I just wanted to take this moment to say a big thank you to those players who work hard / play hard on the beta branch. Without them it would take me many times longer to release each update.
Thank you, your bug reports are very much appreciated. Tormunda The Settlements Game Developer!
Added: Special abilities to some of the hats in the shop. From now, your hat will be not only the ordinary fashion accessory :)
Added: Description text for the hats.
Fireman Helmet: You can walk through flames Top Hat: Enemies drop more money Police Cap: You start with bullet proof vest. Robocop: Enable Burst mode for your default weapon (pistol) Holy Pope Hat: Civilians will be imunne against your fire Chef's Hat: Chance to drop Big Donut (restore 3 HP) Cowboy Hat: You can fire 2x faster with your default weapon (pistol) Batman Mask: The little bat will be your new brother in arms. Frankenstein: Enables BlackWhite retro mode like in old movies. Pumpkinhead: Unlock Halloween mode
Added (fixed) F12 key to take Screenshots
Enjoy the game!
ps. And don't forget, I'm working on a new game called "Gunman Tales" !
With a little help from Steam :), we've been able to update the build and can confirm that Racing is underway! The game should update automatically, but if for any reason it does not, the best suggestion is to uninstall the game via the Steam Client and reinstall. We have tested the update and the game should work inside the Steam Client as intended.
We are reviewing the discussion board for all comments and will update info on those boards.
Hello guys again and welcome to another update of Luvocious. A couple of things have changed and I hope you can enjoy the game even more because of them. Keep in mind that for those of you who are lost on anything, there is a guide on the community hub and obvious pointers hidden throughout the game.
Let us waste no time and get to these new updates!
-Modern-
-Added in 3 songs to Alte's laptop in his apartment. Featuring two from Solenars Edge Heroes. -Stat Changes.
-Fantasy-
-Added in an optional Orc Squad battle in Almachia. -Expanded Almachia and added more explorable areas. -Added in an optional mini-boss with Sister Dry V. and Big Beef Gai. -Added more interactable objects. -Added in Bachnora as an explorable town. -Added the ability to fast travel between the towns. -Changed prices of some items. -Made some fights easier. -Party members follow you in dungeons.
-Futuristic-
-Buffed the stats of all party members. -Weakened some enemies. -Lowered price of Demonic Bazooka. -Added in a few Abyss creatures. -Added in a save point near Sen's ship as a safety precaution. -Added in waypoint markers to show the player how to get to the research facility safely.
-Velvet's Era-
-Added in the Item shop. -Made the final boss much easier.
-All Eras-
-Slightly Improved VR. *VR IS STILL IN BETA* -Added in the functionality of recovering from K.O. and Poison while resting at an Resting Lodge/Inn. -Interface and Item changes.
Spring is coming to Yellowstone! The snow is melting and wolf pups are about a month old, just emerging from the den with ravenous appetites. Wolves no doubt will welcome the upcoming feast of newborn ungulates. We are adding mule deer and their newborns to WolfQuest 3: Anniversary Edition to give players more options to feed their pups as they journey to the rendezvous site!
When mule deer fawns are born, their mothers leave them hidden while they graze. Hungry carnivores can discover these helpless meals tucked in tall grass, nestled under bushes, or hidden in hollows. What’s the catch? Fawns are scentless, motionless, and very well camouflaged — so they will be harder to find than that old boot! Oh yeah, it’s also prudent to keep an eye out for protective mothers.
Named for their large ears, mule deer (Odocoileus hemionus) are common in Yellowstone in the summer though in much smaller numbers than elk. Mule deer may sometimes gather in small groups but they do not form large herds. They live in varied habitats throughout Yellowstone: brushy areas, grasslands and coniferous forests. Their top speed is 72 kph (45 mph) — faster than a wolf — and they can change direction with a single bound. Mule deer often use a distinctive bounding leap called stotting (or pronking) that allows them to cover uneven terrain efficiently. This makes them challenging prey to catch. Mule deer also have sharp hooves that smart wolves avoid. Fawns will start out hiding, scentless and motionless in June. Once they are mobile, fawns stay close to their mothers and can also run fast.
Be sure to check out previous posts about mule deer coming in WolfQuest 3: Anniversary Edition (releasing later in 2018):
Developed through a collaboration between E-Line Media and Endless Interactive, The Endless Mission is more than a creation-style sandbox game. It’s a hero’s journey into the world of game creation.
You’ve seen the trailer. You’ve read a bit about the game. You might’ve played it at PAX East or EGX Rezzed. But how did The Endless Mission come to be?
