Unsung Story - sakebee
Dear Early Access Supporters,

The Vulcanist Design Doc is available to everyone on our Discord. Come join the conversation and let us know your thoughts! For those of you who don't use Discord, you can also download the PDF directly here.

Our next Design Doc will be available on Discord to backers on August 3rd.

As always, I appreciate your patience and support.
Sincerely, Matthew Scott
30XX - batterystaplegames
Hello! 30XX Patch 0.40 introduces Vanilla Challenges to 30XX - seeded score Challenges without any modifiers, for those who just want the standard 30XX experience in their Scoretimes.

We're also tamping down a bit both on endgame enemy power and density in the lategame, alongside player power scaling, in an effort to make the endgame feel a little more under control for both you and your enemies. We consider these efforts a work in progress, so please let us know what you think!

We're doing this in a few ways.

On the enemy side - we're reducing both the general density of enemies later in the game to avoid situations where powerful Gamma enemies spawn very close to one another, removing counterplay other than "offscreen your enemies or be immune". This will affect both general enemy density and upgraded enemy density (so sometimes even later in the game, you'll still see Alpha enemies in packs). We're also curbing some obnoxious Gamma enemy behaviors so that they're still challenging, but have less potential for cheapness. These changes will also slightly affect the midgame, but not by much.

On the player side, we're taking an iterative approach here, but the general vibe's that we're lowering player damage scaling late in the game. Earlier this year, we added lots of powerful new Augs that give the player alternate ways to scale damage, usually along the lines of +20-30%, but occasionally much more (Thrill of Battle's +50% at the start of a boss fight, Coup de Grace's +100% potential Power bonus, etc). As of 0.40, benefits from normal Augs will stack additively, instead of multiplicatively - this means that the benefits from these items will be added together (+100% +50% = +150% damage, or 250% total) instead of multiplicatively (200% * 150% = 300% damage total, or +200%). (We'd love your feedback on this - we know it's a big change in some cases.) Some individual items affected by this change will also have their numbers updated so they don't lose relevance. We're also making Choice Machine choices a little more consistent - we're taking a stab at making the items selected by a Choice Machine a little closer together in overall power level - this'll probably take us a little polish to get right.

As a note: Prototype-driven multipliers are still multiplicative (Burn for Glory, Charging Force).

We're also taking an overdue look at Nina having her shots on screen limited. Part of Nina's gameplay should involve pressing Attack at the right time - for most of 30XX's development, this hasn't really been the case. To compensate a bit, we're looking at some of Nina's less useful Primary Weapons, and buffing them. We'd love to hear your thoughts on these changes.

As a second note: all of these changes are very experimental - they don't take into account Entropy Conditions - we'll likely rein in the enemy-HP-related Conditions if these changes stick.

We've also adjusted the shop costs of most Augs (usually up a bit). Some very powerful, undervalued Augs (Quantum Spook, Core Bulkener, Thorned Hull, Juiced Reserves) cost a good bit more than before.

Also - I'm out of town through this weekend, so other than super-major-must-fix crashes, any hotfixes/etc will come around Monday.

Thaks for playing!

