Perfect Tides - punkybird


Today I am delighted to bring you a first peek at Perfect Tides: Station to Station, the upcoming sequel to Perfect Tides.

My team and I will be fundraising for the next month. If you would like to be a part of this independent player-supported project, click the link below.


Hoping to have more (good) news for you soon!
Alabama Bones Adventures - GameResort
Who are we?
Welcome Adventure Game friends and Pixel Art aficionados! We’re GameResort, a game development studio currently comprised of 3 people representing 3 nationalities. We’ve all been making games for a while, but this is the game we’ve been wanting to make all along.

We love pixel art. We love adventure games. We feel like the combination of both creates enough space to let your mind wander between the pixels in an adventurous exploration.



What’s the game?
The premise of Alabama Bones Adventures might seem familiar, but the satirical storyline comes with an important twist: the main character, an aging archeologist, finally realizes that there was really nothing noble about his collecting past. It was glorified theft all along!

You join our faded hero on a journey to return decades of stolen artifacts from museums to their rightful owners.

What’s the plan
Our goal is to provide a control scheme that feels native with both game controllers as well as mouse and keyboard. We aim to make the fun old school point and click adventure game you remember… minus all the tedious stuff that hasn’t aged well. As such we are taking great care to avoid extreme pixel hunting and illogical item management puzzles by automating your inventory.

The game will be broken down into chapters. The goal of each chapter is to return a specific museum artifact to its place of origin. The first chapter will take our hero to South America, where he will attempt to retrace his steps to an ancient Peruvian cave.



More chapters will be revealed over time, and they will take place on a variety of continents.

How to stay in the loop
If you have a minute, please wishlist our game on Steam. It helps a lot. You can also check out our website at www.gameresort.com for game updates and other news.
HOSTLIGHT - Mirgrim
- Fixed an occasionally bug with pressure buttons that prevented the activation with the prism's sphere weight.
Aug 8, 2022
Leman - hudd
Backgrounds! You can now play as a band with a background, each having bonuses and penalties.
Guardsmen
Merchants
Thieves Guild
Rangers
Wizards
Northerners
Pit Fighters
or even just plain old vanilla (all existing save games will use this)

Potions! You can now buy (and craft via the Alchemy skill) potions of:
Healing
Strength
Speed
Energy
Fire
Courage
Poison Gas

There are 5 new rare magic item types
Glasses
Crown
Chalice
Horn
Mask

And 5 new magic item abilities
Vampirism
Ethereality
Thorns
Poison
Terror

Balance changes for Easy Difficulty - before it was very hard to get XP as the battles were so easy...
Big bonus added. (To a lesser extent, likewise for Normal difficulty)

Bugfix - sometimes you couldn't do an Active Skill (Like Defend) if you had the exact number of AP required.

Pursuing enemy on the strategic map could get very jerky - fixed to be a bit smarter about the number of times it needs to recalculate the route to the enemy.

Traits - this bug has been in there for a while - everyone was getting 5 traits, when it should be much fewer... Oops!

Various minor tweaks and fixes.

** EDIT **
Performance tweaks! I've cached a lot more graphics, so you should some speed improvements, especially when flicking between screens in a town, and when loading a new combat.
Astonishing Baseball Manager - dev
Hey baseball fans!

This week's update is a great one! Two big features have been added, and bunch of smaller ones are also joining the party!
The first new feature is the "World Cup". This mini-event takes place every 4 years, during Spring Training. You will be asked if you want to take charge of an international baseball team, and lead them to victory! This is a nice break from the regular season. It's also a great feeling to play with stars from the entire league!



The second new feature is the "Bleachers' message" editor. This will allow you to post your own messages to the social network of the game. And this includes the possibility of running "polls". You can finally ask your fans what kind of popcorn they really want (and it's not the one with cheese). Is it a very useful feature? No. Is it fun though? yes, definitely!



Finally, this update includes a bunch of other changes, like the possibility to edit the name of any coach in the league, new team logos, and an improved logo picker! Check the complete list below for more info!

New Features
  • World Cup
  • "Bleachers' message" editor
  • Edit the name of any coach in the league
  • New team logos
  • Improved logo picker
  • Colors are now sorted during the creation of a custom team
  • A few bug fixes for the Prodigy mode (thanks Andy!)

Help us improve the game!

