Primordials: Battle of Gods - WIREGAMESLtd
We’re delighted to announce that Primordials: Battle of Gods released out of early access today and fully launched as a free-to-play strategy game on Steam!

Primordials: Battle of Gods is all about making interesting macro choices to strategically affect the battlefield as you face off against an opponent online in 1v1 real-time strategic battles.

Each match begins with a draft where you select the Primordial god that acts as your base and gives you unique active powers.



You also draft 3 unique Champions (each with their own abilities to manage) along with the unique army of your choice. These choices offer you endless combinations and strategies against your opponent.

While Primordials, Champions, and armies are on rotation, you can progress in the game and unlock these items permanently, as well as earn unique skins and avatars!

Everyone who purchased the game during Early Access will have every army, champion, and premium skins already unlocked, and will get future skins for free with exception to progression and battle pass skins. It’s our way of saying thank you for supporting the game for all of these months.

Not For Broadcast - Electryte
The wait is over. Not For Broadcast: Episode Two is now fully dubbed in Russian and Chinese!

With this free update, Not For Broadcast contains a record-breaking 15 hours of video, all now voiced by a full cast in Chinese and Russian as well as the original English.

Thank you again for your patience, we were so grateful for all your words of support.

If you’ve played the game already - welcome back to the studio, if you’re new - there’s never been a better time to take control of what’s on TV.

We’re hard at work on the final chapter and can’t wait for you to see how this story ends.
Happy Broadcasting!

NotGames
Airport CEO - Apoapsis Studios


Hey hey hey, airport CEO! Airport CEO has now graduated from its early access state to a full blown 1.0 released game. We are not really sure how to go about summarizing the journey we have been on together with the community since that September Thursday back in 2017, especially since humans are specifically poor in appreciating the concept of time over an extended period, but just as Fredrik said when he opened Unity for the first time, "How hard can it be?", we will give it a shot.

Release notes - 1.0-0

New feature
[/url]] - Aircraft pack DLC support: Airport CEO Supersonic[/list]

Improvement
[/url]] - Final QA pass: Aircraft prefabs
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-32804]ACEO-32804
  • [/url]] - Final QA pass: UI[/list]

    Bug
    [/url]] - All contractors are not correctly accounted for in extremely rare instances and thus cannot always be fully be dismissed
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-42007]ACEO-42007
  • [/url]] - Percent signs are for some system cultures shown as squares
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-42011]ACEO-42011
  • [/url]] - Opened flight planner does not refresh offered flights
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-42043]ACEO-42043
  • [/url]] - Boarding card is not always hidden for visiting persons
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-42067]ACEO-42067
  • [/url]] - Toggle overlay buttons invert functionality if object is already selected
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-42070]ACEO-42070
  • [/url]] - Quick firing employee can cause duplicate person removal and objects to render strangely
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-42079]ACEO-42079
  • [/url]] - Passengers can in certain transit structure setups arrive very late causing other passengers to arrive late and a check-in fail loop
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-42082]ACEO-42082
  • [/url]] - Queues that end toward an unwalkable position cause agents to fail finding the queue entry point
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-42085]ACEO-42085
  • [/url]] - ATC connections not refreshed when game is paused causing them to appear as not connected
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-42092]ACEO-42092
  • [/url]] - Extremely rare displacement of passport checkpoints can cause deserailization to stall
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-42093]ACEO-42093
  • [/url]] - Fire trucks can in extremely rare instances after extinguishing a GA aircraft not clear the runway
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-42104]ACEO-42104
  • [/url]] - Security checkpoints can in rare instances show faulty stand connections (visual only)
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-42112]ACEO-42112
  • [/url]] - Pushbacks can in extremely rare instances not be invoked due to vehicle job task execution failure
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-42114]ACEO-42114
  • [/url]] - Faulty pax despawn fetch check can cause very few passengers to spawn for each transportation vehicle
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-42123]ACEO-42123
  • [/url]] - If passengers begin check-in via a self check-in desk they cannot prefer regular check-in desks when attempting to switch, causing a significant self check-in bias
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-42127]ACEO-42127
  • [/url]] - Very rare index out of bounds exception when demolishing ATC related objects during threaded connection test can cause update system to stall
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-42131]ACEO-42131
  • [/url]] - Improved error message when not enough runway ramps are attached to a runway
  • [[url=https://apoapsisstudios.atlassian.net/browse/ACEO-42138]ACEO-42138
  • [/url]] - Airports can be created without airport name input field content[/list]