--

GAME CHANGES & FIXES:
  • Updated enemy placement logic, aimed at reducing challenging enemy density later in the game. These are big changes, so we'll be keeping a close eye on them.
    • Enemies placed near other upgraded variants of enemies are now less likely to be upgraded themselves.
    • Groups of enemies that are not super threatening while in alpha form or meant to be taken out as a group by a single charged attack (generally, enemies with 25 HP or less) will now *either* remain as a group of alphas, or one of them will upgrade to a higher variant - not both. (No more groups of Beta/Gamma Angle Bolters in Dustria.)
    • This change likely lowers enemy density in general - we'll keep an eye out in case we've overdone it.
  • By popular demand, Vanilla Challenges return! Vanilla challenges are like 30XX's existing Flavored challenges, but they have no modifiers of any kind applied. (This is partially an experiment - we're not sure yet what other challenge types should exist by 1.0 - we're curious to see how much each type gets played.)
  • Removed the two Clover prototypes from Challenges.
  • Modified the behavior of several enemies:
    • Burning Temple: Snomps now spit two waves of blue fire, instead of three waves of very-fast normal fire. They now throw fire on death, like Beta Snomps do. Bzzomb (Bee) base HP down to 10/15/25, from 10/20/50.
    • Echocave: Shieldfaces now only retaliate as Gammas, and speed up when their shield is struck in Beta/Gamma form. (This may make Betas too unthreatening, but we didn't really like the laser retaliate on the Gamma.)
    • Penumbra: Sunsphere Beta attacks are a little lighter. Changed Gamma attack from laser to a two-wave attack that fires in 8 directions, then directly at the player. Acolyte attack is a little more threatening as an Alpha. Acolyte Wildfire spread gravity mechanics slightly tweaked.
    • Deepverse: Bouncy now ignores drop-through platforms when slamming downward. Fixed up smashing logic a bit to be more consistent.
  • Revised Nina's attack limits.
    • Nina is now limited to 3 active shots on screen by default, like she was in 20XX.
    • Shots are "active" if they aren't currently expiring (due to hitting a wall, an enemy they don't pierce, or timing out).
    • Nina's Primary Weapons that modify her shot pattern are only concerned with the "center", straight-ahead firing shot when determining how many shots are currently on screen. (So no matter what combination of items she has, Nina has three full waves of shots on screen.)
    • In practice, this only affects Nina's shots from more than about half a screen away. It means she's capable of more damage up close, since her shots will hit enemies/walls before she'd reach the shot limit.)
    • Aiming Gear's cooldown has been removed, and it now uses a similar shot limit system. In addition to Nina's checks, Aiming Gear also doesn't count as an "active" shot if it's been on the screen for longer than a second (since Aiming Gear often rolls around slopes for a long time). This means the ability is spammable again, albeit in short bursts.
    • Marksman's Might now increases Nina's shot limit by 2, instead of its previous effect. This also affects Aiming Gear.
    • Buffed some of Nina's underperforming Weapons:
      • Arc Beam now deals 12 base damage (up from 10) if it hits after the apex of its arc. This applies to all modified Arc Beam projectiles, too (if the projectile is moving vertically in line with Nina's current gravity direction).
      • Retrobeam's backwards projectile now deals 12 damage (up from 10).
      • Toy Beam no longer reduces damage dealt. It still costs -5 CP to use, and still causes attacks to be inaccurate.
      • Wave Beam reduced back to 10 base damage. It still has its wall-piercing property - we may flip that around in a future patch.
  • Counterstrike damage bonus increased to 50% (from 30%).
  • Rage Circuit damage bonus increased to 50% (from 20%).
  • Regenerative Plating now restores 4 HP immediately and per level (up from 2).
  • Fatal Fury now costs 1 Max HP plus one per Fatal Fury copy you already have. (This means it'll cost a lot more to pick it up 5 times, unlike now, where it's a very powerful no-brainer.)
  • Grandmaster (Ace weapon) now gains 50% damage per charge-level, down from 100%. The finisher attack is unchanged. It's probably still way too powerful against Bosses, but one thing at a time.
  • Lara now has a 0.75 swing timer (up from 0.5 sec).
  • Hoarder's Might is now 1 ATK/PWR per 30 nuts held (up from 20). It caps at +10.
  • Consuming Fury ATK/PWR reduced to 1 per level (from 2).
  • Thorned Hull and Juiced Reserves are now once-per-run Augs (they'll only spawn once).
  • Fixed a bug causing Armatort's Pound to sometimes work on half-charged attacks. (This should normally only happen with the Resonant Buster part.)
  • Fixed a bug causing Lucavi's Unleash to trigger boss iframes on the first hit. (This makes the attack work properly on Bosses again.)
  • Geardash (Aiming Gear + Crushing Void) damage increased by 50%.
  • Unstoppable Force contact damage increased by 150%.
  • Adjusted shop costs. In general, items cost a bit more than before.
  • Glory Zone Choice Machines will now always grant a choice between two of the same Core type (Two sets of Boots, two Helms, etc).
  • Resonated Dracopent's Bound now enhances the second jump instead of enabling a third jump.
  • Nutstack can no longer be rerolled.
  • Boss Health no longer scales with Rising Tide.
  • Angle Bolter (alpha) HP reduced to 25 (from 30).
  • Angle Bolters (all types) now act on the global chunk timer, but still only fire if a player is within range. (This will prevent the issue where they're slightly out of sync when approaching a group.)
  • Removed a handful of useless Augs from the Mega Mode pool.
  • Fixed Unyielding Wave having strategic timings on Zen Primus and Watergrav's Beeg Frog that'd lock their AI routines.
  • Fixed a timing error that could cause certain timing mechanics to desync when returning from a Glory Zone.
  • Boots Guardian now has a proper wind-up time before his dash attack starts.
  • Void Double no longer changes the camera at all.
  • Fixed a crash involving Heavy Juice.
PunjiVR: The Vietnam War - Sir Loin of Beef II
Now that PunjiVR is released and in a stable [enough] state, I wanted to keep you all informed with what to expect in the upcoming major updates.

