Community Announcements - Stormtrooper
Since January we haven't wrote anything on Steam, but today we come back with great news. The work is more active than ever! All 13 team members are fully immersed in the development process. Every day we create new characters, add lore details and polish animations. We've also found a publisher, so now we can share more interesting content about the game's development on Steam and social networks. Now let’s talk about everything in order.

We reworked 80% of the gameplay to make the adventure more exciting.



We changed the properties of most cards to implement the "Player Archetypes", strategies that allow you to win in multiple ways. The gaming process will become much more interesting and exciting. Each player will be able to create and use his own strategy on the battlefield. For example, you can form an army of self-copying Lumabots, to force the enemy creatures to attack their master, to sacrifice the health of Arx as a resource or to collect a combination that allows you to play dozens of cards in one turn.

New characters, enemies and different plot roots



Ultori progression tree was completely redesigned. Each character now has a specialization that support a certain playstyle. There are also alternative versions of Ultori now, complete new characters with special skills and their own cards.

Enemies became smarter and more dangerous. We completely redesigned all mechanics associated with them. Now they don't accumulate on the battlefield, are divided by the level of difficulty and most importantly, you won't encounter two identical ones in one playthrough. Maps now have different paths to take: players have to choose between upcoming battles and story events. They affect battle difficulties, future rewards and modifiers for the upcoming events.



We found a publisher!

Black Tower team will help with promotion and business processes. Content dedicated to game development will become regular. We recommend you to subscribe to our communities in social networks, we post daily there:

Twitter
Facebook
Discord
VK

New website

We have launched a new website. Here players can find a detailed description, screenshots and game art. Special section for the press has all the most important information about the game.
Curse of the Dead Gods - MXiaa


Hello Pretenders,

With the Eternal Curse game modes, rediscover the Jaguar Temple and each Exploration with different rules and thematic runs. New ways to play, creative challenges and unpredictable themes are available to unlock in our first MAJOR UPDATE for Curse of the Dead Gods: THE CURSED TEMPLE. We have lined up some fun modes for each level of difficulty in Curse of the Dead Gods and we are excited to share them with the community!

https://youtu.be/lWfxyDue7pM
Step foot in the Temple and face a new batch of Curses: turn them to your advantage, but don’t be too greedy. The new set of Cursed weapons and relics may also aid you in your quest to defeat the Dark Avatar of the Jaguar.

⚠️ Beware, this update may delete your current run (only the run, not your unlockables). Remember to finish it before updating the game on Steam or it will be lost.

:: PATCH NOTE ::
Version 0.18.0 - April 22, 2020
🍉 = Community additions

New features
  • 8 Eternal Curse Game Modes:
    + Old Nightmare
    + The Cursed Marksman
    + Mad Temple
    + Bullet Hell
    + The Darkest Explorer
    + Fire Purge
    + For Gold and Blood
    + Game of Death

Unlock all Eternal Curse game modes and uncover new ways to discover the Jaguar Temple
  • 10 New Curses:
    + Trapped Chests
    + Deadly Obsession
    + Dark Fervor
    + Sincere Offerings
    + 🍉 Blurred Vision
    + Sulfurous Barrels
    + Bloodlust
    + Dancing Flames
    + Creeping Gloom
    + Torch of Sorrow

The Torch of Sorrow can put out fire and so much more. Use it wisely.
  • 2 New Cursed Weapons:
    + Fulmination, Death's Rampart: Parrying reflects projectiles
    Design Note: We are introducing reflected projectiles with this weapon! According to community feedback, we may extend this mechanic to more weapons or even to generic parry itself.
    + Annihilation, Bow of Madness: Perfect Shots explode on impact in a Dark blast, dealing damage to ALL characters around
  • 1 New Regular Weapon:
    + LeMat Grape Shot Revolver: Perfect Shots deal damage to all targets in a cone behind the impact
  • 2 New Cursed Relics:
    + Accursed’s Codex: +50% to all weapons’ base damage, +50% to all damage taken
    Dev Note: Localization for other languages than English and French will come soon!
    + Glyph of Darkness: Level +1 on Cursed weapons
    Dev Note: Localization for other languages than English and French will come soon!

