Jan 25, 2022
Where's My Horse? An Escape the Room Adventure - Darkmatter355
Fixed bug which prevented launch of game.
Welcome Back - yugoanzai
  • Fix some typos
  • Separate Hint and Health UI panel into two panels
  • Fix Amoeba immediate suck after spit glitch
  • Fix Penguin death animation while freezing
Jan 25, 2022
η κλοπή του ΚΡΑΣΙΟΥ - tdoukinitsas
Κατόπιν σχολίων απο τους χρήστες του παιχνιδιού, προσθέσαμε νέα δυνατότητα στο παιχνίδι έτσι ώστε να μπορείτε να αποθηκεύετε το παιχνίδι σας.



Κατα την διάρκεια του παιχνιδιού, στο πρώτο επίπεδο εμφανίζονται 3 κάρτες μνήμης στον χάρτη. Πηγαίνοντας επάνω στην κάρτα μπορείτε να διατηρήσετε τον αριθμό των βαρελιών και άλλων αντικειμένων που θα συλλέξετε, όπως και το σημείο που βρίσκεστε. Προσοχή: Η αποθήκευση γίνεται μόνο στις κάρτες μνήμης, όχι κατα την διάρκεια του παιχνιδιού.

Επίσης εάν βρεθείτε στο δεύτερο επίπεδο του παιχνιδιού, και αυτό θα αποθηκευτεί έτσι ώστε να μπορείτε να συνεχίσετε κάποια άλλη στιγμή το παιχνίδι.

Τέλος, μερικά προβλήματα που παρουσίαζε το παιχνίδι διορθώθηκαν (πχ. Ο παίκτης μπορούσε να κολλήσει στα κενά ανάμεσα απο τα κτήρια, ή το ποντίκι μπορεί να μην εμφανιζόταν στο κεντρικό μενου αφού ο παίκτης πατούσε το escape κατα την διάρκεια του παιχνιδιού.)

Οποιαδήποτε προβλήματα αντιμετωπίσετε, ή εάν έχετε ιδέες μην διστάσετε να αφήσετε σχόλιο, και θα προσπαθήσουμε με την πρώτη ευκαιρία να τα κοιτάξουμε.
WWE 2K22 - 2K Sam


WWE 2K22 is the most-realistic looking, hardest-hitting WWE gaming experience yet! Pre-order the Deluxe Edition and get the Undertaker Immortal Pack, Starrcade ‘96 Rey Mysterio Pack, and Season Pass with dual-gen entitlement! Or grab the nWo 4-Life Edition for even more content!
wwe.2k.com/features
Day After Day - Kielek577
A prototype of turn-based combat.
Download on itch.io: https://kielek577.itch.io/day-after-day
Jan 25, 2022
Venatio - Furelise
Health regeneration is reduced for both sides,
Tesla coils are not firing after being pushed anymore,
Darkness skill has no longer weakness for increasing combat times,
From now on, you can adjust your own microphone volume via the settings menu
(adjusting your teammates voices also coming soon for the In-game menu too)
Bus World - Resident007
Here are some more screenshots from Chernobyl and Southern China scenarios:







Finally, how about joining our Discord server?
Here's the link: http://discord.gg/invite/9eHyYap

Also, we have a group on Facebook: https://www.facebook.com/KishMishGames/

And a page on Twitter: https://twitter.com/kishmishstudio
Operation: Harsh Doorstop - Chach_Pls
Hello Drakelings!

Welcome to the seventeenth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of December 2021.

It has been a crazy year for O:HD! There have been many updates, and a significant amount of work that has gone into the game during this time—if you would like to go back and look at how the game has developed/progressed over the last 12 months, here are links to all of 2021’s devblogs for easy reference:

January | February | March | April | May | June | July | August | September | October | November | December (we are here)

Before getting into the content/game updates, I want to share some updates on the upcoming multiplayer playtest sessions, the singleplayer demo, and what our plans are for 2022:

For the multiplayer playtests there is going to be a slight delay, as the team is still working on some upgrades and features that we want to have in before we start opening up the floodgates and letting people in (at the time of this devblog we are getting very close to 50,000 signups). We are now targeting early-to-mid February for this, so not a huge delay, but it will be a necessary one to ensure that the playtests go as smoothly as possible, and people enjoy their experience. The singleplayer demo will be released prior to the multiplayer playtest sessions. We are also working with a few server hosting companies so that people who would like to launch their own servers during the playtests will have global options to do so as well.

