Jun 30, 2022
Prehistoric Kingdom - Blue Meridian




Welcome to the June Update!

We hope everyone had a very Happy Pride Month! June was a busy time for the team as we released Minor Update 1, but we’re continuing to push onwards with new developments. And, just maybe, new species.



So, let’s talk about updates! Next up is Minor Update 2 - a smaller patch that includes a handful of new items and improved guest visuals.

Following this will be Major Update 1, the first big content update during Early Access. Featuring a new map, biome, animals, building set and more, we’ll reveal the exact contents and theme behind the update in a dedicated Feature Focus prior to release, so stay tuned!

New Species
In the meantime, we think it’s time to unveil the next sharp-toothed animal joining Prehistoric Kingdom’s roster…

Say hello to Coelophysis! Don’t be fooled by this slender carnivore. With its exceptional vision, high speed and sharp teeth, this small predator makes for a terrifying ambush!



Found as far back as the Triassic period, Coelophysis will be the oldest animal in Prehistoric Kingdom as of Major Update 1. Despite its old age, we think it still looks pretty darn good!

Animation
Along with bringing new members to our prehistoric lineup, the first Major Update introduces the first wave of behavioural animations. These special actions provide a fresh level of richness and personality beyond the additive animations already in the game. We want our animals to do things, even when they’re not walking or running around!

These new animations are an exploration of animalistic behaviour and will help to build character for the various family groups of Prehistoric Kingdom. As this is a lot of animation and audio work, behavioural animations will be rolled out for new and old family groups across a number of updates beginning with Major Update 1.

Please enjoy the example of two behavioural animations below. We can’t wait for you to discover them all!



Some park managers have observed smaller theropods practicing their pounces as a form of play.



Rolling can help scratch some tough to reach spots!

Ensuring the animals are lively and interesting to watch is a long term goal of ours that will require ongoing development. Major Update 1 will see the overhaul of animal locomotion which is a necessary step in supporting more advanced pathfinding and AI behaviours. Animals interacting or simply acknowledging each other has been a huge community request and we will keep working towards that.

Behind the Scenes: Making a Dilophosaurus
This month we’ve got an extra treat for you all! Our 3D animal artist Cindy recorded various stages of her work on the Dilophosaurus - unwrapping, sculpting and painting a previously unseen skin. You’ll have to wait and see what the finished design looks like though!



If you’d like to see more behind the scenes content like this in the future, be sure to let us know!

...

State of Development
After initial delays with the first Minor Update (released mid June), we’ve readjusted our current roadmap accordingly so that players can continue to follow our development plans and know when to expect the next update. You can view the updated roadmap here on Trello. Players can also expect the tutorial to return shortly after we’ve resolved unexpected issues caused by the last patch.



In terms of general development tidbits, here are some bullet points we’d like to highlight:

  • We are working on a follow up patch to Minor Update 1, adjusting the feed balance and addressing some miscellaneous issues (loading, visuals, etc.)
  • Steam Workshop support is a highly requested feature that we will be working on soon. We’re eager to launch workshop support so that players can conveniently share all of their unique builds and create a community together.
  • We have begun working on guest AI and management for Major Update 1. We are very excited to bring more management gameplay into the fold over the coming months.
  • We are still working on further optimizations for loading speed and rendering.



Created by Evolve (Discord).

Created by Magnanimous_Matt (Discord).

Created by POTPdeluxe (Twitter).

...

Thank you for reading June’s dev diary!

The team hopes that everyone’s excited to see more from our future updates and learn who the mysterious third animal could be! Exciting times ahead, park managers!

Until next time,

- The PK Team




Destiny of the World - fiddlyware
New Functionality:
  • Cruisers, Battleships, and Carriers can repair some damage each turn spent idle in a naval base, if there are sufficient troop replacements to re-crew the ship to a full complement.

Tuning
  • Increased USSR Food production
  • Decreased aircraft air-to-ground damage

Changes:
  • Changed USSR map color to a less-bright red to make it less harsh on the eyes and provide better contrast for its units and movement arrows. Old, saved games will use old colors.

Bug Fixes:
  • Some newly created units were not created with full supply reserves.
  • Enemy units were left stranded in enemy territory when minor country surrenders.
  • Fixed bug introduced that caused Finnish Winter War not to fire.
  • Submarines attacking troop transports weren't using torpedoes in their attacks
  • Cruisers and battleships weren't firing guns properly in specific rounds of battle as intended
  • Fixed a number of map connectivity issues that allowed/prevented movement incorrectly. All known errors have been corrected.
  • Total AA Guns on Statistics Report was incorrect
  • Convoy/Transports losses on Statistics Report was incorrect
  • Loaded transports couldn't move to non-adjacent sea region destination directly. They had to click on each region in path.
  • Fixed bug with UK not detecting Germany/Italian ships prior to Pearl Harbor
Sands of Salzaar - SalvaQAQ
Hi Travellers,

In this update, we fixed some lingering bugs as well introduced a new concept "Leader Order" for more AI controls for your late-period gameplay.
Just have a check the full update logs below!

