May 26, 2022
Venice 2089 - TrustAlpha
Hey friends, welcome back!

How are you guys doing? Hopefully good.
Temperatures are starting to rise here in Italy, and in these last 2 weeks it seemed like we were already in summer! Do you prefer summer or winter? Honestly, I'm much more of a cold person, which means that I've been literally dying because of these hot temperatures recently, and I cannot stress how much I want a full-blown blizzard to cool me off.

Nice, now that I've done my little rant about temperatures, let's dive into May's Devlog.


[ DESIGN & STUFF ]

If you follow our Twitter page (otherwise, please do) you may have noticed something peculiar: the lack of content, aka THE BIG EMPTY. As Community Manager I take full responsibility, yadda yadda and all the rest. As to why this happened, it's thanks to a particularly big designer task of mine:

COMPLETING.
EVERY.
DIALOGUE.


Luckily a good chuck of 'em were already done due to both being from the demo and from me working on them occasionaly, so I didn't have too much to do but holy moly, this game has a lot of dialogue!
(said the clueless person who wrote all of them)

It's needless to say that dialogues are an integral part of our game and it's the main medium for conveying Nova's story. Sure, there are some instances of environmental storytelling, but that does not mean that I can slack off when it comes to secondary dialogues or flavour text!

But that's all water under the bridge now. I've done my part and now I can rest easy doing funny social stuff...Right? (spoiler, I still need to add all the various expressions and animations to the characters)

Other than me being stuck in Dialogue-land, there's not much else that we did design-wise. Between a discussion and a build testing session, there have been a couple of updates regarding the level design, thanks to the work of our trusty 2d artists. Keep reading to find out, and enjoy this little teaser!


"Notice anything different? Only the brightest can SEE THROUGH the teaser"


[ 2D ART & STUFF ]

Here's the solution for anyone wondering what the previous image had new: HOLOGRAMS.

We already talked a bunch about them and their role as a tool for player orienteering. But these one are special becuase these are FLAVOUR holograms: it means that they don't serve a particular purpose if not adding into the narrative of the game world, like advertising beauty products.





Honestly, I'm very happy about these new additions. Holograms were something we started working on very early in the project because duh, it's 2089 and holograms are a must; yet there weren't many in our Venice because we felt that our current images selection was too scarce. But now with Punta della Dogana we have the opportunity to create our own little Time Square filled with spammy ads about useless products, really setting the dystopic and disconnected tone of Venice in 2089.

That and we got to create our own off-brand clothing brand, Cocci!
(which stands for "pieces" in italian, that's very deep if you ask me)


"I dunno guys, I'm not really sure this place belong to Cocci"

Another great work done by our artist was the texturing of Leo's Den, which I presented last month.
Aaaand to be fair I don't really know what to say here...Like we've got a LOT of Leo's personality here, and not just his colors: it's basically the manspace of every teenager ever.






"Pizza time"


"Books? In 2089?"


[ SEND-OFF ]

I know what you're all asking

"Ayo where 3D and Programming at"

The reason for this is because neither 3D nor Programming have anything particular to share this month (tbf, Programming has little to show most of the time unfortunately). I decided to straight up omit those sections instead of having them with just an apology from me and probably a joke.

Which is a shame because we are so close the finish line, and I wanna show our work as much as possible before you discover it yourself while playing Venice 2089. Fingers crossed I'll have something ready by next month!

And that's a wrap for this Nova's Diary too! Now that hopefully I won't spend too much time behind dialogues, I'll try to think something fun for you to put in our socials. If you wanna see what whaky things may come to existance, you can find us on Twitter, Instagram and Facebook!

See you next month!
Dungeoneer - Luna2442
I forgot to include a very important part of the item changes - the item values!

Fixes
  • Equipment items now have values that better reflect their stats
Forza Horizon 5 - T10ManteoMax
Forza Horizon 5 Series 8 has arrived and with it comes a celebration of German Automotive Excellence! Starting today, May 26, you have four weeks through June 22 to get your hands on new German cars and cosmetics from the Festival Playlist.

