1 Screen Platformer - zukalous
Christmas is my favorite time of year and I want to give back to you. So I added a new mode to 1 Screen Platformer. Each character must grab presents as fast as they can from the level.

You might also notice that the world has been decked out with snow and holiday decorations. You can't hear it in the screenshot but there is also new Holiday music for each of the characters.



But I am not done giving you stuff yet!

Stay tuned for more events throughout the month of December.

Calendar of Events
To see what is upcoming, and when, head over to my special calendar page. Here


Join the mailing list
Get notified when the next secret is revealed. I will also be handing out gifts to subscribers of my mailing list so you should definitely join.

Join the Return to Adventure Mountain Mailing List
KARDS - The WW2 Card Game - Thomas
Dear friends!

The first-ever KARDS expansion "Allegiance" is ready for release on December 10. With Allegiance, we will see fundamental changes and exciting new opportunities coming to KARDS. Fantastic times!

So far, we have revealed that new nations and new mechanics will arrive with Allegiance (check out the previous two blogs here and here). In this blog, we are going to cover several other changes and adjustments coming with Allegiance.



Before we go into the details, here is a quick refresher about Allegiance:
  • Two new nations become playable as ally nations: France and Italy
  • 150 new cards in total with 22 for each of the the existing five nations
  • Elite cards can no longer be used for ally nations
  • 3 new core abilities: Resistance, Mobilize and Alpine
  • New in this blog: 26 completely new achievements
  • New in this blog: Balance updates for eleven existing cards
  • New in this blog: Draft matches include now France and Italy as ally nations and yield expansion card pack as reward until end of this month

Let's dig into the details!


Allegiance Lands
The new expansion has 150 brand new cards that are only available by opening Allegiance packs or National packs. As bonus, if you are a new player, the starter decks have been adjusted a little and have a few Allegiance cards each.

Draft will include choices from both sets. The new ally nations - France and Italy - are available as options, but only as allies. To compensate for their limited card pool the rules for picking a card for them is a bit less restrictive than for the other nations, so you can expect a bit more variance in rarity picks when it comes to these two ally nations.

To celebrate Allegiance, the guaranteed fixed you get as a reward for drafting will be an Allegiance pack until the end of December! After that, the pack will be of the base set again. Other rewards remain the same.

We’ve also updated the store to allow for purchase of Allegiance packs, because that’s how we can buy our kids new shoes.

Achievements Unlocked
We are adding 26 new achievements to the game.

In addition to achievements based around playing some of the new cards (for instance playing French cards or Alpine units), we have also added achievements for ranking up and for drafting. Plus, we finally have the Countermeasure achievement. There are also two new hidden achievements to discover.

Because of the new achievements we have reconstructed the achievement rewards a bit to stretch them over more achievements. We also used this opportunity to make the rewards more consistent based on levels, which will result in some early achievement having better rewards, at the expense of some of the later ones. This, alongside the new achievements, should help brand new players gain cards faster.

Card Balances
Finally, we are making slight adjustments to 11 base set cards. Some of these changes we’ve been sitting on for awhile but didn’t want to deploy because of the World Championship, others are linked to the localization project, and some we just wanted to fiddle with. Without further ado, let’s get to them.


The Crusader is a mainstay of many British decks, often paired with Commandos. Having two key units both having Smokescreen puts too much reliance on enemy having removal orders as an answer, so we decided to remove Smokescreen from one of them. The Crusader seemed a better fit for a change, and the higher defense can actually be relevant, for instance against Gunship Mission and Eagle Claws. Plus it aligns it better with other British tanks, which tend to have higher defense than attack.


This change was actually prompted by localization requirements, but we actually find it hits the mark balance wise as well. Swapping Smokescreen for 1 defense weakens the unit a little bit, but the unit was a tad too powerful beforehand, so we’re very happy with this adjustment.


Another victim of the too-many-words committee, but here we felt we had wriggle room for an improvement. The new version not only reads better and fits better with similar effects on other cards, but also is slightly better in most cases. So a win-win on all fronts.


This one is a result of the thematic-matter committee poking its nose in. As can be seen on the picture this particular version is being flown by a French pilot, a member of the Group the Chasse Normandie 3, a regiment of French pilots that flew for the Soviets. To reflect that partnership we are altering the Yak 3 slightly, making it particularly powerful when allied with France.


