Electrician Simulator - First Shock - Quickear_GF
Dear Electricians,

Today we are happy to announce the release date for our game's prologue. Since everybody heads are busy with Christmas, we won't bore you any longer. Just sit back and enjoy the trailer :)



Or perhaps you would like to discuss about the game then feel free to join our Discord Channel.

Destiny of the World - fiddlyware
New Functionality:

  • Added game option to show AI Battles in detail
  • Added game option to zoom out map during movement and battles. If you aren't familiar with the map, this can provide more context
  • Added game option to use slower animation of unit moves

Bug Fixes:

  • If you changed volume settings after saving a game, and later reloaded the game. Your updated option settings were being overwritten by the values in the saved game.
  • Game options can't be changed while you have an active game, if those options could change game rules (e.g., No Pearl Harbor)
  • Fixed bug causing paratroop battles to potentially trigger multiple times.
  • Fixed bug which prevented a neutral country from using Strategic Redeployment from a region bordering a combatant. Only combatants should be restricted from using Strategic Redeployment adjacent to enemy combatants.
  • Corrected German Synthetic Oil starting production capacity. It was 2000 tons lower than intended
  • Production manager wasn't enforcing production capacity limits for synthetic oil
  • The maximum quantity number shown for Nukes and Synthetic Oil on the Production Manager Screen was showing the theoretical maximum based on resources only. It should have been capped by the level of researched capacity.
  • Old messages not cleared when loading a saved game or starting a new game.

Tuning:

  • Changes to USSR AI to better balance East/West needs
Dec 21, 2021
Halo Infinite - Postums
"WINTER CONTINGENCY has been declared. All units are mobilized and merry!"



Multiple slipspace ruptures have been detected as Spartans across the galaxy are coming together to celebrate the Holidays! If you listen closely, you can hear them singing...

"Dashing through Bazaar, dodging the grenades. To the flag we go, grappling all the way. One-shot Spartan ping, keep that teamwork tight! Oh, what fun it is to fight and sing a slaying song tonight!"

The Winter Contingency celebrations begin December 21 and offer ten unique Holiday-themed rewards that will roll out one-per-day until December 30. All you have to do is jump into Halo Infinite’s free to play multiplayer and complete a match of Arena or Big Team Battle.

Let’s take a closer look at the action...



These rewards will be unlocked over time, meaning they will not all be available to grab on day one. Think of Winter Contingency like your in-game Halo advent calendar: you’ll unlock one reward each day, with the event running through the morning of January 4, 2022. To be clear: While the daily rewards conclude on December 30, what this means is you’ll have several extra days to catch up on any items that you may have missed!

These rewards include the festive ‘Peppermint Laughter’ coatings for your armor and weapons (depicted in the key art above), along with new shoulder pieces, emblems, and more!

Here’s a look at the rewards you’ll be getting.



See you on the battlefield and happy Holidays!
Tainted Grail: Conquest - ard_berlin
Hello everyone! You already know what's coming in today's update, right? ;)

Yes, we're finally ready to show you bits and pieces of what we've been working on since we've wrapped up most of the development related to Conquest!

But before we get to the main part of today's update, let us say this: thank you from the bottom of our hearts for your faith and support. It's absolutely mind-blowing that so many of you played and enjoyed Conquest! That our first game as a studio was able to grab your attention and that you've been so kind that we're staying between 90-92% positive reviews on Steam. And, let's be honest here, YOUR opinions are the only ones that matter.

That said, we're sorry to say that we won't be able to bring more content to Conquest this year — we're planning a patch for Q1 2022 (and at least one big surprise related to the game). Still, we hope that you'll understand why we couldn't work on more stuff related to Conquest when you check out the things we've prepared for you today...

And what we prepared is the very first look at Tainted Grail: The Fall of Avalon.

Some of you were pretty impatient. Some even called it abandonware — but we'd like to tell you that... Well, certain things take time. If we were a "normal" game development studio, we wouldn't say a word about this game for at least another six months. We'd work on scheduling the announcement for some big event and whatnot.

But we just feel that we owe it to you, the players, to say what's happening — after all, it's your passion and support that makes it all possible. Here's our winter holiday gift for y'all :)

So, without further ado, we're really excited and terrified now... but here goes the teaser —



So... Yes! Everything about the game's presentation has changed.

At the same time: no, we're not changing the game's core. Tainted Grail will be a dark fantasy epic full of meaningful choices. Only now we're able to make it even bigger and better than ever before.

