Unturned - SDGNelson


Kuwait's final update is here! The monuments on Boubyan Island have finally charged up to power the main obelisk. Play today to discover (and promptly escape) the outlands.


Watch the Kuwait Escaping Outlands Trailer Here

Read the Full Kuwait Changelog Here

To host a server running the map add its workshop file ID (2483365750) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Kuwait in Commands.dat.

Two challenging new achievements with free rare items have been added in a final questline:



For the next two weeks a variety of exclusive new free items will be dropping:



This project was created by Animatic and NSTM. If you enjoy the map and would like to support them, consider checking out their Kuwait-themed bundles on the Stockpile:



Private Eye Bundle
Mythical Palm Nights Bundle
Assorted Accessories Bundle

Watch the Escaping Outlands Cosmetics Trailer Here

These bundles from the initial launch of Kuwait are also still available:
Assorted Hats Bundle
Divine Duneman Bundle
Letterman Bundle

Watch the Original Kuwait Trailer Here
Biohazard Zombie Plush:

We have collaborated with Makeship to bring the Biohazard Zombie to life in the form of a limited-edition collectible plush toy!



Edit: the campaign has concluded after being successfully funded! Thank you to everyone for your interest and support, we are looking forward to sending them out in September!

Base Game Changelog:

Added:
  • "Projection Ratio Coefficient" option for "Focal Length" sensitivity scaling.
  • Terrain editor hotkeys to switch active tab.
Changed:
  • Updated Unity from 2019.4.38f1 to 2020.3.34f1.
  • Always load english text as fallback.
  • Vanilla ban command also bans player HWID.
Fixed:
  • Replaced placeholder equipment rate limit fix by converting item hash to the newer asset integrity system.
  • Boombox volume slider triggering rate limit kick.
  • Explain kick when server per-platform assetbundle hash is out of date.
  • Vertical alignment of font color setting.
  • Text field character limit in IMGUI mode.
Patch #1:

We have gotten reports that many players are experiencing BattlEye issues on Mac. Unfortunately the cause is still a mystery because I have not been able to reproduce it on my test Mac, and there still seem to be lots of Mac players online BattlEye protected servers. We are working with BattlEye to narrow down and patch as soon as possible.

This patch only fixes a few mistakes in the vanilla HWID ban support.

Patch #2:

New version of BattlEye macOS and Linux clients, and speculative fix for the failed to load BattlEye kick on macOS.
Jun 3, 2022
Soccer With Satan - tamara
What does that mean for you?

It means you get a chance to play our (limited time) Next Fest exclusive demo very soon. Lucky you!

How is the development going you ask? Well, just look at how hard we are working:



Join our discord if you want actual information on how development is going or follow this link if you just came for the funny videos.








Unnatural Disaster - Rumor Games
This latest flood of improvements to Unnatural Disaster upends the rules of the game, and provides a bridge to the next phase of development.

New Fluid Simulation



The core of this release is the completely new, fully-simulated volumetric water system. Liquid doesn't just react to disasters, it occupies space and can pool, gather, and flow realistically on the terrain!

This doesn't just look cool, it has a big impact on the way the game plays. Take tsunamis. Underwater earthquakes cause waters to recede at first, before roaring back bigger than before and sweeping away anything in their path. But they also require more finesse and strategy to use. The deeper and larger the body of water, the greater the effect. Puddles won't cut it!

Since this is a new and massive change, your feedback (and bug reports) are critical!

A Bigger Sandbox

Plasma Ball
Transformer
Fuel Silo
Sandbox Mode has grown! New tools have been added to take advantage of the updated fluid simulation. Add or remove water to craft your own mountain lakes, reservoirs, canyons, or oceans!

These tools are accessible in Edit Mode under the faucet tab. Terrain tools (raise, lower, level) are now consolidated under the shovel tab.

