Deliver Us The Moon - WIREDGary
Today Deliver us the Moon launches on Playstation 4 and Xbox One.

Thank you to our Kickstarters, to those that adopted us early on and played the game in each of its iterations, and to all of you that shared our dream of visiting the stars.
It's been quite an incredible journey - we still can't quite believe it ourselves!

In celebration of Deliver Us The Moon’s launch on Xbox One and Playstation 4, we’re releasing patch 1.4.2 for PC which introduces a new ASE colour customization feature! Access it through the main menu to change the colour of the wing stripes, eye and thrusters of your ASE. Furthermore, Kickstarter backers can use this feature to select a number of Kickstarter-exclusive skins. Show us your favorite ASE creations on our social media!

In addition, this patch includes some small changes:
  • Fixed a bug that would prevent ambient sounds from spawning when loading a checkpoint.
  • Elevators in Copernicus Moonhub’s vehicle bay will no longer both move when interacting with an elevator button.
  • Further improved RTX performance. For example, certain materials are now excluded from Ray Tracing, slightly improving Ray Tracing performance in some cases.

We hope you’re staying safe and inside, and that playing games can grant some reprieve in these trying times.

Launch Trailer and Stream

After this launch we have one more goal in the shape of finalising the Switch release, after which we will be casting our eyes even higher - and working on our next project.

Here is our console launch trailer - with the utmost love and thanks to you all.



We are also running a stream over on the KeokeN Twitch channel today - Available here :- https://www.twitch.tv/keoken_interactive/

It will start from 2pm GMT and feature the Dev team space suiting up - taking part in community games. Giveaways, showing video docs, showing off the game, and celebrating the past few years of Deliever us the moon.

We hope you will join us as our adventure continues.
Until next time astronauts.
Liftoff®: FPV Drone Racing - LuGus Studios


Enjoying freestyling the newly pimped Bando City? We have an exciting challenge for you!

Zoroe is organising a freestyle video contest that can earn you a place in the spotlight! Create an awesome freestyle video featuring some of Zoroe's awesome graffiti art in Bando City. The best submissions will be featured in his next video and will be rewarded with the Night Fever DLC!

To enter the challenge, create an awesome freestyle video and edit it however you want. Most of all we want to see you have fun with it! Upload the result on YouTube and send a link to your video to OCDhobby@gmail.com

For more details, make sure to check our Zoroe's video below.

Apr 24, 2020
Cat Warfare - Sonicboomcolt
It will be Someday
Apr 24, 2020
Xenociders - andreadst
* Hotfix AI Bug --- Xenos losing they will to fight
* Fixed game ending not triggering properly
* Fixed bugs that would make the knife ineffective against dinosaurs
* Fixed the enemies' position on the radar sometimes appearing far away
* Spawn less resources when shooting plants/metal boxes. Use a knife for full yield
* Increased main weapon holster hit box size (on the player's back)

Community Announcements - JustinWild
Dear my Friends,

As you could experienced and I promised, I uploaded a short version of the game, where you can visit my world, what I've started to create. After my engine issues(you can read previous posts) in this version, I focused on SEXUAL SCENES. It's an adult game, and I would like to show that, what would be the expected quality from myself. I hope you like it.:)

The game can contains bugs or issues of course like in others, but I would like to ASK YOU, if you can, please don't write bad review immediately. Please wait more updates, scenes, etc..trust me and after you can make a decision about review! If you've read/follow my Patreon site, you can read, my main goal is to employ workmates and give you many contents more faster. Please be patient!:)

I've really worked a lot alone in this project, and you have to know, if you write bad reviews now, you influence the future evaluation of the game!:)

I hope everybody is healthy!:)

Justin
Apr 24, 2020
Carving Fate to Valhalla - Fruits of Yggdrasil Studio
Hi and welcome to all of you who are following Carving Fate to Valhalla



So I would like to talk about 2 elements: First how I will be communicating about the development of the game (where & when) and the current state of the game. Also do not forget that the pictures shown are all work in progress (written Carving in progress for a cheeky reference).

Communications and Updates
Official Website
I would like to bring your attention to the official website where I keep a development blog of the game. I am posting there one blogpost per week to present and explain different elements of the game. For example, the next coming blogpost will talk about travelling in Midgard and the different movement possibilities. It is meant as a way for curious players to see how a game is made and evolve, as well as presenting the different game aspects players will have to handle while playing.

Steam
Here on steam, I plan on doing one post per month to summarize the changes and improvements to the game in a more "patch-note" style for people who would like to follow the changes from afar. If the demand arises, I might mirror the blogposts directly here on steam, but I felt that duplicating this information would not make much sense. Also the blogposts unveils parts of the game that some players might want to keep unknown and I feel like separating this information and steam might be a good idea. (I know I appreciate starting games with as little knowledge as needed to discover the game fully). This is not definitive and if the request is made (or I change my mind) I will mirror the posts here.

