Space Travel Idle - Ayatsuji_san
Build 0.1.5.4

Hi guys, here's a small patch I send out before I start updating some gameplays and implementing a tutorial!
Before I finish the above, I'll slow down the update frequency. But it won't take long (probably one week)!

Feature Updates:
- Added tooltips in Battle Panel

Content Updates:
- Added a Energy Source on Venus consuming Biomass
- Set Mercury as the end of the journey for the current version.
Pavlov - Junt
It is with our deep regret that we must delay the WWII update from its original announced release date for Summer. We owe you an explanation for this delay. We are still hard at work to make this update as fruitful for the player base as possible.

When can we expect the update?

We are aiming for the end of November. This may be subject to change, but we are hoping for sooner rather than later.

Why the delay?

Many of the new WWII weapons are in a very good state, minus a few balancing tweaks and slight adjustments. Some players have played the steam beta versions that include the WWII weapons and have provided very valuable feedback on what you like and dislike about the guns and we have iterated from those impressions accordingly, but this isn't enough. We want to replace the UI.

User Interface

For the new weapons to work in the update, other pieces of the puzzle need to fall in place. Instead of spending the time to update the current UI to fit the new WWII weapons, we would rather overhaul the UI that we had planned now, instead of later. We would want to offer a more complete solution then slap a bandage and patch up something that will be replaced anyway.

We recognize the need for the UI to be improved with Pavlov in its current state. From the voting system, to the scoreboard, all the way down to the server browser. We want to make it easier for players to find the game they want to play. We also want to condense and display more useful information to make it easier for the player to scan around quickly with their eyes. We also want to include some long requested features players have been suggesting. Here is a concept of our main menu for what we have in mind for the new UI:


Please note that this concept is subject to change for the final version

New Master Server Backend

For a long time now, lobby hosts have been running into the dreaded "finding game server" bug. Getting stuck in a loading state and never starting the match, leading to everyone to quit the lobby and the host having to close Pavlov entirely. This was one of the most painful bugs we have dealt with. We have ended up completely changing the back end and our master server list. Most if this is behind the scenes, so will not be noticeable to the plaver. However, lobby leaders will be able to breathe a sigh of relief that they are not going to get stuck in a loop in the future. We have also added more visual feedback to showing the progress while the lobby server remotely downloads the map. This change will also open up opportunities we have planned for the long term that we are not ready to announce yet at this time.

Patreon Going Public

We have opened up our Patreon page to have all the older posts unlocked and set to public. This will allow everyone to read some of the behind-the-scenes material that has been dispensed to Patreon supporters over time. Patreon is not something we want to lock exclusive content behind, nor has it ever intended to be, so we have made a correction to address this. The Patreon page was originally started after many requests from community members who simply wanted to contribute to Pavlov more. It has since morphed into a monthly dev blog as Vankrupt was formed and grown with more on staff. We still plan to provide delayed exclusive posts for Patreon supports in the future.

Please give us a visit on Patreon!

WWII Weapons Beta

World War II era weapons have been in the pipeline for a long time now. Each weapon modeled from scratch to bring high fidelity versions of weapons to Pavlov. Please see the list below of nearly all the weapons. You can now test them out for yourself in the Pavlov beta on Steam. At this moment in time, we are asking our community to place them in their maps for experimentation and testing. Maps will have the guns implemented soon as time goes on.

Want to know more? Check our now public Patreon post with photos of almost all our WWII weapons

If you would like to test online or offline and play with them now, here is a few of the maps from our community members that currently supports the weapons:
Berlin WW2 Guns
Snow Trail (Rush Mod)

Here is how to access the beta on steam:
1. Right click Pavlov VR in Steam
2. Go to properties
3. Click Betas Tab
4. Select "beta-" from the drop down

Keep in mind these weapons are still in beta, so balance and functions are subject to change. We look forward to your feedback!

