Make Your Kingdom - yo_serjio


Hello everybody!
Make Your Kingdom is being actively developed right now and soon I'll launch a 24/7 fun stream here on Steam. Thank you for your support and stay tuned for more news!

yo_serjio
Twitter | Discord | VK
Moving Out - Lauren_Team17
We're incredibly excited to announce that Moving Out will be playable at EGX 2019 next month!

This will be the first ever UK hands-on of the game! So if you and your friends want to give it a go, head over to the Team17 booth by The Leftfield Collection on the show floor - more info here!




Keep up to date with the latest Moving Out news:
Sign-up to the Team17 newsletter
Moving Out on Twitter
Moving Out on Facebook
Team17 on Twitter
Team17 on Facebook
Team17 Discord
A Glider's Journey - Emma_Frch
Hi everyone! The day of the launch is finally here!

I just want to say a big thank you to everyone that supported the game, by trying the demo, leaving a comment or suggestions/bug reports, that really helped keeping me going while making this game.

Also a big thank you to my friend Charlie Marshall for making awesome custom soundtracks for this game, without him the game would not feel the same at all.

I'm going to focus on bug-fixing quality testing for the following weeks, so please, do report any bugs you encounter :)

(you can use the official discord or the steam forums or my official email address, as you prefer : emma@emmafranklin.ch. A small recording of the bug happening and a description would be best for me analyse/reproduce/fix it)

I do apologize in advance if I take some time to fix them, I currently work at a regular job and am only working on A Glider's Journey on my free time. I'll do my best though ;)

Have fun, I really hope you'll enjoy it! :D
Sep 27, 2019
Robo Instructus - Alex
  • Add Deutsch Function docs translation.

  • Fix missing translated title in de Primer.
  • Fix `probo_scan()` short doc to correctly reference "current tile".
  • Improve some de grammar.
  • Update code dependencies and compile with rust 1.38.

Thanks again to bert2 for the de contributions to big-ab-games/robo-instructus-translation.
Robocraft - Jballen
First, let us say a huge thank you to everyone in the RobocraftX community for some of the incredible games you’ve built with the very limited set of components we’ve given you so far. Your creativity and ingenuity has amazed us. With this announcement we’ll be covering a whole suite of new upcoming features that are designed to give you Creators the parts you need to begin to turn your creations into compelling pieces of content, and to enable you to self publish them for others to download. We’ll also be announcing a change to the name of the game and an announcement about pricing.

First up, we'll give you the lowdown on the suite of cool game creator features we’re adding:

Pilot Seat, Passenger Seat and Control Panel



The Pilot Seat, Passenger Seat and Control Panel are parts that you can put on any creation. You can put seats anywhere, even on ceilings and walls.



Leo can use/sit in the seat by left clicking when the crosshair is over it (i.e. this is how you ‘use’ things in RCX). As long as you have a line of sight to a seat you can get in it. When in a seat you push ‘E’ to exit the seat again.

When in a seat you are seat belted to the creation/vehicle so you move where it moves. The seats come with special cameras too. When in first person, if your seat goes upside down, then you see the world upside down. The Pilot Seat and Control Panel have two different 3rd person cameras. The Pilot Seat’s camera works like classic Robocraft so you can view vehicles with the Alt+MouseWheel controlling zoom distance. The Control Panel will always keep character in view, so if an object gets in the way it will move forwards closer to the character. These different behaviours are useful in different scenarios.
https://www.youtube.com/watch?v=bl1syecFVDs
Pilot Seats and Control Panels allow you to assign keyboard and mouse input actions to functional parts that are connected to them (via conductivity and signal channels). You can configure Motors and Servos (and anything else) to respond to the player’s input when in a seat. It’s pretty easy to rig up cars, cranes, etc. using them, but it’s also possible to rig up some incredibly creative controllable contraptions using the same system. The seat even sends a signal when you are simply sat in it, so you can make cockpits close and doors open automatically when someone sits in the seat.
https://www.youtube.com/watch?v=l1BXXyNP7Jk
https://www.youtube.com/watch?v=cQ_sT6nCZ1M
Text Block


The Text block is a scalable block that can be scaled from 1x1 to any size. When you place it in the world a UI pops up allowing you to input text on it. Using rich text tags you can set variable font size, colour, italic, and bold.

You can mount the Text Block on anything, static things, walls, and moving things like vehicles.

