Luck be a Landlord - TrampolineTales
The game has been patched to fix a few game-crashing bugs.

Bug Fixes
  • Fixed a bug where the game would crash on certain hardware configurations when pressing the "Retry" button
  • Fixed a bug where the game would crash on certain hardware configurations when pressing the "Main Menu" button on the Options menu
Jun 12, 2021
S.O.T.A 2 - [Dev] Цербер
Hello to all Stalkers!
We are forced to announce the postponement of the release date of the game.
We planned to release the game on Steam with a global update. We need a little more time to release the update. And the game has not yet been tested by Steam moderators.
We hope that we will finish the update by the end of next week. And by then we will be verified on Steam. As soon as we do all this, we will immediately release the game to Early Access.
Button City - Val.ociraptor
We're so excited to announce that Button City is releasing in Q3 2021! You'll be able to get your paws on it very soon, but we've got an awesome new release trailer to tide you over in the meantime.



We've also updated our steam page with new footage, screenshots, and details about the game. Check it out and make sure you give us a wishlist to get notified as soon as the game drops on Steam!

Button City Releases Q3 2021
Steam Platforms: Windows, Mac
Multiple languages: English, German, French, Latin American Spanish, Japanese

Visit our website for more details and announcements about other platforms.

We'll see you at the arcade soon!
Jun 12, 2021
Little Witch in the Woods - egg
Hello, this is Sunny Side Up.

The weather has been very hot lately.
Our office is sweltering due to the air conditioner construction...
Then let's start today’s patch note.







We would like to happily introduce a new creature!
The name of the new creature is 'Dubby,' and it lives in Rainbow Forest
Detailed information will be found in the developer's comment.



  • Dubby Designer's Commentary
#Discussions_QuoteBlock_Author
When I firstly planned Dubby, I thought that behavior patterns of 'this creature' needs to reflect the concept of Rainbow Forest

Therefore, the core theme I thought about when designing Dubby was 'prank.'

There are many kinds of pranks and various categories of experiences that the target of the prank can feel through.
From that aspect, I hoped that Dubby's prank doesn't feel threatened to players while it conveys activeness.
I also wanted the players to be able to learn how to interact with Dubby without further explanation after a few failures.
Therefore, Dubby was created as it can be seen in the current images. (Dubby's graphic resource is currently the draft version)
Dubby will pull pranks with the players while sticking a part of its body out of the ground. The players need to acquire materials that will be used for making potions after finding solutions to stop Dubby from pulling pranks to them.
We are kind of worried about what the players will think about the balance issue when they actually encounter Dubby since we only conducted the internal test with it at this moment. We are looking forward to checking out the players' actual reactions toward Dubby.






Here is another villager, the painter Vinch!



  • Vinch Articst's Commentray
#Discussions_QuoteBlock_Author
Vinch is a character that started with a plan to create new villager that is contrary to Roy, the one who was previously unveiled on Tumblebuck.
Unlike Roy, who looks quite blunt, Vinch is sweet like an older brother while having a mysterious atmosphere.
We planned this villager to look very tired but have a gorgeous appearance spontaneously. Thus, I started to work based on that plan from the design stage.

It is a character who has had a hard time choosing clothes because he needs to be neat and luxurious and look like the painter from the Middle Ages and, most importantly, should not overlap Roy's costume. Therefore, I chose the newsboy cap because I wanted the players to notice that he is the painter when they saw his portrait while playing the game. Moreover, I choose a pale tone as his skin color because he needs to have a tired-looking appearance. He prefers a secluded life because he does not like being exposed to the sun, but maybe there's some story behind it.






This is the house of Vinch, who was introduced above.
It is located on a hill, and as it is an artist's house, there are a lot of art supplies and paints.



  • Vinch's House Artist's Commentary
#Discussions_QuoteBlock_Author
Vinch prefers to avoid people and secluded life. Therefore, I designed it as a house embedded in the hill. Since he usually avoids people but likes pretty things because of his job, the painter, I used wood rather than artificial fences.

He is planned to make his own paints. So, there are tools to make paints and paints that he is currently making are placed throughout his house. Also, some of the plants that he uses as ingredients are growing on the roof or nearby.

You will be able to see his world of art through statues and paintings in his house. For your information, the mural in his place pays homage to 'The tree of life' from Gustav Klimt.



This is the end of today’s patch note.
Please look forward to the next patch note!


