Dome Keeper - René - Bippinbits
Dome gets a Publisher
We've got a publisher! And not just any publisher, but one of the best you can get when you want to make great indie games: RAW FURY.

Raw Fury has a ton of fantastic games, which we are very thankful to stand next to in the future. I'm a huge Kingdom fan, starting with the original. Many of you pointed out how Dome reminds them of Kingdom, which is a great sign of how influential it was on me as a Game Designer.


showreel of Raw Fury games
How it happened
Back in September 2021 we were really polishing basically an expanded game jam version of Dome Romantik. We also had our first playtest over Discord, to prepare entering the Steam Next Fest in October. Two weeks before that, Johan from Raw Fury sent me a little Tweet about maybe having a talk about Dome. I quickly made a pitch deck and sent over the Demo. It seemed to us the whole company took quite the liking to Dome, and so it only took a few days until we agreed we'd want to continue this together. I delayed the Steam Next Fest to be able to do more with it in the future.


one fateful tweet
During the talks about publishing, Raw Fury made a huge impression on us, with how they operate. So much so, that i often stopped to wonder "ok, what's the catch? Is this for real?". It turned out, no catch and very real. I've seen a lot of companies in my IT career, and also talked to a lot of people (lawyers, tax agents, grant people) about Raw Fury, and it's clear they are an absolute outlier in the best sense. A ton of trust and support is put into us, with no corporate loopholes or exploitation. They take big risks to build a environment where we can really concentrate on making the best game we can. I and the many people i spoke to have never seen something like that. So, we couldn't be happier with this and feel like we went from zero to indie heaven.
So, are we still indie developers? The answer for me is a clear "yes we are". The reason for that is that we still have full creative control over Dome Keeper and it remained our IP. It couldn't happen that Raw Fury dictates to make 2 or 10 domes, or to switch to a 3D style, or to add micro transactions. They took care to contractually fix it that way (with all their games, actually). Of course we would be stupid not to also rely on their advice, seeing their wealth of experience and success, so we always seek that.

What this means for Dome
Originall we had plans to be already released by now, with a game still called "Dome Keeper" (we already planned the name change ~8 months ago https://www.reddit.com/r/IndieDev/comments/pcjagu/which_name_is_the_best_for_this_game/).

we even had the assets ready

It would have featured basically what was hinted at in the old Demo. Now with Raw Furies support, we were able to aim higher than that, first pushing the graphics to a new level. The Dome Romantik Demo you might have played was only a hobby project, made in our free time, with the graphics mostly unchanged from the game jam version we made in 3 days.

Apart from the graphics, this is a big win on all levels for Dome. Raw Fury can help with everything - you might have seen the amazing new Trailer Marcus from Raw Fury made, with the awesome intro and outro scene from the amazing Zak Amana. It will also be a big plus on quality with professional help on QA, on localizations and on the game content itself. We speak every week with our Friends Loke and Garnett from Raw Fury, getting their feedback on the build and planning next steps together. We never made a really professional game before, so that's a great support to have.


the graphics upgrade is most notable in (and needed for) the underground

What this means for us
The game is well off now, and luckily, we are too. We don't have to basically crunch next to a 40hr daytime job as we did many years before, but can focus all our energy, passion and creativity on Dome. I still can't quite fathom how incredibly fortunate we are to get into this position, from being small time hobby devs to getting into what feels like the indie dev heaven. After working like this for a month, Anne said to me "it's so nice to see you finally be happy again", and i really felt that. We are filled to the brim with gratitude, both at Raw Fury for placing their trust in us and at you the players, who are sooo engaged with Dome. Thank you!


my current emotional state

Best Wishes,
René
Apr 30, 2022
The Iron Oath - sennin
Hello mercenaries! Today's patch is a pretty big one with many bug fixes, balance changes, and QoL features (like skipping the prologue!). Be sure to update your client.

