Kingdom Wars 4 - Dev Konstantin
Hey Everyone,

With release fast approaching, we are starting an open-ish beta today.

We have just finished sending out free game keys to these MKW veterans who emailed us. These keys also give immediate access to the game. Just in case you missed this offer, to provide some feedback: We wanted to give a chance to MKW veterans to get The Plague for free. So we sent several thousands MKW veterans emails with invitation.

As we start to let public into the game, myself and other developers will be spending quite a bit of time in-game over the next couple of days, and hope to catch some of you in the chat to answer your questions.

Any type of feedback or bug reports that these with access can provide will be extremely useful. Even if its just a few words on what you like, and don`t like about The Plague.

Keep in mind - we are still in active development and there will be daily updates and we polish up and add last content before release in 5 days.

Thanks for your help!
Tech Executive Tycoon - WEB Gaming Entertainment

Hi everyone!

We hope all is well with you and your family and friends. The world is in an interesting place these days, but being an optimist and one of positivity, I hope that you all are okay and hanging in there!

In regard to the matter at hand, we have been working diligently on the latest update to early release (Quarter II's update). We are making great progress, but as usual testing and polish are supremely important and we have a bit more work to do in that department.

With that said, a lot of the polish and quality of life aspects of the game are lacking. Being in the current state of development that we are in, this is currently expected. However, once we have all features in the game, the bulk of our efforts will shift toward polishing and bug smashing on a much grander scale.

Thanks for your patience as always as we know it has been a journey of a lot of required patience. We hope to make the wait worth it. Thanks again and happy gaming!
Saint Kotar: The Yellow Mask - Red Martyr Entertainment
Marko Tominić, the CEO of Red Martyr Entertainment and game director of Saint Kotar wrote an honest and open letter about the true story behind the project Saint Kotar.



He wrote it because he felt you deserve to know more how we got here (how we managed to develop the prologue), in order to better understand how serious we are about this project and what does it mean to us all.

You can read the letter in our latest Kickstarter update: https://www.kickstarter.com/projects/redmartyr/saint-kotar/posts/2884210
Jul 5, 2020
Project Exhibited - Strik3One
Hello Agents!

Over the past few days, we have been working on a quick hotfix. This hotfix addresses issues we have received with the in-game bug reports. Thank you so much!

List of changes:
  • Bugs with changing input settings resolved (In case you changed this you might have to delete your settings savefile in Game Directory > Project_Exhibited > Saved > SaveGames > Settings.sav)
  • Improved lighting
  • Fixed doors locking themselves incorrectly and being returned to a wrong state after loading a checkpoint

We hope you are enjoying the newest update and you will hear from us in the future!

- Team Thieves
TROUBLESHOOTER: Abandoned Children - Dandylion
Hello everyone, this is the Troubleshooter development team.

We conducted a temporary maintenance from 10:30 p.m. on July 5th to 2 a.m. on July 6th to correct the delay in the Asian server from 9 p.m. yesterday (July 5th).

Currently, the Asian server has recovered normally, but some information that has progressed during the DB server delay may have been lost.

We are very sorry for not managing the server properly due to our insufficient capabilities!!

We apologize for the inconvenience caused by this issue and will do our best to prevent this from happening again.

We sincerely apologize for making a lot of effort on this weekend to be enjoyable.

Thank you.
Delphyq - brwabiz
Pre-recorded Stream of our Community Playing Delphyq.



Enjoy the show, pick up some tips, drop some comments!

Last Wood - justusgamelab

[experiment] Ver 0.9.4p3
  1. Deleted steam pot and steam core.
  2. Deleted the craftable old reserch materials in steam work bench.
  3. Water can be supplied when it's rainning.
  4. Fix the issue that you can't batch add or remove items for the trader.
  5. It's easier to manage demands for survivors when playing adventure mode.
  6. More kinds of items can be moved now.
  7. Balance work for the appearence rate for floating survivors.
  8. Mats should be filled flax now.
  9. Balance work for the hp of meat fish.
  10. Fix the issue that meat fish behave unexceptionally.

switch to [experiment] branch to experience more new contents!

Join our Discord group to check detailed guide and share your plays!
https://discord.gg/DjN6H5B
Jul 5, 2020
Fell Seal: Arbiter's Mark - 6 Eyes Studio
Hello everyone,

We have another small update with bug fixes that have been reported over the weekend. Nothing too major, but we don't like to sit too long on bug fixes, haha.

Here goes:

07/05/2020 - Version 1.3.4
Bug Fixes:
  • GameOptions.txt: One of the values to modify AP gains in battle could create a divide by zero with some extreme values. Fixed.
  • Teleport Other: Special enemies with that ability could teleport units on top of "other units" if there was a trap under them.
  • Meatshield: The ability was never meant to be useable on an enemy. Should be fixed.
  • Shove: The player could "cancel" their movement back to where it was before being pushed by the enemy if they took their movement after the counter was triggered. Fixed.
  • Difficulty Settings: The "enemies use drowning" settings wasn't always saved correctly. Fixed.
  • 2 Kyries: During certain story battles, the player could place Kyrie on the map even though she was already deployed by the story if they had no other units available at all. Fixed.

