Ambulance Emergency Simulation - Lyc
The development process of our game has been completed. Right to post the picture.
I designed every detail in the game myself, which I worked on for a long time. Since every content in the game is made by me alone, I wanted to share this great excitement with you.

I made sure that the game was just like my dream. Now I'm doing the last few steps to complete the game, soon the full version of the game will be officially released.
After this process, I will shape what can be added to the game and what can be done according to the feedback of our valuable players.
I'm so excited.
Stay happy !

And More: https://www.lyc3d.com/
Skator Gator - Professor Squeaky
Changelog:

v1.0.2
  1. Fixed a bug where invulnerability after getting hit was inconsistent based on framerate.
Shades of Rayna - w0hoho



You can join Discord server here.


Shades of Rayna Update 0.35 (04/08/2022)

8 New Setes For Warrior
56 new set items for Warrior has been added, total of 8 sets. These sets are:
-Sliced Wave
-Greedy Slammer
-Thunder Call
-Giant Ball
-Toxing All
-Whirlteor
-Freezoplosion
-Raging Terror

Changes
-Grand item salvage problem is fixed.
-Grand item colors were wrong on Map Summary. It's fixed.
-Grand item names were wrong for Mage and Warrior on Map Summary. It's fixed.
-All Hayay gloves were the same name. Now they are numbered as Hayay II, III and so on.
-Shady Bastard spawn rate is decreased.
-Dying while the health isn't 0 problem is fixed.
-Warrior's Raging Terror relic's damage is decreased by half.
-Crafting was sometimes giving a blank item. It's fixed.
-Warrior's health was getting full when Rage skill is activated and deactivated. It's fixed.
Side Effect - Daestra
TL;DR

  • New class: air
  • New spell: magic bolt
  • Odmund: pact reworked and initial spellbook modified
  • Air & Earth spells updated
Spells update

Geyser
  • Applies less elements
  • Casting the spell turns the tile into air
  • Pawn effect (new): increases duration
  • Knight effect (balance): turns the tile under the geyser into air (each turn)
Pickpocket
  • Knight effect (reworked): removes HP
Tornadololo
  • Applies more air
  • Pawn effect (new): impact turns the tile into air
  • Bishop effect (reworked): turns the tile under the bishop into air
Toxic bypass
  • Turns the tile under the piece into air (each turn)
  • King effect (new): bypass also applies ice and curse
Vanish
  • Mana cost reduced by 1
  • Applies more air
  • Pawn effect (reworked): applies lightning
  • Rook effect (new): applies HP
  • Bishop effect (new): turns the output tile into air
  • Queen effect (new): adjacent pieces also vanish
Barricade (hard rework)
  • Costs 3 energy and 6 mana (+3 per use)
  • Spawns 3 barricades in an area
  • Applies damage to an enemy piece when:

    • an enemy piece bypasses the barricade
    • the barricade bypasses an enemy piece
    • a enemy piece is pushed on the barricade
    • the barricade is pushed on a enemy piece
  • Pawn effect: starts with more holy
  • Knight effect: attacks enemy pieces
  • Queen effect: starts with more HP
  • King effect: spawns 6 barricades
  • Earth ascension: applies earth to friendly piece
Double saw
  • Applies more earth
  • Rook effect (reworked): enlarges area
  • Bishop effect (new): turns the output tile into air
  • Queen effect (balance): applies less poison
Earth breaker
  • Rook effect (balance): removes more earth
Earth gift (hard rework)
  • When piece's earth blocks a bad element, half of the value is converted into a good element
  • Applies earth (each turn)
  • Rook: applies HP (each turn)
  • Bishop: applies earth
  • Knight: turns the tile under the knight into earth
  • Queen: energy is converted into earth (each turn)
  • King: converts all the blocked value
Flying bomb (soft rework)
  • Pawn effect: starts with more holy
  • Rook effect: turns tiles into fire
  • Bishop effect: turns tiles into ice
  • Knight effect: starts with earth
  • King effect: bomb teleports next to other pieces
  • Earth ascension: unkilable
Root
  • King effect (reworked): heals the king
Rock
  • King effect (reworked): turns the tile under the king into earth
Water pillar
  • Start with better stats
Contamination
  • Number of contaminates pieces increases with attack
  • Bishop effect (reworked): contaminates more pieces
  • Queen effect (new): duration increased
  • King effect (new): contamination does not apply poison to the king
Mushroom forest
  • Spawns more mushrooms
  • Rook effect (new): enlarges area
  • Bishop effect (reworked): enlarges area
Toxic aura
  • Rook effect (new): turns the tile under the rook into poison (each turn)
  • Bishop effect (reworked): increases incoming poison
  • Knight effect (balance): applies more ice
  • Queen effect (reworked): spawns mushrooms (each turn)
Thunder of Odmund (soft rework)
  • Casting the spell now applies HP and lightning to the target piece
  • Only strikes enemy pieces
  • Number of pieces stricken increases with attack
  • Bishop effect (reworked): strikes friendly pieces and does not remove HP
  • Knight effect (reworked): turns the tile under the rook into lightning (each turn)
  • Queen effect (new): strikes more pieces
Lightning nova
  • Rook effect (reworked): applies HP to the rook if on a lightning tile
  • Bishop effect (reworked): applies more lightning