UPDATE LOGS:

NEW:
- When the player becomes independent, a new concept "Leader Order" has been added to Intel Panel, it allows you remotely call the garrison in the town to besiege the enemy's city or support our town as a reinforcement



- After completing the Hero encounters on the map, now the FAVOR of your team members will be randomly increased, The value basically is linked to and calculated based on the power gap of your opponents. This information will be recorded in the teammate's Intel panel
- Allies will give a 1-day CD Marker on the map when they assemble their troops

ADJUSTMENT:

- When the city lords assemble their troops to siege a city, they will stay at the starting point for 1-2 days to wait for other allied troops to join, And under the order of siege, they will prefer to rush instead of attacking other targets on the march.
- After defeating the enemy hero, the equipment drop rate is now linked to the difficulty levels. 20% in normal difficulty, 10% in hard difficulty, and Epic difficulty remain unchanged.
- The Favor of the canonized city lord has been increased from 15 to 25


BUGFIXES

- Fix a [MOD] bug that some players were unable to open source mods
- Fixed a bug where all pop-up messages in the lower-left corner were not displayed at the end of the battle
- Fixed a bug where the skill Excalibur Exemplified of the Sentinal sometimes did not work
- Fixed a bug where three sultan roles were not able to explore the mysterious rift in the tribe
- Fixed a bug when disbanding the faction, the members of the team are still in the old faction

Feedback or encounter any issues when playing the game, just a click into our Discord channels or fill in this bug report form for submission. We will quickly look into and try fixing them in future updates!



Thank you all!
Jun 30, 2022
DraeAscaria - MystfangMedia
Welcome to our first development update for DraeAscaria! (Yes, it's all one word.)

Wishlist on Steam

Pre-Order & Beta Access

This past month has been a busy one. We are excited to start showing off some of the stuff we have been working on. Please remember though that everything is a work in progress and could change before release.

With that said...

Let's take a look at what we've been working on this month.


Welcome to Elder Grove



Your journey begins as you arrive on the shores of the Elder Grove region.



As you travel the village streets, you'll be able to interact with the various villagers and help with many available tasks. Raise your rep with Elder Grove to unlock numerous rewards.



Spend the day relaxing by the water's edge, and then...



Explore the nearby ruins and discover what mysteries they hold.


Menus



The main menu and character select screens have been created. Both have real-time (dynamic) backgrounds.

Loading screens have also been created.


Enemies



We have finished building and finding homes for all enemies in the Elder Grove region.



Roaming, sensing the player, chasing and attacking have all been implemented.


Combat & Special Effects

The player health bar has been added and updates when the player takes damage.

The enemy health bar has been added and updates upon receiving damage. The health bar only appears when the player is within a certain distance of the enemy. Hit and defeated animations are implemented. Upon being defeated, the enemy will now magically dissolve into nothingness.



Materials have been updated on tools. When starting to harvest (trees, ore), tools will magically appear in the hand of the player. Upon completing the harvest, tools will dissolve away.



Materials have been updated on weapons. When starting combat, the currently equipped weapon will magically appear in the player's hand. When combat ends, the weapon will dissolve away.


Social Media

With the Kickstarter over, we updated all our socials (I think). We also split our YouTube channel into different channels as it had multiple topics that just didn't relate.

New YouTube Channel Link

Going forward, we will only be posting videos (gameplay, trailers, etc.) related to our projects on this channel.

As for our other socials, while we work on the game, we probably won't be posting as often (maybe once a week?). Rest assured though, that we are still here.

----------

If you would like to connect with us directly, you can find us on Twitter (DraeAscaria / Mystfang Media) or our Discord Channel.


Thanks for reading,
The Mystfang Media Team
Exodus Vigil Playtest - krisonstrings
Changes:
- Fixed the washed out look in the mission select screen
- Redeisgned Inventory to be easier to use
- Improved tutorial at Mission 1 putting the statues on the pedestal puzzle
- Improved last Mission 1 puzzle that the grates need to be used
- Fixed rocks that followers could walk through
- Fixed characters not reviving when going to the last checkpoint for indoor missions
- Stopped horses from galloping in the base camp mission select
- Slowed down the boats in the title screen
- Minor UI improvements
- Added/improved sparkles to things you can pick up
- Set better defaults for the graphics settings
Gloria Victis: Medieval MMORPG - Black Eye Games Comm Manager
Greetings, Warriors!

