Path of Exile - CommunityTeam_GGG
We love seeing your moments in game, so in today's news post we've decided to share some of our clips that we've seen on Twitch! Check them out on our forum post, which you can find here!
Beasts of Burden - Audio Dread
Hello all,

This is going to be long winded and might get a little emotional so I aplogize. Today, and I'm not even exagerating, I had the most amazing moment in my career as an indie game developer. A YouTube channel which has been a significant part of my life for over 8 years shouted out my game. I own the merch, I watch the live shows, and the Game Theory community was a big part if not the biggest part of what inspired me to make this game.

Beasts of Burden was my first official release and it has the roughness of a first game, there are many things I don't like about it. A little over a year ago I first started encountering Evertale ads and was sucked in by the promise of a deep Pokemon inspired psychological horror game with lore and layers to unpack, and like many others I was dissapointed to find that the promise was a lie. I took to the Game Theory subreddit to see if others had encountered it and if there was any truth to the game or even the lore of the ads and that post got over 700 Upvotes and 4 awards and in a moment that, without exageration, would change my life forever I decided to take the plunge and though I had tried and failed to learn Unity in the past I would put everything I had into making the vision of this game a reality.

With the help of a friend I made on the subreddit, Angry HotDog who aided with marketing, and my good friend Ram99 who aided with music and pixel art I began to design my own version of the Evertale promise. I focused on the Pokemon inspired aspects and attempted to create a GameBoy Advance inspired horror game based on my own childhood. I used the looping and repeating nature of the ads to shape the repeating level PT style of gameplay. I used my own love of The Game Theorists to craft deep lore hidden within an ARG that can be found in the game if you look hard enough and have a flayer for solving difficult puzzles. What I got? A broken, imperfect, first attempt at a game but a game nonetheless. I gave it my all and as you can see the response was... Mixed. But nevertheless I was happy.

The biggest thing I learned from my first attempt at Beasts of Burden had nothing to do with game development, and everything to do with achievement and creation. I have struggled my whole life with PTSD, anxiety, depression, and a whole host of other mental issues and struggles that would be too long to write about here. So many times I had started projects and abandoned them, too scared or lacking motivation to see anything through, and for the first time ever I truly put in the work. I came home from work and spent another 8 hours every night working on Beasts of Burden. I was utterly determined to make it a reality no matter how difficult. Was it good? Was it polished? Did people love it? No to all of the above but it was a game that I had finished, a working game that I was unbelievably proud of and finishing that game gave me the true sense of purpose I had been seeking.

So I made more games, I learned more, and I pursued a career as a fulltime developer. I came back to Beasts of Burden and gave it a massive update which added lighting and fixed many of the bugs but it was, and is, still an imperfect game. There are many bugs, visual glitches, and gramatical errors throughout and the looping nature doesn't do enough to keep itself interesting. These are issues I was aware of and planned to fix in time, but the game had not gained any traction and in my pursuit of fulltime game development I found that I had little time to work on my own games as I wanted to, instead spending most of my time doing freelance work for others.

I met someone here on Steam who kindly offered to help me form a plan to polish the game more, but once again it had faced such a lack of success I could not justify taking time away from paid work to work on a game that wouldn't further my overall goals. And then something incredible happend.

My game was mentioned and shouted out in the first 2 minutes of a Game Theory video and I am suddenly left with the justification I need to begin updating this game again. As a loyal Theorist the ARG and lore aspects I added were all inspired by The Game Theorists and it remained a pipe dream that it may one day end up in a Game Theory video but with how much time passed and how little attention it ultimately got I truly didn't believe this day would come.

I want to give the deepest and most humble thanks to MatPat, the entire GT crew, and the entire GT community for this amazing opportunity and make the most sincere promise that I will do everything I can to live up to chance I have been given. So let's talk about THE FUTURE:

My current plans revolve around fixing the gramar, and rebuilding the game from the ground up with polished visuals, improved Unity systems, and completely optimizing the code. I also would love to add more lore and secrets, maybe spice up the gameplay a bit. Or possibly this should serve as a demo and a full scale game is in order, let me know what you all think. I will read any and all comments to this anouncement or on any of my social media so please make your suggestions heard.

I would like to once again thank everyone involved for this amazing chance at publicity, it truly means the world and I will do everything I can to live up to it. Lastly, if you would like to see future versions of Beasts of Burden played on GTLive, or the lore of the game covered on a Game Theory, mak your voices heard because I know I would.

Love you all, and let's make this game into something I never thought it could be!https://www.youtube.com/watch?v=t8xM8J_AUHo
Breadbox - BitfallCo
Cassette unit feature updates.
  • VIC-20 C2N cassette recorder got a working counter.
  • It's now possible to rewind the tape to the beginning.
  • Updates to counter and counter reset logic.
  • Record multiple programs after another on the cassette.
  • Load programs from different locations on the cassette.