New Official Maps
We now have the new official maps on the beta build of Pavlov VR for playtesting and feedback! We have rigorously been testing them every week to make sure they are properly balanced for our hardcore search and destroy players. These maps have seen drastic changes and iteration during their development to make sure the play flow for Search and Destroy feels fine tuned. We have also completely remade our classic Bridge map from the ground up. Try them out in the beta and let us know what you think!


Sep 25, 2020
Triton Survival - dreamssoftgames


I released the alpha version 3.73 with some new features:

- Added arrival of Earth supplies periodically with some loot.
- Added arrival info on interface.
- Optimization of jetpack. It's more precisely manageable to allow you to move to high places.
- Production x2 of gunpowder when crafting it.
- Improvements in impacts with yellow rabbits.
- Turret collision improvements.
- New model of explosive grenade.
- Fixed collisions with the guano resource.
- Improvements to the starting base and the tower elevator.
- Improvements in the detection of some resources such as tin when you are near the fire that produces the impact of meteorites.
- Fixed minor bugs.

Best regards!

DreamsSoftGames
Fairtravel Battle CCG - Flaming Torch Games
Oh boy, it's already been three years of work on Fairtravel Battle!

Over those years, there have been 32 updates to the game. So how much work was done in the last year?
Last Year's Releases
Version 31
Version 31 came out at the end of 2019, and included a lot of cool features:
Card Styles


Card Styles were a cool new way to customize your cards' looks, in the form of unlockable rewards. You could spend Renown to unlock a card's style and equip it on that card.
Quality of Life improvements and Card Changes
A lot of improvements were added to the game, such as a new default card back, better mobile support, bug fixes, and more.

Additionally, a lot of cards were rebalanced to allow for more fun gameplay.
Version 32
New board layout

New main experience

New card types


New Card Frames and class/faction system


Version 32 took over 8 months to finish, starting from January and releasing in August. It was an insane amount of work, since it was a massive rework of most of the game and the way everything worked. It was a massive improvement in every aspect, although there are some issues we plan on fixing in the future.

The new class/faction deckbuilding allows for more interesting card designs as well, and we'll be expanding on that in the next updates.
What's coming in the future?
More PVE content
Something that we have noticed over time is that making a multiplayer game is hard when there's almost nobody playing. To counter that, we're planning on adding more PVE (Versus the CPU) content.

PVP content is still going to be a focus, of course. But we need both a good amount of PVE and PVP for the game to truly shine.
Raid and Team Battles
Something that we've been wanting to do for a while is raid and team battles. We feel that that's a field that's not touched much in any card game nowadays, and one that has a lot of potential.

Raid battles would be 3 on 1 battles, where raiders battle an overpowered boss player. It's possible to play with CPUs on both raiders and the boss, meaning you don't need 4 players to play.

Team Battles would allow for several ways of playing. Both PVE and PVP modes are planned, and even some more crazy setups (like free foir all modes with 4 players)

RPG Mode
There's some plans on a RPG game mode, which I've mentioned before. However, I haven't given much details, so I'll do so now.

Right now it's still in the planning phase, so the details can vary a lot, since game development can be very iterative, meaning we do many attempts at finding the right formula for the game or a part of it.

So, in the RPG mode, you'll have a lore-related character which is one of the heroes in the game.

You follow their story until you reach the main city, where you'll have an inn and can swap characters you've unlocked.

Each character would have its own deck, which you can upgrade.

RPG Mode cards would be unlocked by playing that mode, not through standard card packs, and there would be story-specific cards such as item cards.

You'd be able to explore outside the main city like a roguelike-style game, where each time you go out you get a different experience. The reason is that, lore-wise, the world of Fairtravel is constantly changing due to ancient unknown magic, which is why the two major factions (Explorer and Protector) exist.

You'd also have challenges that don't require a duel or combat, and you'd be able to meet interesting characters as you.

