Atomic Cards - Esdeaz


Hello everyone!

We are pleased to inform you that we will be adding multiplayer to the game in the near future! We are now actively working on it. We wrote the main code, drew graphics, added effects. At the moment, the multiplayer is at the testing stage and bug fixes.
The game will be played in a 1 vs 1 format. On the day of the multiplayer release, owners of the base game will receive a free update.

P.S. The game is being developed on an old engine, and we may not be able to fix some bugs, so don't beat us..
Sailwind - RawLionWorkshop
New features
- item placement will now affect the center of mass of your boat
- you can now crouch using the left ctrl key

Balance changes
- reduced the mission reward for valuable cargo such as gold and gems
- increased the reputation required to reach the higher reputation levels
- slightly reduced drag on the large ships
- increased the turning rate of the brig
- increased the strength of wind pushing boats
- slightly reduced the volume of the wind sound
- adjusted the moon visuals to more accurately reflect the distance between the sun and the moon

Bug fixes
- fixed a bug where a slightly overcooked food would give zero energy when eaten
- you can no longer push boats when they get too far away from you
- significantly reduced the size of the save files
- using the broom on your boat should no longer cause significant frame rate drop
- barrels should no longer randomly freeze in place when dropped
- tuna will now display its name when looked at
- fixed the collision of the rocks at Al'Ankh Academy
- other various minor fixes
Mission in Snowdriftland - Snowlogue - tons of bits - Boci
Hi all,

The full version of Mission in Snowdriftland is officially available on Steam!




Additional content in the release version:

Story
We all knew it will happen: El Pix has stolen something - again! Nothing from human world this time, but he broke into the secret archive of UPIXO headquarters and pinched nothing less than important and historically valuable artifacts of video game history!



Chest content at level end
Chubby will find one of this important artifacts in the chest at the end of each level. Professor Schwabbel will insist on adding his two cents for each discovery.



Base
The red ship (serving as the base) on the worldmap has been reactivated. You can enter it anytime and check the current status of rescued artifacts. You will also find a display showing the number of collected snowflakes.



Snowflakes reward / Bonus level
In Snowdriftland reaching the end of a level is only one part of the fun. Collecting all 24 snowflakes in each level boosts the gaming experience and will demand all your platformer skills.
If you manage to collect all 576 snowflakes in the game, a huge bonus level will be unlocked as a reward and ovation for your dedication and success.
But be prepared: This one will be the largest and hardest level of all!
Please note: The bonus level will be available from December 24.




Mission in Snowdriftland - tons of bits - Boci
Mission in Snowdriftland is officially available on Steam!




Time Gap - Absolutist LTD
In this update:

🔍 Meet NEW hidden object scene Garage.
Search for hidden objects in the beautifully drawn location, exchange new collections and embark on the new adventure.

🔍 Get gifts from Christmas Advent calendar!
Every day from December 1 to December 24, complete a special task for the day described in the calendar, and get gifts.

We hope you'll enjoy festive time with Time Gap!

We strive for constant improvement, so never hesitate to share your feedback. Thank you playing Time Gap!
Len's Island - flow
Quick Patch 1.0.2

Hey all, here’s another quick patch to fix some high priority bugs and issues some people have been experiencing. As well as some quality of life and balancing changes, with a couple of new features sprinkled in.


! Bugs and issues resolved this patch:
  • Resource nodes and trees throughout the map not respawning on game/scene load.
  • Items in refineries multiplying between scenes.
  • Memory leak causing ram to build up and in rare cases crash the game.
  • Edit mode shortcut not working when inside build mode.
  • Inaccurate placement zones for water towers, windmills and wells.

+ New features this patch:
  • Added new “Plant All” feature to the farming radial menu.
  • Added more detailed damage information on weapon UI
  • Inventory tabs now cycle with tab key, and you can now use escape to close the inventory.
  • Hover tooltips added for the damage ratio icons on weapon menus.

