Snares of Ruin 2 - White Shadow
Hello everyone!

'Holiday with Gwen' is now available!

https://store.steampowered.com/app/2113300/Holiday_with_Gwen/
1000xRESIST - B34ns


Today, we reveal 1000xRESIST - a new narrative adventure from independent Vancouver-based studio, Sunset Visitor - coming to PC and Nintendo Switch in 2023!



RELIVE the memories of a God and uncover a vicious cycle of violence. RECLAIM your legacy across time. RESIST a thousand-year-old lie.

1000xRESIST is a hyper-cinematic adventure. Shift through time. Experience the past, present, and future. Examine memory, identity, and inherited histories, whilst exploring dynamic environments, each with their own distinct style and feel.



The emotionally complex world of 1000xRESIST will push you to a series of difficult decisions, with multiple endings. Your actions will shape the fate of the next generation.

1000xRESIST is a game born of an eclectic set of inspirations, including the games of Yoko Taro (NieR:Automata), the anime of Satoshi Kon (Perfect Blue) even the theatre of Robert Wilson (Einstein on the Beach)— think Kentucky Route Zero meets Neon Genesis Evangelion and you’re getting there.



1000xRESIST is the first game from sunset visitor 斜陽過客, an independent studio based in Vancouver (Canada) dedicated to telling diverse stories through the lens of speculative fiction. We are a group of majority Asian-Canadian diaspora creators with a decade of experience in dance, theatre, music, film, visual arts, and new media arts, bringing our background in the experimental performing arts to interactive media.

Wishlist the game, join the Discord, and sign-up to the Fellow Traveller mailing list for game news, updates, offers and news about our LudoNarraCon events.

Follow 1000xRESIST / Sunset Visitor on Twitter, Instagram and TikTok.
Follow Fellow Traveller on Twitter.






Snares of Ruin - White Shadow
Hello everyone!

'Holiday with Gwen' is now available!

https://store.steampowered.com/app/2113300/Holiday_with_Gwen/
Sep 20, 2022
Smutty Scrolls - Team Tailnut
Heyho, you funky sexy bug hunters!
Thank you to everybody who reported bugs - very appreciated!
Keep 'em coming!

Fixed:
* Global fullscreen toggle should work in all scenes now
* The frog in Millow's Scroll should now be always visible
* The harpbow in Xelda's Scroll should now work as intended
* Lim-Lim should work again on the border of Gimotika's Scroll
* Vendita's Scroll should now display the right items in the first chapter (Shield and Rod). Goodbye, bucket!
* Tried to fix the buggy heart display in Level Select. It works for me, please let me know if it does for you

Thanks and stay funky,
Dez
Europa Universalis IV - PDXRyagi
Hello everyone!

It's been a week since we released EUIV: Lions of the North and 1.34 'Sweden' update, and I'll start by saying that the entire team involved in it wants to thank the community for their great support. The feedback we have received so far has been very positive and we greatly appreciate the passion with which players have embraced this release. The teams that have worked on this project at Paradox Tinto and Paradox Interactive have put in a lot of effort, and we feel very rewarded to see this great reception. So let me say on behalf of us, thank you very much!

But even if the release has been really good from our point of view, there will always be issues appearing, and our goal is to continue to improve the state of EUIV. Therefore, we’re currently working on the first hotfix of the update, version 1.34.3, which will fix a bunch of issues reported since last week. Stay tuned, as it will be released in the next few days.

Apart from that, we also want to address today some content that was not previously revealed but was planned since we started designing Lions of the North: the Norse Easter Egg we included in it.

