Feb 15, 2021
RollerPlay - PlayEnactor_Developer
We have decided to close the game, thanks to everyone how played and supported the game.

Everyone who has the game can still use it with no limitations
Bite the Bullet - Hobbit Head
The following changes are being pushed to the game:
Visual Rework
  • Doubled the frame rate for all hand drawn pixel art throughout the game
  • Added damage numbers to all attacks
  • Adjusted and optimized lighting throughout the game
  • New loading screen optimizations and restyling
  • New achievement adjustments and changes
  • All secondary weapons have been given new visual effects

Rebalancing
  • Rebalanced 2 player gameplay
  • Adjusted Chewie & Chewella's jumps and dashes
  • More than halved recovery time
  • Doubled dash animation speed
  • Doubled recovery animation speed
  • Sped up dash startup animation speed by around 30%
  • Shortened the delay at the start of dash
  • Changed dash speed and velocity falloff over time
  • Boss rebalancing and difficulty tweaking based on player analytics
  • Doubled speed of Critter Cannon projectiles
  • Buffed damage from 30 to 40 for the Critter Cannon
  • Buffed base max ammo from 50 to 85 for the Critter Cannon
  • Increased the size of the Nuke Launcher's AoE
  • Buffed nuke launcher's primary damage from 60 to 75
  • Buffed max primary ammo from 10 to 20 for the Nuke Launcher
  • Buffed primary and secondary ammo from loot from 1 to 5 for the Nuke Launcher
  • Buffed secondary damage from 40 to 50, secondary max ammo from 10 to 20 for the Nuke Launcher
  • Nerfed amount of primary ammo flamethrowers get from loot from 30 to 10.
  • Added significant knockback to the shotgun's bullets. The knockback direction is based upon the bullet's direction.
  • Added damage falloff for default rifle. The falloff works such that there is no penalty for close to medium range, then exponential falloff reaching around 40% penalty at the edge of the screen
  • Adjusted rate of fire and damage such that the rate of fire is now fully what it used to be, but its damage is reduced to match the previous adjusted dps but with a boost. The base dps is 25% higher than last version.
  • Reworked bird bomber's attack to be like a carpet bomb where it drops 4 bombs in sequence. The bombs are slightly bigger than before and with a new look to be more noticeable.
  • Added subtle red glow to Elton enemy projectiles, similar to the glow the bird bombers have on their bombs now.
  • Fixed an AI issue where instead of chasing you when you go out of range, the Toaster Bot would run opposite away from you.
  • Gave the Toaster Bot a new vertical attack

Misc.
  • Localization update and fixes for Japanese
  • Various bug fixes and balancing improvements
  • New compatibility for other devices
Mortal Online 2 - FarmerJoe
Added:
  • Added new gore system.
  • - Slashing deaths can now remove limbs.
  • - Piercing deaths now trigger specific death effects.
  • - Blunt deaths now have more impact.
  • Added support for better death synchronization.
  • Added better AI support for herd-behavior.
  • Added Myrland Jungle.
  • Added Wisents.
  • Added new sounds for Kallards.
  • Added Jungle Camp.

Changes:
  • Tindremene constitution cap increased from 92 to 96.
  • Tindremene strength cap increased from 96 to 100.
  • Increased length of two-handed axe handles.
  • Replaced humanoid idle sequences / poses with new ones.
  • Creatures now properly rotate in place with movement instead of swiveling like a turret.
  • Creatures can now turn their head and look at players while staying stationary instead of rotating in place while doing so. (if they are interested in the player that is...)
  • Creatures now bank and and turn while running around in different directions.
  • Increased stats on Steel for armor crafting.
  • Players now turn their lower body while sprinting diagonally.
  • Character rotate-in-place is now better synced with the ground and does not cause the character body to stutter or the physics to misbehave.
  • Paperdoll camera has been updated to better match the height of the character. (both preview and fullscreen)
  • Characters and fauna now play idles at different timings so that they no longer pretend they are in a synchronized dance show.
  • Updated the small icons to the right of your attributes.
  • You can now move the chat window.
  • Chatsize and chat position now get saved.
  • Paperdoll now display stat caps.
  • Paperdoll attribute tool tips now display clade modifiers and weight modifiers.
  • Finished most of the clade buffs including all war cries.
  • Tweaked AI in fleeing mode a bit.
  • Changed all the attribute clade gifts.
  • Creating a guild now only takes gold if you successfully create the guild.
  • Clade gift attribute bonuses are no longer raw.