Festival Playlist


Show your appreciation for German automotive engineering with these new clothing unlocks:
• Germany Cap
• Germany Tee
• German Engineering Hoodie
• German Race Helmet
• German Race Gloves

Featuring a mix of new and returning cars, here are the rides you can look forward to driving in Forza Horizon 5 Series 8:

2021 Porsche 911 GT3

Earn 20 PTS during the Autumn “Storm” Season on the Series 8 Festival Playlist from June 2 – June 8.

Built to bleed pure racing technology into a production car more consistently than ever before, the new 911 GT3 is the seventh edition of Porsche’s high-performance sports car, developed in close collaboration with the German automaker’s in-house Motorsport division. Porsche took the double wishbone front axle layout and innovative aerodynamics from its successful GT race car, the 911 RSR and applied to its 2021 911 GT3 with a 503hp four-liter six-cylinder boxer engine and a drivetrain tried and tested in endurance racing. Faster than the previous 911 GT3 RS, this model can achieve near 200mph top speed and reaches 0-62 in just 3.4 seconds. It also lapped the Nürburgring-Nordschleife, considered the most challenging racecourse in the world and the manufacturer home of driving performance tests, in just 6:59.927 minutes – more than 17 seconds quicker than its predecessor. The Swan neck design rear wing creates enough downforce to keep you on the edge of your seat in every curve.

2015 Mercedes-AMG GT S

Earn 20 PTS during the Winter “Dry” Season on the Series 8 Festival Playlist from June 9 – June 15.

When you first think of Mercedes-Benz, you may be drawn to the lavish luxury the brand is renowned for. But with the company’s recent dominance in Formula One, it’s clear Mercedes can do performance too. But what about both? Mercedes’ AMG GT S balances the two disciplines, with equal doses of F1-like speed and luxury. Under the AMG GT S’s sleek hood sits a 4.0-liter twin-turbo V8 producing more than 500 horsepower. That’s enough boosted motor to pull competitive laps at any racetrack and hit 193mph flat out, complimented by a leather-lined interior befit for autobahn blasts. Bordering on supercar, but still competing with other top models from Germany, the AMG GT S is exactly what you’d expect from Mercedes: the pinnacle of performance and luxury. Be ready to get the most out of this sophisticated German engineered machine.

2018 Audi RS 4 Avant

Earn 20 PTS during the Spring “Hot” Season on the Series 8 Festival Playlist from June 16 – June 22.

Did you know the RS initials stand for “racing sport?” It’s used here to acknowledge that this is Audi’s most premium outing based on their A4 platform. That means the highest trim level, the fastest speeds and the most-sports-focused car they offer. Unveiled at the 2017 Frankfurt Motor Show, the B9 RS 4 Avant is powered by a 2.9 TFSI V6 twin-turbo engine producing 450hp and 443 lb-ft of torque. While this is the same power output as the previous B8 model, the extra torque delivered from its smaller displacement engine results in better fuel efficiency and faster acceleration. So, while the previous model achieved 0-60mph in 4.7 seconds, this one does it in just 4.1 seconds. What’s more, the B9 replaces the 7-speed dual-clutch S-Tronic transmission with an 8-speed 'Tiptronic' automatic transmission. As always, you’ll find the quattro all-wheel-drive system, because after all, the RS 4 series is renowned for pioneering some of Audi’s most innovative technology. People say Audi took the decision to make the RS 4 a beast, coming from the Audi 90 quattro IMSA GTO. Are you ready to hear the symphony of that glorious atmospheric V6?

Car Pass Calendar
Four new cars are coming to the Forza Horizon 5 Car Pass garage in Series 8. Not only are they all #NewToForza, but they also showcase the absolute best of German Automotive Excellence.

2020 BMW M8 Competition Coupe

Available May 26 in the Forza Horizon 5 Car Pass.

The ultimate BMW car engineered for the driving enthusiast. Consider its 0-62mph acceleration speeds of just 3.2 seconds made possible by a high-revving 625 horsepower M TwinPower Turbo V8 engine. It’s monstrous in every conceivable way – an exceptional combination of dynamic flair, agility and precision. BMW achieved this by developing the car alongside its BMW M8 GTE endurance racer, fine tuning it at its Miramas and Arjeplog test centers while pushing its capabilities to the limit on the Nürburgring-Nordschleife and other racing circuits. Its top speed is 155mph, though this can be raised to 190mph thanks to BMW’s optional M Driver’s package adding tires rated for high speed to the car. With a peak torque of 553 lb-ft at 5,800 rpm, sophisticated cooling systems and innovative aerodynamics, the BMW M8 Competition Coupe is a car made for those who dare to go the extra mile.