---

Update 8 (Next Update)
The next major update will be all about the Huey helicopter. The goal for Update 8 is to have at least one flyable helicopter with two flight models (realistic & arcade) and a large flight range map. I originally planned on including combat helicopters plus a large mission with enemy combatants where you can play as the defenders or attackers, but will leave that for a future update so you all aren't left too long without new content. At this time, I'm a little under half way done with Update 8, so the expected time frame would see its release sometime in mid-August.

Future Major Updates
Following Update 8 and its inevitable set of patches, I'll start work on the next campaign which will have you play as a Viet Cong sapper with missions focusing on stealth and sabotage behind enemy lines. More details will release further in its development.

Because campaigns take a considerable amount of development time, I'll work on a few smaller updates to push out in the meantime. These smaller updates will include quick play missions, new weapons + tools, and new mechanics.

After seeing how many of you are interested in multiplayer, I'll likely start work with that sooner than I originally planned. At first, I only envisioned multiplayer as a few co-op missions, but the more I think of the possibilities, the more I want to do with it. I won't share too much yet as it's all still in the idea stage, but expect some exciting news for multiplayer in the future.

A Quest 2 port is still on the roadmap, but probably won't be ready for some time. Seeing how well other games have done on Quest 2 standalone, I doubt I would need to change/remove too much to get everything to run smoothly, but a lot of experimentation still needs to be done. Worst case scenario, I make an exclusive separate version of the game, but, like I mentioned, I highly doubt it would be that bad.

---

Hopefully this gave you a little more insight into what the near future of PunjiVR will look like. Don't hesitate to contact me if you have any questions, issues, or concerns. Thanks for reading and don't forget to check for leeches!


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Jul 27, 2022
Breakwaters: Crystal Tides - Soaring Pixels Games
v0.5.35
-Quick UI code bug patch
Jul 27, 2022
Multiply Factory - wsepom
fix the bug that if locale is Russian / Germany / etc the Start Game button doesn't work
Jul 27, 2022
Nakiti Generations - Diablohead
Where has the time gone?

You all likely have a lot of questions about why this game has been rather dead over the last few years and I could give you 100 reasons why but to tldr, life.

I'm really sorry that i've been out of touch all this time to the point where I was scared to log in to see the damage.. but today I am here to roll my sleeves up and get Nakiti Generations back under control with a list of things that have been improved, added or changed over the last few years. This has been in the works for a long time and while it's still not completely ready to be updated today there is a lot of stuff to go over.

I'll start with the most obvious, the visuals. A lot of little things have been colour balance adjusted or outright redrawn and remade to look better, the most noticible change is the new water visuals along with a mode 7'ish look to it's depth as you run and jump around:



There's also now a retro style palette rotation effect on objects where needed such as trees and rocks in the rain.

Secondly the menu systems have been completely re-coded to add in better features and a new potential menu you will unlock as you play to add a little more depth to the metroidvania aspect of the game:





Enemies and foes have been remade, feature new ways to move and have been redrawn to look a lot better:





Plus countless engine improvements, map layout reworks and everything else you can think of that might need updating has likely already seen improvements, I have continued to work on this game where possible over the last few years and i'm sorry it's taking forever to get anywhere but believe me, it's still progressing and it's not cancelled or abandoned or anything like that, it's my failt for being away for so long.

One other big change that you'll see soon is the art, i've taken it under my own arm to redraw 30+ scenes in my own style and will be updating the store page and logo soon, you might not even notice the changes since the style is very similar.