Fixes:
  • Unnecessary call in character tick removed that could save a few CPU cycles.
  • Hands no longer disappear in first person at grazing angles. (rare issue that only happened when just the tip of the fingers were visible)
  • Left weapon swings no longer plays unarmed or handle hit sounds.
  • Character body no longer stutters when turning around while stationary. (characters are also "planted" again in combat mode, but are missing rotate-in-place animations)
  • Character physics on body/cape/armor/hair no longer behaves oddly when turning around while stationary.
  • Blainn male hairstyle 2 are now properly attached to the head. (it had a slight detachment due to physics)
  • Creatures no longer get randomly stuck in a frozen walking pose during idle sequences.
  • Weight now affect max stats in char creation.
  • Added clade gifts to character creation screen which update based on selected clade.
  • Weight modifier for strength now affect body strength in char creation.
  • Attribute increase/decrease messages should now take into account clade gifts and weight modifiers.
  • Fixed calculation errors in character creation.
  • Fixed a couple of issues with vendors.
  • Fixed issue where clade gifts wouldn't always trigger unless you relogged.
  • Fixed issues with guild UI with lots of members.
  • Fixed issue with murder list not resetting the UI making the list very long.
  • Fixed issues with the clade gift experience meter.
  • Fixed issues with clade gifts not correctly showing as in cool-down when used.
  • Fixed street lights in Cave Camp.
  • Landscape fixes.
  • Optimization: One of the core game systems updated with possible performance improvements. (just a tiny bit) in crowded areas.
  • Optimization: Animation code refactored/improved for players and creatures. (could improve CPU performance slightly as a side-effect)
  • Crash fix: Playing equipment hit sounds no longer crash the game on odd occasions. (related to players being removed)
  • Crash fix: Music playback would sometimes crash the game. (crash report seems related to login/logout but is not definitive)
  • Crash fix: VOIP would sometimes crash on initialization after loading the world.
  • Crash fix: Rare issue in low level code fixed.

Known Issues:
  • Jungle is still work in progress and under optimization.
OVR Toolkit - Desktop Overlay - CurtisVL
15-02-2021

Added:
- Added button to enlarge videos on the window docking section of the tutorial.

Changes:
- Overhauled window docking UIs to make more sense.
- Keyboard will now spawn in your view when lying down and will allow free movement.
- Improved window saving, should now save when you change a setting versus automatically every 30 seconds.
- Clicking 'Start Tutorial' will now recalibrate which controller is the left and right to fix some Vive-related issues.
- Cursor no longer appears when pointing at a locked window, click the lock icon below windows to disable lock.
- A 'Loading...' message now displays whilst windows are changing size on the desktop.
- Improved reliability of tabbing into applications when using Head Gaze.
- Games now minimize when tabbed out using Head Gaze. (Thank FS2020 for that which displays on top of foreground windows!)

Bug fixes:
- Fixed several issues with overlays not updating correctly after the window size was changed. (Such as when fullscreening a video)
- Fixed stuttering first screen of tutorial due to performance improvements not disabling whilst tutorial is active.
- Fixed stuttering 'OVR Toolkit' logo edit mode indicator in Simulator Mode.
- Fixed 'Settings' text box on the Settings page of the desktop window being too small for some translations.
- Fixed an issue that prevented windows from saving correctly if using VR controllers in a seated game.
Tunche - SorΛ
Hello!

