Kind Words (lo fi chill beats to write to) - Popcannibal
[Kind Words] (lo fi chill beats to write to) is now available on Steam!
We believe people want to lift each other up. This is your chance.
Over the last 2 months our Humble players have written over 50,000 messages to each other in Kind Words. They shared fears, joys, loss, exhaustion...everything. But most of all: encouragement.
oh god I'm so corny.
To celebrate launch day, we've added a few new features. The big one is...
Export to HTML
Now you can click a button and all the letters you've received will be downloaded and saved in a pretty little webpage on your computer.
Other changes
Room decorations do a little dance when you click on them
Added Australian mental health resources
Remaining line indicator when writing
Prevented accidentally fast closing paper airplanes by double clicking
We're inching ever closer to the release of Journey For Elysium and there are only a few chances left to experience it live in advance.
If you're at Tokyo Game Show, be sure to drop by our booth: 📍 Indie Games Area, 9-A37
So far, everyone that has played the demo has been LOVING it! We've even had people clap for the big finale when the gate opens.
TOKYO GAME SHOW 2019, is held between Thursday, September 12th 2019 and Sunday, September 15th 2019, in Makuhari Messe in Tokyo. Entrance for general public will be open on Saturday, September 14th 2019 and Sunday, September 15th 2019, between 9h and 17h.
If you're not in Tokyo right now, you can still be a part of the experience, simply follow us on social media (links below) or Join our Discord: Discord.io/CronosInteractive
We've been going through the reviews and we are sorry we didn't match the expectations for a new game in the series.
For us, this is a new start with a new game and we hope to push it as far ahead, as we did with the original Men of War: Assault Squad 2. Of course, this is a new setting, with new types of units, so we were just laying the fundations of what comes next.
But for that, we will need your help. Please provide us your feedback on what we can do to improve the game. We are eager to listen to what you have to say and we hope to make to implement plenty of it, as we believe it has quite a lot of potential. Hopefully you do so.
Meanwhile, here's the changelist for several smaller updates that we've released since the last announcement post:
CHANGELIST
Added five new place names to the map: Fisherman's House, Goblin Tavern, The Broken Horn, Mountain Sheep and Queen's Tower.
"Jump stamina cost" decreased from 30 -> 10.
"No stamina jump speed" increased from 4.6 -> 7.0.
InteractionCamera's head bone location is calculated more accurately, it targets the lower third of heads so faces should fit better to the camera.
Changed the names of important doors to give a bit more guidance about the building type or location of the door.
Player always drops items forward, not in world space position.
Ghoul Merchant corpses can contain ghoul brains.
Death Dealer can be attacked and it can hit player.
Merchants can sells torches.
Cart02_Static added.
Barry's Field entrances aligned exactly to ground.
Root Hall entrances aligned exactly to ground.
Guildmaster's bucket can be inspected correctly.
Moved Barry's Field farmhouse label a bit higher.
Attached Witch label to her head bone.
Exhaust the transformation chain only after doing a save game migration.
Stealing chance decreased from 50% to 10% in most cases to prevent early game exploit.
Added base templates for stealing chance: 10, 25, 50 and 100.
Better damage effects for hearts.
Entrance_GoblinTavern_Exterior was removed accidentally. (when data was migrated from the decorations file to Blender file)
Fixed a bug where the gamepad control tips showed you could sell/throw away an equipped item, when in reality you can't.
Fixed a bug where the game would crash if you tried to load a game and didn't have any saves.
Fixed a bug where the game would crash when using an altar indoors.
Fixed a bug where Linus's wagon could still linger on after Linus.
Fixed a bug where the wait time requirement in character transformations would not be correctly skipped after migrating a save game.
Fixed a bug where doing a save game migration could lead to entities multiplying, because the same transformation could be applied multiple times within a transaction.
Fixed a bug where entity transformations would cause entities to ignore isOutOfViewRequired and isHidingRequired. Implemented entity transformation state update after a save game migration with a boolean variable that says the transformation chain can be exhausted until there are no immediate transformations left.
