Barn Finders - Uncle Billy
With the Steam Summer Sale round around the corner, we’d like to offer you an exclusive deal on our games!

Grab Accident, Barn Finders, as well as DLC for Barn Finders - Barn Finders: Amerykan Dream for a whopping 40% discount!

Expand your Steam library with our greatest discount yet!

Check it out here! - https://store.steampowered.com/developer/DualityGames/#browse

Victoria 3 - Pelly
Hi, I’m Aron, UX Designer on Victoria 3. I'm here to tell you all about our latest attempt to teach you how to play a Paradox game (God help me).

Another Paradox Tutorial?
As you have probably figured out by now, Victoria 3 is by far our most complex and deep economic experience to date. Many of our mechanics and terms can be found in a real world economy, and we have to take into account that the player might not intuitively know what Tariffs, Loan Principal, or Subsidies mean. But such specialized terminology is also the best way to describe the mechanics - "Trade Tax" is just awkward and imprecise compared to "Tariff". We also have to keep in mind that many of you have your own interpretation of these terms (Like our QA Manager, Paul, who conveniently has an Economics Degree).

Down the same line of thought, the optimal way of learning a game is unique to every player.

Do you want to be handheld and led through the game bit by bit, or do you simply want to explore the full game yourself and learn from your mistakes as you go?

Do you want to know every little detail why you should do something before you do it, or do you want to just do it and learn the effects of your actions as they appear?

In the end, this made us ask ourselves, is there a way we can make a solid Tutorial that caters to as many players as possible?

This remains to be fully answered, but we are confident that we have given it our best shot.

Learn the Game your way
In Victoria 3, the Tutorial works as its own Player Objective named “Learn the Game”. A Player Objective is something you as a player can add on top of the normal sandbox experience provided by our GSG titles. Our Game Designer Nik will tell us more details about Player Objectives next week.

4 Player Objectives + Sandbox (no objective).


When you choose the “Learn the Game” Objective in Vicky, you do not sacrifice your first game of Victoria 3 to a handheld Tutorial experience of the game. The game will start off and work in mostly* the same manner as if you started it with any other Objective (or without an Objective). You may pick whatever country you want, though we do provide a couple of recommended countries that can be considered potentially “easier” starting countries in regards to typical gameplay and amount of things to manage. Like all historical Paradox grand strategy games, countries start off in very different positions and playing your first game with a landlocked single-province vassal state with nothing but subsistence farmers might not be the ideal learning experience - though we won't prevent you from trying!

Currently, we recommend Sweden or the United States of America when you Learn the Game. Although these recommendations are a work in progress, some countries might be removed and some might be added.


If you start your very first game of Victoria 3 as America with Learn the Game as your Player Objective, you are greeted by an optional introductory popup that will walk you through the basic UI controls, main UI elements, and how to unpause the game (you’d be surprised how many first time Paradox players that do not find out how you unpause our games). After that, the reactive Journal System takes over and handles most of the Tutorial as you move through the game.

The first step in the intro Tutorial lesson. Aimed to set the mood and expectation, but nothing too grand, the grandness we let the game handle itself.


Reactive Journal system
As I hinted at above, there are two major components to the tutorial experience, the reactive Journal Entries complemented by short popup tutorial lessons. The first is a set of challenges for you to accomplish, that will be delivered via the Journal system (see Dev Diary #31 - Journal Entries). Completing (or, sometimes, failing!) these challenges "proves" to the game that you have learned the fundamentals of the mechanic we're trying to teach you, and permits you to proceed in the tutorial.

Early challenges are in the form of "Expand a Farm" and teach you basic UI navigation and the surface layer of the construction mechanics. Later challenges could be "Increase GDP by 10%" or "Elevate your Power Rank", which require more long-term commitment and integration of many skills you've learned so far.

To the greatest extent possible we attempt to cater these challenges to your situation. For example, if you play the tutorial as Sweden, you will be tasked to expand a Rye Farm as your first challenge, while if you play it as Sokoto it will be a Millet Farm. Another country might be tasked to expand a Livestock Ranch instead, if that is deemed to be a more suitable building type. Similarly, when you're asked to improve relations with a certain country, we try to select a country where your efforts won't be wasted. Our aim here is to not just have you go through the motions, but actually benefit from the challenges you complete. This is also how we can adapt the tutorial challenges to work with virtually every playable country on the map.

