Curse of the Sea Rats - aaron.raw
Well shiver me timbers, Buccaneers!

We’re proud to announce that our first public demo will be available to play as part of Steam Next Fest: June edition, which runs between June 13-20, 2022.

Set sail for a huge wave of content to explore either solo or with up to 3 friends in 4 player local co-op mode! Choose between the 4 playable characters; David Douglas, Buffalo Calf, Bussa, and Akane Yamakawa and take on the infamous pirate witch Captain Flora Burn.

Rodent Round-Up

Each character has a unique play style and skill tree to discover, including special abilities linked to the elemental magic bestowed upon them by Wu Yun, Guardian of the Talisman. Unleash a devastating blast of fire with Douglas’s pistol or call upon a terrifying tsunami as Akane Yamakawa!



Use your newfound powers to venture through a variety of the early-game areas and face off against two challenging bosses; the keg-wielding drunkard, Fatso, and the flamboyant vampire rat, Murat Reis.



Rats to the Rescue!

Thanks to the nefarious deeds of Flora Burn, you’ll start your journey on the aptly named Shipwreck Beach along with the other marooned members of the HMS Barfleur. There you’ll meet the Admiral who has promised your freedom in exchange for rescuing his kidnapped son.



As you scurry across the sandy shores, you’ll eventually wind up at Shellfish Rocks and here you’ll find Flora Burn’s crew lying in wait! On top of these pesky pirates you’ll soon discover that the island’s indigenous creatures aren’t too thrilled to see you either. Beware of crabs, bats, and…exploding chickens..?



If you’re feeling brave enough, you can delve into the depths of Flying Rat’s Hole. This bat-infested ravine is filled with treacherous spikes jutting from the ceiling and floor. You’ll need to watch your step (and your head) when scampering around down there.



Keep an eye out for more Curse of the Sea Rats content in our upcoming developer and publisher streams:

14th June at 7PM GMT / 12PM PST (PQube community team let’s play) - Join the PQube community team as they take on the challenges of the Next Fest demo in 2 player co-op mode!

18th June at 9PM GMT / 2PM PST (Petoons Studio developer let’s play) - Hang out with members of the development team as they showcase exclusive never before seen gameplay!

Why not drop by our Discord and let us know what you think about the demo?



See you at the festival!

Petoons Studio
Knock on the Coffin Lid - MrDedSniper
Knock-knock, players! We’ve prepared a big test-branch patch, which contains a lot of changes and fixes. Most of it concerns Vanadis, but there are improvements for other heroes, too!






Changes

🔵 General
  • Added freezing effect and its scaling;
  • Added new visual effects in the events;
  • Before using a card, potential block and healing are now displayed;
  • Display of potential damage has been improved;
  • Right-click on a card shows its possible upgrades.
🔵 Persival
  • Added 3rd level for the “Veteran’s Lunge” card.
🔵 Vanadis
  • Players now have an opportunity to return cards if they were all burned;
  • Vanadis’s potions can no longer be used from the inventory (except for healing potions);
  • Wizard Vanadis's class items are gathered into a separate class set;
  • Added mechanics for pet upgrading when visiting camps;
  • Added pet icons for training points when visiting camps;
  • Updated the list of treasure rewards for Vanadis;
  • The icons for the main and back sides of a card are displayed separately on the central card;
  • Now Vanadis pets have unique energy icons.



