- Parameter edit dialog (type values from keyboard) opens with right/ctrl -mouse - Parameter value tooltip (shows current value number on press) - Anti-aliasing shader (AA on Extra tab)
Fixes:
- Slight performance improvements - GUI text scaling fix (try) for highDPI/retina displays.
We have identified unacceptable behavior from this developer. There have been repeated attempts at store manipulation, attempts at exploiting vulnerabilities to ship unauthorized content, and using deceptive marketing practices. For these reasons, we are ending our business relationship and removing this game from sale. If you have previously purchased this game or obtained any in-game items, they will remain accessible through Steam.
Guacamelee! Super Turbo Championship Edition - Brkfst
Hey everyone,
We’re pleased to announce that Guacamelee! 2 is almost finished!
The team has been doing a LOT of playtesting lately, and is pretty excited about how it has all turned out. We’ll have more to reveal about our Steam launch plans very soon. In the meantime, see below for never-previously-released screenshots of a few memorable moments from the game.
Legendary goat-man and luchador-trainer Uay Chivo, dash-punching a piñata-headed giant
"Villachula... Young Tostada remembers you and your tamales. Let’s find this ‘Alebrije Alegre’!”
Snake Temple entrance, ft. ominous black blobs (of doom?)
Thanks for following! Also: Please don't forget to wishlist the game, every wishlist helps!
We’re pleased to announce that Guacamelee! 2 is almost finished!
The team has been doing a LOT of playtesting lately, and is pretty excited about how it has all turned out. We’ll have more to reveal about our Steam launch plans very soon. In the meantime, see below for never-previously-released screenshots of a few memorable moments from the game.
Legendary goat-man and luchador-trainer Uay Chivo, dash-punching a piñata-headed giant
"Villachula... Young Tostada remembers you and your tamales. Let’s find this ‘Alebrije Alegre’!”
Snake Temple entrance, ft. ominous black blobs (of doom?)
Thanks for following! Also: Please don't forget to wishlist the game, every wishlist helps!
We're still running our #loveindies giveaway through the end of today. Or really, through "whenever I remember to turn off submissions tomorrow." Sign up to potentially get a free copy of AI War 2 or Stars Beyond Reach. On the subject of #loveindies, would you mind leaving a Steam review for some/any of our games? It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen. Like most indies, we could really use the support. Reviews make a material difference in pushing us out of the obscurity of the sludge that often surrounds indie titles on the storefront these days.
Please note that you don't have to leave a review in order to enter the giveaway; and you shouldn't leave a good review if you don't think good things. Reviews don't help your chances in the giveaway, blah blah blah let's just clearly keep things ethical.
About This Release
Okay! Now on to the actual business at hand.
There are a couple of bugfixes in here, although nothing really groundbreaking. Not a whole lot of content on that front, but some good bits.
The main planet view GUI itself has been HUGELY rearranged in order to be more usable and to block less of your view.
Regarding the new planet view GUI changes, one of the things I want to remind you is that it will definitely feel awkward at first if you've been playing the game and got used to the sidebar being on the right. And, to head off any potential controversy: yes, if people really freak out about this, we'll change it back.
THAT said, having this on the left actually makes a lot more sense, as has been pointed out to me recently. Your eyes have to do less work, the overall interface reads in a more sensible order, and so on. I'll be honest that I'm still getting used to it, myself (it's been all of a couple of hours for me that this has been on the left, and none of that was really playing the game, just testing the gui). It feels strange, as all change does.
My guess, though, is that if someone comes to the game cold, they'll not find it strange at all, and it's demonstrably more convenient in its proximity to the tooltips and general eye gaze.
Less controversially, the top bar has been ergonomically compressed in a helpful way, the ships sidebar lost some elements that were unused or just plain cluttery, and the concept of a galaxy map minimap is something that I'm discarding because frankly I don't have time to do it while polishing everything else, and it takes up too much space. It doesn't feel needed.
Overall, your view of the screen is now a lot better, and you can always tell what planet you are at easier, too. Even if we move the sidebar back to the right, those other bits were a win. Oh --and regarding the sidebar, I've figured out a new sizing technique for it that is going to be key in some of the lobby work I have planned, too. So that's really really good.
Quick reminder of our new Steam Developer Page. If you follow us there, you'll be notified about any game releases we do.
As we speed through the weeks leading up to Kickstarter, we’re ready to share more about the game and give people an in depth look at what BTS has to offer. This week, we’re bringing out our brand new trailer. Be sure to check it out, it will be shared on all of our channels today! We also want to share that we’ll be starting Kickstarter on September 4th, with the aim to launch Between the Stars in Q1 of 2019. It may seem far off, but it’s just a lightspeed jump away!
