Oct 16, 2021
Hell Blasters - wltr3565
Update v1.017 for the full version and update v1.027 for the demo version had been deployed. This is to fix the problem where the replay doesn't record the held button while quick-restarting the game.

This update won't automatically fix affected replay files. However, the files can still be fixed manually. If you have any that you want to be fixed, please tell us the button you remember had been pressing when quick-restarting and send the affected replay file within %localappdata%/HellBlasters for the full version and %localappdata%/HellBlastersDemo for the demo version to us, ideally via email ( admin@playshift-games.com ). The replays uploaded online can also be fixed by also reporting the ranking position of the affected replay file by the time of the report.

Thank you for understanding, and have fun!
Oct 16, 2021
Motivational Hero - *****picklesstore
Hello Everyone, Sorry for the late, i have fixed several problems with the game like:

- Missing Pause Menu Options (Now a pause menu can by acessed by pressing "Esc"

- Missing Controller Support( Now have´s controller support) and has added new keys for move and jump in keyboard (A,D,W,UP ARROW, LEFT MOUSE CLICK)

- Improved a lot of General Performance
Castle Cardians - jackielo
HeroSkill Bug Fixes
Scrapping Simulator - FuryFight3r
G'day Scrappers!

It's been a while since the last update and I am sure many of you are wondering what is happening with Scrapping Simulator.

First off I would like to sincerely apologise for my lack of communication toward the community and I agree this should have been announced a lot sooner, though as it stands I am still uncertain of what is to come for the future, however the least I can do is make the community aware of the situation.

Some of you already know, but it seems most still believe this game is being developed by a somewhat mid-sized well established Game Development firm, however this is not the case, this is an entirely Solo Project, meaning I took on the role of everything to do with the Game Dev business from being my own publisher, to Model Designer, Sound Designer, Graphic Designer, Coder and Marketer and the list truly does keep going, along with the aid of quite a few Paid Assets to make my job easier and less demanding, never the less this was a challenge I was more than willing to take on back when funding wasn't really an issue.

This is something that is not commonly done by game developers discussing finances and personal problems and such, however I feel that the community deserves an answer as to what is going on and why nothing is being done, as it is starting to become a common question, which is completely understandable and I regret not sharing my concerns and issues earlier.

One main reason that Scrapping Simulator came to fruition and became a public project rather than just my initial plan of just a private hobby of making a Game of a Topic I felt strongly about, was that I had a medical issue of a Collapsed Lung back in Sept of 2020 (which is unrelated to COVID), I have had this happen numerus times in my past as a young fellow though this last one was the worst of them all and was almost the end of me, I was required to have surgery as my right Lung had completely caved and all the air I was breathing was being trapped inside my chest and unable to exit.
I was in a local hospital for 7 days on a vacuum machine that constantly removed the air that was leaking out of my lung into the chest area which was suppose to aid the lung in healing and to seal up the leak, though the leak didnt stop and just became worse and worse each time I was taken off the machine, I was then transferred to a Hospital a few hours away from home, which was more capable of dealing with this condition as they had specialists that specialized in this field.
It was later discovered when I was in for my first operation that 1/8th of my lung was diseased (which the doctors and surgeons still to this day refusing to elaborate on what this actually means and what the disease actually was) long story short that 1/8th of my lung needed to be chopped off and removed to avoid further problems which I was told there was some complications with that surgery (which I am still refused answers about that to this day).
After the first surgery being both a success and failure at the same time (meaning they successfully removed the diseased part but am left with breathing capacity issues, constant discomfort, dead and damaged nerves around my lower ribs and chronic pain on my right chest doing many menial tasks) I then had to wait for that portion to heal successfully before they could do the initial required surgery of a Pleurodesis, which pretty much means to rough up the inside walls of my Ribs and apply a powdered glue that 'should' force my lung to stay attached to my inner chest and not fall away and collapse like it has done many a time in the past.
I was in hospital for a little over 4 weeks, which being in the hype of Covid it was hard not being allowed to have visitors, being so far away from home with no one allowed to travel.
With the Chronic pain and loss of upper body strength I had to leave my job at the time as I could no longer do the tasks required which is exactly what turned Scrapping Simulator from a hobby into a Full-Time Commitment as all my prior working experience was labourers jobs and had come to the realisation that employers would be hesitant in hiring a liability, which besides my large passion for anything Computer related and especially game development was the only job type I thought I could grasp.

