Ancient Warfare 3 - JNI
Hello everyone, work on custom objects is still ongoing. If you want to see some of the upcoming custom object types, make sure to check out the video below:
https://youtu.be/t53EmjJpfdo
Jul 12, 2022
Black One Blood Brothers - Helios Production
[CHANGELOG]
- Fix: Associed actors in map editor might not be saved correctly if moved
- Fix: Security spot light might not have correct rotation when loading custom map
- Fix: Wood buildings might not have correct scale when loading custom map
- Fix: Some assets might not be selected correctly in map editor
- Fix: Duplicated assets of assets list in Map editor
- Fix: Error rotation of player camera after use of drone/dog/photo mode
- Fix: Collision of some fences
- Fix: Rendering distance of some assets
- Fix: Missing tooltip in map editor
Tray Racers! - james
We are Bit Loom, a 3 person Scottish indie dev team, and last month we announced our next game Tray Racers! It’s an online multiplayer party racing game where you play as ragtag kids zooming down randomly generated dune slopes… but what does that tongue-twister really mean and how did we get here from our last game about stretchy double-ended dogs!?



Well towards the end of making PHOGS we were starting to think about what our next project would be. The three of us were slowly trickling out little concepts here and there trying to find that exciting spark when someone in the team (the culprit’s identity is lost to time) said something like “nah, forget Ray Tracing, we’re all about Tray Racing!” and it really stuck.



Resident pun-maker Henry was very keen on this idea and whipped up a quick prototype, we were all surprised to find that we might actually be on to a cool idea if we could figure out how to present it. We started thinking about the types of games we were playing together at the time - 2020 was all about online games and we felt like we could create something small that would be fun and quick for people to jump into.



We had so much fun trying to beat each other's times in that tiny first prototype that we couldn’t help but excitedly start developing it further. We took some time just messing around with the racers, getting the controls and speed feeling fun, fast and intuitive while at the same time playing with the environments and terrain, finding out things like how long felt right for a race and how fast was too fast.



Tray Racers quickly became a space where we could experiment with the format of a party racing game. To make each race as surprising and exciting as possible we iterated on a system to randomly generate tracks. However, this combined with the perpetually downhill nature of racing on a tray meant that the usual format of a racing game (do a number of laps of the same circuit) wouldn’t really work. We settled tracks being long winding slopes passing through multiple biomes, with the race itself being split into a “practice” where you have some time to learn the track and find your best route and then the “final race” where everyone comes together to make it count for one final run.



Creating the crazy world of PHOGS! was an extremely fun experience and we knew we wanted to make the setting of our next game just as vibrant and bizarre. Something about racing down giant sand dunes conjured the image of an apocalyptic world where the current ways of life were gone but there was still a lot of fun to be had in the playground left behind. As such we settled on the concept of a bunch of ragtag kids having fun in a fantastical desert wasteland, one with all the dangers and hardships replaced with the kinds of exciting and crazy things kids might dream up existing in such a world. And of course it wouldn’t be a Bit Loom game if the main mode of transport isn’t being eaten by giant worms…

We have been working hard on every part of the game and are very excited for people to get their hands on the game next year for free on PC and Nintendo Switch. For more updates you can wishlist the game and follow us on Twitter and TikTok! 👇

@trayracers on Twitter
@trayracers on TikTok

Check out the reveal trailer below! 👇🎬


Temple Of Snek - Aetheric Games
The Kukulkan update is nearly ready, but first it would be awesome if some players could give the beta a test run on real live Steam first! If you want to get the beta and be one of the first to get Steam achievements or share your snek patterns, you'll find the details below.

Mek-a-Snek
The Steam Workshop is open ... but currently only for beta players. With the latest beta you can publish your own creations and play with subscribed patterns other people have published.

Achievements
Achievements you unlock will now unlock on Steam. And any achievements you've already completed in-game will automatically unlock all in one go when you run the update which is like soooo satisfying to see.

Hint system and more
You'll also get beta access to the brand new hint system, as well as a bunch of other updates and fixes you can read about in the change log as always.

Beta access
If you want to try out these new features, you need to activate the beta branch. It's like early access for early access!

The access code is "TempleOfTest".

If you've never done it before, it's easy, just look in the game's properties in your Steam library, go to the "Betas" tab and enter the code. Take a look at this handy-dandy guide:



If you need any help or want any support with this beta or any other aspect of the game, remember you can join us on the Discord.

And while you're here... have you left a review yet?
Jul 12, 2022
Amazing Fix - LancelotBleu
Summer is the perfect time to add orange cones and roadblocks.

Here are new items in the Junk category.