    The Airport CEO early access flight

    Airport CEO 1.0 was released today, Thursday March 4th 2021 at 19:00 CET (10 AM PT), and consequently transitioned out of its early access period. The idea was formed in the summer of 2015 and development started in the beginning of autumn that same year. The first year of development however can hardly be accounted to any actual progress of the finished product, especially not in its current form, as that year was all about learning how Unity works and how to write code for a game. In the second year, development slowly started picking up and we were able to put together something that was actually working, including the various core systems such as building, ATC and passenger AI. On September 28th in 2017, Airport CEO released as an early access title to a small but very eager group of people who had been following the Airport CEO progression since the founding of the Airport CEO twitter account back in October of 2015. Around 8000 people bought the game in its first early access released hour which resulted in an immediate placement on the Steam global top selling list which in turn had a cascading effect on sales as a placement on that list is hands down the best type of advertisement any game can get. That weekend was probably one of the best and worst of our lives as the success we had, while putting in exhausting 16 hour shifts every day deploying several updates per day fixing critical issues that arose due to the highly unexpected number of new players, enabled us to quit or jobs the next week and start Apoapsis Studios. The release weekend gave us the means to realize our vision for Airport CEO but it also showed us that this vision was far away and that we were about to embark on an early access marathon.



    A screenshot overlooking an extremely early build of Airport CEO from 2017.



    The old UI prior to the UI overhaul update.



    A screen overlooking the old graphics in greater detail. Almost looks like a different game?


    The first pre-alpha gameplay trailer, released May 31st 2016. Same same but different?

    Airport CEO has since then been fully redeveloped and essentially nothing from that first early access version still remains in the game today, apart from some extremely core and fundamental systems. We have overhauled just about everything in the game ranging from how agents are moved to the graphics, the UI, fundamental performance overhauls and… well, just about everything else. When Alexander joined the team back in January of 2019 we had just about completed the first overhaul of the game in its current early access state and we were ready to move forward with major feature implementation. Alexander’s added abilities kickstarted this phase of development and we quickly added new tooling, localization and much more but specifically new features resulting in major feature updates.



    The Airport CEO 1.0 we are launching today looks nothing like the thing we launched in 2017 and it is all thanks to a somewhat established idea of what the final product would look like, in combination with an absurd amount of input from an incredibly passionate and active community.




    ... and how it looks today!

    Flight data!

    Airport CEO has during its early access period sold about 180000 copies and is at the point of its 1.0 release rated as “very positive” on Steam with an average score of 84% positive across 4145 reviews. Airport CEO has had 91 major releases (i.e., releases on the default branch) and well over 1250 minor releases pushed to the experimental branch. We have deployed over 3500(!) builds in total (including both Windows and macOS) and have averaged around three experimental releases per week across the entire early access period, but almost a new release every single working day of the week during the beta period.

    On average, 25000 unique CEOs launch Airport CEO every month; currently about 2300 daily and in the past 90 days a total of 53000 CEOs took to the skies. Together they have a combined daily playtime of around 270 days(!) (or 16200 hours), which is an average of almost three hours per day per CEO. When they have been playing, they have together over these past years sent us over 42000(!!!) bug reports containing mostly qualitative issue descriptions, suggestions, or thoughts on the development of the game. Out of all those issue reports of which we have been scrolling through every single day, a total of 16213 have been manually processed meaning that either Alexander, Fredrik or Olof has given a particular issue a specific resolution such as for example “fix deployed”, “deployed to default”, “duplicate” or “cannot reproduce” – the remaining, about 26000, are in fact duplicate reports.

