The Adventures Of Maximus - Renecade
Fixed how the text is displaying in the Switch Pro build to display the correct button commands in the intro level.
Dawn of Corruption - Sombreve
Hello everyone!

This version adds a pretty experimental design I've been thinking about for quite a while now.
I've been looking for a way to make Corruption affect combat in a meaningful way, hopefully you find it interesting!

Thanks again for the support!

Release Notes 0.4.8:

Features:
Reaching new Corruption tiers will grant abilities that inject new moves into your moveset.

New fight moves:
"Lustful Instincts": Give in...
"Corrupted Remedy": No wound can reach a corrupted soul.
"Corrupted Urges": Feast upon Corruption.
"Infectious Lust": Let the endless hunger corrupt all.

New Abilities:
"Corrupted Strength": Granted by the "Corrupted Urges" fight move.
"Focused": Granted by the reworked "Focus" fight move.

The "Focus" fight move has now be reworked from:
"Increases your stamina gain by 100%." to "Gain an additional action slot."

Upgraded max size for every stat to 142159079146 miles or 228782861070km
Added Exit button (press Esc)

Art:
Tweaked Fight UI slightly and added new backgrounds for all four "Corruption Moves" (By Voidlesky!)

Bugfixes:
Fixed jorm intro leading to an invalid passage after completion
Fixed bad conditional in one of the Abel dialogue branches

This version is compatible with saves from 0.4.7!

Version 0.4.9 is also up on early access.
https://www.patreon.com/sombreve
{LINK REMOVED}
https://dawnofcorruption.net/
Beat Souls - Zoo
Have you played the demo version of "Beat Souls" yet?
We are happy to announce that the release date for Beat Souls has been set for Friday, July 30th!
Please wait a little while longer for the release of the game in 10 days.

A new official trailer has been released to commemorate the release date.
We hope you enjoy it!





What do you think of the official trailer?
We'll continue to bring you more information about the game to the community here!
Don't forget to add the game to your Wishlist so you don't miss out on the latest news.
We hope you will look forward to the release of the game.

https://store.steampowered.com/app/1596370/Beat_Souls/
Terminus: Zombie Survivors - Ingeon Games
Hello.

I changed the description on the store page for the Early Access period. I modified ‘expect about a year of Early Access’ to ‘plan to release a full version in late 2022 or early 2023’. While developing the game, I realized that I need more time to add all planned content. I will do my best to make a polished game until the full release.

I am currently final testing the next update and will upload it tomorrow.

Thank you.
The Nine Lives of Nim: Fortune's Fool - smiling_goth
Playable demo here!: https://skybeargames.itch.io/her-jentle-hi-ness

In Her Jentle Hi-ness, you have to serve a jealous queen who has banned the letter G after being cheated on and abandoned by her consort King George. Playing as the lady-in-waiting Eorina (formerly Georgina), you have to try and survive the mad whims of the queen. Are you fast enough to keep up with her linguistic gymnastics?

How will your story end? Will you just make it out? Will you use the opportunity to rise through the ranks? Or will you die an ignoble death at the end of the executioner’s axe?

On Wednesday 28th July (NZT) the KickStarter campaign launches here: https://www.kickstarter.com/projects/skybeargames/her-jentle-hi-ness-a-linguistically-twisted-visual-novel but for now you can sign up there to get notified of the launch.



There are over 25 different endings to achieve that draw on the dark whimsy of fairytales (25 as it currently stands – more could result from the top tier of this campaign!). These endings result in achievements and an unlockable gallery of over 60 background and ending images!

There are over 15 romanceable options… and counting! At present the word count sits at 25,000, but it’s still rising!

As you can see, the art of Her Jentle Hi-ness spans from zany cartoon characters to classic works of art. The character art is by illustrator and animator Sean Miller (Faylmonkey). His characters evoke the flights of fancy of such cartoons as Adventure Time and Invader Zim, which is why I chose Sean as a collaborator on this project.

The oil paintings, charcoal sketches and other artworks in the backgrounds are all public domain artworks provided by the Metropolitan Museum of Art in New York. These works have been given a fun new life by being juxtaposed with the cartoon styles of Sean’s characters. ‘But what does it mean?’ I hear you cry. Well, it can mean whatever you want it to mean! Perhaps it’s about reducing the romaniticism of royalty in fiction through humour? Perhaps the stripped down features of the people speak to the degradation of a people living under an oppressive tyrant? Use your imagination!

The game features an original soundtrack by Michaela Cornelius of Mikatte Music (www.mikattemusic.com) . Along with the quirky sound effects, Michaela’s music blends the elegance of traditional instrumentation with an injection of contrasting modernity to delight the ear.

