Nov 16, 2021
Penko Park - SecretModeDan
Hey Penkis!



Short and sweet update for you all today:
  • Steam Cloud Sync is now available and will automatically sync your save game files.
  • Crashes/Black screens players were reporting on Windows 10 should now be fixed.

https://store.steampowered.com/app/852090/Penko_Park/
The Anacrusis - notthatwillsmith
The thing that makes the Left 4 Dead series so special isn’t the zombies or the shooting, it’s the AI Director. Originally created by Michael Booth (now at Bad Robot) and later expanded at Valve, it translated the tense mix of intense action and quiet anticipation from the best zombie movies into video games. It didn’t create that tension by throwing endless waves of zombies at you, but by holding back, giving players those creepy, anxiety-ridden moments that bring truth to the cliché–it’s quiet, too quiet.

When I was at Valve working on Left 4 Dead, we knew that the Director would create game experiences that were different every single time. After all, players were used to action and down times being tied to triggers in specific areas of the map, and we didn’t do that. They could happen anywhere at any time and it changed dramatically from session to session. Players immediately picked up on this and they loved it.

The Director created another effect that we didn’t anticipate. It was less noticeable but more profound. The down time was new for a multiplayer game. It transformed the game into a place for players to hang out, to chat, and to be social. And just like people do in high-intensity situations in real life, players replaced the tension with camaraderie and jokes. Because the game was flexible enough to accommodate a broad range of skill levels and play styles, more people were able to play together and share those moments. What started as “the game where players went to shoot zombies” became a place you could hang out with your friends.

This basic idea—that games could challenge you and simultaneously be a fun place to hang with your friends—has shaped most of our design decisions as we built The Anacrusis. The first code we wrote for the game is what creates that cadence, the code that spawns all enemies. It was our take on Left 4 Dead’s AI Director.

We also knew that knocking off a ten-year-old game wouldn’t fly with players. We needed to do more. Under the hood, the Left 4 Dead Director works due to a combination of careful tuning and random chance. The chaos that is Left 4 Dead comes from getting lucky (or unlucky) rolls at the right time to spawn specials, hordes, or… nothing at all. It knew next to nothing about the player or their experiences.


The Brute is capable of dealing a ton of DPS with his short range attacks, but his charge will scatter a team that doesn't scramble out of the way in time.

But it worked. The very best moments in Left 4 Dead were ones where the Director pushed the players right to the edge of what they could handle, then it was up to them to either fail spectacularly or triumph against all odds. But those moments happened because of chaos and randomness in L4D’s Director. They may have been infrequent, but those relatively simple rules, combined with random chance brought a great deal of complexity (and fun) to the game.

To start building our game, we needed something people could play. In the beginning our Director randomly deployed aliens on the map. When we first started playing the game this way, we killed pretty much every play tester we put in the game for months. At one point, testers couldn’t even finish the first level. (To our friends and family who suffered through these playtests, sorry about that! Your suffering helped make the game better!) For a game that wasn’t supposed to be about being difficult, this felt really, really bad.

But we learned from these early steps and iterated on the game. We learned that the most fun games weren’t the ones that were the most difficult, they were the ones that felt the most intense. We knew the traditional ways to make a game difficult — you increase enemy HP, reduce player resources, lessen player health, increase enemy damage, spawn more enemies, or some combination of all that. But we wanted to control difficulty in a new way and we wanted to decouple that from intensity. And intense games are what we wanted our Director to create.

We realized that almost every aspect of the game contributes to the intensity—the number of enemies you have to fight, the feeling of being surrounded, the pressure that comes from being low on ammo or health, the soundscape, the chaos of grenades exploding and fires burning on your screen, how many players are incapacitated, and a whole lot more. But, we needed to figure out how to deliver those high-intensity moments across the entire range of player skill levels.


Goopers slow teams that are moving too fast by incapacitating players and covering the ground with sticky goo.

So naturally, we made the game even harder. This let us understand how the enemies and specials we had already built affected both difficulty and the intensity. This testing also helped us learn the difference between fun intensity and frustrating difficulty. For example, just being mobbed by massive hordes wasn’t fun.