~ Balancing and changes this patch:
  • Player fall damage slightly reduced.
  • Blueberries now heal 7 instead of 5.
  • Seedling descriptions now say what kind of plant they are.
  • Fixed various spelling and grammar mistakes.
  • Moved forged pickaxe so enemy cannot block it disallowing pickup.
  • Altered workbench upgrade costs
  • Altered Voidpack backpack cost
  • Raised growing time for passionfruit and grapes from 3.5 days to 4
  • Lowered damage for boarding axe

* Known issues that will be fixed in the next few days:
  • Some rare issues with the resource nodes and trees disappearing during gameplay.
  • Rare circumstances causing some save files to be rolled back when changing scenes.
  • Watermelons sometimes need multiple clicks to harvest.
  • A rare bug causing logs and other pickup items to become invisible.
  • Half-walls not fading away when snapped to farms.
  • Buildings sometimes being stuck with the top levels faded away.
  • Refinery sometimes does not light unless more resources are added.
  • Dragging blueberries over the water bucket on the hotbar keeps watering ability active.
  • Vsync and framerate cap not saving.
  • NPC buildings are fading slower than normal.
Dec 1, 2021
Forsaken Realms: Vahrin's Call - Robin_TitanRoc
Hey everybody!

It’s December 1st, and as always we’ve got another dev update for you all to check out. The final one of the year!

how did 2021 go by so quickly..

https://www.youtube.com/watch?v=v8IKi_8Fzjo&list=PL54xXYf7nFOzGzPcR5oLKvyK_M0SvGilg&index=12&ab_channel=ForsakenRealms
We would love to hear your thoughts on how Vahrin’s Call is progressing, so be sure to drop a comment or join our Discord server if you would like to give us some feedback! https://discord.gg/BJdVXVsWEC



As I mentioned, this will be the final devlog of the year, as everyone here is going to be taking a couple of weeks off throughout December to relax and spend time with family.

With that in mind, the next dev update video will be at the start of February, and will cover everything that we’ve worked on throughout December and January.

Cheers guys!
Roboquest - Elliot Yun
Howdy hey!

With December just kicking in, it’s time for another developer news!

We’ll be talking about a few of the incoming changes as well as other more long-term objectives we have. Let’s dive right in!

Localization
It’s becoming a habit, we can’t do our developer news without talking about localization, which is still being worked on.
Almost all languages are still incomplete, so we decided to mark them as “unavailable” on the Steam page for the time being. We’ll turn them back on once they are complete. We apologize to all players who purchased the game thinking their language would be available. We didn’t think it would take that much time.
That being said, if you wish to help us localize the game in your language, we’d be really happy to welcome you aboard the localization crew. If you happen to be interested in helping us, please join the Discord server and tell us.
The current languages needing help include: German, Russian, Simplified Chinese, Hungarian, Italian, Korean, Polish and Portuguese-Brazilian.

Corrupted Items
We hear your feedback and we agree about Corrupted items: they aren’t the most compelling part of the player progression system. More infuriating, they are kinda hindering your runs by competing with regular items in loot chests.
So right now, they’re kind of a failed experiment. Though they provided us tons of information through our data and your feedback.
And this is definitely something we’re working on. Here are our goals for corrupted items:
  • Make them funnier
  • Make them not compete with other regular items in term of loot position
  • Make them more diverse
  • Make them viable
  • Make them build-inducing (in both ways: picking up one can open up a build possibility or picking up one can complement your build)
This is not something that will be included in 0.8.0 since we still need to find the proper implementation for them. This is more of a “long-term” system that we’re looking to refine.
In the meantime, we tried to ‘hotfix’ some of the issues by reducing the stat debuffs they give. We know it’s not the most ideal solution but it’s the best we can do right now without reworking the system.

Data-Logs
Data-Logs are ingame loot you’ll be able to find in the levels in 0.8.0.
They are (relatively) hidden in different spots of the levels and they provide Wrenches. Once found, they can’t be picked up again (and won’t appear anymore).
Right now, Data-Logs do nothing else than providing Wrenches. In the future, they’ll contain story bits which you’ll be able to read and review. Placing them in the levels and making them useful to the basecamp progression is the first step we’re taking towards their full integration in the game. This makes us able to collect data and analyze players’ behavior with them as well as see if they’re in the right spots or if we need to think of a different approach.
There is a fixed amount of Data-Logs in each level and you can see how many you already found over the maximum you can find in each level.

Gameplay Readability
We’re currently reworking FXs and other visual effects to improve gameplay readability by clearly differentiating the colors and shapes of the different game elements (like enemy and player projectiles, perk effects and other looting pick-ups such as powercells and repair-o-cells).
In the 0.8.0 you will already be able to have a glimpse of that through the powercells, the sparks and the elemental effects. Though most of it is still a work-in-progress and we’ll continue to work to improve those.

