KingSim - fuzzypixelgamestudio
Kings and Queens, Lords and Ladies!

You've waited for it - we gave it to ya'! New KingSim update is now live: with trading cards to collect, badges to craft, backgrounds to seize, emoticons and stickers to gather.



But that's not all! Come closer, come closer to hear the tale of this new update:

BUGS FIXED:

Overall around 50+ different small bugs and glitches are patched, My Lord. Some of the fixes are listed below...

  • Some of the achievements were bugged and harder to get than anticipated (thought all of the achievements in are are currently owned by at least 1 person). The glitches has been worked around and now all achievements should be unlockable by a persistent gamer.
  • Sometimes politics was buggy and all of the countries simalteneously hated the player. Now this should not happen (at least so often ːsteammockingː ).
  • Sometimes the players settings of sound volume and fullscreen mode saved during the last playthrough did not load on the game launch. Fixed.
  • Minor translation errors like giving Esteban the title of Baron would result in her getting the title of Duke.

IMPROVEMENTS:

  • All UI logic of the game was rebuilt from the scratch. And though it may not seem like a lot of things changed, now UI window's are updated only when they are interacted with (instead of some of their functions updating every frame). That increases FPS considerably and makes the UI work more consistantly.
  • Load Kingdom button was added to death screen. Now it's easier to continue your previous run (in case you thought it wasn't THAT bad).
  • New ending where the player can become the Necromancer himself added.

To sum up: I hope you will like the new cards and updated more stable game build. Let me know what you think in comments below.
Marauders - marionmyanh_T17


Hi Marauders Pirates,

Many of you mentioned how much you enjoyed playing the Alpha and that you would like to have more visibility regarding what the SIG team is working on, and where the game is heading.

Ask your questions below, upvote the ones you find interesting, and we will answer you during a livestream next week 🔗 {LINK REMOVED}

(Before anyone asks: no, we don't have a date for the Beta yet, and yes, we have wallpapers on the way.)
May 11, 2022
Tin Can - Manny_Lectro
1.0.01a

Fixed:
- Broken ice sound during ice nebula
- A couple broken achievements

Added:
- Secret achievement
- Community memorial
May 11, 2022
KovaaK's - DrUninstall
Another quick patch to address some issues. Thanks for all the feedback - keep it coming!

Bug fixes
  • Fixed an issue where pressing ESC when loading a new scenario didn’t load the bots - most often this happened in playlists
  • Fixed an issue where bots could crouch with character profiles that shouldn’t have allowed them to crouch
  • Fixed an issue where trying to create an account crashed the app
  • Fixed an issue with `FuglaaXYZ Voltaic No Blinks small` where it wasn’t playable from the Online Scenario browser (this may have affected other scenarios too)
  • Fixed an issue where movement-based scoring wasn’t recognizing the value “0” properly
Map Creator fixes:
  • Semicolon was mapped to equals key
  • Reset Defaults was not enabled when it should be
  • Axis keys don’t reset with Reset Defaults
  • Improved UI of the "EDIT MATERIAL" window



As always, we wouldn't be here without you, so please send us your feedback and ideas - find us @KovaaKs and on our Discord. Thanks for your support and more great stuff coming soon!
May 11, 2022
Retro Run - Vander
Hey, peeps!
I plan on updating the game with a few more levels, but before that time, I have to do back-end stuff, like remake certain systems etc. I also have to add that I have school, and there are a lot of tasks and things like that I have to prioritise! but I will still update the game with new things when I can :D
Thanks again for the support on the game!

- Vander :)
May 11, 2022
Bunhouse - rekystudios
------------------
Changelog 1.3.1
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ADDED: Super scrolling
- With all the new bunhouse additions, items are really piling up and it takes a while to scroll through some of the sections in the order menu at the mailbox
- With super scrolling you can now quickly navigate up and down in the order menu to get to the item you want faster by using the right thumbstick on controller or scroll wheel on mouse

ADDED: Ability to subtract items from the current order
- A much requested feature that I finally was able to implement after some code refactoring 🙂
- When you press the “Navigate Back” button on controller (or esc on keyboard) it will not exit the menu but instead subtract from whatever item is highlighted
- When all items in that category are gone, then the navigate back button will exit the order menu (still giving the “are you sure” prompt unless there are no items in the order anymore)