First question: Why was this content made secret? We had a couple of reasons behind this. The first is that even if we wanted to create some Norse-focused content, we also wanted to keep LotN’s focus on what we thought was its core content, the new deep, branching mission trees we were creating for the countries in the Baltic region. So we were a bit afraid about the new Norse content hijacking the LotN discussions and negatively affecting the general opinion on the other content (which was the main focus of the Immersion Pack, at the end of the day). On the other hand, we also thought that it would be interesting to create some secret content, as usually EUIV has not used so many ‘easter eggs’ compared to other GSGs; but it would also be a challenge, if created under certain conditions. So we went ahead with this overall design, even if we had to tackle some critics during the development process, especially in the dev diary devoted to Norway; at the time we were so adamant about adding more Norse content, because we had already added it to our development version, and we didn’t want to mess that up!

Second question: How do you become Norse? We know that many of you probably know the ways from the guides that this community has made, but we figured out it would be nice to give an official answer to this question, so that’s what we’re going to do with the help of my fellow colleague Ogele. For those of you who may not want to have this content revealed to you go no further!


There are two different ways of changing your religion to Norse: one is based on a lot of luck, the other is a lot more technically doable, but less flavorful.

Let’s start with the more flavorful way first. If you have the following conditions complete then the the event “A Wave of Curiosity” will fire:
  • Your Primary Culture is either Danish, Swedish, Norwegian or Icelandic
  • The current age is the Age of Discovery
  • You are Catholic
  • You are independent
  • You are either excommunicated or you declared Statute in Restraint of Appeals
  • Your ruler is either a 5/5/5 or is a Scholar or is a Sinner
  • You own the province of Bergslagen
  • You have a lot of luck, as the event has a Mean Time to Happen of 100 years. This can be at least halved if you are excommunicated despite also having Religious Ideas



If you select the first option then your ruler will start to rethink his life choices and to question the purpose of the Catholic Church. This triggers a chain of events with each event having roughly ~2 years of time to happen:







Keep in mind that the event chain is immediately broken if you ever take the second option or if your ruler dies during his journey. And you also can get this event chain only once per campaign.

For those who are worried that the stars align and the AI gets the event: the AI will always pick the second option, immediately ending this event. So a Norse AI Scandinavia is impossible to see without player shenanigans.

However, luck is not always on one’s side. For those who want to become Norse without having to… get unfortunate “crashes” every 5 minutes, there is another way to achieve your goal. If you fulfill the following conditions the event “The Awakening of the Norse Faith” can fire with a Mean Time to Happen of 24 months:
  • Your religion group is NOT Pagan
  • Your primary is either Danish, Swedish, Norwegian or Icelandic
  • Any owned province in Scandinavia is Animist and has animist rebels active
  • The current age is the Age of Reformation



From there oonwards you just use the normal rebels to get yourself force converted to Norse.

Some of you might be aware of a supposed third way of becoming Norse, which is through the Norwegian mission “The Colony of Greenland” and the event “The Lost Greenland Settlement”:





In the current game files, this event has been commented out (and this even rather early during development). While we did our research for the old Norse faith we had to accept that Iceland and Greenland had a much closer tie to the Church than mainland Scandinavia, which is why our first iteration of getting access to Norse had to be scrapped - it just wouldn’t have felt natural enough. So if you want to become Norse right now then doing the Norwegian Greenland mission won’t be your best bet. However, we’re always open to suggestions from the community, so maybe you can change our minds on this…


And that’s all for today. In the following weeks, we’ll have a more irregular Dev Diary schedule, as we’ll be focusing mostly on the Post Release Support, and we also need to take some rest after showing new content for 4 months. The team will let you know when we have new content ready to be shared, probably aiming for the 1.35 update. Until then, see you!
Fractured Veil - samzenpus
Aloha Thrivers!

We have huge news: We have sent out Keys to Wave 3 of our Kickstarter Backers! This is the biggest wave yet, and we can't wait to show Lahaina's freshest faces everything we've added to the game!

We'll host some "Welcome To Maui" and other special sessions to go over the basics and answer any questions new players might have. Waves 1 and 2 were a huge help with finding bugs and improving the game. With the help of this next wave, we plan on having the servers ready for even more players to explore and survive in our version of Maui.

Here's everything we've improved.

