Super Dungeon Designer - Squish Studios
Hey Dungeon Designers!

Our Playtest is here! This post will serve as your one stop for anything and everything related to the Playtest.

How do I access the Playtest?
  • There is a link in the middle of our Store Page, after clicking that link you should have a game called "Super Dungeon Designer Playtest" in your Steam Library. If you signed up ahead of time, check your Steam Library!
Where can I learn how to play?
  • Discovering how the game works can be fun, if you're having trouble figuring something out please reach out either by replying to this post or jumping into the Super Dungeon Designer Discord Channel to ask. Every item has a tooltip, just hover your mouse over the item in the build menu to learn what it does!
What does this button do?
  • Here is a UI cheatsheet:

How do I share my levels?
  • Dungeon sharing is finally here! To upload your dungeon: In Build Mode click on the book icon in the top right, then click Upload in the menu! If you hit upload again you will overwrite your previous upload as an update to your dungeon.
How do I browse levels others uploaded?
  • Click the "Browse Dungeons" button from the main menu. Click "Subscribe" to download any levels you want to try out! To play those levels, navigate back to the Main Menu and click on "My Dungeons". Note that the upload UI is not final.
How do I play co-op?
  • First, click on this button at the top of the left menu while building your dungeon

    Next, click on this button to add another player. Click it three times to add up to four players
How do I add an exit to my dungeon?
  • Add an "End Level Tile" to add an exit to your dungeon. You can place multiple "End Level Tiles" and hide them or make them a part of a puzzle!
How do I add a locked/closed door?
  • Many objects in the menu have a "cycle button" on the bottom right of their icon. Click this button to cycle through variations of the object. The Door object has three variations (open, closed, locked).
How do I play with a controller?
  • Controllers should register even if you connect them while playing, we recommend syncing controllers to your computer before you start the game. Bring up the menu by hitting ESC and click on "Controls". From there you can assign controllers to different players and also remap any buttons you need to remap. You can also remap keyboard and mouse controls from this menu.
How does Steam Remote Play Together work?
Where can I report bugs or feature requests?
  • Please report all bugs!! It will really help us out. You can report bugs by replying to this post, or in our Discord channel (link above). You can also email us at contact@squishstudios.net. If you have a feature request you can post that here, or create your own post in the forum to get a discussion going around it. We take feature requests seriously, if we see a lot of hype around a new feature we'll definitely consider it for the game.
Will there be more playtests? What happens to the levels I make during this playtest?
  • Yes! There will be more playtests in the near future so keep an eye out! Unfortunately, we can't guarantee your levels will continue to function by the time the next playtest comes up. We're at a point in development where we're still making big changes to the core components of the game and sometimes that breaks old levels.

This page will be updated throughout the playtest as more questions come up!

We're excited to build some dungeons with you!

-James
Chaos Chain - Corrosion
Chaos Chain

Salutations, dwellers...

Hey guys, this is another medium sized update. Nothing major, but certainly nothing too minor. ;-) I've finished up adding in the enemy grenade skills, updated the CyWare weapon damage calculations based on player feedback, fixed a few small issues, added some new stuff, and did a few other things here and there.

I'll be starting work on the next major update which will released WHEN IT IS READY. I'm not going to put a definite time-frame, but it's gonna be a few weeks at least. I plan to add the next companion, finally add a bunch more to the main storyline, add new enemies to encounter, more side quests, and of course a bit of everything else. That's going to take time. So, for now... Check out the change log below for this update!

*Please note that these changes are not in any particular order.*

Update 1.3.4 Change Log:

Bug Fixes:
  • Fixed Pounders Cyware weapon damage being rupture instead of impact
  • Removed a leftover testing event
  • Fixed pipe bomb giving +5 initiative on use instead of +3
  • Fixed smoke grenade not always applying status to allies

