Lifeless Planet Premier Edition - David Board
The full version of Lifeless Planet releases on June 6th 2014! And if you bought the early access build, you'll get the full version automatically on release day. If you haven't bought the early access build, you can still do that up until release and get the lower price.

It's been a long journey from our humble Kickstarter project over two years ago. Being a one-man dev team has been particularly challenging, but rewarding as well. It's been especially great to hear all the positive feedback to the early access beta on Steam. And somewhere around 96% of the user reviews have been positive, which is more than I ever imagined it would get!

Speaking of feedback, I haven't been able to reply to all those comments and suggestions, but I've read them all and I'm extremely thankful for everybody who played the early access build and took the time to share their thoughts. MUCH of what you've suggested has gone into the final game, including:
  • Subtitles for all voiceovers.
  • Localization for German, Russian, French and Spanish (Italian is coming shortly after launch).
  • Added Steam Achievements.
  • Fixed checkpoint system.
  • Numerous gameplay refinements.
  • Lots of little bugfixes.
The only bit of disappointing news is that I haven't had time yet to finalize testing on the OSX version and I'm not sure we'll have the Mac build ready on launch day. BUT, the good news is if it is delayed, it will not be for more than a week or so at most. I promise I haven't forgotten you Mac users, and I am working hard to get this out the door as quickly as possible.

Thank you again for playing Lifeless Planet, and another huge thanks to everybody who provided feedback and bug reports. It's finally time for liftoff!

—Dave
Lifeless Planet Premier Edition - STΔꞬ≡ II
The full version of Lifeless Planet releases on June 6th 2014! And if you bought the early access build, you'll get the full version automatically on release day. If you haven't bought the early access build, you can still do that up until release and get the lower price.

It's been a long journey from our humble Kickstarter project over two years ago. Being a one-man dev team has been particularly challenging, but rewarding as well. It's been especially great to hear all the positive feedback to the early access beta on Steam. And somewhere around 96% of the user reviews have been positive, which is more than I ever imagined it would get!

Speaking of feedback, I haven't been able to reply to all those comments and suggestions, but I've read them all and I'm extremely thankful for everybody who played the early access build and took the time to share their thoughts. MUCH of what you've suggested has gone into the final game, including:
  • Subtitles for all voiceovers.
  • Localization for German, Russian, French and Spanish (Italian is coming shortly after launch).
  • Added Steam Achievements.
  • Fixed checkpoint system.
  • Numerous gameplay refinements.
  • Lots of little bugfixes.
The only bit of disappointing news is that I haven't had time yet to finalize testing on the OSX version and I'm not sure we'll have the Mac build ready on launch day. BUT, the good news is if it is delayed, it will not be for more than a week or so at most. I promise I haven't forgotten you Mac users, and I am working hard to get this out the door as quickly as possible.

Thank you again for playing Lifeless Planet, and another huge thanks to everybody who provided feedback and bug reports. It's finally time for liftoff!

—Dave
Last Knight: Rogue Rider Edition - Davision
Hello there young bucket smasher,

I like to introduce you to the new and yet biggest update to the Last Knight: Rogue Rider Edition!

But first of all if you like to get notified in Steam about new updates just join the Last Knight group here: http://steamcommunity.com/games/262210 You can also get a musketeer hat there as special reward for your loyalty to the king and your service for protecting the crown, wait no, for following Last Knight of course!


In this update the Rogue Rider Adventure mode is finally developed further, the world gets now generated with huge mountains that you will have to find ways around and there are also now water lakes and rivers as well as lava lakes and rivers that can block your way. The generation of the world makes sure that you can never get into a dead end though. (Dead end in the sense of road that goes no further, dead you will end up always at the end, at the end of your live when you die, die through something, something harmful.) This also makes it take a bit longer to generate the world at the start of a new game but you will get to see detailed loading progress for it. (it might not describe exactly what is happening)


Most importantly there are now ice caves, sand roads and red forests tiles added! These are now the more difficult areas you can play through. The other tiles have been made easier in return and the difficulty stays now the same no matter how far you get away from the castle. But that there are no enemies close to the castle stays the same. The more difficult tiles are then more likely the further you get away from the castle. The reward for playing through those difficult tiles are precious diamonds you can find there. They are not much worth yet though because traders and villages still need to get implemented as well as items and gear. The sand road environment change is also new for the Endless Journey mode.