Quest Improvements

We've fixed a bunch of bugs keeping players from finishing or turning in quests, improved the UI, and made the text descriptions of each quest easier to read and understand.



Veil Travel Updates

We updated how Veil Travel Works, making it smoother and fixed a nasty bug that could make the travel button get stuck in a disabled state, leaving you stranded in an alternate world.



Siege Improvements

We fixed some totem bugs related to sieges, improved how mutant ranged attacks work, and resolved bugs that would cause mutants to get stuck or spawn on top of players. We improved some siege mechanics and vastly improved AI pathing around bases under siege.



Misc Fixes and Improvements
  • Performance and lighting improvements inside the Thorcon.
  • Improve sewer dungeon lighting.
  • Adjusted the minimum fall height required to damage players.
  • Fixed crash when a player finishes a craft with an item that was moved or no longer exists.
  • Increased stamina regeneration while proning or crouching.
  • Fixed issues with various actions while sprinting.
  • Fixed dungeon container spawning/population issues.
  • Fixed a bug where players would fail to interact with ladders.
  • Various Thorcon performance improvements.
  • Fixed Totem permissions bug




Player Fixes

As usual, our testers and Kickstarter backers have been invaluable for helping us find bugs and fix them as quickly as possible. We couldn't be more thankful for their support! Here's what we fixed based on their feedback:

  • blazemonger - New layout for the tutorial seems to not show correct on 3440x1440 and numerous bugs trying to complete quests
  • Logoes - Bug placing stairs on base, ⅓ wall issues, and construction demo bugs
  • MJMPlays/Bleepingelf - Starting quest bugs
  • Nicholi - Trophy collectors seem to throw the projectile but the gas is at their feet
  • Logoes - Land from the minimap and prior versions is just gone now.
  • MJMPlays - Trying to access the campfire after placing down and it doesn't let me access it to put wood to start the fire
  • Logoes - Hitting esc usually got you out of the map, but it does not anymore
  • blazemonger - Dropped my ukapoon by accident .. can't pick it back up at the repair bench
  • ClockBlockerX - Purchased Crafting Bench and did not receive it even though I received quest credit for doing so.
  • Kitski - Recycling bug
  • Logoes - You fall through the rope bridge high in Thorcon
  • blazemonger - Area causes UE to crash and you are not able to log back in
  • KerryAnneKay - I've lost the ability to remove any of the foundation stairs
  • Ferdinandus - When you run forward at night, the street lamp posts light flashes instead of being still
  • Logoes - If your body is in a big pile there is no way to loot it.
  • KerryAnneKay - Sleeping drains health and hydration
  • CoyoteLoven/blazemonger - Items appearing and disappearing in inventory
  • Kitski - Swapping graphics settings while in the Sewers seems to cause lasting decay to frame rate
  • Logoes - Construction bugs
  • Baigs - Quest completion bug
  • CoyoteLoven - Immortal deer in starting area
  • CrimsonCrusher3 - When upgrading stairs from wood to stone they no longer line up properly with the floor tile
  • Cywraith/ClockBlockerX - foundation and floor pieces rotate direction of boards when upgraded from thatch to wood.
  • Bain - When jumping inside a building you can see through the ceiling at the right angle.

More About Fractured Veil
Sep 20, 2022
Holiday with Gwen - White Shadow
Hello everyone!

'Holiday with Gwen' is now available!

https://store.steampowered.com/app/2113300/Holiday_with_Gwen/
Sep 20, 2022
Shady Lewd Kart - Shades


Thanks for waiting on the bugs peeps. We have been working hard to find them and squash them no matter how hot they are ;) Below are the list of fixes and changes for the new build. Including getting the last achievments, the unlocks and the events being cloned!

