Blockpocalypse - Dime Studios
Patch 0.5.3 introduces a few quality of life updates, support for Remote Play, along with bringing back Seasonal Themes, such as Halloween and Christmas!!



Now, we know we've let the updates backslide over the year. Truth is we've had a lot going on behind the scenes, and Blockpocalypse hasn't done too great. We're still committed to finishing Early Access, and getting out the next Apocalypse, the Alien Infestation. And now we've got some time on our hands, Blockpocalypse is taking priority, because we want this game to be done as much as you do.

Cheers, and have a great Halloween ːsteamhappyː
Oct 31, 2019
Legend of Cina - Harry
Rebalance of the game, normal mode now has far more exp, and hard mode is no longer permanent death.
Oct 31, 2019
Meu Mundo - Portella
Updates:
  • Created item store to purchase new in-game items
  • Layers function created in inhabitants allowing new colors
  • Inclusion of skin colors: White, Brunette and Black
  • Hair Color Inclusion: Light Brown, Dark Brown, Blonde, Black and Red
  • Inclusion of dress colors: Blue, White and Red
  • Including trouser colors: Blue, Black and Green
  • Including shirt colors: Beige, White and Gray

Corrections:
  • Fixed the animation flow of the inhabitants when they walk.
  • Improved movement of inhabitants
  • Improved choice of tasks for inhabitants
  • Removed ghosts from code
Ring of Elysium - RingofElysium_Aurora
Dear Adventurers,

Welcome to the latest official patch notes for Ring of Elysium. Here are the full details:


Bug Fixes
  • Fixed an issue where the LVOA-C “INTO THE WILD” skin caused client-side error prompts


Thanks for playing,
ROE DEV Team
Oct 31, 2019
Sinister Halloween - Architect
Happy Halloween Everyone!

Update with minor fixes is coming soon. Hopefully over the weekend.
Snap Turn is coming in the near future. Hope everyone enjoyed the game.

As a side note, see if you can find this Micheal Myers Halloween Jack-o-lanterns tributes lying around in the game.
Oct 31, 2019
HammerHelm - Calandryll
Beta 4.0.2 fixes a bug that sometimes caused the save system to not record that you completed the Scarecrow Quest.

If you finished the quest already, you might get another one. You can finish it if you want (meaning you'll have TWO of each reward!) or you can email me your save and I'll clear it out.

ELYSION - die.blonde.bestie
The 2D Sci-fi side scroller shooting game "ELYSION" will be released on November 8th!

What's included in the game
A shooting game with cute characters set in a post-apocalyptic sci-fi world. There is an overarching story that is revealed over the 6 stages of the game!
A difficulty setting so both beginners to the shooting game genre and seasoned shooting game veterans can enjoy the game!
*We recommend using a controller to play this game.
*Please check the instruction manual for controls. You can download it from the store page or from the link below:
http://ronin.site/download/Manual.zip

Future planned updates
・A Ranking system
We're planning to add a leaderboard where you can compare your scores with players from all over the world.
・Gallery Mode
We're planning to add a "Gallery Mode" where you can see the cute characters in different animates poses.!

We're thinking of many other features to add. If you have some ideas for cool features, please let us know!!
RollerPlay - RollerPlay_Developer


This is the first view of the level editor. Very flexible and intuitive. You can use it with one of the many tracks from the game or your own music.

Unfortunately I would have to close the demo because the release day is coming fast and I won't have time to keep up with adding demo features for all the new content being added. I also don't want to leave the old demo as it will create wrong impressions as it gets old soon.

I will do major update of the steam page in about a week or two to demo the new content.
Oct 31, 2019
Prehistoric Kingdom - Shadow Raven Studios


Welcome to October’s development update!

In this month’s spooky post we’ll be discussing some of the things we’ve been working on in addition to creature remakes and a brand new animation reel!



YouTube Coverage
This month, a small handful of influencers were given keys to a slightly enhanced iteration of the PAX build to demonstrate some of the features in Prehistoric Kingdom.

Although there were some expected issues that have since been fixed, we’d like to give a huge thanks to Geekism, BestInSlot, and Swrve for showcasing the project at this stage. There will be more coverage in the coming months as we add the last few features to finish up the creative features, but until then, stay tuned!






Development Progress
Development in October saw the beginning of the new modular building system as well as a full month of animal reduxes, animation, and sound design.

While the rest of the team continue to work on their assignments, Matt’s had the lovely task of porting the project to the latest version of Unity so that we can make use of some new features and address issues that had been resolved in the most recent iteration. As we’re quite far into core systems now, you can imagine that this was quite a big task to ensure that nothing broke along the way.

Now that it’s mostly dealt with (had to get it over with at some point!) new progress in other fronts should appear more frequently.





Modular Building System
As the tycoon genre continues to push forward with precise modular construction tools, we’re following suit to bring a high level of customization and variety in creative opportunities to our audience.

Originally, our plans from Kickstarter were to add wall pieces to what would essentially be the very basic modular tools found in the Steam demo. Now, it’s beginning to become the fully-developed and expansive creative suite that this genre’s fanbase has come to expect from modern simulation management games.

