Maritime Calling - Tiamat Games
We are super happy to announce that Maritime Calling is now officially fully released!

You can enjoy the finished storyline and updated narrative quests.



It has taken us 2 years to finish the game. Furthermore, it was a long way and great experience. We hope you enjoy playing this seafaring narrative-driven RPG.

Drop one NPC to another - Alright Peaches Studio
For Mac User, I also make you the voodoo doll game, but you have find it by yourself in the game root folder, there is a folder called VoodooDoll-mac-x64, and in it there is the game myapp.app (but MacOS may not let you run for security reason, the you have to give it right to run)
A Game of Thrones: The Board Game - Digital Edition - Asmodee_Sam
A lull of silence passed over this blood-filled land as yet another battle has ended in this ceaseless war. A war that has gone on for so long that most do not remember how it began. The corpses were picked clean by the murder of crows that descended in the aftermath. It is time for them to move onto the next battlefield, as the Feast for Crows has long since begun!

https://store.steampowered.com/app/1416391/A_Game_Of_Thrones__A_Feast_For_Crows/

A Feast for Crows has now officially launched. Take part in the war for the Iron Throne as it reaches its pinnacle phase. While the Great Houses of Lannister and Baratheon are embroiled in a never-ending fight for King's Landing, the Starks attempt to secure a complete dominion over the North. At the same time, House Arryn manoeuvres itself to prepare its grand entrance into the pit. All will fall against those who stands as High as Honor.

The war has grown, and the battlefield has continued to change. With the release of A Feast for Crows DLC, you will be able to control one of four Houses to decide the outcome in this drastically different scenario. Faster and focused on just a part of Westeros, this game mode also introduces House Arryn, their 7 unique House cards, updated rules and a new victory condition: objective points.



Each House comes with its own unique Objective, which they will fight endlessly to achieve. You will also draw Secret Objectives from a pool of 28 cards, requiring you to adjust your tactics in order to gather the points you require to achieve victory. Holding castles and lands might not always be the best move now, and diplomacy is more important than ever… and so is betrayal.



Are you and the members of your House ready to see the epitome of the battle for the Iron Throne take place? Then prepare yourselves and purchase A Feast for Crows, available now!

https://store.steampowered.com/app/1416391/A_Game_Of_Thrones__A_Feast_For_Crows/

Bugfixing

In addition to the DLC release, several issues affecting the base game have been resolved.
  • Various online desynchronization issues have been resolved.
  • Balon Greyjoy's effect cancels card strength adding effect on top of the base strength.
  • Issue with the supply counting when doing a specific move is now fixed.
  • Challenge: Leaving Kings Landing doesn't ask you to leave power behind is now fixed.
  • Edge case when user is given an Order select prompt when selecting areas when they have no more Orders left to place is now fixed.
  • Tutorial: Opponent Details Screen is not disabled while Player Detail Screen is, this is now fixed.
  • Wildfire rule is not consistent between languages in Lannister challenge 3, this is now fixed.
  • Some minor localization issues have been fixed.


Stay tuned for more news on A Game of Thrones!
Dune: Spice Wars - JayTwoPointOh [Shiro]


With the April 26th release of Dune: Spice Wars approaching rapidly, we sat down with our lead artist Jeremy to talk about his work on the game, creating a distinct but recognisable style for the project, his experiences working for the first time on a world renowned IP, how the style of the game evolved over time and more...

Check out the full interview below!

What was the first official art that you worked on for the project?

The very first piece of art we made for the project was a large scale view of Arrakis along with a fake ingame mockup in order to set up the mood. It has obviously changed quite a lot since then, but we tried to keep that stylized look throughout the whole Production.



What were some of your main inspirations when developing the Art Style for Spice Wars?

Our first idea was to make something that didn't look like any of the previous Dune games but one that maintained Shiro Games' touch and to make things more stylized than the usual 4X games. We also decided to add a hint of "Art-Deco" feel to the overall designs, mostly for the User Interface but also slightly incorporated on the characters and props, that way it would make our game stand out a bit more in terms of Art Direction (because that's not something you see everywhere)

Did you take any inspiration from the older movies or games?

We tried to keep some distance from the previous Dune material out there because we really wanted to have our own take on it and express our own style. Plus, obviously having the opportunity to work within this world on Herbert's legacy is a once in a lifetime chance to express ourselves and make our own mark within this universe as a video game developer.



Was there ever a point where the game or characters looked distinctly different from their final design?