Changes & Additions:
  • Cyware weapon attack skills have been given updated damage formulas to make them a bit stronger (They felt a bit weak before due to how their damage is calculated, but they should now be more consistent with other attacks/weapons)
  • Cyware weapon attack skill mettle costs have been reduced by 1 point each
  • Enemy thugs/bandits now have a small chance to drop molotovs (You should be able to loot them if they have access to them so it's fair, right?)
  • Enemy corrupt police now have a small chance to drop flashbangs and concussion grenades (Same as above basically)
  • Increased priority chance for all base enemy attacks by 10% (They should be using their standard attack more often - They were using their abilities a bit too frequently)
  • Added Throw Frag Grenade enemy skill (Not used by any enemies at the moment)
  • Added Throw EMP Grenade enemy skill (Not used by any enemies at the moment)
  • Added Throw Gas Grenade enemy skill (Not used by any enemies at the moment)
  • Added Throw Smoke Grenade enemy skill (Can be used by corrupt police only right now)
  • Added Throw Thermite Grenade enemy skill (Not used by any enemies at the moment)
  • Added Throw Pipe Bomb enemy skill and added it to some enemy skill lists
  • Pipe Bombs now have their own animation (They had the same as the frag grenade before)
  • Added a small chance to drop pipe bombs to several enemies
  • Updated EMP Grenade animation
  • Updated Gas Grenade animation
  • Increased size of Smoke Grenade animation
  • Updated some item descriptions
  • Updated some item icon art
  • Plug now offers the Bio Harmonizer BiWare implant (+15% Health Recovery, +2% Health Regen, +5 Health)
  • Added Bio-Plastic Bone Coating BiWare implant and added it to Plug's shop list (+5% Health Recovery, +1% Critical Evasion, -1% Evasion, -1% Ranged Evasion, +1% Health Regen)
  • A few other quick tweaks and changes here and there

Please let me know of any bugs or issues you may encounter. The update will be available shortly.

For more info on the game, visit the store page below!
https://store.steampowered.com/app/1536730/Chaos_Chain/

If you're enjoying the game so far, please consider leaving a review. This not only helps with much needed visibility, but also gives me feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the forums!

That's all for now, enjoy!

-Corrosion ːCStudiosː
Hell Pie - Mamas_Johnny


Greetings techy platformers!

I'm not quite sure if we subconsciously foreshadowed the following five years when we came up with the name Hell Pie for our latest project. Because any developer will agree that the word "hell" is probably the most apt description of the time in which a game is made. Actually, according to the planning, a development should always take two years less, and offer at least 50% more content, which fell into the gutter somewhere in all the mess. Washed away by all the blood, sweat and tears of disillusioned developers.

Or in short: developing games is awesome, but you need a thick skin. Hell Pie is our third game, so we knew (more or less) what we were getting into. But what would the developer's life be boring if there weren't new challenges waiting somewhere to be heroically worked on?!? And so one fine day a year ago Tim (the PC tech & gaming enthusiast from Headup) came around the corner with an idea: "The look and style of Hell Pie would look even more awesome with Ray Tracing than it already does! What do you guys think of the that?"



To be honest: Not much at this moment. And perhaps that is why we agreed. Later I thought a bit about whether it makes sense for Hell Pie to include Ray Tracing in a cartoony game at all. Doesn't that only look good in games that are as realistic as possible? I adressed that question with Tim, and he related me to Pumpkin Jack so that I should take a look on the Ray Tracing implementation of it. And what can I say, Pumpkin Jack clearly benefits from Ray Tracing, and so we (meaning mainly me) got started together with Nvidia.

Since the beginning of 2021, I started actively working on adding Ray Tracing to Hell Pie. And as always in the life of a developer, the theory sounds quite simple at first. The implementation then went more like this: "So, let's get started. Well, seems to be easy going... But, nope. Not at all. F*ck... Maybe? Hm... No. Noooooo!!! F*ck. F*ck. F*CK F*CK F*CK!!! WHY?!? ... Well, at least it looks good. But where are my FPS? Dammit! Let's add DLSS... It works! Yes! I LOVE IT!!! That was worth it."

Ray Tracing does not turn Hell Pie inside out. We use Ray Tracing partially so as not to break the style of the game, but to highlight some aspects. Ray Traced Reflections reflect in real time the environments, character, etc. in surfaces such as windows, water, mirrors, etc. And Ray Traced Ambient Occlusion causes a more realistic overall look in the levels when it comes to ... ambient occlusion. But (moving) pictures say more than a thousand words:


Personally, I like such gimmicks very much. RT Reflections, RT Ambient Occlusion, DLSS, etc. And that's why I put it in. Internally at Sluggerfly, however, not all are fans, because additional techniques like Ray Tracing also bring technical hurdles: suddenly some effects in the game don't work anymore, a workaround must be found, etc. It's been some back and forth, but we've added some cool gimmicks to Hell Pie. I'm proud of it in any case!