You can also give each Text Block a unique ID. Using the command console you can issue a command that can update the text on any Text Block in the world at run time. Read on to find out how the Script Block can be used to trigger console commands to change text whenever you need in your games.

Triggers


We’re adding Object and Character Triggers too. Triggers are microchips that you put on your creations and then scale to define a ‘trigger volume’. Trigger volumes can be overlapped which you’ll find very useful for complex creations. Triggers are visible when building games, but not when playing games, so your players won’t see them when they play your games.

There are multiple trigger types, ‘OnEnter’ sends a pulse signal on anything connected (via conductivity) each time something enters it. ‘OnExit’ is similar but sends the signal when something exits it. The ‘OnStay’ trigger sends a continuous signal when anything is inside it.

You can rig up movement parts like Motors or triggerable parts like Script Blocks to the triggers to create various gameplay behaviours such as:

Using these triggers you can:
  • Make lifts rise automatically when a character is stood on it
  • Trigger a script command to change the gravity when a vehicle drives into an are
  • Make a vehicle automatically steer when it gets near objects (it’s possible to attach triggers to moving things too)
Script Block


The Script Block is akin to the Command Block in Minecraft, but it works with all the wonderful physics in RCX. A Script Block placed on the same conductivity cluster as any signal sender can respond to it and trigger console commands. This means you can do stuff like:
  • Teleport the player when someone enters a trigger volume
  • Update the text on a Text Block when someone gets into a pilot seat
  • Change the gravity when someone pulls a lever


As you can see, the RCX build system is really going to step up a gear with the addition of the Pilot Seats, Triggers and the Text and Script Blocks.

Saving Multiple Creations
We’re adding a proper save game system. At any time you’ll be able to save the game and you can have as many save files as you like.



When you save the game you’ll get a Screenshot Taker so you can save a cool thumbnail image, you can give it a Title and Description.



You can edit, delete, and update any of your saved games at any time via the new ‘My Games’ screen.

Publishing to Workshop


We’re also integratring RCX with Steam Workshop. You’ll be able to click a ‘Publish’ button from in game and your game will automatically upload to Steam Workshop. If your game is already published on Workshop you’ll be able to update it at any time in the same way.



Once published it’ll be available for everyone in the community to play. From in game you can add a screenshot, title and description and if you want your games to really stand out you can use all the Steam Workshop functionality to add your own custom photoshopped click bait thumbnail, screenshots, youtube videos etc.

Users can give you votes on your content using Valves Workshop voting system but they can do it from in game. Players will be able to Sort content by ‘Newest’, ‘Most Popular’ and other common sorting methods like that.

Users can ‘Follow’ creators and can Subscribe to your game so they automatically get updates when you make them. They can Favourite games also to create a short list of favourites that can be revisited at any time.

Users can comment in Workshop on your games and you can respond to feedback you receive.

End Game Command


Game creators will be able to trigger custom end game screens. You can trigger them whenever you want; say when someone falls off the side of a platform or if a puzzle is solved incorrectly. You can also trigger the end game screen when the player succeeds and congratulate them with custom text content and styling. For the first time you’ll be able to make proper games which players can Win and Lose.

The End Game screen will have options to Retry and Quit. The EndGame console command will be triggered via the Script Block.

Of course in the future we’ll add Counter Blocks, Timer Blocks, Logic Blocks etc, so you’ll be able to do proper logic in your games.

Physics changes


We’ve been working hard on the core physics. This work will never really stop as we’ll always seek to improve this element. We’ve done some work to make joints more ‘rigid’ which we will release with Experiment 09. We’ve also done some work to improve collisions between objects. We’ve reworked the Servos and Pistons to prevent them glitching through things so much.

All of these changes have altered the behaviour of some of the existing games and we’ll be working hard at Freejam to fix them for you and re-introduce them, or if you decide to fix them yourselves and upgrade them with these new features above (such as Pilot Seat) we’ll focus on integrating your update as quickly as we can until the self publishing options are live.

Materials & Colouring
We’re aiming to add more materials too and the ability to paint colours on all of them. Materials like Carbon Fibre, Wood, Ice, Brick, Tile, and others we have planned will come online.

Timing
We’re aiming to have this all done by Halloween, it’s a lot to do so we’ve got our work cut out but that gives you an idea of what’s in store very soon.

Multiplayer beta
We’re also hoping to release around the same time a beta branch which will include the very earliest version of the multiplayer engine. You’ll need to use console commands to connect to friends and we expect you’ll find bugs and issues at this early stage but we’re keen to release a beta branch this time (something we never did in Robocraft Classic) so that we can let you play with new features and feedback on them early.

