Hentai Girl Division - mgameltd
https://store.steampowered.com/app/1195020/Guardians_of_the_Ashes/

As our previous announcement via our Discord group, the beta version is now available for 20 player meet these conditions:
1. Set your Steam profile to public.
2. Have at least one of our previous games.
- Hentai Neighbors
- Hentai Crush
- Super Girl Division
- Asmodeus: Prince of Hell
- Love Rhythm
2. Earliest reply to this post.
We will announce list of players who are selected and reaching out to them for sending beta testing key.

Beside, we would like to let you know that beta version is not yet final for Early Access release. We still continue developing more content and fixing bugs. Early Access will be coming next week(s)! Stay tuned for more!

Here is forum thread for beta testing discussion, any opinion are welcome:
https://steamcommunity.com/app/1195020/discussions/0/3620268358829650301/
Land of War - The Beginning - matt
Location design is a major element of any game development project. Our aim here at Land of War development team is to create locations which are as close to real battlefields of September 1939 Poland as possible but also provide interesting and dynamic gameplay so typical for old school FPS shooters.

Good research is a key

We always start with thorough research. If possible (and feasible) we visit the physical location of a battlefield we are working on, see local museums or displays and talk to custodians of such places. We take lots of pictures! Next, we come back to the office and start creating the land. Then we apply white boxes and cylinders representing various objects, vehicles or army units. In this way we can roughly sketch the gameplay and decide to modify the land in order to make it more suitable for our needs.



How we create locations for Land of War?

Another stage is to enrich the environment of our location with objects such as vegetation, trenches, creeks, chapels, anything we find necessary to make it interesting and supporting the main mission as well as any side tasks. And the we test, test, test to make sure players will be provided with hours of quality playtime.



“We believe that such approach to level design will make Land of War a very unique experience for everyone looking for games taking place during WWII” – says Bartosz Romanowski, Land of War Level Designer.

Thanks to such framework, we pay a lot of attention to each location in Land of War and make it highly playable. We also take care that each of them contains some specific places, buildings, vehicles and weapons that have never been used in WWII games before. It is these details – we believe – that will make Land of War special and rich with new experiences for all players.
Cities: Skylines - leaderofthemonkeys


Greyflame, BadPeanut, and Amamlya & VictoriaCity made the workshop less grey during January! Biffa has his top 10 picks, and Paradox is doing our part to reward the top three amazing creators with $25 gift cards. Be sure to thank them for their hard work! Link to Mods/Assets below 👇👇

⚙️Top 10 Collection on Steam Workshop ⚙️
https://steamcommunity.com/sharedfiles/filedetails/?id=1988301466

Follow Biffa and watch more tea-drinking tutorials here: https://www.youtube.com/BiffaPlaysIndie


----------------------------------------------------------------------

Be sure to subscribe for more Cities: Skylines content! https://pdxint.at/Subscribe
Hentai Crush - mgameltd
https://store.steampowered.com/app/1195020/Guardians_of_the_Ashes/

As our previous announcement via our Discord group, the beta version is now available for 20 player meet these conditions:
1. Set your Steam profile to public.
2. Have at least one of our previous games.
- Hentai Neighbors
- Hentai Crush
- Super Girl Division
- Asmodeus: Prince of Hell
- Love Rhythm
2. Earliest reply to this post.
We will announce list of players who are selected and reaching out to them for sending beta testing key.

Beside, we would like to let you know that beta version is not yet final for Early Access release. We still continue developing more content and fixing bugs. Early Access will be coming next week(s)! Stay tuned for more!