And there's one more tab you won't recognize: landmarks. This includes a few new toys for creating your own awesome sandbox scenarios:
  • Plasma Ball: Smash this to release a pulse of energy, disabling nearby obstacles
  • Transformer: Erupts in flames on destruction
  • Fuel Silo: Volatile and prone to exploding (try lining them up in a row for extra mayhem!)
What's Next



The fluid simulation rewrite has been an opportunity to clean up some things under the hood and take a big step toward the ultimate 1.0 release. On the way there...

Story Mode is getting an overhaul. The new suite of tools added in this update will open the door to previously-impossible scenarios. Expect to see big changes here soon!

Sandbox Mode has some surprises in store. Without giving too much away, look forward to more goodies in the landmarks tab.

And of course, your feedback will continue to shape the final product. Be sure to share your thoughts with the in-game feedback buttons (email and social media), or right here on the discussion board.



Happy smashing!
Jun 3, 2022
Chernobylite Complete Edition - Pablo
Before we start the report, we would like to share a reminder that Chernobylite was nominated by the Polish section of IGN to fight for the title of "Best Polish Game" of 2021. All nominated titles have a chance to win an audience award in that category. Please vote for Chernobylite! The voting lasts until June 5. Thank you for all your support!



Hello Stalkers!
The world in Chernobylite is not only a cluster of polygons and textures merged together by lines of code. It is also the experience of visiting buildings dominated by vegetation, crumbling walls, and a unique atmosphere that is difficult to imitate. And these cannot be recreated while sitting simply at a desk.



While working on both the Chernobyl VR Project and Chernobylite, we made a lot of trips to Chernobyl to gather the materials we needed. Being there, we felt like we were thrown in the middle of a computer game. Well, our trips in some way defined how the player explores the Zone in the game. But at the same time, we were quite aware that we are dealing with a place that exists in the real world.



From the very beginning - when we were creating the Chernobyl VR Project - we tried to show the Zone as close to reality as possible, not only in terms of its appearance, but above all, how it evokes emotions. It seems to us that Chernobylite stands out from other post-apocalyptic games, because the action of the game takes place in a real place. And it can be seen not in some imaginary concept sketches, but in photos, recordings and venturing through the Zone on our own.



Of course, there were some "tweaks" in how the game represents the world of Chernobyl, here and there. The Zone itself is a very quiet, peaceful and deserted place. We tried to reflect the atmosphere of the place that exists in the real world as accurately as possible, but at the same time to slightly colorize the elements that made it unique, to make the experience more intense. Everything we did in relation to the visualization of the Chernobyl Zone was intended to reflect the emotions we felt when visiting the zone, only more intense.



It was thanks to the trips to the Zone that we were able not only to absorb this atmosphere, but also to recreate it as it is. It was the experience that determined how we worked on the game.



Finally, we have something special for you! With this report, we are starting a contest series, where you can win Chernobylite PC and console keys every week. The rule is simple: we ask a question related to the game, the first correct answer in the comments wins. However, be warned: the questions will not be easy. Only for the hardcore Chernobylite fans.

Ready? So here we go!

What is the name of the locksmith's brother?

The correct answer and the winner will be announced on Monday in the comments section and in this report.

EDIT:

Answer: Athanasius

Congratulations to RenTGen :)

Oh, and for a #Friday leisure time:

No one:
People who drank too much at a party:



That's it for today!
Take care, Stalkers!

Will you join us? Let us know in the comments or on Discord.



Follow our official channels to stay up to date:
Like us on Facebook
Follow us on Twitter

https://store.steampowered.com/app/1016800/Chernobylite/
THNT : Target Hunt 'N Terminate - Sardaukar
Hi !
Welcome to the first installment of THNT devlog. Lets jump right into it ...

Items & player inventory
This week was mostly about adding new items and balancing the inventory gameplay. Current system allows the player to carry anything, only limit is the sum weight of all the stuff in the inventory.

New / updated items:
  • flare
  • HE grenade
  • energy charger
  • improved medkit
Flares
There are many dark places in THNT, navigating them should be a bit easier now


Demo
Free demo is in the works, it should be available for download in 5-6 weeks.

