Jul 23, 2022
Crupt - Aldinyx
It's been a while, hasn't it? I'm currently working on a major content update for Crupt, and I'm pretty dang happy with how it's turning out. That being said, it'll probably still be a bit before it's all done and playtested. I've been messing around with the game a ton in the meantime, fixing and changing stuff. I was going to wait and bundle the major content update with a lot of these changes, but it's better to get them out now rather than wait who knows how long.

Balance Changes:
*Enemies killed while Vulnerable now drop an additional point (Added a couple lines to the Tutorial to reflect this)
*Doubled the length of the Player's flashing (invulnerability time after being hit/healing/resisting damage)
*Collision with enemies is now disabled while flashing (but not while dashing to prevent willingly phasing through large crowds, should mitigate situations where the Player gets "pinned" between/under enemies)
*Increased all Armor durability and max durability by +50%
*Reduced the kill requirement for Waves 3 and 4 by 5
*Increased the point value of Thrues
*Increased the point value of parts of the 3rd Boss
*Increased the point value of Squzes
*Increased the point value of Pluys
*Decreased the damage reduction ratio of Pluys
*Decreased the damage reduction ratio of the 4th boss
*Balance changes to post-game content

Saving Changes:
*Changed how the game saves under the hood
*As a consequence, saves made prior to this update will have the items your slots are set to, Minions, placed Teleporters and trees/crops be reset (all your items, progress, and stats are safe though, don't worry)
*Added a "save format" value that will help in converting saves if necessary in future updates (sorry about the current losses, shouldn't happen again though)
*Changed how "ruined" trees are handled (they are no longer saved and are added on game load if needed; fixes some bugs, and essentially forces there to be "ruined" trees if at the appropriate Wave)

Point Blops:
*Added unique Point Blops for 4 and 5 Points
*Increased the despawn time of Point Blops to 120 seconds from 30 seconds
*Removed the (largely irrelevant) mechanic of limiting the amount of points that can be spawned in a Wave

Bugfixes:
*Creatures are now only considered not grounded if their y velocity is greater than 0.1, rather than its absolute value being greater than 0.1 (should fix some bugs with things "floating" on ground)
*Fixed points not being picked up for the first few frames after they were spawned (might not be 100% fixed)
*Fixed Minions not being damaged by orphaned enemy bullets
*Fixed/improved how the 3rd boss's Shoot Eye works
*Fixed enemies occasionally spawning out of bounds on Wave 18
*Fixed Thrues not flashing properly when being hit
*Fixed an enemy in the Bestiary spawning partially off screen
*Fixed "Buy Maximum" not properly subtracting points (caused by last update's changes to it)
*Fixed the labels for the "Buy 1 Can Waste Durability" and Buy Maximum Can Waste Durability" being cut off
*Fixed some grammatical mistakes in Dimp and Firsin's dialogue
*Fixed some Linirt dialogue going outside the dialogue box
*Fixed being able to see out of bounds in the tutorial
*Fixed the outline for slots not properly updating in some circumstances when switching items in Select Mode
*Fixed item slots switching to their "Empty" item even if the item that was broken in the slot was not equipped

Spuk Changes:
*Renamed Spunks to "Spuks" (I admit defeat)
*Reduced the attack damage of Spuks to 2 from 3

Rupt Changes:
*Increased the minimum time before Rupts attack
*Increased the time before Rupts recharge their attack by 50%

Tintificator Changes:
*Renamed the "Library" to the "Tintificator"
*Changed the colors of the Tintificator's UI a bit

Misc. Changes:
*Doubled the size of the cursor (should mitigate losing it while playing)
*Added some shading to Spurange's sprite (updated the "Fear the Spurange" Steam achievement image to reflect this)
*Quick Switch no longer "switches" to slots that are already on the Quick Switch item (prevents the "last item" being overridden by the Quick Switch item, I'll probably be thinking of ways to improve Quick Switching in the future)
*Changed how the "Burning" status effect works (timings are slightly different)
*Made a lot of creature attributes more modular (functionality should be the same hopefully, but a lot of code was rewritten)
*Creatures no longer trigger OnHeal effects when healing 0 health
*Increased the interaction range for a couple things
*Slightly adjusted the positioning of the text of Achievement descriptions on the Progress screen
Prepare For Warp: Unlimited Edition: Beyond Insanji - Duke (Smiling 🐈)
  • Fixes
    • Fix an issue where the state of whether a Component had been seen on a level was persisting through Retirement. This state will now reset on Retirement as intended.
Jul 23, 2022
Purgo box - Rentaka
Fixed a bug that caused an error when entering certain MAPs online
Fixed a bug that prevented certain events from starting properly.
Fixed a bug where playing roulette would make your friends opaque
Jul 23, 2022
The Original Wizard - HecThoor
Hello.
This is a weekly game update, I'll try to update every week on what I'm doing to keep everyone interested in the loop.

