Dec 11, 2018
War Planet Online: Global Conquest - ivana
Update 9 has been deployed and it’s promising exciting new challenges for the year 2019. The holiday cheer will be in the air too, with special winter events that will undoubtedly elevate your spirits!



World HQ
Join forces and work together for the construction of the new World HQ – the most vital building yet. It will serve as a symbol of a new beginning and as a seat of power for the global leaders. The Faction that completes the task first will be able to select one out of 4 given World policies which will be enacted immediately and affect each and every base in the World!
The players have to complete 4 special Faction Chain Events in order to build and unlock the World HQ. After each build chain event the winning faction will need to choose one policy that will take effect till the end of the next build chain event. Also, after each stage of chain events, the World HQ will upgrade visually.

Voting
• If your Faction has won the Chain Event, you will be presented with a Policy Choice.
• Simply go to your Faction menu -> Manage -> Vote
• You can then browse through the different policy types, choose to vote for one of the Policies, check how many votes each Policy has and check the time remaining for voting
• Note that you can vote only once and you will not be able to change your mind after you cast your vote.
• Players with a Lieutenant Faction Rank and above will be eligible to cast their votes. If you leave your Faction or join another one during the voting, you won’t be able to vote.
• If there is a tie between certain policies, a random policy between those ones will be chosen.

Cross-World Assault Event – new rules inspired by your feedback!
This time protecting what’s yours will really pay off! Sentinel points will now be awarded to Factions who have not only successfully attacked other player’s capitals but also defended their own. Thus, the event points received and the rewards will depend on the level of the defended capitals.
• The sentinel points will be 5 per faction capital level controlled at the end of the event.
• The event points for capital control will be 500 per capital level controlled every 1 hour.
There will be an additional reward for the winning World in the Cross-World Assault event – i.e. the new World HQ Policies will be empowered.

Ho-ho-holiday Activities (24 December – 1 January)
• These winter holidays, presents will lurk from every corner. Send a commander to collect them and receive the new delicious and valuable currency – the Gingerbread Cookies. Don’t get short of them and pile them up to exchange them for awesome stuff at the Trader. He will arrive at your base in a festive zeppelin and an outfit designed especially for the winter celebrations!

• There will be also a week-long winter Chain Event which will consist of the following Grand events:
  • Gather Resources
  • Lucky Spin
  • Commander XP
  • Build Units
  • Kill Enemies
• Be on the lookout for the updated Lucky Wheel holiday edition with some refreshed content!

The Vixen Force – the new renegades
The pink is not dead and they are coming in their full splendor to prove it. But don’t be fooled by their pretty looks. The ladies from the Vixen Force replace the gentlemen from the Alpha Order with the promise to steamroll any enemy that stands in their way. You will spot their painted war machines all over the province map like an ominious glitter – attack and defeat them to take the new Spray Canister and craft some awesome gear for your commander!


Other improvements
• Modernization polish – you can now manually enter the number of units that you would like to modernize; there are now notifications when a new tier for modernization is available and other UI improvements
• Crafting menu polish - crafting gear filtering and animated crafting
• New item sets plus updated old item sets – be on the lookout for awesome exclusive gear
• Chat polish – rally notifications in chat will appear only temporarily
• Chain Events improvements – you will be able to check all the upcoming events in the event chain and what’s your result in previous events from this chain.
• Various bug fixes
Dec 11, 2018
Horror Girl Puzzle - anatoliy_loginovskikh
  • Added a new picture of the Girl #6
  • Added a new picture of the Girl #7 (animated)
Dec 11, 2018
Zeliria Sanctuary - Salangan Games
Great news everyone!

Now you can download our demo from Steam.

Enjoy!
In Between - Mamas_Johnny


It is unusual to take on the role of a man diagnosed with terminal cancer in a videogame knowing that he will die for sure. In Between is doing so. It was the first game by German developer gentlymad that started out as part of a university assignment to deal with the taboo topics of death and dying within a video game. Find out more about In Between and the intentions and inspirations behind the game in this short developer interview:

Daniel, could you please tell us a bit about yourself and gentlymad?
Hello, I am Daniel Denne, Art Director, Co-founder and one of the in total six members of gentlymad. We’re a game developing studio from Germany.

On your website you talk of a ‘Gently’ and a ‘Mad Vision’. Would you care to elaborate on that and how your game In Between fits into your vision?
In Between actually started out as an assignment for a university project and helped us to define and flesh out structural processes within the team. Since it was our first commercial project, it really laid out the groundwork on which our company was founded, as well as helping us to generate attention within the industry.
In retrospect though, it was quite the huge risk we took – building a company on such an artistic project but ultimately that decision is characteristic for the core values of our company; thinking outside of the box and mustering the courage to be mad. In many ways In Between influenced the values of our studio – to create games which do not conform but deviate from the Norm and established patterns. This mentality was manifested as our ‘Gently Mission’ and our ‘Mad Vision’.


