Hey everyone,
I’m excited to announce that Lucid Dreams is officially released!
After months of work, delays, polishing, and tons of late night fixes, the game is finally in your hands.
Game Description:
You are trapped in a twisted carnival with no memory of how you got there. You must survive a deadly game set by a creepy clown. Solve puzzles, stay hidden, and try to escape… before he finds you.
Thank you all for your patience and support, it means the world.
I hope you enjoy the experience, and I can’t wait to hear your feedback!
Best Regards, Altered Games
-significant reduction in tutorial text
-various updates to pursuits, evades, pursuit to charge combats, and light horse behaviors
-fix some bugs with restarting battles
-improved AI use of reserves once battle joined
-updated tooltip appearance, including faction colored border
-add press tab to cycle commandable units and move camera to them, can be useful especially later in a battle to just tab around seeing who needs something to do
-added morale meter to help player understand rallying
-greatly improved AI group moving and edge cases
-couriers display (larger and yellow highlight) highlight if enroute *to* a unit to give it a command
-some fixes to tutorial map visuals
-improved AI usage of generals rallying
-implemented officer banners
-various fixes to top-down banner display including selected versions
-fixed resolution issues with start button
-fixed issues with light infantry flank charge poa calculations
-various AI deployment improvements
-some significant optimization work helping both base fps and some types of lag spikes, plus low/med/high quality settings (which mostly affect shadow quality/existence but some other things as well)
-edits to impetuous charge range and range display
-jump to selection on faction dropdown
-more fixes and updates to unit type symbols
-improvements to AI taking rear charges around their allies flanking the same unit
-edits to UI scaling min/max
-changes to tooltip details toggle and content of simplified tooltips
-fix some bugs with waypoints displaying old or erroneous commands, and added pursuit and evade waypoint visuals
-fix on hover units while under UI like combat log so doesn't show tooltips
-remove lasso select on banners
-improved popup text visuals
-swapped out one map
-replaced some unit portraits
-fix up position of selection highlights on elephants
-match faction colors to faction icons better
-fix to some flank/direction bugs with elephant combats
-replaced unit card group coloring with number in corner
-fix to officer shifting position in combat bugs and other various adjacency issues
-fixed some bugs with recoil to overlap charges
-fixed some bugs with charge to evade that was making it almost impossible sometimes for pursuers to actually catch evaders and other pursuit fixes
-fixes to bugs with combat end by rout from proximity cohesion check due to ally rout
-edits to scroll rotate strength on group move
-fixes to some audio source null checks
-some fixes to unit colliders to try and mitigate or remove bugs with simultaneously overlap to charge multiple units at once
-updated some aspects of highlight projector shader and sorting so more visible over terrain or under water
-visual improvements and optimizations to water and shadows
-star next to major factions on unit selection
-some tooltip text updates, like guard called hold, major armies note on unit selection, too far away so will move to attack note, fixes some missing spaces etc...
-minor fixes to tiling and fog and water appearance on a number of maps
-added bob and scale animation effect to selected unit banner
-minor adjustments to shadows
-fixes to defender/attacker moving/idle receive charge line up or not based on adjacency
-fixes to some restart battle null refs from not resetting some selected units
-many fixes to unit alignment on charge/adjacency, fixing some group moving to combat/charge appearance
Hey everyone! Here’s a full look at everything included in this update. This one touches nearly every part of the game: multiplayer, challenges, maps, UI, audio, and more. Thank you for playing and supporting the game!
Fixed a major issue where player rocks could sometimes become invisible in co-op lobbies.
Co-op is now the default play option.
Join Session now automatically searches for available lobbies.
Map selection now displays the maximum number of players for each map.
All challenges have been updated with improved lighting, new sound design, and bug fixes.
Ascended challenges now unlock after completing the standard versions.
Ascended challenges properly award new unlocks.
Unlocks by completing all basic challenges.
Includes a unique challenge required to unlock the Artifact.
Supports up to 5 players in co-op.
Artifact — unlocked after ascending, with 5 cosmetics purchasable for 9600 ST.
Veyra — earned by completing all ascended challenges, with 6 cosmetics purchasable for 9600 ST.
The Artifact now acts as an infinite-level speed sink for extra Stones.
Each artifact level will grant 1% level speed.
Unlocked after finishing all challenges.
Added Voice Chat.
Default push-to-talk key: V.
New voice settings for input device selection, microphone volume, and channel volume.
Complete rebuild of the ambient audio player.
New controls: Shuffle, Skip, Repeat, Play, and Pause.
New Audio Tracks
"The Test" — earned from ascended challenges.
"Ascension" — earned after ascending.
15 New Achievements available to unlock.
Both map setting menus have been merged into one unified menu.
Ambient, Weather, Locations, and Friends are now grouped together for easier navigation.
Brand-new text chat system.
Now supports emojis.
Claiming rewards is now smoother and more consistent.
New save system for challenge progress and hidden rock discovery.
Your last equipped rock now automatically loads when entering a map.
Pause Menu
Offline leveling menu will no longer appear if offline level setting is toggled off.
Pause Menu
Pressing Escape now closes the pause menu.
The hamburger icon switches to an “X” when toggled.
Quit Menu
Restyled for a cleaner look.
Loading Screens
Smoother transitions when loading into maps.
Updated startup loading screen.
Player Info
Added Artifact to stats, granting 1% level speed per artifact level.
Fixed an issue where sound volume would not save properly.