Well the game most definitely changed a lot since the early stages of development due to our iteration process and all the trial and error we had to go through in order to find something that actually looks like what we had in mind when we started.

Oddly, the characters didn't change that much during development -apart from some small tweaks here and there- because we knew from the start that we would have a lot of them to make and changing a character too much can have huge implications down the line (in terms of textures, rigging, animation etc..)




With Dune being such a well known and beloved universe, did you face any challenges in developing a unique style for the game?

Actually yes, it was really hard to not take into account all of the incredibly cool stuff that was already out there on the internet, and yet we had to make something unique, different and as great as possible! Another huge part of that challenge was the fact that everyone already has their own vision of what Dune-related things would look like, so the pressure of making something not too crazy and still appealing to the players that fit into this universe was definitely a tough one!



What other challenges did you face whilst working on the games art?

Being consistent on the art direction is really a difficult task and that's the case everytime we start working on a new project because we gather a lot of references at first, then we have to sort everything and make a decision on what we should aim for, but as the development goes, our vision becomes clearer, more precise and some of the early work can become more and more irrelevant over time so we had to be extra careful with that particular aspect of the game. On top of that, we also had to make each faction look unique and this took a little while to achieve.

Another obvious challenge for us was the environment: Arrakis is basically a desert planet and we didn't want the player to spend countless hours looking mostly at sand dunes, so our first goal was to explore different kinds of desert biomes and see how much variety we could bring in order to make the map less boring, less uniform. Added to the fact that the world has to be procedurally generated in order to look different every time, it becomes an even more complex task.
The scale of the world wasn't easy to get right at first, we didn't like the more realistic version of having tiny units and bigger cities & villages, and on the other hand, we didn't want the more cartoony exaggeration of having way bigger units and smaller buildings so we tried to find a middle ground that ended up working for everyone in the team!
Lastly, Dune: Spice Wars is the first game in which we have animated and detailed characters in the front of the screen (the faction leaders), so that required a much larger amount of work than we were used to in order to reach the level of quality we wanted.


What major differences did you experience between working on an original IP vs working on a well known licence such as Dune?

The main difference is obviously that we had to stick to the existing material and that meant cutting a lot of ideas that we had in the first place and be more careful about what we wanted to show and how we would show it.
Working on an original IP means that we can basically make our own decisions every step of the way and that is something we can't have if the project is a licensed one.
That being said, it was really cool to work with these constraints because it made us come out of our comfort zone, for the better!




Were there any underlying themes or motifs you were hoping to convey with your art?

We really wanted to make the game enjoyable for a wide range of players by making it a bit more colourful and vibrant than people would expect from a 4X/RTS game based on Dune. That is something we tried to convey with our previous games as well, and we wanted to keep that kind of appeal.
We think the addition of the "Art-Deco" theme was a great idea in order to bring finer details and subtlety to the overall look of the game, to make it more refined and elegant. It is also our way of saying "the game looks accessible, but there's more to it behind the curtain".
We also tried to put a hint of the "cold-war propaganda poster" feel to some of the illustrations, especially on the political aspects of the game.




What has been your favourite part of your experience working on the project?

Well, the fact that we actually got to work on the "Dune" universe was really exciting and already a huge deal for all of us here!
Having the chance to bring our own ideas and design to such a Sci-Fi masterpiece certainly was the most fun part of this experience, for most of us on the art side at least.


Big Thanks to Jeremy for taking the time to answer our questions today! You can check out his other works over on Artstation - HERE. See you this time next week for our final article before Dune: Spice Wars releases into Early Access on April 26th!
Increlution - Gniller
New game+ offers a way to replay the game after completing all currently available content, before more content is release-ready. It resets your game to the very beginning, with additional small perks that can be allocated with DNA points that are earned by completing the current content.

This feature is designed for those of you that are looking for a reason to play the game again, and might not be for everyone. But that should be OK, as it will remain entirely optional. It is only available after completion of currently available content, and merely offers another alternative to simply putting the game down after completion, or overgrinding current content. New content will at no point require new game+ progress, and will be designed and balanced without new game+ progression.

From a technical perspective it can be looked at a little like an optional prestige layer. But it's balanced much closer to a traditional new game+ mechanic, to stay true to the balance of content, with a little better chances. I personally always had a bit of a soft spot for games that offer a new game+ mechanic, and it was always planned for Increlution. Releasing it as experimental at this time is just sooner than originally planned!

So why experimental?
This feature is designed to adapt to new content fairly naturally, and the DNA reward per playthrough is dependent on how much content is currently in the game. However, new content might change the balance in ways that may require new game+ rebalancing too.