And hey, exactly two weeks from tomorrow Hell Pie will be released! Then you can see for yourself - with the appropriate hardware, of course - that a brightly colored, stylized 3D platformer like Hell Pie works wonderfully with ray tracing. It doesn't always have to be realism. Life is already realistic enough.

See you soon, dear friends!
Christian & The Sluggerfly Team


https://store.steampowered.com/app/889910/Hell_Pie/
Jul 8, 2022
Storybook Brawl - SBB Team
Welcome to Patch Notes for Patch 71.15! This patch brings you a Snow Angel remake, some character and treasure changes, the first version of the highly-anticipated cosmetic select, and plenty of bug fixes. We've got a lot of action to cover, so let's jump in!

New Feature - Cosmetic Select


We have added the ability to select which cosmetics you would like to use. You can favorite hero skins, as well as hero frames to pick which version you'd like to show up in game. We will soon add this for emotes as well, meaning you'll be able to customize which emotes you'd like to use. Note that this is version 1, and we plan to continue iterating and improving on the visuals over time.

New Art / Names


Baby Root has spiffy new art - how could anyone be so cruel as to attack the Baby Root now?



Grumblegore is no more! Boom Hilda is the new name for this monstrous support, to better match her new artwork.



Card Changes


The Chupacabra -> 8/6
Feasting Dragon -> 6/8
We made these two changes for the same reason - we want to buff some of the early Slay characters, particularly those with interesting outputs. I love a Feasting Dragon, and now it's that much more likely to feast (Chups is cool too, but my heart is with FeastyD). At 8/6 and 6/8 respectively, these are better buys early and more likely to spend a little more time on your squad.



Dracula's Saber -> +1/+1
Drac's Saber was originally +2/+0, and got changed to +2/+1 after being fairly ineffective. As it turns out, +2/+1 is a bit too many stats over the course of a brawl, and this became a treasure you were obliged to pick too frequently. The change to +1/+1 still gives you a lot of power as the fight goes on, but is not as crushing, especially when found early or against token strategies.



Fairy Queen's Wand -> +7/+7
The intention of Fairy Queen's Wand was never to compete with the other level 7 Treasures, but it was falling too far behind even the level 6's. The goal here is a treasure that's weaker than your other options but gives you an extra bonus if you take down the lobby - a victory lap of sorts. At +7/+7, it's strong enough to justify if it's close, or if you're as confident as Matt Nass.

Hero Change


Snow Angel -> When you level up, get a random Good character of your level.
Snow Angel has returned to tell its tale, and now triggers on level up instead of anything related to buying. This is a mashup of Snow Angel's original concept and a hero we've tested for quite some time on beta, and should push you somewhat toward Good by giving you Good characters. However, because you aren't required to only buy Good characters, there's a lot more flexibility. It gives you four free characters over the course of the game, which goes a long way towards early board presence and direction for later comps.



Rules Updates


Cupid -> When I attack and damage a character, it attacks a character on its own side.
Since Cupid has to actually damage whatever it attacks, Soltak Ancient now prevents Cupid's ability, which lines up to what most people thought should happen.

It Was All a Dream


You now have the option to skip selecting a new hero on It Was All a Dream (for zero gold). IWAD is one of the most fun spells, and having to switch to a weaker hero detracted from it, so now you aren't forced to do so.

Attack animation speed-up changes
We've made some changes to animation speedup to have it ramp up in speed more gradually and cap out at a slower speed. Let us know what you think!

Banning treasures on certain heroes:
  • King Midas: Sky Castle
  • Loki: Great Library Card, Crystal Ball, Merlin's Hat, Forking Rod, Wand of Weirding, Black Prism
Some treasures do literally nothing on specific heroes, so we are expanding the banlist for those heroes (with Pan's Shadow already being unable to see Staff of the Old Toad, for example). King Midas doesn't need Sky Castle, and we are now saving Loki players from picking Crystal Ball or other spell treasures out of habit (not that I've ever done that, nope).