Added an Offline Leveling toggle (default: ON).
Added detailed Voice Settings for device selection and volume controls.
Thank you again for all the support, more updates are on the way.
-Parker
Hey all, the previous sale was intended to be the last before the big AR+ update but due to multiple factors (in part because I've been indecisive about the style to go for, but mostly because of getting sidetracked drawing Blue Archive girls) the artistic side of the update simply isn't ready yet, and won't be in time for the hoped-for release date of the game's first anniversary. So before you all give me the Marie Antoinette treatment, I would like to offer a compromise: one last 80% off sale before the big update, which should arrive before December's end. I'm as desperate to get this update out as you are to play it, but these things cannot be rushed. I want AR to be in the best state it can before I move on to other projects. So if you don't yet have it, grab the game! As previously mentioned, AR+ won't increase the game's price but it will mean some stingier sales for a while. This is your best chance to join the club.
I'll at least throw you lads a bone: A WIP redesign for everyone's favourite ghost...
A big update to Celtreos!
A new weapon “Lancer” has been added to the Devastator Series, and it can also be used in custom arrays. This means that the 5 main Series now all have unique opposing-movement weapons (instead of Magnetic Mine being present in two of them).
This weapon is fast, shoots primarily in the opposite direction that you move your ship, and it will start to seek enemies after a short time.
A number of improvements to UI elements have been made, including a tweaked mouse-hover effect, and checkbox labels are now focusable/clickable and can activate their associated setting. Various web-link-style buttons work better than before, and a minor French localization issue was fixed in one of them.
A water-rippling warp animation has been added to the light reflections in the “Last Stand” stage.
The recently-added Relative Touch Controls setting no longer adds a small X-offset to the ship position when on mobile devices. (This offset remains if the mode is turned off though.)
The “Evasion” song (used in the “Planetary Approach” stage) has been updated.
Greetings Boom Bots!
Our biggest update yet, Dealer's Choice, is out now!! New minigames, match settings and abilities with a focus on betting!
There is a lot of new content in the update, most of if in the form of new match settings. If you want the easiest route to play the new stuff try the 'Casino Style' rule preset. But all the new settings can be find in the match settings as usual.
We are very excited for you all to play the new stuff and we hope you enjoy it. As always if you have any bugs to report or feedback to give don't hesitate to join our discord and let us know!
https://discord.gg/y7guXuWJqP
Pot Betting:
A new match setting that replaces the normal prize pot with a betting system.
It starts with an opening bet, then players can raise call or stand. Once everyone has either called or stood the match will start as normal.
If a player who bet less than you wins, any extra will be refunded to you.
Side Bets:
A new match setting that adds another betting option.
Before each round starts a side bet will be randomly generated. A random player and placement is picked. (IE. Jared will win, or Danielle will get third).
All players can then place a bet on it. If the side bet comes true players win 2x their cash!
Minigame Rules:
Can now toggle exactly which minigames may appear in the match.
These are in a new tab in the match settings.
Custom Rule Presets:
Can now create new custom rule presets.
These can be named and saved to select later.
Other New Match Settings:
Starting funds: Set how much $ everyone starts the game with 0-250.
Uncapped Betting: Removed the limit on anything involving bets (Minigames, side or pot betting).
New 'Casino Style' rule preset.
3 New Abilities:
Renew: Discard all abilities and draw that many new ones.
Replicate: Get a copy of the last used ability.
Hack: Cancel the next ability used.
3 New Minigames:
Bot Roulette:
Players place bets on slot symbols or categories.
Then the wheel spins. If your pick hits you win cash!
If the money symbol hits all players win half their bet back and it spins again.
If the skull hits all players loose.
Seventeen:
Players are delt cards and try to get as close as they can to 17 without going over. Closest wins 2x their bet.
It starts with each player being delt two cards. From there hit to draw another, stay to lock them in or double down (first round only) to double your bet then hit.
Shop:
The shop will be randomly loaded with a number of abilities equal to the number of current players.
Each of these abilities may be purchased for cash but only 1 person can buy each ability, so you will have to be the quickest if you want it.
But, before each purchase you must complete a verification task. This could involve solving a simple math problem, counting shapes, or making two mosaics match.
7 New Costumes:
Bolo Tie.
Wand.
Radar Dish.
Question Mark.
Fuse.
Token Pile.
Bear hat (inspired by YouTuber JeromeASF).
Big Pufferfish (inspired by YouTuber BigPuffer).
Fishy Burger (inspired by YouTuber LarryFishBurger).
2 New Steam Achievements:
Win a pot of over $250 with pot betting enabled.
Win a side bet.
Tweak: Lowered the earn 50k lifetime achievement to 25k.
Misc. Tweaks and Stuff:
Pity: When a players starts a bet (minigame, pot or side bet) with $0 they will be given $25 so they can participate.
Wheel of Gambling and Prize Wheel minigames now have a little pointer to your slice.
The Awaken ability message now shows the symbol it is warning you about.
Can no longer bet negative amounts of money.
Plus some other small things I probably forgot about.
Hello Petal Runners!
We want to thank everyone who has participated in the playtest for PETAL RUNNER so far. This playtest will be coming to an end on Monday November 17 at 5:00pm PT, so make sure you leap in while you still can! In the meantime, you can follow PETAL RUNNER on Steam to receive future updates. We look forward to delivering PETAL RUNNER straight to you in 2026!