Oct 31, 2021
Bipgolf - GrumbleBunny
Hello there ghoulish bips

I had the totally original idea of doing a festive halloween update, and it's here just in time!

The Spooky Dungeon?

I'm experimenting with ways to get more content out to you faster. The first of these is a new "Spooky Dungeon" map that I totally didn't just take off an asset store and slap some golf holes inside.



I'm also practicing an "iterative" approach here, which is code for "rush 9 holes out as quickly as possible and then wait for you lovely folks to tell me what to fix 😬"

New cosmetics!

To go along with the spooky map are some fun new hats too:



Try not to be scared of things that go bip in the night
Matt
aka Mr Spooks
Prehistoric Kingdom - Blue Meridian





Welcome to October’s Development Update!

In this month’s dev diary we’ll be showcasing a modular surprise, the scrubland environment and providing details on our support roadmap for Beta.



Modular Building: Modules & Prefabs
Modules are coming to Beta! These items offer functional support for custom kiosks, animal nurseries and more using the modular system.

If you’re feeling hungry, make sure you visit Tiny’s Fast Food or the Sweet Tooth Dessert Shop, two of the four available styles for the Nutrition Kiosk! The number of modules and their application in the park will be improved over time as new types are added through updates.



Beta will also be introducing custom modular prefabs, letting players save their creations for repeated use around the park or in other saves. Though it is not yet linked to the Steam Workshop, prefabs can be shared locally by finding them on your computer and uploading them online. We can’t wait to see what you make!

Scrubland Level & Foliage
In Beta, players will be working on our new Scrubland map - a subtropical haven. Equipped with the same building space as Alpha, this new location offers beautiful vistas and enhanced distant terrain. Please note that the tropical foliage below is being used as a placeholder.



New plants are also coming to the Scrubland biome! The Aleppo and Norfolk Island pines provide a number of new environment options, including five shape and size variants each.




New variants are also available for the Foxtail palm, a true staple of the scrubland look.



Beta Information & Roadmap
Unlike Alpha, our roadmap for Beta includes content updates up until Early Access launch. Our goal is to add new features while getting direct feedback and thoughts from the community. Of course, this support will continue post EA launch, too.

In terms of what you can expect to see day one, not much has changed from our public beta announcement. There’s some larger mechanics that have since been pushed to updates, but most of those hadn’t been announced yet. If you’re expecting to play a more robust version of Alpha with new features like Excavations, Science Points, modular recoloring, an enhanced economy and improved power management, we think you’ll have a good time with the initial release.

With that said, here’s a quick glimpse at a handful of new things coming during Beta’s updates.



At the launch of Early Access, all 22 animals will be available alongside other additions like Nigel Marven and three maps (Scrubland, Temperate and Tropical). Though Beta will see a lot of improvements, we’re making sure to save some stuff for launch day.

State of Development
So, let’s talk about the game’s budget and where we’ve been! We’ve been rather quiet on our social accounts which isn’t quite like what you’re used to.

To start, production definitely slowed over the last few months as we started to feel the squeeze of the funding available to us. This wasn’t an unexpected issue given how long we’ve been going for, but it’s certainly been a reminder to not shoot for perfection. There were a few unannounced features we wanted from Beta’s launch, but they soon became unrealistic given the circumstances and our team size.

We’ve since resolved our budgeting issues and are now looking for additional talent to join the team and help develop Prehistoric Kingdom. If you’re interested in working with us, be sure to keep an eye out on our social pages in the next few days.

As a whole, we’re expecting production speed to pick up significantly over the next year now that we can work more comfortably and afford to pay for more people’s time. We very much want to get the game out so that people can play it and give us the necessary feedback to improve it. Afterall, it is still an Early Access title and we should be treating it as such.




Created by Mrs TeaRex.


Created by Sdanwolf.

...

Thank you for reading October’s dev diary!

Until next time,

- The PK Team
Furry Shades of Gay 2: A Shade Gayer - shanesmith
Hey, friends!

Happy Halloween, everybody. What a day to bring you another juicy update, right? Buckle up, it’s going to be one hell of a ride!


Meet Percy and Blake, our new heroes!

All Hallows Eve is getting brighter and sexier as our new friends decide to hang out at the local fair. Percy is a very curious person indeed, so how can Blake say no to him? He’s here to win a nice souvenir for his beloved, and he’s also here to pleasure him when there’s nobody to see their naughty behavior.



But is it so?

There’s something lurking deep in the Room of Fear. Blake dismisses all the weird sounds, surely, it’s but a recording. But Percy is scared. And horny for some reason. He’s a bit scorny, if you will, and his ass is just asking for it.
The carousel is a fun place to stroke his lover, too. Percy doesn’t mind, he’s too in love with such a nice cock.