Invasion Machine - Invasion Machine
Helicopters
I took a little detour before working on the features described previously (more social projects and interactions with the locals), and decided to add a feature that's been steadily requested ever since the game first appeared - the helicopters. This (as usual) took a while, because I first had to actually teach the game what a helicopter is (a flying car, basically), and figure out all the quirks around the mechanic.

Helicopters in Invasion Machine - what to expect?
First of all, they're always gonna have a lot of limitations. I don't want this to be a helicopter game, I want you to be thinking of them as an extra, emergency unit (quick medevac, quick reaction forces, etc.), which you can use once every while, but not as a complete replacement for the ground vehicles.
This means, among other things, that:
* helicopters use fuel constantly, when spawned on the map, even if you order them to land. If you let your helicopter run out of fuel, it will immediately RTB (if in air), or will only accept the RTB order from you.
* the only helicopter in the game is a "transport only" variant, and is unarmed.
* they're very vulnerable to RPGs and enemy rockets
* there's a hefty timeout (refuel time) applied to them any time they return to the base, so you can only use the helicopter transport occasionally
* there's a hard limit of only a single operational helicopter you can have at any time. I might increase this in the future, but haven't yet decided. Again - think of this as a "special" asset, not your main method of transporting troops
* they cannot be towed away with the wrecker. If your helicopter gets downed, only the EOD unit will be able to clear out ("neutralize") it's wreckage.
* there's not many places where they can safely land (the terrain must be flat, with no vehicles around). The cursor will change to a "you can land here" icon, any time you hover over a valid landing spot. If a car gets in the way, the landing may still get aborted.

Future plans
I'd really like to add PJs to the game, in some form, so in the future I'll probably add an AI-controlled medevac helicopter. I'm thinking of something similar to how you call in CAS - select a landing zone, keep it safe, wait for the medevac bird to arrive, and load up your wounded into it.

Other future plans
I'll now get back to working on new interactions with the locals, and making the hearts and minds part of the game more interesting.
More social projects to work on, managing the local politics, civilian VIPs, and so on. More news soon.





Update:
Ok, this was stupid. If I want you to test the helicopters, I should make them more available at the start of a new game. From now on, you'll get a free helicopter when you first start the game in the test build.
Jun 12, 2021
Open World Foreva - Sky
A player brought up the fact that animals hadn't been working as expected recently. In the development for Open World Foreva, the aim is to solve these sort of bugs promptly; before adding new material.

After many hours of debugging and finding several problems. Animals now should work as expected.
With reservation for any minor bugs which are not apparent yet(if so).

A single snake will attack every few minutes, and rats do the same but target plants. So if you grow plants watch out for rats(if you grow them openly). This frequency will be increased again during the week.

The world has been reset aswell. To allow removing old imperfections with terrain and animals.

More updates will come within the coming 2 months.

Have a nice day :)
art of rally - dune@funselektor

The long awaited 1.2.0 update is now ready for Beta!

features
  • huge re-design of the UI and also dark mode and UI scaling
  • cross-platform leaderboards with downloadable ghosts of anyone you see on the leaderboard
  • car physics body collider is less bouncy
  • lowered the maximum torque rpm for all cars.
  • raised the rev limit for group 2 cars and vans.
  • updated baseline ai times
  • rain ai times use faster times from the wet leaderboards
  • dynamic resolution scaling when running the game in DX12 (need to use this launch option: -force-d3d12) Setting Game Launch Options Disclaimer: DX12 may not be fully stable, which is why the default is DX11



improvements
  • optimized grass shader
  • optimized vegetation cutout shader
  • lighting for all times-of-day have only one light instead of multiple lights for better performance.
  • stages now use ambient light from the skybox instead of a gradient, which gives equal or better lighting to the previous multiple directional lights and also doesn't tint the dust/smoke blue.
  • updated localization for new terms and also fixed some existing terms
  • road bumps have been toned down as they were throwing the car at high speeds
  • last used cars and liveries are now saved between runs so you no longer need to cycle through and pick your favourite every time

fixes
  • the pebble v1 now has 5 gears
  • dirtiness should now be correctly carried over from each stage.
  • fix hammer v3 light position
  • fix hammer v3 red livery
  • fog lighting doesn't cast shadows and they weren't noticeable before anyways, which gives a performance boost
  • fixed class video compatibility issues
  • fixed missing transmission sfx on some cars
  • time attack last played settings now load correctly
  • possible fix for changing song during a race causing a skip in gameplay
  • fix bug where using photo mode after changing language mid race could lead to a crash
  • fix for controller vibration issues with multiple controllers plugged in
  • fix screen fades not working correctly on super wide monitors
  • fix bug where one weather type would be applied to all stages of the same name in custom rally

Picture: @R3d Baron
Potion Craft: Alchemist Simulator - danmerey
It's sometimes tricky to create a smooth animation, but as smooth animations are totally our thing, we're ready to put in as much effort as it takes to create something truly magical (pun intended). To animate the bellows was one of such cases.

