Wingspan - kingab
Hello there, Birders!

We’re announcing the results of our Wingspan: European Expansion Achievement contest! There were many entries and it was not easy to choose the best achievements, but we did it! Here is the list of them:

Passenger 57 - Play 16 birds in a single game

Eggs-istential crisis - End the game with 0 eggs

Catch 'em all (in game as "A Real Know-it-owl: Europe") - Play at least once all the new birds of the Wingspan: European Expansion

Birdnado - Score over 180 points in a single game

Doomsday Prepper - Cache 15 food on birds using only the predator powers

European Union - Have five European birds in one habitat

Full Tuck! - Get at least a 70 of tucked cards in your final score

Rat Bird - Use three cards to pay for bird rather than rats and tuck all three

King Fisher (in game as "Robin Crow") - Steal 10 food from your opponents' supplies in a single game

There's always a bigger bird! - Play a bird on top of another bird whose wingspan is larger than the previous one

Wait, one more thing! - Trigger three or more end of round powers in one round

We also want to reward the winners by including them as authors of the achievements in the credits of the game!

Winners, please check your e-mail (including spam). If you didn't enter your e-mail in the form or didn't receive the message and your achievement is on the list, please write on Discord to Kinga#6473 or to the e-mail support@monstercouch.com.

Thank you to all participants and congratulations to the winners!
Apr 20, 2022
The Planet Crafter: Prologue - Brice MijuGames
Hello terraformers!

It's been 3 weeks since our little space survival terraforming game is out, and the community is already doing amazing stuff with Planet Crafter!

We wanted to give a shout out to everyone having fun with the game, and sometimes pushing it to the limit!


https://store.steampowered.com/app/1284190/The_Planet_Crafter/

The ones looking for beauty

Some of you just want to create a perfect world, with nice colors and a sense of beauty.











The mega base builders

While some of you want to create the biggest structures and craziest bases!














The creative ones

And others just like to create new and impredicted things.







Next update

While we are not looking at Steam forums, or at the screenshots on our discord server, we are actively working on the next udpate.

We are planning to release it before the end of may! It will contains a lot of quality of life improvements, bugfixes, performances updates, and some new content!


Stay in the loop

To avoid missing the next news on the game, remember to subscribe to our newsletter.

You can follow us on youtube and twitter too!



See you soon, and good terraforming!

This post is illustrated with content created by our amazing community! Thank you terraformers!

https://store.steampowered.com/app/1284190/The_Planet_Crafter/
Golfing in Aether - Vetron
Today I want to start with introducing Golfing In Aether with a summary of its features and how the game came about in the first place.

https://store.steampowered.com/app/1914980/
Why are you making this?
Originally this was created out of the desire to create something for playing on the big screen in split screen play with freinds and family. It had to be accessible too, so it would appeal to everyone, be it all age groups or just people who weren't really used to playing games. Not being a chore to set up each time was also high on the priorities.


At first this was really something as simple as having something where the game would be fully playable with the gamepad; including the ability to type player names via an on-screen keyboard. But this soon evolved into wanting to store these player names and other customizations to a local profile for easy recall, as it’s no fun having to spend a good 5-10 minutes setting up everyone’s customization each time you want to play.

Per player gamepad settings were soon also needed as for those of you who also use a stick inversion can relate to how annoying it is when games don’t give you the option; leaving either you with the poor choice of switching settings constantly or take it in turns to have backwards camera controls.


The idea for the floating islands came about more out of practicality at first when looking to solve the common problem where players get confused by tons of hole flags and other elements densely packed into a small area. This combined with a minimalistic HUD makes the screen less cluttered and game overall more straight forward to play.


An additional step to truly answer the question of ‘Where do I go?’ lead to opening levels with a sequence showing the route from start to finish for the specific hole. It will only last for no more than five to ten seconds, so helps with players who may quickly loose attention or simply want to skip it.


