Scarlet Maiden - Otterside Games
Hello everyone!

Thank you for all the great feedback you’ve been giving us about Scarlet Maiden! With this new update we’re bringing in some of the features many of you have been asking for. Let’s see what we have in store for you this time!

Fuck the bosses

All bosses now have their own lewd scenes after being defeated. Instead of simply adding lewd animations, we wanted to add something that adds to the gameplay. So, with the lewd scenes comes a new minigame! Depending on how well you play the minigame, you’ll receive 1-3 randomized buffs which will last for the duration of the run.



Fuck everyone

Some of the enemies, like the wicked witches, have not had lewd animations. But now they do! All enemies in the game now have a lewd animation. And of course, they can all be unlocked in the gallery as well!



Item recycling

Lots of items can drop during a run, but not all of them are useful. So now you can convert all items you don’t need into sin with the new recycling feature!

Quality of life features

  • NPCs at Sinner’s Rest Abbey can now be upgraded more easily. Instead of repeatedly pressing a button to buy a small chunk of XP for the NPCs, you can now choose how much sin you wish to spend.
  • Since passing through the portal removes all remaining sin from Scarlet, our portal guardian now notifies the player if they still have enough sin to buy some upgrades.
  • All settings can now be adjusted during gameplay, such as remapping the keyboard controls, and adjusting the screen settings.
  • The game now has support for full screen borderless window mode.
  • All lewd animations are now cancellable, so you can make your way faster through the dungeon.

Other changes and fixes

  • Arcane Submission spell no longer kills enemies in one hit. It will trigger the submission if the killing blow is made with this spell.
  • Randomly rolled damage reduction stats reduced on items.
  • Fixed bug where the player took damage during the teleport animations.
  • Typo fixes.
  • Fixed bug where Game Over screen sometimes showed the reached dungeon name to be "Test Dungeon".
  • Various UI glitch fixes - Blessing statue used animation runs every time room is entered - Prevent item drop prompt from opening on top of HUD elements - Fixed issue which caused certain sprites to flicker when on top of each other.
  • Resolved issues where certain achievements were not unlocked correctly.
  • Audio fixes.
  • Fixed issue where ice pillars pushed player through walls.
  • Fixed issue where sin particles we not able to move past room doorways.

That’s all for now, and we hope you enjoy the new features! The next update will be a big one, which will add a new area, boss, enemies, and lots of other stuff to the game, so stay tuned for future updates!

Apr 4, 2023
Idle Simple RPG - 迟到摄影师
1. Add dual uterus map and dual uterus photo album.
2. Add Fallen Scrolls (Defense). Convertible defense related high attribute legendary codes.
Apr 4, 2023
An Architect's Adventure - maou
Optimized some levels to make the process of splicing blocks smoother.
Deleted a bad level "Reverse" (If you reset the map, you will see level amount from 139 to 138)
Desktop Dungeons: Rewind - Daily Demo - damousey
Attention, Kingdom Administrators,

We’re pleased to announce that Desktop Dungeons: Rewind will be launching on Steam on April 18th, 2023! It’s been 10 years since the award-winning puzzle roguelike first hit Steam, Desktop Dungeons: Rewind adds a new wrinkle to our beloved gameplay: Insurance! Oh, and the whole game is in 3D now too



Mark your calendars and wishlist Desktop Dungeons: Rewind now and be among the first to send adventurers to their doom, retirements, and successful retraining opportunities!

https://store.steampowered.com/app/1976950/Desktop_Dungeons_Rewind/

Stay up to date with the latest development news in the run-up to launch by following our socials:

Join us on Discord: https://discord.gg/NKBrHhRxwz
Follow us on Twitter: @QCFdesign

Take care,
The QCF Design team

Histera - Jelle



Hello again!

The second playtest for our upcoming free-to-play FPS game Histera is finally approaching! This playtest will take place on April 22nd, and will provide us with another opportunity to gather player feedback and make changes accordingly. Closed Alpha testers will receive an exclusive weapon skin in the full game.






If you need some more information, be sure to read on!

The Closed Alpha takes place on April 22nd, from 7PM to 10PM CEST, and you’re expected to be present for at least the first hour. Feel free to stay for the whole 3 hours if you’d like! When you’ve seen enough or the servers go down, please fill out the questionnaire about your experiences during the playtest. This feedback will be essential in the development of Histera before we enter public Early Access.

