Sudoku Jigsaw / 拼图数独 - Konstructors
Glory & Honor - mika
Game is out now! I hope you players will like the game. And i hope that i will get much feedback from you where you like to see this game developing go.

Most important think in this point is that i want to know UI mechanics. Tell me what works and what doesn't so i can fix and make UI better.

Bugs are very important in list so you can report bugs too. We have now 10 bugs in our list and next update will be here sooner you think.

Next few updates will be max priority to UI and Bugs, but then i will bring more features. Here is small list what i have planned.

- New animations
- More weapons
- More protectors
- Possible to add manager later in game.
- More statics what you can follow.


I hope you enjoy and i waiting your ideas here.
Sudoku Universe / 数独宇宙 - Konstructors
Nov 18, 2018
Freeman: Guerrilla Warfare - Tina
Hello everyone,

We have been working on finalizing the design of Freeman for quite some time and here is what's left to make this game complete.

  • Diplomacy: Events that will increase/decrease the relationship with each faction. And consequences of changing the relationship.

  • Different game modes: (TBD)

  • Defensive Structures: Ability to build town defensive structures (such as a mortar pit) for better town defense.

  • Multiple saving slots.

  • Autosave.

  • Sell prisoners.

  • End of the campaign result window.

  • Add more locations.

  • Total balancing of the game.

  • Training ground.

  • Sound effects.

  • Finalize UI.

  • Localization.

  • Game tutorial.

  • Optimization.

  • Extension to the roadmap

For the next update, we are going to focus on diplomacy and fixing existing bugs.
Nov 18, 2018
Vertical Fall - matre_info
Uploaded a new video!
Release on December 10!
Please wait!
Castle Clamber - Mostly Hairless µC
Fresh out of beta this latest version fixes connectivity issues for online multiplayer, for those who were having trouble with the old lobby system. Collision detection has also been tweaked, as well as compatibility testing been carried out with macOS 10.14 Mojave. The main menu now also includes a handy news feed which displays any announcements in a ticker across the bottom of the screen. Don't forget - if you're hosting a game behind NAT and/or a firewall you will need to forward port 27015 to your host computer. Thank you to everyone for their support and patience, and don't forget we love to hear any feedback you have. Happy clambering!
Mutant Year Zero: Road to Eden - Jens Erik (Community Manager)


Today we are very excited to announce that Mutant Year Zero: Road to Eden can now be pre-ordered on Steam! If you pre-order the Deluxe Edition you will also get access to the pre-order exclusive Beta Demo, which takes you through the first few hours of the game.

https://store.steampowered.com/app/760060/Mutant_Year_Zero_Road_to_Eden/

We also have another gameplay video for you! Producer Mark Parker plays through the resource rich Scraplands map and shows off how stealth can be used to great effect in the game.

The Scraplands is a scrap yard from the old world. It is filled with car wrecks and you can find piles of valuable scrap and weapon parts all over the place. This challenging area is crawling with Zone Ghouls and their leader is well protected by a lot of henchmen.

Mark Parker shows you exactly how to take out single-targets silently in his playthrough of the Scraplands. By picking his moments carefully he can thin out the herd of Ghouls one by one, so that when he is ready to take on the boss he can do so with the odds greatly stacked in his favor.

Watch the video to see how important it is to plan in Mutant Year Zero: Road to Eden. If you just run in guns blazing you will more often than not be overrun by enemies. If you take your time, plan your strategy carefully and execute your plan accordingly, you can crush your enemies with minimum risk to your team of mutants.

https://youtu.be/DbwFf6-9l0s
Nov 18, 2018
Timore 6 - Mr. Timore - Vidas
v1.0.1 patch includes a small fix for the player's mouse input. The screen was a little jittery in the introduction, but now it's fixed with this patch.
Vengeful Rites - ForceKin
Hello, everyone! We've got another patch for you with some bug fixes and adjustments.

Before I post that stuff, though, we want to take a moment to thank everyone for their feedback and the kind reviews. As of this post we have a score of 100% positive reviews. It's awesome just to have enough reviews to actually have a score, but to have them all be positive is amazing. We're glad you're all enjoying the game and super grateful for all the support and feedback that will help us make it even better! Thank you!

On to the patch notes!

• Corrected a mistake that wouldn't allow LIV to run properly while in the intro/options scene. Now it should work correctly from start to finish. Let's see those MR videos!

• Fixed a bug where enemies would occasionally freeze up in terror after losing aggro on you and refuse to attack again.

• Fixed a bug where previous checkpoints wouldn't always turn off after loading in to a later one, allowing you to backtrack and have your location saved earlier in the dungeon.

• Fixed a bug where the final boss would wait for you to approach before attacking.

• Corrected some missing geometry/collision around the dungeon.

• Added a new attack to the first boss's move set and reworked some of the RNG he has. Also fixed a bug where blasting him with Kinetic Thrust would prevent him from hitting you/the environment with his melee attacks.

• Corrected the tooltip for meteor shards disappearing prematurely if you walked away before completing the prompt.

That's it for now, everyone! Happy adventuring!
SpellShokked! - cfx code nut
So there's some good news and some bad.

The good news is that we deliver the November release on schedule. The bad is that we weren't able to add all we wanted, nor in the quality we usually ensure.

The November update is a purely graphics update: we have spent almost two entire months on two major improvements:
- Anti-Aliasing
- Ambient Shadows

Anti-Aliasing is especially important in VR because we move our heads in minute ways, and horizontal or vertical lines that only change slightly begin to shimmer noticeably. Anti-Aliasing technology has matured lately, moving onto GPU and providing decent relief at reasonable performance cost. Unfortunately, traditional Anti-Aliasing doesn't much help in VR, so the newest solutions rely on a relatively new technology called 'Temporal Anti-Aliasing' (or TAA for short). We have started integrating TAA into SpellShokked, and the PC version now can opt to turn on TAA.

Ambient Shadows (or 'Ambient Occlusion', AO) is a technology that improves the scene by implementing something that we all know happens, but isn't currently supported by standard rendering: the fact that shadows in corners are deeper than on normal surfaces. This is because in corners shadows tend to overlap each other. Spellshokked now has optional support for AO.

And here is the bad news: Our SpellShokked domain got attacked and still is under attack from anti-social elements that look for ways to peddle their usual trash: child-porn, pen*s pills, MAGA hats. We had to nuke and reinstall our entire main site, and constantly defend (clean out, improve security, maintain IP blocks) both our main and game site. This took so much time out of our normal schedule that we weren't able to ensure quality on TAA and OA, nor were we able to test it sufficiently with networking.
Furthermore, we know that TAA on the Mac is broken, so please don't turn it on if you are on a Mac. The fix is planned for the December update.
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