The Journal with a bunch of active Tutorial Journal Entries


Tutorial challenges aren't completely linear but do spawn in a logical sequence. For example, you won't be given the challenge to increase the investment into an Institution until you have actually enacted a Law that enables an Institution. In some cases a previous challenge sets up the preconditions for completing a subsequent challenge, and in other cases later challenges build on concepts you have learned about in prior challenges. This is handled by a kind of pacing system that underlies the Objectives mechanic, which we will also learn more about next week.

* I previously mentioned that Learn the Game will work "mostly" the same as any regular sandbox game, with the addition of the learning challenges. There are some subtle differences, such as the AI being reluctant to start Diplomatic Plays against you before you prove you have a handle on the basic economic and political aspects of the game. Setting an Objective can also apply a set of default Game Rules which can override core game parameters. For the Learn the Game Objective this includes lowered AI aggressiveness by default, though you can always choose to ignore this default and increase it before starting your campaign if you prefer. Perhaps you learn best through repeated failure?

How and Why
The second aspect of the tutorial are popup walkthroughs that deliver explanatory information or guide you through the user interface. This will be highly reminiscent of the classic linear tutorial experience, where the next bit of information or instruction is unlocked by you navigating to and clicking a specific highlighted button in the interface, or just pondering the text for a while and clicking "Next" when you feel you've understood.

The difference between the classic linear tutorial and our approach is that these lessons are short, modular, and usually player-triggered. Each tutorial Journal Entry has up to 2 popup tutorials called Tell me How and Tell me Why. The How will guide you through the interface to show you which buttons to press to complete the task, for simpler challenges, or show you where you can find the information to solve the problem, for more complex ones. The Why will tell you the often crucial bit of information of why you would want to do a certain thing and what effects this might have.

Here is step 9/10 in the Tell me Why lesson for Expanding a basic Building. Note that we also use illustrations to convey how things work.


You can trigger any of these, in any order you like, or not. In many cases, especially if you're well-versed with Paradox games or strategy games in general, you might want to solve the simpler challenges with no guidance at all just by clicking through the menus and figuring it out. For some players, this kind of self-guided problem-solving is less tedious and leads to a more comprehensive understanding of the game, though it may take longer. If you get stuck, you can always click Tell me How and follow the instructions. Many players might want to click Tell me Why to get a more in-depth explanation of every feature as they first engage with them, but you can also skip past it and read up on it later in our in-game Vickypedia or online wiki.

The first step of the Tell me How lesson to Fixing a Capacity Deficit still gives you a short premise of why one way of doing it is better than another, but not nearly as extensive as the Tell me Why lesson does.


A lesson telling you why expanding a basic Building is a safe investment.


Popup walkthroughs are not only associated with tutorial Journal Entries. Some are triggered at key points in the tutorial, such as when you complete a challenge and in the very beginning of the Learn the Game objective, just to teach you the basics of moving the map around, clicking buttons, and the main HUD. They are also wired up to a few key Concepts. If you encounter such a Concept in-game that you'd like to learn about more in-depth and hands-on, you can trigger a tutorial right from the Concept tooltip anytime - whether you're in the Learn the Game Objective mode or not.

The Interest Group game concept with a button to get a UI walkthrough of what Interest Groups are.


You don’t have to start the game with the Learn the Game objective to be able to get this lesson, it’s available in all objectives and sandbox mode, whenever you might need it.


Final Thoughts
When we designed the tutorial system we had three main goals:
  • It should cater to as many unique learning styles and degrees of prior experience as possible
  • It should be integrated with the regular gameplay experience, not be a separate mode players have to go through to "get to the game"
  • It should be modular and future-proof, so we don't have to rewrite the flow of the whole thing when we add or change mechanics

Based on our own experiences as avid strategy gamers, games that force the player to make an initial self-selection of "Novice / Intermediate / Expert" player profile to funnel them into the appropriate tutorial "track" often end up off-base, with players assessing themselves incorrectly or more advanced tracks leaving critical knowledge gaps. Instead we figured, why don't we ask the player what type of information they want in the context of whatever they're trying to learn, and put them in charge of their own learning?

