Punk Wars - Jujubee S.A.
Hello everyone!

Today we would like to give you an update on the progress we are making with the game and we would also like to thank all of those who played the early stage demo (still available) and added the game to the wishlist - very much appreciated! ːsteamthumbsupː Speaking about the demo - in the recent days we have added a few small features and it was extended to 30 turns, so it now offers a longer experience.



Of course our top priority is the main game. And we are working hard to implement all the valuable feedback we got from the community, to make the gameplay even more immersive - the demo was just a small sneak peek, so expect much more to come in the final release. Right now we are focused on the four campaigns and above you can have a glimpse of the intro to the Steampunk faction. In PUNK WARS all factions will be starting almost from scratch, trying to improve their technology and rebuild the civilization - after all everything takes place in a harsh post-apo reality, where all the resources (such as clean water) are very limited.

Now let's move on to some interesting units that you will be able to develop in PUNK WARS while controlling the Dieselpunk faction.

Mech

"Make no mistake, young ones, it doesn't get any better than that. Being a Mech pilot is the pinnacle achievement in our Diesel society."



The Mech is one of the most powerful technological achievements in the game. It is a super-advanced, close-range military unit with overall good stats. Mechs can pack a punch, and are quite mobile with their jet-assisted jump action. Their combat role is pretty straightforward - do as much damage as possible.

Indoctrinator

"There are no rules in the sky. For a brief moment, you can actually feel... free!"



The Dieselpunk faction is also a strong adversary in the air. The Indoctrinator is an advanced, flying military unit. Indoctrinators are fast and can provide some air support for your ground forces. They can motivate enemy workers to join your faction and they can even hold out on their own against less powerful enemies.

And that's all folks for today! Don't forget to add the game to your wishlist (if you still didn't) and stay tuned for more PUNK WARS updates! Also make sure to join our Discord community!

https://store.steampowered.com/app/1663880/Punk_Wars_Demo

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Jun 30, 2021
Last Days of Lazarus - GrimTalin SRL
It's been a long and difficult process to make Last Days of Lazarus and we feel we're getting very close to the end. We are super excited for the moment you'll be able to play our game, but first we want to make sure it'll be a smooth and memorable experience.

Dialogue
We are working with some great voice actors to record the dialogue in the game. The demo lines have already been recorded and we are very happy with how our characters sound. We are also tweaking the music and sound effects to achieve the suspenseful mood we aim for.



Gameplay
We are revamping some older puzzles and adding new ones to make for a richer experience. Some of the content in the game is optional, but you'll want to keep an eye out for it to piece together all the details about this family's past.



User experience
We are going over and improving all aspects related to the user experience, from menus and inventory screens to how you interact with objects in the game. Besides finding and picking up items you can use to solve puzzles, you'll also be able to find and store various documents, such as notes and letters, and collectibles - special items that'll help you peer deeper into the lives of Lazarus and his troubled family.

Join the chat
Did you know that we have a Discord Server? Join us to follow the development of Last Days of Lazarus, keep in touch with the developers, chat about games and more!

We hope to see you on our Discord Server!
Jun 30, 2021
Antiprism - sasoh
New fixes and improvements:
- fixed problem with Survivor mode wave 12
- added more enemies to Survivor mode
- increased Survivor mode credits award
- added 750 credits at Survivor mode start
- fixed player death reporting (related to "Getting into it" and "Practice makes perfect" achievements)
- fixed Selysian scouts level 5 & 6 battery directions
- lowered Selysian scouts health points
- C'szuut now teleports before running out of health points (chapter 1 mission 6 "Meeting C'szuut")
- added visual distinctions for Selysian scouts level 5 & 6 and weak Kheelee warriors
Shades of Rayna - w0hoho



You can join Discord server here.


When you hit level 999, you will be able to turn it to prestige level. Every prestige level requires 999 character level. Prestige levels will give you prestige skill points which you spend on different attribute upgrades.

