Nov 30, 2020
Infestation: Battle Royale - Silenterror
Hey Survivors!

As we said in our Q&A from Friday, we are going to roll out a little hotfix especially for the weapon changes. We constantly working on them, so if there is something wrong, then we will fix it.

If you haven't checked the Q&A VOD, then click HERE

We are also swapping our EU Oficial machine to test the performance because of the massive performance reports made by players.
Now let's jump to the changelogs:
  • M16
    • Spread: 2.6 -> 3.2
  • M4 Semi
    • Spread: 2.2 -> 3.1
  • M4
    • Spread: 2.8 -> 3.1
  • Masada
    • Spread: 3.2 -> 3.5
  • Sig Sauer 556
    • Spread: 3 -> 2.6
    • Recoil: 3.3 -> 3.1
  • FN Scar CQC
    • Recoil: 3.6 -> 3.3
  • G36
    • Spread: 2.4 -> 2.9
  • AK-74M
    • Spread: 2.6 -> 3.3
  • FN Scar Night Stalker
    • Spread: 3.3 -> 3.1
 

Estimated patch size: 10MB

Estimated downtime: 20 minutes

Status: PATCHED

 

Once again thank you for your great support! Want to support us even more? Make sure to share these updates with your friends and followers!

For any feedback about the game please let us know at http://playnewz.com/feedback

If you'd like to share suggestions and ideas you have for the game please let us know at https://suggest.playnewz.com/

To stay updated regarding the patch and server downtime please follow us on our social media:
Facebook: https://www.facebook.com/Infestation.NewZ/
Twitter: https://twitter.com/infestationnewz
Discord: https://discordapp.com/invite/thenewz
Youtube: https://www.youtube.com/c/InfestationTheNewZOfficial
Twitch: https://www.twitch.tv/infestationthenewz
Website: http://playnewz.com/
Forums: https://forums.fredaikis.com/
Nov 30, 2020
Infestation: The New Z - Silenterror
Hey Survivors!

As we said in our Q&A from Friday, we are going to roll out a little hotfix especially for the weapon changes. We constantly working on them, so if there is something wrong, then we will fix it.

If you haven't checked the Q&A VOD, then click HERE

We are also swapping our EU Oficial machine to test the performance because of the massive performance reports made by players.
Now let's jump to the changelogs:
  • M16
    • Spread: 2.6 -> 3.2
  • M4 Semi
    • Spread: 2.2 -> 3.1
  • M4
    • Spread: 2.8 -> 3.1
  • Masada
    • Spread: 3.2 -> 3.5
  • Sig Sauer 556
    • Spread: 3 -> 2.6
    • Recoil: 3.3 -> 3.1
  • FN Scar CQC
    • Recoil: 3.6 -> 3.3
  • G36
    • Spread: 2.4 -> 2.9
  • AK-74M
    • Spread: 2.6 -> 3.3
  • FN Scar Night Stalker
    • Spread: 3.3 -> 3.1
 

Estimated patch size: 10MB

Estimated downtime: 20 minutes

Status: PATCHED

 

Once again thank you for your great support! Want to support us even more? Make sure to share these updates with your friends and followers!

For any feedback about the game please let us know at http://playnewz.com/feedback

If you'd like to share suggestions and ideas you have for the game please let us know at https://suggest.playnewz.com/

To stay updated regarding the patch and server downtime please follow us on our social media:
Facebook: https://www.facebook.com/Infestation.NewZ/
Twitter: https://twitter.com/infestationnewz
Discord: https://discordapp.com/invite/thenewz
Youtube: https://www.youtube.com/c/InfestationTheNewZOfficial
Twitch: https://www.twitch.tv/infestationthenewz
Website: http://playnewz.com/
Forums: https://forums.fredaikis.com/
Nov 30, 2020
Posthuman: Sanctuary - Mighty Box
Hi all,

It's time to give a project update while the world is still going through its apocalypse lite.
We're testing new characters and we've been adding some functionality to them. We were not entirely happy with how they looked and we're putting in some more work on them before releasing them.

We've also been working on the story mode. We've finally fleshed out the actual encounters and we have to now detail them and implement them in the game. The progress here was much slower than expected due to a number of spokes that intruded our wheels. The global pandemic obviously didn't help and set us back a bit. It definitely impacted our finances and slowed us down that way. But other than that we had other hurdles, including some personal health issues, and technical ones, like finding some combinations of player actions which conflicted with some story paths and choices. So we're enduring and surviving through this stage as we make small steps forward.