We know that you are hyped for the redesigned map as much as we are. Our level designers are working hard in the background to deliver it in the following weeks, but as always, part of the team had some time to introduce some improvements, fixes, and new cosmetics to the game, and we are happy to introduce it all today.

We are also excited to announce that we are increasing our efforts regarding the marketing of our project. We are starting to reach potential new players using new social media platforms and assets, so you can find Gloria Victis on TikTok, and (for our Chinese playerbase) Weibo.

The cosmetic skins pool is being extended with six new weapons skins, inspired by the arms of the ancient Land of the Rising Sun, and a new skin set of armor taken from a faraway country where the cherries bloom.

Every two weeks, we are also making a small community breakdown, rewarding our content creators and active members of the community with Ambers, and promoting their content on our social media hubs. Thank you for spreading the word about Gloria Victis, and helping our community to grow!

Work in progress insight

Part of the task of redefining the world map is also improving the visual aspects of the game. Our artists are working on a new skybox system in the background and prepared a small WIP insight to show you the comparison of current and upcoming clouds, weather, and day/night cycle systems.

Please, notice increased render range and much less fog:

https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=798299b8-f861-11ec-b5bb-6595d9b17862
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=14e0c7d6-f862-11ec-b5bb-6595d9b17862
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=4d5c382e-f863-11ec-b5bb-6595d9b17862

One of the coolest things that are possible with the new system is forecasting the weather - we want to make it possible to see the storm or rain coming on the horizon, so you will know when and for which one the weather will change!

And now, let's check the details of today's update, and see you in-game!


The screenshot’s authors have been awarded. Siegbert, tomfrana, and Phobia0666 – you will receive 1000 Ambers each soon!

Changelog v.0.9.9.5.4 Beta

Quality of Life

– Added multiline edit support to guild recruitment message. Text will not be shown as one line, go over the border of the window, and you can use Enter that will not open the chat.
– Reworked the Party side panel to match its visuals with the new User Interface.
– Added sorting friends list by online status on open party window.
– UI polishes: replaced scrollbars on chat panels and decreased notification center icon size.
– Eased up low-level small animals.

Tweaks to fishing minigame:

– Added randomized time gaps between direction indicators showing.
– Each 5 correct direction indicator clicks have a chance to reward the player with a special indicator that, when clicked properly, gives 5 times more minigame bar completion.
– Amount of time that is deducted for the minigame is based on current stamina. It means that if you manage your stamina properly and will keep it high, our direction indicator clicks will reward you with more mini-game completion time than clicks while on low stamina.



Fixes

– Fixed the issue causing enemies to not switch their agro target even when the attacker's limit is reached.
– Fixed edge case issue where mobs and players' body parts are invisible, rendering only their weapons and shields. We are not 100% sure if there's no other reproduction for it, so if it will happen please make sure to report it and send us a log file.
– Fixed an issue where it was possible to jump onto the Keep from the Guardhouse at Tenebrok.
– Fixed the issue with pyrite on the steel bar recipe that was not added to the workstation when using the “Add materials” button.
– Fixed issue causing that player couldn't start a fire in the furnace on recipes that require a higher level of temperature than the max temperature of worst fuel.
– Fixed an issue with the Bulat bar recipe that was not turning green when the player had tektite instead of quartz.
– Fixed an issue where the game could show an unnecessary window informing about non-existing loot zones.
– Fixed an issue causing the Valley of Death Scoreboard title to not be translated to some languages.
– Fixed the invisible table in Tailoring and Leatherworking workshop models.
– Fixed the issue causing the “Originlogres” tag over the player's head to be not translated.
– Fixed unclickable category buttons in Map legend interface.
– Fixed an issue preventing people from interacting with monuments in an armed state.
– Removed the placeholder text in the “deliver items” quest window launched from dialogues.
– Fixed an issue causing “Dove” and “Handshake” Coat of Arms symbols unable to be set and used.
– Fixed the issue with the apprentice axe recipe – it was using tier 3 wood instead of tier 2, like its counterparts.

New Cosmetic Skins

We are introducing a new cosmetic skin set to the game using heavy & medium glory items as its base. “Honor” heavy/medium armor mix and six new weapons skins are available for you in the in-game Supporter Shop – hotkey [K].




Every-two week Video contest

We cannot stress enough our happiness and gratitude to see such nice videos posted almost every day by our active community!

