ItazuraVR - REAL dev
New sexual activity
  • Reverse cowgirl
  • Standing doggy
  • Standing missionary
  • Standing position

UpDate
  • Fixes some motion.
  • Add language settings to in-game options.
The World is Your Weapon - Dwango


Thank you everyone for enjoying our game.This is our scheduled update schedule.

The World is Your Weapon 2019 Road map

Contents update in 2019
  • End Game Content "Survival Island Lv1"
  • Add Very hard mode
  • Add Hidden ending
  • Add Weapons storage (Weapons Gallery)
Contents update (Reaching total sales 10,000 DL)
  • End Game Content "Survival Island Lv2"
  • Rogue-like Dungeon Lv1, Lv2
  • racing game
  • Plenty of Weapons Collection(addition of new weapons)
Contents update (Reaching total sales 50,000 DL)
  • Additional Story “Another world"
  • End Game Content "Survival Island Lv3"
  • Rogue-like Dungeon Lv3
  • Addition of new weapons

We have goals and dreams that we want to achieve.

Have a nice adventure!
Jun 28, 2019
Minion Masters - That Sprite
Minion Masters!

We've got more of a look at the upcoming features in Version 1.3 as well as the new Tri-Team Tourney that lets you vote for a card we'll be making in a future update.



Tri-Team Tourney

The return of our card voting format is here! Similarly to the way our Card-House Contests have worked, the Tri-Team Tourney has you collecting keys for your favoured house and receiving a Legendary card from the first team you open the chest for. We've got Mal'Shar and Taurus making their return appearances from the previous tournaments, and with a new contender Ghost Storm picking up the flag for House Valor. Here's the teams and their respective cards:

  • House Valor: Stormbringer, Volco, Ratbo - Ghost Storm
  • House Triumph: Apep, Morellia, Mordar - Mal'Shar
  • House Glory: Milloween, Ravager, King Puff - Taurus

Your prize for voting for your card of choice will be a random Legendary card. Remember, you can only vote for one of the three teams! Look forward to the contest in Version 1.3.

Version 1.3 Feature List

We've decided to mix things up a little and give a full overview of what can be expected in Version 1.3 - These are the features we're aiming to include, though note that some of these may end up being delayed. Here's what we're planning for the next update:

  • Conquest Season 4
  • Tri-Team Tourney
  • Conquest Retry & general Improvements
  • Balance Changes
  • Player Reporting System
  • Bug Report System

Most of these are fairly self explanatory, but expect to hear more about them in the coming weeks!

King Puff Cup Season 5

The Fifth King Puff Cup Season is just around the corner, with King Puff Cup 34 just recently being announced with a date of July 6th, 2019! We can expect to see the familiar faces that ran a fantastic circuit in the fourth season reprise their roles with the new Sideboard format tested in the Prince Puff Cup series! The sideboard format allows players to submit 8 additional cards that can be swapped into their decks as they wish to adapt to strategies or pull surprises out of the bag, and has already proven to be quite popular with the high-level Minion Masters players. The prize pool hasn't been announced yet, but there is a promise from Julaiwnl that it'll be coming "really soon", so keep your eyes peeled for that.

Interested in signing up? Check out the Toornament page for KPC 34 here, and follow the KPC Twitch channel!

Cheers from BetaDwarf!
Jun 28, 2019
Dungeon Munchies - Scofa

Hello, I’m Scofa: the designer, artist and writer of Dungeon Munchies. I want to thank everyone again for supporting the game. It has allowed my cursed spirit to finally gain some salvation.

Simmer and Grill, however, are still far from their salvation, so their adventures have to continue.

We’ve recently been focused on bug fixes, user experience issues, and design issues. Thank you to all your feedback and bug reports.
To get everything fixed, I will continue to work what’s left of our programmer to the bone.

The outline for the next chapter is complete. It will take a while to fully develop so we ask and thank you for your understanding and patience. During the time between our major story updates, we’ll release a couple teasers to indicate that we’re still alive. For example:



Note: Image is an in-development screenshot for reference only. Final product may be different.

Thanks again for everyone who played our game. We’ll work hard to make Dungeon Munchies even better.
Conqueror's Blade - Sapozhnik


With smouldering towers forlorn against the grey sky and stocky battlements in a permanent state of reconstruction, Harbour City feels like the kind of place where war doesn’t just visit, but regularly outstays its welcome. Its barricaded streets and deserted houses betray what was once a thriving regional market, one that now seems barely able to regain its composure before another brace of warring factions passes through.

All the same, it’s a city worth fighting over, and, as with all Siege maps, its walls are the key to victory: 

The attackers might seem to have the tactical advantage, with plenty of room to manoeuvre and places to shield its intentions before a breach is attempted. Meanwhile, the defenders have a broad and open front to defend. All it would take for the attackers to enter the city is for a cunning warlord to climb the wall and slip below to unlatch one of the two hidden side entrances.