The jousting fx has now been tweaked, no more warp fx and the slowmo is now also slowing down the sounds which is really cool. There are now also rewards for doing special things with jousting like jousting a bucket into a wooden target or making a spider fell a tree for you. Those require of course also new achievements to go along with it as well as new stats. Achievements have also been added for Smashtastic and such while graphics for those have also been overhauled. You can check out all the achievements here: http://steamcommunity.com/stats/262210/achievements


Those stylized illustrations are now also used for the loading with various text under them, since a Endless Journey start loading takes usually around 3 secs (atleast on my PC) that text keeps it short and gives only the most important info, like "Spiders are mean". When you die your skull is shown in the loading screen and it looks a bit different everytime.


May I ask you if you got wasted last night? If not you can get wasted tonight in Last Knight!
New are the super slowmo deaths, inspired by the GTA super slowmo wasted gifs. I made it similar for the fun of it and it turned out really cool so I rolled with it:
you can then switch to normal speed by holding the attack button/key and also skip it as usual. The "wasted" is the death message for crashing while in Last Knight you can also get "Hugged" to death, "Bitten" to death, "Swallowed", "Vaporized" etc. You can probably guess what is responsible for those deaths. :)

I also changed the Knightmares, made them a tad more crazy.

If you are one of the people that have problems with motion sickness in games there is now a anti motion sickness option that turns off the 3rd person camera bopping. I hope that is a significant improvement for you then, look for this button in the options menu:

(It is a little over the top I guess.)

There have also been made several improvements like for the Bucket AI, they can now not look anymore around curves and they take your jumping in account. So no more jumping right into a already drawn lance (hopefully). Fixed have been several more or less rare issues that have been reported in the forum.

That's it!
What are you waiting for?
Time to get wasted!

Oh, wait, here is the full rundown:
#Discussions_QuoteBlock_Author
-Added sand roads environment change to Endless Journey and Rogue Rider Adventure
-Added ice caves, sand roads and red forest areas to Rogue Rider Adventure
-Added not passable mountains, lakes/rives and lava lakes/rives
-Added super slowmo deaths with text (similiar to GTA)
-Added new special jousting rewards
-Added anti motion sickness option which turns off camera bopping for 3rd person
-Added anti aliasing advanced option (does not work with alphas masks)
-Added a lot of new stats to "more stats"
-Added a lot of new achievements, mostly about special jousting
-Added info text for Rogue Rider Adventure about difficulty when not played story mode yet.
-Added slow motion also slowing down sounds
-Added some sounds and fx
-Added slowmo switching to knightmares
-Added Musketeer Hat, reward for Steam group followers
-Added detailed loading progress info for RRA mode
-Added loading graphics, animated skull and various stylized illus
-Improved Bucket AI, now can't see around curves and jumping is considered.
-Improved falling on edges
-Improved ragdolls physics when jumping into obstacles
-Changed difficulty of RRA Tiles, mostly constant now and easier for normal tiles.
-Changed some things with quests stats which hopefully fixes the rare issues.
-Tweaked slowmo fx, now without warp
-Tweaked gold show in game UI now also showing the added gold
-Tweaked lightning bolts, now easier placed
-Tweaked lower distance needed for Home Run
-Tweaked some generation values
-Fixed info box being too dark for some backgrounds
-Fixed crashing for some people when skipping intro
-Fixed 1440 resolution at wrong position in list
-Fixed rain in caves
-Fixed some rare issues with RRA screens
-Fixed castle achievement
-Fixed Pooptastic achievement
-Fixed issue with quests related achievements
-Fixed rare quest completed message being stuck
-Fixed a soldier quest never getting dropped

May you have a

experience,
David Hagemann
Toco Games
@TocoGamescom - http://www.lastknightthegame.com
Last Knight: Rogue Rider Edition - Davision
Hello there young bucket smasher,

I like to introduce you to the new and yet biggest update to the Last Knight: Rogue Rider Edition!