We added backspawns–hordes and specials that would spawn behind the player, on the already-cleared path. Backspawns are ass-kickers for new and lower-skill players. While most teams could handily dispatch attacks from the front, only the most cohesive teams could take the added pressure of enemies approaching from behind. But the backspawns added great intensity to players who were on their game.

In order to know when players could cope with backspawns, our Director needed to understand the direction players move through the map. So we built a tool that scans each map and figures out the golden path that players will take from the start to the end of the level. That lets our Director know which direction players are moving and which direction was safe to spawn aliens.

But we still couldn’t tell which players would be able to handle the more challenging spawns. Our Director needed to distinguish good players from bad players. What is a good player? What is a bad player. The engineer architecting our Director, Amy Ackermann, started collecting data, experimenting, and iterating. The first thought was that if you do more damage to enemies and do lots of headshots, you were probably a good player. It turns out, it’s more complicated than that. A headshot god who takes a ton of damage because they charge headfirst into every horde was a liability compared to a player who played smart, conserved ammo, and utilized choke points and grenades well. We kept tracking new metrics and testing until our Director had a reliable understanding of player performance.

So now our Director knew if players were good or bad, and it knew which direction they were supposed to be moving across the map. Without lowering the intensity we’d established earlier, we made the game more manageable for lower-skill players, but we still needed more ways to increase the challenge for higher-skill players.

We also knew that the longer players stayed in a level, the more difficult the game got for them. Playing longer meant they fought more, which eroded their resources. Eventually the attrition of never-ending hordes of aliens would overcome everyone. This held true for our early prototypes, even with our Director dropping health and ammo as it was needed.

Experienced players instinctively understood this, they found the golden path and stuck to it. The more they played, the more they stuck to that path. We needed something to lure players off the path. We tried building special enemies that encouraged players to make bad decisions—the Spawner does that by hiding off the path and spawning an endless stream of turrets designed to annoy the player into leaving their friends to shut down the source of the turrets. But in our tests, the Spawner didn’t slow players as much as we wanted. So we added more grenades and started hiding them off to the sides of the map, away from the golden path.

This helped, but it didn’t get players excited in the way that we hoped it would. Experienced players would break away from the path when they were out of grenades, but they stuck to it when they were flush. We needed more, so we built a bunch of perks and had our Director spread them around the level randomly. We knew the perks needed to change the way you play the game, marginal buffs like “Your gun does 3% more damage” wouldn’t cut it. Our first batch of perks turned grenades into area-effect heals, enemies you land a headshot on into exploding corpses, and turned semi-auto weapons into full-auto killing machines. Many of the perks synergized with each other, so by the end of an episode, players experienced a power boost that was closer to the skill tree in a more traditional game’s campaign.

Playtesters loved the perks.

Some players actually loved them a little too much. We wanted players to find perks in the world, talk through the options available, and make sure that each perk went to the player that would benefit the most. Instead, some players would run out in front of the group, gobbling up every single perk they found, leaving nothing for the players trailing behind. These loot goblins had a great time, but it had the opposite effect than we wanted. Instead of slowing down high skill players, it actually encouraged them to race each other, moving faster through the levels!

We found the solution in the Matter Compiler. Matter Compilers, or MCs for short, are perk dispensers. A player finds an MC, then each player walks up to it. Each player hits a button and is presented with a handful of different perks to choose from. Each player picks the perk that they want, then moves on down the path. The Director places the MCs on the golden path for teams that are struggling and off to the side for teams it wants to slow down a bit.


Matter compilers distribute perks to players as they progress through the level.

The Matter Compilers, along with the perks they dispense, add more excitement to every game. Every time a player finds a MC, they’re excited to share it with their teammates. We found a new way to make the game more intense and exciting as well as another way for our Director to increase the difficulty without resorting to the traditional means.

Now, our Director had access to information far beyond what we’d been able to expose in Left 4 Dead. It knew how players were doing, what their relative skill level was, and whether they were moving quickly or slowly. It had access to tools that let it increase and decrease both difficulty and intensity independently of each other. Our Director was matching the game’s difficulty to the player’s skill reliably in both internal playtests with people who had spent hundreds of hours playing the game and in external playtests with brand new players.

No matter who was playing, they could still wipe and they could still lose, but our Director was able to push groups right up to the edge of what they were capable of. It was able to make the game intense for all players, without making it oppressively difficult. And then, it let off, giving them a chance to rearm, recuperate, and talk about what had just happened.

