Forsaken Castle - Duck Block Games


Hello to all our fans on Steam! Going forward, we will be cross posting our Kickstarter updates on Steam so everyone who doesn't fancy going to Kickstarter can keep up with the latest news about Forsaken Castle.

If you haven't seen the original campaign on Kickstarter, you can check it out here: https://www.kickstarter.com/projects/duckblockgames/forsaken-castle

Please enjoy the update message below:

Hello Everyone!

We hope everyone is having a good year so far! It’s been way too long since our last update and for that we sincerely apologize. We’ve been working hard on the game, but for a few reasons that we'll cover below, we had some trouble with posting updates. Today we’d like to talk about what has been going on since our last update and our plans moving forward.

What’s Been Happening

Since our last update in October we have been working on many visual updates and fixing some design issues we had discovered. We spent some time working with a local pixel artist to help update some monsters as well as create some new ones! The holiday season was a little busy while getting ready for PAX South but we got most of our character updates done as well as a new UI system. Even with all this there were still some issues with the game that we didn’t have time to address yet and has taken us longer than expected to get done.

Since PAX we have been updating all of the level art to fix issues and better match Lily’s new sprite, as well as changing how we are building the levels in Unity. Some of the new pixel art was a challenge and was taking longer than expected, but is now coming along much quicker and will make creating content for future updates much easier. We are hoping to have an update to the demo with many of these changes soon, even though it won’t be our finalized vision of the full 30-minute demo.


Lily will encounter these statues where her progress through the castle can be saved

PAX South 2018

After having our first crazy and fun PAX experience with PAX South back in 2017, where we got to show off our very early prototype (i.e. bugs running rampant within the game) and got some great feedback, we were absolutely looking forward to going again in 2018. Tragically, both of us were coming off of a pretty bad cold, though I was further ahead in recovery than my brother Clint. Thankfully, the build for PAX South was very stable, so we didn’t have to jump in very often to reset or otherwise address any issues. This freed me up to spend most of my time tucked just under the screens working on the massive UI system revamp that I started as we were driving the 7 hours to San Antonio.


A quick look at some of the new UI screens coming soon

Last year, we had only one screen with the game running off of my laptop, so any issues effectively halted play for anyone passing by. This time around we managed to add an additional screen and make a build of the game which ran great on the tiny Nvidia Shield TV (Android). Using a small USB thumb drive, we were able to sort out any issues and live patch the build without disturbing either of the two stations except when needed to quickly upload a new build. This allowed us to dish out double the amount of playthroughs than our previous year.

Booth efficiency gains aside, we enjoyed the fact that we always had people at our booth stopping by to check out the game and as a result, the controllers were rarely inactive. Many people from across the country and even from abroad enjoyed playing the demo. We were also happy to hear from a number of online game streamers that were interested in playing Forsaken Castle on their streams as soon as they could. During many of our conversations with people passing by the booth, we also found a great many who showed up were also our backers! We loved getting a chance to talk with everyone!


Our banner became the backdrop for some interviews and the subject of a number of camera phone pictures ^_^

Gallery Music Track

We also have a new track from Zack to share that will ultimately be going into the 30-minute demo. Let us know what you think in the comments below or over on the SoundCloud page itself!

https://soundcloud.com/zack-parrish/forsaken-castle-gallery-2

Timeline Changes and Update Schedule

While we have been working very hard to make improvements to the game, we have unfortunately failed to complete a number of our development milestones in the time we had originally estimated. Because of this, we have decided to make a few changes going forward.

First, our goal of having Early Access on Steam by Q2 2018 will not be able to happen and for that we are deeply sorry. We really wanted everyone to be able to enjoy the game by at least a year from our Kickstarter, but we’ve been learning a number of things for the first time and it has slowed our progress more than we had originally anticipated.

Second, because we have continued to miss our goals we decided it would be best to wait until we are closer to finishing the game before giving a firm release date.

Finally, we will be making sure we have an update post every month, even if it’s just a short update.

We really appreciate our backers and want everyone to keep everyone informed. We weren’t sure how much content would be enough for an update, but then too much time would pass and we got caught in a cycle of feeling we didn’t have enough content to justify the time between posts. Which is something we needed to deal with and change now to break the cycle and create a better feedback loop with all of you.

We hope you all understand and look forward to all the upgrades we have planned to make Forsaken Castle the best game it can be.

