Super Space Towers - Benji
Good news! We are very pleased to announce that the MacOS version of Super Space Towers is now available from Steam!

We have had less beta testers on the MacOS version so if you notice any problems please get in touch via the support email address or the contact form on our website.
The Lost Legends of Redwall™: The Scout Act 2 - Invisible Bob
Hello everyone! The Soma office was closed on Monday in observance of the U.S. Independence Day, so we are now putting out the week's game patch. Thank you for all of the bugs you've been submitting! This week we fixed several bugs related to dialogue and the wayglass. The following list is not necessarily exhaustive of everything that was fixed, just the items we decided to highlight.

Highlighted Fixes:

  • Fixed a bug causing the player not to be able to get on a zipline after dialog with Liam and Albert in Old Moss Creek.
  • Fixed some incorrect counting for wayglass targets throughout the game.
  • Removed the deprecated "Helping Hand" achievement from Steam, which was mistakenly in the achivement list despite being cut from the game.
  • Fixed several of Liam's missing VO lines for Silversands wayglass targets.
  • Fixed Ichabod and Columbine sometimes getting frozen after rescuing them in Silversands.
  • Fixed the amount of jam needed to unlock upgrades not being reset when starting a New Game and resetting all progress.
The Lost Legends of Redwall™: The Scout Act 1 - Invisible Bob
Hello everyone! The Soma office was closed on Monday in observance of the U.S. Independence Day, so we are now putting out the week's game patch. Thank you for all of the bugs you've been submitting! This week we fixed a number of dialogue bugs relating to voice-over clips and character portraits. The following list is not necessarily exhaustive of everything that was fixed, just the items we decided to highlight.

Highlighted Fixes:

  • Fixed one of Liam's missing lines when talking to Dorabella in the Catacombs.
  • Fixed an incorrect portrait showing while talking to Belladora in the Catacombs when discussing Dorabella.
  • Fixed the amount of jam needed to unlock upgrades not being reset when starting a New Game and resetting all progress.
Jul 6, 2021
Night Blade - Black Flag
- Key Bindings not saved on adjusting settings problem fixed.

- Added Defence System(F). Players will have a chance to defend themselves for 0,3 seconds and it will cost 20 stamina. If the defend is successful, defender will get 20 stamina back. If enemy attacks while defending,enemy will be knocked down.

Prison Tycoon®: Under New Management - Scott_Ziggurat


Hi! Launch day has come

The game already feels quite stable for an Early Acces release, and today we allowed ourselves to relax for a while and have a bit of fun.

One of our players suggested throwing a party in prison and… sure! Why not?

We mentioned before that Prison Tycoon: Under New Management won’t be like an average prison. This new management believes in rehabilitation and we have some creative ideas on how to achieve it.

Our prison, our rules. Like in any good tycoon game, we have the freedom to experiment and run the business the way we think it’s best. So, if we want to party… who’s going to stop us?



Dance rooms are one of the tools in this new management’s repertoire. They are specially useful for rehabilitating hackers. You know… there’s a whole world of activities beyond our computers Smiley

Each inmate will be in prison for a different reason and some therapies will be more effective than others. As a warden, you’ll have to adapt your prison to the prisoners that inhabit it.



There's no good party without a wide variety of snacks and drinks! You’ll want to keep your inmates well fed and happy, otherwise they might try to escape or fight with other prisoners.



And what about videogames? Playing good ol’ arcades like Cursed Castilla or Super Hydorah will surely put anyone on the right path!

All the music and the party lights will require a lot of power. As always, we must make sure that everything is connected to the power grid, and manage our resources well if we want to keep expanding (nothing will stop this party!)

It was a great party, and deserved after a lot of hard work by our dev and QA teams... and the results keep showing every day, with more polished builds. Still things to fix, balance and tweak, but we are getting there! Smiley
Fantasy Strike - Sirlin
This is a pretty big update on technical and aesthetic levels. Aesthetically, we’ve changed the 3D shaders as well as the actual 3D models for several characters to improve their graphics. We’ve also added new costumes for Grave, Jaina, and Setsuki to the in-game store. We’ve updated our game engine to a version of Unity that’s three years newer than the version we were using and this allowed us to fix some long-standing technical issues with Xbox controllers as well as with fightsticks on Linux. We also added a new feature on Steam that allows you to assign which controller is player1 and which is player2 (especially important on Steam because of how we allow the keyboard to be both player1 and player2). Finally, there are some long-requested balance changes in this patch too.

