The Dungeon Of Naheulbeuk: The Amulet Of Chaos - DearVillagersGiveaway
Salut à vous, les aventuriers !

On espère que vous êtes tous bien en sécurité dans votre donjon et que tout se passe bien pour vous jusqu’ici !
Il y a un peu moins de trois semaines, le Naheulbeuk Direct #3 a eu lieu. À cette occasion, la démo présente à la PAX East 2020 a été montrée en stream par Benzaie, Mastapoc et Florient Thibierge d’Artefact Studios. Vous étiez nombreux au rendez-vous, et plus nombreux encore à voir la VOD sur Twitch et YouTube par la suite !

Nous sommes très heureux de vous avoir montré l’avancement du jeu et d’avoir pu répondre à vos questions au cours de ce troisième direct ! Pour accompagner les révélations de la dernière fois, nous publions aujourd’hui un walkthrough de la démo complète, en français, sans commentaire cette fois-ci. Ces vidéos sont donc là pour mettre en avant le gameplay et l’ambiance du Donjon de Naheulbeuk : l’Amulette du Désordre.

https://www.youtube.com/watch?v=ua1jUJorkzc
https://www.youtube.com/watch?v=dIG9ov9AsVc

Pour ne rater aucune des nouveautés liées à l’Amulette du Désordre, ajoutez le jeu à votre Wishlist sur Steam dès aujourd’hui !

https://store.steampowered.com/app/970830/Le_Donjon_de_Naheulbeuk__LAmulette_du_Dsordre/

On se retrouve très bientôt pour reparler de notre jeu. D’ici là, que Crôm vous accompagne !
Sacred Sword Princesses - J.
Thank you everybody that took time to fill out our survey! After tallying up the responses, the team has decided to set the time for the livestream reveal of the new summer characters – Summer Naladia and Summer Claire at 22:00 April 27 (EDT)! The team will be streaming on Plexstorm, so stay tuned for more information as we will be giving away tons of rewards during the stream!
Apr 22, 2020
Mare Nostrum - BartBear_[PL]


check SCUM's stream recording:

Dead Cells - mezzamazza55
Hi everyone,

The Bestiary update has made it through beta and is now available on Steam. It's a 'relatively' small update to keep you going until our next big one, but there’s still plenty to get stuck into for now!

New mobs:
The name just might have given it away, but this update is centered around introducing some new mobs. The 'common' enemy pool was getting a bit too small considering the addition of new levels, and the BC enemies just weren't enough to avoid some repetition.
So, there are now six brand new enemies - 3 are biome-specific, the other 3 are spread through different levels at different Boss Cells. These will freshen up the gameplay and give you some new attack patterns to master, but hopefully not too soon!
There's a couple of clips in here showing new mobs, but the rest you can discover yourself...

New affixes:
We’ve added 11 new affixes on active skills, aimed primarily at growing the pool of affixes available for the items that didn't have enough. Again, this is to flesh out the existing parts of Dead Cells before we introduce new pieces of larger content.

8 new normal affixes:
- Ice, fire, bleed or poison on nearby floors or enemies when the effect of the used active ends
- A grenade, a volley of arrows, or fire spreads when a deployable trap is destroyed
- Get all your arrows back when using a skill

3 new starred affixes:
- Oil and fire spread around when a deployable trap is destroyed
- Push enemies around you when the effect of the used active ends
- Extended duration for powers like Corrupted Power or the Smoke Bomb


Slumbering Sanctuary just seemed to be missing some stabbing action...

The Bad Seed
The levels from our recent DLC 'The Bad Seed' felt a little empty in terms of finding juicy secret areas (*cough* CELLAR *cough*), so we’ve added some new lore rooms and secrets for you to discover in the Arboretum and the Morass, which should make them feel more ‘Dead Cells’.

We also took this opportunity to re-balance the bestiary for The Bad Seed. None of the new mobs are being introduced, but we've tweaked the numbers of the guys who are already there to make these biomes a bit less punishing. On top of this, we've made a few tweaks to the behaviour of the mobs and the layout of these levels that'll make them more fun to play through.

Ten new achievements
Yes, you can stop asking now! Levels from The Bad Seed now have eight achievements up for grabs, plus two ‘general’ achievements have been added to the base game that are available for everyone.