Devlog #002 coming next week. Until then, stay awesome !











Jun 3, 2022
KARDS - The WW2 Card Game - Thomas

Hello everyone!

It’s time for a new balance patch.

In all games, players always have to learn something new when they start playing. KARDS, as a free-to-play World War II-themed CCG, is very easy for players to understand due to its close connection with the history. However, there are still some ambiguous cards, mainly because of the length limit of card texts. We also need to keep a reasonable balance between being attractive and being complicated. Through this patch, we hope to reduce the amount of such cards, before they become too many. As usual, some nerfs and buffs are also included.

To be specific, we are focusing on cost reduction this time. This ability provides interesting strategies, by making cards much more flexible. For example, the cost of 34th Guards is reduced if your HQ takes damage from a friendly card. The cost of Wellington is reduced if you give an order. Nevertheless, they also function a bit differently. The cost of 34th Guards is reset, if the card is returned to hand, while Wellington is not. In addition, it is not explicit for players that the cost reduction also works while the card is in the deck. After a lot of debate, we have decided to simplify these cards. Meanwhile, their stats are also adjusted according to their respective performances. What is more, the costs of all such units will always be reset if they are sent to hand or deck.

Let’s take a look at these cards and other balance cards.

Strategic Changes

WELLINGTON


Old: Costs 1 less to deploy for each order you’ve given this battle.

New: If in your hand, this unit costs 2 less each time you give an order.

This bomber has been performing very well since its previous change. The attack and the defense are swapped so that it fits the role of a powerful bomber better. Reducing its cost will not be as easy as it was. The increased operation cost will also keep this unit checked.

34th GUARDS


Old: Reduce cost by 1 each time a friendly card damages your HQ.

New: If in your hand, this unit costs 2 less each time your HQ takes friendly damage.

This big boy got a lot of likes for a short while when the ability was introduced. However, it did not really shatter the battlefield and slowly faded into part of a meme deck. With this new version, the cost can be reduced faster, but it will only work while in your hand. As compensation, the operation cost is also reduced. We expect a slightly better performance for this card.

MIG 3


Old: Costs 2 kredits to deploy if an enemy countermeasure triggered this battle.

New: If in your hand, this unit costs 2 less each time an enemy countermeasure triggers.

This fighter was designed to be a good counter card against countermeasures. The role will remain the same. The basic stats are adjusted a bit in hope that it can find a place in a Soviet control or air deck. The cost can be reduced to 0 if you trigger two or more countermeasures with this unit in your hand.

39th BOLOGNA REGIMENT


Old: Costs 1 more to deploy if you have lost a unit this battle.

New: If in your hand, this unit costs 1 more each time you lose a unit.

This unit has a fixed spot in any control deck with Italy as the ally. The new ability looks a bit similar to its earlier version, where the cost can be increased to 10 or even higher. However, it only triggers if the card is in your hand. Aa a Guard unit in a control deck, this unit is often played as early as possible once in hand, without seeing many friendly units being destroyed. As such, this unit is actually expected to be played at the cost of 3 in most cases. Its defense is reduced to 6, based on its overwhelming performance.

Adjusted down in power

2nd PARA C


This parachute unit has been the most popular and powerful card since it was released, also the most troublesome one. The Pincer effect can turn any friendly unit into a very efficient removal. We would like to keep its efficiency and amplify its weakness. The defense is reduced to 2 so that breaking the pincer effect is much easier. It also makes more sense for a parachute unit to have a low defense, as airborne operations are always very risky.

HENSCHEL HS 126


Old: Deployment: Give a friendly tank +1+1 for each unit type in the same line.

New: Deployment: Give a friendly tank +1+1 for each other unit type in the same line.

