Slay Together: Fantasy MMORPG - Jaudatus
Hey folks,
here is quick overview of what got added and what got fixed:

Patchlog
  • added new area (Harvest Fields (Lv. 18 - 25)
  • increased level cap to level 25
  • added three more quests
  • added two new weapons

  • adjusted hammer attack speed
  • fixed chat bug
  • fixed disconnect when playing with more then 3 people in an area
  • some map adjustments in city of bandits
  • fixed enemies rotating through ground when character too close

During tomorrow I'll add an entire new weapon type :)

Stay tuned and happy slaying
Jannick
Solasta: Crown of the Magister - Myzzrym


The Tactical Adventures crew will be holding an AMA (Ask Me Anything) on Reddit /r/games starting Thursday 26th at 7 am PDT / 10 am EDT / 4 pm CEST. Tactical Archimat (CEO & Creative Director), Tactical Zaz (Gameplay Director) and myself (Community Lead) will be answering questions live for at least 3 hours (and maybe a few more).

So don't be shy, come and ask us what you want to know! On another note, only 5% more to go and we'll be funded!



By Aileen Rendyll, Loremaster of the Einarium

Origins and History
Unlike elves, dwarves, and halflings, humans are not native to Solasta. Their race appeared on another world, called Tirmar.

Humans are short-lived, and value the present and the future more highly than the past. After a millennium on Solasta their memories of Tirmar have become legends, studied only by priests and scholars. The high elves say that humans have three talents: multiplying, forgetting, and worshipping.


Human Cleric (Early Draft, Research)

Where Solasta was a world of magic, whose peoples learned to shape mana using arcane spells and rituals, Tirmar was a world of gods. Instead of studying arcane magic, humans worshipped the gods, and strengthened them through their devotion. There were gods for every aspect of life on Tirmar, even for the darkest purposes. In return, they gained a mastery of divine magic.

Years of war and fear led to the birth of the Tirmarian Inquisition, an institution created to protect humans, but that ended up corrupting them instead. An evil god grew in power, threatening all that was good on Tirmar. Many gods left their homeworld with their followers, passing through the Rift to Solasta. Humans arrived on this new world, full of hope and praying for safety, but before they had time to settle, the Cataclysm struck.

After the Exodus and the Cataclysm, humans found themselves welcome across most of Solasta. Unlike the elves, they knew how to build, farm, and survive without magic, which was a great advantage in a mana-depleted world, and even their divine magic relied on the power of the gods instead of the mana of the world.


Human Spellcaster (Sketch, Research)

The humans and their deities became part of Solasta. They have been integrated into almost every nation, and some have become powerful, well established lords, wizards, or kings. They settled the majority of their population in Borealis and south of the Badlands, and are also numerous in Gallivan, the Snow Alliance, and the Principality of Masgarth.

Despite this widespread integration, a few humans still revere the old culture of Tirmar. In certain regions, these traditionalists preserve the old Tirmarian language through religious ceremonies and profane rituals. Scholars traveling in remote areas have encountered human villages where the pure Tirmarian language is still spoken, a thousand years after the Exodus.

Some elements of Tirmarian architecture have also survived, partly through the inexplicable workings of the Cataclysm that brought entire buildings from one world to another, but mainly because most temples on Solasta are constructed following the same architectural principles as their predecessors on Tirmar.

The Church of Einar, god of valor and fidelity, is the chief preserver of relics and stories from the past, from the rise of the Inquisition to the Exodus and the Cataclysm. Paladins of Einar swear an oath to Tirmar itself and devote themselves to following the tenets of the Inquisition, continuing the fight against the evil that cause the fall of Tirmar and that followers of Einar swore to never let rise again. We, at the Einarium, make sure the past is never forgotten.


Male Paladin (Early Draft, Research)

Appearance
Humans are as diverse on Solasta as they had been on Tirmar, with a much wider variation in height, build, and coloration of skin, hair, and eyes than any of the Solastan races. On average they are taller than dwarves and broader than elves, with facial features that are not unlike those of halflings.