As the demo currently demonstrates, this game features timed dialogue branches. In the finished game these will be enhanced by the inclusion of difficulty levels to ease in the casual player and challenge the advanced linguistic gymnast.

You will be able to get a sense of the characters and their emotions with short gibberish voice acting, sort of like ‘Simglish’ from The Sims. Providing these voices will be familiar voices from my previous projects: myself, Lauren Wilson, Tom Tobin, and James Dunning.

The estimated release for this game is December 2021.
Wonderland Nights: White Rabbit's Diary - smiling_goth
Playable demo here!: https://skybeargames.itch.io/her-jentle-hi-ness

In Her Jentle Hi-ness, you have to serve a jealous queen who has banned the letter G after being cheated on and abandoned by her consort King George. Playing as the lady-in-waiting Eorina (formerly Georgina), you have to try and survive the mad whims of the queen. Are you fast enough to keep up with her linguistic gymnastics?

How will your story end? Will you just make it out? Will you use the opportunity to rise through the ranks? Or will you die an ignoble death at the end of the executioner’s axe?

On Wednesday 28th July (NZT) the KickStarter campaign launches here: https://www.kickstarter.com/projects/skybeargames/her-jentle-hi-ness-a-linguistically-twisted-visual-novel but for now you can sign up there to get notified of the launch.



There are over 25 different endings to achieve that draw on the dark whimsy of fairytales (25 as it currently stands – more could result from the top tier of this campaign!). These endings result in achievements and an unlockable gallery of over 60 background and ending images!

There are over 15 romanceable options… and counting! At present the word count sits at 25,000, but it’s still rising!

As you can see, the art of Her Jentle Hi-ness spans from zany cartoon characters to classic works of art. The character art is by illustrator and animator Sean Miller (Faylmonkey). His characters evoke the flights of fancy of such cartoons as Adventure Time and Invader Zim, which is why I chose Sean as a collaborator on this project.

The oil paintings, charcoal sketches and other artworks in the backgrounds are all public domain artworks provided by the Metropolitan Museum of Art in New York. These works have been given a fun new life by being juxtaposed with the cartoon styles of Sean’s characters. ‘But what does it mean?’ I hear you cry. Well, it can mean whatever you want it to mean! Perhaps it’s about reducing the romaniticism of royalty in fiction through humour? Perhaps the stripped down features of the people speak to the degradation of a people living under an oppressive tyrant? Use your imagination!

The game features an original soundtrack by Michaela Cornelius of Mikatte Music (www.mikattemusic.com) . Along with the quirky sound effects, Michaela’s music blends the elegance of traditional instrumentation with an injection of contrasting modernity to delight the ear.

As the demo currently demonstrates, this game features timed dialogue branches. In the finished game these will be enhanced by the inclusion of difficulty levels to ease in the casual player and challenge the advanced linguistic gymnast.

You will be able to get a sense of the characters and their emotions with short gibberish voice acting, sort of like ‘Simglish’ from The Sims. Providing these voices will be familiar voices from my previous projects: myself, Lauren Wilson, Tom Tobin, and James Dunning.

The estimated release for this game is December 2021.
CompactO - Idle Game - CryptoGrounds
CompactO v1.1
Added
  • Going to be vague since I don't wanna spoil anything c:
  • Cloud Saving
  • Mega Lands (New Content Layer)
  • Skilling: Contains 8 Skills
  • Fractals
  • The Lab: Contains 25 Upgrades and 2 Features
  • 19 New Shrinkenator Upgrades for Mega Lands
  • Multi-Save Feature
  • Save Modifiers: Play the game with customizable modifiers that make the game much easier or harder! Currently there are 6!
  • A warning and the ability to turn off colors at the start for people with epilepsy.
  • 26 more Achievements! Steam Achievements will not work if you have modifiers on.
  • Resetter Autos on the main square screen.
  • A "Per Second" display in Shrinkenator.
  • A setting to toggle square spawn animation.
  • A patch notes screen (hello!)