Direct Contact
If you have any questions or ideas or, more generally, would like to communicate about the game, you can use the discussions tab or steam, or write me directly on twitter @FruitsYggdrasil. I will also post regular (small) updates on twitter with little insights into the development.

Game state
I always find it difficult to describe a game in development without being too technical. I will try my best at it:

Base Framework
This is the invisible inner working of the game, things like saving & loading a game, creating the entities and the interaction that brings the world to life. It is hard to exhaustively enumerate everything that is in there, so I will put it in context. I planned on having a closed (non public) playable (for myself and testers) alpha before June, and so far I am on time.

Midgard
Currently, the world must be manually created. It is composed by stacking world layers that contain different information such as depth of the layer, height of the layer, material of the ground and entities placed on this layer. This layering system allows to have interesting geological formations such as caves and overhang. The procedural generation is planned to be done last (or close to the end) as it depends on lots of design choices that have yet to be fixed.



Vikings
Together with the world, they have been the main focus of the development of the game. At the present time, they have an equipment, an inventory, a set of statistics (health, satiety, energy) and a flexible and modular skill system (e.g. move (including walking, jumping, climbing), gather (mine metal ores or cut trees), etc). While they are not completely done, I am reaching a state of satisfaction with the Vikings.



AI & Events
The AI system to support different "intelligent" actors in the world has its first version done. The single AI implemented (for testing) at the moment, is a Herd AI that moves and keeps a herd of deers together. While unimpressive at the moment, a working and flexible AI system was a mandatory and important step to develop early. It will evolves with the different AI needs that will come.



User Interface
At the moment, it still developer UI, made to be produced quickly and used by the one who created it. It is meant to evolve and become much more appreciable in the future but is no on the plan at the moment. Please do not look too closely on it in the images.



General Content
What I mean by general content is instances of a game system. For example, having a combat system with different weapons is a game system, having 5 different swords and 3 different bows in game are the instances. It is the distinction between processes and data (I hope I haven't lost too many of you). So far the variety of the game is minimal: only one object per feature is present (e.g. for animals, only deers exist but I would like to add other such as mountain goats, horses, etc). This, as with the procedural generation, will come at a latter stage as it depends on the different existing systems and is about intertwining them.



Modding
This is a tough topic. So let me state officially There will be no modding for this game. Now that this is done, I'm developing the game wit modularity and flexibility in mind, and I'm trying to make it easily upgradable. However, I am a solo developer and want to produce the game I have in mind first (and eat as well) before making it moddable. That means that I am making some trade-offs at the moment between producing a game, and producing a game engine. Some modding will very likely be possible: adding data (adding a variety of objects such as different food, or weapons), modifying the visual aspect (changing the skin of the game), and creating and sharing manually or procedurally made worlds. So please read my word for what they are There will be no modding for this game but maybe some parts might be and I'm doing what I can to support this feature. In a very down to earth statement, improving the modding possibilities after the release is definitely in the plan but entirely depends on the game's success. I want to give a game you can enjoy on its own, but would be very happy if I could offer the possibility to improve and tweak it.



This is the end of this post, I hope you enjoyed this (longer than expected) wall of text, take care and have a nice day !
I leave you on this teaser to entertain your imagination !


SFD : Rogue TRPG - icefill
Transfinite dungeon's steam page is made and the first playable demo is out.

Link of the demo
Steam page

I released the demo to test the battle mechanic
1. Elemental interaction like ice magic freezes water and prevent enemies from moving, lightning magic gives additional splash damages on water, etc...
2. Delayed magic which is cast after enemies' turn but powerful) It has only battle part yet and no tutorial.

I would be very thankful if you try the demo and give some impressions about it on the steam page.
Apr 24, 2020
Stratos - NewState
Hey all,
For this update I’ve done some work on the tutorial and would love to hear your feedback on it.
  • I’ve started working on different biomes and have included some architecture for the snowy region.
  • Updated map
  • Some bug-fixes

https://discord.gg/qZ6aHn9





觅长生 - CS233
【重要】本次更新内容仅在测试版本更新,会有较多的bug,将在版本稳定后升级至steam默认版本(稳定版本)。
如果想体验测试版内容,需要加入测试,具体加入方式在公告最后。

更新:
1. 大幅度重置了主线的剧情和流程
现在新建的散修也可以参加御剑门遗址的事件和天魔眼的事件了。(老的散修存档会因为错过御剑门事件无法触发天魔眼)