This does not mean that I will post here every week, because the updates may be small or for other reasons.
Note that I'm currently working on the game myself and most of the assets I buy or make, so don't expect too many updates during the month as I also work part time.

Bug Fixes


- Enemies Sound Bug
- Unbrekable Pots
- Bleed Properties Bug
- Skeleton Boss Sound Bug
- Widget Bugs
- Menu in game Bug

Improvements


- New Boss
- New Boss Art
- New Enemies
- Spawners (Rabbits)
- Desert Biome Part 1
- New Vendor
- New Items
- Power Items
- Power Dash Items
- Propertie Items
- Fire Ball Spell New Mechanic
- Skill Tree Improvement
- New Chests
- New Bleed/Regen Properties
- Eat Items Mechanic (Can be good or bad)
- Hidden Rooms
- HUD Improvement
- New Power Dashes
- Lore Update


That's all for now, I work every day and will try to post what I've been working on every week.

As the game is still relatively small and there are around 2500 people interested for now, I will try to answer any questions that come up.
Aside from Lore, I don't mind talking about the future of the game/Objectives/development and mechanics, I'm an open book.

Twitter: https://twitter.com/HecThoors/media
Youtube: https://www.youtube.com/user/Phraygames

Good week to everyone.

Incremental Epic Hero 2 - Hapiwaku
Fixed : Expedition's EXP requirement was higher than what it's intended
Fixed : Other minor bugs/typos

----
If you are in trouble with the known issue that you can't start the game on the title screen, please contact us in Discord. We are very actively supporting any bug fixes and hearing your feedback there! :)
Street Legal 1: REVision - DevilMcSheep
Fast progress is back!
Thanks in part to a very kind SLRR modder, who wished to remain anonymous in this post, we can get back to working on the game full-time again!

Release when?
Predicting release dates is the hardest challenge in game development of them all :D
'Within 2022' remains the vague goal for SL1R;
There is a reason why so many developers stick to saying "When it's done!", so no promises :)

Remember, you can keep track of tasks left to do right here:
https://steamcommunity.com/app/1571280/discussions/0/3048356136490689196/

Crowdfunding
Even though we *should* now be all set for bringing the game to completion, crowdfunding is still open, and you can still claim rewards!
https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/
Claim rate for the Create a pedestrian reward still remains unfortunately low - the game could really do with a lot more personalities inhabiting the streets :)

Anyway, the progress update!
"Weekly" progress update #22: Bound to warp!
In short
Options menu work, long-overdue fixes!

List of changes
Valo / Test track
  • Few fixes and an improvement for Valo area limit handling.
  • Improved loading times for Navigator textures.
  • Reduced maximum viewrange under certain weather settings - improves both look and performance!
  • No more clear sky in case of very dense fog.
Options
  • Added a particle density setting.
  • Added a rebindable 'Alt Escape' key to help with menu navigation, bound to Mouse 4 (usually a side button) by default.
  • Almost all controls are now rebindable, also including the keys for first person movement, garage camera, and photo mode!
  • Adjustable FOV for driving camera (restart required), garage, and first person mode.
Options menu
  • Right-clicking will cycle through a setting backwards.
  • Pressing Esc will cancel active rebinds.
  • Fixes for various unwanted behaviors during rebinding.
  • The use of the Volume hotkeys now updates the slider within the SOUND tab real-time (restored SL1 behavior).
  • Rebinder input seeker will give you the name of the axis and the device at fault, to potentially help avoid confusion caused by drifting inputs.
  • Exact list of changed settings that will only take effect after a restart is given upon applying settings within the category.
  • REVised layout for the REDEFINE CAR CONTROLS page (not fully complete yet).
First person mode
  • Patched the player hull producing sparks.
  • Better hull positioning after exiting a car (safer, and usually not inside the open door :D).
  • Improvement related to driving inside garages.
  • Fixed the brief use of old smoothing data for walking camera positioning right after exiting a car.
  • In-car look direction is now remembered between maps.
  • Mitch shows up for photos!
  • Look direction is now correctly restored after leaving photo mode.
  • Much better logic for switching back to a normal (3rd person) camera modes.
OSD
  • When navigating with the keyboard, the selection will warp around to the opposite side, upon hitting a dead-end (restored SL1 feature, now also fully supporting left/right inputs).
  • Menus are auto-highlit for further keyboard navigation, if just entered using a hotkey (such as Enter), rather than clicked.
  • Re-enabled keyboard navigation for the Garage side menu, now ignoring items outside of said menu, for convenient warp-around.
  • Garage side menu remembers last selection after being hidden using Esc (restores selection even if a different button was hovered while it was hidden).
Misc
  • Improved development/modding tool set.
  • Fixed the 'double-RMB to flip camera' feature being active when it shouldn't.
  • Improved click position validity check of the Camera rail editor.
  • Reloading the same map (such as via console command) will no longer hang the game.
  • Exiting a directly-on-launch loaded map (via autoexec) will now send you to main menu, instead of the mirror realm.
  • Slightly reduced the default driving camera FOV (62.5 -> 60, you can put it back via settings now :)).
Check back next weeK!
More progress updates to come! :)
Odd Realm - Sleipnir
Hi everyone!

