Phasmophobia - KineticGames

  • The anniversary decorations have been removed and the music on the boom box will now default to off
  • Updated a lot of missing localisation for Turkish


  • Fixed an exploit where you could point lights up at ceilings to prevent your sanity draining
  • Fixed a bug where the journal case number was being increased by the amount of players in the game
Sep 29, 2021
Carrier Battles 4 Guadalcanal - Pacific War Naval Warfare - carrierbattles
1.7

Scenarios
- New what-if scenario: Operation FS July 1942. included with Advanced Fog of War
- Watchtower: US carriers embed more fighters
- Essex: reduced Japanese set-up area



Air Operations
- Preparation time estimates are more stable
- CTRL-Z to undo the last action
- Easier TF selection as airstrike target when within a stack
- Possibility to rebase damaged air units when unable to land on their carrier
- Search leg indication with a small arrow on the scout counter

Miscellaneous
- Ability to rename and/or duplicate a saved game
- Do not reveal the loss of ship seaplane capability to the enemy
- Advanced fog of war: do not display airstrike on map if your side believes that all enemy planes have been destroyed
- When changing the return base of an airstrike, if some units may not land on the new base, they will split and keep their original destination
Doki Doki Ragnarok - BrutalHack
Hi Vikings,

We’re sorry to announce that our release date will be delayed to February 14th, 2022.
Some of our team members had private issues, which delayed their work.
So in order to keep our mental health and motivation up high, we decided to delay the game.

With that said, we are making steady progress on the game and are already working on the final country! We can’t wait for you to get a look at the last dates we have planned for you vikings!
Sep 29, 2021
Command Line Pilot - Alexander
Hi everyone,

In this fourth edition of the devlog we’ll talk about one of the big upcoming changes: The reworked upgrade system. Apologies for this delayed devlog. I personally moved to a new home during these past weeks and I completely misjudged the amount of time and effort that would cost! But enough about that. Let's talk about upgrades.

The current upgrade system
Currently you are presented with 3 upgrade options after defeating a boss. These options are chosen at random from the pool of available upgrades and can be paid for with gears earned from your completed missions.



This system was inspired by the game Slay the Spire which also allows you to choose 1 upgrade (called a relic) after defeating a boss.



This game allows you to choose 1 of these upgrades without paying any cost. This requires the upgrades to have about the same overall strength in order for your choice to be meaningful. This is hard to achieve in Command Line Pilot as there are many fun upgrades that are smaller in strength than some other ‘bigger’ upgrades. This inspired us to associate upgrades with a cost, allowing us to offer a larger variety of upgrades while at the same time allowing you to spend gears earned from mission in a meaningful way.

This worked out well for us during early development as we didn’t have many different upgrades implemented yet. We were easily able to test what upgrades were fun and balance their costs. Our playtesters really enjoyed being able to buy upgrades and upgrades were quickly validated as an essential & fun part of Command Line Pilot. We used this system for a long time, but as the game grew, so did the feedback on this system. Players eventually started collectively providing the follow feedback: You have to wait until you’ve beaten a boss to be able to buy upgrades. I want to be able to spend my gears on upgrades sooner.

This pushed us to revise the upgrade system. At this point in time the game contained a much larger pool of possible upgrades than when we first decided on how to offer upgrades to players. This meant that we now have options for the upgrade system that weren’t possible before.

The new upgrade system
After realizing that we needed to revisit the upgrade system, we used feedback from players and an analysis of upgrade systems used in other games to choose the new system: An upgrade tree.
This system is inspired by the skill tree system used in many games like the original World of Warcraft, Diablo 2, Witcher 3, God of War and also more recent games like Last Epoch.







We combined the concept of skill trees with our cost based upgrades to create the first version of the upgrade tree.



The upgrade tree can be accessed at any time between missions to purchase upgrades. The first layer of upgrades is accessible by default, the other upgrades can be accessed once you have purchased a connected upgrade from the previous layer. The upgrades in the tree are different on each playthrough to make each playthrough feel more distinct.

The upgrade tree is now live on the beta-branch. You can check devlog #2 for info in how to access the beta-branch. The first reactions have been very positive, although the system may still undergo several iterations based on the feedback we receive. We are looking forward to pushing the new upgrade system live once we received enough feedback!

That's it for now. You can expect a new devlog on 22 October. Here's a little teaser for the content.