Yet another victim of wordiness, the Ambush ability had to go. Increasing the attack to 3 is particularly powerful for this unit because you want to trade it with another unit to trigger the destruction effect and now there are many more trading partners to choose from. To reflect this, we increased the op cost to 2, as air units with attack of 3 with an op cost of only 1 is too powerful.


This seems like an innocent change. It’s not like increasing the damage of your orders has been lighting up the big stage recently, right? Right? Guys?


Now that winter is finally here, the bad-weather committee informed us that, due to heavy blizzards, achieving precision with your bombing was getting progressively harder. So we promptly changed this card, end of story.


This was a tough choice to make, because Rescue Mission is such a fun card. But sometimes tough love is what the baby needs and this card was becoming too ubiquitous in durdly decks all over. And we are not fond of cards being ubiquitous because it’s such a difficult word to spell.


Data indicates that players are not interested in combining their arms to get the most out of Combined Arms, so we are improving Combined Arms to allow for stronger combination of arms. Simple, right?


They said we couldn’t do it, but we didn’t listen to the naysayers and went ahead and did it. There are a bit too many ramp cards in the environment and more coming in the expansion. Changing this card was best because it already does a bit too much and we want pure ramp cards to shine more.


The variance on this card was already a tad high and with numerous new US infantry units arriving with the expansion, we felt the variance needed to be reigned in a bit. There is still a fair amount of randomness in the card - you can get a 2/2 or a 5/5 for instance, but it is getting more reliable.


That’s it for the base set changes. Note that as there are a few elite cards changing, if you feel this negatively affects your recent crafting decisions, feel free to contact us and we’ll work something out.


Otherwise, we are getting super stoked for delivering Allegiance. Keep your eyes out for the patch notes that details all the features and fixes found in the update.

See you on the battlefield!



Warman - Oleg Dammer
Gameplay
·Item effects are now split into 2 categories ( offensive, defensive ). Rolling effects is now biased towards having a balanced ratio
·Charges now refresh on new floor
·Polished player level up animation
·Enemies now have wings if they can fly
·Skeleton Healer now has 5 charges on heal nova
·Most rooms now have variants with either water, chasms or default

Bugfixes
·Inventory sorting now sorts items based on type and rarity

The Pizza Delivery Boy Who Saved the World - paulmeetsworld
*wipes sweat off brow* Phew, we finally did it! Pizza Boy's first ever patch! I think you're really gonna enjoy this one--it's hot'n'ready for you!!

- Made it harder to accidentally click through the end credits
- Fixed glitch with Elm/Dodge Streets decision
- Fixed minor logic issue regarding the player's name
- Fixed typo in final chapter video
- Corrected other typos
Cosmonator - Supremefist


We have released a content update for Cosmonator, including some new levels, spells, enemies, and Gauntlet content.

The update also includes a complete overhaul of one of the existing bosses, as well as minor rebalancing in some areas of the game in order to accommodate for the smoothing out of the reward penalty system.

New content:
  • 2 new levels in Episode 4 (Minesweeper 2, Endjinn)
  • Assorted new enemies (Rail Turret, Quad Turret, Advanced Mine, Orbiting Mine, Shielded Mine, Yellow Mine, Crab Tank, Tough Mini Ship)
  • 3 new spells (Plasma Aura, Psionic Shield, Resilience)
  • New Gauntlet events, especially during Gauntlet's later phases and including an additional super tough new phase (phase 10)
  • Complete overhaul of the Loki boss (episode 3)
Please enjoy!
Dec 9, 2019
sheepChat - nebel


Fixed program crashes and freezes, improved performance.
Dec 9, 2019
Osmos - eddybox
Just a technical update. Took a while to dig up the old NASA mission plans to get it out though! ;-)
Cat President ~A More Purrfect Union~ - paulmeetsworld
Happy holidays, everyone! In celebration of Catmas, we made a few small tweaks to the game:

- Corrected typos
- Corrected spelling of "Abigail" in a specific instance
- Corrected certain states' names for continuity with upcoming sequel
Deep Rock Galactic - Soren - Captain of Ghost Ship
Hi Miners!

A few of you might have noticed that the Early Access info box on the Steam Store page got a stealth edit: We’ve changed the release for 1.0 from “during 2019” to “second quarter of 2020”.

Many of you might say that the game is already done and could be released any day. In some sense, you are right. With the big Endgame updates, we implemented the last piece of the plan towards a release, and now we just need to wrap things up. But years of experience tells us that “wrapping up” a game takes time, so we’ll allow ourselves a good, long runway for taking off instead of just rushing it out the door. So, we will ask for a bit of patience on your side while we finish it all up. And don’t worry - we’ll keep updating the game, just with a different focus.

