Orb of Creation - MarpleGames

Hey Ponderers!

Since we are so close to getting Orb fully released, I'm going to drop a monthly update until the magic is back in your hands, letting you folks know where this project and I are at!

Lots of time went into Alchemy and various quality of life things this month. Like I said in the last dev log, the content portion is always the weirdest to estimate because there is just so many content holes to fill and you don't see them until you are actually working on it.

Additionally, its really nice that I'm giving myself the time and space to work on these sections. Its pretty clear combing back through alchemy adjustments I made for v0.6 just felt uninspired for me. From my current perspective it feels like I was focused on finding whatever solution to game design problems I had so that I could push it out the door. That may sound a little harsh or perfectionistic, and there isn't necessarily anything wrong with that approach either, but there is a certain charm that I want every pillar of the game to have. (Wizardry, Druidry, Artificer, etc) My goal is for players to WANT to try different builds; to see a cool research or upgrade and be like "holy moley, what if I went for that first on my next playthrough?" or "What happens if i invest in that tree first?"

I've achieved this with the new version of Druidry. (I actually think Druidry might even be too cool now, and it might be even stronger than current Scholarism >.>, we'll see.) I've also made Expert Potions (now renamed Expert Items) far more interesting and given it some really cool combos with more than just Alchemy. Storm and Arcane have a lot more fun tools and unique stats upgrades that only they have access to.

But Alchemy is still alluding me a bit. Back in original design I had for this game, Alchemy WAS passive resource generation. But since Auras + Generators exist now, passive generation is no longer a niche thing, so Alchemy is missing a lot of its uniqueness. In v0.6 I kind of went with "mechanical complexity" as its unique trait, but honestly, that doesn't work that well.

That all said, I have been dabbling a little bit and arrived at some fun ideas. First of all, I made Alchemy is far more consistent and far easier to understand. No more "overdriving" and free usage slots. Instead I've made the alchemic capacities (Alchemical, Mechanical) dynamic, and reorientated alchemy's design towards "equivalent exchange" ( 😉 ), pushing the idea forward that: "if you want to generate an x-type resource you need to deconstruct a different x-type resource first"

I've also added in a lot more slots again, and added some type-specific ones, like brewing, so that you never have to feel like brewing a potion means your missing out on a transmutation.

Finally, this section of the game where I start to really ramp up the resource complexity, and I'm leaning into that quite a bit in the release version. The resource chain lengths are longer and really powerful resources are going to take quite a bit more work to generate.

Alchemy's uniqueness not withstanding, it feels about 80% done which means I'll likely start combing through ritual content this month and then after that it'll the new game+ content and then this phase will be complete.

In other news, I've had the opportunity to consult with a friend who has successfully launched a few games and I've got a lot more understanding around the work that will be required in the final phase of this release. With that information my timeline goals have shifted a little bit. Instead of shooting for a end of year release, I'm just aiming to have Orb content complete by the new year, with its full release following 2-3 months later. Again this is not an official timeline, I'm just being transparent with my thoughts. Its far more important for me to take my time and release it when its ready than follow an deadline schedule, but I am darn excited. I've been working on OoC for nearly 5 years at this point--being this close has me wiggling in my chair quite bit.

Til next month!

-Marple

PS. There is a lot of space for different bandwidths here... 🤔

Turok 2: Rok Match - SVR-Dev

Multiplayer:

  • Plasma Rifle and Shotgun unwield animation was slowed down slightly, but only if you attempt to swap weapons at the exact moment of firing to bypass native timers.

Explanation: This was done to softly weaken weapon swap abuse, where you can cancel recoil animation and even the native refire penalty timer to shoot faster and also make extra shots from other weapons in-between. For example, firing 2 plasma shots and a shotgun blast in just 1.1–1.5 seconds, while the plasma rifle should not fire faster than once every 1.5 seconds (or 1.9 seconds with the OG-Plasma mutator).

  • Cerebral Bore native refire delay reduced from 2.0 sec to 1.5 sec, since the lock-on feature requires a comparable amount of time.

  • Updated Instagib and Cannonball mutator behavior: You can now pick up most items (instead of ignoring them), but they will have no effect except adding 1 point to your stats. This resolves issues with Items+Platforms scenarios and adds minor incentive to collect scrap. Also fixed CTF for these mutators.

