Shield Cat Playtest - Roxanne
Howdy! Coming at you today with a new build of Shield Cat! This update focuses mainly on finishing up the Abandoned Mine stage, which is now complete (except for the boss is not yet present.) To celebrate, I'm letting everyone test out the cave! However, if you're using the Playtest Build, you'll have to fulfill some requirements in-game to get in. Speak to Roxy in-game to the west of the O'Fox shop to find out more. Again, if you're using the full version, you do not need to do anything extra!
Here are all the changes that are in this build:

===== NEW =====
  • There are now arrow dudes in the cave! They're more aggressive than other enemies I've put in so far, so be careful!
  • A new puzzle type has been added! Keep an eye out for light-beam puzzles in the cave.
  • The game will now attempt to validate it's install on startup. If a file required to run the game is missing, the game will produce an error saying which file is missing instead of simply crashing.
  • Added a small jingle when you solve a puzzle, open a door etc, making my statement of "it's not Zelda I swear" even less valid than before.
  • A debug function was added that destroys all enemies on screen.
  • A new option has been added to disable extra visual effects. For now, it's limited to distortion effects on the screen as well as the glow on the new line puzzles.

===== IMPROVED =====
  • Lance's interactions with diagonal walls has been fixed and modified to be more consistent with his interaction with straight walls.
  • This change to wall collision also allows you to have more speed when spinning against walls than you did before. Walls will no longer slow you down by touching them.
  • Opening and closing the map screen now has an animation to it.

===== CHANGED =====
  • The cave has been expanded more. Please don't get lost in it!
  • Changed how the minimap updates. Now it updates based on the center position of the camera, rather than where Lance is positioned.
  • You now have 2.5 seconds (up from 2 seconds) to hit another enemy to keep a combo going.
  • Lance's invincibility after being hit by an enemy attack has been reduced.
  • Lance's hitstun time has also been reduced.
  • Blur (of any kind) is no longer applied when using the palette-based retro shaders (it just made the edges of the screen look like soup.)
  • Following this change and the addition of the toggle to disable special effects, special effects are now also disabled when using the palette-based retro shaders (for additional visual clarity.)

===== BUG FIXES =====
  • Fixed a bug where Lance could still attack enemies which were doing their death animation.
  • Fixed a bug where the game would crash if you used the gamepad and then unplugged that gamepad while text-based control prompts were on screen.
  • Fixed trailing NULL characters being written to configuration and save data (this version of the game will automatically remove them when they're saved again.)
  • Fixed a bug where Lance's abilities could hit an enemy that was supposed to be invincible.
  • Fixed a bug where hitting an enemy would initiate the pre-combo meter without initiating the countdown to reset it (allowing you to start a combo much later than intended.)
  • An update to Gamemaker Studio 2 fixed a bug with text rendering on certain fonts at certain sizes.
  • Fixed some drawing issues in the menu related to subpixel drawing.
  • Fixed a frame stutter issue when going between certain stages from the game dynamically preloading language data.
  • Fixed a bug where healing items would not actually heal Lance.
  • Pressing the cancel button when talking to Roxy no longer has a chance to crash the game.
  • Fixed a bug where the game would attempt to show a map in areas where there wasn't one.
  • Fixed a bug where O'Fox would say he didn't have bombs when he was selling them.
  • Fixed a bug where Fish Scales were not counted right on the file select screen or pause menu.

Thank you!