As mentioned in our previous balance blog, we are closely monitoring the combined arms deck. In general, it is a very fun deck, with various types of units but focusing on tanks. However, the ladder is a bit swamped with this deck, especially for middle and lower ranks. We hope this deck will remain strong and popular, while it does require a small break. Different versions of this card and other related cards were tested. In the end, this new version is deemed to be the most suitable break for the deck. The new equation will not count the tank itself. In other words, this fighter won’t give any buff to a tank in the frontline, if you only have tanks at that line.

UNITED WE STAND


Old: Deal 2 damage to a unit. If this destroys it, gain 1 extra kredit slot.

New: Deal 2 damage to a unit. If this destroys it, all players gain 1 extra kredit slot.

This card was the least used card and ascended as the most used one since its change in March. Improving ramp and control decks was its initial intention. Midrange aggro decks also became better, such as Brit Air deck and US frontline deck. Many versions were tested with the same initial intention. Increasing the cost would surely work as a nerf, but ramp and control deck will likely suffer more. Dealing 2 damage with only 1 cost is very efficient. However, the ability is a double edge sword, which is much less harmful for ramp and control decks.

Adjusted up in power

SORTIE



Old: Target unit with Mobilize gets Fury this turn. At end of turn, fully repair the unit.

New: Choose one - Give a friendly unit Mobilize OR add a FRAPPE to your hand.

The version of this card was tested some time ago. When 2E RIMA was introduced, the current version was expected to be seen in more battles. Nevertheless, it is simply not happening, based on our internal statistics for this card. As such, we would like to proceed with this entirely new direction, which gives more versatility for Mobilize decks, instead of only low cost Mobilize units and Potez.

D4Y SUISEI


Old: Destruction: Pin all enemy ground units.

New: Deployment: Pin target enemy unit and its adjacent units.

We have been pondering on how to improve Pin decks and Japan control decks for a long time. This version of D4Y SUISEI could be the solution. The positions of units will matter more, with the advent of more cards affecting adjacent cards. So will the number of units in the support line. For example, you probably want to move more units into the frontline if possible, instead of fulfilling the whole support line.

ZHUKOV


Old: Draw a random Soviet infantry from your deck. It costs 3 less this turn.

New: Draw a random Soviet infantry. It gets +1+1 and Blitz when deployed.

ZHUKOV is a very powerful order. However, it is mostly used in the combo with 4TH KUBAN COSSACKS, with the unit being the only infantry in the deck. Otherwise, it is much less reliable, not even in the T34 deck with the purpose of drawing 214TH AMUR. This new version is expected to be more diverse, as players can include different infantry units into the deck and get to choose when to deploy the drawn infantry to maximize its value.

That is all, these changes will be live soon. Please continue giving us your feedback, which is very valuable to us. We are checking your feedback, as always.

Thanks and see you on the battlefield, commanders!
Jun 3, 2022
Shades of Rayna - w0hoho



You can join Discord server here.


Shades of Rayna Update 0.4.5.1 (06/03/2022)

-Fixed the problem where you can't enter the dragon or witch fight after Dragon Den map completion.
-Boss defence and health is increased for Warrior.
-Bosses didn't make their projectile attacks when there were couple of bosses at the same time. Now, they have 20% chance to make their projectile attacks on this situation.
Jun 3, 2022
Influence, Inc. - amanda
Hope was accidentally a bit too easy. Fixed it. (Sorry.)
Jun 3, 2022
VTuber Plus - Arzolath
  • Added reset timer to VRChat OSC commands in Rewards.
  • Added the ability to turn off rendering to increase performance in VRChat.
  • Optimized general rendering and performance.
Game Dev Masters - Doobachoo
Game Dev Masters has officially released from Early Access



It has been a long road to reach this point. Going from prototype, to early itch.io versions, to steam demo plus early access, and now the official release. So much has been done over the past few years to get here and I am honored and humbled by the community support. The game is as good as it currently is directly because of you amazing players providing great feedback, suggestions, and fixes. This is not the end of the line when it comes to work on GDM, but it is an amazing milestone to reach. Thank you to everyone who has taken the time to try the game, and especially those who not only tried the game but got involved with its development. The game would not be what it is today without your support. I don't want to bloat these notes with future plans, but if you want to see what is still to come, please refer to the new Road map post in the steam discussions. If you would prefer to just get the quick bullet highlights of the patch please refer to the GDM discord patch notes section.

