CyberCorp - xSMNDx


Jul 3, 2021
Gridiron - Ridingkeys
Hotfix 1.0.4.1
Bug Fixes
  • Fixed a bug where parties of 6 or more could not queue due to UI blocking the start button.
  • Fixed a bug where white squares sometimes appeared in end game UI elements where rank badges should be.
  • Fixed a bug where it requires all 7 players to vote yes to forfeit in ranked mode.
TramSim Vienna - The Tram Simulator - Fabian Boulegue [Aerosoft]
Hazumi and the Pregnation - utako
The PSD file of the standing picture of Hazumi is now available on Fanbox/Fantia, the support site of Taji (@CrowView) who drew the artwork for Hazumi.

https://twitter.com/CrowView/status/1409876615639744515
https://www.fanbox.cc/@crowview/posts/2420730

Unfortunately, the mosaic is attached to the genital area, but can see the standing image of Hazumi in high resolution in the PSD file.
The Demon Rush: Legends Corrupt - Dragoon Canada
Work on the Legends Overload expansion is still progressing steadily, with work still focused mainly on finishing the remaining creation of the new Story Mode content for now. The two additional modes that will accompany Legends Overload will be revealed later once they are fully implemented and more accurate information and details can be confirmed, although unlike originally where it was stated that one of the additional modes was going to have no difficulty mode selection attached to it, this has changed and it will have Normal, Legend and the new Legend Plus when it is eventually revealed.

Previously, it was mentioned that there was going to be a minimum of five expansions, but little information regarding them. While future expansions are still in the planning stage, what those plans currently consist of are able to be listed in more detail than previously stated.

The general overall plans and broad strokes for The Demon Rush: Legends Corrupt's future expansions as of July 2021 are as follows (subject to change, but will very likely stay this course):

Expansion 1 (Legends Overload)

  • Additional story content and world map locations will be added to current world maps in Story Mode, and will also include a superdungeon and superboss
  • Legend Plus difficulty will be added to Endless Dungeon, Onslaught, Conquest, Heist and the two new modes, while 20 "Legend Plus" Challenges are planned to be added to Story Mode's arena
  • Two new modes (currently in development as Action type) will be added
  • New passive abilities planned to be added to Story Mode and Endless Dungeon

Expansion 2 (Tenebris)

  • A new original Fire-elemental character is planned to be added and will be usable in all modes (may be more melee oriented as per current planning)
  • A new world will be added to Story Mode based on the Tenebris Conquest series, and this world may likely be divided into multiple world maps
  • More Challenges are planned to be added to Story Mode's arena on completion of the new world's storyline
  • A new mode is planned to be added as Adventure type (so far as current planning is going) and this mode may be integrated to some capacity into the new world, if it is suitable gameplay-wise
  • New monsters are planned to be added as recruitable in Conquest, and those same monsters are planned to be added as normal enemies in Endless Dungeon, Onslaught and Conquest
  • A new Heist Artifact is planned to be added
  • New passive abilities may be added to Story Mode and Endless Dungeon

Expansion 3 (Into The Past)

  • A shorter expansion that is planned to consist of 3 modes so far -- a Story type mode (Side Stories) that is aiming to start with 20 short side/background stories of various characters (both playable and non-playable characters), an Action type mode that will aim to be a modern version of RopeRange from the original 2008 Demon Rush (with changes such as characters having at least somewhat different playstyles in-game), and an Adventure type mode

Expansion 4 (Currently unnamed)

  • A new original Water-elemental character is planned to be added and will be usable in all modes (may be more defensive/support oriented as per current planning)
  • A new original world will be added to Story Mode that is not based off of any previous existing Dragoon series, and is intended to have more of a magic and war based setting at this time
  • More Challenges are planned to be added to Story Mode's arena on completion of the new world's storyline
  • A new mode is planned to be added as Strategy type (so far as current planning is going) and this mode may be integrated to some capacity into the new world, if it is suitable gameplay-wise
  • Additional Side Stories planned to be added
  • New Story/Endless Dungeon passive abilities, new Conquest monsters and new Heist Artifacts may be added as suitable

Expansion 5 (Currently unnamed)

