Idle Champions of the Forgotten Realms - Codename
Lazaapz, the Goblin Artificer will be joining the Idle Champions roster with Brightswords 3! Check out her Champion Spotlight here.
MannaRites - Neolog
In this patch I've fixed some of the most important problems of the Arena mode.
  • Healthpoints, stamina and adrenaline meter are now persistent between rounds.
  • If you have a usable item - you can use it once per 3 rounds (it resets after each 3rd round).
  • Also after each 3rd round one of your healthbars is restored.
  • Fixed drop of items - now only usable items drop on the Arena.
  • fixed a long-standing problem with items' icons - they were wrong since launch.

And a couple more minor fixes!
The Witches' Tea Party - Rabbiton
Let me know who's your favourite character in Trick & Treat and The Witches' Tea Party!
* You don't have to play through both games to vote, but it's better if you know the characters.
* The poll ends on 1st October (weibo), but you can still submit answers on the google form after that. It's okay if you vote on both sites.
* This counts as the 2nd Fave Character Vote~It's okay to vote again if you've done it in the past. All votes will be added together as the 2nd result.
* Thank you for participating!

☆ Google form (English):
https://docs.google.com/forms/d/e/1FAIpQLSc7xfJxtab-IwsTAqPMLr_mexiuhN2L049SHQj1saI-0GUtrA/viewform?usp=sf_link

☆ Weibo (Chinese):
https://weibo.com/rabbitongames

☆ You can also check the Airi's Adventure's vote if you've played that!
Tell me your favourite Characters, NPCs and locations here (Google form):
https://forms.gle/DvpMbaXhnqyhw2uh7
(It's on weibo as well).

---------------------
I should have posted the 1st result almost two years ago, but I missed the timing...and found quite a few more votes were submitted (then I'm not sure what to do with them...), anyway, here's
The 1st result!
*Charlotte appears in both games so the votes are added together.

1 Amelia 34
2 Charlotte 33
3 Richard 7

4 Vanessa 5
4 Renee 5
4 Mirabell 5

7 Cathy and Polly 4
7 Marilyn 4
7 John 4

10 Stephenie 3
11 Evangeline 2
12 Xaviera 1


----------------
And the result before the 2nd vote started (Let's call it Result 1.5 X'D)

1←1 Amelia 83
2←2 Charlotte 81
3←3 Richard 26

4←4 Renee 15
5←4 Mirabell 13
6←7 John 12

7←4 Vanessa 10
8←7 Marilyn 8
9←10 Stephenie 5
9←7 Cathy and Polly 5

11←11 Evangeline 4
12←12 Xaviera 3
13←13 Andrea 2


Thank you very much for participating! The votes are very precious to me (I check them now and then, and I'll just keep the forms there). I hope you all had a great time playing TVT

Aaaannnnnd, it's TWTP's 3 year anniversary. Here's a Renee to celebrate☆



For regular news and dev progress (and to support the dev):
Dev blog | Twitter | Patreon

The Japanese version is being translated, which will be released soon :D
Thank you again for staying aroundːtwtpbearː
Have a nice day and take care!


SoundSelf: A Technodelic - Andromeda Entertainment
Today's update includes the following changes:
  • Added credits so you can see who does this stuff!
  • Added ‘thump’ when subwoofer is toggled on, so you can tell it's working.
  • Some minor bug fixes
  • Note: we are working on new assets / shaders for the tree and the sky! Look forward to these soon!

We hope you're enjoying the experience! <3
Lone King - slizer88
Lone King v1.37:

Environmental Hazards:
  • Base lasers now offset in the same direction to avoid player spawning between lasers
  • Belt bomb now set to 25 turns as default max, 40 to start with
  • Bomb timer is now drawn on GUI
Menus:
  • Hard mode now has its own menu
UI:
  • Thruster and ultimate buttons added to UI
Fixes:
  • Templar fixed showing cooldown in tooltip when it was not on cooldown
  • Templar fixed ability image remaining on when movement range returns from long range to short range

Ultimate abilities coming next patch, and cleaning up current abilities to fit into different ranges
Aug 31, 2020
Community Announcements - Krispy
Hello squaddies,

Thank you for participating throughout last week on our early builds of B22. As a result of your bug reports and feedback, the team has been working on more fixes and additional feature changes, which means we will be issuing more playtest builds throughout the week.