2. 新增了和老爷爷的对话
人物的头像下方出现了一把剑,点击就可以和老爷爷对话了。

3. 新增了金虹异类徐凡的剧情事件
这个事件仅可以在第30年前触发。

4. 新增了林家二小姐林沐心的大地图事件
这个事件仅可以在第100年前触发。

5. 新增了金虹剑派的后山连石山副本地图

6. 更新了推山兽的立绘形象和骨骼动画
妖兽美术资源还在更新中


优化:
1. 优化了初入东石谷的任务流程
让这段流程变得更友好了

2. 优化了加入沂山禾山后不能在两座山采集的问题
现在就算加入了其中一派,能去两座山里采药了。

3. 优化了大地图岔路采集的界面
现在在采集前可以看到药草的详细信息了,玩家可以根据药品的品级来猜测守护妖兽的等级。

4. 调整了部分敌人的难度
降低了霜熊,地龙兽,魔狼的关卡难度。

5. 坐火决由天阶下品改成了地阶上品


Bug修复:
1. 修复了拍卖会挑衅、探查、威胁没有对话的问题。
2. 修复了战斗结束后有时会弹出采集界面的问题。
3. 修复了霜冻减伤超过伤害会加血的问题。
4. 修复了玩家手上存在有魔气牌时,部分技能无法使用,却还可以选择的问题。
5. 修复了超过时间后还能触发林家剧情的问题。
6. 修复了蜘蛛网,赤乙山等状态图标空白的问题。
7. 修复了大量文案中的错别字。
8. 修复了两派之争任务中称呼女性角色为小子的问题。
9. 修复了沂山抢劫百里家,却在文案中显示是唐家的问题。
10. 修复了御剑门战斗背景是竹山宗的问题。
11. 修复了心魔战斗失败显示是毒入五脏的问题。
12. 修复了武陵城拒绝倪少的隐龙洞任务后被传送到天星城触发了任务结局对话的问题。
13. 修复了天魔眼奖励处读取存档会重复奖励九转丹的问题。
14. 修复了神通功法中诀和决字混用的问题。
15. 修复绕魂buff减抽排数量有问题的bug


一. 测试版本的开放方式:

在steam库中右键觅长生,打开属性,选择测试选项卡,在请选择您想要参与的测试内选择testbranch - 测试版,不用输入代码,关闭后更新即可。

二. 测试版本与正式版本的存档位置和存档续用

正式版本存档位置:C:\Users\*用户名*\AppData\LocalLow\yusuiInc\觅长生
测试版本存档位置:C:\Users\*用户名*\AppData\LocalLow\yusuiInc\觅长生test

正式版本的存档可以复制粘贴到测试版本中使用,不建议将测试版本的存档放到正式版本中使用。

三. 测试版本须知

在测试版本中,你可能会遇到强度突变、花式bug或存档崩溃,请坐和放宽。
遇到问题的解决方案

1. 加群找管理,QQ群号:908385158
2. 进入百度贴吧:觅长生游戏吧 发帖吐槽

————————————————————————————————————————————

这周突如其来的热度让我们在狂喜的同时慌得一匹。
制作组里的小伙伴都是热爱游戏的老死宅,大概能知道我们游戏现在的状态能处在一个什么样的段位。
虽然游戏的完成度还远远达不到能够支撑这个热度的实力,但是能获得这么多的关注,真的非常感谢主播大佬们的完美助攻。

游戏是在去年的11月26日上的抢鲜体验,到现在已经快5个月了。
这5个月里有很多支持我们的玩家,给我们提出了很多建议,而这些建议也大都出现在了现在的游戏中。
真的非常感谢你们的帮助。
可惜有很多建议,因为工作流程的原因,现在还暂时没办法做到游戏中,还希望大家能给我们多一些耐心。

游戏ea了5个月到现在还是这样的完成度也是我们之前没有预想到的。
游戏的开发进程真的是充满了变数啊(望天)。
我们一开始做了一个简单rpg的框架,并且因为各种各样的原因(还不是因为穷),就早早地放上了ea(其实是为了能更早地收集玩家的意见)。
但是游戏上线了之后,我们发现简单的rpg框架是有限的(你到底想说什么?我不做rpg啦jojo),简单的rpg并不能表现出我们心中所想的那个横跨数千年的修仙世界。
于是整个游戏的框架就从一个简单的rpg,变成了一个开放世界游戏。

所以为了满足这个开放世界的需求,我们最近一段时间都是在框架层面扩充游戏的内容。
比如沂山禾山,是最早做出来的,只是个二级场景,但是后面做的方壶山沃焦山已经是变成了一个小副本。
比如原来的大地图,只是纯粹的走路遇怪战斗,现在变成了你可以遇到形形色色的人物。
我们还补充了势力的声望,虽然现在还没做完,但在可见的将来它也会变成一个重要的系统。
(这里插一句,有人说我们的游戏刚到筑基就结束了,他的意思应该是还不能升到金丹期,筑基期的内容是不少的,另外,测试版本里也可以尝试结丹并且体验结丹后的战斗。)

