Last Wood - justusgamelab

[experiment] Ver 0.9.6p5
  1. Remake the model of pickel barrel.
  2. Remake the model of brewing barrel.
  3. Balanced the cost of some basic research.
  4. Players can see status of their plugins uploaded to Steam Workshop before.
  5. Increase frequency for floating man.
  6. Increase speed for survivors paddling.

switch to [experiment] branch to experience more new contents!
How to: Right click on Last Wood in your Steam Library -> Properties -> Beta -> switch to experiment branch.

Join our Discord group to check detailed guide and share your plays!
https://discord.gg/DjN6H5B
Sign of Silence - Renderise
Hello, our players!
We haven't released updates for a long time, and now, finally, this moment has come!

Today we present you with a big update with new location, new enemy, new ending and many other innovations and improvements.

Game innovations

New location
Added a new location - Mines with lair of darkness.
The old mines located under Riven Peak are now open to the public. In them you can find new adventures, wander around interesting places and find a lair of darkness - a terrible monolith that is the source of evil in these places.

New enemy
The Cultist is a fanatical minion of the forbidden cult who worships the monolith. He is able to get into the mind and kill anyone he sees. The cultists don't see very well in the dark, but don't get caught in his flashlight.

New ending
Expulsion of darkness. Once they reach the monolith, players can interrupt the cultists' ritual that supports it, killing them and freeing Danville and the surrounding area from the forces of darkness.

New life after death
Now, after the witch kills the player, by tearing off the head, the forces of darkness make the head "come to life", turning it into a terrible spider-like creature that can follow its friends, but, unfortunately, it will not be able to escape.

New achievement
After completing the game on a new ending, players will receive a new achievement that they can brag to their friends.

Improved gameplay
  • Added various horror scenes throughout the location
Bug fixes
  • bug with audio chat looping fixed
  • fixed the work of players' marks, now we can see the place where our friends died
  • fixed behavior of the witch when players split
  • fixed bug of duplicating monsters when changing master client
  • other minor bugs fixed

Dec 21, 2020
Siralim Ultimate - Thylacine Studios
Patch 0.6.0 is now available on our test branch! As with previous patches, I've decided to release this patch on a separate branch that you must opt-into before you can download it.

Please expect some bugs and crashes associated with this patch today. I will update the game pretty aggressively over the next few days to fix any issues that come up. With that said, if you feel like some hiccups might frustrate you, I suggest you wait until this patch is released to the main branch before playing it.

In order to download the patch, please do the following:

1) Make a backup of your save folder. You'll find it in C:\\Users\\YOUR_USERNAME\\AppData\\Local\\SiralimUltimate. Save the entire "save" folder somewhere else on your computer. Please do not skip this step.

2) In your Steam Library, right-click Siralim Ultimate, go to Properties, then the "BETAS" tab. Enter the code "massivepatch". Click the "check code" button and then you should be able to select "test" from the list of betas in the dropdown menu.

3) Patch 0.6.0 should download automatically now. If not, restart Steam.

Unless some major issues appear, I will move this patch to the main branch in a day or two. Please let me know on our support board if you run into any issues!

