The Last From Mars - accounts
An update from another galaxy

  • New defensive item - Tesla Tower
  • Improved bounds and landscape
  • Field improvements
  • Simplified dock
  • New assets
  • More
Cantata - Google Wave
Discuss on our forums here!

Thanks to everyone who stopped by the stream last week! Here’s the stream archive video:



For this video, we talk about how you can import custom units ("Interactables") into Cantata, no code required! If you've ever dreamed and creating your own turn-based strategy game with custom art and animations from characters in your imagination, you won't want to miss what we talk about in here!

We'll be doing part four of our stream next week where we dive more into unit and building mechanics, so if you want to learn about all the ins and outs of Cantata unit mechanics, that stream is for you! In fact, there's so much going on with the unit configurations, we'll probably split the stream into two or three separate streams, just so it's easier to digset.

You can watch the stream it on our page here (an announcement will go out when the stream is live), or subscribe to us on Twitch or Youtube to be notified when we're live!

https://store.steampowered.com/app/690370/Cantata/


Apr 7, 2021
Typed82 - beardmanstudios
Hi folks!

I hope you're doing all well. Thanks so much again for playing and supporting Typed'82. I'm really happy about the feedback and progress over the last weeks. So, the new update is out on the beta channel and should arrive on the stable channel soonish.

Anti Aliasing, a new option in the settings screen. You can change it to your likes. It should help with the GPU load on high resolutions. The default setting is currently at 4xAA.



Flawless Achievments
There is a bug that the flawless achievements are triggered properly but not acknowledged by Steam. A typo on my side caused this. Version 1.0.5 addresses this issue and will scan through your save game and should trigger the achievement synchronisation.



If you want to test the update with the beta channel, please do a quick savegame backup. You can find the files in "%homepath%\AppData\LocalLow\Beardman Studios\Typed 82".

That's it for the update!

If you have trouble or want to know more. Please check out the Steam community page or leave me a message at https://beardman-studios.com/

Thanks so much everyone, enjoy the game and stay safe! <3
Apr 7, 2021
Hobo: Tough Life - PerunCreative


Join us in our today's last pre-release lives stream! ːsteamhappyː

Our community manager will playthrough the game, while answering your questions regarding the game.
Uragun - Tomsta トムスタ
[blip]



Greetings, Mech Pilots!

It's been a while since the last update, but our mission to deliver a truly great top-down shooter experience continues. We've made some huge progress since December and we simply can't wait to show you all the cool stuff we've been working on. You can expect a few surprises - that's for sure!

Today we'd like to show you the final look of our new mech. While his weapon attachments are still subject to change, his looks will prevail.











We hope that you enjoy the view! Meanwhile, join other mech pilots on our Discord to see much more content from the game!

[blop]

https://store.steampowered.com/app/724000/Uragun/
Spire of Sorcery - Sergei Klimov
Dear community:

We shipped version 186 last week, on Friday, but it was already too late to post the release notes here. And over the weekend we spotted a few bugs in the new features, thus instead of posting the notes for version 186, we've spent the whole of Monday working on the hotfix – and deployed it late last night (again missing the timeframe to post the update here!).

Such is the reality of the dev style that we practice since December: having committed to weekly builds, we only have 5 days in total for each of the updates.
  • One of these days is spent on communication – synchronising with others what each of us should personally focus on.
  • Another day is spent reviewing concepts and iterating designs, which doesn't produce shippable results but is crucial in helping us think all the new features and content through before placing it into the game.
  • The third day is consumed by the releasing itself: assembling candidate versions, testing, then going back to do more changes and assemble another candidate version.
This leaves "just" 2 days of more or less quiet time when we can hammer away on things. And the truth is that we all like shipping stuff to let the players play with updated mechanics, so every second week we push the limits of when we should stop adding and begin testing – such as what happened with versions 186 and 184. Anyways, here's what we managed to ship with the most recent update:



CONCEPT

This week we improved the flow of encounters, added new encounter visuals and introduced new user interface solutions that make the game better looking as well as easier to understand. We also updated design of injuries and a number of events, and deployed one new feature: environmental conditions, which are a more refined tool that replaces the mechanic of biome effects. Finally, we updated the music track that's playing in the main menu, which scratches the itch that we had for a while by now.

THE MAIN MUSIC THEME IS UPDATED

As some of you may know, music and sound effects of Spire of Sorcery are created by A.Fruit, a musician with whom we collaborate since 2015. This week, Anna updated the main music theme of the game that plays in the main menu. We hope that you enjoy this new, deeper version that now rings truer to what Spire of Sorcery delivers in its campaigns.