But first of all if you like to get notified in Steam about new updates just join the Last Knight group here: http://steamcommunity.com/games/262210 You can also get a musketeer hat there as special reward for your loyalty to the king and your service for protecting the crown, wait no, for following Last Knight of course!


In this update the Rogue Rider Adventure mode is finally developed further, the world gets now generated with huge mountains that you will have to find ways around and there are also now water lakes and rivers as well as lava lakes and rivers that can block your way. The generation of the world makes sure that you can never get into a dead end though. (Dead end in the sense of road that goes no further, dead you will end up always at the end, at the end of your live when you die, die through something, something harmful.) This also makes it take a bit longer to generate the world at the start of a new game but you will get to see detailed loading progress for it. (it might not describe exactly what is happening)


Most importantly there are now ice caves, sand roads and red forests tiles added! These are now the more difficult areas you can play through. The other tiles have been made easier in return and the difficulty stays now the same no matter how far you get away from the castle. But that there are no enemies close to the castle stays the same. The more difficult tiles are then more likely the further you get away from the castle. The reward for playing through those difficult tiles are precious diamonds you can find there. They are not much worth yet though because traders and villages still need to get implemented as well as items and gear. The sand road environment change is also new for the Endless Journey mode.


The jousting fx has now been tweaked, no more warp fx and the slowmo is now also slowing down the sounds which is really cool. There are now also rewards for doing special things with jousting like jousting a bucket into a wooden target or making a spider fell a tree for you. Those require of course also new achievements to go along with it as well as new stats. Achievements have also been added for Smashtastic and such while graphics for those have also been overhauled. You can check out all the achievements here: http://steamcommunity.com/stats/262210/achievements


Those stylized illustrations are now also used for the loading with various text under them, since a Endless Journey start loading takes usually around 3 secs (atleast on my PC) that text keeps it short and gives only the most important info, like "Spiders are mean". When you die your skull is shown in the loading screen and it looks a bit different everytime.


May I ask you if you got wasted last night? If not you can get wasted tonight in Last Knight!
New are the super slowmo deaths, inspired by the GTA super slowmo wasted gifs. I made it similar for the fun of it and it turned out really cool so I rolled with it:
you can then switch to normal speed by holding the attack button/key and also skip it as usual. The "wasted" is the death message for crashing while in Last Knight you can also get "Hugged" to death, "Bitten" to death, "Swallowed", "Vaporized" etc. You can probably guess what is responsible for those deaths. :)

I also changed the Knightmares, made them a tad more crazy.

If you are one of the people that have problems with motion sickness in games there is now a anti motion sickness option that turns off the 3rd person camera bopping. I hope that is a significant improvement for you then, look for this button in the options menu:

(It is a little over the top I guess.)

There have also been made several improvements like for the Bucket AI, they can now not look anymore around curves and they take your jumping in account. So no more jumping right into a already drawn lance (hopefully). Fixed have been several more or less rare issues that have been reported in the forum.

That's it!
What are you waiting for?
Time to get wasted!

