Hellsinker. - Henteko Doujin
- Fixed key mapping was not working with Xinput Controller connected.
- Assigned sift and ctrl key to button 13 and 14.
- Fixed layouts of staff credit.
Cities: Skylines - leaderofthemonkeys


https://youtu.be/3lbOs1qKDD4

Get the Lay of the Land with Czardus when he explains how to use the elevation difference of the terrain of your map to your advantage! Who knew a bunch of lines would come so handy?!

This tutorial uses no mods and is recorded on PC. It's applicable for Xbox, PS4, and Switch users.

Watch more from Czardus HERE!
Beyond Enemy Lines: Operation Arctic Hawk - [Polygon Art]
Welcome to the Beyond Enemy Lines 2 Multiplayer Beta!



Grab your Keys here:
https://steamcommunity.com/games/697250/announcements/detail/1607140199802461513

More Keys will be shared here, on Facebook, Twitter and Discord!


Add Beyond Enemy Lines 2 to your wishlist now!
https://store.steampowered.com/app/697250/Beyond_Enemy_Lines_2/

_______________________________________________________________
Official Site: http://www.beyond-enemy-lines.com/
Developer: http://www.polygon-art.com/
Discord: https://discord.gg/QARpGes
Facebook: http://www.facebook.com/BeyondEnemyLines
Twitter: https://twitter.com/PolygonArt
Beyond Enemy Lines - [Polygon Art]
Welcome to the Beyond Enemy Lines 2 Multiplayer Beta!



Grab your Keys here:
https://steamcommunity.com/games/697250/announcements/detail/1607140199802461513

More Keys will be shared here, on Facebook, Twitter and Discord!


Add Beyond Enemy Lines 2 to your wishlist now!
https://store.steampowered.com/app/697250/Beyond_Enemy_Lines_2/

_______________________________________________________________
Official Site: http://www.beyond-enemy-lines.com/
Developer: http://www.polygon-art.com/
Discord: https://discord.gg/QARpGes
Facebook: http://www.facebook.com/BeyondEnemyLines
Twitter: https://twitter.com/PolygonArt
Beyond Enemy Lines 2 Enhanced Edition - [Polygon Art]
Welcome to the Beyond Enemy Lines 2 Multiplayer Beta!


Free Steam Keys:
IBZP8-3MRB8-NYD00
7MI2M-BND9X-X2LI0
XBLAM-8MH5G-9L7M3
X3JQ3-3R8ZG-2W93Q
HFVW7-I9KNP-QPILI
XBQTH-LMQW3-2NPDF
P26E4-XVC99-3QTB3
HKW2B-QG3FE-PA0XA
7TCQY-DJ7FB-G4TEA
Z0452-4XGNK-QQNRQ
74NJV-965D4-ML5E6
LDAIW-ALTDH-C469A
HJYB7-93XKP-DG2XN

More Keys will be shared here, on Facebook, Twitter and Discord!


Add Beyond Enemy Lines 2 to your wishlist now!
https://store.steampowered.com/app/697250/Beyond_Enemy_Lines_2/

_______________________________________________________________
Official Site: http://www.beyond-enemy-lines.com/
Developer: http://www.polygon-art.com/
Discord: https://discord.gg/QARpGes
Facebook: http://www.facebook.com/BeyondEnemyLines
Twitter: https://twitter.com/PolygonArt
Pagan: Absent Gods - Sasha_JP
Ahoy mateys! Have ye played Act VI yet? This week's devlog features the storytellers and masterminds behind the campaign, the narrative designers of Pagan Online. Almost spoilers free!



https://youtu.be/pJKgsXVukzY
Community Announcements - chris_cca2002
感謝大家久候,本次更新主要對遊戲進行優化,增加了低配置PC上的表現能力。Mac版本仍在測試中,煩請大家耐心等待一下。更新內容如下:

1. 優化遊戲素材,降低機能負擔
2. 解決後宮結局有可能會卡死問題
3. 修正音樂鑑賞時,重播無聲音的問題
4. 研究空置時會有感嘆號提醒

另外我們在中國大陸推出了手機版預約計劃(授權IP開發),手機版會增加許多新製內容,感興趣的朋友可以關注:
蘭島物語:移動新製版
Jul 20, 2019
Stoneshard: Prologue - Wayfinder


Hello!

In this devlog we will talk about the health system changes – since the Prologue’s release, we’ve made lots of fundamental changes.

Almost from the very start, the health system was one of the main features of Stoneshard. Its main purpose isn’t about realism and difficulty for the sake of realism and difficulty, but to help you immerse in your character. It's one thing to watch your hero being a potion-consuming damage sponge, and the other – to watch your hero getting gameplay-affecting injuries, while also suffering from pain and nasty side effects. We wanted even survival outside the battle to require well-considered and thought-out decisions, since it drastically changes the general gamefeel.

In the Prologue, the injury system was almost entirely based on randomness. You took damage; the injury chance depended on its amount; after receiving a trauma there was a chance for it to worsen or stabilize. Such an approach left little of planning – you could only stock up as many consumables as possible, and hope you wouldn’t need them too often.