Fixes


🔵 General
  • Fixed item description bugs;
  • Fixed incorrect display of travel notes;
  • Sensitivity buff (Worm Egg) now reacts to damage from buffs;
  • The chance of critical damage can no longer drop to negative values;
  • Ward buff on an enemy now reacts to piercing attacks of Egill;
  • Fixed achievement for killing an opponent with the “Escape” intent;
  • Minor errors in localization texts have been fixed;
  • Fixed incorrect operation of the "Stick" card;
  • Fixed class perk bug (missing when playing the story for the first time);
  • Fixed the use of potions by dragging;
  • Fixed freezing in the Steppes at the Steppes_Town_02 location;
  • Effect of the "Header" card has been adjusted. Previously, using Header would reset the effect of "Deadly Peace" card, which increased the damage of the next card played. Now the effect is saved.
  • Fixed incorrect target selection when there are two enemies with taunt.
🔵 Persival
  • The “Call to Arms” is not reset when allies attack;
  • Fixed the event in an abandoned tavern for Percival.
🔵 Bjorn
  • Fixed bug in the Wounded Brother event when playing Bjorn;
  • Fixed achievement when winning a battle in an extra turn with Bjorn the Madman.
🔵 Vanadis
  • The “Burdened” card now works correctly in pet's hand;
  • The “Exhaust” card now works correctly in pet's hand;
  • Fixed bug in the “Fire Pet” effect, now Burning is inflicted correctly;
  • The “Toxic Touch" card’s cost now decreases upon upgrading instead of increasing;
  • The dying bandit in the event now accepts the archer's healing potion;
  • Fixed Vanadis character display icon in the “Hide and Seek” event;
  • Fixed the backside hint for the central card;
  • Fixed location of the hints in the cards in hand;
  • Fixed the position of Vanadis’s name;
  • Now Vanadis doesn’t shoot from her hands if she isn’t holding a bow;
  • Fixed location of the type-icon on the back of the central card;
  • Fixed the display of bows in the inventory;
  • Fixed sorting for cards in Vanadis’s hand;
  • Fixed localization in the pet training event;
  • Fixed conflicts between Vanadis’s hairstyle and helmets and headbands;
  • Fixed the triggering of skills upon appearance/disappearance of the central card;
  • Fixed incorrect damage calculation in the description on the back of the card.

Thank you for reporting bugs to us and continuing to share your ideas!

Join us on Discord: https://discord.gg/XrjERDH9Av

Yours, Redboon Team
VEILED EXPERTS - virus1
Hello from the VEILED EXPERTS team!

Maintenance is scheduled according to ensure stable service.

■ Maintenance schedule
- KST 6/9 11:00 ~ 17:00
- PST 6/8 19:00 ~ 01:00

■ During maintenance
- Game will be down
- The website will be down
- The companion app will be down

※ Please exit the game before maintenance starts to ensure that your gameplay data is securely stored.

■ Maintenance details
- Maintenance work for the website and the companion app system
- Game server stabilization

We will continue to work hard to provide a smooth service.

Thank you.


Dynamic Field, Dramatic Mission
VEILED EXPERTS
Gori: Cuddly Carnage - WIREDGary


Hey everyone! Just a quick heads up that there is some ferocious new Gori content coming to you VERY soon!

In this strange 'E3 but kinda totally not E3' landscape, June has become a bit of a hotspot with so many events to keep track of and announcements to look forward to - the most important obviously being the IGN summer of gaming, which this Friday from 7pm BST will be showcasing some brand new announcements, trailers and more from across the games industry!

We won't give away EVERYTHING just yet, but Gori will be making an appearance - so keep your eyes peeled for our feline friend causing absolute carnage!

For information on how to watch the show - check out this link on IGN : - Viewing guide

Also, while we weren't looking, F.R.A.N.K. went ahead and created social accounts to cash in on Gori's cuteness and his own badass stunts - you should give them a follow to stay up to date with our heroes and lots of behind the scenes development work! Just don't tell CH1P!

Gori Twitter

Gori Facebook

We'll see you on Friday!



The Elder Scrolls® Online - ZOS_SamL

Tune in to ESO Live this Friday as we team up with members of the ESO Stream Team to venture into High Isle’s new 12-player Trial.

Watch ESO Live this Friday, June 10 at 4PM EDT/9PM BST on https://www.twitch.tv/Bethesda as Community Managers Jess Folsom and Gina Bruno team up with members of the ESO Stream Team for a High Isle Trial run. They’ll be joined by Stream Team members TC_Lee13, MrsNineTales, Reishi_Spores, Matygon, NineTaleFox, skinnycheeks, airiesummer, Medic1556, 0periodproductions, and DemonCatDaphne (phew!) as they assault Dreadsail Reef, the new 12-player Trial that is part of the High Isle Chapter (now live on PC/Mac and coming June 21 for consoles). Dreadsail Reef pits our adventurers against a host of Maomer raiders and devastating sea magics as they race against time to capture a fearsome pirate queen.

Throughout the Trial run, there’ll be giveaways, Twitch Drops (link your ESO and Twitch accounts here), and no shortage of laughs. This stream will also be part of the ongoing Set Sail for High Isle celebration and counts towards this week’s rewards. Be sure to tune in this Friday, June 10 at 4PM EDT/9PM BST!