Thank you to the following supporters and everyone who makes this possible!
@buny, ARKYmouse, Ahty Squeegee, Ahundred, Shadow8t4, Alicia Goranson, Arron Savage, Barbara Fregia, BenTheDragon, Bizarre Machinist, Better Days, David Wolfpaw, Caliburn Absolute, Circlingnugget, Clover Arizona, Vix-N, Panda, Dizmus, Emoney Bromine, Erica 'digifox' Kovac, Cloud Hop, Fao, FaultBat, Flake, FoxyDude, Nutalie Frost, Galuade, Gri, Goronhead, Holly 'Frinkel' Lotor, JD Laclede, Jack O'Connor, Jammy, Joanna Jones, Johann Pfaffinger, João Marcos, Just Dave, Jyrki, Kaylex Deer, Hulex Fox, Kirbizard, Krazinsky, Trash, LF, LexiTheTT, Lorxus, Luna, Luna Hyena, Durk Vash, phantomsqueaks, Mark Cope, Marlyn, Mello the Ferret, Mewsterious Mew, Nenekiri Bookwyrm, Axel Husky, NovaSquirrel, Nuck, Alec M. / Ultimatum Warrior / Nova Crystal Inc, Philip Garzieri, Raegal Boggart, Ryunohito, Cam D'Arcy, Saxxon Fox, Scylla-Leeezard, Ansel Geisel, Sefris, Spyduck, Spoony Doodle, Carlis A. Moore., Stitch The626th, Susan Tolias, Swirlate, Tala Cuthbert, Tarocco, Tarsus Endri, Techfur, Upscale Furry Trash, DJ Otters, Vectrobe, Vivee, William 'Kenku' Swiftfoot, Xkeeper, breakthetargets, khr, meerm, megaRammy, morgan `indrora` gangwere, raine, wulfy83, ☀️

Now that the cave is done, I can turn my attention to the Autumn Grove and finishing up the village. We're getting closer to that Chapter 1 demo!
Shield Cat: The Lost Conductor - Roxanne
Howdy! Coming at you today with a new build of Shield Cat! This update focuses mainly on finishing up the Abandoned Mine stage, which is now complete (except for the boss is not yet present.) To celebrate, I'm letting everyone test out the cave! However, if you're using the Playtest Build, you'll have to fulfill some requirements in-game to get in. Speak to Roxy in-game to the west of the O'Fox shop to find out more. Again, if you're using the full version, you do not need to do anything extra!
Here are all the changes that are in this build:

===== NEW =====
  • There are now arrow dudes in the cave! They're more aggressive than other enemies I've put in so far, so be careful!
  • A new puzzle type has been added! Keep an eye out for light-beam puzzles in the cave.
  • The game will now attempt to validate it's install on startup. If a file required to run the game is missing, the game will produce an error saying which file is missing instead of simply crashing.
  • Added a small jingle when you solve a puzzle, open a door etc, making my statement of "it's not Zelda I swear" even less valid than before.
  • A debug function was added that destroys all enemies on screen.
  • A new option has been added to disable extra visual effects. For now, it's limited to distortion effects on the screen as well as the glow on the new line puzzles.

===== IMPROVED =====
  • Lance's interactions with diagonal walls has been fixed and modified to be more consistent with his interaction with straight walls.
  • This change to wall collision also allows you to have more speed when spinning against walls than you did before. Walls will no longer slow you down by touching them.
  • Opening and closing the map screen now has an animation to it.

===== CHANGED =====
  • The cave has been expanded more. Please don't get lost in it!
  • Changed how the minimap updates. Now it updates based on the center position of the camera, rather than where Lance is positioned.
  • You now have 2.5 seconds (up from 2 seconds) to hit another enemy to keep a combo going.
  • Lance's invincibility after being hit by an enemy attack has been reduced.
  • Lance's hitstun time has also been reduced.
  • Blur (of any kind) is no longer applied when using the palette-based retro shaders (it just made the edges of the screen look like soup.)
  • Following this change and the addition of the toggle to disable special effects, special effects are now also disabled when using the palette-based retro shaders (for additional visual clarity.)