And we started to see teams succeed, to complete episodes. They loved it.

The Director was giving play testers the kind of games that you remember. The ones that you can’t wait to share with your friends. These are the games where everyone else on your team is down and you save the day with a perfect grenade or a series of kinda-skillful-but-maybe-also-kinda-lucky dodges. They’re the moments where things go so bad that you barely squeak by a fight and then race to the safe room, slamming the door shut inches ahead of the horde.

One of our external playtesters summed the experience up perfectly, “We barely made it. Just barely… but a lesser team could never have survived that.”

Skill wise, they were an okay team. But they’d played the game of their lives to beat the first episode.
In most games, you only get those moments when your team’s skill level happens to match up with whatever difficulty settings the developer set when they shipped the game. In The Anacrusis, our reimagining of the AI Director precisely tunes the difficulty of each game to put every team in those magical situations. Where players have to go beyond what they thought they were capable of in order to succeed.

And that’s the difference in The Anacrusis. That’s why we think our Director has earned a version 2.0 label. The Director 2.0 knows everything about the game. It knows how you’re doing, it knows whether you’re tired or you’re ready for more. It knows when you need healing and when you need a horde. And it constantly puts you in those situations that you’ll want to share with your friends—where you’re under-the-gun, with seconds left to live and only one chance to succeed. But the Director can only push you up to the edge. Whether you live or die is still up to you.

- Chet Faliszek
Nov 16, 2021
Surviving the Aftermath - Obzeen
Game version
1.21.2.1256

General
Added a new Main quest storyline.
  • The quest will trigger at a certain point in the game.
  • As this is a new main quest, it will not block other side quests from appearing as before.
  • The main quest will guide you through a story of survival.
  • If you complete the main quest, you will be able to either quit the game or keep playing with only Winter being a catastrophe that will occur in your colony.

Gate Combat has been reintroduced to the game.
  • While the combat at the gate still works similarly to how it was before, we have improved the UI to make it more clear.
  • The end result of the gate combat now depends a lot more on the level of the gate, the health of the gate at the start of the combat, and the amount of guards working at the gate. This means that it is more important to upgrade the gate and keep it manned to ensure bandits can't get in - at least as easily.
  • Bandit groups arriving at your gate will become more difficult over time as well.
  • If the gate will be breached, the bandits attacking your colony will all spawn at the gate instead of around the colony as before.
  • Your guards working at the gate can also get injured now during the gate combat.

Added voiceovers to the game.
  • The voiceovers have been added to different notifications, game phases, quests, and events.

Added a new intro and entry videos and a new Main Menu background to the game.

Gameplay

The Malnutrition system has been reworked.
  • Previously the system would work with one threshold which could cause a colonist to continually suffer from malnutrition, then be healed quickly but suffers from it again soon after being healed.
  • The system now works in a different way which ensures that colonists should not get the condition again quickly after being healed from it.
  • Due to this change, a colonist suffering from Malnutrition will also lose health due to the condition and can eventually die from it.

A complete rework of the Help menu.
  • The Help Menu now has a new look and the entries in it have been divided into different categories.
  • The categories should help with finding the correct entry quicker.

The Food Storage building also now has an “Allowed Resources” option.
  • You can select separate food resources to be blocked from the storage or even based on the type of food. This means you can prevent all meals for example from being stored in a specific Food Storage.

Reworked how colonists working in buildings that produce resources from other resources work if there are more than one colonist working.
  • Previously only one colonist would carry the resources to the building and other colonists would idle and wait.
  • Now all colonists working in the building can carry the resources if more than one resource is needed. For example, a Cookhouse with two workers will now work more smoothly as one worker will fetch the food and one will fetch the firewood required.

The Pregame selection screens have been reworked.
  • This includes a new visual look as well as a prologue text giving you some background to what happened in the past.
  • The selections now represent better how the choices you make will impact your gameplay.
  • Small changes to available specialists to select from as well.

Added the ability to move around the colony while the Overlay Menu is open.
  • Previously this was not possible, instead, the camera would remain still until the menu was closed.

