Control:Override - bdeshiinteractive


We are very excited to announce the game will be released on 20th April at 7AM PDT!

Check out the release trailer below:


Don't forget to wishlist the game if you want to be notified!
https://store.steampowered.com/app/1406090/ControlOverride/
No Time - lostindays_info
Happy Easter to you dear players!

A new update has been released yesterday, along with a few patches.
Most of the newest additions include items for the Epilogue quest, to play with in Freeroam!

One example is the remote control, have fun playing around with it!

Find out what happened to Edward in the Epilogue Quest! This is the first part, there is definitely not going to be a second secret ending. Definitely ...not.


Most streets now feature appropriate street labels, and other details have been added to the world, to make it look more filled with unique content.



On different note. Averie, an admin on our discord server is practicing her unity3d skills!
I am aiding her occasionally in creating one of the first anthology short story games for the No Time Universe :D

The first entry will be revolving around Edwards Venture into the Sewers. The game will be purposefully made in the PlayStation One graphical aesthetic. It will be entirely free to download and play on Gamejolt, once finished. I will announce it ahead of time, Stay tuned!


God bless, enjoy the rest of the Easter Octave.

Here is the full change log:

April 6th 2021 0.66
  • Added the first part of the Epilogue Quest
  • Added a Remote Controller for the car when following the Epilogue Quest
  • Added four more blueprints
  • Added the copy machine
  • Added pebbles scattered around the terrain along with a revamp of the bridge region next to bens donut place
  • Added a water impact effect, when jumping from higher altitudes
  • Added mouse sensitivity to the controls menu
  • Outsourced the prologues dialogue (Making it ready for translation in the future)
  • Revamped Ben the Donut Maker
  • Revamped Ben's donut shop
  • Fixed the shot gangmans dialogue in the noir quest, namely he is supposed to say nothing
  • Fixed the falling sound from continuing after hitting water
  • Fixed the doors from displaying a different key name than the actual item
  • Fixed Crimson from being displayed as friendly during the dialogue
  • Fixed the speed of the credits screen
  • Fixed the spacing on some of the credits names
  • Fixed the blinking/ black out fading on october 1st 1795 at fredich's house
  • Fixed the fragment tracker
  • Fixed more typos
  • Fixed the ending of ACT III with Crimson and Edward
  • Removed Mim
    p1
  • Fixed Reactor and Fuel Cell problems
  • Fixed Athors invisible chair walk at the Epilogue
    p2
  • Fixes to the Epilogue Quest
    p3
  • Additions in terms of Detail to the world
  • Amped up the ambience brightness during the day
  • Fixes to the Fuel Cells displaying 0%
FIREGROUND Modern War - KorsaiR
Друзья, в течение долгого времени игра не работала, это было связано с переносом базы данных на новый сервер. В настоящее время игра работает в штатном режиме!
Apr 7, 2021
Arkham Horror: Mother's Embrace - Asmodee_Leitow
Hello investigators!

Since the game’s release, you guys have taken the time to send much feedback- and we listened.
By reporting to us all the bugs and issues you encountered in-game, you really helped us identify their sources and fix them.
We are very grateful and deeply thank you for that!

Now it’s our turn to share with you what the team has worked on to fix.

PATCH NOTES:
  • Players are now able to use the mouse to drag and drop the knife in inventory tutorial
  • Playing with mouse/keyboard while controller is set as input method is now displaying all the tutorial's text
  • Fixed: Player could get stuck while changing weapon during fight
  • Fixed: Marie was unlocked even if not saved
  • Fixed: Completing scenario number 3 could prevent from picking Carolyn Fern
  • Fixed: Options, had incorrect text for the quality setting "Very low"
  • Fixed: Settings were always displayed as medium when launching the game on main menu
  • Fixed: Action required to open the first door did not match the tip "There's always a flaw..."
  • Fixed: Placeholder text was displayed for the “pile of coal” title
  • Fixed: Descriptions between the mailbox and the table on the cafe's place were swapped
  • Various fixes on typos (Harvey Walters biography, Bed description, bookcase in first corridor)