Here is forum thread for beta testing discussion, any opinion are welcome:
https://steamcommunity.com/app/1195020/discussions/0/3620268358829650301/
Color Defense - Eggility
update: 1.01
- reunlocked map 6 7 8 and C1

update: 1.02
- wave cd visual bug fixed
- wave only is saved if all enemies are dead
- sell a tower in buildmode is working now

23.01.2020
update: 1.03
- rebalanced Tower Dmg depending on new feature
- rebalanced Trap Dmg depending on new feature
- pets are no longer buyable for premium gems
- removed premium gem buy on store page
(market system will be converted to dlc's)

24.01.2020
update: 1.04+1.05:
- transfer of premium gems functions to DLC's completed
- fixed no dmg on white and black enemies from blue green and purple traps
- Idle pet bug 1 + 2 +3 fixed

24.01.2020
update: 1.06+1.07:
- traps dropped wrong buff sometimes
- adjustments DLC
- challenge SP now obtained as wanted


26.01.2020
update: 1.08
- some bug are fixed
-some tooltips are fixed
- around 2.5 more premium gems should rop
- Snipertown (challenge 2) released

26.01.2020
update: 1.09
- fresh game bug fixed

26.01.2020
update: 1.10+1.11
- online stuff is saved offline
-spawner did spawn 500 enemies even if no several path and only 1 spawn
plz post it in 10 min

26.01.2020
update: 1.10+1.11
- online account creation went down recreated code that its unneeded

27.01.2020
1.12
Release first DLC

27.01.2020
update: 1.12
- login and account creation needed for playing removed (hotfix)

update: 1.13
- rework super idle pet

update: 1.14
- super idle pet hotfix

update: 1.15
- pets buyable recoding without server

update: 1.16
- hotfix visual bug

28.01.2020
update 1.17
- several bugfixes and preworks for the dlcs.

ATTENTION:
In an older version between 1.10 and 1.17 which was only active for a few minutes was a bug which deleted local pets. if you have this problem we man an branch with the name Version 1.10 . theis version reads pets still from the server. If your pets are missing pls start the game from the branch 1.10, then wait until you pets appear. Close the game then and go to the default rbanch.

29.01.2020
update 1.18
- premium gem drop removed from code

30.01.2020
update 1.19
- pet shop works again without dlc attack pet
- buildings are sellable again without bugs
- idle pet now calculates wanted values, shown vvalue is 60g/sec lower than in real atm

01.02.2020
update 1.20
- challenge points don't reset if you start the same challenge
- first anti-cheat system
- steam id is no longer saved by our server and old data's were erased
- no in app transactions, 4 dlc's instead

03.02.2020
update 1.21
- rainbow pet unlocks all food drops as wanted
- multibuy from 4 up to 5 now per s

06.02.2020
update 1.22
- pets got animations
- defuse no longer deselect towers
- mines tooltip fixed

12.02.2020
update 1.23
- skip wave cd button + tooltip
- tooltip for reset button
- evo cd wave now is red when it should be red
- sell cd halved
- mouse pointer bug fixed
- preparation of offline gains
Love Rhythm - mgameltd
https://store.steampowered.com/app/1195020/Guardians_of_the_Ashes/

As our previous announcement via our Discord group, the beta version is now available for 20 player meet these conditions:
1. Set your Steam profile to public.
2. Have at least one of our previous games.
- Hentai Neighbors
- Hentai Crush
- Super Girl Division
- Asmodeus: Prince of Hell
- Love Rhythm
2. Earliest reply to this post.
We will announce list of players who are selected and reaching out to them for sending beta testing key.

Beside, we would like to let you know that beta version is not yet final for Early Access release. We still continue developing more content and fixing bugs. Early Access will be coming next week(s)! Stay tuned for more!

Here is forum thread for beta testing discussion, any opinion are welcome:
https://steamcommunity.com/app/1195020/discussions/0/3620268358829650301/
Constructor Plus - Constructor_Plus


Dear Constructor Plus fans,

Before we start, we would like to thank everyone for their great feedback over the Christmas period as well as those who have continued to provide us with feedback regarding our public beta program. We are very happy to see that people are enjoying the changes being made to the game. We hope that you will enjoy the latest set of changes that should now be live for all to try on the s3public_beta build.

By the way please bear in mind that because of some of these changes with new data being added to the saves, saves made whilst playing on the public beta branch will not load in the public build as it does not have the relevant data entries. Any saves made in the public build will still load into the new beta build as well as those made on the earlier beta build.

Due to issues detected in the original s3_public beta build that have now been corrected in this build, we cannot in good conscience make the previous beta build live on the public branch as we had originally intended. If there are no serious issues detected with this latest build we will look to making it live on the default public branch next update.

