Unto The End - Cow_102
We've been really happy to see a steady trickle of Unto The End coverage over the last few weeks from a nice mix of online, print (including a piece in Edge magazine, which really is a dream come true), and video channels, so we thought we'd share some of it with you here!



MSPoweruser (EGX preview): "The combat felt fantastic. Each swing, impact, and dodge had a strong sense of the weight behind it, making each attack feel like a commitment so you needed to be as precise as you were brutal." Read the full article

The Escapist (interview): "The story of Unto the End emerges as a result of the player’s actions in the world... There are these key moments, at six or seven points, where the player can choose to fight, to ignore, or to befriend another character." Read the full article

The Escapist (preview): "Many aspects of Unto the End immediately reminded me of the 1991 classic Out of This World... Mystery, atmosphere, and a true sense of danger create a palpable moment-to-moment tension, where missteps are often fatal." Read the full article



Edge Magazine, Issue 340 (4-page preview):"With our sword held either high or low, we can deal blows; we can deflect them in the same way, the clang and reverberation of metal so precisely rendered that we can almost feel it in our palms as our character reels back for just a moment."


Official Xbox Magazine, Issue 184 (2-page preview): "At first glance, Unto The End is a 2D platform adventure and it can look like a straightforward affair, but that's far from the case. There's a lot of nuance to the story and the combat takes a certain amount of practice and patience to master."


PC Gamer Magazine, Issue 338 (single-page preview): "Unto The End constantly reminds you that it's not just you who has to survive this harsh winterscape... Many of the creatures you encounter will have their own mysterious place within the world and choosing not to fight them can reveal fleeting moments of humanity in an otherwise cruel existence."


Official PlayStation Magazine, Issue 169 (preview round-up): "You have to read high and low attacks and block and counter properly to progress. But violence isn't always the answer. For example, one foe becomes an ally when we sheathe our sword and help their loved one."


Iron Lords Podcast (interview):
https://www.youtube.com/watch?v=g4Rha-38W74

Get Indie Gaming (video Top 10):
https://www.youtube.com/watch?v=1el6ZFit3Ok

With so many fantastic indies out there that are deserving of attention, we're both humbled and delighted that Unto is getting noticed in such a positive way :)

If you haven't already, please feel free to add Unto The End to your Wishlist. Thank you!

- Stephen and Sara

https://store.steampowered.com/app/600080/Unto_The_End/
Rude Racers: 2D Combat Racing - Famous Dogg


LiveWire's second instalment is here and we've got some challenging and frosty surprises for you this time!

This week's event is a fast point-to-point race in the old town but things will get slippery on the frosty, broken roads! We have also brought in a new rider-- Icy Irene-- to kick start the winter season in Rude Racers!


We don't want to give everything away here and spoil it for you racers so fire up Rude Racers and go straight to LiveWire to work your way to the top of a new leaderboard for a new week!

The winner of last week's competition was Steam user Dinosauer and we'd be inviting them and the entire community shortly to participate with our team to design their own custom rider that will be showcased in Week 3 of LiveWire.

And here's the big news-- the winner of this week's LiveWire competition will get a $5 Steam Gift Card from us!

Time to shake off the winter blues and get racing, people!!

Cyber City - ADMIN
We are very happy to officially announce the release date of our game.

Cyber city will be released on December 14th!!!
It's only 5 days left!!!

Look forward to the new trailer and announcements.

BeamNG.drive - BeamNG
With the long nights of winter bearing down on us we’re escaping to the warm, sunny open spaces of Utah in this update. The map has been completely renovated, featuring improvements to foliage and road textures, new and improved buildings as well as abandoned mine tunnels for you to race through. On the vehicle side we’ve turned our attention to some of the older vehicles and given them some love. The venerable pickup, the first vehicle to be included in BeamNG.drive, has received a much-needed jbeam and visuals pass along with its colleagues the Van and the Roamer. The AI system has gotten several improvements and adjustments to improve the behaviour and handling of AI controlled vehicles. Our audio team has added new groundmodel effects for mud, metal and wood along with transmission whine for most vehicle models.

Delving even deeper under the hood you will notice we have made extensive changes to our rendering system. The overall appearance of the game has changed for the better as a result of these lighting changes. This is still very much a Work In Progress effort and expect many parts of the game to look different to what you may be used to. Overall we are very happy with the way BeamNG.drive looks as a result of these improvements to our tech and we hope you will be too.

There have also been a lot of improvements to loading times thanks to optimisations in various areas of the game. In addition, our physics engine has received several bug fixes, tweaks and improvements that have resulted in better performance. This is just a high-level summary of what is being released in build 0.18. We hope you enjoy the new and improved features as much as we enjoyed making them.

Release Highlights


The full changelog can be found on our blog site.
Super Club Soccer - Super Club Soccer
Following on from the feedback we've had since we released in early access here is the first patch notes for this new update.