We will continue to work on improving the game as you keep on sending us your reports and feedback, so please feel free to contact us here if you encounter any issue: https://asmodee.helpshift.com/a/arkham-horror---mother-s-embrace/?contact=1


Thank you so much once more for your help, and see you in the next one!
Apr 7, 2021
大衍江湖 - Evolution Of JiangHu - tangxiaoxi666
功能调整
1.提升战斗中玩家功法BUFF触发概率
Live by the Sword: Tactics - m.hamilton
Good Morning,
I’ve got some big news to share with you all. We’ve decided to launch Live by the Sword: Tactics into Early Access starting June 23rd, 2021. Because we are doing E.A. we will be offering a 25% cost discount on any purchase of the game during this time period. Our first Early Access languages will be English, Japanese and Spanish. We will be adding more as Early Access goes on. This post will expand further on this decision as well as explain what the process will be during E.A. We have also created a Discord server for you all to join and discuss the game or just hang out and get updates on the game in an easier manner.

Discord link: https://discord.gg/8N4FPVzfRJ

We also have a new trailer to celebrate the news: https://www.youtube.com/watch?v=xEO3I4gugio

Give it a like and a share please!

Early Access Launch
The Early Access in June will contain a few game modes available for play that will provide valuable data, as well as a chance to receive your feedback on the rest of the game. The exact date for this is still undecided as we have some small but crucial things to finish but are confident in having it done within June. The game will launch with the following modes:
- Tutorial
- Player vs AI
- Online Quick Match
- Online Custom Games with friends
- Local Multiplayer
The reasoning for these is as follows, the tutorial will give you a quick run through of the basics. Player vs AI will allow you to get your hands on the classes and fight against our custom AI. In these matches we hope to find if the AI is performing adequately or needs to be adjusted. It will also provide you the chance to try all the classes out against the AI and see if any feel lacking and let us know through feedback. The online matches you play will help test the integrity of our online matchmaking system as well as to see if any team compositions are broken by tracking what comps are played the most compared to the least. Lastly, local multiplayer is just a bit of fun for those of you who play games couch style still. All of this will be extremely helpful and play directly into the next update, the Adventure Update.

Adventure Update
This update will include a sizeable portion of the game, our Adventure mode. This roguelike mode will test your battle tactics as well as how you manage your party and inventory outside of combat. This mode is the one I am most excited for. As it stands now it is in its infancy, we have so many plans on free updates and seasonal changes to Adventure mode to keep it fresh and interesting. New characters we add to the game will be useable here, as well as new items and new enemy types. We’ve already thrown around ideas like an injury system to the players characters. Adventure mode has so much room to grow and I can’t wait for you to get your hands on it and let us know what you think.
Now I know what you’re saying, why not launch with Adventure mode? The reason being is two-fold.
1. We want to see how our AI and classes perform and feel in the smaller environment of Player vs AI. Gathering this data will allow us to launch Adventure mode with a more refined AI.
2. We have a very small development team. What this means is during each phase of Early Access we need to smartly break up the workload so what we do today rolls over into tomorrow.
Because of this we want to get those parts focused on first and give them enough attention. That will let us go into the Adventure Update with a strong confidence in our AI and classes now that you’ve had the ability to play them all and provide feedback.

The Creator Update
This update will provide you access to creating your own boards and encounters with enemies. You can see a brief demonstration of it in our Early Access trailer. This update will be a bit smaller than the adventure one but still provide a large new piece of content. We are aiming to have it so you can share these boards and battle with your friends through a code type system. Also, we will use this update to introduce any changes based on the feedback we’ve received during the previous two phases. It will also allow us to double check everything in preparation for the final update.