___________________________________________

Patch Notes

- IMPORTANT: The game now runs on GMS 2.3, an updated version of the game engine. This was a necessary upgrade to allow me to port the game to platforms outside of Windows, as well as to future-proof it. You shouldn't notice any major changes from this upgrade, but it could introduce new bugs and crashes to the game that weren't there before. Please let me know if you come across anything weird. If all goes well, I'll have Mac/Linux ports ready to go in early January!
- ADD: Gate of the Gods. You can unlock this new Utility/NPC decoration by completing a project that is available after you defeat every Nether Boss at least once. The Gate of the Gods allows you to challenge the gods to battle. If you win, you'll earn Mana that allows you to summon that god's Avatar and add it to your party. This is a massive end-game system and there's no way I can fit all the details about it in these patch notes, so please see the Codex for more information.
- ADD: Godforge. This feature can be accessed at the Gate of the Gods and allows you to spend your Avatar Mana to upgrade your existing Avatars. There's a different upgrade for each of the 21 gods, so in order to fully upgrade one Avatar, you need to gather 100% Mana for each of the gods. You can only purchase one of each upgrade for each of your Avatars, so this isn't an infinite grind.
- ADD: Ultimate Spell Gems. These are available only to Avatar creatures, and each Avatar has access to their own spell. Ultimate Spell Gems have only 1 Charge, but they recharge after each battle. Note that 6 spells are using placeholder sound effects for now as they aren't ready yet, but the functionality and visuals are already implemented.
- ADD: "Keyforge" mission which rewards you with a Gate of the Gods key upon completion. This is a repeatable mission that is unlocked alongside the Gate of the Gods. You can still earn keys by defeating Nether Bosses as well.
- ADD: Rodian Creature Masters. During the story, you'll unlock the right to encounter these NPCs in realms. A master spawns in each realm. If you defeat them, you'll unlock extremely powerful trait materials, wardrobe costumes, achievements, and increase your Mastery which confers powerful bonuses to your creatures. This is yet another massive system, and you should definitely check out the Codex for more information. I'm also very open to suggestions on how to improve each masters' party composition to make them more powerful and fun to fight - right now, a lot of the teams are largely placeholders.
- ADD: "Mastery" interface to the "Character" menu which allows you to view the bonuses you've unlocked after defeating each Rodian Creature Master.
- ADD: "Transmogrify" option to the Enchanted Wardrobe. This allows you to change your appearance to that of a creature after you've unlocked the right to do so via the new Mastery system.
- ADD: "Customizable Creature" decoration. This works like a customizable NPC, but you can choose from your unlocked Transmogrifications instead of normal costumes. They also play their battlecry sound when you talk to them. This decoration is awarded to you after you unlock your first set of Transmogrifications from Masters.
- ADD: Mailbox. This is a new Utility/NPC decoration that is given to all players by default from the start of the game. You can use it to receive items from an extremely generous person (me) or to input a code during promotional events to receive items. You might want to check your mail right now, as an extremely generous person (me) might have already delivered an extremely generous gift that is available for a limited time. You can also use the code "disappointment" for another item. Both mail and codes usually have an expiration date. Plesae note that exclusive items will never be distributed via the mailbox - everything you can obtain from the Mailbox is obtainable elsewhere.
- ADD: Astrologer specialization. Astrologers are calculating magi who specialize in creating a sound strategy before each battle. Oftentimes, their plans are so well-constructed that their creatures are able to take combat into their own hands without any further input from their master. You cannot choose this specialization at the start of the game - you must unlock it via a Project.
- ADD: Bloodmage specialization. The Blood Mage is a deranged spellcaster who is willing to do anything to overcome his foes - even at the cost of his own creatures' lives. This menacing spellcaster is adept at manipulating the lifeforce of allies and foes alike in his endless pursuit for power. You cannot choose this specialization at the start of the game - you must unlock it via a Project.