Changed
  • Some minor UI changes.
  • Saves from previous versions or the Demo version of CompactO are now marked as Legacy Saves. These can be converted to New Saves easily in the main menu! You also have the ability to import a Legacy Save in the main menu. I had to do this because the old save system was messing stuff up!
  • Cleaned up the Squares screen UI.
  • Color Change now has a base cost of 500.
  • Made navigation between Squares, XP, and 3D Realm less confusing.
  • Shrinkenator handles max speed shrinking differently. When you reach a shrink time of 1/30 seconds, cubes will generate "per second" instead. The max speed is 1/100 seconds instead of 1/60.
  • XP 1.05x Money upgrade level cap: 100 => 50
  • XP Sacrifice upgrade level cap: 100 => 5

Fixed
  • Some minor bug fixes.
  • Most likely fixed the issue where some squares in the next layer were being bought on accident.
  • Some Shrinkenator upgrades were going past their level limit, resulting in the upgrade being useless.
  • Achievement Bugs
  • You should not be able to buy upgrades in the "Bought" section now.
  • Terrible lag/freezing when you have lots of squares.

Removed
  • Some text flashing effects.
  • "Start with 4 XP on Infusion" Shrinkenator Upgrade.

Starting July 31st, there will be a 7 day 50% discount on CompactO. Stay tuned!
Thanks for playing, hope you guys enjoy this one!

Cheers,
CryptoGrounds
Vacancy Unlimited - daydreamergamesofficial
What I've been working on :
+Added explosive barrels
+Improved intermission music
New Guns :
+Added G36c

+Added M60

+Added VSS

+Added Lefeucheux
+New Map Holly
+New Cutscene (See what Westley and Gloria have to say to each other.)
+Roboravager now shoots in bursts instead of dumping his whole clip as soon as he sees you.
+Improved pathing for Bluffs, fixed light monument defense ramp
+Added confirmations for save wipes, will add confirmations for quitting game as well
+Adjusted loot pools
+Adjusted SFX volume equalization
+Improved weapons falling through floor on spawn. (still working on fixes for on drop)
+Fixed bug where SFX wouldn't be lowered from pause menu.
+Cutscenes are now skippable
+Improved Bluffs occlusion
+Added more prop buildings to Bluffs to add more visibility cutoffs hoping to improve the performance on this level more prior to launch
+New Trailer :

What's coming next :
New Map Twin Creeks
Screenshots, and Steam Banners
Jul 19, 2021
Solos - CreateSomething
-Fixed some UI bugs
-Made UI more bold and easy to see.
-Updated translations
KurtzPel - GM OneShot
UPDATE: Please note that the maintenance has been extended for 1 additional hour from the original end time. We apologize for the inconvenience.

Attention, Chasers!

Please check the weekly maintenance schedule below.

The following patch note pertains to contents that will be updated during the (UTC+0) July 7th,2021 Weekly Maintenance.
Maintenance will happen during the following times:

(*Above time periods are subject to change. In case of schedule change, we will update this announcement.)

New Awakening
1. Lightning Fang Awakening
A. Awakening is coming for Lightning Fang!

- How to unlock Awakening
Reach Lv.20 and Karma Lv.6 on your character, then you will be able to talk to the NPC inside Eltheca to receive the Awakening Quest. Once complete, you will receive an item that will unlock your awakening. These awakening quests can be complete by playing dungeons within your level range or can be unlocked by purchasing Awakening Tomes in the KP Shop.



- Karma Skill Tree Expansion
When you unlock your awakening, you can level up your karma up to Lv.11 and you can become stronger with each level by acquiring passives or new skills.

- Expanded Lightning Fang Skill Tree



- Lightning Fang New Awakening Skill – Lightning Storm
Surround yourself with lightning then leap forward to hit multiple times. (Can also be used in the air.)

- Lightning Fang New Awakening Skill – Unleash Lightning Soul
Unleash the soul of the demon blade to conjure up a massive lightning that devastate your enemies in a large area.

With this update, all Karma's max level will be increased from 5 to 6 but only Sword Taliah, Dance of Wind, Diabolic Witch, Blazing Fist, Dual Soul, Sacred Guardian, Fallen Light, Ruler of Darkness, Soul of Magus, Aegis Knight, and Lightning Fang will be able to reach Lv.11 through Awakening.

- Awakening Gauge
Once you unlock your Awakening, you will be able to use the Awakening Gauge in dungeons.
Your awakening gauge will increase by dealing damage to monsters and the amount of gauge increased will depend on your damage. Once you have filled up your awakening gauge, you will be able to activate it with L-Alt key. When the Awakening Gauge is active, your movement speed, attack power, stamina recovery, and mana recovery will be increased for a set duration.

When your Awakening is active, you can perfectly dodge an enemy's attack to slow everything around you and gain additional movement speed, action speed, mana/stamina/hp recovery increase buff.

When you acquire the Awakening Rage Skill by hitting Lv.10 on your Karma, you will be able to use the Awakening Rage Skill by awakening with a full rage bar. The awakening rage skill must be used before the Awakening effect expires.