Sincerely,

Lance & Clint Trahan
Duck Block Games

P.S. We hope to have an updated demo ready by the next update and will be hosted here on Steam for anyone interested in trying it out. We're working hard to get it to the fully polished 30-minute experience, but this next update may fall a little short of that mark but it will still be very close to completion and in a good enough state to release it.
May 4, 2018
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


Micropatch with a new bug report feature, matchmaking improvements, and bug fixes. The next Atlantean fighter and its two upgrades are fully designed, concepted, modeled, and textured. After being animated, they will be released. We've also gotten a headstart on the following Atlantean unit.

New Feature! Quick Bug Reporting
- You can now type “-bug [bug description]” while in-game to report a bug. This will send a small report with your game logs and bug description to the devs. Making a bug report on the forum is still preferred if possible, especially if you have video/screenshots, but this is an option for reporting bugs quickly.

Game Fixes

Catch Area
- Fixed some rare cases where catch fighters would wander up through the gate or wander down to the king area (added some failsafes to warp them back)
- Fixed a bug where summoned units in the catch area would be invulnerable

Matchmaking
- Queue times should now be faster for very low and very high-rated players
- Now more heavily prioritizes finding a match for players who are waiting a long time in queue

Upgrade Supply
- Fixed a bug where confirming supply upgrade didn't work

Map
- Black background instead of gray
- Added light shafts (only on high or better graphics settings)
- Fixed some misc. lighting issues
- Fixed some misc. map glitches

Character Inking
- Fixed a bug where certain units like Banana Bunk/Haven had glitchy outlines (fade now correctly loops through all skinned mesh renderers instead of just topmost one)

Mac OS
- Fixed a compatibility issue with some hardware specs
Rec Room - gribbly
Small patch:

  • Optimizing load times for custom rooms, which should reduce instances of failing to load
  • May the 4th be with you!

We rely on your feedback to make Rec Room as awesome as possible! So please don't hesitate to [get in touch](https://www.againstgrav.com/contact-us-1) with any feedback you have!
The Seven Years War (1756-1763) - Captain Müller (KGF)


Highly Important Announcement From Grand Tactician Correspondents.

Special dispatch, 2nd MAY 2018.

On this day, which has been more exciting than any of its predecessors, General Oliver Keppel­müller has an­noun­ced the first Grand Tactician title. After much theorizing, and many most absurd rumors, it is now most likely that a Civil War cannot be avoided!

Grand Tactician: The Civil War (1861-1865) is a real time strategy game, where you will run your nation, muster, manage and support great armies, and maneuver them to defeat the enemy. Once the opposing armies meet, command your troops to victory in battles fought on historical battlefields.



We, the Grand Tactician Engineer Corps, are proud to present to You, dear Gen'l. our new website. This includes our new and streamlined blog - the Engineer Corps Log - where we will regularly share the latest information of our progress. The Log now also allows you to share your comments and thoughts as the information flows!

Following the links below You may also find our social media channels and YouTube channel. If you have any questions you can always contact us via our e-mail, or by dropping a line on Facebook or Twitter.



On our new website you will find the latest news, as well as the first screenshots!

General, thank You for supporting Grand Tactician!

Most Respy,

Oliver Keppelmüller,
Ilja Varha,
Peter Lebek.

Facebook Youtube Twitter

Cash Crop - Cash Crop



New Features
- New character, Summer! She’s the kind of plumber that makes Mario look bad. Summer starts with all irrigation techs unlocked and a small stash of cash.
- New Farm Status UI: Farm Status UI has been reworked to make Heat and Strikes more prominent. Removed some redundant text and changed the color scheme. The overall UI is smaller as well

- Text Messages (Passive Notifications): This is a step towards a notification queue and is great for communicating information to the player without interrupting you with a phone call. Complete with scrolling text, and vibrating sfx and animation. Will add a small portrait too, at some point.


Coming Soon
- Open stores and hire dealers. For a small investment they sell your bud so you don't have to - providing passive income but with their own twists. Keep your stores well staffed and stocked so they remain profitable while your dealers sling bud on the down-low. We plan to great expand this gameplay in the future.


Improvements
- Crew AI and crew skills have seen major improvements
- Crew now use trimmers to reduce stress
- Hoses have been buffed again and water plants even faster
- Some minor GUI elements have been pruned.

Bug Fixes
- Fixed a player reported bug that caused your crew to work on the incorrect field.
- Fixed a player reported bug with Fine Print.
- Fixed a bug with crew and accelerating the game's clock.


