The Karters - Pawel


Greetings Kart Fans,

Just dropping in to let you guys know we're hard at work and everything is looking good and steady for launch day.

We've concluded our little poll where we ask our beloved community to help us in naming 4 characters and we've got to say we're satisfied with the results. Here are the final names for our characters:



Thank you very much for your continuous support!

So, right now we're on ensuring our game modes will be working properly, we don't want to spoil too much in this regard, but we're confident that you will have plenty of things to do in The Karters when we go live. Multiplayer has undergone some testing by professionals as well. Here's a behind-the-scenes video of their work:



We cannot wait for May 29th and to let you finally inside of The Karters world. Plenty of competitiveness awaits, a vast amount of fun to embrace - here we go! 11 days!

Let us know if you are just as excited as we are :)

Follow Us:
The Karters on Facebook
The Karters Discord Channel
The Karters Youtube Channel
Official The Karters Website
@The Karters on Twitter
The Karters on Instagram

Battlestar Galactica Deadlock - SlithFox
Watch Spacedock as he unfolds the light Cylon Hydra Resupply Ship, one of the new ships coming in Battlestar Galactica Deadlock: The Broken Alliance!

https://youtu.be/FtBYl908pkI
Cubes - ben
Hey everyone,
As you'll hear in the new video above, and will see in this week's update, Cubes is taking a stylistic turn from a puzzle-adventure game to a pure puzzle game.

This will help facilitate faster puzzle development, as well as make additional game features more natural to implement in the game.

There are more details in the video, but I'm pleased to announce that Cubes development is back in full swing, and you can expect more regular updates in the future, until we exit Early Access.

Cheers!
Ben
Civitatem - 󠀡󠀡󠀡󠀡󠀡󠀡󠀡LW Games


Hi Guys,

After many months of development and testing, Civitatem is now available on Steam and on the official site. It's been quite a journey and can't wait to hear you feedback, first impressions and what not.

I want to thank all the early adopters for raising my morale and helping me with feedback. You will meet them in-game as villagers (yellow names).

From now on expect small patches each week, sometimes even more often, when is needed, and large content / features updates, once per month.

Last chance to become an early adopter (offer closes Monday 20th)

If you want to leave a mark of the development of Civitatem, become an early adopter by buying the game from the official site: http://lw-games.com/civitatem-early-access.php and get these rewards:

- Name a Villager!
- Have your name in credits as an early adopter
- Special forum title and icon in LW Games forums (optional)
- DRM Free copy and Steam key

Upcoming features:

- Exploration mini-game: Explore the region around you for resources, discover other villagers to trade with and developer diplomatic relations, and encounter random events on the map.
- First version of combat, and raids against your settlement.
- More buildings, resources and needs + more random events within the village.

Know issues:

- Relaunching the game right away after exiting might cause Civitatem to freeze in now running mode(on Steam). This issue should be fixed now with latest version 1.01, but in the rare case somebody encounters this: just go to your steam folder, steamapps\common\Civitatem and run nw.exe
- there is low chance that a villager might get stuck for a while, if this happens, click on it, change his job to idle or something else, or click on it press shift+U.

Thank you for your support,

George,
LW Games

May 18, 2018
Cubes - ben
Hey all, I'm pleased to announce that Cubes is officially updated for the first time.

This also marks the official reboot of Cubes to a more abstract puzzle game, rather than trying to force the backstory and mechanics together.

Features added:
  • Tracking grid to help visualize the state of the puzzle
  • Progress is actually saved puzzle by puzzle
  • Second chapter of puzzles added

Known bugs:
  • App may continue to appear as Running after quitting out. May need to restart Steam to resolve.
OFF GRID : Stealth Hacking - Sarah
Hello and welcome to our first Off Grid annoucement on Steam! Exciting!

We've had a dev blog going for some time at offgridthegame.tumblr.com - if you haven't had a look, go check it out.

Here at Semaeopus, we work in development sprints that last roughly a month - and moving forward, at the end of each sprint, we’ll be putting together a roundup of the development achievements.