Featuring temporary icons and basic functionality, you can find a short demonstration video below.



What sets Prehistoric Kingdom apart is the flexibility to freely enable or disable the grid during construction for any modular object, including wall pieces, pillars, foliage, statues and more! This feature gives players expression and versatility in their design process, whilst giving the option to keep pieces all within the one modular group for easier editing and management.



With a variety of different objects and pieces coming in the final game as well as helpful building options, we can’t wait to see what designs, props and facades the community constructs!

Next month we’ll be developing the 3D gizmo tools that allow for precise movement, scaling and rotation of modular objects like props, foliage and decoratives.


WIP Modular Building Tools and Textures.

Weather System
Whilst not focused on, work was put into an iteration of the dynamic weather system during October to experiment with how fog, clouds and lighting changes can affect the game’s tone and feeling.


WIP Overcast Weather.

In addition to the occasional overcast sky, dynamic cloud shadows are cast over the island as thicker clouds roll-in overhead! During gameplay we’ve found that this improvement has gone a long way in making the setting of Prehistoric Kingdom feel more grounded in reality.



Graphical Updates
As per usual, new graphical tweaks were brought to the project in our continued effort to make the game as pretty as possible.

Miscellaneous adjustments included a more focused vignette and increased chromatic aberration alongside bigger changes like time-based fog colors, increased fog rendering distance, modified lighting colours and color-grading tweaks to give the game a deeper spectrum of color. Overall, the team is happy with the graphical direction of the game with the assured goal of only getting better with time!





October was filled with a dozen of deadly dinosaurs with no mammals in sight, how spooky! Featuring many first looks at the new models of old classics, this was definitely a bigger month for our continued reduxes.









Animation
Oh, deer! Made famous by its large rack and title as the Irish elk, Megaloceros stands tall alongside our menagerie of mammals included in Prehistoric Kingdom. Animated by Nathan and Mau, we’ve looked at a wide variety of reference material to make this animal move, sound and behave appropriately.



In the future, we will be moving away from the animation video format in favour of more managable content that allows us to share our best animations without losing time that could be spent elsewhere.



Music
Apart from designing the new sounds for Megaloceros and a few other creatures, Byron wrote the newest animal introduction track titled Giganteus. Expanding the range of Prehistoric Kingdom’s music as a continuation of the icy mammal themes, this piece introduces the solo cello and viola to help incorporate a more personal and rigid sound to the music.

https://soundcloud.com/byronmckay/giganteus



Animal Redux
Our chunky herbivore friends saw massive improvements courtesy of Cindy’s ongoing remakes and enhancements. Featuring far more detailed textures with some slight design revisions, Ankylosaurus, Camarasaurus and Diplodocus have never looked better in Prehistoric Kingdom!








Much like the animals, staff have their own set of needs that must be satisfied to prevent issues such as dissatisfaction, lack of efficiency and quitting their position.

Needs
Basic needs include a worker’s mood, effectiveness, energy and salary. These four statistics can influence each other in addition to outside forces such as animal escapes, deaths and natural disasters.



If a staff member’s mood drops below their minimum tolerance level, they are far more likely to quit as a result. To efficiently manage your park, we suggest keeping an eye on your staff members and ensure that they’re operating to the best of their ability

Benefits
“My park sucks but I don’t want my staff to leave; what can I do?”

The answer to this question is simple - provide benefits! When disaster strikes and the worst occurs, staff may quit if they don’t feel safe. Benefits allow the player to pay for various coverages to improve the longevity of their staff in the event of tragedy.


Examples of some of the togglable benefits.

Although expensive, benefits will greatly increase the tolerance level of staff across the board. When you’re a corporate managerial mogul with a park full of extinct animals, keeping it up and running is your number one priority!

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Thank you for reading October’s Devlog!

We hope you enjoyed this month’s development update! We’ve got some more great things cooking up behind the scenes and we can’t wait to show it off in the future.

- The PK Team

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Oct 31, 2019
One Hour One Life - jasonrohrer


Off-screen speech is now shown on the bottom, left, and right of the screen, not just the top. When you are targeted by a killer or posse, you can tell that they're coming for you by the double-! for their off-screen sounds (posses coming for other people have single-! for their off-screen sounds). You now GASP when targeted, along with making the usual shocked face.

The kill-target swapping bug has been fixed, and the waiting time before landing a kill has been increased from 3 seconds to 6 seconds, giving your victim more warning.

Babies are now truly helpless for the first 12 seconds of life.

Springs and tarry spots are now on the same 40x40 grid of ley lines, so they're both plentiful and easy to find. Tarry spots now use a similar area-based tap-out mechanism. After tap-out, dried springs and tarry spots provide gradient directional pointers to help you find any well along that ley line.

The jumpiness of genetic scores has been reduced by around 4x. This makes it harder to climb to the top, but easier to stay there once you get there. After around 100 offspring have been factored in, your genetic score very closely approximates the average lifepan off you and all your offspring, and players of different offspring-preservation proficiency are cleanly differentiated by score (before, the scores were so jumpy that there was a lot of score overlap between players at different proficiency levels). Mothers and grandmothers now count toward your own genetic score, closing the matricide genetic score exploit.
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