- ADD: Doombringer specialization. The Doombringer draws magic from the Bastion of the Void to fuel his creatures with vast amounts of power. Doombringers specialize in allowing their creatures to perform actions multiple times in a row, all while nullifying his enemies' efforts. You cannot choose this specialization at the start of the game - you must unlock it via a Project.
- ADD: Pyromancer specialization. Pyromancers quite literally thrive on watching the world burn. These maniacal magi ignite both friend and foe alike with a brilliant conflagration, causing their enemies to suffer gruesome deaths while empowering their allies with the power of flame. You cannot choose this specialization at the start of the game - you must unlock it via a Project.
- ADD: Warden specialization. Wardens are wholly attuned to the needs of their creatures. These powerful magi empower their creatures with various boons to give them an edge over their opponents in battle. You cannot choose this specialization at the start of the game - you must unlock it via a Project.
- ADD: 5 new Nether Realms.
- ADD: Mini-bosses now have custom dialog based on their race. Each race has 3 different things they can say, chosen randomly.
- ADD: You can now use the "Copy Data to Clipboard" option from the options menu to share a summary of your character/party with other players.
- ADD: Each specialization now has 3 different wardrobe costumes for you to unlock. One of these (Tier 1) is unlocked by default. Tier 2 is unlocked after completing 50 Realm Quests with that specialization, and Tier 3 is unlocked after completing 100 Realm Quests with that specialization. You can track your progress via some new achievements that were added. Unfortunately, I wasn't tracking these statistics prior to this patch, so everyone will start at 0 quests completed for each specialization.
- ADD: New achievements category: Masters.
- ADD: 1701 new achievements. That's not a typo.
- ADD: 125 new traits and trait materials.
- ADD: 125 new wardrobe costumes that can be unlocked by defeating Rodian Creature Masters.
- ADD: 80 new creature skins.
- ADD: Skins have been added for the remaining Nether Bosses that didn't have one before: Ianne, Furness, Vext, Cyhra, Deathwalker, Judgment, and Mercy.
- ADD: Costumes for new specializations.
- ADD: Prophecy to defeat a god at the Gate of the Gods.
- ADD: Prophecy to complete Keyforge missions.
- ADD: Prophecy to defeat Rodian Creature Masters.
- ADD: Tutorial popups for Gate of the Gods and Rodian Creature Masters.
- ADD: Codex entries for Gate of the Gods and Rodian Creature Masters.
- ADD: New minion: Illusion.
- ADD: Codex now describes what Ultimate spells are in the "Spell Gems" section.
- ADD: Dozens of new sound effects have been added to various parts of the game, mostly when interacting with realm objects.
- ADD: Disabled cards now have a strike through their names in your Card Album to make it more obvious that they're disabled.
- ADD: Assassination Mission interface now shows the number of materials you have for the selected creature.
- ADD: All shop interfaces now show the number of trait materials you have for the selected material.
- ADD: Descriptions of projects that unlock new specializations now include a description of that specialization.
- ADD: If a creature is fused, both of its traits will now appear on the menagerie interfaces as well as the level up interface.
- ADD: Decoration list now strikes out decoration names if you already have the maximum amount placed in your castle (for example, 1 Blacksmith).
- ADD: Traits granted to creatures from Nether Stones now appears on the Creatures -> Traits submenu.
- CHANGE: Massive performance improvements.
- CHANGE: New battle sprites for Apises, Arachnalisks, Aspects, Asuras, Automatons, Banshees, Basilisks, Bats, Brownies, Carnages, Centaurs, Clutchers, Doom Fortresses, Doomguards, Efreets, Efts, and Forsaken.
- CHANGE: Slimes have new battle and overworld sprites.
- CHANGE: You can now put the game into fullscreen mode using Alt + Enter. In addition, I fixed a lot of bugs that caused the display to look distorted when you changed the window size or tried to maximize the window. Let me know if you still encounter any issues related to these changes.
- CHANGE: Removed the "Fullscreen Mode" display option from the options menu as it is no longer necessary.
- CHANGE: Increased the maximum number of lines you can have in a macro from 20 to 30.
- CHANGE: Azural now sells Yetis instead of Golems. Golems can now be found naturally in Azural's realm.
- CHANGE: "Can't Gain Traits" realm property is now "Maximum Traits Gained", meaning you can still gain some traits but there will be a limit to how many you can have.
