Return to Shironagasu Island - TABINOMICHI
French has been implemented as a new language for the game.
Now French speakers can enjoy the game as well.
Thank you for your cooperation.

Onimushi Hyogo
Immortal Life - steven.zeng
Optimization

  • Add special effect for Sect Kitchen
  • Temporarily remove the third personal painting from the game
  • Optimized the Dishes Rating Menu
  • Optimized the Mouse Indicator when choosing the Doll


Bug fixed

  • Fixed a bug that would crash the game when cooking on a dish
  • Fixed a bug that would make the dishes not have enough exposure
  • Fixed a bug that makes Mu Xia set IN the chair when she’s on the Banquet table
Doors: Paradox - Big Loop
Welcome to Behind the Doors, where we write about all things Doors!
We are saying goodbye to our near and dear cyberpunk levels, in order to make space for the new chapter in this blog - say hello to the Tropical Island levels!

For this category, we wanted it to feel very welcoming. We expressed vibrant colors, numerous animals and the backgrounds were made to emphasize the door, not clash with it. Today we are covering Pirate Bay - a well-known level to all the Demo players and streamers.

Our choice
We chose Pirate Bay to represent our game for a few reasons - firstly, we are really proud of it. Just like any other self-respecting studio, we have a few favorites from our arsenal of various creations and we are proud to say that Pirate Bay is one of them. Secondly, this was the only level from the Tropical Islands, which was a bit darker in both looks and feels. Since it was a pirate island full of not-so-hidden treasures, we also expressed moodiness through the starless night sky. One could even imagine you, the player, were trying to rob the pirates while they were sleeping or off on their misadventures. And lastly, we just think it’s a fun level to play. :)

The Artistic Process
In the picture below are visible a number of colored items - a bunch of weird donuts, a green stick, a pink stick and some skulls on the wall. You might think they are part of a big gameplay mechanic or a crazy, wild idea we had during the conception phase, but there is a little catch here.
Our artists have developed a way to help the brainstorming process by incorporating random items and trinkets into the doors, which may or may not be liked by the designers, thus giving them reasons to agree or disagree with the prototypes presented. Explained simply, artists put as many nonsensical objects into concepts, because it helps with idea generation and creativity.




The Anchor
Expanding on the previous Doors chapters, we really wanted to impress with good progression of the door - how many cinematic cutscenes to include and how the door evolves throughout the level was essential. The hole under the anchor was decided to be kind of like a fishing spot for items or those arcade hook games, which (un)surprisingly never caught a single plushie.
As it can be seen, the anchor served the purpose of being added inside a cutscene with the help of a trusty table getting shattered to pieces. The seahorse head was added later to resemble old time ship figure heads such as mermaids and dragons.



The Platform
When the background was added, we had to reimagine the platforms of the whole category, because its previous design was already submerged in water. So we simply removed the water and bottom platform, so we can leave the two legs standing naturally on the shallow coast and make the debris from the table get submerged as the table gets destroyed. The seamless additions such as the waves slightly crashing on the stone bank and the fire light reflecting off of the gold coins were definitely making the level much more atmospheric than its mobile counterpart.



The Treasure
Any Demo player would already know how the level ends.. and hey, if YOU haven't played Pirate Bay, what are you waiting for? The ending of this level has always been a fun one to watch for us. Being fans of plot twists and unexpected outcomes, blowing up the pirate treasure definitely felt out of the box while we were prototyping. Despite the fact, we believe the real treasure of this level simply flew away.. ːsteamhappyː



Thank You for reading this week’s Behind the Doors. Don’t forget to join our Discord to get notified about all our future posts and announcements, as well as chatting with the team and community!
If you enjoyed our demo and want to see more from Doors, check in with your favorite puzzle streamers, because plenty of them are already playing an exclusive 15-level version!



Forgive Me Father - FQ_Dominik
We greet you, cultists,

The time has come for another update! We are really happy to see you enjoying Forgive Me Father and we want to keep it that way! That's why we tweaked, polished and fixed as many things as we were able to so you could play the game as smoothly as possible!

Changelog:

Enemies
  • Fixed boss 3 bullets sometimes passed through the walls.
  • Fixed boss 4 clones caused frames to drop.
  • Fixed boss 5 sometimes being invulnerable to Thunderonomicon rockets.

Levels
  • The Abyss - fixed player can get stuck by entering portal to door corridor for the second time after loading the game.
  • Gutter - fixed player can get stuck after picking up the blue key.
  • Hospital - fixed large frame drop when entering yellow key fight arena.
  • Hospital - fixed large frame drop when starting the last stage of the level.
  • Secret Lab - fixed loading a mid level save sometimes caused the player to spawn at level beginning.
  • City of Ancients - changed light complexity to increase performance on level.
  • City of Ancients - added no-bloom materials for switchers.
  • Treatment plant - fixed general sometimes gets tuck in place when triggered.
  • Boss 4 Arena - Moved saving chapel so that it does not go into the wall.