More changes
  • Fixes to the memory usage of the game, especially if starting a new game several times in a row.
  • Fixed a bug that caused the game to show the text All Clear when attempting to place a building outside the colony grid.
  • The colonists working at the Burial Pit or the Cemetery now work better together. Previously all colonists working in the building would try to carry the same dead colonist. Now only one worker should get the task to carry a specific corpse.
  • Specialists should no longer get stuck outside the colony gate.
  • Wind turbines will now require to be heated during the Winter catastrophe.
  • Fixed a visual issue with the output of the Scavenger Outposts. Previously it would always show at least 1 unit in 12 hours even though it was only producing 1 unit every 24 hours.
  • Fixed an issue that would prevent the Happiness tooltip from showing properly on certain resolutions and aspect ratios.
  • Fixed an issue that would cause the Survivor Outpost UI to show misleading information. Previously these numbers were rounded up, so the UI would show a higher frequency than what the actual frequency was.
  • Added new tutorials to the game. A tutorial for creating outposts was added as well as tutorials for the new features implemented in this patch.
  • Fixed an issue that would cause survivors from Survivor Outpost in the World Map to turn into elders when they entered the colony.
  • Added new heightmaps to the game with different terrains for the colony.
  • The game will now show pointers on the World Map to better indicate where a quest location is.
  • The fields will no longer simply show Paused as their status if the work slot is closed. Previously it would show as Paused in this situation despite the crops still growing.
  • The condition system for colonists has been reworked to improve the performance of the game.
  • An event occurring in the colony should no longer block saving unless the event has been started.
  • Fixed an issue that would cause an event to show up with just the IDs showing.
  • The floater on top of guards will now be shown constantly as a faded floater if the colonist does not have any other floaters to show.
  • The day count in the colony will no longer increase until the first colonists have been invited.
  • Fixed an issue that would cause the colonists to not face the building they were repairing.
  • Fixed an issue that would cause the game to give you Wood instead of Metal when the Metal option was chosen.
  • Improved scrolling with a controller in locations where there is text only visible.
  • Catastrophes are now occurring in other sectors around the World Map.
    - These can be seen clearly from their visual effects on the sector.
  • Fixed an issue that would cause the trade menu to show wrong amounts of resources available if the player would cancel trading the resource.
  • Added a new name and description for Gate Level 3.
  • Fixed an issue that would cause the Specialists to return back to the World Map immediately after they have been sent to the colony.
  • Added a separate slider for the Voice Overs.
  • The underground deposits will now show their richness as a percentage instead of Low/Medium/High.
    - The percentage will also be visible already in the tooltip shown when the deposit is hovered over.
    - The info panel shown when a building is being placed will also now show the efficiency, making it easier to determine which deposit to utilize.
    - The richness values were also balanced to prevent deposits with very low efficiency from appearing.
  • Fixed an issue that would cause the Extractors and the Auto-Extractors to calculate their efficiency wrong. This was caused by other deposits of the same type being too close to the building.
  • Added a warning to the Society panels if the Trade Center has not been built yet.
  • Fixed an issue that would cause the colonists to sometimes lose their tools suddenly or cause the tools to remain in the air where the colonist had previously been working. The tools should now visually appear when they are being used and not stay in the air.
  • The Water Pump building can now be used during the Heat Wave catastrophe.
  • The Wandering Merchant will no longer offer Cricket Eggs as these are always available to be planted in the Insect Farm.
  • The game will now spawn resources gained from events to the Campsite if the Gate has not been built. Previously they would be spawned to the middle of the entire colony.
  • Fixed an issue that would cause the “Low on …” notification to appear if the player only had higher-level items available.
  • Fixed an issue that would cause the Storm Dome construction zone to not be selectable after being placed in the colony.
  • Fixed an issue that would allow certain decorations to be placed on barren soil despite their descriptions.
  • Fixed an issue that would cause a wrong amount to be shown in the Harvestable Crops part of the Food tooltip. This amount was updated with a delay, so this could often show a much larger amount than was actually available.
  • The Radiator and the Industrial Radiator now show their heat radius always when selected and when being placed in the colony.
  • Fixed an issue that would cause the Healing Outpost to not start healing if the Specialist arrived at the Outpost with queued movement or by exiting from a car.
  • The “Specialists ready for action” notification should no longer be shown every time when the game is loaded. The notification will still be shown if there are Specialists with Action Points available that are not currently performing a task such as scavenging.