Official Launch Update
This update will see us out of Early Access and bring about the official launch of the game. This update will bring two more pieces of content. Firstly, Story Mode. This mode will follow your heroes as they fight their way towards preventing another war. The data received during E.A. will help tune some of the encounters in Story Mode. The next mode will be Ranked Online games. We want to provide a game mode for players who really enjoy the player vs player aspect of the game. Ranks will be tracked and displayed, helping us match you with a worthy opponent, and reset every major update. The reason ranked is coming out at this point and not earlier is because we want to make sure it launches in a stable condition and so Quickplay and Custom games will be used to test our matchmaking and stability.

Post Release Content Pipeline
So now we have officially launched the game. What comes next? Don’t worry I’ll tell you!
- Further updates and expansions to Adventure Mode
- 8 new classes!
- Balance Patches and rank resets
Our plans are to continue supporting the game through updates and more content in Adventure Mode to new classes as well as maintaining balance in Player vs Player. The eight classes we plan on adding in post release are the Bard, Paladin, Berserker, Geomancer, Owlcaster, Trapper, Siren and Aether Knight. More on these in the future.


Final Notes
As far as sending in your feedback and found bugs we have several avenues. The first being a tool inside of the game itself. You will be able to submit feedback or bugs with the click of a button. Next you can post in our Discord or on the Steam community page any feedback or issues encountered.

Discord Link: https://discord.gg/8N4FPVzfRJ

It’s been 22 months since we started production on the game and in that time the team has had to adapt to the challenges of COVID. The game was developed almost entirely remote with a team who have been working extremely hard and we really hope you enjoy it. I’ll be updating you all on the progress as the next few weeks go by. If anything seems like it is going to be delayed or off track we’ll keep you in the know. Remember to join the Discord to stay up to date in the easiest manner!
VR Kyoto: Beauty of Japan - lisa1460
1,Supported Oculus devices;
2, Fixed some bugs from feedbacks.
Quinterra - siderealstudio
What a busy week it's been! In preparation for release later today at 4 PM EST we have pushed out an update that features a host of functional system changes, some UI reworks, a talent point system overhaul, addressed some font legibility issues, bugfixes, and content changes. Defeat conditions are now functional again! If you lose all of your morale, your expedition is over immediately. There are now three ways to lose morale- If you lose a combat encounter, if you allow the enemy to gain a victory point, or if you go past turn six in boss/champion fights. Morale currently resets to 50 once you reach a new region.

Update 1.0.1.7 Patch Notes:
    System Changes/Fixes:
  • Progression system add: Species now have unlock conditions before you can begin an expedition.
  • Talent points are now gained directly from encounters rather than gained from a level/experience based system.
  • Revised the talent tree visual look and tooltips to see what talents have been unlocked more easily, have good visual/audio feedback for unlocking talents, and better viewing of what the talent grants.
  • The create expedition menu has been reworked with larger font, horizontally spaced, and there is now a 'read more' button to learn about the backstories for each species.
  • The main menu has gone through both a UI and visual overhaul.
  • Updated various ability tooltips to be more uniform.
  • Fixed an issue where some AI units had incorrect unit borders.
  • The expedition victory and defeat screen has been updated with stats about your expedition run, as well as your current army.
  • Options menu volume slider save issue is now resolved.
  • Video settings apply button has been moved to the resolution and window type options.
  • Various story elements have been revised and added. Your expedition start now features a stage setter dialogue.
  • Help menus have been changed to reflect the new UI.
  • Made multiple visual edits to the background elements of both combat and expedition maps. Combat map backgrounds should now be slightly darker to focus player attention to the board.
  • The pause menu will now correctly show you the difficulty of the encounter you are facing, as well as the name.
  • Fixed various grammatical issues and typos in the tutorial dialogues.
  • The maximum zoom out level has been increased in expedition mode to allow seeing further ahead.
  • Moved the draft mana option adjacent to the Elite options when there are few elite options and fixed some overlap/alignment issues with the draft/preparation menu.
  • Made the crystals window highlight more apparent and disappear after hovering over the window.
  • Changed the sounds used for rewards events.
  • Fixed an issue where duplicate units appeared in the Guild.