SPOILER SECTION
Added Capra's journal page for Hefwig into the game. Praakh's purses are using the correct templates that show up in player inventory. Fixed a bug where Elena could speak Snow Peak dialogue in Fortuna. The Death Dealer picks items up from all inventories. This fixes a bug where unique items could get lost on save game migration if they had been sold to a merchant, put on an altar, etc. Ivan the Big Criminal moves to the center of tavern when Praakh leaves. "Giant Ivan" spawns instead of "Giant Praakh" in the giant tavern in the case that Praakh has already left. New dialogue for Altar Hefwud with the skull mask. New text sequence for Altar Hewfud. New journal page: the Wish of Woods. Dialogue for the worm in the well so that it now trades Tappen for Ghoul Brains and Tender Hearts. The well gives you generic tappen. Shortened description for the cake item. Grand Jester spawn position aligns accurately with the floor. Further fixes to the bug that caused a crash at Altar Chartres. Linus Wagon appears in Snow Peak after the delivery mission. Linus data fixes. CellarGrimaldi set dressing with barrels that were used to drown Rajat. Fixed some light leaking around the walls. "The Final Boar" spawns in the late game. Dead Boar label moved a bit lower. Isidor cannot be kicked to death. Added purse for Domovoi where he keeps his fork. Domovoi's fork can be properly stolen. Fixed a bug where Cnut and Helgi, the boars guarding Gooseberry, would not disappear when all the boars leave Port Pulgar or die, after you accepted to take Gooseberry over to Ulf. Ghost of Capra in Limbo Guild. Lady Capra starts talking if you possess the right item. Made Lady Capra 3d model distinct from the other Knights of the Clover. All the imps now have dialogue for acknowledging the Hard Ogre Heart. There's a new villager Josephine at Port Pulgar docks if Praakh is implanted with the Parasite. Covert Coast has a new villager Omar if Bartok the Boatman leaves. The flag that opened Diamond Door was never set. Goblin Feast area height was too low. Changed "GoblinCaptainCorpse" -> "GoblinCaptainCorpse_Prop" because looting is not allowed in that scene. Improved label height on Young Gus. Fortuna's Sword was not tagged as quest item so it could get lost permanently. Moved one of the Snow Peak ghouls closer to the others so it's clearer cluster. Removed Snow Peak ghoul dialogue component to get rid of "Create me through story generator". Kicking the mertusk body spawns 3d blood particles. Added custom items instead of "player inventory items" for ending player as they wouldn't spawn if player already had collected the exact same items. Made the parasites invulnerable so that storyline doesn't get stuck if player accidentally kicks them. Parasites despawn after use. Prevents double items in save game migration. More robust Witch coffin despawn for save game migration. Iron Ore and Elven Flute are invulnerable. The parasite couldn't be cut out of Brother Tombola. Fixed the data and improved the special effects. Fixed a bug where you could run off from Praakh so quickly that there's no time to set "PraakhGone" flag. Fixed a bug where Cnut and Helgi would try to transform infinitely when they didn't have Gooseberry anymore. Fixed a bug where Von Sparkle's mask could remain unspawned even if everyone was talking about it. Fixed a bug where you couldn't remove the Elven Circle armor using the gamepad. Miniature healing altar and soldier made invulnerable. Another branch for Boris the Boar after the Guildmaster gets boiled.
Every Thursday at 6pm EST we hold a social meetup in-game! Every week members of the community come together to goof around, play the game, and compete with each other for the right to brag for the next seven days.
It's a great place to try out new, silly strategies as well as meet with new friends to play. After all, Tabletop Gods is meant to be an immersive social experience with or without a virtual reality headset.
Feel free to stop by even if you just want to watch! There is plenty of room to come check out some "high-level" play, as well as hone your skills. You can come just to spectate and join in on the the jokes and banter with our regulars.
We really hope to see you there!
If you want to know more you can find us at http://discord.gg/tabletopgods. There you can get in touch with our community and know exactly when our arenas are filling up! It's always a blast. Come check it out!
Hey everyone , the new update v2.0 is finally live ːsteamhappyː Sorry for the big delay , since i was trying figure out releasing a new update on steam after long period of not releasing updates on the store . The next updates will be very rich with new content and changes especially the next major update v2.1 ! stay tuned !
