Diamond Mirage - aedianglair
A small content update and release summary:
- With the expanded ending sequence released today the game has over 92,000 words
- Added an ending screen for every route
- New adult Yacinth character sprite
- Minor text fixes in a few places
Idle Champions of the Forgotten Realms - Codename


Asharra and Qillek join Arkhan, Sentry, and Aila to support to their friends this Wings of Steel Weekend! They're all buffed this weekend, and Qillek's Seer of Aerois skin is available this weekend with any Wings of Steel chest purchase!

Find out more details in game!
Super Squad - BadFox Studios



Description

Hey everyone! With all of the changes that came with last week's patch, we're taking the time to help get everyone back in line with one and other - Eve, Sarge, Neb, and Skully had power levels over 9000... We're also bringing in a new map to the Domination gamemode - Martian Colony, as well as tweaking one of the chokes leading into the B on Asteroid Colony.

Watch our Discord throughout the weekend to take advantage of our LFG role, and keep the notifications on as we'll be running giveaways!

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


Domination Map - The Martian Town:


The hometown of Supreme Leader Nebular, the Martian Town is the place to be if you’re one of his many fans – or just looking to fill up your UFO. Head over to the Junker's Village to bask in the monument to our glorious leader, visit the gigantic altar in the center of town, or stake your flag next to the Flag of Earth in the historic tourist quarter.

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


Trooper Balance Changes


Sarge:

With the change to Sarge's Cluster Grenade, last weekend he was a bit unstoppable... We're bringing the nerf hammer down on him as the win rate of matches with Sarge in them was a bit too high to be alright. The main offender of Sarge last weekend - Cluster Grenade - is getting a nerf across the board to stop sarge feeling too oppressive when fighting against him. In terms of raw numbers, this should bring him more in line with the other Troopers.
Gun:
  • Damage nerfed from 22 to 20
Cluster Grenade:
  • Cooldown nerfed from 12 to 14
  • Out damage nerfed from 130 to 115
Skull Crusher:

Skull Crusher was in a good spot last weekend - although I said this the week before as well - the main thing that was causing skully to feel a bit too strong was his reserves. You could be fighting him one on one, and the frequency and heal total of reserves meant that, while he didn't usually kill you, it was nearly impossible to kill him.
Reserves Tweaks:
  • Skull crusher damage absorption nerfed from 60% to 50%
  • AoE healing buffed from 60% to 70%
  • Cooldown nerfed from 18 seconds to 20
Nebular:

Last weekend Neb got a lot of changes, and most of the time he was fine... however, if you got a team that knew how to play around Psionic wave, he almost always turned the tides of a battle. We're rebalancing Psionic wave, and nerfing his gun damage a bit, to make it so he's really impactful, but not an automatic win.
Gun:
  • Damage nerfed from 63 to 56
    Psionic Wave:
    • Battleflag cooldown nerfed from 22 to 24
    • Attack buffs on standing in the area and allies standing in the area reduced from 25% to 15%
    Eve:

    Eve was a bit too strong coming into last week as her gun range and damage were oppressive. We're also trying something a bit different with Angelic shot, we've reduced the cooldown and it's effectiveness, trialing our first "spammable" ability. Let us know what you think to the feel of it, as it will help to inform balance changes and ability design in the future.
    Gun:
    • Range nerfed from 26m to 24m
    • Damage nerfed from 47 to 41
    Angelic Shot:
    • Cooldown changed from 9 seconds to 6 seconds.
    • Enemy % Damage changed from 15% to 10%
    • Ally heal changed form 20% to 13%
    --------------------------------------------------------------------------------------------------------------


    Bug Fixes:

    • The blacked out edge of the Underbelly now cuts out/goes see through correctly,
    • The Podium names should now scale correctly in Squad Select,
    • Projectiles sould now no longer be colliding with each other when Trooper's are firing towards each other,
    • Dash Particle Effects on abilities should now no longer get stuck on.

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


    Known Issues:

    • Sometimes your dodges will get stuck when going in and out of vanity cam,
    • Sometimes Troopers can be stuck off of the map in Asteroid colony, this seems to be linked to being knocked off while using a channeled ability (Suppressive Fire and Double O's).
    • Your keys may be set randomly in the options menu while changing settings.
    • Sometimes the escape key won't work when in various menus, right click on the game to refocus the window, and ESC should work.
    • Keys at Launch and Rockets diffused are not tallying correctly at the end of the Strike Match score screen.
    • Sometimes key UI icons in Strike stay on the minimap after being collected
    • Fang's fetch seems to be bugging out while it's dragging people - we're working on a fix.