Horde du Contrevent

Reworked regarding the new barricade.
  • Barricades and rooks start with less attack
  • Easy: 5 rooks + 1 queen
  • Medium: 5 rooks + 1 queen + 1 king
  • Hard: 5 rooks + 1 queen + 1 king + barricades attack pieces

Fixes
  • Quantum booster: fixed tooltip
  • Holy-Water tiles: fixed turn back
  • Holy tiles: fixed mana given
  • Epuration: fixed king effect and duration
  • Weakness: fixed duration
  • Edison conduction: fixed infinite loop
ELE RAMPAGE - blaze a 50
Implemented a leaderboard system so players can now prove who is the best in the world! There is also now no score limit, enemies and humans continue to respawn in an endless cycle of doom!
Live by the Sword: Tactics - matt
It’s officially out, the UI overhaul for Live by the Sword: Tactics. I don’t think it’s an exaggeration to say that this has drastically improved the game, visually and usability wise. Not one bit of the game has been spared from a new coat of paint. Not even our feedback reporting tool (F8) has escaped looking better. Which by the way I ask you use and let us know what you think of the new look please. We are offering a 25% discount for the next two weeks as well.

And please feel free to join our Discord: https://discord.gg/8N4FPVzfRJ


What is in this update
Bug fixes and bug fixes with a side of bug fixes. Thanks in part to a lot of you all reporting bugs.
Floating combat symbols to replace the floating text
Floating damage numbers to replace the floating damage text
New speech bubbles and emotes
New ability selection interface
New character selection interface
New combat UI
Adventure Mode Map made significantly bigger
New pub interface for Adventure Mode
New interface for enshrining in Adventure Mode
New trophy display for Tactician Mode
New options and rebinding controls menu
New main menu and sub-menus
Credits Updated


The next update
First let me talk about a problem that can happen in the game and how we plan to address it. The death clumps. Your enemies and you run at each other and just clump together making for less than strategic gameplay. We’re looking at two ways to address this issue.

Spreading out enemy spawns more. In this update we’ve moved enemies starting positions around to be more spread out. We hope this will help prevent everyone from running straight to a central location.

We’ve also been internally testing a change to how targeting works in combat for a few abilities. This would limit the tiles they can target from 8 directions down to 4 directions. Really making you think about where you want to move your characters and avoid clumping together and just standing on high ground and raining down blows uncontested. This change will be next week. We wanted to delay it so the current combat system is fresh in your minds so you can compare it to the update. If the update isn’t good, we just simply revert to the old combat system.
Last Epoch - EHG_Kain
Join us as for our weekly Dev stream as Game Designer Mike continues working on his Hail of Arrows Marksman. Come and ask any questions you have about Last Epoch and its development.
Idle Champions of the Forgotten Realms - Codename


Greengrass is in full swing! And to help you through those free plays a few Champions are buffed and ready for your formations!

Widdle, Calliope, Asharra, Havilar, and Sentry are buffed all weekend long!

Check out the Speed Demon Weekend Buff live in-game now!
Across the Obelisk - Rhin
Hello everyone!
This patch continues with changes to improve the game balance and Act 4, as well as adding new QoL and new art for the towns.

New Features:

Each town in the game has new art and a specific background for each town. In addition, each building has three visual upgrade levels, which are displayed when you purchase upgrades in the Town Upgrades.



In our crusade to improve the usability and clarity of the game, we have implemented a pop-up on the health bar that will show you the pre-turn and post-turn damage received.
The health bar will now show 3 new states with 3 different colors.
- The dark red shows all damage received at the start of the turn. (bleed, burn, others)
- If you will gain life instead of suffer damage at the start of the turn, the bar will be yellow/cream. (due to regeneration or others)
- A dark green bar shows the damage you will receive at the end of the turn. (poison, others)
In addition to this pop-up, a skull icon will be displayed. This shows up in the center of the health bar when a hero/monster is predicted to die at the beginning or end of their turn due to curses.



