Feb 16, 2019
35MM - NoskovFe


Friends, in the Steam store published page of my new project "7th Sector". You can see the materials, screenshots and trailer. The new game is very different from previous ones by genre, setting and gameplay, which is associated with many difficulties and nuances. But all this is an interesting experience.

7th Sector is a platformer with a lot of different puzzles and several "characters". All tasks are unique and individual for each character, associated with his abilities. The player will have to work on technical, electronic devices, and shoot and work with physics.

In the process of passing the player will meet many plot details, which in the end will form a complete picture of the world. According to the tradition, there are several endings in the final, 4 for accuracy.

Release is expected in March

Game page
Plane Mechanic Simulator - Damian


Dear Mechanics,

We want to inform you, that we are currently finishing work on adding the polish language to the game!
We'd also like to apologise to everyone for the delay.

Also, soon we will post another fixes repairing following issues:

- fixed small bug with video settings high preset
- fixed bug which caused the oil bowser to very slowly move backward on its own
- added "oil" or "fuel" to pick up hose message
- and more!


If you encounter any bug, you can post it here:
https://steamcommunity.com/app/803980/discussions/0/1780514838720852281/

Thanks for playing Plane Mechanic Simulator, and remember to always keep your tools ready!

See you soon,
Disaster Studio
Stellar Tactics - Stellar Tactics
Hi all! I decided to set this week aside for a major update to the loading code, QoL improvements suggested by the community and a number of urgent fixes. No screenshots this week, just a bunch of things you've asked for that I needed to "get done". Here are the updates and fixes. Hope you all have a great weekend and thanks as always for supporting Stellar Tactics!

UPDATED: Improved loading speed when moving between areas.
UPDATED: Autosaves now take place before transitioning between areas.
UPDATED: Autosaves are now displayed at the top of the load/save menu under the quick-save slot. You can no longer overwrite or delete autosaves.
UPDATED: When saving over an existing save game, that save games current name is displayed by default with a new time stamp in the save confirm dialog.
UPDATED: Increased the animation speed when swapping weapons.
UPDATED: Ship equipment merchants will always carry at least one mining laser.
UPDATED: NPC ships can now be intercepted when micro-warping.

UPDATED: Added new logic for approaching NPC ships so you follow at a distance once in range. This should make intercepting ships in star systems much easier.
--Reduced the speed of NPC ships that are micro-warping to destinations so you can intercept.
--When you are micro-warping and you target a ship and press the "Approach" icon, you will now approach that ship and match that ships speed once you are in attack range.
--If you target another ship or stellar object, you will accelerate back to full micro-warp speed.
--If the targeted ship arrives at it's destination while you are following the ship, you will drop out of micro-warp in range of that ship.

UPDATED: Increased the frequence of drops for several rare mods (Frequency Modulators and Projectile Weapon Barrels).

UPDATED: End turn options now have dedicated key binds:
[1] - Delay Turn - If you have a full bar of AP, this option will let you delay your turn in the turn order.
[2] - Defend - A chance to reduce or completely mitigate the next attack on this character.
[3] - End combat turn

UPDATED - When you are ready to end your turn, you can now press [SPACE] a second time to end your turn so you do not need to manually select a end turn option. This is the same as selecting the new keybind [3].

UPDATED: Another tweak to the number of ships traveling to/from systems.

FIXED: Fixed a rare random lockup when transitioning between areas. This includes a major overhaul of the loading code when transitioning between areas. If you have any issues moving between areas, please post on the bug forums. I've tested this heavily and everything seems to be working as intended. I'll keep an eye on the bug forums over the next few days to make sure the new system is working as expected for everyone.
FIXED: A rare bug related to high faction levels not populating the system object list (upper left menu when in space) correctly.
FIXED: A rare bug related to high faction levels not displaying correct faction information in faction UI on the star map.
FIXED: The names of equipped devices are now correctly displayed when rolling over the icons on the tool bar.
FIXED: Particle systems were not triggered when launching to space when you first recieve your ship.
FIXED: If a rollover tooltip is visible and you leave a menu using the ESC key, that tooltip is hidden correctly.
FIXED: A visual glitch in the new game cinematic when exiting the crio-chambers.
FIXED: When starting a new game, after the intial cinematic, you will not be able to edge scroll until your implants are activated. You can also recenter the camera on your crew with the "Q" key and access the help menu "H".
FIXED: You can no longer select the end turn option "Delay Turn" if you do not have a full bar of AP.
EndCycle VS - danieldornerd


ANOTHER MONTH ANOTHER HUGE UPDATE

This month we are proud to finally unveil the identity of the cute fellow who has been all over out promo-material: It's Rozu the Noise-Hunter!

And a special guest visits our growing roster: Tri-Wing!!!

Characters now have unique abilities, to make battles even more diverse.

A bunch of new Voc's and Styles also have been added!
We can't wait to see how you'll use them.

Here's the complete changelog:

------------------------------------------------------------------------------------------------------
! Rozu joins the Voxers!
- Rozu gains extra speed while he has full HP.