Since then I have come to the realisation that my living arrangement and finances are nearing an end and with this in mind I took a gamble on making a Game Server a few months back both to expand the community and to try keep the business (and myself) alive, with Scrapping Simulator being in the quad digits negative (with 6+ months of failed payments from steam due to a change on their end paying to Outside US partners) and the Game Server breaking even, I have decided to put mostly everything on hold and set a new goal of securing Full-Time or even Part-Time employment in some sort of Office/I.T. Related employment, doing this I hope to bring some light on a dull looking future for both myself and Scrapping Simulator.

Again I do hate to discuss personal problems in a public/online environment though each passing day I felt horrible about just letting things go without discussing with the community about what was going on and each and every time I opened up the project to continue working on it, just brought me so much stress and I just kept thinking 'why the heck am I doing this to myself?'

I do not intend for this to be a sob story or a cry for help, this is all my own fault and its my own personal problem that I have to overcome, however I felt that the community should know what is going on with myself which adversely affects what is going on with Scrapping Simulator as no one else is working on the project but me.

I still personally don't know what the future holds both for myself and Scrapping Simulator (which is why I've held off on discussing the matter as I just don't know), though I know for a fact I couldn't live with myself knowing that I gave up on something that I am so passionate about, I really want to get the game to a point where I can say, I am finished with it and am glad to say I've completed one massive milestone in my life that has now been over 3 years in the making and still has a very long way to go.

I want to thank each and every one of you for your support along the way even though I've kept my personal life issues out of the equation until now, I hope and pray that the future of DefectGaming starts looking a bit more brightly and hopefully I can secure some type of stable employment that will keep my dream alive of making a one of a kind, unique title that also brings some awareness about the 'throw-away' world we live in.

I wish you all the best and please stay safe,
Kind Regards,
FuryFight3r

Inno World - Technologies&Simulators
1.Fly Camera changed on character
2.Added sound
3.Added Inventory
4.Added menu
Bunhouse - rekystudios
Bunhouse Releases in Three Days!

Bunhouse is releasing in three short days! Woot! I'm so incredibly excited and I hope you are all too. Over the last two weeks, I took an incredible gamble. I decided to completely redo one of the game's most fundamental mechanics (carry objects and snapping them to locations) completely from scratch. Reckless? Yup. Worth it? Definitely! I wholeheartedly believe this was absolutely the best move for both near term and for the longevity of Bunhouse. I believe the game is much better for it :)

As a reminder, Bunhouse releases on October 19th at 6pm EST. I have been playtesting aggressively but may do a small patch before release depending if I find any other lingering bugs. Until then, just know I'm so excited for you all to play! See the detailed changelog from the most recent beta build below:

Changelog 1.0.0

ADDED: Dark wood variant of arbor with ivy
ADDED: Dark wood variant of small circular table
ADDED: Dark wood variant of small square table
ADDED: Statue
ADDED: Medium Rock
ADDED: Fountain
ADDED: Golden mushrooms to discover
ADDED: Achievement - Daniel Bün
- Hop around the entire map to find all the golden mushrooms
ADDED: Achievement - Legend (hidden)
ADDED: Crown hat
- Unlocked by doing “Legend” achievement
ADDED: Jackalope hat
- Unlocked by doing “Daniel Bün” achievement
ADDED: Cheat code to reset steam achievements
ADDED: Sound effect for unlocking hats
ADDED: Dirt material now slowly changes to mud when being watered
ADDED: Sound effect for sprinkler
ADDED: Poop mode cheat code
- Added secret interaction while in poop mode
ADDED: New bun fur patterns
- Clown
- Wally
- Niles
- Penelope
ADDED: Made buns cuter