===== BUG FIXES =====
  • Fixed a bug where Lance could still attack enemies which were doing their death animation.
  • Fixed a bug where the game would crash if you used the gamepad and then unplugged that gamepad while text-based control prompts were on screen.
  • Fixed trailing NULL characters being written to configuration and save data (this version of the game will automatically remove them when they're saved again.)
  • Fixed a bug where Lance's abilities could hit an enemy that was supposed to be invincible.
  • Fixed a bug where hitting an enemy would initiate the pre-combo meter without initiating the countdown to reset it (allowing you to start a combo much later than intended.)
  • An update to Gamemaker Studio 2 fixed a bug with text rendering on certain fonts at certain sizes.
  • Fixed some drawing issues in the menu related to subpixel drawing.
  • Fixed a frame stutter issue when going between certain stages from the game dynamically preloading language data.
  • Fixed a bug where healing items would not actually heal Lance.
  • Pressing the cancel button when talking to Roxy no longer has a chance to crash the game.
  • Fixed a bug where the game would attempt to show a map in areas where there wasn't one.
  • Fixed a bug where O'Fox would say he didn't have bombs when he was selling them.
  • Fixed a bug where Fish Scales were not counted right on the file select screen or pause menu.

Thank you!

Thank you to the following supporters and everyone who makes this possible!
@buny, ARKYmouse, Ahty Squeegee, Ahundred, Shadow8t4, Alicia Goranson, Arron Savage, Barbara Fregia, BenTheDragon, Bizarre Machinist, Better Days, David Wolfpaw, Caliburn Absolute, Circlingnugget, Clover Arizona, Vix-N, Panda, Dizmus, Emoney Bromine, Erica 'digifox' Kovac, Cloud Hop, Fao, FaultBat, Flake, FoxyDude, Nutalie Frost, Galuade, Gri, Goronhead, Holly 'Frinkel' Lotor, JD Laclede, Jack O'Connor, Jammy, Joanna Jones, Johann Pfaffinger, João Marcos, Just Dave, Jyrki, Kaylex Deer, Hulex Fox, Kirbizard, Krazinsky, Trash, LF, LexiTheTT, Lorxus, Luna, Luna Hyena, Durk Vash, phantomsqueaks, Mark Cope, Marlyn, Mello the Ferret, Mewsterious Mew, Nenekiri Bookwyrm, Axel Husky, NovaSquirrel, Nuck, Alec M. / Ultimatum Warrior / Nova Crystal Inc, Philip Garzieri, Raegal Boggart, Ryunohito, Cam D'Arcy, Saxxon Fox, Scylla-Leeezard, Ansel Geisel, Sefris, Spyduck, Spoony Doodle, Carlis A. Moore., Stitch The626th, Susan Tolias, Swirlate, Tala Cuthbert, Tarocco, Tarsus Endri, Techfur, Upscale Furry Trash, DJ Otters, Vectrobe, Vivee, William 'Kenku' Swiftfoot, Xkeeper, breakthetargets, khr, meerm, megaRammy, morgan `indrora` gangwere, raine, wulfy83, ☀️

Now that the cave is done, I can turn my attention to the Autumn Grove and finishing up the village. We're getting closer to that Chapter 1 demo!
Dec 6, 2021
Blackout Rugby - World Cup Edition - MortaL


It's happened to all of us at some point. We start a club, get a good routine going, grow and develop our squad, but before long we slowly check in with our team less and less and eventually leave our club unattended. We get it.

Luckily, your club is fairly autonomous, so even if you’ve been away, your club will still be active, albeit lacking some necessary input from you as its manager. This means it’s always there, waiting for your direction. A club can survive without you, but it can’t thrive, nor be taken to new heights and success without your input and leadership.

Picking things back up from where you left off can be a bit daunting. So we wanted to provide a quick and easy guide on how to get your club back up and running, to help you dip your toes back into Blackout Rugby Manager.



These are some quick and easy things to check once you log back in, to ensure your club is running as it should be.

Sponsorships.
This is an important one, as it’s your main source of tokens! Remember, sponsorships expire each season and require a manager’s approval for renewal, so when you log in, make sure to renew your sponsorship for this season (and the next)! You can choose a sponsor to fit your playstyle, and how frequently you log in.

Injuries.
Check-in with your medical building to see if any players have outstanding injuries that need attention. You may need to swap out some players from your active squad if they have severe injuries.

