The Last Haven - Thunder

- Fixed a critical bug in stationary machine guns
- Updated version for weak computers, to install it, select the "dx9_build" build in the game properties

P. S .: Thank you very much, dear players, I try to implement most of your wishes and ideas. I truly believe that yous and I can make an amazing game! Do not forget to leave reviews on the game page, this will be the best reward for me!
Shargad: First Blood - mahotion
Signs of life
I was not planning to make an announcement but i felt i had to just to clear mind of those who wishlisted the game by some reason and might not be following us on twitter which is where we are active.

Just to let you know, we are very much alive and project is going well. "Well" is a subjective term of course but after so much struggle we had early on the development, right now any small improvement could mean well.

Team of strangers
I guess it is classic for indie teams to encounter hardship in game dev process but i can comfortably say we are not a classic team. There is no one in the so called "team" that knows one another in real life. We are bunch of strangers doing the work remotely. Sounds funny? Not too funny for me as i, designer and producer of the project faced with lots of trouble to get things going.

This is a passion project started very roughly late 2020. I worked with programmers from other side of the world who doesnt know what is programming at all. Since i was as clueless and inexperienced, it took me quite a while to understand something is not right and we are going on the wrong direction.

Revival
Long story short, i had to take a bold decision to make a huge change management. With some bit of luck we managed to revive what could have been a dead project now. Programming is not the only thing in game development. Art and visuals are pretty core stuff to begin with. I had a long period of working many people here and there, just giving me 1-2 characterr and leaving the project as well. Not to mention animations. Worked with too many individuals and after some point it was really hard to gather everything and put it into the same pool. What i mean is having idle animation files on different version of Spine is a nightmare. But thats the story if you are doing an indie project and you dont have tons of money to spend to monthly salaries of pro animators but just work with random freelancers. If they are good, after a while their price will see a steep increase. At that point you have to either increase your budget or make another bold decision to sacrifice some bit of quality.

Not proud but yeah, i had to choose to apply my budget on more important things (like actually getting the game done) rather than having polished animations or else.
At the end of the day we are having a 2d turn based rpg focused on party and skill customization. It ain't gotta have a polish level of Ruined King. Not realistically.
Voice gives life
On top of all that we have voice over. I mean not voice over from start to end but 20+ playable characters, 30+ NPCs all have some sort of voice lines you can hear throughout the game. Games i can compare our game to doesnt have it at all, for a solid reason: good VO is expensive. And finding so many people is really hard. See, Darkest Dungeon found only one guy, just for narration, and he had a great impact on the game. They didnt add VO to their characters for a reason. I dont know why i cant follow rules of reasonable people and do things within the budget. But the reality is; i had to do VO for multiple characters myself to actually get the job done. Good news is; you can turn it off anytime you want. I won't feel bad if you do it. But i prefer you play the game (once it is released) with VO on. Which is what gives the characters some sort of life imo. (Please check our Teaser. Thirsa -the demon- is one of the few pro VO artists i have worked with. She makes the Teaser sound better.)
https://www.youtube.com/watch?v=y1IByDxOFLw&t=2s

Demo release?
So much blabla and there is no clear explanation about the current status of the game nor release date right?
No. I learned my lesson to not throw unrealistic dates anymore after everything the project had suffered. However, unless some huge tornado happens and swallows us all, i guess we will release a demo in August. Can't say 100% because you know, this is game dev. But i am pretty sure we will have a small, decent, playable demo by then. I really wanted to release it this month only, in the Steamfest, but recently we really faced with some weird bugs we never had before. And i think the biggest problem (and also good thing) about Shargad: First Blood is the game design is too complex. Most systems are entwined with each other. So you can't code each system one by one. You have to do a bit of everything to see the bigger picture and then go with your guts. Hard to create solid frames of work which makes the planning even harder.

Right now, i am hopeful as i never have been before. Because combat system, which is the most intricate system of the game had seen a good progress within the last month. We have around 24 playable characters and each of them has 4 main skills, 2-3 supportive skills. 4 main skills have each up to 6 perks which marginally change the effects of each skill. We spent really a lot of time coding this and i still have to give good time to playtest myself to see how its working.

In the demo you will be able to play only 4 of this 24 characters (and just 2-3 quests) while we intend to release whole ACT 1 - which includes 8 playable characters by Early Access. After that we will keep building up the rest of the game until the Full Release which will be i guess Q1 2023. By a miracle it could be earlier, but i dont believe in miracles after i started this job, so lets hope not later.

This is the current road map for those of you who are interested in our project. If you are already patient enough to read this announcement, i am sure you are patient enough to wait couple of months more, right?
Sounds good.