Note! In case someone loves the tape handling too much, you may notice some funny/missing features.
  • The actual tape inside the cassette still lacks the corresponding state/animation.
  • Cassette can be fast forwarded to infinity.
  • Computer reboot or cassette switch will reset the tape to the beginning.
Sep 25, 2022
Nienix: Cosmic Warfare - Fenix
Version 0.5550920388
🎯 [Misc] Sentinel-type ships have been made a bit less stiff.
🎯 [Misc] Sentinel-type ships are now curled up when transitioning between levels/maps/warp-gates.
🎯 [Misc] Auto-cast has been reworked for auxiliary items, and is now triggered far less aggressively.
🎯 [Misc] The positions of the left/right weapon auto-fire buttons in the toggle radial menu have been switched.
🎯 [Balance] The likelihood of On Activation of Auxiliary Events have been reduced.
🎯 [Bug fix] The Drone Tug Engine now correctly pulls summons that are so far away that they have been removed from physics.
🎯 [Bug fix] The weapons "Hazardous Nuke" and "Hazardous Bomb" no longer not auto-explode when in a base.
🎯 [Bug fix] Fixed an issue that caused the UI to sometimes show incorrect drone numbers for clients when playing COOP.
Path to Prosperity - Essence Games

Hi everyone,
Last week was split between many different little issues, so I will keep this post somewhat short.

As you can see from today’s main image, I added the metal tier buildings to the tier comparison I showed last week. As before, this isn’t finalised yet, but a good first draft at what the progression will look like. As you may notice, we decided to change the shape of the roof of the wood tier communal building to fit the wood tier individual building, as well as the foundations of the stone tier buildings from last week - all of this is very much still in progress. You can also expect that we will likely add some more ornaments and “richness” to the metal tier buildings in the future.

Beyond this tier comparison, I also worked on some of the sounds again, changed some minor things about the island map, and have been fighting a somewhat persistent bug that has reappeared after I thought I had fixed it months ago - but more on all of that next weekend.

Until next week!
There Won't be Light - Lospi
We are happy to announce the release of There Won't Be Light!

The game will be on 15% discount throughout one week, so be sure to check that out!

This first version shows the base of our idea with plenty of room for future improvement. We are looking forward to receiving feedback from players.
We also have a roadmap showing what we still want to achieve with the game.

There Won't Be Light

The game is set in a ancient dark maze where the only source of light is activated by the player's voice. One must be careful to control their voice, in order to avoid drawing the attention of the ancient spawns. A ritual must be complete by the players to grant their victory. As you finish steps of the rituals, new dangers come up...

There is a single player mode, and a co-op mode, where you can count on help from your friends!

Be sure to join our Discord and check our Roadmap, so you can keep on track of what's coming and what bugs we are aware!
Conrad Stevenson's Paranormal P.I. Playtest - D&A Studios
Moved the historical documents to the Wiki.
Sep 25, 2022
HammerHelm - Calandryll
This test branch build has some updates based on Valve's feedback on HammerHelm running on Steam Deck. Mostly UI updates to make the text easier to read and automatically opening the on-screen keyboard when you need to enter text. This build also has a couple of fixes for bugs I discovered while testing on the steam deck. Those fixes are also in the main build (1.9.9) that I released earlier.

To get the test build:
  • In the Steam Client Library where it lists all of your games, right click on HammerHelm
  • Click Preferences
  • In the window that opens, select the "Betas" Tab
  • Enter the password to download this build - steamdeck111- and click Check Code
You should get a message that the code is correct
  • Click the drop-down box and select BigUpdateTest
  • Steam should immediately start a new download with the test client. The new game should be called "HammerHelm [bigupdatetest]". Once the download is complete you can launch the game and you should see "1.9.9" in the title screen.
This build is 100% compatible with current saves. So you can safely use any save you want with this test build.

If you are using a Steam Deck, you'll know you have the correct build as the Steam Deck logo will appear on the bottom right of the Play Screen and next to your Health bar in the main game. The latter image will go away once I release this build on the main branch. It's there just for testing.

To get back to the main build:
  • In the Steam Client Library where it lists all of your games, right click on HammerHelm
  • Click Preferences
  • In the window that opens, select the "Betas" Tab
  • Choose “None” from the drop down
  • Steam should then revert back to the main client

-Jonathan "Calandryll" Hanna
jon@hammerhelm.com
My Twitter: https://twitter.com/SuperSixStudios
Luck be a Landlord - TrampolineTales
The game has been patched to fix a bug.

Bug Fixes
  • Fixed a bug where items would sometimes be destroyed when clicked on while playing on the Steam Deck
Zero Orders Tactics - Pauloondra

  • New fonts (for future localizations): usual + dyslexic
  • Animation for returnal of killed/evaced unit
  • Map generation animation
  • Animation between turns
  • Battle length shorted to 8 turns for better experience
...