Origin Story
Scholars agree that there were no orcs on Solasta before the Cataclysm. They are also absent from the surviving human histories of Tirmar. They seem to have appeared in the aftermath: a new threat in a beleaguered world.

Some speculate that they came through the Rift from some third place, but the archivists of the Einarium are firmly against this theory.


Orc Warrior (Sketch, Research)

The truth is that the orcs are linked to the Cataclysm. Their story is a sad one, for their ancestors were proud Tirmarian humans. Members of barbarian tribes from the high, jagged mountains of Tirmar, they were fearless in battle, for their harsh environment fostered a contempt for death within them. While they respected the Tirmarian pantheon, each tribe also venerated a totem animal, typically one renowned for its strength and ferocity. They made ideal shock troops, and the Tirmarian Inquisition regularly sent them into the toughest spots.

As the Cataclysm unfolded, the Bear Brothers and the Snow Lions fought on the front lines, side by side with the Imperial Iron Legions. Heedless of casualties, they slowly forced the enemy back so that the Imperial wizards could come close enough to close the Rift.

As the rift closed, the enormous strain on the mana of the land had a devastating and varied series of consequences. All know of the centuries when there was not enough magic to cast even the simplest cantrips; of the earthquakes, floods, and famines; the cold and the drought – but the fate of the Tirmarian barbarians was crueler still.

As the Rift closed, a backlash of magic engulfed the front lines, wiping out the Iron Legionnaires. For some reason, though – their human physiology, or their unyielding barbarian toughness – the Tirmarians survived. However, they were no longer human. The twisting magic ripped through their bodies, turning human intelligence into orcish ferocity and barbarian honor into monstrous bloodlust. The men and women were transformed into half-beasts, warped parodies of humanity’s basest instincts.


Orc Tribe Variations (Sketch, Research)

Over the days following the battle, the transformation became complete and the survivors began to move away from the Rift. They called themselves orcs, from the dim memory of a word in the mountain dialect: urrak, meaning strong or capable. Strength and capability had become the only virtues they understood. They wandered the land looting and killing. Many became cannibals, eating the bodies of their fallen foes as much to show dominance as to satisfy hunger. As they spread across the ruined world, sub-groups gathered behind particularly strong leaders, sometimes taking over a tribe and sometimes splitting off to form a new one. Tribes fought whenever they met, but all followed the violent orc way and all would band together against a foe who wielded the hated power of magic.

In time, the orcs moved out of the Badlands and into the Marches. Occasionally a tribe will grow strong enough to raid civilized areas and bring back captives as slaves or as food. Even less frequently, a cunning leader is able to forge a temporary alliance of tribes for the same purpose, but orcs are fractious by nature and such alliances seldom last long.

With strongholds in the mountains that separate the Marches from the Badlands, each orc tribe developed its own form of orc culture, fully orcish and yet distinctive, as each tribe forged its own path.

Although orcs share a common hatred of magic, their shamans wield a quasi-religious power through pacts with local spirits. They strive to prevent clan rivalries and petty feuds from developing into all-out war, often by organizing ritual combats between the champions of both sides. These fights sometimes settle a dispute, but just as often the losing side resorts to war rather than accepting defeat.


Orc Warrior (Concept Art)

Psychology
Although other races regard them as savages, orcs do have a culture, however barbaric. Orcs define themselves by their clan. For an orc, being clanless is, in many ways, worse than death, and in many clans banishment is regarded as a harsher punishment than execution.

As well as identity and protection, the clan provides structure and order. In the chaotic environment of the Badlands and the Marches, these are things that orcs crave. Each orc has a rank and a place within the clan, with superiors, inferiors, and duties. Ambitious individuals scheme to improve their position, usually under the watchful gaze of the tribe’s shaman.