To make our launch as smooth as possible for everyone at home and the team, we won't be meeting our September 2nd release date window from our current Roadmap. We prefer to provide a thoroughly tested and polished version for release and hope this news does not inconvenience you.

If you would like to continue helping get B22 to the best state before release, keep an eye out for further UAT playtest builds to the Squad - Public Testing app and the patch notes.

Thank you again for your commitment.

Offworld Out!
Bigscreen Beta - ΛNLY ✨
Hey everyone!

We received reports of people running into a "Path couldn't be accessed" issue when using DLNA in our Videoplayer, and this fix should address that.

Version: 0.103.0.2d6412-beta-videoplayer

Aug 31, 2020
Idle Champions of the Forgotten Realms - Codename
Can I get everyone with a Chaotic Good alignment to please stand up and line up to the left? Or maybe just stand up?

Idle Champions Comic by Luke McKay
Aug 31, 2020
Kaiju Fishing - niftynick
Weekly Dev Update #19
Week of August 24

This week at Mutant… we shifted some gears to talk about what the story means in Kaiju Fishing and how we can better use the environment to take advantage of the ultimate goal: catching and fighting big monsters and fish.

This will be a behind-the-development look at our story process and how Kaiju Fishing has changed and continues to evolve.

A BRIEF HISTORY
From the beginning, Kaiju Fishing has always been a story about the environment. We drew on many monster movie concepts that basically boil down to: humans treated the Earth badly and now monsters either want to live here or they want to save the world from humans. From Godzilla to Pacific Rim to even some other inspirations for this game like Disney’s Moana. Something in the world is out of balance, your adventure is to face these monsters and restore the world.

The first draft waaay back at the start was a very bleak take on the world - honestly. If you look back to the Kickstarter we ran for this concept a year ago, it was much more akin to Shadow of the Colossus (even in name, Shadow of the Leviathan) and had a much darker tone overall.


We’ve since abandoned that in favor of a lighter fishing adventure with more focus on fishing and less focus on brooding cinematics.

This new direction already opened the game up to being a more fun world. We laid out plans for fun characters, more wild concepts for fish (that could be slightly goofy too), and started fresh on a more vibrant art style. Runa got a pet, Skipper, and we got a lot of joy out of imagining the side characters that could populate the areas - like these round, lovable Seals.


I still love them.

And before you get worried about their fate, they’ll still be involved. Promise.

From there, the next narrative pitch was a much more narrative-focused game - with a lot of nods and inspiration from Legend of Zelda: Wind Waker and Ocarina of Time. It was a direction that felt good to imagine because it was epic. The world was lively and the adventure’s scale was huge. That was, in truth, probably always a bit ambitious for us. We're only four people and we’d like to finish this game sometime in the next year, not the next decade. Someday maybe we’ll make an art-book out of the original story and release it. For now, it will likely stay mostly a secret as we shifted once more. Some of it will become "legend" in the new context and will be treated as history of the world, which is kind of nice from a lore-writing perspective.

A moment of clarity helped us here after I re-watched Ponyo for the millionth time. That combined with listening to the first Pacific Rim music gave us a breakthrough.

THINKING WITH PORTALS
The world of Kaiju Fishing in our minds has always been a magical place where spirits and mystery are plentiful. We wanted very much to elevate fishing into the “fantasy” category. The latest concept is a world where the past is flooded and these creatures roam through rifts/portals that are all around. The original concepts for the different villages will be there… but under the ocean.