To experience new content as it is intended, it is advised to backup your save before trying new game+. That way you can experience it as intended, and swap back to your new game+ save afterwards. Using new game+ progression for new content will be supported too though, it's merely what I'd advise, but you do you!

Does experimental mean I need to switch a branch in Steam?
No. It's available in the main branch right now, just make sure to grab the update! You can access it by reaching the completion message at the end of current content. It's branded "experimental" because it's more subjected to potential changes than most content, and therefore comes with the appropriate warnings to clarify its current state.

So why release it now?
New game+ was always planned, but much later during Early Access. From a roadmap perspective it's a little silly to release it so soon, but inspiration got the better of me! Especially because I felt able to design it in a way that adapts relatively well as content expands, and I liked it quite a bit when I tested it. So I figured I might as well release it already, for those of you that are into this sort of mechanic!

If anything, it should allow for some additional replay value when new content requires a fair amount of time to craft and balance.

Will new game+ be expanded further?
Yes, but not soon. "Penalties" are still planned to combine and create custom challenges for additional difficulty and rewards per playthrough. This part however would create a design constraint on the creative freedom of future content. So for that reason, this won't be added until later.

That said, perks will likely be expanded a little too, as new content introduces new mechanics that might fit into new game+ perks too. And other mechanics might happen too. But a fair amount will be limited to "not forming a constraint on new content creation" until the story is finished entirely.

Other changes in this update:
  • Reworked how the rendering tasks handle CPU usage, lowering overall CPU usage by approximately 20~40%
  • Explorations with "stop before completion" enabled no longer trigger automations to survive completion for damage on completion explorations, since they won't complete
  • Some optional chapter three, four and five explorations now reduce their automation unlock requirement based on an alternative exploration, where they previously didn't
  • Lowered the automation unlock requirement of a chapter two resource job
  • Some chapter five explorations now also have the story choice icon in the automations tab where they previously didn't
  • Slightly reworked how the hiding of tooltips is handled when jobs, constructions and explorations disappear and their tooltip is visible. Aiming to tackle a situation where tooltips could temporarily persist when the action disappeared
  • Fixed a bug that could cause values in job tooltips to not directly update when completing a specific chapter eight exploration
  • Fixed a bug that caused reincarnation screen automation unlocks to reset to the default after already being configured, if closing the game when the reincarnation screen was open
  • Fixed a bug that caused "off" automation jobs to not be properly considered a manual job for the combat safety auto-stalling logic, causing resource automations to trigger too soon in specific situations
  • Fixed a bug that could cause you to survive fail-damage explorations when you shouldn't, if any food was off-cooldown
So what's next?
I want to get through a little more quality of life and polishing before moving onto the next content. I suspect to do two or three more of those smaller updates before starting on the next content. It's been quite refreshing to work on some other aspects for a while, after working on the last four chapters for over three months. But I have some ideas shaping for the next content that I'm starting to get excited about testing too!
Shadow Warrior 3: Definitive Edition - THE LAW


Hey there everyone! Today’s fortune cookie tells us there is a new patch for Shadow Warrior 3, which includes brand new Hardcore difficulty, a hard difficulty rebalance, and many more quality of life improvements. Let's give them a look!

Introducing - Hardcore difficulty!
On Hardcore difficulty, enemies hit even harder and use every opportunity to punish your mistakes. Resources also come in less generous numbers, so long story short Grasshopper - don't get hit and watch your aim! Last stand invulnerability timer has been reduced.

General Balance Changes.
  • Katana fire attack projectile speed, explosion range and burn chance increased.
  • Katana ice attack freeze effect duration reduced.
  • Katana's electric attack range decreased.
  • Sidekicks’ damage slightly increased and spread decreased.
  • HP amount restored from the Finishers now varies with Difficulty.
  • Adjusted the Health Points of certain enemies.
  • Enemy Health Points are now the same across difficulties (except bosses).
  • Shuriken Spitter does not register headshots anymore.
  • Health and Ammo orbs respawn-time now varies with Difficulty.
  • The amount of Health and Ammo restored from the orbs now varies with Difficulty.
  • Last Stand invulnerability-time decreased.
  • Thorn's damage now varies with Difficulty.
  • Kugutsu accuracy and projectile speed increased.
  • Laser Shogun laser now stops on enemies.
  • Riot Gun range slightly decreased.
  • Oni Hanma's stagger delay increased.
  • Lifetime for Seeking Eye and Blade of Hattori have been reduced.
  • Removed temporary invincibility after usage of Brain Tonic.

