SurrounDead - PlaySurroundead
This update features the first pass on vehicles. Expect issues and report any problems you have with them.

CONTENT/FEATURES:
* VEHICLE FIRST PASS
* Driving
* Fuel & Health system
* Random fuel and health condition
* Collide with AI
* More to come such as; Storage trunk, AI attack and swarm vehicles, new vehicle sounds and stats etc

* New item: Vehicle repair kit, found in world and crafted at crafting stations
* Press F5 to save the game
* Base building section added to tutorial

CHANGES:
* Day length increased (24 minutes day, 12 minutes night)
* Small ramps at bunker entrances
* In melee, stamina prompt if you don't have enough stamina
* Hunting hatchet nerfed
* Improved night, offset moon so that there is always moon light when it gets dark
* Cloud shadows not as dark
* Small adjustments to bunker keypad UI
* Increased water spawns
* Reduced lamp brightness
* Increased ammo spawn in ammo containers, airdrops and military containers
* Changed save loading system, if more issues arise after update, this will get reverted
* Removed 'Opening inventory slows down time' gameplay option

BUG FIXES:
* Night vision gets disabled on death
* Fix for vendors spawning on top of each other after relog
* Ramps at bunker entrances to solve collision issues
* Possible fix for mouse cursor not showing on bunker code UI and keypad UI staying on screen
* Ai hearing fixed
* Steyr Aug drum mag position
* Fix for AI unable to move in bunkers
* Fix for unable to fire crosshair staying on screen
* Lamps should no longer light through other floors
* Deer now have ragdoll on death
* Fixed exploit with toggle sprinting to get unlimited sprint
MapleStory - ColonelPanic
The Destiny update is in full swing, and with 14 revamped classes to dive into, there's a lot of gear that needs its full potential to be explored! Join us on Bera, Scania, Aurora, Elysium, Luna, and Burning Worlds during Saturday, July 2 for three hour-long periods of Magical Miracle Time, giving you double the chance of ranking up with all sorts of Cubes! Those of you on Reboot World, take a look at the Magical Miracle Time - Reboot World post for instructions on how to reserve your own Miracle Time period!
Magical Miracle Time - Bera, Scania, Aurora, Elysium, Luna, and Burning Worlds
Event Duration: Saturday, July 2, 2022
  • PDT (UTC -7): 1:30 AM – 2:30 AM & 3:00 PM – 4:00 PM & 8:00 PM – 9:00 PM
  • CEST (UTC +2): 10:30 AM – 11:30 AM & 12:00 AM (Jul 3) – 1:00 AM (Jul 3) & 5:00 AM (Jul 3) – 6:00 AM (Jul 3)
  • AEST (UTC +10): 6:30 PM – 7:30 PM & 8:00 AM (Jul 3) – 9:00 AM (Jul 3) & 1:00 PM (Jul 3) – 2:00 PM (Jul 3)


Event Details:
  • Note: Available in Bera, Scania, Aurora, Elysium, Luna, and Burning Worlds only.
  • During the noted periods, you will be able to Cube away with Red Cubes, Black Cubes, and Bonus Potential Cubes, as well as White Cubes and Violet Cubes if you have them, with double the chance of rank-up, and even the chance of increasing your equipment's Potential rank twice with a single cube, possibly letting you jump from Rare straight to Unique!
  • These worlds are all using the same time period, so hop on and cube away, no registration or tickets required!
MapleStory - ColonelPanic
[Update Jul 1] A character registering for Magical Miracle Time on Reboot World must be Lv. 101 or above. We apologize for the error in not communicating that before.

The Destiny update is in full swing, and with 14 revamped classes to dive into, there's a lot of gear that needs its full potential to be explored! Maplers on Reboot World will be able to sign-up for your own personal Miracle Time periods to use to Cube up your gear to its maximum Potentials! Those of you not on Reboot World, take a look at the Magical Miracle Time - Bera, Scania, Aurora, Elysium, Luna, and Burning Worlds post for instructions on when to join us for three hour-long Miracle Time periods on Saturday, July 2!
Magical Miracle Time Registration - Reboot World
Event Duration:
  • PDT (UTC -7): Thursday, June 30, 2022 5:00 PM - Tuesday, July 5, 2022 4:59 PM
  • CEST (UTC +2): Friday, July 1, 2022 2:00 AM - Wednesday, July 6, 2022 1:59 AM
  • AEST (UTC +10): Friday, July 1, 2022 10:00 AM - Wednesday, July 6, 2022 9:59 AM


