Yag - yagced
Hello,

v0.8.4.7 has been pushed on the main branch.

Cheers
Cedric
Aggressors: Ancient Rome - Pavel-Ku
We have received a number of very good reviews from various gaming websites in the past few weeks, and we would like to share at least some of them with you. Such reviews are evidence that the game has matured and been polished to a high level of satisfaction for you – our players.

Still hesitating? Read some of the references and step in the world of Aggressors Ancient Rome with us!

Ulvespill score 9.6/10
#Discussions_QuoteBlock_Author
Aggressors: Ancient Rome is a great indie game in the 4X genre and it really deserves a go if you like turn-based strategy.

Way Too Many Games score 9/10
#Discussions_QuoteBlock_Author
This is 4X gaming perfection. Everything is polished to a point, no mechanic is wasted, and everything comes together beautifully instead of being lost in needless complexity.

The Mommy Gamers
#Discussions_QuoteBlock_Author
This game is deep and controlled and considered. Every element has been chosen for a reason and implemented with care.

Spanish:
Gamers Hub score 9/10

Turkish:
Strategyturk score 8/10

Puzzle Galaxies - Evermore Game Studios
Dear Puzzle Galaxies Gamers,

With Puzzle Galaxies now reaching the 3 year anniversary mark, I felt it was time to create a 'Strategy Guide' for Puzzle Galaxies!

In particular, the strategy guide includes a hint on how to beat some of the later levels (the ones with the safe).

Feel free to check it out! The strategy guide can be found at the following URL:

http://www.evermoregamestudios.com/puzzle-galaxies-strategy-guide/

Note that at the time of writing there is only one tip in the guide :) But I will try and add more tips as time goes on!

As usual feel free to reach out to me if needed at jeffmoretti@evermoregamestudios.com

Thanks!

Jeff Moretti
Evermore Game Studios
Gaia Beyond - Flonor



Gaia Beyond took off into the steam universe one year ago. 🎂🚀

We've hunted mutations, been chased by bats, fixed broken legs, found treasures in wrecks - and sure been grinding the hell out of those asteroids!

Time flew by like nothing (possible evidence for dimension shift... gonna check that later, let's focus on making this a great indiegame for now!) A big thanks to the awesome people who supported us during the last year and to the new fans!!

Anniversary discount running until tomorrow, April 1st!





  • New pirate portraits
    • Dr. Rick
    • Colonel Hintz
    • Captain Jack Sperrholz

  • "Resume game" button added to main menu







  • Ships
    • Mosura -> 3 different versions (purchasable soon!)
    • Create a "human_dropped" emitter on player death

  • World
    • Ship radar and detailed mode upgrade to include landed ships and add radar gain/loss events
    • Right-side world: Pirate spawners & Fortress
    • One Hard Day of Work quest improvements
    • New trashfields & asteroid spawners
    • Overall nebula parallax improvements (detailed nebulas slower, blurred ones remain)
    • Distance between station <-> turret platforms doubled
    • Repair sign redesign + animation
    • Nebula polishing / some artifact smoothing / final edge fixes

    • Callisto got an atmosphere (+slight texture improvement)

  • UI
    • Add a free giveaway option if the trader doesn't have enough money
    • Ship trade hud: add credits info / overall layout cleanup
    • Character main: XP progress bar
    • Loading screen hints: key map update, quicksave info added
    • Show the patch notes when clicking on the version text

  • Portrait updates
    • 3rd Zion male added to random spawner
    • Seraphim male replaced by Applicator pic
    • Ursa portrait switch
    • Overall assignment updates + some very old pics removed
    • Pirate default male polishing



  • Some small JSON loading improvements



  • Waechter hacking: The leaving ships are broken
  • Detail range collision category can be overwritten when leaving (O Dog collision state is broken)
  • Unicode crash when the Russian thousands separator is used
  • Font getTextExtent() rare crash
  • Text Box Popup: typing A+D keys fire focus events
  • Atlas could have a nonexistent "7_1" dialog block
  • Noob Henderson: Ignore the Pre-destroy callback when he is far away (is ignored)
  • Auxi is now too fast out of range in the Tutorial stage
  • Quest arrow draw can crash in map mode if the target has no map drawable set
  • Use link_to_scale_is_instant for all engine/light/fan/sign emitter
  • Savegames: When a docked parent of a ship is not available anymore the physics state is broken
  • An empty analysis HUD is shown when a save is loaded with the Analysis HUD visible
  • Map mode shows ships that shouldn't be visible
  • AI: Don't mine or try to collect cargo if there is no cargo space
  • Radar awareness improvements
  • Hud: Radar elements can leave visual circle boundaries
  • Different types of decimal point and thousands separator formatting
  • fix an UnicodeStringException
  • If a ship slot is clicked or controller activated the tooltip is lost
  • Mouse cursor default image should be different in HUD windows
  • When allow_target_loss_on_events is disabled don't retaliate when attacked
  • Player turrets don't stop shooting when target is dead
  • Trade HUD: Show the actual 'after trade credits' if one side doesn't have enough credits
  • Handle message answer unicode strings correctly when animating (use the code point lengths)
  • When allow_target_loss_on_events is disabled don't join fights on request
  • Particle emitter data: Add the missing emitter_iteration_interval entries
  • Input text: backspace repeat not working
  • Tooltip comparison with lasers sometimes does not use the dps
  • Add_Weapon_Cargo()/Add_Shield_Cargo()/Add_Device_Cargo() crashes when the element is not found
  • Cancel the ship leaving state if the target distance is too big
  • Never start the collision evasion when landing/leaving
  • Pirates should not talk
  • Ship data without a drawable set crashes the inventory HUD
  • Landable HUD does not call the the hud window Enter/Leave event
  • Old config files: The right mouse button could have 2 assignments
  • Credits screen is broken if logic hz is over ~70
  • Correctly unlink and delete Trade HUD cargo equipped links
  • Devices are sometimes not deleted (memory leaks)




