Zombie Survivors - Wubs
This update contains fairly large changes to the way 2 items work.
Both attack damage and luck boosts, have been swapped out to a logarithmic curve.
This change is pretty substantial, and likely will be tuned HEAVILY from here.

Please let us know how you feel about these changes, and if we are headed in the right direction with them.

Thanks!

Changes:
+More supporter names in random name generator
+Clear / Import and Export added to deck builder
+changed luck and damage boost equation
Arcadia Fallen - Galdra Studios


Arcadia Fallen has been nominated in two categories at Spilprisen 2022
β€”Best Narrative and Best Debut!

Earlier this week, the game also received a gold award from the Nyx Game Awards for its voice over performance.

The Spilprisen award show will be held on April 26th; please wish us luck!
Legends of Astravia - studioalemni
Hello everyone,

It's been a couple of months since I published a proper developer's log. Sorry to keep you waiting!

Going forward, with each new log, I will:
  • Provide information regarding development progress,
  • Make any necessary announcements,
  • And follow up on the roadmap and the likelihood that Chapter 1 will meet its release deadline.
The hope is to provide plenty of transparency regarding the game's production and whether or not a delay is possible. I am (currently) still confident in Chapter 1 releasing by the end of this year, but I want to make sure that everyone who has supported the game up to this point knows well in advance if things might not go fully as planned.

With that, let's see how Legends of Astravia's development is going!

Demo Release Recap
On February 14th, I released the demo for Legends of Astravia on Steam for Windows and MacOS.

Since then, the game has been downloaded over 2,500 times! Many of you have provided me with useful feedback, reported bugs, and even showcased the game via Let's Play streams and videos.

Having consistently worked on the game for the past 4 years, I could not be happier with such a reception. I am so grateful for everyone's support and enthusiasm about the game so far, and I can't wait to share more of it with you.

Thank you so much!

Progress Report
A lot of progress was primarily made on the "backend", that is, programming, planning, and preparing the game for developing all of the content within Chapter 1.

Under the Hood
  • Rework the character speed algorithm
  • Character stat balancing adjustments
  • Battle code optimization
  • Improved controller checking on startup
  • Other misc optimizations and fixes

Map Progress
I began roughing out some of the next areas of the game, including a large cave (treasures to be added!):




Mordin Village was one of the first maps I made for Astravia, so it's funny to look back at it now. It'll probably have a few small changes made before release, but here's what it looks like:



Mordin Village
Speaking of Mordin Village, its main story and quests have all been planned out, and character dialogue is being worked on.

Here's a teaser of some of the characters you'll see. Some of you who remember Astravia in 2019 might remember them:



There are still several more residents who fill the town, each with their own personalities and stories to share.


Character Reveal - Minerva
With almost 900 followers on twitter, I am going to skip ahead of the milestone to reveal the next playable cast member early:



Minerva offers a wide range of abilities--and knowledge--to Oliver and his team later in Chapter 1. She's fascinated with mysticians, and offers to help Oliver search for answers regarding his memory in exchange for knowledge about his magic prowess.

Minerva is a member of the elves, who reign from a town hidden away in the deserts of Bymere. The elves have been around for many years longer than Astravian humans, and it's said that some who witnessed the Great Cataclysm may still be alive in the present day.

However, among the elves, there exist no mysticians...

With Minerva revealed, there is only 1 more playable character to show off. They'll be revealed when the official twitter reaches 1000 followers!

Secret Announcement?
The reason why progress appears to be a little thin is because I have spent the better part of March working on something extra special, that I cannot yet share.

I can't wait to announce it, so keep an eye out!

Final Demo Patch Plans
There will be one last patch to the demo before the pre-game release one later this year. It'll serve to address a few more issues with the demo to hopefully make players' first experience with the game best it can be.

Here are the things planned for that patch:
  • Better user experience when an incompatible controller is detected
  • Audio balancing adjustments
  • Addressing several bugs:
  • Fix missing SFX on some attacks
  • Fix dungeon jump gap softlock
  • Fix essence tutorial window auto-closing on input
  • Additional polish on the dungeon end sequence
  • Improved battle target handling and UI
  • Linux support
  • (Secret!)

This patch will be made available by the end of April.