  • Fixed an issue where updated Raptor stats were not applied across different map packs.

  • Fixed a bug in the Pistol world model that broke shading for other items.

  • Fixed a critical original bug: Rarely, some items would grant nothing if other players were nearby, or could even cause a crash if the item was unobtainable (e.g., max health, max ammo, playing as Raptor, etc.).

  • Moved some items very slightly in Harbor-9, as they were blocking the Raptor from climbing ladders.

  • Added one new item in Harbor-5: Box of 40 Bullets (replacing a broken, out-of-bounds rocket pickup).

  • Significantly improved "The City" level tint for better visibility and cleaner colors.

  • Your total kills with the Plasma Rifle are now saved to Steam Leaderboards. The counter updates only at the end of the round.

  • Disabled 3D Shadows on the following maps: Blind One's Den, The Queen's Lair, Talisman Room. Reason: Eliminates glitchy, annoying falloff from scripted objects.

GameSpy Lite Server Browser:

  • Server response timeout reduced from 2 sec to 1 sec for faster searching. (No one plays on servers with 1000+ ms ping anyway).

  • Removed the original 2.5-second delay before auto-search; now starts after just 0.25 sec.

  • Rewrote the Tip Window to be more helpful for new players.

  • Removed the "Favorites" button as requested — it was confusing and never useful (T2 doesn’t have hundreds of active servers).

Single Player:

  • Fixed extreme green blood overspam during the Blind Boss fight that could temporarily block weapon firing.

  • Fixed Elite Guard enemy in the Primagen level having an uncapped secondary attack, which could drain all player health in under a second at high FPS.

  • Primagen Trooper white smoke is no longer uncapped.

  • New sound option: "Disable Unused Track" — restores the original duplicated Primagen music during the Queen boss fight.

  • "Disable Crosshair" option now works in Single Player.

  • Original unmodded Easy and Normal difficulties have returned as launcher options. The current default balanced difficulty is now called "Rok". A "Check Difficulty Rules" button has been added — click to view full details.

Since many enjoyed the "Adia Time Trial" achievement, the following improvements were made:

  • Upon completion (or failure), a detailed timer popup appears immediately.

  • Your best time is now saved to Steam Leaderboards for global competition!

  • Entering the save menu now adds a 1-minute penalty to your run time (with notification) to prevent abuse. Applies only during the first 3 minutes of gameplay.

  • Improved timer start/end accuracy — previously could miss some frames due to lack of competition-grade precision.

Other:

  • Fixed incorrect mode order in the Jukebox help file.

  • Slightly updated GPU profile.

  • Minor code improvements.

  • Renamed "Active IP" to "Browser IP" in the Launcher.

  • Keybinds are now saved to Steam Cloud.

1:18pm
PropFight - Georges Moulin

Autumn Update is here, introducing seasons, lots of fixes and a new prop!

I had a few problems with this update that are hopefully solved. If the game crashes or has issues, don't hesitate to report them on Discord

- New prop: Umbrella

- Add 2 more colors to the game

- Add autumn to the game, it only affects the lobbby's appearance

- Events and powerups are now unlocked after a few levels, instead of being available for new players directly

- "Tsunami" now has a real collision shape (it was a square before)

- Rain background now interacts a bit with the world

- Rename "Chromatics" to "Trip" and change its behaviour

- Change "Deform" effect processing

- Add a few emotes

- Update to Godot 4.5 (the game should now launch faster)

- Add some missing translations

- Juice Pogostick, Cross and Football a bit

- Enhance the explosion fx and the outlines with a bit of IGN dithering (thanks acerola)

- Fix a lot of small (or less small) bugs all around the game

If you want to add translations, contact me on Discord, I can send you the locale file.

Echoes of the Living - MoonGlint Games
Hello there!

I'm working non stop trying to fix all the issues that had been reported by the community while Laura is trying to answer everyone in the forum. Once again thank you so much for the support and let us know all the bugs you find. We will keep the game at 20% discount until all the issues are fixed and all the features are restored.

