Jun 30, 2022
Rogue's Tale - nibbe
- Added a new humanoid creature that is dead but it doesn't seem to stay down.
- Being immune to disease no longer prevents the effects of existing diseases.
- Added glacial dungeons that will start to appear after reaching level 10.
- Added a one-time quest that allows you to quickly try these new things.
- Added rare schematics and heritage for winter armour set.
- Fixed some graphical errors in the dungeon tile set.

Zombies have found their way in the dungeons and they will bite if you don't put them down for good. They are more of a casual kind of creatures and their main threat is that you might get some extra experience if you take them down more than once.

Their bite does infect you which can give you a mild fever and to make it more interesting diseases got buffed a little. Gaining immunity to disease after you already have some disease no longer prevents that disease from applying new diseases and effects.

There's a new tile set that adds glacial dungeons and those will freeze you over time. They start to appear at level 10 and they are there to make mid-game slightly harder. It's up to the player to decide how to approach these levels but there's a few tricks to clear them even with low resists.

There's a new one-time quest where you get to fight zombies in a frozen cemetery and get a feel how the mechanics work. It is relatively easy but if you stay there too long or get surrounded by zombies it's gg.

Winter armour set can now be crafted in Leo's Workshop if you manage to find the blueprints (rare schematics) for it. Blueprints can only be found in storage containers (tables, shelves, crates etc.) and they require The Hoard DLC.

There's always some small errors in graphical assets and while I was making work file layers for the new glacial tile set, I noticed that the default dungeon tile set had a number of tiles that had errors in them and they had to be fixed before the new tile set could be made.
Victoria 3 - Pelly


Hello everyone, and welcome to Victoria 3’s 52nd Dev Diary. My name is Nik or Paradoxical Nikname and I am here to tell you about Player Objectives in the game.



Objectives screen
You might have already seen this screen from the last Dev Diary, but I will go through it again quickly. Here we give you the player a choice on what you would like to do in your game. You have the tutorial, three different objectives and the Sandbox. If you missed the last Dev Diary and would like to know more about the Tutorial (click here). Then you have the three Objectives to choose from, we’ll go into those in a bit. Finally, we have a sandbox for those of you who want a completely unguided campaign.

What are Objectives
There are multiple goals we are trying to achieve with objectives. First and foremost we wanted to present the player with some suggested accomplishments to try and achieve before the end of the game. How the player chooses to complete the tasks in the end is up to them.

Another one of our goals is to make an extra challenge for players who have dipped their toes into the tutorial and now want to try and take that knowledge and see if they can carry themselves without the extra help from the tutorial.

Also we see it as a way of giving the player an idea of what to play. Say that you are in that, “I wanna play (insert Paradox Title)” mood, but you don't know what you want to do or who to play as. Now we have a mission for you to complete either as a specific nation or a random one.

One thing I would like to make clear to you is, these are not an extra set of tutorials. These are their own challenges available as an additional option. There are no “How” and “Why” tutorial lessons that guide you towards completing the tasks. It is entirely up to you to solve and complete the task at hand.

Player Agency and Direction
Much like the Journal system walks a tightrope between historical accuracy and the player's ability to create their own alt-history, the Objectives system has to balance agency and direction. Too much direction and you feel railroaded or puppeteered, too little direction and the goal just becomes noise competing for your attention instead of something to strive towards.

In early playtests we found that many players were intrigued by all the systems and how they fit together but didn't know why to perform certain actions in the game, because nobody was pushing them in a particular direction. This was particularly true for strategy players new to Victoria, while those with prior experience could more easily formulate goals for their campaigns before they started: "I want to liberalize Tsarist Russia" or "I want to form Poland as Krakow" or "I want to make Qing the globally dominant economic force".

The Objectives system helps with this in two ways:
  1. By having the player tell the game what kind of game they want to play, the game can suggest suitable countries and provide relevant challenges
  2. By having the player decide on a campaign goal ahead of time, they have at least an initial direction for their first steps

Objective pacing and modding
As mentioned briefly in the Tutorial dev diary, the Objective system includes a pacing mechanism that hands out appropriate Journal Entries to players at the appropriate time. This system is invisible during play, but can be utilized by modders to make their own Objectives - or even more tightly scripted long-term event chains or campaigns, if desired.