2020 Audi RS 3 Sedan

Available June 2 in the Forza Horizon 5 Car Pass.

Who knew incredible performance could be achieved in such a well refined package? With a 400-horsepower inline five-cylinder engine under the hood producing 368.8 lb-ft of torque, the latest Audi RS 3 Sedan is fast and sublime. Not only does it feature a distinctive iconic sound, but the car is capable of 0-62mph speeds in just 3.8 seconds with a top speed of 155mph. It is also the first ever Audi to include the RS torque splitter for greater dynamics and stability, variably distributing the car’s torque between the rear of the wheels. The German automaker has also given its RS 3 Sedan is a new sportier look with a widened body and a motorsport inspired exhaust system and cockpit display.

2018 Audi RS 5 Coupé

Available June 9 in the Forza Horizon 5 Car Pass.

If you’re looking for a smooth, enjoyable and refined driving experience then look no further. Audi strikes gold with its 2018 RS 5 Coupé. Featuring a twin-turbocharged V6 producing 450 horsepower, 442.5 lb-ft of torque and a top speed of 174mph, you’ll certainly be going places. With high-precision RS sport suspension, the overall support and stability of the car is reinforced to reduce pitch and roll, while improving the overall handling of the vehicle. What’s more, the quattro drivetrain provides additional traction, dynamism and stability, as well as sport differential at the rear axle to actively distribute toque between the wheels. With sharp, precise looks and 0-62mph acceleration speeds in just 3.9 seconds, there’s never a reason to show up late while behind the wheel of this RS 5 Coupé.

1982 Volkswagen Pickup LX

Available June 16 in the Forza Horizon 5 Car Pass.

Cast your mind back to the 1980s – an era of glitz and glamour and a staple for the automotive world. Cars from this timeline remain iconic to this day and there’s no greater throwback to a bygone decade than this Volkswagen Pickup LX, also named the Rabbit Pickup, the Caddy and the Golf Mk1 Caddy. That’s a lot of alternative titles, but it’s fitting for a vehicle with so many distinct options to choose from. While the “LX” variants sport unique trim levels, the VW Pickup offered a wide choice of various petrol and diesel engines depending on whether you were buying it in North America or Europe, and because the numbers naturally differ based on your spec, there are no consistent performance metrics. Luckily for you, Forza Horizon 5 has all the options you need to customize this compact pick-up truck to your liking, so you can make it as fast or economical as you please. The 1.7-liter engine was built for high fuel economy. It had a gear labeled E, for Economy.

Car Pass Vehicles
New cars will continue to become available for Car Pass holders every week through July 7. From that date, the Forza Horizon 5 Car Pass garage will be complete, and players will be able to redeem the full 42-car collection from the Car Pass menu at any Horizon Festival Outpost or Player House.

The Forza Horizon 5 Car Pass can be purchased separately, and is included in the Deluxe Edition, Premium Edition and Premium Add-ons Bundle. Here’s where you can find the full list of Forza Horizon 5 Car Pass vehicles announced and released to date.



All players can continue to unlock new cars in Forza Horizon 5 through the weekly Festival Playlist. As always, we’ll share details about those reward opportunities in our monthly Series Update blogs.

What's Next

Forza Horizon 5 Series 9 brings new cars, events and challenges. Stay tuned for more details next month.

May 26, 2022
Fabled Lands - Victor
Fabled lands is OUT NOW!



The players gather around the table. Even as the Coke cans fizz and the bag of tortilla chips is being popped open, somebody looks at the map and says, ‘I hear there’s an abandoned fortress out on the tidal flats.’

The referee consults the rulebooks. ‘Many claim it’s the stronghold of the legendary hero Hrugga – though that’s surely just a myth.’

Plans are made. Ships bought and outfitted. One of the players has the sea captain skill, and he plots a course. Another considers the supplies the party will need. Soon they’re ready to set out on a new expedition. And all because one of the players happened to spot the symbol for ruins in a corner of the map.


