Hitori Kakurenbo Online - infinitethread.games
Hammer of Virtue - Jahasajaju
Hammer of Virtue is a melee action game with fully destructible levels. Watch this Stream to see if it is something for you!
Jun 18, 2022
Spacelines from the Far Out - teamcoffeenauts


Greetings, space stewards!

After the success of our incredible launch week, we’re very excited to announce that we’ll keep adding the numerous features we have planned for the Spacelines universe! Want spoilers? Then check out our artbook!

We want to provide the best possible experience to our community (which only keeps growing) and, thanks to your feedback, this has already brought immediate improvements to the game! This week we published patch 1.1, which adds ultrawide monitor support, improved game balance and lots more! Read more here.

What’s coming on the road ahead:

General improvements
  • Online lobby system, public game sessions and in-game chat.
  • Custom control remapping.
  • Tweaks and improvements to game balance and economy.
  • General overhaul of Chinese, Japanese, French and other languages.
  • Various bug fixes.
  • Twitch integration on the Xbox version.
New content:
  • A huge new ship blueprint.
  • More destinations, with variable difficulties.
  • Several new upgrades.
  • New paint jobs for existing ships.
  • New unlockables.
  • A secret new upgrade store.
  • Mini-quest system.
Stay tuned and don’t forget to follow Spacelines to be updated about new content!

Have a safe flight!
Jun 18, 2022
Shadow Fate - HuntingSwan
-Lowered the Purpurea's Strength
-Create Seed is no longer instant
-Fixed a rock that triggered collision in Seahorse Race 1
四魂-X Shikon-X Astro Defense Fortress - Kindermann Corp
We have a new demo, new trailer, new screenshots, new everything!

Join our stream tonight and we'll tell you everything about it!

Here's also our Discord link in case you want to chat.
https://discord.gg/BC8nGye









See you soon!
Isles of Etherion - lucas
Hi everyone! We concluded our second live developer stream yesterday.


In this dev stream, we answered a few questions that were raised by our community during and after our 1st dev stream, and then we'll talked about Magic -- the different types of spells in IoE, how you acquire them, and how you can combine different spells to achieve different effects (spell weaving).

Here's a teaser -- bringing back the Firenado:


This is how it all looks when you combine spell weaving with voxel terrain modifications in combat:


Here's a brief introduction of spell weaving:


Jun 18, 2022
The Questing - Son


Updates
  1. The save function on the menu disappears, and you can save it on a bonfire throughout the map.
  2. The color of the drop item that comes out when you catch the boss monster has been changed to be more rare.
  3. Fist attacks now operate normally when unarmed.
  4. Running attacks are possible with "Movement + SHIFT + Left-click" in the unarmed state.
  5. When loading the game, the camera's rotation and zoom values load normally.



In addition to saving in the bonfire UI, I will add a companion management and item production system to be added later.
If there is anything else you would like, please give us your ideas in the community->discussion and we will immediately reflect them.

Thank you!
Singularity Dungeon - triksoft
Watch devs playing demo and chat with us.
Terra Maega - Daemontale
Hello hello! 👋

Thanks for checking out the newest Early Dev update of Terra Maega!

This update covers the recent redesign of the game's promo art, and refactoring of the battle scene to allow for more dynamic animations / events.

Let's jump to it ✨

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Promo Art Redesign

A very important part of releasing a game, is simply getting word out that there is a game. If no one knows about it, who'll play it? That's why promo art is a must have for early development.

However, as a solo developer, a task like digital art/design is handled completely by myself (at least for now). And so the first attempt at making promo art.... honestly wasn't the best 😅

Here's a look at how I've redesigned the initial promo art in this round of updates to Terra Maega:




Battle Scene Opponent Floor Animations

Up to this point, your opponents during battle felt pretty drowned out by the animated background. Therefore, an animated floor has now been placed under your opponent to allow them to really stand out. The floor's design and color will update depending on the type of opponent you're facing, as well as their current Maega's element!

👉 Link to full update video 👈



Battle Scene Stat Change Animations

In order to make status effects feel more impactful in battle; I've included statUp and statDown animations, displayed over a character when a stat change is applied:

👉 Link to full update video 👈



New Move Animation for Umbra Shot

I've been working on updating the animations for the current moves presented in the game. The first one up on the chopping block is Umbra Shot ☄️

👉 Link to full update video 👈



Battle Scene Action Text

To provide some much needed info during battle ( like if your opponent actually dodged your move 😳 ); The Battle Scene logic has been updated to display dynamic info text between actions:

👉 Link to full update video 👈



Battle Scene Lighting

And finally, the Battle Scene has been completely restructured ( in terms of GameObject setup 🤓 ) to handle dynamic lighting. Now actually applying lights to different moves and characters is a different beast all together 😅 But let's see if you can spot the difference:

👉 Link to full update video 👈

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If you'd like to stay up to date with development news as it's made:

🎥 I post trailers, videos, and devlogs on Youtube (Devlog 4 coming out ~ the end of June 👀)

🐧 Development updates, screenshots, and videos on Twitter

📷 Game-art, and short game clips on Instagram

Thanks for reading up to this point 😃

Until next time!
Super Indiemania - SuperstereotypicalIndie
Ver. 1.0.3 patch notes:

  • You can now find several types of sub-weapons on each stage instead of one type per stage;

  • Created sub-weapon inventory and swap button. Now you can pick up more than one sub-weapon and swap between them;

  • Included sub-weapons from stages 1 and 2: Throwing Knife and Throwing Torch;

  • Increased easy mode lives to 6 from 3, normal mode lives to 4 from 3, and hard mode still has 3 lives;

  • Streamlined stage select menu screen;

  • When quitting game from main menu a short pause and screen change occurs, to ensure a clean closing of the program;

  • Added loading screens to ensure that data saving/loading is processed completely;

  • Massively overhauled widget back-end programming for more efficiency/versatility for new menus to be included in later updates;

    Stage 3:
  • Decreased Crystal Golem boss health to 800 from 1000, to make it less grindy. Changed some of its attacks and reactions to make it more challenging;

  • Edited Stage 3-1 background wind sound effect to loop seamlessly instead of having abrupt end/beginning;

  • Increased damage of Throwing Cross from 50 to 60;

    Stage 6:
  • Damage to Wisp Lord: throwing leaves do 50 damage, other projectiles do 35 damage. Bombs do nothing;

  • Some other stuff too!

Thank you for reading!
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