Mar 18, 2022
Builders of Egypt - eien no shikaku 永遠の刺客
The latest news from Ancient Egypt!





Dear All,
Welcome to our weekly Devblog!

In today's blog, we're going to talk briefly about infantry in Ancient Egypt, along with showing you some of the warriors in Builders of Egypt! Are you excited the same as we are? ;)

Let's start by saying that the Egyptian military consisted of three major branches: the infantry, the chariotry, and the navy. The Egyptians had no cavalry in the modern sense of the word, although the horses had been introduced into Egypt by the Hyksos along with chariots, which often played a major role in supporting and clearing the way for the infantry to charge. As a matter of fact, the chariotry was very effective in breaking the ranks of the enemy.

Furthermore, Egyptians classified their regiments according to the arms they carried - they had Archers, Spearmen, and Lancers. As you can see in the screenshot below, all of the warriors standing in front of the in-game Fort are also supplied with large leather-covered shields and axes. Each regiment in Builders of Egypt has also a standard - a pole with the symbol of warriors and archers. Historically, the tradition of using standards probably arose in the times of tribes as so-called tribal fetishes, which at that time were reverenced as religious symbols, afterwards they were adopted as a military badge of the specific nome.

The infantry was by far the greatest body of the ancient Egyptian army.







Hope you enjoyed our latest blog! Looking forward to your thoughts about today's short introduction! Feel free to share them with us in the comments below, at Discord, or on Reddit! You can find more about soldiers in general in our previous blogs.

Stay tuned and see you next week Egyptian Builders!



--- Your Team from Strategy Labs ---



More about Pharaoh's army:
https://store.steampowered.com/news/app/818520/view/6048900423830388110
https://store.steampowered.com/news/app/818520/view/6048900423830461020
https://store.steampowered.com/news/app/818520/view/3104672693362010030
https://store.steampowered.com/news/app/818520/view/3104672693362032264


Stormworks: Build and Rescue - Deltars


Dear Stormworkers,

About 4 weeks ago and shortly after the natural disasters update, a small number of players started to report encounters with a kraken-like creature. Sometimes the claims lacked any evidence, other times there were dark screenshots in foggy storms suggesting something that could be huge tentacles.

Some stormworkers chose to believe the beast could be out there somewhere, but most dismissed the creature as a hoax, vehicle creation, modded xml or modded mesh.



And, for the next 4 weeks, the legend of the kraken lived on as only a myth. This was except for a small number of players, who remembered the megladon was released in secret, and were determined to search the oceans and prove that the kraken was real and was out there somewhere.

And finally, they have succeeded, while creating vehicles, and info to help others also search for the kraken. Several youtubers have released videos over the last few days with this new info, proving the kraken is real.



The kraken is a physics based squid-like sea creature which uses its tentacles to swim around the ocean, attack and wrap around player vehicles. It is a very unique approach to creating a kraken, and we are not aware of any other game where the creature is a complete physics based animal rather than more of an event or tenticles and mouth anchored to the sea floor.

What Are The Spawning Conditions For The Kraken?

The kraken only spawns in strong weather, at night, in deep water. The ocean must be atleast 150m deep, the sun must have set, the fog must be atleast 25%, and rain atleast 50%. The "Enable Megladon" setting must also be ticked in the creative menu.

These conditions may change in the future, and we may add a "spawn kraken" button to the creative menu in the future too.



The kraken has been huge fun to develop and test in Stormworks. We have had a lot of fun so far playing with, trying to survive, and battling it. Releasing as an easter egg and watching players react has also been awesome fun!

Development continues as normal, with a feature based minor update coming next week, and several more minor and major updates continuing development.

We look forward to your thoughts and feedback on this new creature of the sea!

Much love <3,

The Stormworks Developers
Mar 18, 2022
Alchemic Cutie - viridiansoftware
Hey there Cutie Club,

We have a lot of new features, improvements and fixes in our latest Update 1.2. Take a look…

Jelly Color Breeding & Mixing



We have added in another 32 colours for our Jellies totaling a number of 64 colors!

Jelly colors will now combine if you breed different color jellies. Use Smooch Blooms to make two jellies fall in love and watch the color mixing unfold.

Also, each Jelly now will poop their retrospective colored jelly beans. So if you see some colored beans in the wild you might find a color you haven’t caught yet 👀

Item Delivery Improvements



We have updated the Item Delivery schedule. You now have the whole season to complete all 4 deliveries at your own pace.

Once you complete an item delivery you can collect the reward and the following delivery item list will be available.

If you complete all 4 Item Deliveries for that season, Gabby will reward you with a Unique Item… 👀 Don’t worry if you have completed all 4 shipments for previous seasons before updating. You will be rewarded with the new Unique Items for those season(s) when you continue your save.

