Aug 31, 2021
Peace, Death! 2 - AZAMATIKA

We finished the game, we just need to fix the little things and start testing.
The game will take part in the upcoming Steam Next, where you can play a demo, and the release itself is scheduled for October 11, 2021.
More news will be closer to the release, and here's the trailer, if someone has not watched it yet:

Aug 31, 2021
Legend Bowl - King Javo

We've been busy fixing everything sent our way and now it's time to help us test! Please test away and report any bugs on our Discord channel if you want to help! Thank you for your support, and for playing Legend Bowl!!

📢 Thank you to everyone for reporting issues and bugs from this last update!



Patch Details
  • Player reaction times much improved based on CPU agility, speed, and skill.
  • Fixed memory leak issues and improved performance across the game.
  • New rookie indicator added to player UI screens.
  • Replays now have a setting to turn on or off in case you're having issues with performance and want to disable it.
  • Added code to help prevent freezing bugs in game.
  • Fixed balls flies past punter issue... hopefully!
  • New colors eye and hair files.
  • Field goal and punt kick meter doesn't allow you to continue pressing power button after releasing it for the first time.
  • Drive Summary popup moves in sync with field stats popup now to avoid jerky motion.
  • Fixed issue where career would not allow for saving when watching a CPU vs CPU game.
  • Locked down menu inputs when confirmation popups are open.
  • Removed empty advertisement banners from non-stadium locations.
  • Loading screens added to various screens while game performs tasks in the background.
  • Fixed settings menu issue where it wasn't showing the correct menu items as you scroll sometimes.
  • Updated some player sprites that were using old ball with laces.
  • Renamed "Auto Skip" to "Huddle Skip" to be more explicit.
  • Misc bugs and fixes.
If you experience any bugs or issues please report them here or more preferably in our Discord where you can chat with the community, report bugs, or give feedback on the game.

As always, if you've enjoyed the game so far and like what you're seeing out of the game it would be great if you can leave a review on Steam!

Twitter
Discord
YouTube

Patch Version 1.0
Aug 31, 2021
SafeZoneVR - GetShmokedByWill
Fixed loading screen bug
Fixed intro to game not playing bug
Caves of Qud - ptychomancer
The beta for our latest feature arc -- Palladium Reef / New Chargen -- has arrived. The patch is unpolished but very functional; the full release is likely to come in the next few weeks. Here is an incomplete list of patch notes.

NEW LATE-GAME REGIONS
  • Added two new late game regions: Lake Hinnom and the Palladium Reef.
  • Added a new village, the Yd Freehold, with several new NPCs.
  • Added new creatures: svardym hatchling, svardym jut, svardym scrounge, svardym eld, prism perch, white esh, quatravolt glider, trining lamprey, giant clam, reef hermit, plasma jelly, kaleidoslug, enigma snail, junk dollar, tongue tyrant, sultan croc, star kraken, galgal, and slynth wanderer.
  • Added a new side quest (partially implemented). It's up to you to figure out where to get it.
  • Expanded the Rainbow Wood and configured it to include dynamic sites like villages, ruins, and lairs.

CHARACTER CREATION AND UI
  • Entirely refactored the character generation sequence to be much more sensible, highly moddable, and use an all-new, responsive, fully keyboardable AND mousable UI.
  • Added nine new preset character builds. These are designed to help new players get started, but they're also fully customizable.
  • Added two new game modes (these were already live on the beta branch):
    • Roleplay Mode - checkpointing at settlements
    • Wander Mode - checkpointing at settlements, no XP for kills, bonus XP for discoveries, creatures begin neutral to you
  • Made several enhancements to the new UI.
  • [Modding] Added a new, highly-extensible data file, EmbarkModules.xml, that drives character creation.