Bug fixes & Improvements
  • Fixed an issue with a players placement in match history not accurately reflecting their placement if there was a mid-shop concession
  • Fixed a bug where if you floated two treasure selections you could gain gold from the second selection if skipped
  • Fixed an issue with first win of the day not resetting at midnight PST
  • Fixed an issue where spells created in hand (such as from Gwen) showed their full cost instead of being 0 cost
  • Fixed a bug where Masquerade Ball would transform characters in your shop that were put there from overflow
  • Fixed a bug where the Gold tooltip displayed the wrong information
  • Fixed an issue with system time not being trusted causing SBB99 to not show or show at incorrect times.
  • Fixed a bug where upon first getting into your SBB99 game, your next opponent wasn't shown on the leaderboard.
  • Fixed a bug where new players were not able to play the Tutorial and erroneous buttons were displayed and unresponsive
  • Fixed a bug with Sir Galahad not giving your characters +1/+1 from treasure(s) seen from Krampus' Sleigh
  • Fixed a bug where characters gotten from Kidnap/Gloves of Thieving while the opponent had a Radiant Prism would maintain "all types"
  • Fixed a bug where if you had Krampus' Sleigh and the opponent had Secret Stash and they lost the brawl, you would not get the option to choose it and the sleigh would sacrifice itself.
  • Fixed a bug where if you would replace Great Library Card it could lead to having no more spells in shop.
  • Fixed a bug where if you had Sky Castle and would get Radiant Prism as one of your other treasures, your pairs would not immediately upgrade until another action was taken.
  • Fixed a bug where Hoard Dragon would not get to take a treasure with Krampus's Sleigh, as well as a few other minor issues.
Jul 8, 2022
Tenko's Magical Sword Quest - LVGames
-This version will allow Steam Achievements in the future
-Steam overlay working
-Take screenpics of game with Steam Hot Key
-Added J and Shift keyboard key to allow to turn off/on charge boost
-Fix the charge boost on start new levels not working for some computers
-Fix Music and Sound off on last winning level
-Fix running sound when close to wall
-Small improvements to levels
Starship Simulator - Fleetyard Studios
Approaching the system of a K-Class star.
The new Orrery Map is now centred on the player ship instead of the system's central star, which allows for much smoother movement and greater zoom levels. It is also now fully 3D, so you can easily see the inclination of any star system to the galactic plane.

Join us on Discord: https://discord.gg/eDSQvpgdUX



PickCrafter - Havi
Hey everyone!

Welcome to our very first Dev Log! ːluvː

The Fiveamp Team got together and answered all of your questions.
Expect more Dev Logs in the future covering the next major update for PickCrafter... V6!





Q: What is the thing you are most looking forward to releasing and plans for the next content update after V6?
A: We can't wait for the Ascension Skill Tree to be released! After that, we're still not sure. Maybe a Pickaxe Creator? Maybe buildings?


Q: Will there be Netherite added to PickCrafter?
A: Yes.


Q: Do you plan to make collaboration with other game developers in the future? What should we expect?
A: We're doing a minor collaboration with Techni to add a biome to V6 based on Blightfall. Besides that, we currently got no plans.


Q: What is the best Pickaxe in the game?
A: There is no Pickaxe in the game that is designed to be the best. Each and every Pickaxe can be it's best in certain situations. Havi's personal favorite is Yogg's Tentacle.


Q: How can I get the "WHAMMY" achievement?
A: This is earned by drinking the Critical Hit Potion and then tapping / clicking 10,000 times.


Q: How does it feel to have worked on such a huge game that's loved by so many people?
A: It's truly an honor. We are blessed to have such a passionate community that we've built for all these years. Without you guys, there is no PickCrafter. The community and the massive amount of support is still going strong and we will continue to make PickCrafter better and better with tons of new content to come! ːluvː


Q: What made the development of Pickcrafter occur?
A: It started out as a Pickaxe swinging type of idea, then we thought it would be cool to gamify it like Cookie Clicker. After that, we learned Unity and then marched towards the first release.