The public beta build is open to everyone who owns Constructor Plus to try out and there are no time restrictions or limitations in place so feel free to stay on that build if you prefer. For those of you who do not remember or know how to access the s3public_beta branch here is a nifty set of instructions:

STEPS TO ACCESS PUBLIC BETA BRANCH

1. Right-click Constructor Plus in your Steam Library. A pop-up should appear.

2. Click “Properties”. A new window will open.

3. In the new window look at the top and you will see several tabs. Look for the tab that says “BETAS” and click on it. You will open the tab in the same window.

4. Look for a drop-down box and click on it. The drop-down should contain a new branch called s3public_beta. Click on it and your Steam client should begin downloading the new update.

5. If you wish to revert to the previous build repeat the above steps up until Step 4. In Step 4 instead of selecting s3public_beta please select “NONE – Opt out of all beta programs”. The previous build should begin downloading.

Beta Update – 14/02/20
With our latest update we wanted to start to look towards the AI and ways we could add some new and interesting functionality whilst also addressing a few other key areas. We hope that this first wave of changes provides a more interesting experience for those of you who like to play with AI competitors.

New Gameplay Option - Dog Bite Resistance
Our newest opt-in gameplay option is Dog Bite Resistance. It is no secret that our beloved pooch is quite the super dog when it comes to dealing with all manner of undesirables and other ne’er-do-wells. With many of you coming to enjoy the missions and other gameplay that Constructor Plus has to offer we felt it the right time to make more fundamental changes to the game. Of course, this change, being a gameplay option, is completely opt-in. Here is how it works:
  1. Click Options and then click Gameplay
  2. You will see a set of options and at the bottom should now be a handy Dog Bite Resistance setting.
  3. Tweak this within a set range of 0-5 with 0 turning off the function entirely, and 1-5 providing some amount of dog bite resistance to all characters in the game for both the player and the AI.



A more in-depth description of the function is as follows:

Dog Bite Resistance supplies a base amount of dog bites that a character in the game may receive before retreating. For those of you who remember Mob Rule, you might recall that the dogs in that game were fearsome, yet some characters would happily fight back against them. We wanted to bring back some of that functionality for Constructor Plus and in a nutshell, this is precisely the purpose of the option.

Each number of resistances from 1 to 5 will allow a character to receive that many bites before running. This number steadily decreases so if a character has recently received several bites, they will be less likely to want to engage with another vicious dog quite so soon. For this purpose, we have re-arranged the character UI ever so slightly to allow for tracking of how many bites a character has received. As stated, characters passively recover from dog bites but if you’ve a character who has had a run-in with one too many dogs you can speed up their recovery by sending them to rest inside the HQ or the Hospital.

In addition to the base amount of dog bite resistance, characters may sometimes receive a small bonus to their resistance if they are feeling particularly confident. This will trigger randomly once per engagement and cannot trigger again if a character is still recovering from his earlier bites. This change will be reflected in the UI value automatically.



With this setting enabled bear in mind that some undesirables may require additional work to deter and as such you may need to employ more policemen or make use of certain gadgets such as the burglar alarm to deter thieves, thugs, or squatting hippies if they become a problem. You may adjust this setting at any time during a game so feel free to experiment with what feels right for you.

AI Improvement – Self-Preservation
Our next key change is related to the AI’s ability to preserve its own characters during fights. To this end the AI will now build hospitals during the game and make use of them for characters injured during fights.

It is no secret that the AI never particularly cared for its people happily throwing them at you with no regard for their lives. They are now more vigilant and will try to retreat when appropriate, healing up before the next fight. As a result, Professor super tenants are now much more effective.



If you find enemy characters particularly difficult to hold down in a fight, consider using knock-back weapons such as the UZI or minigun and positioning your gangsters in such a way as to lock them down. Of course, you could always play dirty and blow up their hospitals too leaving them with only the third-rate medical equipment of ‘whatever’s lying around’ in their HQ.

We hope this change makes games played against AI competitors much more interesting and we will be looking towards more interesting changes as we move forward.

