Cartel Tycoon - Mistalleks


We are Moon Moose, and we are developing a game that absolutely puts you in the shoes (err, Ferragamo loafers?) of a drug kingpin in the late ‘80s. This is a strategically rich tycoon simulator at its core with a heavy emphasis on narrative.



You will…

- Build marijuana and coca farms
- Refine raw product into sellable goods at labs
- Choose trade routes
- Bribe authorities and defend against rival cartels
- Launder dirty money
- Expand your territory
- Disguise your goods with coffee, spices, and other legal trades
- Monitor and improve the efficiency of your business at all levels
- Enjoy the awesome OST with the psychedelic and Latin American influences

But inevitably, you will perish.




For us, Cartel Tycoon isn’t a chance to glorify what it’s like to rule a cartel and make millions of dollars. We’ve done our research. If profit is an equation, then violence and its sources are the variables. When wealth and power accumulate, those who already have these things in plentiful supply feel threatened. Rival gangs, international authorities, and the cartel itself all contribute to an unavoidable escalation of violence.




When you die, one of your lieutenants will take over and the empire can rebuild. In this way, you’ll face off against procedurally generated threats and challenges for a different kingpin experience every time. But that cycle of violence, of growing and becoming too big to not fail, never goes away.




Follow Cartel Tycoon on social media to stay up to date on all the updates:

Discord: CartelTycoon

Facebook: CartelTycoon

Twitter: CartelTycoon

Instagram: CartelTycoon


Full version coming late 2020. Would you kindly wishlist us?
Follow Cartel Tycoon on social media to stay up to date on all the updates:

Discord: CartelTycoon

Facebook: CartelTycoon/

Twitter: CartelTycoon/

Instagram: CartelTycoon/


Full version coming late 2020. Would you kindly wishlist us?
https://store.steampowered.com/app/1220140/Cartel_Tycoon/



We’re so thankful for your support!
Atomic Society - Far Road Games


After a frantic summer trying to resurrect our little game dev business following a difficult start to the year, things quietened down while we focused on making one of the biggest updates so far.

If all goes well, this next update could bring us to the end of our Early Access journey, if we manage to get it all done in a single update (if not, we'll break into two parts).

Things are going reasonably well so far, given that it's been little more than 6 weeks since our last update. We haven't hit any big problems yet, as we did with the dreaded path system, and the business and teamwork tweaks we made (focusing on complaints, giving each other daily progress updates, etc) made working part-time from home around day jobs more productive, which is just as well, as lockdowns mean we can't get together as a team any more even to say hello.

The core focus of the upcoming version will be addressing the last major complaint some people still have: that Atomic Society is too short and could use more depth. If our new ideas pan out, the upcoming changes should add a lot more value and interest, at least for those already enjoying the game.

Here's what we've been working on so far (note: screenshots are from a work in progress dev version, so excuse any weirdness)…



​New Goals System

In the top right of the above pic you should see the new goals tracker. For the next update, we've redone and expanded the goals aspect completely, making it more addictive and interesting. Goals are now pinned to the screen (you can minimise them) and divided up into stages or tiers. Each time you complete a stage you get a large wave of migrants to deal with.

Each goal stage is different and bigger than the last, and some stages have unique goals. We've also added in some new goals to spice things up a bit. This should also make the game easier to learn.

On top of that, we've also added new "extended goals" for hardcore players and those who really want to make a big settlement. You can activate these when you beat a map, and the reward will probably be an achievement (as we don't want to force players to go for them). At the moment an extended goal involves going for 800 citizens, double the current amount, among several other tasks.

New Town Reputation System

In the bottom left of the above pic, you may also notice a new vertical progress bar (ignore how it looks, we're trying out different styles).

One of the problems I've been trying to solve is the old survival game problem of the game getting easier rather than harder as you craft stuff and get stronger.

To help with this in Atomic Society we've added a new reputation feature. From now on, as your population grows, your town becomes more attractive, and migrants will start coming faster (there's levels of intensity) rather than migration being random, as it is now. On top of that, the higher your rep gets, migrants will become weaker as they've travelled from further away to find your sanctuary.

When we've balanced it properly, this new feature should help maintain some of that addictive pressure from the start when it feels like you're being overwhelmed with mouths to feed and corpses to clean up. It's going to be tricky to balance it correctly though, as overcoming that survival challenge and building a strong town is part of the fun, but we'll try to find a decent middle-way.

This feature should also help with those lulls when you're just waiting for people to show up. Now you're always working towards something, the next reputation "ding".