Our goals for Tainted Grail: The Fall of Avalon were always pretty simple: we want to honor the choices of our players and give them as much freedom as we possibly can.



We want you to be able to customize your character, live with the consequences of your in-game choices, and let you play the game any way you want. We want this game to be a proper RPG — at least our first foray into this territory. We're pretty sure we're not going to succeed with everything we want to do! :D

This means that we're not following the storyline of the board game, and we're not making you play as characters from the board game. It's up to you who you want to be in the world of Tainted Grail and how you will decide to handle the problems you'll face.

And yes, what you see now is precisely the game we always dreamt about making but its scope… made us wonder whether we can make it.



But right now... we're really optimistic that we will. So what you see in this teaser — and we're going to show longer shots here and on our Discord — is just the start of our journey and we want to put so much more love into this game!

This means that we're currently in the really early stages of development: we have first versions of plenty of mechanics and systems, but not many of them "feel right" yet. That's going to take a while. But we just couldn't wait to show you bits and pieces of what we already have so that you know what's happening with the game!

And yes, even though the game's changed a lot and is a much bigger project than anybody anticipated, we're not changing the deal we've had with you. So all who bought Conquest before the cut-off date (27th of November 2020 on Steam and a bit later on GOG.com) are still getting The Fall of Avalon for free.



One last thing — every screenshot you see here was taken straight from the editor, we didn’t touch any single one with Photoshop. The only “lie” is that they were taken in 4K resolution (but if someone has a monstrous machine they’d be able to get this quality). Obviously, though, we’re still so early in development that things may change! We’re doing all we can in order not to downgrade the quality of the visuals :)

In the upcoming months, we will be talking more about the game, what will be unique about it, and we'll try to prepare you for (hopefully) an amazing, epic adventure in the dark world of Tainted Grail.

Our whole team is EXTREMELY hyped to create an unforgettable adventure and we hope you'd like to join us!

https://store.steampowered.com/app/1466060/Tainted_Grail_The_Fall_of_Avalon
SCUM - Beda
Hello everyone, happy holidays! We are back with another update, bringing you some seasonal joy, some new stuff and ton of optimizations! So get your reindeer antlers on, and check out what we have in store for yall!







To start off lets begin with the Seasonal items. The Holiday season is upon us and we've been smitten with the Christmas spirit. As always we have a new dedicated Main menu screen this time with the dynamic theme!



But it's not all cosmetic, if you are a good little prisoner this year and hardworking there is a chance that Santa might visit you and bring you a present. Now Santa works in mysterious ways and told me if I write how he works here I will be put on the naughty list. Now how am I not already on it beats me, but I'm not taking any further chances.

Christmas decorations are also making a return so make sure you decorate your bases with trees and decorations, who knows it might be useful if Santa decides to visit you on Christmas!



Next up highly requested one since we introduced motorcycles! Get your motor running, shine your leather pants and get the brothers. Time for a road trip in style!



The chopper/cruiser type of the motorcycle is now on the island! And let me tell you know they are cool af!
Just make sure you have enough gas, some food for the road and ammo for road pirates!







Also a highly requested feature and just in time to shoot reindeers out of the sky (this is a joke, we did not add flying reindeers), The double barrel shotgun is in!



The ol reliable, perfect for hunting trips. You know since it only chambers 2 less chance to shoot your buddy once you have a couple of beers in your system.




You might've already seen a certain someone wearing this and posting it on social media. Well we thought it looked that good we decided to add it in the game. After all we received the real thing and had the perfect reference.



This helmet is the best head protection you can have! Able to stop almost all small caliber rounds and reduce the damage from some rifle ones it is the perfect pointman protection.





Next up is something we wanted to do since the first talks of revolvers and also requested by you. You can now play Russian roulette with the revolvers. The process is really easy! First up you load a round in the revolver. Then right click in inventory and choose roll drum.



The round is now randomized and you can choose to either fire at someone else or choose another option.
On this second option you have either 2 outcomes: safe.



Not safe.



So no more arguments or voting in groups, settle disputes like men.



Now for a big feature we wanted to implement last update but was not completely ready. We have worked on the temperature system a lot. As with the metabolism rework introduced, temperature became a major factor to look out for on the island. You can't just hop a lot of gear with 4 layers of clothing and sprint around the coast with no consequences. So cooling off is a major factor in optimizing your characters performance. Now we have revamped the way sunlight and shadows work on the island.