Now that we have that out of the way, let's get into the 1.0 patch changes you can expect to see when you login to the game.

The leader boards have all been reset, and only saves created post the 1.0 launch will qualify to post scores to the boards. I am not deleting any of your saves from EA. They will still work if you choose to continue playing them, but they will not be eligible to post to the global leader boards. I personally recommend you create new saves, but if you want to continue an older save you can with minimal issues. I have tested the new build with older saves and it does seem to work. That being said this is the perfect time to begin a fresh play through.

Balance Changes
There have been several edits and changes to the games balance, and this is something you can expect to see tweaked in the near future as more players experience the current balance of the game. Some of the new features added have altered the games balance in many ways, and I have worked extensively to ensure the game is well balanced and beatable on all difficulty settings.

I am not going to go over specific balance changes, you can experience these for yourself as you play the game. If you find the current balance to easy or to hard, please reach out to me with your feedback, it will all be considered as we move to alter balance in the future.

Reworks
The help glossary has had several new additions, and all existing listings have been edited and changed to fit the current state of the game. Some of the glossary had become out of date since changes to the game had been made. These are all now as accurate as they can be, and many new additions have also been added to ensure players can find the help for each aspect of the game as they need it. If anyone can't find the help they need for a specific aspect of the game let me know and we will make sure it is added ASAP. I believe I have covered the vast majority of the games features in the glossary, as well as entries for many new features.

The crypto market access has been moved out of the financial > banking menu to the studio options > crypto market. I really like the crypto market and felt it was to hidden in the banking menu for players to make use of it. The studio options menu has become quite a big navigation of features, but I did not want to add more buttons to the already large studio command bar at the bottom of the screen.

Additional pop-up tutorials have been added for certain aspects of the game to make new players more aware of how certain systems work and interact with each other. I have also edited and changed many of the pop-up language to be better suited the current state of the game.

There have been several translation improvements made to several of the languages. Huge shout out to my discord community for all there help on this aspect. The translations are still not perfect, but these changes have helped to improve the translated languages in large ways.

The opening splash screen about the game being early access has been changed to a joke I like to use in my games. I hope people enjoy the levity. I don't take myself or my work to serious, and I hope you all enjoy a bit of silly fun injected into your games like I do. I take the quality of the game very serious, but I never forget the fact that games are meant to be fun, I hope that comes through in my work.

I have reduced the larger "create xx games" milestones from 25/40 down to 20/30. With all the different ways to make money in the game forcing 40 games to be made in a play through seemed like to many. For some players who prefer to just make games this was not an issue, but this makes the game more finish able for players who prefer other aspects compared to just creating games. On top of that with the addition of digital stores you can make less games and more DLC, and updates while making big money. This change should open up your options while still allowing you to complete the final milestones.

Additions
I have added a credits menu from the main menu. In this menu there are the three following sections;

1. The game credits where you can see specific credits to contributions made to the game.

2. The community page where I have written heart felt blurbs about individual players who have impacted the game in one way or another. This ranges from amazing suggestions and game contributions, down to people in the GDM discord and twitter who just helped me mentally with their kindness and humor.

3. The Hall Of Masters. This page lists everyone who took the time to dominate the current content in the game during early access to reach the discord role of GDM Master. These are the players who mastered the game, and the role tells others that they know their stuff. These players have had a great hand in helping me balance the end-game and I am very grateful for their assistance. The "Hall Of Masters" will stand as a reminder of who the best players were during EA.