Fulmination, Death's Rampart in action

Balancing
  • 🍉 Weapons: Two-Handed Heavy Standard Attacks preventing dodge and parry for a time can now be dodge/parry canceled as long as the attack has not reach active frames. Change also applies for Sword Charged Attack, Mace Charged Attack, and Two-Handed Spear Charged Attack.
    Design Note: Heavy Weapons were uncomfortable to use when facing fast attacking enemies due to the long defense lockdown. You can now safely dodge/parry cancel your moves until they actually hit (you still have a defense lockdown from there). Note this does not apply to Heavy Charged attacks!
  • Weapons - Two-Handed Spears: Charged attacks now deal 2x 75% damage (from 2x 50%)
    Design Note: 2 Stamina for a better AoE effect was too expensive, now with a damage buff as well, charged attacks should be more attractive
  • Weapons - Two-Handed Heavy Weapons: Charged attacks now deal 150% damage (from 100%)
    Design Note: Similar to Two-Handed Charged attacks' buff, spend more to deal more damage!
  • Weapons - Two-Handed Bows: Recovery time of special dash has been reduced to 0.4s (from 0.5s)
    Design Note: Dashing right after a shot was slightly less effective than just standing and chaining shots, it's now even.
  • Weapons - Two-Handed Bows: Dark Swiftness Curse no longer prevents special dashes with bows
  • Weapons - Off-Hand Pistols: No more aiming assistance for “Off-Hand” combo
    Design Note: Aiming assistance for large AoE attacks has a tendency to limit the ability to target "between" enemies to damage them all.
  • Weapons - Stonebreaker: Charged attack now deals 100% + 75% +75% (from 100% + 50% +50%)
    Design Note: Adapted this weapon's charged damage to match other weapons of this category.
  • 🍉 Weapon - Barbed Javelin: Raw Damage decreased to 24 (from 30)
    Design Note: Barbed Javelin was a little too powerful compared to other Spears, especially considering the new Charged Attack buff.
  • 🍉 Affixes:
    + Main/Secondary Weapons Affinity Base Damage increased to 20% (from 10%)
    + Simple Base Damage increased to 10% (from 5%)
    + Lightness Base Damage increased to 15% (from 10%)
    Design Note: These affixes were considered to be "bad" ones, having a too-small impact to be attractive. They should do better now.
  • Relic Stat Affixes: Stat Affix value is now dependent on Power Level and Rarity (was only dependent on Power Level before). Better quality Relics now give greater Stat upgrades than lower quality ones (it was totally random before). The formula has been reworked
    Design Note: It feels more natural that the best relics (in terms of rarity) bring more power. It will also give more incentives to pay for the Rare relics in shrines rather than relying on random common drops with high stats.
  • 🍉 Relic - Gleaming Sapphire: Max damage increase reduced to 20%/40%/60% (from 100%)
    Design Note: Common Gleaming Sapphire required 50 (1000 Gold) stacks to be fully effective, which was quite unattainable unless using a very specific combination of blessings. In this case, the relic was too powerful and outclassed other damage increase relics. You can now consistently know that 10000 Gold in stock is enough to max out these relics.
  • All Weapons Codex and Manuals add 20% damage to specific weapons category (from 10%)
    Design Notes: Codex was quickly outclassed by other relics, having a good combination of weapon and relic is now more powerful.
  • Blessing - Brutal Temper: Killing Window to activate Fury effect reduced to 1 second (from 2)
    Design Note: Changes made on Two-Handed Weapons' Charged Attacks make this blessing more efficient. 1 second window should be enough to be both challenging and rewarding.
  • 🍉 Dodge: Dodging window time is now consistent if you are under the Haste (Move Speed Buff)
    Design Note: Dodge window was previously reduced due to speed buff, making it harder to use. It should now be more comfortable to perfectly Dodge while being under the Haste buff.
  • Poison review: Change Poison attacks application to "100% immediate damage + 50% Poison damage over time" (was 100% immediate damage + 100% damage over time). Poisonous Weapons' raw damage have scaled up to fit their previous overall damage
    Design Note: Poison attacks relied too much on damage over time, they should now be more punchy on hit with still a correct bonus damage over time.

