Game Dev Masters - Doobachoo
A few quick fixes to address some issues found by players in the current 1.3 build.

- Fixed an issue that prevented auto researching genres properly

- Added milestone completion checks to spending paragon points. Now if you use paragon to unlock 25k fans or a big starting bank, it will correctly fire a check on the milestones for completion.

- Fixed an exploit with bank loans. It was possible to take a loan, and then immediately owe less than the loans value to pay off the loan creating an infinite money glitch. This is caused in the early game when your company valuation is low, and numbers end up being rounded down to there minimal levels. As a temporary fix you will now get a loan that matches what you have to repay, whether that is higher or lower than you expected.

The banking fix I have implemented is not perfect as you may get a loan higher or lower than you expect in the early game to prevent any abuse, but it may seem confusing to get a higher or lower value loan. In the near future I will be reworking the math and the bank system, but for now this will serve as an emergency measure to prevent any exploiting. This only really affects the early game, as once your valuation is much higher than the initial $250k the math works out a lot cleaner. This will be fully fixed and rebuilt in the next update, but for now this will prevent any abuse. Big thank you to DoorFail from discord for bringing this to my attention via DMS to prevent it from spreading.

This should fix all remaining issues from the 1.3 update, I will now be working towards the 1.4 update set to drop October / 01 / 2022. Thank you for your support, and have fun developing.
Visual Novel Engine - qberty
Hey there! It's been a really long time since the last update. A realllllly long time.

I'm pretty proud of the new 2022 beta update to VNE. The beta is a complete rewrite of the entire engine using a different language entirely focused on performance and customizability.



This new engine is fully backwards compatible with all the VNs created with the older version. You can access the new beta by using the code "betabuild2022" under the BETAS tab for your Visual Novel Engine steam installation. Currently the beta is available on Windows as well as Linux (via Proton). Exporting currently supports Windows if you have the Export DLC.

I plan to backport all existing VNs from the old database into the new one as well as the submissions that I was not able to approve. Consider them approved!

If you encounter any bugs or have any feature requests I will be active in the community Discord as well as Steam Discussions!

I plan a lot of feature expansion for VNE including controller / steam deck support, RPG game elements, and interactive game blocks (with built-in map editors as well), the list goes on so if you have anything for me to prioritize please let me know!

Most importantly, the double text display bug has been completely fixed! ;)
Nevergrind Online - Nevergrind Online
265: Early Access 0.13.4 - August 11, 2022 5:50 PM EST
• The buy-back inventory no longer resets when you return to town. It will now only reset when you camp out.
• Addressed security and integrity updates server-side. Nothing exciting in this patch, but development on the fun stuff starts, tonight. 😎
Aug 11, 2022
Biters & Bullets: Prologue - Windurex
Heya, here's another small update with some bug fixes and improvements :)

  • Wolf, drone and turret will now prioritize enemies near the player instead of near themselves
  • Simplified some powerup descriptions
  • Skills can no longer be activated while in "super powerup" mode (giant, car etc).
  • Primary weapons have more interesting upgrades and will always receive a damage increase
  • Dash (skill) will now make you invulnerable while dashing
Fast and Low - Huskinator
Hi Everyone,

The past 2 weeks, I've been focusing on improving the gameplay for the Desktop PC players. I've added the ability to lean around corners, reworked a lot of the animations, and fiddled around with the recoil and spread to make each of the guns feel more snappy. The game is now on Patch 1.93.

FPS Update

New Animations added for the FPS player.



FPS player models now have different hipfire and aiming down sights poses

Quicker Reload (new animation + shorter reload time) for FPS player when reloading with ammo in the chamber.



Leaning around corners now added for FPS players





Audio Changes
- Fixed the spatial audio for Doors.
Door opening/closing sounds can no longer be heard from across the map!
- Added footstep sounds for enemies and civilians
- Added knife "whoosh" sounds for Knife-wielding enemies

VR Gameplay Changes
- Opening the Revolver, Sawed-off Shotgun, Double-Barreled Shotgun, & Triple-shotgun now only ejects used ammo. Players can now easily reload to full instead of being forced to expend all their ammo all the time.



