Shapebreaker - Tower Defense Deckbuilder - Alexander
Hi everyone,

Our Early Access competition winners were nice enough to share a few words about their build, approach and thoughts. Let's take a look at how they managed to win the competition.

🥉Gundam919🥉

"In the game's current state, Moon remains the strongest support type element. Placing 4 towers side by side grant a bonus of 120% attack speed, which unlike any other elements, increases the total damage dealt significantly, especially for towers with other elements.

Alongside the Lucid tower, this can buff damage to other nearby lucid towers to 88 DPS with 4 Moon elements at max damage modules. Combine this with frost to slow the boss to 25% of their move speed for x4 more time to do damage, and it can quickly get out of hand.

Finally, any card that let’s just draw 2 extra cards is essential for getting the cards you need, as Splash card in your deck is completely useless, and the Basic towers are inherently worse than the Lucid tower due to their lower range and module cap. Every card that lets you draw 2 cards is effectively +1 more card you're cycling through your hand. For reference, it takes 2 turns by default to cycle the deck.

Oh, and the +1 energy and -1 module curio is best for generalized builds, while +1 on deck cycle holds the strongest potential the more you can draw."



🥈TimotheusRex🥈

Cards in deck: 5 × Basic Tower, 4 × Damage Mod, 3 × Lucid Tower, 1 × Splash Mod, 1 × Moon, 1 × Sun, 1 × Overload, 1 × Weakest Target/card draw, 1 × Bonus Energy

Curio: +1 energy/turn, -1 max mod each tower

“I'd take Frost over Sun if given the choice, but Frost didn't even appear during my run. Card draw was also completely absent in this run. I would've preferred more card draw. The 3 Lucid Towers basically enabled the run because their extra range ensured aura and damage application. The extra Lucid Towers also at least partially mitigated the lack of card draw. My tower placement was probably suboptimal, but I'm not too sure how much additional score I would've been able to milk this run by arranging them vertically instead of horizontally. I would've saved 2-3 energy that I could've used for elements or damage mods.

It was by far the best run I had in about 50 runs. I stopped most of my runs after the first boss because of suboptimal cards and Curio choices.”



🥇chuckjirka🥇

Cards: Starter cards + 2 moon auras, 1 frost aura, 1 extra energy, 2 draw cards (Weakest or Strongest, I’m not sure but that doesn't matter), 1 rapid fire, 1 range 3 turret (I think it was sniper, but could have been a slingshot as well)

Curio: draw 1 extra card per turn

“The Rapid Fire Tower was there mostly for stacking Frost, thanks to so many Moon auras a single rapid fire kept the boss in place for a long time. Overall, the cards I got were more or less perfect and wouldn't change them at all. The utility cards would probably be overshadowed by extra range 3 turret and extra Moon and Frost, but that would be really ridiculous. As for curio the only 2 that make sense are the extra energy and extra draw ones, I personally prefer extra draw, since the energy one limits module capacity which is necessary for high dps when combined with moon and because extra mana is unreliable: If you get bad draw you use the mana in a mediocre way or not at all. Meanwhile extra draw makes you cycle through the deck much faster, getting you much more auras and better turrets for the layout). Since I drew 6 per turn and had 4 extra draws total in deck (2 draw cards *2) and deck has a total of 18 cards, I ran through my deck more than 3 times. Unfortunately, I only drew 3 frosts instead of 4 so I actually dealt a bit less damage than I could have. I think the max possible damage is probably close to 20000.

I can't share the exact layout, but if you look at the score I submitted you can see that I just made a horizontal line into another horizontal line, then I blocked the bottom with 1 basic turret to make the path redirect and stay close to the turrets in the middle of the map.

The basic turret at top was there to redirect the path to stay in range of another Frost Rapid Fire Tower, I don’t remember why I placed it there, but it was probably to make it benefit from many Moon auras”



Closing thoughts

All 3 competition winners have been eternalized in the source code of the game and received their role with bragging rights on our official Discord Server.





Competition winner chuckjirka and I are currently designing a new card, enemy, curio or item to add to the game. It will be included in one of the next Shapebreaker updates. Stay tuned!

I really enjoyed organizing this competition. It has been a lot of fun for the competitors and myself. I will definitely be organizing more competitions in the future, during Early Access as well as after full release.

Enjoy!
Alexander
Jul 31, 2022
DraeAscaria - MystfangMedia
Welcome to our July development update for DraeAscaria!

Wishlist on Steam

Pre-Order & Beta Access

We hope everyone has been enjoying their summer. We certainly have! (While also being thankful for air conditioning.)

