Coin Treasures - KoningWouter
Changelog

Features
  • Added the option to set the Resolution in Options
Jan 11, 2022
Hero Zero - Multiplayer RPG - European Games Group
Maintenance

General
• The attack list in the opponent selection for team fights can now be sorted by Level, amount of members and honor.

Preview
We hope you all had a heroic start into the new Year and are looking forward to a cool 2022 with you! We're starting the year off with good news for fans of Special Missions - as we announced last time, our developers and game designers are currently working on a new PvE feature. The new feature is developed for the Special Missions, in order to make these more exciting and rewarding, especially for highlevel players. The first sketches for some cool new items you'll be able to get there we already shared with you. This time we will give you a preview of some parts of the user interface.

PumPum - Shmoops Games
Another week - another dev update! Meet Kaia, the misterious mistress of demons (One of them is on the background) - we are happy to announce that she and her slave demon will be in the game, too!

Also a new discord server is now opened to chat live with you, check https://discord.gg/DQRbSPFUuj and subscribe!

Cheers!
A Hat in Time - MekuCube
Vanessa's Curse
Changes:
  • playable character mods are now allowed in Vanessa's Curse! Try out Mafia Boss or Mustache Girl for different gameplay! (Note: Some playable character mods are still blacklisted for providing an unfair advantage.)
  • Adjusted points gained for collecting crowns.
  • Invisibility duration lowered from 60s to 30s!
  • Starting game timer now syncs for spectators!
  • Roulette event now happens at 150s instead of 140s.
  • Default cursed players now get 15 points every time another cursed player tags a kiddo.
  • Players are now able to spectate starting after a player joins the waiting room.

Bug fixes:
  • Fixed not being able to pick up crowns when experiencing low framerate
  • Fixed Snatcher/Vanessa lines that didn't play correctly after collecting crowns
  • Fixed Vanessa lines that never played after kiddos winning.

Modding Support:
  • Vanessa's Curse assets are now available for modders on the experimental beta of the modding tools.
  • Added a "PreTime" sound cue that can be replaced by remixes for even more customization!

A Hat in Time
  • Fixed minor localization issue in the mod menu
  • Fixed FXAA being trippy when entering doors in The Arctic Cruise and Battle of the Birds
  • Updated the upvote / downvote icons for mods
  • Fixed the teleport to The Arctic Cruise in HUB being unusable in rare circumstances
Jan 11, 2022
尘埃见闻录 - DON'T PUSH ME
修改持牌过多,无法使用的问题。
Insurmountable - Splice
Happy New Year. I hope you had a good start into the new year.

This is our first Dev Blog in 2022, today we focus on the Random Map Generation.

Let’s get into it!



The random map generation in Insurmountable so far has been that the mountains the player moves on are partly handcrafted and partly randomly generated.

First, let's look at the handcrafted mountains.



Handcrafted Mountains are made of a chain of different areas. In the picture above you can see the structure of a mountain. The highlighted sector is an area.Small decoration objects and bigger chunks are randomly generated at every game start.But these chunks have also small handcrafted areas within the bigger areas like in these two pictures.




The advantage of these handcrafted mountains is simple: We can guide the player as we want and have much more control over the level design without losing the ability of random generation.

Disadvantage is the amount of work to create all the areas and different chunks, and for a small team like us it is not possible to create enough content in a short time. They have different gameplay, a more epic look and a lot of love and details inside.

Now let’s talk about the random mountains. The experience from creating handcrafted mountains came in handy when switching to complete randomness. With this type of generation, we can create an almost endless number of mountains. The difference to the handcrafted mountains and the combination of smaller random areas are that we now use a whole map for each level, which is created only by parameters and will change with every build. These two Pictures are the same mountain which built two times differently.



We still use chunks, but instead of building a lot of different ones, we now use a small amount which also have randomness in height and surface settings.



We create the different values for the height, shape, object distribution, surface distribution and the event placing by using a set of noise maps.

Those maps are new generated, when a new Map is loaded. The values for each noise map can be set by the mission type, so the mission itself can set the difficulty for each map.



But this comes with some disadvantages. The Players guidance us now reduced. It is less obvious where is the best way to the top. It can happen that an initially good path to the top turns out to be a dead end. Random mountains are more challenging than the handcrafted ones. At the end of the game, it is not that much a problem but in the early stages, we want a smooth increase of the difficulty.

If you want to support us and be part of the community feel free to follow us on Twitter or join our Discord. There you can also send us your ideas, suggestions and wishes for the game, discuss these ideas with the other members or be one of the alpha testers for version 2.0.

We hope you can overcome the insurmountable in your life. Have a nice day!
Jan 11, 2022
Blacksmith Legends Playtest - VM_Machal
Hello guys,

last patch and a chance to try it out as tomorrow Playtest will close. I've gather all the feedback necessary to fix all stuff in there.

Changes:

- camera can now be moved by WASD keys too and optimized Mirstone camera collider to allow a bit more freedom around marketplace
- Sales menu shorcut changed from 'S' to 'X'
- player will now have to finish Prologue in order to move to Wanborne

Bug fixes:

- battle camera will no longer be stuck during fight at Spider Cavern 1 in case player entered the battle at the same time as other quest got finished
- fixed few english mistranslations
- 4th and 6th blacksmith will now properly work when placed in workshop
- blacksmith placement cubes are now with stronger opacity color making them more visible
- fixed a tile in Wanborne that will now accept all floor types

Thanks to everyone participating!

Cheers,

VM Machal <3
Community Announcements - Valkeala Software
Steam store page Spain language
Jan 11, 2022
Smart Factory Tycoon: Beginnings - Turquoise Revival Games
Hi everyone,

[v0.1054]
- Tutorial step-order change
- Russian language update

Please keep reporting if you see anything!
Thanks so much for all the support!

TR Games

https://store.steampowered.com/app/1755300/Smart_Factory_Tycoon/
Jan 11, 2022
Table Gun - jgames00966
Fix some issues in the game and improve the performance.
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