TwelveSky 2 Classic - 12Sky2Classic


Hello Heroes,

The year 2020 is finally coming to a close! It's time to welcome in 2021 with an extended Happy New Years Bonus Rates. Starting today 11:00 AM extended to Monday, January 4, 2021, we’re offering increases on the following types of gains:
  • 3x Experience monster kills
  • 3x Item Drop rates on all monsters
  • +3 Contribution Points gains during PvP
Event Duration:
December 30, 2020 11:00 - January 4, 2021 18:00 PST (Server Time)
WolfQuest: Anniversary Edition - loboLoco
Slough Creek! A new home to raise a new pack.



UPDATE: Apparently Steam has decided in its infinite wisdom that this is the update to roll out gradually.... Some people have gotten it, others have not. (I've gotten it on Mac but not on Windows). Sorry about that! Please be patient and it should show up soon for everyone.


With pups on the way, you and your mate have moved to Slough Creek to establish territory, find a den, and raise your family pack. You must hunt to keep them well fed and protect them from predators. But life is not only about food and fighting. Relax in the sun. Loaf around and play with your pups. Enjoy yourself. It's spring and summertime in Yellowstone, and you and your family are living the life of wild wolves!
WolfQuest: Anniversary Edition is a complete remake of the original game. We have released two episodes: Amethyst Mountain and now the Slough Creek, as well as the Lost River Classic map, for PC/Mac on Steam and itch.io, as Early Access.

While in Early Access, we are updating the game frequently with more features and multiplayer (now available for Amethyst Mountain and coming soon for Slough Creek).

The mobile version will come after the game is completed on PC/Mac platforms.

We’ll then resume development of the next episode, the Tower Fall expansion (DLC).
The Black Heart - Saibot Studios
Lovely creatures! How are you? 👻

Andrés Borghi continues working on fixes and improvements for the game, and he has a question for you:

The levels The Attic (Noroko) and The Prison (Animus) don't actually have real music, only atmospheric sound effects. So the question is...

Would you like them to have their own music? Or should we keep ambience sound effects only?






You can answer in the comments below, or you can vote in the next poll on Twitter:

https://twitter.com/TheBlackHeartVg/status/1344351925509218306


BTW, Andres will be streaming The Black Heart today at 3 PM (EST) on his Twitch channel. Don't miss it!

https://www.twitch.tv/andresborghi


That's all for this 2020, guys. We wish you the best for 2021. Cheers and happy-bloody new year!

Tobias
What We Pretend To Be - Home Fire Games
Volume control is now accessible in the options menu. Press the escape key (start button on controller) to open the options menu. To close the game, press the "Exit Game" button. The window resolution can be changed when the "Fullscreen" checkbox is toggled off.
It Lurks Below - Graybeard Games
Patch notes for v1.01.48-51

Unholy Krampus has arrived!
- Jolly Ol' Graybeard has a new Runeword to the Unholy Krampus Dimension

Features:
- New difficulty: Unholy Difficulty Maps -- This difficulty is the hardest in the game. More Unholy maps are coming soon.
- All monsters are level 100+
- Takes 500 MKP to spawn the boss
- Resistances have been lowered by 250
- Armor mitigates less damage
- Bosses have a lot more hit points, but higher drop rates on boss-specific loot
- Unique armors that drop here can have upgrades, like affixes and more
- I have modified most of the existing Runewords in the game. They no longer require Aspire Armor to create. You can directly Runeword most armors now
- I have doubled the amount of armor and hit point increase you get from many Runewords to make up for the loss of Aspire
- I have lowered the rune requirements for Aspire Armor
- Stamina and Slow Digestion are no longer on/off. They are now stats. There are new affixes for them on items. They are visible in the stats window in inventory.
- I have changed crystal planting so that the bulb cost scales with player level. The result crystal ilevel is determined at creation of the bulb now as well.
- You can now only have one copy of a unique crystal socketed in all of your equipped armors at once. This does not include weapon, just equipped armor.
- I have increased the stats on many unique crystals to make up for this. Your crystals will automatically upgrade.
- I have added 5 new unique crystals
- The "ultra" rarity for inferno armor is now available. This does not add an affix, but it does add something else...
- Added two Winter outfits, a hat, and a cloak for sale at Jolly Ol' Graybeard
- Added some alternate sound pitches to sword swings, impacts and wand attacks

Rogue:
- I put the Rogue flask healing amounts back, but the extra swing is more consistent than before

Bugs:
- Somehow Jolly Ol' Graybeard was marked as being able to pick up the bank but shouldn't have been. It has been fixed.
- If you had a partial bank left behind when picking up with Jolly Ol' Graybeard, the NPCs and all the random bank blocks left behind should be gone.
- Fixed the messaging when right-clicking on ancient items that were on cooldown.
- Right-clicking on ancient items now has better messaging if the ancient item requires a target or can't be toggle except with a hotkey/shortcut.
- Several objects in town had a stray ' at the end of the popup dialog text lines, but it has been fixed
- Fixed a loophole which allowed you to put Character Bound items into the Vault
- Using the mouse wheel to scroll the list on character select now refreshes the mouse position and selects the character box
One Last Dungeon - IAmThawmus
[Bug & issues fixes]
- Updated Character Select information
- Fixed Neper's Armament Description
- Fixed mana cost for enemy poison card (was not included in previous build)
Carrier Command 2 - Deltars


Dear players,

In developer spotlight posts, we discuss the detail and ideas behind Carrier Command 2.