NEW THINGS
  • Added new items: gravity grenade, plasma grenade, eigenpistol, arc winder, high-voltage arc winder, light rail, hand rail, di-thermo beam, spaser rifle, spaser pistol, space inverter, psychal fleshgun, step sowers, 3D cobblers, slip ring, gas tumbler, thermo cask, high-energy thermo cask, chiral rings, tri-hologram bracelet, night-sight interpolators, precision nanon fingers, psychic meridian.
  • Added new cybernetic implants: tibular hydrojets, optical multiscanner, magnetic core, skin glitter, stasis projector, crysteel hand bones, and [redacted].
  • Added three new item mods: snail-encrusted, nanon, and fitted with beamsplitter.
  • Added two new liquids: algae and sunslag.
  • Added a new gas: plasma.
  • Added a new type of cybernetic implant merchant: gutsmonger. There's one guaranteed in the SE corner of the Stiltgrounds.
  • Added organ markets.
  • Added a whole bunch of new furniture.
  • Added a whole bunch of new tile art.

OTHER CHANGES
  • Made significant visual enhancements to the world map.
  • Gave several existing merchants cybernetic implants as wares.
  • Gunslingers now start with Akimbo instead of Weak Spotter, and they start with much more ammo.
  • Water Merchants now start with Short Blade.
  • Modified how plant-based cooking effects work.
  • Changed salt krakens behavior.
  • You can no longer disassemble non-takeable furniture.
  • Soup sludges now appear in dynamic encounters.
  • Added Omonporch and the Yd Freehold as landmarks.
  • Village ovens can no longer include psychal gland paste.
  • Morphotypes now show up in the character sheet.
  • [Modding] Added three new body types for clams, jellies, and starfish.
  • [Beta] Added a wish for late-game testing: reefjump.

If you're interested, come help us test! Our focus right now is on broad scale testing: big bugs, big balance issues, and big UI issues. Here's a thread for feedback.

To access the beta: right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch.

Live and drink, friends.
Aug 31, 2021
Blade and Sorcery - The Baron
Hello folks, The Baron here with another little bit of Dungeons news, and some updates on what KospY and the team have been working on as we enter the endgame stages for U10 release.

The biggest activity around here has been coding work, arguably the most important work but makes for the least exciting news! This is the kind of stuff like optimization, performance fixes, and bug-fixing whack-a-mole.
However one exciting breakthrough has been another major optimization that gives a good performance boost, where only engaged enemies with the player will count towards physics strain. This change should be imperceptible, but will allow more NPC on screen, something that a lot of player should like, as well as modders ːsteamhappyː



Dungeons work continues and we are finalizing the rooms we have for U10. As mentioned in the last news, there won't be as many rooms in the U10 build as we intend for the final game. We were hoping that by 1.0 release we will have double or even triple the amount of rooms that are included in U10, as well as adding more content in them for the incoming progression mode in U11/12 (interactable stuff, loot, etc...). We are actively adding to the Warpfrog team to help with this workload.





It's nice to finally be able to show off some pictures, because some people were apprehensive that "Dungeons" would mean boring underground corridors upon corridors, but that's definitely not the case, the Dungeons rooms are hand-crafted and even include some outdoor "rooms" (albeit enclosed areas).





There is also a mix of castle-like indoor structure and cave systems (also hand-crafted). The intended goal here was to give the player a sense that they are really exploring some old ruin and grounds that sprawls over an area as opposed to feeling like a self-contained indoor location. A pretty far departure from the familiar B&S arena type gameplay, but we want it to feel like an adventure!





Dungeon enemies are still being tweaked and worked on; we are getting there, but don't expect any crazy AI for now as we still have much to do to make them react realistically to all the interactions a VR player could do in B&S (telekinesis, spells, touching etc...).
Stealth is possible, but as we said in a previous news, don't expect any level of polish of a stealth-focused game, (especially in U10!) as the main focus will remain fighting.

On this point, we did some improvement to combat, and you should sense an increased difficulty in hard mode, as AI dodge more often, have some new attack animations, and finally have learned how to hit you better. ːsteamdeadpanː
Dungeons will have 3 difficulty levels to choose from, with the easy mode being closer to the difficulty of the current AI difficulty of U9.

We still don't have a release date for U10 but we will surely release a trailer for it, so you will know as soon as we know.
So with that, I'll wrap up here for the day and leave you with a little patented Baron Sneak Peek. Cheers!