What direction is the game going?
One key feature with this game is looking developing around the idea of procedural courses. Sure, map editors can be fun, but when you just want to get a game out at Christmas or other family occasions for a few rounds, you neither want to be messing with that nor do you want to play the same course over and over.

Because each hole is its own floating island, there can be essentially a pool of these islands that the game picks from. These are tagged with various difficultly levels for placement in the overall course.

Plus, because courses are separated into individual holes, no longer do ‘new courses’ need to be made 18 holes at a time; instead, new holes individually can be created and fed into the procedural pool for selection. As a solo developer for this project, this opens up to updates for new content being able come regularly rather than maybe one new course every few months.

And yes there will of course be ways to play fixed playlists or play indivdual courses as well. It is certainly recognised for those of you who want to have tournaments or events the random isn't best suited.

The game will feature 16 player online multiplayer with the ability to play either in real time or in hotseat mode (take in turns). Local play has four player split screen mode in addition to hotseat.


Release date?
The game is scheduled to be released later this year, but I hope to get this in your hands much sooner with a playable demo during the next Steam Next Fest in June. It's important to me to collect all your feedback through demo's and beta tests long before release. There will also be no early access, this will be a complete game at release (with the hope to snag most bugs with pre-release beta's).

Can I ask about…? What about...?
If you have questions or suggestions then I’m happy to hear them, either reply in comments or take it to a dedicated Q&A discussions post here. You are also free to create individual threads on the forums around specific suggestions and I’ll do by best to keep track of those.

I fully intend to follow up with several more posts over the coming months covering the specifics of various features and keep you all apprised of how the game is progressing.

In the meantime, please don't forget to follow this game for news items and/or wishlist it.

https://store.steampowered.com/app/1914980/
EVE Online - EVE Online
Strategic Capsuleers,

The Abyssal Proving Grounds are opening once more, and this time 1v1 strategic cruiser combat is the name of the game.

Running for 24 hours from 23 - 24 April, this Proving Grounds clash asks you go head-to-head and flex your combat skills. It’s also the perfect chance to get a feel for a newly revamped classic hull.

As part of the Road to Fanfest updates, the beloved, once mighty Proteus cruiser has been given a boost to its power and capacity, updating its performance to meet the needs of modern pilots. With that in mind, the next Abyssal Proving Grounds event will focus on 1v1 action for strategic cruisers, including the revised Proteus.

To level up the excitement and drama of this round, the following arena effects will be in place throughout the event:
- The benefits gained from overheating the following module groups will be doubled: tackle modules, propulsion modules, repair modules, resistance modules, energy warfare modules, turrets, and launchers
- Competing Capsuleers will receive 150m ISK for each match where they deal at least 7,000 damage to their opponent

The event is open to Legion, Tengu, Loki, and – of course – Proteus hulls. During this Proving Ground clash, the arena environment will contain large numbers of Bonus Nexus objects that will explode and apply weapon and mobility buffs when approached by Capsuleer ships.

Meanwhile, sensor dampeners, weapon disruptors, shield boost amplifiers, shield rechargers, shield power relays, shield flux coils, and core defence field purgers are banned for this Proving Grounds round. Additionally, ships entering this 1v1 event are only permitted to have a maximum of one local repair module fitted (either shield or armor).

Pilots that join this event will be restricted to Meta 5 modules.

To take part in this strategic cruiser-focused Abyssal Proving Grounds round, grab some Proving Filaments and head to the Proving Grounds between 23 April and 24 April. And as ever, the Proving Grounds leaderboards will allow you to monitor Capsuleer performance throughout the event.
Flippin Kaktus - Eleyne_NGG
Hello everybody!

It's been a while since we posted something here, but don't worry - the game is still in development and we are working on it as always, with great passion and involvement. This post will be special because we have amazing news for you! It's time to announce the Launch Date for Flippin Kaktus! Yes, the big day is coming!

Flippin Kaktus launches May 12, 2022!

