Vengeful Rites - ForceKin
The final chapter! It sounds crazy to me to even say it. We're finally there, after a couple of years of early access. You all have been incredible in helping shape the game and it wouldn't be anywhere near as refined as it is without you. We just need a little more help testing things out for this final chapter before we put it live on the main branch. After that, it's a final polish pass and then we can finally leave early access behind us!

If you'd like to jump into the new content and help us make sure it's ready for the main branch, you can opt into the test build by right clicking the game in your steam library, going to settings and then in the betas tab using the dropdown menu to select the test branch. We recommend backing up your save files just to be safe. You can find them at C:\Users\%USERNAME%\AppData\LocalLow\Deep Dive Interactive\Vengeful Rites.

Some of the things we're looking for feedback on:

  • Optimization issues (low fps) -- This is primarily finished in the Otherworld, but the Hidden Forest area may need some more work on this front.
  • Any bugs that bar your progress.
  • General feedback to make things feel better.

As always, we invite you all to join our discord if you haven't already, as it's the best place to share your feedback from the new content and get help with any issues you might encounter. We hope you all enjoy the final chapter! Happy adventuring!
Goop Loop - Lone Wulf Studio LLC
Here's something rare. A normal changelog list:
  • Gave the menus a visual overhaul so they look a little less like the rushed temp assets they were.
  • Updated the icon with a happy goop!
  • Fixed parts of the goop getting stuck outside of the loop when the physics forces are too extreme.
  • More VO lines.
  • Dropped default sound volume levels -4db.
Apr 7, 2021
Home Sweet Home : Survive - info


Server Maintenance Announcements April 8th 2021
11:00am - 3:00pm (GMT +7)
Our team will be closing our servers, for our weekly updates and added content. Servers will begin closing April 8th 2021, 11:00am - 3:00pm Thai time (+7 GMT)
The following updates being implemented:
- New Skins, Songkran shop items
- Available Special Package, 65 greedy pots, 8,990 Amethyst
- Free 12,000 Bullet Coins

ประกาศ ปิดปรับปรุงในวันที่ 8 เมษายน 2564
เวลา 11.00 น. - 15.00 น.
ทีมงานจะทำการปิดปรับปรุงเซิร์ฟเวอร์ประจำสัปดาห์เพื่ออัปเดตตัวเกมและเพิ่มคอนเทนต์ต่างๆ โดยมีกำหนดการปิดปรับปรุงในวันที่ 8 เมษายน 2564 เวลา 11.00 น. - 15.00 น. ตามเวลาไทย (+7 GMT)
และจะทำการอัปเดตตัวเกมดังนี้
- เพิ่มสกินใหม่ ธีมสงกรานต์ ในร้านค้า
- วางจำหน่ายแพ็กเกจพิเศษ หม้อละโมบ 65 ชิ้น 8,990 เขี้ยวหนุมาน
- แจกฟรี 12,000 พดด้วง


----------------------------------------------------------------------------------------------------------------


To keep up with the latest updates please follow us on:

Fanpage : https://www.facebook.com/HomeSweetHomeGame
Website : https://www.homesweethomegame.com/survive-home
Youtube : https://www.youtube.com/YggGame
Twitter : @SurviveHome
Discord : https://discord.gg/artzRuhY2R
Steam Store : https://store.steampowered.com/.../Home_Sweet_Home__Survive/

#HomeSweetHomeSurvive #HomeSweetHome #HSHS #HSHSurvive
Apr 7, 2021
Mechabellum - Yang Zeyu
【新科技】
 -犀牛科技【动力装甲】
  ·生命值上升50%,并且无法被减速
【新装备】
 -【抗干扰模块】
  ·免疫电磁干扰(包括爆塔的电磁效果)、免疫骇客控制
【平衡性调整】
 -巨型单位解锁价格增加至200
 -火箭弹幕削弱
  ·现在只能攻击地面单位
  ·冷却时间从11秒变为12秒
 -长弓专家变为2级,效果变为直接招募3级长弓
 -部署专家变为2级
 -骇客攻击力从271调整为223(秒伤与长弓相同)
 -现在骇客对于自己无法侵入的东西(防御屏障、能量塔、带有抗干扰模块的单位)仅会造成40%伤害(之前为100%伤害)
 -霸主的子弹飞行速度从90调整为100
【其他】
 -武器专家改名为技能专家
【BUG修正】
 -修正了一个强化专家对新购买的单位无效的BUG
 -修正一个单位改造有时会没有保存的问题
 -修正了一个有时防御屏障(大范围护盾)不会正确收到伤害的问题
Apr 7, 2021
Armored Warfare - Silentstalker
On the 8th of April 2021, starting from 8:00 CEST, the server will not be available for two hours due to a planned server maintenance.



Please note that the maintenance can be extended beyond the abovementioned timeframe. We apologize for the inconvenience.
The Hand of Merlin - MarkoP
Heyooo!