Regards,
Semih
Jun 5, 2022
Master of War: Rule of Power - Piotr Sowa Omegan's Domain
I little late for #screenshotsaturday

In short:
-meet Mogu-Un, the tribe of hunters, a half-mobile midget race;
-added fog, next step, the fog of war.
Jun 5, 2022
Straimium Immortaly - caiys
- In a Cubicus game mode there's now an increased chance the Armoury Stores will contain a Phasm Bomb and/or Virus (so unlocking the Robotica Orbica character is a bit less luck-driven).
- Bossy Rushy: It's no longer possible to get a level 3 weapon in the first loop (made it a bit too easy).

// bug fixes
- The Shogun Balls Run and No Service Run achievements were only being given if the game mode was a Cubic.
- In the Cubos Incursion game mode map's status screen the text was wrongly postioned.
- You could open the Escape Menu on the title screen even when the settings were already being shown.
- Tutorial: Dying in the blue area would set that as the default theme if you restarted the tutorial.
Andromeda: Rebirth of Humanity - Saturn
Quick fix for crash upon logout, sleazy steve UI bug fixed, and a few other small fixes.
Jun 5, 2022
Coin Pusher World - Coin Pusher World


Version 4 of Coin Pusher World Is now Live with the last of our updates finished.

Change Log:

-!wall Command ( cost 5k tickets to put a wall inside of the holes on the side of the machine to stop coins from falling in them)
-Side of machine is now custimiseable and file can be found in C:\Users\YOUR COMPUTER NAME\AppData\LocalLow\CoinPusherWorld\DiamondCoins\sideWalls

Mini games added

- Claw Machine
- Lucky wheel

New channel points
- cpw: claw game
- cpw: wheel

** Channel Points Needs to be set to a min of 500 channel points. (suggestion also add a 5min cool down to stop spam)**

Coins you hold has changed from 4k to 2k coins and you now only earn coins for chatting instead of lurking and you will earn 30 coins every 5 mins if you are active in chat.

Game Setup video has now been updated

If you have any issues please visit our discord for more help
Jun 5, 2022
Stationeers - Not Simon
Fixed worlds with craters or asteroids not loading terrain on clients
Jun 5, 2022
Nodes - IngusB
More feedback fixes / new stuff. Thank you all so much for the great feedback. I will keep working on this, until it is a bug free, enjoyable game.

Bug fixes:
- Fixed issue when camera wont zoom if resource panel was open
- Changed "Options" window close button UI to match the rest

Changes:
- Added support for 1920x1200 screen resolution
- Added WASD movement
- Added checkbox in options to align nodes in a grid when moving by default
- Reworked the help menu and added a bit more useful information (with pictures, so it is not a complete text dump)
Jun 5, 2022
Company of Heroes: Europe In Ruins - Europe In Ruins Mod
Hi All,

After a small hiatus, we are returning to a more regular patching schedule. Last week we published patch 0553 which brings a small set of balance and bug fixes and a particular focus on the CW commando doctrine. The changelog is included below.

Expect to see some bigger doctrinal changes in the months ahead. As always, if you're new to the mod or returning after a long break, do join our discord server as we'd love to talk to you and help get you started!

Enjoy!

The EIR Team



EIR Patch R055.3 + Hotfix

General:

  • New 3v3 eastern front map by gork, new 4v4 Tanteville map by Gork
  • Update to 8p Overloon
  • Recon offmaps timer 180s
  • Launcher unit stats now correctly show again with right click
  • Tulip reward unit turret rotation rate increased to 35 from 23 to match other shermans

Bug fixes:
  • Fixed Partisan AT nade and bazooka crate overlap - Crate moved to UI slot 8
  • Fixed P4 CT not getting repairs
  • Crusader AA penetration vs Marder, Hummel fixed
  • Illumination barrage overlaps with 25pdr retreat/abandon button -> moved to UI position 10
  • Fixed a bug with disruption giving +3 demo charges
  • Tulip now has correct vet values in the launcher
  • Commando grenade and grenade on recharge now exclude
  • Fixed mg AP rounds giving absurd penetration buffs
  • Fixed a bug with old Tiger repairs still showing in launcher

American

  • Last ditch slow mines now cost 20 MU for 2 like in other factions (was listed as 15 x 1 but actually gave 2)
  • Sherman HVAP: cost reduced to 50 MP (from 75)
  • Staccato Roar: cost reduced to 50 MP (from 100)
  • Sherman bulldozer: cost increased to 30 FU (from 20)
  • Assault engineers: cost increased to 75 MU (from 70)
  • T17: moving accuracy increased from 0.75 to 1, cost reduced to 130 F (from 145)
  • M20: sight reduced by 5, MG damage increased by 3 per shot (from 7 to 10)
  • AB Pathfinders: M20 sight reduced +10 (from +15), camouflage detection increased by 10, cost reduced to 60 MP (from 80)
  • Strafing Run : Delay reduced by 0.5s. Increased ROF (from 25 to 30), art change, lowered suppression, increased penetration against LV’s, can damage stugs and p4’s.
  • Dodge Ambulance: now has access to extra repairs with the Mass produced unlock