We'll break the detail out into individual posts every week or two. It means there will be pretty regular updates from the team working on Off Grid, and they should cover a specific theme or area across the last month of development. We hope you'll enjoy!



Now, for the most recent sprint round up (17.05.18):

Upgrading the App System

Evaluated current app system and how to get it to fit our requirements & designs
-We’ll need to change things a bit so the apps are fully controlled by the Lua scripts

Bug fixes and tweaks after PAX & GDC

Screen fade to black moved to UI, removed all old fade systems/code
-So fades now work reliably on player death, level restart/completion etc.

Pause menu scroll bar was misaligned to edge of screen instead of edge of menu

Fixed guards being stuck in wrong animation / AI states after taking breaks
-Taking breaks restores motivation correctly (for NPC’s not just us developers)
-Added interrupts in animation system to break out of animation before it completes. (Now the NPC’s don'ät need to finish their coffee before they can start chasing the player)


Fixed guards sometimes not chasing player
-See above... They *tried* but it’s hard to run while also drinking coffee
-The AI system for selecting target locations still had some old code that limited target locations within +/- 2 meters vertical from NPC position. When player disappeared out of sight in stairs etc. that stopped the AI from following


Fixed our build script’s “build all” option only building Windows.
-Also made it ask for all the options needed *before* making the builds, not in between each platform. Otherwise the person making the builds can’t go for a coffee while waiting the build to complete ;P

Data view textures and colours conforming (props sucha as paper sheet and some devices had wrong data colour)

Fixing the formating in the text for some devices (Extra tabs in hand dryer description strings)

Sped up first hacking interaction to make gameplay and feedback more immediate (bathroom thermostat start temp to 20C) apostle/basement conversation after server objective not set to secure

Fixing save issues

NFC data now doesnt disappear on load
Saving and loading is now handled correctly
Save data no longer diverges when play is continued

Fixing Doors!

Set up scannable interaction prefabs properly
Added frosted strip accross all glass door models for better visibility
Scanner door prefab not tagged properly (doesn’t work for the Help overlay)

Prop work

Fixed missing files in levelkit source .blend
Updated the vending machine prop to give more detail

Character Rigging

Worked on bringing new characters into the game
Made a start on rigging and set up of some of the older characters with new Colour LUT setup and blend shapes for their body shape

Thanks for reading!

The Off Grid Team

If you haven’t already, be sure to wishlist Off Grid - each wishlist makes a big difference to us, and we really appreciate your support!
May 18, 2018
Medieval Shopkeeper Simulator - David Moralejo Sánchez

Hello everyone! We are on Friday which mean new build update! During this week, I focused on fixing your bugs (or almost all :c) and adding a few features and things.

Let's see what this build contains:

    NEW CONTENT
  • NEW Tutorial (omg this one... almost died doing it but you deserved it).
  • NEW Work-Kits system (craft, build and use!).
  • NEW Dev console (when achievements will be added, using console will disable them).
  • NEW Discovered items animation (now with image).
  • Inverse mouse option (this was asked by some of you).

    BUG FIXES
  • Inventory dissapear sometimes and won't show up.
  • Orders/Contracs house holder won't affect the MB.
  • Customer window don't scroll now when using scroll wheel.
  • Food and energy shouldn't decrease by time, only by actions.
  • Inventory item slots now are saved for every game slot. (before you could only save 1 inventory for the 4 game slots). Btw don't equip anything, won't be saved the equipement.
  • Recipes saves in the right way.
  • Merchant delivery should work without bugs. But not sure because I couldn't replicate the problems.
  • Customers will give you the right amount of money now when increasing item quantity or other stuff.
  • There was a glitch where you could be rich by selling just 1 item. Solved.
  • Now you can't change item preview while taking out items from the Warehouse.
  • Using "give as a present" action won't give you money anymore.



Thanks to everyone for telling me your problems and special thanks to @Influenza for spotting so many bugs!