Greetings from Lima, Perú once more. It has been a long while. This is Jorge, director of Tunche, ready to write the second to last devlog entry, which is also the last one for myself. Time does fly when you are busy.

Anyway, as most of you know, Tunche is reaching its release date. This also means the team is working extra hard on everything that might still be missing or that might need some extra polish time (which one can never have enough of)

In the middle of all this craziness, I want to take a few minutes to let you know what we were (or are) working on during these last few months of development as the game inches slowly towards its fans’ hands.

Without any further introductions, let’s start with the news:

Narrative System

A few months ago we released a devlog titled “The World of Tunche” in which I talked about the game’s story and its characters, and one of the things we spent a lot of time on during the last months of 2020 was making sure this story reaches the players.



Since Tunche is a rogue-lite game, the player will get stronger little by little until they can complete the whole game in one go. That means we expect the player to do many runs through the game until they are ready to defeat the final boss.

That also means we cannot expect to tell the whole story in a linear fashion and so we had to use a couple of special narrative resources. The first one is the “Story Room” which I already explained in the previous devlog and the other one is the use of our NPCs

Every time you go into the jungle and find a story room or manage to defeat a new boss, you will meet certain non-playable characters that will tell you more about what is going in the jungle and what Tunche’s role in all of this is.

This way, while each character’s story is fleshed out using Story Rooms and Lore Comics, the game’s main story will always be present in your runs. No matter if you choose to play as just one character or decide to level all of them up, you’ll still get to experience the central plot.

Graphical Polish

Those of you who played our latest demo, or our backer beta, already know Tunche is not entirely a 2D game. Our game uses a 3D world and 2D assets moving around it. This allows us to not only use Unity’s 3D collision detection, but also graphical effects that wouldn’t work as well in a flat environment.



However, with good comes the bad, and some of our older effects and sprites didn’t work quite well with the new 3D world. Lights and shadow especially proved to be quite tricky when it comes to working correctly on our flat sprites and effects.

Fortunately, after spending some time working on it, Tunche is looking better than ever.

New UI

One last change I want to mention, and maybe one of the biggest in the last few months, is our new UI. Thanks to the hard work of our graphic designer, Tunche’s user interface is far crispier and goes a lot better with the rest of the game’s visual style.

Using vibrant colors and clever information positioning, every interface in Tunche has been remade into something that we can be as proud of as the rest of our art assets. From the HUD (the heads up display showing each character’s life, mana, etc) to our dialog box and to each and every one of our NPC stores have been remade into something far prettier than before.



Even our “Pause Menu” has been redone completely and now sports a more dynamic look showing off our characters. I must also mention that each one of these interfaces come with an “opening” and “closing” animation so they won’t just appear on the screen, but make a grand entrance every time they are required by the player.

With all this said, there is still a lot of work to be done. Some systems still need a bit of tweaking, some art pieces need a bit of polishing and some pesky bugs still like to lurk around our code.

Our job isn’t finished yet, but we will keep on working as hard as we can during these last few months to make sure all of you get to play the best version of Tunche once the launch date is upon us. It has been a long hard road and many years of waiting, developing, and testing.

Before I wrap this devlog entry up, I just want to ask you to wait for the game just a little longer. Everyone at LEAP Games loves this project very much and we want to make sure that, once you get to play the final version, you will love it too.

We'll see you soon!
Stay safe.

Jorge - Tunche’s game director
Death and Taxes - Oakwarrior
Hi Grims! Oak here. Our should I say.. Olá!

We're thrilled to announce that we have our first community translation ready to be relased into the world, in Brazilian Portuguese!



I'd like to extend my utmost gratitude to Alec Santos who has spearheaded the entire thing and helped us out in so much more than just the translation. I think it's safe to say that this translation would not have happened without you, Alec, and we're eager to share your work with the world!