To better represent what our goals are for 2022, we have prepared a graphic outlining the 3 phases that we are planning leading up to early access release:



The existing roadmap that we have shared in the past is still relevant in regards to features and remaining work that we would like to accomplish before getting to Phase III. You can find that posted in the November 2021 devblog (linked above).

Expansions

Operation: Invictus
In December several of our existing weapons were either replaced (in the case of a marketplace M4A1 that was being used as a placeholder), recreated in anticipation for upcoming prototyping of the weapon customization system (the AK-74 Warfighter), and facelifted from their existing models (the original AK-74):




Colt M4A1 created to replace the marketplace asset that was being used as a placeholder. Also featuring a Micro T-1 red dot on a Scalarworks mount




AK-74 Warfighter recreated to be used in an upcoming prototype of our weapon customization system




The original AK-74 was facelifted

Work was also completed on the RPG-7 model that was shown off last month, all that is left before this is implemented are animations and audio:





Operation: Harsh Doorstop
The character modeling team made significant progress on creating a number of soldier variations for the Gulf War US faction currently being used on the map Khafji:








These are mostly going to be placeholders to add some variety to the soldier models so everyone doesn’t look the same, and should hold us over until we get the character customization system in, where players will have much more control over how they want their characters to look. We will be creating variants for most if not all of the factions, so there is more to come soon.

Maps

Omaha Beach
The level design team has begun working on the Omaha Beach map for Operation: Overlord.

This will also note a key change in the WW2 content for the foreseeable future—currently, Monte Cassino is the primary map where our WW2 content is being showcased, however, we determined that it would be more appropriate to have the Operation: Overlord expansion actually reflect more accurate battles from the real world operation. As a result, the immediate plan for the map content moving forward for WW2 and Overlord will be Omaha Beach, then we will be moving on to tackle Carentan. In addition, the US and German character models will be updated to more accurately portray what the soldiers would have looked like at the time for this operation. Last but not least, Monte Cassino will be shelved as a showcase map for the time being, and will likely be something we return to later on as a separate Operation expansion.

Here are some very early blockout shots of Omaha Beach:




The level design team has been making good progress, so we should have a decent amount to showcase for next month.

Risala
Risala has continued to receive detailing and polishing, and many of the new buildings and environment props that were shown off in the last devblog have started to be added into the map.





It is now also possible to play on Risala using the time and weather variants of the map that were shown in last month’s devblog (these sublayers will be determined whenever you load the map, so there is a chance that it will be different each time—this is likely something we will start introducing on other maps as well to add some variety and change up the experience when you replay maps).

Animations

The following animations are either brand new, or have received updates/been facelifted (in the case of guns that are already in-game or ones we have shown in past devblogs). Just for the sake of clarity, some of these animations were completed prior to December (going back as far as October), and I am just including them now to catch up as I did not receive them until recently.

















AS VAL, DS Arms SA58 FAL, SVD/Dragunov, MP5, Barrett M82, DP-28, M1919A2 Browning Machine Gun, M60E3, RPD, M79 Grenade Launcher, PKM, MG42, RPG-18, AT4, Madsen, and Chauchat

Objects, Models, and Textures

World Props and Environment Assets
More props and building updates were worked on for our desert environments:













Bullet Casings
Last month one of the 3D modelers began working on individual bullet casings for the various calibers that all of the guns are using:






7.62x51mm NATO, 9×19mm Parabellum, .45 ACP, 7.92×57mm Mauser, .30-06 Springfield

Upcoming and WIP Features

Particle Effects
One of our VFX artists began reworking a bunch of the particle effects, such as the muzzle effects, and dirt impact effects:




Revamping the particle effects will be an ongoing task, so you can expect to see many improvements here in the coming weeks and months.