Orcish mercenaries are occasionally hired by Solastan employers, most often the petty warlords of the Marches rather than the rulers of the more civilized nations. They are generally employed as expendable shock troops as well as for those unsavory tasks which might cause their employers’ regular troops to mutiny. A clanless orc takes surprisingly well to the mercenary life, with the mercenary band filling the role of the clan in providing security and structure. The colors of a mercenary company usually ensure that orcs are not taken for raiders and killed on sight, and as harsh as mercenary discipline can be, it is seldom as brutal as life within an orc clan

Description
Orcs are of a similar size and build to unusually large and muscular humans. Their skin is a dark olive green in color, and often decorated with clan tattoos and brands. Their hair is usually black and coarse. Their jaws are heavy and their teeth are large, with especially pronounced canines.


Orc Types (Early Draft, Research)

Orc Types
Even though the Cataclysm destroyed much of their humanity, orcs retain a notion of classes and professions, and they are encountered in greater variety than most other monsters.

Orc fighters are melee fighters, tough and brutal.

Orc archers are not as strong as fighters, but make up for that with cunning. Their skill with bows, makes them effective hunters and secures them a place within the tribe. They sometimes use poison on their arrows, usually to subdue or paralyze rather than to kill.

Orc Shamans pray to the totems of their clan, keeping the ancient animistic traditions, albeit in a dark and twisted form. Shaman spells are based on divine magic, but shamans do not specialize in a particular domain. Indirectly, and unknown even to the shamans themselves, their prayers are answered by Arun in one of his more primitive manifestations.

Orc Chiefs are almost always the biggest, strongest, and most brutal members of their tribe. Most are more intelligent than average, and possessed of an animal cunning that serves in place of education. Having the first choice of any loot (or rather, the strength to take anything they want from anyone else in their clan), they usually have better armor and weapons than other orcs. As a sign of prestige and power, some orc chiefs employ ogres as a personal guard.

Support us on Kickstarter
Noita - Nolla Games
Noita is now available for purchase on Early Access for USD $17.99 (EUR 16.99€)! It's been a long ride but it's time to show you all the work we've done over these past years; we can't wait to see what kind of stuff people get up to in the game. As the game's on Early Access, we'll be polishing and implementing things even after release, of course.

Watch the trailer here: https://www.youtube.com/watch?v=smkdscv6SJs
Noita's website: https://noitagame.com/
Press kit: https://noitagame.com/press/index.html
The Elder Scrolls®: Legends™ - christian.vanhoose
Ruthless Daedric forces invade The Elder Scrolls: Legends in its newest pack-based expansion, Jaws of Oblivion!

Tamriel tears at the seams as conflict worsens between the Imperials of Cyrodiil and the Daedra-worshipping Order of the Mythic Dawn. From witnessing the rise of Martin Septim to braving Mankar Camoran’s eerie Paradise, Jaws of Oblivion immerses players in the world-shaking events of the Oblivion Crisis.

Jaws of Oblivion features:

Over 75 new cards set around the events of the Oblivion Crisis, including tumultuous new Daedra cards.

New mechanic: Invade. Summon otherworldly Oblivion Gates and build their havoc-wreaking power before your opponent can shut them down!

Several enhancements to Legends, including a new playmat, four new card backs, two new Theme Decks, new music and new visual effects.

Pre-order Now!

Prepare for the Gates to open by preordering Jaws of Oblivion today! For $49.99, you will receive:
  • 50 packs of the Jaws of Oblivion expansion, available when the set releases.

  • One premium Jaws of Oblivion Legendary Pack, available when the set releases.

  • One premium card back and an epic “The Herald” title, both usable immediately upon purchase.
Will you close shut the Jaws of Oblivion or let chaos run rampant and free? Choose for yourself when the next expansion for The Elder Scrolls: Legends launches October 8!
Blastworld - Hipfire Games
We heard an outcry from you guys about the lack of smooth / thumbstick locomotion. So we listened!

