Aug 6, 2021
Ascendants Rising - jmarquez
Greetings Incarnates,

Today we have another batch of bug fixes coming live.

If everything goes well, we will have the first test version of the Single Player mode next week.

Changelog:
  • Player Abilities
    • Artefact Abilities: Artefact abilities will now also have a preview video.
    • Cursed Grounds: Damage numbers should no longer overlap.
    • Kinetic Conversion: Will no longer misfire on rare occasions.
  • Bosses
    • Curse of Servitude: Will no longer crash the server on rare occasions.
    • Frost Golem: Will no longer crash the server on rare occasions.
    • Inquisitor: Minions will correctly despawn when the Boss is killed.

As usual, if you have any feedback or a bug to report, you can do it on the Steam forums or our
Discord server: https://discord.gg/2uNp4th

See you in the Multiverse!
Star Conflict - ST_Team


Pilots, the weekend begins! Time to prepare your fleet for new victories! UMC offers all pilots a 50% discount on the Tai'kin starter pack!

Weekend special offer:
  • 50% discount on Tai'kin starter pack!
  • +50% experience in battle
  • x2 experience transfer rate

The ship has absorbed all the latest achievements of “Ellydium” science laboratories that reached great heights in the development of Alien tech. The ship turned out incredibly fast and manoeuvrable.

The development of the ship and its active modules was carried out by Dr. Matthew Gilmore, the head of the mysterious and carefully protected Scientific Complex No. 2 of the Ellydium Theta station. And Conrad Dimeni personally oversaw the development. Tai'Kin was the first ship that was able to fully use the unimaginable properties of single bosons to change the space-time

Boost your fleet! Let's win together!

Yours truly,
Star Conflict Team
Valthirian Arc: Hero School Story 2 - Khryselakatos
Greetings, Principals! Welcome back to our beloved Dev Diary series!


After a thorough explanation about our academy and how it works for our students, it’s finally time to talk about the students themselves. As we have mentioned in our previous diary, students will have proficiencies depending on which major they’re assigned to. Thus, in this diary we’re going to point out all the different majors and their advantages.

To start, we want to remind you that in HSS2, we will be calling classes as majors. Essentially, they’re the same. However, like in any other academy, there are classrooms, so we decided to avoid the headache and differentiate the two. So, Knights, Mages, and others, are considered as majors in HSS2.

There will be 4 proficiencies in HSS2, each of those proficiencies belong to 4 different Base Majors. Base Majors are the ones students have with them when they first enroll the academy. They come with 1 proficiency that can break 1 of the enemy’s shield. with the same proficiency.

The Base Majors are:

  1. Knight with Physical proficiency.
  2. Magi with Magic proficiency.
  3. Cleric with Divine proficiency.
  4. Arcsmith with Arc proficiency.


Image of base major student in Blender

As your students progress, more majors will become available, such as the Mixed and Advanced Majors. Currently there are 6 Mixed Majors and 4 Advanced Majors available. Mixed Majors have 2 proficiencies and are able to break 1 shield per hit.

The Mixed Majors are:

  1. Ksatria with Physical / Magic proficiencies.
  2. Scholarsage with Magic / Divine proficiencies.
  3. Bogatyr with Physical / Divine proficiencies.
  4. Arc Draconus with Physical / Arc proficiencies.
  5. Arc Magica with Physical / Magic proficiencies.
  6. Arc Divina with Physical / Divine proficiencies.


Image of mix major student, testing in Unreal Engine

Mixed Majors have 2 different proficiencies. Meanwhile, Advanced Majors have 2 of the same proficiency and are able to break 2 shields per hit.

The Advanced Majors are:

  1. Paladin with 2 Physical proficiencies.
  2. Summoner with 2 Magic proficiencies.
  3. Medica with 2 Divine proficiencies.
  4. Architech with 2 Arc proficiencies.


Image of advance major student, testing in Blender

Players can decide which major the students will change to. Changing majors is possible after the selected student have taken the necessary courses connected to the major’s requirements. For example, if the player wants their student to change into a Paladin, the student has to clear the course “Physical Training III.” After passing the course, the student will have the ability to change into their new major on these designated times:

  1. During exams which occurs once every 6 months.
  2. Player directed, outside of exams. (limited)


Image of promoting student (not final product)

We hope the major changing system provides more dynamic gameplay and a chance to experiment with different majors. It should also give players more flexibility, as even newly enrolled students with lower stats can be of help to senior students simply because they have the right proficiencies. A good principal pay attention to all their students abilities and improve their skills accordingly.

However, like any other update and improvements we brought to the game, we are uncertain whether this system would bring the experience we intended. We also have concerns whether allowing to change majors will drive players to change majors repeatedly instead of maximizing their students true potential.