After all, it’s all just a game for two, our friends think, nothing bad ever happens on the carnival, look, even chthonic creatures are nice and helpful, and, by the way, this hypno-puppet seems fun, too!



Well, I couldn’t be more obvious about this story, right? It’s going to be hot and spooky, in a way that we all adore. Here are some more sketches, enjoy!




Thank you for your support! I’m so happy to see you guys enjoying our games and leaving your feedback and fan arts. We do our best to improve your experience, that’s why we keep you updated on almost every milestone. Leave your suggestions in Community Hub, talk to us on Discord and Twitter. Don’t forget to add Furry Shades Of Gay 2 to your wishlist and follow so you don't miss anything!


Follow our Twitter: @furlough_games

Join our Discord server: https://discord.com/invite/PZJfRpRRqR

We love you so much!

Shane
Bean - AJ_Avocado
UPDATE LOG
- Updated Grass Texture
- Updated Water Texture
- Updated Wood Texture
- Updated Bricks Texture
- Updated Platform Texture
- Updated Fake Platform Texture
- Updated Grappleable block texture
- Updated Player Movement Script
- Updated Player Look Script
- Updated Level Selector
- Updated Main Menu



- Updated Physics
- Updated Grapple Color
- Updated Skybox
- Updated Burger Model
- Modified Level 1
- Modified Level 2
- Modified Level 3
- Modified Level 4
- Modified Level 5
- Modified Level 6
- Modified Level 9
- Modified Level 10
- Modified Secret Level
- Added Level 11
- Added Level 12
- Added Main Menu Music
- Added Music
- Added Multiplayer Button (Coming soon)
- Added Fullscreen toggle in Main Menu
- Added Speedrun.com link
- Added Bean merch link
- Fixed jump sound playing in air
- Fixed holding grapple on death


Bean Merch: https://www.bonfire.com/store/bean-1/

Bean Discord Server: https://discord.gg/32XhjSZCx8

Bean Subreddit: https://www.reddit.com/r/BeanPalace/
Oct 31, 2021
Verdant Village - exodussoftware3
Looks like October has come and gone here, time for another look into development. There’s been a lot of work going on, but not a lot of standout developments to really dig into. Last month I talked a bit about combat and showed off a few monster designs. Work is still proceeding on that front, but my attention has turned pretty squarely onto this next small patch.

It’s been a bit since Verdant Village has seen a patch. Admittedly that is my fault. I meant to be a little more frequent with patches, but the changes I wanted to make kept growing/giving me weird issues to deal with.

First and foremost, there are a number of bug fixes or changes to smooth out smaller issues. Aside from that, gates are being added in for placeable walls. These took longer than expected. I believe I said before that I’ve had them partially implemented but I paused on them for reasons I didn’t remember. Well, when I went back to finish the job I remembered why I stopped. In short, they have not been easy to get working, and involved a fair bit of tinkering to get them figured into the existing wall code.

Aside from that, the other big change is alchemy which is more wide reaching both in the current game and the future. I’ve been analyzing a lot of how Verdant Village is constructed. One of the things I looked at was quests. A lot of quests were setup to give alchemy recipes (and combat components but that’s less important). I decided I didn’t like this. While it might make sense for Quent or Petra to give you an alchemy recipe it didn’t make much sense for most of the other characters.

Because of this, the next patch is changing alchemy. Instead of being handed recipes you’ll be doing something that is far more in the spirit of alchemy as I see it. The alchemy UI will have a new section that allows you to mix and match items to discover recipes on your own. I figure this would make more sense in terms of gameplay and it keeps quest rewards from just becoming more of you getting a random recipe. I figure that’s a little more passable with things like cooking recipes since cooking is a common skill. However, it doesn’t make sense for Sven the smith, who is an old grumpy man with no interest in alchemy, to teach you an alchemy recipe.

Aside from those two things a lot of this next patch is just QoL. Things like rocks and forage objects spawns now operating separately based on their zones which should result in a more even spawning of objects in the world. This will solve problems like no rocks spawning in the swamp for instance.
Fish traps have been reworked to actually be worth the trouble. The current iteration in the game is technically useful, but the chances of a fish trap actually catching more than one fish before breaking were way to high.

Some of the spawns in the mines were changed. Livestock got some updates, specifically a bug to finally fix feathers not dropping, and another change to make truffles from pigs a generally better system.

Like I said at the start, a lot of little things. Changing alchemy is the big thing this patch, which unfortunately feels like treading old ground as it isn’t a brand-new system. I’m hoping that this will be the last time I decide to rework a major system in general.