Linux & Steam Deck Support
As I mentioned upon the demo's release, native Linux support would take some additional time to publish. With the release of the Steam Deck, I will be prioritizing this, so that folks can enjoy the demo on the go, too.

At the moment, the game does not support the Steam Deck even through Proton conversion. I am looking into this and am aiming to have it working and supported with the release of the next patch.

Roadmap Update
As promised, I will be detailing the game's roadmap and whether or not things are on schedule for Chapter 1's release.

Currently, I am a little behind. The demo release and all of the things I did afterwards took some time that would have otherwise been used for creating game content.

That said, the roadmap is still as follows:



If you are interested in participating in beta testing, please keep an eye on these developer's logs, and join the Official Discord server to be notified.

Beta testing is a core aspect of the game's success, and I'm incredibly grateful for the time folks have volunteered to provide feedback on the game when it's in an incomplete state.

---

That's all for now. Thank you as always, everyone, for your support as I continue development.

-Jaiden
Apr 2, 2022
Railway Islands - Puzzle - Moraes Game Studio
A small update to fix tile placement errors. This shouldn't happen anymore, but you may need to reset the island in the pause menu so the game doesn't load the old positioning.

Alysson N. Moraes,
Moraes Game Studio.
Shores of Plunder - Moonlight101
Fixed
- fixed missing textures from new seaweed models

Added
- something lurking in the waters....
Firescout - Jay
New Secrets to be unraveled soon...
A New Map is coming by the End of the Month.

And there is more Planned! Stay Tuned!

Apr 2, 2022
Black Forest - Tom
Here's a quick hotfix for a small main menu issue and to re-balance the (now a bit too powerful) large monsters.

It also includes the previous largerpatch:
  • Fixed: Animations for peasants assigned to depot, lumberjack and trapper
  • Fixed: The story (dialog event about refugees) meant for Kroburg will no longer show up (with no effect) on the Refugee Camp map
  • Fixed: Sound distortion on construction of walls
  • Fixed: Destroyed buildings should no longer show the hand icon
  • Fixed: Tent no longer shows an ugly red bubble when damaged or destroyed
  • Fixed: Peasants bar now updated correctly upon peasant deaths
  • Updated peasant bar visuals
  • Reworked the way monsters interact with walls and buildings, which changes the dynamics of especially low-tier walls (high-end monsters will break through them more easily, but lose some energy doing so).
  • Added fishing spots and fishing animation for the fishery.
  • Improved the "close action cam" panel (delayed show and closing on daytime)
  • Increased the range of the zoom speed slider, so you can set it to higher values (i.e. faster zoom)
  • Changed the "drought" icon for fields, hope the new one is more clear
  • Improved building bar tooltips
  • Some more smaller UI improvements
  • Upgraded Unity Engine version
Animal Shelter - Games Incubator_Team
HELLO ANIMAL LOVERS! 🐱🐢

The Animal Shelter official soundtrack 🎡 is now available for purchase! πŸ₯³
https://store.steampowered.com/app/1941820/Animal_Shelter_Soundtrack/

As we announced in the previous post, that 100% of the amount from the sale of the game soundtrack will be donated to help other animal shelters. Our mission to help animal shelters continues, and you can be a part of it! πŸ’ͺ


Plus, we have another amazing piece of information! Thanks to your help, we managed to get in touch with Best Friend Dog and Animal Adoption and we have already made a donation of $2000 to help animals. βœ…


We also contacted Feral Feline Friends of East Tennessee but we are still waiting for their decision. We will inform you if the money is transferred, or not. We are waiting until next Friday, April 15, 2022.

That's it for now, thank you once again for receiving Animal Shelter so warmly and once again providing us with many suggestions for the further development of the game, you are amazing! The whole team would like to say - THANK YOU!