Keep in mind that this is a very work-in-progress build of Histera, so you’ll most likely have to deal with bugs, glitches (the bad kind), connection issues and the like. Depending on your system, Histera may run too poor to play properly (which is also valuable information for us). The minimum recommended system requirements can be found in the form.

While registrations from around the world are welcome, we currently prefer European players as the servers for this playtest are based there. Please keep it in mind that players from outside of Europe will most likely face connection delay and lag spikes.

So… interested? If we convinced you to join this or a future Histera playtest, you can register here!

Please note that a Discord and Steam account are required to participate in playtests. Registering for the playtests does not guarantee you’ll be selected. Additionally, we recommend you join our Discord server!

Selected players will receive an email with details and instructions on how to take part.

Thank you for interest in Histera and we hope to see you soon!





Wishlist the game:

https://store.steampowered.com/app/1674590/Histera/
Age of Darkness: Final Stand - Teena


Protectors of the Light,

Flames of Retribution is coming! Act I & II of the long-anticipated campaign for Age of Darkness: Final Stand will arrive 19 April worldwide! The Campaign will feature three different Acts, each with their own unique missions building upon the story and taking it to new and horrifying depths.



Let’s take a look back at the story of Age of Darkness: Final Stand, contextualising the perils Protectors face in Survival Mode and setting the scene for new explorers of the grim, dark world of Erodar throughout the Campaign.



THE ELOSAN WARS - PART 1

Before the world of Erodar had been decimated by The Veil and the vile Nightmares that spewed from it, a different yet equally sinister battle was being waged between the people. Their greed for power created a corrupt world for The Veil to feed on and thus, plunged the world into darkness…

The continents of Erodar, Surabia and Va’Shin are situated on the lush planet of Marua. The overlands, specifically Erodar, were once inhabited by an ancient race known as the Elosa.

The Elosa appear to have originated in Erodar before gradually venturing across the seas to Surabia and Va’Shin, where they first encountered human civilization. Early humanity was scattered and tribal, living in basic communes, eking out their simple existences with meagre farming techniques, basic tools, implements and weaponry. Much later, these settlements would eventually combine to become the first regions of the human Alderin empire.

Both the Elosa and humans were plagued by an emerging threat: Nightmares - horrific creatures that emerged from fissures in the landscape to feed. The Elosa, over time, developed powerful techniques to keep the Nightmares under some semblance of control. Harnessing their own blood as a source of power, the Elosa were able to create enormous protective Dark Crystals, imbued with an energy that prevented the Nightmares from advancing.

Humans, however, had to rely on their own wits and rudimentary devices. As a result, they were heavily predated.



Humans were not viewed by the Elosan society as a threat, but as an opportunity to be harnessed. Through careful intervention, it was believed that human blood might help the Elosans uncover new discoveries, combining human ingenuity with Elosan techniques and capabilities. As such, the Elosan rulers took humanity under their protective reach.

After establishing diplomatic relations, a slow exchange of knowledge took place. It is believed the Elosa are responsible for conferring complex metallurgy and construction techniques upon humanity, teaching them how to create secure settlements and more sophisticated defensive techniques. They also taught the first human Kings how to repair the enormous Dark Crystals that had been damaged by ongoing Nightmare infestations.

These two races worked together and prospered, and for a time, the overlands of Erodar were purged of Nightmares completely. All known fissures were sealed beneath Dark Crystals, held in place by the potent blood rites of the Elosa, and upheld by both the Elosa and trained human representatives.

After several generations, the great human King, Ezekiel, took the throne. Until then, relations between humans and Elosa were steady, but discontent was spreading in the newly-settled human cities on Erodar. Ezekiel’s expansionist mindset proved fruitful for humanity; new cities were being constructed as populations swelled. However, Ezekiel craved more. It was clear to King Ezekiel that the Elosa had a firm hold on the most critical resources of all: Dark Crystal – and the blood in their veins that imbued them with powerful capabilities. Humans had become reliant on the Elosa for protection from the Nightmares for too long. It was time to shift that balance of power…

—————

In our next entry, we continue the story of the Elosans sombre fate…

FLAMES OF RETRIBUTION



Act I & II of the Campaign, Flames of Retribution, includes seven distinct Missions where you step into a world full of epic battles and dire threats. The aftermath of the Elosan Wars has created both internal and external threats for each Hero and character throughout the world.

Watch the story unfold in beautifully scripted cinematics and in game cutscenes, where you will be introduced to captivating characters, some who you have never met before. You may either love or loathe them, so who’s side of history will you be on?