v1.50
General changes

Changed B1 Bonger key to be a frog
Made Snapback cap to be turned backwards
Updated billboard near Silvie's Garage in Shady Speedway and Metal Madness Speedway
Setup Frank's own intro music
Setup Dealer's own intro music
Updated Shadesona skin sprites
Updated intro
Gallery
Removed duplicate images in fanart gallery
Updated fanart gallery
Fixes
Made checkpoints before and after fountain turnaround in Leisure Sleaze Apocalypse track not show Wrong Way sign
Fixed Metal Silvie's voice clips
Made graffitis and posters react correctly to light and fog
Made pause menu only appear on the player that paused the game in versus mode
Made pause menu smaller so it fits splitscreen
Made both players able to use the pause menu
Fixed countdown bug after pausing in versus mode
Fixed Hat menu in versus mode showing overflowing hats for Player 1
Tweaked checkpoint placement in Pumpkin Chaos
Fixed mission-based events having their rules applied to other events played afterwards
Fixed billboard at the end of Leisure Sleaze Apocalypse
Re-snapped corner piece in Flambeau's Mansion and Pumpkin Chaos
Re-snapped misaligned terrain in Sexy Beach Resort
Lowered Palmtree that had base showing up in Sexy Beach Resort
Fixed floating grass tufts in Bonetown
Removed extra parking floor behind up ramp at the start of parking building in Bonetown
Fixed Dealer's intro in gallery
Added button-mashing protection to dialogue end
Fixed Frank intro text
Removed Ducky's artist credits image from Slasher's panties image
Updated Dodgy Dave's unlock sprite
Fixed bug with end of demo scene trying to open after cup ending

Hailing from the Abyss - Jiwoo Lee
Check out the article by indiewod!

The indie game news press "IndieWod" was kind enough to write a review of our early demo. Overall, they made strongly well-made article with fresh and interesting thought-out statements about our demo. Please, check out their website and share it with your friends!

Soulstone Survivors: Prologue - Game Smithing
Hey everyone!

It's been a little while since our last update, but we've been working super hard on content for the full release! This brings us to the first topic in this announcement: on September 22, we will be bringing the Demo back online, and this time around with a total of 6 characters to try! The demo will be available for A LIMITED TIME ONLY, and you can check more details in the following video:



Today we have also made a huge update to the Prologue, this time around introducing some considerable systematic changes to the game to prepare it for the full version and all the content that is coming with it, as well as some improvements to the quality of life and a whole lot of balance improvements!

We expect a few of the changes in this version to be controversial at first =P, but still, overall, we expect the game experience to be smoother, the power progression to be from one side more controlled, but still very rewarding, and we expect that some under-used skills will now be able to shine through with the balance changes. Without further ado:

Patch v0.7.022c - September 20, 2022
General changes:
- Added "Damage Details" page at the end of a match, so you can see more details about how skills are performing;
- Added "Skill Modifiers" to the skill tooltips, so you can see all modifiers that are applied to that skill in addition to your attributes;
- Multiple visual and sound effect changes across the game;
- New Soundtrack for The Whispering Grove (forest map);
- Added option to enable/disable tooltips during gameplay;
- Visual effects for when you change weapons to improve feedback;
- Added new Status Effects such as Melting, Rot, Cursed, etc, which are, for now, linked only to a few skills such as Flamethrower;
- Made fix so some projectiles don't go in weird directions;
- Changed how skills such as Flamethrower multicast, by adding more projectiles and increasing the rate of fire;
- Made it so Minerals and Health Crystals can now take status effects;
- Fixed an issue where summoned units such as the Skeletal Archers were benefited 3 times by Skill Tag upgrades;

System changes:
- ALL power-up effects are now Additive, instead of Multiplicative. This change makes it so the power curve during a match is more linear, instead of exponential. Together with this change, most stats have had their names adjusted and are no longer percentages, to make the inner workings clearer;
- With the change above, ALL power-ups have had their values adjusted, so the power levels should still feel similar to before;
- Major refactor to Skill Tags. All skills have had their tags revisited, and many new tags were created to divide skills into different groups and to be rid of overly generic tags. The intention behind this change is to accommodate the number of skills planned for the full game, and make sure that certain tags are not overly powerful in comparison to others;