This quote from maestro Dave Morris sums up the quintessential of what pen'n'paper RPGs feel like to me. A feeling that ignited the spark to do what I do. The same feeling when I introduced gamebooks, and later D&D, for the first time to my friends many years ago. The same feeling when I started Prime Games. And, oh boy, what a journey it has been to get to this moment! With the help of the very talented artist Bernar Aganchyan, it took us three years to release our most ambitious title to date. A tribute to old-school pen & paper RPGs and the era of solo adventures. What I hope to achieve with this title, is to reignite that same spark for any of you who decides to step into the world of Fabled Lands!

https://store.steampowered.com/app/1299620/Fabled_Lands/

It's been an extremely productive Early Access. We have more than doubled the content of the game over the course of one year, overhauled the game balance, and improved the overall experience in many ways. I've tried my best to listen closely to the community's concerns and feedback, made sure your advice found its way in the game (or is going to!). A huge THANK YOU to all our supporters - Early Access players, beta testers and the indie game dev community as a whole. I wouldn't be writing this today without your help.

Lastly, I want to thank gamebook legends Dave Morris and Jamie Thomson for creating this fabolous world back in 1996-97 and putting their faith in me bringing it to you, 25 years later! I am amazed what pioneers they were creating a full blown open world RPG with the limitations of paper gamebooks!

WHAT'S NEW

Incremented version to 1.0.0
---
  • Added the Court of Hidden Faces content update (60 000 words).
  • Added 11 new Quests.
  • Added 17 new Achievements.
  • Added 20 new Encounters.
  • Added 18 new Enemies.
  • Added 46 new Items.
Skills
  • Added Shout.
  • Added Water Spirit.
  • Added Adrenaline Burst.
  • Added Everyone's a Critic.
  • Added Eagle Eye.
  • Added Invigoration.
  • Buffed Meteor Strike.
    Increased damage from 50% to 100% max weapon damage.
  • Updated Hot Pursuit passive skill.
    Shadow Dash is no longer a signature spell. Added Lightning Strike as a signature spell.
Economy & Weaponry
  • Added new Ports.
  • Added new Markets.
  • Added new Weapons.
  • Added new ways to obtain cargo and ships via the story.
  • Added more items to markets in Golnir to improve variety and ways for profit.
  • Added a way to obtain a Castle.
  • Added Enchant Item.
Balance
    WARNING: PRE-EXISTING CHARACTERS WILL FEEL OVERPOWERED
  • Reworked how defence is calculated. Rank is no longer part of the calculation of the defence stats (nerf).
  • Rebalanced Ranks.
    Implemented alterating stat gain (2 Stamina on even ranks, 1 defence on odd ranks).
    Implemented Ability increase on odd ranks.
    Implemented Skill choice on even ranks.
    Rank cap is 10th rank (for new characters); changed several rank up events to be ability increases instead.
  • Rebalanced various items.
  • Rebalanced various encounters.
  • Added active skills to enemies in several encounters (such as Stunning Hit to Kaschuf the Deathless).
Visual effects and User Experience
  • Added Court of the Hidden Faces OST.
  • Added Cities of Gold and Glory OST.
  • Added new ambient sound effects to various map locations.
  • Added environmental visual effects and animations (clouds, wind, rain, blizzard, ambient light).
  • Added new combat visual effects (idle animation, critical strike camera shake, etc).
  • Added new FAQ section to Extras.
  • Quest Toggle tabs on/off behaviour is now preserved with each individual save file rather than a single global setting.
  • Implemented visuals of map locations to change when your character alters the world.
  • Implemented buying whole stacks of ammunition in markets.
Fixes and improvements
  • Added Spy quest to Baroness now that Uttaku is added.
  • Added missing sections from The Great Steppes (Book 4), interrogated by the knights of the Citadel.
  • Added Map of Bazalek isle.
  • Added Map of Bazalek hint before dropping anchor on Bazalek Isle.
  • Added both ability rolls SCOUTING and MAGIC instead of only MAGIC when trying to cross Sir Leo's bridge by swimming.
  • Added Violet Ocean location in Golnir area and moved Kaschuff's medallion on that location.
  • Added long tap to trigger right click event for context menu on items.
  • Added new profession skills to markets.
  • Added ticket from Marlock City to Wishport (as is in the books).
  • Added Tutorial Tip about the recommended difficulty when selecting Classic mode for the first time.
  • Added descriptive text explaining that the players will be throwing their equipped weapon in the Blessed Springs.
  • Updated Gloves of Sig icon.
  • Updated Amulet of Protection to an artefact to indicate that is a quest related item.
  • Updated Climbing Gear to be an equipable item.
  • Increased announcements from 4 to 5 seconds on-screen time.
  • Updated Molhern's Smithy calculations to include the bonus of the item left by the character; adjusted text to indicate Item of Value (i.e. any item with ability bonus).
  • Fixed a performance issue causing freezes when opening Shops, Ports and Quest Log UI.
  • Fixed a performance issue causing a freeze when clicking on a map location.
  • Fixed Molhern's Smithy dice rolled not accounting for being an initiate of Molhern.
  • Fixed a bug with Molhern's Smithy where the item dropped bonus can be used in another Item drop check.
  • Fixed Blessed Springs taking a bath first forcing you to leave and come back again demanding new payment despite having Vial of Yellow Dust on you the first time.
  • Fixed Cut-throats encounter in Yarimura not taking under consideration if you were wounded by their poisoned daggers.
  • Fixed prince Akradai telling you he is from the Horde of Thundering Skies whilst he is actually from the Horde of the Thousand Winds; added bonus +3 if you have met Akradai on the Charisma roll when meeting his tribe.
  • Fixed illogicalities in the text when you have stolen from Avar Hordeth and meet his ship while drifting at sea.
  • Fixed not losing your Shards in Goldfall when the text says so.
  • Fixed end of story bug when save/loading in Goldfall for gambling.
  • Fixed fast clicking a map location sometimes causing the player to stop and the location to disappear.
  • Fixed Treasure maps close button not working.
  • Fixed Combat ability appearing red as if with negative modifier when equipping weapon with no combat bonus.
  • Fixed Knight Sword wrong description displayed.
  • Fixed a bug where you can save/load on a limited loot chest to get all the items inside.
  • Fixed Stunning Blow and Backstab sometimes causing position miscalculations.
  • Fixed Maxed Stamina reduction to prevent Max Stamina from going lower than 1.
  • Fixed Venefax healer not charging 25 Shards for removing poison.
  • Fixed an issue where you can't overwrite an existing save when you have reached the maximum saves capacity.
  • Fixed various typos.
Important Note: Considering the extent of these improvements there is little to no chance that I broke nothing in the process despite the concluded closed beta. If you see something wrong, please flag it to me using the usual channels, like the Steam community forums and the official Discord.

