I am delighted to announce that Shoppe Keep 2 has now officially graduated from Early Access, and has now reached full launch! To celebrate the occasion, you can grab the game at 40% off from now until 5 May!
Since the game’s launch in May 2018, Shoppe Keep 2 has seen 19 large feature and content updates from developer Strangefire. From various additions and enhancements to the core Shoppe Keeping gameplay, to expanding the open world of Customerania, to the additional depth of progression and town upgrades, Shoppe Keep 2 has come a long way since its Early Access launch. And that is thanks to you, the community. You've all been a massive help in providing feedback and suggestions, and you've been key to Shoppe Keep 2's Early Access period.
Shoppe Keep 2 has been in development at Strangefire for over two years, and it's been a great ride so far!
While today marks Shoppe Keep 2's version 1.0 launch, almost a year after the Early Access launch, that does not mean that the game will cease to receive updates. Shoppe Keep 2 is now feature complete and no more content updates are planned, but we will continue to listen to player feedback and will issue updates for the game to fix large bugs and usability issues should any arise.
An exception from this is that full controller support will be arriving soon!
In order to report bugs and further feedback, please consider joining the Shoppe Keep 2 official Discord and post your thoughts in the relevant channels. Here, you can quickly reach and communicate with the Shoppe Keep 2 development team!
25th April v1.0 Patch Notes
Players are now notified when pressing Single/Multiplayer that they have not completed the tutorial if that is the case
Splash overhauled for 1.0 release
The tavern upgrade text now fits onto the page
World map location text made easier to read
HDR disabled on hand camera
Proper iron ore mesh displayed
Spiders should no longer spawn inside their nests
Crabs will now exit water to chase the player
Resolution choice in game fixed
Potato salad no longer a unique item and can be stored in containers or dropped
MMO button overlap fixed
Ability to hotswitch hotbar items from the inventory by pressing 4-0
Ale item icon fixed
Lopta plant wilted texture fixed
Racial items prices fixed to their worth
Hammer and broom can now be accessed from the furniture vendor as well
Info added during cleaning tutorial section indicating that you can get a new hammer and broom if you loose them in the management house
World select UI now shows currently selected character name
Unlock items warning prompt now less obstructive
Kiki will no longer offer a new quest when you have maxed out research funds
Item journal arrows added inside the journal iteself to be more visible
Sleeping after death will now no longer display the death screen
Pressing enter when offering item to a customer will auto submit that price as an offer
Player will be notified if they don't have a trash bag when interacting with the homeless guy
New journal entry requiring the player to receive an item from the homeless guy by sieving trash.
Pay tax button works normally when town is fully upgraded
Discord invite button changed to the verified server
Level 4 town research fund bar fixed
Helper bots that deliver items to race shoppes come back in Level 4 town
Elf and Orc keepers offer their delivery bot quest to help introduce players to what they mean
Multiplayer delivery bot chests appear as they should
Players with resolutions over 1080p should no longer feel stuttering
FREEDIVER: Triton Down plunges you into a capsizing research ship, the Triton, where survival means outmaneuvering the water's lethal surge. As world-class diver Ren Tanaka, you must freedive through a sinking ship, overcome underwater chaos, and unlock your path to the surface, all while protecting your most precious resource: the breath in your lungs.
We've been all too excited to finally share this experience with you. Releasing with full support for Oculus Rift and HTC VIVE, FREEDIVER: Triton Down will launch this May. Be sure to add us to your wishlist and check back soon for updates on official release date, new screenshots, and more!
Hey folks, we have great news to share with you all! Tomorrow is a special day for the studio as it will be the one-year anniversary of Light Fall. As such, we've been secretly working on our biggest content update yet: the Lost Worlds Edition.
The Lost Worlds Edition features secret levels to be unlocked in every Act of the game. The key to unlocking them is directly tied to the in-game collectibles - Paddlewood's memory shards! Once unlocked, these levels can be found in the Speedrun Mode. Make sure to shake the rust off, as these levels will challenge you like never before.
This update also brings several quality of life improvements and a new Speedrun season! That's right, the leaderboards have been wiped out and it's time to compete once again for that number one spot. Note that the previous seasons' times are still accessible on the leaderboard. You can also see the full patch notes below.
We sincerely hope you enjoy this new content and we thank you once again for your support. Lastly, we kindly ask of you to help us spread the word about the update. Also, writing a quick review on Steam would help us tremendously, as it provides more exposure to the game.