Annihilation, Bow of Madness makes devastating damage

Visual changes
  • Greed Kills: New icon and overall FX for greed kills
Fixed bugs
  • 🍉 Timer: Timer is no longer running in Sanctuaries (for you speedrunners!)
  • Enemies: Enemies will be properly alerted when an unalerted neighbor is killed in a single blow
  • 🍉 Weapons - Poison kill: Special effects such as Stamina recovery on Kill or Weapons' affixes like Healing or Corruption Removing now properly trigger when an enemy dies from poison applied by weapon
  • 🍉 Enemies: Fixed a bug that made intangible enemies such as teleporting Sacrificed Virgins vulnerable to other enemies' damage
  • 🍉 Enemies: Fixed a bug that made Sacrificed Virgins not reveal themselves when attacking with their AOE blast attack while concealed by the Shadow Word Curse
  • 🍉 Enemies: Fixed the "Fear of light" behavior of critters/bats: they now fear all illuminating source carried by the explorer (including being on fire!) and also fly away when the character is in cinematic mode
  • 🍉 Blessing: Skillful Adaptation can now properly trigger from one room to another
  • 🍉 Jaguar Statues: The Jaguar Statues' fireballs can now be properly parried when handling a Shield
  • 🍉 Collision: Fixed some general collision bugs where your character would get stuck behind Jaguar head statues or Shrines.
  • 🍉 Level design: Fixed an issue where, in one room type, the door could close in front of you if you’d shoot an enemy from a distance.
  • 🍉 Level design: Fixed a level design bug where a secret passageway was inaccessible because of decorative elements.
  • 🍉 Input delay: Added a small input delay when interacting with a Sanctuary or after using a Diving Favor to avoid unintentional quick validation
  • PS4 pads delays: Fixed an issue where PS4 controllers had a delay of 0,1 to 0,5 sec.
  • 🍉 Controller input: Fixed issue where contextual action was incorrectly buffered when switching to torch stance, often causing double-quick validation on shrines or doors
  • 🍉 Disconnecting pad: Fixed a random behavior where a run would be successful or the game would crash if the pad was disconnected in-game
  • Disconnecting pad: Fixed a bug where the disconnected pad message wouldn’t let you navigate the map
Localization
  • 🍉 Full Korean localization
  • 🍉 Full Japanese localization
Known issues
  • In "Game of death" mode, the timer can run out during the death animation of the Champion or Boss, resulting in the death of your explorer
  • The Bloodblade doesn't heal while under the effect of the "Bloodlust" Curse
  • SFX of doors are not properly integrated
What's cooking in the Temple?
Ghosts 4 Everybody - Marux
Treasure Chest
A locked treasure chest has been added with a random chance to spawn in each level.
To unlock it you just have to kill all enemies inside the level. Each chest contains a larger amount of gold and has a chance to drop potions and items (sometimes even upgraded weapons). Additionally every boss level has a chest with special boss loot.

Two new bosses have been added to the Game:
Ninjas
Three hidden Ninjas spawn around the boss chest. They are armed with Ninja Stars and will attack you on sight. They are able to switch their weapons to two-handed swords.

Golemancer
A single Golemancer will spawn with some inactive golems around him. The boss will move to any of the golems and activate it for a limited amount of time. Each time these golems are hit, their energy will decrease until they go inactive again. Kill the Golemancer and all golems will eventually run out of energy.

Loot
All enemies now have a chance to spawn potions and items on death. Different types of enemies have different loot tables.

Throwing Weapons overhaul
Ninja Stars were added to the game. Throwing weapons on the ground can be picked up to refill the players ammunition.

Bug Fixes
  • Spawn rate of keystones has been adjusted
  • Item descriptions should no longer move out of view
  • Throwing weapons are now refilled when the level is changed (Kunai, Throwing Spears, Ninja Stars)
  • The shield indicator should now be deactivated if the player dies
  • Various smaller UI changes and fixes

Patch Version 0.1.1
Terraforming Earth - andras
Dear Friends and Followers,

In recent months we realized that since Terraforming Earth is the first roguelike puzzle platformer ever, it doesn’t have an established audience yet. As we were pondering in a recent update, careful thinking and planning while being chased is a very challenging and unique experience. This is made possible by our innovative level designer AI. We believe these kinds of dynamic experiences will be the future of gaming and we are ahead of the curve. We might also very well be mistaken: thinking in fight-or-flight mode might be a bad idea and only interesting to a very niche audience. At any rate, we would love to find out which one is the case and for that, we need to involve more players.

Because of this, we are halving the base price of Terraforming Earth for the duration of Early Access.



We still believe that we have assessed the value of the game correctly, early player feedback seems to back this up. As we are adding more content during Early Access, this value only increases over time. When we transition out of Early Access, we are planning to revert back to the original pricing.

For those of you who have supported the project at the full price: we are sorry. By supporting us earlier, you got a worse deal. Your enthusiastic feedback so far suggests that you have got your money’s worth in fun puzzling experiences, so hopefully you don’t mind that much. We still would like to honour your contribution by including your name in the Credits in the “Early Backers” section. Please send a mail to andras@terraforming.earth to let us know how exactly you’d like to be credited. Thank you so much for your early support!