We wanted to say a huge THANK YOU for wishlisting our game, it really means a lot. 🌵
We also prepared a date reveal trailer for you, so feel free to watch it down below and of course, leave the feedback - it's always appreciated!



Thank you for reading, and have a nice day!
Apr 20, 2022
Sphere 3 - Evanesca
While the event lasts, you can find the characters of the event in Cinderkreg if you are fighting on the side of the human kingdom, or in the Hellsong Tavern if you represent the army of demons. By completing daily tasks, you can get ancient coins and purchase special items with them.

Potions that temporarily enhance the character:
  • Elixir of Dragonfire - when used, it removes 2% health from all enemies within a 8m radius per second for 12s. Only works against players
  • Elixir of Phoenix Wing - when used, blinds everyone within a 12m radius for 8s.
  • Elixir of Cursed Blood - when used, restores 80% of health and takes 5% of health per second for 10s
  • Elixir of Black Anger - when used, it increases the speed of using abilities and running speed by 35% for 10s, but takes 3% of health per second.
  • Elixir of Stone Fortress - when used, it increases physical and magical defense by 50%, but reduces movement speed by 25% for 10s.

Unique ancient rings with unusual properties.

  • The Eternal Ring has 3 different stone slots, plus three more colorless slots. The ring can have one of three effects to choose from:
  • Taking damage has a 5% chance to increase your character's movement speed by 25% for 8 seconds.
  • When you receive damage with a 5% chance, your character's physical and magical defense will increase by 15% for 10 seconds.
  • Taking damage has a 5% chance to increase your character's stamina by 20% for 12 seconds.

New titles:
  • "Relic Connoisseur"
  • “Master of Archeology”.

You can buy all these outlandish gizmos from the event merchant located in the same cities, and additional coins can be obtained by killing monsters, or purchased from the GXP store.

Premium account doubles the chances of getting coins when killing monsters.

Good luck!
GrandChase - orangelemonsterr
Hello, Heroes of Bermesiah!
We will be going through an emergency maintenance in order to fix the bugs addressed below:

<Bug Fixes/Improvements>
Fixed a bug where daily repeat missions could not be cleared in certain circumstances
Fixed a bug where Hero Dungeon Random Chest could not be opened

Compensations for this maintenance will be sent out by mail.
We apologize for any inconvenience this may have caused.

Thank you for your continued support of GrandChase Classic.

Underground Garage - AleksandraBBGames


Hello everyone!

Long time no see! We haven't seen each other for a while, but don't worry - we're back with a bang! We have a lot of news for you. First and foremost, we are going full steam ahead with the production of Underground Garage! Our team has expanded by a few new people, and we're now entirely focused on the work :) So you can expect more frequent updates because we'll have many more cool things to show you.

We're working on a brand new trailer now, and we've prepared some teasers for you. Enjoy!

We did some work on the lightning in starting garage, the desert, and the hangar. We want it to be climatic but not pitch dark :) Here are some snippets from the trailer we're preparing:


In the trailer, you'll be greeted by the female player character - Deb:



With the new team, we got a lot of new ideas, and one of them was to change the game perspective to the third person. Mechanics mode will still be in the first person, but we feel that the third person will bring you more fun while exploring the world :)


Our graphic designer Mateusz assiduously worked the entire time on the cars:














As always, feel free to share you thoughts with us on Discord or Facebook
Dune: Spice Wars - JayTwoPointOh [Shiro]


Hey Everyone!

With release just around the corner, we're back with a second FAQ to address some more of the most popular questions we've been receiving over the last few months (and obviously since our first FAQ which can be found HERE), including the pricing of Spice Wars, system requirements, future content plans and more...

How much will it cost?
The initial price for the game will be $/€29.99. This price could change during Early Access as we add more features to the game, but we will ensure that we inform players well in advance of any impending price changes.

What are the system requirements for Dune: Spice Wars?

