Extra Case: My Girlfriend's Secrets - Sounding Stone / 老奉毊


Level design: 21%
Scenario: 53%
English translation: 47.5(21+21+5.5)%
Japanese translation: 40.5(21+14+5.5)%

Be sure to add this game to your wishlist and follow up with the updates.

https://store.steampowered.com/app/1959530/
May 29, 2022
Astral Flux - Snug
Adam here! We’ll keep it short and sweet again this month, as we remain heads-down on trying to wrap things up in time for a late summer or early fall release.

Blazing a New Trail(er)

We recently took the time to prepare a new gameplay trailer in preparation for ramping up the marketing efforts. This will certainly not be the last trailer we make, but it reflects many of the changes you’ve been reading about/seeing over the past several months (revised player sprite, wall climbing/jumping, new worlds, new enemies, etc.).

In case you missed it, here it is:



Long Story Short
We’ve also ramped up the focus on the story lately. I won’t spoil it all, but suffice to say, our protagonists aren’t very bright and in their desperate attempt to find their way home, leave an (accidental) trail of destruction. This will be conveyed through a combination of cutscenes, scripted events, and dialog. Here’s the most recent progress on this front: a brief cutscene in which you can see the protagonist’s ship warping to the next planet, and an interdimensional rift left in their wake.



For this one, Nathan leveraged 3D modelling/animation to help give the art a strong perspective:



Who’s the Boss?
Apart from that, we’ve been tying up loose ends with world 4, which includes several new enemies, and most importantly, a final boss.





The theme for world 4–in case it’s not readily apparent–is organic/electronic. As you can see, there is a strong presence of technology, but with lots of overgrowth, rust, etc. We’ve extended this to the boss, which is half computer, half alien.





The boss battle itself is loosely inspired by bosses we’ve seen in Soulsborne games. You know, the kind of whac-a-mole design where you need to take out a few smaller enemies, reveal the big boss, do some damage, rinse, and repeat. It’s my first time designing a boss like this, and I had a lot of fun doing it.



Well, we better get back to it! If you like what you’ve been seeing over the past few months, please consider telling a friend! Every wishlist we receive equates to better launch visibility, which equates to more players, which in turn equates to us making more games. 🙂

Cheers,
Adam
COVID KILLER - contact@perseverancestudio
Hi there,

We are happy to announce that we are participating in the Steam Néo Fest : june 2022 which will take place in a few days.

You will can take the opportunity to try our brand new demo!

It will give you access to the two modes planned for Early Access: Story Mode, and Survival Mode.

We'll let you know when the demo goes live.

We look forward to hearing your first feedback.

Good day to all.
Oblivity - Find your perfect Sensitivity - Poly Games
Developer Note
Hello Oblivity community,
many of the new features were requested by you on our official Discord server. So feel free to join and help us to improve Oblivity!
Cheers Poly Games

Change Logs
New Features

ADS - Aim Down Sights



Scenario creators can now easily activate and customize ADS.
In the Weapon editor we introduced a new ADS Widget.
- adjustable zoom factor/fixed fov
- adjustable scope-in/scope-out time
- adjust if your crosshair should be disabled while scoping in
- Select a Scope from our presets or import your own png.
- Preset scopes: Reflex / Acog / Sniper scope


The ADS settings in the optionsmenu allow for easy user customization
Select your ADS sensitivity with different options:
- ADS sens Multiplier
- Monitor distance coefficient
- different zoom factor scope multipliers.
- You can also override scenario scope settings and use your own scope/our presets.

Bloom and Spray ADS settings
- we also added some bloom/spray ADS settings to the spray/bloom editor widget

Target Glow
We added a adjustable target glow to the settings.
- change the intensity in the visual settings.

Converter Games
- added Halo infinite
- added Escape from Tarkov

Smaller features and changes
- added round start counter: time adjustable in the settings
- smoother Spray patterns (we added interpolation for smoother spraying)
- added Mouse x and y multipliers to the settings
- resorganized the settings menu
- added ambient occlusion settings
- bigger crosshair window


Bugs
- fixed a bug locking the player camera when looking at the sky
- slight UI adjustments
- fixed some color settings issues
- fixed some inputfields not registering on click
The Greatest Penguin Heist of All Time - That Fish
Noot noot, fellow penguins. Today's update is a bit different as it a lot bigger (in terms of disk space) than the previous ones. The game now takes up around 6-7 GB, but not for just any reason. From the first launch bach in July until now, the game has not always been performing very well for everyone. We had chosen to work with full realtime lighting because of the interactable physics elements, and that goes well when you have simple levels and not too much else going on, but as the game grew it became a bit too demanding. That's why we've chosen to mainly go over to baked lighting.

