Feb 16, 2019
军团战棋Legion War - wywy
- Bug fix
- Add 5 world wonders, General statues, Hero statues, Excalibur statues, Aegis statues, Flame statues
- Remove the confirmation when you upgrade a unit’s equipment
- All units get garrison action
- All save file will be sorted by time
- Add descriptions for all attribute
Himeko Sutori - Nameless3W
Characters with level-ups waiting for them now have a star over their heads in the lance setup menu. (Also, just now patched an issue where the stars were not showing up if they were in front of the fog.)

You can now browse through next and previous characters in your army from the equipment menu (with a little animation on the character portrait), without returning to the default character sheet.

For modders, I changed all instances where a new pawn gets created so that it will create a pawn of the default class you set in the GameInfo, instead of creating a new RPGTacPawn. This makes it much easier for you to implement custom pawns throughout the game.
Fringes of the Empire - Mad Merv
I started working on this game about 4 or 5 years ago. I made it in GameMaker and it could only go so far before I couldn't deal with GameMaker anymore.

Prior to working on Fringes, I was making a procedural space exploration game called Empire in the Sky in 2.5D. When that got too crazy to work on, I stopped and took a pause to learn more about graphics and game engine programming. I also thought it might be easier if I used a third party engine so I didn't get bogged down in "engine design" rather than "game design" ...

Fast forward 3 years and I promised on the Space Game Junkie podcast #134 that I would be translating the GameMaker version (which you get along with the Lost Astronaut Game Engine version when you buy Fringes) into my own engine and start from scratch.

Well, progress has been made, but the game isn't finished yet.

What was done ?

After appearing on the podcast, I spent years writing all of the parts of Fringes that I dreamt of having in the GameMaker version but couldn't. A dialog system. A 2D top-down map Zelda-like part. A 2D top-down space ship part. Extensive editors packaged with the game to let people mod it and make their own stories. Cool particle effects. Customizable ships.

I created one of the seven alien homeworlds and Earth. I made some levels. But I still don't feel the levels are good enough. I made a lot of dialog but I wonder if people even read it.

I've decided to go work on some other games by taking pieces of this game and reworking them into a series of casual games. Does that mean that Fringes won't ever get done? No.

It just means I have to make lemons out of lemonade for awhile to feel better about myself as a game programmer, and achieve goals that are easier to achieve.

Imagine the work that goes into a game like this:

I draw and clean up all of the 2D art.
I make all of the "meta data" that makes space ships and objects work.
I make the 2D maps, locations and tiles
I made all of the in-game editors.
I write all of the dialog.
I make the engine.
I make the audio and sound effects.
I pick and produce or compose the music.
I make the cut sequences.
I do all of the testing.

What's left to consider this "done"?

On-ground and in-space combat.
Level and progression for the main character and the ship crew.
About 60 2D maps. This means lots of tiles, objects, NPCs and scripts.
More ship systems including fighter/hanger system.
Optimizations
Support for Game Controllers and user-configurable control settings.
Steam Workshop support
Modding editor cleanup and documentation

If Fringes ever gains a following that wants to participate in the making of the game -- enthusiastically wants to participate in making the plots and scenes and levels and features of the game -- then the game would be successful.

You can always contact me on our discord http://discord.gg/MduSuX3

If you have ideas, or bug reports, or want to somehow participate. If you own a copy of Fringes, there is a way for you to make levels and submit them to me. You can give me feedback on dialog, or you can just enjoy your purchase. The game is not dead, it's just sleeping in 2019. If you don't own the game and you buy a copy, thanks. It does go to support the game's development. Stay in touch! -h3


Overdungeon - Hwkwrd
Thank you for visiting us again!

Today's update might be the thing for all of the fans of Annoy-o-Dummy around the world!
Annoy-o-Dummy now has Taunt and Barrier as well!

We are planning to nerf those cards with high pick rates and high win rates in the future patch!
We hope you'll pick other cards to seek for new combinations!