This week, I have a special request: I've prepared a survey to see how I can improve the Steam version of Astonishing Baseball. I kept it short, and any feedback would be appreciated. Thanks in advance for your time!
https://a.sprig.com/cjFicHZhWFl5RGZzfnNpZDowY2VkYmExMy05ZjExLTQxNmItOTJkOC1iMWZhMjU2M2Y0OWU=

See you at the ballpark!
Aug 8, 2022
Sokorun: One Box - fagnernascimento2794
we corrected the depth of the box.
My Singing Monsters - BBB_Jenn


Promotion: RARE TRIO - 3 Featured Rares available in the StarShop
SYRAK: the War in the Middle-East - SYRAK Strategy Game
For weeks I have been wanting to make this announcement. I am a solo-dev, doing what I can to support the game I made. I am just, this summer, in a middle of a very busy moment for personnal/family reasons, and I hope that I will be ready/able to come back to making some updates on the game very soon, heopfully in the coming months !

Best regards !

Long live Palestine!
Monomyth - RatTower
Hi, dungeon-crawling fans!

Another month, another update! Beta 1 is just around the corner and in the last few weeks, plenty of significant improvements have been implemented. So let's take a look at those!


Current Progress
As you know, Monomyth's beta has been out for about a month now. In this short period of time, there have been numerous hotfixes. Beta testers have been very busy reporting various problems and as a result, both major and minor bugs were corrected. One particularly nasty bug involved the functionality of NPC navigation, which, luckily, could be tracked to a simple, incorrect engine setting.

Besides fixing bugs, I have also been adding various features that would improve the overall experience of the game. NPCs will now greet the players via text messages over their heads. The same system is also used for idle chatter and combat taunts.



I have also re-introduced Offhand Actions, which were sort of a last left-over from the old codebase's feature list. This means you can now, again, press the middle mouse button and use your torch to light other torches in the game world (and set certain inflammable objects on fire as well).



Some of you may have been unaware of it, but the Kickstarter demo also featured a shield-bash that could be activated in the same way. This feature is back as well, however, this time it is far more impactful. It can be used to knock enemies down or push them off ledges.



Combat AI has been improved as well and while it still needs work encounters are now more balanced. The rebalancing in the latest version of the game also affected weapon durability. A frequent feature request from the Kickstarter demo was the possibility to pick up the weapons dropped by enemies. This was an option in Arx Fatalis and Ultima Underworld. However, in Monomyth, this feature devalued some weapons, because of their sudden high availability. More precisely, it had an effect on the urgency of keeping an eye on your weapon's durability. This called the necessity for the durability feature into question (at least with regard to highly available weapons). Ultima Underworld circumvented this problem by permanently breaking weapons. This introduced an element of resource management into the game and reduced the effects of readily available weaponry.

I have been experimenting with a similar system in Monomyth's early game now. You can still repair your weapons at a forge, but if you don't pay attention to their durability you will risk losing them permanently. So far, at least in my experience, this little change makes the early game significantly more exciting. Obviously, this feature will be somewhat less relevant for rare weapons. These aren't readily available in the first place and some of them are indestructible anyway (they still wear off over time though, so they have to be repaired to fulfill their potential).



I have also been thinking about the save system during the rebalancing process. At the moment free saving is the standard game mode on the basis of which the distribution of level-up shrines is balanced (these were originally used to save). I might actually turn this around and balance the distribution around the classic system from the Kickstarter demo. People will still have the option to turn on free saving during the character creation though.

I have also reworked the object carrying/placement system since I have noticed that players kept having problems with putting bread near a fire or into an oven. Therefore, I implemented a feature with which they can drop items from the inventory directly into their character's hands. Players can then precisely rotate and place the item with the help of a "ghost object". This is also very useful for stacking boxes.




Beta 1
The rest of the time, I have focused on closing the gap between the actual beginning of the game and the current beta content. This required a rework of the "Serpent's Bastion", an area you already know from the Kickstarter demo.



The patch integrating this content should be ready within the next few days. With its release, Monomyth will enter the "Beta 1" phase. Just like after the release of "Beta 0" I will then shortly focus on documenting and fixing various bugs found by the beta testers. Afterward, I will shift my focus toward working on the next beta patch. Going strictly by the plan from last month's update that would include the game's main settlement, I might, however, switch Update 2 and 3 around, since the latter still requires more work.

Either way, there is still a lot to do. I will keep you posted!

Best wishes,
Michael
Voxrush - pickle_drugs
Updated grave with the top player of the week "Mrdziobak" who scored unbelievable 3,190,044 points!
Well played;)
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