May 17, 2018
AGE 1.2 (seccia.dev) - Petite Fleur Productions
Editor

- Add: new dialog for Game Assets

Update

- Fix: update didn't work.
Crusader Kings II - BjornB
Hello again!

We needed to release a quick hotfix patch with the number 2.8.2.1, containing the following:

###################
# Bug Fixes
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- Slavic rulers are now less self sacrificing
- Fixed display issues with some text

Go to 2.8.2 Update post
Masters of Puzzle - Belleal
Everyone, we are very excited to announce that Masters of Puzzle has been released in early access as of now. We certainly hope to be able to share that excitement with you and to see your feedback and questions. Once again, please keep in mind that this is still an early access build, so there might be bugs or features that are incomplete or missing. For you to be able to keep track of our development, we will share our full roadmap in a couple of days - as soon as we make it more presentable and easy to browse through. We also plan to keep you updated on our progress on a regular basis both here and on our website. There are content and posts that are only available on the official blog though, so make sure to visit it often.

On an additional note, we are also working hard on adding Steam Achievements and an Official Soundtrack to the game. We expect to be able to deliver these features sometime next week.

Playing the Game
Few words on playing the game are also in order. Alongside the release of the game, we also made available 3 free DLC puzzle boxes for you to enjoy, with more free content coming over the next weeks and months. When you download the game, only the client will be installed automatically on your PC. As explained on the main game page, this is by design so that you don't have to download content you currently aren't planning on using.

To start a new game, click the New Game button from the main menu. This will open the list of puzzle categories currently registered as content for the game. One will be locked (you can tell by the big locker icon on top of it), but the other one will be available for you to play. Click the small square button with an inspection lens icon to open the category and browse the available puzzle boxes. There will be 3 available and 2 locked at release time. Select the puzzle box you want to try out by using the Move Left and Move Right buttons.



Once you are happy with your selection, click the Start Game button on the bottom right of your interface. At this point, the game will ask you to confirm downloading the required DLC package. This will happen only once unless you manually uninstall the DLC from the Steam client.



Once inside the game playroom, make sure to open the Help panel for instructions on how to play and how to use the game controls. It's accessible via a small square button with a question mark icon on the upper right of your interface. If that's not enough, please don't hesitate to ask us questions in the Masters of Puzzle Steam group. We will do our best to respond in a timely fashion.



That's it for today. We hope you will enjoy our game even in its early state. Send us your feedback and be sure to follow our social channels for regular news and some exclusive information about the game:
Antigraviator - [ICE] Kojiman


Publisher Iceberg Interactive and developer Cybernetic Walrus announce that their multi-award winning anti-gravity racing game Antigraviator will release for PC on June 6 through Steam and major digital retailers, with the PlayStation® 4 and Xbox® One release following later in the year.



Antigraviator is a sleek new take on the anti-gravity racing genre. Use traps, power-ups and boosts to overtake your opponents and dominate the track in single player or multiplayer mode. In a unique twist, the player has unlimited speed at their disposal, the only limit being their skill and ability to avoid walls and obstacles. A launch trailer showing these features can be seen here:

https://www.youtube.com/watch?v=9M_d8LWsEmU
“We’re extremely proud of Antigraviator and how the development has gone. We had the opportunity to showcase the game at several events such as GDC and PAX East, and the audience response was very positive” says Mike Coeck, CEO of Cybernetic Walrus. “We know that PC gamers have been looking forward to playing our game and its greatest asset: no speed limit. In addition, we’re working hard on the PS4 and Xbox One versions of the game and thank console gamers for their patience.”

Aspiring ‘grav’ racers can wishlist the game on Steam now. For the console release, players can stay up-to-date by subscribing to the newsletter through the official Antigraviator website.


Mutant Football League - CrazyMax


Greetings to all Mutant Football League players!

Are you ready for another MFL Primetime Online run?
Join us and your fellow players this Saturday, May 19 from 3pm - 5pm EDT (12am - 2pm PDT) to play few Random Matches. Play MFL on your choice of PlayStation 4, Xbox One, or Steam!

P.S. If you're from EU join us lil' bit earlier, same day, from 11am - 1pm CEST.

