Jun 2, 2022
FOREWARNED - Dreambyte Games
  • Fixed an issue related to mouse sensitivity which could cause crashes
Destiny 2 - World's Okayest Titan
This week at Bungie, we dove deep into feedback about all of the exciting things that have been happening in the game. As we continue to conquer the Nightmares that Calus and his army have to throw at us, we’ve got some next steps to share about Solar 3.0, an updated known issues list for players to track with so many new things being introduced, and a special tribute to our community that we think you’ll find welcome.

The last week has been filled with dangers lurking at every corner. Whether it’s confronting our fears in the newest Duality dungeon or getting a little spicy with the recent Solar 3.0 update, there is a healthy dose of newness for Guardians to take on. But before we dive into what’s next for Solar, let’s talk about Iron Banner and Rift’s launch.

To read the full TWAB, check out our latest blog post, in full, right here.
Jun 2, 2022
Urban Tale - WASD Games
Update 1.0.7 is live.

Small improvements and changes to the game.

Changelog:
  • Upgrade function will now remember the selected object when upgrading
  • Fixed a bug where pets would get stucked sometimes
  • Various small fixes to Apartments in zone 1
  • Changes in the credits
  • Small changes to GUI
  • Performance improvements to GUI
  • Fixed some items not being covered in snow
  • Buying items from the Sunday Market on gamepad no longer buys twice, plus some interface tweaks
  • Shop sign can now be altered

Cynthia: Hidden in the Moonshadow - hauaj ༼ つ ◕_◕ ༽つ
Demo Patch 1.0.15 changes:
-new vegetation models around water areas
-hologram memories are now properly displayed instead of ugly placeholder particles
-small bug fixes to the chronicler journal

Hi there!

Tomasz here, bringing you another update to the demo of Cynthia: Hidden in the Moonshadow. From now on I decided (ekhem thanks to Adam ^^) that I will try to post patch notes describing how game is evolving during the development process and what exactly is changing. There were plenty of updates before that I didn't cover but the game is alive and I'm still working on it, so expect more updates in the future :)

Also as always I would like to thanks all of you for a constant support, it really means a lot and motivates me to work on this project.

Wishlist and stay tuned for more info :)

Take care! ːlunar2019piginablanketː


Ah also you can follow me on twitter where I'm trying to post regurarly about new features etc.
https://twitter.com/THdev_eu
Madden NFL 23 - Electronic Arts
And don't miss your chance to snag an All Madden Team Elite Player when you pre-order the All Madden Edition by July 22*!



Score 4600 Madden Points, 3 days early access and exclusive challenges, your choice of two Elite Players, and so much more when you pre-order the All Madden Edition today! Plus, pre-order by July 22, 2022 and get an All Madden Team Elite player to upgrade your Ultimate Team™.

*CONDITIONS AND RESTRICTIONS APPLY. SEE https://www.ea.com/games/madden-nfl/madden-nfl-23/buy/offer-disclaimers FOR DETAILS.
Star Trek Timelines - WRG_Shan


After a research crew studying an abandoned Species 8472 bioship goes missing, it’s up to your crew to investigate what befell them.

Event Name: Pruned - ME#2
Event Type: Galaxy (supply missions)
Event Start: Thursday, 06/09 at noon ET (16:00 UTC)
Event Finish: Monday, 06/13 at noon ET (16:00 UTC)

Squadrons: Y
Crew Sharing: N
Faction Winner Bonus: N
Community Rewards: Y

Event Crew: Lt. Commander Spock 5* (New), Lt. JG Picard 4* (New), and Arjin 4* (Existing).

Ranked reward 5* crew: Ruon Tarka 5* (New) - this crew will be featured event crew in the event starting on 06/16.

Recurrent event threshold reward crew: Infected Tryla Scott (Existing) 5*


Bonus crew
• high bonus: event crew and Infected Tryla Scott
• small bonus: variants of Spock, Picard, and crew with the ‘astrophysicist’ trait


Event Faction
Cardassians, Dominion, Bajorans

Live long and prosper,

The STAR TREK TIMELINES Team
Dread Delusion - Lazarus
In his 4th Dreadful Dev Diary, lead developer James Wragg explores some of the inspirations that fuels various ideas and designs in Dread Delusion.