Weapons – Self Damage tweaks
It’s no secret that the shotgun is one of the best weapons in the game and because of that we often see that they are more often than not the final ‘upgrade’ for many-a-gangster. After experimentation on a few unfortunate souls, we have made a small change to weapon self-damage.

As you may notice, whenever one of your characters attacks someone they will suffer a small amount of self-damage whether through reckless action or just plain stupidity (swinging around a chainsaw like a psychopath is not good for one’s health I’m told). Unfortunately, this self-damage was being applied a little too highly for weapons that fired multiple shots within an attack such as the UZI and the minigun. Therefore, we have reduced the self-damage taken by these weapons. As a result, their already unique knockback properties coupled with this change should make them much more competitive options when stacked up against ol’ reliable.

We would also like to extend our happiest wishes to all fans for Valentine’s Day. Whether you have big plans or simply want a day of self-pampering, just know that out there somewhere Bob the Slob has yet again set his house on fire and burned down the neighbourhood. We’ve been told it was a romantic gesture of some sort went awry. Ah well.

Please find below the relevant changes included in the new public beta branch.

Constructor Plus Beta Update Changes
• New Gameplay option for both AI and Human teams in singleplayer and multiplayer: Dog Bite resistance. The number displayed will set a base amount of dog bites a character may take before fleeing. This number may sometimes be modified if a character is feeling particularly good about their chances when they first engage.

• AI may now construct Hospitals in their town.

• Characters with low energy will retreat to the hospital rather than the HQ if one is available.

• Team colours have been tweaked ever so slightly to brighten up some of the darker shades.

• Self-damage applied to Gangsters when using the Uzi and Minigun has been reduced and they should therefore be more competitive options to the shotgun.

• Thief will correctly latch onto possessed characters when attempting to steal a weapon from them.

• Characters on the way to the Arcade Funhouse's ferris wheel will no longer be sucked into a party becoming uncontrollable after it has expired.

• Adjusted layout of Police Station and Mob HQ screen to avoid text overlaps in some languages.

• Adjust layout of Character info window to show dog bite info.

• Nigel's Gambit during stage 3 will complete successfully if you destroy the enemy team's HQ.

• Nigel's Gambit mission now has a timer displayed when appropriate.

• AI Thieves will now attempt to steal weapons from Mob HQs to upgrade their gangsters.

• Fixed an issue that could occur when reloading saves with Gangsters fighting and sometimes becoming unstable that could potentially cause the game to crash.

• Increased healing rate of characters in HQ slightly to assist when no hospital is available.

Many thanks for your continued support,

System 3
Wolcen: Lords of Mayhem - calistaen
Hello everyone!

Yesterday, we launched our first game and we were astonished to see that so many players joined us on that journey. We've now reached a new peak of 62 000 players, our highest peak before that was month was 1 934. Although it makes us happy that we reached such high numbers, it unfortunately led to some issues on the servers.

Connectivity issues
When the game launched we were already in contact with our server partners to increase the charge of the servers in case of a high number of connections. But the numbers raised insanely fast and the simultaneous attempts to join the servers also caused issues with the authentication. We had to ask for more capacities there as well.

The number of players has somehow stabilized but we might experience other peaks this evening and during the weekend and we’re doing our best to prepare our servers for that.

Right now, we have more servers, more space, and this evening we will also apply a hotfix that will resolve some server & client crash, improve authentication and reduce the amount of disconnection from game services. We will also add a safeguard regarding quest progression loss.

However, the friendlist functionalities/party group are still being restricted for the moment until the situation stabilizes.

Progression save issues
We encountered two issues:

  • Random items put in your personal chest are at risk of being lost Online. We identified a possible cause and we're working on a fix.
  • We're still working on a fix for characters disappearing after being created.
  • A hotfix(1.0.1.0 ER) was applied yesterday evening to resolve most of the quest progression loss for online and offline characters. We will push an additional safeguards this evening to prevent the issue from happening again, and we will keep monitoring the situation.