    Balance/Content:
  • Changed equipment reward rarities so that rarer equipment is more common in the Marketplace in later stages of an expedition, less common in the Cache, less common in Ruins nodes early but more common later, and guaranteed to be a rare or extraordinary at Shrines. In addition, when the player is given a rare/extraordinary, all the choices will be rare/extraordinary.
  • Many ability tooltips throughout the game have been rewritten to be more concise.
  • Added Crystal Desert Sand Dragon boss encounter scaled for 2, 4, and 5 star encounters.
  • Nerfed Copperhead Quill because it was way too strong for a rare equipment.
  • Fixed Necrophage Mother's Calming Presence to properly remove enrage when she is resummoned.
  • Updated Druidic Ritual's tooltip to not include '1/1'.
  • Updated Sand Quake's tooltip to show the proper values.
  • Updated Mana Vault to not have any actions.
  • Nerfed Ancient Evil encounter to no longer gain scaling attack past difficulty 3.
  • Nerfed Ancient Evil's Necroflame to only have 2 range to add more counterplay.
  • Fixed Sand Quake tooltip.
  • Fixed a visual glitch with Pride Tactics ability.
  • Fixed a typo in the Bladedancer encounter.
  • Changed the Swole Imps encounter name to Frontline Imps.
  • Nerfed Living Shard from 4 health to 3 health.
  • Coin purse has been nerfed from 40 to 15 gold gained per kill.
  • Grand Mage is now a functional obtainable unit.
  • Updated Blind Fighting ability to only have 1 turn cooldown.
  • Fixed Acolyte to have a proper attack pattern.
  • Updated the starting gold and talent points of each species.
  • Added new unit Sorcerer unit to Crystalians.
  • Added new common Elite Equipment, Worn Axe.
  • The Final Swing ability now gives its wearer Cleave on the first turn it is summoned.
  • Nerfed Soul Bend ability to no longer have its magic damage scale with Soul Charges.
  • Nerfed Slay to only gain 1 attack per Soul Charge.
  • Nerfed Spell Empowered to only grant the attack for 1 turn.
  • Buffed Heart of Fire Boss encounter.
  • Adjusted Cutthroat to have +1 attack and +1 mana cost to compensate for Slay nerfs.
  • Adjusted Daemon to have +1 health to compensate for Spell Empowered nerfs.
  • Buffed Pounce to no longer cost an action.
  • Nerfed Scouting to have a max number of stacks.
  • Buffed Scout to compensate for Scouting nerf. -1 Mana cost, -1 health, +1 attack.
  • Buffed Witch Doctor to have +1 health.
  • Fixed Focal Beam to properly remove Apotheosis armor stacks.
  • Elder Tree encounter is now scaled up to 5 star.
Apr 7, 2021
Mutant Alley: Do The Dinosaur - tailsup4tyranno
Changelog:
  • Enhanced lingerie
  • Updated unity version
  • Fixed animation twitches
  • Added dynamic speedo accessoire
Batora: Lost Haven - Stormind Games


We’re super excited to announce that, following the partnership between Stormind Games and Razer, Batora: Lost Haven will integrate Razer Chroma, the world’s largest RGB ecosystem!

This means that all of you owning Chroma-enabled peripherals will get to enjoy a whole new level of immersion in the game through a set of smart lighting effects that react to in-game events and mechanics.

As you may know at this point, Batora: Lost Haven’s main feature is the duality between physical and mental - which requires you to switch between the two modes to keep your powers and health bars balanced.

The implementation of Chroma’s RGB lighting customization will give you immediate visual feedback of your status and the mode you’re in.
Associating your powers and modes to specific colors and effects will help you actually “visualize” your powers and statuses - such as every time you switch from physical to mental mode and vice versa, suffer physical or mental damage, or experience low health -, and immerse you even more into the game’s Retro Sci-Fi atmosphere!

Don’t miss one beat about Batora: Lost Haven - wishlist it now!

https://store.steampowered.com/app/1506440/Batora_Lost_Haven/?snr=1_5_1100__1100
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