Slovakian game development studio EastWorks Studios is delighted to confirm that Gray Zone is now available to purchase directly from Steam in Early Access https://store.steampowered.com/app/1207320/
Release Trailer: To coincide with Gray Zone now being available for purchase on Steam, EastWorks is excited to show more of the game with a brand new Release Trailer available now on YouTube:
Pricing: For one week Gray Zone will be available to purchase with a 20% discount, the regular price for Chapter 1 is $19.99 but for the first week the price will be only $15.99! As announced previously, when future chapters of the game are released during the Early Access process, the price of the game will increase, so buy now at this discounted price to receive the whole seven chapters as they’re added for the one-off price of only $15.99!
Touhou Mechanical Scrollery flies onto Steam! This Touhou Project-inspired game by Mikosan Mannes combines airial 3D bullethells and hunting action games!
Fly freely through the air as Reimu or Marisa and hunt down humongous foes while gracefully weaving through hundreds of 3D danmaku attacks! Touhou Mechanical Scrollery combines hunting action with bullethell for something completely new to the Touhou series!
FM20 is now 33% off until Thursday, 14th May at 6:00pm BST.
Purchasing FM20 gets you the Pre-Game Editor as well as Football Manager 2020 Touch on PC/Mac for free. FM20 Touch offers a smoother management journey and unique multiplayer options like Versus Mode.
If you enjoyed the free fortnight on Steam, buying FM20 now will allow you to continue with your progression, or begin a new adventure.
You can start at one of over 2,000 clubs, from more than 50 countries. Whether you opt for a club at the bottom of a league system or a club already accustomed to success, FM20 gives you the chance to build a unique footballing identity, no matter where you take the reins.
Anyone who owns our game will get the 15% Loyalty DISCOUNT when buying Train Station Renovation, which releases on April 30th - the discount option will be displayed on its store page.
The developers from Live Motion Games also prepared the 10% Launch Discount and both deals merge in one which gives the 25% discount total!
That’s not the end of the good news! Train Station Renovation and Car Mechanic Simulator 2018 will be also available together in a bundle - Repair&Recovery Bundle!
Train Station Renovation Loyalty Discount will last 7 days after release, and it’ll be available after logging in on your Steam account with owned game/games.
Although we treat this patch as a standard "major" one, I am convinced that for many of you it will be just as important as a Mega Patch. Unfortunately, we did not translate everything into all languages. Expect this in the next patches.
Improvements/Additions:
The Fractal timeline has been added to the game. You can read more about it in the previous weekly report.
All Igor's companions now have a "relationship factor" that changes it relation to the player’s decisions. This factor will be very important in the future.
The "Old documents" quest now has a choice that affects companions and the game world.
The "Meeting with Tarakan" quest now has additional consequences in "A few things from an old hideout" and has an influence on the game world.
The "A few things from an old hideout" quest now has a choice that can affect your companions.
The consequences of the decision from "Hacking into NAR servers" mission in "Mikhail in trouble" quest have been rebuilt in order not to be as unambiguously binary as before.
The "Hermit" quest now has a choice that affects companions.
The "Power plant’s plans" quest now has a choice that affects companions and the game world. Keep in mind that the prison is not finished yet, so the consequences of one of the choices may not be very clear at this time.
The Level Selector has been heavily designed due to the feedback we received from players. There still may be small bugs that we'll fix in the following patches.
Now while leaning, Igor will more realistically twist his weapon
For people who do not like excessive brutality - Gore System can be turned off in the game menu.
General:
We've improved some of the Gore System components - blood should now display properly on different surfaces, and cardboard should look better
Maps should now clearly indicate the area in which the player can move. They should also have more detail and be clearer.
A lot of minor location corrections. Of course there are still a lot of mistakes and we will work on them.
Fixed place where soldiers could shoot you through the walls (thanks to @ARcher and @nox from the Steam Forums)
Fixed place where you could fall under the map on Kopachi (thanks to @hmasi and @SunBeam from Steam Forums)
AI/Animations:
Opponents should notice Igor so easily when they find another soldier's body.
Shot particle will no longer obstruct the entire screen when firing a rifle with a scope.
During takedown, the soldier's threat indicator will no longer be visible.
Now soldiers should correctly stop searching for a player when he disappears from their sight for a long time.
I'm so excited to have Goblin Summer Camp up and available for people to try out. There is a lot more content coming down the pipe, and i'm looking for your feedback to help determine that direction!
Take a look at my last dev log video to see where the game is at right now.
Thank you everyone who supported, tested, and helped in getting to where we are now.