Graphics

  • The Society and Trade windows have had an update to their layout. They will now show the resources a society offers and what resources will be exchanged in the trade more clearly.
  • The overlay shown when placing a building that requires energy or water to function has been improved. There are now connecting lines shown which will tell you if the building is within reach of the relevant building's work area.
  • The buildings’ work area display has been improved.
    - This affects buildings such as the Burners, which previously would show all their work areas on top of each other.
    - The work areas are now instead merged together to make it easier to see which places are heated and which are not.
  • Fixed missing textures on some buildings.
  • Added new building 3D models to the game. Added a new model to the Tenement, Shanty, House, and Two Story House buildings.
  • New look for the Tech Tree.
    - The Tech Tree icons are now much larger and easier to read.
    - The legend for the Tech Tree has been moved so that you will need to open it from a button.
  • New images were added around the game to events and pregame.
  • The Outpost panel on the World Map has been polished.
  • The Create a Settler panel has also been polished.
  • Visual updates to several info panels in the game. These include the info panels for colonists, specialists, and buildings.
  • The Medicine Icon in the top bar has been updated.
  • Updated the visual look of the different sections of the Main Menu and the Pause Menu.
  • The 3D models of the Fields and Irrigated Fields have been tweaked so that they are not as flat.
  • Event illustrations have been updated.
  • The Guard Floater has been made smaller and blue. It should now also be positioned a lot better on top of the Guard.
  • Fixed an issue with Lumber Yard’s animation.
  • Fixed an issue that would cause the Large Solar Panel to remain open at nighttime.
  • Updated the Tutorial images for most of the tutorials in the game.

Balance

  • Improved the balance of starting resources in the game.
  • Colonists will now lose health at a slower rate than before if they are hungry. This health loss can cause colonists to die from hunger despite having a lot of food available in the colony. The slower rate should give colonists a better chance to reach the food in time.
  • Reduced the rate of mutation during the Fallout catastrophe.
  • Adjusted the Merchant events to only have 3 offers available instead of the previous 4.
  • The Lightning Rod and Lightning Tower buildings now require less resources to be repaired and can withstand a lot more damage.
  • The time colonists consider leaving the colony has been slightly increased. This should give you a better chance of changing their minds and making them stay in your colony.
  • Changed the max HP of Specialist Cait to match the HP value of other Scientist Specialists.
  • The Metal deposits around the colony now have more metal in them.
  • The Advanced Scrapper and the Metal Extractor now produce more Metal each cycle.
  • The Shanty and its upgrade now require Plastic to be repaired.
  • The Lumber Yard and the Sawmill now produce more wood each cycle.
  • Tools now require less Metal to be produced.
  • The Level 3 version of the Gate now requires Concrete as its repair material instead of Metal.
  • The type and amount of resources required to repair different housing buildings have been adjusted.
  • The Space Junk disaster should now occur less frequently in the game.
  • The Concrete deposits around the colony contain more Rubble to be gathered by the Concrete Scavenger.
  • Specialists will now cost various amounts of Silver, based on their total skill points. Specialists will no longer accept Food as payment to be hired to your colony.
  • The Extractors now work slightly faster.
Doctor Who: The Edge of Reality - Stewart Gilray
Below is a list of the latest fixes and items to be addressed.