NEW GRAPHICS

--Graphics upgrade for many characters and costumes. Enjoy a new look for Grave, Setsuki, Rook, and more!

We have adjusted the shading style used on our characters. When using a cartoony style, there are often a few distinct shades of darkness in shadows. Before, we had the issue that the boundary between these areas (like between a shadow on the skin and a non-shadow part of the skin) was irregular and grainy looking. Worse than that, when the character is in motion, the boundaries between shading zones would “swim” around and appear watery rather than the hard lines you’d expect. These errors are all gone with our new shaders.

In addition to that change, we also changed the actual shape and sculpt of some characters so they look even better with the new shaders. Here’s an example with Grave:



Notice on his chest the crisp, hard lines of shading on the new version and the grainy, blurry regions of shading on the old one’s chest. Notice the highlights on the new one’s hair that makes it pop and shine, compared to flat, blah-ish shading on the old one’s hair. The new one’s face (and chest) have been re-sculpted to be more stylized too. We also extended his tattoo further onto his chest because it just looked cooler.

Rook is another example:



Rook suffered especially much from the problem of grainy, blurry boundaries between shading zones that would “swim” around when he’s in motion. That’s all gone now and his shadows and highlights look a lot more deliberate. The modeling of his vines has been greatly improved as well. As you can see above, the old vines were a bit of a mess in that they seemed to penetrate his body here and there, looked low poly in some places, and didn’t have shadow between the vines and his body. Now the fines are clearly separate from him and have pretty great shadows.

Here’s another example of Rook in his gameplay stance:



We’d also like to highlight the visual changes to Setsuki for you.



Setsuki’s hair was always a problem for us. We were never happy with the way it was modeled, but couldn’t really figure out what to do until now. As you can see, it’s a lot less “bananas” now, and more stylish. Her crazy hair colors show that she wants to have a style, so styled hair is just a better fit here.

NEW COSTUMES

Three new costumes available for purchase (on a rotating basis) in the in-game store: Grave Dojo Champion, Jaina Midnight Archer, and Setsuki Stealth Ninja.



Remember that we’ve taken the unprecedented step in the fighting game genre of making the gameplay of ALL our characters FREE in online casual matches, online ranked matches, practice mode, and 1p vs AI mode. We hope you support us by buying a costume here and there so that we know it was the right choice to take the risk of making the gameplay for all characters free.

NEW FEATURE

--[Steam] You can now set which controller is P1 and which controller is P2 as you enter appropriate game modes. There’s a new screen to move pictures of a controller into those slots.

On Steam, we intentionally make the keyboard both player 1 and player 2. This makes it really easy to go into practice mode and set up various tests where you control both characters at the same time. Until now though, a single controller on Steam has always been locked to player1, which forced a keyboard player to be player2 (remember, the keyboard can always be p1 and/or p2). The new feature we just added finally lets a single controller be player2, so the keyboard player can be player1 if they want.

The feature is so robust that it even supports having extra controllers plugged in. For example, imagine you had two PlayStation4 DualShock controllers plugged in, and two fightsticks also (so a total of four controllers). Now, you can go into versus mode, then choose the two DualShock controllers as p1 and p2. Then you could back out, go into versus mode again, and choose the two fight sticks as p1 and p2 from then on. This allows a group of friends to easily swap controllers during a session without having to unplug/re-plug anything.

CHARACTER CHANGES

GRAVE

--Grave's ground super slightly pulls back its pushbox during the few frames before the cinematic hit, to avoid edge cases where the pushbox incorrectly prevents the cinematic hit.

Example: vs Argagarg's neutral A, which slightly extends its pushbox such that Grave's ground super can't cinematic-hit it for no apparent reason, when it can easily cinematic-hit idle Argagarg from further away.

VALERIE

--Fixed a bug with her fA attack, which wrongly made her invulnerable to throws for some frames.

GEIGER

--The 15th frame of ground C no longer has a white highlight, because only the first 14f are invulnerable.

DEGREY

--Ghost has 1 second longer cooldown between uses.