Upgrading Buildings.
Upgrading club facilities takes time, particularly so when your buildings reach the higher levels! It’s a great idea to start construction whenever possible, as this process continues whether you’re logged in or not.

Set Up Recurring Training.
Training regimes require attention to positions, attributes and your player’s strengths. This can be quite an arduous task, which we’ll tackle later in this post. So to start, just ensure that the auto-repeat function is enabled in your training menu (unlocked through the tech tree).



These are some tasks that require a bit more thought and attention, as you get back into the groove of playing Blackout Rugby. Some of these require some more intentional decisions and planning and are important for the ongoing development of your club.

Examine your Squad (age).
If you haven’t logged into Blackout Rugby in a while, chances are your squad has aged a bit. Once players reach the age of 32, their physical attributes begin to decline. If you have players over the age of 32, it might be time to start acquiring some new talent for your club. There are two ways to do this:

Firstly, by purchasing, players through the transfer market. The market allows you to acquire new talent quickly, but many of the best players often go for a hefty price and have been in the game for a few years. When you place a bid, you may need to establish an auto-bid threshold if the player is a particularly talented prospect.

And secondly, by developing players through your academy. Your Academy allows you to produce new talent with the exact attributes and skills you have in mind, though the process takes much longer to complete. Whichever process you choose, is up to your judgement.
You can find a tutorial on both the transfer market and the academy in our tutorial video series, here.

Examine your training regimes.
Chances are, if you’ve been away from the game for a while, your training regime will need a bit of attention. It’s good to set up an autorepeat system for regimes (acquired through the training tech tree), but to help get your club back on the upward trajectory, it will need a bit of a personal touch.
To start, it’s good to get a general, balanced training session in order, to ensure your squad is continuing to grow and improve, even if you’re not able to check in every day. But training regimes go as deep as you like, so you can slowly tweak these and add more specialized sessions which target specific skills & attributes, as you ease back into a routine. For now, ensure that you have a balanced training session in place, even if you plan on changing it down the road.

If you want a holistic refresher on how to play the game, step by step, you can watch our video tutorial series, to re-learn Blackout Rugby. Be it a specific topic, or the entire playlist!


Dec 6, 2021
Hearts of the Dungeon List - niku_treat
I've been getting a lot of great feedback! This update includes some bug fixes you all helped me find:
  • Ability status display is fixed in bestiary
  • Ability status display is fixed in battle
  • Scrolling through presets no longer swaps abilities
  • Ability use requirement has been lowered
  • Town projects have been renamed and given proper descriptions
  • Dungeon list navigation is fixed
  • RB lets you apply status points faster
  • Adjustments to several monsters
  • Additional misc. UI fixes

Thanks everyone!

-Nick
Dec 6, 2021
Last Mortem - Juraj Husek Game Studio
Hello Last Mortem players!
Today, we are here with another regular update, the penultimate update of 2021.

But before we jump into the changelog, we are announcing that the title Last Mortem has as of 12/5/2021 more than 10k registered player accounts!

We invite you to celebrate this milestone, which was one of our set goals for this game. We sent to each of you who registered until 5/12/2021 the new legendary weapon which won't be available to get in the future. The name of the weapon is symbolic - Triumph, it's a secondary revolver with great stats. Celebrate our milestone together with us by using the Triumph!

The newest patch 1.3.7 comes with various quality-of-life improvements.
- Gun Race game mode now includes 2 new possible loadouts - one with silver and gold classes of weapons and only-sniper loadout
- the gameplay now includes counting your killstreak such as double kill, triple kill, killing spree, etc.
- Sniper rifles with fullscreen scopes has now a new variety of scope styles
- we added the long-awaited Offline Mode - finally you can play the game also without an internet connection
- one of the old Alpha maps is back under the name - Tropical City. The map has been redesigned, includes better AI pathfinding, fixed colliders, and other changes
- Damage of the Helicopter killstreak was increased
- changing the quality settings will change also the view distance of the player camera - by this step we want to save even more fps for players with weaker machines
- the patch comes also with other minor bug fixes, optimization changes, changes in gameplay, etc.

