INDUSTRIA - Headup Games


Greetings fellow Industrians,

Once upon a time, many many years ago, INDUSTRIA was a completely different game. Not a mysterious First-Person Shooter. At that time we were influenced a lot by oldschool horror games like Silent Hill and Resident Evil. We wanted to create something as creepy and eerie as those on our own and decided to work with fixed cameras as well. Well, there is not much left from our old plans to be honest. Except for one single room, the very first piece of level for years: it is the receiver room in which Nora wakes up in Hakavik.

We switched from fixed cameras to the first-person view. Back at that time the game looked a lot like a 1920s Chicago - especially in terms of architecture. Not much of that remains in today's Hakavik. The architecture has changed again and again over the course of almost six years of development - mostly due to the fact that we have tried out new ways to build a modular building structure in a performant way, we went to a more early European 1900s style of architecture. Which, of course, also had to look good!


The old US-American style of buildings as we had them a few weeks after starting development.

Of course, this also meant that we had to rebuild the levels each and every time - which ment a change of influences and architecture each time as well. And so Hakavik became a northern European city. (At that time we also changed all names, signs, etc. into Swedish). That was about three years ago. This brought us a good variety in shapes, but our texture work always looked pretty dated and flat. Another problem was performance, one building could mean up to 100 draw calls (one model in a game = two calls for the engine to get that model to render in the final game. The more draw calls, the worse the performance). With a big city like Hakavik, you can imagine that this got out of hand really quick.


This is a screenshot from June 2018, featuring our, yet characteristic, but bland second building system.

And so, more than a year and a half ago, we decided to throw the whole system out of the window and to rebuild it from scratch. The focus was on a) much better performance and b) much prettier, more substantial and detailed buildings. And with that, the exterior of the buildings, and thus Hakavik, changed again. I was on holiday in Prague at the time. And anyone who has been there knows that it is a beautiful city with loads of old buildings, showing off their century old patina and plaster surfaces. I took endless photos, and so the architecture and colourfulness flowed into the overall picture of Hakavik.




Two of many photos I took in Prague on my holiday. I just could not stop taking them, i was way too amazed by the look around me.

But here the transformation is not over yet! Since INDUSTRIA started in East Berlin in 1989 and there is a connection between that time and Hakavik, many Berlin influences have also been added since then. If you live in Berlin like I do, you might recognize some of the buildings that also characterize the face of Hakavik. Building entrances, hallways, rooftops and shopfronts directly modeled after apartment buildings just down my street (including the pavement model we use all over the city, which I walk on every day when going to the grocery store).


The actual Berlin pavements from down my street.

Okay, so whats in the bag then after all these years? The first US-American approaches, followed by the Northern European over buildings inspired by Prague architecture and ending at direct Berlin neoclassicism. In addition, influences have made it into the game that have no "real" reference. Steve and I are both huge Half-Life 2 fans, so it's no coincidence that many of you out there feel Half-Life vibes in INDUSTRIA. We often just sat down, doing level design together in a shared screen call and went all into creating interesting back alleys and streets like we used to do in the Source Engine for Half-Life 2 and Counter-Strike mods. That results in areas that have an architectural influence that people immediately pick up as Source-ish, though that probably often has to do with light and color as well.

Over the years though, Hakavik has developed its very own townscape and atmosphere. Of course, we would have saved ourselves many hours of work if we hadn't rebuilt the levels over and over again. But then we wouldn't have this unique and pretty city in front of us today. You learn from mistakes, and after all, this is what INDUSTRIA is for us: a giant learning experience as a first step into this industry.

See you all in the streets of Hakavik soon!
David & the Bleakmill Team


https://store.steampowered.com/app/1172650/INDUSTRIA/
Swords 'n Magic and Stuff - Janna
Hey everyone!

It's Friday! Unfortunately not an update Friday, but still a development digest Friday.

Working on:
  • Guard quests
  • Housing finalization
  • Furniture
  • More housing plans for purchase
  • Passive abilities for weapons
  • Some secret quests
New:
  • Added unique abilities to some weapons
  • Placeable beds and crafting stations on your housing plot
  • NPCs
  • Vendors
  • Shop item sold out sign
  • Barrels in the world
  • Buildable tavern structure
  • Housing plans model
  • Menu for purchasing house plans
  • Dismantle system to take apart structures on plots
Improved:
  • Mail queue
  • Guard tower Farmlands
  • Finn’s furnishing
  • Permissions on owned plots
  • Wind whirlers dismantling
  • Structure placement
  • Performance networking
  • Permissions editing
  • Placeable chest interaction
  • Mail with items attached
Fixed:
  • Some NPC dialog
  • Carter knows what he sells now
  • Chest daily spawning
  • Performance issues with NPCs not knowing where to go
  • Plant mesh visibility issues (not something in the live build)
  • Keybind issue with “jump” when changed and swimming
  • Typo in the Astral Gate book
  • Camera issue when using ranged weapons and switching from 3rd to 1st person

That's it for this week! See you all next week!
Sep 17, 2021
Fruit Girls: Hentai Jigsaw Photo Studio - tabbuentertainment
This update is focused on correcting bugs and what we broke in the last update. We also eradicate the Rotation Function that some users reported that were still present in the game.