Today, we want to reward four players with the main reward – 2000 ambers:

Ser Medieval, for his new guide video, shows us how to get some bandages easily: https://youtu.be/HN0f8R1APCA
Wintar, for nice footage of team duels: https://youtu.be/BCRgF8atRmk
And Brudna Ryba, for showing everyone how to take a castle: https://youtu.be/yrOeTYU6kqI
Additionally, we would like to present a few honorable mentions, to encourage everyone to try their strength and record some nice footage of Gloria Victis! Each author of the videos below will receive 500 ambers:

Lyrik Maestro – that’s how you train your PVE skills: https://youtu.be/nSicxINI_s8
Gundozer – Archer 3-way combat, 1356, colorized: https://youtu.be/tGISMbe33-E
Lokarn – showing a nice PVP battle between Tenebrok and Rodrock: https://youtu.be/rFm-qwUMGt4
Gloria Victis on TikTok

#gloriavictis and #playgloriavictis are becoming even more visible thanks to your help and contributions. We just started our own TikTok profile and are working on reaching potential new players by showing the awesomeness of Gloria Victis in short video forms. We are happy that you are following the trend! :)

Check out Gloria Victis TikTok's profile, leave a follow and some love in the comments section!

https://www.tiktok.com/@playgloriavictis

And here are some fun videos from our players! Keep them coming!

“Midland-bestland” by gund0zer
https://www.tiktok.com/@gund0zer/video/7114410467811937541?_t=8TY4nssyWxx&_r=1
“Butchergang” by gund0zer
https://www.tiktok.com/@gund0zer/video/7114315908453092614?_t=8TXdq7hDoow&_r=1
“Duel” by bobatheman
https://www.tiktok.com/@bobatheman/video/7114294937537039662?_t=8TXXtoy7O5G&_r=1



Thank you for sticking with us til the end. :)
Have a good day, and see you in battle!
Jun 30, 2022
Isle of Arrows - Gridpop
Thanks to everyone who spent the time to share their feedback on the demo!
After going through all your comments and survey entries, I’ve decided to update the demo with a focus on 2 major points: lowering frustration from RNG and improving clarity for new players.

The updated demo is now available! Here is a breakdown of the included changes:

RNG & Variance
One of the recurring points in player feedback has been that the game can be quite punishing in case of bad RNG. I want the game to be a fun balance between skill and luck of the draw, so I’m making a few changes that will give players more tools to work around unfavorable RNG:
  • Lowered the variance in tile distribution significantly. This will prevent the same tile type from occurring more than 3 times in a row (no more 7 roads back to back). The amount of tiles for each category remains the same however.
  • Added a fixed schedule for random events (example: Black Market will now always occur at waves 10 & 25, bonus cards at waves 2, 8, 12, etc.). There will still be RNG within many of these events, but keeping a more rigid structure will allow players to be more strategic with upcoming waves and events. This is especially useful for the Black Market (see balance changes below)
  • Increased the number of bonus cards drawn from 2 to 3
  • Added a new card type: Relics. Game changing bonus cards have been transformed into relics which will become available at specific points in the game (think Slay the Spire boss rewards). Before this change, many of these cards didn’t allow for interesting decisions as they were often immediate picks.


    Relics have the power to completely change the way a run is played, and can help the player make comeback even late into the game. Reservoir is a new relic added with the update.

  • Added a few more tiles, bonus cards, and relics to the core set with a focus to help mitigate RNG


    Both the factory and market square are reliable ways to get that missing piece you might need

Balance Changes
    General
  • The starting isle for the founders guild is now slightly bigger
  • Founders now start each run with 1 bridge and 1 bomb
  • Range benefit for arrow towers and cannon towers on high ground has been increased
  • Black Market now always presents the same 4 choices. Combined with its fixed placement in the event timeline, this change will make the Black Market much more reliable and useful.

    Enemies
  • Raiders now take 50% less damage when carrying their shield. The shield breaks after taking 3 hits.
  • Fanatics cannot spawn before wave 12
  • Enemy spawn numbers have been adjusted to account for the all other balance chances
    Tiles
  • Small flag is now called pointy flag, has increased range to accommodate its name change
  • Quarry is now common (gray) and reads: Destroy adjacent tiles and gain 1 gold for each destroyed tile
  • Cannon towers are easier to obtain but a bit less powerful. Previously, much of a run’s success was dependent on getting a cannon tower early on.
  • Sniper towers now always target the enemy the with most health
    Bonus Cards
  • Moving Currents now reads: Randomly spawn a fishing hut
  • Pruning was replaced with Cadastre
  • Provisions now gives 2 tile refreshes instead of 3
  • Duplicates should appear much less often when drawing bonus cards