AutoChess of Gensokyo - 雀之泪
全局改动

修复了一个导致战斗结束时玩家血量掉的过多的BUG


羁绊改动

元素
2,全队增加30点魔抗
3,全队增加50点魔抗
4,全队增加100点魔抗    

冥河
2,每击杀敌方单位后冥河单位恢复20%法力,并且在本场战斗中获得15%的攻击力和法术伤害提升
4,每击杀敌方单位后冥河单位恢复25%法力,并且在本场战斗中获得20%的攻击力和法术伤害提升

刺杀
2,刺杀单位暴击率提升20%,暴伤提升45%
4,刺杀单位暴击率提升40%,暴伤提升85%
6,刺杀单位暴击率提升50%,暴伤提升115%

地灵
3,地灵单位死亡时会自爆,对周围2格的敌人造成其25%最大生命值的法术伤害。
5,全体单位死亡时会自爆,对周围2格的敌人造成其25%最大生命值的法术伤害。

城管
2,战斗前7秒,使敌人获得魔法的速度降低20%
3,战斗前7秒,使敌人获得魔法的速度降低35%

守护
2,守护单位开局带个生命值15%的护盾,盾被打破的时候,守护单位获得30攻击力
4,守护单位开局带个生命值30%的护盾,盾被打破的时候,守护单位获得50攻击力
6,守护单位开局带个生命值45%的护盾,盾被打破的时候,守护单位获得70攻击力

弹幕
2,弹幕单位攻速提升25%。5%闪避
4,弹幕单位攻速提升50%。10%闪避
6,弹幕单位攻速提升100%。15%闪避
8,弹幕单位攻速提升250%。20%闪避

战斗
2,战斗单位在战斗开始后,每秒提升2点攻击力,1点双抗。
4,战斗单位在战斗开始后,每秒提升4点攻击力,2点双抗。
6,战斗单位在战斗开始后,每秒提升8点攻击力,4点双抗。

法术
2,法术单位造成的法术伤害提升30%,并且获得15%法术吸血。
4,法术单位造成的法术伤害提升70%,并且获得20%法术吸血。
6,法术单位造成的法术伤害提升120%,并且获得25%法术吸血。
8,法术单位造成的法术伤害提升270%,并且获得30%法术吸血。

神明
2,开场时全队获得25蓝量
4,开场时全队获得100蓝量

竹林
3,当竹林单位血量小于50%时,会在2秒内恢复25%血量,并且在本场战斗中获得20%的攻击和法术强度加成
4,当竹林单位血量小于50%时,会在2秒内恢复35%血量,并且在本场战斗中获得30%的攻击和法术强度加成
5,当竹林单位血量小于50%时,会在2秒内恢复45%血量,并且在本场战斗中获得50%的攻击和法术强度加成
6,当竹林单位血量小于50%时,会在2秒内恢复80%血量,并且在本场战斗中获得80%的攻击和法术强度加成

