixes
  • Fixed an A.I. issue with the wolves
  • Fixed a lock on issue with the beetles
  • Fixed an issue causing hats to not save properly
  • Fixed an issue that allowed the player to stay in stealth even after they hit an enemy
  • Fixed an issue that allowed the player to hit enemies that are off screen
Feb 28
Rocket Jumper 2D Playtest - Magician's Assistants
```
New Content - 03/01/25
-------------------------------------------------------------------------------------------------------
New Content:
- A new level (Labyrinth) has been released!
- A new default font has been added

Fixes:
-------------------------------------------------------------------------------------------------------
- Adjusted the font size of all text in the game
- Make all font clearer and sharper
- Fixed an issue with spacing in the settings menu
```
AirMech - CarbonJames
UI updates! We've added (somewhat ugly) buttons to the screen when in Town to make it easy to access the various functions. But wait, doesn't this defeat the purpose of having a Town area to explore? In a way, yes, but since Town is not well explained or labeled, it's still quite a mess for anyone new to it, both veterans and new players. The goal is to make Town good of course, but this achieves a number of things: giving the veterans who just want a simple menu what they have been asking for, a collection of everything in one place for new players, and a rework of some menus to prepare for better gamepad support. The text will become nicer looking icons, and the order they appear will be tweaked for new players, plus options to hide/show things.

While not beautiful, it is intended to at least be functional, so we are looking for bug reports specific to anything bad happening with them. Please post them in the "bugs" forum area in Discord: http://AirMech Discord

The AirMech Loadout menu has had significant changes to hopefully fix a number of bugs that were there, and sets things up to hopepfully allow AirMech selection during Pregame. The Units menu is in the middle of a rework. If you have 4 Loadouts or less then it looks fine...if you have 5 or more (veteran players only) then you will see the in-progress stuff. The intent is to make it easier to swap around rows of units, and when you start a match you will eventually be able to pick which 4 rows you want to use.

Custom Games and Maps! A small but potentially huge change is making it easier to access Custom Games, though the bot/player setup is still buggy. But Custom Maps have been enabled in Solo, Coop, and Custom games when you pick the map. Look for the new tile in the lower right of the Map select screen.



Balance:
  • Striker GroundDPS changed from 245 to 250
  • Striker AirDPS changed from 370 to 380
  • Striker Carry Capacity changed to 2200 from 2300
  • Neo Armor Type changed from 70 to 75
  • Angel GroundDPS changed from 237 to 240
  • Angel HP changed from 1500 to 1550
  • Angel Carry Capacity changed from 2400 to 2300
  • Uber build time increased to 2 minutes
  • Uber build cost increased to 88,888 credits
  • Missile Silo build cost increased from 8000 to 15000
...