  • Quick Match lobbies have been changed. Our intention is to group active users together, to provide more competitive & enjoyable matches.
  • The AI has also been improved. Bots should now be positioned better in open play and set pieces. Bot goalkeepers will position themselves better.
  • The username of players is now displayed on the lobby formation panel, by hovering over the player.
  • The scroll speed of the camera zoom during matches has been reduced.
  • A bug where sub players couldn't be controlled has been resolved.
  • A bug related to attribute points during character creation has been resolved.
  • A leaderboard bug where all characters are not being displayed has been resolved.

Thank you all for playing and enjoying the game and we appreciate all feedback. You can leave feedback in a review, through the steam forums or you can join our Discord and raise them directly to us there.
Dec 9, 2019
Warrecs - SirRavesVorbild
Warrecs is back with a lot of new features:

We have left the beta phase and started the full version, feel free to test it out.

I struggled a lot of times with this game, my skills weren't good enough, to get it done. My vision was clear, but the work behind it was incredible for a single developer.
I have written the whole engine by myself, maybe it was a mistake, but I learned it all from scratch. Beyond all these obstacles, I had a lot of fun developing it, hopefully you have as much fun playing it.

Warrecs offers free solo matches and if you like the game, you can buy Warrecs teampass to play team games and level up your account, all the experience with a free account are saved.

New Features:
+ Channels
+ Matchmaking
+ Clans
+ Arranged teams
+ Stats
+ Level system
+ Maps
Dec 9, 2019
The Executioner - Lesser Evil Games
Hello everyone, this is our "weekly" update :)

So the list of fixes for today

Fixed:
1) Fixed the but that stop you from burying the father after the orphan’s funeral and vice versa
2) During cannibalism, the "value" of the corpse is now reduced
3) Conflicts become less likely to crash
4) Removed the possibility of the death of the Orphan, even before she got into the Executioner's house

Improvements:
1) The length of the main music track has been increased and it has become more diverse
2) Added city sounds on the city map
3) With cannibalism, a window has been added explaining in more detail what is happening
Thief Simulator VR - mattbnn90
Hi there!

Welcome to our first devlog that we announced on our Discord! (join if you haven't done it yet - https://discord.gg/HgNqCfY). Every week we will provide you with information on Thief Simulator VR during the Early Access phase.

The latest updates introduced new interactions to the game. This is just a foretaste of what we are going to introduce to the game. If something earlier in the game was not interactive - now maybe it is already. Almost all fridges are opening (we're still working on it!) and the player can feel like a chef. Of course... if you can cook money... We should definitely take some recipes from our friends from Cooking Simulator.



In the game settings, there is a new option for curtains. We are still marking it as experimental, but you can already try it out. Thanks to it, the curtains in the game have their own physics, which improves immersion (at least we hope so. As I said - we are experimenting). Soon they will be significantly improved.



In the GameBoom VR office, we often say sentences that are hardly heard in other dev studios. Even those involved in creating flat games. Sentence of the week in GameBoom VR:


"Guys, since when can you lift a toilet seat?!"


Fun fact: Did you know that there is an achievement for breaking 10 toilets?

See you next week!
GameBoom VR devs
Community Announcements - Hase Games
I'm glad to present a new, "hot" development diary. And it is really hot, literally and figuratively.

Development of the maps:
This part is focused on the location, which was subjected to the most powerful shock impulse of combines. (One of such impulses could be observed in the demo version of Thunder's Leaves).

The impulse reconfigured all the devices of the rebels, so that the revival generators destroyed the local flora, and the drones are set against player.

On the next screenshots you can see the consequences of the impulse:





On the ground floors of the headquarters is located a greenhouse with plants, growded by rebels. Under the impact of the impulse, the pollinating drones stopped working steadily and began to spread a poison:



The only area that stayed intact:



I have created a special soundtrack for this location which can be listened to in the video:



Model development:

I slightly redesigned the visual appearance of the car (I remind you that this car could be seen in the demo version of Thunder's Leaves and in one of the gameplay videos).



Besides, I thought it necessary to make a special transport for the rebels (not for player). The basis was a standard broken van of Half-life 2





New models of weapons deserve special emphasis. These are the new rocket launcher (the prototype of which is "Bazooka") and frag grenade.





Thunder's Leaves now have a page in Steam! Add it to your wishlist! The release is planned for 2020. The mod will be free on Steam.

https://store.steampowered.com/app/1188180/Thunders_Leaves/
Dec 9, 2019
Last Warrior - Vadim_Gubin
1)Improved levels, now it became easier to pass
2)Fixed known bugs
3)Added checkpoint at the last level
4)Accelerated the speed of the falling enemy
5)Added pause menu items: Resrart and Settings

If you do not drop swords after an hour in the game, just re-enter the game.
If you find any bugs,please contact us in the community center or in the discard channel - https://discord.gg/FBTGpCZ
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