-----
CHANGED: Absolutely massive overhaul and complete redesign of the game’s most fundamental mechanic - carrying objects and snapping them to locations
- Originally built on a plugin, and slowly adapted for different use cases, the code was not acting consistent, and I couldn’t change a portion of the plugin’s source code without affecting everything else in a very negative way. As such, I decided to make a new snapping system completely from scratch. Ill-advised a week before launch? Definitely. Worth it? Definitely.
- The system behaves much more consistently and has the following benefits:
- If an object is supposed to be placed at a location but that location is occupied, the new system simply goes to a nearby location instead of making the preview mesh red and disallowing the snap to that location. This prevents frustrating moments of trying to place something but being unable because the object wants to go to the closest spot, instead of a nearby open spot.
- Should erase all instances of objects occupying the same spot (this used to be particularly evident when placing objects under tables, or with tiny pots clipping into and next to larger ones. Now, a spot being taken isn’t decided via collision, but via arrays and dictionaries that determine occupancy.
- Allows for certain objects to be displayed at 45 degree angles for more interesting setups
- Dynamically chooses if your hanging pot should go beneath the pipe or on the ground (based on bun horizontal distance to pipe)
- Objects can no longer be set down through walls
- Seeds can now be placed on tables and only take up 0.5 x 0.5 space for more compact ways to organize seeds
CHANGED: Completely revamped tutorial
- Longer now with a lot more information (still only takes 2 minutes to complete)
- Highlights some things that were left out before:
- Tells you specifically how to access the plantipedia
- Shows you how to repot a plant (tutorial gives an extra medium pot)
- Emphasizes more clearly when buttons should be held vs. pressed
- More clearly emphasizes the importance of the inspect function
- More newbie-proof (tables can’t be picked up during the tutorial, only the necessary objects)
- Objects can no longer be placed on the grid where future tutorial objects will spawn ( at least not until the tutorial is over)
- Added a reminder a minute after the tutorial ends that you can head to the main menu for questions on how to play
CHANGED: Starting materials after tutorial are now a lemon button fern, a pilea, and a medium pot which means after the tutorial, the player now has three pots and three seeds/plants without having to spend carrots yet
CHANGED: Material for preview mesh (now more subtle and less flat looking)
CHANGED: Reduced price of arbor with ivy to 200
CHANGED: Resized koi pond slightly to better fit on 3x3 grid
CHANGED: Time it takes for walls to disappear reduced to 0.1 seconds from 0.25 seconds
CHANGED: Slightly adjusted water pipe locations
CHANGED: Altered UV maps on medium round circular table
CHANGED: Reduced poly count of fish pond
CHANGED: Now reduces background music volume temporarily when playing the “New Record” fish catching interlude so the music doesn’t conflict
CHANGED: Reduced Maximum time between songs to 2 minutes and minimum time between songs to 30 seconds
CHANGED: Canvas material on shade units less shiny now
CHANGED: Updated connectors to water droplets that hover above plants (for easily displaying what plant the player is watering with the same outline effect as the water droplets themselves
CHANGED: Player can now use zoom camera functions during appearance menu
CHANGED: Sound effect for opening crates (slide whistle was starting to annoy me lol)
CHANGED: Added simple pop sound effect when pallet disappears
CHANGED: Changed trash can throw away effect to include slight pop for more immediate feedback
CHANGED: Added a missing name to the credits
CHANGED: Added base to sprinkler to make it more visible from afar
CHANGED: Put the yoga mat higher on the order furniture list
CHANGED: Catching fish now has a chance to find carrots because fish like to steal carrots and hoard them obviously
CHANGED: Dirt dryer particle effect has some dust clouds with it now
CHANGED: Added collision to delivery birds
CHANGED: Players are now pushed by birds and the delivery truck instead of clipping right through them (no more getting run over!)
-----

FIXED BUG: plentiful carrying/snapping issues
FIXED BUG: Forgot to add description to dirt dryer
FIXED BUG: Sprinkler achievement not unlocking
FIXED BUG: Golden materials not applying to watering can and dirt bag when they come down from a parachute (if the player accidentally throws their tool away)
FIXED BUG: Issue with golden tool materials and the updated dirt bag fertilizer skin
FIXED BUG: Exclamation that appears when overwatering plants doesn’t disappear when using the new dirt dryer item
FIXED BUG: Attaching pot to table then moving table does not change sun value
FIXED BUG: Collision issue with shade unit and sun unit
FIXED BUG: Player collides with water pipes before they are purchased and even though they are invisible
FIXED BUG: Unable to throw away dirt dryer
FIXED BUG: Weird visual glitch around eyes when in upward facing bun position
FIXED BUG: Sprinkler unlocks not saving (have to be unlocked again)
FIXED BUG: Plant upgrade particle erroneously plays when starting game
FIXED BUG: Hanging pots clipping inside pallet after ordering from mailbox
FIXED BUG: Particle collision issue with fountain
FIXED BUG: Occasional issues with sell spot text not showing when it should
FIXED BUG: Sometimes opening the mailbox menu and closing it would not unpause plant functions (preventing them from growing or dying)
FIXED BUG: Removed herobrine
Oct 16, 2021
Bounty Below - Will
Hopefully this is the final of the balance patches needed to be done for the idle portion of the game! I know it's annoying easily destroying rocks and progressing at your current tier and then when you wake up there's an update that strips that away from you.

