HighFleet - patgarret77


HighFleet, the new unique action-strategy game mixing arcade combat, exploration, management and diplomacy, is finally released and available on Steam, now!
As giant flying ships wage spectacular aerial warfare, a prophecy tells of one who will save the world – could it be you?




What is the HighFleet experience?

Killer combat
At the heart of HighFleet is a unique form of combat in which giant ships bristling with weaponry duel above the desert. This is no mindless button mashing, however. Far from it. Battles are won with skilful manoeuvring, targeting and carefully observing the strategic layer of the battle.



Serious strategy
Mastering HighFleet requires much more than winning battles. You must explore the mysterious lands of Gerat. You must manage your ships, men, fuel and other resources. You must engage in diplomacy with the various factions. And then there’s the prophecy to be unravelled…



Freedom to fly
Thanks to HighFleet’s in-game ship editor, you can build the perfect fleet to suit your style of fighting. The many distinctive ship options and upgrade paths ensure the game will provide plenty of replay value.



One-of-a-kind world
The “dieselpunk” visual aesthetic, immersive music and sounds, and underlying mystery of HighFleet combine to create a truly unique and unforgettable atmosphere. This is a world you won’t want to leave until you’ve uncovered every secret and followed your destiny to the very end.

The Lightbringer - KieranZordix
Hello, Lightbringers!

你好!

We are all pleased to announce that we are now officially adding support for Chinese Simplified!

Seeing as we want as many people as possible to be able to play our wonderful game, we felt that it was only necessary to bring it to as many people as possible throughout the world.

So this one's for you, the Chinese speakers of the world.

Make sure to wishlist and follow us here to get the latest updates, as they come!

Follow us on our social media:
Discord
Twitter
Facebook


You can also sign up for the newsletter on the game's official website: thelightbringergame.com

Love,
Rock Square Thunder
Jul 27, 2021
Green Phoenix - Zerouno Games
Feel with Green Phoenix the latest audiovisual experience in the form of a 3D shooter, which takes us to the concept of freedom, ego and artificial intelligence in a hyper-technified future. How much is human life worth there?

Broken Simulation and Zerouno Games present: Green Phoenix.


Green Phoenix

In Green Phoenix we are transported to a single player story where society is fully technologized and authoritarian and we take the role of the spaceship AI, Green Phoenix, as it remembers its dead pilot, Dana, and embarks on a journey of revenge.


Features
  • Deep and immersive storytelling
  • Beautifull sculpted worlds
  • Voiced throughout
  • Arcade mode, how long will you survive?
Draft of Darkness - Crawly Games
Draft of Darkness is coming to Early Access in just 3 days! Here's the release time for some other time zones:

  • July 30, 10:00 PDT / PST
  • July 30, 13:00 EST
  • July 30, 17:00 GMT

    What's in Early Access
    Here's what to expect from the game on launch date:
  • 3 heroes (2 of which is unlockable through events),
  • 4 companion types (2 of which is unlockable through events),
  • 12 companion perks (3 for each companion type),
  • 135 cards, excluding the weak ones and handicaps,
  • 6 weapon types, each with a unique feel and varied play styles,
  • 3 areas containing 28 decision events, some of which having randomly generated puzzles and sections, making them unique every time,
  • 19 non-boss enemies,
  • 9 boss fights,
  • 45 unique trophy items and several consumables,
  • Randomly generated equipment,
  • "Part 1" of the story, which sets up the lore, characters and rules for the upcoming second part!
  • 16 notes that can be found throughout your runs,
  • 35 achievements with various challenges,
  • 3 difficulty levels,
  • Hopefully no bugs! ːsteamhappyː

    What's Been Done after the February Steam Festival
    Some of you know the game from the Steam Festival on February, which was a huge exposure for the game. During the time between the festival and the EA date, I've been focusing a lot on mechanical improvements and balance with the help of your feedbacks. Although we still have some ways to go, the game is in a much better shape, thanks to your help!

    I've also added a new character (Pavel), 2 new weapon types, unarmed cards, the Hospital area, the story events, an actively chasing enemy and more!

    Of course, we can't forget many bugfixes and tweaks that's been done with the help of people playing the game during Private Alpha. Look for their Discord handles in the Credits screen of the game!

    What's to Come During Early Access
  • Right after launch, I will be fully focusing on bug-fixing and solving any technical issues that comes up.
  • After we are out of the danger zone, I will focus on content. I'm planning to populate the areas in the game with new decision events, enemies and bosses. I have also a couple of characters planned and waiting to be added to the game, which means new heroes and weapon types are coming right away! My ultimate goal is to at least double the amount of content.
  • I have high priority tasks including: movement via mouse in exploration and card play shortcuts (double click to play cards etc). After these tasks, I'll be listening to your feedback to plan the future improvements to the mechanics.
  • I'll keep balancing the game with your feedback all throughout the Early Access.
  • The game will be polished by changing older art, improving UI, adding new scenery to areas, and improving procedural generation.
  • "Part 2" of the story will be added. I'm aiming for a more branching storyline, with multiple endings you can get by making different choices during Part 2. You'll be seeing characters from Part 1 take on important roles in Part 2, it will be up to you to choose who to side with!
  • New game mode(s) will be added. This will be separate from the story mode currently available. Difficulty modifiers? Endless mode? The possibilities are endless, I'll need your feedback to decide!

