Hello employees! We teamed up with Makeship, to create this cute plushy of Mr. Devil character.
But we need your help (and money) to make it real. We need to sell 200 copies to pass the campaign. Please tell your friends and help us reach that goal!
Although the School of Magic is now officially closed for the holidays, don't throw your books on the back shelf until the next school year! The rush of knowledge, which has already covered Arinar, will help you gain new knowledge or consolidate what you have already learned! Only this week you have a unique chance to replenish your personal library with a truly valuable book:
rarest classless books "Enhanced Penetration", "Enhanced Attack Speed" and "Enhanced Skills Cooldown" were added to all Dungeons of mythic level (the drop rate increases with the level of the dungeon);
expert skill books for every class (162 in total!) were added to all Dungeons of hard, heroic and mythic levels;
x2 drop chance of classless books "Enhanced Critical Hit", "Power of Spirit” and "Power of Life” from treasuries for “Invasion of Chaos”, “Music of Magic” and “Wild Hunt” guild events;
x2 drop chance of classless books “Absolute Strength” and “Might of the Depths” from Pirate Chests;
x2 drop chance of classless books "Magic Extension", “Magic Resistance”, "Physical Protection", “Magic Protection”, "Improved Critical Damage" and "Enhanced Accuracy" from raid bosses Orcinus, Captain Giant Octopus, Engineer, and Black Elm-tree;
x2 drop chance of skill books for every class from bosses on the Ship Graveyard;
x2 Guild Points for completing all Dungeons.
Also, 10 prize places in the Guild Tournament (counts towards the “Non-fading Glory” achievement) await you: Places 1-3: x2 Crimson Corundums for winning the Guild Tournament; Places 4-10: all Guild members will receive Crimson Corundums and a Bronze Coffer.
Event and Tournament time: 16.05 13:00 CEST - 23.05 12:00 CEST
Hello employees! We teamed up with Makeship, to create this cute plushy of Mr. Devil character.
But we need your help (and money) to make it real. We need to sell 200 copies to pass the campaign. Please tell your friends and help us reach that goal!
It's arrived! Dive in and see some of the new features for yourself!
What's New
Leaderboards
Rush Hour maps now have leaderboards! You can compare your current run to the world record, the record among your friends list, or your personal record.
Contests
It's simple: You have around a week to get the best score possible on a set seed. Oh, except you can't load saves! Every run must be done from wave 1 to wave 10. That may seem like a small change, but it makes a big difference long-term...
New Maps
There are a few new Rush Hour maps to try out, all with varying difficulties!
Main Menu Options
Starting a new game, loading an old save, or deleting a map now only requires that you hover over the level preview! No need to try and click on those pesky buttons anymore...
Changelog
New Features
Rush Hour maps can be started with a seed that determines the traffic.
Contests support added - special main menu item loaded from web server, runs a given map with a given seed. Subscribes and downloads map from workshop if needed. Submits score to own leaderboard.
Added leaderboard modal for use in main menu leaderboard viewing
Added hover and click effects to news item in main menu
Added option to toggle leaderboard submissions on or off
Added pause screen to Rush Hour with benchmark graph
Leaderboard and benchmark times shown when playing Rush Hour
In Main Menu, score & percentile displayed from leaderboard for Rush Hour maps
Editor support to configure Rush Hour wave intensity phases
Copy & Paste sound
Possibility to allow / forbid each train being generated per Rush Hour's wave onset phase
End of wave sound
Platform number is shown on train destination popup
Possibility to mute narration on Wave Complete screen
Rush Hour maps from SteR: Chicago Ogilvie Center, London DLR, Central Tokyo
Show score for endless maps in map tiles
Floating score is having a sound
Sound for perpetual route
Sound for train delay, run-through and occupied penalties
Sprites for zoomed out signals
Updates
Do NOT stop time while in construction mode
Added tooltip with full map name when it was truncated in the menu
Clear display of tracks when zoomed out
Don't move the camera when accepting a contract
Finished maps have different color in menu
For Timetable and Rush Hour maps the primary action in Main Menu is 'Start new game' instead of 'Load last save' if the level was finished after the save was made.