  • Fixed an issue where players may become temporarily unable to use the Sonic Screwdriver
  • Optimization on Victorian London
  • Locked player movement during time glitches on Victorian London
  • Moved the starting position of the player on Lucia Minor and Victorian London
  • Camera sensitivity settings now effect object inspection
  • Changed the binding of arrow keys to interact with the inventory rather than move the player
  • Fixed an issue that could occur when attempting to quit to the main menu when loading into another level
  • Prevented player movement after being killed
  • Fixed an issue where the camera would return to the player perspective for a moment after being caught by any Cybermen
  • The alternative Sonic Screwdrivers will now display the correct colours when used
  • Added a resolution dialogue box on boot
  • Fixed an issue where the back of the TARDIS was not displaying correctly
  • Optimization on Lucia Minor
  • Fixed an issue where players could be caught by Cybermen during a cutscene
  • Added player footstep sounds
  • Fixed an issue where the volume would reset after a time glitch or returning to the main menu
  • Fixed an issue where the player could back out of certain interactive objects whilst maintaining the interaction
  • Fixed an issue where Emer would continue to prompt the player to pick up the torch in Lucia Minor after picking up the torch
  • Increased the delay between hint repetitions for the hint in the office
  • Fixed an issue where players could walk backwards into Angels with no consequences
Nov 16, 2021
Panic Room 2: Hide and Seek - GameXP.com
☀️It's a carefree day, and you are quietly relaxing in your room. And then there's a knock at the door! But you're not expecting anyone. Another knock! What's wrong? You have to be careful in this mansion! You open the door, and there are...
🎁Presents! Presents from the Puppet Master! The owner of the mansion has decided to please his puppets.
Everyone who recharges their account will receive a personal chest from the Puppeteer. In it you'll find useful amulets to get even more bonuses for passing the tests and decorations that will make your room more comfortable.🌷
All the chests are different. Choose the one you like the most! There are no limits! Every purchase will be rewarded.
Make yourself a pleasant surprise of your choice before the Puppeteer changes his mind.

Reverie Knights Tactics - 1C_David


Hello everyone, this is EdH Müller, director, producer, and the illustrator of the game.

One of the cool aspects of Reverie Knights Tactics is all about taking the time to look at the scenarios and characters’ artworks, which were all hand-drawn. Nearly 400 sheets of paper were necessary to cover the entire game, and I did every single drawing with a mechanical pencil, using HB leads.

I`ve been working with illustration for over 20 years now, on comics, advertising, CD covers, Package Designs for bands, drinks, anything that needs some good drawings on it, and of course, games! Working over Reverie Knights Tactics was delightful, considering it was one the best experiences I had in the field up until today.

Drawing scenarios was the most challenging part of doing this game, specially because of the high number of details each of them have, and, as you players might have noticed, the multi-layers they also have. Hours and hours sitting on my drawing table during weekdays and many, many weekends... my wife and my cats didn’t like the idea so much, but it was worth it. :) Not to forget, I had three amazing helpers during this trip: Marcel Budde and Leonardo Tomazi, which their work was to help me out with sketches for the scenario assets, along with Carolina Mylius, color artist who did the amazing color work over my drawings.

As for the characters, it was great to create new characters for the Tormenta universe, which is really popular in Brazil. I took a lot of time figuring silhouettes out, along with distinctive characteristics to make them unique.


The lookout in its early stages. Some really tight pencils on this one!

Well, that’s it for today, I hope everyone have a wonderful time taking a look at the scenarios, and laughing out of Brigandine mischiefs.

Don't forget to wishlist Reverie Knights Tactics:

https://store.steampowered.com/app/1399690/Reverie_Knights_Tactics/
Tomb Keeper Mansion Deluxe Pinball - PinblendStudios
Added additional keyboard controls for the flippers.
Left Flipper -- Left Shift, Left CTRL, Left Arrow, Caps Lock, S
Right Flipper -- Right Shift, Right CTRL, Right Arrow, L
Note: There is a bug if using both shift keys to catch (or "hold") the ball that the flippers can have a delay to release, we recommend using any combination of keys other than BOTH shift keys. This is a bug in the Unity game engine, we are working to see if a solution can be found for this.

Added additional controller options specifically for the Xbox controller.

Also fixed a small "bump" located next to the right main flipper on both Tomb Keeper Mansion and Outergalactic Aliens, the ball should roll through this area a lot smoother.

Adjusted the back right portal on Outergalactic Aliens, moved the portal forward so the ball looked more natural entering this region.

If you do have any concerns or find any issues with our title please don't hesitate to post in our discussion page. Thank you for your continued support and patience.
Nov 16, 2021
Panic Room 2: Hide and Seek - GameXP.com
✨Dear friends!✨

The Puppeteer wants to lend you a helping hand and offers you a discount for all food and medicine by 25%! It's about time to refresh yourselves and patch up your wounds!🍅

But don't test his patience, as this discount is active for 3 days!

Solasta: Crown of the Magister - Myzzrym
Hello everyone!

For those of you who don't follow us on social media, we've just released a Community Survey yesterday to better understand what sort of games you - our community - enjoy playing! Now don't you worry, we are still working on Solasta as we speak (more on that soon!) - however, we're also taking the time to look at the future of Tactical Adventures, and we want to know your tastes before we walk down a new path! But before that...