We immediately jumped to this idea as a way to amplify fishing. We have always been chasing the question "How can we ramp up fishing to make it more epic and fantastic?" The first answer for us was obvious: make them bigger. Way bigger. Instead of reeling them in, they drag the boat. The next step is entirely about the context for where they come from and how we can push the limits on exploring for new fishing zones.

And so we ended up discussing portals to another dimension, like Pacific Rim. The fish come and go through them, they can be hooked through them, and more portals can be discovered or opened through small puzzles around the world. This direction gives us a lot of freedom with the world to really open it up with new things to discover. It also provides us with a clear way to encourage discovery and visually show where your next fishing spot might be. Whatever we would lose in the "epic" narrative, we would gain even more in the gameplay. And we don't lose out on most of the key characters we want to bring to life. In fact, we think this new context gives them a lot of shared interests in the world.

So that's where we're at now. The scope feels better and we get to really dig into what makes fishing in Kaiju Fishing so fantastic and magical.

DEMO UPDATES COMING SOON!?
In the coming weeks, we want to push an update to the Demo of Kaiju Fishing that includes a lot.
  • We’ll be showcasing Medium sized fish for the first time, something we’re very excited about. These fish will test you with bigger attacks and more movement.
  • Lots of bug-fixes and Quality of Life things.
  • Our visuals will have received a decently big update.
  • Crafting will be available in a small dose to create new baits.
  • Mouse and Keyboard controls!
  • And hopefully some narrative clues will find their way in.
Now… with that deadline in mind you might be thinking ‘That’s right about when the next Steam Festival will be!’ And you’d be right... BUT! We won’t be applying to be featured in the October Festival. We’re hoping to make a big splash with our Demo updates even without the Festival’s featuring and we’ll need a lot of help to do that. We’ll be sharing more on social media with ways that you (yes, you!) can help us by streaming and sharing your experience with the game. We’ll also be looking to set up our own streaming times for you to come say hi to us too!

No, we want to push for an even bigger reveal and we won’t be quite there in a month. Steam announced recently that games can only be featured in Festivals once per year going forward so we want to pick our moment carefully. For the Spring Festival however...

Let’s just say, we’re very much looking forward to that opportunity.

FOLLOW US FOR MORE
That's all for now. We have more in the works and will share more as it comes. Be sure to share the game with your friends to get the word out about KAIJU FISHING. As always, thanks for reading! Stay safe out there. <3

If you want to stay up to date with KAIJU FISHING, you can follow us on Twitter @MutantStudios and/or Wishlist the game here on Steam. You can also join our Discord, link is on the main Twitter page.



Neos VR - Frooxius
Hello everyone!

We have a very special weekly update today: The new Worlds menu is finally released to the public! It’ll have a few tweaks and some polish to come, but for now it’s functional and ready for the community to use. The MCC is about to commence as well so be sure to check out Medra’s posts on it as well as our previous weekly updates!



New overhauled World UI
We have finally released another major part of Radiant UI as part of our UI/UX overhaul efforts - the brand new world browser. This unifies browsing published worlds, active sessions and managing opened worlds into a single unified UI, simplifying the interface for new users, while allowing more flexibility to existing users.

You can find the new world browser under the “Worlds” on your main dash in place of the old one. The interface automatically merges opened instances, active sessions and published worlds into a single item for each unique world, reducing duplication and clutter and by default pushes any active sessions to the top, making it easier to join populated worlds.



By clicking on any of the items you’ll be able to quickly join the opened session (if any are running) or start your own. The compact view also shows you the list of users present in that world, with your friends colored teal and away users semi-transparent. When there are multiple active sessions of a given world, you can either cycle between them or expand the world detail.

The detailed view contains a list of all available sessions as well as an option to start a new one. You can also find the metadata, such as publishing date, tags or the description and access to common actions like getting the world orbs, URLs or starting a custom session.