This week, we bring an in depth look at the crew in Between the Stars, and what role they play in the game. They are a critical part of being able to complete missions and complete a variety of tasks.
Hiring crew members will help flesh out your team of 8. These additions to your team will be able to progress as you play the game. Should death befall any of them, you will be able to fill those slots with new hires in order to keep your ship running full speed ahead.
Crew will advance in rank as you play the game, giving them even more capabilities through insignias which can be given to them. Your crew provide various effects and execute many of the tasks you need to perform in game.
As your adventure continues, your crew will be busy with a number of activities, including creating and improvement of objects, curing diseases, investigating new technology, dismantling salvage, and more. These tasks are available according to your crew’s capabilities.
Space is a dangerous place, and the effects this has on your crew are no exception. In addition to the danger of perishing due to poor decisions, your crew can also be faced with injuries and illnesses which cause negative effects. You will need a medical crew to combat these conditions and ensure your recruits are at their best and ready to take on their tasks. Should a member of your crew die, they will need to be laid to rest at a space station to open up room on your roster to replace the unfortunate soul.
These are the roles available for your crew:
Specialists are a critical part of your crew, and are directly responsible for the attack system of the ship, as well as the looting of chests on destroyed vessels. They are a passive group, and are not assignable to rooms
Engineers can build new weapons from materials or scrap existing weapons to recover materials and blueprints.
Scientists are in charge of investigating technology, and the devices they investigate lead to obtaining different rewards. They are also responsible for healing your crew, so be sure to take good care of them!
Be sure to join us next week for another Spacefarer Gazette, and we hope to see you on our Discord server!
Mostly fixes and corrections for skills and buffs:
- Corrected the Improved Powersurge damage multiplier.
- Fixed Critical Killing Surge, Mana Crit Overflow and Bhaal's Rise failing to activate.
- AutoAttackStorm no longer replaces Clickstorm, it is added as a separate skill.
- Reapplying the Gift of Chronos buff now spreads the remaining value of your previous Gift of Chronos over the new 5 second duration.
- Told the game that Managize exists so it can actually give it to you.
- On Zone 1, Reload Rampage will no longer believe you started the zone with the amount of gold you had at the end of the previous world.
- Huge Click Discount no longer scales with your current Item Cost Reduction.
- Reworded Small Clicks description to (hopefully) no longer imply that it's a separate skill from Big Clicks.
- Fixed Expandable Small Clicks.
- Killing Frenzy can now overwrite itself when you a kill another monster.
- Discharge now activates the effects of any buffs you have that activate on attacks.
- Multiple buffs trying to fall off or get overwritten in the same frame will no longer cause some of them to persist (Looking at you, Huge Click Discount).
Hi there and welcome to the Mind Labyrinth VR Dreams Steam Page!
I'd like to introduce myself and welcome you all now that we're getting closer to the release date.
I'm Andrea Marinelli founder of the Frost Earth Studio and developer of multiple VR games and Mind Labyrinth VR Dreams is my latest one.
I'll be happy to reply to as many questions as possible and go more in depth on what Mind Labyrinth VR Dreams is and what's not with those that will be interested!
Where we are
To start this conversation I'll start saying that what Mind Labyrinth VR Dreams is all about are: Emotions. This is the game you want to have when you want to escape for a bit and explore and relax but also to enjoy some gamey aspects that will keep you entertained.
This is a game that will strive to find your favorite mood,atmosphere and environment to keep you relaxed or even to boost your adrenaline with some darker and creepier worlds.
Opportunities Spheres to find that will spawn at random times in random worlds to unlock something truly special if you'll be able to find them all.
Inspirational runes in each world to keep you inspired and to calm your spirit. They're random so you'll never get the same phrases during the same session.
You can interact with the environments and find all the little objects and details in each worlds. Sometimes they are just funny toys some other times they could be helpful to find out some secrets! Keep your eyes open..
We also have such a unique soundtrack with amazing oscar winning composer that will delight you during your journey.
What it will be
Mind Labyrinth VR Dreams has more than 10 world to visit and 30 audio tracks already today but that's just the tip of the iceberg. We have in mind to keep working on growing our game and make it the true "hub" for your own VR worlds which means that the game will get bigger and bigger and that's can only happen with your feedbacks and your support!
You'll always get bigger and newer worlds to explore, new ways to enjoy them, new kind of scenarios and interactions to live powerful emotions because this is what's all about and that's what really makes this game unique!
We'll not only have DLC to keep expanding this magical hub with new worlds and musics but we'll also release several patches to improve and grow in size our already available environments while also keeping a lot of attentions to new kind of interactions to make our worlds always interesting and fun!
Hopefully you enjoyed this short sneak peak into our current and near future plans, now let me know what you're curious about and I'll be happy to help!