    More Plans?
    There are also some other plans that are lower priority, but can be possible if the game does well and I can afford them:
  • Translation to other languages. This requires some development time as well,
  • Mac version,
  • Port to mobile platforms.

    See You on Launch!
    Draft of Darkness will have a base price of $9.99 + 10% discount the first week.

    Thanks for the support and see you on July 30 @ 10:00am PDT. Wishlist the game to be notified for the release!
Jul 27, 2021
Dark Lord: Peacemaker - Sounding Stone / 老奉毊
ver 1.02 修正錯字
Boyfriend Dungeon - Not Alex
Oh hey there Sword Smoochers,

It's Alexandra with a very fashionable update and some exciting news!

Devlog #7 for Seven
We've dedicated our seventh devlog to Seven the Lasersaber, our Kpop inspired weapon. Tanya talks about the SPARK of inspiration for his design and what it's like to wield him in battle. We also get an introduction to his voice actor, Brian Long aka Girbeagly, who can't wait to electrify your heart down on Verona Beach!



Hair Colours Voted by YOU!

A month ago, we took to Discord and Twitter to see which hair colours you'd like to see in the game. After adding up the votes, the clear winners were PURPLE and DARK BLUE... so we added them, along with RED and MINT. I made a little video to celebrate the new additions here:



Previewing Swords



The first preview article for Boyfriend Dungeon is out now! Read about what people are saying about the first few hours of the game and who they are smooching (or not smooching)...

We'll have more for you soon!

Alexandra + Kitfox
Jul 27, 2021
The Secret of Retropolis - eyal_g
Hey all you steam users

We just wanted to let you know there's only 24 hours for our 10% release discount before it is gone forever. Don't let time pass you by.

Save 10% on The Secret of Retropolis.




Cheers,
The Peanut Button team



Reentry - A Space Flight Simulator - wilhelmsenstudios

The 0.82 (next) update of Reentry will have features and suggestions based on community requests, lots of bug fixes, the first iteration of VR for Apollo, and other general VR improvements for Mercury and Gemini.

Alpha-floor: I have rolled out the first iteration of this update to the alpha-floor branch for testing, so that you can start to play around with the bits today! Feel free to join us on Discord to discuss the alpha-bits and provide feedback. To get started with the alpha bits, check out the guide here: https://steamcommunity.com/app/882140/discussions/0/3118160027737663624/

VR for Apollo
This is a long awaited feature by many VR-players. The Apollo program is the only module that does not yet have the preliminary VR support you see in Mercury and Gemini. VR for Apollo will be demanding, and the complexities of Apollo has been one of the biggest blockers for even rolling out a preliminary support for VR. Apollo has two spacecrafts that requires VR support initially, the CSM and the LM. Both quite advanced to render, with a magnitude of more computations than in Mercury and Gemini combined. However, I'm finally at the stage where I can with confidence say that I have solved the major blockers for even making it possible to render and operate the CSM and the LM in VR. It's still a long way to go, especially regarding performance, but at least it`s a start I wish to share with you!

In this video, I will show you the basics of VR in Reentry, and some of the new VR features 0.82 will have.


To tune performance with your setup, you can do a few tweaks: As with the other crafts, you will need to tweak settings to get it to render with descent framerates on modern hardware. Set the quality to MINIMUM, disable post processing effects and probes, and give it a try, tweak as needed.

In this video, I try to explain how to set up VR in Reentry, and some things you can do to improve rendering:



VR: Gaze Cursor
I have started to work on a Gaze method for VR, where the mouse controls a cursor that can interact with the panels. It`s a bit cumbersome to implement as it will require its own interaction methods and User Interfaces and so on. I will need to think about how this should be set up (feel free to provide me with some suggestions on this), but in the mean time, I will position the Mission Pad and the Menus that are attached to the controller to a fixed location in the cockpit.

VR: Mission Pad menu
A dedicated VR menu in the VR Mission Pad can be used as an option instead of the Hand Attached UI. You can use it to change timescale in VR, and perform view changes as well as some of the Comm menu options (Apollo). I have also started to develop the User Interfaces for the SPS, TLI and TEI burn planners on the VR menu with a numeric VR keyboard you can use to provide input to the various fields.