Balance:
  • Bzil Units: Will now gain vicarious AP from monsters (for the respective monster class) for missions AP as well as battles. They were already gaining it from battles. (This is really in this time).
Celestial Command - Artaani
Actually idea of that feature was quite unexpected even for us : )

We didn't thought about planet because it was impossible in 2D, but since the game going to be full 3D, we just thought "Hey, we want to add planets now! That is not too hard, but add so many new possibilities and makes visual so much better!"

And indeed, new possibilities is great!



So here is some frequently asked and potential questions about upcoming features and what we are planing to do with planets:

Environment

How landing from space to planet will be implemented? Seamless transition?
Not a seamless transition, it will be similar with jump to another system. The ships approach a planet and appears above planet surface in different location.

Dynamic time of day?
Yes, full day \ night cycle

Dynamic weather?
Yes, including rain and snow

Points of interest on the surface to explore and gather useful resources?
Yes

How large size of ground surface? Possibility of trip around the world?
No, it is not possible. Each surface location it is quite small area on the planet with boundaries, similar with such areas in space.

More locations and biomes?
Yes, there will be several more different landscapes and biomes

Grass and trees on the surface?
No, we want to design it as barren landscapes which looks more Sci-Fi place and also good for optimization. Also, it emphasize that planets is not suitable for camping with camp fire and such "Nature" stuff.

Landscapes is handmade or generated procedurally?
Each landscape is handmade but using a tool for procedural generation. It is technically possible to generate it procedurally but this process is too long for real time, but faster methods provides not the best result.

Physics

As there a gravity on planets?
Yes, on teaser trailer you can see that ships falls on the ground during combat

How ships keep its altitude in air?
At this moment, anti-gravitation drive which built-in command module. Everything not attached to command module will fall on the ground.
That is not a bad solution, because this is quite common concept in many Sci-Fi movies and games where huge ships keeps itself in the air without any visible engines below it.
However, most likely later we will add AI which will keep ship in air using 4 engines on the sides.

When atmospheric engines will be added - it will consume huge amount of fuel, isn't it?
We will solve it with simple solution, there will be a special engines which consume much less fuel (maybe only energy) but works only on planets.

Retractable landing gear and landing?
Yes, with proper animation.

Ground vehicles with wheels?
We would like to implement wheels but turned out it is technically complex task, so no wheels at this moment, but probably we will implement that as soon as we will figure out how to do that.
However, most likely we will implement hover drive and mech legs, but not sure yet, additional research is required.

Seas and possibility of naval ships?
Requires some additional research but most likely yes. Probably even with submarines.

Aerodynamic with wings and planes?
No, we don't want to implement that in Celestial Command, it is quite hard to implement properly and small size of region will restrict a freedom, also we just want to focus on large spaceships such as frigates cruisers, carriers which supposed to be massive, slow and epic, mostly located horizontally with possibility to change its altitude up and down. Wings for such ships just does not suit its concept.
However downward pointed engines will allow to build VTOL vehicles such as helicopters.
Also, when drones will be implemented, there will be "drones" which actually pre-made planes with wings which will be fast and agile, but its physics will be very simplified so basically no, there will not be aerodynamic flight model based on realistic wings.

Possibility to exit a ship and directly control a human?
No, the game should be only about building and control of vehicles. But layer it will be possible to deploy small ground vehicles from the landed ships in order to explore areas which is not accessible for large spaceship.

Possibility to build bases on planet surface?
Yes, the same constructions as ships or stations can be located on the ground and it can be considered as a ground base. It should be physically stable, if not, we will implement a possibility to "lock" it on the ground.

Mining of resources from planet surface?
Yes, but only limited amount from rare specific points to prevent balance issue and avoid "source of infinite resources"


When it will be released?

First version of planets with some features planned to be released in “Preview” build within 1-2 weeks.




Desert Skies - White Rabbit Games - Tom
Update 1.13 replaces the existing world generation system to create a larger and more interesting world, with biomes and more to explore.

Control your airship!

Build the propeller engine aboard your airship and take control of your journey! The winds won't always be in your favour, build a weather vane or observe wind trails in the sky to navigate your airship.

Biomes!

This update introduces our first two biomes! Your journey now begins in the iconic Monument Valley before moving into an improved version of the Desert Skies classic desert.

New Core World System!

Explore a more interesting world with location phases and points of interest in the desert.

With this major upgrade complete we can take Desert Skies to new heights. We're calling this next phase of development the countdown to Early Access 2.0. We will be releasing a series of regular patches which add new content or enhance an aspect of core gameplay, starting with a patch in around a week which will introduce a day and night cycle.

Read our forum post for more details about the future of Desert Skies.
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