In today's patch we are addressing the following issues:


- Fixed weapons upgrades removing your current weapon.
- Fixed the issue that makes the player fall into oblivion when loading the City Hall entrance.
- Fixed wrong rotation on certain examinable items in City Hall (metal suitcase, weapon case..).
- Added a notification each time you reach a checkpoint.
- Added a text box to the PCs to tell the player that they can't use the PC to save since the checkpoint system has been activated.
- Fixed a collision issue with red container in the Warehouse.
- Fixed several items pickups.
- Fixed a grenade pickup showing an incorrect weapon in Mayor's Secretary Office.
- Fixed the collision issue with the sewers slope.
- Fixed the Piano not allowing you to interact when you use the blood gem and save.
- Added some missing text in Pile of Letters.
- Fixed various typos
- Fixed a freeze issue when opening your Archives or examining an item in Blade's Crypt
- Fixed an issue with "Game Over" when dying from the traps in Blade's Crypt.
- Fixed an issue with the Seeker door scarejump, player could get trapped inside the door, now it teleports you back to avoid failling in to oblivion.
- Fixed an issue with the Deagle not upgrading while using the correct weapon parts.
- Fixed Pendantel street encounters teleporting him to his default location.

Thank you so much everyone for the support, we are and we will working non stop until everything is fixed, don't worry we are listening all the time and we won't let you down.
EA SPORTSâ„¢ Madden NFL 26 - Electronic Arts


Register now to compete for the $150k prize pool and to receive a M26 RedZone MUT pack!

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Tides of The Endless - zhengjindou
\[Major Update Notes]

0. Map Magic Sound Management Fix
 Fixed an issue where map-based magic effects were not controlled by the sound management system. These effects are now properly handled by the global audio manager.

1. Dodge Direction Save Optimization
 Resolved an issue where the dodge direction had to be reset every time the game was restarted. Settings are now saved correctly.

2. Fusion State Pause Logic Fix
 Fixed a problem where the game could not properly pause or cancel during Fusion State. The transition is now smoother and more stable.

3. Mech Switch Movement Bug Fix
 Fixed a bug where players could still move while switching between mechs.

4. Old Tutorial Removal
 Removed the outdated tutorial system to make way for the new guidance experience.

5. Battlefield Double Drop Timing Adjustment
 Adjusted and clarified the timing rules for double drop events in battlefields for more consistent loot tracking.

6. Controller Map Opening Fix
 Fixed an issue where opening the large map with a controller caused errors or unresponsiveness.

7. Battlefield 4 Size Reduction
 Reduced the overall size of Battlefield Map 4 to improve pacing and gameplay flow.

8. Ranged Mech Visual Update
 Reworked the appearance of ranged-type mechs with new visual designs.

9. Ranged Mech Attack Enhancement
 Ranged mechs can now perform continuous or extended attacks, improving combat feel.

10. Default Skills Added for All Mechs
 Each mech now starts with two default skills, allowing for more tactical variety right from the beginning.

11. Added 5 New Regions
 Introduced five new maps or regions, expanding exploration and gameplay content.

12. Early-Game Random Mode
 Added a new Random Mode option early in the game for increased replayability and unpredictability.

13. Added Three New Crystal Types
 Introduced three new crystal categories: Star Map Crystals, Fate Crystals, and Miracle Crystals, each unlocking or enhancing different systems.

14. Battlefield 4 Stair Size Adjustment
 Adjusted stair size in Battlefield Map 4 to improve movement and combat flow.

15. Sanctuary Stair Expansion
 All stairs in the Sanctuary area have been enlarged for better visibility and smoother navigation.

16. Map Ground Layout Adjustments
 Optimized several ground collision and layout issues across multiple maps for better stability and gameplay.

17. Split Miracle Attribute Fix
 Fixed incorrect or missing attribute values on Split-type Miracle items.

18. Split Star Map Count Fix
 Resolved an issue where the number of Star Map splits was calculated incorrectly.

19. Energy Crystal Map UI Update
 Updated and improved the Energy Crystal map user interface for clearer display and usability.

20. New Reverse Dodge Skill Added
 Added a Reverse Dodge skill, allowing players to dodge in the opposite direction of input — adding new layers of tactical play.

Other Improvements
 Various minor bugs and stability issues have been fixed, improving overall performance and gameplay smoothness.