As you may know we were busy with console versions of Redemption and a mobile CCG project in Ash of Gods universe but now it is time to move further and to make another announcement.
Ash of Gods: Redemption was released about 2 years ago but we didn’t have the time to finish its multiplayer. A great deal of players were upset about it because they craved to play with friends and fight each other. So we never gave up the idea to make things right one day. And now we're gonna make it.
We are going to release Ash of Gods: Arena, an online game based on Redemption’s multiplayer, as a Steam Early Access title to improve it over time with your feedback.
So, what can you expect and how it will be different from the original?
There are few reasons behind our decision to make a stand alone title. Since the release of Redemption we received a lot of feedback about the combat, and reviews were mixed. So we’ve decided to change core gameplay, to make it less random, more rewarding, with a great deal of tactical options for a player. But since Redemption’s multiplayer is binded with single-player mode, it is hard to change anything without breaking the whole game.
Another reason to do that is to significantly increase the number of players to let them play against each other, instead of fighting AI. That’s why we’ve decided to release Arena as a free-to-play title. It will allow us to attract more fans of turn-based combats without having them pay for the original game.
As I mentioned before, the game will be released as a Steam Early Access title. This way we can test changes and add new features based on your feedback. On the release it will be a fully functional multiplayer from Redemption with improved drop and stability, and we are going to constantly release new changes over time.
What are we going to change? We’ve carefully considered your feedback and have set our priorities so far towards a few important things.
THE PRIORITY SYSTEM No more priority for small teams and no asynchronous rounds. At the moment players do not get a lot of benefits for killing an enemy character. On the other hand, the smaller team gets an advantage. We will change this.
NEW RULES FOR THE DECK Cards should be used as an additional measure, not to take the whole turn. At the moment you can significantly impact the fight and completely change the course of an entire battle with your deck but the most powerful cards are available only in late rounds while the others are too weak to waste your turn on them.
NEW AND REWORKED MECHANICS We are not satisfied with some of the existing mechanics. For example, stun can be really disappointing at the end of the round, special abilities shouldn’t require health unless it is appropriate—for berserk class, for example. On the other hand, we want to add more possibilities to impact the fight.
Of course, we are going to make even more changes over time. We intend to improve overall combat’s dynamic, add new combat modes, improve clans and UI, balance and loot. And we crave to hear your opinions about it. We’ve managed to build a small but dedicated community with Redemption’s multiplayer and would be very grateful for your feedback and ideas.
What is Ash of Gods: Arena? It’s an online RPG which combines turn-based tactical combat and elements of a card collectibles game. Arena is based on multiplayer mode from the original award-winning game, Ash of Gods: Redemption.
So, what can you expect and how it is different from the original?
There are few reasons behind our decision to make a stand alone title. Since the release of Redemption we received a lot of feedback about the combat, and reviews were mixed. So we’ve decided to change core gameplay, to make it less random, more rewarding, with a great deal of tactical options for a player. But since Redemption’s multiplayer is binded with single-player mode, it is hard to change anything without breaking the whole game.
Another reason to do that is to significantly increase the number of players to let them play against each other, instead of fighting AI. That’s why we’ve decided to release Arena as a free-to-play title. It will allow us to attract more fans of turn-based combats without having them pay for the original game.
As I mentioned before, the game will be released as a Steam Early Access title. This way we can test changes and add new features based on your feedback. On the release it will be a fully functional multiplayer from Redemption with improved drop and stability, and we are going to constantly release new changes over time.
What are we going to change? We’ve carefully considered your feedback and have set our priorities so far towards a few important things.
THE PRIORITY SYSTEM No more priority for small teams and no asynchronous rounds. At the moment players do not get a lot of benefits for killing an enemy character. On the other hand, the smaller team gets an advantage. We will change this.
NEW RULES FOR THE DECK Cards should be used as an additional measure, not to take the whole turn. At the moment you can significantly impact the fight and completely change the course of an entire battle with your deck but the most powerful cards are available only in late rounds while the others are too weak to waste your turn on them.
NEW AND REWORKED MECHANICS We are not satisfied with some of the existing mechanics. For example, stun can be really disappointing at the end of the round, special abilities shouldn’t require health unless it is appropriate—for berserk class, for example. On the other hand, we want to add more possibilities to impact the fight.
Of course, we are going to make even more changes over time. We intend to improve overall combat’s dynamic, add new combat modes, improve clans and UI, balance and loot. And we crave to hear your opinions about it. We’ve managed to build a small but dedicated community with Redemption’s multiplayer and would be very grateful for your feedback and ideas.