Each Hero has such a rich backstory and thorough gameplay, you will have the chance to learn more about the past and present history of Erodar through voice-acted Lore entries. Within the Missions, Protectors will also have the opportunity to play with characters who are not available in Survival Mode.

The dazzling 3D Mission Select Map will help players feel grounded in the world of Erodar as it provides a visual representation of the landscape the story is taking place in. With each Mission complete, the Hero you are playing as in will move between the regions of the map to get to the next checkmark – which helps players keep track of where they are travelling to throughout the world.

For our apprentice Protectors who have only now joined the fight, the initial Campaign Missions can also act as a tutorial for those who have yet to brave the Darkness in Survival Mode. So whether you are a seasoned fighter or new to the cause, Campaign Mode will immerse you into a world where each decision you make could be the difference between life and death.

With every great saga, there will always be twists and turns… Flames of Retribution is only the beginning.

THE FUTURE IS BRIGHT

Expect more updates and content will rise out of the Darkness once they are ready! A key player in Campaign will also be joining the stellar lineup of Heroes available in Survival Mode to help players defend their Keep from the looming threats that are invading the lands – You’ll be meeting our new valiant Hero very soon.

Keep your sharp eyes peeled for future Campaign release announcements as we are excited to share with you soon when Act III will be available.

So, Protectors, keep your villagers out of harm's way and the enemies abay… you never know what’s lurking in the darkness.

Please report bugs or crashes to us either through the Steam forums, our Discord server in the ‘bug-reporting’ channel or using the in-game bug reporting tool.

AoD Social Links:

AoD Discord - Join our official Discord server
AoD Website - Official Website & Blog
Twitter - Follow us at AOD_FinalStand
Facebook - Like Our Facebook Page
Reddit - Join the r/Age of Darkness: Final Stand community
YouTube - Subscribe To Our YouTube Channel

Have a question about the game? We have a handy FAQ we’ve posted on the Steam forums that you can view. If your question hasn’t been answered there, we’ll be doing our best to keep up with questions here, on the forums and our Discord server.

Speaking of which, you can also chat with our team and ask them questions on our official Discord server here!

https://store.steampowered.com/app/1426450/Age_Of_Darkness_Final_Stand
Land of the Vikings - Laps Games
Greetings Jarls,

We are thrilled to announce that our biggest update since Land of the Vikings launched into Early Access release has now gone live!

With this update, we're pleased to share the brand new Building Editor (as well as several requested improvements and bug fixes) with all you lovely Vikings 🤘⚔️

Building Editor

👆 Watch the video for a demonstration on how to access and use this tool! 👆

The Building Editor is a powerful in-game editor that you will be able to access from the main menu and will allow you to build an unlimited number of buildings and decorations. Customize the look of most in-game buildings with all kinds of decorations and other details!

There are nearly 300 ready-to-use meshes in the editor, but we'll be adding even more in future updates. You can also share decorations and buildings you've made with your friends and other players through the Steam Workshop. Even if you don't want to create your own designs, you can grab others' awesome creations and use them in your game. The Building Editor is for all Vikings!

We shared more details about how the Building Editor works in our last blog post. If you missed that, check it out:
https://store.steampowered.com/news/app/1981570/view/3705939572696842186

Steam Workshop: https://steamcommunity.com/app/1981570/workshop/

There are already prepared models, you can subscribe to them and start using them in the game.

Additional fixes and improvements included in this update:

Automatic Tree Cutting



Now you can use the automatic tree-cutting feature with the area selection that you can set on the woodcutter tool. When the trees in the region you selected reach full maturity, they will be automatically cut by laborers and transported to storage.

New Map: Mountains!


And more:
  • Steam Cloud Saves are now implemented!
  • New stonepit areas (These have also have been added to existing maps. If you continue the game from an old save, your buildings can overlap with the new stonepit areas)
  • Added warrior information section to management windows
  • Fixed minus (-) silver issue when trading
  • Villagers whose spouses have died can now start a family again
  • Fixed a bug where villagers working in construction quit their jobs
  • And many more improvements and bug fixes...
Known Bugs:
  • Rotation can be broken when copying items in the editor.
  • Editor icons may not appear on some computers.

Let us know what you think of all these changes and what else we could do to make the experience even better for our community. We love to hear your feedback!

Skål!