- CHANGE: "Stone" debuff has been overhauled: Creatures with Stone cannot dodge or deal critical damage. Resistant version: Creatures that are resistant to Stone have a 50% lower chance to dodge and deal critical damage.
- CHANGE: "Stone" debuff can now be spawned from all sources of random debuffs.
- CHANGE: Increased treasure gained from Raid missions.
- CHANGE: Goblet of Trials will now fill after completing a Realm Quest at any depth, but at a much slower rate if you're not at your highest-ever Realm Depth.
- CHANGE: Nether Boss treasure chests now give more loot.
- CHANGE: Cost to socket a Nether Stone now scales with each Nether Stone's rarity rather than always costing 50k Brimstone.
- CHANGE: It now costs Crystal instead of Granite to purchase items from Nethermancer Ned.
- CHANGE: It now costs Brimstone instead of Granite to enter the arena.
- CHANGE: It now costs Essence instead of Granite to purchase costumes from The Court Jester.
- CHANGE: Effects that change your creatures' classes/races at the start of battle are now activated before the battle begins, which should make these effects much better and more reliable.
- CHANGE: Some icons are no longer drawn over enemy creatures in battle while you're holding down the F key. This should make everything easier to read and should prevent unnecessary overlap.
- CHANGE: "Player Spawn Location" decoration has been moved from the Misc category to Utility/NPC.
- CHANGE: Updated the description for the "Proficient" buff to include the fact that it doesn't affect Health (it's nearly impossible to make it work with health due to the way the game was coded a long, long time ago).
- CHANGE: Bloodseeker relic's rank 50 perk now grants your other creatures Maximum Health instead of taking it away from enemies.
- CHANGE: "Heartstopper" trait now steals Speed instead of Maximum Health. Increased the amount from 10% to 20%.
- CHANGE: Osseins have all new traits that deal with resurrection and the Rebirth buff. The old traits were largely useless for all specializations other than Druids, but were so good for Druids that they were by far the best option for this specialization.
- CHANGE: Slime traits have been reworked slightly. Now, they only activate when the creature with this trait receives the bonus in question. These traits were far too powerful and also caused a lot of nearly impossible-to-fix bugs and inconsistencies.
- CHANGE: All Slime traits now work much more consistently than before.
- CHANGE: "Abomination" trait now also works with Maximum Health.
- CHANGE: "Pummel" trait has been reworked: This creature deals 200% more critical damage.
- CHANGE: Adjusted descriptions for all Rift Dancers' traits to be more accurate - they cause effects to activate 1 additional time, not merely "twice".
- CHANGE: "Book of the Elder" trait now grants 2 spell gems per Grimoire, up from 1.
- CHANGE: "Eternal Jinx" trait has been reworked: Enemies' Stone debuffs last forever.
- CHANGE: "Exacerbate" trait now works on the Stone debuff.
- CHANGE: "Jolt" trait chance increased from 12% to 40%.
- CHANGE: "Pulverizing Stare" trait damage reduced from 100% to 50%.
- CHANGE: "Steady Gaze" trait chance increased from 40% to 50%.
- CHANGE: "Spell of Stone" perk (Sorcerer) is now called Spell of Frost and afflicts Frozen instead of Stone.
- CHANGE: "Deep Freeze" perk (Sorcerer) is now called Calcify and afflicts Stone instead of Frozen. Also tripled the chance for this perk to activate.
- CHANGE: "Rigor" perk (Reaver) no longer works on Stone.
- CHANGE: "Anomaly" trait now also reduces the creature's damage by 50%.
- CHANGE: "Ethereal" trait has been reworked. This creature is immune to debuffs and takes 50% less damage. After this creature takes damage, it is sent to the bottom of the Timeline.
- CHANGE: "Poof" trait has been reworked. This creature always deals critical damage and has an independent 50% chance to dodge attacks. After this creature takes damage, it is sent to the bottom of the Timeline.
- CHANGE: "Black Hole Halo" trait now afflicts Bomb instead of Fear.
- CHANGE: "Through the Gloom" trait now increases damage by 50%, down from 75%.
- CHANGE: "Mana Leak" trait is now called "Empowered Bone Spear" and has been revamped: At the start of battle, this creature gains Bone Spear. When this creature casts this spell, it casts 1 additional time and ignores 25% of the target's Defense.
- CHANGE: "Overload" trait is now called "Empowered Chain Lightning" and has been revamped: At the start of battle, this creature gains Chain Lightning. When this creature casts this spell, its damage increases rather than decreases with each bounce.
- CHANGE: "Cry of Anguish" trait is now called "Empowered Magic Missile" and has been revamped: At the start of battle, this creature gains Magic Missile. When this creature casts this spell, it casts 3 additional times.