More info coming soon.
The Hand of Merlin - MarkoP
Hey folks!

For a while now, I’ve been aware that our ambush scenarios have a problem.
As a reminder, an ambush scenario is one where either the enemy starts unrevealed and you can sneak up on them or one where the enemies ambush you (based on encounter choices) and start first. Today, I’m talking about the former case.

A Warband that has no revealed units essentially has every unit skip trying to think about what to do. In other words, we skip the AI calculation for unrevealed units. Until fairly recently (maybe two patches ago), this was happening instantly and was hard for anyone to discern what was going on other than “I can press the End Turn button constantly and nothing happens”.

The first part of the solution was to make the AI units telegraph what was happening. They were skipping their turn because they weren’t revealed, so I made them raise a combat message (the scrolling text) saying “Unrevealed”. I still knew there was a bigger issue at hand and last week I’ve decided enough is enough, when our designer Mia posted a message in our internal bug tracking channel.


I’m happy to report that this is a thing now. In every ambush scenario, you will have 3 turns before the enemies are automatically revealed and start attacking you after your 4th turn.

We then also had another idea - have the unrevealed enemies randomly move around, increasing the danger of accidentally revealed them if you’re not careful. This is how it looks like in the current version and is going live in the patch today.





The movements are fully random so you won’t be able to memorize the patterns in order to prepare a flawless ambush by abusing restarting the fight.

Thanks for reading, and if you wanna ask questions or pitch suggestions, join our Discord server or post in the Steam forums.

MarkoP
Village of Adventurers 2 - Kadoyoshi
After discussion, the developer and we, the publisher of Village of Adventurers 2 has reached an agreement to stop the distribution of the game on Steam.

We apologize for the inconvenience this may cause and would like to continue to offer support for those who’ve already purchased the game.

Thank you for your love and support.
Zero Hour - M7™
Fixed Log
  • Fixed AI weapon excessive bullet spray
  • Fixed Breaking Meth specific mesh render issue with Scopes

Thank you for your patience, please make sure to report Toxicity, feedback & suggestions in our Discord server using the following links.
Discord Global Community : Zero Hour Official
Discord French Community : Zero Hour France
Jun 30, 2021
Inferna - iMer
Changes
- Increased view range to match the one before last weeks update
- Slight networking responsiveness tweaks

Bugfixes
- Fixed a minor bug in statistics tracking
- Fixed purchasing coins without steam not working if steam was running on the computer
- Fixed a server bug in visibility code
- Fixed some synchronisation issues, especially noticable since dismounting/mounting was not working sometimes
- Fixed an edge case in duels sometimes causing pvp free mode to activate after the duel ended
Jun 30, 2021
Merge & Blade - rustyshield
Fixed an error where the unit tier list at the bottom of the puzzle was not displayed properly.

Fixed an error where the swap cursor displayed by keyboard input during combat was misplaced.
All is Fair in Dust and Air - brokenhammergames
Day 3 and 4 are progressing towards release with some great news! We've updated the build to the new Tyrano 2.0 engine. This solves quite a lot of the remaining issues and makes full screen mode and resizable windows possible. Steam overlay is still in question but, we'll be hoping to resolve that at a later date.

One of the biggest improvements to performance comes from the fact that it also brings the game build up to 64bit instead of 32bit. This is a move which is going to be necessary as we move forward into the story arcs. There just is that much content!

We're thankful to Tyrano for their efforts on 2.0. Tyrano made this engine overhaul partly for projects like ours. The big ones! Our early work in the new 2.0 build is showing some astounding improvements in the engine.

Originally we planned to release on July 1st to coincide with the anniversary. However, due to the scramble to get 3.0 ported over to the new Tyrano 2.0 engine, we've elected to hold it till the 6th at the earliest. Give our testers an extra weekend to chip away at the new build.

3.0 will be adding the final bit of story for the Cathedral trade conference. Which means, the main Cathedral story will be complete! After it releases there will be one more content patch before the story arc production begins and Early Access ends!

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