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

    Steam Build ID: 6813663
    To view this go to Steam > Library > Right Click Super Squad > Properties > Updates
    It's at the bottom of the small pop-up window and is a way for you to ensure that you're game is fully updated and able to play in the test.
Jun 4, 2021
SISYPHUS - Seelder
-Adjusted difficulty of final level down to be more in line with the later levels.
Jun 4, 2021
Blocky Ball - T-CROC
Awesome New Skins!

Added in the final banning match skin for Royal before starting on new maps! It is a skin truly meant for royalty:

https://streamable.com/u2pyjd

Squashed Bugs

Hopefully squashed the bug found by Cuzzy Josh where controllers with extra buttons on them caused the game to crash. Still need to test it with his controller, but I'll update these patch notes with the results.
Mud and Blood - urb Games
Good day folks, it is Friday finally and I hope you guys had a decent week. What a better way to start the weekend with a massive patch from your favourite Unfairness factory, Mud and Blood.

In this patch, I implement a very important aspect of the game: the landings at Normandy. This is the very first step the player will take into the world of Mud and Blood. The perilous road to Berlin and victory!!

As soon as the ramp drops veterans and new players alike will be exposed to the classic brutality that made this franchise so unique. No hand-holding, no boring tutorial. Kill or be killed, move or die. Welcome to the new Mud and Blood.

This said, let's move on with the features and change in this version.

0.1.5

- Normandy landing cutscene and map
- Bleeding enemy soldiers will be displayed if disabled while being hidden
- Fixed a crash when you click soldiers medals
- Ambient sound scale function
- Increased morale to 100 off the beach
- Pushed the bunker on the beach to 3000px
- Severely nerfed the German radio operators
- Added 3 free airstrikes for the players on D-Day
- Landing craft art fix
- 88 fix which was crashing upon operational timer reaching 0 (Side roll value)
- Adjusted German AI to hold back a lil more on the beach. Sometimes during early testing, the AI saw the player hesitating and often would mount a hasty counterattack and pushing the helpless Americans back in the water.. although very entertaining and brutal, this wasn't very historically accurate.
- German don't start maneuvering until you hit the beach.
- Tanks tracks got pushed back a little bit.
- Added voices for Germans when hurt and killed
- Added voices for allied promotion
- Added voices for allied troops when there is only one soldier left
- Added voice lines for when it is the second attempt on a map
- Removed the tension music at the start of the map. It is now playing from 9000 pixels and getting louder as the player gets closer to the finish line.
- Added tips to the squad lost screen
- Added tips to the retreat screen
- Reduced SDkfz turret skill significantly
- Fixed an occurrence where you could still gain days while on your second attempt at the beach
- Destroyed barbwire will not affect troops
- Reduced the number of gun crates spawns.
- Detection range for crates is now 100 px + soldier experience.
- Detection range for mines is reduced by 50%, this makes the minefield more menacing and closer to its intended effect.
- Coded the loot crates (20 different items can spawn and give a permanent buff to your soldiers)
- Increased sniper rifles bulk slightly
- Added particles to the title screen
- Optimized the urban Biomes
- Added placeables to the Rural Biomes
- Added sound to cover saves when in a building.

There you go guys. The game is progressing well and we are having a ton of fun playing it during our test sessions. The violence is on point and the craziness of all the emergent gameplay starts to create very memorable war stories filled with glory, sacrifice and heroism. I can't wait to put this game in your hands and see what kind of craziness you guys will come up with.

Until then friends, I wish you a nice weekend and hope you are staying safe and healthy.

Respectfully,
urb
Jun 4, 2021
Under Construction: Summer City - Raven Black
Development Roadmap for Under Construction: Summer City

Hey everyone!

Since the game is still very much in Early Access, I wanted to express and explain my plans for development progress. Under Construction is getting updates every week, usually on Tuesday. While I don't have set dates for how long each step will take, I have ordered them by priority. Since I am a solo person working on this project, updates may or may not be as big as you would expect from a team of people, however- they will remain consistent. Polishing and bug fixes will happen weekly as progress is made.

1st) Create levels

This is top Priority for me at the moment, since the game is currently pretty short. I am working on creating more length to Under Construction; my goal is to get 20 levels in place. I have been releasing a few levels every week during the update, at this rate it shouldn't take too much longer for me to reach this goal.

2nd) Fix Controller support

Since the UI layout has been somewhat changed in the last few months, I have to refactor my controller support code for the menus. The controller should still work in game, but is likely frustrating to have to switch to mouse to use the menus.