Going forward, our plan is to patch as needed on Fridays. Next week we'll be focusing on three commonly requested things: repairing gear, comparing items in the market to equipped gear, and the ability to see when your merc's salary payments are due (so you can plan accordingly). Here are the patch notes for this week:

Patch Notes for 0.5.141

Fixes
  • The damage from Burns now increases based on the number of stacks applied
  • You can no longer cycle through temporary allies when viewing character sheets within party select (there was a crash you could trigger during the final fight of the prologue by doing this)
  • Dismissing characters from the company will now update the UI to accurately reflect the current number of active units
  • Dismissing characters from the company will now properly pay them the coin required to do so
  • Available contracts in a city will no longer change upon leaving and re-entering the city, or saving and loading
  • When an enemy is rooted, they will no longer pass on their turn if they have a viable target to attack
  • The Huntress' Overwatch upgrade that increases its range to 3 is now working as intended
  • Fixed a bug where if the Huntress killed an enemy with Overwatch, the next 2 enemies would take their turn at the same time
  • If the target of the Guardian's Judgment ability dies, the channel will be aborted
  • The number of stacks for the Guardian's Radiance passive is now properly displayed on the status icon
  • When exiting a dungeon, the dungeon details tooltip will no longer get stuck on screen if you happened to be mousing over it as the overworld loaded
  • Spectral Weepers will no longer fear their own allies
  • The control maps for Wait and Guard are now shown correctly in the Options menu
  • You can now open the escape menu in areas you previously could not (during AI turns in combat, and during dialogue events)
  • The Charion Behemoth's death animation is now visible
  • Channel length now updates properly in the ability's tooltip when upgraded (note: the initial channel length of some abilities is still off - this is being investigated)
  • Can now enable debug settings by setting the value for DebugEnabled to True in the config file
  • Skeletons that are summoned by necromancers will not be able to act until the next round of combat
  • The point cost of incenses are now displayed in the company upgrades screen
  • The Resuscitate upgrade for Healing Trance now works properly (previously it would only restore bleedout points if the target was knocked down)
  • Re-enabled the Dreadknight's Pull of The Void ability
  • The House Skirmisher should now deploy their Spearwall ability a bit more intelligently (The Skirmisher's AI still needs some fine tuning though)
  • Fixed a scripting error that displayed a character's name as "0" during the introduction of the 'Direct Action' quest
  • You can now target Sleeping allies with a Basic Attack in order to wake them up
  • Certain Noble quests will no longer crash upon accepting them
  • When loading a save file, the encumbered icon will no longer display unless you are actually encumbered
  • Potentially fixed a crash that could occur when a player character died with certain buffs/debuffs applied to them
  • Fixed a potential crash when channeling certain abilities
  • The Risen Bonecrusher's Shield Bash attack will no longer Stun the target if they evade it
  • After Waiting with a character, you will no longer be able to Wait a second time in the same round (doing so previously would forfeit their turn)
  • The Stormcaller's Rainfall ability no longer applies multiple instances of wet terrain on a single cell
  • Fixed a soft lock that could occur if all party members died except for one who was charmed
  • The damage previews for Skewer, Sweeping Spear, and Holy Barrage now work
  • The Wet debuff has been altered to do 50% bonus damage, instead of a forced critical (there still is an issue where units that run through wet terrain are not given the debuff)
  • When using the Huntress' Hone and Overwatch abilities, you are now required to target the Huntress in order to use them (no more misclicks!)
  • Potentially fixed an issue where characters of the same class could have different base Speed values
  • Fixed an issue where a character who was 'Waiting' as the previous fight ended would incorrectly start the next fight at the back of the turn order
Additions and Changes
  • When starting a new campaign, you can now choose to skip the entire prologue, giving you immediate freedom of where to go
  • Added a large font option for dialogue
  • Holding spacebar will now quickly skip through all dialogue, only pausing when there are multiple dialogue choices available
  • You can now close the dungeon provisions window by hitting the same key used to open it
  • Added a new company upgrade called Draft Horses which increases your available storage space
  • Your storage space now defaults to a capacity of 25, with all items contributing to it regardless of their type (previously it was based on whether or not you were encumbered in a single category)
  • Added a Scouting Report to the party select screen, displaying which enemies you can potentially face (currently this only works for dungeons, not overworld encounters)
  • You can now see the environment/tileset during the party select screen
  • During the party select screen, you can now view the character sheet for people that are already assigned to the party without having to first remove them (hover their portrait to bring up the button)
  • A skull will now display over an enemy's health bar to indicate if the attack will be a killing blow (in addition to the red glow we previously had)
  • Enemy groupings are now more varied with a few other enemies mixed in (where it makes sense to do so)
Balance
  • The frequency of overworld encounters has been reduced, but have been made more difficult (more enemies)
  • Removed the temporary immunity that was applied to your characters when they were repeatedly afflicted with the same status effect
  • The Stormcaller's Wind Surge ability now cleanses all negative conditions (instead of only a few specific ones)
  • The Stormcaller's Rainfall now heals for a small amount over time (in addition to its previous effects)
  • The Pugilist's 'Mind, Body and Soul' ability now heals for a small amount (in addition to its previous effects)
  • The Valkyrie's Skewer has had its damage reduced from 135% to 125% (based on Power)
  • The Valkyrie's Sweeping Spear has been buffed from 100% to 135%
  • The Huntress' True Sight ability no longer requires line of sight to the target and has infinite range
  • The Pyrolancer's Return To Cinder ability now does damage equal to 60% of Power, increased from 20%
  • The damage of the Pyrolancer's Infernal Pillar ability has been reduced to 150% of Power, down from 175%
  • The damage shield granted by the Guardian's Safeguard ability is now 50% more