The system requirements are as follows:

Minimum
Recommended
Intel Core i5 2.5 GHz
AMD Ryzen 7 3.00 GHz
NVidia GTX 1050
NVidia GTX 1080
4 Gb RAM
16 Gb RAM
4 Gb disk space
8 Gb disk space

When does the game release on Steam? What hour can we expect?

The game will be released in Early Access on April 26. It’s a bit early to give a specific hour right now, but it should be late afternoon in Europe / morning in America. We’ll share more concrete details on this closer to release.

How big will the download be?
The game client should be around 3GB at release.

Can we preload the game on Steam?
There are no plans for a pre-load option at this time but with the download size being on the smaller side, a pre-load shouldn’t be necessary.

Is the game based on the movie, or the books?

The game is primarily an adaptation of the books, but many other Dune sources have influenced us in our design, including the boardgames, comics, card games, and the Denis Villeneuve movie. Every stone added to the edifice helps make it grander, even if the books obviously remain the seminal work.

How many new factions can we expect during Early Access? Do you expect to add more factions to the game beyond the one already planned?
At least one additional faction is planned during Early Access and yes! Priorities for Early Access will change depending on the feedback we receive from the community (from experience, multiplayer will probably be high on the list). That said, we have ideas for many different factions, with even more asymmetrical gameplay.

What made you choose the 4 release factions (Atreides, Harkonnen, Fremen, Smugglers) as your base factions?

The Atreides and Harkonnen are a staple of the universe that pretty much had to be there. For the other two (Smugglers and Fremen) we wanted something that would feel different both in terms of theme and gameplay. The Fremen are a significant force that is very present and potent in the books, and that has been almost ignored in previous video games. We felt their time to shine was overdue. As for the Smugglers, they are also an important part of Arrakis and provide a good way to explore the universe from a different angle and again, provide unique ways to play the game.


When will multiplayer be available in Spice Wars?
We expect it to be early during the Early Access, but this will depend on the feedback we get from the community. We will have fine tuning to do as well as new features to add and we’ll prioritise all this shortly after the EA release.

Will there be a competitive multiplayer feature?

That will be for the community to decide ;-)

Can we use a gamepad or is it keyboard and mouse only?
Keyboard & mouse only for now. A 4X game has a lot of moving parts and interactions and gamepad support would require a completely different UI to feel good.

Will the game have a tutorial?
The game has a tutorial that helps players directly as they play the game. We believe it is better to have an integrated experience than a standalone tutorial, if the game permits it. We feel Dune: Spice Wars is accessible enough that an integrated tutorial will work and be a better experience.

If you are making a campaign, will it follow the story of the books or be an original story?

We’re not there yet, and we don’t know what form it would take, but a campaign would probably have a different story or form so that there’s something new to discover for all players.

Will the game be accessible on GeForce Now?
We are actually working to have the game compatible with GeForce Now as we speak! We hope to have this finalised by the time of the Early Access launch, but if not, very shortly after.

Will the game be available on Mobile?
While we believe Dune: Spice Wars is an accessible 4X game, it is still very deep and requires many interfaces and a lot of information that would be very challenging to fit on a mobile screen, so for now at least, there are no plans to bring the game to mobile.

How about console?
Right now, we’re 100% focusing on making the best game possible for PC. But we are more than open to looking into the possibility further down the line, so never say never!.

How many units are available for each house/faction?
5 or 6 depending on the faction, each with its unique stats and abilities. Dune: Spice Wars is a 4X game and warfare is only one (important) part of the game. With economy, spying and politics to manage we didn’t want to overwhelm players with 10+ different units like you would find in a regular RTS that does only war. That being said, we do have a few ideas for more, and we’re excited to get player feedback on that topic.

Why did you change the gender of Liet Kynes?

