The Local Playtest - Tobey
HUD
Projectile Warnings
  • Fresh coat of paint
  • Warnings for close projectiles will now be longer than warnings for projectiles that are further away
  • Warnings are now only shown for projectiles less than 100 units away from the player
  • Warnings now animate on and off the HUD instead of instantly appearing and disappearing

Purchase Indicator
  • Fresh coat of paint
  • Now gets greyed out if you can't afford the purchase
  • Fully animated

Popups (Perk info popup at bottom of screen)
  • Fresh coat of paint
  • Duplicate popups now stack
  • Added new option for stacking behaviour:
  • All Duplicates - Stacks any duplicate popup, ignoring the queue (default)
  • Sequential Duplicates - Only stacks duplicate popups that come directly after each other

Misc
  • Replaced the Resource Credit Icon (this also means the Scanners Resource marker has changed to match the new icon)
  • Small change to the Special Delivery progress bar

Other Changes
  • New model for Woodpecker lasers to make them stand out more
  • Slightly decreased the chance of cold resources being ordered
  • Increased the maximum mouse and controller sensitivity
  • Added Logs for Quick Falling, Rail Ducking, and the Scanner
  • Small changes to some Logs
  • You can no longer talk to NPC's when their are warnings around the crosshair (Added option to revert to old behaviour)
  • Rich Presence now supports the Part-Time contract and will now display different information depending on the chosen contract
  • Fixed typos everywhere
  • Fixed a bug where you couldn't talk to NPC's
  • Fixed a bug where the active delivery customer could be hit with the slingshot when the delivery requirements aren't yet met
  • Fixed a bug where the Orders compass would flicker between two orders that are very similar distances away
  • Fixed a bug where a slingshot spark would be created but the pellet would go far beyond the perceived hit point
  • Fixed a bug where b-hop speed could be built up when your head is touching a ceiling
  • Fixes to the End Of Run screens reveal animation
  • Fixed a bug where you could briefly still see the HUD when pausing
  • Fixed a bug where the shaking of cold resources on the HUD was frame rate dependent
  • Fixed a bug where the End Of Run transparent background wouldn't cover the screen on certain resolutions
  • Leaderboard data retrieving and failure messages now match the design for downloading Ghost Data
  • You can now refresh the leaderboard
  • Replaced the global leaderboard icon
  • Performant water colour now matches colour of the normal water
  • Fixed z-fighting in the Ship Yard docks
  • Added stairs (and cleats!) to the Ship Yard docks to help you recover if you fall in the ocean (the cleats won't help you...)
  • Small changes to the world
Pixelitos - Spritle Royale - ElStrawFedora
Over the past few weeks, players have shared tons of valuable feedback about the current gameloop. And it obviously has a lot of changing to do. I hope that the July Joust has helped mitigate some of the concerns over the randomness of team placement. Later this week, I plan to include a questionnaire in-game to allow players to share their thoughts on this new mode.
However, I also think that a consequence of an autobattler is that critical players may get caught up in analyzing the battles, when in reality, the heart of the game lies in the shop. Originally when I made the shop, I was worried that players would have little agency in making their teams, so I added items like Toprika or Friennel to push back against the RNG. Almost a year later, and now I see that its actually the opposite problem:
  • Players can make any team they want in any run, and that's bad
In a game like this, strategy is about being clever enough to make a strong team with the limited tools provided, and currently Pixelitos' shop is a little too unlimited. That's why, over the next several weeks, I plan to introduce a New Wave of Pixelitos. The main reasons for this is to achieve the following:
  • Add variance to the shop, forcing players to improvise more in teambuilding
  • Introduce new abilities that allow for a wider variety of strategies
  • Encourage replayability, so that Pixelitos not obtained in one run may allow players to consider them in a future one

For now, these will be treated as an experimental set, and exclusive to event modes.