We hope that you will have a better experience now.

Remember that our CUMplete Pack contains the Hentai Jigsaw Photo Studio: Fruit Girls, The Horny Bard Soundtrack and The Handjob Artificer Art Pack. All of it with a permanent 20% discount. The music and the art packs will be updated for free with everything that will be launched for the game.

Below is the complete changelog:

GAMEPLAY
  • The Rotation is no longer present in the game. We still need to update the Control pop up in the Settings accordingly.
  • Corrected the bug that made the finish level sound repeat the same girl moan in each girl if you play using the Next button.

PHOTOBOOK
  • Finishing a girl and getting back to the Photobook will take you to the last girl played and not to the first one.
  • The flavor texts of the Fruit Salad are no longer partially blocked by the NEW tag.
  • We did a small revision in the Fruit Salad text.
  • Corrected the bug that changed the texts of others girls by the Amphira’s one in some occasions.

DARKROOM
  • Now the Fruit Seasons button will be grayed if you haven’t unlocked it yet for a particular Photo.
  • Now you will see the Locked Photo art in place of the arts that you haven't unlocked yet.
  • We corrected the bug that made the girl moan not play when opening a Photo in the Darkroom.

SETTINGS
  • Corrected a small bug regarding the Reference Image button.

ACHIEVEMENTS
  • We corrected the Achievements that were broken.

If you want to support us even further, join us on Patreon!​
Sep 17, 2021
Delphyq - Leex


DELPHYQ will be participating in the Steam Next Fest!

This means the game will have a free demo up and downloadable for the whole duration of the event! We will also have developer streams running playing gameplay footage!

Don't forget, you can send us feedback and ask for support on our Discord server here. You can also be the first to know about any new updates or features on Twitter, Facebook and Instagram.

Over and out Commander!
One True Hero - danielferrer

One True Hero is one step closer to releasing on Steam!

Make sure to hit that wishlist button and stay tuned for a release date!

In the meantime, I'll be demolishing bugs and polishing every inch of the town of Tute O'Rya so that it's nice and shiny when it's your turn to run around it!
Until the Last Plane - Flaick
Here I am!

Sorry, I was busy with the Full Metal Sergeant announcement.

So back to us. Based on the feedback I've received from you guys, it seems that a lot of the mini-games are not liked, so I'm working on improving the game....I will be adding more mini-games! No, no, don't worry, I'm joking ːsteamhappyː

Welcome auto combat!
Each mission will be playable with automatic combat mode, so no more mini-games. When deciding which pilots to send, you can also choice to do the mission automatically or manually.

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What changes during missions?
The action icons will still be there, but they will be no longer clickable in auto-combat mode. A short animation will appear showing the pilot's action and the outcome.

Attacking
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Bombing
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My goal is to release the update by the end of October. I'll probably do a closed beta test session to get some feedback and balancing the difficulty.

Thank you! Bye!
Carlo.
Osiris: New Dawn - brian
Hey explorers! Our latest Experimental Branch tested well, so we are graduating the Experimental Build to the Main Branch. In case you missed it last week, here's what has been added:

Sleep Mechanic (Single Player Only)
Now, in any bed or hut, you can choose to sleep for a few hours of game time. This kicks off a cinematic event where you can watch the time go by, compressing many hours into just a few seconds.


Approach a Bed and see the option to Sleep - Single Player Modes Only.


Cinematic showing time acceleration begins.


Cinematic completes after a few hours of game time passes.

Drone Commands
The commands in the GPS section are now buttons instead of number key inputs. The Send to Position has been fixed up, and all commands are working.


Green cross hair appears for setting Drone position. Confirm by pressing "Set Position Target".

All Drone Commands:
1. Patrol - this will put the Drone into it's idle state.
2. Stay - this will force the Drone to freeze in its current position.
3. Follow - forces the Drone to go to and follow the player.
4. Send To Position - brings up a green cross hair on the GPS, and when confirmed the Drone will path to that position.

Biodome Lighting
Lights in the Biodome now work just like the HAB. Simply power up the Biodome with a Solar Panel and enter the dome to receive lighting.