See you in the game!
May 17, 2018
Gremlins, Inc. - Qfasa


It's been a while since we posted any updates here, even though there's a custom tournament going on right now – plus we're working on a few items of extra content: we are simply too busy with all of the things happening at the studio, including the progress that we make on our next game.

But thanks to :score: Standard of Ur as well as other folks at Discord who kept checking up on us, we're back to your newsfeed! Today we'll show you one of the 2 new cards that we plan to add to Gremlins, Inc. with the upcoming Summer Season update. This is one of the few cards that pays homage to the legacy of our designer's first game, Eador. Genesis.

AMULET OF DO-GOR

:cards: move points: 2
:steampunk: type: criminal, permanent
:Location: location: The Astral Plane
:bh2coin: cost: free
:fireapple: get: :score:4, :malice:4

Special Rule:

Every time you initiate a Player Conflict, get :score:1.

"If demons found the space to imprison the God of War in some sort of an amulet, it's quite likely that they can also fit in a few more gremlin prisoners there."



We currently have no confirmed date for the Summer Season update as we need to finish a couple of things first, including a planned upgrade of the Singapore server. We'll keep everyone posted over at the Discord server!

______



:malice: Official Discord
:malice: Twitter (game updates)
:malice: Facebook (game updates)
:music: Original Soundtrack on Spotify



:summer_magic: Official Discord
:summer_magic: Twitter (game updates)
:summer_magic: Facebook (game updates)



:notebook: Twitter (studio news)
:notebook: Facebook (studio news)
:hypnoheart: "Behind the scenes" Instagram
:fireapple: YouTube
May 17, 2018
Blackwake - Mastfire Studios
- Fixed bug causing some sails to be immune to anti-sail swivels

- Resupply crate is no longer used for changing loadout, we've gone back to the M key system

- Fixed visual issue where changing your vote did not subtract from your old selection. The votes were still counted correctly serverside

- Pirate outfit with white arms adjusted to not look so Navy-like

- Server owners can disable experimental modes using allowExperimentalModes=0

- Cannon damage to players now begins to progressively decrease past 500m. At 700m no players will be injured from an impact but a hole will still be created. At 600m the radius of damage has been reduced 50%, for example. This is to combat ships staying at max range and fighting, boring their crew and making their gameplay experience repetitive.

- Numerous Navy hats and outfits added





3.18 May 28 2018

- You win more tickets for a successful grapple

- You no longer lose as many tickets for losing a grapple

- When grappling a ship both crews get an immediate respawn

- CTB bases are now closer to the islands

- CTB capture count to win is now 4

- CTB chest has a 90 second respawn

- CTB chest capture zones have been moved further inland
Doughlings: Arcade - Smalltime
Let us dive into the topic right away. Doughlings: Arcade is coming for Nintendo Switch and Xbox One. And the best part is: it is sooner than ever. 🙂

A New Home for Doughlings: Arcade

As you all know Doughlings: Arcade has been released on Steam couple of days ago. We got pretty good feedback from players and in the upcoming days and weeks, we know things will be much better. But now a new journey begins. We have been working on obtaining developer kits and trying to figure out the development process of consoles. Yesterday, we have finally managed to play Doughlings on Nintendo Switch and it felt just like home. With its great portability and design, Switch owners will experience Doughlings: Arcade as it should be.



And Xbox One version is also in good hands, thanks to Alican. We have a really good working build and getting closer to an alpha version pretty soon. Actually, we should thanks Xbox ID team here because they have not only sent us the developer kit in a really short time but also helps a lot during the development. We can easily say that they are so friendly to Indie studios and we are so excited to see our game on the Xbox Live soon.



Get Your Controllers Ready

We don’t have an exact release date yet but we will do our best to release both versions at the end of June or early July. As the Steam version, we want to bring you the best brick breaker experience with best visuals, smooth controls and of course bug-free. We will make more announcements and share more news in the upcoming days so stay tuned. Also if you are from a media company or an influencer/Youtuber to play and share our game during the release period, don’t forget to contact us.

See you on the next blog!
Rise to Ruins - Rayvolution
InDev 30d is finally here, featuring a ton of miscellaneous changes, two new buildings, and a cleanup to the world map interface to prep for some big changes in InDev 31.