Note: keep in mind that even if you see a skull on a hero/enemy, it does not assure that they will 100% die. Other heroes/monsters can influence and vary that result (with heals or dispels for example) before their turn.


Hero changes:

- Thuls: Veil of Shadows - Now you can use "Skill" or "Enchantment" cards without losing Stealth. (Twice per turn)
- Reginald/Ottis: Reverberation - Now reduces the highest cost "Holy Spell" in your hand by 3 until discarded. (Twice per turn)
- Malukah: Yin Ritual - Now grants Regeneration to all heroes when applying Dark.
- Cornelius: World in Flames (yellow) - Reduced uses to 3. (from 4)
- Heiner: Shield Expert - Changed to when you play an "Attack" instead of a "Melee Attack".
- Warriors: Tireless - Now makes them immune to Fatigue.

We have changed some cards to have both "Defense" and "Skill" tags to open more possibilities of builds and combos with talents and items (existing and future). This also means that these cards will be valid for events that require that kind of roll types.
- Warrior: Barbed Wire, Garden of Thorns, Push Forward(also changed to rare), Sharing is Caring.
- Scout: Caltrops, Deflect, Disengage, Feint, Parry, Stoneskin.
- Mage: Elemental Ward, Icy Veins, Mana Shield, Prismatic Shield.
- Healer: Anthem of Hope, Infuse Courage.
---------
- Bouncing Shield & Shield Throw - removed the "Melee Attack" tag.
- Throw Bolas & Torment of Thorns - changed to "Ranged Attack" and "Skill".
- Blood Feeding - changed to "Melee Attack" (from Skill).
- Fan of Knives - now is "Melee Attack" and "Ranged attack".
- Ice Barrier & Scroll of Defense - added "Defense" tag.
---------
- Reduced the damage of Torment of Thorns (blue) to x1(from 1.5) and (yellow) to x0.6(from 1).
- Changed Last Reward (Yellow & Corrupt) - now you can pick a card from your vanish pile.
- Plague Shot - base cost reduced to 2(from 3), tweaked some numbers on all versions.
- Whispering lies - now requires Stanza but does Mind/Shadow and applies Insane/Dark/Decay.
- Rain (Yellow) - reduced charges to 1, but now is global with no vanish.
- Celestial Brillance - reduced damage but added Purge.
- Divine Ire - changed to deal damage based on Sanctify and increased cost.
- Radiant Assault (yellow) - changed to cost 5, random target, but added damage sides.
- Omen of Peril - upgrades are better but epic rarity. yellow upgrade lets you pick a "Healing Spell" from your vanish pile.

Minor changes of +-1 charges on a few other card upgrades.


General balance changes:

- Revised and adjusted the speed of almost all enemies, especially those that had the same speed in normal mode than in madness. In general, the adjustment has been downwards. As a result, some monsters should be a little slower than before(especially in Act 1 and Act 3).
- Reduced the max speed bonus gain of monsters in high madness levels to +2 (from +3) in Act 3 & 4.
Note: In general, the speed of monsters should be a little slower than before, and players should feel less forced to always have a super fast hero in the party.

- Slightly adjusted downwards the damage and charges of some Act 1 enemies in madeness (also affects Obelisk 9-10 first floor).
- In Obelisk/Weekly Challenge, adjusted the overall mitigation (HP, Block, Shield, Regen, Heal, etc.) of monsters on the third floor.
- In the Obelisk Challenge, a starting Energy bonus of +1 has been added at Obelisk level 5. Making a total of +2 from Obelisk level 8 onwards.

Added the "Despair" versions for Act 1, Champions and Bosses. Some of them have only minor changes in the cards, but others have new Enchantments that will make them more interesting.
Note: The "Despair" corruptor is the most difficult optional corruptor in the game, turning the game into an extra hard mode. The intention is to make it difficult, but not impossible. It will have to be balanced over time and when new Champions or changes happen, it is normal that they can be OP/unfair at the beginning.


Monster changes:

Minor adjustments in damage, heal done and Regeneration charges of some monsters and champions.