We've also implemented other small fixes, like for example fixed some inconsistencies in the weapon visuals, and those of the enemies. We will be releasing an update with these and more encounters which we've tested. The release date for this next update will be announced soon.

Tree of Savior (English Ver.) - TREE OF SAVIOR
Greetings, Saviors!

We would like to announce the details of our weekly maintenance. Make sure to check below for the maintenance schedule and patch notes.

[EST] 00:00 to 04:00 (December 1, 2020)
[BRT] 02:00 to 06:00 (December 1, 2020)
[CET] 06:00 to 10:00 (December 1, 2020)
[SGT] 13:00 to 17:00 (December 1, 2020)


Click here for the full patch note.
Community Announcements - apounder505
COMMUNITY UPDATES: THE STEAM AWARDS, GOLDEN JOYSTICKS AND COMMUNITY UGC

Hello, Porters! Hope you’re all doing OK and staying safe, wherever you are. We’re here today with a little community update as we’ve had a lot going on recently and we might need your help with a couple of things. Let’s get started…

GOLDEN JOYSTICKS
Firstly, let us take this opportunity to say thank you to this truly amazing community for your support. Last week, we took home PC Game of the Year at the 38th Golden Joystick Awards, thanks to YOU, our amazing players. This award honestly means a great deal to the entire DEATH STRANDING team at KOJIMA PRODUCTIONS and 505 Games and would have been impossible to achieve without our players.



THE STEAM AWARDS
Speaking of support, we’re calling all our PC Porters to help us out again, but this time in The Steam Awards. As you may or may not know, the Steam Awards are now LIVE, until tomorrow. We'd love you to nominate DEATH STRANDING in any of the listed categories on Steam, but if you think we're worthy of Game of the Year, we'd really appreciate your help here! To vote, head on over to the Steam Store page.



STEAM 50% DISCOUNT
If you haven’t picked up DEATH STRANDING yet, you might want to before the Steam Autumn Sale ends tomorrow. We’ve knocked a huge 50% off, so if DEATH STRANDING is still in your Wishlist, you’ve got until December 1st to make a significant saving.



COMMUNITY SCREENSHOTS
We love nothing more than seeing your Photo Mode shots and we want to continue showcasing some of our favourites over on the Official DEATH STRANDING PC site. If you want to get involved, link us up to your most creative captures in the comments below to be in with a chance of getting featured. Take a look at some of our favourites below…


By @nickrichev


By @lochskye


By Mintorment

THANK YOU
Let us wrap this blog up by saying a massive thank you once again to you, our amazing community. Since our PC launch back in July, our Porters have flooded our mentions with their kind words, support and amazing UGC. We love following your adventures in game, long may it continue.

Stay safe and keep on keeping on.

Antonela - Director of Global Community, 505 Games


Nov 30, 2020
Catan Universe - Catan Universe [CM]
  • fixed lighting issues for fantasy theme set table on desktop platform
  • fixed blocker in mobile tutorials desktop SuR tutorial
  • fixed text issues in viking and fantasy IAP items
  • fixed an issue, where a Freemium player is not able to start randomly
  • fixed an issue within gamelog, when discard SuR progress card
  • fixed glitch when reloading a game and see real VP number in profile frames
  • fixed singleplayer experience retrieval
  • fixed 2nd robber issue on various Sf and SuR cards
Tower Tag - Huhn
This week's challenge:
Win the most matches

The corresponding leaderboard can be found here:
https://steamcommunity.com/stats/1187330/leaderboards/5519007

prices:
1st - A Steam Gift Card 50€ (€ can be converted)
2nd - A Steam Gift Card 25€ (€ can be converted)
3rd - Thief Simulator VR
4th - Eleven: Table Tennis
5th - Racket: NX
6th to 30th - A Tower Tag key for a friend

AND Every winner (1st - 20th) can redeem one free key for the Quest version of Tower Tag once it's done! We'll put your name on a list then.


rules:
1. no closed lobbies (will not be scored anyway)
2. only lobbies that allow 8 players will be scored
3. playing with bots is also counted

deadline:
Saturday 5st of December / 11pm CEST
NosTale - Anime MMORPG - [CM] Phaendar


For a limited time only: get the Champion Blessing Amulet with an amazing 30% discount!
Nov 30, 2020
Mini War - Three Kingdoms - Yang Zeyu
Regular optimization and update contents at the end of November:

OK*.可移动区域再加明显一些
OK*.敌人根据单位朝向只显示一个攻击范围示意图(需选择和旋转资源)
OK*.选中敌人时显示该敌人的攻击范围
OK*.修改语言时不重启游戏,选择取消,会出现无法再操作的bug(已修复)
OK*.确定进入当前关卡的界面,要能看到准备进入的关卡名称
OK*.不同分辨率的适配检查(非16:9的画面,会存在界面美观问题)
OK*.Levelui的上下翻页箭头有歧义,修改为可穿透,下侧按钮有鼠标移入效果,表示可点击
OK*.开始界面去除署名,调整标题为美术字
OK*.新手引导最后一关不要重来一次
OK*.新手关5增加强制引导,点击一步全杀
OK*.表演阻塞bug保险:6秒没有演出节点返回值时自动结束并弹结算界面
OK*.点击移动的操作使用动画,让角色在预演阶段有一个播放逐格移动的过程
OK*.UIReady没有锁住按钮点击行为
OK*.修复黄盖动画播放时卡住的问题
OK*.成就更新完了,拉通补测完成
其他若干微小改动。


研发期的原优化备忘录:
OK1.获取所有按钮
OK2.设计点击&路径变化的游戏循环(含路径形成&伤害预演)
OK3.达成目标的方式(击杀目标敌将/到达特定点位)
OK4.达成目标时开始自动战斗演示(含伤害结算)
OK5.演示完毕弹出结算(下一小关|再战一次|返回菜单)
OK6.达成挑战的功能
OK*.初始化“挑战达成判断”所需的其他检查参数(fightUI-InitChallengeNeed)
OK*.判定是否暂时达成/未达成挑战条件,并改变界面显示(fightUI-CheckChallenge)
OK*.挑战显示待做(ResultUI-OnStart)
OK*.已死亡角色还会参与计算的bug
OK*.ActionEftType.Shock惊退:空槽移动中改变周边敌人位置会导致算路出现问题,故改成使目标转向180度
OK*.主角预演剪影制作
OK*.主角攻击范围叠标(需要结合地图格子动态生成)
OK*.主角伤害范围不会随着转向而变化的bug
OK*.点击后主角应该移动到新位置(回退时也要处理好)
OK*.被击杀的对象和被击杀轮之间需要生成1条连线表示击杀源(以及配套回退的处理)
OK*.UI提示修改——1. 上下左右:选择 2.短按Z/左键:确定行动路点 3.短按X/右键:回退,打开系统菜单
OK*.受伤、格挡行为和数据的记录和回退
OK*.格挡的逻辑还有问题,如果sp<=0时,应该还是扣血
☆已取消:回盾&反杀功能还没做:ActionEftType.Block = 5,//5-回盾&反杀
OK*.单步移动击杀时没有逐格清理敌兵的伤害记录,导致主角不该受伤的受伤
OK*.步数限制(turnCount不超过maxTurn)
OK*.在界面左侧显示当前大关的小关进度和挑战信息
OK*.目标点显示icon
OK*.在界面右侧显示当前选中对象的信息
OK*.枪兵改为1格长伤害
OK*.战斗演示没有攻击第二下的bug
OK*.重开时没有清除血迹的bug
OK*.修复了角色使用连续使用单个动作进行连击时停不下来的bug
OK*.给场地加个薄的地面纹理,才看得出是有在移动的
OK*.血迹跟着角色走了,还是需要单独记录单独清除
OK*.从新的音效库中找更好的武器音效,替换旧音效
OK*.敌人一个动作有多个伤害点回传的,需修改为只有一个
OK*.跳杀报错的bug
OK*.主角加拖尾
OK*.主角跳跃动作应该将图层数拉得比敌兵高
OK*.点击已到达过的点位可回退(适配手机)
OK*.系统按钮需要暴露按钮出来(适配手机)
OK*.关卡菜单界面需要增加显示关卡编号
OK*.敌我双方攻击动作时需要震屏
OK*.主角受击时应有负面表现1:修改受伤飘字
OK*.增加人声音效
OK*.演出完毕应等1s再弹结算界面(等所有动作结束)
OK*.特殊攻击增加人声音效
OK*.新增音效的音量过小,且有延迟
OK*.主角受击时应有负面表现2:受伤音效
OK*.终点标记做成场景加载的,否则演出的时候看不到终点
OK*.结算界面要用动画弹出来才好看
OK*.提示界面要用动画弹出来才好看
OK*.关卡加载完毕前,应限制界面的操作,否则点击后会报错
OK*.连点检查和限制:已检查,无问题
OK*.初始不开备战状态,进入战斗才开
OK*.进入关卡内界面时需要浮现一次任务目标大字
OK*.FightUI的大量按钮组改为Resource加载的
OK*.敌人-盾格挡功能(含A伤害效果结算和B玩家操作阻隔(主要针对吃杀和跳杀))
OK*.将敌方信息推送给UI:SendEnInfoToUI
OK*.玩家点下去时如果主角血量为负了,应无法继续走并血量闪红
OK*.需要等敌人攻击完毕后才继续往下走,否则玩家连续受伤时会出现已离开受击范围了还在被打
OK*.血条为空时长度为负了,显示很奇怪
OK*.关卡名超长出框修正
OK*.操作界面时应时常让能够攻击的敌兵单位播一播攻击动作(如果在预演时被标记击杀,则不用播攻击动作)
OK*.LevelUI加载展示地图资源
OK*.开始界面底部演出-加载和显示无敌的全自动化战斗(用视频实现)
OK*.往回走的操作有bug,一格时可以往回走,两格以上则不行。全部改为可以往回走。
OK*.敌人武将应该是秒杀玩家,功能待做(伤害&显示)
OK*.震动小一些
OK*.大将角色的标色需要特殊处理(加深)
OK*.点击确定后,被击杀角色隐藏,避免内容叠一屏幕
OK*.50关时滚页过慢,需要在超过5关时加速滚动
OK*.死亡的角色,死亡动画里应该将其显示层数拉低到主角层以下
OK*.击杀敌兵成就也在预演时刷新
OK*.开炮音效
No.他势力不有趣,不限制*.他势力需要三线全通才能进(奖励关卡需要其他三路关卡全部通关才可进入)
OK*.多个单位打中玩家反弹时,超过2个就会出bug(伤害生效帧过早的原因,最好在10帧左右,不能太早)
OK*.需要存储玩家上一次进入的关卡,从而在打开选关界面时默认选中对应阵营的分页(缺省选择第一个分页蜀)
OK*.关卡滚动时,右侧大图显示区应显示干扰雪花点
OK*.主角受伤脸上挂血
OK*.主角的格挡字牌应改为“反弹”
OK*.反伤需要回飞一个特效(用的闪电链)
OK*.中文名改为《破阵》
OK*.手柄操作时,需要将鼠标隐藏掉,并将鼠标的影响屏蔽掉
OK*.全屏启动设置
OK*.可移动到的区域加边框
OK*.上线前需重新打包,恢复掉全解锁的测试用存档数据
WATCH / 透视 - AAAA-nn
(Sorry for my poor English, my native language is not English.)