Each Objective has a series of subgoals, with trigger conditions that can include previous subgoals and effects that happen when they trigger. This means subgoals can become eligible to fire only when a certain subgoal is marked complete, or for as long as a different subgoal isn't complete, or when any of a named set of subgoals are complete. The typical effect when a subgoal triggers is to grant a Journal Entry, but it can also perform any number of other things - setting up preconditions, firing notifications, changing AI parameters, and so on.

Combined with the capabilities of Journal Entries, this technically lets an enterprising modder make entire branching narratives that can change based on the conditions of the player and the rest of the world when the subgoal was triggered. In practice we're much more open-ended in how we use it for the Objectives that will be in the game at launch, since we only use it to provide some player-selected direction for their campaign.

Recommended starts
Each Objective will have its own recommended nations to play as that can be easier or more difficult to complete the Objective as. It is also entirely up to the player if you wish to play as one of these recommended nations or if you instead wish to select your own nation to play with objectives on. These countries are selected because they are interesting nations to pursue the stated objective with, and may have their own unique quirks to overcome or leverage as they progress through the challenges.



Starting a game with an objective enabled
At game start, similar to tutorial, you will get a notification letting you know that you are playing a certain objective. After letting the game tick for a few days you will get your first task, simply complete the task and move on to the next one.







Progressing through the objective
As stated earlier above, Objectives work like a chain of Journal Entries. Unlike the Tutorial however, there aren’t special triggers that are needed for them to fire after completing the previous entry. Most will appear immediately after you complete the previous Journal Entry.

These tasks are meant as a helping hand, you will need to complete them to get to the final Objective, but you will be free to complete the objectives any way you want. One of these objectives can be as simple as making sure that a good in your home market is not too expensive. Another could simply be a requirement to pass a certain law.



The Final Objective
After completing the secondary objectives, you will receive your Final Objective. This objective, which is named after the full Objective, will take much more time and effort to complete. The tasks before were meant to help you along the way and prepare you for the final task. Upon completion of the Final Objective, you will receive an associated Achievement.

Economic Dominance Objective



For those of you who love pie charts or want to put your economics degree to the test, we have the Economic Dominance Objective. For this Objective we want to present the player with a host of tasks that relate to improving your economic power base, with the overall goal being to control a large part of the Global GDP within your market.

Hegemony Objective

These flags are not all correct (yet)! The technical reason for this is that the game hasn't actually started yet, the dynamic flag system can't kick in and alter the flags appropriately for the start conditions, so it falls back on a default flag. We're looking into it :)


For all you map painters out there we have the Hegemony objective. In this objective you will aim to have a large portion of the global population within your, or your Subjects', borders. Subjugations and aggressive expansion may both be part of your strategy, but ensuring your population growth is on par with the rest of the world is also crucial.

Egalitarian Society Objective



If you aren't particularly into the big number go up or expansionist game, we have a Nation builder objective for you as well. In Egalitarian Society your task will be to make the most equal society you can. You will need to expand your institutions as well as passing more progressive laws to achieve your goal. Once you have established this equality of (legal) opportunity, the final challenge will be to also develop a very high average Standard of Living and education rate among all your Pops.

Ending
That's all from me today. As many of you know most of Paradox goes on vacation next month so there will be no Dev Diaries in July, but we will be back in August with more!
Arcade Spirits: The New Challengers - aaron.raw
Just a quick reminder for all you champions out there!

Arcade Spirits: The New Challengers is set to have its 1.5 update arrive today (June 30, 2022).

The update does include several fixes for the Skip Button, Typos, Misgendering, and more. However, when testing, we noticed that it caused some Saved Games to become lost. Most notably, the saves made during the choice menu, while a voice line/sound FX is playing, or when a notable visual effect (such as pop-up animation) is activated.

To reduce the chance of experiencing any issues please save your game during a scene containing normal text dialogue.

Alternatively, while Steam will automatically update to 1.5, you can use these instructions to return to an earlier version of the game (version 1.3) if you find that your save was affected.

To keep playing on your original save using version 1.3:

  1. Right-click on the app in the Steam library
  2. Click "properties"
  3. Select "betas"
  4. Select "Rollback" from the opt-in dropdown
  5. Steam should automatically update and begin downloading the selected version
Again, we apologise for any inconvenience this update may cause but we hope you’ll continue your journey on either the 1.3 or 1.5 build of the game!

For any questions or help, please hop onto the Steam Forums or join our amazing community on Discord.