Q: Will there be another exclusive PPS item for V6 like the one from V2 like the Rare Key/Legacy Relic?
A: As of right now, we don't have any plans for this. But we are willing to look into this in the future.


Q: I would like the blocks of the past events to be saved. For example: I play an event and when it ends, I lose all the items but when the same event returns I recover everything.
A: We feel the frustration that some players have regarding this design decision. Events are something we would really love to improve on. Create more unique and fun events, better rewards, and so on. Make sure to share your ideas with us. It really matters and helps us build an amazing game and make PickCrafter stronger than ever before ːluvː


Q: Will the biomes before The Sun get prestige locked or will you add new ones?
A: Both! The Nether, The End, and Twilight Forest will become prestige locked, but we're adding the Deep Dark, which is not.


Q: What is going on at your headquarters?
A: Haha, we're a remote work company. We have no headquarters 😉


Q: What will the Enchanted Table (that we saw it in that picture of V6) do?
A: It gives you PPS. The community seems to think it's the icon for either a new skill or a new system, but really, we noticed that Obsidian (among others) had no PPS item associated with it, so we were like "what's a useful thing you can build out of obsidian in Minecraft?" Sorry to disappoint!


Q: Will there be new trophy levels? If so, which ones?
A: This is something we would love to revisit at some point. As of right now, it is not our focus but make sure to share all of your feedback and ideas you have regarding trophies!


Q: In which month you plan to release V6?
A: No timetable as of yet - we want to make sure things work and feel good from a player's perspective ːluvː


Q: What are your plans after V7?
A: We believe you mean V6? V6, the upcoming version will be a very important release for the state of the game in general. From a developer and player standpoint. Rebalance to make the game feel more complete, and a more organized code base for us developers to make features more quickly. After V6, we have ideas of a Pickaxe Skin Creator Tool and a way to combine different parts of a Pickaxe. More details to come in the future!


Q: Does the dev team like Among Us?
A: Yes. In fact, we all have played several rounds together. Some of them are very sus 👀


Q: Will there be any new Fiveamp members in the future?
A: As we develop new games and grow bigger as a company, we definitely will be adding new people to the Fiveamp Team!


Q: Will we lose all of our progress when PickCrafter V6 comes out?
A: You won't be losing any of your progress!


Q: How many Prestige Levels are there? The tools/armor get a new adjective in their names after every prestige up, but there aren't infinite adjectives.
So if it is somehow infinite: How? And what happens when you have more prestige than there are adjectives? And if it's not infinite: How much time would you estimate it taking to 100% the game? What even is 100% in this game?

A: What if we combine adjectives? 🤔 What if we never stop updating the game?


Q: How many new biomes are you planning to put in V6?
A: Three biomes upon launch of V6. Much more to come after the release of V6!


Q: Can I help test PickCrafter updates?
A: We are always looking for passionate PickCrafters who want to help us test our updates. We have betas available for all three platforms (Steam/Android/iOS). Make sure to apply if you're interested 😉


Q: Are there going to be new abilities?
A: Yes. We'll be teasing them over time 😉


Q: Will there be new companions and will they give more PPS? And what are your plans for them?
A: Adding more Companion PPS items to the game would be fun to do. As of right now, we have no plans on doing so yet.


Q: Will there be an Anti-Cheat in V6?
A: We are actively working on adding methods to catch cheaters.


Q: Why is Havi the only person without a cat profile picture?
A: The cat profile picture has no meaning. Those were made a long time ago for a few of our team members and they went with it since then. Anyone in our team is free to use whatever they see fit 😄


Q: Can you give the community a brief explanation of how AMP codes, during Events, are generated?
A: AMP Codes are manually created and scheduled by Havi. Some events will have AMP Codes and some don't. Once an event has AMP Codes, codes will be provided every day until the end of the event on our official AMP Codes Twitter account.



Thank you for everything
That's it for our very first Dev Log. We hope you guys enjoyed this Q&A and we hope you guys would like to see more in the future. If you would like to see other things from us, please share all of your feedback on our Discord Server!