FOR PLAYERS: This is where you come in! Since we are adding new Pixelitos, I encourage everyone to share your ideas. Feel free to share here in the Suggestions Forum, or on the Discord server. I cannot guarantee every idea will get in, but the best ideas will be credited in-game as your Pixelito. Keep in mind that we won't be adding new types (yet), so keep it to the current 7.
I can't wait to see everyone's ideas.
Jul 19
Genome Guardian - Alpherior
🆕 CONTENT
  • New Menu Music: "Synthesism" by 4NoteClover, from our very own Discord! (might wanna listen closely to this one 😉)

⚖ BALANCE
  • (weapons) Various weapons with "A" in them have had their Accuracy improved (I'm removing A's minor "Accuracy reduction" quality):
    • AA Assault Rifle: Accuracy 25.3° → 22.5°.
    • AC Scout Rifle: Accuracy 12.7° → 11.3°.
    • AAA Light Machinegun: Accuracy 28.5° → 22.5°.
    • AAC Burst Rifle: Accuracy 14.2° → 11.3°.
    • AAT Micromissile Repeater: Accuracy 25.3° → 22.5°.
    • ACG Bouncey Ball: Accuracy 25.3° → 22.5°.
    • ACT Anti-Air Cannon: Accuracy 16.9° → 11.3°.
    • AAAA Minigun: Accuracy 32° → 22.5°.
    • AAAC Burst Machinegun: Accuracy 16° → 11.3°.
    • AAAT Micromissile Machinegun: Accuracy 28.5° → 22.5°.
    • AAGT Heatseeker Swarm: Accuracy 50.6° → 45°.
    • AACT Burst Anti-Air Missile: Accuracy 15.6° → 11.3°.
    • AATT Homing Mine Launcher: Accuracy 25.3° → 22.5°.
    • ACGT Four Horsemen: Accuracy 16.9° → 22.5° (yes, this one lost Accuracy).
    • ACTT Anti-Air Torpedo: Accuracy 16.9° → 12.3°.

⏩ PERFORMANCE
  • Much less of a performance hit from Area weapons when Damage Numbers is on in SETTINGS.
  • Various minor performance tweaks… And I enabled some multithreading setting in Unity, hard to tell what difference it'll make.
  • Look, I know - the game demands unusually high CPU/GPU utilization for what it is. You can thank my inexperience with Unity for that. I'm working on improvements but, well, it's tough. I'm sorry to the players that can barely run the game - wish I knew what to do to change that. Maybe I'll figure something out eventually though, haven't given up on improving performance.

🔄 CHANGES
  • The popup on the RESEARCH menu telling you that you can change cursor, crosshair, heat style and barrel light in SETTINGS now goes away when you actually change one of them as opposed to simply entering SETTINGS after one has been purchased.
  • Area damage numbers are a bit smaller than others now.
  • Damage numbers in general are easier to make out.
  • It's stated on the buttons for purchasing the Funnel perk and Spyglass turret what they are (since it's not really clear considering they're on the "Miscellaneous" page).
  • (turret) Jester: No longer immune to Lava Damage.

🔨 FIXES
  • (turret) Fortress: I meant to set its Firerate from -30% to -25% last update but forgot - it's set now.
  • Weapon Accuracy in the ARSENAL menu (not the one you see when paused mid-run) was incorrect if your selected mode was Shmup.
  • (turret) Boomerang: Fixed Bounce causing projectiles to have less Range (again).
  • (turret) Boomerang: Fixed Hitscan weapons having double Range.
  • The "Range +100% to weapons with Bounce" turret mod now also affects Hitscan weapons with Bounce.
  • (turret) Helios: Weapons CGT Splitzooka and CGGT Splitter Spitter would sometimes deal no Damage with their projectiles.
  • Burn damage would be much lower if things like flak pellets hit a microbe instead of the main projectile.
  • There would occasionally be a 1-wave delay for Health Max or Shield Max changes to take effect when replacing a turret mod that affected those stats.
三国英雄演义(Three Kingdoms Heroes Epic) - 三国游侠志&英雄列传
In this demo version players can play all the game content in the official version, but the time to open the game in a single session is limited to 1 hour. The lucky winners of https://www.sgfun.top will be able to extend the trial time! Thank you for your interest!
Swapmeat Playtest - Heintzer
We've got a buffet of fixes and tweaks for you to feast upon:

General
  • Updated artwork of event beacons; hopefully it’s more clear that they are an overhead indicator instead of something you trigger on the ground. Give us some feedback!
  • Updated prop artwork for Franken spiderling experiment event
  • Mouse Sensitivity was represented as a single slider; we have split it into both vertical and horizontal settings so you can configure more closely to your liking
  • Renamed FrankenDropShip -> Glizzie Glider
  • Added SFX to Gobble Gazer

Balance
  • Reduced spawn rate of Gobble Gazers near harvester arrival
  • Increased cooldown between heavy Glizzie Gliders arrival by 50% near harvester arrival
  • Decreased health of Glizzie Glider 5000 -> 3000

Movement Abilities
Overall reduced cooldown of movement abilities that provide no additional benefits
  • Reduce cooldown of Slide 8-> 4
  • Reduce cooldown of Dash 8 -> 4
  • Reduce cooldown of Explosive Dash 8 -> 6
  • Reduce cooldown of Vanish 8 -> 6

Leg Meats
  • Overall passive movement speed has been improved on all legs except for the starting Rangus Meats
  • Reduce jump height bonus of Meat Zord legs 250% -> 100%
  • Add 50% movement speed bonus to Meat Zord legs
  • Remove swim speed jump height bonus from Meat Zord legs
  • Reduce jump height bonus of Muscle Man legs 140% -> 80%
  • Remove swim speed bonus from Muscle Man legs
  • Add 15% movement speed bonus to muscle man legs
  • Add 10% movement speed bonus to Shark Legs
  • Add 10% movement speed bonus to Octopus Legs
  • Add 15% movement speed bonus to Spider Legs

Bug Fixes
  • Fixed an issue where opening the console and closing it with the mouse will no longer remove your ability to control your character
  • Fixed an issue where disconnecting and rejoining a game wouldn’t grant you currency awards and the rewards screen would display broken information
Realm of the Everbound - CalebTheRedPanda
There is a known bug where the character's momentum may carry them outside an NPC trigger box while activating a conversation. This can occur if the character is running and the interaction command is pressed to start a conversation, with the character's trigger box only slightly overlapping the NPCs trigger box. Then the character's momentum carries them slightly outside of the bounds of the conversation trigger box.

This appears to happen very infrequently, but if you run into this issue please pause the game [ESC] and restart the level. Your items should be saved in the games state which acts as a temp save file while the game is active.

Thank you for your patients while I figure out the best way to approach this issue!
Rock Life: The Rock Simulator - KazMaz
Hello fellow Rock Enjoyers,


In celebration of the 2nd year of Rock Life's Release, we would like to announce that Rock Life: The Rock Simulator is now available on the Google Play Store as of... now!

Please check out the game here.


Thanks everyone! And as always...
Rock on!

Magret & FaceDeBouc "The buddy-buddy case" - Adipson Studio
Fixed 2 translation bugs. (end of the game in English and French text problem at the beginning of the game)
Jul 19
Planet Prospector Playtest - Metalvenom
Small Patch 20 / 07 / 24

Added - W/S throttle control
Adjusted cargo crate drop speed and camera
Adjusted Cargo lower length limit. Cargo crate lower tractor beam is shorter
Maumau and the Labyrinth - Asuka Factory



Azure Orphanage is now on sale!

https://store.steampowered.com/app/2398590

The orphaned survivors from the Empire were taken in by the compassionate Solaha priest, "Ron," and were sheltered in an orphanage called "Azure."
More than 20 years later, the orphans, ridiculed as "LOSERS" and facing discrimination, lived quietly in a corner of Solaha in poverty.

One day, while secretly searching for the Empire's heritage, orphan Niina encounters a "demon," believed to be a survivor of the war, in an unexplored cave.
At the same time, various incidents unfold, gradually devouring the orphans’ daily lives...

  • SRPG(A "Cleared Space" feature allows you to avoid SRPG combat if you prefer.)
  • 100 scenes
  • 20-40 hours of gameplay

Please don't forget to follow us on our Steam Publisher page to get the latest information!
Thank you for your support. We hope you will enjoy our upcoming releases!

COMING SOON

https://store.steampowered.com/app/2346500/_/
https://store.steampowered.com/app/3075150/_/
https://store.steampowered.com/app/3028010/_/

You can also find news in our X and our Homepage
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