But, the attackers have to take point A before it can move to take B and both capture zones - indeed, all areas within the walls - are easy for the defenders to focus on once the outer defence is lost, especially if it can retain the ability to reinforce and re-arm from both flanks simultaneously. Although there are no obvious areas in which the enemy can be boxed into a desperate standstill, to be able to outmanoeuvre the foe can be just as effective.

All Siege maps offer up a game of two halves - breaching the walls and then moving to take the urban centre - but in the case of Harbour City, with its broad battlements and short, closed-off lanes, those two halves have the potential to play out more distinctly than across some of the more established cities in Conqueror’s Blade. Let battle commence!

Jun 28, 2019
TrackMania² Stadium - Alinoa
Jun 28, 2019
11th Dream - mick321
This week, we have dedicated our time to game music.

Music in 11th Dream has been composed and recorded exclusively for 11th Dream by Pavel Kielberger. Combination of acoustic instruments, effects and synthesizers brings unique mood to all recorded pieces.

We have added three new tracks to the game and reassigned them to campaign levels to support their atmosphere. From now on, calm pieces should not play during fighting levels and vice versa.

Happy listening!

Michal from Blue Pulsar Games

P.S. join us on our discord server, everybody is welcome :)
Airport CEO - Apoapsis Studios
Good afternoon airport CEO!

We hope your multi-floor endeavors are going well. We've kept ourselves busy the last few days with tending to your bug reports and are today back with a new stabilizing deployment for the default branch, i.e. Alpha 31 and the multi-floor update. The fixes in this update are of course also already deployed on the experimental branch, and we'll be keeping them aligned as Alpha 32 is prepared for default deployment.

IMPORTANT NOTICE: We've adjusted the size of the stairs for this update (as a result of user feedback). This means that when you boot into your airport, they will be offset and ground beneath will be visible. They will still work but you'll need to rebuild them to make sure it all looks good and that they are placed correctly.

Here's the patch notes for the first Alpha 31 fix update:

Release notes - Airport CEO - Version Alpha 31.6-2

Improvement
  • ACEO-14465] - Decreased stairs length
  • ACEO-14561] - Additional logging added to deal with ACEO-10338
  • ACEO-14566] - Lacking requirements dialog panel now reveals what requirements missing when attempting to purchase a product

Bug
  • ACEO-13398] - Queue overlay doesn't show on upper floors
  • ACEO-14445] - Persons using urinal can't properly relief themselves
  • ACEO-14461] - Airport lights toggling always delayed
  • ACEO-14478] - Uncaught NullReferenceException in passenger behavior validation method can cause all passengers to stall
  • ACEO-14491] - Investigation UI for person's failed path not visible through various floor configurations
  • ACEO-14493] - Security staff in certain cases instantly teleport to transit structure when entering security check-point area due to wall built on checkpoint edge
  • ACEO-14497] - In-world notification icon too small
  • ACEO-14501] - Incompatible alpha setting for shader can cause tools to render transparent background on some GPUs
  • ACEO-14506] - Uncaught deserialization exception on employee resumes can case loading of game to break
  • ACEO-14563] - Object selection overlay doesn't show on upper floors
  • ACEO-14565] - Procurement container requirements text clips text
Airmen - Airborne Games


Dragoons speed across the Archipelago this update. Dragoons are a new deployable vehicle you can mount and pilot independently of your ship. These flying bikes serve as a quick form of airman transportation ideal for short range scouting, ship transfer, or resource retrieval.



Dragoons have the potential to wildly impact player versus player combat so its important to know their limitations. If a pesky dragoon won't stop buzzing around your ship target deployables can be used to swat them out of the air. Dragoons cannot travel far from their home ship and will self destruct when passing this threshold (the left dial indicates this range). Once a dragoon is destroyed it cannot return but it can be repaired before its destroyed.



The first available dragoon class is the scout, a high speed dragoon with no fancy features. More classes will be added in future updates.

Join us on Discord for public playtests Friday at 12pm ET, Saturday at 3pm ET, and Monday at 7pm ET.

1.14.0

Major Features
  • Added dragoons. Dragoons are independent flying vehicles you can mount and pilot.
Minor Features
  • Tapping E on a cargo pad will store cargo in your hands. Holding E will take cargo.

  • Random island fort spawns no longer carry high density cargo. High density cargo is now only on ships without a damage nerf such as cargo ships.

  • Taking cargo from a bountyless ship will earn you a bounty.
Bug Fixes
  • Fixed the local player colliding with dead players.

  • Fixed the painted chest not coloring on the first person body.

  • Fixed turret AI ignoring player targets unless told to target them.

  • Fixed flowers jittering when the camera moved.
Jun 28, 2019
Cotropitorii - 2 Bad
Are you itching to shoot at Romanians or Americans? Well, you can now do it with 75% off!

Buy Cotropitorii during the Steam Summer sale for 75% off!
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