Have fun out there pilots!
Alexander

Sep 29, 2021
Escape the Game - Simon
hey, look at this,



looks pretty darn cool if you'd ask me

and hey, look at this:



looks smooth as hell

https://store.steampowered.com/app/1456760/ROBOBEAT/
Big Boy Boxing - Soupmasters
This devlog of sorts will give you a better insight on the different gamemodes we are designing for Big Boy Boxing! Keep in mind that all these features are Work In Progress, and depending on your feedback may be altered!

Campaign Mode
This is the main gamemode of Big Boy Boxing, and is where the bulk of our resources will be poured into. It will feature 15+ Boss Fights, each also having minibosses/minigames/dialogues, etc leading up to them.

Overworld Map
The overworld will be branching, where some fights or sequences are entirely optional, making it possible to optimize your runs for speed or return to a fight that you were previously stuck on.



Upgrade System
During your playthrough, spend Upgrade Tokens to increase the power of your character in different upgrade trees to give you an extra edge in certain scenarios! By the end of the campaign you will have all the abilities unlocked and feel worthy to go up against the world champion.



Minigames
Sprinkled throughout the campaign, there will be some optional but spicy minigames to test your skills, or grind out a greater highscore. For example, Dance Battle against a DJ or see how long you can ride the mechanical bull in the local bar.

Playable Characters
During the campaign, there will be fights or entire chapters where you can play as another character. For example as your Coach during his Prime (in a flashback).

The Story
The story in Big Boy Boxing starts as a typical underdog story with a comedic overtone but then evolves into discovery and exploration of the world that the game takes place in, learning more about the environments and characters that inhabit it. Some key characters in the story are Coach Hank, Linda Rocks, B.F.T (Blunt Force Trauma), Frank Dude, and you the player (name undecided).

Alternative Singleplayer Gamemodes
These gamemodes are unlocked during the first playthrough of the Campaign Mode, and will give the player more ways to enjoy the gameplay of Big Boy Boxing!

Classical Arcade Mode
Essentially this mode will emulate the old-school experience of a arcade boss-rush game (Like Punch-Out!!), and will only feature the 15 bosses one after the other. This means that the minibosses/minigames, and the story elements will not be present and you get a score at the end indicating how good you finished that run.

Endless Survival Mode
In this mode you will fight rounds against the bosses and minibosses where they will have their gameplay values randomly generated, and random modifiers that make each playthrough extremley unique. Also after a wave (that consists of a few rounds) you will be able to upgrade yourself. Your goal is to "survive" for as long as possible, defeating as many opponents as you can. Death is permanent and you will get your score after getting knocked out.

Multiplayer Gamemodes
These modes you play together, either locally or through the web (Haven't decided how we are going to do with servers yet)

2-Player Versus Mode
Imagine Punch-Out + Street-Fighter. First both players pick a character they want to play as (there will be 15+ different characters to choose from), then the show is on to see who can utilize their character the best in a 1v1 match. Each character will have different thunder punches, stats, abilities. But the base movement will feel recognizable from the main game.



Leaderboards
With all the gamemodes there is going to be a friend's leaderboard that is integrated with for example Steam Profile for Steam. Don't flex your highscores too hard, ok?

Community Driven Content
These gamemodes are driven by the community and can add a lot of playtime and fun to you guys!

Speedrunning
(Isn't much to say really more than that) the game is designed with an easy to learn, hard to master approach, and we'll add in-game timers and other tools and integrations that are normally expected by the speedrunning community.



Steam Workshop (Modding)
Last but definitely not least is Modding Support, which will allow a modder to create new bosses, new player models, new stages, or modify the content already in the game! There will be two ways of creating content for Big Boy Boxing, one advanced method that requires knowledge of Unity Game Engine, and the other will be much more designer-friendly that uses a mod creator tool (that we provide free of charge).

Concept Thoughts (& Ideas)
Some ideas or unfinished concepts I'll share with you guys anyways!

New Game Plus+
Have been thinking about this for a while, and I really want to add this in but also make it interesting and not just make you keep all your upgrades but the bosses have higher damage values.

Playthrough Options/Modifiers
Give you guys some Gameplay Options that make it fun to replay or do a custom challenge. An example is a First-Person POV that zooms the camera in and you see your gloves only.