The Origin of The Endless Mission
The idea for The Endless Mission stemmed from Endless OS principal Matt Dalio’s desire to leverage the power of video games to support some of the impact goals he had with his business. When asking his engineers how they learned to code, he was fascinated to learn that their answer was almost always the same: “I learned that I could hack my games and it was more fun to hack them than to play them.” The idea of modding games as a driving force in learning to code was an enticing one. Matt recalls obsessing over world-building games like SimCity and Civilization growing up, as well as powerful tools like HyperCard, where he cut his teeth on creating his own technology. At the same time, Matt was also diving into popular fantasy and technology stories such as Ender’s Game, Harry Potter, and The Diamond Age, enamored with the worlds they built and the protagonists inhabiting them. The vision for The Endless Mission was starting to come together.
These past experiences began informing a dream where he imagined that everyone has learned to code - learned to shape the technology around them, instead of being shaped by it. Years later that dream sparked another question: What if creating and manipulating code within the Endless operating system could be gamified?
While Matt’s aim was to use games to inspire people to want to learn to code, he wanted to tell the story of coding as a superpower and send players on an incredible adventure into a vast, unfolding world with plenty of secrets to uncover with their friends. “The beauty of narrative games is that the story you follow can become your own,” says Matt. “Our goal is to let every player manifest their own power to their greatest ability, and discover that they are the protagonists in their story.”
The Evolution of The Endless Mission
With our course set for the emotional reaction we hoped to evoke from players, it was time to explore the game’s experience and design. During the early prototyping process we tried a variety of directions - from Alternate-Reality Games to gamifying coding curriculum within the Endless education products, to turning the entire Endless operating system into a game. While the ideas were interesting, we realized they weren’t hitting the two pillars we’d established as critical: a grand sense of narrative and a visually vast world. We also determined that it would be critical to create a standalone game on a core gaming platform like Steam in order to reach the largest audience possible. From here, the big spark occurred when we asked ourselves one question: what kind of game genre has traditionally been best at inspiring people to overcome great difficulty in non-traditional skills? The answer: creation sandbox games.
A common theme we noticed among creation sandbox games was that players often had to look outside the game environment to learn some, or all, of the skills required to play and create. We decided that our approach would be to build a comprehensive environment that simultaneously offered unlimited creativity and all the tools you need, all without leaving the narrative.
Rather than limit ourselves to any one genre we chose to root ourselves in gaming as a whole with the capability to create any game and any genre. To accomplish this we examined and distilled iconic genres down to their essence, which involved three elements: Avatar (who you play as), Gameplay (the genre and objective of the game), and Scene (where the game takes place). By taking these elements and combining them in different ways, you could build your own completely unique game experiences from the ground up.
In keeping with the spirit of fun, rather than simply selecting these ingredients from a dropdown menu, we opted for something more engaging: grabbing elements in the form of cubes and literally throwing them together to conjure entire game worlds. This mechanic also clearly expressed Matt’s belief in the power technology brings and how it allows you to shape the world around you.
The Future of The Endless Mission
Our goal with The Endless Mission is to provide you with incredibly powerful creation tools and take you on an epic hero’s journey through a rich and mysterious narrative. As we head into the beta and Early Access, we’re excited to hear what you think about how we’re doing. In particular, we’d love to hear your thoughts about what tools we should introduce, what genres we should explore next, and how you think the narrative might evolve. The Endless Mission is a community-driven game and we can’t wait to go on this adventure together!
We are pleased to announce that Love is Dead will be available on Steam on May 31st! We can't wait to show you everything and let you discover our wonderful world of love, death, and pancakes.
Thank you to everyone who has wishlisted the game. And thank you to everyone who talked, tweeted, carrier-pidgeoned, or shouted about it from the rooftops. Your support means the world to us and we're so excited to hear what you think about Love is Dead.
It's time to introduce the next camper who you'll be joining at activities this summer!
Say hello to Wilfred. Don't let the dramatics fool you, Wilfred just might be Camp W's most cunning character. He's well accustomed to getting what he wants, no matter what it takes. You probably don't want to let this kid out of your sights.
These are some of the poses for Wilfred, which show off his moods, from happy to scared to straight up devious.
Like what you see so far? More character intros, plus counselors, and other special guests are coming soon!
The official release comes with an important update. In this version:
Two new maps: Redwood Village and Paradise in Progress!
Seven all new Savior characters!
Fixed critical issues in speed and timing of most actions and animations
Fixed isolation notifications never showing up
Added missing Isolation room labels on some doors
Blowgun can now shoot through invisible colliders (like the pool in Staying Well map)
Characters are now assigned randomly
Improved some AI behaviors
More bug fixing all around
You already saw Redwood Village in a previous update, but we managed to sneak in an additional map today: Paradise in Progress! It's a small building site above the clouds, with added elevators for some strategic fun. And about the critical issues we fixed: previously, actions like crafting, committing and others, were running either too slow or too fast depending by how smooth the game ran on your machine. This caused the gameplay to desync and feel very unbalanced at times! Now the issue is gone and you should notice a nice improvement in gameplay.