Still, that’s for us to fuss about, you guys just sit back, relax, and enjoy the game! That’s all for today’s dev diary, thanks for sticking around until the end. Hope to see you in the next one, Principals!
Aug 6, 2021
Broken Universe - Tower Defense - jinthreestudio
Dear Users!
Update news are here from Broken Universe development team.

Version 0.9.21 update has been applied.

In this update, the game interface has been improved, the balance of normal difficulty has been corrected, and the balance of several skill items has been corrected. 😊

The interface was not good in many situations that required input, such as using the 'Attack Wall' function in the existing game play or using special products. Now, the interface in these various situations has been improved, so we expect to be able to use the functions more clearly and quickly. 😍

In addition, the reduction in monster movement speed in Normal difficulty has been removed and changed to be the same as in Hard difficulty. This is an adjustment to the overall difficulty of the game due to the impact of previous balance change, and the gap with the Hard difficulty is also reflected with the intention of reducing the difficulty a little.

Finally, there were some balancing adjustments to some techs. In the 'Defense' category, instead of lowering the value for DEF techs a little, we raised the value for HP and raised the 'High Pressure Firing' tech to slightly increase the utility of defense techs. In the 'Build' category, we've lowered the number for the build speed, lowering the total value from +75% to +60%.

About Future Updates
We expect the game's overall design to be completed with the first major update coming soon. Since the game's stability has been secured, the regular weekly updates will disappear, but we plan to carry out three major updates as planned until the official release. 🤩

The first major update to version 0.10 is scheduled to take place in the 3rd week of August, and includes many improvements such as add 'Tower Fusion System', add 16 types of fusion towers, 3 new self-destruct monsters, improve level design, some techs replaced with new techs, add Timeline UI to check when monsters appear in real time. ✨

In this process, the building upgrade content, which was previously called 'Renovation', was renamed 'Power of Artifact' and will be included in a major update in the future.

A total of three major updates are planned before the official 1.0 release, and the last chapter will be added along with the official release. Details regarding the update plan will be announced again next week. 😊

Thank you for enjoying the game 💖 and feedback is always welcome. 😊

v.0.9.21 Patch Notes

Improvements
  • UI has been improved in various situations such as grid focus, selection, and interaction in gameplay.
Changes
  • The number of attacks for "Thunder Striker" building has been changed from 3 → 1. The function is the same as before.
Balance
  • The movement speed of monsters in "Normal" difficulty has been changed from -25 → 0 compared to Hard difficulty.
  • "Magnetic Pulsar" building's ATK has been changed from 9/10/11 → 6/7/8, penetration power from 14/20/26 → 12/18/24, [Attack bounces and hits up to 3 targets] effect has been added.
  • "Durability I/II/III/IV" tech's effect has been changed from 25/25/50/50 → 25/25/50/100.
  • "Defense I/II/III" tech's effect has been changed from 2/3/4 → 2/2/4.
  • "Shield Density I/II/III" tech's effect has been changed from 2/3/4 → 2/2/4.
  • "High Pressure Firing I/II" tech's effect has been changed from 15%/15% → 20%/20%.
  • "Construction I/II/III" tech's effect has been changed from 25%/25%/25% → 20%/20%/20%.
Tyrgard Archer VR - mRobinson
We can finally announce that the first in-game leaderboard is now ready to be put into the game, even though it is not fully featured or designed yet then we believe that it will still motivate you guys to push harder trying to reach the top spot!



The leaderboard has been enabled for just over 3 weeks now, and the top player is currently
Kricket-Wolfdragon. Kricket-Wolfdragon has not only scored an amazing 936 but also beaten the dev mRobinson by far!

Top three:
  1. Kricket-Wolfdragon 936
  2. mRobinson 409
  3. supermaciak 317

Let us join them on the leaderboard and see who will be the first to reach the 1.000 breakpoint!
Guile & Glory: Firstborn - Elston Studios
Hi Everyone,

It's been a tough year, but I have some good news. I know I've been quiet for a while, but I haven't been idle. The game is pretty close to finished now, and there's a lot of new content to experience.

I'll include a breakdown of all the changes below, but you can also just jump in and give it a try if you don't want any spoilers.

Thank you all for bearing with me, and I hope you enjoy the update!

-Daniel


Note: This update overhauls almost everything in the game, which unfortunately means that old saves are no longer supported. If you attempt to load an old save file, you will keep any acquired Glory, but your story progress and Lorebook unlocks will be reset.