Oh, wait, here is the full rundown:
#Discussions_QuoteBlock_Author
-Added sand roads environment change to Endless Journey and Rogue Rider Adventure
-Added ice caves, sand roads and red forest areas to Rogue Rider Adventure
-Added not passable mountains, lakes/rives and lava lakes/rives
-Added super slowmo deaths with text (similiar to GTA)
-Added new special jousting rewards
-Added anti motion sickness option which turns off camera bopping for 3rd person
-Added anti aliasing advanced option (does not work with alphas masks)
-Added a lot of new stats to "more stats"
-Added a lot of new achievements, mostly about special jousting
-Added info text for Rogue Rider Adventure about difficulty when not played story mode yet.
-Added slow motion also slowing down sounds
-Added some sounds and fx
-Added slowmo switching to knightmares
-Added Musketeer Hat, reward for Steam group followers
-Added detailed loading progress info for RRA mode
-Added loading graphics, animated skull and various stylized illus
-Improved Bucket AI, now can't see around curves and jumping is considered.
-Improved falling on edges
-Improved ragdolls physics when jumping into obstacles
-Changed difficulty of RRA Tiles, mostly constant now and easier for normal tiles.
-Changed some things with quests stats which hopefully fixes the rare issues.
-Tweaked slowmo fx, now without warp
-Tweaked gold show in game UI now also showing the added gold
-Tweaked lightning bolts, now easier placed
-Tweaked lower distance needed for Home Run
-Tweaked some generation values
-Fixed info box being too dark for some backgrounds
-Fixed crashing for some people when skipping intro
-Fixed 1440 resolution at wrong position in list
-Fixed rain in caves
-Fixed some rare issues with RRA screens
-Fixed castle achievement
-Fixed Pooptastic achievement
-Fixed issue with quests related achievements
-Fixed rare quest completed message being stuck
-Fixed a soldier quest never getting dropped

May you have a

experience,
David Hagemann
Toco Games
@TocoGamescom - http://www.lastknightthegame.com
May 31, 2014
7 Days to Die - The Fun Pimp
Howdy Survivalists,
Alpha 8.5 is out which fixes another major crash! This should be compatible with the last couple of patches and saved games.
May 31, 2014
7 Days to Die - The Fun Pimp
Howdy Survivalists,
Alpha 8.5 is out which fixes another major crash! This should be compatible with the last couple of patches and saved games.
Crea - Baskinein
Crea has come a long way over the last two years. The progress is clearly visible and the improvement is undeniable. Now with Crea coming to Steam Early Access we are in some ways entering a new stage of development. There is still a great deal of work remaining before Crea is considered complete. I don’t have everything planned out between now and 1.0; however, I’d like to share with everyone what I do have planned for the near future.

The top priority for Crea is stability. I know that multiplayer is crucial and I would love to get it to a stable place. Additionally there are still some game crashes that occasionally occur along with many smaller bugs. Before moving onto the next major update I would like to resolve most, if not all, of these issues. Oh, and a new boss and standalone server are in the works!

The focus of the first next major patch is improved modding support. The addition of Steam Workshop support will allow modders to share their work more easily. I will be listening to modders feedback and adjusting the API accordingly.

The second update will likely be one of the largest updates Crea will ever see. Movement, exploration and combat will all dramatically evolve. The goal here is to free players of the current rigid movement. These changes will consist of new movement options, possibly a new “Exploration” talent, new character animations, and new combat controls. All of these will require much experimentation so keep in mind though that these plans may change. More exact details will be revealed once development of this update is underway.

Beyond this, things begin to get fuzzy. There are many things I know need to be done but their priorities are unknown. Here is a list of at least some things to follow (not in order):
  • Revisit Crafting Interface
  • Balancing existing content
  • New content (boss/monsters/items)
  • More gather skills to speed up mining
  • Dungeoneer NPC and Dungeon System
  • Grafter NPC and Grafting System (Weapon upgrading)
  • More Steam Features (Achievements, Cloud Saves, Trading Cards)
Crea will leave Early Access once these features and likely a handful more are done. Development on Crea is a very iterative process that uses everyone’s feedback to help get it to be what I envision. If you have any suggestions or feedback, please post it in the forums. I value player feedback very much and if there is something I deem urgent I will always make room for it. However, please keep in mind that I am the only full-time member of the team, and it takes time for me to get around to addressing every issue.