Sir Catercoaster
The mighty, the great, the famous… Sir Catercoaster is making its comeback.
For those of you who don’t know him, he was a boss we decided to remove in the earlier updates of Roboquest. He wasn’t working as well as intended and was creating a bit of frustration for the players.
We made another attempt at bringing him back and you’ll be able to try it out in 0.8.0. Like usual with bosses and like we said in the previous developer news, he might not be in a perfect spot (in terms of balance, fairness and frustration). But we had a blast trying him out internally and we hope you’ll like it as well. If not... well... we’ll be iterating again on this rollercoaster of a boss.

Playtest
The playtest 0.8.0 is just around the corner. It will be a public test branch like usual and anyone will be able to tune in to try out the new update. We expect the playtest to release in less than one week and the 0.8.0 in about two weeks. You can head over to the bottom of the previous developer update (https://store.steampowered.com/news/app/692890/view/3079894017737054099) for a more detailed breakdown of the incoming changes. We’ll also publish the full patch-note when the playtest lands.

That concludes our developer news and we’ll soon be back with the playtest...

In the meantime, happy robot smashing!
Dec 1, 2021
Evoland 2 - unlimited




Attention Mercenaries!

We are proud to announce that Wartales has now entered into Early Access and is available to buy now on Steam!



Well, what a whirlwind of a few months it has been!

From the announcement of Wartales earlier this year, to the mad dash to pull together a demo for the Steam festival, to the recent closed beta and final stretch of develoment before release, to right here, right now, orchestrating the release of our FIFTH game as a company...




First off, we'd like to thank everyone who joined us on our journey from the very start with the demo earlier this year, to have had such a positive reception and to see a community of dedicated and helpful players begin to form around the game at such an early stage was incredibly ecouraging for all of us here at Shiro.

Secondly, a massive thank you to everyone who took part in the recent closed Beta, your feedback and suggestions have been incredible and it is largely down to you that we are now able to release Wartales into Early Access with pride.




A lot of content and features have been added since the demo and the beta, and throughtout Early Access we will continue to develop, expand, iterate and improve every aspect of the game, alongside all of you with your help and support.

New regions, units, items, quests, features, functions, mini games and much more are well underway internally, and will be making their way to the game over time, and we can't wait to hear what all of you think! And we are all ears for any ideas and suggestions you might have that will help us realise the best possible version of Wartales.




There is no firm roadmap available at this time, as we’re still finalising a lot of our plans and working out the logistics in terms of timing but this is something we are discussing internally and hope to share with you all very soon.




https://www.youtube.com/watch?v=8lLyziem3KA



Now it's time for you to write your story in the Wartales, and we hope you'll enjoy your journey throughout the Edoran Empire!

Shiro Games.


https://store.steampowered.com/app/1527950/Wartales/
Dec 1, 2021
Darksburg - unlimited




Attention Mercenaries!

We are proud to announce that Wartales has now entered into Early Access and is available to buy now on Steam!



Well, what a whirlwind of a few months it has been!

From the announcement of Wartales earlier this year, to the mad dash to pull together a demo for the Steam festival, to the recent closed beta and final stretch of develoment before release, to right here, right now, orchestrating the release of our FIFTH game as a company...




First off, we'd like to thank everyone who joined us on our journey from the very start with the demo earlier this year, to have had such a positive reception and to see a community of dedicated and helpful players begin to form around the game at such an early stage was incredibly ecouraging for all of us here at Shiro.

Secondly, a massive thank you to everyone who took part in the recent closed Beta, your feedback and suggestions have been incredible and it is largely down to you that we are now able to release Wartales into Early Access with pride.




A lot of content and features have been added since the demo and the beta, and throughtout Early Access we will continue to develop, expand, iterate and improve every aspect of the game, alongside all of you with your help and support.

New regions, units, items, quests, features, functions, mini games and much more are well underway internally, and will be making their way to the game over time, and we can't wait to hear what all of you think! And we are all ears for any ideas and suggestions you might have that will help us realise the best possible version of Wartales.




There is no firm roadmap available at this time, as we’re still finalising a lot of our plans and working out the logistics in terms of timing but this is something we are discussing internally and hope to share with you all very soon.




https://www.youtube.com/watch?v=8lLyziem3KA



Now it's time for you to write your story in the Wartales, and we hope you'll enjoy your journey throughout the Edoran Empire!

Shiro Games.


https://store.steampowered.com/app/1527950/Wartales/
...