Well at least SOMEONE is enjoying the cold weather out there.

Looking at a future of (Tactical) Adventures!
So what's that all about? Well before we go into details here is the survey link (closes end of November): https://forms.gle/9pVa6MoBx1TuNXUYA



Alright, so! Let's talk a bit about game development. As you all know, making a game takes a lot of time... and often quite a few people too! People with different areas of expertise, meaning you can't really ask a Concept Artist to start fixing bugs all of a sudden. While Programmers & QA are still on the prowl hunting down bugs and fixing them after the game launches, Level Designers may be working on new maps for a future DLC. Meanwhile, the Creative Director is already writing down ideas for potential future games. All of that to say, not everyone will have the same tasks during the life cycle of a game.

Game companies rarely keep working on a single project once their game is out, as not everyone has a lot to do in post-launch! So, since most studios want to keep everyone active and involved, some folks are going to start digging at new projects. And that's where our survey comes in, we're curious to know what you guys like when you're looking for new games.

But... but what about good ol' Solasta? Cheer up, this does not mean we're taking it behind the barn. Like I said earlier each member of the team has different work to do - and most of us are still deep in the Solasta hole! You can always find us on our Discord Server if you have questions, we do pass by from time to time to answer questions^^

Alright folks, this is the end for today! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

Article by Tactical Myzzrym
Nov 16, 2021
Lumencraft - tupiindyk
Attention Scouts!

The roadmap arrived 💜 This is our plan for Lumencraft development. What we are working on right now, what will happen in early access, and how the full version will look like - all of this and more can be found in our beautiful roadmap. There are many things we want to add/change and we want to do it with you! We want you to test Lumencraft, create new features with us, and discuss all lumen-related stuff! Let’s dive into the details.

Here's the plan...



So what do we have here? *puts reading glasses on* Oh, yes, co-op. Some of you might have already tried it during Poznań Game Arena (some lucky guys on Discord know this secret feature as well), but during Early Access, it will become a standard feature. You better find some friends right now! You will need them when we launch Lumencraft.

Then we have new game modes. I’m super excited about sandbox mode and map editor! I can already imagine all these crazy maps made by you guys. Can’t wait to be tormented by lava-only levels 😵

Oh! And we know you love lava. It melted everybody’s hearts (and bases, hehe). So we figured that you will love water as well! (Well, hehe. Get it?) So on release, we will add realistic simulations of water.

Awesome stuff, am I right? And this is only the first version of our Roadmap. We are expecting it to evolve during the development process and we are expecting you to help us!

Have you seen these ”features suggested by our community”? We are waiting for your ideas! What should we add next? Maybe vehicles? Or super-mega-ultimate weapons? Or cute robo-pets? We know you have your own idea for how Lumencraft will look like in the future. That’s why we want to introduce you to PLAYTESTS!

Let’s play, let’s test, let’s playtest!

As the Made in Poland event came to an end, the Demo is disappearing in the mist of development (*insert spooky music*). Thank you, my Scouts, for all of the hours spent together in the darkness of the underground. We will do our best to bring Lumencraft Demo back as soon as possible (probably for some ✨special✨ events), but in the meantime..

Thanks to Steam Playtest you will be able to play Lumencraft again. But this time you will have to support us with your feedback 😎

We are planning to launch a playtesting campaign next month, so to have a chance for trying out a new version of Lumencraft join our Discord server! Share your ideas with us and help Lumencraft to become a truly thrilling game!



You won’t tell me that playtest are not fun. But! If it doesn’t make you wanna jump into our Discord server right now, then let me introduce you to our friends - Star Drifters. They plan some awesome star-marked surprises for all of those who love Lumencraft as much as we do 💜 Follow us and keep your eyes open! Some creative competitions may pop up out of nowhere...

To help us survive in this unwelcoming environment. Wishlist Lumencraft on Steam⚙️, join our Discord 🎧 server and follow us on Facebook 👍 and Twitter 🐦. We have GameJolt 🎮 as well!

https://store.steampowered.com/app/1713810/Lumencraft/

Join our fight! We need your drills!
2Dynamic Games
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