Incentive to try Rush Hour mode removed from tutorial for now - too complex for a new player
Leaderboard and wave end screen updated
Localizations (fr: tutorials; ja-JP: tutorials, ui; zh-Hant: all; zh-Hans: ui)
New button layout for level items in main menu
Pause real time in Rush Hour when pause menu is opened
Precision key (X) hides trains to make small track segments clickable
Slower speed for music intensity change
Station + platform display simplified
Timer display for prototype trains counts down 1 minute since contract acceptance
Bugfixes
Clicking item locked by research did not show related research when research panel was opened for the first time
Deallocating signal in build mode would add signal to inventory without bulldozing
Do not autosave after wave 10
Editor timetable columns were misaligned
Floating score text started from outside timer UI
Fullscreen mode actually set borderless windowed mode
Global leaderboard was displayed empty if the player was not in + combination logic reworked
Going to main menu from game end screen was making a save again
Graph was not drawn properly sometimes
It was possible to build a tunnel from/to an allocated track
Keystrokes +/- modified autoblock size by 2 instead of 1 if platform was built before
Long level names went past level list item borders
Next benchmark button during Rush Hour didn't show next benchmark
Old Rush Hour maps were missing wave onset phases
Old saves were missing some narrations in the first train chapter
Removed hover sound inside level item in menu
Save and share panel had text going past the panel
Station Sign on Wave Screen was smaller than text & misaligned
Station labels were not displayed in the Visual Timeline after omitted station (...) become visible station.
Typo in playthrough (not) randomized
Unlocked items didn't show at end of wave
Various contest item fixes and visual improvements
That’s all for now, folks - Enjoy! We can't wait to see your highscores. Please, don't forget to put Jozic into the wishlist ;).
The wait is finally over. Dofense is now ready and released.
Thank you everyone who bought the game in Early Access. With your feedback in the past 6 months, the game has improved a lot. Your purchase was a vote of confidence that was very encouraging for a first time Indie developer. I hope you will enjoy Dofense.
Since the last release a month ago, the following key things have changed.
Campaign
The newly designed Campaign differs in structure from the past. Before, the levels were organized in separate sectors. It was mainly done to manage the crystal count. The new approach organizes the levels in a branched structure so that you get to play levels with a wide range of crystal counts - from 0 to 100. It has been designed in such a way that at any time you will have several levels to choose from, in case you get stuck at one particular level. There are total 69 levels. These were shortlisted from over hundred levels that were available during the early access phase. The ones that didn't make the cut are now released on the workshop via my personal account.
Also note that, because the structure of the campaign has changed, the game progress had to be reset. So you will have to play some levels again if you played them before. There's a good reason to play them again because many of them have been revised and some of them now carry achievements.
Achievements
In the past week I've added 17 achievements. These will be awarded for achieving goals of different difficulties. I very much enjoyed designing the icons for each of them. They also give the opportunity to coax the player to explore the aspects of the gameplay that they may not have thought of before.
Performance improvement
The path finding library needed some performance tweaks to handle certain situations. The changes have made a visible difference in the overall frame rate.
I'm very happy that Dofense is finally released after such a long history of development. I look forward to adding more updates in the future. For now, I'm going to decompress and listen to your feedback.
Hi there! I'm Peppe, checking in to tell you that Automata Ecosyystem is ready for release! The game will be available for purchase on May 31 with a small discount for early customers, but if you want another peek at what the simulation can do, you can check out my latest trailer. :D
Going forward, the project may see some updates, depending on player interest and the amount of free time I have, so stay tuned if you want to see more!!
Ninja JaJaMaru: The Great Yokai Battle + Hell - HQ_H
Patch note 2.0.1.05
- The contents of Patch note 2.0.1.04 are also included. - Changed the image of the button for the operation explanation of the museum to the xbox controller. (Sorry, other controllers are not supported.) - Fixed a bug that the screen collapses while posing. - Fast-forwarding of the result is now 40x faster than 8x only when JaleCoin is maxed. - Language selection is now easier to find. (This is a somewhat aggressive solution, but...) - Fixed other minor bugs.
Added operation checkbox with handle mode in recommended talent (Removed shortcut selection, added confirmation button prompt) Fixed the problem of random affix generation error in artifact scrolls Fixed the problem where druid forms could not move in a straight line Fixed the problem that setting the volume cannot be completely turned off Fixed the problem that missing sound effects such as bow/shield general attack Fixed the problem of abnormal position and orientation of Arctic Throw skill generation Fixed the problem that the dialog box dialog disappears instantly Fixed the problem where character actions were not disabled when opening the character panel Fixed the problem that the shortcut of the NextBox is wrong when switching in the handle mode Fixed the problem that the props bar will also switch when backpack is switched in the handle mode Fixed the problem that L3 cannot open the boot prompt in the handle mode Optimized the interface and message text size in rune selection Optimized the touch screen click to cancel the checkbox and use the joystick to reset the checkbox position Optimized the switching speed of the option bar of the setting interface Optimized the frame number of the novice tutorial Optimized the slit interface button handle operation button picture size to 1.5 times Optimized that the door can no longer interact after opening