  • A new original Wind-elemental character is planned to be added and will be usable in all modes (may be more environment/area-of-effect oriented as per current planning)
  • A new original world will be added to Story Mode that is not based off of any previous existing Dragoon series, and is intended to have more of a futuristic setting at this time
  • More Challenges are planned to be added to Story Mode's arena on completion of the new world's storyline
  • A new mode is planned to be added as Strategy type (so far as current planning is going) and this mode may be integrated to some capacity into the new world, if it is suitable gameplay-wise
  • Additional Side Stories planned to be added
  • New Story/Endless Dungeon passive abilities, new Conquest monsters and new Heist Artifacts may be added as suitable

Beyond Expansion 5

  • The specifics beyond Expansion 5 will largely depend on how development of the earlier expansions go, but anything beyond Expansion 5 will likely aim for more world maps/storylines in Story Mode, more Side Stories, more gameplay modes and maybe more passives/Conquest monsters/Heist Artifacts as the other expansions are currently aiming for.

More details will be provided as further work on expansions progress and will be confirmed on successful implementation. The purpose of this roadmap is mainly to provide more details on the big picture that is currently planned for Demon Rush's future -- namely the large number and variety of gameplay modes, the number of new worlds and story content additions, the small additions (passive abilities/Conquest monsters/Heist Artifacts) and especially the three new characters that add up to 12 total playable characters across all modes (and end up making it so that there will end up being 3 characters of each elemental).
Jul 2, 2021
Hazumi and the Pregnation - utako
# v1.8.1 beta
## add
- Added a makeover function
- Hair, eyebrow, eyes, and pubic hair color now be changed freely.
- Color changes are reflected in the character sprite, character CG, and prostitution event CGs. The ending CG is not changed.
- Because the method of displaying character and event CGs has changed significantly since v1.7, a $cheat.LegacyParts option has been added for compatability. Mods created up to v1.7 are installed by adding to the \Official_Mods\LegacyParts folder, then copying that to the PPLSS/www/mods folder.
- Added existing facial expressions to the character CG viewer that could not be viewed previously.

In order to minimize the impact of the glitch, I have distributed 1.8 using the Steam beta feature for a while.
From the Steam app library, right-click on "Hazumi and the Pregnation" -> Properties -> Beta tab and select "beta - Beta test version" to update to the beta version.

Before updating to the beta version, right-click on "Hazumi and the Pregnation" in the Steam library → Manage → Browse Local Files → Backup the PPLSS/www/save folder.

If you find any bugs, please contact me at @mihiraghi.
Anima Flux - Roy_del_naya
Hi everyone!

The first summer month is over, and it’s time to share the news! Lost in Sky features a couple of newborn and overhauled monsters, a level map, new avatars, and many other things.

Monsters

Our new arrivals and latest changes made us really proud, so we’d love to tell you as much about them as we can. Let’s fly up in the air and take a closer look at these gorgeous flying creatures.
Eggspawner has got brand new animations. We put them together for you.



Thorn Thrower is happy to show off its new animations! Just look at him fly!



And we’re back on the surface, where Stinger knows how to use the sting not only for defense but for masterful close combat attacks.



Let’s see them in action: here’s a skirmish against Scorpion in close combat with the air support of Thorn Throwers. Classic!



Map

We’re a classic case of a 2D side scroller action platformer (at least, for now), so the implementation of the most important metroidvania element was only a matter of time. We’re happy to give you the Level Map, v.1



Antigravity Tunnel
Last month we told you about the Antigravity Energy Tunnel, a device used for fast vertical travels. Now you have a chance to see it live in the game!



Character Avatars
The main characters’ models will see a renovation very soon. In the meantime, here’s a nice little teaser for you: new character avatars.



Screenshots

A couple of traditional screenshots of locations for you to enjoy.
We’ll see you next month!