Event Details:
  • When the Registration Period begins, use the Star Event Notifier to accept the "[MMT] Magical Miracle Time Pre-registration" quest to be awarded a registration coin, and select which date you'd like to try to purchase a Magical Miracle Time Registration Ticket for.
  • Requirements: Characters on Reboot World that are Lv. 101 or above can register (all characters on the account on Reboot World will benefit from it, however).
  • Use the Star Event Notifier to travel to the Miracle Time Registration Map, and speak to the NPC there to purchase a Magical Miracle Time Registration Ticket for the previously selected day. In order to prevent overcrowding, you will only have 60 seconds to make the purchase, after which time you will be returned to the previous map you were on, and have to select a day again. Failing to purchase a ticket will not prevent you from accessing the same Magical Miracle Time Registration Ticket vendor.
  • Miracle Time will, as usual, occur during three hour-long periods during the day. For example, a 7/8 Magical Miracle Time Registration Ticket will enable Miracle Time during the following periods:
    • PDT (UTC -7): 8:00 PM – 9:00 PM July 7, 2022 & 1:30 AM – 2:30 AM July 8, 2022 & 3:00 PM – 4:00 PM July 8, 2022
    • CEST (UTC +2): 5:00 AM – 6:00 AM July 8, 2022 & 10:30 AM – 11:30 AM July 8, 2022 & 12:00 AM – 1:00 AM July 9, 2022
    • AEST (UTC +10): 1:00 PM – 2:00 PM July 8, 2022 & 6:30 PM – 7:30 PM July 8, 2022 & 8:00 AM – 9:00 AM July 9, 2022
  • For the July 6 window, 1,800 tickets will be available initially, with an additional 900 available tickets restocking each day at 12:00 AM UTC and 12:00 PM UTC, for a total of 9,000.
  • For the July 7 - 10 windows, 1,200 tickets will be available initially for each day, with an additional 600 available tickets restocking each day at 12:00 AM UTC and 12:00 PM UTC, for a total of 6,000 for each day.
  • You can purchase and use only one ticket per world.
  • Make sure you are free during the date you register for, these tickets cannot be exchanged or refunded!
  • Players cannot enter the lobby map between 11:55 AM - 12:05 PM UTC and 11:55 PM - 12:05 AM UTC while the shops are being restocked.
  • Players that purchased a ticket can no longer enter a lobby map where the registration tickets are sold.
  • Once the player purchased the ticket, they must use the ticket by July 6 at 2:00 AM UTC to complete the registration.
  • Purchased ticket can be used for 5 days after the purchase.
  • Players can check the registered date by hovering over the cube icon on the left side of the screen.
Magical Miracle Time Event - Reboot World


Event Duration: Wednesday, July 6, 2022 - Sunday, July 10, 2022

Event Details:
  • You must use your Magical Miracle Time Registration Ticket prior to July 6 at 2:00 AM UTC to gain the benefits of the Magical Miracle Time Event.
  • Note: Available in Reboot World only.
  • You will gain the benefits of Miracle Time during three hour-long periods during the day. For example, a 7/8 Magical Miracle Time Registration Ticket will enable Miracle Time during the following periods:
    • PDT (UTC -7): 8:00 PM – 9:00 PM July 7, 2022 & 1:30 AM – 2:30 AM July 8, 2022 & 3:00 PM – 4:00 PM July 8, 2022
    • CEST (UTC +2): 5:00 AM – 6:00 AM July 8, 2022 & 10:30 AM – 11:30 AM July 8, 2022 & 12:00 AM – 1:00 AM July 9, 2022
    • AEST (UTC +10): 1:00 PM – 2:00 PM July 8, 2022 & 6:30 PM – 7:30 PM July 8, 2022 & 8:00 AM – 9:00 AM July 9, 2022
  • During the noted periods, you will be able to Cube away with Red Cubes and Black Cubes with double the chance of rank-up, and even the chance of increasing your equipment's Potential rank twice with a single cube, possibly letting you jump from Rare straight to Unique!
  • Activating a Magical Miracle Time Registration Ticket on a world will enable doubled rank-up chance for all of your characters on that world! Get prepared, gather your cubes, and enjoy this new way to powerfully cube your items!
  • All characters on the account on Reboot World will benefit from Miracle Time during your period, even if they are below Lv. 100.
  • You cannot use skills or chairs, enhance equipment, change channels, or summon pets/familiars in the event map.
Skullgirls 2nd Encore - Liam
Hello, Liam here.