For the next week you will have new ways to sell items from stalls and new customer types ^-^

Have a nice weekend and as always, thanks for the support! ːsteamhappyː

David.
Monster Slayers - Cow_102
Hi everyone

Wanted to stop by and share the news that Monster Slayers has made the jump to consoles and is now available for PS4 and Xbox One. (and a Vita version is on the way!)

Here is a picture I painstakingly knocked together to illustrate the point:



If you've enjoyed the game and have some console-owning buddies, please feel free to shout loudly in their general direction that they should give Monster Slayers a whirl. All word-of-mouth recommendations are greatly appreciated!

And thank you all for playing Monster Slayers – your support has played a huge part in making the console versions possible!

Matt | Digerati
Last Days Of Tascaria - Baltica Games


We have a new patch ready!! And soon we will have a patch with big changes (in 2-3 weeks)

Functionality
  • Now if the game crashes you will get a window to report the error and add a comment. Of course you are welcome to leave a message in the forums.

Content
  • We have a new encounter in the forest. A sacred deer is hurt and can use your help.

Bugs
  • Wind horn was not equippable.
  • Saving during the tutorial could cause skipping the Karma information
  • XP was not properly saved (not a problem for the moment as it is not used yet but will be used soon)
  • Getting the focus ability can't kill you anymore (not exactly a bug, more something annoying)

Balance
  • Amount of food in taverns has been reduced. Previously was too easy to have more than enough food.
  • Getting the focus ability now reduces 500 instead of 700 HP
  • Removed two clerics from the Golem plus clerics combat. It was unfair.

Minor Details
  • Starting quest renamed and improved description.
  • Added area attacks to Golem

Visual improvements
  • Improved image of good and bad charms. Now is clearer what you are getting in each case.
  • Added the name of your destination in the world map.
TITANS: Dawn of Tribes - Harald
Hello everyone,

This week we continue to improve the game and add selected features. We’re focussing on animations, sinchronicity and a new combat system for our Bows. Each bow now has a drag time that’ll add power and distance to the shot. We improved your freedom in aiming and gave the bow a new crossair to improve your aiming. Ideally, this will allow you to fight the titan on better terms and reward good aim and skill.

About the Fire Titan itself: we’re finally testing it internally and preparing to release it. Last time our testers happily managed to destroy everything we assembled, including my hopes and dreams. So we can’t give you a date for sure, but it’ll be in the near future, once we’re confident about the titan’s stability and replayability.

Good hunting and godspeed.

NEW FEATURES
  • New Bow and dedicated combat system, with draw strength and crossair.
  • New aiming animation. You can now recognize when someone’s going to shoot you.
  • New player animation when aiming from up close, you can now aim a little bit higher.

UPDATED FEATURES
  • All skins are now sinced between clients. You’ll be finally envied for having a Duck tattoo.
  • Melee attacks are now sinced up between players and can be foretold. This won’t prevent Giuda from backstabbing you at the least opportune moment.
  • Armour is now sinced up between players. Now Giuda will be able to properly assess if you’re too heavily armoured for a quick and inappropriate backstab.
  • Bow now prioritize using arrows in hotbar.
  • Wardens now attack the player only after someone attacked them.
  • Wardens now will be restored to full life if all players leave them alone for more than five minutes.

BUGFIXES
  • Fixed Arrows collisions, because we hated to see players using them to climb mountains only to jump out of the map.
  • Fixed a rare bug in which a player could hug a tree so bad dryads went envious of his merging abilities.
  • Fixed a bug in which the mining crossair did not turn red to inform you that the target was mineable.
  • Fixed a rare bug on the loading screen that prevented you to do anything short of killing your pc and burn down the house.
  • Severely nerfed the Gazelle Trade Union, as it prevented players to exploit them for resources.
  • Severely enhanced Gazelle respawn as it prevented them to show up and be killed.
  • Fixed a bug on Tools attack animation that crippled your player with a funny backache.
...