Now...

Let's take a look at what we've been working on this month. (Please remember that everything is a work in progress and could change before release.)


Garden



The garden has received an overhaul. Dirt plots have been removed and replaced with planter boxes. Start with a few boxes and then work towards expanding.

New crops have also been added, including the ability to grow trees and... ore!?


Crafting



Attic renovations have begun! This space will be transformed into a cozy crafting area. Use the cauldron to brew up a variety of potions.



Then move on over to the workbench and build something with the many materials found throughout the lands.



The altar is your location to learn new spells / abilities and upgrade them to their full potential.


Practice Those Skills



After learning those new spells, why not try them out. We have added a practice dummy where you can test your abilities before heading into battle.


Jumping Puzzles



On your journey you may come across some glowing stones. Look around and you will find something floating nearby. Yes, jumping puzzles are being added.



Can you reach the top? If so, you might be well rewarded.


Back Into The Ruins



While exploring the ruins throughout DraeAscaria, you will come across areas which need to be interacted with using a special item or ability.



Follow the hints and you just might find a way forward.


Good Night



After a long day of working your garden, crafting and adventuring, you can crawl into your bed and sleep.

There will NOT be an energy bar and sleeping is NOT required, however, sleeping will advance the time to the next morning.

For side quests which take place over multiple days, this could help speed up the process, but you might miss out on a day of harvesting or adventuring. So sleep wisely.

----------

If you would like to connect with us directly, you can find us on Twitter (DraeAscaria / Mystfang Media) or our Discord Channel.


Thanks for reading,
The Mystfang Media Team
HELLCARD - Konstanty
Gameplay
Bosses
They say that the journey is more important than the destination. Still, though, let’s talk about end bosses!

And it’s bosses in the plural, you read that right. You will find out which boss you will be facing only after the run begins and each boss requires a different approach.

The Archdemon



His unique feature, aside from way overdeveloped quadriceps, is the Round Robin influence. When he is in the battle no player can play two cards in a row (as long as there are at least two players alive). This calls for great coordination between players. Or just make sure your teammates die quickly so you can solo him without card limits.



The Antipope



His unique feature makes a comeback from the pre-alpha. Sinister Reverence makes sure that the players can play a total limited number of cards per turn. This severely limits high rotation decks’ feasibility and, again, requires good teamwork to beat.



Artifacts
We continue adding content, including new artifacts. Here are two highlights:

Tiny Bamboo - On future Card Reward screens you have 1 additional card to choose from.



Lump of Coal - One of the cards is always legendary when picking a Card Reward.



Monster Features
We added the…

Arcane Shield - a monster with this feature can never get more than 4 damage in a single hit. Which makes cards dealing multiple low dmg attacks a viable option.

Changes to some locations options
  • You can now pick Explore when in Ruins. This one gives you a chance to find gemstones.
  • Plan option in the Hideout now lets you choose a card that will always be in your starting hand until the end of the whole run. Which is very neat.
Design
Intro
Work continues on the intro. Here you can see how the cathedral looked like in the good old days before the whole Archdemon ordeal:



The Cave
Here is another look at the Cave location (this one has trains!):



As always, Stay safe in the paper dungeons!
Filip


Digital Diamond Baseball V10 - DDBBAdmin
Thanks to some hard work from Ed Summers, the The 1932, 1933, 1934, 1935, and 1936 libraries have been updated. Specifically, these libraries have been recalibrated for improved league pitching stats. You can install the updated libraries directly from the Library Manage Page in Digital Diamond Baseball. A big thanks to Ed Summers for sharing these libraries.
Crafting Town - TheCurseOfBeast
Yes, with this update, the following innovations have been added to the game.

* Now, every time you complete a collection quest, you will get +1 more collection, and your collection speed will increase by a certain amount.

* If you want to switch between maps, you can now use the arrow keys on your keyboard.

After this update, I plan to add PT-BR and Polish languages to the game. I will probably bring these language options in order.

If you want to support me and my game : You can help me by writing a review, following the game and taking the wishlist.
Solace Crafting - Malkere
Well... I spent weeks (and six years) preparing to release. I have a long post full of graphics all ready to go. There's a big green "release" button for developers on the app dashboard. I clicked it, and it error'd, and it reverted the game back to pre-early access status, so now it's currently not available for purchase until a two-week grace period required of all new games passes, even though it's not a new game...