TEMPORARY AND PERMANENT CHARACTER EFFECTS

Earlier, we classified all character effects according to thematic groups: diseases, injuries and lasting effects. As the mechanics evolved, we realised that this is not the most optimal classification, and decided to now group all effects by their temporal nature. You will see new tabs in Character Profile that reflect this.



The same change is also reflected with the icons underneath character portraits in encounters and in the travel mode. From left to right under each portrait, the icons correspond to temporary effects, permanent effects and equipment.



UPDATED RECIPE BOOK AND ALCHEMIC CAULDRON

This is not the end of the updates for Recipe book and Alchemic cauldron, but we're getting there. What is deployed with this week's build: a more coherent way of concocting (you can only concoct based on recipes), and filtering based on selected substance (if you know the recipe, it will become selected) and on selected resources (the recipe book will then only display the relevant recipes).



UPDATED SPELLCASTING USER INTERFACE

Spellcasting part of the UI now has a new button for casting spells, that changes as the spell becomes available. We also improved animation and colouring of the "astral hands".



UPDATED SPELLBOOK

Finally, finally! We upgraded the Spellbook that's used during encounters. We hope that you like the new look.



Coming with one of the next updates: the ability to filter spells by element used, that's what the extra space on the right margin of the book is reserved for.



ENVIRONMENTAL EFFECTS ARE NOW CLEARLY ATTRIBUTED

When environmental effect kicks in, we now properly display it, and then attribute its actions.



BIOME EFFECTS ARE OUT, ENVIRONMENTAL CONDITIONS ARE IN

The biggest change of this version is the removal of biome effects and the introduction of environmental conditions.



Earlier, biome effects were structured like this –

Forest
  • using Fire tokens here a risk of triggering "Burning ground" environment effect
  • when "Missed!" happens in this biome, there is a chance to kick in "Falling debris" effect
We did not like the randomness of this mechanic, as sometimes 6 Fire would result in nothing, and sometimes even the first Fire would initiate the "Burning ground" effect. We also didn't like the fact that you have to look up each biome's tooltip individually, to understand what is happening where.

Now such conditions are separated their own category, and can be related not only to biomes, but also to objects and specific events:

Forest
  • EC Ignition (4 Damage) – once 4 Damage tokens are issued in the encounter, "Burning ground" begins
  • EC Debris (9 Damage) – once 9 Damage tokens are issued in the encounter, "Falling debris" begins
  • EC Brittle environment – once "Missed" mechanic happens, "Falling debris" begins and lasts for 2 rounds
We will keep balancing and fine-tuning these environmental conditions with updates to versions 187-190, and what you'll find in version 186 is just the start of the journey. But we feel that this change is important as it gives both more control to players, and more variety to events – as well as making the user interface more transparent.

WHAT'S NEXT?

In the time that remains of this week, we'll do our best to further improve the encounter flow and the alchemic cauldron screen. Meanwhile, one of us is already working hard on introducing mood and mood traits into the game with version 187.

Have a great rest of the week, people!
Community Announcements - brunocracia
No episódio desta semana do Skydome Show, Bruno Araujo e Paula Hayka recebem Claudio Godoi (https://linktr.ee/claudiogodoi), psicólogo da Team Liquid, para conversar sobre saúde mental e psicologia nos eSports.

Assista ao programa completo no link abaixo e compartilhe com os amigos! 💙💛

Apr 7, 2021
Long Ago: A Puzzle Tale - GrimTalin SRL
If you're having trouble solving any of the puzzles, the optional hints can help you progress. If they're not active, you can turn them on from Options - Gameplay. When active, the hints bar will charge - faster if you're moving the ball, so keep trying to figure out the puzzle on your own.

When the hints bar is fully charged, first restart the level or just undo all your moves. Then you can press the Hint button and it will show you the first move to make. If you do make that move, you can press the Hint button again to show you the next step and so on.



Use this optional system to get as many hints as you need, even the whole solution if you want. But it might be more fun to let it help you with only a couple of moves to get you started and then to try figuring out the rest of the solution yourself.

For story levels, the hints bar only has one charge threshold, so it needs to be charged fully to use the hints system. But for coins levels, there are three thresholds, the first for getting only one gem, the second for getting two gems and the third, obviously, for getting all three gems. You can start getting hints for the one gem solution when the bar is charged up to the first threshold. Or wait for it to be charged fully to get hints for the best solution. Your choice!

Enjoy your time solving puzzles in Long Ago: A Puzzle Tale!
Spire of Sorcery (Limited Early Access) - Sergei Klimov
Dear community:

We shipped version 186 last week, on Friday, but it was already too late to post the release notes here. And over the weekend we spotted a few bugs in the new features, thus instead of posting the notes for version 186, we've spent the whole of Monday working on the hotfix – and deployed it late last night (again missing the timeframe to post the update here!).