Thank you for your attention and support.

I'm very sorry for the delay. Because of the lack of technical resources, the characters in the game were made with the help of the art of the game publisher, but his resignation led to no one modeling the game characters. Our own artist Hengjie Liu has always been voxel modeling, and has no experience in general character modeling and mapping. Therefore, the roles in Chapter 5 are made with learning. However, this is not the most important reason. The most important reason is that I am frustrated. The failure of the game in business hit me a little bit, which made me lose some confidence, and with the lack of funds, I had more fluctuations in my heart. I doubt whether we can continue to do indie games, and I am frustrated by the confusion of the way ahead. I'm really sorry that "Watch" has been delayed for such a long time by shifting the focus to new projects and looking for other types of games. But fortunately, thanks to the help of the publisher of this game, we have survived for the time being. Although the road ahead is still tough, as long as there is a way, we will continue to move forward, and chasing our dream.
The game is finally finished.
There is no sense of relief, just feel very tired. This kind of tiredness is not only the physical and mental fatigue of making games, but also related to some other things, such as the pressure from living.
It has been more than two years since the beginning of the game, though completed, the game still has this or that kind of problems, but at least we have achieved a not small goal: The first time really completed a game making, our own game.
Before I talk about the game, I want to talk about myself as a game maker.
At the beginning of independent games, I always thought that the game makers just put all what they wanted to express into the game, and the players just need to play the game, and the people who make the game are actually irrelevant to the players, the players don't need to know the makers and remember the makers.
But the idea has changed a lot now.
Now I think the people who make the games are as important as the game itself, because they are the "Voice" —— The game is a mysterious bridge, the player stands at one end of the bridge, and there is a voice calling him at the other end. The player accepts the call of the voice, and bravely walks into the fog on the other end. He doesn't know what he will encounter. But when he finally reaches the other end, the fog clears, and he will see the person calling him. They may smile at each other or quarrel with each other, however, I hope that they will still hold each other's hands and cherish each other. The players will set off again and go to the next bridge, and the game makers will stay to welcome another friend. Maybe they will meet again at the other bridge.
I am 38 years old, the stern father of an 8-year-old girl and a 4-year-old boy, the disobedient son of a 70 year-old man and a 68 year-old woman, the husband of a woman, a pseudo programmer, a fan of novel script writing, an immature and restless middle-aged man, a fan of slang against social injustice, a poor man, finally a independent game maker.
I am Joy Wong, the producer of "Watch". Hengjie Liu is the art of the game. "Watch" is our first indie game. Thank you for your attention.
In the beginning of making this game, the idea is very simple, even has given it a clear definition: it will be an amazing puzzle game. With considerable confidence, I started the journey of making this game. During this period, I participated in Indieplay's independent game competition with great confidence. I thought that I would win awards, but of course I missed. Up to now, it has not won any awards. Even so, I did not lose confidence in the game, because I knew that the game would be "unique". Although many people have said, isn't this "Fez"? But no, "Fez" is an excellent indie game that "Watch" can't match, it is a master-piece. "Fez" is one of the important inspiration sources of "Watch", and "Watch" is really like "Fez", but it is not "Fez". It has its own thoughts and soul, and has its own differences and characteristics. It is definitely not "Fez", because it is "Watch".
Another inspiration of "Watch" comes from an advertisement. This advertisement uses the principle of "Perspective" to turn a low step into a high wall that cannot be climbed. It gave me an idea - if "Perspective" is applied to the game, it should be a good idea..
The puzzle part of the game is very difficult, hard core, even if I put it for a few months, I may not know how to pass a puzzle for the first time (this is not a joke). At this point, I have to apologize to the players who have been defeated by the game. This game is really too difficult, but please listen to me to explain why I don't want to reduce the difficulty.