Tegridy Puzzles - Rust Jesus
SCORES ADDED!
STEAM LEADERBOARD ADDED!
Apr 4, 2023
Songs of Conquest - Lavapotion
Greetings Wielders!
Another month, another update. This time we’ve focused on the map editor in an effort to make level creation just a bit easier for everyone! It is an important feature of Songs of Conquest. Not only it is the tool that we use to create our maps and campaigns, but it’s also something that you, the community use to create awesome maps

So what have we been up to this busy spring month? As we mentioned we have been focusing on the map editor, making sure it’s easier to work with, and updating a bunch of its features. For instance, you can now search for entities and crop maps and we have added drop-down menus for your convenience.


It’s ever so convenient!

We have also added more features for those of you that want to create story-driven maps with objectives, just like how we create our campaign maps. Our fantastic artists have created more portraits for custom dialogues and we have thrown in an “objective group” field to story objectives, making it easier to create a series of objectives when you create your own maps. We look forward to what you will create with these new tools.

And speaking of community-created maps, to celebrate our new map editor we have just launched a competition together with mod.io, be sure to look it over on its very own steam post. You have the chance to get your map into the official Songs of Conquest map list and win some money too!


Get creative and submit your map for the chance to win. Read about the competition here!

We also gave some development love to one of our experimental features, co-op. Although we aren’t done yet we made sure this got some much-sought-after improvements. For example, you can now ping each other on the mini-map and send resources.


Get in there and do things together!

There has also been more work done on AI, both for adventure and battle. We are proud of all the improvements made with last month's AI update and community feedback has been important for those extra additions and fixes. One of those fixes has been to change the AI behavior during sieges, now we force AI attackers in sieges against players to always be the aggressor.

We have worked a lot with unit roles and behavior and that work will continue to be important for us. This update introduces many small changes, fixes, and updates and as always we recommend reading the entire changelog down below, we promise it’s a rewarding experience.

Keep up the adventure!

/The Lavapotion team

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Changelog v0.83 - March 24, 2023
Notable additions
Added a new hierarchy view in the map editor, where all the placed map entities are listed and searchable.
Most objects in the map editor now have tooltips and better English translations
33 new Random Events for the Rana faction

Notable bug fixes
Fixed issue causing passive AI on randomly generated maps
Fixed bug where upgrading Eth’dra could cause Dragons to exceed their max Troop Size
Fixed bug where upgrading troops could cause upgraded troops from the pool to disappear
Fixed bug where the AI could do actions on the adventure map while stashed in a town
Fixed a bug where towns sometimes could not get attacked, which was also a cause for AI freezing on their turn.
Fixed bug related to Rapid Fire spell, Onslaught spell, or Double Strike trait, where you could get stuck in Battle after killing a troop and still having attacks remaining.

Adventure
Tweaked scouting thresholds (hostile threat levels can now be seen one tile further away than previously)
Fixed text size problem on post adventure stats menu
Fixed team color glow on the mini menu.
When ejecting a wielder from a town or settlement it is automatically selected
Don't close town interaction menu when the enemy is storing wielder in sim turns
Updated behavior for how the camera follows wielders
Slowed down building in progress smoke effect
Updated cursor notification pivot to show notification left of the cursor if it's too far to the right of the screen
Invisible “story actor” map entities no longer block movement
Fixed being able to exceed stack size limit when upgrading troops
Add overflowing scouted troops in pre-battle into the tooltip instead of the cover grid
Allow aborting forced camera movements by pressing WASD or begin panning with the mouse
Refresh town list when initiating a raze/convert the town
Fixed town wall gates being placed underwater
Fixed color tinting map entities not being active at map start
If a research building is banned on a map it no longer shows up in the research menu
Show building cost even if players don't have any available build site
Fixed the issue of not generating an alternate valid path for the wielder when the optimal path goes through unexplored parts of the map
The behavior is now always the same when capturing neutral settlements no matter which faction the capturing team belongs to
Fixed showing “pillage” mouse cursor and tooltip for neutral buildings that could not be pillaged
Fixed wielders sometimes unnecessarily move when the ground underneath them changes appearance
Show level-up menu before joining popup after the battle

Battle
Add retaliations to melee attack preview
Stop reload animation after troop has ended turn the second time after firing
Fixed battle outline null reference exception
Increase damage of most spells
Lower cost of Biting insects to 4
Increase the cost of Earth block to 5
Increase the cost of Repel to 8
Only show equipped artifacts in battle on the wielder tooltip
Update wielder tooltip layout
Fixed being soft-locked after killing the initial target with troops that have additional attacks left
Remove troop essence section in battle tooltips for troops without a wielder
Add notification to troops that can hit again