In real life if you feel you are suffering from extreme heat what would you do? Well go into nice cool shade ofc. But no game out there offered that function. No game till now! If your character is sweating profusely just get into some shade and cool off. Don't believe it works? Well we added a new item as well.



The thermometer will show you that it's true. You can equip one and hold it in your hands and it will show you exactly the temperature of your surroundings.


Temperature in the direct sunlight.


A few meters beside in the shade.

You have a lot of terrain on the SCUM island and now you can utilize it even more to better optimize your travels and your character by watching your temperature.


  • Fixed the bug where Painkillers were not usable.
  • Fixed the bug where you could not add triggers to traps.
  • Fixed the bug where the pause menu would not show up when UI is hidden.
  • Fixed the bug where you could not wash clothes.
  • Fixed the bug where sometimes lockpicking would make the screen go black.
  • Fixed the bug where vehicle lights would turn off when exited.
  • Fixed the bug where suicide puppet sound would still hang when killed.
  • Fixed the bug where switching weapon in hand with the item in one of the holsters would end up in another holster.
  • Fixed the bug where BB defenses would not cause bleeding.
  • Fixed the bug where the M1 clips would bug out when the rifle was placed on the wall rack.
  • Fixed the bug where the weapon would clip through a car when mounted.
  • Fixed the bug where the player would lower their weapon when jumping.
  • Fixed the bug where certain actions while holding binocs would freeze the UI.
  • Fixed the issue where inventory actions while in vehicles would bug out.
  • Fixed the bug where open containers would not spill their contents when added to chests.
  • Fixed the bug where the players head would explode even when hit in the body.
  • Fixed the bug where containers would not show total contained weight properly.
  • Heavy wave of optimizations for the lag and client server communications.
  • Level bugfixing.


  • Added new translations for the Russian, Spanish, Japanese, Polish and Thai languages.
  • Increased the settings text visibility.
  • Removed the useless items from the spawn pool.
  • Lowered the resource requirement for the Wooden weapon rack.




Hanako: Honor & Blade - MpactMatt
Samurai Royale Test - Details

Tonight we will begin testing gameplay changes, new features and more. We will be testing on a BETA BRANCH during these events, which require some action in Steam. You can opt-in to our testing branch following the steps below:

Step 1) Right click on Hanako: Honor & Blade in your Steam library and click Properties.
Step 2) Click the Betas section.
Step 3) In the "Enter beta access code to unlock private betas:" enter hanakotestingbranch
Step 4) Click Check Code
Step 5) In the beta dropdown choose testing_branch
Step 6) This will now download the beta branch patch.

Join us on http://discord.gg/playhanako around 10pm EST for our first post-launch Defeat the Devs.

Testing Agenda for Tonight
- We will be testing our Battle Royale mode called Samurai Royale in a VERY WIP/Prototype state. This is only our second test of the mode.
Survive the Nights - a2z Interactive
Hello everyone,

We'll be moving the experimental build onto the default branch today. v1.13 includes language localization (a massive community request) along with quite a few quality of life improvements. Below you'll find a small recap of what has gone into 1.13. We will have a preview blog of what to expect in the 1.14 in the new year. The team would like to wish you all a happy holiday and new year. We hope you have a great 2022 and thank you for the continued support!

Localization (Game Translation)
The text based system has, of course, made it rather difficult for non-English speaking players to easily pick up and play STN. 1.13 will introduce our ‘first pass’ over translations. James has spent his time this update cycle implementing an auto-translate system. Translating a game of this size with a team of our size just isn’t possible without auto-translate and on top of that community help.

Most of you know, translations via apps or the web aren’t always the most reliable or fluid. There’s a lot of text in Survive the Nights and things might not automatically translate properly. In fact, we know they won't, the system creates a great base but will also allow us to improve over time.

If you'd like to help out with translations please head over to CROWDIN.COM. You'll need to create a free account but their service is super user friendly and used by a lot of game developers in the industry.


Language packages on Crowdin.com

Simply select your language and the edit window will open. Here you'll see all the translations in the game on the left hand side of the page. This list is long, you can skim through the pages with the tab on the bottom left hand side. You'll notice that all the translations that come up first are those that the auto-translate feature has missed or doesn't understand. Have a look through all the translations as auto translate can sometimes be literal. If you see something wrong (and you've already made a crowdin account) please simply make the change and save it. If you've found something in game, you can also 'Search in File' on the top left of the edit window.


