The Sapling - Wessel
For those interested, currently there's a new 7 day livestream going on over at Twitch: https://www.twitch.tv/woseseltops

Some things that have been going on so far:
  • 13 Oct 500h GMT At two places on the map forests start to form. It always take a long time for plants to evolve that are 'fit' for larger body sizes, but once they are there they often slowly take over the world.
  • 12 Oct 1800h GMT The dominant animal family at the moment is characterized by sturdy feet, useful for carrying a lot of heavy body parts, like tusks.
  • 12 Oct 600h GMT So far, there seem to be 2 major plant families: one with fern like leaves that just survive in a lot of places, and one with needles for cold areas.

Following the success of the previous livestream summary video (see below), I plan to make a summary video of this one too.

Oct 12, 2021
Raccoon Arrival - julianfokin
Weekly Updates & Fixes
- Achievement "House" fixed and now available to get
- Performance improvement
- Localization fix
- Audio quality improvement
Oct 12, 2021
Ningakki XXVI FPS - WilliamDColburn
I have successfully made a new version of the game and uploaded it to steam.

This is a very experimental phase for me. I'm still learning more about navigating through Steam than I am about game development. But progress has been made.

In terms of game play, the major update is that I made robots patrol. Some patrol very fast, and are quite dangerous because of it. Other groups patrol very slowly, and one of them is homing in on the player continuously. The entire game was rewritten from scratch (not that there was a lot there) because in my first version I made some very poor choices about using git and laying out my Unity project. I fully expect a third rewrite from scratch is coming soon, because while I did better this time, I still didn't do well.

My original content is still the land mines that I coded up. All the rest of this is just asset flips, mostly the Unity FPS Microgame. There is now only one cluster of landmines, around the sniper rifle. The grass is much more normal sized, so you can see through it. I remade the map in the spirit of the old map, but it is different now. The pistol still has a tremendous range. The Unity provided jetpack is in the level, but there are no clues as to where it is, and it isn't needed yet. Assume that in a version coming soon that the sniper rifle will be moved to the top of the construction skeleton, and the jetpack will be required to acquire the sniper rifle.

The final version playtested on my mac, so I'll reenable the macos version. The previous version worked on my mac at one point, but I never playtested the final version.

I added a quit button to the pause menu while in game, so you are no longer trapped in the game if you play it! And since you aren't trapped, it now plays full screen. It was windowed before because I had no way to exit it. You're still trapped in the game at the win screen and lose screen, but I'll fix that eventually. My plan is to just remove those screens completely. There is only one resolution, which is one step down from max resolution, mostly to prove that I could do that. Now that I can, I think I know how to make windowed or full-screen optional, and how to let the player select the resolution they want.

The linux version has some weird stutters for me at the start of the game. They don't happen in the Unity editor, just in the executable. I have no idea what they are being caused by.

Coming soon changes in my mind are making the skybox more interesting, making the pistol into a short range weapon, providing more of the weapons from the Unity FPS Microgame, and more interesting terrain and structures. I had planned to put a steam achievement in this version, but I gave up. I'll try later. As for what I actually do for the next version it is hard to say. I didn't think any of my plans for this version were overly ambitious until I attempted to implement them. Then it suddenly seemed like I was trying to swim up a waterfall. I need to take smaller steps here.

Lastly, at no point should anyone be nice to me about the quality of this game. I'm under no illusions about it. I want real critiques because I need to improve, not a participation award because you're afraid of hurting my feelings.
Oct 12, 2021
7Days Origins - Altair
[Updated Features]
- Japanese translation strings have been updated and translation quality has been raised.



If you have another issue or suggestion, please contact us(help@buffstudio.com) or post an article on the community hub.
Thanks a lot :D
Oct 12, 2021
Warp Frontier - brawsome
* Fixed conversation choices appearing when leaving facility with Titus if previously attempted to leave before securing facility

Oh, and if you're reading this, if you wouldn't mind leaving a review for Warp Frontier that'd be grand :).
Sid Classic - Singta Inc.
Hello. This is Sid Classic Team.

Sid Classic! The adventure story in Magic School Lussid!

Let me introduce the upcoming Events of Sid!


1.Season

Hello, everyone!
In this season, you can meet with sidians who embroidred firmament.

■ Period: 10/15 ~ 10/21 (UTC)

■ The following Season Exceptionals can be encountered during Lessons and Explorations.