Ka: Keepers & Assassins Playtest - drasticore
- Modified lobby disconnection/reconnection logic for Steamworks
- Fixed lobby ready state server side bug
- Fixed arena close match clients, search or create new quickmatch lobby
Chess With Idiots - Soupman

\[AUDIO]

  • Reworked audio for Cry, Blaze, Bite, Scream, TakeOf and Winggust actions

1:09pm
1492 - Colonization of the new world Playtest - OliverJ
Misc fixes
  • Treasure can now be sold to smugglers during the revolution
  • Fixed an issue where veteran soldiers would not promote during the revolution
  • Reduced major victory chance (now requires min 6+5+5 / max 1+2+2)
  • Combat messages now better explain that major victories eliminate enemy units rather than demoting them
  • Fixed Monarch support when declaring war (previously granted too many soldiers)
  • Updated Sons of Liberty flag
  • Adjusted mouse zoom speed for improved control
  • Fixed an issue where fortifying a non-offensive unit adjacent to a foreign colony could cause war
  • No longer possible to build a colony directly adjacent to another (previously allowed in recent versions)
  • The goods icon in the colony screen now displays a red border if the warehouse is overloaded or food supplies are low
  • Closing a colony screen with an overloaded warehouse now triggers a news item alerting the player
  • Most invalid actions now play an error sound (sound effects remain a work in progress)
  • Arrow keys now move units (including diagonally). Ctrl + arrow keys will pan the map. This can be reversed in Preferences.
  • Added a warning the first turn a colony produces goods at reduced efficiency (e.g. when running out of Cotton but still producing Cloth)
  • The name entered during game setup now correctly becomes the player’s in-game name
  • Dialogs referencing goods now display their current European market prices
  • Added experimental unit outlines to make moving units easier to identify (still being refined)
  • The blinking highlight on the current unit can now be replaced with a pulsing outline via Preferences
  • Ships have been given a different visual appearance
  • Numerous minor fixes and adjustments

Map generator
  • Distance from sea lanes to land is now more consistent
  • Land distribution made slightly less random to ensure ample land both north and south
  • Tweaked resource placement (less randomization to reduce excessive clustering)

Text rework
  • Revised dialogs that previously borrowed text verbatim from Sid Meier’s Colonization
  • Added several new error dialogs to clarify game mechanics and feedback
  • Began adding in-game hint dialogs (can be enabled from Preferences)
  • Updated combat messages to better match the tone of the game

News and dialogs
  • Made news and dialogs more consistent — all news items are now clickable to open a related dialog
  • Most dialogs now also appear as news entries (viewable in the News window)
  • Dialogs can now be re-opened from the News window
  • Preferences now allow suppressing more dialogs (feature still in progress)
  • The game will no longer automatically end the turn while unread news remain
  • The end-turn notification now indicates when unread news are present

Natives
  • Replaced the original 8 nations with 14 native nations, each referred to by their authentic names. A random set of 9 will appear in each game.
  • Each nation now differs in peacefulness, provocation tolerance, and trade willingness
  • Native settlements now vary more visually and display their nation colors more prominently
  • Settlements are now more autonomous, and relationships with European nations depend more on each village’s alarm level (rather than a shared tribal strain)
  • Removed terrain bonuses from native villages
  • Nations now communicate more clearly when they become irritated or hostile
  • Braves can now approach colonies to initiate trade
  • Natives attempt to avoid friendly roads to reduce interference with trade wagons
  • Roaming natives now maintain more distance between each other to reduce congestion and ease player movement
  • Prices for a good may temporarily worsen for a few turns after that good has been traded
  • Supply and demand are now more dynamic — differing between settlements and fluctuating slightly over time
  • When selling more of a good than a settlement desires, the village may now offer to buy only part of the load at a better per-unit price
  • Settlements will rarely permit the player to buy a full load of goods
  • Some settlements now refine luxury goods (Cigars, Rum, Coats, Cloth) and occasionally offer them for sale
  • Increased native gifting early in the game and following the founding of new colonies
  • Alarm levels have been renamed and are now displayed in each settlement’s tooltip
Beneath the Mountain Playtest - Failosipher
Small number of bug fixes
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