Today's update adds Black Dahlia's first Blockbuster (STAGE HAZARD) in addition to other tuning.



ROBO-FORTUNE
While we would normally wait to include a bundle of balance changes together, the first bullet point here impacts Black Dahlia enough that it will be rolled out separately ahead of time. The second change is bundled in with the updated version of Theonite Beam.
  • The grounded version of Theonite Beam (H) has had its hitbox adjusted slightly so that it does not hit Black Dahlia when she is crouching. This also impacts Eliza, and it's possible to "low profile" it with more moves.
  • The grounded version of Theonite Beam (H), when used as an assist, has 20 extra frames of recovery.
BLACK DAHLIA
  • New Blockbuster - STAGE HAZARD.
    • Black Dahlia summons and kicks out a barrel that leaves oil behind it as it rolls.
    • She can ignite the oil with cHP or her fire shot to cause a chain reaction of explosions that eventually ignite the barrel, causing it to explode.
      • The list of attacks that can set off the oil will be expanded in the future to include moves such as Parasoul's Napalm Pillar, Peacock's cMK, Squigly's cHP, etc. For now, only Dahlia herself can set it off.
    • Dahlia (and her teammates) can attack her team's barrel to cause it to roll forward with a hit. The distance it rolls and the strength of the hit is impacted by the attack that hits it.
    • After the barrel has touched an opponent several times, it will break and no longer be able to roll.
  • Another Round (Reload)
    • Changed input from QCB + Kick to QCB + Punch, since it is the opposite of Order Up, and her upcoming Special Moves are better suited for her kicks. Rush Order can now only be performed with a Punch input.
      ... Apologies for destroying everyone's muscle memory! This input is unlikely to change again in the future, so hopefully this is the only time this happens.
    • Dahlia flicks up all six shots at once, instead of needing to flick twice. This greatly reduces start up and recovery.
    • Recovery is reduced even further than before when performing Rush Order.
  • Buck Shot Ammo Type
    • Increased blockstun and blockstop. Is now plus on block.
    • Increased damage of all versions by 200.
  • Normals
    Key Takeaways: All of Dahlia's lights are now plus on hit and block, except for cLK which is still negative on block. sMK is faster, easier to convert off of and use, and can now combo from sLK.
    • cHP - Increased hitstun by 2F.
    • cHK - Increased blockstun.
    • cLP - Increased hitstun by 3F.
    • sHP - Reduced start up to 19F.
    • sLK - Increased hitstun and blockstun.
    • sLP (second hit) - Increased hitstun to match the first hit.
    • sMP - Tweaked hitbox to allow it to reliably OTG very close characters
    • sLK - Fixed a bug where the "kara throw" window was smaller than intended.
    • sMK
      • Reduced start up.
      • Reduced sliding speed and movement change before going active.
      • Reduced hitstop.
      • Reduced damage from 800 to 600.
      • Increased hitstun by 2F.
      • Dahlia no longer halts her momentum when making contact with an opponent, allowing her to carry that momentum into the normal she cancels into.
      • Increased blockstun.
      • Increased recovery.
      • Tweaked dust visuals while sliding.
  • Forward Dash
    • Reduced dash start up by 2F.
    • Removed several instances of dash momentum not being 100% carried into normals. For example, cLP would previously cut dash cancel momentum in half. sLP still reduces dash cancel momentum as before.
    • Increased dash cancel normal momentum by 15%.
  • Adjusted ground throw hitstop, recovery, and launch trajectory, to better facilitate Stage Hazard and Order Up (L) conversions.
  • Flipped art when captured inside of Umbrella's bubbles so you can see Dahlia's face.
  • Fixed a bug where performing "TK" Order Up (air) was stricter than intended compared to other characters.
  • Fixed a bug where the second hit of jMP was still an overhead even if the first hit made contact.
  • Fixed a bug where Standard Shot ammo would sometimes not detonate if the projectile was overlapping a point character and a nearby enemy teammate's corpse.
  • Fixed a bug where Dahlia's position would shift when hit with trip style attacks.
MISC
  • Fixed a bug with stage lighting on River King Casino (and likely other stages) for Mac and Linux players.
  • Attempted a fix for an issue where some players would not have online training mode lobbies start correctly.
  • Fixed an issue where some launch options were not applying correctly.