---

Yesterday we did a live interview with the Escapist for their 'Design Delve' segment where we discussed the game's inspirations, design choices, and different aspects of its development. We had a lot of fun doing it and you can check it out below:


We hope you all have a great weekend!


Apr 30, 2022
Cats and the Other Lives - Cultic CM
To all the Cats and Other Life Forms!

This month, our team was as hardworking as usual and we made some pretty neat improvements to our game.

We are excited to announce that approximately 90% of the core game content is completed and we are now also working on some improvements to our existing features and mechanics.

Here’s a preview of a new game mechanic we have been working on:



(Cats and RPG die don't go well together...)

We are also working on a new and improved gameplay demo of Cats and the Other Lives for the upcoming Steam Fest in June. This new demo will include some new content that wasn’t included in our previous demo.

There are still lots to do until we are content that CatOL will provide you with the best experience we can offer. Let’s take a look at our roadmap:

  • More user experience and game pacing improvements
  • Completing the lighting of the remaining scenes
  • Animation refinements
  • Petting and grooming our cat overlords
  • QA testing and bug fixing


That’s all for now, folks. See you in our next update!

Team Cultic
Apr 30, 2022
Infindustry - Jakai
  • Updated tutorial.
  • Increased global speed bonus gained from happiness.
  • Happiness tooltip now shows the average global production speed bonus.
  • Changed the Conveyor Belt Branch to be able to connect to and interact with a Building Belt Port. It will collect items from belt port set to be exported and deliver any item in the branch inventory that are not being exported by the belt port.
Incremental Epic Hero 2 Playtest - Hapiwaku
Added : Playtime of each hero in General Statistics (Since I started this track from this patch, the previous playtime of each hero doesn't count)
Changed : Clock in game is now using Local Time. Daily Quests are reset when the clock past midnight. (Perhaps you need to wait 2 days to reset dailies after you get this patch for the first time.) - Time traveling is against our wishes, so measures have been put in place.
Changed : Area Difficulty in Area Info is now hidden until World Ascension
Changed : Renamed epic store items Equip/Skill Abuse to Equip/Skill Tenacity
Added : Tenacity Icon on Equipment and Skill Slot
Balanced : Reduced/Changed the requirement of Metal Hunter title quests
Balanced : Buffed WA Milestone's passive effects
Fixed : Other minor bugs reported