--Ghost no longer breaks armor. (Onimaru now has some hope using his ground C against DeGrey. Rook’s Landslide and C-throw are now better against DeGrey too.)

--Ground S has 3f more startup, 5f -> 8f. Now if he blocks Onimaru’s fA attack and Onimaru cancels that into B, DeGrey’s ground super parry will not be active in time to hit it. (And if DeGrey tries to parry between the fA and B, Onimaru can press B again to hit DeGrey with a 2-damage Spirit Fire.)

MIDORI

--Midori's empowered throw (when he glows yellow, after a parry) is no longer allowed to grab-and-instantly-destroy Quince real-illusions (illusions in Two Truths mode). It just looked too weird.

QUINCE

--Fixed a sound bug with Quince’s C (Dodge the Question) that made the initial split have no sound unless you did the f+C version.

--Super cooldown increased from 10 seconds to 12 seconds.

—His fall to the ground after doing air C (mirror) is reverted to the slower fall that it was during his pre-release testing.

--His back+A (Truth Geyser) can no longer juggle as much. Only one additional juggle hit is possible after it now, and it can no longer bounce victims who were already bouncing. The most practical effect of this is that Quince can no longer do 3 damage against victims who are somewhat cornered when he lands bA x 3 (only 2 of those will hit now) or bA, B, A (the final A punch no longer hits).

Developer comments: Quince seemed a bit too good, especially over time as players got better at taking advantage of his strengths. These nerfs still leave intact most of why he’s good, so they are kind of minor, but leave opponents with a little more leeway: more time between his supers, more time to act after his air C, and avoiding taking a third point of damage in some combos.

ONIMARU

--His back+A sweep has more pushback so that when you cancel to C (Divide and Conquer) on block, it no longer forces the opponent to block three times total, which guard broke them.

--Reverting Onimaru’s nA hitboxes to the older version that was not great anti-air. It still has reasonable hitboxes to hit a jumper, but not “dragon-punch-like” immunity that he’s had for the last few months. The point of this change is so he has to save his super more for anti-air, rather than being free to use the super for reaction punishes only.

BOSS RUSH

--Rook's "Landslide Plus" now hits twice, to match regular Rook’s Landslide now hitting twice.

--Setsuki’s “Starlight Sparkle” is no longer completely unblockable for no reason.

--Fixed a bug from a few months ago on Argagarg's "Fish are Friends" powerup (Rushing River now summons two goldfish rather than just one). It now actually summons the second fish.

--Valerie's CMYK "Black" attack is now allowed to correctly turn around when doing a double-crossup when Valerie also has the Quick Specials powerup.

--Lum's f+B cartwheel plus "Quick Specials" no longer uses Lum B's rolling recovery when it lands for no reason.

--Lum's Random Toss (improved air C) now throws both a melon AND an item, rather than just throwing an item (so it’s much stronger).

MISC

--New language available: Russian.

--Fixed a bug with the right side (player 2 side) of character select, that caused normal maps to be inverted for some costumes, such as Grave’s master costume and Quince’s default costume. This bug has been around for years, and we finally solved it. It made the affected characters look slightly wonky on character select when on the right side of the screen, meaning some of their contours and shadows were “inside out”.

--Fixed a bug with the right side (player 2 side) of character select that caused Valerie’s blue eye to be rotated incorrectly.

--Fixed a bug on character select that caused Valerie’s real-time shadows (such as shadows on her face from her hair) to look low res and pixelly.

--[Steam] The Mac version’s main menu now correctly blurs the background, so the aesthetics now match other platforms.
Mythgard - NoahC92
Signups for the next End of Season Qualifier are up now in-client. Battle it out for your share of the $1000 prize pool as well as Qualifying Points for the Mythgard World Championship later this year.

The tournament is open to all players in Silver rank or above and will take place in 2 parts. Day 1 will be a Swiss Best of 3 Conquest tournament on July 10th. Day 1 will be broadcast by Rhino Noah and a rotating cast of co-hosts. The top 8 players from Day 1 will move on to a Day 2 tournament on July 11th.

Day 2 will be a single elimination Best of 3 Conquest tournament and will be broadcast on the official Mythgard Twitch channel by Flake and Christo of 983 Media.