Fixes & Improvements

    New Player Experience/Tutorials
  • Added an information button to both upcoming cards that leads to the tile information popup
  • Bridges and Bombs count can now be interacted with to get more information on these ressources
  • Made the abandon isle button red
  • Added another page to tutorials that explains the tile movement after each wave
  • Changed the way treasure chest rewards are displayed since they could be easily missed
  • Clarified wording for tiles that need to be surrounded
  • Clarified that only 1 trap can be active per path tile
  • Improved UX when tile placement is not allowed. Hitting the (?) button now shows a contextual error message.

    Other
  • Made currently held/upcoming tiles visible during random events (when pressing the eye button)
  • Added a new icon for bonus cards in the event timeline, the star is now used for relics
  • Reworked cannon tower graphics as it was confusingly similar to the arrow tower (left: before, right: after)



  • Reworded a few cards & descriptions to be more clear
  • Fixed a bug that prevented points from being awarded for skipping bonus cards
  • Fixed an issue where the screen resolution selection was displayed improperly
  • Attempted to fix an issue on Windows that leads to distorted sounds while playing
  • Fixed a few of other small issues

Huge thanks to everyone who has played the demo and submitted feedback so far. Don’t hesitate to fill out the in-game survey again if you have any comments on these new changes.

Thanks,
Dan
WitchSpring R - project



A world where all deities disappeared.

Humans, after coming to the realization that
their desire to take over the deities' power is impossible,
decide to instead erase all traces of the deities from the world.



Not only did they destroy the altars
with their own hands,



but they also labeled
those who dealt magical powers a 'Witch', and
begun to hunt them mercilessly.





And here,
we see a 'witch' living on her own, away from the eyes of humans.



This small yet energetic witch is called 'Pieberry'.




On a towering cliff, in a small forest surrounded by the sea,
lives Pieberry alone.



With no friends and no family.


The witch's wish is to get out of the forest, even just once.


But the only path to get out of the jungle
is blocked by a huge golem called 'Balt'.





The witch goes on adventures, fights monsters,




crafts tools using the magical materials collected outside,
and even trains to grow stronger.



All of these efforts are for the sake of beating Balt, and getting out of the forest one day!



But this is never an easy job.







At the end of all kinds of hardships,
sits a world outside!




Only to see what awaits her is...



How come everybody is bullying her?

Now, the stories surrounding Pieberry will begin to unfold.



--------------------------------------------------------





Hi everyone, this is Kiwi Walks! 🤗🤗

This is a story of a witch who is chased after by warriors.
Now we are going to introduce the story of <WitchSpring R> on the development note.


We will also show the voting results regarding "What I'm curious about WitchSpring R",
which was conducted on social media around the world.
Check out the voting results from different social media channels!

No.1: Characters
No.2: Growth System
No.3: World View
No.4: Map/Regions
No.3: Battle System
No.3: Pet System

According to the voting results,
we will first begin with the introduction of characters, growth systems, and world view, which are deemed to be mostly interested by many of you.
So stay tuned!


Due to the limited manpower of our development team,
it hasn't been the easiest for us to deliver new updates as it requires many tasks such as video editing and language translation.

Although our biggest goal is to create high-quality games, therefore prioritizing game development over publicity,
we do feel deeply sorry and greatful for all our users who have been nothing but patient.
Regardless, we will strive to get well-prepared as soon as possible and to deliver you more new updates.

To showcase the most advanced game systems and graphics in the history of the series,
we are doing our very best to introduce completely new scripts and characters.
We ask that you continue to support us! 😊


Sunday Gold - marionmyanh_T17
Join our 'Heroes' while they venture through a 2070 dystopian London as they engage in turn-based combat against an evil mega-corporation run by a mysterious billionaire! 📀

Wishlist 📩 Steam
More info 🔗 https://sunday-gold.com
Jun 30, 2022
Duel Corp. - DREAMEFFECT ENTERTAINMENT
What we have achieved this week:
- UI window desing edited
- Added animations for potions, spells and error
- Added 4 new enemy types (with animations)
- Added 3 new armors for player character
- Added checkpoint and animation (WIP)
- Working on helmets and capes (WIP)
- Added heal vfx logic
- Added spell casting animation logic
- Added collision of melee and spell attacks with the world and multiple enemies
- Added logic for area effect spells
- Added potion logic


To-do-list:
- Add boss AI
- Procedural world generation (new regions)
- New animations and vfx for combat (currently working on)
- General lighting

...