This mode would have an end, but you'd be able to keep playing further.
Arcade Modes
There are other modes we plan on adding, which we're dubbing Arcade Modes. We feel that FTB becomes better with more fun modes to play, rather than just trying to be a typical collectible card game. This is still in development and we'll have more details as time advances.
Steam Summer Games Festival
Our new major target is the next Steam Summer Games Festival. We feel that it was a great event this year, but we didn't think the game was really to show it off to the world. Until June next year, we plan on getting a lot of major content improvements to FTB to prepare it for that.
Printed Cards
Although this is probably not as popular as we hope, we've been experimenting with having a printed version of FTB, including its own booster packs. This would be doable since we'd be using a print on demand store to get you those cards, which means it would have no cost for us specifically since the store would ship the cards to you.

The prices aren't great since we're not printing as many as big companies do, but we feel that physical cards would be really cool to have.
Final Words
It's been a crazy year, with covid affecting the entire world and so much work being put into FTB. The last update took over 8 months to finish for good reason. 

It's been three years of work, and a lot more work is coming. We can't wait to see how much further we can go. We hope you're enjoying the progress as well.

Thank you very much for your support and for sticking around all this time.
Due Process - GEC_OZY
This week we've made tons of new maps! And because of that, all of our old maps have been removed and replaced with all new maps. The number of new maps is very similar to the previous number of already existing maps.

Part of the reason why all of the old maps were removed is that they had some issues from being made on our older versions. For example, the bug with the factory shutters not being able to be shot through when opened should now be resolved.

In the future we do plan to still carry some of our maps forward to the next update, we are hoping to double our map pool next weekend with these maps and more new ones.


Bug Fix:

Factory shutters and vault doors should not leave behind an invisible bulletproof wall when opened with the button.
Jet Lancer - Conspiracy


Hello Pilots!

Steam Trading cards have made their way to Jet Lancer, alongside our new badges, emotes, and backgrounds! Play Jet Lancer to unlock them all!



In addition to the Trading Card update, we've got a number of quality of life improvements for Jet Lancer's Arcade Mode. Patch notes below!


1.1.4:

  • Made the Afterburner tutorial more forgiving
  • Slight aim assist for beam weapons to assist gamepad players
  • Fixed drop rarity for Arcade reinforcements
  • Precise aim module is now enabled for the railgun in Arcade Mode
  • Railgun now scales with the Blast Radius upgrade in Arcade Mode
  • Updated text and localization
  • Disabled score popups if they would be equal to 0
  • Performance Optimizations


As always, if you're enjoying Jet Lancer, we'd appreciate it if you left a review!


Until next time!

-The Jet Lancer Team
Sep 25, 2020
NetherWorld - Aticeus
Hey Netherholics!

How was your week? Did you like our first update? Well, we’re glad to say that once you read this second one, you’ll be totally catch up with the current NetherWorld development!

Today we’ll talk about 3 more scenarios, the teleport system, a new boss, a new minigame and more!

Shit wait, disclaimers coming...
WARNING:
NetherWorld is still under development, and this is a recap. Most footage and information shown here may be outdated or may change in the future to guarantee the best quality and fun.
WARNING 2:
GIF compression quality is worse than in-game real footage (sorry!).
WARNING 3:
Keep reading... and ENJOY!



Enough introductory blah blah blah. LET’S START!

SCENARIOS (II)

1. Mordisco Desert

Just like Deumanville, the desert scenario has experienced important changes during the development. Two of the main reasons were the color contrast problems and excess particles of its first design. Here’s how the new version looks:


"Why the fuck is this gif not moving...?"


The inspiration for this scenario was clearly Sergio Leone's spaghetti western movies ("A Fistful of Dollars", "For a Few Dollars More", "The Good, the Bad and the Ugly"...). We're huge fans of them (especially Dan, our programmer), and we're deeply in love with their incredible OST composed by the ethernal Ennio Morricone (R.I.P.).