Mining and Ore Processing Buildings

In the picture above you can see two brand new buildings that we're working on right now for the next update. Given in mind people will try to make larger settlements, thanks to the new features I just mentioned, we're also going to let advanced towns become completely self-sufficient. In the next update you may eventually be able to get to the point that you no longer need to salvage at all, but you'll have to plan your town around resource areas instead, if you want to go down that route.

The new mine and refinery structures both need to be researched. When you try to build the mine, certain areas of each map will be highlighted, showing where you can get ore from, and you can order the mine to focus on stone or metal. The refinery obviously converts it into useable building materials. This should make those pesky mountains a lot more useful and add more strategy to how you expand your town.

Translation Progress

After putting it off for so long, as the text in our game kept changing so much, we've finally started getting quotes to translate the game into other languages. And it isn't going to be cheap. Each translation is essentially a month's entire income from Steam (for us), but apparently it pays off as it opens the game up to a new audience. I suppose we could get volunteer players to translate it, but this is apparently slightly risky, as a weak translation can lead to bad reviews, and it's also something we'd need to manage and monitor on top of everything else.

We haven't ordered a translation yet (as we'd just have to redo it after this version) but we're probably going to test the waters with a popular language first of all, to see if it pays off.

More Features Coming

What you see above is just the things we've started on this month so far. The biggest feature for the next update isn't quite ready to talked about it yet as it's still early days. But I will do so in future blogs.

My hope is that, despite 2020 trying to destroy society, we can get the update out by December. Hopefully it won't be like last year we were working until 11pm on Christmas Eve to get a version out. That sucked. Ideally it will be sooner than Xmas, but if anything goes wrong I'll let people know.



Business/Personal Stuff

I know a few people just read these blogs to hear about the ups and downs of trying to make your first ever game with zero experience, so the rest of this blog will focus on that...

Fortunately, I don't have new disasters to share. As mentioned, we spent the summer trying to make amends for six months of work on a feature nobody actually wanted, and were close to being flat broke after several months of losing far more than we earned. But after getting some great advice, I started focusing on what players didn't like about the game (as such people hurt the review score, and thus our bottom line) rather than just focusing on fan requests (although of course if somebody requests a great idea, it won't be ignored) and my own personal vision for the game.

The response from existing players to us being open and honest about our development woes was incredible. If you look at the review graph on the store page, you might see a large big spike straight after the previous blog. I'm amazed and deeply grateful to anybody who left a quick review. And the encouragement came just in time. Steam reviews are percentage based, so obviously the lower you go, the harder it is to climb back up. If we hadn't changed course to deal with what the dreaded "red thumbs" were saying, we may have never climbed back out of the mixed zone.

We had a nervous month checking the store page as the trend of reviews changed from negative to positive. For one ludicrous week our review score literally hovered on 69.9% until somebody pushed us over the edge. That was a good day. And to my surprise, it kept on going and levelled out at about 71% where it's now holding, which I think is fair, though I'm not exactly objective.

We'd hoped getting above 70% would automatically increase sales for the game (after all, not many people will take a risk on a "mixed" rated Early Access game) but unfortunately getting above 70% hasn't really made a huge difference to our sales. We've started gaining wishlists again instead of losing them, but I think people may just waiting for us to leave Early Access, considering we're almost there. It may also be that we've taken too long making the game (by picking such a big game as our first project, unavoidable health issues and day jobs). When we first went public with Atomic Society, rival games like Frostpunk, and Endzone and Surviving the Aftermath didn't exist. Now they've come along and eaten our lunch to a degree, though I personally prefer Atomic Society... but I'm not exactly objective.

But it isn't doom and gloom. Following my business "mentor" Tomer Barkan's (of Judgment: Apocalypse Survival fame) advice, I took the risk of running a sale on the game after getting the review score up. This was a gamble. Sales attract people who aren't especially interested in the game, and such people tend to leave bad reviews if they're unimpressed. It could have undone all our hard work getting the score back up and I didn't think we could recover it twice.

Extend Play!

Fortunately the latest sale worked. It gave us just enough cash to press on without having to think about spending more time to staying alive rather than finishing a game that is draining the bank account.

​The picture below is Atomic Society's sales graph from the past 12 months. That mountain on the right is the aforementioned one week sale at a 20% discount (the other smaller bumps are the Steam summer and winter sales from the past year). In fact, we haven't seen anything like this since around May 2019 (the first ever sale).

As you can see, daily sales remain quite low (5 copies a day is roughly normal at the moment). Therefore I don't check sales that regularly, so you can imagine my coffee being spat out when I saw this sale spike. The sale marks the first time we've broken even financially for over a year.