UI / UX Change
★ Effects of Enemy Leaders are improved.
★ Now you can see the names of abnormal status.

New Card
★ Armory
★ I'm Here For You

Card Adjustment
★ Annoy-o-Dummy
Effect: Build 1/1 building which has Taunt and 1 Barrier.
Nerfed: Annoy-o-Dummy no longer has Anywhere.
Scrapped Dummy: Annoy-o-Dummy has Exhaust before Upgrade.
Ladies and Gentlemen, and all of the fans of Annoy-o-Dummy around the world! Annoyingly annoying Annoy-o-Dummy now has ""THE ABILITY"" to annoy enemies in the annoyingest way possible!
Taunt and Divin... Barrier combo is obviously awesome. So we nerfed other effects to make it balanced.

Nerfed Card List(Planned)
★ Barrier Generator
This card is the most popular card in Overdungeon except Legendary cards. It also has the 3rd highest win rate as well.
The cards granting you strong effects every turn should have some sort of shortcomings.
Overload will be increased by 1 in the future patch.

★ Bolt from the Blue
This card is the 2nd most popular card in Overdungeon.
Attack Deck is simply strong right now, so we consider nerfing the cards which give you INT.
The effect of the upgraded card will be changed to ""Deal 66 damage. Gain 6 INT"".

★ Magic Barrier
This card is the most popular one amongst Common cards!
As we introduced the nerf plan on INT cards, this card will no longer grant you INT in the future.

★ Overdose
Honestly, this card is not so popular now. But the win rate is the highest in
the game!
Not every player uses this card though, the game could be pretty easy with the proper use of Overdose.
Overload will be increased by 1 in the future patch.

★ Speed Gear
Along with Overdose, the win rate is second highest in Overdungeon!
This card requires you to have only 1 Building when you play now.
You'll be required to have 1 more building to cast Speed Gear later.

★ Seed of Fire
As you know, we're working on this card to balance it. It'll be updated soon.

Buffed Card List(Planned)
★ Echo of Despair
★ Sugar Trap
★ Angry Sheep
★ Think Twice
★ Chicken Egg
★ A wild Alpaca appeared!

Balance Adjustment(Planned)
★ Sugar's initial deck

■ Introduction of current development ■
★ New effect for some cards!
★ New character!
★ Season Dungeon Levels!
★ Easy mode of Deep Forest Dungeon!

Over!

[Trasnlated by Hawkward]
Mad Tower Tycoon - Eggcode Games
EA.18.12.12A - EA.19.02.16A

