Looking for Aliens - Ira Roka
Land to our server!

Our space community has everything you need to have a good time: game discussions, fanart, gifs and videos, and voice channels! In addition, you'll be able to chat with developers or ask any questions (but don't ask us if there is life on Mars, we promised to keep quiet).

👽 https://discord.gg/6qjpVrVdt3 👽



https://store.steampowered.com/app/1733500
EverStopped - MaxEstLa
A month after the last update of the game, I am back with a small patch!
Also, it's currently christmas on Everstopped, enjoy the temporary decor by launching the game !



Changelog:
-Added vibration for controller players.
-Added Korean translation.
-Added German translation.

Corrections:
-Some french typos.
-The weapon on the menu did not disappear sometimes.
-Improved anticheat.

Anyway, thanks a lot for your feedback on the last update, it's really nice !

Max'
Dec 17, 2021
Chains of Fury - Quickear_GF
Seven Days Left for Kickstarter Demo release.

Seven Days of code. Recently we have started streaming our dev process so if you feel particularly fantastic feel free to join us on Twitch.

https://www.twitch.tv/fid_is_the_one

No time to waste. We have a kickass game to make.

Meanwhile...Stay furious mercenaries.

https://store.steampowered.com/app/1121320/Chains_of_Fury/
Innocent Girl - Publisher
Hey friends!

This is a demo of Trading Cards, Emoticons (also there will be BGs and Badges) that we will see with you on Steam, if we overcome the necessary barrier, it's about the Number of Additions to the Steam Wishlist, Purchases and the Number of Game Launches.





Not all of the items that will be added are shown here, this is just a demonstration of a small part :)

What do you think about it? We will be glad to hear your opinion in the comments.



Also write your ideas about cards in a special topic in the discussions of the game.

We really appreciate this, as well as your help in obtaining these trading cards!

Dead Frontier 2 - APwn
From now until Wednesday January 5th you will be able to:

- Get 20% Off all purchases!
- Take on the terrifying new Krampus boss!
- Follow the clues and unlock a special reward in our daily scavenger hunt!
- Craft four new powerful pieces of unique equipment
- Loot a powerful new unique weapon that is only available this Christmas
- Take down Christmas infected that grant large amounts of bonus EXP
- Grab a brand new mask and weapon cosmetic from the trader
- Loot some Egg Nog and enjoy the festive boost
- Get +100% EXP, +100% Ammo Loot, +100% Elite Find Chance AND +100% Unique Find Chance for the entire 20 days!

The scavenger hunt runs until the 23rd and begins at 4:00PM UTC each day in our Discord (https://discord.com/invite/deadfrontier2). The first person to solve the clue and find the Golden Santa wins 1,000 credits. Note that even if you are unable to be online at this time you can still get the santa later in the day (until next reset). You will need to collect at least 6 Golden Santas to craft all the various rewards. Any spare Golden Santas can be used to craft smaller rewards. Clues and further hunt details are posted in the #df2-hunt-announcements channel.

Miss it at your peril! :)
Dec 17, 2021
Coloring Game - L. Stotch
The game now features the lazy coloring mode that doesn’t involve the left mouse button. On activating this mode, the program automatically blocks the previously colored pixels.

Space Haven - aksel_bugbyte


Greetings, Spacefarer!

The upcoming Alpha 14 features a mix of features wished by you, our players, and improvements and additions to the existing systems in the game. Let's take a look at all the new upcoming goodies!

Crew Members Leveling Up in Skills


Crew members now have skills ranging from 0 to 10. You can also customize the attributes and skills of your starting crew!

We've modified the crew member max skill levels from 3 to 10 and implemented crew members leveling up in skills. We also added a skill potential bonus to some traits, these traits give a bonus point to some max skill level. Many of the traits were simply mostly negative, this gives a new way to add something extra to them. The idea was a suggestion by one of our players:

"Something that makes certain characters worth the investment because they have a higher skill ceiling. It would be an interesting game decision to weigh a crew members long term strengths versus short term inadequacy."