If anyone finds themselves in a position where they genuinely can't progress because they saved in an area that's no longer acceptable with their current damage - Feel free to join the Discord and DM me! I'll gladly doctor your save file to fix the issue.
Mini Motorways - ProgrammerJosh
The Hometown Update included a minor bug which caused the Daily Challenge for the 17th of October to be impossible to play. We have fixed this challenge so it is now playable again.

Re-posted patch notes from the Hometown Update for reference:

Take a trip to our hometown and build the streets of Aotearoa New Zealand’s capital city! This update to Mini Motorways includes:
  • A brand new map to explore! You can now recreate our hometown of Te Whanganui-a-Tara, Aotearoa (Wellington, New Zealand) and try your hand at building an efficient road network in one of the world’s windiest cities.
  • Autosaves! Your games will save automatically at the end of every week
  • Several bug fixes! We’ve resolved several issues including stalling cars, crashes, and issues with some of the daily challenges.
We hope you enjoy exploring our local roads and visiting the city that homes Dinosaur Polo Club. Kia ora!
Oct 16, 2021
ROBO OH - Foxy Boxy Games


Special Collaboration
    ● The character UCHUZINE from UCHU MEGA FIGHT joins ROBO OH! Likewise, AUTOFIVE crosses over to join UCHU MEGA FIGHT! The characters adopt the style and mechanics of the other game, while retaining signature abilities
https://www.youtube.com/watch?v=Lg_-FOLVctE
Feature: New characters
    ● All-new robots HEAVYTEX and UCHUZINE!
Feature: New stages
    ● New stages EURO METRO and MEGA METRO with new BGM!
https://www.youtube.com/watch?v=WWXTmy2s2V4
CPU Opponents
    ● CPU Opponents now have a greater chance to activate Hyperdrive on Hard and Maniac difficulties
Character Changes
    ● YUMELODY: All Number One Hit specials are now grounded attacks that travel forward, with improved recovery and reduced damage. Corrected hurtbox of Command Heavy Attack to the intended size● DRAGONOH: Corrected issue where on a certain frame, back dash cancel from Dragon Punch would not move the character backwards● AUTOFIVE: Corrected issue where connecting with another ability after Command Heavy Attack would not apply horizontal movement to the target during knockdown bounce
Fighting Mechanics Changes
    ● Targets in hitstun or blockstun will now always update their facing direction to the attacker while both characters are grounded
General Changes
    ● Additional Steam Achievements added to the game● In the Program Menu, changes to CRT Filter and Palette can now be seen while the Menu is open● CRT Filter now has several sub options
Bug Fixes
    ● Corrected issue where the target of a throw would remain in throwstun if the attacker was hit on the same frame. The throwstun is now removed in this situation● Corrected issue where the left side of the stage had slightly more space than the right side when initializing a round● Corrected issue where a state related to Hyperdrive would sometimes not reset properly, causing hitstun and other properties to stop counting.NOTE: Credit, MrMKL for discovering and reporting bug
Senren*Banka - NekoNyan
Hey everyone!

Are you excited already for our next game?
This time it's another hilarious and colorful visual novel made by ASa Project!
Join our protagonist in the journey to discover that money can in fact buy love!
Where does work end and love begin?


https://store.steampowered.com/app/1662850/Renai_Karichaimashita_Koikari__Love_For_Hire/

The game will be released on Friday, October 22th, 2021 at 10 AM PDT / 1 PM EDT / 7 PM CEST, so don't forget to put it on to your wishlist!



If you want to know more about the game visit our product page: https://koikari.nekonyansoft.com/

Follow us on our social media to get faster information on our next upcoming games!

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