精神
2,降低全体敌人35%的双抗
4,降低全体敌人55%的双抗
6,降低全体敌人90%的双抗


道具改动

阴阳玉
30%法力值→15法力值
所有用阴阳玉合成的装备的基础法力值改为了15法力值

蝴蝶结
魔抗30→25
所有用蝴蝶结合成的装备的魔抗改为了25魔抗

庭师的双剑
每次攻击力获得30→5点攻击力,
最多叠加7→20层。

冈格尼尔之枪
获得30%物理吸血→30%物理和法术吸血

魔法使的帽子
额外法术伤害20→60%

莱瓦汀
修复了名字写成了瓦莱汀的煞笔bug
暴击伤害80%→40%

奇异的蘑菇
战斗开始的前5秒无敌→前5秒双抗增加400

奇怪的头套
每有一个人25护甲30魔抗→每有一个敌人提升12双抗

八卦炉
回复40%改为回复25点蓝量

月兔的喇叭
修复了声波出现在了自己身上没出现在目标身上的BUG
声波会降低敌人35%的双抗,持续2秒
 
核燃料
每5秒损失10%最大生命值,回复20点法力值

每2秒损失4%最大生命值,回复10点法力值。

西行妖的枝条
每2秒对周围所有单位造成其1%最大生命值的伤害,恢复等量血量

每2秒抽取周围1格所有单位6%最大生命值的血量,恢复等量的生命。

龙之星
每层攻击力16→8
每层16护甲→6双抗

医生人偶
每5秒治疗周围1格所有友方单位13%最大生命值

每4秒治疗周围1格所有友方单位16%最大生命值

天人的桃子
最大层数40层→25层

西瓜刀
冰冻概率20%→25%
效果触发时还会降低目标60%的双抗,持续3秒
 
幽灵的扇子
周围有敌方单位死亡时,提升法术伤害15%→20%
现在还会恢复12%的最大生命值

雷光羽衣
周围2格的敌方单位使用技能时,对其造成其5%最大生命值+其200%蓝量上限的法术伤害

周围3格的敌方单位使用技能时,对其造成其16%最大生命值+其300%蓝量上限的法术伤害

神明的帽子
无敌状态持续1秒→1.5秒
恢复血量30%→45%

怀表
现在效果触发时不会再次触发效果

冰精的碎片
现在不可叠加


单位改动

莉格露
降低了虫群的飞行距离
略微增加了虫群的宽度

因幡帝
取消了萝卜炸弹的AOE效果

梅露兰
略微增加了音符弹的宽度

咲夜
取消了3连击
基础攻击力45→60
攻速0.45→1.08
技能所需蓝量40→100
初始蓝量30→40
技能
攻速移速加成提高到85%/115%/155% 
增加了飞刀的宽度

勇仪
技能的击飞距离3/3/3→1/2/3

魔理沙
攻速0.5→0.75
蓝量200→160

Vilset - lex
Although half a day later than expected, Vilset is available in Early Access!

Thanks to all those who have waited for years and who have had to endure the last few hours. Now you will have to wait some more time before the game is balanced, completed and released to full version. I hope for your help with this.ːsquirtoohː

Unfortunately, I still didn't have enough time to finish all the features that I would like to add already in Early Access, so a very early alpha version awaits you.

And yes, there was a slight problem with the translation, but it will be added in the next couple of days, in case I don't oversleep the next day. ːpandastunnedː

Expect many patches in the next days.
Aug 31, 2021
Knife To Meet You - Knifeto.com


A fantastic gameplay review from the German youtube superstar, Paluten

We were shocked to see a 4M follower guy found our game interesting. Thanks Paluten! :)
Watch this video as it gives a very good picture about the game. Only thing I was frustrated aboutt is that he didn't realize he needed to do the RED TRICKS (shown at the bottom) to complete the levels :). But I was very happy to see someone "feeling the game" and not only awkward random throws. We know that game is not easy for first, but that's the price for the flexibility to throw those knives in any way - which can be achieved by practicing. Knife throwing is not easy and we keep feeling that it is the right thing for the game in the long run. We focus on interactivity, freedom, and replayibility - and our throwing system serves these things better.

A new update is coming soon!
In a few days we will have a new update with improved graphics, more stable replay system, fixed online connection and a lot more so keep those wooden eyes open!


Bests,
Mate Magyar
Aug 31, 2021
V.R.G. - latel88
Tutorial
  • Added descriptions to each point.
  • Added a tutorial on gun shooting.
Weapons
  • For balancing purposes after Episode 2, punches have been changed to consume stamina when charged.
  • The child warheads of ClusterBow bullets have been modified to have the Explode attribute.
Rendering
  • Optimized the Pixelize filter.
  • Wands dropped by enemies are now outlined in yellow to make them easier to recognize as items.
Controls
Fixed a mistake in the code for gamepad movement controls.
Aug 31, 2021
Guardians of Orion (Phase 2) - DANKIE
We have just published another update for the GOO2 beta to fix some known issues. Thanks to all players who helped report or discover these issues:

[ v2.0.68 ]
• ADJUSTED: Skybox on Whiteout region.
• FIXED: Skills resetting on some player accounts.
• FIXED: Vulkan region crashes.
• FIXED: "Jittery" sprint on clients.
• FIXED: "Jittery' aim on clients.

If you have any issues please reach out directly via Discord, Twitter, Support Email.
Thank you!
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