Commonwealth

  • 2” Mortar : Range increased from 65 to 75, Radius increased from 6 to 10
  • Wasp now costs 45FU as intended
  • Cromwell to 12 pop (from 11), +10 F
  • Victor target to 60 MU (from 50)
  • Priest Tank Shock Barrage to 60 MU (from 50)

Commandos:
  • Commando Demo Charge: Detection radius from 12 -> 5. Units should no longer spot it in the open at M/L range.
  • Layforce - Sprint 30MP -> 20MP
  • The Paras: cost reduced by -10 MP, extended to recon tommies
  • Enigma Decoded - CCT buff -> 50MP
  • Stens - 120MU -> 110MU
  • Partisans: Now have 1x sten, 3x k98 rifle and ambush bonus. Cost increased to 230 MP (from 200)
  • Tetrarch: cost reduced to 140 F (from 150)
  • Daimler: cost reduced to 150 F (from 160)
  • Partisan AB crate: cost reduced to 40 MU (from 50)
  • Partisan grenade package: cost reduced to 40 MU (from 50)
  • Raid cromwell now a unit upgrade, can now purchase flank speed and actually receives raid ops moving accuracy buff
  • Due to heavy losses, partisans have adopted unconventional tactics to deal with being overrun by superior forces ;)

Wehrmacht
  • ZB26 -0.1 dmg mod vs soldier armour
  • LEIG: cost reduced to 110 MU (from 120)

Panzer Elite
  • SE Medical car: repair cost changed to 35 MP, 25 MU (from 30 MU)
  • Marder accuracy against ATG’s reduced from 0.5 to 0.4
  • Wirblewinds now have access to pzgr. 40 rounds - AP rounds unlocked by selecting the advanced explosives unlock!


Fabled Lands - Victor


What a Week!

Folks, another Sunday morning spent on patching the game. Had my morning coffee, good breakfast, just a little bit of chess, and started working. Last night I went to bed just after patching the beta branch. But you know what? I feel fresh, rejuvenated. Excited even. Because quite honestly, it's been an amazing week!

The release of Fabled Lands was fantastic. The game popped on Steam's Popular New Releases for four days! Wishlists rose to new heights, hitting 37 000! Sales are great! I sure have hoped for the game to sell well but was thinking that realistically it won't do that great due to over analyzing and comparing with other games' releases, etc. Well, you know what? It did better than expected. I am very thankful to ALL OF YOU who have supported me in this endeavor and made it happen.

Lots of love from the community too. Nookrium streamed the game for me on release day. Splattercat made a video over the weekend. Shout-outs from other devs. Not to mention the wonderful community that's been gathering around #turnbasedthursday! Amazing coverage for a niche game that helps its way to its audience.

I am happy to say that I can continue to live the indie dream as a full time game dev whilst sustaining my family.

Development Update



I am happy to finally implement Quick save and Quick load in the game. A heavily requested feature and one on my to-do list for ages. However, I couldn't do it due to some performance issues I wasn't able to figure out. Finally, during the beta before the release, fixing another bug helped me shape the idea I had to do in order to achieve a smooth saving and loading experience.

Another important area I had to focus on was some people struggling with the difficulty of Classic mode and not picking Explorer mode. Classic is a tribute to the 80s mind set of how gamebooks worked, how old text games as Might and Magic 2 worked. It was brutal and new players not familiar with the game could overcome it by trial and error or through saving and loading. Explorer mode on the other side helped a lot of new players to enjoy the game; to have a great early experience and dive deep in the story and exploration of a fabulous fantasy world.

https://www.youtube.com/watch?v=JMHzsngYZ7Y&ab_channel=BigSimple

A pleasure to watch this youtuber's analysis on how the game was able to convert him from disliking to loving it due to the change of difficulty. Hence I knew I had to work on balance asap thus introducing Adventurer mode while renaming Classic to Champion. Explorer mode is now easier from before, while Adventurer is a tad harder and more challenging than what Explorer used to be hitting a middle ground. I'll be collecting feedback in the following weeks to see how they'll perform!

But enough chit-chat, here's the full changelog:

Incremented version to 1.0.2
---
  • Added new difficulty mode: Adventurer.
  • Renamed Classic mode to Champion.
  • Rebalanced Explorer mode.
  • Implemented Quick Save/Quick Load!
  • Added explanatory meta text when being attacked by invisible creatures.
  • Added missing entry when resurrected in Wheatfields.
  • Updated Set Sail button in Harbours to pop out more.
  • Fixed a rare occasion when the camera could render the female mage's rod in front of her instead of behind her.
  • Fixed a combat log entry that displays a negative roll when an enemy is Dazed and misses an attack.
  • Fixed invisible creatures encounter typo.
  • Fixed Oliphard cipher dialogue typo.
...