General Tweaks and Fixes
  • Asus Aura - fixed "WASD" buttons stay in movement key color after changing movement bindings to other keys.
  • Asus Aura - highlighted keys will now change their color after changing the binding assigned to them, not after pressing the return button.
  • Asus Aura - added custom theme color on Boss 5 Arena
  • Fixed player character was restarted back to Priest while restarting Endless Mode playing as Journalist.
  • Fixed Ammo Generator in some cases spawned extra ammunition even if there was one on the ground.

And that's it for today! Thank you very much for playing Forgive Me Father, we hanker to know how you enjoy your playthroughs, so come hang out to our Discord server!

For you music lovers, don't forget that we've also released Forgive Me Father soundtrack recently!

https://store.steampowered.com/app/2096920/Forgive_Me_Father_Soundtrack/
Two Point Campus - TwoPoint_Steggs
Hello everyone!

We are extremely excited to announce... Two Point Campus is OUT NOW (omgomgomgomg)!



That's right folks, the wait is over! So go build your dream universities, shape the lives of your students and try out a range of our wild and wonderful courses!

This is just the beginning for Two Point Campus, much like our last game, Two Point Hospital, we'll be supporting Campus with updates and new content in the future. We want to make sure you're always having the absolute BEST time while playing, so we'll always be listening for your feedback and making changes to the game with you in mind. Which leads us quite nicely into this:

Join the Community!
Head over the Official Community Space for all things Two Point, make some friends, chat with the devs and have some fun!

Ideas & Feedback
If you've got some awesome ideas for the game, we want to hear it! Head over to the Ideas and Suggestions forum to tell us all about it them.

Screenshots
Two Point Campus is SUPER creative, your university is always going to look very different to other peoples. So please use the screenshots section on Steam to show us what you're making! We'll even be featuring some of them on our social channels.

Bugs
It's possible you might find something weird in the game (not cool weird, but like bug weird)! If you do, please take a look at the Bugs section for details on how to tell us about problems you're encountering with the game.

Talk to us
(pleeeeaaaaaase, we like you)
Use our Official Forum to chat to us and other Two Point fans around the globe! This is the BEST place to talk to us, and there's a lot of lovely players here too - make friends, and enjoy yourselves in the most super awesome community you've ever seen!

SOCIAL
If you like social media as much as we do, follow us!
Twitter
Facebook
Instagram
Blossom Tales II: The Minotaur Prince - Te_Tonic
It's almost time!

Blossom Tales 2 arrives next week! What better way to celebrate than by talking a bit more about some fun characters you'll meet and the new abilities they'll teach you...



One of the most exciting new features is alchemy, which allows you to brew 10 unique potions out of over 40 collectables found throughout the world. Keep an eye out for witch huts to learn new potions!



The magic hot air balloon is also a fun addition, which lets you quickly revisit areas you've explored. Summon the Sky Wizard's gift to anywhere on the map by learning one of the many special songs taught by the magic bards. One song even lets you wake up the heaviest of sleepers, which will come in handy for both the main story and side-quests.



Speaking of side-quests, we hope you check them out to meet some of our favourite characters. The colosseum announcer is particularly hilarious, and the mail quest is well worth it, not just for the amazing reward you get at the end. Sleeping mermaids, chipmunk kings, troll hunters — there's plenty more for Lily to do when she needs a break from kicking minotaur butt!

We can't wait for you to dive into our newest adventure! In the meantime please smash that wishlist button, tell your friends about Blossom Tales 2 and don't forget to tag us on Twitter with any fan art.

Blossom Tales 2: The Minotaur King arrives on August 16th on Steam and {LINK REMOVED}!

- Castle Pixel
Aug 9, 2022
Airships: Conquer the Skies - Zarkonnen
We're now one week away from the co-op and conquest update release!

In a feat of excellent timing, I've spent most of the last three weeks sick with Covid, from which I'm still recovering. Still, the release can go ahead. It's been getting beta tested for the last several months, and I'm confident it's pretty solid by now.

Of course there will be bugs - there always are. If you find one, don't despair, come over to the Discord and report it in the bugs channel, or drop me an email.

I am really excited that you soon all get to play the version I've been working towards for the last four years.
Redout 2 - fil.gabello
Redout 2 1.1.0 - Patch Notes for PC


New Features
  • New HUD implemented, this new one completes our aesthetic vision of racing at crazy speeds!