Name change
We’ve been feeling that the name RobocraftX isn’t really properly communicating what the game is. Whilst we hope to bring destruction, weapons and team multiplayer into the product, the aim is to add these as features you game creators can use to make awesome games for the RCX community. RobocraftX is way more than just a Robot building game, it’s a full Game Creator where you will be able to build full working multiplayer games with logic, narrative, characters etc. and all with blocks.

For this reason, on October 17th, along with the release of Experiment 10 we’ll be changing the name to Gamecraft. Here’s a work in progress new logo:

Price
Finally we want to discuss price. We had originally thought the game would be free-to-play, but we have struggled to design the free-to-play business model to work well with grinding / buying blocks. We feel the product will work so much better if it’s a simple pay-up-front Premium model with a fair price point that starts very low and escalated as the product gets better.

Our plan is to shift the game over to $5 Premium (i.e. pay up front) on October 17th along with the brand name change.

This next bit is important:
ANYONE WHO ALREADY HAS A COPY OF THE GAME WILL KEEP THEIR COPY, FOR FREE, FOREVER.

ANYONE WHO DOWNLOADS THE GAME BETWEEN NOW AND THE 17th WILL ALSO KEEP THEIR COPY, FOR FREE, FOREVER.

SO - TELL YOUR FRIENDS OR ANYONE YOU THINK MAY BE INTERESTED TO OWN THE GAME IN FUTURE, THAT RIGHT NOW IS THE LOWEST PRICE THE GAME WILL EVER BE (i.e. FREE!) AND TO GET IT NOW.


We’ll be posting repeated posts in the coming weeks about the name and price change so nobody misses the opportunity to get the game for free whilst it is free.

NB: Along with this change we’ll remove the limits on block counts in the Inventory.
Laplace:拉普拉斯的神子 - xlegendcs


重大更新

RANK9裝備系統
開放Rank9裝備系統:神子們現在將可以獲得Rank9裝備,好進一步提升自己的戰鬥能力囉!前往副本「真.苦痛災厄地牢(五人)」並將其中的首領擊敗後,就有機會獲得用來兌換最高階的Rank9系列武器裝備的稀有材料。Rank9系列武器裝備擁有更勝以往的素質與能力,想要變強的神子們,快來入手吧!

真.苦痛災厄地牢副本
開放真.苦痛災厄地牢副本:苦痛災厄地牢,開放新難度「真.苦痛災厄地牢(五人)」!災厄的力量越來越強,在地牢中凝聚出更可怕的怪物,猛烈的襲擊踏入其中的一切生物!但在危險的背後,也隱藏著比過往更加強大的稀世珍寶。渴望證明自己的神子們,快召集戰友一同來封印災厄吧!

遊戲特色
《Laplace:拉普拉斯的神子》是一款奇幻風格的MMORPG,目前遊戲共有5大基本職業、10種二轉職業,還有豐富的三轉職業等著你來體驗。武器共有8種類型供玩家選擇,每種都有屬於自己的獨特技能,在這樣的設計下,遊戲將有超過5000多種技能組合,玩家可以充分享受職業與武器之間搭配的樂趣,自由發展自己的角色,誰說聖職者不能穿鎧甲?誰說遊俠不能拿巨劍?誰說戰士就一定要渾身重裝才夠力?《Laplace:拉普拉斯的神子》就是要顛覆你對於遊戲的一切想像!

新手福利
現在加入的神子,在遊戲初期就能獲得神子成長禮盒,隨著等級的提升,就可以開啟更多的遊戲獎勵,除了各種新手實用的道具到高品質的裝備外,還可以獲得可愛坐騎的選擇券,共有六種坐騎任你選!讓新加入的神子們可以輕鬆體驗、暢快遊玩!