Major features:
  • "Classic" thumbstick locomotion added as a 3rd option beside comfort and arm swinger.
  • You can now climb even with weapons in your hand by using the grip buttons. The old style of having empty hands and gripping with triggers still works though for those who prefer it!
  • Make it matter with our new Leaderboard! Each match with at least 2 vs. 2 players (equal teams) will give you an increase or a decrease in Skill Points depending how you do. Works only in Skanktown at the moment. Coming up soon is Ranks!

Small stuff:
- Fixed gun / hand positions in Oculus devices.
- Fixed pistol animations

Go try out the new movement tweaks and tell us what you think!

Flynguin Station - Motanum
Hello Flynguineers!

Patch 1.0.1 is now available!

Flynguin is now available on Steam!

Changes in this update
  • Removed pressing

    at the main menu from resetting Steam Stats and Steam Achievements.[/list]

    Have fun and good luck getting the top spot and getting all 55 Steam Achievements!

Dream Of Mirror Online - Zen_Dragoon
Weekly Maintenance will begin approximately at 11:30 AM EDT. We will notify players once maintenance has concluded.
Speakerman - The SektorZ
Enjoy free new content with this update:
- New areas, enemies and coins in Open World mode - easily accessible from the beginning
- Full Speakerman SOUNDTRACK (11 songs / 48 minutes!) in the game's folder as per your requests (Thank you oldbushie!)
Normally the path to that is:
C:\Program Files (x86) \Steam \steamapps \common \Speakerman

Apologizes for the oopsie known as "the previous update."
Thanks for playing Speakerman!

Please notice:
You'll need to start a new Open World game for the new content to appear.
There are no significant updates in Story Mode, Chaoz City or Living Island, the new content is only in Open World's first area.
Iratus: Lord of the Dead - Penta


Heyho fellow Necromancers,

It's been an overwhelming 2 months since we released Iratus: Lord of the Dead into Early Access. With the wonderful feedback you have delivered, we can make sure to evolve Iratus into the best version it can be.

Though Feedback wasn't the only thing you were able to give back to us: During our Summer-Tour we were able to present Iratus at several Gaming Events - and meet you, the community, in person! Seeing you play our game live and witnessing your reaction while doing so, never gets old.


W : O : A - Wacken Open Air 2019


Seemingly Metalheads and the dark side of Magic, Necromancy and dead Corpses go along really well together. The style and theme pulled many gamers towards our booth - especially ones that were completely new to the rouge-like genre and were intrigued by Iratus' Appearance.


PAX West 2019


"Rogue-like? Sure, i know what that is, i've played hours and hours of it!" - Compared to Wacken, the visitors general know-how was remarkable. We were suprised, but excited, by the deeper questions you riddled us with.


IgroMir 2019


You couldn't make it to Wacken or Seattle? No problem at all - we have still one more station ahead of us on our convention-journey: the IgroMir in Moscow. If you want to check out the game, show your trained skills or just want to chat with the developers - nothing easier than that - just drop by!

See you there,

Unfrozen & Daedalic Entertainment
Adventure Land - The Code MMORPG - Wizard


Completed the first version of the projectile throwing attacks and the weapon animations, currently it's a rough prototype, in time going to refine each weapon types' animation

Ring of Armor and Ring of Resistance are now available from Mr. T now (thinking of renaming 'Mr. T' to 'Cole' by the way)



New skill images are ready too, going to integrate the new skills on Week 35

Jayson is working on some map improvements and new/better projectiles for different weapons



A big thanks to the Discord community for continually helping the development:



Thoughts:
This new animation system sparked a lot of new ideas related to weapon and attack speeds, some weapons could be slow to engage, some projectiles could be slow to reach their target (variable delay based on distance) - At one point, thinking of adding a delay logic to attacks (currently it's all instant) - but hopefully not on Week 35 - better concentrate on other aspects for a while

Other Changes:
(Both thanks to egehanhk on Discord)
- Fixed a monster movement logic issue that made them disappear
- Fixed Cupid Bow's Promise responses and ping calculations
...