Hi, thank you for enjoying IEH2 as always!
Today, I'm pleased to announce that we started the playtest for Mac users too! You can now open and play IEH2 Playtest with Mac too 🙂
Thank you for continuous support anyway!
Apr 30, 2022
MindSweeper - keroro20103
Features:
1. Change the way you use props
2. Change the way to discover new monsters
3. The selection box of the grid will move in real time according to the player's mouse position

BugFix:
1. Fix the problem of clicking no grid feedback
2. Fix the game error of using the fox tail to encounter chaotic monsters
3. Fixed the store New Hint not disappearing correctly when a new monster is found
4.Fixed that more than one monster will appear when using torch
5. Fix the bug caused by closing the Setting interface under certain conditions in the game
Apr 30, 2022
Dorfromantik - Toukana Interactive


🧪 Beta: If you also want to test new features earlier and help with your feedback the development of Dorfromantik, then find out here how you can participate in the public beta.

🌻 Community Feedback: We highlight items that we have implemented based on community feedback or suggestions. We look forward to your feedback in our Steam Community Hub or on our Discord server.

    Bugfixes
  • 🌻 Bugfix for QuickMode not ending when reaching the tile limit as well as Hard Mode and Quick Mode scores not being submitted to the leaderboard
  • Savegames created in version 0.1.3.7 or prior (and not updated since) are no longer submitted to the new Classic Mode leaderboard
  • 🌻 Implemented seperate font for Japanese, using correct Japanese kanji
  • 🌻 Fixed typos in German and Latinamerican Spanish


💙💛
Mad Experiments 2: Escape Room - Clem
Hello,

Thank you for reporting the issues you experienced during your playthroughs, we just fixed more than 20 annoying bugs and made things way smoother.

We are currently working hard on Chapter 2 and 3 ;)

Thank you for your support! <3
Clem
Apr 30, 2022
SAOMI - Naoka Games
Saomi is now available for you to play. Come and meet this incredible adventure full of challenges!

[Neolithic]To the End - orochi2k
English
##########Content#############
Added a dialog option to the NPC in the Queen's Chamber regarding the tragic inquisition.
The entire area of the Queen's Chamber is now accessible. (Some furniture may be added later.)
##########DEBUG################
Fixed a typo in Zombie Disguise's blueprint. (English localizatin.)
########WIKI####################
Added a missions/quests sector and filled in all the content: https://neolithia.fandom.com/wiki/Missions/Quests
Added a cooking system page: https://neolithia.fandom.com/wiki/Cooking
Added a 3D printing system page: https://neolithia.fandom.com/wiki/3D_Printing
Added a page about the other crafting: https://neolithia.fandom.com/wiki/Other_Crafting
Adjusted the items page: https://neolithia.fandom.com/wiki/Items
Added table of content on many different pages.
简体中文
##########Content#############
给女王的房间中的NPC加入了一个新的对话选项包含了更多关于那场悲剧的异端审判的事情。
整个女王的房间全部开放。(还有一些家具会之后添加。)
##########DEBUG################
修复了僵尸伪装服设计图中的一处英语文本错误。
########WIKI####################
加入了任务有关的部分并填入了内容:https://neolithia.fandom.com/wiki/Missions/Quests
加入了料理系统有关的页面:https://neolithia.fandom.com/wiki/Cooking
加入了和3D打印有关的页面:https://neolithia.fandom.com/wiki/3D_Printing
加入了通过其它方式制造物品的页面:https://neolithia.fandom.com/wiki/Other_Crafting
调整了物品页面: https://neolithia.fandom.com/wiki/Items
在多个页面加入了目录。
...