For those of you who are considering picking up the game: thanks so much for sticking around and expressing interest in Terraforming Earth. We hope this offer will convince you to give the game a shot. Let us know either way.

https://store.steampowered.com/app/1029220/Terraforming_Earth/

Cheers,
Lost Robots
Apr 22, 2020
Operation: New Earth - Zue


Greetings, Commanders! Thank you all for sharing your recent feedback with us. Here are the changes that Game Update 7.3 has brought to the game!

Patch Notes:
  • Added premium purchase warning to research and structures.
  • Fixed an issue where the item request panel would incorrectly show the wrong values and could cause the game to disconnect.
  • Time Remaining for Gather Deployments is now visible within the Hangar Bay.
  • Vanquish panel now displays total damage the march will do and changed the health value for the invader from percentage to a numeric value
  • Corrected black ops 5 location unit typo (lowered Black Ops Infantry - Tier 4 from 40k to 20k)
  • Fixed an issue where the VIP panel wouldn’t update correctly after gaining a VIP level.
  • Improved the Cache counter to now ignore expired caches.
  • Fixed a bug where the game client was no longer correctly claiming challenge rewards and would cause a disconnect.
  • Fixed some translation issues.
  • Added messages to the game for when the server is experiencing scheduled maintenance.
  • Changed Realm chat to no longer disable when viewing region select and other regions.
  • Fixed Back and Close buttons on Region Report.
  • Fixed a bug where if double rewards are triggered they were displayed, but not given correctly and would require a restart.
  • Fixed a bug where hero rewards were not given on the client when the location was not destroyed and never multiplied the reward properly.
  • Fixed a bug where the currency rewards displayed from Invader Hunting were not multiplied correctly.
  • Fixed an issue where players would experience a crash when quitting the game.

If you encounter any issues, please contact us via Support or reach out to us on social media.

~The New Earth Team.
Ancient Warfare 3 - JNI-Games
Alpha 0.33.10.1 patch notes
  • Fixed that spawners from old maps would not work
  • Fixed modern house 3 roof normals
  • Fixed various bugs with leg armor loading/saving
  • Fixed a crash that could happen when deleting large prefab structures
  • Fixed a bug that allowed some objects to be placed in illegal positions
  • Fixed future ammo kits
  • Fixed a bug that allowed multiple weapons in the player hands

Alpha 0.33.10.2 patch notes
  • Fixed connected object placement
  • Fixed that selecting with rect selection would select objects behind the view
  • Fixed duplication of modular buildings on raised terrain
  • Fixed a bug that could cause wrong building dependency calculations
  • Fixed various spawner data loading/saving bugs
  • Fixed throwable laser turret pickup and usage
  • Fixed future turret rotations
  • Fixed destruction of RPG projectiles
  • Fixed arsenal unit models
  • Fixed a bug that allowed interaction with the damage multiplier for ranged weapons

Alpha 0.33.10.3 patch notes
  • Fixed a bug that caused ranged AI units to ignore very close targets in some cases
  • Fixed that using line placement would place the first unit twice
  • Fixed that players cant equip placed arm/leg plates
  • Fixed that custom repair gun units would alternate between shooting and stop shooting
  • Fixed a bug that blocked the placement of two duplicated modular buildings on raised terrain
  • Fixed stretched ragdolls in the arsenal
LIBERATED - michal.puczynski
The pen is mightier than the sword, and the keyboard is mightier than AK-47! Help us piece the truth about LIBERATED together on our newly launched Wiki.

We invite you to the place where you can leak the most guarded truths about the State, and reveal the best hidden secrets of the Liberated. If you're following us closely and can piece the facts together, feel free to contribute.

Remember: it doesn't matter who makes history. What matters is who writes the history book.



A big great thank you to our friends from Fandom for their support in setting up this magnificent space.

Altiros - Elteria | SpecialStos


Greetings from the Elteria Adventure team!

Callings are kind of a big deal - while they’re still just a part of your character build, their abilities still dictate your playstyle (or, more accurately, you choose a Calling based on your own playstyle). And is there a better way to see just how well you wield the power of your chosen Calling than to complete a challenge specifically tailored to its playstyle and philosophy? Especially if you get a cool Calling statue that you can place in your Private Zone as a reward!

When these quests reach the alpha servers, each of them will be available once you complete the first Chapter and reach the 10th character level.

As a Fighter, you’ll be sent by commander Elia in the castle of Agelon to one of the faraway islands in Faldaren archipelago. There, in order to prove your worth, you’ll have to challenge and defeat the immensely powerful Warrior Hermit.

As an Architect, you’ll need to talk to the master Iovin in Orzan. In order to help you better understand the calling of the Architect, he will send you on a mission to find a special key hidden in the depths of Faldaren mountains, then to open a special chest with said key and to defeat a beast you’ll release by doing so.

