Trenches - World War 1 Horror Survival Game - steelkrill
Hello everybody! I hope you are all doing great.

Game Patch: V1.2.2 is now live!

As always - I would like to thank you all for your support, suggestions and feedback.

If you played the recent build of the game, you may have noticed that there was some major bug issues on the last version as the triggers were not being completely destroyed, sounds were kept on playing and the enemy was getting bugged.

This was an issue that unfortunately happens in game development :( .. you try to fix one thing and try to make some optimization and another thing goes wrong. Unfortunately I did not fully play test the earlier version so I apologize about this. This has been fixed in this version now while some new things has been added.

  • Fixed a major bug that was not playing audio, making enemy bugged and more from v1.2.1.
  • Updated the enemy with a new animation and faster to kill the players.
  • New additional sound effects were added.
  • Some triggers were removed completely from the game.
  • New triggers has been made, and different animations for them.
  • New models has been updated with more high quality ones.
  • Some minor changes has been made, for example some animations related to jump-scares. One minor example is the piano scare, which has been re-done with a better quality and now plays animations too instead of nothing.
  • Some more performance changes have been made.
  • All updates apply to both the normal game mode and the no jumpscare game mode.



Thank you again for your support. Keep the feedbacks and suggestions coming! Good day.
Sep 17, 2021
Dead Frontier 2 - APwn
Everyone gets +25% EXP and +50% Find Unique Item Chance this weekend :)
Sep 17, 2021
Starmancer - OminuxGames
New Stuff
- Disabled animators on pipes, wires, and ducts, because they were killing performance when you placed too many (the visuals are now changed manually, so the effect is the exact same for the player)
- Removed dev category from the build menu. You can still access it by typing "dev" into the build menu search bar
- Moved the action buttons (turn offline, move, order colonist, etc) to inside the object window


Fixes
- Fixed a bug where an old save using the window wall paint wouldn't load correctly (this wouldn't affect new saves, only old saves)
- Fixed a crash when colonists didn't save the recipient of an item delivery correctly
- Fixed a bug where colonists would walk through airlocks to build floors if the colonist generated a route to the floor within 1 second of the floor being placed
- Removed arbitrary wait when colonists remove an object
- Fixed a bug where colonists would sometimes have no pathfinding floor. I'm not sure of the cause, but the band-aid fix for now is to manually find a pathfinding floor whenever they don't have one
- Fixed a bug where queued colonist commands wouldn't be performed if they were queued while the colonist couldn't be interrupted, like when using an airlock
- Contracts will no longer require more than 1 item. This makes them easier and also fixes issues where contracts would require 2 of the same item, and it could never be finished
- References to components that are null will no longer cause crashes during loading
- Memory icons are now smaller and easier to understand
- Fixed a bug where cuddlers would spawn at 0,0,0
- The wander state will now use a random, nearby floor, instead of finding a valid floor for UseReason.Sit (this is a performance improvement and also a gameplay improvement)
- The objective window will now close more consistently when you skip the tutorial
- Fixed a bug where trying to claim an object that required being able to claim another object would result in the colonist using the wrong object
- Fixed an issue with the sanitizer animation
Sep 17, 2021
The Last Hope: Zombie Defense TD - DUK
*Fixed little bugs
*Texture fix
*Privacy Policy Fix
Potion Craft: Alchemist Simulator - tiny_fox
We are a small team of five working on our first PC game and your help is priceless to us. Since the first playtest last winter, we have carefully collected and considered your feedback.



We’d like to thank everyone who filled out surveys in our demos and playtests as well as all who left feedback on Potion Craft in Discord, Reddit, Steam, YouTube, Twitch, Facebook, Twitter and Instagram. Without you, we wouldn’t have found some nasty bugs and come up with some great ideas. There are features we gave priority due to your multiple requests, and features we modified dramatically after addressing your feedback. There is much more to implement and improve during the Early Access, and we hope you will stay with us to make Potion Craft even better together!

Thank you all for your support,
Let’s brew together!
niceplay games

Let’s stay in touch:
Wishlist and follow the game:
Please consider Following and Wishlisting the game, so you won't miss the upcoming news, latest devlogs and sneak peeks!

https://store.steampowered.com/app/1210320/Potion_Craft_Alchemist_Simulator/
TOEM: A Photo Adventure - Nick_Verge

TOEM IS HERE! NOW!

We're so excited to have you play the game for yourselves! Over the past week we've been reading a ton of amazing reviews from different outlets and it's been very heartwarming to see people vibe with the game. So much so that we made a trailer to celebrate!

Eurogamer Essential
GAMINGbible - 9/10
Pocket Tactics - 9/10
Hobby Consolas - 85
IGN - 8/10
Destructoid - 8/10
Easy Allies - 8/10
GameXplain - 8/10
Push Square - 8/10
Multiplayer.it - 8/10
Gamereator - 8/10


Also on sale today is the TOEM Original Soundtrack which you can buy separately or in a bundle to save a little money! The TOEM Original Soundtrack features 65 minutes of atmospheric and laid-back melodies by co-composers Launchable Socks and Jamal Green. Much love and care went into crafting these tracks which play an essential role in bringing the world of TOEM to life.

https://store.steampowered.com/app/1747350/TOEM_Original_Soundtrack/
Sep 17, 2021
My Garage - Viking
Fixed Rims after last update
Sep 17, 2021
Truck Driver - Marten
Hi everyone!