Fixes and Improvements
  • Various Balance changes (see below).
  • Fix for Achievements not unlocking in rare cases.
  • Fix for an unwanted second attack being made with the upgraded Katana if the weapon wheel was used during an attack.
  • Fix for the Shuriken Spitter not causing damage during some attacks on the Guardian of The Heart.
  • Fix for a bug where the player might get locked in the Guardian of The Heart’s third phase on Hard difficulty.
  • Fix for Shogai not reacting to Katana hits if they are performing a melee attack at the time.
  • Fix for headshots on Kugutsu from Sidekicks making the ragdoll spin.
  • Fix for one of the upgrade points on "The Fast and the Furry" disappearing after the player respawns.
  • Fix for some weapons not shooting when the "ranged attack" input is being held while switching between guns.
  • Various User Interface fixes.
  • Fixes for when the player could fall out of the world.
  • Fixes for players leaving the gameplay space.
  • Additional checkpoint added to "Doomsday Device" level.
  • FOV minimum value set to 80.
  • Various progression issues fixed.
  • Fix for Thorns popping up inappropriately.
  • Fix for a bug where the Thorns wouldn't wither on the final arena of "Egg Express".
  • Fixed various edge case logic bugs in various levels.
  • Fix for a bug where the player could move with the Tanuki in their hands. Shame.
  • Fixed LoD and popping issues in various places.
  • Fix for a rare crash when performing a Finisher on Chef Oboro Guruma.
  • Various performance enhancements.
  • Fix for tutorial messages staying on screen after the player's death.
  • Fix for the weapon disappearing when the weapon change was performed right before a cutscene had started.
  • Fix for a bug where the player could shoot their weapons during transition cutscenes.
  • Fix for the Grappling Hook remaining open after performing certain actions.
  • Updates for French, Spanish and Russian localization.
  • (PC) Fix for the weapon disappearing when trying to choose an unobtained weapon using keyboard shortcuts.
Apr 13, 2022
DEVOUR - Fenda
Please note that all users will need to update Devour to play on the same server.

- Fix for a crash that sometimes occured for Mac OSX users on The Farmhouse
- Reconnect spawn points on The Inn and The Farmhouse have changed so that if you are dead you are not softlocked on reconnect
- Fix for an edge case where Zara would scream whilst running after emerging from a hole
- Reconnect modal shown on game launch cannot be closed when pressing the Esc key anymore
- Fix for when servers sometimes did not appear in the server browser at peak times
Shadow Warrior 3: Definitive Edition - leszek.smolinski
Fixes:
- Added - new Hardcore difficulty!
- Rebalanced Hard difficulty to make it more challenging.
- Various Balance changes (see below).
- Fix for Achievements not unlocking in rare cases.
- Fix for an unwanted second attack being made with the upgraded Katana if the weapon wheel was used during an attack.
- Fix for the Shuriken Spitter not causing damage during some attacks on the Guardian of The Heart.
- Fix for a bug where the player might get locked in the Guardian of The Heart’s third phase on Hard difficulty.
- Fix for Shogai not reacting to Katana hits if they are performing a melee attack at the time.
- Fix for headshots on Kugutsu from Sidekicks making the ragdoll spin.
- Fix for one of the upgrade points on "The Fast and the Furry" disappearing after the player respawns.
- Fix for some weapons not shooting when the "ranged attack" input is being held while switching between guns.
- Various User Interface fixes.
- Fixes for when the player could fall out of the world.
- Fixes for players leaving the gameplay space.
- Additional checkpoint added to "Doomsday Device" level.
- FOV minimum value set to 80.
- Various progression issues fixed.
- Fix for Thorns popping up inappropriately.
- Fix for a bug where the Thorns wouldn't wither on the final arena of "Egg Express".
- Fixed various edge case logic bugs in various levels.
- Fix for a bug where the player could move with the Tanuki in their hands. Shame.
- Fixed LoD and popping issues in various places.
- Fix for a rare crash when performing a Finisher on Chef Oboro Guruma.
- Various performance enhancements.
- Fix for tutorial messages staying on screen after the player's death.
- Fix for the weapon disappearing when the weapon change was performed right before a cutscene had started.
- Fix for a bug where the player could shoot their weapons during transition cutscenes.
- Fix for the Grappling Hook remaining open after performing certain actions.
- Updates for French, Spanish and Russian localization.
- (PC) Fix for the weapon disappearing when trying to choose an unobtained weapon using keyboard shortcuts.