Location : Lessons



<R+ Lilienthal>
Max Lv - HP : 12943 / AK : 17546
- Skill : (120/220/320/345/370)% of ATK on the first turn
* Trigger % : 56%
* Illustrator : libby


Location : Explorations



<R+ Amelia>
Max Lv - HP : 13862 / AK : 16643
- Skill : (110/210/310/335/360)% of ATK after sidian's level 40
* Trigger % : 39%
* Illustrator : ringo

※ R+ Lilienthal and R+ Amelia will have x3 Attack Multiplier for the following period.
- 10/15 ~ 10/28 (UTC)


2.Daily Summon



<SR Patrick>
Max Lv - HP : 26317 / AK : 14317
- Skill : (173/233/293/308/323)% of HP recovery when Sidians' HP is less than 75%
* Trigger % : 33%
* Illustrator : somjeu

※ SR Patrick will have 2x HP between 2021.10.01 ~ 2021.11.04(UTC)



<October 15 : SR School Felipe>
Max Lv - HP : 25463 / AK : 15205
- Skill : (280/310/340/347/355)% of HP recovery
* Trigger % : 32%
* Illustrator : HISA
 

 
<October 16 : SR Nelson>
Max Lv - HP : 13776 / AK : 26824
- Skill : (150/250/350/400/450)% of ATK
* Trigger % : 38%
* Illustrator : hakan

 
 
<October 17 : SR Ned>
Max Lv - HP : 13626 / AK : 27008
- Skill : (122/222/322/347/372)% of ATK and more damage proportional to the number of ongoing battle's turns
* Trigger % : 32%
* Illustrator : ASO

 
 
<October 18 : R+ Hippocrates>
Max Lv - HP : 14685 / AK : 11775
- Skill : (160/190/220/227/235)% of HP recovery
* Trigger % : 28%
* Illustrator : libby

 
 
<October 19 : R+ Beatrice>
Max Lv - HP : 17088 / AK : 9612
- Skill : (180/220/260/270/280)% of HP recovery
* Trigger % : 25%
* Illustrator : sila

 
 
<October 20 : R+ Lee>
Max Lv - HP : 14085 / AK : 12295
- Skill : 40% less damage from an enemy for (1/2/3/4/5) turns
* Trigger % : 40%
* Illustrator : ayamy
 

 
<October 21 : R+ Wu Zetian>
Max Lv - HP : 9570 / AK : 16650
- Skill : 40% less damage from an Holy type enemy for (2/3/4/5/6) turns
* Trigger % : 49%
* Illustrator : Haje


3.Special Summon

Let's meet the most charming sidians of Halloween season!

■ Period : 10/15 ~ 10/28 (UTC)

■ <Halloween special> special summon

During this period, there will be a <Halloween special> summon under [Summon] menu.

○ You will get : 1x SR <Halloween special> Sidian + 5x Magic Paper
○ <Halloween special> summon % :

- SR Halloween Sima Qian > 33%
- SR Halloween Pyungkang > 33%
- SR Halloween Ondal > 33%
- SR JJ > 1%

○ Price : 880 Crystals

■ Selling<Halloween special> Sidian.

You can get "Rainbow Hourglass" via "Sell Sidians"

○ <Halloween special> Sidian x1 = Rainbow Hourglass x4

※ Amount of "Rainbow Hourglass" is not shown like "time space items" when you sell Sidians.
- You can check the amount of "Rainbow Hourglass" in the result popup.

※ Fusion number is reflected on the amount of Rainbow Hourglass will you get.

- 4/4 Fusion Max Sidian will give you 16 Rainbow Hourglass.
- 1/4 Fusion Sidian will give you 4 Rainbow Hourglass as well.

* You can get "Rainbow Hourglass" from "Sell Sidians" <during> Event period. (without "Time-Space Shard".)
* You can get "Time-Space Shard" from "Sell Sidians" <after> Event period. (without "Rainbow Hourglass".)
* After this event, Polar Explorer Sidian will give "x5 Time-Space Shard" from "Sell Sidians".

■ Event Sidian Summon Stone

During the event period, collect your "Rainbow Hourglasses" and
create an Event Sidian Summon Stone at the [Atelier].

○ You can turn 20 Rainbow Hourglasses into one of 4 Event Sidian Summon Stone.
※ Event Sidian Recipe is available for the event period only.



<SR Halloween Sima Qian>
Max Lv - HP : 12719 / AK : 28179
- Skill : (143/231/319/363/407)% of ATK
* Trigger % : 34%
* Illustrator : carpin



<SR Halloween Pyungkang>
Max Lv - HP : 12299 / AK : 28654
- Skill : 45% less damage from an enemy for (1/3/5/6/7) turns
* Trigger % : 49%
* Illustrator : JIT



<SR Halloween Ondal>
Max Lv - HP : 15030 / AK : 25773
- Skill : (162/262/362/412/462)% of ATK
* Trigger % : 38%
* Illustrator : UNAGIPANG

※SR Halloween Sima Qian, SR Halloween Pyungkang, SR Halloween Ondal will have
5x ATK applied between 10/15 ~ 11/11(UTC).

4.Forest Special

Hello Fellows~!
The special guest will visit the forest!

