One Last Dungeon - IAmThawmus
[Bug Fixes]
- Fixed Evasion not reducing evasion stacks properly
- Fixed MageToxin/WarriorToxin being removed prematurely from enemies
Dyson Sphere Program - gameragame
Hey Engineers!

It's already 3 days since Dyson Sphere Program launch its Early Access, and a brand new week is coming! Thank you for all of your support!
and - don't forget to strike a proper balance between Dyson sphere engineering and rest yourself!



[Version 0.6.15.5636]

New features:
  • Icarus is glowing for you! Now it can shine your way at night.

Changes:
  • The 'Logistics Station' is called 'Planetary Logistic Station' now, in order not to mistaken it with the 'Interstellar Logistics Station'.
  • The maximum range of the foundation cursor is increased to 10x10.
  • Now the storage tank panel has a different color on its switch button when it is off.

Balance:
  • The recipe of manufacturing a logistics station is modified - you can save some cost from it!
  • The recipe of manufacturing a EM-Rail Ejector is modified - you can save some cost from it!

Bugfix:
  • Fixed a bug that the game window may not display correctly under some resolutions on certain types of monitors.
  • Fixed a bug that the hotkey may still active while renaming/inserting English text for buildings.
  • You may meet an error when you were planning a long-long conveyor under construction mode. Now the error won't come out again.
  • The logistics vessel can't be placed on orbit collectors now.
  • Now the item count will be shown correctly when you add items to the energy exchanger manually.



We are always here reading your feedback in ( Discord and Google Form)! See you next time!

*Disclaimer: Trainer/hack/modifier is not recommend. The game problems caused by trainer/hack/modifier is not included in the normal scope. Dyson Sphere Program official is not responsible for fixing the problems caused by trainer/hack/modifier.
Jan 24, 2021
Sunday Rivals - 26k
Quick patch to address some issues that came up in the last update. Full notes below:

Gameplay
  • Increased defenders ability to sack the QB based on the QB's AWR rating
  • Touchbacks are taken at the 25 now
Bugs
  • Potential fix for the rare occurrence of a player quickly pushed 20+ yards while catching the ball
  • Fixed another issue that was keeping AI-called timeout messages from being displayed in the UI
Celestial Hearts - SANIC


Hello again!

The new battle sprites were finished ahead of schedule, so I went ahead and began distributing pre-release keys to Kickstarter backers and Steam curators.

I'm keeping the release date at February 15 to give me time to implement feedback and to give content creators time before the game's release.

My next project

I generally don't announce projects before they're at least 25% finished, but my next likely project is a complete remastered edition of Knight Bewitched.

Knight Bewitched was my second title (for context, Celestial Hearts is my 8th). I've debated with myself whether I should re-do Knight Bewitched for awhile now, and came to the conclusion that I should after realizing that I don't feel comfortable recommending content creators play it in its current state.

I don't have any details to reveal about the remaster itself, but the goal is to keep the story mostly the same while changing and adding enough new content to warrant a 2nd play for old fans and make the game even more attractive to potential new fans.

That's all I have for now. Have a great week and stay safe!
Jan 24, 2021
SUPER DRINK BROS. - nekogameteacher
【Patch Note 1.911】
🔥fighter🔥
◎Pot black vinegar
Fixed a bug where dashing when your jump pad and the enemy's jump pad were overlapping would sometimes result in no dash attack.
Fixed a bug that sometimes prevented you from canceling your main skill while using a sub skill.

-System-
Fixed a bug that caused the ranking board to become cola when using black vinegar.
Chinatown Detective Agency - genintco
Hello, gumshoes.

Just a reminder that we'll be broadcasting a pre-recorded playthrough at 1 PM PDT / 4 PM EDT / 9 PM GMT / 5 AM SGT (Jan 24 in the U.S., Jan 25 in Singapore). Creative Director Mark Fillon, Art Director Ricardo Juchem, and Writer Rik Godwin will be having a discussion about the game’s design, writing and art while playing the Day One prologue.

Tune in for many insights into what’s going on behind the development of the game!

You can view all the games that are part of The Big Adventure Event and support all the developers here.

Thank you, and stay safe!

General Interactive Co.


For the latest on Chinatown Detective Agency, follow our social pages:

Twitter: @genintco
Instagram: https://www.instagram.com/genintco/
Facebook: https://www.facebook.com/genintco/
Discord: https://discord.gg/RK55huC
Jan 24, 2021
Cyber Knights: Flashpoint - Trese Brothers

Knights and Backers!

We are so excited to welcome 2021! It will be a very big year for the game as we march down the to-do list (stretch goals and rewards) towards the alpha with 1,000+ amazing backers. December ended on a busy note and as January opens, we are roaring into the new year of development!

Alpha Schedule Update
As we arrive in 2021, it is time to revisit the alpha schedule. All of our internal scheduling models show that the Cyber Knights: Flashpoint alpha will not be ready during Q1 of 2021. We’re making good progress every day, but the game is big and we added a lot of scope to it through the campaign’s stretch goals.

This is always a hard decision. There are hundreds of factors at play. Without a doubt, 2020 has been a tough year. And, as we’ve learned from watching game launches over the years, and over the past few months, it is so critical to launch at the right time. It is up to Cory and I alone to make the decision as to when the alpha is ready. We are always very careful not to risk burning your trust or burning your time by releasing the game to alpha before it is ready and fun to play.

We are committed to continuous updates on Kickstarter -- one a month or more -- and to being as transparent as we can be about the schedule and our progress. We’re thankful for everyone’s patience in giving us time to get this right.