Mini Matches - It's Anecdotal
Mini Matches build 0.15.6 is out, and comes with major performance increase as well as options to select your AI opponents.

Select Your Opponents



When setting up a game, you can now add AI opponents - up to 3 of them for a singleplayer game! Mini Matches was designed to be fun for up to 4 players, and now you can take full advantage of this.

Performance Optimization

As the complexity of the AI players increased, the performance of the game dropped, and on older PCs as well as when playing with 3 AI opponents, Mini Matches ran very slowly. This update brings a major performance overhaul, and should double your FPS in most cases! On higher-end PCs it should now run at a silky smooth 60fps.

Other Updates

Other minor bug fixes and improvements are:
  • Slightly larger platforms in the Floor is Lava mode.
  • Fixed bug where AI would get stuck at lower speeds.

Happy Playing,
Philip
Last Mortem - Juraj Husek Game Studio
We are announcing that the title Last Mortem has as of 12/5/2021 more than 10k registered player accounts!

We invite you to celebrate this milestone, which was one of our set goals for this game. We sent to each of you who registered until 5/12/2021 the new legendary weapon which won't be available to get in the future. The name of the weapon is symbolic - Triumph, it's a secondary revolver with great stats. Celebrate our milestone together with us by using the Triumph!

Rank: Warmaster - lordart
-Fixed issues around infinite looping audio. Entire sound notification system replaced.
-Fixed AI response in Tutorial 1 (Prologue 1) where the enemy ships wouldn't fly around.

Issue discovered: It is possible to trigger an infinite loop of commentary about not targeting a disabled ship. This is now being worked on.
Dec 6, 2021
Let's Puzzle - Zindeaxx Games
In this update I would like to introduce you to two new features that have been added to Let's Puzzle:

- Mosaic Puzzles: You will now be able to play puzzles where all pieces will have the same shape. This way even the best of you will meet their limits.


- Animated Puzzles: In this patch I implemented 2 puzzles that already include animated images. If you are interested in the way this feature will evolve I reccomend checking out puzzles with the "Animated" Category. I will slowly add more images in mini-patches that will support animations/effects.

Bugfixes:
- Fixed a bug where some people would see a warped image caused by miscalculations in the puzzle piece shaders
- Fixed a bug regarding the lobby menu where a lobby would show up multiple times when refreshing
- Fixed a bug where a saved game could only be resumed after restarting the game
- Fixed a bug where players would not recceive the achivement for solving a 1000-piece puzzle.

Coming Soon:
- Custom Animated Puzzles
- Puzzles with randomly rotated pieces
- New achivements

And as always:
Thank you so much for playing my game ːsteamhappyː
Star Trek Timelines - WRG_Shan
Greetings, Captains,

We have a few things to announce for this week!

Objective Event
Starting tomorrow, Tuesday, December 7 at 12am ET (5:00 UTC) and until Thursday, December 9, at 12am ET (5:00 UTC) we’ll run another Objective Event Beta, this time as preparation for the Galaxy event starting later this week.

Due to some technical hurdles this Objective Event will have a very short announcement phase and will only be visible close to its start. As such here is the list of objectives for this event:

- Level Up Crew 90 times
- Fuse Crew 3 times
- Immortalize 1 crew (locked - has prerequisites)
- Complete 10x Cadet Challenges
- Complete 40x Away Missions (locked - has a prerequisite)
- Complete 40x Ship Battles (locked - has a prerequisite)

Crew slots sale! (not live yet)
From Wednesday, December 8 until Wednesday, December 15, both around 12pm ET (17:00 UTC), all crew slots will be 50% off.

Anniversary crew giveaway voting
Look out for a special Starfleet Communique later this week to allow you to choose which crew will be our 6th anniversary crew giveaway!

Thank you for playing, and for your continued support!


The STAR TREK TIMELINES Team
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