Dutch translation needed for 'Machete' here as an example

This should make the process pretty simple and straight forward. If you have any questions jump on our Discord. If your language isn't here, let us know and we'll get the package added to the game and the crowdin website.


Video options in base languages

Improved Spawning
Andre has spent some time this development cycle working on 'near death' spawn points. These are the world spawn points you would used when killed and choosing the spawn 'near death' option instead of spawning at home. He has added nearly 500 new spawn points. They have all been placed near places the player should recognize, structures, road signs etc. Minimum spawn distance from the players death now starts at 100 meters instead of 800m. Maximum spawn distance has also been adjusted now starting at 250m instead of 400m.


New spawn additions

Zombie Improvements
We've listened to some community feedback and have made various zombie tweaks for 1.13.
Night zombies now have similar run speeds to day zombies however their threat now comes from having better vision. We've up zombie loot chances from 60 to 80% this makes for getting cloth and making bandages a bit easier. Along this these changes Andre has adjusted the vision colliders on our daytime zombies. This adjustment allows players to sneak up right behind and make the first move.

Fire Improvements
Andre has made some small tweaks to fire lighting. You can now light fires including hearths, stoves, barrels and campfires by swiping at them with a lit torch. We found this small tweak to be handy and fun to boot. The ability to swipe and light has also been added to the fireworks along with the ability to shoot them to activate which was a lot of fun in testing.


Lighting fires with torch

A lot more has gone into 1.13. You can find the changelog below. If your language isn’t in the project, please reach out and let us know. Thank you once again for the support and we look forward to some community backup when it comes to translations. Remember, if you're having any issues at all with the translation files, pop onto the Discord server and we'll do our best to help out.

Patch Notes - Alpha 1.13

Quality of Life (QoL)
  • Increased healing speed of fires
  • Map now works without a map item. The player starts with the ability to view the map.
  • Removed map harvesting from message boards and bus stops.
  • Map locations key updated with new icons and locations.
  • Fireworks can now be activated by shooting.
  • Fireworks can now be activated by a wooden club on fire.
  • Fires can now be activated by a wooden club on fire (Fire barrels/campfires/hearth/stove).
  • Faster vehicle repairing
  • Respawning near death now improved and more accurate and will spawn the player closer than previously. Over 500 new spawn locations added.
  • Damage from sliding reduced.
  • Fixed small chance of player spawning under water on new life.
  • Fix for multiple fires healing the player faster

Pickups
  • Club no longer spawns in the world.
  • Added crafting recipe for jerry cans

UI
  • Fixed critical stat not showing when joining game
  • Removed phantom map pins off the coast of black rock.

Ai
  • Outside areas now stay clear of zombies for a while after clearing it.
  • Zombie chase distance slightly reduced.
  • Zombies now have a higher chance of dropping loot.
  • Players can now sneak up to the back of zombies during the day.

Tutorial
  • Removed the need to find a map for guide.
  • Bandages are now crafted as part of the guide.
  • Trash harvest piles now give metal and wood to fix confusion in the guide.
  • Filters are now hidden for health during the guide to save confusion.
  • Removed delay before next waypoint is enabled in guide

Audio
  • Fixed menu music playing in the game
  • Generators are now quieter.

Thanks for the continued support and continued issue and suggestion reporting :). Below are some helpful links to anyone new and interested in the game. If you'd like to follow a bit closer, please consider joining our Discord. We're here, we're listening!

Links
Discord: https://discord.gg/survivethenights
Changelog: https://changelog.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Merch: https://teespring.com/stores/a2zinteractive
Dec 21, 2021
R-Naught - Jirapher
Hi All,

Thanks to those who have played through R-Naught so far. The feedback I've gotten has been really helpful! I've updated some things and I'm pretty ready to move on to the next project. I'll continue support for any glaring errors though so don't hesitate to notify me about bugs!

The Bad
- No MacOS support for now. There is a Mac version on itch.io, but uploading to Steam requires a few additional hurdles and the level of interest for the game (especially on Mac) doesn't justify following through with that.

- No official controller support. Unofficially, you can play the game with a 360-style controller. To get Steam approval for even partial support is a lot though. Unity releasing a new input system during all of this was also a headache.

The Good
- Price drop! It's obvious that price is holding some people back. I stand by my original pricing, but I'd rather people play it than be turned away by the cost.

- Accessibility features added! If you're finding the game too difficult OR just getting tired of turn-based battles, there are now ways around them. It's encouraged not to abuse these features as battles are a core aspect of the game, but if you just want to experience the story then you're no longer barred from that.