Similarly, while a tightly scripted and funneled tutorial with perfectly controlled variables might be easier to craft a novice learning experience around, we didn't want players to skip the tutorial because they wouldn't be able to play the campaign they wanted to, or cancel it halfway through and restart because they felt they'd learned enough. So we thought, if we get the player to tell us they want to "Learn the Game" as an Objective, we can serve up suitable dynamic challenges with optional guides, and everything else is simply pure gameplay.
Finally, with this approach we can add or change individual challenges and tutorials along with updates to mechanics, without having to worry about shoehorning learning about this new mechanic somewhere in the middle of a linear tutorial, rebalancing this tutorial, and perhaps most importantly, forcing existing players to replay the tutorial to learn about the new stuff.

Crusader Kings 3 was the first PDX game to implement a Reactive Tutorial, which triggers an informational window when the player first encounters a new mechanic. This may sound straightforward but was a big step forward for us in terms of proactive explanation of new game mechanics in our highly interconnected and evolving games. In Victoria 3, we have taken this concept and expanded it such that we can embed entire tutorial flows into new game concepts that lead the player through the interface of a new mechanic in depth and on-demand. In addition, we can add more challenges and tutorial flows into the existing Learn the Game Objective, and even add new Objectives that incorporate challenges to teach major new features. But we will learn more about that next week, when our Game Designer Nik tells us about how Objectives work.

迷禁 Lost in Abyss - 眼技ACT
Hi everybody,

Steam Summer Sale 6.24~7.8 50% Sale !!

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@UGMAX.act

NosTale - Anime MMORPG - [CM] Daveius GF


Between 24th June (11:00 CEST) and 27th June (11:00 CEST) you have a 70% greater chance in US-Cylloan and International-2 servers and a 100% greater chance in all the other servers of picking up TWO raid boxes instead of one in all raids in NosTale!

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The NosTale Team
Jun 23, 2022
Junebug vs. Evil - Bemoworld
UPDATE 0.2
* New Junebug model and animations
* Scrap count shows on pick-up
* New camera and aiming systems
* New shop layout
* Upgrades can now be purchased
* New shooting logic and bullet FX
* Added reloading
* Skull Totems now fire an overhead homing projectile instead of the red AOE spell.
* Removed Starter Totem
* Removed Generator and tied respawning to scrap count
* Changed the starter Loot Box placement and increased the payout when broken
* Removed tutorial messages. Note: With changes to the Skull Totems and the starter Loot Box, the functionality is straightforward for first-time players
* Bullet damage displayed as floating text on hit
* Enemies now spawn by treeline
* Updated explosion visuals
* Balanced fire damage
* Balanced weapons
* Balanced enemies
* UI updates
* Environment visual updates
* Fixed Bug with Shades' material
New weapons!
* SMG
* Minigun
* Burst Rifle
* Flamethrower!
* Sawed-off
* Crossbow
Jun 23, 2022
Airborne Kingdom - Ben Wander
Hope you're enjoying the summer, because your inhabitants sure are! Dropping today is our Airborne Summer Theme Pack, a free set of fun customization options to enjoy in the warm weather. Nothing says Fun In The Sun like palm trees, beach balls, and sun umbrellas, so swap out your building designs to make your Kingdom look as hot as a summer's day!



You can now select designs much more easily with an improved UI that makes swapping models a breeze, including rotating and changing designs on any building in any stack configuration. And what are your inhabitants wearing, and what are they carrying? They won't be left out of the summer fun either! Take a snapshot with a couple new Photo Mode options to save the memories!



Also included in this update, a few key features that have long been requested: Windowed Mode, Brightness/Contrast Settings, Master Volume, Invert Pan Direction, and a better Buoy Icon for the map. But perhaps the biggest update is the ability to re-assign keyboard keys. Now you can play with whatever configuration fits you best! Hopefully these updates will make the summer content more accessible to more folks!