A samurai crab thing - what's not to love?

Three new outfits
Two new outfits can now be found that are linked to the secrets and lore of The Bad Seed DLC. We have also added in a pretty cool skin (well, we think so at least) that's available for everyone that can rise up to the ultimate challenge.

Balancing
Finally, we have included an absolute buttload of balancing and quality-of-life changes. None of them are huge on their own, but all together they will make your runs feel smoother. If you want to see the whole lot you can find them here, but be warned it's a pretty long list!
Some personal favourites are: frozen enemies have their attacks interrupted, Knife Throwers always dodge or dash once before starting to attack you, neighbouring rooms in Arboretum are now inter-connected and some teleporters in the Morass and Clock Tower will activate from further away to avoid backtracking.

That's all for now, speak to you soon!

Cheers,
Matt, Evil Empire & Motion Twin

Official Discord
Official Reddit
Motion Twin Twitter
Dead Cells' Facebook

Community Highlights:


u/ErnesTeaa


u/Dorsale \\[T]/
Titan Chaser - messia_stas
Hey, thank you for being interested in my game, be sure you wishlist it and follow to know the latest news about Titan Chaser.

Apr 22, 2020
Witch It - BarrelRollGames
Creative Mode changes:


Added a lot of new structures for creative mode.



Added interior empty map.



Added gizmo in Edit mode to move, rotate and scale props and structures.


Added snow empty map.
Added graveyard empty map.
Added local and world mode to have more control when moving and rotating objects.
Added toggle between Default, Place and edit mode



Changed: Deleting of structures and props is now part of edit mode.
Changed: Improved help for freeze and start awake.
Changed: Removed Edit and Delete mode button from creative menu.
Changed: Creative mode has now its own menu entry in play menu.
Changed: Removed “Custom layouts”, they are now regular custom maps.
Changed: Making preview screenshots when uploading to workshop is now optional if it already exists.

Fixed duplicating beyond 2000 structures/props.
Fixed lighting for custom island maps.
Fixed: false StartAwake props will no longer wake when enabling physics in creative mode.
Fixed: When transforming back into a witch in creative mode, the prop was not counted.
Fixed third person camera for fly mode when being client.

General changes:

Changed: Updated the visuals of the “see through effect” on props

Fixed: Collision of the placeable stair and the stair element (set to a simple ramp)
Fixed: Collision of Le Baguette.
Fixed: Collision for mushroom ball and decoy with placeable structures.
Fixed: Planks were stuck in the ground on Sleeping Rose Cemetery
Fixed: Teleporter ladder glitch on Kula Kula Island
Fixed: Some issues with AFK-kick concerning AFK hunters in start zone.
Apr 22, 2020
DCS World Steam Edition - bignewy
Openbeta
2.5.6.47404

https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.5.6.47404/

DCS World
Reducing the CPU load when path finding a group of infantry.
Fix for liveries names of A-20G
Fixed crash at second landing.

DCS F-16C Viper by ED
FPS dropped several times when gear UP on the ground - fixed.

Campaigns
A-10C The Enemy Within 3.0 campaign by Baltic Dragon.

Mission 2: added safeguard allowing players to skip the mission in case of bugs (AI ground units path finding problems)
Mission 8: removed landing flight of A-10s that got stuck at the end of runway, preventing Player's wingman from taxiing.

Known issues
Torpedoes from U-boat or S-boat could be fired to unmoved targets only
MP: Ship speed calculated with errors and drifted, so aircraft can slide on the deck
PLAT camera view missing from the Stennis
Shwip - Convenientbox
We’ve showcased Shwip at several events over the years and we’ve come across the same key messages several times. Some players will instantly grasp the control style and gameplay, and some will have trouble – ultimately ending in frustration. We want Shwip to be enjoyed by everyone possible, so we set out to create a series of enhancements to our user experience.

Shwip has a pretty complex set of controls to grasp when first getting hold of the controller or keyboard so it’s no surprise that there can be some level of frustration. Early on, we admittedly assumed players would grasp the control styles after a series of playthroughs, but we’ve changed our tone after hearing so much of the same feedback.

We’ll start with what we originally had, and move on to the new and improved screens, so get comfy!

