Shop Titans - Zesty Hamburger
His Majesty Reinhold beckons all shopkeepers to craft to their heart's content! Earn yourself the King's Favor and you will be duly rewarded!
Sole Iron Tail - MMallea




Have a nice July everyone!

Discord!
Twitter!
The Absolutely Hilarious Cat Game - MojoeMadness
Annnndd we got some more patch notes (mostly bug fixes):

- Fixed some issues where the game wouldn't use the custom-made font.
- Fixed multiple scaling issues so all text should be readable now.
- Fixed a bug where you could fall even if you were safe.
- Fixed a bug where you could jump off the roof.
- Made "something" a bit more random.
Jul 11, 2021
Norega - Pixelabor
ATK (ATTACK) is set back to normal... = 1.
At the behest of the Pike: Time To Run - Dnovel
Added new levels and new achievements.
A total of 20 levels and 40 achievements are available.
The game is inspired by a Russian fairy tale, in the new levels you can read about the stereotypes associated with Russia.
Artemishea - {Mr.}Opendix147
Another small patch, I introduced the turn mechanics to the Black Bear. It's a tad weird sometimes where it turns in the wrong direction, I am aware of that I'm mostly testing how the turn itself feels and feedback based on it so I can improve all its issues then add it to the rest of the animals

possible fixes:
character suddenly despawning
stat resets to full when relogging
Player not being able to use the spawn camera (causing weird issues where your respawn cam is in weird places)


Changes:
Giant death ramp of doom was removed for the moment due to glitching through the map
More system changes within the back end of the code to hopefully improve reliability

Updates:
Currently updating to 4.26.2 and Ethos is in the process of creating a map in that version that intoduces weather and new sky system
I will begin to work on sounds soon for the animals and then turn my attention to the chat system and fixing all its issues and problems and then grouping, more chat commands and then i'll add profile pictures in game above the name tag, remappable keys, and then a much needed UI make over, and of course bug fixing along the way. I don't have a time frame for this but that's the road map for the coming updates

here's a video link to a small preview of the sky system
https://www.youtube.com/watch?v=PtmwxIkBrVY&lc=UgwCasixbqFOMqSAXH14AaABAg

Ethos (live stream of map development)
https://www.twitch.tv/the_ethos
RimWorld - Mal
RimWorld - Ideology is available on Steam now!

Welcome back! I’m Tia, and I’m here to bring you more Ideology preview info while we wait for the big release day.

Today, I’m talking about Ideology’s new social roles and rituals. I’m also including another UI shot since everyone loved Spacer Manporkism so much in the reveal announcement. You can wish list Ideology on its store page here!

Social roles

We’ve all had that one favourite colonist. The soldier who made it through hell and back, the medic capable of defying death, the one guy who refuses to do anything useful and spends most of the day binging on insect meat due to lack of tables…

Now you can make use of your colonists’ special strengths by assigning them formal social roles. Each belief system in Ideology defines a roles that believers can take on.

There are three categories of roles:

The leader role can only be assigned to one colonist. Leaders give inspirational speeches, buff combat allies around them, encourage harder work, and play a special role in some rituals. They can even accuse prisoners or colonists of crimes. If they successfully prosecute the defendant in a trial you can punish the accused without social consequence. (Whether the accusations are true or false is up to you.)



The moral guide role can be assigned once for each belief system which is represented by at least three colonists. Moral guides support the mental well-being and spiritual strength of your people, and lead many rituals including funerals, sacrifices, and more. They can preach health to the sick to speed up healing, provide counsel to sad colonists to lift their moods, reassure believers that they are correct, and convert non-believers to their own belief system.

Finally, the specialist roles can be assigned to any number of believers. There are a variety of specialist role types - one for each skill. Specialists are better at their primary skill, and also gain a unique ability related to that skill. As a tradeoff, specialists become more focused on their specific skill and won’t do some other work. Different belief systems each have a specialist type related to their core beliefs. For example, a colony of darkness-worshipping tunnelers will probably have a specialist role focused on mining.

Colonists with social roles will want a change of appearance to suit their position. They may ask for elegant capes, creepy visage masks, solemn hoods, painful torture crowns, or anything else to set themselves apart according to their traditions.

Rituals

Celebrate your colony’s unique belief system by holding rituals. These player-controlled events are special gatherings that have a variety of impacts depending on how they are carried out, and really contribute to the story of your colony.

You can hold somber funerals for fallen soldiers, quell rebellious behaviour with public executions, pit slaves and prisoners against one another in vicious gladiator duels, host parties in dance halls or drum circles or around Christmas trees, set hated effigies on fire to watch them burn, or breathe in smokeleaf fumes from a giant bong. There are also scrumptious feasts of human meat, ceremonial blindings and scarifications, skylantern festivals on moonlit nights, and majestic trees with creatures inside of them.



How a ritual plays out depends on the circumstances - who is there (and what roles they hold), the quality of the room it takes place in, the equipment and buildings available, and so on. For example, colonists can have fun at a dance party with just a few people outdoors by clapping and stamping feet. But if you build them a giant nightclub with speakers, a lightball and a richly-decorated room they’ll have more fun and get better outcomes. Early-game rituals are less demanding than those in the late game, so you’ll get benefits at every stage.