Known Issues
- The Field view will not resize to accommodate VERY large plots.
- The Field view may get confused when the DEA confiscates plants.
- Summer's shirt isn't consistent in all frames of animation.
Star Trek Adversaries - PuppetMasterGames


-Quarks is Open! Play and win free Latinum, Rare Replicator Patterns and Packs! Additional Single Player and Multiplayer content coming soon!

-Extensive bug fixes.

-New combat sounds added and additional sound balancing.

-Graphics Optimization for lower end machines.
Just Fishing - Ogern

Here you will meet a new character - the Chef, help him to create a special fish menu. You will receive various valuable awards, including the exclusive and most powerful light reel in their category!
Access to the new location is by a club card, and if you purchase our first DLC "Westfall Pack" https://store.steampowered.com/app/853180/Just_Fishing_Westfall_Pack/ , you will get unlimited access to the Westfall, as well as a whole set of very useful things for the fishers!
Also are some changes in the referee tournaments:
Now you can follow the team ratings directly in the game! New tabs were added in the referee tournaments window, similar to those of the tournament and duel sections. The update of the current rating in the game table will occur after the awards are given for the tournament.
The current rating visualization is in the test mode.
There will be 10 places for prizes in the referee tournament. The main award here is a fishing license for a Mysterious Land location!
The Firlyn Stones *No More Updates* - 💜🎵 Voyder Rozann 🎵💜
Hello.
I encountered a problem in the project. The multiplayer didn't work, I'm sorry about that.
I've fixed the bugs and now everything works.
As always, have fun !
Neverwinter Nights: Enhanced Edition - niv
Neverwinter Nights: Enhanced Edition 8170 has shipped to the development branch today. We're now stabilising and working our way towards a 1.75 stable release in the coming weeks.

Known Issues
  • We are working with Intel engineers to track down the crash and performance issues we’re seeing on Intel HD GPUs.
  • We are aware of the Whirlwind bug. It will be addressed soon.

Fixes
  • Sound: We fixed an issue where playing weapon hit sounds would access freed memory, sometimes resulting in playing the wrong sound.
  • UI: We fixed the flickering text on loading screens.
  • UI: We fixed Escape not working on some main menu panels.
  • Renderer: We fixed rendering animated meshes without animations as static (for example, seen as disappearing water on tno01_v20_02).
  • Object Visual Transforms: We fixed an issue where held-item scaling would reset after a spell was cast.
  • Networking: We fixed some issues with masterserver DNS resolving that would, in rare circumstances, drop servers from the master list.

Features
  • Materials: We’ve added script calls that allow overriding shader uniforms on materials. This is still work in progress. Yet more flexibility is to come.
  • Translations/LocStrings: We’ve made it so that when looking up translated strings (for example, in object descriptions), we first consider the opposite gender before falling back to english.
  • Networking: We’re working on detecting port-hopping resulting from bad NAT on the server side.
  • UI: All-metallic colours are now animated in the character creation colour picker UI.
  • Toolset: You can now move objects along the Z axis by holding down the Alt key and moving the mouse.
  • Utils: We’ve re-added nwhak.exe and gffeditor.exe to the game download. nwhak.exe now understands all new res types (like .mtr).

NWScript Additions
// Sets an integer material shader uniform override. // - sMaterial needs to be a material on that object. // - sParam needs to be a valid shader parameter already defined on the material. void SetMaterialShaderUniformInt(object oObject, string sMaterial, string sParam, int nValue); // Sets a vec4 material shader uniform override. // - sMaterial needs to be a material on that object. // - sParam needs to be a valid shader parameter already defined on the material. // - You can specify a single float value to set just a float, instead of a vec4. void SetMaterialShaderUniformVec4(object oObject, string sMaterial, string sParam, float fValue1, float fValue2 = 0.0, float fValue3 = 0.0, float fValue4 = 0.0); // Resets material shader parameters on the given object: // - Supply a material to only reset shader uniforms for meshes with that material. // - Supply a parameter to only reset shader uniforms of that name. // - Supply both to only reset shader uniforms of that name on meshes with that material. void ResetMaterialShaderUniforms(object oObject, string sMaterial = "", string sParam = "");
Heavy Metal Machines - naZg(abe)


Monday [07/05/2018] at 8:00 EDT [14:00 CEST] we'll be doing a full maintenance on all our services, which means that HMM will be unplayable for the entirety of the maintenance. We expect everything will be back online by 14:00 EDT [20:00 CEST].
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