General
  • General visual improvements and bug fixing on all environments
  • Minor addition of visual elements across different environments
  • Additional performance optimizations
  • Fixed ship explosions from dropping frames
  • Tuned game difficulty
  • Fixed crashes for first time players
  • Fixed instances where the ground would clip through the racetrack on different environments
  • Fixed an instance in which sometimes the track is displayed as inactive after the player uses time rewind
  • Fixed collisions with track and terrain in many different environments
  • Fixed to AI behaviors and respawns in many different tracks
  • Fixed a fatal error for PC users who launched the game without internet connection
  • Fixed leaderboard errors on PC
  • Fixed Tartarus Reverse tracks AI navigation and player respawn positions


Gameplay
  • Tuned the gameplay cameras to allow for a better sensation of speed and control
  • Record times for both “Speed” and “Time Attack” modes in various Career events made easier to achieve to allow for a more enjoyable experience across all levels of skill
  • Star requirements for progression lowered globally


UI
  • Events now show what rewards are unlocked
  • Fixed some localization errors displayed in the UI
  • Added additional animations to the UI when moving across windows
  • Added missing button icons for several hints in Cinematic race in Turkish
  • Fixed some pilot names not translated into Japanese
  • Updated the indicator for customization unlocks to make it more clear when new aesthetic pieces are available
  • Unlocked pieces are now displayed first when navigating visual component menus


Audio
  • Added Dynamic Mix improvements
  • Health recharge sound is now less aggressive


Known Issues
  • Thrust Stat isn’t performing as expected, we’ll take care of that once our mechanics manage to reverse engineer antigravity… Soon.
  • Taking the left route on first track split on Tartarus - Tantalus Reverse or Ixion Reverse results later in being unable to land on the main track
  • Water splash effect can act odd in some parts of Mariana Trench
  • Race times in Single Player modes against AIs and for Host in Multiplayer are rounded to full second
If you're experiencing an issue not listed here, be sure to check out known issues page current updates: https://support.saber.games/hc/en-us/articles/8174504112913
ΔV: Rings of Saturn - Koder
Mandatory IFF Pilot training
Following a number of accidents involving the misuse of autonomous weapons, all the licenced pilots operating in the Enceladus space are required to undergo annual training on the operation of autonomous targeting systems. While the Enceladus Corp spokesman claims that the sole purpose of the training is to increase the safety of the station occupants, a number of mining guilds protest this mandatory activity as an additional thinly veiled tax imposed by the station.



New community patch for EIAA-1337 autopilot
A new community patch to the infamous autonomous EIAA-1337 autopilot reached a release candidate stage today. Taking advantage of the MIT licence of the software, a group of developers introduced an overhaul to the notoriously sparse visual interface of the device in order to expose its internal decision process. The merge request quotes a capability to “finally understand what the damaged thing is trying to do and perhaps not fly with your finger on the power switch all the time”. Elon Interstellar already integrated the changes into their next OTA update.



New simulation theory breakthrough
Researchers led by Dr Bostrom announced today a new breakthrough in the field of simulation theory; the idea that we live in a universe run as an immensely complex simulation. New experiments seem to bind well-known quantum phenomena with the simulation theory, suggesting that the universe seems to be approximating the quantum results when no one is observing them. Dr Bostrom suggests that we could abuse observed phenomenons to introduce additional shortcuts in quantum reasoning algorithms, significantly increasing the computing capacity of modern devices.



Maintenance Logs
  • Added the Pilot tab, with a full-screen LIDAR, the ability to hail ships and configure the Identify Friend and Foe settings for your ship.
  • New Tactical Awareness markers for friendly and hostile ships, as identified by your onboard IFF, make it easy to spot hostiles on screen and estimate the damage inflicted.
  • EIAA-1337 autonomic autopilot is now equipped with visual feedback exposing the internal decision processes of the system.
  • Extended Point Defence targeting protocol, with tuneable targeting criteria, ability to ignore obscured targets and optimize the turret turn ratio.
  • Enhanced the Geologist Mineral Markers. Your ship can now display 400% more and when they overflow, the marker with the least value is expired first, making the marker display more consistent and useful when mining overzealously.
  • Performance improvements for both the Enceladus station and the Rings.
  • A number of stability upgrades.
  • Radiators of Antonoff-Titan K225 will not remain on screen when the ship is exploding.
  • After an astrogation jump, ships and stations could ignore you if you arrived in their comms range.
  • Adjusted the hearing-impaired visual aid on the edges of the screen to be more subtle - in line with the music shifts that they are representing.
  • Improved AI collision prediction. Both NPC ships and autonomic autopilots are now better at detecting collisions and can navigate better around large objects. Your pilot's adrenaline boost will also not trigger so often when you navigate around large objects.
  • HUD size slider can make the HUD even bigger now, which is useful on vertical displays.
  • A side-mounted Cargo Container or Mining Companion would appear to be above an SPC Gungnir assembly.
  • Game engine updated to Godot 3.5, bringing new performance features, asynchronous shader compilation and the latest stability enhancements.
  • Using the kinetic point defence turrets now counts towards the achievement. This change is retroactive.
  • Improved the error reporting handler.
  • Fixed a display glitch on the cargo bays mineral scanner display.
Backfirewall_ - All in! Games || Lukash


Update Assistants!

Save the date and join us at Gamescom 2022 from August 25-28!

Stop by our booth C029g in hall 07.1 to play Backfirewall_, talk to the developers, and win awesome gadgets in a data-contest.



See you there!

Join our Discord Community



Run your protocol now and wishlist the game!

https://store.steampowered.com/app/1920100/Backfirewall/

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