May 18, 2019
One Hour One Life - jasonrohrer


Language Learning

With the changes put in place last week, which brought distant families together, we're essentially playing a completely different game, with dynamics that we've never had in One Hour One Life before---dynamics, perhaps, that have never been seen in any other game either. There are going to be some growing pains, and some need for balancing.

Learning another family's language is an interesting new part of the game, and it shines a spotlight on age-old philosophical questions. How do we communicate with other people about abstract ideas? It's easy enough to point to something concrete, like a berry or a hammer, and come to a mutual understanding about what words we are going to use to signify this concrete thing. But what about things that we can't point to? Last week, a woman migrated to my village, and she tried to communicate her story of destruction and survivorship. As I tried to repeat these words back to her, it was pretty clear that we weren't making headway at understanding. It wasn't until she wrote her story down on paper, in our shared written language, that I finally understood---and understood the difficulty that we had been having using spoken words for these concepts.

I wanted to enable some kind of accelerated language learning in the game, but I didn't want to undercut the experience of trying to actually learn another language, one word at a time.

In the latest version of the game, accelerated language learning can happen, but only across multiple generations. Your babies have a chance to learn whatever parts of the language that they hear during their childhoods. They pass this partial learning on to their own children, who again have a chance to learn even more of the language during their own childhoods. After you grow up, whatever partial language understanding that you've acquired solidifies, and you carry it with you for the rest of your life. The result is almost like an accent that fades gradually over multiple generations.

And children and grand children, who have had more exposure to the foreign language, can serve as translators to the adults around them.

I've always been interested in the gap of understanding and communication between individuals---that's been a thread running throughout my work---and I've even made whole games specifically about that concept in the past. But this almost seems like the best exploration of that idea yet, and just as one tiny part of a much larger game. Thanks go to forum member Spiegel for planting the seed idea in the first place---that different families could potentially have different languages.

Beyond that, the sword has been rebalanced, Eve spawns have been tweaked, and baby bones for /DIE babies now decay away very quickly.
eXpanSIM - Raving Bots


What's new
  • Added default support for Logitech G29 / G920 and Thrustmaster T500 RS racing wheels
  • Added more details to Track Poznan
  • Reorganized config file structure (separated wheel shape, tire, and brake parameters)
  • Added input signals to the plot list
Physics
  • Improved steering wheel force feedback (self-aligning torque, wheel collision force, and vibration)
  • Tuned vehicle suspension parameters
  • Tuned brake forces
  • Improved tire deflection animation
Bugfixes
  • Fixed objects suddenly spawning in front of you (LOD bias)
  • Track Poznan: removed grass from the asphalt, fixed incorrect physics materials
  • Windridge City: removed terrain protruding from under the asphalt
  • Added map bounds colliders
  • Added minor UI design improvements
Issues
  • Sometimes force feedback is lost when entering VR mode - otherwise, it should work
May 18, 2019
Open Wheel Manager - PaprikashWorks


We've updated Demo to the current version of OWM (0.8.6.5), because it was outdated in content.
And we want to pay your attention, that Demo is cutted down to 27 weeks now.
Infinite Gravity - Amy
First of all , I would like to thank you for accompanying us to grow up and buy our game early in the edition . All along , we have been giving feedback on various BUGS and optimization opinions to help us complete this version .
We updated the version 1.1.3.2 as follows:

1 . Many people feedbacks that the survival mode in the game is too simple . So , we update a new disaster events to the survival mode . When disasters start , the difficulty of survival mode increases , crops will die , attributes will decline faster .

2 . Optimize the experience of role upgrades . The experience reward for killing monsters increased by 100% , and the experience required for upgrading was reduced by 15% after level 10 .

3 . In order to make it easier to get information , the experience and items that the characters get and uses will be displayed and recorded in the lower left window .

4 . In order to facilitate you to explore the world of Infinite Gravity , we upgraded the jumping height of the characters of the original 1 to 2 . A new low-light also has been added to your characters .

5 . A new attack effect has been added in this version . The feedback effect of the attacked monsters has been enhanced , different rejection effects will occur according to different weapons .

6 . Modified some known BUGS , greatly optimized the world loading speed , replaced some of the block material mapping . Our optimization improves performance by about 60% .

That's all , thank you again !

The current version is Early Access . We are in step by step process , so stay tuned!
Please look forward to it !
For more information , please visit the official website : http://www.gravitywavegame.com/
Join in our Discord : https://discord.gg/KXuKPZU
May 18, 2019
bit Dungeon III - kintogames
There is now a global chat tab you can use to talk to everyone who is online.
Fort Triumph - Shayze


Welcome Back, Adventurers!

We have a small, sweet update going live today, this one brings some new music, UI upgrades and a bunch of balance tweaks following the feedback we've been getting from you.

A major update is coming in a few short weeks, so this is just us wanting to put out what's ready before we sink our teeth into the bigger challenge.

New Features
  • Added a second music track for battles, which only had one so far.
  • Improved intro cinematics.
  • Many new portraits added including Spiders, Goblins and Skeletons.



User Interface
  • Town interface improved and the order of its panels has changed.
  • Following your feedback, changed movement outline to be orange rather than blue when a move action is going to leave a unit with 1 or less action points.
  • Improved the quality of artifact and reward icons on the world map.
  • Iterated some ability icons.
  • Fixed multiple ability descriptions not conforming to the 3AP change.
  • Selected enemy movement outline will now only include the 1 AP range rather than both 1 and 2 AP move ranges.

Balance
  • Starting parties in all game modes now start with an additional low tier unit.
  • Following an open Discord discussion we're boosting Paladins with two new abilities, 'Bolster' and 'Holy Shackles', with their respective upgrades. Both use placeholder VFX and UI.
  • Ability upgrades that affect the Ranger's basic attacks will now apply to Quickshot attacks too.
  • Chain Lightning will now bounce to targets even if they are out of line of sight.
  • Monsters yield around 10% less XP, especially higher tier ones.