Cheers and enjoy!
Full Patch Notes
Added new levels for the Lost Worlds Edition, available in the Speedrun Mode.
Added corresponding leaderboards in Speedrun Mode for the new levels.
Hard Difficulty has been revamped and several checkpoints have been added.
Dying in Speedrun / Hard Difficulty now works the same as in Normal Difficulty. The level is not fully reset anymore.
A new Speedrun Season has started (Season 3).
Added a new "Restart Full Speedrun" button in Speedrun Marathon.
Fixed a bug that caused Act 2 Slime Shooters' bullets to not count for the "Protect Me" achievement.
Fixed a bug where restarting to last checkpoint immediately after breaking the final generator in Level 4.3 would cause the player to be stuck in the level indefinitely.
I had originally planned to have the Midnight Investigator build go live here last week.
I had stress tested the build had it live on gamejolt for a couple weeks and completed all the store page setup...so what happened?
I'm not gonna lie i have no idea In-order for a game to go live on steam there's 3 major steps
Storepage setup Build review and Launch
The total time should've been 2-3 days(from when I announced the build)
I passed the store page review But the build review has been going on for much much longer than what i was originally told
What was supposed to take 2-3 days is taking weeks and valve hasn't told me ANYTHING.
The only thing I've been told as a developer is that the automated system couldn't review the build and that they would manually review the build and that they would give me feedback. quite a while ago and i still haven't heard anything back which has caused me to miss the planned release date so I had to push it back multiple time from this reason alone
At this time the only thing stopping the build for being live is this build review process
I'm sorry for this delay and unfortunatly I don't have any information on when this will be resolved
We love the screenshots that have been shared to our community hub. If you are feeling creative, submit your screenshots for a chance to be featured, here is a selection of our favourites:
Submit your screenshots for a chance to be featured each week. We look forward to sharing these.
Thanks for your appreciation and continued support of our lovingly crafted game. If you have the time and haven't already left a review on Steam we would encourage you to do so. You can also leave feedback by commenting on this post, on the forums or join the official Discord server.
Holdfast: Nations At War has been updated! As we gear up for the release of the upcoming major content update, we’ll be releasing 3 new maps targeted towards organised play. We’re sure that all those fellows participating in community-hosted events will find this a welcoming addition.
Be sure to stay tuned as we have plenty of other game-play oriented content in the works! The roadmap we’ll be releasing in the next few weeks will also show off our progress on some of the most community requested features.
3 New Linebattle Maps
Here’s a look at all the linebattle maps. Ancient Plains, Snowy Plains 4 and Snowy Plains 5.
Ancient Plains
Snowy Plains 4
Snowy Plains 5
Community. Join The Discord!
Looking for a good bunch of fellows to play the game with? Do join our Discord! Linebattle events were players are encouraged to play in formations relevant to the Napoleonic era are hosted by the community through the week.
Discord is a great place to be to stay in touch with the game’s development. Feedback is always greatly welcomed. We look forward to seeing you there!
You can have a read of this update’s changelog below.
Changelog 30 - Game Version 0.28.7053.30152
New Game Features
3 New Linebattle Maps! Ancient Plains, Snowy Plains 4 and Snowy Plains 5. » Input the following parameters to play these map on your community server: map_name ancientplains, map_name snowyplainsiv or map_name snowyplainsv
Combat Changes
Solved an issue with changing attack directions while using a musket, pike or a flag. Right or left mouse movements are no longer taken into consideration when changing between up and down stabs.
Once again, we thank you for your support and may good health be yours.
Not fancy of paid content? Don't worry, this update comes with free content as well, such as new pets! As usual, we plan on adding more free content over the next weeks, and a new event starts soon!
Today's Farm showcase: "Train station im working on" by MrPumpkin
New features:
New content pack: Sugarcane pack
New items:
New Pet: Parrot
New Crop: Physalis
New tree: Pecan
New decoration: Maple & Birch
New earrings: Ear piercings
New customization beard
New permissions level "Harvest Custom", which can be fine tuned in Farm Settings. For example you can allow harvesting trees but disallow animals, etc.
Improvements:
Starting farms have now more pre-placed items almost ready to harvest, so there's not as much waiting on the initial phases.
Bugfixes:
Fixed split screen non-zoomed UI being wrongly placed on resolutions other than 1920x1080.