Backpack Hero - Jas
Content:
Added in CR8
Added in 28 new items for CR8
You can now choose to not level up. You can still level up later if you choose. Let the 3x3 challenge commence!
Game over jingle

Changes:
Added a "stop" button that can be used to stop "repeat" actions if you are caught in an endless loop
Updated the sprites for several enemies and events
There is now a potion item type and all appropriate items have been tagged

Bug Fixes:
Added the option to change the resolution of the game (may update further soon)
Fixed a bug with the character select screen on the main menu
Fixed the translation key for the Philosopher's Stone
Fixed the translation key for "Grape Juice"
Fixed a glitch where doors would improperly save their destination
Fixed a glitch where the Secret Map could cause a glitch after loading.
Corrected a typo in "Adjacent burn"
The red pearl is now a gem
Violet energy can no longer provide negative energy
Fixed several glitches with mixing potions using the mortar
Fixed a bug with Tote where you can draw carvings but be unable to play them
Fixed a bug with Tote where carvings would "jump around" in the menu
Fixed a bug where you could use right click actions for items that you didn't own
Changed the animation for the letter
Fixed an issue with blurry NPC conversation text when playing in English
Jul 12, 2022
99 Fails Lite - mariusz
  • Zeebo's parents will surely help him. Right...?
Jul 12, 2022
Tilefinder - davedoubleedev
Greetings!

I will leave this Q&A here, as a lot of people have asked me these questions and I want them to be visible on the Store page for everyone to see.

Q.1: Will you continue supporting the game after release?
A: Yes! I will keep updating the game. I want to fix all the bugs and polish it some more.

Q.2: Is there more planned content for Tilefinder after release?
A.2: Yes! There will be extra updates (free) with more content. Expect more items, abilities, enemies, dialogue, lore and minibosses. Stay tuned!

Q.2.5: What about DLC's or Expansions?
A.2.5: I have ideas, but nothing planned. I will only make these if the community really wants them.

Q.3: There is this bug causing units to freeze when flipped; what's up with that?
A.3: It's an internal engine bug; I have talked to the Stencyl team and they said it will be fixed in the next update. I don't know when that will be, but I'll update the game as soon as it's fixed! Until then, sadly, I can't do much about it.

Q.4: How long is the Full Screen feature going to be in Beta?
A.4: I'll keep updating the game and fixing all resolution problems. When there are no more resolution problems, I will declare it a complete feature.

Q.5: Is Tilefinder/Will Tilefinder be on other platforms?
A.5: Tilefinder will be released for Android later in 2022.

Q.5.5: Will there be controller support for Tilefinder?
A.5.5: I can't vouch for it, but fingers crossed!

Q.6: Will Tilefinder be localized to other languages?
A.6: Tilefinder will be translated at least to Romanian and Esperanto this year. I can't vouch for other languages, though I will try to find a way to port it for other European languages.

Q.7: I found a bug or I have suggestions for the game. Will it be fixed and will my suggestion be taken into consideration?
A.7: Yes, and yes, absolutely! I live for feedback! Give me all the feedback you want! I truly want to make this game the best experience it can be!
If you want to submit a bug or a suggestion, use the Send Feedback button in the menu of the game or complete the form at this link: https://docs.google.com/forms/d/1s6To-t607-AozupOPl1EQ-wCygbDc-veYjiosU7_hbE. Or you can just contact me directly by email at davedoubleedev@gmail.com

Q.8: USD and Euro are at the same value right now. Why is there a price difference between USD and EUR?
A.8: This is the suggested conversion rate for Steam games right now. If it changes, I will update the price accordingly.


If you have any questions, do not hesitate to ask on the community discussions on Steam, the official Tilefinder discord or by email!

Cheers!
Dave
Jul 12, 2022
From Red to Green - KAT_Editor
Full list of changes:

  1. All trigger zones have been reworked. So now players with 120+ should not see problems on levels with moving objects (thanks to Bodomi for report);
  2. If you press button "2.0?" in the main game menu, you can see sketch of one theme for version 2.0. You can see only graphics, there no sounds/music and gameplay;
  3. Changed image of achievement "Superplayer".


Have a good game :)

KAT_Editor
Jul 12, 2022
Good Company - aayph
Hello CEOs!

We used the past days to add some minor QoL features. Our stack of suggestions grows and we are keen to get some items checked off. There are no huge changes but rather changes that we could implement quickly. To that we also deliver some bug fixes.

Please look through our community suggestions and bugs:
https://open.codecks.io/goodcompany

Especially thanks to the active Discord community helping us finding and solving problems.
As usual the patch will be first set on the Beta branch and a few days later set live for everyone.

Cheers~


Patch Notes 1.0.9
Beta Date: 12th July 2022
Release Date: 14th July 2022

QoL Updates
  • UI/UX: It’s now possible to pin blueprints directly from the blueprint designer.
  • UI/UX: Quickhire can now be set to a hotkey. (default: Q)
  • UI/UX: Analysis table settings can now also be copied.
  • UI/UX: “No Recipe” can now be copy & pasted between tables.
  • UI/UX: Players can now see in the market overview which markets contain player items.

Changes
  • UI: The tooltip of crafters was changed to ensure that all items fit the tooltip.
  • UI: In Courier settings the pallet icons now scale with the zoom factor.

Bug Fixes
  • General: Mergers could get blocked when the same item type was fed through multiple inputs.
  • General: Case Synergy has not given 20% assembly speed boost.
  • General: Specialized Teams policy got additional description in case there is no specialized employee.
  • General: The happiness score on various difficulty settings in the campaign was acting out.
  • Money Rush: The challenge would not set the score properly and thus the challenge could not be won.
...