Audio Updates
At long last we are beginning to work with an audio engineer that we recently onboarded to start sourcing, replacing, and working on our audio. This will be a long term task that is going to take time, but you should start to notice some differences in a lot of the in-game sounds here soon.

We will be preparing a more thorough showcase once more sounds are in and configured, so nothing to share for that this time around, although if you have access to the game you can go and experience them yourself now. Please keep in mind that while the audio is in such a transitory state, there will likely be many sounds that will sound off, too loud/quiet, and so on.

Bots/AI
The bots/AI received some minor quality of life improvements to how they attack enemies (they should no longer only mag dump all of their ammo), and how often they go into a crouch or prone stance while under fire/receiving damage.



Thanks for checking out the December devblog! 2021 was a great year, and we can’t wait to see how 2022 pans out for O:HD. Thank you to all of the Patreon backers who have supported us along the way, we couldn’t have made the progress that we have made in the past year without you!

Make sure to join the O:HD Discord, and be sure to follow our Steam announcements to track updates. See you all next time!

-Goomes, Lead Community Manager

Website
Discord
Youtube
Twitter
HARD BULLET - JukSteelfly
Hi all and thanks for choosing Hard Bullet as your ultimate time killer!

Today we want to spot some light on the upcoming updates and show what to expect from the nearest months.


Enemy Faces, Emotions and Outfits


Launch this January
Say goodbuy to old poker faces! A lot of work was done and now we can create and add new enemy faces with good-looking results. We'll continue to add more types and emotions over time,
this is just the start.


More Explosives


February
With Faces and Emotions update we'll remove the current holiday explosives for a few days to return this mechanic in a new awesome way.
We prepared new explosive devices with new effects and handy grenade launchers to tear your enemies into pieces.


Big Sound Update
https://youtu.be/pLzIrn50dfg
February
Large work on sound design continues and we are getting closer to show you the first achivements!
Video above shows raw footage and a few weeks will pass before we'll be ready to make it public. Even after Sound Update we'll keep working on game sound systems and continue to add more.


New Arena


February
Working on new Arena based on your vote feedback — this location will recreate iconic stairway fights from Matrix and Scarface and will let us experiment on new mechanics and objects.

A sneak peak above shows current work-in-progress. These halls look so good in VR!


New Enemy AI
March
Prepare to meet new clever enemies! We trained them good to give you a real challenge during different game situation.

Shooting from covers and keep distance from player:


Get over obstacles, jump off and climb:


Melee fights with different weapons:



New Roadmap 2022

Click for large image (opens in the same tab)

Presenting you an updated Roadmap for the future development months. This is not the final version and lacks the second half of this year, we'll update it later on after those big updates with Sound engine and AI are released.






Join our communities to directly talk to us:
▬▬▬ DISCORD ▬▬▬ TWITTER ▬▬▬ PATREON ▬▬▬
Jan 25, 2022
New York Rat Simulator - Firebug Games
Hello everyone we have good news, the Winter Update is out and ready to be played, we have made a lot of progress since our initial release back in Nov. and a lot of changes have been made to improve the game, some of these changes are listed below, although not all as there are way to many to list due to backend changes.
  1. Brand New Map - Bigger more complex city with a ton of secrets to discover, not everything is as it seems.
  2. New Traffic System - Improved path finding, smoother driving/turning, and better player interactions/reactions.
  3. New AI system for pedestrians - Better path finding, higher quality animations, and improved reactions with the player.
  4. Dynamically spawned pickups - This way everything isn't in the same place every time.
  5. New Player Controller - New rat player controller with new model and better animations, smoother less clunky movement, and just overall goodness for better gameplay.
  6. Reworked main menu - Both the menu itself and the background scene.
  7. Rebuilt the way modifiers work - Such as speed and growing in size.
  8. Implemented HLODs - For over all improved performance.
  9. Added a real pause menu - It actually works now, sorry about that.
And much more

This is the first part of our major overhaul for the game, the 2nd part will be coming sometime later this year with more changes and improvements to come,

Please let us know of any bugs so we can fix them asap.
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