Update notes :
New features :
Zooming & Dezooming with mouse wheel is increased
Aircrafts have now icons in the minimap
Canons are now targetable by units
The Escape button show pause menu
Minor improvements on interfaces
Balances :
Dshk Uaz level 2 nerfed
Humvee M2 level 2 nerfed
Su-34 bombs have different angles when throwed
Su-34 bombs speed increased 375->500
Bug fixes :
After playing a new game or restarting the game , the usa soldiers dont move and usa team loose the game : bug fixed
After Uaz or Humvee destroyed and nothing selected , the repair / upgrade icons persist : bug fixed
When playing with Russia Team you cant spawn Spetsnaz special forces squad : bug fixed
Su-25 russian aircraft dont shoot missiles : bug fixed
Statistics interface show some wrong values : bug fixed
Upgrade icon of humvee dont disappear after selecting another unit : bug fixed
Soldiers shadows are no more visible after they enter humvee transport
Soldier squad is deselected after going to enter humvee transport
F35 bombs size have lesser size
The Uaz dshk icon dont dissapear after the engine is destroyed : bug fixed
On keycode Su25 pressed , the plane dont move well : bug fixed
Units icons persist after death and can be clicked to spawn it : bug fixed
Upgrade icon humvee m2 disappear now after select another unit
Upgrade & fix icons dont disappear when selected m2 humvee is destroyed : bug fixed
All vehicles stop now immidiately once the Fuel = 0
Military base once upgraded , the " countdownbar " in interface stay visible : bug fixed
F35 & F15 sometimes shoot on sea randomly : bug fixed
Between max population and actual population texts , a missing " / " : bug fixed
The base icon get invisible after fade out alot in begin of game when playing with usa : bug fixed
The indication arrows in begin of game & the water effect on boat ( playing as russia ) are in front of boat : bug fixed
"Wave coming in 10 seconds" text , sometimes dont change in time and stay visible : bug fixed
We're excited to launch GrowRilla in Early Access today and finally share our new game with you. Thank you for checking it out. We're a strong believer in Early Access as an effective medium to develop VR games.
As part of our release, we've also updated our screenshots, posted a new gameplay video (embedded below) and reworked our store description.
We also released at what we think is a very fair price (without a launch discount). Please consider that this will be the cheapest price you can buy the game (standalone). We will increase the price in the near future. This is our way of tipping our hats to the players who invested in our games early.
Finally, here are our patch notes of the changes from the build that our beta testers tried out last week.
New Features
stonehenge rocks are properly pickable now
mafia dons only appear in medium or hard difficulty
do not allow to open menu in win screen or loading screen (as this could cause issues, for example if selecting a new level in the win screen you do not get the points from this round)
disable distant units before activating the map (to reduce load time after pressing the start button, reduces hard map activation time in editor from about 5 seconds to 1 second. Might need more performance at runtime though when activating units for the first time)
add new trees
added new sound assets
make static rocks pickable
bears and dogs are animated when attacking now
add animations to score board
Added subtle sound when falling down
Added option to define percentage of max speed at which units move depending on the behaviour. This allows e.g. the rabbits to move slower when just strolling around but move at full speed when they flee.
Added a particle effect every time the animals land when at full speed.
Red eyes glow stronger to indicate their progress in preparing the attack
Added particles on weapon when firing
Added force-feedback on shot
Added bunkbeds
Bug Fixes
improve/fix level progress board
fix all food preview items
Fixed issue where objects would snap to the bottom of your hand instead of the palm center.
Fixed objects flying off into the distance at times when you hit them while moving (usually experienced this with the flowers) by limiting their velocity for a short time when they get knocked off.
If you move without holding an object in your hand or climbing your visual hand model is placed at the target position to prevent jitter (which I simply cannot figure out how to avoid in this case, it's related to the fairly high movement speed).
fixed tank explosion bug
Fix map generation issues
place objects based on exact triangle position including offset (avoids grass being spawned slightly above water)
improved physics collision resolve
cat shouldn't spawn in farm when not unlocked
add military hangar foundation (in case part of the landing area is on water) and use a proper street ending
fix trail particles getting destroyed as soon as bullet gets destroyed
replaced tank bullets with properly modelled bullets
fixed weapon shoot info appearing every time
Ignore movement on throwing to avoid weird behaviour
fixed hand not opening properly when climbing using the triggers
fixed tutorial issues (like start rotation)
fixed gentleman not changing color on death
fixed nav meshes for new trees
fixed broken quality settings change
went through debug log and removed spam
reduced warnings in editor. Either marked them as ignored or fixed the issue. May seem minor but it's actually a good way to find bugs you haven't noticed before, fixed one or two bugs with this.