Nicely lit Biodomes for night time crop viewing.

Space Ship Collision System
The Space Ship now detects when colliding with an obstacle while in a planetary atmosphere, at which point will automatically cut power to the engines and force the hover flight mode. This will allow the pilot to safely maneuver around obstacles and get back on course.


If you fly into a surface while in atmosphere, the Space Ship will detect this.


Once collision occurs, the Ship will go into hover mode, allowing you to safely pilot in all directions.

Change List
Added - Sleep Mechanic
Added - Sleep option to Bed, Crab Hut, Skeliopod Hut, Debris Hut and Inflatable Dome
Added - Sleep cinematic displaying local time acceleration
Added - Space Ship Collision System that auto throttles ship into hover mode on impact
Added - Biodome Lights
Changed - All Drone commands are now buttons in the GPS instead of number key inputs
Changed - Lowered volume on Biodome Climate Controller
Fixed - Drone commands

In the mean time we're cranking away on the next batch, primarily creature animations and story implementation. All of which is going well. Thanks again for your support, we really appreciate it!
-Brian

A quote from the movie Sunshine, which probably has one of my favorite soundtracks. "Remember, Capa, we're just stardust."

Nanotale - Typing Chronicles - VirginRedemption
Hello Fox Riders,

We just updated the game with a fix for the snake battle preventing archivists to finish it.

Let us know if you find other bugs, don't hesitate to join our Discord if you want to get in touch.

-VirginRedemption
Healing Spree - Leex


Calling all doctors!

We have been hard at work here in the hospital! Day and night we’ve been fixing, polishing and cleaning the hospital for viruses(bugs) and making sure that the Co-Op feature is ready to go. We wouldn’t want our doctors to be disorganized while operating on a patient!

We believe that our doctors should be updated with the work and improvements during our hospital’s development. Especially since the launch is just around the corner on October 20th!

With that aside, every time we add something, old stuff stops working. This is why our QA time turned into an insanely long process. Latency is a huge issue in Co-Op and we have been working tirelessly to improve that feature. We do not intend to stop until it is absolutely seamless!

Let’s dive into a detailed log and chat about some of the work done on the game recently!



Networking Issues

Players requested networking fixes and we started working on this roughly a year ago. Only recently were we able to iron out the main issues. Maintaining QA has been a challenge as we are a small team. To be able to do testing successfully, we will need players coming from all around the world to do a Co-Op stress test for the overall performance of Co-Op mode. Whenever we add features in the multiplayer, we also have to tweak our physics system, which is one of the usual things we end up having to patch.



Physics Issues, Game Balancing and New Stages

As they are all connected, we grouped the 3 major changes into this one section. Technically if you’ve played the demo, anything beyond chapter 1 is new. We have been testing these stages over and over again and saw that most of them were actually pretty hard to beat. Plus one of the biggest hindrances that we had were the game physics not responding as we would like it to.

Chapter 3
The boats in this chapter have some glitch issues. They tend to overlap and disrupt game physics. We had to adjust the weight and remove some realistic physics to create fake physics that makes it playable.

Chapter 4
The fan in stage 4-4 is a big issue, it took us forever to tune it properly. This mechanic is a huge fan which you can apply force to push. Initially, it was too heavy, and it had a weird bug that caused the fan to become loose due to physics being too close to a real fan. So once again, we had to make some “fake physics” magic happen.

Chapter 5
We had a lot of trouble balancing the fire. Players often find themselves caught in flames and end up spreading it everywhere. We made the dash mechanic work to remove the fire, so you can dash and put those flames out! A few of the stages here have also been rebalanced to make it a little bit easier to play.




Other stuff

Story:
Save everyone from infectminator (infect me later) by combining forces and uniting the multiverse. Travel through earth, animal-verse, the fiery depths, frozen kingdom, and alien invasions to save everyone. By bringing them back to life, it makes the conflict meaningless.

Older Development Work:
The game was actually simpler and leaned more towards Overcooked, whereby the game required you to mix different types of pills and medicine. We decided to change the direction to map mechanics and less of the medicine mixing to ensure we had a unique vibe to our game.

Memes:
Look for the special memes and references in our game! We pay tribute to all the references that inspired us throughout the game development. Coffin dance, pewdiepie, and all sorts of other referenced characters in animation. See if you can find them all!

Family-Friendly Mode:
Find the game too hard? We have added a family-friendly mode that everyone can enjoy, with lowered score requirements and higher points when you save a patient.

And thats it! Don't forget, you can always join our discord and follow our social medias for up to date announcements!
Everlasting Summer - Soviet Games


After careful testing we are publishing a new build to production.

Old Everlasting Summer version can be found in beta branch of the game.
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