A large majority of these changes were as a result of your suggestions on Twitter, these announcements and the forums. I hope you guys enjoy it all!

Some of the content in this patch was actually slated for InDev 31, but you're getting it a bit early (because why not, right?). Let me know down in the comments what you think!

InDev 30d Change Log

World Map Interface Changes
  • Active villages now have little buildings placed around the area of the region on the world map, the amount depends on the size of the village.
  • All of the region "dots" have been removed.
  • Region squares show up around the mouse as you move around the world map.
  • Clicking on a region will focus the map selection panel to it.
  • The entire map selection panel has been reworked and streamlined.
  • Now, when a region is lost, you can no longer visit it.
  • Arrows now bounce above active regions, so you can quickly find where you were playing.
  • Made minor adjustments to the region positions on the world map.

Miscellaneous Changes
  • Added all new Patreon's names to the village name pool and credits.
  • A new building has been added, the Maintenance Building. It provides Maintainers who can repair buildings, roads, dismantle things as well as clear terrain and dig holes.
  • The "Key Shack" building has been added, a dedicated storage space for suspicious keys.
  • All other buildings that could previously hold suspicious keys, can't anymore. Only the Key Shack can store Suspicious keys now.
  • Builders can now switch to the build AI as soon as they drop off a resource, streamlining building and cutting down on weird task assignment issues that would sometimes occur when a building is nearly completed.
  • Axis lock buffer setting added to settings.properties, you can now adjust how many pixels the mouse must travel before axis lock (left shift) activates.
  • You can no longer cast spells on the edge of the map and into the void.
  • Water fountains now store 4 times as much water, catch water slightly faster, but have had their range generation reduced.
  • Loot boxes now have a subtle lean towards moving in the direction of the village when poked.

Optimizing and Big Fixes
  • Fixed some AI crashes related to posted medics and guards when their host building is removed or destroyed.
  • Possible fix for the "ghost building" bug, that would leave the tiles for a building that was recently destroyed, has been implemented.
  • Fixed a bug that would cause a building that just started upgrading to be invulnerable.
  • Fixed a bug that could cause an endless loop if a provisioner could not leave the village.
  • Fixed the interaction point on the way maker shack being off by 1 during it's first upgrade.
  • Fixed a bug that would sometimes make way makers try to repair roads that don't exist.

May 17, 2018
Dash Blitz - X-Joy Dev
Dash Blitz is going to BAM10 tomorrow, so we've got a small update to roll out - mostly a bunch of bugfixes that didn't make it into v0.4, though there's some nice tweaks here too. As always, these changes apply to the main build as well as the free demo.

Fixes
  • Fixed an oversight in shot collision - Puffin's snowballs and Manny's wheels should work much better now.
  • Fixed bug causing incorrect animations to play on loss.
  • Added invulnerability to players in victory state - no more dying after the round ends and freaking the camera out.
  • Camera should now stop tracking defeated players/enemies after a short period, instead of immediately.
  • Fixed bug with shield breaks either not launching targets or launching them into the stratosphere - now they just pop up a little bit.

Gameplay Changes & Improvements
  • Increased stagger duration on safe landing slightly - making follow-up combos and connecting uncharged shots slightly easier.
  • Increased blitz duration substantially - it still ends after you attack, so use it wisely!
  • Added brief intangibility after a guard-break, preventing attacks with multiple hitboxes from automatically ending the guard-break state.
  • Some sound and visual effects should be all-around nicer now.

New Content
  • Added an Attract Mode on the title screen - just leave the game running for a little treat.
  • Added a new theme song for Dash Finale, and tweaked how the final tracks play during Onslaught.

Bluster
  • Bluster's slipstreams can now continue past obstacles once moved out of their way, instead of stopping short. This is most noticeable on Luminaire Labs, with slipstreams progressing beyond the gate once they open.
  • Bluster can now only have two slipstreams at a time - it's not nice to bully people. You can still fire off charge shots as much as you please, they just won't leave a slipstream.

Valerie
  • Valerie's AI no longer spends every nanosecond possible in midair. Hopefully this will make her more fun for everyone.

Manny
  • Fixed an oversight causing Manny's arms to get stuck halfway up whatever he clambered on.
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