Enjoy the warm breeze atop your Airborne Kingdom! More updates coming soon!

Full patch notes:
• ADD: Summer themes
• ADD: Summer workers
• ADD: Summer photo border and logo
• ADD: Ability to swap designs, roofs, and rotate without moving
• ADD: Keyboard key customization

• ADD: Windowed Mode
• ADD: Brightness and Contrast settings
• ADD: Master Volume settings
• ADD: Wobble Intensity settings
• FIX: Buoy hard to see on map
• FIX: Balloon only selectable on base of building
• FIX: Workers disappear in rare cases when moving storage
Golfie - lordubbe
Hi all,

Sandra and Jacob here with some hot-off-the-course news: we’ve just pushed our first major update live - ‘Fresh Supplies’.

Thank you all so much for your support and enthusiasm during Golfie’s first month. We’ve been grinning from ear to ear reading your comments, thoughts and suggestions – and we’ve loved seeing people create card and perk synergies we’d never even considered. If you want to talk about deck and perk-building strategies with a wonderful community, we’d love to see you over on the Discord: https://discord.gg/4CRYf4yMzg

But now, as the name suggests, it’s time for some new things to play with, so we’re thrilled to be able to introduce a host of new cards and perks for you to have fun with.

New Perks:
  • Copy Machine - Upon pickup choose a card from your deck, then add another copy to your deck
  • Glass Cannon - Reduce energy and max energy to 2, but increase Reactor capacity and draw amount by 2 (unique)
  • Firewall - Prevent next energy loss
  • Medical Nanobots – The ball is heavier, but recharges 1 energy after each level

New Cards:
  • Fabricate – Discard two cards to add a temporary version of any card to your hand
  • Boost Pad – Place a boost pad that drastically speeds up the ball in the chosen direction
  • Energy Surge - Destroy all breakable objects within a certain distance
  • Small Cache - Retain a card for next round
  • Dive Bomb - Activate to cancel the balls current velocity and dive downwards until hitting the ground, resulting in a shockwave

Plus, there’s an extra special, and much requested, item now available in the shop:
Incinerator – Burn (remove) a card from your deck. Found in every shop, but increases in price after every purchase.

These cards and perks will be added to the pool as you level up – though if you’ve already hit the required threshold, you’ll find them available right now. Go check out your Collection (renamed from ‘Memory Bank’) to see more.

Along with this new content, we’ve adjusted some niggles and bugs behind the scenes, and continue to improve on the course generation and have updated controller support to make it a little easier to play if mouse and keyboard isn’t your preferred method.

As ever, please do let us know your thoughts. There’s much more to come – and we’d love to hear what you would like to see, so we can make Golfie the best it can possibly be.

Multiplayer is coming along nicely – more news on that soon. But until then: thanks once again for your support. We’ll see you on the fairway!

Much love!

Sandra, Jacob & the rest of the team at Triheart Studio <3


Jun 23, 2022
Travellers Rest - The Bullet
You can now collect items in the aging barrels and aging racks without having to enter their menus.
We have fixed a bug that prevented experience gems from following the player.
We have fixed a bug in the cursor indicating where to dig and till.
We have fixed a bug in the price of aged beers.
We have fixed a bug that allowed to duplicate items with the second player.
We have fixed a bug that showed wrongly the arms in relation to the objects on the table.
Accident: The Pilot - Uncle Billy
With the Steam Summer Sale round around the corner, we’d like to offer you an exclusive deal on our games!

Grab Accident, Barn Finders, as well as DLC for Barn Finders - Barn Finders: Amerykan Dream for a whopping 40% discount!

Expand your Steam library with our greatest discount yet!

Check it out here! - https://store.steampowered.com/developer/DualityGames/#browse

Accident - Uncle Billy
With the Steam Summer Sale round around the corner, we’d like to offer you an exclusive deal on our games!

Grab Accident, Barn Finders, as well as DLC for Barn Finders - Barn Finders: Amerykan Dream for a whopping 40% discount!

Expand your Steam library with our greatest discount yet!

Check it out here! - https://store.steampowered.com/developer/DualityGames/#browse

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