Our amazing composers Rogue Sonics have created an original soundtrack with these western vibes too. Can't wait for you to listen to it!

Mordisco Desert is also one of the largest scenarios, and includes different sub-scenarios you’ll be able to explore as well:

  • The Nachos Hideout

A western-inspired scenario is not complete without outlaws riding horses. But who are they? Let’s dip into The Nachos!



Guacco, Cheddy, Ketch and Mayo will be the first people you’ll find in Mordisco. Maybe they can help you coming back home…


This is why Cheddy goes on a cart.


Medoo will find them during his hangover walk through an infinite hot-as-hell desert. What do you think about their hideout?



You’ll be able to explore the inside too.



This place is special for us due to many reasons:
  • It’s the first place you’ll discover important NetherWorld lore.
  • It’s a moment to tell and listen to stories, to delve into each character background… And to drink, obviously.
  • We’ve put a lot of effort into the illumination and sfx to make the place feel comfy and real.


  • Saloon

We're happy to introduce you one of the many NetherWorld bars to play drinking minigames, ordering stuff to get drunk alone or just talking to weird people.

It has evolved from a squared 3D zenithal view to a 2D side-scrolling view. Why? Time and resources, basically… It was impossible to make all the bars following this design.

Bye, Old Saloon:



Hi, New Saloon (WIP):



And here’s how the Saloon looks like from outside:


Hmmm… Something makes us suspect these guys are not from this town.


  • Sheriff Office

No description needed. Sooner or later, Medoo will end up there...



...because Sheriff Westwood, aka “The Fucking Law”, will make sure of that.



As you can see, we changed his design to look more badass. After all, he's the bigwig of The Puke, Mordisco's biggest town.




  • Ammoizing Gun shop

Besides obtaining weapons through main story quests and as rewards, you’ll be able to purchase new ones talking to the correct NPC.


“Howdy, stranger! Wanna get some shotguns?”


  • Wormpink Chapel

This old chapel was built long ago by Wormy Olesva to spread the word about Wormpink and the Great Abbess, and includes a cemetery inside. Oh, boy… You’ll remember this place.


Wormpink Chapel from outside.


Wormy Olesva.


2. Fornus Forest

We wanted Fornus to be a creepy, dark and more mysterious version of a "Princess Mononoke" forest. However, we had a handicap: Medoo was completely black, and although he'd have a torch to walk around there, the scenario needed more illumination.

So yeah, Fornus Forest hasn’t escaped from improvements neither (we’re still working on it tho).


Fornus Forest before / after some improvements.

Not all the elements in the scenario are just decoration. Feeling down? Get high with those purple mushrooms!




TELEPORT SYSTEM: Wormholes


One of the main mechanics in the game is a fast way to travel between scenarios. Portals? Nah…




Wormpink and teleport worms first sketches.


Legend has it that Wormpink, the Life Puker, The Soul Eater, created everything. It’s basically a holy giant two-headed pink worm.



Maybe you won’t know if this god exists, but you’ll find normal (?) palindrome worms in most of the scenarios you visit. The mechanics are simple: One head eats something somewhere, the other pukes it somewhere else, and vice versa. Now replace “something” with “YOU”.



But where do all these surface worms lead to?


  • Into the Unkworm: Neil's Cave

The Worm Cave, obviously! More than 5 worms are waiting to be unlocked using different items.



We’re still testing the eat-and-puke mechanics (the worm of the picture is not final!), so hope in the following updates we can show you all the teleportation stuff. Trust us: The wait’s gonna be totally wormth it!


  • Meet the Zoontist

You won't be alone in the Worm Cave. It’s a scientist? It’s a creepy animal lover? No, IT’S BOTH!



Neil was the first Netherwolian to survive wormhole travelling, but at a high cost. After more than 20 years trapped in this cave, he’ll see Medoo as the help he needs to finally complete his research.