In this post, we want to tell you about how you interface with the various carrier systems, command strategy, and directly control the unmanned vehicles.

You interact with these systems using (diegetic) physical screens, buttons, switches, and control seats. These physical controls are arranged in stations, where the tools, actions and controls for a specific point in the game are at hand. Overlaid user interface is kept to the minimum.

In Carrier Command 2, we want the carrier bridge to be a rich world where every screen, button, switch and dial has a function and does something in the world. There are no cosmetic buttons and controls, no false doors.



The Screens

Complex interactions and data are handled by in-game screens. These include displaying map data, setting vehicle orders, listing inventory and system status, and more. These screens are modelled after CRT military and marine screens commonly found in navy ships produced during the cold war, and were the basis for the vision of science fiction of that era.

These screens are placed at stations, and multiple screens are often accessed from a single station. Many screens are most commonly used passively, where the player has vision of the screen, without it taking the focus of the players view.

The screens are low-resolution analogue screens, to reflect the interfaces and style of the original game, and pay tribute to this era of technology. In practical terms, this also works really well because you can still read all information when stood back from the screen. At this scale, information is minimal and can be displayed in a simple to understand way.



Literalism

In Carrier Command 2, placing the player in the narrative of the world, and making it feel relevant and authentic is extremely important to us. For this reason we wanted to avoid overlaid UI as much as possible. Diegetic UI helps set the mechanics and rules of the world, and makes it easier for the player to understand what tools are at their disposal and where these tools are.

This literalism is a newer concept in game design, with our favorite early uses being Tim Schafers in Grim Fandango and later the epic controller and interface of Steel Battalion.



Flow of Gameplay

We have arranged the carrier bridge into gameplay stations, to give the player the controls and functions they need at any point in that gameplay cycle. This minimizes the break in flow as a player walks between stations, if for just a couple of meters. In the middle of battle, it would feel obstructive to repeatedly move between screens, when quick decisions and actions are necessary. By grouping controls and interfaces by mode of gameplay, gameplay can flow without cluttering the interface with functions not required at that point in the game.

These game design decisions and directions are really important to us and we would love to hear what you think! We look forward to reading your feedback in the comments :-)

Much love <3,

The Carrier Command Developers
Dec 30, 2020
SPACERIFT: Arcanum System - KorsaiR
Friends! 2020 ended with a special event for us - we released our project to Early Access, and we are very glad that many of you really liked the game! Positive reviews of the game tell us about it.
We are glad to spend the outgoing year with you, and on this occasion we released another update in honor of the holiday!
List of innovations and changes:
- Added a new type of contracts: a mission to destroy a pirate station;
- New Year's items have been added: decorations for the ship's cockpit, a firecracker, as well as musical accompaniment on the theme of the holiday;
- Fixed some bugs with autopilot when completing contracts;
- Fixed a bug where a resource from a meteorite did not always appear;
Ancient Cities - UncasualGames
v0.2.0.5

THIS IS A WORK IN PROGRESS VERSION, NOT YET THE FULL GAME.

PLEASE, KEEP UPDATED YOUR GRAPHICS DRIVERS.

- Please send us a report if the game crashes and write down report number.
- Please use the Steam 'Players' forum to post your feedback, bugs & issues.

FEATURES:

.5
- Text font with cyrillic support.
- Tutorial scroll.
- New coastal boulder.
.4
- German language.
.3
- Small fireplace.
.2
- Resolution control in graphics menu.

FIXES:

.5
- Language mod update tool.
- Dryer task when deselecting production.
- Crash when creating clearing areas.
- Ocean visualization.
- Season & Moth tooltip.
- Improved memory usage when compressing data.
- Resource heaps crashing in building areas.
- Day light discrete mode at dawn.
- Crashes using lasso tool.
- Improved compatibility with OSD apps.
.4
- Typha plant now also along the rivers near the coast.
- Crash on area build tooltip opening.
- Stuck tribesmen waiting to enter in not accessible buildings.
- UI improvements for small resolutions.
.3
- Improved area marks on the map.
- Calendar reporting Winter in Spring.
.2
- CPU usage optimizations.
- Buildings are not correctly removed from map
- Nettle plants with plant fiber now near the coasts.
- Some terms in french & spanish languages & scripting bugs.
- Loading shader states.

KNOWN ISSUES:

- OPENGL DEBUG IS ENABLED SO PERFORMANCE WILL DROP.
- Some graphics FPS/OSD apps are not compatible.
- Severe shader compilation hiccups are expected if you change AA settings.
- Rivers are not carved correctly in some situations.

TEST GUIDE:

- Please send us feedback about new ( and old ) features.
- Please mod creators: Update & upload your mods when required.
Dec 30, 2020
Starship Horizons: Bridge Simulator - Auric
Release 22 Summary
==============================================
Flight
- Improved Waypoint Management
Tactical
- Improved Ordnance Management
Engineering
- Bug fixes for Energy tracking
Game Master
- Improved Object Management
Designer
- MANY, MANY, MANY (repeat as needed) Bug Fixes
Missions
- The Homestead Company has seen a nice overhaul and is considerably more challenging.
- The Wrong Place, The Wrong Time now has a few subtle differences. Let's see who can spot them.
Overall Bug Fixes
- Fixed an issue with some objects not appearing on Radar
- Fixed an issue with Planet orbital rotation
...