- CHANGE: "Wail of Torment" trait is now called "Empowered Death Blossom" and has been revamped: At the start of battle, this creature gains Death Blossom. When this creature casts this spell, it deals a moderate amount of damage instead of a small amount of damage.
- CHANGE: "Eldritch Strike" trait is now called "Empowered Fireball" and has been revamped: At the start of battle, this creature gains Fireball. When this creature casts this spell, it has a 75% chance to cast it 1 additional time. This effect can occur repeatedly.
- CHANGE: "Unknown Entity" trait is now called "Empowered Death Siphon" and has been revamped: At the start of battle, this creature gains Death Siphon. When this creature casts this spell, it doesn't kill the target.
- CHANGE: "Mana Shield" trait is now called "Empowered Soul Sacrifice" and has been revamped: At the start of battle, this creature gains Soul Sacrifice. When this creature casts this spell, it also affects enemies.
- CHANGE: Hell Knight specialization playstyle description has been updated to be more accurate.
- CHANGE: Phobos (Nether Boss) trait now only works if the player's creatures deal the damage - this will prevent out-of-memory crashes if the player tries to use spells like Mind Control to cause a billion different attacks at once.
- CHANGE: Elf trait descriptions have been updated to reflect the fact that they block effects from the player's creatures as well. This is how these traits have always worked, but the trait descriptions were incorrect.
- FIX: "Heretic Blood" trait damage didn't activate any on-damage effects and wasn't mitigated by anything.
- FIX: "Heated Ichor" trait used the creature's health to determine the damage dealt instead of your enemies' health.
- FIX: "Vlora's Trick" trait floating text said it was called Shadowstep.
- FIX: "Chip Off The Block" didn't work when your allies attacked the creature with this trait.
- FIX: "Heretics Carpet" decoration had the wrong sprite.
- FIX: Minor music issue after completing an arena run.
- FIX: "Hate And Other Triumphs" trait didn't affect the realm property "Resurrect On Death".
- FIX: "Bloodseeker" relic's rank 10 perk activated on indirect damage.
- FIX: "Burst" perk calculated potency incorrectly.
- FIX: Nether Portals had no sound effect.
- FIX: "Blessing From Below" trait description didn't include the fact that it excludes health.
- FIX: Some achievements could be incorrectly unlocked while players were in the arena.
- FIX: It was possible to get stuck in decoration mode if you tried to place a Player Spawn Location when you already had one in your castle.
- FIX: Tartarith's wall decoration had a flipped tile.
- FIX: Several bugs related to creatures' turns being skipped under certain conditions.
- FIX: If you had the "Impiety" perk, enemies could have multiple copies of the Barrier and Shell buffs.
- FIX: "Diffusion" trait's floating text said that it was called "Concoction".
- FIX: A few trait description typos.
- FIX: Noetherian (Nether Boss) trait damaged the wrong creatures.
- FIX: Minor text display errors in Siralopoly.
- FIX: Enemies' fusion palettes showed up on the Timeline and in the Inspect UI even if you had enemy fusion palettes disabled.
- FIX: "Marshal" trait put creatures in last place rather than first place.
- FIX: AI bug that prevented enemies from casting several different spells.
- FIX: Gem piles in Aeolian's realm didn't display "Destroyed!" when you interacted with them.
- FIX: "Group Meditation" trait didn't work.
- FIX: "Hoo Ho Ha" didn't change your creature's race to Imp.
- FIX: Gonfurian's castle tileset had some stretching issues.
- FIX: "Obelisk" trait didn't always work.
- FIX: Minor bugs related to rebinding keyboard keys.
- FIX: "Endlessly" trait didn't work.
- FIX: Hopefully fixed a bug that could sometimes cause enemy sprites to become permanently enlarged after they provoke.
- FIX: Very rarely, random text (-5555 or -4444) would appear in floating combat text.
- FIX: Single target spells that were cast automatically never targeted Invisible enemies.
- FIX: "One For All" trait didn't work.
- FIX: Rare crash after battle.
- FIX: Slot Machine reel sprite could appear at seemingly random locations in your castle while playing this minigame.
- FIX: "Man 27" costume didn't have left-facing frames.
- FIX: "Savior" trait worked on indirect damage.
- FIX: Andrick (Nether Boss) third tier didn't give his team minions.
- FIX: "Disturbance" trait gave gems to the wrong creature.
- FIX: Minor display issues related to dialog from nomads, explorers, travelers, etc in realms.
Dec 21, 2020
Craftlands Workshoppe - James Clements
Hello crafters!