- Stairs can now be flipped.
- Elevators: Restrict boarding / exit works better now.
- The needs are displayed in the room menus.
- New menu added: Elevator & Stairs Overview
- Lift menu revised: settings for several times, lift position is displayed etc.
- The tooltips of the resources now show the production and consumption.
- The sound of the subway can be disabled in the options.
- If you tear down a room under construction, you get back all the money.- Orders are no longer created randomly.
- Added new orders
- Elevator numbers: Purple = Passenger wants to go to this floor.
- Lifts with multiple shafts added.
- Elevator graphics have been improved.
- Room overview: Turnover from the last day is now displayed (restaurants and attractions).
- In the options you can disable the pan of the camera.
- New room added: Hotel reception
- Figures leave restaurants, shops, etc. at closing time.
- Non-rented rooms no longer generate noise and dirt.
- "Shop closed" signs added.
- The tooltip of events now shows which event is active.
- Added new office graphics.
- Added new tooltips and help texts.
- Performance verbessert
- Several languages have been updated.
- BALANCE: Offices now have a greater tolerance for noise.
- BUG: LiftMenu -> "Apply all settings" did not work correctly.
- BUG: Pathfinding could make a crash.
- BUG: Options -> Resolution: Sometimes "Option A" was displayed.
- BUG: Build stairs -> Collision did not work correctly.
- BUG: Icons of larger elevators was not positioned correctly.
- BUG: Clipping bug at design stairs and escalator removed.
- BUG: You could not name stairs.
- BUG: Several GUI bugs removed.
- BUG: People walking to the parking garage ran through walls.
- BUG: Number of people transported by large elevators was incorrect.
- BUG: Elevators from saved games did not work properly.
- BUG: Zombies used the subway.
- BUG: Visitors no longer spawn at entrances that are still under construction.
- BUG: It happened that you had duplicate orders.
- BUG: Elevator waiting time jumps back to "Very short".
- BUG: In rare cases, a crash occurred when people left the building.
- BUG: Restaurants -> Doors did not open at the correct time.
- BUG: Specialists (construction workers etc.) were sometimes deleted.
- BUG: Closed signs of restaurants and shops did not work properly.
- BUG: Hotel tenants and parking tenants were sometimes deleted.
- BUG: Elevator numbers were not colored when elevators were switched to transparent.
- BUG: Sometimes elevators were removed when a shaft had been demolished.
- BUG: Visitors have entered closed shops.
- BUG: Some visitors were not deleted when leaving the building.
- BUG: Condominiums had no color border.
- BUG: When building a bridge, two objects were created.
- BUG: The floor limit did not apply to stairs.
- BUG: Large rooms could be built over the Skylobby floor.
- BUG: When you have demolished a room, the people stayed in the room.
Ribbon Racer - RivenGemini
Did you think that, as the game has already been released a long time ago, and there is a new game of the series on the horizon, support for this title is over? Surprise! This is an unannounced, unexpected, big update. Since the Ribbon Racer from the very beginning was oriented towards the multiplayer, I decided to take another step in this direction and so the Team Mode was created.

Here are the details of how it works:
+ team mode can be set only for multiplayer games (2-4 players). Players will be divided into teams as follows:
+++ if only two players playing, both will form one team, while all opponents controlled by AI will also form two-person teams
+++ if the three-player game, all three will form one team, while all opponents controlled by AI will also form three-person teams
+++ if 4 players are in game, players 1 and 2 will form one team, players 3 and 4 will form another one, while all opponents controlled by AI will also form two-person teams
+ collected boxes will work on all team members, i.e., if a player take a maximum speed bonus box, the other team members will also receive this bonus, however, if any player falls into the paralysis trap, his entire team will also be influenced by the paralysis
+ all powers, except slowing down the time, now have a team effect - that is, if one player uses turbo power, his whole team will be under the effect of turbo power, and if the player uses the power of flying, all members of his team will also start flying
+ missiles don't work on members of the same team (there is no friendly fire), and unlike boxes, missiles don't have a team effect - hitting one opponent will not cause that other members of his team will also be hit
+ while playing the tournament, players will still earn points individually for the achieved places in the race, however, on the summary list of the tournament will count the achievements of the whole team, and the number of points of the team will be the sum of points earned by all its members.

The team mode can be activated in the race settings (I replaced SkyView button, if you really used SkyView mode and want me to restore it, write in comments). Of course, to be able to use this mode, you must first set a number of players to at least 2.

Here is the general list of changes in this update:
+ SkyView mode removed
+ Team Racing added (action description above)
+ all routes have been optimized (although Amazing Amazon will probably continue to lower fps on low and medium computers)
+ changed the default number of opponents from 0 to 5 (because nobody's going to race with themselves anyway)
+ the appearance of the trap boxes has been changed to distinguish them from the bonus boxes
+ fixed some minor bugs
Feb 16, 2019
Signal Simulator - Blago
IMPROVEMENTS

- Overall terrain improvements - retexturing, foliage, etc.
- Terrain texture detection. This allows me to activate different walk sounds based on the texture you are.
- Walking on the metal floor of the antennas will produce different step sounds.
- Ambient light changes
- Rain effect improvemets
- Cloud improvemets
- Skybox color improvemts