The journey is far from over!

We have big plans for the future content of Fabled Lands.
Stay tuned!

https://store.steampowered.com/app/1299620/Fabled_Lands/
Cannibal Crossing - Rocketcat Games
It's the Cannibal Crossing 1.0 Launch! With this, we're out of Early Access. I want to thank everyone for all the feedback that let me change the game for the better. The game is a lot different from when I picked it up as a publisher!



This 1.0 launch post will be a bit shorter than what I usually do for my games, as I am HORRENDOUSLY SICK right now. However, when the dust settles (couple months from now?), I plan on doing a retrospective post on Cannibal Crossing. It was a pretty big change from the previous game, and I'd like to talk a lot about how feedback shaped the game and late design decisions. I say late design as by the time I got to publish this game, there was already a really big story on its dev process.

This update also had some final difficulty tweaks, mostly related to requests to lower the enemy amount in areas that have already been cleared. This has been dropped a lot. I'm always afraid to do this too much, but let me know what you think. I could tweak things even more in an update.

Also, keep the feedback coming! We can always do more updates.

As always, you can contact me in a variety of ways and talk to me directly. Links to the Discord and official Twitter in-game! For now I am passing out.

- Kepa



Cannibal Crossing 1.0 List of Changes

- All our previous changes from Early Access!