About two weeks ago we started doing QA with an affiliate team from Versus Evil. They’ve been great and found a bit over 200 issues so far. Only a few of them are by design so far, in which case we’re still treating them as an issue for not being explained well. Honestly, having 200 issues reported in two weeks doesn’t seem that bad to me. We’ve already fixed more than half of the reported issues and will continue doing so all the up until we release in Early Access in about a month’s time.

We also started marking encounters as finalized. This means they’re ready for localization and will be bundled up in phases and sent to the localization people. There’s currently a total of 350 encounters spread across 4 zones, tho the last zone has a bit under 20 because it’s special. Translating that number of encounters will take some time. :)

We’ve been also working on our gameplay telemetry events. These will come in handy when balancing the game. Mat and Mia have a not-so-easy task to get the game to a semblance of balance. Due to the rogue-lite nature of the game, it’s a tough nut to crack, especially when taking into account there are two difficulties in the game. The initial release will feature Easy mode and Normal mode, and at a later point, should the player base want it, we’ll add a Super-Mega-Difficult mode.


Totally a thing we could do. Hope you like my third difficulty mockup!

One thing to keep in mind when we release in EA: the game probably won’t be perfectly balanced. This is very much where you come in. I think the game cannot be balanced well with a sample of only about 5-10 players. We need a large dataset to be able to fine-tune the game. Reporting issues in our Discord or on the Steam forums will go a long way to helping us iron out the game. Of course, any crashes you might experience will be shot dead as soon as possible, since those are my mortal enemies, and I vanquish my enemies with ruthless determination.

Art-wise, stuff is starting to get polished. Improving levels, filling in missing animations, sounds, visual effects for abilities, the works. We’ve also added inter-zone cutscenes, which is just an image that gives a bit of context for what happens to the hero party between the zones.

A lot of the work done by us programmers has been enabling other people to create content without putting too many limitations and structure on how the game works. Mostly it comes down to allowing the content to drive the game. As such, our plan is to ship the editor with the game at some point down the line, which means anyone will be able to add new stuff in. I know Mat is hoping somebody adds a Kermit unit to the game, and I’m hoping to see the Power Rangers as player characters.

During Early Access, the players will have a lot of influence on where the game goes. I hope to see you there! If you wanna join before then, we have a Discord server and are happy to chat.

MarkoP

https://store.steampowered.com/app/600610/The_Hand_of_Merlin/
Apr 7, 2021
CorePiercer - xenonlu
New car: Turbine car
When train in water layer, it cannot go well without turbine.
Player should add turbine car if he want to drive in underground water.
The water driving speed increase if player add more turbine cars.
Apr 7, 2021
Inferna - iMer
New Features
- Added the archaeoligist artifact research quest line

Changes
- Removed easter basket spawns & easter egg drop, you've got until next week to exchange any remaining easter eggs with Wakai

Bugfixes
- Fixed minimap zooming out too much on smaller maps
- Fixed a load of translation bugs
- Fixed refine ui overlapping with longer enchantment names
- Fixed minimap monster/rift dots overlapping player dots, they're now properly sorted again
- Fixed shadow aura status effect particles being completely opaque
- Fixed a bad lake collision on Jurdana
- Fixed some bad rock collisions on Nibor
- Fixed "Mercury Wand" being erroneously being called "Mercury Staff" even though it is a wand
- Fixed teleporting or re-logging causing hp loss in some cases
- Fixed status effect icon durations sometimes overlapping if they're long
- Fixed npc dialogue buttons text overflowing when too long
- Fixed rifts/monsters spawning in safe zones
- Fixed drops falling outside the accessible part of the map in some rare cases
Apr 7, 2021
Nemesis - RPG - Ismylife
Hello Nemesis player

If you have played Nemesis - RPG think about putting a review on Steam, it is very important to get recognition by Steam.

If you have a few minutes ahead of you, think of Nemesis - RPG !

Good game !
Apr 7, 2021
FORECLOSED - Danny_Merge
Hey everyone!

Today we want to talk to you about the comic and graphic novel inspirations that went into FORECLOSED.
Utilising comic panels the story is delivered in a very seamless way, so the transition from action to story is very smooth and maintains a level of pace that reflects Evan Kapnos’ sense of urgency as he battles to reclaim his ID debt.

There’s a few different ways that we bring the comic book aesthetic into FORECLOSED;
A classic trope of comics is action words & sound effects in big and bold lettering, and we wanted to reflect that in the action sequences of the game.



You’ll find some different action words for different weapon skills to emphasize the variety and different effects.



The story is delivered to the player in a comic panel style that is very engaging. At various points, the player controls Evan through these scenes which bridges the gap between action & story in a very organic way.



The comic book stylings in the action scenes combined with the comic strip story sequences give you a sense of playing through a live graphic novel, we can’t wait to invite you to experience this story for yourself!

Join us on Discord

Wishlist on Steam
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