VR: Mission Command Subtitles
I have added the mission commands to the VR camera so they function as subtitles in a movie. Each mission command will be shown there, and you can use the right thumbs stick to press ROGER, aka move on. This is the first version of this and I will iterate on it as I progress with VR support for Reentry!

VR: Checklist Guide Panel
You can now also run checklists in VR, where you can see the traditional Checklist Guide UI as well. Open the Mission Pad, select checklists, and hit RUN. The UI will appear below the mission pad.

VR: Change Camera view using the left thumbstick
The View can now be changed using the left thumbstick on the motion controller.

Lunar Module Crew Member features
Two new Lunar Module Crew operations in testing, where you can use the CREW MEMBER menu to let the Lunar Module face the CSM, and then another to align with the inverse attitude of the CSM with the docking port facing the CSM. If you are used to the current implementation of docking, and you start using these modes, it will feel a bit strange in the start, but much easier and more stable as you get used to these to modes.

Moon Tessellation Settings
Lunar Tessellation settings can be tweaked of you experience a low framerate in Lunar orbit. You can select the tessellation factor, and the minimum and maximum distance where tessellation will happen. Everything closer to minimum distance will be tessellated, and gradually face towards zero tessellation towards the maximum distance. Tessellation is an expensive operation, especially for those running on hardware without a dedicated GPU etc.

Lunar Module Quad Heater changes
The Lunar Module heaters for the RCS system has had a bug that would make it take hours to get them into an operational temperature.

Entry Monitor System updates
The CSM EMS system has a set of ground operation tests done before flight. A bug has prevented this from happening due to some late changes, but it should now be resolved, and you should be able to complete the ground operation tests of the EMS again.

Cloud Rendering tweaking
Console Commands for the new cloud system so you can modify density and cloud size scale. The command is "cloud -density 0.5" where 0.5 is a value between 0 and 1.5, and "cloud -height 1.0" where 1.0 is a number between 0 and 3. Remember, you can always revert back to the old cloud system from SETTINGS.

File based camera system with tooling
Added a system where you can use the console to modify the default camera positions on the cockpit views. For example, if you want to modify the default camera point that F5 or F9 moves the view to, you can use the arrow keys to move the camera to where you want it, and then use the console to modify any of the camera points to the current one.

Usage example:
Camera -list
-- shows a table of all the camera points, should be similar to the VIEW SELECTOR, with an index.

Lets say you want to change the view located at index 0 (commanders view, F5):
Camera -set 0

To revert to the factory settings, you can run the command that does this with the Camera tool in the console, or delete the files in the Cameras folder in Reentry's AppData. This will re-generate the files when the game loads the next time.

Other
- Minor needle shake when engines are burning on the various analogue gauges in the cockpit.
- Fixed the Gemini Space Walk campaign mission
- Fixed the CSM SCS roll stutter issue
- Mercury has received some upgrades on the MA-6 mission.
- Faster camera transitions in cockpit views.
- Moved the default camera points for astronauts in the CSM and LM to their correct head positions.
UnderMine - Thorium
Hello peasants!

It's been a minute. I know it looks like we haven't done much in a while, but we've been working hard on all sorts of things. We got the Switch and PlayStation versions out. We have an upcoming physical release that will be announced later, new merch is on its way, and of course: UnderMine 1.2!

UnderMine 1.2 WHIP will release on August 6th, which happens to be UnderMine's one year anniversary!

If you're familiar with our updates you know that we do an official preview that calls out some highlights of the update. You can read that here: https://undermine.game/undermine-120-whip-update

We'd like to give a special shout out to our Discord community for their help testing and balancing this update. We really appreciate the dedication everyone has shown to UnderMine and the WHIP game mode.

UnderMine Turns 1

Our goal was to try and coordinate a major update for the first year anniversary, but we also wanted to do a few other things.

UnderMine will be on sale for 50% off on all platforms. Unfortunately we couldn't time all the sales to be the same but here is the run down:
  • Steam: Aug 7th - Aug 14th as part of the Yogscast Tiny Teams event
  • Humble: Aug 7th - Aug 14th
  • Switch: Aug 7th - Aug 13th
  • Xbox: Aug 10th - Aug 16th
  • PlayStation: TBD (We're still working with Sony)
PicoMine has been on hiatus, but we'll be finishing it up soon and hopefully dropping it on or around the anniversary.



New merch is in development with Dual Wield Studio and should be available soon. And if you can't wait we still have pilfers available.

We're also working with the community to put together a streaming event. More information on that soon!

If you would like to keep up with any of these things the best way to do so is following us on Twitter. Full patch notes will be available on the 6th along with the update. Until then, stay gold peasants!

- Thorium
Masters of Puzzle - Belleal
Dear players, the latest puzzle box of Masters of Puzzle has been released. Introducing Battlegroup Selcior by Christian Hecker:



The new puzzle box comes with 7 new achievements for you to collect. This is the second puzzle in the latest series Space Empire, so check out the others as well.
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