- Difficulty Tweak for enemies appearing in previously cleared areas. Down from 10% chance to 6% chance
- Above tweak for hard mode is down from 15% chance, to 12% chance

- Update to the lighting, optimizations and reducing the file size of major lighting sprites to 25% of previous
- Fix for a bug that let you get infinite fuel with the Lighter (dumped straight to your inventory)
- Fix for Groupeez boss, for followers attacking where the boss was instead of where it is

- Controllers should now work for rebinding again

- The Mortar should no longer damage the player
- Fix for the Quantum Mailbox
- Fix for Lola's bar getting enabled before prologue is finished
- Checks for higher difficulties getting unlocked properly
- Some wave mission spawn position updates

- Preventing some sliding along walls and doors
- Updated follower AI
- Fixed a bug for different ammo types being used than expected

- Changed Electronics Station description from "scrap" to "metal" for battery making
- Spanish update for some changed text

- Various tweaks/fixes
PowerWash Simulator - Josh FuturLab
Hey everyone - welcome to dev log 57!

Last week we released Update 0.9, our birthday patch including 3 community jobs and a whole host of QOL changes: https://store.steampowered.com/news/app/1290000/view/3224025758063263090

Today Artist Laura and Designer Dave give a VIP backstage tour of the Mini Golf Course level's development.



Before we start on this dev log, we are aware of a few issues with 0.9 and are working on a hotfix and will let everyone know when it goes live. There are temporary workarounds to many of the issues including multiplayer desync here: https://steamcommunity.com/app/1290000/discussions/0/3389534247558075422/ We are also listening closely to all of the feedback, thanks everyone!


Making It Look Great!

Laura is the artist who worked on making this job a visual fantasy. We asked some questions to show how they got a hole in one:

Where did you start with the level?

#Discussions_QuoteBlock_Author
I had a pitch from the design team about a 'fairytale, knight, castle' theme for this minigolf, so I started by thinking about a story. Players will make a little trip, from the forest to a little village, and then they will enter the dragon cave until finally arriving at the big castle! I thought it was important and exciting to bring players into different areas and have this storytelling.



What is the favourite part of the job you worked on?

#Discussions_QuoteBlock_Author
I think my favourite part of the job I worked on was all the little animals and particularly the dragon because it was a challenge for me as I'm not used to doing animals/characters in 3D. And I am pretty happy with the final result!







What was challenging working on this level?

#Discussions_QuoteBlock_Author
As I said previously, the dragon was challenging, but there are almost 300 objects in this scene, and with Powerwash's workflow, everything needs to be as clean as possible! And it's not easy to find all the issues, but thankfully we have a QA team!







What changed the most during development with the level?

#Discussions_QuoteBlock_Author
The composition changed a lot. I had a lot of feedback from the design team during all the development to change this - move this -remove this. And also the materials changed, at first, the castle and rocks were really dark and not very interesting and 'funny' so we needed to find something more colorfull to match the idea of this mini golf level!







Was there something you wanted to have in the level, but it just didn't work?

#Discussions_QuoteBlock_Author
I think I have everything I wanted on this level and I'm pretty happy with the result, it was really nice to work on this one because I was free to do what I had in mind!





Any closing thoughts?

#Discussions_QuoteBlock_Author
I just hope people enjoy the story, the colors and animals of the minigolf course, I put all my love on it ! haha









Making it Play Great!

Dave is the designer who was in charge of making the level fun to play and clean! Here are their answers to the same questions! :)

Where did you start with the level?

#Discussions_QuoteBlock_Author
We had some rough guidelines from the James (Creative Director):
1) We want a Castle on top of a hill that can be seen at all times.
2) We want the course to spiral around the hill to the Castle on top.
3) We want the theme to be Story Book Fantasy (less Dungeons and Dragons, more King Arthur, and Sword in the Stone).

We started with research: Looking at real-world minigolf courses to get an idea for hole and course layouts. While thinking about the layout of our course and where each hole would be positioned, we decided to try and tell a story from Hole 1 to Hole 9. The story is an adventure starting out in a forest, travelling through a village, navigating a dangerous cave, before arriving at the outer walls of a castle. The player goes through training in the courtyard, makes their way through the castle keep corridors, and eventually arrives at the castle itself.



What is the favourite part of the job you worked on?

#Discussions_QuoteBlock_Author
My favourite part was trying to figure out the layout of the holes. They needed to fit the space, draw the player along the 'correct path' and I also wanted them to be somewhat viable as real minigolf holes.



What was challenging working on this level?

#Discussions_QuoteBlock_Author
Trying to envision how everything would fit together. What was the scale of the objects? What sight lines did the player have? Could we hide and reveal areas to make it feel like the player is exploring and discovering the level as they progress? There were lots of elements I needed to consider as I was designing the level, but it was Laura that really helped pull them all together and make what I had in my head a reality.