With any luck this patch should hit in the next week or two. Bar any huge complications I’m mostly done, although I do have some outstanding bugs I’d like to look into before I release anything. Still, you can probably expect something in the first half of November. Thanks again for your patience and I hope you all are having fun playing Verdant Village so far.
HereSphere VR Video Player - HereSphere
Autofocus
  • Increased the max autofocus accuracy setting to 128. Higher accuracy settings should reduce eye strain and make it easier to focus on objects, especially at close distances.
  • Significantly improved the performance of the autofocus algorithm and projection calculations.
  • Fixed a minor error with the autofocus calculations.

Web API
  • Video tags provided by the web API are now added to existing videos if the tags do not exist.
  • Fixed an issue with star ratings being read in as integers rather than decimal values.
  • Added settings to overwrite the ratings, favorites, and tags with those provided by the web API. They can be accessed by pressing the cogwheel icon in the bottom right corner when a DeoVR website is loaded. You will need to rescan the library to overwrite all of the videos in the web API.

Web Browser
  • Clicking on HTML select elements will no longer crash the app. However, the web browser doesn't actually support rendering the select menu yet. It's on the to-do list.
  • Fixed an issue with videos downloading in the background when streaming from a video download link.

Other Changes
  • Video ratings can be set to half-star values.
  • Fixed crash caused by invalid dates.
  • Fixed issue with video title overflow in the playback bar. The title now wraps to a second line.
  • Fixed a typo in the tooltip for the "select all" hand icon
  • Added a note to the quick start guide that clarifies that the grip button for the Valve Index controllers is equivalent to firmly squeezing the grip.
Oct 31, 2021
Angel Light The Elven Truce - Chuck


A Special Scenario only for Owners of the game is ready!

This event will give you 3 extra achievements!



Just enter the game and click on the Event button

Veterans of the game may have already 1 achievement of the 3 given in the event, if they already found Camila and Jukka characters in version 1.

Also Achievements have been reset to the current version to avoid confusion to new players.


Remember that basic controls have changed:

* "Q" for weak attacks
* "Right click" Strong attacks
* 1,2,3,4,5 for Spells or special moves
*"R" to Run
* "Left Shift" Cover/use shield

Crossbow, Bow or Firearms
*Equip the weapon from inventory
* "Right click " to Aim
* "Left click" to shoot
* "F" to reload

Also hide/lock or show/unlock the mouse by pressing "P"

The Demo has content only up to Chapter 2, but it does not have Special Events or more Chapters updates, BUY THE FULL VERSION TO SUPPORT THE GAME AND GET ALL THE UPDATES!

Thank you Everyone for your support! GOD BLESS YOU ALL BROTHERS!

DEUS VULT!



Chuck Martinez
Developer
"The LORD delivers and vindicates me! I fear no one! The LORD protects my life! I am afraid of no one! When evil men attack me to devour my flesh, when my adversaries and enemies attack me, they stumble and fall."

Psalms 27:1
Eternal Warfare - Space.cpp
Hello everyone,

This update introduces a long-awaited feature: it is now possible to play online directly through Steam! No more worrying about port forwarding!

When creating a multiplayer server make sure you mark the "Steam Lobby" option and select the appropriate lobby visibility. In this way other people will be able to see and join your game. You may also send join invites to your friends.

Other changes:
  • Done some slight tweaks to the land textures to make them look seamless.
  • Hidden units no longer prevent a building on the same tile from being attacked or sold.
  • The chatbox now fully disappears after a few seconds without interaction (can be changed in the options menu).

Also: Changed the default render to OpenGL - This is a temporary workaround to prevent the atlas bug that happens on some machines.
Happy Game - ShingoLa
Game is now playable on screens with ultrawide resolution.
Oct 31, 2021
Paper Pirates - IterationGames
The Witch - promoted to a permanent Trait!
We've had an outpouring of love for our Haunted Seas seasonal trait, The Witch, from all areas of the Paper Pirates community. So much so that we've made the decision to make The Witch a permanent trait, available all year round!

New content for Día de Muertos
We've made some additions to our Day of the Dead seasonal celebration, full details can be found in the Día de Muertos seasonal celebration event page.

Bug Fixes
  • A message questioning how all the treasure went overboard when there are no ghosts on board was accidentally displayed twice as part of the game end sequence.
  • In rare circumstances, when The Wishful was played by a bot, it could cause the active trait timer to wait out its full duration when a decision was already made.
  • All pirate templates with any of the Parrot hats would default back to the Scarlet colouration when re-entering a lobby. Your correct choice of Parrot should now be recorded!
3.4 update arriving soon!
We are hard at work on our next larger patch - details of which will all be revealed soon!
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