If you'd like to be a member of our unique Discord community, join us now! πŸ‘‡


Back to work,
Animal Shelter Team
Apr 2, 2022
Monster Girl Manager - βˆ‡
Bugs:
  1. Fixed a crash caused by black donut
  2. Fixed a visual bug that occured when opening an inventory that only had a milestone
  3. Fixed a visual bug that occured when an enemy cast a team targeting skill
  4. Fixed a visual bug where trail mix would make the health bar flash if at max health
  5. Fixed guano applying status even if it misses
  6. Fixed an issue where slimes attacking a girl holding thorn rose would give the girl resistance
  7. Fixed a map bug on floor 33
  8. Fixed a visual bug that occurred when single enemy cast green or white overflow
  9. Fixed a visual bug where enemies that used multi attacks would not use their attack sprite

Balance:
  1. Green Slimes no longer cast plague puff and will instead use a new move to heal allies
  2. Monster girls will now lose percent max health if traveling without energy.
  3. When a slime uses tackle, it will now slow its target if it hits
  4. Slime Colony will now retreat after creating a slime
  5. Slimes can now cast condense slime in any position
  6. Squeak is now a multi attack
  7. Stone Golils can now throw rocks
  8. Roar now gives two frenzy

Ruins Rework:
  1. Moved the bat boss to a different dungeon. It has been replaced with the minotaur
  2. The stone golem has moved down to tier 3 and no longer casts magic laser.
  3. A new final boss of the ruins has been added
  4. Added brown reptians to the ruins.
  5. Added different colored slimes to the ruins
  6. Wolves have been moved to a different dungeon and have been replaced with giant rats.
  7. Sapphire Golil have been moved to a different dungeon and were replaced with Citrine Golil
  8. Added goblins to the ruins. Their leader currently dwells in a different dungeon and will be released at a later time
  9. Mimics can now appear outside of chest events above tier 1
  10. Slime Colony has been reworked to use new slimes

Developer Comments:
The ruins are seeing a small rework as I move enemies that were originally intended for the cave out, and enemies intended for the ruins in. Right now I feel the game loop is behaving as it should. The training loop feels smooth and the dungeon loop rewards careful team building.

The new enemies should put more focus on mitigating burn status with the introduction of red slimes and reptians. Poison will be less of an issue with the removal of poison puff from green slimes.

I am slightly concerned about power of bleed/poison stacking teams . Many enemies in the ruins are immune to bleed and poison, so it can feel suboptimal to use these teams right now. I plan to make the cave feel more rewarding for players that wish to use these strategies.

Orb teams are still very strong, but part of the issue is the aforementioned weakness of status teams and the currently small species list. I will be avoiding touching orb comps until more content is added.

Armor teams feel balanced. They no longer feel like the only viable strategy. No longer can you slap a cyclops with big pearl onto any team and speed run dungeons.

Heal teams are actually pretty strong right now. I'm surprised I haven't seen any comments on them. The new enemies that stack frenzy should discourage infinite heal tanking.

Focus stacking has seen less use after the magnifying glass nerf. It is still viable, but a lot of enemies got skills that remove focus, so focus may need a buff.

I anticipate black donut abuse now that all of its bugs are fixed. Blind stacking may be the meta team. It didn't feel too broken when I was testing it but we will see.

Remember to visit the discord by clicking the discord icon in the main menu. I am more active there, and I am happy to discuss the game with players.
Apr 2, 2022
The Infected - DigxStudios
Hey everyone,

Just a small update to fix a few bugs.

Have a great day


BUGFIX - Could not place the log cart in the garage.
BUGFIX - Chickens and birds were sometimes damaging spikes.
BUGFIX - Player character would get stuck on the truck when recalling it to the garage while standing in it.
BUGFIX - Aggressive AI damage/kill players while they were inside the truck.
BUGFIX - Adding crates and storage chests to the truck bed when its not on flat ground would result in these objects being angled.
BUGFIX - Dying when infected with food poisoning would not be reset after death.
BUGFIX - Dropping items from some crafting stations would not reset the recipe check and still allow players to craft the item.
BUGFIX - Bacon Pie mesh too large when added to the fridge.
BUGFIX - Raining/snowing through glass ceilings.
BUGFIX - Weapon / tool grinder bug. The durability tooltip did not update to 100% after repairing tools & weapons.
BUGFIX - Damaged cement corner railing would not repair.
BUGFIX - Unable to place solar panels on curved or small railings.
BUGFIX - Duplication bug with spoiled food and player inventories.
BUGFIX - Could not upgrade the wooden door frame with 6 dry bricks as the description claimed, required 10.
...