Common
Fix localization of codex faction headers in the building category
Fix some troop portrait positions
Fix localization bug in the codex research section

Map Editor
Removed old “Island” type random map generation
Improved mirroring when drawing using “circular mirrored” mode
Make it possible to disable the ability to build walls in cities
Added “objective group” field to story objectives, allowing them to be grouped as a single entry in objectives HUD in-game
Story actors now correctly get the color used by the team selected for it
Added a way to add custom map editor names to entities to make them searchable.
All lists and fields in map entity properties now have a different way of drawing themselves, so they should now be more responsive
All dropdowns now have a search bar
Fixed issue where the area trigger grid never disappeared from a wielder spawn point once added
You can now see where roads and walls will end up around towns and settlements in the editor
Added keybindings, most can be found in the tooltip for each tool. Keybindings added but not found in tooltip - <Tab> cycle tool context, <ctrl + Q> and <ctrl + E> set brush size, <shift + ctrl + Q> and <shift + ctrl + Q> to change height when drawing terrain height.
Added 11 neutral personas to use in dialogues
Added tools for padding and cropping maps

Multiplayer
Show other players’ selected teams in the lobby when the co-op is enabled
Exploration data is now shared between allies
Scouting is now provided by allies’ wielders and map entities
Added a tooltip for allies’ wielders showing level, skills, troops, and equipped artifacts
Allies can now use each other’s Beacons as teleports in co-op games
Allies can send minimap pings to each other during co-op games by right-clicking the minimap
Allies can now recruit their own troops from each other’s rally points during co-op games
Allies can now send each other resources during co-op games
Prevent showing pillaging mouse cursor and tooltips when pointing at allies’ buildings

AI - Adventure
Fixed exception bug that happened when AI rebuilt map regions
Fixed some guarding issues to better help the AI abort thinking in transitions to/from battle, when an AI team dies, and when the game is over.
Fixed a bug that made it possible for AI wielders to attack across the map even if they were stored in buildings
Remove Option creation redundancy (optimization)
Usage of portals entirely refactored
Map loot pocket scoring tweaks
Removed mismatch where the AI was braver when planning long routes, but chickened out when it got close.
Map interaction improvements
Changed how the troops are valued by the AI when recruiting or transferring troops

AI - Battle
Tweaked when the AI uses the Aim ability
Increased chance of AI casting a spell during a troop round
Removed some restrictions on AI casting spells if is has 20 or more essence in total
If AI can afford it, it will try to fill the path of a Repel spell with Explosive Fungi
Made AI more restrictive about using the Aegis spell
AI should be more willing to “waste” damage in order to use Ice Bolt and Rupture more often
Defensive AI teams are more restrictive about using Sabotage spell
Defensive AI teams are much more restrictive about using Destroy Essence spell
Defensive AI teams are more restrictive about using the Lethargy spell unless very early in combat
AI is much more likely to use Entangle spell if the enemy only has one unit left
AI no longer should cast Pacify spell as often, and not as a must cast when one enemy left
Defensive AI teams less likely to waste Onslaught spell on troops with support roles
Rebalanced Wait ability to work like other abilities and actions to make it viable again
Aggressive AI teams are much less likely to use the Wait ability
Removed elevation scoring bonus for attackers unless they are in reach of an enemy
Added an extra elevation bonus when occupying a hex next to an enemy
Fixed the bug of troops not being able to just stay in place if they had a valid melee target that was too dangerous to attack
Force AI attackers in sieges against players to always be the aggressor
Increased the aggressiveness of a team without a wielder meeting a team with a wielder
Added a “no retreat” penalty to discourage aggressive attackers to retreat toward the back edge of the map
Added a “retreat” bonus to encourage passive defenders to retreat toward the back edge of the map for certain troop roles
Tweaked down the fear of damage for troops with supportive roles for teams with high aggression

Audio
Don’t trigger wielder death sounds from opponents in the fog

Random Map Generator
Tweaked random faction chance for random hostiles and should now be more varied

Misc
Change the percentage of beacons needed to win from 70% to 64%
Apr 4, 2023
Genesis of a Small God - Pierre Nury
Hello everyone,

New version of the demo with minor fixes and quality of life changes based on first feedback.

Best regards,

Pierre Nury
...