! Tri-Wing joins the Roster!
-Just like in it's own game, Tri-Wing moves in 4 directions and refills its
gauge periodically

+ Character Skills:
Certain characters now have special abilities that switch up the way they
play

+ Set Lobby Game Mode to 1v1 or 2v2
+ Quick-Match option
Choose the Quick Match option to quickly connect to any open lobby

+ Lobby Passwords
+ Edit Game Mode Rules in lobbies
+ Players can be kicked / made host from player list
+ New Menu visuals
+ Filter VOCs by Role
+ New Character Selection screen
+ Lobby Chat from Inventory/Shop
+ Reworked In-Battle Chat
* Added “4-High” to Stage Selection
* Improved VOC Inventory Navigation
* Player Element is now shown in Local PvP mode
* IceCubes aren't destroyed when hit by weakness anymore
* Ice Panels duration increased
* Practice Battles are now started out with a full gauge
* Regen rate increased by decreasing duration

> Fixed:
* IceCube explosion push/pull

> VOCs:

New VOCs:

+ Lv2 Telepunch

(Normal) Materializes a giant fist, which can be activated on your chosen lane

+ Lv1 ElectroRay

(Elec) Charges up for a beat, and then starts shooting a lazer ahead which damages entities multiple times and stuns them. Depletes VSG bar and keeps damaging as long as the button is held

+ Lv1 Meteors

(Fire) Creates giant meteors falling unto the battlefield. The longer you activate this Voc the more meteors will fall.

+ Lv0 ChargeFlame

(Fire)Charges up while the button is held, when the button is released a Flame Shot is shot ahead of the player if the attack was fully charged, otherwise the charge resets

+ Lv2 HotMagic

(Fire) Creates a mantle of fire right onto the user which makes all projectiles in the panel in front disappear instantly and that causes slight damage

+ Lv1 LogLaunch

(Nature) Shoots a log ahead which rolls along the ground. If the shoot button is pressed more often, the VOC spawns more logs at the cost of one bar per log

+ Lv2 Plantrap

(Nature) Sprouts vines directly in front of the user, healing the user and damaging the enemy as often as the attack button is pressed, reducing the VSG bar slightly every time.


+ Lv1 Caffeine

(Normal) Pulls the user three panels ahead.

+ Lv2 WideSword

(Normal) Slices a 1x3 area in front of the user

+ Lv0 Push

(Normal) Pushes any object one panel in front with a big fist back by one panel, dealing slight damage

+ Lv3 ChronoRip

(Special) If hit within a short time span the time slows down for a short moment and the user moves behind one panel

+ Lv3 TrndWttr

(Water) Shoots a water bomb to the designated panel, which freezes hit panels in a plus

Removed VOCs
- Lv2 Cannon+
- Lv3 Cannon++
- Lv4 Grenade+

Balancing:
> Lv2 IceCube: HP--
> Lv5 Lightmass: HP--, Lv4 -> Lv5
> Lv2 StunWave: Stun--
> Lv2 Dualeaf: Power--, Crush--
> Lv2 Mosquito: Range++

> Styles:
New Styles:
+ Lv1 Up
Pushes target up
+ Lv1 Down
Pushes target down
+ Lv2 Copy
Gives target the element of the used VOC
+ Lv1 Rush-Up
Moves Player one field up before using the VOC
+ Lv1 Rush-Down
Moves Player one field down before using the VOC
+ Lv1 Rush-2
Moves Player 2 fields forward before using the VOC
+ Lv1 Rush-3
Moves Player 3 fields forward before using the VOC

Balancing:
> Heal-1 / Heal-2 / Heal-3: Heals user on hit
> Heal-2: 100 Heal -> 150 Heal
> Heal-3: 200 Heal -> 250 Heal


Feb 16, 2019
City Game Studio: Your Game Dev Adventure Begins - Binogure


Good morning,

I'm excited, I've been working like crazy since mid-January with the 150 beta testers of City Game Studio.
The user interface has been completely redesigned, and it is gorgeous.



Creating a game is a pleasant experience. It is easy to compare different game consoles and computers (market share, game catalog size...)



Publishing a game with a publisher is more attractive, informations are immediately available and organized. Porting a game to several platforms is done in a few clicks, and it's even easier for post-mortems.



It's wonderful to see how the growing community is there and helps me a lot to make a game that meets their expectations and eventually go further.
I have talked a lot about the aesthetics so far, which is pleasant. Let's now turn to the balancing of the game.
There are already 2 people who have already managed to beat the game (-Captain- and Bright Glory). Congratulations to them, they scored over 2 Billion (which broke the counter).

City Game Studio is going early access in a few days, on 21 February, I keep working hard on it and hope you will enjoy the last minute changes Im doing!



Binogure
Feb 16, 2019
The Spook Inspectors - StarvingIndieDeveloper
The new update has reduced requirements for advancing in rank (since previous requirements were clearly too steep); some devices can now be gained at lower ranks than previously; some other improvements.

Poll: which new location would you like to be added first?
- Spudge's Water Park - dark outdoor venue with a large area (old amusement park). See below for an early screenshot.
- vacant lot - dark outdoor venue, fairly small area but with a hidden area to find
- abandoned warehouse - dark indoor venue with four levels and a basement
- Wolfe's Lair Grill - restaurant with elaborate sculpted decoration (wolves, deer, trees etc). See below for an early screenshot.

Early screenshot of Spudge's Water Park:



Early screenshot of Wolfe's Lair Grill:

Make Your Kingdom - yo_serjio
Feb 16, 2019
World of Guns: Gun Disassembly - -=NE=-
We apologize for some issues with our servers!
Some regions will not be able to log in.
We hope everything will work in 4 - 8 hours.
In such case we can't organize Championship for today :(

NE team
Couch Party Game Night - Couch Party Game Night .com
- static deathcams now follow faces instead
- jumping more realistic (no "air walking")
- options to limit frames per second for
much better performance and consistency
- you can also adjust graphics quality in-game.
use home / end, page up / down, on keyboard.
- option to set controller sensitivities
- changed joystick identifier to an image

Check if this is ok. We want to start adding new map types and game modes!
Feb 16, 2019
Battlemage - rpowers92
Bug Fixes
-Stage 5 portal now loads correct stage.
-Fixed a staff that wouldn't cast spells.
-Fixed a couple bugs with starting and ending the skirmish music for enemy caves.
-Fixed player spawn positions in stage select scene.
...