Preserving Uniqueness

Our thought is that crew members should still have their strengths and weaknesses, otherwise they will all be the same and be good at everything. Nobody would be unique and this would detract from the joy of finding someone great in the medical or weapons skill, as it would no longer carry a meaning if everyone is great at everything.

Crew members will have a natural ability to become great in one or a few skills, but they will also have their limitations. While the crew member you find on your journey will be random in their skills and ability to learn, you will be able to customize these for your start crew if you so desire.

Ability to Customize Your Start Crew

Another highly requested feature was the ability to customize start crew attributes and skills. This will now be possible for the start crew members, while the crew members you find on your journey will still be their own individuals and cannot be customized.

We often also include more settings to our own game customization screen. So we implemented a way to customize if one can customize crew members, in the game customization menu. =)


The default settings in the crew member priority system takes the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks.

Based on the changes mentioned above we have modified the default crew member priority system to take the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks. Graphically, we modified the crew management menu priority section to show both the current skill level and how many levels the crew member can learn. We also added some minimum skill requirements to production tasks and other tasks, this will help make individuals matter and have value.

Reworked the Comfort System


The comfort map has now been divided into three different categories: Work, Leisure and Sleep. All facilites have their own values in all three categories.

We have divided the comfort map into three categories: Work, Leisure and Sleep. All of these now have their own view modes, which can be accessed from the same comfort menu as before.

We felt there was a need to separate these, to allow more possibilities to customize how different facilities impact a crew member and their mood. A facility can be great in terms of having fun on leisure time, but still affect sleep negatively, such as the noise from an Arcade Machine.



Furthermore, we added comfort categories for objects to allow determining comfort values from a category instead of values from individual objects. All tables are now in the tables category, and all beds in the beds category. There are many other categories such as gaming and music. This eliminates the need to build multiple different tables close to each other to optimize comfort. Each table is still a table, and now they all belong to the same category and the comfort value will be based on the
category instead of individual objects.

We also modified bonus comfort to not have a radius fall-off. This prevents the need to build multiple objects next to each other to optimize comfort. Negative comfort still has a fall-off. We also rebalanced comfort values for some objects.

Reworked the Power System


The power network has been separated into two different networks, the Basic and the Advanced power networks. Additionally, the needs for links have been removed.

The power system has been a bit hard to understand. We wanted to make it more clear and straight-forward, and also solve the problem of being completely dead in the water when energium is depleted.

Our next iteration is to divide the power network into two separate networks. One network being the integral basic power network, which is low capacity power distributed into the hull. This network is capable of keeping basic facilities with low power needs functional. The other network is the advanced power network, which is needed for facilities with higher power needs such as industry facilities, ship turrets and shields.

The first network will be easy to manage and can keep the ship alive, while the other network will be more resource intensive and is needed for production and ship-to-ship combat.

The need for links is also removed as the hull is seen capable to distribute the basic integral power. However, power nodes are still needed to expand/distribute advanced power. We are reworking the power nodes to make all the new changes possible.

Power Distribution Controls

The power control sliders gives you the possibility to redirect power according to need, possibly giving a boost to turrets, shields or the hyperdrives.

We're looking into making it possible to redirect power according to need, hoping to bring some more strategy in ship-to-ship combat also from managing power. The new power system supports this, as the wireless Advanced Power can easily be redirected to certain facilities, like turrets, shields or the hyperdrives.

We're also exploring the ability to give a power boost to ship-to-ship combat facilities using the power control sliders, and have them gain a bonus from it but with a possible down side, like the risk of parts breaking. Our goal is to also have power play a role in ship-to-ship combat. Overall, we're making new changes and additions to expand on ship-to-ship combat.

More Strategy in Ship-to-Ship Combat


The hyperdrives of the enemy ship can now be targeted to prevent the ship from escaping.

We've spent some time making changes and balancing ship-to-ship combat. Hyperdrives can now be targeted in ship-to-ship combat and it is possible to stop a ship from escaping. Additionally, we plan to have new smaller versions of a turret and shield, as well as making some changes to the existing ones.

Turret Modifications


Turrets are getting new modifications to make ship-to-ship combat more strategic.