For more information on tournament formats, read this post.

July 10th:
11:00 AM EDT/15:00 UTC
Silver Rank or Above
Bo3 Swiss Conquest
https://www.twitch.tv/mythgard_game

July 11th:
11:00 AM EDT/15:00 UTC
Top 8 players from Day 1
Bo3 Single Elim Conquest
https://www.twitch.tv/mythgard_game

Please note that the broadcast will be on a 15 minute delay. Any players in the tournament who are streaming their own matches are advised to also stream on a delay and/or otherwise conceal their hand on their own broadcast to avoid potential problems with stream sniping.

Payment will be distributed by 983 Media.
Winners must have a verified Paypal account to claim winnings.
Players qualified for the Top 8 must check-in with a tournament Admin in the official Mythgard Discord within 12 hours of the day one conclusion.
All Top 8 players need access to the Mythgard Discord during the top 8 for event coordination purposes.
Players not in the Discord will be disqualified and will NOT be eligible for prizes.
Rulings made by tournament admins and organizers are final. This includes, but is not limited to, restarting/delaying tournament games to fit the production schedule.

Cell to Singularity - Evolution Never Ends - lunch
NOTE: All progress will be restarted on Thursday 7/15/2021
--------------

PATCH 8.72 - 7/6/2021

Hello Universe Architects,

Another week of beta testing has come and gone, and the Beyond’s solar system is starting to shine brighter! Here’s what to look out for this week:

+ New ranks have been added after Rank 8 (good luck)!
+ The Quantum Charge has made its way to space… as Juno!
+ Feel the vastness of our solar system with a redesigned tree layout!
+ Hide the Space Garden HUD when you’re in split view!
+ Card payouts have been improved for late game generators.
+ Check out a new and improved Dark Matter icon.
+ Re-sort your cards when loading the Traits tab!
+ Shoemaker-Levy 9 has been added as a Jupiter object.
+ Enhancement category icons have been updated.
+ The size of the sun has been enhanced.
+ The size of the moon has been decreased in relation to Earth.
+ Planet X’s hypothetical orbital position has been repositioned.
+ Fixed the rotating tree view bug.
+ Fixed Rare and Epic Cards from not appearing in the Traits tab.
+ Minor camera and garden fixes.
+ Several bug and typo fixes.

We're looking forward to hearing your feedback!

Stay cellular,
Lunch
BARK - KoboDragon


Meet Barker
Barker the Dog may be small and drooly, but he’s off his leash and ready to help the B.ARK Team blast their way to victory. Don’t fall for the Dark Tide’s malicious propaganda video! Peanut butter may be Barker’s weakness, but that’s only because he tends to eat so much it gives him a belly ache.



How He plays
His sturdy ship, Wishbone, has extra firepower from up to three tiny helpers. Take out entire waves of foes with Wishbone’s super attack, Bullet Stream, which launches huge projectiles at an increased fire rate.

Backstory
Having grown up with his kind and caring owner Milla, Barker has known nothing but belly rubs and long games of fetch. After Milla is taken prisoner by the invading Dark Tide, this powerful pup’s love for her fuels him with the determination needed to take on anything the enemy throws his way. Together with the rest of the team, Barker is ready to show Chog’s Army his bark is just as fierce as his bite.

Play the New Demo!
Want to get your paws on a sneak-peek of https://barkthegame.com? Download the NEW DEMO available now on Steam!

We would love to hear your thoughts on the discussion boards in our Community Hub, so drop us a message! If you enjoy the demo, we'd appreciate if you add B.ARK to your wishlist too!

Follow us on:

Team B.ARK @ Tic Toc Games
Arcane Waters Playtest - burlin_gauna
- Codebase: Added Gold check for auctions (2)

- FMOD sfx for cursor hover action over items

First pass audio additions for critter sounds added to the project and in fmod events in this push, ready for implementation.

Fixed issue with late players joining the game.

Fixed issue with late players joining the game.

Updates from main

- Implemented new pvp base art.

- Made structures deactivate on game end, rather than being destroyed.

- Fixed issue with players being spawned too far away from their base.

- Small change to make pvp tower circle fade out when it dies.

- Implemented new pvp base art.

- Made structures deactivate on game end, rather than being destroyed.