Tiny Teams Festival 2021
Before we get into the game updates, I also wanted to mention that we're very proud to be included in the Yogscast Tiny Teams Festival 2021. The festival is a fantastic showcase of upcoming indie games with teams of five or fewer developers. It's definitely worth checking out, and it's starting tomorrow! As a bonus, Guile & Glory: Firstborn will also be available at a substantial discount on Steam for the duration of the event!

Early Access 8.02 Patch Notes:

Story:
Chapters 6, 7 and 8 have been added to the game, bringing the total number of story missions to 45. Chapters 1-4 have been tweaked and revised, and Chapter 5 has undergone a substantial overhaul. The final boss is also in the game, and it is TOUGH. Maybe too tough. You'll all have to play and let us know.

Characters / Progression:
Full character progression has been added for the three main characters. The full roster of ten playable characters is also now available, including four story characters and six unlockable Delve characters.

Delves:
Delves have been revised to offer better rewards and reduce the amount of grinding required to unlock additional upgrades. Note: You can definitely beat the game without any grinding, but you will probably have to play some Delves if you want enough Glory to unlock every upgrade for every character.

Dialogue:
All in-game dialogue is now skippable! (press Escape during dialogue, the Escape again when prompted)

Miscellaneous:
Tons of bugs have been squashed, many of the menus have been tweaked and revised, and the game should run better too.

What's Left To Do?
The game is pretty close to being finished, but there is always room to improve. Exactly how big the changes will be remains to be seen, but below are the areas we're currently looking at improving before launch:

Balance:
I think the difficulty curve is a lot smoother now, but there's still more work to do. I'll need everyone's help to make sure that none of the bosses are too hard or too easy, and that the Boon options for characters are at least somewhat balanced.

Bug Fixes / Polishing:
This is probably what most development time will be spent on in the next few weeks. There are still a few bugs and bits of jank, especially with the audio, and fixing those as best I can will be a priority moving towards full release.

Menu Design / Tutorials:
Playing through the game, I think some of the menus and systems are still a bit obtuse, and I'll be working to make everything a little more user friendly. I'll also be working with Jessie, our wonderful artist, on a bit of visual polish.

Narrative:
The story content is currently complete, although I'll probably give it at least one more pass to make sure that everything is explained adequately, and that there aren't too many plot holes.

Delves:
The Delves basically work and serve their purpose now, but I'd love to flesh them out a bit more with additional levels and bosses to pit your Delve heroes against. I don't know if a significant overhaul of the Delves will come before launch, or in a later patch, but I definitely have stuff in the works.

Boons:
It would be nice to add at least a few unlockable Boons for each of the Delve heroes, and I might add some more to the main characters as well.

The Lorebook:
The Lorebook already contains a lot of useful information about gameplay mechanics and the world of Guile & Glory, but I'll be looking to add more information on status effects, the different gameplay systems, and elements of the lore not covered in detail by the story.

That's all for now. Expect small updates and bug fixes in the next few weeks as we move towards full release. Our composer Landon Walter and I also have something fun in the works, so stay tuned for updates on that. Thank you for reading, and may your adventures in the Drowned Lands be Glorious!
Dead Age - HolyAvatar


https://store.steampowered.com/app/951430/Dead_Age_2/

Dear Survivors & Dear Jasons,



Dead Age 2 is on sale at 55% off.
Meanwhile we are working on the next Dead Age and you can continue to post your suggestions here.
We have some, new information about the next Dead Age here:

https://steamcommunity.com/app/951430/discussions/0/4246299157482132600/

Don't forget our last big updates. Here we created the survival options for Dead Age veterans and we have improved the higher skills.

If you want to support us now, please write a review, so that we also survive on our huge quest. It's really hardcore difficulty level for developers to survive with masses of indie games on Steam.



If you have any problems, please use the forum.
https://steamcommunity.com/app/951430/discussions/1/
And you can always visit us in discord: DISCORD

Have fun and stay healthy!
Rayk (HolyAvatar in Steam Forum) & the Silent Dreams Team

https://store.steampowered.com/bundle/16438/Dead_Age_12_Bundle/
Aug 6, 2021
Death's Door - Mark - Acid Nerve
Fixed an issue where the game sees multiple controllers but didn't handle them correctly.
Carebotz - glasscannonstudio
Hey there!

I've just uploaded a minor update. Ed-dee, Bumpy, TAI-CHO, ITRO-bex and boo enemies got some minimal animations. I think this little change made the game more living.

Settlement Survival - Owl_Myron


Hello everyone!

We will finally begin our first test from August 15th to August 23th. You can apply for test on Steam from now until the test ends. The game will be available for anyone who applies during this time!

As always, you're welcome to join our Discord community to talk all things Settlement Survival

Thank you!

Gleamer Studio
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