We're back again with an update. This one is all about further tweaking truck and AI speeds and acceleration based on community feedback, and it adds AI trucks to the road! Check out the full patch notes here:

    NEW: AI Trucks have been added to the game that drive around both with and without trailersFIXED: Rebalanced Truck speeds and acceleration based on community feedbackFIXED: Rebalanced AI speeds and acceleration based on community feedbackFIXED: Resolved an issue with night-time being perceived as too dark based on community feedbackFIXED: Resolved an issue with invisible walls in Mary's lotFIXED: Resolved an issue with low FPS observed in the side mirrorFIXED: Resolved an issue with the game freezes when abandoning a mission mid-chatFIXED: Resolved an issue where buttons are missing in the mappingFIXED: Resolved an issue where pedestrians are sliding over the pavement beside the roadFIXED: Rebalanced the cooldown timer of the parking MissionsFIXED: Resolved an issue with the SatNav during Parking MissionsFIXED: Rebalanced the rewards of Parking MissionsFIXED: Balanced the speed traps according to the most recent speed limitationsFIXED: Resolved an issue with a failed mission upon entering a drop off areaFIXED: Resolved an issue with the Satnav 1km distance indicatorFIXED: Resolved an issue where Miles per hour was used instead of Miles when indicating distanceFIXED: Resolved an issue with where LODs gave an issue after restingFIXED: Resolved an issue with the map not being updated after placing a waypointFIXED: Resolved an issue with the trailer in the mission "The big one" that is not marked as an objectiveFIXED: Resolved an issue with the drop off point of the first Charlie Dover missionFIXED: Resolved an issue with the windshield wipers not removing rainFIXED: Resolved an issue with a couple of traffic signs being flippedFIXED: Resolved an issue with a shifted lens flareFIXED: Updated several lines of localizationHop into the game, check out the update, and let us know what you think!Also, if you've missed our live stream of the upcoming map DLC 'Heading North', make sure to check it out here: https://youtu.be/XnhKWBv_az4-Marten
Valthirian Arc: Hero School Story 2 - Milsam
Greetings, Principals!

How was your week? Did you work hard? We sure did! Last week we talked about our playtest recap and here are some changes we’ve made based on tester’s feedback and our own experience with the game.

We present to you, the new and improved exploration system! Potentially at least, it’s still in the works, but we’ve done a lot to improve the exploration aspect of the game and we wanted to know what you guys think about it. For those who aren’t aware, VA:HSS2’s current build uses Auto Mode. Auto Mode means that students explore the dungeons automatically through a pre-coded route with no branching paths. Enemy encounters are unavoidable and your journey is pretty streamlined.



It does the job and is good for busy principals who just want to lay back and watch their students kick some monster butt, but it could be better, right? That’s why we’ve been hard at work developing a more thorough exploration system, the Explore Mode. Explore Mode lets players take control of their party and roam around the quest areas themselves. This means bigger dungeons and more branching pathways, avoidable monster encounters, and more rewarding treasure hunts.



Basically, players get to free roam their quest areas, and find all the secrets in it (or not). Enemy encounters are now also in your control. It’s up to you whether you want to jump on your enemies, or simply sneak around to find all the treasures first. Do note that enemies might try to chase you though, you are in their territory afterall.

If you’re wondering why the change, well originally, we wanted principals to relax and let students move on their own while discovering new encounters along the way. Yet as we further worked on the game and new feedback kept coming in, we decided we should try exploration mechanics that provides more player agency. Hence, the Explore Mode was born!

We would like all of your feedback on this too. Principals play a big part in the development process and we would like to know your own preferences for the game. We will still keep the branching areas, more dynamic monster encounters, and treasure hunts. However, do you prefer exploring the areas yourselves, or letting the students roam on their own? Which sounds more appealing to you, Auto Mode or Explore mode? Comment below and give us your feedback!

Your comments will help us decide which exploration mechanic works best for the game. And as the game development progress, we’ll be sure to add more exciting features that improve your overall gaming experience.

That’s it for this week’s dev diary, please give us your feedback in the comments below. Don’t forget to wishlist us and we’ll see you in the next one, Principals!

https://store.steampowered.com/app/1453640/Valthirian_Arc_Hero_School_Story_2/

Follow us on our social media:
Twitter: https://twitter.com/valthirianarc
Facebook: https://www.facebook.com/valthirianarc

Leif's Adventure: Netherworld Hero - r.fuhrer
Welcome to today's DEV-HOUR



Today, we will create the hero graves. So we will create a few designs for fallen heroes to be placed within the world of Leif's Adventure.





Here's the video of the last dev-hour!

...