■ Period: 10/15 ~ 10/21(UTC)

(6%/refresh) as a group



<R+ Halloween Sherlock>
Max Lv - HP : 14985 / AK : 15291
- Skill : (100/200/300/325/350)% of HP recovery
* Trigger % : 35%
* Illustrator : sila
 

 
<SR Halloween Don Quixote>
Max Lv - HP : 13371 / AK : 27231
- Skill : (120/260/400/435/470)% of ATK
* Trigger % : 29%
* Illustrator : ayamy

※R+ Halloween Sherlock & SR Halloween Don Quixote will have 4x ATK applied between 10/15 ~ 11/11(UTC).


Thank you.
Oct 12, 2021
Community Announcements - stwks_ctc_98e02dec
ーーーーー
◆New character
・iCO

◆New event
・Pulsing Force of Destruction

◆Bug fixes
ーーーーー
Oct 12, 2021
Strangeland - Mark Y. @ Wormwood Studios

Strangeland's writer Mark Yohalem and artist Victor Pflug were recently interviewed in the magazine Monstrum about their influences and their interest in horror. (The interview was conduct by the prolific Jeffrey Klaehn.)

Here's a taste:
There is the Lovecraft cliché that fear is the oldest and strongest emotion. I don’t know if that’s true, but I think horror will always be with us. The Greeks taught that our very efforts to impose control over the things we fear simply hastens us toward our doom. All of human history is an effort to control primordial horrors, but our “war to end all wars” yielded a hecatomb like no other, our green revolution against famine created the specter of an unnaturally brittle food supply, and our miracle cures have bred prodigiously resistant diseases. I truly believe our striving is noble and has generally made the world a better place, but the lesson here is that we cannot conquer the things we fear; they are protean and eternal; hubris summons nemesis. So we will never be free of these terrors.

That means we need horror. Horror is a way of manifesting our primordial dreads (including the fear of powerlessness and loss of control) in forms that we can wrestle with. Just as nightmares help us process fears while we’re asleep, horror helps us process those fears while we’re awake. As long as life is a chaotic mess that resolves only in death, we will turn to horror to help us survive.
You can read the whole article, and the rest of the excellent fourth issue of Monstrum, here.
Astra: Fading Stars - ntw
Patch version 0.1.3 for the demo is here! A significant demo release with lots of updates including map updates, reduced touch damage, a simplified Astra Call, in-game tutorials, working upgrades and more!

First of all, huge thanks to you all for playing our demo and for all the feedback you provided us, it is really helpful! We tried to integrate most of it along with our planned updates and hope you'll enjoy this updated demo release! So, without further ado, here's the list of changes from 0.1.2:

Map Updates
  • New shortcuts can now be opened to significantly reduce the distance from checkpoints.
  • Extra area after the final boss battle providing a small peak of the next region. The demo play-through ends as soon as the player reaches this area.
  • Small room introducing a new, unique entity.
  • New travel areas creating branching paths in the cave.
Gameplay Updates
  • Astra Call can no longer be charged. Giving the option to charge Astra Call from the start was overwhelming and confusing for a lot of players as it wasn't really needed anywhere in the demo. Astra Call will now work on the ground the same way it works on air.
  • Touch damage is now reduced to 1 star fragment for all enemies. Touching enemies when they are not attacking will no longer damage the player as much as an attack would. The purpose of touch damage is more to create a safe distance between the player and the enemies than it is to damage the player.
  • Falling stones now cause less damage.
  • Astra currency can now be used for updates. This makes Astra currency useful in the demo and gives players the chance to make the game easier to beat.
  • Added a couple of in game tutorials. One explaining how Astra Call can be used to parry enemy attacks, another on how to climb down from thin platforms and one for upgrades. Those can be turned off from the new "Game Settings" tab for players who prefer not having them.
  • Using Astra Call on floating stone lights will now spawn a small amount of Astra. This interaction was purely graphical before with no gameplay purpose causing confusion on whether something was supposed to happen at the point of the interaction or elsewhere.
  • Added prompt to the elevator activators as they were easily missed.
  • When visiting a region for the first time, a banner with the region's name will now appear.
  • Attacking Plasmators now gives them a small knockback.
  • New mechanic - use items to unlock doors.
  • New mechanic - you can now offer Astra at a place if you want ;)
  • New mechanic - you can now inspect places of interest.
  • New mechanic - you can now break bubbles and receive 1 Astra for each!
Fixes
  • Fixed a point where a player could get stuck between a platform and a wall.
  • Fixed damage particles not appearing when hitting some plasma entities.
  • Dark Crawler's defeated form's size is now consistent with the initial size of the Crawler.
  • Defeating the boss wasn't spawning any Astra.
  • Bug fix for wide screen players: Fixed the viewport of the 2nd choice door room which limited the visible width to 1920px.
Other
  • The version is now visible on the bottom left side of the Start Menu.
  • Software licenses (Godot's/etc) are now available in Credits.

Thanks again to everyone for playing and providing us with feedback!
Oct 12, 2021
Vivid Knight - y-o
Fix:
Fixed a bug that caused freezing after clearing a dungeon in certain regions (countries).
...