    These numbers are staggering to look at from a developer’s perspective and nothing we could really have hoped for, being the first ever real thing we have developed not to say the first and only game we have ever built. Saying that “we are extremely grateful” for how this journey turned out is not really doing it... let’s each try and have a separate go of it:

    Alexander’s take

    "The time I’ve been working on Airport CEO has been the most rewarding “professional” experience of my life. To be developing a product you actually take pride in, with the absolute best customer base and community any product can wish for, working in a thriving and (more importantly) creative industry confidently surviving the worst pandemic in modern history, and with amazing coworkers, there simply isn’t much else to ask for. There are too many things I’ve learned to be listed here, but the accumulated knowledge at Apoapsis Studios gained from the development promises great times ahead. Because, with our game finally ready to be released into the wild, we are of course looking ahead. I know, however, that I will forever be looking back at our time with Airport CEO with nothing but warm memories."

    Fredrik’s take

    "Wow! What fantastic years we have had together in the Apoapsis team and the whole community while working on this amazing project. When I started up Unity game engine for over 5 years ago, I could never in my wildest dream imagine where we are today with Airport CEO. It has been by far the most challenging thing I have ever done in my life, but at the same time the most rewarding. We are extremely proud of Airport CEO and grateful to have the opportunity to make this our living. I hope our journey can inspire others to do the same with their dreams. Finally, I just want to give a big thanks to everyone who have been part of Airport CEO and I hope that you will follow us in future projects!"

    Olof’s take

    "Turns out it's really, really, really difficult to develop an airport tycoon game that in at least the bigger scheme of things is trying to emulate aspects of reality as accurately as possible (while still being playable). The initial early access version was really just an attempt at that and what we're releasing now can in many ways also be interpreted as "Airport CEO 2". The engagement from the community powered by an extremely agile release pipeline, daily updates, coupled with a very accessible bug reporting system which prioritizes quantity over quality is what has made this project possible. It's been the biggest privilege of my life working on this game together with the community, Fredrik and Alexander and with this project being our first attempt at a game one can only dream of what we'll build next."

    Airport CEO: Supersonic

    There are a lot of great and beautiful aircraft out there, in the real world as well as in Airport CEO, taking passengers to and from their destination as quick as their engines propel them. But there is a special breed of aircraft that no longer traffics the skies in real life… but as of today, if you want to, now can traffic your airport in Airport CEO. Celebrating today’s 1.0 release of Airport CEO, we’re also releasing a free micro DLC called “Airport CEO: Supersonic”.



    That’s right, the Concorde and Tu-144 can now be downloaded via the free DLC and will consequently be flying for Olympus Organization and Zoom! (Concorde) as well as Stripe Air and Crown Airlines (Tu-144).

    You can read more and download the DLC now on Steam!

    We try to stay as accurate as possible with the aircraft in Airport CEO and most of them do still fly in real life, perhaps though not in the configuration or frequency as they do in Airport CEO. Supersonics, however, are not part of the current aviation industry, and that is why it made sense to add them as downloadable content enabling players to decide for themselves if they want them in the game or not.

    Airport CEO 1.0 and beyond

    In the previous dev blog we took a deep dive into the future of Airport CEO beyond its 1.0 release but we are in fact at as of this point… tracking into uncharted territory. Depending on (but also regardless of) the reception of the 1.0 release we will be keeping a close eye on the developments around the game for the coming weeks and months, responding with patch updates accordingly to the perhaps continued supply of community feedback. You can read more about the future of Airport CEO beyond the 1.0 release in Dev Blog 159: Airport CEO 1.0?

    Thank you!

    Last but the opposite of least, we would like to thank a few people who have been extremely important to us during these past years. To Steve, Mitchell, Lucas, Kim, Elin, Lewis, Clara, Ellen and Maria who have been helping us with the core aspects of the game in terms of aircraft design, graphics, community, audio and emotional support: Thank you. To the many community managers of the various Airport CEO platforms around Discord, Reddit and the Forum: Thank you. To Sinephony (Daniel and Anton) for a brilliant soundtrack: Thank you. To the members of the focus group on the Airport CEO forum who have been helping us test out features very early: Thank you. To those who have sent in a bug report: Thank you. To those who have participated in the various design contests: Thank you. To everyone at Game Habitat in Malmö and the Malmö game developer community: Thank you. To our friends and family: Thank you. And last but certainly not least… to YOU who have have been playing the game, following along on the flight: Thank you!!!