In this regard, focusing on complaints really worked out. And thankfully, the game's review score held above 70%. It took a little battering, but didn't decline.



But everything's relative. That spike equates to about 8 weeks of funds. I think that's all we need for now to finish the new update and get the game out of Early Access, but beyond that, I don't know. We've been tottering on the edge of being broke for so long. There have been several moments where I've wondered if I should take more hours at my day job, or apply for development job elsewhere, assuming anybody would hire me (and I'd be willing to move). But I try not to think about it. Staring into the unknown is a good way to spoil the present day and tarnish past successes.

It's quite possible that with the right mindset, we could continue to turn things around and become one of the rare indie dev successes out there...

But There's a Catch

Having Tomer as my business mentor (he isn't really a mentor, just a nice guy) made a huge difference to our survival. The changes we made by becoming complaint-focused fixed the review score and gave us a great sale. It was fun if manic seeing what we were doing wrong, and implementing practical business changes. But it was also like getting a new job I hadn't applied for.

It seems that to survive as an indie dev, while keeping a team of 3 employed (plus contractors), you 100% have to be passionate about business and marketing or know someone who is. In fact, "business dev" might need to be your first passion, with game development in second place. And though I can muster the energy to act like like Mr. Business on occasion, I'm not that guy by nature and this summer has been gruelling. In fact, I joined a group of professional game developers over the summer, and to be quite frank, I feel stressed just looking at their conversations. I don't want to live my life around wishlist conversion numbers, percentages, Valve's latest blog, etc. I don't want to be controlled by numbers like that. If you're into business and marketing, it probably doesn't feel bad, but I listen to people like the Clark Tank and I just think "I'm middle-aged, I'm going to be dead in about four decades at best, I want to follow what I love". And marketing just ain't it.

On top of that, now we've fixed many of the biggest complaints, a new complaint is emerging that wasn't there before: "This game isn't unique enough". It seems if you focus on complaints, which makes sense, you will inevitably start making something generic because complaints usually compare you to something else that person likes more. However, on the other hand, if you follow your passion and personal vision (at least if you're me), you get bad reviews and go broke.

I'm now wondering if you can actually make "art" (e.g. something you feel passionate about) for anonymous people on the internet rather than following your own heart. You can definitely make "products", but if making products or answering complaints is your thing, there are lots of better paid day jobs out there for such a role. I could spend the next 2 years adding in everything players want, but in the end, I'd just have to ask myself "why did you actually want to make this game in the first place?"

This probably sounds like I'm ranting or depressed. I haven't figured it all out myself, and write largely to figure out what's in my head. I do like solving problems/complaints and I'm enormously grateful to have made it this far, to have created a game that's far more ambitious and successful than I expected. I do still love our game. You don't spend 5.5 years making something if you don't love it. But what do I want to do for a living? And what am I willing to pay to be that person? I think for me, personally - and I certainly don't speak for the whole team - I'd rather be broke than make "products", but I still have my health, which not everybody does.

Whatever I personally think, we will absolutely finish Atomic Society as best we can, focusing on what negative feedback is loosely indicating, and hopefully make a game we can be proud to send out of Early Access. And then perhaps, next year at some point, we can start on a second game of some of the knowledge we've gained. But what should Game 2 be? A game for the public... or a game for me?

Thanks to everybody for reading my muddled thoughts! Apologies if they don't make much sense. Let me know your thoughts on the new content and anything else. I will check comments and I'll be in touch to let you know how this version is progressing between now and Christmas. You can always reach me on the forums in the meantime.

Big thanks again to anybody who left us a positive review and helped keep the lights on so far and for those who somehow make it to the bottom of these blogs. Making your first ever game continues to be a learning experience...

Under: Depths of Fear - Donell_Rogue
Welcome aboard!

If you are curious why you shouldn't play this game at night, our wonderful crew members will be doing a live demo session on October 7th at 3:00 pm PT | 6:00pm ET to explain the dangers of playing UNDER at night. If you are interested, be sure to add it to your wishlist. You don't want to miss the ride. ːsteammockingː

And remember...consider yourself warned!

I dare you to visit our page.

https://store.steampowered.com/app/1128140/Under/

Snail Trek - Chapter 1: Intershellar - philfort
Cascadia Quest is my upcoming adventure game, much larger and more epic than any of the Snail Treks, but with the same kind of humor, puzzles and text parser adventure fun!

Here is the Cascadia Quest store page!





Fisti-Fluffs - Donell_Rogue
Hey you cool cats and kittens!