In In Between you take on the role of a man diagnosed with terminal cancer. Early on, it is made very clear that there is no way of escaping his fate. Ultimately, players join the protagonist on his journey to face his own mortality and accept the inevitable which is rather unusual as game plots go. What inspired you to do so?
There were two key motivations which drove us to develop a game like In Between.
The challenge of dealing with the taboo topics of death and dying within a video game, was an extensive and with regards to content a very interesting task. At the time we felt that it would do our assignment’s requirements justice, in both theory and practice. It was especially exciting to overcome initial doubts about focusing a game around such dramatic and difficult topics, since games as a medium usually concentrate on empowering the player.
Besides this, personal and familial experiences with death and cancer played an important role in the project’s development. Especially during the initial phases of development, back when there were no commercial plans, these experiences were significant sources of motivation, which drove us to realise our idea. For me personally, I was confronted with death early on when my brother took his life.
To me, In Between was more than just a thematically challenging project, but in part it became a form of self-therapy with which I was able to process the experiences I had made. At the same, it gave us the opportunity, to give people an idea of the emotional and mental burden that is placed upon people in such situations.


The levels’ designs and themes are modelled after the Kübler-Ross model of grief, specifically the five stages of grief – denial, anger, bargaining, depression and acceptance. Were there any particular challenges, in transforming a concept from Psychology into a gameplay experience?
On one hand the biggest challenges during development were to handle the topics of death and dying in an atmospheric and serious manner – to not depict it in a way that was too corny or cliché. But rather to tell a story, which would allow players’ own interpretations and present them with different possibilities of self-identification.
On the other hand, from a gameplay-mechanics perspective, it was difficult to create and assign a specific set of rules for every stage of death from the Kübler-Ross-model, out of which you could then create interesting and diverse challenges.


From 1st November 2018 till 31st January 2019 50% of revenues from purchases for In Between will go directly to the Cancer Research Institute. You can track the current amount of donations HERE.
Dec 11, 2018
Zeliria Sanctuary - Salangan Games
Dec 11, 2018
Community Announcements - Omey Salvi Dev
1. Broke the escape menu in one build - then fixed it in another
2. Broke the AI in the above build - then fixed it in another

Let's hope my dumb arse didn't add another game breaking bug.

Thanks
Dec 11, 2018
Community Announcements - gemma200407
关于定价,我们基础定价为52RMB,首周价格将为38RMB。
这是主创根据成本计算的售价,但是它仍将比其他游戏贵出不少。
不光因为我们了解到近期同类作品的利润率不佳,深感担忧。而是与成本不成比例的定价,并没有真正得到同比例增长的销量,这样的状况只会让游戏回本困难,不利于良性循环。
我们没有“保底商”的资金支持,所以哪怕冒着风险,也必须咬牙坚持定价。
希望您能够理解与支持我们,支持我们渴望的良性循环。
我们会继续追求品质与品质升级,并将反馈在下一部作品中。
感谢您为国产游戏的未来投票(鞠躬。

1 修复通关后迷你游戏“魂斗罗”模式的bug
2 修复一部分错别字
Dec 11, 2018
Identity - Marthalion
- Fixed a major physics engine crash.
- You can now eat food in the restaurant, although it needs more polish.
- Players now spawn outside of the hotel when joining a server.
- Fixed bug where non-furniture items placed in apartments would be lost.
- Corrected issues with wall decor.
- The elevator doors in shaft 2 will no longer block when open.
- More furniture placement and rotation fixes. (May leave some already placed pieces rotated incorrectly, sorry for the inconvenience!)
- Fixed many seats and chairs around the world where positioning was off.
- Added button sound when calling an elevator.
- Added sounds to newspaper dispensers.
- Held items should be cleaned up properly from the world when a player disconnects.
- The white chess queen is now on the proper tile by default.
- Overhauled the cinema schedule to include less commercial time.
Dec 11, 2018
The Settlers Online - BB_WW_CM
Dear Settlers,

For this festive season, we have several new buildings for you to add to your home-island: featuring the sparkling star that is the Christmas Market. New specialists, quest chains, skins and more - we've made sure you have plenty of new toys to play with!



So join us in the Christmas Market, grab some hot chocolate, and settle down with a mince pie. It's time for a brand new Dev Diary: our annual snow-filled Xmas event is returning to our islands! Read every detail right here.

Happy settling!
BB_Acadma
Tank Universal 2 - Madjack
With this latest update Tank Universal 2 moved out of early access and is now officially released.

As a lone indie dev, I have to pause and read that line again.
It's been a long road to get to this point - many, many hours of work, listening to feedback and incorporating it into code. Plus all the other bits and pieces that go into making a game.

And no doubt there'll be a patch or two to come, but TU2 is officially released.

Thanks to all those who've stuck with and supported the game over the years.

I hope you all enjoy playing this release version and for fans of the first game, I hope it transports you back to that world you may have visited and enjoyed, perhaps ten years ago now.

Madjack



Notes for this update:

Previously locked in upgrades can now be sold on the upgrades menu screen.
  • Click on the small dollar sign icon next to an upgrade's install bar to sell one install level.
  • Selling an upgrade will return two thirds of the initial price in upgrade points.
  • Useful for when you can't afford a sabotage run with your available upgrade points.

Heavy shell noise tweaked to better match TU1's heavy shell fx.
  • Heavy shells now sound more menacing as they travel.

AI tweaked for more aggresiveness during hub battles.
  • Friendly and enemy tanks should now be more agressive in moving to secure hardpoints, leading to more conflict in levels that include hardpoints and ground switches.
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