Discord: discord.gg/pickcrafter
Twitter: https://twitter.com/PickCrafterGame
AMPCodes: https://twitter.com/AMPCodes
Instagram: https://www.instagram.com/pickcrafter
Facebook: https://www.facebook.com/pickcraftergame
Train Valley 2 - Vauban

Hello friends! Every Friday 17:30 UTC/GMT we hold a “Let’s play together” competition. During next 24 hours everyone is welcome to try and score the best time in a preselected level. Join our Discord server and keep Discord running while playing — your results will be automatically published in the #lets-play-together channel. You need to get 5 stars to qualify.

Glittering prizes include:
1) Top 3 winners receive one random card each. Collect 18 locomotive cards and advance to next set of 6 all new cards! Complete that second set and enter a final tier of 2 very special and super limited cards! Assemble 26 cards and receive a special prize. Easy!
2) Every player registered by our Discord bot has a chance to get a card. The number of cards depends on the number of participants: one additional card for every 10 train connoisseurs on the list. More players means more prizes!

Visit our Discord server (#lets-play-together channel) to learn more.

A level we are playing this week is
https://steamcommunity.com/sharedfiles/filedetails/?id=2829289487
Just open the game - there's a link right in the main menu.

Good luck everyone!
Super Marxist Twins - vecima
Though it's been a while since our last update we've been hard at work. This one took a little longer to put together but it's also the largest update since entering Early Access. Here's the notes.

GAMEPLAY
  • Added ability to deflect bullets - deflected bullets will kill enemies
  • On "Babushka" (Easy) Difficulty when a character is hit if they are powered up they will lose the power but stay alive. If they are hit again without powering up first they will die.
  • Tweaked simming
  • Applied terminal velocity upward so wind and waterspouts can only launch players a limited height
  • Re-Implemented "gap runs" - walking will allow crossing a 1-tile gap, and running will allow crossing a 2-tile gap
  • Reduced effect of bouncing off of pig enemies
  • Rifle pigs will no longer charge through hotspots that would otherwise cause them to reverse
  • Smart bombs now stop and flash near the player, and their explosion can now detonate other nearby smart bombs
  • Updated spike trap object to be able to face any direction
  • Removed level names (levels will be named 1-1, 1-2, etc)
  • Updated some object soundss (Wind, Watersputs, Bullet Ricochet, etc) to not play when off-screen
  • Removed unused object behind the scenes that was causing unnecessary errors to be reported
  • Stopped some unecessary error reporting
  • Fixed handling of players and player characters around death and respawn
  • Fixed several problems related to hanlding co-op play
  • Fixed signs and their prompts not responding to the player who used them
  • Fixed character animation bug around death
  • Fixed character animation bugs around swimming
  • Fixed character animation bugs involving incorrect arm frames
  • Fixed flying and swimming enemies ignoring the "Reverse All" hotspot
  • Fixed level editor issue where objects couldn't be clicked (moved or erased)

LEVELS
  • Added Home
  • Added level 3-3
  • Added level 3-4
  • Added level 3-5
  • Added level 3-6
  • Added level 3-7
  • Added level 3-8
  • Fixed messed up tiles in level 2-7
  • Fixed messed up tiles in level 2-8

ART
  • Added Jetpig (the previous placeholder art was a pig with wings - he got upgraded to a jetpack)
  • Made real smart bomb art to replace the placeholder art
  • Added a few background variations for levels (Ocean, Islands, Hills variant)
  • Improved mountain background
  • Improved boss art and animation (boss is pretty much done, but his environment still needs work)
  • Improved character weapon sprites and reworked weapon in some frames
  • Updated world map to be somewhat more complete (still in-progress, especially worlds 3 and 4)
  • Changed clouds on the world map
  • Added metal skins for platform objects

OTHER
  • For the Free Demo version we're removing the ability to download community levels, but retain access to the built-in community levels (Boneyard & Bog of Eternal Stench)
  • Fixed XBox Series controller icons
  • There are probably other changes that we missed calling out here!
SEQUENCE STORM - special player


The Weekend Score Challenge gives you access to a challenging game mode where you try to get the best play of the weekend in the Arcade's score mode.

In this mode, you have a limited health bar and you do not heal from hitting notes.

Enable the event by checking the box at the bottom of the race menu in the Arcade, and check out the event leaderboard from the game's title screen.


...