We have just released an update for Craftlands Workshoppe! Read on for the full patch notes.



New!
-You can reshuffle your workers level up skills to pick one that you like more, but take care each reshuffle will increase the cost of a reshuffle for that specific worker.
-The ability to check what goods characters sell from the map has been added
-Worker house can be upgraded to Level 3 increasing worker count to 10
-Hitting money cap emits gold coins as your movement dust
-Hitting gold cap miraculously fixes up Boogeys freight

Changes
-Daily task board for Freights removed, replaced with a list of freight destination wanted item type list
-Fishing has been slowed down drastically
-Anoli challenge nerfed, requiring 3 goods to be delivered instead of 5

Fixes
-Fixed map NPC's showing complete tasks as available
-Anglerico and Theodore appear on the map

Thank you so much for supporting us and playing Craftlands Workshoppe this year! We hope you all have a wonderful holiday season and a happy new year.
Computer Tycoon - Progorion
Hello Tycoons,

I wanted to upload a new version still this year because I've managed to solve a few priority bugs eventually. Thank you very much for all the help you gave me!

I will also talk a bit about the future again, as the end of the year is so close.

Changes:

  • Now you can archive Hardware parts by selecting them and hitting DEL. This makes archiving much faster than before
  • You can leave the PC Hardware Price field on 0. If you do so, then this Hardware Part won't be sold separately.
  • I've decreased how much fans buy in general, and I've increased the overall interest in hardware parts. Interestingly nobody reported it, but the numbers coming from the fans (we talk about hardware sales), was the source of that extreme amount of buyers. By decreasing it, I actually had to increase the general interest in hardware parts.

  • There was a bug that caused huge DPP fluctuation coming from Hardware parts. The fluctuation was as big as jumping from 7m DPP to 300m DPP (in combination with other circumstances). A steady increase or decrease is okay, or even bigger drops, but this was indeed a nasty bug. Fixed. Thanks, Emran for your saved game, it helped a lot!
  • The CompDeals Magazine gave too low scores, even when you offered the cheapest products. The algorithm was fixed behind it. I also lowered the weight of having the "cheapest" product - for cheapskates.
  • The ordering function was not working on the Research Queue properly. Fixed.
  • You reported that sometimes given late-game techs (such as EFI) appeared at the AI players. While it is possible to get techs earlier than they were invented IRL, it was indeed a bug. Fixed.
  • When you switched from the Tech Tree screen to the World Map the Research Details window didn't disappear, it was just covered by another window. Fixed.
  • The Market-share History window appeared at the bottom of the screen - instead of at its place. Fixed.
  • The RDRAM tech had way too overpowered stats. It is true that RDRAM should have been the next big thing, but eventually wasn't. Its values wanted to reflect this, but something just went wrong. Fixed.
  • You were able to select both SSD and HDD density techs for Storage at the same time. And there were other problems here, too. Fixed.
  • The connection between sites and markets (where you build and where you sell) has changed, therefore I had to change the filters on the market list, too.

There is an engine problem (Unity) that when the game loads (during the blue loading screen), it can take for too long and the bigger problem is if you start clicking around, windows or OSX will think that the game is not answering. Even tho it is NOT frozen - you should just wait longer! Much bigger studios couldn't find a workaround yet - and unfortunately neither I, tho I tried yet again. I won't give it up yet, tho.