Come join Jellybean and the developers for some claw action battle during the Steam Game Festival Autumn Edition. The cat party begins Wednesday Oct. 7th at 1:00pm PT | 4:00pm ET. Don't forget that you can add the game to your wishlist, so you don't miss out on those puur-fect deals.

https://store.steampowered.com/app/1407080/FistiFluffs/
Arcanium: Rise of Akhan - Donell_Rogue
Welcome heroes!

We are doing a live demo session of ARCANIUM: Rise of Akhan on Wednesday October 7th at 2:00pm PT | 5:00pm ET to explain the new mechanics that make this game stand out from other strategy card games you know. With an ever expanding world enriched with diverse characters to choose from and infinite amount of replayability, ARCANIUM will offer an experience that most do not. Please join us and be sure to add it your wishlist.

Visit our page here:

https://store.steampowered.com/app/1056840/ARCANIUM_Rise_of_Akhan/
Haulin' Oats - Gramps
Hey, long-haul truckers! As of yesterday, I decided to pull Hauiln' Oats out of the Steam Autumn Game Festival since the time would be better used getting alpha v0.3 finished up. That being said, the demo that was available during the Summer Game Festival is now live again.

And despite pulling the game from the festival last night, it appears it is still active in Steam's system! If you see the little button for the planned live-stream, clicking it will just bring up this post. I did indeed plan a live-stream but my working dev build is not show-ready currently.



However, I'm in the home-stretch of getting alpha v0.3 ready. All of the new features and designs are in place, with the exception of the tons of card assets that need updated. Hopefully the alpha will be pushed to Steam next week.

Cheers and good luck to all the devs showing their games for the festival!
Lion Quest - Frazilpop
Hello. Today we have an announcement – we’re going back! Lion Quest is going to return next year with a new adventure far beyond anything you could conceivably imagine.



Ahead of this we will be releasing a standalone platforming game called Sloth Tales. This will come out on Steam on the 30th October and it will be completely free (yay).


It’s about half an hour long (maybe longer if you don’t like to be rushed) and features refined platforming action very much rooted in the style of the original Lion Quest. But with a sloth.



So what does this mean for the future?

I’m so glad you asked. Lion Quest is moving in a bold new direction so I’m really excited to also offer an experience that feels like a direct continuation of the original.

For those craving the simplicity of a refined 2D platformer (please god let there be at least one of you) this is the ticket – Sloth Tales is the original Lion Quest experience but reimagined with 4 more years worth of ideas and experience.



It will be available as a free standalone game and then also packaged as an unlock within next year's premium release. So in the meantime why not add Sloth Tales to your wishlist so you can be notified by Steam when it is available to download.

https://store.steampowered.com/app/1435980

Oct 7, 2020
EA SPORTS™ FIFA 21 - Electronic Arts
Celebrate the week’s biggest performances on the pitch with special upgraded player items in FIFA 21 Ultimate Team!

From heroic defensive displays to match-winning attacking impact, Team of the Week honours the week’s best players with boosted stats and a special version of their FUT Item.

Head into FUT 21 to see who made this week’s squad!




https://store.steampowered.com/app/1313860
Oct 7, 2020
Quantum Protocol - kaiomeris
TL;DR: Get into game faster. Deck Diversity. Asynchronous Multiplayer.

Get into game faster.

The intro sequence has been removed. Getting people into the gameplay as quickly as possible is really important. When you buy a card game, you want to play cards. The story stuff has been more subtly added to the rest of the game, which will almost certainly make things harder to understand, but hopefully the characters are still fun.


Deck Diversity.

Brand new "Algorithm" cards. These are super special cards you can find in the Ascension Trials. They provide a unique effect when in your Storage! (think of them like relics/artifacts/passives in roguelikes). But you can also put them in your deck for a different effect. And when in your deck you will ALWAYS draw them in your opening hand.

The idea here was to make Ascension runs feel more unique. Algorithm cards should instantly make you think about your deck differently.


Asynchronous Multiplayer.

Clearing an Ascension Trial will now create a "deck code" for the deck you used to win with. Players can use these codes on any dungeon/ascension level to start with the same deck. So basically you can let other people use the decks you've won with.

The key thing here is you can only CREATE new decks in the ascension levels, but you can USE a deck code on any dungeon. So if you're having trouble on a particular level, ask for help in the game's Discord server! Someone might have a super OP deck you can try out.

Ascension Rework.

Ascension Trials were getting WAY too long. Potentially several hours to finish a full run. The trials are now broken up into sets of 3 bosses. So when you clear a set, you'll be bumped up to the next set when you do another run. Right now, once you clear an ascension level, there is no way to "go back" to a previous one. This may change in the future.
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