    We will leave it there for now. Once we have had some time to reflect on the development of Airport CEO we will be back with a proper postmortem and in the meantime you will always find us around the Airport CEO communities. Fly safe!

    // Alexander, Fredrik & Olof - Apoapsis Studios

    Mar 4, 2021
    Epiphany City - Big Shield Games
    We'll go into more detail about each person later on, but this will suffice for now. If you have any questions (either for us or about the game), there's a Discussion post in the Community Hub where you can ask us anything!




    David Elliot
    Creative Director
    Whether it's game design, writing, business, management, recruiting, marketing, research, or anything else a small business requires, Dave is just daft enough to think he knows what he's doing. But that's what made this game happen! If the world was full of superheroes, Dave's power would be "naive optimism", although he probably wishes he got telekinesis instead.



    Cameron Ladjevardi
    Lead Programmer
    Actually, he's our only programmer. What a beast. If he quit we all would have starved. He loves playing obscure competitive games that have completely died out, and always picks the ugliest character on the entire roster. But he also holds world records, so he can do whatever he wants, I guess.



    KK Hong
    Character Art & Animation
    Truth be told, KK has drawn probably 70% of the game's assets (including non-character assets), and the game's overall art style was established by him. Like a Fallout character who's maxed out their "Work Ethic" stat, KK drew all this while also holding down multiple other jobs and starting his own projects.



    Adorabelle Tan & Cindy Chuang
    Background & Environmental Art
    While looking for artists to make an RPG world map, Dave found Adorabelle & Cindy on a message board of all places. Hailing from Singapore, this pair made all of our wildest imaginations come true. In fact, their drawings ended up better than what we'd imagined in our heads. Makes me wonder what goes on in their heads...



    Romeo Castillo
    Music & Composition
    Romeo is an extremely fun dude to be around and parties would be super boring without him and his music. Surprisingly, although Epiphany City's soundtrack is entirely orchestrated, his genres of choice are actually synthwave and chiptune. Romeo also gets good at video games prodigiously fast, but don't give him any drinks...



    Ellie Johnson
    Background, Character, & Various Art
    On small dev teams, everyone gets really good at doing everything, and Ellie is definitely good at everything. Without her every section of the game would be like a loading screen forever stuck at 99%, except she also made most of the Museum and National Park areas by herself, so I guess those would be stuck at 1%. She also has the best taste in movies & shows... but don't tell any of the other members I said that!


    Keep an eye out for our next posts about how we designed each area and the progression of art, where you'll get a better idea of what each person did specifically! Thanks for reading! You guys are awesome.
    Against the Storm - eremitegames


    Citizens!
    In this issue, we’ll wrap up the summary of changes teased in Devlog #3. You will learn how to get rich or die tryin’ while establishing Trade Routes with other settlements. Also, discover if the refined path texture is the right type of catwalk for a human wearing new clothing. No worries, you’ll get it by the time you finish this read.

    IMPORTANT: Everything you’re about to see and read is a work in progress art and design. It consists of some “Developer art” or early ideas and does not represent the final quality of the game.

    Trade Routes
    If you succeed in a City Builder Layer game (you can learn more about game layers in Devlog #3), a new settlement will appear on the map, allowing you to establish a trade route with it during subsequent runs.

    A special World Map panel will be available during the City Builder Layer game. There you can choose and establish the desired Relations - like perks or permanent trading options for which you pay. The fees are usually periodic and the perks or resource deliveries last as long as you can afford them or until you cancel them.



    Selecting the Relations icon will open a barter window where you declare how will you pay for a given Relation. Relation’s costs are given in simplified categories, e.g. "food", "building materials", but also "any".

    ---------------------------
    And if you want to improve your Relations with developers of Against the Storm, please consider following the game on Steam and adding it to your wishlists. It helps us greatly!