Thank you for still being here on this wild gamedev ride, I hope to bring you more very soon.
Chenso Club - CosmicRaccoon
Big Brain Brian’s invasion is imminent, 1st of September to be exact. We can’t wait to share with you this kick-ass brawler that is Chenso Club.

We hope you are looking forward to meeting the Chenso Club: a growing group of fighters here to save the world. They’re using the aliens’ life-force to power up and beat them at their own game. Don’t let their adorable nature fool you - they will happily and brutally obliterate any threat that gets in their way.



To celebrate the launch, watch out for our Launch Discount of 10%. Be sure to move quick as this will only be discounted for ONE week after launch! Chenso Club will be available for £11.99 / $14.99 / €14.99.

Chenso Club features:

LOCAL CO-OP

PLAY SOLO OR WITH FRIENDS! - Built for teaming up with a friend to take on alien enemies, with 2 player local co-op.

SUPER HEROINES - Our heroines want any excuse to use their newfound powers. It’s up to you to master their moves, increase their power and show the world the might of the Chenso Club.

BONUS LEVELS - Experience various fast paced and fun bonus levels and events!


The alien invaders are everywhere, attacking everything and everyone! And when they die, the life-force they leave behind is an ultra-incredible energy source!

The Chenso Club is our only hope!


If you are a content creator and want to get in touch to cover this epic title you can reach us here: https://curvegames.com/contact/im-an-influencer/

JOIN THE CHENSO CLUB👋:

🤖Twitter: https://twitter.com/ChensoClub

👑 Discord: https://discord.gg/ysPrNzP

🧑‍🚒 Tiktok: https://www.tiktok.com/@chenso_club

❄️ Youtube: https://www.youtube.com/c/CurveGamesOfficial





WANNA STALK PIXADOME? WE GOT YOU 💯

🤖Twitter: https://twitter.com/pixadome_games?lang=en

👑 Discord: https://discord.gg/ysPrNzP

🧑‍🚒 Youtube: https://www.youtube.com/channel/UCu8vBU8LoveJeBFcJpthWyw
Drug Dealer Simulator - Argetaie
Fire Commander, a tactical RTS about firefighters, is finally here! We have prepared for you a host of attractions for this day, including a launch discount, a premiere stream, and game bundles.


See what it means to face the fire. Command a firefighting unit in an exciting tactical RTS. Save lives, manage your water supplies and care for your team in 30+ missions.

Right now, we’re offering you a 15% launch discount. You will also be able to save extra in numerous Complete the Set bundles with fantastic partner studios. The available games include Drug Dealer Simulator!

All bundles will be available at a 15% discount. Bundle discounts do stack with individual games’ main active discounts.

Ready to become an everyday hero and lead your firefighting squad on missions? Get Fire Commander now!

https://store.steampowered.com/app/1362560/Fire_Commander
Jul 27, 2022
Fuzz Force: Spook Squad - Fuzz Force
-Fix for a softlock when entering battles as Cassie with the Cats Pyjamas

It's a small list but that's all that's broken. Thanks for playing Spook Squad!
Dungeon Munchies - TRNTH
1.4.2.0 OpenBeta Update
=====




Changes
- Players now will not able to open pause ui in the final fight
- Summoned minions will be all dead using build switcher.
- Player now move much more smooth.
- Status ui now will always show ingredients info.
- Adding Using Mouse Toggle in setting page : player now can play with pure keyboard without mouse.




Fixes
- Fix background music overlaying error at first boss fight
- Fix some text spelling error.
- Fix the issue that hero sometimes cannot perform ground dash
- Fix the problem that Ora-ora punches error.


1.4.2.1 OpenBeta Update
======
- Fixed that dialogues error after first boss fight
- Bug Fixed


1.4.2.2 OpenBeta Update
======
- Fixed that missing numbers in Simplified-Chinese 修正簡體中文不顯示數字的問題

1.4.2.3 Open beta
======
- Fixed that achievement that cannot be unlock :I thought cooking was hard, Easy as Apple Pie 修正〈小菜一碟〉〈我還以為煮菜很難〉兩個成就無法取得的問題
- Spelling error fixed錯字修正
...