Niinamigota - colin sandquist
July.3rd, 2021

Fixes:
- More interaction Adult Talking. Real Talk.
- Fixed Logs [Fixed my East and West too ... GRAB A COMPASS DUDE!]
- Better Transitions [Objectives Clearer. Fade in Fade outs Nice. Music "Less" Sudden!]
- Better Descriptors [enhanced dialogue to not fall apart.
- Finished Twin Cut scene Burning House -> "Hell-hole" - Now Works Progress Continued!
Caves of Qud - AlphaBeard
201.109/202.69
  • Moving via the Walk command now displaces neutral creatures the same way manual movement does.
  • Added a new Automation option: "Show finding items while scavenging through trash as message log entries instead of popups." Defaults to off.
  • Robots with mental-mutation-equivalent modules can no longer be detected by Sense Psychic.
  • You can no longer attempt to sit on yourself, if you are a chair, or sleep on yourself, if you are a bed.
  • You can no longer be a point of interest.
  • If a chair a creature is sitting in is destroyed, the creature is now knocked prone.
  • If a bed a creature is sitting in is destroyed, the creature is now awakened in a daze.
  • Made a small content edit to the text of Council of Gamma Rock.
  • Fixed a bug that caused bedrolls you drop to suppress NPC idle behavior throughout the zone.
  • Fixed a bug that caused some forms of autoact to mysteriously fail at zone edges.
  • Fixed a bug that, when the chair a creature was sitting in was destroyed, made the creature continue to be shown as sitting in the chair.
  • Fixed a bug that caused Oboroqoru's Lair to build infinitely.
  • Fixed a bug that caused dynamic starting villages to not be constrained in the western portion of the map.
  • [modding] Fixed a bug causing the map editor to not register keyboard input.
SCP: 5K - Element
Introduction
We’d like to begin this archive by again thanking you for your patience with the game development process. A lot of work has gone into the project over the past month and we’re happy to share some of it with you.

General Development

Audio
Heaps of work have gone on in the audio department in the past month. We now have the firing and handling noises for 7 weapons fully mastered and implemented in FMOD, as well as the majority of the soundscapes set up in-engine. 



Significant continuing work has also gone into the soundtrack of the game, which continues to expand and improve day by day.

In addition to this, many smaller sounds for various props have been developed, such as doors, switches, etc.

Art and Design

We have new enemy concept art to show off, including the Psi-Z Killer and SCP-173-C. SCP-173-C will be in-game alongside SCP-173-B in the near future.





The second major map rework has gone underway, and the new layout is much more immersive than previous iterations.



We’ve been refining the layout in design for a couple of months and it’s super satisfying to finally see it in-engine. Some core features of this redesign include better use of space, verticality, and an enhanced sense of flow between the various areas and rooms.













In preparation for the demo, we’ve overhauled the Infamous Area to be part of the introduction to the facility. It starts off as a sewer-like access area, leading into the treatment and a back-access to the facility…







In addition to this, work on the essential props and architecture has continued. Some of this work includes final assets for the Backup Generator room door and shutter doors, the security checkpoint, and vents for the generator room.







The UI has seen continued updates, and we’re really happy with how it’s starting to sink into its style. These updates include changes to the weapon, player and hotbar UI, as well as some changes to the main menu and pause menu. Pretty much everything basically.

 

On the weapon side of things, work-in-progress textures have been developed for the UMP-45 and M24A3, as well as a model and textures for a new weapon…




Programming and Gameplay
A new weapon has been added to the arsenal! The Mock-18 is a capable sidearm featuring 18-round magazines and full-auto capability (we’ll see how this balances).



Significant work has gone into the first pass of Area-12’s objectives, as well as into the core systems behind the objectives to give the most flexibility for our designers. Work has gone into interactive keypads with random codes that update the environment accordingly, as well as to objectives that unlock doors, restore power to whole areas, etc.

Additionally, more work has gone into the server infrastructure, with better config support and more variables to tweak, better steam integration, and overall better stability and networking performance.

More work has been spent on the back-end systems driving the senses of the horde system, and while they’re not quite ready for integration yet, they’re starting to shape up.

Meanwhile, the programmer gremlins have also been hard at work in their basements squashing all sorts of bugs faster than we’ve ever seen before.

Future Development Plans/Conclusion
KICKSTARTER SOON!
  • New footsteps and impact sounds
  • Shotgun
  • Hordes
  • Soundtrack
...