Dwelvers - rasmus_ljunggren
Dear Dwelvers community,

This month I have been working on something extra. It wasn't my original plan but when it came to me I just had to pursue it.



So what is going on here? Do we have more than one Dark Mother in the picture?
Yes we do :D

Computer Dark Mothers
Since the first time I started developing Dwelvers I always had the design in my mind that more than one player should be able to play the game at once, either it be in multiplayer, shared screen or just a computer player. Even if this was a long time ago and nothing I have prioritized during the 10 years of development I've always kept the original design intact. So when I tested to just add another computer player in the world another Dark Mother came forward!

Telling them apart
Before I even wanted to go into all the bugs the new Dark Mother took with her into the underground, I first needed to be able to seperate the Wardens with all their creatures apart. So now we have rooms with green or red room flags depending on which player the Dark Mother belongs to.



And the creatures needed to be color coded as well.



Together with the roads.



And a very green Dark Mother!


(Perhaps too green??)

New Gameplay
This opens up for a whole new campaign with the player fighting against, or cooperating with other Dark Mothers.

Scenarios that comes to my mind are the following:
  • Player fighting against other Dark Mothers.
  • Player fighting against other Dark Mothers and Humans (that are cooperating).
  • Player cooperating with other Dark Mothers to fight other Dark Mothers or Humans.
  • Player rescuing other Dark Mothers from humans.
  • And so on..

I also have this idea that if a Dark Mother is killed she will spew out her heart and her creatures will become neutral, and whatever imp takes the heart and feed it to their Dark Mother, gets the killed Dark Mothers' creatures. This could add a lot of tactics to the game play!

If you have more game play ideas please let me know here: Multiple Dark Mother's gameplay suggestions

In the far future
This also takes the first steps towards actually being able to play the game in multiplayer! First I need to add supports for gamepads (which also increases the Steam Deck support), and once that is done we could have split screen multiplayer!

What is left to do?
It went surprisingly well adding another Dark Mother to the dungeon, there weren't many bugs and most of them are already fixed! I bugtest by switching between players and make them build bases and fight against each other. Once all the bugs are fixed I will start working on the computer players AI, and I am not sure how long this will take because there will probably be a lot of tweaking and bugtesting.

I want computer played Dark Mothers to have different "personalities", like if they prefer to defend or attack and also how efficient they are at building up dungeons.

With that said, my mind is bubbling with inspiration right now, and I can see that this is very feasible to add into the game without it taking to long time to develop!


Thank you all for your support and I will see you soon again :)

Sincerely,

Rasmus Ljunggren
(The only developer of Dwelvers)
Mar 2, 2024
Tower Tactics: Liberation - asraworks
Highlights
  • The UI for Events, Forges, Rest Sites, and Shops has been redesigned, removing all illustrations generated using DALLE-2 from OpenAI. These changes also make the art style of the game a bit more cohesive.
Mar 2, 2024
Dino Park - Shiro - Dino Park
Fixes some cases of the game not launching (go to discord if issues persist)

Fixes nest upgrades not saving between sessions
City Game Studio: Your Game Dev Adventure Begins - Binogure

Hello everyone,

You may have noticed some changes on City Game Studio's Steam page?
Well, the logo has changed, and so has the game's main presentation page.

The logo is more attractive and readable, and that's what matters!
Thanks to the new logo, traffic on the Steam page has increased by around 30%. Which is no mean feat.

This week, there were fewer changes in the game than usual. I've resumed work on the consoles, and I'm thinking about a design that will better integrate with the game's gameplay.

First, the obvious changes. The assignment of a marketing manager at the console design stage will give you an overview of your console, the genres it will work with and the audience. As soon as you start working on your console, you'll be able to send out devkits, but also start designing games for your console. You asked for it, I'm listening, and it will be possible from the next update.

The major change concerns console publishing. Once it's on the market, a specialized magazine will review your console, its game catalog and give you feedback.
This feedback will give you a better understanding of how to make and sell good consoles.

Another important change concerns your consoles' game catalog. Until now, your direct competitors have been able to publish games on your console, but from v1.18 onwards, studios that aren't on the map will be able to publish games. This should boost your game catalog.

Here's a sneak preview of the console creation page. It's not complete, and I'm still working on it.
That's all for this week.

Have a great weekend!
Xavier aka Binogure
Schmaragon - schmaragon developer
Minor map update.
Mar 2, 2024
Technocide - tokepoke
- Fixed a menu navigation bug when selecting equipment from previous run.
- Lowered some difficulty curves: starting difficulty unchanged, end of run difficulty lowered:
-- Easy 3 -> 2.5
-- Normal 4.4 -> 3.9
-- Hard 5.3 -> 5
- Easy difficulty: carrier has 1s immunity after taking damage.
Tunguska: The Visitation - Enhanced Edition - Rotorist
Thank you all for providing me feedback for the Slaughterhouse DLC! Today's update contains fixes for some of the most urgent issues:

- Fixed a bug with Celestial Sisters who spawn mid-late game in Slaughterhouse, who have no weapons and won't engage the player

- Fixed a bug with ChaseCam mode hiding building floors incorrectly when aiming at enemies while player is on the second floor/above

- Attempted to fix a bug with the game not properly ending after defeating Valentin the final boss. However the issue is always a hit-or-miss so I'm not 100% yet whether the fix is perfect.

There is however a very strange issue, where the Charged Soul Stone that you purchase from the raven on the third floor will not spawn any NPC when you throw them. After working with one of the folks who had the issue, it seems like either the Charged Soul Stone was not charged or somehow it lost the data that specifies the type of NPC to spawn.

This has never happened to me during my own testing. If you have this issue, please reach out to me if you don't mind working with me to fix the issue :) And of course, if you don't have this issue, please let me know as well :)

Thank you!
GUARDS! - Loki
// DAY 1 PATCH NOTES //

Updated server messages - no longer just "connection lost" - will now articulate reason ( kicked form session or host quit)

Added a Lute - its a weapon and an instrument !

Fix an issue with 1million gold from extract missions - no more misappropriating evidence !

Fix Invert Y being default on first play

Removed a definitely not a feature we left in soft lock when pressing L
Mar 2, 2024
Sumorbit - Jett
Campaign Mission Updates
Pass On:
- Moved Uranus further away
- Moved the relic
Asteroid Belting:
- Asteroids start flashing orange when their hitbox is active instead of all the time
Misc:
- Updated safe zone objective text
Mar 2, 2024
Turbo Chicken Simulator - Frozen Pixel
Full Game Controller support is here!
For many more updates check out the video:


Here is the full list of changes:

Added:
  • Gas canister pickups
  • Lighthouse
  • Bridge
  • New forest area
  • New NPC: Cluck Grylls
  • New NPC Questgiver: Clara Cluck
  • New NPC Questgiver: Falco Grylls
  • New NPC: Henny Higgins
  • New recipe
  • Rapid fire augment
  • Full Game Controller support
  • Aim asist for game controller
  • 4 new cooking locations

Changed:
  • Fish rarity in certain locaitons
  • Cocksfield trees are replaced with oak
  • Cocksfield roads
  • Grass texture
  • Sun and Moon path
  • Map/mini map update
  • Small UI changes


Fixed:
  • Legwish Henilton will give you a propper quest now, to destroy the turrets
  • Eal will now show a proper icon
...