Such is the reality of the dev style that we practice since December: having committed to weekly builds, we only have 5 days in total for each of the updates.
  • One of these days is spent on communication – synchronising with others what each of us should personally focus on.
  • Another day is spent reviewing concepts and iterating designs, which doesn't produce shippable results but is crucial in helping us think all the new features and content through before placing it into the game.
  • The third day is consumed by the releasing itself: assembling candidate versions, testing, then going back to do more changes and assemble another candidate version.
This leaves "just" 2 days of more or less quiet time when we can hammer away on things. And the truth is that we all like shipping stuff to let the players play with updated mechanics, so every second week we push the limits of when we should stop adding and begin testing – such as what happened with versions 186 and 184. Anyways, here's what we managed to ship with the most recent update:



CONCEPT

This week we improved the flow of encounters, added new encounter visuals and introduced new user interface solutions that make the game better looking as well as easier to understand. We also updated design of injuries and a number of events, and deployed one new feature: environmental conditions, which are a more refined tool that replaces the mechanic of biome effects. Finally, we updated the music track that's playing in the main menu, which scratches the itch that we had for a while by now.

THE MAIN MUSIC THEME IS UPDATED

As some of you may know, music and sound effects of Spire of Sorcery are created by A.Fruit, a musician with whom we collaborate since 2015. This week, Anna updated the main music theme of the game that plays in the main menu. We hope that you enjoy this new, deeper version that now rings truer to what Spire of Sorcery delivers in its campaigns.



TEMPORARY AND PERMANENT CHARACTER EFFECTS

Earlier, we classified all character effects according to thematic groups: diseases, injuries and lasting effects. As the mechanics evolved, we realised that this is not the most optimal classification, and decided to now group all effects by their temporal nature. You will see new tabs in Character Profile that reflect this.



The same change is also reflected with the icons underneath character portraits in encounters and in the travel mode. From left to right under each portrait, the icons correspond to temporary effects, permanent effects and equipment.



UPDATED RECIPE BOOK AND ALCHEMIC CAULDRON

This is not the end of the updates for Recipe book and Alchemic cauldron, but we're getting there. What is deployed with this week's build: a more coherent way of concocting (you can only concoct based on recipes), and filtering based on selected substance (if you know the recipe, it will become selected) and on selected resources (the recipe book will then only display the relevant recipes).



UPDATED SPELLCASTING USER INTERFACE

Spellcasting part of the UI now has a new button for casting spells, that changes as the spell becomes available. We also improved animation and colouring of the "astral hands".



UPDATED SPELLBOOK

Finally, finally! We upgraded the Spellbook that's used during encounters. We hope that you like the new look.



Coming with one of the next updates: the ability to filter spells by element used, that's what the extra space on the right margin of the book is reserved for.



ENVIRONMENTAL EFFECTS ARE NOW CLEARLY ATTRIBUTED

When environmental effect kicks in, we now properly display it, and then attribute its actions.



BIOME EFFECTS ARE OUT, ENVIRONMENTAL CONDITIONS ARE IN

The biggest change of this version is the removal of biome effects and the introduction of environmental conditions.



Earlier, biome effects were structured like this –

Forest
  • using Fire tokens here a risk of triggering "Burning ground" environment effect
  • when "Missed!" happens in this biome, there is a chance to kick in "Falling debris" effect
We did not like the randomness of this mechanic, as sometimes 6 Fire would result in nothing, and sometimes even the first Fire would initiate the "Burning ground" effect. We also didn't like the fact that you have to look up each biome's tooltip individually, to understand what is happening where.

Now such conditions are separated their own category, and can be related not only to biomes, but also to objects and specific events:

Forest
  • EC Ignition (4 Fire) – once 4 Fire tokens are issued in the encounter, "Burning ground" begins
  • EC Debris (9 Damage) – once 9 Damage tokens are issued in the encounter, "Falling debris" begins
  • EC Brittle environment – once "Missed" mechanic happens, "Falling debris" begins and lasts for 2 rounds
We will keep balancing and fine-tuning these environmental conditions with updates to versions 187-190, and what you'll find in version 186 is just the start of the journey. But we feel that this change is important as it gives both more control to players, and more variety to events – as well as making the user interface more transparent.

WHAT'S NEXT?

In the time that remains of this week, we'll do our best to further improve the encounter flow and the alchemic cauldron screen. Meanwhile, one of us is already working hard on introducing mood and mood traits into the game with version 187.

Have a great rest of the week, people!
Battle for Esturia - nathan.fortier
Fixed typos, added sound effect for buying from shop, and fixed bug in fast travel.
...