Movie IP Licenses
I have added a new system to the game that allows you to pay money to buy the rights to use a movie license as your game. These are all puns based on some of the best movies ever made, and I had some amazing community suggestions for these, as well as I added many of my own. In total there are over 100 movie IPS in game. From the studio options > License IPs menu you will be shown 3 potential IPS you can buy. They each have a cost and a % increase on sales. You can refresh these 3 IPS for a small fee and the cost + sales percent is randomly generated using a weighted procedural system. It is possible to get a good deal on a high sales increase but low-cost purchase to use. Once you click on an IP that you wish to use and confirm purchase you will be taken to the game dev screen with the name of your game locked off. All other aspects are selected by you, and game scoring is identical to non-IP games. However, if you used an IP, it will multiply your sales by its given % allowing you to really increase copies sold.

Epic Engine
We added the "Epic Engine" to the game, and yes that is a riff on unreal engine from epic. This new engine will always be there much like the default engine, but this engine has high engine power with built in features. Unlike other engines making use of the epic engine will cause you to lose 15% of your game's revenue, and you will not learn new engine research from making games in the epic engine. However, this engine will always have the power to surpass the current requirements for engine power and give you access to big features you can use to improve tech + design totals. Every few years a new version of the epic engine will be made available replacing the older version, and this engine will always have the power to make all sizes of games at all years during your play through. This is not meant to replace your own engines in any way, but it will provide you an option if you are lacking in engine research. You can make use of this engine to make high scoring games and then make use of engine discovery to get your own research back on track. For those players who prefer to take a more passive stock and crypto based play through this engine will allow you to still make great games when you chose to do so. This engine will also allow you to add powerful features for DLC creation.

Game Add-ons
I have added a new system to the game that allows the addition of some add-ons for Self-Published games. You can now add Cover art, Ost soundtracks, game maps, and a deluxe version upgrade. after you hit self-publish you will see the add-ons menu for optional add-ons. Each add-on has a cost and will increase the sales price of your game. Essentially this is a way to increase the power of a self-published game bringing them closer to digital stores. Digital stores are still the superior route if done right, but this brings self-published games much closer than before. However, if you make a bad game and add some extra add-ons to the game you are basically just digging yourself further into debt by increasing the development costs of a failure. If you know you have made a great game, then adding in some of these optional add-ons is a great way to bring up those sales figures.

Crypto Sorting
I have added the ability to sort the crypto market list in a various number of ways. The first click on a section will sort them from high to low, and the second will sort them from low to high. So, if you want to see the most expensive or cheapest crypto coins, or maybe which coins have the biggest market change this week. You can now do so much easier.

Custom Consoles
I have added a custom console system to the game. I know this is one many players were asking for, but it was a complex addition and needed a lot of time to nail down. Based on feedback from my community we decided that custom consoles will be made available in office 3 and 4 only, making it a later game aspect. I did not want to make this a forced part of the game, so no milestones have been added surrounding consoles. I instead tried to create a system that would be a great form of passive income for players who want to put in the time to create, market, and launch exclusives to drive up their sales. This is a great source of passive income once you have put in the work that should help you easily pay your bills as you work on other aspects of your studio.

I will now break down the way consoles work below in both short and long hand;
  • As previously stated, you need to reach office 3 to being console creation
  • To access the custom console menu, you do so through the studio options > custom consoles section
  • If you have not already created a console only the create console option will be available to you when you go to this menu
  • To create a console, you need to select the 4 hardware options for each section. GPU / Storage space / Chipset / RAM
  • Based on the year the gaming audience has a technical requirement you must surpass to make sales
  • Each piece of hardware has a cost, a tech point increase, and a manufacturing time
  • Once your console no longer meets the tech requirement for a new year it will stop selling
  • Based on the hardware power you will have a price range you can charge per console unit
  • You can max the hardware and smash the requirements if you chose, but the cost of creation will be high
  • Sales of your console will increase based on the year to simulate the growing gaming audience
  • Late game years where higher creation costs are required are balanced out by higher potential sales
  • Sales of your console are based on the year + the hype of your console + your current market share of your console + a factor based on your consoles price
  • You can enter an optional name for your console, if no name is used then "My Custom Console" will be used
Once you have selected your 4 pieces of hardware to be used for this custom console. You can see the listed manufacturing costs, the required tech power, your consoles tech power, and the manufacturing time needed before your console hits the market. When you confirm and hit create console you will see the in-development screen. From here you can see the remaining time, your hype, and market share. You can run small, medium, or large hype campaigns during this time. Each campaign has a cost and a special amount required to reach. Provided you have a good team with high research and perhaps some "Rush Work" skilled workers, you can use this manufacturing time to hype up your console.