Wild Jelly Info



The first trait of a Wild Jelly will always appear when you charm them. It’s also possible to see the other traits and stats of a Jelly before you catch them. But you’ll need a Jelly with a certain trait in your backpack for that… 🙃

Improvements

  • Added Jelly color mixing when breeding jellies
  • Added an emote for Morning, Afternoon and Evening meal time
  • Added background to hotkeys
  • Added Dialogue for when player walks up to Wubba Temple for the very first time
  • Added storage waypoint for tracking shipment quests
  • Added unique reward for finishing all deliveries for a season for the first time.
  • Added tutorial arrow when Desmond is talking about alchemy stamina
  • Allow pass through NPCs when player is sprinting
  • Allow interrupting Jellies when they are singing by pressing “Pet”
  • Jellies will now hatch with egg shell hats
  • Delivery deadlines are now per season instead of per week. Up to 4 deliveries can be completed each season.
  • Made shipment tab consistent with storage display
  • Updated tutorial to teach player the quest tracking functionality
  • Increased quest map marker blink duration
  • Tracked quest will always animate in Notebook
  • Highlight highest opponent by default in competition window
  • Allow player to see first trait of wild jellies without friend finder trait
  • Updated Desmond dialog when discussing Item Shipments
  • Adjusted map marker for Bort Temple key

Fixes
  • Fixed jelly emotes not clearing when picked up and put into pouch while playing an emote
  • Fixed Space and Enter not working as select buttons in pause menu
  • Fixed issue with delivery quests being marked as completed if nothing was delivered
  • Fixed star items showing incorrect background before being completed
  • Fixed delivery rewards being dropped to the ground if storage has space
  • Fixed incorrect notebook tab sometimes showing during the notebook tutorial
  • Fixed positioning of tutorial messages and pointers
  • Fixed tutorial UI displays not updating position when resolution is changed
  • Fixed next/prev page hotkey placement
  • Fixed player marker not being centered
  • Fixed YebYeb and Bort Temples sometimes not unlocking as fast travel points correctly
The Darkest Island - Wise Box Studios
Hello everyone!

We are pleased to announce that our games:
Invisible Places and Invisible Services
They are members of a new bundle!


It's a very strong bundle, with several games of different and common themes in a single aspect, the games are amazing!

Cute Puzzle

All games are from independent developers in Brazil.
Thanks for listening! a big digital and safe hug for everyone ♥
Invisible Services - Pixel Art Jigsaw Puzzle - Wise Box Studios
Hello everyone!

We are pleased to announce that our games:
Invisible Places and Invisible Services
They are members of a new bundle!


It's a very strong bundle, with several games of different and common themes in a single aspect, the games are amazing!

Cute Puzzle

All games are from independent developers in Brazil.
Thanks for listening! a big digital and safe hug for everyone ♥
Invisible Places - Pixel Art Jigsaw Puzzle - Wise Box Studios
Hello everyone!

We are pleased to announce that our games:
Invisible Places and Invisible Services
They are members of a new bundle!


It's a very strong bundle, with several games of different and common themes in a single aspect, the games are amazing!

Cute Puzzle

All games are from independent developers in Brazil.
Thanks for listening! a big digital and safe hug for everyone ♥
Primeval - Exhibyte
🔹You can make your dinosaur walk instead of run by holding the "Left Control" key while moving forwards, left, right, or backwards.
Holy Purge : Exorcist - Architect
GAME UPDATE # V 1.2.0

Please show us your support and rate the game so we can keep making more content for you! New Map already in the works for you and your friends.



You can toggle the new system on/off via [ H ] Key
Additionally you can toggle the Navigation Compass via [ N ] Key

NEW FEATURES

  • HUD OBJECTIVES [To help clearly show current objectives]

  • WAY POINT MARKERS [To help guide lost players]

  • COMPASS [To help players navigate the large village map]

  • HUD TUTORIALS [To help players better understand game play]

PATCH LIST

  • Localization for new hud system completed
  • Single player menu exit fixed
  • Various bug fixes

You asked for it, you got it! Hope you enjoy the new update and features.
Do let us know of any bugs in our DISCORD CHANNEL

Please report bugs below
DISCORD BUG REPORT

Got suggestions ? Let us know below
DISCORD SUGGESTIONS

Follow new development progress below
DISCORD DEVELOPMENT LOGS

Thanks for your support and bye for now.

Workshop Simulator - s.janus
With hard work and diligence, another set of kinks has been ironed out. With this final hotfix, we can announce the following issues have been fixed:

- Fixed bug preventing finishing disassembly;
- Parts no longer hover in the air on the main workbench after loading a save, but are placed at their correct workbench;
- Trays are correctly placed on the right workbench after loading a save;
- After finishing painting, the tray now follows to the main workbench for assembly;
- Several varied assembling issues have been fixed;
- A few minor issues with fixable items have been addressed;
- Fixed the wrong final placement of the renovated toy plane from the intro tutorial;
- Quick optimization pass (particle effects, landscape tessellation, shadows for lower-specced machines) - the game should now run smoother;

This will be the last round of hotfixes done for this version of the game as we'll be moving towards bigger issues and changes that require a bit more work to be finished, including adding sorely needed features mentioned by the community, among them more colors available to paint and additional brushes for finer detailing. Rest assured we continue work on the game and will give it our all!

Check out this newest version of the game and let us know what you think! Remember, if you like the game, we will really appreciate a positive review - they keep us motivated! We're still working on the places that haven't been fixed yet, and that is thanks to your feedback. If you feel that everything is fine now and have written a negative review before - please amend it to show the current, correct state of the game. If not - we constantly view and overview the Steam Discussion pages, so feel free to drop in and tell us what isn't working for you.
Mar 18, 2022
Ragnarock - emokee
  • increased max volume of drums to 1.5
  • changed default environments for songs of Gloryhammer Raid
  • fixed a bug that allowed to unlock Top100 and Top1 achievements by playing a custom (if custom leaderboard configured)
  • fixed a bug that displayed DLCs as still accessible even if they weren't
  • fixed a bug in FR where the texts Buy a song and Buy the pack were reversed
  • fixed a bug of ghosts not being accurate as they were tied to the base BPM rather than the current BPM
  • preloading album thumbnails for menu optimization
...