3rd) Add more content

Progression system needs to be put in place with XP being used for "talents," as well as the money system needs to be refined with proper pricing. I will also add: more furniture models, more textures, more music/sounds, animations, and a few new features (like UNDO) need to be added. I want to be constantly adding new furniture models to the game to fill it up with a large variety of objects to allow for proper clutter so house builds do not feel empty.

During this step I will refine my texture list and apply a proper sorting system for it, as well as updating the graphic shaders too.

4th) Custom content, and design sharing

Improvements, fixes, and additions to the custom content system. I will end up making a tool for players to add certain file types to the game: .fbx for models, .mat for textures, .jpg/.gif/.png for wall paintings, and .mp3(or other codecs) for background music.

In addition to the custom content, I also want to add an API for design sharing that allow players to browse other players creations from an in-game-browser, download, and visit them. This may take a bit of time to get it to interact properly with custom added items.

5th)Improve UI

This one will require some time, but it needs a ton of work. The UI is basic and kind of boring. This update would also require a controller Update.

6th) Make a better level select

My plans for the Level Select is going to be a full city map with various properties you can click on. Currently its pretty basic.

Beyond step 6

I'm sure many things will come up during development, whether its: ideas, community suggestions, or a happy accident; I will continue to work hard on Under Construction: Summer City until I am completely satisfied with the game's condition.


Thank you all for your time! I am always happy to answer questions/comments about development.
-Raven, CEO of Black Raven Studios, and sole developer of Under Construction: Summer City.
Shardpunk - bryqu
Guys, now I can officially share the news with you: after more than two years of part-time, after-hours hobby development I teamed up with a publisher!

This means that:

a) I am working on the game full-time now,

b) I will be releasing the game as a fully-fledged, correctly marketed commercial product.

You can't imagine how awesome this feels!

Now, first things first.

The publisher I work with is Retrovibe. Shardpunk is one of five games that have been announced, with the others being:

B.I.O.T.A



Janosik 2



The Looter



And, last but not least, Project Warlock 2 (which does not have an official Steam page. Yet.)



As for Shardpunk, the game is scheduled for 2022. I am still changing and tweaking lots of stuff with the game, and that's one of the reasons I am starting weekly streams where I will be talking about the development. If you would like to see how I progressed with the game so far and help me make the game better, do check it out!

I will be streaming on Mondays at 19:00 CET/12:00 PT/14:00 EST, with the first stream going live on 7th of June at https://www.twitch.tv/RetrovibeGames.

My first live stream is on Monday. I'm already nervous 0_o

So yeah, I am looking forward to seeing all of you on the streams.

As for the game development update, there was a lot going on. I am in the middle of revamping the weapon upgrades system, and hopefully I'll be able to talk more about it in two weeks.

In the meantime, here are some in-game gifs. Enjoy!



Interstellar Space: Genesis - Adam Solo
A small update to the 1.3 unstable beta is up! This is version 1.3 unstable 2.

The changes were the following:

- New "Balanced (no ships)" colony AI governor filter added allows for balanced colony automation but without ships being constructed by the AI.
- Bomber bays and fighter bays now factored in the auto-resolve calculations.
- Tribute deals are now automatically cancelled when war is declared.
- The leader, orbital station, and colony automation icons in the colony overview panel entries have been retouched for better contrast.

Compatibility note: Save games are fully compatible with the previous version (1.3 unstable).

I remind that the 1.3 update is not yet available for everyone. To play the '1.3 unstable 2' version you need to opt in for Steam's Beta branch. On the Steam client go to Games -> View Games Library -> Right-Click on Interstellar Space: Genesis -> Choose Betas tab -> Select the "unstable" Beta branch. The game shall start updating to 1.3 unstable 2.

Please keep sending us your feedback to our Steam forums, official forums, on our Discord server, or if you prefer just send an email to contact@praxis-games.com (or contact form here) with a save and the Player and Player-prev log files you can find in this folder: C:\\Users\\<your_username>\\AppData\\LocalLow\\Praxis Games\\ISG

Thanks a lot for the feedback so far! Please keep it coming.

Have fun!
Praxis Games
Jun 4, 2021
Insexsity - monte
- "shopping day" event (make sure that all events for this are completed),
- it's easier to meet Lance,
- crash when training in the gym (do not use third-party cheat programs),
- reduced lewdness while waiting after drunk,
- some small bugs.

If you find more bugs, please report it to the community.
If you encounter a "floating eyes" bugs, update your video drivers.
*here are 2 updates one by one, the second one will save your progress
...