- Previously, if noodle-hands were slapping your keyboard and sloppin' on your mouse mid-battle, you could skip turns and glitch the game out. Battles are now noodle-proof!

- Added Fruit Boots to the game. So, if you think the walk speed is too slow, head to the 'Excessive Doors' cave!

- There was an achievement that got silenced during another update. It's back on!

- A thousand other miniscule adjustments that you won't notice!


Again, thanks to everyone that has given the game a try so far. Please reach out if you have any comments, questions, etc.!

Tainted Grail: The Fall of Avalon - ard_berlin
Hello everyone! You already know what's coming in today's update, right? ;)

Yes, we're finally ready to show you bits and pieces of what we've been working on since we've wrapped up most of the development related to Conquest!

But before we get to the main part of today's update, let us say this: thank you from the bottom of our hearts for your faith and support. It's absolutely mind-blowing that so many of you played and enjoyed Conquest! That our first game as a studio was able to grab your attention and that you've been so kind that we're staying between 90-92% positive reviews on Steam. And, let's be honest here, YOUR opinions are the only ones that matter.

That said, we're sorry to say that we won't be able to bring more content to Conquest this year — we're planning a patch for Q1 2022 (and at least one big surprise related to the game). Still, we hope that you'll understand why we couldn't work on more stuff related to Conquest when you check out the things we've prepared for you today...

And what we prepared is the very first look at Tainted Grail: The Fall of Avalon.

Some of you were pretty impatient. Some even called it abandonware — but we'd like to tell you that... Well, certain things take time. If we were a "normal" game development studio, we wouldn't say a word about this game for at least another six months. We'd work on scheduling the announcement for some big event and whatnot.

But we just feel that we owe it to you, the players, to say what's happening — after all, it's your passion and support that makes it all possible. Here's our winter holiday gift for y'all :)

So, without further ado, we're really excited and terrified now... but here goes the teaser —



So... Yes! Everything about the game's presentation has changed.

At the same time: no, we're not changing the game's core. Tainted Grail will be a dark fantasy epic full of meaningful choices. Only now we're able to make it even bigger and better than ever before.

Our goals for Tainted Grail: The Fall of Avalon were always pretty simple: we want to honor the choices of our players and give them as much freedom as we possibly can.



We want you to be able to customize your character, live with the consequences of your in-game choices, and let you play the game any way you want. We want this game to be a proper RPG — at least our first foray into this territory. We're pretty sure we're not going to succeed with everything we want to do! :D

This means that we're not following the storyline of the board game, and we're not making you play as characters from the board game. It's up to you who you want to be in the world of Tainted Grail and how you will decide to handle the problems you'll face.

And yes, what you see now is precisely the game we always dreamt about making but its scope… made us wonder whether we can make it.



But right now... we're really optimistic that we will. So what you see in this teaser — and we're going to show longer shots here and on our Discord — is just the start of our journey and we want to put so much more love into this game!

This means that we're currently in the really early stages of development: we have first versions of plenty of mechanics and systems, but not many of them "feel right" yet. That's going to take a while. But we just couldn't wait to show you bits and pieces of what we already have so that you know what's happening with the game!

And yes, even though the game's changed a lot and is a much bigger project than anybody anticipated, we're not changing the deal we've had with you. So all who bought Conquest before the cut-off date (27th of November 2020 on Steam and a bit later on GOG.com) are still getting The Fall of Avalon for free.



One last thing — every screenshot you see here was taken straight from the editor, we didn’t touch any single one with Photoshop. The only “lie” is that they were taken in 4K resolution (but if someone has a monstrous machine they’d be able to get this quality). Obviously, though, we’re still so early in development that things may change! We’re doing all we can in order not to downgrade the quality of the visuals :)

In the upcoming months, we will be talking more about the game, what will be unique about it, and we'll try to prepare you for (hopefully) an amazing, epic adventure in the dark world of Tainted Grail.

Our whole team is EXTREMELY hyped to create an unforgettable adventure and we hope you'd like to join us!

https://store.steampowered.com/app/1466060/Tainted_Grail_The_Fall_of_Avalon
Electrician Simulator - Quickear_GF
Dear Electricians,

Today we are happy to announce the release date for our game's prologue. Since everybody heads are busy with Christmas, we won't bore you any longer. Just sit back and enjoy the trailer :)



Or perhaps you would like to discuss about the game then feel free to join our Discord Channel.

...