OTHER

- When in the game Space Shooter in the Settings or Upgrade Menu pressing ESC will now close the current menu, this will prevent from stucking in the menu. Just a backdoor while i found the bug causing it.
- Controller Deadzone changes and some code improvements. Some players reported that they have experienced player and camera movement without pressing any keys. Most of the time this is caused by plugged controller. I hope this will prevent it. Still wait for a feedback.
- Metal materials now look more metalic and realistic.
- Fixed light passing through the observatory wall.
- Fixed rain and snow visible indoors.
Vengeful Rites - ForceKin
Hello, everyone! Today's patch adds some quality of life improvements to the game and, most importantly, finally brings full support for Windows Mixed Reality devices! To celebrate, we've placed the game on sale for the next two weeks, so those of you who've been waiting to dive in with your WMR headsets, now's your chance! The sale will be active a few hours after the patch has gone live. As always, the demo has been updated to maintain parity with the base game, so feel free to try out the new WMR controls for yourself if you haven't already picked up the game!

Full Patch Notes:
    Windows Mixed Reality Support:
  • Throwing (fireballs and other objects) has been completely reworked for WMR. Gone are the days of fireballs shooting straight to the ground!
  • Archery on WMR has been reworked to amplify your draw distance. It's now possible to fully draw back the bowstring without placing your controller out of view of the HMD.
  • Locomotion and snap turning controls on WMR have been moved to the analog sticks.
  • Added new tooltips to the locomotion portion of the tutorial explaining the new controls for WMR users.

    Other Additions and Improvements
  • Updated our version of Unity. Performance should be smoother overall.
  • Tweaked some enemy attack animations to provide a better window to parry.
  • Remade the staggered animation that plays when enemies are left vulnerable by blocks/parries.
  • Added indicator messages when failing to correctly strike an enemy that will prompt you to swing faster/farther.
  • Added an option to disable the new failed attack messages.
  • Added a checkpoint in the starting zone after exiting the mine.
  • Added a shop keeper to the Forbidden Mine shortly before the final boss.
  • Increased the distance from your face at which apples will be consumed.
  • Changed the particle effect for the Protection Orb to rotate in the direction of the Illusory Shield motion for each hand.
  • Added rolling fog to the mine in the starting zone and the Forbidden Mine dungeon.
    Bug Fixes
  • Corrected a bug that would sometimes prevent the red borders from being displayed around your vision when low HP.
  • Corrected a bug that would despawn the goblin by the first meteor shard if you managed to sneak up to him undetected.
  • Corrected some faulty collision in the Forbidden Mine.
  • Added an invisible wall by the first merchant in the Forbidden Mine where you could work your way out of the map.

That's all for today! We're very excited to finally have the game working fully on WMR headsets, and we hope you are too! If you've got any questions or feedback you'd like to share, as always, we invite you to join the game's discord to get involved in the conversation.

Happy adventuring, everyone!
Feb 16, 2019
Hardware Engineers - Green127.Studio


Hello everyone!

Beta phase upcoming
Before the patch note I would like to announce the upcoming exit of the Early Access phase!
The beta phase is coming soon. Let me know what you think and what was missing from the game right now.
Which menu, interface or window needs a redesign?
What are the weaknesses and strength of the game in your opinion? I would do my best to improve everything.
Don't worry, the end of the early access phase does not mean that the updates will stop.
It simply means that the core gameplay is now fix. New functionalities and bugfix will continue to come.

Interface
Boot window : The little disk icons will now turn red when the computer is off


Language
All language is now directly included in the game!
All the translation mod is now useless for people with version 0.2.34 or superior


Engine
Big performance improvement, you should see a framerate increase of 20 to 50%.
Video player has been updated

Discord
Feedback, help, question, idea ? Check out the new Discord !


As always many bugs was fixed. If you found a bug, you can report it on discord or on the Bug Report section of the Steam HUB thanks!