As a Summoner, you will have to consult the royal adviser Marah. In order to help you understand the strength of commanding obedience, she will send you on a mission to practice doing so on pink slimes.

As a Demolisher, you should seek help from Yan in the Faldaren village. While he’s not a master Demolisher per se, he knows what the Challenge requires one to do - and that is, to defeat a few particularly strong exploding pumpkins.

And once you’ve completed each of these Challenges, you’ll be able to seek a fifth challenge. And since all the others are given by prominent Calling experts, the Trickster challenge just might be given by Trikkie who’s, as always, standing on his post next to the Faldaren portal.

Once these challenges reach the alpha servers, you’ll be able to partake in them once you complete the first Chapter and reach the 10th character level. If you want to be instantly notified of such an update and any other Elteria Adventures news, as well as discuss the game with us and other players, you can do so on our Discord server.

And see you next time!
Apr 22, 2020
The Walking Evil - Indie-games.studio


Fixed freezes during cut scenes, more understandable puzzles. No more black screen during cutscenes.
Apr 22, 2020
The Riftbreaker - voidreaver
Hey everyone!

This short article is also available in a vlog form:



As you might have noticed over the course of the past few streams, we have been adding some new and experimental options to the random event pool. These events happen in the game either as a result of community voting, thanks to the stream integration or at random if the integration is not active. Today we’re going to take a look at some of them, both old and new, and explain their purpose in The Riftbreaker’s gameplay.



The Riftbreaker takes place on Galatea 37 - an exoplanet that bears a lot of similarity to Earth. Our protagonist, Ashley, has to make use of all the natural resources available to her in order to support her newly established base. All the factories, mines and laboratories require a stable power source to operate. Maintaining a power grid that is able to support all vital buildings is one of the necessities for survival and success. Luckily, there are plenty of energy sources all around, the wind being one of them.



Several climate zones can be found on the surface of Galatea 37. The differences in temperature, precipitation, and wind result in unique conditions in each of those zones. As a result, life forms, terrain formations, and available resource deposits are going to vary. However, wind is a common factor among them. In the temperate climate zones the wind is strong enough to provide the base with electricity all day long thanks to the use of wind turbines.



There are also places like the desert, where there is very little air movement. Building a wind farm in such a place would only be a waste of precious building resources. Other forms of energy production are necessary here. One of the simplest alternatives to wind power is solar power. The main downside of this technology is the fact that solar energy can’t be generated through the night - Ashley must build energy storages in order to power all the vital systems from dusk till dawn.



Galatean weather can be hard to predict and change rapidly. Periods of decreased wind speed may happen from time to time. It is not a very big issue if you are working with a lot of storage and solar panels, but if you are caught at night, with just enough power to get by until the morning, you might be in for a nasty surprise. On the other hand, rain and thunderstorms are usually accompanied by an increase in wind speed. The advances in wind power technology have managed to minimize the risk of a turbine failure if the wind is too strong, so their output is increased at no additional cost. This makes up for the interruption of solar power for the duration of rain and can fill your power reserves pretty quickly. Make sure to always have more storage than you need.



The weather can be quite violent at times, resulting in a tornado. They are usually much smaller and last shorter than those experienced on Earth, but their destructive force is to be reckoned with. A tornado will shred everything on its path to pieces. Increased power generation coming from the turbines might look good on paper, but if the tornado makes a sudden turn and goes for your energy storage, you might regret building all those batteries next to each other.



These events can happen as a random element during gameplay, but they can also be voted into existence by the community through our stream integration system. If you stream The Riftbreaker to Twitch or Mixer, your chat can vote on the events in the game through the use of the chatbot or the MixPlay interface, respectively. This introduces a ‘force of nature’ aspect to the game, that you have to be mindful of. After an event is over, the wind will go back to its original strength set for the biome.



Naturally, we can’t let the wind just be a number on the hud. The vegetation system is dynamic and it reacts in real-time to the strength of the air movements. Tufts of grass, trees, cacti, mushrooms - they all ‘dance’ in the wind. Each prop in the game has its properties set individually - we control how much it can bend, how fast it will bounce back to the original position and which part will serve as the base. We also set the breaking point, at which the object is destroyed. We want our game world to be as immersive and realistic as possible.

That's all for today! As always, remember to join us during our streams on Mixer and Twitch and to join our Discord! See you next time!

Useful links:
www.facebook.com/exorstudios
www.twitter.com/exorstudios
www.mixer.com/exor_studios
www.twitch.tv/exorstudios
www.youtube.com/exorstudios



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