職業介紹

獵魔人
強化身體能力以對抗邪惡的獵魔人,在攻擊之中附加各式各樣的效果,甚至可以令惡魔降臨到自己身上,讓獵殺敵人的過程變成一種藝術。二轉可以轉為「屠魔武士」路線,能召喚強大的鴉靈,藉由魂印來徹底的強化自己的戰力,三轉為「鬼武者」,藉由吸收周遭生靈的魂魄來強化自身的力量;或者可以專心研究各種結界,走向「結界行者」路線,讓敵人在面對結界時無計可施,只能乖乖成為手下亡魂,最終三轉為「御靈師」,能吸納游離在四周的靈能分子來強化自身的力量。

斥候
以敏捷與爆發能力出名的斥侯,可以透過陷阱進行牽制,在戰鬥時也能以高速度展開連擊。二轉可選擇喜好將身形隱藏在陰影中,不散發氣息便將對手瞬間擊斃的「迅雷殺手」路線,三轉為「闇影刺客」,藉由提升自己的殺意來增強攻擊的破壞力;或是著重於設置各種陷阱等待獵物上鉤,再予以撲殺的「疾風獵手」路線,三轉為「蒼穹獵手」,透過蒼穹之翼賦予的通緝令向總部請求各式支援,將敵人消滅殆盡。

聖職
擁有堅定信仰並自律苦修的聖職,透過真言詠唱給予自己與戰友強大能量,提高隊伍作戰效率。二轉後可選擇以堅毅意志強化周圍戰友,攻守能力俱佳的「聖殿騎士」路線,最終三轉為「聖光審判者」,擁有神祇賜予的審判之力,並藉此增強自身的力量;或是接受聖光洗禮成為神僕,驅動神靈之力創造驅邪與祝福領域,達到干擾敵人、醫治隊友效果的「言靈主教」路線,最終三轉為「神諭聖徒」,藉由治療他人來獲得所祭祀神明的恩寵。

法師
善於操控自然界各種屬性的法師,無論呼喚火焰進行轟炸或張開閃電護盾、甚至創造冰霜結界都只是小菜一碟,可輕鬆運用元素施展魔法。二轉可選擇潛心探究元素奧義,藉由施展強力秘傳術法縱橫全場的「秘法術師」路線,最終三轉為「大魔導師」,藉由儲存施法時多餘的元素能量來強化自己,摧毀對手;或是墮入魔道之路,以契約召喚異界生物,靠著召喚物吞噬眼前敵人的「暗影巫師」路線,最終三轉為「邪靈祭司」,改造自己的體質,能夠吸引並容納四散的邪靈之力,並轉為己用。

戰士
以抗擊耐力與旺盛生命見長的戰士,總是一馬當先衝入敵陣進行仇恨吸引,或施展威嚇吶喊讓周圍敵人失去戰意,擅長各種仇恨與範圍牽制技。二轉可選擇持續強化自身守備與嘲諷能力,為守護他人挺身而出的「守護衛士」路線,最終三轉為「戰爭領主」,能靈活的切換戰爭及領主型態,並藉由提升能量的活性程度來強化自身的能力;或是以狂亂戰法衝鋒陷陣,靠著勇猛氣勢為隊伍開出一條血路的「野蠻鬥士」路線,最終三轉為「暴怒君王」,透過提升怒氣來激發自身潛力,毫不留情的毀滅對手。
The Fishing Club 3D: Co-op Sport Angling - Nonchalanto
Dear anglers,

on Monday the 30.09.2019 the TFC servers move to a new hosting provider. This is quite a big operation. Therefore the game will not be available for about 24 hours after the end of the weekly tournament at 2:00 a.m. Berlin/Paris time. Yes, that's a very long time. Unfortunately it takes so long to copy the databases. After all, TFC has been online for six years and you have caught a lot of fish during this time (338 million to be exact). We'd like to thank you in advance for your patience and will keep you updated on the TFC Facebook page.

Your TFC Team!
The World is Your Weapon - Dwango
Thank you everyone for enjoying our game.
-Update Information Ver2.51-
  • Fixed a bug that a text box is displayed at an unintended timing behind the screen.
  • Fixed minor bugs.
Have a good adventure!
Sep 27, 2019
Vermin Hunter - Inturn Games
Patch 1.15 released

- Had to switch the lights back on in the house.

Shakes and Fidget - Leander Playa Games
The ARENA MANAGER UPDATE is live on all worlds now! (Remastered version only)*



As announced last week, we will launch the following servers today at 16 CEST:
http://s32.sfgame.cz
http://s40.sfgame.de
http://s17.sfgame.hu
http://s37.sfgame.pl
Get ready for all 5 events at once (Saturday and Sunday)!

Moreover, we will have our FOREST RARITIES EVENT on all other worlds at the weekend!

Have a nice weekend!

* as announced in our "The Future of Shakes & Fidget" post in July, updates are only possible for Remastered due to the end of Flash in 2020.
Remastered version: https://store.steampowered.com/app/964470/Shakes_and_Fidget_Remastered/
...