Misc Changes
- Enemies now have to rotate fully towards you before they start shooting at you
- Enemies in the "Standing still and Firing" mode may now run to available cover after a random point
- Adjusted enemy projectiles to better collide with walls
- Breaking enemy masks now put them in a brief "STUN" state
- "Attacking from ground" enemy animations reworked
- Fixed Bug in "Map 4" where hostages heads were exploding even when their executioners were killed.

Thank you everyone for their feedback and support. Have a happy summer!


Untamed Isles - alex
Hey Tamers,

Today I want to share extremely sad news with you all. We have to pause the development of Untamed Isles and put the project on hold. With a heavy heart, we made this decision and we understand our amazing community will be shocked reading this.

Fighting every day against an inevitable current because of the promise I made when we embarked on this journey. A promise I will still intend to keep, but not one that I now have the ability to decide the timeline to. There have been a myriad of factors that have caused the lead-up to this very moment but what this all comes down to is that we are unable to financially keep up with the demands of what we set out to do.

Untamed Isles is a very ambitious title being an open-world monster-catching MMORPG. To work on this project we brought more than 70 staff members on board and we were working relentlessly for more than 2 years to build the game we all were dreaming about. The truth is that the cost of development is high and there were lots of bumps on our way to this moment. Since we started the journey in 2020, the economic landscape has changed dramatically both generally and specifically for cryptocurrency, and we are not confident in the current market. We ran out of financial resources and we can’t carry on the development at this moment.

We leaned into the crypto market and expanded rapidly off the back of the positive interest. When the crash came, we ended up heavily exposed with too short of a runway. The game remains game-first, crypto-second in design, but crypto funds have become, and remain, essential in getting us to the release. Unlike many of the projects that have foundered in the storm, we actually have a great game design that could stand on its own two feet. But until the crypto situation is resolved - and we're confident it will be at some stage - then we have to hibernate development on this project.

We have such a passion for Untamed Isles and we don’t want to see it launch unsuccessfully and be forgotten. We want to bring our vision to life. Unfortunately, in current circumstances, it means that we have to take a pause and rethink our approach. We can’t say how much time it will take, but we still hope to see you at the Isles one day.

We couldn’t ask for a more caring and loving community. You guys were there for us on every step of this journey and we had so much fun together during beta tests and game nights. The team that worked on Untamed Isles are the most talented and amazing group of people. Making today’s announcement is one of the most difficult things in my life because of all the love I and every team member have for this project.

I’m sure you have lots of questions and we will try to answer as many as we can. You can find a FAQ in the next message covering some of the things. Please respect the privacy of team members and don’t send DMs.

Thanks for all your support,
Josh & the Phat Loot team
Mirror Forge - Lazarus
In his third dreadful dev diary, Mystive Dev goes through what he has been working on the last couple weeks for his upcoming game Mirror Forge.



Wishlist Mirror Forge Now!

https://store.steampowered.com/app/1807200/Mirror_Forge/

Social Links:
Maneuver Warfare - mjonasz
Fixed an issue with the editor and with the "select all" campaign button that previously did not add the Mission Pack South DLC operations when the DLC was purchased.
Memory Traces: Japan - Game Controll Studio
Some people have found it difficult to fit the pieces at the bottom of bowls, pitchers and statues.
Bastide - medievalnexus
Patch notes. Version 0.4.2 and 0.4.3

    Version 0.4.3 changes:
  • Added time played to load information will only start counting time played after updating.

  • Fixed food in the market being inaccessible throughout the day apart from pumpkin and cabbages. (Worked as intended at night).

  • Fixed issue with church visual.

  • Fixed issue with church hud.

  • Changed river sound distance.

  • Adjusted no worker icon on some buildings.

  • Improved stone mason and cheesemonger clipping.

  • Fixed cheesemonger entrance and preview position.

  • Fixed cheesemonger floor rotation.

    Version 0.4.2 changes:

  • Improved tree performance.

  • Fixed market visual issue.

  • Fixed grass visual issue.
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