Now let's talk about the future! :)

Localizations

Guys, I talked about it millions of times already. I can start implementing the localizations only after all the features and texts are finished in the game. Not before that, sorry. Please understand that I'm a solo dev with a microscopic budget, losing money by working on this game. I cannot slow down the development by maintaining and updating localizations whenever the game changes - especially that it is a text-heavy game. Yes, there will be localizations, as I state in the description of the game, on the homepage of the game, on the roadmap of the game, and as in the forums of the game... so everywhere!

Please do not give negative reviews, because the game doesn't have localizations yet! I would really appreciate that! <3

The game's current state and the upcoming features

Even tho I still have to implement this and that to the core of the game (don't worry if you don't see something that I mentioned to you, I have a to-do list!) The game is slowly "getting there".
I'm really happy to see the game getting all the positive feedback it gets lately.

The plan doesn't change, I will continue following the roadmap.

The biggest remaining features are... the diplomacy (basically making deals with the opponents), the managers (and their offices), which will add you another layer to create your strategy (and it looks good, too - but you won't be able to place furniture in the offices as in Software Inc. or Startup Company, etc.), a better, more integrated tutorial, and the "CEO Stuff", which is basically a reward system connected with random events too. Basically, I will give you fancy stuff to buy, so that you have a goal why you'd like to accumulate that another 100 billion dollars...

As soon as these features are in the game, the last thing I will have to work on (next to balancing all the time of course), are the localizations. I won't release the game without localizations into the main languages at least.

How much time does it require?

Hopefully not that much, because I was working on these features in the past years already. The assets are done, most of the texts are written, and honestly, I don't wanna overcomplicate them anyway. The game is already (too?) complex, these features should not make it much more complex again, they should just expand the experience, so you really can feel like that you are a Computer Tycoon.
They will give you the pleasure factor (rewarding yourself) with crazy stuff - "the CEO stuff", giving you late game mechanics, and the impression of being an actual CEO - the manager system, and giving the impression that it is really an industry which you are the part of, making your opponents more tangible - the diplomacy system.

I always loved to call my opponents in Master Of Orion 2, or talking with them in older Civilization games. You can expect something like that.

These features fit into the game very well, without changing the core - the core we were working on together for so long.

But again how much time do you need?

Yeah, I don't like to talk about time especially after this game was originally planned to be a tiny project of mine, with an early access period no longer than half-year... haha

But while I really think we had great progress and a lot of work is already done, on the other hand, the financial reality is here, too. This game costs me too much not to finish it next year - and the sooner is the better. Unfortunately, my government has decided to increase my taxes by 30% for the next year, too... which is also not helping much. It would be really nice to release the game around the end of 2021 Q1. It is not a promise tho, just a goal.

After the full release, I won't totally abandon the development, but I will have to look for/work on other income sources, other projects.

Mod Support

I know that you'd like to get it, but I cannot give it to you. The game should have been built in a given way to make it possible, but it wasn't. The game itself isn't really workshop-material anyway, but also, while it might work with bestseller games, honestly Computer Tycoon is never going to be well-known enough to make it worthy. I cannot work on something for months, or even a year that could be used casually by 10 people and then played by maybe 50 or 100.
You might know the developer of Startup Company, he has implemented workshop support - and he regretted it deeply, too - (but other than him I talk with many others who share the experience). The amount of support he has to give because is just way too much. And the difference between his and my game that he sold more than 300k copies, while I sold around 14-15k copies (during the same amount of time). And it is not about getting rich... it is about having the money -> to have the time to make it happen.
I gave you nearly anything that you asked for so far, and more - but this one can't happen, sorry. Neither multiplayer nor a mobile port.

--

That's all that I had on my mind for now. I wish you happy holidays and a healthy and peaceful new year to all of you, my friends!

THANK YOU for all the help and feedback I’ve got, it means a LOT! Please if you like the game, don’t forget to leave a review, too! It might help a bit with my game's terrible visibility in the store.