 ESO Live is your official Elder Scrolls Online stream, hosted on https://www.twitch.tv/bethesda by ESO’s Senior Community Manager Gina Bruno and Lead Community Manager Jess Folsom.
Space Station 14 Playtest - Nuclear Authentication Disk

This progress report was posted to our website the 25th of May. Sorry about the delay bringing it to Steam
Jun 8, 2022
Tinkertown - Pixel Manuel
  • Fixed a bug where typing in input field would trigger UI change
  • Fixed a bug where placement mode and shovel mode breaks on start of the game
Space Station 14 - Nuclear Authentication Disk

This progress report was posted to our website the 25th of May. Sorry about the delay bringing it to Steam
יום פתוח (Open Day) - Rafael
עוד שבועיים זה קורה

המשחק יוצא עוד שבועיים בדיוק, ב-22.6! הכינו את הנפנפים! הוציאו את מסיכות האב"כ! שימו שלוקים במקפיא!

איזה הישג

הפתעה! "יום פתוח" יתמוך בהישגים (אצ'יבמנטס) ויש כבר 45 (!!) הישגים שאפשר לפתוח! שמים לב שאני מתלהב? שמים לב? כן? אה?? זה היה כיף במיוחד להכניס הישגים מטורללים ומצחיקים שאני מחכה שתמצאו.

הראשון שיסיים את כל ההישגים (מה שנקרא "פלטינום") יקבל ממני מתכון לעמבה! לא מתחייב שייצא טעים.

למי שרוצה לשמוע עוד

האמת היא שלא תכננתי בכלל להשיק את המשחק עם אצ'יבמנטים. חשבתי שאם זה באמת יקרה, זה יהיה מתישהו אחרי ההשקה. אבל מאז שסיימנו את כל סבבי הבטא יצא לי לשפר את המשחק בצורה משמעותית, וזה כולל שיפור אדיר לביצועים, שמירות ענן, וגם הישגים. נכנס גם קצת תוכן חדש (שיהיה לכם מה למצוא) ויש הפתעות לפתוח!

בשבוע האחרון אני עושה המון פלייטסטים בעצמי, מנסה לדוג באגים אחרונים, עושה שיפורים בקטנה, ואני לא מאמין שבעוד שבועיים כל זה מגיע לשיא. המשחק מגיע! איזה התרגשות!! נתראה עוד שבועיים, ווהו!!

כמה המשחק יעלה

אני כל הזמן מקבל את השאלה הזאת! אני יודע שאתם סקרנים. ההכרזה על המחיר תהיה ממש בקרוב :)
The Way of the Badass - The Golden Knight
Day 86

Given the headache from trying to get the rails to properly spawn out of the barrel of the rifle, this time I wanted to shift to something more fun. Maybe I'll add the alternate dialogue for playing with all companions from the start (though for that, the sound department recommends I wait for when everyone's awake), or expand Scarlet's diary (since it does not go into detail for all her weapons). Another idea I liked is to again take a page from Metro Exodus, with a Gameplay toggle option for "Creator Commentary", to spawn a few interactable objects that would play some voice lines from me that would point out some of the more exciting highlights to making the game.

2:50 AM, good morning, Wednesday! Let's get started!
3AM, game engine update! Also I'm focusing on the alternate dialogue, plus coding in all the unlocked companions so they show up inside the Badass Bunker.
3:10 AM, gonna need some more dialogue variable checks for all the bonus dialogue. Same sort of setup that I had with Duke's introductory talk. And also, a branching check in the middle of that discussion, to see if you're playing with all companions unlocked. As I said, doing that completely rewrites the story, and I meant it.
3:20 AM, testing to see if the new behind-the-scenes objects spawn companions inside the Badass Bunker. Everyone applicable should be visible once you use the "All Companions Cheat". Some are in the Armory, others in the Bunk. Game engine has to rebuild the whole game because of the update, and since it was not intended for cartoon graphics but for pixel graphics, that means it takes a couple real minutes for that to get done. Maybe it's not the game engine's fault, maybe that's just a physical limitation of computer technology of the time. I have no idea.
I'm thinking about taking Duke out of the bunk, since he's also in the foyer.
For the test, they're all working...except Karl, and I'm not sure why. Also I want to put the companions on a different layer, so that rather than Scarlet being all superimposed flopping 2D image on top of 2D image, maybe we'd have the illusion of her walking behind them. The illusion only works for characters at the bottom of the room, and the opposite is true for characters at the top. Characters in the MIDDLE will COMPLETELY break the illusion.
At least I figured out why Karl wasn't loading in. He'd get deleted, as the original Obj_Karl was used for other purposes, rather than the placeholder state of the other companions. SO, to not interfere with the structure I had for Karl elsewhere, I created a separate "Obj_KarlBunk", deleted all the code in the new copy, and told the bunk spawner to point to that new object.
3:30 AM, after a couple minutes of tweaking precise coordinates, the companions are LOOKING GOOD!
1 hour of work, and already I've got the companions to spawn in the bunker, plus I've gotten Duke's alternate dialogue working for all companions. No voicing, because it's too early in the morning and I don't have the isolation I need to get loud at all hours I desire.
Now Duke's dialogue was easy to implement since the variable and most everything else was already implemented. Building whole new dialogue chains for each companion is very tedious, but clearly doable. Especially now that I know how to make it work, thanks to Duke.
4AM, gonna need to recharge the creative juices for writing. Got a little dialogue with the Colonel, but I wanted to do something more with the chemistry of Violet, Earnest, and to scheme up something obscenely goofy for Super Hobo!