Performance & Bugs
  • Improved memory management which reduces framerate spikes considerably.
  • Polished 'Tormenting Tone', the first mission in Act 1.
  • Polished 'Aristocratic Artifice', the last mission of Act 1.
  • Fixed a loot bug at the end of Gharzan's mission.
  • Fixed the 'Continue' button hitbox in the main menu which was partially blocked.
  • Fixed a bug with Troll stun protection sometimes proccing twice in a row instead of just once.

Thank you for your continued feedback, and if you haven't joined the discussion yet hop into our Discord and say hi!

Onwards!
NosTale - Anime MMORPG - [CM] Aureli


Haul in an extra 20% on purchases of NosDollars during our 24hr Happy Hour!
Offer period: From 18/5/2019 at 21:00h till 19/5/2019 at 21:00h (all times CEST)
Community Announcements - CoolGirlsGames
Hi everyone,

🎯 I just uploaded the following improvements:



β˜‘ Lolita Kimono wardrobe
β˜‘ Thanks to "CyborgTS2003" was added tuning sliders for transgender organ. So, now transgender organ work the same way as male organ.
β˜‘ New project Sexual nudity If you want beta test key, just add me to friends and contact me in chat

πŸ’¬ The characters used in the game are made by scanning real people and they are not free for me.
To develop the game further and add new characters I need to invest real money.
Thanks to those who buy DLC, I can reinvest the money in the development of the game.
And I am grateful to everyone who support me, thanks to you, I can made a lot of free updates.

πŸ‘ I am grateful to everyone who wrote me comments, I write down all of them in the TODO list and will do it as soon as possible.

I am still working on new levels and improvements:
πŸ“Œ "OverId" working on improve bots AI behavior
πŸ“Œ Interaction between characters
πŸ“Œ Bedrooms for all personages where they make sex
πŸ“Œ more sex acts
πŸ“Œ more clothing
πŸ“Œ attack, defend, and hp boost pick ups
πŸ“Œ things to collect as well like notes when u break a certain item telling about the girls lives and how they got to where they are now
πŸ“Œ shift and ctrl for addition attacks
πŸ“Œ VSync

πŸ’¬ I am doing my best to make a good game, with nice graphic and interesting functionality and I really need your help and feedback, I need help of my community. Only you know what exactly you would like to have in this game. May be some functions are not enough good or are missing something important. I would appreciate your feedback and advises.
Feel free to create new discussions and post comments )
May 18, 2019
Intralism - Ace of Hearts


Hi everyone! Sharp.Nsk is here with 6 new official maps. Time to rank up!

Difficulty [from 1 to 5] - Map Name:

[3] - Monetochka β€” Mom, I don't drop siegs

[3.5] - Sky Of Scarlet Perception (Folk Remix)

[4] - Touhou - Shanghai Alice of Meiji 17 (orchestral)

[4] - Halozy - Three Magic

[4.5] - Lord Swan3x & RYVI - Death Bringer

[4.5] - Touhou ~ Luna dial & Flowering Night (Orchestra)


You can check your rank on our Official Website


Feel free to join Intralism Official Discord server: https://discord.gg/intralism
There you can ask questions about the ranks system, be aware of latest news and changes, find players from your country and more! :)

Tenderfoot Tactics - badru


Hi y'all! As a very first update over here, I thought it'd be appropriate to give an outline of where the game is currently, and where I think it's heading. Let me know in the comments whether, for future updates, you'd rather see more raw development notes, world/story teaser features, design deep-dives, etc. But for now ~

WHAT WE'VE GOT
  • a robust combat system
  • interesting and performant natural systems for terrain shaping, soil moisture, water volume and velocity flow, plant growth, heat and fire
  • plans for 27 playable evolutions
  • prototyped designs for 13 of those
  • implemented designs for 7 of those
  • menus for learning and swapping skills, evolving and renaming gobs
  • a vast overworld with lush regions and surreal transitions between
  • first implementations for a couple goblin towns, with plans for many others (as well as being story locations, these will be places to snag new units)
  • first implementations for several spirits (which will be custom encounters with interesting enemy compositions, and also a route to unlock new evolutions)
  • a draft for the full scope of the story of the thing
Currently this is broken up in builds (to lock the story stuff away until it's ready) into an infinite-play mode called The Foreverlands, and a currently-locked mode which will eventually be The Chronicle.

WHERE WE'RE GOING
This is a tentative outline of my current development plans, and what you can hope to see when. Expect this to change, because life is chaos!

SOON: like maybe next week? I'll be sending out a first playable to press and streamers. So if you write or stream, even if your channels are small, reach out! This'll just be the first third or so of the combat progression in the Foreverlands.

JUNE: I've been working on the world systems a lot over the last couple months, and I'm hoping to, in the next month or so, be ready to put out a world teaser, to show more of what this place is like.

SEPTEMBER: I'd like to put together a more developed demo, with a small story and world peripheral to the main stuff in Tenderfoot. We'll have put a good deal more work into the combat at this point, and hopefully stuff will be feeling pretty good. The story systems should be in place and it'll be a good opportunity to give people a fuller sense of what we're going for with Tenderfoot Tactics.

OCTOBER: Tentative for sure, but I think we might release on Early Access to get live feedback as we polish up the combat systems. If that'd be something people would be interested in?

And then, depending on how things hash out, I think the game might be ready for full release sometime between January and March of 2020. Hopefully, anyway!

So, for the future, what kinds of things are y'all curious about, that you'd like to see featured in project updates?
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