- Fixed issue with players being spawned too far away from their base.

- Small change to make pvp tower circle fade out when it dies.

- Fixed an issue where a late player joining would be assigned a team again, when they were already assigned one upon joining.

- Removed redundant function PvpGame.getTeamForPlayer().

- Reset scale of targeting indicator before tweening its scale, to prevent large scaling when the server is struggling.

- Fixed an issue where a late player joining would be assigned a team again, when they were already assigned one upon joining.

- Removed redundant function PvpGame.getTeamForPlayer().

- Reset scale of targeting indicator before tweening its scale, to prevent large scaling when the server is struggling.

commit initial setup for land battle status and shop name hovering / integrated scoreboard assets and updated status sprite sheet to read/write

added debug canvas for bot ship behavior review / AI improvements, seamonsters now aggro, seamonsters no longer gets stuck when chasing enemies too far from territory

updated waypoint logs using debug canvas

Dropping "Server Max Receives Per Tick" from 10,000 to 1,000

added screen logger version update

integrated new icons for scoreboard / updated default value to 0

autogenerated resource data

added new pathfinding logs for sea entity

added battle end logs and listing down battle id to see cause of after combat freeze

Reducing "Client Max Receives Per Tick" from 1000 to 200

Task #3401 - Need tooltips for F1-F3 stance buttons like the other abilities
Made the prefab 15 pixels wider so the name "Defensive Stance" will fit

Reducing "Server Max Message Size" from 10240000 to 1024000

initial setup for pathfinding recalculation for bot ships

added log to determine last function that triggered path find and what is the result of vicinity search

Making the client Telepathy settings match the Server Telepathy settings

Adding some debug logs for client connections

Debug log when sending LogInUserMessage

Log the port that we start up the client on

Make sure the "FailedToConnect" listener only gets added once

Added fps statistics on clients for stress testing [3424]

added new logs and debugging tools for bots in live builds to confirm pathfinding issue of ship bots

updated debug panel

updated struct logging for bot ship

fixed null reference struct of clietn botship

log updates

added admin command that freezes ship movement for log review purposes

admin command updates

Make sure message handlers only get registered once

fixed commit issues

minor log updates

added sea structure logs for client side, for debugging purpose

- Adding castSoundEffectDelay variable for abilities

Making sure message handlers get removed; adding more debug logging

Cleaning up the client disconnection handler

Prevent errors in sea entity - empty list

seamonster bot log updates

sorted logs for client side display

added dynamic message that observes pathfinding move to and patroling

reduced syncvar variables for debugging

fix sea struct null reference

fixed debug canvas issue

setup debug game object spawner / logged distance between unit and structure

- Addressing "#3443 - Silver icon is too large"

- Prevent runtime errors

- Addressing "#3450 - No announcement text after my kill"

- Addressing "#3446 - powerups cover up silver GUI"

- Addressing "#3472 - silver serpents retained between games"

- UI tweaks and Code refactor

- Addressing "#3443 - Silver icon is too large"



- Addressing "#3450 - No announcement text after my kill"

- Addressing "#3446 - powerups cover up silver GUI"

- Addressing "#3472 - silver serpents retained between games"

- UI tweaks and Code refactor

- Codebase: Minor variable rename

area script graph scan update test

removed spam logs

Only call StopClient() when necessary; more debug logging

#3438 - Left clicking on enemies during battle showed the player popup panel

Increase client delay when redirecting from one server port to another

#3477 Added server shutdown functionality

Updates from main

Reverting increased client delay during redirects; adding more debug logs

Removed the invoke repeating that rebuilds the connected accounts, instead added the account at login [3424]

- Fixed pvp tower leaving aiming reticle.

- Disabled re-scanning of grid graph.

cleaned up sea entity script and removed debuggers after finding the issue with bot pathfinding

Cleaned and improved the management of the connected account data in the server network [3424]

updated boss combat collider scale

Added delay before redirecting users so that the online accounts data has time to be updated in the server network [3424]

Cannonballs that hit sea structures will now show a land explosion.

updated pvp score panel prefab and assets

fixed end battle trigger order

re added missing code blocks in ship entity icon to fix minimap bug, rect transform condition was discarded

Removed logs when adding and removing accounts from the connected accounts in the server [3424]


...