Your friend,
Andris aka Progorion

http://www.computertycoon.com/ROADMAP/Roadmap.html

#############################################################

Pictures of The Still Unreleased features of the ROADMAP:






7 Managers from the coming 101:

Dec 21, 2020
JuVentures - SpielmannSpiel
Hello Juventurers,

we have a big Christmas 🎄 present 🎁 for you: The story update!
That's right! Plantprogrammer, who totally does NOT look like the narrator, finished the awesome story just in time for Christmas ːsteamhappyː.



This update contains:

  • the STORY
  • 1 new scene: The Queen
  • 3 Christmas exclusive diary entries to unlock 🎄🎁🍪
  • 3 Christmas songs
  • 6 community avatars
  • 42 achievements (and more to come!)
  • new Christmas decoration

Sadly we had to reset your save game again, we are really sorry about that ːsteamsadː.

We hope that you will enjoy this big update we put together for you in these troubled times.
Stay safe and have a nice Holiday 💖.

- JujiBla, The SpielmannSpiel Team :ghsmile:
Pussy Puzzle - SpielmannSpiel
Hello puzzling people,

we have a Holiday present for you today!

Our 2nd seasonal cat to puzzle: Santa Paws 🎅🐈🐾 is coming to town.
And he has even more presents for you 🎁💖

  • 1 new Pussy to puzzle
  • 2 achievements
  • 2 Larger than Full-HD WQXGA wallpapers (2560x1600) to unlock for desktop and mobile
  • 3 Christmas themed backgrounds
  • 3 Christmas music tracks (they only play during Christmas time)

And don't forget to activate our FREE-DLC OVER 9000 if you want the greatest of puzzle challenges.
https://store.steampowered.com/app/1495680/Pussy_Puzzle__OVER_9000/
Read the DLC update post here https://store.steampowered.com/newshub/app/1196280?emclan=2883956358809211979


Thank you AmberFrmThVault Gaming for this wholesome Let's play :ghsmile:

We wish you a great time and relaxing holidays :ghsmile:
- The SpielmannSpiel Team
Mython Island - Visionstead Studio


Mython Island the monster taming roguelike has officially released for Steam Early Access as of today!
The game has launched with a price of $9.99 USD with a 10% discount for early adopters. Feature wise the game as of version 0.1.0 is roughly 85% complete. It includes the full story mode run for you to complete, a basic version of the survival mode run that will be iterated on, roughly 90 Mython for you to encounter, and dozens of skills and items to collect and use.

The plan going forward will be to fix any sort of bugs that may pop up, and then go forward with adding more content into the game. I would like to add roughly 20-30 more Mython, dozens more skills, and a good handful of new items to use as well as a brand new Game Mode in addition to the two currently in the game.If you have any questions or any issues please don't hesitate to reach out to me.

I am very excited to hear what you think of the game and will be active all day, you can use the Steam Forums to post any feedback you have, or reach out to me on Twitter at Mython Island.

Thank you so much for taking the time to check out Mython Island, the Island is awaiting your arrival!

- Visionstead Studio
Lust from Beyond: Scarlet - kingab


Dear Cultists!

The period of uncertainty is coming to an end. The great lauv'abrarc sent his trusted Lustful Santa to give you a special gift just before Holidays! The big, worldwide date reveal of "Lust from Beyond" will be announced TOMORROW! We hope you have been naughty enough, because upcoming adventures in the Lust universe are definitely not for those well-behaved… Here’s the link to the announcing teaser: https://youtu.be/xbiqaF8O_jA

Yv'h lauv'abrarc! Yv'h Lusst'ghaa!
Lust from Beyond - kingab


Dear Cultists!
The period of uncertainty is coming to an end. The great lauv'abrarc sent his trusted Lustful Santa to give you a special gift just before Holidays! The big, worldwide date reveal of "Lust from Beyond" will be announced TOMORROW! We hope you have been naughty enough, because upcoming adventures in the Lust universe are definitely not for those well-behaved… Here’s the link to the announcing teaser: https://youtu.be/xbiqaF8O_jA

Yv'h lauv'abrarc! Yv'h Lusst'ghaa!
...