Update 27 - December

Before we dive into the details of what wrapping up for 1.0 actually means, we have some juicy things for you in Update 27. This Update will be a mid-December release.



First of all, we are adding the missing Machine Event where you fight a Modular Defense Tower. It was teased in the Update 25 Status video but needed some more love before we could ship it.

In Update 27, we are finally adding a much-requested feature: Weapon Loadouts! With all the different Mods and Overclocks, it has become quite a hassle to shift your favorite setups around and we hope this will lead to even more experimentation on your part.

Additionally, Update 27 will introduce some smaller features like adding large roots to the Fungus Biome, a new weapon mesh-skin, a handful of new context-triggered animations, and unique beer mugs, so each beer type gets its own mug.

The Road towards 1.0

The general focus is making the game feel polished both from a new player and a veteran player’s perspective. When you are developing a live game that is frequently updated, you often leave some things behind - unfinished business. We feel that we’ve been diligent at cleaning up as we went along, but still, there are a lot of smaller and bigger things that we would like to get done before we call it 1.0.



One of the features we have left behind is the Perk system. We are going to give it an overhaul and are already now implementing the first steps, though, it will not be ready until Update 28. With the updated Perk system, we will introduce new Active Perks (meaning Perks that you have to activate) and change some of the existing Passive Perks into Active Perks (Iron Will is one of these and will undergo some much-needed changes).

To improve the experience for new players, we plan to do several things, including lots of tweaks to the existing tutorial and hint system. And both the Space Rig overhaul and the introduction of a Miner’s Manual feed into giving Greenbeards an easier time, and will, hopefully, also be appreciated by the veterans.

On top of this, we’ll do as many Quality of Life features that we can fit in. We’ve plowed through all your feedback on Steam, Discord, Reddit and other channels and compiled a huge list of things to do. We won’t do everything - and we don’t agree with every suggestion - but we should be able to get a lot of small things implemented that will make playing the game a better experience. If you have more suggestions for Quality of Life features or things that could use a bit of polish, this is the time to speak up.



After the release of 1.0, we will continue the support of the game. This will include free content updates and top priority is creating more Mission Types.

Rock and Stone!
Ghost Ship Games

BOC: Birth of Cultures - Code::Arts
Over the turns goes by, players get in a passive way the different progression points from their respective areas according to the environment and the actions & decisions made by the player, the player can reach the Civ traits and knowledge nodes based on the different Progression points. The Progression System in BOC is divided between the knowledge tree and the Historical Timeline.



So, let's view the different progression areas in BOC, the Progression points are the different units of the
Progression system. There are 9 different areas of progression points, 7 are simple and 2 advanced.



For example, some civilizations will be more focused on war and expansion, so to unlock it and progress over their civ traits will require more often a combination of War and Expansion points (like the Gutians), meanwhile others will be more focused on Religion and Knowledge.

  • War points: They are obtained by war, combat or violent behaviour, like recruiting troops, combat, hunting or aggressive behaviour (expansion by e.g), cold biomes allow earn points faster.

  • Knowledge points, They are obtained by development knowledge, like build cultural buildings, exploring or, on the base of your progression on the technological / knowledge tree

  • Religion points, They are obtained by expansion the Religions, like build cult buildings (especially carrying out wonders) or religion expansion through religion agents.

    Politics points, They are obtained by related to political behaviours, like on based on your cities development administration, your work power (not slaves) and on your diplomatic projection/relations ... and on your current army power/garrison troops.

  • Trade points, They are obtained by related Trade behaviours, like exploring (especially maritime), and based on your production generation, or directly, creating your trade nodes and develop their influence areas/power, warm biomes allow earn points faster.

  • Expansion points, They are obtained by acts related to Expansion of your civ, most obviously through expanding your territory, conquest and exploration.

  • Grow points, They are obtained by acts related to Grow and development of your civ, like your population statistics, farming/hunt production, or based on your cities development, warm biomes allow earn points faster.

  • Military points, They are Obtained by through War + Politics + Knowledge points.

  • Philosophy points, They are Obtained by Politics + Knowledge + Religion points.

In general, we want to bring a natural system through which all behaviours will be closely related, and each Area got to cover a long range of possibilities, So we want to test in deep, expand and improve the system during the Early Access step.
...