Thank you for reading! If you want to support Hardware Engineers share it with your friends!



As usual feel free to let me know what you think about this patch and what you would like to see in Hardware Engineers in the comment section below.

I hope you will enjoy this patch and see you for the next one!

Summary:
  • Improved Video player
  • Reworked Translation
  • Improved Performance
  • Improved Boot window
  • Fixed Color of Yes/No buttons
  • Fixed Characters disappearing in editor
  • Fixed tooltips's icons masking graph
  • Fixed flower timer that does not follow the camera
  • Fixed last spawning point not working
  • Fixed pathfinding error prevent NPC spawning




Terror of Hemasaurus - Loren
Summary
Terror of Hemasaurus has been moving forward at a decent pace despite me currently prioritizing the console ports of my previous release, Super Blood Hockey. My current focus with this game is developing all possible core mechanics as well as prototyping each basic element of the game (e.g. buildings, civilians, enemies, vehicles, etc.). Once an element is established and interacts with the other elements in fun ways, I will then expand the variety. I think it can be useful from a developer’s perspective to take each game element and consider making meaningful interactions between it and every other element. To me, this makes a game feel alive.

Expanding Building Variety + Collapse Behaviors
I have managed to come up with a system for tweaking the physics of the standard residential building to scale effectively based on its height, while still maintaining consistent collapse behavior. One struggle with developing the game so far is maintaining proper physics properties for each possible size of building so that they collapse and break apart in satisfying ways. If the physics properties are not properly set they can develop bad collapse behaviors, such as tipping over very easily (especially if they are tall!). I am still working on developing a system that allows for adjustable width of residential buildings, which has proved to be a bit tricky.





Since I can now generate a variety of building heights, I decided to expand the pixel art tilesets a bit to include variety in color and appearance. I am embracing a colorful pixel art style over darker and more muted colors. I think this enhances the existing contrast between the cuteness and the violence.



I am also working on a system to convert fully drawn building sprites directly into physics objects arranged in a similar manner to the residential buildings. This will allow me to more easily incorporate and develop buildings which have unique shapes and layouts. I have already implemented a portion of the system and have developed a single special building: Sludge Burger! I will develop more special buildings, such as schools, churches, police stations, fire stations, etc.



Expanding Core Mechanics
I have been adding more elements of “Juice” to the game to help convey the weight of Hemasaurus. I want him to control in such a way that is responsive, but also feel weighty. On the physics simulation side of things, Hemasaurus is rather agile. Therefore, I am trying to communicate his weight more through visual effects and the impact he has on his environment. You will now notice that Hemasaurus causes damage and alerts civilians of his presence simply by jumping and climbing on structures.




Civilians can now survive short falls. This holds true even if they are on fire! If they don’t impact with too much velocity they can get up and run for their lives. When they are on fire, they will run a bit faster and have sped up animations.



Civilians can now collide with multiple other civilians and enemies when thrown. This makes for some really cool combo situations. I have been pondering how I could use the potential for these combos to create some fun and interesting situations.



If you manage to pick up a civilian that is on fire, you can throw him like a makeshift Human-Molotov Cocktail! Because why not? I have been having a lot of fun playing around with this one! :D



Hemasaurus can now save people from falling to their death by catching them out of mid air! Or not...



One thing that I like to focus on a developer is making game elements have a wide variety of interactions with other game elements. Here, you can see that sometimes the police can do more harm than good! Sometimes they shoot innocent bystanders and even occasionally themselves! Making glancing shots ricochet off of Hemasaurus leads to a bunch of really fun interactions.



If you would like to support the game, please consider adding it to your Wishlist. Not only will you be notified of the game’s launch (with discount) but it helps show the almighty Steam Algorithm that people are interested! This can be a huge help to a small developer such as myself.

As always, if you have ideas or suggestions, please do not hesitate to share them with me.

Loren
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