What changed the most during development with the level?

#Discussions_QuoteBlock_Author
The layout around the back side of the course, after the dragon. We needed to take the player up quite a steep incline, but we also wanted to squeeze in a few holes on the way. Eventually the castle courtyard-to-corridor idea formed and we used steps and stairways between the holes to push the player upwards.



Was there something you wanted to have in the level, but it just didn't work?

#Discussions_QuoteBlock_Author
We wanted all the holes to be fully playable. For example, if the player hit the ball in the dragon's mouth, it'd pop out the hole on its back, roll down the tail and into the hole. Hit the ball through the final hole and it'd roll down the gutters in the bucket. The complexity and time needed to get everything working and bug free just made it unfeasible for us unfortunately.



Any closing thoughts?

#Discussions_QuoteBlock_Author
I loved working on this level, it was fun to use some more traditional level design techniques to lead the player on the journey through the level and to give a sense of discovery and exploration. I hope players enjoy exploring the minigolf course and returning it to its former, vibrant glory.


We hope everyone has learned more about the level process and has enjoyed some of the in-progress images!

Weekly Meme

Each week we release a PowerWash version of a popular meme format. This week it is 'Take My Money'. How would you caption it? If you have any recommendations, please also let us know below!



That's All, Folks!

Thank you to everyone for reading. We hope everyone is enjoying the new content and these insights! :)

Keep up with everything PowerWash Simulator by following our channels:

Twitter: https://twitter.com/PowerWashSim
Twitch: https://www.twitch.tv/futurlab
TikTok: https://www.tiktok.com/@powerwashsim?
Instagram: https://www.instagram.com/powerwashsim/
Facebook: https://www.facebook.com/powerwashsim
PWS Wiki: https://powerwash-simulator.fandom.com/wiki/PowerWash_Simulator_Wiki
May 26, 2022
Roundguard - wonderbelly_bob
Just a few small bug fixes for issues that some helpful folks have reported to us...

  • Fixed Goblin Poet defeat trinket pens destroying each other if you get a bunch going at once with druid wild vines.
  • Fixed another soft lock edge case when skipping the final Gift Giver dialog.
  • Fixed Warrior Sideshow bomb rules to make its timing for coming out to explode the gold pots totally consistent on different resolutions.
  • Thorns visuals on the enemies now hide correctly when they are cleansed by a clear gel cube.
  • Fixed Organized Lich elite not playing their resurrection particles when reanimating a skull.

We're happy to see some extreme high scores utilizing the new Encore ranks and features! Keep them coming, and thanks for playing!
Starbase - KaiFB
Patch type: Hotfix
- Potential bugfix for ships getting lost from Capital Ship hangar halls

Also as you may have read from the in-game news or Discord, a lot of Capital Ships/Stations got stuck in a LOD state after last weekend's server trouble.

We are working on reimbursing these with ores by going through the F1 tickets, but there is still quite a big backlog of other reports as well, and few people doing the reimbursements.

Sorry for the wait, we hope to get to all the F1 reports as soon as possible.
May 26, 2022
Puzzle Car - Moraes Game Studio
Just a small update to fix an bug when loading the save game from the cloud on another device. All levels with a green light were started with a red light on another device. This has been fixed in this version, just update your game to the latest version.

Alysson N. Moraes - Moraes Game Studio.
Suicide Guy Deluxe Plus - Eric Santo
Hello my friends!
The Suicide Guy Deluxe Plus new edition is available today on Steam!


get the game:

https://store.steampowered.com/app/1972820/Suicide_Guy_Deluxe_Plus/


What does the new Deluxe Edition include?

- 3 new exclusive levels

- Cloud saves

- Performance improvements

- Graphics enhancements

- Highly polished physics interactions

- New languages support (Korean, Arabic, Dutch, Swedish and Norwegian)

- Options for completely customizable button mappings

- Exclusive levels will be added as a Free update for all players in the next months after the initial release, so stay tuned!


Players will be challenged with the most complex and original brain teasers.

The game includes mature content, in particular violence, alcohol abuse and self-harm.
Despite the title the game is NOT about suicide or depression.


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