Once the manufacturing time has passed a new entry will be displayed under the main details panel top right. This is the same location that current self-published games are shown as well as income changes. This will show you the hype, market share, weekly sales, and total sales for your console at a glance. This panel updates its stats weekly.

If you visit the custom console menu while your console is on the market, you can view the review console page. This page allows you to see all the relevant details about your current console and its sales. From here you can also que up additional marketing campaigns to increase your consoles hype, thus increasing its weekly sales.

Market share has the largest impact on how well your console will sell, and should not be neglected if you hope to have a high passive income stream from your custom console.

In order to increase the market, share you need to create and launch console exclusives for your console. Once you have a console on the market for sale when you create a game you will find your custom console below the existing consoles in the platform section of the game development HUD. If you select your console a new option will appear below platforms at the main menu of development allowing you to toggle console exclusive on or off.

Games made on your console have no difference than existing consoles. They can be ported, make DLCs, and everything else you would expect. However, if you make the game exclusive, they cannot be ported to other systems lowering their potential sales. This will instead increase your market share based on the size and quality of the exclusive that you create. Making exclusives will allow your custom console to earn substantial weekly income, especially when combined with high hype.

Each week that passes you lose 2% hype on your console, and each month passes you lose 1% market share. Meaning you will need to release at least 1 console exclusive each year to counter market share loss, or more if you wish to take over the market.

If you have a high market share (97% is possible in game leaving 1% on all other platforms) then games sold on your system will have better sales than other releases. The market share reflects the market for buying consoles. Having a low market share does not mean there aren't many players with that system. It means new players that year are buying other systems and their potential sales pools are now higher.

Provided you create a system with enough tech to sell for a few years, run some hype campaigns to keep hype high, release some console exclusives. You will have a very strong income stream added to your studio allowing you to get crazy with crypto, acquisitions, or whatever strategy you have.

The one current limitation is that the player does not have the ability to create their own digital store presence such as their own STEAM. So, you can only self-publish games made on your custom console. The complexity of your own digital stores was a bit beyond the time frame for this release date, but is something I would like to visit in a future post launch update if players are enjoying the console system.

This is a brand-new system in the game and I tried to keep it from breaking the existing game or forcing a certain play style. Please give me feedback around your experience with this new system and we will work to make improvements as they arise. I personally enjoy what I came up with, but I am a tad bias so please feel free to talk consoles with me anytime.

Conclusion
This is what I was able to manage for this patch. On top of several bug fixes and bug hunts and small minor tweaks and changes not worth mentioning. I hope you all enjoy the current state of the game and find it more than worth the asking price, which is staying the same. I am not increasing the cost as we leave early access. Having a game feel like it was worth the cost is a big factor for me as a player and keeping the lower price helps ensure that is the case.

I have worked extensively on this patch to ensure as few bugs as possible, and hopefully zero bugs. However, there are so many hardware setups and different player types that it would be arrogant to think I attempted to mimic every type of player in my pursuit of bug hunting. So please, if you find any issues do not hesitate to contact me via steam, discord, twitter, email, or whatever means best suit you. I will be playing and hanging out over the next few weeks ready to spring into action for any issues. I am very confident and proud of the current state of the game, and I believe it is ready for release. Thank you to everyone for their support and for your time. I hope you have as much fun in game as I do, and I look forward to smashing all of your GDM scores on the leader boards. Bring it on.
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