We've also included a few bugfixes here and there, but nothing major to report. I would like to think that this is our most stable version of the game to date, BUT.

But.

In case it isn't, please feel free to post about bugs, glitches and issues in our community boards here or in our Discord! You can also join on-going community localization efforts if you would like. It's completely voluntary, and we really appreciate all the help we can get. Hopefully Brazilian Portugese is just the first of many additional languages to join the fray!

We have tested the Brazilian Portugese build, and polished what we could see, but there are bound to be issues we haven't seen yet. If you do find any, don't hesitate to reach out and we'll do our best to fix them ^_^

And if not, yay!

ALSO!

To commemorate our inching closer to the 1 year date (5 days from now, on the 20th of February), we're throwing up a weeklong sale till 22nd February starting RIGHT MEOW. We're taking the game to a historic -50% off, which I hope can convince y'all to take the plunge... and become a Grim Reaper. Every copy you buy goes straight to the people involved in making the game! ^_^

That's it for now. But there will be more! We are looking to host a giveaway to commemorate the joyous occasion with some never-before-seen merchandise and we also have some more exciting news to share going into the weekend.

Stay tuned! Like? Subscribe? Follow? I'M NOT SURE. ANYWAY, I'M RAMBLING AGAIN.

As always... much love! <3
-Death and Taxes

PS: Header art is by Janitor from our Discord. Check out their tumblr!
Feb 15, 2021
Alone In a Dream - 블루엘릭서
Patch Notes:
-Added game exit button to stage selection screen
-Added functionality that ends when Esc is pressed twice in a row on the main screen
-Now all Cutscenes can now be skipped
-Added Stage 1 BGM
-Stage 1 map some modified

Bug Fixed:
-Menu UI bug fixed
-Fixed a bug whose map name was not output correctly at the start of the stage
Shakes on a Plane - Assemble_Xer0
Shakes on a Plane is 34% off in Steam's Weeklong Deal!
https://store.steampowered.com/app/964620/Shakes_on_a_Plane/

Click the banners below for more details and current discounts!
Additionally, get Assemble Entertainment's 'Leisure Suit Larry - Wet Dreams Don't Dry' on Sale accompanying Shakes on a Plane!




Leisure Suit Larry - Wet Dreams Don't Dry - Assemble_Xer0
Leisure Suit Larry - Wet Dreams Don't Dry is 75% off in Steam's Weeklong Deal!
https://store.steampowered.com/app/765870/Leisure_Suit_Larry__Wet_Dreams_Dont_Dry/

Click the banners below for more details and current discounts!
Additionally, get Assemble Entertainment's 'Shakes on a Plane' on Sale accompanying Leisure Suit Larry – Wet Dreams Don't Dry!




Furry Shades of Gay - Furlough Games
Hello, friends!

We are very proud to announce that a new

FREE EXPANSION

is now available to everyone! And if you haven’t bought the game yet, now is the perfect time with the 30% off sale!


Follow our two old friends on Valentine’s day, and see them transform into a pair of cuddly lovers!

There are 14 new original artworks available, with three full-length animations to boot! We also tried experimenting with the story structure, so while there are less branches in this one, each path is now much lengthier.



The story mode should come with the next update, but right now let us announce


OUR NEXT GAME

LOVE STORIES: Sex and the Furry Titty



Releasing in May, it’s going to switch focus to the M/F pairings, but it’s still going to feature fully original artwork, custom-made animations, and multiple fun, raunchy stories!

https://store.steampowered.com/app/1532770

If you’re more of an M/M type of person, don’t worry, we are not giving up on the Shades of Gay series, and we’d like to expand the scope for the next installment, adding new mechanics, and maybe even a meta-game layer with some RPG mechanics.

But for now, we need to make sure that our coffers can support the extended development, and the best way to help us in that would be to wishlist our new game and tell you friends (and enemies, if you'd like) about it!

Thank you for your attention!

With love,
Felix




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