BOSSES (II)


Mordisco Desert has its own threats, including this friend below.

  • Keranukk

Run away from a giant fast-as-fuck creature while throwing everything you find in the desert: rocks, barrels, babies…


Run, Medoo... Run!


MINIGAMES (II)


In the last update we introduced Tick Joe rogue-like dungeons. This time we’ll show you one Mordisco minigame: Shooting stuff while horse riding like an outlaw!


As you can imagine, the game won’t be that easy.


MECHANICS IMPROVEMENTS (II)


  • Multiple Question System

Besides normal dialogues, you’ll have the chance to ask multiple questions to some NPCs (not all), or answer them in two different ways. The enigmatic Oraculactus will be one of them.



  • Object Picking, Throwing & Drinking Systems

We wanted NetherWorld to feel more real in terms of how Medoo interacted with items (not just clicking and adding them to inventory automatically). To do so, we combined the Picking Objects System with the procedural pixel arms algorithm explained in the first update. Now Medoo can physically grab most of the objects before adding them to inventory.





This led us to new and interesting functionalities. While developing Xenus boss mechanics, we created the Throwing system, so Medoo would be able to handle tough objects and throw them wherever he wants. It's used in the Keranukk's boss fight too.


The toughest material we found was Albert’s head, our writer and communication guy.


Finally, the Drinking System was born. This would allow you to grab a beer, drink it in several sips and throw the glass on the floor.


"Casual" Drinking System working. Drinking minigames will have different mechanics.


GRAPHICS IMPROVEMENTS (II)


  • Infinite Parallax

To optimize resources and time, we also developed a never-ending parallax system that only generates the background needed for what’s on screen when the player is moving.


Run all you want, Medoo… MUAHAHAHA!


Regarding to Deumanville, besides the background elements we decided to make visible only the on-screen grass. This has been key for properly optimization too.



  • Particles

We love realistic details, and particles like rain, gas or sand help making the scenarios feel truly alive. Adding rain to a scenario is easy with Unity, and sand too; however, recreating how these particles behave in contact with other objects is what we enjoy the most.


Adding sand particles to a desert house. In this case, by hand.


ONLINE FEATURES


Wait... Is NetherWorld an online game? Are we gonna play a Battle Royale? WTF NO. NetherWorld is still a single-player game, but we wanted to add some cool and fun online features, like worldwide leaderboards and what we call the Intruders System.



Imagine that you and 200 other players are getting drunk in The Puke's Saloon at the same time. Wouldn’t it be great you could see each other?

NetherWorld Intruders System is still in alpha tests, but it’s basically a representation of other players in the shape of an NPC based on their in-game location. You won’t be able to interact with them, but you’ll see them in a funny (or creepy) way.




Aaaaand that’s it!
We hope you enjoyed this two-part development recap, and feel free to say anything you think or wanna know about the game!

...that's it?
Now you are truly up-to-date Netherholics, we’ll continue posting brief development updates here… We must satisfy the nosy old lady we all have inside, don't you think?



Wait a second...

You haven't added NetherWorld to your wishlist, or joined our Community Hub?
WHAT ARE YOU WAITING FOR?

https://store.steampowered.com/app/672420

Thanks so much and see you soon with new updates!

Hungry Pixel team


(Oh, you can stalk us below too, including Facebook!)
Dead Age - HolyAvatar


https://store.steampowered.com/app/951430/Dead_Age_2/

Dear Survivors,

Dead Age 2 has a new update. We have a few improvements for you. For example improved saving when quitting and improvements for the traps skills.

Here you can see our current roadmap , check this out:
https://steamcommunity.com/sharedfiles/filedetails/?id=2223075114
If you want to support us, please write a review, so that we also survive in our huge quest.