So I got a little caught up with watching Youtube (by about 4 hours), as the writing groove hadn't yet come. But that's OK, because while thinking about some ideas on the official Discord server, I was looking ahead to a month from now, daydreaming about a live Q&A session doubling as creator commentary, to give a tour of the game as it'd stand at that point in time. It'd be a good chance for scumbags to crash the party, but that's a risk I'm willing to take. While there's no rigid schedule, I imagine it'd go about 15-30 minutes, and be fossilized on the publicly visible parts of Youtube for historical preservation.
Point is, it'd be very cool to see how much could get done in 1 year of zero-dollar budget and part-time schedule, with this completely "When I Feel Like It" attitude to creation.
So, at 8:05 AM, I got a bit of writing for Violet and Colonel. Not a lot, mind you, but it's enough to get started with some flavor text in this alternate playthrough. The next step was obvious: giving dialogue boxes for them. No sound this time, for behind-the-behind-the-scenes reasons.

And yes, Scarlet CAN hug her father the Colonel!


2 hours of grooving with drawing, and got some dialogue cooking here with the Colonel. Again, early happy birthday and all that. I've got other plans for today, so I'm hoping that I have enough time to get this in-game, voice or not, and send today's Dev Diary to you. This will show a good pace for progress over one real day, not the whole half-month time warp we've seen with Dev Diary Day 85.
10:45 AM, finishing up Colonel's Chapter 1 dialogue, the sort of thing you WON'T see without the All Companions cheat.
10:50 AM, now let's get these new dialogue boxes implemented in-game! Gonna have the check systems in place so when Scarlet's sprite is colliding with his, press F and it should start the chain.

I count 9 dialogue boxes done in 1 day, taking about 3 to 5 hours of effort grand total (not counting the 4 hour break I had in the middle there).

11:10 AM, OK got the base code structure. Let's test this, see if the Colonel's willing to talk.
First try, it ALMOST works! Last dialogue box just keeps jumping to Scarlet, and won't delete until after she's moved a ways from her father.
I guess I really DO need that dialogue variable, after all. AND add it to the ScarletBoots.ini so that it gets saved.
11:20 AM, everything works! Got all the read-and-write bits for the menu buttons, Scarlet's save and load hotkeys (F5 and F9 respectively), even the autosave in the foyer to the Badass Bunker! Wasn't particularly painful, either. And NOW, everything works 110% as intended!
So, with the clock running down on plans I have behind-the-behind-the-scenes, combined with all the effort it took to bring you 9 fresh new dialogue boxes, I'm going to call this a done day's worth of work, and prepare the video!

One more SUPER SHOCKING revelation! Just as I was going to copy-paste the Dev Diary onto Steam (since I promised they'd get the UNABRIDGED version), I found that the game build is APPROVED! The big green button saying "Release as Early Access"...given that we're 1 day away from my birthday, if this truly works, it's going to be incredibly cathartic!

I'm hoping I'll have off with tomorrow, June 9. Why? BECAUSE BIRTHDAY! YAY! To think, I'll be 30! Looking and living like a teenager, this is how I'd want to live if it were sustainable. Sadly, reality hasn't dealt me that kind of hand. So, best enjoy it while I can before reality inevitably doles out a fate worse than death.

https://youtu.be/6IT5V-VouXU

See you anywhere from Friday to Monday, if all goes well. If not, well, that's why I say "When I Feel Like It!"

Semper Bellum!
Jay
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