Let's have a chat on Discord:



Learn more & stay tuned!
ThunderWheels - Pierre Nodoyuna

This are the results of Round 04!!

And what a Round!! for the first time ever RETROALEX won 3 competitions in a Round and take the lead of the championship with only one Round remaining!! Congrats!!
xaagon is very close behind and we know he can strike back in the last Round!!

Pierre Nodoyuna increase the gap to PsymoN by 2 point in the fight for the 4th place!!

A solid cRouliii overtake Chiquata and close the gap to 6 points to dukkenuken in the fight for the 7th place of the Championship!! congrats!

Round 05 started Fri 29 mar
who will by the next champion!!?? :D
See you all on track ;)

Full results here:
https://steamcommunity.com/app/296790/discussions/0/1769259642876006728/
Mar 31, 2019
Settlement Zero - Gordon'sAlive!
* A new non-humanoid robot type has been added! They are smaller and a bit slower than the humanoid robots, but can fire small balls of plasma that can give you a fair amount of damage at close range. These can been found at various locations throughout the settlement.

*A torch upgrade for your raygun is now available as a pickup. Use same process to apply the upgrade as with the battery and crystal module upgrades, just pickup with your left hand and move it to your raygun. There is a button on the side for turning it on and off. It uses your raygun's energy so wont work when energy runs out. A dimly lit underground area is planned for a future update, so it will become much useful once that's completed.
Mar 31, 2019
Fantasy Tales Online - gabe.p.perez
We are working on restoring our servers, thanks for your patience. We will also be streaming some more work tonight on the editor package we have discussed.

www.twitch.tv/ftostaff (6PM PT / 9PM PT)

-Gabe
Mar 31, 2019
hackmud - seanmakesgames
This is not a joke.

Join your fellow MUDders for some sweet l00tz, puzzles and some foolsday hijinks!

Event starts 10a PDT (1700 UTC) on 2019/04/01. Log in within the first 24 hours to get your event glam! Portions of the event will stay open for a week.
Dimension Of Gameth - gamegrustudio
Hello guys, we just updated Version 1.0.0.2 With these changes
- Single Player Mode with bot is available for you to taste some gameplay without to playing online game but these bots is not that smart so we will improve and add more challenges for you to play with next
- Gameplay is changed unit's movement now cost 1 action point and you will have 2 action points everyturn but we add auto-movement and attack for units so they will aim the nearest target

once this game is stable enough we will start to add more hero to this game

thank you for playing Dimension of Gameth
hope you enjoy

if you have any feedback or report bug you can leave it here or visit our developer group

Dimension Of Gameth Developer
Tactical Control - Hellride Games
Greetings Commanders

This patch replaces Basic Games with single-player scenarios, intended to teach the game to beginners and advanced tactics to more experienced players. The requirement for 10 Basic wins before playing full games is now removed. Some unit stats tuning is also included, along with some fixes and tweaks.

Since launch, players have been almost solely playing Basic Games. This was NOT the intended outcome. Basic Games were meant to act as a more fun form of tutorial, played by beginners to get a grip on the game before playing Full Games - the "real game".

What happened instead was that the population was too low, causing players who unlocked Full Games to be unable to find opponents online. So, of course, they reverted to Basic Games, where at least they could find someone to play against. The result: almost nobody played full games.

So, Basic Games are out. Everyone can play Full games (now renamed to Random Battles) from the start, and all online matchmaking is for this game mode.

Beginners can play Practice Battles, the Basics pack, to learn how to play in a "learn-by-doing" manner but in a safer environment than against highly skilled human opponents.

More Scenario packs are currently in development and will soon be available as paid DLC. They will offer higher-difficulty challenges for more advanced players, to improve their understanding of game mechanics and complex tactics.

Unit stats changes:

A: now immune to suppression. A's are meant to be slow and unstoppable, so halving their speed under fire doesn't feel right.

H: reduced durability from 375 to 340 and range from 3500 to 3200. H's are a bit too powerful at the moment, this should make them slightly less overwhelming while preserving the "heavy artillery" felling.

I: entrench time increased from 10s to 20s. Since I's can entrench while in combat, moving them feels inconsequential if the entrench time is too low.

S: reduced durability from 600 to 400 and range from 3500 to 2600. Since the addition of the suppression mechanic, S have become simply too good at kiting. This change hopefully preserves their intended role, while making them more vulnerable if they get caught.

This patch adds a number of changes, hopefully will allow more players to enjoy the game as it was meant to be played. Unit stats are by no means final, but should be a step in the right direction: diverse, fun and effective unit types. Looking forward to hearing your thoughts on the game.

Good luck on the battlefield
The dev
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