Wishlist Below!

https://store.steampowered.com/app/1574240/Dread_Delusion/

Socials:
James Wragg's Twitter
DreadXP's Linktree
Jun 2, 2022
Craftomation 101: Programming & Craft - ElJorro
Hi all. Oleg from Luden.io is here. Our new game Craftomation 101 is now officially available on Steam in the form of a demo. Scroll down for the long story about development, big ideas, huge plans, and tiny robots.

https://store.steampowered.com/app/1724140/Craftomation_101/

What is Craftomation 101

It is a craft automation game about funny programmable robots CraftoMates who can move, eat, and craft things needed to terraform a frozen planet.

With this game, you can learn or teach programming and system design basics in a fun way. You can play the game for free in your web browser and add it to your Wishlist on Steam. Chromebooks are also supported.

We release an update every 2 weeks and host an informal stream with developers every Friday on our Discord. Stop by and say hi, we’d love to chat and read all the feedback you want to share.



How It Started

Technically, it all started when one of us (not me) tried to create a piece of javascript to try all the craft combinations in one really nice web game. But it’s too silly to be the reason for creating a whole game (okay it was me and I was kinda close to succeeding with this javascript).

The other piece of this puzzle was in a huge spreadsheet with feedback from players of our previous game while True: learn(). A lot of players asked us to add more “real programming” in our next games.

Another thing we were inspired by was an amazing article Artificial Living Plants by Edward F. Moore (1956). It was dedicated to using self-replicating machines for resource mining and production (not just on Earth, but on other planets as well). Additionally I was shocked by the idea of Freeman Dyson who proposed using self-replicating machines to deliver ice from Enceladus to Mars to help with terraforming.



It all lead us to brainstorming: what kind of game could demonstrate all those amazing concepts, while showcasing programming as a really useful tool for automating various systems, small or huge?

To be honest, “self-replicating programmable robots used for terraforming” sounds really charming, inspiring, and awesome to us. We simply had to try and make this concept into something playable!

Self-replication

The work began in early 2021, as our artist Alex started making sketches, while Dima and Ivan were getting familiar with the Defold game engine (read below) and how it works with Spine animations.

But the real push for us was Ludum Dare 48, which happened in April '21. This online event suggests participants to develop their games in 48 or 72 hours sprints, and we at Luden.io have a long lasting tradition of participating in it.

After a short brainstorm, we decided to make a game about mining resources and investing them into something - something cool, like building a rocket! So we’ve piled up some premade art assets, ideas that could be implemented in a short period of time, and a lot of coffee - and made it into a prototype.

That was a glitchy, but fun little game. After reading 30+ cheerful comments with tons of kind words and meaningful feedback, we thought that the concept was worth working on.

Development

As you might already know, our studio is focused on educational games, which implies lots of discussions with educators. You wouldn't believe how many times in the last 8 years I had to tell educators that, alas, they can’t use our games with Chromebooks (the most popular computer in the classrooms of the US), because our game engine doesn’t support them.

That’s how we ended up with a new game engine - Defold - which is super fun to use and supports web platforms, including Chromebooks.

We’ve launched a pre-alpha on itch.io which was quite helpful because players could instantly start playing the game and providing lots of feedback, ideas, and unexpectedly good ratings (which was tremendously inspiring for us, thank you!)



We wanted to an intuitively comprehensive game, which is why the crafting system was extremely simple - you just combine two objects to produce a new one. Hit Stone with another Stone to get a Spark. Hit Spark with Coal and get a Fire. Fire and Water make Steam…

But what about that automation part? We needed someone who would clash the objects together for us. It would have to be able to pick up an object from a particular place, hold two objects in two hands and combine objects to create the new one. We've asked our artist to try and envision such a creature. The first results looked… peculiar:



Another challenge for us was to make it easier for players to select a particular place on the map for programming purposes. So we’ve started with chess-like map visuals.