- Fiction Factory Games & PQube

Join Arcade Spirits on:

⠀⠀

And PQube Indies on:

https://pqube.co.uk

Follow PQube Indies on:

⠀⠀⠀⠀⠀⠀ ⠀⠀⠀
DarkSelf: Other Mind - TiagoChefe Studio
UPDATE 1.1
In this version we added and changed a lot of different features.
  • Mouse Sensitivity has been Lowered.
  • DarkSelf's Chance of appearing has been changed.
  • Life System, if the Player is caught by the DarkSelf several times in a row, the DarkSelf will kill the player.
  • Red Eyes Darkselfs now kill the player when they catch them instead of sending them back to the previous hall.
  • Red Eyes Darkselfs now do more attacks.
  • The Flashlight can now be used to fend off Red Eyes Darkselfs.
  • The Crawling Darkself Animation Speed ​​has been increased.
  • Crawling DarkSelf's eyes color is now white.
  • Crawling DarkSelf no longer attack.
  • Important objects in the Memory Halls have been added
  • Improved Save/Load System (May need to start a new game)

If you have more ideas and things to improve to make the game better or bugs to be fixed, just email to tiago-chefe@hotmail.com.
Blanc - Huntress
Session: Skate Sim - Nacon
Hey Folks,

It’s been just over a month since the May Dev Blog was published, and there is one clear feedback….you want more info!

Last Update:
The May Dev Blog was long overdue, and was the first official studio communication since the launch of Public Update 2 in February. Since then, we have been focused on playing and debugging the game while also reading your feedback, engaging where we needed more info, and generally listening to the take-aways from our community!

Let’s step back quickly though and review what we announced last MAY in more detail before we go forward…

“Transition & pumping integration” - This is NOT the same as Vert, and this will be in V1.

Transition and pumping allow the skater to skate anything on most angled surfaces, up until they are fully vertical (<90°), using player pumping and momentum to navigate and perform tricks. This includes the ability to perform lip tricks while in transition. Think slopes and mini ramps, not Half Pipes with 900s and Mc Twists.

“Session world optimization is in full swing” - PU2 introduced some performance issues on certain systems/configurations, most notably in NYC, leading to choppy or poor framerate. World optimization improves overall game performance and the consistency of the experience. We’re aiming to hit a constant FPS on all systems.

“Game testing has picked up in full …. With the impending V1 deadline, the realities of time, money, and quality have led to some tough conversations in the studio.” I know it all sounds so corporate, but it's true that it's a balance of time, money, and quality. As with all products, there is a life cycle and hitting V1 will not be the end of Session: Skate Sim.

Today:
We have a core team dedicated to getting the cleanest version out the door and aligning great features and content to follow our launch!

We are actively recruiting key roles the project in:
● Animation
● 3D Art
● Sound Design
● Quality Assurance / Control

Interested applicants should send their CV to info@crea-turestudios.com with an appropriate subject line: Session x “your name” - “role”

Finally the Development Updates:
Navigation
○ On board navigation continues to be improved with iterations in transitions and bails.
○ Physics animation is helping improve the flow of skating, making it feel more natural for the majority of cases. However, we still have some bugs we’re working on, aiming to find the balance of flow and quality.
○ Changes to ground detection when in the air have greatly improved the ability to air to fakie in a ramp, and generally stay in transition on minis and slopes, as well as improving air outs and transitions out of banks or angles (<90°).
○ Big drop landing is being revisited in debug to ensure it adds the right type of challenge to the skate experience.

Tricks
○ Trick Detection for Grinds has been overhauled - improving the overall feedback and accuracy of the trick display system. This also includes the ability to stay in a grind and to continue through a curved ledge or rail.
○ Trick detection further improves Mission playthroughs as well as all challenge types. Historical Challenges now require the right trick!

Ragdoll Slams have been integrated and are lots of fun!
○ Adding bail and slam rules allowed us to remove a lot of quality issues we were seeing due to the player not bailing, in all states or transitions.
○ Having clearer guidelines for bails leads to more consistent feedback on what will be achievable on board.
○ A new “Disable Auto Respawn” in bails allows you to capture the lasting effects of your in game mayhem and antics…we’ve been producing pure gold in house!