Participants that have a good time will leave with mood boosts, and if the ritual was truly spectacular, there may be additional bonuses. We’re talking unlocked psychic powers, new recruits, improved goodwill with your neighbours, and locations of treasure-filled ancient complexes. At the same time, certain rituals may upset spectators and cause a mood deficit - it depends on their personal beliefs.

More on the way



That’s it for now! I hope you’ve enjoyed this post and have gotten a chance to try the 1.3 beta. Remember to wish list Ideology on the Steam store page. You can also read the original 1.3 update and Ideology announcement here.

And we'd love if you joined the discussion on Reddit!

Bye bye!

Tia
SCP: Fragmented Minds - TSMRE
Make sure to visit our website at https://www.hstgamestudios.com/blog to get these posts sent straight to your email!

This week we have a big update for how certain melee weapons will behave in-game, as well as how crafting will play a big role in your weapon progression throughout the game.

Weapon System Overview:

One of our main goals with Fragmented Minds is to innovate on certain aspects of gameplay that have been largely left out of the more familiar SCP titles that players know and love. We decided the perfect core mechanic that could be innovated and improved upon was the weaponry available to players within the game. There will be several tiers of weaponry available for players, ranging from the low damage Tier 1 weaponry to the insane Special Class, which features rare hypersonic and energy weaponry exclusively used in the direst situations.

Crafting and combat have been effectively intertwined with this new system since weapons in all tiers can be upgraded to some degree, with some weapons getting much larger benefits over others depending on the upgrade. Players will need to find specific resources to be able to craft the required parts to apply the desired upgrade to their weapon and make it much more effective in combat.

There will be several effects that upgrades can provide, such as a scorching hot blade that can cause massive damage, a poisonous gel that can be applied to slowly kill enemies, and even a brutal bleeding effect caused by attaching blades to blunt objects that will allow you to be much more effective in a melee combat situation.

Down below, you will see several pictures of these new weapons with their respective upgrades:







Breakdown:

The above three images show all the weapons together with their respective upgrades, along with our new grenades and equipment. However, from the 4th image down, we have the Ax which will feature a hammer upgrade to be able to effectively break open certain boxes while also allowing for blunt force trauma to be applied to the skull of an unsuspecting 3199 instance.

Next, we have the Machete which will feature a flame upgrade that superheats the blade and deals a huge amount of damage to enemies unfortunate enough to get sliced by it. This upgrade will require more materials than other upgrades as well and will be highly sought after due to its damage output.

Lastly, we have the Axle, which is the only Tier 3 weapon on this list as the Machete and Ax both do not do nearly as much damage as this weapon and are also one-handed. The Axle will feature an electric shock upgrade which will be triggered by the player and able to stun enemies to allow for quick follow-up hits that will have a much lower chance of being blocked or dodged.

This is just the tip of the iceberg when it comes to the upgrades for melee weapons, as many more modifications are planned. We also have planned modifications available for the guns that will be in-game that will make for some seriously interesting combat.

Next Week:

In the next post, we will show off the Site-113 concept that shows off the outside of the base and gives a fantastic idea of what the environment you will be playing in will be. We also will be discussing more about the Special Weapon class and go into detail about just what you can expect from these extremely rare and powerful weapons that will be scattered around the facility.

Kickstarter:

For those of you unaware, we will be doing a Kickstarter campaign shortly and would love for you to check out and follow our page since that gives us a good idea of the interest in our project and allows us to reach out to you directly with updates. You can find the page here: https://www.kickstarter.com/projects/hststudiosllc/scp-fragmented-minds

Patreon:

As many of you know, none of these updates would be possible if we didn't have the amazing support of our patrons. If you like what we are creating, please go ahead and visit us at https://www.patreon.com/hststudios and subscribe to a Patron tier to get exclusive updates about the game, and even get your ideas implemented! This week they will be seeing an amazing concept of Site-113 that is the highest detailed design we have ever gotten, so if you are curious subscribe to a tier and check it out!

See you all next week!

Forest Grove Playtest - gamesfrommiga
Hello there! Here are the build notes:

* Updated the font sizes in the Physical Evidence Board reveal and evidence type panels.
* Updated the piano room dissolve trigger.
* Fixed save icon showing over black screen.
* Fixed two reveal target circles showing up in the Physical Evidence Board.

Thanks!

Larry
Entity Researchers - newbuildc
Greetings!

Plenty of things fixed in this new build, thank you all for your feedback.
Still plenty of things to do but some of these broke the game.

Notes:
Electric Research Rate fixed.
Shift/click to move Items to and from the Loadout.
Cutscene bugs.
Less entities per level.
More XP per slain entity.
Entities move more in the Viewport.
Possibly fixed Cultist mission bugs.
Speed stat now affects turn time, attack aim speed and scan target speed.
Move glitch now removed, this corrupted save files and lots of things were affected. If you have items/moves in your current save that has a glitched name or info consisting of numbers you will need to start a new game unfortunately.


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