Unfortunately there are no more buttons for me to push. I worked all day to get ready for this and 11 hours in this is what it's amounted to, me waiting for a Steam representative to fix it. I will post an update when I know what's going on.
Fret Smasher Playtest - Morgan
How To Participate
A pre-release build of v0.34 A2 is now available for testing. To download, you must already own a copy of the Fret Smasher Playtest on Steam. Navigate to your Steam library and right click on Fret Smasher Playtest to open the game's properties. Select "Betas" and open the drop down menu to select public-testing-branch.

Key Notes
Leaderboards is one of the big new additions for this update with additional leaderboard features coming soon. You can access the leaderboards by pressing ORANGE on a song in the setlist. Leaderboards are only valid for official setlist songs only and are not supported for customs (Sorry.. Steam has a cap on leaderboard count so if we ever do add custom leaderboards, it most likely won't be via Steam). You can toggle leaderboard type by pressing ORANGE again to display Global Top 20, Local Global, and Friends.

Highway length has been added along with an increased cap for highway speed from 20 to 100. Please note that if you play on a longer highway length, more song objects will be rendered on screen and may cause a decrease in performance for lower end systems.

You can now drag UI elements to new locations on screen. This is currently only available for Score, Score Chaser, & Input Viewer and location save values are only loaded in single player. This is an experimental feature and we'll add support for additional elements over time.

Bug Reporting
Spot a bug? Submit a report to the Steam discussions in the community tab, contact our support page, or join our Discord and report it to the bug reports channel.


Change-log:

[ADDITIONS]
- NEW Steam Achievements - 25 total achievements with more to be added soon.
- NEW Leaderboards - Upload your highscores to a leaderboard and view the top scores by pressing ORANGE on a song
- NEW Highway length setting - Adjust the overall highway length from 30% - 1000%
- NEW Countdown timer
- NEW Active modifier icon in score saving
- NEW Active cheats icon in score saving
- NEW More Stats in Results! - Observe your note timing accuracy by pressing BLUE
- NEW Sounds - Payer join/leave, Battle Power Attack/Gain
- NEW For Themes - Scorebox UI support, and new colour options
- NEW Input Viewer - A more flashy input viewer to have on display with input counts. Useful for streaming or for reporting bugs.
- NEW Custom UI Positions! - Drag gameplay UI elements around (Score, Highscore chaser, & Input Viewer)
- NEW Whammy Speed - Set the speed of the whammy animation in the settings

[BUG FIXES]
- Fixed an issue causing the icon for Keys to not display in results
- Fixed an issue with career rivals locked to the same instrument as the player
- Fixed an issue causing the hit window display to not display the correct size when on varying song speeds
- Fixed an issue preventing beatline textures in themes from being applied to beatlines in the initial beatline object pool
- Fixed an issue causing sustains that are dropped or completed on specific highway speeds having an incorrect sustain start position
- Fixed an issue causing the strum after hopo timer (SAH) to not trigger on hopos/taps hit using the infinite frontend
- Fixed an issue causing sustains held to completion on video offsets greater than 0 appearing cut off as if there's more to the sustain that was left unhit

[ADJUSTMENTS]
- Infinite Frontend cheat now has full score saving and is no longer marked as limited
- Infinite Frontend cheat unlock condition moved from level 4 to level 2
- Modified the unlock condition for [REDACTED] cheat
- ProFC Mode's brutality has been reduced - Hit window 80ms -> 100ms | FAS 30ms -> 37.5ms | SAH 53.3ms -> 66.6ms
- Player hit logic has been upgraded to better support combo recovery
- Calamity by GRYBO chart has been updated with all difficulties and available instruments
- Song scanning has been slightly adjusted and should see slightly faster results
- Maximum highway speed has been bumped up from 20 to 100
- Sustain textures has been updated
- Rendering shader for the highway border, highway HyperFlux border and strings has been updated to allow for shorter highway lengths
- Unlockable cheats that save their unlock status will now save their toggle status between sessions
- Gameplay transition fading will now use your gameplay background instead of the default background texture
- Face-off mode will now display the score differences between players instead of their total score. This will allow for easier reference on your performance compared to other players
- Saved scores now display the note hit accuracy
Jul 31, 2022
The Corpsmen - MulticellVong
A quick hotfix to deal with the NewGame+ option appearing when it shouldn't, updating health prediction to match the new Vulnerable, and Banded Coons now having Claws instead of Feet.

Update Log:
- New players are no longer presented with New Game+
- Additional check so New Game+reverts to New Game if no save file found
- Health prediction updated to reflect changes to Vulnerable
- Banded Coon now has Claw limb attributes instead of Feet
Yosemite Forest Ranger - ThirstyThursten
Early Access V002.1 Swimming, New Area and Temperature Management Update
Like it says above, this update adds a hidden new area, can you find it?