Balance changes:
- Katana fire attack projectile speed, explosion range and burn chance increased.
- Katana ice attack freeze effect duration reduced.
- Katana's electric attack range decreased.
- Sidekicks’ damage slightly increased and spread decreased.
- HP amount restored from the Finishers now varies with Difficulty.
- Adjusted the Health Points of certain enemies.
- Enemy Health Points are now the same across difficulties (except bosses).
- Shuriken Spitter does not register headshots anymore.
- Health and Ammo orbs respawn-time now varies with Difficulty.
- The amount of Health and Ammo restored from the orbs now varies with Difficulty.
- Last Stand invulnerability-time decreased.
- Thorn's damage now varies with Difficulty.
- Kugutsu accuracy and projectile speed increased.
- Laser Shogun laser now stops on enemies.
- Riot Gun range slightly decreased.
- Oni Hanma's stagger delay increased.
- Lifetime for Seeking Eye and Blade of Hattori have been reduced.
- Removed temporary invincibility after usage of Brain Tonic.
No Man's Sky - timdog99
Hello Folks!

We’re delighted to let you know our next update is called OUTLAWS and it launches today. This is a particularly explosive update with the focus on the underworld of No Man’s Sky for the first time. We have overhauled Space Combat, introduced a new pirate underworld and added solar sail ships (the first new ship class in the game in over 2 years - since our LIVING SHIP update). You can also now hire your own squadron of wingmen, smuggle illegal goods, and protect your settlement from pirate ship raids.



Our last update (SENTINEL) focused on ground combat, broadening the risk, reward and fun for players exploring on planet. Similarly we were really delighted to put some love into Space Combat with this latest update (OUTLAWS) and I know this is one the community has been really eager for.

Please check the patch notes here for full details, but these are just a few of the additions which OUTLAWS brings:

Outlaw Stations
Outlaws have taken over space stations all across the galaxy. Outlaw systems are dangerous, lawless places, with frequent conflict (but this all represents an opportunity for players with an eye for raiding passing starships…)

A new series of missions leads players towards pockets of rebellion, where they’ll find an underworld offering pirate missions, black-market technology, and a chance to acquire valuable goods illegal elsewhere in the galaxy. Like-minded players can even acquire a forged passport that will allow them by-pass the authorities.



Solar Starship
With unique solar-powered sail and sleek bodywork, this is the vessel of choice for those looking to speed between the stars. The Solar Ship is No Man’s Sky’s first new starship since the start of 2020. There is considerable variety across this range of ships, so look forward to scouring the galaxy for the perfect version to match your existing fleet. The maximum number of ships a player can own has been raised from six to nine, so you don’t have to worry about limiting your fleet either.



Smuggling
Illegal goods can be purchased in outlaw systems and be smuggled out for a significant profit. A smuggler’s life is dangerous. The Sentinels are on the lookout for contraband, and discovery is only a cargo probe away…

Cargo Inventories
All players - not just the smugglers - will benefit from the addition of specialist cargo inventories to all starships. These high-capacity slots can store large quantities of cargo, and storage-hungry players can unlock extra slots from the ship upgrade terminal found on all space stations.



Squadrons
Players can now recruit and upgrade their own wingmen. Collect your perfect set of ships and pilots. Each pilot comes with their own abilities, and can be upgraded over time to improve the combat ability.

Space Combat
Space combat has been overhauled for speed and excitement. Handling has been improved, weapons have new visual effects and enemy starships now have shields. Depth has also been added to weapon selection with a variety of specialist secondary effects, such as slowing enemy engines or disabling shield systems. Ship-to-ship combat can now occur within a planet’s atmosphere too - and pirates may raid your settlements. For those who find Space Combat difficult, flight accessibility has been significantly improved with a new Auto-Follow mode.



It’s so surprising for us, after six years to see No Man’s Sky still resonating with folks. It meant so much to the team to see our last update (SENTINEL) bring in so many new players and exceed expectations, and following that it blew our minds to win the “Evolving Game” category at the BAFTAs last week. All this and our Switch version is shaping up nicely in the background!

Our journey continues.

Sean

Soldat 2 - Maz


Just a few hours to go until the Rehaul update drops!
To commemorate this release, Soldat 2 is 33% OFF starting TODAY!

Only 5 days so...
get it NOW!

Are you ready for the biggest update to the Early Access version yet?

Please keep in mind servers will be unavailable until the update arrives! See you on the battlefield then!
All profits go to myself and the development of Soldat 2 :)
Have fun!
MM
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