Balance changes:
- Increased Blizzard damage from 400 to 625;
- Reduced damage of Buckshot from 120 to 100;
- Increased Chain Lightning damage from 170 to 180;
- Reduced Chaos Bomb damage from 1-600 to 1-500, but considerably increased the power of the random effects;
- Combustion no longer deals instant damage, but Burn damage increased from 40 to 60;
- Reduced Death Claw damage from 1-1000 to 1-300, but considerably increased the power of the random effects;
- Increased Double Slash bleed damage from 50 to 100;
- Decreased Festering Strike damage from 150 to 30;
- Decreased Festering Strike poison damage from 400 to 90;
- Reduced Festering Strike cooldown from 8 to 1.6 seconds;
- Increased Fire Slash burn damage from 100 to 170;
- Reduced damage from Fire Wall from 450 to 400;
- Considerably increased the area of Fire Wall;
- Flamethrower now applies Melting instead of Burn;
- Flamethrower no longer deals instant damage, but now applies Melting, dealing 75 damage up from 30 and reducing armor;
- Increased Flame Wave burn damage from 300 to 400;
- Increased Frost Bolt damage from 300 to 330;
- Increased base damage for Frozen Warhammer from 180 to 300;
- Frozen Warhammer now scales off of Slow and Paralysis;
- Increased Glacier damage from 600 to 650;
- Increased Ground Slam damage from 250 to 300;
- Reduced Ground Slam cooldowm from 8 to 6;
- Increased Ground Slam bleed damage from 300 to 500;
- Reduced duration of Intimidating Shout from 12 to 6 seconds;
- Lightning Bolt now fires 3 large missiles in a cone, each dealing 280 damage;
- Reduced Meteor damage from 500 to 400;
- Increased Mortar Shot damage from 20 to 30;
- Increased Mortar Shot bleed damage from 25 to 60;
- Increased Piercing Shout armor reduction from 30 to 50;
- Increased Piercing Shout cooldown from 12 to 15 seconds;
- Poison Bolt now fires 5 missiles in a cone, each dealing 130 poison damage;
- Increased Poison Bomb poison damage from 400 to 500, and also increased tick damage considerably;
- Reduced Power Blast damage from 400 to 150;
- Power Blast now applies Disoriented instead of Dazed;
- Shadow Bolt now fires 7 bolts in a large cone, each dealing 160 Doom damage;
- Reduced Shadow Spike initial damage from 250 to 230;
- Reduced Smite damage from 700 to 450;
- Increased Subdue bleed based damage from 5 to 10;
- Changed Stomp damage to 400;
- Reduced Templars Verdict cooldown from 7 to 5 seconds;
- Reduced Templars Verdict damage from 300 to 280;
- Throw Axe now applies Hemorrhage instead of Bleed;
- Reduced Throw Axe damage from 350 to 100;
- Increased Throw Axe Hemorrhage damage from 200 to 300;
- Increased Thrust bleed damage from 100 to 500;
- Increased area of effect of Thunder Clap by 14%;
- Increased Thunder Clap damage from 350 to 550;
- Reduced Thunder Strike damage from 600 to 500;
- Reduced Void damage from 480 to 240 (which was the intended damage, the tooltip was already showing the correct value);
- Increased area of effect of Whirlwind by 12.5%;
- Increased damage of Whirlwind from 90 to 110;

We really hope that you enjoy those changes, and we can't wait to share more details about all the future content we are working on! As mentioned in the video, we will share a roadmap of all you can expect for the full version really soon, so stay tuned, but until then, we hope you will also enjoy the Demo and the 3 returning characters!

If you have any feedback, questions or anything I can help with, please do not hesitate to leave a message and I will get back to you as soon as I can!

Thank you all very much for your support, for the feedback, and for being amazing =)
Best wishes,
- The dev team
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