Turrets and their projectiles can have a chance at penetrating the shields. This penetration rate depends on multiple factors, the strength of the shield, the skill of the defending shield operator, the skill of the ship gunner and the penetration chance of the turrets themselves.

A New Smaller Turret


A new 1 System Point Turret is being added to the turret collection.

We're adding a smaller turret, which will be good for continuous fire and chipping away the enemy shields and hull, while giving larger turrets good moments to strike once the shields on the enemy ship are down.

A New Smaller Shield


A new 1 System Point Shield is being added to the Shield collection.

We're adding a new smaller version shield unit to the collection of shields in the game. This shield can be placed for only 1 System Point and gives some protection against enemy fire and micrometeoroids.

Modified the Behavior of Shields

Shields now take the size of the ship into account. When the size of the ship grows the strength of the shield is reduced to a degree, as the shield needs to cover a larger area compared to a smaller ship.

Hull Stabilizers Now Give System Points


Hull Stabilizers now give System Points, instead of the points being tied to the ship canvas size. However, there is a limitation on Hull Stabilizers and thus also on System Points. We also have a thought of making them smaller, to make them easier to fit in the design.

We have tied system points to the Hull Stabilizer, and added a minimum distance radius to the Hull Stabilizer, meaning two Hull Stabilizers must be a certain distance from each other.

The goal of this change was to remove the System Points from being tied to the ship canvas, and instead make System Points tied to the actual ship size. As two Hull Stabilizers must be a certain distance from each others it means System Points are added as the ship grows in size.

Improved AI

We have improved the AI behavior in ship-to-ship combat and made it take the set difficulty into account. The AI will be more lenient with targeting on easier difficulties while trying to disable and destroy more effectively on higher difficulties.

Battlestations


Crew members can be assigned to a battlestation, which is essentially an area the crew member manages in ship-to-ship combat situations.

We've implemented a new mode for crew members where they seek out their assigned battlestation post in ship-to-ship combat situations. This can be assigned manually or let the crew members do it automatically.

Facilities need to be repaired and restocked during ship-to-ship combat situations, battlestations gives the player a tool to make sure that an area has a worker nearby when it is needed.

When Will the Alpha 14 Update be Released?



Our goal is in the early months of 2022. Meanwhile, come chat with us and others playing Space Haven:

Join Space Haven Discord: http://discord.gg/spacehaven
Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/

Report bugs here: https://steamcommunity.com/app/979110/discussions/4/
Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/
Technical Support: https://steamcommunity.com/app/979110/discussions/1/

We wish you Happy Holidays and a happy New Year! Stay tuned for more news and enjoy the end of 2021!
Animal Revolt Battle Simulator - VDimension
Welcome back everyone after a long break!

Today we're bringing you a new set of creatures that a lot of you have been asking for since the beginnig of ARBS! Yes, today we're finally adding aquatic animals to the game!

This update will add 4 new water units:

- Salmon
- Piranha
- Great White Shark
- Orca







We've also added an empty water map and a filled water map with coral reef. You can actually build your own water maps with corals if you wish to!

Another marine unit will be added to ARBS in two weeks time in the last update of the year so stay tuned!

We really hope you enjoy these new additions to the game so have fun!


Dec 17, 2021
Waronoi - Mack_H
The default name for hosting a game will now be the "players name"s room.

Various minor bug fixes for the in game chat module.

The chat box will now display the player name in that player's color.

Observing players, spectating from a players perspective, will not chat as that player.

You can become an observer from the lobby by cycling through teams until it says "obs" instead of pressing 'O'.

Various minor changes for tooltips and the game Manual.
Dec 17, 2021
Innocent Girl - Publisher
Hey, friends!

You can contact the development team for any question you may have by writing to this email - darkfantasy.gamedev@gmail.com

Discord: https://discord.gg/vU5j359wwK



We will be happy to answer all your messages, and if you want to take part in the beta test, we will be happy to provide you with a copy.



If you like the game, please add it to your Steam Wishlist and tell all your friends about it, thanks! <3
...