Hey guys!
Okay Guys, first of all.. I'm sorry it took so dang long before this update released. This update shouldn't have taken so long for the amount of content but I ran into several problems..
I was hoping this update would be a quick one with some easy new content and some fixes from the previous state of playabiliy But turned out it was a bit harder. Lessons learned!

The issues were mainly with the way Unreal handles swimming and certain audio triggers. (More in detail in DevNotes at the bottom.)

That said, with this new update we bring quite alot of changes and improvements I'm gonna try to mention it all, though I might forget some..
Please feel free to give your opinions and suggestions on this in a constructive manner and we will see what we can do about them! <3


Thank you guys for your patience, I wished I could drop the wildlife update already, but that is HUGE and will need more time! I'll keep you guys updated!
Luckily I can start working on this NEXT! =D
Thank you for playing and joining in on the Yosemite Forest Ranger journey!
<3

PatchNotes:

New Content:
- Hidden new area to explore
- Swimming in the Lake (Rivers are NOT Swimmable.. They gave me Sh*t.)
TOGGLE DIVING WITH Left alt
- Fahrenheit! USA USA!! (Selectable in the Settings menu)
- Different ways to manage your temperature
- Expansion of the beginner tutorial about woodchopping

New Items:
- 2 New food recipes
- 2 items for temperature management
- Canned food
- Pickaxe (Equipment)
- 3 new forageables


Changes:
- Woosh sound FX when you miss-hit with the hatchet (or pickaxe) (instead of "tink")
- Weather and outside temperatures are more balanced and realistic with the IRL seasons and weather probabilities of Yosemite Valley, CA.

Bug fixes:
- Food consumption is way more balanced now
- Fatigue refill on sleep.
- Blocked staircase in Abandoned Village house
- Some hard to grab items on certain locations, now grab-able


DevNotes/Nerd Details:
- Swimming system took waaaay longer than I wanted. Unreal uses physics volumes to trigger the swimming movement mode and those are not easily modular, I have to place them manually throughout all the river parts to make the animations look good and for now I decided it was a waste of valuable time.
- The new area had some issues with lighting and sound and I wanted to fix that as well. I can't say too much because of spoilers! ;)

- Sadly no fix for the audio drops yet.. Definitely connected to the Map and the way the map audio is handled... It loads the voice lines in when you open the map. And the issues seem to be related to the way the engine handles audio that is loaded and killed upon closing the map...
Not an easy issue or fix sadly. But a reloading to the Main Menu and back in game gets the sound back!
- I am experimenting with different ways to fix this or handle the map audio differently.
- Keep reporting any issues please!


If you guys want I can provide a more detailed list of the new stuff in Spoiler tags. Let me know if there is any interest!

Thanks for reading this and for the continued support!
Now Finally onto the cool stuff!!! Next up I'll start with the WIldife update! (Yeah, finally! I know right..)

EDIT:
I've just uploadedd a DevVlog where I talk about this new update, the Struggles I had with it, Future plans and what's to come next, and some very excitiing Announcements!
Go check it out! <3

https://youtu.be/rGUH4Yo9h2U
三国仁义传 The Righteousness: SanGuo - ccg0211steam
Hello everyone, the July development progress report is here.

The main focus of development this month is frames, bug fixes, and level continued development.

Performance

1. This month, I learned a lot of development knowledge, consulted a lot of literature notes, and improved the frame number slightly. In the previous Cao Cao Boss battle Demo, I remembered that the average frame number was about 90fps, and now it can reach about 110fps (I have a 1070 graphics card).

The emphasis is on the top right

2. While continuing to develop the follow-up this month, I actually encountered some bugs that could not be solved before, but fortunately, this afternoon, I finally solved the last vicious bug so far, and the game can finally continue the follow-up development!

Arts:

1. After finishing the design and installation of the boss in Chapter 1, do you still remember the "Big Tiger" DaoShou before? He can move now~

fierily DaoShou

2. The miscellaneous soldiers in the scene in Chapter 1 have also been designed and implemented. Since I am not an animator myself, it took me a lot of time to understand the motion law and bone structure of the enemies of dogs. Perhaps their animations are still not perfect at present, but I will continue to learn and modify them!

Prison guards and HuoDou

This month is mainly for these two aspects of work, the weather is very hot recently, and I feel dizzy, it is impossible to say not to delay the progress, but I will try to stay awake, and work hard to develop the game!

The producer
Carter Chang
Weibo:黄金阿鲁卡多
...