Co-op Mode
The implementation of this mode isn't really finished designed yet. But I think it would be awesome to play in the same team as your friend against the big bad bosses.


If you want to support us, the fastest and most effective way is to wishlist the game and share our project!

https://store.steampowered.com/app/1680780
Hexologic - mythicowl
Hello everyone!

It's been a while since summer, when we offered our relaxing puzzler with a pretty nice discount for Steam Summer Sale. Now, we are delighted to let you know, that thanks to our participation in Tokyo Game Show 2021, where we promote our upcoming game - we decided to offer all our games with a cool -50% deal!

Since we are also very grateful to our growing community and always like to support their work, check out this great guide put together by Oshi, linked below. If you get stuck our simply want to explore Hexologic to the fullest, this is a great piece of content:

https://www.youtube.com/watch?v=1IUn8HlM4r0

Going back to our tasty sales, here are our other games with 50% off - Trancelation and One Line Coloring:

https://store.steampowered.com/app/716560/Trancelation/

https://store.steampowered.com/app/1367420/One_Line_Coloring/

Having fun solving our puzzles? Or maybe got an idea on how to still improve Hexologic experience? Let us know in the comments below - we really look forward to hearing from you. Last but not least - an honest request from our humble team for you to wishlist our upcoming adventure puzzler - Harmony's Odyssey. We have some really great things in store so stay tuned for more news heading your way soon!

https://store.steampowered.com/app/1531490/Harmonys_Odyssey/

Don't want to miss any news? Follow us here:
Harmony's Odyssey website: www.mythicowl.com
Reddit https://www.reddit.com/r/MythicOwl/
Facebook: https://www.facebook.com/MythicOwl/​​
Twitter: https://twitter.com/MythicOwlGames​​
Instagram: https://www.instagram.com/mythicowl
Invisible - JayTheDay
Hello Everyone!

Today we sadly have a bad Announcement.
Invisible is leaving the Steam Store on the 07.10.2021
The Reason why we have choosen this, is because we self think that this Game has no potencial, even in the Future.
And because we dont want to "Scam out your Money" we will Stop selling this Game on Steam.

Everyone that bought the Game and didnt made an refund, will still be able to Download and Play this Game.


For more Developer Infos on this, please join Discord or follow us on Twitter.

We hope you can understand this.

Thanks for everything!

~ FiveDead Interactive
Sep 29, 2021
Evospace - ishellstrike
I working on scripting part of Evospace. It is modding support preparation.

• research gui close button added
• lua refactoring
• block lua optimization
• world load optimization

If you want to report a bug, suggest a game change, or ask a question -- join us on Discord
Black Skylands - Antishyr


Attention, captains!

💰 The Treasure Seeker Update is now available!



FEATURES:

💰 "Treasure Seeker" event

Treasure chests are buried around the world. Discovering them is not, by any means, an easy task: only a true treasure seeker dares to go on such a perilous adventure. Find out by whom and why the treasue was hidden away!

Join our DISCORD SERVER to obtain a secret TREASURE MAP that will help you locate some of the treasure chests!

Gold coins you find in those stashes can be used as currency to purchase unique weapons from Gideon, one of the merchants in Moth Nest:

  • Rocket Launcher
  • Triple Rifle
  • Hurricane Minigun



⚔️ New Swarm weapons
  • Sniper Rifle
  • Assault Rifle
  • Shotgun

    …and more!



🏝️ New island: Whalehunters Valley

Whalehunters Valley is an old island that belongs to the Hunters: a faction that is a part of the Earners. The Hunters used to fillet whale carcasses here to sell the meat in Moth Village and Turtletown.




📜 4 new side quests
  • "Blind Madness"
  • "End of Childhood"
  • "Delicious"
  • "Lost Scientist"



🧭 Mini map
Navigate Aspya easily!




💾 Multiple profiles
Create up to 5 player profiles!