    Now that we’re past this immodest request, let’s get back to the in-game Relations.
    ---------------------------

    The character of the settlement defines what bonuses it will offer to other future settlements. For now, it depends on 2 factors:
    • the biome on which the settlement is located
    • the final size of the settlement (small, medium, large).
    Each biome (you can learn about the new Marshlands biome in Devlog #4) will give you one or more types of Relations. Certainly, the same Relations can be available on several types of biomes (e.g. a jungle and a Royal Woodlands will offer Relations related to wood, but the jungle will also give a food-related bonus). All Relation types are available in all city sizes, but larger cities also offer enhanced Relations.

    Human clothing
    Some time ago, we asked you for feedback regarding the new female Human worker model.



    With your advice, we improved the model. Here’s the result:


    Better not mess with her!

    Paths
    Last but not least, we tweaked the existing paths in the game, so that they look better and blend more naturally with the environment. They can also be conveniently upgraded. You can “draw” a new path over the lower-quality one to upgrade it (without manually removing the old path).


    Take me home...

    Time for your feedback
    How do you like the features and improvements? Let us know in the comments or head to our Discord server and chat with us and other players.

    And if you like the game and the direction in which it’s heading, then don’t forget to add it to your Steam wishlist.

    May the storm be gentle on you.
    Eremite Games

    Check out previous devlogs:
    https://steamcommunity.com/games/1336490/announcements/detail/3066358485338781263
    https://steamcommunity.com/games/1336490/announcements/detail/3062979518055370126
    https://steamcommunity.com/games/1336490/announcements/detail/4711287564978195544


    Airport CEO - Apoapsis Studios


    Hurrah! In celebration with the Airport CEO 1.0 release today, we're launching the free DLC Airport CEO Supersonic, an aircraft pack consisting of the Concorde and the Tu-144 that'll elevate your airport to a supersonic standard - complete with glorious afterburners!

    Downloading this free DLC will add the Concorde to the default airlines Olympus Organization and Zoom! and the Tu-144 to the default airlines Stripe Air and Crown Airlines, all part of the base game.

    Read all about the Airport CEO Supersonic DLC here!
    Slotracers VR - Unknown Soldier


    We are happy to announce that Slotracers VR is out now! If you buy the game within the next 7 days you'll receive 10% off!

    Enjoy your trip to the virtual racetrack!
    Mar 4, 2021
    House of Detention - dungeon.master.studio
    Hey friends ♂




    The game has a 50% discount!
    If you or your friends have not purchased it yet, this is a great chance to taste the famous SIX H❤T LOADS and get ❤SS Spanking from Billy and his friends! ♂





    Advice from Dungeon Master:

    ► If your F❤CKING SL❤VES have not C❤MMING on this game yet, be sure to give them F❤STING in the ❤SS and gift this masterpiece! ♂


    Dungeon Master
    Evil Inside - Prologue - JanduSoft
    Come and see us playing - Evil Inside , for the first time!

    Discover the first minutes of the game thought our festival streaming


    Dorfromantik - toukana interactive
    Hi everybody

    As promised, there will be some opportunities to win Steam Keys until the Early Access launch on March 25. This Monday (March 8) we will announce the price of Dorfromantik during its Early Access phase and in the course of that we wanted to give out again some Steam Keys for Dorfromantik within the community. The idea is that each of you can make a guess about the price.

    https://store.steampowered.com/app/1455840/Dorfromantik/

    What can I win?
    We are giving away Steam Keys for Dorfromantik, which will go into Early Access on March 25. We assign the Keys as follows:
    • 🎁 1x Steam Key for a random participant among all those who guessed correctly
      (if no one is right, we take the closest one)

    • 🎁 1x Steam Key for a randomly chosen participation

    How can I participate?
    Like this post and write your guess of the exact price (in USD $) of Dorfromantik during Early Access in the comments. For all prices that are not in USD, we take the pure numerical value as entry.

    When can I join?
    Starting now until Monday, March 8th at 12.00 CET (check for your timezone).

    Can I participate/guess multiple times?
    Yes but we only count your last entry as the final guess.

    Anything else?
    Wishlisting helps us a lot 💛 Enjoy your weekend & thank you for helping us spreading the news about Dorfromantik!

    Team Toukana :)
    ...