接下去说说近期的开发计划。
最近最大的也是最主要的开发内容就是随机任务系统了,这也是扩充游戏框架的重要一环。
任务系统影响的层面会比较大,它会在当前的游戏基础上,加上势力贡献度、势力积分,在实装声望系统的同时,提供大量的随机任务。
这些随机任务包含了城市里派发的任务,家族派发的任务,门派的日常任务,还有你的师门任务,甚至还有一些特殊势力的暗任务。
这些任务能够提供给你门派的贡献度,可以充实门派给人的代入感,同时用积分兑换门派的功法和宝物;个人派发任务会让你提升个人的好感度…………
我们也希望任务系统还可以在将来给游戏提供更多的玩法。

再来说说中长期要持续进行的内容
1. 主线的优化和未开放内容的填充
主线的优化其实已经开始了。剩下的门派、山、天机阁的开放,各个少主的故事线,金丹期主要内容和玩法的推进等等这些工作都会穿插在主要的开发项目里面进行的。

2. UI界面的改进
这个就包括了很多待优化的内容,比如说能在炼丹房外查看丹方,丹方能够显示丹药的属性,战斗界面的操作问题……
这些问题的大部分都是出在了早期的ue上面,毕竟早期的ue根本就没想到后期框架填充后能加进来这么多幺蛾子,现在就正好和ui重置一起做了。

3. 炼器系统
这个系统不仅仅是炼器,还会包含了法宝武器池的扩充和平衡。
而且就现在的炼器系统的策划草案来看,这也会是个自由度极高的系统。

4. 美术优化
正在进行的有妖兽美术的继续填充;将来还会有人物立绘的优化,增加更多的人物形象;增加技能的特效;优化场景和大地图的美术资源。(俗话说的好,美术就是钱啊QAQ)

5. 更深层次的养成体系
卡牌的战斗强度提升是有限度的(一个梗别玩两遍啊!),现在的卡牌系统在成长性上并不直观,而且也面临着到了天阶或者金丹期后实力提升不明显的问题。
所以现在策划们开了一个脑洞,看上去似乎能解决所有的问题,还可能提升游戏的代入感,简直太完美了。(醒醒)

看上去还真是做不完的任务呢。
不过我们会拼命更新的,随机任务系统我们希能在五月中旬之前更新到测试服中,其它的内容也会不停更新的。
大概就是这样了,希望大家玩得开心~
Apr 24, 2020
BARRICADEZ - FP_BARRICADEZ
We are making some major balance changes and adding big new features.
There is a button to screenshot your whole base, and a new item for use in The Caves
We added a results screen to add value and the feeling of achievement to your play
*Results may not reflect data from previous version save data.
*Many blocks have increased Durability, so your base may have many 'damaged' blocks.
■ updates list
  • [items] Changed design of blocks that don't allow bullets to pass through
  • [items] Added the Mining Charge for clearing paths quickly
  • [items] Rusty version of Arbalest and Phalanx traps
  • [skills] Added skill for Bridge and Fence durability
  • [skills] Added skill for Attack speed of Spring traps (Tenderizer included)
  • [other] Full base screenshot feature added
  • [other] In-game guide added
  • [other] New story scene after clearing the 7th night
  • [other] Results screen on game over
  • [other] Results screens after specified nights are cleared
  • [other] New design to add depth to The Caves background
  • [other] Pop-up notice for unavailable actions
  • [other] New tips pages added (Enemy info and others)
  • [other] Increased number of Save Data slots
  • [other] Added Russian language
■ Other minor bug fixes
  • [enemy] Adjusted burn damage
  • [enemy] Adjusted enemy knockback numbers
  • [enemy] Adjusted so traps can still attack while Ooze is damaging them
  • [items] Increased durability of many blocks and walls
  • {items] Spikes will stop working at 1 Durability and won't break from use
  • [items] Adjusted attack speed of some traps
  • [items] Hellfire can now pass through other traps and some blocks
  • [other] Can now get a Rusty trap from the first Abandoned Factory
  • [other] Wood and Stone collection rates adjusted
  • [other] Adjusted item descriptions
  • [other] Can now use play speed buttons to close Building Mode
  • [other] Can now start/close Building Mode while facility UIs are open
  • [other] Fixed small bugs regarding Engram menu
  • [other] Fixed small bugs regarding Facility UIs
We will continue bringing regular updates, so please enjoy!
...