—--

CHANGED: Can no longer put bee house in the wheelbarrow (doing so messes up their flower recommendations)
CHANGED: Bees no longer request the Purple Oxalis (so you can guarantee getting honey before having to dig)
CHANGED: Kickstarter backer credits name update

—--

FIXED BUG: Rare issue with overlay for common controls being stuck after exiting fishing mini-game
FIXED BUG: Grid not properly showing when removing an item from the wheelbarrow
FIXED BUG: Maybe? I’m aware of an issue where the bun would be stuck carrying nothing after pulling an item from the wheelbarrow. I’ve spent many hours trying to figure out what causes it but to no avail. I’ve made some changes to the wheelbarrow system that may have fixed it but, since I’m unable to reproduce the bug, I can’t know for sure. Please let me know if this bug still exists!
May 11, 2022
Armageddon War:Old Era Wreckers / 大鏖战:旧时代的残党 - freeflyfish
Adding attack Detection
Fixed a bug where you lost control of captured area units during negotiations
Fixed a bug where circuitry, impact skills and repelling mechanism could go into the sea
- Added industrial age artillery, fuel, and energy mechanics to enable the player's group tech level to exceed 30
Dwarf Fortress - Not Alex
Hello!

We're continuing to work through the last fortress management menus. Here I'll go through an example of the job details menu.



Depending on the kind of job, you can set further details about it. Clothing can be sized for creatures other than dwarves, decorations can be specified, and many items can be made using particular materials. This rock statue job can have the stone specified and you can even set the image the artisan depicts.



I'll pick marble here from the list of materials. Materials that are available are listed on the top, but you can also set the job to use materials you're planning to have available later.



I want a statue of a platypus thinking about stuff, and I can set that up here. You don't need to fully specify the image. If you want the artist to make an image of their choice concerning a historical figure or site, you can do that too. You can also tell them to recreate the symbol of your civilization or group, or go with the default and let them do whatever they want.



We name the image using the dwarven language. There's only one grammatical form currently, but it's enough for us to specify a variety of names.



Finally we can pick a spot for the statue and admire it!

- Tarn
Reus - AbbeyAdriaan
Hear hear, tales from a decade ago! When the monks could merely grow hair on their face, and the internet was still younger place...

Our tale begins in Utrecht, where a small group of 4 monks decided to make games in the basement of the university. As was tradition in game development at that time, no sun was allowed to disturb the monks in their creative process. Other students were allowed to take a peek, though!
Abbey is in the right corner, with "concept art" on the wall.

Their dream? Make a god game where humans develop based on the nature you create! To do that, they used their student loan to start up the Abbey. Would this gamble pay off? In any case, they had a plan:

Our first pitch, which we showed to Valve!

Was it hard work? Definitely, but within 18 months Reus was created! It has all sorts of small things no one knows about... For example, sometimes, one of the mountains in the back is replaced by a rocket. It used to be replaced with .... something else, but that was not PG13. Also, to test the game, the monk had to summon a baby on a rocket! It would grant you powers previously unknown...

The rocket baby and another dude.

There also used to be a small chamber in the middle of the planet. One could raise baby giants there for the next generation! That idea never made it to Reus, but it also never left the center of our minds. Later on, Godhood would be a game about raising stuff for the next generation! It's all connected...

The inner chamber, waiting to become a game by itself!

Reus was an absolute success! It went on to sell over a million copies. It heavily influenced us, and still does for the future... The monks hope to revisit the themes of nature, human and the fantastic in the near future!
But the Abbey then progressed through to the era of Renowned Explorers! A game different in scope, but similar in soul. Are you curious what happened next? Friday our next chapter arrives on the Renowned Explorers news!

Who knows what the past might tell about our future...

See you there!

P.S. If you want to chat with us, feel free to join our Discord or follow the Abbey Games Developer!
Neptunia x SENRAN KAGURA: Ninja Wars - IFI_Umio
Limited time offer until PDT 6/8/2022, 10:00am.

https://store.steampowered.com/bundle/24697/Neptunia_x_SENRAN_KAGURA_Ninja_Wars_Collaboration/

Hack n’ slash your way through savings with this bundle! Own one of the following Japanese action titles to receive a discount for the others:
• Neptunia x SENRAN KAGURA: Ninja Wars
• Cyberdimension Neptunia: 4 Goddesses Online
• SENRAN KAGURA Estival Versus
...