Customer Wishes

-changed that traps in combat can now be set up in the front row slots as well
-changed that the game will now save whenever the player goes back to menu or quits the game from the ingame menu while being on the map, at the player camp or at a faction outpost.
-slight improvements to enemy AI: they will choose their skills a bit more thoughtful now (eg no melee counter state in back row or charging up strong attacks when HP are almost gone)
-added a confirm context button to attributes, skills and character upgrades to quickly confirm your assigned points
-added the function to simply click und the contextual control info at the bottom of the UI to trigger their actions
-added a check before entering dungeons like the mine that lets temporary chars like escorted medics return to your camp so they won't follow you through the dungeon
-changed that Nathalie from the lost medic quest will now go to City West on her own if you rescued her but then let her wait for to long
-added a save point at the end of Jason's part of the tutorial sequence
-added control hint for the recenter map function

Bugfixes

-changed the controller button for unequip item from B to X (on Xbox and PS controller respectively) so B is no longer double mapped at this situation
-fixed that civilian encounter event doesn't drop the item they want to sell if you get in fight with them
-fixed that the second NPC in the random escort event with a faction soldier could end up in the party after the event ended when the soldier leader died during the fight
-fixed that buff particles could sometimes stayed active on characters event when the fight has ended
-fixed a crash related to infection info chatters that could occur during camp defense fights
-fixed that the main character would get the depressed state when doing a job without the required food or water supply

All the best and stay healthy!
Rayk & the Silent Dreams Team

Craftopia - urokuta
*This is a machine translation.
Hello. We're pleased to announce the release of our development roadmap.
(We'll have a clearer image version soon.)

Please refer to the following URL.
Craftopia Dev Roadmap 20200926 Alpha Version (pdf)
https://drive.google.com/file/d/11FMmyDPVey5u6ej8fKANXfu1G7rnj5xq/view?usp=sharing


In this development roadmap, we've taken the feedback that you've particularly requested and proactively incorporated it into this roadmap.
If you have any feedback on this issue, please let us know via Discord or Twitter.

We will continue to actively listen to our users' feedback.
We're looking forward to hearing from you in the future.


For mobile user version.


Dead Age 2: The Zombie Survival RPG - HolyAvatar


Dear Survivors,

we have a few improvements for you. For example improved saving when quitting and improvements for the traps skills.

Here you can see our current roadmap , check this out:
https://steamcommunity.com/sharedfiles/filedetails/?id=2223075114
If you want to support us, please write a review, so that we also survive in our huge quest.


Customer Wishes

-changed that traps in combat can now be set up in the front row slots as well
-changed that the game will now save whenever the player goes back to menu or quits the game from the ingame menu while being on the map, at the player camp or at a faction outpost.
-slight improvements to enemy AI: they will choose their skills a bit more thoughtful now (eg no melee counter state in back row or charging up strong attacks when HP are almost gone)
-added a confirm context button to attributes, skills and character upgrades to quickly confirm your assigned points
-added the function to simply click und the contextual control info at the bottom of the UI to trigger their actions
-added a check before entering dungeons like the mine that lets temporary chars like escorted medics return to your camp so they won't follow you through the dungeon
-changed that Nathalie from the lost medic quest will now go to City West on her own if you rescued her but then let her wait for to long
-added a save point at the end of Jason's part of the tutorial sequence
-added control hint for the recenter map function

Bugfixes

-changed the controller button for unequip item from B to X (on Xbox and PS controller respectively) so B is no longer double mapped at this situation
-fixed that civilian encounter event doesn't drop the item they want to sell if you get in fight with them
-fixed that the second NPC in the random escort event with a faction soldier could end up in the party after the event ended when the soldier leader died during the fight
-fixed that buff particles could sometimes stayed active on characters event when the fight has ended
-fixed a crash related to infection info chatters that could occur during camp defense fights
-fixed that the main character would get the depressed state when doing a job without the required food or water supply

All the best and stay healthy!
Rayk & the Silent Dreams Team

https://store.steampowered.com/app/951430/Dead_Age_2/
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