Hope you are having a great start to your weekends.

I've just uploaded version 0.11.0.8 and this one is more of a content patch for once. There's a bunch of stuff I haven't added to the Ardyn expansion yet, and, now, I'm working on adding these things. And, it's not only the Ardyn race that I'm focusing on for content. I'm working on lots of stuff for the Humans and, especially, the Ancients.

Resurrection



You'll notice the Arcana research tech tree is a bit sparse. I've moved a lot of stuff over to the Ancient tech tree, to round out some of their uniqueness. Magic isn't intended to be this easily obtained thing. It's supposed to be difficult to achieve. Unless, of course, you're the Ancients and have thousands of years of mastery to work from. Don't worry, I'm adding much more stuff to the Arcana tree.

The first of these additions, as you'll see, is the Dark Magic I node. This introduces a new job (done at the Arcane Study) which lets summoners resurrect entities. This required the addition of some new code to assign more unique information to items. Later on, I want players to be able to edit this information and make their own unique items, but, for now, it is being used by entity remains to connect an entity to an item. For example, a Human remains item having the information for the Human that created it. These remains can then be used to resurrect that past entity.



Resurrected entities have all the same stats as their previous selves, with the exceptions of a few things. They don't get hungry, thirsty, or lose energy, but they also don't naturally heal, or procreate. Now, they will still die from old age, but I'm a bit on the fence as to whether this is good or bad. The intention is to keep Ardyn players from cheesing this ability to have an infinite supply of resurrected bodies to retroanimate. But, who knows, maybe I'll change this down the road based on feedback.

Lastly, coffins and tombs will keep remains from decaying. I think I'm going to add some sort of graveyard/tomb room soon to make it easier to organize and stockpile the dead into coffins and such. For now, you can use a regular old stockpile with just remains enabled to have them carry the remains into those props. They are a great way to preserve the dead for later resurrection. >:)

Alchemy & Apothecary



You can now unlock the Alchemist profession, and the Apothecary room in the Saga, cooking tree. This is very, very early days for alchemy. I have so much planned for this profession. I will be introducing strange and unique diseases to the game soon and the alchemist will be a big part of fighting those afflictions. As well, and this is far down the road, I want players (perhaps the more sinister ones) to be able to infect other kingdoms with diseases using their alchemists and merchants.



For now, I've added two items to make here. Health Potions, and Sablixian Tar. Also, you'll notice the new item category, Potions. Health potions can be used to heal wounded entities, while Sablixian Tar is a rare refined material that is created with Sable Chunks. It is used by the resurrection process, but will also be used by maaaany other dark magic focused things in the future.

I want to also add the ability for entities to hold types of items for quick use. For example, in uniforms, you would be able to tell certain entities to hold, say, potions. That way, in combat, they could quickly consume a potion instead of having to go to the alchemist for healing. I'd also set this up for food and drink items to be quickly consumed.

Tuning
You'll notice a lot of stuff has moved around in the Saga window, and you *might* have to unlock some things again. I'm in the process of tuning these progressions as well as making space for things. The war tree, for example, has seen a huge consolidation of nodes. This is to free up some room, but most importantly, remove a lot of grind just to get material specific gear. I'm working on adding some fun new research for the War tree, so, stay tuned for that!

Ok, let's take a look at the patch notes:

-Content: Added merchants for Ardyn and Ancient settlements.
-Content: Added Sablixian Tar item which can be made from Sable Chunks at the Apothecary.
-Content: Added Apothecary room, Alchemist profession, and Alchemy skill.
-Content: Added resurrection job to Arcane Study. This brings entities back to life. Resurrected entities are slower, and cannot rest, eat, sleep, or procreate.
-Content: Added Dark Magic I research node.
-Content: Added Healing I research node.
-Content: Added Alchemy I research node.
-Content: Added health potion and heal patient jobs.
-Content: Added icons for each summon. This also fixes the incorrect sizing of the entity icon for the auto-job window.
-Content: Items can now have unique names. This means items like remains will keep the information of the entity which is tied to them. This will be used later on to create unique named items too.
-Content: Bunch of new audio for various crafting things.
-Content: Added Potions item category.
-Bug Fix: Adding jobs to a room manually would not do anything, and was also spitting out a serious error which would interfere with lots of other systems.
-Bug Fix: An entity would get stuck if they were the target of a job and couldn't find a path to the job point.
-Bug Fix: Lectern of knowledge had an incorrect inline icon.
-Bug Fix: A save file corruption related to a very rare entity state in combat.
-Bug Fix: Entities would snap to land when swimming.
-Bug Fix: Entities would play idle timeout animation when working.
-Bug Fix: Drag camera with mouse wasn't working in overworld map.
-Bug Fix: Some drag movement glitches. Movement should be smoother when dragging the camera with the middle mouse button.
-Bug Fix: Entities were not being selected even though they were highlighted by the cursor when 1z layer up from the entity.
-Bug Fix: Certain research trees would repeat. i.e., The industry research tree showing up under the Ardyn research tree.
-Bug Fix: Entities wouldn't leave a room after limit to family was turned on.
-Bug Fix: Previous camera zoom was not loading correctly.
-Bug Fix: Capturing Humans would enable the settler wave event.
-Bug Fix: Entities would not use the bow animation when firing arrows.
-Bug Fix: Settlement music could start playing when the overworld map was open.
-Bug Fix: The camera zoom level number wasn't updating in the overworld map.
-Bug Fix: Population max wasn't always being considered when entities procreated, resulting in populations going over the set number.
-Bug Fix: Settlements would stop having children after longer player sessions.
-Bug Fix: Props that can rotate weren't snapping to fixtures.
-Bug Fix: Entities that were companions were getting stuck in separate houses (as owners).
-Tuning: When searching blueprints, if the search text also includes the name of the room associated with the blueprint, it will appear. i.e., searching Immortality Tomb, will show the Voidweave Sarcophagi.
-Tuning: The coffin and tomb now keep remains from decaying forever.
-Tuning: Added a green flash to indicate healing.
-Tuning: Tuned the required items for all the tomes to be a bit more difficult to make.
-Tuning: The Chaos Construct and Transmutation Chamber are now unlocked in the Ancient research tree only.
-Tuning: All weapons, and armor for the War research tree have been consolidated into one row.
-Tuning: Ardyn are now included as enabled by default for certain notifications like death.
-Tuning: Bone no longer decays.

And there you have it! I'm going to continue working on lots of new content. I've got some fun new Ancient related summons on the way! As well, I'm working on some new Sable blocks to build.

Thank you for the support, feedback, and for playing!

Waylon
Cooking Companions - deerdreamstudios
Hey chefs,

The big free story update is almost here! To prepare you for the event: we collected the best theories and breakdowns to chew on. The update will release at 11:00 AM CST on Wednesday 7/27, so don't get food poisoning before that!

In case you missed it: here's the trailer for the new story expansion. Like and subscribe so you don't miss the endings and Easter eggs coming to the channel!




Game Theories







Trailer Theory



Can't wait to see which ones are right!

-Deer Dream Studios
Jul 23, 2022
The Inquisitor - Siemasz


Little detail is known about the mysterious Amszilas Monastery. Even the description of this place leaves a lot to the imagination. We can definitely learn from the books by Jacek Piekara that it is a true fortress on a hill covered with foliage and located next to a river bend.



The monks of the Amszilas Monastery guard a true secret that holds the key to understanding the current state of the world and religion. However, it is not guarded by armed knights or archers. The holy tabernacle is protected by the power of strong faith that the monks carry in their hearts.

The Monastery is also the headquarters of the Holy Office, on behalf of which Mordimer Madderdin conducts his inquisitorial investigations. Demons were also subjected to examination in Amszilas. Sometimes very brutal methods were used for this purpose.

Follow “The Inquisitor” on Steam for more details about the game's world.

https://store.steampowered.com/app/1880470/The_Inquisitor/
Jul 23, 2022
Daybreaker VR - Liens
- Slowed down hunger/thirst until finding food and drink is better balanced
- Added more stuff to starting gear table for players to mess around with until loot drops are better balanced
- Fixed a bug where grabbing a gun with two hands while teleporting broke the second grab area
- Fixed doors which weren't interactable on small buildings. ~thanks 'Kitten (Totally Not Alpharius)'
- Fixed some doors getting stuck
- Fixed some overhangs stopping doors from fully opening
- Fixed zombies glitching with garage doors
- Some small optimizations
- Fixed loot despawning when taken far from spawn origin, including moving back to the bunker ~thanks 'Charlie Mutes'
...