Other known issues
Our teams are also working on other issues that will be hotfixed. Here is a non-exhaustive list of bugs we’ve already fixed and hope to push early next week:

  • Fixing some Gate of Fates nodes with wrong values, leading to unexpected results.
  • Fixing some rare occurence of Offering Shrine being unable to generate valid objects at a low character level.
  • Fixing the “additional stamina points” magic effect on boots being unable to roll on high level items.
  • Fixing one unique item cosmetic mismatch leading to “undefined weapon” icons and invisible mesh.
  • Fixing a generation issue on some Maps and Reverie incense leading to the wrong area (as an exemple, expedition with more chests that won’t have any chests).
  • Fixing an issue with ailment damage numbers in the character sheet not scaling with ailments damage bonuses. This already works gameplay wise so those magic effects have an effect, it’s just not shown in the character sheet.
  • Fixing an issue with the Endgame special boss not looting upon death.
  • And fixing various client or server crashes.

We keep gathering your reports and we keep working on other issues that will be fixed eventually. We also already planned another hotfix for the end of next week, and we’re ready to hotfix as soon as possible if there are critical issues that need to be addressed.

Please accept our apologies again for the inconvenience. Thank you for being so many to support us.
Levelhead: Platformer Maker - BscotchSampy
There is only one happiness in life: to spread the love of this community! Happy Valentines Day!

This week GR-18 goes down memory lane, brings out its inner child and feels fireworks all around!

As always, remember to click the level names to bookmark them for later on. HERE WE GO!
Love is in the air!


Take a stroll in the garden with the adorable GR-18 in SleepyDoof's well-paced level Toggle Garden. GR-18's magical powers will open the path to love & peace (after killing some scrubs)!

Also, CHECK OUT the awesome FAN ART that we are in love with created by SleepyDoof.
Memory Lane


GR-18 takes a path down memory lane, searching for long-lost package, in Spekio's wistful level Explore the Abandoned Home.
Love in the future


GR-18 exactly knows what the future holds in TalkGibberish's fiery level Flingo Mountain 3: Peak. All GR-18 needs to do is take the leap of faith and zip through to the love of its life: PACKAGE!
INNER CHILD


Msmiley has planned a great day for GR-18 in the E-rated level Spend That Jem, GR-18! GR-18's favorite part is the slide which brings joy to its inner ROBOT-BABY!
Fireworks all around


Watch the after-effects of a broken heart in Wailer's heated level Devious BUDD-E! Help GR-18 get over the fiery pain by reuniting it with its true love: PACKAGE!
Highlights
  • Freact's Super Speed-Oh-Run! is an intense speedrun! GR-18 has its work cut out for it in this one!
  • PureKnickers' Jem Haunt Heights will keep GR-18 on its toes. Quick reflexes and sprints are the workout of the day!
  • Salmaster's Explore The Hot Forest will help GR-18 work on the long-distance running.
Onirism - Pizzanami
Onirism Early Access 1.5.6 Patchnotes

UPDATE HIGHLIGHTS:

VALENTINE DAY EVENT:

- Cooties Slayer costume is available in the Chroma Falls Ragg's Shop


NEW SURVIVAL MAP: SHANGRI-LA




ANIMATIONS OVERHAULS:

- Remade every single aiming animation from scratch
- Carol now jumps properly while aiming !
- New running animation
- Remade green Frorcs animations


GAMEPLAY CHANGES:

- Carol movement speed increased from 400 to 475
- Frorcs dodge is now faster and they sidestep instead of rolling now
- Green Frorcs now have 3 different attacks

BUGFIXES:

- Fixed some issues with enemies jumps, it is still not perfect
- Fixed ton of little bugs


MISC CHANGES:

- Important pick ups now glow and have little icons above them so they are easier to see in a fight

- Changed the night Skybox in some levels
- The Rustic Boomstick model was changed

___________________________________________________________________________

WHAT IS COMING NEXT ?

As some of you saw on our social networks, we are currently working on the end of Chapter 2 and Chapter 3, and a LOT of Lore cutscenes and info (wich is why it's taking so long)
it should come at the end of Febuary if everything goes well, and after this we will focus on a Major update including Online Multiplayer, Menus overhaul and massive optimization
Sadly this will put the game in a broken state for a bit so we won't be able to update during that time, so we hope you guys understand !


...