Because I am paranoid.
For example, in my opinion, children are not weaker than adults. This difference does not refer to the difference in physical strength, but in intelligence. What a pupil can learn, their ability to understand and their imagination will not be weaker than adults. It is only because the numerous and complicated rules of the adult world force them to follow and make them look like fools ( At this time, I suddenly recalled what a young American friend said to me. although he has no children himself, he said that a child is actually a small adult. At that time, I didn't know the meaning of what he said. Now I got it ). What I want to say is that, let a primary school student learn the basic concepts of calculus should not be a stupid idea. Learning it in college is no different from that in grade 3 of primary school. For children, we need to trust them. This may be reflected in my attitude towards the study of my daughter in grade 3 of primary school. When she comes to a question she doesn't know how to do (this problem may be beyond her normal learning scope) and asks me for advice, I always refuse it at the first time. I won't tell her how to do it or give her any hints. Instead, I just say "think for myself". To my surprise, in most cases, after thinking, she can always find her own solutions (Of course, these problems are not beyond her understanding range, I will not really give her a calculus test).
Of course, I won't treat the players as my daughter, and I will tell her how to solve the problems that she can't solve. What I want to say is that people's ability to solve problems may be underestimated by themselves, and their potential may be suppressed by themselves. Think about the origin of all the knowledge we have now, how the ancient people discovered and created the common sense that we are now used to. But now we still rely on these great discoveries and inventions of our predecessors, but we seem to have gradually forgotten our own imagination and creativity as human beings. Therefore, I paranoid that people actually underestimate themselves, and we should not definitely.
Perhaps, this kind of paranoia is very silly and naive, and you will think that my daughter is very poor (sometimes looking at her pathetic look, I really feel that way).
Yes, I often fall into such a contradictory situation - whether my ideas are too harsh, whether my goals are too big, whether I am too serious, and why? In order to find the meaning of human being? In "Watch", I really put this theme into the game, and rigidly added the plot into the original pure puzzle solving. Before I started to make this game, I had been thinking of a short story about a boy living with his grandpa in a deserted city with the background of the future world war, and in the story, I described the different attitudes and choices of different people towards the meaning of life. When I started to make "Watch", I suddenly thought that since I was making the game to express myself, why not add this story to it, so I added it. In the making process, I have also thought the lack of relevance between the plot and the puzzles. the plot seemed abrupt and unnatural, and can not be well combined with the puzzle. There is a lack of direct connection between the two. Until now, I still think so.
But when I got through this game again, by the end of it, my eyes were wet again. This is the same feeling as when I first designed the game. Maybe it can be regarded as a kind of worthless self moving which is not worth saying. However, I am really moved, it is a real feeling. It's important for me to be moved by the games I made.
Compared with the original plot, the current plot has changed. The original theme of the plot is to explore people's different views and attitudes towards the meaning of life in an extremely hopeless world. It has no clear answer to say what is the meaning of our lives. But now on the basis of the original discussion of the meaning of life,I added another new thought of my own life - the desire of human beings and its influence. For example, In order to make my game faster, I ignored my family.
I did not understand the good and evil of human desire, just as I did not understand the meaning of life. I am still ignorant of the value and goal of human beings in the current social situation. We can't help but drift with the river of life. We may even be the river itself, enjoying the pleasure of drifting, and never give ourselves time to stop and think. Or, sometimes we stopped and thought, but we can't understand the real value of ourselves. However, in a hurry, we have to jump into the never-ending river of life again.