Bellows is one of the key laboratory gear items: you just can't create a potion without heating some coals with them, that's why we put so much focus and effort into them so it would be nice and handy to use.





We always aspire to make smooth animations. With the bellows, it was important to come out with a way to animate them so that with any speed of compression it looked good. At first, we tried to draw frame by frame, but this appeared too visually jarring and intense.



We increased the number of frames up to 65, but that didn't help either – the tremor was still too visible.



Almost all art in Potion Craft is executed in raster, but this time it seemed that just wouldn’t cut it, so we made the left bellows edge a vector line and animated it.



All that was left to do was to apply some filters to make it look rougher and voilà! The case was solved!



To achieve desired smoothness we rendered this animation in 130 frames with the angle changing for 0,16° per frame. Now next time you are firing up your coals you will know the story behind all the trial, error, and subsequent visual tricks used to create such a simple looking and smooth animation!



We'll also tell about sparks in some of the subsequent devlogs, so
Stay tuned

Follow our Steam Page and make sure to join our Discord so you don't miss other upcoming devlogs!
Golden Light - Mr.Shlong
Hewwo OwO, meaty meat meatsky wanted to tell you something.

The main branch is updated, here's what you can expect.

What's new:

* New weapon: Castle's Sword
* New weapon: Meall's Legs
* THE GUT POLICE DEPARTMENT, OPEN UP! Meat Cop will visit those who will try to outsmart the Gut by killing keyholder NPCs nondirectly.
* New item: Siamese Ravens
* New item effect: Paralysis. Throw to stun enemies, or eat (accidentaly) to slow yourself down.
* New Memento: Zinger. Full HP on start of each floor
* New Memento: Mr. Delicious. Your weapons heal themselves while eating your meat
* New Memento: Infected Meat. Chance to inflict your status effect on your weapon in the process of self harm. Don't try that at home
* New Memento: Mimic Pet. What will he become when he grows up - a plant, a computer, or an ottoman?
* New Memento: Pet Eye Taker. You always wanted to see more friendly eyes
* New Memento: Legs Pet. You'll need another pair of shoes. No other jacket tho
* New Memento: Fish Pet. You always wanted a swimming buddy
* You can see your pet's HP. Be sure to heal them sometimes!
* New Memento: Hypochondriac. What if you'll explode at the slightest touch???
* New Memento: I see them. Mimics can't hide while moving
* Fixed bug that sometimes didn't count direct kills
* Fixed bug that cause the lost of your weapon's effect on the new floor
* Thrown healing item now will heal multiple units nearby (threshold distance is ~ 3 tiles)
* Milk memento now lets you see unit's HP 👀
* Cult Leaders are now shown on maps
* No more double mementos
* SIlent steps memento will now actually silent the sound of your steps
* Meat hole will not be just floating in the air after you destroying the wall where hole was placed
* Feedback on what bosses you killed and have you been hated by the Gut for the Murderer ending in the journal
Lifeslide - Dreamteck
Earlier in May we announced that Lifeslide is coming to Steam on August 6th and for everyone eager to try it, we just released an official demo!



You will get to fly two paper planes through 6 of the upcoming 28 levels and also make some improvements to get a sense of the game loop.

We'd love to hear your thoughts and gather feedback from you in the game's forums or the Discord Community so don't hesitate to join in on the conversation. There is still time to improve as the game is in active development and we're listening!



We will be broadcasting live on the game's page during E3 so stay tuned!

Download the Demo and Wishlist
https://store.steampowered.com/app/956140

Lifeslide is an atmospheric paper plane adventure where you master a unique flight mechanic as you travel through life. Each stage presents a new challenge, and it takes smart choices and split-second decisions to reach further.

It's all about flying a paper plane, gathering momentum, and learning to use the terrain to your advantage. Can you learn to fly?
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