We feel the gender repartition in an otherwise very modern book is an artefact of when it was written. Liet is one of the most modern characters in the books (with messages about the preciousness of resources, building a sustainable planet with local communities...) and modernising the messenger only makes the message more powerful.
Obviously, we love the book and the characterisation of Liet therein, but we also enjoyed the portrayal within the recent movie and how it reimagined the character, and this was something we thought could be an interesting approach to take in Spice Wars.

There are some deviations from the books in the game, such as the use of Kulon Caravans and shields, can you explain these design decisions?

Dune: Spice Wars is an adaptation. Everything is inspired by the books, most things are the same or very close, and some get changed because of gameplay or art direction constraints.
The shields/laser interaction is a good example of something that was not that relevant at a planetary scale, and quite hard to manage when there are many units on a battlefield so we went for a more high level perspective of shielded units having higher armor. The Kulon Caravans were also invented to bring more variety both visually and from a gameplay standpoint, while still being credible within the universe.

Do you have plans for any cosmetic options (changing the house colours, skins, etc…)?
Not for now, but we’re looking into building a House creation system later on. It is a lot more tricky than it sounds because we have high definition Leaders who would require customization options as well, but we’ll try to make it happen during the Early Access.


On average, how long will one game last? Does it depend on the faction you have chosen?
Depending on your strategy and the chosen difficulty, a game generally lasts from 2 to 3 hours. That being said we’re pretty sure players will find ways to be significantly faster than that, especially once multiplayer is available.

Thank you to everyone who has been following the development of the game and reading our articles over the last few months, if you have anything else you'd like addressed or clarified, feel free to leave your questions in the comments and we'll try to answer as many as possible!

See you all on the 26th ;)

- Shiro Games

Apr 20, 2022
Sphere 3 - Evanesca
Do you have a lot of pets that you don't play with? Don't do it like that, pets love attention and care! In this game update, we made it so that even those little friends whose bonuses you do not need will be useful and will be able to bring you nice and important gifts!

Introducing the Mercenary Pet System!



The essence of the system is that you can collect pumped pets in small groups and send them on special tasks. Pets go on a mission in automatic mode and after some time return with prey.

Loot is a different set of items:

pet food,
all kinds of consumables
coins of the Free Baronies,
runes,
gold,
elevation tokens,
alchemical spices
paints
and much more, depending on the level and type of task.

Let's take a closer look at the system.

Three buttons appeared at the bottom of the pets window - the actual list of pets for calling, tasks and training.

Tasks
The quest window has 6 slots, the first three are unlocked at character level 10, 30, and 50, and three more after completing 50, 100, and 250 pet quests.

When you click the "Get" button, you are prompted to select pets that will go on a mission. Depending on the selected pets, you will see the chance of successful completion of the task and the chance of receiving an additional reward. The chance to receive an additional reward appears only if you have reached 100% chance of receiving the main reward. The chance of success depends on the number of eligible pets and their desired properties.

Also, sending on a mission will require you to give a certain amount in gold. Here you can also see the time the execution will take. In the next updates, the game will introduce an accelerator - an item with which you can complete the task faster.

The tasks available to you at the moment depend on the level of your character. After completing one task, a new one immediately appears in the vacated slot. Once a day, you can reset the task in one of the task slots for free.

Pet properties
The properties of pets are exactly what is responsible for the success of their tasks. This parameter does not carry other functions yet. A pet can have one primary property and one additional property.

Basic properties:

Secretive
Fast
Magical
Beast
Strong
Crusher
Additional properties:

Speed ​​- speeds up the task by 3/6/9/12/15/18%
Luck - gives a chance for an additional reward of 1/2/3/4/5/6%
Skill - additionally increases the chance of success by 1/2/4/6/8/10%
Savings - reduces the cost of sending (if any) by 1/3/5/7/9/11%
Additional properties of pets are available for pumping in the "Training" window. Leveling them will require you to exalt tokens and gold.

Any changes to the pet's properties after they are sent to a quest will not affect the outcome of the current quest.

Now there is a job for each of your pets!
...