Lancers:
Holy Lance & Shadow Lance - Piercing damage is now based on Vitality(from a previous fixed amount), they will do less damage if they didn't steal any Vitality from the heroes. Also, now Holy Lance & Shadow Lance will Purge their own Vitality after used.
Note: In general, Lancers won't stack Vitality forever so they will be more manegable than before. In a combat where 2 Lancers appear or in RNG combats, 2 lancers can become a real problem if left alone, and will deal a lot of damage in the Holy/Shadow Lance round (Especially in high madness).

The Twins:
Herald of Dawn/Dusk - reduced Vitality gain, but will now deal a bit of area damage.
In Despair mode, reduced the heal of Law of Light to 2%(from 3%) and added "suffer 1 Sanctify", also increased the Shield of Law of Darkness to 11(from 8).

Lord Hanshek:
The Shadow Clones "Consume" no longer heals all monsters. It now only heals the most HP monster, that being generally Lord Hanshek.
Lord Hanshek will use Twilight Slaughter(Pet kill) at round 3 instead of 2.
Note: these two changes do not apply with the Despair corruptor and Hanshek remains as before.
Removed Gravity Well(Aoe damage based on block) and replaced it with a new card "Dark Constraint".

Archon Nihr:
Doomsday - damage has been reduced but dispel Stealth has been added. This is to ensure that the Crucifixion card is cast on the slowest hero in the first round and you can get Martyrdom to manage Doom charges.
Added "Last Dawn" card at round 13. It doubles your Sanctify and warns you that you won't see another Dawn... so, at round 16 he enters enrage and casts Apocalypse.
Reduced a bit more the damage deal by Crushing Darkness based on block to x0.1(from 0,3) in normal and to x0.25(from 0.4)in madness.
Note: You will need to have 1500+ block and zero planification/items in round 5 to get your tank one-shot by that card. There are lots of ways to deal with this card, the most obvious is having high resist. Other options include; adding Insane to the boss, passing the block for that round, using/disposing the block to do damage on round 4 or 5, use Stealth or Taunt to make another hero with less Block the target, use the Save It For Later healer card, etc.
Reduced the base HP in normal mode to 7777Hp (from 9999).
Reduced a bit the HP of the summoned Shadow Clones.

Despair corruptor:
Reduced back the base HP to 9999(from 10999).
Lethargy/Corruption (yellow) - no longer deal x1.5 damage based on the vitality/regeneration charges, but these charges are Purged instead. Also the Insane/Poison charges applied equals x1 (from 1.5).
Divine Punishment (Yellow) - target the first target randomly(instead of back).


Other changes:

- Added 3 new items.
- Added 3 new random Champions in Act 4: Alexander, Stephen and Tayra (beware, in despair mode with the other corruptors on M16 they may be a bit overtuned).
- Added the achievement for killing the last boss.
- Exhaust mechanic revised. It now only increases the cost of cards that come from the draw or discard pile. Dicover cards should not be affected by exhaust. Also fixed a bug that increased the cost of cards incorrectly.
- Added a less violent option to get Betty.
- Overkill damage is no longer counted in the Combat Stats window.
- Changed the order in which the mystic resistances are displayed - to Holy, Shadow, Mind (from Mind, Holy, Shadow) in the stats window.


Fixes:

- Fixed a problem with Enchantment consumption. Previously, if an Enchantment was consumed in the middle of a card being cast by a hero (f.e. while drawing cards), the game could get stuck without a chance to continue after the card finished its action.
- Friendly Tadpole - Added the "Boon" tag.
- Fixed a few events with the corresponding card types rolls; "Skill" for the Nezgleckt dispel check and "Song" for Andrin Altar of Songs.
- When using cards with HP loss like "Life Tap" or "Martyrdoom", if you have evasion, it won't appear in the Hero preview as if you would evade that HP loss.
- Poverty corruptor now works with gold adquired from loot rewards.
- Fixed an issue while collecting chests in the town for Mac users.
- Minor fixes here and there.


That's all for now.

If you like the game and you haven't done it yet. Remember to leave a review on steam, it helps us a lot.

As always, thanks to all of you for your support, feedback and understanding.
Realm of the Mad God Exalt - Wotan


Realmers,

Welcome to this testing session! This week we are inviting you to test the Realms directly! We have made some fairly simple, but hopefully effective changes to speed up the pacing of Realms!
Please note that:
You need to select “Testing” from the upper right launcher menu in order to enter this testing session. If you don’t have a Testing account you’ll need to create one. Your regular production account will not be of any use there.

Please check the blog entry to find out all the features that are up for testing.
...