Powerslides fully transition through stances & allow the player to transfer weight from their nose to tail and everywhere in between
○ Powerslides and reverts are two different skill sets, but are highly interchangeable. Working on each to ensure they account for the other will make the whole experience more consistent and therefore reliable.
○ “Firecrackers” - are one of the happy accidents from this marriage, now the player can shift their weight to their tail in a powerslide leading to some awesome and sometimes unpredictable results!

Transit System rework with updated bus routes & stations updates
○ New MAP visuals with PIP for locations to help navigation.
○ Fully implemented through the apartment and pause menu.

● Localised spawning on game boot
○ You will now load into the last city or spot played, as opposed to always starting in the banks.



July and Beyond:
We will continue to fix bugs and focus on gameplay consistency. What do we mean when we say Consistency? It is the ability to read your likelihood of trick success based on your speed, angle of attack, and the timing of your execution. As it stands in V0.0.0.72 we have too many variables that can not be predictably managed by the player, leading to frustration that is often tied to complexity rather than consistency. The ideal scenario is to have a consistent trick or manoeuvre for a standard controller input, as well as speed, angle of attack, obstacle height, gap size etc. Meaning once you have the recipe on lock it is the specifics of timing and flare that will make the difference and help your content stand out!

Donovan will continue dropping Session wisdom & updates on our social channels, and the July Dev Blog is just around the corner. The team is actively growing and excited for V1 and beyond, so please share with your friends and family if you know anyone who would be ideal to join our team!

CV’s can be sent to info@crea-turestudios.com

Finally - keep your eyes peeled for some new Session: Skate Sim content at the Nacon Connect show on July 7th, 2022.

Peace,

The Crea-ture team!
Princess & Conquest - Towerfag
Super happy with this update, I find P&C actually more enjoyable with a gamepad, while it DOES require 2 hands to play this way. I don't know, outsource part of the work, grow extra limbs... I know you'll manage.



We're also ready with the revamped scene of best/worst girl, my lovely Dog Princess ːstardogː!



Size: 256.2 MBs

Additions and Changes:
ːswirliesː Dog Princess NSFW Animation #3 added
ːswirliesː Reworked CG scene with new animation: Dog Princess
ːswirliesː Complete Gamepad rework and addition of the "Controls" menu to check gamepad and keyboard controls
ːswirliesː Battle HUD now changes if a supported gamepad is detected

If you have a supported controller plugged in, the controls will be transferred to that, make sure to unplug it if you wish to play with your keyboard!

Fixes:
ːswirliesː Fixed Bird Princess broken events around Dog Princess' tower
ːswirliesː Adjustments have been made in Harvest Princess' Windmill
ːswirliesː Negative/Positive Reign Affinity has been capped to +-10 (and will be reset to the min or max value daily)

(Banner fanart by JELEN)
My Retail Store - True Seria
My main inspiration for this game is "Open for business". I always dreamt of making game with in depth tycoon system but controls and feel(personal and relationship aspect) like Sims.

Tasks
Player can not only control his character but also other employee's too. There is task system in the game, select any character and give him task. Character will keep following his task's list. You can assign employee to certain roles with this system.

Customer Interaction System

Player gets multiple option to interact with customer, you can even kick or insult customer but it will reduce your reputation. You can use freely use these options on thief's.

When you interact with any customer note his type, There are different personality types which generates based on your advertisement method's but each type takes different things into consideration before purchasing any product ex:- Before purchasing "Cheapskates" will check if product's current listing price is less or more than average market price. When you interact with them you need to focus more on Cost aspect of the product to sell them but it will only work if your product is actually cheaper than its average market price. They don't give that much importance to other aspect like performance or build quality.
Average market price of any product is based on its supply chain, if supply is less then price will get increased.
I wasn't able to push beta last week due to some reason's but by end of this week I will post it on itch or maybe on Steam. Thanks.
Jun 30, 2022
The Finally รักเราชั่วนิรันดร์ - thstudio.thefinaly
Weekly update
Rank: Warmaster - lordart

Greetings, Warmasters and Candidates! This is a special update announcing the upcoming release of the Rank: Warmaster Original Soundtrack on July 5th! The music in Rank: Warmaster was composed by composer Christopher Kaminski and the album features 9 songs that add up to 51 minutes of music.

You can wishlist it here:

https://store.steampowered.com/app/1780200/Rank_Warmaster_OST_Soundtrack/

Of course, you can play the game that the music was written for here:

https://store.steampowered.com/app/1422270/Rank_Warmaster/
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