Command Stack

The first implementation of the programming part was inspired by Assembler. Adding commands one after another, executing them one by one - that was quite playable.



But as the game started growing, it became much more complicated to create loops and if statements keeping all the code in stack format.



Visual Programming

By the summer of 2021, we decided to make an experiment with visual programming. We’ve already worked with systems like this in Unreal Engine's blueprints and that was really cool. That was one of the main reasons to make visual programming systems the base for while True: learn() but… But it wasn’t an actual programming environment, more like a sandbox for puzzles.

When our programmer Dima uploaded the very first version it became clear that visual programming was much better than the command stack format. What was even cooler, it allowed us to expand the coding part with functions, libraries, custom nodes, and all the stuff programmers like.



The Goal

With the concept, the workfield and the character in places, our next question was: what is it all for? We started with resource mining cycle: load a bunch of elements into a rocket and it will return with a reward - new programming modules for your robots.



Later, when we implemented all the basics we finally got to the initial idea of using robots for terraforming. So now your goal was to terraform the planet - melt the ice, create an atmosphere, plant trees and set up the production of food and water to make the planet habitable.



Trees, food production, and buildings - were to be created the same way as basic elements or robots: by clashing the basic elemets. It could be done manually or by programming a robot to do that.



Melting The Ice

Eventually we eneded up with a concept of melting the ice on the planet's surface. In the beginning, the rocket melts snow and ice around the landing zone, but after that the players were on their own… well, almost!



In order to expand, players must place fires and keep them alive. If they went out, the land around them would start to freeze back. Should the players decide to stick to manual crafting, the process would quickly turn into micromanagement hell. Not good… Enter the CraftoMates!



In the current version of the game, you start with only one robot because the rocket can’t carry more. But once you get around the crafting system and the basics of visual programming, you'll be able to build a gang of tiny workers! Heck, you could even make robots make more robots, if you're smart and patient enough!

The Future

The game is coming to Early Access later in 2022. Our roadmap is public and waiting for your suggestions, you can find it on our Steam page. We release an update every 2 weeks and host an informal stream with developers every Friday on our Discord. Stop by and say hi, we’d love to chat and read all the feedback you want to share.

You can support us with this limited-time Pay What You Want offer and buy the soundtrack and exclusive art pack for any price you want from $0.01 to $99.99+.

Other than that... Have fun!

Best wishes,
Oleg Chumakov
Head of Luden.io

How To Get More Involved
  • It probably sounds silly but - play the game (web version can be found here) and share your impressions with us.
  • You are always welcome to share your feedback, bug report, or feature request via the form.
  • Here is a limited-time Pay What You Want offer for early supporters of the game. Any price you want from $0.01 to $99.99+.
  • If you want to talk please join our Discord. We all are online most of the time.
  • Here is our Twitter with regular updates on development status.
  • If you want to help with translating the game - please drop us a line at info@luden.io and we’ll share the spreadsheet with you.
  • If you are an educator - let me know how we can make your game-based classes better and class preparation easier. My email is oleg.chumakov@luden.io
Stolen Realm - JJ
Bug Fixes
  • Fixed an issue that could cause a lock up at the end of battle
Battle Bands: Rock & Roll Deckbuilder - Theodore Roosevelt
Battle Bands Season 2 is Coming!!



On the 23rd of June players will be able to discover and battle a new band in Tour Mode, experience new moments, unique gear, and awesome cosmetics to unlock.
  • "Sirens Call" will try and use their captivating tunes to get players to defeat themselves as they emerge from the sea and attempt to take Riff City!
  • Kick up some sand in the new Beach arena featuring a new song by Fat Bard, discover 10 fresh moments, and utilize all new gear to bolster your strategies in both Royale and Tour mode!
  • As you face these all new challenges you will be able to unlock another 50 levels in the new FREE backstage pass full of awesome cosmetics and new ways to show how hard you rock!!
We cannot wait to share all Season 2 has to offer with you and will be launching Season XP boosts between now and June23rd to help those on their way to finishing the Season 1 Backstage Pass.

The Opening Act is ending and the tide is rising!!

For any comments or questions please visit us at our Discord!
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