I am looking forward to seeing how the Steam Early Access release helps the world of Crea to continue to grow and improve.
Crea - Jasson
Crea has come a long way over the last two years. The progress is clearly visible and the improvement is undeniable. Now with Crea coming to Steam Early Access we are in some ways entering a new stage of development. There is still a great deal of work remaining before Crea is considered complete. I don’t have everything planned out between now and 1.0; however, I’d like to share with everyone what I do have planned for the near future.

The top priority for Crea is stability. I know that multiplayer is crucial and I would love to get it to a stable place. Additionally there are still some game crashes that occasionally occur along with many smaller bugs. Before moving onto the next major update I would like to resolve most, if not all, of these issues. Oh, and a new boss and standalone server are in the works!

The focus of the first next major patch is improved modding support. The addition of Steam Workshop support will allow modders to share their work more easily. I will be listening to modders feedback and adjusting the API accordingly.

The second update will likely be one of the largest updates Crea will ever see. Movement, exploration and combat will all dramatically evolve. The goal here is to free players of the current rigid movement. These changes will consist of new movement options, possibly a new “Exploration” talent, new character animations, and new combat controls. All of these will require much experimentation so keep in mind though that these plans may change. More exact details will be revealed once development of this update is underway.

Beyond this, things begin to get fuzzy. There are many things I know need to be done but their priorities are unknown. Here is a list of at least some things to follow (not in order):
  • Revisit Crafting Interface
  • Balancing existing content
  • New content (boss/monsters/items)
  • More gather skills to speed up mining
  • Dungeoneer NPC and Dungeon System
  • Grafter NPC and Grafting System (Weapon upgrading)
  • More Steam Features (Achievements, Cloud Saves, Trading Cards)
Crea will leave Early Access once these features and likely a handful more are done. Development on Crea is a very iterative process that uses everyone’s feedback to help get it to be what I envision. If you have any suggestions or feedback, please post it in the forums. I value player feedback very much and if there is something I deem urgent I will always make room for it. However, please keep in mind that I am the only full-time member of the team, and it takes time for me to get around to addressing every issue.

I am looking forward to seeing how the Steam Early Access release helps the world of Crea to continue to grow and improve.
May 31, 2014
Banished - Shining Rock Software
I’ve been working on a mod kit for the game, however as many people have pointed out, laborers are waiting a long time to walk long distances in the current build (1.0.2), so I decided to start some fixes for version 1.0.3 sooner rather than later.

In this new beta build, laborers don’t have any constraints on when they’ll go to do work or how far away it is. However, all other professions will still stick closer to their home and job unless a job is fairly old and no laborer has done it.

You can opt into the BETA on steam by right clicking on the game in your library and picking properties, then BETAs and then picking the 1.0.3 beta.

I’d love to hear some feedback on this change, or if you think other professions need tweaking for how long they take to do a job not in their own profession if it’s far away. The idea is to keep farmers, tailors, etc from walking across the map needlessly to pick up a single item so they get back to work quickly should work become available.

Thanks!
May 31, 2014
Banished - Shining Rock Software
I’ve been working on a mod kit for the game, however as many people have pointed out, laborers are waiting a long time to walk long distances in the current build (1.0.2), so I decided to start some fixes for version 1.0.3 sooner rather than later.

In this new beta build, laborers don’t have any constraints on when they’ll go to do work or how far away it is. However, all other professions will still stick closer to their home and job unless a job is fairly old and no laborer has done it.

You can opt into the BETA on steam by right clicking on the game in your library and picking properties, then BETAs and then picking the 1.0.3 beta.

I’d love to hear some feedback on this change, or if you think other professions need tweaking for how long they take to do a job not in their own profession if it’s far away. The idea is to keep farmers, tailors, etc from walking across the map needlessly to pick up a single item so they get back to work quickly should work become available.

Thanks!
...