What does this mean? For starters it means that the game will be much larger in size, since we have to store all the precomuted ligting data, but it also means that the lighting will be much better as it simulates light bouncing around. However, realtime shadows not really be present in most environment lighting, so your penguins doesn't cast shadows everywhere. Since the game runs about 1.5 to 3 times faster in all scenes, we think this is well worth the sacrifice, although we're looking at adding a realtime-mode (but extra baked lights for even better effects) for those who have beefy computers in the future.

There may be some odd lighting on your penguins and in the shops, but we're working hard on getting it all smooth. We think you'll like this update, though, as it looks better and runs better in general.

Additions
  • Baked lighting for all maps
  • Added several extra lights, foliage, rocks, etc. as it doesn't make the game more demanding

Fixes and Changes
  • Fixed rubber-banding in multiplayer
  • Fixed some desync issues for clients

Most of the work right now has gone to improving performance and stability. We don't want to roll out the blueprints and post office update just yet before we know that the game runs well for everyone. For those of you who are now and have gotten the game and feel like it's not working as expected, please write to us about it and we'll try to fix it.

Also, thanks to all of you newcomers who have gotten the game lately! We're glad you've joined us, and we hope that you're enjoying the journey of Penguin Heist. A lot has been done, but a lot more is to come. Feel free to join our Discord too! There you can report bugs, just chat with us, post penguin pictures, or whatever you feel like.

Stay safe, and keep on nooting!
Prehistoric Kingdom - Rosie
Hello Park Managers!

The May update needs about a weeks more prep time before the patch goes live - We're workin' hard to get the update out ASAP, and we'll keep you posted throughout the week.

- The PK Team
May 29, 2022
THORN DEMON HUNTER - 鬼手神一
There was a file reading problem in the previous game, which was fixed
May 29, 2022
Past Fate - Kate Middleton
Past Fate Patch 0.3.7 is now live

We thought that the early play felt little bit more empty so we wanted to dedicate this patch for fixing a lot of gameplay and immersion problems.

We have also added every weapon to have different skills that can be used by keys 1, 2 and Middle Mouse button. Also Two-Handed weapons have been now added to game.



Game Improvements and changes summary:

  • Player statistics on level up has been changed. No longer does players get a lot of health or strength when leveling up, instead gear affects stats and attributes more than it used to.
  • Added skills for every weapon-type
  • Added Two-Handed weapons and daggers in-game. For 2H Weapons this includes 2H Axes, Polearms, Greatswords and so on.
  • While having shield on your back and equipping two-handed weapons the players shield will stay on back to give stats at same style than having sword and shield equipped.
  • More early game quest rewards added as questing felt boring for not giving out so many different variations of equipment.
  • More side quests added that give out great rewards for players
  • Player characters got slight improvement
  • Changed some of the NPC voices
  • NPC Enemies have now variety of weapons and their loot have been adjusted
  • Painting table got some new item changes
  • Health regen has been adjusted, making players to actually need to collect berries and/or buy food or potions from merchants.
  • Main Menu changes
  • Edaria having more quests
  • Bug fixes
The Sargosian Abyss - nathan.fortier
On a small number of Windows systems the game receives a QUIT event immediately after launching from Steam. The QUIT event should only be triggered by the top right X button, and we've been unable to reproduce the issue. As a quick fix, users experiencing this issue can now create a file named "nox.txt" in the game directory. This will cause the game to ignore all QUIT events, but you will still be able to quit the game from the menu.
My Little Dictator - WarGirl Games
My Little Dictator has an official launch date - 6th June 2022, D-Day!

That means there's only one week to go from now until you can finally play this satirical take on WW2 with cute, anime dictators and generals. Are you ready to storm the beaches of comedy and take on the gun nests of romance? Or something like that... D-Day!

Make sure to wishlist, follow, share and get the game when it finally lands here on Steam!

https://store.steampowered.com/app/1882820/My_Little_Dictator/

https://store.steampowered.com/app/1882820/My_Little_Dictator/

...