Adding and Trimming Scope
When it comes to schedules and deadlines, scope is always a top concern. Getting the right level of depth in all the right systems is key to setting a foundation that will support an amazing game. Over the last few months we’ve both added some scope -- as our development exposes how exciting some of these areas can be -- and judiciously trimmed scope where it feels right.


Key to gridless movement system are simplified costs and a generous "grace" in the cost of movement

A good example of added scope is in pre-mission advantages, where we have found that this heist-style setup can be such a fun part of every mission. We quickly knew that pre-mission advantages needed even more capabilities (such as unlocking previously inaccessible areas in missions), more interactivity options with the maps (such as bribes to buy keys to certain doors) and that it also needed tighter integrations to the Matrix Mk2 expansion.

A good example of a scope trim is that we have fully separated the venn diagram of Contact services and safehouse offerings. The original design contained some overlap between Contact services and safehouse modules that impacted your safehouse build strategy, allowing you to rely on Contacts for some things and build your safehouse to cover the others. In practice, we found this to be too much to manage and it added confusion instead of depth. A key example of the separation is that your safehouse will no longer have a cyberware clinic or hospital ward -- these are services provided by Contacts only. Your team will heal slowly at the safehouse on their own and there is no option to invest in becoming a doctor’s office. What's more, you don't have to weigh the decision of becoming a doctor’s office against truly exciting things like a drone workshop or a weapon crafting workshop.


There is only one true color for loots!

January Progress
As we march to alpha, we are dedicating each week to a specific area of the game -- finishing data modeling, adding new content, integrating more widely with other systems and pushing testing data through the game. In January, our weeks have been focused on (1) expanding the mission capabilities and allowing stories to fully create missions, (2) improving loot and mission objectives interactivity on the map and (3) Contact services, Traits and the tiered laddering of their offerings. Next up, we are revisiting pre-mission advantages again and pushing even more feature-awesome into their stack as they make up the bedrock of the heist RPG style. Then we’ll be heading back to the safehouse to support a new set of modules including drone workshops and kennels.



Even as we work through a cycle of focus weeks, we are continuing progress every week on some major systems that are still in construction. The biggest of these in the Matrix Mk2 prototype. As promised when we set it as a stretch goal, we are taking a simple system and expanding it into something full blown with an entire job specialty, its own branch of equipment, completely new enemy type (IC) and an AI system for them, special hacking focused cyberware, cyberdecks, matrix missions and more. We’re setting aside some hours each week to make progress on this big one.


A story diagram from the EP meeting showing the flow of an early storyline, codenamed “Sibling Salvage”
Executive Producers / Patreons
Last weekend, we met with the Executive Producers for the 4th time. In this meeting, we discussed the story design theory we’re using to tackle the challenge combining deep, threaded narrative stories with a squad-based RPG where you have the freedom to create or recruit all of your characters. We shared our architecture and design decisions that helped us form the game’s data structures and design patterns that are allowing us to create very unique storylines in each playthrough, by engaging and progressing characters and contacts in stories from many different angles.

We’ve included a five minute excerpt from the introduction to the Executive Producers session where we outlined the goal we’ve set for the game’s story system. It doesn’t include the juiciest details we shared with the Executive Producers team, but we hope you’ll find it exciting to hear what kind of experience we’re aiming to achieve!



Next week on Thursday, we’ll be sitting down with the Patreon crew to go through the same story design presentation. Any patron at any pledge level is invited to join us for this last “Patrons Only” Executive Producers meeting which is a thank you to those supporters who pledge to our efforts every month.

Streaming on Twitch
You can find Cory (and sometimes Andrew) on the Trese Brothers Twitch where we are streaming game development, answering questions and talking about the studio Tuesdays and Thursdays at 4PM EST.

Rewards and Stretch Goals
As always, we include the progress bar infographic to ensure you can see the status of every reward and stretch goal in a single glance. Last update, we were excited to announce the last of the art stretch goals before alpha had been officially completed. With this update, we’re very close to closing out the major art reward for backer’s 3D faces in the game. Hopefully this week or next, the 3D renderings will be going out to our backers to check out!



Also, we’re continuing constant pressure on the Hacking Mk2 prototype, but there is still a lot of work to complete as discussed above in the January Progress section of the update.

Jan 24, 2021
Warhammer The Horus Heresy: Legions - Everguild


"I am the Golden One, chosen by the Powers!"
– Lorgar

A committed seeker of Truth, Lorgar became the first Primarch to worship the Chaos Gods.

There are just a few hours left to get Lorgar's alternate art. Don't miss his amazing new artwork and voice lines, by the Word!
Jan 24, 2021
Naudrion: Fall of The Empire - Aleksey Skvortsov
Big update 0.2.5

Game has been updated to version 0.2.5

This update has completely overhauled the skill system in the game.
-All skills are divided into 8 groups: Melee, Ranged, Crafting, Assassin, Water Magic, Fire Magic, Dark Magic, Light Magic.
-Added "Skill tree"
-Now you can improve the attributes for gold from some teachers.
-Added more teachers
-Added magic altars
-Improvement of the interface
-Fixed bug with music volume
-Added some new items
-Fixed bugs

To learn skills, you need find a master, each skill costs a learn points and gold.

To use magic spells, you need buy a magic staff.

Jan 24, 2021
HANI - Starmyth
*Motion blur, FOV value setting option added
*Adjusted to default FOV value of 100
*Adjusted to camera character head position
*Hide character when close to wall (temporary)
*UI bug fixes
...