The searching and filtering functionality has been significantly improved as well. Not only it works on live sessions instead of just published worlds, but it supports more complex term matching, instead of exact phrase match. You can find items with any of the terms or force them to be present by prefixing them with the “+” plus symbol or excluding with the “-” minus symbol.

Both the backend and client have been improved to provide much more responsive search and UI, handling most of the heavy work on a background thread.



On the left you can also find common filters to quickly narrow down the list to only show Active sessions, Game worlds, Educational, your own worlds and other categories. By clicking on “Custom” you’ll be able to customize all the searching parameters.

And as last cherry on top, the whole of the new World UI is highly modular and customizable. You can use the individual components to build your own UI’s and facets. The search bar and paging control are completely general and we’ll later use them for other overhauled UI’s as well.

All the pieces are dynamically linked using the new Dynamic Variable system (which you can also use for your own tasks), making it easy to make your own custom pieces of UI.



There are still some tweaks to be done, but we hope that this will greatly improve the experience of new users and reduce frustration. The days of new users not being able to find any populated worlds should now be gone!

If you do have any feedback, problems or suggestions, please let us know on our Discord or GitHub!

Dynamic Variable Spaces, Data Presets and more
One of the major challenges of the UI overhaul is building out new highly modular systems to enable the new UI to be developed and maintained much more easily. Similarly the World UI has paved the road with several general additions to Neos, that have a variety of uses beyond just the UI.

One of them are the dynamic variable spaces, which allow dynamically linking values within the hierarchy based on a name. We have talked about them in the last update, but they have received some more additions in the latest build, providing more components for interaction with the system, like one way value driving or automatically resetting variables when objects are loaded or duplicated.

The system might still undergo some breaking changes, so please be careful if you want to start using them right now. We'll be adding more behaviors and fine-tuning them in the upcoming days.

Another addition is a Data Preset system. This has been used to implement the search/filter presets for the World UI, but it’s generic at the core, operating over raw data. It allows you to setup a set of preset values for certain fields and organize them into a DataPreset component.

You can then automatically assign all the preset values to their fields using a button event and you even get a handy notification if all the fields are currently matching their presets!

Our custom UI framework UIX has received various additions, tweaks and bugfixes as well, helping to mature it some more and provide new capabilities for building your own custom UI.

Several parts of the old UI have also been tweaked and upgraded to these new systems. If you’d like to see all the additions, tweaks and bugfixes, check the #neos-updates channel on our Discord or the updates here on Steam!

Community Highlights
Planetarium, by Orange
Orange of Neos East Japan has brought the Neos community yet another beautiful creation! The planetarium is customizable and shows users many beautiful constellations, so bring your friends along for a field trip!



Blackboard by PolyLogiX
PolyLogiX is working on a new, soon to be public tool, the Blackboard! You can draw using various brushes and materials, and scroll in 2 directions making the board itself much larger than it appears! Can't wait to see this go live for public use!



Deep Space by Enverex
Through a lot of creative and genius tweaks, Enverex was somehow able to create a massive world that is both detailed and extremely performant! Plus some of the NPCs utilize text to speech and can even say avatars names! There's lots to explore from an alien planet to a rideable starship, so give this place a visit!


What’s Next?
With the release of the new World UI, our immediate goal right now are tweaks and bugfixes based on feedback. One of the changes will be stabilizing the list of worlds when it’s being interacted with to prevent the items jumping around too much. Another small feature will be the ability to quickly close opened worlds without having to switch to them.

We’ll also be fixing and tweaking many smaller things that have accumulated while the focus was on getting this new system ready for release. After that we’re considering several things. We might implement the ability to place facets on your avatar, which should be a relatively quick task and possibly an UI translation system.

For the next big task however we might focus on some major optimizations to help improve performance with large numbers of people in the world and in general, but things aren’t set in stone yet. Let us know what you think!

And as usual, thank you very much for your support and for helping Neos grow and improve, we couldn’t be doing this without you!


...