Since then, the health system has gone through many iterations, changing drastically during the process. Let’s start with the recently added health tab, showing all aspects of your character’s health:



Each body part now has its own health pool, decreasing upon receiving damage. If the bodypart condition falls to half or less, you will receive an injury that reduces some stats. Upon reaching 25%, this injury will turn into a wound with increased effect, and upon reaching 0% you will receive a maim with a special property. Maimed head makes it impossible to cast spells, and maimed hand means you can’t wield weapons with it anymore. Maims still can be reverted though, but it’s much harder.

Attacks now also inflict damage not only to your health pool in general, but also damage specific body parts. The damaged body parts, in turn, reduce the Health Threshold – the stat responsible for the maximum limit of your current health. Thus, a character with multiple injuries won’t be able to restore health to the maximum, even after using some healing potion – first he will have to treat all damaged body parts. Also, being low on health increases the maximum Pain Limit – so being badly battered means you’ll suffer from stronger pain as well. Because of these changes, injuries, health points and pain began to work as a coherent and consistent system.



Passive injury healing now depends on any healing your character receives, including natural regeneration. If your character has restored health to the maximum threshold, all the excess healing will be evenly distributed between all damaged body parts. This makes it possible to survive, even if you run out of medicines – for example, by huddling in a safe corner to rest and recover. Also this change Vitality builds more viable, since boosted Health Restoration and Received Healing stats allows to heal injuries much faster.

The bleeding mechanic was also reworked. First of all, it isn’t some abstract status effect caused by skills anymore – now bleeding is tied to body parts. If your injured limb takes some damage, there’s a chance it’ll start bleeding – thanks to this, bandages aren’t situational vampire dungeon consumables anymore.



Some aspects of the health system are still to be implemented (like maladies), but most part of it is already working the way we like it.

That’s all for today. Stay tuned!

=======================

By the way, we've recently created a Steam page for our development studio. Follow us so you won't miss any updates from us!
Also you can follow us on:

https://store.steampowered.com/app/625960/Stoneshard/
Jul 20, 2019
Stoneshard - Wayfinder


Hello!

In this devlog we will talk about the health system changes – since the Prologue’s release, we’ve made lots of fundamental changes.

Almost from the very start, the health system was one of the main features of Stoneshard. Its main purpose isn’t about realism and difficulty for the sake of realism and difficulty, but to help you immerse in your character. It's one thing to watch your hero being a potion-consuming damage sponge, and the other – to watch your hero getting gameplay-affecting injuries, while also suffering from pain and nasty side effects. We wanted even survival outside the battle to require well-considered and thought-out decisions, since it drastically changes the general gamefeel.

In the Prologue, the injury system was almost entirely based on randomness. You took damage; the injury chance depended on its amount; after receiving a trauma there was a chance for it to worsen or stabilize. Such an approach left little of planning – you could only stock up as many consumables as possible, and hope you wouldn’t need them too often.

Since then, the health system has gone through many iterations, changing drastically during the process. Let’s start with the recently added health tab, showing all aspects of your character’s health:



Each body part now has its own health pool, decreasing upon receiving damage. If the bodypart condition falls to half or less, you will receive an injury that reduces some stats. Upon reaching 25%, this injury will turn into a wound with increased effect, and upon reaching 0% you will receive a maim with a special property. Maimed head makes it impossible to cast spells, and maimed hand means you can’t wield weapons with it anymore. Maims still can be reverted though, but it’s much harder.

Attacks now also inflict damage not only to your health pool in general, but also damage specific body parts. The damaged body parts, in turn, reduce the Health Threshold – the stat responsible for the maximum limit of your current health. Thus, a character with multiple injuries won’t be able to restore health to the maximum, even after using some healing potion – first he will have to treat all damaged body parts. Also, being low on health increases the maximum Pain Limit – so being badly battered means you’ll suffer from stronger pain as well. Because of these changes, injuries, health points and pain began to work as a coherent and consistent system.



Passive injury healing now depends on any healing your character receives, including natural regeneration. If your character has restored health to the maximum threshold, all the excess healing will be evenly distributed between all damaged body parts. This makes it possible to survive, even if you run out of medicines – for example, by huddling in a safe corner to rest and recover. Also this change Vitality builds more viable, since boosted Health Restoration and Received Healing stats allows to heal injuries much faster.

The bleeding mechanic was also reworked. First of all, it isn’t some abstract status effect caused by skills anymore – now bleeding is tied to body parts. If your injured limb takes some damage, there’s a chance it’ll start bleeding – thanks to this, bandages aren’t situational vampire dungeon consumables anymore.



Some aspects of the health system are still to be implemented (like maladies), but most part of it is already working the way we like it.

That’s all for today. Stay tuned!

=======================

By the way, we've recently created a Steam page for our development studio. Follow us so you won't miss any updates from us!
Also you can follow us on:

https://store.steampowered.com/app/625960/Stoneshard/
Light of the Locked World - Zuurix
Go to store page >>

The purpose of this demo is to show what the game will be like and gather early feedback.

Feedback form:

Link >>

To complete the demo content, obtain a full set of iron equipment, cape, sash, and amulet.

Note:

To do PVP, find and equip red cape.

This will change your faction alignment, allowing you to attack the other player.

Have fun!
...