DETAILED LIST OF CHANGES:

- QUESTS -
- Blind Madness quest added
- End of Childhood quest added
- Delicious quest added
- Lost Scientist quest added
- In the Blind Engineer quest, it is now necessary to take Harold to the Fathership
- In the “Find grass bait on one of the Swamp Islands in South Aspya” stage of the Kill the Devourer
quest, you can now only find grass on the western island
- For the fight with the Devourer, it’s now enough just to get the new Swarm ship gun
- When a new quest is obtained, it automatically becomes tracked

- WEAPONS -
- 6 new types of Swarm weapons: Swarm Rifle, Swarm SMG, Swarm Assault Rifle, Swarm Pistol, Swarm
Shotgun, Swarm Sniper Rifle
- 60 new mods for the guns mentioned above
- 4 new types of weapon that can be bought for coins from Gideon: Triple-barrel, Rocket Launcher,
Machine Gun, and Wrap Launcher
- 5 new modes for the guns mentioned above
- New Swarm ship gun added
- All old SMGs and the mods for them have been redrawn to better fit the setting of the game

- BALANCE -
- Default hold size increased for most ships
- Damage from shotguns slightly decreased
- Dispersion of all SMGs reduced
- No. of bullets that drop for killing enemies with a knife increased
- No. of bullets in the magazines of Assault Rifles and SMGs increased
- Amount of coal and time required to smelt most ores reduced

- AI -
- Luma now delivers items to the store on the Fathership if it’s nearby
- Logic of enemy behavior altered: “interest” mode added
- Enemies’ angle of identification increased
- Rocket launcher operators’ behavior altered: now they also move and are move active
- Principle of the “identification” mode for enemies altered: now if they see several objects at one, but lose sight of the closest, they choose the next closest visible object from the list

- CONTROLS -
- Method of controlling ship guns changed: now the guns will be aimed at the mouse cursor (depending
on which side of the ship the cursor is located on). If you wish to return to the old control system, you can do so in the game settings
- Physics of Behemoth and Needle ships changed: now they are more stable when turning
- From the start of reloading until rolling and after rolling, if you press the fire key, firing will continue once
reloading is complete (previously, you had to hit the fire key again after rolling)
- All problems with key assignment fixed, along with all problems connected with not being able to fly
away from the launchpad on a ship

- LEVEL DESIGN -
- Buried chests with gold have appeared in the world. Gold coins can be used to buy weapons and mods
from the trader Gideon (Moth Nest)
- Whalehunters Valley location added
- Game world expanded: nearly all islands shifted
- Partial redesign of the Iron Burgeon location
- Destroyed surroundings can now be pushed, and their colliders are more moveable, so that players
don’t get stuck in them

- VISUALS -
- Shadows added to objects

- UI -
- Added mini map
- Enemies’ life bars are now always visible (with a few exceptions)
- Scrolling text added to ship and weapon parameters
- Shipyard interface window entirely redesigned, characteristics list shortened and excess parameters
removed
- Pluses and minuses in weapon/component/ship characteristics changed for up and down arrows
- Sorting of equipment items in the weapons and components tab, as well as in the shipyard, now starts with the rarest and ends with the least rare
- Now when changing direction on the “forward/back” buttons on the ship, the direction of take-off from the shipyard automatically changes
- TAB can also be pressed when the player is holding the ship’s wheel
- Now the shipyard can be opened without having to be holding the ship’s wheel. When approaching the dock you can activate the tablet, which will automatically open on the shipyard tab if you press TAB
- As soon as the player comes into the radius of entry for the shipyard, the corresponding hint appears
under the heroine
- You can now leave the shipyard window by pressing TAB
- Hints for buffs now only appear the first two times after they are picked up
- Buffs in bars now have a cost
- Hints and opening the shipyard will now only work after the quest to open the map is completed

- BUG FIXES -
- Bug that caused enemies not to follow the player now fixed
- Bug causing Swarm monsters that hatched from eggs not to follow the player now fixed
- Bug that caused the cursor disappear in the tablet after viewing a mod or a weapon now fixed
- Bug allowing for endless selling of a resource that was used up now fixed
- Bug that caused the volume of a canister to display incorrectly when it was added to the hold now fixed
- Incorrect positioning of shields on the ship when changing camera angle now fixed
- Bug that allowed you to open the tablet during the tutorial after receiving the water pistol now fixed
- Bug that showed a hint when closing the tablet and not pausing the game now fixed
- Problems with restarting the first boss fight in Fort Cain now fixed
- Problems with collecting grass bait on one of the Swamp Islands in South Aspya now fixed

- MISCELLANEOUS -
- Traders added in Garden and Ranch buildings
- Heroine’s respawn location changes after Luma moves the active bed



Yours truly,



• • •

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