CONTROLS
Shwip currently has 4 distinct game modes and 4 control styles. Each mode has different elements unique to that mode. Some modes share control elements, while others remove and add others – there’s no wonder players were confused.

Our first series of enhancements was to the control layout screen.



The screenshot above shows our first attempt at a controls screen. Notice anything wrong? There’s currently no way to know what controls exist for other modes. Time to fix that.



This new controls screen will now show players the different modes and their unique controls styles. The new unity input system has certainly made it easier to create unique bindings and showcase them, so thanks for all the hard work Unity!

Let’s move on to mode enhancements.

GAME MODES
As mentioned earlier, each game mode has a unique set of controls. Originally, we had two separate areas to let players know what they were in for.




These two screenshots show how we let users know about the game mode they’re about play. While informative, they don’t exactly go out of their way to embed themselves into the players mind. Originally, you had to dig through a series of menus to get the information, we set to change that.



Our second attempt aimed to give players more of an overview of the unique aspects of each mode. The additions seen here was a direct response to the feedback we got from players during our roadshows. These screens appear before you start a game, and give players a chance to read more about the mode. Furthermore, they can dismiss these screens so they don’t show up the next time you play ( which happens a lot 😉 ).

Unfortunately, these screens suffered from a serious flaw. They were flat images. Realistically, players will have a large variety of control types and situations. We assumed most players would use an Xbox controller, and geared our UI to that. What we forgot, and partially due to the old Unity input system being so lackluster, was a complete disregard for pc and keyboard users. So again, we set to change that.




The screenshot above is our newest game information screen. The screens now display dynamic control styles depending on which device the player is using. Awesome! We hope this new series of screens helps players grasp the game modes better, enabling them to play as we originally intended. The screens even go as far as to display BOTH keyboard and gamepad buttons in multiplayer.



The screenshot shows how the UI changes to display a pair of control styles – all dynamic and updates in real time. Those enhancements continue to the new team selection screen for multiplayer.



A CONCLUSION – WHAT WE LEARNED
We’re a two person team here at Jamhammer Games with a lot to learn about game design and how it affects our players. This experience has helped us gain a new respect for our players and those who have tested Shwip for us over the years. Look forward to these improvements in our next Update due soon on Steam! Take care.
ATTACK OF THE EVIL POOP - Ascend Digitally


This crazy game will have a VERY GOOD DISCOUNT starting from April 23!
So, be ready to confront this nasty bastards!
(I dare you to play on Hardcore difficulty level hehehe)

ALSO, remember that you can play the local multiplayer version, or even better, you should be able to play online with the Steam feature "Remote Play Together", and give your friends a pain in the ass!

Be ready!
Beware!
Be nasty!
And be safe!
Apr 22, 2020
Aquaculture Land: Fish Farming Simulation - Maulidan Games
Hello guys.
How are you today?
Hope you guys are doing well.

Today's devlog will talk about the town map. Town map is one of the important things from the new design for the core game that we are currently working on. A little insight, later on, your goal in playing Aquaculture Land is to build relationships with your customers. By completing the request that they give, your relationship level (we will call it "Customer Bond Level") will increase and as the Customer Bond level increases, you can unlock something new (fish, items, features like breeding and fishing, etc. ).



Town map will be a place where you can meet your customers. You can also see what requests are available for each customer. You can choose what requests you want to take through this town map. There will be 2 types of customer requests, main requests and repeatable requests.

Later, when you want to take customer requests, you just need to click on the customer icon and then choose the request. We use the building icon as a representation of the customer because each customer will come from various backgrounds. Chef, middleman, pharmacist, fish collector, and others.



Right now, we have started working on the new core game design. Our target for the next update is the campaign mode demo as well as trials for this new design. We hope we can show this new design as soon as possible. And we also hope that this new design can make you feel more challenged and more enjoy playing Aquaculture Land.

That’s it for today’s devlog. What do you think about the town map? Do you have any suggestions or feedback about it? Feel free to tell us about it. We always open to your feedback or suggestions. It's from your suggestions and feedback that we can make Aquaculture Land even better.

Join our Discord Channel: https://discord.gg/Fkk2wsC
Follow our Twitter: https://twitter.com/MaulidanGames

Stay safe everyone. Have a good day.
Cheers!

https://store.steampowered.com/app/858630/Aquaculture_Land/
...