Say sorry to the friends who can't understand the plot. The plot arrangement of the game is as hard-core as the puzzles in the game, which makes people confused. Some players have raised this fact. In fact, I have thought about revising it, but in the end, I didn't. Maybe it's due to paranoia. In the initial design of the plot, the plot arrangement of the novel was followed. Instead of using linear narration, different scenes were interspersed to form "Another Puzzle". The purpose was to increase the drama and make the game look "Unique". With the making of the game, I also began to think that the goal of this design is just to be "Unique"? I am not doubting the design pattern itself. I am just doubting the "goal" behind the design pattern. A design pattern cannot be denied because it is too strange, because it is only a means and should not be the "goal" itself. "Goal" is so important that I didn't think about it well before, but now I regard it as a crucial thing not only for game making, but also for other things. At the beginning, what I wanted to do was an amazing puzzle game. So how to make it amazing? It must be "Unique" and has "Creativity". So "being different" was my goal and "creativity" was supreme in my mind at that time. My understanding of the highest form of "creativity" was "making something out of nothing", it was the ultimate goal in my heart at that time. But now, my idea has changed a lot, taking something similar to a tool as the ultimate goal is not the best. What is the best goal? In my opinion, it's the "Core", the "Value", and the possible impact on our lives, and taking these as goals is my ultimate goal in the future (if I have the opportunity to continue to make indie-game). I would like to reference some words from a friend Zhichao Long, a game designer, "If the old JRPG used to give us a lot of imagination about Justice. Now the Justice of the game is just Decoration, and the Imagination of the game is the Law of the jungle. " (I think it's wonderful, my eyes are a little wet when I see this words.) Why do we take "Decoration" as our goal? Why don't we take the "Great" as the goal of our game? It's not just imagination, we need to try to make them real, and I believe we can.
"Watch" is also a memorial to my life. The people in the game are the people around me. In the game, Xiang'er, Ning'er, grandfather and grandmother are all ordinary people. In my life, they are actually my son, daughter, father and mother. The echo between the characters in the game and the characters in life is not intentional, but a coincidence. The names of Xiang'er and Ning'er are taken from the names of my son and daughter, which is intentional. Now, I can let them play the game I made. Maybe they don't understand the meaning of the story for the time being, or they may get stuck in the beginning because the puzzle is too difficult. But I think they will eventually get through it and understand it. In this game, there is something I want to tell them : Courage and Hope in the face of life. I also hope that they can forgive their father, because of the making of the game, I can't be with them most of the time, and sometimes I was angry with them because of some difficulties in the making process. I'm sorry, I'm not a good father. I still doubt whether my paranoid self can be changed, but I will try my best to spend more time with them in the future.
Thanks to the game publisher "DaDa" and his team, without their support, this game can not be done.
Hengjie Liu, thanks to him for making this game more beautiful and vivid.
Zhichao Long, thanks for his guidance on game design.
"毋啻", thanks to her modification of the text of the first chapter of the game.
"留盛夏一纸浮夸 よし" and "落秋FallingAutumn", thank them for their dedicated play testing of the game.
Jonathan Blow, thank him for his words and advice on the game. And all other friends who care about and support this game, thank you!
Finally, I look forward to meeting you at the other end of another mysterious bridge.
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