(Version number 3.5.3)
DIGGERGUN - Kabloop
It's been a long week since I launched the DIGGERGUN Kickstarter and demo seven days ago! If you haven't already, then make sure you play through the DIGGERGUN demo here on Steam! Next Tuesday I'm going to be releasing the pre-alpha of the level builder to all backers who selected the reward on the Kickstarter. Don't miss out and back us now!

Onto the DIGGERGUN dev-log!

Hello there and welcome to my blog series about DIGGERGUN's Game Mechanics. In this series, I'm exploring some of the inner workings of DIGGERGUN and revealing some behind-the-scenes info!

Today, I'm talking about money, the economy and game balance.



I’ve been pretty clear from the beginning that from an economical perspective, much of DIGGERGUN is based on the current situation in the United Kingdom. Food, bills, and rent are all based on real-life UK figures during the time that I made the datasets in April. Even tax and national insurance are calculated to real-world rates.

However, pretty early on I encountered a problem which I doubt any game designer has ever experienced: real life was too hard.

In play-testing, it proved too difficult to keep up with the barrage of taxes, bills and cost of living, on the £9.50 minimum wage the player was earning. If they missed even one day of work, they would immediately be making a loss that week.

Players were struggling.

So I had to go in and adjust the numbers, sharply reducing the costs, making them lower than they would be in real life. I even had to remove one bill.

It was a depressing experience. I could go in and tweak the numbers to make things easier for the player, but unfortunately, this isn't the case for at least 2 million people in the UK who are paid minimum wage or less (1). They can’t just adjust their life with a keystroke and make it easier.

Of course, since then, things have gotten a lot worse as the UK is being battered by record-breaking inflation, the highest it’s been for 40 years (2). And things are set to become even more difficult.

Given how I will be adjusting the economy again for DIGGERGUN before its final release, I dread to think what battered state Britain and its population will be in at that point.

There’s an interesting moment I want to share that occurred during playtesting. One playtester was genuinely shocked when they got their paycheque for the first time and saw their taxes and bills go out. He commented on how difficult the game was. In the second week, when it happened again, he was still just as surprised as he was the first time it happened.



The playtester said he really didn’t want to be reminded of the days when he was on minimum wage and the whole experience was a bit of a depressing throwback.

It was moments like this during playtesting that made me feel like I had created something meaningful. There was no character shoving the message into the player's face, telling the player “minimum wage sucks, doesn’t it”.

Instead, the player saw first-hand, with immediate brutality, just how much living on minimum wage sucks. And all I did was show them numbers when they picked up their paycheque.

I didn’t create DIGGERGUN to make people depressed, but I did design it in such a way to make people think.

Money isn’t talked about enough in the western world, and often it’s with a weird shame. And yes, maybe we should be ashamed that we have a society that enables people to struggle on such a grand scale.

But we can change things, and that’s optimism I hope DIGGERGUN exudes as more of the game is fleshed out and character plotlines are expanded.

Besides, if I wanted to make DIGGERGUN really morbid, then I would have set the minimum wage to £9.18. That’s the minimum wage for 21-22 year-olds (3).

And considering the player’s character is a young, university graduate, in real life that's what his wage would be. How’s that for some rampant ageism in a society that already punches down?

Sources

1 - https://commonslibrary.parliament.uk/research-briefings/cbp-7735/

2 - https://www.theguardian.com/business/2022/jun/22/uk-inflation-rises-to-91-its-highest-rate-in-40-years

3 - https://www.gov.uk/government/publications/the-national-minimum-wage-in-2022
Queer and Chill - teamspicybubble
Hello everyone!

We are pleased to announce that this party is going bigger.

Localization:

We added five new languages to the game interface and Steam store.

- German
- Portuguese-Brazil
- Italian
- Dutch
- French

Undo Mechanic:

Now you can undo the last movment, try and retray until you get it!

Thanks for playing and let's keep celebrating!