- Effect of Awakening Skills on PVP & PVE
Certain awakening system and skills will only be usable in dungeons. We are still reviewing the possibility of allowing awakening skills in PVP but only after awakening for all karmas are released.


Improvements
1. Mission Card Improvements

- We have removed 5 vs 5 Destruction.
- Instead, we have added it to 4 vs 4 Normal Match. One of Deathmatch, Capture the Flag, Conquest, or Destruction modes will be randomly chosen for normal matchmaking. All Normal Matches will have no effect on rankings or ratings regardless of match results.
- 4 vs 4 Capture the Flag rules have changed. Because this mode was previously meant for 3 vs 3, with the change in number of players, we decided to increase the number of flags that spawn from 1 to 2 at a time and increased points needed to win to 1000 as well.

2. Mana Restored

After testing and community feedback from Beta Mode and Pre-season, we have decided to revert the mana removal changes. For the players who changed their option stats from 7/7 to 7/21 will once again be allowed change stat options by using ‘Selective Magic Stones’ that will be provided after this maintenance on July 21st. Please remember to use this item before it expires on UTC+0 2021-08-04 05:00. Because mana will be re-added to the game, the event that allowed you to change away from mana related option stat will end earlier than initially planned with the 7/21 update.

3. Attacks will now use Stamina
To limit the potential of infinite combos, we decided to make attacks consume stamina.
Previously, in return for reducing the difficulty of resource management and combo execution, we implemented a ‘Combo Limit System’ to try and control combo duration. From what we have learned over the past several seasons, we determined that the Combo Limit System was awkward and reduced opportunities for skillful combo executions. We plan on emphasizing skillful combo executions that takes controls and resource management into account as we go forward.

4. Karma Balance Changes

[All Karmas]
- Reduced break damage on certain Rage Skills (cannot interrupt skills any more)
* We reduced break damage because it was not our intention to have this be used as a way to counter enemies who get close.
* This change only applies to certain Slayer Rage Skills that applies buffs and have no immediate direct damage component. The intended targets for this change include Great Archer’s Soul and Demonic Awakening.
- Attacks now consume Stamina
* We plan on applying combo mechanics that must utilize both command attacks that use stamina and skill attacks that recover stamina in order to make use of its full potential.
We made this change to reduce infinite combos that were possible from repeating basic command attacks, which reduced the need to learn any combos, and to address the frustration that anyone feels, regardless of gameplay experience, when they are on the receiving end of a seemingly endless combo.
- Reduced Stamina needed to use Dash (33%)
* Stamina consumption was increased unintentionally, so we decided to reduce the stamina needed to dash.
- All Karma Movement Speeds increased


[Sword Taliah]
- Removed Fortitude’s effect that increases endurance and replaced it with effect that increases defense (50%)

[Dance of Wind]
- Reduced endurance damage by Raining Arrows (25%)
- Reduced charged LMB range (16%)
- Removed break damage increase from Great Archer’s Soul

[Fallen Light]
- Reduced radius of Lightning Trap (25%)

[Lightning Fang]
- Changed to make blink effect more obvious
- Reduced knockback distance from last hit of air attack sequence
- Right click after landing from aerial attacks will consume more stamina

[Diabolic Witch]
- You cannot move until Circle of Elements completes activation
- Reduced initial endurance damage of Circle of Elements
- Reduced flinching after activating Demon Awakening (0.6 second)

[Aegis Knight]
- Reduced knockback distance from aerial right click to allow combos to continue (Stamina consumption increased)
- Changed it so that enemy doesn’t fall too fast after doing aerial LMB attacks (after 3 LMBs in a row while in the air, it should be easier to continue a combo)

[Sacred Guardian]
- Reduced knockback from last attack of aerial attacks so that combos can continue. (Stamina consumption increased)

[Soul of Magus]
- Increased action speed for LMB-LMB-LMB-RMB attack.

5. Bug fixes
1) Fixed the bug where if you slammed down while holding on to a monster with Blazing Fist, the HP bar would change locations.
2) Fixed the bug where it was possible to grab an enemy while they were knocked down. (i.e., Blazing Fist – Grab, Reckless Charge/ Lightning Fang - Lightning Drop, etc.)
3) Fixed the bug where some items from the Supply Box (Seraphim) would not be listed on the Trading Post. (i.e., Lire’s Eryuell Archer Dress, Kien's Trinity Outfit Top Piece, etc.)
4) Fixed the bug where Skill Cooldown option stat affected Evasion cooldown.

...