Queer and Chill Team.
Forever Lost Playtest - Altered Gene
  • FIXED: Tutorial + remapping = the icon instead of words
  • ADDED: Steam deck = use the proper controller icons
  • FIXED: Inventory slot backgrounds wouldn't save the background image properly, when save / load it would show simple square
  • FIXED: Tablet mini game takes multiple clicks to animate upwards
  • FIXED: The closing/ opening of the hot water puzzle, highlighting goes on and off for some reason
  • FIXED: Bug with white flash showing the image we drew on instead of a white flash
  • FIXED: Big photos to small photos in booklet still needs triple testing = on save and load and also on minimize + on reset + other booklet photos when empty should not copy drawings
  • FIXED: More saving and loading issues with texts
  • FIXED: Replaced the Roboto font option that was causing issues
  • FIXED: Replaced all texts in demo that had broken fonts
  • FIXED: Saving/ loading text in Books
  • FIXED: Saving/ loading animation states
  • FIXED: Saving and loading of entire demo
  • FIXED: Delete button should remove any file/ folder in the directory
  • FIXED: Texts on computers + more overflows on one line, when should go to next line + end of demo + theatre
  • FIXED: Reception side room bug of the paint buckets, no white outline + occlusion is weird (dissapears at certain angles)
  • FIXED: inventory text hiding certain letters
Jun 28, 2022
Dee-6: Dice Defenders - KBA3u

Added:
- option "Sabotage", available from rank 3, complicates the gameplay: at the beginning of the battle on your ship, a secret hostile organization will commit sabotage (as compensation for the difficulty, you will receive +3 points for each threat)
- diversions will also be included in some daily battles
- added "Endless Deck" option in random battle mode
Bug fixes:
- fixed a bug that caused the main menu to disappear if the player reset the previous run by starting a new daily battle
- it was impossible to update the store in the daily battle mode
- the "Shield Regenerator" module no longer shows animation if the ship's shield was full
- fixed a rare bug where drones or vipers were discarded while quickly clicking their abilities
- damage dealt to a threat with armor did not always remove the armor icon
- fixed a bug on Dronate, due to which it was impossible to reprogram drones if they all had "X" (were used in this round), also fixed a related bug in the tip of available actions
- pilot Kurt's shots were erroneously considered hits on the player's ship, which distorted the statistics, and for the Smuggler ship, it led to the loss of all vipers after Kurt's shot at a threat (!)
- the description of the ship in the daily battle did not match the current ship
- fixed a bug due to which the Knivex ship could not appear in the daily battle
- fixed a bug due to which scrolling available modules with the mouse wheel worked in mixed order, and not from left to right or vice versa
Balance changes:
- reduced chance of triggering a minefield (100% -> 50%)
Other changes:
- added smooth transitions and screen fades in some places in the menu
- the red frame flashing on the last 5 seconds of the timer has become clearer and better distinguishable, especially against the red space background
- added a list of leaders for the "Daily missions completed" parameter to the Steam statistics
- fixed graphical bugs in some cards
- added some sounds to the menu in daily missions
- names of random threats can now include non-standard characters like "Ä", "Û", Roman numerals and some others
- an entry about the current campaign has been added to the mission selection menu
- ongoing work to optimize performance and graphics
- now you can send dice to missions not only from the roll area, but also directly from the ship
- reduced the delay in shooting during the threat elimination animation (except in some rare cases when this delay is necessary for fair play)
- added star to boot screen
- fixed brightness on statistics screen
Jun 28, 2022
For What Will Come - Fitzy
Greetings!

Today I wanted to talk a little bit about the progress being made. These announcements will become a regular thing from now up until release.

I have recently updated the store page and the library pages with new and improved images for the game, the previous ones in my opinion were terrible, they looked cheap. While these still aren't perfect, there still are many chances these will change again.

Over the past week, I have been slowly adding new improvements to the play areas of the game, as well as fixing many bugs that I came a crossed. Refined some achievements, added some new ones.


That being said, I want to let you all know that I have created different media platforms that you can connect with me at to see more behind the scene progress that I have been making.

TikTok:
@fitzygames

Youtube:
FitzyGames

Discord:
https://discord.gg/BQsCxH8mDk

That is all for Development Update 1,

if you have more questions you can get a hold of me on either of those.


FitzyGames
Jun 28, 2022
K3LVN Playtest - rngforge
+Main menu
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